TEXT: A
  FT 0
  Daniel J. Bishop
  FAERIE TALES FROM UNLIT SHORES
  PRINCE CHARMING, REANIMATOR
  
  1
  Prince Charming, 
  Reanimator
  A 0-level funnel for the Dungeon Crawl Classics game.
  By Daniel J. Bishop • Cover Design by Luigi Catellani
  • Cartography by Kristian Richards • Editing by Perry 
  Fehr • Interior Art by Luigi Castellani • Layout by 
  Mark Gedak • Feedback by Jon Marr (Purple Sorcerer 
  Games)
  Playtesters: Thomas M. Boxall, Perry Fehr, Mark 
  Gedak, Patrick Kossmann, Kent Little. (16, 0th level 
  characters entered only Whitey the Blacksmith, Elrond 
  Tapps the Cobbler, and Mouse Concave the Guild Beg-
  gar made it out alive. They are now warriors, elves, and 
  rogues respectively).
  With many thanks to H.P. Lovecraft, who taught us to 
  fear the dead, and to Charles Perrault, Joseph Jacobs, Ja-
  cob and Wilhelm Grimm, and all others who collected, 
  wrote, and illustrated the fairy tales that influenced me 
  as a child and adult.  Their inspiration will always be 
  felt.
  Introduction
  This product comes about due to the confluence of 
  several factors.  
  First, I had planned to do a series of fairy tale-based 
  adventures for the Dungeon Crawl Classics RPG, titled 
  Faerie Tales from Unlit Shores. The idea was to combine 
  classic fairy tales with one or more strong Appendix N 
  influences, to create something that accentuated the 
  folkloric (and often dark) fey elements of the original 
  tale and the adventurous energy of Appendix N fiction.
  Second, my good friend Raechel Henderson, who 
  was the first person to ever pay me for a piece of writ-
  ing, had a Kickstarter project that was moving slowly.  
  I asked my readers to help spread the word about 
  Raechel’s project, in return for which I would write a 
  free adventure.  The adventure you are now reading 
  is that free adventure.  Her project, Spellbound and 
  Spindles, is related to fairy tales too, making this a per-
  fect tribute to those who contributed either with dollars 
  or links.  More information on her project can be found 
  at http://eggplantproductions.com/spellbound-and-
  spindles/.
  Finally, Mark Gedak of Purple Duck Games not only 
  agreed to publish the follow up series of fairy tale-
  based adventures, but also to publish the free adventure 
  professionally.  You will be seeing at least five more 
  adventures in this series, creating a full arc from 0-level 
  to level 5.  If they are popular, I (or others working with 
  Purple Duck Games) might do more.
  I hope you like them.
  Purple Duck Note: The Dungeon Crawl Classics 
  Core Rulebook assumes that XP are gained after each 
  significant encounter, and that characters are able to 
  gain levels as soon as the requisite XP have been at-
  tained.  This adventure assumes the same.  If your ad-
  venturers have not reached 1st level by the adventure’s 
  climax, they may not survive.
  Although there are several magical treasures in this 
  adventure, many of them have either limited uses or 
  drawbacks.  It is hoped that these special items will help 
  to shape their owner’s career right from the start.  
  Fairy Tales and Appendix N
  Combining fairy tales and folklore with rousing adven-
  ture is nothing new to those familiar with Appendix N.  
  J.R.R. Tolkien’s The Hobbit will spring immediately to 
  mind, and this author heartily recommends the good 
  Professor’s essay, On Fairy-Stories, which can be found 
  in The Tolkien Reader.
  But Professor Tolkien is hardly alone.  Poul Anderson’s 
  The Broken Sword and The Mermaid’s Children have 
  strong fairy tale elements.  One cannot read the fan-
  tasy works of Lord Dunsany without picking up the 
  fairy tale influence, and this went on to influence other 
  writers, such as H. P. Lovecraft.  Andre Norton has 
  written several novels with strong fairy tale influences.  
  I recommend Dread Companion for an unusual twist – 
  the fairy tale elements are packaged as part of a science 
  fiction story!  Fletcher Pratt and L. Sprague de Camp’s 
  Land of Unreason is likewise influenced.  Manly Wade 
  Wellman’s Silver John stories are steeped in Appalachian 
  folklore.  Lin Carter’s Terra Magica series (four novels 
  in all) assumes that fairy tales are real histories, and the 
  places and people mentioned therein are likewise real.
  
  2
  Background & Adventure Start
  Prince Hubert Charming, son of the Baron of Westlake, 
  and heir to Westlake Manor, is well known as a cold man, 
  whose watery blue eyes seem to betray no emotion at all.  Yet 
  he is a great lover of beauty, as all his wives have proven.  
  The first he found working in the cinders of a woodsman’s 
  cottage.  Some say that the girl’s jealous stepsisters threw her 
  down a well to prevent her from becoming the young prince’s 
  bride, but even death did not bar Prince Charming, and 
  she enchanted everyone at the wedding.  Her stepsisters were 
  placed in spiked barrels filled with hot coals and dragged 
  through the town until they themselves died.
  Whatever process Prince Charming used to revive his bride, 
  it did not last forever.  All too soon, the Princess Ella took ill 
  and died. 
  Charming then found another bride, and there was no 
  doubt in this case that she was dead.  She was entombed in 
  a glass coffin guarded by half a dozen or so dwarves.  Yet, 
  when Prince Charming injected his magic elixir and kissed 
  her upon the lips, her eyelids fluttered open and she breathed 
  again!  The story was told that the new Princess had been in 
  but a deep coma, a sham of death, until a poisoned apple 
  was dislodged by the Prince’s kiss.  But folk began to whisper 
  in dread, and none were surprised when it was announced 
  that Princess Snow, like Princess Ella, succumbed to a fatal 
  illness after only a few years of marital bliss.
  In all kingdoms there are tales, and in the Barony of West-
  lake, it is said that the Grimmswood hides the ruins of a 
  long-lost realm.  The daughter of its final king, cursed by a 
  malevolent faerie, pricked her finger on a spindle upon her 
  sixteenth birthday, in the blossom of her youth, and died.  
  With her death, the kingdom went to ruin.  Few now dare 
  to go far into the Grimmswood, although the riches of the 
  lost kingdom are said to lie unclaimed within.  Fear of dark 
  fey magic and even greater evils keep men out.
  Or they did so until now.  For Prince Hubert Charming of 
  Westlake has determined that the long-dead Princess Beauty 
  is only cursed to sleep away the aeons, and he will have her 
  for his bride.  His men rounded up a stable of “volunteers” 
  at the beginning of one early autumn morning, and here 
  you are, with what makeshift arms and equipment you had 
  upon you when you were “volunteered”.
  Your mission, the Prince’s Bailiff explains, is to enter the ru-
  ined castle, find the place where the “Sleeping” Beauty lies, 
  and bring her forth for Prince Charming to restore with a 
  kiss.  Those who choose not to go upon this quest must take 
  their chances with the Prince’s Guard, twenty men strong, 
  and be declared outlaw.  Those who choose to hazard their 
  lives within the ruined castle may keep what they find, 
  apart from the sleeping princess, but dare not leave without 
  her.
  Prince Charming does not deign to answer questions 
  from the peasant mob; such questions are left to his 
  Bailiff.  If any PC happens to be of standing, though, he 
  will speak to that individual.  Indeed, such an individual 
  will be assumed to be the leader of the group so far as 
  the Prince and his men are concerned.
  Requests for armor or better weapons are met with 
  derisive laughter.  The group is meant to determine 
  what dangers lie within.  If they should not succeed, 
  their betters will follow.  Indeed, the peasant mob is not 
  supposed to survive at all.  Even if they win clear, both 
  Prince and Bailiff know that they are intended to die 
  here in the forest.  Already, there are too many whispers 
  about the Prince’s brides among the peasantry.  They will 
  be called heroes in the village, and their families will be 
  given a few copper coins and exemption for a time from 
  the obligation they owe their lords, and then all will be 
  as it was, save that Prince Charming and Princess Beauty 
  shall wed.
  Prince Charming: Init +4; Atk longsword +4 melee 
  (1d8); AC 10; HD 3d6; hp 14; MV 30’; Act 1d20; SV 
  Fort +1 , Ref +3, Will +3; AL N.
  Bailiff: Init +4; Atk short sword +4 melee (1d6) or spear 
  +4 melee (1d8); AC 15; HD 2d8; hp 9; MV 25’; Act 
  1d20; SV Fort +3, Ref +3, Will +1; AL L.  Chainmail.
  Horses (2): Init +1; Atk hoof +2 melee (1d4+2); AC 14; 
  HD 3d8; hp 13 each; MV 60’; Act 1d20; SV Fort +4, 
  Ref +3, Will +1; AL N.
  Men-At-Arms (20): Init +0; Atk short sword +1 melee 
  (1d6) or crossbow +1 ranged (1d6); AC 13; HD 1d8; hp 
  1, 7, 3, 5, 2, 1, 3, 1, 5, 8, 2, 1, 7, 4, 8, 7, 6, 3, 8; 1 MV 
  30’; Act 1d20; SV Fort +1, Ref +1, Will +0; AL L.  Stud-
  ded leather armor, 6 crossbow bolts.
  Only Prince Charming and the Bailiff are mounted.  If 
  the PCs should attempt to fight it out, the Prince and 
  the Bailiff will back away to allow the men-at-arms to 
  deal with the characters.
  
