TEXT: A Bakers Denizen
  Interlude in Elbion
  A City Adventure for 4-6 Characters Lvls. 3-5
  Credits
  Writer: Howard Beleiff
  Editor: Deron Poisson
  Art & Cartography:  Deven Rue, Dyson Logos and Russ Nicholson
  © Copyright 2016 Howard Beleiff.  All rights reserved.
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  
  This module is an interlude, a moment of action that can be dropped easily into any campaign.  
  While I’ve written the adventure to take place in Elbion, home to the Library of Antiquity, you (the 
  GM) can drop this into any town or city of moderate to large size.  Feel free to customize it to fit your 
  campaign and play style.
  While A Baker’s Denizen is written for use with the Labyrinth Lord ruleset, it can easily be used as is, 
  or converted easily, to fit almost any OSR ruleset.
  I’d like to thank everyone who helped or donated their time or work to help me create this Adventure 
  Module.  
  Deron, your hard work is always both needed and appreciated.
  Russ, thank you for allowing me to use your work in my module.  I really appreciate it!
  Deven, thanks for letting me use your water colored version of the map i’m using…
  and thanks to Devin Night for that last hurdle....
  
  hiding from someone or something, and doing so 
  in the gray and brown stone structures of this sage 
  city full of unusual characters.
  Setup: Your players arrive here seeking some-
  thing.  Perhaps the rumor of a powerful object 
  crafted by the artisans of the guildhouse that 
  brought them to Elbion, or possibly they seek 
  wisdom from the monks themselves.  Maybe 
  they simply find themselves walking the long and 
  winding road from the base of the mountain to 
  the city gates after hearing tales of the hidden 
  city and its wondrous riches, or they are fleeing 
  from danger and have ended up in this strange 
  acropolis with its blue tower, massive citadel, and 
  diverse populous. (alternatively you can drop this 
  scenario, and all of the danger and craziness it 
  represents, in any large town or city, and the play-
  ers can ‘run into’ Delb and his problem at your 
  convenience)
  Whatever brings them here, they will need lodg-
  ing and food...here are some options.
  •	
  The Threaded Needle Inn located in the Mer-
  chants Quarter
  •	
  Tallie’s Room & Board located in Craft Alley
  •	
  Vutha’s Place located near the Enclave
  Wherever the player’s decide to make their 
  home while visiting Elbion, there will be rumors.  
  Where there are people, there is talk, and Elbion is 
  no exception.  
  RUMORS
  1
  Signacious Resticulus, the Archmage of 
  the Enclave is actually a thousand year old 
  skin-walker
  2
  For a Price, Urvis Raga of the Threaded 
  Needle can provide an evening’s company...
  of any kind!
  3
  Horthron Delb, the baker, made advances 
  on Ystala Tremaine but was rebuffed...
  4
  Oren, the gnomish vintner on Craft Alley 
  has many rare and unusual blends, some of 
  which may be magical.
  There’s trouble in 
  Elbion, but that’s 
  nothing new…
  ...This time the problem is pastry.  Sure, cakes, 
  cookies, scones and strudels all seem harmless 
  enough (except to the waistline), but there’s a 
  new baker in town and she’s spreading more 
  than jam and joy to the folks of this mountain 
  city.  Her yummy treats all come with a touch of 
  something magical, a flavor both delicious and 
  evil.  Deliciously evil!
  Ystala Tremaine is new to Elbion, and in a city 
  this large she might go unnoticed but for the 
  close eye and thinning purse of her nearest 
  competitor, the baker Horthron Delb.  He’s tired 
  of losing customers to her rich chocolate pastry, 
  eggy-sweet brioche, and vivacious smile paired 
  with that exuberant laugh.  
  An experienced baker like Delb knows when the 
  Rugelach smells rotten, and Ystala’s bakery reeks.  
  He’s seen his customers not only visit her shop in 
  the morning for a quick pastry and cup of piping 
  hot kothi, but then return at lunch for a loaf, and 
  after dinner for a dabby-dough...and what sort of 
  bakery is even open that late?!?!  It’s just not nat-
  ural, and Delb is out to prove that Ystala and her 
  baked goods are just as bad for Elbion as they are 
  for his business.
  Can your players unravel this puff-pastry of a 
  mystery and reveal the truth about Ystala, or is 
  she simply a better baker than Delb?
  No...I think you and I know that fat ol’ Delb is on 
  to something...
