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  CHAINS in the Dark
  Adventure Module 1
  A d20 dungeon adventure by Steve Dean
  for 4 to 8 characters of levels 5 to 8 Challenge Rating 5/6
  Written by Steve Dean, Illustrated by David Sharrock
  Maps and icons by Wyn F Dawkins
  Opus Cartography by David Sharrock
  Based on an original idea by Suzanna Hope
  This document is protected by UK and international copyright laws
  All rights reserved © Forever People Digital Press 2007
  PDF format Opus Operandi ~ Chains in the Dark, First Edition
  Distributable in pdf format only. No alterations, No redistribution.
  No unauthorised use of images and/or text. Copyright infringements may lead to prosecution.
  visit us on the web
  www.foreverpeoplerpg.com
  enquiry@foreverpeoplerpg.com
  
  Page 3
  
  Page 4
  Contents
  Introduction
  4
  Author's Foreword
  4
  Pantheon Series
  4
  Player Introduction
  5
  Adventure Overview
  6
  The Sect of Jetava
  6
  The Secret of the Mine
  7
  Jetavite Weapons
  7
  The Farmlands of Paravelly
  8
  Settlements
  8
  Map of Paravelly
  9
  Some Notable Farms
  9
  Rumours Abound
  11
  Using Rumours
  12
  Rumours in Brief
  12
  Player Printout
  13
  Map of North Opus
  14
  The North Opus Grasslands
  14
  Adventure in Greenrush
  15
  Map of Greenrush
  16
  Beyond the Secret Door
  16
  Traps
  17
  Random Traps Table
  18
  Trap Descriptions
  18
  Key Features & Map
  18
  The Abandoned Village
  18
  Key Features & Map
  19
  The Mines - Main Cavern
  20
  Key Features & Map
  21
  The Mines - Lower Cave
  23
  Key Features & Map
  23
  The Mines - Barracks/Workshop
  24
  Key Features & Map
  24
  The Mines - Priests' Quarters
  25
  Key Features & Map
  25
  NPC Details
  28
  Yanoona
  28
  Thadissmarl
  29
  Wollos
  30
  Cadael
  31
  Tay
  32
  Hilap
  33
  Soldiers
  34
  Miners
  35
  Edec
  36
  Tekresa
  37
  Bestiary
  38
  Continuing From Here
  43
  Printable Version
  44
  Map of Opus
  60
  Printable Map of Opus
  61
  The Realm of Opus
  62
  OGL License
  63
  Introduction
  Opus Operandi is a fantasy campaign setting for the
  d20™ system, built and explored entirely through 
  adventure modules. The setting has been designed in
  this piece-meal fashion in order to avoid the usual
  overload of information placed upon GMs and players
  when introducing a game group to a new fantasy
  world. An explanation of the world in brief is provided
  at the end of each adventure, for the GM to print and
  keep handy behind his/her GM screen. This single
  page reference sheet is all the GM needs in order to run
  an Opus Operandi game. Everything else the GM
  needs can be found in the d20™ system reference 
  document.
  There are no limits or set order in which to play the
  Opus Operandi adventure modules, however some
  adventures will be more suited to certain experience
  levels than others. Where applicable, challenge ratings
  are supplied.
  Author's Foreword
  Welcome to Chains in the Dark, to be used either as a
  standalone adventure or as part of the on-going Opus
  Operandi campaign setting. Everything needed to run
  this adventure is included within. Some of the details
  may conflict or not fit in with your own campaign if
  you are playing in an alternative setting. Named places
  and histories have been kept to a minimum and are
  easily changed.
  Steve Dean
  Pantheon Series
  Each Opus adventure highlights and introduces a
  different aspect of the Opus world. Chains in the Dark
  is
  the
  first
  adventure
  of
  the
  Pantheon
  series,
  introducing one of the Opus gods into your game, in
  this case Jetava, goddess of the air, the wind and the
  light.
  
  Page 5
  Player Introduction
  As the party travel along a narrow valley, they hear
  muffled screams and dull thuds in the near distance.
  They are able to get close enough to observe the scene
  being played out in the wide clearing. An older man
  and two young men, all farmers by the look of them,
  have been fastened to large archery butts by their wrists
  and ankles. The older man and one of the others
  already have several arrows and quarrels protruding
  from their arms, and the younger of the two men has a
  spear through his thigh.
  Two soldier priests (see NPC Descriptions), one male
  and one female, are standing about thirty yards from
  their victims, taking aim with large crossbows at the
  uninjured man. It is he who is screaming, a muffled cry
  for help through the dirty rag tied over his mouth.
  The priest and priestess are twenty yards from the
  party’s vantage point, behind the nearest priest’s left 
  shoulder. If the party are quiet they won’t be noticed. 
  At this point the priests shoot at the man, each hitting
  an arm. The victim cries out, his face a rictus of agony.
  The
  players
  may
  notice
  that
  the
  quarrels
  have
  penetrated up to the fletchings, pinning the man to the
  straw target.
  Casually, the robed priests prepare to shoot again,
  talking in low voices and gesturing at the selection of
  ranged weapons arrayed in front of them. Each of them
  leans down and selects a bolt, loads and takes aim.
  If the party do nothing the priests will continue to
  shoot at the farmers, occasionally inspecting the results.
  Their aim is to test the various types of missile on living
  flesh, so they are keeping the men alive for as long as
  possible. If allowed, the priests’ final act will be to
  throw spears through the victim’s hearts, retrieve the 
  weapons then head off home.
  If the party intercede, the priests will turn the weapons
  on them with the same studied patience they have
  previously shown. The players will soon realise the
  bolts are more accurate and more penetrative than
  ordinary ones, punching through all but the thickest
  armour. (see Special Weapons).
  If the PCs haven’t scouted they will come under 
  crossbow fire from the tree line opposite their position.
  Eight soldiers, (see NPC Descriptions) with normal
  weapons and quarrels, open fire immediately. They are
  lightly armoured but are treated as being Concealed.
  Each has a heavy crossbow and plenty of quarrels,
  several throwing daggers and a heavy wooden club.
  The priests are wearing layered green robes that equate
  to leather armour. Apart from the weapons on view,
  the priests have a pair of concealed throwing daggers
  with normal steel blades and iron banded clubs at their
  belts.
  Both priests and all eight guards will fight to the death
  without hesitation, and won’t attempt to escape, 
  surrender
  or
  parley.
  If
  knocked
  unconscious
  or
  captured, both the priests and the soldiers will attempt
  to kill themselves at the first available opportunity,
  either by drinking the poison from the vial hidden in
  their holy symbols, or attacking one of the fighters, or
  in the case of the priests, by an inflict moderate wounds
  spell cast on themselves.
  Once the fighting is over, the three farmers can be
  released and tended to. The old man is in a bad way
  and will die if not given immediate magical healing.
  The man with a spear in his leg has lost a lot of blood
  but is a lot stronger, only dying if the party take too
  long over the fight. The third man is in severe pain but
  in little danger.
  When the PCs are ready to take stock of what has
  happened, they may discover the following:
   The three men are farmers from the next valley, they were
  looking for missing sheep when they were ambushed by the
  priests and guards. They are father and son Tash and Geb
  Bantakol and Tash’s youngest brother Indal. 
   Each of the dead men is wearing a stylised holy symbol, (a
  flat disk with a smiling face and four slightly ‘S’ shaped 
  rays, two above two below, reminiscent of a sun) which
  hang around their necks on a finely wrought silver chain.
  A hollow in the back holds a vial of fast acting poison,
  killing anyone drinking it in seconds. The six guards are
  also carrying water skins and some dry rations.
   All of the quarrel, arrow and spear heads have penetrated
  far more than would normally be expected. When
  examined, they don’t look any different in design to 
  normal equivalents, but are made of a hard and shiny
  metal. The heads are slightly lighter than usual and the
  edges incredibly sharp.
   A large wagon and two oxen are tethered beyond the trees.
  The same holy symbol is burned into the wood on the side.
  The wagon is empty aside from a large open chest and
  some stalks of straw.
  Those weapons that have come into contact with blood
  have crumbled to sharp granules. The rest will do so
  over the next few days. Luckily for the farmers, all of
  the missiles that hit them went straight through and
  
  Page 6
  Adventure Overview
  The locals have been troubled by the priests
  of Jetava for some time. Livestock,
  foodstuffs and even people have disappeared
  completely.
  At the bottom of a one of the chasms where
  the priests have made their lair stands an
  abandoned village, strangely well
  maintained and guarded. It can be reached
  by a long, trap strewn tunnel, or by a well
  constructed lift.
  A thorough search of the village will
  uncover a secret door that leads to a large
  cavern containing an acid lake. Suspended
  from the ceiling of this cavern are a series of
  wooden platforms and walkways. In the
  cave roof many holes have been excavated
  and a new type of metal discovered. A priest
  of the cult of Jetava is using the skills of a
  couple of local blacksmiths to make arrow
  and bolt heads. His plan is to use these new
  arrows and quarrels to attack the residents of
  a nearby town to prove his faith to his
  goddess.
  Beside the priests and the dozens of men
  they control, the players will face the
  original inhabitants of the cave system; huge
  insects with poison bites, tiny but deadly
  moss spores, and the giant termites that rise
  from the lower cave.
  didn’t break up inside, except the spearhead, which is 
  causing Indal great pain. Any heal spells cast on him
  will close the wound over the shards, causing it to re-
  open after a few hours. Only after painstakingly
  removing the granules will the wound finally heal. Any
  PCs hit during the fight will suffer in a similar way.
  None of the dead are carrying any valuables or
  personal items. From this information the players may
  deduce that the attackers are not far from their home
  base, as they have little in the way of supplies and the
  metal heads are still intact. Although the oxen and cart
  are heavy they have left little in the way of tracks, as
  the
  priests
  were
  using
  spells
  to
  disguise
  their
  movements. Questioning the farmers about the local
  area will reveal that only a few miles away is a
  complex of caves big enough to hide an army. The
  farmers describe the caves as a series of massive holes
  in the ground about half a day’s walk east. They are 
  difficult to see until the observer is up close, unless
  viewed from above, but are almost too
  easy to find once you are in the right
  area.
  If the PCs are not interested in
  them, the farmers will take the
  oxen and wagon, and all the
  armour
  and
  normal
  weapons
  as
  compensation for their
  injuries. 
  They 
  don’t 
  want anything to do
  with
  the
  strange
  weapons
  or
  holy
  symbols.
  So with all their booty
  loaded on the wagon, and
  dead bodies if applicable,
  the farmers will head off
  homewards, wishing the
  party
  good
  luck
  and
  thanking
  them
  for
  their
  help.
  CAMPAIGN INFORMATION
  The Sect of Jetava
  Jetava, Goddess of the sky, is chaotic neutral. She is
  seen mainly as a weather goddess, controlling the wind
  and rain. Her symbol is a stylised sun with a face and
  two ‘s’ shaped rays emerging from the top and bottom 
  of the disk. She is widely worshipped by all kinds of
  people,
  particularly
  sailors,
  farmers,
  healers
  and
  alchemists. Most of her worshippers are either chaotic
  neutral or true neutral, but a few chaotic good
  
  Page 7
  Jetavite Weapons
  Due to the unique properties of Jetavite, any
  bolts, arrow and spear heads made with it
  have the following increased stats;
  To hit = +2
  Damage = + 3
  Critical = multiplier +1
  Range + 20% on all usual increments.
  Weight = -25%
  These increases are due to greater sharpness
  and lowered weight, no magic is involved. The
  metal will accept enchantment from spells
  such as Greater Magic Weapon, but the heads
  have a 25% chance of failing, in which case
  they will disintegrate.
  If a Jetavite weapon stays in the body, the
  metal will fragment causing an extra D3
  damage. A healer can take the time to remove
  all the metal shards, but this will take up to an
  hour per wound. If metal is left in the wound,
  a Heal spell or better will be required to
  properly close it. The victim will suffer one hit
  point of damage per hour until either of the
  above are carried out.
  characters number among her flock.
  She is associated with the domains of Air, Water,
  Light, and Chaos.
  Race wise, Humans, Half Elves and Halflings are all
  known to follow her.
  Worshippers of Jetava may use only blunt weapons
  except those which can be thrown, cast or projected,
  i.e. throwing knifes, spears, bows and crossbows,
  throwing axes, darts, war quoits, shuriken, blow pipes
  etc. Spells granted to her priests and priestesses are
  mostly wind and light based, although the usual heals
  etc are also allowed.
  A worshipper of Jetava is not allowed to eat flying
  creatures of any kind, must keep a light burning at all
  times, even during the day, and must never wear hats,
  or other head coverings, so that Jetava may look down
  upon them from above and judge their deeds.
  As an act of devotion, each day the worshipper must
  blow softly upon a candle or lantern flame causing the
  flame to dance but not extinguish. He or she must do
  this for ten full breaths. If the flame goes out they must
  immediately re-light it and start again.
  In return, a cleric of Jetava is granted the ability to
  speak with birds once per day, has perfect Knowledge -
  Weather Sense, and can choose either the Animal
  Affinity at +4 for flying creatures, or Deflect Arrows
  feat without the prerequisites. Her favoured weapon is
  the crossbow.
  The Secret of the Mine
  Yanoona and his flock have lived in the cavern for
  some time, surviving by raiding nearby villages and
  travellers. Almost by accident, one of Yanoona’s men 
  found the bubble cave in the rock, and the strange
  metallic fragments within. After experimentation he
  found the metal had certain properties - being very light
  but strong - and could take a sharp edge like no other
  metal he knew. While digging for more of the metal,
  his people came across the cavern with the acid lake.
  A short time later Yanoona was fortunate to attract to
  his cause two brothers who were skilled miners and
  engineers. They realised that a certain type of rock held
  the metal, and discovered the bubble caves in the
  cavern roof. The walkways were soon constructed and
  mining began in earnest. Many workers died in the
  cave, including the two brothers, but work continued.
  The techniques pioneered by the engineers were refined
  until an efficient method of operation was reached.
  But
  Yanoona
  soon
  discovered
  the
  material's
  limitations. He ‘recruited’ three blacksmiths from the 
  local area, and set them to work unlocking the metal’s 
  secrets. One of the blacksmiths refused to work in the
  poor conditions, and was thrown into the acid lake,
  where he slowly dissolved.
  Another fortuitous event led to the discovery of the
  secret to working the new metal, now called Jetavite. A
  bucket of Jetavite was being moved to the workshop
  when the carrier stumbled on a swinging walkway and
  dropped it into the acid lake. He was ordered to
  retrieve it, and was lowered down into the acid. When
  the badly burned man and the bucket were pulled from
  the acid, the smiths soon found that the Jetavite was
  much easier to work and remained stable longer if it
  was immersed in the orange liquid.
  Now, after much experimentation and a lot of burned
  skin, Yanoona finally has a metal that can be used in
  combat. It still has limitations; it cannot be made into
  anything much bigger than a spearhead, is useless as a
  material for making blades, and it re-crystalises if
  exposed to blood. Yanoona is particularly pleased by
  the third property, as this gives arrowheads and bolts
  an extra sting.
  
  Page 8
  CAMPAIGN INFORMATION
  The Farmlands
  of Paravelly
  The lush farmlands of Paravelly cover an area roughly
  twenty two miles across and about twenty six long. The
  gently rolling hills and valleys are home to many farms
  and a couple of villages. The river Choline wanders
  sedately from west to east. It is shallow and easily
  crossed in most places. The land makes good grazing
  pasture for sheep and cows, and produces a fine crop
  year after year from the dark soil, mainly of staple
  foods like carrots and potatoes.
  Settlements
  Idlingford
  Almost centrally within the area stands the village of
  Idlingford. It is small in comparison to many villages,
  but boasts the usual businesses; tavern, bakery, stables,
  etc, and a market place. There is a smithy, but both
  forge and blacksmith are absent. Being a market town,
  the locals are friendly for the most part, healthy and
  well educated. Although the sharp-eyed will notice
  almost everyone carries a weapon of some kind.
  The village stands wholly on the southern bank of the
  Choline, not yet having grown large enough to straddle
  it. There is a ford here of course, a place to gather
  water, and a small dock to which are tied two flat-
  bottomed punts.
  A wide and solid road follows the river east and west.
  A similar road comes up from the south, crosses the
  ford and then heads north. Neither the village nor the
  roads are particularly busy, except on market days and
  during the harvest.
  Nominally in charge of Idlingford is the headman
  Sabastin Evanworth. He is a tall man, of average
  height in his forties. He never married, has no offspring
  nor surviving family. He lives in the fortified house by
  the ford, originally built to defend the crossing a couple
  of centuries ago. His only regular companion is a small
  terrier called Jeph, a hairy grey mongrel of friendly
  disposition famed for his ratting ability. Sabastin served
  in the army for a few years but didn’t see any fighting. 
  He carries a quarterstaff, iron shod and tipped with a
  silver cap. He is skilful enough with it not to hurt
  himself, but he’s no expert. The silver cap is actually 
  magical, and will glow white when werebeasts are
  near. As the cap has never glowed, Sabastin does not
  know this.
  Another important resident is the tavern keeper and
  brewer,
  Ireeny
  Brass.
  She
  runs
  the
  tavern
  and
  associated lodging house and brewery with a rod of
  iron, a sharp tongue and a kindly welcome for
  travellers. The tavern business is the largest consumer
  in the area, and Ireeny is a wise woman in her sixties.
  This makes her very popular, and many of the other
  villages defer to her on local matters. Her husband,
  Neddis, is a retired thief who came to the village after
  being pardoned by the king. Certain favours were done
  to achieve this, although only Neddis and Ireeny are
  aware of this fact. Much of Neddis’ haul was used to 
  buy and convert the property, but sufficient remains,
  hidden under the cellar floor.
  Castleton
  Some seven miles west of Idlingford is the hamlet of
  Castleton. Many wonder how the hamlet came by this
  name, as it is far too small to be a town, and there
  never was a castle. Some say it was named after a
  famous resident, others that the nearby ruins were once
  a huge fortress that was destroyed in an ancient war.
  The hamlet exists at all for two reasons; firstly the
  crossroads that stands here, and secondly the cool
  water that springs up from the rocks to form a small
  rivulet. The spring was tamed by a stonemason many
  years ago, and now runs along a shallow trough of
  dark stone to gather in a circular pool ten feet across.
  Brass spigots are set into the sides of the trough to
  allow the water to be drawn off into buckets and the
  like. The pool is usually reserved for horses and dogs,
  and the odd small child. Many travellers throw coins
  into the water in the hope of getting the blessings of
  their deity. It is probably this that attracts the small
  children.
  There are only a dozen or so buildings here, a few in
  each arm of the cross. There is a tavern that doubles as
  store, meeting place, lodging house and stables. A tiny
  bakery, a tanner and carpenter, and a windmill are also
  in evidence. The smith’s shop is empty, smith and forge 
  disappeared
  one
  moonless
  night.
  The
  rest
  are
  farmhouses of various sizes.
  The
  only
  resident
  of
  note
  is
  a
  farmer,
  Joshya
  Pandletorn. He is the richest man in the Paravelly area,
  owning huge areas of farmland. He was born in the
  house he still resides in, to poor farm worker parents.
  His innate business and farming skills allowed him to
  raise himself up from his lowly birth, acquiring farm
  after farm until he owned almost an entire valley. He
  sees no need to move house, despite his eight children.
  
  Page 9
  His wife, although happy to be wealthy, constantly
  nags at him to move or at least expand their living
  space. So far he has resisted. He is well known in the
  area, most people will recognise his name when
  mentioned. He is generally friendly, but occasionally
  slides towards arrogance when dealing with those
  ‘lesser’ than him. 
  The Castleton ruins stand on a low hill just behind the
  town. A narrow trail leads through the long grass from
  beside the windmill to the edge of the hill. Locals and
  some of those who pass by often visit the ruins. They
  consist of seven standing stones, all now fallen to the
  ground. The stones all point north, except the central
  one, which has fallen in an easterly direction. The
  outer ring of stones are dark brown in colour, and
  tapering at what used to be the top. The monolith is a
  massive slab of grey rock thirty feet by fifteen and six
  feet thick, although only four feet of it are above the
  ground. Local legend says it once stood upright like the
  others, and that a strange design is carved on the
  underside.
  The stones are ancient and once formed a shrine to
  Corellon Larethian, the markings on the lower side of
  the stone are a prayer to the god for his aid written in
  an early and largely forgotten script. Many people say
  they get a sense of well-being when they sit quietly
  among the fallen stones, particularly around the huge
  central monolith. Any chaotic good character or any
  with elven blood in the party will feel this.
  Some Notable Farms
  Bantakol
  Bantakol Farm stands near the south eastern corner of
  Paravelly. It is run by Tash Bantakol, with help from
  his brother Indal. They raise sheep mainly, but also
  have a mixed garden to feed themselves and to sell in
  Idlingford. Indal has recently been experimenting with
  fruit trees, particularly cherries. These have been
  planted in a sheltered part of the farm, and Indal hopes
  to make some money selling the rare fruits. Tash is not
  convinced, but allows his youngest brother his dreams.
  