  3
  
  4
  
  5
  Encounter Areas
  1.  The Castle in the Woods:  Before you is an avenue 
  of overgrown and tangled forest, thick with thorny vines.  
  Rising from it, you can see an ancient castle, now little more 
  than a tumble of fallen stones.  What remains of towers and 
  walls are hard to make out clearly, so deep is the growth of 
  forest and vines, but it is obvious that the castle has been 
  hidden here in the Grimmswood for many generations of 
  men.  Before you there are two passages through the under-
  growth.  That to your left is narrow, but that to the right is 
  much wider and shows signs of recent use.
  Examination of the clearing shows signs of hoof-prints 
  in the clearing, and of many booted feet.  The booted 
  tracks go into the wider passage to the right, but do 
  return.  Close examination (and a DC 15 Intelligence 
  check) shows the signs of one set of prints coming back 
  this way.  Prince Charming made an attempt to enter 
  this region himself with a half dozen men-at-arms.  Only 
  the Prince survived; the remains of the men-at-arms are 
  in Area 3.
  Characters who take the narrow way must make a DC 
  10 Luck check.  Those who fail are scratched by thorns.  
  A DC 10 Fort save is required in this case.  Take note 
  who fails, but they feel nothing adverse until they reach 
  Area 13.
  Characters can attempt to push through the under-
  growth without following a path.  A character can make 
  10 feet per round, but is scratched multiple times, and 
  must make a DC 15 Fort save per 10 feet so travelled 
  (see Area 13 for the consequences of failure).
  2.  Roses Red:  The narrow path pushes into a clearing 
  before a broken stone wall.  Large red roses grow in clusters 
  around the gap in the wall and the rubble of fallen stones.  
  The gap is about five feet wide, and choked with fallen 
  stone, but it widens higher up the wall, and you should 
  be able to scramble over the top into whatever lies beyond.  
  The fragrant smell of roses fills the clearing, and the drone 
  of bees, attracted to the flowers, breaks the stillness.  Some-
  where in the distance you hear the harsh cawing of a raven.
  Characters can scramble through the gap into the court-
  yard (Area 7) with very little difficulty, although there 
  is only room for one character to go at a time, and the 
  character must climb halfway through the gap before 
  he can see into Area 7.  Only one character can pass 
  through the gap in a round, and he arrives unable to take 
  any other action until the next round.
  Characters who examine the wall more closely discover, 
  at the far left of the clearing, beneath another heavy 
  growth of red roses, is a small wooden door, slightly 
  ajar, which opens outward toward the characters.  There 
  is just enough room to open it far enough to allow 
  characters to slip in one at a time.  A narrow dark stair 
  descends into the ground, and then enters a 5’ wide tun-
  nel 8’ high, heading to the northeast.  This leads 300’ to 
  Area 6.  The tunnel has not been used in many, many 
  years, and is thick with cobwebs and dust.  Reddish 
  spiders, the size of large grapes, inhabit the webs near the 
  entrance, but they are harmless.
  What if the PCs attack 
  Prince Charming?
  If the PCs attack Prince Charming, the 
  men-at-arms, bailiff, and prince defend 
  themselves.  Those who foolishly surren-
  der are trussed up and then hung from 
  an overhanging limb, one by one.  Prince 
  Charming then returns to the village to 
  drum up a new peasant levy.
  If it looks like the PCs will win, the prince 
  seeks to escape at the last, leaving his men 
  behind to cover his retreat.  The PCs are 
  then declared Outlaw, even if they man-
  age to kill the prince, and their adventures 
  become somewhat different than they 
  would otherwise have been.  In any event, 
  they should realize that they cannot simply 
  return to their village.
  Finally, those PCs who refuse to obey the 
  prince and enter the castle have a stout 
  limb pointed out to them.  “You can take 
  your chances within the ruined pile, or 
  dance for our amusement,” the bailiff says.  
  He means it.  The funnel is all about PC 
  attrition, and attrition through the hang-
  man is as much a way to go as through 
  monsters and traps.  There is less treasure, 
  however, and the other PCs do not get to 
  pick through the characters’ belongings.
  
  6
  3.  Thorns and Bones:  The wide trail leads into a large 
  clearing, filled with tumbled ruined stones and the bones of 
  men and horses.  Before you is a great ruined wall, draped 
  by enormous tangled vines.  A gap in the wall, some 10 feet 
  wide, is to the west.  To the east, an ancient tower stands, 
  which can be entered through a narrow crack – anyone 
  larger than a halfling would need to enter on hands and 
  knees to go this way.  The thorny vines tangle in and among 
  the bones and rocks, with red roses blooming over all.
  The skeletons – horses and men – are the remains of 
  those soldiers and knights who went with Prince Charm-
  ing on his earlier expedition.  Although they are now 
  bare of flesh, they are recent skeletons, those of about 
  two dozen men and half a dozen horses.  They seem to 
  have made it fully into the clearing before disaster struck 
  – one of the skeletal men is, indeed, partly within the 
  gap to Area 7.  
  The characters are likewise safe until one of them at-
  tempts the gap.  If this occurs, dozens of serpentine vines 
  shoot out from the forest, from the bones, and from the 
  rocks, each with long black thorns dripping a reddish-
  black ichor.  Every round, each character suffers two 
  attacks with a +2 bonus to hit, with success causing 1 
  point of damage from strangulation and/or squeezing, 
  and requiring a DC 10 Fort save to avoid taking 1d3 
  damage from the plant’s acidic venom (this also destroys 
  cloth and leather worn, including leather armor).  A pre-
  viously hit character must be hit again to be damaged; 
  although the vines wrap around characters, they can be 
  pulled away easily enough, and do not automatically 
  gain a damaging purchase each round.  
  A character slain by this method collapses into a heap 
  of bones, his flesh and blood melted away.  The vines 
  are AC 12, and can be severed by even a single point of 
  damage from a cutting weapon, but their numbers are 
  effectively infinite.  A large enough fire might deter them 
  for a few rounds; otherwise, characters can try to escape 
  through the gap into Area 7, through the narrow gap 
  into Area 4 (requiring a DC 10 Reflex save, and only 
  one character can attempt this each round), through the 
  trap door that leads to Area 6 (if it has been discovered) 
  or back to Area 1.  In the event of a TPK (total party 
  kill), Prince Charming determines from the sound of 
  screams that the PCs have met their fate, waits an hour 
  or so for stragglers to emerge (who are relentlessly sent 
  
