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GODS OF THE

NORTH
VOLUME 1
On the arctic frontier, at the border between the mountains and the wastes beyond,
looms Castle Thar-Gannon. For centuries, the Skull God ruled his domain from
his blackened throne. But 20 years have passed since the routing of his armies,
and now the castle lies abandoned with riches unclaimed.
Yet, death still lurks in the shadows of the ruins.
An ancient doom arises from the depths of this place...

Requires Old-School Essentials


PULP HUMMOCK PRESS PRESENTS….
GODS OF THE

NORTH VOLUME 1
1st Printing, September 2023

Publisher: Pulp Hummock Press


Author, Designer, & Managing Editor: Robert Alderman
Project Manager & Editor: Dr. Christine Grogan
Cartography: Billy Longino
Cover Artist: Terry Vanatta
Layout: Glynn Seal (monkeyblooddesign.co.uk)
Logo & Symbol Design: Sam Willits
Contributing Authors: Chris Cotgrove, Joel Hines, The Scrying Dutchman
Interior Artists: Ian Baggley, Adam Black, Carlos Castilho, Jacob Fleming, Peter Pagano, Paul Sementilli,
Jon Torres, Gary Trow, Terry Vanatta, Rose Willits, Sam Willits
Other Contributors: Attronarch, Craig Chouraki-Lewin, Byron Goss, Michael O’Hara, Luc Poulin
Legal Team: Mary O’Hara, Marie Taylor, Robert Ward
Play-Testers: Andreas Casapu, Attronarch (Referee), Ian Engleback, Idle Doodler, JP Ollivier, Mitch H.,
Samuel Healy, 1 war-dog, and 11 tragic retainers

Gods of the Forbidden North 2023 ©, Pulp Hummock Press LLC. All Rights Reserved.
The PULP HUMMOCK name and logo are trademarks of Pulp Hummock Press LLC.
Any reproduction or unauthorized use of the material herein is prohibited without the express written permission
of Pulp Hummock Press LLC, 30 N. Bay Dr., Dover, DE 19901.

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.

Both overland hex maps were made with Worldographer: RPG Map Software by Inkwell Ideas, Inc.
Some icons from “1e World Style Icons Set” by Keith Curtis via Inkwell Ideas, Inc.
DEDICATION
To Panagia, the Star of my Sea
—and especially her Treasure Island King.
“For we put the thought of all that we love into all that we make.”

—J.R.R. Tolkien, The Fellowship of the Ring


ACKNOWLEDGMENTS
This work would not have been possible without my incredibly devoted wife, Christine. For the endless hours
you spent listening to me ramble on about the virtues of old-school dungeon crawling procedures, the ecology of
tundra dragons, and the right way for a dwarf to court a gnome—thank you, from the bottom of my heart. The
generous and selfless gift of your friendship, patience, humor, cleverness, time, and love can never be returned. I
love you. And I am forever indebted and grateful to you.

To my children, Chelsea and Kai—how you both fill your father’s heart with laughter, joy, and love. Though I fell
face-first on the ground and felt like quitting an incalculable number of times, it was often the beautiful melody
arising from my daughter’s flute as she played it diligently in her bedroom or the sudden pounce of my little son’s
feet as he carefully aimed them squarely at my cullions that forced me back up and into the writer’s arena. My life
wouldn’t be the adventure it is if either of you were missing from it. You are both so dear to my heart. I am so
blessed to have sired you, my two biggest surprises! And I cannot even begin to describe how much I love you.

To my authors, illustrators, and layout designer—whether you or anybody else realizes it or not, we just made
ourselves some bonny jazz and poetry.

To my writing mentor, Rita—you believed in me. I can’t thank you enough.

To my friend, Michael—for reminding me to dig in and live harder when things get tough.

To Chuck and Patricia—for loving me and accepting me as a son all these years, and for letting me marry your
daughter! I love you both, Mom and Dad.

To my little brother, Marc Jr.—you rolled that impossible 17, mugged my CR 29 death knight at a mere 8th
level, and like an Atlassian, dutifully bore the glove of greater greatnessB to all my games with an easy smile. I
wouldn’t be the evil DM that I turned out to be without you, my meddling hero. May your imperiled animal
companions always return to you with at least 1 hit point, and may Peter Griffon bear the corpse of your valiant
dwarf to the halls of Crom’s sacred mountain.

To my father, Marc, my eternal Zargon—this is all your fault, Dad. Maybe next time you’ll think a little more
deeply before buying a Milton Bradley board game and spending every weekend playing it with your sons. Over a
single summer, you changed their lives forever.

To my mother, Dorothy—pretty sure your flair for raunchy, camp-fire story-telling bears far more than mere
partial responsibility for my ending up as a writer. Without your influence, love, and guidance over the years, I
honestly couldn’t scribble a word. Thank you for always telling us kids a good yarn.

And to both of my dear parents—hey, I finally did something!


The Forbidden North
TABLE OF CONTENTS
AN INTRODUCTION Guardian of the Grove��������������������������������������� 28
TO THE FORBIDDEN NORTH���������������������� 11 Debate Among the Stars������������������������������������ 29
Module Overview������������������������������������������������� 12 Battle in the Heavens���������������������������������������� 29
What Do You Need To Play?����������������������������� 12 The Immaculate Queen’s Arrival������������������������ 31
The Old-School Renaissance����������������������������� 12 Crushing the Worm-Head��������������������������������� 31
Errata & Feedback�������������������������������������������� 12 Empyreal Judgment������������������������������������������ 34
Typographical Emphasis������������������������������������ 12 Sentinel Tower of the Caelorum������������������������ 34
New Monsters��������������������������������������������������� 14 Dark Dreams of the Inilgaan��������������������������������� 35
Referee Note Boxes������������������������������������������� 14 Treaty with the Tarngrak����������������������������������� 35
Read Aloud Text-Boxes������������������������������������� 14 The Inilgaan������������������������������������������������������ 35
Wandering Monsters����������������������������������������� 15 Nefarious Nuptials & Sinister Seeds������������������� 36
Encounter Frequency���������������������������������������� 15 Cyclopean City Under the Earth����������������������� 36
Monster Activity������������������������������������������������ 15 The Cataclysm of Chaos������������������������������������ 37
Volume 1: Chapter Overview���������������������������� 16 Ascent of the Ninth Demon������������������������������ 38
Running Gods������������������������������������������������������ 18 Bygone Wars in Protohistory�������������������������������� 38
Styles of Play����������������������������������������������������� 18 End of the Inilgaan������������������������������������������� 38
Encounter Design Principles������������������������������ 19 Settling in the North����������������������������������������� 39
Adventure Reward Totals���������������������������������� 20 Voyage of the Skull God��������������������������������������� 41
Campaign Summary��������������������������������������������� 21 Conquest of the Enoruuk���������������������������������� 41
Location of the Forbidden North���������������������� 21 Confessions of the Black Moon������������������������� 41
A Brief History of the North����������������������������� 21 Pantheon of the Unholy Nine���������������������������� 42
Beginning the Campaign����������������������������������� 23 Castle Thar-Gannon Completed������������������������ 43
A Note on Alignment���������������������������������������� 24 The City Forgotten by Time������������������������������ 44
Volume 1: Adventure Summary������������������������� 24 Attack of the Erebrean Dwellers������������������������ 44
Flight of the Skull God�������������������������������������� 44
CHAPTER 1:
Advent of the Empire������������������������������������������� 46
ANCIENT TALES OF
The Hadean Delegation������������������������������������ 46
FRIGID TITHERION��������������������������������������� 25
Battle of Sand Bone������������������������������������������� 47
Event Timeline Summary������������������������������������� 26 Battle of Stinging Meadows������������������������������� 47
Chronicles of Titherion���������������������������������������� 27 Fall of the Empire��������������������������������������������� 47
The Cosmic Wounding�������������������������������������� 27 Titherion The New Frontier��������������������������������� 48
CHAPTER 2: Using Hex Coordinates����������������������������������� 154
SUBARTIC SOCIETY��������������������������������������� 49 Wilderness Encounters������������������������������������ 154
Arctic Languages�������������������������������������������������� 50 Conclusion��������������������������������������������������������� 238
Common Tongues�������������������������������������������� 50 Adventure Rewards��������������������������������������������� 238
Forgotten Tongues�������������������������������������������� 50 Monsters: 229,020 Xp������������������������������������� 238
Monstrous Languages��������������������������������������� 50 Treasure: 452,853gp, 2sp, 5cp������������������������� 239
Decipherable Languages������������������������������������ 51 Magic Items���������������������������������������������������� 240
Northern Cultures������������������������������������������������ 51 CHAPTER 6:
Enoruuk������������������������������������������������������������ 51 MORKAAL’S TOMB���������������������������������������� 243
Hadean������������������������������������������������������������� 55 Builder of the Tomb������������������������������������������� 244
Whudjan����������������������������������������������������������� 57 Morkaal the First & the Last���������������������������� 244
Religion In The North����������������������������������������� 57 Legacy of J’karaa��������������������������������������������� 246
Emeqism����������������������������������������������������������� 58 Cliffs of Morkaal���������������������������������������������� 246
Hadean Temple������������������������������������������������� 59 Conclusion��������������������������������������������������������� 258
Magoth������������������������������������������������������������� 66 Growing Troubles������������������������������������������� 258
CHAPTER 3: Future Party Goals������������������������������������������ 260
CITY UNDER THE AURORA�������������������������� 83 Adventure Rewards��������������������������������������������� 260
City of Valkengard������������������������������������������������ 84 Monsters: 2,923 XP����������������������������������������� 260
Government & Politics�������������������������������������� 86 Treasure: 11,769gp����������������������������������������� 260
Population�������������������������������������������������������� 88 Magic Items���������������������������������������������������� 260
Districts & Notable Places��������������������������������� 88 CHAPTER 7:
Rumors in Valkengard������������������������������������� 102 BOG RUINS OF FORT IKENVAR����������������� 261
CHAPTER 4: The Western Island��������������������������������������������� 264
THE EYE OF J’KARAA����������������������������������� 107 The Slavers of Shuun��������������������������������������� 264
Voyage of Heroes����������������������������������������������� 108 BATTLE ON WESTERN ISLAND���������������� 268
Prologue: Gateway to the North���������������������� 108 The Eastern Island���������������������������������������������� 276
Part 1: A Stroll Down Markham Street������������ 114 Lurker In The Darkness����������������������������������� 276
Part 2: Of Roasted Moose & Frigid Ale����������� 116 Into the Eastern Island������������������������������������ 278
Part 3: Devils in the Details����������������������������� 121 Conclusion��������������������������������������������������������� 284
Conclusion��������������������������������������������������������� 127 Valkengard Developments������������������������������� 284
Fate of the Black Magician������������������������������� 127 Skaalburg Developments��������������������������������� 284
Amulet & Tomb���������������������������������������������� 128 Future Party Goals������������������������������������������ 286
The Kidnapping���������������������������������������������� 129 Adventure Rewards��������������������������������������������� 286
Future Party Goals������������������������������������������ 132 Monsters: 2,578 XP����������������������������������������� 286
Adventure Rewards��������������������������������������������� 132 Treasure: 10,312gp, 36cp�������������������������������� 286
Monsters: 268 Xp�������������������������������������������� 132 Magic Items���������������������������������������������������� 286
Treasure: 1,289gp, 9sp������������������������������������ 132 CHAPTER 8:
Magic Items���������������������������������������������������� 132 LATE TO THE BARROW OF EIGHT����������� 287
CHAPTER 5: Descent into the Hill������������������������������������������ 290
LAND OF THE LONG TWILIGHT�������������� 133 The Haunting of Barrow-Hill�������������������������� 291
Light & Weather������������������������������������������������ 134 Conclusion��������������������������������������������������������� 299
Arctic Light����������������������������������������������������� 134 Adventure Rewards��������������������������������������������� 299
Climate & Weather������������������������������������������ 135 Monsters: 1,953 XP����������������������������������������� 299
Geography���������������������������������������������������������� 138 Treasure: 7,980gp������������������������������������������� 299
The Overland Map������������������������������������������ 138 Magic Items���������������������������������������������������� 299
Geographic Features���������������������������������������� 138
The Forbidden North����������������������������������������� 154
CHAPTER 9: Adventure Rewards��������������������������������������������� 369
LOST TEMPLE OF NINCHAGA������������������� 301 Monsters: 12,040 XP��������������������������������������� 369
The Surface Ruins���������������������������������������������� 302 Treasure: 37,200gp����������������������������������������� 369
The Skaal-Dra’kar�������������������������������������������� 302 Magic Items���������������������������������������������������� 370
Among the Surface Ruins�������������������������������� 306 APPENDICES�������������������������������������������������� 371
The Under-Temple��������������������������������������������� 308 Appendix A:
The Demon & The Damned��������������������������� 308 Monsters & Non-Player Characters��������������������� 372
Down in the Under-Temple����������������������������� 310 Appendix B:
Conclusion��������������������������������������������������������� 321 Magic Items & Spells������������������������������������������ 418
Enoruuk Developments����������������������������������� 321 New Magic Items�������������������������������������������� 418
Future Party Goals������������������������������������������ 321 New Spells������������������������������������������������������ 434
Adventure Rewards��������������������������������������������� 322 Appendix C:
Monsters: 5,075 XP����������������������������������������� 322 Referee Rules����������������������������������������������������� 437
Treasure: 15,652gp, 8sp, 4cp��������������������������� 322 Appendix D:
Magic Items���������������������������������������������������� 322 Quest & Discovery Awards��������������������������������� 444
CHAPTER 10: Chapter 3: City Under the Aurora������������������� 444
WATCHER ON THE WATER������������������������� 323 Chapter 4: The Eye of J’karaa�������������������������� 444
Tower Vartoriak�������������������������������������������������� 325 Chapter 5: Land of the Long Twilight������������� 444
Sentinel Tower������������������������������������������������ 325 Chapter 6: Morkaal’s Tomb����������������������������� 446
Cult of the Magoth����������������������������������������� 327 Chapter 7: Bog-Ruins of Fort Ikenvar������������� 447
The Caelorum Custodians������������������������������� 332 Chapter 8: Late to the Barrow of Eight����������� 447
Island & Tower Exterior���������������������������������� 333 Chapter 9: Lost Temple of Ninchaga��������������� 447
First Floor of the Tower���������������������������������� 338 Chapter 10: Watcher on the Water������������������� 448
Second Floor of the Tower������������������������������ 343 GLOSSARY OF NAMES��������������������������������� 449
Third Floor of the Tower�������������������������������� 355
Fourth Floor of the Tower������������������������������ 363 INDEX�������������������������������������������������������������� 459
Conclusion��������������������������������������������������������� 368 SUPPORTERS������������������������������������������������� 465
Magoth Developments������������������������������������ 368
The Grateful People of Hyto��������������������������� 368 AUTHORS & ARTISTS���������������������������������� 469
Future Party Goals������������������������������������������ 368
AN INTRODUCTION
TO THE FORBIDDEN NORTH

By Robert Alderman

“Rocks in our pockets and gravestones above our heads is


all we’ll get from this journey.”

—Rhun, Krull (1983)

On the arctic frontier, at the border between the mountains


and the wastes beyond, looms Castle Thar-Gannon.
For centuries, the Skull God ruled his domain from his
blackened throne. But twenty years have passed since the
routing of his armies, and the castle lies abandoned with
riches unclaimed. Yet, death still lurks in the shadows of the
ruins. An ancient doom arises from the depths of this place...
MODULE OVERVIEW
Gods of the Forbidden North is a massive, three-volume that seeks to emulate older versions of the world’s most
mega-adventure series written for the Old-School popular roleplaying game created by Gary Gygax and
Essentials Advanced Fantasy tabletop role-playing game Dave Arneson. For those interested in reading more
by Necrotic Gnome. It details a campaign setting, about this playstyle, a good starting point would be
a wilderness hex-crawl, a sprawling underworld Matt Finch’s “A Quick Primer on Old School Gaming,”
connecting to multiple entrances on the surface, and which can be found online for free in PDF format.
most importantly, an enormous megadungeon.

The first volume is designed for a heroic party of ERRATA & FEEDBACK
seven player characters to begin at 1st level and reach Readers are encouraged to email the author with
a minimum of 5th level by the book’s conclusion, feedback, whether it’s good, bad, or orc-ugly. No
although it is technically possible for most heroes to hit man is an island. Community input serves to enhance
7th-8th level if all wilderness encounters are exhausted. a product like this one in the long run. The author
plans on revising this book across future editions to
REFEREE NOTE. The three volumes of Gods of continually improve it. And this goes for any errata a
the Forbidden North present the following: reader might notice throughout the text, including
design flaws, typographical errors, rule mistakes,
ƒ Volume 1: The arctic frontier’s settlements, complexity issues, etc. Every piece of input helps and
cultures, religions, wilderness, urban starter your support is greatly appreciated!
quests, and low-level dungeons.
CONTACT. Robert Alderman, Owner of Pulp
ƒ Volume 2: The underworld and remaining Hummock Press: [email protected].
mid-level dungeons on the arctic frontier’s
surface, plus several mid-level urban quests
expanding on plots from Volume 1. TYPOGRAPHICAL EMPHASIS
While reading this module, a referee will notice
ƒ Volume 3: Castle Thar-Gannon—its surface
typographical emphasis placed on certain words such as
halls, mysterious towers, dark dungeons, and
items, obstacles, and creatures.
the Cyclopean City deep under the earth, which
leads to the Tesseract of Time—the adventure’s Bold. A bolded word signifies numbered encounter
climax. areas, hex coordinates, character level ranges, saving
throws, monsters, NPCs, quest items, conditions,
obstacles, hazards, and traps.
WHAT DO YOU NEED TO
PLAY? Italics. An italicized word signifies a magic item, spell,
or read aloud text.
These two books are needed to play the game:
Superscript. A superscripted word (nounX) means
ƒ A copy of Old-School Essentials Advanced Fantasy it describes a new monster, item, spell, hazard, or
Player’s Tome by Necrotic Gnome. condition that is unique to this module and appears
ƒ A copy of Old-School Essentials Advanced Fantasy in the given appendix. For example, if diabolical
Referee’s Tome by Necrotic Gnome. infestationC appeared in the text, this denotes a new
condition in appendix C at the end of this book.
THE OLD-SCHOOL Monsters. A few notes about monster and NPC
RENAISSANCE notation:
Gods of the Forbidden North is an OSR product. Gamers ƒ A monster or NPC with a bolded name is a
online argue over the exact definition of this vague classic favorite that appears in the Old-School
term. But in brief, it is a style of tabletop roleplaying Essentials Advanced Fantasy Referee’s Tome.

12
13
ƒ A monster or NPC with a bolded name and a
letter A superscript (e.g., monsterA) is new and REFEREE NOTE BOXES
listed in appendix A. Throughout the book, advice is given the referee in
ƒ A monster with a parenthetical reference to a text-boxes using the following format:
bolded monster is a classic favorite re-skinned
for an arctic climate; use the bolded monster’s REFEREE NOTE. If the referee has time, he
base stats from the Old-School Essentials Advanced should read these boxes to help him run the game.
Fantasy Referee’s Tome, but apply the changes They appear alongside the section of text which
listed in the monster’s parenthetical. For example, they reference.
a moose (large herd animal) gets described to
the players as a moose, but has the stats of an
OSE large herd animal. READ ALOUD TEXT-BOXES
ƒ An NPC with a bolded hex coordinate in a Throughout the book, read aloud text-boxes are
parenthetical is detailed under that location, provided for encounters in the following format:
even if his stat block appears in appendix A.
For example, the stat block for AmaqjuaqA This text should be paraphrased or read aloud to your
(hex 05.13) appears in appendix A, but his players.
personality, background, and description are
The read aloud text is merely a suggestion. It presents
found under hex 05.13 in chapter 5.
any encounter details that would be noticed right
away by the heroes. And visually speaking, putting
NEW MONSTERS this information into a callout box emphasizes
Most OSR enthusiasts have been playing for decades. its importance to the referee and improves his
To keep things exciting—and to instill fear in their comprehension of the material.
seasoned hearts—nearly all encounters within this
adventure include brand-new monsters in addition to Despite the inclusion of these text-boxes, it is strongly
the usual suspects found in the classic game. In my recommended that the referee familiarizes himself with
opinion, this is a feature rather than a bug of Gods of each chapter’s contents before running it. Although
the Forbidden North. Few things bring this writer more text-boxes can be said aloud by a referee with a talented
pleasure than terrifying his gamer friends who have reading voice, in most cases, they should be viewed
memorized every creature’s stat block by springing as a starting point for a referee’s own narration at
some new monster on them. Based on my private his gaming table. This sounds more natural—and,
observations of the game, only a genuine fear of the therefore, more entertaining—to players who generally
unknown seems to achieve this effect. do not enjoy listening to someone read from a book
for extended time periods.

14
(See “Monsters” in Old-School Essentials Advanced
WANDERING MONSTERS Fantasy Referee’s Tome.) But the moose is different.
Wandering monster tables are given for the referee’s It uses a large herd animal’s classic stat block but gets
use in the wilderness and dungeons. A referee should described as a “moose” to the players. The fellfrost
not ignore these rules. They serve an important role— wyvern is a new monster unique to this book. Its
depleting party resources, increasing suspense and the stat block, description, and lore information are in
threat of danger, and supporting the game’s wild and appendix A. Amaqjuaq is a non-player character
unpredictable nature. The wandering monster rules (or NPC). His stats appear in appendix A, but his
are found under “Adventuring” in Old-School Essentials information is detailed under hex 05.13 in chapter 5.
Advanced Fantasy Player’s Tome.
MONSTER ACTIVITY
ENCOUNTER FREQUENCY After determining the type and number of wandering
In this mega-adventure, wandering monster tables use monsters, the referee rolls on the activity table below
one of two formats: 2d10 or 1d100. Each monster to decide what the monsters are doing when the party
entry has one of three possible frequency ratings: encounters them. The table is designed to inspire
common (70%), uncommon (24%), and rare (6%). creativity as the encounter unfolds by giving the referee
a starting point to interpret the die result. (He can
On the 2d10 tables, common entries occur on results ignore this activity table, of course, if he wishes.)
7-15; uncommon entries on 4-6 and 16-18; and rare
entries on 2-3 and 19-20. WANDERING MONSTER ACTIVITY
On the 1d100 tables, common entries occur on results
TABLE
01-70 (in ranges of 5 or 10); uncommon entries occur Roll Wandering Monster Activity
on 71-94 (in ranges of 3 or 6); and rare entries on 95- 1d12
00 (in ranges of 1 or 2). 1 Fighting or quarreling with (pick from or
roll on the encounter table again).
Example. If the party triggers a wandering monster
encounter in a forest, the referee first consults the 2 Chasing/fleeing from (pick from or roll on
forest’s encounter table. Rolling a result of 5 on 2d10, the encounter table again).
the party should meet 1d3 moose at the normal 3 Hunting, investigating, seeking, or tracking
encounter distance. (See “Encounters” in Old-School someone or something.
Essentials Advanced Fantasy Player’s Tome.)
4 Guarding (or waiting in ambush for) some-
SAMPLE FOREST ENCOUNTERS one or something.
TABLE 5 Traveling, patrolling, or pacing bored.
Roll Sample Forest Encounters 6 Meeting to gather news, negotiate, social-
2d10 ize, trade, or work with others.
02–03 1d2 fellfrost wyvernsA. 7 Resting, grooming, or eating.
04–06 1d3 moose (large herd animals). 8 Lost, in trouble, or wounded (at 2d4x10%
of maximum hp).
07–15 2d6 wild dogs.
9 Building a lair, nest, fortification, or other
16–18 1d10 killer bees. structure.
19–20 AmaqjuaqA (hex 05.13). 10 Sleeping or in an altered state.

In this sample encounter table, the wild dogs are 11 Recreating or playing.
commonly met in the forest, while the killer bees and 12 Performing a sacred ceremony or ritual,
moose are uncommon; and the fellfrost wyverns and giving birth, or mating.
Amaqjuaq are rarely encountered.
For example, after rolling an 8 on the monster activity
Notice that the wild dog and killer bee entries are table above, the referee decides a group of snow
classic monsters unmodified from the base game rules. goblins got lost in a storm.

15
VOLUME 1: CHAPTER 4: THE EYE OF J’KARAA
OVERVIEW A starter quest easing players into the setting and
guiding them together as a group through the
The contents detailed in each chapter are briefly character creation process while kicking off the
outlined below. This book’s chapters are arranged in campaign. An event-based adventure for 1st level
the order most likely used by the referee—historical heroes.
information, setting information, arrival city, starter
quest, wilderness overview, major dungeon locations, 5: LAND OF THE LONG TWILIGHT
and appendices.
A grand overview of the entire wilderness and
geography of Titherion: includes weather, light, terrain
1: ANCIENT TALES OF FRIGID features, wandering monster tables, and a huge list of
TITHERION minor encounter locations.
The history of major events which led to the Forbidden
North’s current state of affairs. 6: MORKAAL’S TOMB
The legendary trapped tomb of the Inilgaan warlord,
2: SUBARCTIC SOCIETY Morkaal. A dungeon site for 1st level heroes.
A primer on the cultures, races, languages, and
religions found in the Forbidden North. 7: BOG-RUINS OF FORT IKENVAR
An isle in the hibernal boglands with an old imperial
3: CITY UNDER THE AURORA fortress atop it, occupied by a band of slavers. A
The port-city of Valkengard described in great detail. dungeon site for 2nd level heroes.

16
8: LATE TO THE BARROW OF EIGHT APPENDIX B: MAGIC ITEMS & SPELLS
A cursed barrow-hill holding the undead remains of Describes new magic items and spells in the module.
nine ancient champions. A dungeon site for 3rd level
heroes. APPENDIX C: REFEREE RULES
Details new challenges, hazards, and traps in the
9: LOST TEMPLE OF NINCHAGA adventure.
The ruins of an ancient, destroyed temple to the
Enoruuk water god. A dungeon site for 3rd level APPENDIX D: QUEST & DISCOVERY
heroes. AWARDS
10: WATCHER ON THE WATER Provides referees with an optional quest-based XP
award system.
A primal tower erected by a star-dwelling race that
holds an incredibly devastating weapon, a horror GLOSSARY OF NAMES
from the ancient past, and a cult of mad star-gazers. A
dungeon site for 4th level heroes. Lists all named people, places, and things alphabetically
and includes a helpful description and pronunciation
APPENDIX A: MONSTERS & NON- guide for them.
PLAYER CHARACTERS
Gives the lore and stat blocks for new monsters and the
stat blocks for NPCs.

17
RUNNING GODS
As Gods of the Forbidden North is a huge work, this ale, he can just pick a tavern that strikes his fancy in one
section is designed to help a referee get a sense of the of the three major settlements (Valkengard, Skaalburg,
entire adventure as a whole. or Kangkul), place the adventurers there, tell them they
are new arrivals to the Forbidden North seeking to
STYLES OF PLAY plunder its lost ruins, and play on!

The mega-adventure allows for two general styles of ADVENTURE PATH


gameplay: the open world sandbox and the adventure
path. Along with the starter quest, a series of major dungeon
sites forms the core of this mega-adventure taking a
OPEN WORLD SANDBOX party of heroes from 1st to 5th level.

The module’s default assumption is that players For groups that dislike wilderness hex-crawls or
approach this setting as an open world sandbox. open exploration, that prefer story-driven games,
Although a starter quest appears in this book to aid a or that don’t have as much time to play the game as
referee in launching his campaign and to give a party they once did in the stolen days of their youth, it is
of adventurers an initial set of quest goals, after it ends, recommended that the referee gloss over the overland
the heroes determine their own future. They can depart travel and hex-crawl elements. Instead, the referee runs
from the main storyline and the central chain of “quest the campaign as a series of episodes, like a T.V. show.
carrots” at any time and pursue some new direction At the beginning of each game session, the referee
that interests them. gives the party a brief introduction of a chapter’s basic
plot elements, then jettisons the heroes to the initial
In fact, for the referee who dislikes the starter quest or encounter area of each dungeon and starts playing.
prefers the traditional campaign opener with a mug of This episodic style of play can be a lot of fun, and if

18
the referee decides to run the game this way, he should
arrange the chapter-episodes in this approximate order: ENCOUNTER DESIGN
ƒ Level 1: The Eye of J’karaa.
PRINCIPLES
ƒ Level 1: Morkaal’s Tomb. For the most part, this adventure module’s keyed
encounters were loosely designed using principles taken
ƒ Level 2: Bog-Ruins of Fort Ikenvar. from the Dungeons & Dragons Rules Cyclopedia (TSR,
ƒ Level 3: Late to the Barrow of Eight. Inc., 1991), “Chapter 7: Encounters and Evasions,”
ƒ Level 3: Lost Temple of Ninchaga. under “Balancing Encounters (Optional).” That book’s
highly intricate challenge rating system was greatly
ƒ Level 4: Watcher on the Water.
simplified into the guidelines below, which are nowhere
To provide variety among these adventures, the referee near as precise but are much easier for this author to
picks 1-3 minor hex-based wilderness locations from follow.
chapter 5 that will appeal to his players most, set the
ƒ Each adventure assumes a party of seven, full-
desired campaign tone, and reinforce certain themes.
strength heroes at its stated level design goal.
Then, the referee inserts the selected encounter(s) into
the party’s path while narrating their overland journey ƒ For easy encounters, the total HD of all bad guys
or between adventures while resting in civilization. was 0-60% of the party’s combined levels.
ƒ For medium encounters, the total HD of all bad
For example, if the referee thought the Cursed Barrow guys was 60-90% of the party’s combined levels.
Mound (hex 09.23) was cool, he could narrate the
ƒ For hard encounters, the total HD of all bad guys
party’s journey into the hibernal boglands on their
was 90-120% of the party’s combined levels.
way to Fort Ikenvar (hex 10.19) and plop the barrow-
hill in the swamp along the way. The heroes could ƒ A monster ability marked with an asterisk*
investigate the mysterious site or move along, if they counted as +½ its total HD (e.g., a 7*HD
wish. The referee might also roll once or twice on the monster counts as 7HD + 3.5HD = 10.5HD).
bogland encounters table to spice up their trip so it ƒ Each +1hp counts as +¼ its total HD (e.g., a
isn’t boring. 5+1HD monster counts as 5.25HD).

For example, in chapter 8, “Late to the Barrow of


Eight,” which targets a party of seven 3rd level heroes,
a medium encounter has 13-19HD, an easy fight
0-13HD, and a hard fight 20-25HD.

These target numbers are summarized in the table


below.

ENCOUNTER BALANCE TABLE


Level Easy Medium Hard
1st 0–4HD 4–6HD 7–9HD
2nd 0–8HD 9–13HD 14–17HD
3rd 0–13HD 13–19HD 20–25HD
4th 0–17HD 18–25HD 26–34HD

These design rules are not absolute, nor were they


followed religiously. Certain liberties were taken, to be
sure—and admittedly, some player characters may have
been hurt during the production of this book.

19
This means a player character can reach the
ADVENTURE REWARD TOTALS following levels, depending on his class: 6th level
For campaign planning purposes, the rewards table (drow, elf, gnome), 7th level (barbarian, bard,
below gives the referee a snapshot of the total possible duergar, dwarf, fighter, half-elf, halfling, half-orc,
XP gained from each chapter’s monsters and treasure. illusionist, knight, magic-user, paladin, ranger,
svirfneblin), 8th level (acrobat, assassin, cleric,
Along with the starter quest (chapter 4), this volume thief), and 9th level (druid).
details five dungeons (chapters 6-10) that, if laced
together into an adventure path, potentially net a
CHAPTER REWARDS TABLE
group of heroes 109,039 XP divided between them
(or 15,577 XP each). But without even counting Adventure Chapter Monster Treasure
the implied adventure path’s rewards, a party of XP Total Total
heroes might glean an additional 681,873 XP from Ch. 4: Eye of J’karaa 268 1,289gp
the wilderness encounters alone (in chapter 5). And
Ch. 6: Morkaal’s Tomb 2,923 11,769gp
neither of these two amounts includes any wandering
monsters. That’s a lot of adventure! Ch. 7: Fort Ikenvar 2,578 10,312gp
Ch. 8: Barrow of Eight 1,953 7,980gp
There is even an optional quest-based XP system
detailed in appendix D for those interested. Ch. 9: Ninchaga 5,075 15,652gp
Ch. 10: Vartoriak 12,040 37,200gp
DESIGN NOTE. The first volume contains Ch. 5: Long Twilight 229,020 452,853gp
790,912 XP total in monsters and treasure.
Divided between a party of seven heroes, this earns
an individual character 112,987 XP.

20
CAMPAIGN SUMMARY
The story elements of this mega-adventure are broken Worm is too weak to escape, but should it ever devour
down in this section for a referee interested in running enough HD to grow in power, Vuulthoom’s head will
the campaign as written. break free and re-unite with its body, and begin to feed
again on the vast cosmos.
LOCATION OF THE The Caelorum seized the falling gateway artifact—
FORBIDDEN NORTH the Virescent Cube—and plunged it deep into the
underworld below the frozen northlands of Magis
Although the Forbidden North is designed for use
Terra. They erected a tower to destroy any chaotic-
with Pulp Hummock Press’s future product, The
aligned creatures that might try to tamper with the
Overlords of Steel, a campaign setting detailing the
cube in the future, for the cube was a portal leading
planet of Magis Terra, this region can be inserted into
directly into the Tesseract of Time. If any creature
an existing campaign setting. The referee should place
ventured inside the floating cube, they would be eaten
the adventure on a remote polar continent across an
by the End-Worm, feeding its power, and increasing
arctic sea.
its chances of escape. And so, the tower was designed
by the Caelorum to disintegrate the minions of chaos
A BRIEF HISTORY OF THE who dared approach the cube in the underground vault
where it was stored.
NORTH
Contained herein is a brief overview of major historical CATACLYSM OF CHAOS
events in Titherion across time. A longer, detailed,
Over 30,000 years, the End-Worm influenced the
and narrated history is shared with the referee in
world of Magis Terra through dreams, ensnaring a
chapter 1, “Ancient Tales of Frigid Titherion.” But
primitive race of men called the Inilgaan. They began
for players who dislike reading fantasy histories, this
to worship Vuulthoom and the greater demons serving
section provides a succinct summary as does the “Event
it, called the Tarngrak. After centuries of searching for
Timeline Summary” at the beginning of chapter 1,
the Virescent Cube, the Inilgaan found its underworld
which is even shorter.
vault deep under the earth. They built a vast Cyclopean
City to empower a dark ritual that might break the
COSMIC WOUNDING divine wards protecting the floating artifact from the
In eons past, a parasitic entity from another dimension forces of chaos.
called the End-Worm or Vuulthoom ripped through
the fabric of reality, eating everything in its path and But the ritual backfired. The Inilgaan activated the
growing to titanic size. A star-dwelling race of primeval tower’s mystical defenses and triggered the Cataclysm
guardians, the Caelorum, rallied a host to prevent of Chaos. Thousands of magicians and other wicked
Vuulthoom from devouring the planet of Magis beings were eradicated within moments. And so
Terra. One among their number, named Malcathiah, weakened, the Inilgaan were not ready to defend
sacrificed himself to destroy the cosmic parasite. The themselves a few months later when new settlers
End-Worm ate him only to feel divine energy tendrils appeared on their arctic homeland’s shores. The
burst from—and enclose around—its head, totally Enoruuk had arrived.
crushing it within a mysterious, green cube, which fell
to the planet below. Clashing almost immediately, the Enoruuk and
Inilgaan fought for several decades, but the invaders
Yet, Vuulthoom survived. The End-Worm’s proved stronger. Eventually, the last of the Inilgaan
massive head was trapped inside the cube while its were wiped out in a climactic explosion which formed
body languished in space. The cube was an extra- the Great Defile.
dimensional, labyrinthine prison called the Tesseract of
Time. To navigate its prison, Vuulthoom’s severed head During this period, the Ninth Demon and leader of the
sprouted arms and legs, but without food, its great Tarngrak, YeguryaqA, scaled the mystical Caelorum
might withered. Now, 40,000 years later, the End- tower and tried to destroy its weaponry. The demon
damaged it—but only at the loss of its own freedom,

21
for it was magically bound by the tower’s guardian, As fate would have it, a small fleet of imperial settlers
the Panagian sentinelA. From that moment on, a from the Hadean Empire landed on the coast of the
grave danger existed. The tower no longer warded the Forbidden North, which to them, was an undiscovered
Virescent Cube from the minions of chaos. The way continent. They named this new land Titherion and
gaped open for those who might find it. settled the tip of the Cauda Peninsula far to the south
before working their way northward to Castle Thar-
END OF THE ENORUUK Gannon. Freeing the Enoruuk and eager to dispel any
superstitious belief in a “primitive, non-existent Skull
For over 8,000 years, the Enoruuk prospered across the
God,” the Hadeans approached Lake Helvarragh.
arctic lands. They forgot the Inilgaan and the horrors
of the dim past. But 238 years ago, a dark sorcerer- But when they beheld the castle with their own eyes
king named Baalor the Skull God arrived on the shores and saw its mighty ramparts, they were shaken. Just
of the Forbidden North. Baalor easily conquered the then, a massive horde of the walking dead attacked
Enoruuk tribes, enslaving some and killing others. For the imperial host, rising from the misty lake itself.
the next two centuries, the foul sorcerer ruled over The Hadeans were slaughtered and forced to retreat.
the continent. He twisted the Enoruuk into death- But within months, they returned with an enormous
worshippers, like himself, and claimed to be a god. And imperial legion. Retaking the peninsula, the Hadeans
in his dreams, night and day, Baalor saw a green light met the undead hordes in a second horrific battle. They
hidden under the earth in the shape of a cube. It was won the day, but their strength was fully exhausted
his destiny to find it. after so many soldiers died that they were unable to
assail the dark castle.
After completing his fortress, the Castle Thar-Gannon,
the Skull God ordered his undead hordes and tribal Tragically, before imperial reinforcements could
slaves to delve tunnels into the underworld in search of arrive to replenish their numbers, the Hadean Empire
the Virescent Cube. suddenly collapsed due to a perfect storm of internal
calamities. Soon, the province of Titherion was an
After long years mining, they found it within the
independent kingdom lacking any support from the
Cyclopean City. Horrific monsters dwelled in the
imperial throne afar. And it would take years to rebuild
enormous cavern, and they destroyed many of the Skull
their army on their own. The settlers assumed the Skull
God’s minions, forcing Baalor to enter the great cavern
God’s armies were depleted, as well, and that the evil
and deal with these obstacles personally. Reaching the
sorcerer still lingered in his castle, afraid to emerge.
Virescent Cube, Baalor ascended the step pyramid
(They did not realize Baalor had been absent to begin
towards the floating artifact above, but since the
with.)
ancient tower weaponry of Vartoriak was damaged, the
divine wards failed to function, and nothing prevented
Baalor from stepping through the green portal into the CALL FOR ADVENTURERS
Tesseract of Time. Twenty years have passed since that time. The Lords of
Valkengard have put out a call for adventurers to loot
STALEMATE the legendary Castle Thar-Gannon. Their criers have
gone out into the world proclaiming (falsely) that the
Inside, the Skull God discovered the horrible truth—
Skull God is dead and his kingdom’s vast treasuries lie
that he had been lured into the extra-dimensional
unguarded for those brave enough to venture inside
prison by his own Tarngrak so that the head of
to claim them. All the eager adventurers must do for
Vuulthoom might feed and gain its old strength!
this opportunity is pay the city’s government a modest
Unable to escape, for the Tesseract’s wards block
tax to secure a delving license, giving them legal
chaotic-aligned creatures from using its exit portals,
permission to explore the northern wastes.
Baalor has been locked in a perpetual battle for survival
over the last twenty years. His time is growing short. Of course, the Valken leaders have implemented this
scheme to deal with their long-time enemy indirectly,
ENTER THE EMPIRE while filling the city’s coffers with taxes levied against
On Magis Terra, the Skull God’s kingdom laid dormant the tidal wave of foolish adventurers seeking to plunder
without the presence of its evil master. His undead the sorcerer’s dormant castle.
servants continued performing the final tasks Baalor
gave them before his departure. The player characters are another such group of
daring—or foolish—adventurers.

22
BEGINNING THE CAMPAIGN
To get started, it is recommended to begin the
campaign with the short introductory quest, “The
Eye of J’karaa,” in chapter 4. This handy adventure
helps a group facilitate character creation during the
campaign’s first game session and eases the players into
the setting.

IMBEDDED CHARACTER CREATION


An innovative feature of this mega-adventure is the
step-by-step character creation process packed into the
starter quest’s beginning. Many popular RPG video
games let the player create his new character while
playing out the game’s opening scenes. This keeps the
creation process fun by weaving the player’s choices
with unfolding story elements in the game’s narrative.

In the same way, Gods of the Forbidden North assumes


the players will create their player characters together
as they play out the campaign’s first scenes. This is not
only helpful to new players learning the game, as they
can create their character one step at a time, but it is
also an exciting and memorable way for the party to
dive into the adventure.

REFEREE NOTE. For referees who prefer


the time-honored tavern meeting, where heroic
fortunes and friendships are forged over rowdy
mirth and sturdy mugs of ale, this author thinks
such scenes make for fun, nostalgic beginnings.

But I have found in my own gaming that, by


starting “in the middle of things,” with the party
already on a grand quest as they cross into the
boundaries of the explorable sandbox, the player
group gains three important elements leading to a
successful fantasy campaign:

ƒ A party kickstarted with purpose, a shared goal,


and a mutual enemy.

ƒ A clear, brief introduction to the setting lore


and its major conflicts.

ƒ A built-in method of teaching the game to new


players that facilitates immersion.

This mega-adventure’s starter quest, “The Eye


of J’karaa,” places the party on a short set of fast
rails to launch the entire campaign. It respects the
player-group’s agency and gives them meaningful
choices to make while setting the game’s tone.

23
Valkengard’s underworld—a chance to further explore
A NOTE ON ALIGNMENT the new port city.
The definitions of the three alignments given in Old-
School Essentials Advanced Fantasy Player’s Tome differ In “Morkaal’s Tomb,” the heroes finally locate and
slightly from the presumptions in Magis Terra. enter the infamous dungeon. Overcoming devious
traps and powerful monsters, the party breaches the
LAW inner vault and discovers that the legendary Morkaal no
longer sleeps within his sarcophagus, as they claim his
Characters pledged to the beliefs of the Hadean ancient treasures.
Temple and who worship the Trisagion. They do not
believe in other gods, seeing them as merely powerful As the party returns from their expedition to the tomb,
spirits or otherworldly entities. Their alignment is a new enemy sends the Slavers of Shuun to attack the
lawful because the Creator God ordered the universe. heroes in retribution for past actions. This leads the
It runs according to His Cosmic Law. party to the “Bog-Ruins of Fort Ikenvar,” where the
slavers are encamped. Defeating the brutal foreigners,
CLERICS OF LAW. In Magis Terra, all lawful the heroes learn that the Shuun feared something
clerics worship the Trisagion and belong to stalking the fort’s eastern island—and, if explored,
the Hadean Temple. (See “Hadean Temple” in the party faces a monstrosity from another reality: the
chapter 2.) Guzzler. They also behold the green, glowing, Inilgaan
idol of a primeval entity that slumbers at the very edge
of the cosmos.
NEUTRALITY
Characters lacking religious commitment. They might Obtaining the Shuun’s notes about the region, the
be uncaring or undecided agnostics, or those with party gains several leads to other adventure sites, which
culturally primitive (pre-Hadean Whudjan) beliefs, they might tackle in any order as they please—the
or those who superstitiously practice the Temple’s “Barrow of Eight,” an undead burial site of a cursed
beliefs—with mere lip service rather than true warrior king; the “Lost Temple of Ninchaga,” a ruined
devotion. temple of the primitive Emeqist religion; and the
“Watcher on the Water,” Vartoriak, a high, mysterious
CHAOS tower on misty Lake Helvarragh, wherein a deranged
cult seeks entry into the tower’s impenetrable peak.
Characters pledged to the old gods. They reject moral
laws and ethical restrictions, claiming they inhibit their Throughout the entire wilderness, the heroes
free will to live as they please. The mysterious entities encounter dozens of potential quests and minor
the chaotic-aligned serve stalked humanity in the story arcs planted therein which may serve as exciting
primordial darkness. These gods call to those who seek distractions from the module’s core storyline: getting
power and pleasure, demanding from them esoteric hired by the evil Mazos the Kindly One to fetch items
rites and obedience in exchange for magical powers and and explore nearby ruins; chasing open bounties on
forbidden secrets. outlaws, gangs, and pirates; getting involved with (or
opposing) the growing secret Enoruuk resistance;
VOLUME 1: ADVENTURE infiltrating the Fellowship of the Smiling Cloth in
Valkengard; wiping out the Cult of the Magoth in
SUMMARY their hidden Brass Temple; retrieving the two halves of
The adventure begins with the heroes arriving by ship a magic bone-sword and seeking a way to destroy it;
in Valkengard. They secretly possess a valuable artifact resurrecting Sularuq the lost Tempest Bird; destroying
called the Eye of J’karaaB, said to be a key into the inner the skeletal dragon, Brakkakhan, and the eight roving
vault of Morkaal’s Tomb. But the heroes are being demons of the North—the Tarngrak.
pursued by a black magician named Zarcand. After the
party arrives in the city and finds lodging in the Brick
Mammoth Inn, they are lured into an ambush and
must fight to save themselves, protect the Eye, and kill
Zarcand. Then, the heroes decide if they should rescue
a fellow passenger’s wife and son from the bowels of

24
CHAPTER 1:
ANCIENT TALES OF
FRIGID TITHERION

By Robert Alderman

“Fool! You are no longer my equal! I am more than


man. More than life! I… am… a… GOD!”

—Skeletor, Masters of the Universe (1987)

Although Titherion’s public history began with the arrival


of its imperial settlers, truthfully, its current state of affairs
began eons ago. The ancient tales of Titherion span a time
period covering 40,000 years. This chronicle, penned by a
single historian’s hand, gathers these stories together from
multiple sources.

REFEREE NOTE. For a shorter retelling of these


events, see “A Brief History of the North” in the
introduction. An even briefer “Event Timeline
Summary” is found below.
EVENT TIMELINE SUMMARY
This table summarizes major historical events in the Year Event
Forbidden North. Event dates are listed as negative -10,302 Vuulthoom makes contact with the im-
numbers to show the passage of time between these prisoned Tarngrak on the arctic surface.
events and the present day. They strike an accord.
-10,188 Vuulthoom makes contact with the Inil-
gaan and deceives them using their idol
worship. Corrupts the arctic natives with
occult powers.
-9,869 The Tarngrak openly worshipped by the
cannibalistic Inilgaan. The Ragnaala wed
their demon gods.
-9,820 The Ragnaala give birth to the primeval
Trow.
-9,777 Trow violence increases. They begin
eating humanoids and mating with beasts,
begetting monstrous offspring.
-9,649 The Inilgaan and Trow delve into the un-
derworld, seeking the lost Virescent Cube.
-8,534 Discovery of the Virescent Cube. The In-
ilgaan begin erecting an underground city.
-8,507 Construction of the Cyclopean City com-
pleted. The Cataclysm of Chaos occurs.
Fomor cursed into being; the Erebrean
Dwellers begin their eternal haunting.
-8,506 Migration of the Enoruuk into the For-
bidden North. The Inilgaan Wars begin.
-8,466 The Inilgaan utterly destroyed by the
Enoruuk at the Battle of the Great Defile.
EVENT TIMELINE TABLE The Ragnaala and Trow vanish in the
Year Event mists of time.
-40,000 The End-Worm, Vuulthoom, rips open -8,465 The Enoruuk settlers expand into Titheri-
the cosmic wound and enters the universe, on. The discovery of chert quarries along
ravenously feeding. the shores of Imaryuk (i.e., Lake Helvar-
ragh) makes this settlement permanent.
-39,999 Battle in the heavens. Malcathiah gives his
life to save Magis Terra, and the Cosmic -8,203 The Ninth Demon, Yeguryaq, scales
Queen uses his sacrifice to trap Vuult- Vartoriak. It damages the Eye of VigilanceB
hoom’s head inside the Virescent Cube. but is imprisoned by the Panagian senti-
Oholiab and Bezaleel bury the cube in the nel.
arctic underworld, then erect the Tower -238 Battle of R’mnokk. Urgatha sacked.
Vartoriak to protect the Tesseract-prison Defeated, Baalor flees his fallen kingdom
from the minions of chaos. The Tarngrak by ship and discovers the continent of
are judged and bound to the Megalith of Titherion.
Yetza-har’a buried in the earth.

26
Year Event Year Event
-237 Baalor conquers the Enoruuk, destroys -20 Last Hadean Emperor dies without an
the Temple of Kangek, kills or con- heir. Imperial dynasty ends. Civil war
verts the staalistas, forms the Cult of erupts between Hadean governors. Fall of
the Magoth, unveils his death pantheon the empire.
of the Unholy Nine, and orders Castle -19 The village of Kangkul is founded.
Thar-Gannon’s construction.
-11 The town of Skaalburg declares its inde-
-25 Castle Thar-Gannon is completed. pendence from Valkengard, nearly insti-
-22 Baalor finds the Cyclopean City. Vanishes gating a civil war.
into the Virescent Cube. Hadean settlers -2 The Lords of Valkengard send criers
discover Titherion and found Valkengard, by ship to foreign port cities calling for
Skaalburg, and Fort Ikenvar. Battle of adventurers to plunder Castle Thar-Gan-
Sand Bone occurs. The imperial settlers non’s abandoned riches in the Forbidden
are slaughtered. They flee the arctic lands North.
by ship.
- Present day.
-21 The Hadeans return to Titherion with an
imperial legion. Battle of Stinging Mead-
ows occurs. The Skull God’s armies are
destroyed. The Hadeans rebuild the fallen
city of Valkengard and the town of Skaal-
burg. They establish Fort Jaldaran and set
a watch on the lower levels of Vartoriak
but neglect the ruins of Fort Ikenvar.

CHRONICLES OF TITHERION
Countless eras of forgotten history lie buried in the entity coveted its new habitat while simultaneously
Forbidden North beneath layers of rock and ice. hating it all the more.
The wilderness is adorned with ruins of nameless
civilizations. They have met diverse fates—toppled by Filled with envious hunger, the End-Worm wriggled
war, ravaged by plague, crushed beneath the merciless farther and farther out of the cosmic wound in
advance of the glacial ice. Entombed by the elements, order to feed on this new universe, and at first, the
their secrets await discovery by intrepid explorers malnourished parasite devoured only inorganic materia.
seeking their fortunes. Those who stumble upon these But such fare could not sate its gluttonous appetite
enclaves of forgotten ages learn that some are not dead very long. For soon, it beheld the nephashoth—those
but merely slumbering, and by all rational measure, soul-bearing creatures inhabiting solitary planets—and
should have remained lost. though the End-Worm could certainly survive off
its steady diet of cosmic dust, in the end, fresh souls
seemed far more appetizing.
THE COSMIC WOUNDING
The ancient scrolls tell that at the Primordial Eon’s A little testing proved its instinct accurate: for when the
coda, a rift tore open in the fabric of reality, and out alien parasite consumed these living souls, it discovered
slithered the End-Worm called Vuulthoom. Hailing that its victims’ stolen life energy enhanced its own and
from a dead, parallel universe, the galactic parasite rapidly increased its size. With this dark knowledge,
sensed the life teeming within the intercosmic materia. Vuulthoom gleefully indulged in a moveable feast at
But such abundance was foreign to it. For its own the edges of cosmic time, where galactic dust rains
bubble universe had collapsed prematurely in the early down like smote embers and entropy itself consumes
days of the multiverse’s creation, and so, this alien all the aether’s fleeing star-light, dissipating the last of
this universe’s energy. Hidden within this distant region

27
of cosmic ruin, the End-Worm’s turgid form grew But one day, the Queen astounded him by appearing
uninhibited across the black gulfs of space. at his sanctuary without warning. As her bare feet
touched the thin soil of his grove, the Lady’s lambent
As the vast parasite roved the shadowy aether, majesty instantly purified and consecrated every last
murdering all life in its path, it sniffed out a massive one of the Caelum’s terebinth trees, even though he
celestial sphere brimming with organisms: the huge had sowed them all in a desolate scrubland.
planet of Magis Terra. With gluttonous pleasure,
Vuulthoom slithered through the vacuum of space Incredibly, the Aethereal Lady turned to Malcathiah—
towards this vulnerable world. But its reckless who in awe, was trembling—and said, “O, my dear son
consumption proved its undoing, for on that very of the Third Heaven! May these good trees flourish
planet grew the sacred terebinths in the Grove of forever and ever, bringing beauty to my sanctuary and
Khirbet, and they were not left unguarded. glory to the place where I stand. May the river-waters
nourish their green leaves and thick branches into a
GUARDIAN OF THE GROVE towering shade for these scrublands, a resplendent
crown for them at the advent of every dawn. And in
Centuries before the End-Worm’s appearance, on the due season, may these trees bear good fruit. May their
banks of a river in Magis Terra’s remote wilderness, sweetness never perish but always remain for those
one of the primordial Caelorum planted a grove of hungering in this distant world.”
terebinth trees to honor the Aethereal Queen, Lady
Panagia. His name was Malcathiah. He was an obscure, Malcathiah knelt before her, looking at the dust
low-ranking warrior among their kind, one of the below her feet. “O, Blessed Star! Who is your equal
turai, and though this intergalactic sentry had few in greatness? Who is clothed with the shining glory of
duties beyond his post, he tended his arboreal garden the Empyrean’s highest throne and adorned with the
diligently, cultivating each terebinth with the utmost seraphic jewels of His cosmic sanctuary? My ears had
care. heard of you, but now my eyes have seen you, O Lady

28
of the Three Heavens!” And he bowed low with his The malku commanding the Caelorum host seemed
face to the ground. convinced by Malcathiah, but then Yaqum, his senior
advisor among the razan, spoke up and rejected the
Smiling, the Queen stretched out her hands and inferior turai’s plan with eloquent words. “I have no
crowned the turai with a diadem of woven branches— doubt that she would, my brother,” Yaqum said to
the petrified bark of a white birch—elegantly arrayed Malcathiah. “And you speak in faith, commendably,
with fifty tiny acacia seeds. They radiated a green as any greenhorn would. But we simply cannot attack
misting light. “I bestow on you, Malcathiah, Caretaker this cosmic leviathan; it is too strong for us! Let us
of Khirbet, the luminous Crown of Ephrathah. For observe it from afar and await the arrival of our nearest
though you shine dimly now in power and dominion, allies. Although this may cost some lives, we will surely
and the stars differ from each other in their brightness, kill it then and bring about the greatest good.” After
know this: when these seeds perish in the pit, like rigorous debate, a majority of the assembled troops
the cavern in the lowest parts of the earth, a mighty rejected the turai’s battle plan, forcing the chief malku
tree shall flourish from that grave. And I shall sow its to abandon it.
seed beyond the farthest reaches of the multiverse’s
uttermost star.”
BATTLE IN THE HEAVENS
And as she vanished in rays of ineffable light, the turai As the host moved aside and watched the colossal
saw a grazing flock of white sheep come down out of parasite speed towards Magis Terra unopposed,
the southern hill country from which the river flowed Malcathiah turned to his few remaining allies and said,
toward Khirbet. And Malcathiah’s sanctuary grove grew “Come! Let us go over and battle that foul creature.
extraordinarily fertile and became a holy place. Perhaps our Queen will help us in the end, because
it is no more difficult for her to intercede and grant
DEBATE AMONG THE STARS us victory by means of a few than it is by means of
many.” And though they were undermanned and
As Malcathiah pruned his sacred grove many centuries
underpowered, his comrades journeyed with him
later and looked upon the nearby river’s water flowing
unflinching, for their love for life did not deter them
over its own smooth stones, he perceived a great
from death.
darkness in the sky. It was so vast that it blotted out the
sun. Catching the End-Worm as it reached the planet, the
small host encircled the leviathan and guarded the way
Vuulthoom had come.
forward. Vuulthoom addressed them from afar with a
Sounding the alarm, he raced to marshal the Caelorum telepathic hiss, “Am I a worm that you come against
guardians of Magis Terra. A great host formed me with nothing more than a paltry flock of doves?
to intercept the hideous invader. But as they rose Come over here and give me a foretaste of this world’s
together into the Aethereal Sea above that remote savory victuals. Let me devour you!”
blue world, they saw the approaching entity’s vast
And the turai’s company dove into the End-Worm,
bulk with their own eyes, and many in that company
stabbing and cutting at the beast, like a bee-swarm.
were given pause. The colossal parasite was writhing
But the intercosmic parasite killed many of those brave
and ravenous. Never before had they witnessed such
Caelorum on that day, casting a third of their corpses
a powerful, all-consuming enemy—one who might
down into the endless abyss. After a long and terrible
devour their timeless souls. A debate broke out within
struggle, Malcathiah sounded a brief retreat. He saw
their ranks about whether they should await further
that they could not win—for the more of the End-
reinforcements or attack the End-Worm at all.
Worm’s slimy body that they obliterated, the more it
Although Malcathiah was the weakest and lowest- seeped its unholy essence out of the cosmic wound to
ranking within that host, he argued the most rejuvenate what they had destroyed.
eloquently to convince his brethren that they should
Vuulthoom seemed unstoppable.
not delay, but should instead press their attack. “Do
not fear this evil worm!” he said. “We shall crush it
under foot, if our Queen remembers us.”

29
30
have insulted today, will deliver you to me, and I will
THE IMMACULATE QUEEN’S strike you down and cut off your head. And truly,
ARRIVAL everyone will know who rules over all the aether and
this earth.”
But Malcathiah’s brave company did not abandon
hope so easily. Just then, a trumpet sounded across the Furious at the turai’s bold presumption of victory,
black gulf of space. A huge army of gleaming warriors Vuulthoom turned to devour the aethereal champion—
appeared in the distance, their numbers beyond count. to make an example of him before all the gathered
And with them came a contingent of titanic althaamin cosmic host. In a single snap, the End-Worm’s jaws
escorting a white throne purer than any marble or closed about Malcathiah and began chewing him to
moonlight. Attached to its corners were four rings of pieces.
pure gold, with long staves running through them that
the throne’s golden-skinned attendants braced to carry His agony was horrific.
it aloft as they soared in the air.
As Vuulthoom devoured the turai’s body, and very
Sitting on this throne was Queen Panagia, the Most soon, even his spirit, Malcathiah cried out in pain
Blessed Star of the Aethereal Sea. She, who had been before fainting, “Though my body has been handed
created before all time in the vast and incomprehensible over to you, O maggot, it is you who have been
thought of her maker, the Trisagion. She, whose white delivered unto me!” Seething with rage, the End-Worm
robes shined fairer and brighter than a constellation of chewed faster, silencing Malcathiah’s bold tongue by
suns. She, whose golden crowns were more luminous ripping off his head. And swallowing its slain foe’s
than all the galaxy’s accumulated light. She, the most wooden crown and ragged corpse down into its gullet,
exquisite creature in the entire multiverse—a pure the worm’s tongue openly relished its enemy’s death.
emanation of Divine Glory.
But Panagia lowered her head and closed her eyes. She
At last, the Immaculate Empyreal Queen had arrived whispered, “With him, as with the terebinth—whose
with her legions. trunk remains holy and strong, even when its leaves
have long fallen.”
CRUSHING THE WORM-HEAD Suddenly, with a titanic blast of divine power, the End-
As the Aethereal Queen drew near, her light-rays seared Worm’s head reeled back as if struck. One by one, great
the End-Worm’s sickening flesh. Defiantly, it roared at shoots of greenish, twisting branches of light burst
her, “I will crawl as high as your heavens, and so curled from Vuulthoom’s quivering flesh. Black bile poured
about your very throne, shall feast on your precious out of its wounds as it tried to scream. But before it
children and all their dominion!” could, the long arboreal tendrils continued to rupture
from its head until they had completely encased it
With a gaze like the brilliant colors of a vivid dawn, within a cubic bole of opaque energy. The cube’s
Panagia looked across the aether into Malcathiah’s eyes. luminous surface was not smooth or flat, but resembled
The turai was overcome with understanding: he knew the blockish, densely-woven texture of an acacia tree.
what she wished her bravest Caelum to do. Looking As the star-dwelling hosts watched, the End-Worm’s
one last time at his Queen, he whispered, “If it is your unwieldy stump-like crown began to shrink, and as
will that I suffer and perish for your sake, my Ocean Vuulthoom writhed to escape this rapidly enclosing
Star, I offer my life to you as a slave, placing it into terror, at last, in a horrid mangle of sounds, the cube
your hands with all the fidelity of my heart.” pulverized the End-Worm’s head.
Before the watching eyes of his Queen, the turai flew Though the worm’s powerful jaws had rended the
out alone and openly challenged the ever-hungry flesh of its bitter enemy, it was the turai’s devotion that
worm, threatening to slay it. He shouted, “Be silent, swallowed up Vuulthoom in the end.
wretch, when speaking to our Lady! For though
you come against us armed with terrible power, The Caelorum hosts saw the End-Worm’s long,
commanding death itself, I come against you in the winding body coursing through space—its bloody
name of the Woman of the Sign of the Sun, she who anterior end little more than a gurgling stump. And
wears the three Empyreal crowns, each of which has below it fell the massive, mysterious cube shining
been adorned by its own twelve stars. She, whom you with a green, misting energy. Vuulthoom’s terrified

31
howl could be heard from inside. For this magical in the underworld of Malgorgia. Then, off the shores
decapitation did not kill the cosmic parasite—its head of that land’s vast and unnamed lake, the althaamin
had been crunched down and siphoned away into a built a tower on a secluded island which they named
unique, extra-dimensional prison. And incredibly, it Vartoriak. The radiant titans designed this tower to
remained alive while in this bizarre, headless state, magically ward the Virescent Cube and destroy any
its repulsive body still writhing while firmly tethered minions of chaos who might dare open it.
within the cosmic wound. But so headless, the End-
Worm could only flail blindly—so mouthless, it could HEADLESS & HUNGRY. So, what happened
not feed. to Vuulthoom when it killed the turai?
Finally, weakening at the last gasp of its fading strength,
After it devoured Malcathiah and consumed the
Vuulthoom sank, fell, and lay without moving at the
seeds adorning the Crown of Ephrathah, thereby
Queen’s feet. The End-Worm’s rampage was over.
destroying them, the Queen’s prophecy came true:
As the Virescent Cube fell toward Magis Terra, Panagia for after a seed perishes (i.e., being planted in the
commanded two of her golden-skinned escorts— soil where it dies), the green life within it sprouts
Oholiab and Bezaleel—to seize the whorling artifact into a new growth (i.e., into a plant or tree), and
and bury it under the arctic crust. The two althaamin so it was with the swallowed diadem’s mystical
took hold of the falling cube, and together, while acacia seeds. They died in the End-Worm’s belly
facing each other with their unparalleled strength, and burst forth from its innards growing into a
they flew it down and guided it over the waves of the living grove of trees.
ocean—their aerial trajectory causing a mighty wind
But Malcathiah’s fate was tied to those same seeds
to sweep over the waters—until they arrived at the
by the Cosmic Queen’s prophecy. For as any
Forbidden North. Once there, the Caelorum plunged
gardener knows, whatever is sown in the soil is
the artifact deep below the permafrost under the
not brought to life unless it dies first. Though this
blackened mountains to hide it forevermore, down

32
low-ranking turai had the weakest mind and body them off, Vuulthoom’s blind, enormous corpse has
among the great Caelorum host, when his flesh made an easy, endless meal.
was put to death in the evil jaws of Vuulthoom
and swallowed up in its foul gullet, Malcathiah But the mind—or spirit—of the Black God of the
soon returned as a new creation. Like a butterfly Void endured this destruction, for it is no mere
emerging from its cocoon, the turai was alive again. mortal creature. Now, its head desperately roves
Only now he was a mighty, incorruptible, and truly through the endless labyrinth magically contained
life-giving spirit. inside the Virescent Cube: an extradimensional,
maze-like prison called the Tesseract of Time.
In this new form, the turai gained great power
over Vuulthoom while inside it. He took control Over the many eons that it has been trapped
over the nascent saplings that had sprouted within inside this Tesseract, Vuulthoom has endured the
the End-Worm’s guts, directing them to suddenly torment of its separated body being torn apart
and miraculously expand into full-grown trees. by generations of lesser hungry predators as they
He magnified their trunks and weaved their limbs lavishly feast, and due to its titanic size, this state
into a strong, container-like prison enclosing will likely continue for eons more.
Vuulthoom’s head. And he used that venerated
Since Vuulthoom’s spirit survived, Malcathiah
wood with ease to crush the worm’s proud head.
willed that the Virescent Cube last with it, too.
Now the End-Worm’s headless body, drifting This cube is a mystical key—a divine energy
through the black depths of space, is an object gateway that transported the End-Worm’s severed
of horror to those who glimpse it. And as time mind into the Tesseract-maze. At all times,
has passed over the millennia, hordes of galactic Malcathiah bends his thought to creating and
carrion have descended upon the End-Worm’s maintaining this mental prison over the End-
toothless body. Unable to destroy them or frighten Worm, like an intricate cosmic delusion that has
struck Vuulthoom confused and blinded it to

33
reality. This ensures that the turai’s ancient prisoner And these disgraced Caelorum were cast out of the
never escapes. aether down to Magis Terra, into its most frigid lands.
And their spirits were bound to the Megalith of Yetza-
Furthermore, the turai has borne this Tesseract- har’a, hidden within the underworld’s depths. These
prison away to the great chasm at the farthest condemned and twisted creatures became the mighty
edges of cosmic reality, where Malcathiah keeps demons of the north—the Tarngrak, as they were
constant vigil over the End-Worm until the very called 8,000 years later by the land’s future settlers.
end of time. The Virescent Cube is the key to this
labyrinthine demiplane: it is the only way to reach
the Tesseract. SENTINEL TOWER OF THE
However, the prison’s conceptual nature makes
CAELORUM
escape possible. If the End-Worm meets certain When the two althaamin, Oholiab and Bezaleel,
conditions—namely, gaining back the intellectual brought the Virescent Cube to the planet’s northern
power to outwit the turai imprisoning it, reaches and buried the floating artifact in the
Vuulthoom can finally break free. The Black God underworld there, they erected a sentinel tower
accomplishes this if it eats enough souls to regain overlooking the great northern lake. They called
its former strength. At that point, the End- this marker the Watcher on the Water, or the Tower
Worm can instantly reconstitute its severed head, Vartoriak. Facing the mountains to the north, its Eye
reuniting its freed consciousness with its long- of VigilanceB remains fixed on the artifact buried deep
decaying corpse. under the earth. No layer of thick permafrost or ageless
sediment can block its perception of the Virescent
But until then, Vuulthoom stalks the turai’s Cube and the Monolithic Acropolis that uplifts it.
Tesseract-maze in a rage, unable to feed and The titans designed the sentinel tower to espy any
withering away in agony.

EMPYREAL JUDGMENT
In space, Queen Panagia summoned before her
immaculate throne all of Malcathiah’s disloyal company,
those who had refused to battle the End-Worm. And
gathered together before her, great fear and trembling
seized them. She said, “You treacherous servants! None
of you shall have peace! A severe sentence has been
declared against you because of your cowardice. For
though you have already entered the Third Heaven,
where many mysteries have been revealed to you and
great dominions given you as a birthright, they have all
been made worthless by the Thrice-Holy One, He who
sits enthroned forever in the Most High Place.”

“Here is His Decree: You who are faithless shall be


imprisoned upon the planet you had sworn to protect,
cast down from the winds of the aether and rooted
forever, in your very nature, to this terran earth.
Though you will not die from long years, you shall
be vulnerable to destruction—now, in the hands of
mortals, might a sword slay you! And should you
perish in this way, your spirit shall descend into its own
prison in the black cavernous underworld, trapped
therein like a worm—impotent and wretched—until
the unfathomable end of time.”

34
chaotic creature who enters the Cyclopean City in With these divine safeguards in place, the titans built
the underworld. This instantly activates Vartoriak. Its the Panagian sentinelA, a powerful construct that was
looming height begins glowing with a bluish-golden infused with a spirit of light named Hevel. The spirit
radiance. For the tower itself is a cosmic weapon that controlled the sentinel and defended the tower. For
destroys any minions of chaos who attempt to open the untold eons after their departure, the sentinel warded
Tesseract-prison. the Monolithic Acropolis against incursion.

DARK DREAMS OF THE INILGAAN


For uncountable years, Vuulthoom’s severed head Vuulthoom transformed the Tarngrak into its vile
withered away in its lifeless prison, unable to feed. heralds, infusing them with entropic power from its
Having the nature of a parasite, the End-Worm adapted own collapsed universe. The demons became cosmic
its form by sprouting two massive arms and the vague abominations, loathing anything living and loving that
outline of stumped legs to heave its enormous girth existed in its rightly-ordered state. And they began
about the labyrinth. This gave Vuulthoom a new seeking a way to free the End-Worm from its prison.
appearance while it stalked the maze; it became, truly, a
worm-head that walks. And to conserve its languishing
energy, which Vuulthoom knew it needed to escape
THE INILGAAN
someday in the far distant future, its head fashioned During this ancient time period, only the savage
a gore-sac within the heart of its prison; and there, it tribe of the Inilgaan dwelt in the isolated polar lands
deliberately hibernated, slumbering for incalculable far above Vuulthoom’s prison in Titherion. In its
spans of years. dreamworld wanderings, the End-Worm beheld their
pathetic worship of idols, hewn from metal, wood,
From time to time, unlucky explorers or alien creatures and stone, and through these sacred objects, as well as
accidentally stumbled into the maze, swiftly becoming through dreams, it began to communicate with them.
the End-Worm’s meal. Though individually these
devoured morsels seemed insignificant on their own, As Vuulthoom corrupted the hearts of the natives over
over time—almost imperceptibly—they each added many centuries, their culture fell into unspeakable
to Vuulthoom’s growing reservoir of might. And in practices, where human torture and sacrifice—even
its dark dreams, Vuulthoom bent its wicked thought of their own children—became normal. The Inilgaan
towards those inhabiting the surface world high above. learned the unholy names of the Tarngrak in the
The End-Worm encountered two important groups in darkness of remote caves. They were taught sorcery,
its long wanderings: the Tarngrak and the Inilgaan. divination, astrology, the drinking of human blood
(especially of one’s murdered enemies), and many other
forbidden mysteries. These sorcerers forged blood-
TREATY WITH THE TARNGRAK pacts with these demons in exchange for esoteric power
When Vuulthoom first telepathically contacted the and the ability to summon the Tarngrak to destroy
Tarngrak while in its dreaming state, they were bitter, their enemies. In return, the demons demanded their
angry, and full of despair. The fallen Caelorum feared primitive vassals to worship them and forced them to
the End-Worm, but they rabidly hated the Empyreal sign contracts granting them permanent legal rights
Queen and Her Aethereal Kingdom even more. over the Inilgaan’s bodies, minds, and souls.
Seeing that their divine punishment could never be
overturned, these tarnished beings offered to join with But this symbiotic relationship was never personal.
Vuulthoom. For if they could free the End-Worm, the It was always transactional, for the immortal demons
Tarngrak reasoned, it might destroy the Cosmic Queen knew that their temporary gifts to these sorcerers—a
and her endless legions, or at the very least, weaken little arcane power now—would net them permanent
them enough so that they could. And if Vuulthoom power over each sorcerer’s damned soul in but a few
emerged victorious against Panagia, the Caelorum short years. And their new master’s hunger for fresh
would betray the worm in the end and seize the souls was insatiable.
Empyrean for themselves. Vengeance would be theirs.

35
depraved Trow turned on the Inilgaan and ate their
NEFARIOUS NUPTIALS & flesh and drank their blood. In time, the giants even
SINISTER SEEDS began to kill and eat each other.

Viler still, the Tarngrak—now imprisoned in physical As their wickedness grew, the Trow imitated the evils
bodies—took the most beautiful Inilgaan girls as wives of their demonic fathers and took for themselves lesser
and taught them the foulest secrets of black magic in creatures for mating—but though some did this with
exchange for sexual rights to satisfy their lusts. And the Inilgaan women, others did this with unthinking
mating with these women in profane unions, they made beasts. And the offspring of these unions became
of them primal witches: the Ragnaala, or “those who violent monsters of all kinds roaming in the shadows of
are bloodless.” the wilderness.

The arcane power of these Inilgaan women eclipsed


their male counterpart sorcerers’, for their perverse CYCLOPEAN CITY UNDER THE
union brought them spiritually closer to the Tarngrak EARTH
than eldritch compacts ever could. The Ragnaala
began teaching the Inilgaan that they had seduced Eventually, through the Inilgaan’s oracles, sorcerers,
these “divine ones” and gained power over them. The and spirit-channeling prophets, the Tarngrak instructed
witches claimed that, by bending such cosmic forces to their followers to delve into the earthen under-
their own will, they had transformed themselves into caverns in search of the Virescent Cube, the prison of
uninhibited goddesses walking the earth. And so, the Vuulthoom. And the mighty Trow aided them. With
Ragnaala celebrated their own growing might. the strength of those giants, the Inilgaan penetrated
the great depths of the lightless underworld, exploring
Rejecting their primitive positions as wives and mothers vast deeps that no man had yet seen.
in the original Inilgaan culture, the Ragnaala brutally
slaughtered their own unwanted children in dark After long years, the Inilgaan finally discovered the
rites, and these offerings brought great power to the Virescent Cube at the end of an enormous cave vault.
Tarngrak who delighted in them. As the line between The floating artifact rested atop a massive step-pyramid
the physical and spiritual blurred even further for the called the Monolithic Acropolis. A 100’ high platform
Ragnaala, they mastered shape-shifting powers and of pale, greenish stone lay at its apex. Two conic pillars
became more hideous in their true forms, though they loomed above the Inilgaan explorers, each engraved
could always assume a seductive visage. with repulsive, incomprehensible sigils along its surface.
And between those spires, filling the underground
When the witches had finally killed enough of their with its eerie light, floated the grandest of all sights—a
own progeny, despoiling the sanctity of their wombs, titanic cube of green energy suspended by its own
the Tarngrak informed their wives that all preparations power in the air.
were finally complete. The demon gods ordered
the Ragnaala to bear them children and raise them. And just then, the Tower Vartoriak overlooking the
Furious, the primal witches cursed their demonic frigid waters of Imaryuk began glowing a strange
husbands and tore at their own clothes, for they golden-blue hue. Although the Inilgaan believed this to
loathed that their own freedom would be stolen by be a favorable omen—that their evil gods were greatly
the burdens of childrearing. And the Tarngrak smirked pleased with them—the Tarngrak (playing along with
at their foolish wives and demonstrated their great this belief) sensed that this ancient tower was really a
power over them by dominating the Ragnaala through divine ward blocking them from ever reaching their
the eldritch compacts they had willingly entered: the quest’s object. But long deprived of the divine wisdom
boasting of those goddesses ended that day when they they once possessed, the demons could not understand
were so easily bent to their husbands’ will. the spire’s exact function, so they hesitated at first.

And thus, the first of the Trow were born in Titherion. After much deliberation and cunning thought, the
Massive humanoids, they grew over 15’ tall, and wicked demons instructed their vassals to erect a huge
their polar white skin and fearsome mien terrified the Cyclopean City of bizarre geometric buildings and
Inilgaan who saw them. The Trow consumed all of occult-inspired towers around the ancient pyramid.
the foods produced by the arctic natives in Titherion, Since the demons were spiritually anchored to the land
and when that amount could no longer feed them, itself, they calculated that the efficacy of their own
the giants grew impatient and then angry. Then the considerable powers might increase if they channeled

36
the earth’s potent substance into their own higher nature. While the Inilgaan built the grand under-city of the
demons, the Tarngrak prepared for their city-sized ritual.

As the Cyclopean City began engulfing the entire cavern, the demon gods were pleased. Not a single structure
bore any flaw, so precise were their designs; soon, they reasoned, the Caelorum wards would be broken, and the
End-Worm freed. In anticipation of this event, the Tarngrak revealed their evil master’s name to the gathered
primitive natives. Awed by this dark knowledge, the Inilgaan fell to their knees before the Virescent Cube and
worshipped the Oldest Terror within. They believed Vuulthoom to be sleeping in an extradimensional cocoon,
and when it awoke from its long slumber, it would usher a new Age of Entropy upon the entire world, preserving
the Inilgaan from destruction and rewarding them with eternal delights. But the demon gods knew that, once the
Inilgaan penetrated the artifact’s mighty wards, the End-Worm only cared to feed on them like gruel.

THE CATACLYSM OF CHAOS


At last, the moment came. The Trow and the Inilgaan gathered together in anticipation of the master’s long-
awaited release. And the Tarngrak began their vile ritual to unlock the Virescent Cube and open the End-Worm’s
way. The demon gods successfully channeled their spiritual potency through the city’s geometric towers into the
bodies of their greatest servants, those eldritch masters of highest rank and skill among the twisted Ragnaala and
Inilgaan sorcerers. No less than one thousand newborn children were tortured and sacrificed to empower and
achieve this feat.

But as the Inilgaan and Ragnaala


completed their bloody ritual and the
chief sorceress set her foot triumphantly
upon the pyramid’s first and lowest
step, the minions of chaos were hurled
into disarray. For at the pyramid’s
slightest disturbance, the glowing
Tower Vartoriak on the surface world
above activated its dormant Light of
JudgmentB, a Caelorum artifact-weapon
of extraordinary power. Suddenly,
every creature in that underground city
erupted with ineffable light. For a brief
moment, the Inilgaan sorcerers and
the Ragnaala witches could perceive
high in the cavern air the dazzling
figure of a woman enshrouded with
the blazing light of a million suns.
Her outstretched arms received those
joy-filled souls of the slain children
as they rose up to meet her—and in
a momentary flash of radiance, the
children’s soul-shadows scorched the
very walls of that city. Somehow, at the
same time, the occultists were made
aware that not a single one of their
victims would ever feel pain again,
for the traumatic memories of their
butchering and death had already been
wiped away from the children’s minds
forever.

37
Then, every last occult practitioner who took part in judgment, each demon beheld a vision of his own
that underground ritual, male and female, was suddenly eternal fate. For the Trisagion had pronounced an
consumed from within by an erupting fire. Their bodies even greater sentence upon them: at the very end of
became pillars of cindering ashes. Their screams, lasting time, when the last judgment fell, the same horrific
but a moment, fell swiftly into silence. But to this punishment inflicted on their condemned followers
day, thousands of years later, they are still screaming, would also overtake them—but the demons’ pain
and even the Tarngrak tremble at these mortals’ grim would be increased by an astonishing magnitude of one
fate. For their souls were given new bodies that would thousand-fold.
always heal and never perish, and then, because of their
inordinate evil, they were all plunged headlong into
the ever-burning pools of liquid fire at the center of
ASCENT OF THE NINTH
the earth, far below the deepest pits of Malgorgia. And DEMON
there shall they remain, in unending agony, in blind After the Tower Vartoriak’s cosmic weaponry destroyed
and roaring isolation, where they will be tormented day the Inilgaan blood-cults and scattered the Tarngrak’s
and night forever and ever. consorts and scions, YeguryaqA—the greatest and
mightiest of their kind—realized it had to first
As for the mighty demon-sons, the wicked Trow, their
dismantle the Light of JudgmentB in order to free its evil
powerful bodies were completely obliterated in the
master, Vuulthoom.
conflagration. But their black-hearted spirits endured
due to a terrible divine curse—to linger within the And so, along with its minions, the Spider of Foulest
under-shadows of the Cyclopean City, forever reliving Doom scaled and entered Vartoriak for that sinister
in their minds the murder and madness that they had purpose. But the Panagian sentinel was waiting. It
inflicted on the unwanted Inilgaan children. Called battled the Ninth Demon and won, trapping Yeguryaq
the Fomor, these vapid wraiths mewl and bleat in a in a permanent stasis field and driving off its evil
perverse whale-song until the end of time—as they servants—but not before Yeguryaq damaged the Eye of
experience, again and again, the horror of parental VigilanceB, thereby deactivating the tower’s weaponry.
abandonment to the voracious teeth of predatory
giants, as they feel their lost skin placed bare upon the With the Unholy Nine’s chief struck down, the
scalding brass of the Inilgaan’s sacrificial ovens. Tarngrak were left leaderless. This greatly diminished
their ability to carry out Vuulthoom’s will for nearly
But the Tarngrak were not destroyed by the Light eight millennia, as the proud Tarngrak often fell into
of JudgmentB’s incinerating power. They fled the infighting over which one stood supreme. And over
Cyclopean City screaming in terror, escaping into the time, they grew more and more distant, pursuing their
raging polar winds on the surface world above. As own devices in the vast northern wilderness.
their followers were consumed by the fires of divine

BYGONE WARS IN PROTOHISTORY


With the loss of so many in the underworld, the
Inilgaan abandoned the Cyclopean City. Only a few of END OF THE INILGAAN
the Ragnaala and the Trow survived having remained When the continent’s newest arrivals objected to
on the arctic surface. But as the tribal natives licked being cannibalized by the Inilgaan and sacrificed to
their wounds and looked to rebuild what had been so an evil god trapped in the underworld, the two tribes
decimated, the Inilgaan’s world changed—for, at last, came to blows. And the Enoruuk proved stronger
the Enoruuk arrived in Titherion. The way was opened in the contest. Sensing the newcomers’ victory, the
for this hearty new people hailing from the west as the surviving Trow and Ragnaala fled their Inilgaan allies
glacial ice receded farther into the north. With great and vanished into the arctic wilderness. Weakened by
speed, they migrated into the Forbidden North’s lush this betrayal and the losses endured at the Cataclysm
boreal coastlands. It wasn’t long before they came upon of Chaos, the once-proud Inilgaan suffered defeat after
the Inilgaan in their isolated villages deep in the forests. defeat. Over a few decades of war, the Enoruuk wiped
the Inilgaan from the face of the earth.

38
At their desperate last stand, the Inilgaan tried to
destroy themselves and their enemies in a great
conflagration of mystical power. This arcane suicide was
to be empowered by the Tarngrak in one final defiant
act. But the demons betrayed their worshippers. The
mutual suicide attempt failed. While a few Enoruuk
scouts perished in the massive detonation, most
avoided it. And the many survivors witnessed the
Inilgaan’s fiery and tragic end. The blast created a deep
chasm into the underworld: the Great Defile.

To this day, the site is a testament to the foolishness of


those who entrust themselves to occult powers and the
avowed constancy of demons. And as for the Inilgaan
themselves? Save the occasional half-buried totem or
ruined cave-altar dedicated to their alien gods, few
traces remain of that degenerate people. The Tarngrak,
too, were forgotten.

SETTLING IN THE NORTH


After destroying the Inilgaan, the early Enoruuk
explored the mysterious northlands. In a few months,
they discovered numerous chert quarries along the
region’s vast central lake, which they named Imaryuk
(or “Big Water”). The Enoruuk had depended on this
unique rock to craft their stone tools and weapons
for thousands of years living out west, and with this
important discovery, they chose to permanently settle
the northern lands. In time, their numbers grew. Many
villages appeared across the boreal plains and inside the
evergreen forests. And the Enoruuk prospered in this
strange, abundant land.

REFEREE NOTE. The information concerning


the Inilgaan should not be relayed to even the
most knowledgeable and historically learned
characters. It is a mystery that might be hinted at
and discovered as the heroes explore the setting.

One of the big arguments that Enoruuk


revolutionaries use to attack the Hadeans is that
they are the true native sons of Titherion. The
players themselves might get swept up in this kind
of nativist thinking—arguing passionately over
“who was here first.” But, really, neither of these
two groups originate from the Forbidden North;
both displaced an older group that dwelled there
long before.

39
40
VOYAGE OF THE SKULL GOD
Over 8,000 years later, after the Battle of R’mnokk For untold generations, this noble people had dwelt in
in the jungled south—when the undead armies of the harsh polar climate, fishing under thick ice sheets
Urgatha were encircled and crushed, and that grim and spear-hunting the great mammoth herds gathered
city-state was leveled by his numerous foes—Baalor, in the hills. They would make capable minions.
the ancient Skull God, fled his sacked kingdom on a sea
vessel far into the north. Despite the Enoruuk’s strength and vigilance, Baalor’s
undead hosts overwhelmed their villages with terror,
After weeks of pursuit, his black ship landed on the steel, and magic. He conquered the arctic natives in a
glacial shores of Titherion, a perilous and wind-blasted sennight, killing those who refused to serve him and
continent of icy waste and arctic storms. Through even those who claimed they would. Bolstered by a
fierce blizzards, Baalor spied the primitive Enoruuk, horde of tireless undead slaves, Baalor directed the
who seemed little threat to him compared to the intricate construction of Castle Thar-Gannon at the
treacherous environment. But afar, he saw a foreboding base of the grim mountains.
wall of jagged earth rising from the barren plains—
the Gorogungamar, in the tongue of the Enoruuk, During this time, the sorcerer learned that, while
the “Mountains of Terror.” Baalor believed that his his enemies had pursued him to the frigid shores of
foes’ armies could not assail him among those cruel, Titherion, they never set foot in these bitter lands, for
blackened peaks. So, he marched his small band—a few men of the south would dare risk the extreme cold
mere remnant of his once-mighty kingdom—over the of the northern wastes. With no one to challenge his
arctic plain to reach them. might and disrupt his schemes, the Skull God claimed
the Forbidden North as his evil domain and the
They struggled through Titherion’s blinding white Enoruuk his perpetual vassals.
haze and endless cold until the ancient sorcerer-king
stood on the snowy banks of Imaryuk. With keen After destroying the sacred Mountain-Temple of
eyes surveying the mountains, Baalor saw an ancient Kangek, Baalor outlawed worship of the Enoruuk’s
spire on a remote island: Vartoriak. Blowing a hole ancient water deity, Anarnulak. This marked the formal
through its wall, the Skull God ascended the tower and end of the Emeqist religion. And soon, the dark
battled its guardians. Seizing the Eye of VigilanceB in teachings of the Skull God began unimpeded.
the moments after his victory, Baalor beheld a primeval
font of staggering power deep under Gorogungamar’s CONFESSIONS OF THE BLACK
roots. Pointing at the mountains with his withered
finger, he shouted to his chief lieutenants over the MOON
howling winds of Vartoriak’s peak, “There! I shall build Early in his rule, the sorcerer-king convened his newly
my new fortress there. I shall feast on the hidden fare acquired slaves at massive rallies along the shores of
of this bleak and untamed land. I shall scale the slopes Imaryuk. And there, he forced the Enoruuk to listen
of these sacred mountains in the farthest reaches of to his instruction. Baalor taught the tribes that they
the north, establishing my throne and my dominion existed only by pure chance, and someday hence, when
on their utmost heights—and like a presiding god, I they all perished and collapsed back into dust, no part
shall be forever exalted over all the earth!” And Baalor of them would endure in any afterlife beyond. “Mere
named his abode Thar-Gannon, or “Evil Feeds.” smoke, the breath of one’s nostrils!” he snarled. “Like
the vapors of this lake that fly away and disperse, after
CONQUEST OF THE your death, you will never return.” In the end, Baalor
preached to them, all life perished. Nothing would last.
ENORUUK The Enoruuk’s brief and troubled lives would end with
But after the devastating loss of Baalor’s armies at their painful dying, and no remedy or earthly means
R’mnokk, his servants had dwindled. The sorcerer-king could stop this. So, life itself was a lie, he claimed—its
needed fresh bodies to swell their ranks to finish his promise of hope and posterity an illusion.
castle’s construction. A dark thought took shape within
But the Skull God offered his broken vassals an
Baalor as he gazed upon the nearby Enoruuk villages.
alternative solution. “Look at the tundra dragon,” he

41
said to them. “He surges with great power, oppressing revelations. Soon, these fabricated visions began to
those weaker than himself, does he not? He feasts upon supply Baalor all the corpses he’d ever need.
those less fortunate, sparing neither elder, woman,
or child. With might and wanton rage he persists for
centuries, reveling among the flowered plains like a
PANTHEON OF THE UNHOLY
polar storm, taking what he may—until suddenly, at his NINE
end, when his inner fire burns out like a dying volcano, By recruiting disloyal Enoruuk priestesses into his
he succumbs like all things to that greater power, death-cults and making them his “death-wives” with
Death! Yet, how he ravaged the earth in his days! Let gifts of arcane, social, and political power, the Skull
us live like him. Let us follow the dragon into oblivion. God soon introduced a new pantheon to his enslaved
For weakness and restraint are useless—our fires burn, vassals. These new gods were none other than the
and in a flash, they are no more. And those who are Tarngrak.
weak merely ignite the quicker. Nature itself illustrates
this truth.” Baalor’s sermon persuaded many among Not long after Baalor had fully conquered the
the Enoruuk. Enoruuk, he learned of the Tarngrak’s existence,
and summoning these ancient demons from out of
Then, he declared to their tribal priestesses, the the Forbidden North, he magically subjugated the
staalistas, that he was death’s avatar—the Skull God— greatest of their kind, and drew up infernal pacts with
whose thirst for blood could only be sated by rituals them. The mightiest among these northern demons
and sacrifices. With a skillful tongue, he instituted were elevated by the Skull God into blood-drinking
himself into the very culture of the Enoruuk as their members of his death-cult’s pantheon; and in exchange,
“Great God of Death” who would one day devour the they gave him great knowledge and power.
world. With extraordinary demonstrations of his arcane
power, Baalor made quick (and terrified) servants of Baalor formed the Tarngrak into the Unholy Nine, his
the staalistas. Obeying his commands, the women pantheon of nine dark gods ruling over the Forbidden
declared to their followers the Skull God’s “divine” North. Each primal deity represented a murderous

42
aspect of Titherion that Baalor demanded the Enoruuk WICKED LIES. Why did the Tarngrak serve
worship. And as the Avatar of Death, he—the Skull Baalor willingly? Although the demons feigned
God—was their chief. a desire to spread their beliefs across the north-
lands, they chose to serve Baalor in order to
His eight demon gods were: influence him into entering the Virescent Cube
willingly, thereby tricking the power-mad sorcerer-
ƒ Amarok, the Great Devourer.
king into offering himself up to their evil master,
ƒ Ikkumayok, Fiend in the Fire. Vuulthoom—and with the Skull God’s impressive
ƒ Kappianartok, the Night Bear. powers, such a fine meal would provide enough
ƒ Maguyuk, Howling Tempest. soul energy for the End-Worm to immediately
break free from its eternal prison.
ƒ Saumen Kar, Murderer in the Ice.
ƒ Tarktuktulak, Dark Deer of the Forest. Now that Baalor has vanished in the Tesseract
ƒ Tuunrangayak, the Tunneling Terror. of Time, these primitive gods roam Titherion
forging pacts with chaos cultists and corrupting
ƒ Ulurrugnak, Horrific God of the Lake.
mortals into their service to expand their personal
As the Skull God indoctrinated the Enoruuk masses, influence and armies in preparation of the coming
he slowly introduced new depravities, including aethereal war. For when the End-Worm kills Baalor
cannibalism. Because death was universal and could and finally returns, a day for them long-awaited,
not be overcome—merely delayed—Baalor taught the the Black God of the Void will lead their cosmic
Enoruuk that by eating the flesh of one’s enemies and invasion of the Empyrean and vengeance will be
drinking their blood, his followers might prolong their theirs.
own lives. “It can be done,” he promised. “By using
But just as the Tarngrak have deceived Baalor, so
secret rites that only I can give you, the flesh and blood
has Vuulthoom lied to them. It does not intend
of your enemies will grant you naturally long lives. In
to invade the Third Heaven at all, at least initially,
this way, death might be avoided for a long, long time.”
but has resolved to devour every last one of these
Baalor’s words rang with wisdom. For if life and treacherous demons before consuming the entire
suffering were meaningless, then what else was there planet of Magis Terra, piece by piece. The End-
but to stave off these two evils for as long as possible Worm seeks to swell its enormous bulk by such a
and enjoy one’s brief span of days on the earth? magnitude that even the Cosmic Queen flees its
presence. By feasting upon such mighty entities like
And so, the Enoruuk cults of chaos emerged. They the Tarngrak, Vuulthoom believes it can achieve
worshipped the Skull God and his pantheon, for they this.
seemed the only force in the world able to delay death.
With sorcerous incantations and waving hands, the
Enoruuk invited death into their hearts and minds
CASTLE THAR-GANNON
willingly, courting death as if it were their ally, a wild COMPLETED
tiger to be carefully tamed and warily befriended. After nearly two centuries of continuous labor,
Of course, many Enoruuk elders balked at Baalor’s Baalor’s minions finished his castle. From the Tower
words. They formed a rebellion and tried to shake off of Tharak’thor, the sorcerer-king looked out upon
the Skull God’s yoke from their necks, but to no avail. Castle Thar-Gannon and the ice-swept lands to the
Their lives were tragically cut short—the Skull God had south stretching to the darkened seashore. “Now,”
every last rebel put to the sword by their own wicked he ordered his lieutenants, “we turn our attention to
brethren. Then, the sorcerer-king turned their mangled the underworld. Dig, my servants! Pierce the bitter
corpses into shambling undead fit for tireless service in ice below! Tunnel and bore, my faithful—tunnel and
his growing legions. bore!” And eagerly, his hordes obeyed, quarrying into
Malgorgia’s depths through its ice and stone.

In a few years, they built the frozen dungeons and


hidden chambers of the castle’s depths, until—
completing all that their evil master had commanded—

43
the real work began. At the Skull God’s direction, the Their primordial, monstrous forms loomed over the
undead Enoruuk rebels mined deep into the earth, timeworn ruins, with over-long arms hanging forward
seeking the hidden power of the Virescent Cube Baalor like alien, pythonic apes: huge figures cloaked, not with
had witnessed long ago. And as his minions labored, skin or bone or sinew, but preternatural umbra—solid
the sorcerer-king observed the slow grinding of the night! And glaring out of the center of their misshapen
glaciers and the polar gales thundering across the foreheads burned a single eye, graven and hateful. The
Forbidden North. fell glow from these wicked eyes alerted Baalor to the
Fomor’s sudden, massing presence.
THE CITY FORGOTTEN BY But too little, too late. The Erebrean Dwellers fell on
TIME the city’s undead invaders with shocking force and
incredible power. Tearing them limb from limb before
Suddenly, the deepest wave of undead broke through
Baalor could organize a counterattack, the Fomor
a thick ice sheet, and within an immense cavern, they
destroyed the Skull God’s servants, along with the
found an antediluvian city. The Skull God peered into
macabre vessel housing his spirit. This shunted Baalor’s
the icy breach and knew the power source that he
mind back into his body in Tharak’thor above.
coveted lay hidden somewhere in the derelict city’s
ruins. For untold weeks on end, the walls of Thar-Gannon
trembled at the sorcerer-king’s rage. His humiliating
And so, Baalor returned to his castle and locked himself
defeat in the Cyclopean City troubled him greatly.
away in the baleful heights of Tharak’thor to weave
Baalor demanded absolute silence throughout
a potent spell. Leaving his body in an arcane stasis,
his domain as he carefully devised an appropriate
Baalor projected his soul into the mystical dimension
retaliation against his new enemies.
between worlds, where shapeless devils wander like
shadows and bend their thought to enticing the living.
Possessing a mindless corpse, he used it as a vessel FLIGHT OF THE SKULL GOD
to personally lead an exploration party into the city’s At last, Baalor rose from his sanctum, quite
shadowy depths. determined. He ordered about his chief vassals with his
final commands: to defend and manage the castle in
What Baalor found in that loathsome place both awed his absence. And finishing his last-minute preparations,
and terrified him—the bizarre lanes and alien towers the Skull God entered the underworld again—this time
designed as if they were the dreams of a psychopathic with his own body, under his own considerable power.
god; the grotesque statues of otherworldly, unguessable
entities; the non-Euclidean geometry; the maddening Like an angry wraith, Baalor plummeted into the dark
randomness that seemed to hide a sinister—yet well- depths under Thar-Gannon with a large retinue of elite
ordered—purpose; and those disturbingly sheer angles! chaos guardians, seeking to kill those who dared hinder
The Skull God explored for hours. He used his undead him. He found the ruined city again, but an awful,
fodder to spring any fatal traps and arcane wards inside far-off gleam illuminated it this time. As Baalor pushed
the mysterious structures. And he followed the power deeper into the city, the Fomor massed again to assault
source’s trail like a nautilus down into the earth. him. But the Skull God was ready. Within minutes, he
destroyed half of the creatures with his potent magic
And then Baalor found it—the Monolithic Acropolis. and sent the other half fleeing into the shadows.
As the Skull God ascended the enormous structure’s
steps, he beheld for the first time, with his own eyes, When Baalor finally reached the Monolithic Acropolis,
the Virescent Cube floating high above. he identified the cubic artifact floating at its top: it was
not just a mere energy field but a gateway to another
ATTACK OF THE EREBREAN dimension. And he would pass through it.

DWELLERS But beyond the portal above the colossal edifice, Baalor
glimpsed something within—a vision of his destiny
Baalor had no time to examine this bewitching
waiting for him at the end of the multiverse. It was
landscape. Rushing out of the subterranean shadows
calling to the sorcerer-king. He was sure of that. The
came the Fomor, the Erebrean Dwellers. Within
moments, the cavern echoed with their twisted
moaning, like whale-song in the tomb-like darkness.

44
45
cube had always been his destiny. And finally resolving to meet it, Baalor stepped into the glowing green artifact
and vanished.

He never returned.

Months passed on Titherion. The glacial ice continued its slow and steady grind, and the wind-swept cliffs and
jagged peaks of Gorogungamar shuddered as if disturbed. The Enoruuk wise men felt it, too—the very land held
its breath in timorous anticipation. But the enslaved tribesmen saw Thar-Gannon’s undead still tirelessly working.
And every month, the Skull God’s chief lieutenants appeared at their village borders demanding new sacrifices.
Their master seemed alive and well. So, the Enoruuk beat on, certain they would never be rid of him.

BAALOR’S FATE. So, what happened to the infamous Skull God and why didn’t the Light of JudgmentB
vaporize him?

Baalor stepped onto the Monolithic Acropolis without suffering harm because of the Ninth’s Demon’s
actions thousands of years earlier. Yeguryaq damaged the Eye of VigilanceB so that it can’t activate the Light of
JudgmentB until it has been repaired. As a result, those creatures with a chaotic alignment may now enter the
Tesseract of Time, either by chance or intention.

When Baalor stepped through the Virescent Cube, he was teleported to—and trapped in—the legendary
Tesseract of Time. He is now locked in a great battle with the Tesseract’s other major occupant: the
decapitated head of the End-Worm, Vuulthoom. Their epic battle has been ongoing for twenty years.

If the End-Worm ever manages to kill Baalor, it devours his soul, feeding it the power to break free from its
ancient prison. This is incredibly bad for the inhabitants of the Forbidden North. Baalor must be rescued if
this is to be stopped. But who would risk their own lives to save the Tyrant of Titherion?

ADVENT OF THE EMPIRE


In that same year as Baalor’s disappearance, the warm-landers came. Explorers from the Hadean Empire landed on
the shores of Titherion. They seized the southern tip of this forbidden land, oblivious to the Skull God’s presence.
Their leaders were convinced that rich, unclaimed resources lay here, just waiting for those with the drive to take
them.

The imperials established a beachhead, erecting a high-walled port city, which they called Valkengard, the
“Gateway into the North.” They cleared the Osteon Road through the arctic wilderness, and with every mile they
advanced, the Hadeans imposed order on the boreal landscape. They built Fort Ikenvar and founded the town of
Skaalburg. Soon, Titherion became a bustling imperial province.

THE HADEAN DELEGATION


Meeting the Enoruuk, the imperial settlers decided to civilize these natives by converting them to their own
religion. They taught the primitive Enoruuk how to benefit from the empire’s advanced systems and technologies,
gifting them with refined imperial culture. But the Enoruuk resisted. They greatly feared the Skull God and what
he might do if their disloyalty was discovered. Moreso, the elders did not care for Hadean culture. They wanted
their own customs back. To them, the Hadeans were merely a new conqueror seeking to exploit them. What
good would it do the Enoruuk if they rid themselves of one tyrant only to replace him with another?

To entice them, the settlers offered the primitive tribesmen full imperial citizenship and a free education, pointing
out that they intended no harm. Furthermore, the Hadeans firmly, if not politely, dismissed the dire warnings of
the Enoruuk elders about the threat of this so-called “Skull God.” Eager to prove this deity to be nothing more
than primitive superstition, the Hadeans assembled an army and blazed into the northern wilderness, heading
straight for Gorogungamar. A great fog had fallen on the land at that time, but when the imperial army arrived

46
at Lake Helvarragh (which they had just re-named
from its original Imaryuk), the white mists suddenly
lifted, and for the first time, the Hadeans stood in full
view of the bone-adorned walls and blackened peaks
of distant Castle Thar-Gannon. How it looked like an
unassailable mountain! With their resolve thoroughly
shaken, the imperials camped on the lakeshore at Sand
Bone to deliberate further.

BATTLE OF SAND BONE


But their arrival did not go unnoticed. Baalor’s
lieutenants spied the invading army and roused the
sorcerer-king’s undead hordes from their long slumber.
Eagerly, they fulfilled their master’s final command: to
defend the castle from invaders.

By the thousands, the shambling corpses of untold


Enoruuk generations silently marched from Thar-
Gannon into the frigid waters of Helvarragh, and
while submerged, the horde encircled the Hadean
camp at Sand Bone. As the undead rose out of the
lake’s mist, the imperials were caught by surprise and
a battle ensued. Though the imperials had superior
arms and discipline, the undead in their sheer numbers
overwhelmed them.

The Hadeans were massacred. decimated. For even in the face of total annihilation,
the mindless horde did not suffer issues of morale. The
Falling back to the sea, the remnant of that
undead fought on to the last corpse as no living army
expeditionary force hastily evacuated Skaalburg and
could even after their victory became impossible.
Valkengard by ship. Then, they watched the horde
sack their newly constructed port city and burn it to Unable to lay siege to Castle Thar-Gannon and
the ground. The Enoruuk who witnessed the march of demoralized at the loss of so many good men, the
their ancestral dead returned to Baalor’s labors more Hadean legion retreated south to the Cauda Peninsula.
afraid and hopeless than before. For who could stand The imperial generals reasoned that, without his horde,
against the Skull God if an empire could not? the Skull God lacked the resources to attack a third
time. So, they left his stronghold in peace until they
BATTLE OF STINGING could rebuild their own forces.
MEADOWS In the meantime, the Hadeans seized Tower
Yet, to the Enoruuk’s surprise, the tenacious imperials Vartoriak, an ancient spire rising from an island in
returned several months later. Lake Helvarragh. They set a watch on the castle until
imperial reinforcements could arrive. Then the Hadean
With a full imperial legion borne by a vast fleet, the generals intended to finish what they started and bring
Hadeans landed on Titherion and marched swiftly Baalor to justice.
towards the black gates of Thar-Gannon. In a meadow
of stinging nettles along the southern shore of Lake FALL OF THE EMPIRE
Helvarragh, a second battle occurred far bloodier than
Sand Bone. The Hadeans prevailed after many days That day never came. For in the autumn of the very
of tense fighting, but their victory was bittersweet. next year, the Hadean Empire, which had controlled
Although every last undead monster was destroyed much of the civilized world for over two thousand
in that conflict, the imperial legion’s full strength was years, fell in a spectacular ruin. The emperor died
without an heir and civil war broke out, as the regional

47
governors fought with each other to seize the Eagled as its first settlers had suspected. When some of
Throne. But no victor emerged after many bloodthirsty the grateful, liberated Enoruuk began sharing their
battles. The empire fractured. Its former provinces impressive knowledge of the land’s bounty with
became independent kingdoms, small pockets of the Hadeans, the port city prospered. But many
civilization warring over territory and resources while Enoruuk rejected the warm-landers, venturing north
trapped in a savage twilight. They are nothing more and establishing a village on the borders of Lake
than a shadow of their former imperial glory. Helvarragh, which they named Kangkul, or “Dead
Horse.” Others moved even deeper into the wilderness
Without a centralized power supporting it, the to found hidden new villages.
Valkengard territory was soon fending for itself.
Fortunately, Titherion was rich in natural resources,

TITHERION THE NEW FRONTIER


It has been 20 years since the defeat of the Skull still lingers—while high above, the cruel peaks of
God’s armies and the collapse of the Hadean Empire. Gorogungamar thunder as if anticipating some great
Valkengard is a major hub of trade in the north, and evil to come…
ships full of desperate refugees from the
south—now plunged in constant war and
chaos—arrive daily seeking peace, safety, and
work.

Ranks of adventurers come, too, seeking


their own grand fortunes in the ruins of the
north, for the Lords of Valkengard have put
out a call—that the untold riches of Castle
Thar-Gannon lie unclaimed and poorly
defended. With such a summons in place,
and only a modest tax on those delving
there, word has indeed spread far and wide
about the astonishing treasures to be found
in the Forbidden North.

Explorers speak of ancient gods and horrific


demons lurking in the farthest ruins.
According to some, a tribe of abominable
giants called the Trow have taken up
residence in the castle’s colossal lower
halls. And others whisper that the fearsome
Tower of Tharak’thor, the Skull God’s inner
sanctum, lies impenetrable and untouched,
totally sealed from entry.

Yet, they say, there are smaller, unguarded


ways into the fortress where a clever band
of adventurers might avoid the giants and
penetrate the castle’s outer walls. But even
so, many explorers do not return, for other
predators have crept into Thar-Gannon’s
icy, winding corridors. And in the castle’s
deepest chambers and unplumbed depths,
the remnant of Baalor’s undead garrison

48
CHAPTER 2:
SUBARTIC SOCIETY

By Robert Alderman

“May I give you a word of advice? Put him over your


knee and beat some manners into him.”

—Red Sonja, Red Sonja (1985)

This chapter details Titherion’s languages, cultures, and


religions.
ARCTIC LANGUAGES
This table presents the languages available to characters Enoruuk’s Latin, their ancient language in its purest
in the Forbidden North. form. Only the Maundering Tribes speak it now.
Inilgaan is the forgotten, primeval tongue of a vanished
LANGUAGES TABLE human race. Their degenerate descendants, who live
Culture or Race Language under the earth, speak a broken form of it.
Bugbear Caliban
Caelorum Caelus
MONSTROUS LANGUAGES
Monstrous languages may be encountered while
Demon Gehinnom exploring Titherion. Drakon is the powerful, raw
Dragon Drakon tongue of the dragons; kobolds speak its impure
Dwarf Murian pidgin. Caliban is the shared, guttural language of
beast-men, those humanoids who are thought to have
Elf L’akim been created by arcane experimentation and other
Enoruuk Arenik unnatural means, such as bugbears, goblins, ogres, and
Enoruuk Upik sharg. The fearsome Trow possess their own tongue,
harsh and thundering. And though it no longer exists
Goblin Caliban in the distant country of Urgatha, a kingdom which
Gnome Fae fell over two centuries ago, the Skull God imported his
Hadean Hadean native tongue into the Forbidden North. It is called
Urgathos. Baalor demanded his servants use it during
Half-Elf L’akim and Human Tongue his long and bitter reign. As a result, the language is
Half-Orc Fetch and Human Tongue prevalent in the north-lands among his servants.
Halfling Kala
Inilgaan Inilgaan
Kobold Pidgin Drakon
Ogre Caliban
Pixie Fae
Sharg Caliban
Shuun Shuunish
Trow Trow
Underworld Trade Fetch
Tongue
Urgatha Urgathos
Whudjan Whudjan

COMMON TONGUES
Hadean is the common trading language of the
civilized world, while Fetch serves as the underworld’s
merchant tongue.

FORGOTTEN TONGUES
The forgotten tongues are those still spoken in isolated
pockets or unusual circumstances. Arenik is the

50
Caelus (the tongue of star-dwellers) and Gehinnom
DECIPHERABLE LANGUAGES (the foul tongue of demons, devils, and chthonic
Most rare are the decipherable tongues—those entities).
languages which cannot be recreated through
speech anymore, as they are not spoken by men on STARTING LANGUAGES. New heroes may
Magis Terra. But their written scripts might still be not start the campaign knowing the following
deciphered, learned, and understood due to their close languages: Caelus, Gehinnom, Inilgaan, or
relation to existing alignment tongues. These include Urgathos.

NORTHERN CULTURES
ENORUUK
Long-time natives of Titherion, the Enoruuk are a
primitive tribe of arctic hunter-gatherers and fishermen.
While seemingly unsophisticated, they make up for it
in grit and determination. The Enoruuk are tenacious
survivors. Their culture was discovered only two
decades ago by the Hadean Empire; many imperials
abroad have never even heard of these natives.

THE SUNDERING
Although the Skull God conquered most of the
wandering Enoruuk tribes and subjugated them,
bringing untold heartache, suffering, and loss on their
peoples, there were some tribes who vanished into the
northern wastes where they were not easily followed.
Their chieftains recognized that Baalor could not be
destroyed, at least by their own power. And so, they
avoided the fate of their brethren; to this day, they live
free as wanderers in remote polar regions.

Sometimes, a few of the Maundering Tribes venture


into Valkengard or Kangkul. These Maunderers, as they
are called, the “Dreaming Sons of the North,” instill
a strange hope and cultural pride in their cousins, the
descendants of those who were enslaved by the Skull
Thriving in Titherion are two unique cultures, one God and who now find themselves under Valken rule.
native to the Forbidden North and another from Their attitudes and mythical tales, even the way that
the southlands across the sea—the Enoruuk and they carry themselves down a street or in a tavern—as
the Hadeans. A third, generic, catch-all culture, the untamed as the mammoth, some elders remark—is a
Whudjan, includes all outlanders beyond the borders of light to other Enoruuk.
the old Hadean Empire. All three cultures are detailed
in this section, which gives their cultural background As for the Harrowed, those tribes who experienced
information, cultural values, typical behavioral traits, the horrors of the Skull God’s enslavement, they
religious beliefs, and spoken languages. Players may preserved their sacred customs as best they could
select one of these two cultures when creating a new under Baalor’s cruel 216-year reign. After the Battle of
character, adding complexity beyond mere race or class. Stinging Meadows, the imperials freed the Harrowed
Cultures are meant to be a roleplaying aid rather than a and offered them a peaceful life, secure under the
strict set of mandatory social rules. No game mechanics might of the Hadean Empire. This event was called the
accompany them. Liberation of the Winter Sun. The natives distrusted

51
the imperials early on, but when the Hadeans granted Anarnulak for failing to protect them and abandoning
them citizenship and began sharing their advanced their people to a period of intense suffering, and so
culture with them, younger Enoruuk received this most reject the water deity’s existence. (After all,
new lifestyle with open arms. In time, the Harrowed shouldn’t their god have saved them from Baalor’s
adopted imperial customs—their thinking, attitudes, wrath?) This is a strange contradiction in the Enoruuk’s
religion, and speech. thinking: they resent their god and no longer believe
in him, yet work very hard to revive his public worship
But many of the elders silently rejected this imperial as a way to connect with their cultural and ethnic past.
hospitality, though they did not openly show it. Few Sky Keepers would admit this.
They saw this assimilation into imperial society as a
corruption of their true selves. While not all Sky Keepers hate the Valkens or Skaals,
there exist radical sub-groups within the faction that
In time, three factions emerged in Harrowed believe a violent revolution is not only necessary
communities, each with diverging viewpoints: the Red but inevitable. These extremists call the Hadean
Crowns, Sky Keepers, and Magoth. descendants evil conquerors. They harp in the streets
that the Enoruuk “traded one dictator for another,”
RED CROWNS believing that the Maundering and Harrowed tribes
The Red Crowns hold that Hadean culture is like should reunite and form a mighty kingdom of the
the alpenglow at dawn, that reddish light on the north to reclaim the continent of Titherion.
distant mountaintops. Their progressive views mark
a new day—a new beginning—for the Enoruuk. MAGOTH
Being pragmatic, they embrace imperial technology And then there are the Magoth, a third faction not
and culture. The Red Crowns are proud citizens of publicly acknowledged or discussed in daily Enoruuk
Valkengard and the Province of Titherion. While some conversation. In fact, most Enoruuk do not even
Crowns practice the Old Ways out of habit and respect realize the Magoth exist. This faction consists of
for their elders, their ancient cultural heritage is little former Enoruuk sorcerers (and their descendants) who
more than a footnote in their lives. Red Crowns act willingly served Baalor and the Tarngrak during his evil
like Valkens or Skaals in their attitudes, mannerisms, reign. They had great wealth and privilege under the
or dress. Only physical characteristics identify them as Skull God. And they want it back.
Enoruuk.
For now, they have gone underground, a hidden cult
SKY KEEPERS operating in the shadows. They still whisper prayers to
the Skull God and Tarngrak, for they believe in Baalor’s
The Sky Keepers are idealists and historical romantics.
eventual return, and carry out his despicable rituals
They think that life was simpler and better under
in the hope that, when he does, he will eradicate the
the Old Ways, that the ancient customs kept them
imperial forces and restore their high positions.
in harmony with the land and their ancestors’ spirits.
Most Keepers are easily identifiable because they still
tout full traditional Enoruuk garbs in public. ENORUUK HEROES. Players should choose
if their Enoruuk characters are Harrowed or
But although they follow the old traditions, even Maunderers. They should also consider selecting a
the Sky Keepers don’t really worship the water god, faction—Red Crown or Sky Keeper. (Magoth are
Anarnulak. They merely honor their heritage and not suitable as player characters.)
ancient beliefs, flashing a wry smile at their children
when making an offering to their deity. These efforts BEHAVIORAL TRAITS
merely serve to connect the Enoruuk with their ancient
past and honor their ancestors’ way of life. Nor do the Enoruuk usually have the following personality traits:
Sky Keepers really believe any of the prehistoric myths,
ƒ Rarely smiles.
religious apologues, and tall tales that served to warn
and teach young children about the perils of arctic ƒ Bluntly shares thoughts, but rarely insults
living. others; never hesitates to argue, but never views
disagreement as a cause to stop being friends.
In fact, the Sky Keepers are very jaded and bitter over ƒ Tells tall tales with great verve.
their enslavement by the Skull God, Baalor: they blame

52
ƒ Blends languages when speaking in non-native
tongues without realizing it.
ƒ Gives generously to others in need.
ƒ Waits patiently, for everything comes in its own
time.
ƒ Arrives late to events; often unpunctual.
ƒ Never publicly shows physical affection to
members of the opposite sex, even a spouse; but
it isn’t odd for members of the same sex to hug,
hold hands, or rub one another’s arms or backs
while talking.
ƒ Fails to respect or notice personal space.
ƒ Dresses in plain, warm clothing; wears the skins of
his greatest kill to prove his tribal worth.

CULTURAL VALUES
Enoruuk share the following common values:

ƒ Oral traditions and good story-telling enrich a life


spent around campfires.
ƒ Resources are scarce and should be shared.
ƒ Tribal members are extended family; everyone
must contribute to the community’s survival.
ƒ The concept of time is broad and imprecise;
meet-ups are generalized (e.g., “after dusk” or
“at dawn”); tardiness is never upsetting; earliness
never impresses; they are oblivious to those who
get angry over such things.
ƒ Strong warriors, skilled hunters, and talented
orators sit at the top of the social hierarchy,
serving as tribal chieftains, war leaders, and elders.
ƒ Women alone serve as unmarried staalistas, the
priestess caste in Enoruuk society who spiritually
wed their deity, Anarnulak. They are all druids or
bards.
ƒ Children should be disciplined with corporal
punishment; other adults in the same tribe will
discipline an unruly child—whoever is closest does
the deed, but if the father is present, he is given
the honor to act first.
ƒ Marriage ceremonies do not exist; if two Enoruuk
like each other, they talk and decide on it, then
shack up that same night; the man moves in with
his new wife and hangs his seal-skin boots at her
doorway. Marriage lasts for life and divorce is
unheard of.
ƒ Mourning for a lost spouse typically lasts three
months; then, the widow/widower is expected

53
to remarry, if still able to produce children; the Enoruuk must choose which branch is their native
Enoruuk grieve briefly, as arctic life is short and tongue, plus any extra languages from a high
brutal. Intelligence score.
ƒ Parting friends are gifted with star quilts, if it is
likely they will never meet again; the quilt bears
the image of the Eastern Star on it because it
always appears on the horizon, signifying that
their friendship, like that faithful star, endures
forever.

RELIGIOUS BELIEFS
The Enoruuk’s religious views are summarized below.

ƒ Their spiritual traditions are centered around two


aspects of arctic living—danger and resources;
primitive oral myths are used to teach children
how to avoid Titherion’s perils.
ƒ Enoruuk don’t believe: they fear.
ƒ The Tarngrak are arctic spirits that are seen as
evil ghosts, hungry predators, or mischievous
tricksters; they appear in bed-time stories to
scare small children. When an Enoruuk falls into
trouble, it is said the victim must have “tangled
with a Tarngrak.”
ƒ In ancient times, they worshipped the water deity
Anarnulak, who had three sacred forms (water,
mist, and snow); the high staalistas lived in the
Mountain-Temple of Kangek deep in the taiga
before Baalor came and destroyed it; few speak of
the temple now—it is forever cursed.
ƒ Red Crowns converted to Hadean Temple, while
JUSTICE OF THE STONES. When hostility
Sky Keepers reverted to Emeqism (but this stems
between two Enoruuk reaches the point of
from a desire to re-establish their ethnic and
violence, the elders settle their disagreement with
cultural identity).
the Justice of the Stones. In this contest, both
Enoruuk line up across from each other on a flat
LANGUAGES plain or on opposing hilltops. Each is armed with
The Enoruuk language family has two branches, Upik a sling and one smooth stone. When both are
(spoken by the Harrowed; it is far more common in ready, they shout the three forms of their ancestral
towns and cities) and Arenik (spoken by Maunderers; it deity, Anarnulak—water, mist, and snow—at the
is rarely heard inside Valken territory). top of their lungs, once per breath. Then, they
simultaneously sling their stones at each other.
Formerly, Upik was the dominant dialect of the
Enoruuk, but during Baalor’s 216-year reign, If an Enoruuk is hit by a hurled sling-stone, he
it blended with the tongue of Urgathos. Now, must publicly apologize with a gift to the other
Maunderers and Sky Keepers view Upik as a party for offending him or for letting his anger get
bastardized form of speech. In many ways, Arenik is the the best of him. The “winning” Enoruuk must
High Latin of Enoruuk culture, while Upik is its Low accept the gift. (It is a social taboo to reject it.)
Latin form. Most Sky Keepers try to learn Arenik if
they never grew up with it. If both Enoruuk are hit, then the pair publicly
apologizes to each other with a gift.

54
And if no one gets hit, then the tribe celebrates line of Magnus will never return. Some have become
because the two must become loyal friends, exceedingly bitter over this epiphany.
inviting each other over for a feast at each other’s
house. Yet, in Titherion, the Hadeans are prospering. Their
way of life continues even without an emperor. They
In every case, the Enoruuk believe that their believe in a new horizon for their people, if they work
god settles the matter with divine intervention. hard and never give up. Hope lingers, so the bards
This form of dispute-settling tends to prevent sing:
arguments from going overboard, as nobody wants
to get hit in the head with a rock. And even when There, in Titherion,
an Enoruuk is “right” but publicly loses the match, across the icy sea,
he interprets the outcome as Anarnulak telling hot bread and fire-roasting
him that it was best for everyone involved if he in every Valken city.
lost (or if his angry brother won). This teaches the
Enoruuk to be humble. TERMINOLOGY. Northern Hadeans have
separated into two subcultures. They are called
Valkens (for those living in Valkengard) or Skaals
HADEAN (for those residing in Skaalburg).
Founders of the world’s greatest empire, the Hadeans
civilized the planet with their modern government Valkens and Skaals mostly take pride in their shared
style and ingenious assimilation methods. With their Hadean heritage, but as time beats on, more and
warfighting innovations and loyal, disciplined military, more of them are viewing “Hadean” as a lost
the Hadean emperors seized control of an entire civilization they merely descend from. But they
continent and colonized many others. The Hadeans grow more disparate from each other with the
dominated life for two thousand years and suffered no passing years. Valkens tend to enjoy stricter laws,
rivals. complex regulations, and higher taxes, while Skaals
prefer their independence, looser laws, and few
Unlike other terran civilizations, the Hadean taxes or regulations.
Empire’s unique social system created a shared sense
of identity among its diverse peoples and permitted When arctic natives use the term Hadean, they
an unparalleled social mobility among the various usually mean religious followers of the Hadean
economic classes. Conquered foreigners were not Temple except when referring to matters of old
typically enslaved or killed, but instead granted a history, like the fallen empire.
limited form of imperial citizenship; likewise, their
rulers and aristocracies would receive a Hadean For example, a Valken is a human with Hadean
education and be granted full imperial citizenship, ancestry and much of the imperial culture’s values
then permitted to continue ruling as a vassal kingdom who lives in Valkengard or its environs. But if he
if they obeyed the Hadean provincial governor and isn’t religious, then few call him Hadean. But a
paid tribute to the Eagled Throne. Military service human of non-imperial descent, like a northern
could earn an imperial citizen a plot of land in a newly Enoruuk or a foreign Whudjan, would be called
conquered territory; former soldiers often resettled and a Hadean if he believes in the teachings of the
Hadeanized these regions. Hadean Temple.

But after the Great Collapse of the old empire, the These terms might confuse others.
Hadeans are a forlorn people. Having achieved the
heights of human greatness, they fell hard from those BEHAVIORAL TRAITS
lofty peaks into public shame and social failure. They Hadeans usually have the following personality traits:
were not destroyed from an enemy without, but rotted
from within. Many Hadeans still grapple with the ƒ Serious and stern; reserved in their speaking
reality of their cultural decline. Although they work volume, but direct, loud, and emotionally intense
hard to preserve their longstanding customs in the when conveying a serious point.
hope that the Old Empire might return, with each ƒ Exceptional manners and politeness; loves ritual
passing year, their despair grows—for the glorious and formality; natural diplomats.

55
ƒ Industrious; efficient at tasks, even small ones. is unparalleled. To Hadeans, the great conquest
ƒ Highly educated and intelligent; thinks before of the known world was a form of this selfless
speaking, loathing even a single misused or charity—a sharing with primitive savages the
misplaced word. empire’s progress and code of honorable living.
ƒ Always well-groomed, shaving regularly; dislikes ƒ Law-breaking criminals are abominations to
body hair (it just seems bestial); but long hair is order; while the accused have the right to a fair
acceptable for both sexes; personal cleanliness trial, those convicted of wrong-doing receive little
represents their culture’s power over nature and mercy.
the wide world. ƒ The young know nothing and should never marry
ƒ Dresses in trendy Hadean fashions, which foreign until they have accumulated some years and
populations imitate. gained enough wisdom to raise children; elders
always lead conversations.
ƒ Makes crude jokes in informal settings but never
serious ones; modest displays of physical affection ƒ Practical in romance, not idealistic; arranged
are acceptable in public. marriages are the norm, as a parent might
see a particular union’s advantages that an
ƒ Carries a subtle air of superiority around other inexperienced youth might not; though she gets
cultures; when alone with other Hadeans, this some input, Hadean courtship barely involves the
haughtiness is unmistakable—they believe their woman—instead, the man woos her parents by
cultural values, customs, military, education, and proving his suitability.
achievements are better than any other.
ƒ Divorce is rare, except in political situations—e.g.,
ƒ Afflicted by a quiet sense of shame and despair one family’s clout or wealth publicly shrinks, so
when ruminating on past imperial glories lost the other family decides that the original marriage
forever. is no longer beneficial to them, and they quietly
seek grounds to justify the divorce.
CULTURAL VALUES
Hadeans share the following common values: RELIGIOUS BELIEFS
ƒ Duty and honor to their families, neighbors, and The Hadean historical views of religion are summarized
most importantly, the empire. below.
ƒ Charitable donations and gift-giving are seen as ƒ Most are still deeply loyal to the Hadean Temple;
daily reminders of one’s duty to others; they work while the emperor symbolized the head of
hard to become rich in order to provide for those imperial culture, their religion was its heart; even
in need; their lavish spending on public works lapsed followers usually show it respect.

56
ƒ Since the empire’s collapse, former imperials who mystery religions on the borderlands, as well as the
have fallen into disillusionment and bitterness emergent chaos cults.
have rejected the Hadean Temple; they join
chaos cults thriving in the dark lands, pushing— Whudjan are uncommon in Titherion. After the fall
they claim—beyond the boundaries of esoteric of the Hadean Empire, swaths of imperial territory
knowledge into the bloody wisdom of the past. fell desolate. A large number of remote settlements
were destroyed by rampant barbarians, monsters,
ƒ Others reject any greater sense of purpose,
and disease. But the survivors may have migrated
embracing a nihilistic, materialist view and bearing
to unknown regions and built new communities
it into this new dark age.
in the wilderness, forgetting much of their original
culture over time and even merging with unidentified
LANGUAGES outlander tribes. As well, foreign traffic into former
Valkens and Skaals speak Hadean, their ancestral imperial lands has grown of late, bringing new ideas
tongue, plus any additional languages from a high and mysterious customs with it.
Intelligence score.
If a new hero does not belong to the Enoruuk or
Hadean cultures, a player character’s default culture is
WHUDJAN Whudjan. The player crafts his hero’s unique behaviors,
A non-Hadean foreigner is a Whudjan. The term attitudes, values, religion, and background information.
carries negative connotations and implies the person Or more likely, he leaves such character details blank
is “uncivilized” or “different.” It usually refers to the and develops them during gameplay. This is a good
entire collective of outlanders hailing from distant lands option for players who just want to be a generic human
beyond the borders of the old empire. This includes or demihuman with the usual fantasy tropes. And
all non-imperial human and demihuman cultures. But it also permits the referee to easily accommodate a
it also includes those foreigners who belong to the player’s specific vision for a new character if it doesn’t
fit with the available cultures.

RELIGION IN THE NORTH


Three major religions exist in Titherion. Among
the Valkens and Skaals, the Hadean Temple is the ƒ Magoth: A death-worshipping chaos cult with
dominant faith in the region with the largest number significant influence in Titherion. It is a relic
of adherents. But two religions exist among the native of Baalor’s kingdom. The Magoth believe
Enoruuk—their primitive faith, called Emeqism, and everyone has the potential to become a self-
the secretive Magoth. made god. This is achieved by advancing
through the cult’s nine circles of enlightenment,
styled after the moon’s phases. Each circle is a
REFEREE NOTE. The remainder of this chapter
collection of lies that slide the adherent deeper
describes in great detail the region’s three main
into depravity. The Magoth are a secretive
religions, but for referees who want a briefer
organization. Few know they exist.
summary, refer to the following:
ƒ Other Religions: It is possible for the referee
ƒ Emeqism: This is a primitive, tribal, nature- to include foreign religions in the campaign,
honoring religion. It is for neutral-aligned if desired. The Whudjan serve as an excellent
characters, like druids. The religion focuses its way to introduce new faiths, since they hail
worship on Anarnulak, the water deity of the from beyond the far reaches of the old empire.
Forbidden North. With their expansion into former imperial lands,
new belief systems and ways of thinking are
ƒ Hadean Temple: A monotheistic religion that spreading from the outlands into this dark age
was instituted throughout the old Hadean of the world.
Empire but survived its collapse. This is the
civilized world’s lawful-aligned religion for
clerics and paladins.

57
But after the dark reign of Baalor, the Enoruuk lost the
EMEQISM names of their minor gods. Only Anarnulak survives in
Once the primitive religion of the Enoruuk tribes, the lore of the tribal natives.
Emeqism is now a dead faith, having been reduced to
little more than rote public motions and customary THE TARNGRAK
practices, as well as negative superstitions that modern Other gods belonged to the Emeqist pantheon, though
Enoruuk rely on to connect with their ancient cultural they were treated as minor deities and personified
identity. Its adherents, called Emeqists, center their forces of nature. These arctic spirits—viewed by some
religious beliefs around two aspects of arctic living— as mischievous or troublesome, and by others as evil—
danger and resources. “The Enoruuk do not believe: were named the Tarngrak (or “ancient devils”). These
they fear,” as one Valken scholar noted. beings were best avoided, else they
Emeqist myths taught their children might ensnare a foolish human.
how to best avoid Titherion’s perils, The Tarngrak often appeared in
and so, ancestral wisdom and survival Enoruuk “ghost” stories as devious
techniques passed from generation to tricksters, hungry predators,
generation among their kind. or horrible monsters. These
frightening tales instilled within
ANARNULAK, THE Enoruuk children important
WATER GOD survival lessons meant to keep
Emeqism focuses on the them alive. (In fact, to Hadean
veneration of a single water deity, settlers, the Tarngrak were
Anarnulak. Water has always been little more than the personified
vitally important to the Enoruuk’s fears of an entire culture.) When an
survival in the frigid arctic lands. Their Enoruuk falls into trouble or tragedy,
primeval god embodied the element of water it is often remarked that the victim must
in all its sacred forms—as the frozen snow in a have “tangled with a Tarngrak.”
blizzard (i.e., solid), as the flowing water in a river To this day, worshipping these nature spirits is
(i.e., liquid), as the roiling fog on a tundra wind incredibly taboo. Enoruuk choosing to do this
(i.e., gas). In old legends, he often took these forms are cast out into the wilderness, or at the very
when appearing to the Enoruuk, one at a time, and his least, prevented from living inside the bounds of a
temperament often matched the particular form that he village. These exiled Enoruuk often become Magoth
took. sorcerers; they make binding pacts with the Tarngrak
Even though the Enoruuk believed in other gods, in exchange for power over nature and over others,
they saw Anarnulak as the supreme cosmic deity who especially their enemies.
created all things, and therefore, the only god they The Maunderers still tell tales of their prehistoric
should depend on for life. Anarnulak is often depicted enemies, the Inilgaan, who willingly served these evil
by the natives as being a powerful ally, but also as a powers. Theirs was a culture of nighttime violence,
deity to be feared, too. dark sorcery, debauchery, and human sacrifice. But
Water houses the fish that the Enoruuk eat and lures most Harrowed have forgotten their ancient foes.
out the mammoths that they hunt, but it also drowns
those plunging into its icy waves in the dead of winter. MOUNTAIN-TEMPLE OF KANGEK
Water hardens into ice and snow, which hunters In the dim past, the early Enoruuk discovered a
trapped in a blizzard on the tundra plains can use to magical spring that rose up from the roots of the
pack into a temporary shelter. But snow also steals a lonely mountain, Kangek, deep in the taiga. It flowed
body’s warmth and freezes those lost and wandering in down the mountainside into the surrounding boreal
the wilderness. And water becomes the rain-bringing forest. The elders viewed this mountain and its spring
clouds, even as these same white masses block the sun’s as a sacred place, so they built a temple overlooking
light and heat. To the ancient Enoruuk, was any god as it, which eventually became the heart of the Enoruuk
strong as Anarnulak? culture in Titherion.

58
Over time, the native villages began sending unwed It is largely why the Hadean Empire achieved so many
teenage girls chosen by the elders to serve as staalistas astounding successes and lasted for so many years.
(a Upik word for priestesses) high atop the mountain-
temple. The staalistas “married” their water god and CLERICS OF LAW. In Magis Terra, all lawful
lived there, remaining as virgins for their entire lives. clerics worship the Trisagion and belong to the
Collectively, the staalistas preserved the Enoruuk’s Hadean Temple.
grand oral traditions and gave exceptional public
performances when recounting these timeworn stories While each cleric may have his own separate,
at any gathering of the tribes. Even to this day, no private devotion to lesser entities, in the end,
Enoruuk, save a madman, would dare harm a staalista. believers only worship the monotheistic Creator
God of their faith. Prayers and other external
But after standing for thousands of years, the
actions to the Queen or Sacred Icons merely honor
mountain-temple of Kangek fell when Baalor destroyed
those individuals who serve as models of holy
it. He corrupted the younger staalistas, turning them
imitation and living; they are not “lesser gods” of
into undead abominations and brutally killed the older
the Trisagion’s pantheon. A Hadean’s true worship
staalistas that resisted him. Now the devastated temple
is reserved for the Trisagion alone.
lays in ruins and Kangek is called Ninchaga, or “Dead
Hill” (hex 04.14). Few Enoruuk speak of the temple Unlike most classic fantasy game deities, the
anymore—it is forever cursed. Trisagion does not need followers, prayers, or
belief to exist. He existed before anything else,
PRESENT DAY and exists if everything ceases to be. He has no
Only Enoruuk Sky Keepers practice Emeqism anymore, beginning or end: He is timeless, immaterial,
but their religious participation mainly stems from a omnipresent, all-knowing, and all-powerful.
desire to re-establish their ethnic and cultural identity. Although He desires worship from His followers, it
is not for His benefit but theirs.
A small group of low-ranking staalistas survived the
destruction of Kangek over two centuries ago; by Hadeans view any symbiotic god who needs
chance, they were visiting distant Enoruuk villages followers to survive or to accomplish anything as
throughout Titherion when Baalor assaulted the nothing more than a parasite—hence, such a deity
mountain-temple. Today’s staalistas descend from those must be demonic, for evil is parasitic. This is why
survivors, having been taught the Old Ways in secret. the Hadeans claim Whudjan gods are demons.
They are eloquent story-tellers, but many are unable to
harness the full power of their ancient magic anymore;
as a result, while staalistas were traditionally druids,
many are now bards.

The most powerful staalista alive today is Yaari the


Grand Staalista (Enoruuk druid 10). She lives in the
village of Kangkul (hex 11.15).

HADEAN TEMPLE
Arguably the greatest contribution by the old empire
to civilization, the Hadean Temple has transformed
the world’s understanding of religion forever. It is the
“light of the East,” having swept across the world and
radically altering it by its unique beliefs. Through the
vehicle of the Hadean Empire, the Temple influenced
the emperors to take the best parts of every culture
and consecrate them to the Trisagion. This led to the
rapid development of hospitals, schools, architecture,
law, technology, economics, art, and especially the
notion that every humanoid has an inherent dignity.

59
The Gift of Free Will. At some point in the distant
THE THRICE-HOLY ONE past, after humanoids arose from the primordial muck,
The Hadeans are a monotheistic religion. They worship the Trisagion gave them a choice: to follow Him and
the Creator God, called the Trisagion, which means live under the protection of His Cosmic Law, or to
“Thrice-Holy.” reject Him; however, He warned that, by taking one’s
own path, only death will be found at its end. Sadly, the
The Trisagion. The Trisagion is the object of life, created peoples chose the latter. Yet, being perfect love,
its ultimate purpose, for He is perfection incarnate— the Trisagion took pity on His creatures. Acting over
perfect truth, perfect goodness, perfect beauty, perfect thousands of years, He established the Temple through
justice, perfect unity, perfect belonging, and perfect astonishing miracles and faithful mortals who sought
love. All sentient beings seek perfection. That Him out. Now the Temple serves as a spiritual
individuals and societies constantly strive halfway house for those who, in the course of
for improvement suggests this, as does their godless lives, might change their heart
the instinctive awareness of an eternal and seek to return to Him.
horizon—an answer to all possible
questions one might have about the Thus, the Hadeans believe that a path
universe. For how could anyone exists for mortals to be reunited
recognize the lack of love in their with their Maker. That path is the
intimate relationships if a flawless Hadean Temple. Those who
standard for love does not atone for their offenses,
exist? How could who practice Hadean
anyone recognize religious disciplines,
the injustices in their who entrust themselves
society if an exemplary to the Trisagion, and who
standard for equity is obey His Cosmic Law for
but a myth? If these the remainder of their lives,
perfections do not exist, then humanoids would never might one day be received into the Empyrean—the
have derived such notions from observing the flawed City of the Most High. There, they will see His glory
world around them. And what world is more imperfect for all eternity. And they will never die.
than Magis Terra?
THE PROBLEM OF EVIL. In Magis Terra,
Therefore, the Hadean theologians say, it stands to
evil (or chaos) is not a “thing created,” but a
reason that the corresponding objects of these unique
cosmic disordering and absence of good: it is what
interior desires—perfect truth, love, goodness, unity,
a character experiences in the world when things
belonging, beauty, and justice—must exist. And if
are not as intended, or when people act contrary
they exist, they do not arise from any experience in
to their nature. Such things and people are truly
an imperfect world, but from something beyond it. The
chaotic.
Hadeans believe these transcendental desires are a soul-
fire intentionally kindled by the Creator, who desired
His creatures to search for—and find their ultimate Good (or law), on the other hand, is what happens
fulfillment in—Him. This spiritual search for the when things act lawfully, as they were originally
Creator, then, is the meaning of life. designed. And if there is design and an underlying
cosmic order, that implies a grand designer: the
Trisagion.
DIVINE MYSTERY. The referee should avoid
“playing” the Trisagion or having Him appear But some Hadean scholars have wondered why
to the heroes. Instead, Caelum or other lawful the Trisagion does not “block” all evil actions
enchanted creatures should serve as divine or events. After all, if He’s all-powerful and all-
messengers. (Besides, anyone seeing the Trisagion knowing, shouldn’t He just prevent it? And if that’s
in an imperfect, mortal body would instantly true, then who needs brave heroes?
perish.)
The lawful clerics respond to this problem by
saying that the Trisagion gave all His creatures free
will—they choose good or evil, and so any evil is

60
their own doing. The Creator tolerates evil because
He permits the consequences of His creatures’
CORE TENETS OF THE FAITH
choices; for if He blocks their evil actions, then These are the main tenets of the Hadean Temple:
they no longer have free will, becoming little more
than programmed golems, which was never His ƒ Truth is objective. There is only one God and
intent. He is Truth. All other gods are false idols or
created spirits: powerful, but not all-powerful;
But this doesn’t mean the Trisagion sits back and knowledgeable, but not all-knowing; and
lets evil win: like a master painter, He smooths perceptive, but not all-seeing.
out all brush-slips into harmony with the rest of ƒ All humanoids possess free will.
His cosmic canvas, working all evil and disorder
ƒ Death is not natural. It is a consequence of spiritual
into ultimate good for His entire creation while
crimes against the Cosmic Law.
respecting each creature’s free will. The Trisagion
does this through His followers, who are given the ƒ Obedience (or conformity) to the Cosmic Law
honor of participating in the Grand Cosmic Story. shows one’s devotion to the Trisagion.
Through their part in it, they gain the chance to ƒ Suffering by itself is worthless, but suffering for
grow in virtue in the face of great evil. For how the Trisagion, His Temple, and His Cosmic Law
can a hero be courageous if there is no dragon acquires meaning when it is united with the
threatening him with the power to kill? How can a Empyrean’s great plan to bring all creatures into
hero show his selfless love for others if there is no His kingdom. This is why the Temple celebrates
chance to lay down his life for his friends? its martyrs and past Icons; their suffering and
death achieved tangible goodness in the lives of
Though there is much evil and chaos in the wide others by converting them.
world, it is not unopposed—for valorous heroes
stand boldly against it, reflecting the light shining ƒ Suffering removes a believer’s attachment to
inside them into its vast dark. his disordered (or unholy and selfish) desires.
Though suffering isn’t caused by the Thrice-
Differences. The Temple differs in its beliefs from Holy One, He permits it—for each creature’s
other religions because the relationship between the free will brought pain and loss into the world,
Trisagion and His worshippers is described with the but ending or preventing suffering would undo
intimate language of a loving family. The Trisagion the consequences of free will, and therefore, free
loves those He has made and desires what is best for will itself; so, instead, He uses pain as a tool to
them. This is a Hadean’s definition of love—to desire shape each humanoid as it returns to Him on its
another’s good. And the ultimate good for all created own and pursues the path to holiness—molding,
humanoids is to know Him in the depths of their soul, shaping, and purifying the creature into one
thereby fulfilling their purpose. If a clay jar refuses its of His Divine Children. This process is called
purpose, how can it ever be filled? It is the same for theosis.
the humanoid races: they were made to love and be ƒ The Caelorum are natives of the Empyrean.
loved by Him. And if they accept their divine purpose, They serve the Trisagion faithfully in guiding
He becomes their adoring Father, and His creatures mortals and maintaining the lawful order of the
become his joyful Children—a loving family together multiverse. Caelorum exist in two places at once:
in eternity. they behold the Trisagion’s face at all times, while
simultaneously pursuing their current mission
But other religions paint this relationship with the in the multiverse. (Demons, on the other hand,
divine as being merely transactional—the gods must always behold the black depths of the abyss while
be appeased to avoid their anger, or the gods willingly simultaneously roving the material cosmos.)
make magical pacts with a mortal only after exchanging
one good (i.e., magical powers) for another (i.e., rights ƒ The Icons are glorified mortals who have been
over that same mortal’s mind, body, and soul). On admitted into the Empyrean after death. Their
deeper reflection, these relationships are not loving. souls are given eternal bodies that never decay.
This sets the Hadean religion apart. They carry out special duties in the Aethereal
Kingdom.

61
62
ƒ Panagia, the Immaculate Woman of the Sign humble. Clerics rank lower than priests, but they
of the Sun, is the most majestic creature in all don’t answer to them. This can be a point of
of existence. She is Wisdom Incarnate. She is contention.
the forerunner of the Creator God’s works at ƒ Priests: Celibate ordained ministers totally
the dawn of all things. Her holiness and Divine dedicated to the Temple. Most priests serve
authority are second to none. as theologians or as leaders of a local shrine or
ƒ The Queen wears three crowns of twelve stars— temple. The exarch issues a formal letter bearing
the first crown represents the twelve aboriginal the seal of his office to a newly ordained priest.
families of Hadea; the second crown represents This letter includes a series of faculties (i.e.,
the Temple’s twelve holiest prophets; and the ecclesiastical rights) to perform certain actions
third crown represents her twelve personal virtues: for the good of the faithful, such as teaching,
innocence, humility, charity, purity, patience, ceremonies, dispensations, diplomacy, book
silence, meekness, obedience, simplicity, modesty, publishing, etc. Priests are always male, never
contempt for evil, and love for her Creator. female.
Panagia commands the Caelorum armies. ƒ Exarchs: The high priest governing the faithful
ƒ The Heavenly Mistress is a pure reflection of in an entire geographic region called a goshen (or
eternal light. She is called the Tree of Aeons by “land of comfort and plenty”). He rules the other
the Hadean priesthood, for since the Trisagion’s priests: ordaining, supervising, and disciplining
wisdom founded the earth, if one becomes her them. A priest or male cleric may be appointed
seed—her Cosmic Offspring—and so gains this as a goshen’s exarch. When this occurs, he gains
wisdom, he might attain by wise living the reward a 9th level cleric’s spellcasting ability (if he didn’t
of unending, restful ages under the mantle of her have it already), or he gains double his usual
shade in the heavens. number of spell slots (if he did have it already).
All priests, clerics, and paladins ordained by the
ORGANIZATION exarch’s own two hands gain their spells from him;
his authority channels the Trisagion’s divine magic
The Temple hierarchy consists of seven types of
through himself into his disciples.
members.
ƒ Patriarch: The chief exarch of the entire world.
ƒ Laymen: Nonordained believers. He governs the Hadean Temple in the faraway
ƒ Ascetics: Consecrated believers who take vows city of Kartannica, and though his goshen has lost
of poverty, chastity, obedience, and prayer. They much status since the empire’s fall, the patriarch
dwell in an isolated community called a cenoby carries on with his administration of the global
(pl., cenobies), where they spend their lives in Hadean Temple. The patriarch’s authority is
spiritual contemplation while reciting the Liturgy supreme, granted directly to him by the Thrice-
of the Sun. Holy One. All exarchs in the world gain their
spells from the patriarch, as his authority channels
ƒ Paladins: Ascetics who live in the secular world.
They are holy knights who commit their lives to
opposing evil, while defending lawful order and
the blood of innocents.
ƒ Clerics: Ordained ministers in direct service to
a ruling exarch, who choose to marry or remain
celibate at ordination. Clerics are gifted divine
powers and great latitude to travel far and wide in
stamping out evil. They may be male or female.
As mobile servants, they carry out their exarch’s
will—and therefore, the Trisagion’s—into the
wider world. Clerics also receive a formal letter
from his exarch which grants him the special
faculty of miraclesB (or divine magic). Some
priests view clerics with awe, suspicion, even envy.
But clerics believe this mistreatment keeps them

63
the Trisagion’s divine magic through himself into ƒ Restoration: Healing a member’s physical or
all the exarchs. mental illness. Even if the Trisagion does not
grant the ailing believer a miraculous healing, He
RITES & TRADITIONS heals the sick follower’s mind, heart, and soul and
gifts him with peace and courage to deal with
The Hadean Temple is ancient. Its collected traditions
these hardships.
and practices would take untold volumes to record,
but below is a brief synopsis of its overall structure and ƒ Creation: Forming a new family by marrying
major beliefs. two believers in a sacred ritual feast. The Mystery
of Creation is so named because it entails the
The Seven Mysteries. Central to the faith are couple’s commitment to creating life together
a collection of sacred rites that the priesthood by having children. This sacred union’s beauty
administers in its daily activities. These are called the and constancy reflects the Cosmic Love of the
Seven Mysteries. Each sacred rite has a visible and Trisagion for His entire creation.
invisible reality that it conveys to Hadean believers.
ƒ Consecration: Ordaining and anointing an
For example, if a father kisses his son’s forehead, the
exarch, priest, cleric, paladin, or ascetic to a life of
seen reality is the physical act of kissing, but the unseen
prayer, holiness, and service.
reality is the father showing his child love. In the same
way, the Seven Mysteries appear as one thing, but
signify a spiritual truth under the rite’s surface.

The Seven Mysteries are:

ƒ Liberation: Immersion of infants and new


converts in cleansing holy water. This act
symbolizes the spiritual liberation from the
original choice of one’s ancestors to reject the
Trisagion. A liberated believer has become an
initiated member of the Hadean Temple.
ƒ Affirmation: Sealing with blessed oil on the
forehead of infants and converts. This act is
performed after the Mystery of Liberation; it is
an anointing of spiritual gifts on the newborn
or newly initiated convert. Upon initiation, the
believer is given a taborian—a white religious
amulet inscribed with the name of an Icon or
Caelum whom he is devoted to following. Sacred Text. The Evangelion is the Holy Book of the
ƒ Participation: Consuming the Blessed Hexad Temple. It contains the Rites of the Sacred Liturgy,
during the Sacred Liturgy. This act occurs daily which are the Temple’s public worship rituals, along
during the Liturgy of the Hexad, when the priest with its history, mythology, prayers, and songs. The
steps forward and offers the faithful to eat a sliver Evangelion was originally kept alive in oral traditions,
of raw honeycomb, which has been especially letters, and the chronicles of ancient kings, but over
blessed. Participants do this in thanksgiving to time, its contents were steadily deposited onto temple
the Trisagion for providing a spiritual path to scrolls by the hands of diligent scribes. They recorded
reach the Empyrean out of His great mercy and them into a single, original volume kept within the
love. This Mystery’s institution ended the heathen Kartannican Temple vaults.
practice of animal and human sacrifice in imperial
lands. Often, clergy and religious devotees choose to wear
a tephillah on their forehead or on the top of their
ƒ Expiation: Absolving a member’s spiritual vices
hand. This object is a tiny scroll case, blue and gold. It
and evils. This is performed by a priest in a private
contains rolled-up pieces of parchment, with written
room. Believers attend the Mystery of Expiation
fragments from the Evangelion penned on them by
at least once per month.
the wearer and blessed by a priest. This reminds the

64
believer to follow the Cosmic Law of the Trisagion Iconography. Hadean temples are richly decorated
during the course of each day. with sacred icons. These venerated, square-shaped
paintings of religious figures are designed to aid a
Sacred Liturgy. There are many sacred ceremonies of follower’s devotion and prayer life. It is common for
the Hadean Temple. During each ritual, the priest faces followers to have an “icon corner” in their home
to the East with his back to those gathered. He wears where their family prays together. Hadean priests have
liturgical robes based on the season—red for mourning surmised that icons help direct the eyes of a ruminating
rites, white for joyful rites, blue for rites honoring believer to the mystical frontier between earthly
Panagia the Queen, and gold for rites honoring the appearance and spiritual reality. Candles are often
Trisagion. Each liturgical rite is sung by all those burned before an icon while a Hadean is venerating the
gathered. Empyreal figure depicted on it.
The principal rites are:

ƒ Liturgy of the Catechesis: A service wherein


the gathered faithful hear the cycle of readings,
an annual schedule of assigned holy texts that
are read aloud and then paired with a brief oral
teaching.
ƒ Liturgy of the Hexad: A service wherein the
Blessed Hexad is specially prepared by the priest
through holy rites and then dispensed to the
gathered faithful.
ƒ Liturgy of the Sun: A public prayer service that
occurs six times daily—at dawn, mid-morning,
noon, mid-afternoon, dusk, and overnight. When
combined with the Liturgy of the Hexad, there
are seven public prayers for every day.

Feast Days. There are many holy days and feast days in
the liturgical calendar of the Hadean Temple. Here are
some major ones:

ƒ Bright Monday: A joyful rite to celebrate the


Mystery of Liberation. Afterwards, Hadeans
CURRENT HOSTILITY
gather along rivers, lakes, or the seashore and hold Although the Hadean Temple is the dominant religion
an all-day picnic. Children play games splashing in the north, its vocal opponents have grown in their
water. hostility and boldness. Many of the mystery religions
and chaos cults of the ancient past have emerged in
ƒ Great Fast: A solemn rite that begins a 40-day
the fallen shadows of the Hadean Empire. Outlawed
period of severe fasting and sober reflection
during those long centuries, these groups were forced
among adult members. It ends with the Feast of
to disperse or hide underground, but now, they have
Bright Monday.
reemerged due to the lack of centralized authority,
ƒ Mirovanje: A joyful rite celebrating the Mystery growing in popularity among those Hadeans who
of Consecration. have become disillusioned, bitter, and nihilistic. Many
ƒ Theotokos: A solemn rite honoring the Blessed Whudjan belong to these cults, and so the term
Star of the Aethereal Sea. It is mandatory. “Whudjan” is often synonymous with “chaos” and
ƒ Victory of the Icons: A solemn rite honoring a “evil.”
great battle in ancient times. Legends say that the
Despite the good that the Hadean Temple
exarch lifted up the Icon of the Empyrean Queen
accomplished over the empire’s reign, the chaos cults
and set it upon a besieged city’s walls. A miracle
publicly attack it as an oppressive system of evil. They
happened: fire came down from the sky and the
make false historical claims against the Temple to
invading army was consumed.

65
discredit it, twisting the truth of past events to paint Most referees only need to know the rough
the Hadeans in a negative light, and even outright structure of the cult and its core beliefs. In simple
lying in their efforts to tie the Temple authorities terms, the Magoth are a secretive chaos cult.
and representatives to a particularly heinous scandal, They worship death as the most powerful cosmic
disaster, or crime. force since no one can avoid it. Their purpose
is to prolong life’s pleasures, avoid death, and
For example, the Whudjan cults have recently begun wield death against their enemies. They await the
claiming that their apogee days inspired the Hadean coming Age of Entropy, when all life throughout
Temple’s holy feast days. They suggest that the Hadean the cosmos will perish in oblivion. But the
authorities usurped these traditions and repressed Magoth believe that, if they advance their own
their native religions out of fear and ignorance. The understanding, they can achieve an enlightened
Whudjan argue that their religious practices have a state, ascend into godhood, and survive this
purer, nature-based spirituality that is more in harmony coming apocalypse—avoiding the fate reserved for
with the earth. everyone else.
But historically, during the night rites of a celestial In Titherion, the Magoth exist as three separate
apogee, when the heavenly bodies reached their zenith, factions that are intrinsically linked, though most of
the followers of these Whudjan religions ate raw meat, their members do not know it:
drank fresh blood, participated in orgies, worshipped
idols, strangled animals, and even practiced human ƒ Indigo Shack of Unfettered Anglers.
sacrifice and cannibalism. Rather intentionally, the ƒ Fellowship of the Smiling Cloth.
Hadean Temple instituted its own feast days on apogee
calendar dates to ultimately smother these detestable ƒ Cult of the Magoth.
practices and conquer them.
ORIGINS OF THE CULT
The Hadean authorities now face a steadily growing The Magoth’s origins predate the Skull God, though
tide of outspoken critics who are gaining ground such histories are largely unknown to most historians
against them in the war of public opinion. save the greatest sages in Titherion. In truth, this
Whudjan chaos cult has existed in one form or another
MAGOTH for millennia. But Baalor re-purposed it into the
official religion of his polar kingdom and converted
This reprehensible faction is the vicious and violent
the Enoruuk into its fanatical devotees. After the Skull
remnant of a Baalorian death cult slithering through
God’s disappearance, the Magoth went underground.
society like a poisonous serpent. Its fanatical members
The zealous Hadeans were quick to burn alive anyone
are mostly Enoruuk, although some aristocratic
caught practicing such heresies, if they did not
Valkens have begun secretly joining the organization
renounce their beliefs immediately and publicly convert
as a status symbol among their wealthy peers. It is like
to the Hadean Temple. But some power-hungry
a nesting doll of ever-greater lies, with layers of false
Enoruuk kept the chaos cult alive by stoking its dim
shell organizations that obfuscate its secretive existence.
fire in the dark isolation of the Titherion wilderness far
Trying to penetrate this elaborate web of deceit is
from disapproving eyes.
exceedingly difficult—even for a true believer!

REFEREE NOTE. Admittedly, the following


INDIGO SHACK OF UNFETTERED
section is elaborately detailed far beyond the ANGLERS
needs of most campaigns. Yet, in this author’s The Lake Men began as an ancient guild of fishermen
view, good villains become more believable with and sea merchants, who associated together to regulate
compelling backstories. It is no different for an evil trade on the city docks and the commercial fishing
religion. And since the author finds real-world cults industry, as well as to defend their interests while
interesting and has spent a long time researching dealing with political rulers. By the end of the Hadean
them in his other pursuits—well, here’s the result Empire, at least one of their mysterious indigo shacks
of that effort! had been formally established in nearly every port city
throughout civilization. But at a certain point in the
Lake Men’s long history, the Magoth had infiltrated

66
this influential political machine and taken control Public Beliefs. The Lake Men describe themselves as
of it, along with much of the imperial economy. a fraternal group that protects the interests of the
When the empire’s foundations finally collapsed, lowly fisherman against the “greedy,” villainous
the Blue Anglers, as they are sometimes called, merchant-class who plunders his netted
lost much of their political and economic payload and refuses to return his fair share of
clout. Many of their indigo shacks their tidy profits.
vanished.
Publicly, they share the following
But in Titherion, the Lake Men tenets:
attached themselves to the nascent
resistance movement among the ƒ The politically vulnerable and
hardline nativists, the Sky Keepers. weak must stick together; their
Championing the lowly fisherman, and greater numbers give them power
more so, the lowly Enoruuk fisherman, they would otherwise not possess.
the Blue Anglers appealed to the ƒ The group matters more than the
Enoruuk masses living on the shores of individual.
Imaryuk and the southern arctic ocean. ƒ The greed of irredeemable
Now, they posit themselves as a political, merchants is no small evil.
professional society seeking “economic
equality” for the working angler. They are led ƒ Imperial societies are fundamentally evil;
by a powerful Enoruuk named Drabek Than only a mass economic revolution can fix
(Magoth cosmic maskA). them.

Secret Beliefs. Those invited into the higher ranks of


the Blue Anglers share these beliefs:

ƒ Interpersonal relations are little more than a


power contest.
ƒ Raw power is greater than ancient tradition and
authority.
ƒ If one obtains his own power, he can break his
chains, doing as he pleases.
ƒ The will is greater than reason; if a man believes
something hard enough, it becomes real, and if he
is strong enough, he can take it and do what he
wills.
ƒ True success is measured by fracturing; the
more division the faction creates, the greater
its collective power becomes in the face of a
multitude of smaller foes.

Secret Purpose. In truth, the Lake Men are secular


Machiavellian criminal activists who use threats of
Behind closed doors, the Lake Men struggle to foment public strikes and political pressure, along with their
anarchy and destruction—a breakdown of traditional influential contacts and local influence, to control
Hadean and Enoruuk society—in order to achieve total the world around them. Their primary purpose is to
power over the Forbidden North on behalf of their destabilize a town or city enough so that the Magoth
hidden Magoth masters. can quietly seize power. How do they accomplish this?
Location. The Blue Anglers have an indigo shack ƒ First, by publicly villainizing a minority group
in each major settlement of Titherion, but their that the masses already envy—in this case, the
headquarters lies in Kangkul (hex 11.15). merchant class because of their great wealth.

67
ƒ Second, by creating outrage over an imagined Appearance. Members
crime—the theft of the angler’s “fair share.” try to appear
ƒ Third, by successfully advocating for the group friendly, if they
and putting gold in their pocket, thereby ensuring can, smiling
their future loyalty to any plan the organization even under duress.
proposes. All members
wear a divinity
ƒ Fourth, by quietly “redistributing” this very same medallion
gold from their followers back to themselves that bears
through membership fees, ensuring these a circle with
extra profits stay within their control in the an equilateral
organization’s coffers. triangle inside—this
ƒ Fifth, by threatening to raise the fish prices or symbolizes the
to mobilize an industry-wide strike, thereby wearer’s inner divinity,
pressuring Valken authorities to take certain legal they claim. They dress in heavy
actions, which always benefit the Lake Men—and, monk robes, but during colder seasons, wool leggings
ultimately, the Magoth. and a woolen cowl are common, as is a walking staff to
ƒ Sixth, by creating an unending cycle of help them navigate through snow.
oppression, outrage, and protest—thereby
A fellow’s outfit is determined by his rank. Friends of
“proving” imperial society’s corruption and
the Cloth wear the medallion only; aspirants dress in
wearing down their opposition through
black robes; fellows wear gold robes, while ascendants
bewildering public attacks and crises.
dress the same but with a black sash across their chest.
Most Blue Anglers have no idea that Drabek Than is Vornigar dons a gold sash with white robes.
secretly a cosmic mask in service to the Brass Temple
Location. The Smiling Cloth runs two monasteries,
of the Magoth (hex 22.06); only the most senior Lake
one in Valkengard (hex 05.26) called Eeshvar
Man in a particular indigo shack might ever be aware of
Monastery, and the second in Skaalburg (hex 16.20),
this. The faction is used by the Magoth for three main
named Rushinigar Monastery.
reasons: to recruit more politically-minded individuals,
to sway city politics for the cult’s benefit, and to raise Initial Reception. The fellows are never hostile to
money. travelers. Instead, they warmly offer their guests a hot
plate of food and a safe place to rest. Of course, this
THE FELLOWSHIP OF THE SMILING is a ruse meant to give needy visitors a false sense of
CLOTH security and build their reliance on the Smiling Cloth’s
hospitality so they keep returning and grow indebted
Publicly, this group claims to be a growing
to them.
religious community of layfolk who
help the poor, the jaded, the Public Beliefs. To outsiders, these are the six tenets
downtrodden, and the lost find of the Fellowship of the Smiling Cloth:
healing, support, and meaning
in a grim world. The fellows of ƒ Non-Violence. “For violence lies at the
the Cloth run two halfway houses very root of the world’s problems. To effect
and a city orphanage. They are led change, we must remove it entirely, first
by Counselor Vornigar (Magoth from ourselves, and then from others by
cosmic maskA) a well-educated and example.”
charismatic Valken, who has greatly ƒ Communal Feasting. “All matter here.
increased his sway among the city All are special. All are welcome. All are
aristocracy. Many government officials one. We eat together, learn together,
have openly praised the fellows grow together, and ascend together.”
for their charitable works, but the
benevolent Smiling Cloth is far more ƒ All is One. “Everything in the
malevolent than it seems. universe is connected. You. Me. The
pine tree over our heads. Even the slate

68
rock at our feet. Our differences are only surface, Smiling Cloth’s odd way of life. Their goal is to never
friend, but in the heart, we are all the same. This provide a listener with too much information about the
is why we call each other ‘brother’ and ‘sister.’ secretive group at one time, but to parse their beliefs
This is why we fellowship with all life.” out in small, digestible, and acceptable doses: “Like
ƒ Rediscovering the Divine Within. “The spark bite-size morsels, tenderly chewed and eaten slowly,”
of divinity lies within us all, my friends! You have their leader, Vornigar, always counsels. “The potential
it, too. And do not be alarmed when I say this. recruit must grow more and more fascinated with our
For if we are all connected, if we are all one, even way of life. We must arouse his curiosity.”
the gods, then they are in us and we are in them.
After one or two encounters with a recruit, the
The universe shares all! But so many of us are in a
fellows suggest that those who do not tread the path
state of ignorance that we do not realize it. So, we
of enlightenment are living in the dark and failing to
encourage our members to freely worship or serve
live up to their true potential. There are secrets, they
any deity that he chooses, for the spiritual secrets
claim, that can unlock the untapped potential within,
of every religion serve to help us all remove that
awakening the mind of a person to see the good in
ignorance. And between each other, there are no
others, to find an inner balance and peace, and to find
secrets. We share our collective wisdom.”
harmony with the universe.
ƒ Open Our Perceptions. “We are blind to the
truth, ignorant of our unique contribution to And the Counselor of the Smiling Cloth is happy to
the cosmos. The mud of life has covered our share them with those who are ready to listen. “For
senses. We see only darkness. But enlightenment as the moon waxes in the sky above, a fellow’s eyes
is possible, friends. Our possibility is widely spiritually sharpen, and he begins to see what was
contagious, and yearning to break free from our formerly hidden in the dark. With his path now visible,
past. We must open our perceptions to what lies he steps more confidently into the wilderness under the
within us, within each other, within the universe. brightening guide of the moonlight.”
Look at the stars beckoning to us. They only wish
to share with us their light!” Enrollment. Once a recruit signals that he desires to
join the Fellowship or finds their simple way of life
ƒ Ending All Attachments. “To reach the next appealing, the cult sees the recruit’s mind as fertile
intellectual evolution, we must let go of our ground ready to be plowed in preparation for their
worldly attachments, for they anchor us down to deeper teachings. The fellows ask for a small donation
this tragic plane of existence.” to cover the cost of his divinity medallion, and at the
Organization: The Nine Circles. Publicly, the next new moon, they conduct a simple recruitment
Fellowship of the Smiling Cloth has five circles of ceremony. During this ritual, the leader declares to the
enlightenment devised around the lunar phases of the recruit that he is leaving the outer circle of spiritual
moon. But once a member advances through the initial ignorance and darkness of the new moon and stepping
five circles, he may be invited to join the four “hidden, into the waxing light of the white crescent. He is
greater circles” within the secretive Magoth. There are now a friend of the Cloth, and they bestow on their
nine circles total. Entry into a new circle grants the cult newest member the divinity medallion symbolic of
member deeper, more esoteric knowledge as well as his latent inner potential. (Vornigar grants the recruit
greater privileges of rank and increased magical powers. a promotion right away to create in him a feeling of
All nine circles of the Magoth are described in the accomplishment.)
following section.
SECOND CIRCLE OF THE WAXING
FIRST CIRCLE OF THE NEW MOON CRESCENT MOON
Technically, all non-members live in the First Circle of The first true level of membership in the Cloth is the
the New Moon. They just don’t know it yet. This is the Second Circle of the Waxing Crescent Moon, or the
Outer Circle of Spiritual Ignorance and Darkness. Circle of Shared Potential and Curious Affiliation.
This friendly affiliation period lasts anywhere from
Recruitment. When speaking to curious visitors about 1-3 months, depending on the zealousness of the new
their beliefs, the fellows begin their religious dialogue affiliate.
with a disarming evangelism of pleasant lies designed
to entice the listener into a growing interest in the

69
During this time, the new friend must serve a few means. But later that same night, Vornigar ensures that
hours each week in the local monastery, orphanage, Whisper (hex 13.23) sends a “spiritual” awakening—a
or halfway houses, as directed by Counselor Vornigar. beautiful dream experience via a carefully scripted
Other simple chores or tasks might be assigned to him, visitation spell.
too, but these tasks are never hard or overwhelming.
And the new friend must also memorize the group’s six After this powerful experience, the affiliate always
tenets. He is often asked to recite them publicly before shares the event with higher-ranking cult members
other fellows. But they never ridicule him if he answers in a private meeting, who give him the good news:
wrong. “You’ll get there soon enough, friend!” they “Although Vornigar has some reservations about
say encouragingly. certain aspects of your life that might be holding you
back from enlightenment, he is so impressed with your
As well, the new affiliate must meet regularly with obvious talents that he is willing to take a chance on
Counselor Vornigar. In these private meetings, you. Are you ready to make a deeper commitment to
Vornigar encourages the friend to share his deepest the Fellowship and take a new step under the light of
hurts, fears, questions, and beliefs in a natural dialogue. the guiding moon? It won’t be easy—but it is worth it,
“We all share with each other in our fellowship, dear friend! We believe in you.”
friend. You must learn to do this, too, if you are to
discover your true potential.” Of course, Vornigar First Sacrifice. If the affiliate agrees, he must
is learning about the new member to determine his undertake an indoor ceremony that same night. (The
abilities and long-term potential. But he also wants cult doesn’t give the new member time to reconsider.)
to gain power over the new friend by discovering his The affiliate must bring his most valuable possession to
weaknesses and all his incriminating or embarrassing the ceremony, but he isn’t told why. During the ritual,
secrets. Vornigar asks if the affiliate wishes to truly begin the
long journey on the path to enlightenment and self-
Belonging. The cult members cultivate a feeling of discovery, and after receiving a yes, the Counselor asks
belonging for the new friend, while providing him if the affiliate is willing to undertake an intense period
opportunities for selfless service; usually, one or two of self-denial as an aspirant—to see if he “has what it
fellows are assigned to befriend the new member. They takes” to become an ascendant master.
pretend to share similar interests with the new affiliate,
to form a connection with him. Over time, these If the aspirant agrees, he is then told that he must agree
higher-ranking comrades remark here and there that to take a temporary vow of peace, silence, and poverty
when the new affiliate’s mind is ready to take the next for a three-month period, wherein he lives full-time
step, he will likely advance very quickly because of his with the Fellowship. During this period, the aspirant
considerable natural talents. (The assigned fellows work cannot take violent actions, even to defend himself. He
hard to puff up the new affiliate’s ego, to make him feel cannot speak at all. He cannot own any possessions or
doubly special.) bring any of his old possessions with him while living
with the Smiling Cloth.
Doubting & Desperation. But as the initial affiliation
period draws to an end, Counselor Vornigar starts to This aspirancy period prepares the new member’s
convey subtle doubts and concerns about the new body and mind for his dormant divinity’s awakening.
affiliate’s fitness. These are never direct but implied. Furthermore, the affiliate must entrust the Fellowship
“Hmmm. You have so many talents, but are you sure with his most treasured possession for the entire length
that this life is for you?” If the friend fails to correctly of the coming aspirancy period. This object symbolizes
recite the Fellowship’s six tenets at this point, Vornigar the collective attachments of his past life. Finally, the
becomes visibly disappointed, then looks meaningfully affiliate must pledge his loyalty to the group by taking
at the other fellows. The cult members foster a feeling a special oath that forbids him to reveal any of its
of urgency and desperation within the new affiliate, secrets. “For the secret techniques we all share might
so that he gets serious about his participation in the potentially harm those who are not ready to receive
religion and does anything to prove his worth. them.”

Eventually, the affiliate’s assigned fellows pull him If he still agrees, the affiliate verbally recites the oath
aside and ask if he has experienced an “awakening of and is formally welcomed into the Third Circle of
the mind.” Usually, the affiliate has no idea what this the Meridian Moon—or the Circle of Self-Mastery.
Vornigar congratulates the new aspirant, cryptically

70
saying that, at long last, he has been “numbered are a form of “tough love” as they direct the aspirant
among the stars.” with their collective wisdom.

THIRD CIRCLE OF THE MERIDIAN The aspirant is forced to eat at a separate table in
total silence, but he sits close enough to see the fully
MOON initiated members eating delicious meals of the finest
The Aspirancy period lasts for three months (or less, quality, drinking wine and good ale, and enjoying each
if the aspirant quits). He wears black robes. Vornigar other’s company. Meanwhile, the aspirant is only fed
explains that the coloring is “to help you realize that gruel, water, and hardened bread.
you are but a silent part of the dark above, a tiny piece
of that black fabric in the night sky.” Nightly rituals and meditation activities are imposed
upon the new aspirant. He is never told about these
Hazing. During this time, the aspirant is torn down— events beforehand, but is woken suddenly from sleep
physically, mentally, and emotionally. This is done, and rushed quickly to where the strange activity takes
he is told, in order to help him attain self-mastery by place “to help his mind prepare for ascension” and
disciplining his mind and body after pushing both to “to help him see through the dark cosmic wall.” For
their limits. “You will be tested, good aspirant, in ways as Vornigar frequently preaches to his followers, “By
that you never have before. But through the pain, the dwelling nightly on the blackness of space, we open
misery, the discomfort, and the intensity of feelings, ourselves to the light hidden on its other side, which
you will surprise yourself. Your mind and body will we glimpse as twinkling starlight. High above, the dark
achieve new plateaus.” shroud conceals the truth of our current predicament,
but if we open our minds and listen to it closely, we
The Fellowship turns the aspirant into little more might heed the night’s quiet instruction, thereby
than a work-slave. He is constantly assigned hard tasks discovering a new way.” Of course, these events greatly
within the community by the higher-ranking members disorient the aspirant. Much of what he remembers the
and often told that, like every fellow before him, the next day is almost dream-like. Sleep deprivation helps
aspirant must earn the right to learn their life-changing mentally break down the cult’s newest member.
secrets. The aspirant works hard to please his new
masters. Finally, the aspirant is never permitted to see or
participate in the rituals associated with the Fourth and
Vornigar further teaches that the aspirant must smother Fifth Circles, even though Vornigar ensures that the
his old mortal life and his old ways of thinking if he is aspirant knows that such rituals exist. This is to create
to spiritually grow beyond this mortal plane and evolve a growing desire and curiosity within the fledgling
into the divine being hidden within. He is frequently member to advance at any cost within the cult, in order
told, with a gentle tone and smile: “Remember, to discover the secrets of these mysterious rituals.
aspirant: you are nothing.” And, of course, the initiate
must always obey his superiors without question— Letter of Revealing. Finally, when three months have
being farther along the enlightened path, their orders ended, the cult leaders instruct the aspirant that the
only way into the Fourth Circle is by revealing all his

71
faults, his mistakes, his traumas, his hurts, his fears, thrown a great feast in celebration of his achievement.
his crimes, and his transgressions in an open letter to “At last, our fellow of the cloth—you are worthy! Truly
Vornigar, as the aspirant is still forbidden to speak. He worthy!”
must write and submit this letter willingly, opening
himself to the scrutiny of the Counselor, who magically After such a trial, the elation and euphoria felt by the
tests the letter to see if the aspirant is lying. Vornigar initiate is sincere. With his newfound freedom, and
keeps every one of these personal, humiliating, with the ability to speak, the initiate is often moved
potentially incriminating letters for blackmailing to tears. Whatever dark emotions that he felt before
purposes should the aspirant ever try to leave the this moment fades away. And this entire emotional
community. experience is intentional: by design, it is a cathartic
experience that the new initiate will never forget,
Final Test. If Vornigar finds the aspirant worthy of forming a sort of emotional anchor that tethers him
ascension, he is congratulated and told that he will be forever to the cult. For example, in the future, he
given full membership in the morning. But instead, the will joke with the other fellows about how tough this
aspirant is attacked in the dead of night. The fellows period was for him, and he will wear it as a badge of
drag him from bed, tie him up, place a cable-tow noose honor among his peers. The experience is called an
around his neck, and pull a hood down over his head. awakening of personality, as the initiated member’s old
Then, one fellow whispers in the aspirant’s ear, “This beliefs and attitudes have been totally wiped away. Now
is your final test. He must be sure that your body and his mind is a blank canvas that can be far more readily
mind are truly mastered. We are not your brothers and shaped by Vornigar’s cunning manipulations into the
sisters tonight. No. We are the darkness of your old grim follower that the Counselor wishes him to be.
life—your family, your friends, your upbringing, your
values, your education, your religion, your dreams, FOURTH CIRCLE OF THE WAXING
your desires, your things, and your urges! This is GIBBOUS MOON
attachment. And it imperils your rising divinity, like a
shadow ever-present and choking. Tonight, we finally The next morning, after a long night of sleep—the
begin to kill it.” deepest the aspirant has had in months—he awakens
and participates in the secret initiation rituals of the
For the next three days, the fellows treat the aspirant Fourth Circle of the Waxing Gibbous Moon, called
like an animal. They throw him into a locked, solitary, the Circle of Higher Knowledge. At the end, the
lightless, 3’ square stone cell. He suffers through new fellow is given the full benefits of membership.
intense cycles of sensory and sleep deprivation. He Vornigar returns his most treasured possession, too,
is starved and given only water to drink. A draft of and asks, “What does it mean to you now?” Usually,
arctic air in his cell keeps him intensely shivering, on the aspirant utters something to the effect of “nothing”
the verge of freezing at night, and unable to sleep. or “not as much as it did before,” to which Vornigar
His screams to be freed are entirely ignored; his panic replies, “And that is why you can keep it. You are
attacks untreated. learning to let go of your mortal life.”

From time to time, in the disoriented dream- Then, the new fellow learns the private tenets of
state of this final test, the aspirant is brought out the Fourth Circle, which are very different from the
and threatened with death by one fellow, then Smiling Cloth’s public beliefs:
simultaneously shown mercy by another. Someone—
Vornigar, perhaps—whispers into his ear from time to ƒ Those who have not attained self-mastery are
time, “Self-mastery is everything, aspirant. Without it, unworthy of the Fellowship’s secrets, but a tested
you are nothing. But… You are nothing anyway.” fellow is truly worthy and entitled to learn the
faction’s deeper teachings.
Full Initiation. When the cell finally opens, the ƒ The gods are mortals who have evolved and
aspirant is truly a broken shell. Formless clay to be ascended previously. If the fellow wishes to
molded by Vornigar’s desire. And as the light hits his worship a deity, that is his prerogative, but he
eyes, his fellows are there, smiling with eagerness and only worships the god to learn his secrets so that,
joy. They hug their newest fellow, wrap him in the one day, he ascends and becomes a god himself.
warm robes of the Fourth Circle, lift him up into the “You should admire the gods! For truly, they have
air, and carry him into the banquet hall, where he is

72
paved the way for our enlightenment, to one day Cleric of Chaos. In practical game terms, an initiated
be like them!” fellow becomes a 1st level cleric of chaos. But he is told
ƒ To prove the last point, the new fellow is given that this spiritual energy does not come from any god,
his first occult secret. With this gift, he learns to but instead from “the divine within.” He empowers his
alter reality in a small way by tapping into his own own magic through his emerging divinity. (Of course,
divinity, thereby confirming the cult’s beliefs and this is another honey-tongued lie. Vuulthoom grants
awing the new initiate. Vornigar teaches the new these magical spells.)
fellow that his “spiritual ascension” has begun,
Promotion. A fellow must serve for at least one year
and that this first occult secret leads on to greater
and reach 2nd level as a cleric before being permitted
ones. The spiritual connections formed through
into the Fifth Circle.
his nightly rituals and ruminations over the past
three months opened his mind to the cosmos— Quitting. A fellow with second thoughts might
and whether he realized it or not, the void taught discover that it is a hard thing to do to quit the cult
him to harness his own secret divine energy. “One once he is this deep in it. But this happens occasionally.
day,” Vornigar promises, with total conviction, Vornigar does anything he can to prevent this. At first,
“you might become so powerful that you discover he tries to convince the fellow that these thoughts are
a way to alter the entire face of the earth.” (This his blind, ignorant ways trying to re-take what they
teaching is a lie, like all the others. This power have lost. If the fellow persists in leaving the faction,
does not come from the cosmos, but from the the Counselor may fall back on subtle threats of
End-Worm, Vuulthoom. Only Vornigar knows blackmail, if necessary, wielding the fellow’s revealing
this.) letter against him. But if threats fail, Vornigar lets the
ƒ A fellow of the Fourth Circle can order aspirants fellow go his way—at least, publicly, in front of the
to complete any menial task that needs to be other members. Later, Vornigar sends an assassin to
done, but this order can never contradict a kill the traitor. This orchestrated murder occurs so the
command given by a higher-ranking member. younger fellows never hear of it.
ƒ A fellow of the Fourth Circle may partake in
certain material pleasures again—namely, food, FIFTH CIRCLE OF THE PLENILUNE
drink, respectable public entertainment, parties, The Fifth Circle of the Plenilune—or the Circle of
and restful sleep. The fellow has “mastered his Ascendancy—earns the cult member a new title and
body” and “connected his mind at last with the rank in the organization as an ascendant. He is treated
grand wisdom of the cosmos.” He can be trusted as an advanced member with great wisdom. He is
with certain extravagances again now that he has shown respect by fellows, aspirants, and friends in
learned self-control. public; they call him “Master” or “Teacher,” in some
ƒ A fellow of the Fourth Circle may travel freely cases. During his initiation, he dons a black sash around
within whatever town or city he has been his golden robe to distinguish him from others. Such
permanently assigned to, but to travel farther, he figures command respect even from non-members.
must first receive Vornigar’s permission.
Upon being initiated into the Fifth Circle, the rising
ƒ A fellow of the Fourth Circle must help his ascendant learns its private tenets:
comrades reach enlightenment by sharing his
accumulated magical knowledge with them. ƒ The gods should not be worshipped; the
ƒ A fellow of the Fourth Circle is strongly ascendant will be fully equal with them one day.
discouraged from maintaining old friendships or “Why would you worship your own peer, my
visiting family members often. Married fellows friend? See yourself as a god and you will be
must indoctrinate and initiate their spouse, else one.” It is the Fifth Circle initiate who is worthy
they are required to file for divorce to remove that of worship—first, in the form of accolades from
strong attachment. others stemming from his public achievements,
and later, in the form of true devotion and
The initiate readily accepts these new beliefs, for after worship as a divine being.
enduring such harrowing experiences in his aspirancy ƒ Raw power is greater than ancient tradition and
period, he is fully prepared to conform in any way to authority, for such were established and given
the cult’s teachings.

