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  TABLE OF CONTENTS 
   
   
  AN ECHO OF DAYS 
  PAST............................................................3 
   
  PART 1: OUT ON A LIMB........................7 
   
  Foley’s Way Station..............................8 
  Heading East.......................................10 
  Perrett’s Fort........................................12 
  Revenge on Deepbelly.......................16 
   
  PART 2: WILLOW MARSH....................21 
   
  Voyage to the Marshes.......................21 
  Marshbeam..........................................24 
   
  PART 3: TAKING THE WAR TO THE 
  ENEMY........................................................31 
   
  On To Nightforge...............................31 
  The Home of Kagan Brax..................37 
  The Cloven Ground............................40 
  The Caves of Kraag............................44 
   
       
  PART 4: DISRUPTING THE DESIGNS 
  OF EHALAZUHN.....................................53 
   
  Beneath Strongrock Keep..................54 
  The Iron Islands..................................58 
   
   
  BENEATH THE RAZOR’S 
  EDGE.........................................................75 
   
  PART 5: TO THE RAZOR’S EDGE.......76 
   
  An Unexpected Message...................76 
  Riverwing............................................77 
  The Whispering Barrows...................83 
  A Message from the Great High 
  Priest.....................................................94 
   
   
   
   
  PART 6: THE TOWER OF THE FALSE 
  KING..........................................................101 
   
  The Bear and the Beast.....................101 
  Invited Guests...................................102 
   
  PART 7: ENDING THE THREAT........113 
   
  Crystal Haven...................................114 
  Into the Razor’s Edge.......................117 
   
  THE CITY UNDER THE 
  MOUNTAIN........................................126 
   
  PART 8: SKARD......................................126 
   
  A Meeting With Zaleria...................126 
  Breaking Into Skard..........................127 
  The Power Source.............................146 
  The Fire Pit.........................................161 
   
  PART 9: THE UPPER LEVELS..............171 
   
  The Fallen City..................................171 
  The Aerie............................................178 
   
  PART 10: THE FINAL STRUGGLE.....184 
   
  The Temple........................................184 
  The Chamber of Ehalazuhn............187 
   
  APPENDICES..........................................191 
  The Cult of Ehalazuhn.....................191 
  Fenk Blitzspanner and his Travelling 
  Market................................................194 
  OGL....................................................196
  . 
   
   
   
   
   
   
  
   
   
       3 
  AN ECHO OF 
  DAYS PAST  
   
  ather round, brother and sister, for there 
  is a tale I wish to relate – a tale of 
  greatness and war, of creation and 
  destruction – of the rise and fall of the 
  world. Imagine if possible the great 
  brothers, The Light and The Dark – from 
  where they originated is not known but in perpetual 
  competition they existed – joined but yet apart, bound in 
  love and hate, sympathy and rivalry. They surveyed their 
  domain – the ether, the void – each desiring dominance over 
  the other and yet unable to achieve it. A competition is 
  proposed, an arena which will see the rise of one and the fall 
  of the other, forever. And so they created this land on which 
  we live – and as I spin this bauble before thee, they set it in 
  motion. How to resolve their conflict – each the opposite 
  and equal of the other? Each destined to defeat and be 
  defeated with the passing of the eons.  
   
  And so they created the Avatars, playthings which 
  would do combat in their name and many was their form 
  and myriad their powers. Around and upon this globe 
  within the void, the Avatars strove and fought – each a 
  different physical form – a beast, an element, both great and 
  insignificant - for the Avatar possessed no control over its 
  physical state. The Light and The Dark were the shapers, 
  the puppet masters. Their hands forged and nurtured their 
  creations, one representing the light and purity and hope, 
  the other the dark and despair and fear. And so the struggle 
  proceeded through the ages and the world was shaped by 
  these wars – seas created and dried – mountains thrown up 
  and cast down and the Avatars, mortal to each other, 
  suffered for their master’s envy. And then it stopped and 
  The Light and The Dark moved on – disinterested, to 
  another contest, in another part of the void to continue their 
  struggle. Neither could win, neither could throw down 
  their rival. But struggle they still, two brothers in a death 
  embrace – and their struggle will continue until the end of 
  time.  
   
  But on this land, this experiment, the struggle 
  continued – the Avatars of The Light and the Avatars of 
  The Dark in perpetual conflict. They, unleashed and then 
  forgotten, created Avatars of themselves in their likenesses 
  – and we are their creations, man and beast and element – 
  fighting a war started in ages before. And we worship our 
  creators – and Gods we call them.  But purely servants of 
  The Light and The Dark they are. By our sacrifices they 
  grow strong and thus rely upon us – the insignificant ones 
  - for life. And myriad they are, and we know not their 
  number.  
   
  Expect not to meet your God, creature of the world, for 
  it is most mighty and yet cares not for thee. Only the 
  G 
  
   
   
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  foolish brings forward the day its gaze should fall upon 
  them and wishes to touch the divine – for a pawn you are. 
  And yet there are still those who seek to do so – to promote 
  their God’s cause in the heavens and invite them back to the 
  world – and these misguided souls are most dangerous, for 
  sane men do not wish the return of the Avatars.  
   
  Beware their tricks and promises – and do not analyse 
  dreams too deeply. Creatures of the day and creatures of the 
  night, of The Light and of The Dark cannot fathom the 
  whims of immortals and yet we contain their passions, their 
  jealousies and their energies and will forever be bound to 
  their fate until the end of days. 
   
  Excerpt from the heretical ‘Book of Avatars’ by 
  Adhemar the Storyteller 
   
  INTRODUCTION 
   
  A Storm about to Break is a sequence of 
  adventures set in the unexplored lands to the east of 
  the Empire of Sarvania. An Echo of Days Past is the 
  first in a whole adventure arc - and will cover this 
  region – not only new to the players but to the 
  Sarvanians themselves. Further adventures will 
  develop and expand the land of Sarvania in detail. 
  The quests will develop into a rich tapestry, not only 
  of contemporary Sarvania and its troubles but of its 
  history, heritage and culture. It is designed for use 
  with the most recent edition to the world’s most 
  widespread RPG. It will utilise those mechanics but 
  can be adapted to any other. 
   
  A Storm about to Break is a campaign of quests 
  designed initially for a party of four to five 1st level 
  adventurers. This module is not designed to be purely 
  a ‘dungeon crawl’ experience but should 
  accommodate different styles of play depending on 
  the methods chosen to resolve conflicts and dilemmas.  
  There certainly is plenty of combat but this can be 
  seen as only one of several solutions – some of which 
  might benefit from thought and an appreciation that 
  there are alternatives in play style. It will benefit a 
  GM to take a little time to prepare for the more 
  complex encounters to ensure a fluid and rewarding 
  experience for their players. 
   
  The quests in this module will include hints and 
  guidance on play and strategies. All encounters will 
  be explained in detail to allow for a richer experience 
  for all. Information for players will be boxed and can 
  be read out directly.  
   
  A Storm about to Break is adaptable. More 
  experienced GMs can alter these quests and 
  adventures to personal taste or house rules. Similarly, 
  difficulty levels can be adjusted depending on the size 
  and experience of the party.  
   
  EXPLAINING THE WORLD  
   
  The banned Book of Avatars relates a time of conflict 
  between two great powers, The Light and The Dark. 
  These powers devised a world in which they could 
  play out their rivalries using created beings or 
  Avatars to fight for them. When the Great Powers lost 
  interest in this world, as supreme entities may do, 
  they left the world and the remaining Avatars to their 
  devices. Soon realising that they were no longer being 
  observed and realising that a continuing war would 
  see an end to them all, the Avatars retreated to the 
  Planes of Existence and an uneasy peace was 
  established.  
   
  However, age old rivalries do not disappear 
  overnight. The conflict was renewed but in order to 
  preserve their own being, the Avatars created 
  likenesses of themselves to do the fighting for them 
  whilst they retreated to their spiritual homes.  An 
  unwritten law was established which allowed the 
  Avatars to involve themselves in the affairs of these 
  sentient beings – but not directly – and this law was 
  generally upheld.  
   
  Centuries passed, and these new creations, elves, 
  humans, dwarves and many others populated the 
  world and prospered. The races of the world 
  worshipped their parent Avatars – and took them to 
  be gods. Great civilisations grew and spread and 
  populated the world until jealousy and hatred sprang 
  forth. Dabbling in the dark arts of the Ancients, the 
  greedy, the power hungry and the unwise summoned 
  once again the Avatars to the world. And their 
  prayers were answered, for many of the Avatars of 
  The Dark thrived on disorder and chaos and wanted 
  to expand their realm to the Material Plane. Their 
  
   
   
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  power was great and their rule long by mortal 
  understanding but eventually the Avatars of The 
  Light descended and war returned to the world. In 
  The Great War, the Avatars of The Dark were thrown 
  back but not destroyed, and peace returned to the 
  world.  
   
   
   
  Many of the peoples of the world were not so 
  fortunate as to see this peace. Ripped asunder by the 
  return of the Avatars of the Dark, and then the war, 
  great and proud civilisations were destroyed and 
  entered a dark age of poverty, ignorance and despair. 
  They have now dragged themselves out of the chaos 
  and re-established themselves - powerful in their own 
  right but a shadow of their former selves. One of these 
  new powers is the Empire of Sarvania. 
   
  Now the people of the world have other worries – 
  trade to be conducted, sons and daughters to marry, 
  money to be made. The rich and powerful care not for 
  times past and the poor are ignorant. Civilisation has 
  returned and the people flourish. A new generation 
  populates the great continent and begins to colonise 
  the Outer Reaches – casting its eyes into regions 
  unknown with little concern for stories of ancients. 
  Innocents go about their daily struggle, and are 
  unaware. 
   
  But unknown to these people, dark forces wait – 
  brooding patiently as new followers and acolytes 
  perform ancient rituals, thought long forgotten. 
  Brooding and waiting – plotting revenge against a 
  world that banished them back to the darkness. A 
  storm is about to break. 
   
  OVERVIEW 
   
  The overall aim of this campaign is to thwart the 
  designs of Ehalazuhn, Destroyer of Life, Elemental 
  God of Drowning and Corrupter of the Flesh and 
  Avatar of The Dark. Through the various episodes of 
  this campaign the players will come up against the 
  acolytes and supporters of Ehalazuhn, who wants to 
  return to the world to wreak destruction and 
  vengeance upon it. In this first module, An Echo of 
  Days Past, the heroes begin at Foley’s Way Station – 
  a trading post funded by the Sarvanian government. 
  They initially have the aim to investigate the loss of 
  contact with a forward outpost of the Sarvanian 
  Army. They will cross into the Outer Reaches and out 
  of the known lands. Part One will see them discover a 
  fort under threat of destruction and battle to save it. 
  
   
   
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  They will then exact retribution on the attackers in 
  their base of Deepbelly. In Part Two, the characters 
  indulge in a quest to Willow Marsh and learn more 
  about the ancient culture which existed before the 
  Great War. Then it is onto the fortress of Nightforge 
  where they will discover a plot to wage a war of 
  conquest on Sarvania. Part Three is a quest to a cave 
  system belonging to the self styled King Kraag, 
  Warlord of the Tribes. As the heroes complete Part 
  Four, they will travel to the ancient Barazud keep of 
  Strongrock and then to the Iron Islands to disrupt the 
  supply of war materials to the army of Ehalazuhn.  
   
  WHY ARE WE HERE? 
   
  Why might our heroes be at Foley’s Way Station? 
  The easiest way is to say that they have found their 
  way there out of self interest. That they have heard of 
  a new land being opened up to colonisation and want 
  to get first refusal on land or riches discovered there 
  (Option A). Whilst at the Way Station they are 
  engaged by a captain of the Sarvanian Army to 
  investigate the loss of contact with a lost outpost. 
   
  Alternatively, they may actually work for the 
  Sarvanian Army (Option B). Perhaps they have been 
  given this job whilst in Kingsvale, the new capital city 
  of Sarvania. They have been engaged to find and re-
  establish contact with the military outpost in the 
  Outer Reaches. Why can’t the army do it – well, they 
  have orders to remain at station and not to conduct 
  any extra military activity due to rumours of an 
  incursion into Sarvania by Ichilian pirates. These 
  freebooters have been pillaging the coastline of 
  Sarvania for some time, and politically it is necessary 
  for the army to put a stop to it.  
   
  Or perhaps they have been sent here on behalf of 
  the Magic Guild of Kingsvale (Option C). Their 
  benefactor is a prominent member of the guild and a 
  great reader of ancient manuscripts. He has 
  discovered an ancient text while rifling through the 
  dusty tomes in the Guild library. This book relates to 
  the tale of an ancient culture known as the Empire of 
  Barazuhn which was reputed to be both wise and 
  powerful. Surely their power must have been based 
  on some magical capability. What if someone could 
  find this ancient magic and exploit it for the good of 
  Sarvania? 
   
  Whatever the reason for the adventurers walking 
  into Foley’s Way Station, the heroes have some 
  difficult experiences ahead. Choose one of the above 
  or make up your own. Below are some boxed texts 
  which you could read to begin the quest. 
   
  Option A 
  You have travelled far to be here. You and your 
  companions have marched, hired transport and stolen 
  passage to reach this desolate back of beyond trading 
  post. You have not travelled well and are out of money. 
  For some of you, the decision to embark upon a life of 
  adventure is likely to be one of your poorer decisions.  
  But now, things are looking up. Hearing, through the 
  taverns of Sarvania rumours of new lands being 
  opened up for brave individuals to colonise; you see the 
  possibility of riches to be acquired. You and your 
  friends – all new to this way of life believe that this is a 
  fine opportunity.  
  And now the army stops you from entering! It’s not for 
  the likes of you, a captain Ibaras says. Only the chosen 
  few have the right to exploit this new opportunity. It is 
  just when you are contemplating how to avoid the army 
  patrols and enter the land anyway that the captain 
  summons you over. He is concerned about the fate of 
  some of his soldiers. Weeks ago they left and headed 
  east to establish a forward outpost in the Outer 
  Reaches. However, all contact with them has ceased. 
  In all likelihood, the reason for this is probably mundane 
  but it is still a concern. If you will re-establish contact 
  with this outpost, the Ibaras will allow you access to the 
  lands beyond. The commander of this outpost is a 
  sergeant at arms known as Perrett. A simple task, you 
  think. Things are looking up! 
   
  
   
   
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  Option B 
  Three weeks on the road and this will be your new 
  home – a run-down shack populated by the scum of the 
  earth. Foley’s Way Station is known to you. Over the 
  last month it has attracted the worst kind of scum from 
  all corners of the kingdom. They all want a part of 
  supposed new opportunities to the east. New lands are 
  being opened up and everyone wants a part of it. 
   
  Not you however. You are professionals. As part of the 
  Emperor’s Scouts your job is to investigate the loss of 
  contact with a forward outpost ran by a sergeant at 
  arms known as Perrett. A meeting with the local 
  commandant, a Captain Ibaras, lays out the area in 
  which to begin your search. It is probably going to be a 
  fairly dull mission, but at least you will not be splashing 
  along the coastline looking for Ichilian pirates! Other 
  military units have been ordered to remain at station for 
  the time being whilst these cutthroats are tracked down 
  and destroyed. That could be a long job but as the 
  election of Kingsvale’s new Governor is in the offing – 
  all efforts are being put into it.  
  So, for now, it is up to you and your fellows. Head 
  east, locate Perrett and see if he needs help. Will there 
  be any action – you doubt it. 
   
  Option C 
  You haven’t been adventuring for long. In fact, you 
  really haven’t done much at all and money is short. You 
  have met a group of like minded individuals and have 
  agreed to work together to achieve your dreams of 
  riches and excitement. This, as of yet, has not been 
  forthcoming – but things might be about to change. 
   
  The Mystical Xald requested your presence last 
  week. As a leader of the Magic Guild of Kingsvale he 
  discovered something interesting while rooting about in 
  the guild library. He found an ancient historical tome 
  which related a story of a great civilisation long thought 
  to be a myth. According the text, a legendary culture 
  known as the empire of Barazuhn, may have existed 
  centuries ago but, despite immense power and wealth, 
  fell into destruction. Perhaps these legends were a 
  reality – Barazuhn might have existed and, according to 
  the text, was possibly centred on the area now intended 
  for colonisation by the Sarvanian Government. 
   
  According to Xald, the Sarvanians have recently 
  opened up new lands to the east, known as the Outer 
  Reaches. These are to be colonised in the name of the 
  Empire. Now many citizens of Sarvania are heading 
  there in order to start a new life. Xald explained that this 
  was a great time for the Guild of Magic to investigate 
  this area more deeply. Surely a kingdom as great as 
  this did not rely on strength of arms alone? Surely there 
  was great magic behind it? What if we could find it and 
  bring it back to Sarvania? 
   
  And the rest is history. You find yourself at Foley’s 
  Way Station – government papers in hand. The local 
  captain, Ibaras reads and accepts your authorisation. 
  Perhaps, the captain says, you could also help him. As 
  you proceed east, could you re-establish contact with 
  an outpost and its sergeant at arms, Perrett? All contact 
  has been lost recently and the captain is concerned for 
  his men. It’s probably nothing but after that, your time is 
  your own. You are now free to go on. Perrett’s Fort first 
  and then – east! 
   
  PART 1: OUT ON A LIMB 
   
  The adventurers begin their quest at Foley’s Way 
  Station. Initially this was intended to be a small 
  trading outpost to assist the military to strengthen 
  their presence before colonisation began in the Outer 
  Reaches. Since then however it has become a focus for 
  anyone who wants to be first to exploit the new 
  opportunities opening up.  
   
  Foley’s Way Station is surrounded by a rundown 
  stockade which holds the trading post itself and a 
  small barracks for a contingent of the Sarvanian 
  Army. Outside the stockade, however, is a collection 
  of traders, transients, adventurers and criminals all 
  
   
   
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  awaiting the go ahead to move out east. At present, 
  this is being denied by the army until at least the 
  immediate environs can be secured and pacified. This 
  has begun already with the dispatch of sergeant 
  Guimer Perrett and a small contingent of soldiers.  
   
   
   
  Depending on the choice of entry point, the 
  adventurers may already have attained authorisation 
  to enter the area or will have received it when 
  approached by Captain Ibaras once they arrived. The 
  adventurers can enter the trading post at will once 
  authorisation has been acquired. Inside they will be 
  able to buy any goods they require.  
   
  Getting permission from the army to enter the Outer 
  Reaches was relatively straight forward once you made 
  the acquaintance with Captain Ibaras. A head start will 
  be useful. A cursory look around the outside of Foley’s 
  Way Station proves that you are not the only ones 
  looking for something here. All types are here, traders 
  hoping to make money, soldiers on patrol, priests 
  looking for souls to convert and a fairly shady looking 
  contingent clearly out to grab what they can. The 
  trading post itself however is inside a stockade 
  protected by soldiers. 
  You have been informed by the captain that you can 
  make free use of Foley’s place inside the stockade. 
  Perhaps here you can buy any gear that you think you 
  might need in the days ahead.  
   
  ENCOUNTER 1: FOLEY’S WAY 
  STATION 
   
  Whilst in the trading post, its proprietor, 
  Gurthrund Foley, will try to make as much money as 
  possible from the team. As a member of the 
  Goldthorn faction back at Kingsvale, deals and 
  business rule all his encounters. Why not take 
  advantage of a captive audience? In fact, since the 
  rumours began, he has never been so popular. Any 
  trading will begin with a 50% mark up on the prices 
  within the PHB. If the players accept this, he will be 
  polite and cheerful and very helpful – why wouldn’t 
  he be!  
   
  Passing through the gates of the stockade that 
  surrounds Foley’s Way Station you see two buildings – 
  one on either side of the compound. The building to the 
  right is clearly a military barracks with a couple of what 
  you assume are off-duty soldiers playing dice outside. 
  Two large single storey buildings are joined by a smaller 
  one with a barred window. To the left is a large log cabin 
  structure. Various miscellaneous goods lie outside – 
  barrels, cart wheels and such. Above the door is a large 
  sign in peeling paint – it says Foley’s Way Station.   
   
  Allow the party to choose their course of action. If 
  they wish to investigate the military barracks, they 
  will find themselves fairly unwelcome. The guards 
  here know little of the lands to the east, and are not 
  keen on strangers – even if they belong to the 
  Emperor’s Scouts (Option B).  
   
  NOTE: Detailed information about the barracks is 
  located in the section entitled Jailbreak later in the 
  module.  
   
  On entering the log cabin that is Foley’s Way Station 
  you are greeted by a fairly damp and musty stench. 
  There is little room to move about amongst all the junk, 
  sacks, barrels and boxes which are piled up around the 
  walls. Old ropes and tarnished lanterns hang from 
  ceiling hooks. Barrels full of arrows and crossbow bolts 
  have to be negotiated. There is a claustrophobic feel to 
  
   
   
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  the building which is made worse by the fact that the 
  several small windows are grimy and cobweb covered. 
  Dust, dirt and sawdust cover the floor. 
  Behind a large wooden desk, vigorously polishing a 
  magnifying glass leans a rather fat, balding and 
  bearded man. He nods to you as you enter. ‘Good day 
  to you.’ he says. ‘Take a look around if you’re after a 
  bargain. I have all you’ll need if you’re heading east. 
  Not too many stores that way, I’d wager.’  
   
  Foley can be bartered with. If pressed he will 
  reduce his prices but the players will have to make the 
  first move. Foley will respond to both Persuasion and 
  Intimidation skills. Each check can only be tried once 
  so the players will have to pick the best candidates to 
  try and bargain him down.  
   
   
   
  Gurthrund Foley is greedy but can be flexible, so a 
  first successful roll on Persuasion or Intimidation will 
  be taken at a DC of 10. This will convince Foley to 
  reduce his prices. He will lower his asking prices to 
  25% above the going rate. If a subsequent check on 
  the other skill succeeds then he will lower his asking 
  prices to the going rate set in the PHB. However, 
  perhaps he is more stubborn now so set the DC at 12. 
  Foley’s civility will drop quite noticeably at this point. 
  Nevertheless, he will grudgingly stick to the prices 
  agreed at that time and for any future visits. Business 
  is business. In addition to Foley, there are two NPCs 
  that might be of interest to the party residing within 
  the stockade.   
   
  BERNIER OF KINGSVALE 
   
  One is a noble cavalryman in richly adorned chain 
  mail armour and sporting a surcoat bearing a coat of 
  arms of a white griffon upon a blue background. This 
  is the family crest of the Kingsvale family – once one 
  of the premier families of the capital of Sarvania. His 
  name is Bernier of Kingsvale and he seeks his 
  brother. He is not over fond of adventurers, especially 
  the less than savoury kind which seems to have 
  descended on Foley’s Way Station. Despite this, he 
  does need the party. He has travelled from the capital 
  in search of his brother who disappeared several 
  weeks ago. If the characters make a wisdom: 
  perception (DC 12) they notice him at the stables 
  looking over at them. He will not take kindly to being 
  approached but as he needs them to search out his 
  brother, he will stifle his contempt – as far as he can. 
  Bernier will ask them to look for any signs of his 
  brother, Rycharde of Kingsvale to the east. 
  Unfortunately he cannot give them any clues, just that 
  he left Kingsvale heading to the Outer Reaches 
  looking for guidance on a matter of confidential 
  family business.  
   
  He will offer in return, a family heirloom. It is 
  clearly expensive (250gp) but if not cashed in would 
  give the characters a positive reception if ever dealing 
  with the nobility of Sarvania – most of which are 
  members of the Patrician faction – as is Bernier. He 
  will not reveal his deep concern for his brother, 
  especially as the two parted on bad terms. Bernier will 
  wait at Foley’s Way Station as part of the garrison for 
  at least another month before departing for home. He 
  can be reached however by Empire Messenger (there 
  are two of these horsed scouts at Foley’s) with any 
  news and will return. The search for Rycharde of 
  Kingsvale will end in Willow Marsh with the 
  discovery of Marshbeam, who in her desperate search 
  
   
   
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  for love snared Rycharde and where he will have died 
  slowly but enraptured long before the adventurers 
  ever reach him. 
   
  WILD CAL 
   
  The second NPC is less noble than Bernier. He is 
  known by the residents at Foley’s as Wild Cal. He is a 
  rogue with a story to tell. Unfortunately, he can’t tell 
  it, as he is quite mad. Wild Cal is currently residing in 
  the barrack room jail. He has been arrested for theft 
  from a priest on the road to Foley’s Way Station. 
  Unfortunately for those living within the stockade, the 
  jail’s barred window looks out into the compound. 
  This allows Cal 
  to lambast and 
  insult 
  passersby at 
  will, which he 
  does with 
  monotonous 
  regularity.  
   
  Cal’s 
  appearance is 
  not a pleasant 
  one. He is a 
  scrawny character with sunken cheeks and dark rims 
  around his eyes. His hair is a dark brown to black and 
  he is unshaven. His eyes have a wild and devious 
  look about them. He will ask them if they are headed 
  out to the east. If the party confirms this, he will laugh 
  and tell them that the likelihood is that they will not 
  return. If asked what he is doing in jail he responds 
  that it is all a misunderstanding and that he needs to 
  get out urgently. He informs them that he knows the 
  Outer Reaches well and that he could guide them on 
  their travels. Of course, this is not true. In fact he only 
  knows one area well, and that is Willow Marsh. He 
  will later be instrumental in guiding the party to 
  Marshbeam (See: A Voyage to the Marshes). While he 
  is trying to persuade the party to help him escape, a 
  soldier will come over and tell them to ignore his 
  pleas and explain that he robbed an innocent pilgrim 
  for his religious symbol which Cal believed to be gold 
  (it turned out to be brass). He was later found with it 
  less than a quarter of a mile away. The soldier will 
  claim that Cal faces a hefty spell in prison and that he 
  awaits the arrival of the local magistrate who will hear 
  his case and pass sentence. Unfortunately, this 
  magistrate has been delayed and will now not arrive 
  for six weeks. In the meantime, Cal has been detained 
  in the stockade.  
   
  Try to ensure that the party does not feel obliged 
  to spring Cal out at this point. He will be there for 
  some time and will still be locked up when they need 
  him. They will have to break him out later (See: 
  Jailbreak). If they insist on breaking him out 
  immediately, follow the description in the Jailbreak 
  section for how it can be done. If he is helped to 
  escape at this point he will desert at the earliest 
  opportunity. However, he can be picked up again 
  near to Willow Marsh as he is entranced by the place, 
  and Marshbeam, and will return there. Alternatively, 
  Cal, being mad, might have forgotten all about his 
  pleas for help – and scream the place down when the 
  party tries to engineer an escape. Cal, in his fragile 
  state, always thinks that people are out to kill him – 
  which may not be far from the truth. 
   
  ENCOUNTER 2: HEADING EAST 
   
  The party should now be pushed into heading out 
  to Perrett’s Fort. There are no horses for sale or to hire 
  at Foley’s and the fort lies roughly 40 miles away to 
  the north-east. Foley’s has been built in a low lying 
  area which penetrates the surrounding hills. Soon 
  after leaving the station the heroes will have to ascend 
  quite steeply to cross into this wasteland. The hills are 
  a very rough and rugged barrier to exploration – one 
  reason why the army has not really tried to enter the 
  area before this time. If the party leaves Foley’s in the 
  morning, they will reach the fort on the third day. 
  Progress is slow due to rough ground and they can 
  barely make 12 miles a day. 
   
  The first day of travel will pass uneventfully – only 
  the weather is against them as it is grey and drizzles 
  throughout the daylight hours. As evening falls the 
  party should be given the opportunity to organise 
  themselves for the coming night. If they decide to 
  light a fire then check to see if they have tinder boxes 
  on them – otherwise it might prove very difficult due 
  to the day’s wet weather. The party must attempt a 
  Wisdom: Survival check (DC 10) if they have dry fire 
  lighting equipment on them or at DC 12 if they do 
  
   
   
       11 
  not.  If they fail these checks then the ground and any 
  scavenged wood is too wet to ignite.  
   
  If they decide to press on through the night they 
  will experience one level of exhaustion per night 
  spent awake. Exhaustion is a cumulative effect which 
  can worsen until it is removed with a long rest. If they 
  accumulate two levels of exhaustion then they move 
  at half speed, and need two long rests to remove all 
  the effects. Not only will these effects occur if the 
  party marches through the night but anyone trying to 
  sleep whilst fully armoured might also suffer the 
  same penalty as they will have slept very poorly, if at 
  all, due to discomfort. 
   
  WOLVES ABROAD 
   
  During the night, it will become clear that the 
  party are not alone on the moors. Two wolves inhabit 
  this area and the party will have a fight on their 
  hands. The encounter with the wolves will take place 
  at about 1am. Howls will be heard and dark shapes 
  move in the distance.  
   
  Characters without darkvision and who have lit a 
  lantern or torch can see clearly up to a range of 30’ 
  and dimly a further 30’. Unless lit by a light source, a 
  creature prowling at night is classed as being heavily 
  obscured. Wolves do not have darkvision but they do 
  have very good senses of hearing and smell. They also 
  get a +4 bonus to stealth. If a guard sees the beasts 
  approaching there will be no surprise and will be able 
  to awaken or prepare the party whilst the wolves are 
  still a fair way away. 
   
  A MOTLEY CREW 
   
  This encounter will take place at dusk on the final 
  night before the party reach Perrett’s fort. A few hours 
  before dusk however, the heroes will stumble upon a 
  corpse. The body is male and is dressed as a 
  Sarvanian soldier but has no weapon. An 
  intelligence: investigation check (DC 8) will show 
  that he was killed by two arrow wounds in his back. 
  The check will also reveal that the death occurred 
  within quite a short space of time in the past as rigor 
  mortis has not yet set in. A Survival check (DC 10) 
  will establish that there are horses hoof marks near 
  the corpse and that they head off east. The corpse 
  carries nothing of any value. The dead man is one of 
  Perrett’s men who was tasked with summoning help 
  from the garrison at Foley’s Way Station. He was 
  ambushed and killed. 
   
  If the party follows the horse tracks east, they will 
  see a group of four Bandits around a fire in the 
  medium distance. They wear leather armour and are 
  equipped with scimitars and shortbows. These are 
  from Zyler’s force which has come from Deepbelly to 
  attack Perrett’s Fort. They have been sent to prevent 
  any messages from the fort reaching assistance. The 
  bandits are on foot but they have the dead soldier’s 
  horse tied up nearby. Also one of the bandits has the 
  soldier’s longsword in his possession. 
   
  Cresting a rise on your way east, you see a small 
  rocky gully. In this gully you can make out a small group 
  of four men clustered around a fire. They are armed, 
  but make no attempt to rise when you approach – in 
  fact they smile and wave you over. Tied to the stump of 
  a tree nearby is a well kept horse with good quality 
  harness and saddle. 
  
   
   
       12 
  The bandits have been taken aback by the 
  appearance of the party, as they were not expecting 
  any eastward travellers. They will pretend to be 
  travellers or even scavengers rather than reveal their 
  true identities, and will try to lull the party into 
  lowering their guard by not taking any offensive 
  action. If the party want to attack the bandits, this will 
  cause problems with any Good aligned characters as 
  they have not yet been attacked. If any character plays 
  in role and objects to unprovoked aggression they 
  should achieve Inspiration for acting within their 
  alignment. If challenged about the horse, which is 
  clearly a military steed, the bandits will claim that it 
  wandered into their camp a little while ago. A 
  wisdom: insight check (DC 12) will suggest that they 
  are perhaps hiding something. The bandits may find 
  it harder to justify the soldier’s longsword. A  
  Wisdom: Perception check (DC 14) will reveal the 
  presence of this military style weapon, which is rare 
  for poor travellers or scavengers. 
   
  The aim of the bandits is not to engage the 
  adventurers but to escape and warn Zyler. If it is clear 
  that their lies have been seen through, three will 
  attack the party while the fourth will attempt to 
  escape on the horse. If the party falls for the 
  subterfuge then they will be offered the fire for the 
  coming night. The bandits will attack them at this 
  time. A search of the bandits’ bodies will reveal a 
  letter from Perrett asking for help (Investigation 
  check – DC 10) as well as a total of 20sp. 
   
  If under any circumstance a bandit escapes and 
  warns Zyler he will send another five bandits to 
  attack the party. This will occur the next day when 
  only an hour or so from Perrett’s Fort. An ambush 
  will be set with the bandits firing from behind small 
  rocks 20’ apart at a range of 80’ if not discovered. Due 
  to intervening terrain, the ambush can be spotted 
  (Passive Perception check) at a range of 100’ at most. 
  The rocks will also afford the bandits half cover.  If 
  this ambush occurs, Zyler’s subsequent attack on the 
  fort will be diminished by the loss of the men who 
  don’t make it back. 
   
   
   
  ENCOUNTER 3: PERRETT’S FORT 
   
  It has taken a while to get here from Foley’s Way 
  Station, but as you descend the hills you see in the 
  middle distance a small palisade enclosure built on an 
  island in the middle of a river. This has to be Perrett’s 
  Fort. Just outside the fort you can see a collection of 
  brightly coloured tents. As you approach you can detect 
  that the strength of this building is debatable and seems 
  to have been built fairly rapidly. The river is shallow and 
  easily navigated – it would not impede attackers.  
  The gates are closed and around the walkway of the 
  fort patrol three soldiers who eye you suspiciously as 
  you near. They call down to within the fort, and soon 
  another appears on the palisade wall. He bids you to 
  halt and to state your business.    
   
  As the heroes arrive they will see that Perrett’s 
  Fort appears to have been built quickly. It is a wooden 
  palisade construction divided into two halves. The 
  first and largest half holds the military barracks and 
  Perrett’s quarters. The second and smaller of the 
  halves is reserved for a hut designed as an eating area 
  for the guards.  The fort has no towers but does have a 
  walkway around the palisade for defensive purposes. 
  Despite this, it is clear that the fort would not be able 
  to withstand a significant attack on its walls.  
   
  The fort was designed to hold a small garrison of 
  19 soldiers as well as their sergeant, Guimer Perrett. 
  Now however, there are only Perrett and 15 soldiers 
  present. In addition to the garrison there is a small 
  encampment of tents outside the walls. This is a 
  merchants’ camp which belongs to the Goldthorn 
  faction and sells essentials to the garrison. Clearly, 
  Goldthorn intends to benefit from the colonisation of 
  the area whenever that should happen. The three 
  traders at the camp, Bertran (arms), Symonet 
  (armour) and Sewell (miscellaneous) will be happy to 
  sell their wares to the party. Due to their ‘end of the 
  line’ location and with a somewhat captive market, 
  they will increase their prices by 25%. If they deal 
  with the party, they will do so politely – all except 
  Bertran who seems to have something on his mind 
  and will not converse. 
  
   
   
       13 
  Once the party has convinced Perrett of their 
  intentions, he will allow entry and open the gates for 
  them. Inside the fort, the party will see soldiers going 
  about their military business, eating, sharpening their 
  weapons and dozing. The 15 soldier garrison is armed 
  with longswords and light crossbows. None of them 
  looks like they want to be there. Most wear a mask of 
  tiredness and also a certain apprehension. Perrett tells 
  the party that they are concerned by activities of 
  bandits in the area. Initially there were few in the 
  region, but over the last week or so their activities 
  have become more common. They also approach 
  nearer and nearer to the walls of the fort. Perrett fears 
  that something is brewing – so much so that he sent 
  out a trusted soldier to notify his superiors at Foley’s 
  Way Station. This soldier is of course the man found 
  slain in the hills by the party. He also sent out a patrol 
  of three men eastward, which has not returned. 
  Perrett fears that an attack on the fort is imminent. 
   
   
   
  He will ask the party if they could perhaps help his 
  detachment by exploring the area to the northeast of 
  the fort next day. The party should use their 
  remaining time to perhaps resupply and reequip if 
  necessary. However, Zyler will attack before this is 
  possible. The aim of the party during the coming 
  attack is to help defend the fort but also to keep 
  Guimer Perrett alive. 
   
   The players should be awarded 50XP each for 
  reaching and relieving the fort as per their orders. 
  THE ATTACK 
   
  In the morning of the following day, Zyler’s force 
  will arrive. He has been ordered by Kagan Brax at 
  Nightforge to destroy the fort and kill all inside. He 
  has cleared out his bandit stronghold at Deepbelly for 
  this purpose. His force consists of 40 bandits armed 
  with scimitars and 9 armed with daggers and 
  shortbows, and will attack from the east. The bandits 
  have also brought seven scaling ladders to assist them 
  in crossing the fort’s 
  palisade. The 
  defenders of the fort 
  however, will only see 
  one part of this force – 
  30 bandits with five 
  ladders and the 
  archers. Unknown to 
  them, a second force 
  of 10 bandits has 
  circled around the 
  camp with two 
  ladders and will 
  attack from the west 
  four rounds into the 
  assault. At the first 
  sign of the bandits, 
  the traders from 
  outside the fort will run within its walls for 
  protection. They will not participate in its defence 
  unless attacked personally whereupon they will have 
  the statistics of a commoner.  
   
  The day dawns bright and cold. Within the fort, 
  soldiers are stirring whilst sentries on the walls wrap 
  themselves tighter into their cloaks. A shout snaps you 
  out of your slumber. A guard beckons to the east. 
  Running up to the battlements you look towards the 
  rising sun and see an armed force headed your way. 
  They shout and scream at the fort encouraged by a 
  large armoured man sitting astride a horse – he waves 
  a large battle axe towards the fort. Pushed ahead of 
  them, three soldiers stagger, their arms tied behind 
  their backs. At a signal, these unarmed men are 
  butchered in front of the fort.  Alarms are sounded. 
  
   
   
       14 
  Soldiers rush out of their quarters. Perrett is already 
  there, buckling on a longsword. He shouts for his men 
  to man the walls.   
   
  CHARGING THE FORT 
   
  The bandits will attack en masse from outside the 
  garrison’s light crossbow range (330’). The archers 
  support the melee troops. Their purpose is to kill the 
  guards on the battlements. Zyler will watch the attack 
  from atop a mound out of range of the defenders 
  crossbows. He is not a fanatic and will try to escape if 
  things are going badly – his men are expendable. 
   
   
   
  This combat is quite complex and would benefit 
  from some planning and understanding of the various 
  effects the terrain/fort will have on attack rolls. The 
  attacking force will suffer initially from the range and 
  that the defending soldiers will be behind the 
  palisade. The archers will fire as they follow the melee 
  troops. They will initially suffer from firing at long 
  range (over 80’) – because of this, they will suffer 
  disadvantage on their attack rolls. Their targets are 
  also behind the palisade which counts as half cover. 
  This adds +2 to the defenders’ armour class. As the 
  guards are wearing chain shirts their AC will increase 
  from 14 to 16. The bandits receive a +3 to hit with a 
  shortbow. The soldiers in the fort have shields but 
  will only pick them up in melee when defending the 
  walls. They cannot use them when firing their 
  crossbows. Once the bandits are within short range 
  the archers will no longer suffer disadvantage on their 
  rolls. 
    
  For ease of management in terms of the archery 
  part of the combat, it might be worthwhile grouping 
  the archers on both sides in sets of three – rolling once 
  for each group. This will reduce the amount of to hit 
  rolls necessary. Damage can be worked out normally 
  but set up a rolling tally. As soon as the tally exceeds 
  the relevant hit points of a single target, one is killed 
  and the extra carries forward onto the next man and 
  so on. When the combat proceeds to melee, then 
  individual combats can be carried out if desired. As 
  the attackers have limited ladders, the management of 
  this phase will be more straightforward. 
   
  CROSSING THE WALLS 
   
  Once the bandits have reached the walls, they need 
  to expend an Action to place their ladder against the 
  wall. Ladders cannot be destroyed from within the 
  fort unless by actions of a player such as a Burning 
  Hands spell. Anyone falling off a destroyed ladder 
  will suffer 1d6 bludgeoning damage. They can then 
  climb the ladder in their movement phase. Whilst 
  fighting over the battlements, the bandits will fight 
  with disadvantage until they can cross over. They can 
  only cross over when they have killed an opposing 
  soldier and thus created a space. The defenders will at 
  this point most likely have picked up their shields but 
  have lost the benefits of cover to any remaining 
  archery. The defenders do not receive a bonus for 
  defending the walls as the bandits are already fighting 
  at disadvantage.  
   
  ENTERING THE FORT 
   
  If the bandits enter the fort then it is a fight to the 
  death. If they have lost their ladders due to fire or 
  other damage, they will try to break through the 
  gates. They will attack them with their scimitars. The 
  gates are not too sturdy. It will take a group of three 
  or more bandits 5 rounds to chop a hole large enough 
  for one man to pass through at a time. Another round 
  will open up a space for another to enter the stockade. 
   
  AN ATTACK FROM THE REAR 
   
  Whilst the battle is raging, Zyler’s second force 
  will attack from the west. This will occur on Round 4. 
  As this assault is unexpected a Passive Perception 
  check is necessary for a player to notice them. If a 
  character has been placed to guard the rear of the fort, 
  
   
   
       15 
  he will spot them immediately. These bandits have 
  two ladders. 
   
  On Round 7 of the assault, the armourer, Bertran 
  will make a dash for the gate. He intends to allow the 
  bandits into the fort as per his deal with Zyler. He can 
  be killed or knocked unconscious if spotted on a 
  Passive Perception check. It may appear as though he 
  is just trying to escape. 
   
   
   
  COUNTING THE COST 
   
  The attackers will lose heart and retire if they 
  suffer losses totalling over 35 men.  Zyler will not 
  engage in combat but will retire to Deepbelly if his 
  plans go awry. Once the bandit attack has been 
  repulsed there will be time for healing and the burial 
  of the dead.  
   
  A search of Bertran’s person or body will reveal a 
  letter to him from Zyler. In this letter, Zyler orders 
  Bertran to help in the attack if he wants to see his wife 
  and children again. It is clear that they are being held 
  at Deepbelly as insurance for good behaviour.  
   
  Unknown to the occupants of the fort, Bertran and 
  his family were waylaid and kidnapped by Zyler’s 
  men a week ago as they made their way east. His 
  family, a wife and daughter are currently held in 
  chains at Deepbelly. Zyler has no real intention of 
  returning them to Bertran, as a spy in the midst of the 
  enemy is too valuable. 
   
   
   
   
   
   
   
   
  
   
   
       16 
  My Dear Bertran - Greetings 
   
  Here is a keepsake to refresh your memory of the deal we 
  have struck. As you will be aware, I will soon be leading 
  a strike against our enemies from the west. Their pathetic 
  defences will be swept aside leaving but ashes to mark 
  their place. My men will brush the opposition aside but 
  just to make sure of this, I expect you to uphold your side 
  of the bargain and assist my troops with entry.  
   
  Remember, your beautiful wife and child currently reside 
  with me at Deepbelly. If you assist me in this venture you 
  shall be reunited. Otherwise I fear you might never see 
  them again. Think on it. Expect us three moons hence. 
   
  Zyler   
   
  If the players discover the letter after the battle or 
  are able to interview Bertran, Perrett will ask them to 
  head northeast where he has received scouts’ reports 
  of a tented encampment. He believes that this could 
  be the Deepbelly mentioned in the letter. He will ask 
  them to gain the freedom of Bertran’s family if 
  possible, and return them to him at the fort. He 
  cannot, and will not, leave the fort to escort the 
  players – there is too much here to be done. If the 
  letter is not found then the result will be the same but 
  without the mention of Bertran’s family – the players 
  will find them there. The judgement of Bertran, 
  should he live, will be postponed by Perrett until the 
  party returns.  
   
  If Perrett survives the attack then the players will 
  receive 100XP each for keeping him alive. If he has 
  died, they will receive 50XP each and a soldier from 
  the ranks, a corporal Orwin, will step forward and 
  run events from then on. 
   
   
  ALTERNATIVE TO FIGHTING THE BATTLE 
   
  The attack on Perrett’s Fort can be complex and 
  quite long. You may wish to proceed without fighting 
  the battle. If this is the case then have the players 
  arrive just after the battle has been fought. The 
  plotline will not have to be changed much.  
   
  1. Perrett will succeed in fighting off the assault 
  with 4 soldiers remaining.  
   
  2. There will be plenty of dead bandits left around 
  the walls of the fort when the party arrive. 
   
  3. Zyler will have escaped to Deepbelly – he can 
  still be described to the players by Perrett as a 
  fearsome warrior wielding a battle axe.  
   
  4. Bertran will still betray the fort but will be 
  knocked unconscious and apprehended – the 
  players can interrogate him.  
   
  Apart from this, the quest will proceed as in 
  Counting the Cost (above) and proceed to Deepbelly. 
   
  ENCOUNTER 4: REVENGE ON 
  DEEPBELLY 
   
  Deepbelly is a tented camp serving as a forward 
  base for bandits sent from Nightforge. It is located in 
  a hollow in the ground nestling in a small group of 
  trees. It consists of around 16 structures intended to 
  hold Zyler’s men.  
   
  Heading northeast, you follow the trail left by the 
  bandit force. It is not a hard trail to follow. Clearly they 
  did not expect a hard fight at the fort as they made little 
  attempt to hide their passage. After a journey of 10 
  miles and with low hills to your left you see a small 
  copse of trees nestling in a shallow valley. The tracks 
  head in that direction.  
  Crawling closer, you see a gap in the trees and what 
  appears to be a small barricade. Beyond this barrier 
  and receding into the failing light within the trees, you 
  can see a tented camp cut into a shaded clearing.  
  You can see movement from within the camp. It 
  appears that it is not deserted. However, as of yet, you 
  are undetected.   
   
  Deepbelly has been cleared out for the attack on 
  Perrett’s Fort leaving only seven bandits and Zyler 
  inside. The survivors of the attack on the fort, if any, 
  have fled the area. Zyler will be in his large tent near 
  
   
   
       17 
  the rear of the camp. He will be contemplating how to 
  tell Kagan Brax of his failure.  Zyler is expecting some 
  form of retribution. 
   
  The characters might try a direct assault but the 
  area could benefit from a reconnaissance. A night 
  incursion should give them a good chance of success. 
  Also the tents are flammable and could be used as a 
  diversion. Two bandits are posted at the entrance to 
  the camp. The remaining five are inside. Any sound 
  of an attack will draw them, and Zyler, to defend the 
  camp. If necessary, they will gather in front of Zyler’s 
  tent for a last stand. The bandits in the camp are 
  demoralised by the defeat at Perrett’s Fort and it 
  won’t take much to scare them off – especially if  
  Zyler dies. Zyler will fight to the death as he can 
  expect little mercy from Kagan Brax.  
   
   
   
  If a frontal assault is not carried out then the party 
  will encounter the bandits randomly within the camp. 
  If secrecy is maintained, Zyler will be in his tent. If 
  incapacitated but not killed then he can be 
  intimidated or persuaded into revealing information 
  as follows: 
   
  DC 10 - He will reveal the existence and location 
  of Nightforge and that he was sent here to attack 
  Perrett’s Fort. 
   
  DC 12 - He will reveal the existence of Kagan 
  Brax as the local warlord in the town and that 
  Brax suggested that Zyler’s attacks were only the 
  beginning of a general assault on Sarvania. 
   
  DC 14 - He will reveal the fact that Brax takes his 
  orders from another. Orders seem to be coming 
  from the east and that he heard the name Zaleria 
  mentioned. 
   
  Once entry is established and the battle won – the 
  interior can be described and explored. One bandit 
  has been tied to a stake outside Zyler’s tent – he is not 
  armoured and will pretend that he is a captured 
  traveller. He will ask to be freed. The reality is that he 
  was caught stealing and was to be executed. A 
  wisdom: insight check (DC 14) will suggest that he is 
  lying. If he is freed, he will escape and head northeast 
  to Nightforge and warn them. If his lie is discovered, 
  he will beg for mercy. If he is spared and if it fits with 
  the heroes’ alignment then they will receive 
  inspiration for role-play.  He can reveal the same 
  information as above if Zyler has been killed.  
   
  Inside Zyler’s tent will be Bertran’s family. They 
  are still alive and essentially well. Zyler kept them 
  alive to ensure Bertran’s loyalty. The heroes should be 
  encouraged to fulfil Perrett’s request and to return 
  them to the fort. Also tied up is a young blonde haired 
  woman who claims to be part of a travelling company 
  headed for Perrett’s Fort. She is weak and thin but 
  underneath the grime she is quite attractive. She 
  introduces herself as Ethelyn Morvell. She relates that 
  she belonged to a group whose ship ran aground on 
  the coast to the northwest. Skirting Willow Marsh, 
  the party was headed south when they were attacked 
  by Zyler’s men. All her group were killed except for 
  her and the leader of the group, a certain Alvis 
  Brownhill. Brownhill luckily managed to escape but 
  she was brought to Deepbelly. She requests an escort 
  to safety. She has heard of Perrett’s Fort from bandit 
  chatter. She hopes to meet up with Brownhill there if 
  he survived. The party should be encouraged to 
  comply with her wishes – indeed those of a good 
  alignment will not allow her to be left or set to 
  wander this dangerous land alone.  
   
  If the party defeat Zyler they each receive 100XP 
  for saving Perrett’s Fort and protecting Sarvania. 
   
   
   
  
   
   
       18 
   
   
   
   
   
  
   
   
       19 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  WOLF 
  Medium beast, unaligned  
   
  Armour Class 13   
  Hit Points 11 (2d8 + 2)  
  Speed 40 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)   15 (+2)    12 (+1)     3 (−4)    12 (+1)     6 (−2) 
   
  Skills Perception +3, Stealth +4  
  Senses passive Perception 13  
  Challenge 1/4 (50 XP)  
   
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.  
   
  Pack Tactics. The wolf has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.  
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it 
  must succeed on a DC 11 Strength saving throw or be knocked 
  prone. 
   
   
  BANDIT  
  Medium human, chaotic evil  
   
  Armour Class 12 (leather armour)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    11 (+0)   12 (+1)    12 (+1)    10 (+0)   10 (+0)   10 (+0) 
   
  Senses passive Perception 10  
  Languages Common  
  Challenge 1/8 (25 XP 
   
  ACTIONS 
   
  Shortbow. Ranged Weapon Attack: +3 to hit range 80 ft. /320 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage  
   
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.  
   
   
   
   
   
  RIDING HORSE  
  Large beast, unaligned  
   
  Armour Class 10  
  Hit Points 13 (2d10 + 2)  
  Speed 60 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   10 (+0)   12 (+1)      2 (−4)    11 (+0)     7 (−2) 
   
  Senses passive Perception 10  
  Challenge 1/4 (50 XP)  
   
  ACTIONS 
   
  Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
  GUIMER PERRETT 
  Medium human fighter, Lawful Neutral  
   
  Armour Class 19 (Chain Mail, Shield)  
  Hit Points 22 (2d10 + 4)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   12 (+1)    14 (+2)      9 (-1)     9 (-1)     11 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 11  
  Languages Common  
  Challenge 1/2 (100 XP)  
   
  Defence. Perrett gains a +1 bonus to AC 
   
  Second Wind. Perrett has a limited well of stamina that he can 
  draw on to protect himself from harm. On his turn, he can use a 
  bonus action to regain hit points equal to 1d10 + his fighter 
  level. 
   
  Action Surge. Starting at 2nd level, Perrett can push himself 
  beyond his normal limits for a moment. On his turn, he can take 
  one additional action on top of his regular action and a possible 
  bonus action. 
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.  
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit range 80 ft. 
  /320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.  
   
   
   
   
  
   
   
       20 
  GUARD SERGEANT  
  Medium human, Lawful Neutral  
   
  Armour Class 16 (breastplate)  
  Hit Points 18 (3d8 + 3)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)    12 (+1)     12 (+1)     10 (+0)   11 (+0)    10 (+0) 
   
  Skills Perception +2 
  Proficiency bonus: +2 
  Senses passive Perception 12 
  Languages Common  
  Challenge 1/4 (50 XP)  
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one creature. Hit: 6 (1d8 + 2) piercing damage (versatile), 
  (1d6+2 if thrown) 
   
   
  GUARD 
  Medium human, Lawful Neutral  
   
  Armour Class 16 (Chain Shirt, Shield)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)   12 (+1)     12 (+1)    10 (+0)  11 (+0)    10 (+0) 
   
  Skills Perception+2 
  Senses passive Perception 12 
  Languages Common  
  Challenge 1/8 (25 XP)  
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 1) slashing damage.  
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit range 80 ft. 
  /320 ft., one target. Hit: 5 (1d8 + 1) piercing damage 
   
   
   
   
   
   
   
   
   
  BANDIT ARCHER 
  Medium human, chaotic evil  
   
  Armour Class 12 (leather armour)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    11 (+0)   12 (+1)    12 (+1)    10 (+0)   10 (+0)   10 (+0) 
   
  Senses passive Perception 10  
  Languages Common  
  Challenge 1/8 (25 XP)  
   
  ACTIONS 
   
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.  
   
  Shortbow. Ranged Weapon Attack: +3 to hit range 80 ft. /320 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage.  
   
   
  ZYLER (LEVEL 3 CHAMPION) 
  Medium human, Chaotic Evil  
   
  Armour Class 18 (Chain Mail, Shield)  
  Hit Points 35 (3d10 + 9)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)   16 (+3)     17 (+3)   10 (+0)   15 (+2)    14 (+2) 
   
  Senses passive Perception 12 
  Languages Common  
  Challenge 1 (200 XP)  
   
  Duelling. When wielding a melee weapon in one hand and no 
  other weapons, Zyler gains a +2 bonus to damage rolls with 
  that weapon 
   
  Second Wind. He has a limited well of stamina that he can 
  draw on to protect himself from harm. On his turn, he can use a 
  bonus action to regain hit points equal to 1d10 + his fighter 
  level. 
   
  Action Surge. Zyler can push himself beyond his normal limits 
  for a moment. On his turn, he can take one additional action on 
  top of his regular action and a possible bonus action. 
   
  Improved Critical. Zyler scores a critical hit on a roll of 19 or 
  20. 
   
  ACTIONS 
   
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 6) slashing damage  
   
  
   
   
       21 
  PART 2: WILLOW MARSH 
   
  Into the Outer Reaches takes the party on a slight 
  tangent away from the main quest line. It sees the 
  heroes travel to Willow Marsh under the guidance of 
  Alvis Brownhill, a sage with a dangerous plan. It also 
  introduces Ehalazuhn, the main antagonist of this 
  campaign for the first time, and the artifacts essential 
  for achieving his downfall.  
   
  ENCOUNTER 5: VOYAGE TO THE 
  MARSHES 
   
  When the party return to Perrett’s Fort they will 
  have to deal with the issue of Bertran’s family first of 
  all. If he survived his act of treachery during the 
  attack, he will be overjoyed at seeing his family again. 
  At the time of the party’s arrival he will be chained up 
  within the fort. Perhaps the party will need to 
  participate in the judgement of him over his actions. 
  The typical system applied by Sarvania in issues such 
  as this is for the accused to be sent to Kingsvale for 
  trial. There he will probably be found guilty and 
  executed. As the local magistrate headed for Foley’s 
  Way Station is delayed, the party may influence this 
  decision. It will be up to the party (if they so wish) to 
  provide a reasonable case for his acquittal. Perrett 
  may bow to their pleas as a result of the party’s 
  actions during and after the attack – a Wisdom: 
  Persuasion check at a suitable DC which reflects the 
  players’ case may be appropriate. If Bertran is dead, 
  then his family will visit his gravesite which lies just 
  outside the walls of the fort. Regardless of the 
  situation and how it develops, the heroes will get 
  experience points for the conclusion of this quest 
  thread. If they have worked for Bertran’s acquittal 
  and it is successful then they should be awarded 
  100XP each. If Bertran died, or the case failed to 
  acquit, then the party should still be awarded 50XP 
  each.  
   
  TALES OF THE OLD EMPIRE 
   
   In addition to the rescue of Bertran’s family, the 
  characters will discover that Alvis Brownhill did 
  indeed make it to safety in the fort. Brownhill is an 
  old halfing savant. His has silvered hair and a small 
  goatee style beard. His robes, once expensive, have 
  been sullied and torn by his experiences in the Outer 
  Reaches. In conversation with Alvis, Ethelyn will 
  make a reference to continuing their quest for the 
  Stone of Ashazuhr. Alvis will be reluctant to discuss 
  this item with the characters but after realising their 
  potential usefulness, he will eventually explain why 
  his group were in the Outer Reaches.  
   
  Brownhill relates that he came looking for a structure 
  called the Tower of the False King. He explains that his 
  life has been devoted to research on a supposedly 
  mythical culture known as the Empire of Barazuhn. He 
  and Ethelyn are from Kingsvale where Alvis works as a 
  sage and an historian.   
  During his researches, he discovered locked in the 
  vaults of the royal palace, a set of archives. In these 
  archives were records of previous ages past. As he 
  studied the accounts, he found that references were 
  frequently being made of a magical gem – the Stone of 
  Ashazuhr. This stone was closely linked to the rise of 
  the Barazud culture and its dominance of the lands 
  around.  
  According to his research, this stone, probably a 
  great sapphire, held mystical and wild powers which 
  might, if used correctly, strengthen the Kingdom of 
  Sarvania from its enemies. Becoming fascinated with 
  the legends behind the Stone, he reported this to his 
  superiors. However, the other sages within the palace 
  dismissed the legend as a fiction and rejected his pleas 
  to send a mission out to locate the stone. They refused 
  to even bother the Emperor with the news.  
  Alvis therefore decided to find it himself and bring it 
  before the Emperor for the good of all Sarvania. He 
  raised and funded a group of supporters and headed to 
  the last known resting place of the gem, the Outer 
  Reaches. It was on the way there when his ship was 
  ruined in a storm and his party slaughtered by the 
  bandits led by Zyler. Now perhaps the party will help 
  him find the Stone of Ashazuhr and keep Sarvania safe 
  for future generations.   
  
   
   
       22 
  Alvis Brownhill is not all he seems. On the outside 
  a genial and perhaps even bumbling academic, his 
  manufactured exterior hides a fanatical and 
  determined nature which has long since descended 
  into obsession. He does indeed want the Stone of 
  Ashazuhr, but not for any reasons such as saving 
  Sarvania. In fact he could not care less for the Empire, 
  its rulers or its people. He wants the stone for himself.  
  With the powers he thinks the stone will bestow he 
  will, he believes, be able to dominate and take over 
  the throne of Sarvania. This obsession has been 
  dormant for many years but now, with further 
  research, he believes that he has narrowed down its 
  location. 
  Unfortunately 
  for him, this 
  location is 
  somewhere in 
  the Outer 
  Reaches of 
  Sarvania – 
  therefore he 
  needs help. His 
  capture and the 
  death of his 
  party were a 
  hindrance, but 
  since his 
  escape, and 
  importantly 
  since he met the party he can now return to fulfilling 
  his destiny, as he sees it. Ethelyn knows nothing of 
  this and has always taken Alvis to be exactly what he 
  says he is – a good hearted man with noble motives. 
  She will not believe otherwise and will passionately 
  defend him against any criticism – she sees him as a 
  genius. 
   
  A wisdom: insight (DC 14) check – will reveal that 
  Brownhill is hiding something. If pressed he will 
  reveal exaggerated but not impossible stories of great 
  wealth to be found with the stone. He will claim that 
  he wasn’t sure about passing this information on to 
  the party in case they were obsessed by greed. He 
  will, however, become very suspicious of the party 
  member who challenged him and be very careful 
  about revealing himself in the future. He may even 
  use Ethelyn as a tool to assuage suspicions.  
   
  The Tower of the False King does exist, as does 
  the Stone of Ashazuhr. They, however, have little to 
  do with what Alvis thinks they do. The tower is 
  located in the large forest to the southwest of the 
  Outer Reaches and belonged to one of Ehalazuhn’s 
  greatest commanders, Ekasusuhr. In times past it was 
  called the Tower of Ashazuhr. It became known as 
  the Tower of the False King during Ekasusuhr’s 
  sovereignty over this area in the name of Ehalazuhn.  
  The stone can still be found there. In fact, it is one of 
  the three Jewels of Ehalazuhn. These stones, when 
  combined, will give access to the Water God’s palace 
  and throne room in the Outer Planes. The jewel was 
  placed in the tower under the protection of his 
  strongest lieutenant. With Ehalazuhn’s fall it 
  remained there and is still guarded by the phantom of 
  Ekasusuhr, who awaits his master’s return. The party 
  on undertaking this quest will not discover or voyage 
  to the Tower of the False King at this point. This will 
  be included in Part Two of this campaign: Adventure 
  Module M2: Beneath the Razor’s Edge. Their quest 
  for now is to thwart Brownhill’s plans in Willow 
  Marsh. 
   
  The main problem Alvis has in his quest for ‘world 
  domination’ is that he is still unsure quite where the 
  stone is to be found. No-one at Perrett’s Fort knows 
  the tower’s whereabouts or has even heard of it. 
  However, Perrett is aware of a strange and some say 
  dangerous spirit in female form which exists in 
  Willow Marsh. He believes that it has powers beyond 
  mortal men in understanding the ways of the past. 
  Perhaps the spirit may be able to aid them in their 
  quest. Perrett will relate a tale passed to him by 
  Edstan, the lighthouse keeper, of two people seen a 
  month ago headed east to consult the woman, one of 
  which was a knight, but only one came back – and he 
  was half mad. He believes the man who returned was 
  called Calvin.  
   
  No-one can get through the marsh without guide. 
  Perhaps Wild Cal (for it is he) can guide them to visit 
  this spirit. After all, it would appear that he has 
  already been there. Cal currently resides in the jail at 
  Foley’s Way Station. To gain his help, it appears that 
  the heroes must break him out.  
   
   
  
   
   
       23 
  JAILBREAK 
   
  Cal is held in the jail within Foley’s Way Station. It 
  is necessary for the party to break him out of this jail if 
  he is to lead them through Willow Marsh. Entrance to 
  the compound in daylight hours, should they want to 
  make a plan will not be a problem as they have 
  already been granted entry previously. However, 
  getting Cal out might be. The compound is home to a 
  garrison of 16 guards and one sergeant. Not all are on 
  duty at the same time however. It may be wise for the 
  party to spring Cal at night time when little stirs and 
  they will receive the benefit of darkness. During the 
  night, 10 guards will be asleep in the bunked barrack 
  area next to the jail. Although the jail adjoins the 
  barracks, there is no access – it is a solid wooden wall.  
   
   
   
  Outside the barracks, the remaining six guards 
  will be on duty. Four will be posted in the towers – 
  one in each, and two patrol the walls. Each tower has 
  an alarm bell which if sounded will raise the garrison. 
  The guards in the towers are more concerned with the 
  situation outside the walls at night, but will look on 
  occasion inside the perimeter. The other two guards 
  walk around the walls in an anti-clockwise direction 
  before returning the way they have come. The 
  sergeant, although awake, will be in the office next to 
  Cal’s cell. There is an entry door to the jail from this 
  office – the door is barred and the occupants of the 
  cell are always visible from his office. 
   
  The key difficulty will be how to break Cal out 
  while not disturbing the guards. The timber stockade 
  
   
   
       24 
  of the trading post is rough and relatively easy to 
  climb if adept in such things – a Dexterity: Acrobatic 
  Check (DC 12) will accomplish this task. In the 
  party’s favour is that the guards’ coverage in terms of 
  vision is not complete. The two towers near the gates 
  cover the inside section of the compound but the 
  other two only cover a small area due to the 
  intervening buildings. The central section of the 
  compound is reasonably well lit by torches – bright 
  light reaches to a radius of 20’ and dim light to 
  another 20’. Therefore, bright light will cover all 
  doors, whether to the trading post itself or the 
  barracks area. If a character enters this area when a 
  guard is looking (25% chance) he will be easily seen. 
  The bright light of the torches therefore essentially 
  covers most of the frontages of the buildings. The 
  alcove which leads to the jail and which has a barred 
  window is blocked by the buildings and therefore 
  counts as total darkness. There is also a barred 
  window at the rear of the jail – this is also shrouded in 
  darkness unless a guard wanders by. 
   
  The dim light outside of the torches’ immediate 
  glare offers more cover. In this area of dim light, the 
  guards suffer a disadvantage to perception checks. As 
  the guards should not be aware of the characters 
  presence or intentions, they are not alert. The guards 
  on the wall walk 90’ apart and cover 30’ per turn. The 
  guards do carry torches however and so will be easy 
  to spot as they near the party.  
   
  How the adventurers get Cal out is really up to 
  them. They need to formulate a plan to enter the 
  compound stealthily, as they will not be able to stay in 
  there when the gates are closed for the night. The bars 
  of the jail are not too solid and require a Strength 
  Check (DC 14) to bend. However the windows are not 
  designed to assist in the escape of a felon and 
  therefore are quite small – pulling a man, not known 
  for his sensibilities – through the window might 
  create a fair bit of noise. This is especially dangerous 
  as the guard barracks and the sergeant’s office are so 
  close. Also perhaps a plan to warn Cal of their 
  intentions may be advisable – otherwise he might 
  think they are coming to kill him and sound the alarm 
  himself.  
   
  It is important that the players realise that the 
  guards are just doing their job – they are not 
  legitimate targets for murder. Any plans to kill the 
  guards will probably go against alignment and 
  should be discouraged. They can, however, be 
  incapacitated. The players’ faces must not be seen 
  during the breakout as there will be a serious hue and 
  cry when Cal is missed. They don’t need the attention 
  of the Sarvanian government looking for them. If they 
  are recognised, Foley’s Way Station will be barred to 
  them until they can find some way of soothing the 
  anger of the army. Once Cal is out, and if the party 
  can keep him quiet, they can escape northeast, 
  through the hills and on to Willow Marsh. The party 
  will get 100 XP each for the successful jailbreak of 
  Wild Cal – 150 XP if they do so without raising the 
  alarm. 
   
  ENCOUNTER 6: MARSHBEAM 
   
  Willow Marsh is avoided by travellers. Many an 
  unwary soul has disappeared into the mire, never to 
  be seen again. This is not due to the inherent dangers 
  or the fauna in the area, although this is certainly 
  present, but because of the instability of the surface 
  and its changing paths. Anyone entering the marsh 
  with no reliable guide will find themselves lost within 
  a few hours. There is a blanket of mist which hovers 
  above the surface which obscures natural light to such 
  an extent that it becomes impossible to find one’s way 
  through the use of the sun, moon or stars. Very soon a 
  traveller will lose all sense of direction and it is only a 
  matter of time before they will stumble off firm land 
  and into the bog.  
   
   
   
  If at any time the party wander off the track Cal 
  suggests, they will begin to fall into its grasp. Every 
  turn spent in the marsh will risk a sodden fate as they 
  are dragged beneath the still, rank waters. A wisdom: 
  
   
   
       25 
  survival check at a DC 10 will keep them safe. If they 
  fail, they slip in and will start to sink rapidly. It takes 
  three rounds before anyone in heavy armour will be 
  dragged beneath the surface, four if in medium 
  armour and five if in light or no armour.  Once 
  ensnared by the bog, it will take one character holding 
  them to just stabilise their descent. It needs two to 
  drag them out. It will take the same number of rounds 
  to extract a victim as it has to ensnare them – so if they 
  have been sinking for two rounds, it will take two 
  rounds to pull them out.  
   
  Despite what he might think, Wild Cal is not 
  naturally gifted in finding his way through Willow 
  Marsh. In fact he is being guided to the centre of the 
  bog by Marshbeam, who needs more suitors to 
  assuage her need for love and companionship. This is 
  not the first time that Cal has entered the marsh; he 
  has done so with Rycharde of Kingsvale and several 
  times before. As Marshbeam’s hopes of love are 
  dashed each time, he is guided to find others. 
  Typically, it is not hard to find impressionable 
  travellers desperate to solve the mysteries of life, 
  whether it is how to solve a local dispute or how to 
  cure a sick loved one. Cal uses his gifts of persuasion 
  to make Marshbeam out to be a form of Oracle which 
  can answer their deepest questions. Once the 
  innocents are in Marshbeam’s grasp, Cal is turned 
  loose and allowed to leave the bog – only to be 
  instructed again when Marshbeam requires another 
  victim. Cal is not doing this out of malice; he does not 
  know that he is being manipulated by Marshbeam. He 
  does believe that he loves her in some spiritual sense 
  but it is clear that she sees him more of a worker than 
  a future suitor. The more Cal works for Marshbeam, 
  the more he loses his mind – the telepathic 
  connections between him and his mistress are too 
  powerful for his rather feeble intellect to counter. This 
  conflict has led Cal to commit various crimes– not for 
  any material gain but due to the madness engendered 
  by his contact with the marsh spirit. 
   
  The party will be moving very slowly in this 
  treacherous terrain, despite Cal’s guidance, and will 
  spend a night in the marsh. Wood is damp in the 
  swamp and so a fire will require a Wisdom: Survival 
  check (DC 12) in order to be successful. This time can 
  be used to fill in some back-story for this campaign. 
  Of course, Alvis Brownhill and Ethelyn will be with 
  them in this quest and it is through Alvis that they 
  will develop knowledge of the history of this region a 
  thousand years ago.  
   
  As night falls an eerie silence falls across the marsh. 
  Occasionally the cries of strange animals can be heard 
  – some far away, some too close for comfort. Brownhill 
  and Ethelyn stay close by. As you sit, Brownhill regales 
  you with stories of the past. He tells tales of the great 
  empire of Barazuhn, a great empire which ruled for 
  hundreds of years. It is this culture that he wants to 
  rediscover. The empire was so powerful that it learned 
  to interact with planes of existence other than its own. 
  Powers from other worlds were used to strengthen their 
  hold on their lands.  
  What happened to this great culture is unknown but 
  legend indicates a great cataclysm. There is mention of 
  the name Ehalazuhn - an evil force, summoned to do 
  the emperor’s bidding which broke its bonds and 
  summoned the waters to engulf the land in a disastrous 
  deluge.  
  Legend suggests that Barazuhn survived this 
  inundation but never regained the powers of previous 
  ages and fell into a dark age before disappearing into 
  myth. Brownhill explains that the chance to find a great 
  artefact from the time is too great an opportunity to 
  miss.  
  You are distracted by a sound from outside the camp. 
  A sudden rustling and splashing comes from out of the 
  dark and a large shape springs above the party and 
  lands in the middle of the camp.   
   
  The party is about to be attacked by a giant toad 
  drawn by the unfamiliar noises and might surprise 
  the party. The toad will attack a random victim at the 
  start of melee – this should be a party member rather 
  than Ethelyn or Brownhill. One round later another 
  giant toad will enter the melee – again by leaping in 
  and attacking a random member of the party. 
   
  If the body of one of the toads is cut open, the 
  party will find the half digested corpse of a young elf 
  – on his person is a necklace made of gold and an 
  ornate dagger. The necklace is worth 150gp. The 
  
   
   
       26 
  dagger is an elven made blade and is decorated with 
  silver stars – it is worth 100gp. 
   
  THE QUEST FOR LOVE 
   
  Marshbeam is not a malicious entity – in fact quite 
  the reverse. She is a wood spirit which has absorbed 
  her essence into the willow tree that lies in the centre 
  of Willow Marsh. She has lain here for decades, and in 
  that time has progressively become lonelier and more 
  detached from reality as the years have sped by. Now 
  she seeks someone to spend her existence with – 
  someone to spend the years alongside. Unfortunately, 
  her quest for love is unobtainable. Even though she is 
  immortal, her suitors have turned out not to be. She is 
  able to use her powers to beguile, to fascinate but not 
  to extend life. Therefore, those unlucky enough to 
  cross her lonely path have fallen into a deep 
  bewitchment, from which there is no return. In a 
  sense, Marshbeam’s efforts are a success – her targets 
  never leave her side and remain entranced forever. 
  However they, unable to fend for themselves or even 
  feed themselves, inevitably die due to thirst or 
  malnutrition. With every death, Marshbeam has 
  become more and more desperate until she has 
  become able to convince herself that any means 
  justifies the end.  
   
  As time has passed, so her myth has grown. To the 
  simple folk of the area, she has become a witch like 
  figure - an ethereal spirit which has magical powers. 
  In the way of local legends, Marshbeam is seen as an 
  evil presence in the marsh. Stories have grown of a 
  woman, beautiful to the eye but with a black heart 
  that snares innocents and bends them to her terrible 
  will – who summons gullible men into her web and 
  never releases them. Men have been known to have 
  disturbing dreams in which a strange and mystical 
  spirit summons them into the marsh. They have so 
  wandered willingly to their fate, never to be seen 
  again – even fighting against those who try to prevent 
  it. And yet she is also seen as an oracle – a mystic who 
  can answer your dearest desires and questions. In 
  fact, this is not too far from the truth – she has a 
  seeing capability which can indeed look into the 
  future in a limited sense. When she has a love in her 
  grasp, and this love is not dead, she is quite open to 
  visitations and emissaries. She can answer the 
  questions of those who find their way to her and will 
  be charming and amiable. Unfortunately, when her 
  love dies, which they inevitably will, she becomes 
  distraught with grief and will beguile the next victim 
  who crosses her path.  
   
  Rycharde of Kingsvale was one such unfortunate 
  victim. Dynastic issues blighting this premier family 
  of the capital and desperate to halt the decline of the 
  bloodline, Rycharde volunteered to visit the spirit of 
  the marsh to find a way of restoring the family’s 
  honour and prestige. Unable to find a way through 
  the marsh on his own he engaged the services of Wild 
  Cal, who, he was informed, had been through before.  
   
