TEXT:  
  The Garden of al-Astorion 
  by: Gabor Lux 
   
   
   
  Castles & Crusades adventure module for six characters of 6th to 9th level 
   
   
  E.M.D.T. 
  
   
   
   
   2
  
   
   
   
   
  The Garden of al-Astorion 
  by: Gabor Lux 
   
   
   
  Illustrations and cartography: Gabor Lux 
  Additional Development: Akos Laszlo 
  Playtesters: Akos Laszlo, Gabor Acs, Zsolt Badi, Laszlo Gramantik, Tamas Striczky and 
  Istvan Veres 
  Special thanks to: Clark Peterson & Bill Webb, posters on the RPG.HU forums and, last but 
  not least, Peter Balazs. 
   
  © 2003, 2006 by Gabor Lux. All rights reserved. 
   
   
   
   
   
  Gentle Reader! 
   
  The Garden of al-Astorion is the translation of an adventure module I originally designed 
  in a single evening for a Hungarian game convention and later revised and expanded for self 
  publication on a whim. To this date, it remains the only adventure to be released in the 
  country under the d20 license – although it was successful as an amateur effort, others were 
  reluctant to follow in its steps, and I lacked the time to do a follow-up. 
  Although more than three years have passed since initial inception and almost three since 
  first publication, I nevertheless decided to do a translation for the benefit of interested gamers 
  who didn’t have a chance to read the original – and this conversion for the Castles & 
  Crusades ruleset to go with the translation. Although I would do some things differently if I 
  designed the module today (hopefully better, too), I decided to preserve the original as well as 
  a translation could allow instead. I believe it can and it should stand on its own merits. Let it 
  be judged with this consideration – but let it be Judged with a critical eye towards its failings! 
   
  Gabor Lux 
   3
  
   
  Background 
   
  It was many years ago that Rammah 
  al-Astorion, a priest in the service of the 
  goddess Emoré, had become disillusioned 
  with city life. He tired of the busy markets, 
  the beggars chanting on every street 
  corner, the calculating and false women – 
  and, first and foremost, his own flock, 
  whose demands and empty promises had 
  become all too transparent to tolerate any 
  longer. It was just as well that Emoré, 
  goddess of orchards and gardening had 
  little to do with the bearded, round-bellied 
  deities found in the City of the Vultures, 
  and 
  her 
  doctrines 
  were 
  completely 
  antithetical to those of Shakkur, the patron 
  of degenerate beggars and outcasts, or Set, 
  who is known to be even less benevolent. 
  al-Astorion, who was in his early 
  forties at the date of his pilgrimage, only 
  took a simple wooden staff and a set of 
  traveller’s robes with him and, having left 
  the small chapel and equally small 
  congregation to the care of a disciple, 
  embarked on a journey to the unknown 
  southern lands. For a month, he wandered 
  the trackless wastelands of stone, where 
  only his spells and faithful staff saved him 
  from nightly beasts and curious monsters, 
  but after these tribulations, he finally 
  reached the great forests. One day as he 
  passed between two high mountain chains, 
  he happened upon an abandoned road built 
  of rough stone slabs, which lead directly to 
  a sheer cliff-face, and climbed upwards in 
  a long serpentine, although much of it had 
  been smashed and washed away by the 
  waterfall plummeting from the heights. 
  His curiosity aroused, al-Astorion 
  spent his night at this location, and in spite 
  of the great difficulties involved in the 
  climb, braved the treacherous incline. 
  Much to his surprise, he had found an 
  undisturbed and fertile valley hidden 
  among the mountains, which bore an 
  uncanny resemblance to a mythical place 
  described in legends about the ancient 
  cycles of the world and the long forgotten 
  human races of the south. When he finally  
   
   
  beheld the great, crumbling stone terraces 
  at the furthest end of the valley, he knew 
  he had been brought here by divine 
  intervention. This, at last, was the place to 
  build the garden of his dreams, a proper 
  monument to Emoré’s arts, with well-
  tended orchards, meandering roads and 
  small pavilions for rest and contemplation. 
  al-Astorion’s work lasted decades, and 
  during 
  this 
  time, 
  he 
  became 
  well 
  acquainted with his environment. His 
  suspicions were proven correct when he 
  discovered more of the old ruins he had 
  read about, and on one occasion, he had to 
  flee for his life from the strange, 
  degenerate ape-men residing in the caverns 
  to the north, clearly the descendants of old 
  races from the ancient days. Additionally, 
  it was clear that a magic-user had once 
  inhabited the tower found in the middle of 
  the valley’s small lake – this building, and 
  the surrounding cottages, were constructed 
  in an architectural style he wasn’t familiar 
  with. He also paid close attention to the 
  seemingly artificial passages radiating 
  from an empty cave to the northeast, but 
  abandoned his observations due to a sense 
  of foreboding, and never dared to return. 
  During all this, work progressed 
  smoothly on his grand design, but the 
  initial feeling of triumph gradually turned 
  into cruel doubt… something was never 
  right about the garden, and his sleep 
  brought feverish nightmares and faceless 
  phantoms. Despite the magical fruit trees 
  and pleasant terraces, rest and contentness 
  proved elusive. He had not realized that all 
  those years of solitude had finally taken 
  their toll, and he was slowly going insane. 
  He still possessed the powers granted to 
  him by his goddess, but as his sanity began 
  to fail, he made more and more weird 
  things; vile monsters and blood-drinking 
  flowers 
  instead 
  of 
  Emoré’s 
  gentler 
  creations. When, at last, strangers had 
  discovered his retreat a few months ago, he 
  mercilessly destroyed them all. Only two 
  could flee his inhuman wrath, and of them, 
   4
  
   
  only the fighter Mal-Bazhar made it back 
  to the more civilized lands, the first among 
  the garden’s visitors. His wild tales didn’t 
  fail to ignite the imaginations of those 
  seeking danger and prosperity, but thus far, 
  no one has returned laden with treasure – 
  even though, as it is said, that too is found 
  in abundance, not to mention the magical 
  fruit trees in the garden of al-Astorion… 
   
  Preparation and Adventure Hooks 
   
  Since the garden of al-Astorion is a 
  perilous place far away from the densely 
  inhabited lands, it is recommended that 
  only a strong and well-equipped party 
  should attempt to seek it out. Four 7th to 
  9th or six 6th to 8th level PCs would do 
  reasonably well in most encounters, 
  although there are some which may still 
  prove fatal if they aren’t accustomed to a 
  strategic retreat. One cleric and two to 
  three 
  fighting 
  types 
  are 
  highly 
  recommended. 
  There are numerous ways a Judge could 
  involve his group in the module, of which 
  three ideas are described here: 
  - 
  A merchant who had heard of the 
  valley’s enchanted trees believes he 
  could make a fortune if he could 
  plant their seeds in his own garden 
  and sell the resulting fruits. He 
  offers 400 gp for each seed sample 
  he is brought, but he is prepared to 
  pay up to 800 per type if the PCs 
  bargain well. He has a method to 
  know if he had been tricked (as he 
  correctly 
  guesses, 
  the 
  more 
  valuable seeds radiate magic), and 
  hires assassins to recover his 
  money later on anyhow. 
  - 
  The characters hear of the legend at 
  the same time as one of their sworn 
  rivals. Both groups are in pursuit of 
  a valuable item or piece of 
  information found in the garden. 
  The rival party embarks on the 
  journey with several retainers, and 
  exploits 
  every 
  possibility 
  to 
  violently dispose of the player 
  characters. 
  - 
  It is also possible that an NPC 
  mentor 
  or 
  former 
  companion 
  disappeared in the same general 
  area. The PCs are drawn to the 
  valley to find this individual. In this 
  case, Dahim ap Tolvin (location 
  22k.) is a probable candidate, but 
  he may easily be replaced by others 
  if necessary. 
   
   
   
  At the Judge’s discretion, he could 
  reveal some of the following rumours to 
  his group, employing random generation 
  (1d12) or choosing as appropriate. 
   
  1. The original inhabitants of the region 
  worshipped monsters and were themselves 
  strange looking. It is said that they were 
  struck down by a powerful curse, and 
  haven’t been seen since. (T) 
  2. A few months ago, a company of 
  adventurers left to plunder a lost city, 
  where magical opals are rumored to be 
  kept. They didn’t find the city, but the sole 
  survivor spoke of a forlorn mountain 
  valley and carnivorous apes. (T; however, 
  the city isn’t described here) 
  3. Salamar the wizard has inquired about 
  the new rumours from the southern lands 
  on multiple occasions, and was seen 
  purchasing travel supplies. (T – Salamar 
  indeed plans an expedition in pursuit of the 
  valley’s magical treasures, and he is 
  looking for suitable hirelings as well) 
  4. The leader of those adventurers was a 
  man named Mal-Bazhar. He soon fell ill 
  after his return, and no priest could help 
  him. I saw him myself – he was in a 
  horrendous shape in his final days… (F – 
  complete fabrication. Mal-Bazhar has left 
  town on a new adventure, in perfect health) 
  5. The human inhabitants of the southern 
  jungles are said to go naked and worship 
  metal. (Who knows?) 
   5
  
   
  6. Many years ago, a holy man was reputed 
  to live in the same area these new tales 
  speak about. He followed the goddess 
  Emoré and was said to possess her special 
  blessing… He could make plants grow and 
  change into others as he willed. (T) 
  7. It is no wonder those careless fools met 
  an untimely end. The holy books of Saz 
  forbid visiting the dwelling places of the 
  accursed peoples. Clearly, Mal Bazhar’s 
  men found such a place, and paid in blood 
  for their transgression. Saz is indeed all-
  powerful, and his wisdom is without 
  measure. 
  8. When the world was younger and the 
  Sun shone with a stronger light, these lands 
  were populated by an evil people. They 
  allied with the denizens of the Underworld, 
  until the true gods finally slew their kind to 
  the last. Maybe it was one of their ruined 
  settlements the expedition uncovered. (T) 
  9. This location Mal-Bazhar spoke of is no 
  mystery to the merchants who dare the 
  southern lands. The valley is beyond an 
  abandoned stone road and a treacherous 
  waterfall. Within the high valley, there is a 
  large, clear lake, surrounded by forests 
  with 
  plant 
  life 
  uncommon 
  in 
  the 
  surrounding wilderness. Since Mal-Bazhar 
  spoke of strange and apparently magical 
  trees, there must be some truth to the 
  rumours. (T) 
  10. The place must indeed be full of 
  treasure, as I know several men who had 
  seen the gemstone fighter brought back. It 
  was the size of a small egg, and worth 500 
  coins or even more. Where there is one, 
  there are others, although it is a tall tale he 
  had plucked it from a tree – magical plants 
  or not, that is surely a fabrication! 
  11. A great stronghold of Set is said to be 
  near that place. It is possible the expedition 
  meddled with things they were not meant 
  to know… Indeed, it is suspicious how 
  many of the serpent-kissers embark on 
  pilgrimages to the south… (Who knows?) 
  12. The wildlife in the southern forests is 
  teeming with dangers: tigers, carnivorous 
  giant lizards, flowers with a poisonous 
  breath and birds of carrion. The ruins you 
  can find in some corners are even worse, 
  though, and only in part thanks to the traps. 
  Undead and stone golems are also found 
  by the careless, and only the cautious and 
  the swift return to tell their tales. (T) 
   
   
   
  Notes on rules and notation 
   
  This module uses the Castles & 
  Crusades ruleset, but employs a somewhat 
  different form of presentation than usual. 
  Unless stated otherwise, monster Hit Dice 
  are considered to be 1d8 and TNs (Target 
  Numbers) to be either +0 or the level of the 
  opposing force – e.g. HD in the case of a 
  monster, level in case of a spell, etc. 
  A small number of extraordinary 
  opponents are given bonuses to certain 
  characteristics in order to preserve the play 
  dynamics of the original module without 
  unnecessary alterations. This appears as a 
  singular bonus to hit points or a bonus on 
  saving throws – represented by a plus, such 
  as “HD 10+10” (10d8+10 hit points) or 
  “SV P, M+2” (+2 on Mental saves). 
   
   
  Setting 
   
  It is possible to set this adventure in 
  any warm, wet and mountainous area the 
  Judge deems appropriate. It was originally 
  located in the Wilderlands of High 
  Fantasy milieu, in the jungles of Barbarian 
  Altanis (hexes 3217 and 3318), whereas 
  the City of Vultures replaced Kauran in the 
  same 
  region 
  (hex 
  4502). 
  Another 
  possibility is the Desert Lands or even 
  Lenap. In this case, one of the northern 
  Viridian cities, such as the City State of the 
  World Emperor, could serve the same 
  function. The Underwing Jungle, or one of 
  the other jungle areas of Lenap, could be 
  the location of al-Astorion’s garden. Note 
  that nothing in this module requires the use 
  of the Wilderlands setting, and placing it in 
   6
  
   
  any other milieu will likely not pose any 
  problems whatsoever.  
  The journey to the valley should take 
  two weeks if the party is mounted, in a 
  hurry, and has clear directions. Otherwise, 
  up to one month may elapse before they 
  reach their intended goal. The Judge is 
  encouraged to present a number of 
  encounters during this period. 
   
  The Valley – General Features 
   
  In general, it can be said that the valley 
  is a much more tranquil location than the 
  jungles below, since only a few animals 
  can climb the steep cliffs by the waterfall 
  which marks this lost world. Thus, if the 
  Judge otherwise uses random encounter 
  tables in his campaign (which habit is 
  highly commended by the module’s 
  author), it is suggested that he stop this 
  activity during this expedition. 
  Apart from the beasts described below, 
  the valley’s fauna is made up of a kind of 
  quickly breeding rabbitlike mammals and 
  large flightless birds nesting on the 
  forested southern slopes. Four types of 
  carnivores exist: to the northwest live the 
  psionic man-apes, to the northwest an old 
  smilodon, flesh-eating minisaurs in the 
  open fields around the lake and the weird 
  monsters of the garden to the southeast.  
  Intelligent humanoids are not found 
  anywhere 
  here 
  unless 
  specifically 
  indicated. For the people of the jungles, 
  who have little civilisation but a long 
  collective 
  memory, 
  this 
  otherwise 
  forgotten land is well known as a fastness 
  of demoniac and primordial evil. None of 
  these tribesmen can be persuaded, by gifts 
  or coercion, to serve as guides or otherwise 
  go beyond the abandoned road. 
  As for movement in the area, it is very 
  hard to penetrate the underbrush beneath 
  the 
  trees 
  without 
  machetes 
  or 
  the 
  equivalent. Both the old stone road and the 
  forest paths are easily trod. Three men can 
  progress abreast on the first and two on the 
  second. On the valley map, the road is 
  marked with a -.-.-.- line, forest paths with 
  -------. 
  Weather is predictable: rain falls 
  every morning and afternoon, and the 
  foliage is perpetually damp. However, the 
  air is not as fetid as in the below jungles 
  due to greater elevation and constant 
  breeze. For the same reason, mist and haze 
  doesn’t linger too long. Storms are rare 
  (3% probability one occurs during the 
  expedition), are preceded by unnatural 
  quiet and stillness, and last 1-2 hours 
  maximum. Also, thanks to the favourable 
  conditions, wearing heavy armour in the 
  valley incurs no special penalties. 
   
   
   
  Key to the Valley of al-Astorion 
   
  1. Abandoned Stone Road 
  The old road starts approximately 500 
  metres from the entrance of the valley. It is 
  made of small, longish stone blocks sunk 
  into the ground. It is wide enough for a 
  smaller cart, but it must have been in 
  disuse for several years since immense 
  trees have pried the stones apart at multiple 
  locations. The road progresses due east, 
  terminating in a small clearing and a 
  waterfall. 
   