73
precedence only because those with power (i.e., return, as they did me, he will!” Vornigar says. “And
the gods) enforced those beliefs long enough. with new secrets.”
ƒ If one obtains his own power, he breaks the chains
of ignorance and does as he pleases, becoming a REFEREE NOTE. Vanished ascendants never
truly divine being. “For this is how they act, is it return. They have been inducted into the Sixth
not? The gods do as they please. They answer to Circle and must remain in their new home: the
no one in the end.” Brass Temple of the Magoth (hex 22.06).
ƒ The will is greater than reason; if one believes
something hard enough, it becomes real, and if he Dark Revelations. The Plenilune Master must
is strong enough, he can take it and do what he reach 3rd level as a cleric, with at least two years of
wills. membership, before discovering the existence of higher
circles. But first, the ascendant must be deemed worthy
ƒ Absolute truth does not exist; there is only one’s of further initiation into the cult. Such advancement
perception. only comes from Vornigar himself. It is a big shock
ƒ An ascendant of the Fifth Circle may partake when the ascendant learns that he is a mere apprentice.
in whatever material pleasures that he desires, “Did you really believe that your feeble powers were
whether it be food, debauchery, drink, illicit equal to a god’s, my friend?” Vornigar asks, feigning
drugs, or carnal pleasures. The ascendant surprise. “No. Your path to enlightenment is just
has “mastered his body” by denying it many beginning.”
pleasures; now, he must demonstrate further self-
discipline by indulging in these appetites while The ascendant also discovers that Vornigar is far
resisting their dominance over him. beyond the Fifth Circle’s power. “I have risen to
the Eighth Circle. Only one other master’s mind is
ƒ An ascendant of the Fifth Circle must resign
awakened beyond my own: he is our true prophet—the
from any external religions, if he still belongs to
Cenostoma, and rightly named! He alone beholds the
one. It has become a stumbling block towards
final secret of the Ninth Circle.”
enlightenment, for he has already taken from it
any useful teachings and disposed of the rest. Then, the Counselor tells the advancing cult member
that he must now undertake a long and lonely journey.
None of the ascendants doubt their beliefs anymore.
But since he is not likely to return, Vornigar instructs,
They are completely loyal to the Smiling Cloth,
he must accomplish the following four tasks in the
for they have already given up so much. They learn
morning:
new nightly ceremonies. Such rituals are performed
with other members of the Fifth Circle, but their ƒ He must fully resign from any external positions,
tone changes from one of self-discovery and offices, and titles of nobility.
contemplation—like those occurring during the Fourth
ƒ He must renounce his family and relatives,
Circle—to one of self-worship and exultation. The
breaking off any relationships with them. They
ascendants view themselves as nascent gods in finite
are ties to his old belief systems, values, and
bodies trying to shed their mortal cloth to finally
traditions; as a result, they are stumbling blocks to
evolve their minds to a hidden plane of existence
further enlightenment.
beyond the night’s dark.
ƒ He must divorce his spouse and tell her that
Long-Awaited Future. Occasionally, an ascendant his time for ascension is at hand, and that their
vanishes from the Fellowship’s midst in the course of union has ended, for it is little more than another
the night. Counselor Vornigar teaches his students that attachment which must be severed.
the missing ascendant has received a divine dream. In ƒ He must donate all possessions to the Fellowship
this dream, one of the gods appeared to the ascendant of the Smiling Cloth (or leave them to his spouse)
and shared with him a hidden temple in the northlands. and totally detach from all worldly goods and
He explains that the journey there is long and difficult, positions. “In order to ascend to a higher state
and might end in failure, but only the worthy may of conscious living, we must detach from this
attempt it. If the temple is reached, the ascendant is burdensome and broken world we languish and
permitted the great privilege of conferring with the suffer in.”
gods in a divine rapture. “If the gods wish for him to

74
These startling revelations always occur on the night ƒ If the ascendant obeyed Vornigar by completing
of a waning gibbous moon, though the ascendant may his four assigned tasks, he is initiated into the
not realize it. The next evening, the rising cultist must Sixth Circle of the Waning Gibbous Moon, or the
secretly meet Vornigar at midnight. The Counselor Circle of the Grim Skull.
asks if he has finished his assigned tasks. In either ƒ If the ascendant disobeyed Vornigar, he is taken
case, Vornigar says nothing. He does a short ritual to to the temple’s black altar, chained on top of it,
help the ascendant on his long journey north. Then and then slowly skinned alive as a living sacrifice
the Counselor tells his follower that the journey’s to the Black God of the Void (i.e., Vuulthoom).
destination is a cabin in the arctic wilderness (hex
22.06). “In this cabin, you will meditate and wait. Assuming the initiate obeyed Vornigar and survives this
When the time comes, the gods shall provide direction encounter with his skin intact, he is granted the title of
through your dreams.” Finally, Vornigar sees the cult skull acolyte. At this point, he has become a Magoth.
follower off. The departing ascendant is not allowed The skull acolyte realizes that the Smiling Cloth group
to say goodbye to his fellows in the Cloth. He just was merely a proving ground, a spiritual “purgatory”
vanishes. where the truths of his new faith were kept from him
until he was fully prepared to receive them.
SIXTH CIRCLE OF THE WANING
These are the advanced tenets of the Magoth:
GIBBOUS MOON
When the former ascendant reaches the cabin safely, ƒ The Fellowship of the Smiling Cloth is not the
he enters the Brass Temple of the Magoth, where he real name of this community. It is the Magoth.
is greeted by a contingent of skull acolytes and an The cult’s true nature is hidden from society
entropy disciple leader. because the spiritually blind cannot accept
the higher realities that are implied by the
Cenostoma’s teachings. Only the worthy can

75
begin to comprehend their existence. Those are the pantheon of the Unholy Nine, although
unprepared would be driven mad. Vuulthoom secretly intercepts any of the Magoth’s
ƒ The light of the full moon is not the apex of the attempts to communicate with the Skull God,
Magoth religion. It merely serves to unveil the Baalor.)
new acolyte’s weaknesses and attachments to his ƒ A skull acolyte of the Sixth Circle can freely depart
old way of life. Now he must rid himself of these from any societal norms because he has proven
spiritual imperfections. This path is symbolized by himself through self-denial and self-indulgence.
a waning moon. As the darkness covers the bright He is a godling now. The skull acolyte begins to
night’s orb, the acolyte fully embraces the cosmic form his own belief system, his own truths, his
void and the final teachings it generously imparts own reality. With a thousand nascent gods forging
to those truly worthy. their own realities and standards for moral living,
ƒ Interpersonal relations are little more than a mortals are consumed by unending chaos.
power contest. An enemy will seize whatever he ƒ A skull acolyte of the Sixth Circle must obey his
can. Power is the only way to protect a Magoth’s superiors if he wishes to learn greater powers and
divine desires and deific domain. The acolyte must cosmic secrets.
accept violence, for protecting one’s life, desires, ƒ A skull acolyte of the Sixth Circle cannot leave
and belongings is his divine right, and more the Brass Temple without permission from his
importantly, exercising personal power over the superiors.
weak is an inherently divine privilege. “Do not the
gods thunder and destroy with bolts of terrible Once these secrets are accepted, the cult leaders inform
lightning the mortals who anger them? Do they the new skull acolyte that he is permanently assigned
not do this as they please? So must the Magoth, to the Brass Temple (hex 22.06), where he sits at the
for we are gods ascending.” hierarchy’s bottom.
ƒ Pain and suffering are only useful if they are
New Robes. As well, the skull acolyte is given pure
experienced by another. The gods do not
white robes lined by mint green satin and a mint green
suffer; they exist in holy pleasure. But they
sash. His old divinity medallion is replaced; now, the
inflict suffering on lesser beings and harness the
acolyte wears a virescent medallion. This is a jade
spilled blood of their enemies—as well as their
pendant bearing the image of a green-lined cube within
followers—to empower their own divine magic.
a circle. “This cube,” his masters explain, “symbolizes
The gods are just parasites.
perfect divine knowledge. Only those who enter this
ƒ The universe was an accident. Life exists due to cubic state of mental and spiritual perfection can truly
pure chance. There is no afterlife, only become gods, like those who have gone before.
oblivion. Death is final and absolute. The Virescent Cube is the object of your
Nobody can avoid it, save those spiritual journey.” Finally, the initiate
who ascend while on earth. is gifted with a mask crafted from
Therefore, chaos and death a bleached humanoid skull. “A
are the most powerful forces in reminder that your mortality’s death
the material universe. is required to attain divinity.”
ƒ Pleasure and power are the
greatest goods one can Further Depravity. After his
achieve. With them, one initiation, the skull acolyte
becomes divine—immortal participates in a grand feast and
and forever in ecstasy. drug-induced orgy that lasts for
several days, enjoying the company
ƒ Nine ascendant spirit guides of his new brethren Magoth. This
exist to help the Magoth, one per perverse event is called the Rites of
esoteric Circle of the Moon. These Pleasureful Purpose. The finest slaves are
spirits favor the Magoth, seeing in them brought in for these rites—men, women, and orphan
kindred souls who understand the importance of children. (Nobody will miss those unfortunate souls in
reaching a higher level of existence. The Magoth faraway Valkengard.) The Magoth encourage the new
make arcane pacts with these entities, increasing acolytes, “Share with these blind wretches your divine
their own wisdom and power. (These nine spirits

76
love, my brethren! And let it be any kind of love that ready for the initiation rites of the Seventh Circle of the
you desire, uninhibited by society’s taboos or personal Sundered Moon, also known as the Circle of the Outer
reservations. Your divinity beckons you onward. For Void.
you are nascent gods! In time, you will answer to no
one; those who temporarily direct you now do so until First Blood-Bile Vision. During this rite, the
the Day of Divine Destiny, when you finally step into advancing acolyte murders a humanoid as a living
your godly kingdom.” Inevitably, the acolytes objectify sacrifice while calling on the unholy names of the
and abuse the slaves, satisfying any wicked urge they Tarngrak. His fellow entropy disciples brew the victim’s
harbor. Slaves often perish during these revelries. Their blood into a sinister potion, which the new initiate
corpses are discarded into the black temple pit. drinks. This puts the imbiber into a catatonic state
lasting several days.
Death Teachings. At the end of this
exciting and liberating ritual, the During this hazy time period, the acolyte
new initiates meet the prophetic experiences an awakening of the third eye. He
Cenostoma himself, Laagaraam receives a sudden flash of insight as his mind
(Magoth CenostomaA), who drifts into the darkest regions of the cosmos.
commends their divine progress. There, in that mystically terrifying dream-
He teaches the skull acolyte state, he witnesses the border between the
how to control the undead (i.e., multiverse and the end of all things, where
the opposite of clerical turning); entropy devours all light at the edges of all
he explains, “Mastery over death creation, where time itself ceases.
is the secret of the Sixth Circle,
To the unconscious initiate, the fate of
young acolyte. For the gods do not
creation becomes plainly apparent: All
perish and they kill indiscriminately, as
that is work will cease. All that is ordered
they please. This is what sets them apart
will break down. All that is built will be
from all mortals. To be a god, you must
destroyed. All that is living and loved will
demonstrate your power over death—
rot and perish. All that is suffered will be
you must inflict it and control it.
rendered meaningless.
Death is one of the two greatest
powers in the multiverse: it is the And nothing can stop this from happening. Nothing.
gods’ secret.” The cosmic entropy shall obliterate everything into
cold, unending darkness. And this event will happen in
After these lessons, the skull acolyte begins
the very near future, even perhaps during the initiate’s
participating in nightly meditations on death and the
lifetime. The Age of Entropy shall claim the lives of
cosmic void. He beholds its power to end all things,
all beings. But for those individuals who expand their
save the gods themselves. He realizes that death is
consciousness into higher realms of magical possibility,
divinity’s most efficient tool for distinguishing itself
who kindle their latent divinity, and who master the
from mortals and for guarding its own power.
twin powers of chaos and death, they will emerge from
Promotion. After this, advancement becomes long that oblivion as gods forever. Entropy’s chosen ones
and difficult. The skull acolyte must reach 6th level as a shall slip through the twinkling holes of star-light when
cleric while proving his growing depravity and loyalty. the shroud of darkness falls over the whole of creation.
Most fail, being content with their current enjoyment
But there is a catch: the initiate sees clearly in his vision
of the cult’s new orgastic rituals.
that only a limited number of these glittering holes
exist in the fabric of night. Therefore, only the greatest
SEVENTH CIRCLE OF THE SUNDERED and most enlightened cult members can survive it. The
MOON unworthy will be devoured forever.
Reaching new heights of corruption, the skull acolyte
Some new entropy disciples go insane after witnessing
has been indoctrinated with so many lies that he no
this cosmic vision. And since they no longer serve any
longer knows what to believe. He does what he is told.
use to the Magoth, they are readily sacrificed on the
The acolyte has become an evil madman. If his own
black temple altar.
power has increased to an impressive level, he might be

77
But if the initiate survives the vision, he attains the among the Seventh Circle believe that those higher up
high rank of entropy disciple. The Cenostoma gives will surely enter the coming Age of Entropy unscathed.
him new mint green robes lined by white satin, and a An entropy disciple must reach 9th level as a cleric of
new virescent medallion; it has a jade pendant with the chaos before he might ascend to the Eighth Circle.
image of a green-lined cube within two circles. Most fail due to internecine warfare.

Tenets. These are the secrets learned from this first evil EIGHTH CIRCLE OF THE WANING
vision:
CRESCENT MOON
ƒ Death and chaos are not the most powerful forces Few in the Magoth ever learn the dark secrets of the
in the universe: entropy is supreme. penultimate esoteric circle. Its forbidden knowledge
ƒ The multiverse is doomed. Entropy—the union of can only be guessed at by those in the Seventh Circle.
death and chaos—is inevitable. And this will occur Entry into the Eighth Circle of the Waning Crescent
in the very near future. Moon, or the Circle of Blackest Knowledge, begins
ƒ Even the gods are doomed. Entropy will consume with an 8-day long ritual that ends with the cold-
them all. blooded murder of six virgins. Then, the initiate
cannibalizes a hunk of raw, bloody tissue from each
ƒ The Magoth might survive this horrible end, victim’s heart. Finally, he imbibes a dangerous potion
but only if they first ascend. Further mastery brewed from the black ooze in the temple pit; it is
of the powers of death and chaos is the only mixed with the fresh blood of the initiate’s six victims.
sure way to gain the cosmic insights needed to There is a 2:6 chance he dies in horrible, gut-wrenching
precisely calculate where the night’s starry holes agony—the Black God has found his mind and body
will be located when Entropy falls and consumes unworthy.
everything. Those who determine the location
of an entropy point and who possess the magical Second Blood-Bile Vision. After falling into another
power to defend it from spiritual thieves will catatonic state, which lasts several days, the rising
ascend at the cosmic end. The entropy disciples initiate receives a second cosmic vision from the
jealously guard this secret knowledge from each Outer Void. He stands in the middle of a barren land
other. They are incredibly paranoid that a peer covered in a strange darkness. The trees have all died.
might steal their place in the coming Age of Its grasses, withered and gone. No hills or mountains
Entropy. rise from the horizon, for they have eroded into the
ƒ Violent treachery against other cult members of dust. The sun has died and the stars have vanished.
equal rank is now permissible. Only the strongest A green, distant light beckons on the horizon. On
and most cunning will survive and enter the some instinctual level, the initiate understands that
coming Age of Entropy. this land is Titherion, but in the near future. The Age
of Entropy approaches. And much of the cosmos has
ƒ An entropy disciple of the Seventh Circle can
already been erased. Magis Terra floats dead in a void.
order a skull acolyte to perform any task, no
matter how severe. But their commands can never After hours of wandering on this desolate world, the
contradict a higher-ranking cultist. initiate notices the green light increasing, no matter
ƒ An entropy disciple of the Seventh Circle can which direction he travels. Eventually, he spots a glow
leave the Brass Temple at will. emanating from a grove of terebinth trees surrounding
ƒ An entropy disciple of the Seventh Circle believes a deep rift in the earth. When the initiate reaches the
that the gods are rivals—powerful, selfish entities grove, a massive cube of radiant green energy rises out
keeping the cosmic secrets to themselves. “Those of the chasm and up into the cold winds. “It is real,” he
parasitic cowards feed on their believers, fearing understands. “The Virescent Cube is a tangible thing!”
the New Age. They will abandon their followers And then the initiate feels the cube drawing him inside
in order to avoid their own oblivion. But we can it. Once he steps into the cube, his skin becomes like
steal their high places from them, if we succeed in lightning as waves of energy radiate out from him. He
our goals.” begins transforming into a god of green, transcendent
Promotion. Entropy disciples often meet a violent end power. The aura is exhilarating—the divine ecstasies
before qualifying for the coveted Eighth Circle. Many beyond anything he could have ever imagined. Beyond

78
to lose their rightful place among the stars. Most
importantly, it hides the cult’s darkest secret, that
there is a way to instantaneously ascend, not only to
godhood, but into the New Age of Entropy itself: the
Virescent Cube. And as the mask now understands it,
there are only a limited number of those chosen who
can evolve their consciousness into a high enough state
to avoid the coming oblivion.

The Cenostoma gives the initiate new forest green


robes lined by black satin, along with a virescent
medallion to wear. It has a jade pendant with the image
of a green-lined cube within three circles. Finally, he
also receives an androgynous black spruce maskB. Only
his eyes are visible while wearing it.

Tenets. These are the secrets learned from this second


evil vision:

ƒ The Virescent Cube is not just a symbol of the


cult’s belief in spiritual ascension. It is a real
object that can be found by those who seek it out
fervently enough, and if any cultist steps into the
artifact, he will meet the Master and ascend to the
highest levels instantly. This is the great secret of
the cult.
ƒ The internecine warfare among entropy disciples
is unnecessary among members of the Eighth
Circle, for each mask has already received a place
above in the stars.
ƒ The hazy figure in the second vision—a deity,
perhaps—is the true Master of the cult. He is an
ascendant light-bearer, glorious and beautiful and
powerful. He is the Skull God, the Black God of
the incredible light waves of his newly realized divinity,
the Void.
the initiate sees a mysterious figure in the distance. It
beckons him closer. And as he nears it, a voice from ƒ The Cenostoma treats the cosmic masks almost
within his mind whispers to him an awe-inspiring like equals. They are all destined to be gods now.
secret, and this knowledge fills his inner being with a But the Master desires a cult leader, and so, the
euphoric warmth and energizing light. Cenostoma has been appointed to ensure that the
cult does not stray from its quest: to locate the
Ascendance. When the initiate regains consciousness, Virescent Cube so that it’s chosen members may
he sits up and finds himself encircled by his new peers enter it and ascend to divinity. When this happens,
and the Cenostoma. They greet him with a relished the other cult members must gather around the
smile, for now he knows that, like them, he has been artifact and await their leaders’ return. Laagaraam
chosen to ascend—and the other cult members, like the informs the new mask that the Master instructs
rest of the world, shall perish. him directly through nightly visions.
ƒ Finally, Laagaraam teaches the new cosmic mask
The initiate has attained the high rank of cosmic mask.
the meaning of the word “Cenostoma”: it means
This mask hides maddening occult secrets. It hides the
the “Mouth of the Void,” for he is the Master’s
grim truth of reality and its certain end from the outer
prophet.
world. It hides the growing light of his burgeoning
divinity from the prying eyes of the world, that others
might not steal it and cause those who are worthy

79
The Chosen Three. Currently, the three is never repeated twice, so it cannot be
cosmic masks are Counselor Vornigar, fabricated.
Drabek Than, and Whisper (hex
13.23). Vornigar leads the Fellowship Occasionally, a cosmic mask plots to kill
of the Smiling Cloth, while Drabek the Cenostoma and take his place as
Than commands the Indigo Shack of leader of the cult. These assassination
Unfettered Anglers. Whisper is abroad attempts always fail—if the Master is
in the wilderness fomenting war between pleased with the current high prophet,
the Enoruuk resistance fighters and the that is. But if the Master is not pleased
Valkens and Skaals. with him, the ruling Cenostoma may find
himself without his magic just when he
Mission. The cosmic masks help their needs it most—in battle against a usurper
leader drive the Magoth to locate the while fighting for his life. These coups
Virescent Cube. It is the ultimate are never public affairs. One day, the
goal of their religion. But with Cenostoma is this individual, and
each new day that the younger then the next day, he is another.
members show themselves But changes in leadership are
more worthy of greener cloths, infrequent. Most Cenostomas have
the masks must test them harshly ruled for years or even decades.
and without remorse. And the Eighth Circle
masters do this to ensure only the best and brightest NINTH CIRCLE OF THE BLACK
achieve the lofty heights of true enlightenment in the MOON
cult’s highest circles. In their secret counsels with the
Cenostoma, the cosmic masks whisper to each other Only the most diabolical, vicious, and cunning
that, if a cult member is weak, then his accidental death among the Magoth might ever assume the mantle
must be orchestrated. of Cenostoma. Such a villain is likely a murderous
psychopath, unflinching and unrepentant in his
Promotion. Once a mask reaches the Eighth Circle, despicable treacheries and transgressions. No other
a strong feeling of eternal security envelopes him. He cult member has committed as much evil in life as this
has advanced in his occult esoterica over many years, individual wretch. And so, his selection as cult leader
overcoming many obstacles and committing extreme by the Master is entirely sensible.
acts of wickedness to achieve his position, but now, as a
cosmic mask, he is guaranteed paradise—if he can find Final Revelation. When the Cenostoma must
the cube within his mortal lifetime. be replaced, the Master (i.e., Vuulthoom) sends
the cosmic mask that it favors a horrifying dream.
Interestingly, attaining the supreme rank of Cenostoma Vuulthoom shows the new cult leader its titanic, worm-
becomes unimportant to many of the Eighth Circle like body as it once appeared in the distant past, when
initiates. But old habits die hard. And some still lust the End-Worm, still whole, burst through the cosmic
for ever-greater position and power. These driven membrane and wounded the universe. The Master
individuals wonder if another secret lies beyond the tells the Cenostoma-to-be its real name and shares the
Eighth Circle—officially, a Ninth Circle does exist, after secrets of channeling the Black God’s entropic power
all. And by this point, some masks are so paranoid that into the other cult members.
they won’t rest until they have achieved the supreme
rank of Cenostoma. At this point, the new Cenostoma discovers the truth—
that none of the Magoth are gods, and they never will
But this is not an easy proposition. First, the old be. It is the End-Worm which empowers their cult
Cenostoma must die. When that happens, a cosmic magic. There are no gods, only Vuulthoom. And the
mask must already be the most powerful cultist in the true purpose of the Magoth is not to ascend or survive
organization. His mastery over the forces of chaos and the universal destruction at the approaching end of
death must be second-to-none. But even then, the time: it is to release the End-Worm into this universe
Master must favor him over his peers for the promotion so that it might feed on it and annihilate it. There is no
to occur. And the preternatural sign that the senior resurrection of the dead, no ascension, and no paradise.
members receive to confirm the Master’s selection The cultists may only enjoy the brief time that remains

80
to them on the earth before they perish, when they are
completely erased by oblivion. They should savor life
while they can, reveling in their doom.

And before any rebellious thought might take hold in


the new Cenostoma’s mind—that maybe he can turn
from his villainous path, that maybe he can warn the
others of the truth, that maybe he can flee the cult
forever and save himself from death—Vuulthoom
shares with him a final, pointed image: an evil parasite
growing within the new cult leader’s intestines. In
fact, the new Cenostoma realizes that he willingly
accepted this magical creature into his body during his
Eighth Circle initiation rite, though he did not know
it then. And, at any moment, the Master can awaken
this dormant parasite to slowly devour the man’s
innards while he is alive. This excruciatingly painful
death will last many days. Vuulthoom’s preternatural
understanding of human anatomy ensures the longest,
most agonizing death possible for the traitor.

Worse still, the End-Worm shares with the Cenostoma


that, at any moment, it can end his ability to wield
the powerful magic he has long grown accustomed
to, shutting his powers off instantaneously and
permanently for all time. To avoid this, the Cenostoma
must obey the Master perfectly, without hesitation.
And any failures on his part will be punished without
mercy. But if the Cenostoma serves Vuulthoom well, it
promises to channel its incredible power through him
and make him invincible for as long as he walks the
world and pursues the Virescent Cube with the utmost
urgency.

The Cenostoma alone must carry the lonely burden of


wearing an insincere joy that gives others a false hope
in a better future until they, too, can finally behold the
cosmic vision of the Ninth Circle—whether in a dream,
like he did, or in person, when the Master devours
them.

Of course, the new Cenostoma loses all hope for


himself when accepting his fate. Now he knows the
cult’s cold and uncaring truth. After all he has given up,
after pursuing divine ascension and cosmic salvation by
trusting in his own power, he learns it was all in vain ƒ The Virescent Cube is a gateway to the Black
from the very beginning. The Magoth are damned, God of the Void. When the highest-ranking
every last one of them. And their total annihilation and cult members—the Cenostoma and his cosmic
extinction is assured, much like the rest of the world. masks—step through the cube to “ascend”
Nothing can save them. Such are the lasting rewards of together, they will instead be devoured by their
those who serve evil. Master. Their souls shall release the End-Worm
into this reality. And upon emerging from its
Tenets. These are the deepest, final secrets of the cult cubic dimension, Vuulthoom’s loyal cultists,
taught directly by Vuulthoom:

81
assembled together in the cyclopean underground with the Master; either way, he must die horribly
city, shall be eaten without explanation or mercy. in the end, but if Vuulthoom is faithfully served,
Not a single one shall escape. They must be at least he earns a (fairly) quick death—and
digested in their Master’s ever-hungry gullet. For perhaps, in the meantime, unequaled pleasure and
the Black God will destroy all life by consuming power.
it. Everyone, everything, shall become its fodder. ƒ The Cenostoma of the Ninth Circle learns how
This is the final secret of the Magoth: that the to channel Vuulthoom’s dark power each night.
very first tenet of the religion, “all is one,” is in This recharges all spell slots for every cultist after
many ways true—for all are worm-food. All are sleeping. He is the vessel the Black God uses
fodder in the savage holocaust at the bitter end of to empower the entire cult—a mockery of the
the uncaring universe. Hadean Temple’s patriarch.
ƒ There are no gods. The universe is tragically
meaningless and utterly worthless, except in sating The Cenostoma receives a set of black robes lined
Vuulthoom’s appetite. by black satin, along with a new virescent medallion
to wear. It resembles the former one that he had as
ƒ There is no ascension. It isn’t even possible for
a cosmic mask, except it is far more valuable and set
mortals because divinity does not exist.
with a large emerald. He is also given the former
ƒ The Cenostoma of the Ninth Circle—the greatest, Cenostoma’s valuables.
most advanced, most enlightened member of
the entire cult—is nothing more than a cipher, FINAL SECRET. Ah! But even the Ninth Circle’s
a worthless and helpless puppet with absolutely grand secret is a lie.
zero power.
ƒ The Cenostoma of the Ninth Circle has willingly Without the cult’s help, Vuulthoom might never
invited a demonic parasite into his physical escape its prison, and should the Black God one
body by participating in the cult’s Eighth Circle day break free, there is no certainty that its goals
initiation ritual. It doesn’t matter if he understood will be realized. After all, the last time the End-
this or not back when he did it—if he accepted Worm was loosed, the Caelorum stopped it.
the Black God’s magical powers, then by
extension, he granted the demonic parasite the Ultimately, like all cults, every single member
legal rights to enter him. of the Magoth, at every level, has been baited
with false promises and deceived. They give up
ƒ The Cenostoma of the Ninth Circle discovers that
everything for their wicked masters to gain nothing
his death will be far less painful if he cooperates
in the end.

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CHAPTER 3:
CITY UNDER THE AURORA

By Robert Alderman

Carse walked beside the still black waters in [the city’s]


ancient channel, cut in the dead sea-bottom. He watched
the dry wind shake the torches that never went out and
listened to the broken music of the harps that were never
stilled. Lean lithe men and women passed him in the
shadowy streets, silent as cats except for the chime and
whisper of the tiny bells the women wear, a sound as
delicate as rain, distillate of all the sweet wickedness of
the world.

—Leigh Brackett, The Sword of Rhiannon

This chapter details Valkengard, the great city in Titherion.


It gives an overview of the city’s government, politics,
population, districts, noteworthy places, organizations, and
rumors.
CITY OF VALKENGARD
Population: 13,650.
Alignment: Lawful.
Watch Patrol: 2d6 Valken soldiersA plus 1d6 Valken archersA and 1 Valken sergeantA.
Military: 2,730 fighting-men, 2,482 conscripts, 600 navy sailors.
Demographics: Dwarves 6%, Elves 3%, Enoruuk 19%, Gnomes 2%, Hadeans 39%, Half-Elves 1%,
Half-Orcs 1%, Halflings 8%, Whudjan 21%.
Ruler: Baron Hamon ColdarkA.
Economic Industries: Agriculture, fishing, foreign trade, hunting, livestock, whaling.
Religion: Emeqism 33%, Hadean Temple 58%, Hudjan 6%, Magoth 3%.
Available Gear: Any.
Annual Taxes: 10gp.

The booming port-city of Valkengard, “Gateway to Valken Archer: AC 5 [14], HD 1* (4hp), ATK 1 x
the North,” sits at the southernmost tip of the Cauda weapon (1d6 or by weapon), THAC0 19 [0], MV 60’
Peninsula. Valkengard has several major advantages (20’), SV D12, W13, P14, B15, S16 (1), ML 8, AL
over other cities in this chaotic, violent time period. lawful, XP 13, NA 1d4 (1d6), TT V, Gear longbow,
20 arrows, shortsword, chain mail.
ƒ The city is remote enough to avoid invasion and
no foreign kingdoms are hostile to it. ƒ Eagle Eye: Ignores long-range missile penalty.

ƒ The city is stable and secure; it hasn’t suffered a Valken Sergeant: AC 2 [17], HD 3* (13hp), ATK
civil war or military coup. 1 x weapon (1d6 or by weapon), THAC0 17 [+2],
ƒ The city carries on the imperial traditions; it feels MV 60’ (20’), SV D12, W13, P14, B15, S16 (3), ML
more civilized despite being on the frontier. 9, AL lawful, XP 50, NA 1 (1d2), TT V, Gear spear,
shortsword, shield, plate mail, 3 javelins.
ƒ The city enjoys access to Titherion’s abundant
natural resources. ƒ Battle Command: Pick one group under the
sergeant’s command who can see and hear him
ƒ The city is popular with merchants, seamen, and
(either Valken archersA or Valken soldiersA). If
adventurers. It gets a lot of publicity.
the sergeant barks orders in lieu of an attack, the
ƒ The city lies on a vast track of undeveloped, group gains a +1 to hit and damage for 1 round.
sparsely populated land; there is room for all in ƒ Testudo: Improves to AC 0 [19] when fighting
the Forbidden North, if its wilderness can be as a unit with Valken soldiersA (e.g., moving and
tamed. attacking together).
As an important trade hub, the city’s leaders work hard Valken Soldier: AC 2 [17], HD 1* (4hp), ATK 1
to spread word about Valkengard’s economic prosperity x weapon (1d6 or by weapon), THAC0 19 [0], MV
and stability among foreigners abroad. In fact, the 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 8,
Baron’s recent ploy to commission bards and couriers AL lawful, XP 13, NA 2d4 (2d6), TT V, Gear spear,
to spread word about the vast unclaimed treasuries shortsword, shield, plate mail, 3 javelins.
of Castle Thar-Gannon has succeeded admirably. The
enticing summons reached every major port city in ƒ Testudo: Improves to AC 0 [19] when fighting as
the world. Now, Valkengard is a frontier boom-town. a unit with other Valken soldiersA (e.g., moving
It is experiencing a large influx of settlers—refugees and attacking together).
from the troubled southlands hoping to find work
and a new home, as well as fame-hungry, gold-seeking
adventurers and explorers eager to plunder the Skull
God’s abandoned domain.

84
Baron Hamon Coldark (Knight 10): AC -2 ƒ Hospitality: Expects and extends knightly
[21], HD 9+2 (42hp), ATK 1 x +1 sword (2d8+3), hospitality.
THAC0 12 [+7] base or 9 [+10] w/high STR and ƒ Mounted Combat: +1 to hit while mounted.
magic weapon, MV 60’ (20’), SV D6, W7, P8, B8, ƒ Strength of Will (Beguilement): Saves at +4 vs.
S10 (knight 10), ML 10, AL lawful, XP 900, TT charm, hold, hypnotism, mind control, suggestion,
–, Gear +1 sword, +2 plate mail, +2 shield, amulet etc. Saves at +2 vs. illusion. May save against
of protection against scrying, girdle of giant strength; sleep.
Abilities STR 16, INT 13, WIS 12, DEX 9, CON 11, ƒ Strength of Will (Fear): Immune to fear; allies
CHA 15. within 10’ save vs. fear at +2, and hired men
ƒ Chivalric Code: Follows a knight’s code. under his command within 10’ gain a +2 to
ƒ Horsemanship: Can assess steeds; can urge his loyalty or morale checks.
steed to greater speed.

85
GOVERNMENT & POLITICS LAW & ORDER
Titherion was a former province of the Hadean Deterrence and punishment form the primary
Empire before its fall. The enduring Valken foundations of Valken justice. For this reason, civil
bureaucracy carries on the ancient and criminal trials—and especially any resulting
imperial traditions: high taxes, strict sentences—are always public affairs.
laws, and complex regulations define
For lower-classed citizens and foreigners, the
it. Mostly, these institutions remain
Baron’s appointed magistrates oversee their
the same, but some have changed.
trials and administer justice after guilt has been
determined. The city employs spellcasters as
TWIN BRANCHES OF criminal investigators to solve crimes, but these
GOVERNMENT individuals are overworked and not always
The city government operates the best equipped caster to solve the crime
out of Highport Butte. It committed.
consists of two distinct
For the wealthy, the Baron
branches—the sovereign
personally oversees their trials, but
branch and the
only members of the aristocracy
deliberative branch.
may attend such events. Sentences
Both are relics of the
for criminal offenses are usually
imperial age.
lighter than those given to the
Sovereign Branch. The lower-class citizens, but exceptions
current sovereign is the happen. In these cases, the accused
popular Baron Hamon aristocrat employs a spellcaster
ColdarkA, who is serving his in his own defense—either to find all
second five-year term. He rules from exonerating evidence (or to manufacture it).
Valkengard Keep as the port-city’s
Punishment. Depending on the severity of the crime,
head of state, commanding its army and city watch,
the presiding magistrate can dole out the following
enforcing and interpreting its laws and customs,
sentences.
resolving legal disputes, negotiating treaties, collecting
taxes, overseeing public trials, punishing criminal ƒ Monetary Fine: The most common penalty. For
violations, and appointing magistrates to the lower city violent assault, the fine equals five times a victim’s
courts. But in recent years, the Baron has leveraged his lost hit points; for stolen goods, the fine equals
popularity to quietly increase his office’s limited powers three times their original value; for intentionally
under the guise of ensuring the personal security of damaging property, the fine equals double its
Valkengard’s citizenry. original value; for unintentionally damaging
property, the fine equals its exact value, plus a
Deliberative Branch. Adjacent to Valkengard
small fee.
Keep is the Synod, a grand domed building where
the duly-elected imperial envoys meet to discuss ƒ Hard Labor: Ordered when the convict can’t
legislation, commerce, taxes, coin-minting, the Baron’s afford his fine. A city works project usually fits
appointments to public offices, and other problems or the bill, but if a convict is skilled in battle, he can
threats to the region. As legislators, imperial envoys be forced into mercenary or military service. The
hold eight-year terms. judge assigns the convict a daily earnings rate
to calculate his service time; this is based on the
When in session, the longest-serving envoy, who is kind of work he’ll be doing. For example, if the
called the imperial premier, presides over the Synod’s convict is assigned menial labor, he might receive
meetings, proceedings, and members. Premier Allister a peasant’s standard monthly wage (1gp), which
Wishmont serves in that role currently. is applied to his criminal debt; therefore, if his
fine equaled 100gp, the convict would serve 100
months before being released into society.

86
ƒ Torture: Ordered when the convict can’t afford of the city’s flame-fighting brigade. As well, local tax
his fine or when punishing more severe offenses. collectors and magistrates assigned to the lower city
Torture is often combined with hard labor; a courts maintain offices at each location, as does the
portion of the criminal’s punishment gets paid off port authority overseeing the station district’s seaside
by the prescribed beatings, lashings, or burning. wharfs.
The torture stops short of killing the convict
(usually). He gets a save vs. death at +4 to The five control stations are described below.
survive it.
ƒ Advent Square: Manages foreigners arriving by
ƒ Exile: Reserved for serious political offenses not sea. City inspectors interview newcomers as they
deserving death but implying that the convict is deboard ships recently docked in port. They must
too dangerous to remain in the city. The convict’s pass inspection to enter the city.
property is seized. He is released into the arctic
ƒ Center Station: Governs the Downtown and
tundra with three days’ rations. If he ever returns,
Stonegate districts.
he is killed on sight.
ƒ Northwatch Station: Oversees the Joyside
ƒ Death: Carried out swiftly by beheading,
and Seamarket districts. The Minister of
drowning, or hanging.
Permits, Artenian Remus, is authorized to grant
ƒ Torturous Death: Reserved for extreme adventuring parties and expedition teams an
cases (i.e., mass murderers or traitors). The annual delving license for the steep price of
convict endures a gruesome public torture 500gp. It grants a registered group the legal
before suffering execution by disembowelment, privilege of exploring Titherion.
crucifixion, immolation, impalement, or scaphism.
ƒ Shoalsgate Station: Secures the Grimhaven
Bribery. Punishment under Valken law is severe. But district. The most dangerous city assignment.
here’s the good news: in many cases, a guilty party—or ƒ Valkengard Keep: Serves as the headquarters
an innocent party who fears being found guilty, or even for the sovereign branch. It also oversees the
the victim’s family seeking to ensure justice—might Highport district and the eastern city walls.
be able to bribe the magistrate deciding the case (3:6
chance). This ensures a specific outcome or reduced VALKEN MILITARY
sentence. But these bribes must be fairly large to work.
The Valken army is led by competent military officers
In lesser criminal cases, the judge may require at least
with long, distinguished careers in the now-vanished
double or triple the fine amount. But in major trials,
imperial legions. General Titus Vorenus (Hadean
a flat minimum of 1,000-5,000gp might be needed.
fighter 11) is its current high commander. The city’s
Circumstances may prevent a bribery attempt from
army is a full-time, all-volunteer, trained force of 2,048
working; for example, if the public outrage over a crime
enlisted soldiers and 682 officers. If needed, the Baron
is so great that political pressure forces the magistrate
can force conscriptions of able-bodied citizens within
into a guilty verdict.
Valkengard’s walls, effectively doubling his military’s
Magic in the Streets. Generally, casting spells in public size. However, the typical Valken soldier lacks the same
is illegal, unless it has been sanctioned by city officials discipline and experience common to the old empire;
or clearly aids those injured or dying. Fines or torture most fighting-men are too young to have seen major
are typical punishments for illicit castings, but higher- battle action.
level magic might incur more extreme sentences.
Valken Navy. Because the Forbidden North depends
Necromancy and demonic conjurations always result in
on maritime commerce, the Lords of Valkengard have
a sentence of torturous death.
preserved and improved the original provincial fleet.
Control Stations. Five control stations exist They had only 18 ships when the empire fell but have
throughout the port-city. Each station secures one or since increased the Valken fleet to 12 warships and
two districts and reports directly to the Baron’s office in 29 galley ships. The relentless piracy along the coast
Valkengard Keep. is a serious problem for the Valkens—it is far too
costly. As a result, the navy is given priority in funding
A cohort of soldiers—256 enlisted and 85 officers— and prestige over Titherion’s land forces. This is a
man each post. They serve as city watchmen in times noticeable shift from traditional imperial thinking.
of peace. A company of watermen serve as members

87
Neutrality Policy. Since the Hadean Empire’s fall, hurling, fishing, and riding; and gladiatorial combats,
the Lords of Valkengard have conserved Titherion’s which are still carried out in secret despite being
military strength by avoiding full-scale wars. They have outlawed.
wisely pushed a strong policy of neutrality, and being
remotely located beyond the northern sea has certainly As well, many Valkens hone their skills at vigorous
helped with this. But this strategy also stemmed public debate. Practicing the art of rhetoric is a time-
from the army’s severe losses at the Battle of Stinging honored imperial tradition, and might earn a Hadean
Nettles. The emperor never replenished those killed respect among his peers. This custom hearkens back
with imperial reinforcements—he died before then, and to the days of the early empire when its citizens
the empire collapsed. Suffering from a greatly depleted voluntarily participated in the political process, before
fighting force, the Valkens relied heavily on this their interest in such persuasive matters declined—
neutrality policy as they rebuilt their exhausted military. apparently, along with the former might and glory of
the imperial dynasty.
In fact, this is the main reason why the Lords of
Valkengard never ordered the sacking of Castle Thar-
Gannon during the last 20 years. They did not believe
DISTRICTS & NOTABLE
they had enough soldiers to destroy that wicked PLACES
domain while defending their realm at the same time. Valkengard is divided into six districts. The city’s
What if a seaborne invader attacked suddenly from architecture grew out of its underlying practical military
the southlands, catching them unprepared? Or worse, design, as firstly, it was established as an imperial
what if a second horde of the Skull God’s undead sleep frontier-fort. But as waves of eager settlers landed on
still in some undiscovered vault or magical chamber? the shores of Titherion and rapidly integrated with the
If the Valken army attacked the castle and roused Valkens, other architectural styles from foreign cities
this imagined horde, Titherion would be decimated. fused with its original layout. Now the city enjoys an
Nothing could stop another Baalorian legion. odd mish-mash of structural composition.
Fortunately for the city, a number of battle-hardened
legionnaires settled in Valkengard. In time, these DOWNTOWN
veterans—with their extensive training and wartime This district gained its name for two reasons: the first
experience—helped raise a new army to defend the city. is that it narrowly lies along the city’s southside; the
Finally, after two decades, the Valkens possess a full second is that the lower-class neighborhoods have been
complement of trained soldiers and officers. erected here, along with the shops, markets, and other
infrastructure supporting them. Shoddy apartment
POPULATION buildings, stacked four or five stories high, house the
families of low-ranking soldiers, ranchers, farmhands,
As a frontier-town and fishing port, the locals are a construction workers, house servants, apprentices,
rough bunch, but their imperial heritage still underlies hospitality workers, and unskilled laborers tasked with
that toughened exterior like a softer garment. Valkens the most menial positions, such as street-sweepers and
should not be underestimated. They are educated. sanitary workers. Herds of children playing on street
Hardened by the arctic environment, they are also corners as a neighbor or watchman yells at them to
arrogant. Most Valkens are proud of their recently behave is a common scene.
acquired status as citizens of the only former imperial
city not suffering from drought, plague, civil war, or Angelwatch Armory. Atop Highrock Hill, the
invasion. They tend to lord this fact over newcomers; Angelwatch Armory forms the cornerstone of the city’s
even worse, the Valkens see the amount of time one’s impressive stone wall. It stores the army’s and navy’s
family has lived in Titherion as a form of social status, warfare implements, military uniforms, armor, and
like a badge of honor. This, too, might be off-putting weapons. The Valken emergency supplies are kept here,
to outsiders. as well. Underneath the armory lies the windowless jail
of Hell’s Cove for dangerous criminals. They are kept
For entertainment, Valkens enjoy gambling on boxing here long enough for a brief trial and rapid execution.
and the arctic dog-sled races; lumberjack games, such
as log-chopping, speed climbing, and bole-rolling; Indigo Shack. This is the headquarters of the Indigo
sport competitions involving survival skills, such as axe- Shacks of Unfettered Anglers faction (chapter 2) in

88
Valkengard
Valkengard. The shack is two-stories high and run- Orphanage at the Aurora. Founded by Lady Moranna
down. It contains their city representative offices. (Magoth entropy discipleA) years ago, this orphanage
is a waystation for abandoned children under 14 years
The liaison here is Yotimo (Enoruuk fighter 2). Yotimo old. Sometimes, foreign families making the long
is a mid-level member of the Blue Anglers. He reports journey to Titherion succumb to accidents, disease,
directly to Drabek Than but has no idea his boss is or violence, and their children arrive alone in port.
involved with a chaos cult. Yotimo truly fights on Without any relatives to take them in, the lost orphans
behalf of the Valken city’s Enoruuk fishermen. He’s not must fend for themselves in the rough streets of
very bright, but the man is passionate, energetic, and Grimhaven. But Lady Moranna works hard to fix that.
unafraid of public confrontation. Drabek calls him a Her high social rank ensures that authorities cooperate
“true believer,” which makes Yotimo swell with pride— with her charitable work, and wealthy aristocrats
he doesn’t realize the Blue Angler leader mocks him. financially support it.
Jarl’s Yearning. A popular apartment complex holding
a hundred family-sized units. Owned by Barton SECRET PURPOSE. Lady Moranna is one of
Cafferty (normal human), a tall middle-aged man who Vornigar’s (chapter 2) newest disciples and chief
hums when nervous. He dislikes confrontation, so he lieutenants in the city of Valkengard. Her family’s
sends out hired thugs to collect rent from his unreliable money and connections have made her extremely
tenants. Barton has a gambling addiction—when he important to the Magoth’s plans. Moranna funnels
takes severe losses, his tenants see rental fees increase several critical resources to the Smiling Cloth’s
that year. leader—namely, money, influence, and children.
A majority of her orphanage’s funds are quietly
donated to the Eeshvar Monastery. Whenever the

89
Counselor requires a meeting with a city official or provincial fleet and its rowdy, drunken sailors flirting
wealthier figure, Lady Moranna invites Vornigar to with their wives and unmarried daughters.
attend Valkengard’s aristocratic social gatherings
with her. And most importantly, the woman passes The Gooch. A trading post one block away from
along corruptible orphans to the Fellowship of Robber’s Gate. Adventuring parties and exploration
the Smiling Cloth to serve as new recruits; she teams rely on it when returning to the city as a quick
also sends her most physically desirable wards to stopping point to exchange their newly acquired goods
the Brass Temple for the evil rites they perform and replenish any missing supplies. The owner, Richard
therein. “Gooch” McMarkus (Hadean bard 8), buys just about
anything from an impatient group looking to score an
Because of her public status as a easy payoff—if the item has a greater long-term value,
member of the Valken nobility, that is.
Lady Moranna was permitted to Before the empire’s fall, Gooch McMarkus
stay married to her husband, Lord enjoyed notoriety as a moderately successful
Bernold Balthazar. The man has bard across several big cities. But on the cusp
no idea his wife belongs to a cult of breaking into the highest imperial courts,
or sleeps with Counselor Vornigar an unfortunate public incident with a gravel-
regularly. digging wench in Lord Paredes’s privy so
Moranna hates and fears Ashuraga. greatly angered and offended his wealthy
She feels threatened by the rising patron that Gooch lost all the man’s financial
cult star, especially the speed at backing and, rather abruptly, his promising
which he began mastering his career was cut short. Regardless, most of
dark occult powers. Privately, his customers know better than to ask
Lady Moranna seeks a way Gooch about his past. Few can easily
to kill her bloodthirsty rival escape the ex-bard’s long-winded
without Laagaraam finding retellings of his bygone days of musical
this out. glory.

Robber’s Gate. The The Plaza. A public forum for middle-class


city’s south gate. The most citizens to discuss, argue, and complain about
violent criminals’ corpses are the day’s issues. News criers deliver the morning and
hanged here as a warning to visitors about law- evening report here; as a result, passing crowds gather
breaking. Nobody lingers here. to listen before and after their workdays. Current topics
for debate include:
Southside Yard. The district’s southern docks are lined
by the Valken naval yard. The navy once controlled ƒ The Baron’s new appointment to the lower
the Highport docks, but the wealthy citizens there courts, Magistrate Throvian, was caught in
complained too much about the unsightly view of the a bribery scandal. After another worthless
investigation, it looks like he’s been not going to

90
be punished for it and will continue serving in his Enoruuk Alley. If you need to buy goods or
current position. Folks are angry about it. equipment in Grimhaven, look no further than
ƒ Does the military budget really need to stay at Enoruuk Alley. It is a market street of wood stalls, wide
its current level? Premier Wishmont has gestured tents, and open cart vendors owned exclusively by
towards a slight reduction in General Vorenus’s Enoruuk residents. Outsiders are usually not permitted
total war budget, but Lord Homodeus thinks it to set up shop here. Although pick-pocketing happens
isn’t enough and has begun demanding a 60% cut from time to time, the Alley is relatively crime-free
to the overall land force. compared to the rest of the district. The Enoruuk
living in the remote northern tribal villages transport
GRIMHAVEN their fishing catches and hunting trophies to the
merchants here, often bypassing the wealthier vendors
The city’s poorest slums, ridden with violence, entirely. Tribal women craft and sell authentic cultural
disease, and poverty. Its residents live in near-hopeless jewelry to wealthy Valken nobles and first-time city
desperation, fighting daily to survive while resisting visitors. Enoruuk children run through the confusing
their private poisons—gambling, drugs, alcohol, crime, roadways at play with each other while their families
or prostitution. Unlike other districts, these vices are work the nearby street stalls. And it is an unstated rule
openly displayed for the common street walker. that everyone keeps an eye out for their neighbors in
the alley; willful youngsters, especially, can expect a
Grimhaven suffers from government neglect and a
scolding from any Enoruuk adult witnessing their bad
lack of planned development. Its dark, ramshackle
behavior.
structures are uninsulated against the biting cold.
The district’s streets frequently endure backed-up Fisherman’s Hovel. A dive bar for fishermen and
wastewater spills, when its overpopulated buildings dock workers along the northwest wharfs, the Hovel
strain the city’s aging underground sanitation system. is owned and operated by Martello (trader), a retired
Narrow lanes and crooked alleys form a dilapidated angler. He dislikes the Blue Anglers and gets openly
urban labyrinth of soggy wire-hung clothes, wretched hostile with any who enter his bar. If asked, he spits and
puddles, and overcrowded tenements. says, “The greedy Enoruuk bastards make life harder
for other fishermen trying to feed their families. To the
Despite government neglect, Valken soldiers exert a
bottom of Helvarragh with ‘em!”
strong local presence to maintain a semblance of order,
but Grimhaven is the most dangerous, undesirable Floe Shacks. A small chain of islets scattered off the
assignment in the city. Junior watchmen are sent city’s southern shoreline called the Floe. Claimed by
here on rotation to test and toughen them up before the district’s most impoverished citizens, the islet-
promotion; every year, a few get murdered. dwellers have erected rickety shacks atop them. The

91
poor community avoids any city If a shopper asks Cullen to use a fitting room while
taxes by living as transients here carrying any green gown in the store, the guard
but loses the benefit of a regular mutters, “We don’t usually carry those on our wall-
watch patrol. The islet-dwellers hooks.” Then, the customer is put in the very last
must fend for themselves, so they fitting room with a knowing smile. One wall-hook
band together against the outsider inside opens a silent secret door in the back wall, if
world. pulled. A set of stairs leads down several floors to a
locked iron gate with a door viewer at the bottom.
Izen’s Outfitters. Even slum- The posted guard on the other side interrogates
dwellers need warm clothing. the client before admitting him.
These third-hand outfits
smell funny and carry the In the shanga den, a client rents a tightly sealed
occasional questionable stain, smoke room, which prevents the drug’s obvious
but cheap re-sells are a godsend to the smell from escaping the lower level. After he begins
poor who rely on smoking, a call girl knocks at the door to ask if he
them for winter needs company. This costs the client 1sp per day.
garments. The owner, Sutter Like the shanga, the call girl is poor quality (4:6
IzenA, doesn’t profit much chance of carrying a venereal diseaseC; roll 1d6
off his selection, but that’s to determine its severity: 1-3 mild, 4-5 severe, 6
okay with him. lethal).

In the store’s rear, Izen Skag Street. This dangerous road is a training ground
has a row of fitting for slum-rats practicing at pickpocket. Several dive
rooms for his customers. bars and filthy taverns line the road. Drunks make easy
But Izen is no fool. pickings for the young cutpurses. Anyone traveling this
This is Grimhaven: at
all times, he has a hired
guard on duty, a burly
fellow named Cullen
CrimshawA, to
keep an eye on
shop-lifters.

GRISLY GROTTO. Izen is no saint. His store is


a barely profitable front for an illicit vashanga den
called the Grisly Grotto.

Vashanga is an illicit drug obtained from lotus


flowers. When the flower’s leaves are burned and
its smoke inhaled, the user experiences a powerful
sensual exaggeration. Strong and pleasurable
feelings are significantly increased on the drug, and
so its use is often combined with whore-mongering
to maximize its effects. On the streets, the drug is
just called “shanga.”

The drug’s high begins within 15 minutes of


inhalation and lasts about 5 hours. Anyone on the
drug is at -4 to hit and saves during the first 2-hour
peak period, but this penalty decreases by 1 every
hour thereafter until it wears off.

92
93
street has a 2:6 chance of being targeted. Roll 1d10+10 faction is Counselor Vornigar (Magoth cosmic
for the thief’s Pick Pockets skill. maskA). His political influence in the city has increased
rapidly in the last several years, and under Vornigar’s
Southport Lighthouse. The city harbormaster, Alma firm direction, the fellowship’s donations among the
Whitlock (2HD veteran), keeps an office in Southport Valken nobility have grown considerably. He developed
Lighthouse. Her dockmasters patrol the seaside wharfs an effective public outreach program to meet the needs
to inspect cargo ships entering Valkengard’s busy port. of the city’s homeless and spiritually lost. By giving
Secretly, Alma is a paid spy working for Lady Radomir. society’s forgotten citizens nourishment, treatment,
She copies every important records document she and self-affirming purpose, Vornigar has transformed
creates at work and delivers them to the Skaalburg the Smiling Cloth into a trendy and respectable
ruler’s agents. Lady Radomir is learning Valkengard’s spiritual group among the Valken nobility.
economic and military capabilities while seeking out
any weakness in the city’s overall infrastructure. Gauds Gate. The city’s north gate. It has the greatest
number of palanquin porters, city guides, and light-
Tarngrak Tenements. Fleas, rats, crime, and disease boys awaiting any traveling aristocrats or merchant
are commonplace here in the poorest residential lords hailing from the town of Skaalburg. It also
buildings in Grimhaven and the entire continent of has the least amount of traffic. The gate watchmen
Titherion. Many of the tenants are criminals trying to overly interrogate arrivals who don’t seem to belong
avoid the city watch. The drunkards imbibe whatever by profiling travelers based on their lavish dress and
soured ale bottle they can get their dirty fingers entourage (or lack thereof). Those individuals who
around. Slimy husbands force their wives to earn wages don’t make the cut are politely directed to Fortune’s
in a despicable and dishonorable fashion—if she’s pretty Gate or Robber’s Gate.
enough, the family might afford leaving the hell-hole in
a few weeks. Barefooted children pick at garbage piles Highport Butte. Chosen for its defensibility, the
for partially spoiled food to eat; and if they can’t steal Lords of Valkengard erected the Synod, Butte Armory,
warm footwear by winter, the lads perish. and Valkengard Keep atop this flat-topped, natural rock
plateau. Only two known paths lead up the 300’ tall
Winking Barnacle. The dive of all dive bars, where butte; both are heavily guarded by experienced, vigilant
whores and hoodlums give their faithful patronage. At watchmen. Even citizens cannot enter the butte
the Barnacle, a customer is as likely to end up knifed without official business with the Baron’s government.
as he is to leave drunk. A gang of thugs called the
Graven Wolves, led by Sutter IzenA, hang out in this Hoarfrost Cathedral. The grand cathedral of the
establishment. Izen shakes down the bar owner, Crispin Hadean Temple in Valkengard. This holy place serves as
Greeley (normal human), every month for “protection the heart and symbol of the land’s religious convictions.
money” since his Wolves are always around. Crispin It lies in Northcrest Park and includes a cathedra (or an
resents this but figures if it wasn’t this gang, it’d be ornate seat) for the exarch’s particular use, which the
another. Temple patriarch famously sat in when he visited the
Forbidden North and installed this goshen.
HIGHPORT
Exarch Garibald Jakopac (Hadean cleric 11; doubled
Entering the Highport district, one immediately spell slots) resides on the well-kept grounds of
notices the sheer number of city watchmen at every Hoarfrost Cathedral. His religious authority extends
street corner and the improved sanitation of its public throughout the entire region; all lawful clerics answer
avenues. Stylish iron gates along the boulevards mark to him, though they have great latitude in their
the entrances to the secluded manors of the city’s individual actions.
richest and most powerful citizens. Horse carriages,
gaudy palanquins, and eloquent news criers travel the In the cathedral’s outer courtyard lies the famous
richly appointed boulevards, lined with rare, cultivated Bothering PoolB, which famously cures those afflicted
greenery. Highport has been designed so that the who fully immerse themselves in its cold waters. The
Valken nobility need never leave it. pool miraculously works just often enough that the
sacred site receives a lot of traffic from desperate
Eeshvar Monastery. This large, iron-gated monastery pilgrims hailing from across Titherion and the ocean.
houses over 125 fellows of the Smiling Cloth (chapter
2). The highest-ranking member of the charitable

94
Finally, the cathedral holds a small library that complex. The door is opened only from the
adventuring companies might use for lore and research inside, so even if a nobleman accidentally found
purposes, if they share the Hadean faith and have a it, he wouldn’t be able to access it. Patrons are
cleric or paladin in their midst. Among the texts kept admitted by invitation only. The brothel’s highly
under lock and key within this library are the greater selective system of targeted promotion among the
Hadean rite of expulsionB and the lesser Hadean rite of city’s “first and finest citizens” has made it one of
expulsionB. Permission must be granted by the exarch’s Valkengard’s best-kept secrets.
priestly bureaucrats to even read these tomes.
The House of Snow Poppies is owned and
Northcrest Park. A posh, family-oriented, retail operated by Madame Lautilda (2HD merchant),
market for rich, affluential Valkens to spend their an edacious lover and incisive businesswoman.
extravagant wealth while enjoying the liberty of spare She’s been married four times but never stays with
time. The large outdoor park spans six city blocks and any man long. To protect her business’s interests,
boasts trendy shops, upscale restaurants, art galleries, Lautilda makes frequent monetary donations to
salons, spas, cocktail lounges, a gymnasium, and public city works projects and to the reelection
exorbitant pricing. The cliquish ladies of Northcrest campaigns of powerful envoys, as well as to the
Park command the fashion sensibilities of Titherion’s Hadean Temple, which she sees as an enemy of
middle-class and nobility. her industry. The Madame services high-ups in the
military to avoid the infrequent headache of the
Red Lodge. This private, walled-off, red cedar cabin watch’s zealous round-up raids, and very discreetly,
boasts a lush, exotic garden and a natural hot spring she uses her store of client secrets to help law
bathhouse overlooking the ocean north of the city. The enforcement and the government whenever they
resort lies east of Highport Butte, so it is convenient to are in need. This keeps her in business and protects
reach for the nobility without leaving the district. her from Yagha-Shahn, who very much desires to
control Lautilda and the House of Snow Poppies.
As a luxury resort, the lodge draws male and female
aristocrats seeking to refresh themselves and escape Velvet Galleria. This opulent gallery lies in Northcrest
their daily concerns. Not only do patrons take relaxing Park. Its owner, Lord Huward Homodeus (noble),
baths in the cabin’s hot natural spring, but they enjoy is an eager patron of the arts. Specializing in modern,
a private violin orchestra, vigorous massages, skin unconventional, post-imperial artwork, its seasonal
treatments, haircuts, body-shaves, and all other forms exhibits frequently become a source of public scandal
of pampering, including medical care. It’s common by displaying irreverent, inappropriate, and highly
knowledge that partaking in the lodge’s benefits is controversial pieces. Of course, in typical fashion, Lord
an all-day affair for most who attend. And this is Homodeus has only ever remarked once in response to
convenient, as some of the lodge’s clients have ulterior these socially disruptive outcries. He said, “Outrage is
motives in coming here. so bourgeoise.” The gallery also holds periodic art fairs
marketed towards the aristocracy.
HOUSE OF SNOW POPPIES. In the louche
world of the Valken aristocracy, few wanton JOYSIDE
pleasures are kept with such fervid secrecy as the
The Valkengard entertainment district. It is very
city’s legendary House of Snow Poppies. Modeled
popular with sailors, dockhands, hospitality workers,
off the House of Lilies, an elite bordello which
and the roisterous nobility. No other district is
famously operated for decades in the fallen imperial
embedded with as much organized crime as Joyside.
capital of Kartannica and may have even faithfully
(Grimhaven is just disorganized anarchy.) Under the
serviced the last living emperor, the House of
greedy, watchful eyes of Yagha-Shahn, the Nol’ocuul
Snow Poppies lies in an abandoned section of
Syndicate operates the city’s entertainment industry,
cleaned-out sewers under Highport district. But
generating a tremendous profit from the illicit activity
the “store-front” above is the Red Lodge—a
that the district’s seedy dives, ritzy theatres, steamy
legitimate luxury resort tailoring itself to the upper
bathhouses, and gambling casinos easily conceal.
classes. This conceals the business’s actual nature.
Drunken visitors are a common sight in Joyside.
Although whoring is technically illegal in Valkengard,
In a spare room of the cabin lies a secret door
the Joyside escorts are an incredibly popular loophole
leading down into an opulent, underground

95
in such morality laws—it isn’t a crime to purchase a brutally violent sport. So far, the underground arena
woman’s company, after all. remains hidden to the investigating eyes of the Valken
watch, but the rumors are spreading. One of the Hole’s
Borealis Theatre. Titherion’s ritziest public theatre most exciting and profitable nights is its monthly
and performance venue. A steady rotation of popular “Battle of the Bears,” when its best gladiators are
singers, instrumentalists, poets, plays, and operas pitted against live arctic bears. (How Phulka manages
keep the theatre in high demand among the public. to sneak these massive creatures into the Glory Hole
Unsurprisingly, Lord Homodeus is the proud owner without being noticed by any city authorities is another
and founder of the Borealis Theatre. question entirely.)
The Emperor’s Fancy. A dimly-lit gambling den The Quelling Kiln. A high-priced, indulgent
and popular saloon catering to an infamous motley of bathhouse and sauna for those willing to pay its
unsavory clientele. Although the business is owned extravagant entry fees. Divided into two equal wards
by Yagha-Shahn (who is never, ever seen there), it is servicing members of each biological sex, the kiln
managed daily by a finicky, overweight duergar named offers full-service baths administered by professional
Fat Phulka (duergar 4). The gray-skinned under-dwarf attendants, as well as self-service laving areas. For an
possesses a talent for fudging accounting numbers, additional fee, customers may also enjoy the building’s
diffusing unruly situations, and keeping informed. warm or hot rooms, moist steam bath, and chilling
Although Phulka maintains a tough exterior to any chamber. Many private business deals and important
outsiders, the duergar is quietly drowning in mounting political negotiations occur within the walls of the kiln.
debt to his ruthless boss. He is growing desperate to It is a popular spot for such meetings.
escape him.
Tower Shadow. Looming across the Joyside cityscape
Fat Phulka also operates an illegal afterhours fighting is the long shadow of a great, invisible tower. But the
pit called the Glory Hole, which is attended and shadow lacks any tangible source. And impossibly, it
supported by influential noblemen who relish in the exists where other buildings already stand. The party

96
and Enoruuk societies—their economies, cultural
values, religious beliefs, attitudes, courtship rites,
family structures, militaries, and governments.
Often, while meeting with his business contacts
and underlings, Yagha-Shahn suddenly questions
them about a particular aspect of the subject’s
civilization. This can be off-putting when it occurs,
and in the criminal underworld, it confuses and
disarms the individual who can’t figure out the
Shahn’s angle. As well, the crime lord enjoys
psychoanalyzing a character while speaking with
him, which is also very unnerving.

Nol’ocuul Syndicate. Yagha-Shahn founded the


Nol’ocuul Syndicate. It is the most dangerous
criminal organization in Titherion, and in some
cases, the syndicate’s tendrils slither into distant
port-cities to fortify the Shahn’s illicit importing
and exporting activities, as well as his other
business interests in those faraway kingdoms.

Meeting the Shahn. To secure an audience with


the Shahn, the party must speak with Fat Phulka
or Sutter Izen. But these meetings are not for
trivial matters (and only the eyes of the Shahn can
determine what is a serious matter or a trivial one).
might investigate this mystery later in the adventure. If arranged, the heroes are taken to a secluded and
It is the Tower of All-Seeing Eyes, the hidden lair of abandoned building in Grimhaven. On the wall
Yagha-Shahn. (See Volume 2 of Gods of the Forbidden inside hangs the macula of perditionB. Through
North.) this magical mirror the player characters may speak
with Yagha-Shahn, who appears inside enshrouded
ROLEPLAYING NOTES. Helpful roleplaying in mist. Of course, the Shahn is nowhere near the
notes on Yagha-Shahn if the party encounters him. meeting site. And audiences rarely take place in the
same location twice.
Description. The Shahn appears as an aging
Whudjan human bound in exotic silk robes
and an eastern headdress denoting his exalted
SEAMARKET
leadership status within his criminal organization, Like most busy ports, Valkengard suffers from severe
the Nol’ocuul Syndicate. His playful grin belies congestion—overbooked inns, teeming restaurants
a sadistic streak. Yagha-Shahn relishes suffering, and bar establishments, swarming crowds fluctuating
especially when inflicting it upon others. Although around the timeworn stalls of Whudjan traders, road-
older, he is an imposing man at 6’6 tall. The blocking loads of foreign stacked cargo, and back-
Whudjan’s skin is pale; in his culture, a suntan logged docking queues for dozens of impatient ships.
suggests poverty and the hard, outdoor life of With the surge in travelers seeking their own slice of
an unskilled laborer. He powders his skin white, Titherion’s vast land tracts and burgeoning commerce,
accordingly. The Shahn’s eyes seem to look and with the southern refugees pouring in daily to
through another person during a conversation. settle the northern frontier, the once-orderly city has
become an exciting and chaotic destination in recent
Personality. The Shahn loves jokes even when years. This unpredictability defines the Seamarket
angry. His vindictive nature ensures he always district: its throng of bewildered immigrants are led
does his level best to return any slights, assaults, along by clever link-boys in the employ of Grimhaven
or wounds to a sworn enemy. He is obsessed with gangs; its aggressive vendors hawk their wares at
accumulating information about the Valken, Skaal, gullible newcomers and disinclined residents; its

97
churlish dockworkers, fishermen, and sailors shout their Gilver’s Imports. A seller of fine furniture, unique
feculent humor at blushing ladies passing by. antiques, and weird wares from faraway lands. Owned
by Bramrich Gilver (noble). Currently, Bramrich seeks
Advent Square. Every day, ships carrying new a party of mercenaries to assist him on an upcoming
colonizers off-load their humanoid cargo in round-trip caravan journey on the Osteon Road to
Valkengard’s famous Advent Square, where city Kangkul, Skaalburg, and then back to Valkengard.
inspectors record each new immigrant’s name, He needs to ship a fresh load of cargo containing
age, birth place, occupation, and trade skills. plundered Kartannican relics and other valuable
They require settlers intending permanent antiquities or formerly lost works of art.
residence to swear fealty to the Lords of
Valkengard while vocally renouncing past Fieldstone & Fine’s. A mysterious company
allegiances to foreign rulers. selling rare black powder (i.e., explosives). It
is owned by a pair of halfling cousins named
Brick Mammoth Inn. Sporting the Finnan Fieldstone (halfling 4) and Eldon
stuffed head of a huge reddish-furred Fine (halfling 3), who loathe one another—
mastodon, this popular Finnan stole Eldon’s fiancé two weeks before
tavern and inn has they married, but Eldon couldn’t abandon
comfortable rooms, fine their company easily. By that
hoppy ale, and hot filling point, the cousins were far
meals in the evenings. It too deep in business together
is a popular rest area for already. Eldon has cooked their
exploration companies financial books over the years
and a prime location for and stolen a significant amount
adventurers to gather wild from Finnan’s share of their split
rumors and hot news. profits. The halfling doesn’t think
this is immoral and views it as
The owner, Soliana Fahmy
retribution for Finnan’s betrayal.
(Whudjan fighter 8), is
a retired mercenary and The halflings’ gunpowder
huntress. She slew the barrels are very expensive
impressive mastodon (170gp per barrel), and they
specimen hanging from are limited in purchasable
the wall in her main quantities and not easily
gathering chamber. Soliana acquired. If a barrel detonates,
is confident and bold it acts like a fireball spell.
in social and business
settings, but in romantic Markham Street. The primary
ones, she becomes anxious marketplace for the middle-class
and easily embarrassed and residents of the Downtown and
struggles to express herself. Stonegate districts. Markham
Street is the largest market
Soliana is dear friends area in the city. It is always
with Taffin’ Lari in busy, day and night, as
Skaalburg (hex 16.20). merchants try to ring
They adventured and out one last deal before
explored the world retiring in the evenings.
together in a company
called the River Riders Shrine of Arctic Roses.
of Willow Creek. But after she nearly died during the This garden-chapel is dedicated to Icon Zala, a famous
course of their final delve, Soliana retired and bought Whudjan religious figure who was martyred 812 years
the Brick Mammoth with her cut of the company’s ago. According to legend, Zala was a fervent singer of
plundered fortune. They still write letters to each other the RosariumB. As such, arctic roses adorn the site’s
regularly. beautiful stone interior. There is a statue of the revered

98
Icon near the altar area. The shrine is kept running the kindness of the woman who mothered her,
with donations made by the general public, and during Zala wept at what she had become since returning
Titherion’s brief summer, its exterior gardens receive to her homeland.
hundreds of visitors weekly.
Publicly renouncing her engagement, wealth, and
The shrine is maintained by Brother Ignatius (Hadean title, she retreated into the mountains to take up a
acolyte), a monk devoted to the Icon’s cause and her life of isolation, fasting, contemplation, and prayer
religious rule. He is a gruff, bearded, austere preacher as a religious ascetic to atone for her evils and the
who never minces his words and frequently unsettles sins of her family. It is said Zala lived in this cave
(or even offends) others with his brusque assessments for at least a year, and while she was there, the Icon
of their current spiritual state—and they are most enjoyed a great number of mystical experiences.
offended because he is normally right. Brother cares But then she vanished.
little for popularity. And Exarch Jakopac receives a
deluge of monthly complaints about the older man’s However, many centuries later, the sacred bones
indelicate tongue, causing him endless headaches with of Zala were discovered by a young Hadean priest
the nobility. named Towan. He found the pitiable, bare-rock
cave which served as her ancient dwelling, for she
ZALA’S LEGEND. Declared an Icon by the had carved into its rugged stone wall, “I, Zala,
Hadean Temple, Zala was born 848 years ago, daughter of Okoye, of the city of — (name lost to
the last of nonuplet daughters born to a wealthy time), have resolved to live in this simple cave to
slave merchant and minor nobleman named Lord deny myself any earthly desires, that I might one
Okoye, who dwelled in a forgotten city of the day attain my greatest love and aethereal desire, the
jungled south. In a bout of sudden anger, Lord Trisagion, who is forever Thrice-Holy.” The priest
Okoye told his wife that, since she bore him a litter also found Zala’s body amid fallen stones that had
of teething pups in lieu of sons, he would drown been mysteriously swept aside.
his newborn children like dogs in the nearby river. After returning the relics to his shrine, Towan
witnessed Zala’s bones miraculously cure the
However, a serving maid secretly rescued all nine diseases afflicting anyone who touched them. In
daughters, fled to another city, and raised them fact, when a plague struck the priest’s small town
as her own. As the girls came of age in extreme some months later, Zala’s bones were paraded
poverty, their new mother sent them, one by one, through its streets, and within three days, the
to live in the Hadean cenobies where the ascetics plague ended as swiftly as it began.
raised them with purpose and educated them for
free. A century later, Zala’s relics were moved to a
large cathedral in distant Kartannica, and during a
But the youngest daughter, Zala, resisted their terrible siege of that city years later, the patriarch
instruction. Fiery and rebellious, she sought to lifted Zala’s bones high into the air and prayed
discover her past, as she had never known her for her aid in saving them. That same night, as
father and was told little about him. She tracked the enemy army broke through Kartannica’s
down Lord Okoye, lived with him for a time, battered walls and poured into the ancient city,
and became a slave-owning merchant in his cruel Zala appeared before them alone, holding aloft
image. a shining sword. Greatly shaken, the invaders
abandoned their assault and withdrew, sensing
Engaged to be married to a powerful prince, Zala
their own doom if they continued attacking the
had a heart-changing experience while passing
city.
a rose garden one day. She witnessed an old
Whudjan beggar-woman on the roadside. Standing Incredibly, despite having died in total obscurity
beside the weathered crone was a young Hadean centuries before, and seemingly accomplishing
girl who called the elderly woman “mother.” And, nothing by her contemplative life of isolation, Zala
as Zala watched, the Whudjan lady always gave any saved the lives of untold numbers of people. She
bread she received to the young girl first “for her was named an Icon of the Hadean Temple by the
strength,” she muttered tenderly. Remembering last serving patriarch before the empire fell.

99
The Hive. This public forum is intended for lower- BOUNTY WALL. When the party checks the
class citizens and non-citizen visitors to discuss, argue, Bounty Wall, the referee may reveal some or all
and complain about the day’s issues. News criers deliver of the bounties detailed below. And he should
the morning and evening report here; as a result, add his own bounties to the wall as the campaign
passing crowds gather to listen before and after their progresses.
workdays. Current topics being debated:
ƒ Valken Bounty 1: Cyrus the Bandit. Murderer,
ƒ The incoming refugees from the southlands are thief, cadger, and vandal. 200gp reward dead
snatching up all the unskilled laborer jobs. Lower- or 400gp reward alive and intact, by the Valken
classed workers are getting very angry about this. authorities.
ƒ After weeks of enjoying its status as the year’s
most popular fairytale romance, the very public ƒ Valken Bounty 2: Farm frozen over? Winter
courtship between Lord Bickerbert and Lady got you down? Camp Halas is looking for
Hogwood has taken a turn for the worse; the northern men of mirth and might. Lumberjack
dashing noble was caught fondling a petite work ain’t easy, but steady pay sure beats
chambermaid at the Hogwood Estate, and now, starving in the cold! Talk to Merovech the
Valken women all across the city are up in arms, lumberjack for interviews.
skewering the man with bitter gossip as they
ƒ Valken Bounty 3: Gone missing! The Beavered
take his embarrassed fiancé’s side. They want to
Battleaxes, a band of seven stone-sons led by my
boil Bickerbert’s knickers. The ladies are arguing
dear friend, Yuler Runegog. Last seen in Fort
whether Hogwood should forgive him and go
Jaldaran on the road to take the Gjol Bridge.
through with the marriage or punt him into the
50gp reward for profitable information. 500gp
street’s muddy gutter.
reward for the party’s safe return. For more
Whaler Willy’s. A late-night dive bar across from the information, speak with the Gooch.
Brick Mammoth. Since Soliana shuts her tavern down
ƒ Valken Bounty 4: Seeking animal parts: two
by midnight, Dunwine Willoughby (buccaneer)—a
black unicorn horns; seven polar adder venom
retired whaling ship captain with two decades of
sacs; five vials of chameleon toad blood; three
experience—keeps his saloon open until his pet rooster,
frost salamander scales; and great northern owl
Rubeus, crows at 4:00am. That’s last call.
feathers. 2,000gp reward. Inquiries made at
the Forgotten Province in the evenings. Ask for
STONEGATE Murgen Case.
A pleasant residential neighborhood full of tall, half-
timbered homes for middle-class families. Most stores ƒ Valken Bounty 5: Caravan guards needed
and shops are found on street corners, with housing for round-trip shipments on Osteon Road
packed between them. This is Valkengard’s largest to Kangkul, Skaalburg, and then back to
district by total geographic size, but not by population; Valkengard. The usual mercenary rates apply.
the poorer districts of Grimhaven and Downtown are Ask for Bramrich at Gilver’s Imports.
more densely packed with people. Taking advantage of
the recent influx of explorer types seeking the ruined Crown Bay. This establishment is run by the expert
dungeons of the Forbidden North, many armorers, moneychanger and gem-cutter, Zipporah Caradonna
bladesmiths, and bowyers relocated their workshops (3HD merchant). Like a stray cat, Zipporah is a
into the heart of Stonegate and have grown their detached loner who enjoys other folk for brief spells
annual profits. Adventurers often stay in the district but quickly grows bored with any company. She is
because they can resupply and find comfortable a shrewd negotiator and feisty deal-maker. Her tiny
accommodations. frame often disarms her colleagues, who mistakenly
underestimate her because of it.
Bounty Wall. Posted on a stone column just inside
Fortune’s Gate, the Bounty Wall holds all mercenary Everfrost Cradle. The largest mortuary in the city,
advertisement postings and criminal wanted signs for boasting a blue-walled funeral parlor with preserved
bounty hunters and interested swords-for-hire. white flowers. Uromod the Taker (normal human)
is the empathetic, people-oriented, and methodical

100
undertaker. Currently, he trains three novices in the
art of embalming and funerary preparations. But in
private when he’s alone, Uromod talks to his corpses
and calls them his “friends.” He mimics their voices
and pretends they are all different characters with
relationships between each other and with himself, and
he converses with them for hours. If this is witnessed
by another character, it certainly appears deranged and
disturbing. But Uromod is actually quite harmless.
Despite his empathetic exterior, he is really an antisocial
fellow who feels uncomfortable in social situations
with people for extended time periods. His behavior
personifying his dead wards helps Uromod reduce his
anxiety and allows him to practice talking to others in a
low-stake setting.

Fortune’s Gate. The city’s central gate in its eastern


fortified wall. Visitors are welcomed by a line crammed
with criers and tradesmen. This makes for a dramatic
entrance into the city.

Haakon’s Forge. Although this older, stumpy dwarf is


not the best blacksmith in Stonegate, by pure chance,
his workshop happens to be closest to Fortune’s Gate.
Haakon Shaleacre (dwarf 5) doesn’t like talking much
and stutters when he does. The dwarf requires half
payment for any job up-front and agrees to a job even
when facing a back-log of orders—without mentioning
this to interested buyers.

The Areopagus. An old imperial library built and


maintained by the Magisters, a mysterious guild of
magic-users and illusionists who work hard to acquire
and preserve ancient knowledge and arcane secrets.
They sell potions and magic scrolls and guild members
even conduct esoteric or historical research as sages on
behalf of paying customers, if they are willing to pay
the guild’s steep prices.

On any given week, the Magisters might have for sale


1d6 random scrolls (4:6 chance) and 1d4 random
potions (3:6 chance).

REFEREE NOTE. Many referees dislike the idea


of a “magic item shop” in their campaigns. In such
cases, remove this feature from the Areopagus
entirely. The site is merely a library.

Two notable individuals can be found at the Areopagus


toiling away in the stacks.

The first is Heng Si-Yu (Whudjan magic-user 6). She


is a 32-year-old loremaster of history and culture who

101
recently joined the Magister guild. Heng is their newest member, but despite her age, she commands great respect
from her colleagues. Heng’s accomplishments among fellow scholars are impressive. They consider her a rising star.

The second is Murgen Case (Hadean magic-user 5), an aloof, 57-year-old explorer with an addiction to adventure.
He is a powerful magic-user (8th level) who feels more at home around common laborers than other wizards and
sages. He got started learning magic later in life, spending a career as a sailor, fisherman, and bartender before he
fell into an apprenticeship in his early 40’s immediately after the fall of the Hadean Empire. Desperate for work,
Murgen bull-shitted his old master into overestimating the depth of his formal education. By the time Case’s master
figured out the truth, Murgen had already rapidly expanded his knowledge of lore and his mastery over basic
spellcraft.

Recently, Murgen explored the Barrow of Eight (hex 13.22) with the null reliquaryB. This magic item accidentally
released Bomaanz, the draugr doom lord (chapter 8). The magic-user isn’t quite sure what happened yet, and he
didn’t stick around to find out. But after returning to investigate the ancient site, he has grown troubled over his
findings; it’s obvious to him something broke free from the barrow-hill that was magically imprisoned. Murgen
seeks the sentient sword FracasB, as he believes it knows what happened to a glowing “dream box” created by
Baalor (hex 16.26).

The Forgotten Province. Run by the Lady Queniva Tulkinghorn (Hadean noble), an aristocrat whose family lost
everything in the collapse of the old empire. She barely escaped the ancient city of Kartannica alive when it was
sacked by the sharg invaders. After arriving in the northlands, Lady Tulkinghorn used the last of her old money to
purchase this tavern and inn, which caters to merchants, explorers, barristers, bureaucrats, and physicians.

RUMORS IN VALKENGARD
If the player characters spend time gathering rumors in the city, they might learn any of the following during their
interactions.

1d100 Rumor
01–04 “Skaals be at it again. Sayin’ we was on their stretch o’ the Osteon, stompin’ our boots where they
shouldn’t be marchin’. But Captain Cantata knows, just like we do, that their turf ends a mile marker out
from the ol’ totem at the crossroads! Next time he gives us any lip, I say we put a bolt in his arse. Show
‘em we mean it!”
05–08 “…how do you say this politely? Lady Radomir’s what my old man would call an ethically-questionable
ruler—and that isn’t a stretch considering she’s a politician and a sorceress.”
09–12 “The Baron’s clever, I’ll give him that. While I didn’t vote for the portly bastard, his little fundraising and
manpower scheme to lure all the fop-headed Whudjan into this city for an easy payout worked out better
than anyone expected. I bet the city coffers are flooded with gold!”
13–16 “Well, is it any surprise that Panuk and his merry band of freedom fighters graffitied the Landing again?
The man’s an experienced diplomat, after all!”
17–20 “Careful. The eyes of the Shahn see all.”
21–24 “Listen, Morty. Sometimes it just gets to me, all right? While you might enjoy the extra starlight ‘cause
you’re squeezing in more drinking hours, this man here needs a healthy dose of sunshine, not six straight
months of candlelight and strumpets!”
25–28 “Beyond the mountains? The Land of Devils, a white polar landscape, endless and unexplored. Most call
it the Glaring Beyond—from all the whiteouts and giants, probably.”
29–32 “White-skinned and monstrous! The Trow can eat a man alive, if he isn’t careful. A smart group of cut-
ters might learn a thing or two from the gutter mice: stay low and stay quiet.”
33–36 “The license is steep, from what I hear. And not really worth it. So far, only a handful of parties have re-
turned with enough gold to justify the risk. But these greenhorns, they just refuse to listen. So, I say let
‘em head north—to the devil land with them! The Trow will gladly temper all their foolhardy delusions
of grandeur.”

102
1d100 Rumor
37–40 “Sharg ain’t migratin’ north, Tubak! Too cold for ‘em. And not enough cities to pillage. ‘Sides, what
cargo ship captain gonna ferry ‘em?”
41–44 “Oh, I can tell you’re a greenhorn, easy! Way too eager to cross the Gjol into the western taiga. Best to
give the shadows of that old forest a wide berth, friend. Or the wights will put an evergreen spell on you
and, with the unliving, you’ll dream endlessly in the dark.”
45–48 “Polar volcanoes, he told me! Says that, with the ice shelf up there, you’re either dealing with a sudden
fall into the arctic ocean or a hot lava squirt up your Callipygian hollow!”
49–52 “He threw it right through the dragon’s black heart. And dying instantly, it fell from the sky into the
great depths of Imaryuk, sinking to its murky bottom and taking the spear of Tulok with it buried in its
chest!”
53–56 “I mean, I get it. Really. Dead soldiers and valor and all that burnish. But—and I hope I’m not
over-stepping the bounds of civility by saying this—don’t you get a war memorial set up in your honor
for winning the battle that you’re known for?”
57–60 “Well, the next time you’re staring at a frozen river or lake, just ask yourself: is saving two hours of travel
time worth the ice leeches and that nippy current?”
61–64 “The Vigil Hole monks? Crazy or not, you’ve gotta admit they’re dedicated. I hear they never talk ‘cept
when prayin’. And they live in that tundra hole all year-round far away from the decadence of civiliza-
tion.”
65–68 “You think Valkengard and Skaalburg are the only two settlements out there, my friend? The wilderness
hides many isolated villages, and the Enoruuk do their best to keep them all secret!”
69–72 “The Skull God built a vast network of towers and fortresses in his northern kingdom. Many Baalorian
ruins lay uncatalogued and unplundered.”
73–76 “She was a beauty, I tell ya. Aurica Keelcutter, last of the Pirates of Prexx, and a dishonorable sea-dog in
all the right ways. One of the few times I found myself rooting against our own navy! But they hunted
down the Ghost Fire and cannon’ed her into the reef. It was a sad day for all of us sailors. They never
even found the poor girl’s body.”
77–80 “She got my hand in her teeth and tore it off like a hunk of fillet! Damn, that hurt. Must have spent
years tryin’ to settle the score between me and Vulzala, but I hear she’s bagged way more than my left
hand, in the years since—she found herself a mate named Klugg, supposedly. Now, they hunt the plains
together. I hate to admit it, but I sort of feel happy for the ol’ girl. It's hard to find love in this waste-
land!”
81–84 “No, you idiot. You’ve got that all wrong! The polar zone starts on the slopes of the terror mountains,
not past them. And the boreal zone ends at the arctic tree-line. Everything between them is tundra
zone.”
85–88 “Nobody knows. It’s like, after the Battle of Stinging Meadows, the varlet saw his hordes get wiped off
the map and decided it wasn’t worth getting all bent out of shape over. So, he locked up his castle and
never came out. Seems like a reasonable bloke to me!”
89–92 “Sand Bone? You’d be a fool to visit that place. The old beach is cursed, and the dead lie restless there.
But the lake-side monument should do you just fine, if peregrination is kinda your thing.”
93–96 “Titherion is riddled with them: caves, rifts, and canyons leading down into the underworld. I’ve heard
from a few notable explorers that a whole tunnel system of massive vaults lies within the Malgorgia! Full
o’ mushrooms and ravusarks, they say.”
97–00 “All fourteen, she said. But the bodies of his victims were never found. I can still hear that skelm’s
screams as they burned him alive two years ago. It was haunting. Like a demon inside full of rage. They
hung his corpse for two months from Robber’s Gate. Never saw so many gathered for a bastard’s execu-
tion.”

103
104
105
106
CHAPTER 4:
THE EYE OF J’KARAA

By Robert Alderman

“When we draw sword, it’s for ourselves alone.”

—Fritz Leiber, Swords in the Mist

In this opening adventure, the heroic company arrives in the Forbidden North, and not without
purpose. They have seized a valuable Inilgaan artifact, the Eye of J’karaaB, from distant ruins.
Pursued by their rival, Zarcand the Black MagicianA, the heroes race to elude their enemy and
profit from the heirloom’s secret.

This chapter presents a short beginner quest to facilitate character creation and introduce the
players to the Forbidden North. The adventure begins on a ship sailing into Valkengard’s port and
then concludes inside the city. It feeds directly into chapter 6,
6, “Morkaal’s
“Morkaal’s Tomb,” though it isn’t
necessary for the heroes to tackle both adventures. The player characters should reach 2nd level
if they complete both chapters, giving the heroes an XP boost and then total freedom to explore
Titherion.

Designed for seven 1st level heroes.


heroes.
VOYAGE OF HEROES
Centuries ago, the Eye of J’karaaB was smuggled out of
Baalor’s kingdom in the Forbidden North by a long- PROLOGUE: GATEWAY TO
forgotten Enoruuk slave. He sold the item to buy his THE NORTH
ship passage into the Hadean Empire and vanished,
The campaign begins with the player characters on a
but eventually, the artifact made its way to the former
voyage across the sea. They are sailing to the Forbidden
imperial capital of Kartannica, where it ended up
North, the continent of Titherion, and their ship has
displayed in the Musea—the imperial military’s grand
nearly reached its destination.
collection of triumphs, spoils, and wonders.

When the Hadean Empire collapsed 20 years ago, and STEPS 1-2. WAKE-UP CALL
its capital city of Kartannica sacked by the invading When ready to start, read or paraphrase the following
sharg hordes, the Musea’s wealth of curious artifacts text aloud to your players:
was lost in the plunder. By vague means unexplored
in this module, the quest assumes that, in a previous “Hey, you dead? Wake up! Captain’s orders.” A grimy
adventure together, the party of heroes found the sailor shakes your cot. “We’re nearly there.”
Eye of J’karaaB and thereafter learned that the artifact
unlocks an even greater treasure vault hidden in the Standing in a hurry, your head hits the gun deck’s
land of its origin, Titherion. ceiling planks.
But during these past adventures, the party ran afoul of “Mind your cabin space!” he laughs, slapping the hull.
Zarcand, a rival who also seeks the Eye of J’karaaB for “Spacious as a coffin, ain’t she? You should go wash up
his own sinister purposes. The ruthless black magician in the head. I’ll wait here ‘til you’re done.”
pursues the heroes to kill them and claim the artifact
for himself. Moving down the gun deck’s hallway, you find the privy
door and step inside. It’s nothing more than a bucket of
This quest begins as the dubiously murky water and a smelly hole in a wooden
heroes near the port bench.
city of Valkengard,
the “Gateway Relieving yourself, you splash your face and look into
to the North.” the hazy mirror bolted on the bulkhead.
They are cargo
ship passengers Prompt your players to complete steps 1-2 of the
on the Rimed “Creating A Character: Advanced Method” section
Mallow. The of Old-School Essentials Advanced Fantasy Player’s
heroes believe Tome by Necrotic Gnome. They should complete this
they have lost process together as a group.
Zarcand and will ƒ Roll ability scores.
never encounter
him again. ƒ Choose a race.

They are very wrong. The players should record this information on a
character sheet or blank piece of paper.

EXTRA STEP. Optionally, each player might


pick one of two cultures given in chapter 2—the
Enoruuk, Hadeans, or Whudjan. Demihumans do
not require a culture.

108
STEPS 4-5. MEDICAL CLEARANCE
When ready to continue, read or paraphrase the
following text aloud to your players:

“My friends, you just won me five coppers! ‘Cause I


bet Argim you were all adventurers and that muck-
sprout swore I was wrong.” The sailor shakes your
hand, grinning smugly. “We pick up a new batch like
yours every voyage. You gotta hand it to the envoys of
Valkengard: that delving business has got folks dropping
their bread baskets in droves, seeking their fames and
fortunes in the North.” Corten shakes his head. “Any
rate, the captain wants every passenger cleared in sick
bay before disembarking in port. Them Valkens run a
tight ship. You’d think the empire hadn’t fallen filling
out all their damn paperwork!”

Suddenly, the door opens. A frowning older dwarf with


a curly beard and bushy eyebrows pokes his head out.
“Hurry up, lads!” Dr. Kingsfoot motions you inside
with his big hands moving in small circles. “Let’s
inspect your teeth, your pits, and your funny places. The
Valkens won’t let you in their city without a full check-
up. They’re not fond of lice-infested gnomes or itchy-
crotched Iberians.” The doc positions you all throughout
the cabin.
STEP 3. HULL WALK Prompt your players to complete steps 4-5 and record
When ready to continue, read or paraphrase the their changes.
following text aloud to your players:
ƒ Adjust ability scores.
“Took you long enough!” The sailor unfolds his arms ƒ Note ability score modifiers.
and waves you along. “Let’s get going. We ain’t got all
day.” As the sailor turns, he stops and says, “Oh. The STEPS 6-7. IMPERIAL PAPERWORK
name’s Corten.” Then he hustles onward. When ready to continue, read or paraphrase the
following text aloud to your players:
The cramped corridor is a dim tunnel of hurried
sailors, bickering passengers, and unsteady cargo.
“Hmm. That one’s got a funny pair of kneecaps, and
Corten coughs and says, “Kinda sad. All these folks she might have a bout of skita-worms, but the rest of
fleeing the old cities. Wouldn’t be if they knew a thing you seem good.” Dr. Kingsfoot tugs on his beard curls as
or two about swordplay.” He stops at the door into sick he writes furiously on an open desk scroll. Then, the old
bay and slumps against the wall. “Sard it all! He ain’t dwarf waddles over and slaps a stack of papers in your
ready yet. The ol’ galoot don’t move as quick as he used hands. “You strong-stomached fellows go ahead and
to.” Corten taps his fingers on his forearm, hums for dot your i’s and cross your t’s. Just sign here, here, here,
a moment, then looks you up and down. “If I had to and here.” Then, Kingsfoot leans in close and says, “The
guess, some of you lads look like you did some army time. Valkens won’t even let us load up our next shipment
That true?” until every passenger has been properly discharged.
Don’t want us held up in port on account of a missing
Prompt your players to complete step 3 and record signum manus!”
their choice.
Prompt your players to complete steps 6-7 and record
ƒ Choose a class. this information.

109
ƒ Note attack values. Revised alignment definitions are given in the
ƒ Note saving throws and class/race abilities. introduction under “A Note on Alignment,” but these
are optional.
STEP 8. HEALTH INSPECTION
STEP 10. TRANSLATOR NEEDED
When ready to continue, read or paraphrase the
following text aloud to your players: When ready to continue, read or paraphrase the
following text aloud to your players:
“Ah! I almost forgot. I need a peek at your, uh, overall
health: lungs, skin, bones, orifices, and muscles. Strip “Eh, sorry to bother you chaps,” Corten says from the
down to your skivvies, each of you.” The dwarf throws his chapel doorway. “The skipper’s got another hammered
hands in the air. “Oh, go on! Don’t be shy! You ain’t got Whudjan down in the gun deck, but the unruly sot
nothing this old dwarf hasn’t seen eight thousand times doesn’t speak Hadean. Any o’ you Jack Tars speak
already.” He grins with a twinkle in his one open eye. Bolvidar?”

Prompt your players to complete step 8 and record Prompt your players to complete step 10 and record
their hit points. their choices.

ƒ Roll hit points. ƒ Note known languages.

The languages available to new characters are given in


STEP 9. HADEAN CHAPEL chapter 2 under “Arctic Languages.”
When ready to continue, read or paraphrase the
following text aloud to your players: STEPS 11-12. CARGO HOLD
When ready to continue, read or paraphrase the
“Well, that’s that!” Dr. Kingsfoot says, wiping his brow. following text aloud to your players:
“Your group is medically cleared to set foot in the city
of Valkengard. May your fortunes find you in your
“Ah, forget it. Let’s just secure your gear down in the
wanderings!”
cargo deck. Follow me, lads!” The sailor descends a
While exiting sick bay, you notice another group narrow ladder to the ship’s bottom. Crates, barrels, and
of passengers being led inside, as the dwarf loudly boxes stacked to the ceiling planks fill this great hold.
exclaims, “All right, lads and lassies. Pants on the Other passengers search through the amassed cargo for
ground, fingers on your toes. I better see you all winking their personal belongings.
at me in 30 seconds!”
“Hmmm.” Corten rubs at his chin stubble. “I think
You follow Corten up a ladder two decks above. He your gear is stored somewhere over here…”
takes you down a short hall to a small chapel. Inside,
Prompt your players to complete steps 11-12 and
three portholes spaced out in a triangular shape have
record their choices.
been built into the bulkhead. The sun shines through
them creating a sense of openness and light. Below the ƒ Buy equipment.
portholes rests a plain altar; two wooden benches lie
ƒ Note armor class.
between you and it, each with a folded-up kneeler.

Corten clears his throat. “Not sure if you’re, eh, REFEREE NOTE. A faster way to equip new
religious or not, but it’s customary for passengers at the heroes is to use the “Quick Equipment” section
end of a safe voyage to say a prayer of thanks.” of Carcass Crawler Issue #2, the official zine of the
Old-School Essentials Retro Adventure Game by
He steps out and says over his shoulder, “Take a few Necrotic Gnome. Check it out!
minutes, if you need it.”

Prompt your players to complete step 9 and record


their choice.

ƒ Choose alignment.

110
On the distant horizon, the high green hills round
STEP 13. DECK OF THE RIMED through the air, and beyond them, higher still, lie the
MALLOW thundering peaks of Gorogungamar, the legendary
When ready to continue, read or paraphrase the Mountains of Terror.
following text aloud to your players:
Prompt your players to complete step 13 and record
this information.
“That’s everything!” Corten sighs, his brain burned too
hard. “All right. Now, up top with you!” Ascending the ƒ Note level 1 and XP 0.
Mallow’s interior sprawl, you reach a final porthole and
make your exit. STEPS 14-15. FINAL PAPERWORK
On the main deck, a thumping rush of busy sailors When ready to continue, read or paraphrase the
accompanies a commotion of travelers ready for following text aloud to your players:
deboarding. Children gathered on the ship’s bow
excitedly point out to sea, and as the squinting eyes of Someone nudges you from behind. “Sorry to, uh, bother
their parents follow after them into a brilliant aureate you lads again.” Corten. He throws his hands up at
dawn, you finally glimpse it: Titherion, the Land of the your mean glare. “Hey, I didn’t come up with all this
Forbidden North. You walk over to the ship’s railing for paperwork! I swear! But the captain needs some last-
a view of the nearing continent. minute deboarding items filled out, and the ship-cleric
did say I’m your keeper.” He shrugs. “The Valkens want
The dark sand of its charcoal coastline glints with to know what you’re bringing to their table—your trade
silvery pebbles. Clumps of bull kelp wash ashore in skills, in other words. The Baron is big on acquiring
crashing foam waves as jagged boulders thrust into the new talent and ensuring everyone pitches in. They
air through the ocean’s black seawater. Cliffs of gray want settlers to put their skills toward the betterment of
stone rise from behind those darkened shores, and their the province. No free loaders, fopdoodles, or rakefires.”
wide plateaus bear lush grasslands full of grazing herds Corten hands over another stack of papers and says,
of elk and caribou. They must number in the thousands. “When you’re finished with that—and with taking in

111
this lovely view—clear out your cabin and prepare for “The Eye of J’karaa,” one of you mutters.
arrival.”
Your party found it in the ruins of a fallen city far
Prompt your players to complete steps 14-15 and to the south. An old sage in Londoc told you that the
record their final choices. eye’s markings suggested to him this gemstone hailed
from the northern province of Titherion, the land of
ƒ Secondary skill. the arctic Enoruuk—a stoic and primitive people. “The
ƒ Name character. glyphs suggest this eye is a key to an ancient treasure
vault,” the erudite said. “Indeed, it sees the way into
INTERLUDE: THE EYE OF J’KARAA the legendary Morkaal’s Tomb. Little is known of this
Morkaal, save that, in a time before time was kept, the
When ready to continue, read or paraphrase the
man bound his dark soul to the primeval demons of
following text aloud to your players:
the north, and in exchange, he was gifted with strange
powers and black-hearted magic.”
As the ship nears land, you re-descend into its bowels
and begin emptying your cabin. Now, your party is far Your party doesn’t know exactly where Morkaal’s
from prying eyes. Tomb lies, but with an amulet worth a small fortune
in hand, and the potential to find even more with it,
(Hero #1) speaks up and says what you’ve all been you’re all willing to venture into unfamiliar territory
thinking. “C’mon, let’s see it.” (Hero #2) looks over and take your stab at it.
his shoulder at the cabin porthole to make sure your
company is alone, and seeing everyone nodding But you are not alone in this quest. Another delver seeks
with him in agreement, he removes from his cloak a the Eye of J’karaa, too—a black magician by the name
platinum amulet covered in mystical, arcane glyphs. of Zarcand. For months now, he has pursued your party,
Set into the center of this gleaming amulet is a huge, nearly claiming the amulet (and your lives) on the
blood-red, perfect-cut rhodochrosite. And it is awesome outskirts of Nardune, where a clever ruse by (Hero #3)
to behold. helped you elude him. Fleeing by ship, you lost Zarcand

112
in that distant country, and believe it is unlikely that all new arrivals must pass inspection before admittance
he followed you. into the city!”

…Yet, a gnawing doubt lingers in your heart, and you The inspection line steals yet another hour before you
all fear the sorcerer’s return. reach its end. Most of that time, you sway in place
regaining your land-legs.
You must find Morkaal’s Tomb.
When you finally reach the Valken check-point, an
And to do that, your party must acquire a delving inspector takes your paperwork and starts thumbing
license from the Lords of Valkengard to explore through it carefully. “Name, age, birth place.” Then
Titherion legally. It is your highest priority. he looks up at you and squints. “And practiced trade
skills, please.”
Let the players ask questions and decide who wants to
hold the amulet going forward. Tell them the amulet is Time to review character sheets. Ask your players to
very valuable, but they need a gem-cutter to determine hand them over so you can double-check their statistics
its selling price. and ensure all information has been correctly recorded.

MEETING THE VALKEN INSPECTORS THE INSPECTOR’S FINAL ADVICE


When ready to continue, read or paraphrase the When ready to continue, read or paraphrase the
following text aloud to your players: following text aloud to your players:

Someone knocks at your cabin door, startling you. The inspector says, “On the other side of this table is
Advent Square, a part of Seamarket District, where
“Open up! It’s Corten.” Cracking the door as your
all new arrivals enter the city. The closest inn with
drawn blades all sigh back into their sheathes, the
open lodging is the Brick Mammoth at the east end of
oblivious sailor says, “Ship docking, 10 minutes. Head
Markham Street. Also, since you’re the adventuring
up top with your baubles!”
type, you’ll need to visit Northwatch Station to get a
On the main deck, you gaze upon the mysterious delving license. Speak to Artenian, the Minister of
Forbidden North as your ship approaches the tip of Permits. You can get directions to Northwatch at the
its southern peninsula and a bustling port city. Built Mammoth. While I’d normally advise you to hire a
in the old imperial style, it must have over 10,000 link-boy to avoid getting lost, it looks like they’re all
residents. A lighthouse overlooks a line of wharfs along hired out by other passengers, and in any case, you gents
the city’s coast in every direction. seem like capable mercenaries who can navigate that
map of yours.”
As the Rimed Mallow docks in the city’s harbor,
the other passengers gather their belongings—carts Show the players the city map of Valkengard. They
brimming with luggage, loaded chests, and small pieces are in Advent Square, which is marked A on the district
of furniture. While some travelers enjoy the luxury of map. Note locations A, B, D, and F on their map for
hired hands or enough children to haul their possessions them. (See below.)
down the ship’s boarding ramp, many do not, and at
times, this causes the refugees to slink along and then REFEREE NOTE. Use the Seamarket District
surge into an unmoving mass. map to find where these quest encounters occur.
ƒ A. Advent Square.
Overhead, while you are waiting, a drifting circle of
ƒ B. Markham Street.
seagulls rises and carps on the summer wind, as a pod
ƒ C. Alleyway Ambush.
of narwhales surfaces off the coast. It takes an hour for
ƒ D. Brick Mammoth Inn.
your party to escape the ship onto the wharf, where the
ƒ E. Beyond the Black Earth.
long line ends at a blockade of inspection tables. A city
ƒ F. Northwatch Station.
official shouts out, “By order of the Lords of Valkengard,

113
PART 1: A STROLL DOWN
MARKHAM STREET
If the party sticks to the inspector’s directions, they
see a long, wide street of market stalls as they exit
Advent Square. It is swarmed with crowds of merchants
haggling with shoppers, who are eagerly eye-balling
their endless wares: butchered meats, exotic oils, hot
breads, and famous arctic, gargantuan-sized vegetables.

ALLEYWAY AMBUSH
Halfway down Markham Street (C on the district map),
a cutpurse tries to pickpocket one of the heroes. Roll
1d100 behind a screen, study the result for a moment,
point at one of your players, and then read:

Then, review the party objectives with the players. As you take in the sights, smells, and sounds of
Seamarket, you feel a hand slipping out from your
ƒ Book a room at the Brick Mammoth Inn at the pocket. Glancing fast, you spot a teenage cutpurse with
east end of Markham Street. a handful of your coins running through the crowds
ƒ Get directions to Northwatch Station. toward a nearby alley. Hurrying, you might catch him!
ƒ Obtain a delving license from Artenian, the If the heroes let the cutpurse go, he escapes and you
Minister of Permits. should move on to the next scene.

THE ADVENTURE BEGINS If the heroes give chase, they reach the alley in 1 round;
waiting in ambush are 7 Seamarket thievesA. The gang
After reviewing the party objectives with the players,
targeted the party because they’re foreigners—usually
read or paraphrase the following text:
an easy mark.
Finally, after a two-month voyage, you stand freely in Trap. The alleyway entry is partially littered with
the port-city of Valkengard, Gateway to the North. caltrops (triangular, spiked metal stars). The first hero
to move through the area might step on one (2:6
And not without purpose. For one of you carries an chance); such a victim takes 1 damage and suffers half-
artifact plundered from dungeons far to the south, a normal movement rate until he finishes a full rest day
key into the treasure vault of Morkaal’s Tomb. or gets magical healing.
As a sudden wind blows at your back, you turn and Anyone chasing the cutpurse who exercises caution
look out to sea one last time, where gathering storm before entering the alley gets his normal search check
clouds darken the horizon. chances to spot the caltrops (or maybe he automatically
Just then, an aged dockhand points out a flock of gulls succeeds, at the referee’s discretion).
on a ship’s mainmast. “They’re already roostin’ in the Tactics. If the heroes avoid the caltrops, the thieves
rigging!” Then, strangely, the old man mutters, “When need a morale check immediately after seeing their
seagulls linger on sand and land, black storms and bad plan fail. Otherwise, the thieves strike fast and hard to
signs lay close at hand…” end the fight without causing a ruckus. They rob any
Time to get moving. felled victims and flee into the city’s winding streets
and alleyways to evade pursuers. A chase might ensue.
(See “Evasion and Pursuit” in Old-School Essentials
Advanced Fantasy Player’s Tome.)

114
Treasure. One thief carries the week’s street-find (a ROLEPLAYING NOTES. Helpful roleplaying
bag filled with 95gp). The teenage cutpurse carries the notes on Captain Kumak.
hero’s stolen money.
Description. A male Enoruuk in his late 20’s.
Development. The battle might draw a small crowd Dresses in plate mail, and his uniform is gold and
of onlookers. A watch patrol investigates in 1 turn. royal blue. Carries a fine shield and sword. His
The heroes can leave before then, but if anyone died mannerisms suggest he’s Valken, but his physical
in battle, the soldiers track the party to the inn. (See features mark him as a native.
“Kumak’s Questions.”)
Personality. Always pressed for time. Always
Seamarket Thieves (7): AC 7 [12], HD 1-1 (3hp), heaving the weight of many burdens. Polite but
ATK 1 × dagger (1d4, range 10’), THAC0 19 [0], direct and commanding. Knows he’s in charge and
MV 90’ (30’), SV D14, W15, P16, B17, S18 (NH), acts like it. Admires adventurers but their lifestyle
ML 7, AL chaotic, XP 5, NA 1d8 (3d10), TT R (C), isn’t for him: he prefers a steady income and a
Gear leather armor, dagger, pouch (2d6cp). cushy, dependable retirement. Kumak thinks the
ƒ Ambush: Sets up surprise attacks. city is taking advantage of new arrivals, but won’t
ƒ Thief Skills: As 1st level thief. say this out loud; he might imply it, however.

KUMAK’S QUESTIONS Justice or Mercy. Any captured thieves face


Valkengard’s cold justice. Kumak arrests the criminals
The investigating patrol of 5 Valken soldiersA and and charges them with murder or attempted murder.
2 Valken archersA is led by the watch commander, As he does, one of the cutpurses—perhaps the teenager
Captain Kumak (Enoruuk knight 6). who stole from the party in the first place—begs the
heroes to spare his life and show him mercy.
Kumak questions the
heroes sharply at first: The young captain replies, “They all say the same
who, what, when, thing when they’re headed to station.” He pulls
where, and how. out a handkerchief and wipes at his brow’s sweat.
As long as the “Tell you what, newcomers: since you’re the day’s
heroes don’t lie, big heroes, I’ll let you decide this cutpurse’s fate.
he shouldn’t be a The murdering scum tried to knife you, after all,
problem. There were and likely others before today. And in Valkengard,
enough witnesses to absolve even attempted murder carries the death penalty. Think
them of wrong-doing, and I should lessen his crime to violent assault? That only
Kumak knows the score when earns a back-lashing with a spell of hard labor.” Then,
it comes to thieves and new Kumak stares the thief right in the eyes. “I’d say no, if
arrivals. (He is testing the it were me.”
party to see if they can be
trusted.) The heroes have an interesting choice: do they
spare the thief or let him die? Captain Kumak
If the heroes handled honors their wishes, whatever they decide.
themselves well in the
battle and investigation, Kumak
THEME. Mercy or justice? A question that haunts
compliments their skills. He says, “You remind me of
the entirety of this module. Should truly villainous
my mammoth-hunting kin up in Kangkul. Maybe you
characters who try to mend their ways be forgiven
can help me. I’m busy right now with—other matters,”
despite their past deeds, or should justice be done
he says, glancing over at the alley thieves. “But ask for
to them even if they are truly repentant?
me at Northwatch Station. I might have a special task
for you, if you want some quick coin.”

115
If the party doesn’t rent an expensive room, Soliana
LODGING AT THE BRICK MAMMOTH puts them in the rear common area.
After the battle, the heroes arrive at the Brick
Mammoth Inn. Read: The Invitation. Soliana invites all her guests to join
the tavern hall’s evening feast. She says that the hall
As the market stalls die off, dusk begins to settle as storm stays open late, but after settling the party into their
clouds roll in. The street narrows and then opens into lodgings, Soliana intends to head home for the night.
a great courtyard several hundred feet across. On the She lives in Stonegate District.
corner to your right lies a three-story brick building.
Directions. Before leaving, Soliana gives the party
Painted in red on its wooden sign are the words “The
accurate directions to Northwatch Station.
Brick Mammoth Inn.”

Inside, the high brick wall of the inn’s meeting chamber ROLEPLAYING NOTES. Helpful roleplaying
bears the huge stuffed head of a tusked, reddish-furred notes on Soliana Fahmy.
mastodon.
Personality. Talks cocky and tough with other
A tall, swarthy, flint-jawed Whudjan woman stands adventurers, soldiers, and hunters. Confident
behind the main counter. From her back hangs a and bold in social or business settings. But she
sheathed sword off a slung strap. “Well, well, well—look gets anxious, awkward, and easily embarrassed in
what the hyenas dragged in.” romantic ones, and struggles to express herself.

This is the owner, Soliana Fahmy, a retired game


huntress. She single-handedly killed the impressive PART 2: OF ROASTED MOOSE
male specimen on the inn’s wall. Her inn offers the
following:
& FRIGID ALE
After securing lodging for the night, the heroes can
ƒ Common room beds cost 1sp per night. choose to hit the rack, skipping any social festivities
ƒ Shared room beds cost 5sp per night. at the Brick Mammoth, or they can join the feasting
down in the tavern hall.
ƒ Private room beds cost 1gp per night.
ƒ Hot bowls of seal meat soup cost 5sp. If the latter, let the players roleplay their time in
ƒ Hot bowls of seaweed stew cost 1sp. the tavern with the other guests. They can eat food,
drink ale, ask questions, hear rumors, and enjoy their
ƒ Platters of caribou sausages cost 1gp. evening. Forty customers are staying at the Brick
ƒ Fruit and cheese boards cost 1sp. Mammoth tonight.
ƒ Slow-cooked moose husks cost 25sp.
ƒ Pints of hoppy ale cost 5sp. REFEREE NOTE. If the heroes avoid the tavern
hall feast, have Lord Emmothach (“Fine Dining

116
& Finer Fellows) pass through the inn’s common ƒ The Gray Stranger.
rooms to personally invite them to dinner. But
don’t push it. FINE DINING & FINER FELLOWS
In the tavern hall, the heroes recognize a fellow
On Staff. There are two employees working out front passenger from their voyage on the Rimed Mallow.
in the tavern hall. Jarvis (normal human) is the aging, Lord Emmothach (Hadean noble), a short, nervous,
pot-bellied bartender with bushy sideburns, while antiquities dealer, travels with his young (and
Honoria (normal human) is his gorgeous, raven- gorgeous) wife, Lady Thora (Hadean normal human;
haired, tough-skinned serving wench in her early 30’s. CHA 17), and their mischievous 8-year-old son, Itarus
(Hadean normal human; 3hp).
News & Rumors. If the party gathers current news
and popular rumors, they pick up these tidbits of The man invites the heroes over to dine with them;
information throughout the course of the evening. he even pays for their meal, generously offering them
Don’t disclose these rumors to the players all at once. appetizers (several fruit & cheese boards with hot
bowls of seal meat soup each) and dinner (a slow-
ƒ “Another delving party’s gone missing. The
cooked moose husk). Lord Emmothach is sincere in his
Troop of Silver Daggers: what a name—and what
invitation. “That was my first sea voyage, and hopefully,
a shame! The poor lads. They were dead long
my last! I tossed my barnacles the entire trip. Just glad
before leaving wharfside.”
to be on land again.”
ƒ A conversation between drunk Valkens:
Š “Oh, it’s a lot worse, my friend. I overheard If the heroes are polite, the
that whiny little snout-band at the Hive rally family shares in-game lore
last week, demanding this and fist-shaking that. with them:
What an ingrate.” ƒ Lord Emmothach:
Š “Then it was best you were there, not me. He tells the heroes
(Hiccups.) I’d prolly bullseye ol’ Panuk, if I that his family
ever heard ‘em say somethin’ like that!” watched the sacking
Š “Bah! Tuck your threats in their quiver, mate. of Kartannica,
He ain’t even worth a broken arrow!” the Jewel of the
Empire. They
ƒ “Well, if you’re looking for quick coin, your barely made it
best bet’s the Bounty Wall, over in Stonegate. out in time.
Mercenary jobs get posted there all the time.” The barbaric
ƒ “Oh, was it good! Paddington tore ol’ Wish Bear sharg burned
apart, and I made back three times my losses from the ancient
last month. It’s like I always say: Never wager city to the ground. His
gold against a full-boar grizzly!” antiquities dealing business went up in
flames. Now he’ll have to start all over again, if he
Social Encounters. Six social events are woven into can find an opening for it
the evening dinner scene. It’s suggested that these here. Like everyone else
events occur in the order given below, with “Fine arriving in the North,
Dining & Finer Fellows” occurring first and “The Gray Lord Emmothach
Stranger” last. But a referee can mix them up as desired seeks a fresh start.
and ignore encounters he doesn’t wish to run. ƒ Lady Thora: She
remarks that their family,
ƒ Fine Dining & Finer Fellows.
though less prestigious
ƒ The Storm Arrives. than the greater aristocratic
ƒ Gunter the Goodly. houses of the old empire,
ƒ Hands of a Healer. is an ancient line
with a meticulously
ƒ Legends & Lore. catalogued genealogy.

117
She tears up when mentioning that they lost
all their properties and possessions in the great
GUNTER THE GOODLY
collapse—and yet, here is her husband wasting This brawny, 6’5, 250 lbs. man has a big tab and even
money on total strangers! As Lady Thora bigger muscles. GunterA gambles, drinks, and talks
gets drunk on wine, she subtly flirts with any real loud in the tavern hall’s far corner. He eye-balls
charming, strong warriors in the party (CHA Honoria and makes crude remarks to her whenever she
12+). Lord Emmothach pours him another drink.
doesn’t notice; in his mind,
Thora would never leave If anyone asks about mercenary work, Jarvis overhears
him. it and pulls them aside at some point during the night.
The bartender mentions a troublesome customer that
ƒ Itarus: He says father he needs “taken care of.” (Jarvis does not elaborate
promised he’d make on what he means by this.) Jarvis tells the heroes the
new friends up north, following:
and that Valkengard is
safer than their homeland. ƒ Gunter refuses to pay his growing tab. He owes
So far, Itarus loves it here. Jarvis 128sp total. If Jarvis doesn’t get this money
He wants to see the back from Gunter, he has to cover it with Soliana
tundra plains and a out of his own pocket.
real Titherion saber- ƒ Gunter drinks and gambles all night in the corner
toothed tiger! The boy with his two buddies.
asks one hero if he can
play with his dagger, after getting to know him. ƒ Gunter slobbers over Honoria and makes frequent
lewd comments to her, but she can’t stand him.
Mercenaries for Hire. At some point, Lord
Emmothach invites five other chaps from a second If the heroes deal with Gunter, Jarvis subtly promises
table over to share in the feast. These men are a that their future accommodations at the Brick
band of retainers-for-hire called the Sketchy Mavens Mammoth might be a lot cheaper.
(Hadeans; fighter 1; with secondary skills as starving Advice on handling this scene is given below:
artists). Their names are Brom, Otus, Horne, Elmore,
and Baggley. The Mavens always have their eye out ƒ Violence leads to violence. Gunter fights hard, but
for easy mercenary work when they’re not begging art if he’s outmatched or badly wounded, he flees to
galleries for commissions. save his life. His 2 bandit allies at the card table
help him, but if Gunter retreats, they don’t stick
Bedtime. As the night wears on, Emmothach and his around.
family retire for the evening to their lodgings but pay
for the heroes to continue drinking and eating, as they ƒ Intimidation likely won’t work, but if it does,
please. Gunter just leaves the tavern, doesn’t pay his tab,
and never comes back. (He’s too embarrassed to
THE STORM ARRIVES see Honoria again after being humiliated.)
ƒ Deception might trick Gunter into thinking that
REFEREE NOTE. This scene should be paired Honoria is only attracted to wealthy men. This
with another one, especially the first or second might convince Gunter to pay his tab. The big
scene. man calls Jarvis over to his table, pays off his debt,
and then orders another round from Honoria
After starting dinner, the city gets hit with a light for all his mates (and the player characters). He
thunderstorm—heavy rain and distant thunder. Folks shows off even more by leaving a big tip for her
in the tavern comment on the rarity of storms in the and Jarvis. Unfortunately, Gunter gets more
Forbidden North. Someone says the Enoruuk believe aggressive with Honoria after this, thinking the
they are an omen of fell things to come. The storm lasts party’s advice constitutes a “guarantee” to bed
an hour, and though the rainfall lessens by midnight, it her. This may lead to violence.
doesn’t cease until dawn. ƒ Persuasion might convince Gunter to take a
bet with the heroes; the loser pays the winner’s

118
bar tab. This forces a CON check to test the
challenger’s drinking mettle. If the hero loses,
HANDS OF A HEALER
Gunter’s bar tab transfers to him; he’s now in If anyone needs healing after taking hits during the
debt to Jarvis and wakes the next morning with Seamarket bandit fight, a Skaal woman named Aleina
a terrible hangover (-1 to hit and saves for 24 (Hadean cleric 5) can help. She is sitting alone at a
hours). table when first met. Aleina wears plate mail, carries
a shield on her back and a mace at her side, and has
ƒ Theft works better later on at night after the big
flowing blonde hair.
man leaves the Mammoth drunk. A thief gains
a +20% chance to pickpocket Gunter in the The heroes catch her in the middle of a meal-blessing
drizzling rain. prayer.
ƒ If offering to hire Gunter as a mercenary, he won’t
say yes unless the heroes pay him an advance ƒ If the heroes disturb Aleina while praying, she
of 128sp. (He won’t say why.) But Gunter is a frowns but politely asks them to let her finish,
strong hireling for low-level parties, though his then talks with them after finishing as below.
morale is less than usual; if he ever fails a loyalty ƒ If the heroes wait another minute for Aleina to
check, Gunter betrays the heroes and steals their finish praying, she smiles and invites them to sit
valuables via threats and violence. down at the table with her afterward.

If the party returns with Jarvis’s silver, he upgrades Aleina is searching for a magic-user that she has some
them to a private room for the night. The bartender business with in a “private matter,” but the cleric won’t
sees to it the heroes always have a bed at the share details about it and politely dismisses any further
Mammoth, but only if lodging is still available (5:6 questions.
chance per night).
She asks the party what they are doing in the
Development. If the fight gets out of hand or results Forbidden North. Aleina believes whatever tale they
in anyone dead, the city watch shows up within 2 turns. tell her unless it’s far-fetched. If the heroes mention
They interrogate the party about the incident. (See Morkaal’s Tomb, Aleina says she’s never heard of it,
“Kumak’s Questions” earlier for details.) but the party might consider doing research at the
Areopagus in the Stonegate District.
Gunter (fighter 1): AC 3 [16], HD 1* (10hp),
ATK 1 × two-handed sword (1d10+3), THAC0 16 Social Test. After the cleric finishes her meal, she sits
[+3] w/high STR, MV 60’ (20’), SV D12, W13, P14, back, stretches, and says, “Well, it’s getting late and
B15, S16 (fighter 1; saves vs. magic at -1), ML 8, AL I’m staying at a local shrine tonight with a friend, so
chaotic, XP 35, NA –, TT –, Gear plate mail, two- I should get going.” (She means the Shrine of Arctic
handed sword, pouch (23gp, 7sp), Abilities STR 18, Roses. Her friend is Brother Ignatius. See chapter 3.)
INT 8, WIS 6, DEX 9, CON 17, CHA 5.
Aleina might offer the heroes assistance before leaving.
ƒ High HP: Rolled an 8! Treated as 2+1HD for XP Take the hero who interacted with her most during
calculations. this scene and apply the following modifiers to his total
ƒ High Stats: Rolled an 18 and 17 on physicals. CHA score.
Gains an asterisk* ability for high damage.
ƒ -2 for interrupting her meal blessing.
ƒ -2 for pressing about her private business.
ƒ -2 for anything rude that was said to her.
ƒ +2 for roleplaying well with her.
ƒ +2 for sharing their quest with her.
ƒ +2 for offering to help her in any way.

Then, compare his final adjusted score to the table


below.

119
Modified Result Still, mountains sway with fallen snow,
CHA And lost gold gleams where few dare go.
Score And lost gold gleams where few dare go.

3 or less Thoughts and prayers, said in a very Referees unwilling to leap upon their gaming table to
dismissive manner. serenade their players with this incredible song instantly
04–05 Thoughts and prayers. lose 100 XP.

06–08 Wishes the heroes luck and prays for THE GRAY STRANGER
their safe journey.
In the tavern corner sits a bald, non-descript man with
09–12 Offers to cast cure light wounds on a a gray cloak and tunic. The stranger watches the heroes
single character. throughout the evening.
13–15 Offers to cast cure light wounds twice,
as needed. If anyone studies the other guests in the hall or “keeps
an eye out for trouble,” he has a 2:6 chance of noticing
16–17 As 13-15, plus she gives them a potion of
the stranger alone and staring. The man looks away
healing.
when noticed and tries subtly watching the heroes later
18 or As 16-17, plus she gives them a divine on, but if caught again, he slaps a few coins on the
more scroll of protection from evil 10’ radius. table, gets up, and exits the back door.

Before leaving, Aleina blesses the heroes with a Hadean Confrontation. If confronted before leaving, the bald
prayer: “May the everlasting one bless the earth under man denies watching the heroes, but if hard-pressed
your toes, and shield you, east and west, where else the or intimidated, he finally confesses to it. “Look, I just
wind blows!” thought you were someone I knew from a lifetime ago.
It was an honest mistake.” He even tries apologizing
LEGENDS & LORE and claims he didn’t mean to offend the heroes then
tries to leave.
Taking advantage of Soliana’s absence, an uninvited
skald named Thaddeus Yarntosh (Hadean bard 2) If the heroes ask for his name, the man turns and says,
begins to play his lute on a small stage at the hall’s far “Oh. I thought you skamelars already figured that
end. He opens by singing the Legend of Thar-Gannon. out.” This is Zarcand the Black MagicianA ensorcelled
The lyrics are: to appear as someone else. With a slow smile, he uses
his flagitious ability and vanishes. This causes quite a
O, far beyond the northern seas, stir in the tavern!
O, far below the terror peaks,
There looms an icy castle cold, If the heroes attack the stranger before he gets away,
Where shadows linger from of old, roll initiative to see if Zarcand escapes before they can
Where shadows linger from of old. pull it off. (They might hurt or kill him before the
adventure’s climactic fight.)
So grim and dark, the god’s domain, Pursuit. If the stranger exits the tavern by the
Two hundred years of foulest reign, front door and the heroes follow him out into the
Two dreadful days on red Sand Bone, rainstorm, they find a bearded beggar sitting on a
Our brave sons fell and died alone. crate underneath the inn’s overhang. He smiles. “You
Our brave sons fell and died alone. skamelars dodgin’ the rain, too?”
With trumpet-sound, we did retreat, If asked, he claims an odd fellow crossed the street
But courage-seized, returned our fleet, into the alley just a moment ago. But the alley is
The restless dead in nettles moaned, empty if searched, and when the heroes return to the
His armies gone! He’s overthrown. Mammoth, the beggar is gone.
His armies gone! He’s overthrown.

No ear has heard nor eye has seen,


What doom befell that sorc’r king,

120
REFEREE NOTE. This scene is meant to build As soon as a hero removes the cloak from “Thora,” he
tension. The heroes know Zarcand is back and a discovers Lord Emmothach’s corpse lying on the pavers
final confrontation inevitable. If the party plays with a bloody gut-gash.
this encounter smart and manages to get the jump
on Zarcand, however, don’t railroad them into Turning around, “Lord Emmothach” stands waiting
failing—give them the chance to kill him here and 50’ back down the road with his arms folded behind
now. But just as well, don’t give this victory away his back, unwinded. He smiles as his wound vanishes
too easily, either. They should work for it. and calls out, “You have something that belongs to
me.” At this signal, a gang of hired criminals called the
Graven Wolves emerge from their hiding spots along
PART 3: DEVILS IN THE the edges of this street. Then, Emmothach shape-shifts
into his true form—Zarcand the Black MagicianA.
DETAILS Read:
The heroes awaken next morning, eat breakfast at the
inn—eggs, goat’s milk, and a hot helping of caribou Suddenly, Lord Emmothach’s sweaty jowls begin roiling
sausages—and get ready to explore. It is an overcast like water over a cooking fire. His bones crack as his
day outside without rain. body morphs. Within moments, your polite dinner host
has transformed into a large, pock-marked, bleached-
BEYOND THE BLACK EARTH skin figure with ghastly eyes and an unflinching grin.
Suddenly, as the heroes prepare to depart the inn, the The few wisps on his balding head appear unwashed,
morning air is broken by a loud cry. Lord Emmothach and his strong, thick hands are covered in black
stumbles into the Brick Mammoth’s entry hall. He is earth like a busy undertaker. It is Zarcand the Black
a bruised, sobbing wreck, and bleeding from a knife Magician.
wound across his gut. Blood stains his shirt. His eyes
Make a surprise check for the heroes.
are delirious. The portly man lacks any valuables save
the dark muddy clothes on his back. Nearing the party are 4 Graven Wolf vandalsA and
farther away, 2 Graven Wolf toughsA move to defend
Lord Emmothach claims that the link-boy he hired
Zarcand. This gang aims to kill.
to guide his family out to breakfast led them all down
a “shortcut” into a rougher part of town. A gang of
ruthless men were waiting. They stabbed Emmothach, REFEREE NOTE. This is a complex battle. You
robbed Thora’s jewelry and velvet coin purse, and then should read it beforehand. Unless the heroes take
abducted his son, Itarus. He pleads with the heroes: some risky actions (always possible), the combat
“I—I couldn’t stop them. Please help me! Thora’s hurt. unfolds across three waves of attacking enemies.
And—and my son is missing! They aren’t far, just a
block away.” Muddy Ground. Dark puddles of muddy groundC
litter the unsurfaced alleyway.
If the adventurers seem eager to help, Lord
Emmothach limps along, clutching his chest. First Wave. If the party is surprised, the 4 Graven
Wolf vandalsA encircle the party at a safe knife-
If the heroes try to heal Emmothach, he brushes them throwing distance while the 2 Graven Wolf toughsA
away and says to save their medicine for his family, who hustle out to block anyone from approaching Zarcand.
need it. The black magician finishes his transformation.

Lured. If the heroes follow Emmothach, he leads them If the party is not surprised, they can avoid being
down a muddy, unpaved side street (E on the district encircled by the vandals and rush Zarcand before the
map) where they spot a figure on the ground with a toughs can block him while he’s still shape-shifting.
cloak draped over it. “Thora! Please, we can still save The heroes may even flee the battle, if they feel
her!” The lord tries to keep up with the heroes, but outmatched.
he’s portly, hurt, and breathless. The adventurers reach
Lady Thora before him. Once combat ensues, the Graven Wolf vandals each
throw two daggers at vulnerable heroes before closing
in melee with their final dagger.

121
magic missile or his skull scepter. But if
his hired thugs start losing the fight, the
magician progresses the battle plan to its
second phase.

Second Wave. Zarcand expends his


word of bones ability to summon 4 loam
gauntsA. The gaunts burst out from under
the muddy road pavers and rise from
the earth. This creates muddy groundC
hazards in their wake. The battlefield is
getting treacherous! Zarcand directs the
undead to attack the amulet wearer and
his allies. The gaunts claw at heroes locked
in melee and loam lob everyone else.

Once Zarcand summons the undead, any


surviving Graven Wolves who witness this
must pass a morale check to stick around.
Forbidden necromantic arts frighten
them—they never signed up to be a
demon-worshipper’s lackey! If the Graven
Wolves pass this check, they fear the
sorcerer’s retaliation more than any social
taboos against working for such a
despicable employer, and they continue
fighting.

REFEREE NOTE. You can roll


1d8 to summon a random number
of undead to make the fight more
exciting and unpredictable, but this
can be risky if you roll too high.
(Certainly more fun, though!)

Ambush Third Wave. After Zarcand’s undead and


thugs have perished or fled, he doesn’t
The Graven Wolf toughs spend the combat physically hesitate to unleash his ground swallow
blocking Zarcand from approaching or charging ability against the heroes—even trapping the gangsters
heroes. They attack anyone who gets too close with with it, if necessary. (Zarcand’s gaunts are immune.)
their clubs. The toughs like ganging up on a single foe;
one tough will use his dirty fighter ability on the target If Zarcand believes the heroes are strong enough to kill
while the other tough takes advantage of his improved or capture him, he flees with his flagitious ability and
chances to-hit. loses his attackers in the morning crowds by shape-
shifting.
For his part, Zarcand observes the battle and mocks
the heroes throughout it. He wants to steal the Eye If Zarcand believes the heroes are weak, he enters
of J’karaaB without expending his own resources, if the fray with his skull scepter to pummel the hero
possible. Zarcand casts locate object to see who has the possessing the Eye of J’karaaB and seize the amulet
amulet, then charm person to convince that hero to for himself. Once he claims it, Zarcand flees with his
“lend the amulet to an old friend for safe-keeping.” flagitious ability.

The sorcerer lets the toughs handle approaching


threats. If attacked directly, Zarcand retaliates with

122
Instructions. In a Wolf’s pocket is a folded note Interrogation. Initially, captured gangsters do not talk.
written in Hadean. A short message reads on one side: “We ain’t got nothing to tell you!” But if the criminals
are threatened with violence or death, they make a
Harvey, morale check; on a failure, they confess what they
know, which isn’t much.
I got his gold and you got your orders. Instructions on
the back. You know what to do. They are members of a Grimhaven gang led by Sutter
IzenA. The Winking Barnacle on Skag Street is their
Sutter hideout. Once the thugs start talking, they might brag
about Izen’s cunning.
On the note’s other side is a scribbled message:
If asked, the gangsters didn’t know Zarcand was
Mr. Izen, a sorcerer. They assumed he was another paying
client, but now they fear him—even if he’s dead. The
Your payment is in the coin box. And yes—just before gangsters worry Zarcand’s spirit will return and haunt
dawn, a block away from the Mammoth. We’ll strike at them from beyond the grave for failing to uphold their
the skamelars in the morning. bargain. “Deals made with their kind never end well.”
Let me add that a vigorous display of enthusiasm by If asked about Lady Thora and Itarus, the gangsters
your men might earn you the woman and the boy as a shrug. “That’s Izen’s business.”
bonus. From what I hear, such a pair imparts a rather
lucrative profit on the Shahn’s black market. Tattoos. Each gangster bears a blue tattoo of a
growling wolf on his body, earned after proving his
—Z loyalty to Sutter IzenA.

123
Emmothach. The man is dead, stabbed in the gut ƒ Zarcand has guessed the possible location of the
within the hour. He’s already been stripped of his tomb. His journal marks three areas on the world
valuables, but in his pocket, he carries a privately map: Morkaal’s Tomb (hex 08.21), the Cursed
commissioned illustration of himself posing with his Barrow Mound (hex 09.23), and the Inilgaan
family. Zarcand and the Graven Wolves ambushed Idol Cave (hex 22.15). Don’t give the players
Emmothach earlier in the morning as they left the these location names. Just mark them on the
Brick Mammoth for breakfast. The magician shape- overland hex map.
shifted into Emmothach’s form after ordering the thugs
to kidnap Thora and Itarus. They were taken straight Graven Wolf Vandals (4): AC 7 [12], HD 1-1
to Sutter IzenA (chapter 3). (3hp), ATK 1 × dagger (1d4, range 10’), THAC0
19 [0], MV 90’ (30’), SV D14, W15, P16, B17, S18
REFEREE NOTE. For referees wanting a more (NH), ML 7, AL chaotic, XP 5, NA 1d8 (3d10),
uplifting tone for their campaign, Emmothach is TT R (C), Gear leather armor, 3 concealed daggers,
not dead but unconscious and badly wounded. thieves’ tools, pouch (2d6cp).
With the party’s quick action, he can be saved. ƒ Ambush: Sets up surprise attacks.
Emmothach begs the heroes to find his wife and ƒ Knife-Thrower: Ignores long range penalty when
son after he recovers. This scenario increases hurling a dagger at a foe.
the urgency of the adventure’s kidnapping ƒ Thief Skills: As 1st level thief.
developments.
Graven Wolf Toughs (2): AC 7 [12], HD 1*
Treasure. The gangsters carry half their cut of Izen’s (4hp), ATK 1 × club (1d6), THAC0 19 [0], MV
payment in a satchel. Inside the jingling bag is 684gp 90’ (30’), SV D12, W13, P14, B15, S16 (1), ML 8,
total. They haven’t split it yet—that’s for after the job. AL chaotic, XP 13, NA 2d4 (2d6), TT U (A), Gear
leather armor, club, 1 concealed dagger.
Development. If Zarcand is killed, he carries his gear, ƒ Dirty Fighter: Can feint against an enemy, like
a map of the Titherion wilderness, and the black- kicking dirt or knocking furniture over; this grants
leathered magician’s journal. (His other possessions the vandal or one ally +2 to hit on the next attack
are locked away in his rented room at the Forgotten against the victim within 1 round, unless the
Province in Stonegate district.) victim saves vs. paralysis.
Zarcand’s book is written in decipherable Gehinnom Loam Gaunts (4): AC 6 [13], HD 1* (4hp), ATK 1
scriptC. The journal reveals the following information: × claw (1d6) or 1 × loam lob (1d3 + disease), THAC0
19 [0], MV 60’ (20’), SV D14, W15, P16, B17, S18
ƒ Zarcand seeks the black book of MorkaalB, said to
(NH), ML 12, AL chaotic, XP 13, NA 2d4 (2d6), TT
contain dark Whudjan secrets, forbidden black
–.
magicks, and ancient occult lore.
ƒ Disease: Loam lob can deliver loam rot disease
ƒ Morkaal was a mighty warlord among a lost,
(transmit 2:6; incubation 2d4; severity 1;
primeval race of necromancers, witches, and
resistance 1d2 CON).
Whudjan practitioners steeped in black magic. He
ƒ Loam Lob: If it cannot claw, the gaunt rips off a
was interred within an ancient tomb guarded by
hunk of its loam-caked flesh and hurls it up to 60’,
devious traps.
dealing 1d3 damage to a victim and potentially
ƒ Zarcand rambles like a madman about his strange, transmitting loam rot disease.
recurring dream, wherein he sees a luminous ƒ Mud Grave: The spot where the gaunt arises
being calling to him from atop an immense green becomes muddy groundC.
cube. Finding it is his destiny. ƒ Mud Legs: The gaunt’s movement is never
ƒ Zarcand believes more information about this impeded by mud, loose earth, or natural rock or
green cube can be found in Morkaal’s Tomb, as stone, but it must still climb obstructions.
Morkaal himself was an ancient practitioner of ƒ Undead: Makes no noise, until it attacks.
black magic from a lost northern race. Immune to effects that affect living creatures (e.g.,
ƒ Zarcand implies that “others of his kind” from all poison). Immune to mind-affecting or mind-
across the world have felt the dream-call, too, and reading spells (e.g., charm, hold, sleep).
are pursuing the underground city.

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Zarcand the Black Magician: AC 9 [10], HD Security. Northwatch Station is manned by 178
3*** (13hp), ATK 1 × skull scepter (1d6), THAC0 Valken soldiersA, 78 Valken archersA, 64 corporals
17 [+2], MV 120’ (40’), SV D12, W13, P14, B15, (2HD Valken sergeantsA), 16 Valken sergeantsA,
S16 (3), ML 8, AL chaotic, XP 80, NA 1, TT –, Gear Captain Kumak (Enoruuk knight 6), and 4 other
black robes, ruby signet ring (500gp), 2 arcane scrolls officers (nobles).
(darkness and wraithform).
Business Within. Two locations inside the station
ƒ Black Scroll Master: Can use any arcane or might interest the party—the Ministry of Permits and
divine scroll dealing with necromancy, evil, curses, Captain Kumak’s office. The party enters the station’s
or black magic. main gates where inquiring soldiers direct them to the
ƒ Flagitious: 1/week, crumbles into dust as if appropriate office.
rapidly decaying then re-forms within 400’.
ƒ Ground Swallow: 1/week, all living creatures
MINISTRY OF PERMITS
within 40’ must save vs. paralysis while cracked
and dried arms, caked in mud, burst from the After waiting 20 minutes, the heroes get called into the
ground and grasp at them; victims are pulled into office of Artenian Remus (Hadean normal human),
the earth on a failed save at a depth based on their an older, spectacled man with a slight wheeze and
margin of failure: by 1-5 points, buried to their trembling fingers, who mumbles and complains
waist; by 6-10 points, buried to their shoulders between coughing fits. Artenian asks the party for an
or neck; by 11+ points, buried completely— adventuring company name and member roster, which
suffocationC begins. Even on a successful save, should include their individual surnames, races, and
victims are at ½-normal movement rate until next physical descriptions. The minister then asks for the
round. A protection from evil wards victims against processing fee. It costs 500gp annually.
this ability.
Buying the License. If the heroes buy the license,
ƒ Mirror Magic: 1/day, if the magician fails a save
congratulations! They are an officially registered
against a spell (or is not allowed one to resist it),
adventuring company in Valkengard.
he may save vs. death to avoid its effect.
ƒ Shape-Shifting: 3/day, may take on the form
of a humanoid creature roughly the same size;
clothing and possessions are hidden, too. This
lasts up to 3 hours or until dismissed. A detect
illusion reveals the magician’s true form.
ƒ Spell Casting: As 3rd level caster. 1st level (2
slots): charm person, magic missile; 2nd level (2
slots): locate object.
ƒ Word of Bones: 1/week, speaks vile word of
unholy power, permanently animating 1d8 loam
gauntsA; the undead rise from the earth in 1
round. Can’t have more than 8 undead under his
control at a time.

NORTHWATCH STATION
After the battle ends and the party is ready, they
should visit Northwatch Station to inquire about a
delving license. Asking around, the heroes can learn Too Pricey. If the heroes scoff at this amount, the
that Northwatch is one of five control stations in the minster reassures the party with a forced smile that far
city. The Valken authorities rely on them to secure more treasure may be had in Castle Thar-Gannon than
each district and maintain order. Northwatch oversees this “paltry sum.” He says, “Besides—splitting your
the Joyside and Seamarket districts. It lies due north party’s fee between you should make this affordable,
from the Brick Mammoth and is visible from the inn’s yes?”
front doors. The party arrives at the station in 1d4+6
minutes on foot. If the heroes argue with Artenian or try to talk him
down, he refuses and says it’s a flat fee. “No delving is

125
permitted without the license, and I have to warn you: captain leans back in his chair and gives the heroes a
anyone caught doing so will be punished harshly for knowing look. “This job is for outsiders.” He explains:
illegal delving, which carries a significant penalty of jail “Recently, a caravan employed by Gilver’s Imports was
time, fines, and even property seizure!” hit by a bandit gang as they journeyed to Skaalburg
along Osteon Road. The leader is a wanted criminal
If the party admits they can’t afford the license, named Cyrus the OutlawA. His gang stole at least
Artenian’s forehead wrinkles and he says, “Wait. Are 2,200gp in exotic saffron from the merchant, Bramrich
you saying you’re poor?” He presses his spectacles Gilver, who has offered a reward of 200gp to anyone
firmly in place as his cheeks redden. “So. I did all that who can return the stolen cargo. He has also pledged
paperwork for nothing.” an additional 200gp reward if the outlaws can be
apprehended or given some old frontier justice. With
Alternative Solutions. If the party asks for other
proof, of course. What say you?
arrangements, or if they decide to leave, Artenian sighs
Think this is a job you lads
and recalls that Captain Kumak is seeking mercenary
might be able to handle?”
types to help out the City Watch with their more
unpleasant duties. If the heroes agree, then
Kumak tells them Cyrus was
CAPTAIN KUMAK’S OFFICE last seen along the Osteon
The party might meet with Captain Kumak to follow- Road. His gang operates south
up with his offer of mercenary work. of the Road Totem at the
Crossroads (hex 12.20),
Outside the commander’s office, they hear him arguing striking smaller groups of
with another Enoruuk in the native Upik tongue. travelers.
If any heroes speak this language, they catch the
following snippet of conversation: Of course, the
heroes can
ƒ Panuk: “…but we have the right to speak and negotiate with
assemble! Why are you arresting them?” the captain
ƒ Kumak: “Because they ran, Panuk. It looked for something more
suspicious. Now, I have to interrogate them.” desirable than gold. If the
party asks, the commander promises them a delving
ƒ Panuk: (Slams fist on table.) “They only ran to
license in lieu of a monetary reward, as the merchant,
avoid a flogging! Release them at once.”
Bramrich Gilver, is friends with Kumak’s senior.
ƒ Kumak: “No, brother. I cannot. Not this time.” Helping Gilver recover his lost goods will bolster the
ƒ Panuk: “Your own sister-sons.” (Stands up.) captain’s career in the eyes of his superior.
“That’s a line even you can’t uncross.” (Turns and
storms out of the office.)

After a few moments spent gathering himself, the


commander invites the heroes inside
and thanks them for meeting.

Panuk. Kumak won’t answer


questions about the other
man, PanukA. “He may think
whatever he pleases, but he is
only making trouble for our
people.” The commander leaves
the matter at that.

The Offer. Kumak says, “I’ve


got a sensitive matter that needs
delicate handling—and it can’t
be solved by city watchmen.” The

126
CONCLUSION
This chapter ends after Zarcand is driven off or killed First, he seeks to discover more information about the
and the heroes reach Northwatch Station. But the location of Morkaal’s Tomb, then he finds and enters
adventure might continue if the heroes pursue its the dungeon, using disposable mercenaries to spring its
obvious story leads. traps and kill its monsters. This takes him two weeks to
accomplish. The referee should decide whether or not
REFEREE NOTE. With the opening quest Zarcand manages to succeed in plundering the ancient
completed, the heroes stand at the threshold of tomb.
an enormous sandbox. Although this chapter’s
conclusion offers multiple story developments to Next, he travels to Fort Ikenvar (hex 10.19) where
keep the heroes interested in the campaign, at any he joins the Slavers of Shuun. In this case, Gorra the
point, they can pack up their bags and take off in Shuunish Witch becomes his faithful consort and
an entirely new direction anywhere in Titherion. disciple.
The heroes are now ready to explore the grand, After a month studying the sinister nature of the
sweeping wilderness of the Forbidden North. Guzzler, Zarcand deceives Baatu into lending him a
Maybe they wish to stay in Valkengard and take slaver patrol. They enter the east island and the sorcerer
down Sutter Izen and his Graven Wolves. Or baits the Guzzler away from the green idol with the
maybe they hope to pick up mercenary work at the clueless—and naturally expendable—slavers. While the
Bounty Wall. monster eats all the Shuun, the magician communes
with the idol, steals the fang of chaosB from the ruined
The referee should encourage the players to basement, and flees into the bog-lands with his new
explore the Forbidden North in whatever way consort, Gorra.
interests or excites them. Captain Kumak’s bounty
reward models this subtle encouragement: it’s a Eventually, the romantic pair makes their way into the
“story carrot” that entices the heroes in a new underworld or Castle Thar-Gannon and discovers the
direction with the promise of a monetary reward. Cyclopean City, the Monolithic Acropolis therein, and
But the players make the final decision on whether the Virescent Cube. But this takes them several months
or not they pursue it. to achieve this goal. If they do, the arcane couple
brainstorms a way to free Baalor from the Tesseract of
Remember: after this first quest, never force Time on their own, as they seek to learn from—and
the players toward a specific location, goal, or serve—him.
outcome. As the referee, your job is to lay out
interesting story leads. But the players decide what ZARCAND IS ALIVE & LACKS THE EYE
they are doing next.
If Zarcand fled the battle without stealing the Eye of
J’karaaB, he’s got a score to settle with the heroes.
FATE OF THE BLACK He tries ambushing them again in the wilderness with
other pawns.
MAGICIAN
Defeating Zarcand is quite a challenge. Likely, he For example, the black magician might make an alliance
becomes a recurring thorn in the party’s side after with the bugbear bandits (hex 01.07) or the Timber
he escapes (or the heroes flee him). Outlined below Bones tribe (hex 13.23), possibly manipulating them
are ways for a referee to continue threatening and into killing his enemies without knowledge of his
thwarting the heroes with Zarcand. involvement.

In this scenario, the looming threat of Zarcand is ever-


ZARCAND IS ALIVE & POSSESSES THE present for the heroes. They may wish to seek him out
EYE and kill him. If that happens, he can be found staying
If Zarcand survives the battle and steals the Eye of at the Forgotten Province in the Stonegate District
J’karaaB from the party, this isn’t good. under the assumed name “Dzacarn,” and he remains in
his shape-shifted guise as the Gray Stranger.

127
If paid 10gp, he’ll mark the giant’s rough location on
ZARCAND LIES DEAD & RISES AS the party’s map (hex 08.21).
UNDEAD
Unsurprisingly, even death itself merely changes the Hired Sage. Without Zarcand’s journal, the party
nature of the party’s nemesis, Zarcand. The black needs to research the tomb’s location in Valkengard.
magician forged many diabolical pacts with unsavory The Areopagus is the best place for this (chapter
entities during his brief life on earth. Now, Zarcand 3), and though it is costly, hiring a sage is the next
is cursed to return as an undead creature because of fastest way for the party to get answers. Heng Si-Yu
those dealings. Add the following abilities to the black the Sage can help with this. The scholar tracks down
magician’s stat block: a lead within two weeks of her hiring. This effort
automatically succeeds but costs 1,000gp, and the sage
ƒ Mundane Damage Immunity: Harmed only by needs the magician’s journal to get started.
silver weapons or magical attacks.
ƒ Undead: Makes no noise, until it attacks. After completing her research, Heng explains to the
Immune to effects that affect living creatures (e.g., party that hardly any records exist of Morkaal or his
poison). Immune to mind-affecting or mind- lost culture. A rare few elders among the Maundering
reading spells (e.g., charm, hold, sleep). Tribes tell of an ancient war between their people and
another tribe of arctic primeval humans called the
Burning with hatred for those who slew him, the Inilgaan, who the Enoruuk wiped off the face of the
sorcerer seeks revenge. The heroes need to kill Zarcand earth before recorded history.
twice to put him down permanently.
The elders paint this lost race as a society of degenerate
murderers. They stalked the night and worshipped the
AMULET & TOMB Tarngrak—a word for demons in the Enoruuk’s ancient
Three reasonable options exist for the heroes to use the tongue. The Inilgaan were purged from Titherion by
Eye of J’karaaB: finding Morkaal’s Tomb, keeping the the great Enoruuk heroes of old. And to the scholar,
amulet, or selling it at market. these tales sound like exaggerated myths.

FINDING MORKAAL’S TOMB Within these ancient oral traditions, a single name
continually resurfaces: Morkaal. In some versions,
If the heroes seek to plunder Morkaal’s Tomb, there are Heng relates that this Inilgaan man was a mighty
four main ways to locate it. Obviously, the magician’s warlord or high priest of the Tarngrak, while others
journal offers the fastest way to find the tomb. After depict him as a dread warlock or self-worshipping apex
all, the sorcerer has already done the tedious legwork! sorcerer. After his death, Morkaal’s loyal acolytes buried
But if the heroes fail to kill Zarcand, they’ll need other their champion in a secret tomb laced with “traps and
options. devices as cruel as the Inilgaan themselves,” the sage
says. Then the tomb doors were sealed permanently.
Ghostly Giant. The heroes hear rumor of a
Upon his death, Morkaal bequeathed to his most
merchant sailor named Toothless Lennard (Hadean
faithful disciple, J’karaa, his tomb’s key: an extravagant
veteran) aboard The Jolly Sark. He claims he spotted
amulet set with a brilliant, perfect-cut rhodochrosite
a “giant’s ghost” floating in the air along the cliffs
gemstone.
of the Forbidden Coast. Often found drunk at the
Fisherman’s Hovel, he tells his story to whoever buys When Heng shares this information with the heroes,
him a drink. Few believe him. she watches for their reaction—especially after
mentioning the Eye of J’karaaB. Heng wisely guesses
Lennard grows white-faced and sober as he shares the
that they have the amulet in their possession. This
tale. “That night, I was on watch up in the crow’s nest,
delights the woman. Very respectfully, Heng asks the
the lone barrel man, when I saw it—a huge figure,
heroes if she can hold and study it.
shining in the moonlight, rising out of the mists. It
glared at me, I tell you, and all o’ time stopped! I yelled Private Research. Any spellcaster or learned hero can
out for help, but by the time the others heeded me, the perform this research, but even though this solution
giant had vanished, engulfed by mist.” is cheaper, it requires more time and an INT check to
determine the exact results:

128
ƒ Natural 1: Takes 1 week and costs 5gp per day; Cloth (chapter 2)—gifts the relic to Counselor
discovers the tomb’s hex location. Vornigar. The party should hear of the newsworthy
ƒ Success: Takes 1d3 weeks and costs 5gp per day; donation, as Lord Homodeus’s charitable gifts are
discovers the tomb’s hex location. always bequeathed with much fanfare. In fact, he raises
the Smiling Cloth’s profile among the city elites by
ƒ Failure: Takes 1d4+2 weeks and costs 5gp claiming that the good brothers’ “selfless work giving
per day; narrows down the tomb to three hex purpose to those without it” deserves more recognition
locations: hex 08.21, hex 09.23, or hex 22.15. by the authorities.
ƒ Failure by 6+ Points: Takes 1d4+2 weeks but no
information is found; the researcher knows that a Counselor Vornigar instantly recognizes the amulet’s
sage is needed. value and plots to orchestrate the Cenostoma’s demise
with it in order to assume control of the Magoth
Using Magic. If the party explores the cliffs above the (chapter 2). To do this, he seeks to obtain the black
tomb’s entrance, a detect evil or detect magic permits book of MorkaalB in Morkaal’s Tomb (chapter 6). With
a spellcaster to sense the strong aura surrounding the its dark spells in his mind, Vornigar thinks he can kill
dungeon 50’ below them. Laagaraam in battle. In an ironic twist, Vornigar might
hire the adventurers to steal it for him.
KEEPING THE AMULET
If the heroes decide to abandon the quest for Morkaal’s THE KIDNAPPING
Tomb, they can keep the amulet for themselves. It is Party members with a heroic bent will seek to rescue
difficult to break into the final vault of Morkaal’s Tomb Lady Thora and Itarus from the Graven Wolves’
without the artifact, but not impossible. clutches. With a little work from the referee, this can
quickly become a second exciting urban adventure that
SELLING THE EYE gives the players a chance to explore Valkengard before
The Eye of J’karaaB is worth a tidy sum to a novice entering the wilderness in search of Morkaal’s Tomb.
adventuring party (5,000gp). They can cash in on the Below is an outline for how this quest might pan out.
amulet without using it, if they wish.
TRANSFER OF CUSTODY
Selling. It takes 2d6 days to get an offer on the market,
and the seller focuses on nothing else during that time After the kidnapping, the gangsters transport Lady
(i.e., no adventuring). The first potential buyer is a Thora and Itarus to Grimhaven District early in the
ritzy nobleman with expensive tastes: Lord Huward morning before anybody heads to work. The gang’s
Homodeus (Hadean noble), a great patron of the arts, boss, Sutter IzenA, locks his captives in a spare smoke
who owns the Borealis Theatre and the Velvet Galleria room in the Grisly Grotto (chapter 3), under Izen’s
(chapter 3). He does not deal directly with the selling Outfitters.
character, but sends his seneschal, Lufian (Hadean Lady Thora’s Fate. Within three days, Izen sells Lady
noble). Thora to Madame Lautilda at the House of Snow
Once sold, the heroes earn the usual XP-for-gold Poppies (chapter 3). Lady Thora becomes Lautilda’s
reward from the proceeds. Let the party initially profit tastiest new offering at the exclusive Valkengard
from the amulet’s sale. They soon regret it. establishment: she promotes Thora as “a premium
courtesan of legitimate noble blood spoiled only by
Consequences. If Zarcand lives, he murders Lufian one fop of a husband.” The Madame crafts a rather
within 2d4 days of the public sale. The heroes should enticing tale to better advertise Lady Thora. Lautilda
hear of it. Lord Homodeus holds several memorials claims Thora’s late husband died from sudden heart
to express his grief at his two famous venues. Despite failure in the middle of a large business deal, and in her
the tragic circumstances of these events, the memorial grief, his wife completed the transaction in his stead
services make Lord Homodeus look good in the public only to be swindled by her husband’s wolf-like trading
eye and grow his popularity. (Never let a good tragedy partners. She lost nearly everything. And now, to stay
go to waste.) in high society and keep up appearances to benefit her
(fictional) children, the widow must secretly service the
If Zarcand is dead, then Lord Homodeus—a secret unchaste lords as a snow poppy. The Madame forces
admirer and devotee of the Fellowship of the Smiling Thora to wear an ornate masquerade mask while “in

129
character,” revealing enough of her great beauty to spending his time and gold at the Emperor’s Fancy
verify some of this backstory, and to better entice the (chapter 3), an infamous gambling den in Joyside
imaginations of the usual aristocratic perverts typically District.
serviced by the House.
The Emperor’s Fancy. When the heroes arrive, they
The Son of Emmothach. Itarus suffers another are prevented from entering the gambling hall with
fate: being a rather handsome and clever lad, he is any weapons. Izen sits at a prominent gambling table.
offered to Lady Moranna (Izen’s secret flame) as a Security is everywhere. Depending on the party’s
romantic token. She takes the boy and sees in him a actions at Izen’s Outfitters or the Winking Barnacle,
rare potential—the stolen son of a noble house, vocally they might have unknowingly given Izen a heads up
eloquent and formally educated. The Lady decides to that they are looking for him.
corrupt and brainwash the lad with Magoth teachings,
molding him into a future visionary cult leader with Getting physical with Izen at the Fancy almost certainly
greater potential beyond Laagaraam and Vornigar (and ends with the heroes getting trounced by local security,
eventually, into a sexual pet when he’s old enough). who outnumber and out-equip them by a significant
margin. The party needs to get clever with Izen.
SEARCH & RESCUE Perhaps they join his card game and make a wager for
the woman and boy. If enough time has passed since
To locate the kidnapped foreigners before it’s too the kidnapping, Izen can’t return Itarus (nor does he
late, the party must find Sutter Izen at the Grisly want to), but Lady Thora already netted him a hefty
Grotto. But this won’t be easy. Exploring Grimhaven is profit, so if the party greases his palm with a bribe, he
dangerous. might tip his hat and hint to the heroes who bought
her. “Yeah, I remember her now. Can’t remember
Izen’s Outfitters. Izen doesn’t hang out at his store.
where the Lady went off to, but man, I tell ya—she was
If the heroes find Izen’s Outfitters and start asking
pretty enough to snow poppy.” He flashes a big grin
around, the store’s clerks direct them to Cullen
and winks at that.
CrimshawA in the rear. The big man sizes the party up
to smell out undercover watchmen or rival gangsters If pressed about Itarus, Izen suggests the boy was sold
setting a trap. He denies any accusation that Izen to Yagha-Shahn and joined the boss’s stable of link-
runs a gang, and if the heroes don’t appear to be boys. (But this is a lie. Itarus lives in the Orphanage
members of the City Watch, he threatens them and at the Aurora in the Downtown district, with Lady
sends out thugs to kill them later. If the heroes do Moranna, who has not yet begun corrupting the poor
seem like City Watch members, Cullen maintains a very boy.) Izen says, “Well, without a family, the kid’s gonna
insincere civility while speaking with them, but avoids end up a link-boy, most likely. Running marks for us in
insulting anyone. He tells the boss right away after the the hard streets.”
encounter.
House of Snow Poppies. Finding and getting into the
If the referee needs a way for the heroes to discover the infamous brothel should prove difficult.
Grisly Grotto’s existence, perhaps Jarvis at the Brick
Mammoth frequents the establishment from time to One possible solution is that Honoria, the serving
time. He can share the password with the heroes if wench at the Brick Mammoth, actually doubles as a
convinced. mid-class prostitute on the side to cover her expenses.
She no longer works for anybody but herself, and the
Hideout. The Graven Wolves hang out at the Winking Brick Mammoth’s clientele meets all her business needs.
Barnacle (chapter 3). Asking questions about the Honoria lives comfortably and has quite an income
gang here swiftly turns into a hostile situation where saved up for a being mere serving wench!
the heroes get surrounded by 3d10 Graven Wolf
vandalsA and 2d4 Graven Wolf toughsA before they That’s because Honoria is an ex-snow poppy. Though
realize what’s going on. If the party can’t explain itself she is very attractive now, the girl was a stunner in her
convincingly, they might die faster than a sober dwarf late teens and early 20’s. But she’s too old to work the
can inhale a shot of whiskey. “sporting life” at such an elite house. And besides,
Madame Lautilda instituted a firm rule that no snow
If any gangsters are interrogated with magic or brute poppy ever remains so after her 30th birthday. (Not
force, the heroes might learn that Sutter Izen loves even elves get an extension!) Now, Honoria only

130
prostitutes herself to a very select, reliable clientele— Getting Thora. Madame Lautilda won’t sell Lady
mostly middle-class merchants. Thora to anybody until she’s made at least triple her
initial expenditure (15,000gp). The woman is not
PLOT TWIST. You can suggest Honoria’s secret easily approached, either. Only the nobility ever calls on
profession by describing her expensive taste in Madame Lautilda, and her thriving trade has made her
clothes and jewelry. Subtly imply to the players that inaccessibly rich. Lautilda’s well-guarded yet modest
a woman of her station can’t afford such niceties on estate lies in the upper Stonegate district, near its
her income. And then, after setting up that little shared border with Highport. (As close as the snobby
detail, have her make a pass at a morally flexible aristocrats let her get into their circles.) And finding her
male player character, offering to help him stave off home is not an easy task. She employs skilled guards
any loneliness at night. with a bloodthirsty disposition to protect her and her
business assets from rivals.
Down the road, an interesting development
Breaking into the House of Snow Poppies to free
you can throw at the heroes is to turn Honoria
Lady Thora takes a lot of resources and time. Such
into an informant for Yagha-Shahn. In this case,
action also draws unwanted retaliation from Lautilda’s
after retiring as a snow poppy, Honoria blew
influential patrons, who are some of the most powerful
through her life savings too rapidly, having grown
men in the city. Her male clients don’t talk about the
accustomed to her years of lavish spending. She
hidden establishment much, except when they are
didn’t transition into her forced “retirement” very
alone together away from their nosy wives in bath
well, as a result. And this is why she works as a call
houses like the Quelling Kiln. It’s possible the party
girl again. The crime boss offered to pay her debts
could eavesdrop on a conversation between two
if she served him in this capacity.
wealthy patrons and discover how to enter the House.

131
It’s also possible the party leverages Captain Kumak in
some way to help Lady Thora escape.
FIRST SOJOURN INTO THE
WILDERNESS
FUTURE PARTY GOALS When the heroes first camp in the Forbidden North’s
wilderness, you can use the following text to describe
From this point forward, the most obvious party goals the scene:
are:

ƒ Locate and loot Morkaal’s Tomb. As you make your first camp, the sky splits into bands of
grey and gold, fading to sable as the horizon swallows
ƒ Rescue Lady Thora and Itarus.
the last rays of sunlight. Cold darkness falls over the
ƒ Catch Cyrus and his outlaw band. land, and the mountains stand silhouetted against
ƒ Review the Bounty Wall in Stonegate. the rising pearlescent moon, as clouds swirl about their
distant, high peaks.

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP,
recoverable treasure, and hidden magic items. TREASURE: 1,289GP, 9SP
List of recoverable treasures, with their given coin
MONSTERS: 268 XP values in gold pieces. The total treasure value should be
added up and divided evenly among the heroes as an
List of killable monsters. The total monster XP XP award equal to 1 XP per 1gp of recovered treasure.
value should be added up and divided evenly among
the heroes. The listed XP amounts do not include Location Treasure Value
wandering monsters, nor repeated encounters with the
same enemies. Seamarket bandit bag 95gp
Gunter’s money 10gp, 9sp
Monsters Total XP Value Graven Wolf satchel 684gp
7 Seamarket thieves 35 XP Zarcand’s ruby ring 500gp
Gunter 35 XP
2 bandits 20 XP MAGIC ITEMS
4 Graven Wolf vandals 20 XP List of recoverable magic items. They are not worth
2 Graven Wolf toughs 26 XP any XP awards.
4 loam gaunts 52 XP
Magic Items Location
Zarcand 80 XP
The Eye of J’karaa Starting item
Potion of healing Aleina
Divine scroll of protection from Aleina
evil 10’ radius
Arcane scroll of darkness Zarcand
Arcane scroll of wraithform Zarcand

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CHAPTER 5:
LAND OF THE LONG TWILIGHT

By Robert Alderman
Contributions by Chris Cotgrove & Joel Hines

The sun had set. The great shadows came striding over
the forest. In the weird twilight of a late summer day, I
saw the path ahead glide on among the mighty trees and
disappear. And I shuddered and glanced fearfully over
my shoulder. Miles behind lay the nearest village—miles
ahead the next.

—Robert E. Howard, “In the Forest of Villefère”

Herein lies an introduction to the vast and frigid wilderness


of Titherion, the Lands of the Forbidden North. It details
the continent’s physical elements: its sunlight hours, weather,
geography, notable sites, and threats.
OVERVIEW OF THE FORBIDDEN NORTH
Titherion lies in the northern hemisphere. In Hadean, it means “Long Twilight.” But in the native tongue of the
Enoruuk, it is called Nunakilak, “The Land Among Heaven.” Most of its settlements sprang up on the Cauda
Peninsula, which juts southward into the ocean from the continent.

LIGHT & WEATHER


In an arctic campaign, the number of sunlight hours, brings an impressive 20 sunshine hours per day. During
the dangerous weather patterns, and the frigid climate periods of dusk and dawn, the sun is not yet visible, but
all play important roles. This section helps the referee its light fills the sky with brilliant colors—just enough
understand these different elements. to perform work or other outdoor activities, as if it
were daytime elsewhere.
ARCTIC LIGHT Effects. Living in Titherion, with its many months of
An explanation of Titherion’s sunlight hour cycles and continual sunlight or darkness, affects people’s natural
other light phenomena follows. circadian rhythm over time.

SUNLIGHT CYCLE OF THE NORTH During the dark winters, people feel tired, foggy-
brained, depressed, and short-tempered; as a result,
Titherion lies in the northern hemisphere, so its light everyone makes reaction rolls at -1.
cycle differs from the rest of the world. Although
the land never endures a full day of total sunlight or But during the long, bright days of its summers, people
darkness, it gets awfully close. In the winter months, feel happy and energetic; as a result, everyone makes
the Forbidden North sees only 4 hours of dawning reaction rolls at +1. Locals call it the “Haleron high,”
light, while the summer never gets entirely dark—it

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after the sun’s name. Most northerners barely sleep in
the warm months to make up the winter’s lost daylight. CLIMATE & WEATHER
An explanation of Titherion’s climate zones,
OTHER LIGHT PHENOMENA temperature levels, and weather conditions follows.
Several unique light phenomena set the northern
ambience of Titherion. They are discussed below. NORTHERN CLIMATE ZONES
The continent is divided into three primary weather
Alpenglow. Just before sunrise and right after sunset, zones: the boreal zone, tundra zone, and polar zone.
the hidden sun casts a reddish-pink light across the
horizon onto the distant clouds and mountains. It is a Boreal Zone. Titherion’s mildest subarctic weather
stunning event to behold and lasts only 1 turn. zone. It stretches from the ocean to the southern
shores of Helvarragh and includes the forbidden
Aurora Borealis. The great northern lights are seen in coastline, farmlands, grasslands, fjords, highlands, peat-
the night sky. Bright green clouds of blanketed light, bogs, shrublands, valleys, and boreal forests. Nearly
the shimmering bands of the borealis course through the entire continental population dwells in this zone as
the dark heavens like an angelic river, especially in the it is the only habitable one. The boreal zone’s average
wilderness. They are easier to see the farther north one annual snowfall is 86”.
travels but never in the summertime.
Tundra Zone. The zone begins at the arctic tree line,
The Enoruuk believe the aurora borealis to be their where a continuous layer of permafrost lies under the
ancestors’ spirits, trapped in the sky by the Skull God’s ground’s surface. It spans from Lake Helvarragh’s
evil magic. There they linger, the old shamans say, southern shores to the foothills of the Gorogungamar
waiting for the honorable burial of their shambling Mountains. There are no trees in this vast region. It is
corpse-bodies down below, so they might pass on to mostly tundra plains punctuated with arctic boundary
the next world. Should the Skull God ever be slain and ridges. While some plants thrive here, they grow low to
his victims laid to rest, the spectacular lights would the ground. The wind is harsh and bitterly cold. Few
vanish forever. inhabitants willingly live here. Snowfall in the tundra
zone averages 61” per year.
The Hadeans believe the northern lights are a sign
from the Trisagion. Their priests tell an ancient story Polar Zone. This is the continent’s northernmost
whereby the Thrice-Holy One placed the borealis high weather zone. It includes the Gorogungamar
in the sky to remind his followers, when life is at its Mountains and the unknown lands to their north.
darkest, that He always lights their way and protects For thousands of years, the terrain has been covered
them. by an enduring ice sheet; in some places, this sheet is
over two miles thick. In the polar zone, the snowfall
False Dawns. An hour before dawn, a hazy transient
averages 37” per year. Travelers mistakenly believe that
light rises in the night sky from the horizon, shaped
it snows here constantly, but the accumulation rarely
like a pyramid. Called a “false dawn,” the term is
melts.
often used in everyday speech to mean a hopeful, but
misleading, sign. Climate Zone Effects. Each zone affects the
temperature levels and risk of hypothermiaC.
Iceblink. If an icefield lies beyond the horizon, it
casts a white glow on the clouds above when the sky
is overcast. This signals the icefield’s presence to a Zone Climate Effects
viewer—a helpful clue when trying to navigate the Boreal None.
arctic lands and seas. Tundra Temp level -1 on random seasonal
Sun Dogs. An optical effect which occurs in the early weather; hypothermiaC saves at -2.
or late daytime, it creates a brilliant, rainbow-prism Polar Temp level -2 on random seasonal
halo around the sun. Viewers see three “suns” when weather; hypothermiaC saves at -4.
this happens, two on each of Haleron’s sides.

135
Storm. Overcast, raining, thundering, and lightning.
ARCTIC TEMPERATURE LEVELS Visibility reduced to half-normal encounter distance.
In Titherion, there are five temperature levels Losing direction chances increase by +1 on d6.
experienced throughout the year: mild, cold, very cold, Travelers get wet.
severe cold, and extreme cold. Those without cold
Blizzard. Overcast, wind, and heavy snow-fall.
weather outfits must make hypothermiaC saves at the
Visibility reduced to half-normal encounter distance.
frequency listed in the table below.
Losing direction chances increase by +1 on d6.
Level Temperature HypothermiaC
Save Frequency
AIR CONDITIONS
Titherion has four daily air conditions.
1 Mild. —
2 Cold. Once per day. Calm. 0-3 mph.
3 Very cold. Once per hour. Breeze. 4-12 mph. Missiles suffer -1 penalty.
4 Severe cold. Once per turn. Wind. 13-31 mph. Missiles suffer -2 penalty.
5 Extreme cold. Once per minute. Gale. 32+ mph. Missiles suffer -3 penalty and can’t be
fired at long range.
Mild. Between 33-65°F, but never hotter. This is
comfortable—even warm to most. RANDOM WEATHER & AIR BY SEASON
Cold. Between 15-32°F. For daily weather (WX) and air conditions in a
particular season, roll 1d12 on the current season’s
Very Cold. Between 0-14°F.
weather table below.
Severe Cold. Between -15 and -1°F.
Extreme Cold. Anything -16°F or colder. Roll Summer Temperature Levels
1d12 Weather
Multiple Temperature Levels. During the day, if the
temperature shifts between two levels, apply the current 1 WX: Clear. Day: Mild.
level to the party. Air: Calm. Night: Mild.
Getting Wet. If a character gets wet in levels less than 2 WX: Clear. Day: Mild.
mild, his cold weather outfit becomes ineffective, and Air: Calm. Night: Mild.
the temperature gets treated as 1 level colder until he 3 WX: Clear. Day: Mild.
dries off in a warm place. Air: Calm. Night: Mild.
4 WX: Clear. Day: Mild.
WEATHER CONDITIONS Air: Breeze. Night: Mild.
The following weather conditions might be
5 WX: Clear. Day: Mild.
encountered while in Titherion.
Air: Breeze. Night: Mild.
Clear. The sky is sunny and clear or only lightly 6 WX: Clouds. Day: Mild.
clouded. Air: Calm. Night: Mild.
Clouds. The sky is totally overcast. 7 WX: Clouds. Day: Mild.
Fog. Thick fog on the land. Visibility reduced to Air: Breeze. Night: Mild.
encounter distance. Missile attacks suffer -1 penalty; 8 WX: Clouds. Day: Mild.
can’t fire beyond fog visibility range. Losing direction Air: Breeze. Night: Mild.
chances increase by +1 on d6. 9 WX: Fog. Day: Mild.
Rain. Overcast and raining. Visibility reduced to Air: Calm. Night: Mild.
encounter distance. Travelers get wet. 10 WX: Rain. Day: Mild.
Snow. Overcast and snowing. Visibility reduced to Air: Calm. Night: Mild.
encounter distance. 11 WX: Rain. Day: Mild.
Air: Breeze. Night: Mild.

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Roll Summer Temperature Levels Roll Winter Weather Temperature Levels
1d12 Weather 1d12
12 WX: Storm. Day: Mild. 6 WX: Clouds. Day: Very.
Air: Gale. Night: Cold. Air: Calm. Night: Severe.
7 WX: Clouds. Day: Very.
Roll Fall Weather Temperature Levels Air: Breeze. Night: Severe.
1d12 8 WX: Clouds. Day: Very.
1 WX: Clear. Day: Mild. Air: Wind. Night: Severe.
Air: Calm. Night: Mild. 9 WX: Snow. Day: Cold.
2 WX: Clear. Day: Mild. Air: Calm. Night: Very.
Air: Calm. Night: Mild. 10 WX: Snow. Day: Cold.
3 WX: Clear. Day: Mild. Air: Breeze. Night: Very.
Air: Calm. Night: Mild. 11 WX: Blizzard. Day: Severe.
4 WX: Clear. Day: Mild. Air: Calm. Night: Extreme.
Air: Breeze. Night: Mild. 12 WX: Blizzard. Day: Severe.
5 WX: Clear. Day: Mild. Air: Gale. Night: Extreme.
Air: Wind. Night: Cold.
6 WX: Clouds. Day: Mild. Roll Spring Weather Temperature Levels
Air: Calm. Night: Cold. 1d12
7 WX: Clouds. Day: Mild. 1 WX: Clear. Day: Very.
Air: Breeze. Night: Cold. Air: Calm. Night: Severe.
8 WX: Clouds. Day: Mild. 2 WX: Clear. Day: Very.
Air: Wind. Night: Cold. Air: Calm. Night: Severe.
9 WX: Rain. Day: Cold. 3 WX: Clear. Day: Very.
Air: Calm. Night: Cold. Air: Breeze. Night: Severe.
10 WX: Rain. Day: Cold. 4 WX: Clear. Day: Very.
Air: Breeze. Night: Cold. Air: Breeze. Night: Severe.
11 WX: Rain. Day: Cold. 5 WX: Clouds. Day: Very.
Air: Wind. Night: Cold. Air: Calm. Night: Severe.
12 WX: Storm. Day: Cold. 6 WX: Clouds. Day: Very.
Air: Gale. Night: Severe. Air: Calm. Night: Severe.
7 WX: Clouds. Day: Very.
Roll Winter Weather Temperature Levels Air: Breeze. Night: Severe.
1d12 8 WX: Clouds. Day: Very.
1 WX: Clear. Day: Very. Air: Wind. Night: Severe.
Air: Calm. Night: Severe. 9 WX: Snow. Day: Cold.
2 WX: Clear. Day: Very. Air: Calm. Night: Very.
Air: Calm. Night: Severe. 10 WX: Snow. Day: Cold.
3 WX: Clear. Day: Very. Air: Breeze. Night: Very.
Air: Breeze. Night: Severe. 11 WX: Blizzard. Day: Severe.
4 WX: Clear. Day: Very. Air: Calm. Night: Extreme.
Air: Breeze. Night: Severe. 12 WX: Blizzard. Day: Severe.
5 WX: Clouds. Day: Very. Air: Gale. Night: Extreme.
Air: Calm. Night: Severe.

137
GEOGRAPHY
The Forbidden North is a vast, untamed land heavily ƒ Gorogungamar Mountains: mountain terrain.
inspired by the Alaskan wilderness. Only a portion of ƒ Hibernal Boglands: swamp terrain.
the continent appears on the overland map; Titherion
lies unmapped east and west of the peninsula. ƒ Lake Helvarragh: lake terrain.
ƒ Osteon Road: road terrain.
THE OVERLAND MAP ƒ Southern Ocean: ocean terrain.
The overland map uses the 6-mile hex to measure ƒ Tundra Rivers: river obstacles.
travel distances.
Each surface terrain feature imposes certain effects on a
party’s overland travel. The terrain types are detailed in
ROAD DISTANCES BETWEEN the section below.
SETTLEMENTS
The table below gives the mileage distance between GEOGRAPHIC FEATURE NAME
major settlement hexes on the overland map (e.g., the This section describes the geographic feature’s
distance between Kangkul at hex 11.15 and Valkengard important details. At the bottom is a gray text box
at hex 05.26 is 96 miles). providing wilderness adventure rules for it. For
example, in a barren arctic desert, it is harder to hunt
Map 05.26 16.20 11.15 14.16 14.19 or forage for food, but in the endless taiga, it is easier
Loc. to get lost during overland travel.
05.26 — 84m 96m 96m 72m
Hex Type: Assigned hex terrain symbol.
16.20 84m — 54m 54m 18m Travel: Movement rate modifier.
11.15 96m 54m — 24m 42m Visibility: How far one sees on a clear day.
14.16 96m 54m 24m — 42m Losing Direction: Chance to get lost.
14.19 72m 18m 42m 42m — Foraging: Chance to forage; gained rations.
Hunting: Chance to hunt; gained rations.
GEOGRAPHIC FEATURES Wandering Monsters: Chance of encounters.
Encounter Distance: Distance of encounter.
Each geographic feature has a standardized format
Evasion Modifier: Evasion modifier.
giving its important details.
Wandering Monsters. A geographic feature’s
SURFACE TERRAIN wandering monster table is given at the bottom.
In Titherion, 16 major terrain types might be If a wandering monster encounter occurs during
encountered on a wilderness trek: overland travel, roll on the table, roll for the number
encountered, and if desired, roll on the wandering
ƒ Arctic Boundary Ridges: jagged hill terrain. monster activity table found in the introduction under
ƒ Arctic Tundra Plains: tundra terrain. “Wandering Monsters.”
ƒ Boreal Plains: grassland terrain.
ARCTIC BOUNDARY RIDGES
ƒ Brumal Uplands: hill terrain.
Sudden, dense clusters of angular, jagged rock
ƒ Endless Taiga: forest terrain. promontories rise from the arctic plains. These broken
ƒ Farmlands: agriculture terrain. outcrops lie between 1,500-3,500’ in elevation. The
ƒ Forbidden Coast: cliffside coastal terrain. barren ridges lack plant-life.
ƒ Gjol River: river obstacle. Hex Type: Rocky badlands.
ƒ Glacial Icefields: glacial ice terrain. Travel: 33% slower.
ƒ Glaring Beyond: arctic dune terrain. Visibility: 120 miles (on bare ridges).

