TEXT: Mysteries in Mannath 
   
  An Easy, Group Adventure 
  By Thom Wilson 
  For Swords & WizardryTM 
  TG2101 
  E1 
  A group adventure for 1st through 2nd level characters 
  Nine separate adventures within a single town! 
  52 pages of material! 
  Old school stat blocks! 
  
  Table of Contents 
  ThrowiGames LLC 
  Mysteries in Mannath 
  Version 1.01 
  June 2013, rev20171028 
  By Thom Wilson 
  TG2101 for Swords & WizardryTM 
  Introduction 
  1   
  Adventure Background(s) 
  2  
  Play 
  6  
     Town of Mannath 
  6  
  Encounter Areas 
  16 
     A: “Infestation” 
  16  
     B: “Dry Well” 
  24 
     C: “Haunted Tower” 
  25 
     D: “The Mystery of Juntor 
  Manor” 
  31  
     E: “Revenge of Grungle” 
  44  
     F: “Mystery of the Missing 
  Ancestor” 
  46 
     G: “Wicked, Witch of the 
  Water” 
  47 
     H: “The Long Forgotten 
  Door” 
  49 
  Town Map 
  Inside cover 
  Contributors 
  Thom Wilson—author, cartography 
  Cover Art:  7th Sea: Nations of Theah Land-
  scapes Pack, by John Wick Presents 
  (RPGNow) through CCA for the Explorer’s 
  Society. 
  Interior Art:  Lucas Pandolfelli 
   
  Legal and Notice 
  Copyright © 2017 by Thomas R. Wilson, 
  throwigames.com.  All rights reserved 
  worldwide.  May not be copied or distrib-
  uted without prior written permission with 
  the exception of personal roleplaying use. 
  Wandering Monsters 
  D20 roll 
  Result 
  1 
  Grungle (see Area E) 
  2 
  1d4 Wolves 
  3 
  1d4 Giant Ants 
  4 
  1d4 Bandits 
  5 
  Mannath Townsfolk * 
  6-20 
  Nothing Encountered 
  * choose one of the townsfolk or town 
  guards 
  RPGNow and the company web-
  site has several more adventures 
  for S&W and other old school sys-
  tems.   
  
  Introduction 
  Mysteries in Mannath was the first 
  easy difficulty, group adventure 
  released for the SRS Guidelines.  
  It was redesigned for a small party 
  of 1st through 2nd level Swords & 
  WizardryTM adventurers - the en-
  counters found herein should be 
  challenging for two to four charac-
  ters but not too difficult or danger-
  ous. 
  The contents of this book are bro-
  ken into two sections:  Prepare, Play 
  and Play.  The Prepare section pro-
  vides all the necessary details and 
  background for the GM to be 
  ready to run the adventure.  The 
  Play section details individual en-
  counters, puzzles and challenges 
  that the player will likely face.  
  Along with details of Mannath 
  (buildings and inhabitants), each 
  of the nine adventures within the 
  book are found in this section. 
  The town of Mannath is a good 
  town for characters  to use as a 
  home base in any realm; although 
  Mannath is found in the Terra Mi-
  nor world, it can be added to any 
  region in the GM‘s campaign. 
  Enjoy! 
  Thom Wilson 
  Prepare 
  This section provides background 
  information for the GM.  If you 
  plan on playing an adventurer in 
  Mysteries in Mannath, stop reading 
  now.  If you are the GM, keep 
  reading. 
  Materials Needed 
  As the GM, you will want to be 
  familiar with the Swords and Wiz-
  ardryTM 
  system; 
  the 
  rulebook 
  should be at the table with you 
  when you play.  Knowing how to 
  run this game is important!  Al-
  though not necessary, having read 
  the SRS World Guide will benefit 
  you as a GM. 
  The player should have a S&W 
  Character Sheet to make game-
  play easier.   These sheets can be 
  found at the Frog God Games or 
  Mythmere websites. 
  Both you and the player should 
  have a set of polyhedral dice.  You 
  and the player can use table top 
  miniatures and other visual game 
  aids if desired. 
  Final Note:  Swords & Wizardry, 
  S&W and Mythmere Games are 
  trademarks of Matthew J. Finch.  
  ThrowiGames is not affiliated in 
  any way with Matthew J. Finch, 
  Mythmere GamesTM or Frog God 
  Games. 
  1 
  
  Adventure Background 
  This adventure booklet contains 
  nine mysteries in total.  Each mys-
  tery scenario has been designed to 
  take one to two short sessions to 
  complete.  It is likely that the ad-
  venturers will gain enough experi-
  ence to increase one or two levels 
  after solving these mysteries. 
   
  The town of Mannath is plagued 
  with several small yet annoying 
  mysteries and issues.  The Mayor, 
  Han Kildor, does not have enough 
  local resources to address the 
  many problems his town is cur-
  rently facing.  Most of the issues 
  are unrelated but a few originate 
  from one mystery and are likely to 
  be solved in a particular order.  
  Solving 
  the 
  critical 
  mystery 
  ―Ellana‖ should prove to the 
  Mayor that the adventurers can be 
  trusted and are well suited to help-
  ing the town resolve its many 
  other concerns. 
  Mysteries in Mannath 
  Area 
  Page 
  Mystery Name 
  Related to 
  A 
   
  ―Infestation‖ 
   
  B 
   
  ―The Dry Well‖ 
  H 
  C 
   
  ―Haunted Tower‖ 
   
  D 
   
  ―The Mystery of Juntor Manor‖ 
  Mayor‘s Home 
  E 
   
  ―Revenge of Grungle‖ 
  D 
  F 
   
  ―The Mystery of the Missing Ancestor‖ 
  E 
  G 
   
  ―Wicked, Witch of the Water‖ 
  B 
  H 
   
  ―The Long Forgotten Door‖ 
  G 
  spec 
   
  ―Ellana‖ 
   
  Table 1-1 lists the nine adventures 
  within the town of Mannath and 
  their relationships to the other 
  mysteries.  Table 1-2 provides a 
  one-line synopsis of each mystery. 
   
  If the GM is using Terra Minor for the 
  campaign world, Mannath is found in 
  the southernmost portion of  the Wyn-
  helm province.  The small hamlet is 
  east of Greensedge and west of Thuil 
  and Helmhall.    Mannath is within a 
  few days travel to the southern ocean 
  sea, the Forbidden Waters.  A copy of 
  the Terra Minor World Guide is avail-
  able as a free PDF download from the 
  company website, found at http://
  throwigames.com. 
   
  There are several other S&W adven-
  tures set within the Terra Minor Cam-
  paign setting, mostly within the Wyn-
  helm and Nolgur-Wul provinces.  You 
  can find most of these adventures on 
  RPGNow. 
  Table 1-1 
  2 
  
  2. Yalifina, an old woman living 
  alone at area G, is searching for an 
  artifact of great power.  She be-
  lieves it can be found in the re-
  cently discovered burial chambers 
  beneath the local Church (area 16/
  H).  Using her limited magical 
  abilities, 
  she 
  has 
  accidentally 
  caused a cave in under the church.  
  While this cave in does not affect 
  the church or the burial chambers 
  directly, it has temporarily re-
  routed water from an under-
  ground river, one that supplies 
  water to the town well.  Of course 
  this well has begun to run dry and 
  the townsfolk are looking for a 
  culprit.  The old woman is an easy 
  target. 
   
  Further details to these story-lines 
  as well the lesser mysteries in ar-
  eas A, C, and F can be found in 
  their respective sections later in the 
  book.   
  Facts 
  There are two main yet unrelated 
  plot-lines in Mannath that account 
  for the majority of the mysteries. 
  1.  Recently, bandits have moved 
  into the abandoned manor house 
  at area D.  These bandits are work-
  ing to supply a much larger slav-
  ing organization by ensnaring local 
  farmers and villagers on the main 
  road through Mannath.  Their 
  unlikely ―boss‖ is Grungle, an ogre 
  with 
  above 
  average 
  intellect.  
  When the adventurers arrive in 
  Mannath, 
  Ellana, 
  the 
  Mayor‘s 
  daughter, has been missing for two 
  days.  She is locked up in the base-
  ment of Juntor Manor awaiting 
  transportation west.  
  The main mystery begins with the 
  mayor asking the characters for 
  help in finding his missing daugh-
  ter. 
  Encounter Areas 
  Area 
  Synopsis 
  A 
  Giant ants have infested the croplands under Maplin‘s Farm.  
  B 
  The town well has gone dry… what is the cause?  
  C 
  The long-time tower-keeper recently passed away but his spirit lingers on. 
  D 
  Strange noises and lights are coming from the long abandoned manor house. 
  E 
  An unlikely bandit leader retaliates.  
  F 
  A sacred burial mound is missing its lone inhabitant.  
  G 
  A shunned old woman is accused of witch-craft.  
  H 
  A key has been found for an ancient burial crypt under the church…  
  spec 
  The mayor‘s daughter, Ellana has gone missing…  
  Table 1-2 
  3 
  
  Hooks 
  There are several ways for players 
  to begin these mysteries.  The list 
  below offers a few suggestions.  
   
  1. The adventurers are passing 
  through town and get recruited to 
  help find the Mayor‘s daughter. 
   
  2.  Word has gone out that Man-
  nath has a rich mayor and is will-
  ing to pay to resolve a few issues. 
   
  3.  The adventurers return to this 
  town after many years away and 
  want to help solve the mysteries. 
   
  4.  Adventurers have ―graduated‖ 
  from a local training school and 
  are sent to Mannath as a final test 
  of their newly learned skills. 
   
  Of course, the GM can add this 
  town and all its mysteries as a side 
  excursion as part of a larger cam-
  paign. 
  Encounter Areas 
  The following table lists the main 
  encounter areas:  
  Encounter Areas 
  Area 
  XP 
  Foes 
  A5 
  30-60 
  1-2 Giant Ants 
  A6 
  30-60 
  1-2 Giant Ants 
  A9 
  30 
  1 Giant Ant 
  A10 
  60 
  2 Giant Ants 
  A11 
  150 
  5 Giant Ant Soldiers 
  A12 
  1040 
  6 Giant Ants, 2 Giant Ant 
  Soldiers, Queen 
  Hints to Playing the Main Actors 
  Grungle, the bandit leader, desires 
  to continue his enterprise as long 
  as possible and does not fear the 
  limited resources of Mannath.  The 
  young local guards pose no threat 
  to his bandit group and he will 
  continually increase the frequency 
  in which his men will kidnap vil-
  lagers.  His group will become so 
  bold over time that they will even-
  tually march in to town and take 
  as many people as possible! 
  The ogre is vain, cocky and smart.  
  He is of average strength and will 
  not back down from a fight.  He 
  will not flee nor will he go to his 
  superiors in the slaving organiza-
  tion for help. 
  The old woman Yalifina is quiet 
  and smart, but beginning to go 
  mad.  She believes that an ancient  
  Encounter Areas 
  Area 
  XP 
  Foes 
  C4 
  240 
  Zuldi-Mar‘s Ghost 
  D1 
  30 
  2 Bandits 
  D2 
  15 
  1 Bandit 
  D3 
  45 
  3 Bandits 
  D5 
  30 
  Bandit Leader 
  D9 
  15 
  Skeleton 
  D10 
  240 
  Ghost 
  D11 
  30 
  2 Skeletons 
  E 
  120 
  Ogre 
  F 
  210 
  7 Wolves 
  H1 
  120 
  8 Skeletons 
  H2 
  1100 
  Undead Witch 
  4 
  
  Future Concerns 
  If not rescued in time, Ellana will 
  eventually be moved out of Man-
  nath in four days (see the Table on 
  page 32 for timeline).  Addition-
  ally, the bold bandits in area D will 
  continue to kidnap Mannath resi-
  dents until the remaining towns-
  folk flee the area. 
  Map Notes 
  Each map is drawn so that north is 
  on the top most side of the image.  
  Lighting is not indicated in the 
  map or notes (left as a GM deci-
  sion). 
  artifact is under the town, specifi-
  cally the local church.  While there 
  is a magical item to be found in the 
  burial chambers, it is not of the 
  power she believes it to be.  She 
  defends her home to the death but 
  flees from any confrontation else-
  where.  She rarely leaves home 
  during daylight hours. 
  Mayor Kildorn is a portly fellow of 
  great wealth.  His family has gov-
  erned this town for many genera-
  tions.  He spends his family for-
  tune on the town but not necessar-
  ily in the most productive of ways.  
  For example, he‘d rather build a 
  stone fountain than train his town 
  guardsmen.  He is a loving family 
  man with a wife, Gelda, and six 
  children.  He can be found in area 
  1 when not walking about town. 
  When the adventurers arrive in 
  town, they will likely be met and 
  questioned by the town guard.  
  The Mayor is beside himself with 
  worry and fear now that his 
  daughter Ellana is missing.  If the 
  adventurers offer their help to the 
  mayor, he will likely take it 
  quickly.  He and his wife are des-
  perate for the return of their 
  daughter.  The Mayor has begun to 
  let most of his duties slip while he 
  frantically searches for his missing 
  child. 
  Priestess Brognalla, follower of Etu 
  the Living, leads services at the 
  Mannath church (area 16).  She is a 
  young yet exceptionally educated 
  woman who is eternally devoted 
  to her goddess.  She will offer her 
  healing services for a church dona-
  tion or free for devoted Etu follow-
  ers.  
  5 
  
  Play 
  The adventures begin in the town 
  of Mannath.  As the GM you will 
  have to guide the player to the 
  town to begin the detailed encoun-
  ters listed later in this booklet. 
  If you are using the Terra World 
  Guide, you will find Mannath in 
  the southern portion of Wynhelm. 
  Mannath and several other small 
  border towns continue to thrive 
  near the borders of Sivona and 
  Nolgur-Wul.  Of course, Mannath 
  can be planted in to any world. 
  If the adventurers complete most 
  or all of the mysteries within this 
  booklet, there is a good chance that 
  they 
  will 
  increase 
  their 
  level 
  enough to move on to the next set 
  of adventures in Umfall (see the 
  Wrap Up section at the end of the 
  booklet).  
  Mannath 
  The town of Mannath is a small, 
  growing farming village.  Twenty 
  or more large buildings, many of 
  which are two stories, constitute 
  the village.  Several buildings are 
  made of stone and have stood for 
  many generations.  A large watch-
  tower (area C) was used until re-
  cently to watch the main road for 
  travelers and bandits. 
  The town church (area 16) wor-
  ships the local Goddess Etu the 
  Living, deity of life and creation, 
  (growth, crops and farming).  
  Priestess Brognalla leads daily ser-
  vices in celebration of Etu‘s many 
  blessings.  Donations are welcome. 
  A central well provides water for 
  the villagers in town.  Although 
  the water from the river is clean, 
  villagers now avoid leaving town 
  in fear of kidnappers.  When the 
  adventurers arrive in town, the 
  well is beginning to go dry. 
  Several small businesses in town 
  provide services and goods to local 
  inhabitants as well as passersby.  
  Smaller villages to the east and 
  west used to travel to Mannath for 
  goods but have stopped with the 
  many disappearances on the road. 
  The village is well kept, clean and 
  the townsfolk are generally a good 
  natured brood.  Until the recent 
  problems, they have always been a 
  welcoming town.  The adventurers 
  may sense some distrust or out-
  right hostility from a few villagers. 
  The map of Mannath can be found on 
  the inside of the back cover. 
  Village Buildings and Locations 
  Area 1:  Mayor Kildorn’s Home 
  The entrance to the Mayor‘s home 
  is quite impressive.  Well-tended 
  gardens can be found within the 
  spacious trimmed lawn.  Fruit 
  bearing trees line the walkway to 
  the front door of the home. 
  6 
  
  The mayor‘s home is a two story, 
  stone dwelling with many rooms 
  for his family of eight.  Three ser-
  vants work and live within the 
  home.  Mayor Kildorn‘s large of-
  fice is on the first floor, directly to 
  the right of the front door. 
   