  2. Waterfall 
  The water of the mountain stream 
  plummets from approximately 100 metres 
  in multiple steps. The stone road must have 
  lead upwards on the slope, and its remains 
  are seen at several points. If the characters 
  examine the clearing, they can establish 
  others have preceded their party: in a 
  cleared area surrounded by tall grass are 
  charred logs from the remains of a bonfire, 
  and from a stick in the ground hangs a sun-
  bleached tatter – the remains of a 
  haversack. 
  Scaling 
  the 
  heights 
  is 
  no 
  small 
  undertaking, and pack animals may not be 
   7
  
   
  taken along in any manner. Fortunately, 
  the previous company has climbed the 
  cliffs with success and placed iron nails at 
  regular intervals. Two Dexterity checks 
  and a large coil of rope are enough for one 
  person to get up there, and once he is in 
  place, others can easily follow (only one 
  check must be made). The final few meters 
  of the cliff are composed of piled rocks, 
  clearly the remains of ancient construction. 
  There is no sign of binding material, but 
  the polished blocks are very sturdy and fit 
  together well, stone roses in the gaps 
  notwithstanding. 
  If the characters succeed at the climb, they 
  can see the hidden U-shaped valley for the 
  first time. To the northeast not far from the 
  dam they are standing on, a plentiful 
  mountain stream emerges from dark 
  woods. To the left and right – and far 
  forward – rise unscalable, sheer cliffs 
  before even taller mountains. Northwards, 
  beyond the trees, a rocky incline can be 
  seen, and a good observer can make out 
  dark cave entrances where it meets the 
  cliffs. 
   
  3. Gravesite 
  Close to the dam, someone has erected a 
  long, makeshift mound at the foot of the 
  steep mountainside. The mound is five feet 
  tall and a larger boulder is set on the top. 
  The skeleton of a woman in chain shirt, 
  with a small metal buckler and a scimitar 
  lies under the rocks. She wears a silver 
  bracelet on her arm (value 10 gp), and has 
  35 gp and 40 sp in her money pouch. The 
  body belongs to one of Mal-Bazhar’s 
  followers, who received a mortal wound 
  from the claws of a psionic ape. Mal-
  Bazhar could support her this far, but she 
  had no strength to descend the way they 
  came from, and died in a few hours. 
   
  4. Path 
  This is a wide, well-trod path in the dense, 
  scrub-infested forest. There is a 20% 
  probability of encountering 1d3 psionic 
  apes (as described below), most likely 
  hiding in the trees. The apes can be seen if 
  the characters exercise caution during 
  travel; otherwise, they are ambushed from 
  above. They are hostile and must be killed 
  to the last. 
   
  5. Village Ruins 
  A larger clearing is the site of a primitive 
  village consisting of numerous crude huts, 
  long ago abandoned by their former 
  inhabitants. Of the huts, only misshapen 
  stone piles remain. However, gnawed 
  bones, broken skulls and other remains, 
  including those of human origin, lie by 
  smooth, well-worn logs. 
  A truncated pyramid of black basalt in the 
  middle of the clearing bears an enormous 
  stone head. This image is a mix of 
  anthropoid and apish features; its wide 
  maw displays sharp, conical teeth. The 
  idol’s 
  eyes 
  must 
  have 
  been 
  huge 
  gemstones, but these are gone. Stone steps 
  climb to a small platform before this 
  monstrous effigy, where many more bones 
  are set in a disorderly pile. 
  At night, the clearing proves to be far from 
  uninhabited. Fire burns before the idol, and 
  degenerate man-apes, each larger than a 
  grown man, squat on the wooden logs in 
  debased revel. 2d4+2 are encountered on 
  this occasion, and there is a 10% 
  probability their “deity” (as described 
  under 6.d.) is likewise present. The 
  inarticulate howls and gibbers of the apes 
  almost borders on human speech. If they 
  spot 
  intruders, 
  they 
  attack 
  without 
  hesitation and fight until heavily wounded. 
  One of the apes, usually standing before 
  the stone head, wears a golden skullcap. 
  This decorative headdress is valued at 320 
  gp, grants a +2 on saving throws vs. 
  psionical attacks and +4 to the TN of the 
  wearer’s psionic strike, if such an ability is 
  possessed. 
   
  Psionic Apes (2d4+2): HD 5; hp 23 avg; 
  Spd 30/30 Climb; AC 14; Atk 2* claws 
  1d6 or bite 1d8; SA psionic strike; AL CE; 
  SV P, M.  
   8
  
   
  Psionic Strike: once per hour, 30’ range. 
  Target must make an Int save or be 
  stunned for 1d6 rounds. 
   
  “High Priest”: hp 28; SV P, M+2; +4 to 
  the psionic strike’s TN. 
   
  6. Cave I. – Tomb of the Ape God 
  The large mouths of these caves can be 
  clearly seen from almost every elevated 
  observation point in the valley. When the 
  village below was still inhabited by the 
  ancient folk, they used the cave to worship 
  the ape god Ooi, a demonic monster of 
  antideluvian 
  origins. 
  His 
  half-man 
  priesthood held even these hardened 
  people in fear, and regularly performed 
  human sacrifice to sate the feral hunger of 
  themselves and the hulking behemoth. 
  The current inhabitants, a dying and 
  degenerate ape tribe, is what has become 
  of the ancient race of the village. In 
  addition to those encountered outside the 
  cave (who are not counted here), they 
  number 16 males, 10 females and 4 young. 
  Half of the males are hunting outside, even 
  going as far as to descend by the waterfall 
  with devilish agility and ambush small 
  merchant companies. Their intellect is 
  basically barely exceeding animal level, 
  and they can only employ the simplest 
  tools. The “high priest”, recognized by his 
  golden skullcap, is more cunning and 
  knows how to make a fire or manufacture 
  more complicated implements. 
   
  a. – Incline: The large open space between 
  the woods and the caves is 50 to 60 metres 
  wide (150-180’) and consists of open 
  ground with innumerable shifting stones 
  and a few desiccated bushes. The black 
  basalt heats up during the day until it burns 
  on touch, and stays warm until midnight. 
  Due to heat and treacherous footing, it is 
  hard to run here – a character making an 
  attempt must roll a Dexterity check or 
  strain a leg, halving movement. 
  The caves are evidently inhabited: white 
  bones are scattered here and there, and 
  rotting animal heads impaled on sharpened 
  stakes attract buzzing black flies. The place 
  is totally abandoned at noon (the heat is 
  nigh unbearable), but any other time, 1d6 
  apes guard their turf. They greet intruders 
  with thrown rocks the size of a child’s 
  head. 
   
  Psionic Apes (1d6): HD 5; hp 23 avg; Spd 
  30/30 Climb; AC 14; Atk 2* claws 1d6 or 
  bite 1d8 or thrown boulder 2d6, range 60’; 
  SA psionic strike; AL CE; SV P, M 
   
  b. – Cavern of the Males: A large cavern-
  hall, with an area of 70’ by 30’ and a 
  height of 50’. The walls are covered in 
  faded frescoes depicting humans working 
  in a village (the heads mounted on spikes 
  suggest warlike tendencies…), hunting, 
  gathering, etc. There are usually 5 males in 
  the room. They scratch, wrestle or gorge 
  themselves on raw meat. 
   
  Psionic Apes (5): hp 23 avg; Spd 30/30 
  Climb; AC 14; Atk 2* claws 1d6 or bite 
  1d8; SA psionic strike; AL CE; SV P, M. 
   
  c. – Cavern of the Females: An even 
  larger cavern – it is 50’ by 70’, with height 
  reaching 100’ at certain points. The 
  western side is composed of 20’ ledges 
  leading to three smaller sub-caverns. 
  Frescoes are found as above, richer in 
  number but more faded. Naked, spear-
  armed warriors march towards the stairs 
  leading down in a long file. The stairs are 
  steep and wide: it is apparent that they 
  were made for giant sized beings. The 
  gaping hole was originally sealed by a 
  carved stone slab, which lies broken and 
  toppled before the entrance now. 
  The small side-caverns are where the 
  females and young dwell. In case of a fight 
  (very likely), and a young ape (who pelt 
  the party with refuse and stones) is hurt, 
  the females become enraged and gain a +4 
  bonus on attacks and damage, but are 
  unable to concentrate on psionic strikes. 
  Young apes are unable to do so in any 
  case. 
   
   9
  
   
  Psionic Apes, Female (10): HD 4; hp 18 
  avg; Spd 30/30 Climb; AC 14; Atk 2* 
  claws 1d6 or bite 1d8; SA psionic strike; 
  AL CE; SV P, M. 
   
  Psionic Apes, Young (4): HD 1; hp 5 avg; 
  AC 16; Atk thrown stone 1d6; AL CE; SV 
  none. 
   
  d. – Unholy Temple: The temple is a 
  vaulted natural cavern modified to look 
  less irregular. Grotesque humanoid idols 
  squat and kneel in small niches in the wall, 
  small stone bowls standing before them. 
  Their depressions contain ancient grease 
  mixed with soot, the remains of old fires. 
  The paintings on the wall are much more 
  vivid and almost completely intact: they 
  depict grinning man-apes with sloping 
  brows, clad in rich clerical garments. In the 
  far end of the hall, there is a sort of altar 
  stone supporting a large four-legged 
  golden bowl. The bowl’s monetary value is 
  close to 7000 gp, and it is magical – after 
  the blood of two medium humanoids is 
  poured inside, it functions as a crystal ball. 
  Unless previously encountered and slain, 
  the characters come face to face with the 
  “High Priest” and Ooi the “Ape God”, 
  the terrible entity from the primordial eras! 
  Ooi appears as an enormous four-armed 
  gorilla with burning eyes that hint at a 
  malignant intellect. 
   
  Ooi the Ape God: HD 10+10; hp 80; Spd 
  40/40 Climb; AC 17; Atk 4*claw 1d8 and 
  bite 2d6; SA rending, smite good; SQ ½ 
  damage from fire and cold, spell resistance 
  12; AL CE; SV P, M. 
  Rending: if Ooi hits with at least two 
  claws, he inflicts an additional 2d8 points 
  of damage. Since he possesses four arms, 
  he can do so twice per round if lucky. 
  Smite Good: once per day, +5 damage 
  versus goodly aligned beings. 
   
  Ooi may only be gotten rid of for good if 
  his heart is cut out after being put to rest, 
  or the body is burned to ashes. Otherwise, 
  he returns to life in 48 hours, fully 
  rejuvenated. 
   
  e. – Crypt of the Lesser Priesthood: 
  Ancient, desiccated and blackened bodies 
  are propped against the walls of this room. 
  The bodies are a repulsive combination of 
  ape and man – sloping forehead, deep-set 
  eye sockets and prominent jaws. All in all, 
  there are 23 preserved mummies here, all 
  clad in mouldering rags and decorated with 
  cheap, gaudy golden jewels. Some of them 
  wear wooden masks. The jewels are worth 
  20 gp per mummy, but disturbing the dead 
  is perilous: this also disturbs a dust 
  carrying Mindfire (Con save, incubation 
  period 1 day, 1d4 Int per day). If the high 
  priests in room g. are animated, so are the 
  members of the lesser priesthood. They are 
  shambling zombies and shuffle forward to 
  slay the defilers, spreading the plague as 
  they move. 
   
  Zombies (23): HD 2d12; hp 13 avg; AC 
  12; Atk slam 1d8; SA disease (mindfire, as 
  above); SQ slow; AL N; SV P. 
  Slow: never gains initiative, always acts 
  last in any given round. 
   
  f. – Ooi’s Crypt: Formerly the resting 
  place of the Ape God, the lid of the giant 
  sarcophagus is cast aside and broken. 
  Dozens of niches contain piles upon piles 
  of polished half-human skulls: as with the 
  degenerates, they are half man and half 
  animal, with filed teeth. A search of the 
  room uncovers a chisel and a heavy 
  hammer left lying in a corner. 
   
  g. – Crypt of the Greater Priesthood: 
  This round, domed vault is the resting 
  place of the five ancient high priests. In the 
  middle of the room, a thick stone wheel 
  rests on a low dais – its surface is 
  decorated with irregularly placed (?) radial 
  grooves meeting in a round depression. 
  The bodies of the high priests stand by the 
  wall as the underlings did below; however, 
  the ragged green and crimson garbs are 
  much richer, and each mummy is 
   
  10
  
   
   
   
  
   
  bedecked with crude but plentiful gold 
  jewelry worth 200 gp each. One of them 
  has a heavy gold chain around his neck, 
  from which hang largish golden globes. 
  These mummies are in better shape, 
  smelling of the sweet odour of preservative 
  resin. If any of them is bothered, all five 
  animate! 
   
  Mummies (5): HD 6d12; hp 24, 47, 45*, 
  40, 43; Spd 20; AC 17; Atk slam 
  1d12+mummy rot; SA fear, mindfire, 
  mummy rot; SQ weapon resistance (1/2 
  damage, none from non-magical weapons), 
  fire vulnerability (+1 damage per dice and 
  see below); AL CE; SV P. 
  Despair: upon animation, everyone within 
  sight must roll a Cha save or stand 
  paralysed for 1d4 rounds. 
  Mindfire: as above, but with a TN of +2. 
  Mummy Rot: Supernatural disease—slam, 
  Con save. A character affected by mummy 
  rot may not be affected by magical healing. 
  For long term effects, see the M&T. 
   
  The golden chain worn by the mummy 
  marked with the asterisk (*) is a necklace 
  of fireballs with one 6d6, one 4d6 and two 
  2d6 
  missiles. 
  The 
  mummy 
  doesn’t 
  normally use this item, but if it suffers but 
  a single point of fire damage, the necklace 
  must roll a saving throw (having a +7 
  bonus). On failure, all four missiles 
  detonate. Everyone within the chamber 
  (including the mummies) suffers 14d6 
  points of fire damage, successful Dex save 
  halves (TN +6). Those standing on the 
  upper one third of the stairs suffer 6d6 
  points, TN +4, but even if this is 
  successful, they stumble over backwards 
  unless a TN –2 Dex check is made, 
  suffering 2d6 additional points of damage 
  and landing in the midst of the zombies 
  downstairs. 
  Apart from the gold and the necklace, one 
  mummy has a clerical scroll (dispel good, 
  slay living). The scroll may not be 
  recovered if fire is used in this battle. 
   
   
  7. Calm Valley 
  The small valley may only be approached 
  by way of a narrow ravine, whose sides 
  appear exceptionally unstable, but are in 
  fact perfectly safe. Protected from the 
  winds and the weather, a small glade here 
  has a shrine dedicated to Emoré, a pool of 
  clear water and a gnarled, stunted little 
  fruit tree. The tree bears five round, pale 
  orange fruits. Each bestows +2 Intelligence 
  and Wisdom for 1d6 hours. The fruits 
  grow yearly. The seeds resemble those of a 
  peach, 
  and 
  like 
  al-Astorion’s 
  other 
  creations, can only be planted under 
  specific conditions: an open place with 
  ample sunlight but completely free of 
  winds. 
   
  8. Bath 
  Several deep footprints are found in the 
  mud by the stream. By day, there is a 20% 
  probability 1d6+2 psionic apes are bathing 
  in the shallow waters. 
   
  Psionic Apes (1d6+2): HD 5; hp 23 avg; 
  Spd 30/30 Climb; AC 14; Atk 2* claws 
  1d6 or bite 1d8; SA psionic strike; AL CE; 
  SV P, M. 
   
  9. Stone Road 
  This is the continuation of the narrow stone 
  road. The winding path is well maintained 
  and looks like it had been renovated at one 
  time (indeed, al-Astorion took good care of 
  it until his mind faded). Here and there, 
  low stone platforms on the roadside 
  support squat basalt idols. 
   
