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  Curse of Mistwood is an adventure designed for a group of 5 to 8 Characters of levels 4 to 6.
  Writers: Daniel J. Bishop & David W. Fisher
  Illustrator: David W. Fisher
  Cartographers: David W. Fisher, Brian Van Hunsel & Del Teigeler
  Cover Artist: David W. Fisher
  Layout: David W. Fisher
  Editors: Daniel J. Bishop, David W. Fisher & Brian Van Hunsel
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games.
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of 
  Goodman Games. All rights reserved.
  For additional information, visit www.goodman-games.com or contact info@goodman-games.com.
  
  4
  The Tale of the Four Sisters
  Some unknown centuries past, in the world of 
  Barg’herzarag, the Methuselah of Wartaren, a queen 
  amongst hags, spawned four daughters. It was destined 
  that one of the sisters would one day take the Throne of 
  Undying Wisdom for herself. Their names were Griztella, 
  Necrosa, Gillara and Glyndel. Each was hideous to look 
  upon, yet the youngest, Glyndel, bore a terrible defect: 
  she was kind. 
  Upon learning of this horrible malady, the Methuselah 
  ordered her youngest be grafted to the living citadel, 
  an eternal punishment for the crime of compassion. 
  There her body would slowly be consumed as her mind 
  and life force fuelled the citadel’s wards. Necrosa and 
  Gillara, as despicable as they were, fled with Glyndel to 
  a different world, leaving their elder sister, Griztella, 
  and their mother behind.
  They found themselves in a putrid swamp, teeming with 
  revolting, slimy creatures. They were pleased. They 
  lived a quiet life, worshipping Hecate and formed a 
  formidable coven of crones. Humans settled in the area 
  and Glyndel, in her naïve benevolence, fell in love with 
  their leader. She bore him a child.
  In Barg’herzarag, the old queen slowly and tortuously 
  died. Griztella became the new Methuselah, securing 
  her place by tearing the older crone’s face from her as 
  she breathed her last breath, then stitching the face to 
  the Throne of Undying Wisdom. Her hatred and cruelty 
  made her a revered ruler. Hags of all kind bowed to her 
  every whim. Yet she could not forget her sisters. One 
  day she would find them…
  Patrons, Pals and Playtesters: Daniel J. Bishop, Joe Crocono, Eleora Fisher, Esther Fisher, 
  Gabriel Fisher, Brian Van Hunsel, Paul Kleynjan, James A. Pozenel Jnr, Erik Tenkar, Paul Wolfe.
  
  5
  Background
  Curse of Mistwood is a continuation of the adventure 
  started in The Trolls of Mistwood. Although it can be 
  completed as a standalone adventure, it is encouraged 
  the PCs first face The Trolls of Mistwood. A summary 
  of the events of The Trolls of Mistwood follows for 
  Judges unfamiliar with that adventure. If the PCs 
  have completed The Trolls of Mistwood, the Judge 
  should consider how their actions in that adventure 
  change encounters or circumstances herein, for good 
  or for ill.
  The story so far…
  Twenty-five years ago, Baron Johan, the young 
  and ambitious leader of Mistwood, faced the 
  infamous Troll Siege of Mistwood. Threatened by 
  insurmountable odds, the coming of the enchantress 
  Glyndel seemed like a blessing from the gods. The 
  beautiful enchantress offered aid, and presented the 
  Baron with the magic blade, Clawreaver.
   
  The sword was forged to slay trolls but, unbeknownst 
  to Glyndel or the Baron, it held a powerful curse 
  from the black heart of Hecate, goddess of witches. 
  The adage, He who fights with monsters might take 
  care lest he thereby become a monster (Nietzsche), is 
  exactly what Clawreaver is designed to do. Whosoever 
  wielded Clawreaver, sooner or later, would become a 
  troll.
  Glyndel hid her origin from Baron Johan and the folk 
  of Mistwood. In truth, she was a hag from an alternative 
  pocket dimension known as Barg’herzarag, known 
  in the common tongue as the Hagworld. She and 
  her two horrid, elder sisters fled from the Hagworld 
  some three centuries ago, for Glyndel was born with 
  a terrible birth defect: compassion. Had she remained 
  in Barg’herzarag, the hags would have grafted her 
  to their living castle, Wartaren, consuming her for 
  eternity, but within this world she was deemed safe. It 
  was this flaw that led to her loving Johan.
  When Glyndel learnt of the cursed nature of 
  Clawreaver, she invoked the witch goddess Hecate, 
  who malevolently spared Johan by transferring the 
  curse into his and Glyndel’s unborn daughter. Upon 
  reaching her twentieth birthday, Glyndel’s daughter, 
  Larissa, transformed into a horrific troll hag, bent on 
  mayhem and revenge. Facing the ungodly power to 
  transform men into subservient trolls, adventurers 
  fought a desperate battle on Crone Island to end 
  Larissa’s machinations for good. These are the events 
  of the adventure The Trolls of Mistwood.
  As the curtain opens on Curse of Mistwood, five years 
  have passed since Larissa’s defeat and the horror that 
  befell the village has become little more than a dark 
  memory to the villagers. 
  Baron Johan has found love in the arms of a young 
  maid named Estelle and Korvan, a Judge of Trisdeus, 
  married them six months ago. The newlyweds were 
  overjoyed to learn from the new village apothecary 
  that Estelle was with child.  
  Their joy was not to last.
  Not long after Estelle’s first trimester, something 
  unspeakable has occurred. The unborn has grown 
  to an unnatural size within the girl, causing green 
  bruising and secretions that formed a cocoon around 
  the lower half of the girl. Needless to say, the girl is 
  bedridden, incoherent with pain and delirium.
  To further exacerbate the situation, nightmares and a 
  feeling of nocturnal alien visitations have plagued the 
  Baron. Other men-folk have also fallen afoul of this 
  phenomenon. Johan has sent word for champions to 
  seek out the hags in the swamp to demand a cure. 
  His immediate suspicion is that Glyndel, the youngest 
  hag and his former lover, has cursed the couple’s 
  union and the village in a jealous rage. But the curse 
  stems from Hecate and Barg’Herzarag, carried by the 
  evil sword Clawreaver – tainting his bloodline, and 
  threatening now to merge the material world and the 
  Hagworld forever!
  
  6
  The Concordance
  Once in a millennium, the planes align in such a way 
  that the fabric that separates them becomes malleable. 
  Piercing the planar fabric requires a significant lever 
  from one of the planes to cross over into the other. 
  In this case, the presence of Clawreaver in the prime 
  material plane has given rise to the first potential 
  concordance between the PCs’ home plane and that 
  of Barg’herzarag, the plane of the sword’s creation.
  Griztella the hag Methuselah has consulted disciples 
  from the Citadel of Hecate and the witch queen seems 
  to favor the merging of Barg’herzarag and the Prime 
  Material Plane. Upon the next full moon, which will 
  rise in synchronization between both worlds, an 
  elaborate ritual will take place within the Citadel, 
  causing Clawreaver to implode, destroying Mistwood 
  and shredding the fabric between planes.
  Appendix E describes Clawreaver and its powers in 
  detail.
  D10
  Portent
  1
  A green comet streaks across the heavens, visible for 1d5 nights. While it is visible (night only), 
  female casters gain +1 to spell checks.
  2
  An animal is born with two heads, if in town. Otherwise, a viper with two heads is seen in the wild.
  3
  The meat in a meal is rubbery and unappetizing, seeming to move on its own. If eaten anyway, 
  characters must succeed on a DC 15 Fort save or take a -1d penalty on the dice chain to all rolls for 
  1d6 hours.
  4
  A random (or the least Lucky) character develops a pulsating green pustule that cannot be healed until 
  the link between the Hagworld and the material world is severed. It causes 1d3 points of Strength, 
  Stamina, or Agility damage.
  5
  All male PCs have a -1 Luck penalty, and all female PCs gain +1 Luck, until the link between the 
  material world and the Hagworld is severed.
  6
  Unearthly faces, twisted in agony, appear on trees. PCs getting too close are subject to the face’s cruel 
  bite. Atk Bite +10 melee (2d8+6). Once the face has bitten someone, it shrivels back into the tree, 
  leaving no trace of its existence.
  7
  All male PCs become enamored of any females encountered, the uglier the female, the more devoted 
  the PC becomes. This works as per the spell Charm Person without the benefit of a saving throw.
  8
  The luckiest female PC is granted a +1 ability boon from Hecate. The boon lasts until the link 
  between the Hagworld and the material world is severed. If the PC decides to follow Hecate as her 
  patron, the ability bonus becomes permanent.
  9
  The unluckiest male PC develops a green fungal growth. The fungus is debilitating, slowly consuming 
  the unfortunate male. At the end of each day, the afflicted PC must make a DC 15 Fort save to rest. 
  Those who fail are unable to memorize spells and lose a point of Personality each time they fail to 
  rest as they scratch and tear at the fungal growth. Preventing the concordance kills the fungus.
  10
  A cruel face appears on the moon each night. As each day progresses toward the convergence, the 
  face becomes more discernible as that of a malevolent crone.
  As a result, the two planes will become one, causing 
  mass destruction on the Prime Material Plane as 
  Barg’herzarag oozes through the rift, growing and 
  consuming the prime plane like a cancer. Hags and 
  beasts of immense power will emerge to rule over 
  what is left of the PCs’ world.
  As the full moon approaches, portents of evil begin to 
  occur. (See Portents of Evil).
  Sidebar: Portents of Evil
  As energy from the Hagworld seeps into the real world, strange things begin to occur. The following portents 
  of evil can be used by the Judge to create a sense of foreboding or urgency in the adventure.
  
  7
  Introduction
  Five years after the events in The Trolls of Mistwood, 
  the PCs once again find themselves in the vicinity of 
  the Gravic Swamp. Regardless of whether or not the 
  PCs possess Clawreaver, it plays a vital role in this 
  adventure. Reasons the PCs are here may be:
  • 
  they are summoned by Baron Johan.
  • 
  the village became their home base. 
  • 
  their return seems to be mere coincidence.
  • 
  If they were given the sword Clawreaver in 
  The Trolls of Mistwood, the PC possessing the 
  sword feels compelled to take the sword back to 
  Mistwood. Failing to do so results in the player 
  character being unable to rest or heal.
  • 
  vivid dreams compel them to return. Visions 
  of the gates of Mistwood opening or of gliding 
  through the swamp gates into Mistwood harbor 
  as a vile, whispering voice commands, “Return!” 
  are suggested recurring dreams. This guidance is 
  from the coven of hags of the Gravic Swamp, who 
  have their own designs for the PCs.
  • 
  wizards and elves may find themselves drawn to the 
  arcane energies leaking out from Barg’herzarag’s 
  alignment with the material plane.
  • 
  In addition, patrons or deities may send their 
  adherents to prevent the merger of the planes. In 
  their eternal jockeying for power in the Courts 
  of Chaos, few of even the most chaotic and evil 
  supernatural powers support Hecate’s bid for 
  ascendancy.
  The Gravic Coven: They desire the destruction of 
  Griztella, which is the only way that they can ever 
  truly be safe. They seek then to place Necrosa upon 
  the Throne. Destroying Griztella will initiate the 
  convergence of worlds, but the coven will not divulge 
  this information to the PCs. After all, why rule one 
  world when there are two within reach?
  The Shrouded Council: A group of hags, the black 
  annises, led by Shaduzara, seek to unseat Griztella and 
  take the Throne for themselves. Seen by the dominant 
  green hags as being inferior due to their less magical, 
  more physical abilities, the black annises have been 
  cast in a subordinate role for many centuries. Even the 
  lesser hags hold sway over the annises. The Shrouded 
  Council feels the time of the annis is at hand and 
  the concordance is their sign to rise. The Shrouded 
  Council gives the Judge a means to extend unexpected 
  help within Barg’herzarag, if it seems unlikely that the 
  PCs can actually defeat Griztella. Neither Shaduzara, 
  nor any other hag in this adventure, actually means the 
  PCs well, but sometimes the enemies of your enemies 
  can be allies until they are of no further use….
  Who can say which faction Hecate favors? Perhaps 
  she simply amuses herself by pitting them against 
  each other.
  Abercrombie and Phenoton: These twins were 
  once a single being. Dabbling in the chaos magic of 
  Entorpus split the one into two. Entorpus knows of the 
  concordance and welcomes the potential cataclysm. 
  Entorpus has positioned Phenoton in the very courts 
  of Wartaren as an advisor to the Methuselah whilst 
  Abercrombie has positioned himself as a kindly 
  apothecary in Mistwood. Both manipulate those 
  around them to instigate the Concordance.
  Entorpus does not want the influence of the hags on 
  the prime plain; the Crimson Whirlpool seeks the 
  destruction of both worlds... but merging them halves 
  his work in the long term.
  Factions
  There are four groups at work in this adventure. 
  There are three main factions among the hags and a 
  pair of Entorpus followers that come into play in this 
  adventure:
  Griztella the Methuselah: Seated upon the Throne 
  of Undying Wisdom, Griztella has learned from the 
  witch-goddess Hecate the means by which the cursed 
  sword Clawreaver can force the material world and 
  the Hagworld into concordance. She seeks to expand 
  the influence of the Citadel of Hecate across the face 
  of the PCs’ world and in doing so restore much-
  needed life force to her dying world. Even more, she 
  seeks to discover her lost sisters, and see that they pay 
  for daring to flee the Hagworld. As great as her anger 
  is that they left her alone to suffer their mother’s ire, 
  she never would have fled with them, viewing them 
  as weak for their flight. She means to destroy the stain 
  they placed upon their mother’s house.
  