  Page 10
  Tash is thirty five years old, broad shouldered and
  brown skinned. He has black hair and a wide face. His
  brother is twenty five, and looks very similar to Tash.
  Neither were born here, but moved up from the south
  with their parents twenty years ago.
  Both of them are married to local women. Tash is
  married to Teena, a farmer’s daughter from the farm 
  next door. Indal has recently partnered with Rosilie,
  the miller’s daughter from Idlingford. 
  Tash and Teena have four children, Geb, Hadlen,
  Tasha and baby Mili.
  Indal and Rosilie have no offspring as yet. Rosilie’s 
  prize winning sheepdog Mag has just produced a litter
  of twelve and this is keeping them very busy.
  Ablint Brake's Farm
  Unlike the other farms in the area, Ablint Brakes is
  area of pollarded tress, grown and cut yearly for
  weaving, fence panels and arrow shafts. The farm can
  be found north east of Idlingford, at the junction of two
  shallow valleys. It is presently owned by an ex army
  sergeant, Karst Bloodstone, a dwarf archer of some
  renown. He won it in a dice game from the previous
  owner,
  another
  dwarf
  by
  the
  name
  of
  Slamma
  Darkanfjord. It is common knowledge that the players
  were very drunk when the dice game was played, and
  the two tribes of dwarfs have been feuding ever since.
  Adding to the mystique of the farm is the manner of
  the deaths of the previous two owners, a half-dwarf and
  halfling
  couple
  called
  Memistin
  and
  Jang
  Thunderbrook. They were found hand in hand on the
  roof of the house, fully dressed but barefooted, dead
  but totally unmarked. Several days earlier, the pair had
  been clearing out the roof space and found a shield
  shaped piece of metal, polished to a mirrored finish.
  Looking into it they saw a vision of their goddess
  Yondalla, who told them she was returning to the
  realms to choose champions, and that Memistin and
  Jang would be chosen if they proved themselves
  worthy. Yondalla told them to lie flat on their backs on
  the roof with no shoes or stockings on and clutching a
  root vegetable. If they were patient, the image said,
  Yondalla would come.
  It was particularly cold in Paravelly as the couple
  looked up at the stars with hope in their hearts, but the
  vision wasn’t their goddess, but Olidamarra. They died 
  of exposure, with small smiles on their faces. The
  shield is still where they left it.
  Going back further into the farm’s history, a local 
  legend tells of Ablint himself, another dwarf. It was
  said he was five and a half feet tall and almost as wide,
  with a thick beard of golden blonde. Many were the
  dwarf maidens who came to admire Ablint, and many
  who went away, to later produce baby dwarfs. But this
  caused resentment in the local population who often
  visited Ablint seeking restitution. A large mound still
  stands behind the house where it is said these fathers
  and brothers ended up after dying in battle against the
  mighty dwarf.
  Ablint was finally killed by two dwarf twins almost as
  large as he. It is said they had golden blonde beards.
  Ablint’s sword, a massive two handed blade called 
  Toobig, is mounted above the fireplace. Sometimes, the
  sword vibrates on its mountings. No one has been able
  to discover why, but the answer lies in the tragic
  outcome of Ablint’s final battle. Although Ablint was 
  slain, his two attackers also died because of the wounds
  they received. Thus a father killed two of his sons, who
  in turn killed their own father. The sword was blessed
  by a powerful cleric who was touched by this story.
  Now, the sword vibrates in warning if any of the Ablint
  clan are close by.
  The Kalamenty Stud
  North west east of Idlingford, on the very border of
  Paravelly, stands an immense area of flat grasslands.
  The area is ideal for the raising and training of horses,
  which is just what Ko Kalamenty and her two
  husbands do. She is a well-known figure all over the
  land, flamboyant, loud, and extremely competitive.
  She started out as a circus performer at an early age,
  after being sold to the circus by her poor parents. She
  showed an aptitude for horse skills early on, and
  quickly became a master at all things equine. She is
  arguably the finest horse rider and trainer the party will
  ever meet, and within a minute of meeting them the
  party’s horses will be under her command. 
  Ko has two husbands because one is not challenging
  enough. Not surprisingly, the two men are very
  different. Borress Portman is an ex pit fighter, a huge
  man, wide shouldered and muscular. He never lost any
  of his fights, retiring unbeaten on his earnings. He isn’t 
  the brightest of men, but has solid common sense.
  Staunch friend and lifelong partner to Borress is Flinsh
  Witterling, a tall but thin man who was rejected from
  priest school for questioning the elders too avidly. He is
  a gentle man with an endless curiosity. He is a genius,
  but has little common sense. The two compliment each
  other well, and it was Flinsh’s mathematical skills that 
  made the pair rich in the gambling houses.
  The pair met Ko while looking for a business to invest
  in. The two men fell in love with her on sight, and she
  with them. An arrangement was drawn up and now all
  three co-exist on the sprawling ranch.
  Beside the fastest race horses, the strongest plough
  horses and the stoutest ponies in the land, the trio also
  raise guard dogs. Sleek, dark coated hounds, wide at
  
  Page 11
  the chest and long in the leg. The animals are trained
  not to bark, instead they stalk intruders, attacking from
  cover and bringing the trespassers down bodily. This
  behaviour has got the three in trouble a few times, but
  the dogs have yet to kill any innocent visitors or
  travellers.
  On the roof of the ranch, drying in the sun, is a human
  arm brought in by the dogs a few weeks ago. It is clad
  in the remains of a priest’s robes, green in colour. No 
  one has yet come to claim it.
  Rumours Abound
  Paravelly, like any other place, has its fair share of
  rumours, some wild speculation, some spread through
  spite, many simply exaggerations of the truth. But at
  the root of them all, there may be a grain of truth.
  “…dancing they were, naked as the day they was 
  born, seven young women, all sky clad and
  chanting strange words as they dashed between the
  stones…”
  This one refers to a coven of witches dancing around
  the fallen stones of the Castleton ruins. It is a common
  event on or near the Spring and Autumn equinoxes,
  and mostly harmless.
  “…talks to it he does, all the time. My old mum 
  said she heard it talking back as well, and where
  did his wife disappear to ay?”
  Sabastin Evanworth is the topic of this rumour. Yes he
  talks to his dog, as do many people, but it never talks
  back! And he never married, so this one is just a 'red
  herring'.
  “Then there came a loud bang, like a clap of 
  thunder, but cut off sudden. Then he was gone,
  vanished and his forge with him. All that was left
  behind was a lot of smoke and a scorch mark, like a
  sun with four rays.”
  On the night Edec Smith was kidnapped, the soldiers
  carrying out the deed set fire to the shop to try and
  cover up the event. The clap of thunder was just that,
  and the following heavy rain did much to preserve the
  scene. The scorch mark was just the holy symbol of
  Jetava drawn upon the wall in charcoal by one of the
  kidnappers as part of the rites of the storm summoning
  magic.
  “Turned my back I did, heard a sound behind me 
  like a clicking noise, turned again and they was
  gone, five of my best sheep, vanished like someone
  put them in their pocket, but there was no one
  there. Then I heard a noise, like a sheep but
  underground! Well I thought I did!”
  The old farmer is mostly right, his sheep were taken by
  the giant termites. But this is old news, as the termites
  haven’t been able to leave the cave since the cult
  moved in.
  “We was over to the east, looking for missing cattle 
  when these things attacked us. I didn’t even know 
  them caves was there until I was right on the edge,
  nearly fell in I did. Little birds they was, flying
  straight at us and pecking us like they was
  possessed.” 
  Again mostly true, although the birds would only have
  startled the cattlemen, not actually attacked them.
  They were being used as spies and distractions when
  the cave entrance was first being mined, in order to
  keep its location secret.
  “…And then these figures are suddenly all around 
  us. They’d climbed from the pit with their sticky 
  hands and feet, creeping low like cats, then they
  struck!  Never saw my cousin again. I’ll not be 
  going back that way no more.”
  This farmer actually killed his cousin and buried him
  under an old apple tree. He was in debt to the cousin
  and had no money to pay it back, and was in danger of
  losing his land. He made it all up to explain the missing
  cousin.
  “He swore it he did, my old uncle, them sails 
  turning fast as you like and there’s not a breath of 
  wind. It’s magic, I tell you.”
  A woman in Castleton claiming the windmill was
  working on a still day. This was caused by weather
  based spells being cast by the priests of Jetava.
  “My aunty, both my husband’s aunties and his 
  sister and our two neighbours. All drank from that
  spring and all with child within a year.”
  
  Page 12
  All true, but of course they were all of child-bearing age
  so it isn’t really any surprise.
  “Who knows what they get up to out there alone. 
  Strange lights in the distance, loud noises and such
  to frighten the sheep. No matter what others say,
  that was no sunrise. It’s not right and someone 
  should do something.”
  The light was actually a grass fire on the Kalamenty
  Stud, started by the cultists to distract the locals from a
  raid of Kalamenty's horses. It was during this incident
  that the cultist lost his arm to the dogs. The rest of the
  body was carried away by the raiding party.
  “My prize bull wanders off and comes back with 
  that wound in his side, wouldn’t heal no matter 
  what. Some strange kind of beasts they got over the
  eastern side, to do that to a bull.”
  A careless farm hand left the gate unlatched one
  evening and the bull wandered off at dawn. He was on
  the edge of a field some distance from the Souswood
  Hills when he was spotted by another raiding party. It
  was a fair distance, but a couple of the soldiers shot the
  bull with the special bolts. Both struck the poor beast
  but didn’t kill him. In pain he returned to his familiar 
  field, where the heads dissolved leaving the seeping
  wounds.
  Using Rumours
  These rumours can be introduced in two ways. The
  first entails a lengthy exploration of the Paravelly
  region. Likely the player characters will encounter
  various talkative characters in farms and local taverns.
  The second way is to simply print the following page
  and hand this to players as a list of rumours they have
  picked up during their travels within the Paravelly
  region. If you like, the rumours can be circulated before
  the players encounter the priests of Jetava as described
  in the Player Introduction. They may then have a few
  clues as to the identity of the mysterious priests.
  This second option assumes a more open adventure
  and for this reason the player printout also contains a
  basic map for the players to use. We have omitted most
  of the detail found in the GM version above, with hints
  showing where farms are likely to be located. Where
  the players can have no idea what a road or trail leads
  to, we have illustrated this with a question mark.
  Rumours in Brief
  Seven Young women, dressed in blue, have been seen
  dancing around the fallen stone circle at Castleton...
  Sabastin Evanworth, a local character, is said to be able
  to talk to his dog...
  Local smith, Edec, is said to have vanished in a
  mysterious magical explosion at his forge. A strange
  symbol has been found at the site of the smith's
  disappearance. The symbol looks like a smiling sun...
  Farmers have reported their livestock vanishing in
  mysterious circumstances...
  Farmers have been attacked by a flock of aggressive
  birds near the chasms to the east of Paravelly...
  A local claims to have seen his cousin killed by
  monsters who clambered out of the chasms east of
  Paravelly...
  Some say the windmill sails at Castleton have been
  turning of their own accord when there is no wind in
  the air...
  The Castleton spring is said to have magical properties.
  Any woman who drinks from the spring is said to fall
  pregnant within the year...
  Strange lights have been seen on the Stot Grasslands.
  Some say it is magic, others that it is nothing more
  than a grass fire...
  
  Page 13
  Player Printout
  Rumours and map for the Paravelly Region
  Rumours
  Seven
  Young
  women,
  dressed
  in
  blue,
  have
  been
  seen
  dancing
  around
  the
  fallen
  stone
  circle
  at
  Castleton.
  Sabastin Evanworth, a local character, is said to be able to talk to his dog.
  Local smith, Edec, is said to have vanished in a mysterious magical explosion at his forge. A strange symbol has been found at
  the site of the smith's disappearance. The symbol looks like a smiling sun.
  Farmers have reported their livestock vanishing in mysterious circumstances.
  Farmers have been attacked by a flock of aggressive birds near the chasms to the east of Paravelly.
  A local claims to have seen his cousin killed by monsters who clambered out of the chasms east of Paravelly.
  Some say the windmill sails at Castleton have been turning of their own accord when there is no wind in the air.
  The Castleton spring is said to have magical properties. Any woman who drinks from the spring is said to fall pregnant within
  the year.
  Strange lights have been seen on the Stot Grasslands. Some say it is magic, others that it is nothing more than a grass fire.
  
  Page 14
  CAMPAIGN INFORMATION
  The North Opus
  Grasslands
  The lands surrounding the Paravelly Farmlands are
  largely wild, with small pockets of civilisation dotted
  here and there. The road from Idlingford travels north
  to the human city of Carthidge, sandwiched between
  the dense Greystarm Forest and the easternmost arm of
  the Majestic Mountains. Here also is the castle prison
  of Carthidge Fortress, once a bastion protecting the city
  from wandering rogues and monsters approaching
  from the north but now a jail housing debtors and
  criminals from all over Opus.
  Some twenty five miles south of Paravelly is the town
  of Bleaktonne, a collection of rough-hewn houses and
  buildings raised on stilts above the swampy waters of
  Marshdown. The people of Bleaktonne are a strange
  breed and largely keep themselves to themselves. They
  are hostile to outsiders, but used to seeing travellers on
  the Idlingford road.
  Graystarm
  Forest
  harbours
  many
  wild
  animals,
  monstrous creatures and perilous traps. There are no
  civilised settlements within
  the tree line, though the
  people of Carthidge have managed, through a long and
  arduous campaign of patrols and crusades, to tame the
  land around Lake Astwith in order to make use of its
  many resources.
  Similarly, the Orktusk hills are a wilderness where only
  the fearless, the brave or the foolhardy dare to tread.
  The hills are home to many dangerous creatures and
  several clans of feral centaur are known to live on the
  southern edge of the region.
  To the north stands the unbreachable spine of the
  Majestic Mountains, a ridge of snow-capped peaks
  
  Page 15
  arrayed across the horizon and visible from as far south
  as Orktusk. No civilisation exists within or beyond the
  mountains, though dwarf mines and the odd dwarf
  settlement can be found on the lower steeps and in the
  foothills.
  To the east of Paravelly the land flattens out into a
  wide plain as far as the eye can see. It is mostly grass
  covered, with frequent waist high copses of fleshy-
  leafed shrubs one or two hundred yards apart. Wild
  creatures abound, mostly small birds and rabbits, with
  the odd predator skulking nearby. Small ponds, little
  more than puddles, are dotted around everywhere,
  attracting the birds in wheeling flocks.
  While exploring this area, players may see a flock of
  tiny birds darting from copse to copse or flying over
  their heads. These are spies of the priest of Jetava, he
  basically sees and hears anything they do.
  The roughly circular shrub covered areas are about one
  hundred yards apart, about ten yards across and consist
  of thick but not impenetrable bushes.
  Adventure in Greenrush
  If the party explore this area they will be ambushed by
  the cultists hiding in a copse of trees and bushes. The
  attackers are completely hidden from view, so the
  players will find it almost impossible to hit anything in
  return.
  If the PCs decide to charge, the second part of the
  ambush will trigger. Behind the copse are another eight
  crossbow men, who will fan out either side and shoot
  at the charging players once in range. All of the soldiers
  are armed with the special bolt heads, which do more
  damage and penetrate deeper than normal bolts.
  Any area based spells work as normal provided they
  don’t need line of sight to the target. Fire based spells
  work as usual except those that create ‘normal’ i.e. 
  non-magical, fire. The bushes are lush and the ground
  damp, so there’s little to ignite.
  Once close enough to the copse, the party will then
  have to push through the foliage to find their enemies.
  The soldiers will drop their crossbows and draw clubs
  at this point, standing up and attacking the players
  through the waist high greenery. Both sides are
  hampered in their movements by this, but the PCs have
  less experience so have double the penalty.
  In the copse the PCs will find a deep fissure in the
  centre of the bushes. If the players decide to enter, any
  surviving
  soldiers
  will
  wait
  until
  the
  PCs
  have
  disappeared, then follow them. With the soldiers in
  pursuit, this chasm is a virtual death trap.
  The fissure beneath the copse is irregular, a natural,
  water created opening. It goes down about fifty yards
  in several stages, and can be scaled by experienced
  climbers, or by rope. At the bottom, a rough gravel
  floored passage leads east. It is only five feet high, so
  any character above this will have to stoop (see map
  over page).
  The passage goes slightly downhill for a few hundred
  yards, then opens up into a larger irregular cave. Two
  soldiers will be lying in wait here, covering the opening
  from a wide ledge about fifteen feet above. As soon as
  the soldiers feel threatened they will bolt through a
  secret door, locking it tight from the other side. Except
  for the way they came in, there is no other way out of
  the cavern.
  If the party have spells to get through the door, or they
  can overpower the two soldiers before they can close it
  go to Beyond the Secret Door.
  On the eastern side of the copse is a succession of two
  pits followed by a deep chasm. The pits form part of
  the 'Secret Tunnel' subterranean caves - see below. The
  chasm is circular, the lip level with the ground, and is
  about 300 yards across and 40 yards deep. There is a
  small village at the bottom, with houses, guard towers
  and a stockade at the southern end. The village is
  deserted apart from eight crossbow men watching the
  lift from a tall wooden tower. The PCs will need to pay
  close attention to spot them, and even more so to count
  them.
  At the eastern end there is a slight depression leading to
  an iron and timber structure. It is flat like a jetty, side
  on to the cliff face. This is a lift large enough for a
  wagon and oxen. It is operated from the floor of the
  chasm, and
  the lift is currently at the bottom. The PCs cannot
  operate it from the lip of the chasm.
  The lift itself is a solid structure, stout timbers fastened
  with iron by a master craftsperson. Four thick chains
  run over iron pulleys and down to a huge windlass
  fastened to the chasm floor. Two heavy counterweights
  hang just below the platform on which the players
  stand. The weights are iron bound rocks, the chains are
  
  Page 16
  secure and it all looks very strong.
  The chains are easy to climb for anyone with even
  rudimentary climbing skills, but almost any character
  could descend with the help of a safety rope. As the
  players reach the halfway point on their climb down,
  the crossbow men will start to shoot at them, again
  with the special bolts. If the players use an invisibility
  spell or similar, the guards have a fair chance of
  spotting the chains swinging and will shoot at that
  location.
  Almost any plan the players can come up with to
  attack
  the guard tower from above will have been thought of
  by the inhabitants below. For instance, the PCs will not
  find a single rock to throw down, the roof and legs of
  the wooden tower are clad in metal, and a special
  armoured hatch in the roof allows the defenders to
  shoot upwards. Also, the metal cladding is polished
  and anyone attempting to land on it has a 90% chance
  of slipping straight off.
  By whatever method, once the players have reached
  the chasm floor and neutralised the guards, go to The
  Abandoned Village.
  Beyond the
  Secret Door
  Another short passage leads away from the secret door,
  emerging into a wide and very long cavern. It has a flat
  boulder strewn floor providing at least a dozen ideal
  hiding places. If still alive, the two soldiers will snipe at
  the players, retreating to the next hiding place after a
  few shots. Several traps of different kinds are set
  randomly throughout the cave, from simple tripwires
  and snares to swinging rocks and spears. The GM
  should decide in advance the location and type of each
  trap. Either placing them to her own design or by
  consulting the table below.
  Traps
  Roll 5D4 to decide how many traps there are and 1D8
  to decide the type of trap. Note: all chance to spot
  percentiles are for characters without a find traps
  ability.
  Consult the traps table (over).
  
  Page 17
  *Any character falling will be exposed to attack and reveal
  their position.
  ** Will cause extra damage when removed.
  †The longer time indicates the gas or poison container was
  recovered.
  ††More damage will be incurred if the foot is removed in a 
  hurry.
  †††Only spells or spell like abilities will reveal this trap.
  Trap Descriptions
  Trip Wire
  A simple wire stretched across a path or open space at
  ankle level, or sometimes around the knee level.
  Snare
  A wire noose anchored at one end and disguised.
  Rock Fall
  Simply a pile of loose rocks held in place by wooden
  boards or stakes. Usually triggered by a trip wire.
  Spear Trap
  Usually a single spear but multiple spears can be used.
  Fitted in a spring loaded rack and triggered by a trip
  wire or similar. Can strike from any direction.
  Foot Trap
  Similar to a spike pit but much smaller. The foot is
  usually held by barbed hooks lining the inside wall of
  the pit and pointing downward making it difficult to
  remove the foot without incurring further damage.
  Razor Wire
  A trip wire in effect, but usually fastened at throat
  height, (on a human!)
  Gas Trap
  A glass or pottery vessel containing gas or air-contact
  poison. The bottle smashes when tripped, affecting all
  those in range. A larger bottle will increase the area of
  effect but will be harder to conceal.
  Magical
  There are many spells available. Can be any spell or
  effect, can only be found by magical means, and be
  tripped by virtually any method: proximity, time,
  weight, speed of movement, race etc.
  Ultimately, the GM should decide the density of the
  traps. The finding and removal of traps will slow down
  the game flow. The GM should judge whether this is
  appropriate to the game play. Slower often builds
  tension, but may be tedious to players not involved.
  Quicker means you get more done but at the expense of
  atmosphere.
  If the two soldiers survived they will continue to attack
  at every available opportunity, and will take advantage
  if any of the group become exposed or immobile.
  After about 500 yards the cave emerges into the side of
  a vertical chasm, 30 yards wide and flat at the bottom.
  Looking up the players will see the sky forty yards
  above, and looking down they will see the chasm floor
  ten yards below. An iron ring has been fastened into
  the edge of the rock face, designed to take a rope. If the
  PCs have enough rope it can be recovered once at the
  bottom by simply being pulled through the ring. The
  ring is not trapped. The soldiers have disappeared into
  a narrow tunnel entrance on the eastern side of the
  shaft. Ankle deep water moves sluggishly across the
  shaft and down the tunnel.
  The tunnel is high and wide enough for one normal
  sized human, is slightly curved and about a hundred
  yards long. After about fifty yards the tunnel is straight
  enough for the characters to see daylight ahead, unless
  it’s night. The water gradually deepens to about knee 
  high as the tunnel progresses. At the end the tunnel
  flares out to either side to form a ledge about fifteen
  feet wide. The ledge slopes upwards to form a pool, the
  overflow dripping over the edge into the chasm below.
  A roughly circular chasm about fifty feet across and
  open to the sky stands before the group. It drops down
  sheer another twenty feet or so from where they stand.
  Water stands two feet deep at the bottom. Across the
  space is another similar ledge, this one dry. The two
  soldiers will shoot the last of their quarrels from here
  and then withdraw.
  
  Page 18
  Once on the other side, the PCs will find a similar
  tunnel with a steeper slope, which can be traversed
  with care. At the bottom they see the cave walls
  widening greatly, forming a huge chasm. A quick scout
  will reveal a stockade standing between them and the
  main part of the chasm.
  Spiked wooden gates have been slammed and barred,
  and several figures move around beyond the gate and
  on the two guard towers that overlook the cave
  entrance.
  Four crossbow men stand watch in each tower, and the
  two soldiers will man the gates if they stayed alive that
  long. They will attack any of the party who approach
  or reveal themselves. The soldiers will not engage in
  conversation, nor honour a flag of truce. If and when
  the party break through the gates, they will find an
  abandoned village beyond.
  Beyond The Secret Door
  Key Features and Map
  1. Secret Door
  The door is made of stone two feet thick, and is
  unbreakable for the purposes of this adventure. It has
  an iron locking mechanism on the inside, turning a
  wheel pushes thick bolts into the sides and top and
  bottom of the tunnel.
  2. Ledge
  A ledge wide enough for two humans sits on the same
  level as the door. A crouching figure will be unseen by
  those entering the tunnel below.
  3. Traps Cave
  A series of prepared traps have been laid in this cave.
  See
  4. Iron ring
  A large iron ring has been fastened into the rock on the
  edge of the drop. It is solidly anchored and not trapped.
  It is strong enough to take the weight of the whole
  party if necessary.
  5. Slope down to abandoned village
  This ledge slopes away to emerge in the large chasm
  which houses the abandoned village.
  The Abandoned Village
  The village was not abandoned recently. Although the
  houses are well maintained, the well still functions and
  the defences solid, there has been no official occupation
  here for a couple of years.
  This being the case, the players may wonder why the
  village has so many defensive mechanisms, and indeed
  where the soldiers came from.
  After a decent search, the characters notice one area of
  the cliff face that is different to the rest. Looking
  closely, they see a patch of stone at the back of the
  chasm that has a different texture to the natural rock
  around it. Someone has broken or enlarged a hole in
  the cliff face, and resealed it with a mix made from the
  local stone. A careful search reveals recent activity
  around the strange area, and footprints going through
  the wall.
  A secret door stands within the patched up area, about
  eight feet high and three feet wide. It is locked and
  barred from within, and has no method of opening
  from this side.
  If the PCs lack the required spells, they can hide out in
  one of the huts, and eventually the door will burst open
  and two squads of soldiers will rush out, either
  attacking or methodically searching for the party if they
  are concealed. If the players manage to defeat this
  
  Page 19
  attack, they will find the door still open.
  If the players made it this far undetected, the soldiers
  will still emerge for the usual shift change, but won’t 
  start searching for the intruders until the bodies are
  found.
  The Abandoned Village
  Key Features and Map
  1. Stockade
  A simple but effective barrier of sharpened tree trunks.
  Each timber is nine inches in diameter, twelve feet
  from ground to tip, and anchored two feet into the
  rock. Sharp iron spikes are driven into the wood for
  further defence. The trunks are tightly packed but not
  totally light proof, some of the gaps would allow a
  sword blade to pass, but not an arrow or quarrel.
  2. Gate
  Similar in construction and size to the stockade, but
  with iron hinges that allow the gates to swing either
  way. They are held closed by a stout bar and a
  padlocked chain.
  3. Guard towers
  All three guard towers are of a similar construction,
  wooden timbers reinforced with iron. They have
  splayed legs fifteen feet apart, tapering to a platform
  eight feet above the ground. The rear and sides have a
  wooden wall around them four feet high, and the front
  is open to the stockade, allowing the occupants to
  shoot at any intruders. The roof and legs of the wooden
  tower are clad in metal, and a special armoured hatch
  in the roof allows the defenders to shoot upwards.
  Also, the metal cladding is polished and anyone
  attempting to land on the roof has a 90% chance of
  slipping straight off.
  The towers are accessed by
  wooden ladders, which can be pulled up during a siege.
  The lift guard tower has a five foot wall on the side
  facing the lift.
  4 & 5. Lift and Winch
  The lift is a solid structure, made from stout timbers
  fastened with iron by a master craftsperson. Four thick
  chains run up from a huge windlass fastened to the
  chasm floor, over iron pulley wheels then back down to
  the lift. Two heavy counterweights hang just below the
  access platform above. The weights are iron bound
  rocks, the chains are secure and it all looks very strong.
  The lift itself is a simple wood and iron construction,
  large enough to take an oxen and cart, with stout
  handrails and a gate at either end. It currently rests on
  a pile of sandbags that keep it level and provide access.
  