  10. The Flaying Tree 
  Two major paths converge in this large 
  clearing. In the middle, there rises a low 
  mound with a huge, evil-looking tree. 
  Although only twenty years in age, it has 
  surpassed the size of many ancient oaks. 
  Its bark is blood-red and black, and deep 
  cuts on the trunk weep with dark, 
  blackened resin. Veils of thin, flayed tree-
  bark hang from some younger branches, 
  and it seems as if rotting skins were 
  hanging from others… The large, leathery 
   
  12
  
   
  leaves are deep purple, the bunched fruits 
  vivid crimson. The heaps lying by the 
  trunk happen to be bloody, formless 
  masses, remains of the tree’s victims – 
  surrounded by clouds of buzzing flies. 
  There are also a few scattered, rusting 
  swords and a broken helmet at the foot of 
  the mound. 
  The flaying tree would have been al-
  Astorion’s most ambitious creation, a tree 
  whose shade would grant a meditating sage 
  dreams of divination. These plans went 
  wrong when the blood of a dying tiger fell 
  on the sapling’s soil, and the resulting 
  horror developed an evil intellect and 
  twisted hatred. Its fury is such, that if a 
  living being comes close, it slashes it 
  beyond recognition with bladelike leaves 
  and flays the dead or dying body with 
  clinical precision. The plentiful energies in 
  all the shed blood have only enhanced its 
  rapid growth. The tree’s creator couldn’t 
  check this development, and in fact had to 
  abandon efforts to turn this part of the 
  valley into a fertile paradise. 
  Fortunately for passers-by, the tree sleeps 
  80% of the time and may be easily 
  avoided. 
  If 
  awake, 
  it 
  is 
  able 
  to 
  communicate with murmuring leaves, 
  demanding bodies or blood sacrifice for 
  passing through or partaking of its fruits. It 
  breaks the resulting promise 20% of the 
  time, interpreting the command to “bring 
  the bodiessss before meee” as one that 
  includes the “bodies” doing the bringing! 
  In combat, the flaying tree slashes with its 
  leaves, which it can do in any direction, 
  but with only four limbs per quarter. If 
  pressed, it can uproot itself and follow the 
  enemy, but seldom chooses to do so unless 
  absolutely necessary. Dense wood slows 
  movement to 10’ per round. 
   
  Flaying Tree: HD 7d10+10; hp 64; Spd 
  20; AC 20; Atk 8*+7 sharp leaves 1d8; SQ 
  regeneration 5 hp/round, ½ damage from 
  piercing weapons, fire vulnerability (fails 
  all 
  saves 
  vs. 
  magical 
  fire), 
  smoke 
  vulnerability (must save or fall asleep); AL 
  CE; SV P. 
  The 
  fruits 
  are 
  bunches 
  of 
  berries 
  resembling 
  grapes 
  (14 
  bunches 
  are 
  available). Consumption results in a state 
  of disorientation, during which the victim 
  becomes gullible and easily controlled (TN 
  +7 Constitution save negates). The tree’s 
  resin (16 doses) may be brewed into a 
  balm healing 1d6+6 hp per application by a 
  skilled herbalist. Another tree may be 
  brought up only if the seeds and sapling 
  are regularly fed by the blood of 
  carnivorous beasts or humans, the more 
  belligerent the better. 
   
  11. The Wool-Tree 
  Another 
  abandoned 
  experiment: 
  this 
  diminutive tree is like birch with white, 
  hairy prunes growing all over the branches. 
  The developed growth, when harvested, 
  produces a woolly substance fit for the 
  choosiest weaver. The small seeds are 
  plentiful and easy to plant. 
   
  12. Incline 
  The 
  steep 
  mountain 
  trail 
  is 
  very 
  treacherous and narrow at this stretch; 
  some sections were destroyed by landslides 
  and flooding.  Two successful Dex checks 
  are necessary to go further. Failure results 
  in 3d6 points of falling damage. 
   
  13. Outlook: Altar of the Iron God 
  The 
  elevated 
  vantage 
  point 
  in 
  the 
  mountains allows one to observe the whole 
  valley and the position of most individual 
  locations, provided they are large enough 
  for the naked eye: the waterfall to the west, 
  caves to the northwest and northeast, a 
  wide pasture and the mountain lake (with 
  the island and the metal-topped tower in its 
  middle), not to mention the cycloptic 
  hanging garden overlooking the eastern 
  woods. 
  The jungle-road also ends at this location, 
  with an old, carved slab. Old runes cover 
  the surface of the granite table (TN +2 Int 
  check to decipher): they praise Tazpaxol, 
  the terrible and mighty God of Iron. Once, 
  pilgrims thronged to visit the site and 
  perform sacrifices. In our day, pilgrimage 
   
  13
  
   
  site and deity are both lost to human 
  knowledge, although the Judge may impart 
  some made-up details upon a PC who 
  knows enough history. 
  Upon offering a superior or magical piece 
  of iron, lightning strikes from the skies, 
  claiming this offering in a peal of thunder. 
  A character who has sacrificed thus earns 
  the favour of Tazpaxol, with the following 
  results based on the nature of the offered 
  item: 
  - weapons: within one year, if the character 
  is locked in mortal combat with a superior 
  foe, his weapon strikes and automatically 
  inflicts double damage. 
  - armour, shield or any other item: the 
  following weapon which would inflict a 
  mortal blow upon the PC must roll a save 
  vs. Constriction (Str) or shatter instead of 
  inflicting harm. 
  Superior items confer these blessings for 
  one time, whereas magical items increase 
  this by one additional time per “plus” or 
  special power. Mundane items are not 
  accepted. 
   
  14. Stone Pits 
  Four very deep, circular pits found in the 
  forest are the results of an ancient 
  catastrophe. Each one has a 20’ diameter 
  (the upper part widens to 30’ to 40’ as a 
  funnel). Two are 40’ deep, one is 60’ and 
  one is 120’. 
   
  a. (40’): The bottom is covered with fallen 
  rocks and lush green plants growing in the 
  cracks. 
   
  b. (40’): As above, but 19 stirges nest 
  among the plants. 
   
  Stirges (10): HD 1d6; hp 4 avg; Spd 10/40 
  Fly; AC 16; Atk proboscis 1d3 hp plus 1d4 
  blood drain per round; SA blood drain (12 
  hp max); AL N; SV P. 
   
  c. (60’): This pit widens to 30’at the 
  bottom. A small “lake” hidden here is 
  surrounded by thick undergrowth… plants 
  with vines and black berries. Assassin 
  vines! 
   
  Assassin Vines (4): HD 5; hp 15, 32, 22, 
  27; Spd 0, AC 15; Atk vines 1d8+grab; SA 
  squeeze; 
  SQ 
  fire/cold 
  resistance 
  ½, 
  camouflage; AL N; SV P. 
  Grab/Squeeze: an opponent hit by a vine 
  must 
  roll 
  a 
  Str 
  check 
  to 
  avoid 
  entanglement. Entangled opponents take 
  automatic damage each round until they 
  breek free 
  Camouflage: surprises on 1-7 on 1d8. 
   
  d. (120’): The fourth pit is the deepest of 
  them all. The lower reaches are as cold as a 
  cellar, and equally damp. Even sunlight 
  can barely illuminate this place: the gloom 
  is constant, even at noon. The walls are 
  curiously glassy, black in colour and slick 
  from moisture. On a huge rock pile, 
  covered by the leafy plants, there lie 
  deformed, once painted and nailed metal 
  sheets… the remains of a fallen starship. If 
  one takes the time to thoroughly examine 
  the weird wreckage, a miniature hexagonal 
  metal block hanging from a fine, now torn 
  golden chain is found. This “key” unlocks 
  the Tower of Ladgloun (17.). 
   
  15. Cave II. – the Tiger, the Valley and 
  the City 
  The expansive cave system opening from 
  the southeastern part of the valley is 
  dangerous for three reasons. An old 
  smilodon (sabre-toothed tiger) has made a 
  lair in the entrance cavern, hunting at night 
  but usually present during the day. An 
  isolated, narrow valley – really a long 
  crevasse – is the site of a wizard’s burial, 
  empty of a corpse but still dangerous. 
  Finally, an underground corridor leads to 
  and beyond the cavern city of the debased 
  deep ones, monstrous beings in the service 
  of eldritch deities. 
   
  a. Sabre-toothed Tiger: The tiger’s lair 
  and the entrance cavern is well illuminated 
  and clean. The light comes from a circular 
  hole above where the ceiling gave away. 
   
  14
  
   
  Vines hang from this opening. Otherwise, 
  the grotto is merely 15’ tall. The sole 
  inhabitant of the cavern is the smilodon, 
  an ancient and cunning specimen. There is 
  a 60% probability it is here by day, but 
  only 30% it is found at night. If the beast is 
  out, it is hunting and returns in 1d12 hours. 
  If it senses intruders have been in the lair, 
  it waits for them in hiding. The smilodon 
  was once wounded by adventurers, which 
  makes it enraged and particularly ferocious 
  when 
  fighting 
  against 
  humanoids 
  – 
  receiving a +2 bonus to attacks. 
   
  Smilodon: CR 5; HD 8+5; hp 40; AC 14; 
  Atk 2* claws 1d6 and bite 2d6; SA 
  additional rear claw attacks for 2d4 each if 
  both paws hit; AL N; SV P+2. 
   
  b. Lake: The shallow (5’ deep) lake is ice 
  cold, being fed by a narrow underground 
  stream from the north. Characters who 
  wade in the deeps take 1d6 points of 
  subdual 
  damage 
  each 
  minute 
  from 
  hypothermia. This damage is regained if 
  warmth is made available. The northern 
  passage gradually rises while the stream by 
  its side doesn’t – the initial height 
  difference grows to 20’ by the time d. is 
  reached. 
   
  c. Cascade: This is where the cavern 
  stream emerges, and plummets 10’ before 
  reaching the ground. Its sound is loud 
  enough to be heard from 500 metres. 
   
  d. Old Bridge: The chamber is a watery, 
  wet grotto. An underground lake fills it 20’ 
  below the ledge the characters enter from – 
  this body of water is inhabited by sightless 
  fish and cave newts. An old bridge arches 
  over the churning waters, its thick planks 
  made of wet but intact wood, with pylons 
  of carved stone. The writhing patterns on 
  the pylons arouse a feeling of uncertain 
  wrongness. The stones are magical but 
  there is no apparent effect (if detected for, 
  tell this to the players as matter-of-factly as 
  possible). Destructive spells cast on the 
  bridge are reflected on their caster. 
  Multiple exits leave the grotto. The 
  majority of the water leaves eastwards, but 
  after a few meters, it plunges underneath a 
  ledge and vanishes underground, only 
  emerging at area 18. The northern passage 
  is approximately 900’ (300 m) long, and 
  finally terminates in a hidden open-air 
  crevasse (e.). To the west, the water comes 
  closer and closer to the level of the ledge, 
  until they are once more at the same height 
  after some 300’ (100 m). The path is 
  underwater thereafter. Characters who 
  wish to go further must wade hip-deep in 
  the cold stream (breast-deep for small 
  characters), which inflicts 1d6 points of 
  subdual damage per minute unless some 
  useful protection is employed. Finally, 
  after a total length of 450’ (150 m), the 
  passage terminates in a huge natural vault, 
  location f. 
   
  e. Ladgloun’s Final Rest: Ladgloun the 
  wizard, who once inhabited the tower on 
  the lake (17.) built his elaborate burial 
  crypt here, and also deposited magical 
  items 
  to 
  accompany 
  him 
  to 
  the 
  Netherworld. Ironically, although he had 
  later discovered a much more preferable 
  alternative to death, his demise came here 
  in the form of a carnivorous plant. 
  The crevasse containing the crypt is only 
  20’ wide and 100’ long. Its walls are very 
  high, contributing to a shady, gloom-
  shrouded atmosphere with an earthy smell 
  mingling with the crazed aroma of 
  enormous flowers and wide-leafed plants 
  of 
  giant 
  proportions. 
  The 
  enormous 
  flowers belong to a venus flytrap marked 
  with an asterisk on the area map.  
   
  Venus Flytrap: HD 6; hp 27; Spd 0; AC 
  14; Atk bite 2d6+grab; SA grab, scent, 
  pollen cloud; AL N; SV P. 
  Grab: an opponent hit by the monster must 
  roll a Str check to avoid being caught in its 
  toothy maw. Once caught, the flytrap 
  inflicts automatic damage every round. 
  Scent: due to the alluring scent of the 
  monster, all within 30’ must roll a Con 
   
  15
  
   
  save or fall in a dreamlike state and walk 
  towards the flowers. 
  Pollen Cloud: once per day, the plant can 
  emit a cloud of pollens covering a 10’ 
  radius area. The pollens are poisonous – 
  Con save, damage 2d6 hp/2d6 hp. 
   
  The crevasse ends in a rectangular marble 
  hall. Short stairs lead up to a pleasant 
  columned space with marble benches 
  overlooking the flowers, whispering wind 
  and a simple alabaster sarcophagus. 
  Animals are unwilling to enter this place 
  on their own and remain nervous while 
  inside. 
  The sarcophagus, carved with gentle 
  bucolic 
  scenes, 
  bears 
  the 
  following 
  inscription: 
  “LADGLOUN’S 
  FINAL 
  REST”. If someone touches the stone, a 
  deep groan from beyond the grave emerges 
  and (if the intruder perseveres) two 
  transparent apparitions materialize. Both 
  are regal, wizened old men in the 
  fashionable and expensive, yet ragged 
  clothes of local royalty. One of them 
  intones in an emotionless, hollow voice: 
  “We are the kings of Nisir. Our empire lies 
  in ruins, our garments are but tatters and 
  our crowns worthless junk, all because we 
  have opposed LADGLOUN. Depart in 
  peace or share our vigil!” 
  The spectral images are illusionary, but 
  this is rather hard to verify. If the 
  characters don’t leave or disbelieve them, 
  they attack. 
   
  Spectres (2): CR 7; HD 7d12; hp 28, 34; 
  Spd 40/80 fly; AC 18; Atk touch 
  1d8+energy drain; SA energy drain (2 
  levels); SQ +1 or better to hit, illusion; AL 
  LE; SV M. 
  Illusion: since the spectres are mere 
  mirage, they are not powerless in sunlight, 
  can’t be turned – and it is not they who 
  bother animals here either. 
   
  If the spectres are done away, and someone 
  lifts the lid of the sarcophagus, the second 
  trap is also activated: 
   
  Horrendous Freezing Trap: TN +6 Cha 
  save or victim is frozen solid. On a 
  successful save, the damage is 3d8 hit 
  points. 
   
  There is no body in the sarcophagus, only 
  two items: a rod of wonder (it is shaped 
  like a wand and possesses 27 charges) and 
  a ring of rainbows. The ring, which may 
  only be used by wizards, calls into being a 
  shimmering 
  rainbow 
  bridge 
  of 
  the 
  preferred 
  dimensions 
  on 
  a 
  verbal 
  command. The bridge may not be larger 
  than 4 metres by 100 metres. It persists for 
  an hour and a minute, and the ring has five 
  charges – it may not be recharged. 
   
  f. Temple of the Great Old Ones: If the 
  characters desire an early demise, this is 
  the place to find it! The large underground 
  grotto is mostly occupied by a still lake. 
  On the further shore stands an ancient, 
  megalithic 
  temple 
  complex 
  in 
  the 
  Preatlantic style, built from polished black 
  blocks without any sort of mortar. 
  The greatest building is a half-submerged 
  stepped ziggurat, whose mirror-smooth 
  side is decorated with stone reliefs. These 
  are writhing geometric patterns on one 
  hand, and the vast portrait of a humanoid 
  monstrosity on the other – the head of the 
  curious entity bears resemblance to a 
  cephalopod with uncounted tentacles; it 
  has six malignant eyes and strong arms 
  also. Only half of the monumental display 
  is visible, however, as the parts below its 
  breast are under water. Intense fire burns in 
  a sizeable stone vessel atop the pyramidal 
  ziggurat, the unnatural green lights casting 
  a pallid hue on the entire scene. 
  There are multiple smaller buildings 
  behind the pyramid: these form an unified 
  whole with several small windows but only 
  one entrance preceded by steep stone 
  stairs. Another stair leads up to a much 
  smaller edifice far behind and above the 
  lower complex. 
  The temple complex was erected by the 
  deep ones, servitors of the Great Old Ones.
   
