TEXT: Vine's eye
  A Site-Based Fantasy Adventure
  For Any Old School Class-and-Level Fantasy Role-Playing Game
  Best Suited for Characters of 4th to 6th Level
  by Jeff Sparks
  Faster Monkey Games
  in THe
  
  IN THE VINE’S EYE
  A Site-Based Fantasy Adventure
  For Any Old School Class-and-Level 
  Fantasy Role-Playing Game
  Best Suited for Characters of 4th to 6th Level
  JeFF SPARkS
  FASteR MOnkey GAMeS
  
  "In the Vine's Eye"
  © 2015 Jeff Sparks, Faster Monkey Games
  Illustrations by Jonny Bleu: http://johnnybleuart.blogspot.ca
  Maps by Ken Gatzemeyer: http://MangledMaps.com
  Editor: Shelley Harlan
  Layout: Joel Sparks
  http://fastermonkeygames.com
  This supplement makes reference to the Labyrinth 
  Lord rules, available in book form or free online from 
  Goblinoid Games: http://goblinoidgames.com
  Page references such as LL99 refer to the core Labyrnith 
  Lord rulebook. Page references such as AEC111 refer to 
  the Advanced Edition Companion.
  
  SYNopSIS for THE GM
  In the foothills north of Renneton lies the Valley 
  of the Diamond Sword. From time to time, rumors 
  of monsters and great treasure lure adventurers here. 
  While there is danger and wealth to be found, it is—as 
  always—not quite what the heroes expect.
  The valley actually holds a rich vineyard, grown 
  by a Cyclops for his wines. Mirf is an ancient example 
  of his kind, and very powerful. He wishes only to be 
  left only to tend his flocks of goats and his vines.
  Now a local merchant’s son, obsessed with 
  finding the wine, has disappeared. The father will 
  pay handsomely for his return, and the secret of the 
  fabulous wine.
  In the Vine’s Eye is a site-based fantasy adventure. 
  It is also usable with any “edition zero” class-and-level 
  fantasy game. It is playable by any level of character, 
  but is best suited for low- to mid-level PCs (4th-6th).
  BackGrouNd
  Long ago, a traveler told the first tales of the 
  Cyclops’ valley and his vineyard. He called it a 
  “Diamond Sward,” referring to the variety of firm, 
  pale grapes that grew there. His vines are ancient and 
  enormous, covering the northern half of the valley in 
  sparkling green leaves and fruits. Over the years the 
  name has gotten distorted in the re-telling to “Diamond 
  Sword.” A local legend grew of magical treasures and 
  jewels for the taking if only the valley could be found 
  and the monsters defeated.
  A generation ago, while the Cyclops was away 
  from his cave for longer than usual, bandits found his 
  lair. They stole a large amphora of wine and sold it at 
  the nearest town. The vintage was hailed as beyond 
  compare, and merchants clamored for more. Before 
  the bandits could be found and asked for details about 
  the wine’s origin, the Cyclops’ terrible curse took effect 
  and the secret was lost.
  In the southern end of the valley lie Mirf the 
  Cyclops’ pastures. He keeps hundreds of goats for food 
  and wool. Among the normal examples of the breed 
  are several magical hircines known as “Caprarones.” 
  The huge, intelligent goats act as guardians for the 
  herds and are quite formidable.
  The Cyclops’ cave is set in the steeper part of 
  the hills on the western side. Over the years he has 
  tunneled out and enlarged the chambers to make room 
  for his wines. He digs clay from the stream and throws 
  his own pots. He keeps enormous bees for sealing wax 
  and honey.
  The Cyclops tries to live as self-sufficiently as 
  possible. He is the last of his proud bloodline, and 
  an exceptional example of his breed. He is far more 
  intelligent—and powerful—than the brutish, normal 
  version of the monster; they are degenerate offspring 
  of his ancient stock. What’s more, his ability to curse 
  those who anger him is far more potent.
  3
  IN THE VINE’S EYE
  
  4
  rEwardS
  There is treasure in the valley, but it is quite 
  atypical of what most PCs are used to finding: the 
  wine is of course, very valuable, though it is difficult 
  to transport. The clay urns—standing nearly four feet 
  high—are quite heavy even when empty, and can hold 
  forty gallons of wine each! 
   * Clever PCs may be able to broker a deal 
  between the Cyclops and the merchant 
  Stilton, garnering a hefty fee or a percentage 
  of the profits.
   * A cutting or two from the Cyclops’ vines 
  might fetch a good price from vintners.
   * The 
  urns 
  themselves 
  are 
  beautiful 
  workmanship, each one decorated with 
  scenes from the history of the Cyclops’ clan.
   * The goats’ wool is of an exceptionally warm 
  and soft variety. The caprarones’ wool is 
  actually magical in nature and can be used 
  for weaving enchanted fabrics (e.g. cloaks 
  and robes).  
   * Human goat herders might pay handsomely 
  for a few head of these animals to add to 
  their stock. The beasts will resist leaving their 
  master. 
   * The beehives are home to giant killer 
  bees (LL 65) and their honey is magical in 
  nature, with healing properties. It is also 
  hallucinogenic and addictive and sometimes 
  sold as an illegal narcotic called Wild Honey 
  (see p27).
  RennetOn
  The party has followed rumors of a great treasure 
  hidden among the foothills to the village of Renneton, 
  home of Valnwall’s finest cheeses.
  Located just south of the Cloudbother Mountains, 
  Renneton is a small town of about 3,500 people, 
  including outlying farmers. Most locals either help 
  produce cheese or raise dairy livestock. The populace 
  relies on the annual cheese auction to put extra money 
  in their pockets and get them through the winter. The 
  village is a generally a quiet place, unless the annual 
  cheese sales and festival are going on. Much of the 
  population lives in the outlying farms. Characters can 
  find most basic supplies for sale in Renneton. Standard 
  equipment is readily available, but arms and armor are 
  limited. There is only a 50% chance of larger weapons 
  (greater than 1d6 damage) being available. The only 
  armor for sale is regular leather or padded.
  NB: Bricks of “traveling” cheese (Renneton Hard 
  Whites) are half the normal price (3 sp for 5 lbs. instead 
  of 6 sp). A pound is enough food for a day, for those 
  willing to eat nothing but cheese!
  There are several inns and taverns for the party 
  to choose from, each one much like the next. The 
  Whey Station is a popular choice for travelers. While 
  staying in town, PCs may hear various rumors, 
  including the legend of Diamond Sword Valley. The 
  characters’ presence in town also attracts the attention 
  of a prosperous merchant who will seek them out with 
  more information and an offer.
  For every hour spent plying the locals with talk 
  and drinks, each character so engaged can roll once 
  on the Rumor Table. Characters with a Charisma 
  score of 14+ can roll twice. If the rumor table hasn’t 
  led them to the mechant named Stilton, he seeks them 
  out after they have been in town for a day. (T) means a 
  completely true rumor and (F) means false.
  