  7
  back to their task), and then rounds up more peasants.
  Until a character attempts to examine the gap to Area 7, 
  though, this area can be otherwise searched, uncovering 
  twelve short swords, a helmet, and 1d5 items of miscella-
  neous equipment (core rulebook, page 73).  A longsword 
  can be found wedged into the gap, but searching this 
  area causes the vines to attack as described above.  
  An elf, or a character that makes a DC 15 Luck check, 
  may also discover the trapdoor leading to Area 6.  This 
  trapdoor is covered under vines and earth, and is prob-
  ably found by the hollow sound it makes.  Removing the 
  dirt shows an iron ring on a wooden door.  Beyond, the 
  remains of a wooden ladder lead downward 20 feet to a 
  tunnel dark headed mainly northward to Area 6.  The 
  tunnel is a mere 3 feet wide by 7 feet tall, shored with 
  occasional timber beams.  The ladder is sound enough to 
  use, but a character with a Luck of 6 or less who uses the 
  ladder must make a DC 10 Reflex save or fall, taking 1 
  point of damage in so doing.  If this doesn’t kill him, he 
  recovers the damage with a DC 10 Fort save in 1 round. 
  Otherwise, it is actual damage.
  4.  Lower Tower Chamber:  The door to this chamber 
  from Area 7 is barred from within, requiring a DC 20 
  Strength check to open.  The door opens inward to the 
  tower, so no hinges are upon that side, and the bar slides 
  into a slot to prevent it from being easily slid upwards 
  by a piece of thin metal.  The description assumes that 
  the characters enter through the crack in the south wall, 
  although this need not be the case.
  Beyond the narrow crack the dark base of the tower, some 
  30 feet across, with a ceiling of oak perhaps 12 feet over-
  head.  Stairs wind counterclockwise around the interior of 
  the square tower, beginning midway on the wall to your 
  right, leading to an upper floor.  Near the crack in the wall, 
  the flags of the floor are humped with earth, fallen leaves, 
  thick roots, and ancient bones.  Otherwise, the floor is bare.  
  The steps lead to a trapdoor in the ceiling.
  Those who search the area of debris near the crack 
  discover that one finger ring still wears a dark onyx 
  ring worth 5 gp.  Going up the stairs and through the 
  trapdoor leads to Area 5 the first time characters do so; 
  thereafter it leads to the half-collapsed ruin of an upper 
  tower.
  5.  The Laboratory of Doctor Chapman:  Beyond the 
  trapdoor is a large room, as large as 60 feet by 70, which 
  has a vaulted ceiling almost 25 feet high.  It is filled with 
  strange objects and fabulous creatures stuffed and hanging 
  from the ceiling or mounted on the wall.  Shelves contain 
  a multitude of scrolls and thick books.  Bubbling retorts, 
  alembics, and other alchemical equipment fill several work-
  tables.  The smell of sulfur and other strange chemical scents 
  assault your nostrils.
  Although it may not be immediately obvious to the play-
  ers, there is no obvious exit from this place.  Once all the 
  PCs have passed through the trapdoor, it disappears as 
  soon as their attention is distracted from it.  This is the 
  laboratory of Doctor Chapman, the court wizard of Lord 
  Duke Moreland, who ruled here before the faerie curse 
  turned the castle into a ruin.  It exists in an extradimen-
  sional space, access to which is controlled by the ghost of 
  Doctor Chapman.  
  Characters searching this area may discover all manner 
  of unusual things.  The numbered list (d12), below, is 
  only a sampling of what may be found in this chamber – 
  judges are encouraged to add their own special touches.  
  Remember that nothing can be taken from here without 
  Doctor Chapman’s permission, so the most outlandish 
  things can be included without fear of unbalancing your 
  campaign.
  1. The stuffed form of a six-foot-long crocodile, hang-
  ing from the ceiling.  Its glass eyes appear to follow 
  the adventurers.
  2. A green bottle containing a three-headed imp.  The 
  imp implores to be released, and can reach its long, 
  spindly arms from the bottle, pinching or snatching 
  hair as appropriate.  Combat statistics are supplied 
  below, if the PCs are foolish enough to release it.  
  While two of its heads bite, the third insults the PCs. 
  [Bottle imp:  Init +3; Atk bite –1 melee (1); AC 15; 
  HD 1d5; hp 3; MV 20’ or fly 40’; Act 2d20; SV 
  Fort –2 , Ref +4, Will +2; AL C.]
  3. An ornate mirror hanging on a wall.  The spirit 
  trapped in the mirror can show whatever it likes, 
  including distorted images of the characters, an can 
  speak if it so desires.  It knows many things, and can 
  offer the characters good advice (if it so chooses), 
  but seeks mostly to goad characters into stealing the 
  mirror from this room and then breaking it.  If bro-
  ken in this room, it is repaired automatically when 
  Doctor Chapman appears.  If broken outside of this 
  
  8
  room, the spirit is released.  Unless the judge decides 
  otherwise, Doctor Chapman will not let the mirror 
  leave the room.
  4. A collection of glass bottles, each containing numer-
  ous frogs pickled at various stages of their lives, from 
  egg through tadpole to adult frogs.  Each bottle con-
  tains specimens all at the same stage of development.
  5. A complete collection of Black Sabbath vinyl albums 
  in worn cardboard jackets, including albums which 
  do not exist in our world, such as Black Sabbath Live 
  at the Courts of Chaos and Shadows of Nyarlathotep.  
  No obvious means to play the recordings exist.
  6. A spindle-shaped lavender stone which, if held and 
  released without being set down on another surface, 
  immediately beings to orbit around the character’s 
  head.  Every few minutes, another stone appears.  It 
  takes an action to capture and remove a stone.  Even-
  tually, there are enough stones to obscure vision, 
  and it will take a long time to remove them.  These 
  stones perform no other function.
  7. A great book on an ornate wooden lectern.  A char-
  acter examining it closely must succeed on a DC 13 
  Intelligence check – using a d20 if her background 
  denotes a possible understanding of the occult, or 
  a d10 otherwise.  If the character succeeds in the 
  check, he learns the 1st level wizard spell, flam-
  ing hands.  Note that the character need not be a 
  wizard to learn or cast this spell; 0-level characters, 
  and other characters who are neither wizards nor 
  elves cast the spell using 1d10 for the spell check.  A 
  character who becomes a wizard or elf gains this spell 
  as a bonus spell beyond the normal allotment.  Any 
  number of characters can learn the spell, but if any 
  fail the check, the book slams shut and no power 
  the PCs possess can open it again.  Worse, a broom 
  in the workshop animates and attacks the presump-
  tuous PC to the exclusion of all others; if the PC 
  is slain, it attacks only those who have attacked 
  it.  If all of these are slain, it ceases to be animated.       
  [Animated broom:  Init +4; Atk swat +2 melee 
  (1d2); AC 13; HD 2d6; hp 7; MV fly 40’; Act 1d20; 
  SP immune to critical hits; SV Fort +4 , Ref +6, Will 
  +8; AL N.]
  8. A glass egg that shows within it a scene of a wind-
  blasted red desert of Mars.  If the judge’s campaign 
  includes life on that orb, he may have something 
  wander by within the image.
  9. A shriveled-up monkey’s paw with only three fingers, 
  clenched into a fist.  It is in an unbreakable case of 
  what appears to be smoky glass.  Etched onto the 
  outside of the case are the words “Dangerous is this 
  cursed thing/All fair turns foul with your wishing” in 
  an ancient form of the common tongue (Int DC 10 
  to decipher).
  10. Various alembics and flasks of bubbling colored 
  liquids, some over burners and others apparently 
  bubbling though chill to the touch.  Any who drinks 
  from these draughts must make a DC 10 Luck 
  check.  If that check fails, the character must make 
  a DC 15 Fort save or die.  His flesh turns an un-
  usual color, whether the save is made or not.  Roll 
  1d7:  (1) vermillion, (2) orange, (3) bright yellow, 
  (4) chartreuse, (5) cerulean blue, (6) indigo, or (7) 
  mauve.  If the save is made, the color change lasts 
  only 1d7 days.
  11. A thin cloak hangs over a high-backed chair.  Any 
  who wears it is invisible for as long as it is worn, but 
  it is only large enough for one being to wear.  If the 
  judge allows the cloak outside this chamber, each 
  time the character encounters a new type of creature, 
  roll 1d7.  If the roll comes up “7”, the cloak has no 
  effect on that type of creature.
  12. A bone flute that can play itself.  It begins playing 
  when anyone attempts to play it or commands it to 
  play.  Unfortunately, it is not nearly so easy to stop, 
  requiring a blood sacrifice equal to 1 point of spell-
  burn to do so.  Once the flute begins to play, the 
  knowledge of how to stop it becomes immediately 
  apparent to the character, as though the instructions 
  are included in the music.  The flute follows whoever 
  activated it around until it is stopped.  The sacrifice 
  need not come from the same character that acti-
  vated it.
  At some point (when the judge deems that exploring the 
  room is close to being played out), the ghost of Doc-
  tor Chapman appears.  “Good day, and welcome to 
  my humble laboratory.  I am Doctor Chapman, Court 
  Wizard of Sefton Castle, Deceased.  I should warn you 
  I do not look upon thieves and liars kindly, but you will 
  otherwise find me amicably disposed.”  He will then 
  ask them about who they are, and what they are doing 
  here.  Doctor Chapman initially looks much as he did 
  in life – a tall, stoop-shouldered man wearing half-moon 
  spectacles and yellow-white robes.  Over the course of 
  the conversation, he slowly changes, his skin gradually 
  becoming bluish-white, and his features appearing half 
  eaten away as if by some unknown malady.
  