  Hundup, the manservant of the 
  home, will answer the door and 
  work with adventurers trying to 
  gain audience with the mayor.  He 
  is a devoted servant of the home 
  and will defend the Kildorn family 
  to his death if necessary.  His sta-
  tistics can be found in the back of 
  the booklet.  Note that he has some 
  experience in combat and should 
  not be overlooked. 
   
  Mugla is the Kildorn family maid 
  and cook.  She is quite talented 
  with food preparation; her meals 
  are quite excellent.  Lunna is the 
  family nanny and primary educa-
  tor for the Kildorn children. 
   
  Mayor Kildorn keeps the family 
  treasure in four separate chests 
  hidden within and under the 
  home.  The total wealth of all 
  coins, bars, gems and jewelry in 
  the four chests is close to 1,000 gp.  
  Area 2:  Mannath Watchtower 
  This four story stone watchtower is 
  several generations old and pro-
  vides an excellent view of the town 
  and surrounding countryside.  Un-
  til recently, Zuldi-Mar, the town 
  tower-keeper 
  has 
  provided 
  a 
  watchful eye on the road and 
  woods to the west.  Unfortunately, 
  Zuldi-Mar passed away two weeks 
  previous to the adventurers‘ arri-
  val.  His dedication to the watch 
  tower was so strong that his spirit 
  lingers on in the tower, protecting 
  the watch bell in the topmost story.  
  No Mannath resident dares to en-
  ter the top two stories in fear of the 
  spirit of Zuldi-Mar.  Encounter 
  Area C provides more information 
  on this area and Zuldi-Mar.  
  Area 3:  Gunpal Family Residence 
  A single story wooden home is the 
  residence of the Gunpal family.  
  Jak and Billa live here with their 
  three 
  young 
  sons 
  and 
  infant 
  daughter.  Jak works for Mayor 
  Kildorn, providing lawn care and 
  small tasks as needed.  Billa works 
  in the kitchen of the Mannath Tav-
  ern (area 13).  The family has very 
  little in overall wealth or savings.  
  7 
  
  Area 4:  Mannath Apartments 
  Four families live within this two 
  story wooden structure.  On the 
  bottom floor, Gral Tybor and his 
  wife, Gippa live on the west side, 
  and Urnla the Widow lives with 
  her three young daughters on the 
  east side.  On the top floor, Onta-
  Bir, the retired Captain of the 
  Guard, lives alone in residence on 
  the west side. Munwas Ruffel re-
  sides on the east side with his six-
  teen year old son Jakobbe.  It is 
  rumored that Munwas and Umla 
  have been courting.  
  Area 5:  Mannath Blacksmithy 
  Grunm the Blacksmith provides 
  services to Mannath and surround-
  ing villages.  He is proficient with 
  horseshoeing, metal armor and 
  weapon repairs, and can forge sim-
  ple steel items at normal costs.  
  Hidden in the back of his store-
  room, Grunm has a magical steel 
  sword he received in trade for 
  work several years ago.  He is un-
  sure of its powers but knows it is 
  an above average blade.  Unbe-
  knownst to Grunm, the blade is 
  ―Shield-Sunder‖, a magical long 
  sword that automatically destroys 
  any normal shield it hits (50% 
  change to render a magical shield 
  useless – requiring repair).  
  Area 6:  Fuldorp, Leatherworker 
  The village leatherworker, Ful-
  dorp, has recently moved here and 
  set up business after the former 
  leatherworker died of old age last 
  spring.  He is quiet and shy but is 
  quite good at his craft.  He charges 
  fair prices to repair and build com-
  mon leather items.  
  Area 7:  Two-story Residence 
  Two large families live in this large 
  wooden building.  On the bottom 
  floor, the entire Dulpasa family 
  squeezes into the six rooms.  Hulp 
  and his wife Anwa are the proud 
  parents of ten young children (two 
  sets of twins).  On the top floor, 
  out of work (and often drunk) 
  Yustofi, his wife Twalla, and their 
  eight children manage in their five 
  rooms.  Twalla and Anwa both 
  work at the Piglet Pub (area 10) as 
  barmaids.  Hulp assists Lingle 
  (area 8) with odd jobs and running 
  errands. 
  Area 8:  Lingle’s Supply Shop 
  Local legend and well to do Lingle 
  sells supplies from the ground 
  floor shop in this two story build-
  ing.  He supplies Mannath and 
  other nearby villages with fair 
  priced farming supplies and a 
  small amount of grocery items.  
  His shops comprises a third of the 
  ground floor with the other por-
  tion representing a storeroom for 
  extra supplies and small barn for 
  his horse and wagon (he travels 
  the road occasionally). 
  8 
  
  The second floor of this building 
  provides residence to the Hustuu 
  family.  Tuska and Verna Hustuu 
  live in the small apartment with 
  their two children.  Tuska has 
  worked with the Maplin family at 
  their farm (area 18) since his teen-
  age years.  Verna works the 
  counter at Hurver‘s Oddities and 
  Trinkets (area 11) during Hurver‘s 
  lunch break. 
   
  Lingle also has his large apartment 
  on the second floor.  It is well fur-
  nished, clean and full of books and 
  scrolls.  He keeps his lifesavings in 
  a fake book on one of the many 
  shelves.  The book is not easy to 
  find.  It consists of 2 gold bars 
  (each worth 20 gp), 4 silver bars 
  (each worth 20sp), 27 gp, and 39 
  sp.  
  Area 9:  Two Story Residence 
  Four families inhabit this large, 
  two story wooden structure.  The 
  young Hulbard family lives in the 
  northern side bottom floor.  Gil 
  and Beccy Hulbard have a set of 
  identical twin daughters, Maci and 
  Graci.  Gil works at Gavits Farm as 
  lead field worker and Beccy tends 
  tables at the Mannath Tavern.  On 
  the south side bottom floor, the 
  Amtupp family takes residence.  
  Fillip and Gwunn Amtupp, and 
  their three young boys, Yuf, Ripp, 
  and Dunn, fill the six rooms.  Fillip 
  works at Gavits farm. 
  Upstairs on the north side, retired 
  guardsmen and widower Immil 
  Dux enjoys a quiet existence.  
  Known for his prowess with a 
  sword, Immil trains new recruits 
  for Mannath when necessary.  The 
  Muggir family lives on the south 
  side.  Qwelto and Urna Muggir 
  have two sons, Wilnot (a town 
  guardsman of only a few weeks) 
  and Justnot, a teenager.  Qwelto is 
  one of two town guards who are 
  posted at night.  Uma is the night 
  cook at Mannath Tavern.  
  9 
  
  Area 10:  The Piglet Pub 
  The rowdier of the two drinking 
  establishments in town, the Piglet 
  Pub offers good gossip, average 
  drink at cheap prices, and the occa-
  sional farmhand fight.  Although 
  altercations are infrequent and 
  rarely severe, they are amusing to 
  the townsfolk.  The town guard is 
  only called if anything beyond the 
  pride of one of the participants is 
  injured. 
   
  Jiffnet, the owner of Piglet Pub, is a 
  former adventurer and has an eye 
  for those on a similar path.  He will 
  quickly befriend any travelers 
  stopping by the pub; he‘ll offer a 
  free drink if there is news from 
  outside Mannath to share.  Jiffnet 
  is a large, jovial fellow but will 
  attempt to stop any tussles that 
  could damage his pub.  If adven-
  turers pry Jiffnet for information, 
  it‘s possible that he may share 
  something he has heard.  See the 
  Gossip chart (Table 1-3) on the 
  next page for possible information. 
   
  Jiffnet charges fair prices for local 
  wine, ale and mead.  He offers a 
  limited food menu (breads, cheeses 
  and soups).  The Piglet Pub does 
  not have rooms for rent; Jiffnet will 
  reluctantly recommend the Man-
  nath Tavern for overnight needs. 
  Mannath is a farming community 
  and patrons will depart for home 
  within one to two hours following 
  sunset.  If the adventurers enter 
  the Piglet Pub during peak hours 
  (right after dinner), they are likely 
  to overhear some gossip from the 
  same chart (Table 1-3) on the next 
  page. 
  Area 11:  Hurver’s Oddities 
  A former wizard, the retired 
  Hurver now prefers selling trin-
  kets and oddities to travelers and 
  locals.  For townsfolk, he has sim-
  ple items for sale.  These include 
  necklaces, music boxes and the like 
  which are great for birthdays or 
  special occasions.  He will spot 
  true adventurers when they enter 
  and will try to sell his specialty 
  items.  These can be found in the 
  chart (Table 1-4) on the next page.  
  He is willing to negotiate but 
  unlikely to drop his prices by any 
  lower than 10%. 
   
  Hurver is trained as a wizard and 
  can help fellow mages with spell 
  book entries and scrolls.  For a fee 
  of 100 sp per spell, he‘ll scribe a 1st 
  or 2nd level spell into their spell 
  book (DM to choose Hurver‘s 
  spells).  He cannot be convinced to 
  adventure with the group;  he no 
  longer desires adventuring as he 
  won‘t venture out in harm‘s way. 
  10 
  
  Piglet Pub Gossip 
  2d6 Roll 
  Patron Gossip 
  Jiffnet Gossip 
  2-5 
  Nothing of real interest (or DM to 
  make something up).  
  Not yet talkative enough.  
  6 
  A ghost haunts the old watchtower 
  and they have yet to remove Zuldi-
  Mar‘s body from the top floor (true).  
  The Mannath Tavern waters down 
  their ale and wine (false).  
  7 
  Mayor Kildorn has a stockpile of 
  treasure buried under his home (true).  
  Wolves have been seen in town at 
  night.  They might be carrying off 
  the missing townsfolk (false).  
  8 
  That old witch Yalifina has cast a 
  poisoning spell on the river and the 
  well.  She means to destroy this town! 
  (false)  
  Gunm the Blacksmith does the best 
  work around and for the best price 
  too! (true)  
  9 
  The mayor‘s wife has been seen slip-
  ping around town at night visiting the 
  town guard at their posts (false).  
  Hurver at the ―magic shop‖ is 
  more than he seems.  He is an odd 
  fellow but he knows a thing or two 
  about magic, he does. (true)  
  10 
  Strange sounds have been heard in 
  the forest west of town.  With the 
  watch tower closed, we can‘t see in to 
  the wood as before (true).  
  I used to be a powerful warrior in 
  my day.  Was known to take a 
  goblin‘s head clean off with a club 
  in one swing!  (false)  
  11 
  The migrant farm workers in West 
  Mannath Village were seen listening 
  to that old witch‘s stories and lies. 
  (true)  
  Umfall, the village to the west, has 
  been deserted!  Rumor has it that 
  undead roam their streets. (true)  
  12 
  A forgotten treasure is buried in the 
  basement of the watch tower.  It is 
  guarded by a dead sorcerer who 
  should not be awakened! (false)  
  Large insects have invaded the 
  Maplin farm!  I heard that several 
  town guardsmen are injured or 
  missing! (true – town guard part is 
  true if encounter is not  the first 
  one undertaken)  
  Table 1-3 
  Hurver’s Oddities and Trinkets 
  Cost 
  Specialty Item 
  250 gp 
  Rescue Health Vial – when imbibed, will restore 3d6 points of damage.  Hurver 
  has two vials for sale.  
  100 gp 
  Ring of the Extra Step – when worn, the wearer can move one extra step each 
  turn (5 feet or 1 square in combat, if using grid tiles).  
  500 gp 
  Cap of the Cat – a leather cap that allows the wearer double hearing range.  
  Betters the Armor Class by 1 point.  
  150 gp 
  Bracers of Easy Swimming – when worn, all swimming attempts are easier than 
  normal. Encumbrance does not affect swimming. 
  500 gp 
  Necklace of Magic Assistance – when worn, adds 1 extra hit point of damage or 
  1 HD of affected creatures for any spell.  
  Table 1-4 
  11 
  
  Area 12:  Guardhouse Residence 
  This large, two story stone build-
  ing houses the local town guard 
  and their families.  The guard of-
  fice, three holding cells, a kitchen, 
  and a small room with two bunks 
  fill half of the bottom floor.  
  Guards who are on duty but not at 
  a designated post will be found 
  here most of the time.  The other 
  half of the bottom floor has 2 small 
  apartments for the Captain and 
  Sergeant of the Guard, both of who 
  are unmarried. 
   