  Page 20
  The group will discover that the lift is finely balanced
  and easily operated, although somewhat noisy when
  moved.
  6. Long House
  The long house is identical to the smaller ones, but is
  twenty by eighty feet and has four fire pits and chimney
  vents equally spaced inside. It has two doors, one at
  each end, and a row of windows on the front.
  7. Houses
  These are simple dwellings with tiled roofs. They are
  twenty feet square, made from wicker, have a single
  door, a rear opening for a window and a fire pit
  centrally. A small opening in the thatched roof allows
  the passage of smoke.
  8. Well
  A low wall a couple of feet high surrounds a pond fed
  from below by a spring rising from a deep hole in the
  centre. The water is clear and pure, full of dissolved
  minerals and has a slight bluish tinge. There are
  overflow channels around the well, but the water level
  is several inches below the lip of the wall.
  9. Secret Door
  A large area of the rock face has been re-constructed
  with local stone to hide the secret door within it. The
  door is well made and difficult to see. The edges blur
  into
  the
  surroundings.
  It
  cannot
  be forced with
  crowbars and such, and is stout enough to resist the
  strongest character’s blows.
  The Mines
  (Main Cavern)
  The passage behind the secret door is obviously man
  made, even and regular with a flat paved floor. It is ten
  feet long, six wide and eight feet high. Beyond is a
  hemispherical
  cave
  that
  looks
  natural,
  with
  a
  cylindrical shaft three feet across in the centre of the
  floor. Looking down the characters see what looks like
  a wooden bridge twelve feet below. The floor of the
  cave is about four feet thick. A chain ladder has been
  fastened to the shaft side. The ladder is strong and
  easily scaled. An orange glow lights the bridge from
  underneath.
  When the players descend they find a stout wooden
  platform suspended by strong chains from the roof of a
  huge cave. The platform is eight feet square, has no
  sides or handrail, and will swing evenly from side to
  side. 30 feet below the platform the PCs can see a
  glowing lake of what looks like lava, but there is little
  heat. There are islands of semi-solid material in the
  lake. A wooden ramp four feet across leads up from the
  platform to follow the contours of the cave roof.
  Another square platform is attached at the top edge.
  The players are too low to see what is on the platform.
  All the Platforms and ramps are sturdily made from
  solid timbers and iron reinforcements. The top ends
  have been magically anchored into the ceiling. As all
  the platforms and ramps are eight feet from the
  irregular ceiling, their heights relative to each other
  vary by around plus or minus six feet. So for example,
  a player may go up to one platform, then up or down
  to the next.
  The structure will sway slightly when walked on, but
  won’t collapse, although the players may not believe 
  this! None of the wooden walkways have sides or rails,
  only the chains, which are four feet apart. Running or
  sudden movement will cause the structure to move
  more, and will alert anyone else on the structure nearby
  to the presence of others. Combat on the walkways will
  always be a risk for both sides, although the advantage
  is obviously going to be with the home team. Indeed,
  any character who stumbles for whatever reason is
  going to have a chance of falling over the edge!
  For purposes of movement and combat, the walkways
  should be considered Hampered terrain. Any character
  wishing to move faster may do so but must make a
  balance check at DC 10 for each round of movement.
  
  Page 21
  In combat, a player with a weapon like a mace or
  battle-axe that must be swung around must do the
  same at –2. Stabbing weapons and ranged weapons can
  be used normally provided the walkway or platform is
  still, i.e. there isn’t a mad dwarf swinging a huge battle-
  axe a few feet away. Remember, just because a person
  falls over, doesn’t mean they fall off! Roll 1D8 to 
  decide direction, modifying the result to retain a degree
  of reality. In addition, any weapons striking the chains
  may well cut through them, further de-stabilising them,
  and possibly tipping the walkway and dumping anyone
  on it into the lake below. This is only really likely with
  heavy, edged weapons like axes and great swords, but
  almost any weapon could damage the chains, and thus
  weaken them. These particular chains have a hardness
  of 10, 8 hit points and a break DC of 28.
  The liquid below is actually a mild acid, colonised by
  photo-luminescent
  bacteria.
  There
  are
  occasional
  islands in the acid, consisting of rock and other debris
  from above, the bodies of various dead cave dwellers,
  and billions of shells from the dead bacteria. The
  islands are transient, rising and falling in a random
  pattern. Anything that makes contact with the acid will
  begin to take damage immediately. Organic substances
  like flesh, leather, wool etc will take 20% damage per
  minute. Wood, pottery, thin metal etc will take 15%
  damage
  every
  minute,
  and
  thick
  metal,
  armour,
  weapons etc 10% every minute. Glass and stoneware is
  unaffected, but corks or wooden stoppers are not.
  The acid is clinging and the damaging effect will last
  another 4 minutes unless it is removed. Magical items
  must save or be similarly affected. Rubbing the acid off
  with a cloth will reduce this time in half, although the
  cloth will be ruined. Sufficient applications of water
  will stop it immediately, i.e.a couple of full water skins.
  Lesser amounts of water will save individual items.
  Note: the acid tends to pool in items such as scabbards,
  if the weapon is not removed and cleaned the acid will
  continue to work, slowly eating at the weapon until
  nothing is left but the handle!
  The islands are only mildly acidic, but will still damage
  items as above, taking the same damage every ten
  minutes. The proportion of islands to acid is ten to one.
  So anyone falling off the platforms has a one in ten
  chance of landing on an island.
  Approximately eight feet above many of the platforms
  is a shaft two feet across. These shafts are two feet high
  and lead into a hemispherical cave like the one at the
  entrance. Each is twenty feet across, the ceiling forming
  an almost perfect dome. They have obviously been
  excavated by metal tools. There are no clues as to what
  has been mined here. Once the mining has been
  completed, the miners have encouraged various cave
  dwellers to take up residence in the bubble caves. These
  act as extra guards for the mine, and food in times of
  siege. The creatures present are listed below. Either
  choose
  or
  roll
  1d8.
  See
  Bestiary
  for
  further
  information.
  1. Cave centipede
  2. Cave cricket
  3. Horseshoe bat
  4. Lasso spider
  5. Giant Silverfish
  6. Dripping slime
  7. Black moss
  8. Nothing
  The Mine - Main Cavern
  Key Features and Map
  1. Entrance Shaft
  This is where the PCs will enter the main cavern from a
  vertical shaft in the roof above.
  2. Stairs
  A well-constructed set of stairs one foot high and deep
  have been chiselled into the rock of the cave. The steps
  are three feet wide and the ceiling is six feet high. The
  ramp at the top does not touch the stairs, but hangs
  about eighteen inches from them. At the bottom, the
  stairs lead to a more natural looking ledge which
  curves around the cave wall, eventually disappearing
  into a dark cave, (See The Lower Cave.) The PCs will
  be able to see the winch (See below) from here, and its
  occupant, unless they’ve already dealt with him.
  There is a high chance of meeting cave lobsters
  whenever the players traverse this area. (See Bestiary).
  
  Page 22
  3. Winch
  Attached to the end of one of the platforms, this sturdy
  wood and iron winch is wound with two thin but
  strong chains. It is almost fully unwound and has a
  weight on the end, moving slowly with the sway of the
  structure. The windlass is held in place by an iron pin
  pushed through holes in the side. It will need two
  characters of average strength to operate in a controlled
  manner, and will descend to the end of the chains if the
  pin is removed, another four feet or so. Suspended
  from the end of the chain is a human figure, a male
  with the top inch or so of his head in the acid. If the
  
  Page 23
  players listen carefully they will hear him mumbling a
  prayer.
  If the man is winched up, he will shout for help as soon
  as he sees the group are not who he was expecting, i.e.
  another priest. (See The Neophyte).
  4. Cave (Leading to the Barracks)
  Here the platforms lead to an irregular opening in the
  cave wall, beyond which is a long tunnel. It has
  obviously been widened and smoothed to provide
  better access. There is a faint orange glow at the end of
  the tunnel, and the distant sound of hammering.
  Again, the platform leading to the cave does not touch
  the wall, ending about a foot away.
  5. Cave (Leading to the Priest's Quarters)
  An irregular opening, possibly caused by a rock fall,
  leads to a narrow, barely passable fissure. The platform
  continues into the fissure, but is only one plank wide. It
  is possible to step directly onto solid ground here, the
  wood being a foot above the rock.
  6. Acid Lake
  See the detailed description on page 21.
  7. Mining In Progress
  The party will hear the unmistakable sound of mining
  as they approach this area. Occasionally, cascades of
  spoil will drop from the shaft above onto the platform
  and the acid lake below. If the characters enter they
  will find four miners to their left, who will probably not
  see them for some time as they are very intent on their
  task. Watchful characters may notice the miners stop
  work every few minutes and put something metallic in
  a leather pouch at their waist.
  8. Holy Symbol
  The party will find a holy symbol suspended above
  several of the walkways on a fine silver chain. If
  touched, the symbols will chime softly, alerting the
  priests to the presence of outsiders. In addition, the
  touch will trigger a flash of bright light, covering a ten
  foot diameter sphere. Anyone looking in the direction
  of the symbol must make a save or be stunned and
  blinded for D6 rounds. Anyone within three feet will be
  rendered unconscious for D6 rounds, and, if failing the
  save, will be blinded for D4 days.
  Note: All the side and bubble caves are lit with various
  glass jars and bottles of acid taken from the lake.
  The Mines
  (Lower Cave)
  A nest of giant termites live here. They survive by
  foraging around the cave system, gathering anything
  remotely
  edible
  and
  returning
  it
  to
  the
  queen.
  Unfortunately, since the humans have arrived things
  have become difficult. The termites were attacking the
  workers and stealing the supplies, hence the barricade
  to contain them. No one has yet been brave enough to
  enter the tunnels beneath the cave and stop the termites
  completely by killing the queen.
  Yanoona may try to bribe or blackmail the group into
  doing just that.
  The Lower Cave
  Key Features and Map
  1. Chain Ladder
  A simple ladder made from iron chains, fastened top
  and bottom. Not as easy to climb as
  a normal ladder, but easier than a rope.
  2. Barricade
  Iron chains are stretched across the width of the cave
  supported by large iron brackets. The barricade leans
  over the edge of the rock, allowing the crossbow men
  to shoot the termites as they climb up the wall from
  below. The barricade also slows the termites down, but
  doesn’t stop them. 
  
  Page 24
  The Mines
  (Barracks & Workshop)
  3. Soldiers
  Two squads of soldiers are stationed here permanently.
  They are rotated out on the normal shift pattern. Most
  of them will be asleep, leaving only two or three on
  look out duty.
  4. Termite holes
  These are the holes from which the termites
  emerge to go foraging. The termites emerge
  at least once per day, but recent events have
  meant an increase in this frequency. The
  hole marked with a cross leads to the
  workers chamber. All other holes lead to
  individual nest caves.
  5. Workers’ Chamber
  This is where the workers
  and warriors gather prior
  to going foraging. All the
  tunnels from above lead
  here.
  6.
  Queen
  Termite's
  Chamber
  The
  mother
  termite
  herself,
  all
  her
  attendants
  and
  the
  hatchery are in this
  chamber.
  The
  warriors will guard
  it with their lives.
  This series of caves is accessible via location 4 in the
  Main Cavern.
  Barracks and Workshop
  Key Features and Map
  1. Main Barracks
  The main barracks area is twenty feet across at the
  widest point, and about forty feet long. The ceiling is
  irregular, and about ten to fifteen feet high. Tunnels
  four feet across and five feet high lead out to the main
  cavern and into the workshop. The floor has been
  smoothed, but the walls are natural.
  2. Bunk Beds
  There are three
  sets
  of
  triple
  bunk beds, two per
  side. They are made from
  solid wood, are eight feet high
  with each bed thirty inches apart. The ladder for the
  top bunk is built into the frame at the end. Each has a
  straw mattress and a thin blanket. As there aren’t 
  enough beds to go around, the soldiers either ‘hot bed’ 
  or sleep on the floor where they can. Of course the
  corporals always get the best beds.
  3. Weapons rack
  The off duty squads store their weapons here. Also,
  spare weapons of each kind and several dozen normal
  quarrels and a dozen spare throwing knifes can be
  found here.
  4. Stove
  The stove is an old iron monstrosity used for cooking,
  heating water and warming the cave. There is a large
  door on the front to load the wood, and a water boiler
  on the side. The top is a simple flat plate. A chimney
  takes the smoke up to a crack in the ceiling. No one
  knows, nor cares, where the smoke goes, just as long is
  it leaves the cave.
  5. Supplies
  A collection of crates, chests and sacks hold various
  food stuffs, mostly root vegetables, some preserved fruit
  
  Page 25
  and dried herbs. There is a small box of smoked fish,
  and what look like giant cricket legs. The food is poor,
  but edible. A couple of large barrels hold drinking
  water.
  6. Workshop Area
  Through the tunnel from the Barracks can be found a
  long, irregular cave fifty feet across from tunnel to end.
  It is thirty feet across at the widest point, the ceiling
  varying from ten to thirty feet. It is mostly natural with
  a worked floor and some parts of the wall. Iron pipes
  run along the central parts of the roof.
  7. Edec’s Forge
  Edec’s forge was pulled from his workshop and 
  transported here by ox cart. It is very old, having been
  in his family for several generations. It’s very worn 
  now, but Edec is very fond of it, often talking to it like
  he would a pet or small child. He has been attached to
  the forge by a ten foot length of chain running to a
  manacle around his left ankle.
  8. Tekresa’s Forge
  This is a more modern version of Edec’s forge, but 
  Tekresa views it as a simple tool, and has no emotional
  attachment to it. She is also fastened to the forge with a
  ten foot length of chain running to a manacle on her
  right ankle. The two smiths can pass objects between
  themselves, but only by stretching to the very limit of
  their tethers.
  9. Vent
  The two forge chimneys are joined in the centre of the
  cave, then run to a wide crack in the ceiling at the rear
  of the cave.
  10. Boxes of Metal Ore
  This is the raw material dug out of the bubble caves by
  the miners. It consists of small granules of metal no
  larger than a pea, mainly a bluish colour and very
  sharp to the touch.
  11. Logs For Forges
  A large and mixed pile of timber stacked against two
  respective walls. The forges use a lot of fuel, but there
  never seems to be a shortage. Both smiths have hidden
  small objects behind the wood. Tekresa has a small
  sack of dried food, a dagger and a small but deadly
  sling which can throw pieces of ore up to twenty five
  feet with great effect. Edec has an old chisel sharpened
  to a razor sharp edge, a glass vial of the orange acid
  and some dried meat wrapped in a piece of canvas.
  The Mines
  (Priests' Quarters)
  The Priests’ quarters are found in what is basically a 
  long tunnel. Near the entrance, the cave bulges out like
  a bubble, forming a useable space fifteen feet by
  twenty. Here, the lower ranking priests can be found.
  Further on the cave widens again to a similar size,
  wherein is found Thadissmarl’s lair. The tunnel 
  continues around a sharp bend, opening out to form a
  cave twelve feet by twenty five. This is where Yanoona
  is usually found. A niche in the rear wall finally leads
  to a small space in which the head priest keeps his
  prized possessions.
  Priests' Quarters
  Key Features and Map
  1 & 2. Bunk Beds
  Against the north wall can be found the bunk beds used
  but Wollos and Cadeal. They are simple wooden
  constructions with an integral ladder at one end. The
  mattresses are slightly better than the type given to the
  soldiers, being filled with feathers. The bottom bunk
  belongs to Cadeal, who keeps a small scourge whip
  under his pillow. The top bunk is used by Wollos. A
  magic token hangs at the head of the bed, which
  prevents the priest’s mind being controlled while he is 
  asleep.
  On the wall opposite are beds used by Tay and Hilap
  when in residence. They are almost identical to the
  other bunks, but both have a normal, and forbidden,
  dagger hidden in the mattress at the pillow end.
  3. Wollos’ Chest
  Wollos has few personal possessions, the chest is
  therefore never locked. Within are his old clothes,
  (poor tunic and trousers), a spare set of priestly ropes, a
  brass alms bowl, a few old letters from his parents and
  two pairs of stout boots, worn but serviceable. There is
  a false bottom in the chest, fairly easily discovered and
  opened, which contains a slim book entitled “The Art
  of Mace Fighting.”
  4. Cadeal’s Sack
  Cadeal is even poorer than Wollos. His sack contains a
  spare set of robes, a pair of old leather boots and an old
  smock top often worn by farmers. There is also a length
  of knotted rope four feet long, which could either be for
  self-flagellation or assassination.
  
  Page 26
  At the very bottom of the sack is an old scroll in a
  language the PCs won't know (Decipher Script DC 40).
  5. Tay’s Chest
  This is a medium sized, iron bound chest with a stout
  padlock. Inside are various sets of clothes; good robes,
  work clothes, winter wear and everyday clothes, with
  the boots to match. A small wooden box lies at the
  bottom, containing a couple of dozen gold and silver
  coins from all over the known lands, a folded I.O.U
  for one horse signed ‘Pyttyr’ and a half used potion in 
  a glass vial. Fastened to the inside of the lid is a leather
  scabbard holding several blades; A short sword, two
  matched daggers, a large hunting knife, two solid silver
  daggers, and a punch dagger. Behind this is a sack
  containing a map and a huge key. Tucked right into the
  toe of one of the boots is a small silk pouch containing
  ten small diamonds.
  6. Hilap’s Bags
  These finely tooled leather saddlebags are
  worth a fair amount on their own. Inside the
  left pouch are spare clothes, mostly plain
  everyday wear, stuffed in anyhow. At the
  bottom
  is
  a
  hinged
  solid
  silver
  frame
  containing the portraits of two young girls, one
  of which is Hilap. In the right hand bag there is
  a neatly written journal bound in leather, which
  recounts her many campaigns. It ends about
  three months previously. Also within are two
  steel scroll tubes, one containing gold coins, the
  other filled, strangely, with black sand.
  7. Stove
  The stove is an old iron range used for cooking, heating
  water and warming the cave. There is a door on the
  front to load the wood, and a water boiler on the side.
  The top is a simple flat plate. A thin chimney takes the
  smoke out through the tunnel into the main cave.
  There is a small fire burning inside, and a meat stew
  bubbling gently on the top.
  8. Supplies
  The basic supplies are very similar to what the soldiers
  have, but with more variety and better quality. In
  addition, there is a side of smoked bacon, a leg of beef
  and a small keg of beer.
  9. Thadissmarl’s Quarters
  An irregular area opens off the corridor here, merely a
  bulge in the tunnel like cave. Here can be found a small
  bed and a single wardrobe.
  10. Bed
  The bed is spartan even in comparison to Cadeal’s, 
  being merely a thin mattress and a threadbare blanket.
  On the floor under the bed is a loaded hand crossbow
  and a quarterstaff, both magical.
  11. Wardrobe
  In
  the
  wardrobe
  is
  a
  single
  spare
  robe
  and
  trousers, and an enormous
  two handed mace that even a
  strong
  character
  would
  have
  trouble
  with.
  Inside
  a
  secret
  compartment in the head are several
  gems, a gold pendant and a lock of hair tied with a
  faded blue ribbon. In the handle is a wand with one or
  two charges left on it.
  12. Yanoona’s Quarters
  There is a faint odour of flowers in this cave. Indeed it
  is obviously more opulent then anywhere else in the
  complex. There are several tapestries depicting birds in
  flight or landscapes on each wall, and a decorative
  brazier smoulders to the side of the desk. The cave
  looks and feels almost homely. The left hand side is
  obviously the home part of the cave, containing the bed
  and a large trunk. The right hand side is the work area,
  taken up by a map table and a desk. A long tapestry
  hides a thin crack in the wall that leads to a small
  niche.
  
  Page 27
  13. Desk
  This small writing desk is made from fine hardwood
  with carved legs. It has a leather panel inset into the
  top and two draws either side. All the draws are locked.
  On top of the desk are an ink pot and several quills, a
  half finished letter to a certain magistrate in a nearby
  town, a Jetava light, and a paperweight made from a
  human vertebrae. In the left hand top draw is a set of
  six darts, finely made and plated in gold, a diary
  written in code, spare paper and vellum, and a block of
  ink stone. In the lower draw are several drawings by
  different hands of war engines, crossbow designs,
  arrow and bolt head variations and inked illustrations
  of various guard and functionary uniforms.
  In the top right hand draw is a locked metal box almost
  as large as the draw. To remove it the draw has to be
  taken out, which triggers a poison gas bomb unless
  removed correctly. The gas expands to a five foot
  sphere
  within
  which
  any
  character
  must
  roll
  a
  Fortitude save or be incapacitated with dizziness and
  nausea for d6 rounds. The box is also trapped, a
  magical bolt of energy will cause damage equivalent to
  a long sword to anyone who fails to pick the lock
  correctly, and fuses the lock pick to the lock, rendering
  both useless and the lock permanently sealed. The box
  can still be broken open. Inside the box is a glass vial
  full of the orange acid, which if broken, say by
  someone breaking the box open, will dissolve the
  papers within one round. (The papers list the proposed
  targets, detailed plans, and names of Yanoona’s 
  contacts in the nearby town.)
  In the bottom right hand draw are a dozen clay balls
  sealed with wax and wrapped in straw. Each contains
  one pint of the milky secretion from the cave lobsters,
  which can neutralise ten times its volume of the acid in
  one round.
  14. Bed
  A luxurious bed compared with those of other caves,
  furnished with a thick blanket on a down-stuffed
  mattress. A decorative quilt lies on top of the blanket.
  15. Map Table
  Like the desk, this is a fine piece of furniture, made
  from hardwood and highly decorated. It is six feet long
  and four feet wide, and has an adjustable top that can
  lie flat or stand upright like an easel. Several maps of
  the surrounding area are rolled up and stored in the
  storage area below. (On the top, weighted down by
  spearheads of various designs, is a map of the town
  named in the plans. Several locations have been circled
  or indicated, with the same code as used in the diary to
  describe them.)
  The GM may hand out any of the printable maps of
  Opus found at the end of this file and supply them to
  the players at this point. If the PCs are not going to
  take the maps, the GM should retrieve the printouts
  after players have had a suitable period to study them
  and/or make sketches.
  16. Large Trunk
  Five feet long and three feet square, this is the largest
  trunk the PCs have ever seen. It could easily hold the
  body of a large person, but fortunately doesn’t. It is 
  made from thick hardwood re-enforced with black iron.
  The lock is magical, and will only open when touched
  by Yanoona, or at least his finger. Inside is a veritable
  museum
  collection
  of
  clothes;
  guard
  uniforms,
  magistrates’ finery, various priestly robes and some 
  expensive silk dresses. At the bottom are all the
  relevant shoes and boots, and all of it meticulously
  labelled. In a compartment in the lid are two dozen
  small purses, each containing five gold coins, ten silver
  coins and twenty copper, and a silver ring in the style
  of a birds wing.
  If Yanoona is alerted to the PCs' approach, by the
  sounds of fighting or by one of the holy symbol alarms
  being triggered in the main cave, he will throw all his
  maps and papers into this trunk and close it before the
  PCs arrive.
  17. Concealed Niche
  Behind a tapestry of the legendary Tower in the
  Clouds, is a thin gap, barely more than a crack, in the
  rock. Only normal sized or smaller characters are able
  to traverse the six foot long gap. Inside, the niche is an
  irregular shape, barely larger than a single wardrobe.
  Packed within are several glass jars filled with diluted
  orange acid, and within each jar are dozens of bolt,
  arrow, and spear heads.
  