  5
  ruMor TaBlE
  Roll (1d8):
  1. The diamond sword isn’t decorated with 
  gems, it’s carved from a single diamond! (F)
  2. Anyone who finds the valley is trapped 
  there forever. At least, no one has ever 
  returned. (Partially true: the curse draws 
  them back)
  3. Two men found the valley years ago and 
  brought back gold and gems, then they 
  disappeared. (Again, partially true. They 
  brought back the wine)
  4. Old Stilton kept some of the treasure from 
  the men. (T)
  5. The valley must be north of town 
  somewhere, because the rest of the 
  foothills are too settled. (T)
  6. Benny Cabot saw a gigantic goat come 
  into his fields and chase a strange nanny 
  away into the hills. (T)
  7. The diamond sword isn’t a weapon, it’s a 
  jewel with magical powers. (F)
  8. Young Stilton knew where it was, and the 
  Duke had him kidnapped for it. (F)
  THE MErcHaNT STIlToN
  Elias Stilton is a prosperous merchant of middle 
  years. He has bright red hair and beard, neatly trimmed 
  and peppered with gray. His shop deals primarily with 
  luxury items and imported goods. Stilton explains that 
  many years ago his father, Terens Stilton, acquired a 
  large amphora of wine from some dubious characters. 
  It was a tremendous vintage and the sellers assured the 
  elder Stilton that they could procure more. Elias was 
  only a child at the time but he remembers his father’s 
  excitement over the wine’s potential value. The two 
  men never returned. Terens bottled the wine from the 
  urn and sold it a bit at a time, but kept a few bottles 
  for his own cellars. Elias remembers tasting it once on 
  a festival day long ago. It was every bit as good as his 
  father said. Terens Stilton became obsessed over the 
  wine and getting more. He spent good gold on maps 
  of the region and hired several groups of adventurers 
  to track down leads, all to no avail. Finally, to cover 
  the debts he had incurred in his pursuit, Terens had to 
  sell Barrelhouse, the family estate and vineyards. The 
  Stiltons moved into town and continued as merchants 
  in a small way until Elias was old enough to take over 
  the family business. By then his father was in his dotage.
  While Elias was rebuilding some of the Stilton 
  name, his father spent more and more time with his 
  grandson, Zachary. The boy was fascinated with the idea 
  of the almost magical wine and its mysterious origins. 
  Elias told him to ignore his grandfather’s ramblings, 
  but the seed of the obsession had taken hold. Terens 
  passed away several months ago. According to Elias, 
  Zachary promised the old man to continue the quest 
  for the wine. The young man took his oath seriously 
  and spent weeks poring over his grandfather’s papers 
  for clues. Two weeks ago, Zachary disappeared. He 
  left a short note for his father, which simply said, “I’ve 
  found it! The diamond sword! I will be back in a week.”
  Elias explains that “Sword” actually means “Sward” 
  and is referring to the vineyard’s location, whereas 
  “Diamond” is a type of grape. Elias is understandably 
  worried. He will pay the PCs one thousand gold pieces 
  
  6
  for his son’s safe return. If it turns out that there is in 
  fact wine in the Diamond Sward, and the PCs return 
  with clues to the wine’s origins, Elias will offer to pay 
  the adventurers ten gold pieces per gallon of wine they 
  can bring back, plus an additional thousand if they can 
  give him a reliable map to where it’s made. He is willing 
  to go as high as twenty gold per gallon, but the PCs 
  will have to talk him up for that price. Elias stresses, 
  however, that his son’s safety comes first, and without 
  him home safely, there is no deal.
  Stilton describes Zachary as a lad of nineteen with 
  red hair like himself, worn long in the style of young 
  people today. He is of medium height and lean in build. 
  If such a price for so much wine seems low to 
  PCs who calculate the cost per bottle’s worth, Elias can 
  explain that he must cover the costs of properly bottling 
  and distributing it. Renneton is too small a town to be 
  a viable market for such exceptional wine. He will need 
  to export it to places such as Dolmvay or Bay City.
  SeARCHInG tHe HILLS
  Obviously one of the challenges in getting to 
  the hidden valley is finding the place! It is located 
  approximately twenty-five miles north-northeast 
  of Renneton, among the foothills just below the 
  Cloudbother Mountains. There are no towns or 
  villages closer than Renneton. In fact, almost no one 
  lives nearby. 
  Travel rates through the foothills are reduced 
  by 1/3 due to the terrain. Each day, the party must 
  decide which direction they wish to head. There is 
  an approximately one in three chance (32%, LL46) of 
  losing their way and heading in the wrong direction by 
  one point of the compass (e.g., if they wished to head 
  north, getting lost means they head predominately NE 
  or NW for that day, determined randomly). PCs with 
  wilderness backgrounds, like elves, druids, and rangers, 
  can make daily Wisdom checks to notice that the party 
  is off-course and make corrections. Such an adjustment 
  usually means backtracking, so the party makes no 
  progress that day, distance-wise. Use the “Grassland” 
  encounter table for wandering monsters (LL105).
  Alternatively, the GM may wish to move on to the 
  more detailed part of the adventure and handwave the 
  process of searching for the valley, simply declaring 
  that after a few days, they come upon the hermit’s hut. 
  caBoT’S farM
  Ben Cabot has a small croft outside of town. Like 
  most of the villagers, he raises dairy stock (in his case, 
  goats) and some small crops. He is a taciturn man 
  approaching middle age.
  If the PCs ask him about the creature, he recites the 
  story with the tone of a man who is tired of repeating 
  a tale and not being believed. He says that when he 
  went to feed the goats a few days ago, Cabot saw that 
  a stray had wandered into the flock. He assumed at 
  first it was a neighbor’s, but it was a breed he hadn’t 
  seen before. He went back to the house to get a rope to 
  
  7
  THE VallEY
  rENNEToN
  HErMIT’S HuT
  caBoT’S farM
  SeARCHInG tHe HILLS
  5 MIlES
  
  8
  tether the animal. When Cabot returned, a huge goat 
  was standing in the field. It was as tall as he was with 
  gleaming black horns. The whole herd had panicked 
  and run except for the stray, which followed the giant 
  beast into the hills to the north. Cabot spent the rest 
  of the morning rounding up his scattered herd, but he 
  saw no sign of the creature again, except for the huge 
  tracks it had left in some turf. Cabot can show the party 
  where he saw the creature. Sure enough, a successful 
  Wisdom or tracking check reveal a few faint prints are 
  still visible. They are cloven hooves the size of a horse’s, 
  definitely from a four-legged gait. If they are fake, they 
  are incredibly well done. They come and go from the 
  north, but the tracks die in the rocky ground a mile 
  beyond the field. Following the general direction the 
  tracks went will lead the party toward the Hermit. 
  HErMIT’S HuT
  The hermit lives alone in a small hut made of 
  piled fieldstone and cut turf a few days’ north of town. 
  Browned and weathered by a life in the wilderness, he 
  is an elderly man, but seems healthy enough. He will 
  greet visitors politely, but disinterestedly. He speaks 
  Common with a strange accent. If asked his name, he 
  claims to have “lost it walking” several years ago.
  He will answer any questions put to him as best he 
  can. He doesn’t know much about the outside world, 
  but he does know the area around his home fairly well. 
  He can tell the party that he saw a giant goat two days 
  ago. He has seen them before and spoken to them. They 
  told him to stay out of the valley, for his own good.
  He warns the valley is an ancient place full of 
  magic and danger. The valley is a half day east of his 
  home: “Look for the waterfall.” The hermit is a fairly 
  powerful Neutrally-aligned cleric (12th level), but 
  age and a vow of pacifism make him ineffective as a 
  fighter. He can be a useful source of healing magic if 
  approached properly. He has no interest in money or 
  power, and is even indifferent to his own life. Appeals 
  to ease suffering or pain will move him. He will not 
  raise the dead, simply stating they are at peace, and 
  should remain so. He will offer to help the PCs lay the 
  deceased to rest, though.
  tHe VALLey
  The Valley of the Diamond Sword is a long, 
  narrow vale nestled between rocky hills. A small 
  waterfall cascades down into a wide basin, from which 
  a stream from the northwestern end of the valley. The 
  stream flows steadily between the slopes and continues 
  out of the valley to the south.
  Behind the waterfall is the entrance to the home 
  cave of Mirf the Cyclops. He spends most of the day in 
  his cave, preferring to be about at night. He is a solitary 
  and moody creature, but not malicious. Depending 
  on when they arrive in the valley, the PCs may have a 
  few hours to explore before he appears, assuming they 
  don’t cause too great a disturbance.
  Past the falls, the water slows and the stream runs 
  through the center of the vineyards, whose enormous 
  vines cover the width of the valley and even partway 
  up the slopes. At the far, southeast end of the valley 
  lie the goat pastures. The beasts roam and graze here 
  under the watchful eyes of the caprarones.
  THE kIlN
  In between the vineyards and the pastures, the 
  Cyclops has set up a potter’s wheel and kiln to make 
  his wine jugs. He digs the clay straight from the 
  stream bank. Next to the stream is a large pole barn-
  like structure. It consists of an angled plank roof 
  supported by four massive posts. Underneath is a huge 
  (8' diameter) stone potter’s wheel, two large barrels, 
  and an enormous spade. Just outside of the roof is a 
  gigantic fieldstone kiln with a heavy-looking stone slab 
  as a hatch on the front. Two large barrels stand nearby. 
  One is stained gray on the inside (from holding clay 
  over the years), the other cleaner-looking (used for 
  water). This is where Mirf throws pots and crockery.
  