  9
  Doctor Chapman has complete control over how and 
  when his domicile appears – there are no doors unless 
  the ghost wills there to be, and then these doors can 
  exit to anywhere in the castle.  If the judge wants this 
  encounter to occur, but the PCs do not examine Area 4, 
  he is encouraged to open another portal anywhere to the 
  Doctor’s laboratory.  Likewise, when the characters leave, 
  the default is to have a door appear that opens into Area 
  7 from one of the ruined areas to the northwest, but the 
  judge may alter this to his liking.  Likewise, if the PCs 
  attempt to enter the laboratory again through the trap-
  door in Area 4, they discover only the shell of a ruined 
  tower, occupied only by owls.
  Doctor Chapman can warn the PCs about Prince 
  Charming:  “He will seek to slay you once you have ac-
  complished your task.  But fear not!  This lordling does 
  not understand the full measure of the curse upon our 
  Beauty, to his undoing.  When you return, obey what 
  orders you are given, and no harm shall befall you.”
  Doctor Chapman certainly knows the story of the 
  Sleeping Beauty, how a wicked faerie cursed Beauty to 
  die upon her 16th birthday, having pricked her finger 
  upon a spindle, and how a kinder faerie ordained that 
  she would not die exactly, but would sleep for 100 years 
  until awakened by a prince.  When Beauty is awakened, 
  so too will all who sleep within the castle be awakened.
  Doctor Chapman also has three gifts that he can give 
  the adventurers.  Each gift is given to a single character, 
  with the admonition that it may not be given away, “for 
  it will work for no other so long as you shall live.”  These 
  are a plain wooden holy symbol of Justicia that adds +2 to 
  clerical spell checks three times each day, an orange-sized 
  golden orb that will answer three yes-or-no questions 
  each day and can be used by a wizard or elf to gain a +2 
  bonus to a single spell check once each day, and a bronze 
  buckler embossed with an upraised hand which can ne-
  gate one critical hit against its user each day.  
  These items do not go PCs chosen by the players, but 
  rather to individuals selected by Doctor Chapman.  The 
  judge is encouraged to make interesting choices, rather 
  than simply selecting which PC is best suited for each 
  gift.  Now is the chance to encourage having an intel-
  ligent warrior, or a wizard with a magical buckler.  Of 
  course, the other PCs may simply slaughter those chosen 
  to redistribute the gifts as they choose.  The holy symbol, 
  however, will not benefit the murderers; any spell check 
  made by the wielder (using the symbol or not) to ben-
  efit such miscreants has instead the opposite effect upon 
  them and increases disapproval by 2.
  When Doctor Chapman does make a portal appear, 
  he will warn the PCs again if anything has been taken 
  from his laboratory without his permission:  “I bid you 
  farewell, and the blessings of the gods.  But I warn you 
  again that I do not tolerate thieves and liars.”  If what-
  ever has been taken is now returned, all is well.  If not, 
  when a character carrying a stolen item passes through 
  the portal, he is instantly set aflame, and the magic of 
  the portal pushes him back into the laboratory (Will DC 
  15 resists the push, but not the flames).  The thief takes 
  only 1d3 damage immediately, but takes 1d6 damage 
  per round thereafter until a DC 10 Reflex save succeeds.  
  Even then, however, unless the character divests him-
  self of the stolen property immediately and runs for the 
  portal, he will probably have to deal with the wrath of 
  Doctor Chapman.
  
  10
  Ghost of Doctor Chapman:  Init +2; Atk paralyzing 
  touch +6 melee (1d4 hours, Fort DC 12 resists); AC 10; 
  HD 2d12; hp 22; MV fly 40’; Act 1d20; SP un-dead 
  traits, immune to non-magical weapons, control of ex-
  tradimensional space, paralyzing touch; SV Fort +2, Ref 
  +4, Will +6; AL N.
  6.  Tomb:  The tunnel leads into a low, dusty chamber 
  some 50 feet square, its ceiling held aloft by pillars.  Square 
  niches cut into the walls hold the moldering bones of the 
  dead – this was clearly a tomb used by the inhabitants of 
  the castle, for hundreds have been buried here.  A tunnel 
  enters the room from each of the cardinal points.
  Searching the tombs uncovers 4d4 pieces of jewelry, 
  each worth 3d5 gp.  In addition, the characters are able 
  to find one rusty but serviceable shield, as well as the 
  short sword Hale-Warden, which was buried here with its 
  owner long ago, and still gleams within its rotting scab-
  bard.  This is a Lawful +1 short sword which was created 
  to defend the world against the incursion of Chaos.  It 
  can detect the presence of Chaotic creatures within 40’, 
  so that such beings can never surprise its wielder.  
  The eastern passage leads to Area 10, the western to Area 
  2.  The southern passage leads to Area 3.  The northern 
  passage is choked and partially collapsed after about 40 
  feet, and the tunnels beyond are now the domain of the 
  hobyahs.  The hobyahs are fey goblin-like things, a quar-
  ter the size of men, and seemingly a mixture of human-
  oids and black fish.  They can see in the dark, can worm 
  through the narrowest openings, and can curl themselves 
  into balls to “run”.  Once the characters examine the 
  tomb, they will be pursued by a party of six hobyahs as 
  they pass through one of the narrow tunnels.  Because of 
  the narrowness of the tunnel, only the rearmost standing 
  PC can fight effectively, but the slippery nature of the 
  hobyahs allows two to attack in the confined space.
  Hobyahs (6): Init +0; Atk bite –1 melee (1d3); AC 8; 
  HD 1d3; hp 2 each; MV 20’ or roll 40’; Act 1d20; SP 
  infravision 60’, afraid of barking dogs; SV Fort –4, Ref 
  –2, Will –2; AL C.
  If the PCs have one or more dogs with them, the 
  animals will begin to bark as soon as they scent the 
  hobyahs.  Outside the tunnels, this keeps the hobyahs at 
  bay; inside the tunnels it does not.  In game terms, out-
  side their tunnels the hobyahs must make a DC 10 Will 
  save (one for the entire group) each round to attack a 
  group with barking dogs.  For each dog beyond the first, 
  there is a –2 modifier to this save.  If the save is failed, 
  the hobyahs either cannot attack or must flee.
  On the other hand, continually barking dogs prevent 
  the PCs from surprising anything.  There is therefore 
  a chance that the players will make the same decision 
  as the old man in the story.  The dogs can scent the 
  hobyahs before they are visible to the PCs, so it may 
  seem that they are barking at nothing.  The odds are 
  good that a dog released to track the hobyahs in their 
  tunnels will never be seen again – assume a 6 in 7 chance 
  that the PCs hear echoing barking, remote screaming, 
  a sudden yelp, and then silence.  Otherwise, the same, 
  but the dog returns carrying a dead hobyah (if the dog is 
  large enough to do so; a smaller dog might have a dead 
  hobyah part).
  The hobyahs are relatively weak opponents, but the 
  judge can spice up any area in the castle by having 
  hobyahs appear if the PCs linger too long.
  
  11
  7.  Courtyard: This is an enormous area filled with 
  cracked paving stones, what was once the main courtyard of 
  this castle.  To the south can be seen the great doors that once 
  protected the barbican, now hanging askew, but so thick 
  with vines and vegetation that they are less passable than 
  when they once guarded the castle entrance.  Various doors, 
  to outbuildings or other sections of the castle, can be seen, 
  but many are choked with rubble.  Some few others are still 
  intact.  To the northeast, a set of steps leads at a 45° angle 
  to what appears to be an upper courtyard.  Trees and vines 
  have grown here as well, offering plenty of concealment for 
  hidden enemies.  Everywhere is the cloying scent of roses.
  Searching this area uncovers many ancient skeletons – 
  those of dogs, men, women, children, horses, cats, and 
  even the birds and mice which were present when the 
  dark faerie’s curse fell.  All seem to have been struck 
  suddenly, and at the same time.  Soldiers in long-ruined 
  leather armor still clutch the rotted shaft of halberds 
  whose blades have rusted through.  Children lie with a 
  rotted wooden ball (some bright red and yellow paint 
  still clinging to it).  Horse skeletons lie with ruined bit, 
  bridle, and saddle. 
  Any PC searching this area may make a DC 10 Luck 
  check to locate a random item of equipment (using 
  the table of page 73 of the core rulebook), and a second 
  DC 15 Luck check to find a piece of jewelry that is still 
  worth 3d5 gp.
  There are several “exits” to this area that are not de-
  scribed, because the region beyond has mostly collapsed.  
  If players insist on having their characters attempt to 
  clear doorways blocked with rubble, a DC 15 Luck 
  check is required to avoid further collapse, which in turn 
  forces a DC 15 Reflex save to avoid 1d5 damage from 
  falling debris.  This does not clear the passage; instead, 
  the rubble is more firmly wedged in place.  A dwarf or a 
  character with an engineering background should know 
  that these places are impassable without weeks of work, 
  more people, and adequate tools (including scaffolding).
  However, if the judge desires to expand the adventure 
  (including the possibility of having the PCs return here 
  after they are established adventurers), any one of these 
  areas can be opened and developed for exploration.
  8. Stables:  Ruined double doors, sagging on their hinges, 
  give way to an ancient stable which still smells of straw and 
  horse manure, although the occupants are long gone.  You 
  can see a line of stalls in great disrepair, with names carved 
  above each stall indicating a former occupant – Champion, 
  Hero, Myrmidon, Princess, Misty, and Lady Love.  The 
  brick and stone walls of the building are riddled with cracks 
  and holes.  The east wall contains the rotted leather remains 
  of saddles, bridles, and reins.
  Any dog with the party will bark loudly within this 
  area.  A hole in Princess’ stall is large enough to crawl 
  through – a halfling can pass with merely ducking his 
  head – leading into Area 9.  Although the other cracks 
  and holes are not large enough for even a halfling to 
  move through comfortably, they are hobyah tunnels.  If 
  a party does not have a dog, or silences what dogs they 
  do have, 8 hobyahs will attack when they return this way 
  from Area 9.  If only part of a group goes into Area 9, 
  the hobyahs will attack while the party is split.  It takes 
  1 full round for a character to crawl between each area 
  (although a halfling can do so as his move), and only one 
  character may do so at a time.
  Searching through this area can uncover many mundane 
  (and rusted) iron horseshoes as well as an old farrier’s 
  hammer (1d4 damage) and an iron anvil in the southeast 
  corner.  In one stall, a wooden hayfork has survived the 
  The Hobyahs
  The hobyahs appear in “The Hobyahs” 
  in More English Fairy Tales, edited by 
  Joseph Jacobs, published in 1894.  Al-
  though the presentation here is slightly 
  darker than in the original.
  In the original story, the hobyahs say 
  “Hobyah! Hobyah! Hobyah! Tear 
  down the hempstalks, eat up the old 
  man and woman, and carry off the 
  little girl!”  They are scared away by the 
  barking of little dog Turpie, but the 
  old man in the story is foolishly more 
  concerned with sleep than safety, so 
  he starts with cutting off Turpie’s legs 
  one each morning to silence the dog.  
  Eventually, when the dog no longer 
  barks, the hobyahs do exactly what 
  they threatened to do.
  