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Losing Direction: 1/day with 2:6 chance. grasses, and lichen, interrupted by lonely hills. During
Foraging: 1:6 chance; 1d3 rations. snowfalls, this flatness causes whiteout conditions,
Hunting: 1:6 chance; 2d6 rations. making overland travel difficult. And sometimes, when
the north wind’s anger abates, a foreboding silence—
Wandering Monsters: 1/day with 3:6 chance.
like a spiritual desolation—strangles this land and the
Encounter Distance: 2d6 × 10 yards. few strangers passing in it.
Evasion Modifier: +5% for jagged rocks.
Yet, life teems in the crossing’s bleakness.
Wandering Monsters. The table gives random
encounters in the arctic ridges. During the short-lived spring, tiny bursts of blooming
wildflowers color the landscape. Arctic foxes, arctic
Roll Arctic Boundary Ridges Encounters hares, wolves, polar bears, and many migratory
2d10 birds—ravens, falcons, terns, and gulls—dwell in the
tundra. Mighty mammoths, wooly rhinoceroses, and
2–3 1d6 laplandic basilisksA. wild caribou roam the white plains in massive herds,
4–6 1d3 frost salamanders. pursued by tenacious hunters from Kangkul who brave
7–8 Mountain tempestC. the unforgiving terrain to provide for their families.
The furs, meat, and ivory horns of these majestic beasts
9–10 6d10 grakalsA. fetch a hefty price in the city of Valkengard, where they
11 RockfallC. are shipped to foreign lands and sold for incredible
12–13 2d6 isothermal beetlesA. profits.

14–15 2d6 arctic ogresA. Permafrost Below. Belowground 1d6’ lies a huge
16–18 1d6 yeti. layer of permafrost anywhere between 15-1,500’
thick (1d100 × 15). Digging into the gravelly soil’s
19–20 1d2 fellfrost wyvernsA. hardened ice-bed is nearly impossible without magic or
explosives; in fact, Fieldstone & Fine’s Black Powder
ARCTIC TUNDRA PLAINS Company in Valkengard specializes in such tasks, selling
expensive barrels of black powder to those with the
Called the Northman’s Crossing by Hadean settlers,
coin to buy them (chapter 3).
the arctic tundra plain is a frigid, barren land that
strikes fear even in the sturdiest hearts of seasoned Hex Type: Barren hills.
explorers. It stretches from southern Helvarragh
Travel: Normal.
to the dangerous foothills of the Gorogungamar
Mountains—a region marked by bitter cold, treeless Visibility: 3 miles.
wastes, and howling winds. The tundra’s desolate Losing Direction: 1/day with 1:6 chance; when
flatness is a canvas of low shrubs, sedges, liverworts, snow falls, add +2 from whiteout conditions.

139
Foraging: 1:6 chance; 1d3 rations.
Hunting: 1:6 chance; 4d6 rations.
Wandering Monsters: 1/day with 2:6 chance.
Encounter Distance: 4d6 × 10 yards.
Evasion Modifier: None.

Wandering Monsters. The table gives random


encounters in the arctic tundra plains.

Roll Arctic Tundra Plains Encounters


2d10
2 1d2 tundra dragonsA.
3 12 black wolves of the GarngatA.
4 2d4 Huronian houndsA.
5 2d4 winter wolves.
6 1d8 woolly rhinoceroses.
7 3d6 frost toads.
8 3d6 Enoruuk huntsmenA.
9 2d8 mammoth (mastodons).
10–12 6d10 × 10 caribou (medium herd ani-
mals).
13 4d6 × 10 muskoxen (large herd animals).
14 3d10 cervataursA.
Vast herds of caribou, elk, wood bison, and muskoxen
15 2d4 Magoth skull acolytesA, disguised graze on the grasslands, but those falling behind
as simple Enoruuk travelers; they may not among their large migratory numbers become easy
attack the party, but they do size the heroes meals for the cunning predators stalking them daily—
up and report the encounter to their superi- wolves, bears, wild dogs, and lynxes.
ors (hex 22.06).
16 4d10 bugbears. Hex Type: Grasslands.
Travel: Normal.
17 1d2 polar bears.
Visibility: 3 miles.
18 1d4 Titherion saber-toothed tigers.
Losing Direction: 1/day with 1:6 chance.
19 1d3 giant arctic wolf spidersA. Foraging: 1:6 chance; 1d6 rations.
20 AmaqjuaqA (hex 05.13). Hunting: 2:6 chance; 4d6 rations.
Wandering Monsters: 1/day with 1:6 chance.
BOREAL PLAINS Encounter Distance: 6d6 × 10 yards.
Lush prairies, floral grasslands, and green, low-rolling Evasion Modifier: -25% for open lands.
hills stretch from the farmlands around Valkengard
to the central highlands. Few trees block the plain’s Wandering Monsters. The table gives random
sweeping winds, although here and there, it is dotted encounters in the boreal plains.
with small woodlands of spruce, hemlock, and cedar.
The boreal plains rest on the Cauda Peninsula, which Roll Boreal Plains Encounters
is elevated above sea level, so they rarely flood and stay 2d10
dry most of the year. 2 1d3 grizzly bears.
3 3d4 giant bombardier beetlesA.

140
Roll Boreal Plains Encounters Evasion Modifier: +25% for thick forests.
2d10 Wandering Monsters. The table gives random
4 5d6 killer bees. encounters in the brumal uplands.
5 1d4+1 giant hawks.
Roll Brumal Uplands Encounters
6 4d4 grakalsA. 2d10
7 4d6 wild dogs. 2 1 arctotheriumA.
8 3d10 bandits. 3 1d4 chimera.
9 4d6 muskoxen (large herd animals). 4 1d4 dragonnes.
10 1d3 moose (large herd animals). 5 1d4 chimeras.
11 6d10 × 10 caribou (medium herd ani- 6 1d3 amphisbaena.
mals).
7 1d4 ankheg.
12 2d8 dall sheep (medium herd animals).
8 4d6 giant arctic fuzzy ant workersA.
13 5d4 × 10 wood bison (large herd ani-
mals). 9 2d8 dall sheep (medium herd animals).
14 4d10 brigands; if 20+ brigands, add a 10–12 Mountain tempestC.
brigand leader (fighter 2). 13 2d4 carnivorous snow monkeys (white
15 4d6 wolves, 1d3-1 dire wolves. apes).
16 1d4+1 giant lynxesA. 14 1d4 owl bears.
17 1d4+1 insect swarms (mosquitoes). 15 4d6 wolves, 1d3-1 dire wolves.
18 1d6 black bears. 16 2d4 peryton.
19 2d10 cervataursA. 17 1d4 manticores.
20 ÖtögA (hex 05.18). 18 1d4 leucrotta.
19 1d4 mountain dryads (bound with one hill
BRUMAL UPLANDS or mountain; melds into stone).

These sharp-ridged, low-altitude mountains slice 20 1d2 wyverns.


through the skyline like a dragon’s head-crest. Their
peaks shrouded in a dense cloak of coniferous forests, ENDLESS TAIGA
giving the landscape a verdant and wild appearance.
Sprawling and mysterious boreal forests cover much of
However, there are also patches of barren rock
southernmost Titherion. They are harsh, remote, and
scattered across the mountaintops, bristling with
cold, seeing frequent and deep snows. The Hadeans
tangled scrub and vibrant wildflowers. Hill elevation
view the taiga as a sinister entity that swallows travelers
ranges from 2,000 to 4,000’, their high altitude
far from civilization, like the maw of a hungry dragon.
ensuring that even in the late spring and early autumn,
Many lives have been lost exploring beyond the
snow often dusts their rugged terrain.
daunting wall of its evergreens. But despite its dangers,
Hex Type: Forest-hills. the great forest holds many valuable secrets, and from
time to time, lucky adventurers return from their
Travel: 50% slower.
overland journeys laden with ancient treasures.
Visibility: 120 yards (on forested slope) or 120 miles
(on bare upland peaks). The taiga’s thin evergreen trees—spruce, pine, fir,
Losing Direction: 1/day with 2:6 chance. larches, hemlock, and tamarack—grow in tight
Foraging: 1:6 chance; 1d6 rations. stands, impeding travel and blocking visibility, and
thereby increasing a party’s chance of getting lost and
Hunting: 1:6 chance; 2d6 rations.
ambushed. The forest’s twisting turns and limited
Wandering Monsters: 1/day with 3:6 chance. vision drive navigators mad. Besides trees, the only
Encounter Distance: 2d6 × 10 yards. plants that grow along the subarctic forest floor are low

141
shrubs, mosses, mushrooms, liverworts, lichens, and Roll Endless Taiga Encounters
herbs. 2d10
Wild animals stalk the icy shadows under the eaves of 6 1d4+2 will-o-wisps.
the forest’s evergreen trees—grizzly bears, yellow-eyed 7 3d6 giant wasps.
white tigers, birds, rodents, foxes, moose, wild boars,
elk, and giant lynxes. The taiga is home to rare magical 8 1d6 wild boars.
creatures, too; explorers may encounter black unicorns, 9 2d4 taiga wightsA.
will-o-wisps, even the mighty taiga dragons. But other 10 1d3 moose (large herd animals).
terrors lurk behind the needled trees deep in the forest.
The taiga is haunted by the ravenous corpses of dead 11 4d6 wolves, 1d3-1 dire wolves.
explorers, the dream of unlife forced on them by the 12 1d4+1 giant lynxesA.
taiga wights. And they hunger forevermore.
13 1d3 black widows.
Hex Type: Forest. 14 1d3 grizzly bears.
Travel: 33% slower. 15 1d4 owl bears.
Visibility: 120 yards. 16 1d4 warp beasts.
Losing Direction: 1/day with 3:6 chance.
17 1d3 Titherion saber-toothed tigers.
Foraging: 1:6 chance; 1d4 rations.
18 1 giant mantis.
Hunting: 2:6 chance; 4d6 rations.
Wandering Monsters: 1/day with 2:6 chance. 19 1d4 black unicornsA.
Encounter Distance: 2d6 × 10 yards. 20 KappianartokA (hex 03.15) if in the
Evasion Modifier: +25% for thick forests. western taiga forest, or TarktuktulakA (hex
20.13) if in the eastern taiga forest.
Wandering Monsters. The table gives random
encounters in the endless taiga. FARMLANDS
Roll Endless Taiga Encounters Golden barley and grain fields border Skaalburg
2d10 and Valkengard. Although crop seasons are brief in
Titherion, the summer’s long daylight hours ensure its
2 1 taiga dragonA. produce grows bigger than anywhere else in the world.
3 1d3 shambling mounds. Harvest-time always brings with it the Hadean farmers’
legendary giant vegetables—cabbages, apples, berries,
4 1 great northern owlA.
melons, potatoes, carrots, pumpkins, and turnips.
5 2d4 trolls. Farm houses dot the landscape, with grazing herds of
livestock—cattle, chickens, sheep, hogs, muskoxen, and

142
caribou. Milk, eggs, and beef are popular commodities Roll Farmlands Encounters
in the north. 2d10
Recently, horse ranches sprang up after new arrivals 12 2d4 × 10 muskoxen (large herd animals),
imported them from across the ocean. Experienced 1d4-1 shepherds (traders) on riding hors-
breeders brought their hardiest, impressive specimens es.
from southern lands, and not surprisingly, the horses 13 2d4 × 10 sheep (medium herd animals),
adapted well. With their population surging, the horse 1d4-1 shepherds (traders) on riding
trade is thriving now, especially in Skaalburg. horses.
Although the farmlands are relatively safe, aggressive 14 1d4+1 halflings.
wild beasts sometimes encroach; the occasional moose- 15 Band of adventurers—1d3 warriors (1d2
goring or bear-mauling is not unheard of among the levels), 2 casters (1d3 levels), 1 expert (1d3
Valkens. levels).
Hex Type: Farmlands. 16 1d4 wolves.
Travel: Normal. 17 1 noble, 1 veteran (2HD), 1d10 veterans
Visibility: 3 miles. (1HD) on riding horses.
Losing Direction: 1/day with 1:6 chance. 18 2d6 wild dogs.
Foraging: Can’t fail; 2d6 rations, but 2:6 chance an 19 1d2 moose (large herd animals).
angry mob of farmers avenges the theft.
20 1d6 tiger beetles.
Hunting: 2:6 chance; 4d6 rations.
Wandering Monsters: 1/day with 1:6 chance.
FORBIDDEN COAST
Encounter Distance: 4d6 × 10 yards.
The Cauda Peninsula’s coastline is a mixture of high
Evasion Modifier: +10% for crops.
cliffs, rocky beaches, sheltered fjords, and tidewater
Wandering Monsters. The table gives random glaciers. Its coastal waters are cold, foamy, and
encounters in the farmlands. incredibly dangerous. Swift tides drag swimmers out
to sea as massive waves toss them back onto jagged
Roll Farmlands Encounters rocks. Away from the city of Valkengard and town of
2d10 Skaalburg, the coast becomes a lonely and uninhabited
place. It is largely unexplored beyond the peninsula.
2 1d4 black bears. Old Inilgaan artifacts and ruins are sometimes found
3 1d4 polar adders (pit vipers). hidden in ancient caves along the ocean shore, for
4 1d3 insect swarms (bees). that primitive race of forest dwellers feared the dark
tempestuous seas, and believed that demons laired in its
5 2d4 pixies. deeps. Supposedly, their idols warded such entities off.
6 1d12 giant ferrets.
Hex Type: Dead forest-hills.
7 3d10 giant rats.
Travel: Normal.
8 3d6 hunting dogs, 1d4+1 veterans
Visibility: 120 yards (on rocky slope) or 12 miles
(1HD), 1 veteran (2HD).
(on coastal cliffs looking out to sea).
9 2d4 × 10 cattle (medium herd animals), Losing Direction: No chance.
1d4-1 shepherds (traders) on riding
Foraging: 1:6 chance; 1d6 rations.
horses.
Hunting: 1:6 chance; 4d6 rations.
10 2d4 × 10 hogs (medium herd animals),
Wandering Monsters: 1/day with 1:6 chance.
1d4-1 shepherds (traders) on riding
horses. Encounter Distance: 4d6 × 10 yards.
Evasion Modifier: None.
11 1d20 farmers (traders).
Wandering Monsters. The table gives random
encounters on the forbidden coast.

143
Roll Forbidden Coast Encounters But despite its shallow depth, the Gjol is a dangerous
2d10 river to ford. Its fast-moving waters become steep
rapids in the brumal uplands. Anyone swimming in the
2 1d4 sea dragons. icy water risks dying on the sharp rocks lining the river
3 1d4 tundra griffonsA. bed—few break the water’s surface, and a swimmer’s
head might strike one while churning uncontrollably in
4 4d6 giant fuzzy arctic antsA.
the whitewater.
5 2d4 giant hawks.
6 1d12 giant ottersA. In early summer, the salmon migrate upriver towards
Lake Helvarragh. They breed along its shores, only to
7 1d6 × 5 sea lions (large herd animals). return down the Gjol towards the ocean in August.
8 1d6 × 20 seals (medium herd animals).
Fording the River. To ford the river, the party must
9 1d4 walruses (hippopotamuses). find its widest point, as narrower parts are deeper and
10–12 Mountain tempestC and roll again. fast-flowing. Searching along the riverbank gives a 2:6
13 2d6 giant crabs. chance every 2 hours to find one; however, barbarians,
druids, elves, and rangers have a 4:6 chance.
14 1d4 manticores.
15 1d3 anchored small warships; each with Once found, each party member—including hirelings
(1d4+4) × 10 pirates, 1d2 chief mates and mounts—makes an open doors check; if half or
(4th level fighter), 1 captain (5th level more pass, the heroes ford the river. The referee should
fighter). modify the heroes’ checks if they take smart actions,
like locking arms or forming a tripod together, using
16 1d8 giant draco lizards. rope, riding mounts, etc. Armor inflicts penalties.
17 2d4 harpies.
Travel through a river hex is 50% slower. Each hero
18 1d8 cockatrices. gets soaked while fording, too.
19 2d6 merrow.
If less than half make their check, a fording disaster
20 1 sea hydra.
occurs: the current sweeps 1d2 random characters
downstream, with their gear. Victims face a high risk of
GJOL RIVER drowningC.
The Gjol River flows from the tip of Lake Helvarragh, Canyon River Rapids. Within the brumal upland
winding its way into high-walled upland canyons until canyons, the river is impassable due to its strong rapids.
it empties in the sea. The river water rarely freezes even Anyone who tries swimming the rapids or who falls
in winter, although patches of ice crop up along its into them gets pulled under by the current and faces
surface from extreme cold. In most places, the river is a high risk of drowningC. Should a victim survive,
120’ wide and 5-8’ deep. he suffers damage from striking the riverbed’s jagged

144
underwater rocks. Roll 1d4. The result is how many
d6’s of damage he takes (save vs. death for half).
GLARING BEYOND
The glaring beyond is a remote and endless ice sheet,
Bore Tides. Every month, at dusk and dawn of the full the most dangerous place on earth. Little is known
and new moons, a surging tide forces its way upriver about this unexplored, vast region. Its harsh polar
against the current where the Gjol empties into the environment is incredibly hostile to life, even those
ocean. This is called a bore tide. Its surging wave native to it. A white haze lies in every direction, causing
moves 10-15 mph and reaches 7-10’ in height. Anyone travelers to wander lost in circles as they run out of
caught in a bore tide faces a high risk of drowningC. supplies and freeze to death.

GLACIAL ICEFIELDS Under the glaring’s ice sheet lies a massive polar sea.
Fissures and cracks form in the ice, revealing blue
Along the Gorogungamar foothills lie the endless, waters below. Sometimes, hunks of white ice break
upraised icefields—an interconnected string of valley enough to form rivers of floating icebergs. Polar bears
glaciers punctured by nunataks and rognons. The might be found here prowling for seals and penguins.
icefields are six miles wide but extremely difficult But they are not the top of the food chain, for the
and hazardous to cross for explorers trekking to the deadly remorhazes roam the endless wastes—their
mountains beyond. appetites endless and meal preferences affable.
Hex Type: Ice flows. Here and there, nunataks protrude out of the ice,
Travel: 33% slower. the dormant volcanoes in the polar sea riddled with
Visibility: 3 miles. bore-tunnels. The rocky land masses lead down to the
Losing Direction: 1/day with 2:6 chance; when vast intravolcanic cities of the cruel Trow. No man has
snow falls, add +2 from whiteout conditions. ever set foot there and returned. The Trow civilization
Foraging: 1:6 chance; 1 ration. remains a mystery to outsiders.
Hunting: 1:6 chance; 2d6 rations. Polar Volcanoes. Not every nunatak is habitable for
Wandering Monsters: 1/day with 2:6 chance. the Trow. Some are active polar volcanoes at risk of a
Encounter Distance: 4d6 × 10 yards. polar volcano eruptionC. White smoke-plumes rise
Evasion Modifier: None. from their cones as arctic snow chimneys form around
their jagged slopes—fumaroles, really, emitting hot
Wandering Monsters. The table gives random steam from underground which meets the polar air
encounters in the glacial icefields. and freezes instantly into a massive column of white ice
shaped like smoke-plumes.
Roll Glacial Icefields Encounters
2d10 Hex Type: Arctic dunes.
Travel: 33% slower.
2 1d2 fellfrost wyvernsA.
Visibility: 3 miles.
3 1d6 laplandic basilisksA.
Losing Direction: 1/day with 3:6 chance; when
4–5 1d6 yeti. snow falls, add +2 from whiteout conditions.
6 Collapsing iceC. Foraging: 1:6 chance; 1d2-1 rations.
7–9 2d6 isothermal beetlesA. Hunting: 1:6 chance; 4d6 rations.
10–12 3d6 frost toads. Wandering Monsters: 1/day with 2:6 chance.
Encounter Distance: 4d6 × 10 yards.
13–15 2d6 arctic ogresA.
Evasion Modifier: None.
16 Collapsing iceC.
17–18 1 rime hagA. Wandering Monsters. The table gives random
encounters in the glaring beyond.
19 1d3 frost salamanders.
20 1d4 niveous hulkersA.

145
Roll Glaring Beyond Encounters half-sunk in the tundra. The Enoruuk named this
2d10 deadly range for good reason: climbing it is extremely
perilous. The highest peak towers over 19,000’, and
2 Polar volcano eruptionC. the inclement weather and brutal conditions make
3 1d4 remorhazes. the Gorogungamar a death-trap for explorers. Violent
tempests, swift and sudden, descend with great fury on
4–5 1d4 polar bears.
its steep mountainsides, wreaking havoc on expeditions
6 Crumbling ice shelfC. for days on end. At higher altitudes, oxygen deprivation
7–8 1d6 × 5 sea lions (large herd animals). is a serious problem—only one-third of the oxygen
available at sea level. And the sheer mountain slopes
9 1d6 × 20 seals (medium herd animals).
force travelers to commit to a climbing route, thereby
10–12 Polar easterlyC. preventing their retreat during a brutal storm.
13 1d6 × 20 seals (medium herd animals).
Many meet their end in these mountains.
14–15 1d4 walruses (hippopotamuses).
16 Crumbling ice shelfC. The legendary Hadean climber, Fosco Achilles, wrote
of his first (and only) ascent up the Gorogungamar:
17–18 1d3 frost salamanders. “They are nothing less than cold-terror. All rock and
19 1 rime hagA. storm, all ice and abyss. With the nakedness of the
newborn world still bathed in cinders, before the first
20 1d4 TrowA.
man ever stood up from the mud and walked on it.”

GOROGUNGAMAR MOUNTAINS Taiga dragons—the “terrors of the arctic”—stalk the


unimaginably cold heights in packs, roaring out of
The Gorogungamar Mountains—or “Mountains of
their deep slumber to ravage the mountainside. Rocs,
Terror”—are a jagged range of black-blue stones
with thicker feather-coats and fattier bodies than their
rising from the glacial ice like a dead titan’s bared teeth
southern cousins, loft high upon the jagged peaks, far
above any predators who might threaten their nests.
And Trow hunting parties are often seen navigating the
range’s yawning gorges and black ravines seeking easy
prey.

Few who climb the Mountains of Terror ever return,


and those who do are changed forever. The range is
a formidable obstacle, a challenge for the brave and
foolish alike, and a place of deadly beauty where only
the strongest survive.

The Nunatungak, or “Land of Devils,” lies beyond. It


is a white frozen hell.

Hex Type: Mountains.


Travel: 50% slower.
Visibility: 120 yards (on rocky slope) or 120 miles
(on bare peaks or ridges).
Losing Direction: 1/day with 2:6 chance.
Foraging: 1:6 chance; 1d2 rations.
Hunting: 1:6 chance; 1d6 rations.
Wandering Monsters: 1/day with 3:6 chance.
Encounter Distance: 2d6 × 10 yards.
Evasion Modifier: +15% for steep mountains.

146
Wandering Monsters. The table gives random
encounters in the polar mountains.

Roll Gorogungamar Mountains Encounters


2d10
2 AvalancheC.
3 1d4 TrowA.
4 1d3 frost salamanders.
5 1d2 fellfrost wyvernsA.
6 Collapsing iceC.
7–9 Polar easterlyC.
10–12 Mountain tempestC.
13–15 RockfallC.
16 Collapsing iceC.
17 2d6 small rocs.
18 2d4 large rocs.
19 1d2 giant rocs.
20 AvalancheC.

HIBERNAL BOGLANDS
Unlike anything else in the Cauda Peninsula, this
treacherous and haunting peat-bog lies at sea-level
where the ground slopes down west towards the while twisted trees cling to the bog-isles’ harder
coast, leading travelers into a murky, mist-filled abyss. ground—remnants of a forgotten age long adapted to
It formed long ago after coastal glaciers melted and the hostile wet environment. The mists that shroud this
flooded the region. What remains is an unsettling land lend it an air of mystery and menace, luring brave
wetland of white vapors even on the brightest of days. explorers with the promise of lost treasures hidden
somewhere within.
Jagged and unpredictable, the bog’s mossy landmasses
weave through channels of murky water, as if trying Heavy Fog. Daily 4:6 chance a thick fog covers the
to ensnare any who dare to cross. Navigating through peatlands. (See “Weather Conditions” earlier this
this unforgiving landscape is a challenge, as each chapter.)
step risks plunging knee-deep or more into the frigid
waters below. During the colder months, the danger Storm Flooding. During thunderstorms, the bog’s
is compounded by the risks of freezing to death while water level rises by 1d6’, engulfing much of its land.
soaked to the bone, especially when parties are often Overland travel is 75% slower unless the party uses a
forced to circle around or back-track before pressing water vessel. And shorter characters are forced to swim
forward again. It is not a pleasant experience. in such conditions.

The bog floor consists of spongy peat, and it is mostly Hex Type: Swamp.
flooded with murky rainwater, 1d4+3’ deep. The soil Travel: 50% slower on foot, or 25% slower on a small
lacks many nutrients. A hard layer of bedrock lies under water vessel.
its surface. Water cannot drain through it, creating Visibility: 1 mile.
muskeg pitsC. Losing Direction: 1/day with 3:6 chance.
Amid the perils of the bog, there is a strange and Foraging: 1:6 chance; 1d6 rations.
haunting beauty. Islands of ancient stone rise up from Hunting: 1:6 chance; 2d6 rations.
the peat, riddled with lush vines and shaggy mosses, Wandering Monsters: 1/day with 3:6 chance.

147
Encounter Distance: 4d6 × 10 yards.
LAKE HELVARRAGH
Evasion Modifier: +10% for fog.
Millions of years ago, a deep and trench-like glacial
Wandering Monsters. The table gives random valley gave rise to Lake Helvarragh, whose name
encounters in the hibernal boglands. means “Icy Hell” in Hadean. But it is called Imaryuk
in the ancient Arenik language, or “Big Water.” The
Roll Hibernal Boglands Encounters growing lake’s pure blue waters stretch for miles on
1d100 end, with great clarity and depth. Helvarragh is fed by
the crystalline melt-streams of the arctic tundra rivers
01–05 1d3 moose (large herd animals).
that flow down from the Gorogungamar Mountains.
06–10 3d10 giant rats. When last measured, the south end’s incredible depth
11–15 1d10 giant vampire bats. exceeded 5,000’, but the lake’s north end was far
shallower, between 800-1,400’.
16–20 1d4 polar adders (pit vipers).
21–25 3d6 giant mutant frogs. Helvarragh’s shoreline consists of dark, round-pebbled
rocks. Ancient bones, weapons, and discarded military
26–30 1d6 giant poisonous frogs.
equipment litter its eastern and southern banks—grim
31–35 1d3 giant slugs. reminders of the battles fought here long ago against
36–40 1d4 giant leeches. the forces of chaos.
41–45 2d6 arctic tiger fliesA. The lake’s southern end is particularly intriguing, as
46–50 1d3 insect swarms (1d3+1HD; beetles or hydrothermal vents along its bottom heat the water,
mosquitoes). creating a roiling mist on Helvarragh that never freezes
over.
51–55 1d12 giant ottersA.
56–60 3d4 giant bombardier beetlesA. But these hot fissures do not exist in the lake’s northern
end, where the shallow waters freeze over for much
61–70 Muskeg pit . C
of the year. Large cracks form along its icy surface,
71–73 1d2 amphisbaena. up to several 100’ long and 12’ wide. Splintered ice
74–76 1 flail snail. heaps called hummocks push through the frozen
crust—glowing sapphire sculptures that are stunning to
77–79 1d6 aquatic spiders.
behold.
80–82 1d6+2 trolls.
Once or twice per season, Enoruuk fishermen spot
83–85 1d2 giant water bugsA.
the floating hunks of brash ice in the lake’s southern
86–88 2d6 gullygugs. end, signaling the opening of natural fishing holes
89–91 1d8 Hyperborean alligators (normal croc- along Helvarragh’s frozen surface. A small army of
odiles that brumate in winter). boats will depart from Kangkul to exploit them. It is a
treacherous journey. Enoruuk fishermen regularly net
92–94 12 Shuun slaversA, 2 Shuun overseersA
bountiful loads of arctic char, salmon, and lake trout.
(hex 10.19); if dead, replace with 4d4
Kangkul’s economy depends on them. The fish support
bandits.
the villagers but also their export trade down to the
95 1d3+1 shambling mounds. city of Valkengard.
96 1d2 catoblepases.
Current News. Among local skalds and dockhands,
97 1 black hag. there is an old, popular tale that claims a mighty taiga
98 1d3 caeciliae. dragon named Brakkakhan was slain long ago by
the hand of Tulok, son of Kallu, the last great tribal
99 1 banshee (the spirit-haunt of a long-dead
chieftain before the coming of Baalor. They say the
Enoruuk staalista).
dragon’s corpse lies at the lake’s bottom, undisturbed.
00 Giant Hyperborean alligator (giant croco-
dile that brumates in winter). But lately, those same fishermen report that, in recent
seasons, Helvarragh’s northern waters have grown
darker and colder. Entire schools of fish turn up dead

148
along the lake’s shoreline. Some whisper that the taiga threshold of death. But it can’t do this without the
dragon’s spirit is awakening from its long-dead slumber, black book of MorkaalB. As a result, the dragon seeks
leaving signs of its impending return. Most Hadeans Morkaal’s Tomb (hex 08.21), but has no idea where to
laugh off the tale as the ramblings of drunkards, but find it.
a few sober-minded folk seem to be paying attention
to the matter and holding their tongue for now. And Of course, Ulurrugnak knows where the black
those who fish the northern waters suffer an eerie sense book lies—the demon has not shared this fact with
of foreboding and impending doom. Brakkakhan yet. And Laagaraam claims to know the
vile ritual needed to destroy these artifacts. Both the
Brakkakhan. The Cenostoma, leader of the Magoth demon and Cenostoma are manipulating the dragon
(hex 22.06), has roused the ancient spirit of the to their own ends. And Brakkakhan knows this, but at
dragon BrakkakhanA, animating its massive corpse the moment, it can’t see a way out of their little game.
into an evil skeletal engine of pure destruction. Now The old wyrm plays along for now. But once it achieves
the undead dragon stalks the lightless depths of Lake its goal, the dragon will seek revenge against them and
Helvarragh. the descendants of those who plundered its vast hoard
three centuries ago.
The unliving wyrm has already conversed once with
the water demon, Ulurrugnak (hex 05.08), but so far, Hex Type: Lake water.
they have only exchanged a few dark secrets. (They see Travel: See “Hazards and Challenges” in Old-School
each other as rivals, but both are reluctant to start a Essentials Advanced Fantasy Player’s Tome.
fight neither is sure it can win.) Visibility: 12 miles.
Currently, Brakkakhan is laying low to avoid drawing Losing Direction: 1/day with 1:6 chance.
unwanted attention from any locals. The dragon hopes Foraging: 1:6 chance (shore only); 1d4 rations.
to restore its ancient body to true life and re-cross the Fishing: 2:6 chance; 4d6 rations.

149
Hunting: 2:6 chance; 4d6 rations. Roll Lake Helvarragh Encounters
Wandering Monsters: 1/day with 1:6 chance. 2d10
Encounter Distance: 2d6 × 10 yards. 20 Rising from the dark waters with a terrify-
Evasion Modifier: None. ing roar: UlurrugnakA (hex 05.08), if in
the lake’s north end, or BrakkakhanA, the
Wandering Monsters. The table gives random
skeletal dragon, if in the lake’s south end.
encounters in the misty lake.

Roll Lake Helvarragh Encounters OSTEON ROAD


2d10 A long track road runs 96 miles between the city of
2 Hunk of floating ice with 1d4 ice leeches A Valkengard and the village of Kangkul. It sees steady
lurking under it. traffic from adventurers, lumbermen, merchants,
explorers, and military patrols. Over millennia, the
3 2d4 giant piranhas.
frequent rolling of wagon wheels along the same
4 1 giant sturgeon. path in the dirt slowly dug out the road’s parallel
5 1d4 giant lampreys. tracks. Eventually, the Enoruuk erected inukshuk
formations—tall markers built with stacked stones—
6 1d4 giant pikes. to help travelers navigate to Imaryuk. Eventually,
7 1d4+2 tomb raiders (bandits) rowing on a the Hadean settlers renamed the road in honor of
dinghy. Commander Osteon, after his gruesome death at the
8 1d6 giant beaversA. Battle of Sand Bone. They added waist-high stone
plinths along the side of the road every quarter-mile for
9 1d3 giant hawks. the harsh winter seasons, when heavy snowfall obscures
10 Band of adventurers on a boat—1d3 war- its ground tracks.
riors (1d2 levels), 2 casters (1d3 levels), 1
expert (1d3 levels). Hex Type: Dashed lines.
11 1d4 boats with 1d3 Enoruuk fishermen Travel: 50% faster.
(traders). Visibility: 3 miles.
12 School of glowing aurora fish swims under Losing Direction: No chance.
the party’s boat (i.e., a chance to gain food Foraging: 2:6 chance; 2d4 rations.
supplies from large shoal). Hunting: 2:6 chance; 4d6 rations.
13 2d4 giant bass. Wandering Monsters: 1/day with 3:6 chance.
14 2d4 giant piranha. Encounter Distance: 4d6 × 10 yards.
Evasion Modifier: None.
15 1d8+8 Hell Raider buccaneersA (hex
17.10) on a river boat. Wandering Monsters. The table gives random
16 1d4+1 Magoth skull acolytesA in a skiff; encounters on the track road.
disguised as Enoruuk travelers; they may
not attack the party, but will certainly size Roll Osteon Road Encounters
them up and report back to their superiors 1d100
(hex 22.06). 01–05 5d4 × 10 wood bison (large herd ani-
17 1d4 tundra griffonsA. mals).
18 2d6 drowned deadA. 06–10 6d10 × 10 caribou (medium herd ani-
19 The Curse of Baalor (chapter 10), set
A mals).
loose by its master to hunt in the lake; 11–15 Band of adventurers—1d3 warriors (1d2
stays just under the surface, attacking with levels), 2 casters (1d3 levels), 1 expert (1d3
extending pseudopods; it makes a morale levels).
check if attacked with fire.

150
151
Roll Osteon Road Encounters Roll Osteon Road Encounters
1d100 1d100
16–20 2d10 Hadean merchants; each with a 00 ÖtögA (hex 05.18).
wagon pulled by 2 muskoxen (large herd
animals), 1d4+1 veterans (1d2HD); also,
SOUTHERN OCEAN
2d6 × 5 normal human travelers.
Long have merchants, explorers, and imperial naval
21–25 3d6 Enoruuk traders; each with 1d4
ships sailed the southern ocean’s dark and turbulent
mules loaded with trade goods.
waters, but little is known about its lightless depths.
26–30 Valken military patrol on riding horses: Mighty storms rage across the water’s surface, dumping
2d6 Valken soldiersA, 1d6 Valken archer- rain and snow along Titherion’s coastal shores and
sA, Valken sergeantA. interior lands. Pirates stalk the seas for merchant
31–35 Skaal military patrol on riding horses: 2d6 vessels to plunder, while massive sea predators hunt for
Skaal soldiersA, 1d6 Skaal archersA, Skaal food deep below. And the farther one sails, the more
sergeantA. dangerous it gets.
36–40 1d8 Enoruuk huntsmenA. Hex Type: Ocean water.
41–45 4d6 muskoxen (large herd animals). Travel: See “Hazards and Challenges” in Old-School
46–50 1d3 moose (large herd animals). Essentials Advanced Fantasy Player’s Tome.
Visibility: 12 miles.
51–55 1d3 giant hawks.
Losing Direction: 1/day with 2:6 chance (with a
56–60 3d6 wild dogs. navigator); 2:6 chance within sight of land or 5:6
61–65 2d6 wolves. chance on the open sea (without a navigator).
65–70 2d6 stirges. Fishing: 2:6 chance; 4d6 rations.
71–73 A flock of songbirds atop the nearby trees, Wandering Monsters: 1/day with 2:6 chance.
watching. Encounter Distance: 4d6 × 10 yards.
74–76 1d2 insect swarms (mosquitoes). Evasion Modifier: None.
77–79 1d4 black bears. Wandering Monsters. The table gives random
80–82 1d4 giant lynxes . A encounters in the arctic ocean.
83–85 2d4 grakalsA.
Roll Southern Ocean Encounters
86–88 1d10 cervataursA. 1d100
89–91 3d10 bandits. 01–05 1 large sailing ship with 5d4 merchants;
92–94 1d3 grizzly bears. 1d6 veterans (1HD) per merchant; 1d2
veterans (1d2+1HD) per 5 veterans; also,
95 12 Shuun slaversA, 2 Shuun overseersA
(1d4+1) × 10 crew members and passen-
(hex 10.19); if dead, replace with 4d4
gers (normal humans).
bandits.
06–10 1d3 small galleys; each with (1d3+1) × 10
96 1d8 Sun Healer disciplesA (hex 08.23)
buccaneers, 1 buccaneer leader (3rd level
aggressively proselytizing.
fighter).
97 Lt. YaltoA (hex 11.17) meeting with an
11–15 1d3 small warships; each with (1d4+4)
Enoruuk Sky Keeper messenger (nomad)
× 10 pirates, 1d2 chief mates (4th level
sent by PanukA (hex 18.16).
fighter), 1 captain (5th level fighter).
98 Cyrus the OutlawA (hex 12.22), 4 brig-
16–20 2d4 saltwater termites.
ands; disguised and seeking news on local
banditry; they feign concern, but want to 21–25 2d4 giant rockfish.
join a gang. 26–30 3d4 strangle weeds.
99 Amaqjuaq (hex 05.13).
A
31–35 1d4 giant sturgeon.

152
Roll Southern Ocean Encounters Talanian River. Another glacial melt-stream, it lies
1d100 west of Thar-Gannon. This river is 7 miles long, 90’
wide, and 8’ deep.
36–40 1d3 giant sea turtles.
41–45 3d6 bull sharks. Fording the River. When a tundra river is not frozen,
the same fording rules as the Gjol River are used. (See
46–50 1d2 giant octopi. “Gjol River” earlier this chapter.)
51–55 1d10 giant jellyfish.
Crossing Ice. If temperatures drop below 32°F, the
56–60 2d4 giant lampreys. tundra rivers freeze over with ice. A party trying to
61–65 1d4 narwhals. cross a frozen river must travel to where the river
65–70 1d4 giant swordfish. flows straightest on the overland map, as the ice forms
thickest along that portion of it. But the winding part
71–73 1d4 great white sharks. of the tundra river on the overland map has more
74–76 1d4 giant squids. aggressive water-flow and thinner ice—it is a far more
77–79 1d6 killer whales. dangerous crossing.

80–82 1d12 sperm whales. Once reached, the party must search along the river’s
83–85 2d6 merrow. frozen surface for a safe crossing point. Shadows fall
across the river at such spots, as the shade makes the
86–88 1d8 sea snakes. air colder there and forms its ice thicker, and white-
89–91 1d4 sea hags. colored patches are usually stable. (Darker-colored ice,
92–94 1d3 giant electric eels. however, is treacherously thin.)

95 2d6 lesser sea serpents. Searching for a safe crossing point takes two hours with
96 1 sea hydra. a 2:6 chance of success. Barbarians, druids, elves, and
rangers have a 4:6 chance, though.
97 1d4 sea dragons.
98 1d4 greater sea serpents. Travel across a frozen river hex is 33% slower. While
crossing the ice, the referee rolls 1d6: on a roll of 1,
99 2d20 sea nixies, 1 charmed eye of the the party encounters 1d4 ice leechesA; on a roll of 2,
deep, 1 charmed sea dragon. the party experiences a collapsing iceC hazard. Victims
00 1 dragon turtle. face a very high risk of drowningC in the fast-moving
waters.
TUNDRA RIVERS
Three rivers flow from north to south through the
arctic tundra—the Hyperborean River, the Polynya
River, and the Talanian River.

Hyperborean River. The longest river in the tundra is


the Hyperborean River; it winds from the northeastern
icefields and passes the Green Dome of Foranadoth
(hex 17.05). Sages speculate that its source lies deep
in the Gorogungamar Mountains. In most places, the
river is 280’ wide and 20’ deep. It flows for 51 miles
before draining into Lake Helvarragh’s east-central
shore.

Polynya River. This glacial melt-stream meanders for


20 miles, cutting through an arctic boundary ridge
before turning south and flowing into Helvarragh. The
Polynya River is 160’ wide and 14’ deep.

153
THE FORBIDDEN NORTH
The following wilderness encounters appear on the presence; they are at -2 to hit and saves until they
overland map. These include thriving settlements, depart the shrine and a full day has passed.
dungeon sites, monster lairs, mysterious relics, and
interesting locales. Stuffed trophies adorn the ice-encased walls, the heads
of mighty bears, taiga dragons, white tigers, and other
monstrous creatures; frozen human bodies—arctic
USING HEX COORDINATES adventurers, Enoruuk huntsmen, and orphans from
Each wilderness encounter is designated by its hex- Yrlif—protrude from the icy surface between them.
grid coordinates on the referee’s overland map. Its first These are the demon’s conquests, the sad spoils of his
number-pair gives the hex map’s vertical column, while fall from grace and turn toward evil. They are both a
its second pair gives its horizontal row (e.g., hex 05.03 source of incredible pride and agonizing shame.
means “5th column to right, 3rd row down,” or more
simply, “5 hexes over, 3 hexes down”). A spiraling glacial throne of bones rests on a slippery
iceC platform under a menacing ceiling of huge frozen
stalactites. There sits a towering figure—a nude
WILDERNESS ENCOUNTERS warrior, with blue-skinned muscles actively frosting a
Each wilderness encounter is described in the following white mist. This is Saumen KarA, the demon of ice,
section by numerical hex order: first by vertical column, war, and strength.
then by horizontal row.
There is a 3:6 chance the demon appears asleep, but
For example: 01.01, 01.02, 01.03…, then 02.01, he is not. Kar is deeply ruminating on his glory days
02.02, 02.03…, then 03.01, 03.02, etc. before he committed evil and fell.

Some wilderness encounters are major quest locations;


as a result, they get treated to a full chapter later in this
book, as stated under their entry.

01.04. DOMED SHRINE OF TAGGARIK


The domed Shrine of Taggarik looms over the desolate
mountain wastes like a tomb. This structure of ice and
stone is carved into the side of a windswept peak. Its
entrance archway has been marked with two square
pillars etched in swirling symbols.

Interior. Inside, the shrine’s winding, icy corridors


are lit by frost-sparkling blubber torches. Still cold air
carries the echoes of someone’s heavy and laborious
breathing. Ice-carvings depict scenes of war, plunder,
and enduring strength on its walls. Some have been
defaced with black charcoal and chisel marks of runic
graffiti written in decipherable Gehinnom scriptC.
They read over and over again:

Accursed.

Demon Lair. In the shrine’s central chamber stands a


rudimentary statue of an incredibly beautiful 15’ tall
androgynous being. A palpable sense of corruption
Domed
hangs in the surrounding frigid air. Lawful creatures Shrine of
entering must save vs. death or feel sickened by its Taggarik

154
Overland Map (Players)
Overland Map (Referee)
157
When approached, the demon raises his head, peering lasts weeks on end. In particular, Saumen Kar relishes
deep into the heroes’ souls with his unsettling, lidless frightening, stalking, and slaughtering the orphans of
eyes. The ice-blue orbs radiate an alien power. Unless Yrlif (hex 01.05).
the party’s reaction roll indicates hostility, the demon
briefly entertains himself by speaking with the party. Saumen Kar: AC -1 [20], HD 15**** (67hp), ATK
He only speaks in the Gehinnom tongue and refuses to 2 × ice axe (2d8+5 + shatter strike), THAC0 9 [+10]
converse in other languages. The demon sizes them up or 6 [+13] vs. fire-based creatures, MV 120’ (40’),
while making light conversation; eventually, if pressed, SV D4, W5, P6, B5, S8 (15), ML 11, AL chaotic, XP
he openly shares his shame and regret with them for his 5,150, NA 1, TT R.
past actions. He says: ƒ Damnation: If a possession attempt fails after
the demon is slain, Saumen Kar’s spirit flies into
Eons ago, a great debate broke out among the star- the ice or mountainside, cracking it asunder;
dwelling Caelorum above this terran world. I, Saumen then, howling with rage, it is trapped inside the
Kar, sided with Yaqum, who counseled that it would be Megalith of Yetza-har’aB.
wiser for us to await reinforcements rather than throw ƒ Demon Traits: Doesn’t need air, food, or water.
away our lives in a meaningless attempt to stop the Immortal. Telepathy 100’.
End-Worm from devouring the whole planet. But this ƒ Detestable Recrudescence: If 666 victims are
was timidity. My fear of death deterred me from my ritualistically murdered and their suffering offered
aethereal valor and eternal destiny! Instead, I chose to to a demon, the harnessed power frees and
preserve myself, hiding within that company of cowards. reconstitutes Saumen Kar again.
My shame lasts eternal. ƒ Final Possession: Anyone who kills the demon
must save vs. spells or suffer its diabolical
The demon doesn’t mind telling the intruders the truth possessionC. Additionally, any time the possessed
of these matters because he plans to kill them when victim enters combat or is threatened (even
their conversation ends. jokingly) by another, he has a 4:6 chance of flying
into a berserker rage, attacking his foes until dead
Tactics. As soon as he attacks, 3 iceberg golemsA
and never retreating. While raging, the victim has
burst from the walls and rush to attack. Saumen Kar
+5 to hit and damage but cannot cast spells or
likes using wall of ice to separate parties that work well
think clearly. If the possessed victim dies for any
together so he can concentrate on one or two heroes
reason, Saumen Kar can attempt to possess a new
at a time. The demon god adds to his frozen wall
creature within 150’.
collection any heroes who prove their skill in battle; the
ƒ Fire Resistance: Unharmed by non-magical fire.
rest Saumen Kar cannibalizes.
Saves at +2 against magical fire or breath attacks;
Treasure. Within the ice sheet along the walls and reduces such damage by 1 point per die rolled (to
throne platform are the demon’s frozen treasures, a minimum of 1 per die).
which must be thawed before taken. They include ƒ Ice Axe: Forms into a battle axe but gains the
111,237cp, 76,444sp, 28,989ep, 10 malachites (10gp magical abilities of a frost brand sword. Casts 30’
each), 26 bloodstones (50gp each), 23 amethysts radius light. Extinguishes a 10’ radius fire if it is
(100gp each), 19 topazes (500gp each), and 5 black thrust into it (50% chance per attempt). Melts if
opals (1,000gp each). the demon is killed.
ƒ Ice Sculpting: Can shape ice and snow into
Development. Saumen Kar is an ancient Tarngrak, one weapons or structures at will.
of the greater demons of the Forbidden North. When ƒ Mundane Damage Immunity: Harmed only by
Baalor disappeared in the Virescent Cube, Saumen Kar magical attacks.
broke out of the eldritch chains enslaving him. (See ƒ Shatter Strike: Can substitute an ice axe attack
“Pantheon of the Unholy Nine” in chapter 1.) with a shatter strike; makes a melee attack at -2
to hit; if successful, the demon destroys a single
Now, partially restored, the fallen Caelum broods weapon or shield carried by its foe; if the item is
here on his throne ruminating over his many failures magical, it permanently loses a +1 enhancement
in a mental agony, and whenever his incredible rage bonus instead.
wells up free from within his icy black heart, the ƒ Spell Casting: As 15th level caster. Constant—
demon abandons his lost dreams of the divine realm detect evil, nondetection, read languages, read
and thunders across the arctic. His terrible violence

158
magic; at will—fear, ice blastB, obscuring mist, few weeks more, continue on in a haunted and pitiful
temperature control, wall of ice; 3/day—dispel state of existence, always in fear.
magic, hold monster, wand of cold (always deals 18
damage minimum before saving for half). Currently, Nauja (Enoruuk thief 4, age 17) is the
ƒ Summon: 1/day—1d4 iceberg golemsA. closest thing to a leader in Yrlif.
ƒ Volant Decomposition: Once dead, its corpse
Development. The Yrlif orphans avoid their deity’s
liquefies into a hissing, black, tar-like substance
shrine, fearful of the horror inhabiting that place. They
called demon bloodB that forever scorches the
don’t speak of it openly. But it is obvious to anyone
ground where the Tarngrak fell. The first time the
that they fear something out there beyond the ruined
greater demon is killed, it leaves behind one of the
walls of the village. These orphans likely view outsiders
three parts of the tower key of deathB.
as substitute sacrifices to their deranged god, who
Iceberg Golems (3): AC 2 [17], HD 8 (36hp), might buy them several more months alive. Nauja
ATK 2 × fist (2d6), THAC0 12 [+7], MV 120’ (40’), cozies up to travelers, especially big, strong warriors.
SV D10, W11, P12, B13, S14 (4), ML 12, AL neutral, She is beautiful and lures the heroes into a false sense
XP 650, NA 1 (1), TT –. of security. Nauja begs their help in protecting the
orphans, who she claims to care for, from the threats in
ƒ Constructing: A very complex, expensive, and the arctic wilderness.
time-consuming process.
ƒ Healed by Cold: Each die of damage dealt by a Centuries ago, Yrlif was a thriving community of
cold attack restores 1hp to the iceberg golem. mountain hunter Emeqists. But when Baalor came
ƒ Immunity: Immune to charm, cold, gas, hold, and instituted his pantheon of death gods, it was not
lightning, and sleep. long before the village was noticed by Saumen Kar’s
ƒ Initiative: -1 due to stiff movement. servants—the 12 Black Wolves of the GarngatA. With
ƒ Mundane Damage Immunity: Harmed only by his loyal pets, Saumen Kar sacked the village personally,
magical attacks. killing most of its inhabitants.
ƒ Vulnerability: Saves at -2 against fire attacks;
suffers 1 extra point of damage per die.

01.05. VILLAGE OF YRLIF


A desolate and windswept Enoruuk village, encircled
by snow and ice to the horizon; its timber homes
are dilapidated and abandoned, with broken doors,
collapsed roofs, and hearths long gone cold. Shutters
creak on rusted primitive hinges in the howling winds.

Its few remaining inhabitants are gaunt, sunken-eyed,


and haggard Enoruuk youths. They are the Orphans
of Yrlif, dressed in ragged furs, tattered animal hides,
and armed with makeshift weapons. Most orphans are
between 6-17 years old. In total, 41 orphans (nomads)
survive here—for now. They constantly move from
house to house, never staying in one place long, in
case the monster that is their god finds them: Saumen
KarA. The desperate orphans beg the horrific demon
for food and mercy. Sometimes, in his calmer moments,
Saumen Kar grants their sad request in exchange for
human sacrifices and eldritch pacts of servitude. The
youths always agree, casting lots among them to see
who must take the final journey to the domed shrine of
Taggarik (hex 01.04), where their evil god lairs. And
the others, gifted with enough sustenance to survive a

159
But some of their children survived. The demon god
intentionally preserved these innocent youths to suit
01.07. BUGBEAR CAMP
his wicked ends. Now their descendants linger in Yrlif’s A cluster of crude, animal-skin tents lie in the shadow
ruins, worshipping Saumen Kar out of sheer terror, of the arctic hills. Around their perimeter, a primitive
serving him as a rag-tag “cult” in the hopes that he fortification has been erected of sharp wooden stakes
won’t rend them limb from limb as they sleep. driven into the ground. In the camp’s center, a deer
roasts over a large fire pit dug out of the snow. Eating
Only rarely have the orphans willingly fled Yrlif. Most and jabbering around the fire are 18 bugbears armed
have spent their whole lives knowing nothing else but with spears and axes. They are a well-organized raiding
the intense fear and uncertainty that each day brings. band under the leadership of their chieftain, Bearded
And because the Black Wolves of the Garngat still GrimgorA.
prowl in the wilds surrounding the remote village as
the demon’s eyes and ears, the orphans are too afraid to Despite a fearsome reputation, this band trades with
risk an escape. Saumen Kar regularly tells the orphans outsiders, particularly those offering weapons or other
that their families and tribe left them in the arctic useful goods. However, being bugbears, they are quick
because they didn’t want them. From time to time, the to resort to violence; any perceived insult or challenge
demon takes the appearance of an orphan’s slain parent, likely results in a bloody battle.
hailing the children from afar and pretending to rejoice
in finding them—only to lure the hopeful youths into Development. The bugbears periodically raid the
the wilderness where it abuses, terrorizes, and tortures village of Kalag Clearing (hex 01.14) for supplies, but
them for days. The orphans are so hardened from always keep a lookout for easy new targets. They avoid
trauma now that they believe their miserable lives are the monastic community (hex 01.11) as it is guarded
the only ones to live. by fierce war dogs. If these bugbears discovered the
exiled bugbear camp (hex 07.11), they would likely
Black Wolves of the Garngat (12): AC 5 [14], raid it. Grimgor fears the tundra trolls (hex 03.09),
HD 7+2* (33hp), ATK 1 × bite (2d6), THAC0 12 who extort him.
[+7], MV 180’ (60’), SV D8, W9, P10, B10, S12 (7),
ML 9, AL chaotic, XP 850, NA 12 (0), TT I + pelt. Treasure. The bugbears have 4,008sp and 3,113gp in
a small, locked chest.
ƒ Damnation: If slain, wolf’s spirit flies howling
into the air and vanishes; it becomes trapped in Bearded Grimgor: AC 3 [16], HD 4* (18hp),
the Megalith of Yetza-har’aB. ATK 1 × weapon (3d4), THAC0 16 [+3], MV 90’
ƒ Demon Traits: Doesn’t need air, food, or water. (30’), SV D10, W11, P12, B13, S14 (4), ML 9, AL
Immortal. Telepathy 100’. chaotic, XP 125, NA 1, TT B, Gear plate mail.
ƒ Detestable Recrudescence: If 66 victims are ƒ Bark Orders: Grants all allies who hear him +1 to
ritualistically murdered and their suffering offered hit and saves for 1 round. Costs an action.
to a demon, the harnessed power frees and ƒ Surprises: On a 1-3, due to stealth.
reconstitutes the black wolf again.
ƒ Frenzy of the Hunt: At +2 to hit and damage 01.11 VIGIL HOLE
against injured targets; increases to +4 against
those suffering from terror of the night. A wood-framed hole leads down into a warren of
ƒ Mundane Damage Immunity: Harmed only by underground tunnels called the Vigil Hole. Around the
magical attacks. entrance’s perimeter, 12 shaggy war dogs patrol at all
ƒ Pelt: Worth up to 6,000gp intact. times, barking to alert those below of new arrivals.
ƒ Terror of the Night: 1/night; the pack looses a
A Hadean cenoby of 103 ascetics (traders) live here,
terrifying howl heard up to 18 miles (or 3 hexes).
led by Hesychast (Vigil Hole abbotA) and his 12
Listeners must save vs. paralysis or suffer a range-
Vigil Hole ascetic-priestsA. They wear hair robes,
based penalty to hits and saves until dawn: within
keep silent vigil, pray incessantly, and contemplate the
6 miles (-3), 12 miles (-2), or 18 miles (-1); a
Trisagion. During daylight hours, the hermits remain
cleric or paladin of 7th level or higher saves at +4.
isolated from each other. But at seven holy hours,
the ascetics join together and worship by performing
liturgical rites. The hermits have taken vows of silence,
communicating by writing and pantomime only.

160
Nearest the surface, the ascetics have erected a small Vigil Hole Ascetic-Priests (12): AC 9 [10],
temple for themselves and visitors; at its entrance, HD 3* (10hp), ATK 1 × club (1d6), THAC0 19 [0],
a wood bowl filled with offerings from alluvial gold MV 120’ (40’), SV D11, W12, P14, B16, S15 (cleric
nuggets lies on a prominent table, surrounded by 3), ML 10, AL lawful, XP 50, NA 1d8 (1d20), TT
bouquets of arctic roses when they are in season. –, Gear robes, prayer beads, holy symbol (Hadean
Temple), icon devotional.
Development. The ascetics model their loves after Icon
Zala, who spent much of her time praying alone in a ƒ Spell Casting: 1st (2 slots): cure light wounds,
jungle cave far to the south. It is written that, at times, purify food and water.
she even preached to the animals gathered around ƒ Turning the Undead: As a cleric.
her cave on the nature of the Trisagion, the Hadean
Temple, the Cosmic Queen, and Caelorum. The 01.14. KALAG CLEARING
ascetics seek to emulate her life, creating the solitude This Enoruuk village rests in a sleepy forest clearing. Its
Zala benefited from so much, and living as friends of grass-roofed, rotund houses are built with large stones,
the wild animals. Any harm or theft committed against all encircled by a wooden palisade. The tribe is led by
the Vigil Hole ascetics draws a violent reaction from a male elder named Tutan (Enoruuk huntsmanA).
the patrolling war dogs, though the ascetics are non- The Kalag clan trades along a southerly forest path that
violent themselves. connects them to the seaside village of Martul (hex
02.18).
Population: 103.
Development. The Kalag struggle against the
Alignment: Lawful. marauding, flesh-eating bugbears (hex 01.07). Their
Military: 12 shaggy wild dogs (war dogs) hunters spend time at the Lodge of the Happy Hunt
and 12 Vigil Hole ascetic-priest- (hex 05.13). Often, the Kalag villagers trade with the
sA. monks at the Vigil Hole (hex 01.11). They find the
Demographics: Enoruuk 19%, Hadeans 60%, Half- ascetics curious but harmless.
Elves 1%, Half-Orcs 2%, Whudjan
18%. Population: 136.
Ruler: Hesychast (Vigil Hole abbotA). Alignment: Neutral.
Economic Religious. Military: 106 warriors (nomads).
Industries: Demographics: Enoruuk 100%.
Religion: Hadean Temple 100%. Ruler: Tutan (Enoruuk 2HD nomad),
Gear No metal items. but really Akna (staalista fire-tel-
Limitations: lerA).
Annual Taxes: None. Economic Fur hunting, ivory hunting, live-
Industries: stock, wilderness guides.
Vigil Hole Abbot (Hesychast): AC 9 [10], HD Religion: Emeqism 89%, Hadean Temple
6* (21hp), ATK 1 × club (1d6), THAC0 17 [+2], 6%, Magoth 5%.
MV 120’ (40’), SV D9, W10, P12, B14, S12 (cleric Gear No metal items.
6; saves vs. magic at +2), ML 11, AL lawful, XP 500, Limitations:
NA 1, TT –, Gear robes, miter, gold pectoral symbol
(50gp), prayer beads, icon devotional, signet ring Annual Taxes: None.
(25gp), Abilities STR 11, INT 12, WIS 16, DEX 12,
CON 12, CHA 7. Staalista Fire-Teller (bard 3): AC 5 [14], HD
3 (10hp), ATK 1 × spear (1d6) or 1 × longbow (1d6,
ƒ Spell Casting: 1st (2 slots): protection from evil,
range 70’), THAC0 19 [0], MV 60’ (20’), SV D13,
resist cold; 2nd (2 slots): bless, know alignment;
W14, P13, B16, S15 (bard 3), ML 8, AL neutral, XP
3rd (1 slot): cure disease; 4th (1 slot): neutralize
35, NA 0 (1d4), TT –, Gear chainmail, battle axe,
poison.
longbow, 20 arrows, potion of healing.
ƒ Turning the Undead: As a cleric.
ƒ Anti-Charm: All allies within 30’ are immune to
song-based magic and beguiling fey powers; allies

161
under such effects get a new save at +4 to resist before him, Mazos has detected this energy source’s
it. presence via his sorcery. He is concerned that the
ƒ Enchantment: Outside of combat, can fascinate Skull God found the underground power source and
6HD of people in a 30’ radius by performing vanished because it destroyed him. Mazos uses his
the ancient Enoruuk style of throat-singing. (See divination spells and crystal ball to learn more about
“Bard” in Old-School Essentials Advanced Fantasy important sites within the region of Titherion. He
Player’s Tome.) believes they are all connected in some way, that a clue
ƒ Spell Casting: 1st (2 slots): animal friendship, here may give insight into a site over there, etc. It’s
predict weather. possible that Mazos hires the party to help him in this
quest, though he puts on airs of doing it for nobler
01.18. KINDLY ONE’S TOWER intentions. “We have to keep others safe,” he says.
This stone tower was built on an islet just offshore. Its Tactics. Mazos avoids combat. He casts invisibility or
stone is salt-logged. A small stone bridge connects to dimension door to escape his foes. He loves to infuriate
it from land. The tower houses Mazos the KindlyA. self-righteous heroes by demonstrating their inability
He employs the ornery, blind Pushu-Ken (Whudjan to lock him down or kill him, and mock them for it.
assassin 6). The Hadean mage frequently says how Mazos prefers to charm his foes and force them to do
“useless” the Whudjan is as a servant, but the blind his bidding rather than outright harming them. Most
man bites right back at his employer, of his prepared spells let him safely explore ancient
muttering about “thirteen ruins and avoid violent threats.
unskilled apprentices lucky
to have learned from the Mazos the Kindly (Whudjan magic-user 11):
same gifted master.” In AC 7 [12], HD 9+11* (38hp), ATK 1 × silver dagger
his basement, Mazos (1d4+1), THAC0 13 [+6], MV 120’ (40’), SV D8,
hides 13 spell-page W9, P8, B11, S8 (magic-user 11; +1 on magic saves,
mummiesA in his thrall, +2 on all saves from magic cloak), ML 8, AL chaotic,
the remains of former XP 1,600, NA 1, Gear robes, silver dagger, amulet
apprentices. of protection against possession, bag of holding, boots of
levitation, brooch of shielding, cloak of defense +2, crystal
Treasure. Mazos hides a ball, necklace of adaptation, M-engraved key, Abilities
small chest in the tower, STR 13, INT 17, WIS 13, DEX 11, CON 14, CHA
locked and trapped 10.
with a cloudkill spell.
Mazos carries the ƒ Spell Casting: 1st (4 slots): charm person, detect
M-engraved key. magic (×2), read magic; 2nd (3 slots): invisibility,
locate object, mirror image; 3rd (3 slots): hold
The chest holds person (×2), infravision; 4th (3 slots): dimension
8,552gp, his door, polymorph others, wizard eye; 5th (2 slots):
spellbooks, and contact higher plane, teleport; 6th (1 slots):
an odd tome disintegrate.
revealing the ƒ Spellbook (Unprepared Spells): animate
secret to casting a dead, clairvoyance, conjure elemental, control
unique ritualized version of the animate weather, curse, detect invisible, dispel magic, ESP,
dead spell that creates a single spell-page mummyA feeblemind, floating disc, hallucinatory terrain,
over the course of three weeks. Using the ritual is a hold portal, invisibility 10’ radius, invisible stalker,
chaotic act and costs 1,000gp in materials. light, magic missile, polymorph self, protection
from evil, protection from evil 10’ radius, read
Development. Mazos seeks a new apprentice. He languages, shield, wall of ice, web, wizard lock.
promised to himself that he would pick someone
worthy this time. The Kindly One will hire adventurers
to fetch his errands in the wilderness, as he’d much
prefer to spend time researching in his tower.
Currently, Mazos is studying the incredible power
source underneath Castle Thar-Gannon. Like Baalor

162
163
Spell-Page Mummies (13): AC 3 [16], HD 5+1**
(23hp), ATK 1 × touch (1d12 + disease), THAC0 14
02.09. FATTY ICE-HUNKS
[+5], MV 60’ (20’), SV D10, W11, P12, B13, S14 Frozen hunks of animal fat litter a broad stretch of
(5), ML 12, AL chaotic, XP 575, NA 1d4 (1d12), TT tundra. No blood or gore is found among the carnage.
D. The fatty ice-hunks appear gnawed on by large teeth,
but are still edible.
ƒ Disease: Infectious touch can deliver arcane
debilitation disease (transmit 4:6; incubation
1d4; severity 3; resistance 1d4 INT and recovers
02.18. VILLAGE OF MARTUL
only lowest-level spell slot after a night of resting). Martul is a thriving community of Enoruuk fishermen
ƒ Damage Immunity: Harmed only by fire and and craftsfolk dwelling in bleached-wood cabins
magical attacks, but even magic weapons and on stilts along the rocky ocean shore. The vertical
spells deal only half damage to it. Fire attacks coastal cliffs rise 80’ and shelter the village from land
always deal full damage. raiders. A narrow, winding cliff-path permits entry
ƒ Frightful Appearance: Anyone seeing the into the village. Martul is led by Wyaku (Enoruuk
mummy for the first time must save vs. paralysis huntsmanA). He is advised by Tapeesa (staalista fire-
or be paralyzed with terror for 2d6 rounds or tellerA).
until the undead attacks or cannot be seen; clerics
and paladins of 5th level or higher save at +4. A Development. Some fishermen have seen the entrance
victim of 8th level (or 8HD) or higher is at -2 to into Morkaal Tomb (hex 08.21). The mysterious
hit if affected. Mazos (hex 01.18) often visits to conduct trade, but
ƒ Magic Resistance: Saves vs. magic at +4. quickly leaves; mutters about the worthlessness of his
ƒ Undead: Makes no noise, until it attacks. past apprentices while in the village. The current gossip
Immune to effects that affect living creatures (e.g., is that Ninuk, the shell-gatherer, claims to have seen
poison). Immune to mind-affecting or mind- goblin pirates spying on the villagers (hex 04.17), but
reading spells (e.g., charm, hold, sleep). the elders don’t seem too worried—Martul’s lack of
natural resources and oceanside location make it easy
02.05. AZURE FOUNTAIN to defend against raiders. Furthermore, the weather
has been odd lately. Storms, rainclouds, and gale-force
Partially sunk in the ground lies a square, azure winds rapidly develop and then vanish just as quickly;
fountain with geometric designs. It is covered by this is caused by the same goblin pirates (hex 04.17).
moss and lichen. The fountain is filled with cold, fresh
water from a spring. The ancient paved road from the Population: 490.
southeast (from hex 03.06) continues on past this
fountain (toward hex 01.05) but abruptly ends 200 Alignment: Neutral.
yards northwest of it. Military: 386 warriors (nomads).

164
Demographics: Elves 2%, Enoruuk 95%, Half-Elves 02.22. FORGOTTEN PYRAMID
1%, Half-Orcs 1%, Whudjan 1%.
Here lies a small, rocky island in the sea. An inlet flows
Ruler: Wyaku (Enoruuk huntsma- into this island’s interior, forming a 30’ wide moat with
nA), but really Tapeesa (staalista a stone plateau rising 60’ out of the middle. Built atop
fire-tellerA). its flat surface is a three-story, clay-stepped pyramid. An
Economic Boat rentals, fishing, hunting, outer ring of jagged rocks surrounds the moat forming
Industries: pearls, wilderness guides. the island’s exterior.
Religion: Emeqism 82%, Hadean Temple Even on a calm day, waves crash against the plateau’s
17%, Magoth 1%. sides, making this area hard to access. If anyone
Gear 1:6 chance metal items can be pur- enters the cold water, he must save vs. paralysis to
Limitations: chased; no chain mail or plate mail. make progress toward the stone plateau; when the
swimmer approaches within 10’ of the plateau’s sides,
Annual Taxes: None.
a failed save results in him getting slammed into the
dangerous rocks (2d6 damage per round). Climbing
Staalista Fire-Teller (bard 3): AC 5 [14], HD the plateau requires a thief’s Climb Sheer Surfaces
3 (10hp), ATK 1 × spear (1d6) or 1 × longbow (1d6, check or climbing equipment. Anyone jumping into
range 70’), THAC0 19 [0], MV 60’ (20’), SV D13, the water is attacked by an aqua elemental guardianA.
W14, P13, B16, S15 (bard 3), ML 8, AL neutral, XP A swimming hero suffers water-fighting penalties.
35, NA 0 (1d4), TT –, Gear chainmail, battle axe,
longbow, 20 arrows, potion of healing. Interior. Ascending the pyramid reveals a flat top
ƒ Anti-Charm: All allies within 30’ are immune to with a gaping hole in its middle where the clay surface
song-based magic and beguiling fey powers; allies collapsed. Inside the shrine, 40’ below, hunks of old,
under such effects get a new save at +4 to resist fallen clay cover the ground floor; hidden under them
it. are two magical items. The first is a vial of sweet water.
ƒ Enchantment: Outside of combat, can fascinate The second is a jar of blue brain juiceB.
6HD of people in a 30’ radius by performing
Mysterious Origin. The pyramid is a mystery, its
the ancient Enoruuk style of throat-singing. (See
original purpose lost to time. But in truth, it was
“Bard” in Old-School Essentials Advanced Fantasy
constructed by Ba-Krosh (hex 03.02) to save himself
Player’s Tome.)
from death. It failed.
ƒ Spell Casting: 1st (2 slots): animal friendship,
predict weather. Aqua Elemental Guardian: AC 2 [17], HD 8*
(36hp), ATK 1 × bite (2d10), THAC0 12 [+7], MV
Enoruuk Huntsman (ranger 2): AC 4 [15], HD
180’ (60’) swim, SV D8, W9, P10, B10, S12 (8), ML
2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow
12, AL neutral, XP 1,200, NA 1 (1), TT –.
(1d8, range 70’), THAC0 19 [0], MV 60’ (20’),
SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL ƒ Blood Scent: Detects blood in water 300’ away.
lawful, XP 25, NA 0 (1d6), Gear furs, chainmail, ƒ Feeding Frenzy: Triggered by the scent of blood;
shield, battle axe, longbow, 20 arrows, knife. always attacks; no morale checks.
ƒ Guardian: Always attacks on sight.
ƒ Awareness: Surprised only on a 1.
ƒ Mundane Damage Immunity: Harmed only by
ƒ Foraging & Hunting: Foraging 2:6 chance,
magical attacks.
hunting 5:6 chance.
ƒ Size: As a great white shark.
ƒ Pursuit: When pursuing other groups in the
ƒ Surprises: On a 1-5, unless target can detect
wilderness, at -10% chance of evasion.
invisibility.
ƒ Surprise Attack: Ambushes enemies in the
ƒ Transparency: Cannot be attacked first round
wilderness (3:6 chance).
unless target can detect invisibility; foes at -2 to
ƒ Tracking: 30%.
hit after it is revealed; locatable by faintly visible
outline of water’s movement.
ƒ Water-Bound: Cannot leave water or dies.

165
03.02. FORTRESS OF GRIEF
Built into the mountainside is a small Baalorian
overwatch fortress. The ancient, lofty stronghold lies in
crumbling shambles now, its proud walls broken as if
besieged, and its highest towers cast down in a blue-
black stone heap. On snowless days, the fortress grants
a clear view of the wide glacial valley leading to the
western pathway into Thar-Gannon (hexes 08.01 and
09.02).

This fortress slowly fell into ruin after the Battle of


Stinging Meadows. Although the Hadeans never
assaulted the keep, over time, without reinforcements
from Castle Thar-Gannon, the undead regiment
that kept sentry here was whittled down by the
steady incursions of the Trow coming from over the
mountains, as well as the unavoidable random assaults
carried out by the dangerous arctic predators native to
the harsh polar lands.

Despite the fortress’s dilapidated state, a small


regiment of undead (18 Hadean skeletonsA, 5 Trow
skeletonsA, and 3 Trow zombiesA), led by Ba-Krosh
the Lingerer (angakokA), still guards this place.

Dining Dead. These undead actually have no idea that


Baalor is missing. They carry on with their final orders
under the (wrong) assumption that the Skull God rules
Titherion, as he has for over two centuries. Nobody has
explained to them otherwise; and even if they did, the
undead wouldn’t believe them and would simply gut
them like pigs.

Even though the fortress has been decimated, Ba-


Krosh insists on his regiment continuing on in unlife
as if things are just fine. They perform mindless chores
around the ruins, like cleaning their battle gear,
sweeping the grounds, and tidying up the decrepit
rooms of the fortress. Ba-Krosh even orders his Hadean
skeletons to cook up a feast every night so the regiment
can dine together, filling themselves with food and
drink as if it were a means not to die.

Development. If the party approaches this fortress


without open hostility, the undead are not immediately
aggressive. The skeletons wave the heroes inside as if
expecting their company. Ba-Krosh politely asks the
explorers who they are and what their purpose is in the
western glacial valley. After they answer, the sorcerer
says that he would like to continue questioning the
heroes but prefers a more hospitable tact with his
“temporary prisoners.” He then invites the party to
join his regiment for dinner. From the waiting period

166
otherwise, the angakok wishes to ponder this news
for a time before acting. After 1d4 weeks, he decides
to take his chances and escape. Ba-Krosh leaves the
Fortress of Grief, wishing to seek out the Cyclopean
City. (See Volume 3 of Gods of the Forbidden North.)

Treasure. Ba-Krosh holds the vault key into an


underground treasury below the ruins, which bears
a locked, hidden stone lid. The vault contains the
following:

ƒ Large Chest 1: 2,167pp, 21,567gp, 8,490ep,


14,770sp, and 38,600cp.
ƒ Small Chest 2: Helm of reading languages and
magic, +1 polearm of giant slaying, +2 crossbow of
accuracy, and 1 potion of control giant (only affects
Trow and dyoclopses).

ROLEPLAYING NOTES. Helpful roleplaying


notes on Ba-Krosh if the party encounters him.

Description. Dresses in purple satin robes and an


overhead hood. Unrecognizable ethnicity due to
the incredible damage inflicted on his body while
being burned at the stake. Ba-Krosh hides this with
clothing; it embarrasses him. Recently, Ba-Krosh’s
leg was damaged in a Trow raid. He hobbles along
before the feast until the end of the five-course meal, with it, sliding the damaged leg behind him. This
the characters can discuss with Ba-Krosh whatever embarrasses him even more. His clothing bears a
pleases them. magic rune on it (his personal arcane script), which
reads, if deciphered with read magic: “Ikkumayok.”
If the heroes mention Ba-Krosh’s skin or limp, he
grows very angry. Make a reaction roll at -2 to Personality. Will not stop talking. Dominates
determine his exact response, which may very well be a conversations and loves being the center of any
sorcerous blast. party’s attention. Always chimes in with a line
to seem well-versed in the subject matter being
Once dinner ends, the referee should make a reaction
discussed, even if he doesn’t know anything about
roll, with bonuses or penalties based on how the
it. He enjoys expensive wine, long and extravagant
characters interacted with Ba-Krosh throughout their
meals, and intellectually stimulating conversation
meal. If the roll fails, Ba-Krosh does his level best to
(among perceived equals) for his own benefit.
destroy the adventurers.
Ba-Krosh would make an excellent diplomat. Most
But if the roll succeeds, they heroes played their cards people who meet the man (alive or undead) like
right and proved to be entertaining and polite enough him.
guests for the angakok to let live. Ba-Krosh might serve
as an important source of historical information. Of But ultimately, Ba-Krosh only befriends others for
course, he only plays this game with the party for as his own advancement. If Ba-Krosh thinks a person
long as they appear useful to him. gives him an insight or advantage or knowledge
he didn’t have before, he puts great effort into
The undead sorcerer might be convinced that Baalor maintaining that relationship. But if Ba-Krosh
is gone or dead. But this is not easy. In his own outgrows a friend or colleague, he distances himself
mind, Ba-Krosh is certain that, if the Skull God were from that individual, or even betrays or kills him.
dead, he would know it instantly and be freed from
his servitude. If the party somehow persuades him

167
Now, in undeath, Ba-Krosh has grown bored with from certain death. (For his own gods had clearly
his post. He desires forbidden knowledge and failed him.)
dark secrets. Knowing such things makes him feel
smarter and more powerful than those around him. As Ba-Krosh conducted his ritualized plea to
He was addicted in life to material pleasures, such Anarnulak, Ikkumayok instantly became aware
as beauty—in nature, in art, and in the comely of this treachery. A sudden column of intense
shape of women. In particular, Ba-Krosh enjoyed fire erupted from the sky and fell upon the water
bedding married women when he was alive. It pyramid, decimating it and incinerating all of the
made him feel stronger and more desirable over Inilgaan sorcerer’s loved ones and beloved servants.
other male competitors. The demon left Ba-Krosh alive to behold their
charred corpses. And by the devices of Ikkumayok,
Ba-Krosh knows nothing about Valkengard, the grieving, bitter man was captured by his
Skaalburg, Kangkul, or the Hadean Empire. He enemies, the Enoruuk, who he had tried so hard to
never refers to any place on the continent by its escape. Taking a dim view of Ba-Krosh’s wretched
Hadean name; he only uses Enoruuk names for sorcery, they burned him alive.
these locations, with the exception of Baalor’s
strongholds. Through past necromantic agreements, the fire
demon infused Ba-Krosh’s body with unlife, and
Background. Ba-Krosh is not an Enoruuk. He is now he endures on as an undead angakok, filled
actually an Inilgaan chaos cultist. That means he is with grief, anger, and regret over his past decisions.
over 8,000 years old. These failures haunt him.

Hadean Skeletons (18): AC 4 [15], HD 1* (4hp),


In millennia past, Ba-Krosh was born into ATK 1 × claw (1d6), THAC0 19 [0], MV 60’ (20’),
an unrecorded cycle of time long before the SV D14, W15, P16, B17, S18 (NH), ML 12, AL
ascendance of any current civilization. During chaotic, XP 13, NA 3d4 (3d10), TT –, Gear rusty
his lifetime, the northlands were dominated by shield and rusty chain mail.
utter evil. Malevolent chaos cults controlled the
hearts and minds of Ba-Krosh’s ancient people, and ƒ Testudo: Improves to AC 3 [16] when fighting
through them, they worshipped dark, alien gods. as a horde with other Hadean skeletonsA (e.g.,
Ba-Krosh himself loyally served the fire demon, moving and attacking together).
Ikkumayok. The greater Tarngrak gifted the ƒ Undead: Makes no noise, until it attacks.
wicked man with impressive fire powers. Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
But when the Enoruuk arrived in Nunakilak (the reading spells (e.g., charm, hold, sleep).
fertile land encircling the great lake of Imaryuk),
war erupted between them and the Inilgaan. Thus Trow Skeletons (5): AC 7 [12], HD 13 (58hp),
began the Inilgaan Wars. As Ba-Krosh witnessed ATK 1 × sword (5d8) or 1 × ice boulder (2d8),
the slow and steady genocide of his people, he THAC0 10 [+9], MV 150’ (50’), SV D4, W5, P6,
began to regret his dedication to Ikkumayok. He B5, S8 (13), ML 12, AL chaotic, XP 1,350, NA 1d2
understood that the Tarngrak did not care for their (1d4), TT –, Gear huge two-handed sword, polar bear
survival and meant to betray them in the end— furs (400gp).
which proved true, years later, at the Battle of the ƒ Acclimated: Immune to cold.
Great Defile. ƒ Guardian: Always attacks on sight.
ƒ Ice Boulder Throwing: Ice-hunks; up to 300’.
But Ba-Krosh never saw that end. Seeing the ƒ Obedient: Obeys its creator’s commands.
devastation left by the overwhelming Enoruuk, ƒ Undead: Makes no noise, until it attacks.
he fled far to the south, taking his family and Immune to effects that affect living creatures (e.g.,
those pledged to his service. And on the sea to poison). Immune to mind-affecting or mind-
the far south, he ordered the construction of a reading spells (e.g., charm, hold, sleep).
great pyramid (hex 02.22). With it, Ba-Krosh
had hoped, the great water deity of the Enoruuk, Trow Zombies (3): AC 8 [11], HD 14 (63hp), ATK
Anarnulak, might hear his plea for aid and save him 1 × sword (5d8) or 1 × ice boulder (2d8), THAC0 9
[+10], MV 90’ (30’), SV D4, W5, P6, B5, S8 (14),

168
ML 12, AL chaotic, XP 1,350, NA 1d2 (1d4), TT –, lesser one is thousands of years old. It would remember
Gear huge two-handed sword, polar bear furs (400gp). the early Enoruuk and their first diggings.
ƒ Acclimated: Immune to cold. Chert Elemental (Lesser): AC 2 [17], HD 8*
ƒ Guardian: Always attacks on sight. (36hp), ATK 1 × blow (1d8 + flint strike), THAC0 12
ƒ Ice Boulder Throwing: Ice-hunks; up to 300’. [+7], MV 60’ (20’), SV D8, W9, P10, B10, S12 (8),
ƒ Initiative: Always loses; never rolls. ML 10, AL neutral, XP 1,200, NA 1 (1), TT –.
ƒ Obedient: Obeys its creator’s commands.
ƒ Undead: Makes no noise, until it attacks. ƒ Flint Strike: Fist creates a shower of sparks
Immune to effects that affect living creatures (e.g., when striking a foe wearing chainmail or plate
poison). Immune to mind-affecting or mind- mail; anyone within 5’ in flammable clothing or
reading spells (e.g., charm, hold, sleep). material must save vs. breath or else ignite for
1d6 damage per round until an action smothers
Angakok: AC 0 [19], HD 11** (49hp), ATK 1 × the flames.
touch (1d6 + terrifying touch), THAC0 11 [+8], MV ƒ Mundane Damage Immunity: Harmed only by
60’ (20’), SV D6, W7, P8, B8, S10 (11), ML 10, AL silver weapons or magical attacks.
chaotic, XP 1,900, NA 1 (1), TT A. ƒ Summoning: Summoned by magic staff.
ƒ Energy Immunity: Immune to fire. ƒ Water-Blocked: Can’t cross a channel wider than
ƒ Mundane Damage Immunity: Harmed only by its own 8’ height.
silver weapons or magical attacks. Chert Elemental (Intermediate): AC 0 [19],
ƒ Spell Casting: As 14th level caster. At will—detect HD 12* (54hp), ATK 1 × blow (2d8 + flint strike),
magic, floating disc, hold portal, magic missile, THAC0 10 [+9], MV 60’ (20’), SV D6, W7, P8, B8,
read magic; 3/day—animate dead, dispel magic, S10 (12), ML 10, AL neutral, XP 1,900, NA 1 (1),
fireball, haste, levitate, lightning bolt, wall of fog; TT –.
1/day—cloudkill, wall of ice.
ƒ Terrifying Touch: Victim touched must save vs. ƒ Flint Strike: Fist creates a shower of sparks
paralysis or age 2d6 years and flee for 1d6 turns when striking a foe wearing chainmail or plate
(2:6 chance of dropping held items); a cleric or mail; anyone within 5’ in flammable clothing or
paladin of 10th level or higher saves at +4. An material must save vs. breath or else ignite for
affected victim of 11th level (or 11HD) or higher 1d6 damage per round until an action smothers
is at -2 to hit. the flames.
ƒ Undead: Makes no noise, until it attacks. ƒ Mundane Damage Immunity: Harmed only by
Immune to effects that affect living creatures (e.g., silver weapons or magical attacks.
poison). Immune to mind-affecting or mind- ƒ Summoning: Summoned by magic device.
reading spells (e.g., charm, hold, sleep). ƒ Water-Blocked: Can’t cross a channel wider than
its own 12’ height.
03.04. ANCIENT CHERT QUARRY Chert Elemental (Greater): AC -2 [21], HD
This abandoned, open chert quarry was built by the 16* (72hp), ATK 1 × blow (3d8 + flint strike),
Enoruuk and used for thousands of years to make their THAC0 8 [+11], MV 60’ (20’), SV D2, W3, P4, B3,
stone tools and weapons. But this practice ended with S6 (16), ML 10, AL neutral, XP 2,300, NA 1 (1), TT
the coming of the Hadeans, who brought advanced –.
knowledge of steel and metalworking. This quarry is
ƒ Flint Strike: Fist creates a shower of sparks
huge, consisting of 219 open pits that were dug by the
when striking a foe wearing chainmail or plate
Enoruuk long ago.
mail; anyone within 5’ in flammable clothing or
Stone Elemental. There is a 2:6 chance per visit that a material must save vs. breath or else ignite for
chert elementalA erupts from a nearby pit and interacts 1d6 damage per round until an action smothers
with explorers. (Roll 1d6 for the elemental’s power the flames.
level: 1-3 lesser, 4-5 intermediate, or 6 greater.) The ƒ Mundane Damage Immunity: Harmed only by
elemental attacks if hostile, but a friendly one might silver weapons or magical attacks.
communicate with the heroes if they can somehow ƒ Summoning: Summoned by spell.
understand it. The elemental is very ancient—even a ƒ Water-Blocked: Can’t cross a channel wider than
its own 16’ height.

169
Treasure. Encased within the snow drifts lies the troll-
03.06. ANCIENT PAVED ROAD pair’s loot. It takes 1d3 turns digging with a shovel
An ancient paved road runs northwest (to hex 02.05) or similar tool just to uncover the first pile of coins.
and southeast (to hex 04.06). Each stone is marked A party must spend 4 hours to find all of the trolls’
with the Skull God’s sigil: a broken skull with curling treasure, which equals 3,346gp, 5 +2 crossbow bolts, 1
ram horns. The road was blackened and scorched by a potion of dragon control, and 1 potion of ESP.
sorcerous battle.
Underworld. In the cave’s rear lies a tunnel into
03.09. SNOWDRIFT CAVE the underworld, area 1. (See Volume 2 of Gods of the
Forbidden North.)
A wide-mouthed cave leads into a multi-chambered
cavern, with a tunnel in the back descending into Tundra Trolls (2): AC 4 [15], HD 9* (40hp),
darkness. No matter the season, huge snowdrifts fill the ATK 2 × talon (1d8), 1 × bite (1d12), THAC0 12
cavern floor even though no wind blows here. [+7], MV 120’ (40’), SV D8, W9, P10, B10, S12 (9),
ML 10 (8 fear of fire), AL chaotic, XP 1,600, NA 1d8
Snowdrifts. Half-movement rates apply while
(1d8), TT D.
navigating these caves due to the snow.
ƒ Cold Aura: Emits a frosty 5’ radius aura that
Inhabitants. Living in this snow-filled cave are 2 prevents its lair-snow from melting during its
tundra trollsA, Klugg and Vulzala. During summer, summer hibernation and reduces fire damage by 1
the mated pair of flesh-eating monsters is always point per die.
present, hibernating under the snow. Anyone listening ƒ Fear of Burning: Morale reduced to 8 when
carefully (normal chances) hears their faint breathing. attacked with acid or fire.
Throughout the rest of the year, roll 1d6: on a 1-3, ƒ Fire & Acid: Cannot regenerate damage from
both trolls are absent; on a 4-5, one troll is present; these sources. The only way to permanently kill a
and on a 6, both trolls are present. tundra troll.
ƒ Hibernate: Hibernates in the summer. Loud
noises, strong smells, and direct attacks wake it
up; otherwise, 1:6 chance of stirring.
ƒ Immunity: Immune to cold and hypothermia.
ƒ Rapid Regeneration: Gains 6hp per round if
damaged but alive. Severed limbs reattach.
ƒ Return from Death: If killed (0hp), regenerates
and fights again in 1d6 rounds.
ƒ Surprises: On a 1-4, due to hiding motionless in
the snow.

03.15. NIGHTMARE DEN


In a grove of dead trees rises a massive sitka spruce,
rotting from within. At its base lies a hole clawed out
from the rocky silt. Inside the hole lies a tunnel into a
stinking underground den full of human bones, half-
eaten corpses, and great piles of dung-filth.

This is the private den of KappianartokA, the Night


Bear. There is a 2:6 chance the demon is present, and
if so, a 4:6 chance it is asleep. Anyone climbing down
into the den when the Night Bear is inside finds himself
face-to-face with its slumbering form in very cramped
quarters with almost no maneuverability, save to flee
back out. This immediately stirs Kappianartok, who
takes 1d2 rounds to awaken and attack.

170
171
The Night Bear appears like an enormous, prehistoric it; even on a successful save, the victim takes 6d6
grizzly bear. On its hind legs, the demon stands 18’ damage.
tall, and it weighs over 5,000 pounds. Its furless hide ƒ Demon Traits: Doesn’t need air, food, or water.
resembles black volcanic rock still rapidly cooling, with Immortal. Telepathy 100’.
veins like glowing hot magma just beneath its surface. ƒ Detestable Recrudescence: If 666 victims are
Blazing eyes, red as rubies, shine in the darkness of ritualistically murdered and their suffering offered
its abysmal den as it awakens. The Night Bear’s roar to a demon, the harnessed power frees and
would cow a full-grown dragon. reconstitutes Kappianartok again.
ƒ Final Possession: Anyone who kills the demon
Treasure. Scattered about the Night Bear’s messy nest must save vs. death or suffer its diabolical
are 99,789gp and 3,570pp. possessionC. Additionally, on full moons, the
possessed victim transforms into an evil werebear
Development. Kappianartok is an ancient Tarngrak,
(with maximum hp). The victim spends the entire
one of the greater demons of the Forbidden North.
night roaming the wilds, hunting and killing.
(See “Pantheon of the Unholy Nine” in chapter 1.)
The next morning, he awakes with no memory of
It is a monstrous beast, prone to displays of incredible
these events, only haunting bestial dreams. If the
power. The demon hates men with all its being; at the
possessed victim dies for any reason, Kappianartok
mere sight of one, Kappianartok flies into a violent rage
can attempt to possess a new creature within 200’.
and kills every last human in its path. It partly blames
ƒ Indestructible Hide: Mundane weapons that hit
them for its current state.
the demon’s incredibly durable hide usually break
Formerly the ruling malku of a great Caelorum host, (4:6 chance); even magically enchanted weapons
this fallen creature rages at the cosmos for that single deal only half damage to the demon, and they
moment of internal weakness in which it cast aside still have a chance to break on a hit (+1 weapons,
all that it swore to protect. Now the demon has been 2:6 chance; +2 weapons, 1:6 chance; +3 weapons
doomed to forever obey Yaqum, its razan lieutenant. never).
Kappianartok chafes at the mere thought of this. It ƒ Mundane Damage Immunity: Harmed only by
thirsts for the destruction of everything because of this magical attacks.
grand injustice. The Night Bear is the only Tarngrak ƒ Snow Walk: Wide paws allow running on the
who has ever overruled the Ninth Demon—one and surface of snow without sinking.
one time only. When the End-Worm first approached ƒ Spell Casting: As 10th level caster. Constant—
the fallen Tarngrak and offered them vengeance by detect evil, nondetection, read languages, read
becoming its heralds, the spider-demon tried to use magic; at will—invisibility to animals, obscuring
its cunning words to persuade its comrades to avoid mist, predict weather, speak with animals, speak
any alliance with Vuulthoom. But at the mere thought with plants; 3/day—dispel magic, growth of nature
of letting another being control its fate via a proxied, (plants only), protection from fire and lightning.
democratic decision, the Night Bear became enraged, ƒ Summon: 1/day—1d4 cave bears.
and such was its fury that Yeguryaq relented and ƒ Volant Decomposition: Once dead, its corpse
agreed to the End-Worm’s terms. liquefies into a hissing, black, tar-like substance
called demon bloodB that forever scorches the
Kappianartok: AC 1 [18], HD 20*4 (90hp), ATK ground where the Tarngrak fell. The first time the
2 × claws (2d6), 1 × bite (4d6), THAC0 6 [+13], MV greater demon is killed, it leaves behind one of the
120’ (40’), SV D2, W2, P2, B2, S4 (20), ML 11, AL five parts of the tower key of chaosB.
chaotic, XP 6,600, NA 1, TT R.
ƒ Damnation: If a possession attempt fails after the 04.06. RUINED TOWER FORTRESS
demon is slain, Kappianartok’s spirit flies into a On the northern lakeshore lies a ruined tower fortress.
bear den and bursts the entrails of a mother and Tumbled down blocks of stone lie in heaps about its
its cubs; then, howling with rage, it is trapped foundation of rocky barren earth. An old dock rots
inside the Megalith of Yetza-har’aB. on its southern end, and a stone staircase enwraps half
ƒ Death Maul: Victim clawed twice in the same the tower exterior. The skeletal remains of its former
round must save vs. death or else get torn to occupants lie within, having been long picked over.
pieces by the Night Bear, which automatically kills Oddly, an 8’ wide culvert has been burrowed through

172
the tower’s crumbling walls like cheese. (A sinuous three-pronged keyhole, wherein a steel trident-key
creature that has long since moved on.) amulet fits snugly. The key’s amulet can be opened,
revealing a tiny chamber; if this chamber is filled with
Development. Once under the Skull God’s control, a victim’s blood and the trident-key inserted into the
the tower was seized by the Hadeans after the skull idol, anyone commanding the skull can control
Battle of Stinging Meadows, and they destroyed the weather as per the spell, but only within a 24-mile
undead forces stationed here. Currently, the tower is radius.
unoccupied. But after the party’s first visit, there is
a 2:6 chance that the Hell Raiders (hex 17.10) have Treasure. A treasure chamber in the back of the sea
grown enough in number to claim these ruins and caves is full of pilfered coins (128gp), fancy breeches
establish a small garrison here. and fine lace shirts (1,500gp), and valuable pearls
(1,000gp).
04.11. TSATHOGGA’S SLUMBER
Development. The goblins recently found this sea-
From the ground of the broad tundra juts a huge white stack cave. They worship the steel idol. With its help,
fossil. If the area is melted or excavated carefully, the they plan to raid merchant vessels and coastal villages
party discovers the giant skeletal remains of a 35’ wide to plunder their treasure by means of a small sailing
bullfrog. ship. The goblins also seek to capture more sacrificial
victims which they can offer their idol for its constant
Etching. Anyone searching the bones finds an etching
power and protection. Their first target is the village of
on them written in Upik. It reads:
Martul (hex 02.18).
Looks like the ol’ Frog God’s gonna need a bigger A disembodied voice speaks to the goblins through the
Necromancer…” idol, but in truth, it is a small gang of 5 pixies. They
take turns barking commands at the stupid goblins
04.14. LOST TEMPLE OF NINCHAGA while invisible. The pixies find this situation incredibly
See chapter 9 for details on this location. funny, acting like all-powerful goblin gods. However,
they do not know that the goblins have actually
04.17. SEA-STACK CAVE sacrificed victims to empower the steel idol; the pixies
have never been present when this occurred. (This
A jagged, dark sea-stack rises over 70’ from the would horrify the fey if they learned of it.)
cold ocean waters. It lies under an enormous rocky
overhang within the soaring coastal cliffs. Snow Goblins (27): AC 6 [13] or 0 [19] vs. missiles,
HD 1-1* (3hp), ATK 1 × claw (1d4+1), THAC0
The sea waves crash against the overhang walls and 19 [0], MV 90’ (30’), SV D14, W15, P16, B17, S18
sea-stack column, making this area hard to access. (NH), ML 6 (or 8 in groups), AL chaotic, XP 6, NA
If anyone enters the cold water, he must save vs. 2d4 (6d10), TT R (C).
paralysis to make any progress toward the sea-stack;
when the swimmer approaches within 10’ of it, a failed ƒ Big-Footed: Can move through snow and similar
save results in him getting slammed into the dangerous terrain without impediment.
rocks (2d6 damage per round). ƒ Dodge Missiles: AC 0 [19] vs. missiles.
ƒ Immunity: Immune to cold and hypothermia.
Interior. In the sea-stack’s side is a discrete cave ƒ Pick Pockets: 70% chance of success, penalized
elevated enough that it isn’t swallowed up during high by 5% for every level of the victim above 5th. The
tide. Torches cast dim light and shadows from within. attempted theft is noticed if the referee rolls more
Anyone close enough hears chittering voices echoing in than twice the successful percentage required to
the tunnels ahead. A band of 27 snow goblinsA lair in succeed.
the tunnel system beyond. ƒ Shriek: If attacked or frightened, goblin shrieks.
20% chance per round of wandering monsters.
Chamber of the Three-Eyed Skull. Their lair’s main ƒ Strength in Numbers: Packs of 4+ goblins have
chamber has a black-rock altar with a round depression morale 8. If reduced to fewer than 50% of its
in its center. Within it rests a steel idol in the shape original size, this morale bonus is lost.
of a three-eyed skull. Each eye socket holds a large, ƒ Surprises: On a 1-4, due to camouflage in snow.
misshapen ruby (1,000gp each). Atop the skull is a

173
ƒ Surround Foes: A target can be attacked by up to Fellfrost Wyverns (2): AC 3 [16], HD 7* (31hp),
eight snow goblins. ATK 1 × bite (2d8), 1 × sting (2d8 + ice venom),
ƒ Theft: Sneaks up and snatches valuable objects THAC0 13 [+6], MV 90’ (30’) / 240’ (80’) fly, SV
with pick pockets, then runs away (1:4 chance per D10, W11, P12, B13, S14 (4), ML 9, AL chaotic, XP
round of dropping stolen object if chased). 850, NA 1d2 (1d6), TT E.
ƒ Ice Venom: Victim must save vs. poison or takes
05.02. CAVE OF ILLUSION 2d6 cold damage and slowness for 1d4 turns
This cave mouth is set into a sole hill rising out of (½-normal movement rate, -2 to hit and saves,
the frigid plain near the lake’s shoreline. The stench and always lose initiative); on a passed save, victim
of reptilian urine and excrement wafts from the cave takes only half damage and is slowed 1 round.
mouth, to those familiar with it.
05.05. SAND BONE
Interior. The smelly cave lair of 2 fellfrost wyvernsA.
Only 30’ deep; dead-ends in rock. Along Lake Helvarragh’s northwestern shore lies a
sandy beach shrouded in mist even on fogless days.
Treasure. Over the years, these creatures have collected Massive blue whale mandibles planted deep into its
quite a trove. Among great piles of skeletal remains dunes rise from the mist to form a pair of arches
lie: +1 chain mail, +1 leather, 3 shields, broom of flying, overlooking Castle Thar-Gannon. These arches are the
2,192gp, 3,878sp, and 412cp. first sign to travelers that they have reached Sand Bone.
A third whale-bone arch lies fallen in the sand beneath
Illusory Wall. A thin segment of this cave’s interior the mist. The beach sand is nearly black, littered with
wall halfway into it is a permanent illusion (as the torn imperial banners and broken hunks of frozen
spell), on both sides. It hides an opening into a rapidly leather, wood, and iron—relics of the Battle of Sand
descending tunnel that ends in the underworld, area Bone, fought here long ago. Despite the passage of
3. (See Volume 2 of Gods of the Forbidden North.) years, the freezing temperatures have preserved these
items.

Undead. This wintry beach is very dangerous. For


every turn that a party explores Sand Bone, they risk a
chance of encountering a roving pack of 3d10 Hadean
skeletonsA newly risen from its cold sand. Roll 1d6: on
a 2-3, the skeletons are encountered; but on a 1, 1d4
frozen deadA accompany them.

Digging. Anyone digging into the sand discovers a


mass grave of thousands of skeletal Hadean soldiers
rotting in the ground for the last 20 years. They
are mingled with ancient Enoruuk corpses ranging
anywhere from 20-200 years old.

Cursed. The site is cursed. Any divine casters feel a


darkness lingering here. This is a place of great horror,
death, and sorrow. If such heroes make camp at Sand
Bone, they must save vs. death upon waking; on a
failure, they cannot recover any used spell slots if within
a 1-hex radius of this place.

Command Hill. The hill where Commander Osteon


perished with his officers can still be found. Digging
here has a 1:6 chance per hour of upturning the fabled
lost Hadean eagleB.

Development. This beach is the location of the


Battle of Sand Bone, where the imperial forces, led

174
by Commander Osteon, were ambushed by Baalor’s Frozen Dead: AC 2 [17], HD 5+1* (23hp), ATK
undead legions and slaughtered to the last man. Two 1 × claw (1d10 + freeze), THAC0 14 [+5], MV 60’
decades ago, Enoruuk whalers imported these huge (20’), SV D12, W13, P14, B15, S16 (2), ML 12, AL
bones from the ocean and the tribal elders erected chaotic, XP 400, NA 1d4 (1d10), TT –, Gear rusty
them here, as markers of the infamous battle site; but shield and rusty plate mail.
really, the blessed whale bones warded the bodies of ƒ Freeze: Victim must save vs. paralysis or suffer
their dead ancestors from ever rising again. If the third slowness (½-normal movement rate, -2 to hit and
whale-bone arch is erected again back in its original saves, and always lose initiative) for 1d4 rounds, as
place, the undead buried in this beach will no longer its limbs stiffen and frost.
rise. But each mandible bone weighs 1,500 lbs. and ƒ Immunity: Immune to cold.
stands 18’ tall, making this difficult under duress. ƒ Undead: Makes no noise, until it attacks.
Hadean Skeleton: AC 4 [15], HD 1* (4hp), ATK Immune to effects that affect living creatures (e.g.,
1 × claw (1d6), THAC0 19 [0], MV 60’ (20’), SV poison). Immune to mind-affecting or mind-
D14, W15, P16, B17, S18 (NH), ML 12, AL chaotic, reading spells (e.g., charm, hold, sleep).
XP 13, NA 3d4 (3d10), TT –, Gear rusty shield and ƒ Vulnerable: Fire attacks deal double damage and
rusty chain mail. the undead saves at -2 against such effects.

ƒ Testudo: Improves to AC 3 [16] when fighting


as a horde with other Hadean skeletonsA (e.g.,
moving and attacking together).
ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

175
05.08. THE SILENT CAVES &
UNDER-LAKE
Hidden by natural boulders, a secluded
cave might be found among the arctic
boundary ridges. Heroes have only a 2:6
chance of spotting the cave mouth. Its
low-ceilinged opening is 4-6’ high. Tall
humans must duck as they enter.

Interior. Inside, the cave is strangely


quiet and insulated from outside noise—
wind and other natural elements are
suppressed here. Spread out on the
ground is an old ritual circle of runic
stones. Dark, questionable stains fill
its center. A tunnel in the cave’s rear,
slippery with a thin layer of water, leads
deeper into the earth.

Chaos Boon. Chaotic-aligned creatures


gain a +2 on saves while inside these
caves because of the evil rites performed
here by chaos cults in the dim past.

Development. This is the first in a long


chain of 32 descending stone caves Silent Caves
connected to the surface. A steady, silent
stream of water flows through them all are 6 mind lashers attempting to summon the cruel
down to the bottom cavern. For every 1d6 caves the water demon, UlurrugnakA. With a virgin’s spilt
party explores, the referee should roll for wandering blood, the wicked lashers have a reasonable 4:6 chance
monsters on the underworld encounters table. (See of success.
Volume 2 of Gods of the Forbidden North.)
If the violent ritual works, the greater demon surfaces
Underworld. A narrow tunnel branches off the twelfth in the water 2d6 rounds later. Meanwhile, the lashers
cavern. It leads into the underworld, area 4. (See try to kill or capture any adventurers who reveal
Volume 2 of Gods of the Forbidden North.) themselves. They want to offer the mortals to their
Dark Depths. In the twenty-ninth cavern, explorers see demon god when it arrives to sate its hunger.
a faint green light from below. The cave rock begins to Horrific God of the Lake. When Ulurrugnak finally
change. It becomes a mysterious black stone, covered appears, it emerges from the clear, lightless water
in running cracks like veins. When the party reaches the silently. Despite its quiet entry, the demon is massive—
thirtieth cavern, they hear chanting—bizarre ululations, Ulurrugnak’s great bulk is like a dark shadow in the
moans, and harsh voices, sharp and alien. A woman grotto’s water, most of it hidden. This monster’s head
screams in terror, then her voice suddenly gurgles and resembles a deformed goblin shark with violet dermal
stops. (She is dead now.) scales resting atop the slithering, 30’ neck of a great sea
The last cavern of the descending chain reveals a serpent. But the demon’s neck is attached to a huge,
clear subterranean lake—actually, water from Lake dark reddish, eight-lobed, bell-like mass similar to a
Helvarragh connected by a long, winding underground jellyfish propelling through the water. Four, thick, frilly
tunnel. A natural overlook rises before the lake, with oral arms (40’ long each) surround a second anus-like
a smooth narrow path up to it. (The path is slick with mouth within the demon’s lower umbrella, as hundreds
water.) At the top lies a crude stone altar with a nude, of incredibly long, thin tentacles reach up to 240’
limp human woman slain over it. Encircling the altar behind it like strands of wicked hair. Ulurrugnak can

176
hold its head above water while its body pulsates in Return Visits. If the party returns to the thirty-second
place just beneath the surface. cavern after their initial encounter with the distant
green light and the mind lasher ritual, there is a 5:6
Ulurrugnak is an ancient Tarngrak, one of the greater chance that the overlook is abandoned.
demons of the Forbidden North. (See “Pantheon of
the Unholy Nine” in chapter 1.) It has taken up the Ulurrugnak: AC 1 [18], HD 18***** (81hp),
mantle “God of the Lake” to blaspheme Anarnulak, the ATK 1-120 × tentacles (1d10 + paralysis), 4 × oral
Enoruuk deity. This Tarngrak prefers to tempt heroes arms (1d12 + grab), 1 × snapping bite (4d6 + severing
foolish enough to listen to its telepathic whispers with teeth), THAC0 7 [+12], MV 120’ (40’) / 150’
lucrative hints of forbidden secrets, lost knowledge, (50’) swim, SV D2, W3, P4, B3, S6 (18), ML 11, AL
and ancient magic. The demon never strikes a deal with chaotic, XP 7,750, NA 1, TT R.
adventurers; it merely grants them whatever it is that ƒ Damnation: If a possession attempt fails after the
they seem to desire—especially if they seek dark lore demon is slain, Ulurrugnak’s spirit drenches its
about the Skull God, Baalor, or Castle Thar-Gannon. target in water, as if it had been fully submerged;
However, anyone accepting the demon’s gift is at -4 on then, howling with rage, it is trapped inside the
saves against the Tarngrak’s magic until the character Megalith of Yetza-har’aB.
has intentionally gotten rid of the demonic gift and ƒ Demon Traits: Doesn’t need air, food, or water.
then appropriately atoned. Immortal. Telepathy 100’.
ƒ Detestable Recrudescence: If 666 victims are
ritualistically murdered and their suffering offered
to a demon, the harnessed power frees and
reconstitutes Ulurrugnak again.
ƒ Final Possession: Anyone who kills the demon
must save vs. spells or suffer its diabolical
possessionC. Over 2d4 weeks, the victim’s skin
changes, becoming more and more like the slimy,
clear exterior of a jellyfish. The victim struggles to
breath air and longs to swim in the depths of Lake
Helvarragh or the ocean’s dark waters. After this
period ends, the victim permanently transforms
into a giant jellyfish. If the possessed victim dies
for any reason, Ulurrugnak can attempt to possess
a new creature within 180’.
ƒ Fire Defense: Only if the demon’s head has
emerged from the lake water can it be
targeted by fire attacks (e.g., fireball).
ƒ Grab: Grabbed victim is constricted
for 1d12 damage per round; a
save vs. paralysis allows escape
on later rounds.
ƒ Killed Victims: Will be drawn
to the body and digested over 1d4
rounds. Such victims cannot be raised
or reincarnated.
ƒ Mundane Damage Immunity:
Harmed only by magical attacks.
ƒ Oral Arms: Each underwater foe within
40’ can be attacked with 1 oral arm per
round.
ƒ Paralysis: Lasts 2d6 turns (save vs.
paralysis to resist).

177
ƒ Severed Tentacles: Any attack on the demon’s villages. There is a 2:6 chance per visit that AmaqjuaqA
underwater body that inflicts 1 or more damage (Enoruuk ranger 8) is present here.
severs a tentacle. 1d6 tentacles regrown per day.
ƒ Severing Teeth: On a natural roll of 19 or 20, Offerings. If anyone gives an offering to the water
bitten victims must save vs. death or lose a deity after a successful hunt (i.e., the first-fruits of his
random body part; roll 1d6 to determine which catch), he gains a small blessing: the next time that
gets bitten off: 1 = head; 2-3 = leg; 4-6 = arm. hero rolls a natural 1 on any die roll, he may re-roll the
ƒ Spell Casting: As 18th level caster. Constant— die and take the newer result.
detect evil, know alignment, nondetection, read
Amaqjuaq. The legendary Enoruuk guide and expert
languages, read magic, true seeing; at will—
hunter spends more time here than at his home
darkness, ESP; 3/day—cause disease, curse,
in Kangkul. Amaqjuaq can be hired for 5gp
dispel magic,
per day; if guiding the party, he reduces their
emotion,
wandering monster chances, improves their
illusion,
hunting chances, and improves their initial
wizard eye;
reaction in diplomatic meetings
1/day—contact
with other Enoruuk by 1
higher plane, mass
point.
suggestion, visitation; 1/
week—dream quest. Amaqjuaq will take
ƒ Tentacles: Each underwater foe parties as far north as the
within 240’ can be attacked with Gorogungamar Mountains. He will
8 tentacles per round. not enter a dungeon, the underworld,
ƒ Volant Decomposition: Once dead, its or Castle Thar-Gannon without extra
corpse liquefies into a hissing, black, tar-like payment. But under no circumstances
substance called demon bloodB that forever will the Enoruuk ranger set foot on
scorches the ground where the Tarngrak Vartoriak island (hex 10.09); if the
fell. The first time the greater demon party travels there, Amaqjuaq only
is killed, it leaves behind one of the five goes as far as the crossover point (hex
parts of the tower key of chaosB. 08.09). He tows a canoe behind the
main boat in order to make the return
05.13. LODGE OF THE HAPPY journey by himself, if necessary, or
HUNT makes camp nearby and waits for a
signal to ferry the heroes back to
This lodge is built on the edge of a small
shore. Amaqjuaq explains that the
frozen pond in a clearing surrounded by
elders forbid setting foot on the island.
a dense pine forest. A large post marks the
It is long-standing tradition. “Only
lodge as belonging to the Enoruuk. The
the Lake God’s faithful ones walk
round wooden structure has a thatched roof
there freely,” he says. Amaqjuaq
and is adorned with carvings of caribou,
can tell the heroes that the
fish, seals, and mammoth—animals the
Tower Vartoriak has always stood
Enoruuk depend on for survival. The post
within the region for as long as their oldest elder can
is encircled by smaller wood statues of other
remember. They do not know who raised it.
beasts—polar bears, wolves, eagles, etc.

Interior. Inside the lodge is a massive stone hearth ROLEPLAYING NOTES. Helpful roleplaying
covered in animal pelts, antler racks, and stuffed bear notes on Amaqjuaq if the party encounters him.
heads. Mounted directly above the fire is the hunter’s
hornB. Description. Wears hooded fur coat, with thick
leggings and sealskin boots; his chain mail is
At any time, 1d6 Enoruuk huntsmenA gather to share hidden underneath. His hair and beard are jet
hunting stories and to make offerings to their deity, black, framing his lined, weathered face like a lion.
Anarnulak. They place the first-fruits of their hunt in He carries a spear made of bone and sinew that
the hearth’s flames before returning to their respective has been passed down to the hunters in his family

178
for generations. At his side, he wears a knife made
of obsidian, honed to a razor edge. In the arctic
05.16. FOREST STREAM
northlands, he moves with quiet grace, his eyes A crystal-clear stream continues flowing its winding
always scanning the horizon for signs of prey and path through the boreal forest from hex 05.15, and
predators. curving towards hex 06.16. It is only ankle-deep, but
the stream’s cold water moves swiftly. Anyone following
Personality. A man of few words, he lets his the stream can find the way to the ruined Temple of
actions speak for him. Amaqjuaq thinks that those Kangek at the mountain’s top (hex 04.14).
who talk much are foolish and unwise. He rarely
speaks, save around campfires. When he laughs, he 05.17. MYSTERIOUS SHIPWRECK
merely chuckles briefly and then stops.
A Hadean imperial war galley sits in the middle of a
forest clearing as if it ran aground from the distant sea;
Amaqjuaq (ranger 8): AC 4 [15], HD 8* (36hp), 3 owlbears lair within.
ATK 1 × spear (1d6), THAC0 14 [+5] base or 13
[+6] w/high STR in melee, MV 60’ (20’), SV D8, Treasure. In the ship’s hold lie 600gp worth of
W9, P10, B10, S12 (ranger 8), ML 9, AL lawful, platinum ore in partially broken crates.
XP 1,200, NA 1, Gear winter furs (320gp), chain
mail, shield, spear, longbow, 20 arrows, sword, knife, 05.18. THE LAIR OF ÖTÖG
Abilities STR 15, INT 13, WIS 11, DEX 12, CON
12, CHA 9. REFEREE NOTE. While traveling in this hex,
the party spots intricate stone carvings in the
ƒ Awareness: Surprised only on a 1.
hillsides and along vertical cliff-walls. A dwarf can
ƒ Foraging & Hunting: Foraging 2:6 chance,
tell the rock carver was highly skilled. Eulimene
hunting 5:6 chance.
begins observing the heroes as they approach
ƒ Pursuit: When pursuing other groups in the
Ötög’s home. She keeps a sharp eye on them. If
wilderness, at -10% chance of evasion.
they do anything to harm him—or even appear to
ƒ Spell Casting: 1st (1 slot): detect danger.
do so from her hiding spot—she does whatever she
ƒ Surprise Attack: Ambushes enemies in the
can to help the big man.
wilderness with 3:6 chance.
ƒ Tracking: 90%.
This is the home of a mighty warrior named ÖtögA.
Enoruuk Huntsmen (ranger 2): AC 4 [15], HD He lives alone in an elevated, wide-mouthed cave
2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow overlooking the southern sea. It is marked by a tall,
(1d8, range 70’), THAC0 19 [0], MV 60’ (20’), white-stone monolith over 15’ high. He has encircled
SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL the monument with smooth river-stones. Each is
lawful, XP 25, NA 0 (1d6), Gear furs, chainmail, carven into strange runic symbols. (Ötög calls this
shield, battle axe, longbow, 20 arrows, knife. his “high place.”) When the party first encounters the
man, he is chiseling a fine sculpture into a bare rock
ƒ Awareness: Surprised only on a 1.
wall in the side of a tall hill. The carven image depicts a
ƒ Foraging & Hunting: Foraging 2:6 chance,
beautiful foreign woman, likely a Whudjan.
hunting 5:6 chance.
ƒ Pursuit: When pursuing other groups in the If Ötög is approached in a non-threatening manner,
wilderness, at -10% chance of evasion. he permits the party to draw near while barely
ƒ Surprise Attack: Ambushes enemies in the acknowledging them. At first, he ignores their
wilderness (3:6 chance). questions and comments as he continues to work at the
ƒ Tracking: 30%. stone. But after a few moments, he stands up from his
sculpture, nods at it, and then says, “That’s enough for
05.15. MOUNTAIN STREAM today.” Ötög starts for home. The party members may
A crystal-clear stream flows down the rolling now speak with him, but he acts as if the heroes haven’t
mountainside of Ninchaga (hex 04.14), curving south said anything to him yet.
toward hex 05.16. It is only ankle-deep, but the
stream’s cold water moves swiftly. Anyone following If the heroes are polite to Ötög, or at least not overtly
the stream can find the way to the ruined Temple of rude, he answers their questions in a reserved manner.
Kangek at the mountain’s top. Once he gets home, though, he retires for the evening

179
to make supper. Make a reaction roll. If the but isn’t sure how he can
result is indifferent or higher, Ötög invites arrange that—the Tarngrak is
the party to dine with him in his cave. frighteningly powerful.

Interior. The cavern is sparsely furnished His Secret. Ötög is secretly a


and neatly ordered. It almost seems werebear. When changing into
too well-organized for a wild man of animal form, he becomes a massive
Ötög’s bearing and body odor. The polar bear. But he keeps this hidden
cave includes a storeroom, dining hall, from others, especially adventurers.
bedroom, and living area. (Ötög uses The man has no interest in giving
the restroom outdoors the way the his curse to them, or anyone
Trisagion intended it.) else for that matter. In fact,
he sees his lycanthropic
Underworld. In the cave’s condition as a form of
rear lies a tunnel into the divine punishment—the
underworld, area 5. (See physical consequences of
Volume 2 of Gods of the his immoral actions from
Forbidden North.) Ötög has the days of his youth. He
sealed it with a flat wall of is not proud of this power
mortared, smooth river- at all.
rocks. He built a locked
iron door in the wall’s But, having converted
center. Only he holds the from his native Whudjan
werebear key, but a thief might religion to the Hadean
pick the lock open while Ötög is away Temple after his difficult
or distracted. Of course, if the werebear finds the door life experiences, Ötög believes that the
open or unlocked, he shuts it and re-locks it, sealing Triune God permitted this tragedy to befall him for
anyone in the underworld who slipped past his guard, two good reasons: to keep Ötög humble (for the man’s
as there is no lock on the exterior side. It’s a one-way wicked, bestial nature lays apparent ever before his
door. But there’s a grilled, cast-iron door-viewer built eyes), and to protect those in the wilderness who are
into the iron portal. Ötög uses it to interrogate anyone too weak to defend themselves against evil. In fact, the
trying to enter his cave from the rear. werebear chieftain has helped many natives, travelers,
merchants, and exploration parties avoid an agonizing
Treasure. Ötög keeps a leather pouch with 140sp death at the hands of bandits, the teeth of animals, or
inside, along with an aquamarine gem (worth 28gp). the cold winds of merciless Titherion.
He uses stone tools to chisel fine carvings and
sculptures into bare rock. These items are sold to If the man is asked about this odd view of his
merchants along the Osteon Road and to villagers in circumstances, he thinks for a moment and then quietly
Martul. Ötög has 1d4 such creations in his cave or on replies, “It seems like a bad fate, but the Thrice-Holy
his person at any time. Each is worth 1d6 × 10gp. One, in His great wisdom, has turned my evil into a
good for those who need it. Who am I to argue this?”
Development. Ötög can serve the campaign as a
patron or quest-giver. The man knows a lot about Tree-Lurker. One of the trees just outside the
the wilderness around Imaryuk. The big man abhors werebear’s cave is the home of Eulimene (nymphA).
cowardice, laziness, and vanity. He has a special She has grown fascinated by Ötög’s rock sculptures,
hatred for the “Battle of the Bears” in Valkengard’s and over time, has fallen deeply in love with him. But
Glory Hole. Ötög gives a cold reception to anyone she is far too shy when it comes to romance to tell
mentioning that place, if he believes the character cast Ötög. The werebear wonders why the nymph hangs
bets to profit off a bear’s death. He curtly tells such folk around his cave so much and watches him, but he
to leave his presence immediately. assumes it is natural curiosity or that she is wary of
him becoming a threat to her territory. Any thought
Ötög especially opposes the Night Bear (hex 03.15). that she might be in love with him has not yet crossed
He seeks that monster’s permanent destruction his mind. (He’s a rank bear-man, after all, and she

180
a beautiful nymph!) To win the heart of Eulimene, not intend to remain in the Forbidden North; his
the heroes would be wise to persuade Ötög to chisel plan was merely to sell his stone-carved goods and
Eulimene’s face into a beautiful piece of natural stone. then depart to other lands.
As a token of courtship, this would almost certainly
ensure their future marriage. But during his visit, he fell in love with a Whudjan
woman named Sarnai. Ötög soon became her
ROLEPLAYING NOTES. Helpful roleplaying favored suitor. And had great misfortune not
notes on Ötög if the party encounters him. befallen him, he might have won her hand. It was
Ötög’s rival, Baagvai, who did him in. Enlisting
Description. Ötög is 52 years old but looks even the aid of a cunning sorcerer named Mazos the
older. Wide-faced and round-headed, the older KindlyA (hex 01.18) to curse Ötög, Baagvai
man bears a tanned, ruddy complexion. Thick, gained the upper hand in the long courtship.
pronounced lines cross the middle of his forehead
like smooth lumping lava as it cools, or pooling On the night of the full moon, the very night that
syrup. His nose runs long down his face but lays Ötög planned to settle his marital arrangement
flush against it. Ötög rarely smiles, but when he with Sarnai and her father, he was reclining at a
does, you know he means it. Every yellowed tooth feast table across from his beloved and her parents
is gapped in his mouth. His chin and lips bear a when he suddenly transformed into a massive,
grim expression, but at the same time, there is violent grizzly bear. In a powerful rage, Ötög
something soft and kind about his baggy, squinting slaughtered a dozen dinner guests and twice as
eyes. many bystanders and Valken soldiers. Then he fled
beyond the city’s wall out into the boreal plains,
Personality. The werebear still possesses the social roaring in defiance while in his bear form. Over the
traits exhibited by other Whudjan, though it has next few days, Ötög discovered what he had done.
been many years since he has lived among his Filled with shame and grief, the man remained in
kin. Even when disagreeing or refusing an offer, the wilderness, exiling himself out of fear of his
Ötög is very polite and indirect about it to avoid condition.
offending his guest—except when he gets angry.
(You wouldn’t like him when he’s angry.) The man In the end, Sarnai married Baagvai. She never
second-guesses himself often and does not think learned the truth—that Baagvai had arranged for
he will succeed at his quest in the long run. But he Ötög to be cursed just to win her hand.
doesn’t publicize this and keeps these seeds of self-
doubt private. Over time, Ötög taught himself how to live in
the arctic wilderness alone, but he leaned on the
Ötög is a lover of white wine, cheeses, honey, and Enoruuk natives for help in this. As penance for his
undercooked meat. Unbeknown to anyone, the past, the big man began helping those he found
werebear is incredibly allergic to walnuts. They outdoors who had landed themselves into trouble.
cause him to break out in a severe rash, and he He learned how to control his bear form slowly,
starts having trouble breathing as if he swallowed and once he did, Ötög became a fierce opponent
some very spicy food. of evil.

He still has strong feelings of love and regret over Ötög: AC 2 [17] or 8 [11] in human form, HD
Sarnai. Until the recent past, he ventured to the 12* (54hp), ATK 2 × claws (2d6), 1 × bite (2d10),
edge of Valkengard in the hopes of seeing her THAC0 10 [+9], MV 120’ (40’), SV D6, W7, P8,
again. But the last time he did this, sadly, he was B8, S10 (12), ML 10, AL lawful, XP 1,900, NA 1,
successful—he caught sight of her laughing with TT C, Gear two-handed sword, dagger, shield, bow,
Baagvai and holding his hand. They were clearly 12 arrows.
married and in love. Falling into a deep despair, ƒ Amiable: Friendly, if approached peacefully.
Ötög never returned to Valkengard. He avoids that ƒ Armor: Doesn’t use; hinders shape-changing.
city now. Silently, he mourns Sarnai. ƒ Bear Hug: Victim clawed twice in the same
round gets hugged by the werebear for an extra
Background. Seventeen years ago, Ötög came to 2d8 automatic damage.
Valkengard on a Whudjan merchant ship. He did

181
ƒ Cursed: A victim who loses more than half its
hp from the werebear’s natural attacks suffers the
06.05. SHIPWRECK
lycanthropy curse. An afflicted human becomes a Crashed into an iceberg is an unsalvageable river boat.
werebear while demihumans die. The curse takes Currently, it is the temporary home of 17 Hell Raider
effect in 2d12 days, showing signs of the change buccaneersA. They are burning a fire in its hull-shadow
in half that time. to keep warm in the frigid temperature.
ƒ Human Form: Has physical characteristics of a
bear while in human form. Development. These pirates are members of the Hell
ƒ Languages: Can speak normally in human form, Raiders (hex 17.10). The ice closed in on them as they
but in beast form, only speaks with other bears. tried to escape the northern lake, and their river boat’s
ƒ Mundane Damage Immunity: Harmed only by bottom got torn to pieces by the submerged portion
silver weapons or magical attacks in beast form. of a huge iceberg. They’re nearly out of rations and
ƒ Reversion: If killed, reverts to his human form. won’t last another day or two. The raiders fear the dark
ƒ Scent: Domesticated animals can smell his true rumors concerning Helvarragh’s western shore—they
nature, which terrifies them. say a wicked god roams in those cursed lands, making
ƒ Summon Animals: Can summon 1d2 bears of sport of travelers foolish enough to venture there. They
any kind available from the surrounding area. refuse to venture there and so remain trapped, in the
These arrive in 1d4 rounds. hopes that a friendly vessel may pass by and rescue
ƒ Wolfsbane: If hit with wolfsbane, must save vs. them.
poison or flee in terror. If the raiders have a clear advantage with low risk to
Nymph: AC 9 [10], HD 4** (18hp), ATK 0, themselves, they attempt to steal the ship of anyone
THAC0 16 [+3], MV 120’ (40’), SV D8, W9, P10, rescuing them at cutlass point. While they don’t kill
B10, S12 (8), ML 7, AL neutral, XP 175, NA 1d4 their would-be-rescuers (if they can help it), they do
(1d4), TT T. rob their victims of any obvious valuables and drop
them off along the southwestern shoreline (in hexes
ƒ Amnesiac Kiss: Any non-elf or non-fey kissed by 07.13, 08.13, or 09.14). In this case, the raiders tell
a nymph permanently forgets all events tied to the robbed heroes to be grateful they didn’t leave them
negative emotions over the past 1d6 days upon on that iceberg without their gear and rations.
failing a save vs. spells.
ƒ Blessed: A nymph saves as an 8HD creature. Hell Raider Buccaneers (17): AC 6 [13], HD
ƒ Nature Magic: As 8th level caster. 2/day— 1 (5hp), ATK 1 × sword (1d8) or 1 × crossbow (1d6,
dimension door, invisibility. range 80’), THAC0 19 [0], MV 90’ (30’), SV D12,
ƒ Nymph Hair: A lock of nymph hair serves as the W13, P14, B15, S16 (1), ML 8, AL chaotic, XP 10,
prime ingredient in brewing magic potions and NA 0 (4d10), TT A, Gear leather, shield, sword,
crafting certain magical items. dagger, crossbow, 20 bolts, coin purse (1d6gp).
ƒ Spell Casting: As 8th level caster. 1st (3 slots): ƒ Waterborne: Strong swimmer. Suffers no
animal friendship, entangle, predict weather; 2nd penalties while fighting on water vessels, except
(3 slots): obscuring mist, slow poison, warp wood; for extreme conditions (like a storm).
3rd (3 slots): growth of nature, hold animal,
tree shape; 4th (2 slots): protection from fire and 06.15. MEMORIAL OF THE TEMPEST
lightning, summon animals; 5th (2 slots): pass
plant, wall of thorns. BIRD
ƒ Unearthly Beauty: Any non-elf or non-fey victim This memorial to Sularuq the Tempest BirdA is
seeing a nymph within 60’ must save vs. spells nestled in a dense forest, with a large, ancient oak
or be permanently blinded. A nymph activates tree serving as its centerpiece. The primitive structure
or suppresses this ability at will. A victim seeing has wooden branches and long twigs woven together
a nude nymph without her permission must save to create a sturdy canopy around the oak tree’s wide
vs. spells or instantly die. base. Under it, a large river-stone altar has been built,
and a deep blue sapphire statue of eagle-headed
05.26. CITY OF VALKENGARD Sularuq placed on its top. Candles and incense burners
See chapter 3 for details on this location. surround the ornate statue. Pilgrims leave offerings of
feathers, bones, and shiny trinkets to mourn the death

182
183
of the great bird and to ask its spirit’s protection from
lightning strikes and storms.
06.16. BOREAL LAKE
A crystal-clear stream ends in a small lake in the middle
Roc Sighting. There is a 2:6 chance that a small roc is of the boreal forest. The mountain stream continues
circling in the sky above. flowing its winding path from hex 05.16. It is only
ankle-deep, but the stream’s cold water moves swiftly.
Memorial Keeper. An old man maintains this shrine. Anyone following the stream can find the way to the
Hrafnuk the Elder (Enoruuk huntsmanA) bears a ruined Temple of Kangek at the mountain’s top (hex
huge claw wound across his face, and the man’s stocky 04.14). Surrounded by low hills covered in pine trees,
frame has seen many battles. It is hard to tell his exact the lake is crystal clear. Large fish swim in its waters.
age. Sometimes, when animated, he seems younger, On the shore, a tall stone monolith has been erected;
but usually, Hrafnuk looks to be in his later years. vaguely humanoid and over 12’ tall, its crude face
Hrafnuk dislikes non-Enoruuk. A proud Sky Keeper, he stares at a distant, lone mountain above the trees (15
harshly chides any Red Crown in his midst as a blood- miles northwest; hex 04.14).
traitor, and he grumbles at Hadeans or Whudjan. But
elves and rangers get a pass. Development. There is a 1:6 chance per visit that
1d3 staalista land-tamersA are conducting mourning
Legend. According to Hrafnuk, the great flyer, Sularuq rites for their lost god, Anarnulak. (See “Emeqism” in
the Tempest Bird, soared the skies of Titherion for chapter 2.)
thousands of years. His death always brought about
the birth of an heir, smaller but still powerful, who If these rites are disturbed, the staalistas’ reaction roll
would grow in time to match his predecessor. But suffers a -4 penalty. But if the party remains respectful
when Baalor the Skull God came, his Unholy Pantheon and distant until the rites are completed, the staalistas
of vile death-gods hunted down Sularuq in the boreal may briefly speak with them and even share the true
forests, where they cornered and murdered him. Then, history of Mount Kangek, now called Ninchaga (hex
they trapped his golden heart (hex 20.03) in chains 04.14). The staalistas warn the heroes to stay away
forged in the deepest pits of the hellish earth. The from that place, as it is forever cursed.
Tarngrak’s wicked sorcery prevented the great bird’s
return. Now it flies no more, gone forever—like the Staalista Land-Tamers (druid 3): AC 6 [13],
Old Ways and the Temple of Kangek, he laments. HD 3* (10hp), ATK 1 × spear (1d6) or 1 × sling
(1d4, range 40’), THAC0 19 [0], MV 90’ (30’),
Enoruuk Huntsman (ranger 2): AC 4 [15], HD SV D11, W12, P14, B16, S15 (druid 3), ML 8, AL
2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow neutral, XP 50, NA 0 (1d4), TT –, Gear leather,
(1d8, range 70’), THAC0 19 [0], MV 60’ (20’), wooden shield, spear, sling, 12 river-stones, wooden
SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL Emeqist holy symbol, potion of healing.
lawful, XP 25, NA 0 (1d6), Gear furs, chainmail,
ƒ Energy Resistance: Saves vs. fire and lightning at
shield, battle axe, longbow, 20 arrows, knife.
+2.
ƒ Awareness: Surprised only on a 1. ƒ Identification: Can identify all plants and
ƒ Foraging & Hunting: Foraging 2:6 chance, animals; can discern pure water.
hunting 5:6 chance. ƒ Pass Without Trace: Trackless movement in the
ƒ Pursuit: When pursuing other groups in the wilderness; never impeded by overgrown areas.
wilderness, at -10% chance of evasion. ƒ Spell Casting: 1st (2 slots): entangle, speak with
ƒ Surprise Attack: Ambushes enemies in the animals; 2nd (1 slot): cure light wounds.
wilderness (3:6 chance).
ƒ Tracking: 30%. 06.26. OSTEON ROAD MONUMENT
Between a pair of low hills just outside the city of
Valkengard’s main gate, a white monolith marks the
beginning of the Osteon Road. It bears a simple, sturdy
plaque that reads:

In honor of Commander Osteon, who bravely withstood


Baalor’s armies during the Titherion Retreat. May the

184
Valkens he defended never forget his sacrifice, nor that two-handed sword). The bugbears have turned the
of his valorous men. bulk of a splintered, stone battering ram into a great
central table.
07.02. ICY CLIFF HOLLOW
Development. Banished bugbears from Bearded
An icy cliff edge with a hollow cavity 80’ off of the Grimgor’s camp (hex 01.07), these beta-males survive
rocky mountain crestline overlooking Helvarragh is the off fishing and choose not to raid nearby villages—yet.
lair of 13 tundra griffonsA. When first encountered, there is a 2:6 chance that
seven of the bugbears are not present at the camp,
Treasure. In the nest are the few remains of two Hell
including Noseless Malta, but every turn thereafter,
Raiders (hex 17.10) dressed in orange sashes; this is
there’s a 1:6 chance (+1 per turn) they come back.
Biggs and Wedge, torn apart by the griffons’ young. A
satchel with six leather purses filled with 481gp lay near Treasure. The bugbears carry 1d6sp each.
them. The money satchel is clearly marked as belonging
to Gilver’s Imports (chapter 3). 07.14. GREAT NORTHERN OWL NEST
Tundra Griffons (13): AC 4 [15], HD 7+2 This massive sitka spruce contains a big hollow inside
(33hp), ATK 2 × claws (1d6), 1 × bite (2d6), THAC0 it—the nest of a great northern owlA.
12 [+7], MV 150’ (50’) / 300’ (100’) fly, SV D10,
W11, P12, B13, S14 (4), ML 8, AL neutral, XP 450, Treasure. Scattered in the owl’s nest are bones and the
NA 0 (2d8), TT E (50% in gold nuggets). carried trinkets of its past meals—a sack with two iron
pots, four silver spoons, three brass mugs, and a clay
ƒ Attack Arctic Mammals: Within 120’, unless a pitcher; a rusty dagger; a still-useable metal shield; 7
morale check is passed. arrows; and a tiny wooden box containing 6gp, 2ep,
ƒ Hunter’s Best Friend: A trained griffon adds +2 11sp, 34cp, and a small bag of walnuts inside.
to one’s wilderness hunting chances.
ƒ Taming: Captured young can be trained as loyal Great Northern Owl: AC 6 [13], HD 4* (18hp),
mounts. Their fierce nature, however, cannot ATK 1 × bite (1d8), 2 × talons (1d6), THAC0 16
be trained: griffons still instinctively attack their [+3], MV 30’ (10’) / 90’ (30’) fly, SV D10, W11,
traditional prey if spotted within range. (Horses P12, B13, S14 (4), ML 6, AL neutral, XP 125, NA 0
and mules are excluded from this, as they were (1), TT –.
recently introduced to Titherion, and the griffons
ƒ Drop Attack: Swoops down and attacks prey
have not tasted their flesh.)
from above; if victim surprised, owl gains +2 to hit
and deals double damage with its talons; the owl
07.09. CHIMERA LEDGE must immediately land after this.
Here lies a broken, blood-stained ledge above a ƒ Night Vision: Sees 100 times better at night than
boulder littered with sticks, dead grass, and rotting a human.
flesh. Behind the ledge is a dark cave, the lair of 4 ƒ Owl’s Wisdom: Even though it is an animal, the
chimeras (black dragon’s head; breathes a 60’ acid great owl saves at its full 4HD.
cone).
07.18. BRIDGE COLLAPSE
Treasure. In the lair are many corpses holding
3,372ep; a pouch of 18 gems—4 hematites (10gp The first 30’ of an 80’ long stone arch bridge has
each), 5 zircons (50gp each), 3 garnets (100gp each), collapsed, fallen into the sea 60’ below. This was caused
6 topaz stones (500gp each); 1 potion of giant strength; by the natural crumbling of the coastal cliffs supporting
and 1 rod of striking (7 charges). the bridge.

Obstacle. Traveling companies encountering this


07.11. EXILE CAMP bridge must circle back around to find a new way to
The tumbled ruins of a stone watchtower rest along a cross the seaside gorge. The party loses any overland
rocky slope above Helvarragh. Only its walls remain, travel progress they made into and out of this hex.
a slight defense against the weather. Several animal-
skin tents have been erected inside the ruins around
a campfire. This is the home of 13 bugbears, led by
Noseless Malta (bugbear; 16hp; plate mail; AC 3 [16];

185
forgot to destroy it. This rhyme serves as a map to the
07.23. ROCKY CLEFT Tower of All-Seeing Eyes. (See “Tower Shadow” in
Explorers hear rapid flapping and buzzing sounds from chapter 3.)
a great cleft in the hillside. This is the lair of 11 stirges
that also makes a nice overnight shelter, if the monsters Not wishing to tackle the Shahn head-on, Phulka
are cleared out. preferred to sell this information to the crime boss’s
highest-bidding enemy. But he realized that the Shahn
Interior. In the cave is a human man’s withered corpse. might catch wind of this bidding war—his master had
His body bears puncture holes, and his veins have been too many contacts and was far too clever.
slurped bone-dry. The corpse’s pouch holds 36ep and a
hastily scrawled note. It reads in Fetch: That’s when Dricket entered the picture. His old friend
showed up on Phulka’s doorstep trying to rekindle
Dricket, their old friendship. Dricket’s criminal record had been
erased after he saved his ship captain from drowning—
I found it! It’s only taken me a few years, but I’ve and it just so happened that this captain was the scion
pieced it together, at last. And the Shahn’s enemies will of a wealthy, influential family. Dricket was a free man!
pay us dearly for it. You’ll need to put word out on the On learning of his friend’s fortunes, Phulka knew
street—if he traces this back to me, I’m a dead man. instantly that Dricket was the answer he needed: after
But you’re the wild card he doesn’t know about yet. all, if Phulka’s old friend did the bidding war for him
and the Shahn discovered it, the boss wouldn’t know
Not really good with riddles, but here’s the map: how to find this new wild card—his childhood friend’s
records had been officially expunged. For all intents
O northern advent under a square sky,
and purposes, Dricket’s paper trail had vanished like
A tower unseen, yet shadow espied;
a ghost, which meant he couldn’t be linked back to
Weave into umbra thyself; with a spell,
Phulka himself.
My dark door opens wherein all eyes dwell.
But Phulka’s plans went awry. Although he was right
Remember that old hillside cleft where we hid out from
about the rhyme’s apparent worth, he was dead-wrong
Bradshaw and his boys? Gives a nice vantage point to
about the rocky cleft. As soon as Dricket entered this
espy any who approach. We’ll make that our rendezvous
cave, he slipped and fell, disturbing a nest of stirges.
point. Oh, and don’t give in to the first offer: let them
The blood-suckers were on him in moments. Now
start a damn bidding war!
Phulka thinks Dricket ran off with the rhyme and
—F.P. betrayed him—or worse, got captured or assassinated
by the Shahn’s syndicate assassins. The poor duergar is
Development. This dead man is Dricket, an ambitious sweating bullets and brimming with fear and rage.
thief and criminal. His illicit “business partner” is
Fat Phulka (chapter 3), who currently manages the 08.01. FELL ROAD
Emperor’s Fancy on behalf of the crime boss, Yagha-
In a gloomy, snow-laden dell, against a steeply rising
Shahn. Dricket and Phulka go way back. The two
mountainside, lies an 18’ tall inuksuk—a stone marker
spent their childhood together on the mean streets
of stacked mountain rocks arranged in the vague shape
of Grimhaven. But Dricket ended up serving thirteen
of a dark and imperious man.
years of hard labor in the Valken navy for a botched
bank job. Illusory Wall. Between the figure’s legs is a solid wall
of mountain rock. A 7’ human could walk through the
Caught in heavy debt to the Shahn, Phulka had already
legs easily; in fact, the “solid” stone is a permanent
been seeking a way to turn on him, but one day, while
illusion (as the spell). Anyone passing through the
doing some accounting work for the Shahn, he found
illusory wall finds a winding, narrow path scaling into
among his boss’s oldest records a long-forgotten
the high mountain range above.
rhyme. It seemed to jive with what Phulka already
knew about his boss’s legendary hidden tower. (He Very Wicked Rocks. There is danger here. The
learned a thing or two during his long employ to the inuksuk’s stacked stones suffer diabolical infestationC.
Shahn.) A former seneschal of Yagha-Shahn had written These entities can target anyone approaching the
the rhyme down during the tower’s construction, but inuksuk who does not cry out, “I serve the Skull God!”

186
with their magic, and take immense pleasure doing so.
(It’s been awhile since they’ve had visitors.)
08.09. HADEAN HERMIT’S HOUSE
This small hut rests on high pylons atop a hill
Fell Road. If the hidden path is taken and strictly overlooking the lakeshore. The winds blow hard here,
followed, it leads a party through hex 08.01 and out and the hut’s wooden exterior has been weathered by
the southeast side of hex 09.02 near Castle Thar- years of exposure to it. Talking is difficult most days. A
Gannon (hex 10.02). This is called the Fell Road. Few narrow doorway and small window are the structure’s
know of this secret path exiting the western glacial only openings, but they are 8’ from the ground. Thin
valley. smoke rises from its stone chimney. Under the lake hut
is a wooden ladder up to a trapdoor.
Travelers on the Fell Road gain the following benefits
to their overland travel: Interior. Inside, the lake hut is warm and inviting,
despite its lack of modern conveniences. The walls and
ƒ Overland movement rate is at 100% despite the floor are made of rough-hewn timber, while a small
party crossing mountains. fireplace in the corner provides both heat and a cheery
ƒ Wandering monster chances are only 1:6. glow. A few simple furnishings—a wooden table and
ƒ The party ignores a result of collapsing chairs, a cot in the corner, and a bookshelf lining
iceC on the wandering monster table. one wall—complete the sparse but functional
interior. The low-ceilinged alcove tucked in
Collapsed Road. About two-thirds of one corner serves as a kitchen, with a small
the way to the Fell Road’s exit (or one- sink and a few basic utensils hanging from
third of the way on a return journey), the wall.
the winding road reaches a perilous
elevation, where the mountainside itself The Hermit. This hut belongs to
supporting the road underneath has GordiusA, a retired Hadean soldier. He
weakened and fallen away into the ravine. has lived in isolation on Lake Helvarragh’s
Only a sliver of mountainous rock remains shores for years, deep in the unforgiving
for a stretch of 120’ and it is never more tundra with its biting winds. Gordius was
than 1-2’ wide. Anyone trying to cross once a legionnaire in the imperial military.
this hazardous section of roadway He served in a bloody campaign that
without taking proper safety few alive remember anymore. In
precautions has a 2:6 chance of those conflicts, he experienced
slipping on the unsafe rock and horrors that changed him forever,
falling 820’ below. that haunt his dreams to this
day and make him question
08.02. DAM SHIP everything he ever knew.

The wrecked hull of a Hadean vessel near the After the Battle of Stinging Meadows ended with
river’s mouth, repurposed into a huge beaver dam. A an imperial victory, Gordius was one of the Hadean
total of 15 giant beaversA inhabit it. soldiers tasked with guarding Vartoriak and watching
over Thar-Gannon. For eight years, he dutifully kept
Treasure. Underwater, within the hull’s rear behind that vigil until he finally retired from service as the
fallen wood beams lies an unlocked, iron chest. Sealed tower guard’s commander. By that time, Gordius had
and dry inside, it contains a ram horn of resoundingB. grown to love the lakeshore so much that he moved
out here permanently. But privately, he is convinced
Giant Beavers (15): AC 5 [14], HD 5+2* (24hp),
that Baalor is not dead and that Castle Thar-Gannon
ATK 1 × bite (2d6) or 1 × tail slap (2d4 + knock-
still threatens Valkengard.
down), THAC0 14 [+5], MV 120’ (40’) / 90’ (30’)
swim, SV D12, W13, P14, B15, S16 (3), ML 8, AL At first, he is wary of strangers, but once he has
neutral, XP 400, NA 1d8 (1d12), TT –. guessed their nature and intent, he welcomes them to
ƒ Hold Breath: Can hold its breath for 2 turns. his fire and shares his story. As a younger man, he was
ƒ Knock-Down: Victim hit by the tail slap must one of the soldiers assigned to the outpost here and
save vs. paralysis or be knocked prone and saw many of his friends die in the north’s harsh winters,
stunned senseless for 1 round, unable to act. as well as in battle with the Skull God’s terrifying

187
horde of shambling Enoruuk undead. Now, the former only treks into Skaalburg or Valkengard are to visit
commander lives in solitude out in the northern their shrines to the Trisagion.
wilderness, seeking some measure of solace from his
memories and the harshness of life. But beneath his grizzled exterior lies a deep
sadness, a sense of loss that can never be fully
Development. Recently, Gordius learned of a healed. He longs for a world that no longer exists,
troubling development on the Isle of Vartoriak. A a life he can never return to. And so, he lives on, a
horrific nightmare awoke on the island and slaughtered solitary figure in the frozen wasteland, never fully
the Valken soldiers posted there. When such reports at peace, but always ready for whatever challenges
reached the ears of the city’s leaders, they decided that the world may throw his way.
the tower wasn’t worth defending anymore and quietly
buried the story to keep the public from learning it. Gordius (fighter 9): AC 0 [19], HD 9 (40hp),
He believes the creature is still there in or around the ATK 2 × sword (1d8+2), THAC0 14 [+5] base or 12
tower. And he believes its origins are preternatural. [+7] w/magic sword, MV 60’ (20’), SV D8, W9, P10,
B10, S12 (fighter 9; saves vs. magic at -1), ML 9, AL
Gordius wants vengeance on the creature for his fallen lawful, XP 900, TT –, Gear Cortana of LiontariB, +1
comrades—some of those it murdered had served with plate mail, +1 shield, crossbow, 20 bolts, Abilities STR
him in his final years before retirement. He wants proof 12, INT 9, WIS 7, DEX 10, CON 11, CHA 5.
that the monster is dead and the tower’s curse lifted, ƒ Immunity: Immune to cause wounds, death
but he is far too old to do this himself. If the heroes magic, and energy drain.
agree to undertake Gordius’s quest, he promises them
his imperial blade: the Cortana of LiontariB.
08.12. BOAT HAZARD
Gordius can inform the heroes about most of the Under the shallow water’s surface lies a sunken obsidian
information contained under “Advent of the Empire” altar to the Skull God. Any boat passing into this hex
in chapter 1, but he presents this history through the has a 2:6 chance of striking the altar before noticing it.
eyes of a rank-and-file soldier, not a historian. The altar’s sharp edge gouges a hole in the vessel’s hull,
sinking it within 1d2 turns. In the frigid water below, 9
Finally, he laments the lost Hadean eagleB, which he drowned deadA attack the vessel’s occupants, dragging
confirms was no mere legend (hex 05.05). down any victims to join their ranks where the huddle
around the cursed altar.
ROLEPLAYING NOTES. Helpful roleplaying
notes on Gordius if the party encounters him. Altar. Anyone of lawful alignment touching the
altar must save vs. death or become water cursed.
Description. Gordius is an old Hadean man, Such a victim transforms into a drowned deadA over
around 60 years old. White hair, keen blue eyes. 2d4 days, becoming paler and more bloated. On the
He still wears the remnants of his uniform, now transformation’s final night, the victim drowns suddenly
little more than worn pieces of leather, and his skin without any explanation, gurgling water from his
is weathered and calloused from years of exposure throat (even in bed!), and at midnight, he re-awakens
to the elements. as a drenched corpse.
Personality. Speaks when he needs to and doesn’t Drowned Dead (9): AC 7 [12], HD 2+1* (10hp),
repeat himself. Grizzled, scarred but still strong. ATK 1 × grasp (1d6 + drowning), THAC0 17 [+2],
He has been hardened by a life spent surviving in MV 60’ (20’) / 120’ (30’) swim, SV D12, W13, P14,
the Forbidden North. B15, S16 (1), ML 12, AL chaotic, XP 35, NA 1d6
(2d6), TT –.
Despite his gruff and solitary nature, he is a man of
ƒ Drowning: Grasped victim pulled under the
deep wisdom and experience. He knows the secrets
water and faces drowningC.
of survival in this unforgiving land, and he has
ƒ Undead: Makes no noise, until it attacks.
honed his skills to a razor’s edge. He is a master of
Immune to effects that affect living creatures (e.g.,
trapping, hunting, and fishing, and he has a keen
poison). Immune to mind-affecting or mind-
eye for spotting danger long before it reaches him.
reading spells (e.g., charm, hold, sleep).
Gordius is also a faithful member of the Hadean
Temple, though he does not boast about it. His

188
Dyoclops
Cave
08.16. DYOCLOPS CAVE
A wide-mouthed hill-cave is found here. The stench
of rotting meat exudes from inside.

Interior. The large cavern’s floor bursts into chaotic


outcroppings of stalagmites. A cold mist fills the air,
with the rushing sound of river-water. Dead corpse
smell hangs heavy here, too.

Underground River. Halfway through the big


cave is an underground river flowing down into the
earth. Both of its ends vanish in underwater tunnels.
Though the river isn’t deep, it moves fast.

Between the stalagmite masses are two slippery rock


crossings. Navigating across the rock crossing halves
an explorer’s movement rate. Moving any faster
requires a save vs. breath to avoid slipping into the In the northeast of the cave is a fire pit. Encamped
strong current. Once fallen into the river, a victim beyond it in the darkness are 3 dyoclopsesA picking
needs to make an open doors check to swim against at each other’s lice and shaggy bodies. These giants
the current pulling him eastward; otherwise, he is are very hungry—but their dwarven catch is about to
swept underground and begins drowningC. change all that. The dyoclopses spot anyone crossing
the eastern river crossing unless they move without a
On the Other Side. Hanging upside down on the light source stealthily.
other side of the western crossing point is a group of
seven skinned dwarves who formed an exploration Treasure. The dyoclopses have the following:
party called the Beavered Battleaxes. A rope tied to
ƒ Sack 1: 1,544gp.
overhanging rocks has been noosed tightly around
their fat, jumbled ankles. Piled near these corpses are ƒ Sack 2: Rare spices (worth 2,227gp), a giant
big satchels full of weapons and armor. magical wine bottle (equal to 9 potions of fire
giant strength).
ƒ Sack 3: +1 warhammer (glows near giants), +1
battle axe, 2 suits of dwarven-sized plate mail, +1
plate mail, +1 shield, 2 shields.

Underworld. In the cave’s rear lies a tunnel into the


underworld, area 7. (See Volume 2 of Gods of the
Forbidden North.)

Dyoclopses (3): AC 4 [15], HD 13* (58hp), ATK


2 × spiked club (3d10) or 2 × rock (3d6), THAC0 10
[+9], MV 120’ (40’), SV D4, W5, P6, B5, S8 (13),
ML 9, AL chaotic, XP 2,300, NA 1d4 (1d4), TT E +
5,000gp.
ƒ Curse: 1/week; victim within 40’ must save vs.
spells or be cursed (referee’s choice: -2 to saves,
-4 to hit, 1 ability reduced by 50%, etc.).
ƒ Rock Throwing: Up to 200’.
ƒ Slow-Witted: Can be tricked by clever heroes.
ƒ Two-Headed: When targeted by mind-affecting
spells, the dyoclops gets two save attempts; if at
least one succeeds, the dyoclops is unaffected.
ƒ Vigilant: Surprised only on a 1.

189
Titanic Spider Crabs (6): AC 2 [17], HD 7
08.19. WHIRLPOOL & SUNKEN (31hp), ATK 2 × pincers (3d6), THAC0 13 [+6], MV
VENATOR 60’ (20’) / 120’ (40’) swim, SV D10, W11, P12, B13,
Just beyond the Gjol River mouth on the ocean’s S14 (4), ML 7, AL neutral, XP 650 (extraordinary
surface churns a massive whirlpool over 200’ wide and peril bonus), NA 1d2 (1d6), TT –.
100’ deep. It is highly magical. ƒ Ravenous: Attacks any moving creature.
The Whirlpool. Any sea vessel entering the whirlpool
sinks within its crushing funnel. Victims trapped inside
08.21. MORKAAL’S TOMB
a vessel (or sucked into the water by their own foolish See chapter 6 for details on this location.
actions) get dragged down to the sea bottom over
4d6 rounds and risk drowningC. A victim who escapes 08.23. SHRINE OF THE SUN HEALERS
before this occurs might accidentally swim inside the The foundations of this ruined shrine have been crafted
funnel and get caught again as he attempts to surface. with unknown metal that hums faintly and sheds a soft
golden light.
REFEREE NOTE. The ship wreckage cannot be
seen from the water’s surface by the naked eye. Lair of the Sun Healers. This cult is led by a
charismatic Hadean prophetess named Kalosi (Sun
Ship Wreckage. On the ocean floor lies a crushed and Healer prophetessA). Clad in nothing but yellow
sunken Hadean galley ship, limp across a cluster of body paint, gold robes, a dull silver wedding ring, and
immense rocks 150’ below the ocean’s surface. The layered diamond necklaces, Kalosi claims that 20 years
name of Venator glosses over its faded red hull paint. ago after the death of the last emperor, she received a
Lurking inside the wreckage are 6 titanic spider divine vision telling her that the Hadean Temple, much
crabsA. They eat approaching swimmers. like the empire, has fallen into corruption, and now,
the Creator God has “awakened” those “poor in spirit”
Treasure. In the ship’s hold is a big collection of to become a new priesthood of men and women.
fragile, finely engraved, ceramic blue pots in the shape These Sun Healers are being opened to strange new
of a squid (worth 3,400gp). A thin, pallet-shaped crate powers heretofore unseen. Kalosi promises anyone
lies among the pots. If opened, the lucky explorer pulls who converts that, in time, their own powers—the
out the legendary shield of KalluB. “divine within”—is slowly awakened, as if from a deep
slumber. Most importantly, Kalosi believes that by
Development. A decade ago, Ulurrugnak (hex 05.08) naming something aloud with her voice that the Sun
sank this ship with a magical whirlpool. The demon Healer wants, she can magically alter the tangible world
learned the artifact was onboard. It wished to prevent around her; the prophetess calls this practice “naming
the shield from falling into Enoruuk hands. and taming.”

190
Shrine of the Sun Healers

Kalosi has enthralled a total of 23 Sun Healer charm him. The prophetess desperately wants him—he
disciplesA with her fanatical message. She offers healing recoiled from her ugly appearance the first time she
to weary adventurers and warmly invites resting tried seducing him. Kalosi has been infatuated with the
heroes to her nightly worship ceremonies, which are man ever since.
conducted more like motivational speeches, concerts,
and public demonstrations of her strange power than Kalosi’s Secret. The prophetess is not what she seems.
sacred affairs. Kalosi is a demon worshipper. She draws her power
from the Dark Deer, Tarktuktulak (hex 20.13).
Shrine Powers. The shrine’s holy foundations are Kalosi’s emotional highs and outrageous displays are
made of a sacred stone that radiates healing energy. It really her public way of embracing the degenerate
charms non-believers who stay for a full day and listen animal within herself. She does not believe humans are
to Kalosi’s sermons. Such victims are bound by a geas special—they are merely beasts in her eyes, given over
to serve the prophetess. She uses this power to recruit to instinctual passions and natural desires. Her naming
new followers, to convince wealthy patrons to make and taming power is a gift from the demon god.
charitable donations to her cause, and to expand her
city influence. Tactics. If attacked, Kalosi lets her fanatical acolytes do
all fighting. She merely cries out for protection from
Treasure. A ceremonial gold casket Kalosi sits on holds her god while begging for help from bystanders. Unless
877gp. caught red-handed in her demon worship, she does not
give up this façade easily.
Development. Kalosi is infatuated with the bandit
Cyrus (hex 12.22). She directs geased captives to
persuade him to visit the shrine for a day, so she can

191
SUN HEALER TENETS. The cultists believe ƒ Spell Casting: 1st (2 slots): cure light wounds,
in the literal naming or speaking of things light; 2nd (2 slots): bless, hold person; 3rd (2 slots):
desired. The sun’s power rests within them. By remove curse, striking; 4th (1 slot): cure serious
exercising this power aloud via speech, they can wounds; 5th (1 slot): finger of death.
call into being their deepest desires. Sun healers ƒ Turning the Undead: As a cleric.
reject knowledge or reason if it conflicts with
their feelings, believing that their own emotional 08.26. RUNIC TROLL
spirituality, or “heart wisdom,” as they call it, is
The bones of a troll skeleton partially sunken in
superior.
the earth is engraved with runes in a decipherable
Inilgaan scriptC. They record the formula for a unique
Tips for roleplaying a Sun Healer: spell variant of locate object. Its duration lasts from
sunup to sundown.
ƒ Cheerful, but without a sense of humor.

ƒ Argues the truth as he feels it; in a debate, the 09.02. FELL ROAD
winner is usually the believer who feels most Refer to hex 08.01 for details on this location.
passionately and behaves more sensationally in
public to prove it. 09.09. VARTORIAK BRIDGE
ƒ Constantly pushes his beliefs by openly A great collapsed stone bridge stretches four miles
challenging others, even in small things. across the lake’s shoreline to Vartoriak Island (hex
10.09). Cracked, black-stone support columns rise
ƒ Often says he “doesn’t need any man” to tell 100’ out of the water along its great span, and on top
him spiritual truths; he believes truth is written of them lies a remnant of linked crumbling platforms.
on his heart, which is why he can trust his
emotions completely. Crossing. Explorers may cross these ruined bridge
sections on foot by way of rope and athleticism, but
ƒ Suffering is evil and must be avoided. The sun the trip is perilous. Land travel through this hex is
god shows his pleasure in a believer by shining 50% slower. Mounts cannot cross the ruined bridge
down his material blessings on the obedient and must be left behind along the lakeshore. Each
adherent. party member—including hirelings—must save vs.
death. The referee should modify this saving throw if
Sun Healer Disciples (23): AC 2 [17], HD 2* the character takes smart actions, like using rope and
(7hp), ATK 1 × mace (1d6), THAC0 19 [0], MV 60’ pitons, etc. Armor may inflict penalties, as well.
(20’), SV D11, W12, P14, B16, S15 (cleric 2), ML 8,
AL neutral, XP 25, NA 1d8 (1d20), TT U, Gear plate ƒ Pass by 5+: Safely crosses bridge; can improve
mail, shield, mace, holy symbol (golden sun with rays; one unlucky ally’s botched save by 1 step on this
Kalosi’s name etched on it; 20gp). table.
ƒ Naming & Taming: As 2nd level caster. 1/day— ƒ Pass: Safely crosses the bridge.
minor creation. ƒ Fails: Falls 100’; takes 5d6 damage landing in the
ƒ Spell Casting: 1st (1 slot): cure light wounds. cold, misty water.
ƒ Turning the Undead: As a cleric. ƒ Fails by 5+: Falls 100’; hits a rock outcropping
for 10d6 damage, then slips into the cold, misty
Sun Healer Prophetess (Kalosi): AC 9 [10],
water.
HD 7* (24hp), ATK 1 × staff (1d6), THAC0 17
[+2], MV 120’ (40’), SV D9, W10, P12, B14, S12 Ship Blockade. Fallen debris underwater has created
(cleric 7), ML 9, AL lawful (really chaotic), XP 850, a barrier to vessels sailing through hex 09.09. The
NA 1, Gear gold robes, staff, diamond necklaces hunks of masonry protrude from the water or lie just
(worth 2,300gp), ring of false aura, Abilities STR 9, underneath it, forming a rocky mass streaked with
INT 15, WIS 15, DEX 10, CON 11, CHA 18. bird-droppings for miles; these rocks are populated by
ƒ Naming & Taming: As 7th level caster. 1/day— nesting waterfowl. On foggy days, waterborne travelers
major creation; 3/day—minor creation. might fail to notice these masonry obtrusions and run

192
their vessel aground accidentally (4:6 chance for large Interior. Inside the cave mouth is a low chamber
ships, 2:6 chance for small boats). containing a stone pool filled with 3’ clear water.
The pool’s stone lip has been sculpted with fish
09.14. FALLEN TOWER and mermaid imagery. They are all spitting water.
Anyone drinking this water grows gills in his neck
A 60’ high Baalorian tower of black-blue stone has
and flesh-colored scales on the skin of his shoulders
toppled over from its base on the lake shore. Oddly, its
and chest. For the next week, the imbiber can breathe
interior surface is smooth, as if melted from some great
underwater, move freely while in water (without
heat. It’s a good place to rest and take cover from the
suffering any combat penalties), and can swim equal to
elements.
his movement rate.
Enoruuk Graffiti. Across its smooth ruined walls,
Development. Anyone leaping from the cave mouth’s
travelers see graffiti—white figures with spears,
ridge into the Gjol River plunges deep enough into
mastodon herds, and wolves along the south and
the river that he enters a magical underwater current.
western part of a great body of water, while black
This stream moves faster than the river water above it;
figures mass upon that same water’s northeastern rim.
the stream flows through a 5’ deep trench along the
river’s bottom. The character gets pulled down into
09.17. GJOL BRIDGE this trench and swept downriver towards the ocean
This is the only bridge across the Gjol River. (hex 08.19). This takes 90 minutes. The under-stream
Constructed with rope, it spans a dangerous canyon in is so strong that a character cannot swim free of it, even
the brumal uplands. The Enoruuk built this bridge to after drinking the pool’s water.
reach the Temple of Kangek (hex 04.14). Traversing
the rope bridge does not carry any falling risk normally, Eventually, a victim pulled by the under-current regains
but when high winds blow through the upland control of himself deep in the ocean 180’ below the
canyons, anyone crossing must save vs. death or fall sea surface, where he discovers ship wreckage on
into the river rapids unless he takes precautions. the aquatic floor (hex 08.19). Of course, anyone
underwater in that area must avoid swimming straight
09.18. CAVERN OF THE FISH-MEN up to reach the ocean’s surface, or else he gets sucked
into the funnel of the massive whirlpool above.
From the western wall of the Gjol upland canyons
protrudes a stone ledge about 40’ below the ridge’s
sharp edge. A cave mouth lies nestled in the rockface
09.23. CURSED BARROW MOUND
leading into the earth. Climbing down to reach the This barrow mound can be seen from the Osteon
ledge is difficult; a slip drops an unlucky explorer into Road. It is avoided by local travelers. They say it’s
the river rapids. (See “Gjol River” earlier this chapter.) cursed. The barrow mound lies overgrown with dead
The ledge bears carven images of diving fish-men shrubs, with conical standing stones atop it. In its
leaping into the river. center, a round silver porthole seals the barrow tunnel
entrance; it is magically locked.

193
Silver Porthole. Studying the porthole reveals faint damage in hp; if this healing exceeds the zombie’s
runes of sealing engraved along its edges written in max hp, it becomes an excess hp pool.
Whudjan. They read: ƒ Guardian: Always attacks on sight.
ƒ Initiative: Always loses; never rolls.
Let the traitors rot! ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g.,
If knock or dispel magic is cast on the porthole, it poison). Immune to mind-affecting or mind-
opens. The silver porthole is worth 550gp. reading spells (e.g., charm, hold, sleep).
Interior. Once the porthole opens, 22 entropy
10.02. CASTLE THAR-GANNON
zombiesA bound inside the mound stir to unlife and
begin crawling out. See Volume 3 of Gods of the Forbidden North for details
on this location.
Development. Within hours, the undead menace the
trade roads to kill victims and turn them into more 10.04. MENAGERIE PYRAMID
of their kind. If the silver runic porthole is sold in
A 100’ high, glass-panel, iron-framed pyramid stands
Valkengard, there is a 4:6 chance it is recognized; the
erected in the snowy arctic hills a mile from the lake
locals blame the looters for the unleashed threat and
shore. It is 200’ wide and long. At ground level a large
bring them before the city authorities.
pane of glass has been shattered by a great force. The
Entropy Zombies (22): AC 8 [11], HD 2* (9hp), pyramid’s sole door is glass, as well, but locked. The
ATK 1 × touch (1d8 + entropic fingers), THAC0 18 structure’s glass is easily shattered.
[+1], MV 60’ (20’), SV D12, W13, P14, B15, S16
Plaque. A metal plaque above the glass door, written in
(1), ML 12, AL chaotic, XP 25, NA 2d4 (4d6), TT –.
decipherable Urgathos scriptC, reads:
ƒ Entropic Fingers: Victim can’t heal the entropic
touch’s damage until that zombie is destroyed and Urgatha.
the lost life energy released. Zombie heals touch
Arctic Ants. A trail made by giant fuzzy arctic ants
moving back and forth from their nest (hex 11.04) can
easily be found; there is a 2:6 chance per turn that the
party encounters 1d4 giant fuzzy arctic ant workersA
while hanging around the shattered glass opening.

Interior. Inside, a bizarre,


impossible jungle thrives,
despite the arctic climate
outside. The weather
is balmy, between
85-105°F; fluctuates
with the rising and
setting sun. The
entire structure
radiates strong magic—the
enchantments maintaining
the warm climate. These
enchantments persist even if
the glass is destroyed. Only
if the iron frame is damaged
will the warmth fade, killing any
plant and animal life inside the
greenhouse.

194
Poisonous yellow orchids bloom inside along the Giant Fuzzy Arctic Ant Workers: AC 5 [14],
pyramid floor (anyone ingesting their leaves or petals HD 2 (9hp), ATK 1 × bite (1d6), THAC0 18 [+1],
must save vs. poison or die 1d2 days later); blood- MV 180’ (60’) climb, SV D12, W13, P14, B15, S16
drinking parrotsA flit about among the vines and (1), ML 7 (12 in melee), AL neutral, XP 20, NA 1d20
jungle overgrowth; insect swarms buzz about near (1d100), TT U.
the pyramid’s glass ceiling. Each turn, the referee rolls ƒ Heat Vulnerability: Suffers double damage from
2d6 to see if the party gets attacked by 4d4 blood- intense heat; dies within 1d6 turns in hot or
drinking parrotsA (1:6 chance) and 1d4 insect extremely hot climates.
swarms (2:6 chance). ƒ Immunity: Immune to cold and hypothermia.
Development. A greenhouse created by Baalor in ƒ Morale: Attacks relentlessly, once engaged in
memory of Urgatha, his jungle homeland; it reminded melee (morale 12); pursues through flames.
him too much of his great defeat there, so he ƒ Rapacious: Consumes everything in its path,
abandoned it. when hungry.

The parrots mimic Baalor’s voice from time to time. 10.09. TOWER VARTORIAK
They say things like: See chapter 10 for details on this location.
ƒ “All so warm and familiar, but with it, hot shame—
that familiar failure!” 10.19. FORT IKENVAR
ƒ “One day, Urgatha, I will return.” See chapter 7 for details on this location.
ƒ “Even a pack of mangy wolves can kill a tiger, if it
10.22. CART & SCALES
isn’t careful. Such is the nature of war.”
Next to an ancient moldering broken cart in the forest
Treasure. Buried in the soil in the southwest corner of lies a Hadean merchant’s abandoned money-changing
the greenhouse is the demon key (hex 20.03); the key scales. It is bronze, cast with fish motifs, partially
is forged from a greenish metal; its bow shaped like a covered by vines, and weighs 200 lbs. But if sold in the
horned, bearded demon, with its mouth agape. city, it is worth 1,250gp to the right moneychanger or
merchant.
Blood-Drinking Parrots: AC 7 [12], HD 1+1
(5hp), ATK 1 × bite (1d4), 2 × claws (1d3), THAC0
18 [+1], MV 300’ (100’) fly, SV D14, W15, P16,
B17, S18 (NH), ML 7, AL neutral, XP 15, NA 0
(4d4), TT –.
ƒ Blood-Drinker: Laps blood of dead prey.
ƒ Swoop: Can dive at prey from above. If victim is
surprised, the attack inflicts double damage.

195
Ruined Cottage
drippings. There is also a wooden
bowl full of rotten eyes, like aged
prunes.

Mattress. In the cottage’s sole


bedroom, there are questionable
stains on the mattress. Scattered
under this mattress are 28cp and
a steel dagger, coated with old
blood. Anyone searching the
mattress may notice a hole in its
side plugged with feathers and
straw. Stuffed inside the mattress
are the mummified remains
of human body parts—hands,
tongues, eyes, and viscera. Pulling
them out and counting them
reveals these likely belonged to
10.25. RUINED COTTAGE fourteen victims. Plunged into the mummified gore are
Deep in the wooded hills on a high ridge lies an five diamonds (worth 800gp each) and a platinum ring
abandoned, dilapidated cottage overlooking the tops of encrusted with diamonds (worth 2,400gp).
the forest. The large pigsty is lain with untrodden mud.
Cellar. The wooden stairs down into the cellar are
And the cottage door creaks open and shut from the
unstable. There is a 2:6 chance that several stair-planks
wind as the party approaches.
break under a heavier character’s weight, causing him
Unsettling Wind. As soon as the party arrives, a cold to fall down the stairs and hit the stone wall at the
wind gust unsettles their horses, if they have any. The bottom for 1d6 damage. Dark stains and disturbing
mounts flee in a panic for 1 turn and refuse to draw hand-prints cover the cold walls, along with three sets
near the cottage. of manacles. One holds the skeletal remains of a human
male shackled in them. A dark stain lies on the stones at
Interior. Rotting floor-planks covered in dust and its feet.
dry leaves moan when stepped on. A rash of fungal
overgrowth creeps up the living room furniture. There Underworld. The cellar wall is partly collapsed,
is a rusty hand-axe against the foyer wall, and holes revealing a tunnel into the underworld, area 13. (See
in the kitchen wall and all throughout the roof. An Volume 2 of Gods of the Forbidden North.)
unburned log still rests in the fireplace. The cottage
Development. On the wall near the skeleton’s right
has three main rooms—a living room with attached
hand is an etching written in Hadean:
kitchen, a bedroom with an old armoire, and a small
storeroom. In the southeast corner of the main living
room is a locked cellar door. Help me. He won’t ever stop.

If anything in the cottage is disturbed, 14 giant After a hero reads this etching, respond with:
centipedes erupt out of the kitchen cabinets, couch
cushions, floor-planks, and roof-holes, swarming the A voice whispers in your ear, “No one will bother us
party. down here.” And then you hear chattering teeth from
behind you, as a dark shape begins manifesting in the
Kitchen. Most of the kitchen cabinets are empty, but cold air.
two have exterior iron locks. They can be picked
open or broken off with enough brute force. But This dark shape is the evil homicide hauntA of Cash
investigators soon regret this. Inside, they see five Malacoda, the mass murderer who lived in this hut.
skulls (two painted, three broken into large pieces), a He slowly tortured and killed his fourteen victims. But
withered arm muscle, two chewed human hearts, and a Cash was caught by Valken city watchmen while trying
crispy-fried lower intestine sitting in decades-old blood to abduct his fifteenth target. The authorities burned
him alive at the stake.

196
Anyone possessed by Cash suffers a burning, unnatural ƒ Consuming Possession: Touched victim must
desire to viciously torture and kill attractive boys and save vs. spells or suffer the haunt’s diabolical
men. The victim also feels an overwhelming desire to oppressionC as the evil spirit vanishes and enters
enter Cash’s flesh and blood. He yearns for the return the victim’s body. Every night thereafter, the
of his body. victim must save vs. spells; once he fails a number
of times equal to his CHA score, his condition
There are three ways to permanently rid Cash worsens to diabolical possessionC.
Malacoda’s haunting spirit from this cottage: ƒ Lair Dependent: Can’t stray more than 100 yards
from its grisly homicidal lair unless possessing an
ƒ Finding and destroying the five diamonds,
individual creature.
platinum ring, and copper pieces; then, all human
ƒ Manifesting Terror: Victim seeing haunt for the
trophy-remains in the cottage and cellar must be
first time must save vs. paralysis or age 2d6 years
blessed and properly buried.
and flee for 1d6 turns (2:6 chance of dropping
ƒ Returning Cash Malacoda’s corpse from the city held items); a cleric or paladin of 10th level or
of Valkengard and burying it on the cottage higher saves at +4. An affected victim of 11th level
premises; this has the unfortunate side effect of (or 11HD) or higher is at -2 to hit.
joining Cash’s spirit with his body, which causes ƒ Mundane Damage Immunity: Harmed only by
the corpse to rise within 1 turn as a greater silver weapons or magical attacks.
spawn of the worm (12HD; 54hp; 2 × fist, 2d8 ƒ Rejuvenation: If destroyed, the haunt returns
damage; THAC0 and saves as 12HD monster; to its lair in 1d6 days fully restored. To put the
victims do not gain a +4 bonus on saves against evil spirit to rest, a condition must be met or the
spawn’s disease; 3,500 XP). haunt’s lair fully exorcised by a cleric.
ƒ Performing the lesser Hadean rite of expulsionB. It ƒ Surprises: On a 1-4, if manifesting suddenly.
is detailed in the book of the same name found in ƒ True Form: In direct sunlight, or if a continual
Hoarfrost Cathedral (chapter 3). light, detect illusion, detect invisible, or true seeing
spell is cast, the homicide haunt appears as a
Homicide Haunt: AC 0 [19], HD 10** (45hp), partially transparent, rotting corpse of its former
ATK 1 × touch (2d8 + consuming possession), self when once alive.
THAC0 11 [+8], MV 90’ (30’), SV D6, W7, P8, B8, ƒ Undead: Makes no noise, until it attacks.
S10 (10), ML 10, AL chaotic, XP 2,300, NA 1 (1), Immune to effects that affect living creatures (e.g.,
TT E, N. poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

197
ƒ Rapacious: Consumes everything in its path,
11.04. ARCTIC ANT NEST when hungry.
Deep inside a crevasse in the glacial ice-flow lies a ƒ Sting: Bitten victim must save vs. wands to
nest of 159 giant fuzzy arctic worker antsA and 34 avoid the ant’s incoming stinger; if stung, the
giant fuzzy arctic warrior antsA. They scurry forth victim takes 1d4 damage per round (up to 10d4
from their tunnels to the wrecked pyramid menagerie maximum); may save vs. poison every round to
(hex 10.04) where they retrieve food such as organic end this effect.
material, honey, or dead insects for their queen
(10HD; 45hp; non-combatant). The ants viciously Giant Fuzzy Arctic Ant Workers (159): AC 5
attack anyone too close to their nest or threatening it. [14], HD 2 (9hp), ATK 1 × bite (1d6), THAC0 18
[+1], MV 180’ (60’) climb, SV D12, W13, P14, B15,
Treasure. Scattered in the lair are 2,900gp worth of S16 (1), ML 7 (12 in melee), AL neutral, XP 20, NA
jade gemstones, mined by the ants. 1d20 (1d100), TT U.
Giant Fuzzy Arctic Ant Warriors (34): AC ƒ Heat Vulnerability: Suffers double damage from
3 [16], HD 4* (18hp), ATK 1 × bite (1d8 + sting), intense heat; dies within 1d6 turns in hot or
THAC0 16 [+3], MV 180’ (60’) climb, SV D12, extremely hot climates.
W13, P14, B15, S16 (2), ML 7 (12 in melee), AL ƒ Immunity: Immune to cold and hypothermia.
neutral, XP 125, NA 2d4 (4d6), TT U. ƒ Morale: Attacks relentlessly, once engaged in
melee (morale 12); pursues through flames.
ƒ Heat Vulnerability: Suffers double numerical ƒ Rapacious: Consumes everything in its path,
effects from fire and intense heat; dies within 1d6 when hungry.
turns in hotter climates.
ƒ Immunity: Immune to cold and hypothermia.
ƒ Morale: Attacks relentlessly, once engaged in
melee (morale 12); pursues through flames.

198
Staalista Land-Tamer (druid 3): AC 6 [13], HD
11.05. VILLAGE OF CHIGNIK 3* (10hp), ATK 1 × spear (1d6) or 1 × sling (1d4,
An Enoruuk mountain village of square, stone huts. range 40’), THAC0 19 [0], MV 90’ (30’), SV D11,
The settlement is built across a flat rock plateau W12, P14, B16, S15 (druid 3), ML 8, AL neutral, XP
enclosed within the boundary ridge heights. A narrow, 50, NA 0 (1d4), TT –, Gear leather, wooden shield,
winding goat path leads from the village to an overlook spear, sling, 12 river-stones, wooden Emeqist holy
with a stunning view of Imaryuk’s northern end far symbol, potion of healing.
below.
ƒ Energy Resistance: Saves vs. fire and lightning
The Chignik belong to the Maundering Tribes. They at +2.
are “Dream-Sons of the North.” (See “Enoruuk” in ƒ Identification: Can identify all plants and
chapter 2.) They only speak Arenik, but can converse animals; can discern pure water.
a little with those speaking Upik, just enough to ƒ Pass Without Trace: Trackless movement in the
trade. The Chignik live as hunters, fishermen, and wilderness; never impeded by overgrown areas.
shepherds. They migrated into this region after Baalor’s ƒ Spell Casting: 1st (2 slots): entangle, speak with
disappearance. They eat meat and fish only—vegetables animals; 2nd (1 slot): cure light wounds.
and fruit rarely grow in this barren region. Their
Enoruuk Huntsman (ranger 2): AC 4 [15], HD
warriors often journey down to the menagerie pyramid
2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow
(hex 10.04) covered in full otter-skin body suits to
(1d8, range 70’), THAC0 19 [0], MV 60’ (20’),
hunt the blood-drinking parrots within the greenhouse.
SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL
The Chignik practice sky burial at a holy site to the lawful, XP 25, NA 0 (1d6), Gear furs, chainmail,
southeast behind high mountain ridges. This prevents shield, battle axe, longbow, 20 arrows, knife.
circling ravens from drawing any unwanted local ƒ Awareness: Surprised only on a 1.
attention. In fact, the Chignik are the only Enoruuk in ƒ Foraging & Hunting: Foraging 2:6 chance,
the Forbidden North who still believe in the existence hunting 5:6 chance.
of the water deity, Anarnulak. They never abandoned ƒ Pursuit: When pursuing other groups in the
their ancient faith because they were never enslaved by wilderness, at -10% chance of evasion.
Baalor. ƒ Surprise Attack: Ambushes enemies in the
wilderness (3:6 chance).
Development. Currently, the Chignik are locked in a ƒ Tracking: 30%.
life-or-death competition against the rapidly growing
arctic ant colony (hex 11.04) for the menagerie
pyramid’s resources. But they are losing this struggle.
11.15. VILLAGE OF KANGKUL
Their survival odds look grim over the next year. Kangkul has the largest Enoruuk population of any
village in the Forbidden North. It lies at the southern
Population: 154. point of Imaryuk, within a natural crater surrounded
by high rocky walls. A single path leads into Kangkul.
Alignment: Neutral.
It is guarded by 12 Enoruuk huntsmenA on two
Military: 120 warriors (3HD nomads). observation towers behind a high palisade gate
Demographics: Enoruuk 100%. blocking travelers from entry. The village’s northern
edge along the lake shore has a high palisade wall,
Ruler: Nootaikok (Enoruuk huntsma- as well. Boat docks ring the shoreline. Sometimes
nA), but really Jissika (staalista hundreds of fishing boats can be seen moored there.
land-tamerA). Every morning before dawn, the boat owners depart
Economic Fishing, fur hunting, livestock, across Imaryuk in pursuit of the day’s big catch.
Industries: wilderness guides.
Isolation. A majority of the Enoruuk dwelling here
Religion: Emeqism 100%.
possess a strong sympathy for the Sky Keeper faction.
Gear No metal items. Many are declared members. (See “Enoruuk” in
Limitations: chapter 2.) They are suspicious of outsiders and
Annual Taxes: None. newcomers, but over time, most Enoruuk grudgingly
accept non-natives who visit often enough.