  
   
   
       27 
  Cal is one of the few who are familiar with the 
  marshes. He often came here to escape retribution 
  from the local magistrates for his various crimes. On 
  one such visit, he came across the willow in the 
  marsh. He watched as a man approached 
  Marshbeam’s willow and was ensnared and 
  succumbed to his fate. Even though he was not the 
  target of her affections Cal fell deeply and magically 
  in love with the spirit. Cast aside by Marshbeam, he 
  nevertheless became her willing servant. He now 
  follows her telepathic instructions and encourages the 
  desperate to come with him to the centre of the marsh. 
  He will then leave them with Marshbeam. Someday 
  he hopes to be summoned himself.  Now the 
  adventurers have come to him willingly and actually 
  wish to enter the marsh. In his twisted mind he hopes 
  that by giving Marshbeam multiple victims that he 
  will win her love and be permitted to stay with her 
  until the end of time.  
   
  While the party make their way to the centre of the 
  marsh, Marshbeam will become aware of their 
  presence. She will be concerned about the size of the 
  party and will try to remove any competition for her 
  affections. She controls the vines and creepers of the 
  locale close to her home and will have them attack the 
  group. She will concentrate her attacks on female 
  party members as she is aware that they are resistant 
  to her charms. Three of these marsh vines will 
  animate as the party approaches her willow. At this 
  moment, she will be part of the tree and thus invisible. 
   
  You stumble through the swamp, led cautiously by a 
  muttering Cal. You splash through fetid water, causing 
  marsh insects to rise up in clouds around you. These, 
  as if sensing fresh and rare blood, settle on any open 
  skin to sate their hunger. As you stagger forward it 
  appears as if the mist lightens ahead. The fog parts and 
  you see ahead a tree, probably a willow. It is clearly an 
  ancient specimen as it has become covered over with 
  vines and moss which appear to choke the life from the 
  tree.  
  Cal has become more agitated recently and this 
  apparition seems to make his temper worse. He has 
  developed a rapid blinking mannerism for a while now 
  and you can see his fingers working feverishly against 
  his palms. Clearly, he is uncomfortable and excited 
  about this lonely spot in the marsh.  
  As far as your eyes can penetrate into the white and 
  swirling mist there is no vegetation surrounding the 
  tree, just open and sodden fenland. Looking carefully at 
  the tree as you near, you think that you see what 
  appear to be two spots of bright emerald light 
  emanating from within the willow’s trunk. It appears as if 
  the tree watches you. At various points around the tree 
  you espy what look like sleeping humanoid figures. One 
  is sitting upright with its back to you. It appears to be 
  richly dressed in chain armour with a shield alongside it 
  – it does not move as you approach.  
  As you try to make out this mysterious vision in the 
  mist, the water swirls about your feet and three large 
  and thick vines detach themselves from the marsh and 
  swirl and whip at you.   
   
  The players are being attacked by Animated 
  Vines. The vines have a basic bludgeoning attack but 
  can also thrust their target into the marsh. The sinking 
  victim must be rescued in the same manner as earlier 
  before they sink beneath the filthy, brown water. The 
  vines are unintelligent but females will attract special 
  attention. 
   
  Once the adventurers have defeated the vines they 
  can approach the willow unmolested. Marshbeam 
  will emerge to meet them. 
   
  As you watch the willow tree from a short distance, 
  an ethereal female figure seems to detach itself from 
  the tree and step out into the swamp. Around her is a 
  light green glow which surrounds her entire body. She 
  is indeed beautiful, with long emerald hair, pale skin 
  and foliage of the tree as clothing. As she walks 
  towards you, you see that in fact she does not touch the 
  ground but seems suspended above it. She addresses 
  you, not in speech but from inside your head. Her voice 
  is like a gently bubbling spring. 
   
  
   
   
       28 
  Marshbeam will ask the party why they have come 
  to her in such large numbers bearing weapons. She 
  will look directly at Cal whilst she speaks. Cal’s 
  response is to burst into tears and explain that he 
  believed that he was doing her bidding. He will fall to 
  her knees. Alvis Brownhill will step forward and 
  demand quite aggressively that she tell him the 
  location of the Stone of Ashazuhr. As he advances 
  towards the spirit he will be accompanied by Ethelyn. 
  Marshbeam concerned by the somewhat aggressive 
  posture of Alvis and the party will demand a heart 
  from the party. In this she means someone to love but 
  Brownhill will misunderstand and believe she is 
  demanding a sacrifice. Thinking that Marshbeam will 
  divulge her knowledge only with a death he will 
  draw a dagger from the folds of his cloak and prepare 
  to slit the throat of Ethelyn, crying as he does so ‘I 
  fulfil this bargain - take this blood sacrifice and divulge 
  your secrets!’ 
   
   
   
  The party can react to this should they want to. It 
  will require a dexterity check (DC 10) to disarm 
  Brownhill before he plunges the dagger into Ethelyn. 
  If the saving throw fails then Ethelyn will die. This 
  will not concern Alvis – Ethelyn, similar to the rest of 
  the party, is an expendable asset to him.  
   
  Whether, Alvis is disarmed or commits murder 
  will not affect Marshbeam’s response. Furious and 
  confused at this sacrilege she will charm Alvis - but 
  not as a potential suitor. Her voice will be heard 
  saying ‘How dare you bring death to this place of beauty 
  and love!’ Alvis will be swallowed by a green glow 
  and slowly walk as if hypnotised toward Marshbeam 
  and the tree. The party will not be able to stop this 
  process. They can try to hold onto Alvis, but his body 
  is becoming ethereal and will slip through their 
  fingers. He will advance towards the tree and then be 
  swallowed within – he screams as he goes. Even if the 
  party attack Marshbeam at this point they cannot stop 
  this process – his fate is sealed.  
   
  If the group attack the spirit she will defend 
  herself. In this she will summon and another two 
  vines to help her. She will attempt to charm as many 
  of the party as possible into falling in love with her. 
  The party cannot kill Marshbeam – her being is 
  beyond their ken, but if she is reduced to zero 
  hitpoints, she will cease to fight and wish to end this 
  desecration of her home. She can then be negotiated 
  with. 
   
  
   
   
       29 
  The party can talk to Marshbeam instead of taking 
  aggressive action. If they do so, she will listen. She 
  will bemoan her fate and loneliness and reveal her 
  desire for love and companionship. She cannot leave 
  this place and all who profess their love for her die 
  shortly afterwards – she does not understand 
  malnutrition or even mortality. During this process, 
  Cal will have been hiding behind the party – now he 
  will lunge forward crying ‘Take me, my princess, for I 
  will love you like no other!’ 
   
  How the party will handle this is their choice. They 
  can leave Cal behind whereupon, Marshbeam will 
  accept him. He will follow the fate of others before 
  him should he do so. Marshbeam, in exchange for this 
  bargain, will transport the group out of the marshes. 
  The party may even be able to play on her guilt and 
  explain the suffering she has caused. They may, with 
  a charisma: persuasion (DC 14) check, convince her to 
  accept her lonely fate and to end her reign of terror. 
  She will withdraw into the tree and bother them no 
  more. She will always comply with any request to free 
  charmed colleagues. If the party can think of other 
  ways of ending the menace of Marshbeam then take 
  these ideas on their merits and adjudicate a suitable 
  saving throw.  
   
  Whatever they decide, Marshbeam does not know 
  the location of the Stone of Ashazuhr apart from the 
  fact that she sees it lying atop a great tower 
  surrounded by trees. She is referring to the Tower of 
  the False King which lies in the great forest in the 
  southeast of the map. This will be a target for 
  exploration in the second part of this campaign 
  Adventure Module M2: Beneath the Razor’s Edge. 
   
  At any time, the party can investigate the 
  ‘sleeping’ figures. They will find them all to be dead. 
  All are but skeletons in tattered clothing and reflect 
  Marshbeam’s attempts at finding her one true love. 
  The expensively dressed figure is Rycharde of 
  Kingsvale. He is in the early stages of decomposition 
  but has remained upright – in the pose he adopted 
  when charmed by Marshbeam – he never moved 
  again. Before they leave, a cursory search of the body 
  of Rycharde will reveal an insignia similar to the one 
  offered by Bernier of Kingsvale. They can take this as 
  proof of his fate. Rycharde also has a richly decorated 
  family dagger with the Kingsvale crest on its pommel. 
  This weapon is a magical family heirloom and is a +1 
  weapon. If returned to the family, Bernier will offer 
  them his own Saddle of the Cavalier in exchange as 
  well as 100gp. If the dagger is returned to the 
  Kingsvale family, the status of the party within the 
  Patrician faction in the capital will increase. There will 
  be no penalty if the party keeps the dagger, although 
  Bernier will ask if it was found with Rycharde’s body. 
  If they take the time to bury Bernier’s brother they 
  will receive his blessing and also benefit from a higher 
  XP reward.  
   
  If the adventurers leave and force Cal to 
  accompany them as a guide, he will resist and wrestle 
  with them. Once they leave the vicinity of the tree 
  however, he will calm and guide them out sullenly. 
  At the edge of the marsh he will distract the party, 
  turn and dash back to his fate inside the swamp – he 
  will not be seen again. If at any time the party leave 
  him unguarded and unrestrained he will do the same 
  – even if far from the swamp. If Ethelyn survives her 
  shattering experience in Willow Marsh, she will beg to 
  be escorted, shaken and humiliated to Foley’s Way 
  Station, from where she can make her way back to 
  Kingsvale. If the party resolve the Marshbeam threat, 
  they each earn 100XP from bringing peace to Willow 
  Marsh. If they buried Rycharde they earn an extra 50 
  XP each.  
   
   
   
   
   
   
   
  
   
   
       30 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  SERGEANT 
  Medium human, Lawful Neutral  
   
  Armour Class 16 (chain shirt, shield)  
  Hit Points 15 (3d8 + 3)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)    12 (+1)   12 (+1)    10(+0)    12 (+1)   12 (+1) 
   
  Skills Perception +2  
  Senses passive Perception 12  
  Languages Common  
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 + 2) piercing damage. 
   
   
  GUARD 
  Medium human, Lawful Neutral  
   
  Armour Class 16 (Chain Shirt, Shield)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)   12 (+1)     12 (+1)    10 (+0)  11 (+0)    10 (+0) 
   
  Skills Perception+2 
  Senses passive Perception 12 
  Languages Common  
  Challenge 1/8 (25 XP)  
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 1) slashing damage.  
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit range 80 ft. 
  /320 ft., one target. Hit: 5 (1d8 + 1) piercing damage 
   
   
  GIANT TOAD 
  Large beast, unaligned  
   
  Armour Class 11  
  Hit Points 39 (6d10 + 6)  
  Speed 20 ft., swim 40 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   13 (+1)    13 (+1)     2 (−4)    10 (+0)     3 (−4) 
   
  Senses Darkvision 30 ft., passive Perception 10  
  Challenge 1 (200 XP)  
   
  Amphibious. The toad can breathe air and water.  
   
  Standing Leap. The toad’s long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.  
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until this 
  grapple ends, the target is restrained, and the toad can’t bite 
  another target.  
   
  Swallow. The toad makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, a 
  swallowed creature is no longer restrained by it and can escape 
  from the corpse using 5 feet of movement, exiting prone. 
   
   
  ANIMATED VINE 
  Medium beast, unaligned  
   
  Armour Class 11  
  Hit Points 18 (3d10 + 3) 
  Speed 0 ft., range 20 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
     15 (+2)  12 (+1)     13 (+1)    2 (−4)     3 (−4)      3 (−4) 
   
  Challenge 1/2 (100 XP) 
   
  Push. The vines can force their targets back 10’ on a 
  successful hit. Anyone so pushed risks falling into the swamp 
  unless they succeed on a DC 10 Dexterity saving throw. 
   
  ACTIONS 
   
  Whip. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. 
  Hit: 7 (2d6) bludgeoning damage  
   
   
  MARSHBEAM 
  Medium humanoid, unaligned  
   
  Armour Class 14 
  Hit Points 33 (6d8+6)  
  Speed 30 ft  
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)   15 (+2)    13 (+1)    13 (+1)   14 (+2)    16 (+3) 
   
  Saving Throws Cha +5, Wis +4 
  Senses Darkvision 30 ft., passive Perception 12  
  
   
   
       31 
  Spell Saving Throw 13 
  Challenge 1 (200 XP)  
   
  Transfixing Charm. This works like a powerful Charm Person 
  spell. Anyone male attacked in such a way must succeed at a 
  Charisma (DC 12) saving throw or become hopelessly 
  enamoured with Marshbeam. They will not follow any 
  instructions but will become inactive whilst they stare transfixed 
  by the spirit. The effects of this spell are permanent until either 
  Marshbeam dies or releases the victim 
   
  ACTIONS 
   
  Multiattack. Marshbeam can attack twice per round. Once with 
  her scimitar and once with her Transfixing Charm spell. 
   
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.  
   
  PART 3: TAKING THE 
  WAR TO THE ENEMY  
   
  Part Three: Taking the War to the Enemy moves 
  the adventure forward to a point in which they are in 
  direct opposition to the plans of Ehalazuhn and his 
  acolytes.  The party will penetrate Nightforge, an evil 
  town under the control of Kagan Brax, a local 
  warlord. By the end of this mission the party will have 
  a better idea of why the Outer Reaches has become so 
  deadly and discover the impending doom that faces 
  Sarvania and its people. They will then progress to 
  Kraag’s Hideout where they will destroy his plans to 
  engage the local humanoids in the coming war. With 
  a fuller understanding of their mission ahead they 
  will proceed to Part Four: Disrupting the Designs of 
  Ehalazuhn. 
   
  ENCOUNTER 7: ON TO 
  NIGHTFORGE 
   
  When the characters return to Foley’s Way Station 
  to meet with Bernier of Kingsvale or to send Ethelyn 
  on her way, they will receive a message from Perrett 
  to return post haste to the fort. When they get there, 
  Perrett will ask them to investigate and neutralise 
  Nightforge - to protect the Outer Reaches and also 
  Sarvania.  
   
  On your return to Perrett’s Fort you see that it is well 
  on the way to being repaired and fortified. 
  Replacements have arrived from Sarvania to bolster the 
  garrison but Perrett looks worried.  Despite the recent 
  defence of the fort he believes that another assault is 
  inevitable.  A more serious attempt would break through 
  its defences and with it open the way into Sarvania.  
  Scouts have been sent out into the wilderness to try to 
  find out more about their mysterious assailants. News 
  came from the north east. A scout reported seeing a 
  small walled town about twenty miles away and saw 
  many soldiers, better armed and organised than the 
  ones who attacked here. He was attacked by enemy 
  riders before he could investigate further. 
  “Head north east my friends. Make your way to this 
  town; try to find out what kind of threat it poses, and if 
  possible, gain admittance. If there is anything you can 
  do to end this threat to Sarvania then please do so. If all 
  goes well, return here and report. I wish you well and 
  will pray for your safe return.’ 
   
  As the players may have discovered already, this 
  fortification is called Nightforge and is the local base 
  of operations against Sarvania. Nightforge has grown 
  over the last few years when Sarvania’s eyes were 
  turned elsewhere and is nestled in a forest out of 
  direct view. The town is presently governed by Kagan 
  Brax, a ruthless warlord and a senior supporter of 
  Ehalazuhn’s in the Outer Reaches. He has been 
  ordered to conduct a strategy of testing the defences 
  of Sarvania as a prelude to an all out assault when the 
  armies of Ehalazuhn are ready. A regularly used path 
  leads from Deepbelly towards Nightforge and thus 
  the adventurers should have no difficulty in finding 
  the town. 
   
  You travel northeast for two days, beyond the bandit 
  camp, to where it skirts around a large forest. Nestling 
  in a clearing, you see tents and beyond, the walls of a 
  large fortification. Carts are entering and leaving the 
  town, as are armed men. At the gates stand two guards 
  who occasionally stop and question those entering the 
  
   
   
       32 
  town. Beyond the gates, you can see thatched buildings 
  and other structures. The walls of the town are 
  occupied by several armed guards, who observe the 
  proceedings below or pace the battlements. Outside 
  are camped soldiers - probably over a hundred.  
  As you watch, a small group of horsed men, led by a 
  human in dark purple robes canters out of the gate. 
  They carry a plain dark blue banner.  Men move aside 
  to let them pass as they head north and gallop at speed 
  out of sight.  
   
  It will be become clear to the party that they are to 
  make their way into Nightforge through stealth - they 
  will not win a direct assault on this camp and the 
  walls of the town. The riders they have seen is the 
  envoy from Brax to Kraag in the Cloven Ground. 
  Outside the walls of Nightforge, a camp of allies and 
  soldiers has mustered as an army. The camp numbers 
  at this time around 120 soldiers in 20 large tents with 
  four officers. The characters need to get through the 
  tented camp to enter Nightforge.  
   
  WALKING INTO THE LION’S MOUTH 
   
  NOTE: The following will only be possible if 
  Nightforge has not been alerted by the escaping 
  bandit at Deepbelly. If he has betrayed the presence 
  of the heroes then the guards and soldiers will be 
  alerted to them and a peaceful passage will be 
  impossible.   
   
  Despite its foreboding appearance; it is actually 
  possible for the characters just to walk inside the 
  town. Nightforge is a busy and armed town, but in 
  this lies its weakness. As there has been no Sarvanian 
  Army activity at all in this area the guards are fairly 
  relaxed and quite complacent. At some point, the lack 
  of news from Deepbelly might elicit a concern, but for 
  now the occupants have not checked up on Zyler and 
  his band. Despite this, some caution needs to be 
  shown as the party must first traverse the tented area 
  before approaching the gates. 
   
  If they attempt just to walk in they will elicit a 
  response dependant on how they appear to the 
  soldiers outside the town. It also may depend on the 
  time of day that they try to make an entrance. If they 
  establish that they are making an effort to conceal any 
  good alignment orientated equipment it is quite 
  possible that they will be taken as other soldiers 
  arriving at the town. Any skills held by the party in 
  terms of stealth or deception may also assist them 
  here. As they are adventurers rather than soldiers, it is 
  probable that they will elicit some interest, but this 
  will not necessarily amount to a challenge if they do 
  not act suspiciously. It will take three turns to pass the 
  tented area and to approach the gates. There is only a 
  10% chance at the beginning of each turn that they 
  will be challenged if disguised. This falls to a 5% 
  chance at night due to poorer visibility, and the 
  sleepiness and indiscipline of the soldiers. If they have 
  made no attempt to disguise themselves then this 
  chance increases to 40% as they will appear totally at 
  odds with the general populace of the area (20% at 
  night).  
   
  If a challenge is made, then initially this will be 
  only by one man who will question their presence 
  there. However he can be persuaded or intimidated 
  to go away (DC 14). This roll will be at advantage if 
  the party make no overtly aggressive actions and bluff 
  it out. If the persuasion/intimidation is a failure then 
  another soldier will arrive due to the interest caused 
  by the first challenge. The party can still rescue the 
  situation and persuade or intimidate them to leave at 
  a DC of 14 without advantage. If this attempt fails an 
  officer will demand their arrest. If an arrest attempt is 
  made, the intention is for the party to be restrained 
  and captured, not killed. Therefore they will be 
  grappled by their opponents and knocked 
  unconscious.  
   
  At the beginning of the melee, there will be only 
  five bandits present but this will increase every two 
  rounds by another five until the whole camp is 
  alerted. It might be possible to escape if they act 
  swiftly but if they take too long or attempt to fight it 
  out they will swiftly become outnumbered. They will 
  continue to be grappled and beaten until they all fall 
  beneath zero hit points or surrender. If the party is 
  captured, they will be taken into Nightforge, stripped 
  and imprisoned for questioning. The soldiers in the 
  camp are classed as guards. Their officers, of which 
  there are four, are classed as thugs. 
   
  
   
   
       33 
  If the party gets to the gates unmolested they will 
  be able to persuade/intimidate the two guards to let 
  them through (DC 12 if disguised, DC 14 otherwise). 
  If the party are aware of important players in their 
  quest, they can use this information. Namedropping 
  Kagan Brax or Zyler will help their efforts, as the 
  guards are afraid of them (the difficulty check will 
  have advantage). Both types of check can be made. If 
  a Persuasion check is failed then they will be sent 
  away and no further action will be taken. If the party 
  fails an Intimidation check then they will be seen as a 
  threat and the alarm will be raised leading to the same 
  grappling attacks as described earlier. As GM you can 
  warn the party that the guards are looking agitated if 
  they are to attempt to intimidate them – this may 
  warn them of possible consequences. If the party gets 
  through the gates unmolested then they receive 50 XP 
  each for their efforts.   
   
   
   
  SCALING THE DEFENCES 
   
  If the heroes try to scale the walls they will need to 
  be aware of the sentries and find a place which cannot 
  be seen by the tented camp. The rear of the town will 
  be a typical place as it backs onto the forest. If they try 
  to pass through the tented area they will have to pass 
  the same checks as under the Walking into the Lion’s 
  Mouth episode. They can make their way through the 
  forest without being seen. If this route is chosen they 
  will disturb and be attacked by a brown bear. When 
  this creature is dead, the party can proceed – the 
  melee will not have been heard and the alarm will not 
  have been raised.  
   
  Once under the walls, it will be impossible to tell 
  where the guards are. Unless they actively state that 
  they are attempting to locate the guards above by 
  listening or other methods they will have a 30% 
  chance of a sentry being very close, 30% being close 
  or 40% being out of hearing. The walls are scalable by 
  a character with good dexterity: acrobatic skills (DC 
  
   
   
       34 
  16). A falling climber will suffer 1d6 bludgeoning 
  damage from the fall but will not be heard unless 
  there is a very close sentry – who will investigate. 
   
  The climber needs to succeed in a dexterity: stealth 
  check vs. the passive perception of a sentry who is 
  close. If he succeeds then he will go undetected and 
  he will reach the top. If the sentry is very close then 
  the climber will be at a disadvantage on this check 
  and is more likely to be heard or seen. If the sentry is 
  out of hearing range then the climb over the 
  battlements automatically succeeds.  
   
  If discovered then it will be the climber’s choice 
  about how to react – either by trying to incapacitate 
  the sentry or by fleeing. The alarm will be raised at 
  the end of the second round of combat by guards who 
  hear the melee on the walls. If the party throw a 
  grappling hook over the battlements there is more of a 
  chance of being heard. If there is a very close sentry, 
  then the alarm is automatically raised. If a sentry is 
  just close, he will investigate the noise and arrive just 
  as the first climber crosses the battlements. A sentry 
  further away will not hear anything.  
   
  If the party enter Nightforge with no alerted 
  guards then they will gain 50XP each. 
   
  OUT ON THE TOWN 
   
  Nightforge is a busy and bustling military hub. 
  Carts and wagons enter, unload their cargoes and 
  leave on a regular basis. These wagons are unloaded 
  in the central square by the garrison of the town and 
  stored in the various buildings within the walls. 
  Nightforge is being used as a marshalling point for 
  the forces being raised by Ehalazuhn’s minions. The 
  buildings within are stone with thatched roofs and are 
  all single storied apart from Kagan Brax’s quarters. 
  Dominating the central courtyard is an unnamed 
  writhing statue of Ehalazuhn. It is carved to appear as 
  an elemental force, a towering column of murky 
  water. Within the statue’s swirls and ripples are the 
  faces of the despairing souls entrapped by the god. 
  All possess a grimace of death or pain. Any attempts 
  made to ascertain the subject of this statue will be 
  successful but will raise suspicion, as the occupants of 
  Nightforge would assume all within its walls would 
  recognise their master.  
   
  The force defending Nightforge consists of 21 
  guards and two officers. They would also normally 
  have had Zyler as captain. In ultimate command, 
  however, is Kagan Brax who resides in his quarters in 
  the centre of the compound. Brax is Zaleria’s 
  lieutenant in this area.  
   
  During the course of the day, the town is a hive of 
  activity and it will be easy for the party to pass 
  unnoticed. The party can wander as they will 
  throughout the compound without raising attention 
  as long as they stay away from Brax’s quarters. The 
  garrison is mostly concerned with external security – 
  most guards from the garrison are on the perimeter – 
  one per tower and one per stretch of wall totalling 11 
  men and one officer. Mostly, their attention is 
  diverted to outside the town but they can be alerted 
  by noise or alarms within. Two men guard Kagan 
  Brax’s quarters, day and night.  
   
  During the night, the gates will be closed and any 
  unrecognised or undisguised occupants will raise 
  suspicion and will probably be questioned by the 
  garrison. At night there will be only occasional 
  soldiers in the compound – most will be asleep in the 
  barracks. The wall guard will be reduced to six men in 
  the towers with one officer.  
   
  BUILDINGS 1 AND 2: EQUIPMENT STORES 
   
  The doors to these buildings are locked and 
  require thieves’ tools and a dexterity skill check (DC 
  10) to unpick the lock. This will take one turn. These 
  areas are currently unoccupied and hold 
  miscellaneous tools and goods necessary for the 
  campaign ahead. All general items available on the 
  players’ purchasing list are available here. The party 
  can restock their packs with anything needed from the 
  various boxes and barrels around the rooms. The 
  goods kept within these building include such items 
  as rope, lanterns, bedrolls and clothes, ladders, poles 
  and oil.  
   
  BUILDINGS 3 AND 4: WEAPONS STORES  
   
  The doors to these buildings are locked and 
  require thieves’ tools and a dexterity skill check (DC 
  10) to unpick the lock. These rooms are similar to 
  Buildings 1 and 2 are also unoccupied and contain a 
  
   
   
       35 
  large selection of military gear, such as melee and 
  missile weapons and ammunition of all kinds.  
   
  BUILDING 5: SIEGE MASTER’S QUARTERS 
   
  These rooms belong to Rassler Grail the Siege 
  Master who works for Brax’s fledgling army. Rassler 
  is a Level 5 Transmuter. If the building is entered at 
  daytime he will be at work in his office to the south. If 
  he is attacked during the day he will try his best to 
  escape and raise the alarm rather than fight it out toe 
  to toe.  
   
  The doors to these buildings are locked and 
  require thieves’ tools and a dexterity skill check (DC 
  14) to unpick the lock. If attacked at night he will be 
  asleep in his room to the north. However, Rassler is 
  paranoid and always lives in fear of assassination by 
  rivals. To this end, he always wears a Ring of 
  Protection+1 and at night time he casts Alarm on both 
  his exterior doors. Thus he hopes, through a silent 
  alarm, to be able to duck away from trouble. This he 
  will do if the party try to break into his quarters. He 
  will take his quaterstaff+1 and escape through the 
  other door to outside and raise the guards. Once 
  outside, he will do his best to harm the party whilst 
  calling for help. 
   
  Rassler’s office contains bookshelves and a desk 
  which is covered with official papers and drawings. 
  They document the design and building of siege 
  weapons, from catapults to bolt throwers. There is 
  little of real value in this room except for a small bag 
  in a desk draw containing a small ruby worth 50gp 
  and a bag of 75 gold coins. Hidden in his bedroom 
  under his bed frame is his spell book. This contains 
  his 1st and 2nd Level spells. These include: Alarm, 
  Protection from Evil and Good, Ray of Sickness, Witch 
  Bolt, Shield, Thunderwaye, Jump, Find Familiar, Levitate, 
  Blur, Darkness and Detect Thoughts. This will only 
  come to light if the bed is searched closely or with an 
  intelligence: investigation check (DC 12). A painting 
  of a large desert area on his bedroom wall is well 
  done and would raise 75gp if sold to a dealer – it is 
  fragile though. The painting depicts the lands of 
  Khanoumia, to the east of the Razor’s Edge mountain 
  chain. 
   
   
  BUILDING 6: GARRISON BARRACKS 
   
  This room is dedicated to the soldiers who defend 
  Nightforge. There are eight bunk beds holding a 
  maximum of 16 soldiers. These will be largely 
  occupied at night-time by 13 guards and an officer. 
  The occupants are rotated as shifts change over. 
  During the day these quarters will hold six guards 
  and one officer from the night shift. The guards will 
  not take kindly to strangers in their barracks. All 
  soldiers in the barracks will be unarmoured unless 
  they have 5 minutes to don their armour.  
   
  There is a locked chest (thieves’ tools and a 
  dexterity DC 8) which contains the soldiers’ 
  possessions including general bric-a-brac and 100sp 
  and 10gp in loose change. Also, the barracks hold 
  several spare uniforms – the players can make use of 
  these should they wish in order to enter Kagan Brax’s 
  quarters or to reduce the chances of them being 
  apprehended. 
   
  BUILDING 7: ZYLER’S QUARTERS 
   
  This building belonged to Kagan Brax’s lieutenant, 
  Zyler, before he left to establish Deepbelly and attack 
  Perrett’s Fort. It is locked and requires thieves’ tools 
  and a dexterity check (DC 14) to open. It is currently 
  unoccupied and contains his bed, desk and two 
  chests. These chests contain little of value except for 
  some fine shirts and breeches which would raise 15gp 
  if sold to a tailor but are worth 10gp otherwise. There 
  is also a silver inkwell worth 5gp. The letters detail 
  military matters relating to the recruiting and 
  payment of mercenaries. 
   
  BUILDINGS 8 AND 9: FOOD STORES 
   
  These buildings are not locked and are 
  unoccupied. They contain the food stores for 
  Nightforge. There are various tables, barrels and sacks 
  but little of any real interest or value. 
   
  BUILDING 10: JAIL 
   
  This building is used to detain those who fall foul 
  of the regime. Unless the party has been captured, it is 
  presently unoccupied. If the party have been taken 
  prisoner outside Nightforge, they will be placed here. 
  The ground is filthy and damp. Three, mouldy and 
  tattered beds have been supplied. A locked door 
  
   
   
       36 
  (thieves’ tools and a dexterity check DC 12) leads 
  from the prison to the jail keeper’s room. There is a 
  second door into the compound with a small barred 
  grill. It will also be locked and too will require 
  thieves’ tools and a dexterity check at DC 14 to open. 
  The doors are strong but could be battered down with 
  a Strength check (DC 14) although this would cause a 
  lot of noise and therefore attract attention.  
   
   
   
   
  If the party has been captured they will have been 
  remanded here as a prelude to interrogation. How the 
  party escapes is up to them. If enough noise is made; 
  the jailer, who is not too intelligent, will come to 
  investigate and could be overpowered. Alternatively, 
  an intelligence: investigation check (DC 12) of the 
  jail’s external door will reveal old and rusty hinges. 
  These can be worked free over time. Any of the party 
  emerging from the jail cell into the main compound 
  will not elicit any real attention – most of the 
  occupants of the town are passing through and 
  therefore will be unfamiliar with the town’s layout 
  and buildings. Also the jail opens up into a fairly 
  unobserved part of town. The party are not due be 
  interrogated until two days time and so they will have 
  time to plot and facilitate their escape. Their 
  belongings are held in the jailer’s office. How the 
  escapees cover their flight is up to them. If they fail to 
  do this, an alarm will be raised soon after their jail 
  break and a search conducted.  
   
  BUILDING 11: JAILER’S ROOM 
   
  This is where the soldier in charge of the jail 
  works. The room is fairly bare but contains a desk 
  with papers and a prison ledger on it. In a pile in the 
  corner of the room will be the characters’ equipment, 
  if they have previously been captured. The jail keeper 
  is a guard. If the party enter the jailer’s room from the 
  compound area, he will be filling in his prison ledger, 
  listing those recently executed. 
   
   
   
  
   
   
       37 
  BUILDING 12: STABLE 
   
  This room houses the horses belonging to Kagan 
  Brax and other notables. There are two horses 
  presently here. One is a riding horse and the other is 
  Kagan Brax’s warhorse. These would both raise 
  decent sum if sold to another stable or an interested 
  party – 40gp and 250gp respectively. The warhorse is 
  richly decorated in expensive fabrics and these are 
  also worth 50gp. 
   
  BUILDING 13: KAGAN BRAX’S QUARTERS 
   
  The aim is for the party to enter Brax’s quarters 
  and to find evidence of his plot to gain the aid of 
  regional humanoids, beginning with Kraag to the 
  northwest. This is by far the largest building in 
  Nightforge. Kagan Brax uses this building as an 
  administrative centre for organising his attacks on the 
  west. It is built of stone, has a tiled roof and is entered 
  through a double door on the west side. Brax’s 
  quarters are guarded by two soldiers who will admit 
  no-one without a prior appointment with their leader. 
  These guards can be persuaded or intimidated but it 
  is not easy (DC 16). A party which is disguised will 
  reduce the DC to 14. The party will probably be 
  refused entry and attacked if suspicions are raised. To 
  enter Brax’s headquarters, the party may need other 
  means.  
   
  The lower floor rooms have windows through 
  which the occupants and detail can be seen. They are 
  barred. The bars can be bent and require a Strength 
  check (DC 16) to do so. The opening is too small to 
  allow a person larger than size small to pass. The 
  annex to the south is made of glass similar to a 
  greenhouse. A large pool which is dominated by a 
  central statue can be seen within. The statue 
  represents Ehalazuhn and is similar to that within the 
  courtyard. There are no opening windows in the sides 
  of the annex but on the flat roof, a skylight has been 
  left ajar. If the party break the glass of the annex it will 
  create a disturbance which will be investigated. If they 
  can enter the annex through the skylight, they will 
  make no noise but could be seen unless precautions 
  are taken.  
   
   
  ENCOUNTER 8: THE HOME OF 
  KAGAN BRAX 
   
  ROOM 1: ENTRANCE PORTICO 
   
  This 15’ square room is unoccupied but richly 
  decorated. Clearly someone has spent time here to 
  create a sumptuous first impression. Three heavily 
  carved doors lie on each of the north, south and east 
  walls and a more functional pairs of double doors is 
  centred on the western wall. The floors are decorated 
  with a checked pattern tile and two marble pillars stand 
  in the northeast and southeast corners. The walls have 
  half height oak panelling.  
   
  This entrance portico has been designed to 
  magnify the status of Kagan Brax to any visitor. 
  Anyone having an audience with Brax will enter 
  through these doors and be directed into the waiting 
  room to the south. A listen at the western double 
  doors will easily pick up the noise of the hubbub from 
  within the town’s compound (wisdom: perception at 
  DC 8).   
   
  ROOM 2: OFFICE 
   
  This room appears to be a working office. At the east 
  end there is a desk with papers piled upon it and a 
  plush velvet chair. Against the north wall is a book shelf 
  containing scrolls and leather bound tomes. Three 
  windows look out into the compound of the town. Hung 
  on a wall is a painting of a muscular, long haired, wild 
  eyed man in mail armour. It is entitled Lord Kagan Brax. 
  He holds a great sword, point down. Behind him is a 
  view of mountains and nestled within these peaks is a 
  large fortified gateway leading into the mountainside. 
  An army gathers outside this gateway. 
   
  This is Kagan Brax’s office where he meets 
  delegations from surrounding factions and where he 
  deals with the business of raising an army. There is 
  nothing of real monetary value in this room. The 
  scrolls and books relate mainly to the running of the 
  town and accounts related to paying his supporters. 
  
   
   
       38 
  In a draw in the desk is a letter to Zaleria in Skard 
  which has yet to be sent. 
   
  My love Zaleria  
   
  Plans here proceed apace. The local banditry flock to my 
  banner – no doubt encouraged by the offer of riches 
  available in Kingsvale. They are a motley band but are 
  expendable and will serve to distract and delay the enemy 
  until your great host can be organised. Already I have 
  dispatched Zyler to destroy the Sarvanian outpost to the 
  southeast. I am yet to hear a report of his progress but I 
  trust all is well and the mission has been accomplished 
  satisfactorily. I have also sent an envoy to see Kraag in his 
  caves in the Cloven Ground. He has a great deal of 
  influence with the humanoid forces hereabouts and will 
  prove a useful ally – assuming of course he doesn’t kill my 
  messenger. Please proffer my deepest loyalty to our master 
  and reiterate my firm loyalty to his great cause. 
   
  Kagan  
   
  ROOM 3: TAPESTRY ROOM 
   
  This richly adorned room is bare except for two large 
  tapestries.  These are hung on the north and south 
  walls. In the eastern wall is a double door. The 
  tapestries show different events but both seem to have 
  a water- based theme. The northern drape contains an 
  image of a large city, unlike any that you have visited in 
  Sarvania before. The buildings look unfamiliar and are 
  designed in a somewhat archaic fashion. Above the city 
  is a great wave hundreds of feet high. It looms over the 
  walls. The water which makes the wave is not pure blue 
  but a foul green colour. The people of the city flee in 
  panic but the image suggests they are doomed.  
  The southern tapestry depicts a huge whirlpool of 
  foul, green water which swirls within a great chamber. 
  Within the grip of the pool are what appear to be souls 
  screaming and being sucked deeper and deeper. The 
  image seems to show a vision of a watery hell.  
   
  These tapestries are artistic renditions or the rise of 
  Ehalazuhn and his hellish abode. They show the 
  destruction waged upon Barazuhn by the demon and 
  his minions and one of his corporeal forms; that of an 
  evil, foul whirlpool. They were given to Brax by 
  Zaleria and he has put them in a prominent place in 
  order to display his loyalty to his master.   
   
  ROOM 4: STAIRCASE TO UPPER FLOOR 
   
  You enter a semi-circular room with no windows. The 
  walls and floor are fitted with turquoise marble. 
  Dominating this room is a large ornate staircase about 
  8’ wide. The steps are decorated with a thick blue/green 
  carpet. The banisters of the staircase are made of a 
  rich reddish wood with brass posts. It winds its way 
  upward, bending to the left and disappearing out of 
  view. On either side of the staircase stand two suits of 
  plate armour. The armour is decorated with ornate 
  scroll work and heraldic etchings. 
   
  The room contains three animated armours as 
  guards – the fourth is not animated. As soon as 
  the party enters the staircase room they will 
  boom out ‘PASSWORD’. If the password 
  ‘Ehalazuhn the Destroyer’ is not uttered, they will 
  animate and attack.  There is nothing of any 
  value in this room and the animated armour will 
  be of no practical use after the melee.  
   
  ROOM 5: WAITING ROOM 
   
  This room has been richly decorated in carved wood 
  panelling and has a tiled floor. Within the chamber are 
  various velvet covered seats and a sofa. The room has 
  the appearance of an audience or waiting chamber. 
  Three windows look out into the town. There is what 
  appears to be a silver candelabrum suspended from the 
  ceiling. There are doors in both the north and south 
  walls. 
  
   
   
       39 
  The room is bare apart from these details. The 
  candelabrum is indeed silver and is worth around 
  100gp. It is however bulky. If broken down the value 
  of this item will fall to 50gp. 
   
  ROOM 6: EHALAZUHN’S FOUNTAIN 
   
  This chamber is very brightly lit by a large 
  candelabrum. This must be made from either copper of 
  brass as it has acquired a tint of verdigris about it. It is 
  clear that this has been caused by the heavy moisture in 
  this room.  
  In the centre is a large fountain with a statue of a figure 
  similar to that in the town square outside. The water 
  spray from the fountain has a salty taste to it and so you 
  deduce that this is probably sea water. How a fountain is 
  powered by sea water so far inland is a mystery to you.  
  The tiles on the floor are a bright turquoise colour. The 
  whole room is surrounded by glass windows which look 
  out into the town courtyard. In front of the fountain is a 
  lectern on which there is a book. 
   
  The room is bare apart from the items described 
  here. The statue is a manifestation of Ehalazuhn. The 
  statue and fountain are harmless. The book is written 
  in an arcane hand and is undecipherable to the 
  untrained eye. Any character successful with an 
  intelligence: investigation check (DC 10) will see the 
  word Ehalazuhn being repeated throughout the text. 
  This is a prayer book for Kagan Brax. It has no 
  magical properties and is used in the worship of his 
  deity. 
   
  ROOM 7: AUDIENCE CHAMBER 
   
  This room is bare apart from two potted shrubs against 
  the west wall. It has wooden panelling and a tiled floor but 
  little else. A large ornately carved door lies within the 
  western wall also.  
  On this door is a sign which states ‘None may enter 
  without the permission of Kagan Brax’. 
   
  The room is an antechamber before entering Kagan 
  Brax’s private quarters. Visitors wait here to be seen. 
  It also has a pressure plate mounted in the floor in 
  front of the west door. This is connected to an alarm 
  which will alert Brax to any interlopers. This plate is 
  disguised in the tiles but can be spotted and thus 
  avoided on a wisdom: perception roll (DC 14). 
   
  ROOM 8: KAGAN BRAX’S QUARTERS  
   
  You enter a large plush room about 35’ long by 15’ 
  wide. It is richly decorated with tapestries and other wall 
  hangings. In the northwest corner, there is a large four 
  poster bed with two bedside cabinets. This bed is iron 
  and is covered with rich green velvet. Four large 
  windows illuminate the room. Three doors including the 
  one you have entered lie on the eastern wall.  
  Along the southern wall is a wide desk behind which 
  a man sits. He is a large muscular man with long, dank 
  hair. He wears black chain mail. Beside him, is propped 
  a great sword. He holds the chain of a horrific two 
  headed dog with red eyes which snarls and salivates as 
  you enter. 
   
  If the party has not alerted him by stepping on the 
  pressure plate in Room 7, then Brax can be surprised. 
  If the party set off the alarm, Brax will be readied for 
  their attack and thus cannot be surprised. Kagan Brax 
  is a Level 6 Barbarian Berserker. As they enter he will 
  raise himself from his chair and scream a war cry. 
  This is Brax entering a rage. He will attack with the 
  aid of his death dog.  
   
  After the melee, the 
  party can investigate 
  Brax’s belongings. His 
  bed is richly decorated 
  and the velvet 
  coverings will be worth 
  50gp if undamaged. 
  The bedside cabinets 
  have nothing of value 
  except for a small book 
  called ‘The Teachings 
  of Ehalazuhn’. This 
  book however, is full of symbols and archaic writing 
  and is undecipherable. The desk contains little of 
  value, mainly military rosters and quartermaster 
  stores. It does however have a map of the area and on 
  
   
   
       40 
  this map is marked with the location of the Cloven 
  Ground. The map is also labelled Kraag’s Domain 
  which lies within the Cloven Ground. A note is 
  written on it which states ‘Envoy sent’. One of the 
  paintings shows a beautiful woman in a blue/green 
  dress. Her hair is tinted blue. Behind her are 
  mountains.  
   
  ROOM 9: TREASURE ROOM  
   
  NOTE: This room is alarmed by a switch on the top of 
  the door frame. The alarm will have to be actively 
  searched for. If the alarm is not seen and deactivated 
  (wisdom: perception DC 12) then the sound of bells 
  will emanate from Brax’s HQ into the courtyard. This 
  will alert the garrison of the party’s existence. 
   
  You enter a blue velvet padded, 15’ by 15’ room. Inside 
  are large and small chests as well as lockboxes. There 
  are also various items of jewellery and ornate figurines. 
  Most of the items within this room appear to be copper 
  and silver but some gold does glint through. It would 
  appear that this may be the treasury of Nightforge. 
   
  If the party take a while to sort through these 
  goods and separate the valuable from the worthless 
  they will amass a total of 750gp in coinage and six 
  25gp lapis lazuli gems. Within a small lockbox also lie 
  3 vials – each of which contains a Potion of Healing. 
  There is also a scroll case. This contains a parchment 
  scroll with three spells on it, these are – Guiding Bolt 
  (1st Level), Healing Word (1st Level) and Continual 
  Flame (2nd Level).  
   
  If the alarm is not disconnected, any remaining 
  soldiers will make their way to the building. The 
  guards in the towers will attempt to shoot any enemy 
  emerging. The enemy will also close the gates to 
  prevent escape. The party will need to defend 
  themselves and then escape the town. Brax’s personal 
  quarters have a lock which can keep attackers outside 
  his room until they batter it down. This will take five 
  minutes. If it becomes clear to the garrison that Brax is 
  dead, the morale of the soldiers will fall. If they fall to 
  six men, officers or guards they will flee the town 
  through the gates. If this occurs, the party will have to 
  make their escape quickly as their alarms will 
  summon others from outside the walls. 
   
  ROOM 10: DRESSING ROOM  
   
  This room hold clothing and miscellaneous items. 
  There are cupboards and chests of drawers. Some of 
  these clothes are richly decorated in lace and velvets. 
   
  This is Kagan Brax’s dressing room. The clothing 
  itself is of good quality and would be worth 50gp to a 
  tailor or clothing merchant. Apart from this, there is 
  little of interest here. Once the party defeats Brax they 
  need to return to Perrett’s Fort to report. 
   
  ENCOUNTER 9: THE CLOVEN 
  GROUND 
   
  Upon the party’s return to Perrett’s Fort from 
  defeating Brax they each receive 150XP for removing 
  Ehalazuhn’s military leader in the Outer Reaches. 
  Perrett will also give them three more Potions of 
  Healing in thanks for their efforts and to assist them 
  in the coming struggle.  
   
  Sergeant Perrett is overjoyed to see your return home, 
  especially with the good news that the threat posed to his 
  command has been removed. He is concerned, however, 
  about the information you relate about the Cloven Ground 
  and the attempt to enlist the aid of Kraag. Pointing to a 
  vellum map he says that rumours have certainly pointed 
  towards the Cloven Ground as an area worth 
  investigating, but soldiers sent there failed to return. 
  “My friends, could I please ask of you one more deed 
  which would ensure the security of our charge here. Head 
  north, towards the sea – investigate the Cloven Ground 
  and remove Kraag if possible. If successful, assess the 
  situation and see if any further action is necessary. Your 
  aid the Sarvania in such a fashion is of immense value to 
  us.” 
   
  The aim of this section is for the party to strike 
  towards the Cloven Ground and to destroy Kraag’s 
  Hideout. Kraag is an orc chieftain who can be of great 
  use to Ehalazuhn’s intentions for the Outer Reaches.  
   
  
   
   
       41 
   
   
   
   
  He is a very competent organiser and holds a great 
  deal of influence in this region with the local 
  humanoid population. He could be very useful in 
  convincing other humanoids to join the coming war. 
  To this end Brax has dispatched an envoy to Kraag to 
  win him over to their cause. Kraag’s hideout lies 
  within the Cloven Ground, a natural fissure in the 
  earth which heads east – west for six miles towards 
  the sea. At the end of the Cloven Ground lies the 
  entrance to Kraag’s cave complex – it is here that he 
  must be engaged and destroyed. Fortunately for the 
  heroes, Brax’s envoy has met with opposition from 
  Kraag’s minions and thus has not yet had time to 
  present his case. 
   
  As you move westward, you discern what appears to 
  be a large cleft or crevasse in the ground to the west. 
  From the top, you can see that it extends miles to the 
  west and widens considerably the further it goes. Peering 
  down within the canyon, you see a small rocky path 
  windy down to the valley floor. You will need to watch 
  your footing should you descend. There is little vegetation 
  down below although some stunted and dried out thorn 
  bushes manage to cling to life.  
  You have a strange feeling that the Cloven Ground is 
  not as deserted as it might appear. Sheer cliff faces loom 
  either side of the valley, small rocks tumble from unseen 
  crags. A sense of danger and the feeling that you are not 
  alone haunts your soul. However, enter you must.  
   
  The valley sides of the Cloven Ground are very 
  steep and precarious. Loose stones and rocks would 
  sweep a climber’s feet away. The height of the valley 
  sides (150’) will also make lowering themselves down 
  difficult. However if the heroes can think of a way to 
  enter the valley at Kraag’s cave complex then they 
  should be able to do so and rewarded for intelligent 
  thinking. Most people brave enough to enter the 
  Cloven Ground however, do so from the east and the 
  sloping path. As the party proceed through the valley 
  they will face different challenges until they emerge at 
  Kraag’s hideout. 
   
   
  
   
   
       42 
  GUARDING THE PASS 
   
  At the entrance to the Cloven Ground, Kagan 
  Brax’s envoy, Nayte Rathmore has placed some 
  guards. They have been tasked with protecting the 
  horses of the envoy’s party.   
   
  Stumbling down the rocky path you round a corner to 
  see a group of soldiers from what must be Kagan 
  Brax’s diplomatic mission. They have encamped about 
  60’ from your location. Clearly they are not yet aware of 
  your presence. Five guards sit around a large fire whilst 
  two tend to the party’s horses. There are more horses 
  here than guards which suggests to you that the 
  envoy’s party has proceeded on foot.  
   
  There are 6 guards here led by an officer. They 
  guard all 15 riding horses of Rathmore’s group. If 
  losing, the remainder will attempt to flee into the 
  valley to warn Rathmore. Here they will meet their 
  end at the hands of the hyenas further inside. 
   
  NOTHING TO LAUGH ABOUT 
   
  As the party proceed into the Cloven Ground they 
  will see signs of a struggle. This is the result of an 
  attack on the envoy’s party by a pack of giant hyenas 
  from a cave just above the path. The corpses here may 
  be those who fled the party earlier or members of 
  Rathmore’s group.  
   
  Moving through a narrow part of the valley floor you 
  see signs of a struggle ahead. As you near, you can 
  see some bodies in soldier garb. These seem quite 
  fresh. All around are signs of a battle with broken 
  weaponry, blood stains and tufts of yellow fur. 
  Whatever happened here was brutal and protracted. 
  From the crags above you, you can hear a low growling 
  sound. This echoes around the valley floor making it 
  hard to narrow down its real location. 
   
  If the party are able to make a wisdom: perception 
  check (DC 10) they will be able to focus on the 
  direction of the growling and place it on a crag above 
  them to the south. If they proceed up to the crag they 
  will come across a cave, in which lives a pack of 3 
  giant hyenas. These will be fighting over the body of 
  another guard in the centre of their lair. The hyenas 
  will be occupied with their meal and thus if attacked 
  can be surprised. 
   
  If the party ignore the sound or do not investigate 
  the cave, they will be attacked from behind by the 
  hyenas. If this happens, the party can be surprised. 
   
  AMBUSH 
   
  Here the party will be attacked by a planned 
  ambush by orcs under the orders of Kraag. They did 
  not attack Rathmore’s party as it passed through too 
  quickly and took them by surprise. The leader of the 
  ambush would not mourn the loss of Kraag anyway. 
  Now, however, they are alerted and ready for any 
  other trespassers in the valley.  
   
  These orcs count as being in lightly obscured 
  terrain when hiding behind the rocks and also half 
  cover. If the party succeed in a passive perception 
  check at disadvantage they will be warned in advance 
  of the attack.  
   
  A small rock fall alerts you to the fact that you may be 
  being watched in this section of the valley. All around you 
  and above are crags and boulders. You can see several 
  shadowy figures watching you from behind rocks. They 
  appeared armed and certainly a danger. 
   
  If the party does not make a passive perception 
  check, they will be ambushed and may be surprised. 
  There are 8 orcs here. They are armed with great axes 
  and javelins. They are led by an orog.  
   
  
   
   
       43 
  The orcs have placed themselves on crags which 
  are hard to reach. There are two orcs on each crag. 
  There are rocky tracks which lead to the crags to allow 
  the orcs to descend and attack. Any party member 
  attempting to climb the loose shale paths must 
  succeed on a saving throw (dexterity: acrobatics or 
  strength: athletics with a DC 10) or slide down again. 
  Heroes can jump across from one crag to another with 
  another saving throw but if they fail the will tumble 
  down to the bottom and suffer 1d4 bludgeoning 
  damage. 
   
   
   
  The orcs will initiate the combat by throwing 
  their javelins. They will then break cover and 
  charge down towards the party. The orcs have 
  no treasure but the orog wears a silver necklace 
  worth 150sp. 
   
  THE ENVOY 
   
  When the party arrives at this location, a box 
  canyon, they will see the diplomatic party sent by 
  Brax attempting to make contact with Kraag and his 
  orcs. They are not having much success. Of the eight 
  bandits who entered the valley with him, only three 
  remain – several have been killed by the denizens of 
  the Cloven Ground. Now Rathmore is attempting to 
  fulfil his mission.  
   
  If the party watch the proceedings, they will hear 
  Rathmore call out in Orcish that he means no harm 
  and that he offers great wealth and power to the Great 
  Kraag. He states that he comes on a diplomatic 
  mission and wants to discuss terms with their leader. 
  At this several arrows fly out of slits in the rock face 
  and hit the rock in front of him.  
   
  The party can be given time to decide what to do 
  at this juncture. If they act against Rathmore, the orcs 
  inside Kraag’s hideout will sit and watch. They will 
  then defend their lair from the party too. If the party 
  try to converse with Rathmore, he will be aggressive 
  towards them. He will probably use the party as a 
  way of showing his strength to the orcs behind the 
  cliffs. He will call out that he will, as a sign of his 
  loyalty to the orcs’ cause, destroy the party as 
  interlopers. He hopes by doing so that he will win the 
  favour of the humanoids and affect a meeting with 
  Kraag. If the party sits back to watch the show, they 
  will be seen by a guard and Rathmore will attack 
  them as above. Rathmore is a Level 5 Knowledge 
  Domain Cleric and will be supported by the 
  remaining 3 guards. If the melee is getting out of hand 
  then Rathmore will run for the cliff face, cast Meld 
  with Stone and disappear – he will stay there until he 
  hopes the party has left and then return to Nightforge. 
   
  A noise of shouting warns you to beware as you 
  approach a bend in the valley. The floor of the valley 
  has narrowed here to 10’ – the rest is boulders and 
  loose fragments of rocks. As you peer around the bend 
  you can see a long 250’ area which you perceive to be 
  the end of the Cloven Ground. In front of you with their 
  backs to you are four men. They hide behind a group of 
  rocks and peer out towards the end of the valley. Most 
  are dressed in bandit garb but one is more richly attired. 
  He wears purple robes, chain armour and carries a 
  mace. He also carries a white flag alongside a blue 
  banner.  
  In front of the group the valley widens to around 40-
  50’. Along the north wall of the crevasse you can see 
  what appear to be cracks in the rock but these may be 
  more akin to arrow slits in a castle.  
  In front of the bandit group, and beyond their rocky 
  cover is the body of one of their number – he has been 
  pierced by several dark arrows. A white flag lies 
  fluttering in the dust beside him. 
   
  
   
   
       44 
  If the party defeat Rathmore they each receive 
  150XP for foiling Brax’s plans to involve Kraag’s 
  humanoids in the war. 
   
  KRAAG’S DOMAIN 
   
  Once Rathmore has been dispatched it will be 
  necessary for the party to enter Kraag’s caves and 
  remove him. They must first traverse the same area 
  covered as it is by orc archers. These archers have 
  poisoned their arrows with a weak venom taken from 
  local serpents. If the target fails a constitution saving 
  roll (DC 8) they will receive an additional 4 hit points 
  of poison damage. There are five arrow slits cut into 
  the rock face. At any time up to three may cover the 
  valley floor. The orcs within the cave system can be 
  hit but receive three quarter cover and thus will 
  receive a +5 bonus to their armour class. If they are 
  killed they will be replaced by other orcs. Any 
  character peering through an arrow slit will see the 
  rock cutting inside but little else. Once the characters 
  get to the western side of the canyon, they will need to 
  search for an entry point. This can be achieved on a 
  wisdom: perception check (DC 14). They can try 
  several times. It will be clear that this area is used as 
  an entrance to the caves due to tracks heading up to 
  the wall. This should encourage them to persist with 
  the search if necessary. Any time spent searching for 
  the door will see them as targets from within the cave 
  system – one arrow slit covers the secret door. Once 
  this has been achieved they will spot a secret lever 
  which opens the cave entrance. Then can then access 
  the cave system.  
   
  ENCOUNTER 10: THE CAVES OF 
  KRAAG 
   
  Kraag and his minions have slowly chipped and 
  extended their way into the cave sides over the last 
  year or so. They now have a decent lair. All walls and 
  ceilings are roughly hewn. Kraag’s caves are the 
  domain of a creature that does not require artificial 
  light to see. Therefore any characters without 
  darkvision will have difficulties here. A torch or 
  lantern however will alleviate this problem, although 
  it will signal a party’s progress through the system.  
   
  The passages of this lair are generally 5 to 6’ wide 
  although there are variations. This means that a party 
  will usually have to travel in single file. If characters 
  wish to fire missiles at an enemy past a friend, as they 
  might wish to do in cramped conditions, you could 
  rule that the victim will receive cover as line of sight 
  may be partially blocked. This situation, like many in 
  this game can be ruled on individually as suits your 
  style of play.  
   
  AREA 1: DEFENSIVE PIT  
   
  The entrance to Kraag’s hideout is guarded by a 
  concealed pit. The pit is 10’ deep. This can be seen and 
  avoided on a wisdom: perception check (DC 14). If 
  the party are moving at speed, such as attacking the 
  orcs in Area 2, they make the check at a disadvantage. 
  Any who fall into the pit will sustain 1d6 points of 
  bludgeoning damage. It will also gain the attention of 
  its occupant. The pit has an offshoot to the east. This is 
  the lair of a gelatinous cube. This creature is seen as a 
  pet by the orcs and fed prisoners and vermin. It will 
  attack any living organism which enters its domain. A 
  character falling into the pit will end up prone and 
  therefore give the gelatinous cube advantage on its 
  first attack. If a character is absorbed by the cube, they 
  will start to suffocate.  
   
  AREA 2: GUARD ROOM  
   
  The entrance this chamber has been blocked by a 
  barricade. Behind this barricade lie two orcs with 
  bows and poisoned arrows. Any lead character using 
  a light source that has only dim light beyond 30’ such 
  as a torch or a hooded lantern will not see the orcs 
  ahead unless they make a wisdom: perception check 
  at a disadvantage at least  until they get within 30’. 
  Therefore they may get attacked before they see the 
  archers and therefore may be surprised. The orcs 
  behind the barricade benefit from half cover and thus 
  get a +2 to their AC. 
  This room is around 20’ by 35’ and has a large rock 
  column in its centre. The chamber seems to be perhaps 
  a guard room due to the piles of rotten leather armour 
  and various items of weaponry lying around. There is a 
  bucket of arrows next to the pathway south. An open 
  doorway heads east.  
  
   
   
       45 
  There is a third orc in the room. If the party are 
  defeating the guards, it will try to slip away from the 
  melee to alert the orcs in Area 4. These will arrive four 
  rounds later. 
   
   
   
   
  AREA 3: SHOOTING GALLERY 
   
  This area consists of the five arrow slits carved into 
  the walls of the cave complex. In each alcove there is 
  an orc archer. The first may be surprised but after that 
  any sounds of melee will reverberate down the 
  corridor and alert the others. If there is time, the 
  remaining orc archers will slip away to join their 
  unengaged compatriots at the end of the corridor. 
  They will then fight as a group until dead. 
   
  AREA 4: PRISONER ROOM  
   
  This room is around 35’ long and has two rock pillars 
  supporting the roof. Along the northern wall is a 
  succession of manacles hammered into the rock. Most of 
  these are unoccupied but the middle one holds the badly 
  injured body of a dwarf.  He is bleeding from several 
  wounds. 
   
  If a warning has not come from Area 2 there will 
  be 3 orcs here. Two are torturing the dwarf while the 
  other lies on a straw mattress and laughs. This room 
  might however be empty apart from the dwarf if the 
  party have already encountered the orcs. If they have 
  been summoned to Area 2, the orcs here will have 
  stabbed the dwarf with a dagger before they left. This 
  wound, however, will not be fatal. 
   
  This is where the orcs keep their prisoners. They 
  will torture them for information and then throw 
  them to the gelatinous cube in Area 1. The dwarf, 
  Herbotir Oregut is an escapee from the Boulderspeak 
  Mines in the Iron Islands to the north. He will tell a 
  tale of his escape from slavery in the mines and his 
  stowaway onboard a ship which seemed to dock there 
  regularly for iron ore and to bring more slaves. 
  Oregut is not aware of Ehalazuhn. He is purely a 
  civilian from Skard within the Razor’s Edge to the 
  
   
   
       46 
  northeast. He was captured before the armies of 
  Ehalazuhn came from beyond the mountains and 
  occupied his home. He will, however, be able to 
  describe what appears as preparation for some sort of 
  conflict using slaves to dig out iron ore from the 
  mines and the transportation of this overseas. Oregut 
  was captured by Kraag’s orcs a few days ago. He will 
  beg the party to rescue the slaves held in the mines as 
  they are all doomed to be worked to death. If the 
  party ask Oregut about Skard, he will be able to 
  describe it as a wonderful dwarven home in the 
  mountains. He will be reluctant to go any further 
  however for fear of betraying its location.  
   
  AREA 5: COMMON ROOM  
   
  This room stinks of body odour and damp. There is no 
  ventilation and so a pall of smoke fills the roof cavity. 
  There are a large amount of straw mattresses lying 
  around and a large fire in the centre. Over this fire is the 
  skewered corpse of some large rodent. There are also 
  several barrels and sacks here. In the northeast corner 
  is a shallow pool which is filled from water that trickles 
  down the east wall.  
   
  This is the communal area for the orcs. There are a 
  mixture of males and females here. If not disturbed, 
  they are lying around, scrabbling in the dirt for food 
  and arguing with each other. There are also some orc 
  young rolling around in the filth – these are not 
  combatants. There are 10 orcs here in total. They will 
  fight to the death to defend their home. Within three 
  rounds however, any noise of melee will attract two of 
  the orogs from Area 7 to investigate. The third orog 
  will retire to Kraag’s quarters and prepare for a last 
  stand.  
  AREA 6: LIVESTOCK PEN 
  This is the orcs food store. It is as unpleasant inside 
  as it appears from the outside. There is nothing of any 
  value in this room. 
   
  The smells emanating from this room hit you before you 
  enter. A rickety wooden gate on a latch bars your way. 
  Beyond this you can see various types of livestock 
  including cows, sheep and goats. The ground is strewn 
  with sodden hay which is clearly never changed. There 
  is a water trough fed from a dripping rivulet of water. 
  Various farm implements are kept in this chamber also. 
   
  AREA 7: BODYGUARD BARRACKS 
   
  This room clearly has a military function. There is a 
  weapons rack holding several great axes, spears and 
  cleavers. There is also a large triple bunk bed against the 
  north wall. Apart from that there are remains of food lying 
  on the ground. A passageway flanked by rough wooden 
  columns heads off to the east.  
   
  This is the barracks of Kraag’s bodyguard. This 
  takes the form of 3 Orogs. If there has been no 
  fighting then these will be present here – two of which 
  will be asleep. More likely, these bodyguards will be 
  occupied elsewhere. If there has been fighting in the 
  common room then two will have been engaged 
  there. The other will have retreated to Kraag’s 
  Chamber. 
   
  AREA 8: KRAAG’S CHAMBER 
   
  The path east seems to be better maintained and 
  presented than the others you have traversed. The walls 
  and roof seems much smoother – clearly this is a higher 
  status area. As you round a bend to the north you see 
  that the corridor ends in a solid wall. A ladder reaches 
  from floor level up to a second level about 10’ higher. As 
  you watch, a hand reaches over the edge of the raised 
  area and drags the ladder up and over the top. You can 
  hear loud snarls and growls from above. 
   
  If the party speaks Orcish, a deep voice will be 
  heard barking ‘Leave my kingdom – only death 
  awaits you here!’ This is Kraag, who although 
  disturbed by the progress of the party will make a 
  fight of it here and will die defending his hideout. He 
  will most likely be assisted by one of his orog 
  bodyguards. This will also fight to the death. 
   
  Kraag and his bodyguard will stay out of sight on 
  the far side of the platform. Any character climbing 
  up will have a space of 5’ in which to act. There is not 
  
   
   
       47 
  space for a second character on the platform before 
  they meet Kraag and his orog. Kraag will place his 
  orog bodyguard ahead of him – it is expendable after 
  all. During the combat he might hurl his spear or 
  action his Battle Cry from the rear. Only if his 
  bodyguard dies will Kraag enter melee. Any area 
  effect spells cast from below the ridge will probably 
  contact at least one of the orcs above but targeting 
  specific orcs will probably be impossible. Any 
  characters which jump down from the ledge to escape 
  the orcs will suffer bludgeoning damage (1d6) and 
  may be open to an opportunity attack. However, the 
  orcs will not follow them down, but stay on the ledge 
  where they are safe. Kraag will not retreat into his 
  room where adventurer numbers would spell his 
  doom.  
   
   
  The raised area can be climbed although it is not 
  easy. Anyone proficient in this area should be able to 
  manage it with a dexterity: acrobatics check (DC 14). 
  If anyone falls they will suffer 1d6 hit points 
  bludgeoning damage. Others may require a rope or 
  grappling hook unless they can build a platform. 
  There are items in various other rooms which might 
  assist them here, such as tables and the bunk bed from 
  the bodyguards’ room. Once the enemy has been 
  vanquished, the room can be explored.  
   
  This room is much plusher than the others – at least 
  by orcish standards. It still has a rancid smell about it 
  but some effort has been made to show the status of 
  the occupant. There is a large fire in the middle and a 
  crude table, on which lie various remains of past meals. 
  An iron bound chest can be seen in the northwest 
  corner and a thick, straw-mattressed bed in the south. 
  Clearly, Kraag lived better than his minions. On the far 
  eastern wall there is a wooden ladder leading up to a 
  trapdoor.  
   
  There is nothing of value on the table, but lost 
  within the straw of the mattress can be found a small 
  roughly cut topaz worth 200gp. The chest holds most 
  of the ill-gotten gains of the orcs of Kraag. It contains 
  3000sp and 1000gp in coin, in addition to this there 
  are two potions – one is a Potion of Superior Healing 
  and the other a Potion of Mind Reading. There is also 
  a ring made of gold and with an inset bloodstone 
  which Kraag could not fit onto his finger. This is 
  worth 250gp.  
   
  In addition to this treasure there is a large antique 
  silver statuette of a horsed warrior. This is in fact a 
  relic from the time of the Barazud Empire and is 
  worth around 1000gp to a reputable collector or 
  museum. This is far more than its base value. This 
  might be recognised by the party on an intelligence: 
  history check (DC 16). The statue however is quite 
  large and thus is awkward to carry. If this is 
  destroyed to make it more portable or sold to a 
  common merchant, the raw scrap value will fall to 
  100gp. 
   
  On the table and covered in greasy stains is a letter 
  from Kagan Brax.  
   
  To the great King Kraag – greetings 
   
  My best wishes to you and your kin.  
   
  I beg of you your ear for a time, great lord. My mistress, 
  Zaleria of Skard wishes me to make a proposal to you. As 
  you know, I have always admired you and your people 
  for their bravery and resourcefulness. Indeed, your 
  reputation as a leader has spread far from your domain. 
  
   
   
       48 
  My mistress wishes an alliance with the great orc race in 
  order to destroy that perpetual thorn in our side to the 
  west.  
   
  Our Lord, Ehalazuhn the Destroyer, desires to return to 
  this world and to regain his kingdom lost to him in ages 
  past. He asks us, his humble servants, to lay the path for 
  him. I beg your assistance in making this great moment a 
  reality. The rewards will be vast for any leader engaged 
  in such an important charge.  
   
  I am aware of course that our paths have never crossed 
  and that your kin have often been responsible for the 
  deaths of my men, but I say, let bygones be bygones. This 
  mission is larger than any petty squabble.  
   
  As we correspond, the armies of Ehalazuhn receive the 
  materials of war from the mines upon the Iron Islands. If 
  you wish to see for yourself the progress we have made 
  then journey north to the ancient keep of Strongrock on 
  the coast. Descend to the bowels of the earth and cross to 
  the islands. I guarantee you and your men safe passage 
  and that you will be well received.   
   
  I therefore beg to treat with you and as such will send an 
  envoy to you three days hence - please receive him. 
  Negotiate with him as you would me – he has my full 
  confidence. 
   
  Ehalazuhn wishes it, 
   
  Kagan Brax 
   
  If the party climbs the ladder they will find that 
  the trapdoor leads to another ladder – this time iron 
  which leads further up. They should be encouraged to 
  climb this ladder. It terminates in another trapdoor 
  which opens up into a small cave above the Cloven 
  Ground. This is Kraag’s escape route if pressed. In the 
  distance across the plains to the northeast, the party 
  will be able to discern a tall keep-like ruin about 6 
  miles away. To the northwest and out to sea they will 
  also be able to make out a faint outline of a landmass 
  about 15 miles away. The party could perhaps be 
  reminded of what Herbotir Oregut told them about 
  the Iron Islands and Perrett’s orders to assess the 
  situation at the time. They should therefore now 
  advance to Strongrock Keep and Part 4 of their quest. 
   
  When the party defeat Kraag they each receive 
  200XP for removing Kraag and his kind from the 
  Outer Reaches.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       49 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  THUG / OFFICER 
  Medium human, lawful evil  
   
  Armour Class 11 (leather armour)  
  Hit Points 32 (5d8 + 10)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   11 (+0)     14 (+2)   10 (+0)   10 (+0)   11 (+0) 
   
  Skills Intimidation +2  
  Senses passive Perception 10 
  Languages Common  
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll against 
  a creature if at least one of the thug's allies is within 5 feet of 
  the creature and the ally isn't incapacitated. 
   
  ACTIONS 
   
  Multiattack. The thug makes two melee attacks. 
   
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
   
   
  GUARD 
  Medium human, Lawful Neutral  
   
  Armour Class 16 (Chain Shirt, Shield)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)   12 (+1)     12 (+1)    10 (+0)  11 (+0)    10 (+0) 
   
  Skills Perception+2 
  Senses passive Perception 12 
  Languages Common  
  Challenge 1/8 (25 XP)  
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 1) slashing damage.  
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit range 80 ft. 
  /320 ft., one target. Hit: 5 (1d8 + 1) piercing damage 
   
   
   
   
  RASSLER GRAIL 
  Medium human, any alignment 
   
  Armour Class 12 (Ring+1) 
  Hit Points 25 (5d6)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
     8 (-1)     12 (+1)    11 (+0)   17 (+3)    17 (+3)    12 (+1) 
   
  Saving Throws Wis+6, Int+6 
  Skills Arcana, History, Insight, Investigation 
  Senses passive Perception 13 
  Proficiency bonus +3 
  Languages Common, Elvish 
  Challenge 2 (450 XP) 
   
  Spellcasting. He is a 5th·level Transmuter and uses 
  Intelligence as his spellcasting ability (spell save DC 14; +6 to 
  hit with spell attacks).  
   
  He knows the following spells from the Wizard’s spell list: 
   
  Cantrips (4 at will): Chill Touch, Mending, Message, Minor 
  Illusion 
   
  1st Level (4 slots): Alarm, Witch Bolt, Shield, Thunderwaye, 
  Jump 
   
  2nd Level (3 slots): Levitate, Blur, Darkness  
   
  3rd Level (2 slots) Lightning Bolt, Stinking Cloud  
   
  ACTIONS 
   
  Quarterstaff. Melee Attack: -1 to hit, reach 5 ft, one target. Hit: 
  2 (1d6) bludgeoning damage, versatile (1d8) 
   
   
  ANIMATED ARMOUR 
  Medium construct, unaligned 
   
  Armour Class 18 (natural armour) 
  Hit Points 33 (6d8 + 6) 
  Speed 25ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+1)   11 (+0)     13 (+1)    1 (-5)      3 (-4)       1 (-5) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, poisoned 
  Senses Blindsight 60ft. (blind beyond this radius), 
  passive Perception 6 
  Challenge 1 (200 XP) 
   
  Antimagic Susceptibility. The armour is incapacitated while in 
  the area of an anti magic field. If targeted by dispel magic, the 
  armour must succeed on a Constitution saving throw against 
  the caster's spell save DC or fall unconscious for 1 minute 
   
  
   
   
       50 
  False Appearance. While the armour remains motion less, it is 
  indistinguishable from a normal suit of armour 
   
  ACTIONS 
   
  Multiattack. The armour makes two melee attacks. 
   
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (ld6 + 2) bludgeoning damage. 
   
   
  KAGAN BRAX 
  Medium humanoid, Lawful evil Barbarian Berserker 
   
  Armour Class 17 (chain mail+1) 
  Hit Points 56 (6d12 + 12) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)   14 (+2)    15 (+2)    12 (+1)  13 (+1)   11 (+0) 
   
  Saving Throws Str +7, Con +5 
  Skills Perception 
  Senses passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Rage: In battle, Brax fights with primal ferocity. On his turn, he 
  can enter a rage as a bonus action. He gains the following:  
   
  • Advantage on Strength checks and Strength saving throws. 
   
  •  +2 bonus to the damage roll  
   
  • Resistance to bludgeoning, piercing, and slashing damage. 
   
  Rage lasts for 1 minute. It ends early if he is knocked 
  unconscious or if his turn ends and he hasn’t attacked a hostile 
  creature since his last turn or taken damage since then.  
   
  Reckless Attack: He can throw aside all concern for defence 
  to attack with fierce desperation. When he makes his first attack 
  on his turn, he can decide to attack recklessly. Doing so gives 
  him advantage on melee weapon attack rolls using Strength 
  during this turn, but attack rolls against him have advantage 
  until his next turn. 
   
  Danger Sense: He has advantage on Dexterity saving throws 
  against effects that he can see, such as traps and spells. To 
  gain this benefit, he can’t be blinded, deafened, or 
  incapacitated. 
   
  Extra Attack: He can attack twice, instead of once, whenever 
  he takes the Attack action on his turn. 
   
  Fast Movement: His speed increases by 10 feet while you 
  aren’t wearing heavy armour. 
   
  Frenzy: He can go into frenzy when he rages. If he do so, for 
  the duration of his rage he can make a single melee weapon 
  attack as a bonus action on each of his turns after this one. 
  When his rage ends, he suffers one level of exhaustion. 
   
  Mindless Rage: He can’t be charmed or frightened while 
  raging. 
  ACTIONS 
   
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 4) slashing damage. 
   
   
  DEATH DOG 
  Medium monstrosity, neutral evil 
   
  Armour Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   14 (+2)     14 (+2)     3 (-4)    13 (+1)     6 (2) 
   
  Skills Perception +5, Stealth +4 
  Senses Darkvision 120ft., passive Perception 15 
  Languages - 
  Challenge 1 (200 XP) 
   
  Two-Headed. The dog has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, or knocked unconscious. 
   