  16
  
   
   
   
   
   
  17
  
   
  These 
  large-headed 
  subterranean 
  reptile/frog-beings are unreservedly hostile 
  to everyone but their own degenerate kin. 
  They are statistically equivalent to river 
  trolls save for their inability to regenerate. 
  They are largely too stupid to accomplish 
  complex tasks, but the “priests” (whose 
  powers are in fact arcane) are equal to an 
  intelligent human. There are a total of 37 
  deep ones, two priests and one high priest 
  in the grotto. In case of combat, the deep 
  ones don’t employ delicate tactics, instead 
  attacking opponents from underwater. 
  When accompanied by a “priest”, however, 
  they are capable of flanking, feints, faked 
  retreats and so forth. 
  A few boulders in the cave are sufficiently 
  large to conceal a normal party from the 
  otherwise inept guards. A single guard 
  appears every hour to check the flame on 
  top of the ziggurat – if the characters don’t 
  make a loud noise or don’t use light on 
  their own, there is only a 5% probability of 
  discovery.  Moreover, every 20 hours, a 
  procession appears at the gate of the 
  temple complex; headed by the high priest 
  and followed by two underlings and six 
  additional deep ones, they proceed to the 
  first level of the ziggurat by way of the 
  back stairs and spend a full hour 
  performing sacrifices to the Great Old 
  Ones (the ritual is accompanied by a great 
  deal 
  of 
  chanting 
  and 
  inarticulate 
  screaming, as well as calling on strange 
  gods in the Preatlantic dialect). Once 
  finished, the group returns as they came. 
  As the party enters the vault, the next ritual 
  will start in 1d20 hours. 
  The waters of the lake are deep, very deep 
  – they lead to the abysmal underworld of 
  the deep ones. This location should be 
  detailed by the Judge if necessary. 
   
  g. Ziggurat: There is only one chamber 
  within the great step pyramid; a “sanctum” 
  surrounded by monolithic stone slabs. The 
  sole furnishing is a 2 m diameter stone 
  wheel resting on a 1 m pedestal. The stone 
  is black with chaotically meandering 
  purple veins. It is covered in antediluvian 
  and worn reliefs of an open eye in an eight-
  pointed star, with writhing tentacles 
  reaching outwards. 
  Even mere sight of the slab awakens an 
  uncertain feeling of wrongness. If someone 
  looks into the eye and concentrates, he 
  must roll a TN +8 Int save or immediately 
  and permanently go insane from the sight 
  of foreign and inhuman dimensions. If the 
  saving throw is a success, however, his 
  mind can wander these strange realms 
  freely, learning strange and terrible things 
  within the blink of an eye. 
  A wizard or illusionist looking in the eye 
  can memorize spells he is unfamiliar with 
  – replacing his own with any spell of equal 
  or one higher level (a total of 1d6+2 may 
  be so replaced). If he possesses a spell 
  book, the formulae may later be scribed 
  with a successful Int check, TN equal to 
  the spell level. (Obviously, the deep ones 
  gain spells the same way, except they are 
  unaffected by the madness.) 
  Clerics age 2d6 years if they are good, 1d6 
  years if they are neutral and gain +1000 
  experience points if they are evil. 
  Any character, including non-spellcasters, 
  who rolls at least +4 above  the TN gains 
  the limited ability to employ a psionic 
  strike. The ability works once per day with 
  a 20’ range, affecting one individual, who 
  must roll an Int save (TN= +½ character 
  level)  or be stunned for 1d4 rounds. 
  It is possible to destroy the altar using +3 
  or stronger weapons, a holy word or 
  similar powers. No matter how the attempt 
  goes, 
  the 
  Guardian 
  of 
  the 
  slab 
  immediately makes an appearance. This is 
  a formless mass composed of rubbery 
  black material forming a great, palpitating 
  saclike 
  body 
  crowned 
  by 
  arm-thick 
  tentacles. Statistics resemble those of a 
  shambling mounds with a few key 
  differences. 
   
  Guardian: HD 8+5; hp 41; Spd 20/30 
  swim; AC 20; Atk 4*tentacles 2d8+grab; 
  SA squeeze; SQ spell resistance 7, 
  electricity and mind effects immunity, ½ 
  damage from fire; AL NE; SV P, M. 
   
  18
  
   
  Squeeze: if the Guardian grabs an 
  opponent (Str check), it can squeeze each 
  round for automatic damage. 
   
  h. Hall: The hall of the vast temple is 
  wrought from polished, soot-black stones. 
  Pillars are 20’, the reliefs on the walls 
  chaotic and smooth from humidity. Like in 
  all other rooms of the building, sounds are 
  strangely distorted, as if they were 
  resounding from a bottomless pit. Light is 
  reduced to ½ strength; ranged attacks 
  beyond a 5’ range are at –2 to hit. 
   
  i., j. Deep Ones: there are nine deep ones 
  in room i. and five in room j. 
   
  Deep Ones (14): HD 7+6; hp 33 avg; Spd 
  30’/40’ swim; AC 16; Atk 2*claws 1d4+4 
  and bite 2d6; SA rending; AL CE; SV P. 
  Rending: a deep one who successfully hits 
  with 
  both 
  claw 
  attacks 
  inflicts 
  an 
  additional 2d6 damage that round. 
   
  k. Hidden Chamber: The small recess 
  may be approached through two secret 
  doors (they open by pressing a carving in 
  the wall). Ghostly blue light peers from the 
  thick darkness, coming from a floating 
  glass ball the size of a human head. Next to 
  the water-green globe, there is a curled-up, 
  naked human body, his whole cadaver 
  transformed into some hardened glasslike 
  substance. Two yellow-green metal rods, 
  each one meter in length, lies by the 
  bizarre fossil. The globe may be smashed 
  (16 hp), freeing the light within: 
   
  Will-o-Wisp: HD 9; hp 40; Spd 50’ fly; 
  AC 28; Atk touch (ignores armour) 1d6 
  Str; SA strength drain; SQ spell immunity; 
  AL CE; SV P, M. 
  Strength Drain: a character fully drained 
  by the wisp is glassed, forever gone. 
  Spell Immunity: the creature may only be 
  affected by magic missile, maze or 
  protection from chaos/evil. 
   
  The metal rods in the chamber may be 
  forged into one +2 sword or 25 +2 arrows 
  each; together, they are enough for a +2 
  large metal shield. Each is valued at 3000 
  gp on the market. 
   
  l. Side Building: The further end of the 
  small hall is occupied by an upright one-
  and-a-half men tall stone wheel. Its black 
  surface is covered in radial, irregularly 
  placed grooves meeting in a central hub 
  (circular depression). Each groove runs 
  through a number of smaller circular 
  depressions, also irregularly appearing. 
  This relic resembles the wheel found at 
  6.g., except it is of superior design. The 
  purposes are unknown and it radiates no 
  magic. 
   
  m. Hall: The low hall has an arched 
  ceiling 10’ above ground. Two statues 
  standing by the stairs down depict robed 
  deep ones, mouths open and full of teeth. 
   
  n. Deep Ones: another seven deep ones. 
  There are five platinum disks in one corner 
  of a smaller chamber. Each one is worth 
  150 gp, being palm sized and studded with 
  elaborate patterns. 
   
  Deep Ones (7): hp 33 avg. 
   
  o. Hall: Squat columns and alcoves – they 
  contain empty, ancient stone amphorae. 
   
  p. Hall of Columns: These chambers are 
  brighter than those on the lower level, but 
  still solemnly gloomy. The light streaming 
  in the tall, narrow windows is unnaturally 
  sharp (and much more strong than it was 
  outside!), with extreme contrasts - ranged 
  attacks beyond a 15’ range are –4 to hit. 
  Unless the party took great pains to 
  proceed silently up to this point, this is 
  where they waltz into the greeting party of 
  the deep ones lead by the clerics. Six are 
  hiding behind the columns (surprising 
  opponenets 1-6 on 1d8) and they attack 
  from all directions. The lesser priests cast 
  darkness and fog cloud from the back, but 
  hurry towards the room maze if the 
  slightest danger presents itself. Their 
   
  19
  
   
  primary purpose now is to assess intruder 
  strength, and let the troops here soak up 
  spells before the final confrontation. 
   
  Deep Ones (6): HD 7+6; hp 20 each; Spd 
  30’/40’ swim; AC 16; Atk 2*claws 1d4+4 
  and bite 2d6; SA rending; AL CE; SV P. 
  Rending: a deep one who successfully hits 
  with 
  both 
  claw 
  attacks 
  inflicts 
  an 
  additional 2d6 damage that round. 
   
  Also note that contrary to how it may 
  seem, the windows from the inside don’t 
  open outside. That much should be evident 
  from the unnatural light. If someone takes 
  the pains to climb up to one narrow gap, it 
  becomes apparent that he looks outside to 
  nothing – open air stretching everywhere, 
  and a bottomless abyss underneath. The 
  source of the light is an immense green sun 
  obscuring the horizon. Venturing out to 
  explore is a death sentence, and radiation 
  will finish the curious in 2d6 minutes. 
   
  q. Labyrinth: These rooms and corridors 
  form a maze with the occasional stone bier 
  (for sleeping) and wall reliefs. The walls to 
  the south let in light, but everywhere else is 
  dark. The ten deep ones in the labyrinth 
  are lead by the high priest and two 
  attendants. 
  They 
  know 
  this 
  place 
  perfectly, using their knowledge to employ 
  back 
  or 
  side 
  attacks, 
  hit-and-run 
  manoeuvres, pick off individual characters 
  or catch the enemy surrounded. The lesser 
  priests occupy the party while the high 
  priest and the others slaughter them. Spells 
  marked with a + are cast right before the 
  battle is joined. 
   
  Deep Ones (10): hp 33 avg. 
   
  Deep One “Priests” (2): HD 7+6; hp 35, 
  40; Spd 30; AC 16; Atk obsidian 
  sacrificial dagger +1 1d4+1 or 2*claws 
  1d4+4 and bite 2d6; SA cast spells as 4th 
  level wizard, rending; AL CE; SV M. 
  Spells: 0:4; 1:3; 2:2; 0: dancing lights*2, 
  light, ghost sound; 1: charm person*2, 
  protection from good+; 2: #1 fog cloud, 
  darkness; #2 darkness, protection from 
  arrows+. 
   
  High Priest: HD 9+10; hp 44; Spd 30; AC 
  16 or 18 with shield; Atk obsidian 
  sacrificial dagger +1 1d4+1 or 2*claws 
  1d4+4 and bite 2d6; SA cast spells as 6th 
  level wizard, rending; AL CE; SV P, M. 
  Spells: 0:5; 1:4; 2:3; 3:2; 0: detect 
  magic*2, light*2, mage hand; 1: shield+, 
  unseens servant, burning hands*2 (flames 
  are greenish and leave black marks on the 
  flesh); 2: invisibility, protection from 
  arrows, see invisibility; 3: dispel magic, 
  fireball. 
   
  r. Hidden Treasure Chamber: The small 
  chamber hidden within the maze of many 
  small rooms and corridors is closed by a 
  secret door with an arcane lock. There is a 
  minor “keyhole”, a barely detectable 
  pentagonal depression in the wall: it opens 
  with a similarly shaped metal stick hanging 
  from the high priest’s neck. The treasures 
  of the deep ones are within! This includes 
  a +3 dagger forged from tung, a metal 
  alien to our world (it is impossible to 
  destroy in any known way), a staff of fire 
  with 38 charges, a +2 armour of rage 
  (beaten bronze, ugly and strange patterns) 
  and a periapt of foul rotting. 
   
  16. The Field: Wild tropical flowers with 
  an intoxicating aroma, vines and creepers 
  and waist-high grass covers the gentle 
  slopes. From all points of this open space, 
  someone can see the mountain lake and the 
  small tower on its island. Its steel peak 
  glitters in the sunlight like a spear point! 
  The perfectly intact structure is surrounded 
  by a number of ruins in a dilapidated state. 
  Although idyllic, the field isn’t completely 
  safe: the northern part is inhabited by 
  green carnivorous minisaurs, who also 
  venture beyond the stream on occasions 
  and are thus encountered at that location 
  too, mostly rollicking in the mud. Every 
  hour spent in the field, there is a 1:8 
  chance to the south and 1:4 to the north 
  3d6 of these miniature horrors attack (4d6 
   
  20
  
   
  to the north). The lizards live in passages 
  resembling rabbit burrows; a total of 50 
  dwell in al-Astorion’s valley. They rush 
  opponents from all directions, preferably 
  growing for unprotected throats, arms, etc. 
  These ambushes are made all the more 
  easy by the tall grasses. 
   
  Green Carnivorous Minisaurs (50): HD 
  2; hp 9 avg; Spd 30’; AC 15; Atk bite 
  1d6+maul; SA maul, jump; AL N, SV P. 
  Maul: if the minitaur succeeds with a bite 
  attack, it attaches to the victim and 
  automatically inflicts 1d6 points of damage 
  per round. 
  Jump: muscled hind legs allow the creature 
  to leap to a distance of 20’ and attack in 
  the same round as if it were charging (+2 
  to hit). 
   
  a. Statue of Voltagama: The statue of a 
  naked woman stands on a simple stone 
  base. Her hands hold a sheaf of grain. The 
  following words are seen on the base: 
  “BEFORE VOLTAGAMA’S SIGHT IS 
  PURIFIED ALL / WHOSE SOUL IS 
  NOBLE AND WHOSE HEART IS 
  WHOLE / LO, THE PROPHET OF 
  EMORÉ THE GODDESS / POURS 
  SPIRIT 
  INTO 
  THE 
  HOPE-LOST 
  / 
  ANOINTS THE INJURED AND THE 
  WOUNDED OF HEART” 
   
  The humble idol was al-Astorion’s first 
  work in the valley. He carved it in his free 
  hours a long time before his mind was 
  clouded or even before he acquired the 
  ability to do greater works. His goddess 
  rewarded the old hermit by imbuing the 
  statue with a healing ability. If a good or 
  neutral being prostates himself before its 
  sight and says a short prayer asking for 
  healing, Voltagama rewards him with a 
  heal spell. This miracle works only one 
  time on any character. 
   
  b. Tree of Chimes: Even from far away, 
  one can hear the pleasant chiming and 
  resounding music caused by the treelet’s 
  fruits swaying in the winds. The trunk and 
  branches of the tree are brass, the leaves 
  are silver and the fruits are three different 
  types of metal. There are eight copper 
  fruits worth 20 gp apiece, four silver fruits 
  worth 150 gp apiece and two beautiful 
  golden fruits worth 350 gp apiece. The 
  eighteen leaves are 10 gp each. Every 
  branch, leaf and fruit sways and makes 
  pleasant bell-like sounds even in the 
  smallest wind. If someone picks a fruit or 
  leaf without the appropriate precautions 
  (that is, a successful Pick Pocket check), 
  the tree shakes and a hellish cacophony 
  results. This immediately attracts 2d6+10 
  minisaurs from their hiding holes, who 
  have already learned that this is the signal 
  for lunch! Every three rounds, the lizards’ 
  numbers grow by 2d6 until all are 
  defeated. 
  The fruits of the tree are seedless and there 
  is no way to reproduce this musical miracle 
  at any other location. 
   