  Two exterior stairways found on 
  opposite sides of the building lead 
  to the second floor.  The top floor 
  has 
  six 
  small 
  apartments 
  for 
  guardsmen and their small fami-
  lies.  If a guard‘s family grows be-
  yond the small apartment, they are 
  welcome to live elsewhere in town 
  (as two currently do; see Area 9).  
  The residents of the three north- 
  He has a small apartment in the 
  back of the shop which contains 
  only a cot, a few bookcases and a 
  small chest.  The chest is magically 
  locked (requires Dispel Magic spell 
  to unlock) and contains 147 sp and 
  22 gp.  In the very bottom of the 
  chest is a small silver dagger, 
  wrapped in a purple cloth.  It is a 
  Dagger of Pain, dealing a bonus of 
  2 additional damage with any suc-
  cessful strike (in addition to rolled 
  damage). 
  side apartments are Otto and Gilly 
  Barley; Hulpy Grenfrew, his wife 
  Illia, and infant son Bulfer; and 
  Giffen O‘Nanit.  Living in the three 
  apartments on the south-side of 
  the floor are Gibble and Essa Sup-
  tux; Beb Cuffins; and Lazy Toman. 
   
  Each guard covers an eight to 
  twelve hour shift.  The shift roster 
  can be found below (Table 1-5).  
  Captain Kyal B‘Dold works morn-
  ings and his Sergeant, Ulywe 
  Grumbor, takes the afternoon and 
  evenings.  A couple of guards 
  overlap shifts to ensure good cov-
  erage. 
  Guard Shifts 
  Shift 
  Time 
  Guard(s) 
  A 
  4am—12pm 
  Otto Barley  
  A 
  4am—12pm 
  Gibble the Stout 
  (Suptux)  
  A 
  4am—2pm 
  Beb Cuffins  
  A 
  4am—4pm 
  Captain Kyal 
  B‘Dold 
  B 
  12pm—8pm 
  Hulpy Grenfrew  
  B 
  12pm—8pm 
  Wilnot Muggir  
  B 
  12pm—10pm Lazy Toman 
  B 
  12pm—12am Sergeant Ulywe 
  Grumbor  
  C 
  8pm—4am 
  Qwelto Muggir  
  C 
  8pm—4am 
  Giffen O‘Nanit  
  Table 1-5 
  12 
  
  The C shift guards will be found at 
  their posts, one at the western 
  bridge, and the other near the 
  mayor‘s home where the walkway 
  meets the road.  Shift A and B 
  guards 
  generally 
  move 
  about, 
  changing locations and assisting 
  villagers as needed.  The Captain 
  and Sergeant check in with the 
  Mayor at least twice during their 
  respective shifts. 
  Area 13:  Mannath Tavern 
  This two story stone building is 
  one of the two social establish-
  ments in Mannath.  The rather tall 
  and stout looking tavern owner 
  Orla Forsnet, runs the relatively 
  mild tavern with her two grown 
  sons, Tumis and Churls.  Orla will 
  not tolerate any poor behavior; she 
  has been known to throw grown 
  men out of the tavern by herself!  
  Her sons assist in controlling 
  drunk or hostile patrons as neces-
  sary.  
   
  Orla charges average prices for 
  food, drink and rooms.  She gener-
  ally has three to four nice rooms 
  available but if filled, will offer 
  travelers a discounted rate to sleep 
  in the common room (10 sp per 
  person per night).  Orla and her 
  two sons each have their own 
  room in the back of the tavern, be-
  hind the kitchen. 
  ―Rugged Red‖, a local wine pro-
  duced by Orla, is made from the 
  grapes grown at Gavits Farm.  Orla 
  has a small winery in the basement 
  of the tavern and makes only 50 
  bottles of the spicy red each year.  
  Mayor Kildorn is her primary cus-
  tomer, buying nearly half her stock 
  each season.  A glass of ―Rugged 
  Red‖ costs 5 gp, a bottle 100 gp. 
   
  Billa Gunpal (area 3) works the 
  kitchen during the day and Uma 
  Muggir during the evening.  Beccy 
  Hulbard (area 9) tends tables dur-
  ing the peak hours of the tavern. 
  Area 14:  Mannath Schoolhouse 
  Unlike many neighboring villages, 
  the children of Mannath are fortu-
  nate to have a small school in 
  town.  Boys and girls of ages eight 
  to fourteen are instructed in farm-
  ing, cooking, sewing, and other 
  common tasks.  Specialized train-
  ing such as leatherworking or 
  blacksmithing is given to those 
  that show an aptitude beyond the 
  simple lessons.  Those that excel 
  may get the chance to apprentice 
  for those specialized trainers. 
   
  The lead trainer for the Mannath 
  School is YuggT‘Mori, an older 
  woman who recently moved to the 
  village about two years ago.  She 
  lives in the back of the school in a 
  small apartment and has very little 
  in the way of personal wealth. 
  13 
  
  Area 15:  Gavits’ Farm 
  The Gavits family runs the second 
  largest farm in Mannath, produc-
  ing wheat, barley, common vegeta-
  bles and fruit, and a few variations 
  of grapes.  Although the town 
  lacks a mill, the grains are pro-
  duced and shipped to nearby vil-
  lages.  A portion of the grains are 
  returned to Mannath as flour and 
  distributed accordingly.  The vege-
  tables, mostly carrots, lettuce, to-
  matoes, 
  radishes, 
  squash, 
  and 
  pumpkins, are sold in town. 
   
  Gered Gavits, married to Elsanna, 
  has twelve children of various 
  ages.  The boys that are old enough 
  help out on the farm.  Gered re-
  cruits field workers from West 
  Mannath Village during the critical 
  planting and harvest seasons.  Gil 
  Hulbard (area 9) works at the farm 
  as lead field hand, instructing and 
  training migrant workers each sea-
  son.  Fillip Amtupp (also of area 9) 
  primarily repairs equipment and 
  runs errands for the Gavits.  
  Area 16:  Church of Etu 
  This massive stone structure is the 
  oldest building in Mannath, built 
  when this area was a midway stop 
  on the main road between two lar-
  ger villages.  This church cele-
  brates life and all its blessing 
  through the worship of Etu the 
  living, Goddess of Life and Crea-
  tion.  Priestess Brognalla leads two  
  daily services, at sunrise and sun-
  set, for all those in attendance.  
  Two acolytes, Kispa and Fenna, 
  assist the Priestess in services and 
  other spiritual matters such as vis-
  iting the sick or injured, and run-
  ning various errands.  The acolytes 
  are trained in the Heal specializa-
  tion and will use their skills as 
  needed or instructed. 
   
  A large cemetery lies directly 
  south and behind the church.  
  Nearly all former Mannath resi-
  dents from the last fifty years are 
  buried here, with the exception of 
  the Gavits, Maplins and Kildors 
  families who have private plots on 
  their properties.  Previously de-
  ceased were buried beneath the 
  church in a surprisingly large 
  crypt.  Portions of the crypt have 
  been recently rediscovered by the 
  acolytes.  See Encounter Area H 
  for more details on the crypt. 
  Area 17:  West Mannath “Slums” 
  Three poorly built, simple struc-
  tures have been hastily constructed 
  on the southwest portion of the 
  Gavits Farm.  These rickety build-
  ings house migrant workers from 
  nearby villages and towns during 
  the planting and harvest seasons.  
  Six families totaling nearly 25 peo-
  ple live in these structures. 
  14 
  
  These shoddy buildings were usu-
  ally empty during the offseason 
  but the last two years, families of 
  workers have stayed here through-
  out the year.  Although Gered Ga-
  vits isn‘t opposed to their being 
  here year round and can even find 
  offseason work for some of the 
  family members, the rest of Man-
  nath isn‘t as keen on the outsiders‘ 
  presence.  While out of work many 
  of the young men come in to the 
  village center, cause trouble and 
  harass many of the young Man-
  nath ladies. Recently, a few of the 
  migrant children have tried to at-
  tend 
  classes 
  at 
  the 
  Mannath 
  School. 
   
  Many of the villagers are spread-
  ing rumors that the families in the 
  ―Mannath Slums‖ have taken to 
  following the wood-witch Yalifina.  
  They believe that the migrant 
  workers have stayed in Mannath 
  to serve her and her evil ways.  Of 
  course, this is false.  Yalifina does 
  interact with the migrant families 
  but only for the purpose of trading 
  supplies and food. 
   
  Mayor Kildorn has yet to make a 
  decision on what to do with this 
  secondary village and its inhabi-
  tants.  He is likely to act soon since 
  Gered has started work on two 
  new structures for more workers.  
  Area 18:  Maplin Farm 
  The largest farm in Mannath pro-
  duces corn, oats, wheat, peppers, 
  beans, and other varieties of vege-
  tables.  Like the Gavits Farm, the 
  Maplins ship their grains to nearby 
  towns for milling and in turn, re-
  ceive the byproducts for use in 
  town. 
   
  Bern and Thranna Maplin have 
  eight children, all teenagers or 
  young adults.  All the children 
  work the farm, with assistance 
  from a few Mannath villagers.  
  Tuska Hustuu (area 8) has worked 
  at the Maplin Farm for many 
  years; he leads many of the plant-
  ing and harvesting activities and is 
  treated almost as if he was a 
  Maplin. 
   
  Recently, an Giant Ant Queen has 
  set up a lair under the middle of 
  the Maplin Farm fields.  She plans 
  to produce a significant number of 
  Giant Ants in the next few weeks.  
  More details can be found in the 
  Encounters section in Area A. 
  15 
  
  Encounters 
  There are nine main encounter ar-
  eas in this adventure booklet.  This 
  section provides background de-
  tails and other information to help 
  the GM navigate and run the mys-
  teries in Mannath.  Recall Table 1-1 
  from the ‗Adventure Background‘ 
  section of the book; this provides 
  information about the relationship 
  of the encounters, and the order 
  they are best solved. 
  Recently, a Giant Ant Queen and a 
  few of her soldiers decided to 
  make a new home under the 
  Maplin Farm (Area 18).  They dug 
  a large hole squarely in the middle 
  of the main corn field and have 
  burrowed down well over 100‘ 
  under the earth.  They have cre-
  ated chambers for food storage 
  and eggs, and a large nesting 
  chamber for the Queen.  Including 
  the Queen, there are about 10-12 
  Giant Ants in this lair. 
  At the time of the adventurers‘ 
  arrival, Bern Maplin will have just 
  reported to the town guard that an 
  unusual hole has been found in the 
  middle of his corn field and two of 
  his hunting dogs are missing.  
  Captain Kyal B‘Dold will send two 
  guards to investigate.  The guards 
  aren‘t well trained in combat and 
  are likely to return without going 
  too far in to the hole.  The GM can  
  Encounter Area A 
  “Infestation” 
  choose to have the ants engage the 
  guards if it fits the story line at this 
  point. 
  If the adventurers have already 
  gained the trust of Mayor Kildorn 
  and/or the Captain, they may be 
  asked to investigate the hole fur-
  ther.  If the adventurers are en-
  gaged in other activities, e.g. a dif-
  ferent mystery, by the time they 
  get involved, several guards and/
  or villagers may have been at-
  tacked, killed or carried off to the 
  ant lair.  Either way, only the ad-
  venturers have the skill to defeat 
  the ants. 
  If the adventurers ask Captain 
  B‘Dold for additional support from 
  the town guard, there is a chance 
  that he may lend a single guard as 
  a guide.  Wilnot Muggir was part 
  of the investigating guard group 
  and knows the location of the hole.  
  He and the other guards went as 
  far as area A2 before retreating.  
  Wilnot will likely flee from the ant 
  lair if the group meets more than 
  one or two ants. 
  Read the following text (on the 
  next page) to the players as they 
  walk through the corn fields to 
  where the hole was found:  
  Area A—Wandering Foes 
  Roll 1d6 
  Foe 
  1 
  1-2 Soldier Ants 
  2 
  1-2 Worker Ants 
  3-6 
  Nothing 
  16 
  
  As you walk through the corn 
  field, you notice the eerie quiet of 
  the surrounding area.  The com-
  mon insect and animal sounds of 
  the countryside seem to be miss-
  ing.  Corn stalks have been up-
  rooted in places, some cut in half 
  at a low height.  Soon, traces of 
  blood are smeared on the ground 
  and cornstalks on your path.  Sud-
  denly, you come upon a large 
  mound of dirt, nearly three feet in 
  height.  In the center of the mound, 
  a hole descends at a moderate 
  slope downward in to darkness. 
  The blood trails also disappear in 
  to the hole.  The hole is large 
  enough for a normal sized man to 
  enter, either by sliding or crawling. 
  Area A1:  Ant Lair Entrance. 
  This entrance is five to six feet 
  wide and descends on a slight 
  slope downward, easy enough to 
  crawl or walk while crouched.  The 
  tunnel continues down, eastward 
  for 20 feet and ends in a chamber. 
   