  ACTIONS 
   
  Multiattack. The dog makes two bite attacks. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it 
  must succeed on a DC 12 Constitution saving throw against 
  disease or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the saving 
  throw, reducing its hit point maximum by 5 (1d10) on a failure. 
  This reduction lasts until the disease is cured. The creature dies 
  if the disease reduces its hit point maximum to 0. 
   
   
  GIANT HYENA 
  Large beast, unaligned 
   
  Armour Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   14 (+2)     14 (+2)    2 (-4)     12 (+1)     7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages- 
  Challenge 1 (200 XP) 
   
  Rampage. When the hyena reduces a creature to 0 hit points 
  with a melee attack on its turn, the hyena can take a bonus 
  action to move up to half its speed and make a bite attack. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 +3) piercing damage. 
  
   
   
       51 
  ORC 
  Medium Humanoid (Orc), Chaotic Evil 
   
  Armour Class 13 (hide armour) 
  Hit Points 15 (2d8 + 6) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  12 (+1)     16 (+3)     7 (-2)    11 (+0)   10 (+0) 
   
  Skills Intimidation +2 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  ACTIONS 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 +3) slashing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
   
   
  OROG 
  Medium Humanoid (Orc), Chaotic Evil 
   
  Armour Class 18 (plate armour) 
  Hit Points 42 (5d8 + 20) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     18 (+4)  12 (+1)     18 (+4)   12 (+1)   11 (+0)   12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  ACTIONS 
   
  Multiattack. The orc makes two attacks with its great axe  
   
  Great axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 +4) slashing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 7 (1d6 +4) piercing damage. 
   
   
   
   
  NAYTE RATHMORE 
  Medium humanoid (cleric), Lawful evil  
   
  Armour Class 18 (plate)  
  Hit Points 38 (5d8 + 10)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
     10(+0)    11(+0)      14(+2)    9 (-1)    18 (+4)    10 (+0) 
   
  Saving Throws Wis+7, Cha+3 
  Senses passive Perception 14 
  Proficiency bonus +3 
  Challenge 2 (450 XP) 
   
  Spellcasting. Nayte Rathmore is a 5th·level Knowledge 
  Domain Cleric and uses Wisdom as his spellcasting ability 
  (spell save DC 15; +7 to hit with spell attacks).  
   
  Rathmore knows the following spells from the cleric's spell list 
  including Domain spells: 
   
  Cantrips (4 at will): Sacred Flame, Guidance, Resistance, 
  Thaumaturgy 
   
  1st Level (4 slots): Command (D), Identify (D), Cure Wounds, 
  Sanctuary, Bane, Shield of Faith  
   
  2nd Level (3 slots): Augury (D), Suggestion (D), Silence, 
  Enhance Ability, Zone of Truth 
   
  3rd Level (2 slots) Non-Detection (D), Speak with Dead (D), 
  Dispel Magic, Meld Into Stone,  
   
  ACTIONS 
   
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage. 
   
   
  ORC ARCHER 
  Medium Humanoid (Orc), Chaotic Evil 
   
  Armour Class 13 (hide armour) 
  Hit Points 15 (2d8 + 6) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  12 (+1)     16 (+3)     7 (-2)    11 (+0)   10 (+0) 
   
  Skills Intimidation +2 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  ACTIONS 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 +3) slashing damage. 
  
   
   
       52 
   
  Shortbow. Ranged Weapon Attack: +3 to hit range 80 ft. /320 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage  
  GELATINOUS CUBE 
  Large ooze, unaligned 
   
  Armour Class 6 
  Hit Points 84 (8d10 + 40) 
  Speed 15ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)   3 (-4)        20 (+5)    1 (-5)       6 (-2)      1 (-5) 
   
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60ft. (blind beyond this radius) , 
  passive Perception 8 
  Languages – 
  Challenge 2 (450 XP) 
   
  Ooze Cube. The cube takes up its entire space. Other 
  creatures can enter the space, but a creature that does so is 
  subjected to the cube's Engulf and has disadvantage on the 
  saving throw. 
  Creatures inside the cube can be seen but have total cover. A 
  creature within 5 feet of the cube can take an action to pull a 
  creature or object out of the cube. Doing so requires a 
  successful DC 12 Strength check, and the creature making the 
  attempt takes 10 (3d6) acid damage. The cube can hold only 
  one Large creature or up to four 
  Medium or smaller creatures inside it at a time. 
   
  Transparent. Even when .the cube is in plain sight, it takes a 
  successful DC 15 Wisdom (Perception) check to spot a cube 
  that has neither moved nor attacked. A creature that tries to 
  enter the cube's space while unaware of the cube is surprised 
  by the cube. 
   
  ACTIONS 
   
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) acid damage. 
   
  Engulf. The cube moves up to its speed. While doing so, it can 
  enter Large or smaller creatures' spaces. Whenever the cube 
  enters a creature's space, the creature must make a DC 12 
  Dexterity saving throw. On a successful save, the creature can 
  choose to be pushed 5 feet back or to the side of the cube. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed saving throw. On a failed save, the 
  cube enters the creature's space, and the creature takes 10 
  (3d6) acid damage and is engulfed. The engulfed creature can't 
  breathe, is restrained, and takes 21(6d6) acid damage at the 
  start of each of the cube's turns. When the cube moves, the 
  engulfed creature moves with it. An engulfed creature can try to 
  escape by taking an action to make a DC 12 Strength check. 
  On a success, the creature escapes and enters a space of its 
  choice within 5 feet of the cube. 
   
   
   
  KRAAG 
  Medium Humanoid (Orc), Chaotic Evil 
   
  Armour Class 17 (chain mail and Ring+1) 
  Hit Points 93 (11d8 + 44) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)  12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3) 
   
  Saving Throws Str +6, Con +6, Wis +2 
  Skills Intimidation +5 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 4 (1,100XP) 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  Gruumsh's Fury. The orc deals extra 4 (1d8) damage when it 
  hits with a weapon attack (included in the attacks). 
   
  ACTIONS 
   
  Multiattack. The orc makes two attacks with its great axe or its 
  spear. 
   
  Great axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 14 (1d12 + 4 plus 1d8) slashing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  Or range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) 
  piercing damage, or 13 (2d8 + 4) piercing damage if used with 
  two hands to make a melee attack. 
   
  Battle Cry (1/Day). Each creature of the war chief's choice that 
  is within 30 feet of it, can hear it, and not already affected by 
  Battle Cry gain advantage on attack rolls until the start of the 
  war chief's next turn. The war chief can then make one attack 
  as a bonus action. 
   
   
   
   
   
   
  
   
   
       53 
  PART 4: DISRUPTING THE 
  DESIGNS OF 
  EHALAZUHN  
   
  The ancient keep of Strongrock was an outpost of 
  the old Barazud civilisation. It was initially used as a 
  lookout post viewing across the sea to the north from 
  its vantage point high on the cliffs. It, like other 
  contemporary fortifications, has now fallen into 
  disrepair and its walls are breached. Unknown to the 
  people of the time, the rock on which it was built was 
  riven and permeated with caverns, cracks and 
  fissures. It is these caves and cracks that the new 
  denizens of Strongrock have put to good use for the 
  supply of Ehalazuhn’s war machine. Years ago, in the 
  aftermath of an earth tremor, it was found that one of 
  these fissures broke out near the surface of the cliff 
  and just underneath the keep of Strongrock. Exploring 
  into the fissure, the underlings of Ehalazuhn found 
  that it connected with a cave just above the water’s 
  edge, far below. They are now using this pathway to 
  ship iron ore from the Iron Islands’ mines up to the 
  surface of the cliff whilst retaining a degree of secrecy. 
  This iron ore is smelted at Crystal Haven and then 
  sent via Skard to the lands to the east.  
   
   
   
  Tasked with this crucial function is a group of 
  bugbears which has sworn loyalty to the new rising 
  power in the north. They work with a group of pirates 
  who provide the ship necessary for the transportation 
  of the iron. To assist them in this they rely on a large 
  body of slaves, captured and kidnapped from the 
  surrounding lands. It is the adventurers’ mission to 
  destroy the mines on the Iron Islands and in doing so 
  halt the supply of iron to Zaleria at Skard. 
   
  Far away to the northeast you see what appears to be 
  a castle overlooking the sea. It stands grey and 
  foreboding on a grassy bluff, beyond which are the grey 
  waves of the ocean. Looking out to sea, you can espy the 
  faint outline of a landmass several miles away. Battling 
  against the waves and headed towards this landmass, 
  you can see a large black sailed ship receding into the 
  murk.  
   
  The party should be encouraged to explore this 
  keep – but caution should be taken. 
   
  As you near this ancient fortification, you see that it 
  indeed is a stone built keep surrounded by a high 
  defensive wall. This building has clearly seen better days 
  – the walls now lie overgrown and crumbling – gaping 
  holes can be seen. Several of the proud towers have 
  collapsed in on themselves and the gates have fallen 
  from their hinges. This is a derelict fort and can no longer 
  perform as a defensive bulwark. 
   
  If the party do not take care whilst approaching 
  the keep of Strongrock, they will be seen by the 
  bugbear guard that watches from the remaining tower 
  in the south east of the curtain wall. It will alert its 
  party below and begin to set an ambush. Including 
  the guard, there are three bugbears. The interior 
  within the curtain wall is overgrown and strewn with 
  rocks – ideal ambush terrain. Bugbears are experts at 
  stealth and therefore they will hide in amongst this 
  debris and wait. If the party does take care or has a 
  way of scouting out the fort unobserved such as a 
  druid’s Wild Shape or a rogue’s stealth, the bugbears 
  will not be aware of them and may in turn be 
  surprised, depending on the party’s actions. If this is 
  the case one will still be in the southeast tower. 
   
   
  
   
   
       54 
   
   
  A short exploration of the compound will reveal 
  much as expected, in that it is a derelict fort with 
  nothing of value. There is, however, a cart with a 
  broken wheel – inside it is a small quantity of a 
  reddish mineral – an intelligence: investigation roll 
  (DC 8) will reveal this to be iron – a fact suggested by 
  Herbotir Oregut in Kraag’s caves. There is a fire, 
  which was being used by the bugbears but this has 
  been extinguished a while ago. Inside a filthy bedroll 
  near to the fire is a secreted pouch, in which is 10gp. 
  Any exploration near to the keep will see that the 
  stairs which led up to the front doors have been 
  planked over to form a slope. Also there are clear 
  wheel marks on these planks and ruts heading out of 
  the gate. This is the route that the iron ore is taken 
  from the caves and out to the east – the carts are very 
  heavy and so caused the deep ruts. 
   
  ENCOUNTER 11: BENEATH 
  STRONGROCK KEEP 
   
  The doors into the keep itself are easy to open – 
  they are not locked as they are used often.  
   
  On entering the keep, the scene of dereliction 
  continues. The internal walls within the structure have 
  all collapsed leaving it open to the sky.  From where 
  you stand you can see that the wooden floor of the 
  keep has also fallen in to reveal a stone basement or 
  cellar. Looking down you can see a large fissure in the 
  side of the cellar wall, approximately 10’ wide.  
  All around the basement area are reddish rock 
  fragments, gravel and dust. A wooden ramp has been 
  built which slopes up gently from the floor, around the 
  walls and ends near the door at which you stand. This 
  gives easy access up and down from the doorway to 
  the cellar level.  
   
  This ramp is the route that the iron ore follows, 
  being carried up the slope by slaves and mules. It is 
  then transferred to carts which then head east.  
   
  If the party descends the ramp they will enter the 
  fissure which has now been converted into a long 
  winding tunnel. This tunnel slopes continually 
  downward, weaving and winding its way to the sea. 
  The passage is roughly hewn and quite wide (10’). 
  Narrower parts have been extended to allow the free 
  passage of the ore upwards. It will take an explorer 
  about half an hour to descend to the cave by the 
  shore. There is no natural light in the passage and no 
  artificial light is available. When ore is brought up to 
  the surface, torches are carried by the escort.  
   
   
   
  For most of this time, the party will be 
  undisturbed, but about half way down they will hear 
  the sounds of grunts and growls from further down 
  the passage. They will also be able to hear rough 
  speech in common. These voices exhort the slaves 
  who are coming up the passage to walk faster. The 
  voices are from a pair of bugbears who are escorting 
  slaves up the passage towards the party. There are 
  
   
   
       55 
  five slaves with them. The slave party will be 
  discernible well in advance by the glow of the torches 
  they carry. This party cannot be avoided but should 
  not pose a real threat to the adventurers. One bugbear 
  is in front of the party of slaves and the other is 
  behind. These can be engaged, but care should be 
  taken that the slaves themselves are not hurt. If there 
  is a melee, the bugbears will drop the torches, 
  extinguishing them and fight using their darkvision. If 
  the adventurers have put out their torches in order to 
  ambush the bugbears, party members with normal 
  vision may struggle in the darkness.  
   
  The slaves are all human and are skinny and 
  dressed in rags. They number half the slaves which 
  work this passage. The rest are below in a cage in the 
  cave. If they are freed they will thank the party and, if 
  asked, can describe the situation in the cave by the 
  shore.  
   
   
   
   
   
   
   
  They will explain that every second day a large 
  black sailed ship hoves to at the cave from the Iron 
  Islands to unload the iron ore mined there. This ship 
  plies the route between the cave and the Iron Islands 
  to the northwest. The slaves themselves have not 
  worked in the mines but have heard enough to 
  understand that these mines provide the raw 
  materials to supply a military host which is being 
  built, but where and to what purpose, they know not. 
  They will describe their job of moving iron ore up to 
  the surface and explain that slaves which die are 
  replaced with new victims which arrive by ship. 
  These new slaves come from a group of slave trading 
  pirates which stop at the cave on a fairly regular basis. 
   
  
   
   
       56 
  As the party nears the sea cave they will come 
  across a bugbear guard post. This contains two 
  bugbears that monitor any traffic up and down. They 
  will be using torches in their cave and so will be 
  visible from a distance by the light these emit. These 
  guards can be attacked or avoided should the party 
  wish to. Any fighting in this cave might alert one of 
  the bugbears in the cave below if it passes a wisdom: 
  perception check (DC 10). It will come and investigate 
  on its own – it will not alert the rest of the bugbears as 
  the two guards in the guard post dislike each other 
  intensely and are known to fight on a regular basis. It 
  is possible that this bugbear will come across the 
  melee. If it does, it will not engage but retire down the 
  passage and alert the rest. A character might see this 
  bugbear but if engaged in combat, it will need a 
  wisdom: perception check at a DC of 16 due to the 
  darkness and the bugbear’s natural stealth. The 
  bugbears in the cave will then set up an ambush at the 
  bottom of the passage, just before it widens into the 
  cave by the sea.  
   
  THE SEA CAVE 
   
  The party will approach the opening into the cave 
  soon after the bugbear guard post. If the bugbears 
  have been warned then none will be visible as an 
  ambush will be set. There are plenty of boxes and sack 
  for the creatures to hide behind. A comparison 
  between the bugbears’ stealth roll against the 
  characters’ passive perception at disadvantage needs 
  to be made in order to avoid the risk of surprise.  
   
  If no alarm has been raised, they will see one 
  bugbear with its back to them in the cave entrance 
  and beyond this the cave and the sea beyond. They 
  will also be able to see another two bugbears near the 
  shore, next to a wooden jetty. If these bugbears are 
  engaged, then a remaining one working out of sight 
  in the south of the cave will come to their aid – 
  totalling four bugbears in all. 
   
  Beyond the end of the tunnel you can see natural light. 
  This illuminates a large cave which opens to the sea. The 
  sea reaches the cave floor and gently laps the edge – it 
  would appear to be quite deep.  The cave is about 150’ 
  long by 60’ deep. Red dust and rocks litter the cave. You 
  can see a fairly rickety wooden jetty which heads out into 
  the sea for about 20’. There are various boxes, crates 
  and barrels littering the cave. Across the sea, faint in the 
  distance you can see the outline of a landmass, probably 
  an island. 
   
  The cave is badly kept and messy. The jetty is for 
  the ship to moor to, to unload its cargo. The boxes and 
  barrels to the north contain little of any value – mainly 
  just ropes, spare torches and restraining devices for 
  the slaves, such as manacles. To the south there is a 
  desk, on which there is a ledger which chronicles the 
  arrival and departure of each load of iron ore. The 
  ship’s crew fill this in, as the bugbears are illiterate. 
  Beneath the desk is a small chest which holds the 
  bugbears’ pay for their services. Being fairly 
  unintelligent, these creatures are not especially 
  interested in coinage. Instead, the ship’s crew pays 
  them in bright and shiny jewellery and baubles. Most 
  of this is fairly low in valuable although the bugbears 
  do not know this. In total, the value will run to 200gp, 
  but this will be the entire contents of the chest and 
  takes the form of a silver candlestick, low value gems, 
  costume jewellery and the odd coin.  
   
  Further, to the south there is an entrance way to 
  the slave pen. Here the party will find a filthy cage in 
  which are kept the remaining five slaves until the 
  next ship docks. They are afraid of the party but will 
  be grateful for being saved. They know the same 
  information as the other group but can further this 
  information by mentioning that the latest ship just 
  departed and therefore will probably not return until 
  late the next day. This will give the party time to heal 
  up if necessary before engaging the ship’s crew.  
   
  The aim of the next phase is for the party to take 
  over the ship, which is run by mercenary pirates, and 
  for them to make their way to the Iron Islands which 
  are visible to the northwest. The slaves in the cage and 
  the ones liberated earlier are all sailors. They have 
  been captured by the pirates on the open seas and 
  pressed into service. This means that if the pirates are 
  killed rather than captured, the slaves may be 
  convinced to sail the ship for the party. One way or 
  another, the party will need a crew.  
   
  
   
   
       57 
  THE BLACK SHIP 
   
  Late on the second day, a large ship will be seen 
  approaching. It is the ore transport returning from the 
  Iron Islands with a new cargo of iron. 
   
  Looking out from the cave entrance to sea you see a 
  large sailing ship heading in your direction. The sails on 
  this ship are jet black. You can just about make out the 
  figures of the crew, who busy themselves about the 
  deck. The ship is headed directly to the cave and 
  comes from the direction of the islands to the north 
  west.  
   
  The ship has a crew of 10 pirates and a pirate 
  captain, Andrago Bolas. If the party hide and have 
  removed the bodies of the bugbears, the pirates will 
  dock as normal and begin to disembark. They will 
  automatically be very suspicious as to where the 
  bugbears are and will look for them. Three pirates 
  will do this; one will stand guard beside the ship. The 
  other two will search the slave pen and then the 
  passage to Strongrock – they will not proceed beyond 
  the bugbear guard post in the passage. Whilst they are 
  searching, the remaining crew will remain on board 
  but will be alerted in case of danger. If no sign is seen 
  of the bugbears, but they are not engaged they will 
  eventually assume that the creatures are up at the 
  surface. They will then begin to unload the ore in 
  sacks and leave it on the floor of the cave. Captain 
  Bolas will fill in the ledger on the desk documenting 
  the date and how many sacks have been dropped off. 
  Six of the crew will assist in the unloading while the 
  other four will busy themselves on the ship.  
   
  If the party has not hidden the bugbear bodies or 
  can be seen from the ship, then the ship’s crew will 
  land to engage the characters if they can see them – if 
  they cannot they will disembark in full force to 
  investigate. 
   
  The pirates need to be vanquished in order for the 
  party to requisition their ship. In a melee, the pirates 
  left on board will stay there and use their crossbows, 
  while the remainder and the captain engage in hand 
  to hand combat. However this melee plays out, the 
  pirates will swiftly lose heart if Bolas dies. If they are 
  reduced to five, and their captain is dead, they will 
  offer to surrender.  
   
  The captain has a money pouch within the folds of 
  his clothing which will need to be searched for – it 
  contains 20pp. His scimitar also has a jewelled handle. 
  These jewels can be prised out and are worth 100gp.  
  The pirates have no real treasure but if the ship is 
  explored, then in the hold, hidden under some barrels 
  is a small lockbox containing 300gp – this treasure has 
  been liberated from captured vessels. Also some of 
  the contents of the ship are saleable. There are several 
  barrels of good quality brandy which are worth 120gp 
  in total if sold to a reputable establishment and some 
  large bales of silk which, although bulky, are worth 
  200gp to a top quality tailor – there values are halved 
  to general dealers or merchants.  
   
   
   
  Any captured crew will be able to be persuaded to 
  sail the ship across the sea to the Iron Islands. If the 
  slaves have not yet been released and fled the area, 
  then they will also agree to man the ship if asked. 
  Naturally, the pirates have somewhat fragile loyalty 
  to the party, and will take any opportunity to betray 
  them. This will probably be once they arrive in the 
  Islands, unless measures are taken to prevent this. 
  
   
   
       58 
  Betrayal may be through raising the alarm or jumping 
  ship and swimming to the shore.  
   
  Once the party has defeated Bolas and his men 
  they each receive 150XP for ending this inhumane 
  traffic of the innocent. 
   
  ENCOUNTER 12: THE IRON 
  ISLANDS 
   
  The journey across the sea to the Iron Islands will 
  not take long – they are quite close by. As their ship 
  approaches however, the party will be aware of a hive 
  of activity. A small community has grown up around 
  the long jetty which the ship usually pulls alongside. 
  There are many workers and more pirates here.  
   
  You approach the islands after a short sail. As they 
  get larger in your view you can see what appears to be 
  a busy landing stage facility. A wide sandy area 
  surrounded by trees leads to an inhabited area 
  consisting of wooden shacks along the sea front and a 
  long jetty heading out to sea. The little port is a hive of 
  activity with people working on unloading carts of ore or 
  expanding the clearing by chopping down trees.  On the 
  jetty are several carts all full of ore. These carts are 
  pulled by mules and have human drivers.  
  In the distance beyond the port you can see a 
  winding path heading into the hills. This twists and turns 
  but you can make out some more carts coming down 
  the slope. Off to the west and just around a headland, 
  invisible to the occupants of the port, you can see a 
  small deserted sandy beach. 
  As your ship begins to near the docks the drivers of 
  the carts wave to you in greeting.  
   
  If the party head to the jetty and dock alongside, 
  they will immediately raise suspicion as they are not 
  recognised. Bolas’ crew have been sailing this passage 
  for quite a while and are easily recognisable. If they 
  are challenged they will have to think on their feet as 
  to why the crew of the ship has changed.  
   
  There is a fighting force available in the port. At 
  this time, it consists of 12 pirates. The rest are civilians 
  who will not engage in combat. These workers will 
  flee along the beach or into the hills. If a melee 
  develops then the pirates will have to board the ship, 
  which will give the party advantage in defending it. 
   
  It may be advisable that the party avoids conflict 
  and lands at the small sandy cove visible to the west. 
  This is shallow enough for the ship to pull in quite 
  close to the shore and the small ship’s boat will easily 
  accommodate the party to the beach. Similarly, if the 
  ship finds itself without a crew for whatever reason 
  (such as they jump ship) it will sail off course and 
  beach on the sandy cove to the west. This diversion 
  from the ship’s usual route however, will not have 
  gone unnoticed and a party from the landing bay will 
  be sent to investigate. This party will consist of four 
  pirates. If this group is engaged then they must be 
  prevented from escaping and alerting the port. If the 
  party leave the ship moored at the beach and avoid 
  the pirate band, then the pirates will board the ship, 
  kill any slaves on board and free any captured pirates. 
  They will then raise the alarm. Once the port has been 
  alerted, the remaining pirates will scour the 
  countryside for the party.  
   
   
   
  Once the party has established itself on the Iron 
  Islands they need to find a way to the cave mouth of 
  the mine and enter the complex. There is a guard of 
  two pirates at the entrance.  
   
  INTO BOULDERSPEAK MINES  
   
  The key point about the Boulderspeak Mines is 
  that they are unstable – hence their name. They 
  experience regular cave-ins which have caused the 
  death of many a slave or guard. Anyone entering the 
  
   
   
       59 
  mine will hear groans, rumbles and crumbling rock 
  noises at frequent intervals. The mines are ancient 
  and, although they went under a different name, were 
  used during the era of Barazuhn. Now they have been 
  reopened by the sympathisers of Ehalazuhn in order 
  to supply his army. Despite this, they are not safe – 
  geological faults crisscross this area and this has led to 
  a situation when to mine here is hazardous in the 
  extreme. However, the deaths of a few minions are of 
  little consequence to Ehalazuhn’s followers – there is 
  always a fresh supply of slaves or humanoids.  
   
   
   
  The aim of the party in the Boulderspeak Mines is 
  to cause their collapse – although they are unaware of 
  this at the start. Various clues will be found which 
  will lead the party to the conclusion that they can 
  destroy this area by using the tools found inside. A 
  sub-quest will be the release of the slaves held within 
  from their bugbear overseers. The adventurers may 
  actually need these to help them sail away from the 
  islands when they have completed their quest.  
   
  AREA 1: ENTRANCE  
   
  As the light fades behind you and your eyes slowly 
  adjust to the gloom you see a wide 10’ passageway 
  heading north. At irregular intervals, small and fairly 
  ineffective oil lamps splutter and spit. You can see the 
  dim light cast by these light sources disappear into the 
  
   
   
       60 
  medium distance. The walls have been rough hewn and 
  trickle with rivulets of water. Lichens and mosses add a 
  splash of green to the reddish-brown walls and are 
  sodden to the touch. It is clear that this passage is well 
  used, or at least has been, due to the ruts which have 
  been carved into the rocky floor – possibly by carts or 
  wheeled mining trucks.  
  As you peer into the caverns your ears can discern a 
  faint tapping or chipping noise reverberating down the 
  cave towards you. This is rhythmic and constant. In 
  addition to this there is a more threatening sound of 
  crumbing rock – usually just a high pitched crackle of 
  pebbles falling, but occasionally there is a deeper more 
  ominous rumbling sound. This does not fill you with 
  confidence as you contemplate edging forward into the 
  gloom.  
   
  The party will not be disturbed at the entrance to 
  Boulderspeak Mines unless they take an excessive 
  amount of time preparing or they are being pursued 
  from without. Any pursuing pirates will not enter the 
  mines beyond 20’ as they know the dangers within 
  and are afraid of the bugbear overseers. If the party 
  seem to be taking too long, they will see in the 
  distance a small group coming towards them. This 
  group will consist of two slaves and one bugbear 
  guard. The slaves will be pushing a cart full of iron 
  ore towards the exit. The bugbear must be killed or he 
  will alert the two guards in Area 2. 
   
  AREA 2: GUARDROOM  
   
  This area is a guard post intended to keep 
  interlopers or stray pirates out of the mines and to 
  prevent slaves from escaping. Across the corridor 
  mouth is a fairly ramshackle gate, behind which lurk 
  two bugbears. If they are not alerted they will be in 
  the adjacent cave to the corridor gambling at dice. The 
  gate can be smashed aside with a strength check (DC 
  8). If the bugbears are engaged, they will fight to the 
  death here. If they are warned by the bugbear 
  approaching Area 1 then they will be waiting and 
  prepared. They will throw their javelins through the 
  gaps in the gates although any targets will get the 
  benefit of half cover due to the difficult shot. They will 
  then push the gate aside and engage in melee. These 
  bugbears, as with all the normal bugbears in this 
  complex, hold 4d6 silver pieces in rotten leather 
  pouches around their waists. Occasional and 
  particularly brutal, and thus well rewarded, bugbears 
  may have 2d6 gold pieces. 
   
  AREA 3: STOREROOM 
   
  The passage opens up into a small room which is 
  crammed full of odds and ends. The ground is dirty and 
  damp and strewn with wet straw.  Crates and barrels 
  reach to the roof. Sacks are piled against the north wall, 
  some of which are torn and have spilled grain on the 
  floor. Several rats can be seen scuttling out of sight as 
  you approach. 
   
  This is a general store area and contains little of 
  interest to the party. The crates contain pickaxe 
  handles and the barrels poor quality food – mainly a 
  porridge style oat. The sacks do indeed contain grain 
  – much of which has now been contaminated by the 
  rats which infest this area. 
   
  AREA 4: DETONATOR ROOM 
   
  This room contains several small boxes and crates. 
  On the wall as you enter you see a roughly made 
  placard on which is written in Common ‘No naked 
  lights. By order of Razadh’ In the centre of the room is a 
  small table on which lies a ledger bound in red vellum. 
   
  The vellum book contains instructions for the use 
  of explosives in mining in regards to the placement of 
  powder, different sizes of charges for different 
  purposes and the use of the detonators. The tome was 
  the ledger of the engineer previously responsible for 
  the mining in Boulderspeak and is written in 
  Common. Along the margin are various engineers’ 
  notes including:  
   
  ‘Note to self: ensure that no person of any 
  value remains within the blast radius 2 minutes 
  after mixing the compounds – can’t afford more 
  unnecessary deaths of guards’  
   
  and  
   
  
   
   
       61 
  ‘Note to self: find the idiot who has put all our 
  lives in danger - a lesson here in employing 
  amateurs to do a professional’s job. Due to 
  over blasting the whole mine is now unstable – 
  keep explosives from idiots.’ 
   
  This room is a store chamber for detonators used 
  in the blasting of new fissures for mining. Each small 
  box contains eight such explosive devices. They are a 
  crude timing device which allows a charge to be set 
  and the engineer to retire to a safe distance. They 
  consist of two vials, one containing a flammable 
  material and the other a volatile chemical which reacts 
  explosively with the former. When the two materials 
  are mixed they produce a chain reaction supposedly 
  two minutes later which can ignite explosive powder. 
   
  This may give the party the suggestion that they 
  may have a part to play in the destruction of the 
  mines. This will be reinforced when they meet and 
  interrogate slave foreman Avery in Area 6. 
   
  AREA 5: SUPPORT COLUMN A 
   
  On entering this roughly circular room you are 
  immediately impressed by a huge rock column that 
  reaches from floor to the ceiling 40’ above. The column is 
  10’ in diameter. All around the floor are rock fragments, 
  both large and small. A large 1’ crack has formed at the 
  top of the column and has spread across the ceiling to 
  the wall. From inside the crack, water drops fall and 
  splash on the ground beside you.  
  From elsewhere in the mine you hear a deep boom as 
  if from an explosion. At this, small pebbles fall from the 
  crack, as do small fountains of rock dust. The ceiling 
  does not look secure. 
   
  This room was ostensibly intended and sold by 
  Avery in Area 6 as a new mine face to speed up the 
  production of iron ore. However, the work was done 
  under the supervision of one not familiar with either 
  geology or mining and intentionally too much 
  explosive was used by the slave foreman. This has led 
  to a large fissure appearing in the ceiling and the 
  room had to be abandoned. The new mine engineer, 
  Razadh put an end to this random destruction, both 
  here and throughout the mine, but not before further 
  caverns were similarly damaged. This has led to the 
  mine becoming a death trap. 
   
  All that keeps the mine from collapsing now are 
  these remainder columns. The aim of the party, as 
  they will discover, is to destroy these pillars and in 
  doing so, cause the mine to collapse in on itself. 
  Investigations to this end or interviewing central 
  characters will reveal the perilous state of 
  Boulderspeak Mines.  
   
  There are three other such columns - Areas 8, 9 
  and 11. The destruction of these pillars will wreak 
  devastation on the mine, collapsing the main 
  chambers and putting it out of action for the 
  foreseeable future – as planned by Avery all along. 
   
  AREA 6: MINE FACE B 
   
  You can see the bright light emanating from this room 
  long before you round the corner and see the opening. 
  Similarly, you can also hear the sounds within; deep 
  guttural shouts and the ringing of metal on stone. 
  Peering into this large cavern reveals a mine at work.  
  By the flickering of wall mounted torches you can see 
  the mine face stretching north to south - a sheer wall of 
  rock worked by about fifteen emaciated workers clad in 
  rags. They attack the mine facing with whatever 
  strength they retain, chipping off shards of rock which 
  are dragged and heaved into wooden, iron wheeled 
  trucks.  
  As you watch, you can see an older slave directing 
  what appear to be untrained workers to different parts 
  of the rock face. Keeping a careful eye on their charges 
  are three hairy bugbears – each brandishing a whip, 
  which they use to force the miners to work faster and 
  harder. Another lies sleeping against the southern wall. 
   
  This is a secondary mine face. It is being exploited 
  in order to speed up excavation in addition to the 
  larger, more productive Mine Face A to the north. 
  The four bugbear guards are scattered around the 
  chamber. The bugbears’ attention is very much 
  diverted towards the slaves at the rock face and so 
  they can be surprised by the party. There is also an 
  experienced mining engineer, Avery at work. 
  
   
   
       62 
  Although a slave, Avery has been given the 
  responsibility by Razadh of ensuring the productivity 
  of this area, due to his experience in mining and 
  engineering. He could be classed as a ‘trustee’ 
  although this trust has been declining since Razadh 
  took over at Boulderspeak. Avery has no love for the 
  regime in charge and secretly wishes to destroy the 
  mine.  
   
   
   
  If the guards are killed, the party can free the 
  slaves, however, they will be wary of the characters to 
  start. They will also be reluctant to escape the mine 
  due to their fears of the pirates outside at the harbour. 
  If the party organise a collective escape, the slaves 
  have a better chance for, if they leave the mine alone, 
  they will to a large extent be recaptured and killed. 
  This act, be it somewhat unethical, would however 
  have the effect of distracting the pirates, as they will 
  then be spread around the island hunting down the 
  escaped workers. 
   
  If interviewed, Avery will be a willing assistant to 
  the party and will explain what he knows – namely 
  that the mine is in an increasingly unstable condition 
  and that some judiciously placed explosives could 
  bring the whole construction down. He will admit to 
  being responsible for the perilous condition of the 
  mine at Areas 5, 8, 9 and 11. Before the arrival of 
  Razadh, Avery made full use of his time and position 
  as a trustee prisoner. Razadh’s predecessor was by no 
  means as knowledgeable about mining as the 
  warlock, and gave Avery a fairly free hand in delving 
  into the mine to find new seams of iron ore.  This trust 
  was used by Avery to set up a situation in which he 
  could ostensibly bring down the whole mine in one 
  cataclysmic rock-fall. A deep understanding of 
  geology and mining in general allowed Avery to spot 
  fissures and cracks in an already old and fragile mine 
  and in its roof. By engineering an explosion in certain 
  areas, a chain reaction should occur which would 
  collapse the whole mine. The columns in Areas 5, 8, 9 
  or 11 have been primed for this event and as they fall 
  will cause the roofs in the neighbouring Mine Faces A 
  and B also to collapse – closing the mine forever.  
   
  However, the removal and replacement of Avery’s 
  former overseer with Razadh led to many problems 
  for the engineer – not least of which was the ending of 
  any fake exploratory work and demolition. Also, 
  Avery has found himself increasingly under suspicion 
  and fears for his life. He now has little freedom to 
  carry out his plan and thus must rely on the 
  adventurers to do this job for him. He is also 
  concerned about causing the deaths of many innocent 
  slaves – a problem which he has not been able to 
  resolve. Now with the aid of the party this might be 
  possible – he will however warn the players of the 
  risks to escaped slaves if they are freed from the mine 
  into the murderous hands of the pirates outside.  
   
  Avery will suggest that they destroy the four 
  columns in Areas 5, 8, 9 and 11 with explosives found 
  at Area 7, and he will offer to take the party there. On 
  the way he will explain the process of detonation and 
  the 2 minute delay – this will be until the notes of 
  Razadh dispel such a comfortable escape. 
   
  Avery will also tell the party what they might not 
  know, and that is that the ore is being transported to 
  the ruined town of Crystal Haven to the east and 
  south of the Razor’s Edge mountain chain. There it is 
  being smelted before being sent to Skard in order to 
  forge weapons and other military equipment for a 
  coming war. 
  
   
   
       63 
  AREA 7: EXPLOSIVES STORE 
   
  There is a single bugbear guard at the entrance to 
  this chamber. Its purpose is to prevent the 
  unauthorised removal of explosives since the 
  damaging effects of the supposed random exploration 
  by Avery (Area 6) prior to the arrival of Razadh. 
   
  This large chamber is divided in half by a wooden 
  palisade. Within this fence is a padlocked gate. Behind 
  the wooden structure, the space is filled to the ceiling 
  with red painted wooden boxes. Each of these has also 
  been padlocked shut. At the entrance to the room is a 
  sign which reads, 
   
   ‘Strictly no naked lights or unauthorised entry. By 
  order of Razadh’. 
   
   
  Both the padlocked gate and the boxes themselves 
  can be opened with a dexterity: stealth check (DC 10). 
  All the boxes contain explosives for extending the 
  mine in the search of new veins of iron ore. If a naked 
  flame, such as a torch is carried, there is a 10% chance 
  that a spark will cause a small ignition on some 
  spilled gunpowder on the floor. This will not cause an 
  explosion, but it will remind the party of the perilous 
  nature of their predicament. There is enough 
  explosive here to place five boxes at the base of each 
  pillar in Areas 5, 8, 9 and 11.  
   
  If the party is accompanied by the mining engineer 
  Avery, he will dissuade the party from any ideas of 
  setting fire to the explosives here as it will lead to only 
  a partial destruction of the mine and cause the deaths 
  of many slaves who will be trapped by falling rock. 
  The explosives must be moved to the areas in which 
  they will cause the most destruction. 
   
  AREA 8: SUPPORT COLUMN B 
   
  A large central column of rock dominates the centre of 
  this large chamber. Although thick, at about 15’, the 
  column is deeply cracked and parts of it have already 
  fallen to litter the floor at your feet. The roof of the 
  chamber is largely hidden by darkness although some 
  stalactites can be seen. On the floor, near to the column 
  edge facing you is a large stain of what appears be dried 
  blood. There also appear to be shards of bone and tufts 
  of hair scattered about the stain. A glint of a shiny mineral 
  reflects the light of your torches from within the rancid 
  remains. 
   
  This is the second chamber sabotaged by Avery 
  (Area 6). This column will need to be destroyed in 
  order to collapse the mine. Since this area has been 
  abandoned by the occupants of the mine, it has now 
  become home to a colony of 4 piercers which lurk on 
  the ceiling above, waiting for prey. The remains on 
  the floor are an unfortunate bugbear victim of these 
  secretive killers.  
   
   
  As the height of the ceiling is 40’, the piercers will 
  inflict 4d6 piercing damage on a successful hit. They 
  are unable to attack any party members at the 
  doorway but will fall in unison on any targets which 
  enter the room. The glinting object is a golden ring 
  holding a band of blue quartz which looks to be worth 
  around 100gp. It is in fact a Ring of Swimming which 
  was picked up but not recognised by the dead 
  Bugbear.  
   
  AREA 9: SUPPORT COLUMN C 
   
  This chamber is empty except for a large quantity of 
  fallen rock and a single brownish rock column reaching 
  from floor to ceiling. This pillar is cracked across the 
  middle and it appears that it is only the weight of the 
  roof that is keeping it in position.  
   
  This is the third of the columns sabotaged by 
  Avery (Area 6) and must be destroyed in order to 
  collapse the roof of Boulderspeak Mines. 
  
   
   
       64 
  AREA 10: MINE FACE A 
  This is the most important mine face in the 
  Boulderspeak Mine, and contributes most to the 
  supply of iron ore being sent east. It has recently been 
  supplemented by Mine Face B to the south. Just to the 
  south east of the cavern lie the quarters of Razadh and 
  the bugbear leader, Yazuud. 
   
  This huge chamber is a hive of activity. In it, slaves 
  are working as miners and chip and lever away at huge 
  shards of brown rock across a mine face stretching east 
  to west. Frequent rumbles and crashes signify a rock 
  fall which is then worked upon to break it into more 
  manageable pieces. Fragile looking gantries have been 
  built of timber and are populated with more slaves, who 
  winch down their broken rocks in thick wicker baskets to 
  waiting miners below. You can see these being emptied 
  into large wooden trucks.  
  There must be about twenty five slaves in all. Bullying 
  the slaves are six bugbear guards who lash and cajole 
  the workforce. More than one slave lies motionless on 
  the floor of the cavern – blooded by the guard’s whips.  
  The cavern is lit by sputtering torches at irregular 
  intervals around the walls. To the west there is an 
  opening of a corridor and to the east and south east, 
  two more. At the eastern opening stand two more 
  bugbear guards carrying torches who watch into the 
  corridor beyond, ignoring the work being done in the 
  cavern behind them. 
   
  The slaves in the mines suffer daily with the 
  abuses of their captors and although they are not 
  totally broken, they lack the leadership to revolt. If it 
  is clear that a rescue attempt is occurring, ten of the 
  bravest will join in a revolt to break out from the 
  bugbear’s dominion. They will join in at Round 3 of 
  melee; once they are convinced they have a chance to 
  overwhelm their guards. The noise of a slave revolt 
  will bring forth the attentions of Razadh and Yazuud.  
   
  The two bugbears at the eastern entrance are there 
  to keep at bay a grell. This creature was captured in 
  another cavern on the island and brought to the mines 
  in a cage – the intention being to curb its will and use 
  it as a monstrous guard within Boulderspeak. 
  However, the cage was damaged in transit and it has 
  since escaped. The bugbear guards have cornered the 
  creature and are using their torches to keep it from 
  Mine Face A until they can re-cage and then train the 
  beast. If the bugbears are distracted by the party, the 
  grell will emerge one round later and attack any 
  creature near it – this may be a party member or a 
  slave but most likely a bugbear as they have been 
  tormenting it for some time. It will continue to attack 
  in order to escape the cavern until slain. 
   
  If the party elect to stage a rescue in Mine Face A, 
  the combat will turn rapidly into a free for all between 
  the party, revolting slaves, bugbears and the Grell 
  (which could be utilised as an unwitting ally to the 
  party). Five rounds after the melee has started, 
  Yazuud and Razadh will emerge from their quarters 
  and engage any enemies – not necessarily the party. If 
  the party choose a more subtle strategy, Yazuud and 
  Razadh will remain within their quarters until a melee 
  breaks out, when the sound will attract them, also in 
  five rounds.  
   
  NOTE: For information on Yazuud and Razadh see 
  Area 12 and 13. 
   
  AREA 11: SUPPORT COLUMN D 
   
  This room’s main feature is a huge column which 
  reaches into the darkness above. The column is thick 
  but appears to be insecure. Large cracks have formed 
  down its length and there is plenty of evidence of 
  crumbled rock lying at its base. Apart from the column, 
  the only other item of note in this room is a large 
  wooden cage, which now lies smashed on the ground. 
  Within the crate is sodden and filthy hay but little else.  
   
  This is the fourth column, sabotaged by Avery 
  (Area 6) which if destroyed should bring the roof 
  down on the Boulderspeak Mines. The cage is the 
  erstwhile prison of the grell captured by the bugbears.  
   
  AREA 12: YAZUUD’S CHAMBER 
   
  The entrance to this chamber, which straddles the 
  corridor leading to Razadh’s room, will be obscured 
  
   
   
       65 
  by a curtain unless Yazuud has been encountered in 
  Area 10.  
   
  This chamber cuts across the corridor – all the walls 
  are bare rock and on each side of the corridor is a 
  crackling torch illuminating the contents. On the right 
  hand side of the corridor, you can see what you 
  assume is a bed. Essentially, it is pile of furs – some of 
  which look quite exotic, but all are stained and 
  somewhat threadbare. Cast away bones and pieces of 
  flesh lie beside it.  
  To the left of the corridor is a large, clumsily made 
  table with a red painted wooden chair behind it. On the 
  table are a ledger and a small chest. There is also a 
  dagger, a large stained metallic plate with meat upon it 
  and a wooden mug. The corridor then continues for 
  another 20’ before opening up again into what appears 
  to be another room. 
   
  Yazuud is the bugbear leader in Boulderspeak 
  mines – and he is a huge specimen. No bugbear 
  would get to his status, almost on an equal footing 
  with Razadh, if it were not both powerful and 
  resourceful. He prides himself on his status and his 
  yellow fur is well maintained – or at least to a 
  bugbear’s eyes. He has various scars caused by 
  frequent battles and defences of his position, one 
  especially large on the side of his face.   
   
  This is the chamber where he carries out the 
  business of running the garrison of Boulderspeak 
  Mines. The furs would have been worth something 
  before Yazuud got his hands upon them, but now are 
  so damaged as to be worth only 25 or so gold pieces 
  in total – and they weigh quite a bit. The chest 
  contains the pay and bonuses of his bugbear 
  workforce – it contains 500sp. The ledger is an account 
  of pay written in an almost undecipherable hand. The 
  dagger is worthless but the metallic plate’s stains 
  cover an electrum relic from the time of Barazuhn. 
  Yazuud is too ignorant to appreciate this. If cleaned, it 
  will reveal a decorated surface depicting a country 
  scene with deer and other wild animals. In terms of 
  value, it is worth only 150gp on the market but to a 
  collector or museum, four times as much – little 
  remains of the Golden Age of Barazuhn. This might 
  be recognised by the party on an intelligence: history 
  check (DC 16). 
   
  If not encountered in Area 10, Yazuud will be in 
  the chamber at his desk filling in his ledger and 
  counting out silver from his chest. After two rounds 
  of combat, Razadh will emerge from his chamber to 
  the south to investigate the noise. He will join in the 
  fray immediately. 
   
  AREA 13: RAZADH’S CHAMBER 
   
  Clearly, this chamber is the dwelling of someone 
  central to the activities at Boulderspeak Mines. Despite 
  the fact that the walls have clearly been carved out of the 
  solid rock, it has been richly furnished and decorated. 
  There is a large four poster bed alongside the western 
  wall which is adorned with what appear to be silks and 
  velvets, and to the east is a large oak desk on which are 
  ledgers and scrolls. A decorated ink pot holds a quill and 
  there are three chairs, one behind and two in front of it.  
  Against the walls are bookshelves which contain 
  various books and tomes – mostly mundane but some 
  intricately embossed. A 10’ blue and green rug softens 
  the smoothed rock floor. A fluttering noise attracts your 
  attention and you can see a silver cage, in which a raven, 
  startled by your entrance flaps and attempts to escape. It 
  soon settles down and watches you suspiciously.  
   
  Razadh, Acolyte of Ehalazuhn is Zaleria’s man in 
  Boulderspeak – sent here to speed up production. A 
  task he is quite up to due to his ruthlessness and his 
  experience in engineering and mining. Razadh is a 
  warlock who long ago created a pact with Ehalazuhn. 
  He wishes for the god’s return but does not know 
  how this is to be achieved. He has been assured, 
  however, that it is possible when he communes with 
  his patron at the fountain in Area 15, from where he 
  receives guidance and instructions.   
   
  Razadh is a tall, thin man with angular pointed 
  features. He has gone prematurely bald and what hair 
  he has left is dyed green in honour of his master, 
  Ehalazuhn. He wears a suit of studded leather armour 
  which is dyed blue. He also wears a blue/green cloak 
  
   
   
       66 
  with an image of a whirlpool embroidered upon it. 
  Razadh wields a spear emblazoned with marine 
  motifs such as ugly, toothy, deep sea fish and giant 
  squid. If engaged in combat, he will resort to his spear 
  only if he has no choice but as an Acolyte of 
  Ehalazuhn, he also has the ability to summon and 
  disgorge foul water from his mouth which acts as a 
  poison to any who imbibe it (see Appendix A: The 
  Cult of Ehalazuhn).  If Razadh has not been engaged 
  in Area 10 or Area 12 he will be working in this room.  
   
   
   
  Razadh will not want to die at the hands of the 
  party, especially if they have carved their way 
  through his defences. As he nears death, he will offer 
  to surrender. If this offer is accepted he will reveal the 
  facts about the workings at Boulderspeak Mines and 
  the existence of his superior to the east. He will know 
  that the iron is being shipped to supply a coming war, 
  and will also be able to reveal the presence of Zaleria, 
  a High Priest of Ehalazuhn, at Skard. However, apart 
  from his business dealings he knows little about her 
  and cannot furnish any details apart from her 
  intimidating presence. He does know that the ore 
  once smelted and processed is destined for Skard 
  (which he knows was until recently a dwarven 
  stronghold), and then through and beyond the 
  mountains - but he does not know where to after that. 
  He is a fanatical Acolyte of Ehalazuhn and will make 
  frequent references to his return to the world of men. 
   
  Once he has revealed this information Razadh 
  knows he is doomed – he will be destined to be 
  assassinated at a later date by the supporters of 
  Ehalazuhn. A more fitting end however, will be to 
  have him killed by a group of vengeful slaves if any 
  survive, whereupon he will be beaten to death with 
  improvised weapons. If released after promises of 
  good behaviour he will certainly be cornered and 
  despatched by slaves seeking revenge. Whether or not 
  Razadh dies, his defeat is sufficient for the party to 
  gain his XP. 
   
  On his desk are several items which might interest 
  the party. The first is an account of his experiences 
  since arriving at Boulderspeak Mine a month ago. 
  One account states: 
   
  ‘It is good fortune that I arrived when I did. It 
  appears there has been mining of such 
  incompetence that strains belief. Too many 
  mine faces have been opened up which 
  threaten the very integrity of the mine. I believe 
  that the culprit be the slave Avery who has 
  been given too much latitude by the previous 
  warden. At the moment, this man is useful to 
  me if kept in sight, but when the new foreman 
  arrives then I shall have him executed as a 
  warning to others. Incompetence shall not be 
  tolerated and our mission here is too valuable 
  to be put in danger from a rock fall. Our Lord, 
  Ehalazuhn must have am army worthy of his 
  majesty.  
   
   
  Shipments must be maintained eastward to the 
  smelters at Crystal Haven or Zaleria will have 
  my hide. We need more workers to maintain 
  production and the supply from the pirates on 
  the coast is drying up. I will request a shipment 
  of extra labour from Skard.’ 
   
  A later account states: 
   
  ‘More problems – it now appears that the 
  detonators which we use to open new mine 
  faces have been tampered with. It seems that 
  the chances of getting a 2 minute delay have 
  decreased radically – now 18 seconds is all a 
  worker can expect before detonation. We will 
  either have to stop blasting or use expendable 
  slaves to do it. More detonators have been sent 
  for.’ 
   
  In terms of treasure, Razadh has accumulated 
  some items of value since he took over the running of 
  
   
   
       67 
  Boulderspeak Mine. In a small unlocked check under 
  the desk is Razadh’s loose change to pay for the 
  working of the mine and bonuses – it contains 1000sp. 
  The ink pot is crystal and silver and worth 150gp but 
  is very delicate and must be protected from damage. 
  A draw in the desk contains a further 100gp – this is 
  intended to pay the pirates for their services in human 
  trafficking.  
   
  Razadh was wary enough to keep most of his 
  valuables out of sight. Most of the books in the library 
  are fairly mundane but some are more important. One 
  of the books is entitled ‘A History of Barazuhn and its 
  achievements’. This book, if studied over a period of a 
  few days, will reveal information about Barazud 
  artifacts and art in addition to providing a quite basic 
  account of the ancient empire. This will increase the 
  likelihood of a correct valuation of a Barazud object. 
  The book in itself is very rare and would easily be 
  worth 500gp to a sage or museum. Texts detailing 
  Barazuhn are hard to find – and most are incorrect. 
  The information within the book will give little more 
  information than is detailed in the Background earlier 
  in the module, but the knowledge gained by reading 
  it will boost the reader’s chances of spotting a 
  Barazud artwork by +5 on an intelligence: history 
  check.  
   
  In addition to this book, one other has a false 
  spine, and if withdrawn, will trigger a secret 
  compartment within the bookshelf. Reaching in will 
  reveal where Razadh keeps his real valuables. Inside 
  is a Potion of Resistance, a Potion of Greater 
  Healing, a spell scroll with the 3rd Level spell Dispel 
  Magic and Goggles of Night. Also in a small velvet 
  bag is Razadh’s pride and joy, a beautifully cut yellow 
  sapphire worth 1500gp. This secret compartment can 
  only be discerned if searched for in the bookshelf 
  specifically and will require a wisdom: perception 
  check (DC 14) to locate. 
   
  AREA 14: ABANDONED TUNNELS 
   
  As you proceed down these tunnels you can see a 
  sign affixed to the wall. The sign reads 
   
  ‘DANGER: This area is out of bounds to all staff 
  unless engaged in refuse disposal. Do not proceed 
  beyond this point.’ 
   
  Ahead of you, you can see that the passageway 
  opens up into a 15’ round chamber. This chamber then 
  divides into four passageways heading eastwards, 
  which disappear into the darkness.  
   
  If the party can make a wisdom: perception check 
  (DC 12) then a faint scraping or scurrying noise can be 
  detected as coming from the third passageway from 
  the north. 
   
  This area is used for general waste disposal but 
  mainly for the removal of the corpses of dead slaves. 
  For this purpose, a carrion crawler has been chained 
  against the eastern end of the passageway and is fed 
  regularly – sometimes live prey to keep it happy. If 
  the party ignore the monster and retire then nothing 
  will happen. If however, they attempt to kill the 
  creature then the noise and disturbance will attract 
  the attention of an umber hulk resting within the rock 
  nearby. This will burst out near the western entrance 
  to the passageway to cut off retreat. It is quite a young 
  specimen but its powers are fully developed. The 
  passageway from which the monster emerges has 
  collapsed and cannot be followed further then 15’. 
  Neither creature has any treasure. 
   
  AREA 15: FOUNTAIN ROOM 
   
  This room is dominated by a large fountain but 
  instead of fresh spring water gushing from the 
  assembly, green, brackish watery slime oozes forth. A 
  thick creamy coloured scum floats on the surface of the 
  water at its base. The statue at the centre of the 
  fountain is humanoid but only just – it is a blue/green 
  old, bearded figure that appears to be constructed from 
  oozing and putrid water. The statue, being made from 
  blue glass has clearly been designed to show this 
  translucent form off. A corroded metal plaque at the foot 
  of the fountain’s base reads:  
   
  ‘Ehalazuhn, Destroyer of Life, Elemental God of 
  Drowning and Corrupter of the Flesh’ 
   
   
  
   
   
       68 
  This is where Razadh communes with his patron, 
  Ehalazuhn. There is nothing of value in this room but 
  any attempt to deface or destroy this shrine will draw 
  Ehalazuhn’s eyes from across the void towards the 
  party. From then on it will be difficult for the party to 
  surprise a senior follower of Ehalazuhn. The 
  destruction of any shrine or temple to Ehalazuhn will 
  elicit a similar response. This does not however apply 
  to minor emblems carried by supporters or general 
  iconography, nor will minor or secondary followers 
  receive any such warning.  
   
  AREA 16: SLAVE PEN 
   
  Staring down this south-easterly passageway you can 
  see an opening from which emanates golden light. 
  Standing in the doorway is one of the goblinoid guards 
  facing into the room – its back to you. Beyond the 
  loathsome creature you can see another and cages and 
  wooden cells. Matted and sodden straw covers the floor. 
   
  There are two bugbear guards here. Once they are 
  despatched and the characters can enter the room, 
  they will find a total of 9 cells and cages – each 
  around 5’ square. Each cell contains three slaves. They 
  are undernourished and weak and are awaiting a 
  further living death at the mine face until they 
  collapse. The cages are locked but the bugbear guards 
  have a universal key.  
   
  The slaves are to a large extent afraid of their 
  captors – but not all are. If encouraged, it is not 
  impossible with a charisma: persuasion check (DC 
  14) to convince some of them to join the revolt in 
  Boulderspeak Mine, but this should come from the 
  party itself. There are 27 slaves in total and nine are 
  either strong enough or bold enough to join the party. 
  Despite their enthusiasm to fight back, the slaves are 
  in a weakened state and should not be allowed to die 
  needlessly or in order to protect the party – a good 
  aligned character could never countenance such 
  action. An alternative will be to free the slaves but if 
  this is done prematurely, they will face the same fate 
  as those released from Area 6.  
   
   
   
  AREA 17: GUARD BARRACKS 
   
  Two long tables span most of the length of this room 
  – each has a range of wooden chairs of various 
  descriptions and styles – mostly rickety or cobbled 
  together. Upon the tables are carcasses of deer and 
  other animals. Most have been butchered and hacked 
  to pieces with large iron cleavers.  
  At either end of the room are straw mattresses 
  covered in matted and lank furs. Rats scurry across the 
  floor.  
   
  This is the guard quarters where the bugbears 
  come when not torturing slaves. There is room here 
  for 12 guards although most are on duty throughout 
  the mines. Occupying two of the mattresses are two 
  bugbears - both asleep. The room contains little of any 
  value as the bugbears do not trust each other enough 
  to place any valuables here. Generally, the bugbears 
  hide their limited wealth in secret places around the 
  mines which they hope will not be discovered and 
  plundered. One minute after their arrival at the guard 
  quarters an off duty bugbear will come down the 
  corridor to feed. If the party is occupied in the 
  chamber, they may not hear it and may be surprised.  
   
  DESTROYING THE MINES 
   
  As the party should have discovered whilst 
  exploring the Boulderspeak Mines, they are in a 
  perilous and unstable state – largely due to the efforts 
  of Avery in Area 6. They should also be aware of how 
  they can assist Avery in his dream of thwarting the 
  plans of Razadh. However, another complication has 
  surfaced with the sending of faulty detonators from 
  Skard with shortened fuses. This has increased the 
  risk to potential saboteurs dramatically and Avery is 
  too old, slow and weak to escape the falling masonry 
  caused by even a single demolition of a column.  
   
  According to Avery the columns should be 
  destroyed simultaneously. How the party coordinate 
  this is up to them to decide. The destruction of a 
  single column will not cause the devastation 
  necessary to put the mine out of commission – all four 
  must go. Avery will however inform the party that 
  according to his calculations, the roof collapse caused 
  
   
   
       69 
  by his efforts should not go any further than the cross 
  roads leading to Areas 3 and 15. Any saboteur who 
  reached this area after detonation should be safe. He 
  seems confident. 
   
   
   
  If the party is smaller than four then the necessity 
  for simultaneous detonation can be dispensed with. 
  Then the columns could be destroyed in the following 
  order to ensure as little danger as possible to the party 
  – Area 11, then Area 9 then Area 8 and finally Area 5 
  – thus shortening the rush to the safe area of the cross 
  roads and beyond as the mine collapses. This can be 
  explained to the party if desired by Avery who after 
  all set up the whole scenario – or it can be left to the 
  party to work out. A warning may suffice that when 
  the final explosion occurs then the mines will start to 
  collapse and that an expeditious retreat may be 
  advisable. 
   
  The following will explain the ramifications of 
  explosions caused by the party in various locations 
  throughout the mine if a sequential detonation is 
  carried out rather than a simultaneous one. The slow 
  deterioration of the mine’s stability should be played 
  for dramatic effect with the noise of falling masonry 
  coupled with falling dust, rocks and rumbles from 
  within the whole complex. Naturally, the slaves 
  working in the various danger areas should be 
  evacuated to safety first. 
   
  1. The destruction of the column in Area 5 will 
  lead to the collapse of that room and the 
  passage to Area 6 but no more. It will also 
  cause damage to, but not the collapse of, 
  Areas 2, 3 and 4 
   
  2. The destruction of the column in Area 8 will 
  lead to the collapse of that room and a slight 
  collapse in Area 6 but no more. 
   
  3. The destruction of the columns in Areas 5 and 
  8 will lead to the collapse of those rooms and 
  a quite serious collapse of Area 6 but no more. 
   
  4. The destruction of the column in Area 9 will 
  lead to the collapse of that room and a slight 
  collapse in Area 10 but no more. 
   
  5. The destruction of the columns in Areas 9 and 
  11 will lead to the collapse of those rooms and 
  a quite serious collapse of Area 10 but no 
  more. 
   
  6. The cumulative demolition of the all the 
  columns in Areas 5, 8, 9 and 11 will not only 
  lead to the total collapse of Mine Faces A and 
  B but also the whole mine up to the cross 
  roads to Areas 3 and 15, thus closing the mine 
  forever. 
   
  The party will also have to be careful that any roof 
  collapse does not block them into an area, so care 
  should be encouraged. If by any chance this does 
  happen, it will not be seen as suspicious by the 
  occupants of the mine, but classed as a naturally 
  occurring roof cave-in caused by clumsy demolition. 
  Efforts will be made to open the chamber up again. 
  This however will take some time and naturally focus 
  the enemy’s attention in the area where the party is.  
   
  The final escape to the safe zone should be played 
  as a race against time using the rules for a Chase with 
  the result not capture or escape but the reaching of the 
  safe zone at the cross roads and beyond. The 
  following rules will set the scene and are adapted to 
  suit this scenario: 
   
   
  1. As soon as the final column is destroyed the 
  whole mine begins to cave in. The collapsing 
  roof travels at a speed of 60’ a round from 
  whichever point or points you think make most 
  sense – the column rooms would be most 
  likely and will give the saboteurs a chance to 
  escape to the safe area. 
   
  2. Bear in mind that the faulty detonators only 
  allow an 18 second head start before they 
  blow. After this the chase will occur in 6 
  second rounds. It might make sense to place 
  swifter characters in those areas with the 
  furthest distance to go. 
   
  
   
   
       70 
  3. Members of the chase should use the Dash 
  action and not waste time in defending 
  themselves or attacking enemies. The Dash 
  action can be used a total of three times. After 
  that the runners must use their normal speed. 
   
  4. Attacks can only be made if they are possible 
  once the Dash used as their Action has been 
  carried out. They can however be the target of 
  Opportunity Attacks by any enemy they 
  Dash past as long as that enemy is not 
  dashing to escape also. 
   
  5. Complications can occur to the escapees 
  after the explosives have detonated. A 
  random roll (d20) is made before their turn is 
  taken.  
   
  6. If a character is caught by the collapsing roof 
  they suffer 2d6 bludgeoning damage per 
  round under the falling rocks. This continues 
  until they emerge into the safe zone. 
   
   
  As soon as the party and all NPCs reach the 
  crossroads they will not be affected by any further 
  falling masonry. The collapse will however caused 
  clouds of dust and smoke and this will billow through 
  the remainder of the mine and outside. This coupled 
  with the noise of the collapse will alert the occupants 
  outside of the island to what has happened. 
   
   
  Complications are as below: 
   
  1. A large rock blocks the way – make a 
  dexterity check (DC 12) to evade it and 
  keep running or this turn is spent moving 
  at half speed while it is negotiated. 
   
  2. A pit prop falls in front of you – make a 
  strength check (DC 12) to push it out of the 
  way or suffer a half speed penalty as you 
  struggle past. 
   
  3. Old barrels and crates bar your path – make 
  a dexterity check (DC 10) to leap over them 
  and keep running or this turn is spent 
  moving at half speed as you tripped over. 
   
  4. Water gushes onto the ground from a crack 
  appearing in the wall making it slippery - 
  dexterity check (DC 10) to skid through it 
  or slip over and fall prone. 
   
  5. The torches in your area are extinguished 
  by masonry dust and smoke – make an 
  intelligence test (DC 10) to see the lights 
  flickering ahead and press on blindly. A fail 
  leads to a half speed penalty as you blunder 
  through the darkness. 
   
  6. A dying bugbear, crushed by a fallen rock 
  lies across your path - make a dexterity 
  check (DC 12) to leap over it and keep 
  running or fall prone as it grabs at your 
  legs and tries to trip you over. 
   
  7. A crack has opened up in front of you - 
  make a strength Check (DC 12) to jump it 
  or suffer a half speed penalty as you fail to 
  clear it in one go. 
   
  8. Dust falls from the roof into your eyes - 
  make a constitution check (DC 10) to wipe 
  it clear or stumble forward blinded at half 
  speed. 
   
  9. A sudden drop catches you by surprise – 
  make a dexterity check (DC 14) to keep 
  your footing or fall prone. 
   
  10. A previously unseen slave asks for your 
  help as he falls to the floor – make either a 
  strength or dexterity check (DC 10) to pull 
  him to his feet or suffer a half speed penalty 
  as you struggle to assist the wounded man 
  up. 
   
  11-20.   No complication 
   
   
  THE FINAL ESCAPE 
   
  The pirates and workers on the island who hear 
  the collapse of the mine will come to investigate. They 
  will however not enter the mine as it is clearly a death 
  trap. If there have been escaped slaves breaking out 
  already, then there will be only four pirates and three 
  non-combatant workers (classed as Commoners) 
  waiting outside the mine as the rest will be chasing 
  escaped slaves throughout the island.  
   
  If however there have been no escapes then there 
  will be eight pirates and six workers investigating. 
  However, they will not be expecting a break out and 
  
   
   
       71 
  believe it to be a terrible accident – therefore they can 
  be surprised as the party emerges. It may also be 
  possible to encourage a slave revolt with them so 
  close to freedom. A third of all slaves will be in a 
  condition to fight and will do so with improvised 
  weapons such as clubs.  
   
  Once the landing stage is subdued and the pirates 
  driven away or killed, all that remains is for the party 
  to escape the Iron Islands to the mainland. This 
  should be fairly easy as many of the slaves were 
  mariners, and so will actively help the party across 
  the sea in various small craft if the original pirate ship 
  is not available for whatever reason. The passage will 
  go unmolested and the party can land and refresh in 
  safety at Strongrock before tackling the next part of 
  their quest. 
   
  If the party defeat Razadh and destroy the 
  Boulderspeak Mines they each receive 500XP for 
  foiling Ehalazuhn’s followers and disrupting their 
  plans to bring war to the land of Sarvania. 
   
  NEXT STEPS 
   
  Enough clues should have been picked up by the 
  party to allow them to proceed eastward to end the 
  threat posed by Zaleria in Skard. They should also be 
  in a position to link the rise of Ehalazuhn to their final 
  quest. However, if they have missed some vital 
  evidence then a letter from the pirate captain can be 
  found on his ship detailing the transport of iron 
  towards a place known as Crystal Haven to the east. 
  Alternatively, any surviving slave can mention an 
  overheard conversation between Razadh and Yazuud 
  which mentioned the supplying of an army to the east 
  which threatens all of Sarvania and the shipment of 
  ore to the smelters at Crystal Haven. 
   
   
   
   
   
   
   
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
  BUGBEAR 
  Medium humanoid (goblinoid) , chaotic evil 
   
  Armour Class 16 (hide armour, shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   14 (+2)     13 (+1)    8 (-1)     11 (+0)     9 (-1) 
   
  Skills Stealth +6, Survival +2 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear hits with it (included in the attack). 
   
  Surprise Attack. If the bugbear surprises a creature and hits it 
  with an attack during the first round of combat, the target takes 
  extra 7 (2d6) damage from the attack. 
   
  ACTIONS 
   
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft, one 
  target. Hit: 11 (2d8 + 2) piercing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  Or range 30/1 20 ft., one target. Hit: 9 (2d6 + 2) piercing 
  damage in melee or 5 (1d6 + 2) piercing damage at range. 
   
   
  PIRATE 
  Medium human (any race), Chaotic Evil 
   
  Armour Class 13 (Leather Armour) 
  Hit Points 36 (6d8+6) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     12 (+1)  12 (+2)    12 (+1)   10 (+0)    10 (+0)   10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
   
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 2) slashing damage. 
   
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120ft. one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
  
   
   
       72 
  PIRATE CAPTAIN 
  Medium human (any race), Chaotic Evil 
   
  Armour Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     15 (+2)  16 (+3)     14 (+2)   14 (+2)   11 (+0)    14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages Common Goblinoid 
  Challenge 2 (450 XP) 
   
  ACTIONS 
   
  Multiattack. The captain makes three melee attacks: two with 
  his scimitar and one with his dagger. Or the captain makes two 
  ranged attacks with its daggers. 
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
   
   
  PIERCER 
  Medium monstrosity, unaligned 
   
  Armour Class 15 (natural armour) 
  Hit Points 22 (3d8 + 9) 
  Speed 5 ft., climb 5 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (+0)   13 (+1)     16 (+3)   1 (- 5)      7 (- 2)      3 (-4) 
   
  Skills Stealth +5 
  Senses Blindsight 30ft. , Darkvision 60ft., passive Perception 8 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  False Appearance. While the piercer remains motionless on 
  the ceiling, it is indistinguishable from a normal stalactite. 
   
  Spider Climb. The piercer can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
   
  ACTIONS 
   
  Drop. Melee Weapon Attack: +3 to hit, one creature directly 
  underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet 
  fallen, up to 21 (6d6).  
   
  Miss: The piercer takes half the normal falling damage for the 
  distance fallen. 
   
   
  GRELL 
  Medium aberration, neutral evil 
   
  Armour Class 12 
  Hit Points 55 (10d8 + 10) 
  Speed 10ft., fly 30ft. (hover) 
   
      STR        DEX        CON        INT        WIS        CHA 
      15 (+2)  14 (+2)    13 (+1)   12 (+1)   11 (+0)     9 (- 1) 
   
  Skills Perception +4, Stealth +6 
  Damage Immunities: lightning 
  Condition Immunities: blinded, prone 
  Senses blind sight 60ft. (blind beyond this radius), 
  passive Perception 14 
  Languages Grell 
  Challenge 3 (700 XP) 
   
  ACTIONS 
   
  Multiattack. The Grell makes two attacks: one with its tentacles 
  and one with its beak. 
   
  Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be poisoned 
  for 1 minute. The poisoned target is paralyzed, and it can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on a success. The target is also grappled (escape DC 
  15). If the target is Medium or smaller, it is also re strained until 
  this grapple ends. While grappling the target, the Grell has 
  advantage on attack rolls against it and can’t use this attack 
  against other targets. 
  When the Grell moves, any Medium or smaller target it is 
  grappling moves with it. 
   
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (2d4 + 2) piercing damage. 
   
   
  YAZUUD 
  Medium humanoid (goblinoid), chaotic evil 
   
  Armour Class 17 (chain shirt, shield) 
  Hit Points 65 (10d8 + 20) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     17 (+3)  14 (+2)    14 (+2)   11 (+0)   12 (+1)    11 (+0) 
   
  Skills Intimidation +2, Stealth +6, Survival +3 
  Senses Darkvision 60ft, passive Perception 11 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
   
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear hits with it (included in the attack). 
   
  
   
   
       73 
  Heart of Hruggek. The bugbear has advantage on saving 
  throws against being charmed, frightened, paralyzed, poisoned, 
  stunned, or put to sleep. 
   
  Surprise Attack. If the bugbear surprises a creature and hits it 
  with an attack during the first round of combat, the target takes 
  extra 7 (2 d 6) damage from the attack. 
   
  ACTIONS 
   
  Multiattack. The bugbear makes two melee attacks. 
   
  Morningstar. Melee Weapon Attack: +5 to hit , reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage 
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing 
  damage in melee or 6 (1d6 + 3) piercing damage at range. 
   
   
  RAZADH 
  Medium human, Lawful evil  
   
  Armour Class 14 (Studded Leather) 
  Hit Points 44 (6d8 + 12)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    11 (+0)   14 (+2)    14 (+2)   12 (+1)    13 (+1)    16 (+3) 
   
  Saving Throws Wis+4, Cha +5 
  Skills Intimidation +5, Religion+4, Pact of the Blade 
  Senses passive Perception 11 
  Proficiency bonus +3 
  Languages Common, Primordial 
  Challenge 3 (700 XP) 
   
  Spellcasting. Razadh is a 6th·level Warlock and uses 
  Charisma as his spellcasting ability (spell save DC 14; +6 to hit 
  with spell attacks).  
   
  Razadh knows the following spells from the Warlock's spell list: 
   
  Cantrips (3 – at will): Blade Ward, Chill Touch, Eldritch Blast 
   
  Spell Slots (2) 
   
  3rd Level: Fireball, Fear 
   
  Invocations (3) Agonising Blast, Mire the Mind, Thirsting Blade  
   
  Otherworldly Patron: The Fiend 
  Dark One’s Blessing, Dark One’s Own Luck 
   
  ACTIONS 
   
  Multiattack. Razadh makes two melee attacks – one with his 
  spear and one through the ability Ehalazuhn’s Gift (see 
  Appendix A: The Cult of Ehalazuhn). 
   
  Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 
  5ft.or range 20/60 ft., one target. Hit: 5 (1d4 +2) piercing 
  damage. 
   
   
   
  UMBER HULK 
  Large monstrosity, chaotic evil 
   
  Armour Class 18 (natural armour) 
  Hit Points 70 (11d10 + 33) 
  Speed 30ft., burrow 20 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    20 (+5)   13 (+1)    16 (+3)     9 (-1)    10 (+0)    10 (+0) 
   
  Senses Darkvision 120ft., tremorsense 60ft., 
  passive Perception 10 
  Languages Umber Hulk 
  Challenge 5 (1,800 XP) 
   
  Confusing Gaze. When a creature starts its turn within 30 feet 
  of the umber hulk and is able to see the umber hulk's eyes, the 
  umber hulk can magically force it to make a DC 15 Charisma 
  saving throw, unless the umber hulk is incapacitated. 
   
  On a failed saving throw, the creature can't take reactions until 
  the start of its next turn and rolls a d8 to determine what it does 
  during that turn. On a 1 to 4, the creature does nothing. On a 5 
  or 6, the creature takes no action but uses all its movement to 
  move in a random direction. On a 7 or 8, the creature makes 
  one melee attack against a random creature, or it does nothing 
  if no creature is within reach. 
   
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  can't see the umber hulk until the start of its next turn, when it 
  can avert its eyes again. If the creature looks at the umber hulk 
  in the meantime, it must immediately make the save. 
   
  Tunneler. The umber hulk can burrow through solid rock at half 
  its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel 
  in its wake. 
   
  ACTIONS 
   
  Multiattack. The umber hulk makes three attacks: two with its 
  claws and one with its mandibles. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage. 
   