  9
  BEES
  flIES
  VALLey OF tHe DIAMOnD SwORD
  MIrf'S locaTIoN
  daY: caVE
  NIGHT (d6):
   
  1-3 
  kIlN
   
  4-5 VINES
   
  6 
  paSTurE
  MIRF'S CAVe
  BASIn
  pHaSE TIGErS
  VIneyARD
  VINE HoBS
  kILn
  EMBEr
  GoaTS & 
  capraroNES
  PAStuReS
  
  10
  The oven is always warm though there is no sign 
  of fuel nearby. Mirf has trapped a small fire elemental, 
  known as an ember, in the oven (see New Monsters, 
  p.22). The creature is bound unwillingly to the kiln, but 
  it will guard it and the workshop with its life, for Mirf 
  has told the Ember that if the kiln is destroyed, it will die 
  too. This is a lie. If the kiln is destroyed the ember will be 
  banished back to the plane of fire. The ember can only 
  move up to 30' from the oven, and then only for three 
  rounds before returning for at least a round.
  THE VINEYard
  The vines here are ancient and have grown very 
  large. Some are thicker around than a man’s leg and 
  reach heights of over ten feet. They are well-maintained 
  in neat rows and look vibrantly healthy with thick 
  dark leaves. The grapes themselves are normal size, 
  but grow in enormous bunches with hundreds of 
  berries in each. They are firm and pale yellow-white 
  in color. If tasted, they are juicy and slightly—but not 
  unpleasantly—tart.
  Stilton, or another vintner familiar with the wine’s 
  quality, would be very interested in a cutting from these 
  vines. A character with knowledge of plants can easily 
  harvest such a sample. Doing so will immediately incur 
  an attack by the vine hobs (see New Monsters, p21). 
  The vineyard is protected by the hobs. They have 
  a pact with Mirf where he supplies them with a jug 
  of wine every full moon and they protect the grapes 
  from pests and intruders. The hobs will harry and 
  ambush the party with hit-and-run tactics, picking 
  off members one by one. They can be distracted by 
  dropping shiny objects like coins, or by a tossing them 
  something to drink, like a skin of ale or wine, which 
  may delay pursuit. The hobs will not come into open 
  view to take it, though.
  THE paSTurES
  The southern end of the valley is steeper and 
  rockier than the vineyards, but with plenty of green 
  grass. Goats graze peacefully around the slopes, several 
  extremely large goats among them. One slope of the 
  hills is covered in a kind of “broom” with low brambles 
  covered in bright yellow flowers.  Huge bees float over 
  the blossoms, making a low droning sound that can be 
  heard from a distance. 
  The large goats are the caprarones (see New 
  Monsters, p.21). They guard the flocks and watch 
  for trouble throughout the valley. If they spot the 
  characters, they will keep an eye on them, even 
  following them around the pastures at a distance. They 
  won’t raise the alarm unless there is a direct threat.
  The smaller goats are normal herd animals (2HD, 
  LL81), although an unusual breed for this region. Their 
  brown and white coat is silky and long and its wool—
  when woven—insulates and repels water wonderfully. 
  Goatherds would pay nicely for a few head of such a 
  breed (up to three times the normal cost per head, for 
  at least one nanny and billy each). The caprarones will 
  try to stop anyone harming or taking any goats.
  Players taking particular notice will see that one of 
  the caprarones has a bright russet coat, like red human 
  hair. It is Zachary. He has been transformed by Mirf and 
  is now part of his herd. Zachary still remembers his old 
  life and would like to go home, but the change is starting 
  to weaken his resolve (see “The Curse,” p24). While 
  cursed, he can not work against Mirf or harm him.
  A swarm of Giant Killer Bees (LL65) makes its 
  hive in a hollow on the western slope of the valley not 
  far from the kiln. They collect nectar from the grape 
  blossoms and the wild flowers in the pastures. Mirf has 
  set a large flat stone up against a hollow in the hill to 
  make a sort of cave for the bees. He can move the rock 
  to get at the honey when he needs to. He lights green 
  wood at the kiln and uses the smoke to drive the bees 
  away while he collects the honey and comb. Mirf uses 
  
  11
  
  12
  the honey’s flavor (and its narcotic effects) in his wines, 
  and the wax for sealing the amphorae.
  Next to the hive is a large barrel, with lid, that the 
  Cyclops uses to collect the honey. Only a bit of honey 
  is in the bottom at the moment, but it is still enough to 
  act as one dose of Wild Honey (p27).
  There is a nest of Giant Carnivorous Flies (LL75) 
  nearby that sometimes preys on the bees. Mirf has not 
  yet located the nest, and he will look more favorably 
  upon any PCs who destroy the pests.
  THE BaSIN
  The cataract that descends into the valley falls as 
  a narrow spout from a cliff about 50' above a rocky 
  basin-pool. From there the stream heads down into the 
  valley. The water here is only about 10' at its deepest. 
  Mirf can easily wade through it. Anyone going over 
  the falls (or falling off the cliff) from the top takes 5d6 
  damage from the impact with the rocky pool. The cliff 
  is steep (and slippery in places). Only a thief can climb 
  it without a lowered rope, and even then at a –25% 
  penalty.
  A pair of Phase Tigers (LL91) have recently made 
  a lair in the rocks above the pool. They manage to 
  occasionally kill a goat, but the caprarones usually 
  chase them off. Mirf is far too large a target for the 
  cats. Unwary animals come to the pool to drink or fish 
  sometimes, but seldom enough so that the tigers are 
  usually hungry. The cats sleep during the day, but if 
  the party makes enough noise, they will awaken. If the 
  cats spy a lone or vulnerable target, they will pounce. 
  They gain surprise on a 4–6 and +2 to hit and damage 
  to its initial attack for dropping from above (10' above 
  the pool).
  Behind the falls is a series of caves. Mirf has 
  enlarged them to make his home.
  MIRF’S CAVe
  Inside the entrance is a high-ceilinged, airy 
  chamber. A huge wine press made from flat stones and 
  giant staves dominates the center of the room. There 
  are also two huge vats (1,000 gallons) along one wall. 
  Mirf presses and vints his wine here, adding herbs and 
  honey in varying amounts. The wine initially ferments 
  in the upright vats until being transferred to the 
  barrels, back in the Wine Cellar cave.
  When raised, the press is large enough for a 
  grown man to stand (or hide) in. One of the stones is 
  actually a type of small earth elemental called a Grome 
  (see New Monsters, p23). It is bound to Mirf’s service. 
  The Grome will not attack or make its presence known 
  unless the press is harmed, or if Mirf commands it. 
  Down the tunnel from the barrels, Mirf stores his 
  wines and other brews for the long term. The Wine 
  Cellar is a long chamber with rows of clay vessels. The 
  air is cool and damp. There are seventeen amphorae of 
  a size with the one in Stilton’s home. Four are empty, 
  the rest are full of wine. There are also two pots of Wild 
  Honey here (two gallons each). 
  The wine itself is a pale golden color. Even to the 
  uninitiated, the bouquet, color, and taste of the vintage 
  are simply amazing. (Chateau Lafite Rothschild’s 1811 
  “Comet Vintage” wishes it was this good!) To the 
  connoisseur, it is beyond compare. Stilton is offering 
  up potentially thousands of gold pieces because he 
  knows he can make profit on it even at that buying 
  price. 
  Mirf’s living space is in a large cavern situated 
  beyond the press. It is a natural chamber that has been 
  expanded and finished off over the years. There is a 
  kitchen area, with a large table and cooking fireplace. 
  He sleeps on a loft-like shelf above the kitchen. There 
  is also a small cave behind the main one that serves as 
  a pantry, with smoked goat meat, jugs of wine, baskets 
  of dried fruits, and several blocks of runny homemade 
  cheese. 
  