  17. Ladgloun’s Tower 
  Ladgloun the wizard came to this valley 
  some 400 years before al-Astorion’s 
  arrival. He commissioned salamanders and 
  denizens from the elemental plane of earth 
  to build him an elegant steel-topped tower 
  of outstanding stability, warded from 
  ordinary and extraordinary forms of 
  intrusion. He was well acquainted with the 
  secrets of the valley as they then were: the 
  pleasant calm of a secluded little crevasse 
  to the north (15/e.) had especially 
  enthralled him; in advanced age, he 
  decided to choose this location as the site 
  of his burial and to defend the crypt there 
  with illusions and defensive spells. It was a 
  strange turn of chance which brought him 
  to the remains of a fallen starship in the 
  nearby stone pits; and even more wondrous 
  that he had later deciphered the secrets of 
  the small ceramic tablets lying amidst 
  several other curious items. The decoded 
  text hinted at worlds foreign to our own, 
  and Ladgloun decided to postpone death, 
  instead choosing a lengthy trance so his 
  mind could wander these spheres for a 
  number of centuries. In preparation for the 
   
  21
  
   
  undertaking, and to gain the materials 
  required by the methods he sought to 
  employ, he sold off most of his magical 
  collection, only keeping a small assortment 
  of sentimental valuables. Regrettably, his 
  plans were disrupted once more, as, during 
  a walk in his beloved valley, a carnivorous 
  plant clouded the venerable magic-user’s 
  senses, and devoured him entirely. Since 
  this occasion, the tower has been empty, 
  although undisturbed. 
  Ladgloun’s tower (indeed, the entire 
  island) 
  is 
  surrounded 
  by 
  an 
  anti-
  teleportation field, and the walls of the 
  building are also reinforced to prevent 
  entry or harm in any unlawful way. There 
  are no apparent windows, even, only a 
  single metal door. 
   
  a. Ruins: These are old, crumbling stone 
  buildings surrounding the central tower. 
  Some of the buildings still stand, but others 
  are in various states of collapse, and a few 
  are but formless stone heaps. They once 
  housed the extraplanar architects, hence 
  the “weird” style they were built in. 
  The front door is made of magically treated 
  brass (may not be opened), and the 
  singular distinguishing feature on its 
  polished surface is a knocker in the form of 
  a skull grasping a large ring in the mouth; 
  astute observers may easily note a 
  hexagonal depression as wide as a delicate 
  human finger. The depression is a 
  “keyhole”, which only accepts the key 
  found at area 14/d. A skilful smith may 
  create a duplicate with a bit of work if the 
  proper tools are available, or a master thief 
  could pick it with some difficulty (TN 
  +10). Unsuccessful attempts or imperfect 
  keys result in 2d6 points of electrical 
  damage. 
  The knocker animates on use, inquires 
  about the names and purposes of all 
  present, but finally announces his regrets, 
  as Ladgloun is unavailable, and has been 
  away for the last 300 years. The 
  personality within the skull is highly 
  intelligent (16 Intelligence and Wisdom), 
  and has a taste for philosophy. If the 
  characters show interest, he gladly engages 
  in a lively debate; in fact, if he is 
  impressed 
  by 
  the 
  sufficiently 
  deep 
  knowledge 
  and 
  sharp 
  wits 
  of 
  the 
  participants, he could “make an exception” 
  and open the door. This is a good 
  opportunity for the Judge to test the 
  roleplaying skills and eloquence of his 
  players. 
  The 
  “ultimate 
  dilemmas” 
  proposed by the skull are inconsequential 
  hogwash; e.g. “It is a known fact that 
  parallels do not intersect, but what 
  consequences would result if they did?” or 
  “Assuming that some things couldn’t be 
  imagined to exist, what would be their 
  most probable characteristics? (And if 
  these characteristics are X, why are they 
  unimaginable; after all, they have just been 
  proven to be within our imagination.)” 
  Only well grounded and theoretically 
  sound hypotheses are acceptable. 
   
  b. Entry Hall: The floor and walls of the 
  entry hall are covered in immaculate black 
  and white tiles. Everything is perfectly 
  clean without a single speck of dust. Even 
  the air has a pleasant minty scent. The 
  corridor to the left has racks to deposit 
  clothes, which are arranged and dusted off 
  by unseen servants. 
   
  c. Storage: Spoiled, rotten foodstuffs 
  decompose in stacked crates and sacks. 
  The only things of value in the room are 
  five amphorae of wine – an excellent 
  vintage worth 500 gp per container. 
  Transportation may prove problematic, 
  since the amphorae are bulky and weigh 
  100 pounds each. 
   
  d. Library: The old, slightly wormeaten 
  (although dust-free) oak shelves are empty 
  of books – Ladgloun sold or got rid of 
  almost all. A few interesting works still 
  rest on his writing desks. The five 
  leatherbound booklets are about magical 
  theory, and provide answers to dilemmas 
  in this field if they are consulted (1d4*10 
  minutes, 60% chance of finding an 
  answer). Titles are as follows: “The eight 
   
  22
  
   
  radials”, 
  “Talgamol’s 
  Almanac”, 
  “Mystics”, “Instructional tales from the 
  history of magical philosophy” and “The 
  projection of the Object on the immaterial 
  milieu”. 
  Ladgloun has also left behind a bundle of 
  vellum sheets collectively forming a sort of 
  notebook or journal. The majority is clear, 
  written in a tidy script – these are 
  concerned with mostly mundane matters 
  such as astrological observations, musings 
  on magical theory and daily expenses. 
  Later entries are less collected; it seems 
  Ladgloun wrote them in a hurry. There are 
  vague hints about “strange pits” in the 
  scrawlings, and the “nigh-hypnotic ceramic 
  tablets” found in their depths, which could 
  “open the way to a myriad worlds, each 
  unlike the others”. These passages are 
  followed by a long series of names such as 
  Cirkea, 
  Yith, 
  Aldebaran, 
  Sol 
  and 
  Fomalhaut; many of them described in a 
  few brief sentences. A few examples 
  follow:  
  -“Sfanomoe, a world of ever-present vines 
  and flowers – I have observed a batlike 
  monstrosity as it landed on the ground; in 
  a few moments, the curling, long grasses 
  entangled the avian beast and choked it to 
  death.” 
  -“Xiccarp’s days pass under two suns, one 
  white and one green. At night, they are 
  replaced by a single red orb of enormous 
  proportions. Maaldweb the wizard rules 
  over everything like an omnipotent deity.” 
  -“I couldn’t determine the name of this 
  world. Its entirety is covered by a strange 
  protoplasmic ocean, occasionally forming 
  fantastic shapes on its surface due to 
  unknown forces.” 
  -“This day, I saw a world where only a 
  handful of dwarves still oppose the attacks 
  of the Prince of All Demons. The dwarves 
  did battle against their enemies in a 
  desolate gorge, their five hundred-strong 
  force fighting against several thousand 
  orcs and tower-high shadows with burning 
  eyes. By the time I returned to my 
  observations after the usual meditations, 
  the visions had moved on to yet another 
  dimension, or maybe another area of the 
  previous world. Blackened, soot-covered 
  icebergs, crushed rocks were everywhere, 
  with an occasional grassy patch -- I would 
  like to know what happened to the 
  dwarves, but my attempts to locate them 
  again have resulted in failure.” 
   
  The final sheets are barely legible, as if 
  written in a state of panic – in these, the 
  wizard complains about his mind dulling at 
  a 
  quickening 
  rate. 
  The 
  last 
  entry 
  (surprisingly tidy once more) reads: “All is 
  finished, but not all is lost. It is time to use 
  the long-prepared place for a new purpose 
  – what had once seemed a fantastic folly is 
  now the only rational action left to do.” 
   
  e. Bedchamber: A small, cramped but 
  richly furnished sleeping chamber. The 
  heavy fragrance of spices wafts from a 
  bowl of scented oil over greenish fire – the 
  bowl is occasionally refilled by an unseen 
  servant. Incense holders stand on both 
  sides of a regal bed, and an old, empty 
  hookah (decorative, 70 gp) rests on a large 
  pillow nearby. Refreshments are always 
  available in the form of a filigreed silver 
  bowl (130 gp) always full of tantalizing 
  fruits – as long as it stays within the tower. 
  An ebony chest (100 gp) holds five outfits 
  of clothing, including one with a +2 cloak. 
  A painted linen map and a silver-framed, 
  octagonal ebon-black mirror hangs from 
  the wall. The map details the lands of 
  another world; the mirror is a mirror of 
  exchange, a magical device recovered by 
  Ladgloun. 
  If someone incautiously peers in the 
  mirror, he has to roll a TN +6 Cha save to 
  avoid being replaced by Vitold Vid the 
  Valiant, a knight of some renown. Vid 
  possesses all faults usually found in an 
  aristocrat – from looking down on his 
  “inferiors” through overmuch courage to 
  boasting. He could tell numerous tales 
  about 
  his 
  heroic 
  exploits 
  (which, 
  coincidentally, are true), although they had 
  all 
  occurred 
  some 
  centuries 
  before. 
  Naturally, he outright refuses to look in the 
   
  23
  
   
  mirror again, or concede to be exchanged 
  for the lost character. He happily joins the 
  party, but gets irritated if he can’t lead as 
  he pleases, and leaves once the group is 
  back 
  to 
  more 
  civilised 
  lands. 
  The 
  reappearance of Vid may be trouble for 
  multiple notable families, not to mention 
  the fact that inheritance rights are 
  notoriously silent on the question of 
  magical confinement… 
   
  Vitold Vid the Valiant, male human 
  Knt8: HD 8d10+8; hp 57; Spd 20; AC 20 
  (+8 full plate, +3 large metal shield+1); 
  Atk +7 bastard sword 1d10+1; SQ 
  embolden, demoralize; AL LG; SV Str, 
  Con, Cha; Str 14, Dex 12, Con 15, Int 8, 
  Wis 9, Cha 10. 
   
  The mirror may hold but one victim, who 
  can only be freed by imprisoning another 
  intelligent humanoid. It is very hard to 
  transport due to bulk and fragility (Hp: 16). 
  If the mirror breaks, the character 
  contained within is instantly slain, only 
  brought back by a wish or miracle. 
   
  f. Observatory: From the inside, the 
  tower’s steel cap has the properties of 
  transparent glass, allowing one to observe 
  the sky unhindered. Ladgloun’s telescope 
  lies on a metal tripod; both lenses are 
  broken, but if the heavy apparatus is 
  brought back to civilisation, it may be 
  fixed for 600 gp, or sold for 400. A marble 
  basin by the tripod is always full of clear 
  water with a slight metallic taste. Two 
  other treasures are found in the room: 
  - a booklet bound in grey silk contains 
  tables for astrological calculations and 
  fold-out star maps. A skilled astrologue (a 
  cleric, wizard or illusionist who makes a 
  successful TN +4 Int check) may prepare a 
  horoscope once per month by following 
  the book’s procedures at a given date. The 
  horoscope may concern himself, a chosen 
  character or the party as a whole. The 
  resulting omens are usually vague and 
  challenging to interpret, but always correct 
  – it is a good way for the Judge to pass on 
  hints and “messages” to his playing group. 
  A failed check (whose results shouldn’t be 
  revealed to the player) will provide an 
  incorrect or incomplete pronouncement. 
  - a crystal icosahedron, two of whose 
  sides have round crystalline protrusions 
  which may be pressed; one red, one 
  yellow. The icosahedron is one of the 
  objects Ladgloun found in the starship’s 
  wreckage and kept until his disappearance. 
  On pressing the red button, the crystal 
  shoots a heat-ray (150’ range, 5d8 fire 
  damage, TN +8 Dex save to avoid); 
  pressing the yellow button produces a 
  prismatic ray (as prismatic spray, but 
  opponent can roll a TN +8 Dex save to 
  avoid, 30’ range). The crystal isn’t 
  completely trustworthy thanks to a hairline 
  crack. Using the searing light power more 
  than one time per day, there is a 
  cumulative 10% probability the device 
  explodes – for the prismatic ray, this is 
  20% on initial use and certain on the 
  second. The detonation inflicts 6d8 points 
  of damage within 20’, TN +8 Dex save 
  halves. 
   
  g. Basement: The basement was originally 
  reserved for alchemical and magical 
  experimentation, but most items therein 
  were traded away in Ladgloun’s last 
  months. 
  The 
  sole 
  remnants 
  are 
  a 
  thaumaturgic triangle in the floor, with the 
  stubs of wax candles, a small furnace, two 
  acid-scarred tables and a brass mortar 
  filled with cracked glass. 
   
  18. Cave III. – the Spring and the 
  Sprites 
  The stream’s clear water gushes forth from 
  a large gap in the cliffside – 30’ wide and 
  5’ tall. This spring is fed by the 
  underground lake in the northeastern cave 
  (15/d.). The surrounding area is always 
  wet from the fine spray the cascades 
  produce. It is occupied by a small grove 
  with emerald-green grass and beautiful 
  flowers. A small grotto beyond the gap is 
  filled with several stone columns and 
  boulders standing in a 2’ deep pool. 
   
  24
  
   
  The grove is inhabited by a tribe of 38 
  diminutive sprites, each the size of a little 
  finger. They are completely naked, and 
  glow with an inner honey-coloured light. 
  Their dwellings are nests woven from 
  dried grass in the treetops. They usually 
  hide during the day, only coming out to 
  feast by the spring when the moon is up. 
  Unless they appear dangerous, a few 
  emissaries 
  cautiously 
  approach 
  the 
  characters and beseech them to save their 
  kind from the guardian demon who dwells 
  in the grotto. This beast, as they claim, is 
  “as big as a mountain, and its spittle 
  instantly dissolves any opponent”. It also 
  comes out at night and eats sprites if it can 
  get them. The sprites are deathly afraid of 
  the creature (whom they call “giganticus 
  terriblicus”), 
  and 
  only 
  a 
  thorough 
  questioning may reveal that it is, in fact, 
  much smaller than any of the PCs… 
  In the unlikely case of violence or threats, 
  the sprites flee from the characters and fly 
  back to their nests on their gossamer 
  wings. If they are still harassed there, about 
  half of them rush out towards the attackers: 
  they inflict 1d4+1 damage each as a magic 
  missile, but die in the process themselves. 
  The sprites are highly resistant to magic as 
  well (Spell Resistance 14). 
  The “demon” in the grotto is a water 
  mephit. It hides among the boulders, 
  trying to scare away intruders with its 
  booming voice. If surprised, it immediately 
  casts stinking cloud and jumps into the 
  pool 
  of 
  water 
  while 
  its 
  foes 
  are 
  preoccupied. Otherwise, it tries to bargain 
  with the party, agreeing to any and all 
  demands they may have – of course, unless 
  killed or chased away for good, it is going 
  to return and resume its gruesome habits. 
   
  Water Mephit: HD 3; hp 10; Init +0; Spd 
  30/40 Fly; AC 14; Atk 2*claw 1d3; SA 
  spell-like abilities, summon mephit, breath 
  weapon; SQ regeneration 2/round; +1 or 
  better to hit; AL NE; SV M. 
  Spell-like Abilities: mel’s acid arrow once 
  per hour as a 3rd level wizard; stinking 
  cloud once per day as a 6th level wizard. 
  Summon Mephit: summon one mephit of 
  choice per day, 25% probability of success. 
  Breath Weapon: once every 1d4 rounds, 
  cone of acid 15’, 1d8 damage, Dex save 
  halves. 
   