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft. one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
  CARRION CRAWLER 
  Large monstrosity, unaligned 
   
  Armour Class 13 {natural armour) 
  Hit Points 51 (6d10 + 18) 
  Speed 30ft., climb 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)  13 (+1)      16 (+3)   1 (- 5)     12 (+1)     5 (- 3) 
   
  Skills Perception +3 
  Senses Darkvision 60ft., passive Perception 13 
  Languages - 
  
   
   
       74 
  Challenge 2 (450 XP) 
   
  Keen Smell. The carrion crawler has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Spider Climb. The carrion crawler can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
   
  ACTIONS 
   
  Multiattack. The carrion crawler makes two attacks: one with 
  its tentacles and one with its bite. 
   
  Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  creature. Hit: 4 (1 d4 + 2) poison damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned 
  for 1 minute. Until this poison ends, the target is paralyzed. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the poison on itself on a success. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft one target. Hit: 
  7 (2d4 + 2) piercing damage.  
   
   
  SLAVE 
  Medium human, Lawful Neutral  
   
  Armour Class 10 
  Hit Points 5 (1d8) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (+0)   10 (+0)    10 (+0)    10 (+0)   10 (+0)   10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 0 (10 XP) 
   
  ACTIONS 
   
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       75 
  BENEATH THE 
  RAZOR’S EDGE 
   
  nd Ehalazuhn looked over his domain 
  and was pleased. From the deserts of the 
  east to the Razor’s Edge the dominion of 
  the Destroyer of Life held sway. And 
  many came to wish him well and 
  prosperity for there was none other to 
  worship and no being, man or God came to dispute his over 
  lordship. To his brothers, the Avatars of the Dark he sent 
  greetings and between them the world was divided. All this 
  shall come to pass once again for man is weak and jealous 
  and will welcome him amongst them. 
   
  Excerpt from the ‘Book of Gods and Monsters’ 
  compiled by Safar Rahman, scribe to the Emperor 
  Heroteus II.  
   
  INTRODUCTION  
   
  Beneath the Razor’s Edge is the second part of the 
  A Storm about to Break epic campaign. It follows on 
  from the quests which began with An Echo of Days 
  Past. This module takes the adventurers further on 
  their quest to prevent the return of Ehalazuhn to the 
  world he covets. An Echo of Days Past took the 
  adventurers from first through to fifth level and 
  introduced them to personalities and characters 
  within the Outer Reaches. They have disrupted the 
  efforts of Ehalazuhn’s minions and acolytes in the 
  Outer Reaches and now are destined to move 
  eastward under the ominous presence of the Razor’s 
  Edge mountain range. Their journey east will include 
  the Whispering Barrows where they will encounter 
  the necromancer, Volomoch and thence to the Tower 
  of the False King: the powerbase of Ekasusuhr, 
  Lieutenant of Ehalazuhn. After his defeat and the 
  acquisition of one of the Jewels of Ehalazuhn they 
  will proceed north to Crystal Haven and then to the 
  entrance to Skard, an underground city. On their 
  quest they will encounter more of the believers of 
  Ehalazuhn both current and ancient, as well as find 
  themselves targets of an Imperial plot from 
  A 
  
   
   
       76 
  Kingsvale, the new capital city of Sarvania. Beneath 
  the Razor’s Edge will end with the party about to 
  enter the underground city of Skard.  
   
  PART 5: TO THE RAZOR’S 
  EDGE 
   
  ENCOUNTER 1: AN UNEXPECTED 
  MESSAGE 
   
  The party will make landfall without any real 
  difficulties. The ship liberated from the pirates will be 
  of no further use and so can be given over to any 
  surviving slaves that were freed from the mines. 
  Several of them have nautical experience and so can 
  use the vessel to head south to Sarvania and then to 
  their homes.   
   
   
   
  The party is now resting and recuperating on the 
  western shore of the Outer Reaches near Strongrock 
  keep. In this first encounter, the aim of the party will 
  be to travel to the hamlet of Riverwing where they 
  will investigate a cult shrine of Ehalazuhn.  
   
  A chill wind blows across the sea from the west. You 
  huddle by a fire made from ancient driftwood garnered 
  from the nearby beach. Spray whips off the breakers 
  and sparkles in the icy winter sunlight as you shiver and 
  draw your cloaks tighter around you. Over the sea lie 
  the Iron Islands, the scene of your most recent victory 
  against a threatening power gathering to wreak 
  destruction upon the civilised lands to the south. It is 
  how to combat this evil which has led to this 
  conversation around the fire.  
  Whilst engaged it the debate a high pitched screech 
  above you draws your attention skyward. A shadow 
  passes over the sun and as your eyes adjust to the 
  dazzling brightness you see a large, winged reptilian 
  creature circling just out to sea. In the creature’s claws 
  is what appears to be a human form.  
  As the creature espies your party camped on the 
  beach it drops the body from its grip, which then spirals 
  to earth and falls into the surf nearby. It emits another 
  terrifying screech as it dives towards you. 
   
  This creature is a Wyvern. It has recently attacked 
  and destroyed a Sarvanian military unit south of 
  where the party are now. This unit had been sent into 
  the Outer Reaches to find and pass on instructions to 
  the party on how to proceed with the quest. The 
  Wyvern killed and consumed its victims and was 
  headed north with food for its young when it spotted 
  the party below. Aggressive and greedy, the creature 
  could not resist the temptation to garner more food 
  for the coming winter.  
   
  Once the creature has been killed the party’s 
  attention should be directed towards the body of 
  Captain Bryzetus which rolls limp in the surf nearby. 
  Bryzetus’ body is dressed as a member of the 
  Sarvanian Army. He wears a surcoat displaying the 
  Sarvanian emblem of a white griffon on a blue and 
  white field over his punctured and ripped chain mail. 
  On Bryzetus’ body there is a scroll case in which the 
  party will find new orders. He also wears a gold ring 
  inset with a single large pearl worth 250gp. 
   
  The body of the soldier has been ripped from 
  shoulder to waist by the claws of the creature that now 
  lies at your feet – his once expensive chainmail has 
  been punctured and rent by the beast. Clearly the man 
  has not been dead long as rigor mortis has not yet set 
  
   
   
       77 
  in. He carries no weapon although an empty scabbard 
  suggests that he died fighting. Around his body is a 
  canvas strap, attached to which is a leather scroll or 
  map case.  
   
  On opening the scroll case the party will find 
  instructions from Intendant Isabelle de Challon, 
  Sarvanian representative of the Emperor in the east of 
  Sarvania. News has reached the capital of the party’s 
  exploits in the Outer Reaches, either through Bernier 
  of Kingsvale or Sergeant Perrett. Although their 
  reports are scarce in detail it is clear that the powers 
  within Kingsvale have an interest in their actions.  
   
  Investigating the scroll case you find a letter fastened 
  with a wax seal bearing the arms of Sarvania. It reads: 
   
  ‘Captain Bryzetus, 
   
  I have been instructed by His Imperial Majesty to order 
  you and your command to head into the Outer Reaches 
  forthwith. You are to locate a band of adventurers who, 
  in the service of His Imperial Majesty, has been engaged 
  in conflict with enemies of the Realm.  Make them aware 
  that their actions so far in bringing security to this great 
  land have not gone unreported.  
   
  Inform the party that they are to proceed post haste to 
  the hamlet of Riverwing marked on the map that 
  accompanies this letter - there to report to Sergeant 
  Goubert Budmond resident therein. Further direction in 
  their efforts will await them there. The last contact with 
  a representative of the Realm suggests that they are 
  headed towards the Cloven Ground or beyond. Seek them 
  thereabouts. 
   
  Do not tarry – your task is of great import to the Empire. 
   
  Isabelle de Challon, Governor of Eastern Sarvania’ 
   
  ENCOUNTER 2: RIVERWING 
   
  Riverwing is a small lightly fortified hamlet 
  constructed a few months before the Sarvanians 
  decided to open up this area to colonisation. It was set 
  up in tandem with another hamlet, Crimson Bluff in 
  two strategic areas in the Outer Reaches. The aim was 
  for these small communities to precede general 
  colonisation to test the logistics of maintaining a 
  presence in these hostile lands. When the forces of 
  Kagan Brax headed south to occupy Nightforge, 
  Riverwing was bypassed, contact, however, was lost 
  with Crimson Bluff. The rise to power of Ehalazuhn’s 
  acolytes in this area meant that all supply and support 
  from the Sarvanian Government ceased and the 
  hamlet has survived by its occupant’s resourcefulness 
  and initiative.  
   
  Riverwing sits in a small valley carved out of the 
  local limestone by the fast flowing waters that head 
  south from the Razor’s Edge mountain chain. It 
  consists of several small occupancies protected by a 
  wooden palisade. Its defences would not deter attack, 
  but its location amongst the crags and folds of the 
  
   
   
       78 
  ground has allowed it to remain hidden from prying 
  eyes. The occupants of Riverwing are not fully aware 
  of the events at Crimson Bluff but lack of contact has 
  led them to fear the worst. By following the map 
  supplied with de Challon’s letter, the players should 
  reach Riverwing without incident as the area has 
  quietened down considerably since the end of Kagan 
  Brax.  
   
  When the party reach Riverwing read the 
  following passage to them: 
   
  You have travelled steadily south east - to your left 
  looms the Razor’s Edge mountain chain. In the grey 
  dawn it looks foreboding and unassailable – stark grey 
  and sharp in relief, it forms a natural barrier to the lands 
  beyond.  
  As you travel, the natural undulations of the plain 
  prevents you from seeing too far ahead but after one 
  such rise you see a river flowing north to south. As you 
  near the river, it disappears into a craggy and rocky 
  area. As you approach the natural defile, and looking 
  down, you see hiding amongst the rocks, about fifty feet 
  below you, your destination, Riverwing.  
  Riverwing is not much too look at – just six wooden, 
  thatched buildings surrounded by a palisade. The 
  buildings look unkempt and fairly run down. To the 
  southern end of the small hamlet is an animal enclosure 
  and a small cultivated garden. The fast flowing river 
  bisects the compound and is crossed by sequence of 
  large stones set into its bed. There appears to be only a 
  single guard on the palisade. He stands on the 
  southern side of the palisade on a platform overlooking 
  a small gate.  
   
  Although the guard on the palisade will be 
  suspicious of the party at first, the production of the 
  letter found on Bryzetus’ body will placate him. He 
  will call his superior, Goubert Budmond who after 
  some cursory questioning will allow the party access.   
   
  In exploring Riverwing, the party will soon discern 
  that it is a fairly depressed place. Initially, the hamlet 
  contained four families but one, consisting of Bediwen 
  and Isabena Calin, tried to leave the area some weeks 
  ago. They took their belongings and headed south in 
  order to reach Sarvania. Unfortunately they never 
  made it. Their fate was played out at the cult shrine at 
  Silverglass Falls to the north. Their bodies floated into 
  Riverwing some days later having been thrown over 
  the waterfall. Apart from the three remaining families, 
  the other two buildings contain the small army 
  garrison of three soldiers as well as a small church 
  and the fourth doubles as a HQ and a supply centre 
  and belongs to Goubert. The small garden and the 
  mangy animas kept at Riverwing provide the basics 
  for sustenance.  
   
  The party will be welcomed by Goubert, and on 
  any link to Sarvania being mentioned he will ask if 
  they are aware of any help being sent their way. If the 
  party inform him of the improving situation in the 
  Outer Reaches he will decide to stay put and await 
  relief. Goubert has long since lost his nerve and 
  turned to drink. Any suggestion of leaving Riverwing 
  whether by the party or the residents will receive 
  short shrift. 
   
  THE HAMLET OF RIVERWING 
   
  BUILDING 1 – THE HOME OF THE GWENDOVER FAMILY 
   
  Klanet and Evalen Gwendover were the first to 
  apply to be members of the Riverwing group. Klanet 
  had experienced a downturn in his leather working 
  business and sought new opportunities. As his talents 
  were of use to the expedition the family was readily 
  accepted. They soon made friends with others in the 
  party and have done their best to keep the hamlet in a 
  positive frame of mind. They were special friends 
  with the Calins and were devastated when their 
  bodies were found by their young daughter, 
  Herzelde. Unlike some of the other buildings; Evalen 
  Gwendover makes an effort at maintaining her 
  property to a high standard. Any visitor will be 
  treated to a plate of hot soup even if it means her 
  going without. Despite the mission having essentially 
  failed – no hordes of new emigrants have arrived – 
  Klanet and Evalen are favourable to sticking it out.  
   
  BUILDING 2 – THE HOME OF GOUBERT BUDMOND 
   
  Goubert Budmond is the Sarvanian Army 
  representative in this bleak outpost. As a middle aged 
  man he was chosen to head the mission because no-
  
   
   
       79 
  one else volunteered. He personally liked the idea as 
  he had been bypassed for promotion several times 
  and he hoped that if he made Riverwing a success, he 
  might turn around his career fortunes. Now however 
  with the failure of the mission he has long ago fallen 
  into depression and drinks heavily.  He recently 
  received a pigeon messenger from Kingsvale which in 
  itself caused quite a stir – the hamlet had long fallen 
  off the Imperial radar. The note attached to the pigeon 
  made reference to the party and that they were on 
  their way. It ordered Goubert to discern their plans 
  and then send the pigeon back with this information.  
   
   
   
  Goubert does not really feel comfortable with the 
  party in his small base. On one hand he fears that they 
  might attract unwelcome attention, and on the other, 
  and more importantly, he resents them for who they 
  are – they only make his life seen more worthless than 
  it already was. If the party divulge what they know to 
  Goubert he will send the message off to Kingsvale as 
  quickly as possible in order to expedite the party’s 
  departure. 
   
  A small hut at the rear of Goubert’s house is given 
  over to storage. These resources are kept under lock 
  and key by Goubert. 
   
  BUILDING 3 – THE HOME OF THE CALIN FAMILY 
   
  This building used to belong to Bediwen and 
  Isabena Calin. These unfortunates felt that they could 
  not cope with the isolation of Riverwing anymore and 
  decided to leave. Ignoring the pleas of the 
  Gwendovers, they set out with a small hand cart 
  heading south. Goubert, in a drunken stupor at the 
  time did nothing to stop them leaving – an act which 
  led several in the compound to lose patience with him 
  once and for all. They were only seen again as corpses 
  which floated into the hamlet a few days later. Their 
  house is now quite dusty and is essentially empty 
  apart from some old wooden furniture. The party will 
  be offered this building as a base whilst they are in 
  Riverwing.  
   
  BUILDING 4 – THE HOME OF SISAL FAINT 
   
  Sisal Faint lives alone in Riverwing and works as 
  the hamlet’s hunter. He has previously seen service 
  with the Sarvanian Army as a scout. He is a strong 
  and quite loud character who generally has 
  maintained a positive state of mind until the disaster 
  concerning the Calins. This has led him to openly 
  challenge Goubert’s right to command this post. In 
  Sisal’s mind, the base should be evacuated and they 
  should all leave together. This has not gone down 
  well with Goubert who fears how he will be seen if he 
  returns from such a disastrous experiment. Sisal is a 
  strong character and most of the occupants of 
  Riverwing tend not to argue with him – generally his 
  comments seem to make sense. Even the soldiers, 
  nominally under Goubert, tend to look to him for 
  leadership. 
   
  BUILDING 5 – THE HOME OF THE HARQUIN FAMILY 
   
  Cornell and Helbora Harquin are farmers looking 
  for a better life north. They joined the party in order to 
  move away from civilisation and to make a new start 
  for themselves closer to nature. Their intention was 
  not to stay in Riverwing for too long but to leave 
  when the post had been established. Now, however, 
  they have been trapped by the recent onset of 
  hostilities and the increased bandit presence. They 
  tend the food supply and the animals. Since the 
  deaths of the Calins, they have re-evaluated their 
  plans in the Outer Reaches and now desire to return 
  home. They have been heavily influenced by Sisal 
  Faint and his arguments to abandon the post.  
   
  BUILDING 6 – THE TEMPLE AND BARRACKS 
   
  This building has a dual purpose. In one 
  manifestation, it acts as a small shrine to Aluna, 
  Goddess of Nature, Fertility and Avatar of the Light. 
  This shrine is maintained by Hastos Tathalan and his 
  wife Vaeril. Hastos has bedecked his small religious 
  
   
   
       80 
  site with a small statue to the goddess and various 
  artefacts and imagery. He ministers to the needs of the 
  small community in Riverwing, and hopes by his 
  devotions to encourage the flourishing of this barren 
  place. Hastos and his wife are not keen to leave as 
  they feel it will negatively affect how their deity is 
  seen, but they would go with the majority. Hastos 
  recognised the methods of cultists of Ehalazuhn 
  when he saw the bodies of the Calins – that they had 
  been ritually drowned. The fact that they floated 
  south from the mountains suggested to him that there 
  was a cult centre or shrine there. He did not tell the 
  rest of the community this news. Although he fears 
  this cult, he will not divulge this information to the 
  party until the kidnap of Herzelde.  
   
   
   
  Unfortunately for him, the only way that he could 
  get permission to set up his shrine was by sharing the 
  building with the hamlet’s garrison. The three soldiers 
  which ostensibly protect Riverwing are quartered at 
  the rear of the temple building and in a separate 
  room. This room contains three beds and the soldiers’ 
  meagre possessions. They have no real faith in Hastos’ 
  ministering but as the temple tends to be warm, they 
  are quite content. None of the guards have any faith 
  in Goubert. They tend to look on him as a weak reed 
  on which to depend. They have also lost their cutting 
  edge due to the circumstances at Riverwing and are 
  generally lazy and fairly sullen.  
   
  THE RAID 
   
  Not long after the party arrives at Riverwing, a 
  lone figure will be espied looking down into the crag 
  overlooking the community. He will then turn his 
  horse and gallop away. This is a rider from Crystal 
  Haven who has been sent to find out why the supplies 
  of iron ore have ceased from the Iron Islands. 
  
   
   
       81 
  Locating this previously unknown Sarvanian outpost 
  will divert the rider from his mission, and he will 
  head north to the Silverglass Falls to report his 
  findings. That night an Invisible Hunter sent by 
  Naesala will enter the encampment in search of a 
  victim for sacrifice. It breaks into the compound and 
  enters the home of the Gwendovers. It then kidnaps 
  Herzelde and spirits her away northwards for 
  sacrifice.  
   
  A clamour followed by a scream wakens you from 
  your slumbers and you rush outside. As you do so, you 
  see the body of one of the guards lying on the ground – 
  it has been ripped apart. You see movement on the 
  palisade wall, but before you can investigate another 
  scream penetrates the night - this time from the home 
  of the Gwendovers. Evalen Gwendover followed by her 
  husband rushes out and calls for Herzelde. Her cries 
  are in vain and no answer comes.  
   
  The invisible hunter itself will not be traceable by 
  any pursuers – it moves too fast, is ethereal and has 
  the night on its side. It will spirit Herzelde away to 
  the Silverglass Falls shrine to Ehalazuhn, where she 
  will be caged in preparation for sacrifice. The hunter, 
  having carried out its mission will then disappear.  
   
  Back at Riverwing, a panicked search will reveal 
  nothing except for the body of the guard. It will be 
  surmised by Goubert that the guard interrupted the 
  creature and was killed. Outside the compound, 
  evidence of a dropped doll, identifiable as Herzelde’s, 
  will reveal the invisible hunter’s destination north. 
  When possible, Hastos will take the party aside and 
  inform them of what he thinks might be the cause of 
  this tragedy.  
   
  “My friends, I fear that I know what may have caused 
  such a tragedy. In my studies, I have researched many 
  of the cults of this world. I worry that these events 
  confirm my suspicions of an evil cult of Ehalazuhn 
  practising in this area. Ehalazuhn continually demands 
  more victims – and his devotees use any means to 
  obtain them. I fear that dear Herzelde may have 
  succumbed to their magic.  It is quite common for a cult 
  of this deity to form near running water – their rites 
  include the ritual drowning of victims in supplication to 
  their god.  Less than ten miles north of here there is a 
  lake fed by what are known as the Silverglass Falls. 
  This waterfall spills its icy torrents directly from the 
  Razor’s Edge. It is my belief that you should seek the 
  cult at this place. Do not tarry – the cult of Ehalazuhn 
  does not keep its prisoners long.” 
   
  The members of Riverwing are devastated by the 
  loss of Herzelde and demand action be taken. Sisal 
  Faint will pressure Goubert to act in the freeing of 
  Herzelde. This, Goubert will reluctantly agree to do. 
  Goubert’s nerves are shot and he is not keen to face 
  the cult of Ehalazuhn. If the party want him though, 
  he will go – mainly due to the pressure from the 
  community to do so. In any combat however, there is 
  always the risk that he will break down and lose his 
  nerve completely. Whenever he is personally engaged 
  he must succeed on a Wisdom check (DC 10) or he 
  will decide that his talents are better used elsewhere. 
  This may take the form of him running from the 
  combat or just rolling into a ball to protect himself.  
  Either way, this will last for the duration of the 
  combat. Any recriminations for such behaviour are at 
  the party’s discretion. Goubert’s statistics are at the 
  end of this section. In addition, Sisal’s statistics are 
  supplied if another member of the party is needed. 
   
  THE LAKE AND THE SHRINE 
   
  The party will reach the lake under the falls after 
  following the river for seven miles north.  
   
  In the distance under a boiling grey sky you see a 
  large lake which stretches for miles in a north easterly 
  direction. The wind which has been building up during 
  the course of the day swirls across the water. When 
  you get to the shore it starts to rain and the wind 
  causes it to lash into your faces and it whips up small 
  waves across the lake’s surface. In the centre of the 
  lake is a large area of what looks like reeds and rushes. 
  To the north, almost obscured by the rain, you can see 
  
   
   
       82 
  the sheer face of the Razor’s Edge. Just visible in the 
  distance you can see a thin ribbon of white which 
  should be the Silverglass Falls.  
   
  The lake at the bottom of the Silverglass Falls is 
  home to a colony of 10 Giant Mosquitoes which 
  resides in the 
  vegetation at the 
  centre of the lake 
  – 80’ from the 
  bank.  
   
  As the party 
  passes alongside 
  the lake they will 
  take off and fly 
  into the attack. If 
  the party tries to 
  investigate the 
  vegetation, they 
  will have to swim 
  there. They will 
  find nothing of any value in the area. After the defeat 
  of the insects, the party is free to ascend the 
  Silverglass Falls. 
   
  As you approach the Silverglass Falls, the sound of 
  rushing water gets louder and louder. The main stream 
  of the waterfall is about 20’ across and it rises to a 
  height of around 100’. Solid rock rises from either side – 
  too steep and slippery to climb. You look up in despair. 
  How can you climb such a sheer face? Then you see 
  that there is a shallow cave-like fissure behind the 
  water. As you peer through the ice cold torrent you can 
  see what appears to be a set of steps rising behind the 
  falls. It looks as if it is possible to avoid the inundation 
  falling from above and to ascend these stairs. The 
  steps look slippy but by using them, it should be 
  possible to climb to the top of the waterfall.  
   
  Reaching the top of the stairs is a slow process. 
  They are old and are partially covered with moss and 
  slime from the constant splashing of the waterfall. 
  When climbing the steps, each party member must 
  make a Dexterity: Acrobatics check (DC 10) or slip on 
  the slimy steps and fall for 1d6 bludgeoning damage. 
  At the top of the falls, Acolyte of Ehalazuhn, Naesala 
  performs her rituals in supplication to her evil master. 
  When new sacrifices are required the cult sends out a 
  party to find suitable targets. If a target looks strong 
  or is well defended an invisible hunter is summoned.  
   
  As you climb you begin to hear the sound of chanting 
  above the roar of the water. As you peer over the last 
  few steps you can see a rocky platform bisected by 
  rushing water. The water of the falls leaves a crevice in 
  the far wall, speeds through a gully in the platform and 
  spills over the edge. This crevice has been decorated 
  with arcane symbols, most of which show swirls and 
  eddies carved into the stone. To your left, in the corner 
  of the platform, is a cage in which you can see a small 
  figure confined. 
  A ritual is taking place. There are four blue clad 
  cultists visible Each wears a mask which shows the 
  face of an old man with blue/green skin. As you watch, 
  a cultist casts a spell on the water which turns it from a 
  pale cloudy blue to a putrid green sludge. Two other 
  cultists then drag an adult human figure out from the 
  water. He is clearly dead and the amount of foul, 
  corrupted water that leaves his mouth and nose 
  suggests that he has been drowned. A fourth cultist, a 
  female, dressed more regally than the others in flowing 
  blue robes indicates towards the waterfall and the body 
  is pushed back into the gushing stream, flows swiftly to 
  the edge and falls over to the land below.  
  The woman shouts above the noise of the waterfall, 
  “And so the Lord of Corruption accepts another soul. 
  Pray that his return to the world is thus speeded up and 
  will once again rule over us. Bring forth the second 
  sacrifice.” 
  At this, the cultist at the crevice walks over to a cage 
  and unlocks the door. Through the opening you can 
  now see Herzelde pressing herself into the corner. 
   
  Without help, Herzelde will also be sacrificed to 
  Ehalazuhn through ritual drowning. If attacked, 
  Naesala will retire into the cave to the east of the 
  platform over which she has previously cast a Glyph 
  
   
   
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  of Warding and summon an invisible hunter to aid 
  her – this will take one action. The cultists will fight to 
  the death to protect the shrine from despoliation by 
  unbelievers. If Naesala makes it to the cave she will 
  wait inside with her summoned creature and fight to 
  the death there, 
  protecting the 
  cult artefacts.  
   
  Once the 
  cultists have 
  been defeated, a 
  search of the 
  platform will 
  reveal little, but 
  the cave 
  contains a silver statue of Ehalazuhn in his old man 
  form and is marked with his name. He appears as an 
  ancient traveller bent over and walking with a stick – 
  under his feet, water swirls and within its grasp are 
  faces of lost souls. To a special collector this statue is 
  worth much more (2000gp) than in metal alone 
  (500gp). In a casket next to some furs used as a bed by 
  Naesala is a Potion of Greater Healing and a Spell 
  Scroll containing the Second Level Cleric Spells: 
  Detect Thoughts and Enthrall. 
   
   
  Around Naesala’s 
  neck is a gold 
  necklace which 
  allows her to 
  summon an 
  invisible hunter 
  once every 8 
  hours when 
  performed in 
  front of an icon of 
  her god. This 
  creature is similar to an invisible stalker but does not 
  have the same damage resistances and has less 
  hitpoints. To a non-believer, this necklace will not 
  work - however it is worth 400gp in metal alone and 
  possibly more to a collector of religious iconography.  
   
  Upon the return to Riverwing and the reuniting of 
  Herzelde with her family, each member of the party 
  will receive 250XP for destroying Ehalazuhn’s shrine 
  in the Outer Reaches.  
   
  ENCOUNTER 3: THE WHISPERING 
  BARROWS 
   
  The remaining members of the community of 
  Riverwing are chastened by the recent experiences 
  with Ehalazuhn’s cultists and the pressure to return 
  south is impossible to resist. Any losses suffered at 
  Silverglass Falls will be mourned and if possible, 
  buried. Even Goubert will receive respect for his 
  actions against the cult if he died facing them.  They 
  will pack up their most valuable possessions and 
  escorted by the remaining soldiers head south. Before 
  they leave, Sisal or Hastos will approach the party.  
   
  “Dear Friends, we are so grateful for your assistance 
  against the cult of Ehalazuhn. We realise now that the 
  time is not right for our little community here. We pray 
  however that our sister community at Crimson Bluff has 
  been spared these horrors. Could I ask you to 
  investigate – we have heard not a thing for weeks and 
  we have lacked the strength to investigate it ourselves. 
  The village lies a day’s journey to the south east. If all is 
  well, please inform, Lawson, the Headsman there of our 
  decision to abandon Riverwing and to return home. We 
  pray he decides to do the same. I will pass on your 
  actions in this great quest to the local garrison when we 
  arrive at Foley’s Way Station and ask them to send you 
  any aid possible from Kingsvale.” 
   
  On accepting this quest, the Riverwing community 
  bid the party farewell and head south to safety, which 
  they will reach without interdiction by Ehalazuhn’s 
  forces. On arrival at Foley’s Way Station their 
  message about the party will be sent by Empire 
  Messenger to Kingsvale where, it will arouse the 
  interest of Emperor Heroteus’ Chamberlain, 
  Symounde Vuisgarde. Vuisgarde it not quite what he 
  seems and will react by attempting to remove the 
  party. 
   
  CRIMSON BLUFF 
   
  Unless harassed by wandering monsters, the party 
  will reach the vicinity of Crimson Bluff without 
  incident. The site of this settlement is easily spotted – 
  
   
   
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  the hamlet was named after its location – a range of 
  small hills on which grows pinkish lichen which 
  stands out in the sunlight. The weather is starting to 
  turn now and there is a definite chill in the air with 
  occasional wispy snowflakes blowing on the wind. 
   
  Night is falling as you near the small rise once 
  occupied by the hamlet of Crimson Bluff. It soon 
  becomes apparent that the hamlet has long been 
  abandoned. The stockade has been breached in 
  several places and the dwellings within have been 
  burned to the ground. All the fires have long been 
  extinguished but the smell of burned wood clings to the 
  air. Ash blows on the wind as it howls through the 
  remnants of the compound. Strangely, for a site of such 
  destruction, there are no bodies – not one. Nor are 
  there any traces of blood. It is as if one day the whole 
  population just disappeared.  
  Scanning the area around the hills, a single spark of 
  light attracts your attention. It isn’t large and could very 
  well be a mile or so away, but in the growing dusk, it 
  stands out quite clearly. 
   
  The settlement was attacked some time ago by the 
  minions of Volomoch in the Whispering Barrows, 
  who is desperate to get more workers for his great 
  project. All bodies were removed after the night 
  assault wiped them out. There is no blood, as any spilt 
  was soon consumed by Volomoch’s creatures. Now, 
  the community of Crimson Bluff works tirelessly and 
  for all time within the Great Barrow.  
   
  The Whispering Barrows lie but two miles from 
  Crimson Bluff and are a remnant of a great battle 
  centuries ago in the time of the Barazud civilisation. 
  The dead from this conflict were buried in what were 
  called at the time, the Corobuhn Vaults.  
   
  There they stayed in eternal rest, or at least until 
  stumbled upon by Volomoch, an exiled necromancer 
  from Sarvania. Using his talents in the dark arts and 
  an artefact stolen from the Nequoetron Tower in 
  Kingsvale, he entered the Barrows and reanimated 
  many of the more complete mummified corpses. He 
  then began to build a new home for himself in the 
  company of his silent slaves. Since then he has been 
  using his creatures to join together the barrows into a 
  single complex.  Despite his immortal workers, 
  Volomoch always desires more underlings and not a 
  few solitary travellers have disappeared when 
  traversing the area around this unpleasant place. The 
  attack on Crimson Bluff was Volomoch’s greatest 
  venture yet and reflects his growing power. In fact, 
  his power has grown to such an extent that he has 
  been noticed by the spirit Ekasusuhr in the Tower of 
  the False King as a potential tool in the west.  
   
  The light the party can discern belongs to 
  Volomoch himself who is outside the Great Barrow 
  inspecting the doorway – it is his lantern that the 
  adventurers can see. It will disappear soon after being 
  spotted when Volomoch retires back within the 
  mound.  
   
  INTO THE BARROWS 
   
  After a little journey in the direction of the light a large 
  shape looms out of the growing dark. It looks like a man 
  made hill. It surface is smooth and grassed but within 
  the side of the mound you can see what appears to be 
  a doorway fashioned out of stone. As you near you can 
  see that it has been decorated with archaic text in a 
  language unfamiliar to you. As your eyes adjust to the 
  dark you see the silhouettes of other such hillocks lying 
  around and about the larger one. 
   
  Any party member making a Intelligence: History 
  check (DC 15) will recognise this writing as belonging 
  to the ancient civilisation of Barazuhn – especially 
  
   
   
       85 
  (DC 10) if they have seen artefacts from this culture or 
  have examined ‘A History of Barazuhn and its 
  achievements’ found in Razadh’s chamber in the 
  Boulderspeak mines. A basic translation can be made 
  if the association is established ‘Here lies King 
  Aglozuhr, mourned by his people but reigning supreme 
  with the gods.’ The door is barred from the inside but 
  the stone is ancient and cracked. Any party member 
  will be able to wrench the portal ajar on a Strength 
  check (DC 12). If more than one attempt is made, 
  steps will be heard on the inside of the doorway and 
  an Undead Child will appear to investigate. 
   
   
  Some of Volomoch’s creatures are not soulless 
  zombies – the artefact he wields allows the bestowal 
  of some basic cerebral activity – enough to assist in 
  certain tasks rather than just physical labour. 
  Volomoch has used his powers to create several 
  servants in this vein – usually the young who, in his 
  madness, he refers to as his children. Normally they 
  traverse the complex doing menial errands which his 
  less intelligent creatures cannot. Undead Children are 
  not aggressive but are to all intents and purposes 
  
   
   
       86 
  dead. They have a peaceful visage unlike their zombie 
  kin but their eyes are lifeless. They cannot speak. The 
  opening of the door will attract the attention of one 
  such and it will investigate. If the creature is not killed 
  it will return to Volomoch and indicate a break-in to 
  its master. He will send a group of less placid workers 
  to discern the nature of the disturbance. If at any time, 
  such as described above, Volomoch is alerted to the 
  presence of the party he will send a detail to destroy 
  them. This will consist of 4 Zombies. This applies not 
  only to the Barrow but in the complex below also. If 
  the alarm is not raised then the party can investigate 
  Volomoch’s lair at will. 
   
  NOTE: All zombies in Volomoch’s domain benefit 
  from his Undead Thrall ability which increases their 
  damage capability (see Volomoch’s statistics at the 
  end of the section). 
   
  THE GREAT BARROW 
   
  AREA 1: ARTEFACTS ROOM 
   
  This room may have been a storage chamber or such 
  in times past. However, there is not much to see now. 
  Dust lies thickly on the floor. The walls previously 
  painted red are now cracked and covered in old 
  cobwebs. There are several crates and boxes but most 
  of these have been smashed open and whatever 
  contents they held have long been removed. There are 
  small child sized footprints in the dust. 
   
  This was previously a storage chamber for grave 
  goods accompanying Aglozuhr to the afterlife. 
  Generally it contained items of little value such as his 
  bed, furs and furniture. Volomoch ransacked this 
  room looking for treasure but found none. The 
  footprints belong to an Undead Child which has been 
  posted in the area by Volomoch as an early warning 
  device and to deter incursions into the barrow by 
  vermin and animals. 
   
  AREA 2: TREASURE  ROOM 
   
  This chamber was may have been important for the 
  culture which raised the barrow. The walls were painted 
  at one point. There are still significant multi-coloured 
  plaster deposits which show what would appear to be a 
  king riding a chariot in front of his warriors. The king is 
  shown on different walls either ruling from a great 
  throne or smiting his foes. Apart from crumbled paint on 
  the floor there is nothing in this room. The thick dust on 
  the floor shows the signs of passing of a small barefoot 
  humanoid. 
   
  This was indeed an important room at the time of 
  Aglozuhr’s burial. It was designed to hold the high 
  status items belonging to the dead king. These 
  included a gold plated chariot, boxes of gems and 
  jewel encrusted weapons. These are long gone. After 
  the fall of Barazuhn, this tomb was robbed and its 
  contents dispersed. When Volomoch arrived 
  therefore, there was nothing to be taken, a fact that 
  annoyed him greatly. The treasures held by Aglozuhr 
  remain still with him in Area 5. 
   
  AREA 3: WORKER’S CHAMBER 
   
  People have died in this room. The floor of the 
  chamber is littered with the dried out skeletons of many 
  – probably around thirty - people. The walls and floor of 
  the room are undecorated. The bodies were seemingly 
  piled one atop another. There is no indication why or 
  how they died. 
   
  As was the culture of the time, any person 
  involved in the raising of a king’s barrow in the time 
  of Barazuhn was ritually slain and left inside the 
  tomb. These would serve the dead king in the 
  afterlife. It was also hoped that this would also serve 
  to reduce the numbers of people knowledgeable 
  about the tomb and reduce the chance of robbery.  
   
  AREA 4: BODYGUARD CHAMBER 
   
  The ancient dead adorn this room. Around the walls 
  of this chamber are alcoves – six in number. Each of 
  these contains the skeletal remains of a human - each 
  dressed in archaic armour now rusted and fragile.  
  Some of these bodies have fallen to the floor and lie in 
  a pile of bones; some are suspended from a wooden 
  
   
   
       87 
  pole and hang slumped from it. In the centre of the 
  room are the remains of a large table and six chairs – 
  collapsed and rotten. The walls were once painted but 
  most of what was probably a fresco has crumbled to the 
  floor. There are some surviving pieces which seem to 
  have shown a long line of uniformed soldiers standing 
  behind a king. 
   
  In this chamber reside the remains of the 
  entombed bodyguard of Aglozuhr. In keeping with 
  the rituals of the Barazud civilisation, when the king 
  died his closest bodyguard were also ritually killed 
  and placed in his tomb. From here they would ensure 
  his safe passage to the afterlife.  Despite already being 
  dead, they were supplied with food and the table to 
  nourish their spirits as they guarded their overlord for 
  all eternity.  
   
  These six soldiers are imbued with a spirit which 
  will reanimate their corpses if their king is disturbed. 
  They will then return to their chamber and renew 
  their watch. This fate befell a party of tomb robbers 
  whose remains can be found in Area 5. 
   
  AREA 5: THE CHAMBER OF KING AGLOZUHR 
   
  This room is dominated by a huge sarcophagus in the 
  centre. It is decorated richly and looks to be solid gold – 
  pearls; both white and black have been set in its lid. 
  Carved around the outside are reliefs of high status 
  individuals which process towards a king sitting upon a 
  throne. The king is later seen vanquishing an opposing 
  army – he shoots a glowing bow which pierces his 
  enemies as they flee from his chariot. Later figures 
  carry the king’s body towards a shining sun. 
  Around the walls are cracked frescoes painted in 
  bright colours. The floor is dusty in parts but not in 
  others. There is a suggestion of many footprints in the 
  dust which has been kicked and swept aside. Towards 
  the rear wall there are frames from floor to ceiling in 
  which are depicted local scenery including the Razor’s 
  Edge mountains and large expanses of wasteland or 
  desert. Over each scene is an image of a king – the 
  same one – looking down. On the floor, in front of the 
  sarcophagus are two bodies – well on the way to 
  decomposition. They are dressed in poor garments – 
  their short swords lie in the dust beside them. 
   
  This is King Aglozuhr’s burial chamber. It has long 
  since been robbed. The sarcophagus is gold coloured 
  but not solid – some gold leaf has been applied but 
  not much. The gems are paste and worthless. 
  Essentially, it is decorated stone. Unfortunately for the 
  adventurers, Aglozuhr was not the great king he 
  appears to be. In fact, as one of the last rulers of 
  Barazuhn, he controlled a massively shrunken empire, 
  long fallen into decadence and poverty, and beset on 
  all sides by enemies. However traditions of the 
  Empire meant that when he died he should be buried 
  similarly to his predecessors. The sad truth is that his 
  subjects could not afford the riches of previous 
  funerals and therefore much was pretence or 
  essentially done on the cheap. The Barazud 
  civilisation disappeared into history soon after. What 
  was of any value has long gone.  
   
  Any character checking the sarcophagus without 
  touching it and that makes an Intelligence: 
  Investigation check (DC 12) will soon realise that the 
  coffin is basically worthless. The DC of the check will 
  reduce to 10 if the character is a dwarf or contact is 
  made. However, as soon as the casing is touched it 
  will revive the bodyguard in Area 4. 
   
  Despite the impending fall of Barazuhn, the 
  magics of the Empire had not faded and traditional 
  protection rites were observed. The bodyguard was 
  set to defend their king and their reanimation linked 
  to any tampering with the sarcophagus. The bodies on 
  the floor are two unwary tomb robbers who were 
  slain in the process of trying to open the coffin. If the 
  party also try to prise it open, the bodyguard will 
  return to fulfil their destiny. The rise of the bodyguard 
  may be heard reverberating down the corridor behind 
  them. The bodyguard are essentially skeletons but 
  retain some of their power of times past. If they are 
  killed by the party they will be freed from their duty 
  and not reanimate. 
   
  The casket of the king has lain undisturbed due to 
  the protective efforts of its guard. Even Volomoch has 
  
   
   
       88 
  left it untouched as, although he could pass by unseen 
  by the bodyguard, he recognised its usefulness as an 
  alarm or protective device for his domain below. Any 
  interlopers will either be killed by the guards or 
  assume that the barrow is haunted. They will 
  therefore not proceed further.  
   
  Inside the sarcophagus lies the desiccated body of 
  Aglozuhr. His good quality robes have long since 
  disappeared leaving his mummified corpse dried and 
  corrupted. What has survived however is his ancestral 
  weapon, Iasahr, which lies upon his breast and has 
  remained in good condition.  This is an enchanted 
  shortbow+1 which Aglozuhr and his predecessors 
  used from their chariot in times of war. 
   
  The entrance to Volomoch’s tunnels lies behind 
  one of the panels in the north wall. A successful 
  Wisdom: Perception check (DC 10) will reveal that 
  the disturbed dust and footprints seem to come from 
  this area. A successful Intelligence: Investigation 
  check (DC 14) will show up a catch which releases a 
  mechanism to swing the panel out revealing a 
  staircase leading down. The panel can be destroyed 
  quite easily if assaulted by bludgeoning weapons – 
  this however will lead to the party’s presence being 
  known by Volomoch who will retreat into his 
  chamber and send some of his creatures to destroy 
  them.  
   
  VOLOMOCH’S DOMAIN 
   
  What lies underneath the Great Barrow is a 
  combination of two areas. The first encountered will 
  be the burial place of Aglozuhr’s ministers who lie in 
  state underneath the king’s burial chamber. After this, 
  the rest of the complex belongs to Volomoch which 
  has been dug out by his undead creatures, thus 
  forming what he likes to call his kingdom. As time has 
  passed, the corridors holding the king’s ministers 
  have been extended and deepened. Volomoch has 
  also connected the catacombs of the Great Barrow to 
  the surrounding barrows by mining upwards and 
  breaking through into the chambers above.  
   
  In his delusions, Volomoch sees the time when he 
  can form an undead army which he will use to get his 
  revenge on Sarvania. Although these are essentially 
  pipe dreams, he has gained the attention of 
  Ekasusuhr in the Tower of the False King, who has 
  tapped into Volomoch’s insecurities and who has 
  convinced him that he is already a great lord. 
  Ekasusuhr communicates with Volomoch through a 
  Sending spell, giving him instructions and guidance. 
   
  Volomoch has in his possession an evil artefact 
  known as the Orb of Unlife which was locked within 
  the vaults of the Nequoetron Tower in Kingsvale 
  pending further study. When he found out that his 
  somewhat antisocial activities were the subject of an 
  investigation, he broke into the vaults and stole the 
  item. The Orb of Unlife gives great powers in terms of 
  the animation and control of the dead. It even allows 
  the subject to be instilled with a small degree of self 
  awareness and thought – a trait which has been 
  utilised in his Undead Children which Volomoch uses 
  as servants. The majority of the undead creatures 
  underneath the Barrow however do not have this 
  ability. Volomoch has used the Orb to build up a body 
  of undead minions which do his bidding underneath 
  the Great Barrow. Whilst possessing the Orb, undead 
  creatures will not attack him and feel an 
  uncontrollable urge to carry out his will. Without the 
  Orb he would not have this protection and therefore 
  he always carries it on his person. 
   
  Anyone investigating Volomoch’s domain has a 
  chance of coming across an undead servant of one 
  type or another. None are aggressive – they have a job 
  to perform, as set by Volomoch, and they will 
  endeavour to do this at the expense of any other. 
  Zombies will generally be headed towards an 
  excavation or back to the Birthing Room to be 
  repaired. Depending on when the party come across 
  them they will either be in ‘pristine’ condition or 
  damaged and bloodied and in need of repair. 
  Zombies will ignore the party even if attacked and 
  can easily be followed to their destination. The only 
  exceptions to this, in terms of wandering creatures, 
  are several Undead Children in the lower complex. 
  These will be confused by the party and head to 
  Volomoch’s quarters to report. If he is not there – for 
  example he is hiding in his secret chambers, they will 
  wait there until he appears. Thus it is entirely possible 
  that if several Children have been encountered that 
  they will all be standing motionless and silent in 
  Volomoch’s rooms awaiting his return. 
   
  
   
   
       89 
  AREA 1: THE MINISTERS’ CRYPT 
   
  The stairs beneath the king’s chamber head down 
  and bend to the right. They terminate in a 30’ square 
  room. The floor is dusty but not especially so. It 
  appears that the area is well trodden. Each of the walls 
  has been painted in a variety of colours but much of this 
  is cracked or peeling. The room has four exits, each 
  leading to a corridor 5’ wide. On the south wall there is 
  a plaque with archaic writing upon it. 
   
  If the plaque is translatable (Intelligence: History 
  check (DC 15) or (DC 10) depending on prior 
  experience) it states ‘Here lie the King’s great ministers, 
  serving Aglozuhr in death as they did in life.’  
   
   
   
   
  When the party travel down the passageways they 
  will see six identical sarcophagi, three on either side. 
  They are richly adorned and coloured but contain 
  nothing of value. They are all empty – the occupants 
  now work for Volomoch. 
   
   
   
   
   
  
   
   
       90 
  AREA 2: STORAGE CHAMBER 
   
  You enter a small 20x30’ room with an exit on the 
  opposite side. The room is full of equipment of various 
  types. Most of it seems to relate to excavation and 
  mining. There are picks, sacks, shovels and spades 
  resting against the walls. The ground is dirty and has 
  soil and gravel all over. The walls have been roughly 
  hewn and are dusty and uneven. 
   
  This is a storage room for the gear needed by 
  Volomoch’s servants in the complex. Zombies use the 
  tools to dig and extent his domain. It is currently 
  empty although it is possible that a zombie might turn 
  up to work, select a tool and head off west.  
   
  If the party themselves go west or south into the 
  passages beyond the fork then they will come across 
  two rock faces being worked by two zombies each. 
  They hammer and chisel away at the rock and will 
  ignore the party. 
   
  AREA 3: HARVESTERS OF THE LIVING 
   
  Before the party get anywhere near this chamber, 
  they will have to descend some way down a flight of 
  stairs. These have been well used by Volomoch’s 
  creatures and are swept clean by their passage. There 
  are also traces of blood on the steps. These are the 
  remains of the creatures’ victims which have dropped 
  from their claws. They will be noticed on a Wisdom: 
  Perception check (DC 12). When they reach the door, 
  which is locked (Dexterity: Stealth check (DC 10) 
  they might, on a Wisdom: Perception check (DC 12) 
  be able to discern the sound of low growls and snarls 
  from within. 
   
  As the door screeches open you initially see only 
  darkness. What was first silence is broken by the sound 
  of several vicious snarls and hisses from within. As your 
  eyes become more accustomed to the gloom, you can 
  make out the moving figures of dark humanoids - their 
  eyes reflect off your torches as do their glistening teeth, 
  dripping with saliva. A foul stench emanates from the 
  room making you retch. The creatures howl and shriek 
  and leap at you.  
   
  These are the creatures that do Volomoch’s 
  bidding outside the complex. They are Ghouls and 
  are sent out to get new victims and drag them back to 
  be turned into zombies. In reward for this they receive 
  a corpse to gorge upon. In total there are six of the 
  creatures. The ghouls may kill the party but they will 
  not devour them – they have been instructed by 
  Volomoch to take all captives to the Birthing Room for 
  turning into zombies and they will not disobey his 
  orders.  Any party member killed but stabilized will 
  regain 1 hit point after 1d4 hours. If cleared, the room 
  is a foul, filthy place which stinks of death and 
  decomposition but there is no treasure – the ghouls 
  have no use for it. 
   
  AREA 4: THE BIRTHING ROOM 
   
  The double doors open to reveal a ghastly sight. All 
  around the walls are stone slabs on which bodies lie. In 
  addition to the bodies on the slabs, in the centre of the 
  room standing motionless are five long dead people. 
  They do not react to your entrance but gently sway from 
  side to side. All the corpses are in different states of 
  decomposition. Some look relatively recent but others 
  
   
   
       91 
  are barely held together by their corrupted tendons and 
  muscles. The bodies wear different forms of garb from 
  ancient dress to that which looks like Sarvanian clothing 
  similar to that at Riverwing. There is no movement in 
  the room, all is silent. 
   
  This is what Volomoch calls ‘The Birthing Room’. 
  It is here that new victims are brought from outside 
  the Great Barrow. Here they are reanimated and 
  forced to work as servants to the necromancer. 
  Volomoch also uses this room to repair any zombies 
  which have been damaged whilst excavating the 
  complex. At this time, Volomoch’s attention is 
  elsewhere and so nothing stirs. It is possible that 
  while the party are investigating the room that a 
  damaged zombie will return here and stand with the 
  rest awaiting Volomoch’s attention. Some of the 
  occupants of Crimson Bluff are here. All the 
  inhabitants of the hamlet were slaughtered by 
  Volomoch’s ghouls and taken here. Some are also 
  currently engaged in the complex. In total there are 11 
  zombies in the room. 
   
  If any of the bodies are searched, it is possible on a 
  Wisdom: Perception check (DC 14) that they will find 
  an expensive ring made of gold and amber which was 
  missed when the bodies were examined – it is worth 
  200gp and belongs to Lawson the Headsman of 
  Crimson Bluff – on whose body it still remains. 
   
  AREA 5: TO THE BARROW OF THE SERPENT 
   
  This room is bare. The walls have been chipped out 
  of solid rock and smoothed to an extent. Similar to the 
  room that you entered when you descended into the 
  complex; it is 30’ square and has a staircase heading 
  up. 
   
  This is one of Volomoch’s excavated rooms that 
  expands his domain. The staircase has been built by 
  the zombies and takes the party to a barrow dedicated 
  to a Barazud duke nicknamed ‘The Serpent’ for his 
  cunning. The staircase ends in a trapdoor which gives 
  access to the barrow. 
   
  You raise the trapdoor and peer inside. The room is 
  unlit but you can make out the form of a sarcophagus in 
  the centre of a large circular chamber. An exit heads 
  eastward. Apart from this the room is empty. There is 
  thick dust everywhere which appears to be undisturbed. 
   
  If the party enter the room and explore, they will 
  find that it is indeed empty. The western exit leads 
  down a short passage to a stone door which opens to 
  the outside – a gentle breeze can be felt. The door is 
  jammed shut and requires a Strength check (DC 16) 
  to open.  
   
  This room has been left by Volomoch - mainly 
  because of its dangerous inhabitant. Not that 
  Volomoch really fears the Ghost inside the tomb as 
  long as he has the Orb of Unlife but he still feels a 
  little uncomfortable. He also is weighing up the 
  options regarding the undead creature and is 
  considering its uses in the great army. 
   
  If the party disturb the sarcophagus, they will also 
  disturb the Ghost that lies within which will attack 
  until slain. It is the spirit of the Serpent which has 
  become blighted by its death – he was assassinated by 
  
   
   
       92 
  a competitor. It takes the form of a richly adorned 
  noble wearing a multicoloured cloak. It will not 
  pursue the party outside or under its resting place but 
  maintains a vigil over its corporeal but decomposed 
  body. The body of the duke still wears a necklace of 
  state which is gold with a large topaz and is worth 
  700gp. In a casket at the body’s feet also lies one of the 
  duke’s most prized possessions, namely a Robe of 
  Useful Items (DM should determine its contents as 
  appropriate to the party and its skills) and some Dust 
  ·of Dryness. 
   
  AREA 6: PRISON CELLS 
   
  A solid and locked wooden door bars entrance to this 
  room. The door does however have a small latch flap 
  though which you can peer.   
   
  These three 30’ square rooms contain the prisoners 
  taken by Volomoch who await their appointment in 
  the Birthing Room. These ‘unfortunates’ were seized 
  by Volomoch himself, who is thinking on how to turn 
  their talents to his own ends. These include a 
  Sarvanian soldier and an Ogre in separate rooms. 
  The ogre is a genuinely savage creature but will 
  recognise where its enemies really lie. It will be open 
  to negotiation by the party if helped to escape. It will 
  assist the players if fed but will frequently look at any 
  dwarf, elf or halfing in the party as if figuring out 
  whether it could get away with a swift mouthful. If 
  alignment prevents working with the ogre it can be 
  left behind or freed depending on choice. 
   
  The soldier is a totally different matter, is it in fact 
  not a soldier at all but a Doppelganger working for 
  Zaleria in Skard. It was captured recently by 
  Volomoch but thought to wait to see what the 
  Necromancer was up to before revealing itself. It does 
  not know of the dealings between Volomoch and 
  Ekasusuhr. It will be interested by the party and will 
  endeavour to join up with them on a more permanent 
  basis. It will betray the party whenever it seems 
  opportune but not if it endangers its own life. It will 
  show a willingness to fight for the party but will draw 
  its blows, especially if fighting a creature of 
  Ehalazuhn. Once it has all it needs, it will endeavour 
  to return to its mistress in Skard to report. The 
  doppelganger is not suicidal and will be very careful – 
  it is patient and will only strike when it can escape or 
  indeed may never strike. It can be played in a way 
  that makes the party suspicious or may end up being 
  completely trusted – it is up to the DM. It will 
  endeavour to leave at some point however, as it needs 
  to return to Skard. 
   
  AREA 7: TO THE BARROW OF ARMAND THE SWIFT 
   
  A foul smell greets you when you enter this room. 
  The walls are being working by five animated corpses 
  in various states of decomposition. They shamble 
  around the room chipping and smashing at the sides – 
  their hands smashed into bloody stumps which can 
  barely hold onto their tools. It appears that this will be a 
  room similar to the original chamber near the 
  crossroads. It is approximately 30’ square and apart 
  from the rough walls there is a large staircase in the 
  centre heading up. The four creatures in the room pay 
  you no heed but continue at their task. 
   
  This chamber leads up to another of Aglozuhr’s 
  nobles, a chief named Armand the Swift due to his 
  tactical prowess. It ends in a trapdoor. It is empty but 
  contains the wealth stolen by Volomoch from these 
  barrows and from murdered victims.  
   
  A room faintly lit by a sputtering torch is visible from 
  the raised trapdoor. It contains a sarcophagus in the 
  centre and blue painted walls. There is no furniture as 
  such in the room but it does contain several boxes and 
  chests. A doorway leads to a passageway heading 
  east. 
   
  The sarcophagus contains the mummified body of 
  Armand the Swift but nothing else. Inside the chests is 
  Volomoch’s hoard. It is mainly artefacts and treasure 
  taken from the corpses in the barrows but also has 
  some money stolen from Crimson Bluff. In total the 
  boxes hold – 8 onyx gems worth 50gp each, a carved 
  ivory statuette worth 200gp. In separate chests are 
  200cp, 2,000sp, 600gp and 50pp. It also contains a 
  Potion of Water Breathing and a Potion of Fire 
  Breath. The chests are guarded with a glyph which 
  when opened casts an Alarm spell to Volomoch 
  
   
   
       93 
  alerting him to any tampering with the contents. 
  These glyphs can be removed with a Dispel Magic 
  spell. 
   
  The passageway leads east and similar to Area 5 
  will take the party outside if the external door is 
  broken down.  
   
  AREA 8: VOLOMOCH’S QUARTERS 
   
  The door opens up into a richly adorned chamber 
  unlike the surroundings that you have passed through 
  thus far. It is clean and well kept. Multi coloured 
  tapestries hang on the walls and a large bed is neatly 
  made. A desk is pushed against the east side of the 
  room and various bottles placed upon it   A large thick 
  rug mostly covers the bare stone floor and a large 
  candelabrum hangs from the ceiling. There is also a 
  small shrine on the west wall with two unlit candles 
  either side. This shrine is clearly dedicated to some 
  dark entity and in a small bowl in front of it is what can 
  only be dried blood.  
  On the south wall is a large painting, quite 
  amateurishly done showing a small bearded man in 
  scarlet robes in front of a huge army of the dead. In his 
  left hand he holds a staff and in his right a glass globe 
  which emanates a dull reddish glow. This glow spreads 
  across his evil force behind him.  
  Despite its elegant surroundings, this room is 
  pervaded with the sweet smell of decomposition which 
  makes it an unpleasant place in which to remain.  
   
  These are Volomoch’s private chambers. He will 
  only be here if the party has not alerted him to its 
  presence. The decorations might look plush but the 
  reality is that they are of fairly poor quality - as a 
  closer inspection will reveal. Volomoch himself 
  carried out the painting on the wall. In this he sees 
  himself as a great general ahead of his army. He is a 
  functional painter and the work has no value. Indeed 
  little here has a value and Volomoch’s hoard lies in 
  Area 7.  
   
  The noise of anyone entering his room will alert 
  Volomoch within his chamber behind the secret door 
  in the south wall. This door is disguised by the 
  painting. If the painting is removed, the door will 
  become visible after a fairly cursory investigation 
  such as with a Wisdom: Perception check (DC 10). A 
  similar Wisdom: Perception check but at a DC of 14 
  will detect the sounds of shuffling from behind the 
  door. The smell of decomposition emanates from this 
  secret room. Any disturbance in his quarters will 
  prompt Volomoch to raise his undead guardians in 
  his altar room for his defence as well as summoning 
  any remaining zombies to his aid. 
   
  AREA 9: VOLOMOCH’S ALTAR TO THE DEAD 
   
  A foul stench flows out through the open door. The 
  smell makes you retch – it is the reek of death. In a 
  brief moment you can see a large red painted room 
  beyond the doorway before a foul creature, partially 
  decomposed launches itself at you. Skin peels from the 
  cadaver and fragments of rich cloth hang from its 
  disgusting body. You can see several others behind it 
  and behind them a small dark haired and bearded man 
  holding a glass globe from which a red glow fills the 
  room. 
   
  These are Volomoch’s last line of defence and have 
  been kept in this location just for this purpose. There 
  are six zombies in all. They are what remain of the 
  ministers from the sarcophagi in the centre of the 
  complex. However, they are of unnatural strength 
  being inspired by the power of the Orb of Unlife and 
  have maximum hit points.  
   
  In addition to this Volomoch has also summoned 
  the remaining servants from around the complex – 
  this will total all the occupants not already destroyed 
  by the party apart from the ghouls locked in their 
  room and the ghost in Area 5. The zombies will move 
  
   
   
       94 
  as fast as they can to the aid of their master. Only 
  those not already killed by the party will arrive to a 
  total of twenty. They will start to arrive five rounds 
  into the melee with Volomoch. All will try to destroy 
  the party until Volomoch is killed when his power 
  over them will cease. At this time they will lose all 
  focus and return to a typical zombie state and wander 
  the barrows unguided and attack any living thing 
  they see. 
   
  Volomoch himself carries two potions of Greater 
  Healing, a Potion of Climbing and a spell scroll 
  containing the spells – Enhance Ability, Gust of 
  Wind and Invisibility.  He also carries a wicked 
  looking blade; its hilt appears to be made from bone 
  and is decorated with a skull. It is a dagger+1 but feels 
  cold and unpleasant to the touch – it does not warm 
  up in the hand (included in melee stats). 
   
  Volomoch will use the Orb in the combat to 
  maintain control. Should the Orb however be taken 
  from him or knocked from his grasp then his control 
  over these creatures will end and he will become just 
  another life force to destroy. If this happens then the 
  zombies will attempt to attack and kill him as well as 
  the party – their attacks can be determined randomly. 
  The party itself cannot use the Orb as it emanates evil 
  but it does have a value. Any trader in the arcane will 
  give the party 5,000gp for it. The party might, 
  however, want to think about why someone might 
  want it or who might be interested in buying such a 
  thing.  The priests at the Nequoetron in Kingsvale will 
  give the party 2000gp for its return and it will be 
  restored to their vault and protected.  
   
  Once the party has disposed of Volomoch they can 
  examine the Altar to the Dead. 
   
  The room before you is foul to behold. It is circular in 
  shape rising to a dome above you. The walls are 
  painted red as is the floor. A large candelabrum is 
  suspended from the ceiling – the black candles held 
  within give off a dark noxious smoke. The floor is tiled 
  and has what appears to be a gutter around the 
  outside. Into this fresh blood trickles from a corpse 
  upon a marble pedestal in the centre of the room. 
  Around the outside of the chamber are piles of filth, 
  rotting flesh and pools of blood. What foul experiments 
  took place here are hard to imagine but they are no 
  more. The blood of your enemies now flows where 
  innocents once did. This reign of terror has ended.   
   
  When Volomoch dies, Ekasusuhr will become 
  aware of it.  A phantom of dark swirling mist will rise 
  up from the corpse in the centre of the room and 
  address the party. Despite its ominous presence, the 
  voice which comes from within is calm and measured.  
   
  ‘You have done well, friends, to remove the world of this 
  evil being. He did not deserve life and took pleasure in 
  taking it from others. I bring a message from my Lord – he 
  wishes a bargain with you and has tasked me as his 
  mouthpiece. 
   
  I humbly request that you join me in my abode in the 
  great forest which lies but twenty miles south east from 
  here. Fear not, I mean you no harm. My Lord, Ehalazuhn 
  wishes to recognise your great efforts and asks you not to 
  heed the lies spread about him by unbelievers. I have sent a 
  sign to guide you - leave this evil place and meet with me.’ 
   
  At the end of the message the apparition 
  disappears. Unsurprisingly, Ekasusuhr has no 
  intention of fulfilling any bargain. He wants the party 
  within reach so he can destroy them, although if he 
  can turn them, he will. When the party leave the 
  Whispering Barrows, they will immediately see a 
  shaft of blue light beaming horizontally to the south-
  east. It comes from within what appears to be a huge 
  forest about two miles away. The forest stretches for 
  miles to the north east and south west. 
   
  With the death of Volomoch, each member of the 
  party will receive 250XP for destroying this evil 
  presence and ending his reign once and for all.  
   
  ENCOUNTER 4: A MESSAGE FROM 
  THE GREAT HIGH PRIEST 
   
  NOTE: this encounter does not have to take place at 
  this time in the adventure sequence but at a time 
  suitable for the GM. Nevertheless, it will serve as a 
  break between the Whispering Barrows and the 
  domain of Ekasusuhr.  
   
  
   
   
       95 
  The Emperor Heroteus’ Chamberlain, Symounde 
  Vuisgarde leads a double life. He has long been a 
  trusted official at the Imperial court but this hides a 
  more sinister side. In fact he is the Great High Priest 
  of the Cult of Ehalazuhn (for information on this cult 
  see Appendix A). There is only one Great High Priest 
  and his identity is always a mystery. It should remain 
  this way. It is probable that the party will encounter 
  Vuisgarde at some point at the future but at the 
  moment they will be unaware of both who he is and 
  where he is. The Emperor and his court are not aware 
  of Vuisgarde’s divided loyalties at this time. Heroteus 
  trusts him implicitly as a valued advisor and does not 
  realise Vuisgarde’s hidden agenda.  
   
  Suffice it to say that Vuisgarde does not have the 
  adventurer’s best interests at heart. He sees them as a 
  threat to the rebirth of his master and therefore has 
  prioritised their demise. Vuisgarde does not have any 
  contact with Ekasusuhr in the Tower of the False 
  King. They are aware of each other’s existence but are 
  competitors to win the favour of Ehalazuhn and 
  despise and fear this competition. Nevertheless, they 
  both desire the destruction of the party at this point. 
  When he hears about the party’s success at his cult 
  shrine at the Silverglass Falls Vuisgarde will attempt 
  to remove them. 
   
  You awake to find the ground covered in a thin 
  blanket of crispy snow. The air has turned more chilled 
  over the last few days and the grey clouds have 
  threatened a flurry for some time. You huddle around 
  your spent fire and attempt to relight it. The nights are 
  drawing in and the days grow short – you need to get 
  on your way. As you stretch and pack equipment you 
  see a lone figure in the distance. He rides a horse and 
  seems to be following your route. As he nears you 
  shout a greeting. 
  At a short distance from you he dismounts and walks 
  purposefully towards you. He wears a chain shirt under 
  his black cloak and carries a mace and a brightly 
  coloured shield bearing a roaring lion’s head. He has a 
  steely expression and wears tattoos and scars about 
  his arms and face – he seems enormously powerful. 
   
  This man is Casgar, an assassin sent from 
  Vuisgarde to follow the party’s tracks since 
  Riverwing. His charge is to dispatch them when they 
  are encountered and return with proof of their 
  demise. In Kingsvale he is known as a great pit fighter 
  but has accepted this mission as it came with an offer 
  of great wealth. Casgar does not know his patron but 
  was enticed with a significant down payment which 
  he still carries. He has no qualms about this task – he 
  is a professional killer. If challenged by the party, he 
  will respond that he has ‘A message from Kingsvale’. 
   
   
  Casgar wields a mace+1 called ‘brain smasher’ 
  (included in his attack statistics) and carries a +1 
  shield. In a pouch around his waist is his down 
  payment from Symounde Vuisgarde which is a large 
  sapphire in a blue velvet bag. It is worth 1250gp. 
  Embroidered in light blue into the bag is a small 
  symbol of an eagle’s claw. This is the mark of 
  Vuisgarde which although will mean nothing to the 
  party at this time may aid them later. It can be spotted 
  on a Wisdom: Perception check (DC 16) unless 
  searched for when it will be seen on an Intelligence: 
  Investigation check (DC 10) 
   
  
   
   
       96 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  WYVERN 
  Large dragon, unaligned 
   
  Armour Class 13 (natural armour) 
  Hit Points 110 (13d10 + 39) 
  Speed 20ft., fly 80ft. 
   
       STR       DEX       CON       INT      WIS     CHA 
     19 (+4)  10 (+0)   16 (+3)    5 (-3)   12 (+1)   6 (- 2) 
   
  Skills Perception +4 
  Senses darkvision 60 ft. , passive Perception 14 
  Challenge 6 (2,300 XP) 
   
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.  
   
  Pack Tactics. The wolf has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.  
   
  ACTIONS 
   
  Multiattack. The wyvern makes two attacks: one with its bite 
  and one with its stinger. While flying, it can use its claws in 
  place of one other attack. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. 
   
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage. 
   
  Stinger. Melee Weapon Attack: +7 to hit, reach 10ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  GIANT MOSQUITO 
  Medium beast, unaligned 
   
  Armour Class: 12 
  Hit Points: 15 (3d8+3) 
  Speed: 10ft., fly 50 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     10 (+0) 14 (+2)     12 (+1)     1 (-5)     10 (+0)     3 (-4) 
   
  Senses: passive Perception 10 
  Languages: - 
  Challenge: 1/2 (100 XP) 
   
  ACTIONS 
   
  Blood Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage, and the mosquito 
  attaches to the target. While attached, the mosquito doesn't 
  attack. Instead, at the start of each of the mosquito's turns, the 
  target loses 6 (1d8 + 2) hit points due to blood loss. 
   
  The mosquito can detach itself by spending 5 feet of its 
  movement. A creature, including the target, can use its action to 
  detach the mosquito. 
   
   
  NAESALA, ACOLYTE OF 
  EHALAZUHN 
  Medium human, Lawful Evil 
   
  Armour Class: 16 (ring mail) 
  Hit Points: 48 (6d8 + 12) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (+0)   14 (+2)    14 (+2)    11 (+0)   17 (+3)    13 (+1) 
   
  Saving Throws: Wisdom +6, Charisma +4 
  Skills: Deception +4, Persuasion +4, Religion +3 
  Proficiency bonus: +3 
  Senses: passive Perception 13 
  Languages: Common 
  Challenge: 4 (1100 XP) 
   
  Dark Devotion: Naesala has advantage on saving throws 
  against being charmed or frightened. 
   
  Spellcasting: Naesala is a 6th-level Ehalazuhn Acolyte 
  Cleric and uses Wisdom as her spellcasting ability (spell 
  save DC 14, +6 to hit with spell attacks).  
   
  Naesala knows the following spells from the cleric's spell 
  list: 
   
  Cantrips: (4 at will): Guidance, Light, Mending, Spare the 
  Dying 
   
  1st level: (4 slots): Guiding Bolt, Inflict Wounds 
   
  2nd level: (3 slots): Blindness/Deafness, Hold Person 
   
  3rd level: (3 slots): Bestow Curse, Dispel Magic Glyph of 
  Warding, Spirit Guardians, Remove Curse 
   
  ACTIONS 
   
  Multiattack: Naesala makes two melee attacks – one with her 
  dagger and one through the ability Ehalazuhn’s Gift: (see 
  Appendix A: The Cult of Ehalazuhn in An Echo of Days Past). 
   
  Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
  
   
   
       97 
  CULT FANATIC 
  Medium human, any non-Good Alignment 
   
  Armour Class: 13 (leather armour) 
  Hit Points: 33 (6d8 + 6) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    11 (+0)  14 (+2)     12 (+1)    10 (+0)   13 (+1)   14 (+2) 
   
  Skills: Deception +4, Persuasion +4, Religion +2 
  Senses: passive Perception 11 
  Languages: Common 
  Challenge: 2 (450 XP) 
   
  Dark Devotion: The fanatic has advantage on saving throws 
  against being charmed or frightened. 
   
  Spellcasting: The fanatic is a 4th-level spell caster. Its spell 
  casting ability is Wisdom (spell save DC 11, +3 to hit with spell 
  attacks). The fanatic has the following cleric spells prepared: 
   
  Cantrips: (at will) : light, sacred flame, thaumaturgy 
   
  1st level: (4 slots): command, inflict wounds, shield of faith 
   
  2nd level: (3 slots): hold person, spiritual weapon. 
   
  ACTIONS 
   
  Multiattack: The fanatic makes two melee attacks – one with 
  their dagger and one through the ability Ehalazuhn’s Gift: (see 
  Appendix A: The Cult of Ehalazuhn in An Echo of Days Past). 
   
  Dagger: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage. 
   
   
  INVISIBLE HUNTER 
  Medium Elemental, Neutral 
   
  Armour Class: 13 
  Hit Points: 60 (12d8 + 12) 
  Speed: 50 ft., fly 50 ft. (hover) 
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   17 (+3)    13 (+1)     9 (+0)    14 (+2)   10 (+0) 
   
  Skills: Perception +6, Stealth +7 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses: darkvision 60ft., passive Perception 18 
  Languages: Auran, understands Common but doesn't speak it 
  Challenge: 4 (1100 XP) 
   
  Invisibility: The hunter is invisible. 
   
  Faultless Tracker: The hunter is given a quarry by its 
  summoner. The hunter knows the direction and distance to its 
  quarry as long as the two of them are on the same plane of 
  existence. The hunter al so knows the location of its summoner 
   
  ACTIONS 
   
  Multiattack: The hunter makes two slam attacks. 
   
  Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 2) bludgeoning damage. 
   
   
  GOUBERT BUDMOND 
  Medium human, Lawful Neutral  
   
  Armour Class 16 (breastplate)  
  Hit Points 18 (3d8 + 3)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)    12 (+1)     12 (+1)     10 (+0)   11 (+0)    10 (+0) 
   
  Skills Perception +2 
  Proficiency bonus: +2 
  Senses passive Perception 12 
  Languages Common  
  Challenge 1/4 (50 XP)  
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 6 (1d8 + 2) piercing damage 
  (versatile), (1d6+2 if thrown) 
   
   
  ZOMBIE 
  Medium undead, neutral evil 
   
  Armour Class: 8 
  Hit Points: 22 (37 hit points in Area 9) (3d8 + 9) (+4 
  maximum hitpoints for Volomoch’s Undead Thrall bonus) 
  Speed 20 ft.  
   
       STR       DEX       CON       INT      WIS     CHA 
      13 (+1)   6 (-2)    16 (+3)    3 (-4)    6 (-2)    5 (-3) 
   
  Saving Throws: Wisdom +0 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: darkvision 60 ft., passive Perception 8 
  Languages: understands the languages it knew in life but 
  can't speak 
  Challenge: 1/4 (50 XP) 
   
  Undead Fortitude: If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit 
  point instead. 
   
  ACTIONS 
   
  Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 4) bludgeoning damage inc. +3 for 
  Volomoch’s Undead Thrall bonus.). 
  
   
   
       98 
  SISAL FAINT 
  Medium human champion, Lawful Good  
   
  Armour Class: 16 (chain mail) 
  Hit Points: 35 (4d10 + 12) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)   17 (+3)    16 (+3)    10 (+0)   10 (+0)   13 (+1) 
   
  Saving Throws: Strength +2, Constitution +3 
  Skills: Athletics +4, Intimidation +4, Perception +2 
  Proficiency bonus: +2 
  Senses: passive Perception 12 
  Languages: Common 
  Challenge: 1 (200XP) 
   
  Archery: When wielding a ranged weapon he gains a +2 bonus 
  to attack rolls with that weapon 
   
  Second Wind: He has a limited well of stamina that he can 
  draw on to protect himself from harm. On his turn, he can use a 
  bonus action to regain hit points equal to 1d10 + his fighter 
  level. 
   
  Action Surge: He can push himself beyond his normal limits for 
  a moment. On his turn, he can take one additional action on top 
  of his regular action and a possible bonus action. 
   
  Improved Critical: He scores a critical hit on a roll of 19 or 20. 
   
  ACTIONS 
   
  Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Longbow: Ranged Weapon Attack: +5 to hit, ranged150/600 ft, 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
   
   
  ZOMBIE CHILD 
  Medium undead, neutral evil 
   
  Armour Class: 8 
  Hit Points: 10 (1d8 + 2) (+4 maximum hitpoints for 
  Volomoch’s Undead Thrall bonus) 
  Speed 20 ft.  
   
       STR       DEX       CON       INT      WIS     CHA 
      11 (+0)   6 (-2)    14 (+2)    3 (-4)    6 (-2)    5 (-3) 
   
  Saving Throws: Wisdom +0 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: darkvision 60 ft., passive Perception 8 
  Languages: understands the languages it knew in life but 
  can't speak 
  Challenge: 1/4 (50 XP) 
   
  Undead Fortitude: If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit 
  point instead. 
   