  13
  A wide tunnel to the right is lined with painted 
  clay sculptures and bas-reliefs. Mirf created this gallery 
  in his solitude over the centuries. The art reflects scenes 
  from the peak of his race’s civilization. Subject matter 
  includes things like a Cyclops king on a throne, noble-
  looking Cyclops warriors, Cyclops maidens dancing, 
  etc. The artwork is far better than one would expect 
  from a brutish giant, although done in an ancient style. 
  The clay pieces are large and probably fragile but might 
  be quite valuable to an art dealer who appreciates 
  nonhuman artwork.
  The tunnel leads to a chamber containing a round 
  pool lined with crystals like a geode. On the far wall, 
  a fresco done in disturbing colors shows a Cyclops 
  pouring liquid from an urn into a smoking hole, a look 
  of great pain on his face.
  The pool is magical. Mirf calls it the Second Eye. 
  (See New Items, p27.)
  BaSIN
  fallS
  wINE prESS
  Vats
  Fireplace
  Pantry
  Giant table
  SlEEpING 
  lofT
  wINE cEllar
  “SeCOnD eye” 
  ScrYING pool
  MIRF’S CAVe
  Grome
  Gallery
  
  14
  MIrf THE cYclopS
  At some point in their explorations, the party 
  is going to encounter Mirf the Cyclops (see New 
  Monsters, p.23). He is a formidable-looking creature, 
  and not easily defeated. Fortunately for the PCs, he is 
  not necessarily interested in a battle. 
  If encountered in the valley, it is is likely that he 
  is aware of the party’s whereabouts, either from the 
  caprarones apprising him or the Second Eye. He will 
  approach cautiously. He first takes a Cyclops-sized 
  swig (double normal dose) of invisibility potion from 
  a clay jug at his belt. He keeps his distance, though, 
  staying about 40 yards away. Even so, PCs get a listen 
  check (LL45) to hear his footfalls, though even with a 
  success distance and direction is hard to discern.
  He will call out in an archaic Common to the PCs 
  that he only wishes to talk. If the PCs don’t take hostile 
  action (though he understands not laying down arms 
  immediately), Mirf will become visible and approach 
  with his hands in sight. The Cyclops doesn’t want to 
  kill them. He does not care for strangers in his valley, 
  but he would speak with the party first to see what 
  brings them there. Mirf’s normal method of dealing 
  with interlopers is to transform them into caprarones, 
  but on occasion he has let some folk go who seemed 
  benign (e.g., the Hermit). 
   The party will need to be careful how they speak 
  with Mirf. He does not respond well to threats, and 
  any direct violence will be met with harshly. Inquiries 
  about Zachary will yield some fruit. Mirf admits that 
  a red-haired lad came to the valley recently, and he 
  discovered him stealing his wine and grapes. He will 
  tell the PCs that Zachary is unharmed, but will never 
  leave the valley without Mirf’s consent. He does not 
  volunteer the information that the young man is now a 
  magical goat. Any damage to his operations (the Kiln, 
  the Press, etc.) may count against the party in Mirf’s 
  eye as well. 
  Offers to trade for the wine and Zachary will be 
  heard, but the PCs will need to be willing to negotiate. 
  Mirf has little need of cash, but he is no savage, and he 
  knows the worth of his vintage. There are goods he can 
  use (he’d like some decent cheese, for one), but what 
  the Cyclops really wants is more difficult to acquire.
  MIrf’S dIlEMMa
  Mirf carries a terrible burden. Centuries ago, his 
  clan’s chieftain entered into a foolish bargain with an 
  infernal entity known as Galxur. The Cyclops sought to 
  gain an advantage in a clash with a group of fire giants. 
  The devil provided the promised aid, but in return 
  Mirf’s bloodline was bound to make constant tribute. 
  Much of their wealth went to Galxur, who used it to 
  curry favor among more powerful devils. Now Mirf is 
  the last of his line. 
  Galxur has found a patron who is fond of the 
  Cyclops’ wine, and every year Mirf must give him 
  thirteen huge jugs of the vintage: nearly all he can 
  make. If he fails in his tribute, his soul will be forfeit.
  Mirf would be delighted to be free of the fiend, but 
  the clan’s blood pact with Galxur makes it impossible 
  for him to attack the devil directly. Galxur also holds 
  the souls of Mirf’s ancestors prisoner in magical clay 
  pots (see “Spirit Urns,” New Items, p.27.)
   If the PCs would be willing to help him and the 
  souls of his ancestors be free of Galxur, Mirf would 
  free Zachary and even discuss trading for his wine. 
  To accomplish this, the party must travel to 
  Galxur’s realm. Mirf can open the gate he uses for 
  sending his wine. Once there, they must free the souls 
  of Mirf’s forebearers from torment and destroy Galxur, 
  or at least the token of the pact between Galxur and 
  the Cyclops clan. It is a teardrop-shaped diamond, 
  stained red with the blood of the chieftain who made 
  the bargain. 
  
  15
  Mirf can open the gate through the Second Eye, 
  but cannot keep it open for very long. He tells them 
  he can scry Galxur’s realm through the pool and when 
  the party is ready, he will re-open the gate for their 
  return. If they must return in failure, he will let them 
  through, but then he will not release Zachary or give 
  up his wine. 
  THrouGH THE GaTE
   The gate leads to a small corner of the infernal 
  realms known as the Grove of Ash.  Here lies a blasted 
  landscape under roiling black clouds. This is the abode 
  of Galxur. It is a small piece of metaphysical real estate 
  compared to others, but it obeys its own particular 
  rules. (Note: For GMs using the Advanced Edition 
  Companion’s cosmology, the infernal realm of devils 
  is a demiplane within the Plane of Order (AEC146).)
  In addition to its scrying powers, the Second 
  Eye in Mirf’s grotto can act as a gate between the 
  material world and Galxur’s little corner of Hell. When 
  activated, it allows one to jump into the water and 
  travel to Galxur’s plane. There, the gate manifests as 
  a pool of quicksilver that clings to the cave’s ceiling; 
  whatever passes through it drops into the cave below. 
  tHe GROVe OF ASH
  arrIVING aT THE GroVE of aSH
  To protect this side of the portal—and 
  to 
  prevent 
  the 
  amphorae 
  from 
  shattering 
  —Galxur has enslaved an attercop (see New 
  Monsters, p.25) to act as a guardian. The attercop has 
  spun several nets of webbing below the silvery liquid 
  to catch whatever, or whomever, comes through. 
  Characters falling into the web must make a save vs. 
  paralysis at –2 or be caught as if in a web spell. The 
  attercop will attack any unexpected visitors (Galxur 
  informs the creature when someone is supposed to be 
  arriving). The attercop will only use paralysis venom, 
  fearing to kill someone whom Galxur would wish to 
  speak with or torment. The creature speaks crudely in 
  an archaic form of Common. Spells and magic items 
  mostly function normally here. Although there is no 
  day or night, spell casters can rest and regain spells 
  in the regular way. There are a few exceptions to this, 
  however. Any active light spell effects—continual or 
  otherwise—are permanently dispelled upon arrival. 
  Newly-cast light spells are at half effectiveness 
  (duration and area of effect are at 50%). Continual light 
  only lasts while the caster concentrates on it.
  Clerics turn undead and evil creatures as if they 
  were three levels lower (minimum 1st level). Detect 
  evil is practically useless, as the entire place seethes 
  with evil, so the “signal” is confused. Bless does not 
  work, either. This is important to note when dealing 
  with Choshvar (p.25), depending on which rules set 
  you are running. Also, since there are no normal 
  beasts, weather, or plants in this realm, many druidic/
  nature-based spells will not work. 
  The gate closes the round after the last PC comes 
  through. The rippling quicksilver grows still and dim, 
  looking like a pale section of stone. There are two ways 
  for the PCs to get back through. First, they can wait 
  for Mirf to re-open the gate. The other way is to get 
  the “key” from Galxur: a two-pronged trident-like 
  weapon he carries with him. It is made of the same 
  shimmering metal as the gate in the attercop cave. If 
  the tines are struck against the inert gate, the substance 
  vibrates with a bell-like tone, then begins to undulate 
  and shimmer. The gate leads back to the pool in Mirf’s 
  cave.
  The “trees” of the Grove are not alive, nor were 
  they ever. They are made of compacted ash and soot 
  that will crumble at a touch. Any violence within the 
  grove has a chance of striking a tree and releasing the 
  dust. Each time a melee or ranged attack misses its 
  intended target, there is a 25% chance of it hitting a tree 
  instead. If a target is using a tree as cover, the chance 
  goes up to 75%. Eight hit points or more in a single 
  