  Welcome to Elbion
  Welcome to the mountain city of Elbion, home 
  to the Library of Antiquity.  Hidden deep within 
  the mountains and set atop a miles-wide plateau, 
  the ancient city of Elbion is home to strange and 
  reclusive folks.  Some run towards the library, 
  seeking knowledge only the monks of the moun-
  tain can reveal.  Others come seeking refuge, 
                                                   
  3
  
  Delb’s Dilemma 
  Players Start Here: Horthron Delb will 
  notice the party’s arrival while making a bread 
  delivery to whatever inn they chose to reside 
  in during their stay in Elbion.  Having finished 
  with the delivery, he will make his way over to 
  the party to plead his case.
  “That Ystala is up to no good.  There’s some-
  thing wicked going on in her bakery...of course, 
  I have no proof, which is why I can’t go to the 
  city guard.  I’m willing to pay, not to mention 
  you can have the pick of my best anytime you’re 
  in town.  I’m not asking you to kill her or any-
  thing mind you, I just need some evidence that 
  she’s up to no good so I can take it to the watch 
  captain and have her shut down.”
  Delb will offer 500 gp for proof positive that 
  Ystala Tremaine is up to something beyond 
  baking delicious bread and pastries. 
  The Bakery of Ystala 
  Tremaine 
  Ystala Tremaine is a woman of few years and 
  of great beauty.  Her bakery, located just to the 
  south of the Market Square in Elbion, is a local-
  ly famous baked goods establishment.  A recent 
  addition to the community, she has taken the 
  lion’s share of the bread and pastry business 
  from Horthron Delb, Elbion’s baker for almost 
  20 years.
  Ystala’s bakery sits just south of the Market 
  Graveyard, the final resting place for those 
  from the Merchant’s Quarter whose families 
  had enough gold for a proper burial.  Elbi-
  on sits on top of a large rock, ostensibly, and 
  skilled craftsmen are required to excavate a 
  plot.  Most residents who pass away within the 
  city are cremated, since burial is such an ex-
  pensive option. There are several family crypts 
  located in the Market Graveyard as well, but 
  again, these are private and expensive to con-
  struct.
  While the location of the bakery is somewhat 
  off putting, her business thrives.  Her skill as 
  a baker and as a patissier are nothing short of 
  astounding, and she need not brag.  Her shop is 
  small and warm, cozy with dark wood shelves 
  lining the walls and glass counters on the left 
  and right, a testament to her prosperity amongst 
  otherwise meager surroundings.  Trays of pas-
  tries line the left side, a veritable feast for the 
  eyes full of all the colors of the rainbow.  On the 
  right sit cakes, some humble and others fantastic 
  creations of color and shape.
  GM Details: Ystala Tremaine is a Hedge Witch, 
  and not a helpful one.  She is slowly poisoning 
  the city dwellers with her magic as they consume 
  more and more of her sweet cakes and bread.  
  Ystala has made a pact with a lesser demonic 
  power, and in exchange for poisoning the souls 
  of her customers she becomes powerful with 
  magic herself…
  She appears as a woman in her late 20’s but is, 
  in actuality, nearing her 78th season.  As she 
  bakes, she adds her ‘secret ingredient’, a magical 
  powder that makes each pastry and loaf deli-
  cious, but steals a small piece of the soul of any 
  who consume it.  These people are more likely 
  to become angered in otherwise normal circum-
  stance, as well as act impetuously and without 
  thought.  The sweets are also somewhat addic-
  tive, as after consumption people often feel both 
  sated and somewhat euphoric.
  Witch magic is an amalgamation of wizard and 
  cleric, some spells learned and others granted by 
  the patron demon.
  Ystala Tremaine: LVL 6, Witch, HD 4, HP 35, 
  AC 6 (14); Atk 1; Dam 1d6 (dagger) or Spells 
  (Light, Sleep, Cause Light Wounds, Hold Person, 
  Blindness) [Cloak of Witchery(PG.9), Ring of 
  protection +2, Amulet of Protection from Good 
  (reverse of Protection from Evil Cleric Spell), 
  Wand of Magic Missile {lvl 5, 10 charges}, Cir-
  clet of Skeleton Warrior Control]
  Any player casting detect good/evil or detect 
  magic within Ystala’s Bakery  will note that every 
  pastry in the shop will glow red with the taint of 
  evil, or dark blue in the case of detect magic.  