199
Chert. The village is built near a large chert quarry that of the lost Temple of Kangek—a group of 28 staalista
exists along the shores of Imaryuk. Those Enoruuk land-tamersA. Although the men are in charge, they
who do not fish work this quarry, as they still use the tend to follow the staalistas’ wisdom, especially Yaari
chert to make tools and weapons. the grand staalistaA. She is the highest-level druid in
Titherion. There is no established druid hierarchy in
Trade. Kangkul merchants openly trade with the the region beyond this.
other Enoruuk villages (e.g., Martul, Kalag Clearing,
and Hyto). Those with a less than zealous Sky Keeper Indigo Shack. This is the continental headquarters
attitude also pursue commerce with the peoples of of the Blue Angler faction (chapter 2). The shack is
Skaalburg and Valkengard. But some are loud and small, hewn from chert stone, and without windows.
adamant that “warm-landing thieves” shouldn’t be The faction leader, Drabek Than (Magoth cosmic
permitted to do business within Kangkul’s walls—or maskA), resides here and has become an influential
anywhere else in Nunakilak, for that matter. voice within Titherion’s fishing industry. Of late, his
words and public speeches have grown more hostile
Some Enoruuk tribesmen might be overheard talking towards Valkens and Skaals in general, and he stokes
hurriedly about the seasonal migrations of the great the fires of cultural division throughout the whole of
caribou and mammoth herds. They will soon be subarctic society. Many Enoruuk political leaders dine
passing along the western shores of Imaryuk near the with Drabek Than, in an effort to gain his support. But
Isle of Vartoriak, then down through the arctic tundra privately, Yaari does not trust him.
plains—a great opportunity for a party of hunters to
gather and sell the animal meat, pelts, and other body Development. Kangkul makes an ideal resting point
parts. before an expedition north into the tundra. It’s also
a great place to rent or buy a boat if they intend to
The Enoruuk traders in Kangkul offer these prices for explore Lake Helvarragh itself. Such boats are of
harvested animal parts: traditional Enoruuk make; their hull is constructed
from layers of beast-hide, framed with wood or bone
ƒ Bear pelt (12gp), teeth and claws (4gp).
and coated with seal oil.
ƒ Caribou meat (2gp), hide (3gp), antlers (5gp).
ƒ Mammoth meat (15gp), hide (18gp), ivory tusks If the heroes are polite (or eager to part ways with their
(25gp each). coin), the local fishermen know quite a bit about the
happenings of Lake Helvarragh. A referee interested
ƒ Owl feathers (10gp). in guiding the players to a specific location might
ƒ Wolf pelt (4gp). easily plant a rumor or tall tale among the Enoruuk
fishermen.
The heroes must work out a way to transport their
harvest back to Kangkul somehow or cache the Furthermore, young Enoruuk huntsmenA often
carcasses for later retrieval. hang around the Kangkul docks on the lookout for
exploration parties in need of a wilderness guide or
Religion. The Enoruuk villagers are divided into two some extra muscle. They are eager to prove themselves,
camps: over 60% reverted to “cultural” Emeqism; they testing their abilities against the hostile arctic
use religious language, speak of their water deity, and environment.
give him offerings, but they really view this activity as a
way to reconnect with their ancient heritage. Another Finally, the heroes might hear tales of the legendary
quarter still belong to the Hadean Temple, having Enoruuk wilderness guide and expert tracker and
converted to it after the defeat of Baalor’s undead hunter, AmaqjuaqA. He is often found at the Lodge of
hordes twenty years ago. Friction exists between these the Happy Hunt (hex 05.13), for parties interested in
camps. As well, a very tiny minority secretly belong to hiring his services.
the Magoth. They spy on village leaders and visiting
outsiders, reporting back to the Brass Temple (hex Population: 1,624.
22.06).
Alignment: Neutral.
Leadership. A council of male elders, led by Silla Military: 1,280 warriors (nomads).
(Enoruuk trader), meets in the High Lodge atop Demographics: Elves 2%, Enoruuk 91%, Half-Elves
Inuvik Hill. They are advised by surviving priestesses 1%, Halflings 1%, Whudjan 5%.

200
Ruler: Silla (Enoruuk trader), but really ƒ Identification: Can identify all plants and
Yaari the Grand StaalistaA. animals; can discern pure water.
ƒ Pass Without Trace: Trackless movement in the
Economic Fishing, fur hunting, ivory, live- wilderness; never impeded by overgrown areas.
Industries: stock, mining, wilderness guides. ƒ Spell Casting: 1st (2 slots): entangle, speak with
Religion: Emeqism 64%, Hadean Temple animals; 2nd (1 slot): cure light wounds.
25%, Hudjan 7%, Magoth 4%.
Enoruuk Huntsmen (ranger 2): AC 4 [15], HD
Gear 2:6 chance metal items can be 2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow
Limitations: purchased. (1d8, range 70’), THAC0 19 [0], MV 60’ (20’),
Annual Taxes: None. SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL
lawful, XP 25, NA 0 (1d6), Gear furs, chainmail,
Yaari the Grand Staalista (druid 10): AC 3 shield, battle axe, longbow, 20 arrows, knife.
[16], HD 9+11** (42hp), ATK 1 × staff (1d4) or 1 ƒ Awareness: Surprised only on a 1.
× weapon, THAC0 14 [+5], MV 90’ (30’), SV D6, ƒ Foraging & Hunting: Foraging 2:6 chance,
W7, P9, B11, S9 (druid 10; saves vs. magic at +1), hunting 5:6 chance.
ML 10, AL neutral, XP 2,300, NA 1, TT –, Gear +2 ƒ Pursuit: When pursuing other groups in the
leather, +1 wooden shield, silver dagger, staff, sling, chert wilderness, at -10% chance of evasion.
Emeqist holy symbol, feather token (bird), Abilities ƒ Surprise Attack: Ambushes enemies in the
STR 9, INT 12, WIS 13, DEX 11, CON 14, CHA 7. wilderness (3:6 chance).
ƒ Energy Resistance: Saves vs. fire or lightning ƒ Tracking: 30%.
at +2.
ƒ Identification: Can identify all plants and 11.17. FORT JALDARAN
animals; can discern pure water. A military outpost on the way north, this is the
ƒ Immunity: Immune to fey charms. last stop on the Osteon Road. It marks the end of
ƒ Pass Without Trace: Trackless movement in the consolidated Valken territory. Above its battlements
wilderness; never impeded by overgrown areas. flies a banner of a black lily on a white background.
ƒ Path-Finding: The druid’s party has only a 1:6 Jaldaran serves as a fortified roadhouse for weary
chance of getting lost in woodlands. travelers. The fort is always manned by 44 Valken
ƒ Shape Change: 3/day (1/each)—bird, mammal, soldiersA, 20 Valken archersA, 16 corporals (2HD
reptile; any size up to ×2 the druid’s bulk; gains Valken sergeantsA), and 4 Valken sergeantsA.
10d4hp upon changing form into an animal; all
carried gear absorbed into animal form. The outpost’s enthusiastic commander is a man named
ƒ Spell Casting: 1st (4 slots): entangle, invisibility Captain Julian Bradwort (Hadean noble). Bradwort
to animals, locate plant or animal, predict weather; doesn’t believe there is anything really that dangerous
2nd (4 slots): bark skin, cure light wounds, ice up north, save the occasional wild beast or bugbear
blastB, warp wood; 3rd (4 slots): call lightning, incursion. The commander seems far more interested
growth of nature, hold animal, protection from in political maneuverings than military ones—truth be
poison; 4th (3 slots): cure serious wounds, dispel told, he’s actually a minor nobleman’s son looking to
magic, speak with plants; 5th (3 slots): commune check off his army service requirement before running
with nature, control weather, protection from plants for office as a Valken envoy.
and animals.
His second-in-command is Lieutenant YaltoA, a
Staalista Land-Tamers (druid 3): AC 6 [13], commoner who earned a battlefield commission
HD 3* (10hp), ATK 1 × spear (1d6) or 1 × sling for bravery under fire against the Pirates of Prexx,
(1d4, range 40’), THAC0 19 [0], MV 90’ (30’), defeated some three years ago. Yalto saw the legendary
SV D11, W12, P14, B16, S15 (druid 3), ML 8, AL Ghost Fire sink into the ocean with his own eyes (hex
neutral, XP 50, NA 0 (1d4), TT –, Gear leather, 19.23). Since Yalto is not an aristocrat, his chances for
wooden shield, spear, sling, 12 river-stones, wooden promotion are slim. But that doesn’t bother him much.
Emeqist holy symbol, potion of healing.
Development. Lt. Yalto has secretly begun to
ƒ Energy Resistance: Saves vs. fire and lightning sympathize with—and financially support—the
at +2. Enoruuk Sky Keepers led by PanukA (hex 18.16).

201
He runs the fort’s inventory, and this enables Yalto
to funnel excess military equipment to One-Eared
11.18. SUNKEN IDOL
EnilamA. As a result of this, the Sky Keepers of Daana- A 5’ tall steel idol has sunken into the ground, leaning
Shaa are well-prepared for an armed conflict. Captain precariously so it glares forward at the damp earth. The
Bradwort hasn’t noticed the missing supply stock. He’s idol depicts a gaunt and imperious man in elaborate
too busy writing letters of business and diplomacy to breastplate, crowned in a helmet with curled horns—
the city nobles down south. Baalor’s diabolical visage, though the heroes will likely
not know it.
Valken Archers (20): AC 5 [14], HD 1* (4hp),
ATK 1 × weapon (1d6 or by weapon), THAC0 19 11.20. BOGLAND BRIDGE
[0], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1),
Within a mile of the crossroads (hex 12.20) along
ML 8, AL lawful, XP 13, NA 1d4 (1d6), TT V, Gear
the overrun trail towards Fort Ikenvar, the mud
longbow, 20 arrows, shortsword, chain mail.
and wetlands begin in earnest. A rickety bog bridge,
ƒ Eagle Eye: Ignores long-range missile penalty. constructed out of long, flat, wooden boards spiked
down into a pair of split logs, stretches into the
Valken Soldiers (44): AC 2 [17], HD 1* (4hp), hibernal boglands, allowing easy passage for travelers—
ATK 1 × weapon (1d6 or by weapon), THAC0 19 for six miles, at the very least. But then the bridge ends
[0], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), suddenly as if its construction were unfinished.
ML 8, AL lawful, XP 13, NA 2d4 (2d6), TT V, Gear
spear, shortsword, shield, plate mail, 3 javelins. Wilderness Travel. Parties traveling through this hex
ƒ Testudo: Improves to AC 0 [19] when fighting as move at a normal overland rate as if on a road.
a unit with other Valken soldiersA (e.g., moving
Development. The Shuun at Fort Ikenvar (hex 10.19)
and attacking together).
destroyed the bog bridge in order to discourage visitors
Valken Sergeants (20): AC 2 [17], HD 3* (13hp), and impede attackers.
ATK 1 × weapon (1d6 or by weapon), THAC0 17
[+2], MV 60’ (20’), SV D12, W13, P14, B15, S16 11.21. KOBOLD CATACOMBS
(3), ML 9, AL lawful, XP 50, NA 1 (1d2), TT V, An octagonal catacomb lies within a stooped hill just
Gear spear, shortsword, shield, plate mail, 3 javelins. off the Osteon Road. It was looted for supplies by 18
ƒ Battle Command: Pick one group under the kobolds, fur-clad and squatting. The little villains have
sergeant’s command who can see and hear him 17sp and a white pearl (25gp).
(either Valken archersA or Valken soldiersA). If
the sergeant barks orders in lieu of an attack, the 11.25. THE GREAT DEFILE
group gains a +1 to hit and damage for 1 round. This enormous rift in the earth descends nearly 800’
ƒ Testudo: Improves to AC 0 [19] when fighting before terminating in the underworld, area 15. (See
as a unit with Valken soldiersA (e.g., moving and Volume 2 of Gods of the Forbidden North.) Roaring
attacking together). wind emits from it, as if a powerful force created the
defile long ago.
Lt. Yalto (fighter 5): AC 1 [18], HD 5+10
(32hp), ATK 1 × sword (1d8+1) or 1 × longbow (1d6, Climbing. Anyone attempting the insane feat of
range 70’), THAC0 16 [+3] w/high STR & DEX, climbing down the Great Defile must contend with
MV 60’ (20’), SV D10, W11, P12, B13, S14 (fighter the occasional swarm of 4d12 stirges that fly up from
5), ML 8, AL neutral, XP 225, NA 1, TT –, Gear the underworld’s depths (2:6 chance per turn while
plate mail, shield, sword, dagger, crossbow, 20 bolts, descending).
rank insignia, signet ring, Abilities STR 14, INT 6,
WIS 11, DEX 14, CON 16, CHA 14. Development. Thousands of years ago, this chasm
ƒ High DEX: +1 initiative. was created when the prehistoric Inilgaan made their
final stand against the Enoruuk in an ancient war. (See
“Bygone Wars in Protohistory” in chapter 1.)

202
done by the breath weapon.) A subdued dragon
12.06. CARNAGE & CAVERNS will attempt to escape or attack its captors, if the
A cave opens into the side of a low-rising, elevated hill. opportunity presents itself or if given a suicidal
Black scorches mark its mouth. Within the cave is the command. A subdued dragon may be sold for up
lair of 2 tundra dragonsA. This mated pair hunts the to 1,000gp per hp.
arctic tundra plains.

Treasure. The mated pair sleeps on a massive hoard


12.20. ROAD TOTEM AT THE
gleaned from trekking adventurers. It contains CROSSROADS
138,012cp, 23,409sp, 59,820gp, 2 black onyxes (50gp This 30’ high totem is situated along the Osteon Road,
each), 3 tiny white pearls (100gp each), brownish- at the juncture where the trail splits across rugged
green garnet (600gp), blue-green aquamarine (800gp), terrain. A wooden sign planted in the ground nearby is
5 huge dazzling red garnets (1,000gp each), and exotic painted with white arrows. It reads in Hadean:
jewelry (worth 16,900gp total).
ƒ North: Fort Jaldaran, 18 miles. Kangkul, 30
Underworld. In the cave’s rear lies a tunnel into the miles.
underworld, area 16. (See Volume 2 of Gods of the
ƒ East: Skaalburg, 20 miles.
Forbidden North.)
ƒ West: Fort Ikenvar, 8 miles. (This direction is
Tundra Dragons (2): AC 0 [19], HD 10** crossed out.)
(45hp), ATK [2 × claw (1d8), 1 × bite (4d8)] or ƒ South: Valkengard, 54 miles.
breath, THAC0 11 [+8], MV 90’ (30’) / 240’ (80’)
fly / 60’ (20’) burrow, SV D6, W7, P8, B8, S10 (10), The roads north, east, and south are regularly used and
ML 9, AL chaotic, XP 2,300, NA 1d4 (1d4), TT H. clearly demarcated, but the road west towards Fort
ƒ Age: This stat block gives a dragon of average Ikenvar is overrun with tall grasses within a hundred
size. A young dragon may have up to 3HD less meters of the crossroads. A warning sign in that
and 1/4 less treasure, while an older dragon may direction reads:
have up to 3HD more with double treasure.
ƒ Breath Weapon: 3/day; 100’ long, 5’ wide line Do not enter. Bogland ahead.
of lightning (damage equals dragon’s current hp;
Totem. Built from sturdy logs and stone, the totem
save vs. breath for half) or 50’ long, 40’ wide,
bears carven images of a great lightning bird up its
20’ high cloud of slow gas (save vs. breath or
entire length. It is painted with bright colors and
suffer slowness: ½-normal movement rate, -2
adorned with flower garlands and silk ribbons. The
to hit and saves, and always lose initiative for 6
totem suggests the strength and grandeur of an ancient
rounds).
guardian. Offerings of bread, fruit, and flower petals
ƒ Lairs: A dragon’s treasure is always kept in its
lie at its bottom. Anyone looking at the totem feels
well-hidden lair and is seldom unguarded.
a strange calm settle on him. Locals recognize this
ƒ Language & Spell Casting: 40% chance tundra
totem as Sularuq the Tempest BirdA. This enormous
dragon can speak (its own tongue, Drakon, plus
mythical creature was thought to protect the entire
others) and cast randomly selected magic-user
region of Titherion. Travelers often left bread and
spells, using its HD as a caster level. It knows 3 ×
other gifts in the hopes that the huge bird might guard
1st level spells and 2 × 2nd level spells.
their journey.
ƒ Immunity: Immune to lightning.
ƒ Sharp-Eyed: Can see incredibly far; its eyes are
forward-facing, like a falcon or eagle, which grants 12.21. SPLINTERED TOTEM
it accurate binocular vision. Buried in the mud is a splintered wooden totem of a
ƒ Sleeping: 35%. May be attacked at +2 to hit while mysterious humanoid, but only his legs, boots, and
sleeping on the ground. square base remain. Foul yellow mold (actually brown
ƒ Subduing: Will surrender if reduced to 0hp by mold) grows on the figure’s wreckage. It stinks of
non-lethal attacks (see “Other Combat Issues” in ammonia and cold air surrounds it.
Old-School Essentials Advanced Fantasy Player’s
Tome), admitting that it has been defeated. Mold. Anyone with knowledge of mold notices that
(Subdual damage does not reduce the damage this “yellow mold” isn’t eating away at the totem’s

203
wood. The trap here is that the party misidentifies the
“yellow mold” and uses fire on it. But this causes the
(brown) mold to spread suddenly and rapidly, putting
them all in grave danger.

Repairing the Totem. If a character with carpentry


or woodworking skills spends 1d3 turns collecting
the totem’s broken parts and then another 1d4+3
hours repairing the totem with the proper tools,
he reconstructs the totem. It depicts a gaunt and
imperious man in elaborate breastplate, crowned in a
helmet with curled horns—Baalor’s diabolical visage,
though the heroes will likely not know it. An etching
under it written in decipherable Urgathos scriptC
reads:

Baalor.
12.22. CYRUS’S WATCH
The bandit Cyrus the OutlawA has fled to this
fallen stronghold. He hides in the ruins of a dagger-
like Baalorian watch tower with his riches
(2,200gp in stolen saffron), laying low from
the Valken authorities.

Tactics. The ruin’s isolation and fortifications


make dislodging Cyrus difficult, as does his 4
brigand guards. The bandits fire missiles at
visitors, assuming they are bounty hunters or
Valken soldiers.

Development. Cyrus isn’t sure whether he


wants to join an existing bandit gang, like the
Hell Raiders (hex 17.10) or start up a new
one. Currently, he’s weighing his options. In
regards to Kalosi, Cyrus didn’t run from her
because he thought she was ugly. As she used
her powers, he saw—for a brief moment—a
dark figure towering over her like a shadow.
It was antler-horned and sinister. He didn’t
know what it was and didn’t want to find out,
so he fled immediately.

Cyrus the Outlaw: AC 6 [13], HD 3*


(13hp), ATK 1 × sword (1d6), THAC0 17
[+2], MV 90’ (30’), SV D12, W13, P14,
B15, S16 (3), ML 8, AL neutral, XP 50, NA
1, TT A, Gear leather, shield, sword, long
bow, 20 arrows.
ƒ Dirty Escape: If Cyrus hits a foe in
melee, he can choose to retreat in lieu
of dealing damage without suffering the
usual penalties.

204
ƒ Dishonorable Parley: If the party’s reaction roll Interior. Inside the cave, dozens of bestial skulls and
against Cyrus is 5 or less while parleying, Cyrus bones line the walls. Animal blood fills a large stone
feigns a parley but attacks suddenly at +2 to hit pool. Kappianartok’s disciples must drink from the pool
and damage until the initial combat round ends. as a sign of their devotion to the demon god. Those
ƒ Hard to Catch: When fleeing pursuers, Cyrus who survive the ordeal (save vs. death or perish in
does not get exhausted from running for 35 horrible agony) gain the unique ability once per week
rounds; his side gets a +10% chance of evasion. to transform into any bear they previously slew for
up to 1 hour. However, the character begins to suffer
12.23. AN EYE FOR TREASURE diabolical oppressionC within 1d4 weeks of gaining
this ability.
In the mud lies the half-buried rotting corpse of a
Whudjan merchant. The man wears wizard robes. His Arctotherium: AC 4 [15], HD 14 (62hp), ATK 2
crooked staff lies nearby. Two pouches hang from his × claws (3d6), 1 × bite (4d6), THAC0 9 [+10], MV
belt, one with coins (72gp) and the other with spell 120’ (40’), SV D8, W9, P10, B10, S12 (7), ML 9, AL
components. His gold signet ring (45gp) suggests he chaotic, XP 1,350, NA 1 (1), TT V.
was a minor nobleman among his people. Finally, he
wears a necklace of shark teeth and engraved wooden ƒ Bear Hug: Victim hit by both paws in the same
beads, with a spherical, oak pendant (25gp) hanging round gets hugged by the arctotherium for an
from it. The pendant has a tiny lock. Its key is hidden extra 2d12 automatic damage.
in the dead man’s boot. ƒ Indestructible Hide: Piercing melee weapons
(e.g., javelins, polearms, spears) can penetrate the
Pendant. Anyone opening the pendant finds a grisly prehistoric bear’s thick hide, but all other weapons
sight—a human eye, somehow preserved. This is a hag deal only 1 point of damage per die on a hit, plus
eyeB created by the greater sea hagA, Moredor (hex the wielder’s STR bonus.
17.24). ƒ Sense of Smell: Poor eyesight, but keen sense of
smell. If hungry, follows a blood trail by scent.
Development. Moredor purposely staged the
Whudjan’s body where an exploration party might pass 13.05. SHRUB CORPSE
by it. She is gathering information about Castle Thar-
Gannon and the Forbidden North, having recently A human corpse, in partially melted chain mail, lies
arrived from the south. If the party gets suspicious of hidden amid these tundra shrubs. Tree-like, feathering
the item, the sea hag communicates with the wearer lesions run up the man’s skin ending in grotesque,
and tries to pass herself off as an intelligent magical purple, blood-burst spots.
item, giving advice but wanting innocent favors in Treasure. In his pack are 2 potions of healing, 1 potion
exchange. “All you have to do is just carry me around, of polymorph self, and a folded, scrawled note in a secret
friend.” compartment within his sword’s scabbard. It reads in
Over time, Moredor begins establishing alliances with Hadean:
evil forces in the region, like the Timber Bones tribe
(hex 13.23), the Slavers of Shuun (hex 10.19), and Greenhouse, southwest corner.
even the Magoth (hex 22.06). As this occurs, her
This note refers to the demon key (hex 10.04).
favors get darker and darker. She uses her humanoid
pawns to run errands for these new evil allies. Development. This adventurer was killed by a tundra
dragon’s lightning breath (hex 12.06). He was headed
13.02. SHRINE OF THE BLOOD- west to reclaim the demon key in order to use it on
DRINKERS the magical silver door (hex 20.03), which he had just
discovered.
This shrine is located in a remote cave deep in the
mountains. It is only accessible to the bravest and
most skilled hunters or guides. The cave’s entrance
13.10. WAR MONUMENT
is guarded by a huge arctotheriumA, a servant of A nine-story high granite obelisk towers over the
Kappianartok (hex 03.15). rolling hills, leaning slightly. Engravings of victorious
imperial soldiers stand over skeletons and decayed
corpses. Etched along its smooth surface are thousands

205
of Hadean names. This is a Hadean monument to
those warriors lost in the Battle of Sand Bone and the
Battle of Stinging Meadows twenty-one years ago, as
well as a victory marker for the destruction of the Skull
God’s undead horde.

13.15. FELIX’S FOLLY


Here the lake’s steep banks caved suddenly into the icy
water below. A domed manor of extravagant marble
built on top of it shattered and fell with the unstable
earth, sinking into the shallows where it is still visible.
Searching the underwater debris disturbs the 3 ghosts
of long-dead Hadeans. If slain, they return in 1d4 days.

Treasure. A sealed scroll case lies under the rubble in


the shallow lake water. It contains a damaged map on
tanned pike-skin. A dotted line on the map leads to an
× marked as “underworld cave” in the western boreal
forest (hex 08.16).

As well, the bloated corpses of three Hadeans gurgle


under the debris. If any strong force or puncturing
weapon hits a corpse, it explodes and deals 2d6 damage
to anyone within a 10’ radius.

Development. The manor belonged to a rich Hadean


named Felix Fannia. Though he was advised against
it, Felix built a lake-side manor to enjoy the view of
The runic letters on the right plinth say:
Helvarragh in the summers. However, one night while
he slept, the ground below his new home suddenly
collapsed. Lord Fannia and two of his servants perished My thirty little staves under the eaves
in the accident. The three corpses must be removed and under this North Wind blowing with ease.
from the water and properly buried to remove the site’s Dash ahead, lying moon! Rocks in my hand
haunting. row the elf-yard into underworld land.

The runes hint of a path ahead in the forest.


13.17. MOONLIGHT MARKERS
At the edge of a deep forest clearing are two stone Solution. Anyone walking due north 30 yards (or
plinths covered by moss and vines. Each plinth seems “staff” lengths) at night (i.e., under a moon) discovers
bare, save for its overgrowth. They face southeast. the softly glowing moon-rune stones that Grunduk
held in his hands when carving this poem. They form
Moon Runes. Each plinth has been etched with a line on the ground (i.e., a “row”) over another
invisible dwarf-runes, written in Murian. They glow 30 yards that eventually reveals a dirt path winding
blue in natural moonlight, but detect invisible reveals through the boreal forest (i.e., the “elf-yard”). If
them in other conditions. followed, the path leads to a dwarvish secret called the
Dwarf Road (hex 14.17).
The runic letters on the left plinth say:
Development. These moonlight markers are the only
The Gates of Grunduk, Chief Delver and Door-Maker reliable way to find this entrance into the underworld
of Neverstar, erected these markers. (hex 14.17). Exploration fails to reveal it. The Dwarf
Road gets its name from being a popular underworld
entrance for dwarf merchants. But they do not share
knowledge of it with non-dwarves.

206
in-command to the Cenostoma. The second envoy is
13.19. BROKEN BEAR STATUE Hamza, a Shuun overseerA from Fort Ikenvar (hex
A 30’ high granite statue of a rearing bear snapped in 10.19), and with him are 5 Shuun slaversA. Both
half at the waist. The bear’s top half tumbled down envoys are trying to persuade King Karakal to form an
the slope. Sloppily headed at the statue’s feet under alliance with their faction.
stone debris lies a cache of 4 herbal potions (as potions of
healing) and two weeks of dry caribou rations. The Magoth want to hire the grakals to carry out
roadside attacks on Valken and Skaal merchant
13.22. THE BARROW OF EIGHT caravans. Their ultimate goal is to frame PanukA and
his Sky Keepers (hex 18.16) for these attacks to cause
See chapter 8 for details on this location.
a war between the Enoruuk and the Valkens in order to
destabilize the region.
13.23. PINGA MINE
An old mine in the forested hills. Three wooden shacks But the Shuun have other plans in mind. At the urging
enclose one mine shaft each. There is also a dilapidated of their leader, Baatu, the slavers want to forge an
adit that leads directly into the highest elevation level’s alliance with the Timber Bones for two main reasons.
main tunnel. Old mining equipment lays scattered First, they need to break Yagha-Shahn’s control over
around the area. Nothing valuable remains. their operation. They believe the combined strength
of the Timber Bones and Shuun is enough to do that.
Mine Interior. In the mine below, the wood-beam Second, they want to openly challenge and rival the
manways are a network of wide and narrow tunnels. powerful crime lord’s smuggling and slavery operation
A cart-railing system still exists, though parts of it are throughout Titherion. The Shuun aim to build an
broken. underground railroad across the wilderness between
Valkengard, Skaalburg, and Kangkul—a chain of allied
History. This once-thriving svirfneblin mining camp groups that can quickly move illicit goods and slaves
shipped precious gemstones and valuable ores to over large distances without leaving their individual
Skaalburg and Valkengard. But five years ago, all traffic comfort zones.
from Pinga Mine stopped. The Valken soldiers who
investigated the mine found a grotesque scene—an
underground explosion had filled most of its tunnels
with a deadly suffocating gas. This killed a majority of
the svirfneblin inside. The survivors departed back into
the underworld, sadly vanishing.

Development. A year ago, a grakal tribe called the


Timber Bones seized the old abandoned mine. The
tribe consists of 33 grakalsA, 7 grakal whipsA, 4 giant
lynxesA (the king’s pets), and King Karakal (grakal
kingA). The Timber Bones have been gifted 12 bone
grakalsA by the Magoth leader, Laagaraam (hex
22.06). These skeletal grakals were former Timber
Bones tribesmen who were killed in road raids. Now
they continue to faithfully serve Karakal in unlife. The
Magoth don’t normally expend resources on potential
competitors out of the kindness of their hearts; instead,
they presented the grakal king with these new undead
servants because Karakal made it publicly known
throughout the region that the Timber Bones are
considering all offers of mercenary employment.

Additionally, the grakals are currently hosting two


wicked envoys. The first envoy is a mad Enoruuk
sorceress named WhisperA. She is a cosmic mask at
the Brass Temple of the Magoth (hex 22.06), third-

207
King Karakal is leaning towards the Magoth’s offer at in the end, the Magoth’s power is far too great
the moment. The job seems simpler and, if they pull for her to ignore. Whisper views old Enoruuk
it off, the grakals avoid any blame. More importantly, traditions as worthy of preservation, but she
Karakal fears the Magoth and Yagha-Shahn far more dismisses their ancient religion as little more than
than the Shuun. But Baatu has one thing going for stone-worshipping. She thinks that she is clever
him: he is offering a much higher percentage to King enough to avoid a bad end while harnessing occult
Karakal than Laagaraam ever would. The grakal hasn’t powers—that she can wield them for her people’s
ruled the slavers out. ultimate good. Secretly, Whisper is Captain
Kumak’s (chapter 4) older sister; her real name is
Treasure. The grakal king stores two treasure chests Nive.
behind a locked, iron-bar gate. Only King Karakal
carries the grakal key that opens it. Hamza. A thin, nervous, athletic man, always
looking over his shoulder. Well-groomed and
ƒ Chest 1: 4,033sp, 7,129gp, 132ep, 301pp, 1 self-disciplined. Quick to flash a smile and feign
blue azurite (50gp), 1 white chalcedony (100gp), friendship, but even quicker to argue with others
1 pink rhodochrosite (180gp), and 4 purple when he thinks they are wrong. Over-the-top and
amethysts (200gp each). grandiose when trying to be persuasive.
ƒ Chest 2: +1 leather armor, +1 silver dagger
(sheds light in 10’ radius), 1 potion of invisibility, Bone Grakals (12): AC 7 [12], HD 1 (4hp), ATK
1 potion of speed, 1 arcane scroll (move earth, 1 × weapon (1d6 or by weapon) or 1 × claw (1d4), 1 ×
transmute rock to mud, wall of stone), 1 scroll of bite (1d3), THAC0 19 [0], MV 60’ (20’) / 30’ (10’)
protection from magic, 1 scroll of protection from climb, SV D14, W15, P16, B17, S18 (NH), ML 12,
undead, jade scepter inlaid with orichalcum AL chaotic, XP 10, NA 3d4 (3d10), TT –.
filigree and yellow garnets (1,000gp), ivory
ƒ Ambushes: Sets up surprise attacks by climbing
medallion set with amber gemstone (1,600gp),
up trees and leaping down on prey.
silver goblet with a gilded rim (880gp), gold
ƒ Hindlegs: Can move through snow without
polar bear brooch engraved with Enoruuk
being impeded. Can leap up to 10’, but this
lettering (50gp), electrum bowl engraved with
requires the grakal’s full movement rate.
clouds and mountains and set with alexandrite
ƒ Righting Reflex: Always lands on its feet and
(350gp), a taiga dragon horn inlaid with gold and
reduces total falling damage by -1d6.
diamonds (1,000gp), and the grakal king’s crown
ƒ Surprises: On 1-3, due to unlikely angle of attack
(3,500gp).
(from the trees above).
Underworld. Deep within Pinga Mine lies a tunnel ƒ Undead: Makes no noise, until it attacks.
into the underworld, area 17. (See Volume 2 of Gods Immune to effects that affect living creatures (e.g.,
of the Forbidden North.) poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).
ROLEPLAYING NOTES. Helpful notes in case Giant Lynxes (4): AC 6 [13], HD 2+2 (11hp),
the party interacts with the major NPCs. ATK 2 × claws (1d3), 1 × bite (1d4), THAC0 17
[+2], MV 150’ (50’) / 90’ (30’) climb, SV D12,
King Karakal. A sharp-tongued, cunning lord
W13, P14, B15, S16 (1), ML 8, AL neutral, XP 25,
of grakals. White-furred with touches of gray.
NA 1d4 (1d4), TT U.
Incredibly shallow, materialistic, and concerned
with his immediate boredom and comfort. Can be ƒ Ambush: Sets up ambushes by climbing trees and
spiteful and petty. Loves his fur being stroked while leaping down on prey.
holding court with visitors. ƒ Fur: Thick fur coat; insulates in cold climates.
ƒ Hindlegs: Can move through snow without
Whisper. A tall, raven-haired Enoruuk, with being impeded. Can leap up to 10’, but this
mousy, squinty features—almost as if she were a requires the lynx’s full movement rate.
kind person. She is thick-bodied, with masculine ƒ Nocturnal: -1 to hit during daytime hours.
shoulders for a woman. She loathes Hadeans ƒ Pursuit: Always pursues prey that flees.
and believes her people to be the stronger race, ƒ Righting Reflex: Always lands on its feet; total
so she sympathizes with the Sky Keepers. But, falling damage reduced by -2d6.

208
ƒ Surprises: On 1-3, due to unlikely angle of attack (40’) / 60’ (20’) climb, SV D12, W13, P14, B15, S16
(from the trees above). (3), ML 7 (9 with grakal servants), AL chaotic, XP 50,
NA 1 (1), TT B.
Grakals (33): AC 6 [13], HD 1 (4hp), ATK 1 ×
weapon (1d6 or by weapon) or 1 × claw (1d4), 1 × bite ƒ Ambush: Sets up ambushes by climbing trees and
(1d3), THAC0 19 [0], MV 120’ (40’) / 60’ (20’) leaping down on prey.
climb, SV D12, W13, P14, B15, S16 (1), ML 7 (9 ƒ Fur: Thick fur coat; insulates in cold climates.
with king), AL chaotic, XP 10, NA 4d4 (6d10), TT Q ƒ Hate Enoruuk: Attack on sight.
(B). ƒ Hindlegs: Can move through snow without
being impeded. Can leap up to 10’, but this
ƒ Ambush: Sets up ambushes by climbing trees and requires the grakal’s full movement rate.
leaping down on prey. ƒ Hoard: Treasure type B only when encountered
ƒ Fur: Thick fur coat; insulates in cold climates. in the wilderness or in its lair.
ƒ Grakal King & Bodyguards: A 3HD (13hp) ƒ Kingly Presence: Grants all grakal and lynx allies
king and 2d6 2HD (9hp) whips live in the grakal within 30’ a +1 bonus to damage.
lair. The king grants all grakals and lynxes within ƒ Nocturnal: -1 to hit during daytime hours.
30’ a +1 bonus to damage but not himself. ƒ Righting Reflex: Always lands on its feet; total
ƒ Hate Enoruuk: Attacks on sight. falling damage reduced by -2d6.
ƒ Hindlegs: Can move through snow without ƒ Surprises: On 1-3, due to unlikely angle of attack
being impeded. Can leap up to 10’, but this (from the trees above).
requires the grakal’s full movement rate.
ƒ Hoard: Treasure type B only when encountered Whisper: AC 3 [16], HD 10* (23hp), ATK 1 × staff
in the wilderness or in its lair. (1d6), THAC0 17 [+2], MV 120’ (40’), SV D11,
ƒ Nocturnal: -1 to hit during daytime hours. W12, P11, B14, S12 (illusionist 10); +2 bonus on all
ƒ Righting Reflex: Always lands on its feet; total saves, ML 8, AL chaotic, XP 1,600, NA 1, TT gear,
falling damage reduced by -2d6. Gear hooded robes (forest green; black satin lacing),
ƒ Surprises: On 1-3, due to unlikely angle of attack virescent medallion (emerald-crusted, circular jade
(from the trees above). pendant bearing image of three green-lined circles;
a large, cube-shaped emerald is set within them;
Grakal Whips (7): AC 5 [14], HD 2 (9hp), ATK 1,000gp), spell component pouch, spellbook, staff, 2
1 × weapon (1d6 or by weapon) or 1 × claw (1d4), 1 vials of ingested poison (III), enchanted silver mirror
× bite (1d3), THAC0 18 [+1], MV 120’ (40’) / 60’ (1,400gp), sapphire (1,000gp), emerald (500gp),
(20’) climb, SV D12, W13, P14, B15, S16 (2), ML 8 38pp, 47gp, black spruce maskB, bracers of armor +3,
(10 with king), AL chaotic, XP 20, NA 1d6 (2d6), TT and cloak of defense +2.
Q (B).
ƒ Spell Casting: 1st (3 slots): color spray, glamor,
ƒ Ambush: Sets up ambushes by climbing trees and hypnotism; 2nd (3 slots): blur, detect magic,
leaping down on prey. invisibility; 3rd (3 slots): suggestion (×3); 4th (3
ƒ Fur: Thick fur coat; insulates in cold climates. slots): dispel magic, emotion, improved invisibility;
ƒ Hate Enoruuk: Attack on sight. 5th (2 slots): looking glass, visitation.
ƒ Hindlegs: Can move through snow without ƒ Voice of Madness: Can speak to any Magoth
being impeded. Can leap up to 10’, but this within a 90-mile range as if whispering wind.
requires the grakal’s full movement rate. ƒ Wicked Eyes: Served by an invisible demonic
ƒ Hoard: Treasure type B only when encountered spirit, which grants immunity to surprise; 1/day—
in the wilderness or in its lair. it casts contact higher plane on behalf of the mask,
ƒ Nocturnal: -1 to hit during daytime hours. providing infernal knowledge.
ƒ Righting Reflex: Always lands on its feet; total
falling damage reduced by -2d6. Shuun Overseer (Hamza): AC 6 [13], HD 2*
ƒ Surprises: On 1-3, due to unlikely angle of attack (9hp), ATK 1 × shortbow (1d6) or 1 × club (1d4) or
(from the trees above). 1 × whip (1d3 + special), THAC0 18 [+1], MV 120’
(40’), SV D12, W13, P14, B15, S16 (2), ML 8, AL
Grakal King (Karakal): AC 4 [15], HD 3* chaotic, XP 25, NA 0, TT U, Gear ring mail, club,
(13hp), ATK 1 × weapon (1d6 or by weapon) or 1 × whip, shortbow, 12 arrows.
claw (1d4), 1 × bite (1d3), THAC0 17 [+2], MV 120’

209
ƒ Subjugate: All damage from the club is nonlethal Arctic Crawlers (5): AC 4 [15], HD 8* (36hp),
if the overseer wants it to be. ATK 1 × bite (2d6), THAC0 12 [+7], MV 60’ (20’)
ƒ Whip: Victim hit by the whip gets pulled 10’ burrow in permafrost, SV D10, W11, P12, B13, S14
towards the slaver and falls prone; if caught, it (4), ML 9, AL neutral, XP 1,200, NA 1d3 (1d3), TT
cannot move more than 15’ from the overseer; a B.
save vs. paralysis permits escape. ƒ Ambush: Weakens ice above and waits for prey to
Shuun Slavers (5): AC 7 [12], HD 1* (4hp), break through and fall into its trap.
ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 × ƒ Heat Aura: Crawler’s head is very warm to the
entangling net, THAC0 19 [0], MV 90’ (30’), SV touch; this melts the ice as the worm burrows
D12, W13, P14, B15, S16 (1), ML 8, AL chaotic, XP through the glacier.
13, NA 1d8 (3d10), TT U, Gear leather armor, club, ƒ Swallow Whole: On an attack roll of 19 or 20.
net, shortbow, 12 arrows. Swallowed victims take 1d8 damage per round
until the crawler dies; may attack with a dagger at
ƒ Entangling Net: Victim must save vs. breath to -4 to hit; body digested in 6 turns after death.
avoid entanglement; if caught, can fight only with
piercing weapons (e.g., spears) at -2 to hit and at 14.06. LOST BONE-HILT CLUE
½-normal movement rate; foes gain +2 to hit the
victim; a save vs. paralysis permits escape. Must Half-buried in the tundra dirt is the corpse of an
retrieve net to use it again. explorer. In his backpack is a note scrawled in Hadean:
ƒ Subjugate: All damage from the club is nonlethal
if the slaver wants it to be. I saw ‘em! Three golden scrolls in a mountain crypt,
25 miles west of Frostline Keep. By golly, this is gonna
13.25. LANDING POINT be something! Just got to find my way back to the lake
and pick up the boys in Kangkul. Then it’s easy sailing
Tall on the rocky shore here is a granite obelisk northeast to our early retirement!
monument with bas reliefs of Hadean settlers arriving
on great ships. Enoruuk greet them. A small plaque This clue refers to the Papyrus Cave (hex 18.01),
describes the first Hadean settlers to the Forbidden which leads to the lost half of the evil bone-hilt swordB.
North. Once pristine, the obelisk has been
defaced—unflattering graffiti caricatures of
prominent Valken leaders in black chalk,
and strong insults, painted red in the Upik
language, cross its surface, such as:

ƒ “They heap on us the honors of a lost


and plundered kingdom—please, oh
please, do give us more!”
ƒ “Behold, a people of big stones and
even bigger lice!”
ƒ “Vorenus is a eunuch!”
ƒ “Go back! This is our land!”
ƒ “The Maundering King will soon
come!”

14.03. ICE TUNNELS


Great winding tunnels lie below the glacial
ice. The thin ice sheet has a 2:6 chance of
becoming collapsing iceC. Victims fall 1d4
× 10’ into the tunnels below, where 5 arctic
crawlersA lurk in wait for any prey landing in
their lair.

210
When I stumbled, you held me up stable,
14.14. STINGING MEADOWS My dearest companion and friend:
This great field of waist-high stinging nettles is So eager to buy the tab at our table,
separated from the lake shore by a thin tree line. “Down the hatch!” in revels, we’d descend.
Stinging Nettles. Anyone moving through the Solution. If anyone shouts “down the hatch” in
stinging nettles without proper protection must save Murian, the glowing outline of a set of large double-
vs. poison or develop a minor itch on the skin that doors appears in the stone wall. Silently, they swing
imposes a -1 to hit for 24 hours. open, revealing a wide cave-mouth and a dark passage
beyond leading into the underworld, area 18. (See
Digging. This is the location of the Battle of Stinging Volume 2 of Gods of the Forbidden North.)
Meadows. Unlike Sand Bone, this battlefield has grown
hidden over the years. The warm air permitted nature’s
overgrowth. As a result, digging is the only way to
find evidence of the legendary battle that was fought
here. After a few turns, diggers find buried military
equipment, broken weapons, and rusty suits of armor
tangled amid a mass grave of thousands of Enoruuk
and Hadean corpses.

14.16. CAMP HALAS


In this forest clearing is a logging camp with a primitive
cookhouse, six bunkhouses, an outhouse, filer shack,
camp store, office, barn, and sawmill. It produces
500 woodcut boards daily. The camp is managed by
Merovech (veteran). It operates only during the early
spring, late fall, and winter seasons when the weather
is cold and the trees have died. After the agricultural
season ends, farmers who live south in Skaalburg work
as lumberjacks in Camp Halas to feed their families.

Development. Sometimes, the lumberjacks spy


dwarvish caravans moving through the boreal forest
due south (hex 14.17). But the dwarves vanish into
thin air if followed. A rumor among the workers tells
that beyond Antler Ridge (hex 16.15), the eastern
boreal forest is haunted by an evil spirit. Nobody—and
they mean nobody—travels that way for any reason at
all.

14.17. DWARF ROAD 14.19. FLOOD-MINES OF ARKTOS


Trees, shrubs, and other vegetation spring up around
REFEREE NOTE. This location cannot be found the man-made entrance into the rock wall of this
through normal wilderness exploration. It can only abandoned hill-mine. Rusted mining picks, shovels, and
be discovered by following the dirt path from the tipped over mine-carts lay strewn about in the untamed
moonlight markers (hex 13.17). grasses.

At the dirt path’s end lies a steep rock wall and another Flooded Interior. Inside the mine, the tunnel system
set of moon-rune stones similar to the first pair consists of a main shaft that descends 80’ to a choke
discovered by the party (hex 13.17). The runes on point where the mine diverges into two wings, one
both plinths read in Murian: northward and the other southward. But a tide of cold
seawater halts an explorer’s progress any deeper into

211
the mine. The chokepoint itself is partially flooded to a Hell Piercers (15): AC 3 [16], HD 2+1* (10hp),
man’s chest. ATK 1 × bite (2d6) or drop (impale), THAC0 17
[+2], MV 15’ (5’) climb, SV D12, W13, P14, B15,
The northern wing is entirely flooded. It consists of a S16 (1), ML 10 (6 while on the ground without a
long series of connected chambers with floating mining victim), AL chaotic, XP 35, NA 3d6 (0), TT –.
equipment and rotting corpses.
ƒ Camouflage: Appears to be a stalactite.
The southern wing, on the other hand, is partially ƒ Cling: Can move on walls and ceilings.
flooded. As seawater filled the north wing first, it ƒ Impale: Sensitive to sound and heat. Attacks a
swelled to the mine’s chokepoint and then flowed victim directly below by dropping from the ceiling
down into the south end’s tunnels. Evidence of a hasty on it. Victim must save vs. wands or be impaled
retreat can be seen here. by the falling piercer; takes 4d6 damage and gets
instantly pinned to the ground; the piercer chews
Development. This abandoned iron mine has lain on such a victim with ease at +4 to hit; while
dormant for 10 years. The miners hit a wall separating impaled, the victim must save vs. paralysis to
them from the ocean while busting through rock, and remove the piercer, but the attempt inflicts 1d6
87 miners were killed that day in the ensuing havoc. damage.
Their bodies might still be found floating in the mine’s
depths. Some are undead (17 drowned deadA). 15.01. ICE WALL CAVE
Underworld. In the mine’s southern wing lies a long A small cave ends in a translucent ice wall. The shape of
underground tunnel into the undersea. But in the a dark cave mouth can be seen through it. Even though
mine’s north wing beyond several flooded tunnels lies this cave makes a decent shelter from the elements, its
a dry, forgotten passage leading into the underworld, temperature is below freezing inside.
area 19. (See Volume 2 of Gods of the Forbidden
Fire-Resistant Ice. The translucent ice wall does not
North.)
melt from heat or normal fire. Only magical fire, like
Drowned Dead (17): AC 7 [12], HD 2+1* (10hp), a fireball spell or red dragon’s breath, can destroy this
ATK 1 × grasp (1d6 + drowning), THAC0 17 [+2], ice. The wall has 60hp against such attacks. If a party
MV 60’ (20’) / 120’ (30’) swim, SV D12, W13, P14, destroys the ice wall, the tunnel beyond is revealed.
B15, S16 (1), ML 12, AL chaotic, XP 35, NA 1d6
Underworld. In the cave’s rear lies a tunnel into the
(2d6), TT –.
underworld, area 21. (See Volume 2 of Gods of the
ƒ Drowning: Grasped victim pulled under the Forbidden North.)
water and faces drowningC.
ƒ Undead: Makes no noise, until it attacks. 15.05. MARBLE TABLE
Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind- An 8’ high, marble-engraved stone table lies in the
reading spells (e.g., charm, hold, sleep). snow. Crystal veins run through it. The table serves as a
good shelter from inclement weather.
14.24. LIMESTONE SINKHOLE Development. If transported intact, a giant—like Yooti
This limestone sinkhole leads 70’ down. Rope or the Eye-Slurper (hex 22.03)—might pay 4,000gp
magical flight is needed to navigate the chasm. At the for it but only if a reaction roll indicates the Trow
bottom lies a wide cave crusted in old slime trails. is “friendly and helpful.” Otherwise, Yooti orders his
Trow warriors to slaughter the heroes and seize the
Cave Danger. Along the cave’s jagged ceiling lurk 15 table for his own pleasure.
hell piercersA in the darkness. But there is a 1:6 chance
they are not present, instead engaging in mating rites 15.09. YARDSTICK
deep below in the underworld.
A finely crafted stone yardstick juts from the ground,
Underworld. In the cave’s rear lies a tunnel into the marking the location of a partially hollowed-out
underworld, area 20. (See Volume 2 of Gods of the earthen cavity. It appears to be an uncompleted crypt
Forbidden North.) site abandoned years ago.

212
Hyto

Buried Treasure. From the yardstick, a person walking shore and tracked them to the western shoreline near
30’ due south (five body-lengths of men) who then the “Watcher on the Water,” Vartoriak (hex 10.09).
digs in the ground finds three small buried treasure Due to the taboo on setting foot on the island, there
chests containing 28,153gp. This gold belongs to the has been no rescue attempt. Anjij offers the heroes 1sp
Hell Raiders (hex 17.10). per child if they can return them safely to the village
(or return their bodies if they died).
15.13. VILLAGE OF HYTO
A tiny Enoruuk fishing hamlet along the lake’s Population: 34.
shoreline made up of round stone huts. Led by Anjij, Alignment: Neutral.
an older woman who is gruff like a bear. The Enoruuk Military: 28 warriors (nomads).
can provide small food portions and a warm shelter
for weary travelers but not much else. These sealskin Demographics: Enoruuk 100%.
wearing inhabitants are surviving on meager supplies of Ruler: Anjij (Enoruuk trader).
dry salmon. It’s been a poor year. Economic Fishing, hunting.
Development. The fishermen warn friendly parties Industries:
away from the otter burrow (hex 15.14) and the Religion: Emeqism 100%.
eastern boreal forest. They greatly fear the Tarngrak Gear No metal items.
that dwells there—an Enoruuk word for “devil.” The Limitations:
villagers mention it only once, then change the subject,
unsettled. Annual Taxes: None.

Recently, Anjij’s three adult children went missing. Her


two sons, Qana and Pilip, along with their younger
sister, Aput (who is also a mother and widow), went
out fishing together a few days ago but never returned.
The villagers found their boat abandoned on the lake-

213
15.14. OTTER BURROW
A large, empty burrow on the lake shore with wide
slide marks of muddy groundC leading into the water.
Every turn, there’s a 1:6 chance 3 giant ottersA return.
They rush to defend their lair.

Treasure. Lying in the mud inside the burrow is a red


garnet (worth 240gp).

Giant Otters (3): AC 5 [14], HD 4+2 (20hp),


ATK 2 × claws (1d4), 1 × bite (1d6+1), THAC0 15
[+4], MV 120’ (40’) / 90’ (30’) swim, SV D12, W13,
P14, B15, S16 (2), ML 8, AL neutral, XP 125, NA
1d8 (1d12), TT –.
ƒ Hold Breath: Can hold its breath for 1 turn.
ƒ Tracking: By scent. Once started, very difficult to
put off the trail.

15.22. BROGA MINE


The adit of this active copper and silver mine tunnels
through a high rock-wall. It is surrounded by a small
camp of lumber barracks which house the operation’s
46 miners (normal humans). The miners answer
to Slade (black-colored dragonborn fighter 2; see
“New Classes and Races” in Carcass Crawler, Issue
#3, the official Old-School Essentials magazine). She
is the supervising foreman who reports back to Lady
Radomir in Skaalburg. This mine is worked by the
town’s residents (hex 16.20). Lady Radomir relies on
Broga Mine for minting new copper and silver coins.
Frequent shipments of precious ores travel from here
to Skaalburg.

Currently, Broga Mine is overseen by Captain Leo


Cantata (noble) and his contingent of 15 Skaal
soldiersA, 5 Skaal archersA, and their leader, a Skaal
sergeantA. Under strict orders from Lady Radomir,
Captain Leo ensures the miners and their product are
always guarded.

Underworld. Recently, the miners opened a tunnel


into the underworld, area 22. (See Volume 2 of Gods
of the Forbidden North.)

Development. When the underworld tunnel was


discovered, Slade’s plans to seal it back up were
interrupted by a huge, carnivorous spell voreA
emerging from the underworld. The monster began
hunting the miners in the dark while they worked alone
or in pairs. After several miners went missing, Slade
alerted Captain Leo, who sent Rhoshan the Blasting
(Whudjan magic-user 5) inside the mine to investigate

214
Broga Mine

along with seven soldiers, but every last one was ƒ Rally Cry: 1/battle, if the sergeant’s troops lose
slaughtered by the vore, including the magic-user. morale and flee, he can spend the round rallying
his men back into line. This overturns their failed
Now, the Skaalburg commander is willing to hire morale check.
stalwart mercenaries to take care of the matter: he ƒ Strong Men: Does not lose initiative for using
offers 500gp to each hero risking his life. slow weapons in melee combat.
Skaal Archers (5): AC 5 [14], HD 2 (9hp), ATK Spell Vore: AC 3 [16], HD 10** (45hp), ATK 2 ×
1 × longbow (1d6, range 70’) or 1 × weapon, THAC0 tentacles (1d10 + grab), 1 × bite (1d12), THAC0 11
18 [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16 [+8], MV 150’ (50’) climb, SV D6, W7, P8, B8, S10
(2), ML 9, AL neutral, XP 20, NA 1d4 (1d6), TT V, (10), ML 10, AL chaotic, XP 2,300, NA 1d2 (0), TT
Gear longbow, 20 arrows, shortsword, chain mail. –.
ƒ Opening Volley: Can fire two shots on the first ƒ Detect Magic: As the spell, but always active and
combat round but can’t fire any shots on the 120’ range.
second round; on the third round and every ƒ Grab: Grabbed victim is constricted for 1d10
thereafter, fires normally again. damage per round; a save vs. paralysis allows
escape on later rounds.
Skaal Soldiers (15): AC 3 [16], HD 2 (9hp), ATK
ƒ Null Aura: Spells fail to function within 40’ of
1 × two-handed sword (1d10), THAC0 19 [0], MV
a vore; if cast by a 6-10HD (or 6th-10th level)
60’ (20’), SV D12, W13, P14, B15, S16 (2), ML 9,
creature, there is a 4:6 chance a spell fails while
AL neutral, XP 20, NA 2d4 (2d6), TT V, Gear two-
in the aura; if cast by an 11-15HD (or 11th-15th
handed sword, shortsword, plate mail, 3 javelins.
level) creature, there is a 2:6 chance a spell fails
ƒ Strong Men: Does not lose initiative for using while in the aura; spells cast by creatures higher
slow weapons in melee combat. than 15HD (or 15th level) ignore this effect.
ƒ Suppression Gaze: 1/round, can gaze at a single,
Skaal Sergeant: AC 3 [16], HD 4 (18hp), ATK 1 non-artifact magic item within 60’ and suppress
× two-handed sword (1d10) or 1 × weapon, THAC0 its powers for 2 turns (no save).
16 [+3], MV 60’ (20’), SV D10, W11, P12, B13, S14
(4), ML 10, AL neutral, XP 75, NA 2d4 (2d6), TT
V, Gear two-handed sword, shortsword, plate mail, 3
javelins.

215
16.03. CAVE OF THE BEAUTIFUL
WATCHERS
This is the cave lair of 2 beautiful watchersA.
It is a wondrous cavern filled with thousands
of natural, glittering crystals. Sculpted columns
weave throughout the cave, and the serpentine
creatures slither around these protrusions while
addressing visitors to enhance their own majesty.

Underworld. In the cave’s rear lies a tunnel into


the underworld, area 23. (See Volume 2 of Gods
of the Forbidden North.)

Development. The watchers are cunning foes


who feign innocence and act with impeccable
manners during an encounter. If possible, they
work hard to ease any party member’s distrust
of them, avoiding violence. To these serpentine
creatures, a dead explorer is just a tasty meal—
but they prefer dining on higher forms of
sustenance.

The beautiful watchers speak telepathically, and


in tandem, often finishing each other’s sentences.
The serpents love conversing with “honored
guests.” They keep these dialogues going as long
as possible to weaken a victim’s resistance to their
sinister compliments. The snakes ask personal
questions about each visitor’s past and their
future desires. They are careful to never cross
any impolite social lines either, relying on ESP to
make sure of it.
The watchers never admit to the party that they are
If dealing with explorers, the serpents casually mention demons or lesser Tarngrak. They will skillfully deflect
the underworld tunnel in the cavern’s rear to entice such questions and never directly answer (or refute)
their guests. Innocently, they suggest a “trade” for the them. For example, if a hero asks them such a question
party’s “right” to access this entrance: if the heroes can point-blank, a watcher might reply, “A demon? My,
gift them with something truly beautiful to adore and oh my, that is a foul word! Have I done something to
appreciate, they will grant them traveling permission offend you?” (The serpent shifts the subject back to the
for a month. questioner by using politeness and social niceties as its
conversational shield.)
Of course, this is a ruse—the serpents don’t care
whether the party uses their tunnel or not. In fact, Beautiful Watchers (2): AC 4 [15], HD 9****
giving the heroes a reason to keep returning is in the (40hp), ATK 1 × bite (1d3 + poison + constriction),
watchers’ best interest. It is their own legal rights over THAC0 12 [+7], MV 60’ (20’) / 180’ (60’) fly, SV
the individual party members that the serpents are D8, W9, P10, B10, S12 (9), ML 9, AL chaotic, XP
concerned with. And they gain these rights through 3,700, NA 1d4 (1d4), TT B, I.
seductive conversation. The watchers’ polite flattery ƒ Constriction: Bitten victims are rapidly encircled
and easy compliments slowly inflate the egos of their and constricted by the watcher, inflicting 2d4
marked victims. These two demons seek to affect the automatic damage to the victim immediately and
heroes with their curse of conceit power in order to on each subsequent round; a save vs. paralysis
benefit from its wicked kickbacks. permits escape.

216
ƒ Curse of Conceit: A cursed victim grows vain,
arrogant, and self-serving, adoring and loving
16.11. EFFIGY IN THE SHALLOWS
himself more than those around him. As a result, Directly under the clear shallow water along the
the next time a beneficial magical spell occurs shoreline lies a wood effigy of an eagle within a large
within 40’ of the cursed hero (e.g., cure light underwater crater 30’ below the lake’s surface. The
wounds, bless, remove fear, etc.), the referee should effigy is pierced by an enormous black-iron spear barely
privately ask the player if he wishes to gain that poking out of the water. This 36’ long polearm weighs
effect himself. If the player says yes, he must make 108 lbs.
a CHA check; on a success, the hero steals the
effect but the spell’s intended target receives no 16.15. ANTLER RIDGE
benefit from it. (This can never be used to end the On a ridge overlooking the northeastern taiga, hanging
watcher’s curse; e.g., stealing a remove curse and from several evergreens, are splintered wooden totems,
applying it to one’s self.) After the cursed victim’s each 1’ long. They depict a vague humanoid, its tree-
first successful theft, he no longer gets a choice like body crowned with antlers. Strange sigils are
the next time this happens: he must make a CHA etched across it—the traditional wards of the Enoruuk
check at -2 to steal any beneficial spell effect against evil.
within 40’. A remove curse ends this condition.
ƒ Damnation: If slain, the evil serpent’s spirit 16.20. TOWN OF SKAALBURG
flies hissing into the air and vanishes; it becomes
trapped in the Megalith of Yetza-har’aB. This prosperous Valken town is located on the eastern
ƒ Demon Traits: Doesn’t need air, food, or water. seashore of the Cauda Peninsula. It is the second most
Immortal. Telepathy 100’. populated settlement in Titherion and is surrounded by
ƒ Detestable Recrudescence: If 66 victims are farmlands. A high stone wall encircles the town proper,
ritualistically murdered and their suffering offered with observation towers at strategic points. Skaalburg’s
to a demon, the harnessed power frees and modest port allows sea vessels to land here, which gives
reconstitutes the beautiful watcher again. the town trading independence from the main city of
ƒ Poison: Causes death (save vs. poison). Valkengard. Like its sister city, the town has designated
ƒ Mundane Damage Immunity: Harmed only by its highest elevation point as the seat of government:
magical attacks. Fighter’s Hill. Town neighborhoods are named
ƒ Sinister Compliments: After conversing with but much too small to be truly called a “ward” or
a watcher and hearing the smooth flattery and “quarter,” so outsiders don’t usually remember them.
honeyed compliments dripping from its tongue, a The wealthiest Skaalburg residents—heads of the Six
victim must save vs. spells. (The referee rolls this High Houses—have built their large estates on Mantua
secretly.) As well, the victim’s save suffers a penalty Island, southeast of town.
equal to the number of turns he spent talking
Lady Hadriana RadomirA, a sorceress, rules the
with the watcher: less than 1 turn (0), 1 turn or
town. She keeps the peace with her potent magic. Lady
more (-1), 2 turns or more (-2), etc. On a failure,
Radomir dresses in luxurious, foreign clothing, though
the victim suffers the curse of conceit.
the woman herself isn’t very pleasing to look at. There
ƒ Spell Casting: As 9th level caster. Constant—false
is a sharpness in her tone that snaps most people to
aura (self only); at will—ESP, glamour; 3/day—
attention when she addresses them, as if she were owed
fascinate, protection from normal missiles; 1/day—
respect and the listener didn’t know it. Being quite
charm monster, mislead, suggestion.
intelligent, Lady Radomir often speaks with dripping
ƒ Wicked Kickbacks: Whenever the cursed victim
sarcasm to those who talk down to her or to those who
steals a beneficial spell effect, the watcher gains
have greatly displeased her.
legal rights to that individual. First, the victim
suffers the watcher’s diabolical possessionC. But Publicly, she presents herself as a down-to-earth
after six spell thefts, this condition worsens to intellectual, a real fighter for the people, and she speaks
diabolical possessionC. The victim’s eye-whites very candidly with those who support her, which they
brighten while under the Tarngrak’s influence, find refreshing. Her published writings are humorous,
and if the watcher ever speaks through the victim, a touch scandalous, and incredibly sharp-witted in all
it talks with insincere puffery. the right ways, endearing her to most Skaals. An eager
opportunist and determined woman, she is the kind of

217
politician who might be scolded is over on the town’s dockside. The loud-mouthed
one day by a wealthy aristocrat, halfling guide, Taffin’ Lari (halfling 6), often hangs out
only to be found standing at his here, and for a few drinks, he’ll start telling wild
front door the next day asking stories about his adventures in the Forbidden
him for a substantial donation. North. If the halfling gets drunk, he shares his
There is no shame in her game. harrowing experience at the Barrow of Eight
(chapter 8).
But behind closed doors, Lady
Radomir is arrogant, devious, Skaalburg is well-known as a good place
and manipulative. Her primary to find mercenary work, too. Interested
means of retaining her own individuals could do little better than
personal power is three-fold: to check out the Mule Board,
by stealing others’ secrets, a wooden sign-board where
by keeping a pulse on outlaw and monster bounties
current news and framing are posted by the authorities or
the public’s perception of prominent patrons. Frequently,
it, and by forging strong as well, trade caravans use it to
political alliances that hire bodyguards for their long
financially benefit her and overland journeys to Valkengard
help her efforts when solving or Kangkul.
crises.
The Uncollared Pika is a popular
Recent History. Skaalburg was trading post owned by a charming,
a Valken military outpost that grew into a full-fledged dapper, feather-capped half-orc named Shadwell the
town. Now it is inhabited by ex-soldiers who have Fortunate (half-orc 5). He buys and sells items of
taken up lives as fishermen, fur traders, lumberjacks, all shapes and sizes—armor, weapons, trade goods,
miners, and thieves. After the Empire potions, herbs, clothing. You name it, the half-blood’s
fell, the men of Skaalburg quickly got it.
tired of the corrupt bureaucracy
that existed in Valkengard. They But there’s more: the half-orc also sells
eventually rebelled and declared his “Shadwell’s substantiated scroll
their independence twelve years ago. secrets.” Shadwell claims that these
Valkengard nearly invaded to take the scrolls contain detailed notes on
town back, but when they did a strategic particular secrets gleaned from the
analysis and realized nearly every adult half-orc’s trustworthy stable of
in Skaalburg had served in the imperial active adventurers. None
military, the city’s leaders decided that of these secrets has been
the risk was too great. Valkengard stood sold previously, either.
down. Now, an uneasy peace exists Each is sold once to a
between the settlements. single customer, never
to be shared again. Some
Skaalburg is far more independent have doubted the half-orc’s
and loose with its laws, for better claims in the past, but after
or worse. The townsfolk reject three parties returned from
the old imperial traditions: they the wilderness laden
prefer low taxes, vague laws, and with gold, Shadwell’s
few regulations. Every resident carries a reputation shot into the
weapon from an early age, and they are taught to look aurora.
after themselves—to never expect help on the day of
trouble. If asked why he doesn’t take
advantage of his own scroll secrets, the half-orc says,
Development. A famous local tavern for visitors and “Mate, I already plundered my destined treasure troves
adventuring types is the Beluga’s Bollocks, which over a decade ago. Life is comfortable for me. And I’m

218
not eager to throw all that out the window and put MULE BOARD. When the party checks the
myself in harm’s way.” The referee can use these scroll Mule Board, the referee may reveal some or all of
secrets to plant new locations in the wilderness on the the bounties detailed below. And he should add
party’s map along with a few hints about the area. his own bounties to the board as the campaign
progresses.
Indigo Shack. This is the headquarters of the Blue
Angler faction (chapter 2) in Skaalburg. The shack ƒ Skaal Bounty 1: Bearded Grimgor and his
is one-story high and run-down. It contains their merry band of cutthroats. Wanted, dead or alive
town representative offices. The liaison here is Katjuk by the Skaalburg authorities. 15gp per pair of
(Enoruuk 3HD veteran). When no one is around, bugbear ears. Grimgor’s head or body a must.
Katjuk opens his desk and thumbs through a box of 600gp upon verification.
forty old love letters. His wife, Nive, wrote them. But
after rising to ascendant master in the Fellowship of ƒ Skaal Bounty 2: Exploration team seeking
the Smiling Cloth, she suddenly divorced him and new members. Our goal is none other than the
left Kangkul for some mumbo-jumbo divine vision Glaring Beyond, Land of Devils! Starting at
awaiting her in a remote cabin on the eastern tundra Boot Rock, then over Northman’s Crossing,
plain. into the treacherous Gorogungamar. 5gp per
day, and funeral expenses fully paid! Ask for
Rushinigar Monastery. This small monastery lies just Taffin’ Lari at the Bollocks.
outside town. The Fellowship of the Smiling Cloth
(chapter 2) reside here. Most of their recruits are ƒ Skaal Bounty 3: The Timber Bones, a fierce
kept at this location only for a brief time before being and vicious grakal tribe, ruled by the most-
sent to Valkengard to learn directly from Counselor foul King Karakal. 5gp per pair of grakal ears,
Vornigar. and 400gp reward for Karakal’s head by the
Skaalburg authorities.
Population: 5,692.
ƒ Skaal Bounty 4: Historical expedition.
Alignment: Neutral.
Bodyguards needed. A team of scholars seeking
Military: 1,708 warriors (Skaal soldiersA), to visit landing point, the war monument,
464 conscripts (normal humans). and both famous battlefields—Sand Bone and
Demographics: Dwarves 3%, Elves 11%, Enoruuk Stinging Meadows. Inquiries at the Beluga’s
12%, Gnomes 2%, Hadeans 40%, Bollocks. Ask for the “Kindly One.” (Mazos
Half-Elves 4%, Half-Orcs 3%, Hal- from hex 01.18 is in town.)
flings 9%, Whudjan 16%.
ƒ Skaal Bounty 5: The Scourge of Helvarragh!
Ruler: Lady Hadriana RadomirA. Karnov and his orange-sashed Hell Raiders!
Economic Agriculture, fishing, hunting, live- Devious caravan plunderers, bloodthirsty
Industries: stock, mercenaries, mining, timber. murderers, drunken carousers, cowardly lady-
takers. Wanted dead or alive. 900gp reward by
Religion: Emeqism 28%, Hadean Temple
the Skaalburg authorities.
61%, Hudjan 9%, Magoth 2%.
Gear 4:6 chance plate mail can be pur- Skaal Archers: AC 5 [14], HD 2 (9hp), ATK 1
Limitations: chased. × longbow (1d6, range 70’) or 1 × weapon, THAC0
Annual Taxes: 5gp. 18 [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16
(2), ML 9, AL neutral, XP 20, NA 1d4 (1d6), TT V,
Gear longbow, 20 arrows, shortsword, chain mail.
ƒ Opening Volley: Can fire two shots on the first
combat round but can’t fire any shots on the
second round; on the third round and every
thereafter, fires normally again.

219
Skaalburg

220
Skaal Soldiers: AC 3 [16], HD 2 (9hp), ATK 1
× two-handed sword (1d10), THAC0 19 [0], MV
16.23. RAM LAIR
60’ (20’), SV D12, W13, P14, B15, S16 (2), ML 9, This wide, flat stone in a rocky field is the lair of 5
AL neutral, XP 20, NA 2d4 (2d6), TT V, Gear two- giant chaos ramsA with keen silvered horns (worth
handed sword, shortsword, plate mail, 3 javelins. 400gp).
ƒ Strong Men: Does not lose initiative for using
slow weapons in melee combat.

Skaal Sergeants: AC 3 [16], HD 4 (18hp), ATK 1


× two-handed sword (1d10) or 1 × weapon, THAC0
16 [+3], MV 60’ (20’), SV D10, W11, P12, B13, S14
(4), ML 10, AL neutral, XP 75, NA 2d4 (2d6), TT
V, Gear two-handed sword, shortsword, plate mail, 3
javelins.
ƒ Rally Cry: 1/battle, if the sergeant’s troops lose
morale and flee, he can spend the round rallying
his men back into line. This overturns their failed
morale check.
ƒ Strong Men: Does not lose initiative for using
slow weapons in melee combat.

Lady Hadriana Radomir (magic-user 9): AC 4


[15], HD 9+9* (31hp), ATK 1 × staff (1d4), THAC0
17 [+2], MV 120’ (40’), SV D11, W12, P11, B14,
S12 (magic-user 9; +1 on all saves w/luck stone; saves
vs. magic at +1), ML 9, AL neutral, XP 1,600, NA 1,
Gear luxurious robes (worth 850gp), diamond tiara
(4,500gp), bejeweled staff (1,350gp), arrow of location,
bracers of armor (AC 4 [15]), efreeti bottle, eyes of the
eagle, iron flask, luck stone, mirror of mental prowess,
potion of invulnerability, Abilities STR 11, INT 15,
WIS 15, DEX 12, CON 14, CHA 15.
ƒ Spell Casting: 1st (3 slots): charm person, magic Giant Chaos Ram: AC 7 [12], HD 4 (18hp), ATK
missile, sleep; 2nd (3 slots): ESP, invisibility, 1 × butt (1d8), THAC0 16 [+3], MV 240’ (80’), SV
mirror image; 3rd (3 slots): clairvoyance, hold D12, W13, P14, B15, S16 (2), ML 5, AL chaotic, XP
person, protection from normal missiles; 4th (2 75, NA 0 (3d10), TT –.
slots): charm monster, wizard eye; 5th (1 slot): ƒ Charge: Can charge in a line up to 20’; attacks all
conjure elemental. in its path, inflicting double butt damage.
ƒ Spellbook (Unprepared Spells): cloudkill, ƒ Females & Young: Flee from danger. Females do
confusion, continual darkness, darkness, detect not have a butt attack. Young have ½-normal hp.
evil, detect magic, dispel magic, floating disc, hold ƒ Flesh of Eyes: Cannot be surprised. Sees in all
portal, knock, levitate, lightning bolt, polymorph directions.
self, protection from evil, read languages, read ƒ Males: In groups of 3+, only 1:4 are males with
magic, remove curse, shield, ventriloquism, wall of +1d4 extra hp; they protect the herd.
fire, wall of stone, wizard lock. ƒ Stampede: Herds of 20 or more can trample
those in their path. 3:4 chance per round. +4 to
hit humans or smaller creatures. 1d20 damage.

221
a single mission, but if the proposed adventure takes
16.26. DERELICT BOAT more than a single day, there is a 1:6 daily chance (+1
A derelict row boat drifts in the ocean. Damp, ripped per day) the raiders turn on their employers.
ropes are tied to its planks. Sliding around its deck is a
charred wooden box. It appears to have been cracked Karnov might mention a pair of mutineers named
and drenched in saltwater. Barnacles grow on it, but Biggs and Wedge (hex 07.02) who made off with
the crack emits a soft purple glow from within. This some of the band’s coins. He’d be grateful if the party
artifact is the Baalorian dream boxB. could bring them to justice and return the stolen (i.e.,
twice-stolen) gold.
17.01. POLE IN THE HOLE
A great crevasse in the ice spans the glacier, 110’ deep.
Plunged into its frozen wall 30’ below is a 10’ pole
smeared with blood.

17.05. GREEN DOME OF


FORANADOTH
See Volume 2 of Gods of the Forbidden North for details
on this location.

17.07. SPIDER LAIR


A rocky cave in a crevice filled with sticky webbing and
cocooned objects, this is the lair of 2 giant arctic wolf
spidersA.

Treasure. Two shriveled, marrow-slurped halfling


corpses; 82cp and 54gp in their pockets.

Giant Arctic Wolf Spiders (2): AC 5 [14], HD


6* (27hp), ATK 1 × bite (1d8 + poison), THAC0 14
[+5], MV 150’ (50’), SV D12, W13, P14, B15, S16
(3), ML 8, AL neutral, XP 500, NA 1d3 (1d3), TT U.
ƒ Ambushes: From a shallow ground burrow.
ƒ Cling: Can move on walls and ceilings.
ƒ Poison: Die in 1 turn (save vs. poison at -2).
ƒ Surprises: On a 1-4, due to camouflage.
Treasure. The Hell Raiders keep their booty stashed in
17.10. HELL RAIDER CAMP a secret spot. Last time they buried it, Karnov marked
A wild and rowdy camp of canvas tents on the pebbled it with a yardstick (hex 15.09). He keeps a treasure
shoreline. This is the home of the Hell Raiders, a gang map rolled-up and tucked in his left boot. Written in
of 49 Hell Raider buccaneersA dressed in orange Whudjan on the map:
sashes. They love to drink, pillage, and murder. The
Hell Raiders have earned a few bounties in Skaalburg Five men dead south of the yardstick.
and Valkengard, mainly, because they attack boats
and ships on Lake Helvarragh. The buccaneers own These instructions are meant to sound like they are
five river boats. They are led by Karnov (Hell Raider describing the burial spot of five dead men, but this is
captainA; wields a +2 hand axe). a ruse. They actually detail the correct distance to the
raiders’ buried treasure—in this case, five men dead, as
Development. The Hell Raiders are currently in their corpses have been laid out in a single line from
mourning the loss of their comrades to the lake’s north the yardstick (hex 15.09).
end (hex 06.05). Karnov offers their violent services
to aid any who recover them. This help lasts only for

222
Hell Raider Buccaneers (49): AC 6 [13], HD up the halfling’s body from the water, the grubs attack
1 (5hp), ATK 1 × sword (1d8) or 1 × crossbow (1d6, the hapless explorer.
range 80’), THAC0 19 [0], MV 90’ (30’), SV D12,
W13, P14, B15, S16 (1), ML 8, AL chaotic, XP 10, Treasure. On the corpse is a +1 shortsword, a stinking
NA 0 (4d10), TT A, Gear leather, shield, sword, suit of worthless leather armor, a sizeable purse filled
dagger, crossbow, 20 bolts, coin purse (1d6gp). with 93gp, and a sizeable diamond worth 800gp, but
it’s really a gem of monster attraction.
ƒ Waterborne: Strong swimmer. Suffers no
penalties while fighting on water vessels, except
17.19. FAILED EXPERIMENT
for extreme conditions (like a storm).
Floating limply in the ocean is a broken hang glider
Hell Raider Captain (Karnov): AC 6 [13], with a pried open lockbox. Its frame is crafted from a
HD 4* (18hp), ATK 1 × sword (1d8) or 1 × walk sleek white wood and a strange light metal showing no
the plank, THAC0 16 [+3], MV 90’ (30’), SV D10, signs of rust, but the metal has been bent by a strong
W11, P12, B13, S14 (4), ML 8, AL chaotic, XP 125, force.
NA 0 (1), TT A, Gear leather, shield, sword, dagger,
crossbow, 20 bolts, coin purse (4d6gp). Development. The light metals composing the glider
can be salvaged for 700gp. However, with 1d6 full
ƒ Walk the Plank: In lieu of his attack, the captain
days of work by a highly skilled dwarf or engineer, the
makes a flurry of sword thrusts and slashes at a
glider’s frame can be braced and a new fabric of animal
single foe; if the foe fails a save vs. paralysis, the
skin inserted to make the experimental hang gliderB
captain forces him backward while moving up to
functional again.
his own movement rate (e.g., if the captain moves
30’, the foe moves 30’ with him); the foe also
takes 1d4 damage.
17.22. PTERANODON NEST
ƒ Waterborne: Strong swimmer. At no penalties High atop a bizarre, 140’ column of twisting natural
while fighting on water vessels, except for extreme stone lies a huge nest of moss, grasses, lichens, and
conditions (like a storm). plant stalks. Squawking loudly, 7 wooly pteranodon
lair inside; they scan along the ground for easy prey far
17.13. TOMB MARKERS below.
Enoruuk tomb marker stones have been uprooted from Treasure. In the nest are 41pp, a fancy etched drinking
a nearby burial ground and piled here in a heap. Dug, horn crafted with shining pewter and laced with
re-opened graves pockmark the ancient cemetery, but platinum (500gp).
they have been partially filled back up with detritus and
dirt. At the far end lies an old well. 17.24. SEA HAG LAIR
Old Well. It is 90’ deep. Carved into its outer stone Along the rocky sea coast, at the base of a 60’ cliff, lies
rim is an unfinished message in Halfling: a cave that is partially submerged by the ocean during
low tide and totally flooded during high tide.
Don’t go down the—.
Interior. The rocky tunnel winds 120’ before
At the well’s bottom is a 4’ shallow basin full of murky terminating in three connected caves that serve as the
water. Another message in Halfling has been scratched lair of Moredor (greater sea hagA). Her main cave is
into the wall above the water’s surface. It reads: where she keeps her boiling cauldron, constructed from
electrum and lined with turquoise gemstones (worth
Hmm. Nothing down here but a pack of weasels. 2,800gp). In the first side cave, she has piled numerous
fish and humanoid bones, which she sleeps on, and in a
Not immediately obvious to an explorer is the bloated second side cave is a hole into the sea-water below for
corpse of a halfling under the water. For many years, her dung-piles.
it has been anchored to the ground by a large rock
someone dropped on his small head from high above, Treasure. Scattered throughout her bone-pile bed are
crushing his skull and sinking his corpse. It is infested 1,258gp, a cloak of the manta ray, and a cube of frost
by an aquatic variety of 11 rot grubs. If anyone pulls resistance.

223
Development. See hex 12.23 for details on how to But the central and western scrolls are cursed; if
use this cunning villain. anyone opens one and looks at its ensorcelled script,
he must re-roll his prime requisite ability score using
Greater Sea Hag: AC 4 [15], HD 6+3** (30hp), 2d6+1 unless he saves vs. spells. If he reads two of
ATK 2 × claws (1d6) or 1 × gaze (death), THAC0 13 these cursed scrolls, his prime requisite ability drops
[+6], MV 150’ (50’), SV D8, W9, P10, B10, S12 (7), again to 3 unless he saves vs. spells.
ML 10, AL chaotic, XP 950, NA 0 (1d4), TT D.
ƒ Deadly Gaze: 3/day, may gaze at a creature The eastern scroll is the true one, written in Upik. It
within 50’. Victim saves vs. death or dies tells readers of the magic powers and exact location of
instantly; otherwise, ages 1d4 years. the ancient bone-hilt swordB in the Brass Temple of the
ƒ Hag Eye: Can create a hag eyeB that gives the hag Magoth (hex 22.06). It does not detail the location of
great influence over the item’s owner. the damaged sword’s broken hilt (hex 21.19), but it
ƒ Hideous Visage: Anyone who sees a sea hag mentions that the blade was shattered during the Battle
must save vs. spells or suffer weakness (deals half of Stinging Meadows when the undead champion who
damage with melee attacks) for 2d6 turns. wielded it was killed by a Hadean paladin. After the
ƒ Magic Resistance: Saves vs. magic at +4. battle, the paladin Jandor took the broken sword-hilt
and hid it on an island.
18.01. PAPYRUS CAVE Development. The scroll curses do not lift unless
Worn stone steps lead from the river’s shore for over a a victim destroys the greater qivitoq, Tutega (hex
mile into a frigid, dry cavern in the initial foothills of 21.19). Of course, the party does not know this right
the Gorogungamar Mountains. away. Sages and divinatory magic must be consulted
first to discover it. The three interred undead beings
Interior. Inside the cave, upon a flat stone natural were created by their mistress, the greater qivitoq,
platform lie three darkwood coffins, each with a gold Tutega.
scroll case frozen on top. Preserved paper sheets,
encased in thin ice, cover the uneven floor. If anyone Underworld. In the cave’s rear lies a tunnel into the
approaches the platform, the coffin lids heave up and underworld, area 26. (See Volume 2 of Gods of the
3 qivitoqsA rise to attack. They guard this cavern Forbidden North.)
eternally.
Qivitoqs (3): AC 2 [17], HD 9*** (40hp), ATK
Treasure. The eastern qivitoq wears a silver ring 2 × claws (1d6 + life drain), 1 × bite (2d6 + life drain)
(worth 100gp), while the other two undead wear or 1 × gaze (warp wood), THAC0 12 [+7], MV 180’
golden rings (worth 200gp each). (60’), SV D8, W9, P10, B10, S12 (9), ML 11, AL
chaotic, XP 3,000, NA 1d3 (1d4), TT F.
Golden Scrolls. The three scrolls stored in each
ƒ Life Drain: Victim must save vs. death or lose
golden scroll case appears identical.
the attack’s damage in hp permanently; the

224
qivitoq is healed an equal amount. A victim 2d6 damage per round, and full water immersion
drained of all hp rises as a qivitoqA that night. destroys on a failed save vs. death (10d6 damage
ƒ Mist Form: At will; transformation in 1 round; even when succeeding).
MV 180’ (60’) as a white vaporous cloud roiling ƒ Whispering Wind: Can speak as whispering wind.
along the ground; immune to all weapons; can ƒ Wood-Warping Gaze: 60’ range; action activates;
enter tiny holes, cracks, or spaces to bypass 9 objects affected, as per the warp wood spell;
barriers but it cannot cross bodies of water. magic items save vs. spells at -2.
ƒ Mundane Damage Immunity: Harmed only by
silver weapons or magical attacks. 18.11. BOOT ROCK
ƒ Regeneration: Gains 3hp per round if damaged
Many pairs of leather boots, slippers, and shoes have
but alive. At 0hp, changes into mist form and
been left beneath a rocky granite overhang near the
flees; within 1 hour, it must find a grave or an
arctic zone tree line. This is Boot Rock. It’s a northern
isolated cave (or hole in the ground) to rest inside
tradition for those adventurists who have returned alive
and regenerate; otherwise, it dies forever.
from their first expedition into the arctic tundra plains
ƒ Scent: Domesticated animals can smell its true
to leave a pair of footwear underneath the overhang in
nature, which terrifies them.
celebration of their victory. It’s also considered good
ƒ Undead: Makes no noise, until it attacks.
luck to leave such a gift for those who pass by later and
Immune to effects that affect living creatures (e.g.,
might be in need.
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).
ƒ Vulnerabilities: Cannot cross water (in any form)
18.14. OBSIDIAN CRYPT
except by a bridge or if carried by others inside a A hidden dolmen in the evergreen trees holds a
box, cart, or coffin. A light spell discomforts it (-2 shattered obsidian crypt. It once housed Baalor’s
to hit), while continual light partly blinds it (-4 trophies—the corpses of slain champions and rulers
to hit); direct sunlight blinds it (cannot attack) who opposed him. The dolmen’s charred interior is
and inflicts 1d6 damage per round. Water deals

225
littered with smashed caskets and burnt bone fragments in a deep pit. There, the autarch died—but death was
etched and painted with Enoruuk sigils. not the end for Rhiannon. As Baalor had hoped, the
autarch’s hatred and desire for vengeance transformed
Secret Portal. Under the smashed caskets in the her into an undead monstrosity. Eventually, the Skull
obsidian flooring lies a secret round panel covered God restored Rhiannon’s mind and will to her rotting
in dust. This panel is sealed around its edges with form but kept her full of rage, buried under the earth.
glowing mystical etchings. Written in decipherable
Urgathos scriptC, they explain how to open the panel: Centuries later, when Baalor was driven from Urgatha
by casting knock, dispel magic, and remove curse directly to the Forbidden North, he imported this dirt silo
on it. containing Rhiannon and re-buried her below an
obsidian crypt as a trophy of his past victories.
Hidden Crypt. If opened, the explorer discovers a
60’ shaft into the ground that ends in a circular pit If set free, Rhiannon hunts Baalor to avenge her family
10’ wide, with a floor of loose rocks and dirt. As soon and kingdom. The demonic knight destroys anyone
as the shaft opens, magical writing suddenly appears or anything in her way. Only rarely will Rhiannon
on the shaft walls below, as if they were being written entertain an alliance to achieve her personal goals; the
before the observers’ eyes by an invisible hand. The queen’s hatred and rage are too great. Once loosed,
writing glows in decipherable Urgathos scriptC, and Rhiannon creates havoc wherever she goes, leaving a
reads: swath of death and pure destruction.

Matriarch and Commander, once the Autarch 18.16. TOWER OF DAANA-SHAA


Of Urgatha! Overwhelmed in a dream duel, and A surprisingly re-constructed black-blue stone
Vanquished from her throne. All her princely sons Baalorian watchtower atop a sheer, sloping dirt ridge
Expired soon thereafter; one by one, her that is encircled by a newly-built, double-walled
Able lovers, quartered all and drawn. palisade. The tower’s ragged banner depicts a clenched
Running kohl down ruddy blushes, sinking down red fist gripping a fighting salmon. The tower is clearly
The jungle loam. O Rhiannon, my perfumed beauty: occupied.
Hell is now your lavish throne.
Daana-Shaa is the hilltop stronghold of the war-
Solution. The first letters of each line spell out the hungry Sky Keepers. They seek total independence
solution. Anyone casting a move earth spell on the pit from the Valken and Skaal authorities, and they are
floor causes it to start shuddering and then draining willing to commit violence to have it. Although the
out of sight somewhere below. faction’s military leader is One-Eared EnilamA, their
political and intellectual leader is PanukA. He leads
After a few moments of evacuating earth, a tall, black-
their activities in Valkengard. He serves as the faction’s
armored, emaciated warrior-queen becomes visible.
chief diplomat when dealing with the urban Enoruuk,
Black mascara runs down her cheeks as her eyes blaze
especially the Red Crowns.
open with unholy fire. She begins climbing from the
dusty pit, latching her claws into the shaft’s vertical Development. Panuk’s goal is to convince as many
walls. In 2d4 rounds, Rhiannon the demonic knight of his kin to abandon their adopted imperial culture
(who carries a two-handed sword, dealing 1d10+6 and start a rebellion ending in Enoruuk liberty—
damage) emerges from the pit. even Hadean expulsion from the entire continent, if
possible. Panuk and One-Eared Enilam seek allies,
Development. A millennia ago, Rhiannon ruled as the
resources, and the prime opportunity to strike against
autarch of Urgatha, but she was defeated and magically
the Hadeans and achieve their goals.
dominated by Baalor in a duel of spectacular sorcery.
Then, the Skull God twisted and enslaved Rhiannon The Sky Keepers also seek two artifacts of great power:
with his magic. He compelled the queen to murder her the shield of KalluB (hex 08.19) and the spear of
closest allies and sabotage her own kingdom’s military TulokB, which sits in an undead dragon’s rib cage. (See
to weaken Urgatha’s defenses before Baalor’s armies “Lake Helvarragh” earlier this chapter.) The Enoruuk
attacked. Enslaved, the queen watched as her domain wait for the one among their number worthy enough
was conquered and her devoted servants and consorts to bear these artifacts in wartime. They believe that the
were all slain to the last. Baalor slaughtered Rhiannon’s Maundering King will appear soon and claim them.
family before her very eyes and buried his helpless foe

226
This king is prophesied to be an Enoruuk who will one ƒ Languages: Knows druidic and Arenik.
day unite their scattered tribes across the Forbidden ƒ Spell Casting: 1st (3 slots): entangle, invisibility
North. to animals, speak with animals; 2nd (2 slots): heat
metal, obscuring mist.
Finally, Panuk’s men have grown uneasy in recent
months. They claim the evil within Castle Thar- 19.05. TOWER OF THE WIND RIDERS
Gannon is stirring. The clouds above its tower peaks
show strange signs. Some think the Skull God has This ruined Baalorian border tower is made from black
returned—or soon will. stone construction. It is occupied by 18 Wind RidersA,
mighty thewed warriors led by BayayokA. Each rides
Population: 547. a tundra griffonA. The Wind Riders roam the skies
seeking game and non-Enoruuk intruders within their
Alignment: Neutral. domain. Swooping down from the air, they dive at foes,
Military: 431 warriors (nomads). charging at them with their polearms.
Demographics: Enoruuk 100%. Development. The Wind Riders are an oath-sworn
Ruler: One-Eared EnilamA, PanukA. order that exist to repel the Trow marauders coming
Economic Fishing, fur hunting, mercenaries, down the great mountains and threatening their
Industries: wilderness guides. people. A new Wind Rider must capture and tame a
tundra griffonA (hex 07.02) to be initiated.
Religion: Emeqism 99%, Magoth 1%.
Gear 1:6 chance plate mail can be pur- Wind Riders (18): AC 4 [15], HD 4+2* (20hp),
Limitations: chased. ATK 1 × polearm (1d6) or 1 × weapon, THAC0 15
[+4], MV 60’ (20’), SV D10, W11, P12, B13, S14
Annual Taxes: None. (4), ML 9, AL neutral, XP 200, NA 1d6 (2d10), TT
P (B), Gear chainmail, shield, polearm, battle axe,
One-Eared Enilam (fighter 8): AC 4 [15], HD dagger, crossbow, 20 bolts.
8-8 (27hp), ATK 1 × battle axe (1d8), THAC0 14
ƒ Mounted Expert: +2 to hit while mounted.
[+5], MV 60’ (20’), SV D8, W9, P10, B10, S12
ƒ Swooping Gryphon: Can dive-attack if mounted
(fighter 8), ML 10, AL neutral, XP 450, NA 1, TT
on a griffon, attack with a polearm or spear, and
–, Gear plate mail, battle axe, silver Sky Keeper icon
then continue flying away up to the griffon’s full
(25gp), Abilities STR 12, INT 11, WIS 12, DEX 7,
movement rate. This does not count as a retreat.
CON 8, CHA 16.
ƒ Low DEX: -1 initiative. Tundra Griffons (19): AC 4 [15], HD 7+2
(33hp), ATK 2 × claws (1d6), 1 × bite (2d6), THAC0
Panuk (bard 6): AC 4 [15], HD 6* (21hp), ATK 1 12 [+7], MV 150’ (50’) / 300’ (100’) fly, SV D10,
× battle axe (1d8+1) or 1 × longbow (1d6, range 70’), W11, P12, B13, S14 (4), ML 8, AL neutral, XP 450,
THAC0 17 [+2] or 16 [+3] w/high STR & DEX, NA 0 (2d8), TT E (50% in gold nuggets).
MV 60’ (20’), SV D12, W13, P11, B14, S13 (bard
ƒ Attack Arctic Mammals: Within 120’, unless a
6), ML 8, AL neutral, XP 500, NA 1, TT –, Gear
morale check is passed.
chainmail, battle axe, longbow, 20 arrows, 2 potions of
ƒ Hunter’s Best Friend: A trained griffon adds +2
healing, rod of captivation (4 charges), Abilities STR
to one’s wilderness hunting chances.
13, INT 12, WIS 9, DEX 15, CON 12, CHA 12.
ƒ Taming: Captured young can be trained as loyal
ƒ Anti-Charm: All allies within 30’ are immune to mounts. Their fierce nature, however, cannot
song-based magic and beguiling fey powers; allies be trained: griffons still instinctively attack their
under such effects get a new save at +4 to resist traditional prey if spotted within range. (Horses
it. and mules are excluded from this, as they were
ƒ Enchantment: Outside of combat, can fascinate recently introduced to Titherion, and the griffons
up to 12HD of people or animals in a 30’ have not tasted their flesh.)
radius by performing the ancient Enoruuk style
of throat-singing. (See “Bard” in Old-School
Essentials Advanced Fantasy Player’s Tome.)
ƒ High DEX: +1 initiative.

227
19.23. ISLE OF THE GOLDEN SPRING
A glittering spring trickles from the lone hill on this
remote 1,000’ island. Snuffling on the sea-shore are 13
giant pigs (small herd animals).

Magic Spring. If studied, the spring’s water has golden


flecks glimmering within. Anyone who enters the
spring must save vs. death or transform into a giant
pig. The victim’s mind remains his own, but it struggles
against a pig’s instinctual behaviors.

Searching. Anyone searching the isle finds evidence of


eaten pigs on the rocks and sands—bloody stains, gore,
gristle, and shredded bits of raw meat and organs.

Hill Cave. Within the hill lies a cave. Inside is an


Enoruuk shaman named Talikpa (age 32). He is a
wise oracle for being so young, or so he claims—in
truth, Talikpa is a treacherous black senexA. He tries
directing visitors to bathe in the spring’s healing waters
to enhance their own wisdom, but really, he plans on
eating them raw after their transformation.

Swine of the Sea. The pigs are cursed and shipwrecked


pirates. Their rambunctious leader, Aurica Keelcutter
(chaotic fighter 5) was first mate of the Ghost Fire. Her
Bayayok (barbarian 8): AC 1 [18], HD 8* (46hp), ship belonged to the Pirates of Prexx, a dangerous fleet
ATK 1 × lance (1d6+2) or 1 × sword (1d8+2) or 1 × of sea raiders who were famously hunted down and
crossbow (1d6, range 80’), THAC0 14 [+5] or 12 defeated by the Valken navy three years ago. After the
[+7] w/high STR, MV 60’ (20’), SV D6, W9, P8, Valkens sunk their ship, these pirates survived the battle
B10, S10 (barbarian 8), ML 9, AL neutral, XP 1,200, and washed ashore on this island. They quickly fell prey
NA 1, TT –, Gear chainmail, shield, lance, sword, to Talikpa and his magic spring. Over the last three
crossbow, 20 bolts, dagger, Abilities STR 16, INT 13, years, some of the pirates—including Aurica—have
WIS 10, DEX 10, CON 15, CHA 11. avoided being eaten by ensuring that newer pig-victims
stay between her and the hungry black senex when it
ƒ Agile Fighting: +3 to AC.
pursues a slow-moving, tasty meal.
ƒ Barbarian Horde: Calls on the Enoruuk to form
a great horde of 250 warriors (nomad), mustered If freed, the pirates can tell the heroes about the old
in 1 week; must have a specific purpose; once Enoruuk woman trapped in her leaning tower east of
this purpose is achieved or abandoned, horde this island (hex 21.19), and they can also point the
disbands; a horde remains for up to eight weeks. party towards the forgotten pyramid atop the rocky
ƒ Barbarian Skills: As 8th level barbarian. island plateau to the west (hex 02.22).
ƒ Cure Poison: Can gather herbs in the wilderness
to concoct an antidote against natural poisons; With the Pirates of Prexx eradicated, Aurica likely ends
takes 1 turn per poisoned character; each subject up leading her sea-dogs into the city of Valkengard.
gains a second save vs. poison to end its effect. After several weeks of carousing, they eventually take
ƒ Fear of Magic: Mistrustful of arcane magic and up a life of banditry along the Osteon Road. Karnov
refuses to use or be influenced by it; accepts learns of their efforts, and being impressed, recruits
divine magic associated with Emeqism only. Aurica and her pirates into his band of Hell Raiders. In
ƒ Foraging & Hunting: Base foraging chance time, Aurica seduces Karnov and the two marry.
(2:6) and base hunting chance (5:6).
ƒ Strike Invulnerable Monsters: Hits and harms Treasure. In a stinky pile covered in hog parts and
monsters as if wielding a magical weapon. long, slimy senex feces is Talikpa’s hoard: 5,776gp, a +1

228
venomous bone dagger (breaks on a natural 1), 1 potion lock suffers a sudden bolt of electricity for 6d6 damage
of growth, 1 divine scroll of contact higher plane, and every attempt.
1 arcane scroll of lightning bolt, dimension door (×2),
locate object. Beyond the Door. If opened, the door reveals an
extradimensional, spherical chamber with a 20’ radius.
Black Senex: AC 0 [19], HD 8** (36hp), ATK 2 Its sloping walls are overlaid with hard, green dragon
× talons (1d8+3), 1 × bite (1d8+3 + black venom), scales. Obsidian plinths jut out from the walls, perfectly
THAC0 12 [+7], MV 150’ (50’), SV D8, W9, P10, equidistant from each other. A still-beating golden
B10, S12 (8), ML 10, AL chaotic, XP 1,750, NA 1 heart floats in the room’s center, as bone-shard chains
(1), TT D. shackle the organ in place. Their sharp edges pierce
ƒ Black Venom: Bitten victims must save vs.
poison or lose 1d2 CON points per round for
10 rounds; may save vs. poison at -4 after each
CON loss to stop this effect.
ƒ Cloak True Form: Can cloak true appearance
with an illusory form.
ƒ Hideous Visage: Anyone who sees a black senex
must save vs. spells or suffer weakness (deals half
damage with melee attacks) for 1d6 turns.
ƒ Immunity: Immune to illusions and phantasms.

20.03. MAGICAL SILVER DOOR


Somewhere in the arctic plains, a great locked door of
tarnished silver stands alone in a square stone frame
engraved with dark magical runes. A single keyhole is
built into the door’s surface; if peered through, yellow
sunlight shines within.

Magic Runes. The runes in decipherable Gehinnom


scriptC read:

“His Eminence, Sularuq, the Come-Back King.”

Magical Lock. Short of powerful magic, the door can


open only at night after sunset. Its lock requires the
demon key (hex 10.04). Anyone picking at the door’s

229
the heart like hooks and spears, causing it to bleed a
radiant ichor after every steady beat. This living organ
is Sularuq’s heartB.

Abyssal Shadows. Hiding inside the plinths are 11


abyssal shadowsA that wait until the chamber is
entered before swarming the party.

Removing the Heart. The bone-shard chains are


harder than steel and do not break easily. Any mundane
weapon striking them shatters instantly. Magic weapons
save vs. paralysis to avoid this effect. In total, six
bone-shard chains bind the heart in place. Otherwise,
pouring demon bloodB (taken from any demon in this
adventure—Tarktuktulak, Saumen Kar, etc.) instantly
causes the chains to rattle and fall apart into bone
pieces.

Abyssal Shadows (11): AC 7 [12], HD 6* (27hp),


ATK 1 × touch (1d8 + charisma drain), THAC0 14
[+5], MV 90’ (30’), SV D10, W11, P12, B13, S14
(6), ML 12, AL chaotic, XP 500, NA 1d8 (1d12), TT
F.
ƒ Charisma Drain: Victim loses 1d4 CHA points.
Recovers after 8 turns. If reduced to 0, the victim
rises as an abyssal shadowA in 1d4 rounds.
ƒ Immunity: Immune to charm and sleep. 100gp. For example, if a common question requires
ƒ Mundane Damage Immunity: Harmed only by four spines, a hero might substitute 400gp worth
magical attacks. of precious gemstones in lieu of the skull’s grislier
ƒ Rejuvenate: If destroyed, the shadow returns to demand.
its haunt after the next sunset if the conditions for Skeletal Answers. There is a 2:6 chance per question
its summoning remain. that the skull either doesn’t know the answer or
ƒ Surprises: On a 1-5, due to shadowy nature. outright lies to the interrogator. If a truthful answer
is given, the skull is never wrong, but it delivers its
20.06. THE EMERALD ORACLE helpful answer in a dry, sarcastic tone, never clarifying
Hovering at a man’s head level above the tundra is an or repeating itself and mocking the asker’s intellect.
emerald skull, etched in swirling patterns like worms,
with glittering rubies in its eye sockets. If touched, Sudden Relocation. After answering three questions
disturbed, or approached within 5’, the floating skull total, the emerald skull—with a sickening crack in the
exclaims in a raspy voice, “Yes, ask—ask away, dear air behind it, accompanied by the smell of ozone—
friend! But with such a steep price you may regret it in instantly vanishes in a burst of arcane power. The skull
the end.” reappears in a random distant tundra hex awaiting its
next visitor.
Grisly Price. If asked a question, the oracle demands
that a number of freshly harvested spines be placed Oracle Defenses. Anyone foolishly attacking the
underneath its floating skull, and in exchange, it will emerald skull must roll initiative against it. If the skull
reveal the question’s answer. The harvested spine must wins, it blasts the attacker with a green, sickly ray from
be from a dwarf, elf, halfling, or human. (It despises its eyes; the attacker must save vs. death or lose one
half-bloods.) The skull demands 1d6 spines for the experience level immediately and permanently. Victims
answer to common questions, 1d6 × 10 spines for slain rise as wraiths in 1d4 rounds. As soon as the skull
rare questions, and 1d6 × 100 spines for impossible has suitably punished an aggressor with its draining
questions. Alternatively, each harvested spine may green ray, it instantly relocates to a random tundra hex
be substituted with precious gemstones equal to (as above). If the attacker wins initiative, the skull has

230
AC 0 [19], 50hp, immunity
vs. non-magical attacks of any
kind, and only suffers half
Blood Hollow
damage from magical attacks.

20.10. HIDDEN
VILLAGE OF
SNOWHEARTH
This hidden halfling warren
is cozily built under the
permafrost. Dwelling in their
well-appointed igloo-like
holes, the polar halflings live
on winter ale and roasted
snowshoe hare. They live
stealthily, avoiding activities
that might draw hungry
predators. The halflings look
to their mayor, Alvis Haddings
(halfling 3), for community
defense and leadership.

Development. The halflings Place of Dread. Living creatures seeing the mound
own an ancient enchanted spiked black vault doorB for the first time must save vs. paralysis at -2 or flee
inscribed with arcane glyphs. It was looted from a in terror for 2d4 turns. This effect instantly alerts the
Baalorian ruin. The door cannot be opened without demon god within, if present.
magic, except by one who is already on the door’s
Interior. Hanging roots grab at anyone in the main
other side in Castle Thar-Gannon. The object weighs
tunnel. The foul air smells of rotting meat and bile, and
600 lbs. The halflings have no idea what it actually
the dark, loose ground soil is littered with half-buried
does.
bones. Deeper within, the mound’s walls have been
adorned with flayed animal and humanoid skins.
Population: 72.
Alignment: Neutral. Wicked Abode. The tunnel opens into a large, round,
shadowy chamber. A crude tree-stump—vaguely
Military: 29 warriors (2HD halflings).
resembling an altar—lies in the center, slick with dark,
Demographics: Halflings 100%. viscous blood.
Ruler: Alvis Haddings (halfling 3).
Every turn, there’s a 2:6 chance TarktuktulakA the
Economic Fishing, fur hunting, wilderness forest demon appears, rising from the loose soil.
Industries: guides.
Religion: Hadean Temple 100%. If already present, it stands behind the stump altar,
like a fell underground tree feeding on deep shadow
Gear 1:6 chance metal items can be instead of light. Tarktuktulak always has 2 tree-beastsA
Limitations: purchased. accompanying it. They linger as trees somewhere in the
Annual Taxes: None. demon’s grove and kill anyone fleeing the mound alive.

Tarktuktulak appears as a towering, twisted man-thing,


20.13. BLOOD HOLLOW OF with blackened bark-skin, and a crown of bloody horns
ANAKTUVAK shaped like a primordial stag’s antler rack. These antlers
A great black-earthen mound sprouting unsettling scrape against trees and walls as the demon moves. Its
trees. Gnarled and twisted roots weave around its dark four powerful arms grasp at nearby objects and lurch
entrance tunnel into the mound’s heart. its bulk forward. The Tarngrak’s lower body crawls

231
Tarktuktulak: AC 0 [19], HD 16**** (72hp),
ATK 4 × claws (1d8), 1 × antlers (2d8 + poison),
THAC0 8 [+11], MV 180’ (60’), SV D2, W3, P4,
B3, S6 (16), ML 11, AL chaotic, XP 5,150, NA 1,
TT R.
ƒ Charge: Can charge in a line up to 60’; attacks
all in its path, inflicting double antler
damage.
ƒ Damnation: If a possession attempt fails
after the demon is slain, Tarktuktulak’s
spirit flies into the closest animal
(or herd), where it forces the
afflicted animal(s) off a cliff
or into a body of water to
drown; then, howling with
rage, it is trapped inside the
Megalith of Yetza-har’aB.
ƒ Demon Traits: Doesn’t need
air, food, or water. Immortal.
Telepathy 100’.
ƒ Detestable Recrudescence: If
666 victims are ritualistically
murdered and their suffering
offered to a demon, the
harnessed power frees and
reconstitutes Tarktuktulak
again.
ƒ Final Possession: Anyone who kills the
like a misshapen spider. Its yellow eyes gleam with
demon must save vs. spells or suffer its diabolical
burning feral light. Its rancid breath and jagged, rotten
possessionC. Additionally, the possessed victim
teeth strike fear in the hearts of the most stalwart
is struck mute. After 6 days, he stops desiring
adventurers.
normal food, hungering for grass and tree leaves
Treasure. Buried in the loose ground soil are six instead. After 12 days, he removes his clothing
human corpses. Each has been disemboweled and the and wanders deep into the wilderness, unable to
stomach stitched up on its belly. Inside each corpse’s read or speak and acting more like a wild beast.
sewn gut is a pile of stinking coins and gems—there are After 18 days, he vanishes forever in the wild,
17 diamonds (850gp each) and 48,392gp total. his mind totally lost (if the victim is somehow
detained, his eyes become white orbs, he growls
Development. Tarktuktulak is an ancient Tarngrak, like a beast, developing a taste for live human
one of the greater demons of the Forbidden North. flesh). If the possessed victim dies for any reason,
(See “Pantheon of the Unholy Nine” in chapter 1.) the Dark Deer can attempt to possess a new
The Dark Deer has woven its form into an inhuman, creature within 160’.
horrific amalgamation of wild animal parts in order ƒ Mundane Damage Immunity: Harmed only by
to forget its original divine purpose. Tarktuktulak magical attacks.
charades as a bestial monster to justify its love of ƒ Poison: Victim must save vs. poison or lose 1d4
murder, perversity, and the subversion of things within CHA points per round until dead; when ability
the natural order. Of all the Unholy Nine demons, loss occurs, the demon heals 1hp per point, and
Tarktuktulak is the least human; it acts like an evil the victim may save vs. poison at -4 every round
stalking spirit, seeking only to terrify its prey before to end this effect.
murdering them. ƒ Scent: Can follow a scent from 12 miles away.
ƒ Shapechange: At will; can polymorph self into an
animal native to Titherion; while in animal form,

232
its natural weapons deal double damage, and it
gains all of that animal’s special abilities.
21.09. RED MASK ROW
ƒ Spell Casting: As 16th level caster. Constant— Several hundred Enoruuk spruce masks are neatly
detect evil, nondetection, read languages, read lined in rows along the ground, facing the sky. Each is
magic; at will—cause fear, entangle, faerie fire, painted bright red.
ventriloquism; 3/day—dispel magic, improved
invisibility, tree shape, wall of thorns; 1/day— Lore. Any Enoruuk knows that such masks were used
control weather, pass plant, solid fog. in ancient times to protect tribesmen from evil spirits
ƒ Summon: 1/day—1d6 tree-beastsA. during their sleep.
ƒ Surprises: On a 1-5, due to camouflage.
ƒ Volant Decomposition: Once dead, its corpse
liquefies into a hissing, black, tar-like substance
called demon bloodB that forever scorches the
ground where the Tarngrak fell. The first time the
greater demon is killed, it leaves behind one of the
five parts of the tower key of chaosB.

Tree-Beasts (2): AC 2 [17], HD 5 (22hp), ATK 2


× slams (2d4), THAC0 14 [+5], MV 150’ (50’), SV
D10, W11, P12, B13, S14 (5), ML 10, AL chaotic,
XP 225, NA 0 (1d4), TT K.
ƒ Bark Skin: Takes only half damage from non-
axe-like weapons. Immune to smaller missiles, like
bolts, stones, and arrows.
ƒ Rooting: If it plants its root-like feet into the
soil within 15’ of a fresh corpse, it slurps up the
victim’s blood as it seeps into the earth. This heals
the tree-beast 5d8hp over 1 turn.
ƒ Surprises: On a 1-4 in a forest, due to being
mistaken for a tree.
ƒ Vulnerable to Fire: Saves at -4 against fire attacks
and takes maximum damage from them; when
fire attacks are first used against the tree-beast,
its morale score drops to 6, and it must make a
morale check immediately.

21.02. THE SNOWS OF False Auras. If detect magic is cast on the masks, every
GOROGUNGAMAR one glows blue except for three random ones; but this
is a trick, as the “magic” masks are enchanted with a
A breach in the mountains opens up to a long,
permanent false aura spell. All three “mundane” masks
stunning view of the desolate arctic tundra plains to the
(red spruce masksB) hide a clue—if each is flipped over, a
south and the endless white desert hills of the Glaring
word in strange runes has been etched into its surface.
Beyond to the north. (See “Geography” earlier this
Written in Arenik, they read:
chapter.)
ƒ Tarktuktulak (hex 20.13).
Masai Ngàje Ngài. Close to this breach, in the brilliant
white snow, is a lynx’s dried, frozen carcass. It clearly ƒ Saumen Kar (hex 01.04).
died from exposure as it struggled passing through the ƒ Kappianartok (hex 03.15).
high mountain snow drifts. But a ranger, elf, or druid
finds this perplexing; they cannot explain what a lynx
might have been seeking at this altitude.

233
21.19. TOWER OF TUTEGA
On this small ocean rock leans a stone tower extending up
into the blowing air. The tower windows have been covered
by caribou hides. An old Enoruuk woman named Tutega
dwells inside. She beckons visitors to eat fish with her and
never goes out into the daylight, but at night she exits the
tower. Tutega claims to have been shipwrecked several
moons ago. She begs the party to transport her back to the
mainland; however, she is deathly afraid of water and cannot
even bear to look at it.

But this is a lie. Tutega is a greater qivitoqA (hex 18.01)


trapped on the island surrounded by seawater. She has been
surviving off the blood of seabirds for many long years. If
rescued, Tutega begins a murder spree across Titherion,
striking villages and towns as she pleases. Out of gratitude,
she does not drain her rescuers—unless, of course, they
interfere with her rampage. If the party refuses to help her,
Tutega waits until they sleep or ready to depart and attacks.

Treasure. A broken obsidian sword lies half-buried in the


island’s beach sand. Its sinister hilt and pommel expertly
crafted with human bones. Anyone holding it feels a faint
pull toward the hilt’s shattered blade in the Brass Temple
of the Magoth (hex 22.06). This is half of the bone-hilt
swordB, sought by the cult’s leaders. If the cultists see the
heroes in possession of it, they try to kill them and steal it.
Twenty years ago, when the mighty Hadean paladin Jandor
learned that a vile qivitoq and enemy of Baalor was trapped
on this island, he figured it was a great place to hide the
weapon.

Development. Tutega was imprisoned on this island by


Baalor after she refused to serve him. The Skull God also
interred her three consorts in their own crypt far away (hex
18.01).

Greater Qivitoq: AC 0 [19], HD 14*** (63hp), ATK


2 × claws (1d8 + life drain), 1 × bite (2d8 + life drain) or 1
× gaze (warp wood), THAC0 9 [+10], MV 150’ (50’), SV
D4, W5, P6, B5, S8 (14), ML 11, AL chaotic, XP 4,200,
NA 1 (1), TT F.
ƒ Life Drain: Victim must save vs. death or lose the
attack’s damage in hp permanently; the qivitoq is healed
an equal amount. A victim drained of all hp rises as a
qivitoqA that night.
ƒ Mist Form: At will; transformation in 1 round; MV
180’ (60’) as a white vaporous cloud roiling along the
ground; immune to all weapons; can enter tiny holes,
cracks, or spaces to bypass barriers but it cannot cross
bodies of water.
ƒ Mundane Damage Immunity: Harmed only by ƒ Ice Boulder Throwing: Ice-hunks; up to 300’.
silver weapons or magical attacks. ƒ Mighty Kick: 1/encounter, can kick at a single
ƒ Regeneration: Gains 3hp per round if damaged humanoid victim; a struck victim must save vs.
but alive. At 0hp, changes into mist form and death or burst into pieces dead; even a success still
flees; within 1 hour, it must find a grave or an inflicts 5d8 damage.
isolated cave (or hole in the ground) to rest inside ƒ Spell Casting: As 6th level caster. 1/day—
and regenerate; otherwise, it dies forever. blacklight, obscuring mist, resist fire.
ƒ Scent: Domesticated animals can smell its true ƒ Wicked Cunning: The Trow are intelligent
nature, which terrifies them. giants; they are military tacticians who view
ƒ Spell Casting: As 14th level caster. 3/day—lower themselves with haughty superiority; they adapt
water. quickly to the strategies of intelligent enemies.
ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g., 22.06. BRASS TEMPLE OF THE
poison). Immune to mind-affecting or mind- MAGOTH
reading spells (e.g., charm, hold, sleep).
ƒ Vulnerabilities: Cannot cross water (in any form) See Volume 2 of Gods of the Forbidden North.
except by a bridge or if carried by others inside a
box, cart, or coffin. A light spell discomforts it (-2 22.13. THE ASHEN GROVE
to hit), while continual light partly blinds it (-4 A charred sitka spruce tree towers over a large grove
to hit); direct sunlight blinds it (cannot attack) here. Its massive, smooth, gray-colored trunk has been
and inflicts 1d6 damage per round. Water deals scorched by blackened handprints. Skeletal branches,
2d6 damage per round, and full water immersion like fingers, are covered in thick dustings of ashes
destroys on a failed save vs. death (10d6 damage silently falling to the grove floor.
even when succeeding).
ƒ Whispering Wind: Can speak as whispering wind. Development. This is where Sularuq the Tempest
ƒ Wood-Warping Gaze: 60’ range; action activates; Bird died. Baalor’s Tarngrak slaid him. Sularuq’s ashes
14 targeted objects affected, as per the warp wood glow faintly still. Despite the local devastation, the
spell; magic items save vs. spells at -2. ashes comfort those touching them. If Sularuq’s ashes
are thrown in a fire, it glows as daylight from the sun
22.03. FROSTLINE KEEP itself, dealing 1 damage per round to any undead in
its faltering rays. Anyone touching the charred tree or
A former border fortress of black-blue stone that
throwing the bird’s ashes into a fire suddenly knows
was built by Baalor and filled with his undead forces
the location of Sularuq’s heartB (hex 20.03) and knows
to guard against Trow incursions from the glaring
that it yearns for the sun.
beyond. Now, the fortress is inhabited by 12 TrowA,
who have journeyed across the Gorogungamar If anyone returns here with Sularuq’s heartB, the
mountains in order to raid southward under their wielder feels a sense of strangeness in his chest as he
pendulously wrinkly and fierce leader, Yooti the Eye- gets closer and closer. An intense feeling of exhilaration
Slurper. takes hold within him. When he enters the ashen grove,
Sularuq’s heartB bursts out suddenly into the air. The
Treasure. The Trow plunder includes 5,911gp, 6
ashes begin swirling in a magical vortex cackling with
+1 seeking javelins, a +1 two-handed sword (+3 vs.
lightning and peals of great thunder. Moments later,
regenerating creatures), 1 potion of treasure finding, and
a massive eagle with a 30’ wingspan reforms in the
1 potion of delusion.
middle of the grove, coursing with arcs of electricity
Trow (13): AC 3 [16], HD 13* (58hp), ATK 1 × across its bluish-white feathers.
sword (5d8) or 1 × ice boulder (2d8), THAC0 10
Sularuq the Tempest BirdA has returned! The
[+9], MV 150’ (50’), SV D4, W5, P6, B5, S8 (13),
majestic bird grants the party of adventurers a single
ML 10, AL chaotic, XP 2,300, NA 1d2 (1d4), TT D,
wish. Alternatively, it gifts the heroes with one of its
Gear huge two-handed sword, polar bear furs (400gp).
highly magical feathers. Then the Tempest Bird flies
ƒ Acclimated: Immune to cold and hypothermia. into the air and vanishes. Immediately, it hunts down
ƒ Followers: 2d4 Huronian houndsA (2:6 the surviving Tarngrak in their lairs and tries to kill
chance); otherwise 6d10 snow goblinsA. them one by one.

235
236
Sularuq the Tempest Bird: AC -2 [21], HD
20** (160hp), ATK 2 × talons (2d6), 1 × bite (4d6),
THAC0 6 [+13], MV 150’ (50’) / 450’ (150’) fly,
SV D2, W2, P2, B2, S4 (20), ML 10, AL lawful, XP
4,300, NA 1, TT V × 2.
ƒ Electrical Aura: A foe within 20’ suffers 6d6
damage per round. This lightning is so intense
that magical protection against it is ineffective.
ƒ Feathers: Sularuq’s feathers are highly magical.
Each is worth up to 25,000gp.
ƒ Immunity: Immune to charm, hold, lightning.
ƒ Magic Resistance: Saves vs. magic at +2.
ƒ Mundane Damage Immunity: Harmed only by
magical attacks.
ƒ Resurrection: 1 round after death, returns from
its ashes as a 5HD version of itself and flees.
ƒ Upon Death: Disappears in a 20’ radius ball of
lightning and light, inflicting 1d10 × 10 damage
(save vs. breath for half). This lightning is
so intense that magical protection against it is
ineffective.
ƒ Whirlwind: Within any wilderness hex the
Tempest Bird flies through, the air condition
worsens by 1 step for the remainder of that day.

22.15. INILGAAN IDOL CAVE


Anyone standing on the southern cliffs that overlook
the sea has a 2:6 chance of noticing a cave down below
in the cliffside. Those travelers in a sea vessel spot the
cave easily, except in fog.

Interior. The cave passage ends in a small natural


chamber. In its center is a broken, vague humanoid
idol, chiseled from stone. Although the idol’s features
have mostly been worn away by wind and time, four
alien appendages rise from where its head should be,
like misshapen horns or writhing tentacles.

Any learned hero studying its features can determine


that the artistic style resembles the Enoruuk’s, but
it seems far older and cruder, with odd variations—
suggesting that it may not have been the Enoruuk who
erected this idol. It is ancient, likely over 9,000 years
old. The idol radiates blight in the entire cavern.

Touching the Idol. What foolishness! Any non-chaotic


creature who touches the idol must save vs. spells or
suffer void lunacyC.

Development. This Inilgaan idol depicts Vuulthoom,


the End-Worm.

237
CONCLUSION
Unlike other chapters, the wilderness will never be
concluded until the entire campaign ends. It is simply
too vast for a party to “clear out.”

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP, Monsters Total XP Value
recoverable treasure, and hidden magic items. 4 chimeras 1,800 XP
14 bugbears 700 XP
MONSTERS: 229,020 XP
Great northern owl 125 XP
List of killable monsters. The total monster XP
value should be added up and divided evenly among 11 stirges 143 XP
the heroes. The listed XP amounts do not include 15 giant beavers 6,000 XP
wandering monsters, nor repeated encounters with the 9 drowned dead 315 XP
same enemies.
3 dyoclopses 6,900 XP
Monsters Total XP Value 6 titanic spider crabs 3,900 XP
Saumen Kar 5,150 XP 23 Sun Healer disciples 575 XP
3 iceberg golems 1,950 XP Sun Healer prophetess 850 XP
12 black wolves of the Garngat 10,200 XP 22 entropy zombies 550 XP
18 bugbears 900 XP 14 giant centipedes 84 XP
Bearded Grimgor 125 XP Homicide haunt 2,300 XP
Mazos the Kindly 1,600 XP 159 giant fuzzy arctic worker 3,180 XP
13 spell-page mummies 7,475 XP ants

Aqua elemental guardian 1,200 XP 34 giant fuzzy arctic warrior ants 4,250 XP

18 Hadean skeletons 234 XP 18 kobolds 90 XP

5 Trow skeletons 6,750 XP 26 stirges 338 XP

3 Trow zombies 4,050 XP 2 tundra dragons 4,600 XP

Angakok 1,900 XP Brown mold 25 XP

2 tundra trolls 3,200 XP Cyrus the outlaw 50 XP

Kappianartok 6,600 XP 4 brigands 40 XP

27 snow goblins 162 XP Arctotherium 1,350 XP

2 fellfrost wyverns 1,700 XP 3 ghosts 9,000 XP

16 Hadean skeletons 208 XP 33 grakals 330 XP

6 mind lashers 13,800 XP 7 grakal whips 140 XP

Ulurrugnak 7,750 XP 4 giant lynxes 100 XP

3 owlbears 525 XP 12 bone grakals 120 XP

17 Hell Raider buccaneers 170 XP King Karakal 50 XP

13 tundra griffons 5,850 XP Whisper 1,600 XP

238
Monsters Total XP Value TREASURE: 452,853GP, 2SP,
Hamza, Shuun overseer 25 XP
5CP
5 Shuun slavers 65 XP
List of recoverable treasures, with their given coin
5 arctic crawlers 6,000 XP values in gold pieces. The total treasure value should be
17 drowned dead 595 XP added up and divided evenly among the heroes as an
XP award equal to 1 XP per 1gp of recovered treasure.
15 hell piercers 525 XP
3 giant otters 375 XP Location Treasure Value
Spell vore 2,300 XP Hex 01.04 41,452gp, 1sp,
2 beautiful watchers 7,400 XP 7cp
5 giant chaos rams 375 XP Hex 01.07 3,513gp, 8sp
2 giant arctic wolf spiders 1,000 XP Hex 01.18 8,552gp
49 Hell Raider buccaneers 490 XP Hex 03.02 38,510gp
Karnov, Hell Raider captain 125 XP Hex 03.09 3,346gp
11 rot grubs 66 XP Hex 03.15 117,639gp
7 wooly pteranodon 1,225 XP Hex 04.17 4,628gp
Moredor, greater sea hag 950 XP Hex 05.02 2,650gp, 1ep,
3sp, 2cp
3 qivitoq 9,000 XP
Hex 05.05 16,000gp
Rhiannon, demonic knight 3,000 XP
Hex 05.17 600gp
18 Wind Riders 3,600 XP
Hex 05.18 42gp
19 tundra griffons 8,550 XP
Hex 07.02 481gp
Bayayok 1,200 XP
Hex 07.09 5,236gp
Talikpa, black senex 1,750 XP
Hex 07.11 4gp, 1ep, 4sp
11 abyssal shadows 5,500 XP
Hex 07.14 6gp, 4ep, 4sp, 4cp
Tarktuktulak 5,150 XP
Hex 07.23 1,618gp
2 tree-beasts 350 XP
Hex 08.16 3,911gp
Tutega, greater qivitoq 4,200 XP
Hex 08.19 3,400gp
13 Trow 29,900 XP
Hex 08.23 3,177gp
Sularuq, tempest bird 4,300 XP
Hex 09.23 550gp
Hex 10.22 1,250gp
Hex 10.25 3,200gp, 2sp, 8cp
Hex 11.04 2,900gp
Hex 11.21 26gp, 1ep, 2sp
Hex 12.06 87,241gp, 2cp
Hex 12.22 2,200gp
Hex 12.23 142gp
Hex 13.23 22,750gp, 3sp
Hex 15.05 4,000gp
Hex 15.09 28,153gp

239
Location Treasure Value Magic Items Location
Hex 15.14 240gp Potion of giant strength Hex 07.09
Hex 15.22 2,500gp Rod of striking Hex 07.09
Hex 17.07 54gp, 8sp, 2cp Ram horn of roaring Hex 08.02
Hex 17.13 893gp Cortana of Liontari Hex 08.09
Hex 17.19 700gp Magic wine Hex 08.16
Hex 17.22 705gp +1 warhammer Hex 08.16
Hex 17.24 4,058gp +1 battle axe Hex 08.16
Hex 18.01 500gp +1 plate mail Hex 08.16
Hex 19.23 5,776gp +1 shield Hex 08.16
Hex 20.13 62,842gp Shield of Kallu Hex 08.19
Hex 22.03 5,911gp Ring of false aura Hex 08.23
Variant locate object spell Hex 08.26
MAGIC ITEMS Demon key Hex 10.04
List of recoverable magic items. They are not worth Hag eye Hex 12.23
any XP awards. 2 potions of healing Hex 13.05

Magic Items Location 1 potion of polymorph self Hex 13.05


4 herbal potions Hex 13.19
Amulet of protection against Hex 01.18
possession +1 leather armor Hex 13.23
Bag of holding Hex 01.18 +1 silver dagger Hex 13.23
Boots of levitation Hex 01.18 Potion of invisibility Hex 13.23
Brooch of shielding Hex 01.18 Potion of speed Hex 13.23
Cloak of defense +2 Hex 01.18 Potion of treasure finding Hex 13.23
Crystal ball Hex 01.18 Arcane scroll of move earth, Hex 13.23
transmute rock to mud, wall of
Necklace of adaptation Hex 01.18
stone
Vial of sweet water Hex 02.22
Scroll of protection from magic Hex 13.23
Jar of blue brain juice Hex 02.22
Scroll of protection from undead Hex 13.23
Helm of reading languages and Hex 03.02
Bracers of armor +3 Hex 13.23
magic
Cloak of defense +2 Hex 13.23
+1 polearm of giant slaying Hex 03.02
Black spruce mask Hex 13.23
+2 crossbow of accuracy Hex 03.02
Baalorian dream box Hex 16.26
Potion of control giant Hex 03.02
+2 hand axe Hex 17.10
5 +2 crossbow bolts Hex 03.09
+1 short sword Hex 17.13
Potion of dragon control Hex 03.09
Gem of monster attraction Hex 17.13
Potion of ESP Hex 03.09
Cloak of the manta ray Hex 17.24
+1 chain mail Hex 05.02
Cube of frost resistance Hex 17.24
+1 leather armor Hex 05.02
+1 venomous bone dagger Hex 19.23
Broom of flying Hex 05.02
Potion of growth Hex 19.23
Hunter’s horn Hex 05.13

240
Magic Items Location
Divine scroll of contact higher Hex 19.23
plane
Arcane scroll of lightning bolt, Hex 19.23
dimension door (x2), locate object
Sularuq’s heart Hex 20.03
Enchanted spiked black vault Hex 20.10
door
Missing half of bone-hilt sword Hex 21.19
6 +1 seeking javelins Hex 22.03
+1 two-handed sword (+3 vs. Hex 22.03
regenerating creatures)
Potion of delusion Hex 22.03
Potion of treasure finding Hex 22.03
Tempest bird feather Hex 22.13
Spear of Tulok Helvarragh en-
counter

241
242
CHAPTER 6:
MORKAAL’S TOMB

By Chris Cotgrove & Robert Alderman

“The legend of the tomb is an old story with many parts,


some of which may be lost or obscured.”

—Gary Gygax, Tomb of Horrors

Concealed within the windswept cliffs of the Forgotten Coast lies the legendary
tomb of an ancient Inilgaan warlord named Morkaal. This dungeon has been long
sought by necromancers and black magicians, for it is thought to be laden with
Morkaal’s fabulous wealth and magical secrets. The tomb is guarded by traps,
undead, and a mighty guardian called the Colossus of Morkaal. It’s possible that,
if Zarcand survived his battle with the heroes (chapter
(chapter 4),
4), he might be present
here exploring with several employed retainers.

Designed for seven 1st level heroes.


heroes.
The two tunnel openings (area 2) are 50’ down the
TRAVELING TO THE TOMB cliffside and marked by flagstones that have fallen into
Morkaal’s Tomb is on the overland map (hex 08.21). the sea. East of the main landing platform (area 1), a
It is located along a remote stretch of the Forbidden waterfall pours out of the high cliff wall where it has
Coast. The party may wish to hire a local guide and broken through the stone. Small fish cascade down it
bearers to assist their travels and guard their camp. and seabirds circle high overhead, gathering on the
huge protruding rocks along the tideline to feast on
By Boat. Traveling by boat from Valkengard might be their piling dead corpses.
the fastest way to reach the tomb. It is easiest to spy
the tomb’s entrance from sea except in foggy weather. Dwarf. Any dwarf knows the cliff face will suffer an
But chartering a vessel and crew is expensive, and imminent collapse in the next decade.
negotiating with a ship captain to ensure he returns to
retrieve them requires considerable monetary incentive. Climbing. Scaling down the coastal cliff via rope takes
time and work but succeeds if done carefully. While
By Foot. Traveling on foot is slower and more descending, rocks and flagstones fall into the roaring
dangerous than ocean transport, as the party must hug ocean below. In bad weather, a climbing disaster may
the coastline and contend with random encounters. It occur unless a save vs. death is made—on a failed save,
is nearly impossible to find the tomb on foot by aimless the rope might break or a climber may be swung into
exploration. The hidden tomb lies halfway down a the hard rock siding by a powerful wind, etc.
sheer 110’ high seaside cliff with a sharp overhang
blocking line of sight to its main landing (area 1). Watercraft. A party pulling within 100’ of the coast
Climbing gear and rope is needed. on a small boat risks the turbulent waters smashing
their water vessel into the gathered tideline rocks (1:6
ENTERING THE TOMB chance per turn).
A 125’ tall, twisting, reddish-yellow spire of stone rises Magic. Spells like levitate, fly, or dimension door help
from the ocean, marking the tomb’s location. It is explorers reach the tomb’s entrance.
visible from atop the cliff-plateau. The dungeon’s main
landing (area 1) lies 60’ down the cliff face under a
sharp overhang, which blocks line of sight from above.

BUILDER OF THE TOMB


Morkaal was no mere Inilgaan. He was a proto-Trow, for the immeasurable brutality that he had carried out
bred for fanatical loyalty to a singular purpose— over the centuries in faithful service to his dark master
to serve as the mighty herald of the End-Worm, would be a torturous eternity suffering digestion in the
Vuulthoom, and to usher its arrival onto Magis Terra acidic bowels of Vuulthoom.
after escaping the Virescent Cube. But this fanaticism
failed when it was weighed against Morkaal’s desire for Realizing that he had been manipulated and his entire
survival and his personal ambition. cult deceived, and that the parasitic entity he had long
served was leading him into the jaws of oblivion to sate
its endless hunger, Morkaal renounced the Magoth
MORKAAL THE FIRST & THE and rejected Vuulthoom completely. Just in time,
LAST too. Months later, the Inilgaan builders finished the
Cyclopean City. The cult performed its dark ritual and
A conquering warlord, Morkaal ruled over the Inilgaan
triggered the Cataclysm of Chaos. This destroyed the
as the Cult of the Magoth’s very first Cenostoma. This
proto-Trow’s former associates and would have surely
dark figure oversaw the Cyclopean City’s construction
killed him, too.
deep under the earth, but before he finished the grand
project, Morkaal received a vision from the End-Worm
revealing its true nature. He witnessed his Black God’s
attitude towards all mortals—as a food source and
nothing more. And he discovered that his “reward”

244
245
and necromancers have desired to claim this text for
LEGACY OF J’KARAA themselves and discover its secrets. To this day, every
Haunted by his own treacherous genetics after last one has failed.
witnessing the betrayal and destruction of his own
ancient people, Morkaal turned to pursuit of the black REFEREE NOTE. Morkaal’s betrayal of
arts and became a necromancer of considerable power. Vuulthoom as the End-Worm’s chosen Cenostoma
He believed death was the most powerful force in was the last of its kind. In fact, every succeeding
existence and reasoned Vuulthoom’s mastery over it cult member inducted into the Magoth’s Eighth
is what had made the parasite so dominant over other and Ninth Circles has been secretly implanted with
life forms. Morkaal sought a way to steal this power the “gift” of an alien, worm-like parasite inside
for himself, to wield it under his own terms. He died his guts. Initiates at the cult’s highest levels are
a failure. His undead servants sealed Morkaal’s corpse forever cursed to live out a nightmarish existence
in a trap-laden tomb built under his direction while of forced obedience; otherwise, by turning away
he still lived. And with the necromancer’s body, they and rejecting their Black God’s ultimate plans,
buried his greatest treasures and most forbidden secrets they resign themselves to a heinous death as the
concerning the dark arts. stomach parasite slowly eats them alive.

Upon his death, Morkaal bequeathed to his consort


and most faithful disciple, J’karaa, his tomb’s key: CLIFFS OF MORKAAL
a luxuriant amulet set with a brilliant, perfect-cut Unless otherwise noted: all tomb doors are hard
rhodochrosite gemstone. He called this amulet the stone; tomb area walls, ceilings, and floors are chiseled
Eye of J’karaaB, for the woman was said to have stone, while cavernous areas consist of natural, uneven,
mesmerizing eyes. The necromancer also recorded his unworked stone; tomb ceiling height is 10’, while
arcane experiments and macabre research in a tome cavernous ceilings are 8-12’.
known as the black book of MorkaalB, which J’karaa
buried with him. For millennia, black magicians Wandering Monsters. None.

1. Main Entry Landing


This area can be reached only by climbing down the
cliffside or via magic, such as fly or levitate.

This wide landing opens out to the sea, with large


slabs of textured rock flooring and weathered walls
covered in eroded petroglyphs. Hunks of ceiling stone
have fallen inward to the ground, littering it with old
rubble.

Along the landing’s edge stands a tall, imposing statue


of pale white stone in the likeness of an ancient man,
with a clinched fist and stern gaze. Despite its age, the
figure projects an aura of ancient power.

To the north stands a sealed pair of massive stone double


doors. Their surface has been meticulously chiseled to
resemble a horrific, bestial maw. Its fangs enclose the
sealed doorway’s frame.

To the east, the landing’s wall has collapsed into a


raging subterranean river that roars from the cliffside,
pouring into the ocean below.

The high winds, crashing waves, and tumultuous


waterfall resound throughout the chamber.

246
Morkaal’s Tomb

The landing room’s ceiling is 20’ high and the statue is Between the statue’s feet lies an amulet-shaped
15’ tall. depression in its stone base. Though the Eye of J’karaaB
fits inside perfectly, the amulet must be inserted upside-
Dwarf. If a dwarf studies the tomb’s structure, it’s down. If turned, it rotates halfway but then stops and
unclear to him if it is a subterranean remnant of an nothing seems to happen (see area 4A).
ancient building that once stood on the clifftop or a
deeply buried structure that has merely been exposed This statue is the Colossus of MorkaalA. If a hero
to the elements through a millennia’s worth of natural damages it, he suffers a retaliatory strike from its
erosion. However, rock outcroppings on the clifftop powerful fist as it suddenly animates. Then, the
suggest the former is more likely—a flyer spots the clear colossus resets in place. If it must, the colossus chases
outline of long-toppled walls partly buried by snow and an attacker until it strikes him a single time before
scrubland. returning to its perch. But the statue doesn’t animate
until the Eye teleports from the bronze doors into its
Statue. Its base has an inscription carved in stone base (see area 4A).
decipherable Inilgaan scriptC which reads:
First Pit Trap. In the platform’s center is a 20’ deep
MORKAAL pit trap. A save vs. breath weapon avoids falling
First to Behold the Ninth Circle’s Moon into it. The trap door resets after 1 turn; this locks any
And Last to Hail Marauding Tycoons victims inside.

247
Double Stone Doors. These 18’ high double doors 2. Western Burial Tunnels
are constructed of stone. If studied, the observer
This area can be reached only by climbing down the
notices their surface is elaborately inscribed with a
cliffside or via magic, such as fly or levitate.
poem in decipherable Inilgaan scriptC. It reads:
A rugged tunnel bores out of the cliff’s sheer rock face
Seven letters, eight names, nine entwined:
creating a pair of natural stone balconies eroded by
Shed, dead servants, your eponyms mine!
weather and time. Cool, briny air blows through with a
Unshuffled ordinal, pressed in shrine—
salty mist, and both tunnels merge together within 20’
Careful, now, spinning these cunning signs.
of their openings. Droplets cling to the stone surfaces,
This poem hints at the solution for the tomb’s final freezing into a delicate ice sheet coating the tunnel; the
puzzle (area 14). ice glistens and melts where it meets the outside light.

Underground River. Anyone leaping into the river Elevated alcoves built into the greater passage’s cave
and attempting to swim north gets swept over the cliffs walls contain open burial slabs with skeletal corpses
into the ocean 50’ below. A victim faces a high risk of languishing on them, glittering with a thin layer of
drowningC and also strikes jagged underwater rocks. hoarfrost. Some of the dead wear brown garments, but
Roll 1d4. The result is how many d6’s of damage he most of these have rotted away.
takes (save vs. death for half).
Farther north, the tunnel’s ice thickens and its shadows
Colossus of Morkaal: AC 4 [15], HD 10** deepen amid the growing echoes of distant running
(45hp), ATK 2 × fists (1d12), THAC0 11 [+8], MV water.
60’ (20’), SV D10, W11, P12, B13, S14 (5), ML 12,
The cavernous ceiling is 7-8’ high.
AL neutral, XP 2,700 (extraordinary peril bonus), NA
1 (1), TT –. Slippery Ice. The combined passage is coated with
ƒ Amulet-Dependent: If the Eye of J’karaa is taken
B slippery iceC roughly 20’ down both tunnels where
from the statue’s base or a full day has passed after they merge together. It continues along the winding
the Morkaal’s tomb is opened, the colossus stops tunnels north and northeast into areas 4 and 10.
whatever it is doing, turns around, and moves
straight for the statue’s base, re-planting itself Destroying Ice. Destroying the ice reveals primeval,
there and de-animating. intricate carvings along the passage’s surface—snaking,
ƒ Damage Reduction: Half damage from magical winding lines like the interior of an intestinal tract.
stabbing (spears, etc.) or cutting (axes, swords, Anyone who’s seen dismembered corpses might make
etc.) weapons. Takes only 1 damage from magical this disturbing connection. The lines grow more
projectiles (arrows, bolts, etc.). prominent deeper in the tunnel.
ƒ Immunity: Immune to charm, cold, fire, hold, Undead Alcoves. Most of the eleven alcoves along
lightning, and sleep. the sides of the burial tunnels in areas 3A–3C hold
ƒ Mundane Damage Immunity: Harmed only by a skeletal corpse each. There are dormant undead. If
magical attacks. their remains are broken or destroyed, they crumble
ƒ Swat: 1/round, if a smaller foe runs past the and can’t animate later when triggered.
colossus within reach, it gets to kick the target
immediately; the victim saves vs. death or takes
REFEREE NOTE. Track any skeletal corpses
2d6 damage and sails through the air 1d4 × 5’
that are seriously damaged by heroes. Later on, if
in a direction the referee chooses, landing on the
the glyphs (see areas 3A–3C) are triggered, those
ground prone.
specific corpses do not rise as undead.
ƒ Tremor Step: Anyone within several 100’ can
hear the colossus’s stomping feet.
Treasure. Each dead skeleton has a small urn with
2d6gp in ancient Inilgaan coins inside.

Ventilation Holes. In the ceiling are tiny hidden


ventilation holes spaced out at regular intervals. These

248
release the final doom gas trap later in the adventure keep their distance while the Inilgaan destroy
(see area 4A). themselves in an arcane conflagration of incredible
power (see chapter 1). The echo skeleton’s
Ectoplasmic Echo Skeletons (11): AC 7 [12], ectoplasmic organs reform in 1 day.
HD 1* (4hp), ATK 1 × claw (1d6), THAC0 19 [0], ƒ Undead: Makes no noise, until it attacks.
MV 60’ (20’), SV D14, W15, P16, B17, S18 (NH), Immune to effects that affect living creatures (e.g.,
ML 12, AL chaotic, XP 13, NA 3d4 (3d10), TT –. poison). Immune to mind-affecting or mind-
ƒ Ectoplasmic Organs: When animated, its bony reading spells (e.g., charm, hold, sleep).
husk fills with a full pair of reddish-glowing lungs
with an attached vocal system (trachea, larynx, 3A. South Junction Archway
pharynx, and tongue). An archway frames this stairwell junction. It is lined
ƒ Ectoplasmic Screech: 1/day, it emits an earth- with carven glyphs, but—covered in webs and dust—
shattering scream, a hellish residual echo of the they are hidden and unreadable. The crude stairs are
Inilgaan’s final death-cry at the Great Defile. As roughhewn, powdery, and descend northward.
the scream reaches its peak volume, the undead’s
glowing organs burst into a reddish-tinted sludge, Glyph of Unlife. If anyone wipes the ancient grime off
soaking living creatures within 10’ and forcing a an archway, a hidden glyph of unlife activates visibly
save vs. death; failure indicates a victim suffers with a fell glow. This infuses all undamaged skeletal
a curse connection to the spirit world—all evil corpses in the south tunnel with dark energy (marked
spirits (e.g., ghost or wraith, etc.) gain +4 to hit A on the level map), and they rise as hateful undead.
the victim, who is at -4 on saves to resist their There are 4 ectoplasmic echo skeletonsA total. The
special abilities. Additionally, if a victim fails the undead ignore slippery iceC; their toe claws puncture
save by 6+ points, he suffers instant teleportation it and act as loudly crunching stabilizers, gripping the
to the edge of the Great Defile (hex 11.25). surface firmly.
There, he beholds a dream-like vision of the
Inilgaan’s final moments, as the Enoruuk armies Death Curse. Anyone killed in this area is doomed
with a curse to rise as a skeleton that same night, taking

249
his place among the burial slabs forever. If the victim’s across a field. He cuts many in half. The mural is 8,000
corpse is removed before this happens, his shambling years old.
body journeys to the ocean cliffs above the tomb and
waits there, forever swaying. Weak Ceiling. Time trumps even the most skillful
craftsmanship and the tomb’s immense age has become
Ventilation Holes. In the ceiling are tiny hidden a liability. As a result, the ceiling of this great hall is
ventilation holes spaced out at regular intervals. These unstable. Any loud noises, fighting, or other minor
release the final doom gas trap later in the adventure vibrations cause loose dirt to fall on the heads of the
(see area 4A). party members.

3B. Arched Stairwell Junction However, if a powerful, area-affecting spell or effect


(such as a fireball or detonating sky-shaker bombB)
This area is just like the south archway junction (area
occurs in this structurally compromised area, it has a
3A) but it animates 3 ectoplasmic echo skeletonsA
4:6 chance to trigger a minor cave-in. Victims in the
(marked B on the level map) in the east tunnel.
area take 1d8 damage unless they save vs. breath for
half.
3C. Arched Stairwell Junction
This area is just like the south archway junction (area REFEREE NOTE. Clever heroes can use this
3A) but it animates 4 ectoplasmic echo skeletonsA weakened ceiling to destroy the Colossus of
(marked C on the level map) in the north tunnel. MorkaalA with a few sky-shaker bombsB.

4. Great Northern Hall


4A. Great Bronze Doors
The massive stone doors have built-in interior locks.
Once picked, it takes a combined 20 STR score to These bronze double doors are 18’ high, with no
push a door open, causing the loud grating of stone on visible handle or lock mechanism. Built into the center
stone. of the left door’s surface is a small round mass of gory
flesh. A rotting, unliving arm juts out of it—and it is
moving. The arm’s deteriorated hand gropes about the
The hall extends northward. A rough, powdery rock
bronze surface. In the right door’s surface is another
stairwell ascends away from the hall’s southwest corner,
bulge of grotesque organic material that mirrors the
and a stone door lies on the east wall. Northward lies
first, but it lacks an appendage.
a great set of imposing double doors hewn from solid
bronze. Just before them, a corridor slices through the As the heroes approach the bronze doors, the rotting
hall’s northern end, branching to the east and west. arm stops and then reaches out toward them with
its hand up, as if to say halt. Then it twists suddenly
The hall’s ceiling is 20’ high.
and beckons to them, with hand extended as far as it
East Door. This stone-hewn, 7’ high locked door has physically can, like a man asking for a woman to dance
a built-in locking mechanism. at a ball.

Second Pit Trap. On the hallway’s left side is a 20’ On the archway is an inscription written in
deep pit trap. A save vs. breath weapon avoids falling decipherable Inilgaan scriptC. It reads:
into it. The trap door resets after 1 turn; this locks any
victims inside. A jewel in hand is a pair of entombed tomes.

West Mural. A mural with a petroglyph carving depicts Rotting Hand. The Eye of J’karaaB must be given to
a giant white figure with a black mask standing in a the hand. If this occurs, the hand grasps it powerfully
series of eight black rings. He reaches for a floating as its muscles flex. Skin sloughs off them to the cold
green cube overhead. Outside the eight rings is a floor. Then the second fleshy mound on the right
gathering of white figures in hooded cloaks with bronze door squirms, as a withered head erupts from
smaller statures. The mural is 8,000 years old. it, crowning like a newborn out of its mother. Once
the head is fully exposed, like a hunter’s wall-mounted
East Mural. A mural with a petroglyph carving depicts trophy, its eyes remain shut and it seems to be moaning
a giant white figure in a black mask with a dark sword in agony—but no sound issues from its throat.
riding an elk and slaughtering helpless farmers fleeing

250
The arm begins stretching unnaturally towards the Development. After vanishing, the Eye of J’karaaB
head, one or two loose fingers crawling it across the gets teleported into the amulet-shaped depression in
bronze surface. After reaching it finally, the hand area 1. It appears right-side up in its locked position.
gropes at the head clumsily, then hooks the amulet over Immediately, the amulet’s gemstone glows bright red,
its swollen gurgling neck. and two events happen:

At this point, the head’s eyes open, humming and ƒ The Colossus of MorkaalA animates.
gleaming with arcane power. The arm slides back into ƒ The final doom gas trap triggers.
place, shortening on its own. And then, 2 rounds
later, the bronze doors open southward, allowing the Colossus. The statue of Morkaal animates into an
explorers entry into area 13. engine of pure destruction. From this point forward,
the colossus stomps through areas 1 and 4 in a
The rotting arm refuses to yield the amulet while predictable patrol pattern. It cannot fit down any other
grasping it. It has an 18 STR score if a hero tries to passages or rooms in the tomb. But it doesn’t need to.
take the amulet back. If damaged or severed, the (See “Final Doom Gas” below.) Defeating or bypassing
rotting appendage begins to regenerate three rounds the colossus won’t be easy. The heroes can use one of
later; it is fully restored within 1 turn. four methods:
Removing the Eye. After the doors are opened, if ƒ Sneaking or running past the colossus and
anyone reaches for the amulet while it hangs off the escaping the tomb.
mounted unliving head, the thing’s eyes snap shut.
Then, the head gets slurped back into the fleshy mass at ƒ Removing the Eye of J’karaaB from the depression
its neck within seconds—the amulet vanishing with it! in area 1, de-activating the colossus.
ƒ Destroying the colossus by attacking it.
To grab the amulet before it vanishes, the hero must
ƒ Waiting out the colossus’s animation magic to end
pass a surprise check; if he avoids surprise, he may
after 24 hours, which proves difficult because of
roll initiative, but the head gets an automatic initiative
the final doom gas trap.
result of 5. If the hero wins initiative, he gets a single
attack roll against AC 3 [16] to try and grab the amulet Of course, the heroes won’t know where the Eye of
in time. J’karaaB went after it vanishes, and even if they find it
in area 1, they must rotate it upside-down to unlock
Closing. Once the head is re-absorbed into its fleshy
and remove it from the statue’s base.
mass, the bronze doors audibly hum, warning those
within areas 13–16 that they will shut forever—which Final Doom Gas. As a fail-safe mechanism in case
they do in 1 turn. If the amulet vanishes with the head, intruders break into Morkaal’s tomb, his ancient
see “Development” below. followers trapped the entire complex with a deadly gas

251
trap. Any living creatures contacting its vapors suffer 1
damage per round (no save).

As soon as the Eye of J’karaaB activates the colossus,


this poisonous fog seeps into the outer rooms and
corridors of the entire tomb through tiny ventilation
pipes, starting with areas 2–3, 8, 10–12, and 14–15.
Any creatures present begin suffering the gas’s effect.
It takes 3 turns to completely fill those areas. Then,
the fatal gas streams into areas 5–7, 9, and 13—it
begins affecting all creatures inside. In another 3 turns,
those areas fill entirely, as well. After 6 turns total,
only areas 1, 4, and 16 are not filled with gas. This
forces intruders into these safe areas where the colossus
awaits. It almost certainly destroys them. The heroes
have little time for planning and preparation. The gas
lasts 3 hours.

Worse, if the party scaled down the sea cliffs to area 1


using rope and left their climbing gear touching the
main entry platform, they can’t escape the tomb any
other way, save diving into the ocean water—and that’s
very dangerous. The heroes must devise a scheme to
run past the colossus or distract it long enough to
escape, grab the amulet, or find an innovative way to
destroy it. (The sky-shaker bombsB in area 15 can help
with this dangerous solution.)

5. Collapsed Burial Chamber


The locked stone door has a built-in locking
mechanism. The rubble must be removed to open the lid, which
takes 1d2 turns. A skeleton is buried with its earthly
A cold, misty burial chamber opens to a badly damaged treasures inside—a gleaming orange octahedral
and partially collapsed platform. The mist rises from gemstone (worth 400gp) and 29gp; it sheds light as a
an enormous hole in the northeastern corner, as does torch permanently.
the roar of an underground river. At the top of the
rubble-strewn dais’s stone steps lies a single cracked River Crossing. Beyond the northeastern hole a river
sarcophagus. cascades through a natural tunnel from north to south.
Its water is clear and its current strong, with a 15’
The burial chamber of Kalaborm and Ralomaka, two of depth. The river’s raw power reverberates in the tunnel.
Morkaal’s disciples. It has scoured away the underground’s smooth stone
over a great span of time.
Northeast Hole. Weakened by natural forces and
succumbing to its own weight, this hole in the Sunken Sarcophagus. A stone sarcophagus lies
northeastern wall has collapsed inward and scattered partially submerged in the water atop a huge, visible,
rubble across the room. and precarious mound of toppled bricks and sunken
cave-rock just to the east. A daring hero can jump to
Sarcophagus. A heavy, cracked, stone-strewn lid bears
this broken, unstable bridge across the river, though
a name in decipherable Inilgaan scriptC:
the landing is wet and might cause him to slip.
Kalaborm. Weighed down by its own great mass, the broken lid
bears a name in decipherable Inilgaan scriptC:
The letter B in the name detects as magical.

252
Ralomaka. This collapsed and ruined hall once led to the burial
chamber of Rak’kalom, Corlamak, Marmokal, and
The letter A in the name detects as magical. Nol’karam. Now a river cuts through it and must be
traversed to reach the other side.
A skeleton lies in the sarcophagus, wearing a jade ring
set with a large peridot (220gp). River Crossing. Beyond the ledge, a river flows
through a tunnel, just like area 5.
6. Sealed Eastern Door
A locked stone door is sealed by wizard lock (6th Sunken Sarcophagus. A sarcophagus lies partially
level); rushing water can be heard behind it. submerged in the water to the north, just like area 5.
The lid’s name reads:
7. Western Corridor
Corlamak.
The corridor runs east-west. Along its path, a passage
branches northward. Salt and moisture linger in the The letter C in the name detects as magical.
air.
A skeletal corpse lies inside the coffin with a closed urn
Before the branching hall to the north lies two hidden and a +1 staff. Within the urn is an obsidian coin box
pit traps beside each other. (worth 100gp) with 413gp. The man’s ashes dissolved
long ago.
Third Pit Trap. The south end of the northern
corridor has a 20’ deep pit trap. A save vs. breath Burial Platform. The ruined platform likely won’t
weapon avoids falling into it. The trap door resets after survive another decade. Three stone coffins lie atop the
1 turn; this locks any victims inside. destroyed dais, similar to those found before (area 5),
but their names differ.
Pressure Plate Trap. On the adjacent square west
of the pit trap is a pressure plate. Any character The first says:
who jumps the pit and lands on the plate springs the
trap automatically. When triggered, a series of three Rak’kalom.
dart holes fire three poison darts eastward from the
burial alcove at the hall’s western end. They travel 60’ The letter K in the name detects as magical. His corpse
before falling and hitting the stone floor. Anyone in a grips a +1 long bow. A rotted quiver and arrows lay near
dart’s path must save vs. breath or take 1d4 damage. it.
Additionally, the victim takes 8 damage from its
The second reads:
weakened poison (save vs. poison for half). Only three
targets can be struck by this trap. Any character making
his save ducks the poisoned dart, exposing any ally Marmokal.
behind him in its path. The letter M in the name detects as magical. An
emerald-encrusted, jade necklace hangs from his
8. River Ledge & Forgotten Crypt skeletal neck (worth 800gp).
Opening the sealed door, the corridor ends abruptly at The third reads:
an uneven ledge above a raging subterranean river. It
flows southward from the northeast towards a tunnel
Nol’karam.
filled with a growing outdoor light. Breaking the river’s
surface are fallen rock-hunks stacked on top of each The letter N in the name detects as magical. It holds
other. Though their crowns appear slick with water, they the dead man’s bones.
hold sturdy despite the mighty waters striking them.
Across the water is an elevated, moldy and moist- Ventilation Holes. In the ceiling are tiny hidden
ruined burial platform bearing three sarcophagi. It ventilation holes spaced out at regular intervals. These
was likely a fully enclosed chamber a millennia ago, but release the final doom gas trap later in the adventure
now its collapsed state has opened the chamber up, as if (see area 4A).
it were intruding into the river tunnel.

253
9. Northern Corridor
Roaring water pounds hard to the north. A cold wet
mist assails your face as you stare down the hall.

The northern corridor dead-ends at an underground


river.

Secret Door. A secret door lies in the eastern alcove.


If discovered, the hero locates its outline but can’t open
it. Two buttons hidden in murals (areas 10 and 12) do
that.

Boulder Trap. An unsprung pressure plate trap lies


in the floor. It opens a ceiling trapdoor at the hall’s
south end with a deep rumbling sound. Out rolls a
huge boulder which fills the entire corridor and heads
northward into the river. Anyone in the corridor when
this happens has three options.

ƒ Leaping into the river is easiest, but surviving the


river rapids is another matter entirely!
ƒ Leaping across the river requires a save vs. death.
Failure indicates an accidental plunge into its
waters.
ƒ Leaping back into the side alcoves south of
the floor plate is hardest; a save vs. breath is
required.

Anyone struck by the boulder dies instantly (no save).


Once triggered, this trap never resets.

River Crossing. Beyond the ledge, a river flows


through a tunnel, just like area 5. There is an open,
dead-end ledge 12’ across that a daring hero can leap
to.

Far Ledge. On the river’s other side, a secret door can


be found in the north wall. It has the same shape as the
boulder and leads into a sloping passage that circles up
and over the river to the south. Originally, this allowed
the boulder trap to reset.

As well, the crushed corpse of an Enoruuk shaman


lies on the ground. It is centuries old. The bones are
mostly powder now, but there is enough remaining for
an explorer to identify it as a corpse. A kikitukB, the
only surviving item the shaman carried when killed, lies
unscathed in the corner where the floor meets the wall.

10. Dead-End River Tunnel


Long ago, this hallway connected to an east-west
passage that dead-ended at the riven hall (area 13).

254
River Crossing. Beyond the ledge, a river flows release the final doom gas trap later in the adventure
through a tunnel, just like area 5. There is an open, (see area 4A).
dead-end ledge 8’ across that a daring hero can leap to.
12. Hanging South Alcove
South Mural. A mural with a petroglyph carving
Difficult to reach, this alcove is 9’ from the hanging
depicts the same giant white figure in a black mask
north alcove (area 11).
overseeing construction of a city within a vast cave. His
slaves drag great blocks of stone towards the foot of a South Mural. A mural with a petroglyph carving
high step pyramid where others assemble an altar. Atop depicts the same giant white figure in a black mask
the step pyramid floats a shining cube. Dark, monstrous fleeing the cavern-city as it is consumed by falling sky-
figures line the mural, though they are vaguely shaped. beams of light. Monstrous creatures, vaguely depicted
The mural is 8,000 years old. in the shadows, seem to hurl curses at the white giant.
The mural is 8,000 years old.
Inscription. Above the mural, an inscription in
decipherable Inilgaan scriptC reads: Inscription. Above the mural, an inscription in
decipherable Inilgaan scriptC reads:
Bow low to cosmic law or pay its damning price,
O, the Tarngrak at your door always knocks twice. Bow low to cosmic law or pay its damning price,
O, the Tarngrak at your door always knocks twice.
Hidden Seam. In the alcove’s west wall is a thin
hidden seam at a human’s neck level. Hidden Seam. In the alcove’s east wall is a thin
hidden seam at a human’s neck level.
Hidden Button. In the south mural is a hidden
button within the shining cube itself. If pushed, the Hidden Button. In the south mural is a hidden
button remains so for 1 turn or until the other mural button within an unruined, square building along the
button (area 12) gets pressed. If both buttons are cavern’s cityscape. If pushed, the button remains so for
activated at the same time, the secret door opens (area 1 turn or until the other mural button (area 10) gets
9). However, this button triggers a blade-saw trap. pressed. If both buttons are activated at the same time,
the secret door opens (area 9). However, this button
Blade-Saw Trap. Very suddenly, a blade-saw trap
triggers a blade-saw trap.
extends from the west wall-seam. It decapitates anyone
failing a save vs. death; otherwise, the victim avoids Blade-Saw Trap. Very suddenly, a blade-saw trap
the fatal extrusion. extends from the east wall-seam. It decapitates anyone
failing a save vs. death; otherwise, the victim avoids
Ventilation Holes. In the ceiling are tiny hidden
the fatal extrusion.
ventilation holes spaced out at regular intervals. These
release the final doom gas trap later in the adventure Ventilation Holes. In the ceiling are tiny hidden
(see area 4A). ventilation holes spaced out at regular intervals. These
release the final doom gas trap later in the adventure
11. Hanging North Alcove (see area 4A).
Difficult to reach, this alcove is 14’ from the area 9’s
northeast corner.

North Mural. A mural with a petroglyph carving. It


depicts a giant white figure with a black mask standing
in a series of nine black rings. He touches a green cube
floating overhead and seems far taller than in previous
murals (area 4). Outside the nine rings is a gathering
of white figures in hooded cloaks, with smaller statures.
The mural is 8,000 years old.

Ventilation Holes. In the ceiling are tiny hidden


ventilation holes spaced out at regular intervals. These

255
13. The Riven Hall 14. The Far Side
The shining bronze doors are magically sealed. Both Crossing the river, you stand on a platform between two
are wizard locked (11th level) and encased by a faint rows of sturdy columns lining the hall to the east. In a
blue anti-magic shell that blocks spells or their effects recessed area, between a pair of stairwells ascending
from targeting the doors, like knock. (See area 4A.) into darkness, lies an inscribed archway with a mystical
bronze door. A strange contraption is built into its flat
The shortened hall ends in a rising staircase that has surface.
been violently riven and swallowed by a tenacious river.
This chaotic landscape lies strewn with stones from the The entrance into Morkaal’s tomb lies here.
ancient devastation. You see a platform on the roaring
chasm’s other side. An alcove lies east and west—a Inscription. The archway inscription in decipherable
ghostly mist, with shining eyes, slithers out from them Inilgaan scriptC reads:
toward you.
MORKAAL
Guardians. Exiting the nearby alcoves are 2 wane First to Stride the Black Moon Path
wraithsA. They attack immediately. Last to Elude the Black God’s Wrath
Secret Door. A secret door lies in the western alcove. Morkaal’s Vault Door. The locked vault bronze doors
If discovered, the hero locates its outline. A nearby bear a built-in, complex, locking mechanism that wards
button opens the door silently; it closes 2 rounds later. Morkaal’s legendary tomb and treasury (area 16).
The mechanism consists of nine, matching, turnable
River Crossing. Beyond the north stairwell, a river- bronze wheels. The wheels are ordered in two rows
tunnel cuts through the larger chamber, as in area 5. and centered on the door’s surface; the top row has five
Another platform lies 12’ across that a daring hero can wheels, while the bottom row has four wheels.
leap to.
Each wheel, if turned, has eight flat faces or sides.
Wane Wraiths (2): AC 3 [16], HD 1** (4hp), A wheel spins clockwise and snaps into place when
ATK 1 × touch (1d4 + lesser energy drain), THAC0 it reaches a new exposed side; the other seven sides
19 [0], MV 120’ (40’) / 240’ (80’) fly, SV D12, W13, remain hidden.
P14, B15, S16 (1), ML 12, AL chaotic, XP 16, NA
1d4 (1d6), TT E. Carved into each wheel’s side is a primitive rune in
ƒ Damage Reduction: Half damage from non- decipherable Inilgaan scriptC. Each represents a single
magical, non-silver weapons. letter from that language. The letters are, in the order
ƒ Lesser Energy Drain: Touched victim must save spun: A, B, C, K, L, M, N, and O.
vs. death or suffer a -1 to hit and saves; in 24
hours, the victim must make a second save vs. SOLUTION. If the wheels are turned in order
death; failing this, he permanently loses 1 level to spell out “BLACK MOON,” the bronze door
(or 1HD) and its benefits (e.g., hp, saves, spells, clicks audibly and then slowly opens—with a loud
THAC0, etc.). Reduce the victim’s XP to the new grinding sound—to reveal a magic portal which
level’s minimum; if drained of all levels, victim teleports anyone stepping through into Morkaal’s
rises as a wane wraithA that night. A bless or Tomb (area 16; not shown on map).
remove curse ends the effect.
ƒ Mundane Damage Immunity: Harmed only by Morkaal’s name has seven letters: M-O-R-K-A-A-L.
silver weapons or magical attacks.
ƒ Undead: Makes no noise, until it attacks. The names of Morkaal’s undead servants interred
Immune to effects that affect living creatures (e.g., in sarcophagi throughout his tomb are spelled with
poison). Immune to mind-affecting or mind- those exact seven letters, plus one extra letter. But
reading spells (e.g., charm, hold, sleep). this extra letter differs from servant to servant.

ƒ Kalaborm: Morkaal + B
ƒ Al’morlak: Morkaal + L
ƒ Ralomaka: Morkaal + A
ƒ Corlamak: Morkaal + C

256
ƒ Rak’kalom: Morkaal + K Larokoma.
ƒ Marmokal: Morkaal + M
ƒ Larokoma: Morkaal + O The letter O in the name detects as magical. The coffin
ƒ Nol’karam: Morkaal + N contains two skeletons side-by-side. Each skull has a
single eye ringed with silver. This silver also detects as
Taken together, the extra letters spell “B-L-A-C-K magical.
M-O-N.” The extra letters detect as magical on Northern Urns. Within the small urns on the north
their corresponding sarcophagi throughout the platform are the cremated ashes of the dead man’s
tomb to hint at this puzzle’s solution, as well. concubines and slaves, but buried in the ashes is a jade
But one final trick remains. The sarcophagus of figurine of Morkaal (250gp).
Larokoma has two corpses with one silver O in Southern Urns. Within the small urns on the south
each skull. In other words, there are two O letters platform are the cremated ashes of the dead man’s
in his sarcophagus. This hints at the puzzle’s final concubines and slaves, but buried in the ashes are 4
solution: the heroes need two O letters, not one. sky-shaker bombsB.
And so, BLACK MON becomes BLACK MOON.
Ventilation Holes. In the ceiling are tiny hidden
Ventilation Holes. In the ceiling are tiny hidden ventilation holes spaced out at regular intervals. These
ventilation holes spaced out at regular intervals. These release the final doom gas trap later in the adventure
release the final doom gas trap later in the adventure (see area 4A).
(see area 4A).
Wane Wraiths (3): AC 3 [16], HD 1** (4hp),
15. Penultimate Crypt ATK 1 × touch (1d4 + lesser energy drain), THAC0
19 [0], MV 120’ (40’) / 240’ (80’) fly, SV D12, W13,
At the top of the stairs, the pillars continue eastward
P14, B15, S16 (1), ML 12, AL chaotic, XP 16, NA
to the chamber’s far end. Here the floor crumbles away
1d4 (1d6), TT E.
into the rushing waters, forming a dark pool alongside
the river. A sarcophagus rests within a stepped alcove ƒ Damage Reduction: Half damage from non-
to the north; its twin lies across the river in a mirrored magical, non-silver weapons.
alcove, but it is isolated by the raging tumult. Burial ƒ Lesser Energy Drain: Touched victim must save
urns rest near each stone coffin. Suddenly, emerging vs. death or suffer a -1 to hit and saves; in 24
from five stone pillars are an equal number of hours, the victim must make a second save vs.
coalescing wraiths! death; failing this, he permanently loses 1 level
(or 1HD) and its benefits (e.g., hp, saves, spells,
Immediately, 3 wane wraithsA attack. This is the burial THAC0, etc.). Reduce the victim’s XP to the new
chamber of Al’morlak and Larokoma. level’s minimum; if drained of all levels, victim
rises as a wane wraithA that night. A bless or
River Crossing. Throughout the crypt, a river-tunnel remove curse ends the effect.
cuts through it, as in area 5. The south burial platform ƒ Mundane Damage Immunity: Harmed only by
lies 10’ across that a daring hero can leap to. silver weapons or magical attacks.
ƒ Undead: Makes no noise, until it attacks.
Burial Platforms. Two stone coffins are similar to
Immune to effects that affect living creatures (e.g.,
those found before (area 5); but their names differ.
poison). Immune to mind-affecting or mind-
The north sarcophagus reads: reading spells (e.g., charm, hold, sleep).

Al’morlak.

The letter L in the name detects as magical. The


coffin contains a skeleton holding an obsidian coin box
(worth 100gp) with 203gp inside.

The south sarcophagus reads:

257
16. Morkaal’s Tomb
This area is not depicted on the level map. It can only
be reached by passing through the magic portal beyond
the bronze vault door (area 14).

Stepping through the teleporter, your entire body


disintegrates into 10,000 particles of dust. Then, like a
speckled cloud, you are sucked down stone tubes in the
wall beyond the portal, traveling at incredible speed
deep into the earth. In a moment lasting a lifetime,
your scattered body corporealizes. Gaining your
bearings, you stand in a cold, square, remote burial
chamber. Polished, intricate carvings cover its primeval
walls. They form snaking, winding lines unspoiled by
time. A huge, ornate sarcophagus rests on a dais filling
much of the cramped chamber. The lid has been forced
to the floor. It lies cracked in two. Behind you, another
archway swirls with color. It appears to be the only exit
from this tomb.

This is the legendary burial chamber of Morkaal.

Wall Lines. Primeval intricate carvings along the


tomb’s walls form snaking, winding lines like the
interior of an intestinal tract. Anyone who’s seen
dismembered corpses might make this disturbing
connection. journeys to the ocean cliffs above the tomb and waits
there, forever swaying.
Sarcophagus. The dusty mold of a 15’ tall humanoid
lies within the huge coffin’s dust. Anyone swiping this Secret Compartment. If searched, a hero might
dust away triggers a magical curse. All creatures within discover a secret compartment in the base of the
the tomb must save vs. spells. Characters who fail this coffin. It contains the black book of MorkaalB and the
save don’t notice anything happen, however. But later, mask of the black moonB. Also, an ornate jade jewelry
if the victims die, they rise as an ectoplasmic echo box (worth 600gp) holds 511 shiny peridots (worth
skeletonA 1d4 rounds later to take his place among 7gp each).
the burial slabs forever (area 2). If the victim’s corpse
is removed before this happens, his shambling body Magic Archway. Stepping through leads the hero back
to the portal in area 14.

CONCLUSION
This chapter ends after the party plunders and escapes ƒ Yagha-Shahn, leader of the Nol’ocuul Syndicate
Morkaal’s tomb, gives up and abandons their quest, or and de facto ruler of two city districts.
perishes in its halls. ƒ Counselor Vornigar, the revered leader of the
Fellowship of the Smiling Cloth.
GROWING TROUBLES
Both villains could become serious thorns in the party’s
The heroes have come into their first major success, side.
but several loose strands may yet cause them trouble.
Assuming Zarcand is dead, two new enemies have
emerged from the shadows:

258
BLACK MARKET DEALINGS REVENGE OF THE SHAHN
With a veritable trove of magic items in tow, the party If the heroes defeated the Graven Wolves and put
may wish to sell their loot on the market. But some Sutter Izen out of business while rescuing Lady Thora,
of their new items are not fit for public sale. Due to the Shahn wants revenge—but not for sentimental
Valken law, the black book of MorkaalB is illegal. In fact, reasons or to re-kidnap Thora. The Whudjan’s criminal
lawful heroes (such as clerics and paladins) should dealings suffered a big disruption from the party’s
seek to destroy the book because of its wicked and actions. To even the score, the Shahn hires the Slavers
dangerous Whudjan content. Yet, should the heroes of Shuun to track down and kill the heroes in the
wish to profit from the evil text, let them. The party north-lands whenever they leave the city.
needs to tap their black-market connections to sell the
item, but this brings quick trouble on their heads. Hit Squad. The hit squad consists of 8 Shuun
slaversA. They ambush the party along the Osteon
The Counselor’s Bid. Vornigar hears of the book Road at dawn or dusk. The slavers capture the heroes,
through his own contacts, and realizing the tome’s if they can—a shackled adventurer is worth more than
significance, he tries to obtain the item at any cost. a dead one, after all—but if they are overmatched, the
First, he formally asks the heroes if they would donate Shuun flee straight to Fort Ikenvar (hex 10.19). The
the item to his organization, as the good brothers heroes can easily track them to their lair.
“dispose” of such relics whenever called upon. This
is one reason why their organization exists, he claims. Interrogation. Captured slavers might be interrogated.
(And this is a lie.) If that doesn’t work, the Counselor They know the following:
offers the party 2,000-3,000gp in coins and precious
ƒ The Shuun arrived in Titherion two months ago.
gemstones. He claims the black tome is dangerous and
Their ship landed in Skaalburg where they kept
getting it off the streets is his first priority, which is why
a low profile until the crime boss, Yagha-Shahn,
he is willing to pay so much money for it. (Yet, another
told them of Fort Ikenvar.
lie.) Finally, if his first two attempts fail, Vornigar might
send a group of thieves or assassins to seize the book ƒ Baatu, their war leader, gave the Shahn exclusive
by force. He won’t use members of the Smiling Cloth, first buying rights to their captured slaves, which
though, instead employing another Grimhaven gang the crime boss uses to acquire the Shuun’s
to do his dirty work. Vornigar ensures that his hirelings choicest new offerings.
can’t name him as their employer should they be ƒ The Shuun only target adventuring parties
captured and interrogated. and actively avoid merchant caravans. After all,
nobody misses explorers when they vanish—the
If Vornigar gains the book, his own powers grow authorities assume they met an untimely end in
considerably. It isn’t long before he can challenge the wilderness or lost ruins.
Laagaraam for leadership of the cult, perhaps after a
few more significant failures occur on the Cenostoma’s ƒ Baatu sent them after the heroes specifically, but
watch (e.g., if Vartoriak is overrun and Ashuraga killed; they don’t know why.
see chapter 10). The Black God of the Void might Shuun Slavers (8): AC 7 [12], HD 1* (4hp),
permit Vornigar’s coup against Laagaraam, being very ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 ×
pleased with him. entangling net, THAC0 19 [0], MV 90’ (30’), SV
Enter the Shahn. Yagha-Shahn also desires the black D12, W13, P14, B15, S16 (1), ML 8, AL chaotic, XP
book. He knows Vornigar wants the tome, so he orders 13, NA 1d8 (3d10), TT U, Gear leather armor, club,
the Slavers of Shuun to kill the heroes and steal it. If net, shortbow, 12 arrows.
this plan succeeds, the Shahn sells the book to the ƒ Entangling Net: Victim must save vs. breath to
Smiling Cloth’s leader, earning himself a tidy profit and avoid entanglement; if caught, can only fight with
infuriating Vornigar to no end. piercing weapons (e.g., spears) at -2 to hit and at
½-normal movement rate; foes gain +2 to hit the
victim; a save vs. paralysis permits escape.
ƒ Subjugate: All damage from the club is nonlethal
if the slaver wants it to be.

259
referee might use Captain Kumak to point the heroes
FUTURE PARTY GOALS toward the Slavers of Shuun and Fort Ikenvar. Perhaps
With Morkaal’s tomb completed and the Eye of J’karaaB Lt. Yalto at Fort Jaldaran (hex 11.17) has received
sold or kept, the heroes are likely 2nd level and ready reports from his patrols that an organized band of
to tackle Fort Ikenvar (hex 10.19). brigands has taken out three adventuring companies
headed north to Thar-Gannon. Or a bounty gets
YALTO’S INVESTIGATION advertised publicly to help find a group of missing
explorers who have been captured by the Shuun.
If the heroes never disrupted Yagha-Shahn’s criminal
operation, then he isn’t aware of them. In this case, the

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP,
recoverable treasure, and hidden magic items. MAGIC ITEMS
List of recoverable magic items. They are not worth
MONSTERS: 2,923 XP any XP awards.

List of killable monsters. The total monster XP Magic Items Location


value should be added up and divided evenly among
the heroes. The listed XP amounts do not include Eye of J’karaa Area 1
wandering monsters, nor repeated encounters with the +1 staff Area 8
same enemies. +1 long bow Area 8

Monsters Total XP Value Kikituk Area 9

11 ectoplasmic echo skeletons 143 XP 4 sky-shaker bombs Area 15

5 wane wraiths 80 XP Black book of Morkaal Area 16

Colossus of Morkaal 2,700 XP Mask of the black moon Area 16

TREASURE: 11,769GP
List of recoverable treasures, with their given coin
values in gold pieces. The total treasure value should be
added up and divided evenly among the heroes as an
XP award equal to 1 XP per 1gp of recovered treasure.

Location Treasure Value


Area 2 77gp
Area 5 649gp
Area 8 1,313gp
Area 15 553gp
Area 16 4,177gp
Eye of J’karaa 5,000gp

260
CHAPTER 7:
BOG RUINS OF FORT IKENVAR

By Robert Alderman

They were wild men, of a sort, yet there was still a wide gulf between
them and the Cimmerian. They were sons of civilization, reverted to
a semi-barbarism. He was a barbarian of a thousand generations of
barbarians. They had acquired stealth and craft, but he had been born
to these things. He excelled them even in lithe economy of motion. They
were wolves, but he was a tiger.

—Robert E. Howard, “Beyond the Black River”

On two rocky islands rising out of the hibernal boglands lies a crumbling Hadean fortress. The
imperials built it to guard the Osteon Road before Baalor’s armies overran it. The fort has been
abandoned for the last decade. Now a band of mysterious slavers base their illicit activities in the
ruins. But another horror lurks in the fortress’s depths that is far worse.

Designed for seven 2nd level heroes.


heroes.
TRAVELING TO THE BOG-ISLES APPROACHING THE FORTRESS
Fort Ikenvar is on the overland map (hex 10.19). Two elements can affect the party’s approach.

Tracking the Slavers. It’s possible the party might be Bog Water. The cold, brackish groundwater encircling
tracking a Shuun raiding-band. When Shuun raiders the islands is 6-8’ deep, imperiling any heroes in heavy
travel in the boglands, they use a hidden path that armor. Taking a canoe helps a party navigate the
they have traced out, moving swiftly and, at times, boglands. But carrying one to reach the peat-bog is a
through water, to avoid being tracked (-25% tracking challenge in itself due to its size and weight.
rolls); but the ground is made of soft peat (+20%) and
raiding parties consist of 14 slavers total (+26%). As a Heavy Fog. While fog in the boglands makes overland
result, a ranger’s total tracking modifier is +21%. This navigation harder, the weather conditions do increase
path leads to a small hummock rising out of the peat- the chances of stealthily approaching the fort. The
bog 300 yards north of the fortress. party has a 4:6 chance to reach the island shore without
being spotted. If they stay low, the heroes might avoid
being spotted until they can climb up and find cover
to conceal themselves from the slaver sentries in areas
21–22 and 24.

262
263
THE WESTERN ISLAND
The western island bears a flattened rock plateau
that the Hadeans thought large and solid enough to
construct their fortress on. This island is occupied by
the Slavers of Shuun. Once, a bridge connected both
islands, but the slavers destroyed it, (rightly) fearing the
horror that stalks the eastern island’s bowels.

THE SLAVERS OF SHUUN


Two months ago, wicked men from the east—who
trade not with coin, but with flesh—landed on the
shores of Titherion. They are the Slavers of Shuun, a
clan of Whudjan widely-known to abduct foreigners of
the finest stock to sell in the slave markets of faraway
kingdoms.

Currently, the slaver band has 34 members. Those at


Fort Ikenvar are:

ƒ 24 Shuun slaversA.
ƒ 2 Shuun overseersA (Baatu and Zoba).
ƒ 1 Shuun hulkA (Nug).
ƒ 1 Shuun witchA (Gorra).

Those slavers not at Fort Ikenvar (hex 13.23):

ƒ 5 Shuun slaversA.
ƒ 1 Shuun overseerA (Hamza).
LEADERSHIP
BACKGROUND Baatu is the brains behind the operation. The other
Since arriving, the Shuun have wisely avoided raiding leaders defer to him, but Zoba indirectly challenges
any merchant caravans traveling between Valkengard, his decisions. Gorra actively stokes Baatu’s and Zoba’s
Skaalburg, and Kangkul. Such careless attacks would rivalry by playing them off each other. She uses
certainly draw the ire of local authorities and provoke seduction to get what she wants and only takes over
an unnecessary military response from them, so instead, the slaver band if the other leaders are killed. Nug is far
the slavers have focused their attention on adventuring too stupid to lead, though the slavers will rally around
parties bound for Castle Thar-Gannon to the north. his brute strength in the others’ absence. Hamza is not
The slavers have ambushed eight such companies. The present; he serves as a skilled deal-maker and diplomat.
Shuunish leaders reasoned that, if a few parties entering
a dungeon go missing, local authorities won’t suspect ROLEPLAYING NOTES. Helpful notes in case
their involvement. And until now, they have not. the party interacts with the Shuun leaders.

Normally, Shuun are expert horse-riders and depend on Baatu. Twirls moustache while thinking. Puts
such animals in warfare, but with their hideout in the knuckles on hips while issuing orders. Always
boglands and their initial funding limited, the slavers solemn and optimistic in front of his underlings.
have yet to purchase any mounts. However, the slavers Writes bad war poetry and reads it to his men at
do own twelve falcons (hawks). The hawks deliver night. The older he gets, the more Baatu finds it
scroll-messages across the dangerous wilderness. ironic and sad that others must suffer and die to
build up his own wealth and legacy. He justifies

264
this personal truth with lines like, “Destroying a ƒ 2 slavers (area 21).
man isn’t defeating him. If he lives well and fights ƒ 1 slaver and leader (area 22).
hard, he is never truly defeated.” ƒ 1 slaver (area 24).