  12
  passage of the decades.  Not as good as a pitchfork, it 
  still does 1d6 damage.  On a natural roll of “1”, the shaft 
  breaks.
  Hobyahs (8): Init +0; Atk bite –1 melee (1d3); AC 8; 
  HD 1d3; hp 2 each; MV 20’ or roll 40’; Act 1d20; SP 
  infravision 60’, afraid of barking dogs; SV Fort –4, Ref 
  –2, Will –2; AL C.
  9.  Ruined Kitchen:  The first character crawling 
  through this hole will be attacked by a vile drop-crawler.  
  Unless the character looks up as he traverses the space, 
  the drop-crawler automatically gains surprise.
  Beyond the hole you can see another stone room, which is 
  partially collapsed.  It was obviously once a kitchen, based 
  on the wide fireplace and high chimney, the scarred oaken 
  table – so thick it still stands although much of the roof has 
  collapsed – and the scattering of rusted iron pots, pans, and 
  similar instruments.  Whatever ancient entrance was used 
  here has long ago fallen, and it looks as though attempting 
  to exit through the ceiling would cause another general col-
  lapse of half-fallen beams.  Leaves have drifted in here over 
  the decades, creating a thick drift and forming enough soil 
  to allow growing plants to gain a foothold.  
  A vile drop-crawler is a horrid mixture of giant centi-
  pede, spider, and squid, with a flabby goggle-eyed head, 
  beak-like mouth, eight large principle legs, and a long 
  many-legged body extending beyond its head.  The 
  principle legs are all much larger than the many legs of 
  its body.  Extending from its head are two long tentacles 
  amply supplied with hooked suckers.  The whole thing is 
  twice as long as a man, but can squeeze through narrow 
  openings.  This one came in through the chimney.
  The drop-crawler initially attacks by using its tentacles, 
  seeking to grab an opponent and drag it upward to bite 
  on the next round.  A DC 10 Strength or Agility check 
  breaks free, but one check is required for each tentacle.  
  A tentacle can reach 10 feet, and draws back its entire 
  length as part of a successful attack (Strength DC 20 can 
  resist if the character is not surprised).  
  The drop-crawler gains a +2 bonus to bite targets held by 
  its tentacles.  Its bite is poisonous (Fort DC 10 or die).  
  If it drops from the wall, it gains 2 additional Action 
  Dice, which are typically used to make stabbing attacks 
  with its principle legs.
  Replacement Characters
  What happens if a player runs 
  out of 0-level funnel characters?  
  Any place the judge desires, there 
  can be a group of ancient visitors 
  to the castle, who have only par-
  tially fallen under the dark faerie 
  spell.  These visitors are merely 
  asleep, and have been so for ages, 
  protected by enchantments until 
  the PCs come across them.  As 
  visitors to the castle, they may 
  have recollections that help piece 
  together the story of “Sleeping 
  Beauty” (if any of the players 
  are unfamiliar with it!), but they 
  don’t have any “insider informa-
  tion” about the now-ruined castle 
  – unless the judge wants them to.
  
  13
  Vile Drop-Crawler:  Init +3; Atk tentacle +2 melee 
  (1d3) or bite –1 melee (1d4 plus poison) or principle leg 
  +0 melee (1d3); AC 14; HD 3d6+3; hp 16; MV 30’ or 
  climb 20’; Act 2d20; SP low-light vision, poison, extra 
  Attack Dice; SV Fort –2, Ref +3, Will +0; AL N.
  2d5 rusted iron pans and 3d4 rusted iron pots can be 
  recovered, which can be used as weapons or helmets by 
  desperate characters.  Many ancient knives and cleavers 
  can be found, but they are dull and brittle with rust.  An 
  iron turning spit is still sound enough to do 1d6 dam-
  age.  A character who searches the chimney gains a Luck 
  check (1d20 roll equal to or below Luck) to discover a 
  loose stone – a rotting leather sack containing 120 sp 
  and 15 gp is behind it.  Many ancient bones are here, 
  the remains of cooks and pot-boys.
  Attempting to climb to the ceiling is indeed likely to 
  cause a general collapse – a DC 20 Luck check avoids.  
  This collapse does 2d4 damage to every character in Area 
  9 (Ref DC 10 for half) as beams and stones fall into the 
  chamber.  Characters hugging the walls save for no dam-
  age instead of half damage.
  10.  Chapel of Justicia:  This area is obviously a chapel 
  even from the outside, with high stained glass windows 
  showing passages in the lives of saints consecrated by 
  Justicia and miracles performed by the goddess.  The 
  holy sign of Justicia (the scales of justice surmounting a 
  longsword, all within the fires of the Restoring Flame) 
  is carved upon the door.  The door opens easily to any 
  Lawful creature, but any creature who passes herein 
  with an unconfessed crime or evil act weighing upon his 
  conscience (or lacking the conscience for such weight) 
  is burned by divine flame for 2d3 damage and repulsed 
  from the door (no save).  A character who survives this, 
  and confesses his sins before passing the door, is not 
  harmed a second time.  However, depending upon the 
  severity of his sins, the judge may have the character hear 
  a calm woman’s voice speaking in his mind, demanding 
  some form of penance be done to atone.
  Beyond the doors is a stone chapel, whose pews have fallen 
  into disrepair.  A large stone statue of Justicia, goddess of 
  mercy and justice, stands across from the door, one hand 
  holding aloft the scales of justice, and the other an un-
  sheathed longsword.  Her clear, cool gaze seems to regard you 
  with actual sight.  She wears no helm.  The entire area is lit 
  by light coming in from the stained glass windows north, 
  south, and west.  The place has a wholesome feel to it, as if 
  evil things are not welcome here.
  Characters able to pass the door can rest here without 
  fear.  Any character who prays here to Justicia for aid 
  will gain a boon, once only.  For each such character, roll 
  1d5:
  D5
  Result
  1
  The character gains a permanent +1 bonus to 
  Luck.
  2
  The character gains a permanent +1 bonus to his 
  lowest ability score.
  3
  The character is healed 1d3 points of damage.
  4
  The character gains a permanent +1 bonus to his 
  highest ability score (maximum 18; if the highest 
  ability score is 18, raise the second highest).
  5
  Roll on Table 1-2 on page 19 of the core rule-
  book; the character gains a permanent +1 bonus 
  to the lucky roll indicated.
  A character who has prayed here, and then becomes a 
  cleric of Justicia, will gain a +1 bonus to spell checks, 
  usable three times each day.  The player should not 
  be informed of this bonus unless the option to honor 
  Justicia is made.  A character who prayed here, and then 
  becomes a cleric of a Chaotic deity, will hear a rumble 
  of thunder in the sky; at this point he will be blighted by 
  Justicia (taking a permanent –1 penalty to every ability 
  score) unless his new god protects him.  The Chaotic 
  cleric must roll a spell check.  If the result is 10 or less, 
  he is fully blighted.  If it is 11-15, he is only partially 
  blighted (taking a penalty only to 1d3 randomly deter-
  mined ability scores).  A result of 16 or more indicates 
  that the Chaotic cleric is fully protected by his god, and 
  suffers no harm.
  11.  Upper Courtyard: Broad stone steps, now smoothed 
  by fallen leaves, lead up into another courtyard.  The entire 
  northwest corner of the courtyard is a ruined pile of rubble, 
  some 60 feet high, beyond which can be seen the gigantic 
  trees of the Grimmswood forest, some of which are so large 
  that two men together cannot put their arms around the 
  trunk.  Where they stand, the walls are 40 feet high, al-
  though they are riddled with small holes, like those of large 
  rats.  A few bones and skeletons can be seen strewn across the 
  grassy lawn.
  Dogs will bark incessantly at and while in this area.  Pas-
  sages in the walls and in the rubble pile itself lead down 
  