  4
  
  Ystala herself will glow in either case, as she 
  wears several magical protections and is cha-
  otic evil.  She will note any castings and im-
  mediately retreat to her lair below the shop if 
  she believes she has been discovered...aaaaand 
  ACTION!
  [If your players take no action, the shop will 
  continue to run as normal, and Ystala will be 
  on-site and available to interact.  She might 
  even offer up a cookie to those interested in 
  her goods]
  [Players eating any of Ystala’s baked goods 
  must save vs. Poison AND Magic (2 saves 
  required) in order to not be affected by the 
  tainted tastycakes.  Roll 1d3 (d6/2) to deter-
  mine number of effects to apply from the table 
  below, then roll below or pick)]
  1. Very mild euphoria, wears off in 1 hour (-1 
  to all checks/hit)
  2. Need something savory to balance the sweet, 
  maybe a ham kolache!
  3. Amped up (Sugar High), wears off in 1 hour 
  (+1 to all checks/hit)
  4. More hungry than before you ate it, turn 
  around and grab another
  5. Feeling lackadaisical, wears off in 2 hours (-1 
  to all checks/hit)
  6. ‘I need some for later’ (spend 2d6 silver on a 
  Joey (Bagful of Donuts))
  [Players who take any action that Ystala 
  might interpret as threatening or if they cast a 
  spell to reveal the true nature of the goods or 
  Ystala, she will immediately flee to the rear of 
  the shop and head down the stairwell to her 
  lair.] 
  Beneath the Bread
  A search of the back part of the shop reveals 
  the following:
  3 Stone & Clay Ovens, fired but empty (unless 
  the party arrives between 2am-6am when she 
  bakes)
  2 large workbenches covered in flour and other 
  bakery ingredients, bench scrapers, etc.
  1 Stool in moderate condition
  2 Aprons
  Various wood, stone and metal bowls
  More interesting than the baked goods and 
  bakery equipment is the strange purple glow 
  emanating from the stairwell in the northeastern 
  corner of the bakery’s prep area.  It seems to hum 
  and pulse in no particular pattern…
  Before the players can investigate, or have 
  time to leave the shop, several creatures emerge 
  from the glowing stairwell and attack, casting 
  Darkness immediately!
  DARK STALKER(1) AL N; MV 12 ; AC 1 (18); 
  HD 2; hp 16; #AT 1(Short Sword - Poisoned); 
  Dmg 1d6 (save vs. Paralysis); SV F5; ML 11; XP 
  500 x2  Special: Darkness, fog cloud, death 
  throes, light blindness, surprise on 1-2 on 1d6
  DARK CREEPERS (5) AL N; MV 12 ; AC 3 
  (16); HD 1; hp 8; #AT 21(Dagger); Dmg 1d4; SV 
  F5; ML 11; XP 500 x2  Special: Darkness, death 
  throes, light blindness, surprise on 1-2 on 1d6
  [full descriptions appear on pg.9 in the MON-
  STER section]
  The Entrance Below
  A broken iron gate leans to the left of the 
  opening at the bottom of the stairwell where 
  the strange purple glow emanates, the lock now  
  melted black slag clinging to the bars around it.  
  The light illuminates a short flight of stairs that 
  leads to a landing below, and what appears to be a 
  door off to the right of the landing.
  1. The door is not locked and opens inward.  
  This room contains an old work-table that sits 
  5
  
  against the southeast wall and three sets of shelves 
  on the other two walls in various states of disre-
  pair.  Jars and boxes line the shelves, each filled 
  with herbs and other dried, powdered or gelati-
  nous ingredients (list below).  3 cages hang from 
  hooks in the ceiling to the left and right of the 
  table, each with some strange, small leathery and 
  vaguely humanoid creature with wings like a bat 
  (Quasits).  They screech and caw when the players 
  enter the room.  There are various ingredients in 
  this room, many of which are not important or 
  are simple seasonings or additives.  The list below 
  is for the ingredients that may be used/sold by the 
  characters. seasonings or additives.  The list below 
  is for the ingredients that may be used/sold by the 
  characters.  The ingredients that may be used/sold 
  by the characters. seasonings or additives.  