  ACTIONS 
   
  Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage inc. +3 for Volomoch’s 
  Undead Thrall bonus.). 
   
   
   
  AGLOZUHR’S BODYGUARD 
  Medium undead, lawful evil 
   
  Armour Class: 15 (Armour scraps) 
  Hit Points: 35 (5d8 + 15) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+2)   14 (+2)     17 (+3)    6 (-2)     10 (0)       5 (-3) 
   
  Damage Vulnerabilities: bludgeoning 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, poisoned 
  Senses: darkvision 60 ft., passive Perception 9 
  Languages: understands the languages it knew in life but can't 
  speak 
  Challenge: 1 (200 XP) 
   
   
  ACTIONS 
   
  Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6+2) slashing damage. 
   
   
  GHOUL 
  Medium undead, chaotic evil 
   
  Armour Class: 12 
  Hit Points: 22 (5d8) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    13 (+1)   15 (+2)    10 (+0)     7 (-2)     10 (-0)      6 (-2) 
   
  Damage Immunities: poison 
  Condition Immunities: charmed, exhaustion, poisoned 
  Senses: darkvision 60ft., passive Perception 10 
  Languages: Common 
  Challenge: 1 (200 XP) 
   
   
  ACTIONS 
   
  Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage. 
   
  Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage. If the target is a creature 
  other than an elf or undead, it must succeed on a DC 10 
  
   
   
       99 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
   
  GHOST 
  Medium undead, any alignment 
   
  Armour Class: 11 
  Hit Points: 45 (10d8) 
  Speed: 0 ft., fly 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
       7 (-2)    13 (+1)    10 (+0)   10 (+0)   12 (+1)   17 (+3) 
   
  Damage Resistances: acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from non magical weapons 
  Damage Immunities: cold, necrotic, poison 
  Condition Immunities: charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained 
  Senses: darkvision 60ft., passive Perception 11 
  Languages: any languages it knew in life 
  Challenge: 4 (1,100 XP) 
   
   
  Ethereal Sight: The ghost can see 60 feet into the Ethereal 
  Plane when it is on the Material Plane, and vice versa. 
   
  Incorporeal Movement: The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn in side an object. 
   
  ACTIONS 
   
  Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 17 (4d6 + 3) necrotic damage. 
   
  Etherealness: The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can't 
  affect or be affected by anything on the other plane. 
   
  Horrifying Visage: Each non-undead creature within 60 feet of 
  the ghost that can see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If the save fails by 5 
  or more, the target also ages 1d4 x 10 years. A frightened 
  target can repeat the saving throw at the end of each of its 
  turns, ending the frightened condition on itself on a success. If a 
  target's saving throw is successful or the effect ends for it, 
  the target is immune to this ghost's Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours of it occurring. 
   
  Possession: (Recharge 6). One humanoid that the ghost can 
  see within 5 feet of it must succeed on a DC 13 Charisma 
  saving throw or be possessed by the ghost; the ghost then 
  disappears, and the target is incapacitated and loses control of 
  its body. The ghost now controls the body but doesn't deprive 
  the target of awareness. The ghost can't be targeted by any 
  attack, spell, or other effect, except ones that turn undead, and 
  it retains its alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It otherwise uses 
  the possessed target's statistics, but doesn't gain access to the 
  target's knowledge, class features, or proficiencies. 
   
  The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost's 
  Possession for 24 hours after succeeding on the saving throw 
  or after the possession ends. 
   
   
  OGRE 
  Large giant, chaotic evil 
   
  Armour Class: 11 (hide armour) 
  Hit Points: 59 (7d10 + 21) 
  Speed: 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)   8 (-1)        16 (+3)    5 (-3)      7 (-2)       7 (-2) 
   
  Senses: darkvision 60ft., passive Perception 8 
  Languages: Common, Giant 
  Challenge: 2 (450 XP) 
   
  ACTIONS 
   
  Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.  
   
  Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage 
   
   
  DOPPLEGANGER 
  Medium monstrosity, shapechanger, neutral 
   
  Armour Class: 14 
  Hit Points: 52 (8d8 + 16) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    11 (+0)   18 (+4)    14 (+2)    11 (+0)   12 (+1)    14 (+2) 
   
  Skills: Deception +6, Insight +3 
  Condition Immunities: charmed 
  Senses: darkvision 60ft., passive Perception 11 
  Languages: Common 
  Challenge: 3 (700 XP) 
   
  Shapechanger: The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, or 
  back into its true form. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
   
  Ambusher:. The doppelganger has advantage on attack rolls 
  against any creature it has surprised. 
   
  Surprise Attack: If the doppelganger surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack. 
  
   
   
       100 
  ACTIONS 
   
  Multiattack: The doppelganger makes two melee attacks. 
   
  Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage. 
   
  Read Thoughts: The doppelganger magically reads the 
  surface thoughts of one creature within 60 feet of it. The effect 
  can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 
  2 inches of metal, or a thin sheet of lead blocks it. While the 
  target is in range, the doppelganger can continue reading its 
  thoughts, as long as the doppelganger's concentration isn't 
  broken (as if concentrating on a spell). While reading the 
  target's mind, the doppelganger has advantage on Wisdom 
  (Insight) and Charisma (Deception, Intimidation, and 
  Persuasion) checks against the target. 
   
   
  VOLOMOCH 
  Medium human, Lawful Evil Necromancer 
   
  Armour Class: 12 (unarmoured) 
  Hit Points: 42 (7d6 + 14) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     7 (-2)     14 (+2)    14 (+2)    18(+4)    14 (+2)   13 (+1) 
   
  Saving Throws: Intelligence +7, Wisdom +5 
  Skills: Insight +7, Investigation +7 
  Proficiency bonus: +3 
  Senses: passive Perception 15 
  Languages: Common 
  Challenge: 4 (1100 XP) 
   
  Grim Harvest: He has the ability to reap life energy from 
  creatures he kills with his spells. Once per turn when he kills 
  one or more creatures with a spell of 1st level or higher, he 
  regains hit points equal to twice the spell’s level, or three times 
  its level if the spell belongs to the 
  School of Necromancy. He doesn’t gain this benefit for killing 
  constructs or undead. 
   
  Undead Thralls: Whenever he creates an undead using a 
  necromancy spell, it has additional benefits: 
   
   
  The creature’s hit point maximum is increased by an 
  amount equal to his wizard level. 
   
   
  The creature adds his proficiency bonus to its weapon 
  damage rolls. 
   
  Spellcasting: He is a 7th level necromancer and uses 
  Intelligence as his spellcasting ability (spell save DC 15, +7 to 
  hit with spell attacks). He knows the following spells from the 
  wizard's spell list: 
   
  Cantrips: (4 at will): Acid Splash, Dancing Lights, Mending, 
  Poison Spray 
   
  1st level: (4 slots): Protection from Evil and Good, Fog Cloud, 
  Ray of Sickness, Tasha’s Hideous Laughter 
   
  2nd level: (3 slots): Flaming Sphere, Hold Person, Melf’s Acid 
  Arrow 
   
  3rd level: (3 slots): Animate Dead, Blink, Dispel Magic 
    
  4th level: (1 slot): Blight 
   
  ACTIONS 
   
  Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 
  5ft.or range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing 
  damage. 
   
   
  CASGAR 
  Medium human, Chaotic Neutral 
   
  Armour Class: 18 (chain shirt, shield+1) 
  Hit Points: 135(15d8 + 45) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)   15 (+2)    16 (+3)    10 (+0)   12 (+1)    15 (+2) 
   
  Saving Throws: Str +7, Dex +5, Con +6 
  Skills: Athletics +10, Intimidation +5 
  Senses: passive Perception 11 
  Languages: Common 
  Challenge: 5 (1,800 XP) 
   
  Brave: Casgar has advantage on saving throws against being 
  frightened. 
   
  Brute: A melee weapon deals one extra die of its damage 
  when Casgar hits with it (included in the attack). 
   
  ACTIONS 
   
  Multiattack: Casgar makes three melee attacks or two ranged 
  attacks. 
   
  Mace: Melee Attack: +8 to hit, reach 5 ft, one target. Hit: 12 
  (2d6 + 5) bludgeoning damage. 
   
  Shield Bash: Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone. 
   
   
   
   
   
   
  
   
   
       101 
  PART 6: THE TOWER OF 
  THE FALSE KING  
   
  ENCOUNTER 5: THE BEAR AND THE 
  BEAST  
   
  The coniferous forest the party enters after the 
  invitation by Ekasusuhr is mainly coniferous in 
  nature. The trees are huge and quite thick in some 
  parts. However, travel through the undergrowth is 
  relatively straight forward. The forest is not especially 
  dark and the branches begin quite high up. The 
  ground they cross is soft to the touch and consists 
  mainly of old and brown pine needles. The forest, 
  although huge, is not especially dense and the light 
  can just about be seen through the canopy above 
  them. It will not be hard to follow the beam of light 
  emanating from the Tower of the False King. In the 
  undulating terrain though, the journey to Ekasusuhr 
  will take around two days. 
   
  You have been travelling for several hours through 
  the forest. Although the winter winds rustle the tree tops 
  above you, you are fairly sheltered at ground level. As 
  you have headed further into the forest you have 
  perceived a slight change in the environment. The trees 
  seem darker, more brooding. The air is thicker, damper 
  and has an unpleasant odour.  
  Suddenly, a bloodcurdling roar echoes through the 
  forest. It is followed by another different, more bestial, 
  howl. The ground drops away quite steeply before you 
  and at the bottom of a forest dell is a stinking area of 
  swamp. All around is rotten vegetation, fallen tree 
  trunks – the sound of flies fills the air.  
  In the middle of the marsh you see a contest between 
  two creatures of the forest. A huge half man, half bear 
  creature is engaged in a life and death struggle with a 
  foul, three legged swamp creature with a huge bulbous 
  body. It whips long spiked tendons as its huge mouth 
  opens and snaps shut at its prey. With a great effort, 
  the man-bear embeds its axe in the creature’s side and 
  it falls the ground. The badly wounded victor also 
  collapses with exhaustion, unable to walk. Suddenly,  a 
  new danger looms when there is another roar and a 
  second swamp beast rises out of its rotting den and 
  shambles forward towards its weakened prey.  
   
  The bear is a Werebear, a good forest creature 
  which has entered the lair of a pair of Otyughs. If the 
  party help the werebear to defeat the otyughs, he will 
  return to his muscular human form and will introduce 
  himself as Razael. He will ask them to help him to his 
  shack which is not far away.  
   
  Whilst at the werebear’s home the party will 
  discover that Razael had been searching for the 
  otyughs for some time as they had been plaguing the 
  forest. The party will find themselves welcome at 
  Razael’s home which consist of a medium sized 
  wooden shack with several outbuildings in a forest 
  clearing. He will ask where they are headed and if 
  they tell him the truth he will relate the following: 
   
  The fire in Razael’s home crackles and warms you 
  thoroughly. Outside the winter winds have increased, 
  and whistle past the window. Razael cooks and feeds 
  you a bowl of wholesome soup and tells a tale of wars 
  past, 
  “The time of the inundation was a time of war, 
  hardship and death, but we saw little of it here. I and my 
  ancestors chose to separate ourselves from the race of 
  man – preferring instead to live free and wander this 
  unspoiled place. However, it wasn’t long before the 
  wars came to us. A great evil, a servant of Ehalazuhn, 
  
   
   
       102 
  came to these parts – Ekasusuhr was his name. He 
  threw up a tower from which he sent out forces to 
  destroy the surrounding lands. The Tower of the False 
  King it was called as his power was great. Years went 
  by and as we observed the world outside, much was 
  laid to waste. Then the wars ended – how I do not know 
  but Ehalazuhn was thrown down and his servants cast 
  out. Ekasusuhr was destroyed also and his tower 
  breached.  
  Now however, he has returned, wraith form he takes, 
  and seeks to return his master to the world once again. 
  In his charge is a token of his master, a source of 
  power – it is called the Jewel of Ehalazuhn. A blue 
  sapphire of great size it is –it is this which lights up the 
  sky these past days. If you seek Ekasusuhr, new 
  weapons will be necessary. Normal arms do not effect 
  Ehalazuhn’s lieutenant – silvered they must be. I can 
  assist you there. Silver means little to me.” 
   
  Within Razael’s dwelling he possesses a small 
  forge that he uses to make repairs and has enough 
  silver to coat three weapons. Only a silvered or 
  magical weapon will harm Ekasusuhr. If more 
  silvering is required then the party must sacrifice 
  some of their wealth should they possess some – 
  500sp worth of silver coin or bullion will be enough 
  once melted to cover a weapon’s blade sufficiently. 
  When the party are ready to depart they will receive 
  the well wishes of Razael and directions to the Tower 
  of the False King barely one day away.  
   
  He will not come with them. His kind has always 
  shrunk from contact with men and although he hopes 
  they will succeed, he secretly doubts it. It is possible 
  however that the party will see him again. They can 
  use his home for recuperation if necessary when 
  fighting Ekasusuhr.  
   
   
   
  ENCOUNTER 6: INVITED GUESTS 
   
  The Tower of the False King is shrouded in 
  darkness. This is magical darkness which persists 
  regardless of the time of day. The characters will 
  therefore notice that the day becomes darker the 
  nearer they approach the tower. If they move further 
  away, then the day becomes lighter again. This 
  darkness protects Ekasusuhr and the specters he has 
  created. There are five such specters inside the 
  
   
   
       103 
  confines of the tower. These have been ordered not to 
  attack by their master and thus will be seen from the 
  outside but will not act aggressively. The darkness 
  also protects three Wights outside the tower which 
  will escort the party towards Ekasusuhr. Once 
  Ekasusuhr’s attempt to turn the party has failed then 
  he will retreat into his tower and order them to 
  destroy the party. 
   
  You sense that your journey to meet up with your 
  malevolent host is nearing its end. For several hours 
  now you have followed the light – as you proceed 
  further into the forest the stronger it becomes above 
  you. You also notice a change in your environment – 
  the trees have become denser and where before you 
  could easily see daylight above you, it has now become 
  more difficult. In addition to this, it appears as if night is 
  drawing in. This does not strike you as correct. There 
  should be several hours of daylight ahead of you and 
  yet the further you proceed through the forest the 
  darker it gets. 
   
  It makes no difference if the party rests and waits 
  for the dawn. It does not materialise – it should 
  become clear that this murk is unnatural. When they 
  approach the tower, it will be full night and all will be 
  dark. All that will be visible is the tower itself and the 
  glow emanating from the three Wights which escort 
  the group towards their meeting with Ekasusuhr. 
   
  As you negotiate through the tangled and twisted 
  undergrowth you get the feeling that you are not alone. 
  A flicker of light between the trees attracts your eye 
  soon followed by others.  You see pale figures 
  approach. You detect three such creatures in all. They 
  are roughly humanoid and are dressed in all manner of 
  costume or armour, most of which seems of an ancient 
  style and each carries a sword by its side. Their faces, 
  of those long dead, bear a visage of hate and loathing 
  but they direct no aggressive action towards you. When 
  they are within 20’ of you they stop, a pathway is left 
  through their ranks. They do not move, but beckon you 
  onward.  
  As your eyes peer through the dark you see the 
  foreboding shape of a dark fortification ahead. Its 
  battlements and towers seem ruined, but at the rear a 
  large octagonal tower looms above the walls. From 
  within this tower a faint blue light emanates through 
  slender arrow slits. All is silent; there is no noise, no life. 
  All that can be heard is the snapping of branches above 
  you and the rustle of leaves. Your unholy escort waits 
  and watches. At the apex of the tower, the light that has 
  guided you thus far faintly glows and crackles – 
  radiating from what appears to be a large blue stone. 
   
  Nothing will happen to the party if they make no 
  progress towards the tower. When they do the wights 
  will follow them. When they pass through the towers 
  gates they will meet Ekasusuhr. 
   
  You pass into the grounds of the tower. The walls are 
  cold and rough to the touch and you see the large tower 
  ahead. A wide staircase leads up to a large iron bound 
  door, and as you watch, a formless shape, black as 
  night passes directly through it and hovers at the head 
  of the stairs. A dark skull is vaguely discernible in the 
  blackness - a black circlet upon it. A voice, cold and 
  sharp as ice enters your head.  
  “Welcome to my home, travellers. You have 
  journeyed far to be here. I bid you greetings. I make 
  you an offer from my Lord Ehalazuhn. He wishes you to 
  join him in his great venture to re-enter this world and 
  bring it back under his domain. He offers you riches 
  taken from the deepest vaults of the world. You can rule 
  the world at his side and lead his armies to great deeds. 
  Many were they who served him in ages past and many 
  will come again. All it takes is for you to put down your 
  weapons and to join him. Accompany me and see what 
  you can become. Fear not – many have already come 
  and now reap rewards of wealth and power. What say 
  you? Wilt thou join with him?” 
  As you listen to his words you become aware that the 
  undead creatures from the forest have followed you into 
  the fortress. They stand motionless behind you. 
  
   
   
       104 
  Ekasusuhr is not receptive to bargaining – he does 
  not fear the party. If they agree to follow him they will 
  be ordered, as a show of faith, to kill a member of 
  their party chosen at random, but probably a cleric. 
  Thus, through murder, will their souls will be tied to 
  the evil of the wraith for all time. If they delay or try 
  to negotiate he will assume it is a trick. If they refuse 
  outright he will attempt to destroy them. If 
  negotiations fail he will order the Wights to attack and 
  retreat back into the tower. 
   
  The wraith grows agitated, the black mists that swirl 
  around his unnatural form expand and contract and 
  then explode around the compound. His voice screams 
  in your head, “Thus you choose your fate mortals. You 
  will all die and join my side as servants for all time – an 
  eternity if pain awaits you.” 
  With this his incorporeal form returns from whence it 
  came through the door of the tower and is gone. The 
  light from the roof and the arrow slits winks out and all 
  is darkness. The creatures, which have so far remained 
  motionless, now approach, evil and hate gleams from 
  their eyes and an unholy wail leaves their foul mouths 
  as they reach for your throats. 
   
  Once the wights have been defeated the party can 
  explore the compound of the tower. There is little to 
  be found. The walls and corner towers have crumbled 
  and floors have fallen in. Now only stones and dust 
  remain. 
   
  INTO THE TOWER 
   
  Unlike the surrounding compound, Ekasusuhr’s 
  tower is in good condition, kept that way by the 
  wraith’s unholy power. The stones are smooth and 
  strong and interlock with no spaces between them. 
  The only way in is through the door at the head of the 
  stairs. If an attempt is made to see though the arrow 
  slits they will see only darkness. Any light will reveal 
  the contents of the rooms as per the description but 
  Ekasusuhr cannot be seen – he is in darkness and 
  awaits the party at the top of the tower. The door to 
  the tower is ancient and the hinges have seized. It can 
  be prised or bludgeoned open on a Strength check 
  (DC 12). 
   
  AREA 1: ENTRANCE LOBBY 
   
  When the doors finally spring open a foul reek 
  escapes from within the tower. It is the stench of 
  centuries of decay. You eyes see a room, dark, unlit by 
  ancient torches in wall mounted sconces. Thick dust 
  covers the stone paved floor and billows around your 
  feet as you step over the threshold. No footprints can 
  be seen in the dirt – no-one has been here for a very 
  long time.  
  The chamber heads in a south westerly direction and 
  is about 15’ wide. Four doors can be made out through 
  the oppressive gloom ahead and to the left is an open 
  passageway through which you can see a spiral 
  staircase heading up. No sound can be heard. 
   
  The entrance lobby has seen no visitors since the 
  time of Ehalazuhn’s first coming. There is no 
  remaining decoration – all is dust and decay. All the 
  doors are seized up – they have not been used for 
  centuries. They will all require a Strength check (DC 
  10) to open.  
   
  AREA 2: LIBRARY 
   
  The door swings open and is accompanied by a loud 
  crash. A bookshelf, long corrupted by rot falls to the 
  floor sending dust clouds high into the air. The books 
  that were once lined upon the shelf dissolve into dusty 
  fragments. This room must have been a library. The 
  walls are covered with a rotten wooden layer, perhaps 
  once richly decorated. Ahead of you is an arrow slit to 
  the outside through which only blackness can be seen. 
  There is also an old chair and a desk. Other 
  bookshelves line the walls – their tomes dusty and 
  crumbling. A large dust covered painting has fallen to 
  the floor and lies at an angle against the wall, face 
  outwards.  
   
  There is nothing of value in this room. All is 
  corrupted and decayed. Any investigated of the desk, 
  chair or bookshelf will see them crumble and collapse 
  causing dust to rise chokingly upwards. A careful 
  
   
   
       105 
  examination of the painting will reveal a great warrior 
  dressed in black plate mail armour astride a powerful 
  looking horse. Behind him is a castle in a forest with a 
  great tower from which soldiers march as if to war.  
   
   
  The canvas will rip when brushed alerting the 
  occupants of the room. The collapsed painting hides a 
  crack in the internal wall within which is lair of 10 
  Giant Wolf Spiders. The lair lies between the wooden 
  walls and the stonework. Any disturbance of the 
  painting will agitate them. A scuttling noise will be 
  heard through the walls around the party as they 
  emerge to feast on their new meal. It is possible to 
  poke into the hole but there is nothing there except for 
  dust and mouldy books.  
   
  AREA 3: STORAGE CHAMBER 
   
  Barrels and boxes fill this room, some have collapse 
  over the ages and some are still in one piece. There is 
  a strong smell of rancid vinegar. The walls are 
  undecorated and are bare stone.  
   
  There is nothing of any real interest here. The 
  room was used for the storage of foodstuffs in times 
  past. All its goods are now dust or rotten. 
  
   
   
       106 
  AREA 4: THE OUBLIETTE CHAMBER 
   
  Thick dust once again covers the floor of this 
  chamber. Ancient weapons racks line the walls holding 
  pole arms and swords. Several weapons now lie rusted 
  on the floor where a rack has collapsed under the 
  weight. There are several boxes against the walls. An 
  arrow slit faces south east. The ceiling was once 
  painted but most of the plaster has now collapsed onto 
  the floor. The room is cold and the silence is unnerving. 
   
  Lying under the layers of dust is the trapdoor 
  entrance to the oubliette dungeon of the tower. It has 
  rotted through the years and is now in a dangerous 
  state. Any party member not checking where they 
  walk may cause it to collapse under them. This will 
  lead them to fall in the room below. A successful 
  Wisdom: Perception check (DC 16) will give out 
  enough of a warning to allow a quick sidestep as it 
  caves in. If an adventurer falls into the dungeon 
  below they will suffer 2d6 bludgeoning damage from 
  the fall. If the party investigates the boxes they will 
  find a quiver of 15 strangely uncorrupted barbed 
  arrows. These are magical +1 arrows – the quiver will 
  fall apart when lifted. 
   
  AREA 5: THE KITCHEN 
   
  This room seems to have been designed for the 
  preparation of food. There is a large brick oven against 
  the east wall and a large preparation table in the centre 
  of the room. Various items of crockery and tarnished 
  silverware lie around the room. There are also some 
  rotten cupboards. Various implements are also 
  scattered around the floor.  
   
  This was the tower’s kitchen. It is now of little 
  interest. There is nothing of value here except to old 
  silverware which collectively is worth 250gp. 
  Ekasusuhr has no need for food. 
   
  AREA 6: THE OUBLIETTE 
   
  There is no light in this room. The rough un-faced 
  walls crowd around you. The room is roughly circular. 
  All around the outside of the chamber in the shadows 
  are sets of manacles and chains – mostly corroded. 
  There is a feeling of damp in this room and it appears 
  that the water table has begun to penetrate the walls 
  and floor– a shallow layer of water covers the cobbled 
  floor making it slippy and treacherous to walk on.  
   
  In the centre of the room and seemingly out of place. 
  Is a large sarcophagus. It is made out of a dark stone 
  and is deeply incised with carvings – these show 
  images of water and contorted, mutated sea creatures. 
  The heavy looking stone lid has the effigy of a metal 
  clad warrior portrayed upon it. The coffin has clearly 
  rested undisturbed here for some time as a thick layer 
  of dust covers its length. It seems to spread an air of 
  menace to this chamber.  
   
  This room is the dungeon of the tower. Prisoners 
  were kept here, sometimes until they died or more 
  often than not until they were tortured to death. Now 
  however, it is the resting place for the corporeal 
  remains of Ekasusuhr placed here for safe keeping by 
  acolytes of Ehalazuhn. Evil rites were carried out 
  including human sacrifice in order to preserve the 
  spirit of their great leader. It is these rites which saw 
  the rise of Ekasusuhr as a wraith some years ago. Any 
  investigation will reveal the body of Ekasusuhr.  
   
  The ancient lid slides from your grasp, scraping you 
  fingers as it does so. With a low thud it hits the floor 
  sending a plume of dust into the air. As you look into 
  the sarcophagus a horrid sight greets you. Inside the 
  coffin is a dried and withered corpse. Once dressed in a 
  fine raiment, these have now mainly fallen away to 
  reveal the powerful skeleton beneath. Some attempt at 
  mummification has been carried out leading to the skin 
  on the face being preserved – it is now dry, taught and 
  the lips have pulled back revealing the teeth. The eyes 
  have long gone but wisps of ancient hair still cling to the 
  head. Across the breast and covered in dust has been 
  placed a longsword in scabbard. A book rests next to 
  the corpse. 
   
  
   
   
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  The sword is a Longsword+1, +3 vs. Elementals – 
  when withdrawn from its scabbard the blade has a 
  multicoloured sheen from red through to blue, 
  representing the elemental forces it was designed to 
  combat. It was acquired by Ekasusuhr in the Great 
  War off an enemy prince of Barazuhn who hoped to 
  use it against Ehalazuhn’s minions. Ekasusuhr kept it 
  as a trophy but also just in case his capricious new 
  master turned against him.  The scabbard has jewels 
  embedded within it which will reveal themselves on 
  an Intelligence: Investigation check (DC 10) if the 
  sword is inspected. Placed all the way up the front of 
  the scabbard are transparent green tourmalines. These 
  are worth in total 750gp.  
   
   
   
  Despite the fact that Ekasusuhr no longer needs his 
  body he is still attached to his remains. He returns to 
  his corpse on occasion, trying to remember days long 
  past when he had life and vigour as his Master’s 
  champion. Most of these memories however are long 
  gone – only hate preserves him now. However, as his 
  attachment to the corpse has never really left him, he 
  derives some of his strength from it. Should this body 
  be destroyed he will diminish in strength. The body is 
  desiccated and would burn easily - the results of the 
  destruction if this corpse will be discussed below. 
  However – Ekasusuhr’s remains are not unguarded. 
   
  You feel a swirling sensation around your feet. All the 
  water at the bottom of the dungeon seems to have 
  become animated and circles the room as if in a tide or 
  whirlpool. As you watch, the water begins to manifest 
  into some form of life, A foul, watery stench fills the air. 
  Before your eyes it takes the form of a man similar to 
  that in the tomb.   
  To guard their leader, enchantments drawn from 
  Ehalazuhn’s powers were placed on the sarcophagus. 
  If it is disturbed a Water Elemental will be 
  summoned to destroy those desecrating the tomb. 
  Although it looks like Ekasusuhr it is in fact a 
  standard enchantment and will attack like any other.  
   
  The book is an account of Ekasusuhr’s deeds but 
  has mainly rotted away. Some extracts can still be 
  made out. As the party read the book, the pages 
  crumble in their fingers.  
   
  Page 3 
  And so I gave myself to the Lord of Water, the great 
  Ehalazuhn, and through this achieved many notable 
  f.... 
   
  Page 17 
  No-one can resist me. With the power ... hands I am 
  invincible. My armies ... plains sweeping all before 
  m... 
   
  Page 32 
  To think that he believed he could stand before me. 
  His armies were dispersed and I took ... crown for 
  my o... 
   
  Page 63 
  And so I secure this great charge – a magnificent 
  sapphire which seems to glow within. I know not its 
  purpose but I will ... within my tower... My Lord, 
  Ehalazuhn has ...that ... controls ... gate to ... across 
  the stars, what a wondrous gift - I am indeed the 
  chosen one. 
   
  Page 84 
  And so, they come to me here in my own tower and 
  assault it with fire and ... It is all over for me now 
  unless through some means my Lord can ... He has 
  prom... me eternal life – I will secure the gem from 
  my enemies. I will come back – this is not the end... 
   
  The book relates an account of Ekasusuhr’s deeds 
  from him worshipping Ehalazuhn to his destruction 
  and rebirth as a wraith. Central to this information is 
  the Jewel of Ehalazuhn which currently lies in Area 
  10. The party needs to know that this artefact is 
  important to the quest and may be able to piece 
  together the information that it opens up an entrance 
  to Ehalazuhn’s dominion across the planes. 
   
   
   
   
   
  
   
   
       108 
  AREA 7: PUBLIC CHAMBER 
   
  This room would appear to have been of quite high 
  status. The walls are wood panelled although much is 
  rotten and peeling. Rusted metal rods attached to the 
  walls shown where drapes would have hung – these 
  now lie on the floor in a dusty rotten pile. Under a light 
  covering of dust you can see marble flagstones. The 
  arrow slit to the northeast emits a slight breeze which 
  occasionally disturbs the dirt in the floor. Two large 
  benches are pushed against the wall. On one of these 
  lies a skeleton dressed in tattered fragments of cloth. 
  There is another lying on the floor. There is an arrow 
  head protruding from its chest.  
   
  This was a chamber where Ekasusuhr entertained 
  guests and met deputations. When the tower was 
  stormed at the end of the reign of Ehalazuhn, two 
  envoys were seeking an audience with Ekasusuhr. 
  They were both killed in the ensuing melee. Their 
  bodies were stripped and contain nothing of value 
  except one has a set of gold teeth. These can be found 
  on an Intelligence: Investigation check (DC 10) of the 
  body. In all they are worth 50gp. 
   
  AREA 8: INNER AUDIENCE CHAMBER  
   
  Fine drapes once hung from the walls of this chamber 
  – now they lie mouldering on the floor. There is also 
  what must have been a plush rug on the floor but now it 
  has decayed and has been partially consumed by 
  vermin. A double door in the east wall is richly carved 
  out of oak. Cobwebs lie across wooden benches 
  against the walls and across a large carved chair. 
   
  This is where Ekasusuhr entertained visitors of 
  high status. It was a plush room which was richly 
  decorated but has decayed much like the other rooms 
  in the tower. There is nothing of value in this 
  chamber. 
   
  AREA 9: PRIVATE QUARTERS 
   
  Opening the double doors reveals a chamber with 
  two levels. At ground level there is a large filthy and 
  dusty bed. It has clearly not been slept in for a very long 
  time. The sheets and blankets lie beside it in dusty pile. 
  In the centre of the room is what remains of a wooden 
  staircase – it has long collapsed and only part of it 
  remains. It led up to a gallery which lies directly above 
  you. You cannot see into the gallery and there are 
  wooden cobweb covered banisters which partially 
  obscure the dark room beyond.  
   
  The first floor gallery is bare of furniture but is 
  shrouded in darkness. Ekasusuhr awaits the party 
  there and will try to kill them individually as they 
  attempt to reach the next floor. If it is necessary, once 
  he has been engaged he will fly down and attack them 
  on the lower floor. He is accompanied at this location 
  by five Specters. These are stationed on the roof 
  above. When combat commences they will float down 
  through the ceiling and attack the party on the 
  wraith’s command. If he senses that he might be 
  losing the battle, Ekasusuhr will escape through the 
  ceiling above. There is also a hatch there which leads 
  to the roof – although the wraith does not need it. 
  Here he will heal himself by absorbing the rays 
  emanating from the Jewel of Ehalazuhn. If allowed to 
  heal, he will do so and then rejoin the fray – his 
  specters will hold off the party (see Area 10 for 
  information on the healing properties of the Jewel of 
  Ehalazuhn on the roof). 
   
  If Ekasusuhr’s corporeal body was destroyed in 
  the oubliette then he will be weakened. He will lose 
  all benefits from his Constitution bonuses. If he is 
  healed by the Jewel of Ehalazuhn it will only be to this 
  lower total. The only item of furniture on the upper 
  gallery is an ancient wooden ladder heading to a 
  trapdoor in the ceiling. This will collapse when tested. 
  Through the trapdoor is the roof where a fully healed 
  Ekasusuhr may be waiting unless slain earlier. 
   
  AREA 10: ROOF 
   
  Wind gusts and whistles as you open the trapdoor to 
  the roof. Black clouds above you race past and snow 
  lashes your face. The roof is flat and flag stoned with a 
  
   
   
       109 
  battlement around the outside. In the centre of the roof 
  is an iron construction moulded to look like a star 
  pointing to the heavens. The 12’ assembly tapers from 
  the roof to the top of the edifice. At its narrowest point, 
  a huge sapphire has been placed and is held there by 
  black iron claws. Although it is not lit in any way it 
  seems to glow with a blue light from within – it looks as 
  if there is life within the heart of the gem.  
   
  The Jewel of Ehalazuhn is central to his return to 
  the Prime Material Plane. When combined with two 
  others it unlocks his throne room on the Elemental 
  Plane of Water and allows his access to the world. It 
  is therefore very precious to him and thus was 
  entrusted to his great lieutenant, Ekasusuhr. The gem 
  has healing properties to any creature which worships 
  the Corruptor of Flesh and will emanate a blue light 
  which returns to the recipient 10 hitpoints per turn. 
  This is continuous whilst in the glow of the gem. If the 
  gem is obscured, the healing stops. If Ekasusuhr has 
  not died on the gallery below he will retreat here to 
  regain his strength. The gem can be removed from the 
  claws which hold it in place on a Strength check (DC 
  14). It should be made clear to the party that 
  Ekasusuhr is deriving some benefit from his 
  proximity to the gem – they will see a faint blue light 
  emanating from the jewel and entering Ekasusuhr’s 
  body – the players can adapt to this knowledge as 
  they see fit.  
   
  When Ekasusuhr dies, the black circlet he wore as 
  a sign of his power and influence will fall to the 
  ground with a thud. It is an ancient artwork predating 
  the modern world and belonged to a king of 
  Barazuhn slain by Ekasusuhr’s own hand. It is in fact 
  platinum. It is worth 3000gp to a collector of Barazud 
  artefacts or 1500gp on the open market or as bullion.  
  In addition, the black and fetid robes worn by the 
  wraith will, if searched, reveal an emerald Elemental 
  Gem. The manufactured darkness which surrounds 
  the tower will also dissipate to reveal the forest and 
  clear skies above. 
   
  The party should recognise the sapphire from the 
  roof as a Jewel of Ehalazuhn from the book in the 
  oubliette and therefore need to keep hold of it. Close 
  inspection of the gem will reveal that it is indeed lit 
  from within by hundreds of tiny light blue sparkles 
  that dance inside its facets. It seems to have no depth 
  within and the lights seem to reach into infinity.   
   
  With the death of Ekasusuhr, each member of the 
  party will receive 250XP for destroying Ehalazuhn’s 
  lieutenant in the Outer Reaches and removing his like 
  from the world.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       110 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  WEREBEAR 
  Medium humanoid (human, shape changer), neutral good 
   
  Armour Class: 10 in humanoid form, 11 (natural armour) in 
  bear and hybrid form 
  Hit Points: 135 (18d8 +54) 
  Speed: 30ft. (40ft., climb 30ft. in bear or hybrid form) 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)    10 (+0)   17 (+3)    11(+0)     12(+1)    12(+1) 
   
  Skills: Perception +7 
  Damage Immunities: bludgeoning, piercing, and slashing 
  damage from non magical weapons that aren't silvered 
  Senses: passive Perception 17 
  Languages: Common (can't speak in bear form) 
  Challenge: 5 (1,800 XP) 
   
  Shapechanger: The werebear can use its action to 
  polymorph into a Large bear-humanoid hybrid or into a Large 
  bear, or back into its true form, which is humanoid. Its 
  statistics, other than its size and AC, are the same in each 
  form. Any equipment it. Is wearing or carrying ·isn't 
  transformed. It reverts to its true form if it dies. 
   
  Keen Smell: The werebear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. In bear form, the werebear makes two claw 
  attacks. In humanoid form, it makes two greataxe attacks. In 
  hybrid form, it can attack like a bear or a humanoid. 
   
  Bite: (Bear or Hybrid Form Only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing 
  damage. If the target is a humanoid, it must succeed on a DC 
  14 Constitution saving throw or be cursed with were bear 
  lycanthropy. 
   
  Claw: (Bear or Hybrid Form Only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing 
  damage. 
   
  Greataxe: (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) 
  slashing damage. 
   
   
   
   
   
   
   
   
  OTYUGH 
  Large aberration, neutral 
   
  Armour Class: 14 (natural armour) 
  Hit Points: 114 (12d10 + 48) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)   11 (+0)   19 (+4)     6 (-2)     13 (+1)     6 (- 2) 
   
  Saving Throws: Con +7 
  Senses: darkvision 120ft, passive Perception 11 
  Languages: Otyugh 
  Challenge: 5 (1,800 XP) 
   
  Limited Telepathy: The otyugh can magically transmit simple 
  messages and images to any creature within 120 feet of it. 
   
  ACTIONS 
   
  Multiattack: The otyugh makes three attacks: one with its 
  bite and two with its tentacles. 
   
  Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 15 Constitution saving 
  throw against disease or become poisoned until the disease 
  is cured. Every 24 hours that elapse, the target must repeat 
  the saving throw, reducing its hit point maximum by 5 (1d10) 
  on a failure. The disease is cured on a success. The target 
  dies if the disease reduces its hit point maximum to 0. This 
  reduction to the target's hit point maximum lasts until the 
  disease is cured. 
   
  Tentacle: Melee Weapon Attack: +6 to hit, reach 10ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) 
  piercing damage. If the target is Medium or smaller, it is 
  grappled (escape DC 13) and restrained until the grapple ends. 
  The otyugh has two tentacles, each of which can grapple one 
  target. 
   
  Tentacle Slam: The otyugh slams creatures grappled by it into 
  each other or a solid surface. Each creature must succeed on a 
  DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning 
  damage and be stunned until the end of the otyugh's next turn. 
  On a successful save, the target takes half the bludgeoning 
  damage and isn't stunned. 
   
   
   
   
   
   
   
   
   
  
   
   
       111 
  WIGHT 
  Medium undead, neutral evil 
   
  Armour Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     15 (+2)  14 (+2)    16 (+3)    10 (+0)   13 (+1)   15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren't silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
   
  ACTIONS 
   
  Multiattack. The wight makes two longsword attacks or two 
  longbow attacks. It can use its Life Drain in place of one 
  longsword attack. 
   
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.  
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
   
    
  GIANT WOLF SPIDER 
  Medium beast, unaligned 
   
  Armour Class 13 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft., climb 40 ft  
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)   16 (+3)    13 (+1)     3 (- 4)    12 (+1)    4 (- 3) 
   
  Skills Perception +3, Stealth +7 
  Senses blind sight 10ft. , darkvision 60ft., passive Perception 
  13 
  Languages- 
  Challenge 1/4 (50 XP) 
   
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
   
  Web Sense. While in contact with a web, the spider knows the 
  exact location of any other creature in contact with the same 
  web. 
   
  Web Walker. The spider ignores movement restrictions caused 
  by webbing. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) piercing damage, and the target must make a 
  DC 11 Constitution saving throw, taking 7 (2d6) poison damage 
  on a failed save, or half as much damage on a successful one. 
  If the poison damage reduces the target to 0 hit points, the 
  target is stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way.  
   
  Smaller than a giant spider, a giant wolf spider hunts prey 
  across open ground or hides in a burrow or crevice, or in a 
  hidden cavity beneath debris.  
   
   
  ELEMENTAL, WATER 
  Large elemental, neutral 
   
  Armour Class 14 (natural armour) 
  Hit Points 114 (12d10 + 48) 
  Speed 30ft., swim 90 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)   14 (+2)    18 (+4)    5 (- 3)    10 (+0)      8 (- 1) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1, 800 XP) 
   
  Water Form. The elemental can enter a hostile creature's 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing. 
   
  Freeze. If the elemental takes cold damage, it partially freezes; 
  its speed is reduced by 20 feet until the end of its next turn. 
   
  ACTIONS 
   
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Whelm (Recharge 4-6). Each creature in the elemental's space 
  must make a DC 15 Strength saving throw. On a failure, a 
  target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or 
  smaller, it is also grappled (escape DC 14). Until this grapple 
  ends, the target is restrained and unable to breathe unless it 
  can breathe water. If the saving throw is successful, the target 
  is pushed out of the elemental's space. 
   
  The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of each of 
  
   
   
       112 
  the elemental's turns, each target grappled by it takes 13 (2d8 + 
  4) bludgeoning damage. A creature within 5 feet of the 
  elemental can pull a creature or object out of it by taking an 
  action to make a DC 14 Strength and succeeding.  
   
   
  SPECTER 
  Medium undead, chaotic evil 
   
  Armour Class: 12 
  Hit Points: 22 (5d8) 
  Speed: 0 ft. , fly 50 ft. (hover) 
   
      STR        DEX        CON        INT        WIS        CHA 
     1 (-5)     14 (+2)    11 (+0)    10(+0)    10(+0)    11 (+0) 
   
  Damage Resistances: acid, cold , fire , lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical weapons 
  Damage Immunities: necrotic, poison 
  Condition Immunities: charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, unconscious 
  Senses: darkvision 60 ft. , passive Perception 10 
  Languages: understands all languages it knew in life but can't 
  speak 
  Challenge: 1 (200 XP) 
   
  Incorporeal Movement: The specter can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
   
  Sunlight Sensitivity: While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
   
  ACTIONS 
   
  Life Drain: Melee Spell Attack: +4 to hit, reach 5 ft. one 
  creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
   
   
  EKASUSUHR 
  Medium undead, neutral evil 
   
  Armour Class 13 
  Hit Points 81 (9d8 + 27) (Hit point maximum is reduced to 54 if 
  Ekasusuhr’s corporeal body in Area 6 is destroyed) 
  Speed 0 ft., fly 60 ft. (hover) 
   
       STR       DEX       CON       INT      WIS     CHA 
      6 (- 2)   16 (+3)    16 (+3)  12 (+1) 14 (+2) 15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from non magical weapons 
  that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
   
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
   
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
   
  ACTIONS 
   
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
   
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target's spirit rises as a specter in the space of 
  its corpse or in the nearest unoccupied space. The specter is 
  under the wraith's control. The wraith can have no more than 
  seven specters under its control at one time. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       113 
  PART 7: ENDING THE 
  THREAT  
   
  A SIGN FROM ABOVE 
   
  The party will be directed towards Crystal Haven 
  from the Tower of the False King by a messenger from 
  Kingsvale. This messenger rides a Hippogriff. The 
  elite of Kingsvale society can sometimes acquire these 
  beasts for recreation. However, they are more 
  commonly used by the military and government as 
  mounts and couriers.  This is one such courier and 
  will alight on the tower roof after the battle with 
  Ekasusuhr. 
   
  As the clouds which once enveloped this terrible 
  place dissipate, a piercing screech can be heard above 
  you. Straining you eyes you see circling down towards 
  you a strange beast – part eagle, part horse – an odd 
  creature indeed. It does not seem threatening but what 
  is especially strange is that it carries a woman about its 
  back. 
   
  This is Florian Moonfeather, Sarvanian courier on 
  Imperial business. She is an elf in the employ of the 
  Empire and has been sent to find the party. Initially, 
  she could not locate them but was attracted by the 
  light coming from the Jewel of Ehalazuhn. She briefly 
  snatched a glimpse of the group but then lost the 
  party again when they entered the tower and were 
  absorbed by the darkness. She has since maintained a 
  watching brief to see what occurs. She will alight on 
  the tower roof and engage with the party. Florian has 
  a rather dramatic and flowery turn of phrase which 
  stems from her dealings with foreign diplomats 
  through the years. Despite occasionally appearing a 
  touch theatrical and dramatic, Florian Moonfeather is 
  a brave warrior for the Empire and has many 
  successful combats under her belt. Florian seeks 
  adventure and is willing to join the party in their 
  mission to Crystal Haven.  
   
   
   
   
   
  “I bid you greetings travellers – stay your hand and 
  fear not, I am a friend to you. Allow me to introduce 
  myself – Florian Moonfeather, courier to the Empire at 
  your service. And am I glad to find you.” 
  “I bring you a message from the great city, and 
  directions. Firstly, my superiors bid me to relate that 
  strange matters are afoot in Kingsvale. A conspiracy 
  has been discovered which may place your lives in 
  danger. Be on your guard.”  
  “Secondly, I am instructed to pass on new guidance 
  in your quest. It is likely that the enemy has occupied 
  the old city of Crystal Haven some distance to the 
  north. I myself have passed overhead and there 
  appears to be much activity. My instructions request 
  that you head north, and see what there is to be seen. 
  You are requested also, if the opportunity presents 
  itself, to destroy or disrupt the enemy’s foul 
  machinations in the area.” 
  “I am due to return forthwith to Kingsvale but I stand 
  in great admiration of your endeavours thus far. If we 
  can serve in any way, Lemonbell and I are willing to do 
  so. I will say that I got lost.” 
   
   
  
   
   
       114 
  ENCOUNTER 7: CRYSTAL HAVEN 
   
  With the destruction of Ekasusuhr, the party needs 
  to press forward to Ehalazuhn’s new fortress – the 
  ancient dwarf stronghold of Skard. Before doing so 
  however there is the matter of ending the threat to 
  Sarvania. This can be achieved by putting a stop to 
  weapons production at Crystal Haven. Crystal Haven 
  is an archaic settlement from the time of the Barazud 
  Empire but much has now fallen into ruin. 
  Nevertheless, the enemy has occupied this area and 
  uses it to smelt the iron needed for weapons and the 
  machines of war. 
   
   
  Crystal Haven lies on a plain at the south east rim 
  of the Razor’s Edge. It was initially a fortified outpost 
  guarding western edge of the Barazud Empire. 
  Through Crystal Haven, contact was made with the 
  dwarves of Skard and soon a thriving trade was 
  developed. It was destroyed during the wars against 
  Ehalazuhn centuries ago. Its walls have long since 
  crumbled and it is no longer defensible. Despite this, 
  it will be a difficult task for the party to penetrate it 
  and destroy the smelters sited within its perimeter. 
  Although the outer curtain wall of the fortress has 
  long fallen into disrepair, there are still towers 
  standing. Ballistae have been placed on two of these, 
  both point southwards. The task is even more difficult 
  as not only are there army units situated within the 
  walls but also the enemy has deployed an aerial force 
  to bolster its defence. This takes the form of three 
  Giant Pteranodons which have been trained as 
  mounts. These now carry soldiers of Ehalazuhn upon 
  their backs. When not patrolling the area they rest 
  upon the three remaining towers of the inner fortress.  
   
   
   
  You enter a large snowy plain extending as far as the 
  foothills of the Razor’s Edge. Situated on this plain is a 
  large derelict fortification. You can see movement within 
  its outer perimeter and from within the crumbling walls 
  of the inner compound, several trails of black smoke 
  heads skyward. These trails originate from what appear 
  to be large metal iron smelters worked by oversized 
  humanoids, In addition to these constructions are tents 
  and wooden buildings as well as siege weapons such 
  as ballistae and catapults. A single rail track has been 
  built through the north wall and this is worked by horses 
  pulling wagons towards the mountains. You can see an 
  escorted group of five trucks heading north as you 
  watch. There are three towers still standing on the outer 
  edges of the keep – on each of which is a reptilian bird 
  like creature being used as flying mounts.  
  Nearer to you, on the ruined outer curtain wall of the 
  fort are a further two towers. Soldiers have been placed 
  in these towers and man ballistae. They are, as of yet, 
  unaware of your presence.  
   
  The forces which lie within Crystal Haven are not 
  expecting any disturbances in their war production 
  and are thus fairly lax. The guards on the towers, 
  which are fairly undisciplined, will notice them only 
  on a passive perception check. If the party plan their 
  assault carefully they may be able to disable the 
  garrisons of both towers without disturbing the 
  workers in the main keep - who generally face 
  inwards.  
   
  Florian Moonfeather will obey any sensible 
  suggestion for assaulting Crystal Haven but will be 
  keen to avoid the death of her mount, Lemonbell. If 
  an aerial assault is launched by the pteranodons then 
  Florian Moonfeather will join in the defence.  
   
  PUTTING OUT THE FIRES 
   
  As stated, Crystal Haven is not really a defensible 
  site. There are many breaches in the walls; the 
  gatehouse is not functioning and lies ajar. The 
  stronghold is guarded by a garrison of soldiers from 
  the land of Khanoumia beyond the mountains. These 
  are dark skinned warriors wear the robes of a desert 
  
   
   
       115 
  nomad. Under these robes however they wear a chain 
  shirt. They also carry light wicker shields, spears and 
  scimitars. The ballistae in the towers are crewed by 
  three Khanoumid warriors allowing quite a rapid fire 
  rate if necessary.  
   
   
   
  Within the walls of the keep are a further 15 
  Khanoumid warriors as well as three Ogres working 
  the smelters. This force was stronger but has depleted 
  with the need to provide a guard for the caravan 
  heading north. It was also deemed sufficient to guard 
  Crystal Haven by Zaleria in Skard - especially as until 
  recently they had very much the upper hand in the 
  Outer Reaches. There are various non-combatant 
  slaves acting as forced labour. Each of the giant 
  pteranodons carries an elite Khanoumid Beast Rider. 
  The tactics used by the pteranodon riders is to engage 
  in flybys which allow a pteranodon bite and a spear 
  thrust from the soldier. Due to the dinosaur’s speed, 
  opportunity attacks are not possible.  
   
   
   
  *** 
  Zaleria sent Maraith, one of her 
  senior lieutenants to run the 
  operation in Crystal Haven. He 
  currently resides in the large tent to 
  the north of the keep, guarded by two 
  soldiers. He will join any defence of 
  the keep if the alarm is raised. If a 
  melee breaks out, Maraith will retire 
  to his tent and drink a Potion of Stone 
  Giant Strength which is kept in a 
  chest at the foot of his bed. He will 
  also take one of his Potions of 
  Superior Healing into combat. 
   
  How to destroy the forces and 
  smelters within Crystal Haven is up 
  to the party itself. Efforts should be 
  made to prevent alarms from being 
  raised but the eagle eyed 
  pteranodons will always be a threat. 
  The ballista and mangonels in the 
  south are not manned and can be 
  used. Any well thought out plan 
  should be rewarded with a chance of success. Within 
  the limits of the fort is sufficient black powder to 
  destroy the smelters. It is kept in the chests and 
  containers near to the east wall. Any explosion 
  involving a smelter will lead to molten iron being 
  sprayed around to a distance of 20’. Any creature 
  
   
   
       116 
  within this range must make a Dexterity check (DC 
  12) or be hit for 2d10 fire damage.  
   
  Flying mounts can attack with their natural 
  weapons whilst their riders can attack with melee or 
  missile weapons. Any rider of a flying mount killed in 
  melee will fall 40’ and suffer 4d6 bludgeoning damage 
  and will be stunned for one round. 
   
  Maraith’s tent holds the camp treasury and 
  correspondence with Zaleria Drakmor. There is a 
  large locked chest which can be opened on a 
  (Dexterity: Stealth check (DC 14). It contains 10,000sp 
  and 500gp. It also includes two potions of Stone 
  Giant Strength and two of Superior Healing unless 
  some have been consumed by Maraith during any 
  melee. It also contains a journal. 
   
  You see a leather-bound ledger open on a large oak 
  desk. It tracks the supply of smelted iron to Skard in the 
  Razor’s Edge and has someone called Maraith’s 
  signature to each shipment. The most recent entry is 
  dated with today’s date. Next to the this entry is a note 
  written by Maraith which states: 
   
  “Last shipment possible due to disruption of supply.” 
   
  Also on the desk is a sealed letter which is also 
  written in Maraith’s hand. When opened it reveals that 
  he was very concerned about the ore supply situation. 
   
  My dear Zaleria,  
   
  I am fully aware of the importance of our mission here. 
  You do not need to remind me of the essential nature of 
  our purpose, nor threaten me. I am finding it very hard to 
  complete my instructions when there is no iron ore to 
  work. All supplies from the west have stopped. The most 
  recent shipment which has left today is the largest and 
  most important we have sent in weeks. It contains all the 
  iron we have been able to smelt in recent days. I have 
  given it a large escort – to the detriment of my forces here 
  - to ensure that it reaches you. Our cause will be harmed 
  if it fails to arrive through the Vazuhr Pass.  
   
  I am also hearing that an item of great worth to our 
  master has fallen into the hands of our enemies – can this 
  be true? Could the dark one have been overcome? I know 
  that you also have in your possession another such item. I 
  trust that it will be safer in Skard than the other one 
  was. 
   
  Maraith 
   
  Ps Rumours abound of renewed Sarvanian activities in 
  the area – I trust these are untrue. If they are not, then it 
  is also imperative that you strengthen my forces here. And 
  get the supply rolling again! 
   
   
  The letter found in Maraith’s quarters should act 
  as enough of a stimulus to the party to further their 
  expedition into the Razor’s Edge mountains and stop 
  this last supply of iron getting to Skard. The fact that 
  the evil forces behind Ehalazuhn’s return are also 
  concerned by the loss of Ekasusuhr’s jewel and that at 
  least one other is to be found in Skard should further 
  spur them forward. If rest is need after the destruction 
  of Crystal Haven then the caravan north can always 
  be delayed by an avalanche which has to be dug 
  through. This can either be heard by the party or seen 
  by Florian on Lemonbell. The party should be steered 
  towards the interdiction of this last convoy and get 
  moving into the pass. 
   
  With the destruction of the forges at Crystal 
  Haven, each member of the party will receive 300XP 
  for ending the threat of warfare in the Outer Reaches 
  once and for all. 
   
   
   
   
  
   
   
       117 
  ENCOUNTER 8: INTO THE RAZOR’S 
  EDGE 
   
  The mission now for the players is to journey up 
  the Vazuhr Pass, to defeat any enemy forces ranged 
  there and to enter the underground city of Skard.  
   
  Looking north to the Razor’s Edge you feel a sense of 
  foreboding. None have passed this way in recent years 
  and few would do so now. The track from Crystal Haven 
  winds north into the foothills and beyond. Above lie the 
  jagged peaks of this impenetrable barrier. You must 
  press forward – the safety of the world depends upon it. 
  North, into the Vazuhr Pass and to the city of Skard.  
   
  CUTTING THE SUPPLY 
   
  The first task that the players must face is to end 
  the enemy’s supply of iron once and for all. The last 
  convoy from Crystal Haven left some time ago and 
  has proceeded quite a way ahead. Nevertheless, due 
  to the slow moving nature of the transport and 
  possible avalanches and rock falls, the party should 
  have little trouble catching it up. The convoy has an 
  escort of Khanoumid warriors which form an advance 
  and rear guard. The players could find a way to avoid 
  both of these and to take out the wagons in between. 
  This can be achieved by taking a route through the 
  mountains alongside the pass and ambushing the 
  sluggish target below. 
   
  You achieve a good pace following the rails through 
  the early stages of the mountains but the weather is 
  beginning to be a concern. The air is chill, and even the 
  lesser peaks above you are covered in snow. The 
  winter really hits you as you ascend the pass – snow 
  falls thick and fast and freezing winds rush through the 
  valley towards you, bringing with them sharp ice 
  crystals that sting your eyes. About two miles into the 
  mountains the ground begins to fall away and this 
  coincides with a clearing of the air.  
  Roughly a mile ahead and below you see a slow 
  moving caravan of five carts on rails heading into the 
  snowy pass. The animals struggle as they try to pass 
  through drifts which cover the tracks. Drivers whip the 
  horses as they pull their heavy load through the pass, 
  while soldiers try to dig a clear path ahead.  
  A quarter of a mile ahead of this caravan is an 
  advance guard. Several riders forge a path through the 
  drifts, and similarly, behind come more riders, guarding 
  the rear of the convoy. It will be hard to break through 
  this cordon in time to stop the caravan from reaching its 
  destination. 
   
  Any observant (Wisdom: Perception check at DC 
  14) adventurer will see an alternative at this point. To 
  the left of the pass and partly covered in loose rocks 
  and snow is a narrow pathway heading alongside the 
  valley. It heads up and then parallel to the valley 
  floor. This pathway will take them ahead of the 
  rearguard and allow them to assault the convoy from 
  above. If this pathway is not found, the party must 
  decide a strategy to destroy the rear guard and press 
  on to the convoy. Any delay after combat with the 
  defenders such as in taking a long rest will ensure that 
  the convoy will reach Skard before them and they will 
  have failed this part of their quest. The convoy travels 
  at 2 miles per hour.  
   
  As the distance to Skard is but eight miles from 
  where the party sees the group it is likely they will 
  escape if anything more than a short rest is taken. The 
  party must be urged on at all costs. 
   
  The convoy is formed as follows: 
   
  1. Advance Guard – 10 Khanoumid cavalry 
  (Riding horse, chain mail, shield, lance and 
  scimitar) 
   
  2. Convoy Guard – 15 Khanoumid warriors 
  (chain mail, shield, spear and scimitar) 
   
  5 Khanoumid Archers (leather armour, short 
  bow and dagger) 
   
  5 Cart Drivers (no armour, dagger) 
   
  1 Caravan Master (Riding horse, chain shirt, 
  shield, longsword) 
   
  3. Rear Guard – 10 Khanoumid Cavalry (Riding 
  horse, chain mail, shield, lance and scimitar) 
  
   
   
       118 
  ATTACK FROM ABOVE 
   
  Any assault from the path above the convoy will 
  gain the benefit of height. It is not necessary to make 
  any rules for this but if desired an extra 10’ range 
  (both short and long) could be added to cover the 
  benefits of gravity. An ambush can be set up on the 
  cliff side above a steep slope about 100’ from their 
  target as it passes below and from around a bend. The 
  bend will obscure any attack from the rear guard.  If 
  the party hide themselves amongst boulders and 
  other rough terrain, they will not be seen by the 
  caravan unless the group makes a passive perception 
  check at disadvantage. 
   
  If the party make a successful Intelligence: 
  Investigation check (DC 12) they will ascertain that 
  there are loose rocks and boulders which can be 
  dislodged to cause an avalanche. If they are dropped 
  on the caravan it will lead to a larger collapse which 
  may kill or injure their targets below. The rock fall 
  will increase in momentum due to the steepness of the 
  face. Falling rocks will hit 2d10 targets below. If 
  contact is made any injured party will take 3d6 
  bludgeoning damage from falling boulders. It is safe 
  to assume that the carts will be destroyed and the iron 
  buried forever. If the enemy try to scale the rock face 
  to the party after the avalanche it is classed as difficult 
  terrain and will slow them up. It is also impassable to 
  horses. Combat will most likely be over long before 
  the rearguard come into view. They may be unable to 
  reach the party anyway due to fallen rocks.  
   
   
   
  The advance and rear guards will race back to the 
  site of the avalanche if one is caused. They will have 
  been alerted by the noise. They will arrive 3 minutes 
  after the collapse. If the party takes too much time in 
  destroying the caravan, it is possible that they may 
  end up sandwiched between the rear and advance 
  guards.  
   
  If there is no avalanche then the advance party will 
  continue oblivious until they realise the caravan is no 
  longer behind them. They will then gallop back and 
  arrive at the site of the battle a little after the rear 
  guard has.  
   
  With the destruction of the caravan in the Vazuhr 
  Pass, each member of the party will receive 150XP for 
  preventing the final shipment of iron reaching Skard. 
   
  WALKING IN A WINTER WONDERLAND 
   
  Further down the valley lies the den of a small 
  pack of Winter Wolves. These intelligent creatures are 
  a big as a dire wolf but are well suited to their frozen 
  home. The wolves hunt and eat any travellers who are 
  foolish enough to traverse the Vazuhr Pass. They 
  cannot afford casualties though and so let any strong 
  force pass through. Any party member who makes a 
  Wisdom: Perception check (DC 16) will see a snow 
  and ice camouflaged entrance to a cave. If they 
  investigate it they will gain access to the wolves’ cave 
  system. 
   
  Once you are aware of the cave entrance you see 
  that it blends seamlessly with its surroundings. A 
  creature of intelligence lived or lives here. Picking you 
  way through the ice and snow barriers which block your 
  path the entrance opens up into an icy cavern. There is 
  enough light from fissures in the rock above to see 
  clearly that the cave extends quite far back. Icicles 
  descend from the ceiling and sparkle in the shafts of 
  light that stream in. All the walls are covered in a thick 
  layer of white ice – no rock is visible. Your breath hangs 
  in front of your face as you peer into the whiteness 
  beyond. To your left and right lie raised galleries again 
  covered in frost and ice. At the end of the cavern is a 
  smaller entrance – a little larger than a man.  
  As you watch, a large white wolf slowly emerges 
  through the opening. It stops and stares at you with icy 
  blue eyes. As it breathes, thin wisps of blue emanate 
  from its mouth and nose. Its mouth opens and you can’t 
  quite tell whether or not the creature is attempting a 
  
   
   
       119 
  smile or a snarl. What is a greater surprise is when you 
  hear it speak, ‘Ah, visitors. Do you flee those outside? 
  Are you coming in to escape from the cold? Do you with 
  to join me for dinner? I am just about to dine. Come in, 
  there is fresh food on the menu. You are quite safe 
  here’. 
   
   
  The winter wolf is intelligent but not that 
  intelligent. It desperately wants the party to enter its 
  cave so that it can dine on them. The fact it can talk 
  has enticed many an unwary traveller to their doom. 
  Its intention is to lull the party into trusting it and will 
  therefore engage them in conversation in order to do 
  so. This, it hopes will increase the chances of a 
  surprise attack later on. It may not fool the party. If 
  the party does not immediately attack it will slowly 
  back into the entrance and disappear from view. It 
  will then attempt to blend in with its surroundings in 
  a subsequent cave in order to carry out an ambush.  
   
   
   
  The creature is not alone. It is the leader of a small 
  pack and resides with three other wolves. Whilst it 
  tries to entice the party in, they will have sneaked 
  onto the galleries above through well disguised 
  passages in the ice. They will gain advantage on any 
  stealth checks as they are in their snowy element. If a 
  melee ensues they will leap on the party and attempt 
  to outflank them. If the party follow the first wolf into 
  the later caves, one will jump down and block their 
  exit while the others will retrace their tracks to 
  support the leader. At the back of the cave are two 
  corpses of previous victims of the wolves. One was a 
  local traveller but one was a mage who was isolated 
  and killed. His body is quite fresh and still contains 
  his belongings which include Boots of Striding and 
  Springing and a Spell Scroll holding the 4th level 
  spell – Ice Storm. He also wears a silver and gold 
  brooch worth 750gp. 
   
  SKARD 
   
  Skard was first dug and explored by the dwarves 
  of Havaeth Bronzejaw. Bronzejaw led his clan south 
  from the Shimmering Hills to the Razor’s Edge, 
  where, once traces of emeralds were found, an 
  outpost was dug. This quickly began a major 
  enterprise which saw Skard become a great mining 
  concern in the lands bordering the great Empire of 
  Barazuhn. Tentative links were forged with the 
  Barazud civilisation through their advanced post at 
  Crystal Haven. In time, the caves and passages of the 
  underground kingdom were widened and deepened 
  leading to further discoveries and greater wealth.  
  Then it all ended. With the rise of Ehalazuhn, the 
  dwarves of Skard sent a sizeable force to fight on the 
  side of Barazuhn.  
   
  Many of the greatest and most doughty dwarven 
  folk never returned from battle. This coincided with 
  the decline of the area as a mining operation. The 
  emeralds ran out and with them the fate of Skard was 
  sealed. Debates were held in the halls and galleries of 
  this once mighty, now depleted, civilisation. Most left 
  to find new lands in which to prosper. Where they 
  went is unknown but they disappeared from history 
  at this point and became known to the descendants of 
  Bronzejaw as the Lost Dwarves. Some stayed, either 
  in blind faith or because they were too closely linked 
  to their heritage and history. They remained in hope 
  of a great discovery, to see Skard reborn. Centuries 
  passed and no great discovery came.  
   
  
   
   
       120 
   
   
  What did come, however, was the army of a god 
  bent on vengeance. Sweeping in from the desert lands 
  to the north, Ehalazuhn’s forces broke into this 
  passage through the mountains and destroyed all in 
  their way. What resistance was mustered was swept 
  aside within the dark passages of the once great city. 
  Now Skard has a different use – as an armoury for 
  Ehalazuhn - led by his most trusted commander, 
  Zaleria Drakmor. Dwarves still remain; they know 
  their caverns better than any human, but new dangers 
  have arisen which threaten to erase the last of the 
  Bronzejaw clan.  
   
  THE GUARDED GATE 
   
  Zaleria Drakmor is no fool. She knows the party is 
  coming. She also knows that they hold one of the 
  three Jewels of Ehalazuhn in their possession. In 
  order to affect the return of her master she needs to 
  retrieve that gem. Therefore she needs the party 
  where she can get at them – and where better than in 
  the corridors and galleries of her kingdom at Skard. 
  Within the restrictive passageways and halls she 
  intends to trap these interlopers, destroy them and 
  retrieve the property lost by Ekasusuhr. To this end, 
  the entrance to her domain is not especially fortified. 
  Naturally, if they die here then so much the better but 
  she thinks it unlikely. They have shown their strength 
  and resourcefulness before now.  
   
  As the party near the entrance to Skard they will 
  hear the sounds of an argument – grunts and growls 
  come from what appear to be four individuals.  
   
  The trail ends here – a large box canyon. A huge 
  granite dwarven statue stands carved out of the living 
  rock. Between the feet of this warrior lies a great iron 
  faced gate and far above it, you can see intricately 
  carved galleries and balconies poking out from the rock 
  face. This is Skard, the city of the dwarves as described 
  by Herbotir Oregut in the Iron Islands. Old buildings, 
  long destroyed and derelict dot the valley floor – 
  deserted, roofless, dead.  
  A strange argument is going on in front of the stone 
  doorway. Two huge two-headed humanoids brandish 
  axes and flails at each other, each creature’s two heads 
  shout and bawl abuse at the other one. They are 
  chained either side of the doorway, and pull and stretch 
  at their iron restraints. At the feet of these creatures are 
  two soldiers who are trying to calm the brutes down 
  through the use of whips and threats. Beside the 
  doorway is a large iron lever.  
  None of these creatures has noticed your presence – 
  they are too occupied with each other. 
   
  These creatures are Ettins and they hate 
  everything – especially other ettins. These creatures 
  will happily tear each other to pieces, which is why 
  the two Khanoumid warriors are trying to calm the 
  situation down. They levers on either side of the doors 
  release the chains and this will be the primary goal of 
  the guards if they notice the party. This will only be 
  achieved if they make a Wisdom: Perception check 
  (DC 14). If the party do not hide or take too long in 
  making a decision the difficulty level will decrease by 
  two per turn until they are noticed. If melee has not 
  been initiated at this point the guards will run to the 
  levers and release the ettins. They will then run 
  through a small doorway within the larger gate and 
  into Skard to raise the alarm.  
  
   
   
       121 
   
  The chains holding the ettins will also begin to 
  stretch to breaking point – each round will see them 
  either snap or stretch because of the forces being 
  placed on them. Each round the ettins are left to argue 
  they make a Strength check (DC 20). If this succeeds, 
  the chains snap – if it fails, they stretch. They cannot 
  take more than two stretches before they break. If the 
  ettins do not become aware of the party they will fight 
  each other once they break free. Once aware of the 
  group, the ettins will forget their previous business 
  and try to crush the party. When they have been 
  defeated the way is open to Skard. If she still lives, 
  Florian Moonfeather will leave the group at this point 
  –she has tarried long enough.  
   
  The gates loom above you, impenetrable to machines 
  of war. Inside one of them is a smaller 6’ gate with a 
  round brass handle. It turns freely in your hand. The 
  door opens without a creak or groan. As you peer 
  inside you see only darkness. Then small twinkles of 
  light become apparent as your eyes adjust. These 
  become larger and you see a great space ahead. It 
  forms into a huge hall with columns reaching 100’ into 
  what you can see of a vaulted ceiling. The columns 
  disappear into the darkness as does the great hall 
  ahead. All is quiet.  
   
  With the entrance to Skard cleared and the final 
  objective achieved, Sarvania has been at last secured 
  by the party and the machinations of Ehalazuhn 
  brought to an end in the Outer Reaches. Each member 
  of the party will receive 600XP for achieving this great 
  deed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       122 
  MONSTERS OR NPCS IN THIS SECTION: 
   
   
  FLORIAN MOONFEATHER 
  Medium High Elf, any alignment 
   
  Armour Class: 18 (chain mail and shield) 
  Hit Points: 40 (5d10+5) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     17 (+3)  14 (+2)     12 (+1)   14 (+2)   11 (+0)    11 (+0)   
   
  Saving Throws: Strength +3, Constitution +1 
  Skills: Perception +2, Athletics +6, Intimidation +6, Animal 
  Handling +2, Survival +2, advantage on saving throws against 
  being charmed, and magic can’t put her to sleep  
  Proficiency bonus: +3 
  Senses: darkvision 60ft, passive Perception 12 
  Languages: Common, Elvish 
   
  Archery. When wielding a ranged weapon she gains a +2 
  bonus to attack rolls with that weapon 
   
  Second Wind. She has a limited well of stamina that she can 
  draw on to protect herself from harm. On her turn, she can use 
  a bonus action to regain hit points equal to 1d10 + her fighter 
  level. 
   
  Action Surge. She can push herself beyond her normal limits 
  for a moment. On her turn, she can take one additional action 
  on top of her regular action and a possible bonus action. 
   
  Extra Attack: She can attack twice, instead of once, whenever 
  she takes the Attack action on her turn. 
   
  Weapon Bond: Once she has bonded a weapon to herself, she 
  can’t be disarmed of that weapon unless she is incapacitated. If 
  it is on the same plane of existence, she can summon that 
  weapon as a bonus action on her turn, causing it to teleport 
  instantly to her hand. 
   
  Spellcasting: She is a 5th level eldritch knight and uses 
  Intelligence as her spellcasting ability (spell save DC 13, +5 to 
  hit with spell attacks). She knows the following spells from the 
  wizard's spell list: 
   
  Cantrips: (3 at will): Acid Splash, Fire Bolt, True Strike 
   
  1st level: (3 slots): Magic Missile, Shield, Thunderwave, Witch 
  Bolt 
   
  ACTIONS 
   
  Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
   
  Shortbow: Ranged Weapon Attack: +8 to hit, ranged150/600 ft, 
  one target. Hit: 3 (1d6 +3) piercing damage. 
   
   
   
   
  LEMONBELL 
  Large monstrosity, unaligned 
   
  Armour Class 11 
  Hit Points 22 (3d10 + 3) 
  Speed 40 ft., fly 60 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    17 (+3)   13 (+1)     13 (+1)    2 (- 4)    12 (+1)     8 (-1) 
   
  Skills Perception +5 
  Senses passive Perception 15 
  Languages - 
  Challenge 1 (200 XP) 
   
  Keen Sight. The hippogriff has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   
  ACTIONS 
   
  Multiattack. The hippogriff makes two attacks: one with its 
  beak and one with its claws. 
   
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage. 
   
  Claws. Melee Weapon Attack: +5 to hit , reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage 
   
   
   
  BALLISTA 
  Siege engine 
   
  Armour Class: 15 
  Hit Points: 50 
   
  ACTIONS 
   
  A ballista is a massive crossbow that fires bolts. It takes one 
  action to load the weapon, one action to aim it, and one action 
  to fire it. 
   
  Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft. one 
  target. Hit: 16 (3d10) piercing damage. 
    
   
   
  MANGONEL 
  Siege engine 
   
  Armour Class: 15 
  Hit Points: 100 
   
  ACTIONS 
   
  A mangonel is a type of catapult that hurls heavy projectiles in a 
  high arc. It takes two actions to load the weapon, two actions to 
  aim it, and one action to fire it. 
   
  Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 
  200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 
  27 (5d10) bludgeoning damage. 
  
   
   
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  KHANOUMID WARRIOR  
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 5 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
  KHANOUMID BEAST RIDER  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 32(5d8+10) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  13 (+2)    13 (+2)    11 (+0)   10 (+0)   11 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
   
  GIANT PTERANODON 
  Medium beast, unaligned 
   
  Armour Class 14 (natural armour) 
  Hit Points 25 (5d8+5) 
  Speed 10ft., fly 60ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2) 15 (+2) 12 (+1)  2 (- 4)  9 (-1)   5 (-3) 
   
  Skills Perception + 1 
  Senses passive Perception 11 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Flyby. The pteranodon doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) piercing damage  
   
   
  MARAITH 
  Medium human, lawful evil knight 
   
  Armour Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   11 (+0)     14 (+2)   11 (+0)   11 (+0)   15 (+2) 
   
  Saving Throws Constitution +4, Wisdom +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws against 
  being frightened. 
   
  ACTIONS 
   
  Multiattack. The knight makes two melee attacks. 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (ld10) piercing damage. 
   
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warning 
  whenever a non hostile creature that it can see within 30 feet of 
  it makes an attack roll or a saving throw. The creature can add 
  a d4 to its roll provided it can hear and understand the knight. A 
  creature can benefit from only one Leadership die at a time. 
  This effect ends if the knight is incapacitated. 
   
  REACTIONS 
   
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see the 
  attacker and be wielding a melee weapon.  
   