  8
  Part I: Return to Mistwood
  Mistwood has changed little in appearance over the 
  five years since the wrath of Larissa and her troll 
  hoards. Baron Johan is still the ruler of Mistwood but 
  has taken to the full time care of his wife. Battilda the 
  Grey still commands the Troll Killers of Mistwood 
  but due to the Baron’s incapacity at this time, Battilda 
  has taken to making executive decisions on his behalf.
  A garrison of soldiers from the northern trade city 
  of Claeridge Pass has been stationed at Mistwood to 
  provide additional security for the trade route north. 
  Silt eel oil is still a valuable curative unguent and a lot 
  of coin is now flowing into Mistwood.
  PCs that completed The Trolls of Mistwood may 
  possess the silver troll claw brooch awarded them 
  by the Baron. These brooches are recognized by the 
  townsfolk and all due respect is given to the Troll 
  Killers. All PCs wearing these brooches gain +3 to 
  any NPC interactions and negotiations.
  Becoming Hag-Ridden
  The PCs should notice some of the men folk seem 
  exhausted and extremely nervous. The men who have 
  not purchased a hollow stone from the apothecary 
  (see Abercrombie’s Potions and Lotions) suffer the 
  predations of the hags of Barg’herzarag. After retiring 
  for the night, victims become paralyzed, trapped in a 
  nightmarish nocturnal encounter with an amorous hag 
  from Barg’herzarag. The terrified male cannot awake 
  until the hag has had her way with the hapless fellow. 
  He then awakens exhausted, terrified but convinced 
  the encounter was only a nightmare. These hag-
  ridden men can only be freed by either the ruination 
  of Griztella’s plans or their completion.
  Male PCs who sleep in Mistwood without taking 
  precautions, such as the use of a hollow stone, may 
  become hag-ridden. For each evening a male PC 
  sleeps in Mistwood, there is a cumulative 20% chance 
  that they attract the affections of a hag. Once the hag is 
  attracted to the male, the nocturnal visitations begin. 
  Being hag-ridden creates more than one problem. 
  Spell casters can only prepare half of their repertoire 
  of spells, rounded down, and natural healing does 
  not take place for hag-ridden characters. To make 
  matters even worse, if a hag-ridden PC travels to 
  Barg’Herzarag, the hag that has been haunting his 
  dreams from the hag world is immediately drawn 
  to the PC when he rests, feeling his presence (see 
  Hagridden in Barg’Herzarag).
  The village of Mistwood
  The following points of interest are from the Mistwood 
  map, which the players can be given a copy of. Many 
  of the locations are detailed further in The Trolls of 
  Mistwood. Only areas vital for this adventure are 
  given greater emphasis.
  1. 
  Front Gate
  The front gate is approximately 10x10’ in size, 
  constructed of thick wooden beams. The hinges are 
  also wooden, as is the large, tree trunk-sized bolt that 
  slides across to lock the gate. The gates remain open 
  during daylight hours but the villagers are cautious and 
  the gates are barred on nightfall. It takes a combined 
  strength of 20 to secure the gate at night by sliding the 
  greased bolt across.
  After the events of The Trolls of Mistwood and the 
  defeat of Larissa, five years of calm have followed, 
  making Mistwood a more welcoming village.
  
  9
  Lance and Earl, the Troll Killers who man the main 
  gate, are now stationed at a table outside of the front 
  gate, where they collect a tax from visitors of 1 sp. If 
  questioned about the tax, the men state it is by order 
  of Battilda the Grey. Two soldiers in polished plate 
  armor stand to either side of the gate. They do not 
  reply to questioning PCs but Earl or Lance identifies 
  the soldiers as troops from Claeridge Pass and that the 
  only soldier with the authority to answer questions is 
  Alric Duvere who is with a garrison of men at the 
  north gate.
  If a PC is in possession of Clawreaver, a DC 15 
  intelligence roll alerts that PC that the sword begins 
  to pulse as the character enters the village. Further 
  investigation by unsheathing the weapon reveals the 
  blade is glowing so brightly that it is blinding to look 
  upon. Those who take hold of the pommel feel it 
  pulsing with unbridled energy.
  2. 
  Watchtowers
  Situated around the village are 30’ tall watchtowers. 
  The villagers call the towers the Tripods since each is 
  a rudimentary 3-legged tower with a simple platform 
  and shelter at the top. The watchtowers stand twice as 
  tall as the wall. Though seldom manned these days, 
  the Troll Killers keep the towers well maintained. 
  Those climbing the western towers are presented a 
  superb view of the Gravic Swamp.
  Looking out over the swamp during daylight is a 
  good way to get a bearing on the landmasses within 
  the swamp. Swamp trees tend to be sparser in the 
  deeper channels of the swamp, so any character with 
  knowledge of the wilderness can make a note of the 
  islands in the swamp. A particularly large willow tree 
  towers over the other swamp trees in the distance 
  to the west. At night, wizards and elves have a 25% 
  chance of seeing green lights moving around the large 
  willow (see Lizard Hollow).
  3. 
  Willow Trees
  The Gravic Swamp is home to many species of trees 
  and other flora. When the first fishermen came to 
  build the village of Mistwood, they cleared the area 
  of all trees save five large, beautiful willow trees that 
  to this day remain within the walls of the village. It is 
  after these trees that Baron Johan’s family took their 
  house name.
  Since the stirrings of the concordance, those touched 
  with magical energy occasionally see mysterious, 
  glowing green shapes moving around the area where 
  the trees are situated. Wizards and elves have a 25% 
  chance of noticing the shapes. An additional DC 18 
  Intelligence check allows those characters to discern 
  the shapes as tall, ugly, female humanoids, wandering 
  around oblivious to those in Mistwood. Otherwise the 
  shapes appear as glowing green balls of light. 
  The magical energy of these trees, combined with the 
  concordance, has made the plane of Barg’herzarag 
  visible to those with the power to see. It is a one way 
  window and the figures are intangible and illusory. 
  Only the concordance itself will allow these beings to 
  exist in the flesh in Mistwood.
  4. 
  Murky Ale Tavern
  The Murky Ale Tavern is a two-story building with 
  guest rooms on the upper level. On the ground floor 
  is a large tavern with tables and booths for patrons 
  to rest and socialize. The bar and kitchen is attended 
  to by Thaddeus Muttval and his wife Kyrene. Their 
  specialty dish is silt eel broth at a low 1 sp.
  
  10
  Roll d8
  Rumor
  Fact
  1
  Morgan’s dog grew a fifth leg!
  This is true. The poor animal has been affected 
  by the concordance and can be found at location 
  13.
  2
  The Baron’s wife is cursed!
  Also true. If PCs ask about this, or if those 
  overheard speak too loudly, Thaddeus warns 
  them to keep their mouths shut. The Muttvals are 
  loyal supporters of Baron Johan.
  3
  The new apothecary is a drunkard; he was 
  seen climbing out of the well after he fell in 
  one evening.
  This is partially true. Abercrombie was searching 
  for Digger in the subterranean tunnels but 
  was discovered climbing from the well so he 
  pretended to be drunk.
  4
  Fishermen on the swamp, especially around 
  Lizard Hollow, have seen unearthly lights!
  This is true. The concordance has activated the 
  Salix Maw beneath the hollow and its arcane 
  energies produce mysterious, ghostly lights to 
  swirl around the ancient tree.
  5
  A fisherman claims he saw a green skinned 
  crone launch flame from her hands burning a 
  raft and its occupant from the swamp in the 
  eel breeding grounds.
  True. Gillara, a vicious pyromancer as well as a 
  hag, doesn’t enjoy sharing the swamp with lesser 
  beings.
  6
  The enchantress will return someday and 
  Baron Johan will regret taking a wife.
  Many villagers are unaware that the legendary 
  enchantress is in fact a hag.
  7
  The new apothecary returned from a fishing 
  trip with a hell-spawned silt eel. He keeps it 
  in his store.
  This is true. The hell-spawned silt eel is, in fact, a 
  daemonic larva, that oozed into the prime plane.
  8
  The end of the world is nigh!
  This could very well be true.
  Thaddeus and Kyrene are happy to offer a room 
  to the PCs for 3 silvers a night or for free if the 
  characters helped save the village in The Trolls of 
  Mistwood. Being superstitious and wisely so, Kyrene 
  has suspended hollow stones above the beds in each 
  room. If questioned about the stones, Kyrene say they 
  are for good fortune. Rumors can be gavered at the 
  Murky Ale Tavern; see the table below:
  5. 
  Barracks
  The famous Troll Killers of Mistwood’s barracks are 
  located just inside the main gates and to the east. The 
  Troll Killers are the official watch of Mistwood.
  As a result of the events of the adventure The Trolls 
  of Mistwood, the Troll Killers have grown in number. 
  Nobles from around the Spurlands send young men 
  to train and serve with the Troll Killers. At any time 
  there is a force of 30 Troll Killers in the barracks and 
  patrolling the streets. They are vigilant watchmen and 
  women. There is some ill feeling between the Troll 
  Killers and the Claeridge Pass soldiers but there has 
  been no open hostility, yet.
  Standard Troll Killer of Mistwood (3rd Lvl 
  Warrior): Init +3; Atk longsword d5 melee (1d8) or 
  longbow d5 (1d6); AC 13; HD 4d12, HP 31; MV 30’; 
  Act 1d20; SV Fort +2, Ref +2, Will +1; AL L.
  PCs who have been awarded the rank of Troll Killer 
  of Mistwood are welcome to stay in the barracks at 
  no cost, although it is more crowded than they may 
  remember.
  6. 
  Market Square
  This paved courtyard houses a very busy marketplace, 
  supplying all manner of produce and seafood to both 
  villagers and travellers alike. There are Claeridge Pass 
  soldiers posted around the market to protect business.
  A dwarf by the name of Grachtin has established a 
  stall here selling dwarven-crafted tools and weapons. 
  Grachtin is the brother-in-law of Bunkor and brother 
  of Bailene who run the docks in the harbor. A recent 
  arrival from the Silver Plains, Grachtin has weapons 
  available that may be unknown to all but dwarves, as 
  well as the standard fare of weapons available in the 
  DCC Core Rules.
  
  11
  Weapon
  Damage
  Range
  Cost in gp
  Description
  Nutbuster
  1d6
  -/10
  25
  Appearing much like a dwarven war hammer, the 
  nutbuster has a mechanism that spring launches the 
  head of the hammer, forward extending the handle 
  another 5’ on a concealed inner shaft, extending the 
  reach of the weapon to 10’. It takes a round to retract 
  the nutbuster.
  Half-chisel
  1d8
  -
  12
  Named for its shape, the half-chisel appears as a thick 
  rectangular blade with razor sharp 90-degree edges at 
  the tip.
  Barbed
  hook-axe
  1d10 or 
  1d4 for 
  hook
  -
  12
  Similar to a battle-axe, one side has a cruel barbed 
  hook that can be used to dig into enemies. Opponents 
  ‘hooked’ (on successful strike, DC 12+CL Reflex Save) 
  must spend 1d3 rounds removing the hook that inflicts 
  1d4 damage per round from the barbs. Furthermore the 
  wielder can use the weapon to push, drag and shove 
  those hooked on an opposed strength +3 roll.
  Ankle biter
  2d4
  10
  10
  A nasty 5-foot length of chain tooled with sharp blades 
  and ridges on the chain. It is used to entangle opponents’ 
  ankles for tripping and hurting purposes. The wielder 
  must wear mail gauntlets to avoid inflicting the damage 
  dealt to others on themself as well. The weapon can be 
  wielded like a flail or hurled at an opponent. DC 10 
  Reflex to avoid getting tangled for 1d2 rounds with 
  automatic 1D4 cutting damage each round.
  Dwarven 
  warhammer
  1d10
  -
  10
  For some reason this dwarven hammer hits harder than 
  the standard warhammer.
  Grachtin’s Dwarven Weapons
  7. 
  Well
  Mistwood’s water supply is surprisingly clean and 
  refreshing. Although the bedrock beneath the village 
  filters the water before it reaches the well, it has a 
  pungent scent that the locals have become accustomed 
  to. Travellers take some convincing before they drink.
  A submerged tunnel 5’ below the water level leads 
  to the basement of the Golden Eel Inn (location 12) 
  and was once the secret location of the magic shovel 
  Digger. This can be learnt from the coven of hags or 
  from the mysterious Apothecary, who now possesses 
  the shovel (location 17). If the PCs discovered Digger 
  in The Trolls of Mistwood, then they are aware of this 
  information already.
  8. 
  Stable
  A youth named Thomas, who appears to be around 
  seventeen years old, runs the stables. Housing a horse 
  here costs the owner 1 sp per night. Feeding and 
  grooming is included.
  9. 
  Fish Market
  During daylight, this is the busiest location in 
  Mistwood. Rows of tables covered with raw seafood 
  fill this open-air building. Large glass aquariums sit 
  around the walls of the fish market. Live silt eels of 
  various sizes rest lazily on the bottom of the tanks. 
  They range in size from 4’ to 9’ long.
  A well preserved, 12’ long silt eel skeleton hangs from 
  ropes as a centerpiece for the market. It is a horrific 
  fish and its razor sharp fangs should be a forewarning 
  to adventurers and fishermen alike. The hands of a 
  loving taxidermist have obviously been at work.
  Travellers came from all over the southern realm to 
  buy the market’s wares. Five Claeridge Pass soldiers 
  stand on guard around the fish market.
  