Zoba. Chafes under Baatu’s rule. Grumbles, Off-duty slavers are resting as follows:
irritable, on edge. Indirectly second guesses Baatu
around other slavers but never to his face. (“Only ƒ 2 slavers (gambling/eating; area 14).
eight guards on the wall at a time? That doesn’t ƒ 3 slavers (sleeping; area 15).
seem wise.” Gorra soothes Zoba and seduces him. ƒ 1 slaver (defecating; area 17).
He’s nearly ready to challenge Baatu. ƒ Leaders (sleeping; areas 18 or 19).

Gorra. Feigns helplessness, compliments strong SLAVER MORALE. While in the fortress, the
men, touches others while talking. If the party is referee should not roll morale for the slavers when
captured, she sneaks into their cell and pretends to combat begins. The Shuun have a base morale of
be a friend to get information. 12. But certain factors can lower this score over
time:
Nug. Stupid, crude, bad breath, openly lusts after
Gorra. Guards his stuffed teddy bear.
ƒ Every leader killed (-2 to morale)
ƒ Every 6 slavers killed (-1 to morale)
SLAVER ORGANIZATION &
ROTATION The referee only rolls morale in three cases:
The slavers are hostile to intruders and defend their ƒ When all 3 leaders are dead.
stronghold well. They rotate watch based on how many ƒ When at least 12 slavers are dead.
slavers are in the fortress. ƒ When at least 18 slavers are dead.
Fully Manned. When not carrying out raids, 8 slavers
pull an 8-hour watch shift. Each shift is led by a leader: If the remaining Shuun fail a morale check, they
Baatu (day), Zoba (evening), and Nug (overnight). surrender (if offered terms) or flee for their lives (if
the party seems without mercy).
On-duty slavers man the fort as follows:
TACTICS: SURPRISING THE HEROES
ƒ 1 slaver (area 5).
If the heroes are spotted as they approach, one slaver
ƒ 1 slaver (area 10).
quietly sounds the alarm. He alerts all on-duty slavers
ƒ 2 slavers (area 21).
in areas 5, 21, 22, and 24, then he runs through
ƒ 2 slavers and leader (area 22).
areas 14, 10, 9, 15, 17, 18, and 19, rousing his off-
ƒ 2 slavers (area 24).
duty allies.
Off-duty slavers are resting as follows:
On-Duty Slavers. Slavers on duty in areas 21, 22, and
ƒ 5 slavers (gambling/eating; area 14). 24 wait to surprise the heroes with a volley of missile
ƒ 11 slavers (sleeping; area 15). fire as the party climbs the northern beach landing
ƒ 1 slaver (defecating; area 17). (area 2). The slavers continue firing from high ground
ƒ Leaders (sleeping; areas 18 or 19). at +1 to hit. Additionally, while firing missiles from
areas 21, 22, and 24, the stone windows grant partial
Partially Manned. If conducting raids, the Shuun send cover, or a -2 [+2] bonus to AC.
12 slavers and 2 leaders (Baatu or Zoba, plus Nug).
The remaining 12 slavers are divided into two 12-hour Off-Duty Slavers. Slavers resting in areas 10, 14,
shifts. The shift leader (whoever stays behind) actively and 17 must grab weapons (1 round) and run to the
commands the fort during the day shift. courtyard. Slavers resting in area 15 must also wake up
(1 round).
The on-duty slavers man the fort as follows:
After the alarm is sounded, off-duty slavers assemble
ƒ 1 slaver (area 5). in the courtyard (area 6). They await orders from the
ƒ 1 slaver (area 10). shift leader until they see the party enter the main gates

265
Fort Ikenvar

266
or scale the fortress palisade; in either case, they attack ƒ The Shuun arrived in Titherion two months ago.
as a group. The slavers work hard to prevent intruders Their ship landed in Skaalburg where they kept
from entering the fortress. If possible, a leader orders a low profile until the crime boss, Yagha-Shahn,
the slavers to form a line at the main gates, shooting told them of Fort Ikenvar.
down individual heroes with concentrated missile fire. ƒ Baatu, their war leader, gave the Shahn exclusive
first buying rights to their captured slaves, which
Nug. If off-duty, Nug wakes up (1 round), dons
the crime boss uses to acquire the Shuun’s
leather armor (1 round), and grabs his battle axe (1
choicest new offerings.
round). He moves to the courtyard and follows the
sounds of battle. Once he sees the heroes, he stares ƒ The Shuun only target adventuring parties
down their fiercest warrior, laughs, and then openly and actively avoid merchant caravans. After all,
drops his battle axe on the ground, punching his right nobody misses explorers when they vanish—the
fist into his left palm. He shouts, “I kill you honor-like, authorities assume they met an untimely end in
with bare hands.” Nug fights to the death. He never the wilderness or lost ruins.
picks up the battle axe again during the battle. ƒ A month ago, the Shuun were contacted by
an eccentric stranger named Ashuraga, who
Overseers. If off-duty, the overseers must wake up (1 offered them a lucrative contract. He dwells in
round), don ring mail (5 rounds), grab weapons (1 Vartoriak and claimed to need fresh slaves for
round), and run from their quarters to join the battle. his experiments. Ashuraga paid the Shuun to
Baatu rushes to the raid room (area 22) to assume transport as live slaves to the Tower. They have
command, while Zorba runs to the courtyard (area 6) done so three times.
to direct off-duty slavers assembled there.
ƒ If asked about the eastern island, the Shuun only
Gorra. Once alerted, Gorra heads for area 21 to draw say this: “That place is cursed. An evil god lingers
the shrine’s power. She keeps 2 slavers with her at all there. Do not disturb it.”
times. If the party breaks into the fort, she casts shield
and mirror image on herself. If captured, Gorra surrenders herself as a pleasure
slave to the handsomest (and dumbest-looking) party
TACTICS: SURPRISING THE SLAVERS member. She begins working her charms on that hero
in order to manipulate and betray him (and the rest of
If the heroes enter the fort stealthily and catch the the party) when it is most convenient.
slavers by surprise, those present sound the alarm right
away. All leaders carry an ivory battle horn. In surprise SLAVER CONVERSATION
situations, they sound it immediately.
If a hero sneaks around Ikenvar, he might overhear a
The Shuun try to carry out their “Tactics: Surprising pair of slavers having the following conversation:
the Heroes” plan, but if the heroes thwart their
attempts at an organized defense, chaos reigns ƒ Slaver 1: …oh, what’s that raggabrash on about
supreme. The referee should reward the party’s now?
planning. ƒ Slaver 2: He says someone or something’s been
getting into the chowder again. Found a rip in
For example, the referee could have the slavers run in one of the pollution sacks.
different directions or spread their attacks out across
ƒ Slaver 1: Ah, cook’s been chewin’ on too much
multiple targets instead of focusing missile fire. Portray
lubberwort. I told him he needs to cut back on
the slavers as disorganized and ill-prepared. But if the
that stuff! It’s making him paranoid.
party doesn’t take advantage, have a leader show up in
a few rounds and take charge, whipping the slavers into ƒ Slaver 2: Well, don’t tell the sir, but—he thinks it
order. was Kitty.
ƒ Slaver 1: Kitty? Listen here, you! I want no part
DEFEATING THE SLAVERS OF SHUUN of that business, you got me? Not a word. A rat’s
Once defeated, any captured leaders or slavers might be one thing, but that tabby’s quite another!
interrogated. They know the following:

267
Shuun Slavers (24): AC 7 [12], HD 1* (4hp), ƒ Spellbook (Unprepared Spells): detect magic,
ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 × ESP, light, read magic, shield.
entangling net, THAC0 19 [0], MV 90’ (30’), SV
D12, W13, P14, B15, S16 (1), ML 8, AL chaotic, XP
13, NA 1d8 (3d10), TT U, Gear leather armor, club,
BATTLE ON WESTERN ISLAND
net, shortbow, 12 arrows. Unless otherwise noted: all island doors are solid wood;
fort walls, ceilings, and floors are hewn from thick
ƒ Entangling Net: Victim must save vs. breath to stone; ceiling height is 12’.
avoid entanglement; if caught, can fight only with
piercing weapons (e.g., spears) at -2 to hit and at Wandering Monsters. The table gives random
½-normal movement rate; foes gain +2 to hit the encounters on the western island.
victim; a save vs. paralysis permits escape. Must
retrieve net to use it again. 1d100 Western Island Encounters
ƒ Subjugate: All damage from the club is nonlethal
01–70 1d4 Shuun slaversA.
if the slaver wants it to be.
71–94 1d4+1 Shuun slaversA, 1 Shuun overse-
Shuun Overseers (2): AC 5 [14], HD 2* (9hp), erA (on duty).
ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 ×
95–00 Gorra (Shuun witchA), 1 Shuun overse-
whip (1d3 + special), THAC0 18 [+1], MV 120’
erA (off duty).
(40’), SV D12, W13, P14, B15, S16 (2), ML 8, AL
chaotic, XP 25, NA 0, TT U, Gear chain mail, club,
whip, shortbow, 12 arrows. 1. Island Slopes
ƒ Subjugate: All damage from the club is nonlethal The western island has steep muddy slopes covered in
if the overseer wants it to be. tangled roots, vines, and moss. They are 5’ high above
ƒ Whip: Victim hit by the whip gets pulled 10’ the bog water’s surface.
towards the slaver and falls prone; if caught, it
cannot move more than 15’ from the overseer; a A hero can climb the tangled vines and roots at half-
save vs. paralysis permits escape. normal movement rate.

Shuun Hulk: AC 7 [12], HD 3** (17hp), ATK 2 2. Northern Beach Landing


× fists (1d4 + powerful) or 1 × body beam, THAC0
17 [+2], MV 90’ (30’), SV D12, W13, P14, B15, S16 A natural mud-ramp ascends the western island. Two
(3), ML 10, AL chaotic, XP 65, NA 0, TT U, Gear anchored canoes bob nearby in the dirty water.
leather armor, battle axe.
After it rains, the ramp is slippery. Anyone running
ƒ Body Beam: Victim grabbed and thrown 10’ by on it must save vs. breath or slip and fall prone. If a
the hulk, taking 1d6 damage and falling prone; party approaches the island from the north or west in
if thrown into another creature, the second one daylight, they are spotted by guards in areas 22 and
must save vs. breath or suffer the same effect. 24.
ƒ Powerful: Fist deals 1d4 damage; a struck victim
must save vs. paralysis; otherwise, it is knocked Torch-Poles. At night, two lit torch-poles are set into
prone and at -2 to hit for 1 round. the ground at the top of the ramp. Intruders in the fire
ƒ Subjugate: All damage from a fist is nonlethal if light are easily spotted.
the hulk wants it to be.
ƒ Tough: Uses d10’s instead of d8’s for HD. 3. Island Plateau
Shuun Witch (magic-user 3): AC 5 [14], HD 3* The stone plateau is covered in black soil patches.
(7hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV
120’ (40’), SV D13, W14, P13, B16, S15 (magic-user A search check reveals man-sized boot tracks from the
3), ML 7, AL chaotic, XP 50, NA 0, TT U, Gear ramp (area 2) to the main gates (area 5). This area is
dagger, spell pouch, bracers of armor (AC 5 [14]). heavily traveled.

ƒ Spell Casting: 1st (2 slots): charm person, magic


missile; 2nd (1 slot): mirror image.

268
4. Fortress Walls Barring the Gates. If the slavers are fully alert, they
shut and fortify both gates using the wood beam
The fort’s sharpened palisade is 12’ high, with a thick (area 6). Battering the gates open with a portable ram
foundation of gray weathered stone. requires 2 open doors checks.
The palisade walls may be scaled with rope. Trap. A breakaway pit trap lies 10’ out from the
south gate. It is a thick square tarp caked with mud
5. Main Gates of Ikenvar and loose black dirt to hide it from intruders. Anyone
studying the ground notices the dirt and mud is
Two large wooden gates are built within the palisade.
stacked a little higher over the hidden tarp than the
The south gate is shut, but the north gate is ajar with
surrounding area.
damaged hinges.
If a hero steps on the tarp, he must save vs. breath or
The south gate opens normally if pushed.
fall 13’ into a pit; the cold bog water in it is 8’ deep.
The north gate swivels open enough for a man-sized A victim grabs the pit’s ledge on a success. Falling into
creature to fit through. But forcing it open any wider the pit doesn’t hurt the hero, but it does effectively
requires an open doors check; shutting it, however, remove him from the combat for a time, as the pit walls
does not. Anyone opening or closing the north gate are slippery. A rope-user escapes the pit in 1 round,
makes a loud creaking noise heard by slavers in the but climbing out without one takes 3 rounds; add +1
courtyard (area 6). round if dressed in chain mail or +2 rounds if dressed
in plate mail. Even worse, a hero dressed in chain mail
or plate mail sinks straight to the water’s bottom and
risks drowningC.

269
6. Courtyard 9. The Great Hall & Falcon Cages
There is an open courtyard littered with trash, stone In the great hall of Ikenvar hangs a limp gold and blue
debris, hunks of rotting furniture pierced by arrows, banner bearing imperial iconography. Several soiled
and avenues of muddy boot-tracks. Against the wall banners lie in heaps along the north and south walls.
near Ikenvar’s main gates rests a wooden beam to bar Half a dozen bird cages sway from chains bolted into
them shut. Three rowboats lie stacked horizontally on the stone ceiling. They hold live falcons, bird feed, and
top of each other in the southeast corner. A bundle of fresh droppings. A gaping hole punctuates the southern
oars stick out from the top one. wall, and a chill wind blows from the eastern door
leading out to a demolished bridge.
At night, torch sconces are lit in this area; only its
unoccupied corners lie in dim shadows. The tracks Inside the cages are 12 falcons (hawks), but if the fort
reveal heavy traffic. is partially manned, only half are present. If non-Shuun
approach within 5’, the falcons get distressed and rattle
Rowboats. The Shuun use the rowboats to navigate their cages. Any slavers in the kitchen (area 10) check
the boglands. on the prized birds.
Wood Beam. The wood beam seals the main gates South Hole. A lightly-armored human could fit
shut; multiple characters can lift it with a combined through the hole in the wall.
STR score of 15.
Imperial Banners. If investigated, a learned hero
7. Fort Well discovers this imperial iconography depicts the
famous deeds of prominent Hadeans. Most images
A low, circular rock well. are faded and indecipherable, but two icons
remain bright and legible on one banner. (See
The well extends down to the bog water’s
“Icon Elodie” below.)
surface. Treat any character falling into
the well like the breakaway pit trap in Icon Elodie. The banner tells of Icon
area 5. Elodie, a maiden who lived 345 years
ago. She received a divine vision,
8. Old Statue wherein the Cosmic Queen—who was
A century-old dirtied statue of the accompanied by her mighty althaamin
great Hadean Emperor, Licinius and the Icon Zala—instructed Elodie
IV, is covered in cracks and moss. to raise an army and drive out the
The right hand has fallen off barbaric Whudjan from her native
or been forcibly cut. His face is lands. A fervent belief in her vision
life-like, stern and somber, as if grew among the local populace.
he already contemplates the fate Soon, Elodie roused a large all-
of the doomed empire. At its volunteer militia of peasants,
base are wooden bowls filled with farmers, and shopkeepers. While
copper coins. singing the RosariumB, Elodie led
The bowls are filled with her untrained countrymen into battle
11cp, an offering from the against the bloodthirsty Whudjan. For
superstitious slavers. They as long as the maiden sang the sacred
believe the statue depicts song, her people had the better of the
a divine figure who fight, but when she let her voice rest,
might protect them the Whudjan began winning. So,
from the horror under others brought water for Elodie’s
the eastern island. parched throat and sang with her.
And the two sides fought until
sunset, when the Whudjan were
finally broken and Elodie’s people won.

270
But after her victory, Elodie was arrested by the Old meat hooks hang from the ceiling. The place stinks
imperial governor and charged with treason. She was of mold. A dozen half-naked prisoners sit chained to
burned alive after a secret trial. The legend says that the walls and each other. They are malnourished with
her followers hid her body in a cave they marked with hollow eyes. The slaves cringe and whimper to avoid
a white stone monolith. Since that time, Elodie’s bones your gaze.
have reportedly healed the sick if touched.
The rubble between the two larders imposes half-
10. Kitchen normal movement rate.

A dilapidated kitchen with a rusty iron cauldron The larders hold slaves (9 veterans; 1d4hp) belonging
over a dim fire carries the aroma of hot boiling soup. to two parties bound for Thar-Gannon. They are
Cracked seams crisscross the ground, as tufts of grass starving and have suffered gross mistreatment.
grow through them. Silverware litters the floor in Escaping from Ikenvar with the slaves won’t be easy.
front of a huge oven built in the northern The slaves cower and don’t resist if
wall. It is large enough to roast two attacked by the Shuun. But the
oxen. The wooden wall-shelves slavers prefer to preserve their
have been cleaned and ordered. cattle; they are far more
An old butcher knife slices valuable alive.
into the counter surface
What the Slaves
near piles of freshly
Know. The slaves
chopped carrots,
know the following
onions, potatoes,
information:
and cucumbers. A
scullery and stone ƒ The Shuun
sink have been built torment
along the east wall. them with
the smell
The soup is an
of food by
ancient Shuun
imprisoning
recipe: Chikkaro
them near
chowder. It is made
the kitchen.
by boiling a yak’s
sperm sac until it melts. ƒ The Shuun are
The creamy soup tastes not transporting
delicious if anyone tries it. the slaves to their
homeland. This is
Wall Note. There is a odd behavior for the
crumbled note in the corner Shuun. They usually take
written in Shuunish. It reads: new captives back east to sell
them in their infamous slave markets.
Cook, ƒ The Shuun have not executed any slaves—at least,
not since they first attacked the adventurers in the
How many times do I need to tell you? Mr. Kitty takes
wilderness and murdered some of their comrades.
fresh river water only, not that hibernal bog-muck! For
But the Shuun have certainly been abusive.
your sake, I’d keep his bowl filled with it.
ƒ The Shuun now prefer to sell their most valuable
Baatu slaves to Ashuraga instead of the Shahn, who they
claim underpays them. But as eager as the Shuun
11. Larders are in this, they fear that the crime boss might
Both iron-reinforced wooden doors are locked. discover their treachery and ban them from selling
stock on the Valken black market.
The stone wall separating these two larders has collapsed
and cob-webbed shelves line the ransacked room’s walls.

271
REPLACEMENT HEROES. If the referee they cost a pretty penny. If I catch any of you with that
desires, some slaves might be healthy enough to pollution tucked in your teeth, bunk, or pocket, you’ll
serve as hirelings or replacement characters for ALL be spooning sour gruel again, just like ya did last
players who lost one in battle. winter!

Zoba
12. Buttery
This buttery holds eight stacked ale barrels 16. Collapsed Wall
and three wine-casks. Dried meats hang A gaping hole overlooks the boglands to the south,
from metal hooks, and its wall-shelves are strewn with trash and rubble. Waste floats in
lined with cheese-blocks. the water 5’ below.
This fresh food is edible. The rubble imposes half-normal
movement rate.
13. Pantry
Trap. A tripwire crosses the hallway 6”
A well-stocked pantry with
from the ground 3’ south of the door
shelves lined with flour-
into area 15; it threads a dozen jingle
bags, salt jars, spices, grain-
bells, all painted dull gray to match
sacks. Wild shrews scavenge
the stone flooring. Any hero hitting
on the floor.
the tripwire while moving cautiously
There is enough food to rattles the bells and warns the slavers
last for months. One of in areas 15 and 17. Victims moving
the burlap sacks is labeled any faster must save vs. breath or
“yak pollution.” trip and fall prone; running victims
save vs. breath at -4 instead.
14. Dining Hall
16A. Narrow Staircase
A large hall with two long In the crumbling corridor south of
wooden feast tables. One the courtyard lies a narrow stone staircase.
is overturned, riddled with It leads up to the western island’s second
arrows and scorch marks; the floor (area 21).
other is messy with scraps and staggered
chairs. Stone debris has fallen from the 17. Latrine
ceiling in the southwest corner.
A stone latrine bench has been
The Shuun dine here. constructed along the western wall. Its five filthy holes
open over a bog water trench.
15. Barracks
The trench carries waste out from the island to the
This barracks has narrow wall-fissures in two separate south, away from the rock well.
corners. But the room is swept clean. A dozen silk
bedrolls lay unfurled on the ground, each with an 18. Overseer Quarters
embroidered pillow.
The iron-reinforced wooden door is locked.
A halfling can fit through the fissures. The silk bedrolls
are worth 40gp each; the pillows 20gp each. These finely-furnished quarters have a bed against every
wall, their feather mattresses encased with silk sheets
Wall Note. Tacked to the wall is a note written in and an embroidered pillow. An iron-banded wooden
Shuunish. It reads: chest rests at the foot of each bed. On the stone floor is a
loose ball of yarn that looks to have been torn at.
For the last time: you louts better not be pilfering the
kitchen stores for fresh yak nuggins again. Boss says All three chests are locked.

272
ƒ Baatu’s Chest: Neat stack of fine clothing The chest is locked.
(120gp), purse with 182gp and 200sp, a note.
ƒ Gorra’s Chest: Velvet bag (worth 10gp) with
ƒ Zoba’s Chest: Neat stack of fine clothing (90gp),
236gp, a small gold and silver bracelet (worth
purse with 66gp and 90sp.
125gp), 1 arcane scroll of invisibility, and 1 arcane
ƒ Nug’s Chest: Dirty pile of fine clothing (70gp), a scroll of locate object.
stuffed toy bear, straw sack with 61gp and 170sp.
Books. The books are a six-volume set on astrology
Note. There is a folded, scribbled note in the first chest and cosmology worth 120gp to a collector. It takes
written in Shuunish. It reads: eighteen days to read them. A passage on constellations
has a note scrawled in Shuunish beside it:
Osnan: swordsman. Gladiator.
Xyrona: husky voiced. Masseuse and hand-oiler. The conjunction points are unstable: pure chaos seeping
Degar: big, dumb, chiseled. Gladiator—and madame- through, like a festering wound—and that horrible
pleaser, if he wins enough. Thing from the Other Side! Baatu ordered it killed, but
Fenwyn: the plump halfling. Sweaty-handed with a a half-dozen dead men changed his mind. Blowing the
sharp eye-flutter. Envoy fluffer. bridge has contained it…for now.
Gunnora: silver-streaked, skinny, weathered but firm.
An elderly lord’s skimpy estate maid? 20. Tower Floor
19. Witch Quarters Wooden furniture shards are piled in the northeastern
corner, along with three, rolled-up carpets. Firewood is
The iron-reinforced wooden door is locked.
stacked under the stairs.
Spacious, richly-appointed quarters with a cleaned, The staircase leads up to the western island’s second
opulent couch against the south wall; a water-stained floor (area 22). The carpets are soiled.
footstool is positioned near it. Built into the north wall
is a small book shelf. A large bed in the northwestern 21. Defiled Chapel
corner is encased with silk sheets and two embroidered
pillows, and an iron-banded chest lies at its foot. Incense burns in this derelict imperial chapel to the
Trisagion. Throughout the chamber, broken icons lie in
heaps on the flooring’s outer circle. Three rows of rotted
benches run vertically north to south. Dark-stained
imperial banners hang between the chapel windows;
they once shined gold and blue. The rectangular stone
altar, cracked and centered against the east wall, holds
a line of black candles lit along its edges and a wooden
bowl atop its center.

This Hadean shrine is desecrated. Its staircase leads


down to the western island’s first floor (area 16A).

Windows. Anyone firing missiles from the windows at


targets below gains a +1 to hit. Such a character also
gains partial cover, or a -2 [+2] bonus to AC against
enemy missile fire.

Altar. The wooden altar bowl is filled with a pool of


fresh blood. Animal parts from birds and small rodents
float in it. Gorra made these sacrifices to gain the
Tarngrak’s favor on the Shuun’s burgeoning slave trade.
As a result, Gorra’s enemies save at -2 against her spells
while she is in this chapel.

273
22. Raid Room into his fighting pits and the weaker ones into his
pleasure dens. Baatu’s notes explain that most slaves sell
Centered in this room is a round wooden table with five between 100-500gp, but some—exceptional in muscles
chairs encircling it; an open wine jug, a ledger, and a or beauty—fetch up to 10,000gp. The ledger states
map lay atop it. One barrel has been placed near each that the Shahn applies a severe “black market tax”
window. Under the staircase is a locked, iron-banded on any slaves he buys from the Shuun, capping their
chest. The collapsed ceiling in the northeastern corner potential profits.
reveals the open sky.
Chest. The chest is locked. It holds 3,115gp, 196pp,
The Shuun leaders run their illicit slave trade operation and 2 potions of healing.
from here. The staircase leads down to the western
island’s first floor (area 20). 23. Second Level Watch Room
Barrels. They contain 31, 18, and 22 arrows. Against the north wall are wooden chairs and a small
table, with cards and dice. A barrel sits near each
Windows. Anyone firing missiles from the windows at window.
targets below gains a +1 to hit. Such a character also
gains partial cover, or a -2 [+2] bonus to AC against The staircase leads up to the western island’s third floor
enemy missile fire. (area 24).

Map. The regional map marks specific wilderness Barrels. They contain 34, 27, and 26 arrows.
locations (chapter 5). The referee should point these
out to the players. All writing is in Shuunish. Windows. Anyone firing missiles from the windows at
targets below gains a +1 to hit. Such a character also
ƒ Hex 04.14: Marked with an X. “Ninchaga. Those gains partial cover, or a -2 [+2] bonus to AC against
dead trees. Ain’t sending my men in there.” enemy missile fire.
ƒ Hex 07.13: Marked with an X. “Start of bugbear
country. Gold makes nice with our neighbors.” 24. Third Level Watch Room
ƒ Hex 08.16: Marked with an X. “Dyoclopses, watch This watch room has a barrel placed by each window.
out!” The ground is filthy and covered with debris, dust, and
ƒ Hex 09.17: Circled. “Gjol Bridge. Be wary of the dirt. The northeastern wall and ceiling are missing,
wights and the night.” along with part of the flooring—a direct hit by a siege
weapon, maybe. The opening affords a sweeping view of
ƒ Hex 10.09: Circled. “Vartoriak—good for trade,
the bogland horizon.
but the friendship is uneasy.”
ƒ Hex 11.17: Marked with an X. “Jaldaran. Lotta On clear days, strangers approaching Ikenvar are
patrols. Avoid nobles and merchants.” immediately spotted by slavers stationed here. This
ƒ Hex 12.22: Circled. “Nice ambush spot. Cyrus has holds true at night, as well, if travelers bear an obvious
got it… for now.” light source.
ƒ Hex 13.19: Circled. “Broken Bear. Emergencies The staircase leads down to the western island’s second
only.” floor (area 23).
ƒ Hex 13.22: Circled. “Barrow ain’t claimed by
Karakal or Cyrus yet. Worth a look.” Barrels. They contain 25, 16, and 14 arrows.

ƒ Hex 13.23: Marked with an X. “Timber Bone Gaping Wall. Anyone firing missiles from the gaping
turf. Need some Grimhaven fur strokers to deal with wall at targets below gains a +1 to hit.
K.”
Windows. Anyone firing missiles from the windows at
ƒ Hex 17.10: The lake is circled. “Hell Raider
targets below gains a +1 to hit. Such a character also
territory. Those greedy, toll-charging bastards.”
gains partial cover, or a -2 [+2] bonus to AC against
Ledger. The financial ledger, written in Shuunish, enemy missile fire.
details five recent slave-crops sold to Yagha-Shahn in
Valkengard. The crime boss forced the stronger slaves

274
4 battleaxes, 6 swords, 6 short swords, 6 daggers, 4
polearms, 6 crossbows, 8 short bows, 8 long bows, 400
arrows, and 210 crossbow bolts.

Chest. The unlocked chest holds 613gp and 127pp


of imperially-minted coins. To the right collector, they
fetch double their normal value.

The Last Commander. If investigated, the skeletal


figure bears a commander’s rank. The commander’s
armor, shield, and sword are easily claimed from its
skeleton. If the vial is inspected, traces of poison coat
its interior, though not enough to harm anyone. The
letter, written in Hadean, reads:

I write this hastily. They have torn open the front gates
and overwhelmed our positions. Any meaningful
fighting is already over. I sent runners to warn the
companies at Skaalburg and Valkengard. Against
such a determined enemy, neither will stand long. We
have roused an Evil Power that no imperial army can
defeat. Even now, I can hear my men screaming out
for somebody to save them. Perhaps I should be out there
with them… Out there dying.

But as much as I’d like to think, in these final moments,


25. Armory
that my life ended well—that I kept my honor, my
The locked iron door has a built-in locking mechanism courage, and my principles—I simply cannot bring
shaped like a lion’s head. Breaking down the door with myself to open the armory door. These aren’t barbarians.
brute strength alone is nearly impossible. The door The last of my garrison are being eaten alive by the
opens only by picking the lock with thieves’ tools or unnumbered hordes of the shambling dead—by the
by using the lion-headed key in area 38 of the eastern Icons, the way they feed! How can such creatures exist
island. and in such vast numbers? From what dark hell did
this “Skull God” come?
Window Bars. The lone window into the armory
has four iron bars preventing flyers or climbers from Sadly, I will never know. The poison—it’s working.
entering, but the bars are wide enough to let a person
see inside. 26. Detonated Bridge

Inside is an imperial armory covered in a thick layer This demolished stone bridge once connected both
of dust. Unclaimed weapons and suits of armor line islands. Its uneven fragments end in blackened
its wall-racks along with barrels of ammunition. Near protrusions 5’ above water. Across the 8’ bridge-gap
them lies an iron-banded chest. Sitting on a stool with lies the ominous eastern island. It resembles the head
a shattered glass vial at its feet is a human skeleton of a slain earth god half-sunken in the bog water. A
dressed in imperial plate mail. The corpse’s shield stands grim cave mouth leads to a door just inside it and a
against the wall behind it, and a sword lies sheathed in rocky tunnel branch leads deeper south into the island’s
the its belt-scabbard. The figure clasps a sealed envelope interior. Someone has placed a small wooden bowl at the
in its skeletal hand. eastern bridge’s edge. It is filled with a few coins and
what looks like a pair of dead rats.
The Shuun have never entered this stocked imperial
armory. Weeks ago, the Shuun demolished this bridge with
gunpowder. They (rightfully) fear the horror lurking
Unclaimed Arms. The armory contains 2 suits of in the eastern island’s depths. The bowl holds 25cp; an
plate mail, 12 suits of chain mail, 10 shields, 10 maces, appeasement offering to Guzzler.

275
THE EASTERN ISLAND
The eastern island is a limestone stack riddled by a cave
system. Long ago, the Hadean garrison built a jail, LURKER IN THE DARKNESS
storehouse, forge, and crematorium within its stone The referee should read this section first.
interior. Two beaches at water level lead into the stack’s
caves, as does the detonated bridge if one can cross it. ORIGINS OF THE GUZZLER
But the Shuun do not enter this place for a reason— As the End-Worm trapped below Castle Thar-Gannon
they are terrified of a prowling entity called The nears its escape, all of physical reality trembles in
GuzzlerA. dread anticipation. Heralding this event are strange
weather patterns, the rise of evil cults, flora and fauna
mysteriously warping, and the material plane cosmically
ripping. In fact, such a dimensional rupture recently
formed inside the eastern island’s lowest level due to

276
the green idol’s baleful influence. Now, a rivulet of use magic weapons or spells to harm the Guzzler.
chaos seeps into the material plane like blood from a Mundane attacks do not affect it. However, an Outer
fresh wound—and the Guzzler has passed through it, Void artifact, like the fang of chaosB (area 41) makes
drawn to areas 40 and 41. this task easier.

DESCRIPTION OF THE GUZZLER Escaping Guzzler. The Guzzler ignores those who
flee the island into the bog water (areas 27 and 34) or
A physical description of the Guzzler: across the bridge (area 26).

Out of the darkness emerges a hairless bipedal creature Guzzler’s Tactics. Once the Guzzler pinpoints a
without a face. Its nude body is taut with white-tinged victim, it grabs it with its massive hand. On the next
skin. Puckered lips clench to its gums, like an anus round, it swallows the victim whole. Guzzler fights to
fanged with teeth. The entity drags two gigantic, the death. It knows it cannot be slain.
misshapen hands on the floor behind its body while
grotesquely loping down the corridor—fast and then Horror & Tension. To heighten the tension of this
slow, fast and then slow. encounter, the referee might consider rolling dice
without explanation and then, after seeing the result,
Guzzler echolocating to find its prey: making a look of concern.

Return Visits. After the Guzzler encounter activates,


The monster halts, bending its elongated, eraser-like
the monster spawns in random locations on return
head forward. It spews out a hoarse, phlegm-gargled
visits. Roll below.
croak accompanied by an ethereal trilling. As this
occurs, the creature’s body suddenly jitters and contorts
into a series of macabre poses. Its movement is blurred Roll Guzzler’s Location
and rapid, as if trapped within a turnstile of dark 1d12
spinning angles. Then the monster stops its strange 1 Lurking on the stairs.
listening routine and lopes down the corridor. 2 On the east side of area 26’s door.
A description of Guzzler pinpointing its prey: 3 Searching area 30.
4 Searching area 31.
With a warble, the entity lurches forward with its
5 Searching area 32.
bizarre gait—unnaturally stretching out its leg and
planting it on the ground. And with a single bounding 6 Searching area 33.
motion, the creature’s body slinks after the extended 7 Searching area 34.
limb as if pulled by an invisible force! It is coming
8 Searching area 35.
straight for you.
9 Searching area 36.
TACTICS: THE ISLAND HORROR 10 Searching area 37.
When the heroes first enter the eastern island, the 11 Searching area 39.
Guzzler is on the lower level near the green idol
12 Swaying before the idol in area 41.
(area 41) where it waits in a dormant state until the
party discovers it. Once triggered, the Guzzler begins
relentlessly hunting all creatures on the eastern island, The Guzzler: AC 7 [12], HD 6+3*** (30hp), ATK
except the undead. The demon never leaves the eastern 1 × massive hand (2d6 + grab), THAC0 13 [+6], MV
island. It roams the dungeon depths seeking victims to 120’ (40’), SV D8, W9, P10, B10, S12 (7), ML 12,
devour, as it is tethered to the green idol. But in time, AL chaotic, XP 1,650 (extraordinary peril bonus), NA
should the cosmic rupture widen, the Guzzler might 1d2, TT D.
venture farther afield of its island-lair. ƒ Echolocation: Warbles to detect sounds and
vibrations from prey within 40’. This effect
Destroying the Guzzler. To kill the Guzzler is a automatically pinpoints anyone who is not frozen
misnomer, as destroying it merely drives the part of in place. Motionless prey are also detected (4:6
its being that stalks Ikenvar back into the Outer Void chance), even those with partial cover (2:6
forever. Even this is no simple task. The heroes must chance). A silence 15’ radius spell blinds Guzzler.

277
ƒ Eyeless: Visually blind; immune to vision-based 27. Eastern Beach Landing
spells or effects.
ƒ Grab: Grabbed victim is constricted for 2d6 The muddy banks of this bog-beach slope up into a
damage per round (until Guzzler swallows); a damp cave. Dry soil covers the top. Stalactites hang
save vs. paralysis allows escape on later rounds. from the cavern over an old fire pit at its center. Its
ƒ Massive Hands: Can grab up to an ogre-sized iron cauldron lies in the dirt.
creature in each hand. Can’t interact with doors or
use handles or levers. In the muddy shallows lurks a giant water bugA,
ƒ Mundane Damage Immunity: Harmed only by waiting for prey.
magical attacks but even they deal half damage. Iron Cauldron. Long ago, insubordinate (or bored)
ƒ Outer Void Physics: If a magical attack deals 7+ soldiers needing gainful employment were ordered
damage to Guzzler, it must save vs. paralysis to heat and haul this iron cauldron up to the bathing
to avoid being stunned for 1 round; its form room (area 32) to fill the fort commander’s tub with
struggles to stay in this reality. hot bath water.
ƒ Seep: Can seep through cracks and holes. This
takes 1d4 rounds before it reforms again. Giant Water Bug: AC 5 [14], HD 4+2* (20hp),
ƒ Swallow Whole: 1/round, swallows a grabbed ATK 2 × clawed feet (1d4 + grab), THAC0 15 [+4],
victim in lieu of attacking. Its maw opens MV 120’ (40’), 90’ (30’) swim, SV D12, W13, P14,
impossibly wide, revealing a malodorous pit in B15, S16 (2), ML 9, AL neutral, XP 200, NA 1
its slimy black gullet. It devours victims without (1d2), TT –.
limit.
ƒ Grab: Victim hit by both clawed feet is grabbed;
ƒ The Gullet: 1/round, swallowed victims take
the bug makes an immediate probiscis attack; a
1d6 damage. If Guzzler is stunned or reduced to
save vs. paralysis allows escape on later rounds.
0hp, a victim can escape with a save vs. paralysis,
ƒ Probiscis: The probiscis deals 2d4 damage per
forcing Guzzler to regurgitate it.
round to a grabbed victim, who must save vs.
ƒ Unnatural Death: At 0hp, Guzzler’s body
paralysis or be paralyzed for 1d6 rounds.
begins contorting as if twisting and tearing into
ƒ Surprises: On 1-4, in water. At +2 to hit against a
a thousand pieces. When the round ends, anyone
surprised victim.
within 10’ of Guzzler is sucked into a dimensional
vortex and ripped apart forever (save vs. death
28. Petroglyph Cave
avoids).
ƒ Zombie Spawn: Anyone swallowed and killed This squat, jagged cavern is painted with petroglyphs.
gets regurgitated as an entropy zombieA in 1d4 Low-hanging stalactites press down to your head from
hours. the ceiling. Huddled in the southern alcove is a cluster
of shivering human corpses feeding. Their obsidian skin
INTO THE EASTERN ISLAND is traced with white, roiling veins; their moon-colored
eyes blinded with hunger.
Unless otherwise noted: all island doors are solid wood;
walls, ceilings, and floors are hewn from thick stone; These 4 entropy zombiesA attack immediately but do
ceiling height is 12’. not pursue beyond the bridge (area 26).
Wandering Monsters. The table gives random Corpse. A small tabby cat has been torn apart by the
encounters on the eastern island. undead’s bare hands and teeth. Little of the poor feline
remains—enough to identify it.
Roll Eastern Island Encounters
1d100 Petroglyphs. The petroglyphs on the cave walls
depict, from left to right:
01–70 1d4+1 entropy zombies . A

71–94 1d6 arctic tiger fliesA. ƒ White hunters with bows and spears.
95–00 The Guzzler (if already activated; if not,
A ƒ Caribou, muskoxen, and moose herds pursued by
then “eye-tricks” as per area 29). wolves; each animal bears a human face.
ƒ Boats transporting thin black figures.

278
ƒ White hunters laying their arms before the thin Entropy Zombies (4): AC 8 [11], HD 2* (9hp),
black figures. ATK 1 × touch (1d8 + entropic fingers), THAC0 18
ƒ One taller black figure with a skull head sits atop [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16
a mountain and points at the ground. Waves are (1), ML 12, AL chaotic, XP 25, NA 2d4 (4d6), TT –.
drawn under this mountain. ƒ Entropic Fingers: Victim can’t heal the entropic
ƒ White hunters and thin black figures dig into the touch’s damage until that zombie is destroyed and
earth with picks and hammers. the lost life energy released. Zombie heals touch
damage in hp; if this healing exceeds the zombie’s
ƒ White hunters, thin black figures, and the taller
max hp, it becomes an excess hp pool.
skull-headed being stand in a city under a shining
ƒ Guardian: Always attacks on sight.
cube atop a step pyramid.
ƒ Initiative: Always loses; never rolls.
Any learned hero might know (or be able to discover ƒ Undead: Makes no noise, until it attacks.
with research) the following: Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
ƒ These petroglyphs were painted only two or three reading spells (e.g., charm, hold, sleep).
decades ago.
ƒ The white hunters are Enoruuk depicted in the 28A. Wide Staircase
color of snow. The staircase leads down to the eastern island’s
ƒ The thin black figures are the undead. basement (area 37).
ƒ The skull-headed tyrant is the Skull God.
ƒ The mountain signifies Gorogungamar; the waves
underneath, Imaryuk.

279
29. Jail Cells 32. Bathing Room
Four stone cells are built into the corridor’s north wall. This bathhouse is lined with stone benches in its walls.
A gate of iron bars divides each cell’s opening from the In the middle, a round dais is topped by a circular
hall. Every gate is shut. Crouched low in the third cell is wooden tub. Murky, ankle-high water fills.
a skeleton clawing through bare rock. Its head peers over
its shoulder down the south hall. A bathing room for imperial officers.

All four iron cell doors are locked. Horror Element. The water is gray and opaque. If
anyone touches its surface, a slurping sound begins.
Eye-Tricks. If a hero looks down the corridor to see The water level recedes quickly. Within 1 turn, the tub
what the skeleton was staring at, read: is empty save for a tightly sealed scroll case—but oddly,
no drain-hole lies at its bottom. The water has vanished
Something watches you from the corner at the south into thin air—or more disturbingly, into the scroll. The
corridor’s far end. But then you blink—or maybe the scroll holds a surface map of Ninchaga (chapter 9).
shadow flickers—and the figure is gone.
33. Records Room
30. Store Room The iron-reinforced wooden door is locked.
The iron-reinforced wooden door is locked.
The dusty shelves of this imperial records room are
This store room holds dozens of hefty moldy flour sacks. stacked with scroll cases, many with hastily-opened seals
Rats scurry about, picking and tearing. and fully emptied contents. A centered desk faces the
door, its chair broken on the floor behind it.
There are 1,320 lbs. of worthless flour bags ruined by
the elements. With a search check, a patient hero discovers 1 arcane
scroll of read languages (missed during the evacuation)
31. Store Room and an opened scroll case with a letter tucked inside. It
reads:
The iron-reinforced wooden door is locked. If the
door-latch is turned, a gang of 3 entropy zombiesA
bursts out, suddenly attacking. Commander Osteon,

Your request is denied. While I understand you have


This store room holds five large barrels. reservations about offending the natives and you wish to
spend another week scouting the area, the 101st Host is
Each barrel is filled with 250 lbs. of salt and is worth
battle-tested and ready. Delay no longer. I hereby order
16gp each if sold at a market.
you to march your legion northward. May the Thrice-
Entropy Zombies (3): AC 8 [11], HD 2* (9hp), Holy One grant you victory or a quick and honorable
ATK 1 × touch (1d8 + entropic fingers), THAC0 18 death. You will disprove the Enoruuk elders’ silly
[+1], MV 60’ (20’), SV D12, W13, P14, B15, S16 superstitions and show them that your army is the only
(1), ML 12, AL chaotic, XP 25, NA 2d4 (4d6), TT –. power of consequence in the Forbidden North. There is
no Skull God. And if, by chance, there is some sorcerer
ƒ Entropic Fingers: Victim can’t heal the entropic
out there in a black cape with a sinister moustache,
touch’s damage until that zombie is destroyed and
make certain your soldiers put him to the sword.
the lost life energy released. Zombie heals touch
damage in hp; if this healing exceeds the zombie’s Governor Romulus
max hp, it becomes an excess hp pool.
ƒ Guardian: Always attacks on sight. Any learned hero knows that Governor Romulus
ƒ Initiative: Always loses; never rolls. founded Valkengard. Commander Osteon was killed in
ƒ Undead: Makes no noise, until it attacks. battle when his legion was encircled and crushed by the
Immune to effects that affect living creatures (e.g., Skull God’s horde.
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

280
35. Boat Storage
The wooden door from area 34 is locked by a rusty
padlock (Open Lock check at +20%):

This large boat storage uses wooden pole-shelves to house


four stacks of three wooden rowboats each. The wall-
racks are lined with dozens of oars. Coiled rope piles fill
the eastern corners, along with rotted gallon buckets.
Water drips from somewhere in the dark.

36. Dead-End & Underworld Exit


An unfinished hallway ends in debris broken off the
rock wall. Two mining picks and a hammer lie on the
floor.

If a hero digs in the rubble with a mining pick, he


finds 1 potion of invulnerability buried under it. But
the noise attracts the Guzzler (area 41); it comes to
investigate in 1d2 turns. Six man-hours of work clears
the tunnel. It opens into the underworld, area 12.
(See Volume 2 of Gods of the Forbidden North.)

37. Longest Hallway


The dungeon has a single, long, east-west corridor.
Four alcoves line its northern wall, filled with barrels,
34. Western Beach Landing shadows, and crates. To the east, the corridor ends
Mud-covered stones jut from this small cave’s dark abruptly and turns south—the sound of roaring
soil. Sharp stalactites hang from its vaulted ceiling 15’ flames and a green light emanates from beyond it. The
above. The bog water encroaches on the beach landing ceaseless drumbeat of iron slamming on stone echoes
and the rotting frame of a rowboat lies half-submerged from the underground depths.
in the water. The staircase leads up to the eastern island’s first floor
In the south recess, 4 arctic tiger flies cling to the
A (area 28A).
ceiling, hidden among the shadows. Any noise causes Crates & Barrels. The crates and barrels are labeled
them to swoop down and attack warm-blooded with imperial insignia. They hold nothing of value, but
intruders. (These flies are absent in winter.) the heroes can hide behind them to gain partial cover
Arctic Tiger Flies (4): AC 7 [12], HD 1+1* (6hp from the Guzzler.
×3, 5hp ×4, 4hp ×1), ATK 1 × bite (1d6 + disease), Oil Stain. If the party searches the east-west corridor,
THAC0 18 [+1], MV 90’ (30’) / 180’ (60’) fly, SV they discover strange markings along the middle of its
D14, W15, P16, B17, S18 (NH), ML 8, AL neutral, flooring: four continuous oil-stain lines, as if something
XP 19, NA 1d6 (3d6), TT Q. leaking were being dragged—two thick lines on the
ƒ Disease: Infectious bite can deliver brumal outside, and two thin lines on the inside punctuated
paralysis disease (transmit 2:6; incubation 2d4; by sharp cuts every 5’. The stain lines run east-west and
severity 1; resistance 1d2 DEX). north-south along the extended hallway.
ƒ Surprises: On a 1-3 (or 1-4 in snow), due to its
swiftness. At +2 to hit against surprised foes. Sounds. The sound of roaring flames and slamming
iron comes from area 38 and grows louder as the party
moves down the corridor. If anyone steps within 10’ of
that doorway, the sounds cease instantly.

281
island’s armory (area 25). Anyone touching the corpse
causes the body to collapse into ashes.

A huge chimney stack inside the furnace rises 30’


through island rock, opening out onto the limestone
stack’s east side. A thief could Climb Sheer Surfaces
on it, but non-thieves need rope.

Leaving. If the heroes take the key and leave the


crematorium, read:

As you turn to exit, the room’s door slams shut. There is


a sudden gurgling noise. The mortar-lines between the
wall-bricks begin dripping long streams of dark liquid.

If anyone examines the liquid, it appears to be fresh


blood. The unlocked door is easily opened.

39. Morgue
Orderly rows of two-dozen human skeletons line this
morgue’s floor. Two more skeletal corpses lie atop a
wooden table in the back.

Green Light. The door into area 40 emits a greenish


light around its edges. This light nearly blinds those
moving down the hall towards it if they don’t turn
away from it or block their eyes; otherwise, they must
save vs. spells or suffer a -2 to hit until they can’t see
the green light anymore and 1 turn passes.

38. Crematorium
There is a large brick cremator built into the east wall
with an iron grill sealing it. Three metal slabs are
inside the furnace; a charred corpse lies on one. Bags
of coal, two fire pokers, and many sealed urns line the
chamber. Iron ventilation pipes ferry smoke outside.

This crematorium disposed of the Hadean dead. The


urns contain their ashes.

Cremator. If inspected, the cremator has not been


used in a long time. Its iron grill can be opened or shut
and the metal slabs inside the furnace can be pulled out
or pushed in.

On the middle slab lies the charred corpse of a human


male, age indeterminate. Its hands grip a lion-headed
key on its chest. The key grants access to the western

282
If anyone steps into the room, read: An unfinished chamber lies within. Its interior is
roughhewn stone. Discarded mining and construction
Slowly, in unison, the skeletal figures sit up. Their heads tools—shovels, picks, hammers, iron spikes—lie thickly
regard you. After a moment, they lift their arms in dusted. A circular depression of blackened stone 10’
silence and point to the eastern wall. in diameter lies to the south. Its edges seem to warp
and shiver along your vision’s periphery, but the effect
The skeletons point at the warp-stone room (area 40). ends wherever your eyes begin to focus. In the back, an
They don’t attack or move. Damaging the skeletons unfinished archway leads into a rubble-strewn corridor,
destroys them. headed west. Pulsing faintly beyond the corner is a
mysterious green light, and faint chirping.
Back Table. The two skeletons on the back table
do not animate. They wear tribal clothing like the The dimensional rupture in this unfinished chamber
Enoruuk. One skeleton’s bones are thicker and taller, opened and unleashed the Guzzler.
but the smaller skeleton has a wider pelvis bone. A
journal lies between the corpses. The male skeleton ƒ Warp-Stone. Stepping on the warp-stone forces a
grabs the arm of any character reaching for it. The save vs. spells to resist void lunacyC.
journal is written in Hadean and its last entry reads:
41. The Great Green Idol
Specimen 1. Female. Late 30’s. Tribal markings not
Passing through the unfinished archway, you see a
Enoruuk. Killed by exposure to incredible heat.
short corridor in the throes of heavy construction. It
Specimen 2. Male. Warlock. Same markings. Inilgaan, dead-ends in a great pile of rubble. Protruding out of
perhaps? Also killed by severe heat. it is an excavated, 10’ high idol of a nebulous creature
pulsating with a green light. The idol-thing’s head is
Both found in the ground several hundred yards from a mass of razor-like teeth and tentacles. In the nearby
the Great Defile. Over 5,000 years old. The consuming debris is a sharp, glowing tentacle broken off the idol’s
fire must have been something to see—at least, for that head.
second before it engulfed them.
Gazing at the green idol—and swaying directly before
40. Warp-Stone it, as if in rapturous awe—is a misshapen, horrific
monster. It whips around, sensing your intrusion, and
When this door opens, the green light vanishes. The lets out a roar!
party stands in darkness if no torches are lit.

283
Meet The GuzzlerA. (See “Lurker in the Darkness” Fang of Chaos. The broken idol-tentacle is a magic
earlier this chapter.) item called the fang of chaosB. The heroes should
retrieve it to help defeat the Guzzler.
Warp-Stone Victims. Any victim suffering the sixth
void lunacyC effect secretly knows the following when Green Idol. Anyone viewing the green idol feels a
he first spots the Guzzler: wave of inevitable despair. All of reality shall fall apart.
All shall be devoured. There is no escape from That-
Time stops as your eyes behold this horrific entity. Which-Shall-Come, from That-Which-Shall-Feed,
Somehow, you are connected to it. As it sways before the from the multiverse’s Oldest Terror. Research and
idol, shuddering in a deep state of euphoria, lost in its spells fail to reveal information about this entity, but
alien worship, a rapturous adulation washes over you its construction predates the arrival of the Enoruuk on
unlike any you have ever experienced. And now you see Titherion. The primordial Inilgaan witches erected it—
why—for gazing upon the green idol for the first time, those called the Ragnaala.
you feel a great desire for it, to let it feast upon your
flesh, rending and biting and gnawing your bones for A hero foolish enough to touch the green idol must
all time. But the sound-vibrations from your footsteps save vs. spells at -4 or, irrationally, he desires to feed
startle the creature. You realize that, though the entity himself to Guzzler. The victim approaches the monster
“sees” you and your allies, it is blind. Yet, your slightest and worships it. The Guzzler swallows the victim as
breath or boot-shuffle allows it to pinpoint your exact soon as it can (no roll needed). This ends the victim’s
location as if it had eyes. insanity effect; he is immediately filled with terror,
which the Guzzler relishes. If the victim is prevented
from feeding himself to Guzzler, the insanity ends after
1d4 rounds.

CONCLUSION
This chapter ends after the Shuun and Guzzler are is likely the party meets the slavers again, for they will
defeated, though the latter goal might take several surely seek revenge.
return visits to accomplish.
BRINGING DOWN THE SHAHN
VALKENGARD DEVELOPMENTS With the Shuun’s ledger and the testimony from the
If the party returns to Valkengard and reports their rescued adventurers, the party might have enough
success to the authorities (with enough reasonable evidence to prove the Shahn’s direct involvement in
evidence supporting their deeds), Baron Coldark pays the illicit slave trade, so they may decide to return to
them 500gp each. He also grants the party a single Valkengard and deal with him first.
delving license.
The problem, however, isn’t convicting the crime boss:
it’s finding him. Due to his unusual nature, Yagha-
GREASING THE WHEELS OF JUSTICE Shahn remains well-hidden in the Tower of All-Seeing
If the slavers are turned over to the authorities in Eyes. (See Volume 2 of Gods of the Forbidden North.)
Valkengard, the Baron gives the Shuun a public trial. But the authorities don’t know this and neither do the
But Yagha-Shahn blackmails the presiding magistrate heroes. To force the Shahn into a trial, the party must
to ensure the rendered verdict is not guilty. (In this track him down and arrest him. This is not easy to pull
case, the judge cites a lack of evidence to condemn the off—the Shahn is secretive, influential, and extremely
slavers; but he is being blackmailed and is trying to wealthy. Many government officials are already in his
conceal a tryst with a prostitute from his wife.) pocket.

Of course, the crime lord isn’t helping the Shuun


out of the goodness of his heart: he is preventing his SKAALBURG DEVELOPMENTS
own incrimination, and furthermore, he expects—and If the party returns to Skaalburg and reports their
demands—that the slavers repay his “kindness” in the deeds to the authorities (again, with evidence backing
form of a heavy debt of fresh slaves. In this scenario, it their claims), Lady Radomir pays them 500gp each, but

284
285
also offers the party a single (reasonable) favor in the
near future.
UNDERWORLD EXIT
If the party discovered the tunnel in area 36, they can
FRONTIER JUSTICE: THE SHUUN’S now enter the underworld. (See Volume 2 of Gods of the
Forbidden North.)
FATE
If the slavers are turned over to the authorities in A GROWING DARKNESS…
Skaalburg, the Shuun are publicly tried and executed
Finally, the heroes have likely found the fang of chaosB
by hanging within a matter of days.
and seen firsthand the green idol of the End-Worm
trapped inside the Virescent Cube. These developments
FUTURE PARTY GOALS foreshadow the adventure’s major villain. At the
With the maps found in the raid room (area 22), the campaign’s end, the party faces Vuulthoom’s roving
party has enough leads to venture out into the vast head in an epic battle to prevent its escape from an
wilderness of Titherion. extradimensional prison.

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP, Location Treasure Value
recoverable treasure, and hidden magic items.
Area 8 11cp

MONSTERS: 2,578 XP Area 15 720gp

List of killable monsters. The total monster XP Area 18 635gp


value should be added up and divided evenly among Area 19 491gp
the heroes. The listed XP amounts do not include Area 22 4,095gp
wandering monsters, nor repeated encounters with the
same enemies. Area 25 4,291gp
Area 26 25cp
Monsters Total XP Value Area 31 80gp
24 Shuun slavers 312 XP
2 Shuun overseers 50 XP MAGIC ITEMS
Shuun hulk 65 XP List of recoverable magic items. They are not worth
Shuun witch 50 XP any XP awards.
Giant water bug 200 XP
Magic Items Location
7 entropy zombies 175 XP
Arcane scroll of invisibility Area 19
4 arctic tiger flies 76 XP
Arcane scroll of locate object Area 19
The Guzzler 1,650 XP
Bracers of armor Worn by Gorra
2 potions of healing Area 22
TREASURE: 10,312GP, 36CP
Arcane scroll of read languages Area 33
List of recoverable treasures, with their given coin
values in gold pieces. The total treasure value should be Potion of invulnerability Area 36
added up and divided evenly among the heroes as an Fang of chaos Area 41
XP award equal to 1 XP per 1gp of recovered treasure.

286
CHAPTER 8:
LATE TO THE BARROW OF EIGHT

By William Griekspoor & Robert Alderman

“No one will sing songs in our memory… We are our


own mourners.”

—Glen Cook, Chronicles of the Black Company

East of Valkengard, across the boreal plains, a solitary hill


rises like a pustule on the earth. The uneasy resting place of
eight Whudjan champions lies within this barrow. They are
cursed by the Skull God to forever haunt the unholy hill and
guard its treasure.

Designed for seven 3rd level heroes.


heroes.
Then, turning pale, the halfling describes one final
DISCOVERING THE BARROW explosion on the hilltop. From a smoking hole arose a
The Barrow of Eight is on the overland map (hex tall, black-armored figure, wicked and powerful. The
13.22). figure vanished in the misty lights thereafter.
Background. The party likely hears of this barrow-hill
AT LAST, THE FIRST! Taffin’ Lari witnessed
from either Baatu’s map in the raid room (area 22)
the escape of BomaanzA, the draugr doom lord
at Fort Ikenvar (hex 10.19) or from Taffin’ Lari, the
(a.k.a. The First), from the Barrow of Eight. In
halfling guide in Skaalburg (hex 16.20).
fact, Murgen Case of Valkengard accidentally
One night four months ago, while guiding an loosed this sinister figure from its underground
expedition team into the southeastern peninsula, Lari’s imprisonment when he ventured too close to the
party sheltered from a storm in a pine grove ringing barrow-hill with the null reliquaryB in hand. On
the inside of the Crescent Hills. At midnight, when seeing what he had done, Murgen fled for his life
the rains had stopped and a thick fog settled on the into the wilderness. Now, the First has journeyed
land, he awoke to a series of explosions echoing in the to Thar-Gannon and entered that evil place to
distance. Lari moved to the tree line where he spied a serve its master, Ikkumayok. (See Volume 3 of Gods
cluster of domed hills across the fog-enshrouded boreal of the Forbidden North.)
plain. Blue and green lights swirled around the most
prominent one. “It had black things rising from it like
hairs on a wart!”

288
ACCESSING THE BARROW
Atop a large domed hill, nine spindly,
black, roughhewn menhirs reach to the
gray sky, taller than any man. Weathered
and ancient, the hoarfrost-caked faces
of forgotten heroes, gods, or spirits—
carved on each spire’s inner side—keep
gloomy vigil over a rough, man-made
gravel circle at the barrow’s apex. Forty
feet north of it lies a gaping hole in the
hillside.

Once the party scales the barrow-hill,


they have two methods of entering:

ƒ Crawling down the gaping hole on


the barrow’s north side with rope
(into area 2). If studied carefully, a
dwarf might determine that a great
force bashed its way up and out of
the domed hill from within. The
hole is 20’ deep.
ƒ Digging at the gravel circle, which
uncovers an equally-sized, hidden
timber hatch undersoil. Working
carefully with appropriate tools,
like picks, shovels, or crowbars, the
heroes break through the timber
in 1 hour without incident. Rope
is needed to safely descend to the
bottom into area 1. But anyone
rushing the job collapses the timber
(2:6 chance); those within the
gravel circle fall through 20’ to
the floor below. Once the circle is
open, the party smells damp earth,
mold, and an undercurrent of
ossein decay.

289
Barrow of Eight

DESCENT INTO THE HILL


The Hadeans were not the first settlers to arrive on him and the Tarngrak. After rigorous debate with his
Titherion’s shores. A clan of Whudjan, several hundred advisors, the Whudjan king accepted the Skull God’s
strong, landed in the Forbidden North a full century terms. He knelt before Baalor and swore oaths of fealty
before the imperials. They were called the Tigernach. to the sorcerer-king’s banner, as did his men.
When they met Baalor’s forces, the barbarians
destroyed many of his undead as the Skull God With new power over Bomaanz, the Skull God
observed the Tigernach’s impressive battlefield skill and unleashed his treachery, wielding the king’s true name
martial valor. against him. Baalor imprisoned Bomaanz deep within
a barrow-mound, along with the Tigernach’s greatest
But having encircled the Whudjan camp, Baalor surviving heroes. The magicks trapping them slowly
parleyed with their king, Bomaanz, after cutting off transformed the cursed men into draugr champions
their escape. He demanded the king’s surrender, over time.
promising to spare all their lives if they would serve

290
THE HAUNTING OF BARROW-
HILL
Unless otherwise noted: all tomb walls, ceilings, and
floors are chiseled stone; central chamber ceiling height
is 10’.

The eight barrows (areas 2–9) share common features.


Unless otherwise noted, each contains:

A weathered stone sarcophagus adorns a rectangular


burial chamber cut directly out of the dirt, 20’ high,
20’ wide, and 25’ long. Its walls and ceiling consist of
hardpacked, dark soil dark. Decrepit urns, crumbling
earthenware pots, and rotting wood chests surround the
burial chamber’s coffin on gray stone footing.

Wandering Monsters. None.

1. Central Chamber
This domed, hexagonal chamber has eight rune-etched
wooden pillars bracing the dirt ceiling above. Hanging
pale roots touch the hard flagstone flooring. Walls of
piled river-stones, held together by rough mortar, seal
the barrow-grave archways on each wall. Lurking in
the shadows behind the pillars, tall skeletal warriors,
dressed in decaying armor and clutching rusted shields
and spears, hiss at the intrusion…

Before descending heroes even touch this chamber’s


floor, 4 sook guardiansA attack.

Guardian Corpses. The necromantic spell energies


animating several guardians failed them; five rotting
bone-corpses rest harmlessly near their respective
pillars.

Rune-Etched Pillars. Written in decipherable


Urgathos scriptC, these tiny rune etchings tell the
tragic tale of Bomaanz the Whudjan king and his
cursed warrior-clan, the Tigernach. They take 2 turns
to read.

Barrow Archways. Above each barrow’s entry


archway, hidden in cobwebs, vines, and dust, is a runic
stone plate engraved with decipherable Urgathos
scriptC. They read in order:

ƒ The First, to Honor Ikkumayok (area 2).


ƒ The Second, to Honor Ulurrugnak (area 3).
ƒ The Third, to Honor Tarktuktulak (area 4).
ƒ The Fourth, to Honor Tuunrangayak (area 5).

291
ƒ The Fifth, to Honor Saumen Kar (area 6). 2. North Barrow: The First
ƒ The Sixth, to Honor Amarok (area 7). If the sealed rock-wall is busted open, read:
ƒ The Seventh, to Honor Maguyuk (area 8).
ƒ The Eighth, to Honor Kappianartok (area 9). A twisted mass of dense overgrowth blocks the archway
like a tapestry: mossy branches, sharp thorns, and
Using proper tools, like picks, shovels, or crowbars, the tangled canopies—sick with white mold—weave
party can bust through a barrow’s sealed rock-wall in together unnaturally.
1 turn. Anyone rushing the job collapses the wall on
himself (2:6 chance) for 1d4 damage (save vs. breath To clear a path into this chamber, the party must spend
avoids). 1 turn hacking at the plants with edged weapons.

Trap. Above the north barrow’s archway, set into the Open Barrow. After hacking through the plants from
wall just over its stone plate, is a glittering, coin-sized area 1 (or descending from the gaping hole atop the
tanzanite gem (worth 500gp). The stone detects as barrow-hill), read:
magical.
Beyond the seal rises the stench of a moist compost heap.
If removed with tools and a bit of sweat, it triggers a A murky spore cloud partly conceals the shattered lid
magical barrow trap. The rock-walls sealing areas 3 and collapsed sides of an ancient barrow coffin within a
and 5–7 rumble and collapse. This releases the 7 sook warm, dank hollow. Creeping vines, bonnet mushrooms,
guardiansA entombed within those areas. They rush and red baneberries sprout from the skeletal corpse
out of the barrows in a single wave of attackers. inside the sarcophagus, choking the entire chamber.
Silver coins and electrum pieces, scattered in the
But that’s not all. One turn later, every coffin in vegetation, shine in the torchlight.
areas 3 and 5–7 heaves suddenly. Their lids fall aside,
cracking into pieces. All entombed draugr within those Spores & Creepers. The spores spread a lingering
barrows rise and attack the intruders, if they still live: affliction that reduces a victim’s natural healing by 1
the draugr iceswornA, draugr knife-hurlerA, draugr point (save vs. poison resists). Anyone entering the
sharpshooterA, draugr slayerA, and draugr sorceressA. chamber gets attacked by 4 barrow creepersA.
If the draugr are victorious, they all seek out their
respective masters among the Tarngrak throughout
Titherion to serve them in undeath.

Sook Guardians (4): AC 4 [15], HD 2* (9hp),


ATK 1 x spear (1d6), THAC0 18 [+1], MV 60’
(20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL
chaotic, XP 25, NA 2d4 (2d10), TT –, Gear rusted
chain mail, shield, and spear.
ƒ Guardian: Always attacks on sight.
ƒ Relentless: Saves vs. death at 0hp to stay at 1hp.
ƒ Undead: Immune to effects that affect living
creatures (e.g., poison). Immune to mind-
affecting or mind-reading spells (e.g., charm, hold,
sleep).
ƒ Whimpering: While animated, the unnerving
sound of a man’s fearful whimpering can be heard
from within its corpse.

292
Undulating tendrils of wild barrow-growth suddenly The animated, emaciated corpse of an ancient sorceress,
lash out! robes aglow—an eldritch green—floats from the coffin
into the stale barrow air.
Anyone searching the chamber finds the warlord’s
scattered treasure—1,366sp and 233ep in imperial If defeated, the sorceress wears its only treasures—a
coins, plus 2 potions of gaseous form. steel armlet lined with brilliant ruby stones (510gp),
a bronze amulet with a draconic carnelian in the
Barrow Creepers (4): AC 7 [12], HD 3+1* middle (340gp), and a gaudy platinum ring styled with
(14hp), ATK 1 x tendril (blood drain), THAC0 16 triangular diamond patterns (590gp).
[+3], MV 30’ (10’), SV D12, W13, P14, B15, S16
(2), ML 12, AL chaotic, XP 75, NA 1d4 (1d8), TT –. Sook Guardians (2): AC 4 [15], HD 2* (9hp),
ƒ Blood Drain: Enwraps victim and drains blood ATK 1 x spear (1d6), THAC0 18 [+1], MV 60’
for 1d6 damage per round; also injects victim with (20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL
poison that removes its prey’s will to resist for 1d3 chaotic, XP 25, NA 2d4 (2d10), TT –, Gear rusted
rounds (save vs. poison resists). chain mail, shield, and spear.
ƒ Damage Resistance: Takes only half damage ƒ Guardian: Always attacks on sight.
from blunt (e.g., maces) or piercing (e.g., spears) ƒ Relentless: Saves vs. death at 0hp to stay at 1hp.
weapons. ƒ Undead: Immune to effects that affect living
ƒ Vulnerability: Takes double damage from fire. creatures (e.g., poison). Immune to mind-
affecting or mind-reading spells (e.g., charm, hold,
3. Northeast Barrow: The Second sleep).
If the sealed rock-wall is busted open, read: ƒ Whimpering: While animated, the unnerving
sound of a man’s fearful whimpering can be heard
from within its corpse.
Thick, rusty chains wrap the ancient coffin shut.
Mystical runes cover its stone lid, splashed in violent, Draugr Sorceress: AC 7 [12], HD 3*** (13hp),
jagged lines of paint—yellow ochre, blood red, and ATK 1 x touch (1d6 + paralysis) or chromatic orb,
woad blue. A gnarled wooden staff rests atop the lid THAC0 17 [+2], MV 90’ (30’) / 60’ (20’) fly, SV
where the chains cross, securing it firmly. D12, W13, P14, B15, S16 (3), ML 12, AL chaotic,
XP 80, NA 1d2 (1d4), TT B, Gear rotting robes.
The 2 sook guardiansA attack immediately.
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
Urns. Dusty vials of evaporated reagents and leather must save vs. spells or grow nauseated (retches
pouches of brittle spell components fill the urns. on ground for 1d3 rounds unable to act, and for
1 hour after, at -2 to hits and saves).
Multicolored Runes. The multicolored runes are
ƒ Immunity: Immune to cold.
crude Whudjan symbols indicating two things: a
ƒ Paralyzing Touch: Causes paralysis for 1 turn
sorceress was interred in this barrow, and she hailed
(save vs. paralysis negates).
from the Tigernach clan. This foreign clan vanished
ƒ Spell Casting: As 3rd level caster. At will—
130 years ago after voyaging across the sea from the
chromatic orb, spook; 1/day—mirror image.
south-lands.
ƒ Undead: Makes no noise, until it attacks.
Sarcophagus. A careful investigation of the chains Immune to effects that affect living creatures (e.g.,
reveals 2 primitive padlocks down behind the coffin poison). Immune to mind-affecting or mind-
near the floor bracing the chains taut against the reading spells (e.g., charm, hold, sleep).
sarcophagus. The chains can be broken in 2 turns using
proper tools, like picks, shovels, or crowbars. The staff
is still serviceable.

As the sarcophagus lid is removed, a draugr sorceressA


flies into the air and lobs chromatic orbs at her foes,
swooping down and paralyzing them after exhausting
its eldritch powers.

293
4. East Barrow: The Third ƒ Filthy Aura: Any non-rat within 10’ must save
vs. poison or suffer a -1 to hit.
If the sealed rock-wall is busted open, read:
ƒ Guardian: Always attacks on sight.
ƒ Initiative: Always loses.
The warm stench of feces fills this chamber. On the ƒ Undead: Makes no noise, until it attacks.
ground lies a cracked coffin lid partially buried in Immune to effects that affect living creatures (e.g.,
mounds of trash, decaying plants, piles of soil, rusty poison). Immune to mind-affecting or mind-
metal scraps, and littered bones—white and picked reading spells (e.g., charm, hold, sleep).
clean. The sarcophagus is lain with dust. A shadowy ƒ Waterborne: Ignores underwater penalties in
hollow opens into the northeast wall, with dirt-rustling combat; excellent swimmer.
and scratching noises beyond in the dark.

This nest houses a monstrous barrow ratA. It mutated


5. Southeast Barrow: The Fourth
after gorging on the east barrow’s dead occupant (an If the sealed rock-wall is busted open, read:
ensorcelled draugr). Loud noises startle it to attack.
Pale, slender roots claw the ancient coffin’s lid from
A huge, glowing, dog-sized rat, with a stinking, above. Thick, rusty chains wrap the sarcophagus shut.
gangrenous hide of mutated flesh, rushes out of the A wooden buckler with a mysterious rune, painted
hollow—a rabid frenzy in its yellow eyes! woad blue, rests atop its stone lid where the chains cross,
securing it firmly. Two small rotting wood chests lie
Rat Nest. The nest hides a discolored blue zircon near the sarcophagus.
gemstone (50gp) and 1 potion of heroism. Also, there
is a 1:20 chance that anyone searching the rat nest The 2 sook guardiansA attack immediately.
contracts barrow waste disease. (See monstrous
barrow ratA.) Burning the nest destroys the potion but Pots. Decayed barley, rye, and oats fill the earthenware
not the gemstone. pots. Some contain solidified honey with preserved
insects trapped inside.
Monstrous Barrow Rat: AC 6 [13], HD 3**
(13hp), ATK 1 x bite (1d6 + disease), THAC0 17 Rotting Chests. These hold 5,874sp in imperial coins.
[+2], MV 120’ (40’) / 60’ (20’) swim, SV D12, W13,
Woad Blue Rune. The woad blue runes are crude
P14, B15, S16 (1), ML 8, AL chaotic, XP 65, NA 1d4
Whudjan symbols indicating two things: a mighty
(0), TT –.
warrior was interred in this barrow, and he hailed from
ƒ Disease: Infectious bite can deliver barrow waste the Tigernach clan. This foreign clan vanished 130
disease (transmit 2:6; incubation 2d4; severity 1; years ago after voyaging across the sea from the south-
resistance 1d2 CON). lands.
ƒ Fears Fire: Flees fire, unless forced to fight by
summoner. Sarcophagus.
ƒ Filthy Aura: Any non-rat within 10’ must save A careful
vs. poison or suffer a -1 to hit. investigation of
ƒ Return from Death: May rise again as undead the chains reveals
1d4 rounds after death (4:6 chance). It returns as a primitive
a monstrous undead barrow ratA. padlock down
ƒ Waterborne: Ignores underwater penalties in behind the
combat; excellent swimmer. coffin near the
floor bracing
Monstrous Undead Barrow Rat: AC 6 [13], the chains taut
HD 3** (13hp), ATK 1 x bite (1d6 + disease), against the
THAC0 17 [+2], MV 60’ (20’) / 30’ (10’) swim, SV sarcophagus. The
D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, chains can be
XP 65, NA 1d4 (0), TT –. broken in 1 turn
ƒ Disease: Infectious bite can deliver barrow waste using proper
disease (transmit 2:6; incubation 2d4; severity 1;
resistance 1d2 CON).

294
tools, like picks, shovels, or crowbars. The shield is still 6. South Barrow: The Fifth
serviceable.
If the sealed rock-wall is busted open, read:
As the sarcophagus lid is removed, a draugr slayer A

rises eagerly to attack. Thick, rusty chains wrap the coffin shut. An ancient
seax knife rests atop its stone lid where the chains cross,
The animated, emaciated corpse of an ancient warlord, pinning it tight. This chamber lacks any urns, pots,
armor aglow—an eldritch blue—bursts out of the coffin or chests. Instead, the coffin is ringed with decapitated
and swings with its wicked axe! skulls.

If defeated, the coffin contains the warlord’s The 2 sook guardiansA attack immediately. This burial
treasure—8 blue quartz gems (25gp each) and a small chamber is empty, save for its coffin.
leather pouch containing 161gp.
Sarcophagus. A careful investigation of the chains
Sook Guardians (2): AC 4 [15], HD 2* (9hp), reveals 3 primitive padlocks down behind the coffin
ATK 1 x spear (1d6), THAC0 18 [+1], MV 60’ near the floor bracing the chains taut against the
(20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL sarcophagus. The chains can be broken in 3 turns
chaotic, XP 25, NA 2d4 (2d10), TT –, Gear rusted using proper tools, like picks, shovels, or crowbars. The
chain mail, shield, and spear. dagger is still serviceable.
ƒ Guardian: Always attacks on sight. As the sarcophagus lid is removed, a draugr knife-
ƒ Relentless: Saves vs. death at 0hp to stay at 1hp. hurlerA leaps to the dirt walls and ceiling, tossing
ƒ Undead: Immune to effects that affect living poisoned daggers at targets.
creatures (e.g., poison). Immune to mind-
affecting or mind-reading spells (e.g., charm, hold, The animated, emaciated corpse of a spindly assassin,
sleep). leather aglow—an eldritch blue—springs from the
ƒ Whimpering: While animated, the unnerving coffin onto a nearby wall and nimbly produces a small
sound of a man’s fearful whimpering can be heard curved dagger from its filthy rags.
from within its corpse.
If defeated, the coffin lays empty, filled with dust. But
Draugr Slayer: AC 1 [18], HD 4* (18hp), ATK a seamless secret panel is built within the sarcophagus
1 x battle axe (1d8+2), THAC0 16 [+3], MV 60’ bed. Inside, a small ornate box (worth 20gp) contains
(20’), SV D10, W11, P12, B13, S14 (4), ML 12, AL the draugr’s treasure—592gp in ancient coins, fetching
chaotic, XP 125, NA 1d4 (1d10), TT B, Gear rusted double their value to a collector.
plate mail and battle axe.
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim Sook Guardians (2): AC 4 [15], HD 2* (9hp),
must save vs. spells or grow nauseated (retches ATK 1 x spear (1d6), THAC0 18 [+1], MV 60’
on ground for 1d3 rounds unable to act, and for (20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL
1 hour after, at -2 to hits and saves). chaotic, XP 25, NA 2d4 (2d10), TT –, Gear rusted
ƒ Immunity: Immune to cold. chain mail, shield, and spear.
ƒ Powerful: +2 on melee damage. ƒ Guardian: Always attacks on sight.
ƒ Undead: Makes no noise, until it attacks. ƒ Relentless: Saves vs. death at 0hp to stay at 1hp.
Immune to effects that affect living creatures (e.g., ƒ Undead: Immune to effects that affect living
poison). Immune to mind-affecting or mind- creatures (e.g., poison). Immune to mind-
reading spells (e.g., charm, hold, sleep). affecting or mind-reading spells (e.g., charm, hold,
sleep).
ƒ Whimpering: While animated, the unnerving
sound of a man’s fearful whimpering can be heard
from within its corpse.

295
Draugr Knife-Hurler: AC 5 [14], HD 3** The animated, emaciated corpse shimmering with hoar
(13hp), ATK 2 x dagger (1d4 + poison, range 10’), frost emerges from the coffin, its limbs creaking. It is
THAC0 17 [+2], MV 90’ (30’) / 90’ (30’) climb, SV enshrouded by vapors that glow a deep, sinister, iceberg
D12, W13, P14, B15, S16 (3), ML 12, AL chaotic, blue.
XP 65, NA 1d4 (1d6), TT B, Gear damaged leather,
old rags, and 24 rusty daggers. If defeated, the ice melts over 1d8 hours in the
summer, or 2d8 hours in spring or autumn. But in
ƒ Cling: Can move on walls and ceilings. dead winter, the ice doesn’t melt without fire or heat.
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
must save vs. spells or grow nauseated (retches Sentient Sword. The coffin holds the draugr’s
on ground for 1d3 rounds unable to act, and for treasure, an ice-encased sword. The ice must be melted
1 hour after, at -2 to hits and saves). to remove the weapon from the coffin. The steel blade’s
ƒ Immunity: Immune to cold. fuller is etched with runes up its length, its downward-
ƒ Poison: Dagger might be poisoned (4:6 chance); curving guard inlaid with turquoise gemstones. The
formerly type IV poison, but time has stolen its maple hilt ends in a steel pommel, with an engraved
potency—treat as type II poison (+5 to save; wolf head. This is FracasB.
onset 1d3 rounds; 25hp damage or no effect).
ƒ Undead: Makes no noise, until it attacks. Sook Guardian: AC 4 [15], HD 2* (9hp), ATK
Immune to effects that affect living creatures (e.g., 1 x spear (1d6), THAC0 18 [+1], MV 60’ (20’), SV
poison). Immune to mind-affecting or mind- D12, W13, P14, B15, S16 (1), ML 12, AL chaotic,
reading spells (e.g., charm, hold, sleep). XP 25, NA 2d4 (2d10), TT –, Gear rusted chain mail,
shield, and spear.
7. Southwest Barrow: The Sixth ƒ Guardian: Always attacks on sight.
If the sealed rock-wall is busted open, chilling vapors ƒ Relentless: Saves vs. death at 0hp to stay at 1hp.
emerge from the opening—a deep chill as cold as ƒ Undead: Immune to effects that affect living
Titherion’s polar winds. creatures (e.g., poison). Immune to mind-
affecting or mind-reading spells (e.g., charm, hold,
Jagged icicles hang from this barrow’s ceiling and rime sleep).
glitters across every surface, like a cavern of permafrost. ƒ Whimpering: While animated, the unnerving
Thick, rusty chains wrap the central sarcophagus shut, sound of a man’s fearful whimpering can be heard
frozen to its stone by pale hoar misting coldly. Even the from within its corpse.
burial urns, pots, and chests lay frozen in ice.
Draugr Icesworn: AC 7 [12], HD 3*** (13hp),
A sook guardian attacks immediately. It is coated in
A ATK 1 x claw (1d6) or breath, THAC0 17 [+2], MV
hoarfrost and icicles. 90’ (30’), SV D12, W13, P14, B15, S16 (3), ML 12,
AL chaotic, XP 80, NA 1d4 (2d4), TT B.
Pots. The ice encasing the earthenware pots must be
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
chipped away first. Inside them are frozen meats and
must save vs. spells or grow nauseated (retches
fats, all well-preserved.
on ground for 1d3 rounds unable to act, and for
Frozen Chests. These hold ancient coins that are 1 hour after, at -2 to hits and saves).
frozen together in ice clumps (480gp). If melted, they ƒ Frost Breath: 1/day; 40’ long, 10’ wide cone
fetch double their value to a collector. of cold; save vs. breath or frozen solid for 1d4
turns; nearby heat sources halve this duration,
Sarcophagus. A careful investigation of the chains while extreme heat sources reduce by 1/10; even
reveals a primitive frozen padlock down behind the on a passed save, ½-normal movement rate for 1
coffin near the floor bracing the chains taut against round.
the sarcophagus. The ice can be chipped away and the ƒ Icy Body: Anyone touching the draugr or hitting
chains broken in 2 turns using proper tools, like picks, it with a shorter melee weapon, like a dagger or
shovels, or crowbars. The club is still serviceable. short sword, takes 1d4 cold damage.
ƒ Immunity: Immune to cold.
As the sarcophagus lid is removed, a draugr iceswornA ƒ Undead: Makes no noise, until it attacks.
immediately blasts the party with its frost breath from Immune to effects that affect living creatures (e.g.,
inside the coffin.

296
poison). Immune to mind-affecting or mind- Sarcophagus. The coffin contains a piled supply of 512
reading spells (e.g., charm, hold, sleep). arrows, but most are useless—their fletching eaten away
by time. However, 107 are still serviceable, and two of
8. West Barrow: The Seventh those are actually +1 arrows.
If the sealed rock-wall is busted open even a little, the
Draugr Sharpshooter: AC 3 [16], HD 4**
draugr sharpshooterA inside fires its bow at the closest
(18hp), ATK 1 x longbow (1d6, range 70’) or 1 x
hero in area 1. Read:
shortsword (1d6), THAC0 16 [+3], MV 60’ (20’),
SV D10, W11, P12, B13, S14 (4), ML 12, AL
The animated, emaciated corpse of an olden archer, chaotic, XP 175, NA 1d6 (2d6), TT B, Gear rusted
chain mail aglow—an eldritch green—fires a bone- chain mail, bone-dressed longbow, quiver with 12
dressed longbow from inside the chamber! arrows, rusty shortsword.
Breaking the Wall. Collectively, the heroes must ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
take 6 total actions to bust open the rock-wall before must save vs. spells or grow nauseated (retches
they can enter the west barrow and engage their foe. on ground for 1d3 rounds unable to act, and for
If wielding proper tools, each hero may contribute 1 1 hour after, at -2 to hits and saves).
action per round. ƒ Immunity: Immune to cold.
ƒ Quarry: 1/turn—focuses its hatred on one foe
As the rock-wall gets smashed open wider, the draugr for 1d4 rounds, doubling its damage.
continues firing. Each of the draugr’s shots is made at a ƒ Undead: Makes no noise, until it attacks.
penalty equal to the total actions needed to destroy the Immune to effects that affect living creatures (e.g.,
wall (e.g., 6 actions = -6 to-hit; 5 actions = -5 to-hit; 4 poison). Immune to mind-affecting or mind-
actions = -4 to-hit; etc.); in other words, the wider the reading spells (e.g., charm, hold, sleep).
hole, the easier to shoot outside targets. These penalties
apply to anyone firing at the draugr, as well.

Barrow. Once the rock-wall is open, read:

This chamber lacks any urns, pots, or chests. In the


center lies an open coffin, filled with cobwebs and rock
debris, its lid broken into pieces amid shattered chains
corroded by rust.

This chamber is empty, save for its coffin.

297
9. Northwest Barrow: The Eighth Draugr Wraith: AC 3 [16], HD 5**** (23hp),
ATK 1 x touch (1d8 + energy drain), THAC0 15
If the sealed rock-wall is busted open, read:
[+4], MV 120’ (40’) / 240’ (80’) fly, SV D10, W11,
P12, B13, S14 (5), ML 12, AL chaotic, XP 675, NA
This chamber lacks any urns, pots, or chests, but it 1d4 (1d6), TT E.
does contain a bronze sarcophagus, patinated green
with long years. The coffin’s surface is embossed in ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
charcoal runes. A multitude of superstitious charms must save vs. spells or grow nauseated (retches
and crumbling hex bags hang from above on frayed, on ground for 1d3 rounds unable to act, and for
rawhide cord. The etched medallions and yellowed 1 hour after, at -2 to hits and saves).
finger bones spin lazily, tinkling against each other ƒ Energy Drain: Victim permanently loses 1 level
from a gentle draft. (or 1HD) and its benefits (e.g., hp, saves, spells,
THAC0, etc.). Reduce the victim’s XP to the new
This burial chamber is empty, save for its sarcophagus. level’s minimum; if drained of all levels, victim
rises as a wraith that night.
Charcoal Runes. The charcoal runes are crude ƒ Frightening Appearance: Victim seeing wraith
Whudjan symbols indicating two things: a sin-cursed for the first time must save vs. paralysis or flee
sorcerer was interred in this barrow, and he hailed from for 2d6 rounds (2:6 chance of dropping held
the Tigernach clan. This foreign clan vanished 130 items); a cleric or paladin of 5th level or higher
years ago after voyaging across the sea from lands to saves at +4. An affected victim of 7th level (or
the south. 7HD) or higher is at -2 to hit.
ƒ Immunity: Immune to cold.
Sarcophagus. A careful investigation of the coffin
ƒ Invisible: At will, as the spell.
reveals a very narrow gap between its lid and body,
ƒ Mundane Damage Immunity: Harmed only by
barely wide enough to slip a light blade in. The party
silver weapons or magical attacks, but even silver
can use daggers and shortswords to pry the coffin
weapons deal only half damage to it.
open, but mundane weapons have a 1:6 chance of
ƒ Undead: Makes no noise, until it attacks.
breaking.
Immune to effects that affect living creatures (e.g.,
Inside the sarcophagus, an emaciated corpse wrapped poison). Immune to mind-affecting or mind-
in decayed finery lays (truly) dead, clutching a black reading spells (e.g., charm, hold, sleep).
leather pouch containing 9 large tanzanite gems
Wane Wraiths (3): AC 3 [16], HD 1** (4hp),
(worth 250gp each). Nothing happens if the cadaver
ATK 1 x touch (1d4 + lesser energy drain), THAC0
is disturbed, but if the pouch is moved, the heroes feel
19 [0], MV 120’ (40’) / 240’ (80’) fly, SV D12, W13,
the air temperature drop as a draugr wraithA and its
P14, B15, S16 (1), ML 12, AL chaotic, XP 16, NA
3 wane wraithA servants manifest behind them and
1d4 (1d6), TT E.
attack. Roll for surprise!
ƒ Damage Reduction: Half damage from non-
A skeletal figure of drifting, purple fog glows in the magical, non-silver weapons.
dark. Its face continuously twists into mutilated ƒ Lesser Energy Drain: Touched victim must save
cadavers screaming in silence. vs. death or suffer a -1 to hit and saves; in 24
hours, the victim must make a second save vs.
death; failing this, he permanently loses 1 level
(or 1HD) and its benefits (e.g., hp, saves, spells,
THAC0, etc.). Reduce the victim’s XP to the new
level’s minimum; if drained of all levels, victim
rises as a wane wraithA that night. A bless or
remove curse ends the effect.
ƒ Mundane Damage Immunity: Harmed only by
silver weapons or magical attacks.
ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

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CONCLUSION
This chapter ends when the barrow-hill has been emerge, unless someone else comes along and frees
cleared out or the party moves on; the undead do not them.

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP,
recoverable treasure, and hidden magic items. TREASURE: 7,980GP
List of recoverable treasures, with their given coin
MONSTERS: 1,953 XP values in gold pieces. The total treasure value should be
added up and divided evenly among the heroes as an
List of killable monsters. The total monster XP XP award equal to 1 XP per 1gp of recovered treasure.
value should be added up and divided evenly among
the heroes. The listed XP amounts do not include Location Treasure Value
wandering monsters, nor repeated encounters with the
same enemies. Area 1 500gp
Area 2 602gp, 6sp
Monsters Total XP Value Area 3 1,440gp
11 sook guardians 275 XP Area 4 50gp
4 barrow creepers 300 XP Area 5 948gp, 4sp
Draugr sorceress 80 XP Area 6 1,204gp
Monstrous barrow rat 130 XP Area 7 960gp
Draugr slayer 125 XP Area 8 25gp
Draugr knife-hurler 65 XP Area 9 2,250gp
Draugr icesworn 80 XP
Draugr sharpshooter 175 XP MAGIC ITEMS
Draugr wraith 675 XP List of recoverable magic items. They are not worth
3 wane wraiths 48 XP any XP awards.

Magic Items Location


2 potions of gaseous form Area 2
Potion of heroism Area 4
Fracas, +1 sentient sword Area 7
2 +1 arrows Area 8

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300
CHAPTER 9:
LOST TEMPLE OF NINCHAGA

By Robert Alderman

There is no one else for miles,


and even those people far away are deaf and blind.
There is no one to bless this.
There are the dark trees, and just beyond the trees.

—Matthew Rohrer, “Epithalamium”

Deep in the taiga, atop the peak of a low mountain, lies a crumbling Enoruuk temple to the
water deity Anarnulak. Like the mountain it was called Kangek, but the natives renamed it
Ninchaga or “Dead Hill” after Baalor conquered the North. The ruins are haunted by the
spirits of those who followed the Old Way. It is considered unlucky to even name this place
aloud, so few in Kangkul mention it in casual conversation—only a shaman, elder, or foolish
child would do so.

Designed for seven 3rd level heroes.


heroes.
temple clearing (area 1). The stream trickles east out of
TRAVELING TO THE TEMPLE the pool down the mountainside.
Ninchaga is on the overland map (hex 04.14).
Among the Trees. Trying to reach the temple without
Sacred Stream. A cold magical spring rises up from the stream is much harder. Entering the endless
the mountain, flowing down its side into hex 05.15, taiga, with its thick sea of jack pines, spruce, balsam
meandering south into hex 05.16, and then curving fir, and trembling aspen, reduces the party’s visibility
into hex 06.16 where it forms an isolated forest lake. significantly and makes it easy to get lost. (See “Endless
Anyone following the stream finds the temple and Taiga” in chapter 5.) But once the party closes within
cannot get lost while navigating through the forest. Its a few hundred feet of the ruins, they notice that every
source is a crystal-clear spring 50 yards north of the tree has died. Any druids and elves feel a bone-chill
walking here.

THE SURFACE RUINS


Long ago, the Temple of Kangek was beautiful, the threatening peaks of the Gorogungamar and Castle
surrounded by jack pines and birch trees in spring’s Thar-Gannon.
flowering. And in winter, the temple lay covered in
thick drifts of pure snow. But no more. The forest
here has died from a mysterious affliction. Standing
THE SKAAL-DRA’KAR
in the clearing around the ruins, an observer sees the Dwelling among the temple ruins are 4 death-wivesA,
wilderness of Titherion as far as Kangkul and Lake former Enoruuk priestesses. They are served by 4 tree-
Helvarragh, even as far—on the clearest of days—as beastsA and 7 taiga wightsA.

302
The skin of these old Enoruuk women is taut and
BACKGROUND prunish, like aged brown leather. Black orbs—their
For millennia, the Enoruuk tribal priestesses—called inhuman eyes—flicker rapidly as they slowly twist their
staalistas—worshipped a water deity named Anarnulak heads and gaze at the wilderness. The witches bare their
at Kangek. (See “Emeqism” in chapter 2.) But then filed teeth and sharp claws, as their tribal jewelry—the
Baalor came. He leveled their temple, converted the only adornments on their gaunt, naked bodies—jingle
cowards into his death-wives, and killed the rest. Some at their erratic, sudden movements.
were taken to Thar-Gannon, but others were left in
Ninchaga to continue performing unholy rites in CHATTERING WIVES
Baalor’s evil name.
Anyone close enough to listen hears these black-eyed
undead muttering under their breath in a twisted form
FIRST IMPRESSIONS of druidic. They repeat disturbing—almost obsessive—
Those observing the death-wives at a distance think phrases breathlessly, such as:
they see elderly Enoruuk women. But after a few
minutes, something seems off—the old wives move ƒ “Where…? Where did he go?”
erratically, barely communicate with each other, and ƒ (If they hear something): “Lover?”
seem lifeless. They shuffle about quietly, lingering on in
ƒ “I need. I want. Yet—I already have him.”
their old mundane habits and routines—chewing slowly
though they do not hunger, tending fires though they ƒ “Nothing but his embrace. Nothing but the cold,
feel no cold, muttering strange forest-tongues though the dark—and them, lingering.”
they never speak with each other. ƒ “There are the dark trees, and just beyond the
trees.”
If the party approaches the death-wives, read:
ƒ “—lost, but calling me still. I hear him. I-in the
dark place.”

303
ƒ Red Paralysis: 1/turn, the wight glares into
TREE-BEASTS OF TARKTUKTULAK the eyes of a victim within 40’. Unless the victim
Each tree-beastA is marked TB on the level map. A saves vs. spells, his eyes fill with an engulfing
hero might sneak up to one for cover only for the red mist. He sees horrific visions of nightmarish
“tree” to attack suddenly! The beasts protect the death- landscapes and dark, drifting entities beyond
wives but do not enter the under-temple below. the nebulous crimson. While in this state, the
victim is at -2 to hit. One round later, the victim
TAIGA WIGHTS senses a black, wispy shadow emerging from the
The wights guard the under-temple at the death-wives’ encompassing red fog. It is moving towards him
direction. rapidly. The victim must save vs. death once
per round; if he gets three successes before three
TACTICS: SKAAL-DRA’KAR & failures, this condition ends. But if the victim ever
fails one save, he is at -4 to hit; if the victim fails
SERVANTS two saves, he becomes blinded to the real world
The death-wives cast entangle on enemies and let around him; if the victim fails three saves, the
their tree-beasts engage the party in melee, while the dark shape engulfs him—he can no longer be seen
death-wives flank the heroes and red paralysis them. If and cannot escape the dark miasma surrounding
foes wield wood-based weaponry, the death-wives cast him. One round later, the hero’s time is up: he
warp wood. But the undead hit foes in metal armor or sees a demon’s face in the swirling red mist, and
wielding metal weapons with heat metal. Beyond this, suddenly, it kills him. A continual light, protection
the death-wives attack clustered enemies with ice blastB; from evil, remove curse, or remove fear ends this
otherwise, they leap into melee with their dangerous condition by blocking the shape from engulfing
claws. If the death-wives flee the ruins, they linger in the victim, and it departs.
the woods without purpose. ƒ Spawn: Victims slain by quietus or red paralysis
rise as taiga wightsA that same night. Females so
The tree-beasts fight to the death, smashing victims killed rise as death-wivesA.
into a pulp and then rooting their foes’ slain corpses for ƒ Spell Casting: As 4th level druid. 1st (2 slots):
fresh blood, if needed. entangle (×2); 2nd (2 slots): ice blastB, warp wood.
ƒ Surprise: A surprised victim meets the wight’s red
Finally, the wights start combat with their red paralysis
paralysis glare automatically.
glare, then claw victims mercilessly.
ƒ Undead: Makes no noise, until it attacks.
Death-Wives (4): AC 3 [16], HD 4*** (18hp), Immune to effects that affect living creatures (e.g.,
ATK 1 × claw (1d6 + quietus) or 1 × red paralysis, poison). Immune to mind-affecting or mind-
THAC0 16 [+3], MV 90’ (30’), SV D10, W11, P12, reading spells (e.g., charm, hold, sleep).
B13, S14 (4), ML 12, AL chaotic, XP 225, NA 1d4
Tree-Beasts (4): AC 2 [17], HD 5 (22hp), ATK 2
(1d6), TT B, Gear tribal jewelry.
× slams (2d4), THAC0 14 [+5], MV 150’ (50’), SV
ƒ Averting Eyes: Victim averting its eyes is at -4 to D10, W11, P12, B13, S14 (5), ML 10, AL chaotic,
hit and -2 to AC against the wight. XP 175, NA 0 (1d4), TT K.
ƒ Energy Resistance: Saves at +2 against fire and
ƒ Bark Skin: Takes only half damage from non-
lightning attacks.
axe-like weapons. Immune to smaller missiles, like
ƒ Identification: Can identify plants and animals
bolts, stones, and arrows.
and discern pure water.
ƒ Rooting: If it plants its root-like feet into the
ƒ Languages: Speaks the secret druidic tongue.
soil within 15’ of a fresh corpse, it slurps up the
ƒ Mundane Damage Immunity: Harmed only by
victim’s blood as it seeps into the earth. This heals
silver weapons or magical attacks.
the tree-beast 5d8hp over 1 turn.
ƒ Pass Without Trace: Trackless movement in the
ƒ Surprises: On a 1-4 in a forest, due to being
wilderness; never impeded by overgrown areas.
mistaken for a tree.
ƒ Quietus: Victim cannot naturally or magically
ƒ Vulnerable to Fire: Saves at -4 against fire attacks
heal the wight’s claw damage. If the wight is
and takes maximum damage from them; when
destroyed, the victim may save vs. spells once
fire attacks are first used against the tree-beast,
per day to end this condition. A remove curse also
ends this effect.

304
Lost Temple
(Above Ground)

its morale score drops to 6, and it must make a senses a black, wispy shadow emerging from the
morale check immediately. encompassing red fog. It is moving towards him
rapidly. The victim must save vs. death once
Taiga Wights (7): AC 4 [15], HD 4** (18hp), per round; if he gets three successes before three
ATK 1 × claw (1d6 + quietus) or 1 × red paralysis, failures, this condition ends. But if the victim ever
THAC0 16 [+3], MV 90’ (30’), SV D10, W11, P12, fails one save, he is at -4 to hit; if the victim fails
B13, S14 (4), ML 12, AL chaotic, XP 175, NA 1d6 two saves, he becomes blinded to the real world
(1d8), TT B. around him; if the victim fails three saves, the
ƒ Averting Eyes: Victim averting its eyes is at -4 to dark shape engulfs him—he can no longer be seen
hit and -2 to AC against the wight. and cannot escape the dark miasma surrounding
ƒ Mundane Damage Immunity: Harmed only by him. One round later, the hero’s time is up: he
silver weapons or magical attacks. sees a demon’s face in the swirling red mist, and
ƒ Quietus: Victim cannot naturally or magically suddenly, it kills him. A continual light, protection
heal the wight’s claw damage. If the wight is from evil, remove curse, or remove fear ends this
destroyed, the victim may save vs. spells once condition by blocking the shape from engulfing
per day to end this condition. A remove curse also the victim, and it departs.
ends this effect. ƒ Spawn: Victims slain by quietus or red paralysis
ƒ Red Paralysis: 1/turn, the wight glares into rise as taiga wightsA that same night.
the eyes of a victim within 40’. Unless the victim ƒ Surprise: A surprised victim meets the wight’s red
saves vs. spells, his eyes fill with an engulfing paralysis glare automatically.
red mist. He sees horrific visions of nightmarish ƒ Undead: Makes no noise, until it attacks.
landscapes and dark, drifting entities beyond Immune to effects that affect living creatures (e.g.,
the nebulous crimson. While in this state, the poison). Immune to mind-affecting or mind-
victim is at -2 to hit. One round later, the victim reading spells (e.g., charm, hold, sleep).

305
frightens Enoruuk in Kangkul, but in Valkengard, the
AMONG THE SURFACE RUINS heroes might sell it for 400gp to the right collector.
Unless otherwise noted: all temple doors are solid
stone; walls, ceilings, and floors are hewn from thick 2. Courtyard
stone; ceiling height is 12’.
The forest grew right to this old courtyard’s edge before
Wandering Monsters. The table gives random it died. Twisted tree-husks loom over it now. The roots
encounters in the lost temple ruins. of a slender aspen, with greenish-white bark, have
broken the temple’s foundations. No leaves grow on it.
1d100 Surface Ruin Encounters Dangling from its branches like hanging criminals are
faceless twig-figures. A fire pit embers in the southeast
01-70 1d2 boreal miner beesA.
corner. Clay pots and jars lie against the ruined walls,
71-82 1 death-wifeA. bathed in its flickering light.
83-94 1d2 tree-beastsA.
A death-wifeA lingers here and 2 tree-beastsA do, as
95-00 1 death-wifeA, 1d2 tree-beastsA. well, serving and protecting her. The tree-beasts hide
within the western tree-line. Loud combat here draws
1. Clearing the monsters in area 7 within 1d4+2 rounds.

Ahead, at the cold mountain’s peak, is the crumbling 3. Bath House


vestige of a roofless temple in a clearing. The grasses
rustle beneath the creaking husks of dead trees. From the Collapsed wall-holes puncture this room’s perimeter. An
clearing is a view of the entire wilderness of Titherion, overturned tub, hewn from wood, lies in the southwest
as far south as the blackened sea and as far north as the corner. Numerous twig-runes hang from vines
Mountains of Terror. A dark cloud hangs over the land crisscrossing the open sky. They hang so low and thick
there, roiling in power. that crawling is necessary to avoid them.

A description if approaching at night: Long ago, this was a temple bath house used for ritual
purification before sacred ceremonies.
Two camp fires burn inside the old ruin, one in its Twig-Runes. Anyone sneaking in this room must crawl
western half, the other at its south end. The shadows of low to the ground; otherwise, the twig-runes jangle
old Enoruuk women, cast from high flames, flicker on loudly when bumped, alerts the death-wife in area 2.
the cracked walls as they shuffle about the fires.

A description during the full moon: 4. Plumbing Room


Against the west wall, a series of lead pipes rise up from
The swollen white moon hangs above the ruins. the floor to the wall’s top, ending in broken stumps.
Near it, a stone panel is built into the north wall, with
Off the level map, 50 yards north of this clearing is
a lever broken in its upward position. A rotting figure
a sacred spring of crystal-clear water. A stream flows
stands facing into the southwest corner.
out of it eastward down the mountainside into hexes
05.15, 05.16, and 06.16. This lone taiga wightA is being punished. It attacks
if it notices the heroes. Loud combat here draws the
Sneaking. If crossing the clearing in daylight, the party
monsters in area 2 within 1d4 rounds.
is spotted by the death-wife in area 2, who attacks
immediately. Even at night, stealth is only possible Plumbing. Any learned hero or dwarf knows that, long
when the sky is overcast or lacking moonlight. ago, the Enoruuk devised a rudimentary plumbing
system. This surprises any Hadeans. They view the
Treasure. On the ground in the clearing is a skeletal
natives as barbarians.
hand gripping a necklace of wooden beads, with a
hanging wood-carved locket. If opened, a detailed Lever. The panel cannot be operated without its
carving of a woman’s face is on the left side, but on missing lever; but if the party finds it (area 6), it can
the right is a man’s head seared off by fire. This object be re-attached. Pulling down on the lever creates a
loud sound from below—of iron grinding on iron. This

306
raises the grate up into the under-temple’s ceiling (area Silver Ring. The dead elf’s severed arm has a silver
19). ring (100gp); his bloated finger must be cut off to
remove it.
Engineering Marvel. Any learned hero or dwarf who
studies the ancient water system, sketching out detailed 6. Mural Room
notes on how it works, can sell this information in
Valkengard for a tidy sum of 2,200gp. But payment This ruined chamber’s cracked stone floor is uneven.
isn’t immediate. The plans must be tested first by Gnarling roots erupt around its stone tiles. Along
engineers, which takes two weeks. the walls are three weathered murals. A dozen sealed
canopic jars lie under them.
5. Meat Storage
Canopic Jars. The jars contain white dusty powder,
Rusty saws and crude axes with faded wood-handles gray ashes, strips of leather, and tiny hunks of bone.
line the west wall, hanging from stone knobs. Five In the southwest corner, a jar holds the broken lever
rotting corpses have been tossed erratically in the to the panel in area 4. But to find it, a hero must rifle
southeast corner—swollen, greenish, stripped of all through the jar’s ashes and powder.
clothing. Their tongues jut out. The smell is ghastly.
Murals. Anyone studying the murals learns some
Equipment. These lumber work tools are not temple history. They depict the following scenes:
serviceable.
ƒ North Mural: A maiden bedecked with jewels
Corpses. Studying the corpses reveals they died 8-10 departing as villagers wave goodbye and weep.
days ago. The death-wives and tree-beasts murdered ƒ West Mural: The maiden stepping into a water-
them, then left the corpses to rot in this store room. pool, hands folded in prayer, while her elders—all
They intend to burn the victims’ bodies in a fire pit, to women—watch.
eat the roasted flesh and grind the bones into powder,
which they store in canopic jars (area 6). ƒ South Mural: A long procession of bejeweled
Enoruuk maidens radiating a mystical light,
ƒ Dwarf, Male: Face mauled by slashing. Died moving towards a mountain rising from a forest.
from bleed-out. Its peak radiates even more light, but its source
cannot be seen—the mural’s top is lost in the
ƒ Elf, Male: Arm ripped off. Back broken.
wall’s collapse.
ƒ Half-Orc, Female: Deep slashes on chest and
stomach. Throat ripped out. These murals depict the Enoruuk staalista initiation
ƒ Hadean, Female: Decapitated. rites in the primitive Emeqist religion.
ƒ Enoruuk, Male: Bludgeoned to death. Bones
crushed.

307
7. Grand Foyer clusters of blue-violet cherriesB. Once plucked, they grow
back within 2d12 days.
Dark smoke from an open fire rises in this former entry
hall. At the south end, a small cherry tree has grown up Staircase. This striking marble stairway causes any
through the flooring. Its leaves are dead, but a single dwarf to marvel at its construction. They seem far older
branch bears clustered fruit. In the foyer’s center, a than the temple ruins. Each step glows with a faint blue
marble spiral staircase descends into the ground. Wild light when a living creature steps on it, and a slight
roots and thick vines have overgrown the walls around breeze flows up from the depths, old and with longing.
it. The stairs descend 100’ and lead to the ruined under-
temple below.
A death-wifeA lingers here and 2 tree-beastsA do, as
well, serving and protecting her. The tree-beasts hide 8. Privy
within the eastern tree-line. Loud combat here draws
the monsters in area 2 within 1d4+2 rounds. An old privy. Two wood benches lay atop a stone chute,
one against the east wall, the other against the west,
Vine Walls. The walls west of the staircase are heavily each with a round hole. Hanging from a peg on the
concealed by vines and roots. If anyone removes the north wall is a long wooden stick with a discolored
vegetation (which takes 1 turn), he discovers crude sponge tied to its end. No privy-stick hangs from a
images painted in charcoal (the black color) and second peg nearby.
ground calcite (the white color). Both paints were
mixed with animal fat to make them stick to the wall. The privy still works. Its plumbing flushes any waste
down the mountain. The privy-stick was a communally-
The images depict a tall black figure with a white skull shared sanitation tool.
head stepping onto a mountain surrounded by trees,
as if crushing it. White figures wearing jewelry move in Stone Peg. The first peg with the privy-stick hanging
a line towards the mountain, while similar figures fall on it is a secret button. If pressed, a hidden panel
head first under the mural, as if into the earth. slides open nearby. Inside, a leather pouch holds 32
diamonds (50gp each).
Living Tree. Strangely, a lone cherry tree in the grand
foyer has not died. Its branches bear 1d4 magical

THE UNDER-TEMPLE
Within the mountain lies a secret under-temple, built Tactics. As soon as the piscina demon’s skeleton spawn
by the staalistas for the water god, Anarnulak. The encounter the heroes elsewhere in the temple, or after
cult hid its most precious treasures inside. Only the it hears a loud disturbance, it casts invisibility on itself
staalistas entered this hallowed place and gazed on its followed by wizard eye to spy on the party.
chambers. Here, they performed sacred rites honoring
their ancestral deity. But when Baalor came, he Once the heroes enter the piscina of doom (area
murdered the staalistas who refused to serve him and 19), they trigger the skeletal horde’s attack. The
stacked their corpses at the holy piscina’s bottom within undead seek out lawful intruders and attack them first,
the central altar room. He corrupted or destroyed while neutral characters are targeted second. But the
everything good that remained, converting the under- skeletons ignore chaotic beings who do not attack
temple into a home for his personal death cult. them or take any actions to clearly help the other
intruders—say, by healing them. If the intruders are
undetectable when they enter the big chamber (from
THE DEMON & THE DAMNED invisibility), the undead emerge from the piscina and
After razing Kangek to the ground, the Skull God roam about the room groping at the air until they find
summoned and bound an evil spirit to the under- the disturbance’s source while the demon mentally
temple’s sacred pool, a minor Tarngrak called the directs them.
piscina demonA. It sustains the curse befouling the
water and magically controls its skeletal creations. The piscina demon remains invisible until all 20
skeletons are destroyed. Then, the demon casts part

308
water to create a dry, 6’ wide path leading north claws. The demon only flees if the party figures out a
through its acid pool to the sewer grate and the blue way to fish it out of the pool.
diamond key behind it. The demon tries to fool the
heroes into thinking that they have been “awarded” Sulfurous Skeletons (20): AC 7 [12], HD 2*
the key by defeating the undead horde. But this merely (9hp), ATK 1 × claw (1d4 + 1d4 acid) or 1 × sulfur
lures the foolish into the pool, with an acid wall on sack, THAC0 18 [+1], MV 60’ (20’), SV D12, W13,
their right and left. Once it is apparent to the demon P14, B15, S16 (1), ML 12, AL chaotic, XP 25, NA
that no one else is joining the suckers, it dismisses the 3d4 (3d10), TT –.
part water effect. The heroes are instantly immersed! ƒ Acid Coating: Anyone clawed by the skeleton or
touching it suffers 1d4 acid damage.
After the demon pulls this stunt, or if it becomes ƒ Immunity: Immune to acid.
clear the party won’t take the bait, the piscina demon ƒ Sulfur Sack: If it cannot claw, the skeleton spits a
manifests directly in the pool’s center. In a rage, it repulsive acid glob from its sulfur sack up to 60’
attacks the heroes with its writhing tentacles. The for 1d6+1 acid damage.
piscina demon is cunning. It hovers 20’ in the air over ƒ Undead: Makes no noise, until it attacks.
the pool encased within its acidic sphere and stays out Immune to effects that affect living creatures (e.g.,
of melee range. It casts dispel magic on any magical poison). Immune to mind-affecting or mind-
effect that causes it trouble, and focuses its tendril reading spells (e.g., charm, hold, sleep).
attacks on lawful heroes first. The demon hates and
fears clerics and paladins.

If the liquid sphere is dispelled, the demon sinks to


the pool’s bottom and waits for the heroes to swim
through the acid to reach it, attacking them with its

309
Piscina Demon: AC 2 [17], HD 7** (31hp), ATK ƒ Mundane Damage Immunity: Harmed only by
2 × acidic tendrils (1d10 + knockdown) or 2 × claws magical attacks.
(1d6), THAC0 13 [+6], MV 60’ (20’) levitate or ƒ Spell Casting: As 7th level caster. Constant—
swim, SV D8, W9, P10, B10, S12 (7), ML 10, AL detect evil, read languages, read magic; 3/day
chaotic, XP 1,250, NA 1 (0), TT B. (targets demon’s water source only)—lower water,
ƒ Acidic-Bodied: If water touches the demon or its part water; 1/day—dispel magic, invisibility,
acidic pool, a burst of acid splashes in a 10’ radius, wizard eye.
dealing 1d4 damage to all creatures. ƒ Vulnerable: Holy water vials thrown into the
ƒ Corrupt Water: The demon can corrupt a water demon’s liquid sphere deal maximum damage it;
source 700’ in radius. To do this, it must enter against lightning, it saves at -4.
the water source and remain there for 6 days;
at that point, the demon has bound itself to the DOWN IN THE UNDER-TEMPLE
water source, which transforms into burning acid. Unless otherwise noted: all temple doors are solid
Any corpses tossed into the water are cursed stone; walls, ceilings, and floors are hewn from thick
and rise as sulfurous skeletonsA at the demon’s stone; ceiling height is 12’.
command. The demon sees through the eyes
of its skeletal spawn at all times and uses them Wandering Monsters. The table gives random
to scout the surrounding area. This corruption encounters in the lost temple ruins.
might be removed, but only after the demon is
slain or drive away and the greater Hadean rite of 1d100 Under-Temple Encounters
expulsionB is performed over the water.
01-35 1d2 boreal miner beesA.
ƒ Damnation: If slain, the demon’s skeletal form
shatters, as its acidic sphere rains down into the 36-70 1d4 sulfurous skeletonsA.
water; its invisible spirit moans with great fear 71-82 1 death-wifeA.
and uncertainty as it is hurled across the air; it is
83-94 1d2 taiga wightsA.
trapped in the Megalith of Yetza-har’aB.
ƒ Demon Traits: Doesn’t need air, food, or water. 95-00 1 death-wifeA, 1d2 taiga wightsA.
Immortal. Telepathy 100’.
ƒ Detestable Recrudescence: If 66 victims are 9. Statue of the Three Forms
ritualistically murdered and their suffering offered
to a demon, the harnessed power frees and A towering statue of a hooded figure 9’ high greets your
reconstitutes the piscina demon again. staircase exit. Its face lacks any discernible features,
ƒ Immunity: Immune to acid. marred by magical fire long ago.
ƒ Knockdown: Victim must save vs. paralysis or
be knocked back 1d3 × 5’ and fall prone. Baalor defaced this statue long ago, but its magic
ƒ Liquid Sphere: While bound to its water source, remains active.
the piscina demon can create and encase itself
Statue. If anyone touches the statue, it glows like the
within a magical, liquid sphere of acid. This
staircase, and a voice in Druidic hums:
sphere gives the demon immunity to missiles (but
not siege weapons). Slashing and blunt weapons
are at -4 to hit the demon, and fire attacks deal Give thanks to the water, for it draws the mammoth
only 1 point per damage die to it. The demon’s and our fish. Give thanks to the snow, for it cools our
husk floats in its sphere over the pool and moves throats in winter. Give thanks to the clouds, for they
as high as 20’ in its air space. The liquid sphere relent in their long anger, so baring the sun.
can be eliminated by dispel evil, but the demon This important clue to solving the puzzle in area 12
can summon a new one on the following day. If gives the three forms of water. In legend, Anarnulak
the demon flees its piscina, it loses this sphere. took these holy forms on earth: water (liquid), ice/snow
ƒ Long Reach: Its tendrils course through the (solid), or cloud/mist (gas).
air up to 50’ away. Against foes beyond 50’, the
demon loses initiative as it stretches its tendrils up
to 100’ to attack them.

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Lost Temple
(Below Ground)

10. Meditation Chamber fishing. Flowing water sprouts from a staalista’s open
hands. The runes under the mural say:
A bare meditation chamber. Three murals adorn the
western wall’s recess. Ancient runic inscriptions are She calls him forth from her hands and her people drink
etched under each one. Beneath them hangs a small like the river salmon.
ledge of stone. The north ledge holds a wooden scroll
case. Mural of Mist. This second mural shows the clouds
parting with sunlight, as the Enoruuk lift their hands
Sitting and swaying in place, as if meditating, is a in praise of Anarnulak. A staalista leads them. Mist rises
death-wifeA. A taiga wightA attends her. They rise to from her open hands—her vapors mix with the clouds
attack intruders. The staalistas used this meditation above. The runes under the mural say:
chamber to dwell on Anarnulak’s nature. Strangely,
Baalor bypassed this chamber, walking straight into the She calls him forth from her hands and her people hide
under-temple (area 19) to desecrate it. like nestlings under mother-owl’s wings.
Mural of Water. This first mural shows herd animals
drinking from a river, with Enoruuk tribesmen spear-

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Mural of Ice. This third mural shows the staalista The sacred Enoruuk texts were stored here, but they
blowing snow-flakes at a hooded statue. The runes have been long since destroyed. Anyone familiar with
under the mural say: fire knows that the scorch marks were caused by its
sudden flash.
She calls him forth from her hands and her people
endure like the polar winter. Malady Mold. The black mold is a hidden threat.
Any caster within 10’ must save vs. poison or
Under this mural’s ledge is 1 divine scroll of ice blastB. contract spell-wasting disease. When onset occurs after
incubation, the feverish caster noticeably pales.
Solving the Puzzle. These murals hint at this
dungeon’s main puzzle. The heroes need to cast three Spell-wasting disease (transmit saving throw;
spells that mimic the three forms of water. These druid incubation 1d6; severity 2; resistance lose 1 spell
spells are—create water (liquid), ice blastB (solid), and slot per day, starting with the highest first; resting
obscuring mist (gas). Class abilities similar to these does not restore these; at 0 slots, he loses his
spells might be allowed if the party lacks a druid. spellcasting ability forever and must save vs. death
or die).
11. Moldy Library
Book of Wisdom. If a hero sifts through the ruined
A ransacked library, badly damaged. Broken debris, he finds an old leather-bound book with intact
book shelves lay piled on the floor, as if toppled by a pages, despite its floating in water. This is the Book of
whirlwind. Water drips from the ceiling. A black mold WisdomB.
spreads across the west wall. Piles of books and scrolls
on the wet floor have been scorched and then ruined
further by water. A lectern stands against the east wall,
knocked aside.

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12. Nest Tunnel 13. Antechamber
The ruined corridor has partially collapsed, its walls Two staircases lead down from this antechamber into
coated with a gray waxy paste. Water drips in the other areas. An explosive blast marks the chamber floor.
distance. Somewhere, a faint droning sounds beyond the Built into the diagonal wall is a water font blackened
tunnel’s midpoint. with magical fire. Above it, a message has been scrawled
on the wall in blood.
Recently, 5 boreal miner beesA formed a nest here.
If the party is noisy, they scurry out and attack the This chamber displays Baalor’s cruel work.
intruders.
Corrupted Font. This corrupted font is filled with
Bee Lore. A druid or ranger can identify the beeswax, unholy water (which acts like reversed holy water,
with a 10% chance per level of knowing a bee poison affecting lawful clerics, paladins, and enchanted
antidote. It can be made in 2d4 rounds minus 1 round creatures).
per level using a dead bee’s secretion and common
taiga herbs. Graffiti. The graffiti, written in decipherable
Urgathos scriptC, reads:
Three Statues. Three disfigured statues rest in the
alcoves along the west wall. Each is 7’ tall and extends Declare your service to the Master, fool, or suffer the
a bowl towards the viewer. A crude symbol marks the Tarngrak’s spit!
statues’ bases. From north to south, their symbols are:
14. The Artifact
ƒ A wavy horizontal line (for water).
ƒ A wisp of vertical lines (for cloud/mist).
ƒ A snow-flake (for ice/snow).

Solving the Puzzle. If a druid targets each statue with


the right spell (corresponding to its symbol’s element,
hinted at in the area 10 murals), the spell’s effect is
absorbed by the statue; it glows as the bowl fills with
that substance.

For example, casting create water at the horizontal


line statue causes it to glow as its bowl fills with water;
casting obscuring mist at the vertical line statue causes
it to glow as its bowl fills with mist; casting ice blastB at
the snow-flake statue causes it to glow as its bowl fills
with snow.

Each statue remains glowing for 1 hour, then the effect


ends. While all three statues are glowing, the force field
(area 14) shuts off.

Boreal Miner Bees (5): AC 5 [14], HD 2* (9hp),


ATK 1 × bite (1d6) and 1 × sting (1d4 + poison),
THAC0 18 [+1], MV 60’ (20’) / 210’ (70’) fly, SV
D12, W13, P14, B15, S16 (1), ML 10, AL neutral, XP
25, NA 0 (3d6), TT L × 20.
ƒ Nests: Burrows nest in the ground, housing 3d6
boreal miner beesA. This recessed alcove ends with a stone pillar rising up
ƒ Poison: Victim must save vs. poison or suffer from the floor, chest-high. A pulsing field of cackling
1d4 damage per round (up to 8d4 maximum). energy surrounds it. Inside floats a fist-sized orb of solid
bronze.

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Baalor put this artifact here like a twisted museum by praying to receive courage and perseverance in
exhibit, celebrating his victory over Anarnulak. The hardship.
pillar is marked FF on the map.
Blessing of Fortitude. If anyone meditates, prays, or
Force Field. If a character touches the force field, bolts sleeps in this cell, he gains a +4 bonus against poison
of arcane power surge through his body and he takes for a week, but he cannot gain another shriving cell’s
3d12 damage. He can still grab the orb by sheer force blessing for a full month.
of will (with a save vs. spells), but he suffers another
3d12 damage as he pulls his arm out. 18. Shriving Cell of Temperance
Bronze Orb. This is the bronze orb of memoryB. This small enclosed room has two stone seats in its
corners. Old wolf-skins cover each, for sitting. A violet
15. Shriving Cell of Prudence curtain hangs from a ceiling rod for each side’s privacy.

This small enclosed room has two stone seats in its The staalistas designed this cell to spiritually prepare for
corners. Old wolf-skins cover each, for sitting. A white their rituals by praying to receive moderation and self-
and black curtain hangs from a ceiling rod for each control over her body’s passions and desires.
side’s privacy.
Blessing of Temperance. If anyone meditates or prays
There are 2 taiga wightsA here, waiting for orders. in this cell, he gains a +4 bonus on saves against fire
They attack the living. The staalistas designed this cell attacks or spells, and he only suffers half damage from
to spiritually prepare for their rituals by praying to such effects; this lasts for a week, but he cannot gain
receive prudence and wisdom. another shriving cell’s blessing for a full month.

Blessing of Prudence. If anyone meditates, prays, or 19. Under-Temple & Piscina of Doom
sleeps in this cell, he gains a +4 bonus on saves against
magic spells for a week, but he cannot gain another Steam fills this massive chamber. The vaulted ceiling is
shriving cell’s blessing for a full month. 30’ high and its walls are set with bluish-green crystals
that shed a soft natural light. The north platform is
16. Shriving Cell of Justice 8’ above the main floor; a staircase descends from it.
Three corridors and a natural tunnel branch off from
This small enclosed room has two stone seats in its the chamber in several directions. A row of stone doors
corners. Old wolf-skins cover each, for sitting. A blue lines the south wall. In the northeastern recess lies
curtain hangs from a ceiling rod for each side’s privacy. a bare white altar slab of finely hewn stone, stained
darkly. In the southeastern recess, a crude, white- and
The staalistas designed this cell to spiritually prepare for
black-painted wooden effigy looms, 12’ tall. It depicts
their rituals by praying to receive compassion, charity,
an androgynous figure. A pair of curling horns, crafted
and generosity.
out of thin entwined branches, sprout from its head.
Blessing of Justice. If anyone meditates, prays, or The piled remains of a fallen statue are piled at its
sleeps in this cell, he gains a +4 bonus on reaction bottom. An underground piscina of clear water sizzles
rolls, and he grants the same bonus to his hirelings on against the north wall. Steam rises from it. An iron-
morale and loyalty checks, but he cannot gain another barred grate built into the pool leads to a tunnel from
shriving cell’s blessing for a full month. where the water flows.

Once holy, this under-temple now contains a grave


17. Shriving Cell of Fortitude
threat to an adventuring party.
This small enclosed room has two stone seats in its
Piscina of Doom. Filled with a clear liquid, the pool
corners. Old wolf-skins cover each, for sitting. A green
“water” is a potent acidC. The piscina bottom slopes to
curtain hangs from a ceiling rod for each side’s privacy.
a depth of 10’ at its center, and along the north tunnel.
Sitting and swaying in place here, as if she is If anyone nears within 10’ of the pool:
meditating, is a death-wifeA. She attacks! The staalistas
designed this cell to spiritually prepare for their rituals The faint, muffled screaming of female voices emanates
from the bubbling depths of the pool.

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The Damned. When a lawful hero enters the under- Suddenly, a wave of piscina water surges upward into
temple, read: the air, coalescing into a large bubbling sphere. Inside
floats a blackened female skeleton. Its pelvis lacks legs.
Suddenly, the piscina begins bubbling and hissing. More Abyssal glyphs cover its bones like arcane tattoos. The
steam rises into the air, thick and hazy. A red-boned thing’s eyes are two golden pinpoints of light, and its
skeleton bursts out of the pool, clambering for hard forearm bones end in cracked stumps. The skeleton lifts
ground and pulling itself to its feet. Its bones drip with its broken arms, and instantly, two long tendrils of
sizzling water as the undead’s jaw opens and emits a scalding liquid burst out of the floating sphere encasing
blood-curdling feminine scream. Under the skeletal it. They grow longer and longer reaching 30’ in length!
creature’s jawbone, where its throat would be, hangs a Then the skeleton hisses, and with a swing of its arm-
pulsating sack of green flesh. Just then, another skeleton stumps, both tendrils lash out in unison!
splashes out of the pool. And then another. And another.
And another. Investigating the Piscina. Once the undead and
piscina demon are destroyed, anyone investigating the
Once per round, 1d4 sulfurous skeletonsA rise out of pool notices a skeletal mass grave filling the piscina’s
the cursed piscina. The corrupted piscina can create 20 bottom—the remains of the faithful Enoruuk staalistas.
sulfurous skeletonsA per day. Although the women’s spirits have passed on, the foul
evil lingering in this place sustains its centuries-old
The Demon. Lurking in the acid pool is the invisible blasphemy by animating the brave women’s skulls and
piscina demonA. When it finally emerges, read: bones to destroy intruders and mock the Enoruuk
religion.

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Cleansing the Pool. If the piscina demon is killed,
the pool may be ritualistically cleansed by a lawful
cleric using the greater Hadean rite of expulsionB.
This is apparent to any cleric or paladin, especially
after battling the demon and hearing the feminine,
underwater voices screaming in the deep. When the
pool has been expunged of evil, its acidic qualities fade
away and the water becomes drinkable again.

Sewer Grate. Built into the piscina’s rear wall is


an iron grate. Anyone peering through it sees a
long tunnel of water flowing north. He also spots a
glittering blue diamond 12’ away under the water. The
jewel is obvious, as it lies atop the white-colored bone-
piles.

The broken lever (area 4) in the surface ruins controls


this grate. If the lever is repaired and moved into its
downward position, the iron bars rise into the ceiling
allowing access into the tunnel. Anyone swimming can
easily reach the gem-stone—only to discover it is the
blue diamond key (worth 4,000gp) into the treasury
(area 22).

Altar. The altar is marked A on the level map. Untold


numbers of living sacrifices were killed here by Baalor’s
death-wives. No amount of consecration can undo their
misdeeds—and clerics know this. The altar radiates
chaos and evil. Chaotic beings within 20’ benefit from
protection from evil. Lawful persons touching the altar
suffer 2d6 damage per round, while neutral characters
suffer 1d6 damage.

Effigy. The effigy is marked E on the level map. The


disturbing figure affects non-chaotic creatures within
20’ as per cause fear. Under the effigy are the broken
pieces of an Anarnulak statue. A dwarf could piece the
statue back together after studying the mess for 1d4
turns.

Broken Tunnel. A steep, rocky tunnel breaks through


the under-temple’s northwest wall. Climbing it with
rope takes 1 round, but climbing without it takes
2 rounds. Any dwarf can determine this tunnel was
formed by a combination of seismic activity and a
creature burrowing through its weakened walls. (The
bees in area 12 did this.)

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20. Houses of Peace
A stair descends into a chamber intersected by a long
corridor. On the east wall is a metal inscription etched
in Upik, but scrawled over it in blood graffiti are
several lines written in magic runes.

The metal inscription, in Upik, reads:

To the Houses of Peace.

But the blood-painted graffiti in decipherable


Urgathos scriptC reads:

There is no peace, no rest, no relief for the eyes—for


these, my eyes, are worn out from seeing evil only beget
evil: fear and disease, slavery and violence, poverty and
hunger. Sad tokens of meaningless suffering and the
cold finality of death. O, my loving petal! To see what
only your eyes now see—for alas, between us, you alone
know what awaits our lot. How the good one perishes,
spent like a stillborn! Yet, the other one lingers on a
thousand years. Do they arrive together at the same
place, at the tragic end of time, alighted by doves in
clouded rays of ineffable light—or crow-peckered like all
in the worm-clod?

20A. Wight Guards


A trio of 3 taiga wightsA linger before the eastern
doorway. They attack intruders.

21. Chamber of Fire & Heat


Both stone doors are engraved with a diamond-shaped
lock. The blue diamond key (area 19) opens it, as can
a thief’s Open Locks check but only after a knock spell
is cast first.

The air roils from waves of heat. Broken hunks of rock


lie below the north wall from structural damage. Blast
marks pepper every surface save the two walls south
and southeast. The latter contains a square alcove with
six green-glowing incense blocks on a tray. Above this
alcove hangs a demonic face carved from stone. Two red
rubies twinkle in its eye-grooves. The face leers at you,
threatening.

This chamber displays temple artifacts seized by Baalor.


A trap guards them.

Heat Metal. Any metal items in the chamber are


subjected to heat metal. (See “Magic” in Old-School
Essentials Advanced Fantasy Player’s Tome). The heat
starts at a “blistering” level. It increases by one level per

317
round for the next 3 rounds, but the effect never ends;
it stays at the “white hot” level until the items exit the
room. At that point, their level decreases normally, as
per the spell.

Leering Demon Face. The leering demon face is a


deadly trap guarding the alcove.

ƒ The demon activates the moment a creature


crosses the firing line on the level map and fails
to say, “I serve the Skull God!” (Or some variant
of this. The exact words are unimportant; only
intent.)
ƒ The demon shoots a fire ray at the two closest
targets every round; a target must save vs. wands
or take 4d8 fire damage per hit.
ƒ The demon always wins initiative.
ƒ The demon cannot detect invisible heroes, but it
does fire at illusory ones.
ƒ The demon cannot target heroes standing flush
against the diagonal or south walls.

Furthermore, the face’s eye rubies are worth 1,000gp


each. A thief can pluck them free with a Remove
Treasure Traps check. Removing one ruby reduces
the magical fire ray damage to 2d8; stealing both rubies
disables the trap completely.

Alcove. On display in the alcove are 6 incense of


meditation blocks. The staalistas created them regularly.
The chamber’s heat metal spell does not affect the
alcove interior.

22. Under-Garden
Both stone doors are engraved with a diamond-shaped
lock. The blue diamond key (area 19) opens it, as can
a thief’s Open Locks check but only after a knock spell
is cast first.

Cool air flows through this chamber. The north wall


holds a stone lever. Paralleling each other down the east
and west walls are thick rows of ostrich ferns growing in
brick-lined, black-soiled garden beds. A row of evenly-
spaced, carven faces line the walls 4’ above the garden
beds. The faces alternate between a roaring dragon
and a woman with her mouth agape. On the south wall
between the garden beds, 6’ from the ground, a small
ledge holds three hovering ioun stones: one incandescent
blue, one prism, and one vibrant purple.

318
During daylight, add this detail: in midair, never touching the plants or stone. It has
enough oil to trigger 20 rounds each day.
Sunlight streaks down from seven ceiling shafts.
Ledge. The ledge has three ioun stones. Behind them
This chamber displays temple artifacts seized by Baalor. is a skull-shaped wall sculpture. A metal plate under
Two traps guard them. The garden beds are marked the ledge, engraved in decipherable Urgathos scriptC,
GB on the level map and the pressure plate traps are reads:
marked T.
Fair trades only.
Lever. Anyone pulling the lever causes the carven faces
to spray water on the plants. The spray does not water The phrase alludes to a second trap. The skull emits a
between the garden beds. If a hero watches closely, he constant detect magic spell. If it does not detect at least
notices that only the feminine faces spray this water; three magic items on the ledge at any point in time, the
the dragon faces do not. second trap triggers.

Carven Faces. If the faces are studied, one notices an Second Trap. Suddenly, the jet flame trap triggers
iron nozzle hidden in the feminine faces’ mouths, but again more intensely, dealing 8d6 fire damage (save
the dragons’ mouths hide two nozzles. If the nozzles vs. breath for half); even those who are short or low
in either mouth type have been recently activated, the to the ground get singed with 2d6 fire. But here’s the
female nozzles bear water traces along their edges; the catch: the trap doesn’t stop burning until it runs out of
right dragon nozzles are traced with oil; the left ones oil or all conditions detailed in the “Ending the Traps”
are hot. section below are met.

Pressure Plates. Anyone stepping on the hidden Tractor Beam. Worse, every round, the skull targets
pressure plates between the garden beds triggers the nearby magic items with an arcane tractor beam.
jet flame trap. The right dragon-face nozzles spray
oil in the air between the garden beds, while their left ƒ The beam always wins initiative.
nozzles propel jets of fire after the airborne oil, igniting ƒ The beam always targets the most valuable magic
them. Man-sized heroes take 4d6 fire damage (save vs. item carried by a target within 50’ range.
breath for half) while small-sized heroes take 1d6 fire. ƒ The beam cannot target magic items positioned
Crouching characters are unaffected. The oil burns up flush against the south wall.

319
A character holding a targeted magic item must save
vs. wands or else an invisible force snatches the item
away 40’ per round through the air towards the ledge
(e.g., magic swords unsheathe themselves; magic helms
become unfastened; magic rings slip off a finger; etc.).
Dispel magic counters this effect, if it beats caster level
10. But the next round, the beam activates again.

Ending the Traps. Both traps end only when three


magic items of any kind rest on the ledge again. So, the
heroes can swap the ioun stones for other items already
in their possession, if they wish.

23. Ancient Treasury


Both iron doors are engraved with a diamond-shaped
lock. The blue diamond key (area 19) opens it, as
can a thief’s Open Locks check at -15% due to its
complexity but only after a knock spell is cast first.

This treasury holds three, small, iron-reinforced chests.


Each is encased in a translucent blue goo. Spherical
blobs float within. As you watch, the viscous blue fluids
shiver and glow, springing to life and attacking!

These 3 eldritch jelliesA guard the treasure. When the


doors open, they attack.

Treasure. Each treasure chest is locked, but the blue levels of uncast spell slots; these are always taken
diamond key (area 19) opens them. from the lowest-level slots first (i.e., work up).
The player picks the stolen slots.
ƒ Chest 1: 199pp (597gp) and 782gp. ƒ Immunity: Immune to slashing weapons (e.g.,
axes, swords).
ƒ Chest 2: 2,960gp.
ƒ Seep: Can squeeze through cracks and holes.
ƒ Chest 3: 4,384cp plus 7 gems (worth 10gp ×2, ƒ Spell Absorption: When a spell targets the jelly, it
50gp ×3, and 100gp ×2), two ivory brooches absorbs the spell’s energy and negates its effect.
crusted with emeralds (300gp each), and 1 potion ƒ Stored Energy: The jelly heals 2hp per spell level
of diminution. absorbed. If this healing exceeds the jelly’s total
hp, the excess hp convert into a pool, and when it
Eldritch Jellies (3): AC 6 [13], HD 4* (18hp),
accumulates 8hp, the jelly “burns” the excess hp
ATK 1 × touch (2d4), THAC0 16 [+3], MV 60’
to grow its size and permanently gain 1HD.
(20’), SV D12, W13, P14, B15, S16 (2), ML 12, AL
neutral, XP 125, NA 1 (0), TT –.
24. Exit to the Underworld
ƒ Cling: Can move on walls and ceilings.
A corridor ends in collapsed rubble.
ƒ Damage Resistance: Takes only half damage
from blunt (e.g., maces) weapons. With 10 man-hours of work, a tunnel might be cleared
ƒ Eldritch Leech: Every round, all arcane casters to the underworld, area 2. (See Volume 2 of Gods of
within 30’ must save vs. paralysis or lose 1d6 the Forbidden North.)

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CONCLUSION
This chapter ends when the heroes have totally cleansed the piscina of
doom and killed the death-wives and their tree-beast servants.

ENORUUK DEVELOPMENTS
The party can make two major inroads with the Enoruuk in a single
stroke by cleansing the temple.

FATE OF THE FAITHFUL


If the party cleanses the piscina of doom, the souls of the murdered
staalistas appear to them on the surface as they leave Ninchaga. They
are unblemished, glittering white like new-fallen snow. Meriwa stands
with them, shining with her sisters. She says aloud, strangely:

“We drifted on a wave-tossed boat, and darkly, the wind was against
us. But then we saw a ghost walking on the sea. White as snow, he
rebuked the tempest. With an upraised hand, he summoned the ocean’s
waters and rained them upon the surface of the earth. And he called
out to us and said, ‘It is I. Do not be afraid.’ Our lord has received us!
Now our eyes are opened, and we see him face to face.”

Bowing deeply to the heroes, the souls of the staalistas evaporate in


the steady northern wind.

RETURN OF THE ELDERS


If the heroes inform the Sky Keepers, especially PanukA, that
Ninchaga is cleansed, their elders convene and decide to re-establish
the monastic community. Grateful to the party, they throw a
traditional feast to honor them as tribal friends. As a result, the heroes
can rely on the Sky Keeper elders to cast two 1st- or one 2nd-level
druid spell for them between quests.

Furthermore, the restoration of the Temple of Kangek increases the


overall standing of the Sky Keeper faction in the city. It is a major
victory for them, and with it, they are able to convert many Red
Crowns to their cause. The Sky Keepers promise the party a favor in
the near future.

FUTURE PARTY GOALS


With Ninchaga behind them, the party may venture deeper into
Titherion’s wilderness.

UNDERWORLD ENTRANCE
If the party discovered the tunnel in area 24, they can now enter the
underworld.

321
them insight into the Skull God’s depravity. They
EVIL INSIGHTS might wonder what happened to him. Power-hungry
Finally, the heroes have retrieved and activated the sorcerer-kings don’t vanish without good reason.
bronze orb of memoryB. This marks their first direct
encounter with Baalor. The strange magic device gives

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP,
recoverable treasure, and hidden magic items. MAGIC ITEMS
List of recoverable magic items. They are not worth
MONSTERS: 5,075 XP any XP awards.

List of killable monsters. The total monster XP Magic Items Location


value should be added up and divided evenly among
the heroes. The listed XP amounts do not include Living tree cherries Area 7
wandering monsters, nor repeated encounters with the Divine scroll of ice blast Area 10
same enemies. Book of wisdom Area 11

Monsters Total XP Value Bronze orb of memory Area 14

4 death-wives 900 XP Incense of meditation Area 21

4 tree-beasts 700 XP 3 ioun stones Area 22

7 taiga wights 1,225 XP Potion of diminution Area 23

5 boreal miner bees 125 XP


20 sulfurous skeletons 500 XP
1 piscina demon 1,250 XP
3 eldritch jellies 375 XP

TREASURE: 15,652GP, 8SP,


4CP
List of recoverable treasures, with their given coin
values in gold pieces. The total treasure value should be
added up and divided evenly among the heroes as an
XP award equal to 1 XP per 1gp of recovered treasure.

Location Treasure Value


Area 1 400gp
Area 4 2,200gp
Area 5 100gp
Area 8 1,600gp
Area 19 4,000gp
Area 21 2,000gp
Area 23 5,352gp, 8sp, 4cp

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CHAPTER 10:
WATCHER ON THE WATER

By Chris Cotgrove & Robert Alderman

“To the hell-fires with Thulsa Doom. He’s evil; a sorcerer


who can summon demons. His followers’ only purpose is
to die in his service. Thousands of them.”

—Valeria, Conan the Barbarian (1982)

Upon a desolate island at the center of Lake Helvarragh stands an imposing structure among the mists. Since time
immemorial it has been a sanctuary to both heroes and horrors. The lake tribes know it as the “Watcher
“Watcher on the
Water,” while the Valkens use its old imperial name: Tower Vartoriak.

When the Battle of Stinging Meadows ended on Lake Helvarragh, the Hadeans set a watch on Castle Thar-
Gannon. To do this, the imperial troops seized an old tower long controlled by Baalor’s forces. But they did not
realize that this looming spire predated the sorcerer-king’s kingdom by 40,000 years and that its secret inhabitants
had been keeping their own vigilant watch over something far more sinister.

But a few decades later, the Vigilant Watch on the Skull God’s kingdom has ended. The Valken outpost
was abandoned after an incident two months ago that claimed the lives of its soldiers, and the tower is only
noteworthy to explorers now as a sad reminder of the lost Hadean Empire. But as the imperial fortifications
crumble into dust, the timeless stones underneath them are revealed. And amidst the stillness and silence, a
presence still lingers, patient and ever-watchful.

Designed for seven 4th level heroes.


heroes.
324
ascending the perilous bridge to reach the island. At
TRAVELING TO THE ISLE OF the bridge’s east end, it slopes down and terminates
VARTORIAK suddenly about 35’ away from the tower’s main
Vartoriak is on the overland map (hex 10.09). entrance (area 6). Explorers can safely dive 15’ into the
water below.
The Crossing. A party seeking the tower-isle must
cross the lake to reach it or else travel on foot around By Boat. Explorers on boat may encounter the island’s
Helvarragh’s western shoreline. bridge-ruins, as well; on foggy days, a water vessel can
accidentally run aground, forcing its passengers to
On Foot. Travelers on foot likely find the Hadean complete the deadly bridge trek (hex 09.09).
Hermit’s House (hex 08.09) as they near the bridge’s
west entrance (hex 09.09). Such parties must risk

TOWER VARTORIAK
This imposing stone structure sits four stories high THE NINTH DEMON
atop a rocky island in the middle of Imaryuk. On a
clear day, one sees beyond the misty lake to the grim, When the Cataclysm of Chaos ended, the Tarngrak’s
silhouetted peaks of Castle Thar-Gannon in the far leader, YeguryaqA, the greatest and mightiest of their
distance. The island is held by the Cult of the Magoth, kind, realized it had to dismantle the sentinel tower in
but the robotic Caelorum custodians secretly control order to free its evil master, Vuulthoom. And so, along
the upper levels, as they have for over 40,000 years. For with its minions, the Spider of Foulest Doom scaled
the tower itself is a weapon, and in eons past, its power and entered Vartoriak to achieve that sinister purpose.
annihilated the Inilgaan blood-cults and scattered the But the Panagian sentinel was waiting. The guardian
Tarngrak. fought the Ninth Demon and won, trapping Yeguryaq
in a permanent stasis field and defeating its allies—but
not before Yeguryaq damaged the Eye of VigilanceB,
SENTINEL TOWER thereby deactivating the tower’s alignment weapon, the
When the two Caelorum, Oholiab and Bezaleel, Light of JudgmentB.
guided the Virescent Cube down to the planet’s
northern reaches and buried the floating artifact in REFEREE NOTE. This is why, thousands of
the underworld there, they erected a sentinel tower years later, Baalor and his minions stepped onto
overlooking Lake Imaryuk. They called this looming the Monolithic Acropolis and entered the Tesseract
marker the Watcher on the Water. of Time without being incinerated—and it is also
why the Magoth can do this, too, if they reach that
Facing the mountains to the north, its Eye of VigilanceB location.
remains fixed on the artifact to this day. No layer of
rock or stone can block its perception of the Virescent
With the Unholy Nine’s chief struck down, the
Cube and the great cavern which contains it. The tower
Tarngrak were left leaderless. This greatly diminished
perceives all chaotic-aligned creatures that enter the
their effectiveness in carrying out Vuulthoom’s future
Cyclopean City in the underworld, even those hidden
will, as they often fell into infighting with each other,
by magic. If this occurs, Vartoriak’s outer walls begin to
and over time, the demons grew more and more
shed a golden-blue radiance for as long as the intruders
distant, pursuing their own devices in Titherion.
remain inside that enormous cave.

Anyone daring to touch the Monolithic Acropolis or ARRIVAL OF BAALOR


enter its air space while the tower stands aglow triggers Much later, when the Skull God arrived in the
the Light of JudgmentB (if it is repaired). Instantly, this Forbidden North, he noted the tower’s strange
divine light fires from Vartoriak’s peak down into the qualities after conquering the Enoruuk and boldly
underground city, and every minion of chaos therein is entered Vartoriak in violent fashion. Blowing a hole in
engulfed by the Trisagion’s wrath. the tower wall, Baalor ascended its height, entered the
second-floor sacrarium, and split the Tabot of LawB in

325
two. Then Baalor came face-to-face with the Panagian
sentinel and they battled. When the Skull God saw his
chaos guardians fall to the sentinel’s dictum ability, he
summoned a wave of undead to keep his potent enemy
at a safe distance while whittling it down. Eventually,
with enough sorcerous blasts, Baalor devastated the
sentinel’s mighty body and disabled it. He captured
Hevel, the Caelorum spirit inhabiting and controlling
the sentinel inside a glittering spirit diamondB and took
it with him. (This gem is kept within the Tower of
Tharak’thor in Castle Thar-Gannon.)

Finally, the Skull God ascended the tower’s


peak and seized the Eye of VigilanceB for
himself. But when he peered into its flames
and beheld the Virescent Cube under the
earth, the artifact’s magical aura
captivated him. Suddenly, Baalor
knew that his grand destiny lay
inside it. This vision convinced
the Skull God to order his
undead cattle to tunnel into
Malgorgia after the completion
of Castle Thar-Gannon. So
spellbound had Baalor become
over the mysterious Virescent
Cube that his obsession blinded him to Vartoriak’s
true nature as a (defunct) Caelorum weapon. Had he
known this device’s staggering power, the sorcerer-king
might have deduced how to pervert Vartoriak to his and seeing that Vuulthoom might soon be released
own wicked ends. anyway due to the Skull God’s foolish talk of his
“great destiny,” the Tarngrak figured that deceiving
THE NINTH GOD. Why didn’t the other Baalor into penetrating the Tesseract of Time
Tarngrak enter Vartoriak, destroy the Light of rendered all other matters irrelevant. After Baalor
JudgmentB, and free Yeguryaq over the last 8,000 gained control over the Tarngrak centuries ago, he
years? Why didn’t Baalor free the Ninth Demon thought that restoring their rightful leader might
while he was in the tower? Fear, mainly. And much result in his own displacement and death. The
later, efficient self-interest. Spider Most Foul would never tolerate an equal!
And Baalor had already claimed himself to be the
Originally, the Tarngrak did not understand what Ninth God of his Unholy Pantheon. Furthermore,
happened to the Ninth Demon. Since it could the Tarngrak themselves realized that Baalor was
not communicate with them while trapped in the best hope they had of freeing Vuulthoom from
the Panagian sentinel’s dictum sphere, it seemed the Tesseract of Time. If he felt threatened by
to them that the Spider Most Foul had simply releasing Yeguryaq and they kept pressing him to
vanished. The Tarngrak assumed that if something do it, then the sorcerer might begin to doubt their
in Vartoriak could cause the Cataclysm of Chaos “wise counsel.”
and defeat their mighty chieftain, then it was
something better left alone. In any event, the other Tarngrak had private scores
to settle with Yeguryaq. They lacked the physical
By the time the Tarngrak learned that Baalor had power to defeat the spider-demon, but by ignoring
entered Vartoriak and disabled its guardians, the its psychic demands to free it, they were getting
sorcerer-king had already beheld the Virescent even with their old chieftain for ancient grievances.
Cube. Finding Yeguryaq’s imprisonment amusing But this short-sighted mistake gives the heroes

326
a chance to re-activate the tower and re-arm the of BaalorA and unleashed it on the Valken garrison
Light of JudgmentB again. posted at Tower Vartoriak. It murdered most of them
but some escaped. When the Lords of Valkengard
Of course, with Baalor gone for twenty years, the heard of this tragedy, they saw an excuse to abandon
Tarngrak are beginning to worry that more drastic the site forever. And so, the Magoth gained full control
measures are needed to accomplish their grand of the tower’s first and second floors.
plan. Now they are open to freeing the spider-
demon but can’t do it themselves.
CULT OF THE MAGOTH
VIGILANT WATCH The largest faction within Vartoriak is the Cult of the
Magoth. They are all Enoruuk. The cultists believe
After Baalor vanished in the Virescent Cube and his
that they are the native sons of the Forbidden North,
undead hordes were defeated at the Battle of Stinging
superior in every way to Hadeans and Whudjan.
Meadows, the Hadeans set a watch on the Tower
Ashuraga leads a total of 6 true cult members, 18
Vartoriak. They did not realize it was an older structure
undead servants, plus 10 hired mercenaries led by
that had pre-dated the Skull God’s kingdom. The
KasdeyaA (Hadean assassin):
imperial soldiers destroyed its undead guardians in
the first and second floors, but they failed to penetrate ƒ 17 entropy zombiesA.
the third and fourth floors. Centuries before, Baalor
ordered the removal of the second floor’s port-gem ƒ 9 grim mercenariesA.
from its matching archway (area 16B) and hid it to ƒ KasdeyaA.
prevent anyone from reaching the tower’s uppermost ƒ 3 Magoth skull acolytesA.
levels.
ƒ 2 Magoth skull magiciansA.
MAGOTH MURDERS ƒ AshuragaA.
Continued by the Valkens after the empire’s fall, the ƒ Curse of BaalorA.
Vigilant Watch lasted twenty years. But the soldiers
grew lax over time and Valkengard’s leadership OBJECTIVES
grumbled over funding the tower’s defense. This group’s primary objectives are to enter Vartoriak’s
third level, to breach the uppermost chamber, and to
Finally, a few months ago, Laagaraam of the Brass secure the entire tower for the Brass Temple. As the
Temple (hex 22.06) ordered his cultists to seize Cenostoma has made clear, the tower gives an excellent
Vartoriak. Privately, he received a vision from the vantage point for monitoring parties entering and
Master which conveyed that the tower held a nigh- exiting Castle Thar-Gannon. But the Magoth have run
omnipotent weapon known as the “Yeguryaq.” If into problems. Ashuraga can’t figure out how to breach
this weapon were recovered, or so the Master’s vision the higher levels.
claimed, it would increase the cult’s power a hundred-
fold. The cult’s activities in Vartoriak are broken down by
floor.
REFEREE NOTE. Of course, this is another lie.
Yeguryaq is the Tarngrak’s lost leader, the Ninth ƒ First Floor: These lazy, undisciplined cultists
Demon of the North. If released, it takes over the guard the first floor while awaiting orders from
cult and guides it more efficiently than any human Ashuraga (on the second floor). With the cult
ever could, while also bringing a certain discipline leader preoccupied, the mercenaries are not
to the other Eight Tarngrak. But Laagaraam need very vigilant. They believe the locals fear the
never know any of this. For his secret destiny is to tower enough that intruders are unlikely, so they
behold the Spider Most Foul’s fangs slurping out use unintelligent undead to guard the tower’s
his guts. The Master has spoken. exterior. This gives the party an opportunity to
surprise the cult.
To ensure the Master’s will is accomplished, the ƒ Second Floor: Ashuraga and his faithful are
Cenostoma sent a Magoth entropy discipleA named attempting to access the third floor. He has
AshuragaA to oversee this important task. Using the ordered the magicians to study the solar orrery
buried corpses of fallen soldiers, he created the Curse and sacrarium of law. Meanwhile, he is trying to

327
solve the wall sculpture prefers to negotiate from a position of power
puzzle and break into and commands the other cultists with an iron
the sealed room, but fist, only permitting those who have proven their
so far, he isn’t close loyalty beyond all question to serve alongside him.
to achieving Ashuraga inspires respect and fear among his fellow
either. cultists in equal measure, for they have seen the
power he wields and the price for displeasing him.
Additionally, His followers call him master for good reason.
Ashuraga has been
ordered to gather Ashuraga surrenders if the odds are against him
more slaves for the and it means he will survive. If captured, he does
“night rites” his best to engineer an escape (especially from
at the Brass authorities in Valkengard) and plots to destroy the
Temple. To heroes once he has accumulated the power to do
achieve this, so.
he contacted
the Slavers of Background. As a young man, Ashuraga saw his
Shuun (hex cruel father—a mighty Baalorian sorcerer—live
10.19) and in opulence, acting in any manner that he pleased
regularly buys towards his fellow tribesmen, his relatives, and his
slaves from them. Ashuraga mother. Although Ashuraga did not love his father
transports their newest acquisitions to Vartoriak, fattens (love?), he admired and respected him for his
and cleans them up, and ensures they are “house- strength and cunning. He desired the same lifestyle
broken” before sending the slaves on to the cult’s that his father clearly enjoyed and politically
temple of power. benefited from. His mother tried to convince
Ashuraga otherwise, but she was a second-class
CULT LEADERSHIP citizen in their household—why would he ever
An aging Enoruuk, Ashuraga is the newest entropy listen? So, when Ashuraga became a man, it was
disciple among the Magoth. A few months ago, an easy decision for him to follow in his father’s
the Cenostoma sent him to Tower Vartoriak with footsteps. He chose to worship this Avatar of
a small strike force. Ashuraga secured the island Death who walked among the villages, slaying his
through cunning violence and has begun proving his enemies and promising power to all who swore
usefulness to Laagaraam. Although Ashuraga obeys the their allegiance to him. Ashuraga’s own twisted
Cenostoma out of fear and loyalty, he theorizes that father initiated him into the Magoth.
Vartoriak might be an entropy point—and this thought
But that same year, the Skull God vanished
consumes him at all times, for in his mind, it could be
from Thar-Gannon and the imperials came. The
the difference between avoiding oblivion and enjoying
Hadeans destroyed Baalor’s armies and put the
an eternity of selfish godhood. (See “Seventh Circle of
sorcerer-king’s death cultists to the sword. Even
the Sundered Moon in chapter 2.)
the Enoruuk sheep, who once trembled in fear
at the obvious power of their Magoth overlords,
ROLEPLAYING NOTES. Helpful notes in case rebelled against the cult and killed everyone
the party interacts with Ashuraga. Ashuraga had ever known.
Description. An imposing figure with a bald head, This included his father.
Ashuraga’s cold blue eyes blaze as he speaks the
will of the Master into being. His numerous occult In fact, Ashuraga witnessed his father’s death on
fetishes hang around his neck. He often fondles the freezing shore of Imaryuk. It was Yaari the
them with his leathery hands. Grand Staalista (hex 11.15) who defeated him in
a fantastic dream duel. Their rivaling magics swept
Personality. The entropy disciple is a sly and aside the waters and incinerated entire groves of
sadistic opponent who is not easily baited into trees. But in the end, Ashuraga’s father lay dead,
action. Ashuraga has not survived years in the face-first in the lake’s icy waters. Forced to flee into
wilderness by being rash and hot-headed. He

328
the tundra, Ashuraga became separated for many power for himself within the Magoth. He has set
years from his occult brethren. He spent time his eye on ascending. And now, Ashuraga readies
surviving alone in the wilderness, living in caves. for the day when he shall confront his hated
He thought the cult had been wiped out. enemy, Yaari, and in the streets of Kangkul, murder
her.
But a year ago, Laagaraam found Ashuraga
wandering in the arctic tundra and reintroduced ORGANIZATION
him into the Magoth ranks. He began to favor
him. For the Cenostoma had been childhood Under Ashuraga’s leadership, the skull magicians enjoy
friends with Ashuraga, though the latter had been a slightly elevated status above their chaos cleric peers,
older. As long as Ashuraga does not screw anything the skull acolytes. But all are devoted disciples of
up, it is likely that the high prophet elevates him Ashuraga. They have sought to align themselves with
to serve as the Cenostoma’s right hand. This is the cult’s rising star.
especially true after Ashuraga impressed his old
The mercenaries are fodder in the cult’s eyes. They are
friend by demonstrating a mastery over black
not true believers, just criminals with strong vices and
magic that other disciples lacked.
character defects without any moral objections to their
Two months ago, on the night of his Seventh hired work. The mercenaries know little about the cult
Circle induction rites, Ashuraga invoked their foul except that it pays well. For example, they don’t know
Master under the moonlight. He swore terrible that the Fellowship of the Smiling Cloth is part of the
vengeance against those who killed his father and Magoth or that there are secret esoteric circles. Should
who destroyed their former way of life. Before the cultists all perish, the mercenaries lack the will to
the watching eyes of Laagaraam, the Enoruuk’s finish the cult’s mission; they steal what they can and
curse fell on the pebbled lake-shore of Vartoriak flee.
island and awoke a nightmare in the old cemetery.
This nightmare erupted from its grave-earth and THE CURSE OF BAALOR
brutally terrorized and killed the Valken soldiers This unholy abomination was created from the corpses
posted at the tower, ending its occupation. For of six Valken legionnaires buried on Vartoriak island’s
by sacrificing a measure of his own lifeforce, and northern shoreline (area 5). When Ashuraga spoke his
fueling his curse with extreme hate, Ashuraga dreadful curse into existence during his initiation into
willed the Curse of BaalorA into being. the Magoth’s Seventh Circle, a dimensional rupture of
seeping chaos—similar to the one found in the ruins of
Since then, Ashuraga has learned much in a short Fort Ikenvar (hex 10.19)—mixed with the Enoruuk’s
span of time. The entropy disciple has won great offering of his own life force, his incredible hatred for

329
Yaari, and his desire for merciless vengeance against into the Seventh Circle. It obeys his every
the Hadeans. As a result, the word-curse twisted into a command.
necromantic beast. Since that time, the Curse of Baalor ƒ The cultists can give a breakdown of the Magoth’s
has absorbed more victims and grown more powerful. organization, numbers, and floor-based activities.
Appearance. The evil creature resembles a fluid pool ƒ The cult mainly consists of Enoruuk but some of
of corruption. It continually extends fleshy hands to the Valken and Skaal nobility have begun joining
swiftly—and silently—crawl along the tower’s surfaces. out of trendy curiosity. They provide the cult
In this fashion, it can climb walls and ceilings, and due wealth, influence, and prestige.
to its boneless mass, deform and flow through narrow ƒ Even if magically compelled, the cultists never
spaces like pipes or vents. But it cannot seep through reveal the exact location of the Brass Temple.
very thin openings, like a door crack. Instead, they tell a half-truth: that a remote
cabin in the arctic leads ascending pilgrims to
Consumption. If the monster kills a victim, it flows the temple itself and is the only way the newest
over the corpse and absorbs it completely within 1 acolytes can ever reach it (hex 22.06).
turn, dissolving away all organic matter and leaving
behind its clothing or equipment. If defeated and captured, Ashuraga can give the same
information above and also:
It Lingers. If anyone is buried on the island, his body
transforms into part of the Curse that same night and ƒ His background story, if it comes up.
bursts from its grave to merge with the monster’s
ƒ His admission that he hopes to prove himself to
greater mass. Raise dead and reincarnation no longer
the Cenostoma and reach the Eighth Circle of
work on him after this.
the Magoth; but with this defeat, that outcome is
Unholy Soul Tie. If the Curse is destroyed but unlikely.
Ashuraga still lives, he takes 3d6 damage. Later on, ƒ His admission that the Cenostoma detects a
a new Curse spawns from a freshly buried corpse great power in the tower’s heights. He names
on Vartoriak Island. The Curse is tied to the island it, too—Yeguryaq—and he calls it a weapon of
and Ashuraga’s lifeforce; it only dies if he dies, which incredible power.
unbinds its creation ritual and reduces the Curse to a
liquified puddle of flesh and ichor. Entropy Zombies (18): AC 8 [11], HD 2* (9hp),
ATK 1 × touch (1d8 + entropic fingers), THAC0 18
DEFEATING THE CULT [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16
(1), ML 12, AL chaotic, XP 25, NA 2d4 (4d6), TT –.
The Magoth never flee the tower permanently unless
their numbers are significantly depleted. Even if ƒ Entropic Fingers: Victim can’t heal the entropic
their morale breaks, they regroup and return to kill touch’s damage until that zombie is destroyed and
the heroes. Ashuraga’s fear of the Cenostoma is too the lost life energy released. Zombie heals touch
great to abandon his orders. But if forced to retreat, damage in hp; if this healing exceeds the zombie’s
the entropy disciple escapes to the Brass Temple and max hp, it becomes an excess hp pool.
informs the Cenostoma of this disaster. ƒ Guardian: Always attacks on sight.
ƒ Initiative: Always loses; never rolls.
Captured acolytes might be interrogated. They do not ƒ Undead: Makes no noise, until it attacks.
reveal cult secrets unless magically compelled, but they Immune to effects that affect living creatures (e.g.,
readily admit the following information: poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).
ƒ They were sent by the Cenostoma to breach the
highest levels of the tower, to gain control of its Grim Mercenaries, Hadean Fighter 1 (9):
secrets, and to give them an excellent vantage AC 2 [17], HD 1 (5hp), ATK 1 × spear (1d6) or 1 ×
point of the surrounding environs. crossbow (1d6; range 80’), THAC0 19 [0], MV 60’
ƒ The grim mercenaries are merely hired help. (20’), SV D12, W13, P14, B15, S16 (fighter 1), ML
8, AL chaotic, XP 10, NA –, TT –, Gear plate mail,
ƒ It is rumored that their leader, Ashuraga, created shield, spear, dagger, crossbow, 12 bolts.
the Curse of Baalor while he was being initiated

330
Kasdeya, Hadean Assassin 6: AC 6 [13], HD 6* green-lined cube within two circles; 500gp), +1 staff of
(15hp), ATK 1 × sword (1d8), THAC0 17 [+2], MV dreadful cessationB, Ashuraga’s key.
90’ (30’), SV D12, W13, P11, B14, S13 (assassin 6), ƒ Chaos Secret: 1/day—can re-roll a single die of
ML 7, AL chaotic, XP 500, NA 1, TT –, Gear leather, any kind (e.g., attacks, damage, saves, etc.); takes
shield, sword, dagger, vial of blood-stream poison (type the best result; may use this power to aid an ally
II). instead.
ƒ Assassin Skills: As 6th level assassin. ƒ Control Undead: As 6th level cleric’s turning
ƒ Disguise: As 6th level assassin. ability. Affects targets with charm person (if
ƒ Poison: Imposes -2 on victim’s poison save. turned) or suggestion (if destroyed).
ƒ Spell Casting: 1st (2 slots): cure light wounds,
Magoth Skull Acolytes (3): AC 4 [15], HD 3* darkness; 2nd (2 slots): know alignment, silence
(10hp), ATK 1 × war hammer (1d6), THAC0 19 [0], 15’ radius; 3rd (1 slot): cure disease; 4th (1 slot):
MV 60’ (20’), SV D11, W12, P14, B16, S15 (cleric cure serious wounds.
3), ML 9, AL chaotic, XP 50, NA 1d8 (2d8), TT U, ƒ Tarngrak’s Blessing: Commands the Curse of
Gear hooded robes (white; mint green satin lacing; BaalorA. If slain, rises as a wight that night.
mint green sash), chain mail, shield, war hammer, ƒ Voice of Madness: Can speak to any Magoth
skull mask, virescent medallion (circular jade pendant within a 9-mile range as if whispering wind.
bearing image of a green-lined cube within a circle;
100gp). Curse of Baalor: AC 7 [12], HD 6*** (27hp),
ƒ Chaos Secret: 1/day—can re-roll a single die of ATK 1 × black wave (2d4 + absorption), THAC0 14
any kind (e.g., attacks, damage, saves, etc.); takes [+5], MV 60’ (20’) climb, swim, SV D10, W11, P12,
the best result. B13, S14 (6), ML 10, AL chaotic, XP 950, NA 1,
ƒ Control Undead: As 3rd level cleric’s turning TT –.
ability. Affects targets with charm person (if ƒ Absorption: Engulfed foes take 4d4 damage
turned) or suggestion (if destroyed). per round; a save vs. paralysis permits escape;
ƒ Spell Casting: 1st (2 slots): cure light wounds, a foe slain by this attack heals the Curse 1d8hp
darkness. per level (or HD) and permanently increases the
Curse’s HD by +1; such a victim can’t be raised or
Magoth Skull Magicians (2): AC 9 [10], HD 3* reincarnated.
(7hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV ƒ Black Wave: Rises as an unholy wave of liquid
120’ (40’), SV D13, W14, P13, B16, S15 (illusionist corruption; a mass of fleshy hands rapidly extends
3), ML 8, AL chaotic, XP 50, NA 1d4 (1d2), TT from underneath it while moving, pulling its form
U, Gear hooded robes (white; mint green satin along surfaces. Victims that it moves over must
lacing; mint green sash), dagger, skull mask, virescent save vs. breath or become engulfed by these
medallion (circular jade pendant bearing image of hands, which pull them into its oozing body
a green-lined cube within a circle; 100gp), spell where they suffer absorption. Can engulf four
components, spellbook, potion of healing. humans (or eight halflings) at a time. If victims
ƒ Chaos Secret: 1/day—can re-roll a single die of save against the black wave, they are pushed along
any kind (e.g., attacks, damage, saves, etc.); takes as the Curse moves.
the best result. ƒ Boneless: Its boneless mass can deform to fit
ƒ Spell Casting: 1st (2 slots): hypnotism, spook; 2nd through small spaces or openings, like pipes or
(1 slot): quasimorph. vents, but can’t fit through very narrow cracks,
like under doors.
Ashuraga: AC 2 [17], HD 6** (21hp), ATK 1 × ƒ Cling: Can move on walls and ceilings.
+1 staff (1d4+1) or +1 war hammer (1d6+1), THAC0 ƒ Immunity: Immune to slashing (e.g., swords)
17 [+2] base or 16 [+3] magic weapon, MV 60’ (20’), and blunt weapons (e.g., maces).
SV D9, W10, P12, B14, S12 (cleric 6), ML 10, AL ƒ Respawn: If killed, a new Curse spawns from any
chaotic, XP 725, NA 1d3 (1d6), TT U, Gear hooded fresh corpse buried on Vartoriak Island.
robes (mint green; white satin lacing), plate mail, ƒ Undead: Makes no noise, until it attacks.
shield, +1 war hammer, virescent medallion (emerald- Immune to effects that affect living creatures (e.g.,
crusted, circular jade pendant bearing image of a poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

331
ƒ Vulnerability: Holy water inflicts double damage been deactivated for centuries. That last order was
to the Curse. A continual light spell frightens “destroy all intruders.”
the Curse; it won’t enter the spell’s radius unless
trapped; if forced to enter it, the Curse is at -2 CUSTODIAL KINDS
to hit. If targeted directly with continual light,
Custodians come in two kinds: 6 custodian crawlersA
the Curse must save vs. spells or retreat for 1d4
and 6 custodian flyersA. Vartoriak cannot have more
rounds, plus 1 round per 2 caster levels; even on
than six of each kind of custodian at any one time.
a successful save, the Curse must retreat for 1
round.
SUMMONING CUBE
The summoning cubeB is an artifact that magically
THE CAELORUM CUSTODIANS conjures custodians out of thin air to replace those
Custodians resemble metallic insects forged from destroyed. The device lies in the doom gauntlet’s
golden plates, whirling gears, and crystalline southwest corner (area 33). Though Baalor
components. These robotic beings defend Vartoriak disabled the Panagian sentinel, he left this divine
from invaders. They were assigned this task by the cube functioning so that the third and fourth floors
Caelorum over 40,000 years ago. But since the remained guarded by an unlimited supply of conjured
second-floor archway was damaged at the Skull God’s defenders without expending his own resources.
command, they can only travel the third and fourth
levels. But the custodians do not communicate any of REFEREE NOTE. Make sure to read the
this to the heroes. They merely follow the last order summoning cubeB entry before running this
given them by the Panagian sentinel, which has long chapter.

332
DEVELOPMENT ISLAND & TOWER EXTERIOR
Once the party repairs the port-gem archway (area Unless otherwise noted: all tower doors, walls, ceilings,
16B), the custodians move into the lower levels, killing and floors are constructed of mysterious, aged stone
all cultists and monsters (and adventurers, too). When (see “Exterior” below).
the surface tower is secure, the custodians make repairs
to it as needed, closing up the broken wall (area 6) Exterior. Vartoriak’s sheer stone walls give observers
on the first level after wiping out the shelled horrors an enigmatic feeling of timelessness. The vast age of
there. Never again is Vartoriak claimed by any minion the tower’s peculiar limestone is tangible, as old as the
of chaos in the Forbidden North, lest the Tarngrak mountains. Any dwarves who study this stone can tell
themselves assault the tower. The custodians kill any that, while it appears as limestone, it is a strange and
creature that enters Vartoriak—even lawful characters! unfamiliar material. They wonder:
But this changes if the party re-activates the Panagian
sentinel (area 27). Who would build a tower here? Who would build
anything here? You try to imagine stoneworkers being
Custodian Crawlers (6): AC 3 [16], HD 4* sent to this desolate place, the effort and gold it would
(18hp), ATK [1 × mandible (1d6), 1 × sword (1d8)] have taken to transport this much stone across the
or 1 × slowing ray (range 120’), THAC0 16 [+3], MV lake to a solitary island, but you cannot. The journey
150’ (50’) climb, SV D8, W9, P10, B10, S12 (8), ML here was beyond arduous—it was a struggle even with
12, AL lawful, XP 125, NA 1d6 (2d6), TT –, Gear information and help. So, who built this?
sword, shield.
ƒ Immunity: Immune to charm, cold, gas, hold, Keen observers might also notice that no snow or ice
poison, non-magical attacks, and sleep. forms on the tower, as if it is immune to the elements
ƒ Polyglot: Understands all languages. even during a blizzard.
ƒ Resistant: Saves as an 8HD creature.
Arrowslits. The arrowslits in all tower walls are far too
ƒ Slowing Ray: Victim must save vs. wands or
narrow for a small-sized character to crawl through.
suffer slowness (½-normal movement rate, -2 to
Anyone using them for defense gains partial cover, or
hit and saves, and always lose initiative); this lasts
a -4 [+4] bonus to AC. Those on the second level are
10 rounds, but victim can save vs. wands every
at +1 to hit if firing at targets below.
round to end this effect.
Elevation. The tower’s second, third, and fourth levels
Custodian Flyers (6): AC 3 [16], HD 4* (18hp),
are separated by 100’. The first floor is just above sea
ATK 1 × sting (1d8 + poison), THAC0 16 [+3], MV
level, the second at 100’, the third at 200’, and the
120’ (40’) fly, SV D8, W9, P10, B10, S12 (8), ML 12,
fourth at 300’.
AL lawful, XP 125, NA 1d4 (2d4), TT –.
ƒ Hovering: Flight effect is constant. Scaling the Tower. The party may climb the tower’s
ƒ Immunity: Immune to charm, cold, gas, hold, exterior to reach its peak. This is dangerous and
poison, non-magical attacks, and sleep. difficult, even during the best of weather—the sheer
ƒ Poison: Incapacitates in 1d4 rounds; lasts 2d4 tower wall requires a thief’s Climb Sheer Surfaces
hours. A second injection becomes fatal, killing check and special climbing equipment, and in
the victim in 1 turn. inclement weather, the referee may impose a penalty.
ƒ Polyglot: Understands all languages.
ƒ Resistant: Saves as an 8HD creature. A hero successfully reaching the top feels a chill as he
enters the peak chamber. It appears covered in frost
and dirt from disuse. A skeleton lies in a corner, with
ruined gear. He dared climb the tower.

But this is not the real tower peak. Only by ascending


the tower from within can area 36 be reached.

Spell Modifications. Spells involving magical travel,


such as teleport and dimension door, do not function if

333
Tower Vartoriak
(First Floor)

they target Vartoriak’s third or fourth floors. These are Although setting up camp may seem like a good idea
dimensionally anchored. after clearing the shoreline zombies, there is a 2:6
chance that the cult spots them overnight. This chance
Island Dead. On the shore beyond the island’s timber increases to 4:6 if there is a lit fire. In this case, the skull
dock (area 1) roam 6 entropy zombiesA between acolyte (area 13) sends out a small nighttime patrol to
areas 2–4, left by the Magoth cultists to scare off or kill ambush and take the adventurers alive. Any captured
intruders. Combat outside does not alert the cultists heroes are brought into Vartoriak, stripped of their
who dwell inside the tower unless explosions or other possessions, shackled, and thrown into the slave pen
loud noises result from it. (area 18). Their gear is tossed into a pile just before
the broken port-gem archway leading to the third
Watching the Tower. If the party is cautious, they may
floor in the branching corridor (area 16B). The cult
observe the Magoth’s activity as they exit the tower
leaves the party’s gear there for two days before rifling
in search of resources and living sacrifices—animals
through it.
or bound captives. The heroes might also notice the
shelled horrors leaving their lair to hunt the lake or If the party defeats the ambush group, then the skull
dragging back bloody carcasses. acolyte informs Ashuraga, who sends the Curse of
BaalorA to attack the next night.

334
Wandering Monsters. The table gives random 11-20’, it is 6-8’ deep; beyond 20’, however, there is
encounters on the island’s exterior. a sheer drop into the lake’s depths below. The water
noticeably darkens at that point, so there’s warning.
2d10 Tower Exterior Encounters
02–03 Curse of BaalorA exiting or entering the
2. Slave Shacks
tower via second floor windows. Three dilapidated stone-wood shacks cluster along the
04–06 1d3 Magoth skull acolytes arriving by
A tower’s south wall.
boat with a secret message from the Brass
Temple (hex 22.06). Amid each shack’s debris is a long, rusting iron chain
with attached leg shackles.
07–15 1d3 entropy zombiesA rising from the lake
to rejoin those gathered on the shore; the Dwarves. A dwarf notices demolition signs, not
dumb zombies shambled off into the water mere natural deterioration. The shacks were hastily
pursuing intruders. dismantled on purpose. And their stone materials differ
16–18 1d4+1 grim mercenariesA. from the tower.
19–20 1d2 shelled horrorsA exiting or entering Etchings. In the west shack is an etching on a wood
their lair (area 6). plank. It reads in Upik:

Approaching the Tower. If the party travels at night Qana was here, with his sister and brother.
by boat, read this first:
Clearing. If the shack debris is cleared, then a decent
Traveling across the lake at night seems like your boat is camp can be built here.
entering an alien realm. The mists close in around it,
Development. These Hadean shacks served as military
as if gliding across an empty void.
store-houses for incoming and outgoing supplies
For all parties approaching the tower, whether by when the imperials garrisoned here. After the Magoth
bridge or boat, day or night, read: arrived, they repurposed the shacks as make-shift slave
pens. But the shelled horror changed all that. To keep
You hear lapping waves. The lake-mists part to reveal a the slaves from being eaten, Ashuraga ordered them
barren rocky island. From its center rises an imposing, brought into the tower.
300’ high edifice of pale stone—it looms awaiting your
arrival. At the tower’s peak is a dark window, flat
3. Collapsed Wall
black against white stone. Scattered rubble lies before a 10’ wide hole punched
through the tower’s south wall.
If the party travels at night by boat, end with:
The rubble imposes half-normal movement rate.
The merging night and mist obscure the wilderness in
all directions—as if nothing else exists beyond you and Spell-Sign. The debris bears signs of partial melting
this shining tower. and vitrification. Arcane casters discern the telltale
evidence of conjured lightning damage—this force
1. Timber Dock blasted the stone inwards from outside. (In a flash of
anger, Baalor smote this wall when he first arrived here
A short, functional dock extends from the isle’s south to enter the tower.)
shore. Built with weathered timber, it has seen better
days. Two Enoruuk boats already moor here. 4. Ruined Garden
This Hadean-built dock eased the transport of troops The remains of a small garden plot lie on the island’s
and supplies to the island outpost. southeast shore. (During summer: despite the barren
earth, wild tomatoes and several potato plants bloom
Water Depth. Offshore, the water is shallow enough
while scrawny birds peck at the unworked soil.)
to wade through, but it deepens the farther out one
moves: 10’ from shore, it is only 3-5’ deep; between

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A farmer discerns efforts have been made to clear out
this garden.

5. Graveyard
A small graveyard lies along the north shore, dug in the
tower’s shadow. Six graves, with faded wooden markers
lay askew; the sides of each have fallen in.

Each marker bears a Hadean name. Anyone searching


the graves finds no sign of remains; they have all been
dug up.

6. Collapsed Wall Chamber


The two west doors are wizard locked (6th level).

Faint light filters into this chamber’s darkness over


the broken debris of the shattered south wall. A breeze
blows into its opening from the islet shore. Despite the
cool ventilation, the stench of fish rotting in stagnant
water is palpable. In the northeast corner is an excess
rubble-pile from the collapsed outer wall. Animal and
humanoid bones lie around it. Dried blood trails and
viscera lead from the broken wall to this pile.

The rubble imposes half-normal movement rate.

Spell-Sign. The debris bears signs of partial melting


and vitrification. Arcane casters discern the telltale Development. Since arriving three weeks ago, the
evidence of conjured lightning damage—this force shelled horrors have eaten several cultists. To avoid
blasted the stone inwards from outside. (In a flash of them, the Magoth magically sealed this chamber’s
anger, Baalor smote this wall when he first arrived here doors. They prefer to leave the crustaceans alone as
to enter the tower.) a nasty surprise for uninvited guests, and they also
use the room as a convenient form of waste disposal,
Lurking Horrors. This is the lair of 2 shelled leaving unwanted corpses by the wall outside.
horrorsA, monstrous crustaceans that rose from the
lake seeking shelter. Once aware of prey, they explode Shelled Horrors (2): AC 3 [16], HD 10* (45hp),
out of the pile and attack. Read: ATK 1 × claw (2d6), 1 × big claw (4d6 + dismember),
THAC0 11 [+8], MV 60’ (20’) / 120’ (40’) swim,
A shower of rocks sprays across the dim room as two SV D10, W11, P12, B13, S14 (5), ML 7, AL neutral,
huge crustaceans push their way out of a burrow hidden XP 1,600, NA 1 (1d2), TT –.
in the piled stone. They resemble a 10’ long hybrid ƒ Damage Resistance: Takes only half damage
of a giant crayfish and fiddler crab. Their flattened from piercing weapons (e.g., arrows, spears).
round bodies heave thick greenish shells spanning 7’. ƒ Dismember: If the big claw hits with an attack
They are crusted with bottom filth and lake slime. Five roll of 19 or 20, the victim must save vs. death or
pairs of armored legs scuttle them nimbly over the rocks lose one random appendage. Roll d6: 1 (head), 2
as they clamber free. Giant claws snap at you; one is (leg), 3-4 (hand), 5-6 (arm).
grossly enlarged and razored. And as the black-orbed
eyes of these shelled horrors glare into your own, their 7. Organizational Bloat
mouthparts scythe together.
This stone door is wedged shut from the inside. An
A horror drags a slain victim back into its burrow to open doors check is needed to bypass it.
feed unless attacked by other foes.