  16
  hit—or twelve points total—destroys a tree entirely. 
  The dust lingers in the air, creating a cloud that blocks 
  vision similar to the obscuring mist spell (AEC45). One 
  tree will create one 20' x 20' x 20' cloud with two-foot 
  visibility. The cloud remains for 12 rounds. Each tree 
  destroyed within an existing cloud increases the effect’s 
  duration by an additional six rounds. 
  There is no physical boundary to Galxur’s realm. 
  Walking through the trees in one direction will merely 
  bring one full circle. Using flight or levitation will 
  only take one about a hundred feet up. The sensation 
  of motion will continue, but the ground will get no 
  farther away.
  Weird lights wink through the trees and eerie 
  moans come through the dead trees. It is easy to lose 
  one’s way without distinct landmarks. The GM should 
  use his discretion on how successful the PCs’ attempts 
  to orient themselves are. Simply blundering around 
  will lead to losing one’s sense of direction (LL45). 
  During the course of the party’s stay in the grove, the 
  GM should feel free to place the following set pieces in 
  their path.
  GroVE of aSH waNdErING ENcouNTErS
  If the PCs are taking too long, or if he prefers, the 
  GM can make random encounter checks each turn: 
  d6 
  Result
  1–3 
  imps (1d2), AEC119
  4–5 
  hell hounds (1d3), LL80
  6   
  lesser devil (1), AEC116–117 
   
   
  1–2  barbed 
   
   
  3–4  bone 
   
   
  5–6  erinyes
  poT SHardS
  A glimpse of color, ochre and green, are the only 
  clues that something strange lies ahead: A tall mound 
  of smashed pottery, the remains of the hundreds 
  of amphorae of wine given in tribute to Galxur by 
  generations of Cyclops.
  A few errant grape seeds that were not filtered 
  from the wines fell from the pots. Some managed to 
  sprout in the mix of clay and ash and sediment. The 
  vines grow twisted and scraggly, crawling in tendrils 
  over the pot shards. The vines produce a small, dark 
  grape in loose bunches. The fruit tastes very strong, 
  almost medicinal. If made into wine, its magical nature 
  would make it ideal as a base for potion brewing 
  (halving costs of other ingredients). However, the evil 
  nature of its home soil gives any potion made from 
  it a 25% chance of having an unintended, malicious 
  side effect in addition to the potion’s normal purpose. 
  See “Potion Mixing” (AEC144) for possible results.A 
  vine cutting, along with some of the ash it grew from, 
  would fetch a good price (up to 1,000 gold) from an 
  alchemist or potion-making spellcaster. 
  cHoSHVar
  At the time that the PCs arrive in Galxur’s realm, 
  Choshvar—a powerful rakshasha (AEC134)—is on 
  his way to strategize with the devil regarding how best 
  to profit from a mutual enemy’s destruction. He has 
  plane shifted to Galxur’s realm, arriving shortly before 
  the PCs near the attercop’s cave, and now is walking 
  toward Galxur’s court when the PCs meet him in 
  the grove. Choshvar has had dealings with Galxur 
  for many, many years. While they do not trust one 
  another (why would they?), they have an established 
  relationship. 
  Choshvar’s keen feline senses allow him to be 
  aware of the party before they notice him. He will be 
  curious about them and want to learn more before 
  allowing them to know of his existence. Given the 
  
  17
  chance, he will cast invisibility on himself and use 
  his ESP ability to scry the PCs’ intentions, following 
  them from a discreet distance. If there is a paladin 
  or otherwise intractable “do-gooder” in the party, 
  Choshvar will disguise himself with his change self 
  ability if he decides to reveal himself to the party. He 
  will take a form that is most likely to allay suspicion for 
  the group: possibly a disheveled “lost soul” desperate 
  to find his way back to the mortal world.
  Because he is extremely intelligent and ambitious, 
  Choshvar might engage the party in conversation to 
  discover their business in Galxur’s domain. While he 
  would never ally with them directly, he might leave 
  them to their business and remain above the fray. 
  After all, if they are successful, Choshvar may be in a 
  position to capitalize on Galxur’s losses. He may even, 
  giving clever roleplaying and the right circumstances, 
  conceivably be willing to use his amulet to help the 
  PCs escape the grove if necessary. 
  If the party seems puissant, and he has read their 
  hostile intentions regarding Galxur, he may wish to 
  further his own interests by aiding the party indirectly. He 
  can tell them the physical layout of the “court,” the nature 
  of Galxur’s minions (imps, AEC119), and even Galxur’s 
  relative vulnerabilities to silver and electrical attacks (as 
  opposed to fire or cold; see New Monsters, p26). 
  If encountered at Galxur’s court, he remains 
  aloof and neutral in any confrontation unless taking 
  sides will benefit him substantively. He will, of course, 
  lawfully honor the letter of any bargains he’d made. 
  GALxuR’S COuRt
  Lights come from a large elliptical clearing: the 
  open air court where Galxur spends most of his time. 
  He sits on his throne, attended by grotesque imps.
  The rust-colored “throne” carved from frozen 
  blood stands at one end. A few smaller chairs, made 
  of bone lashed with sinews, stand nearby for guests. 
  Galxur sits here talking with the Rakshasa. An imp 
  refills their goblets with wine from a pitcher.
  A fire basket of thick iron bands sits about 10' 
  before the throne. Inside is a amorphous shape, 
  sometimes humanoid, sometimes reptilian, usually 
  indescribable. It glows with rippling light of shifting 
  hues. It casts weird shadows as it writhes, apparently 
  in pain. Imps prod it occasionally with short spears, 
  causing it to howl strange flutelike noise and shift 
  colors faster. Above the fire basket stands a rack made 
  of bone. Hanging from it are strings of black clay jars. 
  These are the Spirit Urns (see New Items, p27). There 
  are twenty-five jars altogether, hanging in rows. The 
  rack is designed so that it can hang over the fire basket 
  in order to heat the urns, tormenting the souls within 
  as they swing from the rack. As the souls burn, the jars’ 
  relief figures move and writhe in pain.
  After a few minutes, Galxur waves to the imps to 
  remove the rack and they carry it to the opposite end 
  of the clearing, about 100' from the throne where three 
  
  18
  
  19
  amphorae of Mirf’s wine sit among some rocks. One 
  of the jugs is open and about half full, the others are 
  still sealed. There is 1 in 6 chance every turn that the 
  serving imp comes to refill the pitcher after the rack is 
  set there.
  fIGHTING Galxur
  If things come to a head with Galxur, he will 
  send his imps to fight at first, not wanting to appear 
  threatened in front of Choshvar. There are seven imps 
  in the clearing with Galxur. They will swarm the PCs 
  trying to bring them down quickly. If four or more are 
  taken out of the fight, Galxur will get involved directly.
  Galxur’S TacTIcS 
  First he will try to gate in more imps, then he will try 
  to use his hold or charm person ability against the PCs. He 
  will close to melee as a last resort, using at least one claw 
  attack per round to bring his slow ability into play.
  If the fight goes poorly, he will reluctantly ask 
  Choshvar for aid, shouting a promise of six jugs of wine 
  from the next tribute, as well as the flesh and souls of the 
  party as payment.
  The thing in the fire basket is the long-tortured soul 
  of some bizarre entity. To open the cage requires dispel 
  magic; 10 hp of damage done to the iron bands in a single 
  attack; an open doors check at –2; or a knock spell. If it is 
  freed it will fly at Galxur, blasting him with fire and light. 
  Galxur will be stunned by the fury of the entity’s attack 
  for 1d3 rounds before it fades into the aether.
  