  14
  into the hobyah tunnels.  Characters entering this area 
  do so at their peril, for here the greatest of the hobyahs 
  are encountered, and they are not so fearful of dogs that 
  they will not attack.  (Barking dogs do, however, reduce 
  all of their attack rolls by –2, and there is a 50% chance 
  that any attack against a character with a dog is made 
  against the dog instead).
  The hobyahs wait until at least one character has reached 
  the rough center of the area before emerging.  They will 
  pursue characters until slain.
  Greater hobyahs (13):  Init +2; Atk bite +1 melee 
  (1d3); AC 10; HD 1d6; hp 4 each; MV 20’ or roll 40’; 
  Act 1d20; SP infravision 60’, afraid of barking dogs; SV 
  Fort –3, Ref –1, Will +0; AL C.
  Characters who try to climb the mass of rubble must 
  succeed in rolling equal to or under their Luck score on 
  1d20 to avoid shifting stone causing them 1d3 damage.  
  A DC 5 Reflex save is also required to avoid pinning a 
  leg (1 Agility damage, and 1 action required to free).  
  These checks can be required once for each character, or 
  once each time characters try to move upon the rubble.  
  Dwarves or characters with engineering backgrounds 
  will perceive this danger clearly.  
  If the judge chooses, characters can escape the castle in 
  this way, going further into the Grimmswood to take up 
  lives as outlaws.  After waiting a suitable amount of time, 
  Prince Charming “recruits” other peasant levies and tries 
  again.  The PCs can hear about the conclusion of this 
  adventure later, possibly by some poor woodcutter, and 
  the judge can continue the adventure with FT1: Creeping 
  Beauties of the Wood if he so desires (see Concluding the 
  Adventure, below).  Note that the hobyahs can move 
  across the rubble without shifting it.
  12.  Great Hall: The double doors to this area hang on 
  sagging hinges, so that any attempt to open the door 
  causes them to fall with a resounding crash that echoes 
  loudly and causes a flight of ravens to emerge cawing 
  from the forest.
  Beyond the doors you can see what was once a great hall 
  – fully 80 feet wide and 40 feet deep, its height a good 20 
  feet, with heavy stained oaken rafters 20 feet above the flag-
  stone floor.  The high seat was to the west, with three chairs 
  set to the right and left of it upon a foot-high dais.  Behind 
  this seat is the large fireplace that once warmed the hall.  
  Various tables and benches line the hall, and ancient rushes, 
  bones, and platters can still be seen here and there in the 
  corners.  Clearly, there was a feast ongoing when the curse 
  fell upon this castle, for moldering skeletons sit on many of 
  the benches, and there are five skeletons upon the dais – one 
  is even in the great seat.  However, among the skeletons are 
  five maidens who seem merely asleep – their garments are 
  of ancient style, but they are still fair of form and face.  A 
  wooden stairway leads to a balcony to the northeast and an 
  obvious doorway 12 feet or so above the floor of this room.
  If the players need extra characters, this is an excellent 
  place to have sleeping visitors be found (see the sidebar 
  on page 13 for details).  Characters can scrounge among 
  the tables for spare equipment, making 3d10 rolls on 
  table 3-4 (page 73 of the core rulebook).  In addition, 
  they can discover 1d5 short swords in usable condition, 
  and 1d3 longswords.  The skeleton in the high seat still 
  wears a silver signet ring worth 25 gp, and has a gold 
  chain about his neck worth 55 gp.
  The five maidens are not human; they are faerie thralls 
  who remain here to guard the Sleeping Beauty until the 
  time for her to awake is nigh.  That time is now.  When 
  the PCs attempt to awaken them, or more toward the 
  stairs to Area 13, they arise.  Each faerie maiden speaks 
  once, performs an action, and then vanishes.  This is 
  another chance for the judge to influence how the PCs 
  develop – the maidens give their treasures to specific PCs 
  as chosen most apt by the judge.  In this case, however, 
  the players are free to rearrange these items however they 
  so choose.
  Maiden 
  Description
  Speech
  Action
  Fair-haired 
  in a green 
  dress
  “For 100 
  years has 
  Beauty 
  slept.”
  Makes a gesture of 
  benediction that heals 
  all within 100’ of 1d3 
  damage.
  Dark-
  skinned and 
  haired in a 
  blue dress
  “When she 
  arises, so too 
  shall all who 
  sleep in this 
  castle.”
  Pantomimes many aris-
  ing with the fingers of 
  both hands.  
  
  15
  Red-haired 
  in riding 
  clothes
  “This is the 
  Sword of 
  Truth, which 
  cuts all lies 
  and false-
  hoods.”
  Presents a longsword to 
  one PC, preferably one 
  who is a proven fighter.
  Dark-haired 
  and foreign 
  in a brilliant 
  red dress 
  patterned 
  with twining 
  gold dragons
  “This is the 
  Shield of 
  Truth, which 
  alone pro-
  tects against 
  the piercing 
  thorns.”
  Presents a shield to the 
  PC with the lowest AC.
  Dark-haired 
  in a yellow 
  dress
  “This is the 
  Mirror of 
  Truth, whose 
  reflections 
  pierce illu-
  sion, but 
  beware, for 
  not all truth 
  is good to 
  know.”
  Presents a looking glass 
  to one PC, preferably an 
  elf or a Chaotic wizard 
  candidate.
  The Sword of Truth is a Lawful +1 longsword which can 
  communicate via empathy and has a 9 Intelligence.  It 
  is a bane of plant creatures, adding an extra +1 to attack 
  rolls and damage against them.  Its special purpose is to 
  uncover the truth, and to that end its wielder can never 
  lie, nor can any other creature within 100’ of the bared 
  blade.  It can shed light in a 20’ radius when bared, at 
  will, and can ignite in flame 3/day for 6 rounds (+1d6 
  damage, Ref DC 6 or be ignited).  Forcing the blade to 
  ignite against a non-plant creature target, or to not ignite 
  against a plant creature, requires a DC 15 Will save.  If 
  the wielder does not attack a known plant creature, the 
  blade requires a DC 15 Will save to next draw it from its 
  sheath, and if this is failed the blade cannot be drawn for 
  1d3 days, even if it changes wielders.
  The Shield of Truth is a Neutral item with an Intelligence 
  of 9.  It grants a total +3 bonus to AC, and the wielder is 
  immune to the effects of plant-based poisons so long as 
  the poison is received while the shield is being used.  The 
  shield has a face on it like a lion, and should any attempt 
  to dissemble within its sight and hearing, the lion’s face 
  loudly contradicts the character, and speaks the truth.  
  Note that the wielder is not normally in both the face’s 
  sight and hearing.
  The Mirror of Truth reveals all illusions reflected by it, 
  including revealing invisible creatures.  It is a Chaotic 
  item powered by a chained demon, which can answer 
  questions.  It can offer tricky answers, but the answers 
  are always true.  
  When obtained by a new owner, it is required to let 
  them know that it can be asked three questions, but if 
  asked a fourth by the same owner, it is freed and the 
  mirror will shatter.  The demon’s name is Palmonides.  It 
  is able to speak without being asked, as it desires, but is 
  unable to lie.  When a being asks the question that frees 
  Palmonides, not only will the demon answer truthfully 
  and well, but the question gains +1 Luck.  If the ques-
  tioner is in dire peril at the time the question is asked, 
  the demon transports the questioner (and only the ques-
  tioner) 1d4 miles in a random direction (but always to 
  a relatively safe location), whether the questioner wills it 
  or not, before bidding farewell.  The judge is encouraged 
  to keep strict track of questions; anything that could be 
  considered a question is one.  The demon announces the 
  questions used; i.e., “That is your first question”, “That 
  is another question,” “Ah! Your third question; the next 
  shall free me!  Ask that I may answer!”  
  Finally, whenever a character looks into the mirror – to 
  ask questions or to determine the true nature of things – 
  there is a 1% cumulative chance that the character sees 
  something unspeakable that affects his reason.  The char-
  acter loses 1d3 points of Personality and must make a 
  Will save (DC 10) or lose 1 point of Intelligence as well.  
  However, the sight grants the user insight into the magi-
  cal nature of the universe, allowing her a chance to know 
  enough about a random spell of the highest potential 
  level she can learn that she could subsequently attempt 
  to learn the spell using the normal rules (see pages 314-
  315 of the core rulebook).
  13.  The Rose Dragon:  Beyond the doorway you can see 
  a room 50 feet wide, extending to the west, and 40 feet 
  deep.  The room is lit by high and narrow arched windows 
  in the far wall, showing the forest beyond.  There is a door 
  in the right wall, and an archway passing outward to the 
  left.  Beneath the windows is a mound of cut roses, red and 
  white, mounded three feet high!  The scent from the roses is 
  fresh and strong.
  Anyone scratched by thorns who failed her save (see 
  Area 1) feels suddenly weak, taking a –1d penalty on the 
  dice chain to Initiative and damage rolls in this chamber.  
  