  12
  10. 
  Town Hall/Baron’s Home
  This large central building serves as both the town 
  meeting place and the residence of the Baron and 
  his wife. It is an opulent building constructed from 
  imported marble and stones not found in the region.
  Whilst the Baron tends to his wife, the leader of the 
  Troll Killers, Battilda the Grey, has been appointed 
  to oversee the governance of the village. A once 
  attractive woman, she is now in her fifties and as her 
  name suggests, her hair is steely grey in color. She 
  has shed the familiar dark, boiled leather armor with 
  the silver troll claw brooch, in preference of a more 
  diplomatic gown (although she detests wearing it). If 
  she is required to lead the watch she quickly changes 
  back to her military garb.
  Battilda the Grey – Troll Killer sergeant-at-arms 
  (5th Lvl Warrior): Init +6; Atk longsword d7+1 
  melee (1d8+1) or longbow d7+1 missile (1d6+1); AC 
  14; HD 5d12, HP 41; MV 30’; Act 1d20 + 1d14; SV 
  Fort +2, Ref +3, Will +1; AL L.
  Abercrombie Alkyne, the village apothecary (see 
  location 17), frequents the Baron’s home, tending 
  to Johan and his wife. If the PCs wish to question 
  him, he invites them to his store (see Abercrombie’s 
  Potions and Lotions). For PCs consulting Johan, see 
  A curse most foul.
  11. 
  Church of Trisdeus the Tri-God
  This oddly designed building sits near the Town Hall. 
  Its structure is based on a recurring theme of three. It 
  has three sides with many triangular features. Each 
  face has a different word above a door. They are: 
  Law, Order and Retribution, the mantra of those who 
  worship the three-faced god.
  A young Judge named Korvan has taken up residence 
  within the church. He is young but wise and willingly 
  assists against the forces of chaos.
  Korvan (5th Lvl Cleric): Init 0; Atk mace +2 
  melee (1d6-1) or sling +2 missile (1d4-1); AC 15 
  (chainmail); HD 5d8, HP 27; MV 30’; Act 1d20; SP 
  spellcasting (1d20+6 spell check); SV Fort +1, Ref 
  +2, Will +5; AL L.
  Spells: 1st level Aura of Guilt (new spell), Detect 
  Evil, Detect Magic, Paralysis, Second Sight, Word 
  of Command; 2nd level Banish, Binding, Cure 
  Paralysis, Neutralize Poison/Disease, Snake Charm; 
  3rd level Remove Curse, Spiritual Weapon
  12. 
  Golden Eel Inn
  The Golden Eel is Mistwood’s premier guest 
  accommodation. At 5 gold pieces a night, it is a huge 
  step up from the Murky Ale.
  The Golden Eel has large guest rooms designed for 
  housing visiting dignitaries, wizards and those with 
  a taste (and coin) for more opulent accommodation. 
  Hot baths can be drawn if desired, and inn staff even 
  clean clothing and items for a reasonable tip.
  Calen and Audrey Felworth run The Golden Eel. 
  Their son, Markus, was Larissa’s first victim but he 
  is now cured and tends the bar on the ground floor 
  (unless slain by PCs in the first adventure). If the PCs 
  were responsible for ending Larissa’s reign of terror, 
  he won’t charge them for drinks. He is familiar with 
  all of the rumors from the table from the Murky Ale 
  Tavern (location 4). He is particularly suspicious of 
  Abercrombie Alkyne. If questioned, Markus reveals 
  that Abercrombie was practically praising Entorpus, 
  the chaos god, in a passing conversation but claimed 
  it was in jest. 
  13. 
  Morgan’s Farmhouse
  This is the home of Mistwood’s chief farmer, Morgan. 
  He hires local youngsters to tend his crops during 
  planting and harvest time. Otherwise, he manages the 
  fields himself.
  He owns a large grey wolfhound that barks incessantly 
  when visitors come near the house. The dog has five 
  legs. An additional leg has sprouted between its left 
  front and hind legs. The dog tends to run in circles 
  a lot, barking at its new appendage and gnawing at 
  it when not amused by other things. A detect magic 
  spell on the dog reveals it is affected by conjuration 
  magic.
  14. 
  The ‘Harbor’
  The ‘harbor’ district, as it is jovially named, is located 
  on the western side of the village. Several docks sit 
  within the walled shoreline. The muddy water here 
  is only 2 feet deep at best. Rafts and boats sit tied to 
  the docks. A secured gate opens west into the Gravic 
  Swamp.
  The gates into the swamp are a heavy affair with 
  chain pulleys that work via a winch system to raise 
  and lower the gates. Bunkor the dock master or his 
  wife Bailene, man the winch from before dawn till 
  after dusk. Bunkor the dwarf dock master can be 
  found here if not in his offices (location 15).
  
  13
  Judge’s note: Fishermen that go missing illegally 
  fishing there are generally devoured by the coven of 
  hags.
  17. 
  Abercrombie’s Apothecary
  This refurbished house has been renovated into 
  an herb and potion store. It appears to do a roaring 
  trade as groups of villagers, particularly the 
  menfolk, frequently come and go from the store. See 
  Abercrombie’s Potions and Lotions for more details.
  18. 
  North Gate
  The North Gate is open during daylight hours and 
  closed at night.
  19. 
  Military encampment
  A military encampment has been established in the 
  clearing north of the village for the forty Claeridge 
  Pass soldiers based here. Their commanding officer 
  Alric Duvere speaks with PCs who have questions for 
  the soldiers.
  The purpose of the base is to provide additional 
  security to Mistwood due to the influx of gold and to 
  protect and escort shipments of silt oil to Claeridge 
  Pass. They have an uneasy relationship with the 
  Troll Killers due to some not-so-friendly rivalry but 
  otherwise they are decent folk.
  Standard Claeridge Pass soldier (4rd Lvl 
  Warriors): Init +5; Atk longsword d6+1 melee 
  (1d8+1) or longbow d6 (1d6); AC 16 (Chainmail); 
  HD 5d12, HP 40; MV 30’; Act 1d20; SV Fort +1, Ref 
  +3, Will +2; AL L.
  A curse most foul
  If the PCs have responded to Baron Johan’s call for 
  help, or if they go to meet with the town’s leader, 
  they are ushered into a waiting room at the Baron’s 
  residence by his feisty town clerk, Argyle (assuming 
  he survived the events of The Trolls of Mistwood). 
  There is a 40% chance that Abercrombie Alkyne 
  is visiting at any given time. If present, he says his 
  farewells and excuses himself. Abercrombie invites 
  the characters to visit his store (location 17).
  Johan greets the PCs solemnly and ushers them into 
  his library to sit around a large table. If it is not in the 
  party’s possession, upon the mantle over the fireplace, 
  rests the cursed blade, Clawreaver. If the PCs had 
  possession of the blade and lost it, Johan explains he 
  bought it back from a travelling peddler a year ago or 
  so.
  15. 
  Boathouse
  The boats range from finely crafted vessels to rafts 
  assembled from logs from the local woods. Players 
  can rent a raft or boat from the boathouse for a modest 
  price. A dilapidated raft costs 1 sp a day to rent. A fine 
  rowboat can cost up to 5 gp a day.
  Bunkor’s wife Bailene runs the boathouse.
  16. 
  Dock Master
  This is the home of Bunkor, Bailene and Grachtin, 
  Mistwood’s only dwarven citizens. To leave Mistwood 
  via the swamp requires permission from Bunkor, the 
  dock master. 
  Bunkor (5th Lvl Dwarf): Init +0; Atk mace d7+1 
  melee (1d6+1) or sling d7+1 missile (1d4+1); AC 
  13; HD 5d10, HP 35; MV 20’; Act 1d20+1d14; SP 
  Infravision; SV Fort +2, Ref +2, Will +2; AL L.
  He also issues silt eel fishing licenses for a one-off 
  fee of 5 gp. This steep price deters the non-serious 
  fishermen. 
  Bunkor also outlines areas where it is forbidden to 
  fish, such as the southwestern area of the swamp. 
  The dwarf knows that a coven of hags lives there but 
  he does not openly disclose this to strangers. If he 
  accompanied the PCs on their first adventure to Crone 
  Island in The Trolls of Mistwood, he is unwilling to 
  return there.
  
  14
  Even though Clawreaver is sheathed, PCs making 
  a DC 15 Intelligence check notice an intense green 
  light coming from within the scabbard. Johan has not 
  noticed this phenomenon until now but comments that 
  the apothecary always shows interest in the sword. 
  Johan refuses to see any significance in the state of the 
  sword. He is more concerned about his wife. Nothing 
  sways him from his belief that his wife’s condition is 
  of utmost importance.
  Johan sits at the head of the table and speaks, 
  occasionally breaking into tearful sobs. 
  Read or paraphrase aloud:
  “My friends, it is under grave circumstances that we 
  meet (again). I was once bewitched and cursed by 
  a coven of hags. Though it shames me to say, I was 
  seduced by one of the creatures and it bore me a child. 
  That child besieged my village and was stopped only 
  through (your) brave deeds.
  I had thought the hags’ curse had run its course and 
  that I could start a new life and a new family. I have 
  married a new love, Estelle, and we were overjoyed 
  when the apothecary confirmed she was with child 
  but the wretched curse on my name has taken hold of 
  the pregnancy.”
  Johan goes on to explain the condition of his wife. 
  Healers with a strong stomach may wish to see for 
  themselves (see below). Johan insists that the hag 
  Glyndel has become insane with jealousy and the 
  curse he and his wife suffer now originates from 
  Glyndel and her coven on Crone Island. Furthermore, 
  he explains the onset of men in the village being 
  tormented by horrific nightmares of hags and demons. 
  He offers land and titles to the PCs if they agree to 
  end his family curse.
  For those who insist on seeing Estelle, read the 
  following aloud:
  Johan directs you to the main bedchamber. He is 
  hesitant to enter himself but he opens the door and 
  goes in. On the bed you see the bloated form of the 
  Baroness. A sheet covers her modesty but unearthly 
  green appendages have taken root from the cocoon 
  that surrounds the woman’s belly and now anchors 
  the woman, suspending her above the bed. Greenish-
  brown scabrous patches cover most of her exposed 
  flesh and she gibbers incoherently as black bile 
  dribbles from her lips. Her eyes are rolled back in her 
  skull and she does not respond to any stimuli.
  The effects of the concordance, combined with 
  Johan’s bloodline, have enabled this abomination to 
  occur. The abdomen of the Baroness is actually torn 
  between the Prime Material Plain and Barg’Herzarag. 
  In the turret of the dread Castle Wartaren, an Incuboid 
  has hijacked the Baroness’s pregnancy, using her to 
  harvest hordes of demonic offspring. The only way 
  to cure her is to sever the bond between her and 
  Wartaren, through either ending the Concordance, or 
  by slaying the Incuboid in its nest. The players are not 
  to know this at this time and any attempt to free the 
  Baroness will cause her undue suffering. Should the 
  PCs crack open the cocoon, the woman will be torn 
  apart as the dimensional rift snaps shut, tearing her 
  innards through into the Hagworld, whilst leaving her 
  upper torso and legs behind.
  Unbeknownst to Johan, Abercrombie is using his 
  potions and spells to encourage the Baroness’s 
  condition rather than treating it. PCs notice empty 
  potion vials lined upon the Baroness’s dressing 
  table. Characters who have knowledge of alchemy or 
  spellcraft can’t identify any of the remaining traces 
  of the potions, as they are not of their world. Those 
  with the ability to do so may detect conjuration magic 
  lingering over the vials. Before the PCs leave, Johan 
  implores them to seek out the hags in the swamp and 
  force them to end this wretched curse.
  
  15
  Abercrombie’s Potions and Lotions
  Abercrombie’s Potions and Lotions is the home 
  and business of Abercrombie Alkyne, the new 
  Apothecary of Mistwood. Within the front door is a 
  counter top arrayed with many potions of different 
  colors and viscosities. Judges can make available 
  potions of their choice for PCs to buy. Behind the 
  counter is a workroom that separates the store from 
  Abercrombie’s personal chambers in the rear. Hollow 
  stones hang from a wooden bar above the counter and 
  can be purchased for 25 gp. 
  Hollow Stones
  Physical Description
  A piece of stone with a hole bored through 
  the center hangs from a leather strap or 
  cord.
  Magical Properties
  Radiating slightly with abjuration magic, 
  these stones are enchanted to ward off the 
  hags that haunt the men of Mistwood’s 
  dreams. Suspending the stone above the 
  place where the male character sleeps 
  provides protection from being hag-ridden 
  (see Becoming Hag-Ridden) for that 
  evening. If the ward is forgotten or not 
  present, the hag’s predations continue.
  Abercrombie Alkyne is a middle-aged man with 
  a hunched back from years of stooping over 
  experiments as well as literally being half of the man 
  he once was. As a recent arrival to Mistwood, he is 
  largely unfamiliar with the history of the village. 
  He has come to Mistwood for only one reason: to 
  study and encourage the concordance and, with luck, 
  witness the end of the world. He worships Entorpus, 
  the Crimson Whirlpool, and as such borders on the 
  verge of insanity, especially since he was split into 
  two beings. He hides this fact very well.
  He is a wealth of information about planar travel and 
  planar alignments. He believes the end of the world is 
  nigh, and he’s highly excited to witness it but he fears 
  others may try to prevent it from occurring. For this 
  reason, he endeavors to mislead those who suspect 
  the coming calamity. Abercrombie can communicate 
  with Phenoton in the Hagworld through the mental 
  link between them. He will often begin any answers 
  to questions with “Phenoton says…” If asked, he tells 
  the characters Phenoton is his brother.
  He frequents the home of the Baron to study the 
  effects of the concordance on Estelle and feed her 
  potions brewed from the secretions of the demonic 
  larvae he keeps alive in the basement of the store. This 
  in turn helps the father incuboid with its offspring in 
  Barg’Herzarag. If it is in the Baron’s possession, he 
  also studies the cursed blade Clawreaver, which he 
  suspects is the instrument that will end the world as 
  it is. He won’t disclose this information to the PCs. If 
  the PCs have the blade, he offers to buy the sword for 
  500 gp and if the owner refuses, he begs to borrow it 
  overnight to study it. 
  