  20
  AFteRMAtH
  A red gem is set into the bowl of Galxur’s cup. 
  It is the blood diamond that seals the Cyclops’ pact. 
  A single blow dealing 4 hp damage or better with a 
  magic weapon will break it. Characters examining the 
  cup will spot the gem easily.
  Frozen inside Galxur’s blood throne is a heavy 
  gold ring. It is barely visible (only close scrutiny will 
  reveal the glint of the metal). The ring bears an emerald 
  carved like a skull. It has diamond chips for eyes. The 
  band is engraved on either side of the stone with a 
  nude figure (one side male, the other a female) each 
  with its arms upstretched as if elevating the skull. It 
  does not radiate magic. The ring would easily be worth 
  several thousand gold pieces to the right buyer. The 
  ring is actually very magical, but has numerous anti-
  detection spells cast upon it. It is the phlyactery of the 
  dreaded archlich Bracol. Galxur made a bargain with 
  Bracol to safeguard the ring for 666 years. That time 
  is nearly up. The ring cannot be harmed by ordinary 
  means. Only three things can destroy it: fire from an 
  ancient dragon’s breath, a sphere of annihilation, or 
  Bracol himself.
  If the PCs are successful against Galxur and manage 
  to return to the material plane, Mirf will free Zachary 
  with a draught of “antidote” wine, turning him back into 
  a man. He will also gift the PCs with a jug of the wine. 
  The PCs can choose to enter into further negotiations or 
  not. Zachary is perfectly willing to speak for his father 
  in such matters. Back in town, Elias happily pays as 
  promised and will listen to any proposals about trade 
  with Mirf. Clever PCs could end up with a partnership 
  in a lucrative wine business, but it would be weeks or 
  months before the profits would start accruing. Mirf will 
  not part with any vine cuttings, but he will trade some 
  wine, and even some of his normal goats, in exchange 
  for good steel tools made to his size, fresh beef (he’s tired 
  of goat), and cheese.
  The creatures the PCs face and the potential 
  financial returns should provide ample XP awards 
  for the characters. The GM may wish to reward good 
  roleplaying when making bargains with the various 
  NPCs and monsters in the adventure as well.
  GMs should decide how much wealth beyond the 
  promised rewards he wishes the PCs to realize out of 
  this bargaining, but if they negotiate a percentage of 
  the profits, a few thousand gold pieces annually is not 
  unreasonable, to be collected in Renneton each year. 
  Once the PCs have completed their quests, there 
  is still a lot that can happen.
   * Competitors may try to discover the secret of 
  the valley.
   * Mirf is growing older. Does he seek a 
  successor or an heir?
   * Is Galxur gone?
   * Does Chosvar take an interest in the PCs’ 
  affairs?
   * Finally, when the PCs return to Renneton for 
  their profits, it can lead into the adventure 
  Wheel of Evil, also set in Renneton, also from 
  Faster Monkey Games.
  faSTErMoNkEYGaMES.coM
  
  21
  new MOnSteRS
  VALLey OF tHe DIAMOnD SwORD
  VINE HoBS
  No. Enc.: 2d6 (3d10)
  Alignment: Neutral
  Movement: 90' (30')
  Armor Class: 3
  Hit Dice: 1
  Attacks: 1
  Damage: 1, poison
  Save: E1
  Morale: 7
  Hoard Class: Nil
  XP: 16 
  A vinehob is a manlike figure four to six inches 
  tall, seemingly made of yellowish-green sticks. They 
  have no apparent eyes or ears, just small ragged 
  mouths, but display human-like senses. They do not 
  talk, but appear to understand speech. They exhibit 
  fierce cunning, especially in large numbers. Vine hobs 
  appear among grape vines, orchards, or berry thickets 
  and live on the rodents and insects attracted to the fruit. 
  Hobs can hide and move silently with 90% proficiency 
  if they are among vegetation at least six inches high/
  thick. If they are successfully hidden, they have a 4 in 6 
  chance of attacking with surprise.
  Poison: A vine hob carries a sharpened stick 
  (about the size of a pencil), its point coated in a sticky 
  venom. On a hit, the target must save vs. poison or 
  become intoxicated. The victim is at –2 to all rolls for 
  1 turn. If he is poisoned again while under the effects 
  and fails his save, he falls unconscious for one hour, to 
  awaken with a terrible hangover (–1 to all rolls for 1 
  day or until they receive the benefits of sweet water or 
  neutralize poison).
  The hobs will steal anything small and shiny from 
  the an unconscous victim, including coins, gems, and 
  daggers. They won’t remove mail, but will take metal 
  helmets. They will remove heads from spears and axes 
  and the like, leaving the shafts. The hobs also take 
  anything edible or potable, including potions, but not 
  water.
  The greedy hobs eat as they go, so PCs tracking 
  their items will find gnawed rations, empty wineskins, 
  and drained potion vials. (If multiple potions are taken 
  from their victims, mischievous GMs might roll on the 
  potion mixing table (AEC144) to see what happens 
  to the hobs.) If all PCs succumb to hob poison, they 
  are left at the edge of the vineyard trussed up in vines 
  as strong as silk rope. It takes 1d3 turns to break free 
  unless possessing ogre strength or greater, in which 
  case it takes 1d4 rounds.
  capraroNES
  No. Enc.: 1d2 (2d6)
  Alignment: Neutral (Good)
  Movement: 40' (120')
  Armor Class: 2
  Hit Dice: 4+4
  Attacks: 2 (butt, trample, or bite)
  Damage: 1d6/2d8/1d4
  Save: C4
  Morale: 10
  Hoard Class: Special
  XP: 515
  Special: Regeneration, hold person gaze, immune to charm 
  These guardian goats are roughly the size of horses, 
  with long ebony horns. They watch over the normal 
  goats in the herd and the rest of the valley as well. They 
  are as intelligent as an average human and totally loyal 
  to Mirf the Cyclops. They are not overly aggressive, but 
  won’t shy from a fight if necessary. Most of these beasts 
  are not original victims of the Curse (see p. 24), but 
  descendants of those who were transformed by Mirf. 
  They have interbred with each other and the regular 
  herds for over a century, a caprarone breeding true a 
  
  22
  few times each generation. Careful observation shows 
  they don’t have the horizontal pupils of a normal goat, 
  but human eyes. Caprorones are capable of human 
  speech and all know the Common Tongue as well as 
  Giant. They can even read (but lack the means to write 
  in their present form). They can also communicate 
  with normal goats in their own language.
  Caprarones regenerate 2 hp per round and save at 
  +2 vs. all magical effects (for high Wisdom). Because 
  of the Curse, they are immune to other charm effects. 
  Once per day, they can use a hold person (as per 
  the spell) gaze attack. The effects lasts as long as the 
  caprorone maintains eye contact. It cannot fight while 
  doing so, but it can speak or call for aid. 
  Caprorone wool is extremely resilient and magical. 
  It is suitable material for enchanted cloth items (e.g., 
  cloaks, robes, flying carpets, etc.). Their hides, if the 
  wool is left on, can be fashioned into leather armor +1. 
  One of the caprarones is missing an eye. It was a 
  magic-user who had learned of the Second Eye (see 
  New Items, p27) and snuck into the grotto to master 
  its powers. Mirf caught him and tricked him into 
  drinking the transforming wine. This caprarone could 
  still use the Eye, but has no desire to do so any more.
  EMBEr (SMall fIrE ElEMENTal)
  No. Enc.: 0 (1)
  Alignment: Neutral
  Movement: 120' (40') 
  Armor Class: 3
  Hit Dice: 2
  Attacks: 1
  Damage: 1d6
  Save: F2
  Morale: 10
  Hoard Class: Nil
  XP: 38
  The ember appears as a glowing coal about the 
  size of human heart. It is actually pure flame. It cannot 
  fly but it can climb vertical surfaces at full speed. It 
  cannot cross water more than 3' across or 1' deep. 
  Mirf’s ember must remain within 30' of the kiln. If the 
  kiln is destroyed, the ember is banished back to the 
  plane of fire. 
  Embers can only be harmed by magic, weapons 
  with at least a +1 enchantment, or water. Being doused 
  with a bucket’s worth of water or more deals 1d6 
  damage (if the water is thrown, it may save vs. breath 
  weapon to avoid damage). Submerging it deals 1d6 
  damage per round. Cold-based creatures take double 
  damage from the ember. 
  The ember attacks with 1d6 fire damage, by either 
  coming into direct contact with its target or shooting 
  a jet of flame up to 12' away.  The ember sets ablaze 
  ordinary flammable objects and materials in 1d3 
  rounds of maintained contact. Highly combustible 
  materials are instantly set ablaze. A roll of a natural 
  20 instantly ignites a target. Magical objects made of 
  flammable materials (scrolls, robes, etc.) get a saving 
  throw to avoid being destroyed.
  Embers are sapient, but frightfully stupid. Most 
  only speak the Fire Speech of their home plane, but 
  occasionally one knows a few words of Draconic (red) 
  or Infernal.
  