336
A horrid smell erupts from the opening door. You spy …I think I made a mistake. A terrible mistake. I’ve
the greenish, bloated corpses of three robed men lying done awful things. How drunk was I? How mad to
on the floor. Their blotched, decomposing skin is already have done the things that I did? Rites of Pleasureful
reddening. Along both walls is a line of stone sconces Purpose! What would my ancestors think if they saw me
filled with magical fires. The flames mirror each other that night, in that temple? My father or my mother? My
in pairs by coloring. The first pair burns bright orange, grandfather?
one on the right and one on the left. This pattern
continues down the left-turning corridor: purple, green, …Those poor women and children. I can’t stop seeing
blue, red, and yellow. There are nine lit pairs total or their faces. What have I done?
18 wall sconces.
…left my wife Ila. My children, Sakari and Hanta. To
The Enoruuk corpses are three weeks old. These play at being a god. For a fool’s dream to arrive in an
cultists hid inside to escape the shelled horrors. They old timber log cabin. I have shamed my house and my
ended up killing each other for food, and the last man people.
standing, Qimmiq, ate his companions’ flesh. But he
…Anything to see my family again. Tell them I’m
later starved to death. The horrors parked right in front
sorry.
of the exit door where they waited patiently.
…So sorry.
Treasure. The dead men’s gear stinks of rot, but if
cleaned, there are 3 hooded Magoth robes (white; Magic Torches. The torches radiate magic and their
mint green satin lacing; mint green sash), 3 suits of fires never extinguish. A dispel magic beating a 20th
chain mail, 3 shields, 3 war hammers, 3 skull masks, caster level ends a single torch’s effect permanently.
and 3 virescent medallions (circular jade pendants If the players ask for more details about the magic
bearing image of a green-lined cube within a circle; torches, the paired fires progress deeper into the
worth 100gp each). Qimmiq has a pouch with 42pp, corridor in the following color scheme: orange, purple,
6 diamonds (100gp each). Tucked in his pocket is a yellow, green, blue, yellow, red, orange, and purple. The
folded letter, written in Upik. It reads: ordering is no accident or decoration. It’s a clue on
how to bypass the pillars of doom (area 33).
They came from the waters, from the darkest deeps. The
shelled horrors. When they struck, it was too late. We Statue. At the end of the corridor is a marble-like,
hid here and sealed the door. None of us are ascension- regal, exquisitely-sculpted statue of a lady with her arms
worthy now. None of us dares exit to face Ashuraga’s outstretched. Her majestic face is in mourning but also
wrath. compassionate. The statue is 6’ tall and rests on a stone
block chiseled and laced with pure gold. A gold plate
…it has been four days now. We are out of rations (1,000gp) bears finely etched decipherable Caelus
and water. Rannos and Romag keep saying they want scriptC:
meat. They’ll try for it tonight, while I sleep.
Panagia, the Empyreal Queen, and Lady of the
…I did it! Roasted meat never tasted so sweet. It’s just
Aethereal Sea.
me now. Maybe I am worthy! …It’s just me.
The statue radiates bless in a 10’ radius; only lawful
…Didn’t last so long. The moist air. And the rotting.
creatures benefit from this effect. Anyone touching the
I can still hear them out there. Waiting for me. Gods!
statue has a 13:20 chance of gaining the benefits of a
Why don’t they leave? It’s like they know. Like—like
mystical cure disease.
they’re listening.
Secret Scrolls. At the base of the lady’s statue is a
…What does she mean it’s all a lie? What on earth does
secret compartment containing a pair of ancient
she mean?
scrolls written in decipherable Caelus scriptC. The first
…Thought I was special. Had the secret. God-in- scroll reads:
making, god-in-the-flesh! If death is divinity’s sharpest
tool for dividing the mortal from immortal, it has The Allusive Meditations…
fallen on me, at last! Now I’m worm-food while the First Meditation: In the Garden.
others grasp the star-holes in the sky. Second Meditation: A Visitation.

337
Third Meditation: Proclamation & Descent. 8. Main Tower Entrance
Fourth Meditation: One Presented, One Pierced.
Fifth Meditation: Corona of Victory. A statue stands between two sets of stairs leading up to
twin doorways. The statue depicts a featureless, giant
The second scroll reads: humanoid clutching a massive sword in both hands.
Its blade points downward. The statue exudes a sense
Fifty seeds sown of power and strength. At its base is inscribed a single
Along five contemplations word in a mystical language.
On the first starts devotion
Every tenfold an oblation On windy days, sound is muffled. In calm air
conditions, the party’s footfalls echo on stone if they
Scroll Solution. Of course, this riddle hints at the are not cautious. Any loud noise or bright light draws
solution to beat the wall sculpture puzzles found the guards’ attention (area 11).
throughout the tower’s second level.
Blood-Sign. If searched, dried blood trails up the
ƒ Each sculpture’s circle of seeds represents the 50 north set of steps to its door.
prayer beads of the RosariumB.
Statue. Dwarves can tell that the statue is not Hadean
ƒ The five Allusive Meditations are an ancient,
in origin but carved from the tower’s alien stone. The
obscure variant of the RosariumB.
decipherable Caelus scriptC means “Vartoriak” or
ƒ Each meditation’s image concerns the Cosmic “vigilance.”
Queen’s qualities as a majestic, universal protector
and corresponds to five mythical scenes from South Arrowslit. Reveals area 10.
the life of an obscure turai named Malcathiah
(chapter 1), who most embodied those glorious South Door. Closed but unlocked.
characteristics. North Arrowslit. Reveals area 11. If stealthy, the
ƒ Each sculpture’s hidden button lies on the seed party can eavesdrop on the talking guards.
(or prayer bead) starting the Allusive Meditation
depicted in its engraved image. By counting every North Door. Slightly ajar; set with a primitive tripwire
10, one starts a new Allusive Meditation—on the connected to a whip trap made from a bundle of bent
1st, 11th, 21st, 31st, and 41st seed. branches. If set off, the tripwire releases the branch and
drives a sharpened stake into the unlucky victim’s chest
If the heroes discover all five wall sculptures on the for 5d6 damage—he screams, stunned for 1d4 rounds.
second floor, they must press their secret buttons in the This alerts nearby guards.
exact order of the five meditations:

ƒ Area 18: 1st button (First Meditation). FIRST FLOOR OF THE TOWER
ƒ Area 19: 11th button (Second Meditation). Unless otherwise noted: all tower doors, walls, ceilings,
and floors are constructed of mysterious, aged stone
ƒ Area 22: 21st button (Third Meditation).
(see “Exterior” below).
ƒ Area 23: 31st button (Fourth Meditation).
ƒ Area 24: 41st button (Fifth Meditation). Interior. Once inside, dwarves become certain that no
mortal hand was involved in the tower’s construction.
Once all five are pressed and locked, an event triggers Its measurements are far too exact, each stone perfectly
in the secret balcony overlook (area 24). cut to the tiniest degree. Ceiling height is 12’ in large
rooms but 8’ in others. The first floor stays at room
REFEREE NOTE. The referee should track the temperature.
order that the party presses these buttons.
High Alert. If the heroes alert the first-floor cultists
of an imminent attack, a few easy encounters combine
into a single perilous encounter that quickly gets out of
hand.

338
ƒ The guards in area 11 alert the skull acolyte in zombies (from area 12) shamble out. Then
area 13 as quickly and quietly as possible. the grim mercs rush to join the melee from
ƒ The skull acolyte orders his men to take up a behind them, as Kasdeya moves into position to
position in area 11. He pulls the zombies from assassinate a vulnerable, poorly-armored target.
area 12 and takes them with him. The acolyte reserves cure light wounds for himself.
If the battle goes poorly, he casts darkness to
ƒ The guards lock the doors into area 11 and 13. cover his retreat and he flees to the second floor,
They use the viewing port to watch intruders reporting to Ashuraga.
enter the entrance hall (area 9).
ƒ Even if the party acts foolishly and puts the
ƒ The acolyte orders the lever pulled to open area cultists on high alert, the skull acolyte does not
10’s door, releasing the zombies. They attack. retrieve Ashuraga on the second floor right away,
ƒ The acolyte observes the fight. as he fears the unpredictable man and prefers
ƒ If the zombies start winning, the mercenaries reporting a foiled attack that has already been
watch the battle with glee and start making dealt with.
wagers against the heroes and how each
combatant likely meets his fate.
ƒ If the zombies start losing, the acolyte orders
his men to attack from the north. The goal is
to pincer the party from two directions. First,
the mercenaries open the door, letting the two

339
Wandering Monsters. The table gives random Zombie Arsenal. Huddled in a circle by the north
encounters on the tower’s first floor. doorway are 4 entropy zombiesA. Any heroes peering
into the west arrowslit can spot the zombies but not
2d10 First Floor Encounters using the north one. The hired mercenaries fear the
zombies, so the acolytes keep them here out of sight. If
02–03 Curse of BaalorA exiting or entering the
either door opens, the zombies spill out into area 6 or
tower by climbing its walls.
9 loud and moaning—it’s lunch time!
04–06 Kasdeya (cult assassinA) or 1 Magoth skull
acolyteA plus 1d2 grim mercenariesA over- Ancient Trash. If the waste piles are searched, a
seeing the area. 20-year-old scroll is found, penned by a commander
07–15 1d4+1 grim mercenariesA. stationed here when the imperial military first
controlled it. The cult tossed it as trash. It reads in
16–18 1d3 entropy zombiesA, 1d2 grim merce- Hadean:
nariesA on an errand.
19–20 1d3 Magoth skull acolytesA arriving by It’s incredible! Governor Romulus selected our company
boat with a secret message from the Brass as the first to take up the Vigilant Watch. And he
Temple (hex 22.06). has chosen well. My men are always exemplary in the
performance of their duties, as they so aptly showed at
9. Entrance Hall Stinging Meadows. Their steel nerves held against the
unending waves of the Skull God’s hordes, even as the
This wide chamber has a subtle grandeur to its space ground trembled and groaned at the damnable weight
despite its rough, unfinished walls. The pale exterior of them.
stone absorbs any light rather than reflect it, and the
dense air draws one’s gaze to the tower’s flag-stone I’ve already established a rotation on the second floor of
flooring. Four doors exit this entrance hall—two east, Vartoriak. That height is impressive enough to keep our
one north, and one south. A pair of unlit braziers have eyes fixed north on Castle Thar-Gannon. Every man
been placed in the eastern corners. On the floor are a here knows this so-called Skull God has yet faced the
dozen cheap sleeping mats. A mural is etched on the noose for his crimes against our comrades and the arctic
surface of a metal wall-plate mounted between the east peoples he subjugated for the last 200 years. But until
doors. reinforcements arrive from the far south, we cannot
bring the sorcerer-king to justice.
Dirt and island rocks track into the hall from outside—
signs of a high traffic area. Still, his time is short. The 13th Legion decimated his
hordes. Without an army, the Skull God is forced to
Conversation. If moving quietly, the heroes can hear hide and sulk within his castle. I say we burn it to the
the guards’ conversation in area 11. ground. Alas, if only things were that simple—like our
progress in this tower ascent. We can’t access the third
Mural. The metal plate depicts a faceless figure floor. The port-gem was already broken off the archway
standing high above the tower. when we seized this place. When backup gets here, we’ll
give another look around, starting with that sealed
10. Old Guard Post room.
The east door to area 6 is wizard locked (6th level), but
the north door to area 9 is merely locked. It can be Commander Gordius
opened with the area 11 lever.
11. Guard Post
Piled waste covers the floor. The stench is horrific. A If anyone listens at the windows or sneaks inside the
guard alcove lies at the west end. Arrowslits open onto entrance hall, he can overhear a conversation between
the islet’s shoreline and the lake waters beyond. the mercenaries:

This is the cult’s waste dump. The room’s piled ƒ Mercenary 1: …already been a few days. When
garbage imposes half-normal movement rate. do you think he’s coming back?

340
ƒ Kasdeya: It’s the Master. Whenever he feels like the zombies, so the acolytes keep them here out of
it. (Throws a dart.) Hey, now! That’s the ticket! sight. If the door opens, the zombies moan and gaze at
(Other mercs cheer.) the heroes; they attack those not bearing a symbol of
ƒ Mercenary 2: Whoa! Good one! the Magoth immediately.
ƒ Mercenary 1: But—but what if he’s dead and we Stores. There is a month’s worth of food for 30 people
don’t know it? Be a long time waitin’. but much of it spoils after that.
ƒ Mercenary 2: Aw. Is little pup getting worried for
his head-scratcher? Valken Scroll. A rolled-up, two-month-old scroll,
hastily written in Hadean reads:
ƒ Mercenary 1: It ain’t that! I swear. I just wanna
get paid, is all.
To whoever finds this: We had stopped watching the
ƒ Kasdeya: Ah! Keep your fishin’ bib on. He’s castle for over a year. And that’s from whence they
prolly found something really riveting—like a came: Enoruuk men riding on boats, dressed in white
smeared petroglyph of fresh diarrhea! (All three robes and masked by grim skulls. A horror arrived with
mercs openly snicker.) them. Its—its hands… It came from the water and
slaughtered a patrol while the cultists murdered all my
The room’s description: men. Those bastards! They showed no mercy—and now
I hear them outside, ready to show me.
A guard post dimly lit by torches. It has a musty, earthy
smell. Crude wooden shelves line the north wall, holding 13. Cult Chapel
implements of warfare, and under them is a crude
bullseye fashioned from a wool mat. A table has been Flickering torches dimly light this chapel. An odor of
shoved into the northwest corner. A newly built wooden burning incense rises before a 7’ tall, crude idol in the
lever extends from the east wall. northwest corner. It depicts a gaunt and imperious
man in elaborate breastplate, crowned in a helmet
The 3 grim mercenariesA and KasdeyaA are not with curled horns. The chamber’s stone walls have been
keeping an eye on the outside. Their backs are to the painted with twisted and malevolent symbols in deep
south window as they chat and throw darts at the red hues. A bronze altar lies against the far diagonal
make-shift bullseye. wall, glowing with an otherworldly light; above it, the
stone is dominated by an image smeared with feces and
Wood Lever. The lever opens the stone door into the
mud into an indecipherable shape.
old guard post (area 10). This floods the entrance hall
(area 9) with zombies. Stationed here is a Magoth skull acolyteA named Miki,
a brutal Enoruuk man who resents anyone taller than
12. Cult Storeroom he is. Miki goes to any length to prove he measures up
in whatever way he can. (Miki is 5’ tall—he’s a little
This storeroom is unlit. The air is musty and heavy with
guy.) Guarding the chapel are 3 grim mercenariesA
the scent of damp earth, old stone, and moldy flesh. In
sitting on a wool mat and playing a game of cards and
the room’s center stands a large, empty stone pedestal.
sharpening weapons.
Cluttered stacks of wooden crates, small barrels of
preserved food, and bundles of dried herbs surround it. Altar of Chaos. This bronze altar radiates unholy
Old, moth-eaten tapestries hang from the walls, their power. Chaotic-aligned creatures within this chapel
images long-faded. Stacked on the floor are piles of benefit from a bless spell. Lawful creatures touching
old robes, rusty daggers, and strange trinkets of metal the altar take 2d6 damage, while neutral characters
and bone. Jars filled with colorful liquids, mysterious suffer 1d6 damage. Within the altar is a hidden
powders, and incense bags lined the shelves. A pile of compartment that contains a bag with a small quantity
cold-weather animal skins lies in a corner. Despite the of gold ore and uncut gemstones (2,650gp) that would
clutter, everything seems to have its place. interest a gemcutter.
The cult keeps supplies here. Idol. The idol depicts Baalor the Skull God, though
the heroes may not know it yet.
Zombie Arsenal. Huddled in a circle by the doorway
are 2 entropy zombiesA. The hired mercenaries fear

341
Fecal Image. This image reminds the acolyte that Water. Drawing from the well takes time. The spring
everything is nothing but mud and shit. (The water seems clean and pure, from the lake itself.
mercenary non-believers never mock the image in front
of a cult member.) Lightning Well. Anyone casting light or a torch
down the well notices an object’s glint in the water. If
Ashuraga’s Orders. Miki the acolyte carries a letter someone descends the well shaft, he spots a javelin of
written in Upik. It reads: lightning 10’ underwater, which it electrifies. But this
effect is nearly invisible and it doesn’t affect water that
Acolyte Miki, is drawn or separated from the main source. (The only
clue something is wrong is the water’s odd bubbling.)
The assassin, Kasdeya, is—rather bewitching to look at, Anyone touching the water or touching a metal object
don’t you think? Arrange for her to fail at something inserted in the water instantly takes 20 damage (save
in the near future. vs. spells for half). Once the charge is depleted, the
javelin is destroyed; however, if someone can remove
Give me reason to punish her. the javelin using a non-conducting material, he can
claim the weapon without harm.
From the Master’s Lips,
Ashuraga Underworld. After bypassing the electrified water, an
explorer sees a long, low-ceilinged grotto filled with
14. The Tower Well underground water. Its depth is between 8-14’ and the
An old, 90’ deep well lies in this small room. ceiling is 5-6’ from its surface. Multiple tunnels exit
from this cave. If an explorer takes any one of them,
he eventually reaches the underworld, area 2. (See
Volume 2 of Gods of the Forbidden North.)

15. The First Port-Gem Archway


On the west wall is an arched portal with a gem socket
in its right side. It holds a light-pulsing, canary yellow
tourmaline gemstone (2,000gp). Swirling, mystical
illumination fills the archway’s interior.

Teleporter. Anything passing through the archway


instantly teleports to the corresponding archway on the
second floor (area 16) with no chance of error. Peering
into this active archway faintly reveals the destination
on the other side, including waiting creatures.

Removal. The gemstone cannot be destroyed; it


is impervious to harm. But it can be removed and
this deactivates the teleportation effect keyed to the
archway.

ƒ First, dispel magic must be cast on the port-gem


to magically unseal it from the socket.
ƒ Next, a thief must pass an Open Locks check.

If a non-lawful character removes or takes the port-


gem, he is cursed to always rolls twice and take the
lowest result on saving throws. This ends if he returns
the port-gem and receives a remove curse. Multiple
port-gem effects stack, so a neutral victim handling
three stolen port-gems and then selling them to a
merchant rolls four total saving throws and takes the

342
lowest one. A dispel magic beating a 20th level caster The party should retrieve the Tabot of LawB, repair
followed by remove curse ends the port-gem’s curse the Light of JudgmentB, and remove all port-gems
effect. from Vartoriak. The chaos cults can never enter
the tower again, nor set foot upon the Monolithic
Development. Removing any port-gems from the Acropolis.
tower without first restoring the Light of JudgmentB
is a bad move, though the heroes may not realize
this at first. The heroes ensure that chaotic-aligned SECOND FLOOR OF THE
foes can step upon the Monolithic Acropolis and TOWER
enter the Virescent Cube at any point in the future.
Unless otherwise noted: all tower doors, walls, ceilings,
If the party doesn’t repair the Light of JudgmentB
and floors are constructed of mysterious, aged stone
or destroy the End-Worm in the Tesseract of Time,
as the first floor, with similar room features and
the Magoth eventually reach the Cyclopean City
temperature.
and release their evil master, Vuulthoom, from
its ancient prison. (See Volume 3 of Gods of the High Alert. If the heroes alert the second-floor cultists
Forbidden North.) The stakes have never been of an imminent attack, the cult takes certain defensive
higher. measures. The Magoth are brutal, devious, and should
be played smart. Force the heroes to earn this victory.
But removing the port-gems after the party repairs Of course, loud combat draws nearby cultists from
the Light of JudgmentB is a wise move. It prevents areas 16A, 17, 19–21, and 23. Sword-fighting and
the minions of chaos from damaging the Caelorum melee shouldn’t necessarily alert cultists across the
tower weapon after it has been reactivated. Only entire floor, only those nearby. But louder effects, such
the Ninth Demon can enter the tower’s fourth as fireball, certainly put the entire floor on notice.
floor after the heroes have deactivated the port-
gem archways. And if the party hasn’t released the ƒ Zombies are used as fodder. They are ordered to
Ninth Demon, then this can never happen. the front-line to hold off the heroes or weaken
them.

Tower Vartoriak
(Second Floor)

343
ƒ Grim mercenaries spotting large, well-armed 2d10 Tower Exterior Encounters
adventuring groups retreat in the opposite
direction towards their nearest allies. They seek 19–20 Curse of BaalorA, AshuragaA seeing to the
out an acolyte, magician, or Ashuraga to give tower’s management.
them orders.
ƒ The skull acolytes do not hesitate to use chaos 16. Port-Gem & Branching Corridor
secret on missed attack rolls or failed saving A long, branching corridor winds through the second
throws. The chaos clerics wade into battle without floor.
fear, relying on their armor for protection. If
ambushed, they cast darkness to regroup and Teleporter. The party exits this arched portal into the
enlist allies to fight against their foes later. tower’s second floor. Swirling, mystical illumination fills
Acolytes retreat to heal themselves with cure light the archway’s interior. It connects to the first port-gem
wounds. archway (area 15) and operates the same way, except it
ƒ The skull magicians avoid melee and cast lacks a port-gem. If the first port-gem archway is ever
hypnotism to force invaders to surrender (if the de-activated, this archway stops functioning, too—
cultists outnumber them) or to regroup outside barring entry or escape from the second floor.
the tower (if the cultists do not). If surprised,
cornered, or observing a dangerous-looking hero,
16A. Pen Guardians
they cast spook on that threat. If a retreat is in There are 2 entropy zombiesA in the hall outside the
order, the magicians quasimorph into a bat. If the slave pen (area 18). They attack anyone not bearing a
magicians have time to plan an ambush, they cast cult medallion, including slaves.
quasimorph to appear as more frightening forms
to scare away intruders. 16B. The Second Port-Gem Archway
ƒ Ashuraga always commands the Curse of Baalor On the south wall is an arched portal with a gem socket
to attack first. It is his bodyguard and hunting in its right side, but it is empty and the archway no
beast. Ashuraga targets slain allies or foes with longer functions.
animate dead cast from his +1 staff of dreadful
cessation. He casts fear to divide enemy parties Development. After Baalor assaulted the tower, he
that work together effectively. The evil man removed the south archway’s port-gem. The party can
suppresses casters with a well-placed silence 15’ find it in the secret riddle room chest (area 22).
radius. He heals injured cultists but never the
Teleporter. If the party brings the second port-gem
mercenaries. If caught alone, he uses his voice
back to this floor and returns it to its proper socket,
of madness ability to alert his loyal acolytes. He
this archway re-activates and teleports anything passing
never calls reinforcements from the Brass Temple
through it to the third floor (area 26). It works just
as it is too far away. If slain, Ashuraga rises as
like the first port-gem archway (area 15).
undead. (See AshuragaA.)
ƒ The Curse of Baalor engulfs as many foes as it can Begins the Invasion. After repairing the second port-
to absorb them. gem, the custodian patrol (area 26) emerges from
the portal and attacks by surprise 1 turn later. The
Wandering Monsters. The table gives random custodians organize a full assault on the lower levels if
encounters on the tower’s second floor. the heroes do not enter the third floor right away and
prove themselves a real threat. (See “The Caelorum
2d10 Tower Exterior Encounters Custodians” earlier this chapter.)
02–03 Curse of BaalorA exiting or entering the
tower by climbing its walls. 17. Mercenary Quarters
04–06 1d2 Magoth skull acolytesA or Magoth The bare stone walls have no adornments, save for a few
skull magiciansA. daggers and throwing knives hanging on hooks. Wooden
07–15 1d3 grim mercenariesA. bunk beds, hastily assembled, rest against two walls. A
small table in the corner has a burning candle on it.
16–18 1d3 entropy zombiesA, 1d2 grim merce- Under the south bunk is a small chest.
nariesA on an errand.

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Lounging inside this barracks are 3 grim mercenariesA. ƒ The cultists are Magoth. Ashuraga is their leader.
Two sit at the table playing an odd dice game while the He frequently tells his followers to “feed the
other one sleeps. slaves well for the coming feast” and often refers
to a Brass Temple somewhere in the tundra plains.
Chest. The unlocked chest holds clothes, daggers,
ƒ The Magoth held the slaves in the island’s shore
garrotes, lockpicks, and other assassin tools, along with
shacks, but a pair of creatures arose from the lake’s
8 vials of blood-stream poison (type I), 2 vials of ingested
depths and laired on the tower’s south side. This
poison (type II), and a pouch with 271gp. Inside, a
forced the cultists to move the slaves inside.
letter written in Hadean reads:
What the Enoruuk Know. The enslaved nomads
Penley, know the following information:
It doesn’t make sense to me either. If the crabs want ƒ The two brothers were kidnapped by the cultists
the damned wall breach, let them have it! But the big from the lake-village of Hyto (hex 15.13), along
guy seems determined to reclaim the glittery treasures with their little sister, a young Enoruuk widow
on Qimmiq’s corpse. And he’s given us only two weeks. named Aput. The sibling trio were fishing on
Can’t help but see this as a losing proposition—we Lake Imaryuk one morning when the cultists
might need to re-think this arrangement. kidnapped them.
Do me a favor. Get a sense of what the others think and ƒ Qana is the middle son, but he is the smartest and
let me know. strongest, as his older brother, Pilip, is disabled;
he stutters when he talks, finds it hard to form
Wind at your back, words, and gets lost in his thoughts while they are
Kasdeya fishing.
ƒ A few days ago, the cultists took their little sister.
18. Slave Pen They have not heard from or seen Aput since.
The stone door bears an iron lock. Both skull Qana is very worried for her.
magicians possess its slave pen key. ƒ Qana remembers that the staalistas sometimes tell
of the Magoth, those Enoruuk corrupted by the
Interior. This windowless room is the slave pen. An
Skull God when his ancient kingdom dominated
ornate sculpture is carved directly into the stone of the
the whole of the Nunakilak. But he always
pen’s northwest diagonal wall.
thought such mutterings were nothing more than
Slave Stock. Currently, the slave pen holds 8 slaves. exaggerations.
The slaves do not appear mistreated or malnourished.
Development. The cultists have no qualms with killing
Three slaves are veterans, one an elf, one a gnome,
a slave during an attempted escape. If the cultists notice
and one a medium. Two slaves are Enoruuk nomads
that the intruding heroes care about the slaves, they do
named Pilip and Qana.
not hesitate to target them in combat—to sow chaos in
What the Adventurers Know. The enslaved their enemies’ ranks and to capture a slave as a hostage
adventurers know the following information: for negotiations.

ƒ These adventurers all belonged to different REPLACEMENT HEROES. If the referee


exploration parties bound for the northern desires, some slaves might be healthy enough to
wilderness. serve as hirelings or replacement characters for
ƒ The Slavers of Shuun attacked and captured players who lost one in battle.
them. All enslaved adventurers were taken to Fort
Ikenvar (hex 10.19), where they suffered the Wall Sculpture. The wall sculpture comforts the slaves
Shuun’s foul mistreatment. whenever they view it. The sculpture depicts a circular
ƒ Then, Baatu—the Shuunish chieftain—sold string of seeds. Each seed bears a single etched rune.
the slaves to an Enoruuk named Ashuraga. He In the middle of the circle is a detailed engraving.
transported the slaves to this tower. Surprisingly, Above the entire sculpture is a mounted gold wall-
they have been well-fed and mostly well-treated. plate (200gp) etched with alien runes. The runes on

345
the encircling seeds and the gold plate are written in ƒ Algol, the Demon Star, is bright and visible on
decipherable Caelus scriptC. most cloudless nights.
ƒ Dark sorcerers practice unwholesome rites when
ƒ Engraving: The detailed image shows a grove
the star rises to its zenith; black magic effects are
of terebinths with a cosmic figure pruning their
far more potent, such as undead animation and
branches. A river flows behind him from a distant
demon summoning magic.
hill country.
ƒ Practitioners casting such spells under Algol and
ƒ Etched Runes: Each rune signifies a number
calling on its unholy name gain several benefits—
between 1-50 etched in clockwise order. The
e.g., a +4 to their caster level with animate dead; a
lowest seed on the sculpture’s ring bears the
-4 applied to the saves of their curse spell victims;
number 1.
a 9HD cap on targets affected by death spell; etc.
ƒ Gold Plate: It reads: “In the Garden.”
ƒ Secret Button: Anyone searching the sculpture Wall Sculpture. On the south wall hidden behind
notices that the 1st seed is a button. If pressed, it the bunk is a sculpture directly carved into its stone.
clicks and locks into place and does not move for It shares the same features as the wall sculpture in the
any reason. (For this puzzle’s solution, see area slave pen (area 18), with three exceptions:
22.)
ƒ Engraving: The detailed image shows a cosmic
figure kneeling before the viewer. He is being
19. Acolyte Quarters crowned with a diadem of woven branches by an
Sweet incense fills this furnished chamber lit by dim unseen woman’s hands. Tiny acacia seeds adorn
candles. A drawn curtain covers the arrowslit in the the crown.
southeast corner, keeping out unwanted light, and a ƒ Gold Plate: It reads: “A Visitation.”
stone table in the northeast has a burning candle on it. ƒ Secret Button: The 11th seed is a button.
At the window’s base lies a wooden chest, and in the far
east side of the room, the floor is inscribed with a crude 20. Ashuraga’s Quarters
arcane circle. Shelves line a few walls filled with tomes
and scrolls. Fragrant incense fills this very spacious and finely-
appointed chamber lit by expensive candles. Their
There are 2 Magoth skull acolytesA here. One flames shadow-cast the stone walls. A stone table in the
meditates on the infinite void at the table while the corner holds several loose parchments and an ink vial,
other one cleans his armor. as well as a silver platter filled with grapes and cheese.
In the chamber’s center lies an opulent, rosewood bed
Oblivion Circle. If chaotic casters stand in the magical
dressed in luxurious blankets, goose-feathered down
oblivion circle, their spells are resisted at -2. Lawful
pillows, and silk sheets. In the far east corner by the
heroes entering the circle suffer 1d6 damage per round.
window lies a matching desk, arranged so a person
Chest. The chest is magically trapped with a sitting looks out the arrowslit over the lake. Book-shelves
suggestion spell. Anyone triggering it must save vs. rest against the south wall, stocked with tomes and scroll
spells; otherwise, he exits the room, loudly proclaiming cases—they flank an iron-bound wood chest, with a
over and over, “A careless thief won’t keep his hand!” built-in lock. A crystalline orb rests on a pedestal atop
as he wanders the branching corridor (area 16) for 28 the east shelf, near a small idol figurine depicting a
turns! Inside the chest are folded cult robes, two skull gaunt and imperious man in elaborate breastplate,
masks, a suit of chainmail, and a locked wooden coin crowned in a helmet with curled horns. Finally, the
box holding 321pp. northeast corner flooring is inscribed with an elegant
arcane circle.
Wall-Shelves. The tomes lining the wall-shelves are
worth 650gp to a collector. This is the cult leader’s private quarters. There is a 4:6
chance AshuragaA is present here; and if he is, there is
Whudjan Book. An open, slim book on a bunk-bed is a 4:6 chance the Curse of BaalorA awaits its master’s
titled Observations from Iberia: The Shroud in the Sky. command under his bed, like an evil carpet; otherwise,
The text reveals the following lore: the Curse hunts alone in the arctic. Finally, whether
Ashuraga is present or not, a female Enoruuk slave

346
(nomad) lies on his bed, scantily clad and chained stoutest hearts, and from time to time, the evil
to the walls with iron. Her name is Aput. She is the man sets it loose to prowl in the wilderness.
enslaved little sister of Qana and Pilip (area 18).
Desk. On the desk is an unfurled scroll-letter
Oblivion Circle. If chaotic casters stand in the magical addressing Karnov, the Hell Raider boss (hex 17.10).
oblivion circle, their spells are resisted at -2. Lawful Written in Upik, it reads:
heroes entering the circle suffer 1d6 damage per round.
Karnov,
What Aput Knows. The enslaved girl knows the
following information: Your gold is in the chest.
ƒ Ashuraga sent for the “desirables” to serve him And yes, I agree that four weeks should be enough.
personally on the second floor. He killed the last Do what you’ve been paid to do and I’ll consider our
girl right in front of Aput in this room. He is a agreed-upon terms satisfied.
cruel, despicable man.
In the meantime, just remember that choosing the
ƒ Ashuraga is searching for a way into the tower’s
right caravan is of critical importance: the higher your
third floor, but he cannot find the port-gem
target’s value, the more fear you put into the rest of
operating that mystical archway. He thinks the
them. And that’s the ticket, isn’t it?
Skull God hid the port-gem while he dominated
the Nunakilak. From the Master’s Lips,
ƒ Ashuraga often mentions a supreme leader named Ashuraga
the Cenostoma. He seems to fear this Cenostoma
and works hard to please him. Library Shelves. The bookshelf is lined with esoteric
tomes, journals, scroll cases, philosophy tracts, and
ƒ A dark horror lingers near Ashuraga much of
the time. Its crawling hands bring terror to the

347
occult works. A book collector might pay 800gp for
them.

Magic Book. Hidden amid the collected texts is a


heavy magic book titled The ChroniclerB.

Idol. This figurine depicts Baalor the Skull God in very


fine detail.

Incarnadine Orb. This magical sphere of odd reddish


crystal is a crystal hypnosis ball keyed to the sinister
Tarngrak, Yeguryaq (area 25). The spider-demon
yearns to escape its prison and stalk the world again.
It works the orb wielder’s mind to that aim, giving the
enthralled user false visions of fabulous wealth in the
sealed room.

Chest. This ironbound chest is twice-locked and


thrice-trapped. The complex lock requires two Open
Locks checks—the first for the outer lock, the second
for the inner lock.

The first trap is triggered by a highly sensitive


U-shaped pressure plate in the floor around the chest.
The trap is twice as likely (4:6) to trigger if stepped on.
If this occurs, the plate unleashes a curse on creatures
within 10’; victims must save vs. spells or suffer a -2
on saves.

The second trap is triggered when the built-in outer


lock is tampered with. Anyone doing so is struck by
a finger of death. The victim must save vs. death or
21. Solar Orrery
perish instantly. The echo of the swinging stone door soars into the air of
this high chamber, its ceiling beyond sight. Suspended in
The third trap is triggered after the built-in inner
the darkness above is an extremely complex mechanical
lock is picked and the chest lid opened without
model of the solar system. The orrery seems to expand
Ashuraga’s key. A 10’ radius poisonous gas engulfs
beyond this room’s walls, and yet, amazingly, they still
those near the chest. Victims take 35 damage unless
contain it.
they save vs. poison for half. The cloud disperses over
1d4+1 turns. Constructed from golden metal, the sophisticated
device’s multiple gears, interconnected cogs, smooth
Treasure. Inside the chest are 2 entropy disciple robes,
rings, and rotating celestial spheres demonstrate
5 acolyte medallions (100gp each), a steel coin box
the relative motions of planets, comets, moons, and
holding 4,599pp, and 2 potions of healing.
Haleron, the sun. Each is depicted by an intricately
Secret Door. There is a secret door behind the detailed metal orb with its own unique texture and
oblivion circle containing Ashuraga’s most prized finish. Located at the orrery’s center, the sun appears as
possession: an evil tome (area 20A). a glowing crystalline orb.

20A. Secret Tome As the gears and cogs turn, the spheres and discs move
in intricate, choreographed patterns that depict the
Inside the secret room on a stone pedestal is The Tome relative positions and movements of the celestial bodies
of Thoughtless TurpitudeB. throughout the solar system.

348
A Magoth skull magicianA studies this room for clues worm-like parasite devouring its own tail. They
on how to break into the third floor. He is attended by resemble doves in this image.
an entropy zombieA servant. ƒ Gold Plate: It reads: “Proclamation & Descent.”
Solar Orrery. This solar orrery accurately depicts the ƒ Secret Button: The 21st seed is a button.
solar system of Magis Terra’s bodies and motions. Any
learned hero studying this orrery can learn interesting Treasure Chest. This chest can’t be moved. It is
bits of lore about the solar system, some of which are magically melded to the flooring. Nor can it be opened,
scarcely known to the wisest sages of the old empire: as the lid is sealed, wizard locked (20th level), and
encased by a faint blue anti-magic shell that blocks
ƒ Magis Terra is 72,426 miles in circumference. spells or their effects from targeting it, such as knock.
To open the chest, a character must answer the riddle
ƒ The planet orbits a single, enormous, yellow star
of the stone (see “Riddle of the Stone” below).
called Haleron.
ƒ The planet’s two ever-present moons, Furnus (the When a non-lawful creature touches the chest, it suffers
Red Moon) and Keresh (the Verdant Eye), are the single-target effects of dispel evil, plus cause serious
much smaller than Haleron, though in the sky wounds and cause disease (save vs. spells to resist each
above, they seem bigger to observers. effect).
ƒ The orrery depicts all known planets: Naraka (the
The emerald is worth 7,000gp. If anyone tries to pry
Gray Sister), Mundalak, and Shargathia. It also
the gemstone loose, or if any non-lawful creature
has more planets than are accepted by scholars,
touches the gem, he must save vs. death or die
including those considered mythical.
instantly once per round.
ƒ At the farthest edge of the solar system lies Algol,
the Demon Star. Riddle of the Stone. If the emerald is touched, a
ƒ The star is caught in the solar system’s gravity; it radiant mist swirls into being between the winged
encircles the sun at an incredible distance. figures and a magic mouth thunders aloud, speaking in
a tongue understood by all:
ƒ Algol has a single orbiting super-planet, Var-
Golorak, called the sphere of nightmares.
From nowhere I come,
Secret Door. A secret door lies in the east wall, I am no one to you.
leading to a secret room (area 22). Though there before all,
No deed I can do.
22. Secret Riddle Room What am I?

Along this secret room’s south wall lies a gold-plated The answer is nothing.
treasure chest constructed of fine acacia wood, with a
If the heroes answer the riddle correctly, the lid of
pair of golden, winged titans atop it. The cosmic beings
the magical chest swings open, and a light engulfs
have human hands under their wings, and as they
each hero who helped answer it. The characters are
lock eyes together, the wing-tips of one touch those of the
blinded for 1 round, and during this time, they each
other. Set into the chest’s surface between the figures is a
receive a private offer within their minds based on
glowing emerald gemstone. Finally, an ornate sculpture
their alignment. Without discussing it with their
is carved directly into the northeast diagonal wall.
companions, the heroes must respond to this private,
This is the secret riddle room. internal prompting immediately—if they do not agree
or reject it right away, they lose their choice forever.
Wall Sculpture. On the northeast diagonal wall is a
sculpture directly carved into its stone. It shares the ƒ Lawful creatures gain a +1 to WIS; if they are
same features as the wall sculpture in the slave pen willing to take a quest, they gain a second +1 to
(area 18), with three exceptions: a single ability of their choice. The quest is not
described until they make a final decision.
ƒ Engraving: The detailed image shows a flight of ƒ Neutral creatures gain a +1 to WIS if they accept a
Caelorum as they swoop at a massive, draconic, quest to pursue changing their nature and shifting

349
their alignment to lawful through their future sacrarium discomforts it; otherwise, the Curse hunts
actions. alone in the arctic.
ƒ Chaotic creatures gain a +2 to WIS if they accept
Consecration. Any lawful creature inside this chamber
a quest to pursue changing their nature and
benefit from a bless spell. Chaotic creatures feel great
shifting their alignment to lawful through their
physical discomfort and suffer a blight effect (no save
future actions.
permitted).
Neutral or chaotic characters failing to accept this offer
Ceiling Tiles. The ceiling tile art imagery is masterful,
suffers the following:
depicting cosmic figures and divine landscapes. Anyone
ƒ Neutral creatures suffer -2 to hit and saves for the carefully studying the artwork notices that one tile does
next 7 days and take 3d6 damage unless they save not have a cosmic theme, but depicts a terebinth tree.
vs. death for half. This tile is a button that opens the south wall’s secret
door.
ƒ Chaotic creatures suffer -4 to hit and saves for the
next 14 days and take 6d6 damage unless they Secret Door. This secret door can’t be opened
save vs. death for half. without the hidden ceiling tile button.
Blue Port-Gem. Within the chest is a light-pulsing, Wall Sculpture. In the northwest corner is a sculpture
blue cobalt gemstone (2,500gp). This is the missing directly carved into its stone. It shares the same features
port-gem to activate the second port-gem archway as the wall sculpture in the slave pen (area 18), with
(area 16B). It permits access into the third floor. three exceptions:
Baalor discovered this chamber while he was exploring ƒ Engraving: The detailed image shows a cosmic
Vartoriak after defeating the sentinel. To stop the figure torn apart by the jaws of a draconic,
eternally-replenishing custodians from continuously worm-like parasite; the divine being’s hands clasp
attacking him and his minions, he removed the port- together, as if praying, while a pair of bright holy
gem from the archway and carried it with him for a eyes looks upon the scene with a wince of pain.
time. After solving the chest’s riddle, the Skull God
ƒ Gold Plate: It reads: “One Presented, One
was given the chance to become lawful. He sneered
Pierced.”
immediately. This triggered the chest’s curse. Struck
by the effect, Baalor dropped the port-gem inside the ƒ Secret Button: The 31st seed is a button.
chest before it slammed shut. Figuring nobody would
Shimmering Dais. The metallic dais shimmers with
be smart enough to solve the riddle or even find the
ambient light. It resembles a tree-trunk with growth
chest in the first place, the Skull God left it there to
rings, except the metal rings each have their own
ensure the custodians stayed trapped.
individual colors like a rainbow. The dais’s color scheme
is orange (the outer ring), purple, yellow, green, blue,
23. Sacrarium of Law
yellow, red, orange, and purple (the inner ring). Small,
The air of this large ornate chamber is charged with chipped pieces of stone lie on the dais’s surface and
strong static. Each ceiling tile is elaborately framed in the floor. Atop its flat surface is an empty rectangular
gold, with beautiful art designs on its surface. In the depression inside the purple inner growth ring. A dwarf
northwest corner is a detailed wall sculpture, and built can tell that a tablet of stone fits into this depression
against the diagonal southwest wall is a dais forged but a strong force must have shattered the one kept
from an unearthly alloy of shimmering rainbow colors here.
in the shape of a cloven tree-trunk.
Development. This is the Sacrarium of Law. It once
A Magoth skull magicianA studies this room for clues held the Tabot of LawB, a mighty artifact. But Baalor
on how to break into the third floor. He is attended by came, and—seeing it—split the tabot in two, not
2 entropy zombiesA. There is a 2:6 chance AshuragaA because he comprehended the artifact’s purpose, but
is present here, and if he is, there is a 4:6 chance the out of sheer hatred for what it represented. Then he
Curse of BaalorA awaits its master’s command roiling ordered the two halves removed and hidden in the
on the exterior wall outside the north arrowslit as the underworld. (See Volume 2 of Gods of the Forbidden
North.)

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Sculpture Solution. Once all five wall sculpture
buttons are pressed (in areas 18–19 and 22–24), one
of two things happens:

ƒ If the buttons are pressed in the right order, the


secret door into the sealed room (area 25) opens
and may be entered.
ƒ If the buttons are pressed in the wrong order, the
north entry door (into area 23) slams shut, as a
wizard lock seals it (6th level). Immediately on
closing, a Haleron oozeA teleports into the room’s
north end and attacks the heroes; after killing
them all, it roams the entire floor destroying any
living creatures.

Haleron Ooze: AC 4 [15], HD 10** (45hp), ATK


1 × engulf (5d4 + solar plasm), THAC0 11 [+8], MV
60’ (20’) climb, SV D10, W11, P12, B13, S14 (5),
ML 12, AL neutral, XP 2,300, NA 1 (0), TT –.
ƒ Cling: Can move on walls and ceilings.
ƒ Continual Light: Radiates sunlight in 30’ radius,
affecting creatures vulnerable to daylight and
cancelling magical darkness or continual darkness.
ƒ Engulf: Moves over creatures in its path; each
victim must save vs. breath or be engulfed for
5d4 damage per round; if successful, victims are
pushed along with the ooze.
24. Secret Balcony Overlook ƒ Immunity: Immune to blunt (e.g., maces)
or slashing weapons (e.g., axes, swords), fire,
This undiscovered secret balcony overlook offers a lightning, cause wounds or magic missile spells,
gorgeous view of Imaryuk’s western shoreline from and instant death magic.
100’ in the air and the ruined bridge crossing it. An ƒ Solar Plasm: Engulfed victims shed light for
ornate sculpture is carved directly into the stone of the the next 24 hours. (Victims can’t use stealth or
flat western wall between the arrowslits. invisibility.) Victims must also save vs. spells to
Secret Door. The passage hides a secret door that avoid blindness for 1d4+1 rounds (i.e., a blind
bypasses the sealed room’s anti-magic shell doorway creature cannot attack); but even on a success, the
(area 25). It’s the only way inside. If the door is victim is at -2 to hit, saves, and AC for 1 round.
discovered, the hero only finds its well-hidden outline Metal objects worn or carried by the engulfed
seam. He can’t locate a knob or obvious way to open it. victim suffer heat metal; when the objects reach
“white hot,” they remain so until the victim
Wall Sculpture. This sculpture shares the same features escapes and begin cooling back to normal.
as the wall sculpture in the slave pen (area 18), with ƒ Seep: Can squeeze through cracks and holes.
three exceptions:
25. Sealed Room
ƒ Engraving: The detailed image shows a cosmic
This stone door is magically sealed. It is wizard locked
woman sitting on a throne. A starry sky lies
(20th level) and encased by a faint blue anti-magic
behind her, a flourishing tree under her feet. Two
shell that blocks spells or their effects from targeting the
titans carry her throne, facing each other, with
door, like knock.
wings extended and touching their tips.
ƒ Gold Plate: It reads: “Corona of Victory.” Interior. Inside, the room is filled with an
impenetrable darkness of umbral webbing (see
ƒ Secret Button: The 41st seed is a button.
YeguryaqA). This effect must be removed with four

351
352
continual light spells to reveal the room’s interior Description. Yeguryaq is a huge demonic spider,
contents. When this occurs, read: bloated and hideous to behold. Its black carapace
shines with an evil light, while softer bits of its hairy,
This chamber is awash in golden light. A 10’ wide ashen flesh erupt with weeping sores, bursting pustules,
translucid ball of hardened amber spins while and blackened feathers. Its eight barbed legs creep
suspended in the air. There is a dark shape inside the along as if possessing their own sinister intellect,
magical sphere, but you can’t quite discern it. curling suddenly in its defense and slashing out at foes.
On its rear end hang two spinnerets that resemble
Dictum Sphere. This sphere radiates powerful magic, gray-skinned, larval infants; when the spider demon
while the shape inside registers as overwhelming evil. weaves its umbral webbing, the blasphemous figures
No mortal force can move the sphere from its position seem to retch the shadowy material into existence from
or affect it in any way, save disintegrate or an anti- their throats while squirming in horrid pain. Finally,
magic shell, both of which destroy it. under the demon’s cephalothorax—where its “chest”
might be, were it human—a malformed humanoid
The sphere is the magically sealed prison of the Ninth figure groans and pushes through its sickly flesh, visibly
Demon, YeguryaqA. After the Panagian sentinel suffering and beckoning to those seeing it.
defeated the Ninth Demon by capturing it with its
dictum ability (see Panagian sentinelA), the Caelorum Development. Yeguryaq is the First among the
construct shrank the sphere and transported it to Tarngrak, the greatest of the demons in the Forbidden
this chamber, sealing the spherical prison within it. North. Trapped for over 8,000 years, it has spent that
Currently, the Tarngrak is in stasis. It cannot escape, immense span of time isolated and raging in its own
but the demon is aware and can receive telepathic mind at its “unjust fate.” But free once more, Yeguryaq
communication. Yeguryaq, however, cannot project any is ready to initiate its long-prepared vengeance.
thoughts or spells beyond its prison-sphere, except via
the crystal hypnosis ball found in Ashuraga’s chambers In fact, the Spider of Foulest Doom is none other
(area 20). than Yaqum, the greater Caelorum who, long ago,
persuaded Malcathiah’s host to avoid combat with
If the dictum sphere is destroyed, YeguryaqA is the End-Worm because he feared it. (See “Cosmic
released. When this occurs, a tenebrous ball of pure Wounding” in chapter 1.) Yeguryaq knows that
void falls to the room’s floor from the shattered Malcathiah survived his death in the End-Worm’s jaws,
sphere’s shards. Smoke rises from it as a hissing sound and that somehow, the obscure turai has become the
fills the room. Then, a huge, black, spidery leg erupts Tesseract of Time’s creator and guardian. The demon
out of the void. It extends itself until it presses against seeks his ancient foe’s defeat for humiliating it and
the south wall’s mighty stone, and with ease, breaks causing its fall from the Empyrean. Since freeing the
through the ancient barrier! (Any dwarf who sees Black God will ensure this happens, Yeguryaq moves
this happen is greatly alarmed—the stone is far too swiftly to that end.
powerful for any mortal to break it.)
Here are the demon’s immediate goals:
REFEREE NOTE. It’s probably a good time to
ƒ Permanently destroy the Eye of VigilanceB. This
telegraph to your players that they should run!
forever disables the Light of JudgmentB, which
wards the Cyclopean City against intrusion by the
Over the next 1d4+2 rounds, the Ninth Demon forces of chaos.
emerges from the blackened void. Yeguryaq
cannot attack or be attacked until it fully exits the ƒ Relish the sweet taste of fresh murder; it preys on
extradimensional prison. Needless to say, this room’s many victims in the wilderness, including Gordius
walls collapse as this occurs, and when the spider (hex 08.09), Noseless Malta and his exiled
demon emerges, it eats anyone nearby and then bugbears (hex 07.11), and a small herd of wooly
punches a hole through the tower wall. Ascending mammoths on the tundra plains.
Vartoriak quickly, the Spider Most Foul uses its evil ƒ Seize control of the Magoth by declaring itself to
magic to enter the tower’s fourth floor and immediately be the long-vanished Skull God, returned at last in
destroys the Eye of VigilanceB forever. Once this its new transcendent form. It claims to have spent
happens, it can never be undone. the last few decades wandering the Outer Void.

353
The other eight Tarngrak fall in line and obey the the possessed victim dies for any reason, Yeguryaq
Ninth Demon. They corroborate its deceptions. can attempt to possess a new creature within 210’.
ƒ Direct the Magoth to reach the Cyclopean City ƒ Legs: Palp-hook victims fall prone, while walking
by using the long, dark, winding passages of leg victims get knocked 15’ back.
the underworld. It orders them to bypass the ƒ Mundane Damage Immunity: Harmed only by
troublesome Castle Thar-Gannon entirely. magical attacks.
ƒ Pain Venom: Venomous bite inflicts agonizing
Of course, this event greatly speeds up the timeline on pain; victim at -4 to hit and saves (2:6 chance per
the cult attaining its ultimate goal. round victim falls to the ground screaming in
agony, unable to act); venom kills in 1 turn.
Yeguryaq: AC -3 [22] carapace or 3 [16] under-flesh, ƒ Severing Legs: To cut a leg off, a melee attack
HD 21****** (94hp), ATK 2 × palp-hooks (1d12 is made with a slashing weapon (e.g., sword) at
+ prone), 2 × walking legs (1d12 + push), 1 × bite -4 to hit; the weapon must deal 15+ damage in a
(2d12 + pain venom), THAC0 6 [+13], MV 180’ single hit to sever a leg. Once severed, the demon
(60’) climb, SV D2, W2, P2, B2, S4 (21), ML 11, AL regenerates a new leg in 6 turns, if it’s sitting still
chaotic, XP 14,500, NA 1, TT –. and concentrating.
ƒ Ambush: Drops on its prey. ƒ Sheer Terror: Victim seeing demon for the first
ƒ Carapace: The demon’s carapace has 94hp and time must save vs. paralysis or flee for 3d6 turns
AC -3 [22]. Attacks hitting Yeguryaq target its (3:6 chance of dropping held items); a cleric or
carapace until destroyed, unless a called shot is paladin of 10th level or higher saves at +4.
made against the demon’s tough, rubbery flesh ƒ Spell Casting: As 21st level caster. Constant—
with a piercing weapon (e.g., arrow, spear) at -2 detect evil, know alignment, nondetection, read
to hit. If successful, the inflicted damage reduces languages, read magic, true seeing; at will—dispel
the demon’s hp, not the carapace’s hp. Once magic, hypnotism, web; 3/day—cause disease,
destroyed, Yeguryaq grows back the carapace 1 curse, dimension door, fear, hypnotism, invisibility;
AC point per day until it is fully rejuvenated 12 1/day—chaos, charm monster, cloudkill, death
days later. spell, finger of death, teleport.
ƒ Cling: Can move on walls and ceilings. ƒ Summon: 3/day—1d4+1 intelligent phase
ƒ Damnation: If a possession attempt fails after spiders; 1/day—1 Tarngrak (any).
the demon is slain, Yeguryaq’s spirit flies into the ƒ Surprises: On a 1-3 in the wilderness; on a 1-4
environment’s nearest cracks or holes as the sound underground; on a 1-5 in its lair.
of 10,000 rushing spiders crunch and squeal at ƒ Umbral Webs: Forms a nest by weaving a 10’
once; then, howling with rage, it is trapped inside cubic area of magical darkness per round. This
the Megalith of Yetza-har’aB. area blocks normal vision and infravision, and
ƒ Demon Traits: Doesn’t need air, food, or water. light sources brought within the enshrouded area
Immortal. Telepathy 100’. do not illuminate it. A creature passing through
ƒ Detestable Recrudescence: If 666 victims are the tangibly clinging shadows moves at 1/10th
ritualistically murdered and their suffering offered its movement rate; every round, it must save vs.
to a demon, the harnessed power frees and spells or become entangled and unable to move.
reconstitutes Yeguryaq again. Breaking free requires an open doors check.
ƒ Final Possession: Anyone who kills the demon Continual light destroys a single 10’ cubic area of
must save vs. spells or suffer its diabolical the umbral webbing.
possessionC. Additionally, the victim begins to ƒ Volant Decomposition: Once dead, its corpse
itch at his skin, feeling something crawling on it. liquefies into a hissing, black, tar-like substance
This sensation grows over the next week. Then, called demon bloodB that forever scorches the
once per 4d6 hours, 1d3 insect swarms (4HD; ground where the Tarngrak fell. The first time the
black widow spiders; swarmed victims must save greater demon is killed, it leaves behind the skull
vs. poison or be at -2 to hit and saves for 1d4 key of Thar-GannonB.
days) erupt from the victim’s mouth, ears, and
orifices. The victim takes swarm damage as the
spiders exit (1 swarm per round). A swarm attacks
all creatures in the vicinity, especially children. If

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Tower Vartoriak
(Third Floor)

26. Attack of the Drones


THIRD FLOOR OF THE TOWER
This is a marvelous corridor of white, marble-like,
Unless otherwise noted: all tower doors, walls, ceilings, elegant stone.
and floors are built with a mysterious, aged stone
similar to white marble. The third floor is radiant, a Teleporter. The party exits this arched portal into
vision of elegant, pristine beauty and architecture— the tower’s third floor. Swirling, mystical illumination
smooth white marble, with intricate veins of sparkling fills the archway’s interior. It connects to the second
gold and silver running through it. The ceiling consists port-gem archway (area 16B) and operates the same
of rising domes of white stone. Every dome’s apex has way, except it lacks a port-gem. If the second port-
been inset with a small crystal globe that emits a soft gem archway is ever de-activated, this archway stops
white light. All measurements are extremely precise, functioning, too—barring entry or escape from the
with each stone perfectly cut. Ceiling height is 20’ in third floor.
large rooms, and 12’ in smaller ones. The entire floor is
illuminated. Welcome Party. A patrol group of 2 custodian
crawlersA and 2 custodian flyersA attacks any
Temperature. The third level is warm inside.
intruders, fighting to the death.
Wandering Monsters. The table gives random
encounters on the tower’s third floor. 27. The Disabled Sentinel
The stone door is locked and lacks a handle. A golden
1d100 Third Floor Encounters
ovoid metallic panel rests on the wall at chest height
01-70 1d3 custodian crawlersA. beside it. The door opens only if a custodian flyer’s
71-94 1d3 custodian flyersA. hand is pressed against it but this must be done
quickly: the hands of killed custodians dissipate every 2
95-00 1d2 custodian crawlersA, 1d2 custodian turns.
flyersA.

355
This chamber is blackened by fire. A big construct over “The prison has been breached. If the prisoner escapes,
10’ tall, with perfectly symmetrical humanoid features, this world shall perish.”
rests against the corner like a lifeless statue of dull ivory
marble. No eyes or mouth are visible on its face. A thick If the sentinel possesses the Tabot of LawB, it re-
layer of dust covers the figure as it grips the intricate activates the Eye of VigilanceB, and any chaotic-aligned
hilt of an enormous, two-handed stone sword. Its chest creature touching the Monolithic Acropolis triggers
bears a gaping cavity, blasted by fire. And its lower a second Cataclysm of Chaos effect down in the
body lacks legs; instead, an egg-shaped dome replaces Cyclopean City. However, if the Eye of VigilanceB
the figure’s pelvis. It is cracked and, laying on its side, cannot be repaired, the sentinel targets lawful party
pivots the hulking construct against the wall. members with a quest spell to recover the Tabot of
LawB and return it to Vartoriak.
This is the dormant remains of the Panagian sentinelA,
Vartoriak’s guardian for millennia. It was outsmarted Development. Once re-activated, the sentinel never
and defeated by Baalor. leaves Vartoriak. It orders all custodians to permit any
non-chaotic, non-hostile creatures to rest and recover
Sword of Plenary Justice. The sentinel’s blade is a in the tower as needed. The Tower Vartoriak becomes
sword of plenary justiceB. a true sanctuary of law in the Forbidden North.

Reactivation. In order to revive the Panagian sentinel, If Vuulthoom escapes the Tesseract of Time, the
the party must return here with the spirit diamondB, sentinel blasts it repeatedly with the Light of JudgmentB,
currently locked away in the Tower of Tharak’thor aiming the mighty weapon at the End-Worm using
in Castle Thar-Gannon. If the spirit diamondB is the Eye of VigilanceB. This destroys Vuulthoom until
shattered, the spirit of Hevel appears as a brilliant halo it reconstitutes via its palingenesis ability. The Black
of golden light with a soft flame in its core. Musical God must roll initiative against the sentinel to act first.
tones echo from the spirit, filling heroes with a sense If the End-Worm fails, the sentinel blasts it into putrid
of gratitude and awe-inspired wonder as it merges with slime again, but if it succeeds, Vuulthoom departs
the sentinel’s dormant form. Read: immediately via teleport, traveling across the universe
to a remote location. This saves the planet—at least, for
A moment later, the huge figure creaks to life as its now.
head raises. A fulgent aura spreads over its surface
as the dust of ages vanishes. Eight golden spheres Panagian Sentinel: AC 0 [19], HD 20*** (90hp),
materialize around the figure’s head, and planes of ATK 1 × fist (3d10) or 2 × divine blade (1d10+9 or
multi-hued light radiate from its domed bottom. Then, 1d10+10 vs. chaotic), THAC0 6 [+13] or 5 [+14] vs.
with a surge of power, the sentinel activates, magically chaotic, MV 240’ (80’) fly, SV D2, W2, P2, B2, S4
propelling its body into the air. (If the sentinel’s weapon (20), ML 12, AL lawful, XP 5,450, NA 1, TT –.
is still present: The stone blade cracks, the corrosion of ƒ Dictum: 1/round, the sentinel gazes at a single
ages falling away to reveal a glorious weapon, blazing chaotic creature within 40’ and fires a white beam
with runes of law.) from its eye-line (as a free attack); the target must
save vs. wands to avoid it; on a failure, the target
The sentinel ignores the party members at this point. It erupts in a golden, viscous, liquid substance, like
levitates into and down the corridor (area 26), crosses amber or honey; the warm resin gushes from the
the pillars of doom (area 33), activates the port-gem victim’s orifices and pores, engulfing its body and
archway (area 34), and uses it to enter the tower rapidly hardening into a translucid sphere that
peak (area 36). Then, the sentinel hovers over to the fully encases the victim. Later, as an action, the
balcony. If the heroes follow, read: sentinel can telekinetically shrink or grow this
magical encasing sphere, even lifting and moving
Suddenly, a beam of indelible light fires from the it 40’ per round. The trapped creature is in stasis
sentinel’s eye-line over the lake towards Castle Thar- while so encased; it does not age, thirst, or starve,
Gannon. It strikes the shoreline before the imposing nor can it escape. If an anti-magic shell touches
fortress, and after boring into the ground for a full the sphere or a disintegrate destroys it, the victim
minute, the light beam ceases. The sentinel turns is immediately released.
toward you. Then a voice booms from the towering ƒ Holy Aura: Passively turns undead within 40’
construct, thrumming its radiance with each word: as a 9th level cleric. This effect is automatic (i.e.,

356
always “on”). Chaotic creatures are at -8 on saves To end the stasis field’s effect and free the dark elf, a
against the sentinel’s spells and dictum ability. custodian crawler’s hand must be pressed against the
ƒ Hovering: Has natural levitation. interior silver panel.
ƒ Immunity: Immune to charm, cold, gas, hold,
poison, non-magical attacks, and sleep. REFEREE NOTE. This stasis effect might
ƒ Spell Casting: As 20th level caster. Constant— be used by smart players to preserve diseased,
detect evil, detect magic, know alignment, poisoned, or fatally wounded allies from death.
protection from good; 3/day—continual light, cure
serious wounds, dispel evil, quest. Dark Elf. During Yeguryaq’s assault on the tower
8,203 years ago, Avarenim was engulfed by the
28. Active Stasis Cell: The Dark Elf sentinel’s dictum ability. A native of the under-city
This door is locked and operates just like the one into of Morgathar, the dark elf came to the tower as the
the disabled sentinel’s room (area 27), except the silver spider-demon’s slave. He was forced to “take one for
ovoid metallic panel opens with a custodian crawler’s the team” when the Panagian sentinel tried to eye-
hand. beam his evil master and has been imprisoned here
dreaming ever since.
Inside this stone cell is a circular, luminescent platform.
After emerging from stasis, Avarenim is confused,
It is filled with a shining light beam, and a sinister
almost amnesiac. He has slept for so long that his
figure floats inside—a dark elf in black robes. His eyes
mind has forgotten details of his own life. It takes him
are tightly shut, as if deeply concentrating while his
1d4 hours to get a handle on his past. The dark elf
body gently bobs up and down in the light beam. On the
won’t be happy when he discovers how long he’s been
interior wall lies a second silver ovoid metallic panel
imprisoned. In fact, for weeks or months, it is unlikely
identical to the one outside the door.
the dark elf even begins to understand how much time
This small room is an active stasis cell. It has one has actually passed. Most sages are not even aware of
occupant: the dark elf, AvarenimA. the Forbidden North’s ancient history.

Stasis. Anyone stepping on the platform while it is Although Avarenim recognizes the physical changes
unoccupied must save vs. paralysis once per round; on in the world when he exits the tower, he’ll assume it’s
a failed save, the victim levitates into the air as a vertical been a few months or years since his entrapment—or
light beam engulfs him. He is now trapped within a a few decades, at most. Biologically, Avarenim is 334
permanent stasis field. Time ceases to flow for him. He years old. He talks of the Inilgaan, the Trow, the
gains immunity to aging, hunger, and thirst, and his Ragnaala, and even the Tarngrak. The dark elf didn’t
mind shuts down, dreaming as if asleep. witness the Cataclysm of Chaos, but he was alive when
it happened and heard of it. He even remembers the

357
early Enoruuk. But Avarenim lived 7,000 years before Still, as haughty or yellow-bellied as the dark
the Hadean Empire conquered the known world. He elf might be, he is a calculating, detail-oriented
knows nothing of their kind. individual. His natural aptitude for predictive
analysis has kept him alive for a long time, despite
If the dark elf learns that eight millennia have passed that unfortunate incident with the Panagian
since he was last awake, he’ll be so stunned that it sentinel. (“And for the record,” the dark elf quips,
takes several hours for him to utter any words at all. holding a finger in the air, “that wasn’t my own
Everything he knew, his family, allies, rank, social doing.”)
position, and enemies, are all gone. Even a dark elf can
be deeply affected by this incalculable loss. Avarenim, dark elf fighter 7/magic-user
7: AC 2 [17], HD 7* (24hp), ATK 1 × +1 sword
Eventually, he emerges from his depression by spinning (1d8+1), THAC0 14 [+5] or 13 [+6] w/magic sword,
this turn of events into a positive development: after all, MV 60’ (20’), SV D8, W9, P10, B10, S12 (fighter 7),
his past miscalculations put him under the cruel heel of ML 6, AL chaotic, XP 850, NA 1, Gear plate mail,
his rivals, but now those errors do not matter because shield, +1 sword, spell pouch, alchemist’s beaker, potion
his rivals are long dead. Avarenim’s first goal is to of giant strength, potion of speed, pouch with 75 small
research the fate of his enemies, to learn how each one rubies (100gp each).
met his demise. While many of these discoveries delight
him, others disappoint him. ƒ Detect Secret Doors: 2:6 chance.
ƒ Immunity: Ghoul paralysis.
The referee can use Avarenim to slowly share ancient ƒ Infravision: 90’.
history with the party, if he prefers. The dark elf might ƒ Innate Magic: 1/day—darkness, detect magic.
even be a good replacement character or NPC retainer. ƒ Light Sensitivity: -2 to hit and -1 AC in sunlight.
He could become a recurring villain, too, should he ƒ Spell Casting: 1st (3 slots): hold portal, read
escape. magic, shield; 2nd (2 slots): invisibility, mirror
image; 3rd (2 slots): fireball, fly; 4th (1 slot): wall
ROLEPLAYING NOTES. Helpful notes in case of fire.
the party interacts with Avarenim.
29. Active, Empty Stasis Cell
Description. Very handsome, Avarenim has a lean This door is locked and operates just like the one into
and muscular build, ink-dark skin, striking blue- the disabled sentinel’s room (area 27).
silvered eyes, and midnight hair. He holds his nose
up when talking to inferiors—which is just about
Inside this stone cell is a circular, luminescent platform.
everybody. If another person makes a mistake at a
On the interior wall lies a golden ovoid metallic panel
task Avarenim cares about, he gets visibly agitated,
identical to the one outside the door. The cell is otherwise
scolds the individual, and re-does the task himself.
empty.
He’s a control freak and doesn’t trust anyone else’s
competence. This small room is an active stasis cell.
Personality. Avarenim is a coward, first and Stasis Cell. Anyone stepping on the platform while it is
foremost. Despite his exceptional skill with both unoccupied must save vs. paralysis once per round; on
sword and spell, pain and death terrify him. He is a failed save, the victim levitates into the air as a vertical
also extremely paranoid of betrayal, losing face, and light beam engulfs him. He is now trapped within
public failure. After living in dark elf society, he a stasis field. Time ceases to flow for him. He gains
assumes that everyone is out to slip a dagger in his immunity to aging, hunger, and thirst, and his mind
back when it’s most convenient. It is quite normal shuts down, dreaming as if asleep.
for him to skillfully turn a topic of discussion into a
form of self-praise, too. To end the stasis field’s effect and free the dark elf,
a custodian flyer’s hand must be pressed against the
But being acutely aware of his shortcomings, he interior golden panel.
does his level best to mask them from others. In
fact, the only thing he fears more than dying is REFEREE NOTE. This effect can be used by
knowing that others know he’s a coward! smart players to preserve diseased, poisoned, or
mortally wounded allies.

358
30. Active, Empty Stasis Cell
This door is locked and operates just like the one into
the dark elf’s stasis cell (area 28).

Interior. The interior cell appears and acts just like the
first active, empty stasis cell (area 29).

31. Active, Empty Stasis Cell


This door is locked and operates just like the one into
the disabled sentinel’s room (area 27).

Interior. The interior cell appears and acts just like


the first active, empty stasis cell (area 29), with one
exception:

Inside the activated light beam floats a fist-sized orb of


pure silver.

Silver Orb. This is the silver orb of memoryB. Baalor


stored this artifact here like a twisted museum exhibit,
celebrating his victory over the Panagian sentinel.

32. Malfunctioning Stasis Cell


This door is locked and operates just like the one into
the dark elf’s stasis cell (area 28).

The door opens and out floats a pulsating, bell-


Chaos Jelly: AC 6 [13], HD 8* (36hp) or 8***
shaped, gelatinous creature in a slow, fluid motion,
(in water), ATK 2 × tentacles (1d6 + sting) or 1 ×
like a bizarre, alien jellyfish. Its body glows with an
electrical discharge (4d6), THAC0 12 [+7], MV 90’
otherworldly bioluminescence, while its tentacles are
(30’) fly, swim, SV D8, W9, P10, B10, S12 (8), ML 8,
long and flowing. The jelly’s transparent exterior
AL chaotic, XP 1,200 (or 2,300 in water), NA 1, TT
reveals a faintly glimmering nervous system winding
–.
through its glowing organs.
ƒ Amphibious: Breathes air and water.
When opened, the cell’s sole inhabitant—a chaos ƒ Aquatic Healing: Regenerates 1hp per round
jellyA—attacks immediately. when submerged in water.
ƒ Electrical Discharge: Emits an electrical shock
Interior. The interior cell appears and acts just like the
in a 5’ blast for 4d6 damage (save vs. breath
first active, empty stasis cell (area 29).
for half); in water, this increases to 30’ and 8d6
Development. The Panagian sentinel caught a chaos damage; 2:6 chance per round to recharge this.
cultist from another world with its dictum ability and ƒ Sting: Thousands of microscopic stingers inject
trapped it inside this cell. When Baalor attacked the venom into its prey’s skin; victims save vs. poison
tower, the stasis effect shut down, but the cell door or suffer paralysis for 2d6 turns.
never opened. The prisoner is an amphibious, sentient ƒ Unfathomable: Immune to charm, illusions, and
entity from a distant water world. Normally, it has a mind-affecting effects.
keen intellect and telepathy, but this specimen went
completely insane after two decades of isolated and
uninterrupted imprisonment.

359
360
33. The Doom Gauntlet A5 (blue), B2 (yellow), C3 (red), C2 (orange), and B1
(purple). See the table below when referencing the level
A wide gulf spans this huge chamber. A sharp draft map: north-south columns are labeled A-C; east-west
of freezing wind cuts through the air from the tower’s rows 1-5. The bolded pillars in the table are the safe
narrow windows. The open pit sizzles with greenish, ones, if jumped to in the indicated order.
translucent liquid 60’ below.
Rows Column A Column B Column C
Fifteen stone pillars rise out of the gulf. Their flat
tops lie directly level with the floor you are standing 1 Blue Purple 9 Red
on. Inlaid around each pillar’s rim are gemstones 2 Green Yellow 6 Orange 8
pulsing with light. A single pillar’s gems match each
3 Blue 5 Purple Red 7
other in color but differ from the color of other pillars.
Individually, the room’s pillars glow yellow, red, green, 4 Green 4 Yellow 3 Orange 1
purple, orange, and blue—like a rainbow. 5 Blue 5 Purple 2 Red
Set into the ceiling 20’ above the purple pillar in the
Jumping to the pillars is perilous. Here are rules for
chamber’s center is a humming, brass half-sphere.
adjudicating this encounter:
Across the chamber are two platforms that are also level
ƒ Jumping cautiously to a pillar takes 1 round
with the pillars and corridor floor.
without taking any actions or moving.
Southwest across the pit lies a dead-end alcove with a ƒ Jumping hastily to a pillar requires a save vs.
shining white cubic plinth. death. If successful, the hero clears one pillar.
The norther platform lies farther away but has an exit ƒ On a save that fails by 5 or fewer, the hero slips
door you can see from where you stand. Two custodian or misses his mark. He grabs the pillar’s edge and
crawlers scurry about there—they begin firing magic hangs there until the next round.
rays at you, as a pair of metallic flyers rise from the pit! ƒ On a save that fails by 6 or more, the hero falls
directly into the acidC pit.
This is a tough encounter. Read it carefully.
ƒ Anyone jumping on the wrong pillar out-of-
Flyers. From the pit rise 2 custodian flyers . They
A sequence suffers a one-time lightning surge for
attack immediately, fighting to the death. 3d6 damage (no save).
ƒ Anyone taking damage while on top of a pillar
North Platform. The north platform is the party’s must save vs. death to avoid falling, as above.
objective. It is guarded by 2 custodian crawlersA.
They fire eye rays at foes navigating the doom pillars to Summoning Cube. The summoning cubeB is marked A
the south. on the level map.

Acid Pit. Below is a 10’ deep acidC pool. 34. The Third Port-Gem Archway
Arcane Disruptor. The brass half-sphere in the Vertical steel bars, locked into place, block all entry.
chamber’s ceiling is an arcane disruptorB. This device The silver panel (area 35) opens them.
is keyed to these spells: dimension door, fly, levitate,
polymorph self, and teleport. Any other transportation Final Archway. Built into the east wall is an archway
or flight magic is ignored, as are custodians and class with a gem socket in its right side. It holds a light-
abilities that permit flying (i.e., a druid’s bird form). pulsing, ruby gemstone (3,500gp). Swirling, mystical
illumination fills the archway’s interior. It connects to
Doom Pillars. Every pillar emits a colored glow from the fourth-floor archway (area 36) and works just like
its gemstones. The color scheme matches the hints the first one (area 15).
given elsewhere in the tower (areas 7 and 23), if the
players remember them.

To safely cross the gauntlet of pillars, the heroes must


jump from pillar to pillar in the correct order: C4
(orange), B5 (purple), B4 (yellow), A4 (green), A3 or

361
35. Cosmological Orrery And then, one by one, in a dizzying array sailing
overhead, you behold the universes exploding out of
The stone door is locked and lacks a handle. Two
each other—thousands, tens of thousands, hundreds of
ovoid metallic panels rest on the wall at chest height to
thousands, millions, and billions. A chain reaction,
its right and left. The right panel is golden (custodian
cosmic and endless.
flyer), the left one is silvery (custodian crawler).
Custodian hands activate these panels but they must be A voice suddenly fills the massive chamber, and it speaks
used quickly: their body parts dissipate every 2 turns. in a language you all fully understand.
Silver Panel. If a crawler’s hand is pressed against this “This universe,” it says, “is merely one universe out
panel, the steel bars open to the final archway (area of an uncountable multitude of universe. These
34), rising into the ceiling. expanding trillions are like branches growing from a
massive vine called the Prime Singularity. They are all
Golden Panel. If a flyer’s hand is pressed against this
connected to each other. Follow their great length from
panel, the door into area 35 opens to reveal a white,
newest to oldest and discover, at last, the source of all
humming portal. If any heroes step through it, read:
that is and ever shall be.”
You step into an endless white expanse with no horizon, Anyone observing this must save vs. spells or vomit
no creatures, no objects near or distant, save a single and fall ill as if seasick for the next 1d3+1 rounds; after
white-marble plinth flecked with gold. Atop this plinth recovering, such victims are at -2 to hit for 1d4 hours.
are three black-marble orbs. Down its side, a fourth orb
is set into the plinth’s surface. At this point, the arcane orrery slows down and comes
to a complete halt. The cosmic chains of newly birthed
This is the cosmological orrery. It models the
universes start moving backwards in time, so that the
fundamental nature of the multiverse.
entire super-structure of the multiverse is no longer
Cosmological Orrery. The plinth is a control panel. expanding but collapsing back in on itself, universe by
Each black marble orb is a switch that can be “rolled” universe, into the incredibly remote past.
in place like a bowling ball. And the entire plinth
The voice continues: “Treading this path, it soon
radiates strong magic. Anyone manipulating the panel’s
becomes apparent that even the Prime Singularity is
orbs cause the orrery to activate around them, suddenly
expanding, and since it is made up of many smaller,
and silently. Read:
finite parts, its individual component universes, the
multiverse itself must also be finite or limited, and
The entire room grows dark. And then, before your eyes, therefore, have its own beginning.”
a vast magical image of the entire universe appears
where the walls, floor, and ceiling once seemed to be. As Then, as you continue to watch, every last universe
you cause the orrery to rotate, zoom in, and pan out by rejoins with the central amoebic mass, and it becomes
rolling the black-marble orbs, you can see star systems, a white-hot, compact ball of fundamental forces. The
constellations, nebulas, vast gulfs of space—and even blazing sphere continues its recession into the past,
the expanding limits of time. shrinking and shrinking, until finally, it is but the size
of a tiny grain of sand.
The first orb rotates the observer’s view of the universe
on its vertical axis; the second orb changes the view on And then the orrery’s magical image vanishes in its
its horizontal axis; and the third orb zooms in and out. entirety. Everything is gone in the cold air.
If anyone zooms out far enough, read:
The First Universe. Anyone watching this magical
The vision soon leaves the bounds of the universe, unfolding has a 2:6 chance of spotting a small detail.
passing through extreme dimensions beyond it. As the Just after the last collapsing universe (or really, the
entire multiverse spirals into view, you behold exploding first universe in chronological time) rejoins the Prime
cones of black manifold bursting out of a single, giant, Singularity, another universe appears out of nowhere
warbling amoeba. as if it had flatlined while moving forward in time. It
reconstitutes out of oblivion to reach an incredible
Instinctively, you realize each explosion is a new size in a very rapid span of time but then collapses
universe bursting out of the central ubiquitous mass. backward into the singularity. By a learned hero’s

362
Tower Vartoriak (Fourth Floor)
estimation, this was likely the first universe
to emerge from the Prime Singularity and
ever exist, and it must have had the greatest
expansion potential. But, for some reason, it
began collapsing in only its third moment of
existence and perished.

Escaping. To leave, the heroes need to press


the fourth black-marble orb on the plinth’s
side. This activates the portal again and
transports anyone stepping through it to the
north platform in area 33.

FOURTH FLOOR OF THE


TOWER
Unless otherwise noted: all tower doors,
walls, ceilings, and floors are constructed of
the same mysterious, aged, white marble-like
stone as the third floor, with similar room
features.

Magic Aura. The level emits powerful magic.

Temperature. The level is freezing cold.


Gannon rising from the shadows of the Gorogungamar
Wandering Monsters. The table gives random Mountains.
encounters on the tower’s fourth floor.
Finally, before the great east window is a marble stone
vessel, like a giant bowl, built into the ground. Blue-
1d100 Third Floor Encounters
green flames leap from inside it.
01-70 1d3 custodian crawlersA.
This is the tower peak: the summit of ancient Vartoriak.
71-94 1d3 custodian flyersA.
In primeval antiquity, an incredible battle took place
95-00 1d2 custodian crawlersA, 1d2 custodian in this chamber between the Panagian sentinel and
flyersA. the Ninth Demon. The chamber exists in its own
demiplane, though it is also mysteriously connected
36. Tower Peak to the world. A character inside looking out sees the
Forbidden North’s landscape, but someone outside
The only way to enter the fourth floor is to travel
can’t see into this area.
through the third level’s archway (area 34). (See
“Island & Tower Exterior” earlier this chapter.) Guardians. A sentry group of 2 custodian crawlersA
and 2 custodian flyersA attacks any intruders, fighting
Large blast marks cover the stone surfaces of this to the death.
chamber. Three pillars run down its center—two hum
with bluish-gold light, but the middle column stutters Teleporter. The party exits this arched portal into the
and sparks as if damaged. Black scorches cover its tower’s fourth floor. Swirling, mystical illumination
surface. Nearby, the south wall has a large hole punched fills the archway’s interior. It connects to the third
through it, and rubble lies on the floor. port-gem archway (area 34) and operates the same
way, except it lacks a port-gem. If the third port-
Four exquisitely designed murals have been painted gem archway is ever de-activated, this archway stops
on the walls—two north, one west, and one south. A functioning, too—barring entry or escape from the
crumbling balcony opens eastward with a wide and fourth floor.
sweeping view of Lake Helvarragh and Castle Thar-

363
South Breach. Anyone looking out of this wall breach and springing toward its peak. A hovering sentinel
sees the following: battles the foul predator, encasing it in a beam
of light just as the abyssal creature damages a
As you look out of the wall breach, you expect to see a magical pillar with an envenomed bite.
sweeping view of Lake Helvarragh or the boreal forests ƒ Northwest Mural: Depicts a hellish city far
to the distant south. But you do not. Instead, you behold underground. Rivulets of fresh blood flow
an alien vista of orange sands, treacherous chasms, through its wild lanes and infernal edifices. Dark
and a bloated crimson sun. A sprawling urban ruin figures, like festering colonies of wicked sewer
of bleached stone lies far below. Howls of pain and pests, huddle in its shadows at the edge of the
horror arise from its winding lanes and surreal, chaotic viewer’s vision. They appear to be degenerate
edifices, as nameless, formless things flap and twist in humans. Grotesque, aberrant mothers mingle
the distant sky. Vast shapes, as great as mountains, among the masses. It seems these thrawn citizens
linger on the curving horizon. are performing a grisly ritual in the repugnant
landscape’s foreground. In the background,
If a character tries to climb out of this breach, he must
an intense light is blasting down through the
save vs. death.
cavernous rock ceiling into the cyclopean
ƒ If his save succeeds, a formless horror lashes down civilization’s main square; those nearest the light
at him with a clasping feeler from an impossible are being immolated alive as others flee in terror.
angle on the Other Side, but the victim falls The mural suggests that the same doom will soon
backward into the tower just in time. engulf everyone else in the city.
ƒ If his save fails, the inhuman leviathan’s feeler ƒ West Mural: Reveals a shining tower firing
snatches him up into the bleeding sky. His gut- a beam of brilliant light towards the black
wrenching screams ring out for over a minute as mountains on the horizon. The light-beam is
his comrades listen to his unspeakable murder. blasting through the ground into the foul depths
of the earth.
Eye of Vigilance. A circular vessel of marble stone, ƒ South Mural: Illustrates the expanse of outer
full of blue-green flames, rests near the tower’s gaping space as the planets trace along their meticulously
balcony. The heroes can’t see a bottom to this vessel, fine orbital lines that, taken together, are like
though that might just be from its fiery intensity. They an otherworldly net stretched across the solar
can’t be sure. This vessel is a potent artifact called the landscape. The viewer senses that each celestial
Eye of VigilanceB. It radiates extreme magical power. object’s size and distance have been precisely
calculated. (The viewer isn’t sure how he knows
Three Pillars. The three humming magical pillars
this.) But at the mural’s remote edge is a black
empower the Light of JudgmentB weapon, which
gaping lesion. The blotch of darkness is spreading
runs through the entire tower. Evil radiates from the
even as the viewer stares at it, consuming the
scorches, as if poisonous. Until the middle pillar is
bleak void itself. But then, a vast cube of green
repaired by a cleric using the Tabot of LawB, the Light
light is suddenly woven around this growing
of JudgmentB cannot fire upon the minions of chaos.
shadow as the mural’s image stops moving and
Vartoriak is useless beyond serving as a means of
restarts at the beginning.
discovering the Virescent Cube’s existence.
Development. The referee should secretly make a save
Wall Murals. This chamber has four wall mural panels
vs. spells for anyone who sees the Virescent Cube
stretching from floor to ceiling. Each is masterfully
through the Eye of VigilanceB. If any hero fails this save,
designed in awe-inspiring detail beyond the skill of
he begins receiving dark, abstract dreams from the
any mortal. The images seem to move as the viewer
Black God of the Outer Void. These nightly sendings
observes them. Set into the stone frames of the four
are subtle at first, but they steadily increase over time
murals are a total of 80 glittering emeralds (200gp each
both in frequency and depth of content. Vuulthoom
or 16,000gp total). They can be removed with 6 turns
tries to seduce such heroes to join the Magoth or enter
of work using appropriate tools.
the Virescent Cube out of curiosity; failing that, the
ƒ Northeast Mural: Shows Vartoriak with a End-Worm tries to drive them insane.
ravenous spider-horror ascending its sheer walls

364
MAJOR QUEST GOAL. Though difficult, help Baalor escape the labyrinthine prison and
the heroes might repair the Eye of VigilanceB if leave Vuulthoom to rot, as no chaotic creature can
they recover the Tabot of LawB and return with rescue it in such circumstances.
it to Vartoriak. If the party re-activates the Light
of JudgmentB, they can ward the Cyclopean City Furthermore, if the heroes rescue Baalor from the
against incursions of chaos. Tesseract-prison while Vartoriak is activated, as
soon as the Skull God emerges from the Virescent
The party should still free Baalor from the Cube and steps onto the Monolithic Acropolis, he
Tesseract of Time. If the sorcerer gets eaten, the triggers the tower’s ancient weapon, the Light of
End-Worm shatters the Virescent Cube and escapes JudgmentB, and instantly perishes. The party never
into the wider world. has to fight him! This is true of Vuulthoom, as
well—though its body rapidly rejuvenates due to
But with the tower re-activated, the heroes prevent its palingenesis ability, and the tower cannot kill it
the Magoth from freeing their Black God forever. in this way permanently. The End-Worm eventually
This gives the heroes a new way of winning this avoids the incinerating power of Vartoriak’s light-
adventure. Once accomplished, the heroes can beam and begins to roam the world free.

365
366
367
CONCLUSION
Vartoriak may require several return trips. To
successfully complete its quests, the heroes must THE GRATEFUL PEOPLE OF
eventually explore the underworld and Castle Thar- HYTO
Gannon before returning here.
Rescuing Anjij’s kidnapped adult children from
Vartoriak and returning them to the village of Hyto
MAGOTH DEVELOPMENTS (hex 15.13) is a minor sub-plot in this adventure. If
Based on the party’s actions in this adventure, a lot can the heroes rescue the three lost Enoruuk and return
happen in regards to the Magoth: them to Hyto (or recover their bodies, at the very
least), Anjij thanks them profusely and names them
ƒ Ashuraga can be defeated and Vartoriak freed friends of the village. She tries to give them 1sp per
from the Magoth’s control. If Ashuraga is killed, recovered child, dead or alive; it is all she can afford.
the Cenostoma takes this personally—not If the party refuses this reward, she offers them
because he truly cares for his childhood friend, knowledge instead. She knows where the Hell Raiders
but because Ashuraga is a source of pleasurable camp (hex 17.10), and her clansmen have seen much
nostalgia for Laagaraam. He enjoys remembering of Imaryuk’s vast shoreline; she can reveal any lair or
his childhood from time to time. This is entirely site along the lake’s edge (referee’s choice).
selfish.
ƒ The Ninth Demon can be set free again in the FUTURE PARTY GOALS
world, as described under “Development” in the
With the exploration of Vartoriak, the party has likely
sealed room (area 25).
discovered much about the greater story:
CULT ASSASSINS ƒ The heroes may behold the Virescent Cube for
If the party deals a serious blow to the cult’s activities the first time, and being affected by this vision,
in Vartoriak and Laagaraam learns of this, he sends a feel a magic pull toward it and gain an awareness
group of assassins to murder the heroes. The assassins of its approximate direction in the underworld,
chosen depend on the party’s location when the strike Malgorgia.
occurs. In the wild, Laagaraam might send: ƒ The heroes may learn that Vartoriak houses an
extraordinary Caelorum artifact-weapon called the
ƒ Bugbear raiders (hex 01.07 or hex 07.11). Light of JudgmentB.
ƒ Slavers of Shuun (hex 10.19). ƒ The heroes may discover that the Light of
ƒ The Timber Bones tribe (hex 13.23). JudgmentB is damaged and needs repairs.
ƒ Hell Raiders (hex 17.10). ƒ The heroes may learn that the Tabot of LawB is
needed to repair the Light of JudgmentB; it has
In the city, the Cenostoma sends a gang of Magoth been broken in half, and both fragments have
cultists: 3d6 Magoth skull acolytesA dressed in normal been hidden in the underworld.
clothing. They try to surround the party in a public
area, like a tavern, acting as if they are all strangers ƒ The heroes may discover the Magoth’s existence
before suddenly jumping in order and attacking with and begin seeking the cult’s hidden Brass Temple
brutal speed. (hex 22.06) to eradicate them.
ƒ The heroes may discover that the Panagian
Laagaraam begins making arcane inquiries into the sentinel can be re-activated if they seek out the
heroes to learn as much about them as he possibly can spirit diamondB in Castle Thar-Gannon and
before ruthlessly destroying everything that they own shatter it.
or have ever loved.

368
crucial detail about Baalor’s fate: he saw his “destiny”
UNDERWORLD EXIT in the Eye of VigilanceB, and if they peered into the
If the party discovers the water caves down in the tower device themselves, the heroes beheld the Virescent
well (area 14), they can now enter the underworld. Cube firsthand. This is likely enough information for
the adventurers to seek out the floating cube in the
EVIL INSIGHTS underworld.
Finally, the heroes might have retrieved and activated
the silver orb of memoryB. If so, they have learned a

ADVENTURE REWARDS
Listed below are this chapter’s total monster XP,
recoverable treasure, and hidden magic items. TREASURE: 37,200GP
(plus 14,000gp of treasure unlikely to be looted)
MONSTERS: 12,040 XP List of recoverable treasures, with their given coin
(or 26,540 XP if Yeguryaq is slain, which is unlikely) values in gold pieces. The total treasure value should be
added up and divided evenly among the heroes as an
List of killable monsters. The total monster XP XP award equal to 1 XP per 1gp of recovered treasure.
value should be added up and divided evenly among Items marked with an asterisk* are likely left by the
the heroes. The listed XP amounts do not include party, so the total above doesn’t include them.
wandering monsters, nor repeated encounters with the
same enemies. Location Treasure Value

Monsters Total XP Value Area 7 1,110gp

17 entropy zombies 425 XP Area 11 75gp

9 grim mercenaries 90 XP Area 13 2,750gp

Kasdeya 500 XP Area 15 2,000gp*

3 Magoth skull acolytes 150 XP Area 17 411gp

2 Magoth skull magicians 100 XP Area 18 200gp

Ashuraga, entropy disciple 725 XP Area 19 2,455gp

Curse of Baalor 950 XP Area 20 5,899gp

2 shelled horrors 3,200 XP Area 21 100gp

Haleron ooze 2,300 XP Area 22 200gp + 9,500gp*

6 Custodian crawlers 750 XP Area 23 300gp

6 Custodian flyers 750 XP Area 24 200gp

Avarenim 850 XP Area 28 7,500gp

Chaos jelly 1,200 XP Area 34 3,500gp*

Wight, Ashuraga’s corpse 50 XP Area 36 16,000gp

Yeguryaq, the Ninth Demon 14,500 XP

369
MAGIC ITEMS
List of recoverable magic items. They are not worth
any XP awards.

Magic Items Location


Javelin of lightning Area 14
+1 war hammer Area 20
+1 staff of dreadful cessation Area 20
2 potions of healing Area 20
The chronicler Area 20
Crystal hypnosis ball Area 20
Tome of thoughtless turpitude Area 20A
Potion of healing Area 21
Potion of healing Area 23
Sword of plenary justice Area 27
Alchemist’s beaker Area 28
Potion of giant strength Area 28
Potion of speed Area 28
+1 sword Area 28
Silver orb of memory Area 31
Arcane disruptor Area 33
Summoning cube Area 33
Eye of vigilance Area 36
Light of judgment Area 36

370
APPENDICES
APPENDIX A:
MONSTERS & NON-PLAYER
CHARACTERS
All new monsters and NPCs appearing in Gods of ƒ Invisible: At will, as the spell.
the Forbidden North are alphabetically listed in this ƒ Mundane Damage Immunity: Harmed only by
appendix. It includes a stat block for each bolded silver weapons or magical attacks.
creature marked with a superscript A—abyssal ƒ Spell Casting: As 14th level caster. 1st (4 slots):
shadowA, for example. If the creature is a new monster, hold portal, magic missile (×3); 2nd (4 slots):
its lore is also given. detect invisible, locate object, mirror image, wizard
lock; 3rd (4 slots): fireball (×3), protection from
The appendix uses the monster’s or NPC’s name as good 10’ radius; 4th (4 slots): charm monster, wall
written in the module. For example, an inferno troll of fire (×2), wall of ice; 5th (3 slots): cloudkill,
is listed under “inferno troll” in the I section, while feeblemind, wall of stone; 6th (3 slots): death spell
Baron Hamon Coldark can be found under the B (×2), disintegrate.
section. ƒ Terrifying Appearance: Victim seeing spectre for
the first time must save vs. paralysis or flee for
Names with initial shared spellings appear after the
1d6 turns (3:6 chance of dropping held items);
original. Names containing extra words are listed next
a cleric or paladin of 10th level or higher saves at
and hyphenated names come last. For example, the
+4. An affected victim of 16th level (or 16HD) or
name Balin appears before Balin the Brave which
higher is at -2 to hit.
comes before Balin-San.
ƒ Undead: Makes no noise, until it attacks.
Finally, if the bolded name includes a definite article, Immune to effects that affect living creatures (e.g.,
such as “The,” then that word is treated as the first poison). Immune to mind-affecting or mind-
word for alphabetizing purposes. For example, The reading spells (e.g., charm, hold, sleep).
Guzzler appears in section T, not G.
ABYSSAL SHADOW
REFEREE NOTE. To find a character or creature An abyssal shadow is a smoky, amorphous spirit from
in this appendix, use the first word that appears in the nether planes. Enhanced by demonic power, it is
its bolded name, even if it is a title like “Lady” or far more dangerous than its worldly cousins. An abyssal
a definite article like “The.” shadow appears on the earth if summoned by an occult
practitioner or a demon. It is always given explicit
A’GHANIM THE SPECTRE-WARLOCK conditions for its term of service; once broken, the
shadow may flee its assignment. If destroyed, it does
See the bone-hilt swordB in appendix B or hex 22.06 in not return.
chapter 5.
Abyssal Shadow: AC 7 [12], HD 6* (27hp), ATK
A’ghanim the Spectre-Warlock: AC 2 [17], HD 1 × touch (1d8 + charisma drain), THAC0 14 [+5],
14**** (63hp), ATK 1 × touch (2d6 + energy drain), MV 90’ (30’), SV D10, W11, P12, B13, S14 (6), ML
THAC0 9 [+10], MV 150’ (50’) / 300’ (100’) fly, 12, AL chaotic, XP 500, NA 1d8 (1d12), TT F.
SV D4, W5, P6, B5, S8 (14), ML 11, AL chaotic, XP
5,150, NA 1, TT –. ƒ Charisma Drain: Victim loses 1d4 CHA points.
Recovers after 8 turns. If reduced to 0, the victim
ƒ Energy Drain: Victim permanently loses 2 levels rises as an abyssal shadowA in 1d4 rounds.
(or 2HD) and their benefits (e.g., hp, saves, spells, ƒ Immunity: Immune to charm and sleep.
THAC0, etc.). Reduce the victim’s XP to the new ƒ Mundane Damage Immunity: Harmed only by
level’s minimum; if drained of all levels, victim magical attacks.
rises as a spectre that night.

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ƒ Rejuvenate: If destroyed, the shadow returns to ƒ Spell Casting: As 14th level caster. At will—detect
its haunt after the next sunset if the conditions for magic, floating disc, hold portal, magic missile,
its summoning remain. read magic; 3/day—animate dead, dispel magic,
ƒ Surprises: On a 1-5, due to shadowy nature. fireball, haste, levitate, lightning bolt, wall of fog;
1/day—cloudkill, wall of ice.
AMAQJUAQ ƒ Terrifying Touch: Victim touched must save vs.
paralysis or age 2d6 years and flee for 1d6 turns
See hex 05.13 in chapter 5.
(2:6 chance of dropping held items); a cleric or
Amaqjuaq (ranger 8): AC 4 [15], HD 8* (36hp), paladin of 10th level or higher saves at +4. An
ATK 1 × spear (1d6), THAC0 14 [+5] base or 13 affected victim of 11th level (or 11HD) or higher
[+6] w/high STR in melee, MV 60’ (20’), SV D8, is at -2 to hit.
W9, P10, B10, S12 (ranger 8), ML 9, AL lawful, ƒ Undead: Makes no noise, until it attacks.
XP 1,200, NA 1, Gear winter furs (320gp), chain Immune to effects that affect living creatures (e.g.,
mail, shield, spear, longbow, 20 arrows, sword, knife, poison). Immune to mind-affecting or mind-
Abilities STR 15, INT 13, WIS 11, DEX 12, CON reading spells (e.g., charm, hold, sleep).
12, CHA 9.
ƒ Awareness: Surprised only on a 1.
AQUA ELEMENTAL GUARDIAN
ƒ Foraging & Hunting: Foraging 2:6 chance, Primitive cultures often pray and offer sacrifices to
hunting 5:6 chance. the elemental gods for protection, for aid in certain
ƒ Pursuit: When pursuing other groups in the matters, and even just to avoid their wrath. An aqua
wilderness, at -10% chance of evasion. guardian is the fruit of such prayers. When a shaman
ƒ Spell Casting: 1st (1 slot): detect danger. asks the gods for help defending a shrine or temple
ƒ Surprise Attack: Ambushes enemies in the that he has built, the primal deities might aid him if
wilderness with 3:6 chance. the holy site is important enough. This can result in
ƒ Tracking: 90%. the summoning of an aqua guardian. Similar to a water
elemental, the transparent guardian is composed of
ANGAKOK animated seawater shaped into a white shark’s likeness.
It is harder to attack, perceive, and sneak past than an
This primitive witch (or warlock) was burned alive for
elemental, and its bite inflicts greater damage.
its human sorcery. Returning as a curse upon the living
as the result of an infernal blood pact, the exceedingly Aqua Elemental Guardian: AC 2 [17], HD 8*
wicked angakok retains its spell casting ability despite (36hp), ATK 1 × bite (2d10), THAC0 12 [+7], MV
its newly undead condition. An angakok is a highly 180’ (60’) swim, SV D8, W9, P10, B10, S12 (8), ML
intelligent foe that knows all the languages it spoke 12, AL neutral, XP 1,200, NA 1 (1), TT –.
in life. Many of these creatures continue their eldritch
ƒ Blood Scent: Detects blood in water 300’ away.
pursuits in a long, undead twilight. The angakok
ƒ Feeding Frenzy: Triggered by the scent of blood;
appears as a hideously burned human. Its charred flesh
always attacks; no morale checks.
could be easily peeled from its body in long black
ƒ Guardian: Always attacks on sight.
strips, and sometimes this occurs on its own, when
ƒ Mundane Damage Immunity: Harmed only by
a branch or other obstruction catches a hunk of the
magical attacks.
undead’s skin. Depending on the angakok’s purpose, it
ƒ Size: As a great white shark.
might wear clothing. But just as often, it will not as the
ƒ Surprises: On a 1-5, unless target can detect
angakok no longer sees the need.
invisibility.
Angakok: AC 0 [19], HD 11** (49hp), ATK 1 × ƒ Transparency: Cannot be attacked first round
touch (1d6 + terrifying touch), THAC0 11 [+8], MV unless target can detect invisibility; foes at -2 to
60’ (20’), SV D6, W7, P8, B8, S10 (11), ML 10, AL hit after it is revealed; locatable by faintly visible
chaotic, XP 1,900, NA 1 (1), TT A. outline of water’s movement.
ƒ Water-Bound: Cannot leave water or dies.
ƒ Energy Immunity: Immune to fire.
ƒ Mundane Damage Immunity: Harmed only by
silver weapons or magical attacks.

373
ƒ Sack: Outside of the lair, carries a sack holding
ARCTIC CRAWLER 1d6×100gp worth of gems, coins, and items.
The dreaded arctic crawler is a species of giant polar
worm that uses naturally generated heat from its body ARCTIC TIGER FLY
to burrow through thick piles of snow, permafrost, and
glacial ice. Each crawler appears as a massive, 30’ long Native to the Forbidden North, these giant horse-flies
worm with thick, furry chitin plates covering its twisted are 3’ in diameter, with black heads and hairy thoraxes
body. A hideous maw of jagged teeth lies at its head, but white-striped abdomens. The flies are attracted to
which is steaming with visible waves of heat. warm, succulent, exposed flesh.

Arctic Crawler: AC 4 [15], HD 8* (36hp), ATK 1 × Arctic Tiger Fly: AC 7 [12], HD 1+1* (6hp
bite (2d6), THAC0 12 [+7], MV 60’ (20’) burrow in x3, 5hp x4, 4hp x1), ATK 1 × bite (1d6 + disease),
permafrost, SV D10, W11, P12, B13, S14 (4), ML 9, THAC0 18 [+1], MV 90’ (30’) / 180’ (60’) fly, SV
AL neutral, XP 1,200, NA 1d3 (1d3), TT B. D14, W15, P16, B17, S18 (NH), ML 8, AL neutral,
XP 19, NA 1d6 (3d6), TT Q.
ƒ Ambush: Weakens ice above and waits for prey to ƒ Disease: Infectious bite can deliver brumal
break through and fall into its trap. paralysis disease (transmit 2:6; incubation 2d4;
ƒ Heat Aura: Crawler’s head is very warm to the severity 1; resistance 1d2 DEX).
touch; this melts the ice as the worm burrows ƒ Surprises: On a 1-3 (or 1-4 in snow), due to its
through the glacier. swiftness. At +2 to hit against surprised foes.
ƒ Swallow Whole: On an attack roll of 19 or 20.
Swallowed victims take 1d8 damage per round ARCTOTHERIUM
until the crawler dies; may attack with a dagger at
-4 to hit; body digested in 6 turns after death. The arctotherium is the largest bear to have ever
lived. Up to 4,000 lbs. and standing over 16’ tall,
ARCTIC OGRE this enormous ursine specimen once dominated the
continent. Now, only a few remain.
A cousin of the common southland ogre, the arctic
ogre has increased its strength and durability, as well Arctotherium: AC 4 [15], HD 14 (62hp), ATK 2
as united itself more fully with its polar environment × claws (3d6), 1 × bite (4d6), THAC0 9 [+10], MV
by means of dark and secretive pacts made with 120’ (40’), SV D8, W9, P10, B10, S12 (7), ML 9, AL
the Tarngrak, Saumen Kar. Pledging its loyalty to chaotic, XP 1,350, NA 1 (1), TT V.
the demonic rulers of Titherion in exchange for ƒ Bear Hug: Victim hit by both paws in the same
evolutionary powers, the arctic ogre has grown crueler round gets hugged by the arctotherium for an
and more depraved over the centuries. extra 2d12 automatic damage.
Centuries ago, Saumen Kar suggested to the ogres ƒ Indestructible Hide: Piercing melee weapons
that their battle-worthiness might be more definitively (e.g., javelins, polearms, spears) can penetrate the
proven if they were to eliminate the yeti race (who prehistoric bear’s thick hide, but all other weapons
refuse to collectively worship the savage Tarngrak). As a deal only 1 point of damage per die on a hit, plus
result, the arctic ogres are eager to supplant their rivals the wielder’s STR bonus.
and lust to engage them in battle. ƒ Sense of Smell: Poor eyesight, but keen sense of
smell. If hungry, follows a blood trail by scent.
Arctic Ogre: AC 4 [15], HD 4+2* (20hp), ATK 1
× club (1d6+4 + frigid blow), THAC0 15 [+4], MV ASHURAGA
90’ (30’), SV D10, W11, P12, B13, S14 (4), ML 10, See “Cult of the Magoth” in chapter 10.
AL chaotic, XP 200, NA 1d6 (2d6), TT C + 1,000gp.
ƒ Frigid Blow: Clubbed victim must save vs. Ashuraga: AC 2 [17], HD 6** (21hp), ATK 1 ×
paralysis or suffer slowness for 1 round (-2 to hit +1 staff (1d4+1) or +1 war hammer (1d6+1), THAC0
and saves, ½-normal movement rate, and always 17 [+2] base or 16 [+3] magic weapon, MV 60’ (20’),
lose initiative). SV D9, W10, P12, B14, S12 (cleric 6), ML 10, AL
ƒ Hate Yeti: Attacks on sight. chaotic, XP 725, NA 1d3 (1d6), TT U, Gear hooded
ƒ Immunity: Immune to cold and hypothermia. robes (mint green; white satin lacing), plate mail,
shield, +1 war hammer, virescent medallion (emerald-

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crusted, circular jade pendant bearing image of a Abilities STR 16, INT 13, WIS 12, DEX 9, CON 11,
green-lined cube within two circles; 500gp), +1 staff of CHA 15.
dreadful cessationB, Ashuraga’s key. ƒ Chivalric Code: Follows a knight’s code.
ƒ Chaos Secret: 1/day—can re-roll a single die of ƒ Horsemanship: Can assess steeds; can urge his
any kind (e.g., attacks, damage, saves, etc.); takes steed to greater speed.
the best result; may use this power to aid an ally ƒ Hospitality: Expects and extends knightly
instead. hospitality.
ƒ Control Undead: As 6th level cleric’s turning ƒ Mounted Combat: +1 to hit while mounted.
ability. Affects targets with charm person (if ƒ Strength of Will (Beguilement): Saves at +4 vs.
turned) or suggestion (if destroyed). charm, hold, hypnotism, mind control, suggestion,
ƒ Spell Casting: 1st (2 slots): cure light wounds, etc. Saves at +2 vs. illusion. May save against
darkness; 2nd (2 slots): know alignment, silence sleep.
15’ radius; 3rd (1 slot): cure disease; 4th (1 slot): ƒ Strength of Will (Fear): Immune to fear; allies
cure serious wounds. within 10’ save vs. fear at +2, and hired men
ƒ Tarngrak’s Blessing: Commands the Curse of under his command within 10’ gain a +2 to
BaalorA. If slain, rises as a wight that night. loyalty or morale checks.
ƒ Voice of Madness: Can speak to any Magoth
within a 9-mile range as if whispering wind. BARROW CREEPER
A white-fuzzed, dark green weed that thrives in
AVARENIM barrows and other dank holes, its tendrils sprout thin,
See “Active Stasis Cell: The Dark Elf” in chapter 10, wiry orange stalks. On close inspection, it is apparent
area 36. that the “white fuzz hair” coating the creeper’s exterior
are really tiny, roving polyps. These white feelers
Avarenim, dark elf fighter 7/magic-user puncture into a passing victim and latch under its skin,
7: AC 2 [17], HD 7* (24hp), ATK 1 × +1 sword bleeding him dry.
(1d8+1), THAC0 14 [+5] or 13 [+6] w/magic sword,
MV 60’ (20’), SV D8, W9, P10, B10, S12 (fighter 7), Barrow Creeper: AC 7 [12], HD 3+1* (14hp),
ML 6, AL chaotic, XP 850, NA 1, Gear plate mail, ATK 1 × tendril (blood drain), THAC0 16 [+3], MV
shield, +1 sword, spell pouch, alchemist’s beaker, potion 30’ (10’), SV D12, W13, P14, B15, S16 (2), ML 12,
of giant strength, potion of speed, pouch with 75 small AL chaotic, XP 75, NA 1d4 (1d8), TT –.
rubies (100gp each). ƒ Blood Drain: Enwraps victim and drains blood
ƒ Detect Secret Doors: 2:6 chance. for 1d6 damage per round; also injects victim with
ƒ Immunity: Ghoul paralysis. poison that removes its prey’s will to resist for 2d4
ƒ Infravision: 90’. rounds (save vs. poison resists).
ƒ Innate Magic: 1/day—darkness, detect magic. ƒ Damage Resistance: Takes only half damage
ƒ Light Sensitivity: -2 to hit and -1 AC in sunlight. from blunt (e.g., maces) or piercing (e.g., spears)
ƒ Spell Casting: 1st (3 slots): hold portal, read weapons.
magic, shield; 2nd (2 slots): invisibility, mirror ƒ Vulnerability: Takes double damage from fire.
image; 3rd (2 slots): fireball, fly; 4th (1 slot): wall
of fire. BAYAYOK
See hex 19.05 in chapter 5.
BARON HAMON COLDARK
See “City of Valkengard” in chapter 3. Bayayok (barbarian 8): AC 1 [18], HD 8* (46hp),
ATK 1 × lance (1d6+2) or 1 × sword (1d8+2) or 1 ×
Baron Hamon Coldark (Knight 10): AC -2 crossbow (1d6, range 80’), THAC0 14 [+5] or 12
[21], HD 9+2 (42hp), ATK 1 × +1 sword (2d8+3), [+7] w/high STR, MV 60’ (20’), SV D6, W9, P8,
THAC0 12 [+7] base or 9 [+10] w/high STR and B10, S10 (barbarian 8), ML 9, AL neutral, XP 1,200,
magic weapon, MV 60’ (20’), SV D6, W7, P8, B8, NA 1, TT –, Gear chainmail, shield, lance, sword,
S10 (knight 10), ML 10, AL lawful, XP 900, TT crossbow, 20 bolts, dagger, Abilities STR 16, INT 13,
–, Gear +1 sword, +2 plate mail, +2 shield, amulet WIS 10, DEX 10, CON 15, CHA 11.
of protection against scrying, girdle of giant strength; ƒ Agile Fighting: +3 to AC.

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ƒ Barbarian Horde: Calls on the Enoruuk to form Beautiful Watcher: AC 4 [15], HD 9**** (40hp),
a great horde of 250 warriors (nomad), mustered ATK 1 × bite (1d3 + poison + constriction), THAC0
in 1 week; must have a specific purpose; once 12 [+7], MV 60’ (20’) / 180’ (60’) fly, SV D8, W9,
this purpose is achieved or abandoned, horde P10, B10, S12 (9), ML 9, AL chaotic, XP 3,700, NA
disbands; a horde remains for up to eight weeks. 1d4 (1d4), TT B, I.
ƒ Barbarian Skills: As 8th level barbarian. ƒ Constriction: Bitten victims are rapidly encircled
ƒ Cure Poison: Can gather herbs in the wilderness and constricted by the watcher, inflicting 2d4
to concoct an antidote against natural poisons; automatic damage to the victim immediately and
takes 1 turn per poisoned character; each subject on each subsequent round; a save vs. paralysis
gains a second save vs. poison to end its effect. permits escape.
ƒ Fear of Magic: Mistrustful of arcane magic and ƒ Curse of Conceit: A cursed victim grows vain,
refuses to use or be influenced by it; accepts arrogant, and self-serving, adoring and loving
divine magic associated with Emeqism only. himself more than those around him. As a result,
ƒ Foraging & Hunting: Base foraging chance the next time a beneficial magical spell occurs
(2:6) and base hunting chance (5:6). within 40’ of the cursed hero (e.g., cure light
ƒ Strike Invulnerable Monsters: Hits and harms wounds, bless, remove fear, etc.), the referee
monsters as if wielding a magical weapon. should privately ask the player if he wishes to gain
that effect himself. If the player says yes, he must
BEARDED GRIMGOR make a CHA check; on a success, the hero steals
See hex 01.07 in chapter 5. the effect, but the spell’s intended target receives
no benefit from it. (This can never be used to
Bearded Grimgor: AC 3 [16], HD 4* (18hp), end the watcher’s curse; e.g., stealing a remove
ATK 1 × weapon (3d4), THAC0 16 [+3], MV 90’ curse and applying it to one’s self.) After the
(30’), SV D10, W11, P12, B13, S14 (4), ML 9, AL cursed victim’s first successful theft, he no longer
chaotic, XP 125, NA 1, TT B, Gear plate mail. gets a choice the next time this happens: he must
ƒ Bark Orders: Grants all allies who hear him +1 to make a CHA check at -2 to steal any beneficial
hit and saves for 1 round. Costs an action. spell effect within 40’. A remove curse ends this
ƒ Surprises: On a 1-3, due to stealth. condition.
ƒ Damnation: If slain, the evil serpent’s spirit
BEAUTIFUL WATCHER flies hissing into the air and vanishes; it becomes
trapped in the Megalith of Yetza-har’aB.
A 14’ long, bluish-white, furred serpent with a large ƒ Demon Traits: Doesn’t need air, food, or water.
pair of eagle wings and yellow-glowing eyes. It dwells Immortal. Telepathy 100’.
in arctic mountainous regions. Some Enoruuk think ƒ Detestable Recrudescence: If 66 victims are
the beautiful watcher is a demon, one of the lesser ritualistically murdered and their suffering offered
members of the Tarngrak, though other sages have to a demon, the harnessed power frees and
disputed these claims, believing it to be a distant reconstitutes the beautiful watcher again.
relative of the couatl. ƒ Poison: Causes death (save vs. poison).
But make no mistake: the beautiful watcher is certainly ƒ Mundane Damage Immunity: Harmed only by
a demon. The serpent is attracted to a living being’s magical attacks.
light, beauty, and talent. And out of envy, the creature ƒ Sinister Compliments: After conversing with
seeks to mar these meritorious qualities. The watcher a watcher and hearing the smooth flattery and
uses its great cunning and subtle cursing power to steal honeyed compliments dripping from its tongue, a
its victim’s humility (the only shield against self-serving victim must save vs. spells. (The referee rolls this
pride) in order to increase its own influence and power secretly.) As well, the victim’s save is at a penalty
over its current target. By eroding its pawn’s meekness, equal to the number of turns he spent talking
the snake advances the import and exaltation of the ego with the watcher: less than 1 turn (0), 1 turn or
throughout its victim’s limited sphere of influence. The more (-1), 2 turns or more (-2), etc. On a failure,
demon’s main goal is to spread vanity and selfishness the victim suffers the curse of conceit.
throughout greater society, rotting civilization from ƒ Spell Casting: As 9th level caster. Constant—false
within to better “ripen” it for later inspirations of aura (self only); at will—ESP, glamour; 3/day—
immorality.

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fascinate, protection from normal missiles; 1/day— or capture by the Inilgaan. The latter group were
charm monster, mislead, suggestion. “domesticated” by the Ragnaala to prevent their total
ƒ Wicked Kickbacks: Whenever the cursed victim annihilation; they became thoroughly twisted by the
steals a beneficial spell effect, the watcher gains witches’ evil magic.
legal rights to that individual. First, the victim
suffers the watcher’s diabolical oppressionC. But Now, all that remains of the unicorn species are these
after six spell thefts, this condition worsens to black, chaotic nightmares.
diabolical possessionC. The victim’s eye-whites
A black taiga unicorn resembles a black stallion with
brighten while under the Tarngrak’s influence,
green-glowing eyes and a curved, spiraling black horn
and if the watcher ever speaks through the victim,
crowning the center of its forehead.
it talks with insincere puffery.
Black Taiga Unicorn: AC 2 [17], HD 4* (18hp),
BLACK SENEX ATK 2 × hoof (1d6), 1 × horn (2d6), THAC0 16
The black senex is 8’ tall, hideous, and withered, with [+3], MV 240’ (80’), SV D10, W11, P12, B13, S14
green-black skin, steel-like teeth, and talons. It is always (4), ML 7, AL chaotic, XP 125, NA 1d6 (1d8), TT –.
male. In many ways, it resembles an old man, and sages ƒ Villainous Empathy: A black-hearted liar, thief,
believe a senex is the evil complement of the black hag. or murderer can communicate with and ride a
The senex hails from the nether planes but can enter black taiga unicorn.
the material world if summoned by sinister magic and ƒ Spell Casting: As 9th level caster. 1/day—haste,
foul sorcery. manifest dream, shadowy transformation (self
only).
Black Senex: AC 0 [19], HD 8** (36hp), ATK 2
× talons (1d8+3), 1 × bite (1d8+3 + black venom),
THAC0 12 [+7], MV 150’ (50’), SV D8, W9, P10,
BLACK WOLF OF THE GARNGAT
B10, S12 (8), ML 10, AL chaotic, XP 1,750, NA 1 It is said that, upon hearing the Trisagion’s divine
(1), TT D. judgment against them, a dozen members of the lesser
Tarngrak who served in that accursed company raged
ƒ Black Venom: Bitten victims must save vs.
across the earth with great violence, bitter and wroth
poison or lose 1d2 CON points per round for
over their fate. To restrain their brutality, these lesser
10 rounds; may save vs. poison at -4 after each
demonic spirits were chained deep in the taiga for
CON loss to stop this effect.
centuries before the Tarngrak engineered their release.
ƒ Cloak True Form: Can cloak true appearance
And when they finally emerged from the shadows of
with an illusory form.
the deep forest, they had become like wolves, black and
ƒ Hideous Visage: Anyone who sees a black senex
vicious—eyes frozen cataract white. Chains still enwrap
must save vs. spells or suffer weakness (deals half
their powerful figures, and as this fell pack approaches
damage with melee attacks) for 1d6 turns.
those whom they seek to murder, the sound of jingling
ƒ Immunity: Immune to illusions and phantasms.
metal rings in the distance. This heightens the terror
felt by the wolves’ prey, as they cannot tell from where
BLACK TAIGA UNICORN the pack is coming.
Once, in primeval history, the unicorns numbered
in the thousands throughout the boreal forests of Black Wolf of the Garngat: AC 5 [14], HD
southern Titherion. But when Vuulthoom led the 7+2* (33hp), ATK 1 × bite (2d6), THAC0 12 [+7],
Inilgaan astray and corrupted them, it sent its new MV 180’ (60’), SV D8, W9, P10, B10, S12 (7), ML
minions to poach and murder these majestic creatures 9, AL chaotic, XP 850, NA 12 (0), TT I + pelt.
for their spiraling, magical alicorn. The magic ƒ Damnation: If slain, wolf’s spirit flies howling
contained within a fully-intact horn could empower all into the air and vanishes; it becomes trapped in
manner of vile hexes, foul potions, and necromantic the Megalith of Yetza-har’aB.
spells. ƒ Demon Traits: Doesn’t need air, food, or water.
Immortal. Telepathy 100’.
So dependent did the Inilgaan grow on this lucrative,
ƒ Detestable Recrudescence: If 66 victims are
but wickedly-evil, trade that the unicorns nearly went
ritualistically murdered and their suffering offered
extinct in the Forbidden North. The only surviving
specimens suffered one of two fates: exile to the south

377
to a demon, the harnessed power frees and ƒ Righting Reflex: Always lands on its feet and
reconstitutes the black wolf again. reduces total falling damage by -1d6.
ƒ Frenzy of the Hunt: At +2 to hit and damage ƒ Surprises: On 1-3, due to unlikely angle of attack
against injured targets; increases to +4 against (from the trees above).
those suffering from terror of the night. ƒ Undead: Makes no noise, until it attacks.
ƒ Mundane Damage Immunity: Harmed only by Immune to effects that affect living creatures (e.g.,
magical attacks. poison). Immune to mind-affecting or mind-
ƒ Pelt: Worth up to 6,000gp intact. reading spells (e.g., charm, hold, sleep).
ƒ Terror of the Night: 1/night; the pack looses a
terrifying howl heard up to 18 miles (or 3 hexes). BOREAL MINER BEE
Listeners must save vs. paralysis or suffer a range-
The boreal miner bee is a giant-sized version of a
based penalty to hits and saves until dawn: within
chimney bee. Its plump, furry figure is black and
6 miles (-3), 12 miles (-2), or 18 miles (-1); a
yellow. A colony of miners seeks an area of dryish hill
cleric or paladin of 7th level or higher saves at +4.
soil, like clay, to build its nest. They are not usually
aggressive, unless a creature draws too close to their
BLOOD-DRINKING PARROT sanctum.
An avian species with a taste for flesh and blood,
this parrot is an elegant and beautiful bird with vivid A druid, elf, or ranger can identify the miner’s beeswax,
red, blue, and yellow feathers. It is highly intelligent, with a 10% chance per level of knowing a bee poison
able to be trained and to learn how to solve simple antidote. This antidote can be crafted in 2d4 rounds
logical puzzles. It is also intensely curious. Although minus 1 round per level, if the hero has access to the
the blood-drinking parrot tends to feed on carrion, it dead bee’s secretion and common taiga herbs.
prefers eating fresh livestock. And if it is particularly
Boreal Miner Bee: AC 5 [14], HD 2* (9hp), ATK
hungry, it will even attack full-grown adult humanoids.
1 × bite (1d6) and 1 × sting (1d4 + poison), THAC0
The parrot is native to hotter climates, especially the
18 [+1], MV 60’ (20’) / 210’ (70’) fly, SV D12, W13,
steamy jungles of Urgatha.
P14, B15, S16 (1), ML 10, AL neutral, XP 25, NA 0
Blood-Drinking Parrot: AC 7 [12], HD 1+1 (3d6), TT L × 20.
(5hp), ATK 1 × bite (1d4), 2 × claws (1d3), THAC0 ƒ Nests: Burrows nest in the ground, housing 3d6
18 [+1], MV 300’ (100’) fly, SV D14, W15, P16, boreal miner beesA.
B17, S18 (NH), ML 7, AL neutral, XP 15, NA 0 ƒ Poison: Victim must save vs. poison or suffer
(4d4), TT –. 1d4 damage per round (up to 8d4 maximum).
ƒ Blood-Drinker: Laps blood of dead prey.
ƒ Swoop: Can dive at prey from above. If victim is BRAKKAKHAN THE SKELETAL
surprised, the attack inflicts double damage. DRAGON
See “Lake Helvarragh” in chapter 5.
BONE GRAKAL
Bone grakals are the skeletal remains of grakals who Brakkakhan the Skeletal Dragon: AC -2 [21],
have perished and been re-animated as the walking HD 18*** (81hp), ATK [2 × claw (2d4), 1 × bite
undead in service to an evil sorcerer. (6d6 + energy drain)] or breath, THAC0 7 [+12], MV
90’ (30’) / 240’ (80’) fly / 90’ (30’) swim, SV D2,
Bone Grakal: AC 7 [12], HD 1 (4hp), ATK 1 × W3, P4, B3, S6 (18), ML 12, AL chaotic, XP 5,450,
weapon (1d6 or by weapon) or 1 × claw (1d4), 1 × NA 1, TT H.
bite (1d3), THAC0 19 [0], MV 60’ (20’) / 30’ (10’)
ƒ Breath Weapon: 3/day; 90’ long cone of violet-
climb, SV D14, W15, P16, B17, S18 (NH), ML 12,
black negative energy; damage equals dragon’s
AL chaotic, XP 10, NA 3d4 (3d10), TT –.
current hp (save vs. breath for half).
ƒ Ambushes: Sets up surprise attacks by climbing ƒ Energy Drain: Victim permanently loses 1 level
up trees and leaping down on prey. (or 1HD) and its benefits (e.g., hp, saves, spells,
ƒ Hindlegs: Can move through snow without THAC0, etc.). Reduce the victim’s XP to the new
being impeded. Can leap up to 10’, but this level’s minimum; if drained of all levels, victim
requires the grakal’s full movement rate. rises as a drowned deadA that night.

378
ƒ Hates Enoruuk: Prefers to torture Enoruuk and P14, B15, S16 (2), ML 7, AL neutral, XP 25, NA 0
kill them slowly. (3d10), TT A.
ƒ Immunity: Immune to cause wounds spells. ƒ Nomadic: Always on the move. No lair. Always
ƒ Lake-Dependent: The skeletal dragon cannot carries treasure.
venture more than 1,000’ from the waters of Lake ƒ Spell Casting: As 2nd level druid. 1st (3 slots):
Helvarragh (including up in the air). detect danger, entangle, predict weather.
ƒ Language & Spell Casting: Brakkakhan speaks ƒ Weapons: Bows, clubs, lances.
its own tongue, Drakon, plus Upik, Arenik, Fetch,
and Urgathos; knows 3 × 1st level spells, 3 × 2nd
CHAOS JELLY
level spells, and 1 × 3rd level spell. As 18th level
caster. This floating alien jellyfish is from a distant water
ƒ Mundane Damage Immunity: Harmed only by world. A pulsating, bell-shaped, gelatinous creature
magical attacks. that levitates in a slow, fluid motion, the jelly’s blood-
ƒ Spear Haft: Planted in the dragon’s rib cage is red body glows with an otherworldly bioluminescence,
a shining spear—the weapon that killed it after while its tentacles are long and flowing. Its transparent,
being plunged into its black heart. If pulled out, central body reveals a faintly glimmering nervous
the artifact is the legendary spear of TulokB. system winding through its illuminated organs.
ƒ Terrifying Appearance: Victim seeing dragon for The chaos jelly survives in both water and air,
the first time must save vs. paralysis or flee for communicates with telepathy, and possesses a high
2d6 turns (3:6 chance of dropping held items); intellect. When it attacks, the jelly uses its long reach to
a cleric or paladin of 10th level or higher saves at sting and paralyze foes and then proceeds to eat them
+4. An affected victim of 20th level (or 20HD) or while they remain helpless. The creature can release
higher is at -2 to hit. an electrical discharge throughout the air around its
ƒ Undead: Makes no noise, until it attacks. body—in water, this blast of lightning grows very large
Immune to effects that affect living creatures (e.g., because the liquid functions as a conductor.
poison). Immune to mind-affecting or mind-
Chaos Jelly: AC 6 [13], HD 8* (36hp) or 8*** (in
reading spells (e.g., charm, hold, sleep).
water), ATK 2 × tentacles (1d6 + sting) or 1 × electrical
discharge (4d6), THAC0 12 [+7], MV 90’ (30’) fly,
CERVATAUR swim, SV D8, W9, P10, B10, S12 (8), ML 8, AL
Nomadic cousins to the centaur, these half-man, half- chaotic, XP 1,200 (or 2,300 in water), NA 1, TT –.
caribou humanoids are smaller but faster and more
ƒ Amphibious: Breathes air and water.
agile. The males have antlers on their heads, while the
ƒ Aquatic Healing: Regenerates 1hp per round
females have access to druid magic. The mysterious
when submerged in water.
cervataurs dislike humanoids and keep their distance
ƒ Electrical Discharge: Emits an electrical shock
from their settlements, but they trade with other races
in a 5’ blast for 4d6 damage (save vs. breath
when it is necessary. The cervataurs migrate across the
for half); in water, this increases to 30’ and 8d6
tundra plains.
damage; 2:6 chance per round to recharge this.
Cervataur, Male: AC 5 [14], HD 3 (13hp), ATK ƒ Sting: Thousands of microscopic stingers inject
1 × antlers (1d10) or [2 × hooves (1d4), 1 × weapon venom into its prey’s skin; victims save vs. poison
(1d6 or by weapon)], THAC0 17 [+2], MV 180’ or suffer paralysis for 2d6 turns.
(60’), SV D12, W13, P14, B15, S16 (3), ML 7, AL ƒ Unfathomable: Immune to charm, illusions, and
neutral, XP 35, NA 0 (3d10), TT A. mind-affecting effects.
ƒ Charge: Can charge in a line up to 60’; attacks all
in its path, inflicting double antler damage.
ƒ Nomadic: Always on the move. No lair. Always
carries treasure.
ƒ Weapons: Bows, clubs, lances.

Cervataur, Female: AC 4 [15], HD 2* (9hp), ATK


2 × hooves (1d3), 1 × weapon (1d6 or by weapon),
THAC0 18 [+1], MV 180’ (60’), SV D12, W13,

379
1d6 damage per round until an action smothers
CHERT ELEMENTAL the flames.
The chert elemental originates in the hard, fine-grained ƒ Mundane Damage Immunity: Harmed only by
sedimentary rock of a flint-heavy tract of earth (e.g., silver weapons or magical attacks.
a chert quarry). Unlike regular earth elementals, the ƒ Summoning: Summoned by spell.
chert elemental’s fists generate hot, flammable sparks ƒ Water-Blocked: Can’t cross a channel wider than
when they strike metal-armored foes in combat. This its own 16’ height.
might catch enemies on fire.

Chert Elemental (Lesser): AC 2 [17], HD 8*


CULLEN CRIMSHAW
(36hp), ATK 1 × blow (1d8 + flint strike), THAC0 12 See “Izen’s Outfitters” in chapter 3.
[+7], MV 60’ (20’), SV D8, W9, P10, B10, S12 (8),
ML 10, AL neutral, XP 1,200, NA 1 (1), TT –. Cullen Crimshaw: AC 5 [14], HD 2 (9hp), ATK 1
× mace (1d6+2), THAC0 18 [+1], MV 60’ (20’), SV
ƒ Flint Strike: Fist creates a shower of sparks D12, W13, P14, B15, S16 (2), ML 8, AL chaotic, XP
when striking a foe wearing chainmail or plate 20, NA 1, TT –.
mail; anyone within 5’ in flammable clothing or
material must save vs. breath or else ignite for ƒ Bridled Grimace: 1/encounter, grits teeth and
1d6 damage per round until an action smothers cuts an incoming melee or unarmed attack by half
the flames. (rounded down).
ƒ Mundane Damage Immunity: Harmed only by ƒ Strong: +2 to melee attack damage.
silver weapons or magical attacks.
ƒ Summoning: Summoned by magic staff. COLOSSUS OF MORKAAL
ƒ Water-Blocked: Can’t cross a channel wider than This ancient stone statue was built with pre-golem
its own 8’ height. technologies and magicks by the Inilgaan. As a result,
the colossus does not possess quite the same earth-
Chert Elemental (Intermediate): AC 0 [19], shattering power as more recent and similar stone
HD 12* (54hp), ATK 1 × blow (2d8 + flint strike), golem creations.
THAC0 10 [+9], MV 60’ (20’), SV D6, W7, P8, B8,
S10 (12), ML 10, AL neutral, XP 1,900, NA 1 (1), The colossus resembles Morkaal, whom it was
TT –. fashioned after. To most observers, the construct seems
ƒ Flint Strike: Fist creates a shower of sparks to be a tall statue, but it activates to crush would-be
when striking a foe wearing chainmail or plate tomb-robbers if it is attacked, or if the amulet it is
mail; anyone within 5’ in flammable clothing or keyed to—the Eye of J’karaaB—is used to open the
material must save vs. breath or else ignite for bronze doors into Morkaal’s tomb.
1d6 damage per round until an action smothers Colossus of Morkaal: AC 4 [15], HD 10**
the flames. (45hp), ATK 2 × fists (1d12), THAC0 11 [+8], MV
ƒ Mundane Damage Immunity: Harmed only by 60’ (20’), SV D10, W11, P12, B13, S14 (5), ML 12,
silver weapons or magical attacks. AL neutral, XP 2,700 (extraordinary peril bonus), NA
ƒ Summoning: Summoned by magic device. 1 (1), TT –.
ƒ Water-Blocked: Can’t cross a channel wider than
its own 12’ height. ƒ Amulet-Dependent: If the Eye of J’karaaB is taken
from the statue’s base or a full day has passed after
Chert Elemental (Greater): AC -2 [21], HD the Morkaal’s tomb is opened, the colossus stops
16* (72hp), ATK 1 × blow (3d8 + flint strike), whatever it is doing, turns around, and moves
THAC0 8 [+11], MV 60’ (20’), SV D2, W3, P4, B3, straight for the statue’s base, re-planting itself
S6 (16), ML 10, AL neutral, XP 2,300, NA 1 (1), TT there and de-animating.
–. ƒ Damage Reduction: Half damage from magical
ƒ Flint Strike: Fist creates a shower of sparks stabbing (spears, etc.) or cutting (axes, swords,
when striking a foe wearing chainmail or plate etc.) weapons. Takes only 1 damage from magical
mail; anyone within 5’ in flammable clothing or projectiles (arrows, bolts, etc.).
material must save vs. breath or else ignite for ƒ Immunity: Immune to charm, cold, fire, hold,
lightning, and sleep.

380
ƒ Mundane Damage Immunity: Harmed only by to hit. If targeted directly with continual light,
magical attacks. the Curse must save vs. spells or retreat for 1d4
ƒ Swat: 1/round, if a smaller foe runs past the rounds, plus 1 round per 2 caster levels; even on
colossus within reach, it gets to kick the target a successful save, the Curse must retreat for 1
immediately; the victim saves vs. death or takes round.
2d6 damage and sails through the air 1d4 × 5’ in
a direction the referee chooses, landing on the CUSTODIAN CRAWLER
ground prone.
Custodians resemble metallic insects forged from
ƒ Tremor Step: Anyone within several 100’ can
golden plates, whirling gears, and crystalline
hear the colossus’s stomping feet.
components. They were constructed long ago by the
Caelorum to block summoning magic cast by mortals
CURSE OF BAALOR on the material plane—when someone attempts to
See “The Curse of Baalor” in chapter 10. summon a Caelorum, they instead get a custodian. The
cosmic custodians come in two varieties: crawlers and
Curse of Baalor: AC 7 [12], HD 6*** (27hp), flyers.
ATK 1 × black wave (2d4 + absorption), THAC0 14
[+5], MV 60’ (20’) climb, swim, SV D10, W11, P12, The custodian crawlers are mechanical, dwarf-sized
B13, S14 (6), ML 10, AL chaotic, XP 950, NA 1, TT ant constructs masterfully crafted from a silvery, planar
–. metal. Their crystalline eyes glow with a fierce intensity.
ƒ Absorption: Engulfed foes take 4d4 damage Extremely aggressive, the constructs move their
per round; a save vs. paralysis permits escape; segmented bodies with considerable agility, snapping
a foe slain by this attack heals the Curse 1d8hp hard with razor-sharp metallic mandibles. In addition
per level (or HD) and permanently increases the to their six long and slender legs, these constructs have
Curse’s HD by +1; such a victim can’t be raised or two arms with humanoid hands connected to a thorax.
reincarnated. They carry steel swords and round metal shields.
ƒ Black Wave: Rises as an unholy wave of liquid The crawlers serve as fast-moving artillery and infantry,
corruption; a mass of fleshy hands rapidly extends firing at foes from a distance with their magical eye ray
from underneath it while moving, pulling its form attack while rapidly closing in melee. Then they shift
along surfaces. Victims that it moves over must to their physical weaponry to chop up and tear apart
save vs. breath or become engulfed by these enemies. Custodian crawlers are fearless, fighting until
hands, which pull them into its oozing body destroyed or all threats are eliminated.
where they suffer absorption. Can engulf four
humans (or eight halflings) at a time. If victims Custodian Crawler: AC 3 [16], HD 4* (18hp),
save against the black wave, they are pushed along ATK [1 × mandible (1d6), 1 × sword (1d8)] or 1 ×
as the Curse moves. slowing ray (range 120’), THAC0 16 [+3], MV 150’
ƒ Boneless: Its boneless mass can deform to fit (50’) climb, SV D8, W9, P10, B10, S12 (8), ML 12,
through small spaces or openings, like pipes or AL lawful, XP 125, NA 1d6 (2d6), TT –, Gear sword,
vents, but can’t fit through very narrow cracks, shield.
like under doors.
ƒ Immunity: Immune to charm, cold, gas, hold,
ƒ Cling: Can move on walls and ceilings.
poison, non-magical attacks, and sleep.
ƒ Immunity: Immune to slashing (e.g., swords)
ƒ Polyglot: Understands all languages.
and blunt weapons (e.g., maces).
ƒ Resistant: Saves as an 8HD creature.
ƒ Respawn: If killed, a new Curse spawns from any
ƒ Slowing Ray: Victim must save vs. wands or
fresh corpse buried on Vartoriak Island.
suffer slowness (½-normal movement rate, -2 to
ƒ Undead: Makes no noise, until it attacks.
hit and saves, and always lose initiative); this lasts
Immune to effects that affect living creatures (e.g.,
10 rounds, but victim can save vs. wands every
poison). Immune to mind-affecting or mind-
round to end this effect.
reading spells (e.g., charm, hold, sleep).
ƒ Vulnerability: Holy water inflicts double damage
to the Curse. A continual light spell frightens
the Curse; it won’t enter the spell’s radius unless
trapped; if forced to enter it, the Curse is at -2

381
feigns a parley but attacks suddenly at +2 to hit
CUSTODIAN FLYER and damage until the initial combat round ends.
Custodians resemble metallic insects forged from ƒ Hard to Catch: When fleeing pursuers, Cyrus
golden plates, whirling gears, and crystalline does not get exhausted from running for 35
components. They were constructed long ago by the rounds; his side gets a +10% chance of evasion.
Caelorum to block summoning magic cast by mortals
on the material plane—when someone attempts to DEATH-WIFE
summon a Caelorum, they instead get a custodian. The
cosmic custodians come in two varieties: crawlers and Former Enoruuk staalistas of the Temple of Kangek,
flyers. the death-wives were once holy, honored, and set
apart by Anarnulak. When Baalor came and declared
The custodian flyers are metallic constructs resembling himself their only god, he rained fiery destruction on
giant golden bees, with crystalline eyes and wings that their ancient temple, leveling it permanently. Every
hum with a low droning sound as they hover in the staalista who did not renounce the ancestral water
air. The 5’ long flyers shimmer with an otherworldly deity was slain and buried in the ruin’s foundation. But
light, appearing almost weightless (despite their metal those staalistas who chose to worship this new “Skull
construction) as they gracefully propel through the air God” were fed a shrunken black fig bearing a magical
with precise and calculated movements. The flyers have curse. Then, as Baalor began teaching them forbidden
two small arms with humanoid hands they can use to arts of necromancy, he wed the fallen staalistas and
clean, repair, and move objects, if needed. named them his skaal-dra’kar or “death-wives.” Now
the women are little more than shadowy haunts in the
The flyers aggressively pursue invaders, whom they forest-dark.
incapacitate with their poisoned stingers. Once
accomplished, the flyers pick up helpless foes and toss Forgetting their water god, the death-wives began to
them wherever it’s convenient. worship death itself, with Baalor as its avatar—for all
life, they preached, marched inexorably towards death.
Custodian Flyer: AC 3 [16], HD 4* (18hp), ATK It was an end none could escape, and so death must be
1 × sting (1d8 + poison), THAC0 16 [+3], MV 120’ the greatest force within the universe, they reasoned.
(40’) fly, SV D8, W9, P10, B10, S12 (8), ML 12, AL
lawful, XP 125, NA 1d4 (2d4), TT –. The Skull God, the Dark Beloved, the Shadow Lord—
his death-wives gifted Baalor with these secret names
ƒ Hovering: Flight effect is constant.
(and many others), which they taught to the Enoruuk
ƒ Immunity: Immune to charm, cold, gas, hold,
natives, and so they worshipped him in the dark.
poison, non-magical attacks, and sleep.
The death-wives also instructed their tribal followers
ƒ Poison: Incapacitates in 1d4 rounds; lasts 2d4
concerning the unholy pantheon of Tarngrak, which
hours. A second injection becomes fatal, killing
served the Skull God. (See “Pantheon of the Unholy
the victim in 1 turn.
Nine” in chapter 1.)
ƒ Polyglot: Understands all languages.
ƒ Resistant: Saves as an 8HD creature. Those observing the death-wives at a distance think
they see elderly Enoruuk women. But after a few
CYRUS THE OUTLAW minutes, something seems off—the old wives move
See hex 12.22 in chapter 5. erratically, barely communicate with each other, and
seem lifeless. They shuffle about quietly, lingering on in
Cyrus the Outlaw: AC 6 [13], HD 3* (13hp), their old mundane habits and routines—chewing slowly
ATK 1 × sword (1d6), THAC0 17 [+2], MV 90’ though they do not hunger, tending fires though they
(30’), SV D12, W13, P14, B15, S16 (3), ML 8, AL feel no cold, muttering strange forest-tongues though
neutral, XP 50, NA 1, TT A, Gear leather, shield, they never speak with each other.
sword, long bow, 20 arrows.
Their dried skin is taut and prunish, like aged brown
ƒ Dirty Escape: If Cyrus hits a foe in melee, he leather. Black orbs—their evil eyes—flicker rapidly
can choose to retreat in lieu of dealing damage as they slowly twist their heads at a foe’s approach.
without suffering the usual penalties. When seeing fresh prey, the witches bare their filed
ƒ Dishonorable Parley: If the party’s reaction roll teeth and sharp claws, as their tribal jewelry—the only
against Cyrus is 5 or less while parleying, Cyrus

382
adornments on their gaunt, naked bodies—jingle at ƒ Spell Casting: As 4th level druid. 1st (2 slots):
their erratic, sudden movements. entangle (×2); 2nd (2 slots): ice blastB, warp wood.
ƒ Surprise: A surprised victim meets the wight’s red
Essentially, death-wives are taiga wights given the paralysis glare automatically.
powers of a classed druid. ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g.,
Death-Wife: AC 3 [16], HD 4*** (18hp), ATK 1
poison). Immune to mind-affecting or mind-
× claw (1d6 + quietus) or 1 × red paralysis, THAC0
reading spells (e.g., charm, hold, sleep).
16 [+3], MV 90’ (30’), SV D10, W11, P12, B13, S14
(4), ML 12, AL chaotic, XP 225, NA 1d4 (1d6), TT
B, Gear tribal jewelry.
DRAUGR
Emaciated, blueish-gray-skinned undead, the draugr
ƒ Averting Eyes: Victim averting its eyes is at -4 to
are created when a chaotic humanoid is buried alive in
hit and -2 to AC against the wight.
a freezing barrow or cairn and subsequently cursed by
ƒ Energy Resistance: Saves at +2 against fire and
necromantic devices. These victims are held in a slow-
lightning attacks.
decaying stasis, and when their bodies finally perish, a
ƒ Identification: Can identify plants and animals
wicked nether spirit arrives to inhabit the corpse. This
and discern pure water.
evil spirit is drawn to dwell in the rotting body due
ƒ Languages: Speaks the secret druidic tongue.
to the lingering fear and hate that filled its departed
ƒ Mundane Damage Immunity: Harmed only by
owner in the final throes of death. The nether spirit
silver weapons or magical attacks.
relishes and basks in the remnant of these urgings and
ƒ Pass Without Trace: Trackless movement in the
tries to create more of them by stalking and murdering
wilderness; never impeded by overgrown areas.
anyone who invades the barrow—first by using its blue-
ƒ Quietus: Victim cannot naturally or magically
vapored breath to freeze a victim and then by drawing
heal the wight’s claw damage. If the wight is
close and slowly killing him.
destroyed, the victim may save vs. spells once per
day to end this condition. A remove curse also Interestingly, the barrow’s dark emotions slowly
ends this effect. increase over long centuries, as if “fermenting” with
ƒ Red Paralysis: 1/turn, the wight glares into age. As a result, the draugr grows more powerful the
the eyes of a victim within 40’. Unless the victim longer it lay undisturbed—but it must remain in its
saves vs. spells, his eyes fill with an engulfing ensorceling sarcophagus without emerging. Once its
red mist. He sees horrific visions of nightmarish tomb is opened, the spell ends, halting the draugr’s
landscapes and dark, drifting entities beyond potential.
the nebulous crimson. While in this state, the
victim is at -2 to hit. One round later, the victim Because draugr are animated by intelligent spirits of the
senses a black, wispy shadow emerging from the damned, they might remember some of their past life’s
encompassing red fog. It is moving towards him abilities, creating unique draugr varieties that might be
rapidly. The victim must save vs. death once encountered. In one case, the Skull God summoned
per round; if he gets three successes before three multiple spirits into a single draugr corpse, which
failures, this condition ends. But if the victim ever enveloped it in nether shadows, thus creating the first
fails one save, he is at -4 to hit; if the victim fails draugr wraith.
two saves, he becomes blinded to the real world
around him; if the victim fails three saves, the Draugr Icesworn: AC 7 [12], HD 3*** (13hp),
dark shape engulfs him—he can no longer be seen ATK 1 × claw (1d6) or breath, THAC0 17 [+2], MV
and cannot escape the dark miasma surrounding 90’ (30’), SV D12, W13, P14, B15, S16 (3), ML 12,
him. One round later, the hero’s time is up: he AL chaotic, XP 80, NA 1d4 (2d4), TT B.
sees a demon’s face in the swirling red mist, and ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
suddenly, it kills him. A continual light, protection must save vs. spells or grow nauseated (retches on
from evil, remove curse, or remove fear ends this ground for 1d3 rounds unable to act, and for 1
condition by blocking the shape from engulfing hour after, at -2 to hits and saves).
the victim, and it departs. ƒ Frost Breath: 1/day; 40’ long, 10’ wide cone
ƒ Spawn: Victims slain by quietus or red paralysis of cold; save vs. breath or frozen solid for 1d4
rise as taiga wightsA that same night. Females so turns; nearby heat sources halve this duration,
killed rise as death-wivesA.

383
while extreme heat sources reduce by 1/10; even Draugr Slayer: AC 1 [18], HD 4* (18hp), ATK
on a passed save, ½-normal movement rate for 1 1 × battle axe (1d8+2), THAC0 16 [+3], MV 60’
round. (20’), SV D10, W11, P12, B13, S14 (4), ML 12, AL
ƒ Icy Body: Anyone touching the draugr or hitting chaotic, XP 125, NA 1d4 (1d10), TT B, Gear rusted
it with a shorter melee weapon, like a dagger or plate mail and battle axe.
short sword, takes 1d4 cold damage. ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
ƒ Immunity: Immune to cold. must save vs. spells or grow nauseated (retches on
ƒ Undead: Makes no noise, until it attacks. ground for 1d3 rounds unable to act, and for 1
Immune to effects that affect living creatures (e.g., hour after, at -2 to hits and saves).
poison). Immune to mind-affecting or mind- ƒ Immunity: Immune to cold.
reading spells (e.g., charm, hold, sleep). ƒ Powerful: +2 on melee damage.
Draugr Knife-Hurler: AC 5 [14], HD 3** ƒ Undead: Makes no noise, until it attacks.
(13hp), ATK 2 × dagger (1d4 + poison, range 10’), Immune to effects that affect living creatures (e.g.,
THAC0 17 [+2], MV 90’ (30’) / 90’ (30’) climb, SV poison). Immune to mind-affecting or mind-
D12, W13, P14, B15, S16 (3), ML 12, AL chaotic, reading spells (e.g., charm, hold, sleep).
XP 65, NA 1d4 (1d6), TT B, Gear damaged leather, Draugr Sorceress: AC 7 [12], HD 3*** (13hp),
old rags, and 24 rusty daggers. ATK 1 × touch (1d6 + paralysis) or chromatic orb,
ƒ Cling: Can move on walls and ceilings. THAC0 17 [+2], MV 90’ (30’) / 60’ (20’) fly, SV
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim D12, W13, P14, B15, S16 (3), ML 12, AL chaotic,
must save vs. spells or grow nauseated (retches on XP 80, NA 1d2 (1d4), TT B, Gear rotting robes.
ground for 1d3 rounds unable to act, and for 1 ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
hour after, at -2 to hits and saves). must save vs. spells or grow nauseated (retches on
ƒ Immunity: Immune to cold. ground for 1d3 rounds unable to act, and for 1
ƒ Poison: Dagger might be poisoned (4:6 chance); hour after, at -2 to hits and saves).
formerly type IV poison, but time has stolen its ƒ Immunity: Immune to cold.
potency—treat as type II poison (+5 to save; ƒ Paralyzing Touch: Causes paralysis for 1 turn
onset 1d3 rounds; 25hp damage or no effect). (save vs. paralysis negates).
ƒ Undead: Makes no noise, until it attacks. ƒ Spell Casting: As 3rd level caster. At will—
Immune to effects that affect living creatures (e.g., chromatic orb, spook; 1/day—mirror image.
poison). Immune to mind-affecting or mind- ƒ Undead: Makes no noise, until it attacks.
reading spells (e.g., charm, hold, sleep). Immune to effects that affect living creatures (e.g.,
Draugr Sharpshooter: AC 3 [16], HD 4** poison). Immune to mind-affecting or mind-
(18hp), ATK 1 × longbow (1d6, range 70’) or 1 × reading spells (e.g., charm, hold, sleep).
shortsword (1d6), THAC0 16 [+3], MV 60’ (20’), Draugr Wraith: AC 3 [16], HD 5**** (23hp),
SV D10, W11, P12, B13, S14 (4), ML 12, AL ATK 1 × touch (1d8 + energy drain), THAC0 15
chaotic, XP 175, NA 1d6 (2d6), TT B, Gear rusted [+4], MV 120’ (40’) / 240’ (80’) fly, SV D10, W11,
chain mail, bone-dressed longbow, quiver with 12 P12, B13, S14 (5), ML 12, AL chaotic, XP 675, NA
arrows, rusty shortsword. 1d4 (1d6), TT E.
ƒ Eldritch Glow: Emits fell glow (5’ radius); victim ƒ Eldritch Glow: Emits fell glow (5’ radius); victim
must save vs. spells or grow nauseated (retches on must save vs. spells or grow nauseated (retches on
ground for 1d3 rounds unable to act, and for 1 ground for 1d3 rounds unable to act, and for 1
hour after, at -2 to hits and saves). hour after, at -2 to hits and saves).
ƒ Immunity: Immune to cold. ƒ Energy Drain: Victim permanently loses 1 level
ƒ Quarry: 1/turn—focuses its hatred on one foe (or 1HD) and its benefits (e.g., hp, saves, spells,
for 1d4 rounds, doubling its damage. THAC0, etc.). Reduce the victim’s XP to the new
ƒ Undead: Makes no noise, until it attacks. level’s minimum; if drained of all levels, victim
Immune to effects that affect living creatures (e.g., rises as a wraith that night.
poison). Immune to mind-affecting or mind- ƒ Frightening Appearance: Victim seeing wraith
reading spells (e.g., charm, hold, sleep). for the first time must save vs. paralysis or flee
for 2d6 rounds (2:6 chance of dropping held

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items); a cleric or paladin of 5th level or higher none of their weaknesses—for example, the cyclops’s
saves at +4. An affected victim of 7th level (or visual perception flaw is “fixed” by having an ettin’s
7HD) or higher is at -2 to hit. two heads (i.e., two eyes total), yet the dyoclops also
ƒ Immunity: Immune to cold. keeps the greater strength of its one-eyed ancestor.
ƒ Invisible: At will, as the spell.
ƒ Mundane Damage Immunity: Harmed only by Dyoclops: AC 4 [15], HD 13* (58hp), ATK 2 ×
silver weapons or magical attacks, but even silver spiked club (3d10) or 2 × rock (3d6), THAC0 10
weapons deal only half damage to it. [+9], MV 120’ (40’), SV D4, W5, P6, B5, S8 (13),
ƒ Undead: Makes no noise, until it attacks. ML 9, AL chaotic, XP 2,300, NA 1d4 (1d4), TT E +
Immune to effects that affect living creatures (e.g., 5,000gp.
poison). Immune to mind-affecting or mind- ƒ Curse: 1/week; victim within 40’ must save vs.
reading spells (e.g., charm, hold, sleep). spells or be cursed (referee’s choice: -2 to saves,
-4 to hit, 1 ability reduced by 50%, etc.).
DROWNED DEAD ƒ Rock Throwing: Up to 200’.
These malevolent undead dwell within Lake ƒ Slow-Witted: Can be tricked by clever heroes.
Helvarragh. The restless spirits of those who perished ƒ Two-Headed: When targeted by mind-affecting
in its waters are trapped in a perpetual state of undeath spells, the dyoclops gets two save attempts; if at
by one of Baalor’s most heinous curses on Titherion. least one succeeds, the dyoclops is unaffected.
ƒ Vigilant: Surprised only on a 1.
They appear as pale, hideously bloated corpses, their
flesh rotting away and their eyes glowing with an ECTOPLASMIC ECHO SKELETON
eerie blue light. They have a haunting, otherworldly Created in the wake of the eldritch blast that eradicated
presence, and their grasp is cold and clammy, possessed the last of the Inilgaan people over 8,000 years ago,
of otherworldly strength to drag even the strongest of the ectoplasmic echo skeleton appears as a primitive,
swimmers down to their doom. eroded skeleton with a full pair of reddish-glowing
They lurk in the dark waters of lakes and rivers, waiting lungs and an attached vocal system: trachea, larynx,
for unsuspecting victims to come too close. They pharynx, and tongue. The organs pulse eerily and seem
use their undead strength to drag their prey below formed wholly from a slimy, ethereal substance. These
the surface, where they use their drowning ability to creatures are thought to have been born out of the
incapacitate them. They are relentless in their pursuit Inilgaan’s final defiant shout at the cosmic powers of
and continue to attack until their prey is drowned and good and their impending damnation.
lifeless. Once killed, the victims arise as the drowned Ectoplasmic Echo Skeleton: AC 7 [12], HD 1*
dead. (4hp), ATK 1 × claw (1d6), THAC0 19 [0], MV 60’
Drowned Dead: AC 7 [12], HD 2+1* (10hp), ATK (20’), SV D14, W15, P16, B17, S18 (NH), ML 12,
1 × grasp (1d6 + drowning), THAC0 17 [+2], MV AL chaotic, XP 13, NA 3d4 (3d10), TT –.
60’ (20’) / 120’ (30’) swim, SV D12, W13, P14, B15, ƒ Ectoplasmic Organs: When animated, its bony
S16 (1), ML 12, AL chaotic, XP 35, NA 1d6 (2d6), husk fills with a full pair of reddish-glowing lungs
TT –. with an attached vocal system (trachea, larynx,
ƒ Drowning: Grasped victim pulled under the pharynx, and tongue).
water and faces drowningC. ƒ Ectoplasmic Screech: 1/day, it emits an earth-
ƒ Undead: Makes no noise, until it attacks. shattering scream, a hellish residual echo of the
Immune to effects that affect living creatures (e.g., Inilgaan’s final death-cry at the Great Defile. As
poison). Immune to mind-affecting or mind- the scream reaches its peak volume, the undead’s
reading spells (e.g., charm, hold, sleep). glowing organs burst into a reddish-tinted sludge,
soaking living creatures within 10’ and forcing a
save vs. death; failure indicates a victim suffers
DYOCLOPS
a curse connection to the spirit world—all evil
A dyoclops (die-ah-clops) is a big two-headed cyclops. spirits (e.g., ghost or wraith, etc.) gain +4 to hit
They are the happy result of the Skull God’s long-term the victim, who is at -4 on saves to resist their
arcane breeding experiment using ettins and cyclopses. special abilities. Additionally, if a victim fails the
The brute possesses all of its parent race’s strengths but save by 6+ points, he suffers instant teleportation

385
to the edge of the Great Defile (hex 11.25).
There, he beholds a dream-like vision of the
ENORUUK HUNTSMAN
Inilgaan’s final moments, as the Enoruuk armies See hex 05.13 in chapter 5.
keep their distance while the Inilgaan destroy
themselves in an arcane conflagration of incredible Enoruuk Huntsman (ranger 2): AC 4 [15], HD
power (see chapter 1). The echo skeleton’s 2* (9hp), ATK 1 × battle axe (1d8) or 1 × longbow
ectoplasmic organs reform in 1 day. (1d8, range 70’), THAC0 19 [0], MV 60’ (20’),
ƒ Undead: Makes no noise, until it attacks. SV D12, W13, P14, B15, S16 (ranger 2), ML 9, AL
Immune to effects that affect living creatures (e.g., lawful, XP 25, NA 0 (1d6), Gear furs, chainmail,
poison). Immune to mind-affecting or mind- shield, battle axe, longbow, 20 arrows, knife.
reading spells (e.g., charm, hold, sleep). ƒ Awareness: Surprised only on a 1.
ƒ Foraging & Hunting: Foraging 2:6 chance,
ELDRITCH JELLY hunting 5:6 chance.
ƒ Pursuit: When pursuing other groups in the
Translucent, spherical blobs of blue goo that strike
wilderness, at -10% chance of evasion.
fear in an arcane spell caster’s heart, an eldritch jelly is
ƒ Surprise Attack: Ambushes enemies in the
a significant threat to magic-users and illusionists. An
wilderness (3:6 chance).
eldritch jelly effectively neutralizes such individuals, and
ƒ Tracking: 30%.
every time the caster’s magic fizzles away, the creature
feeds on the lost spell power, healing any damage and
even growing in size. These creatures emerged from ENTROPY ZOMBIE
the underworld. A chaotic cavityB in the Malgorgia These horrific zombies are infused with chaotic energy
produced the first eldritch jelly, and they have been from the Outer Void. The Skull God perfected the
an exploration hazard ever since. Rumors abound that entropy zombie after many years conducting private
divine spell variants also exist. experiments. His methodology is carried on by the
Magoth.
Eldritch Jelly: AC 6 [13], HD 4* (18hp), ATK
1 × touch (2d4), THAC0 16 [+3], MV 60’ (20’), SV Entropy zombies huddle together in clustered groups
D12, W13, P14, B15, S16 (2), ML 12, AL neutral, XP when not attacking. They shiver as if cold, but this
125, NA 1 (0), TT –. is but an instinctual relic of their former lives—the
ƒ Cling: Can move on walls and ceilings. negative energies within them are “cold” to their
ƒ Damage Resistance: Takes only half damage bodies, producing this physical response. The zombies
from blunt (e.g., maces) weapons. have obsidian skin traced with white, roiling veins, and
ƒ Eldritch Leech: Every round, all arcane casters moon-colored eyes blind with hunger.
within 30’ must save vs. paralysis or lose 1d6 Entropy Zombie: AC 8 [11], HD 2* (9hp), ATK
levels of uncast spell slots; these are always taken 1 × touch (1d8 + entropic fingers), THAC0 18 [+1],
from the lowest-level slots first (i.e., work up). MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML
The player picks the stolen slots. 12, AL chaotic, XP 25, NA 2d4 (4d6), TT –.
ƒ Immunity: Immune to slashing weapons (e.g.,
axes, swords). ƒ Entropic Fingers: Victim can’t heal the entropic
ƒ Seep: Can squeeze through cracks and holes. touch’s damage until that zombie is destroyed and
ƒ Spell Absorption: When a spell targets the jelly, it the lost life energy released. Zombie heals touch
absorbs the spell’s energy and negates its effect. damage in hp; if this healing exceeds the zombie’s
ƒ Stored Energy: The jelly heals 2hp per spell level max hp, it becomes an excess hp pool.
absorbed. If this healing exceeds the jelly’s total ƒ Guardian: Always attacks on sight.
hp, the excess hp convert into a pool, and when it ƒ Initiative: Always loses; never rolls.
accumulates 8hp, the jelly “burns” the excess hp ƒ Undead: Makes no noise, until it attacks.
to grow its size and permanently gain 1HD. Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).

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FELLFROST WYVERN GIANT ARCTIC WOLF SPIDER
The fellfrost wyvern is a rare and fearsome draconic This large predatory arachnid adapted to the cold
beast, known for its massive size and deadly venom. wastes of the Forbidden North has a fearsome
Unlike other reptilian creatures, it possesses heavy reputation. Its body is covered in shaggy fur, with
white feathers, which are a perfect match for the snow- gray and white markings that blend in with the snow
covered terrain of the Northlands, allowing it to blend and ice of the arctic wilderness. Its venom is a potent
seamlessly into its surroundings as it stalks its prey. This neurotoxin.
beast is a fierce and intelligent predator that will stop at
nothing to defend its territory, attacking any intruders Evidence of such a spider hunting nearby is usually
that dare to even cross its path. grisly; after catching their prey, these spiders use
their venom to liquefy the internal organs, creating a
Fellfrost Wyvern: AC 3 [16], HD 7* (31hp), nutritious slurry that they can easily digest. They often
ATK 1 × bite (2d8), 1 × sting (2d8 + ice venom), crush and roll the remains of their prey into a ball for
THAC0 13 [+6], MV 90’ (30’) / 240’ (80’) fly, SV easier transport back to their lair.
D10, W11, P12, B13, S14 (4), ML 9, AL chaotic, XP
850, NA 1d2 (1d6), TT E. Giant Arctic Wolf Spider: AC 5 [14], HD 6*
(27hp), ATK 1 × bite (1d8 + poison), THAC0 14
ƒ Ice Venom: Victim must save vs. poison or takes [+5], MV 150’ (50’), SV D12, W13, P14, B15, S16
2d6 cold damage and slowness for 1d4 turns (3), ML 8, AL neutral, XP 500, NA 1d3 (1d3), TT U.
(½-normal movement rate, -2 to hit and saves,
and always lose initiative); on a passed save, victim ƒ Ambushes: From a shallow ground burrow.
takes only half damage and is slowed 1 round. ƒ Cling: Can move on walls and ceilings.
ƒ Poison: Die in 1 turn (save vs. poison at -2).
FROZEN DEAD ƒ Surprises: On a 1-4, due to camouflage.

These are remnants of ancient armies, raised from the GIANT BEAVER
icy graves of fallen soldiers by Baalor’s dark magic.
The mindless undead warriors are covered in frost and These overgrown arctic beavers possess big heads, big
ice, their armor and weapons frozen solid. They move incisors, brown or gray fur, and wide, flat, scaly tails.
slowly and deliberately, their eyes glowing with an They live in freshwater habitats where they build dams
otherworldly light. Despite their lumbering gait, frozen and eat sedges, aquatic plants, and tree bark. The
dead are formidable opponents, possessing a chilling beavers attack humanoids only when feeling threatened
touch that freezes their enemies in place. or defending their young.

Frozen Dead: AC 2 [17], HD 5+1* (23hp), ATK Giant Beaver: AC 5 [14], HD 5+2* (24hp), ATK
1 × claw (1d10 + freeze), THAC0 14 [+5], MV 60’ 1 × bite (2d6) or 1 × tail slap (2d4 + knock-down),
(20’), SV D12, W13, P14, B15, S16 (2), ML 12, AL THAC0 14 [+5], MV 120’ (40’) / 90’ (30’) swim,
chaotic, XP 400, NA 1d4 (1d10), TT –, Gear rusty SV D12, W13, P14, B15, S16 (3), ML 8, AL neutral,
shield and rusty plate mail. XP 400, NA 1d8 (1d12), TT –.
ƒ Freeze: Victim must save vs. paralysis or suffer ƒ Hold Breath: Can hold its breath for 2 turns.
slowness (½-normal movement rate, -2 to hit and ƒ Knock-Down: Victim hit by the tail slap must
saves, and always lose initiative) for 1d4 rounds, as save vs. paralysis or be knocked prone and
its limbs stiffen and frost. stunned senseless for 1 round, unable to act.
ƒ Immunity: Immune to cold.
ƒ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures (e.g.,
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep).
ƒ Vulnerable: Fire attacks deal double damage and
the undead saves at -2 against such effects.

387
ƒ Heat Vulnerability: Suffers double damage from
GIANT BOMBARDIER BEETLE intense heat; dies within 1d6 turns in hot or
A large, 4’ long, rust-colored insect, with a black extremely hot climates.
abdomen, the beetle fires a red spray of scalding liquid ƒ Immunity: Immune to cold and hypothermia.
at predators from its rear glands. ƒ Morale: Attacks relentlessly, once engaged in
melee (morale 12); pursues through flames.
Giant Bombardier Beetle: AC 4 [15], HD 3* ƒ Rapacious: Consumes everything in its path,
(13hp), ATK 1 × bite (1d6) or poison spray, THAC0 when hungry.
17 [+2], MV 120’ (40’) climb, SV D12, W13, P14,
B15, S16 (1), ML 8, AL neutral, XP 50, NA 3d4 (0),
TT –.
GIANT LYNX
The giant arctic lynx can grow up to 6-8’ long and
ƒ Cling: Can move on walls and ceilings.
100-140 lbs., nearly the size of a mountain lion.
ƒ Poison Spray: 1/minute, sprays 15’ cone from
rear-end; victim takes 4d4 damage and -1 to hit Giant Lynx: AC 6 [13], HD 2+2 (11hp), ATK 2
for 1d4 turns unless it saves vs. breath (for half × claws (1d3), 1 × bite (1d4), THAC0 17 [+2], MV
damage and -1 to hit lasts 1d4 rounds). 150’ (50’) / 90’ (30’) climb, SV D12, W13, P14,
B15, S16 (1), ML 8, AL neutral, XP 25, NA 1d4
GIANT FUZZY ARCTIC ANT (1d4), TT U.
Fuzzy-bodied, darkish-brown or cherry-red ants, these ƒ Ambush: Sets up ambushes by climbing trees and
6’ long giant insects are capable of surviving bitter leaping down on prey.
arctic temperatures and low-oxygen altitudes. Workers ƒ Fur: Thick fur coat; insulates in cold climates.
are typically brown in color, while warriors are red. ƒ Hindlegs: Can move through snow without
Larger underground colonies often have multiple being impeded. Can leap up to 10’, but this
queens. Each one’s nest works separately but lives in requires the lynx’s full movement rate.
harmony with the others. Also, a giant ant nest can ƒ Nocturnal: -1 to hit during daytime hours.
relocate its queen (10HD non-combatant) and her ƒ Pursuit: Always pursues prey that flees.
brood (1HD non-combatants), if the need ever arises. ƒ Righting Reflex: Always lands on its feet; total
falling damage reduced by -2d6.
Giant Fuzzy Arctic Ant Warrior: AC 3 [16], ƒ Surprises: On 1-3, due to unlikely angle of attack
HD 4* (18hp), ATK 1 × bite (1d8 + sting), THAC0 (from the trees above).
16 [+3], MV 180’ (60’) climb, SV D12, W13, P14,
B15, S16 (2), ML 7 (12 in melee), AL neutral, XP
125, NA 2d4 (4d6), TT U.
GIANT OTTER
Polar otters are much larger than their southern kin,
ƒ Heat Vulnerability: Suffers double numerical
similar in size to a full-grown male lion. They can reach
effects from fire and intense heat; dies within 1d6
10’ in length and 420 lbs.
turns in hotter climates.
ƒ Immunity: Immune to cold and hypothermia. Giant Otter: AC 5 [14], HD 4+2 (20hp), ATK 2 ×
ƒ Morale: Attacks relentlessly, once engaged in claws (1d4), 1 × bite (1d6+1), THAC0 15 [+4], MV
melee (morale 12); pursues through flames. 120’ (40’) / 90’ (30’) swim, SV D12, W13, P14, B15,
ƒ Rapacious: Consumes everything in its path, S16 (2), ML 8, AL neutral, XP 125, NA 1d8 (1d12),
when hungry. TT –.
ƒ Sting: Bitten victim must save vs. wands to
avoid the ant’s incoming stinger; if stung, the ƒ Hold Breath: Can hold its breath for 1 turn.
victim takes 1d4 damage per round (up to 10d4 ƒ Tracking: By scent. Once started, very difficult to
maximum); may save vs. poison every round to put off the trail.
end this effect.
GIANT CHAOS RAM
Giant Fuzzy Arctic Ant Worker: AC 5 [14], The burly-horn ram is a huge breed native to the
HD 2 (9hp), ATK 1 × bite (1d6), THAC0 18 [+1], Forbidden North, but these specimens have suffered
MV 180’ (60’) climb, SV D12, W13, P14, B15, S16 hideous disfigurement, having been warped by seeping
(1), ML 7 (12 in melee), AL neutral, XP 20, NA 1d20 chaotic energies into the region. Eyes cover their
(1d100), TT U. exposed flesh, granting them the ability to see in every

388
direction even while sleeping. Males can weigh over ƒ Immunity: Immune to cause wounds, death
350 lbs. and their horns alone over 40 lbs. effects and spells, and energy drain.

Giant Chaos Ram: AC 7 [12], HD 4 (18hp), ATK GRAKAL


1 × butt (1d8), THAC0 16 [+3], MV 240’ (80’), SV
D12, W13, P14, B15, S16 (2), ML 5, AL chaotic, XP Grakals are goblin-sized humanoids that look like
75, NA 0 (3d10), TT –. crawling, sentient lynxes. Their thick fur ranges in
color from white to blue to black, but their bellies and
ƒ Charge: Can charge in a line up to 20’; attacks all inside legs are always covered in white fur. Black-tipped
in its path, inflicting double butt damage. hair tufts grow from their lower cheeks and ears, and
ƒ Females & Young: Flee from danger. Females do they have big, snowshoe-shaped paws. When grakals
not have a butt attack. Young have ½-normal hp. “stand,” they always squat as if perching.
ƒ Flesh of Eyes: Cannot be surprised. Sees in all
directions. They never fight fair, preferring to ambush enemies
ƒ Males: In groups of 3+, only 1:4 are males with from surprise by climbing trees and waiting in silent
+1d4 extra hp; they protect the herd. anticipation of passing prey; being nocturnal, this
ƒ Stampede: Herds of 20 or more can trample makes grakals dangerous.
those in their path. 3:4 chance per round. +4 to
hit humans or smaller creatures. 1d20 damage. These small felids eat meat, and don’t mind tasting the
flesh of intelligent creatures, like halflings, gnomes, or
GIANT WATER BUG humans.
The giant water bug dwells in regions of swamp land. Finally, grakal society is highly secretive; little is known
The bug’s body is over 6’ long. It enjoys eating any about their tribal customs. They do not tolerate
kind of live prey that it can find. The bug’s powerful uninvited guests.
clawed feet clamp a victim in place while the bug stabs
it with a massive proboscis, injecting its prey with a Grakal: AC 6 [13], HD 1 (4hp), ATK 1 × weapon
liquefying enzyme to slurp on its insides. (1d6 or by weapon) or 1 × claw (1d4), 1 × bite (1d3),
THAC0 19 [0], MV 120’ (40’) / 60’ (20’) climb, SV
Giant Water Bug: AC 5 [14], HD 4+2* (20hp), D12, W13, P14, B15, S16 (1), ML 7 (9 with king),
ATK 2 × clawed feet (1d4 + grab), THAC0 15 [+4], AL chaotic, XP 10, NA 4d4 (6d10), TT Q (B).
MV 120’ (40’), 90’ (30’) swim, SV D12, W13, P14,
ƒ Ambush: Sets up ambushes by climbing trees and
B15, S16 (2), ML 9, AL neutral, XP 200, NA 1
leaping down on prey.
(1d2), TT –.
ƒ Fur: Thick fur coat; insulates in cold climates.
ƒ Grab: Victim hit by both clawed feet is grabbed; ƒ Grakal King & Bodyguards: A 3HD (13hp)
the bug makes an immediate probiscis attack; a king and 2d6 2HD (9hp) whips live in the grakal
save vs. paralysis allows escape on later rounds. lair. The king grants all grakals and lynxes within
ƒ Probiscis: The probiscis deals 2d4 damage per 30’ a +1 bonus to damage but not himself.
round to a grabbed victim, who must save vs. ƒ Hate Enoruuk: Attacks on sight.
paralysis or be paralyzed for 1d6 rounds. ƒ Hindlegs: Can move through snow without
ƒ Surprises: On 1-4, in water. At +2 to hit against a being impeded. Can leap up to 10’, but this
surprised victim. requires the grakal’s full movement rate.
ƒ Hoard: Treasure type B only when encountered
GORDIUS in the wilderness or in its lair.
See hex 08.09 in chapter 5. ƒ Nocturnal: -1 to hit during daytime hours.
ƒ Righting Reflex: Always lands on its feet; total
Gordius (fighter 9): AC 0 [19], HD 9 (40hp), falling damage reduced by -2d6.
ATK 1 × sword (1d8+2), THAC0 14 [+5] base or 12 ƒ Surprises: On 1-3, due to unlikely angle of attack
[+7] w/magic sword, MV 60’ (20’), SV D8, W9, P10, (from the trees above).
B10, S12 (fighter 9; saves vs. magic at -1), ML 9, AL
lawful, XP 900, TT –, Gear Cortana of LiontariB, +1
plate mail, +1 shield, crossbow, 20 bolts, Abilities STR
12, INT 9, WIS 7, DEX 10, CON 11, CHA 5.

389
ƒ Surprises: On 1-3, due to unlikely angle of attack
GRAKAL WHIP (from the trees above).
Grakal whips are stronger, older members of the tribe
who have assumed a leadership position. They are often GRAVEN WOLF
clan leaders and sub-chieftains.
See “Beyond the Black Earth” in chapter 4.
Grakal Whip: AC 5 [14], HD 2 (9hp), ATK 1 ×
weapon (1d6 or by weapon) or 1 × claw (1d4), 1 × bite Graven Wolf Tough: AC 7 [12], HD 1* (4hp),
(1d3), THAC0 18 [+1], MV 120’ (40’) / 60’ (20’) ATK 1 × club (1d6), THAC0 19 [0], MV 90’ (30’),
climb, SV D12, W13, P14, B15, S16 (2), ML 8 (10 SV D12, W13, P14, B15, S16 (1), ML 8, AL chaotic,
with king), AL chaotic, XP 20, NA 1d6 (2d6), TT Q XP 13, NA 2d4 (2d6), TT U (A), Gear leather armor,
(B). club, 1 concealed dagger.

ƒ Ambush: Sets up ambushes by climbing trees and ƒ Dirty Fighter: Can feint against an enemy, like
leaping down on prey. kicking dirt or knocking furniture over; this grants
ƒ Fur: Thick fur coat; insulates in cold climates. the vandal or one ally +2 to hit on the next attack
ƒ Hate Enoruuk: Attack on sight. against the victim within 1 round, unless the
ƒ Hindlegs: Can move through snow without victim saves vs. paralysis.
being impeded. Can leap up to 10’, but this Graven Wolf Vandal: AC 7 [12], HD 1-1 (3hp),
requires the grakal’s full movement rate. ATK 1 × dagger (1d4, range 10’), THAC0 19 [0],
ƒ Hoard: Treasure type B only when encountered MV 90’ (30’), SV D14, W15, P16, B17, S18 (NH),
in the wilderness or in its lair. ML 7, AL chaotic, XP 5, NA 1d8 (3d10), TT R (C),
ƒ Nocturnal: -1 to hit during daytime hours. Gear leather armor, 3 concealed daggers, thieves’ tools,
ƒ Righting Reflex: Always lands on its feet; total pouch (2d6cp).
falling damage reduced by -2d6.
ƒ Surprises: On 1-3, due to unlikely angle of attack ƒ Ambush: Sets up surprise attacks.
(from the trees above). ƒ Knife-Thrower: Ignores long range penalty when
hurling a dagger at a foe.
GRAKAL KING ƒ Thief Skills: As 1st level thief.

When a grakal tribe grows large enough, a king is GREAT NORTHERN OWL
appointed (or takes the position by brute force and
cunning). This is often the most powerful grakal. With its striking white plumage and piercing yellow
eyes, the owl is a formidable hunter of the frozen
Grakal King: AC 4 [15], HD 3* (13hp), ATK 1 tundra plains and boreal forests. This avian predator’s
× weapon (1d6 or by weapon) or 1 × claw (1d4), 1 × powerful wings allow it to swoop down silently upon
bite (1d3), THAC0 17 [+2], MV 120’ (40’) / 60’ its prey, while its sharp talons and beak make short
(20’) climb, SV D12, W13, P14, B15, S16 (3), ML 7 work of deer and elk. Despite its fearsome appearance,
(9 with grakal servants), AL chaotic, XP 50, NA 1 (1), the owl is solitary, emerging from its hidden roosts only
TT B. to hunt during the long winter months, when it ranges
ƒ Ambush: Sets up ambushes by climbing trees and widely at night.
leaping down on prey. Great Northern Owl: AC 6 [13], HD 4* (18hp),
ƒ Fur: Thick fur coat; insulates in cold climates. ATK 1 × bite (1d8), 2 × talons (1d6), THAC0 16
ƒ Hate Enoruuk: Attack on sight. [+3], MV 30’ (10’) / 90’ (30’) fly, SV D10, W11,
ƒ Hindlegs: Can move through snow without P12, B13, S14 (4), ML 6, AL neutral, XP 125, NA 0
being impeded. Can leap up to 10’, but this (1), TT –.
requires the grakal’s full movement rate.
ƒ Hoard: Treasure type B only when encountered ƒ Drop Attack: Swoops down and attacks prey
in the wilderness or in its lair. from above; if victim surprised, owl gains +2 to hit
ƒ Kingly Presence: Grants all grakal and lynx allies and deals double damage with its talons; the owl
within 30’ a +1 bonus to damage. must immediately land after this.
ƒ Nocturnal: -1 to hit during daytime hours. ƒ Night Vision: Sees 100 times better at night than
ƒ Righting Reflex: Always lands on its feet; total a human.
falling damage reduced by -2d6.

390
ƒ Owl’s Wisdom: Even though it is an animal, the ƒ Scent: Domesticated animals can smell its true
great owl saves at its full 4HD. nature, which terrifies them.
ƒ Spell Casting: As 14th level caster. 3/day—lower
GREATER SEA HAG water.
ƒ Undead: Makes no noise, until it attacks.
Having attained an advanced age among her own kind,
Immune to effects that affect living creatures (e.g.,
the greater sea hag is steeped in methods of divination
poison). Immune to mind-affecting or mind-
and works diligently to obtain forbidden knowledge.
reading spells (e.g., charm, hold, sleep).
Ultimately, she does this to control her own destiny—
ƒ Vulnerabilities: Cannot cross water (in any form)
and the destiny of others.
except by a bridge or if carried by others inside a
Greater Sea Hag: AC 4 [15], HD 6+3** (30hp), box, cart, or coffin. A light spell discomforts it (-2
ATK 2 × claws (1d6) or 1 × gaze (death), THAC0 13 to hit), while continual light partly blinds it (-4
[+6], MV 150’ (50’), SV D8, W9, P10, B10, S12 (7), to hit); direct sunlight blinds it (cannot attack)
ML 10, AL chaotic, XP 950, NA 0 (1d4), TT D. and inflicts 1d6 damage per round. Water deals
2d6 damage per round, and full water immersion
ƒ Deadly Gaze: 3/day, may gaze at a creature
destroys on a failed save vs. death (10d6 damage
within 50’. Victim saves vs. death or dies
even when succeeding).
instantly; otherwise, ages 1d4 years.
ƒ Whispering Wind: Can speak as whispering wind.
ƒ Hag Eye: Can create a hag eyeB that gives the hag
ƒ Wood-Warping Gaze: 60’ range; action activates;
great influence over the item’s owner.
14 targeted objects affected, as per the warp wood
ƒ Hideous Visage: Anyone who sees a sea hag
spell; magic items save vs. spells at -2.
must save vs. spells or suffer weakness (deals half
damage with melee attacks) for 2d6 turns.
ƒ Magic Resistance: Saves vs. magic at +4.
GRIM MERCENARY
See “Cult of the Magoth” in chapter 10.
GREATER QIVITOQ
Grim Mercenary, Hadean Fighter 1: AC 2 [17],
An ancient qivitoq that has endured for centuries, HD 1 (5hp), ATK 1 × spear (1d6) or 1 × crossbow
growing in capability and depravity. Often, these (1d6; range 80’), THAC0 19 [0], MV 60’ (20’),
terrifying creatures command large, roving packs of SV D12, W13, P14, B15, S16 (fighter 1), ML 8, AL
subservient qivitoqs and other undead. chaotic, XP 10, NA –, TT –, Gear plate mail, shield,
spear, dagger, crossbow, 12 bolts.
Greater Qivitoq: AC 0 [19], HD 14*** (63hp),
ATK 2 × claws (1d8 + life drain), 1 × bite (2d8 + life GUNTER
drain) or 1 × gaze (warp wood), THAC0 9 [+10], MV
See “Gunter the Goodly” in chapter 4.
150’ (50’), SV D4, W5, P6, B5, S8 (14), ML 11, AL
chaotic, XP 4,200, NA 1 (1), TT F. Gunter (fighter 1): AC 3 [16], HD 1* (10hp),
ƒ Life Drain: Victim must save vs. death or lose ATK 1 × two-handed sword (1d10+3), THAC0 16
the attack’s damage in hp permanently; the [+3] w/high STR, MV 60’ (20’), SV D12, W13, P14,
qivitoq is healed an equal amount. A victim B15, S16 (fighter 1; saves vs. magic at -1), ML 8, AL
drained of all hp rises as a qivitoqA that night. chaotic, XP 35, NA –, TT –, Gear plate mail, two-
ƒ Mist Form: At will; transformation in 1 round; handed sword, pouch (23gp, 7sp), Abilities STR 18,
MV 180’ (60’) as a white vaporous cloud roiling INT 8, WIS 6, DEX 9, CON 17, CHA 5.
along the ground; immune to all weapons; can ƒ High HP: Rolled an 8! Treated as 2+1HD for XP
enter tiny holes, cracks, or spaces to bypass calculations.
barriers but it cannot cross bodies of water. ƒ High Stats: Rolled an 18 and 17 on physicals.
ƒ Mundane Damage Immunity: Harmed only by Gains an asterisk* ability for high damage.
silver weapons or magical attacks.
ƒ Regeneration: Gains 3hp per round if damaged
but alive. At 0hp, changes into mist form and
flees; within 1 hour, it must find a grave or an
isolated cave (or hole in the ground) to rest inside
and regenerate; otherwise, it dies forever.