  16
  Abercrombie knows of the hags in the swamp but has 
  no dealings with them and doesn’t wish to start any.
  If asked about unusual magic by a wizard or other 
  magical natured PC, he explains his version of the 
  concordance (see The Concordance according to 
  Abercrombie). Abercrombie has also discovered that 
  the willow trees in Mistwood are mystical in nature 
  and that they have started to emit planar energy. 
  He gets so excited on this subject that he rushes to 
  the streets to show the PCs the images of the other 
  planes near the willows (the chance for the visions to 
  be seen by a PC increases from 25% to 35%) – only 
  those with magical abilities such as wizards, clerics 
  and elves can see what he is gesticulating about. To 
  others, he appears plum crazy, which is also true.
  Abercrombie may possess Digger, if the PCs did 
  not discover the shovel in The Trolls of Mistwood. 
  He has the artifact on display over his counter. He 
  is willing to trade Digger for Clawreaver, or sell it 
  outright for 5,000 gold pieces. Note, if the PCs give 
  up Clawreaver, Abercrombie will not willingly return 
  it and PCs will need to find other means to get the 
  sword back to take it with them. Should the PCs give 
  up Clawreaver, Abercrombie stores the blade in his 
  hidden basement.
  Beneath the building is a subterranean basement 
  where the apothecary brews his potions and poisons. 
  The basement is 10’ x 20’ in size. A trapdoor entrance 
  is hidden beneath a rug in his sleeping chamber. PCs 
  sneaking around the building can locate the entrance 
  by the foul smell of the demonic larvae Abercrombie 
  is keeping in a tank in the basement. The foul creature 
  has tubes and spikes protruding from its horrific body. 
  PCs searching the worktables making a DC 16 search 
  check, find a loose sideboard hiding a cache of 200 
  gold pieces. 
  Also contained in the space is a black leather tome 
  with a crimson spiral on the cover. Characters 
  reading even the first page must make a DC 16 Will 
  save. A lawful character that fails this roll takes 5d5 
  damage and finds they are now chaotic whereas a 
  chaotic character must make a DC 16 Will save or 
  be compelled to take the book and read further. Each 
  day they must make another save or read another 
  page. If they fail this save three consecutive days, the 
  character must, at the first opportunity, seek to bond, 
  or be bonded with Entorpus.
  Abercrombie flies into a rage if he discovers 
  intruders in his laboratory. Not deterred by threats 
  or overwhelming odds, he attacks immediately, 
  screaming that Phenoton will hear of this! His first 
  action is to overturn the tank with the demonic larvae 
  so that it can attack a random character. There is an 
  equal chance the creature will attack Abercrombie. If 
  the player characters traded Clawreaver for Digger, 
  this is where Clawreaver will be found.
  Daemonic Larvae: Init +4; Atk bite +5 melee (1d3 
  plus 1d3 Sta damage); AC 12; HD 2d8; MV swim 
  30’; SP lunge out of water (Int DC 12 to avoid 
  surprise), Stamina damage; SV Fort +4, Ref +2 (-6 
  out of water), Will +2; AL C.
  Abercrombie Alkyne (6th Lvl Wizard): Init 1; Atk 
  dagger +2 melee (1d4); AC 11; HD 6d4, HP 27; MV 
  30’; Act 1d20+1d16; SP spellcasting (1d20+8 spell 
  check); SV Fort +3, Ref +3, Will +4; AL C.
  Spells (see New Patron Entorpus for Patron Spells* in 
  Appendix C): 1st level Choking Cloud, Comprehend 
  Languages, Disorder*, Feather Fall, Invoke Patron, 
  Magic Missile, Read Magic, Ropework, Summon 
  Chaos Thing*; 2nd level Phantasm, Wizard Staff; 3rd 
  level Haste, Heat Death*, Runic Alphabet
  The Concordance according to Abercrombie
  Abercrombie’s version of the concordance is a watered 
  down version of the coming cataclysm. He shares with 
  the PCs his theory that different dimensional planes 
  exist in the same space but separated by membranous 
  planar fabric. He insists that eventually all planes 
  concord and the process is completely natural and 
  nothing to be alarmed about. Abercrombie also 
  claims that Phenoton told him powerful and unearthly 
  magical secrets will be revealed and he hopes to 
  expand his magical knowledge when this happens. 
  The apothecary dismisses any suggestion that the 
  concordance is at all dangerous.
  Back to the Gravic Swamp
  The PCs must brave the swamp to reach Crone Island. 
  The Gravic Swamp is a large and dangerous location. 
  The rules for navigating the swamp from The Trolls of 
  Mistwood are repeated below.
  The only practicable means to get around the swamp, 
  outside of flight, is via raft. Bunkor offers a 10’ x 10’ 
  raft to the adventurers. He won’t accompany the group 
  but he does offer them a map. The raft is steered with 
  a pole, punting slowly along at a rate of ½ mph. 
  
  17
  Digger
  Physical Description
  Wrapped 
  in 
  waxed 
  parchment is a shovel with 
  a highly polished blade. 
  Engraved into the grip of 
  the shovel are the words 
  ‘Terra Displacia’.
  Magical Properties
  If the shovel is gripped 
  firmly 
  by 
  a 
  character 
  and the words spoken, it 
  removes 1 cubic yard of soil 
  weighing 1.5 tons from the 
  tip of the shovel and place 
  that soil directly behind. 
  If Digger is pointed down 
  when the command words 
  are spoken, soil appears 
  above the head of the user, 
  dropping 1.5 tons of dirt 
  upon their head. A Reflex 
  save DC 15 enables the 
  character to dive to safety. 
  If the soil cube lands on a 
  player character they suffer 
  10d6 crushing damage.
  It can dig every round for 
  10 rounds before falling 
  dormant for 24 hours. It 
  cannot dig through stone 
  or other solid materials, 
  only loose soils, clay, sand 
  or gravel. It is also a deadly 
  weapon if used against 
  creatures 
  composed 
  of 
  such materials. It has no 
  effect on living creatures.
  Punting is not an easy task and requires DC 10 Strength 
  checks every mile to maintain a decent speed and 
  avoid stumps and swamp trees that crop up through 
  the mist. Characters with a seafaring background, like 
  a smuggler, have a +2 benefit traversing the swampy 
  channels.
  Players should also be made aware of the cramped 
  conditions on the raft. If the PCs cannot all fit on 
  a single raft (a raft can safely carry 6 characters), 
  Bunkor provides a second raft that another of the PCs 
  has to navigate by the aforementioned means. Unless 
  the PCs have some experience on boats, as mentioned 
  above, combat that takes place on the raft incurs a -2 
  penalty. This is due to the unstable nature of the raft 
  combined with the care required to avoid striking an 
  ally. Furthermore, if the PCs are attacked whilst on the 
  raft, any blow from an enemy may potentially knock 
  the character into the swamp. If a PC sustains over 
  5 points of damage from a single attack they must 
  make a Reflex Save DC Damage Dealt or be thrown 
  into the swamp. Those in the swamp have a chance of 
  attracting silt eels that are actually vicious predators 
  (see the random encounter table p. 20 for details).
  Progress through the channels in the swamp is 
  fraught with many dangers. There is an abundance 
  of living creatures both on the islands and in the 
  water of the Gravic Swamp. To make matters 
  worse, the concordance has enabled creatures native 
  to Barg’herzarag to escape into the swamp. The 
  following table can be used to generate random swamp 
  encounters, or if so desired, the Judge can use them 
  where they feel the action needs to be heightened.
  
  18
  
  19
  
  20
  Roll D6
  Random 
  Encounter
  Description
  Stats
  1
  Giant 
  mosquitos
  A swarm of 2d20 hand-sized 
  insects buzz down from the 
  surrounding trees and attempts 
  to land on the PCs.
  Giant mosquitoes: Init +5; Atk bite +1 
  melee (1d3); AC 11; HD 1d8; MV fly 
  60’; Act 1d20; SP blood drain 1 stamina; 
  SV Fort -5, Ref +5, Will -5; AL N.
  2
  Giant snake
  A large boa constrictor drops its 
  coils down from an overhanging 
  branch, attempting to ensnare a 
  player to haul up into the trees 
  for dinner. PCs need to make 
  a Spot Hidden check DC 15 to 
  avoid surprise.
  Boa constrictor, giant: Init +4; Atk bite 
  +10 melee (1d6 + constrict); AC 18; HD 
  5d8; MV 30’; Act 1d20; SP constriction 
  1d6; SV Fort +6, Ref +3, Will +2; AL N.
  3
  Swamp 
  Ooze
  As the raft passes a particularly 
  thick area of the swamp, 1d4 
  oozes, 10’ square in size, cling 
  to the bottom of the raft and 
  commence attacking the PCs 
  with pseudopods from between 
  the rafts boards.
  Swamp ooze: Init last; Atk pseudopod 
  +4 melee (1d4); AC 10; HD 2d8; MV 5’, 
  climb 5’; Act 2d20; SP half damage from 
  slicing and piercing weapons, Paralysis 
  touch DC 14 Fort save or be paralyzed 
  1d6 hours; SV Fort +6, Ref -8, Will -6; 
  AL N.
  4
  Silt eel
  Falling into the swamp has a 
  50% chance of attracting a silt 
  eel to attack. Otherwise silt eels 
  have been known to lunge from 
  the swamp to attack (DC 12 
  to avoid surprise). In fact, the 
  primary way these beasts are 
  caught is luring them to attack. 
  Silt eel: Init +6; Atk bite +8 melee (3d6 
  + infection DC 12 Fort or lose 1 point of 
  Stamina for 1d6 hrs); AC 16; HD 4d8; 
  MV swim 30’; SP lunge out of water, 
  infection; SV Fort +6, Ref +4 (-4 out of 
  water), Will -1; AL N.
  5
  Demonic 
  Larvae
  This foul denizen of the 
  Hagworld has managed to slither 
  into the prime plane. For greater 
  detail see Barg’herzarag. I will 
  first appear as a human face 
  peering from the water. On 
  investigation, it attacks!
  Daemonic Larvae: Init +4; Atk bite +5 
  melee (1d3 plus 1d3 Sta damage); AC 
  12; HD 2d8; MV swim 30’; SP lunge out 
  of water (Int DC 12 to avoid surprise), 
  Stamina damage; SV Fort +4, Ref +2 (-6 
  out of water), Will +2; AL C.
  6 
  Overboard
  The raft snags on a submerged 
  tree trunk pitching the vessel 
  violently to the side. PCs must 
  make a Reflex save DC 15 to 
  stay on the raft.
  PCs thrown into the water find that it 
  is quite deep where they have landed. 
  Judges determine whether the character 
  can swim and there could always be a 
  dangerous denizen of the swamp nearby 
  (see above).
  Gravic Swamp Encounter Table
  
  21
  Guidance on Crone Island
  The PCs will know they are approaching the island 
  of the hags when signs start to appear nailed to 
  trees along the channels in the swamp. “DO NOT 
  ENTER!”, “EEL BREEDING GROUNDS!” and 
  “TURN BACK!”
  Read aloud:
  A silence seems to settle over the water as you drift 
  into an opening in the swamp. As the canopy of 
  swamp trees falls behind you, you see what must be 
  Crone Island ahead. The trees protruding from the 
  water here are long dead and you notice strange 
  markings scrawled on them in what looks like blood. 
  From desiccated branches, there appear to be random 
  bones and skulls of small birds and animals dangling 
  from strings. The bizarre decorations rattle ominously 
  in the breeze. As you arrive on the island you notice 
  all the trees have similar bone decorations hanging 
  from them.
  This large swamp island is the home of Glyndel, 
  Gillara and Necrosa, a coven of green hags. The 
  bone rattles serve multiple purposes. Aside from 
  their frightening appearance, the bones have two 
  spell-like effects. The first affect is to alert Necrosa 
  of strangers’ presence near the island. The second is 
  similar to the spell Scare (see Core Rulebook p. 191). 
  PCs must make a DC 16 Will save or be compelled to 
  flee for 1d4+1 round. This only affects the PCs once, 
  however, considering the PCs’ proximity to a swamp 
  full of angry silt eels – the Judge may contrive some 
  nasty consequences for a character’s momentary 
  lapse of courage. 
  Crone Island is approximately a quarter mile in 
  diameter. Both living and dead swamp trees line the 
  shore of the island as the land rises towards a central, 
  circular clearing about 50’ in diameter. The thick 
  foliage of the swamp plants thins and dies the closer 
  the PCs get to the hags’ home. There is still ample 
  trees and foliage to conceal stealthy adventurers and 
  the hags.
  The central clearing is the home of the Gravic Coven. 
  A weathered yet sturdy hut constructed of swamp 
  trees stands before a large fire pit. Above the fire pit is 
  a cauldron that stands at least 5’ in height. Something 
  with a putrid odor bubbles in the cauldron. Smoke is 
  emanating from the mud brick chimney of the hut but 
  the hags are nowhere to be seen.
  The hags are within the hut, watching the PCs through 
  a scrying device of their own design (see Appendix D 
  Spell Scrying from Revelation of Mulmo). If the PCs 
  are aggressive or seem bent on fighting the hags, the 
  hags show the party no mercy. They prepare their 
  defensive spells before sending Glyndel out through 
  the rear entrance invisible to flank the PCs. See The 
  Coven for details on the powers of the sisters.
  If the PCs have played through The Trolls of Mistwood, 
  they have met the coven before; perhaps even in 
  combat but the coven bears no ill will to the PCs… 
  unless provoked. If any of the sisters were killed in 
  the previous adventure, they have been restored to life 
  through some black necromantic ritual known only 
  to Necrosa. Should the PCs approach the situation 
  peacefully, the hags emerge from the hut in the guise 
  of three beautiful maidens. Whilst attractive to the 
  eye, PCs making a Will save DC 15 sense there is 
  something dreadful about these maidens. 
  Read aloud:
  Three seductively beautiful maidens emerge from the 
  weathered hut. Surely these creatures of beauty are 
  not the hags you were expecting. The maidens have 
  the appearance of sisters in their early twenties, each 
  with a different hair color: raven, ginger and blonde. 
  The raven-haired beauty steps forward to speak.
  “Greetings be with you, travellers, we know why you 
  have come. If you seek to save your world you had 
  best listen.”
  The maidens invite the PCs into their hut. Outside 
  the hut appears to be 10’ wide and 20’ long but on 
  entering, the hut is much more spacious due to the 
  hags’ magical modifications.
  The hags maintain their beautiful appearance unless 
  requested by the PCs to show their true form (see The 
  Coven for details). Necrosa, the raven-haired maiden, 
  immediately insists that the circumstances that have 
  befallen Mistwood and its baroness are not the work 
  of the coven. She goes as far as revealing that Glyndel 
  still loves the fool Baron. Glyndel, the blonde maiden 
  cringes and blushes. Gillara, the ginger-haired maiden, 
  says little but pouts angrily during the meeting. PCs 
  looking at her closely (Spot DC 18) notice a tiny 
  spark of flame burning in her eyes. She is a devoted 
  pyromancer and loves nothing more than watching 
  living things burn.
  