  If the mephit is slain, the entire company 
  of fae emerge to thank their saviours in 
  high-pitched praise. The small creatures 
  aren’t too intelligent (and mortally afraid 
  of leaving their habitation), but thorough 
  questioning may lead to a few bits of 
  interesting information: 
  - Their patron deity is called Father Fungus 
  Godling the Honeybringer. He is an 
  “omnipotentated” nature spirit who lives at 
  the end of the world on a mountain 
  reaching to the sky. He brought several 
  gifts to the small folk, but stopped coming 
  after an evil sprite stole his bewitched ring. 
  (This curious entity is al-Astorion himself. 
  The tale of the ring is just a fancy tale, 
  though, and inquisitive questioning only 
  leads to confused and contradictory tales 
  about the palace of the evil sprite and her 
  blood-sucking tiger butterflies.) 
  - The great lords of the forest have all been 
  looking for the houses of the sprites, but 
  thankfully couldn’t find them. These 
  shambling hills are the Ravening Bigheads, 
  who serve the Bigheadest Greatling, a 
  monster of legend. (These would be Ooi 
  and his apes.) 
  - Last but not least, if the great heroes have 
  already saved the fairy-folk from this 
  Tyrannical Peril, they could as well slay 
  his brother; Horrendous Hornnose the 
  Trollogre Malevolent. This new danger has 
  only been spotted once thus far, but it 
  proved to be even more cruel than the cave 
  demon: it slew ten sprites with the snap of 
  a finger by turning them and their 
  surroundings into solid ice. He probably 
  lives nearby, since his riotous singing is 
  often heard. (This is Drahibadar the ogre 
  mage from area 21.) 
  Finally, the sprites give a commemorative 
  gift to the characters: a fine drinking cup 
  roughly equivalent to a thimble in size. 
  They may also show their greatest treasure 
   
  25
  
   
  to a particularly friendly company. The 
  “World-Gate” is a “major artifact” leading 
  into another dimension, very similar to our 
  own but entirely different! The “greatest 
  archmages” of the tribe are currently 
  working on getting the portal operational – 
  after all, they had only seen pleasant 
  woods and other sprites there, with no sign 
  of any demons, ravening bigheads or 
  trollogre malevolents. The item in question 
  is a round mirror. 
   
  19. Fire nuts 
  Three stone benches encircle a knotted tree 
  with several thin branches. The tree is 
  similar to walnut in every respect, but the 
  nuts have a ceramic shell (hp 6) and 
  explode for 2d6 points in 5’ when broken. 
  Aside from this minor inconvenience, the 
  interior is edible and sweet. There are 13 
  nuts on the tree; they may be cultivated if 
  the ground of the saplings is regularly 
  sprinkled with sulphurous ashes. 
   
  20. Warning 
  The path to the southeast is marked by two 
  rows of stakes bearing skulls; among them 
  two human ones wearing horned helmets. 
  If someone passes between the skulls, one 
  of the pair speaks: “See, pal, these won’t 
  be getting far either…” to which the other 
  replies: “Sure enough, they don’t look so 
  tough to me. The first Breath of Death 
  would kill half of the bunch, maybe more. 
  And remember when that guy was 
  SQUASHED BY THE CEILING?” 
  The speaking skulls are just a scare – the 
  ogre mage living further on used a scroll to 
  cast magic mouth on the pair of them to go 
  off when a well-armed group approaches. 
   
  21. Cave IV. – The Den of Drahibadar 
  Drahibadar the ogre mage set up his base 
  of operations a year ago in this 20’ by 40’ 
  cavern. He spend most of his time in 
  contemplation and counting his treasure – 
  there is a 15% chance he is out hunting. 
  Drahibadar, 
  though 
  evil, 
  isn’t 
  automatically hostile, although he is 
  always suspicious. Unless attacked on 
  sight, he is willing to parlay, and if 
  convinced of good intentions, he welcomes 
  PCs to a keg of homemade ale. Drahibadar 
  knows a bit about al-Astorion’s past and is 
  familiar with his present state, but hasn’t 
  been to his garden beyond the first level. 
  He is unwilling to go into details, except to 
  note that “it is a dangerous place, where 
  nothing is like it seems” (he was almost 
  killed by the hermit’s peacocktrices one 
  time, and only survived thanks to his stone 
  of good luck).  
  His knowledge on Ladgloun is extensive – 
  he has come here to loot his abandoned 
  tower, but couldn’t bypass the outside 
  door. If he learns the party has been inside, 
  he offers up to 1000 gp for the secret, 
  believing one of the wizard’s spellbooks is 
  still in a hiding place he had once heard 
  about. Alas, the book in question is in the 
  treasury of a salamander lord now, but 
  Drahibadar will suspect the PCs… 
  In combat, the ogre mage is well prepared: 
  he opens with cone of cold, followed by 
  charm person on the strongest and 
  dumbest looking (or sounding!) fighter 
  type. The rest he tries to kill with his 
  sword. If Drahibadar is “slain”, he lets the 
  characters loot his lair, as his regeneration 
  ability lets him return from the dead any 
  time. In this case, he stalks his victims 
  while flying invisibly, and picks them off 
  one by one with his cone of cold or huge 
  longbow. After every successful attack, he 
  returns to his invisible state and waits for 
  another opportunity. As he is calculating 
  and 
  shrewd, 
  he 
  can 
  choose 
  an 
  advantageous ambush point instead of 
  blindly getting himself killed. 
  The furnishings of Drahibadar’s cave 
  consists of a rough goat-legged table, a 
  wooden stool, three barrels of his own ale 
  and a barrel of vinegar, a whole lot of 
  smoked meats, a straw bed and a lantern. 
  Drahibadar also has a display of his more 
  important victims on a shelf, each 
  accompanied by a graven iron plate. In 
  order: “Subrahin the Master Thief”, 
  “Zathold the Strong” (in horned helmet), 
  “Hollengrin the Modest” (wears a golden 
   
  26
  
   
  crown which appears to be 4000 gp in 
  value, but is in fact a 320 gp fake) and 
  “Father Eric”. 
  He keeps his treasure in an iron cauldron 
  by the table, although it is usually spilled 
  on the table as he admires the hoard. 6100 
  sp, 1100 gp and two golden ewers (2*400 
  gp) are found here. His only magical item 
  is a stone of good luck woven into his hair. 
   
  Drahibadar: CR 8; HD 5+5; hp 33; Spd 
  30/40 fly; AC 18 (banded mail); Atk huge 
  two-handed sword +1 2d8+1 or huge 
  longbow 2d6; SA fly, spell-like abilities; 
  SQ regeneration 2/round [also rises from 
  the dead once hp is back to ½ of the total], 
  Spell Resistance 4; AL LE; SV P, M. 
  Fly: the ogre mage can fly for two hours 
  per day through simple concentration. 
  Spell-like abilities: invisibility, darkness 
  and polymorph self at will, charm person, 
  gaseous form, sleep and cone of cold once 
  per day, as a 8th level wizard. 
   
  22. The Garden of al-Astorion 
  This gigantic terraced garden is al-
  Astorion’s 
  home 
  and 
  greatest 
  accomplishment. Probably not even the 
  hermit knows how much of the three levels 
  had he built himself, and how much had he 
  used from the ruins of the ancient past. In 
  any case, the results are beyond mortal 
  measure: three terraces strengthened by 
  cycloptic stone walls rise above the valley, 
  with a height of 90’, 60’ and 45’ 
  respectively. The stairs to al-Astorion’s 
  cave are an additional 30’, for a total 
  height of 225’ or 75 metres. 
  The massive slabs of the repaired walls are 
  supplemented by more recent construction. 
  These additions are much more decorative, 
  but also less durable. Whereas the terraces 
  have weathered untold years, the intricate 
  balustrades are falling into disrepair fast. 
  Large blocks have already fallen along the 
  edges, and the rest of the stonework is just 
  as perilous. Using ropes and grappling 
  hooks, there is a 60% probability of 
  triggering an avalanche of rocks. If the PC 
  fails to pass a Dex save, he suffers 1d6 
  points per 10’ fallen from falling rocks, in 
  addition to the usual falling damage. 
  Although it may look like a good idea on 
  first sight, circumnavigating the garden by 
  levitation and magical flight can be very 
  dangerous: the vigilant peacocktrices from 
  the higher garden (area l.) attack the 
  character midair and try to turn him into 
  stone. If they succeed, there is a good 
  chance the petrified body is smashed to 
  smithereens from the fall! 
   
  a. Entrance and First Stairs: Visitors to 
  the garden are greeted by a decorative but 
  crumbling stairway. A multitude of plants 
  grow in the cracks or the shade of exotic 
  trees, exhaling an intoxicating fragrance 
  which seems to cause a drunken euphoria 
  of joy and contentness. Strange birdcalls 
  are heard from afar. The variety of the 
  flowers is truly maddening, from round, 
  bulbous pods to slender creepers, from flat 
  leaves to curling stalks. Although all this 
  vegetation grows wild, there is evidence of 
  a creator here: someone once went to great 
  lengths to bring order to the randomness. 
  Even in abandonment, a sort of pattern can 
  be discerned, primarily in the straight row 
  of evenly placed rose bushes whose 
  tendrils have entwined the stairs leading 
  upwards. But again, the tiny red flowers 
  point at a wild origin. 
  The astute observer can also note a 
  metallic glint at the stone pavilion halfway 
  the climb: someone has hidden a small 
  coppery cylinder in the gaps of the wall. 
  The case contains a single slip of 
  parchment 
  with 
  a 
  written 
  warning: 
  “Nothing remains here but nefarious 
  hatred and demented malevolence. If you 
  life is dear, turn back – we didn’t, and paid 
  the price of our greed in full. – Tal Unnar” 
  The pavilion is deserted otherwise: it once 
  served as a rest-stop, and its mossy stone 
  benches are still as inviting as ever. 
   
  27
  
   
  b. Clearing of the Statue: A life-sized 
  statue stands on a rectangular pedestal not 
  far from where the stairs end: it depicts a 
  thin man in simple clerical robes. He 
  appears to be in his mid sixties, with a bald 
  head and a hairless, wrinkled face. The 
  proud nose and piercing eyes (which seem 
  oddly alive, as if they were following the 
  onlooker) lend him an air of nobility. The 
  following inscription is found on the 
  pedestal: 
  “BE 
  WELCOME, 
  TIRED 
  WAYFARER, BE A HUNDREDFOLD 
  WELCOME. YOUR TRAVELS WERE 
  LONG, 
  BUT 
  YOU 
  MAY 
  FIND 
  REFRESHMENT IN MY GARDEN IF 
  YOU HAVE COME IN PEACE AND 
  GOOD WILL.” A discarded pewter cup 
  lies next to the statue. 
  This statue is al-Astorion’s self-portrait; 
  even a look at the type of the robes reveals 
  him to be a follower of Emoré. It was 
  created in his sane years, before his mind 
  became clouded. In madness, the cleric has 
  imbued it with magical powers. Anyone 
  looking into the statue’s eyes (such as a 
  player who declares his character tries to 
  determine whether the image is really 
  following him with its eyes) must roll a TN 
  +10 Wis save to avoid being changed into 
  a random animal (as polymorph other 
  spell) and a TN +10 Cha save to avoid 
  psychological change. Roll on the table 
  below for results. 
  Once covered or destroyed (Hp 30), the 
  statue isn’t dangerous any longer. Multiple 
  paths leave this clearing: a path marked by 
  stone slabs sunk into the earth leads 
  southwest, and two less distinct trails enter 
  the northeastern woods. 
   
  c. Dark Wood: The narrow trails wind 
  their way among thick-crowned, dark trees, 
  whose twisted trunks and irregular knots 
  make them look like ugly goblins. The air 
  is perpetually cool and humid; a result of 
  inadequate sunlight – even during the day, 
  twilight gloom sits on this place. The 
  undergrowth is rich in ferns, moss and all  
   
   
  kinds of plants thriving in an environment 
  of wet rot. 
  Form (1d100) 
  01-20 Mongoose 
  21-35 Lizard 
  36-50 Rabbit 
  51-65 Ferret 
  66-75 Fox 
  76-85 Monkey 
  86-90 Wolf 
  91-95 Panther 
  96-98 Bear 
  99-00 Fantastic 
   
  Psyche (d10) 
  1-2 Afraid of former companions, flees
  in panic 
  3-4 Becomes completely apathetic 
  5-6 Hostile 
  7-8 As usual 
  9 All relations reversed 
  10 Servile and faithful 
  This secluded little corner of the garden 
  hides six beds of purple moss clinging to 
  the northern sides of the trees, as well as an 
  inviting magical spring. In the sub-map, 
  moss beds are marked by asterisks (*) and 
  the spring by an encircled dot (☼). Some 
  beds are accompanied by items left by 
  previous victims. 
  The spring is found in the middle of a 
  small clearing where the foliage parts to let 
  in some sunlight. A narrow creek flows 
  from within a pile of rocks, collecting in a 
  shallow, 5’ diameter pool created by 
  human hands. The waters have two effects: 
  first, every quaff heals 1d6 hp (6d6 hp per 
  person per day maximum); second, it dulls 
  the 
  mind 
  and 
  makes 
  the 
  imbiber 
  susceptible to mind control, with a –2 to all 
  relevant saves per quaff. The latter effect 
  lasts until it is “slept off” or the character is 
  killed by the moss on his way out. Of 
  course, at first, only a light-headed 
  euphoria is felt. 
  The contents of the moss-beds are: 
  #1: the bones of various small animals 
   
  28
  
   
  #2: the skeleton of a man, which barely 
  protrudes from the soft hummus. It wears a 
  totally corroded and acid-eaten full plate 
  armour, but the magical +1 heavy mace is 
  intact and usable. 
  #3: nothing 
  #4: small diamond ring (recovered on a 
  thorough search) – non-magical, but worth 
  1300 gp. 
  #5: nothing 
  #6: three skeletons: an elf, a wolf and a 
  human. The elf wears crumbling leather 
  armour with a few intact buckles, and has 
  five 20 gp gems in a leather pouch. The 
  human’s chainmail and the contents of his 
  backpack are ruined. 
   
  Purple Moss (CR 2): This species of moss 
  usually feeds on the fluids of trees, but also 
  preys on “much richer” sources of 
  nourishment such as animals or sentient 
  creatures. It emits a sweet aroma in a 10’ 
  radius which has a strong soporific effect 
  identical to a potent sleep spell (TN +4 
  Con save avoids). If someone falls asleep 
  nearby, the seemingly innocuous moss 
  spreads over the body with a devilish 
  speed, covering small creatures in three 
  and medium creatures in four rounds. 
  Beings so covered begin to suffocate as per 
  the 
  DMG. 
  Victims 
  are 
  completely 
  dissolved by the growth’s digestive fluids 
  in 1d2 hours. Fire completely destroys 
  purple moss. 
   
  d. Thorny Thicket: Unruly brambles have 
  covered this entire area; they have even 
  crept up the trees and started to choke their 
  branches. They are very resilient and have 
  reddish leaves. The growth has also 
  blocked the path leading through it, so that 
  only a sharp blade can create an opening. 
  This thicket is identical to a permanent 
  wall of thorns spell (damage 25-AC per 
  round spent moving). Even if cleared 
  away, the mass regrows in 1d4 hours as if 
  nothing 
  had 
  happened. 
  Four 
  cobra 
  flowers – sizable vegetable horrors with 
  rubbery, 
  serpentine 
  stalks, 
  “hoods” 
  composed of serrated leaves and toothy 
  maws – hide by the path; they attack 
  characters passing nearby. 
   