  Page 28
  Yanoona is in his mid thirties, with straight dark
  hair and grey eyes. He is striking to look at, his
  face heavily tattooed, his features strong. He is
  relaxed and confident, even when threatened. He
  wears layered green priestly robes cut in a military
  style; a short tunic belted at the waist, trousers and
  black leather boots. An iron bound wooden club
  hangs
  from
  his
  belt,
  two
  diamond
  shaped
  throwing blades are concealed up each sleeve, and
  a throwing dagger nestles in each boot. He also
  possesses a double headed mace, five feet long
  with a slim metal head at either end. It can be
  wielded either like a quarterstaff or a traditional
  mace. One end of the mace is blue, the other
  white. On a successful hit the blue end does an
  additional 1d6 heat damage, and the white end
  1d6 cold damage.
  Yanoona is 95% likely to be within his quarters,
  plotting and scheming. Otherwise he will monitor
  the smiths or mines. He never visits the barricade.
  His behaviour will be friendly to begin with, his
  voice deep and calm. He will explain some of his
  plans and try to convert the PCs to his cause. If
  this fails he will quickly become angry and attack
  with every spell he can cast, including summoning
  an Air Elemental, before rushing in with his mace.
  If he senses defeat he will try to escape, shouting
  for help as he goes. If no help is forthcoming he
  will try for the lift and escape onto the surface.
  Yanoona has taken the idea of Jetava to the
  extreme. He has decided that because the goddess
  allows the use of arrows and bolts etc, she must
  therefore demand the use of these weapons. His
  plan is to recruit an army and equip them with the
  finest crossbows and quarrels he can find and use
  them to smite non-believers from a distance,
  bringing
  down
  the
  wrath
  of
  Jetava
  upon
  thousands of poor innocents and the powers of
  Jetava onto himself. He sees this as the ultimate
  worship of his goddess, death from afar. He will
  gladly tell the players this if they are under his
  control.
  Head Priest
  Yanoona The Pathmaker
  Human Male Cleric. 8th level. 5’ 7”, 150 lbs.
  Challenge Rating 7
  Attributes
  Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 10 (+0)
  Wis 17 (+3), Cha 12 (+1), HP 55, AC 15 (+1 Dex, +4 padded
  armour (+3 magic)
  Speed 30ft
  Initiative +1 (+1 Dex)
  Saves
  Fortitude +8, Reflex +1, Will +9
  Attacks
  +8/+3 melee, +5/+0 range
  Weapons
  +3 two handed mace, (summons Large Air Elemental on use
  of one charge, six charges left.) x2 throwing knives, x2
  diamond shuriken, wooden club.
  Skills
  Diplomacy +11 (+8 rank, +1 Cha, +2 Negotiator feat), Heal
  +11 (+8 rank, +3 Wis), Intimidate +4 (+3 rank, +1 Cha),
  Sense motive +8 (+3 rank, +3 Wis, +2 Negotiator feat).
  Feats
  Blind fight, Animal affinity, Negotiator.
  Spells:
  1st level
  Bane, Cause Fear, Doom, Inflict Light Wounds, Magic
  Weapon, Summon Monster.
  2nd level
  Bear Endurance, Darkness, Enthral, Silence, Sound Burst,
  Spiritual Weapon.
  3rd level
  Continual Flame, Daylight, Meld Into Stone, Searing Light,
  Windwall.
  4th level
  Air Walk, Control Water, Neutralise Poison, Repel Vermin,
  Sending.
  5th level
  Flame strike, Raise dead, Spell resistance.
  It is recommended that you print the following pages and keep them handy for
  reference purposes. These NPC details are not included in the printable file version.
  NPC Details
  
  Page 29
  Deputy Priest
  Thadissmarl the Hymnfount
  Human Male Cleric. 5th level
  6’ 1”, 140 lbs.
  Challenge Rating 4
  Attributes
  Str 13 (+1), Dex 8 (-1), Con 14 (+2), Int 10 (+0)
  Wis 16 (+3), Cha 12 (+1), HP 36, AC 13 (-1 Dex, +4
  padded armour (+3 magic)
  Speed 30ft
  Initiative -1 (-1 Dex)
  Saves
  Fortitude +6, Reflex +0, Will +7
  Attacks
  +5 melee, +2 range
  Weapons
  +2 hand crossbow with quiver of 30 bolts, x2 throwing
  knives, x2 diamond shuriken, wooden club.
  Skills
  Concentration +10 (+8 rank, +2 Wis)
  Spellcraft (+8 rank)
  Feats
  Rapid reload, Deflect arrows
  Spells
  1st level
  Bless, Command, Cure Light Wounds, Obscuring Mist,
  Summon Monster.
  2nd level
  Bull Strength, Death Knell, Hold Person, Shield Other,
  Spiritual Weapon.
  3rd level
  Continual Flame, Daylight, Searing Light, Windwalk.
  4th level
  Divine Power, Inflict Critical Wounds, Repel Vermin.
  Second in command, Thadissmarl is
  thirty years old, has brown hair and
  eyes, is tall and thin, with an intense
  stare. He worships Yanoona like an
  older brother, and would die readily for
  him or the cause. He dresses the same as
  Yanoona and carries the same weapons,
  apart from the mace. Instead he carries a
  hand crossbow loaded with the special
  bolts. In combat he is of fair ability, but
  prefers spells and distance to up close
  fighting. He also owns a quarterstaff but
  has no ability in its use.
  Thadissmarl divides his time equally
  between
  the
  barracks,
  teaching
  the
  younger
  priests,
  his
  quarters
  and
  attending on Yanoona.
  
  Page 30
  2nd Deputy Priest
  Wollos of the Alms Bowl
  Human Male Cleric. 3rd level.
  5’ 8”, 165 lbs.
  Challenge Rating 2
  Attributes
  Str 13 (+1), Dex 8 (-1), Con 14 (+2), Int 10 (+0), Wis 15
  (+2), Cha 12 (+1), HP 23
  AC 13 (-1 Dex, +4 padded armour (+3 magic))
  Speed 30ft
  Initiative -1 (-1 Dex)
  Saves
  Fortitude +5, Reflex +0, Will +5
  Attacks
  +6 melee, +1 range
  Weapons
  +1 heavy mace, x2 throwing knives, x2 diamond
  shuriken, wooden club.
  Skills
  Knowledge (history) +6
  Listen +7 (+3 rank, +2 Wis, +2 Feat)
  Heal +5 (+3 rank, +2 Wis)
  Profession +5 (+3 rank, +2 Wis)
  Feats
  Alertness, Deflect arrows
  Spells
  1st level
  Cure Light Wounds, Inflict Light Wounds, Obscuring
  Mist, Summon Monster.
  2nd level
  Bull Strength, Hold Person, Sound Burst, Spiritual
  Weapon.
  3rd level
  Blindness, Daylight, Stone Shape.
  Wollos is a mere nineteen years old,
  fresh faced and innocent looking, with
  blonde hair and blue eyes. He is of
  average height but broad shouldered
  and very strong. He too is a fanatic,
  prepared to die for the cause. His dress
  is the same as the others. He carries the
  throwing knifes, but prefers to visit
  justice
  and
  vengeance
  on
  none
  believers
  with
  a
  huge
  mace.
  He
  practices
  with
  the
  mace
  whenever
  possible, and has become an expert
  with it.
  Unless
  practising
  with
  his
  mace,
  praying or learning from Thadissmarl,
  Wollos can be found walking around
  the mine.
  
  Page 31
  The Neophyte
  Cadael of the Empty Room
  Human Male Cleric. 1st level.
  5’ 4”, 180 lbs.
  Challenge Rating 1/2
  Attributes
  Str 13 (+1)
  Dex 8 (-1)
  Con 10 (+0)
  Int 10 (+0)
  Wis 14 (+2)
  Cha 7 (-2)
  HP 8
  AC 9 (-1 Dex)
  Speed 20ft
  Initiative -1 (-1 Dex)
  Saves
  Fortitude +2, Reflex -1, Will +4
  Attacks
  +1 melee, -1 range
  Weapons
  x4 throwing knives, wooden club.
  Skills
  Craft +4
  Profession +6 (+4 rank, +2 Wis)
  Feats
  Animal affinity
  Cadeal
  has
  only
  recently
  been
  converted to the cause, and Yanoona
  has ordered him to show his dedication
  by hanging with the top of his head in
  the acid until his skull shines. As none
  of the other priests have gone through
  this process, it is an indication of the
  growing
  corruption
  of
  power
  in
  Yanoona’s mind. He is an earnest and 
  studious man forty five years old. He is
  intelligent but easily led. Previously,
  his hair was grey and thin, but is
  obviously now bald. His watery eyes
  are very short-sighted, and his hearing
  is fading. He wears a plain brown tunic
  and brown woollen trousers that have
  seen better days. He has not yet earned
  the green robes, but carries a club and
  four throwing knifes, although he is
  poor at best with either. He should be
  treated as a 1st level cleric, but has no
  spells.
  When not hanging by his ankles with
  his head in the acid, which is most of
  the time, Cadeal will be either asleep or
  in lessons with Thadissmarl.
  
  Page 32
  #
  Soldier Priest
  1
  Tay of the Growling Wrath
  Human Male Fighter/Cleric. 6th/1st level.
  5’ 10”, 170 lbs.
  Challenge Rating 6
  Attributes
  Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0)
  Wis 12 (+1), Cha 8 (-1), HP 52, AC 19 (+1 Dex, padded
  +4 (+3 magic,) brigandine armour +4)
  Speed 30ft
  Initiative +1 (+1 Dex)
  Saves
  Fortitude +7, Reflex +3, Will +3
  Attacks
  +10/+5 melee, +8/+3 range
  Weapons
  x10 throwing knives, wooden club, x2 shuriken, heavy
  crossbow and 30 bolts, spear.
  Skills
  Jump +9 (+6 rank, +3 Str), Ride +7 (+6 rank, +1 Dex),
  Swim +9 (+6 rank, +3 Str)
  Feats
  Animal affinity, Improved unarmed strike (Improved
  grapple, Deflect arrows, Snatch arrows, Stunning fist),
  Toughness
  Spells
  1st level
  Doom, Magic Weapon, Inflict Light Wounds.
  2nd level
  Bull Strength, Cure Moderate Wounds, Inflict
  Moderate Wounds.
  Tay is forty years old and been a
  soldier most of his adult life. He has
  long dark brown hair of which he is
  immensely proud, brown eyes, is of a
  medium build and steady disposition.
  He wears the green robes and carries
  the usual knifes and club, and also
  wears a bandanna of throwing knifes.
  Beneath his robes he wears brigantine
  armour,
  metal
  plates
  sewn
  into
  a
  canvas shirt. The holy symbol around
  his neck hides a vial of deadly poison,
  to be taken if captured. He isn’t 
  particularly fanatical, but only in it for
  the
  killing
  and
  the
  money,
  and
  therefore only has a ten percent chance
  of taking the poison.
  
  Page 33
  S
  #
  oldier Priest
  2
  Hilap the Death Eye
  Human Female Fighter/Cleric. 6th/2nd level.
  5’ 6”, 130 lbs.
  Challenge Rating 6
  Attributes
  Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0)
  Wis 12 (+1), Cha 14 (+2), HP 49, AC 19 (+1 Dex,
  padded +4 (+3 magic,) brigandine armour +4)
  Speed 30ft
  Initiative +1 (+1 Dex)
  Saves
  Fortitude +7, Reflex +3, Will +3
  Attacks
  +10/+5 melee, +8/+3 range
  Weapons
  x2 throwing knives, wooden club, x2 shuriken, short
  bow and 20 arrows, heavy crossbow and 30 bolts, spear.
  Skills
  Diplomacy +5 (+3 rank, +2 Cha), Knowledge (Nobility
  and Royalty) +3, Move silently +4 (+3 rank, +1 Dex),
  Ride +7 (+6 rank, +1 Dex), Speak language +3
  Feats
  Dodge, Mobility, Point blank shot (Far shot, Precise
  shot, Rapid shot, Shot on the run)
  Spells
  1st level
  Cause Fear, Command, Obscuring Mist, Shield of
  Faith.
  2nd level
  Bull Strength, Cure Moderate Wounds, Inflict
  Moderate Wounds, Silence.
  Hilap is the daughter of a wealthy
  merchant. She joined the cause to get
  away from a boring, stifling life of court
  parties and political back-stabbing. She
  is of average height for a woman, lean,
  and considered pretty with her red hair
  and green eyes. She is one of the best
  shots with bow or crossbow in the area,
  is cool under pressure and fights dirty.
  Under her robes she wears a similar
  brigantine shirt, but hers is lined with
  silver coins instead of plates and is
  worth a fair sum. She delights in the
  irony of this fact, although she has told
  no one of it. The holy symbol around
  her neck conceals a vial of deadly
  poison, she has a 30% chance of taking
  it if captured.
  
  Page 34
  Soldiers
  Human M/F Fighter. 1st level.
  5’ 8”, 150 lbs. 
  Challenge Rating 1 (2 for corporals)
  Attributes
  Str 15 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0)
  Wis 12 (+1), Cha 8 (-1), HP 15, AC 14 (+1 Dex, +3 studded
  leather), Speed 30ft, Initiative +1 (+1 Dex),
  Saves
  Fortitude +4, Reflex +1, Will +1
  Attacks
  +4 melee, +2 range
  Weapons
  Heavy crossbow and 30 bolts, x8 throwing knives, wooden
  club, small dagger.
  Skills
  Balance +3 (+2 rank, +1 Dex), Jump +7 (4 rank, +3 Str),
  Ride (+2 rank, +1 Dex)
  Feats
  Rapid reload, Toughness
  Variations for Corporals
  Human M/F Fighter.Cleric. 2nd/1st level.
  HP 19, AC 15 (+1 Dex, +4 steel breastplate over studded
  leather), CR 2
  Saves
  Fortitude +5
  Attacks
  +5 melee, +4 range
  Weapons
  Spear.
  Skills
  Balance +3.5 (+2.5 rank, +1 Dex), Jump +8 (+5 rank, +3
  Str), Ride +3.5 (+2.5 rank, +1 Dex)
  Feats
  Dodge
  Spells
  1st level
  Bless, Command, Remove Fear
  2nd level
  Bear's Endurance, Bull's Strength, Cure Moderate Wounds
  The soldiers operate in squads of eight,
  seven normal soldiers and a corporal.
  These men and women are mostly
  young and impressionable, and live
  almost as slaves. All eight of the soldiers
  have studded leather armour, carry a
  heavy crossbow with a quiver of thirty
  bolts, a baldric with eight throwing
  knifes, a wooden club and a dagger to
  kill themselves with if they fail or are
  captured.
  In addition to the above, the corporals
  wear a steel breastplate, and carry a
  throwing spear.
  There are eight squads to begin with,
  which rotate duties on a five day cycle.
  Two
  squads
  on
  the
  surface/in
  the
  village, two roaming in the mine, two in
  the barracks guarding the smiths or
  resting and two on the barricade in the
  lower cave. In times of trouble the
  squads will all pull back to the mine,
  and a squad will be pulled from the
  barracks first, then the barricade, in dire
  need.
  Those soldiers on the surface or at the
  barricade, or when out of sight of a
  priest, are 90% likely to be asleep,
  unless the alarm has been sounded.
  
  Page 35
  Miners
  Human M/F Fighter. 1st level.
  5’ 6”, 120 lbs. 
  Challenge Rating 1
  Attributes
  Str 15 (+2)
  Dex 10 (+0)
  Con 12 (+1)
  Int 10 (+0)
  Wis 10 (+0)
  Cha 8 (-1)
  HP 8
  AC 10
  Speed 30ft
  Initiative +0
  Saves
  Fortitude +2, Reflex +1, Will +0
  Attacks
  -2 melee, -4 range
  Weapons
  Mining tools equivalent to light pick.
  Skills
  Profession +2
  While not exactly slaves, the miners
  are worked hard by Yanoona, who
  gives them fiery sermons every day to
  inspire them to greater labour. There
  are
  thirty
  six,
  mainly
  older
  and
  younger men and women of the flock,
  poorly suited to any other labour.
  They
  will
  nevertheless
  attack
  any
  intruders with their picks and shovels,
  for which Yanoona has given them
  special dispensation to use as  ‘un-
  sanctified’ weapons. They will be 
  poorly disciplined, badly armed, have
  no armour and little martial skill.
  The miners live in whichever cave
  they last excavated, bedding down in
  poor
  blankets
  on
  the
  rock
  floor,
  cooking
  over
  a
  simple
  fire
  and
  generally having a miserable time.
  
  Page 36
  Edec Smith
  Human Male.
  6’ 0”, 190 lbs. 
  Challenge Rating 1/2
  Attributes
  Str 17 (+3)
  Dex 10 (+0)
  Con 14 (+2)
  Int 11 (+0)
  Wis 10 (+0)
  Cha 10 (+0)
  HP 8
  AC 10
  Speed 30ft
  Initiative +0
  Saves
  Fortitude +3
  Reflex +3
  Will +7
  Attacks
  +7/+2 melee
  +0 range
  Weapons
  Black smith’s hammer equivalent to light hammer,
  fists.
  Skills
  Profession +10 (smithing)
  Edec is one of the blacksmiths captured
  by Yanoona’s men on a raid a few 
  months ago. He is tall and broad
  shouldered, twenty five years old, with
  blue eyes and fair hair. He comes from
  a long line of blacksmiths and is very
  good at what he does. He has been
  chained to his forge for his entire time
  in the caves, and is desperate to get out.
  His outward appearance, beneath the
  ground-in dirt, is one of a broken man,
  but his strength of will remains. He is
  able to release himself from his chains
  in a few minutes, and will do so if he
  thinks help is at hand. He will use his
  hammers or anything to hand if able to
  fight.
  
  Page 37
  Tekresa Anorr
  Human Female.
  6’ 1”, 180 lbs.
  Challenge Rating 1/2
  Attributes
  Str 16 (+3)
  Dex 10 (+0)
  Con 15 (+2)
  Int 14 (+2)
  Wis 10 (+0)
  Cha 13 (+1)
  HP 8
  AC 10
  Speed 30ft
  Initiative +0
  Saves
  Fortitude +4
  Reflex +4
  Will +8
  Attacks
  +9/+4 melee
  +0 range
  Weapons
  Black smith’s hammer equivalent to light hammer, fists, 
  hot poker.
  Skills
  Profession +12 (smithing)
  One of the few women smiths in all of
  Opus,
  Tekresa
  is
  also
  a
  gifted
  blacksmith. Her area of expertise was
  in the field of horseshoes and related
  crafts, but she can turn her hand to
  working almost any metal. Tekresa is
  over six feet tall, buxom, with long
  black hair and brown eyes. She has
  faired better than Edec under the
  tough Jetava regime, despite being
  held captive for over a year. She too is
  fastened to her forge by a length of
  chain.
  Tekresa has already picked the lock of
  her manacles, and can step out of
  them at will. She is more patient, but
  will
  also
  take
  advantage
  of
  any
  diversion in order to escape. Her
  weapon of choice would be a red hot
  poker taken from the fire, or a heavy
  hammer.
  
  Page 38
  BESTIARY
  Cave Centipede (Large)
  Large Vermin
  Hit Dice: 3D8 (13 hp)
  Initiative: +2
  Speed: 40 ft (8 squares), climb 40 ft
  Armour Class: 14 (-1 size, +2 Dex, +3 natural), touch
  11, flat-footed 12
  Base Attack/Grapple: +2/+7
  Attack: Bite +3 melee (1d8+1 plus poison)
  Full Attack: Bite +3 melee (1d8+1 plus poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +3, Ref +3, Will +1
  Abilities: Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +18, Hide +6, Spot +4
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Solitary or colony (2-5)
  Challenge Rating: 1
  Advancement: 4-5 HD (Large)
  Level Adjustment: -
  Similar to a giant centipede, but with long feelers either
  end and hooked feet, which enable them to walk on
  almost any surface. They are about twelve feet long,
  and covered in a flexible chitinous armour. They have
  a strong bite and can inject poison each time. They feed
  on other cave dwellers, including the humans if they
  are hungry.
  The poison causes total paralysis in any victim failing a
  Fortitude test at DC 10.
  Cave Cricket (Medium)
  Medium Vermin
  Hit Dice: 1D8 (4 hp)
  Initiative: +2
  Speed: 40 ft (8 squares), climb 40 ft
  Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-
  footed 12
  Base Attack/Grapple: +0/-1
  Attack: Bite +2 melee (1d6-1)
  Full Attack: Bite +2 melee (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Stun
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +14, Hide +8, Spot +6
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Colony (7-12)
  Challenge Rating: 1/2
  Advancement: --
  Level Adjustment: --
  Identical to the well known insect, the cave cricket is
  four feet long with huge back legs and large eyes. They
  have a nasty bite but will use their sonic attack first.
  This shrill chirrup created by the back legs will stun
  anyone within ten feet who fails a Fortitude save at
  DC14. The victim will be stunned for D6 rounds and
  deaf for D20 rounds. They feed on any organic
  material including the fungi and moulds that grow on
  the walls. These crickets can be eaten in times of
  hardship. They are nutritious, but have a bland flavour
  and a gluey texture. D6 plus 6 crickets will inhabit each
  cave. Their sticky feet allow them to walk on any
  surface but not directly upside down.
  Horseshoe Bat
  Diminutive Animal
  Hit Dice: 1/4 d8 (1 hp)
  Initiative: +2
  Speed: 5 ft (1 square), fly 40 ft. (good)
  Armour Class: 16 (+4 size, +2 Dex), touch 16, flat-
  footed 14
  Base Attack/Grapple: +0/-17
  Attack: -
  Full Attack: -
  Space/Reach: 1 ft./0 ft.
  Special Attacks: -
  Special Qualities: Blindsense 20 ft., low-light vision
  Saves: Fort +2, Ref +4, Will +2
  Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
  Skills: Hide +14, Listen +8*, Move Silently +6, Spot
  +8*
  Feats: Alertness
  Environment: Temperate Caves
  Organisation: Colony (10-40) or crowd (10-50)
  Challenge Rating: 1/10
  Advancement: -
  Level Adjustment: -
  These are just the normal bats found in many caves.
  They are harmless but will scatter when disturbed,
  exiting the hole in a flurry of wings. The sound and
  movement will alert any patrolling soldiers, who may
  investigate. The bats leave the cave at dusk through a
  slim vent high up at the rear of the cave. The miners
  collect the bats’ guano once a month.
  
  Page 39
  Lasso Spider (Medium)
  Medium Vermin
  Hit Dice: 2D8+2 (11 hp)
  Initiative: +3
  Speed: 30 ft (6 squares), climb 30 ft
  Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-
  footed 11
  Base Attack/Grapple: +1/+1
  Attack: Bite +4 melee (1d6 plus poison)
  Full Attack: Bite +4 melee (1d6 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, web
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +4, Ref +3, Will +0
  Abilities: Str 18, Dex 18, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +16, Hide +10, Spot +4
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Solitary
  Challenge Rating: 2
  Advancement: --
  Level Adjustment: --
  The lasso spider is six feet long, with a slim body two
  feet across. It is a dark black in colour and difficult to
  see in low light. It doesn’t spin a web as such, but
  creates long strands of web with sticky, bulb-shaped
  pads at the ends. It will then hang these from the
  ceiling of its lair, then lie in wait for a victim. The
  spider also has a couple of these pads on its front legs,
  which it will throw if any of the hanging pads are
  disturbed or if it spots a victim with its twelve eyes. It
  will attack almost anything, and can go for two or three
  years between meals. Once the pads have stuck, it will
  pull the victim towards its mouth. It has a pair of
  hollow fangs that inject a strong venom that digests
  living tissue. The lasso spider has high strength and
  only strong characters will be able to hold their ground,
  unless they lose their footing. The web strands and glue
  have a similar strength, but with break down naturally
  in a couple of hours. If the character wins the strength
  contest, the odds are 50/50 as to whether the web
  snaps or the spider is pulled from its lair.
  Failing to save against the poison on a DC 10 Fortitude
  check will cause the victim to loose one point of
  Strength and one point of Constitution per round
  unless neutralised. If left untreated, the poison will
  liquefy the victim’s insides in 30 minutes.
  Giant Silverfish (Large)
  Large Vermin
  Hit Dice: 5D8+10 (32 hp)
  Initiative: +2
  Speed: 60 ft (12 squares), climb 60 ft
  Armour Class: 19 (-1 size, +3 Dex, +6 natural), touch
  12, flat-footed 15
  Base Attack/Grapple: +3/+12
  Attack: Head Butt +6 melee (1d6 +6)
  Full Attack: Head Butt +6 melee (1d6 +6)
  Space/Reach: 10ft./5 ft.
  Special Attacks: --
  Special Qualities: Blindsight 60 ft., vermin traits
  Saves: Fort +4, Ref +3, Will +1
  Abilities: Str 19, Dex 16, Con 14, Int -, Wis 10, Cha 2
  Skills: Climb +16, Hide +4, Spot +4
  Feats: Blindfight, Improved Bull rush
  Environment: Underground
  Organisation: Colony (D4+1 Adults, D6 young)
  Challenge Rating: 3
  Advancement: --
  Level Adjustment: --
  Not a fish at all of course, but a kind of crustacean. The
  tiny relative of this ancient creature is often found in
  flour mills and storage areas, and is considered
  harmless. The giant silverfish is equally as harmless,
  unless protecting their large eggs, or if you are merely
  in the way of where they want to be. They are eight to
  ten feet long, have blunt heads and a heavily armoured
  shell. Despite this they are fast and flexible, as fast as a
  horse and they can bend in half. They have no eyes or
  feelers, but explore their world seemingly by blundering
  around until they head butt something, or by detecting
  vibrations through their feet.
  If disturbed, the silverfish will try to flee if possible, or
  if defending a nest they will dash towards the interloper
  at full speed. They attack once and then scuttle
  backwards for another go. They too can travel on any
  surface with no penalty for moving straight up a wall or
  across the ceiling, forwards or backwards.
  Typically, D4 adults and D6 young will be found
  together. There is a 40% chance of a nest being present
  with a single large egg. The egg is edible, has a high
  water content, and may contain a large youngster.
  