  A quick search will discover traces 
  of blood near and within the hole.  
  Adventurers with a good sense of 
  smell will likely detect a foul odor 
  coming from within the hole.  A 
  more through search will find un-
  usual excrement droppings near 
  the entrance. 
  17 
  
  Area A2:  Entry Chamber. 
  This chamber is barely 10 feet long 
  and wide with a ceiling of about 6‘ 
  in height.  Tall adventurers will 
  have to crouch here.  Light is fad-
  ing at this point; adventurers 
  should have torches or a magical 
  light source.  The tunnel continues 
  east.  Parts of an animal, perhaps a 
  dog or deer, can be found on the 
  floor of the chamber. 
  A bright adventurer will deter-
  mine that the hind section of a dog 
  has been left here by something.  It 
  looks cleanly cut from the rest of 
  the missing body.  A blood trail 
  leads eastward. 
  Area A3:  First Cross Tunnel. 
  Four tunnels converge at this cross 
  section.  Ants entering the lair 
  from outside will generally bring 
  their prey, alive or dead, south to 
  area A5.  Dead or dying ants are 
  brought north to area A4.  The 
  main tunnel also continues east, 
  sloping 
  downward 
  slightly.  
  Tracks are easily found here, run-
  ning in every direction at this cross 
  tunnel.  They appear to be small 
  and non-humanoid in shape.  A 
  longer search will find a blood trail 
  that continues eastward.  A bad 
  smell is barely noticeable from the 
  south tunnel. 
  There is a 1 in 6 chance that a lone 
  Giant Ant will be transporting ei-
  ther excess food to area A5 or an 
  injured ant to area A4 to die.  If an  
  ant is encountered here, it is likely 
  to retreat eastward to gain help 
  from the soldier ants in area A11.  
  Adventurers will have to move 
  quickly to block the eastern exit of 
  the tunnel and prevent the ant 
  from escaping.  If the Giant Ant 
  successfully 
  escapes, 
  additional 
  ants will arrive in mere minutes.  
  Area A4:  Death Chamber. 
  When the adventurers enter this 
  chamber, it will be obvious by the 
  horrible stench that something has 
  died in here.  Insect shapes are 
  piled up in the corner of this room.  
  Large ants, nearly two to three feet 
  in length, rot in a pile.  Their man-
  dibles look strong enough to cut 
  through wood. 
  Three giant ants, recently dead, 
  have been moved here to rot.  Liv-
  ing ants do not enter this room 
  unless to bring another fallen ant 
  or to pursue prey.  One of the dead 
  ants was killed by a recent struggle 
  with Bern Maplin‘s two dogs.  The 
  other two were killed by the 
  Queen.  
  Area A5:  Food Storage. 
  The ants use this chamber to store 
  their food.  They will take some to 
  the Queen when they first arrive 
  and leave the rest for other ants.  
  Giant ants are in an out of this 
  chamber throughout the day.  It is 
  likely that one or two giant ants 
  might be found leaving or entering 
  the chamber when the adventurers 
  arrive (a roll of 1 on a d6). 
  18 
  
  Parts of dogs, deer, and goat are 
  lying around the chamber floor.  
  Non-humanoid tracks are found in 
  the tunnel to this chamber.  If an 
  intensive search is made, one of 
  the group may find the lower half 
  of a human body under the rotting 
  remains of a deer.  A pouch on the 
  belt of the trousers holds 3 sp.  
  Area A6:  Second Cross Tunnel. 
  The tunnel here has been enlarged 
  to allow the Queen access to the 
  egg chamber to the north (areas 
  A7, A8, A9).  The tunnel to the 
  south is also the same height, but 
  the Queen rarely goes this way.  
  The soldier ants generally bring 
  the water to her in area A12.  This 
  busy intersection is likely to find 
  traveling ants; a roll of 1-2 on a d6 
  encounters one or two giant ants.  
  The main tunnel continues east, 
  again dropping a few feet down-
  ward. 
  Anyone who listens for a minute 
  or two may hear the sounds of 
  dripping water from the south and 
  notice that the roof of the tunnel is 
  now larger, close to 10‘ high.  
  Searching for a few minutes here 
  may discover that tracks are every-
  where but one set of tracks, much 
  larger than the others, move from 
  the north tunnel to the east in both 
  directions.  
  Area A7:  Egg Chamber. 
  Dozens of transparent eggs are 
  stuck to the walls, ceiling and floor 
  in this chamber.  Several opened 
  eggs shells can be found.  It‘s obvi-
  ous to the casual observer that 
  these eggs are nearly ready to 
  hatch; the shapes of giant ants are 
  clearly seen through the thin 
  shells. 
  If the adventurers wait here long 
  enough, there is a slight chance 
  (roll of 1 on 2d6) that an egg will 
  open, releasing a new soldier or 
  worker ant. The young ant (half 
  HD and hit points) will instantly 
  attack any non-ant creature. 
  Destroying the eggs does not re-
  quire a to-hit roll (and does not 
  give experience). 
  Area A8:  Maturing Egg Chamber. 
  Hundreds of cloudy shell eggs fill 
  the room.  These eggs look like 
  they have awhile to go before 
  hatching.  The shells are too cloudy 
  to see their contents. 
  Hundreds of eggs were laid a few 
  weeks ago, when the Queen re-
  gained her strength.  When this 
  room hatches, her new army of 
  soldiers and workers will be ready 
  to expand beyond this small lair.  
  Giant Ant, Young: HD 1d4 
  hp (1 hp); AC 6 [13]; Atk: 
  bite (1d4-1); Move 9; Save 
  18; CL/XP A/5; Special: 
  none 
  19 
  
  Area A9:  New Egg Chamber. 
  Only a dozen eggs with bright 
  white shells are found in this small 
  chamber.  A quick scan will un-
  cover large tracks near the new 
  eggs. 
  It is extremely likely (roll of 1-4 on 
  a d6) that a giant ant will be here, 
  guarding and caring for the new 
  eggs.  
  20 
  
  Giant Ants (2): HD 2 (5, 4 
  hp); AC 3 [16]; Atk: bite  
  (1d6); Move 18; Save 16; 
  CL/XP 2/30; Special: None. 
   
  Additional GM Notes: 
  Area A10:  Large Chamber. 
  This large chamber has four sets of 
  root systems hanging from the roof 
  to the floor that obstruct vision to 
  the south end.  Water can be heard 
  farther in to the chamber.  Addi-
  tionally, 
  something 
  is 
  moving 
  northward toward the chamber 
  entrance. 
  When the Giant Ants burrowed 
  this chamber, they found an un-
  derground pool.  The pool is 
  slowly spreading and will eventu-
  ally fill this chamber and over 
  time, the entire lair 
  Two giant ants are retrieving water 
  for the Queen and are heading 
  back to the tunnels leading to A6.  
  Trapped, they will fight to get past 
  the adventurers and alert the sol-
  dier ants at area A11. 
  If an adventurer searches the water 
  pool, an old skeleton can be found 
  art rest at the bottom.  A long since 
  decayed pocket held 4 sp, now 
  found under the pelvic bone of the 
  former owner. 
  Area A11:  Soldier Ant Chamber. 
  The tunnel opens up to a large 
  chamber filled with five larger, 
  more 
  aggressive 
  looking 
  ants. 
  Their oversized mandibles look 
  capable of cutting a man in half. 
  Unless the characters are stealthy,  
  the giant soldier ants will feel the 
  movement at the west entrance of 
  the chamber and rush to investi-
  gate and attack.  These ants will 
  use their poisonous attacks to pro-
  tect their queen in the next cham-
  ber.  They fight to the death.  
  Giant Ants, Soldier (5): 
  HD 3 (12 hp each); AC 3 
  [16]; Atk: bite  (1d6 + 
  poison); Move 18; Save 14; 
  CL/XP 2/30; Special: Poi-
  son. 
   
  Additional GM Notes: 
  21 
  
  Area A12:  Giant Ant Queen. 
  Entering the large chamber, the 
  adventurers will quickly notice a 
  large mound of mud, roots and 
  debris that is nearly five feet off 
  the ground.  Upon the mound sits 
  a much larger giant ant with wings 
  and a massive thorax.  The Giant 
  Ant Queen is being served bits of 
  prey and water as she continues to 
  produce eggs.  Two soldier ants 
  guard the entrance while six 
  worker ants attend the queen.  The 
  soldiers will engage immediately 
  while the workers await instruc-
  tions from the queen. 
  The Giant Ant Queen can use her 
  special communication skill to call 
  any ants from other chambers to 
  assist in her protection.  If the ad-
  venturers have not cleared the 
  other chambers yet, they may get 
  pinned between two groups of 
  ants here.  The Queen will not 
  leave the mound unless she is the 
  last ant left.  She may try to fly 
  over the adventurers and exit the 
  lair.  Note, she has grown consid-
  erably over the last few weeks and 
  may have trouble fitting through 
  the western tunnels and lair en-
  trance. 
  22 
  
  If forced to fight, the Giant Ant 
  Queen will either use her mandi-
  bles to bite at the nearest adven-
  turer, or fire one or two antennae 
  quills at a single foe.  Treat the an-
  tennae quills as darts (1d4 dam-
  age). 
  If the adventurers survive the bat-
  tle and destroy the Giant Ant 
  Queen, they can search the mound.  
  A careful search will turn up sev-
  eral human remains with personal 
  effects.  One pouch contains 13 sp, 
  another has 3 small gems (worth 5 
  gp each).  What looks to be a rusty 
  dagger is actually a finely made 
  blade worth double the normal 
  value. 
  Encounter Completion. 
  Unless all the eggs are destroyed, 
  there is a chance that the ant lair 
  will repopulate itself; one of the 
  eggs may contain a new queen ant.  
  The new queen will be ready to lay 
  more eggs within several weeks.  
  The adventurers should put the 
  eggs to the sword or torch to de-
  stroy the lair once and for all. 
  The adventurers should notify the 
  town guard or the Mayor after 
  they‘ve eliminated the ants.  If this 
  is their first solved mystery in 
  Mannath, it is highly likely that the 
  Mayor will ask the group for help 
  in finding his daughter, Ellana (see 
  Encounter Areas 1 and D). 
  Giant Ants, Soldier (2): 
  HD 3 (12 hp each); AC 3 
  [16]; Atk: bite  (1d6 + 
  poison); Move 18; Save 14; 
  CL/XP 2/30; Special: Poi-
  son. 
   
  Additional GM Notes: 
  Giant Ants (6): HD 2 (4 hp 
  each); AC 3 [16]; Atk: 
  bite  (1d6); Move 18; Save 
  16; CL/XP 2/30; Special: 
  None. 
   
  Additional GM Notes: 
  Giant Ant, Queen: HD 10 
  (40 hp); AC 3 [16]; Atk: 
  bite  (1d6); Move 3; Save 
  5; CL/XP 8/800; Special: 
  Limited Flight. 
   
  Additional GM Notes: 
  23 
  
  Encounter Area B 
  “The Dry Well” 
  The residents of Mannath heavily 
  rely on the single well within town 
  for their drinking water.  Many 
  even use this well for bathing wa-
  ter.  For as long as anyone can re-
  member, this well has provided 
  water and even in the driest of sea-
  sons, has never run dry. 
  In the last few months, the villag-
  ers have noticed that the water 
  level in the well has dropped con-
  siderably and that the water con-
  tains more dirt and minerals than 
  normal.  Superficial investigations 
  within the well have not produced 
  the cause but many of the towns-
  f o l k  
  s u s p e c t  
  t h a t  
  t h e 
  ―witch‖ (Encounter Area G) is to 
  blame.  They are partially correct. 
  Yalifina, a local hermit of consider-
  able age, is on a search for a magi-
  cal item of great power.  She be-
  lieves it to be under the church in 
  the 
  recently 
  discovered 
  burial 
  chambers.  Although there are 
  magical items in these chambers, 
  the one she seeks is not there.  In 
  fact, this artifact has been gone for 
  generations and her ―research‖ 
  that describes its location as under 
  the church is completely made up 
  in her own mind.  Yalifina has 
  been going mad for the last few 
  years. 
  The old hermit has attempted to 
  enter the burial chambers from 
  both the well and from under the 
  church.  She has been seen around 
  the well in the evening hours by a 
  few villagers.  In her attempt to 
  gain access to the chambers, she 
  has caused a cave-in that has redi-
  rected the underground river from 
  passing near the well to a new di-
  rection.  This underground river 
  freshly supplied the vast pocket of 
  water for the well, and with its 
  change in direction no longer re-
  fills the well‘s reservoir.  She does 
  not realize she has caused this is-
  sue; she only knows that the vil-
  lage is hostile towards her and 
  doesn‘t understand why.  She sus-
  pects that they may be after her 
  artifact. 
  With the water in the well at a 
  dangerously low point and the 
  water from the western river not 
  clean enough for drinking, the 
  Mayor is beginning to panic.  He 
  will likely ask the adventurers for 
  help in solving this mystery.  If 
  asked, he will not directly blame 
  Yalifina but will have enough sus-
  picion to suggest the adventurers 
  talk to her. 
  The water in the well is low 
  enough for adventurers to enter 
  the supply tunnel, now dry.  This 
  tunnel will eventually lead the ad-
  venturers to the cave-in.  If the de-
  bris from the cave-in is moved, ei- 
  24 
  
  25 
  ther by digging or through magical 
  means, there is a chance that water 
  will begin to flow back in to the 
  tunnel feeding the well‘s reservoir.  
  The rate of this water flow could 
  be dangerous to careless or unpre-
  pared adventurers.  This cave-in 
  can be cleared from this encounter 
  area or encounter area H, under 
  the church. 
  Additional information about Yali-
  fina‘s searches and behavior can be 
  found in Encounter Area G, ―The 
  Wicked Witch of the Water‖.  It‘s 
  important to remember that Yali-
  fina wasn‘t trying to ruin the well, 
  but was only searching for her lost 
  treasure.  
  Encounter Completion. 
  Once the water begins flowing in 
  to the well reservoir, it will take 
  between seven to ten days for it to 
  return to normal levels.  The dirt 
  and mineral sediment will take an 
  additional week to settle down.  As 
  with all solved encounters, the 
  Mayor will be extremely grateful 
  for the help.  As his trust grows in 
  the group, he will ask for more 
  help.  
  Encounter Area C 
  “Haunted Tower” 
  The four story stone tower just be-
  hind the Mayor‘s home is one of 
  the oldest structures in Mannath.  
  After the church of Etu was con-
  structed, this tower was raised so 
  that priests and acolytes could 
  view the three main roads inter-
  secting here for other clergy, com-
  mon travelers or bandits. 
  After the village of Mannath grew 
  large enough to have their own 
  town guard, the priests of Etu re-
  leased the tower to the Mayor and 
  no longer took watch in its highest 
  floor.  Since that time, the Mayor 
  has elected a tower-keeper to man 
  the tower day and night.  The posi-
  tion of tower-keeper is one of the 
  most prestigious and rarely va-
  cated positions in the village.  Most 
  tower-keepers serve for their life-
  time, or until they are physically 
  unable to perform their duties. 
  The most recent tower-keeper, well 
  in to his seventies, is believed to 
  have passed away in his chambers 
  in the top floor of the tower.  He 
  hasn‘t been seen at his post in sev-
  eral days.  The mayor sent several 
  villagers to retrieve his body only 
  to find them return, shaken and 
  scared.  They reported hearing sus-
  picious and unnatural noises com-
  ing from the top floor.  When 
  pressed for more detail, they said 
  they heard tortured screams of 
  pain and anguish. 
  