  Powdered Demon Scale (5 drams) - used to 
  weaken magical resistance in the target 150gp
  Zyrellan Sweet Leaf (25 drams) - Hallucinogenic, 
  Euphoric, very mild 10gp
  Unicorn Tail Hair (1 bundle) - can be used to 
  transfer magical energy from one target to one 
  subject 300gp
  Goblin Sugar (10 drams) - a sweetener with ex-
  treme potency, also very addictive 50gp
  Quasit [3]  AL CE; MV 50’ or Fly 150’ ; AC 2 
  (18); HD 3; hp 13; #AT 3 (claw/claw/bite); Dmg 
  1d2/1d2/1d4 + special; SA poison; SV F3; ML 10; 
  XP 95 cannot cast spells within the magical cages
  [full description appear on pg.10  in the MON-
  STER section]
  2. The door is not locked and opens inward.  This 
  appears to be the personal chamber of Ystala.  
  Small and cozy in a ‘witchy’ sort of way, the room 
  contains a small bed, a dresser with 4 drawers, an 
  iron box, and a plush chair.  Candles in various 
  states of ‘burn’ are littered about the room.
  Dresser: the drawers contain clothes, clean sheets, 
  a small glass box with a white powder, and 2 
  blankets.  If the clothes drawer is examined a 7” 
  phallic device will be found.  Very realistic, it 
  is constructed of a very hard, dark and smooth 
  wood. (i’m keeping it simple, but obviously this 
  could be more fun)
  The powder in the glass box is Poopa Powder 
  (25 drams)  [Stimulant, mild] {inhaled via sniff-
  ing} 200gp total value
  Iron Box: Protected by a Glyph of Warding - If 
  not deactivated or dispelled, the activated glyph 
  will explode outward for 10 hp of damage to 
  the individual attempting to open or move the 
  box.  The contents include: 1 bag with 250gp, 1 
  small bag with 5 rubies (10gp, 50gp x2, 250gp, 
  500gp), 1 potion of Cure Light Wounds, 1 Cloak 
  of Witchery
  3. The door is not locked and opens inward.  A 
  pillar stretches from the floor to the ceiling, and 
  on the left and right standing flush with their 
  backs against it are two stone statues, each 7’ 
  tall with thick, muscled arms crossed in front 
  of their chests.  Behind the pillar is a large iron 
  box, atop which lays an orange cat.
  If the players cross the threshold of the doorway, 
  the statues will begin to animate and attack. (See 
  Animate Statues below)
  Cat (Witch’s familiar) : Greymalkin is far more 
  than a cat, though she rarely sheds her favorite 
  earthly form.  This ‘Demon in Feline guise’ is 
  actually a Marilith, one of the standard order 
  of demons.  Posing initially as the powerful 
  demon lord Urgoth, who Ystala believed she 
  had summoned, the ‘demon lord’ made a pact 
  with Ystala and secured her stay on this plane of 
  existence.  Soon after, the ‘cat’ presented itself to 
  Ystala as her humble familiar servant, but was 
  actually the Marilith that Ystala had summoned, 
  in disguise.
  Knowing that the plan to steal the souls of 
  the hungry folks of Elbion could not last long 
  without suspicion, Greymalkin bides her time 
  and noshes on the tiny fragments of souls that 
  float down to the crypt as the bakery’s clientele 
  casually eat tainted crullers and sip their kothi.
  If the crypt is under assault by the Characters 
  (or Elbion’s Authorities), Greymalkin will not 
  6
  
  act to protect Ystala.  Her death will free the 
  Marilith on the Prime Material Plane to wreak 
  chaos without restraint. (in fact, Greymalkin 
  may be predisposed to help the Characters 
  achieve their goals, if it seems to fit her overall 
  plan.  She can speak and will communicate, but 
  the truth is not something this demon is likely to 
  divulge)
  Animated Statues : Stone (2) AL N; MV 60’ 
  (20’) ; AC 4 (16); HD 5; hp 35; #AT 2 (fist); Dmg 
  2d6/2d6; SV F5; ML 11; XP 500 x2  
  Special: immune to Sleep/Charm spells
  4. The witch Ystala stands to the southwest.
  and a Skeleton Warrior stands beside her poised 
  to attack.  As the players come up the stairwell, 
  she will cast Sleep on them if she has surprise.  
  Otherwise, or after the surprise round, she will 
  use her wand of Magic Missiles as her minions 
  attack.