  Page 40
  Dripping Slime (Large)
  Large Ooze
  Hit Dice: 4d10+32 (54 hp)
  Initiative: -5
  Speed: 5ft. (1 square)
  Armour Class: 3 (-2 size, -5 Dex), touch 3,
  flat-footed 3
  Base Attack/Grapple: +3/+11
  Attack: Slam +1 melee (1d6 plus 1d6 acid)
  Full Attack: Slam +1 melee (1d6 plus 1d6 acid)
  Space/Reach: 15 ft./10 ft. (or height of cavern)
  Special Attacks: Acid, engulf, paralysis
  Special Qualities: Blindsight 60 ft., immunity to
  electricity, ooze traits, transparent
  Saves: Fort +9, Ref -4, Will -4
  Abilities: Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
  Skills: -
  Feats: -
  Environment: Underground
  Organisation: Solitary
  Challenge Rating: 3
  Treasure: 1/5th coins, 2D4 gems
  Alignment: Always neutral
  Advancement: --
  Level Adjustment: --
  This bane of cave dwellers is similar to a gelatinous
  cube, but hangs from cave walls and ceilings ready to
  fall on its victims. It is colourless and almost totally
  invisible when still. Typically it will be 10 feet square
  and spread about six inches thick. Its attack method is
  to drop small drips of itself from the ceiling or wall. If
  these make contact with a suitable victim the rest of the
  slime will follow, engulfing its prey. The drips that miss
  will seek to return to the main body by ascending the
  walls, creeping slowly upwards until it can meld back
  together. If the drips get lost, they can survive alone, or
  with other drips, either from the original or another
  slime. No one knows how the slime drips communicate
  with the host mass, although some suspect it may be a
  chemical signal as they seem to get confused in
  passages with moving air.
  This particular slime can disgorge larger items from its
  body, and will contain nothing larger than a coin or
  gem.
  Black Moss (Fine)
  Fine Plant
  Hit Dice: 1D4 (4 hp per square foot)
  Initiative: N/A
  Speed: Nil
  Armour Class: 1, touch 1
  Base Attack/Grapple: N/A / N/A
  Attack: None
  Full Attack: None
  Space/Reach: Special/nil
  Special Attacks: Spores
  Special Qualities: None
  Saves: Fort +4, Ref +0, Will +0
  Abilities: Str 1, Dex 1, Con 30, Int -, Wis 1, Cha 1
  Skills: Nil
  Feats: Nil
  Environment: Underground
  Organisation: Colony (D10 square yards)
  Challenge Rating: 1
  Advancement: --
  Level Adjustment: --
  This tiny plant can live on any surface. It needs only a
  little moisture to survive. It gets its nourishment from
  the air and by dissolving the rock on which it anchors
  itself.
  It
  forms
  colonies
  of
  many
  thousands
  of
  individuals, each able to communicate in some way
  with its neighbour. Black moss is usually harmless,
  indeed many animals feed on it when there is little else
  to eat.
  But once every ten days the mosses release tiny spores
  in almost invisible clouds, which can drift around for
  days. The spores enter the nose or mouth of any
  creature breathing them in. From there they migrate
  into the gut and set up small clusters, growing quickly
  on the contents of the stomach. When the stomach is
  full, after about a week, the moss enters its second
  phase, pushing root like appendages out through the
  skin. The appendages then swell and burst, throwing
  clouds of tiny seeds into their surroundings. The moss
  in the stomach then dies back, but will flare up again
  every month or so. There is a 95% chance the host will
  survive this process, reduced by five percent for every
  further eruption.
  The first symptoms are lack of appetite and flatulence,
  often accompanied by vivid dreams and hallucinations.
  Only a Heal spell will remove it, or the repeated
  flushing of the system with holy water or other pure
  water sources.
  Cave Lobster or Lesser Chull
  (Large)
  Medium Aberration (Aquatic)
  Hit Dice: 7d8+34 (64 hp)
  Initiative +5
  Speed: 30 ft. (6 squares), swim 20 ft.
  Armour Class: 23 (+3 Dex, +10 natural), touch 13,
  flat-footed 20
  Base Attack/Grapple:+6/+10
  Attack: Claw +8 melee (2d6+3)
  Full Attack: 2 claws +8 melee (2d6+3)
  Space/Reach: 5 ft./5 ft.
  
  Page 41
  Special Attacks: Constrict 2d6+3, improved grab.
  Special Qualities: Amphibious, tremorsense 60 ft.,
  immunity to acid
  Saves: Fort +7, Ref +5, Will +5
  Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 10, Cha 3
  Skills: Hide +13, Listen +10, Spot +10, Swim +12
  Feats: Alertness, Blind-Fight, Combat Reflexes
  Environment: Underground lakes and streams.
  Organization: Solitary or pack (4-6)
  Challenge Rating: 5
  Treasure: Nil
  Alignment: Usually chaotic evil
  Advancement: --
  Level Adjustment: --
  These live in the acid lake, feeding on any organic
  matter they can pick up, including carrion. They are
  about five feet long with ten legs and two large claws.
  They have a thick knobbly carapace that covers almost
  their entire body. Special glands on the outer surface
  secrete a milky fluid to prevent the acid burning them.
  This can be harvested from the lobsters to neutralise the
  acid, each yielding about two pints. They have poor
  eye sight but good vibration sense, which also works
  through the acid. Normally, they won’t attack, but if
  they are hungry or disturbed they will head for the
  nearest target.
  Giant Termites
  Queen Termite
  Gargantuan Vermin
  Hit Dice: 10D10+20 (75 hp)
  Initiative: -6
  Speed: Nil (Can be carried by 10 or more workers/
  Warriors 5 squares)
  Armour Class: 16 (- 4 size, +10 natural) touch 6, flat
  footed 16
  Base Attack/Grapple: +0/+0
  Attack: Bite melee (4D6+4)
  Full Attack: Bite melee (4D6+4)
  Space/Reach: 40ft./5ft.
  Special Attacks: Improved grab, Constrict
  Special Qualities: Vermin traits
  Saves: Fort +10, Ref+0, Will +4
  Abilities: Str 18, Dex 1, Con, 15, Int -, Wis 15, Cha 13
  Skills: --
  Feats: Diehard
  Environment: Any temperate
  Organisation: Solitary (4-8 Warrior guards plus 6-10
  Workers)
  Challenge Rating: 2
  Treasure: 1/10 coins, standard items, mainly silks and
  soft goods.
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The queen termite is a huge, bloated
  creature almost forty feet long. Her head is a
  normal,
  if
  somewhat
  large,
  termite,
  complete with jaws and compound eyes.
  Her abdomen is a swollen egg sac,
  producing a dozen eggs every day.
  These are removed by her guards and
  left to hatch. The eggs hatch in 3 to 5
  days. There is a 75% chance of each egg
  producing a worker. 25% of the eggs will
  hatch out as warriors, twice the size as the
  workers, with powerful jaws and long legs.
  She is totally immobile, but will bite if
  anything uninvited comes into range.
  She has strong jaws, which can lock for
  automatic damage. These will stay
  locked if she is killed or rendered
  unconscious. Her hide is leathery at
  the front, but warty and slick on her
  abdomen.
  Otherwise
  she
  is
  pretty
  helpless,
  her
  abdomen
  being
  particularly vulnerable. If reduced to
  zero hit points or less she will feign
  death.
  The King termite lives as a parasite on
  
  Page 42
  the female’s underside. He is small and inoffensive, the
  players may not even notice him. He can survive for a
  while without the female, especially if another host can
  be found.
  Workers
  Medium Vermin
  Hit Dice: 2D8 (9 hp)
  Initiative: +0
  Speed: 40ft (8 square) climb 30 ft
  Armour Class: 15 (+5 natural) touch 10, flat footed 15
  Base Attack/Grapple: +1/+1
  Attack: Bite +1 melee (1D6)
  Full Attack: Bite +1 melee (1D6)
  Space/Reach: 5ft./5ft.
  Special Attacks: Poison spray
  Special Qualities: Vermin traits
  Saves: Fort +3, Ref+0, Will +0
  Abilities: Str 10, Dex 10, Con, 10, Int -, Wis 11, Cha 9
  Skills: Climb +10
  Feats: Track
  Environment: Any temperate
  Organisation: Crew (6-11 Plus 2-4 Warriors)
  Challenge Rating: 1
  Treasure: None
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The workers are about four feet long, with six short legs
  and small jaws. Each has a gland on the top of the
  head that can shoot a mild poison once per day. The
  poison has a foul smell and disorientates the victim for
  6 to 8 rounds unless a Fortitude save is made at DC 10.
  The jaws are weak, so the creatures are unable to hold
  a bite for automatic damage. Their shells are leathery
  but completely colourless.
  Warriors
  Medium Vermin
  Hit Dice: 4D8+2 (20 hp)
  Initiative: +1
  Speed: 50ft (10 squares) climb 40 ft
  Armour Class: 17 (+7 natural) touch 10, flat footed 17
  Base Attack/Grapple: +2/+3
  Attack: Bite +3 melee (2D4+3)
  Full Attack: Bite +3 melee (2D4+3)
  Space/Reach: 5ft./5ft.
  Special Attacks: Improved grab, Constrict
  Special Qualities: Vermin traits
  Saves: Fort +4, Ref+0, Will +1
  Abilities: Str 14, Dex 10, Con, 13, Int -, Wis 13, Cha
  11
  Skills: Climb +12
  Feats: Track
  Environment: Any temperate
  Organisation: Gang (2-6 Plus 6-11 Workers)
  Challenge Rating: 2
  Treasure: None
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The Warrior termites are impressive creatures, eight
  feet long and fast moving even when running on the
  walls and ceiling. Their jaws can lock onto a victim if a
  successful attack is made, and the creature does
  automatic damage each round until the victim can
  escape, on a strength check, or is dead. If the victim
  goes still the warrior will return to the queen and feed
  the flesh to her. If the termite is killed while holding a
  victim the jaws remain locked and continue to do half
  damage.
  Their
  outer
  shells
  are
  thicker
  than the
  Workers’, but similar in appearance.
  
  Page 43
  Continuing From Here...
  There are several possible hooks within the scenario
  from which to launch your players into their next
  adventure. 
  Yanoona’s 
  chamber
  contains
  several
  documents that could lead the players on; the half-
  finished letter, the plans for an attack on innocent
  people, or the strange collection of costumes.
  Most obviously is the rescue of Idlingford from the
  planned attack by Yanoona and his cohorts. The PCs
  may be unable to break the sect alone and may need to
  return to Idlingford to warn of the imminent attack. If
  you wish to integrate this adventure with the next in
  the series, Escape from Carthidge, the elders of
  Idlingford might send the party to the city of Carthidge
  on a mission to seek military help against the Jetava
  priests.
  In Tay’s chest is the map and a large key, and what is
  that sand in Hilap’s bag?
  If any of the characters fall foul of the black moss, they
  may have to set off on a frantic search for a cure.
  Maybe one of the group notice a familiar landmark
  while studying the Tower in the Clouds tapestry.
  There is also the small matter of the metal; what is it
  and what other properties does it have? Could the
  players take over the mine and work it themselves?
  And what of the two Blacksmiths? They’ll want to 
  return home, but won’t want to leave their forges 
  behind.
  If you already have the next adventure lined up, just
  insert your own clue, item or even NPC, giving the
  adventure and your entire campaign some continuity.
  
  Page 44
  CHAINS IN THE DARK ~ PRINTABLE VERSION
  This version of the module should be printed and stapled together to form an easy reference booklet for use
  during gameplay. The GM should read through the original file first, to familiarise him/herself with the
  adventure. All maps are featured in black and white at the end of this printable version.
  PLAYER INTRODUCTION
  As the party travel along a narrow valley, they hear muffled
  screams and dull thuds in the near distance. They are able to get
  close enough to observe the scene being played out in the wide
  clearing. An older man and two young men, all farmers by the
  look of them, have been fastened to large archery butts by their
  wrists and ankles. The older man and one of the others already
  have several arrows and quarrels protruding from their arms, and
  the younger of the two men has a spear through his thigh.
  Two soldier priests (see NPC Descriptions), one male and
  one female, are standing about thirty yards from their victims,
  taking aim with large crossbows at the uninjured man. It is he
  who is screaming, a muffled cry for help through the dirty rag tied
  over his mouth.
  The priest and priestess are twenty yards from the party’s
  vantage point, behind the nearest priest’s left shoulder. If the
  party are quiet they won’t be noticed.
  At this point the priests shoot at the man, each hitting an
  arm. The victim cries out, his face a rictus of agony. The players
  may notice that the quarrels have penetrated up to the fletchings,
  pinning the man to the straw target.
  Casually, the robed priests prepare to shoot again, talking
  in low voices and gesturing at the selection of ranged weapons
  arrayed in front of them. Each of them leans down and selects a
  bolt, loads and takes aim.
  If the party do nothing the priests will continue to shoot at
  the farmers, occasionally inspecting the results. Their aim is to
  test the various types of missile on living flesh, so they are
  keeping the men alive for as long as possible. If allowed, the
  priests’ final act will be to throw spears through the victim’s
  hearts, retrieve the weapons then head off home.
  If the party intercede, the priests will turn the weapons on
  them with the same studied patience they have previously shown.
  The players will soon realise the bolts are more accurate and
  more penetrative than ordinary ones, punching through all but the
  thickest armour. (see Special Weapons).
  If the PCs haven’t scouted they will come under crossbow
  fire from the tree line opposite their position. Eight soldiers, (see
  NPC Descriptions) with normal weapons and quarrels, open fire
  immediately. They are lightly armoured but are treated as being
  Concealed. Each has a heavy crossbow and plenty of quarrels,
  several throwing daggers and a heavy wooden club.
  
  The priests are wearing layered green robes that equate to
  leather armour. Apart from the weapons on view, the priests
  have a pair of concealed throwing daggers with normal steel
  blades and iron banded clubs at their belts.
  
  Both priests and all eight guards will fight to the death without
  hesitation, and won’t attempt to escape, surrender or parley.
  If knocked unconscious or captured, both the priests and the
  soldiers will attempt to kill themselves at the first available
  opportunity, either by drinking the poison from the vial hidden
  in their holy symbols, or attacking one of the fighters, or in the
  case of the priests, by an inflict moderate wounds spell cast
  on themselves.
  
  Once the fighting is over, the three farmers can be released
  and tended to. The old man is in a bad way and will die if not
  given immediate magical healing.
  
  The man with a spear in his leg has lost a lot of blood but is a
  lot stronger, only dying if the party take too long over the
  fight. The third man is in severe pain but in little danger.
  When the PCs are ready to take stock of what has happened,
  they may discover the following:
  The three men are farmers from the next valley, they were
  looking for missing sheep when they were ambushed by the
  priests and guards. They are father and son Tash and Geb
  Bantakol and Tash’s youngest brother Indal.
  Each of the dead men is wearing a stylised holy symbol, (a
  flat disk with a smiling face and four slightly ‘S’ shaped rays, two
  above two below, reminiscent of a sun) which hang around their
  necks on a finely wrought silver chain. A hollow in the back holds
  a vial of fast acting poison, killing anyone drinking it in seconds.
  The six guards are also carrying water skins and some dry
  rations.
  All of the quarrel, arrow and spear heads have penetrated
  far more than would normally be expected. When examined, they
  don’t look any different in design to normal equivalents, but are
  made of a hard and shiny metal. The heads are slightly lighter
  than usual and the edges incredibly sharp.
  A large wagon and two oxen are tethered beyond the trees.
  The same holy symbol is burned into the wood on the side. The
  wagon is empty aside from a large open chest and some stalks of
  straw.
  Those weapons that have come into contact with blood
  have crumbled to sharp granules. The rest will do so over the
  next few days. Luckily for the farmers, all of the missiles that hit
  them went straight through and didn’t break up inside, except the
  spearhead, which is causing Indal great pain. Any heal spells
  cast on him will close the wound over the shards, causing it to re-
  open after a few hours. Only after painstakingly removing the
  granules will the wound finally heal. Any PCs hit during the fight
  will suffer in a similar way.
  None of the dead are carrying any valuables or personal
  items. From this information the players may deduce that the
  attackers are not far from their home base, as they have little in
  the way of supplies and the metal heads are still intact. Although
  the oxen and cart are heavy they have left little in the way of
  tracks,
  as
  the
  priests
  were using spells to disguise their
  movements. Questioning the farmers about the local area will
  reveal that only a few miles away is a complex of caves big
  enough to hide an army. The farmers describe the caves as a
  series of massive holes in the ground about half a day’s walk
  east. They are difficult to see until the observer is up close,
  unless viewed from above, but are almost too easy to find once
  you are in the right area.
  If the PCs are not interested in them, the farmers will take
  the oxen and wagon, and all the armour and normal weapons as
  compensation for their injuries. They don’t want anything to do
  with the strange weapons or holy symbols.
  So with all their booty loaded on the wagon, and dead
  bodies if applicable, the farmers will head off homewards, wishing
  the party good luck and thanking them for their help.
  ADVENTURE OVERVIEW
  The locals have been troubled by the priests of Jetava for some
  time. Livestock, foodstuffs and even people have disappeared
  completely.
  At the bottom of a one of the chasms where the priests
  have made their lair stands an abandoned village, strangely well
  maintained and guarded. It can be reached by a long, trap strewn
  tunnel, or by a well constructed lift.
  A thorough search of the village will uncover a secret door
  that leads to a large cavern containing an acid lake. Suspended
  from the ceiling of this cavern are a series of wooden platforms
  and walkways. In the cave roof many holes have been excavated
  and a new type of metal discovered. A priest of the cult of Jetava
  
  Page 45
  is using the skills of a couple of local blacksmiths to make arrow
  and bolt heads. His plan is to use these new arrows and quarrels
  to attack the residents of a nearby town to prove his faith to his
  goddess.
  Beside the priests and the dozens of men they control, the
  players will face the original inhabitants of the cave system; huge
  insects with poison bites, tiny but deadly moss spores, and the
  giant termites that rise from the lower cave.
  THE CULT OF JETAVA
  Jetava, Goddess of the sky, is chaotic neutral. She is seen
  mainly as a weather goddess, controlling the wind and rain. Her
  symbol is a stylised sun with a face and two ‘s’ shaped rays
  emerging from the top and bottom of the disk. She is widely
  worshipped by all kinds of people, particularly sailors, farmers,
  healers and alchemists. Most of her worshippers are either
  chaotic neutral or true neutral, but a few chaotic good characters
  number among her flock.
  She is associated with the domains of Air, Water, Light,
  and Chaos.
  Race wise, Humans, Half Elves and Halflings are all known
  to follow her.
  Worshippers of Jetava may use only blunt weapons except
  those which can be thrown, cast or projected, i.e. throwing knifes,
  spears, bows and crossbows, throwing axes, darts, war quoits,
  shuriken, blow pipes etc. Spells granted to her priests and
  priestesses are mostly wind and light based, although the usual
  heals etc are also allowed.
  A worshipper of Jetava is not allowed to eat flying
  creatures of any kind, must keep a light burning at all times, even
  in daylight, and must never wear hats, scarves, or other head
  coverings, so that Jetava may look down upon them from above
  and judge their deeds.
  As an act of devotion, each day the worshipper must blow
  softly upon a candle or lantern flame causing the flame to dance
  but not extinguish. He or she must do this for ten full breaths. If
  the flame goes out they must immediately re-light it and start
  again.
  In return, a cleric of Jetava is granted the ability to speak
  with birds once per day, has perfect Knowledge - Weather Sense,
  and can choose either the Animal Affinity at +4 for flying
  creatures, or Deflect Arrows feat without the prerequisites. Her
  favoured weapon is the crossbow.
  THE SECRET OF THE MINE
  Yanoona and his flock have lived in the cavern for some time,
  surviving by raiding nearby villages and travellers. Almost by
  accident, one of Yanoona’s men found the bubble cave in the
  rock, and strange metallic fragments within it. After a few
  experiments he soon found the metal had certain properties -
  being very light but strong - and could take a sharp edge like no
  other metal he knew. Whilst digging for more of the strange
  metal, his people came across the cavern with the acid lake.
  A short time later Yanoona was fortunate to attract to his
  cause two brothers who were skilled miners and engineers. They
  realised that a certain type of rock held the metal, and discovered
  the bubble caves in the cavern roof. The walkways were soon
  constructed and mining began in earnest. Many workers died in
  the cave, including the two brothers, but work continued. The
  techniques pioneered by the engineers were refined until an
  efficient method of operation was reached.
  But Yanoona soon discovered the material's limitations. He
  ‘recruited’ three blacksmiths from the local area, and set them to
  work unlocking the metal’s secrets. One of the blacksmiths
  refused to work in the poor conditions, and was thrown into the
  acid lake, where he slowly dissolved.
  Another fortuitous event led to the discovery of the secret
  to working the new metal, now called Jetavite. A bucket of
  Jetavite was being moved to the workshop when the carrier
  stumbled on a swinging walkway and dropped it into the acid
  lake. He was ordered to retrieve it, and was lowered down into
  the acid. When the badly burned man and the bucket were pulled
  from the acid, the smiths soon found that the Jetavite was much
  easier to work and remained stable longer if it was immersed in
  the orange liquid.
  Now, after much experimentation and a lot of burned skin,
  Yanoona finally has a metal that can be used in combat. It still
  has limitations; it cannot be made into anything much bigger than
  a spearhead, is useless as a material for making blades, and it
  re-crystalises if exposed to blood. Yanoona is particularly pleased
  by the third property, as this gives arrowheads and bolts an extra
  sting.
  JETAVITE WEAPONS
  Due to the unique properties of Jetavite, any bolts, arrow and
  spear heads made with it have the following increased stats;
  To hit = +2
  Damage = + 3
  Critical = multiplier +1
  Range + 20% on all usual increments.
  Weight = -25%
  These increases are due to greater sharpness and lowered
  weight, no magic is involved. The metal will accept enchantment
  from spells such as Greater Magic Weapon, but the heads have
  a 25% chance of failing, in which case they will disintegrate.
  If a Jetavite weapon stays in the body, the metal will
  fragment causing an extra D3 damage. A healer can take the
  time to remove all the metal shards, but this will take up to an
  hour per wound. If metal is left in the wound, a Heal spell or
  better will be required to properly close it. The victim will suffer
  one hit point of damage per hour until either of the above are
  carried out.
  THE FARMLANDS OF PARAVELLY
  The lush farmlands of Paravelly cover an area roughly twenty two
  miles across and about twenty six long. The gently rolling hills
  and valleys are home to many farms and a couple of villages.
  The river Choline wanders sedately from west to east. It is
  shallow and easily crossed in most places. The land makes good
  grazing pasture for sheep and cows, and produces a fine crop
  year after year from the dark soil, mainly of staple foods like
  carrots and potatoes.
  IDLINGFORD
  Almost centrally within the area stands the village of Idlingford. It
  is small in comparison to many villages, but boasts the usual
  businesses; tavern, bakery, stables, etc, and a market place.
  There is a smithy, but both forge and blacksmith are absent.
  Being a market town, the locals are friendly for the most part,
  healthy and well educated. Although the sharp-eyed will notice
  almost everyone carries a weapon of some kind.
  The village stands wholly on the southern bank of the
  Choline, not yet having grown large enough to straddle it. There
  is a ford here of course, a place to gather water, and a small dock
  to which are tied two flat-bottomed punts.
  A wide and solid road follows the river east and west. A
  similar road comes up from the south, crosses the ford and then
  heads north. Neither the village nor the roads are particularly
  busy, except on market days and during the harvest.
  Nominally in charge of Idlingford is the headman Sabastin
  Evanworth. He is a tall man, of average height in his forties. He
  never married, has no offspring nor surviving family. He lives in
  the fortified house by the ford, originally built to defend the
  crossing a couple of centuries ago. His only regular companion is
  a small terrier called Jeph, a hairy grey mongrel of friendly
  