  22
  
  23
  Necrosa outlines the events of the coven’s exile and the 
  events of The Trolls of Mistwood if required, causing 
  more uncomfortable cringing from Glyndel. Special 
  significance is placed on the sword Clawreaver’s 
  otherworldly origin. Necrosa then explains the true 
  nature of the concordance (see The Concordance) and 
  its implications to the player characters’ world.
  When any small talk or exposition on the concordance 
  has run its course, read aloud the following:
  The raven-haired maiden looks at your group and 
  speaks,
  “There is but one way to prevent the concordance. 
  It can only be stopped from the Hag Dimension, 
  Barg’herzarag. The hags of the Citadel of Hecate 
  intend to use the sword Clawreaver to tear a rift 
  between their world and this. The tie between the 
  sword and Barg’herzarag must be severed. How this 
  is to be achieved is beyond even our ancient wisdom. 
  However, in the realm of Barg’herzarag, in the Castle 
  Wartaren is an ancient artifact known as the Throne 
  of Undying Wisdom. If one of you were to sit upon the 
  throne and ask its guidance, it will impart to you the 
  means to prevent the concordance. You must take the 
  cursed sword with you and no matter the cost, do not 
  return with it!”
  Necrosa doesn’t mention that she is the next in line 
  to be the Methuselah of Wartaren. She offers each 
  player a Potion of the Piscine that enables the imbiber 
  to develop gills and breath under water for 2d4 hours, 
  knowing that Barg’herzarag is a swamp world and 
  attempting to further cement the characters’ trust. 
  Each potion has 2d3 doses.
   
  Lastly, she directs them to Lizard Hollow, the location 
  of the inter-dimensional portal she refers to as The 
  Salix Maw. Once within, the PCs must speak the 
  words ‘Makath Dregu Barg’herzarag Grat Hecate’ 
  which Gillara scribbles onto a sheet of parchment. 
  Gillara smiles cruelly and explains that the PCs must 
  find their own way back if they accomplish their goal. 
  Glyndel gives the PCs directions to Lizard Hollow, 
  which is visible above the ruined tree line of Crone 
  Island. The youngest maiden bats her eyelids 
  amorously at any male PC that is friendly to her. 
  Glyndel is clearly ready to move on with her life. She 
  informs the PCs they need to excavate the entrance to 
  The Salix Maw. The hags collapsed the tunnel those 
  many years ago, which may have been the cause of 
  their disagreement with the lizard folk who dwelt in 
  Lizard Hollow. Glyndel is aware of the magical shovel 
  Digger and its location in Abercrombie’s Potions and 
  Lotions, she offers to reveal the whereabouts of the 
  shovel in exchange for a kiss from one of the player 
  characters. If a PC is brave enough to do so, she 
  reverts to her hag form mid-kiss much to her and her 
  sisters’ amusement.
  Lizard Hollow and the Salix Maw
  If the PCs have completed The Trolls of Mistwood, 
  some of the encounters here may have occurred 
  during that adventure.
  This small island was once home to a family of 
  lizardfolk. When rafting to this island, adventurers 
  notice the unusually large willow tree in the center 
  of the island. PCs may have seen this tree from the 
  tripods back in Mistwood. If the characters are here 
  during the night, they notice the giant willow glows 
  with an unearthly green light.
  Read aloud:
  This island rises steeply from the swamp to the trunk 
  of an imposingly grand willow tree. Knee height grass 
  entangles the island but you notice the aged skeleton 
  of something lying facedown on the slope.
  1-1. 
  The island is around 100’ in diameter. The 
  trunk of the willow is roughly 80’ in diameter. Partially 
  concealed in the grass on the slope is the skeleton of a 
  long dead lizardman. If the PCs do some investigating 
  (Spot DC 10) they find a rotting leather strap with an 
  amulet around the skeleton’s neck. See sidebar.
  1-2. 
  PCs investigating the trunk find that between 
  the massive roots is the entrance to a spacious hollow. 
  The naturally formed hollow in the tree is roughly 20’ 
  in diameter. Concealed amongst the swamp roots is 
  an overgrown opening (Spot DC 15) to a subterranean 
  network of chambers. A foul smell rises from below.
  It is a 10’ drop to the chambers below. Daylight does 
  not reach these caves, so PCs need to find a way to 
  see in the dark.
  2-1. 
  10’ below the opening is a dank stone chamber. 
  Large tree roots protrude through the stone walls 
  down here and the sound of water dripping breaks 
  the silence. A foul stench hangs in the air. There are 
  exits to the northwest and southwest. To the east is a 
  collapsed tunnel. This is the collapsed entrance to The 
  Salix Maw.
  
  24
  
  25
  To the north is a small recess in the cave wall. A crude 
  stone statue sits here. It depicts a strange reptilian 
  hybrid of snake, crocodile, turtle and lizard. The 
  lizardman family that dwelt here revered Hhaaashh-
  Lusss and this primitive shrine was their place of 
  worship. Anyone wearing the Amulet of Hhaaashh-
  Lusss, found outside, is compelled (DC 15 Will save 
  to resist) to kneel before the idol.
  Amulet of Hhaaashh-Lusss
  Hanging from a strap is a stone amulet engraved 
  with a single rune surrounded by a scale embossed 
  circle. Anyone who can speak lizardman or casts 
  Comprehend languages finds the rune is a stylized 
  letter ‘H’ representing the Lord Duke of Reptiles, 
  Hhaaashh-Lusss. 
  The family of lizardfolk that dwelled on this island 
  revered Hhaaashh-Lusss. When the hags oozed into 
  the swamp, Hecate took offence to the lizardfolk’s 
  patron. The hags made quick work of the lizardfolk 
  family, cutting down the shaman when they emerged 
  on this island. As he died, he called to his patron who 
  empowered the amulet, albeit too late, with powerful 
  magic that can be used against hags.
  Anyone donning the amulet feels an immense hatred 
  for hags and a sudden love for all things reptilian. 
  The amulet provides a +5 saving throw bonus against 
  all magic cast by hags. It also enables its wearer to 
  become invisible to hags once per day, working the 
  same as the spell in all other respects (Core Rules p. 
  172).
  Every day the amulet is worn, the player must make a 
  Will save DC 10 (+1 per day worn). On a failed roll, 
  the wearer has become a true follower of Hhaaashh-
  Lusss for the remainder of his days and seeks any 
  means to complete the Patron Bond (See Appendix 
  C: Patron Information). 
  2-2. 
  To the northwest, stairs descend into a putrid 
  chamber around 15’ in diameter. The source of the 
  smell is the rotting corpses of the family of lizardfolk 
  that once lived in this tree. 
  Anyone disturbing the water finds this out as Necrosa 
  the hag reanimated the slain creatures as zombies. 
  The slightest ripple compels the rotting corpses to rise 
  from the water and attack. The rotting flesh combined 
  with the putrid conditions has caused the lizardman 
  zombies’ bites to be toxic. Note: the creatures won’t 
  attack a PC carrying the Amulet of Hhaaashh-Lusss. 
  If the PCs ventured here and disposed of the zombies 
  in The Trolls of Mistwood, they have decayed and 
  only bones are left scattered beneath the water.
  Lizardman zombies (6): Init -2; Atk Bite +3 melee 
  (1d4); AC 12; HD 3d6, HP 15 each; MV 20’; Act 
  1d20; SP infectious bite (DC 15 Fort save or be 
  paralyzed for 1d6 rounds), un-dead; SV Fort -4, Ref 
  +2, Will +2; AL C.
  2-3. 
  Stairs descend to the southwest into a chamber 
  20’ x 15’ in size. The water appears to be clear and 
  clean. Adventurers that explore this pool find a total 
  of 15 dormant lizardman eggs fastened to the floor 
  by some kind of transparent goo. If handled, the eggs 
  once again start to develop into young lizardfolk. 
  Perhaps someday this new generation will come to 
  repopulate the hollow.
  If a PC wants to take the eggs, they must be kept moist 
  or the young die. A baby lizardman hatches from 
  each egg in 1d5 weeks after being reactivated. These 
  babies seek a mother figure and anyone wearing the 
  amulet is sure to be chosen.
  
  26
  The Salix Maw
  To access Area 3-1, The Salix Maw, the PCs need to 
  clear the collapsed tunnel of 150 tons of mud, stone 
  and debris. This is a monumental task, unless the PCs 
  have discovered Digger in their travels. Judges can 
  allow any ingenious ideas the PCs come up with to 
  clear the way into the winding stairs that lead into 
  Area 3-1. If the PCs decide to manually dig the path 
  clear it will take 3d5 days to clear the entrance.
  3-1. 
  The chamber known as The Salix Maw is 
  spherical, around 100’ in diameter. The walls are 
  mainly stone with cracks allowing the immense 
  willow roots to grow into the chamber. The roots are 
  the dominant feature of the chamber, hanging and 
  growing everywhere, hindering easy passage to the 
  20’ circular clearing in the base of the chamber.
  Player characters with the ability to detect magic find 
  the entire chamber radiates with powerful conjuration 
  magic. The roots seem to constantly sway in a non-
  existent breeze.
  To travel to the Hagworld, characters need to stand 
  within the clearing and speak the words given to 
  them by the hags ‘Makath Dregu Barg’herzarag Grat 
  Hecate.’ Once these words are spoken, the chamber 
  seals itself and commences the journey. The method 
  of travel is grotesque and painful as the roots of the 
  trees animate, whipping, tearing and shredding the 
  characters. The roots act like carnivorous tendrils, 
  slurping up the PCs’ physical beings, as they are 
  excruciatingly torn to pieces. Judges can describe the 
  scene or roll 1d6 damage per round until there is no 
  more of the PCs left. Those who survive longer, see 
  the pools of blood on the ground that was once their 
  companions absorbed into the hungry tree roots.
  
  27
  A swollen red sun presides over Barg’herzarag, 
  washing the landscape with a pale bloody light. The 
  Hagworld is old and decayed, turning slowly through 
  a 240-hour cycle from midnight to midnight. Although 
  the sun moves ponderously across the sky for an 
  extended period, it offers only feeble light. The orbit 
  of the moon is slower still; it has been visible from 
  the hag’s capital city, Baraguz, for long generations of 
  hags. Natural healing and spell recovery follows the 
  enervated cycle of the Hagworld day.
  The land is blighted, twisted with demonic influences 
  and rife with fungal beings that have colonized the 
  world from beyond the stars. The PCs commence 
  their time in Barg’herzarag in a region analogous to 
  the Gravic Swamp known as the Wartaren Region 
  after the Methuselah’s castle. The watery landscape 
  is awash with shadows and reddish light. Twisted 
  black tree-things thrust up from the mournful reeds 
  wherever higher ground provides opportunity. Their 
  branches hang with heavy growths of moss. Evil-
  looking birds with long pointed beaks call harshly, 
  their scrawny bodies covered in oily feathers.
  Is the Hagworld a weird, extra-planar counterpart 
  of the PCs’ home world? Or is it their world, in the 
  immeasurably far future?
  The hags of Barg’herzarag
  Chaotic and wicked as they are, in this dying world, 
  the hags are the living incarnation of life and fertility, 
  which gives them enormous potency. 
  Some lesser hags, and many of the greater hags, have 
  aligned themselves with an aspect of the material 
  world, from which they draw power. This is not 
  a simple process, and may take centuries for a hag 
  to achieve. Each aspect grants the hag one or more 
  unique powers and affects her appearance. Some of 
  these aspects could also be positive (forests, bogs, and 
  motherhood, for example), but the hag always relates 
  to the negative potential of the aspect. For instance, 
  a forest hag relates to becoming lost, or succumbing 
  to predators, rather than a pleasant day in the woods. 
  Only the greatest of hags have more than one aspect. 
  The Judge may assign an aspect to random hags, or 
  roll randomly on the table overleaf.
  Part II - Barg’herzarag, the Hagworld
  
  28
  D7
  Aspect
  Appearance
  Special Power(s)
  1
  Bog
  Smoky 
  peat scent, 
  greenish-
  yellow skin
  Hold: Target within 30’ must succeed in a DC 15 Reflex save or 
  movement is reduced by 10’, as though walking through a sinking 
  bog. The hag may affect the same target more than once, and effects 
  stack. This effect lasts until the hag is dead or is more than 60’ away.
  Death Throes: Dries and cracks (like mud cracking), and then 
  crumbles into powder.
  2
  Cold
  Pale teal skin 
  and hair, 
  radiates cold
  Chilblains: With successful attack, DC 10 Fort save or lose 1d3 
  Agility or Stamina (player’s choice) due to intense cold. Death of hag 
  restores this damage at the rate of 1 point per round. 
  3
  Drowning
  Damp skin, 
  wet and 
  bedraggled 
  hair, bluish 
  lips
  Drown: Target within 30’ must succeed in a DC 15 Will save or lungs 
  fill with water, causing 1d3 Stamina damage until a DC 10 Fort save 
  succeeds (first save is allowed next round). All Action Dice are at -1d 
  while drowning, and the target cannot speak. 
  Death Throes: Hag melts into foul-smelling puddle.
  4
  Forest
  Scabrous 
  green skin, 
  pine scent, 
  thick spiky 
  hair
  Hardened: +2 bonus to AC, half damage from piercing weapons.
  Death Throes: Body turns into wood, and then explodes after 1d3 
  rounds. All within 30’ must make a DC 10 Reflex save or suffer 1d3 
  damage from flying splinters and shards of wood.
  5
  Motherhood
  Grossly 
  obese with 
  enormous 
  breasts
  Monster Summoning: The hag can give birth to monsters, which 
  reach full maturity and fighting ability in 1d5 rounds. See Encounters 
  in the Swamps of Baragus table for possible monsters and statistics.
  Devour Her Children: The hag can devour a creature she summoned 
  in 1 round, as her only action, healing 1 HD of damage for every HD 
  the summoned creature had.
  6
  Sickness
  Boils, 
  weeping 
  sores, sickly-
  sweet breath
  Aura of Sickness: All within 30’ must succeed in a DC 5 Fort save 
  each round, or all die rolls are reduced by -1d on the dice chain due 
  to illness. Effects of multiple failed saves stack. Targets gain a DC 10 
  Fort save every 10 minutes to recover 1d up the dice chain until the 
  sickness is gone.
  Death Throes: All victims of the hag’s aura of sickness immediately 
  gain a DC 10 Fort save to immediately throw off all effects of her 
  aura.
  7
  Starvation
  Skeletally 
  thin, sharp 
  teeth, mouth 
  gapes 
  alarmingly
  Iron Teeth: The hag gains a bite attack. For a lesser hag, this is +3 to 
  hit and does 1d5 damage. For greater hags, it is +5 to hit and does 1d7 
  damage. In both cases, the hag swallows its victim whole on a natural 
  20. Swallowed victims take acid damage each round (equal to bite 
  damage), but may attack from within if they have a small weapon in 
  hand. If a swallowed victim reduces the hag to 0 hp, he automatically 
  escapes the hag’s death throes.
  Death Throes: If reduced to 0 hp, the starving hag falls upon itself, 
  devouring until only a set of iron teeth remain, which then fall to the 
  ground. Swallowed victims may make a Luck check to escape before 
  being devoured a second (and final) time.
  Hag Aspects and Powers
  