   
   
   
   
  
   
   
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  OGRE 
  Large giant, chaotic evil 
   
  Armour Class: 11 (hide armour) 
  Hit Points: 59 (7d10 + 21) 
  Speed: 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)     8 (-1)      16 (+3)    5 (-3)      7 (-2)       7 (-2) 
   
  Senses: darkvision 60ft., passive Perception 8 
  Languages: Common, Giant 
  Challenge: 2 (450 XP) 
   
  ACTIONS 
   
  Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.  
   
  Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage 
   
  KHANOUMID ARCHER  
  Medium human, lawful evil 
   
  Armour Class 12 (leather armour)  
  Hit Points 18 (3d8 + 3)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
     11 (+0)  12 (+1)     11 (+0)   10 (+0)   10 (+0)   10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Shortbow. Ranged Weapon Attack: +3 to hit range 80 ft. /320 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage  
   
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage 
   
   
  KHANOUMID MAMLUK  
  Medium human, lawful evil 
   
  Armour Class 18 (Chainmail and shield) 
  Hit Points 32 (5d8+10) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  13 (+1)    14 (+2)    11 (+0)   10 (+0)   11 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
   
  Lance: Melee Weapon Attack: +4 to hit, reach 10ft. one 
  creature. Hit: 7 (1d12+2) piercing damage  
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) piercing damage. 
   
   
  DRIVER 
  Medium human, lawful evil 
   
  Armour Class 10 
  Hit Points 5 (1d8) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (+0)   10 (+0)    10 (+0)    10 (+0)   10 (+0)   10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 0 (10 XP) 
   
  ACTIONS 
   
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage. 
   
   
  CARAVAN MASTER 
  Medium human, any alignment  
   
  Armour Class 16 (chain shirt, shield)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
     13 (+1)  12 (+1)    12 (+1)    10 (+0)   11 (+0)    10 (+0) 
   
  Skills Perception +2  
  Senses passive Perception 12  
  Languages Common 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
   
  Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
   
   
   
  
   
   
       125 
  RIDING HORSE  
  Large beast, unaligned  
   
  Armour Class 10  
  Hit Points 13 (2d10 + 2)  
  Speed 60 ft.  
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   10 (+0)   12 (+1)      2 (−4)    11 (+0)     7 (−2) 
   
  Senses passive Perception 10  
  Challenge 1/4 (50 XP)  
   
  ACTIONS 
   
  Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
  WINTER WOLF 
  Large monstrosity, neutral evil 
   
  Armour Class 13 (natural armour) 
  Hit Points 75 (10d10 + 20) 
  Speed 50 ft. 
   
       STR       DEX       CON       INT      WIS     CHA 
    18 (+4)   13 (+1)   14 (+2)    7 (-2)  12 (+1)   8 (-1) 
   
  Skills Perception +5, Stealth +3 
  Damage Immunities cold 
  Senses passive Perception 15 
  Languages Common, Giant, Winter Wolf 
  Challenge 3 (700 XP) 
   
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
   
  Pack Tactics. The wolf has advantage on an attack roll against 
  a creature if at least one of the wolf's allies is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  Snow Camouflage. The wolf has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or be knocked 
  prone. 
   
  Cold Breath (Recharge 5-6). The wolf exhales a blast of 
  freezing wind in a 15-foot cone. Each creature in that area must 
  make a DC 12 Dexterity saving throw, taking 18 (4d8) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
   
  ETTIN 
  Large giant, chaotic evil 
   
  Armour Class 12 (natural armour) 
  Hit Points 85 (10d10 + 30) 
  Speed 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    21 (+5)     8 (-1)      17 (+3)    6 (- 2)   10 (+0)     8 (-1) 
   
  Skills Perception +4 
  Senses darkvision 60ft., passive Perception 14 
  Languages Giant, Ore 
  Challenge 4 (1 ,100 XP) 
   
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious. 
   
  Wakeful. When one of the ettin's heads is asleep, its other 
  head is awake 
   
  ACTIONS 
   
  Multiattack. The ettin makes two attacks: one with its battleaxe 
  and one with its morningstar. 
   
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.  
   
   
   
   
   
   
   
  
   
   
       126 
  THE CITY 
  UNDER THE 
  MOUNTAIN 
   
  And Ehalazuhn took out the jewels and distributed 
  them amongst his followers and each was to be guarded, for 
  they gave entrance to His throne room on the far planes. 
  Ruby, Sapphire and Emerald they were, and only those who 
  could combine them all could access the deity in all His 
  splendour and wrath. Over the centuries they disappeared 
  only to rise again as the Destroyer planned his return to the 
  world. As His strength grew they shined ever more brightly 
  and if you looked closely into their facets, you could see the 
  souls of the tortured within. 
   
  A reading from the ‘Mysteries of the Planes’ as 
  related by Mortis Fyre, Bard of Kingsvale 
   
   
  INTRODUCTION  
   
  The City Under the Mountain is the final part of 
  the epic campaign A Storm About to Break. The 
  party now moves into the great underground city of 
  Skard, now occupied by the enemies of mankind. 
  Within its chambers lies Ehalazuhn’s most trusted 
  servant, Zaleria and her allies from the Eastern 
  Kingdom of Khanoumia, as well as fearsome 
  underworld denizens. In the corridors of Skard the 
  party will need to summon all its strength to defeat 
  the forces of Ehalazuhn one last time. They will wrest 
  the Emerald and Ruby Jewels of Ehalazuhn from 
  Zaleria and her lieutenant, Zorander le Torneau and 
  unite them all to open a gateway to Ehalazuhn’s 
  throne room in the Elemental Plane of Water.  The 
  door lies open to Skard... 
   
  PART 8: SKARD  
   
  ENCOUNTER 1: A MEETING WITH 
  ZALERIA 
   
  The entrance hall to Skard is over 100’ long. In the 
  centre of the hall and before the invasion by Zaleria, 
  
   
   
       127 
  there was a huge finely carved statue of Havaeth 
  Bronzejaw, Founder and first King of the Bronzejaw 
  clan. However, it has since been defaced with crude 
  daubs in blue paint and partially wrecked. 
  Bronzejaw’s face has been hacked off and a new one 
  rigged up from what appear to be shards of blue glass 
  which form a crude humanoid face with a beard. 
  Around the hall, and roughly 20’ from ground level, 
  there is a gallery - around which is a stone banister. 
  This was designed to welcome visitors to Skard in its 
  glory days. It will now be used for a greeting of a 
  different sort. 
   
   
   
  There is a welcoming committee waiting for the 
  party. This consists of Khanoumid warriors and two 
  ogres drawn to Skard by the attractions of wealth and 
  violence. Also with them is Zaleria, whose aim is to 
  retrieve the sapphire stolen from Ekasusuhr in the 
  Tower of the False King and her lieutenant, Zorander 
  Le Torneau who appears as a dark armoured figure 
  behind her. 
   
  When the party arrives, this welcoming committee 
  will appear on the gallery above them. This consists of 
  6 Elite Khanoumid Guards dressed in black desert 
  robes with scarlet trim. They wear black turbans and 
  have their faces covered. Elite guards wield crossbows 
  and two handed scimitars. They point their missile 
  weapons at the party. The tips of the crossbow bolts 
  glisten in the torchlight – they have been dipped in a 
  poison which induces limited paralysis (Constitution 
  SR at DC 12 or receive the effects of a Slow spell for 
  two rounds). Zaleria will be at the eastern end of the 
  platform. She appears as a beautiful woman dressed 
  in flowing blue and green robes. Her hair is also blue. 
  She looks unarmed. She will smile at the party. 
   
  “Welcome travellers. What a pleasure it is to finally 
  meet those who have caused me so much trouble. I 
  assume you have Ekasusuhr’s jewel with you – the fool 
  clearly underestimated you – I will not make the same 
  mistake. You can save your worthless lives now should 
  you choose. All I want is the sapphire. You can place it 
  on the ground in front of you and leave this place and 
  you have my word that you shall not be pursued. If you 
  do not, then my men will take the jewel and you will all 
  die here today. What is your decision?” 
   
   
  When Zaleria stops speaking, the doors at the 
  northern end of the room will open and two club 
  wielding Ogres will enter, one on either side of the 
  statue, and wait for a command to attack.  
   
  If the party refuse to comply, Zaleria will give the 
  order to assault the group. The Ogres will storm in 
  whilst the Khanoumids fire their crossbows from the 
  gallery. If at any time the party escape the entrance 
  hall, the tribesmen will descend the stairs to the north 
  to attack them at ground level.  
   
  Zaleria and her lieutenant will not engage in 
  combat. Despite her words, Zaleria is in fact a little 
  apprehensive about engaging the party at this time – 
  they have shown their power several times in the 
  past. She will retire down the stairs to the east. She 
  and Zorander will leave respectively to the Temple 
  and the Aerie. If any of their attackers escape the 
  party, they will attempt to raise the alarm. There is a 
  garrison force in Area 23 which will search for the 
  party as documented in the description of that area. 
  The party will meet Zaleria later. 
   
  ENCOUNTER 2: BREAKING INTO 
  SKARD 
   
  From herein, the party must fight its way through 
  Skard until the final encounter with Zaleria. They will 
  then be able to enter Ehalazuhn’s throne room and 
  defeat him. Most of the earlier areas in Skard are 
  readily accessible to the party. However, as they 
  
   
   
       128 
  proceed further in, it will become necessary to acquire 
  special sigils from guardians entrusted with their 
  possession. These were issued to certain notables by 
  Zaleria as a security measure. Zaleria herself does not 
  require any such sigil – as leader in Skard, her ruby 
  Jewel of Ehalazuhn allows access to all areas.  
   
   
   
  AREAS 1 AND 2: GUARD ROOMS 
   
  Both of these rooms contain two Khanoumid 
  warriors who are trained to fire through the arrow 
  slits on either side of the corridor at any unwelcome 
  guest. They wear black desert robes with blue trim. 
  They also wear light blue turbans.  Both of these 
  rooms are fairly bare, containing only chairs and a 
  table as well as a barrel containing spare crossbow 
  bolts.  
   
  The double doors at the end of the corridor are 
  iron and decorated with images of dwarven faces in 
  helmets. These doors are locked and require a 
  Dexterity check (DC 10) to open. They can be battered 
  down on a Strength check (DC 14). There is a key 
  hanging up on the other side which allows entrance 
  and exit to the guards and population.  
   
   
   
   
  
   
   
       129 
  AREA 3: GALLERY 
   
  This area was designed as a gallery to display 
  portraits of the leaders and notables from the 
  Bronzejaw clan to visitors. As with other areas in this 
  complex, it has been vandalised by the present 
  occupants. 
   
  As you pass through the double doors you see a 
  30’x50’ room with two large 10’ columns in the centre. 
  These reach from floor to ceiling. On these columns 
  and around the walls are picture hangings and empty 
  frames. In some frames the paintings remain but have 
  been slashed, or occasionally, burned. The paintings 
  depict dwarves in dramatic poses or in portrait form. 
  This room appears to have once been a gallery of sorts 
  but it has been vandalised.  
   
  Unless the party are still fighting their way into 
  Skard, this room will be quiet and has no occupants. 
  There are two doors on the east and west walls which 
  are presently locked. These doors require a Dexterity 
  check (DC 10) to open. 
   
  AREA 4: CROSSROADS 
   
  This room was designed originally as a form of 
  waiting room for guests and visitors. It was once 
  plushly decorated but this has all been removed or 
  destroyed. 
   
  This room may once have been important as there 
  are remnants of fine furnishings and decor. However, 
  these mostly lie in dusty heaps on the floor. There is 
  also a large rug which looks to have been quite 
  expensive at one point. However, it is now torn and 
  dirty and has clearly been trodden on by many uncaring 
  feet. There is a set of oak double doors ahead of you 
  and to the east and west lie 10’ corridors. 
   
  Hiding in the rubble in the eastern corridor is 
  Vorsen Brightarm from the last remaining dwarven 
  community left in Skard. He has been cut off by the 
  entry of the party into Skard and the excitement this 
  has caused in the corridors nearby. Vorsen has hidden 
  here to avoid the fighting that has presaged the 
  adventurers’ arrival at this location. He is only 
  interested in getting back to the secret door which 
  gives entry to the hidden dwarven enclave to the 
  west. If discovered by the party he will not be 
  aggressive but will be wary. If he trusts them, he will 
  show them the entrance to the enclave through the 
  secret door to the south west. Here they will meet 
  with the remnants of the Bronzejaw clan in Skard.  
   
  AREA 5 AND 6: GUARD ROOMS 
   
  These rooms formed a part of the defences of 
  Skard but are now occupied by Khanoumid warriors. 
  There are four guards in each room. They wield 
  crossbows but in closely confined spaces will 
  probably engage their enemies with scimitars. Each 
  room has a table and chairs and various foodstuffs 
  and drinks. The southernmost sections are reserved 
  for kit and equipment and thus are filled with barrels 
  and cases holding crossbow ammunition and melee 
  weapons. There is little of any value in these rooms 
  but if the bodies are searched, the party can collect a 
  total of 30sp and one looted electrum ring worth 20gp. 
  5a also is the kennel for the guards’ pet dog which 
  will growl menacingly but not attack. It will however 
  alert the guards in the adjacent room. Any fighting 
  will alert both rooms unless care is taken.  
   
  THE CARDINAL WAY 
   
  The major 
  thoroughfare in Skard 
  connects some of the 
  most important zones 
  of the city and has 
  been named The 
  Cardinal Way as it 
  runs directly north, 
  south, east and west. 
  To the east is the 
  Power Source area 
  and the water supply. 
  To the west are the 
  Fire Pit and the 
  smelters.  
   
  The great double doors to the north open up into 
  the city communal district, Gam Daruhl, the Aerie 
  
   
   
       130 
  and the royal chambers or Temple as it is now. They 
  are 10’ wide and made of bronze – they are decorated 
  with etchings of great events from dwarven 
  mythology. These bronze doors have been magically 
  locked since the party entered Skard and cannot be 
  opened without the sigil held by Muzmed in the Fire 
  Pit.  
   
  AREA 7: ARMOUR SMITHY 
   
  This room is very hot. There are two forges for the 
  production of armour here. Each of these is worked by 
  a Khanoumid blacksmith who hammers at plates of 
  steel or forges rings intended for chain mail. The room 
  is full of suits of armour of different types. The majority 
  of this equipment is mail armour but there are also 
  several suits of plate mail as well as shields of different 
  sizes and types. There are also boxes and barrels full 
  of the materials of war. 
    
  This room is one area where the supplies designed 
  for the coming war are kept and worked prior to 
  issue. The blacksmiths here are not combatants and 
  will not act aggressively towards the party. They will, 
  however, report the party to the commandant of this 
  zone in Area 23 at the first opportunity.  
   
   
  The players can help themselves to anything 
  armour related from this room, but none is magical 
  and will conform to the statistics found in the 
  equipment guide. 
   
  Unknown to the Khanoumid workers here, or 
  indeed any member of the occupying forces, there is a 
  well disguised secret door leading to the dwarven 
  enclave to the south. This door was created by experts 
  in the field of concealment using all their dwarven 
  expertise. It can only be found on a Wisdom: 
  Perception check (DC 20). 
   
  AREA 8: STORAGE ROOM 
   
  You enter a large storeroom about 25’ square. This 
  room contains weaponry of various types and styles. 
  There are barrels and boxes full of ammunition as well 
  as racks to hold swords and pole arms.  There are no 
  occupants in this room. 
    
  This room contains part of the weapons store for 
  Zaleria’s forces. Any type of non-magical weapon can 
  be found here. There is also a small bottle of the slow 
  poison used by Elite Khanoumid Guards – enough for 
  five applications to any weapon.  
   
  AREA 9: WEAPON FABRICATION AND RESEARCH 
   
  This is a large room which currently stands empty. All 
  around are large missile weapons, some of which look 
  more intricate and complex than usual. There are 
  crossbows mounted on tripods with hoppers full of bolts 
  as well as strange racks containing five longbows each, 
  all fixed, drawn and ready to fire. There are also 
  strange 3’ high bronze metal constructions in the shape 
  of heads with gaping mouths through which crossbow 
  bolts protrude. 
   
  This is a weaponry research area. The designer of 
  these weapons is currently in Area 10. The aim of 
  these objects is to increase the rate of fire of Zaleria’s 
  troops. Some of these weapons have a magical aura 
  and some are purely advanced engineering. The 
  multi-longbow does not work and is still in testing. 
  The crossbow does however work and when the 
  hopper has ammunition, fires twice as fast as a 
  normal one. A crank lever speeds up the pulling of 
  the bowstring and the hopper deposits a bolt in the 
  slot ready to fire. It requires reloading every five 
  rounds which in itself takes two rounds to complete.  
   
  
   
   
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  The bronze metal heads are magical but are not 
  functioning at this time. They need to be animated to 
  work, when they can form a non-sleeping permanent 
  missile firer. This weapon fires twice as fast as a 
  normal crossbow. They each contain a hopper within 
  their metal frame which holds 20 heavy crossbow 
  bolts. This needs replenishing after 10 rounds of 
  constant fire. The automatons have an AC 15 and 
  50hp each. They will fire and track both visible and 
  invisible targets until destroyed or their ammunition 
  depletes. 
   
  AREA 10: THANUS CASEDES’ QUARTERS 
   
  This square chamber is the abode of a small, thin and 
  balding man. He is dressed in work clothes and an ink 
  and oil stained apron. He works at a large desk on 
  which are paper, ink wells and drawing tools. To the 
  rear of the room is a largish bed and bedside cabinet. 
  There is also a bookshelf full to overflowing with tomes 
  and scrolls. The man looks up at you. ‘What now,’ he 
  asks in an irritable voice. 
    
  This is Thanus Casedes. He is the mastermind 
  behind the innovative designs in Area 9. He and his 
  son were captured by Zaleria’s men long ago. His 
  talents as an inventor were soon spotted and he was 
  reassigned to Skard. Since then he has designed many 
  weapons of war which are to be used by Zaleria’s 
  forces in the coming conflict. Casedes is not evil. He is 
  however blinded by the responsibility and respect he 
  is shown by the rulers of the underground city. He 
  takes great pride in his work and this has clouded his 
  judgement. It would not however take too much to 
  show him the right path and highlight the dangers his 
  weapons will bring to the people of Sarvania. In order 
  to ensure his loyalty, Zaleria has imprisoned his son, 
  Selyn in the cells to the east of the complex (Area 27). 
  Casedes can and does visit him regularly and he is 
  kept in quite comfortable surroundings to prevent any 
  resentment or rebellious ideas from his engineer 
  father. Despite Casedes’ feelings of importance, he is 
  not aware of his expendability in Zaleria’s eyes. When 
  he has fulfilled his tasks in Skard she intends to have 
  him and his son executed. Casedes cannot and will 
  not fight the party, but if not convinced of the error of 
  his ways and freed, he will report them to the 
  Khanoumid authorities in Skard as soon as he can.  
   
  THE BRONZEJAW ENCLAVE 
   
  When Zaleria and her forces burst into Skard, the 
  forces of the Bronzejaw clan were already weakened. 
  Too many had grown disaffected with the future 
  potential of Skard and left. Many of these had been 
  warriors. Therefore, only a token resistance was 
  possible to the Khanoumid warriors who ransacked 
  the city. Many dwarves were killed. The remainder 
  retreated into defendable sections of the city. All 
  entrances were blocked and disguised. One of these 
  was the temple complex for the city. Its entrances 
  were concealed and the tunnel to Area 4 collapsed. To 
  the unknowing and untrained eye of the Khanoumid 
  invaders, all the dwarves perished in the assault. They 
  could find no trace of any survivors. The dwarves, 
  under their redoubtable leader, Storgaen 
  Thundermaul now exist precariously at the heart of 
  Zaleria’s new fortress. They number but a few. To 
  survive, they are forced to sneak out in the quiet times 
  of the day and steal and raid the Khanoumid supplies. 
  So far, none have been caught doing so but Zaleria’s 
  suspicions have been roused. It is to quell these 
  suspicions that she has employed Duergar allies to 
  search Skard for any survivors. The party will 
  encounter these later when they discover the 
  destroyed dwarven outpost in Gam Daruhl. 
   
  The party should have met Vorsen Brightarm in 
  Area 4 and may have convinced him of their noble 
  intentions. Without his aid, the party would find it 
  very hard to locate the cleverly concealed entrances to 
  the dwarven enclave. If for some reason the party fails 
  to meet Brightarm or offends him in some way, then 
  another method of discovering the dwarves can come 
  into play, such as following a dwarf returning from a 
  food raid. If this is the case then they will have to 
  convince and reassure the dwarf guard on the other 
  side rather rapidly. 
   
  Behind each of the secret entrances marking on the 
  map (Areas 1, 7 and 8), there are two heavily armed 
  dwarf guards in mail and shield and wielding battle 
  axes. Their job is to act as the first line of defence 
  should the enclave be breached. They will alert the 
  complex and fight to the death. This sacrifice will, it is 
  
   
   
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  hoped, allow the rest of the dwarves to escapes to the 
  south and out of Skard. If the party is not 
  accompanied by Vorsen, they will not be allowed to 
  proceed until permission comes from Thundermaul. 
  They will be kept within the secret entrance under 
  guard. Within the dwarven enclave it is possible to 
  sell or exchange items of value – the need for 
  valuables burns in the heart of many dwarves – even 
  in times of stress. 
   
  AREA 11: DWARVEN ACCOMODATION I 
   
  The first thing that hits you when you enter this 
  chamber is that it is oppressively hot. There is a mixture 
  of male and female dwarves here, some of which talk in 
  quiet voices, others stare at you in a quizzical fashion. 
  Around the walls are basic straw cots, small cupboards 
  and boxes of clothing and food. You sense a depressed 
  mood in the room. Several dwarves sit with their heads 
  bowed – they stare at the floor and ignore your passing. 
  A pair of large bronze double doors lies ajar within the 
  east wall.  
    
  This is where some of the surviving Bronzejaw 
  clan live out their basic existence in Skard. There is 
  generally a down beat atmosphere here since Zaleria 
  took over. Efforts are made to keep morale high 
  through the exertions of Storgaen and Vorsen 
  Brightarm but it is difficult in such circumstances. If 
  the party are with Vorsen he will use the party as a 
  propaganda tool and declare to the population here 
  that help is at hand and that there is still hope for 
  them. There will be a slight increase in positivity in 
  the room but not much. How could such a small 
  group help their predicament? Vorsen will not tarry 
  here but urge the party on to Thundermaul’s quarters. 
   
  AREA 12: DWARVEN ACCOMODATION II 
   
  This is a second community room. The same stifling 
  heat is present as are the cots and down beat 
  occupants. There is a large fireplace in the eastern wall 
  and a long table with basic wooden chairs to the west. 
  There are also two sets of double doors in the south 
  east corner. You count around 20 dwarves on the cots 
  and at the table. Some talk, others sharpen weapons. 
  Although they don’t regard you with hostility, you sense 
  that most are unimpressed. There are some, however, 
  who summon a weak smile when you meet their eye. 
    
  This is another accommodation chamber. Areas 11 
  and 12 hold the last of the Bronzejaw clan in Skard 
  apart from the ill-fated group under Nalgir 
  Stonebrow to the north. There is an increasing 
  acceptance that their tenure in Skard could be at an 
  end. They are alone and have no allies. 
   
  AREA 13: THE TEMPLE OF EMJIR 
   
  This room has clear religious significance to the 
  Bronzejaw clan. It is a large temple about 30’ square. At 
  the east end is a 10’ square alcove an in this is a large 
  dwarven statue. At its base is a bronze plaque 
  engraved ‘Emjir the Far Seeing’. The statue portrays 
  an unarmoured dwarf who is depicted scanning the far 
  distance. Around the walls are incense burners and 
  yellow and burgundy drapes. At the feet of the statue, 
  kneeling upon a cushion is an elderly dwarf dressed in 
  golden robes. His beard is braided into two separate 
  strands and his long hair into a pony tail. 
   
  This is a shrine to the dwarf God, Emjir the Far 
  Seeing. He is a wanderers’ god which many in the 
  dwarven communities worship - especially if they are 
  headed on a long journey. Emjir is not worshipped 
  solely by dwarves but by anyone embarking on a 
  journey. His opposite number, Dhubraem, God of 
  Lost Byways and Hidden Dangers is worshipped 
  also in a precautionary manner.  Emjir is especially 
  venerated by the Bronzejaw clan as it is believed that 
  he is closely linked to their finding of Skard and their 
  fortunes in the years preceding the decline of the 
  group.  
   
  The elderly dwarf is Firaeth Bonefinger, the most 
  senior cleric in Skard since the invasion. He prays 
  daily to Emjir in the vain hope that he will return the 
  Lost Dwarves (referred to in Beneath the Razor’s 
  Edge) to their home and that they will help retake 
  
   
   
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  Skard once again. These prayers have fallen on deaf 
  ears. He will ask the party for any news of his lost 
  brethren. Despite the disappointment he will feel at 
  any negative response, Firaeth is quite a positive 
  influence in the community and he will not be 
  depressed for long. 
   
   
   
  Firaeth would however appreciate a service. He 
  would like the party to find any survivors of Zaleria’s 
  invasion in other parts of the city. He cannot accept 
  that all are dead.  He will ask the party to scour the 
  city for any still alive and bring them back to this 
  zone. He hopes they, like he and his brethren here, 
  may have found a way to survive. It is a slim hope. 
  He does not want this quest to divert them from any 
  missions given to them by Storgaen Thundermaul and 
  will therefore ask that they deal with their leader’s 
  demands first. 
   
  The door in the south wall leads to a small room, 
  empty apart from barrels of crossbow bolts and some 
  other weaponry and armour. There are also shelves 
  which contain dwarf helmets and side arms. The 
  room was originally for the priest’s vestments before 
  the invasion but now it has been taken over as a 
  weapon store and emergency exit. Behind the shelf, 
  which is released by a hidden catch is a secret door to 
  the outside. Only Firaeth and Storgaen know of its 
  existence. The catch and mechanism can be spotted on 
  a Wisdom: Perception roll (DC 16). 
   
  AREA 14: AUDIENCE CHAMBER 
   
  There is a plusher feel to the decor in this chamber. 
  Atop a large dais against the east wall is a throne, on 
  which sits an older dwarf with a regal bearing, wearing 
  mail and a silver helm. He is flanked by guards. A large 
  thick rug bearing an axe motif covers most of the floor. 
  The general appearance is of a throne room. A closer 
  look however reveals a less opulent side. The seated 
  dwarf’s face is lined and appears tired. The golden and 
  burgundy hangings are a little tattered and the throne 
  seems ill fitting on the dais, as if it was not intended 
  there. The armour of the four guards in the room is 
  unpolished as if fresh from battle.  
   
  This is Storgaen Thundermaul and he is the leader 
  of the last dwarves in Skard. When Zaleria invaded he 
  was but a well respected noble but with the death of 
  Thormas Greybraid, the leader of the Bronzejaw clan, 
  he took over the organisation of the defence. He now 
  does his best to maintain a dwarven presence in the 
  city – against some criticism from those who wish to 
  leave and start again. He has fought to keep the 
  Bronzejaw heritage alive and will now ask the players 
  to assist him in the destruction of Zaleria and her 
  minions. The throne does not belong in the room but 
  was taken and placed here as a sign of the authority of 
  Storgaen and his right to rule. 
   
  Once he realises that they are to be trusted he will 
  task them with a mission. 
   
  “To the west and east of this zone lie two areas of 
  great import to the survival of Skard. To the east lies an 
  area known as the Power Source. This is a network of 
  chambers connected to an underground river called 
  
   
   
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  Skollin. Through the harnessing of Skollin, we built a 
  mechanical system through which Skard not only 
  received a constant and reliable water supply but a 
  method of power. That is until we put a stop to it. This 
  has caused our enemies no small inconvenience but 
  more can be done. One of the most important functions 
  of the Power Source is to power our machines 
  throughout the city. It does this alongside our furnaces 
  which lie to the west in the Fire Pit. These furnaces are 
  powered from an underground river of fire we call 
  Khunmir. The combination of the waters of Skollin and 
  the fires from Khunmir allow us to power devices 
  through the use of steam.” 
  “For years these devices have powered our city and 
  we have thrived. Now, they can help us to destroy the 
  enemy. If the waters of Skollin can be made to flow at 
  an unrestricted rate upon this underground fire, then my 
  engineers assure me that an explosion of such 
  magnitude would occur that it would destroy the 
  machinations of the evil Zaleria in a blink of an eye. We 
  need to restart the flow of water into the city.”  
  “What I ask of you is to head east and repair the 
  machinery that reconnects Skard to the river. To 
  accomplish this task you will need the help of our allies 
  underground. You will not see them, but look for them 
  under the waterworks. Once this task is completed, 
  travel west – smash the pipes which regulated the 
  water to the furnaces. A tide of high pressure water will 
  flow in an unstoppable torrent into the Fire Pit, causing 
  an explosion.” 
  “One final request. During your time in the Fire Pit, it 
  would be of great importance to me that you retrieve a 
  weapon belonging to our forefathers - some say to 
  Havaeth Bronzejaw himself. It was kept in a repository 
  next to the great forges which saw its birth. I am 
  informed however, that the enemy seeks to gain entry 
  to this sacred place, and to retrieve the weapon. This 
  must not happen. Please attempt to reunite the 
  Hammer of Havaeth with its people. To help and guide 
  you through our great city, I order Vorsen Brightarm to 
  accompany you on your great quest.”  
   
  Vorsen Brightarm will relish the party’s mission – 
  even though deep down he may be unsure of its 
  chances of success. Vorsen is a Level 5 Champion. 
  The party will be wished great success and asked to 
  leave without too little delay - healing time is 
  perfectly acceptable. In fact, before the party leaves, 
  Storgaen will retrieve several Potions of Extra 
  Healing from his diminished supplies to aid them. 
  Each party member will get one. He gets these from 
  the treasury next door.  
   
   
   
  If pressed by any of the party, Storgaen will 
  elaborate on these quests in the sense that in order to 
  complete their mission in the Fire Pit a great overseer, 
  Muzmed, will probably need to be bested. He doesn’t 
  want to put them off with details. He has also failed to 
  mention Rursubela, the guardian of Havaeth’s 
  Hammer for a similar reason. Storgaen is a 
  pragmatist. He does not really understand the party’s 
  mission but does see their usefulness in clearing Skard 
  
   
   
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  of its enemies. This is his only priority – his home and 
  his people – compassion can only come a far second to 
  his pressing needs.  
   
  AREA 15: TREASURE ROOM 
   
  The door to this room is magically locked by 
  Storgaen’s Chamberlain due to the valuable goods 
  inside it. If for whatever reason the players get access 
  then they will find a store of all the valuable goods left 
  over to the Bronzejaw clan. 
    
  This room is dominated by a large statue of a 
  dwarven figure. The figure is bedecked in finery and 
  jewellery. Light sparkles in the expensive looking gems 
  and jewels that decorate it. This room also contains 
  boxes and containers of weapons, bottles and scrolls. 
  The weapons seem to be of a much higher order of 
  quality than normal ones. The bottles contain various 
  liquids, some of which are marked, and others have no 
  indication of what they contain. Old tomes and scrolls 
  are also in abundance here – most of the books are 
  fastened with metal clasps. There are also coffers 
  which are padlocked shut.  It appears that these goods 
  are very valuable to the Bronzejaw clan and perhaps 
  are all that remain of its once great wealth. 
   
  This room was dedicated to the dwarven god, 
  Thordrid, God of the Mountains and the Jewelled 
  Kingdoms. The gems are real and represent the best 
  jewels found by the Bronzejaw clan during their time 
  in Skard. In total, the value of the riches found in this 
  chamber value over 20,000gp. Naturally, the dwarves 
  will not part from these riches, although some might 
  be given as rewards to the party for any help they 
  give. Any theft or underhand activity to do with the 
  items in this room would lead to serious reprisals as 
  well as alignment difficulties. 
   
  AREA 16: STORGAEN’S QUARTERS 
   
  The door to this room is guarded by two dwarven 
  warriors in addition to the two flanking Storgaen’s 
  throne. 
    
  Despite its size, this room is quite sparsely 
  decorated. The bare walls have been covered in gold 
  and burgundy material and there is a large bed with a 
  bear’s hide draped upon it. Apart from this there is also 
  a large desk and comfortable looking chair. Hanging 
  above is a sputtering iron chandelier, the smoke from 
  which has left a black mark on the ceiling above. Atop 
  the desk is a large pile of papers, an ink well and 
  several quills.  
   
  These are Storgaen’s quarters. Not only is it his 
  private area for rest, but also he conducts his most 
  personal and secret business here. Few dwarves have 
  entered it. There is actually little of value here – most 
  is kept in the treasury. In his desk is a Ring of Mind 
  Shielding. The ring is worn on state business or what 
  is left of it. The ring was worn by Thormas Greybraid 
  when he was slain in the battle for Skard. As an 
  important heirloom of state, Storgaen took it and has 
  communed with the dead Greybraid since. It is this 
  ability which has allowed him to discern the location 
  of Havaeth’s Hammer in the Fire Pit. The rest of the 
  room has little of note – very little apart from the city 
  treasure was saved during the battle. There is a secret 
  door behind a drape on the southern wall (Wisdom: 
  Perception check at DC 15) which leads to the 
  outside. Storgaen is reluctant to admit its existence in 
  case it strengthens the hand of those who want to 
  leave the city. 
   
  AREA 17: ARCHERY RANGE/MEMORIAL HALL 
   
  This room is quite dark, being lit as it is by only a few 
  candles. Ranging along the northern wall are stone 
  busts of dwarves. Most of these have been smashed or 
  defaced. Beside you is what appears to be an archery 
  butt. At the far end of this corridor like room you can 
  see several figures dressed in Khanoumid robes. 
  Beside them is what appears to be a large bronze 
  contraption which is 3’ tall and in the form of a human 
  head. There is a hole where the mouth should be. 
   
  This used to be the Skard Memorial Hall, where 
  the great and good dwarves or yore were 
  
   
   
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  remembered. It is now used as an internal archery 
  range and testing room. The contraption is one of 
  Thanus Casedes’ inventions. It is a multiple bolt 
  shooter. The party may have seen an un-animated 
  version of this in Area 9 where there is a description. 
  This one is animated and is being tested – it is a 
  magical device and does not need to be manned. 
  There are three Khanoumid warriors present in the 
  room. 
   
  Naturally the party can exit the room and go 
  around to the eastern doors although these may not 
  be visible from where they are. One round after 
  combat has begun however, one of the archers will 
  escape out of the doors to raise the alarm in Area 23. 
  Help will arrive several rounds later from Haasim 
  Sarwar and his men. At a dash pace, Area 23 is a good 
  four rounds run away. It is possible that the 
  occupants of Area 18 might hear any disturbances in 
  the corridor and come to investigate.  
   
  AREA 18: THE KITCHENS 
   
  This large room is clearly a food preparation area. 
  Very long and heavy looking tables span the room. 
  Each of these either holds foodstuffs such as meats 
  and breads or utensils and food preparation equipment. 
  Above the tables are racks and chains from which 
  dangle articles such as pans and spoons. Most of the 
  light in the room comes from a large fire that burns in a 
  fireplace against the south wall. Above it roasts a large 
  pig or boar. At the eastern end of the room is another 
  table at which sit three Khanoumid soldiers eating and 
  supping their wine. Several smaller humanoids scurry 
  back and forth with plates and bowls. 
   
  This is the kitchen for the whole southern part of 
  the complex. All the occupants come here at some 
  point for feeding. If the party are noticed, the three 
  Khanoumid warriors will attack. The six humanoid 
  kitchen assistants are in fact goblins. They will not 
  initially fight but will cower against the southern wall. 
  They will fight when the cook enters the room. This 
  he will do if there is any noise; one round after a fight 
  begins.  He is a goblin boss and does not like his food 
  being spoiled. He carries a bloodied meat cleaver, 
  which he was using at the time (acts like a scimitar) 
  and will enter from Area 19. There is nothing of any 
  real value in the kitchen – it is a work place. 
   
  AREA 19: THE MEAT STORE 
   
  This room is quite chilly which would explain why it is 
  being used as a meat store. Various cuts of several 
  animals hang here on hooks suspended from the 
  ceiling. There is also a large table on which a half 
  butchered carcass lies. 
   
  This is the area meat store and is filled with all 
  types of protein. There is nothing of value here bar 
  some good steak. 
   
  AREA 20: PROVISION STORE 
   
  All manner of boxes, sacks and barrels fill this room. 
  Dried fish hangs from hooks as well as herbs and 
  vegetables. Several containers are open and reveal 
  other foodstuffs such as grain and bread. There are 
  also bottles and jars. A small rat scurries out of sight 
  behind some sacks as you enter 
   
  This is a food pantry for this zone of the city. Much 
  here is stale and mouldy although there are edible 
  items too. There is nothing of value in the room. 
   
  AREA 21: WELL 
   
  A large 5’ well dominates the centre of this room. 
  There are also barrels and buckets nearby. A wooden 
  assembly above the well holds a rope with a bucket. A 
  lever allows the bucket to be lowered. 
   
  This is usually the fresh water supply for this area. 
  However, since the supply has been cut off due to the 
  activities of the dwarves, this has run dry. This cannot 
  be discerned from above as the well descends into 
  darkness. The well is fed from the cistern in the Power 
  Source zone.  
   
  If the players descend the well, they will find a 
  small 3’ wide passageway which will take them to this 
  cistern. This passageway is wet and slimy and 
  
   
   
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  occupied now by several rats. It is a safe way by 
  which the party can penetrate the Power Source. They 
  will enter the cistern at Area 3 in the Power Source. 
  The entry to the cistern is protected by a grill which 
  can be dislodged on a Strength check (DC 12). 
   
  AREA 22: LAVATORY 
   
  A highly unpleasant stench greets you as you enter 
  this room. Against the southern wall is a flat wooden 
  assembly with 1’ holes cut into it. The stench seems to 
  emanate from these holes. 
   
  This is the toilet for this zone. It is not a pleasant 
  place to be. If a party member investigates the toilet 
  he will see the holes descending into the darkness. 
  Any further investigation will probably lead the 
  player into feeling nauseous for no reward. 
   
  AREA 23: GARRISON QUARTERS 
   
  The doors to north and south of this chamber will 
  be open. Several raised voices will be able to be heard 
  from 20’ away. The full complement of soldiers will 
  only be present if they have not been encountered 
  previously. There are normally twelve men here, not 
  including their leader. If an alarm has been raised 
  there will be only four men within the barracks. 
   
  This area has the appearance of a military barracks. 
  Two long tables have been placed in the centre with 
  benches underneath. The tables have plates and 
  wooden goblets as well as utensils and scattered 
  weapons. The walls are of plain but smoothed 
  stonework. Around the outside of the room are cots with 
  straw mattresses. There are also weapon’s stands 
  holding a variety of weapons from scimitars to bows 
  and crossbows. Several men dressed in Khanoumid 
  garb are sitting at the tables talking, sleeping and 
  playing cards. 
   
  This is the main Khanoumid barracks in this sector 
  of the city. It used to be an Audience Chamber for the 
  welcoming of guests to Skard. It has since been 
  stripped. The men are all Khanoumid warriors and 
  are supported by others in nearby rooms. They will 
  attack if the party is spotted. Any disturbances after 
  the first entry into the city by the party will see them 
  leave the barracks and search for the party. If any 
  search is unsuccessful they will return to their base in 
  this room. Each guard carries his belongings about 
  him which will total 200sp. 
   
  There is a secret door in the south west corner 
  although it is not especially well hidden and can be 
  discovered on a Wisdom: Perception check (DC 12). 
   
  If a fight breaks out and they have not already 
  been encountered, the garrison will be supported by 
  Haasim Sarwar and his four Elite Khanoumid 
  bodyguards from Areas 24 and 25. They may also 
  receive the assistance from the jailer in Area 26. 
   
  AREA 24: GUARD CHAMBER 
   
  This room holds Haasim Sarwar’s bodyguard. If 
  they have been engaged already, this room will be 
  empty.  
   
  This room is more decorated than the garrison 
  chamber. There are two large beds and a small table 
  and chairs. Around the walls are hangings which depict 
  desert and mountain scenes with a golden sun above. 
  A large barrel with two golden goblets has been placed 
  next to the table. Seated at the table are four large, 
  burly Khanoumid warriors. One is sharpening a large 
  curved knife whilst others pour over a richly decorated 
  book. 
   
  These are Haasim Sarwar’s bodyguard. They are 
  Elite Khanoumid warriors and will fight to the death 
  to protect their leader. If disturbed, the warrior 
  holding the knife will throw it at the party before 
  drawing his large two handed scimitar. 
   
  Each warrior carries a purse in which can be found 
  25gp in total. The barrel holds a good wine and the 
  goblets are indeed golden. They have been stolen after 
  the attack on Skard. They are a matching pair and 
  depict dwarven warriors marching to war. They are 
  works of art, although this is not appreciated by the 
  Khanoumids, and together are worth 500gp to a 
  collector of dwarven artefacts and 200gp generally. 
  The book is a Khanoumid prayer book and is richly 
  
   
   
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  decorated with illuminated texts and gold leaf. To a 
  purveyor of fine books it is worth 100gp. 
   
  AREA 25: SARWAR’S CHAMBER 
   
  This room is Haasim Sarwar’s bedchamber. If he 
  has been engaged already, this room will be empty. 
  He will hear any commotion in the room next door. 
   
  This chamber has been decorated to resemble the 
  inside of a large tent. Gold and green silken drapes run 
  up the walls and across the ceiling. The stone floor has 
  been covered by a sumptuous carpet and there is a 
  large desk and chair. Against the eastern wall there is a 
  large bed with expensive looking silk sheets, under 
  which lies a beautiful dark haired women. When you 
  enter she screams and pulls the sheets tightly to her 
  neck.  
   
  Haasim Sarwar is the officer in charge of the 
  garrison in this area of Skard. He is a religious fanatic 
  and although going to war in the name of Ehalazuhn, 
  he will fight to the death in the name of Arshad the 
  Great, God of the Sands. Sarwar is a Level 7 War 
  Domain Cleric. He wields a mace blessed by the 
  priests of Arshad the Great which bestows a bonus of 
  +1/+2 vs. Water Based Creatures. This has special 
  bonuses against summoned water creatures such as 
  Water Weirds or creatures which rely on the water 
  element for life or strength such as Sahuagin or 
  Merfolk. He also carries a shield +1 which depicts a 
  scorpion with a man’s head. This is Arshad the Great. 
  This shield will act normally but will attract the 
  attention of any Khanoumid engaged in battle – use 
  of it will be perceived to be a studied insult to their 
  god. For this reason, Khanoumids will attack the 
  character wielding the shield more than any other 
  until the image is removed or the shield repainted. In 
  the desk is another Khanoumid prayer book which is 
  more elaborate than that in Area 24 and is worth 
  250gp. There is also a Philter of Love. Sarwar himself 
  is fond of glittering objects and wears around his neck 
  a necklace of aquamarine and topaz gems in a gold 
  setting – it is worth 1000gp.  
   
   
   
  The woman in his bed is Naseefa Rahmani. She is 
  the consort of Sarwar, and is actually a Khanoumid 
  princess betrothed to Haasim by her ambitious father. 
  If captured she is worth a great deal to the family of 
  Rahman in Khanoumia. Her ransom, which she will 
  be duty bound to offer, will be 5000gp. If the party 
  take up this offer they will find that her impoverished 
  father will only pay 2000gp for her return. This will 
  lead to Naseefa murdering him for this unforgiveable 
  insult to her status as a princess. She will then use all 
  her resources to hunt the party down and exact her 
  revenge for this slight and for the death of her consort 
  - this can be a plot thread to be developed. 
   
  AREA 26: JAILER’S ROOM 
   
  The door to this room will be open and so the jailer 
  may come to the aid of the warriors in Area 23 if a 
  fight breaks out.  The jailer is an Elite Khanoumid 
  
   
   
       139 
  warrior and he will be present in the room 75% of the 
  time. If he is not there he will be in the cells below. 
   
  This simple room has little decoration or adornment. 
  The walls are bare stone and there is a simple bed and 
  a desk, upon which rests a ledger. Attached to the 
  southern wall is a row of keys with numbers above 
  them. 
   
  This is the jailer’s quarters whose workplace is in 
  Area 27. The keys unlock the cells below. The ledger is 
  a record of the victims held in the cells. There are 
  several names crossed out – most of them dwarven. 
  Only two names remain. These are Nulgoth 
  Grimstone – a captured dwarf being held for 
  interrogation and Selyn Casedes, the son of Thanus 
  Casedes in Area 10. 
   
  AREA 27: THE CELLS 
   
  The door to the cells is locked. The lock can be 
  picked by a on a Dexterity check (DC 12) 
   
  This bare and unpleasant room is clearly a cell block. 
  The walls and floor are damp and un-worked stone. 
  There are five cells, three of which are open. There is a 
  small table and wooden chair at which sits a 
  Khanoumid guard. 
   
  The guard is a Khanoumid warrior and he holds 
  the key to the cells. He has a pouch with 10sp in it. 
  There is also the possibility that the jailer from Area 
  26 is present in this room. 
   
  When the cells are opened the party will find the 
  worn out but alive Nulgoth Grimstone. He is a dwarf 
  captured in the upper levels of the city – an area that 
  the dwarves here have heard nothing from since the 
  defeat by Zaleria. He reports a frightening tale of the 
  last survivors of the assault holed up in an area they 
  deemed safe – hidden behind well constructed secret 
  doors. He will tell the party and Vorsen Brightarm if 
  he is present that somehow Zaleria’s men found this 
  enclave. Grimstone does not know how but he heard 
  the guards talk of Zaleria employing specialists in 
  this field. Everyone died including their leader Nalgir 
  Stonebrow. He also heard them discussing these new 
  allies of Zaleria being brought south to discover any 
  more hidden enclaves. Vorsen is particularly worried 
  as his brother, Sigmund was serving in the upper city 
  in the great hall of Gam Daruhl and he now fears the 
  worst. Vorsen will insist on returning with Grimstone 
  to report to Storgaen Thundermaul. He will ask the 
  party to continue following Thundermaul’s orders 
  and will try to join them later. If the party try to return 
  to the dwarven enclave with Vorsen then he will insist 
  that they continue with the mission – time is of the 
  essence! Vorsen should not accompany the party into 
  the Power Source. 
   
   
   
  The other prisoner is Selyn Casedes, the son of 
  Thanus, the engineer in Area 10. If the party has not 
  encountered Thanus yet, his son will describe how his 
  father is being forced to work for Zaleria 
  manufacturing terrible weapons of war. To Selyn, 
  there is no possibility that Thanus might be 
  cooperating willingly. He will ask them to rescue his 
  father and will give rough directions to the 
  engineering and weapons development sector. If 
  Thanus has been encountered, the party should 
  recognise Selyn’s name. They can then deal with him 
  and his father as they see fit, depending on their 
  earlier actions – whether it being to help them out of 
  Skard or to take them to the dwarven enclave. If they 
  killed Thanus then some explanation is in order. 
   
   
   
   
   
  
   
   
       140 
  AREA 28: THE ARENA 
   
  You step into a large open chamber with six sides. It 
  is lit by several sconces which hold sputtering torches. 
  The floor in the centre of the chamber is covered in 
  sand giving the room an arena style feel. The outside 
  edge, about 5’ wide, is separated from the centre by a 
  low wooden palisade about 4’ high. There are dark 
  brown or red patches in the sandy area, which may be 
  blood.  
   
  This room was converted by the Khanoumid 
  invader into a large fighting arena. Here the 
  Khanoumid champions test their prowess against 
  each other, animals or against prisoners. The brown 
  marks in the centre of the room are indeed blood 
  stains. When duels are set up they are witnessed by 
  the guards who watch the proceedings from behind 
  the palisade. 
   
  NOTE: the corridor which heads east from the arena 
  is actually divided in half lengthwise to allow for a 
  low caged system about 5’ high. This allows animals 
  from the Area 32 to enter the arena directly without 
  escaping into the other rooms. It leads all the way 
  from the arena along the right hand wall to Area 32 
  where it connects with the animal pens. 
   
  AREA 29: THE ARMOURY 
   
  This chamber is full of gladiatorial style equipment. 
  Along the walls are racks of strange and artistic looking 
  armour and bizarre shaped weapons. It appears that 
  the gear here is designed more for show and 
  flamboyance than for killing efficiency. There are some 
  helmets which are clearly designed to block any kind of 
  vision, forcing the combatant to fight blind. 
   
  This is where the arena fighters choose or are 
  given their equipment. Most of the time they are 
  given weaponry which will entertain the viewers 
  rather than will allow a quick kill - such as huge 
  unwieldy maces or narrow wave bladed daggers. The 
  helmets have designs often related to Khanoumid 
  mythology or traditions. Several of these weapons 
  and armour pieces would be worth money if sold in a 
  city but are generally too bulky to be transported 
  efficiently.  
   
  AREA 30: THE HOSPITAL 
   
  There is a low 2’ wide bench which is built around two 
  walls of this room. There are also towels and rags, as 
  well as a small table with metal implements upon it. The 
  floor slopes slightly downwards towards the middle of 
  the room, which has a small circular drain at its centre. 
  There is evidence of dried blood on the bench and on 
  the floor. 
   
  This is the room where those injured but not killed 
  are treated. The metal implements are basic medical 
  tools for sewing up or clamping injuries. Any excess 
  blood is washed away down the drain. 
   
  AREA 31: PREPARATION ROOM 
   
  This large room is fairly empty with only some 
  benches around the outside and three straw filled 
  manikins in the centre. The walls are bare but worked 
  stone and the floor is basically flagged. Against the east 
  wall there is a 10’ passageway leading north and south. 
  This has a 5’ high iron cage construction which leads 
  through and out of the room.  
   
  Before a contest, the fighters limber up in this 
  room. Here they may have to become used to a 
  weapon they have never seen before or try to 
  acclimatise themselves to fighting in armour they are 
  unaccustomed to. The cage allows for the transit of 
  animals from Area 32 to the arena. 
   
   
   
   
   
   
   
   
   
   
  
   
   
       141 
  AREA 32: THE BEASTMASTER 
   
  Loud animal noises will be heard from the corridor 
  to the north of this room. Any spying into the 
  chamber will quite possibly be spotted by one of the 
  animals - this will set up a loud alarm call. This will 
  alert the Beastmaster to the party’s presence. 
   
  A strong smell of hay, urine and animal dung greets 
  you as you approach this room. You can hear animal 
  growls and screeches coming from within. When you do 
  see inside you see a large cage assembly reaching 
  from the floor to the ceiling. This is formed by two tiers 
  of animal pens. You count eight in total across the two 
  levels. Within the cages are animals - some familiar but 
  also some less familiar. Some appear totally alien to 
  you.  
  Feeding one of the animals, a dark hyena that hugs 
  the shadows, is a huge 7’ tall man. His burly shape is 
  dressed head to foot in animal skins – a mishmash of 
  different hides and pelts. A set of keys dangles from his 
  belt. He delicately proffers a large chunk of flesh into 
  the cage on a stick, which the animal lunges at and 
  drags into the shadows. He makes soft keening noises 
  to the animal which glares at him from within its cage. 
  Beside the man is a large lever assembly.  
   
  The Beastmaster provides the animal 
  entertainment for the arena audiences. These animals 
  have been brought from far and wide – both from the 
  mountains and the wastes of Khanoumia. All of these 
  creatures are fed on human flesh so as to develop a 
  taste for it. The Beastmaster is responsible for 
  ensuring an exciting show.  
   
  When a duel is announced, he shepherds the 
  animal into the cage assembly against the east wall. 
  The animal is then poked and prodded towards the 
  arena by his assistants. There are 6 cages occupied 
  and there is a selection of different animals. There is a 
  Dire Wolf, a Giant Hyena, a Lion, a Giant Boar, a 
  Giant Scorpion and a Giant Spider. 
   
  Unless great care is taken, any approach by the 
  party will be seen by one or more animals. This will 
  most likely be one of those on the eastern edge of the 
  cage system which can see down the corridor.  If this 
  is the case then the Beastmaster will be aware of the 
  party and therefore cannot be surprised. If he gets the 
  opportunity, and once a genuine threat has been 
  established, he will lunge at the lever in the middle of 
  the room with a cry of ‘Protect me my children!’ This 
  lever will raise the cage doors thus releasing the 
  creatures within.  
   
  The Beastmaster is a fanatic and believes that the 
  animals love him and will defend him – this is not the 
  case. In fact, many bear him an understandable 
  grudge. By releasing these creatures he will make 
  himself a target for attack in the same way as the 
  party. There are several animals held in the pens. If 
  they are released and the party is visible, they will 
  react in one of three ways.  
   
  On a d8: 
   
  1-2 - They will leave their cages but stand 
  confused near to them or in the centre of the 
  room. They will make threatening noises but will 
  not physically attack. These animals should be 
  rolled for again after each round. On a second 
  roll of 1-2, they will return to their cage. 
   
  3-4 – They will vent their anger at their nemesis, 
  the Beastmaster. They will attack him to the 
  exclusion of all others. They will only change 
  their target if they receive damage from another 
  and more threatening source. If the Beastmaster 
  is killed they need to be rolled for again. On a 1-3 
  on a d8 they will return to their cage sated, else 
  they will attack the party. 
   
  5-8 – They will perceive the party as the greater 
  threat and attack them. 
   
  The Beastmaster’s thick hides afford him some 
  protection equivalent a chain shirt. He wields a huge 
  magical two handed maul in combat which confers a 
  bonus of +1/ +2 against Beasts. He also carries two 
  potions of Animal Friendship and a flask of 
  Keoghtom's Ointment to assist him in his duties. He 
  has no treasure to speak of – his animals are his life. 
   
   
   
  
   
   
       142 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  OGRE 
  Large giant, chaotic evil 
   
  Armour Class: 11 (hide armour) 
  Hit Points: 59 (7d10 + 21) 
  Speed: 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)     8 (-1)      16 (+3)    5 (-3)      7 (-2)       7 (-2) 
   
  Senses: darkvision 60ft., passive Perception 8 
  Languages: Common, Giant 
  Challenge: 2 (450 XP) 
   
  ACTIONS 
   
  Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.  
   
  Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage 
   
   
  KHANOUMID ELITE GUARD  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 44 (7d8+14) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  14 (+2)    14 (+2)    11 (+0)   12 (+1)    11 (+0) 
   
  Skills: Perception+3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10 + 2) piercing damage  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.  
   
   
  KHANOUMID WARRIOR 
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 5 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
  VORSEN BRIGHTARM 
  Medium dwarf champion, lawful good  
   
  Armour Class 16 (Chain mail) 
  Hit Points 54 (5d10+15) 
  Speed 25ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    18 (+4)   11 (+0)    16 (+3)    10 (+0)   12 (+1)    10 (+0) 
   
  Saving Throws Str+6, Con+6 
  Senses darkvision 60ft., passive Perception 11 
  Languages Common, Dwarvish 
  Skills Athletics+7, Intimidation+4, Perception+4, Survival+4, 
  advantage on saving throws against poison, and resistance 
  against poison damage 
  Proficiency bonus +3 
   
  Second Wind: He has a limited well of stamina that he can 
  draw on to protect himself from harm. On his turn, he can use a 
  bonus action to regain hit points equal to 1d10 + his fighter 
  level. Once he uses this feature, he must finish a short or long 
  rest before he can use it again. 
   
  Action Surge: He can push himself beyond his normal limits for 
  a moment. On his turn, he can take one additional action on top 
  of his regular action and a possible bonus action. Once he uses 
  this feature, he must finish a short or long rest before he can 
  use it again. 
   
  Extra Attack: He can attack twice, instead of once, whenever 
  he takes the Attack action on his turn. 
   
  Great Weapon Fighting: When he rolls a 1 or 2 on a damage 
  die for an attack he makes with a melee weapon that he is 
  wielding with two hands, he can reroll the die and must use the 
  new roll, even if the new roll is a 1 or a 2. The weapon must 
  have the two-handed or versatile property for him to gain this 
  benefit. 
   
  Improved Critical: His weapon attacks score a critical hit on a 
  roll of 19 or 20. 
   
  ACTIONS 
   
  Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10) piercing damage  
  
   
   
       143 
  GOBLIN 
  Small humanoid (goblinoid), neutral evil 
   
  Armour Class 15 (leather armour, shield) 
  Hit Points 7 (2d6) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     8 (- 1)    14 (+2)    10 (+0)    10 (+0)     8 (-1)      8 (-1) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
   
  ACTIONS 
   
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
  GOBLIN BOSS 
  Small humanoid (goblinoid), neutral evil 
   
  Armour Class 17 (chain shirt, shield) 
  Hit Points 21 (2d6) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (-10)  14 (+2)    10 (+0)    10 (+0)    8 (-1)     10 (-0) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
   
  ACTIONS 
   
  Multiattack. The goblin makes two attacks with its scimitar. The 
  second attack has disadvantage. 
   
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  REACTIONS 
   
  Redirect Attack. When a creature the goblin can see 
  targets it with an attack, the goblin chooses another goblin 
  within 5 feet of it. The two goblins swap places, and the 
  chosen goblin becomes the target instead. 
   
  HAASIM SARWAR 
  Medium human, lawful evil War Domain cleric  
   
  Armour Class: 19 (chain mail, shield) 
  Hit Points: 53 (7d8 + 12) 
  Speed: 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)     9 (-1)     15 (+2)    10 (+0)   17 (+3)    13 (+1) 
   
  Saving Throws: Wisdom +6, Charisma +4 
  Skills: Medicine +6, Insight +6, Persuasion +4, Religion +3 
  Proficiency bonus: +3 
  Senses: passive Perception 13 
  Languages: Common 
  Challenge: 4 (1100 XP) 
   
  Dark Devotion: Sarwar has advantage on saving throws 
  against being charmed or frightened. 
   
  War Priest: Sarwar’s god delivers bolts of inspiration to him 
  while he is engaged in battle. When he uses the Attack action, 
  he can make one weapon attack as a bonus action. He can use 
  this feature three times. He regains all expended uses when he 
  finishes a long rest. 
   
  Channel Divinity – Guided Strike: Sarwar can use his 
  Channel Divinity to strike with supernatural accuracy. When he 
  makes an attack roll, he can use his Channel Divinity to gain a 
  +10 bonus to the roll. 
   
  Channel Divinity: War God’s Blessing: When a creature 
  within 30 feet of him makes an attack roll, he can use his 
  reaction to grant that creature a +10 bonus to the roll, using his 
  Channel Divinity.  
   
  Use of Channel Divinity = twice between rests 
   
  Spellcasting: Sarwar is a 7th-level War Domain Cleric and 
  uses Wisdom as his spellcasting ability (spell save DC 14, +6 to 
  hit with spell attacks). He knows the following spells from the 
  cleric's spell list: 
   
  Cantrips: (4 at will): Guidance, Light, Spare the Dying, 
  Thaumaturgy 
   
  1st level: (4 slots): Divine Favour (D), Shield of Faith (D), Bane, 
  Command, Create or Destroy Water, Healing Word 
   
  2nd level: (3 slots): Blindness/Deafness, Calm Emotions, 
  Protection from Poison, Spiritual Weapon, Zone of Truth 
   
  3rd level: (3 slots): Magic Weapon (D), Spiritual Weapon (D), 
  Bestow Curse, Clairvoyance, Glyph of Warding, Mass Healing 
  Word, Speak with Dead 
   
  4th level: (1 slot): Banishment 
   
  ACTIONS 
   
  Mace: Melee Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 
  (1d6 + 2) bludgeoning damage. 
   
   
   
  
   
   
       144 
  DIRE WOLF 
  Large Beast, Unaligned 
   
  Armour Class 14 (natural) 
  Hit Points 37 (5d10+10) 
  Speed 50ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    17 (+3)   15 (+2)     15 (+2)    3 (-4)     12 (+1)     7 (-2) 
   
  Skills: Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages - 
  Challenge 1 (200 XP) 
   
  Keen Hearing and Smell: The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
   
  Pack Tactics: The wolf has advantage on an attack roll against 
  a creature if at least one of the wolf's allies is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  ACTIONS 
   
  Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or be 
  knocked prone  
   
   
  GIANT HYENA 
  Large beast, unaligned 
   
  Armour Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   14 (+2)     14 (+2)    2 (-4)     12 (+1)     7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages- 
  Challenge 1 (200 XP) 
   
  Rampage. When the hyena reduces a creature to 0 hit points 
  with a melee attack on its turn, the hyena can take a bonus 
  action to move up to half its speed and make a bite attack. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 +3) piercing damage. 
  . 
   
   
   
  LION 
  Large beast, unaligned 
   
  Armour Class 12 
  Hit Points 26 (4d10 + 4) 
  Speed 50 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    17 (+3)   15 (+2)     13 (+1)    3 (-4)     12 (+1)     8 (-1) 
   
  Skills Perception +3, Stealth +6 
  Senses passive Perception 13 
  Languages - 
  Challenge 1 (200 XP) 
   
  Keen Smell. The lion has advantage on Wisdom (Perception) 
  checks that rely on smell. 
   
  Pack Tactics. The lion has advantage on an attack roll against 
  a creature if at least one of the lion's allies is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  Pounce. If the lion moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or 
  be knocked prone. If the target is prone, the lion can make one 
  bite attack against it as a bonus action. 
   
  Running Leap. With a 10-foot running start, the lion can long 
  jump up to 25 feet. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
   
   
  GIANT BOAR 
  Large beast, unaligned 
   
  Armour Class 12 (natural armour) 
  Hit Points 42 (5d10 + 15) 
  Speed 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    17 (+3)   10 (+0)     16 (+3)    2 (-4)      7 (- 2)     5 (-3) 
   
  Senses passive Perception 8 
  Languages - 
  Challenge 2 (450 XP) 
   
  Charge. If the boar moves at least 20 feet straight toward a 
  target and then hits it with a tusk attack on the same turn, the 
  target takes an extra 7 (2d6) slashing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw or 
  be knocked prone. 
   
  Relentless (Recharges after a Short or Long Rest). If the boar 
  takes 10 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead. 
  
   
   
       145 
   
  ACTIONS 
   
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. 
  Hit: 10 (2d6 + 3) slashing damage. 
   
   
  GIANT SCORPION 
  Large beast, unaligned 
   
  Armour Class 15 (natural armour) 
  Hit Points 52 (7d10 + 14) 
  Speed 40ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   13 (+1)     15 (+2)    1 (-5)       9 (-1)      3 (-4) 
   
  Senses Blindsight 60ft., passive Perception 9 
  Languages - 
  Challenge 3 (700 XP) 
   
  ACTIONS 
   
  Multiattack. The scorpion makes three attacks: two with its 
  claws and one with its sting. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled 
  (escape DC 12). The scorpion has two claws, each of which 
  can grapple only one target. 
   
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target must 
  make 1 a DC 12 Constitution saving throw, taking 22 (4d10) 
  poison  damage on a failed save, or half as much damage on a 
  successful one.  
   
   
  GIANT SPIDER 
  Large beast, unaligned 
   
  Armour Class 14 (natural armour) 
  Hit Points 26 (4d10 + 4) 
  Speed 30ft., climb 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)   16 (+3)    12 (+1)     2 (-4)     11 (+0)     4 (-3) 
   
  Skills Stealth +7 
  Senses Blindsight 10ft., darkvision 60ft., passive Perception 10 
  Languages- 
  Challenge 1 (200 XP) 
   
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d8 + 3) piercing damage, and the target must make a 
  DC 11 Constitution saving throw, taking 9 (2d8) poison damage 
  on a failed save, or half as much damage on a successful one. 
  If the poison damage reduces the target to 0 hit points, the 
  target is stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
   
  Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 
  30f60 ft., one creature. Hit: The target is restrained by webbing. 
  As an action, the restrained target can make a DC 12 Strength 
  check, bursting the webbing on a success. The webbing can 
  also be attacked and destroyed (AC 10; hp 5; vulnerability to 
  fire damage; immunity to bludgeoning, poison, and psychic 
  damage).  
   
   
  BEAST MASTER 
  Medium human, any chaotic alignment 
   
  Armour Class 15 (hides) 
  Hit Points 92 (12d8 + 36) 
  Speed 30 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     17 (+3)  15 (+2)    16 (+3)    10 (+0)   11 (+0)   10 (+0) 
   
  Senses passive Perception 10 
  Languages: Common 
  Challenge 4 (1100 XP) 
   
  ACTIONS 
   
  Multiattack. The Beast Master makes two melee attacks with 
  his maul. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (2d6 + 3) bludgeoning damage. 
   
  REACTIONS 
   
  Parry. He adds 2 to his AC against one melee attack that would hit 
  him. To do so, he must see the attacker and be wielding a melee 
  weapon. 
   
   
   
   
   
   
   
   
   
  
   
   
       146 
  ENCOUNTER 3: THE POWER 
  SOURCE 
   
  The dwarves of Skard in all their ingenuity have 
  mastered the skills necessary to harness the power of 
  steam. To facilitate this they have utilised their most 
  readily available source of running water, that of the 
  underground river, Skollin. The Power Source zone 
  is the beating heart of this system. The power of the 
  river is captured and utilised to propel a set of gears 
  and cogs which work an enormous water pump. The 
  power generated here allows fresh water to be 
  pumped around the city. In addition, pipes take the 
  water to the Fire Pit and are used, with the flowing 
  lava of Khunmir to create steam - this drives the 
  bellows and machinery necessary for the extraction 
  and manufacture of wondrous objects.  
   
   
   
  This supply of water has however been cut off due 
  to the efforts of the last remaining dwarves in the city. 
  This has led to discomfort and inconvenience to the 
  new rulers of Skard, who now need to import a water 
  supply. In addition the pipes which supply the water 
  necessary for the production of steam have been 
  blocked inside the Fire Pit. Storgaen Thundermaul 
  has recognised that if the Fire Pit was to be flooded, 
  
   
   
       147 
  then the combination of high pressure water running 
  unchecked into the lava of Khunmir would cause a 
  huge explosion and devastation would follow, he 
  hopes. 
   
  Thundermaul has received assistance in his plans 
  through his alliance with the creatures of Wildmoss, a 
  prince of fungi, who dwells beneath the waterworks. 
  Wildmoss has taken an integral cog from the machine 
  that powers the water supply and secreted it in his 
  domain. The players need to find him and his people 
  and to retrieve it. This will allow the machinery to 
  restart and the water supply to return to Skard. They 
  then will be free to enter the Fire Pit, unblock the 
  pipes, and to initiate the explosion. However, 
  Zaleria’s minions also hunt for the cog and they are 
  near to discovering Wildmoss’ domain. 
   
  The party can gain access to the Power Source by 
  travelling along the Cardinal Way. This is a direct 
  route but none too subtle, and the party will need to 
  fight their way into the zone. Alternatively they may 
  have discovered the drain from the well in Area 21, 
  which will allow a much more measured approach 
  and will see them access the area through the cistern 
  in Area 3 of the waterworks.  
   
   
   
  The corridors of the Power Source are generally 
  clean and well lit by torches. There is always a faint 
  watery smell pervading this area. The ceilings of this 
  zone are also very high. Any 10’ wide passage is 
  about 20’ high. 5’ wide passages are a more typical 10’ 
  high. On occasion the pipes of the water supply will 
  be visible to the party, such as running overhead in 
  the north/south corridor next to Area 2 and in various 
  rooms. 
   
  It is important that Vorsen Brightarm is not with 
  the party when they enter the Power Source. This will 
  allow the players to solve the problems of the water 
  system themselves. Vorsen may have already been 
  called away due to the information given to him by 
  Nulgoth Grimstone in the cells. If this has not 
  happened, then the party should be waylaid by a 
  dwarf sent by Storgaen Thundermaul who needs 
  Vorsen back with him. This is because he needs him 
  to prepare for a possible incoming attack. There has 
  been a revelation that the enemy may have found a 
  way to discover their whereabouts in the enclave and 
  Thundermaul needs all the help he can get.  
   
  NOTE: There are keys for all doors in the Power 
  Source in Cyrus Buckle’s office at Area 8a. 
   
  AREA 1: GUARD CHAMBER I  
   
  This area contains three Khanoumid warriors. It is 
  fully manned due the alarm caused by the party’s 
  arrival into Skard. They wield heavy crossbows and 
  scimitars. The bolts of the crossbows have been 
  dipped in slow poison (Constitution SR at DC 12 or 
  receive 5 damage and the effects of a Slow spell for 
  two rounds). There are three arrow slits opening up 
  to the Cardinal Way which allow them to target any 
  intruder coming towards them. This area is also 
  covered from Area 2. They each carry 15sp in purses 
  attached to their waist. Apart from the soldiers, the 
  room is fairly bare with a simple table and three 
  chairs. The door to the guard room is locked but can 
  be picked with a Dexterity check (DC 12) or smashed 
  down after a successful Strength check at the same 
  DC. 
   
  AREA 2: GUARD CHAMBER II  
   
  This is similar in description and style to Area 1 
  and is an initial guard post to ward off unwanted 
  visitors from the area. They are posted here to cover 
  Area 1 and are similarly armed. The door to this 
  chamber is also locked (same DC).  
   
   
   
   
   
   
   
   
  
   
   
       148 
  AREA 3: CISTERN 
   
  The door to the cistern is locked but can be picked 
  with a Dexterity check (DC 14).  
   
  This room is dominated by a huge water tank or 
  cistern. Clearly designed to take a great deal of water, 
  the tank is now practically empty. A large 4’ diameter 
  pipe enters the room at ceiling level through the 
  northern wall but no water flows from it. An occasional 
  drip falls through its grilled opening. Around the edge of 
  the cistern is a 5’ wide walkway with a small iron ladder 
  leading to the base of the tank on the north side. 
   
  This is the water tank which supplies fresh water 
  to the southern parts of Skard. It has fallen out of use 
  since the water was cut off by Wildmoss and the 
  dwarves. If the party have come through the drain 
  from the well, they can climb out via the ladder. If 
  they have entered through the door, the hole through 
  which the water gets to the well will be clearly visible. 
  The hole to the well is protected by a grill which can 
  be dislodged on a Strength check (DC 12). There are 
  no occupants in the cistern as it is currently unusable.  
   
  NOTE: once the pump in Area 10 is functioning and 
  the various valves opened, water will fill this cistern 
  making a return through the drain to the well in the 
  west hazardous if not impossible.  
   
  AREA 4: STORAGE 
   
  This room is full of engineering equipment. There are 
  chains, cogs and levers in boxes and barrels. There is a 
  strong smell of oil and grease. There are various boxes 
  named Machine Parts. These are similarly full of small 
  cogs and levers. 
   
  This is a general storage area for maintenance of 
  the water supply. There is nothing of value in the 
  room. 
   
  AREA 5: STORAGE 
   
  There is a sign upon this door which simply reads 
  MECHATRON. 
   
  There is a strong smell of oil and lubricant when you 
  enter this room. There are several boxes and 
  containers piled neatly against the north wall. These 
  boxes have numbers ranging from 0001 to 0030 
  stencilled upon them. There is also a paper ledger 
  hanging on a chain. 
   
  This is a storage zone for parts of the Mechatron 
  construct currently in Area 16. Any investigation of 
  the boxes will reveal what appear to be metal parts of 
  a humanoid body such as eight inch long fingers and 
  other body parts. A vaguely stylised human head 
  with large black eyes can also be found. It is hollow 
  but there are connectors inside it. If anyone asks, they 
  will be able to estimate the full height of this ‘statue’ 
  at around 15’. In other boxes are glass tubes and 
  cylinders. These are the containers for the watery 
  blood of the Mechatron.  
   
  The body in this room is incomplete and 
  unworkable – they are just spares for the real 
  prototype. The ledger is a check list for the parts of the 
  body in the room. Most have been ticked but some 
  have been left blank – entries such as Chest Cavity 
  and Circulatory Pump. Notes are written beside and 
  signed by Cyrus Buckle. One note states  
   
  “We are behind, one breakage and the project fails. 
  Muzmed needs to take action and speed production 
  before Zaleria becomes aware of his incompetence.” 
   
  AREAS 6 AND 7: GUARD ROOMS 
   
  These were initially offices in the dwarven period. 
  Now they act as guard rooms securing the water 
  supply – or at least they will be when the water 
  supply is working again. There is a small 1’ high 
  window which runs the length of each room (15’) on 
  the corridor side. These are four feet from the floor. 
  Therefore it is easy to see inside either room and for 
  the three Khanoumid warriors within each one to see 
  out.  
   
  You can see a light ahead on either side of the 
  corridor as you head east. The light emanates from two 
  narrow 1’ high windows running horizontally for the final 
  15’ or so of the corridor. You can hear voices from 
  
   
   
       149 
  within. The corridor itself ends at a pair of huge bronze 
  doors decorated with dwarven faces – mostly defaced. 
  You can hear a faint sound of rushing water as you 
  approach. 
   
  When it is clear that they are being attacked, two of 
  the guards will run out of their rooms and bar 
  entrance to the Waterworks. They will try to hold the 
  doors shut whilst they call for help from Cyrus 
  Buckle in the control room. To gain entry, the party 
  needs to defeat the strength totals of the two guards 
  on the opposite side. The soldiers have a combined 
  strength of 28. If the characters attempting entry 
  muster less strength than that, the doors remain 
  barred – if more then they burst through. 
   
  If alerted by the sounds of fighting, Buckle will 
  immediately summon the Mechatron from Area 16. 
  See the information in Area 16 for a description of the 
  Mechatron and how it works. The Mechatron will 
  enter into the Waterworks corridor in five rounds as 
  it must take the long way round due to its bulk. The 
  characters will hear its coming long before they see it.  
   
  NOTE: Once it is activated, the Mechatron is 
  impossible to turn off – it obeys only Cyrus Buckle. 
   