  Page 46
  disposition famed for his ratting ability. Sabastin served in the
  army for a few years but didn’t see any fighting. He carries a
  quarterstaff, iron shod and tipped with a silver cap. He is skilful
  enough with it not to hurt himself, but he’s no expert. The silver
  cap is actually magical, and will glow white when werebeasts are
  near. As the cap has never glowed, Sabastin does not know this.
  Another important resident is the tavern keeper and
  brewer, Ireeny Brass. She runs the tavern and associated lodging
  house and brewery with a rod of iron, a sharp tongue and a kindly
  welcome for travellers. The tavern business is the largest
  consumer in the area, and Ireeny is a wise woman in her sixties.
  This makes her very popular, and many of the other villages defer
  to her on local matters. Her husband, Neddis, is a retired thief
  who came to the village after being pardoned by the king. Certain
  favours were done to achieve this, although only Neddis and
  Ireeny are aware of this fact. Much of Neddis’ haul was used to
  buy and convert the property, but sufficient remains, hidden
  under the cellar floor.
  CASTLETON
  Some seven miles west of Idlingford is the hamlet of Castleton.
  Many wonder how the hamlet came by this name, as it is far too
  small to be a town, and there never was a castle. Some say it
  was named after a famous resident, others that the nearby ruins
  were once a huge fortress that was destroyed in an ancient war.
  The hamlet exists at all for two reasons; firstly the
  crossroads that stands here, and secondly the cool water that
  springs up from the rocks to form a small rivulet. The spring was
  tamed by a stonemason many years ago, and now runs along a
  shallow trough of dark stone to gather in a circular pool ten feet
  across. Brass spigots are set into the sides of the trough to allow
  the water to be drawn off into buckets and the like. The pool is
  usually reserved for horses and dogs, and the odd small child.
  Many travellers throw coins into the water in the hope of getting
  the blessings of their deity. It is probably this that attracts the
  small children.
  There are only a dozen or so buildings here, a few in each
  arm of the cross. There is a tavern that doubles as store, meeting
  place, lodging house and stables. A tiny bakery, a tanner and
  carpenter, and a windmill are also in evidence. The smith’s shop
  is empty, smith and forge disappeared one moonless night. The
  rest are farmhouses of various sizes.
  The only resident of note is a farmer, Joshya Pandletorn.
  He is the richest man in the Paravelly area, owning huge areas of
  farmland. He was born in the house he still resides in, to poor
  farm worker parents. His innate business and farming skills
  allowed him to raise himself up from his lowly birth, acquiring
  farm after farm until he owned almost an entire valley. He sees
  no need to move house, despite his eight children. His wife,
  although happy to be wealthy, constantly nags at him to move or
  at least expand their living space. So far he has resisted. He is
  well known in the area, most people will recognise his name
  when mentioned. He is generally friendly, but occasionally slides
  towards arrogance when dealing with those ‘lesser’ than him.
  The Castleton ruins stand on a low hill just behind the
  town. A narrow trail leads through the long grass from beside the
  windmill to the edge of the hill. Locals and some of those who
  pass by often visit the ruins. They consist of seven standing
  stones, all now fallen to the ground. The stones all point north,
  except the central one, which has fallen in an easterly direction.
  The outer ring of stones are dark brown in colour, and tapering at
  what used to be the top. The monolith is a massive slab of grey
  rock thirty feet by fifteen and six feet thick, although only four feet
  of it are above the ground. Local legend says it once stood
  upright like the others, and that a strange design is carved on the
  underside.
  The stones are ancient and once formed a shrine to
  Corellon Larethian, the markings on the lower side of the stone
  are a prayer to the god for his aid written in an early and largely
  forgotten script. Many people say they get a sense of well-being
  when they sit quietly among the fallen stones, particularly around
  the huge central monolith. Any chaotic good character or any with
  elven blood in the party will feel this.
  SOME NOTABLE FARMS
  BANTAKOL
  Bantakol Farm stands near the south eastern corner of Paravelly.
  It is run by Tash Bantakol, with help from his brother Indal. They
  raise sheep mainly, but also have a mixed garden to feed
  themselves and to sell in Idlingford. Indal has recently been
  experimenting with fruit trees, particularly cherries. These have
  been planted in a sheltered part of the farm, and Indal hopes to
  make some money selling the rare fruits. Tash is not convinced,
  but allows his youngest brother his dreams.
  Tash is thirty five years old, broad shouldered and brown
  skinned. He has black hair and a wide face. His brother is twenty
  five, and looks very similar to Tash. Neither were born here, but
  moved up from the south with their parents twenty years ago.
  Both of them are married to local women. Tash is married
  to Teena, a farmer’s daughter from the farm next door. Indal has
  recently
  partnered
  with
  Rosilie,
  the
  miller’s
  daughter
  from
  Idlingford.
  Tash and Teena have four children, Geb, Hadlen, Tasha
  and baby Mili.
  Indal and Rosilie have no offspring as yet. Rosilie’s prize
  winning sheepdog Mag has just produced a litter of twelve and
  this is keeping them very busy.
  ABLINT BRAKES FARM
  Unlike the other farms in the area, Ablint Brakes is area of
  pollarded tress, grown and cut yearly for weaving, fence panels
  and arrow shafts. The farm can be found north east of Idlingford,
  at the junction of two shallow valleys. It is presently owned by an
  ex army sergeant, Karst Bloodstone, a dwarf archer of some
  renown. He won it in a dice game from the previous owner,
  another dwarf by the name of Slamma Darkanfjord. It is common
  knowledge that the players were very drunk when the dice game
  was played, and the two tribes of dwarfs have been feuding ever
  since.
  Adding to the mystique of the farm is the manner of the
  deaths of the previous two owners, a half-dwarf and halfling
  couple called Memistin and Jang Thunderbrook. They were found
  hand in hand on the roof of the house, fully dressed but
  barefooted, dead but totally unmarked. Several days earlier, the
  pair had been clearing out the roof space and found a shield
  shaped piece of metal, polished to a mirrored finish. Looking into
  it they saw a vision of their goddess Yondalla, who told them she
  was returning to the realms to choose champions, and that
  Memistin and Jang would be chosen if they proved themselves
  worthy. Yondalla told them to lie flat on their backs on the roof
  with no shoes or stockings on and clutching a root vegetable. If
  they were patient, the image said, Yondalla would come.
  It was particularly cold in Paravelly as the couple looked up
  at the stars with hope in their hearts, but the vision wasn’t their
  goddess, but Olidamarra. They died of exposure, with small
  smiles on their faces. The shield is still where they left it.
  Going back further into the farm’s history, a local legend
  tells of Ablint himself, another dwarf. It was said he was five and
  a half feet tall and almost as wide, with a thick beard of golden
  blonde. Many were the dwarf maidens who came to admire
  Ablint, and many who went away, to later produce baby dwarfs.
  But this caused resentment in the local population who often
  visited Ablint seeking restitution. A large mound still stands
  behind the house where it is said these fathers and brothers
  ended up after dying in battle against the mighty dwarf.
  Ablint was finally killed by two dwarf twins almost as large
  as he. It is said they had golden blonde beards. Ablint’s sword, a
  massive two handed blade called Toobig, is mounted above the
  fireplace. Sometimes, the sword vibrates on its mountings. No
  one has been able to discover why, but the answer lies in the
  tragic outcome of Ablint’s final battle. Although Ablint was slain,
  his two attackers also died because of the wounds they received.
  Thus a father killed two of his sons, who in turn killed their own
  father. The sword was blessed by a powerful cleric who was
  touched by this story. Now, the sword vibrates in warning if any of
  the Ablint clan are close by.
  
  Page 47
  THE KALAMENTY STUD
  North west east of Idlingford, on the very border of Paravelly,
  stands an immense area of flat grasslands. The area is ideal for
  the raising and training of horses, which is just what Ko
  Kalamenty and her two husbands do. She is a well-known figure
  all over the land, flamboyant, loud, and extremely competitive.
  She started out as a circus performer at an early age, after being
  sold to the circus by her poor parents. She showed an aptitude
  for horse skills early on, and quickly became a master at all
  things equine. She is arguably the finest horse rider and trainer
  the party will ever meet, and within a minute of meeting them the
  party’s horses will be under her command.
  Ko has two husbands because one is not challenging
  enough. Not surprisingly, the two men are very different. Borress
  Portman is an ex pit fighter, a huge man, wide shouldered and
  muscular. He never lost any of his fights, retiring unbeaten on his
  earnings. He isn’t the brightest of men, but has solid common
  sense. Staunch friend and lifelong partner to Borress is Flinsh
  Witterling, a tall but thin man who was rejected from priest school
  for questioning the elders too avidly. He is a gentle man with an
  endless curiosity. He is a genius, but has little common sense.
  The two compliment each other well, and it was Flinsh’s
  mathematical skills that made the pair rich in the gambling
  houses.
  The pair met Ko while looking for a business to invest in. The two
  men fell in love with her on sight, and she with them. An
  arrangement was drawn up and now all three co-exist on the
  sprawling ranch.
  Beside the fastest race horses, the strongest plough
  horses and the stoutest ponies in the land, the trio also raise
  guard dogs. Sleek, dark coated hounds, wide at the chest and
  long in the leg. The animals are trained not to bark, instead they
  stalk intruders, attacking from cover and bringing the trespassers
  down bodily. This behaviour has got the three in trouble a few
  times, but the dogs have yet to kill any innocent visitors or
  travellers.
  On the roof of the ranch, drying in the sun, is a human arm
  brought in by the dogs a few weeks ago. It is clad in the remains
  of a priest’s robes, green in colour. No one has yet come to claim
  it.
  RUMOURS ABOUND!
  Paravelly, like any other place, has its fair share of rumours,
  some wild speculation, some spread through spite, many simply
  exaggerations of the truth. But at the root of them all, there may
  be a grain of truth.
  “…dancing they were, naked as the day they was born,
  seven young women, all sky clad and chanting strange
  words as they dashed between the stones…”
  GM Note: This one refers to a coven of witches dancing around
  the fallen stones of the Castleton ruins. It is a common event on
  or near the Spring and Autumn equinoxes, and mostly harmless.
  “…talks to it he does, all the time. My old mum said she
  heard it talking back as well, and where did his wife
  disappear to ay?”
  GM Note: Sabastin Evanworth is the topic of this rumour. Yes he
  talks to his dog, as do many people, but it never talks back! And
  he never married, so this one is just a 'red herring'.
  “Then there came a loud bang, like a clap of thunder, but cut
  off sudden. Then he was gone, vanished and his forge with
  him. All that was left behind was a lot of smoke and a scorch
  mark, like a sun with four rays.”
  GM Note: On the night Edec Smith was kidnapped, the soldiers
  carrying out the deed set fire to the shop to try and cover up the
  event. The clap of thunder was just that, and the following heavy
  rain did much to preserve the scene. The scorch mark was just
  the holy symbol of Jetava drawn upon the wall in charcoal by one
  of the kidnappers as part of the rites of the storm summoning
  magic.
  “Turned my back I did, heard a sound behind me like a
  clicking noise, turned again and they was gone, five of my
  best sheep, vanished like someone put them in their pocket,
  but there was no one there. Then I heard a noise, like a
  sheep but underground! Well I thought I did!”
  GM Note: The old farmer is mostly right, his sheep were taken by
  the giant termites. But this is old news, as the termites haven’t
  been able to leave the cave since the cult moved in.
  “We was over to the east, looking for missing cattle when
  these things attacked us. I didn’t even know them caves was
  there until I was right on the edge, nearly fell in I did. Little
  birds they was, flying straight at us and pecking us like they
  was possessed.”
  GM Note: Again mostly true, although the birds would only have
  startled the cattlemen, not actually attacked them. They were
  being used as spies and distractions when the cave entrance was
  first being mined, in order to keep its location secret.
  “…And then these figures are suddenly all around us. They’d
  climbed from the pit with their sticky hands and feet,
  creeping low like cats, then they struck!
  Never saw my
  cousin again. I’ll not be going back that way no more.”
  GM Note: This farmer actually killed his cousin and buried him
  under an old apple tree. He was in debt to the cousin and had no
  money to pay it back, and was in danger of losing his land. He
  made it all up to explain the missing cousin.
  “He swore it he did, my old uncle, them sails turning fast as
  you like and there’s not a breath of wind. It’s magic, I tell
  you.”
  GM Note: A woman in Castleton claiming the windmill was
  working on a still day. This was caused by weather based spells
  being cast by the priests of Jetava.
  “My aunty, both my husband’s aunties and his sister and our
  two neighbours. All drank from that spring and all with child
  within a year.”
  GM Note: All true, but of course they were all of child-bearing age
  so it isn’t really any surprise.
  “Who knows what they get up to out there alone. Strange
  lights in the distance, loud noises and such to frighten the
  sheep. No matter what others say, that was no sunrise. It’s
  not right and someone should do something.”
  GM Note: The light was actually a grass fire on the Kalamenty
  Stud, started by the cultists to distract the locals from a raid of
  Kalamenty's horses. It was during this incident that the cultist lost
  his arm to the dogs. The rest of the body was carried away by the
  raiding party.
  “My prize bull wanders off and comes back with that wound
  in his side, wouldn’t heal no matter what. Some strange kind
  of beasts they got over the eastern side, to do that to a bull.”
  GM Note: A careless farm hand left the gate unlatched one
  evening and the bull wandered off at dawn. He was on the edge
  
  Page 48
  of a field some distance from the Souswood Hills when he was
  spotted by another raiding party. It was a fair distance, but a
  couple of the soldiers shot the bull with the special bolts. Both
  struck the poor beast but didn’t kill him. In pain he returned to his
  familiar field, where the heads dissolved leaving the seeping
  wounds.
  USING RUMOURS
  These rumours can be introduced in two ways. The first entails a
  lengthy exploration of the Paravelly region. Likely the player
  characters will encounter various talkative characters in farms
  and local taverns. The second way is to simply print the following
  page and hand this to players as a list of rumours they have
  picked up during their travels within the Paravelly region. If you
  like, the rumours can be circulated before the players encounter
  the priests of Jetava as described in the Player Introduction. They
  may then have a few clues as to the identity of the mysterious
  priests.
  This second option assumes a more open adventure and
  for this reason the player printout also contains a basic map for
  the players to use. We have omitted most of the detail found in
  the GM version above, with hints showing where farms are likely
  to be located. Where the players can have no idea what a road or
  trail leads to, we have illustrated this with a question mark.
  RUMOURS IN BRIEF
  Seven Young women, dressed in blue, have been seen
  dancing around the fallen stone circle at Castleton.
  Sabastin Evanworth, a local character, is said to be able to
  talk to his dog.
  Local smith, Edec, is said to have vanished in a mysterious
  magical explosion at his forge. A strange symbol has been
  found at the site of the smith's disappearance. The symbol
  looks like a smiling sun.
  Farmers
  have
  reported
  their
  livestock
  vanishing
  in
  mysterious circumstances.
  Farmers have been attacked by a flock of aggressive birds
  near the chasms to the east of Paravelly.
  A local claims to have seen his cousin killed by monsters
  who clambered out of the chasms east of Paravelly.
  Some say the windmill sails at Castleton have been turning
  of their own accord when there is no wind in the air.
  The Castleton spring is said to have magical properties. Any
  woman who drinks from the spring is said to fall pregnant
  within the year.
  Strange lights have been seen on the Stot Grasslands. Some
  say it is magic, others that it is nothing more than a grass
  fire.
  THE NORTH OPUS GRASSLANDS
  The lands surrounding the Paravelly Farmlands are largely wild,
  with small pockets of civilisation dotted here and there. The road
  from Idlingford travels north to the human city of Carthidge,
  sandwiched between
  the dense Greystarm Forest and the
  easternmost arm of the Majestic Mountains. Here also is the
  castle stronghold of Carthidge Fortress, a bastion protecting the
  city from wandering rogues and monsters approaching from the
  north.
  Some twenty five miles south of Paravelly is the town of
  Bleaktonne, a collection of rough-hewn houses and buildings
  raised on stilts above the swampy waters of Marshdown. The
  people of Bleaktonne are a strange breed and largely keep
  themselves to themselves. They are hostile to outsiders, but used
  to seeing travellers on the Idlingford road.
  Graystarm Forest harbours many wild animals, monstrous
  creatures and perilous traps. There are no civilised settlements
  within
  the tree line, though the people of Carthidge have
  managed, through a long and arduous campaign of patrols and
  crusades, to tame the land around Lake Astwith in order to make
  use of its many resources.
  Similarly, the Orktusk hills are a wilderness where only the
  fearless, the brave or the foolhardy dare to tread. The hills are
  home to many dangerous creatures and several clans of feral
  centaur are known to live on the southern edge of the region.
  To the north stands the unbreachable spine of the Majestic
  Mountains, a ridge of snow-capped peaks arrayed across the
  horizon and visible from as far south as Orktusk. No civilisation
  exists within or beyond the mountains, though dwarf mines and
  the odd dwarf settlement can be found on the lower steeps and in
  the foothills.
  To the east of Paravelly the land flattens out into a wide
  plain as far as the eye can see. It is mostly grass covered, with
  frequent waist high copses of fleshy-leafed shrubs one or two
  hundred yards apart. Wild creatures abound, mostly small birds
  and rabbits, with the odd predator skulking nearby. Small ponds,
  little more than puddles, are dotted around everywhere, attracting
  the birds in wheeling flocks.
  While exploring this area, players may see a flock of tiny
  birds darting from copse to copse or flying over their heads.
  These are spies of the priest of Jetava, he basically sees and
  hears anything they do.
  The roughly circular shrub covered areas are about one
  hundred yards apart, about ten yards across and consist of thick
  but not impenetrable bushes.
  ADVENTURE IN GREENRUSH
  If the party explore this area they will be ambushed by the cultists
  hiding in a copse of trees and bushes. The attackers are
  completely hidden from view, so the players will find it almost
  impossible to hit anything in return.
  If the PCs decide to charge, the second part of the ambush
  will trigger. Behind the copse are another eight crossbow men,
  who will fan out either side and shoot at the charging players
  once in range. All of the soldiers are armed with the special bolt
  heads, which do more damage and penetrate deeper than normal
  bolts.
  
  Page 49
  Any area based spells work as normal provided they don’t
  need line of sight to the target. Fire based spells work as usual
  except those that create ‘normal’ i.e. non-magical, fire. The
  bushes are lush and the ground damp, so there’s little to ignite.
  Once close enough to the copse, the party will then have to
  push through the foliage to find their enemies. The soldiers will
  drop their crossbows and draw clubs at this point, standing up
  and attacking the players through the waist high greenery. Both
  sides are hampered in their movements by this, but the PCs have
  less experience so have double the penalty.
  In the copse the PCs will find a deep fissure in the centre
  of the bushes. If the players decide to enter, any surviving
  soldiers will wait until the PCs have disappeared, then follow
  them. With the soldiers in pursuit, this chasm is a virtual death
  trap.
  The fissure beneath the copse is irregular, a natural, water
  created opening. It goes down about fifty yards in several stages,
  and can be scaled by experienced climbers, or by rope. At the
  bottom, a rough gravel floored passage leads east. It is only five
  feet high, so any character above this will have to stoop (see map
  over page).
  The passage goes slightly downhill for a few hundred
  yards, then opens up into a larger irregular cave. Two soldiers will
  be lying in wait here, covering the opening from a wide ledge
  about fifteen feet above. As soon as the soldiers feel threatened
  they will bolt through a secret door, locking it tight from the other
  side. Except for the way they came in, there is no other way out
  of the cavern.
  If the party have spells to get through the door, or they can
  overpower the two soldiers before they can close it go to Beyond
  the Secret Door.
  On the eastern side of the copse is a succession of two
  pits followed by a deep chasm. The pits form part of the 'Secret
  Tunnel' subterranean caves - see below. The chasm is circular,
  the lip level with the ground, and is about 300 yards across and
  40 yards deep. There is a small village at the bottom, with
  houses, guard towers and a stockade at the southern end. The
  village is deserted apart from eight crossbow men watching the
  lift from a tall wooden tower. The PCs will need to pay close
  attention to spot them, and even more so to count them.
  At the eastern end there is a slight depression leading to
  an iron and timber structure. It is flat like a jetty, side on to the
  cliff face. This is a lift large enough for a wagon and oxen. It is
  operated from the floor of the chasm, and
  the lift is currently at the bottom. The PCs cannot operate it
  from the lip of the chasm.
  The lift itself is a solid structure, stout timbers fastened with
  iron by a master craftsperson. Four thick chains run over iron
  pulleys and down to a huge windlass fastened to the chasm floor.
  Two heavy counterweights hang just below the platform on which
  the players stand. The weights are iron bound rocks, the chains
  are secure and it all looks very strong.
  The chains are easy to climb for anyone with even
  rudimentary climbing skills, but almost any character could
  descend with the help of a safety rope. As the players reach the
  halfway point on their climb down, the crossbow men will start to
  shoot at them, again with the special bolts. If the players use an
  invisibility spell or similar, the guards have a fair chance of
  spotting the chains swinging and will shoot at that location.
  Almost any plan the players can come up with to attack
  the guard tower from above will have been thought of by
  the inhabitants below. For instance, the PCs will not find a single
  rock to throw down, the roof and legs of the wooden tower are
  clad in metal, and a special armoured hatch in the roof allows the
  defenders to shoot upwards. Also, the metal cladding is polished
  and anyone attempting to land on it has a 90% chance of slipping
  straight off.
  By whatever method, once the players have reached the
  chasm floor and neutralised the guards, Go to The Abandoned
  Village.
  BEYOND THE SECRET DOOR
  Another
  short
  passage
  leads
  away from
  the
  secret
  door,
  emerging into a wide and very long cavern. It has a flat boulder
  strewn floor providing at least a dozen ideal hiding places. If still
  alive, the two soldiers will snipe at the players, retreating to the
  next hiding place after a few shots. Several traps of different
  kinds are set randomly throughout the cave, from simple tripwires
  and snares to swinging rocks and spears. The GM should decide
  in advance the location and type of each trap. Either placing them
  to her own design or by consulting the table below.
  TRAPS
  GM: Roll 5D4 to decide how many traps there are and 1D8 to
  decide the type of trap. Note: all chance to spot percentiles are
  for characters without a find traps ability. (See table).
  *Any character falling will be exposed to attack and reveal their
  position.
  ** Will cause extra damage when removed.
  †The longer time indicates the gas or poison container was 
  recovered.
  ††More damage will be incurred if the foot is removed in a hurry.
  †††Only spells or spell like abilities will reveal this trap.
  TRAP DESCRIPTIONS
  Trip Wire
  A simple wire stretched across a path or open space at ankle
  level, or sometimes around the knee level.
  Snare
  
  Page 50
  A wire noose anchored at one end and disguised.
  Rock Fall
  Simply a pile of loose rocks held in place by wooden boards or
  stakes. Usually triggered by a trip wire.
  Spear Trap
  Usually a single spear but multiple spears can be used. Fitted in
  a spring loaded rack and triggered by a trip wire or similar. Can
  strike from any direction.
  Foot Trap
  Similar to a spike pit but much smaller. The foot is usually held by
  barbed hooks lining the inside wall of the pit and pointing
  downward making it difficult to remove the foot without incurring
  further damage.
  Razor Wire
  A trip wire in effect, but usually fastened at throat height, (on a
  human!)
  Gas Trap
  A glass or pottery vessel containing gas or air-contact poison.
  The bottle smashes when tripped, affecting all in range. A larger
  bottle will increase the area of effect but will be harder to conceal.
  Magical
  There are many spells available. Can be any spell or effect, can
  only be found by magical means, and be tripped by virtually any
  method: proximity, time, weight, speed of movement, race etc.
  Ultimately, the GM should decide the density of the traps. The
  finding and removal of traps will slow down the game flow. The
  GM should judge whether this is appropriate to the game play.
  Slower often builds tension, but may be tedious to players not
  involved. Quicker means you get more done but at the expense
  of atmosphere.
  If the two soldiers survived they will continue to attack at every
  available opportunity, and will take advantage if any of the group
  become exposed or immobile.
  After about 500 yards the cave emerges into the side of a
  vertical chasm, 30 yards wide and flat at the bottom. Looking up
  the players will see the sky forty yards above, and looking down
  they will see the chasm floor ten yards below. An iron ring has
  been fastened into the edge of the rock face, designed to take a
  rope. If the PCs have enough rope it can be recovered once at
  the bottom by simply being pulled through the ring. The ring is not
  trapped. The soldiers have disappeared into a narrow tunnel
  entrance on the eastern side of the shaft. Ankle deep water
  moves sluggishly across the shaft and down the tunnel.
  The tunnel is high and wide enough for one normal sized
  human, is slightly curved and about a hundred yards long. After
  about fifty yards the tunnel is straight enough for the characters
  to see daylight ahead, unless it’s night. The water gradually
  deepens to about knee high as the tunnel progresses. At the end
  the tunnel flares out to either side to form a ledge about fifteen
  feet wide. The ledge slopes upwards to form a pool, the overflow
  dripping over the edge into the chasm below.
  A roughly circular chasm about fifty feet across and open
  to the sky stands before the group. It drops down sheer another
  twenty feet or so from where they stand. Water stands two feet
  deep at the boom. Across the space is another similar ledge, this
  one dry. The two soldiers will shoot the last of their quarrels from
  here and then withdraw.
  Once on the other side, the PCs will find a similar tunnel
  with a steeper slope, which can be traversed with care. At the
  bottom they see the cave walls widening greatly, forming a huge
  chasm. A quick scout will reveal a stockade standing between
  them and the main part of the chasm.
  Spiked wooden gates have been slammed and barred, and
  several figures move around beyond the gate and on the two
  guard towers that overlook the cave entrance.
  Four crossbow men stand watch in each tower, and the
  two soldiers will man the gates if they stayed alive that long. They
  will attack any of the party who approach or reveal themselves.
  The soldiers will not engage in conversation, nor honour a flag of
  truce. If and when the party break through the gates, they will find
  an abandoned village beyond.
  BEYOND THE SECRET DOOR - MAP AND KEY FEATURES
  1. Secret Door
  The door is made of stone two feet thick, and is unbreakable for
  the purposes of this adventure. It has an iron locking mechanism
  on the inside, turning a wheel pushes thick bolts into the sides
  and top and bottom of the tunnel.
  2. Ledge
  A ledge wide enough for two humans sits on the same level as
  the door. A crouching figure will be unseen by those entering the
  tunnel below.
  3. Traps Cave
  A series of prepared traps have been laid in this cave. See
  4. Iron ring
  A large iron ring has been fastened into the rock on the edge of
  the drop. It is solidly anchored and not trapped. It is strong
  enough to take the weight of the whole party if necessary.
  5. Slope down to abandoned village
  This ledge slopes away to emerge in the large chasm which
  houses the abandoned village.
  