  29
  Magic in Barg’herzarag
  The Hagworld is steeped in dark, female magic. Male 
  gods and patrons can gain little foothold here. Spells 
  linked to male gods or patrons are cast at -1d on the 
  dice chain. Attempts to invoke a male patron are cast 
  at -2d. Some exceptions may exist, at the Judge’s 
  discretion, for gods or patrons of reptiles, funguses, 
  or insects, but these only ameliorate the penalty by 
  1d. Casters that dare to follow Entorpus suffer no 
  penalties for invoking or spellcasting.
  Conversely, female spellcasters gain a +2 bonus to all 
  spell checks. If a caster has Hecate as a patron, all 
  spells are cast at +1d on the dice chain.
  Attempts to invoke Hecate are cast at +2d.  However, 
  on a natural 1 or 20 on any spell check, female casters 
  must roll 1d12 + Luck modifier on the table below, 
  as Barg’herzarag slowly transforms them into hags. 
  This effect is similar in nature to patron taint, and 
  is permanent. Anything that undoes patron taint can 
  also undo these changes.
  Magical aging from the Hagworld doesn’t affect 
  game statistics, merely appearance, unless otherwise 
  noted. Multiple rolls of the same effect stack unless 
  otherwise noted.
  1d12 + 
  Luck 
  modifier
  Effect
  1 or less
  Age 4d6 years. From now on, the character must walk with a cane, walking stick, or similar, 
  taking a -10’ penalty to movement speed. 
  2
  Age 1d6 years.
  3
  The caster gains the ability to drain life from males she shares intimate contact with, from 
  1 hp from a kiss to 2d3 hp from intercourse. The character can gain a number of temporary 
  hit points up to her actual hit points in this manner, and they remain until used. The victim 
  takes ability score damage to Strength, Agility, or Stamina (determined randomly) equal to 
  the temporary hit points gained. Temporary hit points are lost before actual hit points.
  4
  Fingernails become as hard as iron, allowing a claw attack for 1d3 damage. They grow at 
  a rate of 1 inch per month, and cannot easily be trimmed. The Judge may up the damage 
  (1d4, 1d5, max 1d6) as the nails grow longer.
  5
  Regardless of actual alignment, the PC is treated as Chaotic for the purpose of all divine 
  magic (including clerical healing).
  6
  The caster’s voice becomes a cackle. If the player does not role-play this to the Judge’s 
  satisfaction, the PC loses 1d3 XP at the end of the session. This cannot make the PC lose a 
  level, but must be made up before another level is gained.
  7
  The first time this is rolled, skin takes on greenish tint. The second time, the caster’s nose 
  elongates. The third time, the caster grows 1d3 prominent warts. Each step gives the caster a 
  -1 penalty to Personality checks where beauty, rather than force of personality, is important. 
  After the third roll of this effect, ignore future rolls.
  8
  Will save, DC 10. Age 1d6 years if successful, 2d6 years if not.
  9 or more
  No effect… this time.
  Kind-hearted Judges may allow divine intervention 
  (see the Core Rulebook, p. 357) to remove these 
  effects (DC 10 + roll result) taking into account 
  the -1d for male patrons and gods, or give the 
  players opportunities to Quest For It to remove 
  Barg’herzarag’s taint.
  
  30
  Hagridden in Barg’Herzarag
  PCs who are hagridden have an additional risk of 
  being located in Barg’Herzarag. Any PCs so affected 
  must make a DC 16 Will save every 2d3 hours or the 
  hag he is ridden by knows the PC’s exact location 
  and will arrive to claim their mate with 1d4 additional 
  hags to assist in 2d4 hours of the failed save.
  The claiming hag has an aspect from the table in The 
  hags of Barg’Herzarag and the accompanying hags 
  are Lesser hags (see Encounters in the swamp).
  Effects of the Salix Maw
  The characters are knitted together in the Salix 
  Maw of Barg’herzarag. After unknown hours of 
  unconsciousness, the PCs awaken in absolute darkness; 
  stunned and fully aware they were disintegrated and 
  reintegrated by the transdimensional portal of the 
  Salix Maw. The horror of the experience may lead to 
  a form of temporary madness. Upon awakening, each 
  player character must roll a DC 16 Will save. Those 
  saving are unaffected but those failing must roll on 
  the table below. Each madness lasts for 24 hours if the 
  duration is not otherwise stated.
  Roll 
  1d5
  Madness
  Effect
  1
  Kleptomania
  Every time the PC encounters an item of any value greater than 5 gp, the 
  PC must make a DC 16 Will save or pocket the object as inconspicuously as 
  possible. This includes the equipment of their companions.
  2
  Psychosis
  If the PC finds himself alone with another living creature, and believes there is 
  no one around to interfere, the PC must make a DC 15 Will save or ferociously 
  attacks and attempts to kill the other being. If the murder succeeds, the PC 
  gains a feeling of euphoria and a Luck point too. The psychotic character 
  makes every effort to hide his crime and avoid detection. When the 24 hours 
  are over, the character will not remember any murders committed.
  3
  Temporary 
  insanity
  1D8 hours after the reassembling of the PC, he drops to the ground in a fetal 
  position for 1d12 rounds. During this time, the player character screams, 
  curses and cries. After the bout has occurred, the PC must make a DC 16 Will 
  save to permanently shake off the madness, if the roll is failed the PC will have 
  another bout of temporary insanity in 1D8 hours.
  4
  Multiple 
  personality 
  disorder
  During the disassembling and reassembling of the PCs, one of the characters 
  personalities (selected randomly) temporarily merged with this PC. In stressful 
  or combat situations, the PC must make a DC 16 Will save or they believe they 
  are the other character in the party, and try to use that character’s powers. Thus 
  a warrior could drop his weapons in combat and attempt to cast a wizard spell. 
  This affect will continue to plague the character for 24 hours.
  5
  Germ phobic
  Whenever the PC needs to hold something in his hands, the character must 
  make a DC 16 Will save to do so. Failure on the save results in the PC fearing 
  to touch any thing, living or dead for an hour. After the hour, the PC may 
  attempt to save again. Once a successful save is made, the phobia is gone.
  Arena of the Shrouded Council
  Upon their arrival into Barg’Herzarag, Shaduzara and 
  her Shrouded Council carried the unconscious PCs 
  to her slave encampment on the eastern banks or the 
  swamp. Guided by Hecate, Shaduzara foresees the 
  PCs as deliverers from the oppression of Griztella and 
  the domination of the hags over the annises. But first 
  she wants to test the party’s magic and mettle.
  Shaduzara, outside of ruling the Shrouded Council, 
  trains and sells beasts and slaves for the hags. She 
  recently acquired a colossal prime troll and has trained 
  it as an arena combatant. The creature waits patiently 
  inside a separate crate for the PCs’ emergence.
  After several rounds of recovery the PCs find they 
  are in a solid wooden room approximately 20’ x 30’ 
  in size. 
  
  31
  The walls are constructed of thick 10” logs with 
  soil and moss wedged between them. The PCs find 
  all of their equipment is intact and this should come 
  as relief as one of the ends of the room suddenly 
  crashes outward to the ground, flooding the chamber 
  with blood red sunlight. As their vision clears, they 
  find they are in what could only be described as a 
  gladiatorial arena.
  Read aloud:
  You find yourself in a circular arena approximately 
  70’ in diameter. 20’ high walls that appear to be 
  constructed from the bones of some long dead 
  leviathan surround the area. Atop the walls you 
  see eight tall, dark blue to black skinned humanoid 
  females watching intently as another wooden cell 
  bursts open across the arena revealing a colossal, 
  four-armed, troll. It wears hide armor and brandishes 
  a cruel looking spiked flail. Looking up at the females 
  momentarily, the creature bellows a challenge to your 
  group and charges.
  
  32
  
  33
  
  34
  Prime troll gladiator: Init +6; Atk Bite +10 melee 
  (2d10+6), claw (x2) +10 melee (dmg 2d8) and flail 
  +10 melee (dmg 3d6); AC 23; HD 10d8+6, HP 90; 
  MV 40’; Act 5d20; SP 4 arms, stench, regeneration, 
  immune to critical hits, immune to mind affecting 
  spells, vulnerable to fire; SV Fort +10, Ref +3, Will 
  +8; AL C.
  The 20’ high bone walls of the arena have razor sharp 
  protrusions making climbing difficult to impossible. 
  PCs attempting to scale the bones must make DC 18 
  Relex saves every 5’ of climbing or suffer 1d3 damage 
  as their hands and feet are slashed by the sharp bones. 
  Should the players defeat the prime troll and not attack 
  them, the hooded annises hoot and applaud in delight, 
  screeching out praises to Hecate. The annises now 
  proclaim the PCs to be the deliverers and will treat 
  them as though they are the embodiment of Hecate’s 
  will. Shaduzara is the exception. To her the PCs are 
  pawns to aid in her rise to power… but she goes along 
  with the act.
  If the PCs seem willing to parlay, continue to the 
  following boxed text. If they are determined to slay 
  the annises, allow them to try. The annises flee the 
  PCs attacks, using their invisibility power. The PCs 
  have effectively alienated the one group that may 
  have aided them in Barg’Herzarag.
  The annises do not engage the PCs in combat unless 
  attacked. If this occurs, the Shrouded Council 
  members screech they are not the PCs’ enemy and 
  defend themselves if unable to flee as described above. 
  Shaduzara lets these Shrouded Council members be 
  killed and even assists the PCs to gain their trust but, 
  if forced, she fights the PCs if there is no means of 
  escape. Of course, killing Shaduzara will create some 
  obstacles later in the adventure but nothing some 
  industrious characters can’t overcome. See Foes and 
  Allies.
  Shrouded Council Annis: Init +1; Atk 2 claws +10 
  melee (1d6+4); AC 18; HD 7d10, HP 55; MV 40’; 
  Act 2d20; SP transform, invisibility; SV Fort +5, Ref 
  +3, Will +3; AL C.
  Read aloud:
  The tallest of the black skinned hags floats down 
  before your group. She bows to her knee, and lowers 
  her gaze to your feet. A spider the size of a dog is 
  perched affectionately on her shoulder. Its purple and 
  green abdomen are both bizarre and beautiful.
  “Oh great deliverers, you have come to free us from 
  the tyranny of Griztella, Methuselah of Wartaren. We 
  humble crones of Clan Annis, beseech thee to see her 
  end and free us from her enslavement.”
  Shaduzara explains that the annises are the slaves to 
  Griztella’s hags. Shaduzara claims that before the rise 
  of Griztella, all hags lived at peace with each other. 
  Whilst this is nonsense, the leader of the Shrouded 
  Council tries her best to convince the PCs that she 
  would make a fair and peaceful ruler of Barg’Herzarag 
  and she would cease any hostilities against the prime 
  plain. She goes as far as saying that if she is placed 
  on the throne, she will end the Concordance. All the 
  PCs need do is slay the Methuselah and she and her 
  annises will do the rest. 
  If asked, she strokes the spider and tells the PCs it her 
  pet, Bubosis.
  Shaduzara says she frequents Wartaren but she cannot 
  aid the PCs until after the Methuselah is slain. She 
  informs them that Wartaren is a living entity that can 
  be bargained with by pain or boon.
  Lastly, she wishes the PCs Hecate’s blessings and 
  tells them that Wartaren is west through the swamps 
  of Baragus and at all costs to avoid the Citadel of 
  Hecate.
  