  16
  The mound of roses is actually a horse-sized dragon, 
  lying on its side, which appears to be composed entirely 
  of roses.  It can be seen clearly in the Mirror of Truth 
  for what it is – a dragon made of thorns, brambles, and 
  flowers.  It can breathe a 20’-radius cloud of gas that 
  causes sleep once each day (Fort DC 14 or fall asleep for 
  1d6 hours; the wielder of the Shield of Truth is immune).  
  Its thorny tail is poisonous (Fort DC 10 or 1d6 damage; 
  the wielder of the Shield of Truth is immune).  When 
  uncovered, it will attempt to charm foes with its speech 
  (Will DC 15 negates), but if the Sword of Truth is drawn, 
  this charm fails automatically, and it never affects the 
  Sword of Truth’s wielder, even if the sword is not drawn.
  The Rose Dragon is a plant creature, and can regrow or 
  rearrange its parts to negate any special effects caused 
  by critical hits by spending 1 Action Die to do so.  The 
  exception to this is critical hits caused by the Sword of 
  Truth, which it cannot negate due to the sword’s magic.
  Note that, although modified from the standard Dun-
  geon Crawl Classics dragon template, the Rose Dragon 
  is a deadly opponent!  The judge is strongly encouraged 
  to roll in the open and let the dice fall where they may!  
  Although this might result in a TPK (Total Party Killed), 
  any who manage to defeat the dragon will know that 
  they have done so on their own merit!
  The Rose Dragon: Init +4; Atk bite +5 melee (1d8) or 
  claw +5 (1d6) melee or tail slap +5 melee (1d12 plus 
  poison); AC 19; HD 4d12; hp 24; MV 40’; Act 4d20; 
  SP poisonous tail slap, breath weapon, charming speech, 
  plant creature; SV Fort +4, Ref +4, Will +4; AL C.  The 
  dragon’s typical attacks are two claws, one bite, and a tail 
  slap.
  14.  The Spinning Wheel: The door opens upon a square 
  chamber, 30 feet to a side, and 15 feet high.  It is lit by 
  three long narrow windows to the north.  The chamber is 
  dusty and more than half filled with cobwebs, but you can 
  make out mounds of raw wool, as well as a spinning wheel 
  with spun thread just beginning to fill its spindle.
  This cursed spinning wheel is the object which put Beau-
  ty into her current condition, and was the instrument of 
  the malignant faerie curse.  Once owned by the malign 
  fey Rumpled Stillskin, it can be used to spin straw into 
  gold at a rate of 1d10 gp value per hour.  However, each 
  hour the user must succeed in a Reflex save (DC 15) or 
  prick his finger.  In this case, the user must make a DC 
  10 Fort save.  If the save fails, the user dies.  If the save 
  succeeds, he merely sleeps for 100 years, and cannot be 
  awakened save by potent magic or divine aid.  No god 
  will aid a character twice who is so foolish as to go back 
  to this cursed spinning wheel.
  15.  Antechamber: The archway gives way to a 30-foot-
  square chamber without a floor!  The area beyond the 
  archway seems to drop down into infinity, and there is no 
  obvious way to reach the door in the center of the north 
  wall.
  The drop is an illusion, but it is an effective one.  Any 
  who steps into the room appears to drop down forever, 
  and takes an immediate 3d4 temporary damage as a 
  result of fear and potential heart failure.  A character 
  who survives this is merely unconscious, and can still be 
  revived by his comrades.  A character entering the room 
  while attempting to disbelieve the illusion can do so with 
  a DC 10 Will save (his companions still see him fall and 
  hear his screams, as well as hearing whatever else he may 
  
  17
  say).  Once the illusion is broken for one, all others gain 
  a +4 bonus to their saves.  The reflection of the Mirror 
  of Truth shows the real floor, obviously, and dispels the 
  illusion entirely for those who see it.  
  Note that the Shield of Truth will also loudly contradict 
  any it hears claim the floor to be a bottomless pit.  The 
  Shield of Truth does not answer questions, but merely 
  contradict falsehoods, but it is possible for clever players 
  to use this to learn the truth.
  The Sword of Truth affects only lies, and no one under 
  the influence of the illusion is lying when they say that 
  there is no floor; they believe this to be true.
  16.  Chamber of the Sleeping Beauty: Beyond the door 
  is a round chamber, 30 feet in diameter, with many high 
  windows pointing to a peaked ceiling whose apex is at least 
  35 feet high.  Lying on a canopied bed in the middle of this 
  chamber is a young woman, perhaps 16 years old, of great 
  beauty.  She appears to be asleep from the steady rise and 
  fall of her breast.  Her golden hair spills over the pillow and 
  down onto the floor.
  This is the Sleeping Beauty.  The Mirror of Truth shows 
  her to be a dry corpse, but the demon of the Mirror of 
  Truth will also volunteer that this is the object of the 
  party’s quest, and none other.  “Bring her gently to the 
  Prince, and your reward is assured.”
  Concluding the Adventure
  Removing the Beauty
  The PCs must remover Beauty and carry her remains 
  with them – the work of one strong (15+ Strength) or 
  two average characters.  The bedclothes can be used to 
  make a sling should two or more characters be required 
  to carry Beauty.  A character carrying the remains cannot 
  have a weapon or shield at the ready, and cannot also 
  carry a staff or similar instrument.  Although the char-
  acters will not be attacked as they exit the ruin (unless, 
  for example, they darted past the rose dragon at Area 
  13 and must confront him again), they need not be told 
  this.  
  The Charming Prince
  You at last return to the clearing where Prince Charm-
  ing and his men await you.  “I congratulate you,” says the 
  Prince coolly.  “You have succeeded where my soldiers failed.  
  Bring forward my bride, and lay her there upon the sward, 
  that I may revive her with a kiss.  Then stand aside.”  When 
  this is done, the men-at-arms train their crossbows upon 
  you, and you are ordered by the bailiff to lay down your 
  arms in the presence of your betters.  “Fear not,” says Prince 
  Charming, “for you have earned this reward at least – that 
  you shall see me awaken and claim Beauty.  Then, I am 
  afraid, you must pass on from this world, lest you carry 
  rumors to your village peers.”
  At this point a general melee may break out.  On one 
  hand, the players may have Doctor Chapman’s advice to 
  rely on, and the demon Palmonides will certainly freely 
  offer its owner the following advice:  “Obedience in this 
  case offers advantage, and ensures your true reward for 
  this day’s work.  Disobedience may well result in your 
  death, which is otherwise only assured if you attack the 
  Prince’s bride to be.”
  Statistics for the Prince and his men are given at the 
  beginning of this module.  If the PCs choose to fight, 
  the men-at-arms get a free attack with their crossbows, 
  and then draw their swords.  As this fight will likely 
  become the climax of the adventure, the judge is encour-
  aged to neither ask nor give quarter.  In this case, during 
  the battle the body of Beauty mysteriously disappears.  
  If a character is able to track, it appears that the corpse 
  dragged itself into the forest.
  The Scream of the Dead
  If the characters drop their weapons, or even make no 
  movement toward combat, read or paraphrase the fol-
  lowing:
  The Prince dismounts and removes a small wooden case 
  from his saddlebags before approaching the still form of 
  Beauty.  He removes a syringe from the case, filled with a 
  pale blue liquid…as pale and blue as his own cold eyes.  
  This he injects into Beauty, into the large vein of the neck.  
  After a few moments, the still form begins to breathe more 
  easily.
  “So,” says the Prince, “the dead can be made to live again.”  
  The bailiff and the men-at-arms look distinctly uneasy at 
  this.  Ignoring their discomfort, Prince Charmin kneels on 
  the sward, lifts Beauty in his arms, and kisses her full upon 
  the lips.
  For a moment, it seems a long and passionate kiss, as 
  Beauty’s arms go up and cling to the Prince’s back.  But 
  