  Ystala Tremaine: LVL 6, Witch, HD 4, HP 35, 
  AC 6 (14); Atk 1; Dam 1d6 (dagger) or Spells 
  (Light, Sleep, Cause Light Wounds, Hold Person, 
  Blindness) [Cloak of Witchery(PG.10),Ring of 
  protection +2, Amulet of Protection from Good 
  (reverse of Protection from Evil Cleric Spell), 
  Wand of Magic Missile {lvl 5, 10 charges}, Circlet 
  of Skeleton Warrior Control]
  Skeleton Warrior (1) AL NE; MV 30’ ; AC 
  2 (18); HD 7+2; hp 58; #AT 2 (fist); Dmg By 
  Weapon Type or (1d8+2); SV F7; ML 11; XP 500 
  x2  Special: immune to Sleep/Charm spells, +3 
  to hit with weapon, Immune to non-magical 
  weapon attack, 75% Magic Resistant (Descrip-
  tion: skeletal creature clad in the rich, but faded 
  and rotting trappings of a powerful fighter)
  Control of the Skeleton Warrior is lost if the 
  distance between it and the controller is greater 
  than 240’, or if the circlet is removed from the 
  controller’s head
  If Ystala is killed in battle, the magic of the baked 
  goods will dissolve and they will lose both their 
  magical potency as well as their appeal. 
  4a. This stone sarcophagus has been defiled, its 
  lid is smashed and the pieces and lay on the floor 
  on all sides.  The material inside still holds the 
  impression of whatever had lain in repose.
  4b. This stone sarcophagus appears tampered 
  with.  The lid is pushed slightly to one side, but is 
  still intact.  Characters may notice a sweet, some-
  what floral smell, issuing from the stone casket.  
  Inside lies a rather well-dressed corpse wearing a 
  blue-silk dress, her arms crossed upon her chest 
  grasping a golden amulet with a large blue sap-
  phire set in the center.
   
  If examined closely, players will note that the 
  corpse seems to be covered in a thin, translu-
  cent gel.  This is Coffin Crop, a fungus that both 
  preserves and lives off of the deceased host.  If 
  touched by bare hands it will be absorbed by 
  the skin in 4d6 rounds unless dissolved/washed 
  in alcohol, lye soap, or some other antibacterial 
  substance.
  Once absorbed it requires a cure disease cast at 
  level 5+ to kill/cure.
  Coffin Crop will reduce a character’s hp perma-
  nently by 1/week until the infected character is 
  cured or deceased.  Infected character(s) will 
  begin to emit a very sweet, floral aroma almost 
  immediately upon absorption, issued from the 
  oral cavity.  This is how the fungus aspirates.
  4c. The lid of this sarcophagus has been de-
  filed, the holy symbols on the lid are clawed and 
  scratched into a near-unrecognizable condition (a 
  cleric or wizard will have a 50% chance to figure 
  out that the symbols represent the goddess Thy-
  risa, a lesser power whose domain is Home & 
  Hearth, and the patron of many Bakers).
  If the lid is removed, the players will immediately 
  notice the smell of fresh baked bread.  Lying in re-
  pose is the corpse of a robed figure wearing a long 
  beige tunic.  A well used apron is folded over his 
  groin and his arms are crossed on his chest. The 
  left  hand holds a wooden spoon and the right, a 
  whisk.  The corpse is amazingly well-preserved 
  7
  
  and the facial features are still clearly recognizable 
  even though the crypts are certainly well over 100 
  years old.
  There are two wax-sealed jars sitting on the left and 
  right of the pillow by the head of the corpse.  The jar 
  on the left is gray and contains sourdough starter.  The 
  jar itself is magical, and any perishable item placed 
  inside will remain fresh indefinitely.  The starter, while 
  not magical, is the ingredient for an ancient elven 
  bread that has healing properties.  A standard slice/
  serving will heal 1d3 HP of damage and can nourish 
  the eater for an entire day.
  The second jar looks similar, and has the same mag-
  ical preservation properties.  It contains a berry jam 
  that will cure any disease, regardless of the origin, 
  nature or term of the disease.  There are 4 doses of the 
  jam available, and as long as it remains in the magical 
  jar it will not spoil.
  NPCs
  Ystala Tremaine, Witch
  It was no accident that Ystala came to witchery, no 
  mere coincidence that the years of wretched service 
  to the Broken Wizard Geth had given her the moti-
  vation and tools to summon a demon and end both 
  her servitude and the abuse she suffered at the hands 
  of her master.  She had come to Elbion in a wagon, 
  the fifth child of a drover and his third daughter, a 
  liability on all counts.  Sold into slavery by her father 
  to the Broken Wizard in exchange for some coins and 
  a contract, the next forty years would be long ones as 
  she tended to the wizard’s house during the day, and 
  assuaged his twisted desires each hellish night.