  35
  Encounters in the Swamps of Baragus
  To reach Wartaren, the player characters must cross 
  the deadly swamp. If the PCs are working with the 
  Shrouded Council, there is a 25% chance that 1d3 
  annises will assist the PCs against one encounter on 
  the way to Wartaren.
  The Hagworld is rife with danger. Whenever the 
  characters are active in the swamp, roll for an 
  encounter every hour.  Roll 1d3 during the 20 hours 
  of transition between day and night (dawn and dusk), 
  1d5 during night time hours, and 1d7 during daylight 
  hours. Any roll of 1 indicates an encounter:
  3d7 Result
  Day
  Night
  Dawn or Dusk
  3
  Daemonic Larvae (1d3)
  Mournful Reeds
  Mournful Reeds
  4
  Assassin Worm
  Carproach Swarm
  Trolls (1d3)
  5
  Limesand
  Limesand
  Limesand
  6
  Carproach Swarm
  Segmented Worms (1d3)
  Assassin Worm (1d3)
  7
  Mournful Reeds
  Trolls (1d3)
  Demonic Flies (3d5)
  8
  Stiltmen (2d5)
  Assassin Worm (1d3)
  Carproach Swarm
  9
  Village of the Damned
  Village of the Damned
  Village of the Damned
  10
  Damned Things (2d3)
  Daemonic Larvae (1d5)
  Demo-grue (1d4+2)
  11
  Damned Things (1d5)
  Demo-grue (1d3)
  Lesser Hags (1d3 groups of 3)
  12
  Dry Spot
  Dry Spot
  Dry Spot
  13
  Damned Things (1d7)
  Seduction Lilies
  Damned Things (2d4)
  14
  Lesser Hags (3)
  Trolligator
  Daemonic Larvae (1d4)
  15
  Fungal Blight
  Fungal Blight
  Fungal Blight
  16
  Demonic Flies (3d3)
  Damned Things (1d3)
  Hanging Moss
  17
  Demo-grue Lodge
  Demo-grue Lodge
  Demo-grue Lodge
  18
  Trolligator
  Demonic Flies (2d3)
  Trolligators (1d3)
  19
  Dry Spot
  Dry Spot
  Dry Spot
  20
  Troll
  Hanging Moss
  Stiltmen (3d3)
  21
  Demo-grue
  Lesser Hags (3)
  Seduction Lilies
  
  36
  Assassin Worm: Init +0; Atk bite +2 melee (1 plus 
  narcotic) or wrap +0 melee (special); AC 8; HD 2d6; 
  MV 20’; Act 1d20; SP narcotic bite, strangle, stealthy; 
  SV Fort +2, Ref +5, Will +0; AL N.
  This ebony worm is nine feet long and no thicker than 
  an inch at its widest point. Its head is shaped like that 
  of a leech. The assassin worm approaches its victim 
  when he is alone or sleeping by preference, and injects 
  a powerful paralyzing narcotic with its bite (Fort DC 
  16 avoids paralysis, but the narcotic effects drop all 
  rolls for the character by –1d3 dice on the dice chain; 
  every hour that passes reduces this penalty by 1 die). 
  Once it has bitten, it attempts to wrap around a foe, 
  strangling for 1d3 temporary Stamina damage each 
  round until the victim is dead. An assassin worm 
  gains a +8 bonus to any rolls involving stealth.
  Carproach Swarm: Init +3; Atk swarming bite +4 
  melee (2d3); AC 8; HD 10d6; MV 20’ or swim 30’ or 
  climb 10’; Act special; SP swarm traits, infravision 
  30’; SV Fort +10, Ref +0, Will +0; AL C.
  A swarm of creatures boils out of the fetid swamp. 
  Each is an unpleasant admixture of insect and fish 
  with sharp mandibles, six legs, swimming fins, and 
  fishlike tails. Carproaches can survive on land or in 
  water with equal ease, and can climb walls (although 
  not smooth surfaces) and ceilings, so long as there 
  is anything for their pincer-like claws to grip. Each 
  member of the swarm is at least a foot long.
  Daemonic Larvae: Init +4; Atk bite +5 melee 
  (1d3 plus 1d3 Sta damage); AC 12; HD 2d8; MV 
  swim 30’; SP lunge out of water (Int DC 5 to avoid 
  surprise), Stamina damage; SV Fort +4, Ref +2 (-6 
  out of water), Will +2; AL C.
  These are the analogues of the Gravic Swamp’s 
  ravenous silt eels in the Hagworld. Although not as 
  powerful as a silt eel, they are similarly built, growing 
  to a length of only 8’ and weighing no more than 250 
  lbs. Daemonic larvae have the heads of dead human 
  sinners, those who died tainted by the foul stain of 
  Chaos. They lurk below the surface of the water, 
  lunging upward (surprising automatically unless the 
  target makes a DC 5 Int check) to bite with rotting 
  teeth. In addition to physical damage, a larvae does 
  Stamina damage as it consumes part of the victim’s 
  life force (this heals normally). Daemonic larvae are 
  attracted to those they knew in life, and the Judge is 
  encouraged to have some bear the faces of deceased 
  PCs and NPCs known to the players. If the party slew 
  Abercrombie in Mistwood, his face is bound to appear 
  on one of the attacking larvae. The hags collect larvae 
  to trade with emissaries from various Hells, who both 
  feed on the larvae, and use them in the creation of 
  minor demons.
  
  37
  Damned Things: Init +2; Atk claw +2 melee (1d3) or 
  bite +0 melee (1d5); AC 12; HD 1d6; hp 4 each; MV 
  30’; Act 1d20; SP infravision 60’, regenerate 1/hp per 
  round (even after death, fire destroys); SV Fort +4, 
  Ref +3, Will +6; AL C.  
  These pale beings take the place of humans in 
  Barg’herzarag. Although they may be mistaken for 
  normal men and women, they are not. They can live 
  without food or water, and are all ancient no matter 
  how old or young they may seem. Their teeth and 
  nails are very sharp, and their eyes shine in the dark. 
  Fully 5 in 6 appear to be female.
  Demo-grue: Init +0; Atk bite +2 melee (1d5+3) or 
  claw +4 melee (1d3+3); AC 13; HD 3d8+3; MV 30’ 
  or swim 40’; SP +3 Strength bonus; SV Fort +6, Ref 
  +5, Will +4; AL C.
  Demo-grues appear to be shadowy, human-like figures 
  with glowing green eyes. Their hair is plastered onto 
  their heads due to their aquatic lifestyle, and flaps 
  of skin can seal their nostrils. Close examination, 
  or observing a demo-grue in the water, reveals 
  that their legs are actually four flukes, held close 
  together when out of the water.  These creatures work 
  together, attacking from several directions to distract 
  and confuse potential victims. Anyone reduced to 0 
  hp by a demo-grue will be taken to its lodge to be 
  devoured (see below), making Recover the Body 
  checks difficult. 
  If an opposed Strength check is called for to retain a 
  fallen comrade, a demo-grue rolls with a +3 bonus.
  Demo-grue Lodge: Demo-grues live in large beaver-
  like lodges. Prey taken to a demo-grue lodge is almost 
  never seen again. Swimming into the lodge requires 
  a DC 10 skill check, and emerging into an occupied 
  lodge allows the demo-grues within to attack at +1d 
  on the dice chain, while defenders take a -1d penalty 
  to their attacks. It takes 50 points of damage to breach 
  a demo-grue lodge from the outside, and the first 5 
  points of any attack are absorbed without harming the 
  structure. A demo-grue lodge is home to 3d3-2 of the 
  creatures.
  
  38
  Demonic Flies: Init +5; Atk bite +0 melee (1d3 plus 
  infection); AC 11; HD 1d4; MV fly 40’; Act 1d20; 
  SP infection, immune to fire, half damage from non-
  magical weapons; SV Fort +0, Ref +5, Will +4; AL C.
  These horrid creatures appear like reddish-brown flies 
  whose faces are a blend of human and fly features. 
  When they bite, they transmit a hellish infection 
  unless a DC 15 Fort save succeeds. The victim of 
  this infection feels as though his joints and blood are 
  burning, and must make a DC 5 Fort save each minute 
  or suffer 1 point of damage to Strength, Stamina, or 
  Agility (determine randomly). The infection can be 
  ended by a successful Lay on hands check (3 Dice 
  or better), succeeding in five sequential saves, or 
  appropriate magic including protection from evil and 
  neutralize poison or disease.
  A victim slain by this infection hatches 3d5 demonic 
  flies 1d3 days later as they burrow from the victim’s 
  eye sockets.
  Dry Spot: A lump of sodden ground rises out of the 
  swamp, giving the PCs a place to escape the ever-
  present foul waters. The area is 1d7 yards by 1d7 
  yards in size, and rises to a maximum height of 3d5 
  feet above the swamp. These areas are shifting; the 
  dry spot may not be here if the PCs return. Most last 
  1d24+24 hours. Each time a dry spot is encountered, 
  there is a 1 in 3 chance that it is already inhabited (roll 
  another encounter).
  Fungal Blight: A greenish-purple slime mold floats 
  on the surface of the water, covers vegetation, and 
  perhaps even on small creatures or birds. The first time 
  the blight is encountered, characters must succeed in 
  a Luck check to avoid contact; thereafter, they can 
  spot the blight if travelling during daylight hours. 
  Creatures coming into contact with the blight must 
  succeed in a DC 10 Fort save or become infected.
  
  39
  Infected characters take 1 point of Strength, Agility, 
  or Stamina damage (determine randomly) each hour, 
  until they succeed in a DC 20 Fort save (one chance 
  per hour, after damage is taken), they receive 3 Dice 
  of clerical healing, or they are the recipient of a 
  successful Neutralize Poison or Disease spell. Going 
  around the blight requires 1d3 hours of backtracking 
  and circling.
  Hanging Moss: Init +0; Atk strand +2 melee (1d3); 
  AC 8; HD 4d8; MV 0’; Act 3d20; SP ignore armor, 
  bind, constrict, immunity to bludgeoning and mind-
  affecting, damage sharing; SV Fort +5, Ref +2, Will 
  +0; AL C.
  A patch of carnivorous moss lowers sticky strands 
  from a tree, attempting to catch the unwary. On a 
  successful attack roll, the hanging moss binds its 
  victim, requiring a DC 15 Strength or Agility check to 
  escape. Each round, the DC for the check increases by 
  +2, as the hanging moss encapsulates its target. Once 
  the DC reaches 20, the victim is no longer capable 
  of taking any physical action except attempting to 
  free itself. Worse, the hanging moss does automatic 
  constriction damage to bound victims at the beginning 
  of each new round. This damage also increases as the 
  victim becomes more tightly bound. +2 after the first 
  round, +4 after the second, and so on. Hanging moss 
  ignores armor, but not shields, when attacking.
  Hanging moss is immune to damage from bludgeoning 
  weapons, and mind-affecting spells and effects. There 
  is a 1 in 3 chance that a bound victim takes half the 
  damage from any successful attack against it, if it has 
  a bound victim. A Mighty Deed can be used to prevent 
  damage sharing.
  Lesser Hag: Init +2; Atk mancatcher +4 melee (1d3 
  Agility plus control or 1d4 as staff); AC 15; HD 
  2d8+6; MV 25’; Act 1d20; SP mancatcher, spells, 
  retributive spit attack; SV Fort +5, Ref +4, Will +8; 
  AL C.
  These ancient crones scour Barg’herzarag in search of 
  victims. These victims are mostly grues, stiltmen, and 
  damned things, but they will be happy indeed to see 
  the PC... they are a rich prize in the Hagworld! When 
  lesser hags are encountered, roll 1d7: (1-3) mounted 
  on stiltmen, (4-5) mounted on mobile platforms 
  with four 7-foot chicken legs, or (6-7) not mounted. 
  Mobile platforms have a lurching 20’ movement rate, 
  can carry two, and can be controlled by riding PCs 
  who succeed in a DC 10 spell check. 
  Lesser hags are armed with mancatchers – polearms 
  with a noose mounted on one end. They slip the noose 
  over the heads of their victims, and then use the poles 
  to control their victim’s movements. A mancatcher 
  does 1d3 Agility damage while in place (even if not 
  held), and takes a full minute to remove (restoring lost 
  Agility immediately). A victim can attempt to wrest 
  control of a mancatcher with an opposed Strength 
  check (the hags have +4 bonuses); Deed Dice may 
  be used to add to this check. While a hag has control 
  of a mancatcher, it can keep its victim at bay (8’), 
  and disrupt attacks or spells (-1d penalty on the Dice 
  Chain per mancatcher). In a pinch, the mancatcher 
  can be used as a staff.
  Lesser hags can cast the following spells (+6 bonus to 
  spell check): charm person, ray of enfeeblement, and 
  paralysis. When reduced to 0 hp in melee combat, a 
  lesser hag can attempt to spit on its slayer (+4 to hit). 
  If successful, the victim must succeed in a DC 15 Will 
  save or permanently lose 1d3 Luck.
  Limesand: This quicksand-like hazard targets 
  the unluckiest character automatically, and then 
  all adjacent characters must make a Luck check or 
  likewise be caught. A DC 15 Reflex save is necessary 
  to escape limesand initially, and then a DC 20 
  Strength check can be attempted on each subsequent 
  round, if the character has a rope, pole, or something 
  similar to pull on. Characters moving adjacent to help 
  must make a Luck check each round to avoid getting 
  caught. Any character caught in the limesand takes 
  1d3 damage at the start of the first round, 1d4 on the 
  second, 1d5 on the third, and so on up the dice chain 
  as the caustic material eats away at his flesh.
  Mournful Reeds: The slightest breeze playing over 
  this patch of reeds creates a mournful sound, which 
  can be heard from 1d6 x 10’ away. Anyone hearing 
  the reeds must succeed in a DC 15 Will save or be 
  overcome by melancholy for 1 turn, taking a -1d 
  penalty to all rolls during this time. There is a 1 in 3 
  chance of another encounter lurking in this area. Roll 
  1d5: (1) assassin worm, (2-3) 1d3 demo-grues, (4-5) 
  trolligator.
  The encountered creature is immune to the effect of 
  the mournful reeds 90% of the time, having listened 
  to them for hours while lurking here. 
  Mournful reeds are symbiotic. They help creatures to 
  trap prey, and feed off the decomposing remains.
  