  23
  GroME (SMall EarTH ElEMENTal)
  No. Enc.: 0 (1)
  Alignment: Neutral
  Movement: 120' (40') 
  Armor Class: 3
  Hit Dice: 4
  Attacks: 2
  Damage: 1d8/1d8 
  Save: F4
  Morale: 10
  Hoard Class: Nil
  XP: 190
  A grome normally appears as a large, flat stone, 
  but it can change its shape into a rocky humanoid 
  about the size of a dwarf. Any victim standing on 
  earth or stone will suffer +4 damage from the grome’s 
  attacks. It can only be harmed by magic or weapons 
  with at least a +1 enchantment. The grome bound to 
  Mirf must remain in contact with the wine press. If the 
  press is destroyed, the grome is banished back to the 
  plane of earth. It doesn’t know that, though. It thinks it 
  will die. It is immune to charm, sleep, or other mind-
  affecting spells. 
  MIrf (GrEaTEr cYclopS)
  No. Enc.: (0) 1
  Alignment: Neutral
  Movement: 90' (30')
  Armor Class: 4
  Hit Dice: 15 (100 hp)
  Attacks: 1
  Damage: 3d12/3d6 (staff, or sling boulders)
  Save: F15
  Morale: 9
  Hoard Class: Special
  XP: 3,300
  Mirf is the last of his bloodline, an ancient race of 
  giants. “Normal” Cyclopses are lesser descendants of 
  his kin. He is larger and more intelligent than a normal 
  Cyclops, standing over 25' tall. He is very ancient, but 
  his is a long-lived race and he still possesses a great 
  deal of vigor. He has a Cyclops’ normal –2 penalty in 
  combat due to his lack of depth perception, but has 120' 
  infravision. Mirf wears clothes made from tanned goat 
  skins, a patchwork of different colored furs, forming a 
  well-stitched set of leather tunic and trews.  
  Mirf has no wish to fight, but only to be left in 
  peace. He mistrusts strangers, because most who 
  have found him over the years have tried attacking 
  or robbing him. He is willing to talk if peaceful 
  overtures are made. He speaks Giant, Draconic, Elf, 
  and Common. 
  Tactics: If forced to fight, in melee he uses his 
  fifteen-foot “staff” as a giant club (3d12 damage). He 
  also keeps a belt pouch with a half dozen pumpkin-
  sized boulders in it. His staff doubles as a staff sling, 
  allowing him to propel the rocks up to 300' feet away! 
  He can call the caprarones and 2d12 arrive anywhere 
  in the valley within 4 rounds to fight loyally for him. 
  Mirf also wears a sash over one shoulder with five 
  clay jugs strung along it. One is wine, the other four 
  are potions. Each jug contains 3 Cyclops-sized or 6 
  “normal” doses. The potions are: extra-healing, human 
  control (humans), invisibility, and invulnerability.
  
  24
  THE curSE
  Greater Cyclopses have the ability to curse those 
  who wrong them—and much more powerfully than 
  their lesser brethren. Mirf can perform the Curse once 
  a week. It can reach any distance on the material plane. 
  It causes a terrible thirst to develop in its victims. No 
  drink will slake it. They are also plagued by dreams and 
  visions of a rich, ruby wine in a silver jug and scenes 
  of the valley. The victims must make saving throws at 
  –2 vs. spells every day. On a failure, they are compelled 
  to seek the valley and the silver jug. When the victim 
  arrives, the Cyclops treats him kindly and gives him a 
  cup of the magic wine to drink. The wine polymorphs 
  him into one of the caprarones and lays a powerful 
  charm monster spell on him to serve the Cyclops 
  forever. The other guardian goats are former victims of 
  the curse and their descendants.
  The Cyclops can find transgressors using the 
  Second Eye (see New Items p27). Once the PCs have 
  been in the Valley for at least a day (or have had 
  contact with the caprarones), Mirf is aware of them. If 
  they have angered him, he will put his curse on one of 
  the party (whomever looks least likely to resist). Mirf 
  then leaves a silver pitcher (100 gp value) of the magic 
  wine out for the party to find, instructing the vine hobs 
  to steer well clear of it. The cursed PC, if he has failed 
  his saving throw, immediately drinks the wine and is 
  transformed.
  Transformed characters must do as the Cyclops 
  says, but are not mindless. They retain their own 
  will and memories at first, but over time their new 
  form begins to dominate their personality until they 
  no longer remember being anything else, or wish to 
  change back. Mirf does have an antidote. It is a clear 
  wine he keeps in a small jar. He will tell the party 
  that he might be inclined to restore the transformed 
  character, except he needs his caprarones to help 
  guard his vineyards. Without them, he would fail in 
  his tribute to Galxur, and his soul would be forfeit, 
  then no one would be able to mitigate the torment of 
  him and his ancestors at the devil’s hands (see Mirf’s 
  Dilemma, p.14).
  A remove curse from a 12th level or higher caster 
  before drinking the wine breaks the enchanted thirst. 
  After the person is changed into a goat, the victim will 
  resist being changed back, or having the charm lifted. 
  They must be polymorphed back into their former 
  selves before the curse can be removed as above. 
  