  Ystala had, in secret and over many years, learned to 
  read the many books of the Broken Wizard.  It was his 
  homunculus, that hideous lump of grey and blue flesh 
  given life and speech with whom she had found some 
  kinship.  He had become her tutor in such things.  
  They shared the daily pain that the Broken Wizard 
  had inflicted upon them, a terrible commonality.  It 
  was the homunculus who helped Ystala gather the 
  sleeping herbs and send the Broken Wizard into a 
  slumber from which he would never awaken, and 
  together they summoned the demon who would 
  both free the unlikely friends, and enslave them to 
  a new master.
  The demon enjoyed each and every piece of the 
  Broken Wizard Geth, and when the last bit of his 
  magic and body were consumed the Homunculus 
  fell lifeless to the floor, a crooked rictus grin across 
  his pale blue lips.
  Her plans now firmly in place, the bakery secured 
  and operating, and the demon hidden beneath the 
  ovens and workbenches, Ystala’s vengeance would 
  not be denied... 
  Horthron Delb
  The son of a baker who was also the son of a baker, 
  Elbion has been home to Delb’s Bakery since the 
  Crooked Tower sat below the Citadel surround-
  ing the Library of Antiquity...a long time indeed.  
  The bread baked in his ancient hearths blesses the 
  Enclave and the Librarians, who some say pass the 
  freshly baked loaves on to the Brothers of Implaca-
  ble Thirst...a high honor for the Delb family indeed.
  Freshly baked bread flows from the hearths of Delb 
  like a river, each morning flooding the streets of 
  Elbion with its scent.  No breakfast in Elbion is 
  complete without a Delb breakfast roll, slathered 
  with butter and jam or stuffed with salty ham and 
  creamy cheese.  There are other bakers in Elbion and 
  none (but those under the spell of Ystala) would 
  argue  that his crusty long rolls and soft breakfast 
  breads aren’t the finest in the city.  It’s not easy to 
  bake consistently at such a high altitude, but the 
  original Delb consulted with Thyrisa, the goddess 
  whose domain includes the bakers.  After long 
  hours of prayer and the ingestion of a yeasty potion 
  known to induce a trance-like state, the secrets were 
  revealed in a vision...the temperature of the hearth 
  was subsequently lowered and the liquid content of 
  the bread reduced and Delb’s Bakery produced the 
  crispiest crusts and softest rolls in Elbion, an em-
  pire not easily toppled.  It’s no wonder that Ystala’s 
  bakery, so busy and profitable, has Horthron Delb 
  twisted in pretzel-like knots!
  8
  
  Entrance to Ystala’s Lair
  9
  
  Magic Items
  Cloak of Witchery
  The Cloak appears as a tattered and well-worn 
  cloak made from a thin gray fabric.  The edges 
  will always appear frayed, and the hood (when 
  worn) will cause the wearers eyes to take on a 
  dim, red glow.  The item is not inherently evil, 
  spun from the thread of the indigo worms that 
  live in the in-between trees...the tall, sparse, ash-
  en arboreal watchmen who dwell in that space 
  between the planes.  
  The Cloak of Witchery is primarily a ritual item 
  worn during the ceremonies which fall on the 
  days or nights that place the Prime Material 
  plane closest to the Abyss, the realm of Demons.  
  On these occasions, the witch will don the cloak, 
  and in doing so will shift his/her physical essence 
  even closer to the Abyss as it places the wearer 
  nearer to the veil between planes.  Such a shift 
  has several effects as below:
  Wearer may only be hit by Silver or Magical 
  weapon while wearing the cloak.
  Wearer can see all invisible items/monsters/char-
  acters.
  The primary use of the Cloak of Witchery is for 
  summoning.  Any summoning spell cast or ritual 
  engaged in while wearing the Cloak of Witchery 
  has a +50% chance of success, and will result in 
  the best possible outcome (ex. Summon Monster 
  1 will yield the max. # of monsters summoned of 
  the highest HD possible for the max number of 
  rounds, and they will arrive in the shortest time 
  possible)
  Jar of Preservation
  Theses jars are used by Wizards and Alchemists 
  alike, meant to hold ingredients that would rot 
  and become useless long before they were uti-
  lized.  The cap must be complete (base and lid) 
  for the magic to function propely. Vessels of this 
  type may be cleaned and reused multiple times, 
  as the enchantment placed upon them is perma-
  nent.  The opposite of such items do exist, the 
  Vessels of Spoilage.