  If the adventurers are available to 
  help, the Mayor will enlist them to 
  retrieve 
  the 
  tower-keeper 
  for 
  proper burial.  A new tower-
  keeper cannot be elected until the 
  old fellow can be buried. 
  The deceased tower-keeper, Zuldi-
  Mar, was one of the most dedi-
  cated and steadfast tower-keepers 
  in the long line of guards.  He 
  never married (most usually don‘t) 
  and stood watch from the tower 
  day and night, rarely sleeping 
  more than 30 minutes at a time at 
  different points in the day.  The 
  tower lantern was used to warn 
  town guard on the ground of in-
  coming danger, using flashes of 
  light to signal direction and num-
  ber.  This lantern was an incredibly 
  important artifact for the tower-
  keeper; its safety was a sacred 
  duty. 
  When Zuldi-Mar died of old age, 
  his spirit did not depart from this 
  world for the next.  Although his 
  body failed, his essence became 
  tied to the lantern, continuing the 
  protection of the tower and town.  
  Zuldi-Mar has become a ghost, 
  fiercely guarding the lantern.  His 
  ghost cannot be reasoned with, but 
  only destroyed to free him from 
  this existence.  His decaying body 
  will be found near the lantern and 
  ghost.  
  26 
  Area C1:  Bottom Floor. 
  Read the following text to players 
  as they enter the tower‘s first floor: 
  The door opens outward, letting 
  the first sunshine into the lower 
  level in days.  Several chairs, tables 
  and other furniture are spread 
  throughout 
  the 
  square 
  room, 
  measuring 
  roughly 
  forty 
  feet 
  across and wide.  The room is dark 
  but for the outside light.  A faint 
  odor emanates from the stairs 
  leading up, across from your cur-
  rent position. 
  The odor is indeed from the decay-
  ing body three floors above.  There 
  is a slight chance that either a 
  moan or scream from Zuldi-Mar‘s 
  ghost can be heard.  For each level 
  of the tower the adventurers as-
  cend, increase their chance to hear 
  the ghost above. 
  On closer inspection, a few of the 
  chairs closer to the stairs are 
  knocked over.  This is likely from 
  the villagers who quickly exited 
  the tower. Fruits and vegetables 
  are starting to decompose in the 
  kitchen area of this floor.  The fire-
  place has been out for days, mak-
  ing this room damp and cool.  If a 
  careful search is made of the left 
  side of the fireplace, approximately 
  five feet above the floor level, a 
  small iron box can be found be-
  hind a loose stone.  Within the box, 
  a small pouch contains ancient 
  coins from ages past, worth 25 sp. 
  
  27 
  The stairs on the north side of the 
  room lead to the second level.  Ex-
  cept for the small iron box, there is 
  nothing of real value in this area. 
  Area C2:  Second Floor. 
  The stairs open up to another large 
  chamber, containing a large table, 
  several chairs, and many dusty old 
  bookshelves.  This area is used for 
  meetings with the tower-keeper 
  and town officials.  Previous tower
  -keepers were well educated men; 
  these bookshelves have consider-
  able information on the town and  
  its history, as well as nearby loca-
  tions.  If a thorough search is, a 
  few interesting books might turn 
  up.  One in particular, entitled 
  ―Forefathers of Mannath‖, has this 
  passage on one of the first few 
  pages:   
  “With the passing of the hardest winter 
  known to Mannath, several forefathers, 
  victims to the dreaded bloody-scourge, 
  could now be buried.  Chambers away from 
  the common crypt have been prepared for 
  their burial.  With them, go the treasures 
  of the last wars of the north.”  
  
  28 
  This passage refers to the newly 
  discovered burial chambers under 
  the Church of Etu, Encounter Area 
  H.  Priestess Brognalla would be 
  particularly interested in this book 
  as well as several others in this 
  room.  Many church tomes were 
  left here when the acolytes de-
  parted.  The Priestess will find no 
  record of the bloody-scourge men-
  tioned in any other church tomes.  
  In fact, this is a cover up for the 
  false acolyte atrocity that occurred 
  (see Areas D7 and H). 
  Stairs on the south wall, opposite 
  those from the first floor, lead up-
  ward.  There is nothing else of 
  value or interest in this room.  
  Area C3:  Third Floor. 
  This floor was built as the sleeping 
  quarters for the priests and aco-
  lytes long ago.  Tower-keepers 
  rarely use this level for sleeping 
  due to the lack of visibility to the 
  surrounding countryside.  The 
  windows on the fourth floor are  
  considerably larger and the roof 
  has complete panoramic views of 
  the area. 
  Four ancient beds, without linen or 
  bedding, line the east and west 
  walls.  A small chest for personal 
  belongings lies at the foot of each 
  bed.  Two small tables and four 
  chairs occupy the center of the 
  room.  Old murals, painted on the 
  stone walls, depict a beautiful god-
  dess providing rays of sunlight, 
  rainwater and crop growth for a 
  small village.  These are early 
  paintings of Etu, blessing Man-
  nath. 
  North, across from the second 
  floor stairs, another set of stairs 
  leads to the fourth floor.  The room 
  is relatively bare and looks mostly 
  unused.  The chests are empty. 
  
  29 
  Area C4:  Fourth Floor. 
  When the adventurers enter the 
  fourth floor, read the following 
  text to the players: 
  Moving up the stairs, the once 
  faint odor now overwhelms your 
  senses.  As you enter the fourth 
  floor, the scene before you is both 
  confusing and terrifying.  A decay-
  ing corpse lies near an old, worn 
  bed. Nearby, a shadowy figure 
  hovers near an antique brass lan-
  tern.  The shadowy image notices 
  your arrival, emits a horrifying 
  scream, and moves in your direc-
  tion! 
  This shadowy creature is Zuldi-
  Mar‘s ghost.  Its sole purpose now 
  is to protect the lantern and will 
  try to destroy the adventurers with 
  its Chilling Touch.  The ghost can 
  only be harmed with magical 
  means; common weapons have no 
  effect on the creature.  The ghost is 
  destroyed only when its hit points 
  are reduced to zero or lower. 
  Ghost: HD 2 (10 hp); AC 4 
  [15]; Atk: 1 touch  (1d4 + 
  Chilling Touch); Move 9; 
  Save 10; CL/XP 5/240; Spe-
  cial: 
  Chilling 
  Touch 
  (drains 1 point of Consti-
  tution), immune to non-
  magic weapons. 
   
  Additional GM Notes: 
  
  30 
  If the lantern is removed while its 
  protector is undestroyed, the ghost 
  will follow the item and re-
  manifest near it later.  If Zuldi-
  Mar‘s body is removed and the 
  lantern left alone, the ghost will 
  likely not follow.  The adventurers 
  should realize that the ghost will 
  have to be dealt with at some 
  point; a new tower-keeper cannot 
  take his post until the ghost is de-
  stroyed.  Priestess Brognalla may 
  help to cleanse the tower of the 
  lingering spirit if other options 
  have been exhausted. 
  The room contains a simple and 
  much worn bed, a chest for Zuldi-
  Mar‘s belongings, and a dresser of 
  common clothing.  A small side 
  table and single chair are near the 
  bed.  A map of the surrounding 
  area lies flat on the small table.  
  Large windows on each wall open 
  up to give an observer an expan-
  sive view of the area.  A simple 
  wooden ladder on the south wall 
  leads to a trap door in the ceiling. 
  Zuldi-Mar‘s life savings are hidden 
  in the back of the bottom drawer of 
  the dresser.  The stash is difficult 
  to find as it is well hidden.  Zuldi-
  Mar had 15 sp, 2 gp, and three 
  small gems, each worth 100 gp.  
  Stealing from the dead tower-
  keeper should be discouraged, es-
  pecially if anyone from the town is 
  present.  Personal belongings of 
  dead tower-keepers are given to 
  their families or the next tower-
  keeper if no immediate family ex-
  ists. 
  Several old swords and daggers 
  hang from the walls; all are fairly 
  worthless as they have not been 
  maintained.  An old bow and 
  quiver of 10 arrows can be found 
  in the chest. 
  
  31 
  Area C5:  Tower Roof. 
  The ladder from the fourth floor 
  leads to an unlocked trap door in 
  the roof of the tower.  On each side 
  of the roof, a simple wall of crenel-
  lations provides cover yet visual 
  access to the surrounding area.  A 
  dozen old spears and several quiv-
  ers of near worthless arrows are 
  positioned in various places along 
  the wall.  A single chair on a raised 
  base, positioned facing eastward, 
  allows a seated individual to see 
  well enough in to the distance.  
  Nothing else of value is on this 
  roof.  
  Encounter Completion. 
  This encounter is complete when 
  the adventurers retrieve the body 
  of the tower-keeper.  Although 
  destroying the ghost is not neces-
  sarily part of the completion, the 
  spirit will still need to be de-
  stroyed at some point for the tower 
  to be inhabited again.  The mayor 
  may ask the adventurers to return 
  to finish off the ghost following 
  Zuldi-Mar‘s burial.  If asked, he 
  may send one or two town guards 
  to assist. 
  Every touch of Zuldi-Mar‘s ghost 
  drains one point of Constitution 
  which takes 24 hours to regain.  
  The adventurers may require rest 
  to restore any lost points before 
  continuing on with further myster-
  ies in town.  Magical healing may 
  assist in the recovery process. 
  Encounter Area D 
  “The Mystery of Juntor Manor” 
  Recently, a small group of seven 
  human bandits have moved in to 
  the woods to the west of Mannath.  
  These bandits, led by Kulch, work 
  for Grungle the Ogre.  Grungle 
  supplies slavers to the west with 
  young villagers and supplies taken 
  on the road. 
  Kulch and his bandit group have 
  established themselves in Juntor 
  Manor, the former residence of the 
  Juntor family.  The Juntor family 
  was completely wiped out by an 
  epidemic of nerve blight over a 
  dozen years ago; the village has 
  avoided the manor house since.  
  The bandits have moved east to 
  Mannath because they‘ve nearly 
  taken the entire town of Umfall 
  over the last several months and 
  need more victims. 
  The bandit group mostly preys on 
  lone travelers on the road west of 
  Mannath (and beyond, in Umfall).  
  Recently, they have been snatching 
  up two or three travelers at a time.  
  They don‘t believe anyone sus-
  pects them yet and they are bold 
  enough to think they have no real 
  opposition; they faced none in Um-
  fall, after all. 
  
  32 
  Kulch and his group capture trav-
  elers and store them in the Juntor 
  Manor basement.  Once they have 
  six or more victims, Kulch will 
  send word to Grungle that he has 
  another group to move west to the 
  slavers.  Grungle will arrange for a 
  transport group to move the vic-
  tims out in the cover of darkness.  
  Captured travelers sometimes stay 
  as long as two weeks in the Juntor 
  Manor basement. 
  Ellana Kildorn, the Mayor‘s eldest 
  daughter, is imprisoned at the 
  manor house, awaiting transport 
  in the coming days.  The adventur-
  ers will not have much time to dis-
  cover the bandits and rescue El-
  lana before she is gone.  There are 
  three other villagers, all from Um-
  fall, also awaiting transport.  
  Time Line / Events 
  Day/Time 
  Event 
  Night before 
  adventurers 
  engage 
  13 year old boy taken while 
  escaping from Umfall.  
  (boy found in cell D6a) 
  Adventurers 
  begin search 
  for Ellana.  
  Bandits lay low. Kulch 
  meets with Grungle (at 
  encounter area E). 
  Day + 1, 
  evening  
  Bandits capture old man on 
  road to Mannath.  (old man 
  Put in cell D6c) 
  Day + 2, 
  evening  
  Bandits capture twin 11 
  year old girls from Umfall, 
  escaping to Mannath.  (girls 
  put in cells D6e and D6f) 
  Day + 3, 
  evening  
  Bandits lay low.  Slaver 
  transport arrives at Juntor 
  Manor.  
  Time Line / Events (cont’d) 
  Day/Time 
  Event 
  Day + 4, 
  evening  
  Slaver transport departs 
  with  8 victims, including 
  Ellana Kildorn. Transport 
  moves at night westbound 
  for parts unknown. 
  Day + 5 to 
  Day + 21  
  Bandits continue to capture 
  travelers.  Bandit group gets 
  bolder, closer to Mannath.   
  Day + 22, 
  day time  
  Bandits head in to town, 
  taking people in plain sight, 
  killing guards as necessary.   
  Mannath goes in to a panic.  
  Day + 23 and 
  beyond  
  Mannath is likely enslaved 
  or people flee their homes. 
  All that remains is the 
  Church of Etu.  
  When the adventurers begin their 
  hunt for Ellana, the GM can use 
  this timeline to help move the 
  story along. 
  As the table above indicates, the 
  bandits will eventually march in to 
  town and take whomever they 
  wish.  If the town guard resists, 
  Grungle likely joins in the combat, 
  dealing horrific damage and de-
  stroying all that resist.  If the ad-
  venturers choose not to help, they 
  will still get caught up in the fray, 
  unless they have already departed 
  from town. 
  Kulch and Grungle are formidable 
  foes but the rest of the bandits are 
  less intimidating; many lack real 
  combat experience.  After all, cap-
  turing the old or young, single 
  traveler on the road requires little 
  combat training.  If the adventur-
  ers engage in battle and Kulch 
  
  33 
  falls, it is likely that the other hu-
  man bandits will surrender or flee. 
  Unbeknownst to anyone, a secret 
  door in the manor‘s basement 
  opens to the Juntor family crypt.  
  A ghost and two skeletons now 
  inhabit this area.  The Juntor fam-
  ily treasures will not be easily 
  taken. 
  The Juntor family crypt is not part 
  of this Encounter completion but 
  adds additional opportunities for 
  experience and treasure.  Addi-
  tionally, information found below 
  the manor should help with En-
  counter H, ―The Long Forgotten 
  Door‖. 
  Read this paragraph to the players 
  if their adventurers find the trail to 
  the manor house on the west road:  
  A poorly concealed trail leads 
  north from this road.  You recog-
  nize human sized footprints, mov-
  ing in both directions on the path.  
  Just inside the forest, a few tracks 
  lead off the path but return within 
  a few feet of where they left it.  To 
  the left of the trail, something 
  shiny catches your eye. 
  recognize the family crest if they 
  have been within Ellana‘s home, or 
  when speaking to the Mayor, have 
  seen the pendant around his neck. 
  There is a one in six chance that 
  one to two bandits will be on this 
  path anywhere along from the 
  west road to the manor house.  The 
  GM can check as many times as he 
  or she wishes.  A single bandit will 
  probably return to the manor 
  house to warn the others or at-
  tempt to hide, if unseen. 
  When the adventurers reach the 
  clearing of the manor, read the 
  following text to the players: 
  The shiny object is a brooch with 
  the Kildorn family crest.  While 
  being dragged to the manor house 
  after her capture on the road, El-
  lana intentionally dropped this 
  along the trail, hoping for it to be 
  found.  Observant adventurers will  
  A small, two-story home sits upon 
  a small hill in this clearing.  The 
  forest looks to be closing in on the 
  building; 
  younger 
  trees 
  have 
  grown within 20 feet of the hill.  
  The forest path continues up the 
  hill to an old front door of the 
  building.  Two chimneys poke 
  from the center of the roof.  The 
  second story seems to be smaller 
  than the first. 
  Any adventurer that specifically 
  looks at the chimneys, may see a 
  faint wisp of smoke from one of 
  them (DR: Moderate, 3 [Mental 
  Strength]).  The bandits are careful 
  not to burn wet or unseasoned 
  wood, but the fire in the main liv-
  ing space does create a small 
  amount of smoke. 
  