  AREA 8: THE WATERWORKS 
   
  If the party enters the Waterworks whilst combat 
  still rages they will have to contend with Cyrus 
  Buckle in the Control Room as well as the arrival of 
  the Mechatron. If they stay in the corridor, Buckle will 
  leave the Control Room to engage the party there 
  once the Mechatron is engaged. He will arrive in four 
  rounds. If being defeated he will run to the Control 
  Room to escape. If he gets to the secret door in the 
  corridor before the party rounds the corner they will 
  not see him enter. It can be found however, if 
  searched for, on a Wisdom: Perception check (DC 14). 
  Once the combat is over the following can be read (or 
  before if it helps). 
   
  This is a huge room, the majority of which is filled by 
  a huge cistern full of water. The water enters the tank 
  from two large pipes in the east wall. As the water 
  pours in, it falls on a massive waterwheel construction. 
  The force of the water propels the wheels around, 
  which in turn rotate a 5’ diameter spindle. This spins 
  rapidly, heads north and through the north wall. In the 
  north west corner of the room and 20’ off the ground, 
  there is what appears to be an office with windows 
  overlooking the cistern. Despite the huge flow of water 
  into the tank, the level of the water never seems to rise. 
   
  The point about the lack of rising water is a hint to 
  the players that there is a drain somewhere. If they 
  have time to look for it in the turbulent eddies below, 
  they will see it on a Wisdom: Perception check (DC 
  10). If they fail to see it, they can be informed that the 
  water is too frothy which makes it difficult to see 
  below the surface – they will see it if they poke their 
  head beneath the surface. Any investigation will 
  locate the huge 15’ drain and will notice that the grill 
  covering it has been destroyed leaving an 8’ hole. The 
  players might also remember Storgaen’s advice to 
  search below the Waterworks.   
   
  The spindle from the waterwheels is 5’ thick but 
  there is a 3’ space around it. This allows access to 
  Area 9. It is through here that Wildmoss entered the 
  room and took the cog. 
   
  AREA 8a: THE OFFICE 
   
  The entrance to this room is protected by a secret 
  door in the corridor.  It can be found on a Wisdom: 
  Perception check (DC 14). The door to the office will 
  usually be locked, especially if Cyrus Buckle is 
  inside. The lock can be picked on a Dexterity check 
  (DC 12). 
   
  This 15’ square room clearly has an important 
  function in running the Waterworks below. It is full of 
  levers and buttons. There is a large opening window 
  from which the whole of the chamber below can be 
  seen apart from the area directly below.  
   
  Few of the buttons and levers works at this time 
  due to the meddling and sabotage of the dwarves. 
  When functioning they control the entrance of the 
  
   
   
       150 
  water and the velocity of the wheels’ rotation. The 
  only controls that work are two large levers. One 
  stops the water wheels from moving round and thus 
  halts the spindle heading north from rotating and the 
  other stems the river from entering the chamber thus 
  leading to it draining through the grate in the floor. 
  The first lever must be pulled if the machine in Area 9 
  is to be accessed in order to replace the stolen cog.  
   
   
   
  The room is the workplace of Cyrus Buckle, a 
  Level 8 Rock Gnome Wild Mage Sorcerer and a co-
  conspirator of Zaleria. Although starting his life in a 
  positive fashion as with most gnomes, his mind was 
  forever warped by a tragedy which led to the deaths 
  of his whole family. This was caused by a rock fall 
  initiated by some dwarves who had been mining near 
  his home. Since then, he could not but hate dwarves 
  and the light left his life. Due to this he was a willing 
  collaborator with Zaleria who promised the 
  destruction of Skard and the dwarves within. His 
  heart is now black and his mind clouded – he detests 
  all dwarves and those who would help them. The 
  Mechatron in Area 16 exists from Cyrus’ 
  inventiveness as do many of the other weapons found 
  there. See the information in Area 16 for a description 
  of the Mechatron and how it works. 
   
  NOTE: Cyrus wears the device necessary for the 
  animation of the Mechatron around his neck.  
   
  NOTE: Cyrus, being a Wild Mage sorcerer is a 
  complex character to play – prepare his responses to 
  the party before he is encountered as far as possible. 
   
  NOTE: When Cyrus is in the office he receives half 
  cover giving him a +2 to his AC and Dexterity saving 
  rolls. 
   
  AREA 9: THE GEARS ROOM 
   
  This is a 60’ chamber and the first thing that you 
  notice is the deafening noise. There is a huge 
  mechanical contraption in the centre of the room, and 
  from what you can see; it is full of cogs and other 
  devices – a constant rattling and clanking comes from 
  within. There is a large 5’ spindle entering the room 
  from the south wall and another from the north. Both 
  terminate inside the machine but the difference is that 
  whilst the southern spindle rotates rapidly as it enters 
  the room, the northern one is stationary. It appears that 
  the device might not be working properly. Various large 
  wheels and levers are stacked around the walls of the 
  room.  
   
  An Intelligence: Investigation check (DC 12) will 
  discern that there is a cog missing from within the 
  machine. This is the machine from which Wildmoss 
  stole the cog. This cog needs to be retrieved. In order 
  to replace the cog, once retrieved from Wildmoss, and 
  therefore start the water pump in Area 10 working, 
  the lever in Cyrus Buckle’s control room must be 
  pulled to stop the whole machine. This will allow 
  access to the cog machine. Once the cog is fixed in 
  place, the lever in Area 8a can then be pulled again 
  restarting the rotation of the Water Wheels. This will 
  start the flow of water to Skard again. None of the 
  cogs scattered throughout the room will work in the 
  machine.  
   
  
   
   
       151 
  AREA 10: THE PUMP ROOM 
   
  If the party has replaced the stolen cog from 
  Wildmoss’ domain then this water pump will be 
  functioning. The noise will reverberate throughout the 
  room and the sound of rushing water will be heard as 
  it speeds through the pipe. Otherwise the pump will 
  not be functioning. 
   
  A huge mechanical device sits in the centre of this 
  enormous chamber. A succession of wheels and cogs 
  lead to a contraption which can only be described as a 
  huge bellows or pump. Two great cylinders lie at the 
  centre of the machine and these are connected to a 
  large 5’ spindle which exits the south wall near the 
  ceiling. A wide steel pipe leads from the machine 
  across the ceiling west and exits the chamber through 
  the north wall. 
   
  The pump is fed from the underground river, 
  Skollin. A tributary of the river speeds below the 
  machine and the water is drawn up through pipes by 
  the pump cylinders. It is then forced along the pipe to 
  the rest of Skard.  
   
  Therefore the force of water from Area 8 makes the 
  pumps in Area 10 work. They then draw more water 
  up from below and send it around the city. 
   
  AREA 11: ENGINEERS’ WORKROOM 
   
  This room contains several tables on which are 
  spread various charts and schematics. Some large 
  chairs surround these tables. Around the walls are 
  various cupboards and bookshelves filled with scrolls 
  and books. 
   
  This is a workroom for the engineers who are 
  trying to get the machine in Area 10 working again. 
  The papers cover complicated engineering problems 
  and are basically undecipherable. The books and 
  scrolls likewise cover mathematical issues dealing 
  with marine and fresh water engineering such as 
  water pressure and flow rates. Mixed in amongst 
  these papers is a scroll on which are the spells: Create 
  or Destroy Water, Water Walk and Water Breathing. 
  This can be found if time is taken to search the room 
  on a Wisdom: Perception check (DC 14). 
   
  AREA 12: ENGINEERS’ RESTROOM 
   
  A 10’ table is situated in the centre of this room with 
  several chairs around the outside. Three men and a 
  woman sit at this table eating and drinking. They all 
  wear aprons and work clothes and have oily hands and 
  faces. They are engaged in a heavy discussion and 
  barely notice your arrival.  
   
  These are the engineers tasked with repairing the 
  pump device in Area 10. They are busy arguing about 
  how to achieve this impossible task and the dangers 
  of falling foul of Zaleria. They are non-combatants 
  and will not engage the party. They will cower against 
  the south wall and beg for mercy. If they think that it 
  will save their lives one will reveal the existence of the 
  spell scroll in Area 11. 
   
  AREA 13: SAFETY VALVE A 
   
  NOTE: if the water pump in Area 10 has been fixed 
  then there will be the sound of gurgling water within 
  the room. It is prevented from proceeding however by 
  the valve, which is closed. If the water pump is not yet 
  functioning, there will be silence. This silence will 
  continue even when the valve is turned to ON as 
  there is no water to flow. 
   
  This room is bare of any adornments except for a 
  large 5’ pipe which enters and exits the room at ceiling 
  height on the east and west walls. An iron step ladder 
  assembly reaches up to the pipe, where you can see a 
  large red circular valve. 
   
  This is the first of the safety valves installed by the 
  dwarves to stop the flow of water to the rest of the 
  city for maintenance work. If the characters climb the 
  ladder they will see that it is turned to the OFF 
  position. It needs to be turned to ON to allow the 
  water to flow through. If the pump in Area 10 has 
  been fixed there will be a loud rushing sound as the 
  water speeds through and on to Safety Valve B. 
   
  
   
   
       152 
  AREA 14: SAFETY VALVE B 
   
  NOTE: whether any water at all is flowing through 
  this area depends on whether the pump in Area 10 
  has been fixed and whether Safety Valve A has been 
  switched to ON. If any of these criteria is not achieved 
  then there will be no water noise in this room. This 
  silence will continue regardless to whether the valve 
  in this room is turned to OFF or left as ON as there is 
  no water to flow. 
   
  If the water pump in Area 10 has been fixed and 
  Safety Valve A turned to ON, then there will be the 
  sound of rushing water within the room.  
   
  There is nothing of note in this room except for a 
  large pipe about 5’ in diameter which enters the room at 
  ceiling height on the east wall and exits on the west. A 
  rusting iron stepladder rests against the south wall. 
  About half way along the pipe you can see a large blue 
  circular valve. 
   
  This is the second safety measure to allow the 
  dwarves to maintain and regulate the water flow into 
  Skard. If the characters climb the ladder, they will see 
  that the valve is turned to ON. It needs to be left in 
  this position in order to allow the water to flow west 
  onto Safety Valve C. Whether there is any water flow 
  in this room at this point is dependent on the party’s 
  actions in Areas 10 and 13. 
   
  AREA 15: SAFETY VALVE C 
   
  NOTE: whether any water at all is flowing through 
  this area depends on whether the pump in Area 10 
  has been fixed and whether Safety Valve A has been 
  switched to ON and Safety Valve B has been left ON. 
  If any of these criteria is not achieved then there will 
  be no water noise in this room. This silence will 
  continue regardless to whether the valve in this room 
  is turned to ON as there is no water to flow. 
   
  If the water pump in Area 10 has been fixed and 
  Safety Valves A and B turned to ON, then there will 
  be the sound of gurgling water within the room.  
   
  This very large chamber is bare except for a large 5’ 
  diameter pipe which enters the room on the east wall at 
  ceiling height. This pipe splits into two at about two 
  thirds of its length from the east wall. One pipe heads 
  through the west wall while another heads through the 
  south wall. A large iron gantry accessed by a ladder is 
  fixed to lie adjacent to the pipe above you where you 
  can see a large yellow circular valve. 
   
  This is the final safety measure installed into the 
  dwarves’ fresh water supply. The valve is currently 
  set to OFF. It needs to be switched to ON to allow the 
  water to flow through to the rest of Skard. Once all 
  the safety valves are turned to ON and the pump in 
  Area 10 fixed there will be the sound of rushing water 
  as it speeds through the pipes and into the city. 
   
  AREA 16: THE MECHATRON ROOM 
   
  The double doors to this room are 15’ high and 
  solid iron. There is a sign on the door which reads: 
  NO ADMITTANCE. CB 
   
  NOTE: Only read Version A if the party has not 
  already met the Mechatron. If they have then read 
  Version B. 
   
  Version A: 
   
  This chamber is huge at around 60’ square. It is filled 
  to the brim with mechanical equipment and engineering 
  tools. There is a heavy smell of oil and metal. Large 
  devices designed for metal working squat around the 
  room, which is lit by strangely lit metal orbs. There are 
  workbenches and stools all around, as well as what 
  look like protective suits and heat resistant garments.  
  There are some devices which are unfamiliar to you 
  but by far the most striking feature is an enormous 
  shape in the centre of the room draped in a large 
  canvas tarpaulin. It appears to be around 12’ high. You 
  can just about make out the shape of a huge metal foot 
  protruding from beneath its covering. 
   
   
   
  
   
   
       153 
  Version B: 
   
  This chamber is huge at around 60’ square. It is filled 
  to the brim with mechanical equipment and engineering 
  tools. There is a heavy smell of oil and metal. Large 
  devices designed for metal working squat around the 
  room which is lit by strangely lit metal orbs. There are 
  workbenches and stools all around, as well as what 
  look like protective suits and heat resistant garments. 
  There are some devices which are unfamiliar to you. 
   
  This is an engineering room deluxe. It is run by 
  Cyrus Buckle and his associates and has been turned 
  into a weapon maker’s dream. Some of the weapons 
  around the room are fairly typical, others less so.  
   
   
   
  One of these devices is a primitive flame projector 
  which can be used by anyone so trained. This works 
  on the principle of Greek Fire and is man portable. 
  The flame comes from an insulated tube held by two 
  men whilst another two hold a great canister of fuel. It 
  is thus very unwieldy and heavy and can only travel 
  at 5’ per round. However the flames generated inside 
  the cylinder reach a distance of 15’ and cause 5d6 fire 
  damage. What is more, the flames stick to any 
  flammable surface causing an additional 2d6 fire 
  damage for another round. It is a dangerous weapon 
  to use however and if the cylinder is punctured at any 
  time the crew will be consumed by flames inflicting 
  10d6 fire damage each and a further 4d6 over the next 
  round. There is one of these devices in the workshop 
  but it is empty and unusable. The party may have 
  come across one in Wildmoss’ domain depending on 
  their journey through the Power Source. 
   
  The huge metallic construction is the Mechatron. 
  This is a construct devised from Cyrus Buckle’s 
  twisted mind. It is built in the shape of an iron giant 
  style of figure. Its features however are stylised to 
  only vaguely resemble that of a humanoid face. It is 
  semi-sentient but will not move unless activated. It is 
  powered through a glass canister on its back of what 
  looks like water with blood swirling within. This acts 
  as the creature’s life force. If this is broken, its blood 
  will seep out and the Mechatron will seize up and 
  cease to function in 3 turns. The glass will resist 
  normal weapons but can be broken by other means. 
  When active it is truly terrible to behold both with its 
  horrific humanoid visage, its metallic muscled frame 
  and the damage it inflicts.  
   
  The Mechatron is the first prototype of its kind and 
  is therefore fairly unreliable. The magical bonds 
  which give it life are weak and thus it has a tendency 
  to break down. The Mechatron will break down on a 
  roll of 1 (1d4) on each round that it is active. This will 
  reduce it to a state of immobility whereupon it will 
  grind to a halt in its present position. It will restart 
  after one round whereupon the reliability rolls should 
  recommence.  
   
  There are blueprints for the construction both of 
  the Mechatron and the flame projector in the room. 
  These will reach to the thousands of gold pieces if 
  sold to the right buyer on the open, or black, market. 
  They are evil devices however, both in their workings 
  and their intent and so a certain amount of thought 
  should be given in their disposal. These blueprints can 
  be found, if searched for, amongst many other 
  documents on a Wisdom: Perception check (DC 14) 
   
  AREA 17: THE ROOM OF FLAMES 
   
  The party will discern a great heat emanating from 
  this room long before they open the door. 
   
  A rush of searing air hits you as you open the door to 
  this room. From the doorway you can see three 5’ vats 
  of burning liquid. They bubble and hiss with a diabolical 
  or volcanic intensity. The vats themselves glow orange 
  from the heat being generated. Around the rest of the 
  room are long ladles and iron buckets. The room is lit 
  purely by the glow of these liquid furnaces.  
   
  
   
   
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  This is the fuel that is used by Cyrus Buckle to 
  forge and power his machines – most notably, the 
  flame projectors.  
   
   
   
  The room is a very dangerous place and the party 
  will take damage it they stay longer than one round 
  (1d6 fire damage each round after the first). Buckle 
  and his associates wear protective and insulated gear 
  whenever they enter this room.  
   
  THE PRINCE OF MUSHROOMS 
   
  The area dug out by the dwarves of Skard was not 
  uninhabited before their arrival. For centuries there 
  was life in the dark, a world of living fungi which 
  passed the decades in a sodden and silent paradise. 
  Then the dwarves arrived and change seemed in the 
  air. The fungi silently wondered if they could live 
  alongside their new neighbours who dug and delved 
  into their homes. Live they did and not only that, they 
  discovered that they had little to fear from the gem 
  obsessed small folk. The dwarves also realised that 
  they could live alongside the fungi and coexist – their 
  interests were different. For years the two cultures 
  coexisted – the Bronzejaw in Skard under their kings 
  and the fungi in their realm of Eudoris under theirs. 
  This ended with the invasion of Skard.  
   
  Now the fungi have gone into hiding – they can 
  expect no such tolerance from the new rulers of the 
  city. An alliance was formed between the beleaguered 
  dwarves and their dark dwelling friends. So much so 
  that when the dwarves wanted to create havoc 
  amongst Zaleria’s followers they enlisted the help of 
  Wildmoss, long lived prince of the fungi. A deal was 
  made that the dwarves would never cease their 
  struggle against the invader if Wildmoss would 
  disrupt the Khanoumids to the best of his ability. 
  Thus the plan to stop the supply of water was formed. 
  Coming up through the great Waterworks of Skard, 
  Wildmoss took an integral piece of the machinery that 
  supplied Skard with water. The dwarves knew that 
  the desert folk did not possess the know how to repair 
  it and they were proved right. Now, Wildmoss holds 
  the piece until it is needed by a group working for 
  Storgaen Thundermaul to throw out the invader once 
  and for all. 
   
  AREA A: THE WAY DOWN 
   
  The party will discover that if they pass through 
  the damaged grate on the floor of the Waterworks in 
  Area 8, they will gain access to the princedom of 
  Wildmoss. The excess water flows down and into a 
  second drain and away from Skard but the characters 
  will descend onto this second grate and therefore see 
  the path leading to Eudoris before them.  
   
  NOTE: Read the following only if the water entering 
  the Waterworks has not been shut off. 
   
  You descend through the grate from the Waterworks 
  above and land upon a second grate gasping for air. As 
  you crawl out of the torrent and stand on the narrow 
  ledge, the water continues to rush past. You find 
  yourself in a small stone lined chamber. To the west 
  you see a large crack in the wall of the room. Darkness 
  lies beyond but a strong earthy smell seems to 
  emanate from within.  
   
  This is the entrance to Eudoris. Unless the party 
  have a light source which is not affected by water, all 
  is dark. Their torches and lanterns will not function. 
  As they progress into Eudoris however, they will see 
  that fungi can provide its own light.  
   
  AREA B: INTO EUDORIS I 
   
  As you duck to enter the strange cavern you are soon 
  aware that the walls are warm and moist. Rivulets of 
  water trickle down the sides and form pools at your feet.  
  A strong musty smell drifts along from the west and 
  small organic growths, soft to the touch, appear 
  amongst the rocks. They also emanate a faint purple 
  
   
   
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  light which allows you to see ahead. The light moves 
  with you as you proceed. As you round a corner you 
  enter a slightly larger chamber about 10’ in diameter. 
  The floor is covered with purple fungal growths and 
  these continue up the walls. 
   
  These are Violet Fungi. There are six in this 
  chamber mixed amongst the other molds. They are a 
  first line of defence cultured by Wildmoss. They will 
  attack any creature who wanders into range.  
   
  AREA C: INTO EUDORIS II 
   
  As you continue to grope your way forward you see 
  another small chamber ahead. Inside the chamber float 
  several shadowy spherical forms. As you near, you see 
  that each seems to have a large single eye in the 
  centre of their bulbous bodies. They make no move to 
  attack but seem to float on the fetid breeze. 
   
  These are four Gas Spores. They resemble 
  beholders but are gas filled entities which will 
  explode on the slightest touch. If they are disturbed in 
  any way they will release their poisonous spores. 
  They will also attack anyone who enters the chamber. 
  Some members of the party may become infected by 
  their spores and thus risk death. Wildmoss however 
  has the power to remove this disease. He will do so 
  once he realises the party’s reasons for entering his 
  kingdom. 
   
  AREA D: THE SCREAMING CORRIDOR 
   
  Further into this strange fungal world and you slowly 
  progress along the corridor. Soon however you see by 
  the faint purple light that surrounds you some more 
  mushroom shaped plants. They are large and bar your 
  path ahead.  
   
  These are four Shriekers and are cultivated here as 
  a warning to Wildmoss that intruders are in his 
  kingdom. If the party moves towards them a loud 
  screaming noise begins to emanate from deep within 
  them. This will alert the Myconids inside the complex. 
  AREA E: THE MYCONID CHAMBER I 
   
  If the Shriekers have sounded the warning, the 
  party will see a cautious Myconid appear at the 
  entrance to Area E. It will look at the party in 
  confusion but will not attack. Strange hissing sounds 
  will emanate from within it. If it is attacked it will 
  retreat into the chamber rather than retaliate. The rest 
  of the Myconid community will become aware of the 
  danger through the creatures rapport spores. When 
  the party enters Area E read the following. 
   
  You enter a large cavern. It is lit subtly by the same 
  purple luminosity that has accompanied you so far and 
  is filled with fungi and molds. A bizarre sight greets your 
  eyes, for ahead of you are a group numbering about 
  twenty of what appear to be animated mushrooms. 
  They stand as large as a man but are all different, both 
  in colour and shape. These strange creatures of nature 
  make no attempt to approach you or attack. They just 
  stare and sway gently. A faint hissing sound can be 
  heard emanating from the group. 
   
  These Myconids are not aggressive but are wary of 
  the party. If the party attacks, they will not resist 
  unless it is clear that the group will slaughter them. If 
  no aggressive action is taken they will decide 
  collectively to take them to their prince. If any of the 
  party has been poisoned by the Gas Spores then a 
  voice will be heard telepathically saying ‘You are 
  infected...follow’. Otherwise the word ‘Follow’ will be 
  heard in the characters minds. Two Myconids of blue 
  and red hues will lead the group west. 
   
  AREA F: THE MYCONID CHAMBER II 
   
  You enter another large cavern which is also 
  populated by a score or more of the strange mushroom 
  creatures. As you enter they make way to let you past 
  and you follow your guides through this silent room of 
  living fungi. When you reach the other side you see an 
  entrance to another chamber. The two that you have 
  been following halt and stand aside ‘Enter, warm ones’ 
  says the voice in your head.  
   
  
   
   
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  This is the second Myconid colony. Again they 
  view the party as a strange visitation. They are less 
  apprehensive as the party is clearly accompanied by 
  their kin.  
   
  AREA G: THE HALL OF PRINCE WILDMOSS 
   
  You pass through a darkened portal and enter a room 
  well lit by fungi light. Waiting to greet you are four more 
  mushroom men of different colours and shapes. They 
  however look less vibrant as their brethren outside – 
  one could almost say older.  They make no noise but a 
  telepathic voice states, “Behold Wildmoss, Prince of the 
  Silent Underworld” 
  At this, a taller, stronger and more colourful creature 
  steps out from a small cavern at the back of the 
  chamber. He stands a good foot higher than the others. 
  You see some flat rocks beside him and he beckons 
  you to sit. A deep voice in your head says with a 
  flourish, “I am Prince Wildmoss, Lord of the Myconids 
  and this is my realm – welcome.” 
   
   
  Prince Wildmoss already knows through his 
  telepathic link that the party mean him no harm. He 
  also knows their mission of destroying Zaleria’s 
  servants in the world above and preventing the return 
  of Ehalazuhn. The first thing he does is to reach over 
  to each party member that is infected with the poison 
  from the Gas Spores. As his hand nears, the party will 
  see small specks of light leave their bodies and 
  dissipate into the cavern. Wildmoss will tell them that 
  they are free of disease and will apologise for any 
  discomfort his guardians caused them. 
   
  He will also know that they have been tasked by 
  Storgaen Thundermaul with restarting the city water 
  supply. He will stand and slowly make his way into a 
  small cave behind him. He returns holding a large 
  iron cog in his hands. This is a large piece of metal 
  and would need two normal people to lift but he 
  seems to carry it as if it weighs little. He will sit and 
  offer it to the party.  
   
   
   
  At the same time he will proffer a shining jade 
  ring, ‘You mean well – take this gift and remember the 
  underworld folk’. This is a magical ring that will 
  protect the user against poison damage. It grants the 
  bearer advantage on any poison saving rolls they 
  need to make whilst it is worn. He will then will say 
  ‘Go in safety – bring back the old days’. 
   
  THE INVASION OF THE UNDERWORLD 
   
  A noise startles you whilst you are in the midst of 
  your meeting with Wildmoss. It is a high pitched 
  screaming which is followed by a Myconid stumbling 
  into the cave. You can tell that it has been injured. It 
  hisses and wheezes and has been badly burned. 
  Wildmoss takes its hand, bows his head and the 
  creature expires slowly in front of him. A loud voice is 
  heard in your head – it is Wildmoss, ‘Warriors from 
  above are come – they bring fire and destruction on my 
  people.’ 
   
   
  Zaleria’s efforts in finding the domain of Wildmoss 
  have reached fruition and she has sent a force to wipe 
  them out. This body of Khanoumid warriors is 
  
   
   
       157 
  supported by a flame projector team (the flame 
  projector is described in the text of Area 16 of the 
  Power Source). By the time news reaches the party 
  they will have penetrated Eudoris as far as Area E. 
  The Khanoumid warriors are creating havoc largely 
  protected by the flame projector team. Read the 
  description below when the party nears the enemy.  
   
  As you head down the corridor from the Myconid 
  colony you can see a flickering of flame ahead. In the 
  distance you can see that Khanoumid warriors have 
  entered the cave of the first Myconid colony and are 
  wreaking havoc. What really grips your attention is a 
  group of four warriors dressed in protective clothing and 
  wearing steel masks which use a fire breathing 
  contraption on the fungi in the cave. They spray fire left 
  and right instantly igniting the occupants. The flames 
  seem to stick to the targets burning constantly. Behind 
  the flame projector you see a large warrior dressed in 
  black robes wielding a two handed scimitar. He directs 
  the flame team onto their targets. Hisses and high pitch 
  screams fill your head.  
   
  The enemy force is numbered at 10 Elite 
  Khanoumid Guards. They are supported by four 
  more who wield the flame projector. At the head of 
  the group is a warrior called Fahd Kaleel. He is a 
  champion of Khanoumia. To combat these, the 
  Myconids can muster some five beings left in the first 
  cave with ten of the strongest from the second cave. 
  These will support the party – Wildmoss will also 
  fight – he will single out Kaleel in a duel to the death.  
   
  After the battle the Myconids will mourn their 
  losses in their own silent manner. If Wildmoss lives 
  and any of the party has died, he will raise them 
  through the use of his animating spores, not as a 
  Spore Servant but as they were in life. The party will 
  leave Eudoris with the lost cog and the blessings of 
  the remaining Myconids. They will find that the 
  Khanoumids had drained the Waterworks and 
  lowered ropes down the hole. The party can use these 
  to escape. Once the cog is fitted into the machine in 
  Area 9, they must make their way to Cyrus Buckle’s 
  office in Area 8a and turn the water supply back on 
  before they can succeed in their ultimate mission. 
   
   
   
  Once the party has turned the water supply back 
  on and opened the safety valves, their work in the 
  Power Source is done. A reminder of their quest to 
  cause an explosion may be necessary. They must now 
  proceed to the Fire Pit.  
   
  . 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       158 
  MONSTERS OR NPCS IN THIS SECTION: 
   
  KHANOUMID ELITE GUARD  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 44 (7d8+14) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  14 (+2)    14 (+2)    11 (+0)   12 (+1)    11 (+0) 
   
  Skills: Perception+3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10 + 2) piercing damage  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.  
   
   
  KHANOUMID WARRIOR 
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 5 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
   
   
   
   
  CYRUS BUCKLE (WILD MAGIC 
  SORCERER) (LEVEL 8) 
  Small gnome, lawful evil 
   
  Armour Class: 12 
  Hit Points:  53 (8d6+16) 
  Speed: 25ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
      8 (-1)    15 (+2)    16 (+3)    10(+0)    11 (-0)    18 (+4)  
   
  Saving Throws: Constitution +6, Charisma +7 
  Senses: darkvision 60 ft., passive Perception 9 
  Languages: Common, Gnomish 
  Skills: Arcana +0, History+0, Deception +7, Persuasion +7, 
  advantage on all intelligence, wisdom and charisma saving 
  throws against magic 
  Proficiency bonus: +3 
  Challenge: 5 (1800 XP) 
   
  Spellcasting: He is an 8th level Wild Magic Sorcerer and uses 
  Charisma as his spellcasting ability (spell save DC 15, +7 to hit 
  with spell attacks). He has 8 sorcery points. He can use his 
  spell slots to gain more spells or sacrifice spell slots in order to 
  gain more sorcery points - see p101 (PHB). He knows the 
  following spells from the sorcerer’s spell list: 
   
  Cantrips: (5 at will): Acid Splash, Blade Ward,  
  Message, Poison Spray, Ray of Frost 
   
  1st level: (4 slots): Colour Spray, Expeditious Retreat, Mage 
  Armour, Ray of Sickness 
   
  2nd level: (3 slots): Blindness/Deafness, Hold Person, 
  Phantasmal Force 
   
  3rd level: (3 slots): Blink, Gaseous Form, Water Walk 
    
  4th level: (2 slot): Ice Storm, Polymorph 
   
  Careful Spell: When he cast a spell that forces other creatures 
  to make a saving throw, he can protect some of those creatures 
  from the spell’s full force. To do so, he spends 1 sorcery point 
  and chooses a number of those creatures up to 3. A chosen 
  creature automatically succeeds on its saving throw against the 
  spell. 
   
  Distant Spell: When he cast a spell that has a range of 5 feet 
  or greater, he can spend 1 sorcery point to double the range of 
  the spell. When he casts a spell that has a range of touch, he 
  can spend 1 sorcery point to make the range of the spell 30 
  feet. 
   
  Empowered Spell: When he rolls damage for a spell, he can 
  spend 1 sorcery point to reroll a number of the damage dice up 
  to3. He must use the new rolls. He can use Empowered Spell 
  even if he has already used a different Metamagic option during 
  the casting of the spell. 
   
  Extended Spell: When he casts a spell that has a duration of 1 
  minute or longer, he can spend 1 sorcery point to double its 
  duration, to a maximum duration of 24 hours. 
   
  Heightened Spell: When he casts a spell that forces a creature 
  to make a saving throw to resist its effects, he can spend 3 
  
   
   
       159 
  sorcery points to give one target of the spell disadvantage on its 
  first saving throw made against the spell. 
   
  Quickened Spell: When he casts a spell that has a casting 
  time of 1 action, he can spend 2 sorcery points to change the 
  casting time to 1 bonus action for this casting. 
   
  Subtle Spell: When he casts a spell, he can spend 1 sorcery 
  point to cast it without any somatic or verbal components. 
   
  Twinned Spell: When he casts a spell that targets only one 
  creature and doesn’t have a range of self, he can spend a 
  number of sorcery points equal to the spell’s level to target a 
  second creature in range with the same spell (1 sorcery point if 
  the spell is a cantrip). 
   
  Wild Magic Surge: Immediately after he casts a sorcerer spell 
  of 1st level or higher, he must roll a d20. If he rolls a 1, he must 
  roll on the Wild Magic Surge table to create a random magical 
  effect – see p104 (PHB) 
   
  Tides of Chaos: He can manipulate the forces of chance and 
  chaos to gain advantage on one attack roll, ability check, or 
  saving throw.  
   
  Bend Luck: He has the ability to twist fate using his wild magic. 
  When another creature he can see makes an attack roll, an 
  ability check, or a saving throw, he can use his reaction and 
  spend 2 sorcery points to roll 1d4 and apply the number rolled 
  as a bonus or penalty to the creature’s roll. He does so after the 
  creature rolls but before any effects of the roll occur. 
   
  ACTIONS 
   
  Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 
  5ft.or range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing 
  damage. 
   
   
  GAS SPORE 
  Large plant, unaligned 
   
  Armour Class 5 
  Hit Points 1 (1d10 - 4) 
  Speed 0 ft., fly 10ft. (hover) 
   
      STR        DEX        CON        INT        WIS        CHA 
      5 (- 3)    1 (-5)       3 (-4)       1 (-5)      1 (-5)      1 (-5) 
   
  Damage Immunities poison 
  Condition Immunities blinded, deafened, frightened, 
  paralyzed, poisoned, prone 
  Senses blind sight 30ft. (blind beyond this radius), 
  passive Perception 5 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Death Burst. The gas spore explodes when it drops to 0 hit 
  points. Each creature within 20 feet of it must succeed on a DC 
  15 Constitution saving throw or take 10 (3d6) poison damage 
  and become infected with a disease on a failed save. Creatures 
  immune to the poisoned condition are immune to this disease.  
  Spores invade an infected creature's system, killing the creature 
  in a number of hours equal to 1d12 +the creature's Constitution 
  score, unless the disease is removed. In half that time, the 
  creature becomes poisoned for the rest of the duration. After 
  the creature dies, it sprouts 2d4 Tiny gas spores that grow to 
  full size in 7 days. 
   
  Eerie Resemblance. The gas spore resembles a beholder. A 
  creature that can see the gas spore can discern its true nature 
  with a successful DC 15 Intelligence (Nature) check. 
   
  ACTIONS 
   
  Touch. Melee Weapon Attack: +0 to hit, reach 5 ft. , one 
  creature. Hit: 1 poison damage and the creature must succeed 
  on a DC 10 Constitution saving throw or become infected with 
  the disease described in the Death Burst trait. 
   
   
  VIOLET FUNGUS 
  Medium plant, unaligned 
   
  Armour Class 5 
  Hit Points 18 (4d8) 
  Speed 5 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     3 (- 4)     1 (-5)       10 (+0)    1 (- 5)     3 (- 4)     1 (- 5) 
   
  Condition Immunities blinded, deafened, frightened 
  Senses Blindsight 30ft. (blind beyond this radius)  
  passive Perception 6 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  False Appearance. While the violet fungus remains 
  motionless, it is indistinguishable from an ordinary fungus. 
   
  ACTIONS 
   
  Multiattack. The fungus makes 1d4 Rotting Touch attacks. 
   
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10ft., 
  one creature. Hit: 4 (1d8) necrotic damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  MECHATRON  
  Large construct, neutral 
   
  Armour Class 20 (metal) 
  Hit Points 135 (15d8+75) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     23 (+6)   10 (+0)    20(+5)     5 (-3)     10 (+0)     4 (-3) 
   
  Damage Immunities: fire, poison 
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses passive Perception 10 
  Languages - 
  Challenge 6 (2300XP) 
   
  ACTIONS 
   
  Multiattack. The Mechatron makes two melee attacks which 
  stun the target for one round if a Constitution Saving Throw (DC 
  14) is failed. 
   
  Slam. Melee Weapon Attack:+ 9 to hit, reach 5 ft one target. 
  Hit: 14 (2d8 + 6) bludgeoning damage 
   
  MYCONID ADULT 
  Medium plant, lawful neutral 
   
  Armour Class 12 (natural armour) 
  Hit Points 22 (4d8 + 4) 
  Speed 20ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    10 (+0)   10 (+0)     12 (+1)   10 (+0)    13 (+1)    7 (-2) 
   
  Senses darkvision 120ft., passive Perception 11 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet of it can sense its pain. 
   
  ACTIONS 
   
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. 
   
  Pacifying Spores (3/Day). The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must succeed 
  on a DC 11 Constitution saving throw or be stunned for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. 
   
  Rapport Spores. A 20-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only 
  creatures with an Intelligence of 2 or higher that aren't undead, 
  constructs, or elementals. Affected creatures can communicate 
  telepathically with one another while they are within 30 feet of 
  each other. The effect lasts for 1 hour. 
   
   
  WILDMOSS 
  Medium plant, lawful neutral 
   
  Armour Class 13 (natural armour) 
  Hit Points 72 (8d10 + 16) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)   10 (+0)     14 (+2)    13 (+1)   15 (+2)   10 (+0) 
   
  Senses darkvision 120ft., passive Perception 12 
  Languages - 
  Challenge 2 (450 XP) 
   
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet of it can sense its pain. 
   
  ACTIONS 
   
  Multiattack. The myconid uses either its Hallucination Spores 
  or its Pacifying Spores, then makes a fist attack. 
   
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison 
  damage. 
   
  Hallucination Spores. The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must succeed 
  on a DC 12 Constitution saving throw or be poisoned for 1 
  minute. The poisoned target is incapacitated while it 
  hallucinates. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. 
   
  Pacifying Spores. The myconid ejects spores at one creature it 
  can see within 5 feet of it. The target must succeed on a DC12 
  Constitution saving throw or be stunned for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the condition on itself on a success. 
   
  Rapport Spores. A 20-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only 
  creatures with an Intelligence of 2 or higher that aren't undead, 
  constructs, or elementals. Affected creatures can communicate 
  telepathically with one another while they are within 30 feet of 
  each other. The effect lasts for 1 hour. 
   
   
   
   
   
   
   
   
   
   
  
   
   
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  SHRIEKER 
  Medium plant, unaligned 
   
  Armour Class 5 
  Hit Points 13 (3d8) 
  Speed 0 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     1 (- 5)     1 (-5)      10 (+0)    1 (-5)      3 (- 4)     1 (- 5) 
   
  Condition Immunities blinded, deafened, frightened 
  Senses Blindsight 30ft. (blind beyond this radius), passive 
  Perception 6 
  Languages - 
  Challenge 0 (10 XP) 
   
  False Appearance. While the shrieker remains motionless, it is 
  indistinguishable from an ordinary fungus. 
   
  Shriek. When bright light or a creature is within 30 feet of the 
  shrieker, it emits a shriek audible within 300 feet of it. The 
  shrieker continues to shriek until the disturbance moves out of 
  range and for 1d4 of the shrieker's turns afterward. 
   
  FAHD KALEEL  
  Medium human, lawful evil 
   
  Armour Class 16 (scale mail) 
  Hit Points 80 (10d8 +30) 
  Speed 30 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     18 (+4)  16 (+3)     16 (+3)   14 (+2)   12 (+1)    14 (+2) 
   
  Senses passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
   
  ACTIONS 
   
  Multiattack. He makes two melee attacks.  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 4) slashing damage 
   
  REACTIONS 
   
  Parry: He adds 2 to its AC against one melee attack that 
  would hit it. To do so, he must see the attacker and be 
  wielding a melee weapon 
   
   
   
   
  ENCOUNTER 4: THE FIRE PIT 
   
  The dwarves of Skard long ago pioneered the use 
  of steam to power their city, engineering works and 
  machinery. The power of the underground river 
  Skollin was used with the heat generated by a searing 
  open fissure in the earth called Khunmir. Since the 
  invasion, this innovative way of running the city has 
  fallen into disuse. The Khanoumids have imported 
  their own fuel in the form of coal, and this is used to 
  power the dwarven forges in the city. These forges are 
  being used to manufacture the materials and weapons 
  of war. Khunmir still flows beneath the forges of 
  Skard however and Storgaen Thundermaul has 
  calculated that if the area was flooded then the 
  resulting reaction between the powers of Khunmir 
  and Skollin will lead to a great explosion which will 
  put the Khanoumid works out of commission.   
   
   
   
  The aim of the party in the Fire Pit is to open up 
  the pipes which feed the forges to such an extent that 
  the area will be inundated with water. This will 
  involve the smashing of these pipes so as to prevent 
  the flow of water from being stopped. The party will 
  also regain the services of Vorsen Brightarm who will 
  meet them at the entrance to the Fire Pit. 
   
  All the corridors of 10’ width or greater n the Fire 
  Pit are 20’ high and of a polish dark stone with a thin 
  red vein running through them. 
   
  AREA 1: GUARDROOM 
   
  The garrison of this room regulates the passage to 
  and from the Fire Pit but also protects the city from 
  the occupants in Area 3. They do not allow access 
  without the express authorisation of Zaleria or her 
  second in command, Zorander le Torneau. There are 
  four Khanoumid warriors here armed with 
  crossbows and scimitars. They will be watching 
  through arrow slits in the wall and will challenge the 
  
   
   
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  party. They do not have a key to Area 2 or 3. The 
  room is empty apart from a table and some chairs.  
   
  On the table is a letter, on which is written  
   
  ‘I need not impress on you the importance of your 
  charge. Our guests in the rooms opposite cannot be 
  allowed into the main precincts of the city. Only 
  overseer Muzmed has access - none other bears the 
  Sigil necessary. Do not attempt entry but if there is a 
  breach you must sacrifice yourselves for the benefit 
  of us all.  
   
  Zorander le Torneau.’ 
   
  AREA 2: THE HALL OF THE HEADS 
   
  The double doors to this room are locked and 
  require a Dexterity check (DC 14) to open. There is a 
  sign on the door that states ‘DANGER - NO 
  ADMITTANCE - Z’ 
   
  You enter a long 20’ wide corridor. All along the sides 
  of this area are bronze constructions fixed to the walls – 
  you count eight on each side. They sit on bronze 
  sconces which would allow them to rotate. Each 
  construction is roughly 2’ in diameter and shaped to 
  look like an abstract head and face. There are large 
  holes where their mouths should be and you can see 
  the sharp barb of an arrow or bolt protruding from it. 
  The heads remain motionless and silent as you enter. 
  They point towards the far end of the corridor where 
  you can see another set of bronze double doors. 
   
  These animated heads are design to kill any 
  intruder who does not wear Muzmed’s Sigil of 
  Ehalazuhn. This is a bronze whirlpool shaped 
  symbol. The heads guard the entrance to the prison of 
  Vayne and Elphine Creighton. They can see the 
  invisible spectrum, which is useful in terms of their 
  prisoners and will respond to any movement beyond 
  the first 5’ space at either end of the corridor. They are 
  designed not so much to prevent access but to prevent 
  the escape of the occupants. 
   
  The heads work as a non-sleeping permanent bolt 
  firer. Each weapon fires twice as fast as a normal 
  crossbow. They each contain a hopper within their 
  metal frame which holds 20 bolts. This needs 
  replenishing after 10 rounds of constant fire. The 
  automatons have an AC of 15 and 50hp each. They 
  will track and fire at any organic target visible or 
  invisible until destroyed. They will cease firing if a 
  target retires to a safe zone.  
   
  Getting past this defence will prove a challenge 
  and a dangerous one at that. A party could bypass 
  these rooms until they acquire Muzmed’s sigil. 
  Otherwise it could be possible with use of spells such 
  as Non-detection, Haste, Mirror Image and Dispel 
  Magic or the like.  
   
  AREA 3: THE HOME OF VAYNE AND ELPHINE 
  CREIGHTON 
   
  The bronze double doors to this room are locked 
  and require a Dexterity check (DC 14) to open.  
   
  You enter a very large and richly decorated room. 
  The floor has a plush carpet covering the stonework 
  and the walls are wood panelled and from them hang 
  expensive drapes. There are bookcases along most of 
  the walls as well as a bureau. In the centre of the 
  chamber is a large mahogany table. This is richly 
  decorated with silver candlesticks and cutlery. Two 
  crystal decanters of port and two bottles of wine are 
  also laid out. There are only two chairs at this table – 
  one at either end. 
   
  The occupants of these rooms are Vayne and 
  Elphine Creighton. These dangerous characters were 
  captured attempting to break through the Razor’s 
  Edge by traversing Skard. Zaleria’s men captured 
  them but not before they had slain a good many 
  soldiers. They have been kept in this gilded cage ever 
  since and are desperate to leave. The Creightons are a 
  married couple who were both turned permanently 
  invisible by a magical experiment that went wrong. 
  They both blame each other for their predicament and 
  now hate each other with a passion. Their invisibility 
  has not improved their minds which were already 
  fragile, and they can be both classed as insane. Now 
  they spend their time together but invisible from each 
  other and everyone around them.  
   
  Any person unlucky enough to enter this chamber 
  is entering a world of hate and frustration. However, 
  
   
   
       163 
  the Creightons will work together if it helps them 
  escape from their prison. Zaleria intends to convince 
  them to support her cause but treats with them at 
  arm’s length. Several of her soldiers have met their 
  ends at their hands during these negotiations. 
   
   
   
  The prisoners’ first action on the party’s entrance 
  into their room will be to sneak around to check if 
  they can pass by the animatronic heads. If they have 
  been destroyed or decommissioned somehow they 
  will endeavour to make their way out. If this is not the 
  case, they will attempt to negotiate with the party as 
  they believe, which may be the case, that the party has 
  the sigil belonging to Muzmed. They may ask about 
  the whereabouts or well being of Muzmed in order to 
  ascertain whether the party has killed him. 
   
  If the party clearly has the sigil and refuse to give it 
  to them or escort them out, they will turn violent and 
  attack the party. Neither Vayne nor Elphine can see 
  each other and thus any area effect spells cast by them 
  may hit the other one, which will elicit a furious 
  response. The party should soon begin to realise that 
  these beings are totally insane through their dialogue 
  with the group and each other. The Creightons have 
  no treasure or magical items to speak of but the value 
  of the cutlery, ornaments etc would in total value 
  750gp. 
  
   
   
       164 
  AREA 4: THE BEDROOM OF HATE 
   
  This room is also richly decorated with floor coverings 
  and wood panelling. There are also several tapestries. 
  These are odd however as they seem to have had their 
  human subjects roughly cut out by a knife leaving a 
  space. The cut cloth lies in a pile on the floor. There is a 
  large expensive looking double bed in the centre of the 
  room but this lies untouched. Instead, on either side of 
  the bed is a rough mattress. This has been made from 
  torn wall hangings and each has a rudimentary pillow. 
  The occupants of these beds would not be able to 
  interact with each other at all unless they raised their 
  voices.  
   
  This is the love nest of a husband and wife who 
  hate each other but are forced to live together. Elphine 
  cut out the figures in the tapestry in a furious show of 
  resentment towards the subjects’ visibility. Vayne and 
  Elphine sleep on either side of the bed and not 
  together. It has been this way since they were brought 
  here. 
   
  AREA 5: THE FIRE PIT 
   
  As you descend the stairs, waves of intense heat 
  blast up the corridor towards you. Reaching the bottom, 
  and peering through the 20’ high doorway, you see an 
  enormous chamber stretching out westwards. It is full of 
  activity which centres on a succession of furnaces 
  which span the length of the room. Many Khanoumid 
  personnel tend these furnaces either in operating huge 
  bellows or shovelling coal from huge stacks into the 
  fires. There are several large grates in the floor which 
  betray the existence of Khunmir bubbling below. The 
  intense heat emanating from these grates ensures that 
  the staff that work here wear protective clothing. Every 
  now and again a furnace deposits its metallic contents 
  into ingots which are being used to manufacture 
  weapons and armour. Large stacks have been placed 
  in piles around the hall.  
  Although the furnaces give off a significant amount of 
  light as well as heat, they also cast large shadows on 
  the walls which flicker and dance as the flames flare 
  and diminish. On both side of the hall are two enormous 
  50’ bronze statues of dwarven champions in 20’ deep 
  alcoves. They stand tall and serene as their enemies 
  make the materials of war before them. Around the 
  outside walls of the hall is a gallery 40’ above the floor, 
  most of which is in shadows. 
   
  This is where the dwarves of the Bronzejaw clan 
  forged their great machines and marvellous artefacts. 
  Now Zaleria has turned it into an arsenal. The pipes 
  that come from the Waterworks enter behind each of 
  the statues and can be accessed from the gallery above 
  them. The pipes enter the Fire Pit at gallery level and 
  then travel down the backs of the statues and then 
  through the dais at the bottom of their feet. Other 
  pipes were design to then take the water to the 
  machines. These boiled it by extracting heat from 
  Khunmir below and converted into steam. This steam 
  then powered bellows, heavy machinery and the like. 
  Now these lower down pipes do not function and 
  they have been mangled beyond repair by sabotage. 
  The party’s directions, and Vorsen will describe this, 
  is to break open the pipes on the gallery level above, 
  thus allowing the water to flow over the edge and into 
  the Fire pit. 
   
  Vorsen Brightarm will be able to help the party in 
  their quest to flood the area. He will direct the party 
  through the hall and up the stairs beyond to the pipes 
  and show them how they can be destroyed. It should 
  not be too hard for the party to sneak around the edge 
  of this hall should they wish to use stealth. They will 
  usually be hidden in the shadows cast from the 
  furnaces. Likewise, when up on the gallery the party 
  will be very hard to spot. If the group wish to use 
  force to get through the hall it will be a hard fight and 
  will most probably arouse the attention of Muzmed. 
   
  
   
   
       165 
   
  The gallery is patrolled, but once this is dispatched 
  the party can destroy the four pipes. This will result in 
  water pouring out of them and into the hall below – 
  but only if the water supply has been turned on in the 
  Waterworks first. All four pipes must be broken and 
  will fracture on a Strength check (DC 16). The noise 
  caused by this, or the torrent of water which falls to 
  the floor of the Fire Pit, will probably elicit a response 
  from those below. There will be rumbles and gouts of 
  steam as each torrent pours from the gallery to 
  ground level and pours on to Khunmir through the 
  grates in the floor. Once all four are broken, Vorsen 
  will hasten the party out of the chamber before the 
  chain reaction begins. The fires of Khunmir and the 
  waters of Skollin will combine to destroy the furnaces 
  in the Fire Pit, cracking the floor and leading to more 
  lava trickling into the chamber. They will also fill the 
  chamber with scalding steam which will be 
  unbearable to any without protective clothing and 
  quite impossible to work in. Thus Zaleria’s war 
  machine will grind to a halt. 
   
  NOTE: as an additional quest, the party could be sent 
  to defend the Power Source against enemies 
  instructed to halt the supply of water.  
   
  There are twenty Khanoumid warriors working at 
  the forges in some capacity or other. They all wear 
  protective gear due to the intense heat. They will fight 
  if attacked or to defend the Fire Pit. There are also 
  eight Elite Khanoumid Guards who keep an eye on 
  the hall from various locations. One of these guards 
  protects the western exit of the hall. There is also a 
  section of four Elite Khanoumid Guards who patrol 
  the gallery above the hall. Muzmed will probably be 
  in his room but will come forth if combat occurs.  
   
  Vorsen Brightarm will recommend that the party 
  attempts to find the Hammer of Havaeth before they 
  sabotage the Fire Pit as it may not be possible 
  afterwards. This quest is optional to the party and will 
  not affect their main objective.  
   
  AREA 6: KHUNMIR 
   
  As the party descends the stairs towards Khunmir 
  they will feel a noticeable increase in heat. When they 
  round the corner which reveals the river of fire, the 
  heat will be unbearable. Every round spend in this 
  heat will cause any unprotected characters to suffer 
  1d4 fire damage. If they can acquire protective suits, 
  such as from a guard, they will be unharmed. 
   
  You have noticed a great increase in heat as you 
  have descended beneath the hall. On rounding a corner 
  to the east, a wave of superheated air blasts over your 
  face. Through the shimmering heat you can see a long 
  bubbling lava flow stretch out before you. Any open skin 
  feels as if it is burning and hair singes. This is Khunmir, 
  the river of fire. The lava flows slowly eastwards as far 
  as you can see. There are some branches of the river 
  which head around corners to the south and under the 
  Fire Pit. 
   
  Any character who falls into Khunmir will take 
  8d6 fire damage immediately if no protective gear is 
  worn. If they have protection then they will suffer 3d6 
  but the protective layer will then be destroyed. 
   
  There is a thin 18” ledge around Khunmir to the 
  east but this is precarious and poorly maintained. A 
  character must a make a Dexterity saving roll (DC 8) 
  every second turn or plunge into the fiery depths. 
  
   
   
       166 
  Any adjacent character can try to steady them to 
  prevent them falling in. This is a Strength: Athletics 
  check (DC 12). The ledge will take them to the 
  platform around the far side where they will 
  encounter its residents. 
   
  The ledge at the far side of Khunmir has become 
  the home of six Magmin. These small elementals play 
  in the flames and fire of the great river. When they see 
  the party they will immediately rush across the lava 
  to cause as much mayhem as possible. This will 
  include igniting anything combustible they can reach. 
  Whilst fighting these creatures, the characters must 
  make a Dexterity saving roll every melee round as 
  stipulated above due to the distractions caused by 
  their attacks. If four of these creatures are killed, the 
  remainder will jump into the flames and not be seen 
  again. If the characters proceed around the ledge to 
  the shelf they will find a slain Fire Snake which was 
  killed by the Magmin before it could evolve into a 
  Salamander. If cut open, the party will find a large 
  Fire Opal worth 1000gp in the Fire Snake’s belly. 
   
  AREA 7: THE TEST 
   
  As they proceed down the corridor to the 
  repository of Havaeth they will see that there has 
  clearly been a land slide here previously. This has 
  now been cleared. Beyond the cleared rock fall they 
  will be able to see several dead Khanoumids. Their 
  bodies have been scorched and burned to a cinder. 
   
  As you peer down the corridor you can see at its end 
  two large bronze doors. These are closed and show an 
  effigy of a powerful dwarf wielding a great hammer. To 
  the left and within the corridor you can also see an 
  alcove. In this alcove is what appears to be a stone 
  sculpture of a great winged creature with a female 
  human head. As you approach its head turns to face 
  you. ‘Seek thee the great hammer?’ it asks.  
   
   
  The guardian of the Hammer of Havaeth is 
  Rursubela, a spirit guardian bound to this place by 
  arcane magics after its summoning by Havaeth 
  Bronzejaw. It is not a sphinx although the statue it 
  inhabits was carved to look as one. A spirit guardian 
  manifests itself as a tiny shining light which can be 
  seen zipping around inside a host. It has limited skills 
  in illusion, which it uses to make it appear as if the 
  sphinx is alive. It has been guarding this place since 
  the beginning of dwarven culture in Skard. Rursubela 
  awaits its release by Havaeth, but the death of the 
  great king means that it waits in vain. It now follows 
  its instructions by asking those who wish to pass 
  riddles. Only those who wear the royal seal of 
  Havaeth Bronzejaw can pass unmolested – and this is 
  in Zaleria’s possession. As soon as the party 
  acknowledges their quest they are committed to the 
  contest.  
   
  The riddles it asks are as follows: 
   
  1. 
  I am the beginning of the end, and the end of 
  time and space. I am essential to creation, and 
  I surround every place. What am I? 
   
  The letter ‘E’ 
   
  2. 
  The one who makes it, sells it. The one who 
  buys it, never uses it. The one that uses it 
  never knows that he’s using it. What is it? 
   
  A coffin 
   
  3. 
  What does man love more than life 
  Fear more than death or mortal strife 
  What the poor have, the rich require, 
  and what contented men desire, 
  What the miser spends and the spendthrift 
  saves.  
  And all men carry to their graves? 
   
  Nothing 
   
  If more than one riddle is failed Rursubela will 
  attack. Like all spirit guardians, her statue host is 
  immobile and Rursubela will attack through spells 
  and her innate shock blast.  The only indication of the 
  spirit’s presence inside the statue will be a shining 
  blue light which speeds around inside the host. Once 
  Rursubela is defeated the light will go out and the 
  statue will be destroyed. If the party succeeds in out-
  riddling Rursubela, she will accept that she has been 
  defeated and return to her silent vigil. The party can 
  then pass. 
   
  
   
   
       167 
  AREA 8: THE HAMMER OF HAVAETH 
   
  The bronze double doors to this room are locked 
  and require a Dexterity check (DC 16) to open.  
   
  A bright golden light greets you as you enter this 
  large chamber. Fiery braziers burn along the walls even 
  though this room must have been untouched for some 
  time. The walls and floor are a smooth cream marble 
  tile and a large golden chandelier hangs from the 
  ceiling giving off a magical radiance. At the end of the 
  room is a dais on which rests a great war hammer. It 
  looks to be made from solid gold and it shimmers in the 
  beams of light that play upon it. 
   
  This is the Hammer of Havaeth, the great weapon 
  wielded by the first King of the Bronzejaw. Despite its 
  looks it is not made of gold, but the radiance that 
  spills from it brightens when held, dazzling 
  opponents it is pitted against.  
   
   
   
  To any not from the Bronzejaw royal line it is an 
  unwieldy beast and not much better than an ordinary 
  hammer but to one of the true blood it is a devastating 
  weapon of great power. As Storgaen Thundermaul is 
  not of the royal line he cannot wield this weapon, nor 
  does he desire to do so. It is however a symbol, a 
  totem which he can show his clan to stir them to great 
  deeds against their enemies. 
  AREA 9: THE CHAMBER OF MUZMED 
   
  The huge bronze double doors to this room require 
  a Strength check (DC 14) to open.  
   
  This room is clearly intended for some creature of 
  great size. There is a huge table and a great chair 
  covered in the pelts of cave bears. Against the wall is a 
  great black iron shield and beside it a huge sword about 
  eight feet long. At the far end of the room is a large iron 
  bed and hanging on the wall is a huge painting of a 
  castle amongst the mountains wreathed in fire.  
   
  Muzmed found his way up Khunmir when he 
  heard that the dwarves of the region had fallen to the 
  assault of Zaleria. He is a 15’ Fire Giant who was low 
  down the scale and fairly weak in terms of the 
  Ordning, and was expelled from his clan further 
  within the Razor’s Edge. He now works for Zaleria, 
  although he is not loyal to her quest to return 
  Ehalazuhn to the world. He has been entrusted with 
  keeping the forges of Skard burning and is ruthless in 
  pursuit of this task.  
   
  Muzmed has been entrusted with the great key 
  that opens up the northern doors of the Cardinal Way 
  which he bears around his neck and also holds a Sigil 
  of Ehalazuhn safely stored in a secret panel in his 
  chamber – this gives access to the chambers of Vayne 
  and Elphine Creighton. 
   
  It is possible that Muzmed might be out in the Fire 
  Pit when the characters first approach or at any time 
  after. If he is not, then he will be found in his room 
  berating a Khanoumid Warrior for carelessness. He 
  will smash this unfortunate subordinate against the 
  wall killing him outright.  
   
  If engaged in battle Muzmed will attack with his 
  great sword. If he cannot reach opponents due to his 
  great size – such as if they are on the gallery of the 
  Fire Pit - he will hurl missiles at them – any will do.  
   
  Within a large secret panel, requiring a Wisdom: 
  Perception check (DC 14) will be found Muzmed’s 
  valuables alongside his Sigil of Ehalazuhn. If this 
  panel is pushed in it will spring open to reveal its 
  contents. These are: 
   
  
   
   
       168 
  A chest holding 2300gp – most of which have 
  fused together from the heat forming a solid block. 
   
  Four platinum chess pieces worth 100gp each – he 
  doesn’t understand the game. 
   
  A complete suit of adamantine chainmail armour - 
  taken from an adventurer Muzmed literally 
  stumbled on in the mountains. 
   
  A Ring of Warmth – he intends to give this as a 
  gift to Zaleria. 
   
  An Eversmoking Bottle which reminds him of 
  home. 
   
  NOTE: With the destruction of the Fire Pit, access is 
  now open to the rest of the city. Each member of the 
  party will receive 600XP for helping the dwarves of 
  Skard and destroying Zaleria’s war making potential. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
  KHANOUMID ELITE GUARD  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 44 (7d8+14) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  14 (+2)    14 (+2)    11 (+0)   12 (+1)    11 (+0) 
   
  Skills: Perception+3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10 + 2) piercing damage  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.  
   
   
  KHANOUMID WARRIOR 
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 5 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
   
   
   
   
   
  
   
   
       169 
  VAYNE CREIGHTON 
  Medium human, chaotic evil level 5 evoker 
   
  Armour Class 12 (unarmoured) 
  Hit Points 25 (5d6+5) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
      9 (-1)    14 (+2)    12 (+1)    16 (+3)   13 (+1)    10 (+0) 
   
  Senses passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Spellcasting: He is a 5th level Wizard (Evoker) and uses 
  Intelligence as his spellcasting ability (spell save DC 13, +5 to 
  hit with spell attacks). He knows the following spells from the 
  wizard’s spell list: 
   
  Cantrips: (4 at will): Acid Splash, Blade Ward, Chill Touch, 
  Prestidigitation 
   
  1st level: (4 slots): Longstrider, Magic Missile, Shield, Silent 
  Image 
   
  2nd level: (3 slots): Blindness/Deafness, Levitate, Misty Step, 
  Ray of Enfeeblement 
   
  3rd level: (2 slots): Fireball, Vampiric Touch 
   
  Sculpt Spells: Vayne can create pockets of relative safety 
  within the effects of his evocation spells. When he casts an 
  evocation spell that affects other creatures that he can see 
  (therefore not Elphine Creighton), he can choose a number of 
  them equal to 1 + the spell’s level. The chosen creatures 
  automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half 
  damage on a successful save. 
   
  Invisibility: Vayne Creighton is invisible. 
   
  ACTIONS 
   
  Dagger Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 -1) piercing damage. 
   
   
  ELPHINE CREIGHTON 
  Medium human, any alignment 
   
  Armour Class 13 (unarmoured) 
  Hit Points 22 (4d6+8) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    12 (+1)   16 (+3)    15 (+2)    18 (+4)  13 (+1)    14 (+2) 
   
  Senses passive Perception 11 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Spellcasting: She is a 4th level Wizard (Diviner) and uses 
  Intelligence as her spellcasting ability (spell save DC 14, +6 to 
  hit with spell attacks). She knows the following spells from the 
  wizard’s spell list: 
   
  Cantrips: (4 at will): Chill Touch, Fire Bolt, Poison Spray, 
  Shocking Grasp 
   
  1st level: (4 slots): Colour Spray, Disguise, Self, Identify, 
  Illusory Script, Sleep 
   
  2nd level: (3 slots): Blindness/Deafness, Gust of Wind, Crown 
  of Madness,  
   
  Portent: She can roll two d20s and record the numbers rolled. 
  She can replace any attack roll, saving throw, or ability check 
  made with one of these foretelling rolls. She must choose to do 
  so before the roll, and only once per turn. Each foretelling roll 
  can be used only once.  
   
  Invisibility: Elphine Creighton is invisible. 
   
  ACTIONS 
   
  Dagger Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 +1) piercing damage. 
   
   
  MAGMIN 
  Small elemental, Chaotic neutral 
   
  Armour Class 14 (natural armour) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
      7 (-2)    15 (+2)    12 (+1)     8 (-1)    11 (+0)    10 (+0) 
   
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60ft., passive Perception 10 
  Languages lgnan 
  Challenge 1/2 (100 XP) 
   
  Death Burst. When the magmin dies, it explodes in a burst of 
  fire and magma. Each creature within 10 feet of it must make a 
  DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  Flammable objects that aren't being worn or carried in that area 
  are ignited. 
   
  Ignited Illumination. As a bonus action, the magmin can set 
  itself ablaze or extinguish its flames. While ablaze, the magmin 
  sheds bright light in a 10-foot radius and dim light for an 
  additional10 feet. 
   
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d6) fire damage. If the target is a creature or a 
  flammable object, it ignites. Until a creature takes an action to 
  douse the fire, the creature takes 3 (1d6) fire damage at the 
  end of each of its turns.  
   
   
   
  
   
   
       170 
  RURSUBELA 
  Tiny Elemental, Unaligned 
   
  Armour Class 19 
  Hit Points 42(12d4+12) 
  Speed 0ft 
   
      STR        DEX        CON        INT        WIS        CHA 
     1 (-5)     22 (+6)    13 (+1)   15 (+2)   12 (+1)    11 (+0) 
   
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder, 
  bludgeoning, piercing and slashing damage from nonmagical 
  weapons 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses truesight 50ft., passive Perception 11 
  Languages Common 
  Challenge 4 (1, 100 XP) 
   
  Magic Resistance. The spirit guardian has advantage on 
  saving throws against spells and other magical effects 
   
  Spellcasting. The spirit guardian is a 5th-level spell caster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to hit 
  with spell attacks). It requires no somatic or material 
  components to cast its spells. It has the following wizard spells 
  prepared: 
   
  Cantrip (at will): Fire Bolt, Light. Minor Illusion, Ray of Frost 
   
  1st level (3 slots): Magic Missile, Shield, Thunderwave 
   
  2nd level (2 slots): Blindness/Deafness, Scorching Ray 
   
  3rd level (1 slot): Lightning Bolt 
   
  ACTIONS 
   
  Shock: Ranged Spell Attack: +4 to hit, range 30 ft., one target. 
  Hit: 10 (3d6) lightning damage.  
   
   
  MUZMED 
  Huge giant, lawful evil 
   
  Armour Class 16 (chain mail) 
  Hit Points 107 (13d12 + 65) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     21 (+5)   9 (- 1)      21 (+5)   10 (+0)   14 (+2)   13 (+1) 
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics + 10, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5,000 XP) 
   
   
  ACTIONS 
   
  Multiattack. The giant makes two Greatsword attacks. 
   
  Greatsword. Melee Weapon Attack: +10 to hit, reach 10ft., one 
  target. Hit: 24 (6d6 + 6) slashing damage. 
   
  Projectile. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 25 (4d10 + 5) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       171 
  PART 9: THE UPPER 
  LEVELS 
   
  ENCOUNTER 5: THE FALLEN CITY  
   
  The dwarf city of Gam Daruhl was the first area of 
  Skard to fall to the army of Zaleria. Although the 
  military resources of the Bronzejaw clan had depleted 
  with the exodus of the Lost Dwarves they still put up 
  a hard fight. In the end, numbers told and the city fell. 
  From Gam Daruhl, the Khanoumid forces spread 
  throughout the city and swept all before them. Now 
  this central sector is the beating heart of Zaleria’s 
  domain. The houses which once were homes to hard 
  toiling dwarves have been converted into military 
  barracks and supply stores. Recently the senior 
  Khanoumid general, Arhab Hammad, has set up his 
  base on the floor of the hall and pitched his command 
  tent there. 
   
  To the east of Gam Daruhl, a sealed doorway leads 
  to the staircase heading up to the Aerie. The party 
  must possess Hammad’s Sigil of Ehalazuhn to pass 
  through here. To the west a passage ends in the mines 
  of Skard. These mines are now occupied by a force of 
  mercenary duergar under their leader, Snargund 
  Firemane. These were brought in by Zaleria to root 
  out any surviving dwarf enclaves. This they have 
  done with some success and are now about to turn 
  their attentions southward.  
   
   
  
   
   
       172 
   
  To the north is a wide passageway heading north 
  east under the mountain to Khanoumia. This is many 
  miles, and before they get there the party would have 
  to pass Khanoumia’s Army camped outside. It 
  consists of hundreds of warriors. Beast riders such as 
  those encountered at Crystal Haven will fly overhead. 
  It is a huge tented city. There is no way past this force 
  and the party will have to back track to Gam Daruhl. 
  Also, at the north end of the hall is the entrance to 
  Zaleria’s temple and throne room. This is protected by 
  two huge magically sealed doors made of bronze. 
  They are decorated in water based themes such as 
  swirling waters and waves. There are two cavities in 
  the doors for two Jewels of Ehalazuhn jewels to be 
  placed within. They require two of the Jewels of 
  Ehalazuhn to be slotted into the doors – no sigil will 
  work here. The characters have one already and 
  Zaleria’s deputy Zorander has another. The party will 
  find him in the Aerie. However, first they need 
  Hammad’s sigil to enter that zone and that is kept in 
  his tent. The aim of the party is to take the sigil from 
  Hammad by any means possible and advance to the 
  Aerie to confront Zorander. 
   
  GAM DARUHL 
   
  You have entered the old living quarters of the 
  Bronzejaw clan, or Gam Daruhl as it is known. It is a 
  huge area dug out of the living rock and shaped like an 
  inverted pyramid. From where you stand you can see 
  four tiers of dwarven accommodation leading down to 
  the floor of the hall. All around these tiers are the doors 
  of individual dwarven homes. At ground level there are 
  four exits from the area, two to the north and one each 
  east and west. Four massive pillars support the roof 
  high above you.  
  A large tan coloured tent has been pitched in the 
  centre of the hall with several smaller ones around it. 
  There is clearly some Khanoumid activity around this 
  tent. In addition there are large numbers of Khanoumid 
  warriors at work here. Some move in and out of the 
  open rooms carrying boxes and sacks while others 
  work or train across the hall. 
  You are just about to descend the winding wooden 
  staircase when the sound of running footsteps can be 
  heard coming up the steps. 
   
  The footsteps they hear come from a Khanoumid 
  warrior messenger. He bears a letter from Arhab 
  Hammad to Muzmed in the Fire Pit. If the party 
  waylays him and retrieves the letter it reads: 
   
  Greetings Great One, 
   
  How go affairs within the Fire Pit. I hear that you 
  make much of this cursed dwarven machinery. This 
  is good for my army grows ever stronger and has a 
  need for the weapons you make. At this moment my 
  main forces await our leader’s command to march, 
  and camp to the north outside the confines of this 
  underground fortress. 
   
  I myself have just arrived here to take command and 
  am to be found in my tent in Gam Daruhl. Seek me 
  there if you have news. I am yet to meet with the 
  great Zaleria and cannot bypass those infernal 
  doors. I am loath to report worrying tidings but my 
  men have begun to question why they are here and 
  rumours have spread of a terrible band of warriors 
  who sweep aside our soldiers as if they are chaff. 
  Morale is flagging and yet no order to march has 
  come. Without me, my forces will dissipate and 
  return to their homes. Assure me that these rumours 
  are untrue. 
   
  On another note, I now hold the sigil you sent me to 
  gain access to the Aerie. My beast riders need 
  somewhere they can land and tend their mounts. I 
  hear that Zaleria’s second man, Zorander secures it. 
  You will receive more help soon – our leader’s dark 
  allies head south tomorrow. 
   
  With deep respect 
   
  General Arhab Hammad 
   
  If the party succeed in killing Hammad his army 
  will indeed begin to disperse. Despite appearances 
  their morale is fragile and should Hammad die, there 
  will quite likely be a mutiny. Zaleria does not come 
  forth from her temple to assuage their fears. The party 
  will need to retrieve the sigil to the Aerie from 
  Hammad’s tent if they are later to gain access to the 
  temple of Ehalazuhn. 
   
  Should the party choose the path of force they will 
  have to contend with ever strengthening enemies. 
  There are 30 Khanoumid warriors within Gam 
  Daruhl and a further 10 Elite Khanoumid Guards. 
  Hammad’s bodyguard is another two Elite Guards. 
  
   
   
       173 
  They would also have to fight Hammad in the open 
  with all his men. 
   
  Should the party choose the path of stealth then 
  they may have a greater chance of success. The tiers 
  that make up Gam Daruhl can be walked or crept 
  along. Anyone crawling across them will generally be 
  invisible from enemies below – although not above. 
  Similarly the party can travel via the rooms of the 
  dwarven homes – all doors are unlocked and many lie 
  open. There are risks with this as they are not 
  necessarily empty. Should they enter any of the 
  rooms, use the following table to determine its 
  occupants, if any. If a combat is fought there is a 20% 
  chance that the noise will attract the attention of two 
  Khanoumid warriors to investigate.  
   
  Roll a d100: 
   
  0-40: The room is empty. It has been ransacked and 
  anything of value removed. There are broken 
  tables, chairs and crockery on the floor. 
   
  41 – 55: The room is empty and it is a high status 
  dwelling. It connects to either a room next to it or 
  one above/below. Choose which is most 
  appropriate/advantageous. There is also a 10% 
  chance that an item of value was missed – perhaps 
  an unassuming art piece worth 1-200gp. 
   
  56 – 60: This room is occupied by a sleeping 
  Khanoumid warrior. He lies upon a mattress and 
  holds a wine flagon to his chest. He snores loudly 
  but does not wake unless a loud noise is made. He 
  has a pouch holding 15sp. 
   
  65 – 70: The party stumble across a dwarven child 
  who hid when the invasion began. He/she is 
  frightened and cries, especially if there is a dwarf 
  in the party. 
   
  71 – 85: A Khanoumid store room. Inside the party 
  can find many random pieces of equipment, 
  including enough Khanoumid uniforms to outfit 
  the whole party. There are also crossbows and 
  scimitars. One small keg holds slow poison like 
  that use by Elite Khanoumids. If this is applied 
  then the victim must attempt a Constitution 
  saving roll (DC 12) or receive the effects of a Slow 
  spell for two rounds. There is enough poison for 
  ten applications whether arrows, bolts or blades. 
   
  85 – 95: Three Khanoumid warriors occupy this 
  room and are playing cards. They will attack the 
  party but can be surprised. There is 150sp on the 
  table.  
   
  96 – 100: An ankheg has dug into the side of this 
  dwelling and now has made a temporary home 
  here. If it is engaged another will come through to 
  support its hive member. If the party searches the 
  partially collapsed tunnel behind the beasts the 
  will find a Khanoumid officer dead and partially 
  eaten. On his body there is a Gem of Brightness 
  that he looted from a fallen dwarven warrior. 
   
  HAMMAD’S TENT 
   
  Whichever path they take, the party’s main focus is 
  Hammad’s tent and access must be gained. There are 
  five Khanoumid warriors amongst the tents near 
  Hammad’s HQ and two bodyguards. The two Elite 
  Guards at the door to his tent will not allow any entry 
  unless the party can convince then otherwise. This 
  would need to be plausible and would require a 
  Charisma: Persuasion check (DC 14) or a Charisma: 
  Intimidation check (DC 16) to prevent them 
  summoning Hammad. Once they gain access to the 
  tent read the following: 
   
  The large tent is richly decorated and resembles a 
  desert warrior’s abode. There is a large eastern rug in 
  the centre and various small seating cushions. From 
  the ceiling a small incense burner perfumes the air. 
  There is also a small highly decorated table on which 
  are wine flagons and crystal glasses. At the far end 
  there is a large desk on which there are writing 
  materials and a pile of papers. 
   