  Monsters
  Dark Creeper 
  Hit Dice: 1
  Armor Class: 3 [16]
  Attack: Dagger (1d4)
  Saving Throw: 17
  Special: Darkness, death throes, light blindness, 
  surprise on
  1-2 on 1d6
  Move: 12
  Alignment: Neutrality (with chaotic inclinations)
  Challenge Level/XP: 2/30
  Dark creepers make their homes in the twisting 
  passages and caverns of the subterranean world. 
  They are small, thin humanoids with gray skin 
  and solid, gray eyes. Dark Creepers dress in dark, 
  flthy robes and smell of dung and rotted meat. 
  When dark creepers’ clothing begins to rot with 
  age and fall from their bodies, they simply add 
  another layer, rather than remove the tattered
  rags. Dark Creepers speak their own babbling 
  language (known as Darkling)understandable 
  only by other Dark Creepers and Dark Stalkers 
  10
  
  (see that entry). Three times per day, a dark creeper 
  can create an effect identical to the darkness spell. 
  Dark creepers can see in all forms of darkness, includ-
  ing magical darkness. They also continuously detect 
  magic. Abrupt exposure to bright light blinds dark 
  creepers for 1d3 rounds. When killed, a dark creeper 
  spontaneously explodes in a ﬂash of white-hot light. 
  All creatures within a 10-foot radius must succeed on 
  a saving throw or be blinded for 1d6 x 10 minutes.
  Hit Dice: 2
  Armor Class: 1 [18]
  Attack: Short sword (1d6)
  Saving Throw: 16
  Special: Darkness, fog cloud, death throes, light blind-
  ness,
  surprise on 1-2 on 1d6
  Move: 12
  Alignment: Neutrality (with a proclivity for chaos)
  Challenge Level/XP: 4/120
  If the Dark Creeper is rarely seen, the Dark Stalker 
  is even rarer. They are the leaders and commanders 
  of the dark creepers and rule the subterranean cities 
  through might and fear. Dark stalkers are man-sized 
  and have pallid skin. They wear the same type of flthy 
  dark robes and clothes as the dark creepers. Dark
  stalkers speak their own babbling language under-
  standable only to other dark stalkers and dark
  creepers. Some of the more intelligent dark stalkers
  speak Common. Dark stalkers generally try to avoid 
  combat, using their powers to cover their escape. If
  forced into combat,they attack using their short 
  swords, which they prefer to poison. If defeat
  is imminent, a dark stalker seeks the quickest means 
  of escape possible. Three times per day, a dark stalker 
  can create an effect identical to the Darkness spell. 
  Twice per day, a dark stalker can create a fog cloud 
  (as obscuring mist). A dark stalker can continuous-
  ly detect magic as the spell. Dark stalkers can see 
  perfectly in darkness of any kind, including magical 
  darkness. Abrupt exposure to bright light blinds dark 
  stalkers for1d3 rounds. When killed, a dark stalker 
  spontaneously explodes in a ﬂash of white-hot 
  ﬂame equal to a three dice freball spell (save 
  for half damage). Dark creepers within 60 feet 
  that witness a dark stalker’s death throes must 
  succeed on a saving throw or ﬂee in terror for 
  1d6 rounds.
  Quasit
  In its natural form, a quasit is a small demonic 
  creature that stands about 1 ½’ tall. They often 
  serve more powerful demons, but are most 
  commonly encountered as familiars to chaot-
  ic magic-users. Quasits take no damage from 
  non-magical weapons, except those of iron. In 
  addition, they do not suffer damage from fire, 
  cold, or electrical-based attacks. They regener-
  ate 1 hp per round. Quasits save versus magical 
  effects as an F7. They attack with claws and 
  a bite. Victims of the claw attacks must save 
  versus poison or lose 1 point of DEX for 2d6 
  rounds, for each successful attack. Quasits have 
  the following spell-like abilities: Detect Good, 
  Detect Magic, Invisibility, and Polymorph Self 
  (limited to the form of a bat, giant centipede, 
  toad, or wolf). In addition, 1 time per day a 
  quasit may Induce Fear (as the spell, except that 
  its area is a 30’ radius).
  Dark Stalker 
  11
  
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