  Page 51
  THE ABANDONED VILLAGE
  The village was not abandoned recently. Although the houses are
  well maintained, the well still functions and the defences solid,
  there has been no official occupation here for a couple of years.
  This being the case, the players may wonder why the
  village has so many defensive mechanisms, and indeed where
  the soldiers came from.
  After a decent search, the characters notice one area of
  the cliff face that is different to the rest. Looking closely, they see
  a patch of stone at the back of the chasm that has a different
  texture to the natural rock around it. Someone has broken or
  enlarged a hole in the cliff face, and resealed it with a mix made
  from the local stone. A careful search reveals recent activity
  around the strange area, and footprints going through the wall.
  A secret door stands within the patched up area, about
  eight feet high and three feet wide. It is locked and barred from
  within, and has no method of opening from this side.
  If the PCs lack the required spells, they can hide out in one
  of the huts, and eventually the door will burst open and two
  squads of soldiers will rush out, either attacking or methodically
  searching for the party if they are concealed. If the players
  manage to defeat this attack, they will find the door still open.
  If the players made it this far undetected, the soldiers will
  still emerge for the usual shift change, but won’t start searching
  for the intruders until the bodies are found.
  THE ABANDONED VILLAGE - MAP AND KEY FEATURES
  1. Stockade
  A simple but effective barrier of sharpened tree trunks. Each
  timber is nine inches in diameter, twelve feet from ground to tip,
  and anchored two feet into the rock. Sharp iron spikes are driven
  into the wood for further defence. The trunks are tightly packed
  but not totally light proof, some of the gaps would allow a sword
  blade to pass, but not an arrow or quarrel.
  2. Gate
  Similar in construction and size to the stockade, but with iron
  hinges that allow the gates to swing either way. They are held
  closed by a stout bar and a padlocked chain.
  3. Guard towers
  All three guard towers are of a similar construction, wooden
  timbers reinforced with iron. They have splayed legs fifteen feet
  apart, tapering to a platform eight feet above the ground. The rear
  and sides have a wooden wall around them four feet high, and
  the front is open to the stockade, allowing the occupants to shoot
  at any intruders. The roof and legs of the wooden tower are clad
  in metal, and a special armoured hatch in the roof allows the
  defenders to shoot upwards. Also, the metal cladding is polished
  and anyone attempting to land on the roof has a 90% chance of
  slipping straight off.
  The towers are accessed by wooden
  ladders, which can be pulled up during a siege. The lift guard
  tower has a five foot wall on the side facing the lift.
  4 & 5. Lift and Winch
  The lift is a solid structure, made from stout timbers fastened with
  iron by a master craftsperson. Four thick chains run up from a
  huge windlass fastened to the chasm floor, over iron pulley
  wheels then back down to the lift. Two heavy counterweights
  hang just below the access platform above. The weights are iron
  bound rocks, the chains are secure and it all looks very strong.
  The lift itself is a simple wood and iron construction, large enough
  to take an oxen and cart, with stout handrails and a gate at either
  end. It currently rests on a pile of sandbags that keep it level and
  provide access. The group will discover that the lift is finely
  balanced and easily operated, although somewhat noisy when
  moved.
  6. Long House
  The long house is identical to the smaller ones, but is twenty by
  eighty feet and has four fire pits and chimney vents equally
  spaced inside. It has two doors, one at each end, and a row of
  windows on the front.
  7. Houses
  These are simple dwellings with tiled roofs. They are twenty feet
  square, made from wicker, have a single door, a rear opening for
  a window and a fire pit centrally. A small opening in the thatched
  roof allows the passage of smoke.
  8. Well
  A low wall a couple of feet high surrounds a pond fed from below
  by a spring rising from a deep hole in the centre. The water is
  clear and pure, full of dissolved minerals and has a slight bluish
  tinge. There are overflow channels around the well, but the water
  level is several inches below the lip of the wall.
  9. Secret Door
  A large area of the rock face has been re-constructed with local
  stone to hide the secret door within it. The door is well made and
  difficult to see. The edges blur into the surroundings. It cannot be
  forced with crowbars and such, and is stout enough to resist the
  strongest character’s blows.
  THE MINES ~ MAIN CAVERN
  The passage behind the secret door is obviously man made,
  even and regular with a flat paved floor. It is ten feet long, six
  wide and eight feet high. Beyond is a hemispherical cave that
  looks natural, with a cylindrical shaft three feet across in the
  centre of the floor. Looking down the characters see what looks
  like a wooden bridge twelve feet below. The floor of the cave is
  about four feet thick. A chain ladder has been fastened to the
  shaft side. The ladder is strong and easily scaled. An orange
  glow lights the bridge from underneath.
  When the players descend they find a stout wooden
  platform suspended by strong chains from the roof of a huge
  cave. The platform is eight feet square, has no sides or handrail,
  and will swing evenly from side to side. 30 feet below the platform
  the PCs can see a glowing lake of what looks like lava, but there
  is little heat. There are islands of semi-solid material in the lake.
  A wooden ramp four feet across leads up from the platform to
  follow the contours of the cave roof. Another square platform is
  attached at the top edge. The players are too low to see what is
  
  Page 52
  on the platform.
  All the Platforms and ramps are sturdily made from solid
  timbers and iron reinforcements. The top ends have been
  magically anchored into the ceiling. As all the platforms and
  ramps are eight feet from the irregular ceiling, their heights
  relative to each other vary by around plus or minus six feet. So
  for example, a player may go up to one platform, then up or down
  to the next.
  The structure will sway slightly when walked on, but won’t
  collapse, although the players may not believe this! None of the
  wooden walkways have sides or rails, only the chains, which are
  four feet apart. Running or sudden movement will cause the
  structure to move more, and will alert anyone else on the
  structure nearby to the presence of others. Combat on the
  walkways will always be a risk for both sides, although the
  advantage is obviously going to be with the home team. Indeed,
  any character who stumbles for whatever reason is going to have
  a chance of falling over the edge!
  For purposes of movement and combat, the walkways
  should be considered Hampered terrain. Any character wishing to
  move faster may do so but must make a balance check at DC 10
  for each round of movement. In combat, a player with a weapon
  like a mace or battle-axe that must be swung around must do the
  same at –2. Stabbing weapons and ranged weapons can be used
  normally provided the walkway or platform is still, i.e. there isn’t a
  mad
  dwarf
  swinging
  a
  huge
  battle-axe
  a
  few
  feet
  away.
  Remember, just because a person falls over, doesn’t mean they
  fall off! Roll 1D8 to decide direction, modifying the result to retain
  a degree of reality. In addition, any weapons striking the chains
  may well cut through them, further de-stabilising them, and
  possibly tipping the walkway and dumping anyone on it into the
  lake below. This is only really likely with heavy, edged weapons
  like axes and great swords, but almost any weapon could
  damage the chains, and thus weaken them. These particular
  chains have a hardness of 10, 8 hit points and a break DC of 28.
  The liquid below is actually a mild acid,
  colonised by photo-luminescent bacteria. There
  are occasional islands in the acid, consisting of
  rock and other debris from above, the bodies of
  various dead cave dwellers, and billions of shells
  from the dead bacteria. The islands are transient,
  rising and falling in a random pattern. Anything
  that makes contact with the acid will begin to take
  damage
  immediately.
  Organic
  substances
  like
  flesh, leather, wool etc will take 20% damage per
  minute. Wood, pottery, thin metal etc will take 15%
  damage every minute, and thick metal, armour,
  weapons
  etc
  10%
  every
  minute.
  Glass
  and
  stoneware is unaffected, but corks or wooden
  stoppers are not.
  The acid is clinging and the damaging
  effect will last another 4 minutes unless it is
  removed. Magical items must save or be similarly
  affected. Rubbing the acid off with a cloth will
  reduce this time in half, although the cloth will be
  ruined. Sufficient applications of water will stop it
  immediately, i.e. a couple of full water skins.
  Lesser amounts of water will save individual items.
  Note: the acid tends to pool in items such as
  scabbards, if the weapon is not removed and
  cleaned the acid will continue to work, slowly
  eating at the weapon until nothing is left but the
  handle!
  The islands are only mildly acidic, but will
  still damage items as above, taking the same
  damage every ten minutes. The proportion of
  islands to acid is ten to one. So anyone falling off
  the platforms has a one in ten chance of landing
  on an island.
  Approximately eight feet above many of the
  platforms is a shaft two feet across. These shafts
  are two feet high and lead into a hemispherical
  cave like the one at the entrance. Each is twenty
  feet across, the ceiling forming an almost perfect
  dome. They have obviously been excavated by metal tools. There
  are no clues as to what has been mined here. Once the mining
  has been completed, the miners have encouraged various cave
  dwellers to take up residence in the bubble caves. These act as
  extra guards for the mine, and food in times of siege. The
  creatures present are listed below. Either choose or roll 1d8. See
  Bestiary for further information.
  Cave centipede
  Cave cricket
  Horseshoe bat
  Lasso spider
  Giant Silverfish
  Dripping slime
  Black moss
  Nothing
  THE MINE (MAIN CAVERN) - KEY FEATURES
  1. Entrance Shaft
  This is where the PCs will enter the main cavern from a vertical
  shaft in the roof above.
  2. Stairs
  A well-constructed set of stairs one foot high and deep have been
  chiselled into the rock of the cave. The steps are three feet wide
  and the ceiling is six feet high. The ramp at the top does not
  touch the stairs, but hangs about eighteen inches from them. At
  the bottom, the stairs lead to a more natural looking ledge which
  curves around the cave wall, eventually disappearing into a dark
  cave, (See The Lower Cave.) The PCs will be able to see the
  winch (See below) from here, and its occupant, unless they’ve
  already dealt with him.
  There is a high chance of meeting cave lobsters whenever
  
  Page 53
  the players traverse this area. (See Bestiary).
  3. Winch
  Attached to the end of one of the platforms, this sturdy wood and
  iron winch is wound with two thin but strong chains. It is almost
  fully unwound and has a weight on the end, moving slowly with
  the sway of the structure. The windlass is held in place by an iron
  pin pushed through holes in the side. It will need two characters
  of average strength to operate in a controlled manner, and will
  descend to the end of the chains if the pin is removed, another
  four feet or so. Suspended from the end of the chain is a human
  figure, a male with the top inch or so of his head in the acid. If the
  players listen carefully they will hear him mumbling a prayer.
  If the man is winched up, he will shout for help as soon as
  he sees the group are not who he was expecting, i.e. another
  priest. (See The Neophyte).
  4. Cave (Leading to the Barracks)
  Here the platforms lead to an irregular opening in the cave wall,
  beyond which is a long tunnel. It has obviously been widened and
  smoothed to provide better access. There is a faint orange glow
  at the end of the tunnel, and the distant sound of hammering.
  Again, the platform leading to the cave does not touch the
  wall, ending about a foot away.
  5. Cave (Leading to the Priest's Quarters)
  An irregular opening, possibly caused by a rock fall, leads to a
  narrow, barely passable fissure. The platform continues into the
  fissure, but is only one plank wide. It is possible to step directly
  onto solid ground here, the wood being a foot above the rock.
  6. Acid Lake
  See the detailed description above.
  7. Mining In Progress
  The party will hear the unmistakable sound of mining as they
  approach this area. Occasionally, cascades of spoil will drop from
  the shaft above onto the platform and the acid lake below. If the
  characters enter they will find four miners to their left, who will
  probably not see them for some time as they are very intent on
  their task. Watchful characters may notice the miners stop work
  every few minutes and put something metallic in a leather pouch
  at their waist.
  8. Holy Symbol
  The party will find a holy symbol suspended above several of the
  walkways on a fine silver chain. If touched, the symbols will
  chime softly, alerting the priests to the presence of outsiders. In
  addition, the touch will trigger a flash of bright light, covering a ten
  foot diameter sphere. Anyone looking in the direction of the
  symbol must make a save or be stunned and blinded for D6
  rounds. Anyone within three feet will be rendered unconscious for
  D6 rounds, and, if failing the save, will be blinded for D4 days.
  Note: All the side and bubble caves are lit with various glass jars
  and bottles of acid taken from the lake.
  THE MINES ~ LOWER CAVE
  A nest of giant termites live here. They survive by foraging
  around the cave system, gathering anything remotely edible and
  returning it to the queen. Unfortunately, since the humans have
  arrived things have become difficult. The termites were attacking
  the workers and stealing the supplies, hence the barricade to
  contain them. No one has yet been brave enough to enter the
  tunnels beneath the cave and stop the termites completely by
  killing the queen.
  Yanoona may try to bribe or blackmail the group into doing
  just that.
  THE LOWER CAVE - KEY FEATURES
  1. Chain Ladder
  A simple ladder made from iron chains, fastened top and bottom.
  Not as easy to climb as
  a normal ladder, but easier than a rope.
  2. Barricade
  Iron chains are stretched across the width of the cave supported
  by large iron brackets. The barricade leans over the edge of the
  rock, allowing the crossbow men to shoot the termites as they
  climb up the wall from below. The barricade also slows the
  termites down, but doesn’t stop them.
  3. Soldiers
  Two squads of soldiers are stationed here permanently. They are
  rotated out on the normal shift pattern. Most of them will be
  asleep, leaving only two or three on look out duty.
  4. Termite holes
  These are the holes from which the termites emerge to go
  foraging. The termites emerge at least once per day, but recent
  events have meant an increase in this frequency. The hole
  marked with a cross leads to the
  workers
  chamber.
  All
  other
  holes lead to individual nest
  caves.
  5. Workers’ Chamber
  This
  is
  where
  the
  workers
  and
  warriors
  gather
  prior
  to
  going
  foraging. All the tunnels
  from above lead here.
  6.
  Big mother termite’s
  chamber
  The mother termite
  herself,
  all
  her
  attendants and the
  hatchery
  are
  in
  this
  chamber.
  The
  warriors
  will
  guard
  it
  with
  their
  lives.
  
  Page 54
  THE MINES ~ BARRACKS AND WORKSHOP
  This series of caves is accessible via location 4 in the Main
  Cavern.
  BARRACKS AND WORKSHOP- KEY FEATURES
  1. Main Barracks
  The main barracks area is twenty feet across
  at the widest point, and about forty feet long.
  The ceiling is irregular, and about ten to
  fifteen feet high. Tunnels four feet across
  and five feet high lead out to the main cavern
  and into the workshop. The floor has been
  smoothed, but the walls are natural.
  2. Bunk Beds
  There are three sets of triple bunk beds, two
  per side. They are made from solid wood, are
  eight feet high with each bed thirty inches apart. The
  ladder for the top bunk is built into the frame at the
  end. Each has a straw mattress and a thin blanket. As there
  aren’t enough beds to go around, the soldiers either ‘hot bed’ or
  sleep on the floor where they can. Of course the corporals always
  get the best beds.
  3. Weapons rack
  The off duty squads store their weapons here. Also, spare
  weapons of each kind and several dozen normal quarrels and a
  dozen spare throwing knifes can be found here.
  4. Stove
  The stove is an old iron monstrosity used for cooking, heating
  water and warming the cave. There is a large door on the front to
  load the wood, and a water boiler on the side. The top is a simple
  flat plate. A chimney takes the smoke up to a crack in the ceiling.
  No one knows, nor cares, where the smoke goes, just as long is
  it leaves the cave.
  5. Supplies
  A collection of crates, chests and sacks hold various food stuffs,
  mostly root vegetables, some preserved fruit and dried herbs.
  There is a small box of smoked fish, and what look like giant
  cricket legs. The food is poor, but edible. A couple of large
  barrels hold drinking water.
  6. Workshop Area
  Through the tunnel from the Barracks can be found a long,
  irregular cave fifty feet across from tunnel to end. It is thirty feet
  across at the widest point, the ceiling varying from ten to thirty
  feet. It is mostly natural with a worked floor and some parts of the
  wall. Iron pipes run along the central parts of the roof.
  7. Edec’s Forge
  Edec’s forge was pulled from his workshop and transported here
  by ox cart. It is very old, having been in his family for several
  generations. It’s very worn now, but Edec is very fond of it, often
  talking to it like he would a pet or small child. He has been
  attached to the forge by a ten foot length of chain running to a
  manacle around his left ankle.
  8. Tekresa’s Forge
  This is a more modern version of Edec’s forge, but Tekresa views
  it as a simple tool, and has no emotional attachment to it. She is
  also fastened to the forge with a ten foot length of chain running
  to a manacle on her right ankle. The two smiths can pass objects
  between themselves, but only by stretching to the very limit of
  their tethers.
  9. Vent
  The two forge chimneys are joined in the centre of the cave, then
  run to a wide crack in the ceiling at the rear of the cave.
  10.
  Boxes of
  Metal Ore
  This
  is
  the
  raw
  material
  dug
  out
  of
  the
  bubble
  caves
  by
  the miners. It consists of
  small granules of metal no
  larger than a pea, mainly a bluish
  colour and very sharp to the touch.
  11. Logs For Forges
  A large and mixed pile of cut timber stacked against two
  respective walls. The forges use a lot of fuel, but there never
  seems to be a shortage. Both smiths have hidden small objects
  behind the wood. Tekresa has a small sack of dried food, a
  dagger and a small but deadly sling which can throw pieces of
  the ore to about twenty five feet with great effect. Edec has an old
  chisel sharpened to a razor sharp edge, a glass vial of the orange
  acid and some dried meat wrapped in a piece of canvas.
  THE MINES ~ PRIESTS' QUARTERS
  The Priests’ quarters are found in what is basically a long tunnel.
  Near the entrance, the cave bulges out like a bubble, forming a
  useable space fifteen feet by twenty. Here, the lower ranking
  priests can be found. Further on the cave widens again to a
  similar size,
  wherein is found Thadissmarl’s lair. The tunnel
  continues around a sharp bend, opening out to form a cave
  
  Page 55
  twelve feet by twenty five. This is where Yanoona is usually
  found. A niche in the rear wall finally leads to a small space in
  which the head priest keeps his prized possessions.
  PRIESTS' QUARTERS - KEY FEATURES
  1 & 2. Bunk Beds
  Against the north wall can be found the bunk beds used
  but
  Wollos
  and
  Cadeal.
  They
  are
  simple
  wooden
  constructions with an integral ladder at one end. The
  mattresses are slightly better than the type given to the
  soldiers, being filled with feathers. The bottom bunk
  belongs to Cadeal, who keeps a small scourge whip
  under his pillow. The top bunk is used by Wollos. A
  magic token hangs at the head of the bed, which
  prevents the priest’s mind being controlled while he is
  asleep.
  On the wall opposite are beds used by Tay and Hilap
  when in residence. They are almost identical to the other
  bunks, but both have a normal, and forbidden, dagger hidden in
  the mattress at the pillow end.
  3. Wollos’ Chest
  Wollos has few personal possessions, the chest is
  therefore never locked. Within are his old clothes,
  (poor tunic and trousers), a spare set of priestly
  ropes, a brass alms bowl, a few old letters from
  his parents and two pairs of stout boots, worn
  but serviceable. There is a false bottom in the
  chest, fairly easily discovered and opened,
  which contains a slim book entitled “The Art
  of Mace Fighting.”
  4. Cadeal’s Sack
  Cadeal is even poorer than Wollos. His sack
  contains a spare set of robes, a pair of old leather
  boots and an old smock top often worn by farmers.
  There is also a length of knotted rope four feet
  long, which could either be for self-flagellation or
  assassination.
  At the very bottom of the sack is an old scroll
  in a language the PCs won't know (Decipher Script DC
  40).
  5. Tay’s Chest
  This is a medium sized, iron bound chest with a stout padlock.
  Inside are various sets of clothes; good robes, work clothes,
  winter wear and everyday clothes, with the boots to match. A
  small wooden box lies at the bottom, containing a couple of
  dozen gold and silver coins from all over the known lands, a
  folded I.O.U for one horse signed ‘Pyttyr’ and a half used potion
  in a glass vial. Fastened to the inside of the lid is a leather
  scabbard holding several blades; A short sword, two matched
  daggers, a large hunting knife, two solid silver daggers, and a
  punch dagger. Behind this is a sack containing a map and a huge
  key. Tucked right into the toe of one of the boots is a small silk
  pouch containing ten small diamonds.
  6. Hilap’s Bags
  These finely tooled leather saddlebags are worth a fair amount on
  their own. Inside the left pouch are spare clothes, mostly plain
  everyday wear, stuffed in anyhow. At the bottom is a hinged solid
  silver frame containing the portraits of two young girls, one of
  which is Hilap. In the right hand bag there is a neatly written
  journal bound in leather, which recounts her many campaigns. It
  ends about three months previously. Also within are two steel
  scroll tubes, one containing gold coins, the other filled, strangely,
  with black sand.
  7. Stove
  The stove is an old iron range used for cooking, heating water
  and warming the cave. There is a door on the front to load the
  wood, and a water boiler on the side. The top is a simple flat
  plate. A thin
  chimney
  takes
  the
  smoke out through the tunnel
  into the main cave. There is a
  small fire burning inside, and a
  meat stew bubbling gently on
  the top.
  8. Supplies
  The basic supplies are very similar to what
  the soldiers have, but with more variety and better quality. In
  addition, there is a side of smoked bacon, a leg of beef and a
  small keg of beer.
  9. Thadissmarl’s Quarters
  An irregular area opens off the corridor here, merely a bulge in
  the tunnel like cave. Here can be found a small bed and a single
  wardrobe.
  10. Bed
  The bed is spartan even in comparison to Cadeal’s, being merely
  a thin mattress and a threadbare blanket. On the floor under the
  bed is a loaded hand crossbow and a quarterstaff, both magical.
  11. Wardrobe
  In the wardrobe is a single spare robe and trousers, and an
  enormous two handed mace that even a strong character would
  