  Arhab Hammad will be in this tent if he has not 
  been encountered before. He is a great chieftain and 
  will not surrender to the party but will fight to the 
  death. As he fights, he will summon his bodyguard to 
  help him. Hammad wears scale mail +1, a shield and 
  wields a scimitar. He also carries a Potion of 
  Heroism, which he will use in the battle.   
  
   
   
       174 
   
  Hammad also has a small decanter in his 
  possession and in this resides a water spirit akin to a 
  Marid. This will fight for the general on condition that 
  it will be released once this service is accomplished. 
  He is however an unwilling servant and this will 
  become clear.  This creature knows itself as Pasha 
  Naazim Hakim and is very pompous. It will want 
  reassurance from Hammad that he is indeed the 
  greatest of all water spirits. Like all of its kind Naazim 
  is fond of flattery and if the party recognise this then 
  there is a possibility that it will refuse to attack them 
  and watch the proceedings instead. To convince 
  Naazim to stand aside however would require a 
  Charisma: Persuasion check (DC 16) and a great deal 
  of convincing language. Naazim will cease fighting if 
  Hammad dies. He will disappear into a flurry of foam 
  and water once the battle is over leaving its eastern 
  silks behind and also a Decanter of Endless Water as 
  a reward for his freedom. 
   
  Hammad’s tent contains a large chest with which 
  he pays his immediate followers. This contains 
  5,000sp and 650gp. There is also a large corked bottle 
  which contains the equivalent of two potions of 
  Superior Healing. The papers on his desk refer to 
  army matters and are of little use to the party. Also on 
  the desk however, is a large bronze whirlpool sigil. 
  This opens the doors which will give the party access 
  to the Aerie. 
   
  THE MINES OF SKARD 
   
  The mines of Skard are accessed through an 
  archway leading from the western side of Gam 
  Daruhl. The passage is 70’ long and terminates at a 
  wooden gantry. This gives access to a rather rickety 
  staircase leading to the mine floor. Although by 
  human standards the mines would still reveal huge 
  wealth in terms of emeralds and other valuable gems, 
  to a dwarf they are practically exhausted. The 
  contents of the mines are of little interest to the 
  invaders – they are not miners.  
   
   
   
  The mines have now been put to another use. This 
  is as an HQ of a mercenary contingent of duergar 
  warriors which are in the employ of Zaleria. These 
  have been summoned to find and destroy the last of 
  the dwarves of Skard. They have already had success 
  to the east where they discovered an enclave under 
  Nalgir Stonebrow. The dwarves were massacred by 
  the Khanoumids and their allies – but not all of them. 
  Despite what Nulgoth Grimstone may have thought 
  in the cells in the Entry Halls there was one survivor. 
  This was Sigmund, Vorsen Brightarm’s brother. 
  Unfortunately, Vorsen will be too late to save his last 
  family member. 
   
  You stand on a wooden gantry looking over a huge 
  cavern – these are the Mines of Skard. They reach 
  back as far as you can see and soar high up into the 
  darkness. From here the Bronzejaw clan made its 
  fortune. There are rumoured to be many an emerald 
  still to be found in the corners of this place.  
  As you wonder at this place, you can see off to your 
  right a small tented enclosure. This is not Khanoumid. 
  As you look closer you can see dwarf figures moving 
  about the tents. The dwarves have strange greyish 
  skin. They eat, drink and sharpen their weapons. How 
  can this group of dwarves have survived the deluge? 
   
  
   
   
       175 
  Vorsen Brightarm will not be fooled if he present – 
  nor will any dwarf in the party. They will recognise 
  them as their hated duergar foes. If the party has 
  come across rumours of these allies of Zaleria then it 
  will not be too hard to see why she has employed 
  dwarves to find dwarves. Only a kin race could spot 
  the hidden doorways and passages of the remaining 
  Bronzejaws.  
   
  NOTE: if the party have no dwarf available for such 
  advice they will assume that they are normal dwarves 
  unless they have encountered duergar before. If this 
  happens then they will be susceptible to surprise, as 
  the duergar will play them for the naive adventurers 
  they seem to be.  
   
  Vorsen will see his brother, Sigmund shackled to a 
  boulder just outside the duergar encampment. He has 
  been tortured by the duergar for information. The 
  dwarf looks and is indeed dead. At the sight of his 
  brother, Vorsen will enter a primal rage and will dash 
  down the stairs and engage the duergar on his own. 
  He is in a blood fury which gives him the powers of a 
  Level 5 Barbarian Rage skill. Therefore he gets +2 to 
  his damage rolls and gains resistance to bludgeoning, 
  piercing, and slashing damage.  He will fight until all 
  the duergar or he is dead. From now on, whenever he 
  sees duergar he will enter a similar rage and will not 
  consider how his actions might affect the party.  
   
  There are 10 duergar in the camp. Currently they 
  have no leader as he is to be found to the east. If they 
  are attacked, such as by Vorsen, they will turn 
  themselves invisible. They will laugh at Vorsen’s 
  inability to see them and will then enlarge and attack.  
  They will fight to the death.  
   
  The duergar have treasure given by Zaleria as 
  payment for service. This is a small chest full of gems 
  and jewels. They are of various values but in total are 
  worth 1500gp. There are amethysts, garnets, pearls 
  and tourmalines. Sadly, Sigmund is dead but he died 
  without revealing anything to his hated enemy. 
  Vorsen will insist that he is buried and sing a song of 
  mourning to his lost kin.  
   
  NOTE: the Mines of Skard go a long way back and 
  are ideal for disappearing into, if necessary, for 
  recuperation and rests. The Khanoumids do not enter 
  here as they fear becoming lost. 
  TO THE AERIE 
   
  AREA 1: THE STORE ROOM 
   
  This room has no importance except it was used as 
  a front by Nalgir Stonebrow and his remaining 
  dwarves. These were discovered by the duergar and 
  wiped out. 
   
  This room is fairly bare. There are a few scattered 
  tables and chairs and a broken bookcase lies face 
  down on the floor. There are also several sacks and 
  boxes strewn around the room. What is interesting 
  however is that a hole 4’ wide and 5’ high has been 
  smashed through the south wall.  
   
  Vorsen or any dwarf will recognise the 
  workmanship of the doorway as dwarven. They will 
  take it for a secret door similar to those used by 
  Storgaen Thundermaul to the south.  
   
  AREA 2: THE NORTHERN ENCLAVE 
   
  There has been fighting here. There are weapons 
  cast across the floor and a dwarven helmet lies dented 
  in a corner. Furniture has been smashed and there are 
  unmistakeable signs on blood on the floor. 
   
  This was Stonebrow’s first line of defence. The 
  warriors here succumbed under constant pressure 
  from Khanoumid soldiers after their enclave was 
  breached by the duergar. None of the guards 
  survived. 
   
  AREA 3: THE LOST FAMILIES 
   
  This looks to have been a room similar to that found 
  at Thundermaul’s enclave. There are several straw 
  mattresses and a long table with chairs. All are strewn 
  across the room. There is a smell of smoke drifting 
  through the room from an open doorway to the south. 
   
  The families of dwarves were secreted here when 
  the attack came in. No mercy was given and they all 
  perished. 
   
  
   
   
       176 
  AREA 4: THE FUNERAL PYRE 
   
  In the centre of this room is a horrific pile of the dead. 
  Alongside many Khanoumid soldiers lie the bodies of 
  the dwarves which perished in this cataclysm. The pile 
  has been set on fire previously and now smoulders 
  gently. The stench of the dead is nauseating.  
  Standing next to the pyre Is a powerful dwarven male 
  wearing black scale mail and wielding a battleaxe. He 
  has been rooting around in the dirt for items of value. 
  He is accompanied by five other grey skinned dwarves. 
   
  This is Snargund Firemane, the leader of the 
  duergar in Skard. He is a strong warrior and has led 
  his men here to destroy his hated enemies, the 
  dwarves. If the party have not seen a duergar before 
  and have no dwarves present, they may mistake him 
  for a typical dwarf, except for his ugly battle scarred 
  features and his pale skin. Vorsen Brightarm or any 
  dwarf will recognise the duergar for what he is and 
  immediately attack. If Vorsen has come from the 
  Mines and seen his dead brother then he will enter a 
  rage as described in the section on the Mines of Skard. 
   
  Snargund has no treasure apart from a platinum 
  necklace bearing his family crest (a fist holding a 
  lightning bolt). It is worth 500gp but 1000gp to any 
  dwarven trader, who will relish the thought that a 
  prominent member of the Firemane clan has been 
  bested. He does however wield a +1 battle axe, +2 
  against creatures of the Underdark instead of a war 
  pick. He will turn invisible and then enlarge and 
  engage the party screaming foul duergar war cries.  
   
  After the defeat of Snargund, the party must now 
  wrest the second of the Jewels of Ehalazuhn from 
  Zorander le Torneau. He can be found up the stairs to 
  the north in the Aerie. 
   
  NOTE: at this point Vorsen can leave the party if you 
  as DM feel that he is not needed in the group. If you 
  wish, once he has his revenge on Snargund, he can 
  return to Storgaen’s group to report the fate of the 
  northern enclave. The party must press on without 
  him. 
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
   
  KHANOUMID ELITE GUARD  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 44 (7d8+14) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  14 (+2)    14 (+2)    11 (+0)   12 (+1)    11 (+0) 
   
  Skills: Perception+3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10 + 2) piercing damage  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.  
   
   
  KHANOUMID WARRIOR 
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 5 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
   
   
   
   
  
   
   
       177 
  ARHAB HAMMAD 
  Medium human, lawful evil 
   
  Armour Class 19 (scale mail, shield) 
  Hit Points 82 (12d8 +22) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    17 (+3)    15 (+2)    15 (+2)   16 (+3)   14 (+2)    16 (+3) 
   
  Saving Throws Str +5, Dex +4, Con +4 
  Senses passive Perception 12 
  Languages Common 
  Challenge 4 (1100 XP) 
   
  Brave. Hammad has advantage on saving throws against being 
  frightened. 
   
  ACTIONS 
   
  Multiattack. He makes three melee attacks 
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 +3) slashing damage. 
   
  REACTIONS 
   
  Parry. He adds 3 to his AC against one melee attack that would 
  hit him. To do so, he must see the attacker and be wielding a 
  melee weapon  
   
   
  PASHA NAAZIM HAKIM 
  Medium elemental, chaotic neutral 
   
  Armour Class 15 (natural armour) 
  Hit Points 81 (9d8 +45) 
  Speed 30ft., fly 60ft., swim 90ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)   12 (+1)     20 (+5)    16 (+3)  15 (+2)    16 (+3 
   
  Saving Throws Dex +5, Wis +6, Cha +7 
  Damage Resistances cold, lightning 
  Senses Blindsight 30ft., darkvision 120ft.,passive Perception 
  12 
  Languages Aquan 
  Challenge 4 (1100 XP) 
   
  Innate Spellcasting. Naazim’s innate spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material 
  components: 
   
  At will: create or destroy water, fog cloud, purify food and drink  
  2/day each: water breathing, water walk  
  1/day each: control water, gaseous form, invisibility 
   
  ACTIONS 
   
  Multiattack. Naazim makes two trident attacks. 
   
  Trident. Melee Weapon Attack: +8 to hit, reach 5 ft. 12 (2d8 + 
  4) piercing damage if used with two hands to make a melee 
  attack. 
   
  Water jet. He can magically shoots water in a 30-foot line that 
  is 5 feet wide. Each creature in that line must make a DC 13 
  Dexterity saving throw. On a failure, a target takes 12 (4d6) 
  bludgeoning damage and, is pushed up to 10 feet away from 
  him. On a success, a target takes half the bludgeoning damage, 
  but is not pushed. 
   
   
  DUERGAR 
  Medium, humanoid (dwarf), lawful evil 
   
  Armour Class 16 (scale mail, shield) 
  Hit Points 26 (4d8 + 8) 
  Speed 25 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    14 (+2)   11 (+0)     14 (+2)   11 (+0)   10 (+0)     9 (- 1) 
   
  Damage Resistances poison 
  Senses darkvision 120ft., passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 1 (200 XP) 
   
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed. 
   
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
   
  ACTIONS 
   
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along with 
  anything it is wearing or carrying. While enlarged, the duergar is 
  Large, doubles its damage dice on Strength-based weapon 
  attacks (included in the attacks), and makes Strength checks 
  and Strength saving throws with advantage. If the duergar lacks 
  the room to become Large, it attains the maximum size possible 
  in the space available. 
   
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) 
  piercing damage while enlarged. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  Or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 9 (2d6 + 2) piercing damage while enlarged. 
   
  Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible until it attacks, casts a spell, or 
  uses its Enlarge, or until its concentration is broken, up to 1 
  hour (as if concentrating on a spell). Any equipment the duergar 
  wears or carries is invisible with it.  
   
   
   
   
  
   
   
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  SNARGUND FIREMANE 
  Medium, humanoid (dwarf), lawful evil 
   
  Armour Class 18 (chain mail, shield) 
  Hit Points 70(10d8+ 24) 
  Speed 25 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    16 (+3)   13 (+1)    16 (+3)    12 (+1)   12 (+1)    13 (+1) 
   
  Damage Resistances poison 
  Senses darkvision 120ft., passive Perception 11 
  Languages Dwarvish, Undercommon 
  Challenge 4 (1100 XP) 
   
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed. 
   
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
   
  ACTIONS 
   
  Multiattack. The duergar chieftain makes two melee attacks 
   
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar chieftain magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, it is 
  Large, doubles his damage dice on Strength-based weapon 
  attacks (included in the attacks), and makes Strength checks 
  and Strength saving throws with advantage. 
   
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 +3) slashing damage, or 11 (2d8 + 4) 
  slashing damage while enlarged. 
   
  2/day Invisibility (Recharges after a Short or Long Rest). 
  The duergar chieftain magically turns invisible until he attacks, 
  or uses his Enlarge, or until his concentration is broken, up to 1 
  hour (as if concentrating on a spell). Any equipment he wears 
  or carries is invisible with him.  
   
  ENCOUNTER 6: THE AERIE 
   
  The Aerie is a natural fissure in the mountain 
  above Skard. It was used by the dwarves to ensure 
  that they would never run out of supplies in the event 
  of a siege. Now, however, it has been taken over by 
  the forces of Zaleria. It is now utilised by the beast 
  riders of Khanoumia to land their pteranodon 
  mounts. This area is run by Zorander le Torneau, 
  Zaleria’s lieutenant. This Oathbreaker ensures that 
  the forces of Ehalazuhn are continuously supplied 
  and makes sure that any messages which come from 
  the east are dealt with immediately. Zorander has in 
  his possession the second of the Jewels of Ehalazuhn, 
  a great emerald which helps protect him from his 
  enemies. 
   
  The aim of the party in the Aerie is to move up the 
  spiral path that runs to the top of the fissure as 
  quickly as possible, to defeat Zorander. The party 
  must take the Jewel, thus allowing it to enter Zaleria’s 
  chamber to the north. The longer they take to climb 
  the Aerie, the more damage they will take.  
   
  AREA 1: THE GUARDROOM 
   
  As you ascend the stairs from Gam Daruhl, a turn to 
  the north sees you enter a level path area. You can see 
  light spilling from a chamber ahead. Figures move 
  about in this room although it is hard to discern how 
  many there are. You can also make out a desk and 
  several cots. 
   
  This room is a simple guardroom meant to control 
  the access to the main city. It is occupied by four 
  Khanoumid warriors and an Elite Khanoumid 
  Guard. On the desk is a ledger which documents 
  various visitors from Khanoumia. There is one strange 
  entry, however, as it is for an Abelin Ayesta and 
  refers to his place of origin as ‘KV’ meaning 
  Kingsvale. This name is a fair way down the ledger 
  and unless the reader is careful (Wisdom: Perception 
  check at DC 12) he might miss it. Ayesta is the right 
  hand man of Emperor Heroteus’ Chamberlain, 
  Symounde Vuisgarde. He has travelled in this 
  capacity to check on the progress of Zaleria’s plans. 
  He will not divulge the identity of his master to 
  anyone but has the authority to treat with her. He will 
  not be around to engage the party but may be seen 
  leaving the Aerie after the defeat of Zorander.  
   
  AREA 2: STOREROOM I 
   
  This room is full of boxes and crates. Most of them 
  have an unfamiliar notation on them. There are also 
  several ledgers which have been placed on a large oak 
  table. Apart from these goods, the room looks 
  unoccupied. There is a 10’ doorway on the south wall. 
   
  
   
   
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  This is a storage chamber for the goods being 
  brought into Skard from Khanoumia. The dialect is 
  Khanoumid, which the characters will be able to 
  recognise on an Intelligence: Investigation check (DC 
  10). The ledgers which are written in common just 
  monitor the arrival of goods into the city. 
   
  AREA 3: STOREROOM II 
   
  Similar to the previous chamber, this room looks like 
  a storage chamber containing barrels and sacks of 
  mundane merchandise. An exit on the west wall leads 
  out of the room from which you can hear the sound of 
  footsteps approaching and what might be the rumbling 
  of wheels. 
   
  This is indeed a second storage chamber, used for 
  the depositing of wine and grain. The sounds outside 
  the chamber are from two Khanoumid warriors 
  wheeling a small hand cart towards the room. The 
  cart contains crates of salted meat.  
   
   
   
  The two guards will put up a token resistance 
  before trying to escape. They need to be overpowered 
  before they can raise the alarm. This is necessary if 
  the party are to have a head start in climbing the 
  Aerie. If the guards escape, they will raise the alarm. 
  Although this will not lead to an attack from within 
  
   
   
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  the Aerie, the guards there will be alerted and ready 
  for the party. Therefore they cannot be surprised. 
   
  AREA 4: ENTRANCE TO THE AERIE 
   
  The Aerie supplies aerial access to Skard and it is 
  the party’s aim to ascend the path to defeat Zorander 
  at the summit. If the alert has been raised the warriors 
  on the first platform will call a warning to their 
  comrades above and fire their crossbows at the party. 
  If they are unaware, the party can plan their ascent in 
  a more leisurely fashion. Once the alarm is raised, the 
  party will be engaged from all levels which are 
  occupied by warriors. The exception to this is 
  Platform 3, on which are bronze bolt shooters which 
  cannot depress far enough. They can only engage any 
  target from Platform 2 upwards.  
   
  You see bright daylight ahead as you approach the 
  end of the tunnel. From the entrance to the tunnel you 
  can see a large snow covered open space about 100’ 
  across. To the north there is a very large pile of boxes 
  and crates. Tethered to a wooden rack next to these 
  boxes is a hippogriff. The beast is clearly a mount as it 
  wears a saddle and blue and white livery. It paws the 
  ground when it sees you.  
  It is clear that this area is a fissure in the mountains. 
  It has formed a roughly cylindrical opening to the sky, 
  far above. You can also see a fairly wide path roughly 5 
  to 10’ wide circling its way up the outside of this hollow 
  area. At intervals along this path there are wider 
  sections forming rocky platforms, you count six 
  including the largest platform at the top. You cannot see 
  what is on most of these outcrops but the lowest one, to 
  the south of you holds three soldiers dressed in 
  Khanoumid robes. 
   
  The hippogriff belongs to Abelin Ayesta who 
  entered the city some time ago to consult with Zaleria. 
  The animal displays the colours of Ayesta’s home city 
  of Kingsvale. A character may make this association 
  on a Wisdom: Perception check (DC 10) due to their 
  earlier interaction with Florian Moonfeather in 
  Beneath the Razor’s Edge. They should not be helped 
  to make any connections regarding this information. 
  The hippogriff will not be ridden by any other than 
  Ayesta and is released will not fly away but will await 
  the return of its master. 
   
  THE PLATFORMS AND THEIR 
  OCCUPANTS 
   
  NOTE: All enemies without missile weapons will find 
  plenty of cover on these landings, which have boxes 
  and crates all around. This will usually afford at least 
  half cover from missile weapons.  
   
  NOTE: All Elite Guards from Platform 2 and above 
  each have a single hand held naphtha device in the 
  form of a clay flask which acts as an incendiary 
  projectile. They will attempt to drop them onto the 
  characters as they pass beneath their platform. If it 
  hits a character and explodes it will cause 3d6 Fire 
  damage (Dexterity saving throw at DC 12 for ½ 
  damage). If the incendiary misses its target, the flask 
  might still shatter on the path (50% chance). Fiery 
  spray which explodes from the device will cause 2d4 
  fire damage to everyone within 5’ (Dexterity saving 
  throw at DC 12 for ½ damage). 
   
  PLATFORM 1: 
  Platform One as stated above is held by three 
  Khanoumid elite guards. They are armed with 
  crossbows and can fire at targets ascending the 
  platform and at ground level. 
   
  PLATFORM 2: 
  Platform Two has four Khanoumid elite guards.  
   
  PLATFORM 3: 
  There are three bronze head bolt firing 
  automatons here. They can only fire at targets on 
  Platform 2 or above. They can be destroyed or 
  ignored. If ignored they will continue to fire at targets 
  as they ascend the path but cannot hit Platforms 5 
  and 6 due to the acuteness of the angle. The 
  automatons have an AC of 15 and 50hp each. They 
  each contain 20 heavy crossbow bolts which they fire 
  twice a turn. 
    
  PLATFORM 4: 
  Platform 4 is held by three Khanoumid elite 
  guards armed with crossbows. When the party are 
  
   
   
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  nearing this platform, two Khanoumid beast riders 
  will descend to their level. The riders will attack with 
  their spears while their pteranodon mounts will try to 
  pick up characters in their claws. The character can 
  make either a Strength or Dexterity check compared 
  to the reptile’s Dexterity to avoid being grappled. The 
  pteranodons cannot carry the weight of both their 
  riders and the target so will drop any grappled 
  characters. The character will fall to the path at the 
  next level directly below and suffer 2d6 bludgeoning 
  damage. They will then need to make their way back 
  up. The pteranodons will make similar attacks until 
  their riders are killed – they will then fly off.  
   
  PLATFORM 5: 
  Platform 5 has four Khanoumid elite guards. 
  These will roll 4 barrels, one at a time, down the slope 
  as the characters approach. The party members must 
  succeed at a Strength or Dexterity check (DC 10) to 
  avoid these. If they are hit they receive 1d4 
  Bludgeoning damage and need to make a Dexterity 
  check (DC 10) or be pushed off the path onto that 
  below. If this happens they suffer 2d6 bludgeoning 
  damage. They will then need to make their way back 
  up. 
   
   
  PLATFORM 6: 
  Platform 6 is where supplies for the city of Skard 
  are deposited before being taken below. There are 
  boxes and barrels of miscellaneous goods and a large 
  wooden crane assembly to lower them down. The 
  platform is open to the elements, unlike the others, 
  and is very cold and windy. 
   
  The party will find Zorander le Torneau here. He 
  is a Level 10 Oathbreaker and is commander of 
  Zaleria’s beast riders. He will descend on a 
  pteranodon from above as the party ascends and wait 
  for them. His mount will fly off. He is supported by 
  six of his beast riders. These are armed with short 
  bows and will fly out of melee range and attack with 
  missile weapons. Zorander will attack the party head 
  on. He will say to the party, “You have come far, but 
  your journey ends here.” 
   
   
   
  Zorander wears black Plate Armour +1 and a 
  similarly black shield, decorated with a blue 
  whirlpool effect. He also has in his possession – a 
  potion of Climbing, a Potion of Poison Resistance 
  and a flask containing Oil of Slipperiness. He wields 
  a Longsword +2, the hilt of which has the emerald 
  Jewel of Ehalazuhn embedded within it. He is 
  partially protected by this jewel. The emerald has the 
  benefit of giving its wearer (as long as they are an 
  adherent of Ehalazuhn) full immunity to melee and 
  ranged attacks. This power works on one in three of 
  Zorander’s combat rounds and lasts until his next 
  turn. This will manifest itself as a green glow that 
  emanates from the Jewel and covers his body. 
   
  Once Zorander is killed it will be an easy job to 
  prise the emerald from the pommel of his sword. If 
  placed together, the sapphire and emerald Jewels are 
  bathed in a light that alternates between green and 
  blue. It is now the party’s task the use the Jewels to 
  enter the temple and to confront Zaleria.  
   
  NOTE: when the party reach the summit and destroy 
  Zorander, Abelin Ayesta will emerge from the 
  entrance to Skard below. He will mount his hippogriff 
  and fly up and past the party. The group cannot stop 
  this, but they will see a figure dressed in Sarvanian 
  armour and heraldry pass by them headed south. This 
  might make them think a little on their previous 
  dealings, such as with Casgar and Florian 
  Moonfeather, and the fact that intrigue is afoot. If for 
  whatever reason the hippogriff is not available for 
  Ayesta, the party will see him at the base of the Aerie 
  looking up at them. He will then retire back into 
  Skard and they will not see him again. Similar to 
  
   
   
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  above, they should have the opportunity to make out 
  his garb – it is very similar to Moonfeather’s. 
   
  On their return to Gam Daruhl they will have no 
  difficulty making their way to the temple’s huge 
  doors. The Khanoumid garrison, incensed at the death 
  of their general, and seeing no response by Zaleria, 
  have returned to their army – there to await 
  developments. Thus the party will not be challenged. 
  The Jewels will click quite happily into the sockets 
  made for them in the temple doors and they will 
  swing open automatically. The Jewels must then be 
  retrieved. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
  KHANOUMID ELITE GUARD  
  Medium human, lawful evil 
   
  Armour Class 16 (Chainmail) 
  Hit Points 44 (7d8+14) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     16 (+3)  14 (+2)    14 (+2)    11 (+0)   12 (+1)    11 (+0) 
   
  Skills: Perception+3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
   
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit range 100 
  ft. /400 ft., one target. Hit:7 (1d10 + 2) piercing damage  
   
  Two Handed Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.  
   
   
  KHANOUMID WARRIOR 
  Medium human, lawful evil 
   
  Armour Class 15 (Chain shirt and shield) 
  Hit Points 22 (4d8+4) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  10 (+0)    12 (+1)   10 (+0)    10 (+0)    10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Shortbow: Ranged Weapon Attack: +3 to hit, ranged150/600 ft, 
  one target. Hit: 4 (1d6+1) piercing damage. 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage 
   
   
   
   
   
   
   
  
   
   
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  KHANOUMID BEAST RIDER  
  Medium human, lawful evil 
   
  Armour Class 16 (scale mail) 
  Hit Points 32(5d8+10) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2)  13 (+2)    13 (+2)    11 (+0)   10 (+0)   11 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
   
  Spear: Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage (versatile), (1d6+2 if thrown) 
   
  Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
   
  GIANT PTERANODON  
  Medium beast, unaligned 
   
  Armour Class 14 (natural armour) 
  Hit Points 25 (5d8+5) 
  Speed 10ft., fly 60ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     14 (+2) 15 (+2) 12 (+1)  2 (- 4)  9 (-1)   5 (-3) 
   
  Skills Perception + 1 
  Senses passive Perception 11 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Flyby. The pteranodon doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) piercing damage  
   
   
  ZORANDER LE TORNEAU 
  Medium human, Lawful evil, Defence style Oathbreaker 
   
  Armour Class 22 (Plate and shield) 
  Hit Points 95 (10d10+30) 
  Speed 30ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    19 (+4)   14 (+2)     16 (+3)   11 (+0)   16 (+3)   14 (+2) 
   
  Saving Throws Wis +7, Cha +6 
  Senses passive Perception 13 
  Languages Common 
  Proficiency bonus +4 
  Challenge 6 (2300 XP) 
   
  Spellcasting: He is a 10th level oathbreaker and uses 
  Charisma as his spellcasting ability (spell save DC 14, +6 to hit 
  with spell attacks). He knows the following spells from the 
  oathbreaker’s spell list: 
   
  1st Level: hellish rebuke, inflict wounds 
   
  2nd Level: crown of madness, darkness 
   
  3rd Level animate dead, bestow curse 
   
  Dreadful Aspect. As an action, he channels the darkest 
  emotions and focuses them into a burst of magical menace. 
  Each creature of his choice within 30 feet of him must make a 
  Wisdom saving throw if it can see him. On a failed save, the 
  target is frightened of him for 1 minute. If a creature frightened 
  by this effect ends its turn more than 30 feet away from him, it 
  can attempt another Wisdom saving throw to end the effect on 
  it. 
   
  Aura of Hate. He gains a +2 bonus to melee weapon damage 
  rolls (included in stats.) 
   
  Lay On Hands. His touch can heal wounds. He can restore a 
  total number of hit points equal to 50 hit points of damage. 
  Alternatively, he can expend 5 hit points from his pool of healing 
  to cure the target of one disease or neutralize one poison 
  affecting it.  
   
  Divine Smite. When he hits a creature with a melee weapon 
  attack, he can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra 
  damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell 
  level higher than 1st, to a maximum of 3d8.  
   
  Divine Health. By 3rd level, the divine magic flowing through 
  him makes him immune to disease. 
   
  Extra Attack. He can attack twice whenever he takes the 
  Attack action on his turn. 
   
  Aura of Protection. Whenever he or a friendly creature within 
  10 feet of him must make a saving throw, the creature gains a 
  bonus to the saving throw of +2. He must be conscious to grant 
  this bonus.  
   
  Aura of Protection. He and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious. 
   
  ACTIONS 
   
  Multiattack. The Oathbreaker makes two melee attacks. 
   
  Longsword: Two Melee Weapon Attacks: +10 to hit, reach 5 
  ft., one target. Hit: 10 (1d8 + 8) slashing damage. 
   
   
  
   
   
       184 
  PART 10: THE FINAL 
  STRUGGLE 
   
  ENCOUNTER 7: THE TEMPLE 
   
  This encounter will see the party challenge their 
  nemesis from the beginnings of this campaign. The 
  temple area which is occupied by Zaleria used to be 
  the throne room of the king of the Bronzejaw clan. 
  After the death of the present king, when Skard was 
  invaded, Zaleria converted the chamber into an 
  enormous temple dedicated to her god. It is used for 
  any religious services led by her but at this time, apart 
  from her, lies empty. 
   
  Zaleria is a Level 11 Way of the Shadow Monk 
  who has dedicated her life to the cause of bringing 
  Ehalazuhn back to the material plane. She also knows, 
  however, that he is a shadow of his former self. 
  Zaleria’s self appointed task as a High Priest of 
  Ehalazuhn is to spread, through force if necessary, the 
  worship of her deity. This she knows will increase his 
  strength, which is much depleted since he was 
  defeated and removed from the world. She hopes that 
  through this support that she will gain favour and 
  thus supplant the current Great High Priest of 
  Ehalazuhn, Symounde Vuisgarde – although she is as 
  of yet unaware of his identity. She will fight to the 
  death. 
   
  The huge iron doors swing open to reveal a large 
  temple area roughly 80’ by 100’. There are rows of 
  benches for worshippers and a long 15’ wide turquoise 
  carpet leading through the centre. Around the walls, 
  torches sputter, casting a gloomy light. 10’ off the floor 
  is a wooden balcony resting on ornate iron supports 
  which follows the shape of the room on three sides. 
  Each corner of the balcony terminates at a large 
  platform reached by iron ladders. These ladders are in 
  the north west and south east corners of the room. All 
  down the centre of the room, flanking the carpet are 
  large fountains in the shape of snakes pouring out a 
  stream of putrid water which explains the thick moist 
  smell which pervades the chamber. By far the most 
  imposing feature of the room is a huge 30’ wide and 60’ 
  high statue of Ehalazuhn in his guise of an old and frail 
  man. The strange metal it is made from drips with 
  moisture and glistens in the torch light. 
  Kneeling on the carpet in front of this statue is a 
  young woman dressed in blue and green flowing robes 
  with light blue tinted hair. Around her neck can be seen 
  a large red jewel, possibly a ruby. As you enter she 
  rises to her feet and turns to face you. Her face shows 
  no expression but she grasps the ruby and unhooks it 
  from the necklace. She also picks up a glittering spear 
  from next to her. She strides towards you. She says, “At 
  last, a real challenge. So now we end this.”  
   
   
  The main problem the party will have when 
  engaging Zaleria, is tying her down to one place. As a 
  Level 11 Monk she can move at 50’ per turn and also 
  climb vertical surfaces. This she will use to fight the 
  group on her terms. She will use the dash action 
  whenever necessary to make good an escape. She will 
  
   
   
       185 
  also use her Unarmoured Movement skill to climb the 
  walls of the chamber - to climb up to and swing 
  herself onto the balcony above. Her Shadow Step 
  ability will allow her to move from one shaded area of 
  the balcony to another and then disappear through 
  use of Cloak of Shadows. She will then strike when 
  unexpected. Any characters moving through a 
  shadowed area on the balcony will endanger 
  themselves to a sudden materialisation and a melee 
  attack at advantage. Zaleria can also jump off the 
  balcony at any time without taking damage due to her 
  Slow Fall ability. 
   
  When engaging from a distance such as on the 
  balcony, she will use the ruby Jewel of Ehalazuhn to 
  attack the group. This, the third of Ehalazuhn’s jewels 
  allows the user to make a single energy blast once 
  every three turns. A bright scarlet streak flashes from 
  the jewel to a point within 50’ and then explodes into 
  a burst of electrical energy. Each creature in a 5-foot-
  radius sphere must make a Dexterity saving throw. A 
  target takes 4d6 lightning damage on a failed save, or 
  half as much damage on a successful one. If the burst 
  is aimed at a target standing in water then the burst 
  radius extends to a 10-foot-radius sphere or to the 
  extent of the water if less than that.  
   
   
   
   
  Zaleria will act in very much a hit and run style 
  and will engage with her spear and Unarmed Attacks 
  when she has to. She has also the skills of a High 
  Priest of Ehalazuhn such as Ehalazuhn’s Gift, 
  Conjure Servant or Desiccate at her disposal (see 
  Appendix A).  
  
   
   
       186 
  Zaleria wields a Spear+1, +2 vs. Creatures of Fire. 
  She also wears Bracers of Defence which give her a 
  +2 bonus to her AC and a Ring of Free Action.  She 
  has a Potion of Diminution and a Potion of Superior 
  Healing but no portable wealth apart from the golden 
  necklace from which the Jewel of Ehalazuhn hung 
  (750gp). 
   
  Once the party defeats the High Priest they can 
  investigate the chamber. In the centre of the base of 
  Ehalazuhn’s statue are carved three circles, in the 
  centre of which is a socket into which a Jewel of 
  Ehalazuhn will fit. It does not matter in which order 
  they are placed but when all are locked in, a coloured 
  beam will shoot from each gem (red, blue and green) 
  and converge at the base of the statue. A portal of 
  multicoloured light will then open up that will take 
  them to Ehalazuhn’s Throne Room. Once the portal 
  has opened the beams from the jewels will flicker out 
  and they can be retrieved. The jewels must be in the 
  party’s possession when they attempt to enter the 
  portal – if not the first to try will receive 1d6 lightning 
  damage and be pushed back 10’. Once this has been 
  worked out, the party can progress to the final 
  encounter. 
   
  ZALERIA’S CHAMBER 
   
  Zaleria’s quarters are comfortable but not plush; 
  there is a simple bed, a tiger skin rug on the floor and 
  a desk with maps of the Outer Reaches on it. There is 
  no treasure – Zaleria had no use of it. The only item of 
  any real interest is a journal which lies amongst the 
  maps. In this, Zaleria has documented the attempts 
  led by her to take over Sarvania. They include 
  references to Kagan Brax and his army, as well as to 
  the missions at Boulderspeak Mine and Crystal 
  Haven. It is really just an account of her plans in the 
  area. Of more interest is a quite recent comment: 
   
  ‘Ekasusuhr is dead and gone – or rather dead again. 
  Why he had a Jewel confuses me but the Master 
  knows all and all is part of his design. Now it is to 
  Zorander and me to end this threat to our plans. We 
  must not fail this task – our Lord at this time is not 
  as strong as he once was. He needs the sacrifices of 
  the unworthy to build his strength before entering 
  this world. It is my purpose to ensure this happens – 
  thousands will worship his greatness. Only then will 
  the world again quake before the name of 
  Ehalazuhn.’ 
  This refers to the fact that Ehalazuhn at this time is 
  actually quite weak and unable to break out from his 
  throne room in the Elemental Plane of Water. This 
  makes him a foe that can be defeated by the party. 
  Under the journal is a Scroll of Protection from 
  Aberrations.  Also upon the desk is the Royal Seal of 
  Havaeth Bronzejaw which should be returned to 
  Storgaen Thundermaul – it is worth 1000gp to a 
  collector of dwarven artefacts. 
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
  ZALERIA 
  Medium human, Lawful evil Way of the Shadow Monk 
   
  Armour Class 18 (unarmoured) 
  Hit Points 77 (11d8+22) 
  Speed 50ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
    15 (+2)   18 (+4)    14 (+2)    14 (+2)   15 (+2)   14 (+2) 
   
  Saving Throws Str +6, Dex +8 
  Senses passive Perception 14 
  Languages Common 
  Skills Acrobatics +8, Athletics +6, Stealth +8 
  Proficiency bonus +4 
  Challenge 6 (2300 XP) 
   
  Ki Points: 11 
  Ki Save: 14 
   
  Martial Arts: 1d8 
   
  She uses Dexterity instead of Strength for the attack and 
  damage rolls of her unarmed strikes and monk weapons. 
  She rolls a d8 in place of the normal damage of her unarmed 
  strike or monk weapon.  When she uses the Attack action with 
  an unarmed strike or a monk weapon on her turn, she can 
  make one unarmed strike as a bonus action assuming she 
  hasn’t already taken a bonus action this turn. 
   
  Flurry of Blows: Immediately after she takes the Attack action 
  on her turn, she can spend 1 ki point to make two unarmed 
  strikes as a bonus action. 
   
  Patient Defence: She can spend 1 ki point to take the Dodge 
  action as a bonus action on her turn. 
   
  Step of the Wind: She can spend 1 ki point to take the 
  Disengage or Dash action as a bonus action on her turn, and 
  her jump distance is doubled for the turn. 
   
  Unarmoured Movement: Her speed is increased by 20 feet 
  and she has the ability to move along vertical surfaces and 
  across liquids on her turn without falling 
   
  Deflect Missiles: She can use her reaction to deflect or catch 
  the missile when she is hit by a ranged weapon attack. When 
  she does so, the damage she takes from the attack is reduced 
  
   
   
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  by 1d10 +15. If she reduces the damage to 0, she can catch the 
  missile if she has at least one hand free. If she catches a 
  missile in this way, she can spend 1 ki point to make a ranged 
  attack with the weapon she just caught, as part of the same 
  reaction. She makes this attack with proficiency, regardless of 
  her weapon proficiencies, and the missile counts as a monk 
  weapon for the attack. 
   
  Slow Fall:  She can use her reaction when she falls to reduce 
  any falling damage she takes by 55 hit points. 
   
  Extra Attack: She can attack twice, instead of once, whenever 
  she takes the Attack action on her turn. 
   
  Stunning Strike:  She can interfere with the flow of ki in an 
  opponent’s body. When she hits another creature with a melee 
  weapon attack, she can spend 1 ki point to attempt a stunning 
  strike. The target must succeed on a Constitution saving throw 
  or be stunned until the end of your next turn. 
   
  Evasion: Her instinctive agility lets her dodge out of the way of 
  certain area effects, such as a fireball spell. When she is 
  subjected to an effect that allows her to make a Dexterity saving 
  throw to take only half damage, she instead takes no damage if 
  she succeeds on the saving throw, and only half damage if she 
  fails. 
   
  Stillness of Mind: She can use her action to end one effect on 
  herself that is causing her to be charmed or frightened. 
   
  Purity of Body: Her mastery of the ki flowing through her 
  makes her immune to disease and poison. 
   
  Shadow Arts: She can use her ki to duplicate the effects of 
  certain spells. As an action, she can spend 2 ki points to cast 
  darkness, darkvision, pass without trace, or silence, without 
  providing material components. Additionally, she has the minor 
  illusion cantrip  
   
  Shadow Step: She has the ability to step from one shadow into 
  another. When she is in dim light or darkness, as a bonus 
  action she can teleport up to 60 feet to an unoccupied space 
  she can see that is also in dim light or darkness. She then has 
  advantage on the first melee attack she makes before the end 
  of the turn. 
   
  Cloak of Shadows:  She has learned to become one with the 
  shadows. When she is in an area of dim light or darkness, she 
  can use her action to become invisible. She remains invisible 
  until she makes an attack, casts a spell, or is in an area of 
  bright light. 
   
  ACTIONS 
   
  Multiattack. The monk makes two melee attacks. 
   
  Spear: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 5) piercing damage. 
   
  ENCOUNTER 8: THE CHAMBER OF 
  EHALAZUHN 
   
  With the destruction of his temples and shrines on 
  his fall from power, Ehalazuhn is in no position to 
  make his re-entry to the Material Plane and is in fact a 
  shadow of his former self. The being that the players 
  will encounter is a manifestation of this lack of 
  strength at this time. He still has his powers but these 
  are much depleted. The party cannot kill Ehalazuhn 
  but can push him further back into the Elemental 
  Plane of Water which will further reduce his influence 
  upon the world. When the characters arrive in 
  Ehalazuhn’s domain they will materialise in any of 
  the five locations in the outside ring of the pentagon. 
  This effect is random and so several could arrive 
  together or the individuals could be separated. If 
  separated they must find a way to coordinate their 
  attacks. 
   
  You step through the portal and are transported away 
  from the Material Plane. Your body seems to divide into 
  particles and sweeps through the ether. You become 
  an awareness rather than a person. You leave the ether 
  and enter a world of water, but are not affected by it. 
  You are propelled through a watery abyss – images of 
  bizarre and alien marine creatures speed past at 
  lightning speed. Eventually you see a darker patch of 
  water, black and foreboding. Your presence does not 
  slow down as you enter this chilling atmosphere – but 
  suddenly you stop and in a flash are returned to your 
  corporeal body.  
  You find yourself in a large circular chamber standing 
  in two feet of water. The liquid is not pure – it has a 
  green tinge and an unpleasant stagnant reek fills your 
  nostrils. The walls and ceiling of this chamber – if that’s 
  what they are invisible – all you can see is the water 
  above and around you – and yet you are dry. It is as if 
  you are in a bubble. You look around for your party. 
  They are not all there. A low thunderous rushing noise 
  fills the air – a sound of water gushing, or stormy 
  waves.  
  Ahead of you is a watery corridor about 10’ wide and 
  at the end it seems to open up into a larger chamber. 
  However, you cannot see into it from where you are. 
  You hear a voice in your head saying, “Come thee to 
  worship thy Master, mortal? Step forward and join me.” 
   
   
  
   
   
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  Ehalazuhn abides in this complex. His presence 
  fills it all and is thus aware of the arrival of the party. 
  To destroy the party however, he must take a 
  corporeal form. As the party approach from the 
  various rooms they have teleported to, they will be 
  able to discern a whirlpool effect in the centre of the 
  large chamber. It fills the room but is quite shallow. 
  The current is strong but not enough to knock the 
  party off their feet at this time. This is Ehalazuhn. In 
  the whirlpool, the characters will be able to see the 
  tortured souls of those corrupted by the deity – 
  ghostly faces rotate with the current, mouths open as 
  if in a lament. Once the party congregate in the central 
  chamber he will take the form of a huge water 
  elemental and attack. 
   
   
   
  FIGHTING EHALAZUHN 
   
  Ehalazuhn has two main attacks and can only be 
  harmed by magical weapons. In one form, he is a 
  large 10’ water elemental with a face of an old man 
  formed in its centre. It can slam and engulf like any 
  other but for more damage.  
   
  In his second form he is a huge whirlpool which 
  fills the chamber. In melee he will spin in a fast and 
  powerful whirling torrent. This will sweep the feet 
  from any opponent and knock them prone unless 
  they make a Strength check (DC 12). If they fall into 
  the whirlpool they are stunned by the power and 
  buffeting effects of the water for one turn. After this 
  
   
   
       189 
  they can stand. Ehalazuhn will tend to alternate these 
  forms to disadvantage his enemies, reforming into 
  elemental form to attacks those stunned at advantage. 
  Whilst in whirlpool form, Ehalazuhn cannot be 
  harmed unless an effect would destroy or change the 
  form of water such as intense heat or cold. 
   
  Finally, Ehalazuhn controls the water in the whole 
  complex. Once per turn he summons a wave from 
  one of the five points of the pentagon. This gushes 
  forth and is absorbed by Ehalazuhn’s form 
  regenerating 10hp of damage. Which corridor it 
  comes from is random. It will harm any character in a 
  corridor for 2d6 bludgeoning damage. It will also 
  knock them prone and stun them in the same fashion 
  as the whirlpool effect unless the Strength check is 
  made. 
   
  NOTE: With the destruction of Ehalazuhn the threat 
  to Sarvania is at an end and Skard can be reclaimed. 
  Each member of the party will receive 700XP for 
  helping return peace to the world. 
   
   
   
   
   
   
  MONSTERS OR NPCS IN THIS SECTION: 
   
  EHALAZUHN, THE DESTROYER  
  Huge Elemental, chaotic evil 
   
  Armour Class 18 
  Hit Points 169 (13d12 +65) 
  Speed 30ft., swim 90 ft. 
   
      STR        DEX        CON        INT        WIS        CHA 
     21 (+5)  17 (+3)     21 (+5)   20 (+5)   20 (+5)    18 (+4) 
   
  Damage Immunities poison, acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60ft., passive Perception 18 
  Languages Common, Aquan 
  Challenge 7 (2900 XP) 
   
  Water Form. The elemental lord can enter a hostile creature's 
  space and stop there. He can move through a space as narrow 
  as 1 inch wide without squeezing. 
   
  Freeze. If the elemental lord takes cold damage, he partially 
  freezes; his speed is reduced by 20 feet until the end of his next 
  turn. 
   
  ACTIONS 
   
  Multiattack. The elemental lord makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 21 (4d8 + 5) bludgeoning damage. 
   
  Whelm (Recharge 4-6). Each creature in the elemental lord 's 
  space must make a DC 16 Strength saving throw. On a failure, 
  a target takes 21 (4d8 + 5) bludgeoning damage. It is also 
  grappled (escape DC 16). Until this grapple ends, the target is 
  restrained and unable to breathe unless it can breathe water. If 
  the saving throw is successful, the target is pushed out of the 
  elemental's space. 
   
  The elemental lord can grapple up to two creatures at one time. 
  At the start of each of Ehalazuhn’s turns, each target grappled 
  by him takes 21 (4d8 + 5) bludgeoning damage. A creature 
  within 5 feet of the elemental can pull a creature or object out of 
  it by taking an action to make a DC 16 Strength check and 
  succeeding. 
   
  THE END OF EHALAZUHN 
   
  Ehalazuhn will not die at the party’s hands. In fact, 
  he will remind them of this if he is defeated. He will 
  tell them that he will be watching them through his 
  agents in the world and that they will never be safe. 
  He will then rise up into a huge column of water and 
  splash down pushing the party to the walls of the 
  chamber, where they will receive 1d6 bludgeoning 
  damage unless they succeed at a Strength check (DC 
  
   
   
       190 
  14). The water in the complex will then drain away 
  and all will be silent.  
   
  As the party have defeated the deity, the powers of 
  the Jewels are fading too. The walls of the chamber 
  will begin to spring leaks and as they watch, the 
  magical brightness of the Jewels will slowly begin to 
  diminish until it will eventually wink out. The party 
  need to leave the chamber before this happens. There 
  are three sockets in the wall of the chamber similar to 
  those in the temple. These will accept the Jewels as a 
  way of returning home. The portal will be created and 
  the party will be transported back to the Material 
  Plane. As before, they must have the Jewels with them 
  to travel.  
   
  There is no treasure as such in Ehalazuhn’s 
  chamber, however, the three Jewels of Ehalazuhn 
  have now lost their powers and reverted to large 
  flawless examples of their kind. The emerald and 
  sapphire are worth 2,000gp each and the ruby 
  10,000gp.  As for other rewards for their endeavours, 
  the party will be met by Storgaen Thundermaul, who 
  can now reclaim Skard from the disorganised and 
  demoralised Khanoumids, and awarded a platinum 
  ring each (worth 500gp). This has the emblem of a 
  bronze axe embedded into it and will elicit a positive 
  response from any dwarf in Sarvania in terms of 
  business or favours. Dwarves have long memories. 
   
  In addition they will also be met by Florian 
  Moonfeather, or another of the Emperor’s couriers, 
  who has descended through the Aerie since the 
  Khanoumids left. She will fly to report the news to the 
  Emperor himself. She will be questioned by 
  Symounde Vuisgarde most intently as to who the 
  party are. In private, he will fly into a rage and then 
  begin to make preparations for revenge – this can 
  manifest itself in further quests. Moonfeather will 
  return with a charter from the Emperor inducting 
  them into the Sarvanian Patrician faction which 
  automatically allows them access to the Upper City of 
  Kingsvale, a rare privilege. He has also bequeathed 
  them a magical item of their choice. This can be taken 
  from a suitable magic item table.  
   
  The death or at least defeat of Ehalazuhn brings 
  this campaign to an end. The party’s renown will 
  spread from their endeavours throughout the Outer 
  Reaches and in the defeat of Ehalazuhn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       191 
  Appendix A: The Cult 
  of Ehalazuhn 
   
  Some Avatars want to come back. Some do not like 
  their exile, voluntary or otherwise, to the planes 
  surrounding the world on which man dwells. Some 
  desire to re-enter this world and take it as their own. 
  Some wish the stalk the land - for good or ill. 
  Ehalazuhn, Destroyer of Life, Elemental God of 
  Drowning and Corrupter of the Flesh and Avatar of 
  The Dark is one of these Avatars. Since the War of the 
  Created Ones and his path to the planes, Ehalazuhn, 
  Avatar twin of Namera, Bringer of Life, Elemental 
  Goddess of the Seas, Rivers and Rejuvenation and 
  Avatar of The Light, has desired to return to a world 
  weak and divided - a world ripe for the domination of 
  the masses. It is time, Ehalazuhn reckons, time for The 
  Dark to regain the majesty of lords of the world - time 
  for the rivers, springs and seas to flow with 
  putrefaction and decay – for the creatures of the sea to 
  worship him or asphyxiate in the murk of his 
  kingdom. The Avatars of The Light are weak – and 
  will do nothing. They lie, sated and complacent in 
  their towers of gold. They take the supplications of 
  the insignificant ones and dream. How will it be, 
  when The Dark controls the world and these 
  supplications end? The Light will disappear from 
  existence, as its support will, under the thrall of 
  Ehalazuhn. Supplications and prostrations to The 
  Dark, will be forced from the lips of inconsequential 
  beings. But it is such supplications which Ehalazuhn 
  needs to realise his material form. Such is the message 
  to those who worship, Ehalazuhn. The Destroyer of 
  Life is coming – all bow and it will come to pass.  
   
  The Cult of Ehalazuhn is only one of many which 
  support, as it would be seen in the world, an evil 
  deity. But its devotees have the good fortune, in their 
  eyes, to worship a God which listens. To an Initiate in 
  the Cult, their God is an active part of their lives. No 
  worshipping far off and disinterested Gods – no 
  praying hopelessly for a good harvest or a healthy 
  child – a prayer that shall not be answered. In 
  worshipping Ehalazuhn there are rewards and gifts. 
  Why do innocents follow Gods which have no interest 
  in them? Join Ehalazuhn, and prayers will be 
  answered. And how great those rewards and gifts will 
  be to those who showed loyalty before the return.  
   
  As with most evil cults, the supporters of 
  Ehalazuhn are often the violent, the disenchanted and 
  the greedy - but not always. There are always shades 
  of grey. Many a seafarer or desert tribesman will offer 
  at least a propitiatory gesture towards Ehalazuhn 
  whilst giving supplication to Namera.  Just in case. 
  For who is to know who is strongest? No action will 
  be taken to insult the God of Drowning, or his 
  followers. Just in case. It has been known that some 
  become Initiates in the Cult as a way of ensuring 
  loved ones’ safe return from the seas or to pray for a 
  lost one to be returned to them. It is a vain hope – 
  Ehalazuhn does not return his victims. Thus a 
  community, faithful to a Goddess of The Light, 
  innocently supports a God of the Dark – such is the 
  way of things.  
   
  The supporters of Ehalazuhn are drawn from a 
  wide and varied body. The greatest numbers of 
  worshippers however are from societies and 
  communities which require protection from the 
  ravages of the seas or to whom water is a staple of 
  existence. Therefore it can seem strange to an observer 
  that what is essentially a water god receives a great 
  deal of attention from those in waterless 
  surroundings. However, to turn their back on this 
  God could see the end of their society as the wells dry 
  up or become polluted. Therefore, it is not difficult to 
  see why the recent worship of this deity first began in 
  the waterless wastes beyond the Razor’s Edge. Sea 
  faring societies have also seen an increase in influence 
  of the Cult of Ehalazuhn and a proliferation in the 
  number of those devoted to its service. 
   
  THE PRIESTHOOD OF EHALAZUHN 
   
  It has been long established that any supporter of 
  Ehalazuhn can become an Initiate. This means that 
  they can be found in all walks of life – not purely in 
  the cleric class. There are five main stages in the 
  career of a worshipper of Ehalazuhn. These stages are 
  Initiate, Acolyte, Priest, High Priest and Great High 
  Priest. Promotion within the cult is dependant, but 
  not wholly so, on length of service to the god. The 
  route from Initiate to Acolyte takes three years of 
  
   
   
       192 
  unblemished service. In this time, the Initiates prove 
  their loyalty and dedication to the cause of bringing 
  Ehalazuhn back to the world. Doctrine and liturgy are 
  learned and re-learned, prayers are conducted and 
  converts sought. A novice in the ways of Ehalazuhn is 
  expected to spread the word and to convert the 
  unbelievers to the great cause. The burden of 
  responsibility increases over time until one is 
  considered for the priesthood. Not all are called – 
  some remain Acolytes for their entire lives due to 
  being found wanting in the dedication and 
  ruthlessness desired by the leadership of the cult.  
   
  To be considered for the priesthood it is necessary 
  to find and kill the local Priest through ritual 
  drowning. This can take the form of a duel at sea or 
  on a lake where the two combatants are taken out in a 
  small boat. A single combat is fought and only one 
  returns. Thus the support of Ehalazuhn will ensure 
  that only the most devout survive. Less scrupulous 
  Acolytes have been known to murder their senior 
  Priest and then go through the motions of ritually 
  drowning them – the body brought to the temple as 
  proof of their deed. The life of a Priest is one based on 
  strength but also the ability to recognise a potential 
  rival and having them done away with before they 
  become too powerful. A Priest will take over the 
  running, or establishment, of a temple. They will carry 
  out the rituals and procedures of true and devout 
  service to Ehalazuhn. This can last many years.  
   
  Only the greatest of the priesthood feel worthy to 
  claim a place as a High Priest – only five are reputed 
  to exist. No simple formalised duel takes place in this 
  instance. When a new challenger to the position of 
  High Priest emerges, the incumbent and the 
  newcomer are placed at the whim of Ehalazuhn 
  himself. Both are placed in a situation where they will 
  die if they are not favoured by their God. This usually 
  involves them being weighed down and cast out at 
  sea. Only the true believer of Ehalazuhn will find the 
  ability to breathe underwater bestowed upon him by 
  his god and the power to free himself of his shackles 
  and return to the shore – the other lies at the bottom 
  for eternity. It is therefore a serious decision to seek 
  the High Priesthood and the role of the incumbent is 
  to ensure that if such a challenge takes place that he is 
  in the good graces of his Lord.  
   
  There is only one Great High Priest – whose 
  whereabouts is unknown, as is his or her identity. The 
  Great High Priest is the closest link that the 
  supporters of Ehalazuhn have with the Divine. 
  Needless to say the Great High Priest will be at the 
  centre of all attempts to return Ehalazuhn to the 
  world. 
   
  GAINING THE FAVOUR OF EHALAZUHN 
   
  The Cult of Ehalazuhn like many religions has 
  both shrines and temples. The former are relatively 
  simple constructs of purely an altar and perhaps a 
  statue or two. This altar is usually of stone with a 
  bluish green cloth draped over it. These shrines are 
  not in the public view but neither are they hidden. 
  Usually a local community will have a good idea 
  about at least the general location of a shrine of 
  Ehalazuhn. Shrines can be found near any water 
  source – rivers, seas, marsh pools. The water source is 
  used for the dedication of gifts to the deity but also for 
  initiation rites and sacrifice. A temple is a much larger 
  complex. Depending on the local area and its belief in 
  the cult, this can either be hidden or in plain view. 
  Away from the cults centres of power, it is most 
  common that a shrine be hidden away from the 
  uninitiated – perhaps near a mountain stream which 
  can be polluted at it source or often within a 
  subterranean cavern, again near a water source. The 
  temples tend to be fairly large with several ritual 
  buildings and a great deal of iconography. There will 
  always be a water source running through the temple 
  and this is generally polluted through the will of 
  Ehalazuhn into a river of slime or sludge. This 
  recognises the Gods powers over corruption. Temple 
  iconography will show the various manifestations of 
  Ehalazuhn from a putrid wave, through a green/blue 
  crystalline bearded old man to a monstrous whirlpool 
  sucking the souls of the damned to a watery hell 
  below.  
   
  One way of gaining favour with Ehalazuhn is 
  through conversion. As a novice it is a duty and 
  responsibility to do this to advance in the faith. More 
  credit is given if the convert comes from a supporter 
  of a deity hated by Ehalazuhn – thus a deity of The 
  Light or for special consideration and favour, a 
  convert from Namera, Ehalazuhn’s despised twin. 
  
   
   
       193 
  Similarly a convert from a diametrically opposed 
  deity such as Ekmos, God of Flame and Fire, Avatar 
  of the Light will receive great celebration.   
   
  Ehalazuhn feeds on the death of innocents in 
  water, through accident or intent. The simultaneous 
  cry of despair from a shipwreck strengthens his soul. 
  There are stories of deliberate sabotage to sea going 
  vessels to ensure this comes to pass. Similarly, there 
  are well documented cases of wrecking – drawing 
  ships onto rocks – not for profit but to send their souls 
  to Ehalazuhn. However a more reliable way to 
  achieve favour is through sacrifice. The rites of 
  sacrifice are carried out by a Priest or above. At a 
  Shrine of Ehalazuhn the sacrificial victim is drowned 
  in the nearby water source, usually by weighting the 
  body down. Temple sacrifice however includes the 
  victim being dressed in robes of blue/green and 
  ritually drowned in the flowing sludge that oozes 
  through the complex. This can be done by either 
  holding the victim’s head under the surface or by 
  pouring the foul liquid continually into their mouth 
  and nose until they expire. Bodies are then allowed to 
  sink beneath the surface – their corruption feeding 
  their Master’s wrath. Similar to conversion, a 
  supplicant gains more credit if the sacrificial victim 
  comes from those hated by Ehalazuhn. Additionally, 
  the sacrifice will have more of an impact if it is carried 
  out at a temple rather than a shrine. It has been 
  known for ambitious Priests to transport their 
  sacrifice leagues to a temple of Ehalazuhn, rather than 
  utilise the services of a mere local site. 
   
  THE GIFTS OF EHALAZUHN 
   
  Ehalazuhn does not expect the support and 
  veneration of the masses to occur naturally. That is 
  the way of the Avatars of The Light. Ehalazuhn 
  rewards his supporters with tangible or spiritual gifts. 
  An Avatar of The Light may respond to a supplicant’s 
  plea by ensuring a peaceful voyage or profitable 
  business venture but this action is very hard to ascribe 
  to intervention by the God – thus their loyalty is 
  always fragile. To Ehalazuhn – real gifts ensure 
  service and loyalty – gifts which could only come 
  from him. Therefore many of the worshippers are 
  given potent spells which reflect their service to the 
  great Destroyer and become powerful adversaries in 
  their master’s element. 
   
  These Spells or Abilities are in addition to normal 
  cleric spells and include: 
   
  Initiate (Level 1-3): 
   
  Create or Destroy Water 
   
  Faster Swim Ability – caster can travel through 
  water at 2/3 normal speed. 
   
  Putrefy Water – caster can change 20 gallons of 
  pure water into a slime coated liquid sludge both 
  repellent and undrinkable. If cast on a running 
  source no bigger than a stream, the spell will make 
  the water flow putrid for 5 minutes – twice a day. 
   
  Acolyte (Level 4-6) 
   
  Ehalazuhn’s Gift – the ability to vomit putrid 
  water which can hit a single target within 5’ in 
  front of the Acolyte. If a hit is made the victim 
  must make a constitution saving throw at DC 12 
  or be poisoned by the foul water that has been 
  imbibed. This will cause 1d6 poison damage for 3 
  rounds before wearing off – twice a day. 
   
  Water Breathing 
   
  Water Walk 
   
  Priest (Level 7-8) 
   
  Conjure Servant – caster has the ability to 
  summon a single water weird once per day as long 
  as there is a water source within 40’. This 
  summoned creature can be given instruction and 
  remains under the Priest’s control for twelve hours 
  before returning to the Elemental Plane of Water. 
   
  Control Water 
   
  Aquatic Adaptation (gills/fins) – caster’s body 
  changes in form to become more suitable for water 
  travel in that their toes and fingers become webbed 
  and gills appear in their throat. This allows faster 
  movement (normal speed)and water breathing 
  ability until caster leaves the water when his 
  normal form will return – twice a day 
   
  High Priest (Level 9-10) 
   
  Desiccate – the ability to drain moisture from the 
  body of an enemy within 20’. The Priest can call 
  on Ehalazuhn to suck the life force from a mortal 
  being leaving them dehydrated and exhausted. For 
  each turn cast, the victim suffers one level of 
  
   
   
       194 
  exhaustion up to level 3. Concentration is required 
  by the caster and once broken the effects cease to 
  worsen. The target recovers all lost energy after a 
  long rest – once per day 
   
  Conjure Water Elemental 
   
  Aquatic Invisibility – caster has the ability to 
  become invisible when submerged in water. This 
  effect lasts 1 hour and requires concentration. The 
  spell ends when the caster makes an attack or casts 
  a spell – twice per day. 
   
  Great High Priest (11+) 
   
  Watery form – the caster has the ability to 
  change his physical form to transmute into fresh 
  running water. This water will drain as any 
  normal water such as downhill and cannot flow in 
  any manner impossible to normal un-magical 
  water. When in this form, the caster will become 
  invisible in normal water unless a wisdom: 
  perception check is made at DC 20 when a faint 
  shadow will be detectable. Whilst in this form, the 
  caster cannot attack or cast spells. The caster can 
  only be harmed by affects that would 
  evaporate/freeze normal water such as intense heat 
  or cold which will cause damage and return the 
  caster to his original state. Otherwise, the 
  enchantment lasts until dispelled or voluntarily 
  ended by the caster – once per day. 
   
  Elemental Merge – the caster has the power to 
  merge forms with any summoned Water 
  Elemental or Water Weird. This destroys the 
  elemental but bestows its remaining hitpoints on 
  the caster as temporary hitpoints. The caster also 
  gains some of the elemental’s abilities - Damage 
  Resistances and Immunities and its Condition 
  Immunities – twice a day. 
   
  The devoted willingly receive these gifts in 
  exchange for their souls and it is through these people 
  that Ehalazuhn will once again come to the world. 
   
   
   
   
  Appendix B: Fenk 
  Blitzspanner and his 
  Travelling Market 
   
  There are many items of treasure in this module 
  which are in forms other than coin. This reflects the 
  reality that cold, hard cash is not the only form of 
  wealth in the world. Some goods will be more 
  valuable if sold to particular vendors or interested 
  parties – Barazud artefacts are an example of this. As 
  GM, you may want the players to have the full value 
  of these items as soon as they receive them, without 
  the need to find a suitable market. This will make 
  their life easier - but is a little unrealistic. If not, the 
  need to find a market for valuable items will prove 
  difficult with the limited knowledge they have of 
  Sarvania and particularly Kingsvale at this time. They 
  also need the opportunity to upgrade their items, 
  armour etc as they proceed through the campaign, 
  and this too might prove inconvenient. Indeed, there 
  are no markets for these items in the Outer Reaches 
  until they reach Skard – which is quite a way off at 
  this time.  
   
  One solution at this time might be the services of 
  Fenk Blitzspanner and his Travelling Market. Fenk, 
  being a traveller and a well protected one at that, can 
  be dropped in at any time throughout a wilderness 
  campaign. This is due to his constant search for new 
  markets to open up and a desire for money making. 
  Thus adventurers, if laden down with booty can rid 
  themselves of this encumbrance at convenient points 
  in the narrative. It also means that they can enter cave 
  complexes and the like without the story busting dose 
  of reality that they are carrying with them all forms of 
  books, silverware, paintings and statues.  
   
  There are two backgrounds for a GM that will 
  justify the appearance of Fenk and his people. The 
  first is that he is just that – a travelling business man 
  who is on the lookout for new markets to exploit, and 
  this includes the relatively unknown area of the Outer 
  Reaches. This allows the party to cross the path of his 
  caravan at any point in the wilderness.  
   
  
   
   
       195 
  The alternative narrative is that Fenk Blitzspanner 
  does not actually exist – that he is in fact a magical 
  creation put in the adventurers path to help them on 
  their way. Thus the party, and its progress, has been 
  observed from afar by Namera, Bringer of Life, and 
  Elemental Goddess of the Seas, Rivers and 
  Rejuvenation. Namera, while not wishing to 
  intervene directly in the fortunes of the party, will 
  subtly do what she can to assist the group on their 
  path to thwart the evil designs of her water god twin, 
  Ehalazuhn. Her aim is to gently guide the party to 
  success without direct involvement, which might 
  cause a conflict with the other Avatars in the planes. 
  The party may not realise that they are being 
  observed and assisted but that is the way of such 
  things. There will be no references to Namera in the 
  caravan, but perhaps a gentle hint might not go amiss 
  – a subtle reference or such. It might also introduce 
  Namera to the story, which in turn might ease the 
  goddess’ passage into the narrative if the adventurers 
  get themselves into a situation where they are in dire 
  need of help. What should be avoided however is the 
  feeling that the group are somehow the chosen ones 
  and that they can rely on divine assistance whenever 
  thy mess up. The Avatars of The Light do not behave 
  in such a way. If Fenk is indeed a manifestation of 
  divine assistance, then technically he could appear at 
  any time, even in bizarre locations – barring occasions 
  when the party are in direct conflict with the 
  followers of Ehalazuhn.  
   
  How does Fenk work? Regardless of which origin 
  you choose for the trader he can certainly work in the 
  same way. Fenk is a master appraiser of art and 
  antiquities – and thus is a great conduit to the markets 
  and collectors who will really appreciate the booty 
  taken by the adventurers. He will take the items off 
  the hands of the adventurers, give them a realistic 
  appraisal of their value and move them on to his 
  contacts in Kingsvale or further afield. Naturally, he 
  will take a finder’s fee for his services, and this runs to 
  20% of the collector’s price. Thus the party gets a 
  good price and these goods find a loving home. He 
  will also take more mundane items off the party for 
  their normal market price as he can resell them easily 
  in the towns and cities he visits.  
   
  What about buying from him? Well, all goods are 
  available from his coffers, carts and chests. Any item 
  in the equipment list can be purchased from him. This 
  allows the adventurers to buy such items as upgraded 
  armour which would normally be available only at 
  specialist armour smiths and weapon smiths. As for 
  price, this depends on who he is. If he is indeed just a 
  well travelled merchant, then he will include a mark 
  up of 20% on his goods – one has to turn a profit. If he 
  is a manifestation of divine assistance, then perhaps 
  he would sell these goods at their normal price – or 
  possibly even cheaper – it is your choice. Will he have 
  magical items for sale – possibly – these are available 
  in the world after all. It is perfectly possible that 
  adventurers just like the party have offloaded items of 
  limited use to them for cash. No doubt these will fetch 
  a hefty price but then again, they are very rare and 
  might be restricted to common or uncommon items. 
  Naturally, these products will cost at least double the 
  typical selling price in the rules guide. Fenk will 
  certainly buy magical items off the players and their 
  normal magic item price with adjustments based of 
  the rolls of a percentage dice as in the rules.  
   
  However you play him, should you choose to do 
  so, it is possible that Fenk Blitzspanner and his 
  Travelling Market may become a feature in the lives 
  of the party as they play out their roles in the 
  campaign and beyond.  
   
   
   
  A long blast of a distant horn. What comes your 
  way? Scanning the horizon for its source, your 
  eyes alight upon a large body of mounted 
  figures and transports heading in your direction. 
  As they near you see a multi-coloured caravan 
  – possibly of thirty or so vehicles and multitudes 
  of animals. Four wheeled and two wheeled 
  vehicles approach, horses, mules and even 
  camels – all laden with baskets, boxes and 
  barrels. On each cart sits a dwarven driver 
  barking orders at his animals and shouting 
  insults to fellow drivers. As this odd convoy 
  approaches so does the noise and smell. Music 
  you have never heard, sounds and unfamiliar 
  languages shouted and spoken – colours bright 
  and gaudy. A pall of dust hovers above the long 
  parade, kicked up by a host of animals. Around 
  the outside of this caravan ride what appear to 
  be military men, caravan guards armed in chain 
  mail and bearing lances, each topped by a 
  bright blue banner. 
   
  
   
   
       196 
  At the head of this cavalcade, sitting astride a 
  brightly decorated mule is another dwarf. 
  Dressed in fine silks of many colours, 
  expensive looking rings on his hands and a 
  turban, crested by a great blue feather, he looks 
  as a prince might on his wedding day. With a 
  raise of his hand the caravan slowly comes to a 
  halt in front of you. Snorts, jostling and voices 
  are heard from behind this dwarven vision of 
  colours and what could be immense wealth. His 
  face is weather beaten and tanned, his beard 
  plaited with rich golden cord – his bright blue 
  eyes sparkle in a bewitching and entrancing 
  manner.  
   
  ‘Good day, fellow travellers of distant lands.’ he 
  says. ‘What a rare pleasure to meet such as 
  thee on our journey. Allow me the honour of 
  introducing myself – I am Fenk Blitzspanner, 
  and this is my travelling market, purveyors of 
  fine and the mundane, art appreciators and 
  buyers, traders and merchants – journeying the 
  wilds and wastes, always on the search for new 
  markets and business opportunities. Where we 
  are from, no-one knows. Where we go – no one 
  knows. But here we are and good fate has 
  brought me to your door. What you desire, I 
  have – what you do not what – I will buy. 
  Welcome to the bazaar of dreams travellers – 
  you are welcome to share our fires and our 
  goods.’  
   
  With that, he leaps down from his mule, signals 
  for the others to do the same and strides 
  towards you with a wide smile upon his face 
  and his hand outstretched towards you. 
   
   
   
   
   
   
   
   
   
   
  Appendix C: The 
  Open Gaming License 
   
  LEGAL 
  INFORMATION 
   
  Permission to copy, modify and distribute the files 
  collectively known as the System Reference 
  Document (“SRD”) is granted solely through the use 
  of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open 
  Gaming License Version 1.0a and you should read 
  and understand the terms of that license before using 
  this material.  
   
  The text of the Open Gaming License itself is not 
  Open Game Content. Instructions on using the 
  License are provided within the License itself.  
   
  The following items are designated Product Identity, as 
  defined in Section 1(e) of the Open Game License Version 
  1.0a, and are subject to the conditions set forth in Section 7 
  of the OGL, and are not Open Content: Dungeons & 
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  Monster Manual, d20 System, Wizards of the Coast, d20 
  (when used as a trademark), Forgotten Realms, Faerûn, 
  proper names (including those used in the names of spells 
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  Limbo, Windswept Depths of Pandemonium, Infinite 
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  Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of 
  Baator, Infernal Battlefield of Acheron, Clockwork Nirvana 
  of Mechanus, Peaceable Kingdoms of Arcadia, Seven 
  Mounting Heavens of Celestia, Twin Paradises of Bytopia, 
  Blessed Fields of Elysium, Wilderness of the Beastlands, 
  Olympian Glades of Arborea, Concordant Domain of the 
  Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, 
  Book of Vile Darkness, beholder, gauth, carrion crawler, 
  tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind 
  flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as 
  described in Section 1(d) of the License.  
   
  
   
   
       197 
  More information on the Open Game License can be 
  found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a 
  are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
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  translations (including into other computer languages), 
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  transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, 
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  (d)"Open Game Content" means the game mechanic 
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  routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and 
  means any work covered by this License, including 
  translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product 
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  Material of Open Game Content. (h) "You" or "Your" 
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  2. The License: This License applies to any Open 
  Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and 
  in terms of this License. You must affix such a notice 
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       198 
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John 
  D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson.  
   
  END OF LICENSE  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
       199 
   
   
   
   
   
   
   
   
  The Empire of Sarvania is spreading its 
  wings and opening up a new land for 
  exploration. A land about which little is 
  known. A past civilisation, long lost to the 
  mists of time holds the key to new 
  prosperity for the brave and adventurous. 
  But danger waits within this new domain.  
   
  Evil forces plague the countryside – a 
  harbinger of a rising menace. Weapons 
  are forged and forces are raised. An 
  ancient power, born in the age of myth 
  and legend stirs and calls on its 
  supporters to open the gateway to the 
  Material Plane – to reclaim a land once 
  subjugated and lost. 
   
  A band of brave heroes heads eastward 
  into this new territory – unaware of great 
  peril ahead and of the great role they are 
  to play in this unfolding story.  
   
  A Storm About to Break is an adventure 
  campaign designed to take characters 
  from 1st Level to 7th Level in the world’s 
  greatest RPG.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcadian Games - A Storm About to Break.pdf