  18
  then it is clear that his cheeks are growing sallow – his very 
  form deflating as though an empty balloon.  The Prince 
  tries frantically to escape, finally pulling away with a face as 
  gaunt and lined as that of a grandfather.  The Beauty gives 
  a piercing scream of hunger, stunning all who hear it, and 
  then rips the Prince’s head clean off his shoulders.
  The bailiff screams.  The men-at-arms are confused at first, 
  and will not be able to act on the first round.  Roll for 
  initiative.
  Only PCs which attack the un-dead Beauty are attacked 
  in return, and even then there is a 6 in 10 chance that 
  the Beauty will direct any one of her attacks against the 
  bailiff or a man-at-arms instead.  If the PCs simply stand 
  back and do nothing, they will watch Beauty rip the sol-
  diers apart, then hoisting up the Prince’s head she disap-
  pears into the woods.  As they last see him, the Prince’s 
  eyes are wild, and his mouth open in a silent scream, for 
  his head is still alive.
  Should the PCs join in the attack, use the following sta-
  tistics for Beauty.  She is invigorated by Prince Charm-
  ing’s reanimation serum, and cannot be killed, but can 
  be driven off if she takes damage equal to her hit points.  
  Again, she will take the Prince’s head if she flees.
  For each of Beauty’s attacks, roll 1d10.  On a roll of 
  1-6, she attacks the bailiff or a man-at-arms (until all are 
  dead), on a roll of 7-10 she attacks one of the PCs who 
  attacked her.  These are fearsome attacks, and the judge 
  is encouraged not to sugar-coat them, especially if he in-
  tends to run FT1:  Creeping Beauties of the Woods, where-
  in a healthy fear of Prince Charming’s ex- or would-be-
  wives adds to the fun.  If Beauty makes a kiss attack, in 
  addition to ability score drain, the target must succeed in 
  a DC 10 Will save or lose 1d6 XP.  This does not cause 
  the character to lose levels, but any shortfall must be 
  made up in order to gain additional levels.  Ability score 
  drain is 1d3 points of damage to Strength, Agility, or 
  Stamina (roll randomly); this damage heals normally.
  Un-dead Beauty:  Init +0; Atk claw +3 melee (1d16) 
  or kiss –1 melee (1d3 ability drain plus XP drain); AC 
  18; HD 8d6+8; hp 42; MV 30’; Act 2d20; SP un-dead 
  traits, kiss attack, cannot be killed; SV Fort +4 , Ref +3, 
  Will +4; AL C.
  The Tomb-Legions
  Once Beauty has gone, the PCs have 2d6 rounds to act 
  before their next challenge arises.  They can scavenge 
  weapons and arms from the fallen, search bodies for 
  treasure, etc.  Each man-at-arms has 2d4 sp and 3d5 cp.  
  Prince Charming’s gold and ruby ring is worth 120 gp, 
  but will surely lead to unwanted questions.  He has 2d7 
  gp and 3d8 sp in his pouch.  His wooden case has three 
  full syringes of Prince Charming’s Reanimator Serum 
  remaining.
  If injected into a character who is bleeding out, Prince 
  Charming’s Reanimator Serum prevents death and the 
  normal ability score loss associated with being reduced 
  to 0 hp, but the character must succeed in a DC 10 
  Fort save or permanently lose 1 point each of Strength, 
  Agility, and Stamina.  If the character has already passed 
  the “bleeding out” stage, and the serum is injected prior 
  to rolling over the character, a DC 15 Fort save must be 
  made to avoid the same result, but the character may 
  attempt two Luck checks to be still alive (and loses 1 
  Stamina as normal, possibly compounded by a failed 
  Fort save).
  Finally, if a character is already dead, he may be injected 
  with Prince Charming’s Reanimator Serum to restore him 
  to life.  The character automatically loses 1 point each 
  of Strength, Agility, and Stamina, and must succeed in a 
  Luck check as if rolled over.  If this Luck check fails, the 
  character is not dead, but is an un-dead horror that im-
  mediately attacks the party.
  After 2d6 rounds have passed, the PCs begin to hear 
  noises coming from the castle.  Each PC seems to hear 
  the words, “When she arises, so too shall all who sleep in 
  this castle.”  In 1d6 rounds from this time, 1d3 un-dead 
  horrors arrive from the castle.  Most appear as skeletons, 
  but a few many have some flesh yet clinging to them.  
  Every 1d3 rounds thereafter, 1d7 more un-dead horrors 
  arrive, until the PCs vacate the area at their best speed, 
  or until all 120 of them are defeated.
  Un-dead horror (120): Init –4; Atk claw +1 melee 
  (1d3) or bite –2 melee (1d5); AC 10; HD 1d8; hp 5 
  each; MV 20’; Act 1d20; SP un-dead traits, regeneration 
  1/round (even after reduced to 0 hp, fire or acid pre-
  vents); SV Fort +0, Ref –2, Will –2; AL C.
  “Now that he is gone and the spell is broken, the actual fear 
  is greater.”
  
  19
  Prince Charming is dead, and the PCs are free to tell the 
  tale however they wish.  The un-dead Beauty and the 
  un-dead horrors of the cursed castle make Grimmswood 
  a place of even greater fear.  Over time, Beauty is joined 
  by the two ex-wives of Prince Charming, the Cinder 
  Ella, and Snow White.  They take their dwelling in the 
  Woodhall, where once Snow White was hidden from a 
  witch by a fellowship of dwarven miners.  As their terror 
  spreads, and soon merchants fear to travel the roads to 
  Westlake by night, the Baron must send someone to deal 
  with the menace his son unleashed.
  If you enjoyed running this adventure, please consider 
  FT1:  Creeping Beauties of the Woods (coming soon from 
  Purple Duck Games), as a potential follow-up adventure.
  Doctor Chapman as a Patron
  One or more PCs may wish to take Doctor Chapman as 
  a patron following the events in this module.  Released 
  from the faerie curse by Beauty’s awakening, Doctor 
  Chapman becomes more powerful, and can be of great 
  aid to an aspiring wizard or elf.  Normally, the ceremony 
  to bond with Doctor Chapman would need to take place 
  in the castle ruins, but for those PCs who have met Doc-
  tor Chapman’s ghost this is not necessary.  Below are the 
  Invoke Patron check results for Doctor Chapman.  For 
  more on using Doctor Chapman as a patron, see FT1:  
  Creeping Beauties of the Woods.
  Invoke Patron check results:
  12-13
  Doctor Chapman hears the character’s plea, 
  but can do little to help the character at the 
  time.  He can allow the caster to recall one lost 
  spell or send an animated broom to aid the 
  caster for 1d6 + CL rounds (judge’s determi-
  nation).  Animated broom:  Init +4; Atk swat 
  +2 melee (1d2); AC 13; HD 2d6; hp 7; MV 
  fly 40’; Act 1d20; SP immune to critical hits; 
  SV Fort +4 , Ref +6, Will +8; AL N.
  14-17
  A door opens to an extradimensional space.  
  The caster and up to three allies may enter the 
  space, where they can cast spells or otherwise 
  act as normal.  At the end of the five minutes, 
  the space expels them and disappears.  No 
  time has passed outside.
  18-19
  As 14-17, above, except that the ghost of 
  Doctor Chapman appears to the characters 
  while they are in the extradimensional space, 
  and they can ask questions and advice of him.  
  Doctor Chapman is by no means omniscient, 
  but he is relatively wise, and has a good fund 
  of general and magical knowledge.
  20-23
  The power of Doctor Chapman flows through 
  the character, giving him the equivalent of 10 
  points of spellburn that must be used within 
  the next hour or be lost.
  24-27
  As 20-23, above, except that the character 
  gains the equivalent of 20 points of spellburn, 
  and has a full day to use them.
  28-29
  Doctor Chapman casts a random 1st level 
  spell through the character, although the char-
  acter can choose any variables he could choose 
  were he the caster.  Reroll if a patron spell, 
  patron bond, or invoke patron are rolled.  The 
  spell is cast with a +6 bonus.
  30-31
  Doctor Chapman casts a random 2nd level 
  spell through the character, or the character’s 
  choice between 2 random 1st level spells (i.e., 
  two random spells are rolled, and the character 
  chooses which is actually cast).  Reroll if a pa-
  tron spell, patron bond, or invoke patron are 
  rolled.  The character can choose any variables 
  he could choose were he the caster.  The spell 
  is cast with a +6 bonus if it is 1st level, or a +8 
  bonus if 2nd level.
  32+
  Doctor Chapman casts a random 3rd level 
  spell through the character, or the character’s 
  choice between 2 random 2nd level spells (i.e., 
  two random spells are rolled, and the character 
  chooses which is actually cast), or the 1st level 
  spell of the character’s choosing (not including 
  invoke patron, patron bond, or patron spells).  
  Reroll if a patron spell is rolled.  The character 
  can choose any variables he could choose were 
  he the caster.  The spell is cast with a +6 bonus 
  if it is 1st level, or a +8 bonus if 2nd level, or 
  +10 if 3rd level.  The caster suffers no ill ef-
  fects in the event that the spell check results in 
  a natural “1”.
  
  20
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
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  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit 
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  Faerie Tales of Unlit Shores: Prince Charming, Reanimator © 2013, Purple 
  Duck Games; Author Daniel J. Bishop
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