  Cobra Flowers (4): HD 6+6; hp 35, 40, 
  34, 36; Spd 20; AC 14; Atk bite 2d4+1d6 
  acid+grab; SA grab; AL N; SV P. 
  Grab: an opponent hit by the monster must 
  roll a Str check to avoid being caught in its 
  toothy maw. Once caught, the flower 
  inflicts automatic damage every round. 
   
  e. Tool Shed: A 20’ by 30’ storage area 
  lies below the second stairway. The 
  wooden door has rotted so thoroughly that 
  a good shove sets the pieces flying. 
  Gardening tools: hoes, spades, rakes, 
  shears and other implements lie by the 
  walls, as well as a few wooden ladders, 
  sacks of grain, etc. A monstrous wine press 
  stands before the far wall. The mangled, 
  pulped bodies of a woodsman and a fighter 
  lie in its basin. All of the equipment here is 
  too corroded to be useful anymore. 
   
  f. Second Stairway: The second stairway 
  is much more intact than the first. The 
  intricate stonework of the balustrade 
  imitates curling vines and plant life – truly 
  a magnificent work of art. A pleasant rest 
  stop lies halfway, with a round marble 
  table and two stone benches allowing one 
  to observe the valley in comfort. A human 
  skeleton sits on one of the benches, 
  looking at the stairs leading downwards. 
  The bones of the skeleton are covered by a 
  glittering growth of limestone crystals, 
  which also affix it to its seat. It appears 
  inanimate on first sight, but a closer look 
  reveals the ribcage is rising and falling 
  rhythmically, as if the corpse was 
  breathing… This is indeed correct, as 
  although the pitiful being can no longer see 
  or move, he is “alive” in a sense, and is 
  able to communicate in a wheezing and 
  asthmatic 
  speech, 
  even 
  though 
  this 
  obviously causes it heavy discomfort. 
  The skeleton is the remains of Frederic, a 
  swordsman who came to this land in 
  pursuit of its treasures. Exhausted by a 
  battle that claimed his companions, he 
   
  29
  
   
  retreated to this easily defensible spot to 
  rest before contemplating further actions. 
  However, when he awoke next morning, 
  he found he was unable to move his stiff 
  limbs. He experienced slow and painful 
  starvation during the next weeks, and was 
  only sustained by the morning dew. Even 
  so, he was delirious and close to death 
  when “He” appeared. This mysterious 
  saviour, a kindly old hermit, treated him 
  with utmost consideration and even 
  brought plentiful food and water to ease his 
  suffering. When, however, Frederic asked 
  him for freedom, he just smiled mercilessly 
  and asked, “Are you not already free of 
  your troubles?” After this, he saw the 
  apparition 
  again 
  and 
  again, 
  always 
  receiving the best treats – fragrant wines, 
  juicy roasts and intoxicating honey “as 
  sweet as sunlight”. Pleas for freedom 
  continued to fall on deaf ears. When at last 
  he cursed his captor and saviour, the old 
  man grew angry and left, never to return. 
  His final words were how he would “regret 
  this despicable ingratitude” and also – even 
  more disturbingly – that “it is useless to 
  think of his freedom, as he has forfeited his 
  soul and will nevermore reach the 
  Netherworld, no matter what he did”. This 
  was the last Frederic saw of the old man of 
  the garden. After a prolonged suffering, he 
  died, but some sort of evil sorcery kept him 
  in a state of existence even in death – blind 
  and immobile, but cognizant. 
  Frederic is deadly afraid of destruction, but 
  also desires to end the pain. If this is done 
  for him, either by physically destroying the 
  body or clerical turning, he exhales his 
  soul with a hollow sigh. Contrary to al-
  Astorion’s lies (who was also responsible 
  for the curse that bound him here), he will 
  not be denied the afterlife, whomever this 
  detail may concern. 
   
  g. The Madman: Huge blocks have fallen 
  from the walls of the third terrace at this 
  location, creating a large rock pile in the 
  bare clearing. Insane, loud sobbing and 
  laughing is heard from underneath a 
  sizable boulder. Characters who investigate 
  are greeted by a horrendous sight: a filthy 
  wretch of a man writhing in his own waste 
  lies buried by an avalanche of rocks – only 
  the upper half of his body protrudes from 
  the pile. His hair and beard is long and 
  unkempt, his tanned skin wrinkled and 
  caked with dirt, the eyes gleaming in 
  insane glee. Any clothes he might have had 
  have decayed so much that they may not 
  be distinguished from the putrescence he 
  wallows in. 
  This unfortunate is in an even sorrier state 
  than Frederic, able to speak but mostly 
  incoherent, babbling inarticulately and in a 
  halting manner. He was once a priest, of 
  which deity he no longer knows. He came 
  here as a pilgrim, probably to relay some 
  kind of good news to someone, a singular 
  purpose that still fills him with joy as he 
  tries to remember it, even though he can no 
  longer do so, just like he no longer knows 
  who he is and how he came to be in this 
  position. All he can talk about is “The 
  Holy Man” – he speaks of him in hushed 
  awe – who saved him and nourishes him 
  selflessly, with no concern for his own 
  benefit. 
  If 
  someone 
  dispells 
  the 
  comfortable illusion, a great change comes 
  over the former priest: he becomes 
  panicked, and beseeches the PCs in tears to 
  end it all and save him from his sufferings 
  – but as soon as someone would draw a 
  blade, the recognition lapses, and he again 
  wants to live with every fibre of his being 
  – after all, “he had received such a 
  beautiful and true promise that life is worth 
  living to its inevitable conclusion!” 
   
  h. Apple Tree: This small, plain apple tree 
  bears opalescent red fruits. If characters 
  approach and touch either the tree or the 
  apples, it withers before their eyes, 
  collapsing into a heap of thick, grey 
  sludge. It doesn’t attack in any noticeable 
  way, but after receiving 25 points of 
  damage, it emits a pitiful cry as it 
  transforms yet again – into a bloody 
  corpse, obviously bearing the mark of the 
  weapons who destroyed her. 
   
  30
  
   
  The programmed illusion – for it is an 
  illusion – may be undone with true seeing, 
  dispel magic or plain doubt (TN +10 Int 
  save – if a character provides a good 
  reason for being doubtful, he receives a +4 
  on the roll), revealing a paralysed young 
  woman looking on the characters in mortal 
  terror. It is evident she is trying to talk, but 
  no words emerge from her mouth. If she is 
  approached by an intelligent humanoid, the 
  paralysis is dispelled for a minute (during 
  which the “tree” changes into the “sludge”) 
  and she tries to ask for help – unaware of 
  the mirage covering her. 
  The woman, Lita, came to the garden with 
  Mal-Bazhar’s 
  expedition. 
  When 
  her 
  companions encountered the peacocktrices 
  in the higher garden, she fled in terror and 
  got lost, too afraid to emerge even when 
  the 
  companions 
  themselves 
  were 
  retreating. She was discovered here by al-
  Astorion later, who promptly changed her 
  into a tree. Currently, Lita wears a linen 
  shirt and leather pants, having lost the rest 
  of her equipment. All she knows of the 
  valley is what she has seen so far – which 
  is the forest where the apes live (but not 
  their cave), the huge open field with the 
  lake, and the garden itself. 
   
  Lita, female human Ftr4: HD 4d10-4; hp 
  25; Spd 30; AC 13 (+2 Dex); Atk +5 
  (currently unarmed); AL N; SV Str, Dex, 
  Wis; Str 14, Dex 16, Con 8, Int 10, Wis 16, 
  Cha 11. 
   
  i. Gazebo and Statue: An artistic, pleasant 
  little gazebo constructed of fine marble is 
  found at this place. The statue of a woman 
  wearing flowing robes stands underneath 
  its dome. The sheaf in her hands and the 
  arrangement of the garment reveal her to 
  be Emoré, but the head has been broken off 
  at the neck and replaced with the image of 
  a cow. If the original stone is found (j. – 
  not too far from here) and restored, the 
  statue speaks: she asks the characters to 
  heal Rammah al-Astorion instead of killing 
  him. If this task is completed and the 
  characters return before the image of the 
  goddess, the character who was most 
  active in the undertaking receives a limited 
  wish, and all PCs – including the previous 
  character – find a magical fruit among their 
  food rations. Eating the fruit permanently 
  raises a randomly determined saving throw 
  type (1d6: 1-Str, 2-Dex, 3-Con, etc.) by +2. 
   
  j. Silent Glade: Old trees cluster here in an 
  open glade covered with knee-deep dry 
  grass. The old head from the statue at i. lies 
  here in the grass, but directly underneath is 
  a colony of witherweed: this dangerous 
  plant resembles dry grass in all respects, 
  and covers a 30’ by 30’ area. 
   
  Witherweed: HD 6; hp 25; Spd 0; AC 12; 
  Atk 17*fronds 1d4 Dexterity; SA dexterity 
  drain, death smoke; SQ camouflage; AL N; 
  SV P. 
  Dexterity Drain: the touch of a witherweed 
  deals 1d4 points of Dexterity damage to a 
  living foe. A creature can attempt a Con 
  save to halve the loss. 
  Death Smoke: if subjected to fire, the 
  witherweed releases a deadly cloud of 
  smoke that billows forth, covering a 5’ 
  radius in a single round and every round 
  thereafter, until it reaches a maximum 
  radius of 30’. Creatures caught in the 
  smoke must roll a Con save each round or 
  die. 
  Camouflage: since the witherweed looks 
  identical to grass, it surprises 1-6 on 1d8. 
   
  k. Third Stairway – Dahim ap Tolvin: 
  This stairway is the most ornate of them 
  all. It was built from rosy and red marble, 
  inlaid with jade, onyx and other precious 
  stones. Its perfectly intact floral patterns – 
  reliefs 
  and 
  stonework 
  – 
  betray 
  an 
  extraordinary artistic talent.  
  This beauty is marred by rusty stains and a 
  steady trickle of blood which has eaten 
  itself into the porous stone and fouled it. 
  Halfway up the stairs stands a virtual 
  embodiment of valour, a warrior of grey 
  stone clad in stone armour, wielding a 
  stone sword and looking upon the 
  characters with unmoving stone eyes. Only 
   
  31
  
   
  his blood betrays a human origin: it leaks 
  in thin streams from underneath the mail, 
  collects in a pool under his feet and runs 
  down the steps until it is hungrily 
  swallowed by the ground. The old knight’s 
  noble features, moustache and lined face 
  betray age, yet he still bears himself 
  proudly. The equipment he carries is 
  exquisite, worthy of the greatest heroes 
  even in stone form. 
  The warrior, Dahim ap Tolvin, was 
  luckier than Frederic or the insane priest 
  under the stones. He calls out aloud to the 
  characters and warns them not to approach 
  lest he be forced to slay them one by one in 
  fair combat, as he is bound to do by a 
  powerful geas. He asks them to stay where 
  they are and don’t violate his ward. 
  As long as his request is honoured, he 
  remains friendly although resignated. He 
  can tell the characters what he knows about 
  the garden, or even its current master. In 
  youth, he was Rammah al-Astorion’s 
  closest friend and companion, although 
  instead of the clerical profession, he chose 
  a life of swordsmanship and battle. Thus, 
  he was a soldier in distant lands – with his 
  men, he visited deserts where ancient 
  magic has turned the sands into brittle 
  glass; he breathed the poisonous air in 
  jungle-caves to the south and fought with 
  the crude-hearted, misanthropic nomads of 
  the frozen wastelands. Only upon his 
  return did he learn that al-Astorion had left 
  the city they grew up in so many years ago; 
  when he learned of the fate that befell Mal-
  Bazhar’s companions, he decided to visit 
  his former friend and somehow try to bring 
  him to his senses. 
  He came alone and almost succeeded in the 
  end. Al-Astorion immediately recognized 
  the knight and gave him a warm welcome. 
  However, he didn’t want to speak of the 
  horrors found in his garden, and downright 
  refused to acknowledge he had ever done 
  evil. When ap Tolvin wouldn’t relent, he 
  grew furious and hateful, accusing the old 
  champion of betraying their friendship and 
  before he could react, turned him into 
  stone with a snap of his fingers, forcing 
  him to forevermore serve as his bodyguard. 
  ap Tolvin bears no ill will towards the man 
  who did this, and he is prepared to accept 
  fate – someone who has seen so much in 
  life will not be afraid of any destiny, even 
  if it is worse than a clean death. Even now, 
  he holds an unmoving faith that the hermit 
  isn’t beyond help and someone may yet 
  break the insanity that befell him. Of 
  course, he doesn’t let anyone pass by his 
  post alive, and fights to the end. If 
  necessary, he suggests a fair one-on-one 
  duel. It may also be possible to bypass him 
  somehow – this is up to the players and the 
  Judge. Note that ap Tolvin’s spell 
  resistance, high AC and protection from 
  normal missiles makes him a formidable 
  opponent even though he can’t leave the 
  stairs. 
   
  Dahim ap Tolvin, male human Ftr 10: 
  HD 10d10+10; hp 67; Spd 20; AC 25 (+9 
  +1 full plate armour, +1 Dex, +5 natural); 
  Atk +15/+15 +2 bastard sword (two-
  handed) 1d10+6; SA weapon specialisation 
  (bastard sword); SQ spell resistance 14, 
  protection 
  from 
  normal 
  missiles 
  (permanent, from a wish spell); AL LG; 
  SV Str, Con, Int; Str 17, Dex 13, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  l. Higher Garden: The terrace at the top 
  of the stairs is al-Astorion’s most beautiful 
  achievement, intended to be the most 
  flawless garden created by human hands. 
  Even in abandonment and ruin, it is an 
  impressive sight due to the inherent 
  harmony created during its construction. 
  The colourful flowers growing in the 
  flower beds are exquisite both in variety 
  and beauty. Five different kinds of roses 
  grow on the rotting wooden lattices, and 
  the five trees – each bearing a different 
  type of enchanted fruit – would not look 
  out of place in the inner park of an 
  emperor. Glinting gems grow on the first, 
  multicoloured glass globes on another, and 
  the rest bear the most inviting peaches, 
   
  32
  
   
   
  33
   
   
   
  33
  
   
  pears and apples one may see anywhere in 
  the world. The grass (even though weedy) 
  is fresh and emerald-green; the waters of 
  the small round pool are clear and 
  transparent, only obscured by the water 
  lilies on the surface. Masterfully executed 
  statues make the scene all the more 
  pleasing: there is an elf reaching for 
  something in the grass, a hunting dog, a 
  morose dwarf brandishing his axe, a cleric 
  with outreached hands and a calmly 
  standing robed wizard. Four colourfully 
  plumed peacocks look on the characters 
  with lazy interest. 
  After a single moment of hesitation, the 
  dreadful peacocktrices (unholy mixtures 
  between peacock and cockatrice!) attack in 
  a hissing fury. They spread their feathers to 
  hypnotize these new candidates for their 
  statue collection, and at least two rush the 
  immobilized victims to turn them to stone 
  one by one (of course, if their vile poison 
  is ineffective, the hypnosis is broken 
  immediately!). Of the peacocktrices, there 
  are three roosters and one hen – the latter is 
  incapable of hypnosis. If pressed, the 
  monsters try to flee by flight, and return 
  later to deal with the characters. 
  In addition to the avian horrors, there is 
  another, more subtle danger in the garden: 
  two rose bushes are vampiric, and attack 
  as soon as someone is in range. The 
  peacocktrices avoid the rose garden even 
  in the heat of combat. The roses can also 
  slither in the grass slowly and ambush 
  victims from behind. 
   
  Peacocktrices (4): HD 5d10; hp 27, 29, 
  30, 15; Spd 20/60 fly; AC 14; Atk bite 1d3 
  plus petrification; SA hypnotic plumage, 
  petrification; AL CE; SV P. 
  Hypnotic Plumage: as per rainbow pattern, 
  peacocktrices are capable of hypnotizing 
  up to 24 HD of creatures each. The 
  hypnosis fails if the victim rolls a 
  successful Cha save, or when the monster 
  hits with its beak. Hypnotized beings stand 
  around and gaze on the plumes – if, for 
  some reason, the monster goes out of sight, 
  the spell is broken in 5 rounds. One 
  character may only be hypnotized one time 
  per encounter, although multiple saving 
  throws may be necessary if more than one 
  monster is encountered. 
  Petrification: 
  a 
  character 
  hit 
  by 
  a 
  peacocktrice must roll a Wis save to avoid 
  being turned to stone by the creature’s 
  venom. 
   
  Vampire Roses (2): HD 5; hp 31, 24; Spd 
  5; AC 14; Atk stalk 1d6+grab; SA grab, 
  blood drain; SQ camouflage; AL N; SV P. 
  Grab: opponents hit by the vampire rose 
  must roll a Str save or be held fast. 
  Blood Drain: the blood rose can drain 
  blood at a rate of 3d4 hp per round from 
  opponents it has held. 
  Camouflage: the rose looks innocent until 
  it attacks. Surprises 1-7 on 1d8. 
   