391
ƒ Solar Plasm: Engulfed victims shed light for
HADEAN SKELETON the next 24 hours. (Victims can’t use stealth or
These are the animated remains of the Hadean soldiers invisibility.) Victims must also save vs. spells to
slaughtered at the Battle of Sand Bone along the shores avoid blindness for 1d4+1 rounds (i.e., a blind
of Lake Helvarragh. These men were doomed to die creature cannot attack); but even on a success, the
even before the engagement started. After the massacre victim is at -2 to hit, saves, and AC for 1 round.
ended, Baalorian sorcerers laid a potent curse over the Metal objects worn or carried by the engulfed
battlefield. Untold numbers of the dead rose from victim suffer heat metal; when the objects reach
the frozen sands. Now they haunt Titherion in loose “white hot,” they remain so until the victim
formations of mindless skeletal warriors, coated in black escapes and begin cooling back to normal.
sand, jagged ice, and packed snow. ƒ Seep: Can squeeze through cracks and holes.
Hadean Skeleton: AC 4 [15], HD 1* (4hp), ATK
1 × claw (1d6), THAC0 19 [0], MV 60’ (20’), SV
HELL PIERCER
D14, W15, P16, B17, S18 (NH), ML 12, AL chaotic, Permanently mutated by the Malgorgia’s surging
XP 13, NA 3d4 (3d10), TT –, Gear rusty shield and chaotic energies, these piercers scuttle faster on the
rusty chain mail. ground than their cousins but not by much.
ƒ Testudo: Improves to AC 3 [16] when fighting Hell Piercer: AC 3 [16], HD 2+1* (10hp), ATK
as a horde with other Hadean skeletonsA (e.g., 1 × bite (2d6) or drop (impale), THAC0 17 [+2],
moving and attacking together). MV 15’ (5’) climb, SV D12, W13, P14, B15, S16 (1),
ƒ Undead: Makes no noise, until it attacks. ML 10 (6 while on the ground without a victim), AL
Immune to effects that affect living creatures (e.g., chaotic, XP 35, NA 3d6 (0), TT –.
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep). ƒ Camouflage: Appears to be a stalactite.
ƒ Cling: Can move on walls and ceilings.
ƒ Impale: Sensitive to sound and heat. Attacks a
HALERON OOZE victim directly below by dropping from the ceiling
This blazing golden amoeba glides forward, as shining on it. Victim must save vs. wands or be impaled
vacuoles float within its radiant mass, nearly blinding by the falling piercer; takes 4d6 damage and gets
any who see them. The Haleron ooze consumes prey in instantly pinned to the ground; the piercer chews
its path by rolling into them and engulfing their bodies on such a victim with ease at +4 to hit; while
with its own. Not only do victims suffer blindness due impaled, the victim must save vs. paralysis to
to the glaring light shed from the ooze’s vacuoles, but remove the piercer, but the attempt inflicts 1d6
they also are ignited with super-heated energy. It is damage.
thought these alien creatures are native to fiery lands
and hot suns. HELL RAIDER BUCCANEER
Haleron Ooze: AC 4 [15], HD 10** (45hp), ATK See hex 17.10 in chapter 5.
1 × engulf (5d4 + solar plasm), THAC0 11 [+8], MV
60’ (20’) climb, SV D10, W11, P12, B13, S14 (5), Hell Raider Buccaneer: AC 6 [13], HD 1 (5hp),
ML 12, AL neutral, XP 2,300, NA 1 (0), TT –. ATK 1 × sword (1d8) or 1 × crossbow (1d6, range
80’), THAC0 19 [0], MV 90’ (30’), SV D12, W13,
ƒ Cling: Can move on walls and ceilings. P14, B15, S16 (1), ML 8, AL chaotic, XP 10, NA 0
ƒ Continual Light: Radiates sunlight in 30’ radius, (4d10), TT A, Gear leather, shield, sword, dagger,
affecting creatures vulnerable to daylight and crossbow, 20 bolts, coin purse (1d6gp).
cancelling magical darkness or continual darkness.
ƒ Engulf: Moves over creatures in its path; each ƒ Waterborne: Strong swimmer. Suffers no
victim must save vs. breath or be engulfed for penalties while fighting on water vessels, except
5d4 damage per round; if successful, victims are for extreme conditions (like a storm).
pushed along with the ooze.
ƒ Immunity: Immune to blunt (e.g., maces)
or slashing weapons (e.g., axes, swords), fire,
lightning, cause wounds or magic missile spells,
and instant death magic.

392
higher saves at +4. An affected victim of 11th level
HELL RAIDER CAPTAIN (or 11HD) or higher is at -2 to hit.
See hex 17.10 in chapter 5. ƒ Mundane Damage Immunity: Harmed only by
silver weapons or magical attacks.
Hell Raider Captain: AC 6 [13], HD 4* (18hp), ƒ Rejuvenation: If destroyed, the haunt returns
ATK 1 × sword (1d8) or 1 × walk the plank, THAC0 to its lair in 1d6 days fully restored. To put the
16 [+3], MV 90’ (30’), SV D10, W11, P12, B13, evil spirit to rest, a condition must be met or the
S14 (4), ML 8, AL chaotic, XP 125, NA 0 (1), TT A, haunt’s lair fully exorcised by a cleric.
Gear leather, shield, sword, dagger, crossbow, 20 bolts, ƒ Surprises: On a 1-4, if manifesting suddenly.
coin purse (4d6gp). ƒ True Form: In direct sunlight, or if a continual
ƒ Walk the Plank: In lieu of his attack, the captain light, detect illusion, detect invisible, or true seeing
makes a flurry of sword thrusts and slashes at a spell is cast, the homicide haunt appears as a
single foe; if the foe fails a save vs. paralysis, the partially transparent, rotting corpse of its former
captain forces him backward while moving up to self when once alive.
his own movement rate (e.g., if the captain moves ƒ Undead: Makes no noise, until it attacks.
30’, the foe moves 30’ with him); the foe also Immune to effects that affect living creatures (e.g.,
takes 1d4 damage. poison). Immune to mind-affecting or mind-
ƒ Waterborne: Strong swimmer. At no penalties reading spells (e.g., charm, hold, sleep).
while fighting on water vessels, except for extreme
conditions (like a storm). HURONIAN HOUND
These variant hellhounds hail from the icy nether
HOMICIDE HAUNT realms of Cocytus, Caina, Antenora, and Tolomea.
A homicide haunt is an evil spirit that can arise after
the death of a mass-murderer. The murderer must have Huronian Hound: AC 3 [16], HD 3 to 7* (13, 18,
suffered from an unnatural fixation on the human body, 22, 27, 31hp), ATK 1 × bite (1d6) or 1 × breath (1d4
his victims’ and his own. After dying, the murderer’s per HD), THAC0 By HD (17 [+2] to 13 [+6]), MV
corpse—which he both loathed and cherished—must 120’ (40’), SV By HD, ML 9, AL chaotic, XP 50,
become separated from the site of his old lair, the place 125, 300, 500, 850, NA 2d4 (2d4), TT C.
where he committed his greatest evils. Yearning to ƒ Cold Aura: Emits a frosty 5’ radius aura that
reunite his body and spirit, the murderer lingers on the reduces fire damage by 1 point per die.
earth and haunts his former den. ƒ Detect Invisible: 75% chance/round. 60’ range.
ƒ Freezing Breath: 2:6 chance/round of blasting
Homicide Haunt: AC 0 [19], HD 10** (45hp), a foe with its freezing breath. Save vs. breath for
ATK 1 × touch (2d8 + consuming possession), half damage; on failed save, victim is frozen in
THAC0 11 [+8], MV 90’ (30’), SV D6, W7, P8, B8, place and cannot move. Ice melts in 10 rounds (if
S10 (10), ML 10, AL chaotic, XP 2,300, NA 1 (1), it’s colder, the ice lasts longer; if it’s hotter, the ice
TT E, N. melts quicker); it can be broken off with a weapon
ƒ Consuming Possession: Touched victim must (AC 10; 12hp).
save vs. spells or suffer the haunt’s diabolical ƒ Immunity: Immune to cold and hypothermia.
oppressionC as the evil spirit vanishes and enters ƒ Pets: Sometimes found with other creatures with
the victim’s body. Every night thereafter, the an affinity for cold and ice.
victim must save vs. spells; once he fails a number
of times equal to his CHA score, his condition ICE LEECH
worsens to diabolical possessionC.
A fearsome ambush predator that lurks beneath
ƒ Lair Dependent: Can’t stray more than 100 yards
the surface of frozen lakes and streams. This large,
from its grisly homicidal lair unless possessing an
wormlike creature has branching outgrowths that serve
individual creature.
as rudimentary gills, allowing it to breathe underwater.
ƒ Manifesting Terror: Victim seeing haunt for the
Its keen senses detect vibrations in the ice above from
first time must save vs. paralysis or age 2d6 years
approaching prey; the leech secretes a powerful acid
and flee for 1d6 turns (2:6 chance of dropping
that weakens and melts the ice beneath its prey.
held items); a cleric or paladin of 10th level or

393
Once the ice gives way and its prey falls into the water, glows for 1d6 days. It is hot to the touch and
the leech rapidly swims towards its victim, latching generates warm air in 10’ radius.
onto it with powerful jaws and sapping its warmth and
vitality. The leech is difficult to dislodge once it has ICEBERG GOLEM
attached to its prey, and multiple ice leeches can quickly
The dazzling iceberg golem is a masterful humanoid
overwhelm even the most skilled swimmers.
sculpture of misting ice and sharp precision. During its
Ice Leech: AC 9 [10], HD 3+3* (16hp), ATK 1 × long boredom, Saumen Kar spent the last few centuries
bite (1d6 + blood drain), THAC0 16 [+3], MV 30’ chiseling these magic figures and then imbuing them
(10’) / 90’ (30’) swim, SV D12, W13, P14, B15, S16 with sentience. An iceberg golem appears as an alluring,
(1), ML 9, AL neutral, XP 75, NA 0 (1d4), TT –. 8’ tall cosmic being hewn and shaped out of a single
block of ice. Its eyes glow with whitish-blue light as it
ƒ Blood Drain: Upon a successful attack, attaches moves to obey its creator’s commands. In fact, what
and drains victim’s blood: 1d6 automatic damage many fail to realize is that the gorgeous being depicted
per round. by the sculptures is none other than Saumen Kar before
ƒ Keen Senses: Can detect vibrations through ice its primeval fall.
sheets and easily pinpoint prey on the water’s
frozen surface above. Iceberg Golem: AC 2 [17], HD 8 (36hp), ATK 2 ×
ƒ Weaken Ice: Secretes powerful acid that melts ice fist (2d6), THAC0 12 [+7], MV 120’ (40’), SV D10,
underneath its victim, who must save vs. breath W11, P12, B13, S14 (4), ML 12, AL neutral, XP 650,
to catch hold of the ice or fall into the frigid NA 1 (1), TT –.
waters below; while so clinging, victim grants the
ƒ Constructing: A very complex, expensive, and
ice leech a +4 to hit and must pass a second save
time-consuming process.
vs. breath to escape the ice-hole; a failed save
ƒ Healed by Cold: Each die of damage dealt by a
indicates that the victim slips into the water. The
cold attack restores 1hp to the iceberg golem.
victim’s legs are soaked if it escapes.
ƒ Immunity: Immune to charm, cold, gas, hold,
lightning, and sleep.
ISOTHERMAL BEETLE ƒ Initiative: -1 due to stiff movement.
An isothermal beetle is about 2’ long and just as ƒ Mundane Damage Immunity: Harmed only by
wide, possessing an oval, abdominous body. Its outer magical attacks.
exoskeleton is bone-white, but its softer interior parts ƒ Vulnerability: Saves at -2 against fire attacks;
have a bright turquoise sheen. The beetle’s organs suffers 1 extra point of damage per die.
transmit cold energy into the bug’s surroundings
to maintain a constant internal temperature. A KAPPIANARTOK
bioluminescent glow emits from nodules along the
See hex 03.15 in chapter 5.
beetle’s thorax and abdomen. An isothermal beetle
bites a humanoid only if it is handled roughly or Kappianartok: AC 1 [18], HD 20*4 (90hp), ATK
attacked. Often times, Enoruuk use the beetles as a 2 × claws (2d6), 1 × bite (4d6), THAC0 6 [+13], MV
natural light source when their torches burn out in 120’ (40’), SV D2, W2, P2, B2, S4 (20), ML 11, AL
the wilderness, as well as a quick way to get warm in chaotic, XP 6,600, NA 1, TT R.
dangerous winter storms.
ƒ Damnation: If a possession attempt fails after the
Isothermal Beetle: AC 3 [16], HD 2 (9hp), ATK demon is slain, Kappianartok’s spirit flies into a
1 × bite (1d6), THAC0 18 [+1], MV 120’ (40’) / bear den and bursts the entrails of a mother and
90’ (30’) climb / 90’ (30’) swim, SV D12, W13, P14, its cubs; then, howling with rage, it is trapped
B15, S16 (1), ML 7, AL neutral, XP 20, NA 1d8 inside the Megalith of Yetza-har’aB.
(2d6), TT –. ƒ Death Maul: Victim clawed twice in the same
round must save vs. death or else get torn to
ƒ Cling: Can move on walls and ceilings.
pieces by the Night Bear, which automatically kills
ƒ Immunity: Immune to cold and hypothermia.
it; even on a successful save, the victim takes 6d6
ƒ Isothermal Nodules: Four glands (two on its
damage.
upper thorax, two on its abdomen) cast a 30’
ƒ Demon Traits: Doesn’t need air, food, or water.
radius of turquoise light. If removed, a nodule
Immortal. Telepathy 100’.

394
ƒ Detestable Recrudescence: If 666 victims are
ritualistically murdered and their suffering offered
LADY HADRIANA RADOMIR
to a demon, the harnessed power frees and See hex 16.20 in chapter 5.
reconstitutes Kappianartok again.
ƒ Final Possession: Anyone who kills the demon Lady Hadriana Radomir (magic-user 9): AC 4
must save vs. death or suffer its diabolical [15], HD 9+9* (31hp), ATK 1 × staff (1d4), THAC0
possessionC. Additionally, on full moons, the 17 [+2], MV 120’ (40’), SV D11, W12, P11, B14,
possessed victim transforms into an evil werebear S12 (magic-user 9; +1 on all saves w/luck stone; saves
(with maximum hp). The victim spends the entire vs. magic at +1), ML 9, AL neutral, XP 1,600, NA 1,
night roaming the wilds, hunting and killing. Gear luxurious robes (worth 850gp), diamond tiara
The next morning, he awakes with no memory of (4,500gp), bejeweled staff (1,350gp), arrow of location,
these events, only haunting bestial dreams. If the bracers of armor (AC 4 [15]), efreeti bottle, eyes of the
possessed victim dies for any reason, Kappianartok eagle, iron flask, luck stone, mirror of mental prowess,
can attempt to possess a new creature within 200’. potion of invulnerability, Abilities STR 11, INT 15,
ƒ Indestructible Hide: Mundane weapons that hit WIS 15, DEX 12, CON 14, CHA 15.
the demon’s incredibly durable hide usually break ƒ Spell Casting: 1st (3 slots): charm person, magic
(4:6 chance); even magically enchanted weapons missile, sleep; 2nd (3 slots): ESP, invisibility,
deal only half damage to the demon, and they mirror image; 3rd (3 slots): clairvoyance, hold
still have a chance to break on a hit (+1 weapons, person, protection from normal missiles; 4th (2
2:6 chance; +2 weapons, 1:6 chance; +3 weapons slots): charm monster, wizard eye; 5th (1 slot):
never). conjure elemental.
ƒ Mundane Damage Immunity: Harmed only by ƒ Spellbook (Unprepared Spells): cloudkill,
magical attacks. confusion, continual darkness, darkness, detect
ƒ Snow Walk: Wide paws allow running on the evil, detect magic, dispel magic, floating disc, hold
surface of snow without sinking. portal, knock, levitate, lightning bolt, polymorph
ƒ Spell Casting: As 10th level caster. Constant— self, protection from evil, read languages, read
detect evil, nondetection, read languages, read magic, remove curse, shield, ventriloquism, wall of
magic; at will—invisibility to animals, obscuring fire, wall of stone, wizard lock.
mist, predict weather, speak with animals, speak
with plants; 3/day—dispel magic, growth of nature LIEUTENANT YALTO
(plants only), protection from fire and lightning. See hex 11.17 in chapter 5.
ƒ Summon: 1/day—1d4 cave bears.
ƒ Volant Decomposition: Once dead, its corpse Lt. Yalto (fighter 5): AC 1 [18], HD 5+10
liquefies into a hissing, black, tar-like substance (32hp), ATK 1 × sword (1d8+1) or 1 × longbow (1d6,
called demon bloodB that forever scorches the range 70’), THAC0 16 [+3] w/high STR & DEX,
ground where the Tarngrak fell. The first time the MV 60’ (20’), SV D10, W11, P12, B13, S14 (fighter
greater demon is killed, it leaves behind one of the 5), ML 8, AL neutral, XP 225, NA 1, TT –, Gear
five parts of the tower key of chaosB. plate mail, shield, sword, dagger, crossbow, 20 bolts,
rank insignia, signet ring, Abilities STR 14, INT 6,
KASDEYA WIS 11, DEX 14, CON 16, CHA 14.
See “Cult of the Magoth” in chapter 10. ƒ High DEX: +1 initiative.
Kasdeya, Hadean Assassin 6: AC 6 [13], HD 6*
(15hp), ATK 1 × sword (1d8), THAC0 17 [+2], MV
90’ (30’), SV D12, W13, P11, B14, S13 (assassin 6),
ML 7, AL chaotic, XP 500, NA 1, TT –, Gear leather,
shield, sword, dagger, vial of blood-stream poison (type
II).
ƒ Assassin Skills: As 6th level assassin.
ƒ Disguise: As 6th level assassin.
ƒ Poison: Imposes -2 on victim’s poison save.

395
LOAM GAUNT MAGOTH SKULL MAGICIAN
This withered, animated corpse-husk pulls itself from See “Sixth Circle of the Waning Gibbous Moon” in
the ground. Its cracked, dry skin is caked in a thick chapter 2.
layer of mud, clay, soil, or whatever earthen sediment
it was summoned from or buried in. The gaunt’s eyes Magoth Skull Magician: AC 9 [10], HD 3*
glow with a sinister yellow light. (7hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV
120’ (40’), SV D13, W14, P13, B16, S15 (illusionist
Loam Gaunt: AC 6 [13], HD 1* (4hp), ATK 1 × 3), ML 8, AL chaotic, XP 50, NA 1d4 (1d2), TT
claw (1d6) or 1 × loam lob (1d3 + disease), THAC0 U, Gear hooded robes (white; mint green satin
19 [0], MV 60’ (20’), SV D14, W15, P16, B17, S18 lacing; mint green sash), dagger, skull mask, virescent
(NH), ML 12, AL chaotic, XP 13, NA 2d4 (2d6), TT medallion (circular jade pendant bearing image of
–. a green-lined cube within a circle; 100gp), spell
ƒ Disease: Loam lob can deliver loam rot disease components, spellbook, potion of healing.
(transmit 2:6; incubation 2d4; severity 1; resistance ƒ Chaos Secret: 1/day—can re-roll a single die of
1d2 CON). any kind (e.g., attacks, damage, saves, etc.); takes
ƒ Loam Lob: If it cannot claw, the gaunt rips off a the best result.
hunk of its loam-caked flesh and hurls it up to 60’, ƒ Spell Casting: 1st (2 slots): hypnotism, spook; 2nd
dealing 1d3 damage to a victim and potentially (1 slot): quasimorph.
transmitting loam rot disease.
ƒ Mud Grave: The spot where the gaunt arises MAGOTH CENOSTOMA
becomes muddy groundC.
See “Ninth Circle of the Black Moon” in chapter 2.
ƒ Mud Legs: The gaunt’s movement is never
impeded by mud, loose earth, or natural rock or Magoth Cenostoma: AC -2 [21], HD 12**
stone, but it must still climb obstructions. (34hp), ATK 1 × staff of commanding (1d6) or 1 × +2
ƒ Undead: Makes no noise, until it attacks. war hammer (1d6+2), THAC0 14 [+5] or 12 [+7]
Immune to effects that affect living creatures (e.g., magic weapon, MV 60’ (20’), SV D6, W7, P9, B11,
poison). Immune to mind-affecting or mind- S9 (cleric 12), ML 10, AL chaotic, XP 2,700, NA 1,
reading spells (e.g., charm, hold, sleep). TT U, Gear hooded robes (black; satin lacing), +2
plate mail, +2 shield, emerald-crusted necklace with
MAGOTH SKULL ACOLYTE diamond-inlaid circular pendant set with a large, cube-
See “Sixth Circle of the Waning Gibbous Moon” in shaped emerald within three circles (5,000gp), staff of
chapter 2. commanding (13 charges), ring of regeneration, ring of
telekinesis, 2 potions of healing, and 1 potion of longevity.
Magoth Skull Acolyte: AC 4 [15], HD 3* ƒ Chaos Secret: 2/day—can re-roll a single die of
(10hp), ATK 1 × war hammer (1d6), THAC0 19 [0], any kind (e.g., attacks, damage, saves, etc.); takes
MV 60’ (20’), SV D11, W12, P14, B16, S15 (cleric the best result; may use this power to aid an ally
3), ML 9, AL chaotic, XP 50, NA 1d8 (2d8), TT U, instead; also, may use the inverse of this power on
Gear hooded robes (white; mint green satin lacing; a single foe, forcing a re-roll of a single die; target
mint green sash), chain mail, shield, war hammer, must take the worst result.
skull mask, virescent medallion (circular jade pendant ƒ Control Undead: As 12th level cleric’s turning
bearing image of a green-lined cube within a circle; ability. Affects targets with charm person (if
100gp). turned) or suggestion (if destroyed).
ƒ Chaos Secret: 1/day—can re-roll a single die of ƒ Spell Casting: 1st (5 slots): cure light wounds,
any kind (e.g., attacks, damage, saves, etc.); takes darkness, detect good, detect magic, protection
the best result. from good; 2nd (5 slots): bless, hold person, know
ƒ Control Undead: As 3rd level cleric’s turning alignment, resist fire, silence 15’ radius; 3rd (4
ability. Affects targets with charm person (if slots): continual darkness, cure disease, curse,
turned) or suggestion (if destroyed). locate object; 4th (4 slots): cure serious wounds
ƒ Spell Casting: 1st (2 slots): cure light wounds, (×2), neutralize poison, sticks to snakes; 5th (3
darkness. slots): cure serious wounds, finger of death, insect
plague.

396
ƒ Voice of Madness: Can speak to any Magoth chaotic, XP 500, NA 1d3 (1d6), TT U, Gear hooded
within a 900-mile range as if whispering wind. robes (mint green; white satin lacing), plate mail,
ƒ Wicked Eyes: Served by an invisible spirit; the shield, +1 war hammer, virescent medallion (emerald-
spirit grants immunity to surprise; 1/day—it crusted, circular jade pendant bearing image of a green-
casts contact higher plane on behalf of the mask, lined cube within two circles; 500gp).
providing infernal knowledge. ƒ Chaos Secret: 1/day—can re-roll a single die of
any kind (e.g., attacks, damage, saves, etc.); takes
MAGOTH COSMIC MASK the best result; may use this power to aid an ally
See “Eighth Circle of the Waning Crescent Moon” in instead.
chapter 2. ƒ Control Undead: As 6th level cleric’s turning
ability. Affects targets with charm person (if
Magoth Cosmic Mask: AC 0 [19], HD 9* (31hp), turned) or suggestion (if destroyed).
ATK 1 × +1 war hammer (1d6+1), THAC0 14 [+5] ƒ Spell Casting: 1st (2 slots): cure light wounds,
base or 15 [+6] magic weapon, MV 60’ (20’), SV darkness; 2nd (2 slots): know alignment, silence
D6, W7, P9, B11, S9 (cleric 9), ML 10, AL chaotic, 15’ radius; 3rd (1 slot): cure disease; 4th (1 slot):
XP 1,600, NA 1 (1d2), TT U, Gear hooded robes cure serious wounds.
(forest green; black satin lacing), +1 plate mail, +1 ƒ Voice of Madness: Can speak to any Magoth
shield, virescent medallion (emerald-crusted, circular within a 9-mile range as if whispering wind.
jade pendant bearing image of three green-lined
circles; a large, cube-shaped emerald is set within them; MAZOS THE KINDLY
1,000gp), black spruce maskB, +1 war hammer, and 2
potions of healing. See hex 01.18 in chapter 5.

ƒ Chaos Secret: 1/day—can re-roll a single die of Mazos the Kindly (Whudjan magic-user 11):
any kind (e.g., attacks, damage, saves, etc.); takes AC 7 [12], HD 9+11* (38hp), ATK 1 × silver dagger
the best result; may use this power to aid an ally (1d4+1), THAC0 13 [+6], MV 120’ (40’), SV D8,
instead; also, may use the inverse of this power on W9, P8, B11, S8 (magic-user 11; +1 on magic saves,
a single foe, forcing a re-roll of a single die; target +2 on all saves from magic cloak), ML 8, AL chaotic,
must take the worst result. XP 1,600, NA 1, Gear robes, silver dagger, amulet
ƒ Control Undead: As 9th level cleric’s turning of protection against possession, bag of holding, boots of
ability. Affects targets with charm person (if levitation, brooch of shielding, cloak of defense +2, crystal
turned) or suggestion (if destroyed). ball, necklace of adaptation, M-engraved key, Abilities
ƒ Spell Casting: 1st (3 slots): cure light wounds, STR 13, INT 17, WIS 13, DEX 11, CON 14, CHA
darkness, detect magic; 2nd (3 slots): bless, know 10.
alignment, silence 15’ radius; 3rd (3 slots): ƒ Spell Casting: 1st (4 slots): charm person, detect
continual darkness, cure disease, curse; 4th (2 magic (×2), read magic; 2nd (3 slots): invisibility,
slots): cure serious wounds, neutralize poison; 5th locate object, mirror image; 3rd (3 slots): hold
(2 slots): cure serious wounds, finger of death. person (×2), infravision; 4th (3 slots): dimension
ƒ Voice of Madness: Can speak to any Magoth door, polymorph others, wizard eye; 5th (2 slots):
within a 90-mile range as if whispering wind. contact higher plane, teleport; 6th (1 slots):
ƒ Wicked Eyes: Served by an invisible demonic disintegrate.
spirit, which grants immunity to surprise; 1/day— ƒ Spellbook (Unprepared Spells): animate
it casts contact higher plane on behalf of the mask, dead, clairvoyance, conjure elemental, control
providing infernal knowledge. weather, curse, detect invisible, dispel magic, ESP,
feeblemind, floating disc, hallucinatory terrain,
MAGOTH ENTROPY DISCIPLE hold portal, invisibility 10’ radius, invisible stalker,
See “Seventh Circle of the Sundered Moon” in chapter light, magic missile, polymorph self, protection
2. from evil, protection from evil 10’ radius, read
languages, shield, wall of ice, web, wizard lock.
Magoth Entropy Disciple: AC 2 [17], HD 6*
(21hp), ATK 1 × +1 war hammer (1d6+1), THAC0
17 [+2] base or 16 [+3] magic weapon, MV 60’ (20’),
SV D9, W10, P12, B14, S12 (cleric 6), ML 10, AL

397
horns help the hulker dig through the permafrost in
MONSTROUS BARROW RAT the ground below. When fighting, the niveous hulker
This overgrown, mutated specimen consumed the charges its foes with its armored horn.
ensorcelled flesh of a draugr.
Niveous Hulker: AC 2 [17], HD 10* (45hp), ATK
Monstrous Barrow Rat: AC 6 [13], HD 3** 1 × gaze (hypothermic gaze), [1 × gore (2d8) or 1 ×
(13hp), ATK 1 × bite (1d6 + disease), THAC0 17 trample (2d8)], THAC0 11 [+8], MV 60’ (20’) / 30’
[+2], MV 120’ (40’) / 60’ (20’) swim, SV D12, W13, (10’) permafrost burrowing, SV D6, W7, P8, B8, S10
P14, B15, S16 (1), ML 8, AL chaotic, XP 65, NA 1d4 (10), ML 10, AL chaotic, XP 1,600, NA 1d4 (0), TT
(0), TT –. G.
ƒ Disease: Infectious bite can deliver barrow waste ƒ Aggressive: Normally attacks on sight.
disease (transmit 2:6; incubation 2d4; severity 1; ƒ Averting Eyes: Victim averting his eyes is at -4 to
resistance 1d2 CON). hit and -2 to AC against the hulker.
ƒ Fears Fire: Flees fire, unless forced to fight by ƒ Burrowing: Can burrow through solid ice and
summoner. permafrost at 30’ (10’), or snow at 60’ (20’).
ƒ Filthy Aura: Any non-rat within 10’ must save ƒ Charge: Can charge in a line up to 20’; attacks all
vs. poison or suffer a -1 to hit. in its path, inflicting double gore damage.
ƒ Return from Death: May rise again as undead ƒ Hypothermic Gaze: Any non-insect meeting a
1d4 rounds after death (4:6 chance). It returns as hulker’s gaze must save vs. petrify or instantly
a monstrous undead barrow ratA. move 1 stage down the hypothermia table. This
ƒ Waterborne: Ignores underwater penalties in gaze attack affects a victim immediately and on
combat; excellent swimmer. later rounds when the hulker acts.
ƒ Immunity: Immune to cold and hypothermia.
Monstrous Undead Barrow Rat: AC 6 [13], ƒ Mirrors: A hulker’s reflection is harmless. Using a
HD 3** (13hp), ATK 1 × bite (1d6 + disease), mirror to fight it incurs a -1 to hit.
THAC0 17 [+2], MV 60’ (20’) / 30’ (10’) swim, SV ƒ Surprise: A surprised victim meets the hulker’s
D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, gaze automatically.
XP 65, NA 1d4 (0), TT –. ƒ Trample: 3:4 chance of trampling per round. +4
ƒ Disease: Infectious bite can deliver barrow waste to hit humans or smaller creatures.
disease (transmit 2:6; incubation 2d4; severity 1;
resistance 1d2 CON). NYMPH
ƒ Filthy Aura: Any non-rat within 10’ must save
A nymph is a powerful fey who cares for a wild place of
vs. poison or suffer a -1 to hit.
natural beauty. Being incredibly beautiful herself, she
ƒ Guardian: Always attacks on sight.
wields her physical perfection as a weapon to guard her
ƒ Initiative: Always loses.
wards—the plants, animals, and sometimes people who
ƒ Undead: Makes no noise, until it attacks.
live in her domain. The nymph labors hard to sustain
Immune to effects that affect living creatures (e.g.,
the landscape’s natural allure and bountiful resources.
poison). Immune to mind-affecting or mind-
reading spells (e.g., charm, hold, sleep). Nymph: AC 9 [10], HD 4** (18hp), ATK 0,
ƒ Waterborne: Ignores underwater penalties in THAC0 16 [+3], MV 120’ (40’), SV D8, W9, P10,
combat; excellent swimmer. B10, S12 (8), ML 7, AL neutral, XP 175, NA 1d4
(1d4), TT T.
NIVEOUS HULKER ƒ Amnesiac Kiss: Any non-elf or non-fey kissed by
The niveous hulker is a giant, boreoarctic species of a nymph permanently forgets all events tied to
aggressive burrowing insectoid. It is over 25’ long, negative emotions over the past 1d6 days upon
10’ high at the shoulder, and weighs about 900-1,200 failing a save vs. spells.
lbs. The hulker’s outer carapace consist of armored, ƒ Blessed: A nymph saves as an 8HD creature.
silverish-white, chitinous plates. Its blue, penetrating ƒ Nature Magic: As 8th level caster. 2/day—
eyes lie underneath a heavy set of three horns rising dimension door, invisibility.
over its head from the hulker’s thorax. The central horn ƒ Nymph Hair: A lock of nymph hair serves as the
is curved and long and primarily used for fighting off prime ingredient in brewing magic potions and
male rivals when mating, while the two smaller, thicker crafting certain magical items.

398
ƒ Spell Casting: As 8th level caster. 1st (3 slots): ƒ Mundane Damage Immunity: Harmed only by
animal friendship, entangle, predict weather; 2nd silver weapons or magical attacks in beast form.
(3 slots): obscuring mist, slow poison, warp wood; ƒ Reversion: If killed, reverts to his human form.
3rd (3 slots): growth of nature, hold animal, ƒ Scent: Domesticated animals can smell his true
tree shape; 4th (2 slots): protection from fire and nature, which terrifies them.
lightning, summon animals; 5th (2 slots): pass ƒ Summon Animals: Can summon 1d2 bears of
plant, wall of thorns. any kind available from the surrounding area.
ƒ Unearthly Beauty: Any non-elf or non-fey victim These arrive in 1d4 rounds.
seeing a nymph within 60’ must save vs. spells or ƒ Wolfsbane: If hit with wolfsbane, must save vs.
be permanently blinded. A nymph activates or poison or flee in terror.
suppresses this ability at will. A victim seeing a
nude nymph without her permission must save vs. PANAGIAN SENTINEL
spells or instantly die.
Developed by the Caelorum and named in honor of
the Aethereal Queen, Panagia, the Panagian sentinel
ONE-EARED ENILAM was designed for one thing: to eradicate the minions
See hex 18.16 in chapter 5. of chaos. Long ago, the elaborate construct was joined
with a willing spirit named Hevel, who now controls
One-Eared Enilam (fighter 8): AC 4 [15], HD it. The sentinel was tasked with guardianship of Tower
8-8 (27hp), ATK 1 × battle axe (1d8), THAC0 14 Vartoriak.
[+5], MV 60’ (20’), SV D8, W9, P10, B10, S12
(fighter 8), ML 10, AL neutral, XP 450, NA 1, TT In its restored form, the Panagian sentinel is a huge
–, Gear plate mail, battle axe, silver Sky Keeper icon construct of dull ivory marble over 10’ tall. It possesses
(25gp), Abilities STR 12, INT 11, WIS 12, DEX 7, perfectly symmetrical humanoid features. No eyes
CON 8, CHA 16. or mouth are visible on its face until the sentinel is
ƒ Low DEX: -1 initiative. activated. One giant hand always grips the intricate
hilt of an enormous, two-handed stone sword. And
its lower body lacks any leg forms; instead, a big
ÖTÖG
egg-shaped dome replaces the figure’s pelvis. Once
See hex 05.18 in chapter 5. activated, a fulgent aura spreads over the construct’s
surface, and eight golden spheres materialize around its
Ötög: AC 2 [17] or 8 [11] in human form, HD
head. Planes of multi-hued light radiate as well from its
12* (54hp), ATK 2 × claws (2d6), 1 × bite (2d10),
domed bottom. And with a surge of power, the sentinel
THAC0 10 [+9], MV 120’ (40’), SV D6, W7, P8,
magically propels into the air. Its stone blade cracks,
B8, S10 (12), ML 10, AL lawful, XP 1,900, NA 1,
the corrosion of ages falling away from the sword to
TT C, Gear two-handed sword, dagger, shield, bow,
reveal a glorious weapon, blazing with decipherable
12 arrows.
Caelus scriptC.
ƒ Amiable: Friendly, if approached peacefully.
ƒ Armor: Doesn’t use; hinders shape-changing. Panagian Sentinel: AC 0 [19], HD 20*** (90hp),
ƒ Bear Hug: Victim clawed twice in the same ATK 1 × fist (3d10) or 2 × divine blade (1d10+9 or
round gets hugged by the werebear for an extra 1d10+10 vs. chaotic), THAC0 6 [+13] or 5 [+14] vs.
2d8 automatic damage. chaotic, MV 240’ (80’) fly, SV D2, W2, P2, B2, S4
ƒ Cursed: A victim who loses more than half its (20), ML 12, AL lawful, XP 5,450, NA 1, TT –.
hp from the werebear’s natural attacks suffers the ƒ Dictum: 1/round, the sentinel gazes at a single
lycanthropy curse. An afflicted human becomes a chaotic creature within 40’ and fires a white beam
werebear while demihumans die. The curse takes from its eye-line (as a free attack); the target must
effect in 2d12 days, showing signs of the change save vs. wands to avoid it; on a failure, the target
in half that time. erupts in a golden, viscous, liquid substance, like
ƒ Human Form: Has physical characteristics of a amber or honey; the warm resin gushes from the
bear while in human form. victim’s orifices and pores, engulfing its body and
ƒ Languages: Can speak normally in human form, rapidly hardening into a translucid sphere that
but in beast form, only speaks with other bears. fully encases the victim. Later, as an action, the
sentinel can telekinetically shrink or grow this

399
magical encasing sphere, even lifting and moving an evil spell to animate their bones and turn them into
it 40’ per round. The trapped creature is in stasis sulfurous skeletonsA.
while so encased; it does not age, thirst, or starve,
nor can it escape. If an anti-magic shell touches The piscina demon resembles a wave of water surging
the sphere or a disintegrate destroys it, the victim upward into the air from its acidic water source. This
is immediately released. acid wave coalesces into a large, bubbling sphere.
ƒ Holy Aura: Passively turns undead within 40’ Inside floats a blackened female skeleton, its pelvis
as a 9th level cleric. This effect is automatic (i.e., hanging without legs. Abyssal glyphs cover the skeleton
always “on”). Chaotic creatures are at -8 on saves as if they were arcane tattoos. The thing’s eyes are
against the sentinel’s spells and dictum ability. two golden pinpoints of light, and its forearm bones
ƒ Hovering: Has natural levitation. end in cracked stumps. It lifts its broken arms, and
ƒ Immunity: Immune to charm, cold, gas, hold, instantly, two long tendrils of scalding liquid burst out
poison, non-magical attacks, and sleep. of the floating sphere encasing it. They grow longer
ƒ Spell Casting: As 20th level caster. Constant— and longer, reaching 30’ in length. Then the skeleton
detect evil, detect magic, know alignment, hisses, and swinging its arm-stumps, both tendrils lash
protection from good; 3/day—continual light, cure out in unison at its foes.
serious wounds, dispel evil, quest.
Baalor summoned one of these demons after he
leveled Kangek. He compelled the entity to corrupt
PANUK the sacred pool in the under-temple, and at the Skull
See hex 18.16 in chapter 5. God’s command, it slew those staalistas who refused to
worship Baalor as a god. Then it took their bones and
Panuk (bard 6): AC 4 [15], HD 6* (21hp), ATK 1 ensorcelled them with necromantic power, making of
× battle axe (1d8+1) or 1 × longbow (1d6, range 70’), them its acidic skeletons.
THAC0 17 [+2] or 16 [+3] w/high STR & DEX,
MV 60’ (20’), SV D12, W13, P11, B14, S13 (bard Piscina Demon: AC 2 [17], HD 7** (31hp), ATK
6), ML 8, AL neutral, XP 500, NA 1, TT –, Gear 2 × acidic tendrils (1d10 + knockdown) or 2 × claws
chainmail, battle axe, longbow, 20 arrows, 2 potions of (1d6), THAC0 13 [+6], MV 60’ (20’) levitate or
healing, rod of captivation (4 charges), Abilities STR swim, SV D8, W9, P10, B10, S12 (7), ML 10, AL
13, INT 12, WIS 9, DEX 15, CON 12, CHA 12. chaotic, XP 1,250, NA 1 (0), TT B.
ƒ Anti-Charm: All allies within 30’ are immune to ƒ Acidic-Bodied: If water touches the demon or its
song-based magic and beguiling fey powers; allies acidic pool, a burst of acid splashes in a 10’ radius,
under such effects get a new save at +4 to resist dealing 1d4 damage to all creatures.
it. ƒ Corrupt Water: The demon can corrupt a water
ƒ Enchantment: Outside of combat, can fascinate source 700’ in radius. To do this, it must enter
up to 12HD of people or animals in a 30’ the water source and remain there for 6 days;
radius by performing the ancient Enoruuk style at that point, the demon has bound itself to the
of throat-singing. (See “Bard” in Old-School water source, which transforms into burning acid.
Essentials Advanced Fantasy Player’s Tome.) Any corpses tossed into the water are cursed
ƒ High DEX: +1 initiative. and rise as sulfurous skeletonsA at the demon’s
ƒ Languages: Knows druidic and Arenik. command. The demon sees through the eyes
ƒ Spell Casting: 1st (3 slots): entangle, invisibility of its skeletal spawn at all times and uses them
to animals, speak with animals; 2nd (2 slots): heat to scout the surrounding area. This corruption
metal, obscuring mist. might be removed, but only after the demon is
slain or drive away and the greater Hadean rite of
PISCINA DEMON expulsionB is performed over the water.
One of the lesser forms of Tarngrak, the piscina demon ƒ Damnation: If slain, the demon’s skeletal form
is a vicious entity tasked with polluting and befouling shatters, as its acidic sphere rains down into the
water ways, streams, lakes, and rivers. The demon has water; its invisible spirit moans with great fear
the power to enter a limited water source and corrupt and uncertainty as it is hurled across the air; it is
it with its mere presence. As the entity murders more trapped in the Megalith of Yetza-har’aB.
and more victims in the area, it can eventually weave ƒ Demon Traits: Doesn’t need air, food, or water.
Immortal. Telepathy 100’.

400
ƒ Detestable Recrudescence: If 66 victims are Desperate for these material needs, the boy agreed;
ritualistically murdered and their suffering offered but he did not even bother to ask what he had to
to a demon, the harnessed power frees and exchange with the demon to gain them. Then, the
reconstitutes the piscina demon again. demon vanished, and in the boy’s mind, he suddenly
ƒ Immunity: Immune to acid. knew which way was home. Within a few hours, he saw
ƒ Knockdown: Victim must save vs. paralysis or the soft, warm glow of his mother’s hearth-fire in the
be knocked back 1d3 × 5’ and fall prone. windows of his cozy home. But his stomach growled,
ƒ Liquid Sphere: While bound to its water source, and he wondered aloud why the demon had shown
the piscina demon can create and encase itself him how to find his parents without ever giving him
within a magical, liquid sphere of acid. This something to eat or drink. But when he opened the
sphere gives the demon immunity to missiles (but front door and stepped inside, he soon learned the
not siege weapons). Slashing and blunt weapons answer.
are at -4 to hit the demon, and fire attacks deal
only 1 point per damage die to it. The demon’s Upon seeing his good parents, who were overjoyed at
husk floats in its sphere over the pool and moves the return of their son and hurried over to embrace
as high as 20’ in its air space. The liquid sphere him, the boy became filled with a sudden and unnatural
can be eliminated by dispel evil, but the demon hunger. As his mother and father hugged him, the boy
can summon a new one on the following day. If tore out their throats with his teeth, and drinking their
the demon flees its piscina, it loses this sphere. still-warm blood, he saw that the Tarngrak had given
ƒ Long Reach: Its tendrils course through the him exactly what he had asked for—something good to
air up to 50’ away. Against foes beyond 50’, the drink and eat. Ravenous, the monstrous boy devoured
demon loses initiative as it stretches its tendrils up his parents’ delicious flesh over the course of that night.
to 100’ to attack them.
And in the morning, when he emerged, the boy
ƒ Mundane Damage Immunity: Harmed only by
learned the depths of his evil curse. Now, the sun hurt
magical attacks.
his eyes and made him dizzy; the cozy trees of his
ƒ Spell Casting: As 7th level caster. Constant—
homeland loomed overhead, as if threatening to kill
detect evil, read languages, read magic; 3/day
him; and the crystal-clear stream flowing nearby—all
(targets demon’s water source only)—lower water,
he had wanted to quench his thirst the night before—
part water; 1/day—dispel magic, invisibility,
made him uneasy and repulsed him, for his longing
wizard eye.
for its waters had led him to murder his own loving
ƒ Vulnerable: Holy water vials thrown into the
parents in a bout of unthinking desperation. And even
demon’s liquid sphere deal maximum damage it;
as he tried to use the water to wash their blood from
against lightning, it saves at -4.
his hands, it began to burn him.
QIVITOQ The boy fled into the arctic wastes, the very place he
These arctic undead predators are closely related to tried to escape, and in time, he became a qivitoq—a
vampires. blood-thirsty, ravenous, vampiric animal-spirit that
feeds on others to preserve its own life at their expense.
According to legend, the first qivitoq was thought to It does this by raking with its brutal claws and biting
have been created when a young child, who did not with its strong jaws. A qivitoq hates forests, wood of
obey his parents, got lost after a night wandering away any kind, families, fires, and unfrozen water, preferring
from the edge of his family’s woodland. After spending the desolate, lifeless wastes of the tundra plains north of
hours in the cold, dark wilderness, he could not find the arctic tree-line.
any water to quench his thirst or food to sate his aching
belly, nor could he find the familiar trees that he had The qivitoq appear as a vapid, white miasmic cloud of
lived under during his youth. roiling spiritual vapors shaped like a wolf-man. Its fell
eyes are black pits without any light. Sometimes, as a
But a foul and cunning Tarngrak happened upon the qivitoq nears, hidden in the howling winds and endless
boy as he wandered in the tundra. Seeing that the lad snows, the faint sound of giggling children can be
was malnourished and starving, the wicked demon heard—and a few of their words discerned amid this
promised to help the boy find his parents and even wicked laughter:
something good to drink and eat.

401
ƒ “Do you see me now?” enter tiny holes, cracks, or spaces to bypass
ƒ “Let’s go this way.” barriers but it cannot cross bodies of water.
ƒ Mundane Damage Immunity: Harmed only by
ƒ “We can’t hurt you. We just want to help.” silver weapons or magical attacks.
ƒ “Why not? We should try it.” ƒ Regeneration: Gains 3hp per round if damaged
but alive. At 0hp, changes into mist form and
REFEREE NOTE. The qivitoq is an Enoruuk flees; within 1 hour, it must find a grave or an
tale of warning. In the early evenings, when the isolated cave (or hole in the ground) to rest inside
elders gather their children together inside the and regenerate; otherwise, it dies forever.
tribal meeting tent, they tell this story to instill in ƒ Scent: Domesticated animals can smell its true
them certain values to help prevent the return of nature, which terrifies them.
an ancestral evil—the Magoth. For they fear the ƒ Undead: Makes no noise, until it attacks.
boundless destruction and cruelty that was caused Immune to effects that affect living creatures (e.g.,
by their sorcerous brethren during the long winter poison). Immune to mind-affecting or mind-
sun of the Skull God’s reign. reading spells (e.g., charm, hold, sleep).
ƒ Vulnerabilities: Cannot cross water (in any form)
In the story, the boy wanders away from the except by a bridge or if carried by others inside a
safety of what he knows (i.e., what his parents had box, cart, or coffin. A light spell discomforts it (-2
long taught him was true and right). And falling to hit), while continual light partly blinds it (-4
into desperate circumstances out in the wastes of to hit); direct sunlight blinds it (cannot attack)
immorality, he begs for the demon’s help, which it and inflicts 1d6 damage per round. Water deals
uses to forever ensnare him. It doesn’t matter that 2d6 damage per round, and full water immersion
the boy didn’t understand he was making a deal destroys on a failed save vs. death (10d6 damage
in the first place. It doesn’t even matter that the even when succeeding).
demon never told him what was at stake. When he ƒ Whispering Wind: Can speak as whispering wind.
asked for its help, he gave it power over him, and ƒ Wood-Warping Gaze: 60’ range; action activates;
this led to great tragedy. 9 objects affected, as per the warp wood spell;
magic items save vs. spells at -2.
The Enoruuk share this story to teach their young
about the hidden dangers of sorcery, the occult, RIME HAG
and Whudjan mystery religions—that those who
The vicious, secretive rime hag stands 7’ tall. She bears
tamper with evil powers (represented by the
a grin of sharp yellow teeth and no body hair grows
Tarngrak) in any measure, great or small, never
on her dark blue skin. To conceal this, the hag wears a
really get what they hope to gain from it. Instead,
thick, white veil over her head along with heavy white
they only find death and a cursed existence when
robes. Her two eyes have been gouged out and sewn
the demonic source of their occult power betrays
shut; in her forehead, however, lies an unblinking and
them in the end.
glaring eye.
“And so it is,” the elders say, “with the fell ways of
Unlike other hags, rime hags do not associate with
sorcery.”
each other at all. They view their “sisters” as rivals to
Qivitoq: AC 2 [17], HD 9*** (40hp), ATK 2 × be outsmarted, driven off, or killed. A rime hag prefers
claws (1d6 + life drain), 1 × bite (2d6 + life drain) or eating Enoruuk children, but a plump Hadean child
1 × gaze (warp wood), THAC0 12 [+7], MV 180’ works nicely, too.
(60’), SV D8, W9, P10, B10, S12 (9), ML 11, AL
Rime Hag: AC 1 [18], HD 8+2** (38hp), ATK [2 ×
chaotic, XP 3,000, NA 1d3 (1d4), TT F.
talons (1d8)] or [1 × wand, 1 × talon (1d8)], THAC0
ƒ Life Drain: Victim must save vs. death or lose 12 [+7], MV 120’ (40’), SV D8, W9, P10, B10, S12
the attack’s damage in hp permanently; the (8), ML 10, AL chaotic, XP 1,750, NA 1 (1), TT D,
qivitoq is healed an equal amount. A victim Gear wand of cold (2d10 charges).
drained of all hp rises as a qivitoqA that night.
ƒ Depth Perception: -2 to hit due to limited depth
ƒ Mist Form: At will; transformation in 1 round;
perception.
MV 180’ (60’) as a white vaporous cloud roiling
along the ground; immune to all weapons; can

402
ƒ Freeze Ground: 3/day, can freeze the ground in reason, Saumen Kar can attempt to possess a new
a 40’ radius around her; victim must save vs. spells creature within 150’.
or slip and fall every round while on the slick ice; ƒ Fire Resistance: Unharmed by non-magical fire.
running is impossible; effect lasts until the ice Saves at +2 against magical fire or breath attacks;
melts. reduces such damage by 1 point per die rolled (to
ƒ Rime Cauldron: If the hag boils an innocent a minimum of 1 per die).
child alive in her magic cauldron, she can turn ƒ Ice Axe: Forms into a battle axe but gains the
one of its femurs into a wand of cold with 2d10 magical abilities of a frost brand sword. Casts 30’
charges; she can’t have more than one wand at a radius light. Extinguishes a 10’ radius fire if it is
time. thrust into it (50% chance per attempt). Melts if
ƒ Rime Eye: Serves as a working eye and a ring the demon is killed.
of X-ray vision. Constant—detect invisible, detect ƒ Ice Sculpting: Can shape ice and snow into
magic, infravision, read languages, read magic. weapons or structures at will.
ƒ Snow Walker: Unaffected by slippery ice or ƒ Mundane Damage Immunity: Harmed only by
snowy terrain; glides across snow as if she weighs magical attacks.
a feather. ƒ Shatter Strike: Can substitute an ice axe attack
ƒ Spell Casting: As 9th level caster. At will—charm with a shatter strike; makes a melee attack at -2
person, clairvoyance, ESP, hold person, ice blastB, to hit; if successful, the demon destroys a single
sleep; 3/day—phantasmal killer, polymorph others weapon or shield carried by its foe; if the item is
(arctic animals only), polymorph self (snow owl or magical, it permanently loses a +1 enhancement
maiden only), wall of ice; 1/day—control weather, bonus instead.
visitation. ƒ Spell Casting: As 15th level caster. Constant—
detect evil, nondetection, read languages, read
SAUMEN KAR magic; at will—fear, ice blastB, obscuring mist,
temperature control, wall of ice; 3/day—dispel
See hex 01.04 in chapter 5.
magic, hold monster, wand of cold (always deals 18
Saumen Kar: AC -1 [20], HD 15**** (67hp), ATK damage minimum before saving for half).
2 × ice axe (2d8+5 + shatter strike), THAC0 9 [+10] ƒ Summon: 1/day—1d4 iceberg golemsA.
or 6 [+13] vs. fire-based creatures, MV 120’ (40’), ƒ Volant Decomposition: Once dead, its corpse
SV D4, W5, P6, B5, S8 (15), ML 11, AL chaotic, XP liquefies into a hissing, black, tar-like substance
5,150, NA 1, TT R. called demon bloodB that forever scorches the
ground where the Tarngrak fell. The first time the
ƒ Damnation: If a possession attempt fails after
greater demon is killed, it leaves behind one of the
the demon is slain, Saumen Kar’s spirit flies into
three parts of the tower key of deathB.
the ice or mountainside, cracking it asunder;
then, howling with rage, it is trapped inside the
Megalith of Yetza-har’aB.
SEAMARKET THIEF
ƒ Demon Traits: Doesn’t need air, food, or water. See “Alleyway Ambush” in chapter 4.
Immortal. Telepathy 100’.
ƒ Detestable Recrudescence: If 666 victims are Seamarket Thief: AC 7 [12], HD 1-1 (3hp), ATK
ritualistically murdered and their suffering offered 1 × dagger (1d4, range 10’), THAC0 19 [0], MV 90’
to a demon, the harnessed power frees and (30’), SV D14, W15, P16, B17, S18 (NH), ML 7,
reconstitutes Saumen Kar again. AL chaotic, XP 5, NA 1d8 (3d10), TT R (C), Gear
ƒ Final Possession: Anyone who kills the demon leather armor, dagger, pouch (2d6cp).
must save vs. spells or suffer its diabolical ƒ Ambush: Sets up surprise attacks.
possessionC. Additionally, any time the possessed ƒ Thief Skills: As 1st level thief.
victim enters combat or is threatened (even
jokingly) by another, he has a 4:6 chance of flying SHELLED HORROR
into a berserker rage, attacking his foes until dead
The monstrous crustacean native to the great lake of
and never retreating. While raging, the victim has
Imaryuk likes to bury itself in rocks, stones, and other
+5 to hit and damage but cannot cast spells or
underwater matter. This hidden burrow helps the
think clearly. If the possessed victim dies for any
shelled horror to ambush prey as they swim by it; then

403
the crustacean explodes from its burrow in a spray of W13, P14, B15, S16 (2), ML 8, AL chaotic, XP 25,
rocky debris to seize and dismember victims. NA 0, TT U, Gear chain mail, club, whip, shortbow,
12 arrows.
The monstrosity resembles a 10’ long hybrid of a giant
crayfish and fiddler crab. Its flattened round body spans ƒ Subjugate: All damage from the club is nonlethal
7’, heaving a thick greenish shell crusted with lake slime if the overseer wants it to be.
and bottom filth. Five pairs of armored legs scuttle it ƒ Whip: Victim hit by the whip gets pulled 10’
nimbly across the ground. Giant claws snap at potential towards the slaver and falls prone; if caught, it
prey; one is grossly enlarged and razored. And as the cannot move more than 15’ from the overseer; a
black-orbed eyes of the shelled horror glares at its save vs. paralysis permits escape.
victim, its mouthparts scythe together.
SHUUN SLAVER
Little else is known about these mysterious creatures See “The Western Island” in chapter 7.
beyond a physical description.
Shuun Slaver: AC 7 [12], HD 1* (4hp), ATK 1
Shelled Horror: AC 3 [16], HD 10* (45hp), × shortbow (1d6) or 1 × club (1d4) or 1 × entangling
ATK 1 × claw (2d6), 1 × big claw (4d6 + dismember), net, THAC0 19 [0], MV 90’ (30’), SV D12, W13,
THAC0 11 [+8], MV 60’ (20’) / 120’ (40’) swim, P14, B15, S16 (1), ML 8, AL chaotic, XP 13, NA
SV D10, W11, P12, B13, S14 (5), ML 7, AL neutral, 1d8 (3d10), TT U, Gear leather armor, club, net,
XP 1,600, NA 1 (1d2), TT –. shortbow, 12 arrows.
ƒ Damage Resistance: Takes only half damage ƒ Entangling Net: Victim must save vs. breath to
from piercing weapons (e.g., arrows, spears). avoid entanglement; if caught, can fight only with
ƒ Dismember: If the big claw hits with an attack piercing weapons (e.g., spears) at -2 to hit and at
roll of 19 or 20, the victim must save vs. death or ½-normal movement rate; foes gain +2 to hit the
lose one random appendage. Roll d6: 1 (head), 2 victim; a save vs. paralysis permits escape. Must
(leg), 3-4 (hand), 5-6 (arm). retrieve net to use it again.
ƒ Subjugate: All damage from the club is nonlethal
SHUUN HULK if the slaver wants it to be.
See “The Western Island” in chapter 7.
SHUUN WITCH
Shuun Hulk: AC 7 [12], HD 3** (17hp), ATK 2 ×
See “The Western Island” in chapter 7.
fists (1d4 + powerful) or 1 × body beam, THAC0 17
[+2], MV 90’ (30’), SV D12, W13, P14, B15, S16 Shuun Witch (magic-user 3): AC 5 [14], HD 3*
(3), ML 10, AL chaotic, XP 65, NA 0, TT U, Gear (7hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV
leather armor, battle axe. 120’ (40’), SV D13, W14, P13, B16, S15 (magic-user
ƒ Body Beam: Victim grabbed and thrown 10’ by 3), ML 7, AL chaotic, XP 50, NA 0, TT U, Gear
the hulk, taking 1d6 damage and falling prone; dagger, spell pouch, bracers of armor (AC 5 [14]).
if thrown into another creature, the second one ƒ Spell Casting: 1st (2 slots): charm person, magic
must save vs. breath or suffer the same effect. missile; 2nd (1 slot): mirror image.
ƒ Powerful: Fist deals 1d4 damage; a struck victim ƒ Spellbook (Unprepared Spells): detect magic,
must save vs. paralysis; otherwise, it is knocked ESP, light, read magic, shield.
prone and at -2 to hit for 1 round.
ƒ Subjugate: All damage from a fist is nonlethal if SKAAL ARCHER
the hulk wants it to be.
ƒ Tough: Uses d10’s instead of d8’s for HD. See hex 16.20 in chapter 5.

Skaal Archer: AC 5 [14], HD 2 (9hp), ATK 1 ×


SHUUN OVERSEER longbow (1d6, range 70’) or 1 × weapon, THAC0 18
See “The Western Island” in chapter 7. [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16
(2), ML 9, AL neutral, XP 20, NA 1d4 (1d6), TT V,
Shuun Overseer: AC 5 [14], HD 2* (9hp), ATK 1 Gear longbow, 20 arrows, shortsword, chain mail.
× shortbow (1d6) or 1 × club (1d4) or 1 × whip (1d3
+ special), THAC0 18 [+1], MV 120’ (40’), SV D12,

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ƒ Opening Volley: Can fire two shots on the first During harsh winter seasons, the goblins forgo peace
combat round but can’t fire any shots on the and brutally attack those whom they trade with. The
second round; on the third round and every Enoruuk never fully trust the snow goblin tribes they
thereafter, fires normally again. encounter regularly.

SKAAL SERGEANT Snow Goblin: AC 6 [13] or 0 [19] vs. missiles, HD


1-1* (3hp), ATK 1 × claw (1d4+1), THAC0 19 [0],
See hex 16.20 in chapter 5. MV 90’ (30’), SV D14, W15, P16, B17, S18 (NH),
ML 6 (or 8 in groups), AL chaotic, XP 6, NA 2d4
Skaal Sergeant: AC 3 [16], HD 4 (18hp), ATK 1
(6d10), TT R (C).
× two-handed sword (1d10) or 1 × weapon, THAC0
16 [+3], MV 60’ (20’), SV D10, W11, P12, B13, S14 ƒ Big-Footed: Can move through snow and similar
(4), ML 10, AL neutral, XP 75, NA 2d4 (2d6), TT terrain without impediment.
V, Gear two-handed sword, shortsword, plate mail, 3 ƒ Dodge Missiles: AC 0 [19] vs. missiles.
javelins. ƒ Immunity: Immune to cold and hypothermia.
ƒ Pick Pockets: 70% chance of success, penalized
ƒ Rally Cry: 1/battle, if the sergeant’s troops lose
by 5% for every level of the victim above 5th. The
morale and flee, he can spend the round rallying
attempted theft is noticed if the referee rolls more
his men back into line. This overturns their failed
than twice the successful percentage required to
morale check.
succeed.
ƒ Strong Men: Does not lose initiative for using
ƒ Shriek: If attacked or frightened, goblin shrieks.
slow weapons in melee combat.
20% chance per round of wandering monsters.
ƒ Strength in Numbers: Packs of 4+ goblins have
SKAAL SOLDIER morale 8. If reduced to fewer than 50% of its
See hex 16.20 in chapter 5. original size, this morale bonus is lost.
ƒ Surprises: On a 1-4, due to camouflage in snow.
Skaal Soldier: AC 3 [16], HD 2 (9hp), ATK 1 × ƒ Surround Foes: A target can be attacked by up to
two-handed sword (1d10), THAC0 19 [0], MV 60’ eight snow goblins.
(20’), SV D12, W13, P14, B15, S16 (2), ML 9, AL ƒ Theft: Sneaks up and snatches valuable objects
neutral, XP 20, NA 2d4 (2d6), TT V, Gear two- with pick pockets, then runs away (1:4 chance per
handed sword, shortsword, plate mail, 3 javelins. round of dropping stolen object if chased).
ƒ Strong Men: Does not lose initiative for using
slow weapons in melee combat. SOOK GUARDIAN
Ancient warriors who were cursed for betraying their
SNOW GOBLINS oaths in order to save themselves, these staggering
Snow goblins are loping, malformed, blue-skinned rotting corpses still bear the arms and armor of their
goblinoids native to arctic mountainous regions. Their long-vanished kingdoms. Unlike most undead, a
legs end in wide, elongated feet that help them traverse sook guardian can be heard due to its rusty, clanging,
through heavy snow. The Hadeans refer to them as metal equipment and its unnatural whimpering. It is a
hrimmelen, which means “ice gremlins” in the imperial relentless foe but not because of bravery. Instead, the
tongue. undead is cursed to fight on, even though it always
feels great terror in its wicked heart and mind—though
Packs of these troublesome creatures stalk the a tomb robber slain by one never knows it.
wilderness looking to steal or kill whatever they
need to survive. The goblins prefer weaker prey, and Sook Guardian: AC 4 [15], HD 2* (9hp), ATK 1
though they sometimes barter with remote Enoruuk × spear (1d6), THAC0 18 [+1], MV 60’ (20’), SV
villages and traveling merchants, they are not above D12, W13, P14, B15, S16 (1), ML 12, AL chaotic,
murdering and eating a dwarf or human, if they think XP 25, NA 2d4 (2d10), TT –, Gear rusted chain mail,
they can get away with it. Snow goblins prefer living shield, and spear.
flesh instead of cold, rotting meat. When they are ƒ Guardian: Always attacks on sight.
desperate, hrimmelen consume the feces of other ƒ Relentless: Saves vs. death at 0hp to stay at 1hp.
arctic creatures—their noses are keen to the scent of ƒ Undead: Immune to effects that affect living
undigested nutrients in freshly vacated stool. creatures (e.g., poison). Immune to mind-

405
affecting or mind-reading spells (e.g., charm, hold, Spell-Page Mummy: AC 3 [16], HD 5+1** (23hp),
sleep). ATK 1 × touch (1d12 + disease), THAC0 14 [+5],
ƒ Whimpering: While animated, the unnerving MV 60’ (20’), SV D10, W11, P12, B13, S14 (5), ML
sound of a man’s fearful whimpering can be heard 12, AL chaotic, XP 575, NA 1d4 (1d12), TT D.
from within its corpse. ƒ Disease: Infectious touch can deliver arcane
debilitation disease (transmit 4:6; incubation
SPELL VORE 1d4; severity 3; resistance 1d4 INT and recovers
A spell vore resembles a slithering mass of rocky scales, only lowest-level spell slot after a night of resting).
writhing tentacles, and a gaping maw somewhere in the ƒ Damage Immunity: Harmed only by fire and
middle big enough to snap a man in half. Its stubby magical attacks, but even magic weapons and
suction “feet” cling to cavernous ceilings, allowing it spells deal only half damage to it. Fire attacks
to ambush its prey from above. An infamous predator always deal full damage.
among the dwarves of the Malgorgian underworld, ƒ Frightful Appearance: Anyone seeing the
the spell vore locks on to well-equipped, magic item- mummy for the first time must save vs. paralysis
rich adventuring parties who are seeking to delve for or be paralyzed with terror for 2d6 rounds or
treasures in that realm’s sub-surface tunnels. until the undead attacks or cannot be seen; clerics
and paladins of 5th level or higher save at +4. A
Spell Vore: AC 3 [16], HD 10** (45hp), ATK 2 × victim of 8th level (or 8HD) or higher is at -2 to
tentacles (1d10 + grab), 1 × bite (1d12), THAC0 11 hit if affected.
[+8], MV 150’ (50’) climb, SV D6, W7, P8, B8, S10 ƒ Magic Resistance: Saves vs. magic at +4.
(10), ML 10, AL chaotic, XP 2,300, NA 1d2 (0), TT ƒ Undead: Makes no noise, until it attacks.
–. Immune to effects that affect living creatures (e.g.,
ƒ Detect Magic: As the spell, but always active and poison). Immune to mind-affecting or mind-
120’ range. reading spells (e.g., charm, hold, sleep).
ƒ Grab: Grabbed victim is constricted for 1d10
damage per round; a save vs. paralysis allows STAALISTA FIRE-TELLER
escape on later rounds. See “Mountain-Temple of Kangek” in chapter 2 and
ƒ Null Aura: Spells fail to function within 40’ of hex 11.15 in chapter 5.
a vore; if cast by a 6-10HD (or 6th-10th level)
creature, there is a 4:6 chance a spell fails while Staalista Fire-Teller (bard 3): AC 5 [14], HD
in the aura; if cast by an 11-15HD (or 11th-15th 3 (10hp), ATK 1 × spear (1d6) or 1 × longbow (1d6,
level) creature, there is a 2:6 chance a spell fails range 70’), THAC0 19 [0], MV 60’ (20’), SV D13,
while in the aura; spells cast by creatures higher W14, P13, B16, S15 (bard 3), ML 8, AL neutral, XP
than 15HD (or 15th level) ignore this effect. 35, NA 0 (1d4), TT –, Gear chainmail, battle axe,
ƒ Suppression Gaze: 1/round, can gaze at a single, longbow, 20 arrows, potion of healing.
non-artifact magic item within 60’ and suppress ƒ Anti-Charm: All allies within 30’ are immune to
its powers for 2 turns (no save). song-based magic and beguiling fey powers; allies
under such effects get a new save at +4 to resist it.
SPELL-PAGE MUMMY ƒ Enchantment: Outside of combat, can fascinate
These undead horrors are created when a magic- 6HD of people in a 30’ radius by performing
user or illusionist is held by magic, tightly bound in the ancient Enoruuk style of throat-singing. (See
mummification wrappings while enchanted and helpless “Bard” in Old-School Essentials Advanced Fantasy
and then buried alive. After the doomed magician’s Player’s Tome.)
death, the creator writes upon his exterior wrappings ƒ Spell Casting: 1st (2 slots): animal friendship,
every letter of the victim’s spellbook. The styling predict weather.
must be done precisely by hand, and it must match
the original author’s penmanship. Finally, through
forbidden necromantic rituals, the creator infuses the
dead magician’s corpse—twisted in horrible terror as he
tried to cry out for help and mercy while suffocating to
death.

406
STAALISTA LAND-TAMER SULFUROUS SKELETON
See “Mountain-Temple of Kangek” in chapter 2 and This red-boned skeletal undead creature drips with
hex 11.15 in chapter 5. sizzling water. When combat begins, the undead opens
its jaws and howls out a blood-curdling feminine
Staalista Land-Tamer (druid 3): AC 6 [13], HD scream. Under the creature’s jawbone, where its throat
3* (10hp), ATK 1 × spear (1d6) or 1 × sling (1d4, would be, hangs a pulsating sack of green flesh.
range 40’), THAC0 19 [0], MV 90’ (30’), SV D11,
W12, P14, B16, S15 (druid 3), ML 8, AL neutral, XP Sulfurous skeletons are all female, as they were made
50, NA 0 (1d4), TT –, Gear leather, wooden shield, from the cursed bones of the loyal staalistas at Kangek
spear, sling, 12 river-stones, wooden Emeqist holy who refused to worship Baalor in his guise as the Skull
symbol, potion of healing. God.
ƒ Energy Resistance: Saves vs. fire and lightning The undead spews an acid arrow at a foe, if it cannot
at +2. reach the victim with its claws. They are incredibly
ƒ Identification: Can identify all plants and dangerous in large mobs, where those fighting them
animals; can discern pure water. must face acidic barrages from a distance while
ƒ Pass Without Trace: Trackless movement in the suffering scalding claw attacks up close in melee.
wilderness; never impeded by overgrown areas.
ƒ Spell Casting: 1st (2 slots): entangle, speak with Sulfurous Skeleton: AC 7 [12], HD 2* (9hp),
animals; 2nd (1 slot): cure light wounds. ATK 1 × claw (1d4 + 1d4 acid) or 1 × sulfur sack,
THAC0 18 [+1], MV 60’ (20’), SV D12, W13, P14,
SULARUQ THE TEMPEST BIRD B15, S16 (1), ML 12, AL chaotic, XP 25, NA 3d4
See hexes 06.15, 12.20, and 22.13 in chapter 5. (3d10), TT –.
ƒ Acid Coating: Anyone clawed by the skeleton or
Sularuq the Tempest Bird: AC -2 [21], HD touching it suffers 1d4 acid damage.
20** (160hp), ATK 2 × talons (2d6), 1 × bite (4d6), ƒ Immunity: Immune to acid.
THAC0 6 [+13], MV 150’ (50’) / 450’ (150’) fly, ƒ Sulfur Sack: If it cannot claw, the skeleton spits a
SV D2, W2, P2, B2, S4 (20), ML 10, AL lawful, XP repulsive acid glob from its sulfur sack up to 60’
4,300, NA 1, TT V × 2. for 1d6+1 acid damage.
ƒ Electrical Aura: A foe within 20’ suffers 6d6 ƒ Undead: Makes no noise, until it attacks.
damage per round. This lightning is so intense Immune to effects that affect living creatures (e.g.,
that magical protection against it is ineffective. poison). Immune to mind-affecting or mind-
ƒ Feathers: Sularuq’s feathers are highly magical. reading spells (e.g., charm, hold, sleep).
Each is worth up to 25,000gp.
ƒ Immunity: Immune to charm, hold, lightning. SUN HEALER DISCIPLE
ƒ Magic Resistance: Saves vs. magic at +2. See hex 08.23 in chapter 5.
ƒ Mundane Damage Immunity: Harmed only by
magical attacks. Sun Healer Disciple (cleric 2): AC 2 [17], HD
ƒ Resurrection: 1 round after death, returns from 2* (7hp), ATK 1 × mace (1d6), THAC0 19 [0], MV
its ashes as a 5HD version of itself and flees. 60’ (20’), SV D11, W12, P14, B16, S15 (cleric 2),
ƒ Upon Death: Disappears in a 20’ radius ball of ML 8, AL neutral, XP 25, NA 1d8 (1d20), TT U,
lightning and light, inflicting 1d10 × 10 damage Gear plate mail, shield, mace, holy symbol (golden sun
(save vs. breath for half). This lightning is with rays; Kalosi’s name etched on it; 20gp).
so intense that magical protection against it is
ƒ Naming & Taming: As 2nd level caster. 1/day—
ineffective.
minor creation.
ƒ Whirlwind: Within any wilderness hex the
ƒ Spell Casting: 1st (1 slot): cure light wounds.
Tempest Bird flies through, the air condition
ƒ Turning the Undead: As a cleric.
worsens by 1 step for the remainder of that day.

407
its enemies first, then hides among the trees until it is
SUN HEALER PROPHETESS close enough to charge at them.
See hex 08.23 in chapter 5.
Taiga Dragon: AC 1 [18], HD 8** (36hp), ATK
Sun Healer Prophetess (cleric 7): AC 9 [10], [2 × claw (1d6), 1 × bite (2d12)] or breath, THAC0
HD 7* (24hp), ATK 1 × staff (1d6), THAC0 17 12 [+7], MV 90’ (30’) / 240’ (80’) fly / 60’ (20’)
[+2], MV 120’ (40’), SV D9, W10, P12, B14, S12 burrow, SV D8, W9, P10, B10, S12 (8), ML 9, AL
(cleric 7), ML 9, AL lawful (really chaotic), XP 850, chaotic, XP 1,750, NA 1d4 (1d4), TT H.
NA 1, Gear gold robes, staff, diamond necklaces
ƒ Age: This stat block gives a dragon of average
(worth 2,300gp), ring of false aura, Abilities STR 9,
size. A young dragon may have up to 3HD less
INT 15, WIS 15, DEX 10, CON 11, CHA 18.
and 1/4 less treasure, while an older dragon may
ƒ Naming & Taming: As 7th level caster. 1/day— have up to 3HD more with double treasure.
major creation; 3/day—minor creation. ƒ Ambush: Hides within tree line and bursts out
ƒ Spell Casting: 1st (2 slots): cure light wounds, when something walks past it.
light; 2nd (2 slots): bless, hold person; 3rd (2 ƒ Breath Weapon: 3/day; 90’ long cone of cold, 2’
slots): remove curse, striking; 4th (1 slot): cure wide at the mouth, 30’ wide at far end (damage
serious wounds; 5th (1 slot): finger of death. equals dragon’s current hp; save vs. breath
ƒ Turning the Undead: As a cleric. for half) or 50’ long, 40’ wide, 20’ high cloud
of weakness gas (save vs. breath or deals half
SUTTER IZEN damage with melee attacks for 2d6 rounds).
See “Izen’s Outfitters” in chapter 3. ƒ Lairs: A dragon’s treasure is always kept in its
well-hidden lair and is seldom unguarded.
Sutter Izen: AC 7 [12], HD 2* (9hp), ATK 1 × ƒ Language & Spell Casting: 30% chance taiga
short sword (1d6), THAC0 18 [+1], MV 90’ (30’), dragon can speak (its own tongue, Drakon, plus
SV D12, W13, P14, B15, S16 (2), ML 8, AL chaotic, others) and cast randomly selected magic-user
XP 25, NA 1, TT –. spells, using its HD as a caster level. It knows 3 ×
ƒ Overt Threat: 1/encounter, verbally threatens 1st level spells and 1 × 2nd level spells.
one of the party’s retainers, forcing the NPC to ƒ Immunity: Immune to cold and hypothermia.
make an immediate loyalty check to avoid fleeing ƒ Sleeping: 35%. May be attacked at +2 to hit while
the fight and quitting his employment. sleeping on the ground.
ƒ Subduing: Will surrender if reduced to 0hp by
non-lethal attacks (see “Other Combat Issues” in
TAIGA DRAGON
Old-School Essentials Advanced Fantasy Player’s
The cunning and fearsome taiga dragon is a black- Tome), admitting that it has been defeated.
and green-scaled dragon that lairs in the endless taiga (Subdual damage does not reduce the damage
forests of Titherion. It digs or burrows a den, if it done by the breath weapon.) A subdued dragon
can, usually leaving a trail of markings that only it will attempt to escape or attack its captors, if the
can interpret to find its way back to its (well-hidden) opportunity presents itself or if given a suicidal
treasure hoard and lair. The dragon enjoys spending command. A subdued dragon may be sold for up
its free time putting together a devious combination of to 1,000gp per hp.
riddles, puzzles, and obscure references to confound
any thieves. TAIGA WIGHT
A taiga dragon approaches combat cautiously. It much The dreaded taiga wight lurks in the shadowy, needled
prefers frightening potential foes away first with a evergreen groves in Titherion’s boreal forests. A
loud roar. But sometimes, a battle is inevitable, and ravenous corpse gifted with the “dream of unlife,” a
the dragon knows it. It prefers to open combat with taiga wight’s mind is partly trapped within a hellish,
an ambush, blasting out a cone of lethal cold onto its red-misted dreamscape where it is haunted forever. This
gathered enemies. The dragon uses the thick boreal undead creature violently envies the warmth enjoyed by
foliage to swoop around its targets and attack them the living and hates them for possessing it. And so, the
suddenly again and again until they are dead or it must wight seeks out those whom it might forcefully “gift”
revise its strategy for some reason. If it knows melee with its own miserable, cursed existence.
will be required to finish the fight, the dragon weakens

408
Taiga Wight: AC 4 [15], HD 4** (18hp), ATK 1
× claw (1d6 + quietus) or 1 × red paralysis, THAC0
TARKTUKTULAK
16 [+3], MV 90’ (30’), SV D10, W11, P12, B13, S14 See hex 20.13 in chapter 5.
(4), ML 12, AL chaotic, XP 175, NA 1d6 (1d8), TT
B. Tarktuktulak: AC 0 [19], HD 16**** (72hp),
ATK 4 × claws (1d8), 1 × antlers (2d8 + poison),
ƒ Averting Eyes: Victim averting its eyes is at -4 to THAC0 8 [+11], MV 180’ (60’), SV D2, W3, P4,
hit and -2 to AC against the wight. B3, S6 (16), ML 11, AL chaotic, XP 5,150, NA 1, TT
ƒ Mundane Damage Immunity: Harmed only by R.
silver weapons or magical attacks.
ƒ Quietus: Victim cannot naturally or magically ƒ Charge: Can charge in a line up to 60’; attacks all
heal the wight’s claw damage. If the wight is in its path, inflicting double antler damage.
destroyed, the victim may save vs. spells once per ƒ Damnation: If a possession attempt fails after
day to end this condition. A remove curse also the demon is slain, Tarktuktulak’s spirit flies into
ends this effect. the closest animal (or herd), where it forces the
ƒ Red Paralysis: 1/turn, the wight glares into afflicted animal(s) off a cliff or into a body of
the eyes of a victim within 40’. Unless the victim water to drown; then, howling with rage, it is
saves vs. spells, his eyes fill with an engulfing trapped inside the Megalith of Yetza-har’aB.
red mist. He sees horrific visions of nightmarish ƒ Demon Traits: Doesn’t need air, food, or water.
landscapes and dark, drifting entities beyond Immortal. Telepathy 100’.
the nebulous crimson. While in this state, the ƒ Detestable Recrudescence: If 666 victims are
victim is at -2 to hit. One round later, the victim ritualistically murdered and their suffering offered
senses a black, wispy shadow emerging from the to a demon, the harnessed power frees and
encompassing red fog. It is moving towards him reconstitutes Tarktuktulak again.
rapidly. The victim must save vs. death once ƒ Final Possession: Anyone who kills the demon
per round; if he gets three successes before three must save vs. spells or suffer its diabolical
failures, this condition ends. But if the victim ever possessionC. Additionally, the possessed victim
fails one save, he is at -4 to hit; if the victim fails is struck mute. After 6 days, he stops desiring
two saves, he becomes blinded to the real world normal food, hungering for grass and tree leaves
around him; if the victim fails three saves, the instead. After 12 days, he removes his clothing
dark shape engulfs him—he can no longer be seen and wanders deep into the wilderness, unable to
and cannot escape the dark miasma surrounding read or speak and acting more like a wild beast.
him. One round later, the hero’s time is up: he After 18 days, he vanishes forever in the wild,
sees a demon’s face in the swirling red mist, and his mind totally lost (if the victim is somehow
suddenly, it kills him. A continual light, protection detained, his eyes become white orbs, he growls
from evil, remove curse, or remove fear ends this like a beast, developing a taste for live human
condition by blocking the shape from engulfing flesh). If the possessed victim dies for any reason,
the victim, and it departs. the Dark Deer can attempt to possess a new
ƒ Spawn: Victims slain by quietus or red paralysis creature within 160’.
rise as taiga wightsA that same night. ƒ Mundane Damage Immunity: Harmed only by
ƒ Surprise: A surprised victim meets the wight’s red magical attacks.
paralysis glare automatically. ƒ Poison: Victim must save vs. poison or lose 1d4
ƒ Undead: Makes no noise, until it attacks. CHA points per round until dead; when ability
Immune to effects that affect living creatures (e.g., loss occurs, the demon heals 1hp per point, and
poison). Immune to mind-affecting or mind- the victim may save vs. poison at -4 every round
reading spells (e.g., charm, hold, sleep). to end this effect.
ƒ Scent: Can follow a scent from 12 miles away.
ƒ Shapechange: At will; can polymorph self into an
animal native to Titherion; while in animal form,
its natural weapons deal double damage, and it
gains all of that animal’s special abilities.
ƒ Spell Casting: As 16th level caster. Constant—
detect evil, nondetection, read languages, read

409
magic; at will—cause fear, entangle, faerie fire, ƒ Unnatural Death: At 0hp, Guzzler’s body
ventriloquism; 3/day—dispel magic, improved begins contorting as if twisting and tearing into
invisibility, tree shape, wall of thorns; 1/day— a thousand pieces. When the round ends, anyone
control weather, pass plant, solid fog. within 10’ of Guzzler is sucked into a dimensional
ƒ Summon: 1/day—1d6 tree-beastsA. vortex and ripped apart forever (save vs. death
ƒ Surprises: On a 1-5, due to camouflage. avoids).
ƒ Volant Decomposition: Once dead, its corpse ƒ Zombie Spawn: Anyone swallowed and killed
liquefies into a hissing, black, tar-like substance gets regurgitated as an entropy zombieA in 1d4
called demon bloodB that forever scorches the hours.
ground where the Tarngrak fell. The first time the
greater demon is killed, it leaves behind one of the TITANIC SPIDER CRAB
five parts of the tower key of chaosB.
Massive crustaceans dwelling on the ocean floor near
thick patches of coral reef, the titanic spider crabs are
THE GUZZLER a rare sight. A single specimen’s shelled body is over 5’
See “The Eastern Island” in chapter 7. wide with legs extending up to 15’ long. From end to
end, its body-span is 35’. The crab’s twin pincher-arms
The Guzzler: AC 7 [12], HD 6+3*** (30hp), ATK reach out and grab prey from a great distance; in fact,
1 × massive hand (2d6 + grab), THAC0 13 [+6], MV oftentimes the spider crab’s target doesn’t even know
120’ (40’), SV D8, W9, P10, B10, S12 (7), ML 12, the predator is lurking nearby before it’s too late. The
AL chaotic, XP 1,650 (extraordinary peril bonus), NA spider crabs have bright red and orange shells that
1d2, TT D. blend in with the colorful coral reefs they inhabit.
ƒ Echolocation: Warbles to detect sounds and
vibrations from prey within 40’. This effect Titanic Spider Crab: AC 2 [17], HD 7 (31hp),
automatically pinpoints anyone who is not frozen ATK 2 × pincers (3d6), THAC0 13 [+6], MV 60’
in place. Motionless prey are also detected (4:6 (20’) / 120’ (40’) swim, SV D10, W11, P12, B13,
chance), even those with partial cover (2:6 S14 (4), ML 7, AL neutral, XP 650 (extraordinary
chance). A silence 15’ radius spell blinds Guzzler. peril bonus), NA 1d2 (1d6), TT –.
ƒ Eyeless: Visually blind; immune to vision-based ƒ Ravenous: Attacks any moving creature.
spells or effects.
ƒ Grab: Grabbed victim is constricted for 2d6 TREE-BEAST OF TARKTUKTULAK
damage per round (until Guzzler swallows); a
These twisted, trunkish monsters resemble a dead tree,
save vs. paralysis allows escape on later rounds.
but are alive and hateful towards the living. A tree-
ƒ Massive Hands: Can grab up to an ogre-sized
beast lingers among nearby jack pines and other foliage,
creature in each hand. Can’t interact with doors or
hidden. It is possible to sneak up to one, thinking it is
use handles or levers.
a tree. But then the character hears a faint but labored
ƒ Mundane Damage Immunity: Harmed only by
breathing. It suddenly attacks!
magical attacks but even they deal half damage.
ƒ Outer Void Physics: If a magical attack deals 7+ When a tree-beast turns violent, a guttural wortling
damage to Guzzler, it must save vs. paralysis noise emits from its trunk. Only a druid understands
to avoid being stunned for 1 round; its form it: he hears the beast’s un-utterable curses in the name
struggles to stay in this reality. of its demon god, an entity called TarktuktulakA, the
ƒ Seep: Can seep through cracks and holes. This Dark Deer. Research reveals it is an Enoruuk deity
takes 1d4 rounds before it reforms again. instituted during Baalor’s wicked reign. If asked, the
ƒ Swallow Whole: 1/round, swallows a grabbed Enoruuk elders become somber and then look out into
victim in lieu of attacking. Its maw opens the wilderness, saying only that “Tarktuktulak comes at
impossibly wide, revealing a malodorous pit in night, with the dark and the moonlight,” and then they
its slimy black gullet. It devours victims without end the conversation.
limit.
ƒ The Gullet: 1/round, swallowed victims take After a tree-beast kills a victim, it plants its root-like
1d6 damage. If Guzzler is stunned or reduced to feet in the ground near the corpse, slurping up the
0hp, a victim can escape with a save vs. paralysis, victim’s blood that seeps into the soil.
forcing Guzzler to regurgitate it.

410
Tree-Beast: AC 2 [17], HD 5 (22hp), ATK 2 × giant in direct combat, much less an angry squad of the
slams (2d4), THAC0 14 [+5], MV 150’ (50’), SV enormous brutes.
D10, W11, P12, B13, S14 (5), ML 10, AL chaotic,
XP 175, NA 0 (1d4), TT K. Trow: AC 3 [16], HD 13* (58hp), ATK 1 × sword
(5d8) or 1 × ice boulder (2d8), THAC0 10 [+9], MV
ƒ Bark Skin: Takes only half damage from non- 150’ (50’), SV D4, W5, P6, B5, S8 (13), ML 10, AL
axe-like weapons. Immune to smaller missiles, like chaotic, XP 2,300, NA 1d2 (1d4), TT D, Gear huge
bolts, stones, and arrows. two-handed sword, polar bear furs (400gp).
ƒ Rooting: If it plants its root-like feet into the
soil within 15’ of a fresh corpse, it slurps up the ƒ Acclimated: Immune to cold and hypothermia.
victim’s blood as it seeps into the earth. This heals ƒ Followers: 2d4 Huronian houndsA (2:6
the tree-beast 5d8hp over 1 turn. chance); otherwise 6d10 snow goblinsA.
ƒ Surprises: On a 1-4 in a forest, due to being ƒ Ice Boulder Throwing: Ice-hunks; up to 300’.
mistaken for a tree. ƒ Mighty Kick: 1/encounter, can kick at a single
ƒ Vulnerable to Fire: Saves at -4 against fire attacks humanoid victim; a struck victim must save vs.
and takes maximum damage from them; when death or burst into pieces dead; even a success
fire attacks are first used against the tree-beast, still inflicts 5d8 damage.
its morale score drops to 6, and it must make a ƒ Spell Casting: As 6th level caster. 1/day—
morale check immediately. blacklight, obscuring mist, resist fire.
ƒ Wicked Cunning: The Trow are intelligent
TROW giants; they are military tacticians who view
themselves with haughty superiority; they adapt
Sired by demons, the Trow are degenerate giants born quickly to the strategies of intelligent enemies.
from the infernally sullied wombs of their Ragnaalan
mothers. The hulking brutes can grow to gigantic TROW SKELETON
sizes: the typical polar white-skinned specimen stands
around 15-18’ tall and weighs between 6,000-7,000 This is the corpse of a long-dead Trow that has been
lbs. Called “the Wicked Gods of the North” by the animated by a necromancer.
Enoruuk, who greatly fear their destructive might,
Trow Skeleton: AC 7 [12], HD 13 (58hp), ATK
the Trow fled into the uninhabited wastes far beyond
1 × sword (5d8) or 1 × ice boulder (2d8), THAC0 10
the Gorogungamar Mountains after the Cataclysm of
[+9], MV 150’ (50’), SV D4, W5, P6, B5, S8 (13),
Chaos.
ML 12, AL chaotic, XP 1,350, NA 1d2 (1d4), TT –,
The arctic giants truly despise other creatures, seeing in Gear huge two-handed sword, polar bear furs (400gp).
them only cheap slaves, tasty fodder, or bloody mortar ƒ Acclimated: Immune to cold.
for their fearsome “skin-walls,” which they often erect ƒ Guardian: Always attacks on sight.
to make a pointed, diplomatic statement to those ƒ Ice Boulder Throwing: Ice-hunks; up to 300’.
negotiating with them. Worse, the Trow do not merely ƒ Obedient: Obeys its creator’s commands.
conquer other races to plunder their riches—the giants ƒ Undead: Makes no noise, until it attacks.
prefer the sweet taste of human and dwarvish blood Immune to effects that affect living creatures (e.g.,
and pack their favorite dishes with the roasted organs poison). Immune to mind-affecting or mind-
and flesh of lesser races. reading spells (e.g., charm, hold, sleep).
In battle, the Trow are devastating to smaller foes.
TROW ZOMBIE
They prefer to ambush enemies, as the cruel giants very
much relish the look of sheer surprise and absolute This is the corpse of a recently-expired Trow that has
terror in the final moments of their victims’ lives. been animated by a necromancer.
Obscuring mist is their favorite way of doing this, as the
Trow Zombie: AC 8 [11], HD 14 (63hp), ATK 1
spell resembles the misty polar air, and their foes rarely
× sword (5d8) or 1 × ice boulder (2d8), THAC0 9
suspect it is magic. Underground, the Trow use the
[+10], MV 90’ (30’), SV D4, W5, P6, B5, S8 (14),
blacklight spell to avoid being seen when resting. When
ML 12, AL chaotic, XP 1,350, NA 1d2 (1d4), TT –,
the giants close in melee, they unleash mighty kicks
Gear huge two-handed sword, polar bear furs (400gp).
and fatal sword strikes. Few can withstand even one
ƒ Acclimated: Immune to cold.

411
ƒ Guardian: Always attacks on sight. others) and cast randomly selected magic-user
ƒ Ice Boulder Throwing: Ice-hunks; up to 300’. spells, using its HD as a caster level. It knows 3 ×
ƒ Initiative: Always loses; never rolls. 1st level spells and 2 × 2nd level spells.
ƒ Obedient: Obeys its creator’s commands. ƒ Immunity: Immune to lightning.
ƒ Undead: Makes no noise, until it attacks. ƒ Sharp-Eyed: Can see incredibly far; its eyes are
Immune to effects that affect living creatures (e.g., forward-facing, like a falcon or eagle, which grants
poison). Immune to mind-affecting or mind- it accurate binocular vision.
reading spells (e.g., charm, hold, sleep). ƒ Sleeping: 35%. May be attacked at +2 to hit while
sleeping on the ground.
TUNDRA DRAGON ƒ Subduing: Will surrender if reduced to 0hp by
non-lethal attacks (see “Other Combat Issues” in
An airborne terror of the arctic plains, the tundra
Old-School Essentials Advanced Fantasy Player’s
dragon rarely ever lands on the surface. It much prefers
Tome), admitting that it has been defeated.
roaming the skies while scanning the ground below
(Subdual damage does not reduce the damage
until it spots a suitable meal. Then, it begins circling its
done by the breath weapon.) A subdued dragon
chosen victim, heightening the fear of those pursued.
will attempt to escape or attack its captors, if the
The mighty predator loves to slow its target first, to
opportunity presents itself or if given a suicidal
further increase its terror. But when the dragon is
command. A subdued dragon may be sold for up
finally ready to eat, it swoops within range and fires a
to 1,000gp per hp.
precise bolt of lightning to slay its prey in a single shot.
Only after this is accomplished will the tundra dragon
land to scoop up its meal. The dragon always returns to TUNDRA GRIFFON
its lair with the victim’s corpse, eating in solitude and in Born with the body, tail, and hind legs of a white-
secret. furred tiger, but strangely bearing the head, foreclaws,
and wings of a giant, white-feathered, rough-legged
The tundra dragon appears as a massive, horned hawk, the legendary tundra griffon is a skilled predator
dragon, with razor-sharp dorsal fins running down of the arctic plains. It feeds on caribou, seals, otters,
its back spine. Grayish-white scales cover its exterior dall sheep, mountain goats, fresh-water fish, polar bear
body, but the dragon’s underbelly is sky blue. A tundra cubs, and sometimes foolish adventurers.
dragon’s ice-blue, vertical eyes can spot prey up to one
mile away, though it is not the brightest among its The griffon builds a cliffside nest out of sticks and
kin—bore and taiga dragons are much smarter. animal bones. Interestingly, some adventurers swear
that the tundra griffon’s eggs are often laid amid gold
Tundra Dragon: AC 0 [19], HD 10** (45hp), nuggets that the giant creature intentionally plants
ATK [2 × claw (1d8), 1 × bite (4d8)] or breath, around them. Sages have no idea why the tundra
THAC0 11 [+8], MV 90’ (30’) / 240’ (80’) fly / 60’ griffons do this, but this is why greedy treasure-hunters
(20’) burrow, SV D6, W7, P8, B8, S10 (10), ML 9, often seek out griffon nests.
AL chaotic, XP 2,300, NA 1d4 (1d4), TT H.
ƒ Age: This stat block gives a dragon of average An interesting, little-known fact about this majestic
size. A young dragon may have up to 3HD less beast: it sees partially into the ultraviolet light
and 1/4 less treasure, while an older dragon may spectrum, allowing it to spot mammalian urine on the
have up to 3HD more with double treasure. ground, especially in snow. This signals to the hungry
ƒ Breath Weapon: 3/day; 100’ long, 5’ wide line griffon where it might find abundant prey.
of lightning (damage equals dragon’s current hp; Tundra Griffon: AC 4 [15], HD 7+2 (33hp), ATK
save vs. breath for half) or 50’ long, 40’ wide, 2 × claws (1d6), 1 × bite (2d6), THAC0 12 [+7], MV
20’ high cloud of slow gas (save vs. breath or 150’ (50’) / 300’ (100’) fly, SV D10, W11, P12, B13,
suffer slowness: ½-normal movement rate, -2 S14 (4), ML 8, AL neutral, XP 450, NA 0 (2d8), TT
to hit and saves, and always lose initiative for 6 E (50% in gold nuggets).
rounds).
ƒ Lairs: A dragon’s treasure is always kept in its ƒ Attack Arctic Mammals: Within 120’, unless a
well-hidden lair and is seldom unguarded. morale check is passed.
ƒ Language & Spell Casting: 40% chance tundra ƒ Hunter’s Best Friend: A trained griffon adds +2
dragon can speak (its own tongue, Drakon, plus to one’s wilderness hunting chances.

412
ƒ Taming: Captured young can be trained as loyal ƒ Surprises: On a 1-4, due to hiding motionless in
mounts. Their fierce nature, however, cannot the snow.
be trained: griffons still instinctively attack their
traditional prey if spotted within range. (Horses ULURRUGNAK
and mules are excluded from this, as they were
See hex 05.08 in chapter 5.
recently introduced to Titherion, and the griffons
have not tasted their flesh.) Ulurrugnak: AC 1 [18], HD 18***** (81hp),
ATK 1-120 × tentacles (1d10 + paralysis), 4 × oral
TUNDRA TROLL arms (1d12 + grab), 1 × snapping bite (4d6 + severing
At 9’ tall, these uniquely-evolved specimens of troll- teeth), THAC0 7 [+12], MV 120’ (40’) / 150’
kind have adapted to tundra life and even used the (50’) swim, SV D2, W3, P4, B3, S6 (18), ML 11, AL
environmental cold to develop special defenses against chaotic, XP 7,750, NA 1, TT R.
their one glaring weakness—fire. Not only does a ƒ Damnation: If a possession attempt fails after the
tundra troll’s skin naturally cool the air around it, demon is slain, Ulurrugnak’s spirit drenches its
which keeps its snowy lair from melting in the hotter target in water, as if it had been fully submerged;
months, but this same internal process actually lessens then, howling with rage, it is trapped inside the
incoming fire attacks that target the troll’s body. Megalith of Yetza-har’aB.
Because of this, the Enoruuk and other natives of the ƒ Demon Traits: Doesn’t need air, food, or water.
arctic landscape fear the bloodthirsty tundra trolls. Immortal. Telepathy 100’.
ƒ Detestable Recrudescence: If 666 victims are
Worse, these northern monsters exhibit an especially ritualistically murdered and their suffering offered
cruel streak when killing their prey—they love to to a demon, the harnessed power frees and
torment them for as long as possible, before eating reconstitutes Ulurrugnak again.
them. Their victims’ body produces adrenaline when ƒ Final Possession: Anyone who kills the demon
stressed and afraid, and the trolls relish the taste of this must save vs. spells or suffer its diabolical
substance in the sweat of their victims. (The physically possessionC. Over 2d4 weeks, the victim’s skin
repulsive trolls gleefully claim that this “sweetens” their changes, becoming more and more like the slimy,
meals, like sugar.) clear exterior of a jellyfish. The victim struggles to
Tundra Troll: AC 4 [15], HD 9* (40hp), ATK 2 breath air and longs to swim in the depths of Lake
× talon (1d8), 1 × bite (1d12), THAC0 12 [+7], MV Helvarragh or the ocean’s dark waters. After this
120’ (40’), SV D8, W9, P10, B10, S12 (9), ML 10 (8 period ends, the victim permanently transforms
fear of fire), AL chaotic, XP 1,600, NA 1d8 (1d8), TT into a giant jellyfish. If the possessed victim dies
D. for any reason, Ulurrugnak can attempt to possess
a new creature within 180’.
ƒ Cold Aura: Emits a frosty 5’ radius aura that ƒ Fire Defense: Only if the demon’s head has
prevents its lair-snow from melting during its emerged from the lake water can it be targeted by
summer hibernation and reduces fire damage by 1 fire attacks (e.g., fireball).
point per die. ƒ Grab: Grabbed victim is constricted for 1d12
ƒ Fear of Burning: Morale reduced to 8 when damage per round; a save vs. paralysis allows
attacked with acid or fire. escape on later rounds.
ƒ Fire & Acid: Cannot regenerate damage from ƒ Killed Victims: Will be drawn to the body and
these sources. The only way to permanently kill a digested over 1d4 rounds. Such victims cannot be
tundra troll. raised or reincarnated.
ƒ Hibernate: Hibernates in the summer. Loud ƒ Mundane Damage Immunity: Harmed only by
noises, strong smells, and direct attacks wake it magical attacks.
up; otherwise, 1:6 chance of stirring. ƒ Oral Arms: Each underwater foe within 40’ can
ƒ Immunity: Immune to cold and hypothermia. be attacked with 1 oral arm per round.
ƒ Rapid Regeneration: Gains 6hp per round if ƒ Paralysis: Lasts 2d6 turns (save vs. paralysis to
damaged but alive. Severed limbs reattach. resist).
ƒ Return from Death: If killed (0hp), regenerates ƒ Severed Tentacles: Any attack on the demon’s
and fights again in 1d6 rounds. underwater body that inflicts 1 or more damage
severs a tentacle. 1d6 tentacles regrown per day.

413
ƒ Severing Teeth: On a natural roll of 19 or 20,
bitten victims must save vs. death or lose a
VALKEN SOLDIER
random body part; roll 1d6 to determine which See “City of Valkengard” in chapter 3.
gets bitten off: 1 = head; 2-3 = leg; 4-6 = arm.
ƒ Spell Casting: As 18th level caster. Constant— Valken Soldier: AC 2 [17], HD 1* (4hp), ATK 1
detect evil, know alignment, nondetection, read × weapon (1d6 or by weapon), THAC0 19 [0], MV
languages, read magic, true seeing; at will— 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 8,
darkness, ESP; 3/day—cause disease, curse, dispel AL lawful, XP 13, NA 2d4 (2d6), TT V, Gear spear,
magic, emotion, illusion, wizard eye; 1/day— shortsword, shield, plate mail, 3 javelins.
contact higher plane, mass suggestion, visitation; ƒ Testudo: Improves to AC 0 [19] when fighting as
1/week—dream quest. a unit with other Valken soldiersA (e.g., moving
ƒ Tentacles: Each underwater foe within 240’ can and attacking together).
be attacked with 8 tentacles per round.
ƒ Volant Decomposition: Once dead, its corpse VIGIL HOLE ABBOT
liquefies into a hissing, black, tar-like substance See hex 01.11 in chapter 5.
called demon bloodB that forever scorches the
ground where the Tarngrak fell. The first time the Vigil Hole Abbot (cleric 6): AC 9 [10], HD
greater demon is killed, it leaves behind one of the 6* (21hp), ATK 1 × club (1d6), THAC0 17 [+2],
five parts of the tower key of chaosB. MV 120’ (40’), SV D9, W10, P12, B14, S12 (cleric
6; saves vs. magic at +2), ML 11, AL lawful, XP 500,
VALKEN ARCHER NA 1, TT –, Gear robes, miter, gold pectoral symbol
See “City of Valkengard” in chapter 3. (50gp), prayer beads, icon devotional, signet ring
(25gp), Abilities STR 11, INT 12, WIS 16, DEX 12,
Valken Archer: AC 5 [14], HD 1* (4hp), ATK 1 × CON 12, CHA 7.
weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ ƒ Spell Casting: 1st (2 slots): protection from evil,
(20’), SV D12, W13, P14, B15, S16 (1), ML 8, AL resist cold; 2nd (2 slots): bless, know alignment;
lawful, XP 13, NA 1d4 (1d6), TT V, Gear longbow, 3rd (1 slot): cure disease; 4th (1 slot): neutralize
20 arrows, shortsword, chain mail. poison.
ƒ Eagle Eye: Ignores long-range missile penalty. ƒ Turning the Undead: As a cleric.

VALKEN SERGEANT VIGIL HOLE ASCETIC-PRIEST


See “City of Valkengard” in chapter 3. See hex 01.11 in chapter 5.

Valken Sergeant: AC 2 [17], HD 3* (13hp), ATK Vigil Hole Ascetic-Priest (cleric 3): AC 9
1 × weapon (1d6 or by weapon), THAC0 17 [+2], [10], HD 3* (10hp), ATK 1 × club (1d6), THAC0
MV 60’ (20’), SV D12, W13, P14, B15, S16 (3), ML 19 [0], MV 120’ (40’), SV D11, W12, P14, B16, S15
9, AL lawful, XP 50, NA 1 (1d2), TT V, Gear spear, (cleric 3), ML 10, AL lawful, XP 50, NA 1d8 (1d20),
shortsword, shield, plate mail, 3 javelins. TT –, Gear robes, prayer beads, holy symbol (Hadean
ƒ Battle Command: Pick one group under the Temple), icon devotional.
sergeant’s command who can see and hear him ƒ Spell Casting: 1st (2 slots): cure light wounds,
(either Valken archersA or Valken soldiersA). If purify food and water.
the sergeant barks orders in lieu of an attack, the ƒ Turning the Undead: As a cleric.
group gains a +1 to hit and damage for 1 round.
ƒ Testudo: Improves to AC 0 [19] when fighting WANE WRAITH
as a unit with Valken soldiersA (e.g., moving and This timeworn wraith has withered and faded over
attacking together). untold years within its forgotten haunt. Only a little of
its dark power remains but enough to threaten novice
adventurers and innocent folk.

Wane Wraith: AC 3 [16], HD 1** (4hp), ATK 1


× touch (1d4 + lesser energy drain), THAC0 19 [0],

414
MV 120’ (40’) / 240’ (80’) fly, SV D12, W13, P14,
B15, S16 (1), ML 12, AL chaotic, XP 16, NA 1d4
WIND RIDER
(1d6), TT E. See hex 19.05 in chapter 5.
ƒ Damage Reduction: Half damage from non- Wind Rider: AC 4 [15], HD 4+2* (20hp), ATK
magical, non-silver weapons. 1 × polearm (1d6) or 1 × weapon, THAC0 15 [+4],
ƒ Lesser Energy Drain: Touched victim must save MV 60’ (20’), SV D10, W11, P12, B13, S14 (4), ML
vs. death or suffer a -1 to hit and saves; in 24 9, AL neutral, XP 200, NA 1d6 (2d10), TT P (B),
hours, the victim must make a second save vs. Gear chainmail, shield, polearm, battle axe, dagger,
death; failing this, he permanently loses 1 level crossbow, 20 bolts.
(or 1HD) and its benefits (e.g., hp, saves, spells,
THAC0, etc.). Reduce the victim’s XP to the new ƒ Mounted Expert: +2 to hit while mounted.
level’s minimum; if drained of all levels, victim ƒ Swooping Gryphon: Can dive-attack if mounted
rises as a wane wraithA that night. A bless or on a griffon, attack with a polearm or spear, and
remove curse ends the effect. then continue flying away up to the griffon’s full
ƒ Mundane Damage Immunity: Harmed only by movement rate. This does not count as a retreat.
silver weapons or magical attacks.
ƒ Undead: Makes no noise, until it attacks. YAARI THE GRAND STAALISTA
Immune to effects that affect living creatures (e.g., See “Mountain-Temple of Kangek” in chapter 2 and
poison). Immune to mind-affecting or mind- hex 11.15 in chapter 5.
reading spells (e.g., charm, hold, sleep).
Yaari the Grand Staalista (druid 10): AC 3
WHISPER [16], HD 9+11** (42hp), ATK 1 × staff (1d4) or 1
× weapon, THAC0 14 [+5], MV 90’ (30’), SV D6,
See hex 13.23 in chapter 5. W7, P9, B11, S9 (druid 10; saves vs. magic at +1),
Whisper: AC 3 [16], HD 10* (23hp), ATK 1 × staff ML 10, AL neutral, XP 2,300, NA 1, TT –, Gear +2
(1d6), THAC0 17 [+2], MV 120’ (40’), SV D11, leather, +1 wooden shield, silver dagger, staff, sling, chert
W12, P11, B14, S12 (illusionist 10); +2 bonus on all Emeqist holy symbol, feather token (bird), Abilities
saves, ML 8, AL chaotic, XP 1,600, NA 1, TT gear, STR 9, INT 12, WIS 13, DEX 11, CON 14, CHA 7.
Gear hooded robes (forest green; black satin lacing), ƒ Energy Resistance: Saves vs. fire or lightning
virescent medallion (emerald-crusted, circular jade at +2.
pendant bearing image of three green-lined circles; ƒ Identification: Can identify all plants and
a large, cube-shaped emerald is set within them; animals; can discern pure water.
1,000gp), spell component pouch, spellbook, staff, 2 ƒ Immunity: Immune to fey charms.
vials of ingested poison (III), enchanted silver mirror ƒ Pass Without Trace: Trackless movement in the
(1,400gp), sapphire (1,000gp), emerald (500gp), wilderness; never impeded by overgrown areas.
38pp, 47gp, black spruce maskB, bracers of armor +3, ƒ Path-Finding: The druid’s party has only a 1:6
and cloak of defense +2. chance of getting lost in woodlands.
ƒ Spell Casting: 1st (3 slots): color spray, glamor, ƒ Shape Change: 3/day (1/each)—bird, mammal,
hypnotism; 2nd (3 slots): blur, detect magic, reptile; any size up to x2 the druid’s bulk; gains
invisibility; 3rd (3 slots): suggestion (x3); 4th (3 10d4hp upon changing form into an animal; all
slots): dispel magic, emotion, improved invisibility; carried gear absorbed into animal form.
5th (2 slots): looking glass, visitation. ƒ Spell Casting: 1st (4 slots): entangle, invisibility
ƒ Voice of Madness: Can speak to any Magoth to animals, locate plant or animal, predict weather;
within a 90-mile range as if whispering wind. 2nd (4 slots): bark skin, cure light wounds, ice
ƒ Wicked Eyes: Served by an invisible demonic blastB, warp wood; 3rd (4 slots): call lightning,
spirit, which grants immunity to surprise; 1/day— growth of nature, hold animal, protection from
it casts contact higher plane on behalf of the mask, poison; 4th (3 slots): cure serious wounds, dispel
providing infernal knowledge. magic, speak with plants; 5th (3 slots): commune
with nature, control weather, protection from plants
and animals.

415
ƒ Pain Venom: Venomous bite inflicts agonizing
YEGURYAQ pain; victim at -4 to hit and saves (2:6 chance per
See “Sealed Room” in chapter 10, area 25. round victim falls to the ground screaming in
agony, unable to act); venom kills in 1 turn.
Yeguryaq: AC -3 [22] carapace or 3 [16] under-flesh, ƒ Severing Legs: To cut a leg off, a melee attack
HD 21****** (94hp), ATK 2 × palp-hooks (1d12 is made with a slashing weapon (e.g., sword) at
+ prone), 2 × walking legs (1d12 + push), 1 × bite -4 to hit; the weapon must deal 15+ damage in a
(2d12 + pain venom), THAC0 6 [+13], MV 180’ single hit to sever a leg. Once severed, the demon
(60’) climb, SV D2, W2, P2, B2, S4 (21), ML 11, AL regenerates a new leg in 6 turns, if it’s sitting still
chaotic, XP 14,500, NA 1, TT –. and concentrating.
ƒ Ambush: Drops on its prey. ƒ Sheer Terror: Victim seeing demon for the first
ƒ Carapace: The demon’s carapace has 94hp and time must save vs. paralysis or flee for 3d6 turns
AC -3 [22]. Attacks hitting Yeguryaq target its (3:6 chance of dropping held items); a cleric or
carapace until destroyed, unless a called shot is paladin of 10th level or higher saves at +4.
made against the demon’s tough, rubbery flesh ƒ Spell Casting: As 21st level caster. Constant—
with a piercing weapon (e.g., arrow, spear) at -2 detect evil, know alignment, nondetection, read
to hit. If successful, the inflicted damage reduces languages, read magic, true seeing; at will—dispel
the demon’s hp, not the carapace’s hp. Once magic, hypnotism, web; 3/day—cause disease,
destroyed, Yeguryaq grows back the carapace 1 curse, dimension door, fear, hypnotism, invisibility;
AC point per day until it is fully rejuvenated 12 1/day—chaos, charm monster, cloudkill, death
days later. spell, finger of death, teleport.
ƒ Cling: Can move on walls and ceilings. ƒ Summon: 3/day—1d4+1 intelligent phase
ƒ Damnation: If a possession attempt fails after spiders; 1/day—1 Tarngrak (any).
the demon is slain, Yeguryaq’s spirit flies into the ƒ Surprises: On a 1-3 in the wilderness; on a 1-4
environment’s nearest cracks or holes as the sound underground; on a 1-5 in its lair.
of 10,000 rushing spiders crunch and squeal at ƒ Umbral Webs: Forms a nest by weaving a 10’
once; then, howling with rage, it is trapped inside cubic area of magical darkness per round. This
the Megalith of Yetza-har’aB. area blocks normal vision and infravision, and
ƒ Demon Traits: Doesn’t need air, food, or water. light sources brought within the enshrouded area
Immortal. Telepathy 100’. do not illuminate it. A creature passing through
ƒ Detestable Recrudescence: If 666 victims are the tangibly clinging shadows moves at 1/10th
ritualistically murdered and their suffering offered its movement rate; every round, it must save vs.
to a demon, the harnessed power frees and spells or become entangled and unable to move.
reconstitutes Yeguryaq again. Breaking free requires an open doors check.
ƒ Final Possession: Anyone who kills the demon Continual light destroys a single 10’ cubic area of
must save vs. spells or suffer its diabolical the umbral webbing.
possessionC. Additionally, the victim begins to itch ƒ Volant Decomposition: Once dead, its corpse
at his skin, feeling something crawling on it. This liquefies into a hissing, black, tar-like substance
sensation grows over the next week. Then, once called demon bloodB that forever scorches the
per 4d6 hours, 1d3 insect swarms (4HD; black ground where the Tarngrak fell. The first time the
widow spiders; swarmed victims must save vs. greater demon is killed, it leaves behind the skull
poison or be at -2 to hit and saves for 1d4 days) key of Thar-GannonB.
erupt from the victim’s mouth, ears, and orifices.
The victim takes swarm damage as the spiders
exit (1 swarm per round). A swarm attacks all
creatures in the vicinity, especially children. If the
possessed victim dies for any reason, Yeguryaq can
attempt to possess a new creature within 210’.
ƒ Legs: Palp-hook victims fall prone, while walking
leg victims get knocked 15’ back.
ƒ Mundane Damage Immunity: Harmed only by
magical attacks.

416
or neck; by 11+ points, buried completely—
ZARCAND THE BLACK MAGICIAN suffocationC begins. Even on a successful save,
See “Voyage of Heroes” in chapter 4. victims are at ½-normal movement rate until next
round. A protection from evil wards victims against
Zarcand the Black Magician: AC 9 [10], HD this ability.
3*** (13hp), ATK 1 × skull scepter (1d6), THAC0 ƒ Mirror Magic: 1/day, if the magician fails a save
17 [+2], MV 120’ (40’), SV D12, W13, P14, B15, against a spell (or is not allowed one to resist it),
S16 (3), ML 8, AL chaotic, XP 80, NA 1, TT –, Gear he may save vs. death to avoid its effect.
black robes, ruby signet ring (500gp), 2 arcane scrolls ƒ Shape-Shifting: 3/day, may take on the form
(darkness and wraithform). of a humanoid creature roughly the same size;
ƒ Black Scroll Master: Can use any arcane or clothing and possessions are hidden, too. This
divine scroll dealing with necromancy, evil, curses, lasts up to 3 hours or until dismissed. A detect
or black magic. illusion reveals the magician’s true form.
ƒ Flagitious: 1/week, crumbles into dust as if ƒ Spell Casting: As 3rd level caster. 1st level (2
rapidly decaying then re-forms within 400’. slots): charm person, magic missile; 2nd level (2
ƒ Ground Swallow: 1/week, all living creatures slots): locate object.
within 40’ must save vs. paralysis while cracked ƒ Word of Bones: 1/week, speaks vile word of
and dried arms, caked in mud, burst from the unholy power, permanently animating 1d8 loam
ground and grasp at them; victims are pulled into gauntsA; the undead rise from the earth in 1
the earth on a failed save at a depth based on their round. Can’t have more than 8 undead under his
margin of failure: by 1-5 points, buried to their control at a time.
waist; by 6-10 points, buried to their shoulders

417
APPENDIX B:
MAGIC ITEMS & SPELLS
This appendix is an alphabetized listing of all new the bottom; each cylinder shimmers with colorful
magic items and spells. For magic items, it gives their lights.
physical descriptions along with their powers and/or
drawbacks. For spells, it gives their durations, ranges, The box detects as powerful magic.
and effect descriptions.
Activation. If anyone inserts a cylinder into the box’s
silver socket, it glows brightly, nearly blinding anyone
NEW MAGIC ITEMS within 10’. Instantly, the user succumbs to a magical
The following section details all new magic items, listed slumber, and his mind is transported into a vivid dream
in alphabetical order. world tailored to his deepest fears or desires.

Before relaying any of this, the referee should


ARCANE DISRUPTER immediately ask the player what kind of things are on
When created, this magical device is keyed to 5 specific his character’s mind. Based on the player’s answers,
spells. If these spells are cast inside a 30’ radius around the referee decides if the dream world is a fantastic,
the disruptor, or if these spells are already active on glorious experience—or a terrifying, hellish nightmare.
a creature or object that moves into this 30’ radius, (If this is ambiguous or the player can’t decide, roll
the disruptor device targets the spell effect with dispel 1d6: on a 5-6, it’s a good experience, but on a 1-4, it’s
magic as a 12th level caster. The disruptor targets one a negative one.)
such effect per round. It always affects the closest spell
effect first. And it always acts last every round. And most importantly, the user does not realize he
is asleep and dreaming. He actually thinks he’s been
The device can be destroyed (AC 16, 26hp) with magically transported to another world.
magical weapons, magic missile, or disintegrate (which
destroys it instantly). It is immune to all other magic. Escaping. Immediately, the user must save vs. spells or
But lightning attacks heal the device’s hp by an amount remain sleeping for the next 24 hours.
equal to the damage dealt.
After this period ends, he gets a second save vs. spells;
failing it, he remains sleeping for 1 week.
BAALORIAN DREAM BOX
This item was created by Baalor while exploring the Finally, after this longer period ends, he gets a third
magical meanings of dreams. Ultimately, he found that save vs. spells; if this last throw fails, the user remains
dreams are total nonsense—merely the mind’s way of asleep forever. He either dies from starvation or old
working out fears, anxiety, hopes, and desires—and so, age.
he abandoned the project.
REFEREE NOTE. The referee and player should
Appearance. This charred wooden box appears to have work together through roleplay to narrate how
been cracked and drenched in saltwater. Barnacles grow the dream plays out and why the dreaming hero’s
on its surface. Mysteriously, the box’s crack emits a soft, saving throws succeed (or fail). This should be a
purple glow from within. fun, not an adversarial, encounter.
Examination. If anyone picks up the box, it is heavy,
and hard items can be heard rolling around inside as Observers. If anyone awake studies the inserted
it’s moved. crystalline cylinder, the user’s dream events play out
visibly within its shimmering interior.
If opened, the box’s interior is not burnt. Two round,
silver sockets rise up from its middle. Small crystalline In fact, if a second hero plugs another cylinder into
cylinders lie on their sides around them, rolling around the box’s extra socket, he suddenly falls asleep, as well.
The character is magically shunted into the first user’s

418
dream world. And like the first user, the second one while he is alive, although this occurs in a highly
must begin making saving throws to escape. distorted dream world.

However, unlike the original user, the second dreamer The Second Benefit. A victorious dreamscaper
is fully aware that they’re both dreaming. He may entering the dreamscape a second time awakens with
attempt to guide his friend to an exit. The player a vivid but fading dream memory of Baalor that is so
should describe through roleplay how his character strong he feels as if he lived it himself. When the Skull
helps the lost comrade escape the bizarre dreamscape. God erased the box’s contents, this memory stopped
If the referee feels this is adequately done, both users him in his tracks more than the others. He lost his train
gain a +4 on all future dream world escape saves, of thought and forgot to permanently remove it.
and they both gain a free saving throw to break out
immediately. REFEREE NOTE. Don’t tell the player this
dream belongs to Baalor. You can read it aloud or
Success. Once a character escapes his first dive into print it out and hand it to the player for his private
the dreamscape, he gains an awareness that he has consideration.
“mastered” his dream training. The hero gains three
important benefits, described below.
The dream memory is described below.
The First Benefit. Anyone escaping the box can
recognize other future dream worlds immediately upon Hands of bronze fabricate a barbican near lavender
entering them. He doesn’t need to make saving throws breakers—but the sun trickles away at those castle
while navigating the dreamscape anymore, and he is embrasures. A sprawl enjungled, this magnolious
also at +4 on any future die rolls made while inside a civilization! Your tower is finished. Now smooth the
dreamscape. moat’s basin.

Finally, the hero can use the dream box again as Crenelations scraping the swelter off the sky, as white
often as he likes, but when he does, he does not enter scum sharpens the shoreline close by. The dogged surf
his own dreams—he enters the dreamscape of the edges ever-nearer behind and drags your foam pilings
Genesis Dreamer. Instinctively, the hero now knows more distant by tide. Slide, go the surface grains,
that this dreamer was the first being subjected to the spilling from dried palms! Fingers clod with seabed—
box’s power, though he does not know the Genesis the paltry defiance of gastropods!
Dreamer’s identity.
How deep shall you quarry here?
This is the box’s true purpose: to probe, explore, and
better understand the Genesis Dreamer’s mind and —somewhere behind, a brilliance on the bygone horizon,
dreams. her shine. A red-tendered density of skin astern.
Inflamed droplets stinging eyes which yearn.
REFEREE NOTE. The Genesis Dreamer is none “Not yet!” you rasp. “Almost finished!” But time,
other than Baalor the Skull God. He sought self- with most assured fancy, floods the bailey with brine.
discovery and understanding of his own mind, as Panicked, packing beach by bloodied bare hands, the
he wanted to fully master his own mental powers. castle, alas, crumbles! “Stay together, wicked sand!”
When Baalor erased the box’s contents and then
discarded it, he did not realize that the box was still Face low, soggy knees. Graveled, your whisper. “No, go
magically connected to his own dreamscape. away! Will she torment me forever? Nothing endures.
And you—?” spitting over shoulder, “—a flower in a
Now that he is lost in the Tesseract of Time, field the North Wind has blown over.”
whenever Baalor sleeps (which is rare these days,
as Vuulthoom rarely lets him), the sorcerer-king The Third Benefit. If the heroes use the dream box
wanders this dreamscape unaware that anyone to enter the dreamscape again after escaping and
mastering the dream box might enter his dreams mastering it, they now have access to Baalor’s dreams.
and encounter him therein. This gives the heroes But there is only a 1:20 chance the Skull God is asleep
a rare opportunity to speak with the Skull God whenever they attempt this. If he isn’t, the heroes enter
a black gulf of emptiness. Instinctively, they know the

419
Genesis Dreamer is currently awake, though they do During this ritual, the performer must shed his own
not know his or her identity. blood (inflicting 1d6 damage), and it takes 9 hours to
finish. At its conclusion, the character benefits from a
If Baalor is asleep, roll 1d6: on a roll of 1-3, he is contact higher plane spell.
having a nightmare or recalling an unpleasantly
negative life memory; on a roll of 4-5, the dreamer However, the ritual performer draws the direct
experiences a triumphant, egotistical memory that attention of the Tarngrak and Vuulthoom. He must
affirms his self-declared glory and divinity; but on a roll save vs. death to avoid being diabolical oppressionC.
of 6, the dreamer probes a rare positive memory about Even if his save succeeds, the victim suffers a cumulative
Baalor’s past life before he became a master of occult -1 penalty on saves made to resist the effects of this
powers, which likely involves his childhood romance as ritual. The ritual swiftly corrupts those relying on its
a young man or some other rare moment of kindness forbidden knowledge.
shown to him.
Finally, there is a 1:6 chance the place where this ritual
If encountering Baalor in the dreamscape, the heroes is enacted suffers diabolical infestationC.
likely won’t know it’s the sorcerer-king. He appears as
he did in his youth over 800 years ago and refers to Void Lunacy. Anyone owning the book must save
himself as a prince (but does not give away his name). against void lunacyC upon first handling it and at
Baalor appears as a bronze-skinned man, tall, regal, 3:00am each night until the condition takes. If the
dressed in flowing robes that expose his dark skin. His condition is cured via remove curse, the nightly saving
head is crowned with a circular golden headpiece. The throws begin anew tomorrow.
prince’s hands and toes are manicured, as well, and he
presents himself as being groomed and hygienic. BLACK SPRUCE MASK
This haunting black spruce mask, crafted with an
Although conversing with Baalor does not give the
Enoruuk aesthetic, permanently bestows on its wearer a
heroes instant answers about his current predicament
constant nondetection effect.
or past life, the referee can use these mystical vignettes
to fill in the player’s knowledge of Baalor’s backstory in
bits and pieces.
BONE-HILT SWORD
Expertly crafted, this powerful artifact of chaos was
BLACK BOOK OF MORKAAL forged by A’ghanim the Spectre-WarlockA, a mighty
undead spectre-warlock who served Baalor. During
This black, ostentatious, heavy tome has thick sheets
the Battle of Stinging Meadows, the sword was broken
of long primitive fig-bark paper. Its decipherable
when A’ghanim was slain by a Hadean paladin named
Gehinnom scriptC is hand-written meticulously with
Jandor, who took both sword-halves and hid them
black carbon ink taken from oak galls. Wooden cover
elsewhere in Titherion. In recent years, the Magoth
boards bind the tome’s pages. They are covered with
eventually recovered the obsidian blade-half, and they
black goatskin leather.
keep it at their evil temple (hex 22.06), but so far, they
The front cover bears a tooled esoteric symbol, can’t find the weapon’s bone-hilt.
intricately honed. Most learned heroes and sages won’t
Currently, the bone-hilt is hidden on the Island of
recognize this symbol, but if researched, it is tied to
Tutega, the greater qivitoq (hex 21.19).
an ancient cult called the Magoth. Little else is known
about this mysterious organization. There are two clues in the wilderness detailing the
fate of the sword’s lost half—the first lies on a dead
The book provides a reader three things: spells, a dark
explorer’s corpse (hex 14.06), and the second consists
ritual, and void lunacyC.
of three golden scrolls tucked away in the Papyrus Cave
Spells. The book contains the following spells: animate (hex 18.01).
dead, aspect of the End-WormB, cloudkill, curse, death
If the weapon is properly re-forged by a magic-user or
spell, parasitic soulB, soul anchorB, and undo undeathB.
master craftsman, its sentience and powers fully return
Ritual. The book shares a long, intricate ritual that can to it. Until then, the evil spirit within its blade is little
be performed by any willing creature. It is known as more than a dark whisper.
the Void Call.

420
The weapon has the following properties: becomes lost, the referee can use this item to help them
get back on track.
BONE-HILT SWORD. +3 sentient sword;
INT 12; Ego 12; Communication speaks and BOTHERING POOL
reads Urgathos, Gehinnom, Arenik, Upik, and its It is said that every month, an invisible spirit from the
alignment tongue; AL chaotic; Special Purpose Empyreal Realm descends to the earth and stirs up
slay lawful creatures, spread chaos. the blessed waters of this pool healing those bathing
in it. Those who are poor, lame, diseased, and outcast
Powers. The sword has the following sensory,
often encircle the pool and wait for the moment when
extraordinary, and alignment powers:
the waters begin to churn, at which point they all
begin leaping in with the hope of being healed. Once
ƒ Detect Emeralds: Within 1 mile.
per month this occurs; the first person to leap into its
ƒ Detect Lawful Alignment: 20’.
swirling waters has a 1:12 chance of being fully healed
ƒ Detect Undead: Within 1 mile.
of their afflictions.
ƒ Command Chaos: 1/day—one chaotic-
aligned creature must save vs. spells at -9 or
be charmed by the sword’s wielder as per charm
BRONZE ORB OF MEMORY
person. This mystical orb of solid bronze is worth 100gp. If
ƒ Law Drain: Lawful foes hit by the sword must anyone holds the orb and concentrates on it for 1
save vs. death or suffer 4d6 extra damage; the round, the memory stored within it activates and floods
wielder heals that amount in hp; if the lawful the character’s senses, as if he experienced the memory
target dies from this, he rises as a taiga wightA himself. Currently inside the orb is one of Baalor’s
under the wielder’s control. cherished moments of victory.
ƒ Summon A’ghanim: If the law drain power has
been used nine times, the wielder can summon REFEREE NOTE. Don’t tell the player this
A’ghanim the Spectre-WarlockA a single time; memory belongs to Baalor. You can read it aloud
A’ghanim manifests within 30’ and serves the or print it out and hand it to the player for his
wielder for 9 days before his spirit re-enters the private consideration.
sword’s obsidian blade.
The memory within this orb is described below.
Personality. The sword houses the spirit of
A’ghanim. He is incredibly vain and wicked; he A beautiful Enoruuk woman stands in a shadowy
recounts his evil successes and argues with other chamber. She wears polar bear skins and a headdress
chaotic creatures about who has done more in of eagle feathers. And though roughly treated, the
service to the “cause.” If his defeat by Jandor is woman looks proud facing you now—yet, her shaking
mentioned, A’ghanim grows silent, angry, then hands betray her demeanor. Other women huddle in the
enraged at the speaker. darkness behind her.

Destruction. If A’ghanim is slain, the sword And then you speak. “Have you chosen, Meriwa of the
dissolves as great gouts of blood erupt from it. Mystic Waters?” Your voice is deep and clear, like a
man’s but twisted. “Have you decided to worship me
as your god, at last, to honor me in this ruined temple
BOOK OF WISDOM that I have destroyed on this day by my own hand? For
Written in Arenik and simply titled The Book, this tome if your primitive deity had any strength left, he would
contains the collected wisdom of the Enoruuk oral have struck me down the moment I threatened his
tradition. But the book is magical. Once per week, if precious flock of virgins!”
it is asked a question (or if a question lingers in the
reader’s heart or mind while he reads or skims over the A tear runs down Meriwa’s cheek. “I—I have chosen, oh
book), the book gives the reader a true, but cryptic, mighty god of the north.”
answer. The words on the page seem to leap out at
“Then bow, girl!” You laugh. “Offer yourself to me,
the reader in a way that catches his attention, and in
my favored death-wife. Be mine forever! Embrace
his heart, he knows the answer is true. If the party
death, for it is inevitable. Forsake the white snow, the

421
blizzard-mist, and the polar river! Come into death’s ƒ The cortana grants the fighter one extra melee
bed-chamber to delight your new king.” attack per round with it.

Meriwa struggles to bend her knee. A wave of intense DEMON BLOOD


pleasure floods your being as it touches the floor—but so,
too, does a sliver of pity. This black ichor is the lifeblood of a demon. It burns
like acid, dealing 2d6 damage to anyone touching it.
Suddenly, Meriwa lifts her eyes from the cold stone (Lawful creatures take 3d6 damage.) Fiend-blood has
beneath her to meet your own. “Yes. I have chosen. many sorcerous possibilities, for those dabbling in the
But not you, oh power of death!” With the last of darker arcane arts. It may enhance certain kinds of
her strength, the woman stands to her full height. “I spells if serving as a material component. And the bile
worship the life-giver Anarnulak alone! He will save can even burn through planar substances not normally
me from the dark end that awaits you, when you come harmed by their earthly equivalents.
face-to-face with your evil master!”
EMINENT HADEAN RITE OF
Your fingers grip the black throne. “Fool girl! I have no
master.” You raise yourself up. “My fate is my own. Not
EXPULSION
even death can take me. Not so, you and your proud The Hadean Temple’s supreme ritual to end diabolical
sisters.” possessionC in a single afflicted victim is detailed in the
book of the same name found in Hoarfrost Cathedral
“Death is unnatural and evil, O king,” she says, (chapter 3).
still defiant, “but it reminds us that we cannot save
ourselves by our own power, nor control the fate of our Ritual Requirements. Any cleric or paladin studying
enemies. We are not gods—and neither are you.” the ritual determines that the following prerequisites
must be met before performing it:
“Ah, but I do control the fate of my enemies, Meriwa!
I certainly do.” You point at a bubbling pool. “Behold, ƒ The rite must be performed by a name-level cleric
your faithful sisters!” (9th level or higher) in good standing with the
Temple, who carries his faculties of miraclesB, as
Meriwa gasps. well as his faculties of expulsionB, which are only
granted by his exarch; once obtained, the cleric
“Has your god saved them?” Your hand lifts towards becomes the liberator.
her slowly as arcane power fills it. “No, he has not. And
neither will he save you. Now—drown in your purity!” ƒ The liberator must fast for a full 24 hours before
undertaking the rite, only consuming water
And as lightning cascades throughout the chamber, all during that time period.
you hear are Meriwa’s screams. ƒ The liberator must display his holy symbol during
the entire ritual.
CHAOTIC CAVITY
Performing the Rite. To perform this complex ritual,
See Volume 2 of Gods of the Forbidden North.
the liberator must complete the following steps in the
exact order given below.
CORTANA OF LIONTARI
This ornate, masterwork sword was forged in the If the liberator does not have enough slots to cast the
ancient style of the Hadeans. All non-fighters treat this listed spells, he must substitute them with divine scrolls
weapon as a +1 sword. But fighters enjoy the weapon’s before beginning the ritual.
full benefits:
Preparation is the key to victory!
ƒ The cortana protects the fighter against energy
drain, magical death spells (like death spell or Phase 1: Consecration. To begin, the liberator must
finger of death), as well as cause wounds spells. first consecrate the ritual ground.
ƒ The cortana’s enchantment bonus is based on ƒ The liberator casts bless (ritual).
the fighter’s total level: at 1st-5th level, it is a +1 ƒ The liberator sprinkles holy water at his feet and
sword; at 6th-10th level, it is a +2 sword; at 11th marks the afflicted victim’s forehead; then he casts
level or higher, it is a +3 sword.

422
bless (ritual) on the victim. At this point, the evil entirety until he has successfully cast 3 quests
spirits possessing the victim can’t target him with and 3 dispel evils on the evil spirits. These effects
any spells or mental domination. are cumulative over time, even if the liberator
ƒ The liberator casts continual light (conjuring). changes. When all conditions are finally met, the
evil spirits forcefully and painfully depart and the
ƒ The liberator casts protection from evil 10’ radius, diabolical condition heals.
which he must stay within during the entire rite.

Phase 2: Purification. Next, the liberator must purify ENCHANTED SPIKED BLACK VAULT
himself and the afflicted victim to ready the rite’s final DOOR
movement. See Volume 3 of Gods of the Forbidden North.
ƒ The victim enters the protection radius.
EXPERIMENTAL HANG GLIDER
ƒ The liberator casts cure disease, neutralize poison,
remove curse, and remove fear on the victim. The frame of this experimental hang glider is crafted
from a sleek, white wood and a strange light metal
ƒ The liberator casts create food to fashion Blessed
(worth 700gp). By bracing the glider’s frame and
Hexad; the liberator, victim, and other assembled
inserting a new fabric of animal skin, the device
participants must eat this special honeycomb.
becomes functional again.
Phase 3: Expulsion. Finally, the liberator must cast out
Takeoff. To use the hang glider, the pilot must launch
the evil spirits from the victim forever.
in one of two ways:
ƒ The liberator casts commune, beseeching the
ƒ Running down a slope facing into the wind.
Trisagion to aid the liberator in completing the
exhausting ritual, as mortals alone cannot hope to ƒ Being towed into the wind by a boat or horse.
defeat the forces of cosmic evil.
The pilot must make a WIS check at +4 to launch the
ƒ With the aid of the Trisagion, the liberator casts hang glider into the air; every time he succeeds, his
detect evil and know alignment to reveal the evil next launch check modifier gets reduced by 2 until his
spirits within the victim. modifier reaches -4 total.
ƒ The liberator must first cast quest on the spirits
to weaken their will to resist the cleric’s next If the pilot is encumbered, this check suffers a
command; the demons may save against this. +2 modifier for every 30’ increment that his base
movement rate has been reduced (i.e., 90’ MR suffers
ƒ The liberator casts dispel evil next on the +2 modifier; 60’ MR suffers +4 modifier; and 30’ MR
weakened evil spirits, commanding them to depart suffers a +6 modifier).
forever. The demons may also save against this.
ƒ If the spirits pass either of these two saves, the If the check fails, the glider doesn’t launch or barely
expulsion attempt fails and the liberator must wait gets off the ground, but this might be fatal if the pilot
1 turn before repeating phase 3 until he gives up attempted to launch off a cliff!
or the evil spirits depart the victim. Even worse,
Fantasy of Flight. While airborne, the glider has a
over the course of this next turn, the demons
120’ MR and a 3:1 glider ratio (i.e., the glider flies
gain some freedom and may resist the liberator by
3’ for every 1’ that it descends in the air); so, in the
casting up to 3 spells total.
wilderness, the glider normally flies 120’ forward and
ƒ If the spirits pass both saves, they break loose drops 40’ in altitude every round.
and gain enough freedom to cast spells normally
over the next turn, 1/round! Alternatively, they A pilot climbs in altitude using a few methods:
may give up the chance to cast spells to instead
mentally dominate the victim’s body. ƒ Bird- or cloud-watching for rising thermals.
ƒ If the spirits fail both saves, they suffer extreme ƒ Riding mountain waves (or lee waves).
torture, shouting and screaming through the ƒ Slope soaring up a cliff, hill, or mountainside.
possessed victim’s body. But this is not the end.
The liberator must repeat phase 3 again in its

423
While gaining altitude, the glider climbs at a rate of CHA check—called a command check), he might
1d4 × 30’ per round; for every 100’ gained, the pilot command the artifact to do one of two things:
must make a WIS check (with his usual modifier).
ƒ To perceive any familiar creature or location
If the check fails, the glider begins nose-diving and with crystal clarity as if using a crystal ball with
crashes, and the pilot takes falling damage. clairaudience, ESP, and true seeing.
ƒ To fire the Light of JudgmentB upon any creature
REFEREE NOTE. It is very dangerous using the or location currently being viewed. (However, the
hang glider. A crash is almost inevitable. Light must be repaired first to do this.)

The user can command the artifact without limit, but


EYE OF J’KARAA each attempt requires a new command check.
The amulet grants the possessor the ability to cast
detect magic and read magic once per day. This magic Command Check Failures. If a user ever fails a
item is more fully described in chapter 4. command check, nothing seems to happen at first, but
the user’s personality changes. The character grows in
EYE OF VIGILANCE haughtiness. He begins to rely less on others and more
on himself and starts questioning his allies’ competence
This circular vessel of marble stone, full of blue-green
and abilities. At the same time, he begins to despise
fire, was built into the floor of Vartoriak’s tower peak.
his comrades, for they never seem to appreciate his
The vessel’s bottom cannot be seen through its fire. It
contributions.
radiates extreme magical power.
If a user fails this command check twice, he has truly
Plunging Arms. If a non-lawful creature touches the
begun sliding into evil. He keeps his own counsel and
flames, it takes 2d6 damage. But any creature plunging
becomes more reluctant to share information and ideas.
its arms into the artifact’s fiery core gets the chance to
His overconfidence in his secret knowledge poisons his
control it.
respect for others. By this point, the character becomes
The creature must make a save vs. spells to gain neutral, if he isn’t already.
mastery over the artifact.
If a user fails this command check a third time, he
If the save is failed by a non-lawful user, he suddenly has crossed over fully to evil. His alignment shifts
ignites with blazing fire. He is instantly rendered into a to chaotic, if he isn’t already, and he has started
smoking pile of ash. pondering the black void between the moon and the
stars. Whether his allies realize it or not, he is a lying,
If the save is failed by a lawful character, he struggles to secretive, murderous traitor, and violence involving this
command the artifact until he slumps to the ground— character in the near future is inevitable.
he is shaken for 24 hours (at -2 to hit and saves) and
gains the impression that the Eye is over 40 millennia REFEREE NOTE. This personality change does
old. not occur because the artifact is evil—it occurs
because the Eye possesses a power that was never
The Eye’s Power. Anyone passing this save sees meant for mortals, and so, mortals using it can
through the basin’s parting flames as if it were a become corrupted over time through the rapid
crystal ball with clairaudience, ESP, and true seeing. stoking of their own pride and ego.
The Eye is currently fixed on the Virescent Cube as
it floats over the Monolithic Acropolis somewhere in
Leaving. After a user relinquishes control of the Eye of
the underworld below. Once a character beholds this
VigilanceB, the flames revert to viewing the Virescent
mesmerizing object, he senses its rough direction as if
Cube and the Monolithic Acropolis in the Cyclopean
permanently enchanted by locate object with the cube as
City of the Inilgaan. This fixes the Light of JudgmentB
the spell’s target. At all times, he feels the memory of
on its original purpose.
this vision beckoning him towards the Virescent Cube,
as it did Baalor.
FACULTY OF EXPULSION
If the character focuses his will while peering through This letter, penned and signed by the exarch of a
the parted veil of flames (which requires a WIS or Hadean goshen, appoints an ordained cleric or priest as

424
a liberator with the power of expelling evil spirits from ƒ Delving Defense. Alignment power. Wielder
a possessed victim. This authority may be revoked at gains a +1 bonus to all saving throws while
any time by the ruling exarch, preventing the liberator exploring a dungeon or the underworld.
from using the eminent Hadean rite of expulsionB until
he is reinstated.
Personality. Fracas is an opinionated, jealous
know-it-all. If its wielder is ordering food or a drink
FACULTY OF MIRACLES at a tavern, the sword suddenly orders for him, as
This letter, penned and signed by the exarch of a if “recommending” what he should try. The sword
Hadean goshen, grants an ordained cleric the power of also says things like:
divine magic and turning the undead. This authority
may be revoked at any time by the ruling exarch, “I wouldn’t do that, if I were you.”
preventing the cleric from using those abilities until he
is reinstated. Clerics carry their faculties with them at “You’re not really going that way, are you?”
all times.
“You know, I’ve—seen—things you people
FANG OF CHAOS wouldn’t believe…”

The broken idol-tentacle is a fragment of the green idol Destruction. Fracas’s weakness is concealment
hidden under Fort Ikenvar (hex 10.19). and obscurity, the opposite of discovery. If the
When used as a melee weapon, the shard acts as a +1 sword is taken down into a dungeon or into the
shortsword, but if it hits an extradimensional chaos underworld, then targeted by a series of specific
entity (e.g., The GuzzlerA, etc.), that creature becomes concealing spells, and its blade is finally broken,
vulnerable to all mundane weapons and spells, which Fracas screams as it disintegrates into dust. The
now deal their full normal damage. concealing spells (in order): false aura, improved
invisibility, mislead, and nondetection.
The fang also grants the wielder the ability to cast the
following spells, using his own level or HD as the caster GREATER HADEAN RITE OF
level: at will—false aura; 1/day—blur, spook, whispering
wind; 1/week—blacklight. EXPULSION
The Hadean Temple’s major ritual to end diabolical
FRACAS infestationC in a single afflicted object or location
is detailed in the book of the same name found in
This sentient sword was last wielded in battle by an
Hoarfrost Cathedral (chapter 3).
ancient Whudjan champion of the Tigernach clan.
Ritual Requirements. Any cleric or paladin studying
The weapon has the following properties:
the ritual determines that the following prerequisites
must be met before performing it:
FRACAS. +1 sentient sword; INT 12; Ego 12;
Communication speaks Whudjan and neutral ƒ The rite must be performed by a cleric in good
alignment tongue; AL neutral; Control jealousy; standing with the Temple, who carries his faculties
Will 26 (base); Special Purpose discover ancient of miraclesB; he becomes the liberator.
secrets and delve lost ruins.
ƒ The liberator must fast for a full 24 hours before
Powers. Fracas has the following sensory, undertaking the rite, only consuming water
extraordinary, and alignment powers (see “Sentient during that time period.
Swords” in Old-School Essentials Advanced Fantasy ƒ The liberator must display his holy symbol during
Referee’s Tome): the entire ritual.

ƒ Detect Magic. 1st sensory power. Performing the Rite. To perform this complex ritual,
ƒ Detect Slopes. 2nd sensory power. the liberator must complete the following steps in the
ƒ Locate Secret Doors. 3rd sensory power. exact order given below.
ƒ Clairaudience. 1st extraordinary power.
ƒ Clairvoyance. Rolled twice on the table!

425
If the liberator does not have enough slots to cast the ƒ The liberator casts dispel evil on the evil spirits,
listed spells, he must substitute them with divine scrolls commanding them to depart forever. The spirits
before beginning the ritual. may save against this.
ƒ If the spirits pass their save, the expulsion attempt
Preparation is the key to victory!
fails and the liberator must wait 1 turn before
Phase 1: Consecration. To begin, the liberator must repeating phase 3 until he gives up or the evil
first consecrate the ritual ground. spirits depart the object or location. Even worse,
over the course of this next turn, the demons
ƒ The liberator casts bless (ritual); if dealing with an gain some freedom and may resist the liberator by
infested location, the ritual must occur there. casting up to 2 spells total.
ƒ The liberator sprinkles holy water at his feet and ƒ If the spirits fail their save, they forcefully and
on the infested object or location. painfully depart the object or location, and the
ƒ The liberator casts light (conjuring). diabolical condition heals.
ƒ The liberator casts protection from evil 10’ radius,
which he must stay within during the entire rite.
HAG EYE
At this point, the evil spirits infesting the object or This primitive jewelry is a necklace of shark teeth,
location can’t target anyone with spells. engraved wooden beads, and a spherical, oak pendant
(worth 25gp) with a tiny lock. But if the pendant
Phase 2: Purification. Next, the liberator must purify is opened, the owner finds a grisly sight: a magically
himself to ready the rite’s final movement. preserved human eye that never rots.
ƒ If dealing with an infested object, the liberator If worn, the necklace grants the ability to cast these
places it inside the protection from evil 10’ radius. spells using the item wearer’s HD as the caster level: 3/
ƒ The liberator casts continual light (conjuring) day—detect illusion, detect invisible.
inside the protection radius, as well as cure disease,
But there are several drawbacks.
neutralize poison, remove curse, and remove fear on
the cursed object or location. First, the eye grants the greater sea hagA who created
ƒ The liberator and victim must eat the Blessed this item the ability to magically scry on the wearer
Hexad, created by a cleric’s casting of create food; like a crystal ball. By merely closing her eyes and
the liberator can choose to bring this special concentrating, the hag can see and hear the eye bearer,
honeycomb with him before starting the ritual. and read his surface thoughts as per ESP (no save).
Once daily, the hag can even send him a telepathic
Phase 3: Expulsion. Finally, the liberator must cast message up to 100 words.
out the evil spirits from the cursed object or location
forever. Second, if the eye bearer tries removing the necklace,
he suffers a nitwit curse—a permanent feeblemind
ƒ The liberator casts commune, beseeching the (no save)—but the curse immediately ends if he wears
Trisagion to aid the liberator in completing the the necklace again. Even non-casters suffer this effect,
exhausting ritual, as mortals alone cannot hope to becoming an imbecile who is unable to focus, think
defeat the forces of cosmic evil. clearly, or cast spells.
ƒ With the aid of the Trisagion, the liberator casts
detect evil, know alignment, and locate object to A dispel evil or remove curse targeting the eye destroys
reveal the evil spirit within the object or location its magical power and gives the caster knowledge of
and expose its contamination point, making it the sea hag’s lair, as if a locate object spell were targeting
visible to those mortals assembled. it. The pendant’s eyeball rots from that moment on; it
soon reeks horribly.
ƒ Optionally, the liberator casts quest on the evil
spirits to compel them to obey the cleric’s next
command; the evil spirits do not get a save to
resist this effect; on all future saves against the
liberator’s spells during the ritual, the spirits are at
a -4.

426
juice grows neck-gills and gains the ability to breathe
HUNTER’S HORN water. This transformation lasts a month.
This is a large sheep’s horn, exquisitely carven and
styled with ancient Enoruuk markings. But once per week, the imbiber must fully submerge
in sea water or suffer 1d12 damage per day from
Once per day when blown, this horn targets the horn- cracking, dried skin. This damage can’t heal naturally or
blower (and up to 24 of his allies within hearing) with magically without full seawater submersion.
these spells, as if cast by a 20th level druid: barkskin,
cure light wounds, and protection from poison. The jar contains 3d6 brain juice doses total.

Furthermore, the horn summons a violent bear horde. KIKITUK


The bears defend the horn-blower and up to 24 of
his allies within the Lodge of the Happy Hunt (hex This is an Enoruuk effigy or animal carving that serves
05.13). as an object of nature’s power in the ancient Emeqist
religion. It symbolizes the staalista’s bestial spirit and
To determine the horde, roll 1d100 and consult the her tie to the land.
table below. The bears appear in 1d3 rounds, emerging
from the encircling forest and attacking fiercely with The item’s wielder utters the first command word
great power! aloud, which is always spoken in Arenik, and does one
of two things:
Roll Summoned Bear Horde ƒ Points at a target creature within sight.
1d100
ƒ Calls out the name of a familiar person.
01–35 1d4 black bears.
36–70 1d4 grizzly bears. Then, the wielder speaks the second command word
aloud and hurls the kikituk at the ground. It transforms
71–82 1d2 polar bears. into a giant weasel and seeks out the targeted or
83–94 1d2 cave bears. named victim. The weasel fights this victim to the
death.
95–98 1 arctotheriumA.
99–00 Roll twice and take both results. This power may be used once per week, but it is
dangerous to do so: there is a 1:6 chance that the
Alignment Restrictions. Chaotic characters can’t weasel turns on the item’s wielder instead.
benefit from this item’s effects, even if their ally blows
the horn and desires that it protects them. A chaotic- LESSER HADEAN RITE OF EXPULSION
aligned ally does not gain any of the spell effects listed The Hadean Temple’s minor ritual to end diabolical
above and suffers attack from the bear horde as if he oppressionC in a single afflicted victim is detailed in the
was a threat to those within the Lodge of the Happy book of the same name found in Hoarfrost Cathedral
Hunt. (chapter 3).
Stealing the Horn. If anyone foolishly steals the horn, Ritual Requirements. Any cleric or paladin studying
he discovers that the item no longer works. the ritual determines that the following prerequisites
must be met before performing it:
Furthermore, every day in which he remains inside
Titherion’s boreal or tundra zone while possessing the ƒ The rite must be performed by any cleric or
horn, he suffers an attack by a pursuing bear horde. paladin in good standing with the Temple; he
(Determine the horde as described above.) The attack becomes the liberator.
occurs at the referee’s discretion. This continues
ƒ The liberator must fast for a full 12 hours before
indefinitely until the horn is returned to the lodge.
undertaking the rite, only consuming water
during that time period.
JAR OF BLUE BRAIN JUICE
ƒ The liberator must display his holy symbol during
This is a stoppered clay jar filled with pulsing seawater
the entire ritual.
and a floating blue brain. Anyone who drinks the brain

427
Performing the Rite. To perform this complex ritual, ƒ If the spirits pass their save, they may resist the
the liberator must complete the following steps in the expulsion by casting 1 spell over the next turn.
exact order given below. ƒ If the expulsion attempt fails, the liberator must
wait 1 turn and then repeat phase 3 until he gives
If the liberator does not have enough slots to cast the
up or the evil spirits depart the victim.
listed spells, he must substitute them with divine scrolls
before beginning the ritual.
LIGHT OF JUDGMENT
Preparation is the key to victory! Throughout the interior stone of Vartoriak runs a
massive, divine energy weapon empowered by three
Phase 1: Consecration. To begin, the liberator must
humming pillars in the tower’s highest chamber. The
first consecrate the ritual ground.
weapon blasts anything within a 1-mile radius being
ƒ The liberator casts bless (ritual). viewed by the Eye of VigilanceB by instantaneously
channeling the Trisagion’s righteous judgment upon all
ƒ The liberator sprinkles holy water at his feet and
creatures targeted.
marks the afflicted victim’s forehead; then he casts
bless (ritual) on the victim. At this point, the evil Firing the Weapon. The Light fires only under three
spirits oppressing the victim can’t target him with conditions:
any spells.
ƒ The liberator casts protection from evil. ƒ A user fires it with the Eye of VigilanceB.
ƒ A chaotic-aligned creature touches the Monolithic
Phase 2: Purification. Next, the liberator must purify Acropolis or the Virescent Cube.
himself and the afflicted victim to ready the rite’s final
ƒ A chaotic-aligned creature enters the air space
movement.
enclosing those two objects.
ƒ The liberator casts either cure light wounds or
Light Effects. Any creature within 1 mile of the
remove fear on the victim.
blasted target suffers the Light’s considerable effects,
ƒ The liberator casts either cure disease or remove which are based on alignment. No saving throw is
curse on the victim. permitted to resist them.
ƒ The liberator and victim must eat the Blessed
Hexad, created by a cleric’s casting of create food; Lawful characters feel great remorse at breaking even
the liberator can choose to bring this special the tiniest infraction they have committed against the
honeycomb with him before starting the ritual. Cosmic Laws of the Multiverse. They must atone for
their imperfections by undertaking a quest spell. The
Phase 3: Expulsion. Finally, the liberator must cast out referee should assign a suitable quest to make the world
the evil spirits from the victim forever. a better place based on the affected character’s abilities
and talents.
ƒ The liberator prays aloud, beseeching the
Trisagion to aid him in completing the ritual, as Neutral characters are deeply convicted of the peril
mortals alone cannot hope to defeat the forces of their soul lies in. By not declaring a “side” in the
cosmic evil. cosmic conflict, by remaining lukewarm, they are
helping evil in the long run and consigning themselves
ƒ With the aid of the Trisagion, the liberator casts
to a life of selfishness. Furthermore, the character
detect evil and know alignment to reveal the evil
experiences a series of internal, private revelations
spirits within the victim.
immediately, as well as daily in suddenly occurring
ƒ The liberator casts light (blinding effect) on the thoughts or nightly dreams. These mystical visions
evil spirits, commanding them to depart forever. reveal to the character every instance in which he
They get a save to resist this effect; if they fail, the has broken the Cosmic Laws of the Multiverse in
spirits depart and the diabolical condition heals. painstaking detail and why that infraction, even if
If the liberator substitutes this step with continual it doesn’t seem to affect anybody else, is a gravely
light (blinding effect), the spirits suffer a -4 on disordered action against loving others or one’s self.
their save. Creatures so affected must save vs. death or instantly
convert to the lawful alignment. Even if this save is

428
passed, the target feels troubled by these internal, paired mirror, like detect evil or ESP, but not tangible
private revelations for the rest of its life. And for the effects, such as magic missile or fireball. But this spell-
next month, it is at -4 to hit and saves; every month casting privilege is one-way only: viewers on the other
thereafter, this penalty lessens by 1 point. mirror’s side cannot return the favor.

Chaotic characters are instantly and irrevocably judged MAGICAL CLUSTERS OF BLUE-VIOLET
for sinning gravely against the Trisagion, against
others, and against themselves (i.e., their own sacred CHERRIES
bodies). This consigns them to instant immolation in Anyone eating a cluster of magical blue-violet cherries
the eternal, unquenchable, fiery furnace of the hellish doesn’t need to sleep for 48 hours, and if he suffers
Outer Darkness. from a disease, the fruit grants a new save vs. poison
at +4 to resist it.
Three Pillars. The three pillars which empower the
ancient Caelorum weapon are extraordinarily difficult MASK OF THE BLACK MOON
to damage or destroy. Only creatures of 10HD or
greater can even attempt it, and only by using magical This intricate, black ceremonial spruce mask is worth
weapons or spells. Even then, the attacker deals only 4,000gp to the right collector. But if a magic-user or
half damage. Each pillar has AC -1 [20], 200hp, and illusionist dons the mask, he gains 3 extra spell slots per
saves on 2+. day of any level that he can access.

If a single pillar is reduced to 0hp, it is broken, and the However, as soon as the caster removes the mask, he
Light cannot fire. loses these extra spells as if they had been cast, and
he cannot regain them until the following day after
To permanently destroy the artifact weapon, however, resting.
all three pillars must be reduced to 0hp at the same
time. At that point, Tower Vartoriak rumbles, cracks, Finally, anyone wearing the mask who enters the
and collapses into the misty lake of Imaryuk and is Tesseract of Time draws the immediate attention of
forever lost beyond repair. Vuulthoom the End-Worm after it awakens. (See
Volume 3 of Gods of the Forbidden North.) At all times,
LOST HADEAN EAGLE the End-Worm knows the location of the mask-wearer.
The mask-wearer, however, does not know this. This
This infamous imperial battle standard is crafted from could cause the mask-wearer to accidentally reveal the
pure gold (worth 16,000gp). It depicts a stern eagle secret room in Baalor’s bunker chamber to the Black
on a high perch, with a circular monogram under it in God.
the shape of an × with a line cutting through its center
from top to bottom. NULL RELIQUARY
Every Hadean legion carried its own singular eagle This round, stoppered, ampulla reliquary cast in silver
standard, and carrying it into battle was a great honor. hangs from a silver chain. The small flask is filled with
The Titherion legion’s eagle was lost when Commander the blood of an ancient, long-dead Icon of the Hadean
Osteon’s camp was overrun during the Battle of Sand Temple named Damas, who especially opposed the
Bone. spread of the occult, black magic, and ancient Whudjan
mystery religions.
In the battle-standard’s presence, any proud Hadean is
at +1 to hit, damage, saving throws, and morale checks Curiously, his blood projects a small magic null zone
(if an NPC). that automatically dispels any active spells entering its
50’ radius and suppresses the magical properties of
MACULA OF PERDITION items in the area, as well. Artifacts ignore this effect.
This octagonal bronze mirror is magically paired The reliquary has been emptied several times in the
to an exact copy. If the command word is spoken past, but in every case, by the next morning, all of the
while peering into the mirror at one’s self, the viewer flask’s lost blood has returned.
perceives through the paired mirror wherever it is in
the cosmos. The activating character may cast mental
or emotional spells at creatures on the other end of its

429
focus on the more noble or admirable qualities of
RAM HORN OF RESOUNDING these religious figures that embody her best—the idea
This is a long, spiraling, emerald-studded ram’s horn. being that the singer or listener begins to imitate the
Twice per day, anyone blowing the horn emits a spiritual role model he has been meditating upon in his
booming shock-wave of sound which deals 2d6 damage lifestyle and actions. This assists the believer in better
to all creatures within a 40’ cone and forces victims to understanding certain contemplative truths over time,
save vs. paralysis or get knocked 20’ away through the spurring his growth.
air, landing prone.
Theological episodes are grouped into Sacred
RED SPRUCE MASK Meditations. A meditation set has five related stories
followed by 10 short hymns each. After the first
A magical, bright red tribal spruce mask created for an
meditation is read aloud, the participant sings the
Enoruuk warrior to slay one of the greater Tarngrak.
10 short hymns while reflecting on its story. This is
Each mask is keyed to a demon’s lair:
repeated four more times. In total, there are 50 prayers
ƒ TarktuktulakA (hex 20.13). sung, usually on prayer-beads. Within the Hadean
Temple, there are many variants of the holy Rosarium
ƒ Saumen KarA (hex 01.04).
that have been practiced over time—for example, the
ƒ KappianartokA (hex 03.15). Despondent Meditations, the Sublime Meditations, etc.
Any mask-wearer can sense that something dangerous, Opening. The Rosarium begins with an oath of fidelity
but important, lies in the distance. The wearer knows to the teachings of the Hadean Temple.
the direction of this “something” and feels a strong
urgency to find it and end its threat to the Forbidden The Five Meditations. The religious episode of the
North, but little else. first meditation is read aloud, then 10 short hymns
are sung by all gathered participants as they reflect
This effect is similar to a locate object spell, but it has on the narrated story. This is followed by the second,
unlimited range and targets the evil lair of the demon third, fourth, and fifth meditations, which are similarly
keyed to it. At night, the wearer dreams of this location structured. In total, there are five stories narrated and
and gains brief flashes of its sensory details, but he 50 prayers sung during the Rosarium.
never fully sees the demon itself. He just feels an
inexorable pull to its lair without fully understanding Closing. The Rosarium ends with a beautifully poetic
what lies there. verse, which was added a few centuries later by the
Patriarch Evaristus.
In battle, the mask-wearer gains +2 to AC, hit, damage,
and saves against the item’s “keyed” demon. However, SHIELD OF KALLU
the demon instantly recognizes the mask’s threat upon
Before Baalor arrived centuries ago, Tulok, son of
seeing it. This may cause the Tarngrak to target the
Kallu, was the last great Enoruuk chieftain in the north.
mask-wearer first.
His wise father, Kallu, taught Tulok everything he
knew and prepared him well for his great destiny. It was
ROSARIUM his father’s magical shield that Tulok always carried into
This is a sung prayer, a powerful “hymn of roses” battle when he charged courageously against his many
honoring the Celestial Queen, Panagia, who sits upon foes. And like his father’s shrewd counsel, this magic
her Empyreal throne beyond the stars. Icon Zala was shield protected Tulok from evil.
said to have faithfully sung the rosarium every morning
after she received a mystical vision instructing her on This item has been exquisitely constructed using
how to perform it. premium samples of wood, bone, and leather (no
metal whatsoever). A +3 shield of energy immunity, its
Throughout the ages, the holy Rosarium has appeared bearer is immune to cold, fire, and electrical attacks
in many varieties. Each version recalls the ancient tales (i.e., a dragon’s breath, fireball, or lightning bolt) but
or mythical events that help to form foundational not extreme cold or heat from natural weather or the
beliefs of the Hadean Temple. These songs recount environment (i.e., super-heated air inside a volcano or
specific events in the lives of its major Icons, who frigid arctic temperatures in the tundra plains).
were all devoted to Panagia, and they help participants

430
corpses. “Focus fire on it! Don’t let up for a moment!
SILVER ORB OF MEMORY Kill it—KILL IT!” A barrage of arcane blasts
This mystical orb of solid silver is worth 1,000gp. If devastates the hovering sentinel, and after battling
anyone holds the orb and concentrates on it for 1 fiercely and killing many of your followers, you strike
round, the memory stored within it activates and floods the stone guardian with a final spell. It sputters
the character’s senses, as if he experienced the memory through the air into a nearby room and smashes
himself. Currently inside the orb is one of Baalor’s against the wall.
cherished moments of victory.
“Disabled! Now, to excise this brute’s empowering
REFEREE NOTE. Don’t tell the player this spirit.” You perform an intricate spell, siphoning a
memory belongs to Baalor. You can read it aloud radiant wisp of light out of the construct’s body into a
or print it out and hand it to the player for his glittering diamond. “Forgive my manners, Hevel,” you
private consideration. speak into the gem. “I know this isn’t as roomy as your
old homestead, but a roof overhead is better than dead.”
The memory within this orb is described below. And your mind whorls again. Now, you are high in
the air, inside a tower, gazing across the Forbidden
Smoke tendrils around your wide, extended fingers as North at the distant mountains and rubbing your
the wall breach sizzles in ruin. “This tower,” you say chin. A large round vessel of marble stone blazes full
aloud to your acolytes, “is a marker for something. Be of blue-green flames at your waist. “Hmm. Something
ready for troublesome guardians.” in this desolate land keeps your rapt attention, and
a Panagian sentinel costs a king’s treasury in gold
You enter the tower with your minions, using them as
to construct.” Your lip curls with a smile. “Well,
shields. Almost immediately, mechanical, star-forged
then—show me! What lay hidden here that you find so
custodians shaped like ants and wasps attack your war
precious?”
party in the main entrance hall, slaying many of them.
Suddenly, your forearms and hands plunge into the
Then, your mind swirls, jumping time into another
flames, searing your flesh. Excited, the flames change
memory. You step into the sacrarium—but the multi-
color to orange and bright red, and then they begin to
colored dais there is not empty. An ancient tablet of
separate like dividing curtains. A vision appears in the
weathered stone rests in the groove atop its surface.
dark basin. And though you gasp upon seeing it, the
You feel hot anger rising up in you like a newly active
image is blurred, as your mouth utters in amazement,
volcano. “Shall the cosmos itself mock me with this vile
“Behold! My destiny!”
thing though I am destined to be Lord of the Earth?”

With a staggering stroke of arcane power, you crack the SKULL KEY OF THAR-GANNON
tablet in two halves. “Away with it! But do not touch See Volume 3 of Gods of the Forbidden North.
it, for the stone will harm you. Hide our holy plunder
in the darkness of the underworld that it never sees the SKY-SHAKER BOMB
light again.”
Created by experimentation and a dash of black magic,
Again, the memory swirls into a familiar corridor as a this ancient Inilgaan gunpowder bomb is packed into
horde of metallic custodians fight against your minions. rough, knobby, bronze-casted spheres with tar-slicked
A massive sentinel of stone levitates in the air among fuses. The fuse lengths can be adjusted after lighting
them, hacking your servants to pieces with an enormous it with flame, based on the detonation time that the
stone blade glowing with runes of law, one deft stroke thrower desires.
after another. The sentinel fires a thin beam of golden
light from its eye-line, encasing your vassals in a Once lit, the bomb is thrown up to its maximum range,
coalescing amber liquid. It hardens after forming into like a missile: 5-30’, 31-60’, or 61-90.
a floating sphere. If it hits, the bomb detonates in a 20’ blast of fiery
You command a dense battalion of undead warriors bronze shards. Victims in the explosion take 4d6
to encircle the sentinel, while keeping your most potent damage unless they save vs. breath for half.
and valuable sycophants behind the shambling wall of If it misses, roll 1d6 to see what happens:

431
ƒ 6: The bomb fuse fizzes out as the bomb lands on If the Curse of Baalor is destroyed, its linked creator
the ground nearby without detonating. immediately suffers half his level or HD in d6’s of
ƒ 5: The bomb lands 30’ west of the target. damage, rounded up (e.g., a 4HD creator takes 2d6
damage, while a 9HD creator takes 5d6 damage).
ƒ 4: The bomb lands 30’ east of the target.
ƒ 3: The bomb lands 30’ north of the target. Any caster may wield this staff. Currently, the item has
14 charges and casts these spells:
ƒ 2: The bomb lands 30’ south of the target.
ƒ 1: The bomb explodes in mid-air halfway to the ƒ Animate dead (2 charges).
target. ƒ Cause disease (1 charge).
If the attack roll is a natural 1, the thrower holds the ƒ Cause fear (1 charge).
bomb for too long and it explodes in his hand. ƒ Cause light wounds (1 charge).
ƒ Cause serious wounds (2 charges).
SPEAR OF TULOK
ƒ Curse (2 charges).
Before Baalor arrived centuries ago, Tulok, son of
Kallu, was the last great Enoruuk chieftain in the north. ƒ Fear (2 charges).
By his own mighty hand, he slew the wicked dragon, ƒ Wraithform (2 charges).
Brakkakhan, after hurling his legendary spear into its
foul heart. The weapon must be removed from the Unlike most staves, this one may be recharged if it is
skeletal ribcage of the undead dragon to claim it—not dipped in a basin filled with the blood of 66 sacrificed
an easy task! animals (or 1 sacrificed person) during the performance
of an evil magical ritual. This act merely restores
It is a +1 spear of throwing and dragon slaying. Whoever 1 charge (with animal blood) or 3 charges (with
defeats the current owner becomes the spear’s new humanoid blood).
wielder. Giving the spear to another person does not
confer ownership. SULARUQ’S HEART
If the spear’s owner utters the name “Kallu” aloud, the The floating, still-beating golden heart of Sularuq the
artifact soars to his hand through the air from wherever Tempest Bird has been cruelly shackled by the black
it is up to 6 miles away. powers of the Abyss with bone-shard chains. Their
sharp edges pierce the organ’s flesh, resembling hooks
and long pins, causing it to bleed a radiant ichor after
SPIRIT DIAMOND
every steady heartbeat.
See Volume 3 of Gods of the Forbidden North.
If the heart is brought into daylight, it begins pumping
STAFF OF DREADFUL CESSATION rapidly. Then it floats into the air, shining with
incredible power and enters its possessor’s chest, like a
This 5’ long darkwood stave is tipped with two
phase-wall.
mummified leathery hands bound together at the wrist,
grasping a human skull. Crafted by Baalor himself early The heart-infused character gains immunity to aging,
into his occupation of the North, the staff is a Whudjan disease, energy drain, and fear if natural sunlight
rallying sign. It is clearly of evil origin, designed to touches him. Furthermore, he always radiates a light
intimidate the innocent and strike fear into their hearts. spell, whether he wants to or not.
If a hero openly carries the dreadful staff around a town
or city, he should expect others to react accordingly. Three times per day, he can fire a blast of powerful
daylight from his eyes, striking an undead foe and
The staff’s length is carven with occult symbols forcing it to save vs. spells or be destroyed instantly in
detailing the necromantic ritual needed to create an a holy blast of light.
abhorrent Curse of BaalorA. These symbols are written
in decipherable Urgathos scriptC and can be learned If the heart is returned to the Ashen Grove (hex
by arcane or divine casters. The ritual creation and 22.13), the artifact bursts from out of the owner’s
binding of this undead monster is an inherently chaotic chest (without harming him) and begins to resurrect
act, and causes a permanent, one-step alignment shift Sularuq the Tempest BirdA.
towards chaos.

432
Finally, after the heart has left the chest of its previous ƒ The sword counts as a holy symbol for purposes
owner to remake the Tempest Bird, the character who of turning the undead. Clerics may wield it.
bore Sularuq’s heart within him gains a unique, one- ƒ In a lawful hero’s hands, the sword transforms
time enchantment (which he won’t be aware of until it on command, as an action, into a dagger, short
triggers): if he is ever slain, the character resurrects 1 sword, sword, or two-handed sword.
round later in a burst of lightning, with full hit points
and restored class abilities, as if he had a perfect night ƒ Parrying: Instead of attacking, the wielder may
of rest. parry incoming blows with the sword, gaining a
+4 to AC vs. melee attacks for 1 round. It is not
possible to parry while retreating from melee.
SUMMONING CUBE
ƒ Chaotic creatures cannot pick up the sword, and
This mystical device is an artifact that magically
they take 6d6 damage even touching it; neutral
conjures Caelorum custodians out of thin air to replace
characters suffer 3d6 damage.
those destroyed. It was designed by the two titanic
althaamin, Oholiab and Bezaleel.
TABOT OF LAW
Once every 2 turns, the summoning cube glows See Volume 2 of Gods of the Forbidden North.
a brilliant bright blue. All remains of previously
destroyed custodians throughout Vartoriak immediately THE CHRONICLER
dissipate into piles of smooth white sand. No body-
A thick magic book with a red leather cover that
part, weapon, or shield taken from a defeated custodian
detects as magical. If opened by any spell caster, it
can avoid this fate.
suddenly floats up into the air within arm’s reach of its
Then, in a burst of divine light, every defeated new owner, and the open page begins to glow a slight
custodian inside the tower is recreated where it fell. red. Anything the caster says aloud, in any language,
This replenishes the total number of custodian flyers gets transcribed into the book by very fine and neat
and custodian crawlers to seven each. cursive writing.

The summoned custodians cannot act on the first Furthermore, the book never seems to run out of
round that they re-appear. pages. And once it is floating near the caster, he can
verbally command it to show him anything recorded in
The cube has AC 1 [18], 45hp, and regenerates 1hp the book: “Chronicler, I want to read the formula for
per round. Only magical weapons and spells can harm magic missile!” Or “Chronicler, show me the journal
it; physical attacks by conjured elementals count as entry where I complained about my new horse.” It
magic for this purpose. A transmute rock to mud melts even turns the pages for the caster as he reads its
the cube into slush, while disintegrate vaporizes it. An content.
anti-magic shell suppresses the stone’s summoning
ability until that spell ends. THE TOME OF THOUGHTLESS
If the artifact is destroyed, surviving custodians remain TURPITUDE
in the tower, but are not replaced if felled. No words appear on the exterior of this book’s
greenish-brown cover. But on its first page—and no
SWORD OF PLENARY JUSTICE matter how the book is opened, it always ends up
The Panagian sentinel’s blade is a mighty magical there—the reader sees its title:
weapon. A lawful hero can wield the sword if he pulls it
free from the sentinel’s grip with an open doors check. The Tome of Thoughtless Turpitude.
Each character gets only one attempt at removing the
Evil Text. After flipping beyond the tome’s opening
weapon; if he fails, that character is forever unworthy.
pages, the owner sees dark, highly skilled, artistic
The weapon has the following properties: imagery. These illustrations are unsettling to look at,
even for chaotic creatures.
ƒ +1 magic sword for lawful wielders.
Some Light Reading. If the owner reads the tome for
ƒ +2 magic sword vs. chaotic creatures.
one week, he wakes the next morning with a +1 to a

433
random ability. (Roll 1d6: 1 = STR, 2 = INT, 3 = WIS,
4 = DEX, 5 = CON, 6 = CHA.) NEW SPELLS
The following section details all new spells, listed in
However, one random person who the owner knows alphabetical order.
and cares about suffers 1d10 damage (save vs. spells at
-1 for half damage). ASPECT OF THE END-WORM
This harm comes through a seemingly random accident Class & Level: Magic-User (6th)
or violent act that does not appear related to the tome Duration: 1 round per level
but which often happens in such a way that the tome’s Range: The caster
owner seems indirectly responsible. Over time, those
around the owner begin to dislike and loathe him for The caster takes on aspects of a monstrous worm.
it. His body warps, growing 4’ taller, but he moves in a
creepy hunched manner, loping his body along. His
After the owner’s first reading, he instinctively knows skin exudes white slime and grotesque spines protrude
that he can benefit from the mysterious tome multiple through his pores, like black hairs. The caster’s left
times. But whenever he gains a +1 to an ability, all hand swells to enormous size, and his head deforms—
saving throws made to resist the tome’s cursing effect he sprouts multiple black-orb eyes and a split-open,
by the tome’s victims suffer a cumulative -1 penalty. toothy maw that hangs like a beard under his chin.
They also suffer an extra 1d10 damage.
While in this form, nearly all traces of humanity and
For example, if an owner reads the tome a third time intelligence in the caster are stripped away and replaced
since finding it, a random person known to him who he with that of a ravening beast. In the caster’s mind,
loves or cares about takes 3d10 damage unless a save however, he loses awareness and control of his body
vs. spells at -3 for half damage is made. The more the entirely. He seems adrift within an endless black abyss.
tome’s owner gains from the book, the more others Something vast moves unseen around him… He can
must suffer. feel it coiling and writhing in the darkness. Most casters
only use this spell as a last resort in dire situations.
If the owner doesn’t know anybody who he loves or
cares about, he no longer gains a magical benefit from So transformed, the caster experiences the following
reading this book. changes:

If the owner ever tries to discard the tome, he ƒ +10hp.


immediately takes the accumulated damage and must ƒ +2 to AC.
save vs. spells for half damage at a penalty equal to his
cumulative damage dice. But this does not occur if the ƒ Gains 13 [+6] THAC0.
tome is stolen from the owner. ƒ Unharmed by mundane weapons, but even
magical weapons and spells deal only half damage
Any lawful character reading the book must save vs. to him.
death or suffer diabolical oppressionC.
ƒ Gains a grotesquely massive, inhuman hand;
it deals 2d6 damage and automatically grabs a
TOWER KEY OF CHAOS victim, who takes 2d6 damage on subsequent
See Volume 3 of Gods of the Forbidden North. rounds (until the caster swallows it); a save vs.
paralysis allows the victim to escape on later
TOWER KEY OF DEATH rounds.
See Volume 3 of Gods of the Forbidden North. ƒ Gains a swallow attack; 1/round, the changed
caster swallows a grabbed victim in lieu of
attacking or constricting. His morphed maw
opens impossibly wide, revealing a malodorous
pit within his slimy black gullet. The caster can
devour victims without limit. Those swallowed
take 1d6 damage per round. If the caster takes
damage or gets reduced to 0hp, victims can

434
escape with a save vs. paralysis, falling prone For example, if the victim sees a door and smells
beside the caster. burning wood on the other side, the parasitic soul can
ƒ Attacks any living creatures within hearing or alter the smell to resemble fresh roses or cause the
sight, and devours as many victims as possible victim to see a stone door instead of wood.
until this spell ends.
Additionally, the parasitic soul can send a single dream
As soon as the caster reverts to normal, any victims to the victim once per week. This dream is incredibly
swallowed in his gullet die—devoured by the lurking vivid and always remembered. Usually, the soul sends
entities in the black abyss beyond. an old memory in the dream, as if the victim were
experiencing its own memory. But the soul might also
ICE BLAST send a brief message. Such a dream may not be longer
than 5 minutes.
Class & Level: Druid (2nd)
Duration: Instant There are only a few ways to remove a parasitic soul
Range: 20’ once it is attached:

The caster exhales a 20’ long cone of frigid, icicle- ƒ A dispel evil spell.
forming air as wide as it is long. Creatures caught ƒ A soul purgationB spell.
in the ice blast suffer 4d4 damage; a save vs. spells
indicates half damage. ƒ A lesser Hadean rite of expulsionB ritual.

A failed save inflicts slowness on the target that lasts for Casting this spell is a chaotic act and shifts the caster’s
1 round per caster level: alignment a step towards chaotic.

ƒ -2 to hit and saves. REFEREE NOTE. This spell is often used by evil
ƒ Half-normal movement rate. casters to protect a death-trap dungeon. Sacrificing
a worthless pawn, the caster directs the fanatic to
ƒ Always loses initiative. lure any victim its soul attaches to in the future
into the dungeon’s traps. The parasitic soul does
PARASITIC SOUL this by altering a single detail that leads the victim
Class & Level: Magic-User (5th) into a nearby fatal trap.
Duration: Permanent until discharged
Range: Touch For example, the parasitic soul might cause its
victim to miss a crucial telegraphing piece of
The caster binds the soul of a chaotic, willing, living evidence that would reveal a trap, misleading the
humanoid into a glyph, which appears on the caster’s victim into taking a “safe” action which actually
palm. This instantly kills the target. springs the trap, etc.
At any point, the caster touches an object or a solid Typically, the victim receives different sensory
surface with his palm, he can transfer the glyph to the details than his allies. A party afflicted by this
object or surface. Then, the glyph is rendered invisible. spell needs to work together, share all sensory
Later, if any living creature passes within 10’ of the information, and parse through their collective
glyph, it must save vs. spells or the bound soul quietly senses to determine what is real and what is not in
joins to the victim’s body without his knowing it. order to reconcile their altered perceptions.

This parasitic soul seeks to drive the victim into


hazards, traps, or other misfortunes that it might know. REVERSED: SOUL PURGATION
The soul invader even affects the victim’s perception of This spell immediately breaks a parasitic soulB
reality to a minor degree, usually no more than a single attachment off a victim. The removed spirit is sent
sensory detail. Once the victim receives this detail, forcibly screaming into the Outer Void forever.
however, it can’t be changed; the victim always “sees”
or “smells” the detail as the soul depicted it, at least
until the parasitic soul has been removed.