  Tracks lead off the path and head 
  around to the back door.  A major-
  ity of the footprints head straight 
  to the front door of the manor 
  home.  During the day, there is a 
  one in six chance that a lone bandit 
  will be outside the front door in a 
  chair, keeping watch or dozing.  At 
  night, the door will be locked shut 
  with no guard posted. 
  A small building in the back of the 
  property is used to store stolen 
  wagons, empty crates, and other 
  items lifted from victims.  The ban-
  dits have converted part of the 
  barn to an outhouse. 
  Area D1:  Manor House Parlor. 
  The front door of the house will be 
  unlocked most of the time (1-4 on a 
  d6).  As the front door opens in, 
  there is a small entry way or parlor 
  to the manor.  If a bandit was 
  found outside the manor in the 
  chair, this room will be empty.  If 
  the bandits were alerted previ-
  ously to the adventurers‘ arrival, 
  there will be two waiting here (one 
  with a club, the other with a bow).   
  Vuugut and Hissel are the two 
  found in this room is the bandits 
  have been alerted.  Each has d6 sp.  
  If the adventurers quickly over-
  whelm Vuugut, Hissel will run for 
  help through the rear door of the 
  room.  Support will return from 
  both the rear and side doors to this 
  room. 
  34 
  Vuugut, Bandit: HD 1 (5 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 12; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  club 
  Additional GM Notes: 
  Hissel, Bandit: HD 1 (4 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 12; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  Short bow, 10 arrows 
  Additional GM Notes: 
  Area D2:  Kitchen and Dining. 
  This kitchen and dining area are a 
  smelly, dirty mess.  The bandits 
  aren‘t the cleanest group; several 
  days of dishes, cutlery and old 
  food are found on tables, counters, 
  chairs, and floor.  Two doorways 
  enter other rooms in the house – a 
  hall and door lead to Area D1 and 
  a door opens in to area D3.  A 
  locked back door opens up to the 
  backyard of the manor.  Unless 
  called to help from the parlor, Old 
  Evun will be trying to clean up the 
  mess when the adventurers arrive.  
  If surprised, he will flee to area D3 
  or through the secret door to the 
  basement (one in three chance, 1-2 
  on a d6 roll). 
  
  35 
  Old Evun, Bandit: HD 1 (3 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 9; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  dagger 
  Additional GM Notes: 
  Area D3:  Living Room. 
  This once beautiful living area is 
  now the common room for the 
  bandit group.  Six roughly made 
  bunk beds take up nearly half the 
  room.  A table with three chairs 
  occupies the middle of the room 
  and a fireplace on both the west 
  and north walls provide modest 
  warmth.  A circular stairway in the 
  northeast corner of the room spi-
  rals upward. 
  
  36 
  During the day, the remaining 
  bandits will be found lounging 
  here unless previously alerted to 
  action.  At night, all but one or two 
  will be found sleeping here.  Josef, 
  Bull, and Gragoree will join into 
  any action as necessary.  Bull is 
  strong and capable of doing brutal 
  damage.  Josef will likely run up-
  stairs to get Kulch if the manor 
  house is invaded.  
  Josef, Bandit: HD 1 (4 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 12; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  Short sword 
  Additional GM Notes: 
  Bull, Bandit: HD 1+1 (7 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 12; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  Axe, +1 damage (from STR) 
  Additional GM Notes: 
  Gragoree, Bandit: HD 1 (5 
  hp); 
  AC 
  7 
  [12]; 
  Atk: 
  weapon; Move 12; Save 17; 
  CL/XP 1/15; Special: none. 
   
   
  Dagger, 2 javelins 
  Additional GM Notes: 
  The bandits will each have d6 sp 
  and the weapons and armor listed 
  in their statistic charts in the Ap-
  pendix.  Bull wears a plain, steel 
  ring on his left pinky that is actu-
  ally a Ring of Fluctuating Skill 
  (adds +1 or -1 to attacks in alter-
  nating fashion).  This ring would 
  be of interest to Hurver (area 11 in 
  Mannath); he would likely pay up 
  to 250 gp for it.  
  Area D4:  Secret Stairwell. 
  An easy to find but hard to operate 
  secret door opens in to this small 
  hallway and circular staircase.  The 
  wall of the secret door is poorly 
  made and looks different than the 
  rest of the wall.  However, discov-
  ering the mechanism‘s opening 
  sequence is more challenging.  The 
  wall must be pushed up until a 
  click is heard, then over until an-
  other click, and then down again, 
  where it will then slide in to the 
  adjoining wall. 
  A spiral staircase leads down to 
  the Manor basement.  A lantern 
  hangs over the staircase, providing 
  enough light to descend the stairs 
  with relative ease. 
  
  37 
  Area D5:  Kulch’s Quarters. 
  The entire second floor of the 
  manor is used by Kulch, the bandit 
  leader.  His quarters are richly fur-
  nished and expansive compared to 
  the bandit‘s common area below.  
  There is a large four post bed with 
  warm furs, two large chests, and 
  two fireplaces.  A large cabinet 
  stands on the north wall, and a 
  table and two chairs occupy the 
  south wall, under a shuttered win-
  dow. 
  If Kulch is found here, he will 
  likely be studying the maps at his 
  table or resting, depending on the 
  time of day.  The maps indicate 
  locations where travelers have 
  been captured on the road, and the 
  rendezvous points for slave trans-
  portation.  Also on the table, a note 
  from Grungle written in the com-
  mon speech reads: 
  ―Get ready for next drop off of 
  slaves.  I send word when 
  group arrives.  Don’t be late this 
  time.  Being late costs me 
  money. – G‖ 
  This note is of course from Grun-
  gle, letting Kulch know to prepare 
  his victims for transport soon.  The 
  handwriting is poor yet legible. 
  chests around his neck.  If cap-
  tured, he will exchange answers to 
  questions about the bandit group 
  for his freedom. 
  In one of the locked chests, Kulch 
  has a magical rod stored, taken 
  from a lone traveler last year.  
  Kulch knows it is magical but 
  doesn‘t know how to use it.  This is 
  actually a Rod of the Snake.  Once 
  per day, upon the utterance of the 
  magical word ―Binchna‖, the rod 
  turns into a python (ten feet in 
  length).  It attacks the nearest foe 
  of the one who called it forth.  It 
  lasts until slain or recalled to a rod 
  by using the same magical word 
  again.  This rod is found under 
  several layers of clothes within the 
  chest. 
  The other locked chest contains 
  4d6 gp, one silver bar (worth 100 
  sp, several past notes from Grun-
  gle, and two backup short swords 
  of average quality.  Both chests can 
  be unlocked without the key. 
  Kulch is a fierce combatant and is 
  less likely to surrender or flee than 
  his recruits.  He wields a finely 
  crafted short sword, and wears a 
  leather vest and helm when awake.  
  He wears the key to both locked  
  Kulch, Bandit: HD 2 (9 
  hp); 
  AC 
  5 
  [14]; 
  Atk: 
  weapon; Move 12; Save 16; 
  CL/XP 2/30; Special: none. 
   
   
  Finely made short sword 
  Additional GM Notes: 
  
  38 
  Area D6:  Holding Cells. 
  When the adventurers descend the 
  stairs from above, they will imme-
  diately notice a drastic change in 
  temperature.  As they reach the 
  bottom, smells of human waste 
  and refuse permeate the air.  This 
  square, bleak room once contained 
  eleven storage closets for the Jun-
  tor family‘s supplies.  The bandits 
  have adapted the closets to short 
  term holding cells.  Each cell con-
  tains a sleeping mat, small bucket, 
  and chain restraint for a prisoner.  
  Depending on when the adventur-
  ers arrive, four to eight prisoners 
  will be found, awaiting transport.  
  Empty cells will contain bandit 
  and prisoner refuse.  
  If any bandits have escaped from 
  above to this area, they will fight 
  like cornered animals unless given 
  the opportunity to flee.  They will 
  attack the first adventurer down 
  the stairs, seeking a surprise ad-
  vantage.  Any bandits with missile 
  options will keep their distance, 
  attempting to kill the adventurers 
  before they reach the floor.  
  Ellana will be found in cell D6g.  
  Like the rest of the prisoners, she 
  will be very cold, possibly sick 
  from exposure and lack of proper 
  food and water, and quite dis-
  traught about her current condi-
  tion.  If there are no bandits here 
  when the adventurers enter the  
  
  39 
  room, they will call out for help.  
  An easy search of the room will 
  find a single large key hanging on 
  the back wall of the stairs that 
  opens all the cells.  If the keys 
  aren‘t found or are missing, they 
  can be unlocked by a talented 
  thief. 
  Except for the old man (captured 
  the day after the party starts the 
  search for Ellana), all prisoners can 
  walk without aid.  If the bandits 
  have been dispatched, it is an easy 
  walk back to Mannath.  None of 
  the prisoners are fit for combat. 
  Any encounter with bandits after 
  their rescue will likely cause them 
  to flee in any direction, even back 
  to their cells to avoid injury. 
  Encounter Completion (Part 1). 
  Although there is more to this 
  basement than anyone realizes, 
  this part of the encounters ―the 
  Mystery of Juntor Manor‖ and 
  ―Ellana‖ is complete.  When the 
  adventurers return to Mannath 
  with the prisoners, the Kildorn 
  family will be overjoyed to have 
  their daughter back, and the 
  Mayor will likely reward the ad-
  venturers with the long term use of 
  Juntor Manor.  He will also likely 
  ask for more help in any of the re-
  maining mysteries.  The other pris-
  oners will return to Umfall, but 
  may return for help in several days 
  as Umfall is now in disarray (see 
  adventure M2, “Walking Dead in 
  to Umfall”). 
  Additionally, the elimination of 
  the bandit group will start Encoun-
  ter E, ―Revenge of Grungle‖.  The 
  ogre will want to find out who has 
  thwarted his enterprise and if the 
  adventurers use Juntor Manor as a 
  base of operations, it won‘t take 
  the ogre long to figure it out. 
  If the adventurers search the base-
  ment before or after the rescue of 
  the prisoners, they may find the 
  secret door in area D6 that leads to 
  the long forgotten Juntor family 
  crypt.  Discovering the mechanism 
  and operating the door are both 
  difficult (attempt with penalty). 
  When the adventurers finally open 
  the secret door, read the following 
  text: 
  As the secret portal slides down in 
  to the floor, a wave of ancient dust 
  and stagnant air washes over you.  
  You immediately sense that you 
  are the first living beings to open 
  this door in many years.  An or-
  nately built stone passage leads 
  away from you, shrinking in to 
  absolute darkness.  Where does it 
  lead? 
  The family crypts are completely 
  dark, adventurers must bring their 
  own light sources with them.  All 
  sounds are magnified and echo 
  throughout the chambers.  Exces-
  sive sound will bring forth the cur-
  rent denizens in areas D9 and D11.  
  
  40 
  Area D7: Hallway of History. 
  The dark passage is actually much 
  shorter than first expected.  It ends 
  in a hand carved, wooden door 
  which is locked.  If inspected, the 
  walls of this passage tell two parts 
  of the story of the first Juntor fam-
  ily‘s rise to power and fall from 
  grace.  On the left wall, common 
  tongue text reads as follows:  
  “Stop and read these warnings 
  before going forward, I beg you! 
  The once proud men of Juntor-al
  -Mannath are buried beyond 
  this door.  In life, these men 
  were just, loving and kind.  In 
  death, they are the opposite.  
  Evil and wicked, unwilling to 
  leave this world, they are locked 
  here forever. 
  Leave this door be!  Do not enter 
  this vile place!”  
  On the right wall, the following is 
  inscribed, augmented by pictures: 
  “In the beginning, the Juntors 
  were the sole protectorates of 
  the First Church of Etu.  We lent 
  our backs, minds and hearts to 
  the earnest acolytes as the 
  stone church was raised from 
  desire to reality.  We donated 
  much of the family fortune to 
  Etu, to ensure her followers 
  would have a safe place of wor-
  ship. 
   