  Once the monsters have been dealt with, 
  the treasures of the garden are there for the 
  taking. The most important, of course, are 
  the magical trees. They are as follows: 
  #1 – pears: 4 fruits. Each pear decreases 
  the consumer’s age by 1d6 years. May not 
  be reproduced. 
  #2 – apples: 2 fruits. Every apple increases 
  Intelligence by +1 permanently, although 
  one person may only benefit from a single 
  fruit. The gain doesn’t combine with any 
  other form of supernatural ability increase. 
  May not be reproduced. 
  #3 – peaches: 13 fruits. The peaches cure 
  3d8 hp each. They may be reproduced only 
  in ground periodically consecrated by a 
  priest of Emoré (such as a temple’s 
  garden). If the PCs successfully propagate 
  this species in the temples of the goddess, 
  the Judge should award extra experience 
  points in addition to the eternal gratitude of 
  the priesthood. 
  #4 – gems: 22 “fruits”. Every gemstone is 
  worth 200 gp. The tree may not be 
  reproduced in any way. 
  #5 – glass globes: 4 transparent, fist-sized 
  globes. Each globe is of a different colour 
  and each has a different effect as long as it 
  is kept in one’s possession: 
   
  Blue: -5 to all electricity damage. 
   
  34
  
   
   
  Green: -5 to all acid damage. 
   
  Red: -5 to all fire damage. 
   
  Yellow: +3 hit points. 
  Characters who thoroughly search the 
  cliffs or use detect magic in the area may 
  find the two eggs of the peacocktrices in a 
  narrow gap. If they are eaten raw, they 
  grant 
  a 
  permanent 
  immunity 
  to 
  petrification to the consumer. It is also 
  possible to hatch them in a warm 
  environment (30% probability) or horse 
  dung (80% probability). The hatchlings are 
  faithful to the character they first see 
  (“Mommy!”) and may be trained for 
  various tasks or employed as guardians. 
  The stone statues in the garden are former 
  adventurers once belonging to Mal-
  Bazhar’s expedition: 
  - Elf: Calithena, elf Fighter 5 (Neutral 
  Good) 
  - Hunting Dog: Fifi, war dog (use wolf 
  stats) 
  - Dwarf: Meilgan Erg, dwarf Fighter 5 
  (Lawful Good) 
  - Cleric: Father Damien, human Cleric 4 
  (Neutral) 
  - Wizard: Teath Dribble, human Wizard 5 
  (Lawful Evil) 
   
  m. Musical Stairs: the final flight of stairs 
  is made of seven different metals. Stepping 
  on every step produces a note, and going 
  all the way up results in a melody – 
  cheerful at first, but increasingly more 
  sombre, finally culminating in a dissonant 
  cacophony of chaotic accords. Anyone 
  who would take the last step must roll a 
  TN +4 Cha save or flee in terror. Another 
  day must pass until a new attempt may 
  succeed. 
   
  n. Hermit’s Cave: al-Astorion’s quarters 
  are spartan and without any sort of 
  decoration. The cave’s furnishings consist 
  of a wooden table, two rough benches, a 
  cot and a woven reed mat. This is where 
  characters may encounter the insane 
  cleric… although his goddess no longer 
  grants spells to her former servant, the 
  priest still possesses the divine gifts of 
  Transmutation 
  and 
  Construction, 
  two 
  superhuman 
  abilities 
  granted 
  at 
  the 
  beginning of his great endeavour. Together 
  with the madness, the powers make al-
  Astorion a dangerous and unpredictable 
  opponent. 
  al-Astorion is an old man in his 70s or 80s. 
  His tanned skin is full of wrinkles but he 
  has lost all hair – his head is smooth and 
  round. He has a piercing gaze and, in his 
  clear periods, a manner which is dry and 
  factual. He wears simple robes, copper 
  bracers and a staff that was once magical 
  but has since run out of charges, 
   
  Rammah al-Astorion, male human ex-
  Cleric 10: HD 10d8+10; hp 46; Spd 20 
  (limp); AC 16 (+1 Dex, bracers AC 15); 
  Atk +5 staff 1d6 subdual damage; SA 
  transmutation, construction; AL varies; SV 
  Int, Wis, Cha; Str 9, Dex 14, Con 13, Int 
  18, Wis 18, Cha 14. 
  The Gift of Transmutation (Sp): al-
  Astorion is able to transform living or 
  unliving matter into almost any other form 
  he desires – practically, this ability is close 
  to being unlimited except the following 
  restrictions: 
  a) it is incapable of raising the dead or 
  healing 
  b) the size of the transformed object 
  or person may not change 
  c) divine beings and artifacts are 
  unaffected. 
  A person hit by the power may resist its 
  effects with a Wis save. The effects are 
  permanent unless reversed by appropriate 
  spells. 
  The Gift of Construction (Sp): with this 
  ability, al-Astorion is able to build any 
  structure he desires up to the size of a 
  smaller castle, or accomplish any manual 
  task he could need to be done. The ability 
  is only capable of actual building, and it 
  isn’t any faster than using human slaves or 
  labourers – it is basically equivalent to the 
  work of 100 people. 
  What happens to al-Astorion and how the 
  expedition concludes is up to the player  
   
  35
  
   
   
  characters – and the priest himself. His 
  insanity manifests in quick and drastic 
  mood 
  swings, 
  essentially 
  multiple 
  personalities which have manifested as an 
  unconscious effort to survive his decades-
  long solitude. When the PCs arrive, roll 
  1d3 to determine which personality is 
  dominant. Every hour, or any time al-
  Astorion is subjected to some kind of 
  shock, roll again, but use 1d6 instead. For 
  example, if someone accuses him of evil 
  deeds – e.g. “It is you who have crippled 
  those unfortunates!” – another roll is called 
  for. On the other hand, as long as 
  conversation proceeds calmly and he is 
  reminded of his fate, he may try to resist 
  his mind slipping – as long as he keeps 
  rolling successful Wis saves (TN +8). 
  Mood (1d6) 
  1. Depressed: Alignment Chaotic Neutral. In
  this state, al-Astorion is completely aware of
  every monstrous deed weighing on his
  conscience. 
  The 
  realization 
  leaves 
  him
  completely despondent and helpless – he can
  neither move nor act, and is in fact only able to
  stare vacantly or speak slowly. 
  2. Helpful: Alignment Lawful Good. This is
  more or less his true nature, with one crucial
  difference: he is completely incapable of
  admitting to any wrong, even if he is
  confronted 
  with 
  concrete 
  evidence.
  Furthermore, he is amnesiac, and doesn’t
  remember any of the dangers or traps in his
  garden or points of interest in the valley proper.
  3. Fearful: Alignment Chaotic Neutral. He is
  mortally afraid of everything: the characters,
  himself, the open sky, stairs, or anything
  someone could be afraid of. Like depression,
  this mood essentially turns him into an invalid.
  4. Scheming: Alignment Chaotic Evil. The
  personality appears to be friendly, but this is
  merely the surface: with every thought, he
  schemes and plans in order to bring about the
  PCs’ downfall. He may purposely give out bad
  advice (e.g. „Wall of thorns? Easy enough, it is
  an enchantment. Say the word ’Azalam’ and
  step through – after all, it is nothing more than
  an illusion!”), but never implicates himself
  (e.g. in the above example, he turns the thorns
  into thin air around himself and merely says
  that the characters might have „mispronounced
  the correct word – it is A-zalam, as I have
  said”). 
  5. Hostile: Alignment Chaotic Evil. He attacks
  in a demoniac rage, with an equal chance for
  using his staff or his powers (if hard pressed, it
  will always be the latter). A few ideas are
  provided below. 
  6. Helpful: As point 2., but completely lost in
  thought. 
   
   
   
   
  What to do with al-Astorion? 
   
  There 
  are 
  several 
  conclusions 
  the 
  characters may come to as far as al-
  Astorion is concerned. Three courses of 
  action and their consequences are listed 
  here for the Judge’s convenience. 
  1. Attack: it wouldn’t be surprising if the 
  PCs decided that al-Astorion is thoroughly 
  evil or at least a potent threat and beyond 
  help. If they attack him, he immediately 
  turns hostile and attacks with his powers of 
  transmutation. This power is absolutely 
  lethal and almost always results in painful 
  death or total incapacitation. A few 
  examples of what a character could be 
  turned into follow: 
  - 
  a 
  body 
  made 
  up 
  of 
  swarming 
  centipedes and worms 
  - 
  skeleton without skin or flesh, but 
  retaining interior organs 
  - 
  screaming crystal statue (if the Judge 
  is cruel, it could be ice…) 
  - 
  boneless jelly – the character’s skin 
  stays intact, but the flesh and bones 
  inside collapse into a jelly, turning the 
  hapless victim into a pitiful blob 
  - 
  bleeding and whimpering mass of 
  flesh 
  - 
  ashes and cinders: the entire body is 
  turned into porous charcoal, and 
  gradually falls apart as the character 
  shifts and moves 
  Although multiple PCs may be totally 
  destroyed in the fight, al-Astorion is hardly 
  invincible – once killed, he is gone for 
  good. 
  2. Capture: it is also possible that the 
  characters intend to capture al-Astorion 
   
  36
  
   
  and bring him back to one of Emoré’s 
  shrines for healing. This task is very hard, 
  since his capabilities make escape an 
  almost certain occurrence: if this happens, 
  the priest returns to his domain or attacks 
  his captors during the dead of the night. 
  3. Restoration: possibly the best course of 
  action. A heal, restoration from a 9th level 
  cleric or regenerate are all sufficient to 
  restore the hermit’s broken mind. Scrolls 
  or magical devices may easily be used, or – 
  if this location has been discovered – the 
  statue of Voltagame (16/a.) could help if 
  al-Astorion is brought there and convinced 
  to prostrate himself before the image. Of 
  course, 
  such 
  a 
  trek 
  will 
  not 
  be 
  straightforward… 
  If al-Astorion is successfully restored, he 
  initially listens to the list of his misdeeds 
  with scepticism, and later with growing 
  agitation and finally total horror. With a 
  great sadness, he starts to gradually undo 
  the damage he had done and return his 
  garden into what it was truly intended to be 
  – not as a personal retreat, but a place 
  where travellers may rest and recover 
  under the watchful sight of the goddess 
  Emoré. For this purpose, he recruits young 
  disciples to aid in the task – someone who 
  has seen the depths of isolation and 
  insanity never wishes to return to it. 
  At first, al-Astorion may only offer his 
  personal thanks, his magical bracers and 
  the fruits found in the valley (which he 
  gladly identifies for anyone). Later on, if 
  his saviours return to the garden at some 
  point in the future, he can also bestow a 
  generous reward upon them in addition to 
  his hospitality and the fruits of his labours. 
   
   
   
  THE END 
   
   
   
  APPENDIX – NEW MAGICAL ITEMS 
   
  Golden Skullcap (5; 6/d.) 
  This round headpiece is hammered from a single sheet of gold. It is usually worn by the 
  psionic and clerical followers of certain mystical doctrines, and depending on the station of 
  the person wearing it and the tenets of the doctrine, it may be as simple or elaborately 
  decorated as one wishes. Common in the ancient days, it is no longer widely used. The 
  skullcap gives a +2 to saving throws against psionic effects and a +4 enhancement bonus to 
  the TN of the psionic strike ability if the wearer is capable of it. 
  Market value: 2.200 gp. 
   
  Ring of Rainbows (15/e.) 
  The Ring of Rainbows is an unique item – the sole specimen was owned and created by the 
  wizard Ladgloun, who crafted it from a single piece of mountain crystal and a shimmering 
  opal. With his disappearance, the secrets of its creation are lot to men. 
  The ring, which may only be used by wizards, calls into being a shimmering rainbow bridge 
  of the preferred dimensions on a verbal command (this command is carved on the insides of 
  the ring in the language of elemental air). The bridge may not be larger than 4 metres by 100 
  metres. It persists for an hour and a minute, and it may be used to span any gap as long as it is 
  no larger than the maximum. It is able to support any weight place upon it. 
   
  37
  
   
  The Ring of Rainbows initially had seven charges; when it is found, it only has five. It may 
  not be recharged. 
  Market value: 6.200 gp. 
   
  Mirror of Exchange (17/e.) 
  The Mirror of Exchange is similar to a Mirror of Life Trapping with an important difference. 
  It appears as a large, octagonal mirror with a silver frame and an ebony-black surface – this 
  material was recovered from another dimension beyond our own. 
  If someone looks inside, he needs to roll a TN +6 Cha save or disappear along with his 
  equipment and change places with the mirror’s previous occupant. The mirror may only hold 
  one victim at a time, who can be freed by imprisoning another intelligent humanoid. Due to 
  bulk and fragility, it is also hazardous to transport (Hp 16). If the mirror breaks, the character 
  contained within is instantly slain, only brought back by a wish or miracle. 
  Market value: 16.000 gp. 
   
  The Book of Horoscopes (17/f.) 
  Only the greatest diviners are said to own a copy of this wondrous folio. The Book of 
  Horoscopes is found in the form of a book in this module, but its form may be completely 
  different in other cultures: it could be a series of acid-etched metal sheets, a bundle of clay 
  tablets bound together by leather straps, or even a complete building – a series of murals in an 
  observatory or temple, for instance! Regardless of outward appearance, it always contains 
  accurate astrological calculations, tables and diagrams, as well as detailed star maps. Due to 
  its reliance on the night sky as seen by an observer, it is impossible to use a given volume 
  more than 2000 miles from the point of its creation, or on another plane or planet. 
  A skilled astrologue (a cleric, wizard or illusionist who makes a successful TN +4 Int check) 
  may prepare a horoscope once per month by following the book’s procedures at a given date. 
  The horoscope may concern himself, a chosen character or the party as a whole. The resulting 
  omens are usually vague and challenging to interpret, but always correct – it is a good way for 
  the Judge to pass on hints and “messages” to his playing group. A failed check (whose results 
  shouldn’t be revealed to the player) will provide an incorrect or incomplete pronouncement. 
  Market value: 6.200 gp. 
   
   
   
   
  38
  
   
  Legal 
   
  Designation of Open Game Content: The following 
  material is Designated Open Game Content and may be 
  used as per the terms of the Open Game License. All 
  creature and NPC stat blocks, magic items, traps, 
  including any material derived from a D20 and Open 
  Gaming Licensed source.  
  Designation of Product Identity: The following are 
  hereby designated Product Identity, as per section 1(e) of 
  the Open Game License: all artwork, illustrations and 
  maps or other visual references, the storyline, plot 
  elements and dialog, history, legends and rumors, 
  description of geographic features or areas, and all text 
  not specifically designated as Open Game Content, or 
  data derived from D20 and OGL licensed material; al-
  Astorion, Emoré, Ladgloun, „Ooi the Ape God”, Nisir, 
  Mal-Bazhar, 
  Dahim 
  ap 
  Tolvin, 
  Sasz, 
  Tazpaxol, 
  Voltagama, Vitold Vid the Valiant, Drahibadar, Tal 
  Unnar. 
  OPEN GAME LICENSE Version 1.0a 
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  Contributor to do so. 
   
  39
  
   
  12 Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected. 
  13 
  Termination: 
  This 
  License 
  will 
  terminate 
  automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14 Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Original Spell Name Compendium Copyright 2002 
  Clark Peterson; based on NPC-named spells from the 
  Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on 
  the legal page of www.necromancergames.com. 
  Purple Moss from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc; Author Scott Greene, 
  based on original material by Jean Wells. 
  Cobra Flower from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc; Author Scott Greene 
  Witherweed from the Tome of Horrors, Copyright 2002, 
  Necromancer Games, Inc; Author Scott Greene, based on 
  original material by Simon Eaton. 
  Vampire Rose from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc; Author Scott Greene, 
  based on original material by Tom Moldvay and Jean 
  Wells. 
  The Garden of al-Astorion ©Copyright 2003, 2006 by 
  Gabor Lux. All rights reserved.
   
   
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SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Gabor Lux/The Garden of al Astorion (C&C).pdf