435
SOUL ANCHOR UNDO UNDEATH
Class & Level: Magic-User (6th) Class & Level: Magic-User (6th)
Duration: Permanent Duration: Permanent
Range: Touch Range: Touch

The caster binds the soul of a willing humanoid to The caster performs this 66-hour long ritual in a
himself. While the target lives, the caster cannot die, specially prepared chamber. The materials alone cost a
even if reduced to 0hp. Instead, the caster passes out as nobleman’s inheritance: 10,000gp.
if dead, but within 1 turn, his body regenerates until he
has 1hp. With the caster, at all times, must remain the spell’s
target: a single, intelligent undead creature. Bound or
While regenerating, the bound target sheds a violet- free, the undead creature is inscribed with hundreds
reddish light, and when the caster rises, the target of esoteric runes and markings penned in the infernal
instantly loses 50% of its total hp, which might kill it. Gehinnom script (so the caster must know this
This spell effect ends if the target dies. language to even attempt this spell).

A caster cannot have more than one soul anchor active Upon completing this ritual, the caster slays two
at a time. If he casts this spell on a second target while intelligent humanoids—one for the undead target’s
the first still endures, he perishes from the magical decaying body, one for the target’s evil soul. Then, the
backlash of negative energy. first victim’s lifeblood is rubbed on the target’s skin
from head to toe, while the second victim’s heart is
Dispel magic can end this effect if it targets the caster removed and put inside the undead’s chest cavity.
or his bounded humanoid anchor.
When the spell is completed, the caster makes an INT
Casting this spell is a chaotic act and shifts the caster’s check to see if the ritual was performed exactly as
alignment a step towards chaotic. prescribed without error; if it wasn’t, the spell fizzles
and fails. (The undead target, if free, likely becomes
enraged and kills the caster.)

Additionally, the caster must save vs. spells. He


gains a +1 bonus to this save per extra 5,000gp spent
on the ritual’s materials. If the caster’s save fails, he
goes permanently insane. But mad or sane, the spell
is achieved, and the undead’s body regenerates with
life until fully restored to its original living state. The
undead returns forever alive, free from ensorcellment
by the dark dream of unlife. It loses all undead abilities
and traits associated with its old form. The target is the
same age, with the same health and mental conditions
as when he died and spawned as an undead.

Casting this spell is a chaotic act and shifts the caster’s


alignment a step towards chaotic.

436
APPENDIX C:
REFEREE RULES
This appendix is an alphabetized listing of all new COLLAPSING ICE
challenges, hazards, and traps, along with their
description and standardized rule mechanics. The ice sheet gives way underfoot. All must save vs.
death or plunge through the ice below. (If the distance
fallen isn’t known to or set by the referee, he can roll
REFEREE NOTE. Some of the rules listed below
1d8 × 10’ to determine it.)
are already mentioned in the Old-School Essentials
Advanced Fantasy rulebooks, such as drowning. The victims take falling damage, but if snow or water
lies at the bottom, the referee may decide that victims
For readers who prefer codified rulings to help take only half damage.
navigate such situations, an attempt has been made
to streamline some of these rules—keeping them Of course, if a water source lies under the ice, victims
simple and accessible but also avoiding the need to may be at risk of drowningC or freezing from
repeat them throughout the module’s text. hypothermiaC.

The referee is always free to ignore any rule In most other cases, it takes 1d4 hours for a victim to
mechanic he does not care for in his own game. escape a stone ravine by climbing without magic.

CRUMBLING ICE SHELF


ABILITY LOSS
An ice shelf over arctic waters gives way and collapses.
Lost ability points generally recover at a rate of 1 All characters standing on it must save vs. death or
point per day, unless a monster ability, disease, or spell plunge through the ice below. (If the distance fallen
description notes otherwise. isn’t known to or set by the referee, he can roll 1d6 ×
10’ to determine it.)
ACID
The victims take falling damage, but the referee may
Anyone falling into acid takes 6d6 damage per round
decide that victims take only half damage hitting water.
from immersion. After escaping, the victim burns
Of course, victims are at grave risk of drowningC or
for another 3d6 damage 1 round later. An immersed
freezing from hypothermiaC.
victim is hideously disfigured, losing 1d4 CHA points
permanently.
DECIPHERABLE CAELUS SCRIPT
If anyone adds water to a pool of acid, it causes a This script is the primeval written language of the
sudden blast that splashes 10’ in every direction, Caelorum and the other star-dwelling races. Non-
dealing 2d6 damage (save vs. breath for half). lawful beings reading Caelus suffer pain in their bodies
and must save vs. spells to avoid a feeling of disorder
AVALANCHE and emptiness fall upon their spirit; the victim is at
An avalanche cascades down the mountainside -2 to hit and saves for the next 24 hours. The script
suddenly without much warning. There is a 2:6 chance can be deciphered with read languages, by a thief’s
the party shelters in time to avoid the hit. Victims must Read Languages check, research, or a person familiar
save vs. death or perish; otherwise, they are buried with the alignment tongue of law who spends 1 turn
alive. SuffocationC begins in 1d6 hours, but it takes translating it and makes an INT check.
2d4 hours to locate buried survivors without magic
although characters with tracking abilities can reduce
that time by half.

437
ƒ 1/day—cause disease, confusion, dispel magic,
DECIPHERABLE GEHINNOM SCRIPT emotion, hallucinatory terrain, hold person, minor
This script is the primeval written language of demons creation, sticks to snakes, spectral force, transmute
and their ilk. Non-chaotic beings reading Gehinnom rock to mud.
suffer soreness in their eyes and must save vs. spells to
ƒ 1/week—control weather, insect plague, time flow,
avoid a feeling of great despair fall upon their spirit; the
visitation.
victim is at -2 to hit and saves for the next 24 hours.
The script can be deciphered with read languages, by If the target is the owner of the infested object or place,
a thief’s Read Languages check, research, or a person he saves at -4 against these effects. Anyone under
familiar with the alignment tongue of chaos who the effects of a bless or protection from evil cannot be
spends 1 turn translating it and makes an INT check. targeted by these spells.

DECIPHERABLE INILGAAN SCRIPT Furthermore, if a cleric turns the infesting spirits (as an
11HD undead), they are blinded and unable to act for
This script is the ancient written language of the
1d4 turns.
Inilgaan, a lost tribe of Titherion natives. Its runic
script is closely related to the Enoruuk languages. The Discovery. Victims won’t immediately know the source
writing can be deciphered with read languages, by a of these effects. The wind spirits use this obfuscation
thief’s Read Languages check, research, or a person to best effect, wreaking as much havoc as they can in a
familiar with the Arenik or Upik tongue who spends 1 victim’s life without giving themselves away. But detect
turn translating it and makes an INT check. evil reveals their hidden presence.

DECIPHERABLE URGATHOS SCRIPT Removal. To rid an infested object or place of evil


This script is the ancient written language of Urgatha, spirits, the greater Hadean rite of expulsionB must be
the city-state and homeland of Baalor the Skull God. Its performed over it.
runic script is distantly related to the Whudjan tongue.
The writing can be deciphered with read languages, by DIABOLICAL OPPRESSION
a thief’s Read Languages check, research, or a person A creature is cursed by the extraordinary activity of evil
familiar with the Whudjan tongue who spends 1 turn wind spirits. The infernal invaders share the victim’s
translating it and makes an INT check. senses but are also limited by them.

DIABOLICAL INFESTATION Spell Casting. Once per turn, the spirits can cast these
spells at the oppressed victim (who saves at -4 to resist
This condition describes when an object or place is them) or the spirits can cast these spells through the
cursed with an infestation of evil wind spirits. victim’s senses at another creature.
ƒ If an object is infested, the wind spirits can sense ƒ At will—auditory illusion, blight, cause fear, detect
anything within a 66’ radius of the object via their magic, ESP, hold portal, knock, silence 15’ radius,
five senses. snake charm, ventriloquism, wizard lock.
ƒ If a place is infested, the wind spirits can sense ƒ 3/day—blindness/deafness, charm person, curse,
anything within that area via their five senses. fascinate, improved phantasmal force, sleep,
Spell Casting. Once per round, the spirits can target telekinesis.
anyone within range of the infested object or place with ƒ 1/day—cause disease, confusion, dispel magic,
these spells (11th caster level): emotion, hold person, spectral force.
ƒ 1/week—visitation.
ƒ At will—auditory illusion, blight, cause fear, detect
magic, ESP, hold portal, knock, silence 15’ radius, The spirits cast these spells at 9th caster level or at the
snake charm, ventriloquism, wizard lock. caster level of the creature oppressing the victim, if it is
ƒ 3/day—blindness/deafness, charm person, higher.
darkness, curse, fascinate, improved phantasmal
force, sleep, telekinesis. If the evil spirit has its own stat block and spell-like
abilities, it can also cast those through the victim, as
well.

438
These spells are negated if cast on the victim while he is illusion, minor creation, shadowcast, sticks to
under a bless or protection from evil. snakes, transmute rock to mud, visitation.
ƒ 1/week—control weather, insect plague, major
Furthermore, if a cleric turns the oppressing spirits (as
creation, move earth, part water, time flow.
a 9HD undead), they are blinded and unable to act for
1d6 turns. The spirits cast these spells at 13th caster level or at the
caster level of the creature possessing the victim, if it is
Physical Manifestations. If the victim sleeps for more
higher.
than an hour, he takes 1d3 damage (1d6 for lawful
creatures) during the course of the night, as bloody If the evil spirit has its own stat block and spell-like
scratches—even writing—manifest on his skin from abilities, it can also cast those through the victim, as
an invisible source. This damage does not wake the well.
victim but prevents him from truly resting. As a result,
he cannot naturally recover lost hit points anymore; These spells are negated if cast on the victim while he is
only magic heals him. And he has only a 2:6 chance to under a bless or protection from evil.
recover any used spell slots.
Furthermore, if a cleric turns the possessing spirits (as a
Discovery. Victims won’t immediately know the source 13HD undead), they are blinded and unable to act for
of these effects. The wind spirits use this obfuscation 1d2 turns.
to best effect, wreaking as much havoc as they can in a
victim’s life without giving themselves away. But detect Physical Manifestations. If the victim sleeps for more
evil reveals their hidden presence. than an hour, he takes 1d4 damage (1d8 for lawful
creatures) during the course of the night, as bloody
Removal. To cast evil spirits out of an oppressed scratches—even writing—manifest on his skin from
victim, a dispel evil or lesser Hadean rite of expulsionB an invisible source. This damage does not wake the
must be used on him. victim but prevents him from truly resting. As a result,
he cannot naturally recover lost hit points anymore;
Spiritual Deterioration. As time goes on, there is a only magic heals him. And he has only a 1:6 chance to
chance this condition worsens. Every month, the victim recover any used spell slots.
must save vs. death. If he fails this save a total of three
times, his condition worsens to diabolical possessionC. Mental Domination. Three times per day, the evil
spirits may take full control of the victim’s body and its
DIABOLICAL POSSESSION functions for up to 1d3 hours.
A creature is cursed and partially controlled by the When this occurs, the victim saves vs. spells to block
extraordinary activity of evil wind spirits. The infernal the domination. If he succeeds, the demons lose that
invaders share the victim’s senses but are also limited by single domination attempt for the day.
them.
But if the victim fails, the wind spirits control his body
Spell Casting. Once per round, the spirits can cast as if it were their own. His conscious mind is reduced
these spells at the possessed victim (who saves at -8 to to being a mere spectator for this period.
resist them) or the spirits can cast these spells through
the victim’s senses at another creature. Furthermore, the victim must save vs. paralysis or
black out while possessed, as if he were asleep. He
ƒ At will—auditory illusion, blight, cause fear, detect doesn’t remember anything that transpires while under
magic, ESP, hold portal, knock, silence 15’ radius, the control of the evil spirits.
snake charm, ventriloquism, wizard lock.
ƒ 3/day—blindness/deafness, cause light wounds, Discovery. Victims won’t immediately know the source
charm person, continual darkness, curse, dispel of these effects. The wind spirits use this obfuscation
magic, fascinate, improved phantasmal force, sleep, to best effect, wreaking as much havoc as they can
telekinesis. in a victim’s life without giving themselves away. But
continual light followed by detect evil reveals their
ƒ 1/day—animate dead, cause disease, cause serious
hidden presence.
wounds, charm monster, confusion, demi-shadow
monsters, emotion, feeblemind, fly, hold monster,

439
Removal. To cast evil spirits out of a possessed victim, ƒ If the victim fails this save, he suffers the listed
an eminent Hadean rite of expulsionB must be used on resistance effect—usually a loss of ability points.
him. Nothing else works. Anyone reduced to 0 in an ability score dies.
ƒ If the victim passes this save, he accrues 1 cure; if
Spiritual Deterioration. As time goes on, there is a
his accumulated cures equal the severity, his disease
chance this condition worsens. Every month, the victim
is cured and his recovery begins.
must save vs. death. If he fails this save a total of three
times, he gets driven by the evil spirits to commit Recovery. After the disease is cured, the victim begins
suicide or to commit an extreme and blatant act of recovering for a number of weeks equal to the disease’s
violence that results in his death. severity. Until the recovery period ends, the victim
continues suffering the hit penalty and cannot heal
DISEASE any lost ability points, but he no longer suffers the
Diseases come in four main types: mild, severe, lethal, resistance effect.
or plague.
Ability Loss. Once the disease is cured and the
Transmit. This is how easy it is to contract the disease recovery period over, the victim’s lost ability points
on 1d6. If transmission conditions are met, the referee start to heal at a rate of 1 point per day.
rolls to see if the victim contracts the disease or not.
Stat Block. The disease types appear in stat blocks
For example, if a monster has a 2:6 chance of similar to those shown below.
transmitting a fatal disease through its claw attack, and
the monster claws a hero, the referee should roll 1d6: ƒ Mild disease (transmit 2:6; incubation 2d4;
on a 1 or 2, the hero contracts the disease. severity 1; resistance 1d2 ability).
ƒ Severe disease (transmit 3:6; incubation 1d6;
Incubation. The number of days a contracted disease severity 2; resistance 1d3 ability).
must incubate before its effects appear.
ƒ Lethal disease (transmit 4:6; incubation 1d4;
ƒ Mild diseases incubate over 2d4 days. severity 3; resistance 1d4 ability).
ƒ Severe diseases incubate over 1d6 days. ƒ Plague disease (transmit 5:6; incubation 1d2;
severity 4; resistance 1d6 ability).
ƒ Lethal diseases incubate over 1d4 days.
ƒ Plague diseases incubate over 1d2 days. DROWNING
Severity. After the disease’s initial incubation period A victim at risk of drowning must save vs. death to
ends, the victim grows ill. continue holding his breath. The referee should modify
the victim’s saving throw if he takes smart actions, like
ƒ Mild diseases have a severity of 1. swimming diagonally to shore, using a rope to anchor
ƒ Severe diseases have a severity of 2. himself in some fashion, etc.
ƒ Lethal diseases have a severity of 3. Once a save is failed, drowning begins. Roll 1d4 per
ƒ Plague diseases have a severity of 4. round and add each die result to the previous one.
When the total number equals or exceeds the victim’s
The disease’s severity affects three factors: CON score, he drowns. Monsters without a CON
score use a base number of 10.
ƒ The victim’s to-hit penalty while diseased.
ƒ The number of cures needed to end the disease REFEREE NOTE. The game’s original drowning
and begin recovering from it. rules appear in “Hazards and Challenges” of the
ƒ The number of recovery weeks needed after the Old-School Essentials Advanced Fantasy Player’s
disease is cured. Tome, if you’d prefer using those.

Resistance. Once the incubation period ends, the


victim must save vs. poison every day.

440
HYPOTHERMIA LAVA
In the arctic’s icy climate, explorers often face the Lava is searing-
risk of hypothermia. If weather conditions cause the hot molten rock
referee to call for a hypothermia save, all must save from inside
vs. paralysis; anyone failing this save moves one stage a fissure or
down the hypothermia condition table. volcano.

Stage Hypothermia Condition Its heat is so


intense that
1 Mild hypothermia. even standing
2 Moderate hypothermia. within 10’ deals
3 Severe hypothermia. 1d6 damage per
round.
4 Apparent death.
Touching lava
Mild. The victim grows sluggish, drowsy, and inflicts 2d6
disoriented. He shivers constantly and develops damage on the
numbness in his extremities. At the first stage of first round, then
hypothermia, the victim is at -1 to hits and saves. 1d6 damage on the second round.

Moderate. The victim stops shivering and loses bladder A creature sprayed with lava takes 4d6 damage on the
control. His other symptoms increase. At the second first round, 3d6 damage on the second round, 2d6
stage of hypothermia, the victim is at -2 to hits and damage on the third round, and 1d6 damage on the
saves. fourth round; a save vs. death reduces these amounts
by half.
Severe. The victim’s eyes no longer respond to light
in their pupils. His muscles grow rigid, his breathing Anyone falling into a lava flow dies instantly (no save
slows, and his symptoms are severe. At the third stage allowed).
of hypothermia, the victim is at -3 to hits and saves,
plus he suffers confusion. Every hour, roll 1d6 on the MAGMA
confusion effect table. Magma is searing-hot molten rock underneath the
earth; otherwise, it acts like lavaC.
Apparent Death. Finally, the victim becomes
unresponsive and comatose. If steps are not taken to
warm him up, the victim dies from exposure in 6 turns MOUNTAIN TEMPEST
minus the temperature level. For example, in cold A sudden storm engulfs the hill or mountain. Within
regions, death occurs in 4 turns (6 turns – level 2), 1d6 turns, the travel day’s weather and air conditions
while in severe cold areas, death happens in 2 turns (6 change rapidly to storm and gale. This lasts 2d4 hours.
turns – level 4).
MUDDY GROUND
Roll Severe Hypothermia Confusion Effect Anyone passing through a muddy ground hazard
1d6 faster than half his movement rate has a 2:6 chance of
1 Begins burrowing behind objects or into slipping unless he saves vs. breath.
the ground to get warm.
2 Begins undressing, taking off armor and MUSKEG PIT
clothing. This terrain occurs where rainwater gets trapped on
3 Speech becomes incoherent babble; can’t the surface by a layer of permafrost. It results in grassy
communicate with others using words, body ground that conceals a dark-red, spongy-bottomed,
language, writing, or magic; can’t cast spells peat-water pool similar to a muddy soup.
or use language-dependent abilities.
If a muskeg pit is encountered, all must save vs. death
4–6 Act normally. or step into one believing it is dry ground. Victims

441
sink 10’ down, get their boots stuck in the pit’s spongy
bottom, and begin drowningC. The referee should roll
SLIPPERY ICE
an immediate wandering monster check, as a nearby A thick layer of ice covers a surface that must be
predator might take this opportunity to attack the crossed, affecting a creature’s movement. The exact
victims while they are struggling to escape. effect depends on the crossing character’s movement
rate or action.
Escaping. To escape the muskeg, the victim can pull
himself free with an open doors check or he can dive ƒ Full Rate: Save vs. paralysis at -4 or slide 1d4 ×
down, unstrap his boots, and abandon them in the 5’, slip, and fall prone.
muskeg as he swims out. But overland travel becomes ƒ ½ Rate: Save vs. paralysis or slide 5’, slip, and
significantly harder for the bare-footed traveler. fall prone.
ƒ ¼ Rate: No effect.
POLAR EASTERLY
ƒ Vigorous Action: Save vs. paralysis after taking
An intense gust of dry, prevailing winds strikes the area. a vigorous action, like attacking, or else slip and
The travel day’s air condition worsens by 1 step as a fall prone.
result.
ƒ Being Hit: Save vs. paralysis after being hit by
an enemy or slide 5’, slip, and fall prone.
POLAR VOLCANO ERUPTION
Every day, a polar volcano has a 1:6 chance of erupting Victims roll 1d8 for their sliding direction: 1 = north, 2
from below the arctic ice shelf while a party spends = northeast, 3 = east, etc.
time on or near it. Pressure builds inside the volcano,
releasing a spurt of lavaC. There is a 2:6 chance the Precautions. Taking creative precautions can mitigate
party is standing in the spray area when this occurs; the treacherous terrain’s effects—for example, using
otherwise, they are threatened by ashfall. footwear attachments or spikes to improve traction;
casting spells; or taking actions that enhance balance
Lava. Anyone standing on the volcano must save vs. and stability, like crawling.
death to avoid being sprayed by burning lavaC. Worse,
the eruption creates 1d3 lavaC flows from the cone Destroying Ice. Finally, if the icy surface is thin
down to the volcano’s base. enough, the heroes can use appropriate tools to chip
away at it. They can also melt the ice with a lit torch or
Ashfall. Finally, the ashfall from the hot blast stretches a fire/heat spell (e.g., fireball, produce flame, etc.).
1d3+1 miles in a random direction. Anyone in the
ashfall is at -2 to hit and saves. SUFFOCATION
In situations where a character can’t breathe, use the
ROCKFALL drowningC rules to determine his survival.
A deluge of rocks falls down from a mountainside or
the ceiling of a cave. Roll 1d4. The result is how many
d6’s of damage everyone takes from crushing rocks
(save vs. death for half).

442
VOID LUNACY
Anyone encountering an object or place where the
Outer Void’s chaos seeps into reality must save vs. spells
or suffer 1d4 damage plus one random lunacy effect.
This secondary effect lasts for 3d10 days or until a
remove curse is cast on the victim.

1 Victim feels his life force slipping away


into a place full of dangerous angles, deep
shadow, and gnawing teeth.
2 Victim sees a vast glowing green cube in his
mind’s eye at all times. He wants to reach
it and knows it lies under the earth. This
makes it hard for him to concentrate on
conversations and other activities.
3 Victim perceives everything in the world
to be swaying and twitching, as if it is all
part of one enormous, slumbering entity.
Nobody else can see this entity but him.
4 Victim sees tentacles sliding just out of sight
when he looks in a new direction from time
to time. In mirrors, he perceives shadowy
entities looming behind him, grinning. But
nothing is there when he investigates.
5 Victim dreams of being plunged into a vast,
amoebic ocean trench hundreds of miles
deep, the water’s surface far beyond sight.
The victim perceives enormous entities,
impossible to fathom with the naked eye,
descending and rising up from the black
depths around him.
6 Victim gains a weak psychic link with a
creature of pure chaos within 1,000’ (e.g.,
The GuzzlerA). This gives the victim a
sense of its approximate direction, and as it
approaches, he hears a faint heartbeat (not
his own) growing louder until the creature
is within 100’ and the victim deafened.
Also, the victim gains brief flashes of insight
into the linked creature’s desires—when
it spots prey, the victim feels ravenous; if
it is stunned by an attack, the victim feels
his body breaking apart as he tries pulling
it back together; if it devours a meal, the
victim quivers with delight.

443
APPENDIX D:
QUEST & DISCOVERY AWARDS
This optional appendix is for referees who wish to Quests or Discoveries Location Bonus
award XP to the heroes for completing quests and XP
achieving certain story goals. It gives a full listing of End the Grisly Grotto Izen’s Outfit- 250 XP
awardable quests and discoveries by chapter. ters
ƒ A discovery is any item, location, or piece of lore Disperse the Graven Grimhaven 250 XP
that the party uncovers. Wolves Gang
ƒ A minor quest is any lesser “side” objective that Win a Glory Hole fight Emperor’s 50 XP
the party achieves. Fancy
ƒ A major quest is any greater objective that pertains Eavesdrop on a private Quelling Kiln 50 XP
to the adventure’s main storyline. meeting

Any heroes participating in the fulfillment of a Legend of Icon Zala Shrine of Arc- 50 XP
discovery or quest gain the listed bonus XP as an tic Roses
individual award. Complete one bounty Bounty Wall 50 XP

ƒ Discoveries are worth 50 XP per hero.


ƒ Minor quests are worth 250 XP per hero. CHAPTER 4: THE EYE OF
ƒ Major quests are worth 500 XP per hero. J’KARAA
This system encourages the player characters to explore This chapter has 1,350 XP total in story awards.
the setting and make new discoveries. Also, it speeds up
a party’s XP advancement, if the referee desires it. Quests or Discoveries Location Bonus
XP
REFEREE NOTE. Even if the referee doesn’t Defeat Zarcand Area E 500 XP
want to use discovery or quest XP awards, this Decipher journal Area E 50 XP
compiled listing gives the referee ideas for creating
Obtain delving license Area F 250 XP
side quests on the fly if his players get stuck and
don’t know what to do or just need a fun diversion Find Morkaal’s tomb Varies 50 XP
from the main plotline. Rescue Thora Varies 250 XP
Rescue Itarus Varies 250 XP
CHAPTER 3: CITY UNDER THE
AURORA CHAPTER 5: LAND OF THE
This chapter has 1,300 XP total in story awards. LONG TWILIGHT
This chapter has 14,350 XP total in story awards.
Quests or Discoveries Location Bonus
XP
Quests or Discoveries Location Bonus
Expose Lady Moranna Orphanage 500 XP XP
Win a public debate Forums 50 XP Explore new hex on the Varies 50 XP
Find the Grisly Grotto Izen’s Outfit- 50 XP overland map
ters Destroy Brakkakhan Lake Helvar- 250 XP
ragh

444
Quests or Discoveries Location Bonus Quests or Discoveries Location Bonus
XP XP
Decipher graffiti Hex 01.04 50 XP Return stolen satchel to Hex 07.02 250 XP
Saumen Kar’s shame Hex 01.04 50 XP Gilver’s Imports

Kill Saumen Kar Hex 01.04 500 XP Scrawled note Hex 07.23 50 XP

Rescue Yrlif orphans Hex 01.05 250 XP Navigate the fell road Hex 08.01 50 XP

Defeat Garngat wolves Hex 01.05 250 XP Clear boating hazard Hex 08.12 50 XP

End bugbear raids on Hex 01.07 250 XP Consecrate chaos altar Hex 08.12 50 XP
Kalag Clearing Find underworld exit Hex 08.16 50 XP
Legend of Icon Zala Hex 01.11 50 XP Fate of the Beavered Hex 08.16 50 XP
Discover Mazos’s evil Hex 01.18 50 XP Battleaxes

Test water purity Hex 02.05 50 XP Find ocean wreckage Hex 08.19 250 XP

Speak to Ninuk Hex 02.18 50 XP Disperse Sun Healers Hex 08.23 50 XP

Enter the pyramid Hex 02.22 50 XP Expose Kalosi’s secret Hex 08.23 50 XP

Dine with Ba-Krosh Hex 03.02 50 XP Decipher spell variant Hex 08.26 50 XP

Identify road sigil Hex 03.06 50 XP Find Enoruuk graffiti Hex 09.14 50 XP

Find underworld exit Hex 03.09 50 XP Using magic pool to Hex 09.18 50 XP
travel under-stream
Kill Kappianartok Hex 03.15 500 XP
Clearing undead infes- Hex 09.23 50 XP
Frog god etching Hex 04.11 50 XP tation
Defeat snow goblins Hex 04.17 250 XP Decipher plaque Hex 10.04 50 XP
Use steel idol skull Hex 04.17 50 XP Find demon key Hex 10.04 50 XP
Shame the pixies Hex 04.17 50 XP End the haunting Hex 10.25 250 XP
Find underworld exit Hex 05.02 50 XP Find underworld exit Hex 10.25 50 XP
Return Hadean eagle Hex 05.05 250 XP Save Chignik from Hex 11.05 250 XP
End curse on Sand Hex 05.05 250 XP arctic ant colony
Bone Report Maundering Hex 11.05 50 XP
Find underworld exit Hex 05.08 50 XP Tribe to Enoruuk
Find evil lake shrine Hex 05.08 50 XP Expose or help Yalto Hex 11.17 50 XP
Kill Ulurrugnak Hex 05.08 500 XP Identify sunken idol Hex 11.18 50 XP
Consecrate chaos altar Hex 05.08 50 XP Find underworld exit Hex 11.25 50 XP
Leave hunt offering Hex 05.13 50 XP Fate of the Inilgaan Hex 11.25 50 XP
Underworld exit Hex 05.18 50 XP Find underworld exit Hex 12.06 50 XP
The successful court- Hex 05.18 50 XP Leave totem offering Hex 12.20 50 XP
ship of Eulimene Decipher etching Hex 12.21 50 XP
Rescue Hell raiders Hex 06.05 50 XP Bring Cyrus to justice Hex 12.22 50 XP
Legend of Sularuq Hex 06.15 50 XP Learn Cyrus’s secret Hex 12.22 50 XP
Mourning rites at the Hex 06.16 50 XP Destroy the hag eye Hex 12.23 50 XP
hidden lake monolith
Consecrate pool Hex 13.02 50 XP
Read road monument Hex 06.26 50 XP
Find scrawled note Hex 13.05 50 XP
Fate of Biggs & Wedge Hex 07.02 50 XP

445
Quests or Discoveries Location Bonus Quests or Discoveries Location Bonus
XP XP
Visit war monument Hex 13.10 50 XP Return the Spear of Hex 18.16 250 XP
Find scroll map Hex 13.15 50 XP Tulok to Panuk

End the haunting Hex 13.15 50 XP Capture and tame a Hex 19.05 50 XP
tundra griffon
Decipher moon-runes Hex 13.17 50 XP
Rescue the “pigs” Hex 19.23 250 XP
Defeat Timber Bones Hex 13.23 250 XP
Decipher script Hex 20.03 50 XP
Find underworld exit Hex 13.23 50 XP
Remove Sularuq’s heart Hex 20.03 250 XP
Convert Whisper from Hex 13.23 50 XP
the Magoth Kill Tarktuktulak Hex 20.13 500 XP

Decipher graffiti Hex 13.25 50 XP Unbelievably white in Hex 21.02 50 XP


the sun…
Find scrawled note Hex 14.06 50 XP
Recover missing half of Hex 21.19 250 XP
Dig in the meadows Hex 14.14 50 XP bone-hilt sword
Find rune markers Hex 14.17 50 XP Identify brass temple Hex 22.06 50 XP
Open Dwarf Road Hex 14.17 50 XP Dispel evil door Hex 22.06 50 XP
Find underworld exit Hex 14.19 50 XP Kill Laagaraam Hex 22.06 500 XP
Find underworld exit Hex 14.24 50 XP Defeat the Magoth Hex 22.06 500 XP
Find underworld exit Hex 15.01 50 XP Consecrate evil altar Hex 22.06 500 XP
Sell marble table to Hex 15.05 50 XP Decipher script Hex 22.06 50 XP
Yooti the Eye-Slurper
Cleanse emeralds Hex 22.06 50 XP
Find Hell Raider loot Hex 15.09 50 XP
Re-forge the bone-hilt Hex 22.06 250 XP
Find underworld exit Hex 15.22 50 XP sword
Kill spell vore Hex 15.22 50 XP Kill A’ghanim Hex 22.06 500 XP
Find underworld exit Hex 16.03 50 XP Sularuq’s rebirth Hex 22.13 500 XP
Taffin’ Lari’s tale Hex 16.20 50 XP Identify idol as being Hex 22.15 50 XP
Complete one bounty Hex 16.20 50 XP crafted by Inilgaan
Bypass dream box Hex 16.26 500 XP
Decipher message Hex 17.10 50 XP CHAPTER 6: MORKAAL’S
Decipher well graffiti Hex 17.13 50 XP TOMB
Find halfling body Hex 17.13 50 XP This chapter has 1,450 XP total in story awards.
Repair hang glider Hex 17.19 50 XP
Decipher true scroll Hex 18.01 50 XP Quests or Discoveries Location Bonus
XP
Find underworld exit Hex 18.01 50 XP
Enter the tomb Area 1 50 XP
Leave a pair of boots Hex 18.11 50 XP
Decipher script Area 1 50 XP
Find secret panel Hex 18.14 50 XP
Solve the riddle Area 1 50 XP
Decipher script Hex 18.14 50 XP
Discover wall lines Area 2 50 XP
Kill Rhiannon Hex 18.14 250 XP
Bypass glyphs Area 3A-C 50 XP
Return the Shield of Hex 18.16 250 XP
Kallu to Panuk Open bronze doors Area 4A 50 XP
Decipher script Area 5 50 XP

446
Quests or Discoveries Location Bonus CHAPTER 8: LATE TO THE
XP
Decipher script Area 8 50 XP
BARROW OF EIGHT
Decipher script Area 10 50 XP This chapter has 450 XP total in story awards.

Find hidden buttons Areas 10 & 12 50 XP Quests or Discoveries Location Bonus


Decipher script Area 12 50 XP XP
Secret door Area 13 50 XP Enter barrow-hill Outside 50 XP
Decipher script Area 14 50 XP Decipher script Area 1 50 XP
Vault-door puzzle Area 14 250 XP Tigernach history Varies 50 XP
Decipher script Area 15 50 XP Break down wall Area 8 50 XP
Escape the tomb alive Area 1 500 XP Clear barrow-hill All areas 250 XP

CHAPTER 7: BOG-RUINS OF CHAPTER 9: LOST TEMPLE OF


FORT IKENVAR NINCHAGA
This chapter has 1,800 XP total in story awards. This chapter has 1,450 XP total in story awards.

Quests or Discoveries Location Bonus Quests or Discoveries Location Bonus


XP XP
The Icon’s legend Area 9 50 XP Tarktuktulak’s name Tree-beast 50 XP
Rescue the slaves Area 11 50 XP Fix plumbing lever Area 4 50 XP
Scrawled note Area 19 50 XP Decipher murals Area 6 50 XP
Wall note Area 10 50 XP Vine wall painting Area 7 50 XP
Wall note Area 15 50 XP Stone peg button Area 8 50 XP
Titherion map Area 22 50 XP Decipher script Area 10 50 XP
Financial ledger Area 22 50 XP Solve pillar puzzle Area 12 250 XP
Centurion’s letter Area 25 50 XP Decipher graffiti Area 13 50 XP
Defeat the Shuun East isle 500 XP Activate shrove cells Areas 15-18 50 XP
Decipher glyphs Area 28 50 XP Cleanse the piscina Area 19 500 XP
Ninchaga map Area 32 50 XP Access sewer grate Area 19 50 XP
Records room scroll Area 33 50 XP Blue diamond key Area 19 50 XP
Underworld exit Area 36 50 XP Decipher graffiti Area 20 50 XP
Lion-headed key Area 38 50 XP Bypass demon trap Area 21 50 XP
Morgue notes Area 39 50 XP Bypass garden trap Area 22 50 XP
Warp-stone lunacy Area 40 50 XP Underworld exit Area 24 50 XP
Fang of chaos Area 41 50 XP
Defeat the Guzzler West isle 500 XP

447
CHAPTER 10: WATCHER ON Quests or Discoveries Location Bonus
XP
THE WATER Find secret door Area 23 50 XP
This chapter has 5,600 XP total in story awards. Solve circular seed Area 24 250 XP
sculpture puzzle
Quests or Discoveries Location Bonus
XP Bypass metal panels Areas 27-32, 50 XP
35
Study tower stone Outside 50 XP
Reactivate the sentinel Area 27 500 XP
Reach tower peak by Outside 50 XP
climbing or flying Learning Avarenim’s Area 28 50 XP
historical knowledge
Watch the tower to Outside 50 XP
gain useful information Silver orb of memory Area 31 250 XP

Evidence of demolition Area 2 50 XP Bypass doom pillars Area 33 50 XP

Qana’s hidden etching Area 2 50 XP Destroy summon cube Area 33 50 XP

Search old graves Area 5 50 XP Cosmological orrery Area 35 50 XP

Qimmiq’s letter Area 7 50 XP Controlling the Eye of Area 36 50 XP


Vigilance
Decipher script Area 7 50 XP
Repairing the Light of Area 36 500 XP
Find secret scrolls Area 7 50 XP Judgment
Decipher Vartoriak Area 8 50 XP Discover true nature of Area 36 500 XP
Find ancient trash Area 10 50 XP the Tower Vartoriak
Military scroll Area 12 50 XP Defeat the Magoth Varies 500 XP
Consecrate chaos altar Area 13 250 XP Kill Yeguryaq Varies 500 XP
Ashuraga’s letter Area 13 50 XP
Underworld exit Area 14 50 XP
Activating second port- Area 16B 250 XP
gem archway
Kasdeya’s note Area 17 50 XP
Rescue the slaves Area 18 50 XP
Decipher gold plates Areas 18-19, 50 XP
22-24
Hidden seed buttons Areas 18-19, 50 XP
22-24
Dispel oblivion circles Areas 19 & 20 50 XP
Read Whudjan book Area 19 50 XP
Letter to Karnov Area 20 50 XP
Find secret door Area 20 50 XP
Rescue Aput Area 20 50 XP
Destroy evil tome Area 20A 250 XP
View solar orrery Area 21 50 XP
Find secret door Area 21 50 XP
Solve riddle of stone Area 22 250 XP

448
GLOSSARY OF NAMES
Angakok: a primitive witch (or Awakening of the Third Eye:
A warlock) who was burned alive for occurs during the Seventh Circle
A’ghanim the Spectre-Warlock: its human sorcery of the Sundered Moon when the
a mighty undead spectre-warlock Angelwatch Armory: stores initiated member receives a sudden
who served Baalor; was slain by a the army’s and navy’s warfare flash of insight as his mind drifts
Hadean paladin named Jandor implements, military uniforms, into the darkest regions of the
armor, weapons, and the city’s cosmos
Advent Square: Valkengard’s
famous square where city inspectors
receive new settlers in the North
emergency supplies; underneath
the armory lies the windowless jail B
of Hell’s Cove for very dangerous Baagvai: Ötög’s rival and Sarnai’s
Aethereal Lady: the Aethereal criminals who are kept here long lover
Queen, Lady Panagia, the Most enough for a brief trial and rapid
Blessed Star of the Aethereal Sea, Baalor: the Skull God, former
execution sorcerer-king of Urgatha,
the Empyreal Queen, the Cosmic
Queen, etc.; rules the star-dwelling Anjij: a female elder in the village conqueror of the Enoruuk and
Caelorum; she is the most powerful of Hyto; mother of Aput, Pilip, and Titherion, builder of Castle Thar-
creature in the entire cosmos Qana Gannon, and leader of the Unholy
Apogee Days: sacred high days of Pantheon of vile death-gods
Aethereal Queen: see Aethereal
Lady the Whudjan chaos cults Baatu: the Shuunish war leader
Age of Entropy: a coming Aput: a young Enoruuk widow Baggley: one of the “starving
apocalypse wherein all life from Hyto; daughter of Anjij; artist” mercenaries
throughout the cosmos will perish kidnapped by the Magoth at Ba-Krosh, the Lingerer:
in oblivion, according to the Vartoriak constructor of the Forgotten
Magoth Artenian Remus: the Minister of Pyramid; lieutenant of Baalor
Akna: a staalista in Kalag Clearing Permits, who is authorized to grant Baron Hamon Coldark: current
adventuring parties and expedition sovereign of Valkengard
Aleina: a female Hadean cleric teams an annual delving license
passing through Valkengard Barton Cafferty: owner of Jarl’s
Autarch of Urgatha: Rhiannon, Yearning
Algol: the Demon Star at the the former ruler of Urgatha, before
farthest edge of the solar system; she was defeated by Baalor Battle of R’mnokk: battle where
it circles the sun at an incredible Urgatha was sacked and Baalor was
distance Ascetics: consecrated believers defeated
who take vows of poverty, chastity,
Alma Whitlock: city harbormaster obedience, and prayer, and dwell Bayayok: leader of the Wind Riders
who keeps an office in Southport in an isolated community called Bearded Grimgor: leader of the
Lighthouse; her dockmasters patrol a cenoby (pl., cenobies), where bugbears
the seaside wharves to inspect cargo they spend their lives in holy
ships entering Valkengard’s busy Beluga’s Bollocks: a famous local
contemplation while reciting the tavern for visitors and adventuring
port Liturgy of the Sun; one of the seven types in Skaalburg
Al’morlak: an entombed servant of kinds of Hadean Temple members
Morkaal Bezaleel: one of the two Caelorum
Ashen Grove: a large grove where who guided the Virescent Cube
Althaamin: golden-skinned titans; Sularuq the Tempest Bird died down to the planet’s northern
members of the Caelorum’s eighth Ashuraga: an aging Enoruuk; the reaches and buried the floating
rank; attend the Cosmic Queen newest entropy disciple among the artifact in the underworld
Alvis Haddings: the halfling mayor Magoth there, erecting a sentinel tower
of Snowhearth village Avarenim: the dark elf and slave of overlooking Imaryuk
Amaqjuaq: Enoruuk ranger; the spider-demon Biggs: one of two Hell Raiders who
legendary guide and hunter Awakening of Personality: occurs stole from Karnov’s treasury; killed
Amarok: the Great Devourer; one during the Third Circle of the by tundra griffons
of the eight Tarngrak (or demon Meridian Moon when the initiated Black God of the Void: see
gods) member’s old beliefs and attitudes Vuulthoom
Anarnulak: the Enoruuk’s ancient have been totally wiped away Black Wolves of the Garngat:
water deity Saumen Kar’s bestial servants

450
Blood Hollow of Anaktuvak: Caelorum Custodians: metallic who runs the Fellowship of the
a great black-earthen mound of insect-like constructs charged with Smiling Cloth; secretly a Magoth,
unsettling trees; lair of Tarktuktulak defending Vartoriak one of the three cosmic masks
Bolvidar: the language of the Camp Halas: a Skaal logging camp Crown Bay: an establishment run
Braxons, a new culture forthcoming in the eastern taiga forest by the expert moneychanger and
in The Overlords of Steel Canyon River Rapids: strong gem-cutter, Zipporah Caradonna
Bomaanz: the draugr doom lord rapids that appear along the Gjol Cullen Crimshaw: hired guard
trapped in the Barrow of Eight; River in the brumal upland canyons who keeps an eye on shop-lifters at
the First among the Whudjan Captain Julian Bradwort: the Izen’s Outfitters
champions Hadean noble and Valken officer Curse of Baalor: an unliving curse
Bone-Hilt Sword: powerful artifact who commands Fort Jaldaran created by Ashuraga that uses the
of chaos created by A’ghanim, a Captain Kumak: a Valken officer buried corpses of fallen soldiers to
mighty undead spectre-warlock who at Northwatch Station; Whisper’s murder its creator’s enemies
served Baalor brother Cult of the Magoth: see Magoth
Borealis Theatre: Titherion’s Captain Leo Cantata: a Skaal Cult of the Sun Healers: a cult
ritziest public theatre and officer overseeing the Broga Mine that believes in the literal naming or
performance venue speaking of things desired
Cash Malacoda: mass murderer
Bounty Wall: a stone column who killed fourteen victims; burned Cycle of Readings: an annual
just inside Fortune’s Gate that alive in Valkengard schedule of Hadean assigned holy
holds all mercenary advertisement texts that are read aloud and then
postings and criminal wanted signs Castle Thar-Gannon: Baalor’s
citadel paired with a brief oral teaching;
for bounty hunters and interested part of the Liturgy of the Catechesis
swords-for-hire Cataclysm of Chaos: an event in
the primordial past which destroyed Cyrus the Outlaw: wanted
Brakkakhan: a mighty undead criminal and leader of a gang of
taiga dragon many of the Inilgaan, the Ragnaala,
and the Trow bandits; Kalosi desires him
Bramrich Gilver: owner of Gilver’s Cyrus’s Watch: hideout for Cyrus
Imports Cauda Peninsula: the peninsula
that juts southward into the ocean the Outlaw; hidden in the ruins of a
Brass Temple of the Magoth: from the continent of Titherion dagger-like Baalorian watch tower
hidden spiritual headquarters of the
Magoth Cenostoma: leader of the Magoth
and beholder of the final secret of
D
Brick Mammoth Inn: a popular the Ninth Circle; currently held by Day of Divine Destiny: a reference
tavern and inn that sports the Laagaraam; means “Mouth of the to the Age of Entropy, when the
stuffed head of a huge reddish- Void” chosen few enter their promised
furred mastodon; owned by Soliana eternity as gods after the universe is
Fahmy Chignik: a hidden mountain village plunged into oblivion
of Maundering Enoruuk near
Broga Mine: an active copper and Castle Thar-Gannon Delving License: this license
silver mine grants a registered group the legal
Colossus of Morkaal: ancient privilege of exploring Titherion
Brom: one of the “starving artist” stone statue that guards Morkaal’s
mercenaries tomb Drabek Than: the Blue Angler
Brother Ignatius: Hadean acolyte faction leader; secretly a cosmic
Commander Osteon: leader of mask of the Magoth
who maintains the Shrine of Arctic the imperial forces, who were
Roses ambushed by Baalor’s undead Dricket: deceased thief who served
thirteen years of hard labor in the
C legions and slaughtered; bravely
withstood Baalor’s armies during Valken navy for a botched bank job;
Caelorum: a star-dwelling race the Titherion Retreat childhood friend of Fat Phulka
of primeval guardians; consist of Corlamak: an entombed servant of Dunwine Willoughby: a retired
nine ranks or castes, each with a Morkaal whaling ship captain; owner of
particular function; they serve the Whaler Willy’s; has a pet rooster
Cosmic Queen, Panagia Cosmic Queen: see Aethereal Lady named Rubeus
Counselor Vornigar: a well-
educated and charismatic Valken

451
Dwarf Road: a dirt path winding mewl and bleat in a perverse whale-
through the boreal forest that is a F song, cursed to a hellish existence
popular underworld entrance for Faculties: a letter written by a until the end of time
dwarf merchants goshen’s ruling exarch granting a Foranadoth: a mysterious tower in
E priest the ecclesiastical authority
to carry out certain actions for the
the eastern tundra plains encased
by a green dome which vaporizes
Eagled Throne: former imperial good of the faithful, such as the anyone or anything that steps
throne of the Hadean Empire right to teach, perform religious through it
Elmore: one of the “starving artist” ceremonies, grant dispensations, Forbidden Coast: the Cauda
mercenaries publish books, etc. Peninsula’s coastline
Emeqism: the primitive Enoruuk Faculty of Miracles: a special Forbidden North: the continent of
religion; worships the water deity faculty granting an ordained Titherion
Anarnulak member of the Temple the dual
powers of casting divine magic and Forgotten Pyramid: a three-story,
Emeqist: adherents of Emeqism turning the undead clay-stepped pyramid on a small,
End-Worm: see Vuulthoom rocky, ocean islet; built by Ba-Krosh
Fat Phulka: a duergar who
Enoruuk: a hearty tribe of people manages the Emperor’s Fancy and Fort Ikenvar: a pair of islands in
that migrated into the Forbidden operates the Glory Hole the hibernal boglands with an old
North of Titherion 8,000 years ago imperial fortress atop it, occupied
Felix Fannia: a Hadean nobleman by a band of slavers called the
Erebrean Dwellers: the Fomor; who perished in an earthen collapse Shuun
the damned souls of the Trow along Helvarragh’s steep banks
destroyed in the Cataclysm of Fort Jaldaran: a military outpost
Fell Road: a hidden path that leads on the way north; the last stop
Chaos through the mountains to Castle on the Osteon Road that marks
Eulimene the Nymph: a tree- Thar-Gannon the end of consolidated Hadean
lurking nymph who is in love with Fellowship of the Smiling territory
Ötög Cloth: one of the two public front Fortune’s Gate: the city’s central
Evangelion: the Holy Book of the organizations for the Magoth; it gate in its eastern fortified wall
Hadean Temple claims to be a religious community
of spiritually enlightened Fosco Achilles: legendary, Hadean
Evaristus: the patriarch who added mountain climber
a beautifully poetic verse at the end individuals who help the poor and
of the Rosarium downtrodden find healing, support, Fracas: a sentient sword found in
and meaning in a grim world the Barrow of Eight
Everfrost Cradle: the largest
mortuary in the city, boasting a Fieldstone & Fine’s: a mysterious Frostline Keep: a former border
blue-walled funeral parlor with company owned by two halflings fortress of black-blue stone; built
preserved white flowers that sells explosive black powder by Baalor and filled with his undead
Fighter’s Hill: Skaalburg’s highest forces to guard against Trow
Exarch Garibald Jakopac: a incursions from the glaring beyond
Hadean cleric who resides on the elevation point and the seat of their
well-kept grounds of Hoarfrost government Furnus the Red Moon: one of
Cathedral; his religious authority Fisherman’s Hovel: a dive bar for Magis Terra’s ever-present moons
extends throughout the entire
region; all lawful clerics answer to
fishermen and dock workers along
the northwest wharfs, owned and
G
him operated by the trader, Martello Gauds Gate: the city’s north gate
Eye of Vigilance: an artifact that Floe Shacks: rickety shacks that used by traveling merchants and
aims and fires Vartoriak’s weapon, are scattered off the city’s southern wealthy aristocrats
the Light of Judgment, at a target shoreline claimed by the district’s General Titus Vorenus:
on the surface world or in the most impoverished citizens Hadean fighter and current high
underworld Flood-Mines of Arktos: an commander of the Valken army
abandoned, flooded mine Gilver’s Imports: a seller of fine
Fomor: the spirits of dead Trow furniture, unique antiques, and
slain in the Cataclysm of Chaos; weird wares from faraway lands;
they appear as vapid wraiths that owned by Bramrich Gilver

452
Gjol Bridge: the only bridge across leading travelers into a murky, mist-
the Gjol River; it’s an Enoruuk H filled abyss
rope bridge spanning a dangerous Haakon’s Forge: a popular High Lodge: meeting place for
canyon in the brumal uplands that metalsmith’s workshop near Kangkul’s council of elders, led by
they built to reach the Temple of Fortune’s Gate an Enoruuk trader named Silla
Kangek
Haakon Shaleacre: owner of Highport Butte: a butte in
Gjol River: river that flows from Haakon’s Forge; an older, stumpy northern Valkengard whereon the
the tip of Lake Helvarragh, winding dwarf central government buildings have
its way into high-walled upland been erected; the city’s center of
canyons until it empties in the sea Hadean Empire: the greatest
empire the world has ever known; power
Glacial Icefields: an interconnected it lasts over two thousand years, but Hoarfrost Cathedral: the grand
string of valley glaciers punctured it collapsed twenty years ago after a cathedral of the Hadean Temple in
by nunataks and rognons along the series of internal calamities Valkengard
Gorogungamar foothills
Hadean: a race of men who Honoria: a serving wench at the
Glaring Beyond: a white polar founded the most advanced Brick Mammoth Inn
landscape, endless, unexplored, and civilization on earth
dangerous; the uttermost north Horne: one of the “starving artist”
Hadean Temple: a monotheistic mercenaries
Glory Hole: an illegal afterhours religion that was instituted at the
fighting pit run by Fat Phulka House of Snow Poppies: an elite
beginning of the Hadean Empire bordello which famously operated
Gordius: old Hadean hermit and but survived its collapse; serves and for decades in the fallen imperial
former Valken commander of worships the Trisagion capital of Kartannica; owned and
Vartoriak Haleron: the planet’s sun; it is a operated by Madame Lautilda
Gorogungamar Mountains: a yellow star Hrafnuk: Enoruuk huntsman
jagged range of black-blue stones Hamza: a Shuun overseer sent as
rising from the glacial ice; the Hyperborean River: a tundra river
an envoy to meet with King Karakal
highest peak towers over 19,000’; and the Timber Bones tribe Hyto: a small Enoruuk fishing
the inclement weather and brutal hamlet on Imaryuk
conditions make it a death-trap for Harrowed Tribes: those Enoruuk
explorers tribes who experienced the horrors I
of the Skull God’s enslavement
Gorra: a Shuunish Witch Ikkumayok: fire demon; one of the
Hell’s Cove: a windowless jail for eight Tarngrak (or demon gods)
Graven Wolves: a gang of thugs very dangerous criminals who are
led by Sutter Izen kept here long enough for a brief Imaryuk: the Enoruuk name for
Great Defile: a massive detonation trial and rapid execution Lake Helvarragh
that created a deep chasm into the Hell Raiders: a gang of buccaneers Imperial Envoys: the elected
underworld and eradicated the dressed in orange sashes who love Valken legislators; they serve in the
Inilgaan; the result of that primitive to drink, pillage, and murder; they Synod
race’s attempt at an arcane suicide are led by Karnov and stalk Lake Imperial Premier: the longest-
Green Dome of Foranadoth: see Helvarragh serving imperial envoy, who
Foranadoth Hesychast: the Vigil Hole abbot presides over the Synod’s meetings
Grimhaven District: Valkengard’s Hevel: a spirit that controlled the Inilgaan: tribe of arctic prehistoric
poorest slums, ridden with violence, Panagian sentinel and defended the humans; wiped off the face of the
disease, and poverty tower; it is now trapped by Baalor earth by the Enoruuk
Grisly Grotto: an illicit vashanga Hexad: the sacred honeycomb; Inuvik Hill: hill in Kangkul where
den, ran by Sutter Izen blessed by Hadean priests and eaten the High Lodge has been built
Grove of Khirbet: a holy grove of during their public worship services Isle of the Golden Spring: remote
terebinth trees; site of Malcathiah’s Hibernal Boglands: a treacherous 1,000’ island in the ocean
sanctuary and haunting peat-bog that lies at Itarus: mischievous 8-year-old
Gunter: gambler and drinker; sea-level where the ground slopes son of Lord Emmothach and Lady
a frequent patron at the Brick down west towards the coast, Thora
Mammoth Inn

453
Izen’s Outfitters: store owned by day where the gathered faithful
Sutter Izen that sells third-hand L partake in eating the Blessed Hexad
outfits; a front for the Grisly Grotto Laagaraam: leader of the Magoth; Liturgy of the Sun: a public prayer
J the prophetic Cenostoma; sole
member of the Ninth Circle
service that occurs six times daily—
at dawn, mid-morning, noon, mid-
Jarl’s Yearning: an apartment Lady Hadriana Radomir: a afternoon, dusk, and overnight
complex in the Downtown district sorceress who rules the town of Lodge of the Happy Hunt: an
Jarvis: a bartender at the Brick Skaalburg Enoruuk’s hunter’s lodge
Mammoth Inn Lady Moranna: Magoth entropy Lord Emmothach: a Hadean noble
Jissika: a staalista in Chignik disciple; founded and operates the and antiquities dealer; husband of
Joyside District: Valkengard’s Orphanage at the Aurora Lady Thora and father to Itarus
entertainment district Lady Queniva Tulkinghorn: Lord Huward Homodeus: noble
Justice of the Stones: a contest a Hadean noble and aristocrat who owns the Borealis Theatre and
to settle disputes between angry whose family lost everything in the Velvet Galleria
Enoruuk collapse of the old empire; runs The Lord Okoye: wealthy slave
Forgotten Province merchant and minor nobleman;
K Lady Panagia: see Aethereal Lady father of Icon Zala
Kalaborm: an entombed servant of Lady Radomir: see Lady Hadriana Lords of Valkengard: the rulers of
Morkaal Radomir Valkengard
Kalag: an Enoruuk clan living in Lady Thora: Hadean noble, wife Lost Temple of Ninchaga: ruins of
the western taiga of Lord Emmothach and mother to the Mountain-Temple of Kangek
Kalag Clearing: an Enoruuk village Itarus Lufian: Hadean noble and Lord
that rests in a sleepy forest clearing Lake Helvarragh: means “Icy Huward Homodeus’s seneschal
Hell” in the Hadean tongue; the
Kallu: a deceased Enoruuk
chieftain; the wise father of Tulok vast lake of Titherion M
Kalosi: Sun Healer prophetess Landing Point: the rocky shore Madame Lautilda: owner and
landing where the Hadeans operator of the House of Snow
Kangkul: the largest Enoruuk Poppies
first arrived on the continent; it
village; lies at the southernmost
is marked by a granite obelisk Magis Terra: a huge planet
point of Imaryuk; means “Dead
monument honoring the event wherein lies Titherion
Horse”
Lands of the Forbidden North: Magisters: a mysterious guild of
Kappianartok: the Night Bear; one
the vast and frigid wilderness of magic-users and illusionists
of the eight Tarngrak (or demon
Titherion
gods) Magistrates: judges appointed by
Larokoma: an entombed servant of the Valken Baron
Karnov: captain of the Hell Raiders
Morkaal
Kasdeya: Hadean assassin hired by Magoth: a nine-circle cult;
Lieutenant Yalto: Valken officer; euphemistically called the
Ashuraga to guard Vartoriak
second-in-command at Fort Fellowship of the Smiling Cloth
Katjuk: the Blue Angler liaison Jaldaran
in Skaalburg; formerly married to Maguyuk: the Howling Tempest;
Liberation of the Winter Sun: one of the eight Tarngrak (or
Nive, who is now known as Whisper
historical event; when the imperials demon gods)
Keresh: one of the two moons of freed the Harrowed tribes and
Magis Terra; called the Verdant Eye offered them a peaceful life, secure Malcathiah: a legendary Caelorum
under the might of the Hadean turai; planted the Grove of
Kikituk: an Enoruuk effigy or Khirbet; favored by the Cosmic
animal carving that serves as an Empire
Queen; sacrificed himself to entrap
object of nature’s power in the Light of Judgment: a Caelorum Vuulthoom
ancient Emeqist religion artifact-weapon; wards the
Cyclopean City against intrusion by Malgorgia: an underground
King Karakal: the grakal king of labyrinth of tunnels and caves
the Timber Bones tribe the minions of Chaos
beneath the planet’s surface; the
Klugg: a male tundra troll; mated Liturgy of the Hexad: a public underworld
with Vulzala prayer service that occurs once per

454
Malku: members of the Caelorum’s Morgathar: the under-city of the Northman’s Crossing: Hadean
third rank; oversees entire planets dark elves and home to Avarenim settlers’ name for the arctic tundra
Mantua Island: isle in southeast Morkaal: an Inilgaan warlord; the plain
Skaalburg where the wealthiest first Cenostoma of the Magoth Noseless Malta: leader of the
residents—the heads of the Six Morkaal’s Tomb: the legendary exiled bugbears; lost his nose in a
High Houses—have built their trapped tomb of Morkaal scrap with a Titherion tiger
large estates Nug: the Shuun hulk serving Baatu
Mountain-Temple of Kangek: a
Markham Street: the primary temple built overlooking Kangek Nunakilak: Enoruuk name for
marketplace for the middle-class and its spring; eventually became Titherion; “The Land Among
residents of the Downtown and the heart of the Enoruuk culture Heaven”
Stonegate districts; the largest in Titherion; worship center of the
market area in the city Nunatungak: Enoruuk name for
water deity, Anarnulak the Glaring Beyond; “Land of
Marmokal: an entombed servant of Mule Board: a wooden sign-board Devils”
Morkaal where outlaw and monster bounties
Martello: owner and operator of are posted by the Skaalburg O
Fisherman’s Hovel authorities or prominent patrons Oholiab: one of the two Caelorum
Martul: a village of Enoruuk along Mundalak: a distant planet who guided the Virescent Cube
the western Forbidden Coast Murgen Case: a Hadean sage and down to the planet’s northern
Masai Ngàje Ngài: a high natural magic-user; a 57-year-old explorer reaches and buried the floating
overlook in the Gorogungamar with an addiction to adventure; artifact in the underworld
Mountains; grants observers a view accidentally freed Bomaanz the there, erecting a sentinel tower
of both the southern tundra plains draugr doom lord overlooking Imaryuk
and the Glaring Beyond to the One-Eared Enilam: the military
north N leader of the Enoruuk resistance;
Maundering King: an Enoruuk Naraka: a distant planet; called the stationed at Daana-Shaa
prophesied to one day unite Gray Sister Orphans of Yrlif: the remnant
their scattered tribes across the Nauja: an Enoruuk youth; leads the of the Enoruuk tribe at Yrlif; all
Nunakilak orphans of Yrlif teenage orphans stalked by Saumen
Maundering Tribes: those Kar
Nephashoth: soul-bearing sentient
Enoruuk tribes who were never creatures Orphanage at the Aurora: a
enslaved by Baalor; the “Dreaming waystation for abandoned children
Sons of the North” Ninchaga: the ruins of the under 14 years old; run by Lady
Mountain-Temple of Kangek; called Moranna, who exploits the children
Mazos the Kindly: a chaotic “Dead Hill” in the Upik tongue
Whudjan magic-user; cursed Ötög for the Magoth’s benefit (and her
with a potent form of lycanthropy Ninth Demon: Yeguryaq, the lost own)
leader of the Tarngrak (the chief of Osteon Road: the long-track
Megalith of Yetza-har’a: an artifact the demon gods)
prison buried in the underworld; road that runs 96 miles between
imprisons the spirits of those fallen Ninuk: a shell-gatherer in Martul Valkengard and Kangkul
Caelorum slain on the planet until Nol’karam: an entombed servant Ötög: a mighty Whudjan warrior
the end of time of Morkaal who lives isolated in the wilderness;
Menagerie Pyramid: a greenhouse Nol’ocuul Syndicate: organized secretly a werebear
built by Baalor crime syndicate ruled and founded Otus: one of the “starving artist”
Merovech: a lumberjack who by Yagha-Shahn; operates primarily mercenaries
in Valkengard’s Joyside district
manages Camp Halas
Nootaikok: village elder in Chignik P
Miki: a short Magoth skull acolyte
Northcrest Park: a posh, family- Panagia: see Aethereal Lady
Monolithic Acropolis: a massive
step-pyramid built by the Inilgaan; oriented, retail market for rich, Panagian Sentinel: a powerful
the Virescent Cube floats atop it affluential Valkens to spend their construct that was infused with a
wealth spirit of light named Hevel
Moredor: a greater sea hag newly
arrived to Titherion

455
Panuk: leader of the Enoruuk Sky Rites of Pleasureful Purpose: Skaalburg: a prosperous Valken
Keepers; childhood friends with occurs during the Sixth Circle of town located on the eastern
Captain Kumak the Waning Gibbous Moon when a seashore of the Cauda Peninsula;
Penley: one of the mercenaries grand feast and drug-induced orgy the second most populated
employed by Ashuraga at Vartoriak; lasts for several days settlement in Titherion; values
serves Kalosi Road Totem at the Crossroads: a independence and deregulation
Pilip: son of Anjij; kidnapped by 30’ high totem situated along the Skaals: Hadeans residing in the
the Magoth at Vartoriak Osteon Road; memorial for Sularuq town of Skaalburg
the Tempest Bird Skag Street: a dangerous street in
Pinga Mine: an old mine in the
forested hills; lair of the Timber Robber’s Gate: the city’s south Grimhaven that is a training ground
Bones tribe gate where violent criminals’ for slum-rat thieves
corpses are hanged as a warning Sketchy Mavens: a band of
Polynya River: a tundra river
Rosarium: a sung prayer, a retainers-for-hire who are also
Premier Allister Wishmont: powerful “hymn of roses” honoring “starving artists”
current imperial premier who the Celestial Queen, Panagia
presides over the Synod Sky Keepers: one of the three
Rubeus: Whaler Willy’s pet rooster; factions that emerged in Harrowed
Pushu-Ken: a blind Whudjan his 4:00am crow signals last call communities; they follow the old
assassin; works for Mazos the cultural and religious traditions;
Kindly S practice Emeqism
Q Sacrarium of Law: ornate chamber
which once held the Tabot of Law
Slade: black-colored dragonborn
fighter who runs Broga Mine
Qana: son of Anjij; kidnapped by
the Magoth at Vartoriak Sacred Icons: venerated, square- Slavers of Shuun: a clan of
shaped paintings of religious figures Whudjan widely-known as slavers;
R are designed to aid a follower’s they abduct foreigners of the finest
devotion and prayer life stock to sell in the slave markets
Ragnaala: primal witches; flesh-
Sand Bone: a great sandy beach of faraway kingdoms; arrived in
wives of the Tarngrak; “those who
where the Battle of Sand Bone Skaalburg two months ago; led by
are bloodless”
occurred; haunted by undead now Baatu
Rak’kalom: an entombed servant
Saumen Kar: the demon of ice, Snowhearth: a halfling warren in
of Morkaal
war, and strength; one of the eight the arctic tundra plains; led by Alvis
Ralomaka: an entombed servant of Tarngrak (or demon gods) Haddings
Morkaal
Seven Mysteries: a collection Soliana Fahmy: Whudjan fighter,
Razan: members of the Caelorum’s of Hadean sacred rites that the retired game huntress, and owner
second rank; advisors to the ruling priesthood administers in its daily of the Brick Mammoth; friends with
malku; oversees continents, nations, activities Taffin’ Lari
or very large organizations
Shargathia: a distant planet Southern Ocean: the dark and
Red Crowns: one of the three turbulent ocean waters south of
factions that emerged in Harrowed Shrine of the Sun Healers: ruined Titherion
communities; converted to Hadean shrine where the Sun Healer cult
dwells Southport Lighthouse: houses
Temple and embraced imperial
city harbormaster, Alma Whitlock’s
progress Shrine of Taggarik: Saumen Kar’s office
Rhiannon: demonic knight who lair
Southside Yard: the naval yard that
ruled as the autarch of Urgatha; Shuun: see Slavers of Shuun lines the district’s southern docks
slain by Baalor and turned undead Silla: Enoruuk political leader of Staalistas: the priestess caste in
Rhoshan the Blasting: stationed Kangkul Enoruuk society who spiritually
at Broga Mine to support the Skaal Six High Houses: the wealthiest wed their deity, Anarnulak
soldiers; eaten by a spell-vore Skaalburg residents Sularuq the Tempest Bird: the
Richard “Gooch” McMarkus: Skaal-Dra’kar: the death-wives of great flyer who soared the skies of
owner of the Gooch trading post; a Baalor Titherion for thousands of years;
former semi-famous bard from the
murdered by the Tarngrak at the
southlands who “almost made it”
beginning of Baalor’s dark reign

456
Sutter Izen: owner of Izen’s The Areopagus: an old imperial entrance to Yagha-Shahn’s hidden
Outfitters; leader of the Graven library built and maintained by the lair
Wolves Magisters Tower of Daana-Shaa: a re-
Synod: a grand domed building The Emperor’s Fancy: a dimly-lit constructed Baalorian watchtower;
where the duly-elected imperial gambling den and popular saloon home of the Sky Keepers
envoys meet to discuss politics catering to an infamous motley Tower of Tharak’thor: one of the
of unsavory clientele; owned by
T Yagha-Shahn; ran by Fat Phulka
three great towers of Castle Thar-
Gannon
Taborian: a white religious amulet The Forgotten Province: a tavern Tower of the Wind Riders: a
used by Hadean believers; it is and inn run by the Lady Queniva ruined Baalorian tower; home of
inscribed with the name of an Icon Tulkinghorn the Wind Riders
or Caelum whom the believer is The Gooch: a trading post one
devoted to following Tower of Tutega: a leaning stone
block away from Robber’s Gate; tower on a small ocean rock; lair of
Taffin’ Lari: loud-mouthed halfling owned by Richard “Gooch” Tutega
guide; witnessed the release of McMarkus
Bomaanz; friends with Soliana Tower Vartoriak: a huge mystical
The Guzzler: a ravenous creature tower built by the Caelorum; “The
Fahmy of chaos from the Outer Void Watcher on the Water”; houses
Talanian River: a tundra river The Hive: a public forum for the Eye of Vigilance, the Light of
Talikpa: an evil black senex lower-class citizens and non-citizen Judgment, Yeguryaq the Ninth
Tapeesa: a staalista in Martul visitors to discuss, argue, and Demon, and—originally—the
complain about the day’s issues Tabot of Law
Tarktuktulak: forest demon;
the Dark Deer; one of the eight The Kindly One: see Mazos Transcendental Desires: a Hadean
Tarngrak (or demon gods) The Plaza: a public forum for belief that an individual’s inherent
middle-class citizens to discuss, desire for perfection in all its forms
Tarngrak: the eight demons of points to a perfect being who
the North; originally, members of argue, and complain about the day’s
issues created everything
the Caelorum host cursed by the
Trisagion to be forever bound to The Quelling Kiln: a high-priced, Tree of Aeons: a title for the
the planet Magis Terra for their indulgent bathhouse and sauna; Aethereal Lady, Panagia
cowardice secret deals are often made there Trisagion: the Creator God of the
Tarngrak Tenements: the poorest Theosis: a process in which the Hadean faith; all-powerful, all-
residential buildings in Grimhaven Thrice-Holy One molds, shapes, knowing, ever-present
district and the entire continent of and purifies a creature into one of Trow: a race of huge arctic giants,
Titherion His Cosmic Children begotten by the Ragnaala and
Temple of Kangek: see Mountain- Thrice-Holy One: see Trisagion Tarngrak; dwell in the Glaring
Temple of Kangek Beyond
Tigernach: a clan of Whudjan that
Tephillah: a tiny scroll case, blue arrived before the Hadeans; slain or Tulok: the last great Enoruuk
and gold, that clergy and religious buried at the Barrow of Eight chieftain in the north; son of Kallu;
devotees often wear on their slew the mighty dragon Brakkakhan
Timber Bones: a large grakal tribe
forehead or on the top of their Turai: members of the Caelorum’s
hand Titherion: Nunakilak or the first rank; rank-and-file sentinel
Forbidden North warriors
Tesseract of Time: an extra-
dimensional, labyrinthine prison; Toothless Lennard: Hadean Tutan: Enoruuk huntsman; village
created by Malcathiah; holds veteran and merchant sailor; saw a elder in Kalag Clearing
Vuulthoom giant’s ghost in the ocean mists
Tutega: an old Enoruuk
Thaddeus Yarntosh: a bard Towan: a young Hadean priest who woman; secretly a greater qivitoq
who frequently crashes the Brick discovered the sacred bones of Icon imprisoned on an island by Baalor
Mammoth Inn when the owner Zala after she refused to serve him
isn’t present Tower Shadow: the long shadow Tuunrangayak: the Tunneling
of a great, invisible tower looming Terror; one of the eight Tarngrak
across the Joyside cityscape; the (or demon gods)

457
severed head is trapped now within districts; infamous crime boss in
U the Tesseract of Time, where it Valkengard
Ulurrugnak: the horrific god of has grown arms and stumpy legs Yaqum: a fallen raza; advisor to
the lake; a cruel water demon; one to help it navigate the labyrinth; the chief malku of Magis Terra;
of the eight Tarngrak (or demon forged a pact via telepathy and became the Spider of Foulest
gods) dream sendings with the Tarngrak Doom, Yeguryaq, and leader of the
and the Inilgaan in the ancient past; Tarngrak
Underworld: see Malgorgia in recent years, it has ensnared a
Unholy Nine: pantheon of nine minority of power-hungry Enoruuk Yeguryaq the Ninth Demon: the
dark gods of the Forbidden North; and formed them into a chaos lost leader of the Tarngrak (the
Baalor and his eight Tarngrak cult called the Magoth; directs the chief of the demon gods); formerly
Magoth to find a way to release Yaqum; trapped in the Tower
Upik: bastardized language spoken Vartoriak by the Panagian sentinel
by the Harrowed it while twisting them into self-
absorbed degeneracy; currently Yetza-har’a: see Megalith of Yetza-
Urgatha: Baalor’s jungle homeland har’a
locked in a twenty-year-long battle
far to the south
with Baalor the Skull God; if it eats Yooti the Eye-Slurper: leader of
Uromod the Taker: undertaker him, it can escape the Tesseract of the Trow war band at Frostline
and owner of a mortuary in Time forever Keep
Valkengard
W Yotimo: the Blue Angler liaison in
V War Monument: a nine-story high
Valkengard
Valkens: Hadeans residing in the granite obelisk tower dedicated to Yuler Runegog: leader of the
city of Valkengard the imperial soldiers who perished Beavered Battleaxes; friend of the
fighting Baalor’s undead hordes Gooch; eaten by dyoclopses
Valkengard: the largest of the three
major settlements in the Forbidden
North; a famous port-city
Wedge: one of two Hell Raiders Z
who stole from Karnov’s treasury;
Zarcand the Black Magician: a
Var-Golorak: super-planet that killed by tundra griffons
black magician from the southlands;
orbits Algol; called the Sphere of Whaler Willy’s: a late-night pursues the heroes to steal the Eye
Nightmares dive bar across from the Brick of J’karaa from them so he can
Vartoriak: see Tower Vartoriak Mammoth; owned by Dunwine penetrate Morkaal’s Tomb
Willoughby
Vartoriak Island: small island in Zipporah Caradonna: expert
Lake Helvarragh where an ancient Whisper: mad sorceress; Captain moneychanger and gem-cutter who
tower stands Kumak’s sister and Katjuk’s former runs Crown Bay
wife; her real name is Nive
Velvet Galleria: an opulent gallery Zoba: one of two Shuun overseers
in Northcrest Park owned by Lord Whudjan: a non-Hadean foreigner,
Huward Homodeus usually adhering to strange eastern
religions or chaos cults
Vigil Hole: a warren of
underground tunnels; home to a Winking Barnacle: the dive of all
cenoby of ascetics devoted to Icon dive bars in Grimhaven district;
Zala owned by Crispin Greely; a well-
known Graven Wolf hangout
Virescent Cube: an incredibly
powerful Caelorum artifact that Woman of the Sign of the Sun:
severs and siphons Vuulthoom’s see Aethereal Lady
head into an extra-dimensional Wyaku: village elder in Martul
prison called the Tesseract of Time
Vulzala: female tundra troll; mated Y
with Klugg Yaari the Grand Staalista:
Vuulthoom: the End-Worm; an the most powerful staalista in
intercosmic parasite from a dead, Nunakilak; lives in Kangkul
parallel universe; tore open the Yagha-Shahn: the overlord of
cosmic rift into this universe and the Nol’ocuul Syndicate; de facto
tried to devour everything in it; its ruler of the Grimhaven and Joyside

458
INDEX
INDEX
of Sand Bone27, 47, 150, 174, 206, 219, Chert Elemental����������������������������169, 380 Draugr Knife-Hurler�����292, 295, 296, 299,
A 392, 429, 456
of Stinging Meadows��������������������������27,
Chignik�����������������199, 445, 451, 454, 455
Chikkaro chowder���������������������������������271
384
Draugr Sharpshooter�����292, 297, 299, 384
47, 51, 103, 166, 173, 187, 206, Chronicler, The���������������������348, 370, 433 Draugr Slayer�����������������292, 295, 299, 384
Ability Loss��������������������������������������������437 211, 219, 224, 323, 327, 420 Circle of Ascendancy. See Nine Circles, The: Draugr Sorceress������������292, 293, 299, 384
Abyssal Shadow�����������������������������230, 372 of the Bears���������������������������������96, 180 Fifth Circle of the Plenilune Draugr Wraith�����������������������298, 299, 384
Acid�������������������������������������������������������437 of the Great Defile. See Great Defile: Circle of Blackest Knowledge. See Nine Dreaming Sons of the North. See Maunder-
Advent Square�����������87, 98, 113, 114, 450 Battle of the Circles, The: Eighth Circle of the ing Tribes
Aethereal Lady. See Aethereal Queen Bayayok�������������������������228, 239, 375, 450 Waning Crescent Moon Dricket������������������������������������������186, 451
Aethereal Queen����������������28, 31, 399, 450 Bearded Grimgor��160, 185, 219, 238, 376, Circle of Higher Knowledge. See Nine Dr. Kingsfoot���������������������������������109, 110
Aethereal Sea���������������29, 31, 65, 337, 450 450 Circles, The: Fourth Circle of the Drowned Dead����������������������188, 212, 385
Age of Entropy37, 66, 77, 78, 79, 450, 451 Beautiful Watcher��������������������������216, 376 Waxing Gibbous Moon Drowning����������������������������������������������440
A’ghanim�������372, 420, 421, 446, 450, 451 Beavered Battleaxes��������100, 189, 445, 458 Circle of Shared Potential and Curious Affili- Dunwine Willoughby�������������100, 451, 458
Air Conditions���������������������������������������136 Beluga’s Bollocks�������������������218, 219, 450 ation. See Nine Circles, The: Second Dwarf Road�������������������206, 211, 446, 452
by Season������������������������������������������136 Bezaleel���������������26, 32, 34, 325, 433, 450 Circle of the Waxing Crescent Moon Dyoclops�������������������������������189, 274, 385
Akna����������������������������������������������161, 450 Biggs�����������������������������185, 222, 445, 450 Circle of the Outer Void. See Nine Circles, Dzacarn�������������������������������������������������127
Aleina����������������������������119, 120, 132, 450 Big Water. See Imaryuk The: Seventh Circle of the Sundered
Algol�����������������������������346, 349, 450, 458 Black Book of Morkaal��124, 129, 149, 246, Moon
Alignment�����������������������������������������������24
Chaos��������������������������������������������������24
258, 259, 260, 420
Black God of the Void����33, 43, 75, 79, 81,
City of the Most High�����������������������������60
Clerics�������������������������������������63, 425, 433 E
Law�����������������������������������������������������24 259, 450 Climate��������������������������������������������������135
Neutrality��������������������������������������������24 black magician. See Zarcand Northern Climate Zones�������������������135 Eagled Throne���������������������������48, 55, 452
Alma Whitlock�������������������������94, 450, 456 Black Senex�����������228, 229, 239, 377, 457 Boreal Zone��������������������������������������� 135 Ectoplasmic Echo Skeleton���249, 250, 258,
Al’morlak�������������������������������256, 257, 450 Black Spruce Mask��79, 209, 240, 397, 415, Climate Zone Effects������������������������� 135 260, 385
Alpenglow���������������������������������������������135 420 Polar Zone���������������������������������������� 135 Eeshvar Monastery����������������������68, 89, 94
Althaamin������������31, 32, 34, 270, 433, 450 Black Taiga Unicorn������������������������������377 Tundra Zone������������������������������������ 135 Eldon Fine�����������������������������������������������98
Alvis Haddings����������������������231, 450, 456 Black Wolf of the Garngat����������������������377 Collapsing Ice����������������������������������������437 Eldritch Jelly��������������������������320, 322, 386
Amaqjuaq����������������15, 178, 179, 373, 450 Blessed Star�������������������������28, 31, 65, 450 Colossus of Morkaal�����243, 247, 248, 250, Elmore������������������������������������������118, 452
Amarok�����������������������������������43, 292, 450 Blood-Drinking Parrot�������������������195, 378 251, 260, 380, 451 Emeqist
Anarnulak�����������������������������41, 52, 53, 54, Blood Hollow of Anaktuvak�����������231, 451 Commander Osteon�����150, 174, 175, 184, religion���24, 41, 58, 184, 199, 201, 307,
55, 57, 58, 168, 177, 178, 184, 199, blood-stream poison��������������331, 345, 395 280, 429, 451 407, 415, 427, 452, 454
301, 303, 308, 310, 311, 314, 316, Blue Anglers��������������������������67, 68, 89, 91 Corlamak�������������������������������253, 256, 451 Eminent Hadean Rite of Expulsion��������422
382, 422, 450, 452, 455, 456 Bog-Ruins���������������������������16, 19, 24, 447 Cortana of Liontari������������������������240, 422 Emperor’s Fancy, The��������������96, 130, 457
Angakok������������������������169, 238, 373, 450 Bomaanz�������102, 290, 291, 451, 455, 457 Corten���������������������������109, 110, 111, 113 Empyreal Queen. See Aethereal Queen
Angelwatch Armory�������������������������88, 450 Bone Grakal�����������������������������������208, 378 Cosmic Law. See His Cosmic Law Empyrean����28, 35, 43, 60, 61, 64, 65, 353
Anjij������������������������������213, 368, 450, 456 Bone-Hilt Sword��210, 224, 234, 241, 372, cosmic mask. See Magoth Cosmic Mask Enchanted Spiked Black Vault Door������231,
Apogee Days������������������������������������������450 420, 446, 451 Cosmic Queen������26, 32, 35, 43, 161, 270, 241, 423
Aput����������������������213, 345, 347, 448, 450 Book of Wisdom����������������������������322, 421 338, 450, 451, 454 Encounter Balance Table�������������������������19
Aqua Elemental Guardian��������������165, 373 Borealis Theatre���������������96, 129, 451, 454 Counselor Vornigar��68, 70, 74, 80, 90, 94, Encounter Frequency�������������������������������15
Arcane Disrupter�������������������361, 370, 418 Boreal Miner Bee���306, 310, 313, 322, 378 129, 219, 258, 451 End-Worm����������������������21, 26, 27, 28, 29,
Arctic Crawler����������������������������������������210 Bore Tides���������������������������������������������145 Creator God����������24, 59, 60, 63, 190, 457 31, 32, 33, 34, 35, 37, 43, 46, 73,
Arctic Ogre��������������������������������������������374 Bothering Pool��������������������������������94, 421 Crispin Greeley����������������������������������������94 80, 81, 82, 158, 172, 237, 244, 246,
Arctic Tiger Fly������148, 278, 281, 286, 374 Bounty Wall���100, 117, 127, 132, 444, 451 Crown Bay����������������������������100, 451, 458 276, 286, 343, 353, 356, 364, 365,
Arctotherium�������������������������205, 238, 374 Brakkakhan�����24, 148, 149, 150, 378, 379, Crown of Ephrathah��������������������������29, 32 429, 434, 452, 458
Areopagus, The�������������101, 119, 128, 457 432, 444, 451, 457 Crumbling Ice Shelf�������������������������������437 Enoruuk�������������������17, 21, 22, 24, 26, 27,
Artenian Remus������87, 113, 114, 125, 126, Bramrich Gilver���������������98, 126, 451, 452 Cullen Crimshaw�������������92, 130, 380, 451 38, 39, 41, 42, 43, 44, 46, 47, 48,
450 Brass Temple������24, 68, 74, 75, 76, 78, 90, Cult Assassin������������������������������������������340 50, 51, 52, 53, 54, 55, 57, 58, 59,
Ascetics��������������������������������������������63, 450 200, 207, 224, 234, 235, 327, 328, Cult of the Magoth�����24, 27, 66, 244, 325, 66, 67, 80, 84, 89, 91, 97, 103, 108,
Ashen Grove��������������������������235, 432, 450 330, 335, 340, 344, 345, 368, 451 327, 374, 391, 395, 451 112, 115, 118, 125, 126, 128, 134,
Ashuraga90, 259, 267, 271, 327, 328, 329, Brick Mammoth Inn�24, 98, 100, 113, 114, Cult of the Sun Healers�������������������������451 135, 140, 146, 148, 150, 152, 154,
330, 331, 334, 335, 337, 339, 342, 116, 118, 121, 124, 125, 130, 451, Cultures 159, 161, 162, 164, 165, 168, 169,
344, 345, 346, 347, 348, 350, 353, 453, 454, 456, 457, 458 Enoruuk����������������������������������������������51 174, 175, 177, 178, 181, 184, 188,
368, 369, 374, 375, 448, 450, 451, Broga Mine���������������������������214, 451, 456 Hadean�����������������������������������������������55 190, 193, 199, 200, 201, 202, 207,
454, 456, 470 Brom���������������������������������������������118, 451 Whudjan���������������������������������������������57 208, 209, 210, 211, 213, 217, 219,
Aurica Keelcutter���������������������������103, 228 Bronze Orb of Memory���������314, 322, 421 Cursed Barrow Mound������������19, 124, 193 223, 226, 227, 228, 233, 234, 237,
Aurora Borealis��������������������������������������135 Brother Ignatius����������������������99, 119, 451 Curse of Baalor�����150, 327, 329, 330, 331, 249, 254, 279, 280, 283, 284, 301,
Autarch of Urgatha��������������������������������450 Bugbear raiders��������������������������������������368 334, 335, 340, 344, 346, 350, 369, 302, 303, 306, 307, 311, 312, 315,
Avalanche����������������������������������������������437 375, 381, 432, 451 321, 325, 327, 328, 329, 330, 335,
Avarenim������357, 358, 369, 375, 448, 450, Custodian Crawler332, 333, 355, 361, 363, 337, 341, 345, 346, 358, 368, 376,
455
Avatar of Death. See Baalor C 369, 381, 433
Custodian Flyer����332, 333, 355, 361, 363,
379, 382, 386, 394, 400, 402, 405,
406, 410, 411, 413, 420, 421, 427,
Awakening of Personality�����������������������450 369, 382, 433 430, 432, 438, 445, 450, 451, 452,
Awakening of the Third Eye������������������450 Caelorum, the����������21, 28, 29, 31, 32, 33, Cycle of Readings����������������������������������451 453, 454, 455, 456, 457, 458
34, 35, 37, 50, 61, 63, 82, 158, 161, Cyclopean City���12, 21, 22, 26, 27, 35, 36, Enoruuk Alley�����������������������������������������91
172, 325, 326, 332, 343, 344, 349, 37, 38, 44, 127, 167, 244, 325, 343, Enoruuk Huntsman�������179, 184, 199, 201
B 353, 368, 381, 382, 399, 429, 433,
437, 450, 451, 454, 455, 456, 457,
353, 354, 356, 365, 424, 454
Cyrus’s Watch��������������������������������204, 451
Entropy Zombie���194, 238, 278, 279, 280,
286, 327, 330, 334, 335, 340, 341,
458 Cyrus the Outlaw��126, 152, 204, 382, 451 344, 349, 350, 369, 386, 410
Baagvai������������������������������������������181, 450 Caelum������������������28, 31, 60, 64, 158, 457 Erebrean Dwellers���������������������26, 44, 452
Baalor�����������������22, 26, 27, 41, 42, 43, 44, caltrops��������������������������������������������������114 Eulimene the Nymph�����������������������������452
46, 47, 48, 50, 51, 52, 54, 57, 58,
59, 66, 76, 102, 108, 127, 148, 158,
159, 162, 166, 167, 168, 175, 177,
Camp Halas�������������������100, 211, 451, 455
Canyon River Rapids���������������������144, 451 D Evangelion���������������������������������������64, 452
Everfrost Cradle����������������������������100, 452
Captain Julian Bradwort����������������201, 451 Evil Feeds. See Castle Thar-Gannon
184, 187, 195, 199, 200, 202, 204, Captain Kumak�����115, 125, 126, 127, 132, Day of Divine Destiny����������������������77, 451 Exarch Garibald Jakopac������������������94, 452
225, 226, 234, 235, 261, 290, 301, 208, 260, 451, 456, 458 Dead Hill. See Lost Temple of Ninchaga; Exarchs����������������������������������������������������63
303, 308, 310, 311, 313, 314, 316, Captain Leo Cantata����������������������214, 451 See Mountain-Temple of Kangek Experimental Hang Glider�������������223, 423
317, 319, 322, 323, 325, 326, 327, Caretaker of Khirbet. See Malcathiah Dead Horse. See Kangkul Eye of J’karaa������������������������������������������19,
328, 329, 330, 331, 332, 335, 336, Cash Malacoda����������������������196, 197, 451 Death-Wife�����42, 302, 303, 304, 306, 307, 20, 23, 24, 107, 108, 112, 122, 127,
341, 344, 348, 350, 356, 359, 365, Castle Thar-Gannon�������������������11, 12, 22, 308, 310, 311, 314, 316, 321, 322, 128, 129, 132, 246, 247, 248, 250,
369, 381, 382, 385, 387, 400, 407, 27, 41, 43, 47, 48, 84, 88, 125, 127, 382, 383, 421, 456 251, 252, 260, 380, 424, 444, 458
410, 418, 419, 420, 421, 424, 429, 162, 166, 174, 177, 178, 187, 194, Decipherable Caelus Script���������������������437 Eye of Vigilance������26, 34, 38, 41, 46, 325,
430, 431, 432, 438, 450, 451, 452, 205, 227, 231, 264, 276, 302, 323, Decipherable Gehinnom Script��������������438 326, 353, 356, 364, 365, 369, 370,
453, 455, 456, 457, 458, 470 325, 326, 327, 340, 354, 356, 363, Decipherable Inilgaan Script������������������438 424, 428, 448, 452, 457
Baalorian Dream Box�������������222, 240, 418 368, 450, 451, 452, 457 Decipherable Urgathos Script����������������438
Baatu����127, 207, 208, 259, 264, 265, 267, Cataclysm of Chaos�������21, 26, 37, 38, 244, delving license��22, 87, 113, 114, 125, 126,
271, 273, 274, 288, 345, 450, 455,
456
325, 326, 356, 357, 411, 451, 452
Cauda Peninsula�22, 47, 84, 134, 140, 143,
284, 444, 450, 451
Demon Blood�������159, 172, 178, 230, 233, F
Baggley��������������������������������������2, 118, 450 147, 217, 451, 452, 456 354, 395, 403, 410, 414, 416, 422
Ba-Krosh165, 166, 167, 168, 445, 450, 452 cenoby�����������������������������63, 160, 450, 458 Demon Star. See Algol Faculty of Expulsion������������������������������424
Baron Hamon Coldark84, 85, 86, 372, 375, Cenostoma���������������������74, 75, 77, 78, 79, Diabolical Infestation�����������������������������438 Faculty of Miracles�������������������63, 425, 452
450 80, 81, 82, 129, 149, 207, 244, 246, Diabolical Oppression����������������������������438 False Dawns�������������������������������������������135
Barrow Creeper���������������������293, 299, 375 259, 327, 328, 329, 330, 347, 368, Diabolical Possession�����������������������������439 Fang of Chaos�������127, 277, 284, 286, 425
Barrow of Eight��19, 20, 24, 102, 207, 218, 396, 451, 454, 455 Discovery Awards����������������������������������444 Fat Phulka�96, 97, 186, 451, 452, 453, 457
287, 288, 447, 451, 452, 457 Cenostoma of the Ninth Circle����������������82 Disease��������������������������������������������������440 Felix Fannia�����������������������������������206, 452
barrow waste disease����������������������294, 398 Cervataur����������������������������������������������379 Divine Glory��������������������������������������������31 Fellfrost Wyvern������������������������������������387
Barton Cafferty��������������������������������89, 450 Chaos Jelly����������������������������359, 369, 379 Drabek Than���������67, 68, 80, 89, 200, 451 Fellowship of the Smiling Cloth��������������24,
Battle Chaotic Cavity���������������������������������������422 Draugr���������������������������������������������������383 66, 68, 69, 74, 75, 80, 90, 129, 219,
of R’mnokk����������������������������26, 41, 450 Chapter Rewards Table����������������������������20 Draugr Icesworn������������292, 296, 299, 383 258, 329, 451, 452, 454

460
Fell Road�����������������������186, 187, 192, 452 Government��������������������������������������������86 04.06. Ruined Tower Fortress�����������172 21.09. Red Mask Row�����������������������233
Fieldstone & Fine’s������������������98, 139, 452 Governor Romulus������������������������280, 340 04.11. Tsathogga’s Slumber���������������173 21.19. Tower of Tutega���������������������234
Fighter’s Hill���������������������������������217, 452 Grakal����������������������������209, 378, 389, 390 04.14. Lost Temple of Ninchaga��������173 22.03. Frostline Keep������������������������235
Finnan Fieldstone������������������������������������98 Grakal King���������������������������209, 389, 390 04.17. Sea-Stack Cave������������������������173 22.06. Brass Temple of the Magoth���235
Fisherman’s Hovel�����������91, 128, 452, 455 Grakal Whip����������������������������������209, 390 05.02. Cave of Illusion����������������������174 22.13. The Ashen Grove��������������������235
Floe Shacks��������������������������������������91, 452 Grand Staalista. See Yaari the Grand Staalista 05.05. Sand Bone������������������������������174 22.15. Inilgaan Idol Cave������������������237
Flood-Mines of Arktos�������������������211, 452 Graven Wolf����94, 121, 122, 124, 127, 129, 05.08. The Silent Caves & Under-Lake Hibernal Boglands���������138, 147, 148, 453
Fomor���������������������������������26, 38, 44, 452 130, 132, 259, 390, 444, 453, 457, ���������������������������������������������176 High Lodge�����������������������������������200, 453
Foranadoth��������������������153, 222, 452, 453 458 05.13. Lodge of the Happy Hunt������178 Highport Butte��������������������86, 94, 95, 453
Forbidden Coast���128, 138, 143, 144, 244, Graven Wolf Toughs�����121, 122, 124, 130, 05.15. Mountain Stream��������������������179 Highrock Hill������������������������������������������88
452, 455 132 05.16. Forest Stream�������������������������179 His Cosmic Law��������������������������24, 60, 61
Forbidden North������������11, 12, 14, 16, 18, Graven Wolf Vandals������121, 124, 130, 132 05.17. Mysterious Shipwreck�������������179 His Divine Children���������������������������������61
21, 22, 23, 26, 27, 32, 38, 39, 41, Gray Stranger������������������������117, 120, 127 05.18. The Lair of Ötög��������������������179 Hive, The��������������������������������������100, 457
42, 44, 46, 48, 50, 51, 57, 67, 84, Great Defile21, 26, 39, 168, 202, 249, 283, 05.26. City of Valkengard������������������182 Hoarfrost Cathedral94, 197, 422, 425, 427,
87, 94, 97, 100, 107, 108, 111, 113, 385, 386, 453 06.05. Shipwreck�������������������������������182 452, 453
118, 119, 127, 132, 133, 134, 138, Battle of the��������������������������������26, 168 06.15. Memorial of the Tempest Bird182 Hogwood Estate������������������������������������100
154, 158, 167, 170, 172, 174, 176, Great Devourer. See Amarok 06.16. Boreal Lake����������������������������184 Homicide Haunt���������������������������197, 393
177, 180, 181, 188, 189, 194, 196, Great God of Death���������������������������������42 06.26. Osteon Road Monument��������184 Honoria�����������������117, 118, 130, 131, 453
199, 202, 203, 205, 208, 210, 211, Great Northern Owl����������������������185, 390 07.02. Icy Cliff Hollow����������������������185 Horne�������������������������������������������118, 453
212, 214, 216, 218, 222, 224, 226, Green Dome of Foranadoth. See Foranadoth 07.09. Chimera Ledge�����������������������185 House of Snow Poppies��95, 129, 130, 131,
227, 232, 235, 280, 281, 284, 286, Grim Mercenary���327, 330, 335, 340, 341, 07.11. Exile Camp�����������������������������185 453, 454
288, 290, 320, 325, 327, 333, 342, 344, 345, 369, 391 07.14. Great Northern Owl Nest�������185 Hrafnuk�����������������������������������������184, 453
343, 350, 353, 356, 357, 363, 372, Grisly Grotto���92, 129, 130, 444, 453, 454 07.18. Bridge Collapse����������������������185 Hunter’s Horn���������������������������������������427
374, 377, 387, 388, 422, 423, 429, Grove of Khirbet���������������������28, 453, 454 07.23. Rocky Cleft����������������������������186 Huronian Hound����������������������������������393
430, 431, 432, 433, 434, 452, 454, Gunter�����������117, 118, 119, 132, 391, 453 08.01. Fell Road��������������������������������186 Hyperborean River������������������������153, 453
457, 458, 470 Guzzler, The��24, 127, 275, 276, 277, 278, 08.02. Dam Ship�������������������������������187 Hypothermia�����������������������������������������441
Fording (a river)����������������������������144, 153 281, 283, 284, 286, 372, 410, 425, 08.09. Hadean Hermit’s House���������187 Hyto��������������200, 213, 345, 368, 450, 453
Forgotten Province, The�������100, 102, 124, 443, 447, 457 08.12. Boat Hazard���������������������������188
127, 454, 457 08.16. Dyoclops Cave������������������������189
Forgotten Pyramid�����������������165, 450, 452 08.19. Whirlpool & Sunken Venator��190
I
Fort Ikenvar�������������������������������16, 19, 20,
24, 27, 46, 127, 195, 202, 203, 207, H 08.21. Morkaal’s Tomb����������������������190
08.23. Shrine of the Sun Healers�������190
259, 260, 261, 262, 264, 267, 288, 08.26. Runic Troll�����������������������������192 Ice
329, 345, 425, 447, 452 Haakon’s Forge������������������������������101, 453 09.02. Fell Road��������������������������������192 crossing���������������������������������������������153
Fort Jaldaran��27, 100, 201, 203, 260, 451, Haakon Shaleacre��������������������������101, 453 09.09. Vartoriak Bridge���������������������192 Iceberg Golem���������������������������������������394
452, 454 Hadean���22, 24, 27, 46, 47, 48, 50, 51, 52, 09.14. Fallen Tower��������������������������193 ice blast159, 201, 304, 312, 313, 383, 403,
Fortune’s Gate�94, 100, 101, 451, 452, 453 54, 55, 56, 57, 58, 59, 60, 61, 63, 09.17. Gjol Bridge�����������������������������193 415
Fosco Achilles��������������������������������146, 452 64, 65, 66, 67, 82, 84, 86, 87, 88, 09.18. Cavern of the Fish-Men����������193 Iceblink�������������������������������������������������135
Fracas��������������������102, 296, 299, 425, 452 90, 94, 95, 99, 102, 108, 110, 117, 09.23. Cursed Barrow Mound�����������193 Ice Leech���������������������������������������393, 394
Frostline Keep���������������210, 235, 452, 458 119, 120, 123, 125, 128, 129, 134, 10.02. Castle Thar-Gannon���������������194 Icon Elodie��������������������������������������������270
Frozen Dead����������������������������������175, 387 139, 142, 146, 148, 150, 152, 160, 10.04. Menagerie Pyramid�����������������194 Icon Zala98, 161, 270, 430, 444, 445, 454,
Furnus the Red Moon�������������������349, 452 161, 162, 165, 166, 168, 174, 175, 10.09. Tower Vartoriak����������������������195 457, 458
179, 180, 187, 188, 190, 195, 196, 10.19. Fort Ikenvar���������������������������195 Ikkumayok�������43, 167, 168, 288, 291, 453
197, 200, 201, 203, 205, 206, 210, 10.22. Cart & Scales��������������������������195 Imaryuk��������������������������������������26, 36, 39,
G 211, 219, 224, 226, 231, 234, 238,
261, 270, 273, 275, 276, 282, 283,
10.25. Ruined Cottage����������������������196
11.04. Arctic Ant Nest�����������������������198
41, 47, 67, 103, 148, 150, 168, 180,
199, 200, 279, 325, 328, 345, 351,
307, 310, 316, 323, 325, 327, 330, 11.05. Village of Chignik�������������������199 368, 403, 429, 450, 453, 454, 455
Gateway into the North. See Valkengard 331, 335, 336, 338, 340, 341, 345, 11.15. Village of Kangkul������������������199 Immaculate Empyreal Queen. See Queen
Gauds Gate��������������������������������������94, 452 358, 391, 392, 395, 400, 402, 414, 11.17. Fort Jaldaran��������������������������201 Panagia
Gehinnom script������������124, 154, 229, 420 420, 422, 424, 425, 427, 429, 430, 11.18. Sunken Idol����������������������������202 Imperial Premier������������������������������������453
General Titus Vorenus���������������������87, 452 435, 438, 439, 440, 445, 450, 451, 11.20. Bogland Bridge����������������������202 Indigo Shack�������������������������������������������88
Geography���������������������������������������������138 452, 453, 454, 455, 456, 457, 458 11.21. Kobold Catacombs�����������������202 Indigo Shack of Unfettered Anglers��66, 80,
Geographic Features��������������������������138 Hadean Empire��������������22, 46, 47, 48, 51, 11.25. The Great Defile���������������������202 88
Arctic Boundary Ridges������������������� 138 55, 57, 59, 65, 66, 86, 88, 102, 108, 12.06. Carnage & Caverns����������������203 ingested poison����������������������209, 345, 415
Arctic Tundra Plains����������������������� 139 168, 323, 358, 452, 453, 454 12.20. Road Totem at the Crossroads203 Inilgaan��������������������16, 21, 22, 24, 26, 35,
Boreal Plains������������������������������������ 140 Hadean Hermit’s House����������������187, 325 12.21. Splintered Totem��������������������203 36, 37, 38, 39, 50, 51, 58, 107, 124,
Brumal Uplands������������������������������ 141 Hadean rite of expulsion 12.22. Cyrus’s Watch�������������������������204 128, 143, 168, 192, 202, 237, 243,
Endless Taiga������������������������������������ 141 greater���������95, 310, 316, 400, 425, 438 12.23. An Eye for Treasure����������������205 244, 247, 248, 249, 250, 252, 255,
Farmlands���������������������������������������� 142 lesser�������������������95, 197, 427, 435, 439 13.02. Shrine of the Blood-Drinkers��205 256, 283, 284, 325, 357, 377, 380,
Forbidden Coast������������������������������� 143 Hadeans�������22, 27, 39, 46, 47, 48, 51, 52, 13.05. Shrub Corpse�������������������������205 385, 386, 424, 431, 438, 445, 446,
Gjol River����������������������������������������� 144 55, 56, 59, 60, 65, 66, 84, 108, 118, 13.10. War Monument����������������������205 451, 453, 455, 458
Glacial Icefields�������������������������������� 145 135, 141, 149, 161, 166, 169, 173, 13.15. Felix’s Folly����������������������������206 Inilgaan Wars, The���������������������������26, 168
Glaring Beyond�������������������������������� 145 184, 206, 208, 219, 226, 264, 270, 13.17. Moonlight Markers�����������������206 Inuvik Hill�������������������������������������200, 453
Gorogungamar Mountains�������������� 146 290, 306, 323, 327, 328, 330, 405, 13.19. Broken Bear Statue�����������������207 Isle of the Golden Spring���������������228, 453
Hibernal Boglands��������������������������� 147 422, 454, 456, 457, 458 13.22. The Barrow of Eight���������������207 Isothermal Beetle�����������������������������������394
Lake Helvarragh������������������������������ 148 Hadean Temple��������������24, 54, 55, 56, 57, 13.23. Pinga Mine�����������������������������207 Itarus����117, 118, 121, 123, 124, 129, 130,
Osteon Road������������������������������������� 150 59, 60, 61, 63, 64, 65, 66, 82, 84, 13.25. Landing Point������������������������210 132, 444, 453, 454
Southern Ocean�������������������������������� 152 94, 95, 99, 161, 165, 180, 188, 190, 14.03. Ice Tunnels�����������������������������210 Izen’s Outfitters������92, 129, 130, 380, 408,
Tundra Rivers���������������������������������� 153 200, 201, 219, 231, 414, 422, 425, 14.06. Lost Bone-Hilt Clue���������������210 444, 451, 454, 457
Ghost Fire (ship)�����������������������������������228 427, 429, 430, 450, 452, 453, 456 14.14. Stinging Meadows������������������211
Giant Arctic Wolf Spider����������������222, 387 Hag Eye��������205, 224, 240, 391, 426, 445 14.16. Camp Halas����������������������������211
Giant Beaver����������������������������������187, 387
Giant Bombardier Beetle�����������������������388
Haleron134, 135, 348, 349, 351, 369, 392,
453
14.17. Dwarf Road����������������������������211
14.19. Flood-Mines of Arktos������������211
J
Giant Chaos Ram������������������221, 388, 389 Hamza�����������207, 208, 209, 239, 264, 453 14.24. Limestone Sinkhole����������������212
Giant Fuzzy Arctic Ant����������195, 198, 388 Harrowed, the�������������51, 52, 54, 454, 458 15.01. Ice Wall Cave��������������������������212 Jandor�������������������224, 234, 420, 421, 450
Giant Fuzzy Arctic Ant Warriors������������198 Harrowed Tribes�����������������������������������453 15.05. Marble Table��������������������������212 Jarl’s Yearning��������������������������89, 450, 454
Giant Fuzzy Arctic Ant Workers�����195, 198 Heavenly Mistress, The����������������������������63 15.09. Yardstick���������������������������������212 Jar of Blue Brain Juice��������������������240, 427
Giant Lynx������������������������������������208, 388 Heavy Fog���������������������������������������������147 15.13. Village of Hyto�����������������������213 Jarvis���������������������117, 118, 119, 130, 454
Giant Otter������������������������������������214, 388 Hell Piercer�����������������������������������212, 392 15.14. Otter Burrow�������������������������214 Jissika��������������������������������������������199, 454
Giant Water Bug��������������������278, 286, 389 Hell Raider���173, 182, 185, 204, 213, 219, 15.22. Broga Mine����������������������������214 Jolly Sark, The���������������������������������������128
Gilver’s Imports������98, 100, 126, 185, 445, 222, 228, 368, 450, 453, 454, 458 16.03. Cave of the Beautiful Watchers216 Justice of the Stones�������������������������54, 454
451, 452 Hell Raider Buccaneer�����������182, 223, 392 16.11. Effigy in the Shallows��������������217
Gjol Bridge��������������������100, 193, 274, 453 Hell Raider Captain���� 223, 393. See Karnov 16.15. Antler Ridge���������������������������217
Gjol River�����138, 144, 153, 190, 193, 451,
453
Hell’s Cove������������������������������88, 450, 453
Heng Si-Yu������������������������������������101, 128
16.20. Town of Skaalburg������������������217
16.23. Ram Lair��������������������������������221
K
Glacial Icefields����������������������138, 145, 453 Hesychast������������������������������160, 161, 453 16.26. Derelict Boat��������������������������222
Glaring Beyond����102, 138, 145, 146, 219, Hevel�������35, 326, 356, 399, 431, 453, 455 Kalaborm�������������������������������252, 256, 454
17.01. Pole in the Hole���������������������222 Kalag�����160, 161, 200, 445, 450, 454, 457
233, 453, 455, 457 Hexad�������64, 65, 423, 426, 428, 453, 454 17.05. Green Dome of Foranadoth����222
Glory Hole��������������96, 180, 444, 452, 453 Hex Coordinates Kalag Clearing������160, 161, 200, 445, 450,
17.07. Spider Lair������������������������������222 454, 457
Gods of the Forbidden North Using������������������������������������������������154 17.10. Hell Raider Camp�������������������222
Volume 2����97, 170, 174, 176, 180, 189, Hexes Kallu��������������148, 430, 432, 446, 454, 457
17.13. Tomb Markers������������������������223 Kalosi���190, 191, 192, 204, 407, 445, 451,
196, 202, 203, 208, 211, 212, 01.04. Domed Shrine of Taggarik������154 17.19. Failed Experiment������������������223
214, 216, 222, 224, 235, 281, 01.05. Village of Yrlif������������������������159 454, 456
17.22. Pteranodon Nest��������������������223 Kangkul��������������������������������18, 27, 48, 51,
284, 286, 320, 342, 350, 422, 01.07. Bugbear Camp�����������������������160 17.24. Sea Hag Lair���������������������������223
433 01.14. Kalag Clearing������������������������161 59, 67, 98, 100, 115, 138, 139, 148,
18.01. Papyrus Cave��������������������������224 150, 168, 178, 199, 200, 203, 207,
Volume 3��167, 194, 288, 343, 423, 429, 01.18. Kindly One’s Tower����������������162 18.11. Boot Rock������������������������������225
431, 432, 434 02.05. Azure Fountain����������������������164 210, 218, 219, 264, 301, 302, 306,
18.14. Obsidian Crypt�����������������������225 329, 453, 454, 455, 456, 458
Gooch, The�������������������������������������90, 457 02.09. Fatty Ice-Hunks����������������������164 18.16. Tower of Daana-Shaa��������������226
Gordius���������187, 188, 340, 353, 389, 453 02.18. Village of Martul��������������������164 Kappianartok��43, 142, 170, 172, 205, 233,
19.05. Tower of the Wind Riders�������227 238, 292, 394, 395, 430, 445, 454
Gorogungamar���41, 46, 48, 111, 135, 138, 02.22. Forgotten Pyramid�����������������165 19.23. Isle of the Golden Spring��������228
139, 145, 146, 147, 148, 153, 178, 03.02. Fortress of Grief���������������������166 Karakal. See King Karakal
20.03. Magical Silver Door����������������229 Karnov�219, 222, 223, 228, 239, 347, 448,
219, 224, 233, 235, 279, 302, 363, 03.04. Ancient Chert Quarry�������������169 20.06. The Emerald Oracle���������������230
411, 453, 455 03.06. Ancient Paved Road���������������170 450, 453, 454, 458
20.10. Hidden Village of Snowhearth231 Kartannica���63, 95, 99, 102, 108, 117, 453
Gorra����127, 264, 265, 267, 268, 273, 286, 03.09. Snowdrift Cave�����������������������170 20.13. Blood Hollow of Anaktuvak���231
453 03.15. Nightmare Den����������������������170 Kartannican Temple���������������������������������64
21.02. The Snows of Gorogungamar�233

461
Kasdeya327, 331, 339, 340, 341, 342, 345, Ninth Circle of the Black Moon���80, 396 Red Crowns�������� 52, 54, 226, 321, 456. See
369, 395, 448, 454
Katjuk������������������������������������219, 454, 458
M Second Circle of the Waxing Crescent
Moon�������������������������������������69
also Harrowed, the
Red Lodge�����������������������������������������������95
Keresh�������������������������������������������349, 454 Macula of Perdition�������������������������97, 429 Seventh Circle of the Sundered Moon77, Red Spruce Mask���������������������������233, 430
Khirbet������������������������������28, 29, 453, 454 Madame Lautilda����95, 129, 130, 131, 453, 328, 397, 450 Referee Rules�����������������������������������������437
Kikituk��������������������������254, 260, 427, 454 454 Sixth Circle of the Waning Gibbous Religion���������������������������������������������������57
Kindly One, The. See Mazos the Kindly Magical Clusters of Blue-Violet Cherries429 Moon���������������������75, 396, 456 Emeqism����54, 57, 58, 59, 84, 161, 165,
King Karakal��207, 208, 219, 238, 453, 454 Magic Items, New���������������������������������418 Third Circle of the Meridian Moon����70, 184, 199, 200, 201, 213, 219,
Klugg����������������������������103, 170, 454, 458 Magis Terra��������������21, 22, 24, 26, 28, 29, 71, 450 227, 228, 303, 376, 452, 456
32, 34, 43, 51, 59, 60, 78, 244, 349, Ninth Demon�����21, 26, 38, 172, 325, 326, Religious Beliefs
452, 454, 457, 458 327, 343, 353, 354, 363, 368, 369, Enoruuk��������������������������������������������� 54
L Magisters�������������������������������101, 454, 457
Magistrate Throvian��������������������������������90
455, 457, 458
Ninuk������������������������������������164, 445, 455
Hadeans��������������������������������������������� 56
Rhiannon. See Autarch of Urgatha
Magma��������������������������������������������������441 Niveous Hulker�������������������������������������398 Rhoshan the Blasting���������������������214, 456
Laagaraam��77, 79, 90, 129, 130, 149, 207, Nol’karam������������������������������253, 257, 455 Richard “Gooch” McMarkus���90, 456, 457
208, 259, 327, 328, 329, 368, 446, Magoth�������� 52, 66. See also Harrowed, the
Magoth Cenostoma�������������������������77, 396 Nol’ocuul Syndicate���95, 97, 258, 455, 458 Rimed Mallow���������������108, 111, 113, 117
451, 454 Non-Player Characters���������������������������372 Rime Hag����������������������������������������������402
Lady Hadriana Radomir. See Lady Radomir Magoth Cosmic Mask��67, 68, 94, 200, 397
Magoth Entropy Disciple�89, 327, 397, 454 Nootaikok�������������������������������������199, 455 Rites of Pleasureful Purpose�����76, 337, 456
Lady Hogwood�������������������������������������100 Northcrest Park�����������������94, 95, 455, 458 River Riders of Willow Creek�������������������98
Lady Moranna���89, 90, 130, 444, 454, 455 Magoth Skull Acolyte���140, 150, 327, 331,
335, 340, 341, 344, 346, 368, 369, Northman’s Crossing�������������139, 219, 455 Road Distances��������������������������������������138
Lady Panagia. See Aethereal Queen Noseless Malta�����������������������185, 353, 455 Road Totem��������������������������126, 203, 456
Lady Queniva Tulkinghorn����102, 454, 457 396, 455
Magoth Skull Magician�327, 331, 344, 349, Nug�����������������������264, 265, 267, 273, 455 Robber’s Gate������������90, 94, 103, 456, 457
Lady Radomir�94, 102, 214, 217, 218, 221, Null Reliquary�����������������������102, 288, 429 Rockfall�������������������������������������������������442
284, 395, 454 350, 369, 396
Maguyuk���������������������������������43, 292, 454 Nunakilak�����134, 168, 200, 345, 347, 455, Rosarium�����������������98, 270, 338, 430, 456
Lady Thora���117, 118, 121, 123, 129, 130, 457, 458 Rubeus����������������������������������100, 451, 456
131, 132, 259, 453, 454 Malcathiah����21, 26, 28, 29, 31, 32, 33, 34,
338, 353, 453, 454, 457 Nunatungak�����������������������������������146, 455 Rushinigar Monastery����������������������68, 219
Lake Helvarragh�����22, 24, 26, 47, 48, 135, Nymph����������������������������������182, 398, 452
138, 144, 148, 149, 150, 153, 174, Malgorgia���32, 38, 43, 103, 326, 368, 386,
392, 454, 458
176, 177, 187, 200, 222, 226, 302,
Malku����������������������29, 172, 455, 456, 458 S
323, 363, 364, 378, 379, 385, 392,
413, 444, 453, 454, 458 mammoth��41, 51, 115, 140, 178, 200, 310
Mantua Island��������������������������������217, 455
O
Landing Point��������������������������������210, 454 Sacrarium of Law���������������������������350, 456
Languages�����������������������������������������������50 Markham Street���������������98, 113, 114, 455 Observations from Iberia: The Shroud in the Sacred Icons������������������������������������59, 456
Arenik�������������������������������������������������50 Marmokal������������������������������253, 257, 455 Sky���������������������������������������������346 Sand Bone27, 47, 103, 120, 150, 174, 206,
Bolvidar�������������������������������������110, 451 Martello����������������������������������91, 452, 455 Oholiab���������������26, 32, 34, 325, 433, 455 211, 219, 392, 429, 445, 456
Caelus�������������������������������������������������51 Martul��161, 164, 173, 180, 200, 455, 457, Oldest Terror�����������������������������������37, 284 Sarnai��������������������������������������������181, 450
Caliban������������������������������������������������50 458 Old Ways, the����������������������������52, 59, 184 Saumen Kar����43, 154, 158, 159, 160, 230,
Common Tongues�������������������������������50 Masai Ngàje Ngài��������������������������233, 455 One-Eared Enilam�202, 226, 227, 399, 455 233, 238, 292, 374, 394, 403, 430,
Decipherable���������������������������������������51 Mask of the Black Moon��������258, 260, 429 Orphanage at the Aurora�89, 130, 454, 455 445, 450, 455, 456
Drakon����������������50, 203, 379, 408, 412 Maunderers�������������������� 51, 52, 54, 58. See Orphans of Yrlif�����������������������������159, 455 Sea Hag, Greater���������������������������224, 391
Fae������������������������������������������������������50 also Maundering Tribes orrery��������������������327, 348, 349, 362, 448 Seamarket����������������������������������������������113
Fetch���������������������������������������������������50 Maundering King������������������210, 226, 455 Osteon Road����46, 98, 100, 126, 138, 150, Seamarket Thief�������������114, 115, 132, 403
Forgotten Tongues������������������������������50 Maundering Tribes����50, 51, 128, 199, 455 180, 184, 193, 201, 202, 203, 228, seen reality�����������������������������������������������64
Gehinnom�������������������������������������������51 Mazos the Kindly����24, 162, 219, 238, 397, 259, 261, 452, 455, 456 Seven Mysteries�������������������������������64, 456
Hadean�����������������������������������������������50 455, 456 Ötög����141, 152, 179, 180, 181, 399, 450, Shargathia��������������������������������������349, 456
Inilgaan�����������������������������������������������50 Megalith of Yetza-har’a�����26, 34, 158, 160, 452, 455 Shelled Horror�����333, 334, 335, 336, 337,
Kala�����������������������������������������������������50 172, 177, 217, 232, 310, 354, 376, Otus����������������������������������������������118, 455 369, 403, 404
L’akim�������������������������������������������������50 377, 394, 400, 403, 409, 413, 416, Overlords of Steel, The��������������������21, 451 Shield of Kallu���������������190, 226, 240, 430
Monstrous Languages��������������������������50 455, 458 Shrine of Arctic Roses������98, 119, 444, 451
Murian��������������������������������50, 206, 211 Menagerie Pyramid������������������������194, 455 Shrine of Taggarik�������������������������154, 456
Pidgin Drakon�������������������������������������50
Shuunish����50, 127, 264, 271, 272, 273,
Merovech������������������������������100, 211, 455
Miki��������������������������������������341, 342, 455 P Shrine of the Sun Healers���������������190, 456
Shuun Hulk�����������264, 268, 286, 404, 455
274, 345, 450, 453 Minister of Permits. See Artenian Remus Shuun Overseers���148, 152, 207, 209, 239,
Table���������������������������������������������������50 Ministry of Permits��������������������������������125 Paladins���������������������������������������������������63 264, 268, 286, 404, 453, 458
Upik�������50, 54, 59, 126, 173, 199, 210, Monolithic Acropolis������������������������34, 35, palanquin�������������������������������������������������94 Shuun Slavers148, 152, 207, 210, 239, 259,
224, 317, 335, 337, 342, 347, 36, 44, 46, 127, 325, 343, 356, 365, Panagia. See Aethereal Queen 264, 268, 286, 404
379, 421, 438, 455, 458 424, 428, 455 Panagian Sentinel������������������������������������22, Shuun Witch������������������264, 268, 286, 404
Urgathos��������������������������������������������50, Monster Activity��������������������������������������15 26, 35, 38, 325, 326, 332, 333, 353, Silla�������������������������������200, 201, 453, 456
51, 54, 194, 204, 226, 291, 313, Monsters�����������������������������������������������372 356, 357, 358, 359, 363, 368, 399, Silver Orb of Memory����359, 369, 370, 431
317, 319, 379, 421, 432, 438 Monstrous Barrow Rat�����������294, 299, 398 431, 433, 453, 455, 458 Six High Houses��������������������217, 455, 456
Whudjan���������������������������������������������50 Monstrous Undead Barrow Rat�����294, 398 Panuk���102, 117, 126, 152, 201, 207, 226, Skaal Archer���������������������������215, 219, 404
Larokoma��������������������������������������257, 454 Moredor������������������������205, 223, 239, 455 227, 321, 400, 446, 456 Skaalburg������������������������18, 27, 46, 47, 55,
Lava������������������������������������������������������441 Morgathar�������������������������������������357, 455 Patriarch������������������������������������������63, 430 68, 94, 98, 100, 103, 126, 142, 143,
Law & Order�������������������������������������������86 Morkaal16, 19, 20, 24, 107, 112, 113, 114, Permafrost���������������������������������������������139 168, 188, 200, 203, 207, 211, 214,
Bribery������������������������������������������������87 119, 124, 127, 128, 129, 132, 149, Pilip�����������������������213, 345, 347, 450, 456 215, 217, 218, 219, 222, 259, 264,
Death��������������������������������������������������87 164, 190, 243, 244, 246, 248, 251, Pinga Mine����������������������������207, 208, 456 267, 275, 284, 286, 288, 450, 452,
Exile����������������������������������������������������87 252, 256, 257, 258, 260, 380, 420, Pirates of Prexx����������������������103, 201, 228 454, 455, 456
Hard Labor�����������������������������������������86 444, 446, 450, 451, 454, 455, 456, Piscina Demon������308, 309, 310, 315, 316, Skaal-Dra’kar�������������������������302, 304, 456
Magic in the Streets�����������������������������87 458, 470 322, 400, 401 Skaal Sergeant������������������������215, 221, 405
Monetary Fine�������������������������������������86 Morkaal’s Tomb��������������������������������������16, piscina of doom���������������������308, 314, 321 Skaal Soldier����������������������������������215, 221
Punishment�����������������������������������������86 19, 20, 24, 107, 112, 113, 114, 119, Plaza, The����������������������������������������90, 457 Skag Street������������������������������92, 123, 456
Torture������������������������������������������������87 124, 127, 128, 129, 132, 149, 190, Polar Easterly�����������������������������������������442 Sketchy Mavens�����������������������������118, 456
Torturous Death����������������������������������87 243, 244, 256, 258, 446, 455, 458 Polar Volcano Eruption�������������������������442 Skull God. See Baalor
Laymen���������������������������������������������������63 Most Blessed Star of the Aethereal Sea. Polar Volcanoes�������������������������������������145 Skull Key of Thar-Gannon���������������������431
Liberation of the Winter Sun�����������51, 454 See Queen Panagia Polynya River���������������������������������153, 456 Sky Keepers������������������52, 54, 59, 67, 201,
Licinius IV���������������������������������������������270 Mountains of Terror��������41, 111, 146, 306 Premier Allister Wishmont���������������86, 456 202, 207, 208, 226, 321, 456, 457.
Lieutenant Yalto����201, 202, 260, 395, 454 Mountain Tempest��������������������������������441 Priests����������������������������������������������63, 161 See also Harrowed, the
Light�����������������������������������������������������134 Mountain-Temple of Kangek�������41, 54, 58, Prime Singularity���������������������������362, 363 Sky-Shaker Bomb���250, 252, 257, 260, 431
Light of Judgment������37, 38, 46, 325, 326, 406, 407, 415, 454, 455, 457 Primordial Eon����������������������������������������27 Slade����������������������������������������������214, 456
327, 343, 353, 356, 364, 365, 368, Muddy Ground�������������������������������������441 Pushu-Ken�������������������������������������162, 456 Slavers of Shuun�����24, 127, 205, 259, 260,
370, 424, 428, 448, 452, 454, 457 Mule Board���������������������������218, 219, 455 264, 267, 328, 345, 368, 456
Light & Weather������������������������������������134 Mundalak��������������������������������������349, 455 Slippery Ice��������������������������������������������442
Liturgy of the Catechesis������������������65, 451
Liturgy of the Hexad�����������������64, 65, 454
Murgen Case�����������������100, 102, 288, 455
Muskeg Pit��������������������������������������������441 Q Snow Goblins��������������������������������173, 405
Snowhearth���������������������������231, 450, 456
Liturgy of the Sun�������������63, 65, 450, 454 Mystery of Creation���������������������������������64 Soliana Fahmy���������98, 116, 451, 456, 457
living tree cherries����������������������������������322 Mystery of Expiation�������������������������������64 Qana�����213, 335, 345, 347, 448, 450, 456 Sook Guardian������291, 292, 293, 294, 295,
Loam Gaunt��122, 124, 125, 132, 396, 417 Mystery of Liberation������������������������64, 65 Qimmiq���������������������������������337, 345, 448 296, 299, 405
Lodge of the Happy Hunt����161, 178, 200, Qivitoq�224, 225, 234, 239, 391, 401, 402, Southport Lighthouse��������������94, 450, 456
427, 454 420, 457 Southside Yard���������������������������������90, 456
Lord Bickerbert�������������������������������������100
Lord Emmothach�116, 117, 118, 121, 124,
N Qivitoq, Greater���224, 234, 239, 391, 420,
457
Spear of Tulok�������103, 226, 241, 379, 432
Special Abilities
130, 453, 454 Queen Panagia����������������������������������31, 34 Absorption����������������320, 331, 381, 386
Naraka�������������������������������������������349, 455 Quelling Kiln, The�����������96, 131, 444, 457
Lord Homodeus��91, 95, 96, 129, 454, 458 Nauja���������������������������������������������159, 455 Acclimated����������������168, 169, 235, 411
Lord Okoye�������������������������������������99, 454 Quest Awards����������������������������������������444 Acid Coating�����������������������������309, 407
nephashoth����������������������������������������������27
Lord Paredes�������������������������������������������90 Nephashoth�������������������������������������������455 Acidic-Bodied����������������������������310, 400
Lords of Valkengard��22, 27, 48, 87, 88, 94, Age�����������������������������������203, 408, 412
98, 113, 327, 454
Lost Hadean Eagle��������������������������������429
Ninchaga������������������������������������������17, 19,
20, 24, 59, 173, 179, 184, 274, 280, R Aggressive�����������������������������������������398
Agile Fighting���������������������������228, 375
301, 302, 303, 321, 447, 454, 455
Lost Temple of Ninchaga��19, 24, 173, 301, Nine Circles, The�������������������������������������69 Ragnaala, the26, 36, 37, 38, 284, 357, 377, Ambush����115, 124, 208, 209, 210, 354,
447, 454 Eighth Circle of the Waning Crescent 451, 456, 457 374, 388, 389, 390, 403, 408,
Lufian��������������������������������������������129, 454 Moon�����������������������������78, 397 Rak’kalom�����������������������������253, 257, 456 416
Fifth Circle of the Plenilune�����������������73 Ralomaka�����������������������252, 253, 256, 456 Ambushes������������������208, 222, 378, 387
First Circle of the New Moon��������������69 Ram Horn of Resounding����������������������430 Amiable�������������������������������������181, 399
Fourth Circle of the Waxing Gibbous Razan����������������������������������������������������456 Amnesiac Kiss����������������������������182, 398
Moon�������������������������������������72 Amphibious�������������������������������359, 379

462
Amulet-Dependent��������������������248, 380 Eyeless���������������������������������������278, 410 Massive Hands���������������������������278, 410 408, 409, 411, 414, 415, 416,
Anti-Charm�������161, 165, 227, 400, 406 Fear of Burning�������������������������170, 413 Mighty Kick������������������������������235, 411 417
Aquatic Healing������������������������359, 379 Fear of Magic����������������������������228, 376 Mirror Magic�����������������������������125, 417 Stampede����������������������������������221, 389
Armor:��������������������������������������181, 399 Fears Fire�����������������������������������294, 398 Mirrors����������������������������������������������398 Sting�������������������������198, 359, 379, 388
Assassin Skills�����������������������������331, 395 Feathers�������������������������������������237, 407 Mist Form�����������������225, 234, 391, 402 Strength in Numbers�����������������173, 405
Attack Arctic Mammals������185, 227, 412 Feeding Frenzy��������������������������165, 373 Morale������������������������������195, 198, 388 Strength of Will (Beguilement)����85, 375
Averting Eyes����304, 305, 383, 398, 409 Females & Young����������������������221, 389 Mounted Combat������������������������85, 375 Strength of Will (Fear)�����������������85, 375
Awareness�165, 179, 184, 199, 201, 373, Filthy Aura��������������������������������294, 398 Mounted Expert������������������������227, 415 Strike Invulnerable Monsters�����228, 376
386 Final Possession158, 172, 177, 232, 354, Mud Grave��������������������������������124, 396 Strong�����������������������������������������������380
Barbarian Horde������������������������228, 376 395, 403, 409, 413, 416 Mud Legs����������������������������������124, 396 Strong Men�����������������������215, 221, 405
Barbarian Skills��������������������������228, 376 Fire & Acid�������������������������������170, 413 Mundane Damage Immunity����128, 158, Subduing���������������������������203, 408, 412
Bark Orders�������������������������������160, 376 Fire Defense������������������������������177, 413 159, 160, 165, 169, 172, 177, Subjugate������������������210, 259, 268, 404
Bark Skin���������������������������233, 304, 411 Fire Resistance���������������������������158, 403 182, 197, 217, 225, 230, 232, Sulfur Sack��������������������������������309, 407
Battle Command�����������������84, 202, 414 Flagitious����������������������������������125, 417 235, 237, 248, 256, 257, 278, Summon��159, 172, 233, 354, 395, 403,
Bear Hug������������������181, 205, 374, 399 Flesh of Eyes�����������������������������221, 389 298, 304, 305, 310, 354, 372, 410, 416
Big-Footed��������������������������������173, 405 Flint Strike��������������������������������169, 380 373, 376, 378, 379, 380, 381, Summon Animals����������������������182, 399
Black Scroll Master��������������������125, 417 Followers�����������������������������������235, 411 383, 385, 391, 393, 394, 395, Summoning�������������������������������169, 380
Black Venom�����������������������������229, 377 Foraging & Hunting165, 179, 184, 199, 399, 401, 402, 403, 407, 409, Suppression Gaze����������������������215, 406
Black Wave��������������������������������331, 381 201, 228, 373, 376, 386 410, 413, 415, 416 Surprise�������������304, 305, 383, 398, 409
Blessed��������������������������������������182, 398 Freeze���������������������������������������175, 387 Naming & Taming������������192, 407, 408 Surprise Attack�165, 179, 184, 199, 201,
Blood Drain����������������������293, 375, 394 Freeze Ground����������������������������������403 Nature Magic����������������������������182, 398 373, 386
Blood-Drinker���������������������������195, 378 Freezing Breath���������������������������������393 Nests�����������������������������������������313, 378 Surprises���160, 165, 170, 173, 197, 208,
Blood Scent�������������������������������165, 373 Frenzy of the Hunt��������������������160, 378 Night Vision������������������������������185, 390 209, 222, 230, 233, 278, 281,
Body Beam��������������������������������268, 404 Frightening Appearance�������������298, 384 Nocturnal����������208, 209, 388, 389, 390 304, 354, 373, 374, 376, 378,
Boneless������������������������������������331, 381 Frightful Appearance�����������������164, 406 Nomadic�������������������������������������������379 387, 388, 389, 390, 393, 405,
Breath Weapon����������203, 378, 408, 412 Frigid Blow���������������������������������������374 Null Aura����������������������������������215, 406 410, 411, 413, 416
Bridled Grimace��������������������������������380 Frost Breath������������������������������296, 383 Nymph Hair������������������������������182, 398 Surround Foes���������������������������174, 405
Burrowing�����������������������������������������398 Fur��������������������208, 209, 388, 389, 390 Obedient�������������������168, 169, 411, 412 Swallow Whole����������210, 278, 374, 410
Camouflage�������������������������������212, 392 Grab��177, 215, 278, 389, 406, 410, 413 Opening Volley������������������215, 219, 405 Swat������������������������������������������248, 381
Carapace������������������������������������354, 416 Grakal King & Bodyguards��������209, 389 Oral Arms���������������������������������177, 413 Swoop���������������������������������������195, 378
Chaos Secret��������������331, 375, 396, 397 Ground Swallow������������������������125, 417 Outer Void Physics��������������������278, 410 Swooping Gryphon�������������������227, 415
Charge������221, 232, 379, 389, 398, 409 Guardian��165, 168, 169, 194, 279, 280, Overt Threat�������������������������������������408 Taming������������������������������185, 227, 413
Charisma Drain�������������������������230, 372 292, 293, 294, 295, 296, 330, Owl’s Wisdom���������������������������185, 391 Tentacles���������������������������178, 413, 414
Chivalric Code�����������������������������85, 375 373, 386, 398, 405, 411, 412 Pain Venom�������������������������������354, 416 Terrifying Appearance����������������372, 379
Cling212, 222, 296, 320, 331, 351, 354, Hag Eye������������������������������������224, 391 Paralysis�����177, 304, 305, 383, 409, 413 Terrifying Touch������������������������169, 373
381, 384, 386, 387, 388, 392, Hard to Catch���������������������������205, 382 Paralyzing Touch�����������������������293, 384 Terror of the Night��������������������160, 378
394, 416 Hate Enoruuk�������������������209, 389, 390 Pass Without Trace���184, 199, 201, 304, Testudo�������84, 168, 175, 202, 392, 414
Cloak True Form�����������������������229, 377 Hate Yeti�������������������������������������������374 383, 407, 415 Theft�����������������������������������������174, 405
Cold Aura�������������������������170, 393, 413 Heat Aura���������������������������������210, 374 Path-Finding�����������������������������201, 415 The Gullet���������������������������������278, 410
Constriction������������������������������216, 376 Heat Vulnerability�������������195, 198, 388 Pelt�������������������������������������������160, 378 Thief Skills�����������������115, 124, 390, 403
Consuming Possession���������������197, 393 Hibernate����������������������������������170, 413 Pets���������������������������������������������������393 Tough�������������������������������268, 390, 404
Continual Light�������������������������351, 392 Hideous Visage���������224, 229, 377, 391 Pick Pockets������������������������������173, 405 Tracking���165, 179, 184, 199, 201, 214,
Control Undead��������331, 375, 396, 397 High DEX�����������������202, 227, 395, 400 Poison������217, 222, 232, 296, 313, 331, 373, 386, 388
Corrupt Water���������������������������310, 400 High HP�����������������������������������119, 391 333, 376, 378, 382, 384, 387, Trample���������������������������������������������398
Cure Poison������������������������������228, 376 High Stats���������������������������������119, 391 395, 409 Transparency�����������������������������165, 373
Curse����������������������������������������189, 385 Hindlegs���208, 209, 378, 388, 389, 390 Poison Spray��������������������������������������388 Tremor Step������������������������������248, 381
Cursed��������������������������������������182, 399 Hoard�������������������������������209, 389, 390 Polyglot�����������������������������333, 381, 382 True Form�����������������197, 229, 377, 393
Curse of Conceit�����������������������217, 376 Hold Breath��������������187, 214, 387, 388 Powerful��������������������268, 295, 384, 404 Turning the Undead�161, 192, 407, 408,
Damage Immunity���128, 158, 159, 160, Holy Aura���������������������������������356, 400 Probiscis������������������������������������278, 389 414
164, 165, 169, 172, 177, 182, Horsemanship�����������������������������85, 375 Pursuit�����165, 179, 184, 199, 201, 208, Two-Headed�����������������������������189, 385
197, 217, 225, 230, 232, 235, Hospitality�����������������������������������85, 375 373, 386, 388 Umbral Webs����������������������������354, 416
237, 248, 256, 257, 278, 298, Hovering�������������������333, 357, 382, 400 Quarry��������������������������������������297, 384 Undead����124, 128, 161, 164, 168, 169,
304, 305, 310, 354, 372, 373, Human Form����������������������������182, 399 Quietus���������������������304, 305, 383, 409 175, 188, 194, 197, 208, 212,
376, 378, 379, 380, 381, 383, Hunter’s Best Friend���������185, 227, 412 Rally Cry���������������������������215, 221, 405 225, 235, 249, 256, 257, 279,
385, 391, 393, 394, 395, 399, Hypothermic Gaze����������������������������398 Rapacious��������������������������195, 198, 388 280, 292, 293, 294, 295, 296,
401, 402, 403, 406, 407, 415 Ice Axe��������������������������������������158, 403 Rapid Regeneration�������������������170, 413 297, 298, 304, 305, 309, 330,
Damage Reduction���248, 256, 257, 298, Ice Boulder Throwing������168, 169, 235, Ravenous�����������������������������������190, 410 331, 372, 373, 378, 379, 381,
380, 415 411, 412 Red Paralysis��������������304, 305, 383, 409 383, 384, 385, 386, 387, 391,
Damage Resistance���293, 320, 336, 375, Ice Sculpting�����������������������������158, 403 Regeneration�����170, 225, 235, 391, 402 392, 393, 396, 398, 402, 405,
386, 404 Ice Venom���������������������������������174, 387 Rejuvenate���������������������������������230, 373 406, 407, 408, 409, 411, 412,
Damnation�������158, 160, 172, 177, 217, Icy Body������������������������������������296, 384 Rejuvenation�����������������������������197, 393 415, 421
232, 310, 354, 376, 377, 394, Identification����184, 199, 201, 304, 383, Relentless����������292, 293, 295, 296, 405 Unearthly Beauty�����������������������182, 399
400, 403, 409, 413, 416 407, 415 Resistant����������������������������333, 381, 382 Unfathomable���������������������������359, 379
Deadly Gaze������������������������������224, 391 Immunity�128, 158, 159, 160, 164, 165, Respawn������������������������������������331, 381 Unnatural Death�����������������������278, 410
Death Maul�������������������������������172, 394 169, 170, 172, 173, 175, 177, Resurrection������������������������������237, 407 Upon Death������������������������������237, 407
Demon Traits���158, 160, 172, 177, 217, 182, 188, 195, 197, 198, 201, Return from Death����170, 294, 398, 413 Vigilant�������������������������������������189, 385
232, 310, 354, 376, 377, 394, 203, 217, 225, 229, 230, 232, Reversion����������������������������������182, 399 Villainous Empathy���������������������������377
400, 403, 409, 413, 416 235, 237, 248, 256, 257, 278, Righting Reflex208, 209, 378, 388, 389, Voice of Madness������209, 331, 375, 397,
Depth Perception������������������������������402 293, 295, 296, 297, 298, 304, 390 415
Detect Invisible���������������������������������393 305, 309, 310, 320, 331, 333, Rime Cauldron����������������������������������403 Volant Decomposition������159, 172, 178,
Detect Magic�����������������������������215, 406 351, 354, 357, 358, 372, 374, Rime Eye�������������������������������������������403 233, 354, 395, 403, 410, 414,
Detect Secret Doors������������������358, 375 375, 376, 377, 379, 380, 381, Rock Throwing�������������������������189, 385 416
Detestable Recrudescence�158, 160, 172, 382, 383, 384, 385, 386, 387, Rooting�����������������������������233, 304, 411 Vulnerabilities������������225, 235, 391, 402
177, 217, 232, 310, 354, 376, 388, 389, 392, 393, 394, 395, Scent165, 182, 225, 232, 235, 391, 399, Vulnerability�����159, 195, 198, 293, 332,
377, 395, 401, 403, 409, 413, 398, 399, 400, 401, 402, 405, 402, 409 375, 381, 394
416 407, 408, 412, 413, 415 Seep����������278, 320, 351, 386, 392, 410 Vulnerable�����������������175, 310, 387, 401
Dictum��������������������������������������356, 399 Impale���������������������������������������212, 392 Sense of Smell���������������������������205, 374 Vulnerable to Fire��������������233, 304, 411
Dirty Escape������������������������������204, 382 Indestructible Hide���172, 205, 374, 395 Severed Tentacles�����������������������178, 413 Walk the Plank���������������������������223, 393
Dirty Fighter�����������������������������124, 390 Infravision���������������������������������358, 375 Severing Legs����������������������������354, 416 Water-Blocked���������������������������169, 380
Disease�����124, 164, 281, 294, 374, 396, Initiative���159, 169, 194, 279, 280, 294, Severing Teeth���������������������������178, 414 Waterborne182, 223, 294, 392, 393, 398
398, 406 330, 386, 394, 398, 412 Shapechange������������������������������232, 409 Water-Bound�����������������������������165, 373
Disguise������������������������������������331, 395 Innate Magic�����������������������������358, 375 Shape Change����������������������������201, 415 Weapons��������������������������������������������379
Dishonorable Parley�������������������205, 382 Invisible����������������������������298, 372, 385 Shape-Shifting���������������������������125, 417 Whimpering������292, 293, 295, 296, 406
Dismember��������������������������������336, 404 Killed Victims����������������������������177, 413 Sharp-Eyed��������������������������������203, 412 Whip�������������������������210, 268, 390, 404
Dodge Missiles��������������������������173, 405 Kingly Presence�������������������������209, 390 Shatter Strike�����������������������������158, 403 Whirlwind���������������������������������237, 407
Drop Attack������������������������������185, 390 Knife-Thrower���������������������������124, 390 Sheer Terror������������������������������354, 416 Whispering Wind�������225, 235, 391, 402
Drowning��������������������������188, 212, 385 Knockdown�������������������������������310, 401 Shriek����������������������������������������173, 405 Wicked Cunning�����������������������235, 411
Eagle Eye����������������������������84, 202, 414 Knock-Down�����������������������������187, 387 Sinister Compliments�����������������217, 376 Wicked Eyes����������������������209, 397, 415
Echolocation�����������������������������277, 410 Lair Dependent�������������������������197, 393 Size�������������������������������������������165, 373 Wicked Kickbacks����������������������217, 377
Ectoplasmic Organs�������������������249, 385 Lairs����������������������������������203, 408, 412 Sleeping����������������������������203, 408, 412 Wolfsbane����������������������������������182, 399
Ectoplasmic Screech������������������249, 385 Languages�182, 227, 304, 383, 399, 400 Slowing Ray������������������������������333, 381 Wood-Warping Gaze��225, 235, 391, 402
Eldritch Glow���293, 295, 296, 297, 298, Language & Spell Casting203, 379, 408, Slow-Witted�������������������������������189, 385 Word of Bones���������������������������125, 417
383, 384 412 Snow Walker��������������������������������������403 Zombie Spawn��������������������������278, 410
Eldritch Leech���������������������������320, 386 Legs����������������������������������124, 354, 416 Solar Plasm��������������������������������351, 392 Spell-Page Mummy��������������������������������406
Electrical Aura���������������������������237, 407 Lesser Energy Drain��256, 257, 298, 415 Spawn���������������278, 304, 305, 383, 409 Spells, New������������������������������������418, 434
Electrical Discharge�������������������359, 379 Life Drain������������������224, 234, 391, 402 Spellbook (Unprepared Spells)��162, 221, Aspect of the End-Worm�������������������434
Enchantment�����162, 165, 227, 400, 406 Light Sensitivity�������������������������358, 375 268, 395, 397, 404 Ice Blast��������������������������������������������435
Energy Drain����256, 257, 298, 372, 378, Liquid Sphere����������������������������310, 401 Spell Casting����125, 158, 161, 162, 165, Parasitic Soul�������������������������������������435
384, 415 Loam Lob���������������������������������124, 396 169, 172, 178, 179, 182, 184, Soul Anchor��������������������������������������436
Energy Immunity����������������������169, 373 Long Reach�������������������������������310, 401 192, 199, 201, 209, 217, 221, Soul Purgation�����������������������������������435
Energy Resistance�����184, 199, 201, 304, Low DEX����������������������������������227, 399 227, 233, 235, 268, 293, 304, Undo Undeath����������������������������������436
383, 407, 415 Magic Resistance������164, 224, 237, 391, 310, 331, 354, 357, 358, 372, Spell Vore��������������������������������������215, 406
Engulf���������������������������������������351, 392 406, 407 373, 375, 376, 377, 379, 383, Spell-wasting disease������������������������������312
Entangling Net����������210, 259, 268, 404 Males����������������������������������������221, 389 384, 391, 395, 396, 397, 399, Spider of Foulest Doom���38, 325, 353, 458
Entropic Fingers194, 279, 280, 330, 386 Manifesting Terror���������������������197, 393 400, 401, 403, 404, 406, 407, Spirit Diamond��������������326, 356, 368, 432

463
Staalista Fire-Teller�����������������161, 165, 406 Tree of Aeons����������������������������������63, 457 364, 365, 377, 419, 420, 429, 450,
Staalista Land-Tamer������184, 199, 201, 407 Trisagion������������24, 31, 38, 59, 60, 61, 63, 452, 454, 457, 458
Staff of Dreadful Cessation����331, 344, 370, 64, 65, 99, 135, 160, 161, 180, 188,
375, 432 273, 325, 377, 423, 426, 428, 429,
Storm Flooding�������������������������������������147
Suffocation��������������������������������������������442
453, 457
Troop of Silver Daggers, The�����������������117 W
Sularuq’s Heart�����230, 235, 241, 432, 433, Trow������������������������������������������26, 36, 37,
446 38, 48, 50, 102, 145, 146, 166, 167, Wandering Monsters�������15, 138, 246, 268,
Sularuq the Tempest Bird24, 182, 184, 203, 168, 212, 227, 235, 238, 239, 244, 278, 291, 306, 310, 335, 340, 344,
229, 230, 235, 237, 239, 407, 432, 357, 411, 451, 452, 457, 458, 471 355, 363
433, 445, 446, 450, 456 Trow Skeleton���������������������������������������411 Arctic Boundary Ridges���������������������139
Sulfurous Skeleton309, 310, 315, 322, 400, Trow Zombie����������������������������������������411 Arctic Tundra Plains��������������������������140
407 Tulok����103, 148, 430, 432, 446, 454, 457 Boreal Plains��������������������������������������140
Summoning Cube����������332, 361, 370, 433 Tundra Dragon����������������41, 203, 205, 412 Brumal Uplands��������������������������������141
Sundering, The����������������������������������������51 Tundra Griffon����������������������185, 227, 412 Endless Taiga�������������������������������������142
Sun Dogs�����������������������������������������������135 Tundra Troll������������������������������������������413 Farmlands������������������������������������������143
Sun Healer Disciple�����������������������192, 407 turai��28, 29, 31, 32, 33, 34, 338, 353, 454, Forbidden Coast��������������������������������143
Sun Healer Prophetess�������������������192, 408 457 Glacial Icefields����������������������������������145
Sutter Izen��92, 94, 97, 123, 124, 127, 129, Tutan��������������������������������������������161, 457 Glaring Beyond���������������������������������145
130, 259, 408, 453, 454, 457 Tutega�������������������224, 234, 239, 420, 457 Gorogungamar Mountains�����������������147
Sword of Plenary Justice��������356, 370, 433 Tuunrangayak��������������������������43, 291, 457 Hibernal Boglands�����������������������������148
Synod������������������������86, 94, 453, 456, 457 Lake Helvarragh��������������������������������150
Osteon Road�������������������������������������150
U Southern Ocean��������������������������������152
T Wane Wraiths���������256, 257, 260, 298, 299
War Monument�����������������������������205, 458
Ulurrugnak�����43, 149, 176, 177, 190, 238, Watcher on the Water�19, 24, 34, 213, 323,
Taborian������������������������������������������������457 291, 413, 445, 458 325, 448, 457
Tabot of Law325, 343, 350, 356, 364, 365, umbral webbing�������������351, 353, 354, 416 Water God. See Anarnulak
368, 433, 456, 457 Underworld. See Malgorgia Weather���������������������������������134, 135, 136
Taffin’ Lari������98, 218, 219, 288, 446, 456, Unholy Nine27, 38, 42, 76, 158, 172, 177, Random��������������������������������������������136
457 232, 325, 382, 458 Wedge���������������������������185, 222, 445, 458
Taiga Dragon�����������������������������������������408 unseen reality�������������������������������������������64 Whaler Willy’s����������������100, 451, 456, 458
Taiga Wight��142, 302, 304, 305, 310, 314, Urgatha������26, 41, 50, 194, 195, 226, 378, Whisper����70, 80, 208, 209, 238, 415, 446,
317, 322, 383, 408, 409 438, 450, 456, 458 451, 454, 458
Talanian River��������������������������������153, 457 Uromod the Taker�������������������������100, 458 Whudjan�24, 50, 51, 55, 57, 59, 65, 66, 84,
Talikpa�����������������������������������228, 239, 457 97, 98, 99, 101, 102, 108, 110, 116,
Tapeesa����������������������������������164, 165, 457 124, 161, 162, 165, 179, 180, 181,
Tarktuktulak���43, 142, 191, 230, 231, 232,
233, 239, 291, 304, 409, 410, 430, V 184, 194, 200, 205, 214, 219, 222,
259, 264, 270, 287, 290, 291, 293,
446, 447, 451, 457 294, 298, 327, 346, 397, 402, 425,
Tarngrak Tenements������������������������94, 457 Valken 429, 432, 438, 448, 450, 451, 455,
Tarngrak, the������������������21, 22, 24, 26, 34, Archer�84, 115, 125, 152, 201, 202, 414 456, 457, 458
35, 36, 37, 38, 39, 42, 43, 52, 54, Sergeant��������������84, 125, 201, 202, 414 Wilderness Encounters���������������������������154
58, 77, 94, 128, 158, 159, 168, 172, Soldier�84, 115, 125, 152, 201, 202, 414 Wind Rider������������227, 239, 415, 450, 457
177, 178, 180, 184, 213, 216, 217, Valkengard����16, 18, 22, 24, 27, 46, 47, 48, Winking Barnacle�������������94, 123, 130, 458
231, 232, 233, 235, 255, 273, 290, 51, 52, 55, 68, 76, 83, 84, 86, 87, Woman of the Sign of the Sun���31, 63, 458
292, 308, 313, 325, 326, 327, 331, 88, 89, 90, 94, 95, 97, 98, 100, 102, Wyaku�����������������������������������164, 165, 458
333, 348, 353, 354, 357, 374, 375, 103, 107, 108, 109, 110, 113, 114,
376, 377, 382, 395, 400, 401, 402, 115, 118, 125, 127, 128, 129, 138,
403, 410, 414, 416, 420, 430, 450,
453, 454, 455, 456, 457, 458
139, 140, 142, 143, 148, 150, 168,
180, 181, 182, 184, 187, 188, 194, Y
Temperature Levels��������������������������������136 197, 200, 203, 207, 217, 218, 219,
Tempest Bird Feather�����������������������������241 222, 226, 228, 244, 264, 274, 275, Yaari the Grand Staalista�59, 201, 328, 415,
Temple of Kangek�27, 41, 54, 58, 179, 184, 280, 284, 287, 288, 306, 307, 327, 458
193, 200, 302, 321, 382, 406, 407, 328, 375, 414, 450, 451, 453, 454, Yagha-Shahn�������95, 96, 97, 130, 131, 186,
415, 453, 454, 455, 457 455, 458 207, 208, 258, 259, 260, 267, 274,
tephillah������������������������������������������64, 457 Control Stations����������������������������������87 284, 455, 457, 458
terebinth����������������������28, 31, 78, 350, 453 Advent Square������������������������������������ 87 Yalto. See Lieutenant Yalto
Tesseract of Time������������������������12, 21, 22, Center Station������������������������������������ 87 Yaqum���������������������29, 158, 172, 353, 458
33, 43, 46, 127, 325, 326, 343, 353, Northwatch Station��� 87, 113, 114, 115, Yeguryaq������21, 26, 38, 46, 172, 325, 326,
356, 365, 419, 429, 457, 458 116, 125, 127, 451 327, 330, 348, 351, 353, 354, 357,
Thaddeus Yarntosh������������������������120, 457 Shoalsgate Station������������������������������� 87 369, 416, 448, 455, 457, 458
Tharak’thor. See Tower of Tharak’thor Valkengard Keep�������������������������������� 87 Yetza-har’a. See Megalith of Yetza-har’a
Thar-Gannon. See Castle Thar-Gannon Rumors Table������������������������������������102 Yooti the Eye-Slurper�����212, 235, 446, 458
Theosis��������������������������������������������������457 Valkengard Districts Yotimo��������������������������������������������89, 458
Third Heaven������������������������������28, 34, 43 Downtown������������������������������������������88 Yuler Runegog�������������������������������100, 458
Three Heavens�����������������������������������������29 Grimhaven����������������������������������91, 453
Thrice-Holy One��34, 60, 61, 63, 135, 180, Highport���������������������������������������������94
280, 457
Tigernach�����290, 291, 293, 294, 298, 425,
Joyside����������������������������������������95, 454
Seamarket��������������������������������������������97 Z
447, 457 Stonegate����������100, 117, 119, 127, 132
Timber Bones�������127, 205, 207, 219, 368, Valkengard Keep��������������������������86, 87, 94 Zala’s Legend�������������������������������������������99
446, 453, 454, 456, 457 Valken Navy���������������������������������������������87 Zarcand��24, 107, 108, 112, 120, 121, 122,
Titanic Spider Crab������������������������190, 410 Valkens���������������������������52, 55, 57, 66, 80, 123, 124, 125, 127, 128, 129, 132,
Titherion������16, 21, 22, 25, 26, 27, 35, 36, 87, 88, 95, 109, 111, 117, 143, 185, 243, 258, 417, 444, 458
38, 39, 41, 43, 46, 47, 48, 49, 50, 200, 207, 228, 323, 327, 455, 458 Zipporah Caradonna��������������100, 451, 458
51, 52, 54, 55, 57, 58, 59, 66, 67, Var-Golorak�����������������������������������349, 458 Zoba���������������������264, 265, 272, 273, 458
78, 83, 84, 86, 87, 88, 89, 94, 95, Vartoriak�20, 22, 24, 26, 27, 32, 34, 35, 36,
96, 97, 99, 103, 107, 108, 111, 112, 37, 38, 41, 47, 178, 187, 188, 192,
113, 118, 124, 127, 128, 133, 134, 195, 200, 213, 259, 267, 274, 323,
135, 136, 138, 140, 141, 142, 152, 325, 326, 327, 328, 329, 330, 331,
162, 166, 180, 184, 185, 200, 203, 332, 333, 334, 338, 340, 343, 350,
207, 217, 227, 232, 234, 259, 264, 353, 356, 363, 364, 365, 368, 381,
267, 284, 286, 290, 292, 296, 302, 399, 424, 428, 429, 433, 448, 450,
306, 321, 325, 374, 377, 385, 392, 451, 452, 453, 454, 456, 457, 458
408, 409, 413, 420, 427, 429, 438, Vashanga�������������������������������������������������92
447, 450, 451, 452, 454, 455, 456, Velvet Galleria������������������95, 129, 454, 458
457 Venator (ship)����������������������������������������190
Tome of Thoughtless Turpitude, The����348, Vigilant Watch�����������������������323, 327, 340
370, 433 Vigil Hole������103, 160, 161, 414, 453, 458
Toothless Lennard�������������������������128, 457 Vigil Hole Abbot���������������������������161, 414
Towan���������������������������������������������99, 457 Vigil Hole Ascetic-Priest������������������������414
Tower Key of Chaos������������������������������434 Virescent Cube���������������21, 22, 26, 27, 32,
Tower Key of Death�������������������������������434 33, 34, 36, 37, 43, 44, 46, 76, 78,
Tower of All-Seeing Eyes���������97, 186, 284 79, 80, 81, 127, 158, 244, 286, 325,
Tower of Daana-Shaa���������������������226, 457 326, 327, 343, 364, 365, 368, 369,
Tower of Tharak’thor�43, 48, 326, 356, 457 424, 428, 450, 455, 458
Tower of the Wind Riders��������������227, 457 Void Lunacy������������������������������������������443
Tower of Tutega����������������������������234, 457 volcano����42, 145, 146, 430, 431, 441, 442
Tower Shadow�������������������������96, 186, 457 Vulzala��������������������������103, 170, 454, 458
Tower Vartoriak. See Vartoriak Vuulthoom���������������21, 22, 26, 27, 28, 29,
Transcendental Desires��������������������������457 31, 32, 33, 34, 35, 36, 37, 38, 43,
Tree-Beasts���231, 233, 239, 302, 304, 306, 46, 73, 75, 76, 80, 81, 82, 172, 237,
307, 308, 322, 410, 411 244, 246, 286, 325, 326, 343, 356,

464
SUPPORTERS
FOREVER INDEBTED & GRATEFUL
TO OUR KICKSTARTER BACKERS—
THE REAL LEGENDS OF THE NORTH
ELDER GODDESSES OF THE NORTH
Christine Alderman Jodie Montgomery Mary O’Hara

ELDER GODS OF THE NORTH


Arthur Braune Christopher Blaxland- Johnathon Nate642 The Ancient One:
Blake Johnson Walker Jorge Sanchez Roland the Lone Andrea Rossi
Brian Orlando David Donohoo Luc Poulin Monk Weichund
Brian Timms Dean Charette Michael O’Hara Ross Fulcher Wtnewman
Buckaroo Jerimiah Rahilly Mike Oliver Stanman2022
Charles Davis Joe Ingenito Morgan Hazel

GODS OF THE NORTH


Brett Bozeman David Feld Jeremy Pinske Mengs099 Sean K. Simon
Brian Kentner David Ford Joan A. Fontas Michael G. Palmer Speedknob
Brian Manula Diego Garcia Madrid Joe Michael Pritchard Taylor Hanna
Carmen Sbordone Eric Babe Jonathan Schug Michel Bamert Tom Staples
Carter Brent George Lauber JonG N99twolf Travis Vance
Chad Trantham Heidi McCracken- Juergen Barters Phillip Robinson Troy Jackson
Chris Adams Weaver Kelly Riphahn Redfuji6 William Z. Cohen
Chris Hearne Henry Nieto Lord Soth Robert Howe Wolfknight75
Christopher Brandon Holden Morter Mark Bacon Rostow
Christopher M. Smith Ironhammer33 Mark Ryan Scott B
Daniel Enoch Tobin Jennifer Swigert Martin Scott Shafer

LEGENDS OF THE NORTH


6mmWar Avtar Charley Phipps Danulon Eric Hanson
Aaron Backpack Chase Callaway Dave Wright Eric Netteberg
Aaron DeChant Badgerdnb Chris Anderson David Ballway Erik Hedén
Aaron F Stanton BAK Chris Cotgrove David Bettsack Evan Lowry
Aaron Peachman Bean Chris Strode David Fiorito Fharlang
Adam Chance Ben Chris Turner David Karoski Finneus McClain
Ajay Sandhu Ben B. Christian Southwick David Tavakoli FlacoAlto
Alexander Huyer Ben Flygare Churchill Decimus Observet Frédérik Rating
Alexandr Machula Benjamin S. Cincy Rich Denny Abraham Frits Kuijlman
Alien Spaces BGelens Claus Rasmussen Donnie Ewald Gabriel Casillas
Allen Billy_Moosehead Colin Brodd Doug Baumeister Gabriel Marx
Alpharius Bond Corey B Dpaolillo Gary Anastasio
Anders Elfgren Bradley Hamm Corey Trainer DT Geert-Jan Kruijff
Andres Ramirez Brandon Craig Chouraki-Lewin Dw Gert-Jan van der
Zarate Brett Hickinbotham Curt Rauschenberger Eclectic Meeple Krogt
Andrew Brian Koonce D Gaynor Eggdropsoap GoBa
Andrew Brown Bruce Moser Dallas Dredske Eli Graham
Andrew Nichols Bruno Pešec Dan Moraska Eloy Cintron Grarl
Anthony Bird Bryan Dempsey Dan Rogart Emiliano Marchetti Greg
Anthony Ferguson Calamity’s Child Daniel Emily Gregory Crawford
Anthony Toohey Carl Saffer Daniel Frohlich Endzeitgeist Grim Rabbit
Apocalypse Nerd Chad Herrmann Daniel Santospirito Erastis Hal
Appendix N Chad Robb Daniel Swensen Eric Beauchamp Hastati
Entertainment Charles Brock Daniel Watkins Eric Gilreath Hayderino

466
Herve Jon Utoft Nielsen Matthew Yacobucci Renaak Garnith T. Kurt Bond
Ian Jonathan Beeler Max Wike Richard Tadd McCauley
Ian Wilcox Jonathan Britton MerkinNuevo Richard Aandahl Tannhausyr
Itay Jonathan Colon Michael Gionfriddo Richard Ashton Terry Lane
J. Evans Payne Jonathan Goodwins Michael Martin Richard Dixon Terry Roberts
J. Markus Bradley Jonathan Hill Michael Reich Richard Mundy Teth
Jack Neller Jonathan Murray Michael Schwab Robert TheBasicExpert
Jack Robling Jonathas Mike Crowley Robert Alan Mania Thecrowsayskaw
Jacob Banda Joseph Torres Mike Mudgett Robert Bersano Thomas Melanson
James Joshua Spicka Mike Shaw Robert Fox Thomas Milazzo
James Banks Joshuah Earle MisterGray Robert Keller Tiikerikani
James Brett Julian Christensen Morten H Robopjokk Tim Deschene
James Browning Julie Mr. Sticky Pants Rodney Hankemeier TNRufus
James Martin Justin Weaver Nathanael Wright Rodney Nedlose Todd
Jamie Fischer Kaervack Nicholas Vitek Ron Howard Tom
Jason Lund Kamish Bhai Niclas Magnusson Ronald Easterday Tony Fucina
Jason Zuleger Keith Nelson Noah Schaefers Rwaluchow Travis
Jedamzik und Kenneth Hooi Wing Noel Keating Ryan Travis Chase
Neugebauer GbR Ken Nuelijarma Ryan Enright Travis Hunnings
Jeff McIntire Kevin A. Shaw Oberon D’Argo Sammguy Trent Revis
Jeff Scifert Kris Oddmund Sarah Hodson Turan Holland
Jeff Workman Kyle Bounds Old Man of Mow Scott Tyler
Jeremy Lance Gutierrez Øyvind Heilo Scott Buckley Tyler Justin
Jeremy Huggins laurenbdrawing Paolo Mantovani Scott Dendy Will
Jeremy Kear Leigh Patrik Standar Scott Mathis Will Briggs
Jeremy Skalin Logan Mattson Paul Sean Lyons Will Burnett
Jeremy Sullivan Lord CAK Penthious Sébastien Joye William Hinz
Jez Luke Brown Petronius Jackson Shane Siman Wrathamon
Johan M. Macgregor Phil Stepp Sparkle Wynne Kerridge
Johannes Stock Mark Corsi Philippe SPUDINACUP Yepyeahyes
John B. McCarthy Mark Shocklee Pops Deckard Stephane Rochat Zachary Ruiz
John Cmar Mason Morey Pun Stephen Harmon Zak Schultz
John Desmarais Matt Barninger Rampaging_Llama Steve Abel Zoltan
John Lockard Mathew Marolt Randall K Steve Riese ZombieHerder
John P. Matt Fennell Randy Smith Steve Sabram
John Taft Matt Paschall Raskal Steven Brown
Jon Hershberger Matthew Matis Raymond Jasinski Steven Danielson
Jon Tate Matthew Sheppard Reed Hibbs Steven Yeager

CONQUERORS OF THE NORTH


Aaron Cummins Clayton Rhoden Gordon Pfeil Joe Gallo Matthew W
Adam Colton Reid Graham Day JoeAbboreno McFadden
Adam Jung Conner Grant G. John Brunhaver Matthias Schaffrath
Alex ConorS Grier3d John Casey Matti Leinonen
Alexa Draconis Craig Guestalt John Rak Megan Stansell
Alumbrado Craig Dey Gwythaint John Thomas Michael Babich
Andrea Craig Robinson Happy ‘Hoo Jon Terry Michael Lehmann
Andrew D Daniel Crisp HashtagFarmLife Josh Domanski Michael Reuter
Andrew Delaney Daniel Hugh Boggs Hauke Stammer Jouni Kittela Miles Bergeson
Andrew Engstrom Daniel Strand Hobbs665 Judd Nick Hancock
Andy Action Daniel Swaney Ian Boyte Kayla Broughton Nicklas Sandström
Astrid Dany Ian Grey Keith Piske Papa Watzke
Basil Shepherd Dave Walker Ian Zebarah Shears Kenneth Jensen Patrick Timekeeper
Ben Coulthard David Crowley Imp Familiar Kirt Senser Bucior
Ben Madden David Stubbs J FS Louis Lagrée Goulven Paul Gales
Ben Sanders Davis Walker Jacob A Kent Lawrence Jewell Peter Robidoux
Bertie Donald Gooch Jake Bruce Lobo Randy J Mull
Brad Edgar Gonzalez James Hunt Logan Leduc Rhialto the Marvellous
Brandon Vahlsing Elijah James Lyle Louis Jenner Richard
Brian Bondurant Elijah Karl Green Jamie Devlin Lucas Miller Richard Clayton
Bruce Wolf Field Jan Pierskalla M Boyd Richard Cornman
Caleb Stuthridge Eric Betts Jared Moraska Mars Richard Wallace
Capn Howdy Eric Lapointe Jason Palfrey Martin Briggs Rick LaRue
Carlisle Kelson Erik T Apperson Jay Schammert Máté Gergely Balogh Rob of the North
Chaz Ross Frosty Jeramie Ritchie Matt Robbie Cunningham
Chris Connell Gabe Close Jeremy Whitted Matthew Gooch Robert Gamble
Chris Nielsen Gareth Jones Jerome Devie Matthew Seagle Robert Jameson
Christian Haines Geoffrey Riutta Jimmy Matthiesen Matthew Thomas Robert Karstenson

467
Robert Thomas Scott Craig Snarkayde (Philip) The Pink Phantom Wayne Naylor
Roy Bailey Sean Fernan Sporkedup Thomas Ryan William Johansson
Rye Baerg Sebastian Elbrandt Steve Tim Griffin William Wittman
Sam Seraphic Steven S. Long Todd A. Zachary Gage
Samuel Larsén Shawn Dumas Sucre Tom Cadorette
Sanjeev Shah Shawn Lachance T Devon Sharkey Warren

HEROES OF THE NORTH


Adam Martin Daniel Glazier Jay Hendrick Mateusz Dziemski Scott Elliott
Adria Pares David Jordan Jeff Mackewicz Matthew Morris SeanH
Aesmael David Stephenson Jeremy Shirley Matthew Paluch Sebastien Martineau
Alain Bourgeois de Canteloube Xavier Jesse D Shultz McDeath Sébastien Pinto
Alessandro Babbi Dennis Gust Jessica Thompson Michael Burns Shoobacca
Alex Brown Dirk Schlobinski Jim Mount Michael Hengeli SkyNet
Alex Hunter Don Kalinich Joe Paris Mortepierre Sleazebaggins
Andrew Donn Stroud Joel MacRitchie Nate Ng Stafford Morse
Andrew Lotton Duncan A John “Johnkzin” Neil Steven Warble
Andrew Mauney Dustin Pease Rudd Nialldubh T. Everett
Andrew Schleifer Ed Bachner John B Heinl Nick Ackermann Taadu
Angelo Pileggi Eklehr John Eric Gritland NickTrikz Thomas J. Mahaney II
Arbrethil Eleanor McHugh John G. Owen Oliver D. Dickerson Thomas Milare
Armin Mobasseri Eric Hendrickson Jon Boylan III Thomas Napier
Asgo Eric levanduski Jon Fallon Omer Golan-Joel Tony Ashworth
August Baker Eric Osborne Jorge González Patrick P. TPalm24
Bapf FC LaPlante Jose Perez Patrick Sandoval Traigan
Barramundi Gaz Grym Joseph George Peter VF308
Ben Wong Greg Lambert Joseph Hepler Philip Stevenson Vu Le
Benjamin Kanten Greywolf Josh Kanto Philippe Marichal Wapitikev
Bernhard Gruber Guillem Ferré Porta Joshua Smith Phillip McGregor Whiskyrat
Blind Thierry Harry Mace Julius Psybernary Will
Brad Elledge Hatepig Justin Fickling QuirkyAI William “Foreshadow”
Brandon Heath Phillips Karl Schmidt Raf Bressel Hadjison
Charles Powell Hosoth Kesharkey79 Raphael William Mayorga
Charles Savard Ianquest Ladislav Lipka Richard Wyatt Wickstead
Christian J. Brandon Massengill Lisa Wright Rob C Xander Crowe
Corrin Flanders JackD Loren Robert Shankly Yesterspectre
Cyril M. Ricketts Jaime22 Maladax Rolls Canardly Yubaka
Czak Jarrod Gough Malcolm Coull Ron Zach S
Damien Hennessy Jason Mark Rose Zane Bergman
Dan Jason Reid Martin Heim Russell White

GREENHORNS OF THE NORTH


(PotM) Products of Eric Lopez Laban Shrewsbury Octas Inc. Steven Mahoney
the Multiverse | Guy Edward Larke Lorenzo Bandieri PanzerWreck Studio The Ancient One
TCR James Sean Britt Marie P. Neault Paul Sementilli Theedle
@MontyYuanti Jeff Lee Martin Price Stevenson IV
7Dwarves LLC Jeremy Shuman Mary-Beth Roberts Richard Harrison
Apaphous Joseph Talavera MikeOrrhizal Simon Barns
Cassidy Kisa Griffin Nathan D. Clark Skol Jansson

468
AUTHORS & ARTISTS
Robert Alderman has taught writing courses at the Pennsylvania including Lusa, Ba-Krosh, the Master Spore, and the descriptive
State University and the University of Delaware. He holds an text for the party’s first sojourn into the arctic wilderness.
M.F.A. in creative writing from the University of South Florida, and
in December 2021, Robert founded Pulp Hummock Press, a small
tabletop roleplaying game company with a focus on megadungeons, Jacob Fleming lives in northwest Arkansas where he works as an
sandbox adventures, and old-school sword & sorcery. Robert has illustrator, specializing in traditional media. Originally a lighting
published fiction and poetry in So It Goes: The Literary Journal of technician for film and television, Jacob moved from California
the Kurt Vonnegut Museum and Library, The Wrath-Bearing Tree, where he grew up to pursue illustration and self-publishing,
Proud to Be: Writing by American Warriors, The Mailer Review, and bringing with him his passion for storytelling, composition, and
various other literary magazines. In 2011, he won the Scholarly form.
and Creative Excellence Award in the Fine Arts at the University of
South Florida, and that same year, he was also the recipient of the Artist: Jacob illustrated the artwork on pp. 19, 28, 79, 81, 93,
Thomas E. Sanders Scholarship in Creative Writing. Finally, Robert 112, 131, 140, 149, 157, 166, 189, 195, 216, 228, 230, 297, 339,
served for 8 years as a soldier in the U.S. Army. 352, 357, 360, 370
Author: Robert conceived this entire project and wrote the
Introduction, Chapters 1-5, Chapters 7-9, and all four
William Griekspoor (a.k.a. The Scrying Dutchman) is a tabletop
Appendices. He revised and co-wrote Chapters 6 and 10 with
RPG designer from the Netherlands. He is best known for his work
Chris’s help. Finally, Robert bodgered the two hex-based wilderness
writing firearm & equipment supplements, including The Modern
maps using Worldographer—time prohibited him from getting a
Adventurer’s Guide to Guns & Gear (for 5e), Modern Necessities
talented artist to do it.
(for OSE), and Blacklight (for Shadowdark RPG). Our favorite
Dutchman also has a great love for classic fantasy, particularly sword
& sorcery settings. William runs his own YouTube livestream—The
Ian Baggley is an award-winning artist. He trained at the Toronto Dutch Oven—and regularly appears on The Basic Expert with game
School of Art where he focused on drawing, portraiture, and oil designer and illustrator Jon Torres.
painting. Ian is married and has two children. He enjoys most things
non-reality based, including gaming—the exception being spending Author: William wrote the initial draft of Chapter 8. His
time with his family. expertise on draugr ecology proved invaluable during the
production of this tome. As a result, only two sook guardians and
Artist: Ian illustrated the artwork on pp. 10, 13, 37, 45, 106, a fat halfling were harmed in its making. He also frequently
151, 236, 245 provided this author with a generous and unnecessary amount of
encouragement. Thanks, Vik.

Adam Black has been making art professionally since 1992. His
website is locuscomics.com. Dr. Christine Grogan is an associate professor of English at the
University of Delaware. She is the author of multiple scholarly
Artist: Adam illustrated the artwork on pp. 275, 276, 279, 281, works, including her book, Father-Daughter Incest in Twentieth-
282, 282, 285, 312, 316, 317, 318, 320 Century American Literature: The Complex Trauma of the Wound
and the Voiceless, published through Fairleigh Dickinson University
Press. Despite the overall import of her impressive body of scholarly
Carlos Castilho is a traditional artist with an old school style work, her most lasting and meaningful life achievement may very
influenced by Dungeons & Dragons and Fighting Fantasy. It seeks well be backing her husband’s megadungeon, Gods of the Forbidden
through a blend of hatches and areas of solid black to convey North.
feelings and flavors of situations that occur in RPG adventures.
Editor & Project Manager: Dr. Grogan meticulously trimmed
Artist: Carlos illustrated the artwork on pp. 14, 20, 23, 54, 71, this volume’s text with a +2 scythe of word-bloat slaying. Without
92, 96, 101, 108, 109, 147, 164, 170, 171, 174, 194, 197, 198, her firm and inflexible hand managing the creative director’s
206, 211, 222, 229, 237, 242, 251, 252, 263, 269, 270, 272, 273, progress, the reader would not be holding this weighty tome—it
283, 288, 292, 315, 321, 332, 336, 342, 348, 351, 359 would have fallen into obscurity on the ash heap of human
foundering.

Chris Cotgrove has been playing and collecting RPGs since the
1980’s when he first opened up “The Citadel of Chaos.” So began Joel Hines is the founder of Silver Arm Games, a popular OSR
a lifelong love of roleplaying games and fantastic fiction. He views small press. He is also the author of Desert Moon of Karth, Secret
the OSR not as the past of tabletop RPGs, but as their future; of the Black Crag, and the forthcoming Tide World of Mani for the
an unlimited scope of opportunity to combine all of the things Mothership RPG.
we all used to love about our favorite games back in the day with
everything we have learned since that time. Born in the UK, he Author: Hired for his expertise as a park ranger, Joel rewrote this
emigrated to the USA in 2000 and became an American citizen in module’s arctic weather system and its rules for hypothermia. He
2015. He currently lives in New England. also submitted the rough draft of a significant number of minor
wilderness encounters and edited an early version of Chapter 5.
Author: Chris wrote the initial draft of Chapters 6 and 10. He Finally, Joel strongly advised this author on maintaining brevity
also conceived Ashuraga, the Shelled Horror, the Curse of Baalor, whenever possible in the text and encouraged simplicity in the
the Custodians, and the prehistoric background for Morkaal. Due adventure’s encounter design.
to later revision decisions, there were several passages, characters,
and ideas that Chris wrote that were moved to other parts of
this book (or even other volumes) where they made a better fit, Billy Longino is a visiting lecturer of English at Stephen F. Austin
State University where he received his B.F.A. in creative writing and

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his M.A. in English. His short fiction has appeared in such journals Jon Torres is a freelance artist and game designer. He has had
as Permafrost and Black Warrior Review. Far more important to his art featured in Mongoose Traveller, Call of Cthulhu, and the
the world than his written work in a mere literary journal, however, Expanse RPG. He also does art for his own games, like Cowpunchers
are Billy’s lovely OSR titles “Thicc as Thieves” and “Valley of the Reloaded and Atomic Punk 2160. Jon’s been making art
Cracked Helm,” published through his small press, U.H.H.H. professionally since 2015 and has no desire to stop!
Games, which he coincidentally founded. His cartography has also
been featured in several volumes of the Gongfarmer’s Almanac, The Artist: Jon illustrated the artwork on pp. 17, 39, 42, 47, 51, 53,
Dark of Hot Springs Island by Swordfish Islands, and Vacant Ritual 75, 90, 91, 97, 142, 144, 146, 163, 183, 193, 214, 234, 289, 291,
Assembly issue #6 by Red Moon Medicine Show. 303, 307, 313, 319, 329, 347, 365

Artist: Billy illustrated every map in this book save the two
wilderness hex maps. He also gifted Man with the secret of fire Gary Trow is a freelance artist with experience in book cover
and accidentally invented the first air conditioning system, which illustration, traditional fantasy art, 3d visualization, technical
at that critical moment in history, caused a mass exodus of New illustration, concept work, storyboarding, and 3d asset creation
Yorkers to attempt the long and dangerous voyage across the for a large range of platforms. Over 25 years ago, he left school
Arctic Sea to find their fortunes in the states of Texas, Alabama, to attend art college in England with hopes of becoming a fantasy
and Florida. Which they did not. illustrator, inspired by the likes of Vallejo, Frazetta, and Caldwell. It
took many of those years, through a detour of 3d illustration, video
games, and even a little sports/hospitality to finally settle in France
Peter Pagano grew up in Queens, New York with a love of and get down to business. He still won’t decide between traditional
drawing, comics, monsters, science fiction, and fantasy RPGs. He painting, digital imagery, and linework, but c’est la vie!
studied illustration, painting, and graphic design at the H. S. of Art
& Design and then the School of Visual Arts. Peter has worked on Artist: Gary illustrated the artwork on pp. 16, 18, 30, 33, 40, 48,
a variety of art projects including book covers, editorial illustrations, 62, 82, 85, 134, 139, 225, 262, 300, 302
and storyboards. The artwork of B/X and Advanced Dungeons &
Dragons were inspirational to him as an early teenager, so he has
found it very satisfying to illustrate a number of OSR related books, Terry Vanatta is a freelance illustrator and concept artist. He
including Barrowmaze Complete and Dwarrowdeep. He is also has worked in the film industry as a key art designer. Terry has
the author of Create Your Own Manual of Unknown Monsters on produced finished advertising art for Amazon’s The Boys (Season 1),
DriveThruRPG. Spider-Man: Far from Home, Dora the Explorer, Rampage, National
Geographic’s One Strange Rock, and Mission Impossible: Fallout, in
Artist: Peter illustrated the artwork on pp. 7, 26, 32, 50, 111, addition to many other standout film titles. He also received a top
116, 123, 159, 167, 175, 190, 194, 204, 204, 207, 221, 224, 229, 100 placement in the Endless Engines 3d animation competition.
233, 246, 249, 254, 258, 264, 294, 309, 324 Finally, Terry is a husband and father of two. He served for four
years as a U.S. Marine.

Glynn Seal is a cartographer, artist, graphic designer, writer, and Artist: Terry illustrated the artwork on pp. pages 34, 104-105,
two-time ENnie Gold Award Winner (for Best Cartography, 2021 177, 232, 326, 366
and 2018). He is also the founder of MonkeyBlood Design &
Publishing, which can be found at monkeyblooddesign.co.uk.
Rose Willits is a self-taught illustrator with a passion for animals.
Layout: When they gather in private enclaves surrounded only by Horses and dogs were her first subjects, and her childhood spent
family and friends, the citizens of the United Kingdom speak in growing up on Rocky Mountain ranches gave her plenty of
hushed and reverent whispers about a swarthy figure sometimes opportunities to study their anatomy. Rose never took an art class
glimpsed in the hazy August atmosphere—a man among men until she became interested in digital illustration techniques as an
tilling the soil of his own garden by the sweat of his brow, and adult much later on. In 2019, she met Samuel Willits and their
callousing his two mighty bare hands. The oldest versions of these quick friendship over art blossomed into a marriage now ongoing
verbose tales even suggest that this mysterious folk hero may have for four years. You can find more of Rose’s art on Instagram and
designed a certain adventure book’s layout while replenishing a Deviantart @sythinvoxe. She draws everything from horses to
third of the earth’s homegrown tomatoes. objects to people.

Artist: Rose illustrated the artwork on pp. 60, 63, 64, 65, 98,
Paul Sementilli is a full-time art teacher and some-time illustrator 210, 271
based out of New York. His love of line drawing can be traced back
to first edition AD&D’s Monster Manual and Deities & Demigods
supplements, which he discovered one magical summer as an Sam Willits is a freelance artist and graphic designer. Born and
impressionable 10-year-old. One might say that Paul’s love of art, raised in central Georgia, Samuel enjoyed crafting and illustration
books, storytelling, and social interaction partly stem from his love from a young age. He found his inspiration in the works of Tolkien,
of this great game. C.S. Lewis, and David Petersen. After moving to Colorado and later
Iowa, he married his wife Rose and continues his artistic endeavors
Artist: Paul illustrated the artwork on pp. 67, 68, 77, 80, 86, 90, often in tandem with her. You can find more of his artwork on
92, 92, 115, 117, 117, 118, 126, 126, 162, 178, 180, 187, 218, Instagram and Deviantart @enderwillitsart.
218, 328
Artist: Sam illustrated the artwork on pp. 56, 58, 59, 67, 68, 76,
125

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