  And 
  Etu-al-Mannath 
  grew. 
  Goddess Etu blessed us with  
  family and good fortune.  Sev-
  eral prosperous growing sea-
  sons filled our barns, and our 
  cradles were filled with healthy 
  children.  Joyful praises be to 
  Etu the Living!”  
  There is a large gap in the writing, 
  but after a few feet, continues in 
  hastily scratched handwriting:  
  “Then one autumn morning, she 
  came.  She changed our family 
  forever.  She was not of Etu, her 
  desires were too great for mere 
  mortals.  Our oldest son Jakub 
  was the first to succumb.  Then 
  Rugdor, and his little brother 
  Hully both fell.  Finally, my lov-
  ing husband, Kressnar, in an 
  attempt to alert the Priestess of 
  her new acolyte, a demon in 
  disguise, fell victim to the same 
  sinful desires as his sons.  
  Other town men fell.  We cursed 
  Etu for allowing one woman to 
  pollute our town, our lives. 
  Someone had to destroy her. 
  Soon, the town guards will come 
  for me.  I have committed a hei-
  nous crime against humanity, 
  against Etu.  But the witch is 
  now 
  and forever 
  destroyed.  
  And she is to be buried with the 
  town ancestors!  Blasphemy! 
  None should pass through this 
  portal without knowing the pain 
  and suffering, hatred and dis-
  gust that filled these men at the 
  ends of their lives.  Beware, for 
  their fate may become yours.”  
  
  41 
  It is apparent from the stories writ-
  ten on these walls, that an acolyte 
  from the Church of Etu was not all 
  that she seemed to be.  A witch, 
  hidden by the robes of Etu, nearly 
  destroyed the town before the mis-
  tress of the Juntor family killed 
  her.  The mistress was hung for her 
  crime against Etu and is not buried 
  here with her family.  It is likely 
  that the Juntor family was forever 
  cursed; all Juntors who have lived 
  in this Manor house since have 
  contracted rare diseases or have 
  died in bizarre farming accidents. 
  The witch was buried by the 
  Priestess in the town crypts under 
  the church.  In fact, many of the 
  dead town ancestors rose again 
  after the witch‘s body was placed 
  in her tomb, prompting the aco-
  lytes to seal off that portion of the 
  crypts.  This is the same portion of 
  the crypts that has recently been 
  rediscovered (see Encounter H). 
  Four unlit urns sit in each corner of 
  the chamber.  Dust is heavy 
  throughout the area but faint foot 
  prints can be found if looked for.  
  These foot prints are from the 
  skeletons in areas D9 and D11 as 
  they 
  wander 
  mindless 
  about.  
  Three passages, heading west, east, 
  and south exit this area.  There is 
  nothing else of interest here. 
  If the adventurers have been quiet, 
  the skeletons in areas D9 and D11 
  will likely be in their burial cham-
  bers.  Otherwise, they will have 
  already started toward this cham-
  ber and may arrive at the same 
  time the adventurers enter. 
  Area D8: Funeral Room. 
  The door opens in to a square 
  room once used for last rites or 
  funeral services before the dead 
  were laid to rest in their tombs. 
  Area D9: First Son of Kressnar. 
  The hallway emerges in a small 
  burial chamber with a single stone 
  tomb, raised on a short base.  The 
  top of the stone coffin has been slid 
  off and lies smashed and broken to 
  the side.  A dusty glass case 
  mounted on the west wall of the 
  chamber displays a rapier in a 
  worn leather scabbard. 
  
  As the adventurers enter this 
  chamber, Jakub Juntor, now a 
  skeleton (if not encountered yet) 
  will be found milling about the 
  chamber.  He will notice any 
  noises and turn to face the intrud-
  ers.  No form of communication 
  will work with Jakub; he is dead 
  and will only seek to destroy who-
  ever enters the burial chambers. 
  The rapier on the wall was Jakub‘s 
  personal blade.  Named “Silver 
  Death” by the blacksmith who 
  made it, this lightly magical rapier 
  provides a +1 to the first initiative 
  round in any encounter.  The bo-
  nus is not applied to any rounds 
  past the first.  It is worth 500 to 
  1,000 gp to a collector. 
  A search of the chamber will dis-
  cover two gold rings, long ago 
  fallen off Jakub‘s decaying fingers.  
  Each is worth 50 gp to buyers out-
  side Mannath; local residents will 
  recognize the family letter ‗J‘ en-
  twined around the bands and 
  avoid them. 
  42 
  Jakub Juntor, Skeleton: HD 
  1 (4 hp); AC 8 [11]; Atk: 
  strike 
  (1d6); 
  Move 
  12; 
  Save 17; CL/XP 1/15; Spe-
  cial: immune to sleep and 
  charm spells. 
   
   
   
  Additional GM Notes: 
  Area D10:  Kressnar’s Tomb. 
  This southern hall ends in a small 
  burial chamber with a single stone 
  coffin.  A shimmering mist hovers 
  nearby the closed container.  The 
  mist 
  emits 
  small 
  whispering 
  sounds much like a man crying.  
  When the adventurers enter, the 
  mist will further form in to a ghost, 
  the spirit of Kressnar.  He is bound 
  to the family pendant that now lies 
  within the coffin.  He attacks any 
  intruders as soon as they are no-
  ticed. 
  All of his Hit Points must be re-
  duced to zero for his spirit to fi-
  nally be released.  A Strength 
  check is required to remove the lid 
  of the coffin.  Inside, Kressnar‘s 
  decaying bones, his family pen-
  dant, and a small jeweled dagger is 
  found.  The family pendant is 
  worth 250 gp to any buyer outside 
  of Mannath.  The jeweled dagger 
  has no magical properties but is 
  worth 150 gp to a collector.  There 
  is nothing to connect this dagger to 
  the Juntor family. 
  A small, secret tray at the base of 
  the coffin holds the family fortune, 
  20 silver bars (100 sp each) and 5 
  gold bars (100 gp each).  It is 
  trapped and very difficult to find.  
  If the trap is sprung, a blade slides 
  from the coffin and cuts into or 
  through the hand of the victim.  
  This blade will do 1d6 damage. 
  
  43 
  Kressnar Juntor, Ghost: HD 
  2 (11 hp); AC 4 [15]; Atk: 
  1 touch  (1d4 + Chilling 
  Touch); Move 9; Save 10; 
  CL/XP 
  5/240; 
  Special: 
  Chilling Touch (drains 1 
  point 
  of 
  Constitution), 
  immune to non-magic weap-
  ons. 
   
   
   
  Additional GM Notes: 
  Area D11:  Brothers Juntor. 
  The eastern passage empties in to a 
  burial chamber with two stone cof-
  fins lying side by side.  One coffin 
  is considerably larger than the 
  other.  Both lids have been re-
  moved and flung away to the side.  
  Two small chests, closed and cov-
  ered in dust, occupy two corners of 
  the room.  The skeletons of Rugdor 
  and Hully, if not encountered al-
  ready, are standing about.  They 
  engage at the first noise. 
  Rugdor was a large young man, 
  his skeletal frame close to six and 
  half feet tall.  Hully was still a 
  teenager when he died and is 
  much 
  smaller 
  than 
  his 
  older 
  brother.  The GM can opt to have 
  Rugdor do additional damage 
  with successful strikes if they wish.  
  Hully‘s chest is in the northeast 
  corner and is filled with clothing, 
  books, and small silver toy sol-
  diers.  Most of the books are worth 
  little but one, entitled ―True Goblin 
  Stories‖, is actually a collector‘s 
  item and can fetch up to 50 gp by 
  an avid book buyer.  The silver toy 
  soldiers can be melted down to 
  about 5 sp value.  
  The chest in the southeast corner 
  holds Rugdor‘s belongings.  The 
  common leather clothing found in 
  the chest has deteriorated, except 
  for an oddly patterned belt.  The 
  belt has intricate etchings of large 
  mammals, such as bears, wolves, 
  and deer, from one end to the 
  other.  When worn, this belt pro-
  vides +1 resistance checks to nor-
  mal cold weather or cold attacks.  
  Also found in the bottom of the 
  chest is a small box that contains 
  25 sp and pair of loaded dice (one 
  always rolls odds, the other evens).  
  Rugdor Juntor, Skeleton: 
  HD 1 (7 hp); AC 8 [11]; 
  Atk: strike (1d6); Move 
  12; Save 17; CL/XP 1/15; 
  Special: immune to sleep 
  and charm spells. 
   
   
   
  Additional GM Notes: 
  Hully Juntor, Skeleton: HD 
  1 (5 hp); AC 8 [11]; Atk: 
  strike 
  (1d6); 
  Move 
  12; 
  Save 17; CL/XP 1/15; Spe-
  cial: immune to sleep and 
  charm spells. 
   
   
   
  Additional GM Notes: 
  
  44 
  Encounter Completion (Part 2). 
  Although finishing this part of Jun-
  tor Manor does not complete any 
  of 
  the 
  main 
  encounters 
  in 
  ―Mysteries in Mannath‖, it is still 
  an important part of the main story 
  line.  The inscribed text from the 
  Mistress of Juntor provides clues 
  to the mystery under the church, in 
  Encounter H.  Also, Priestess Brog-
  nall may be interested to learn that 
  a former Etu priestess covered up 
  a church scandal when one of her 
  acolytes nearly seduced and de-
  stroyed the town many years ago. 
  Encounter Area E 
  “Revenge of Grungle” 
  This encounter may take place in 
  one of three areas.  If the adventur-
  ers search the manor grounds, they 
  may find Kulch‘s footprints lead-
  ing along the north path to Grun-
  gle‘s shack, farther in the woods.  
  Confronting the ogre at his shack 
  provides the group with the ele-
  ment of surprise and only happens 
  before Grungle is aware that his 
  bandit group has been defeated. 
  Grungle will search Juntor Manor 
  for Kulch and the bandits, and 
  should discover that they have 
  been eliminated.  He might search 
  for the culprits or lay in wait, hop-
  ing for the responsible party to 
  return to the house. 
  If the adventurers do not return to 
  Juntor Manor for several days, 
  Grungle will become so enraged 
  that he will walk right in to Man-
  nath, prepared to destroy any liv-
  ing thing he can find.  The town 
  guard will be outmatched and 
  Mannath will probably lose several 
  villagers before the ogre can be 
  killed or run off.  However, if the 
  adventurers are in town when this 
  happens, they can take the ogre 
  down, ending the encounter with 
  Grungle, the bandits, and the kid-
  napping fears. 
  Note that the elimination of Grun-
  gle may also bring the slavers into 
  the story line.  The GM should de-
  termine how that part of the plot 
  should unravel, if at all. 
  
  45 
  Area E1: Grungle’s Shack. 
  Grungle has erected a small shack 
  in the woods off this trail and uses 
  it as his hideout.  Of all the ban-
  dits, only Kulch is allowed en-
  trance to Grungle‘s home.  Al-
  though tall at fifteen feet in height, 
  the shack is built like a single room 
  cave, much like what ogres are 
  used to.  The shack has a single 
  room with a central fire pit, a pile 
  of old rugs for a bed, and several 
  chests, crates and barrels.  A large 
  table and chair take up one corner 
  of the shack.  The chests contain 
  old weapons, human clothes, and 
  other worthless items.  The crates 
  and barrels hold salted pork and 
  red ale, respectively. 
  Under the table, there is a hard to 
  find trapdoor that opens to Grun-
  gle‘s treasure pit.  Once found, the 
  adventures can haul up two small 
  chests, two wrapped items, and a 
  large pouch. 
  The pouch contains 497 sp, 14 gp, 
  and 12 small rubies, each worth 10 
  gp.  The wrapped items contain a 
  leather cap and a quiver of cross-
  bow bolts.  The magical leather cap 
  prevents the wearer from falling 
  asleep, even when exhausted.  If 
  the wearer has not slept for a long 
  period of time, he or she will fall 
  unconscious once the cap is re-
  moved.  The 10 bolts in the quiver 
  are magical in that they will not 
  break, regardless of what they  
  strike.  They do 1 DP like the non-
  magical variety.  Both the cap and 
  bolts were stolen from the burial 
  mound at Encounter Area F. 
  One of the two chests contains su-
  perior leather armor for an ogre.  
  Grungle will don this before battle 
  if he has the time.  It provides extra 
  DP as normal leather, and consists 
  of a cap, shirt, and pants.  Grungle 
  uses a massive dark oak club, 
  etched with ogre runes and tally 
  marks for the number of men he 
  has killed (there are over three 
  dozen tallies).  The second chest 
  contains all correspondence be-
  tween Grungle and the slaving 
  ring to the northwest.  This infor-
  mation can be used to continue the 
  story line if desired.  There is noth-
  ing else of value within this shack.  
  Grungle, Ogre: HD 4+1 (22 
  hp); AC 5 [14]; Atk: 1 
  weapon (1d10+1); Move 9; 
  Save 13; CL/XP 4/120; Spe-
  cial: None. 
   
   
   
  Additional GM Notes: 
  
  Encounter Area F 
  “Mystery of the Missing Ancestor” 
  46 
  While searching for supplies to 
  build his shack, Grungle stumbled 
  upon this ancient burial mound.  
  He robbed the chamber below, 
  stealing the two magical items 
  (found in Encounter Area E), and 
  threw what was left of the town 
  ancestor‘s 
  bones 
  out 
  on 
  the 
  ground.  The empty chamber has 
  nothing else of material value. 
  An etching inside of the tomb de-
  picts a man with cap and cross-
  bow, hunting bears under a large, 
  full moon.  Under the etching, the 
  name ―Juskof‖ is carved into the 
  stonework.  Juskof was one of the 
  town‘s forefathers and helped set-
  tle the area in Mannath.  He mar-
  ried one of the Juntor daughters 
  and was buried in their woods af-
  ter his death. 
  Although Mannath historians are 
  aware of this ancient tomb, they 
  avoid the area, fearing disease and 
  death from Juntor Manor nearby.  
  If the Mayor learns of the defiled 
  tomb, he will ask the adventurers 
  to help gather the bones and items 
  and return them to the burial site. 
  Unfortunately, a wolf pack in the 
  area has picked up most of the 
  bones and brought them to their 
  lair, approximately 250 feet north-
  west of the tomb.  The wolf path is 
  easy to track and find.  The path  
  leads directly to the wolf den 
  where some or all of the wolves 
  will be when the adventurers find 
  it. Adjust the wolf numbers to the 
  strength of the adventurer group. 
  Besides the slightly gnawed ances-
  tor‘s bones, the wolf den will have 
  nothing of value. 
  Wolf, Alpha: HD 2+2 (10 
  hp); AC 7 [12]; Atk: 1 
  bite 
  (1d6+1); 
  Move 
  18; 
  Save 16; CL/XP 2/30; Spe-
  cial: Leadership. 
   