  25
  GroVE of aSHES
  aTTErcop
  No. Enc.: 1 (1d2)
  Alignment: Neutral (Evil)
  Movement: 120' (40')
  Armor Class: 5
  Hit Dice: 5+1
  Attacks: 3  (claws, bite)
  Damage: 1d4/1d4/1d6 + poison
  Save: F5
  Morale: 9
  Hoard Class: VI + 100 gp
  XP: 1,260
  The attercop resembles a 7' tall humanoid spider. 
  It has only two legs and two arms, but they end in 
  pincer-like claws. Its head is that of a huge tarantula. 
  The creature is an aggressive hunter and fond of 
  human prey, but will drink the blood of almost any 
  living thing. Attercops have below-average human-
  level intelligence, but are quite cunning when it comes 
  to ambush tactics. Their bite is venomous, and can 
  choose from two different effects: paralysis (instant, 
  lasts 1d6 turns) or death (within 1d6 rounds). The 
  victim must save vs. poison or suffer the bite’s full 
  effects. Attercops have 90' infravision.
  The attercop can also spin webs, putting the silk 
  to a variety of uses, including nets, tripwires, lassos, 
  climbing lines, etc. It can make the web sticky if it 
  wishes to ensnare its prey (much like a web spell). 
  The attercop can spin up to a 10' x 10' area of webbing 
  per round, or up to 30' of line. It cannot attack while 
  spinning, as the web comes from a gland near the base 
  of its spine, but it can move. The attercop can climb 
  the webs, or move through them, at full speed. It is 
  unaffected by the stickiness as well and immune to 
  other spiders’ webs and the web spell. 
  Attercops have a natural affinity for spiders, giant 
  or otherwise, and can communicate with them. They 
  receive a –2 reaction bonus when dealing with other 
  members of spider-kind (including rhagodessas). 
  There is a 20% chance of an attercop having 1d6 giant 
  spiders living with it in its lair. They will be all the same 
  species, but can be of any type. These spiders will do the 
  attercop’s bidding, but use their normal morale scores.
  cHoSHVar THE rakSHaSa 
  No. Enc.: 0 (1, unique)
  Alignment: Lawful (Evil)
  Movement: 150' (50')
  Armor Class: –4
  Hit Dice: 7 (50 hp)
  Attacks: 3 (2 claws, bite, or weapon)
  Damage: (1d3/1d3/1d4+1)
  Save: F7
  Morale: 9
  Hoard: Carries Amulet of the Planes (AEC91), Dagger of 
  Venom +1 (AEC103, 6 doses; 1,000 gp star ruby in hilt)
  XP: 1,840
  At will: Change Self, ESP
  Spells once per day: Charm Person, Command, 
  Invisibility, Sleep
  Choshvar is an ancient and powerful rakshasa 
  (AEC134). In his natural form, he appears with the 
  claws and head of a Sumatran tiger. He dresses in the silk 
  robes of a nobleman and sports a wine-red fez, worn at a 
  rakish angle. His demeanor is urbane and civilized. He 
  has a fondness for tobacco and frequently smokes thin 
  cigarillos in an ebony holder (worth 50 gp).
  While he enjoys devouring his victims, he prefers 
  to avoid combat. He speaks most known languages and 
  won’t enter a conflict unless there is a genuine advantage 
  to it. He will gladly parley, but is slow to promise 
  anything. His whole manner exudes confidence and 
  power. In combat Choshvar parries nonmagical attacks 
  contemptuously with his cigarette holder. He shrugs off 
  spells with elaborate casualness. If a magical weapon’s 
  attack does get through, he will become annoyed and 
  focus his efforts on the offending PC.
  
  26
  Galxur (lESSEr dEVIl)
  No. Enc.: 0 (1, unique)
  Alignment: Lawful (Evil)
  Movement: 120' (40')
   
  Fly: 180' (60')
  Armor Class: 0
  Hit Dice: 6+4 (48 hp)
  Attacks: 2 (claws and/or weapon)
  Damage: 2d4/2d4 (claws) or 1d8+1 (weapon)
  Save: F8
  Morale: 10
  Hoard Class: Nil
  XP: 2,500
  Galxur was once mortal. His soul was lost in an 
  infernal pact long ago. A person of great cunning and 
  ruthlessness, he rose in the ranks and is now a type 
  of lesser devil (AEC115). He has accrued many allies, 
  but he is personally not strong in a fight. When the 
  Cyclops chieftain sought aid (p.14), Galxur was able 
  to persuade an ice demon to assassinate the fire giant’s 
  leader, thus upholding his end of the bargain. Bael 
  (AEC116) is his patron, and Galxur curries favor from 
  him with gifts of Mirf’s wine. 
  In appearance, Galxur is a 7' tall goat-headed 
  humanoid, with glowing eyes and black talons on 
  his hands. He carries a two-pronged “pitchfork” that 
  acts as a +1 weapon. It appears to be made of shift-
  ing quicksilver (a successful Intelligence roll reveals it 
  seems to be the same substance as the gate).
  Galxur has the following innate abilities:
   * Telepathy (understands all languages)
   * Cannot be surprised
   * Can only be hit by silver or magical weapons
   * Half damage from cold-based attacks
   * Half damage from gas-based effects
   * Immunity to fire-based attacks (both magi-
  cal and non-magical)
   * Infravision (90')
   * A victim of his claw attack must save vs. spells 
  or be affected by slowness (reverse of haste).
  At will: ESP, Hold Person, Know Alignment (1 
  subject per round), Produce Flame
  Once per day: Charm Person, Gate (25% chance 
  of 1d6 imps (AEC119), in addition to his normal min-
  ions.)
  
  27
  new IteMS
  SEcoNd EYE (p.13)
  This pool in Mirf’s cave is filled with water and 
  lined with crystals like an enormous geode. Visions 
  appear reflected among the crystals like a fractured 
  mirror. It functions similarly to a crystal ball, but 
  allows magic to pass through to the subject. Only a 
  one-eyed creature can use this item. A person who is 
  willing to pluck out an eye and drop it into the basin 
  can try to use the basin. 
  There is a perfectly preserved human-sized 
  eyeball lying in the water. It is a brilliant blue. Careful 
  observation shows that it moves from time to time as 
  if by its own volition.
  Mirf can open a gate to Galxur’s realm through 
  the pool (see “The Grove of Ash,” p.15).
  wIld HoNEY (p4)
  A single taste of this thick golden honey causes 
  numbness and dizziness, giving a 1 point penalty on 
  attacks, saves, and attribute rolls for 1d3 minutes. A 
  dose of about two ounces causes a drugged state: the 
  victim cannot attack, cast spells, use magic items, or 
  run, and if trying to carry on a conversation or defend 
  himself, must save vs. poison or lapse into a helpless, 
  giggling stupor for one minute. Effects last 2d6 hours. 
  The next day, the user must roll Wisdom or less on 
  1d20 or seek another dose. After total doses equal to 
  half Constitution, he is addicted. Addicted users can 
  talk and fight without saves, but must have the honey 
  once per day or start taking 1 hp damage per level per 
  day from painful withdrawal. Addicts always use the 
  honey if available and spend anything to acquire it. If an 
  addict goes two weeks without a dose, or receives a cure 
  disease, he recovers. Certain purveyors of “recreational 
  substances” pay handsomely for Wild Honey.
  See the sandbox setting Lesserton & Mor from 
  Faster Monkey Games to learn more about Wild 
  Honey and those who trade in it. 
  SpIrIT urNS (p.17)
  The pottery appears as black glazed jars, each with 
  about a gallon capacity. A clay stopper covers the mouth 
  and is sealed in place with lead. Images of the trapped 
  spirit appear in bas relief on the sides of the jar.
  These function much like a magic jar, but only 
  work in Galxur’s realm. They are covered in designs of 
  Cyclopses in poses of anguish. Galxur often places the 
  jars in magical fires to torment the souls. The carvings 
  move and writhe in pain when burned. He can send 
  visions of this to Mirf whenever he likes to keep him 
  compliant, or simply to cause the Cyclops grief. 
  The jars are not breakable by ordinary methods. A 
  blow from a magical weapon or powerful monster will 
  force the jar to make a saving throw or be smashed (use 
  Galxur’s save vs. death). However, they can be opened. 
  Breaking the lead seal and removing the stopper 
  releases the captive spirit, which disappears with a 
  ghostly sigh as it goes to its final rest. Each round that 
  one or more jars are opened, Galxur can make a listen 
  check to hear the noise (a 1 in 6 chance). Characters 
  can make a Dexterity check to open more than one jar 
  per round if they do nothing else. For every 3 points 
  by which they succeed in their roll, another jar may 
  be opened.
  A jar with a soul in it cannot be removed from the 
  infernal realms. An emptied jar has no power outside 
  the plane, but certain magic-users might pay well to 
  examine one (up to 1,000 gp). They radiate magic and 
  evil in the material plane.
  
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors
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  COPYRIGHT NOTICE: “In the Vine’s Eye” Copyright 2015, Faster Monkey Games™; 
  Author: Jeff Sparks. Cover and original art by Jonny Bleu. Maps by Ken Gatzemeyer. 
  Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced 
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  In the foothIlls north of renneton lIes the Valley of the DIamonD sworD.
  Rumors trickle down from the goat-studded hillsides:
  Treasure.
  Monsters.
  Inquisitive folk who went poking around and never returned.
  Your band of hardy adventurers follows these rumors to Renneton, home of the land's finest cheeses. 
  There you find the once-wealthy Stilton family, wine merchants willing to pay hard coin for the rescue 
  of the latest foolish soul to disappear in search of the Valley: The family's only son.
  FAsTeR MOnKey GAMes
  Jeff sparks, shelley Harlan, Joel sparks
  FasterMonkeyGames.com
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - In the Vine's Eye.pdf