  Page 56
  have trouble with. Inside a secret compartment in the head are
  several gems, a gold pendant and a lock of hair tied with a faded
  blue ribbon. In the handle is a wand with one or two charges left
  on it.
  12. Yanoona’s Quarters
  There is a faint odour of flowers in this cave. Indeed it is
  obviously more opulent then anywhere else in the complex. There
  are several tapestries depicting birds in flight or landscapes on
  each wall, and a decorative brazier smoulders to the side of the
  desk. The cave looks and feels almost homely. The left hand side
  is obviously the home part of the cave, containing the bed and a
  large trunk. The right hand side is the work area, taken up by a
  map table and a desk. A long tapestry hides a thin crack in the
  wall that leads to a small niche.
  13. Desk
  This small writing desk is made from fine hardwood with carved
  legs. It has a leather panel inset into the top and two draws either
  side. All the draws are locked. On top of the desk are an ink pot
  and several quills, a half finished letter to a certain magistrate in a
  nearby town, a [Jetava] light, and a paperweight made from a
  human vertebrae. In the left hand top draw is a set of six darts,
  finely made and plated in gold, a diary written in code, spare
  paper and vellum, and a block of ink stone. In the lower draw are
  several drawings by different hands of war engines, crossbow
  designs, arrow and bolt head variations and inked illustrations of
  various guard and functionary uniforms.
  In the top right hand draw is a locked metal box almost as
  large as the draw. To remove it the draw has to be taken out,
  which triggers a poison gas bomb unless removed correctly. The
  gas expands to a five foot sphere within which any character
  must roll a Fortitude save or be incapacitated with dizziness and
  nausea for D6 rounds. The box is also trapped, a magical bolt of
  energy will cause damage equivalent to a long sword to anyone
  who fails to pick the lock correctly, and fuses the lock pick to the
  lock, rendering both useless and the lock permanently sealed.
  The box can still be broken open. Inside the box is a glass vial full
  of the orange acid, which if broken, say by someone breaking the
  box open, will dissolve the papers within one round. [The papers
  list the proposed targets, detailed plans, and names of Yanoona’s
  contacts in the nearby town.]
  In the bottom right hand draw are a dozen clay balls sealed
  with wax and wrapped in straw. Each contains one pint of the
  milky secretion from the cave lobsters, which can neutralise ten
  times its volume of the acid in one round.
  14. Bed
  A luxurious bed compared with those of other caves, furnished
  with a thick blanket on a down-stuffed mattress. A decorative quilt
  lies on top of the blanket.
  15. Map Table
  Like the desk, this is a fine piece of furniture, made from
  hardwood and highly decorated. It is six feet long and four feet
  wide, and has an adjustable top that can lie flat or stand upright
  like an easel. Several maps of the surrounding area are rolled up
  and stored in the storage area below. [On the top, weighted down
  by spearheads of various designs, is a map of the town named in
  the plans. Several locations have been circled or indicated, with
  the same code as used in the diary to describe them.]
  The GM may hand out any of the printable maps of Opus
  found at the end of this file and supply them to the players at this
  point. If the PCs are not going to take the maps, the GM should
  retrieve the printouts after players have had a suitable period to
  study them and/or make sketches.
  16. Large Trunk
  Five feet long and three feet square, this is the largest trunk the
  PCs have ever seen. It could easily hold the body of a large
  person, but fortunately doesn’t. It is made from thick hardwood
  re-enforced with black iron. The lock is magical, and will only
  open when touched by Yanoona, or at least his finger. Inside is a
  veritable
  museum
  collection
  of
  clothes;
  guard
  uniforms,
  magistrates’ finery, various priestly robes and some expensive
  silk dresses. At the bottom are all the relevant shoes and boots,
  and all of it meticulously labelled. In a compartment in the lid are
  two dozen small purses, each containing five gold coins, ten
  silver coins and twenty copper, and a silver ring in the style of a
  birds wing.
  If Yanoona is alerted to the PCs' approach, by the sounds
  of fighting or by one of the holy symbol alarms being triggered in
  the main cave, he will throw all his maps and papers into this
  trunk and close it before the PCs arrive.
  17. Concealed Niche
  Behind a tapestry of the legendary Tower in the Clouds, is a thin
  gap, barely more than a crack, in the rock. Only normal sized or
  smaller characters are able to traverse the six foot long gap.
  Inside, the niche is an irregular shape, barely larger than a single
  wardrobe. Packed within are several glass jars filled with diluted
  orange acid, and within each jar are dozens of bolt, arrow, and
  spear heads.
  BESTIARY
  CAVE CENTIPEDE (LARGE)
  Large Vermin
  Hit Dice: 3D8 (13 hp)
  Initiative: +2
  Speed: 40 ft (8 squares), climb 40 ft
  Armour Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-
  footed 12
  Base Attack/Grapple: +2/+7
  Attack: Bite +3 melee (1d8+1 plus poison)
  Full Attack: Bite +3 melee (1d8+1 plus poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +3, Ref +3, Will +1
  Abilities: Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +18, Hide +6, Spot +4
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Solitary or colony (2-5)
  Challenge Rating: 1
  Advancement: 4-5 HD (Large)
  Level Adjustment: -
  Similar to a giant centipede, but with long feelers either end and
  hooked feet, which enable them to walk on almost any surface.
  They are about twelve feet long, and covered in a flexible
  chitinous armour. They have a strong bite and can inject poison
  each time. They feed on other cave dwellers, including the
  humans if they are hungry.
  The poison causes total paralysis in any victim failing a Fortitude
  test at DC 10.
  CAVE CRICKET (MEDIUM)
  Medium Vermin
  Hit Dice: 1D8 (4 hp)
  Initiative: +2
  Speed: 40 ft (8 squares), climb 40 ft
  Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
  Base Attack/Grapple: +0/-1
  
  Page 57
  Attack: Bite +2 melee (1d6-1)
  Full Attack: Bite +2 melee (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Stun
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +14, Hide +8, Spot +6
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Colony (7-12)
  Challenge Rating: 1/2
  Advancement: --
  Level Adjustment: --
  Identical to the well known insect, the cave cricket is four feet
  long with huge back legs and large eyes. They have a nasty bite
  but will use their sonic attack first. This shrill chirrup created by
  the back legs will stun anyone within ten feet who fails a Fortitude
  save at DC14. The victim will be stunned for D6 rounds and deaf
  for D20 rounds. They feed on any organic material including the
  fungi and moulds that grow on the walls. These crickets can be
  eaten in times of hardship. They are nutritious, but have a bland
  flavour and a gluey texture. D6 plus 6 crickets will inhabit each
  cave. Their sticky feet allow them to walk on any surface but not
  directly upside down.
  HORSESHOE BAT
  Diminutive Animal
  Hit Dice: 1/4 d8 (1 hp)
  Initiative: +2
  Speed: 5 ft (1 square), fly 40 ft. (good)
  Armour Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
  Base Attack/Grapple: +0/-17
  Attack: -
  Full Attack: -
  Space/Reach: 1 ft./0 ft.
  Special Attacks: -
  Special Qualities: Blindsense 20 ft., low-light vision
  Saves: Fort +2, Ref +4, Will +2
  Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
  Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
  Feats: Alertness
  Environment: Temperate Caves
  Organisation: Colony (10-40) or crowd (10-50)
  Challenge Rating: 1/10
  Advancement: -
  Level Adjustment: -
  These are just the normal bats found in many caves. They are
  harmless but will scatter when disturbed, exiting the hole in a
  flurry of wings. The sound and movement will alert any patrolling
  soldiers, who may investigate. The bats leave the cave at dusk
  through a slim vent high up at the rear of the cave. The miners
  collect the bats’ guano once a month.
  LASSO SPIDER (MEDIUM)
  Medium Vermin
  Hit Dice: 2D8+2 (11 hp)
  Initiative: +3
  Speed: 30 ft (6 squares), climb 30 ft
  Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
  Base Attack/Grapple: +1/+1
  Attack: Bite +4 melee (1d6 plus poison)
  Full Attack: Bite +4 melee (1d6 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, web
  Special Qualities: Darkvision 60 ft., vermin traits
  Saves: Fort +4, Ref +3, Will +0
  Abilities: Str 18, Dex 18, Con 10, Int -, Wis 10, Cha 2
  Skills: Climb +16, Hide +10, Spot +4
  Feats: Weapon Finesse
  Environment: Underground
  Organisation: Solitary
  Challenge Rating: 2
  Advancement: --
  Level Adjustment: --
  The lasso spider is six feet long, with a slim body two feet across.
  It is a dark black in colour and difficult to see in low light. It
  doesn’t spin a web as such, but creates long strands of web with
  sticky, bulb-shaped pads at the ends. It will then hang these from
  the ceiling of its lair, then lie in wait for a victim. The spider also
  has a couple of these pads on its front legs, which it will throw if
  any of the hanging pads are disturbed or if it spots a victim with
  its twelve eyes. It will attack almost anything, and can go for two
  or three years between meals. Once the pads have stuck, it will
  pull the victim towards its mouth. It has a pair of hollow fangs that
  inject a strong venom that digests living tissue. The lasso spider
  has high strength and only strong characters will be able to hold
  their ground, unless they lose their footing. The web strands and
  glue have a similar strength, but with break down naturally in a
  couple of hours. If the character wins the strength contest, the
  odds are 50/50 as to whether the web snaps or the spider is
  pulled from its lair.
  Failing to save against the poison on a DC 10 Fortitude check will
  cause the victim to loose one point of Strength and one point of
  Constitution per round unless neutralised. If left untreated, the
  poison will liquefy the victim’s insides in 30 minutes.
  GIANT SILVERFISH (LARGE)
  Large Vermin
  Hit Dice: 5D8+10 (32 hp)
  Initiative: +2
  Speed: 60 ft (12 squares), climb 60 ft
  Armour Class: 19 (-1 size, +3 Dex, +6 natural), touch 12, flat-
  footed 15
  Base Attack/Grapple: +3/+12
  Attack: Head Butt +6 melee (1d6 +6)
  Full Attack: Head Butt +6 melee (1d6 +6)
  Space/Reach: 10ft./5 ft.
  Special Attacks: --
  Special Qualities: Blindsight 60 ft., vermin traits
  Saves: Fort +4, Ref +3, Will +1
  Abilities: Str 19, Dex 16, Con 14, Int -, Wis 10, Cha 2
  Skills: Climb +16, Hide +4, Spot +4
  Feats: Blindfight, Improved Bull rush
  Environment: Underground
  Organisation: Colony (D4+1 Adults, D6 young)
  Challenge Rating: 3
  Advancement: --
  Level Adjustment: --
  Not a fish at all of course, but a kind of crustacean. The tiny
  relative of this ancient creature is often found in flour mills and
  storage areas, and is considered harmless. The giant silverfish is
  equally as harmless, unless protecting their large eggs, or if you
  are merely in the way of where they want to be. They are eight to
  ten feet long, have blunt heads and a heavily armoured shell.
  Despite this they are fast and flexible, as fast as a horse and they
  can bend in half. They have no eyes or feelers, but explore their
  world seemingly by blundering around until they head butt
  something, or by detecting vibrations through their feet.
  If disturbed, the silverfish will try to flee if possible, or if defending
  a nest they will dash towards the interloper at full speed. They
  attack once and then scuttle backwards for another go. They too
  can travel on any surface with no penalty for moving straight up a
  wall or across the ceiling, forwards or backwards.
  Typically, D4 adults and D6 young will be found together. There is
  a 40% chance of a nest being present with a single large egg.
  The egg is edible, has a high water content, and may contain a
  large youngster.
  
  Page 58
  DRIPPING SLIME (LARGE)
  Large Ooze
  Hit Dice: 4d10+32 (54 hp)
  Initiative: -5
  Speed: 5ft. (1 square)
  Armour Class: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
  Base Attack/Grapple: +3/+11
  Attack: Slam +1 melee (1d6 plus 1d6 acid)
  Full Attack: Slam +1 melee (1d6 plus 1d6 acid)
  Space/Reach: 15 ft./10 ft. (or height of cavern)
  Special Attacks: Acid, engulf, paralysis
  Special Qualities: Blindsight 60 ft., immunity to electricity, ooze
  traits, transparent
  Saves: Fort +9, Ref -4, Will -4
  Abilities: Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
  Skills: -
  Feats: -
  Environment: Underground
  Organisation: Solitary
  Challenge Rating: 3
  Treasure: 1/5th coins, 2D4 gems
  Alignment: Always neutral
  Advancement: --
  Level Adjustment: --
  This bane of cave dwellers is similar to a gelatinous cube, but
  hangs from cave walls and ceilings ready to fall on its victims. It
  is colourless and almost totally invisible when still. Typically it will
  be 10 feet square and spread about six inches thick. Its attack
  method is to drop small drips of itself from the ceiling or wall. If
  these make contact with a suitable victim the rest of the slime will
  follow, engulfing its prey. The drips that miss will seek to return to
  the main body by ascending the walls, creeping slowly upwards
  until it can meld back together. If the drips get lost, they can
  survive alone, or with other drips, either from the original or
  another slime. No one knows how the slime drips communicate
  with the host mass, although some suspect it may be a chemical
  signal as they seem to get confused in passages with moving air.
  This particular slime can disgorge larger items from its body, and
  will contain nothing larger than a coin or gem.
  BLACK MOSS (FINE)
  Fine Plant
  Hit Dice: 1D4 (4 hp per square foot)
  Initiative: N/A
  Speed: Nil
  Armour Class: 1, touch 1
  Base Attack/Grapple: N/A / N/A
  Attack: None
  Full Attack: None
  Space/Reach: Special/nil
  Special Attacks: Spores
  Special Qualities: None
  Saves: Fort +4, Ref +0, Will +0
  Abilities: Str 1, Dex 1, Con 30, Int -, Wis 1, Cha 1
  Skills: Nil
  Feats: Nil
  Environment: Underground
  Organisation: Colony (D10 square yards)
  Challenge Rating: 1
  Advancement: --
  Level Adjustment: --
  This tiny plant can live on any surface. It needs only a little
  moisture to survive. It gets its nourishment from the air and by
  dissolving the rock on which it anchors itself. It forms colonies of
  many thousands of individuals, each able to communicate in
  some way with its neighbour. Black moss is usually harmless,
  indeed many animals feed on it when there is little else to eat.
  But once every ten days the mosses release tiny spores in
  almost invisible clouds, which can drift around for days. The
  spores enter the nose or mouth of any creature breathing them
  in. From there they migrate into the gut and set up small clusters,
  growing quickly on the contents of the stomach. When the
  stomach is full, after about a week, the moss enters its second
  phase, pushing root like appendages out through the skin. The
  appendages then swell and burst, throwing clouds of tiny seeds
  into their surroundings. The moss in the stomach then dies back,
  but will flare up again every month or so. There is a 95% chance
  the host will survive this process, reduced by five percent for
  every further eruption.
  The first symptoms are lack of appetite and flatulence, often
  accompanied by vivid dreams and hallucinations. Only a Heal
  spell will remove it, or the repeated flushing of the system with
  holy water or other pure water sources.
  CAVE LOBSTER OR LESSER CHULL (MEDIUM)
  Medium Aberration (Aquatic)
  Hit Dice: 7d8+34 (64 hp)
  Initiative +5
  Speed: 30 ft. (6 squares), swim 20 ft.
  Armour Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
  Base Attack/Grapple:+6/+10
  Attack: Claw +8 melee (2d6+3)
  Full Attack: 2 claws +8 melee (2d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Constrict 2d6+3, improved grab.
  Special Qualities: Amphibious, tremorsense 60 ft., immunity to
  acid
  Saves: Fort +7, Ref +5, Will +5
  Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 10, Cha 3
  Skills: Hide +13, Listen +10, Spot +10, Swim +12
  Feats: Alertness, Blind-Fight, Combat Reflexes
  Environment: Underground lakes and streams.
  Organization: Solitary or pack (4-6)
  Challenge Rating: 5
  Treasure: Nil
  Alignment: Usually chaotic evil
  Advancement: --
  Level Adjustment: --
  These live in the acid lake, feeding on any organic matter they
  can pick up, including carrion. They are about five feet long with
  ten legs and two large claws. They have a thick knobbly carapace
  that covers almost their entire body. Special glands on the outer
  surface secrete a milky fluid to prevent the acid burning them.
  This can be harvested from the lobsters to neutralise the acid,
  each yielding about two pints. They have poor eye sight but good
  vibration sense, which also works through the acid. Normally,
  they won’t attack, but if they are hungry or disturbed they will
  head for the nearest target.
  GIANT TERMITES
  QUEEN TERMITE
  Gargantuan Vermin
  Hit Dice: 10D10+20 (75 hp)
  Initiative: -6
  Speed: Nil (Can be carried by 10 or more workers/ Warriors 5
  squares)
  Armour Class: 16 (- 4 size, +10 natural) touch 6, flat footed 16
  Base Attack/Grapple: +0/+0
  Attack: Bite melee (4D6+4)
  Full Attack: Bite melee (4D6+4)
  Space/Reach: 40ft./5ft.
  Special Attacks: Improved grab, Constrict
  Special Qualities: Vermin traits
  Saves: Fort +10, Ref+0, Will +4
  Abilities: Str 18, Dex 1, Con, 15, Int -, Wis 15, Cha 13
  Skills: --
  
  Page 59
  OPUS OPERANDI
  Chains in the Dark - GM’s Printable Version
  Created by Steve Dean and Wyn F Dawkins, with additional
  material by Suzanna Hope and David Sharrock. All artwork and
  maps by Wyn F Dawkins.
  Released by Forever People Digital Press
  All distribution rights reserved by Wyn F Dawkins and Suzanna
  Hope. The owner of the Chains in the Dark file is hereby granted
  permission to print as many copies of the GM printable version as
  they like, provided all copies are for personal use and are not
  freely distributed or sold on for profit.
  Forever People and Forever People Digital Press are a subsidiary
  of DLS Enterprises. Opus Operandi is a d20 role-playing product
  available as a digital file from www.foreverpeoplerpg.com. This
  material is protected under international copyright laws, the
  copyright laws of the United Kingdom and the United States of
  America. Any reproduction or unauthorised use of the material or
  artwork contained herein is prohibited without the express written
  permission of Forever People Games & RPG.
  Proprietorship of all Open Game Licensed content belongs to
  Wizards of the Coast. DLS Enterprises and Forever People Digital
  Press are in no way affiliated with Wizards of the Coast.
  This product is a work of fiction. Any similarity to actual people,
  organizations, places, or events is purely coincidental.
  Original Edition © 2007 Forever People Digital Press
  INDEMNITY NOTICE
  Forever People, nor Forever People Digital Press, nor DLS
  Enterprises, nor Wyn F Dawkins, Steve Dean nor Suzanna Hope,
  nor any heir or successor to any of the above shall be held
  responsible for any detrimental loss of data, damage to electronic
  equipment or damage to health, life and limb arising from the use
  of this file, or the use of the printable GM version.
  Visit our website for updates and to subscribe to the Forever
  People newsletter: www.foreverpeoplerpg.com
  Feats: Diehard
  Environment: Any temperate
  Organisation: Solitary (4-8 Warrior guards plus 6-10 Workers)
  Challenge Rating: 2
  Treasure: 1/10 coins, standard items, mainly silks and soft
  goods.
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The queen termite is a huge, bloated creature almost forty feet
  long. Her head is a normal, if somewhat large, termite, complete
  with jaws and compound eyes. Her abdomen is a swollen egg
  sac, producing a dozen eggs every day. These are removed by
  her guards and left to hatch. The eggs hatch in 3 to 5 days. There
  is a 75% chance of each egg producing a worker. 25% of the
  eggs will hatch out as warriors, twice the size as the workers, with
  powerful jaws and long legs. She is totally immobile, but will bite
  if anything uninvited comes into range. She has strong jaws,
  which can lock for automatic damage. These will stay locked if
  she is killed or rendered unconscious. Her hide is leathery at the
  front, but warty and slick on her abdomen. Otherwise she is pretty
  helpless, her abdomen being particularly vulnerable. If reduced to
  zero hit points or less she will feign death.
  The King termite lives as a parasite on the female’s underside.
  He is small and inoffensive, the players may not even notice him.
  He can survive for a while without the female, especially if
  another host can be found.
  WORKERS
  Medium Vermin
  Hit Dice: 2D8 (9 hp)
  Initiative: +0
  Speed: 40ft (8 square) climb 30 ft
  Armour Class: 15 (+5 natural) touch 10, flat footed 15
  Base Attack/Grapple: +1/+1
  Attack: Bite +1 melee (1D6)
  Full Attack: Bite +1 melee (1D6)
  Space/Reach: 5ft./5ft.
  Special Attacks: Poison spray
  Special Qualities: Vermin traits
  Saves: Fort +3, Ref+0, Will +0
  Abilities: Str 10, Dex 10, Con, 10, Int -, Wis 11, Cha 9
  Skills: Climb +10
  Feats: Track
  Environment: Any temperate
  Organisation: Crew (6-11 Plus 2-4 Warriors)
  Challenge Rating: 1
  Treasure: None
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The workers are about four feet long, with six short legs and
  small jaws. Each has a gland on the top of the head that can
  shoot a mild poison once per day. The poison has a foul smell
  and disorientates the victim for 6 to 8 rounds unless a Fortitude
  save is made at DC 10. The jaws are weak, so the creatures are
  unable to hold a bite for automatic damage. Their shells are
  leathery but completely colourless.
  WARRIORS
  Medium Vermin
  Hit Dice: 4D8+2 (20 hp)
  Initiative: +1
  Speed: 50ft (10 squares) climb 40 ft
  Armour Class: 17 (+7 natural) touch 10, flat footed 17
  Base Attack/Grapple: +2/+3
  Attack: Bite +3 melee (2D4+3)
  Full Attack: Bite +3 melee (2D4+3)
  Space/Reach: 5ft./5ft.
  Special Attacks: Improved grab, Constrict
  Special Qualities: Vermin traits
  Saves: Fort +4, Ref+0, Will +1
  Abilities: Str 14, Dex 10, Con, 13, Int -, Wis 13, Cha 11
  Skills: Climb +12
  Feats: Track
  Environment: Any temperate
  Organisation: Gang (2-6 Plus 6-11 Workers)
  Challenge Rating: 2
  Treasure: None
  Alignment: Neutral
  Advancement: --
  Level Adjustment: --
  The Warrior termites are impressive creatures, eight feet long
  and fast moving even when running on the walls and ceiling.
  Their jaws can lock onto a victim if a successful attack is made,
  and the creature does automatic damage each round until the
  victim can escape, on a strength check, or is dead. If the victim
  goes still the warrior will return to the queen and feed the flesh to
  her. If the termite is killed while holding a victim the jaws remain
  locked and continue to do half damage. Their outer shells are
  thicker than the Workers’, but similar in appearance.
  
  Page 60
  
  Page 61
  Map of Opus - Printable Version/freely distributable - copyright © Forever People Digital Press, all rights reserved 2007 - www.foreverpeoplerpg.com
  
  Page 62
  The Realm of Opus
  The material plane is divided, but not by the hands of
  men, for these are the wild continents of Opus, where
  chaos oppresses the spread of civilisation and the world
  belongs to the wild monsters, the gods and the
  elemental energies of magic.
  Long ago the gods forged a great shining sphere and
  called it Opus, a Great Work. They breathed life to the
  people of their creation and called them servants of the
  world. There were perverse gods, and gods of law. At
  first the two used the world as one. But the gods of law
  and beauty feared to see their great work destroyed by
  the callous hands of the evil gods, and a war was
  waged. The evil gods were cast into the dark planes
  where they plotted their revenge upon the pantheon
  gods and their precious sphere.
  The Pantheon Gods of Opus
  Jetava
  Intermediate Deity - Rank 14
  Goddess of the wind, the air, the sky and the cloud.
  Lorka
  Intermediate Deity - Rank 11
  God of luck, fate and destiny
  Drom
  Greater Deity - Rank 16
  God of strength, power, sword and steel
  Thauma
  Greater Deity - Rank 18
  Goddess of magic, sorcery and illusion
  Almighty Sen
  Greater Deity - Rank 20
  God of Men
  Gorum
  Greater Deity - Rank 19
  God of Dwarves
  Ethrayall
  Greater Deity - Rank 20
  Goddess of Elves
  Gayya
  Intermediate Deity - Rank 14
  Goddess of the earth, soil and stone
  Cultures
  Civilisation is rare within the wild continents, divided
  north and south by the human kingdom of Mohan.
  Here live the greater proportion of humans, led by their
  great king Ephrata, whose mighty swordsmen and
  sorcerers maintain as best they can the borders of
  Mohan’s territory.
  North Opus is home to pockets of human, elf and
  dwarf civilisation. Here too are gnome towns and
  halflings in abundance. But the civilised districts are
  surrounded by great wastelands of plains, forest, hills
  and mountain where monstrous races roam freely.
  South Opus is entirely wild and the few cultures here
  belong to that of the dark elf, or are controlled by the
  evil will of black-hearted wizards.
  Chroma and the Northern Wastes are a frost land of
  snow
  and
  ice,
  too
  inhospitable
  to
  harbour
  any
  semblance of civilisation. The White World of the
  south is also uninhabitable, a vast tract of ice,
  unexplored and unknown to the world of men.
  Sidhe is an exotic land, temperate, but remote. The
  people of Sidhe are dark skinned and strong, corrupt to
  the will of evil gods and always ready to wage war
  upon the human lands of the north.
  Most races worship either all the gods of good or all the
  gods of evil. Certain races, like the dwarf or elf,
  sometimes specialise in worshipping only one god.
  Evil Deities of Opus
  Slathe
  Intermediate Deity - Rank 12
  God of serpents and reptiles.
  Ougre
  Intermediate Deity - Rank 13
  Wolf god of Monstrosities
  Stygia
  Intermediate Deity - Rank 15
  Goddess of Darkness
  Unholy Nefar
  Greater Deity - Rank 20
  God of Evil
  Opus uses the d20™ OGL system. For Bestiary, Planes,
  Divinity, Magic, Races, Classes and so forth, see the System
  Resource Document online: http://www.wizards.com
  
  Page 63
  OPEN GAME LICENSE Version 1.0a
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  OPUS OPERANDI
  Chains in the Dark - PDF version
  Created by Steve Dean and Wyn F Dawkins, with
  additional material by Suzanna Hope and David
  Sharrock. All icons and maps by Wyn F Dawkins. All
  artwork, including front cover art, by David Sharrock.
  Released by Forever People Digital Press
  All distribution rights reserved by Wyn F Dawkins
  and Suzanna Hope. No unauthorised redistribution,
  copying or file-sharing.
  Forever People and Forever People Digital Press are
  a subsidiary of DLS Enterprises. Opus Operandi is a
  d20 role-playing product available as a digital file
  from www.foreverpeoplerpg.com. This material is
  protected under international copyright laws, the
  copyright laws of the United Kingdom and the
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  Proprietorship of all Open Game Licensed content
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  This product is a work of fiction. Any similarity to
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  Original Edition © 2007 Forever People Digital Press
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SOURCE: textdata/thevault/Opus Operandi/Opus Operandi Chains in the Dark.pdf