   
   
  Additional GM Notes: 
  Wolf (6): HD 2+2 (8 hp); 
  AC 7 [12]; Atk: 1 bite 
  (1d6+1); Move 18; Save 16; 
  CL/XP 2/30; Special: none. 
   
   
   
  Additional GM Notes: 
  Encounter Completion. 
  Although the encounter can be 
  completed by returning only Jus-
  kof‘s bones, Mayor Kildorn will be 
  thrilled if the plundered items are 
  also found and returned.  If the 
  adventurers have taken the cap 
  and crossbow bolts from Grungle‘s 
  shack (Area E), the town historians 
  may not associate the items to 
  those belonging to the burial tomb. 
  
  47 
  Encounter Area G 
  “Wicked, Witch of the Water” 
  The townsfolk believe that the old 
  witch in this hut, Yalifina is evil 
  and trying to destroy the town wa-
  ter supply.  They also believe she 
  has poisoned the river to the west 
  of town.  Although she is partially 
  guilty for the well running dry, she 
  is not to blame for any of the dis-
  ease in the river water coming 
  from the north (its cause is discov-
  ered in an upcoming adventure, 
  not in this book). 
  While quite mad, Yalifina is not 
  evil and really means no harm to 
  the town she has lived in her entire 
  life.  In previous years, she has as-
  sisted families with special herbs 
  and salves for sick or injured chil-
  dren.  Those times of help have 
  been quickly forgotten by a town 
  looking for answers.  She still as-
  sists the inhabitants of West Man-
  nath Village; the migrant workers 
  appreciate her help with the ill. 
  Yalifina spends most of her day 
  within her large hut.  Several old 
  tomes and maps litter the tables 
  and floor of her home.  She contin-
  ues to research the great artifact 
  she believes is under the church.  
  The artifact she seeks is the ancient 
  ―Terra-al- Etu‖, a pouch of dirt 
  that when sprinkled on land, will 
  increase the production of any 
  grains, vegetables, fruits, or plants 
  one-hundred fold.  Even during  
  the worst seasons or weather con-
  ditions, anything will grow.  Dur-
  ing the best times, it produces 
  much more than one could hope 
  for. 
  The ―Terra-al-Etu‖ pouch is long 
  gone, destroyed in the bleaker 
  days of Mannath, several genera-
  tions ago.  Although she has read 
  every word of the tomes and 
  scoured every inch of the maps 
  several times, she has refuses to 
  believe the artifact is gone.  She has 
  begun to make up passages from 
  the tomes in her mind and sees 
  doorways on maps that aren‘t 
  drawn. 
  Yalifina will not allow anyone in 
  her home; entering causes her to 
  become enraged.  She has several 
  pet felines that will attack intrud-
  ers and although they are small 
  and appear weak, will do harm to 
  anyone unwilling to defend them-
  selves.  She is capable spell caster 
  and magic wielder, using her pow-
  ers and tools to defend her home 
  and drive forth any that have vio-
  lated her commands to leave.  Her 
  statistics, as well as the felines, are 
  found in the Appendix.  GMs are 
  urged to play Yalifina slightly 
  crazy but competent enough to 
  demonstrate 
  her 
  extraordinary 
  powers with magic. 
  
  48 
  If the tomes are read and maps are 
  examined carefully, the obvious 
  conclusion will be that the artifact 
  is not under the church and is 
  likely gone from the world.  How-
  ever, the maps will show old 
  crypts buried beneath the church, 
  behind a long forgotten door that 
  has recently been found (see En-
  counter Area H). 
  If the adventurers simply talk to 
  Yalifina and offer their assistance, 
  she will likely take it.  She is mad 
  but accepting of generosity, return-
  ing in kind when she can.  She is 
  afraid to leave her home during 
  the day and most nights now that 
  she knows the townsfolk are accus-
  ing her of harming the village.  She 
  will ask the adventurers to explore 
  the area under the church for her 
  and search for the artifact.  She is a 
  capable natural healer and can as-
  sist with any adventurer injuries. 
  If the adventurers fail to find the 
  artifact, Yalifina will not give up.  
  She will only cease to believe of its 
  existence if she searches the crypts 
  herself, doing so only after the ad-
  venturers have cleared out any 
  dangerous foes and convinced the 
  town to leave her be. 
  When not in the slums, Yalifina 
  can be found in her home nearby.  
  Area G on the main map shows 
  her house location. 
  Encounter Completion. 
  The adventurers should discover 
  that Yalifina has no desire to hurt 
  the town inhabitants and that she 
  is not directly responsible for the 
  well issues.  The mayor will be 
  happy to know that the old 
  woman is not malicious but merely 
  curious.  Any proof that the adven-
  turers can provide will be ex-
  tremely helpful. 
  Yalifina, 
  Druid: 
  HD 
  4 
  [Druid, level 4] (12 hp); 
  AC 7 [12]; Atk: 1 weapon 
  (1d4) or spells; Move 12; 
  Save 12; CL/XP 7/600; Spe-
  cial: spells (see below). 
   
   
   
  Additional GM Notes: 
  Her home is filled with druidic 
  components, research and other 
  interesting materials.  The GM 
  should populate her hut with 
  items as needed. 
  Yalifina‘s Spells: 
  1st Level:  Detect Magic, Locate 
  Animals, Purify Water 
  2nd Level:  Cure Light Wounds 
  3rd Level:  Cure Disease 
  
  49 
  Encounter Area H 
  “The Long Forgotten Door” 
  Several weeks ago, acolytes of the 
  Church of Etu noticed an increas-
  ing water level in the tombs below 
  the temple.  Even during the wet-
  test of months, excess water runoff 
  from 
  supposed 
  underground 
  pockets barely reaches an inch or 
  two.  Water levels have steadily 
  risen over the last few weeks, cur-
  rently at a foot deep in the lowest 
  levels of the crypts.  Masons from 
  nearby villages were hired to find 
  the source and fix any issues 
  found.  At first, no apparent cause 
  was discovered until last week 
  when a dwarven mason found a 
  wall façade in the furthest, deepest 
  part of the tombs.  Water was in-
  deed flowing from cracks in the 
  fake wall and filling the lower 
  chambers. 
   
  Priestess 
  Brognall 
  urged the masons to tear down the 
  wall and continue to hunt for the 
  source of the water.  Once the wall 
  was removed, an ancient steel door 
  inscribed with a cryptic message 
  was found by the workers.  Not 
  only was water bubbling out from 
  under the mysterious portal, but 
  faint wailing sounds were heard 
  from beyond, sending the workers 
  scrambling to the surface.  They 
  are currently unwilling to return to 
  the tombs in fear of the terrifying 
  sounds from behind the door. 
  Priestess Brognalla cannot find any  
  mention of this door or the con-
  tents beyond it in her temple re-
  cords.  The door is mysteriously 
  locked and neither the Priestess, 
  nor her acolytes can figure out 
  how to open it.  They have 
  searched the temple from top to 
  bottom, hoping to find the key for 
  the ornate looking keyhole.  In fact, 
  the door is locked with a complex 
  magical device and not a key at all.  
  The cryptic message on the door 
  reads:  
  
  “Just beyond this door lies the un-
  sleeping,  
  Removed from this world yet ready to 
  return,  
  Hold fast this portal to protect Etu-al-
  Mannath,  
  Keep the evil at bay until the way is 
  found,  
  Journey then inside to send her to the 
  final death.” 
  50 
  There are two ways to use the mes-
  sage to open the door.  The first 
  letter of each sentence in the mes-
  sage is the first initial of the Juntor 
  family men who fell to the false 
  acolyte (see Area D7, Hallway of 
  History for more information).  If 
  the names of the Juntor men are 
  spoken in the order they fell, the 
  door will open (―Jakub, Rugdor, 
  Hully, Kressnar, Juntor‖).  Also, if 
  the letters of the name ‗Juntor‘ are 
  touched in the correct order in the 
  first line of the message, the door 
  will open. 
  The door can also be opened by 
  magical force, after which the door 
  can then be simply pushed open.  
  No amount of physical effort can 
  force the door open with the magi-
  cal lock in place.  If the locking 
  mechanism cannot be figured out, 
  magic can be used to illuminate 
  the letters in the first sentence. 
  The encounter begins at the west-
  ern door of Map 2.  Map1 is only 
  provided for reference and can be 
  further developed by the GM if 
  needed. 
  Area H1:  The Fallen. 
  Once the door is opened, the ad-
  venturers will find a large chamber 
  with several open stone sarcophagi 
  amidst the rising waters.  Opposite 
  the entrance, an open archway 
  leads to a secondary, darkened 
  room. 
  The center of this room drops 
  down a foot; the water will be 
  close to two feet deep there.  As 
  they enter the chamber, the fallen 
  men of Mannath, in a state of un-
  death, will emerge from the shad-
  ows.  Eight skeletons attack the 
  group.  Note:  The GM should feel 
  free to increase or decrease the 
  number of foes as necessary. 
  Like all skeletons, they will con-
  tinue to attack even if they lose one 
  or more limbs.  The adventurers 
  must reduce each skeleton to 0 hit 
  points to destroy them. 
  Skeletons (8): HD 1 (4 hp 
  each); AC 8 [11]; Atk: 
  strike 
  (1d6); 
  Move 
  12; 
  Save 17; CL/XP 1/15; Spe-
  cial: immune to sleep and 
  charm spells. 
   
   
   
  Additional GM Notes: 
  
  51 
  The men were buried here without 
  any treasure or personal items.  A 
  careful search will only reveal mi-
  nor worthless trinkets.  The raised 
  dais in the next room can be seen 
  from the archway.  Crossing the 
  archway lifts the protective shield 
  over the witch. 
  Area H2:  The False Acolyte. 
  A raised platform with a black sar-
  cophagus occupies the center of 
  this chamber.  A pulsating energy 
  field encircles the entire platform.  
  Any movement through the arch-
  way of the chamber, including 
  items thrown or shot, will cause 
  the energy field to dissipate.  Once 
  the energy field drops, the false 
  acolyte will stir and begin to move.  
  She will rise from her open top 
  stone coffin and search the cham-
  ber for foes.  Even in death, she 
  maintains her stunning beauty. 
  The undead witch has arcane and 
  divine powers, and will use the 
  stored spells of her magical cloak 
  to attack the adventurers.  Her first 
  option is to use her obvious beauty 
  and charm power on the weaker 
  willed party members to assist her 
  in defeating any adversaries pre-
  venting her from escaping her 
  prison.  Those that fail to be 
  charmed will be targeted by her 
  destructive spells.  She may also 
  choose to attack with her clawed 
  hands.  Her touch temporarily 
  weakens victims; a single point of 
  Wisdom is lost for 24 hours with 
  every physical attack of the witch. 
  She can only be fully destroyed 
  with magical items or spells, or 
  with clerical turning (as a wight).  
  She must be reduced to a total of 0 
  or less hit points, with the final 
  blow from some magical item or 
  spell.  If reduced to 0 or less hit 
  points with a regular weapon, she 
  will rise again within an hour.   
  
  The energy field around her coffin 
  cannot be restored once triggered 
  off.  Any converted adventurers 
  will return to normal upon the 
  witch‘s true and final death. 
  The witch wears a magical red 
  cloak that can store up to three 
  spells for future use.  Unfortu-
  nately, this is a one-time event; 
  once the spells are used, the cloak 
  can no longer store magic.  If the 
  witch is destroyed with spells still 
  within it, it can be used by any 
  Magic-User or Cleric. 
  She also wears an evil necklace 
  that at first seems to have no obvi-
  ous power yet cannot be simply 
  removed from her body.  It is an 
  item that binds her to an ancient 
  and evil goddess.  If the device is 
  somehow removed and placed 
  around the neck, the new wearer 
  becomes bound to the Goddess of 
  Strife and Malice, Heznabul.  The 
  wearer cannot remove the necklace 
  and begins a pattern of evil ways.  
  The GM is encouraged to play this 
  change of events out as necessary. 
  Water streams from a large crack 
  in the wall of this chamber – this is 
  the cause of the rising water in the 
  tombs.  Once the witch is dis-
  patched, the masons can return to 
  patch this hole.  Note that the ad-
  venturers can enter the waterways 
  that feed the well here (Area B). 
  False Acolyte, Witch: HD 3 
  [cast spells as Magic-User 
  and Cleric] (15 hp); AC 5
  [14]; Atk: spell or claws 
  (1d4 each); Move 12; Save 
  12; CL/XP 9/1100; Special:  
  (see description). 
   
   
   
  Additional GM Notes: 
  Encounter Completion. 
  Killing the witch is a difficult task 
  and may take more than one at-
  tempt.  This area of the tombs is 
  considered cleared when the witch 
  is finally dead and the masons can 
  return to repair the walls.  Addi-
  tionally, the adventurers can enter 
  the hole in the wall to enter the 
  area of the cave-in (Area B) to dig 
  out the debris that is causing the 
  well to run dry.  
  52 
  The False Acolyte‘s Powers: 
  At-will:  Darkness, 15‘ radius, 
  Cause Light Wounds 
  Three times per day (each):  Charm 
  Person, Protection from Good, In-
  visibility 
  Cloak Spells:  Magic Missile, Hold 
  Portal, Hold Person 
  
  Town of Mannath 
  Blue locations are adventure areas; red locations are Mannath buildings. 
  
  Mysteries in Mannath 
  $2.50 
  TG2101 
  The small village of Mannath is faced with several different issues, but lacks the 
  resources to solve them properly.  The mayor of the small hamlet, Hans Kildor, 
  is eagerly seeking outside help and will immediately ask any visitors for assis-
  tance the moment they arrive.   
   
  This adventure book contains nine different adventures, each designed to last 
  an evening of gaming. 
  A group adventure for 1st through 2nd level characters. 
   
   
   
   
   
   
  Designed for Swords & WizardryTM 
  Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch 
  ThrowiGames is not affiliated in any way with Matthew J. Finch, Mythmere GamesTM or Frog God Games 
  Bringing Your Brain Back to the Game 
  ThrowiGames.com 
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - E1 Mysteries In Mannath.pdf