  40
  Seduction Lilies: These pale green, slightly glowing 
  lilies float in ethereal beauty upon the surface of 
  the water, transforming their environs to faerie-like 
  enchanted splendor. Of course, in the Hagworld, this 
  beauty is an illusion and the flowers themselves are 
  predators.
  Seduction lilies exude a pheromone that charms 
  creatures, making visions of whatever they most 
  desire appear before them. Creatures failing a DC 10 
  Will save willingly submerge themselves, taking 1d3 
  temporary Stamina damage each round until rescued 
  or dead. If rescued, they must succeed in a DC 20 Will 
  save or use their most powerful means to oppose their 
  would-be rescuers. Anyone that beats a Will save by 
  5 or more sees the seduction lilies as they truly are – 
  diseased plant-things rooted in the corpses and bones 
  of their victims, glowing with a corpse-light born 
  from the decomposition of their prey.
  Segmented Worms: Init +0; Atk bite +2 melee (1d3–
  1); AC 14; HD 1d6; MV 10’; Act 1d20; SP attach, 
  burrow into victim; SV Fort +4, Ref +1, Will +0; AL 
  N. 
  These foot-long worms are covered with a hard, 
  segmented carapace of a sickly mauve hue. They 
  attack with a bite, and then attach to their victim. 
  Each round an attached worm does automatic bite 
  damage, and pulls itself into the wound 1 inch per 
  point of automatic damage done (it is possible that its 
  bite does 0 damage).
  A worm can be removed with a Strength check (DC 
  10 + total automatic damage done) until it is fully 
  within its victim; then only a Lay on hands (4 Dice 
  or higher) or appropriate magic can save the poor 
  creature, which is consumed from inside out.
  Stiltman: Init -2; Atk claw +1 melee (1d3) or kick +0 
  melee (1d5+1); AC 9; HD 1d8; MV 40’; SP regenerate 
  1 hp/hour; SV Fort +3, Ref +3, Will -6; AL N.
  These are tall, stilt-legged man-things, with stringy 
  muscles and clawed, web-fingered hands. Their 
  microcephalic heads bear the faces of tortured infants. 
  Easily standing over 8’ tall, stiltmen can stride above 
  the swamplands. Usually they are docile, but the 
  hags use them as beasts of burden, riding upon their 
  shoulders when they hunt in the swamplands. 
  Troll: As DCC Core Rulebook, pp.429-430
  Trolligator: Init +0; Atk bite +5 melee (3d4); AC 
  17; HD 4d8; MV 20’ or swim 40’; Act 1d20; SP 
  regenerate 3 hp/round, +10 to stealth checks; SV Fort 
  +8, Ref +0, Will -4; AL C.
  These large reptiles have rubbery flesh and regenerate 
  3 hp/round like trolls. They cannot regenerate fire or 
  acid damage. Trolligators are always hungry.
  Village of the Damned: This is a village of damned 
  things, consisting of 3d5 mud-and-reed huts. They 
  may appear to be a human village at first, and may 
  even appear to be quite friendly. They even have a 
  fungal wine that they might share, a deep purple-red 
  in color, which is extremely intoxicating (Fort DC 8 
  + 2/drink or suffer a -1d penalty on the dice chain 
  to all rolls; failing more than one save increases the 
  penalty by -1d per failure). If the PCs are so foolish 
  as to relax their guard around the damned things, the 
  entire village (1d3 damned things per hut) attacks. 
  Otherwise, they are merely wary... and creepy.
  
  41
  
  42
  Hag Settlements
  Hag settlements are scattered throughout the region, 
  as marked on the Barg’Herzarag map. Judges should 
  monitor which direction the PCs traverse through 
  the swamp and whether they decide to enter the 
  settlements. Each settlement comprises of 2d4 stilt-
  constructed huts. For each hut there are 1d3 lesser 
  hags that dwell within. There is a 75% chance during 
  the day that the settlement is near empty as the 
  hags are either attending Wartaren or hunting in the 
  swamps. Only roll 1d3 for the number of lesser hags 
  remaining. Upon sunset and into the evening, all the 
  hags will be back in their settlements.
  The hags will try to capture the PCs over killing 
  them, as live, fertile characters are valuable currency 
  in the hagworld. Male PCs are particularly sought 
  after as potential mates. As such, the lesser hags who 
  are the least likely beings to mate may be willing to 
  negotiate with captured PCs. Freedom for “services” 
  rendered…
  Lesser Hag: Init +2; Atk mancatcher +4 melee (1d3 
  Agility plus control or 1d4 as staff); AC 15; HD 
  2d8+6; MV 25’; Act 1d20; SP mancatcher, spells, 
  retributive spit attack; SV Fort +5, Ref +4, Will +8; 
  AL C.
  Lesser hags can cast the following spells (+6 bonus to 
  spell check): charm person, ray of enfeeblement, and 
  paralysis. When reduced to 0 hp in melee combat, a 
  lesser hag can attempt to spit on its slayer (+4 to hit). 
  If successful, the victim must succeed in a DC 15 Will 
  save or permanently lose 1d3 Luck.
  Citadel of Hecate
  Between the Shrouded Council’s arena and Wartaren 
  is the imposing structure of the Citadel of Hecate. If 
  the player characters approach the citadel, read the 
  following:
  Ahead on a tree covered island, looms an impressive 
  four towered structure standing over 200’ in height. 
  Adorning the highest tower and inscribed above the 
  door is a cross symbol tipped with a fork, appearing 
  much like an inverted stick figure with no head. The 
  walls of the structure are alabaster white and from 
  this distance, it is impossible to discern from what 
  material it is constructed. A sense of dread seems to 
  wash over you just looking at the ghastly building.
  The citadel is not detailed in this adventure but should 
  player characters insist on visiting the Citadel, Judges 
  should stress the impenetrable nature of the citadel. 
  The walls are composed of hard bones, fused together 
  in some dark ritual. The only way to gain entrance 
  is using a bone key that only the high priestesses 
  carry. Should the party decide to lay siege against 
  the Citadel, every hag from the region will race to 
  its defense and Judges should feel free to rain death 
  down on the PCs from the high priestesses of Hecate 
  within. Assume the priestesses have access to any 
  cleric or wizard spell from the Core Rulebook as well 
  as any Hecate patron spells.
  To avoid the inevitable TPK, Shaduzara or a group 
  from the Shrouded Council may intercede to help the 
  PCs escape.
  
  43
  Part III - Castle in the Mire
  If or when the PCs navigate their way to Wartaren, 
  read the following:
  As you and your companions round a copse of 
  malformed swamp trees, you come upon a foreboding 
  structure. This must be your destination, the castle of 
  the Methuselah. But, now that you see it, you question 
  your conviction to approach. It towers to heights of 
  over 200’ with at least four turrets visible through the 
  misty air. The material from which it is constructed is 
  hard to determine, as its color is mottled and covered 
  with ivy vines. There appears to be but one entrance 
  into the structure, and an immense portcullis protects 
  that. From this distance you see figures patrolling the 
  rooftop battlements.
  Wartaren, the Living Castle
  In the forgotten ages past, when Barg’herzarag was 
  a vibrant world, the witch-queens who ruled the last 
  golden aeon created Wartaren from the bodies and 
  souls of their faithful male kin. At one time, it was 
  a place of light and love, where the memories of 
  fallen ancestors were kept literally alive. But that was 
  long ago, and the castle has succumbed to the same 
  festering illness that rules the Hagworld entire. Its 
  once-gleaming exterior is now scabrous. Lesser-used 
  halls ooze pus from weeping sores. 
  For Wartaren is actually alive, capable of uprooting 
  itself, moving slowly through the swamps of 
  Barg’herzarag on hundreds of stumpy legs. When the 
  castle is motionless, these legs slowly merge back 
  into its flesh, or dig deep into the murky water and 
  soil to feed and anchor the living edifice. Wartaren 
  has now stood in the same place for many centuries, 
  protected by the swamp and accessed by a rough 
  wooden bridge.
  Although commanded by the hags, it is not loyal to 
  them. Wartaren has long ago forgotten the names and 
  deeds of its component parts, their joys and sorrows, 
  or their great loves. It is capable of forming a male 
  human-sized face on any of its interior surfaces to 
  spy on the interior and to beg for sustenance... human 
  blood.
  The face of Wartaren is never the same, as the castle 
  was grown from a hundred thousand victims, who 
  have melded into a single colossal being. Wartaren’s 
  faces can sprout a sharp hollow tongue to feed with, a 
  process equivalent to spellburn in its mechanics. 
  Those who feed Wartaren find that the Living Castle 
  aids them in return. Doors are easy to open, or may be 
  difficult to open for pursuers.
  
  44
  Even those held in the dungeons may discover 
  themselves miraculously released. But the castle’s 
  sanity fled long ago, so players are wise not to trust 
  Wartaren with too much certainty.
  The hags punish Wartaren terribly for its many 
  treacheries... but they punish it, anyway, so this 
  ensures nothing. The hags, for their part, know 
  Wartaren breaks faith in a thousand small ways each 
  day, but revel in these failings as proof of the pain 
  their torture brings the Living Castle. They also enjoy 
  any excuse for inflicting punishments.
  Wartaren is immune to all mortal weapons and magic. 
  Hags wielding witchrods may cause it pain – even 
  extreme pain – but cannot cause the Living Castle any 
  lasting harm. 
  Even where illusion cloaks its true nature, Wartaren 
  feels slightly warm and damp. The floors and walls 
  have a spongy resiliency and give. Prolonged skin 
  contact may allow a PC to feel an extremely slow 
  pulse.
  Unless stated otherwise, ceilings within each level 
  rise to 30’ from their respective floors.
  Witchrods
  Witchrods are hard rods of nearly-black wood, forked 
  at one end. If gripped by a male, the character takes 
  1d5 damage per round. It can be used as a weapon 
  for 1d4 damage, but a hag can also channel her 
  malevolence through the device for an additional 2d5 
  points of subdual damage. Hags, demons, and similar 
  creatures can use these rods to harm Wartaren, and 
  thus control the Living Castle.
  General Information
  Wartaren is a living adventure location, in which 
  lesser hags, demons, major players, and servants move 
  on a regular basis. While each area of the castle is 
  described as it is likely to appear initially, the specifics 
  – who is there and what they are doing – when PCs 
  enter an area should change frequently. Judges are 
  encouraged to challenge their players selectively by 
  using the various inhabitants in interesting ways in 
  unpopulated areas. A Type III demon, for example, 
  might just be wandering across The Great Chamber 
  (Area 4) and the PCs must decide whether to hide, 
  attack or parlay with the fiend.
  There are several ways that the PCs can enter 
  Wartaren, but most amount to capture:
  Lesser Hags: Init +2; Atk mancatcher +4 melee 
  (1d3 Agility plus control or 1d4 as staff); AC 15; HD 
  2d8+6; MV 25’; Act 1d20; SP spells, retributive spit 
  attack; SV Fort +5, Ref +4, Will +8; AL C.
  Lesser hags can cast the following spells (+6 bonus to 
  spell check): charm person, ray of enfeeblement, and 
  paralysis. When reduced to 0 hp in melee combat, a 
  lesser hag can attempt to spit on its slayer (+4 to hit). 
  If successful, the victim must succeed in a DC 15 Will 
  save or permanently lose 1d3 Luck. 1 in 7 lesser hags 
  carry a witchrod.
  Servants: Init +2; Atk claw +2 melee (1d3) or bite +0 
  melee (1d5); AC 12; HD 1d6; hp 4 each; MV 30’; Act 
  1d20; SP infravision 60’, regenerate 1/hp per round 
  (even after death, fire destroys); SV Fort +4, Ref +3, 
  Will +6; AL C.  
  The servants in Wartaren are all Damned Things, 
  and all appear to be male. As with the damned things 
  encountered in the swamps, they can live without 
  food or water, and are all ancient no matter how old 
  or young they may seem. Their teeth and nails are 
  very sharp, and their eyes shine in the dark. PCs that 
  make the mistake of trusting these creatures will be 
  betrayed at the first opportune moment.
  The major players are described in Foes and Allies. 
  With the exception of Griztella, Shaduzara, and 
  Phenoton, these beings do not dwell in Wartaren all 
  the time, but pay court here from their own, even 
  more deteriorated, holdings.
  See Appendix B for information on demons that may 
  visit Wartaren to trade in daemonic larvae.
  
  45
  Ground Floor
  1. 
  The Great Gate
  Broad steps of cracked grey stone lead up to the Great 
  Gate of the Living Castle. The large iron portcullis 
  is decorated with thirteen human skulls, whose eye 
  sockets glow with an eerie lambent green light. 
  These un-dead skulls can see the invisible, and a thief 
  needs a DC 25 Hide in Shadows result to evade their 
  foxfire glare. Each is AC 9 and has 2 hp. They screech 
  if an unaccompanied male creature comes within 20’, 
  summoning the Gatekeeper from Area 2. It takes a 
  DC 35 Strength check to lift the portcullis from 
  without, or a DC 20 check to bend the rusting bars 
  enough for characters to slip in with a DC 15 Agility 
  check. Woe to the character halfway through when 
  the Gatekeeper comes.
  2. 
  The Gatekeeper
  A half hag, half enormous hound troll-thing guards the 
  open passage leading to the front gates of Wartaren. 
  It can mentally command the portcullis in Area 1 to 
  lift or lower, using an Action Die. A character trying 
  to slip through the portcullis when it lifts can attempt 
  a DC 15 Reflex save to slip free; failure means the PC 
  is crushed against the stones of the archway overhead 
  for 2d6 damage. Success under 20 means the PC falls 
  for 1d6 damage and is prone.
  The Gatekeeper can spit a glob of sticky fluid at a 
  target, who then requires a DC 15 Strength check 
  before he can move. While held in place, he has a -1d 
  penalty to all rolls, and a -2 penalty to AC.
  Gatekeeper: Init +6; Atk bite +10 melee (3d8+3) or 
  spit +8 ranged (hold); AC 19; HD 10d8+10; hp60; 
  MV 40’; Act 2d20; SP sticky spit, regeneration (1d6/
  round), immune to critical hits, immune to mind-
  affecting spells, vulnerable to fire; SV Fort +12, Ref 
  +3, Will+12; AL C.
  3. 
  Entry Hall
  The great double doors at either end can be forced 
  open with a DC 15 Strength check, or by granting the 
  Living Castle 1 point of spellburn.
  4. 
  Great Chamber
  This large chamber is lit by bluish-green motes of 
  spectral fire that drift through the air, clustering around 
  living creatures and seeming to cling harmlessly 
  to them. A double row of pillars leads deeper into 
  the chamber. They are made of thick vertebrae-like 
  bones, from which hooks and long spurs grow. The 
  insubstantial shades of children, barely visible, hang 
  from these hooks. 
  The pillars are a living part of the Castle, and are 
  warm to the touch. The stairs upward appear to be 
  made of mossy green stone polished to a high gloss, 
  but this is an illusion, for they are yielding and damp 
  to the touch.
  
  46
  The shadows of children on the pillars are victims 
  of the hags, the ensnared souls of yet-living mortals, 
  who are used to fuel spells. On their own worlds, 
  some of these victims become nearly catatonic, and 
  others become great bullies. If there is a PC with an 
  appropriate background in the adventuring group, dim 
  memories of being held in this way may surface here.
  There is a 75% chance that 1d5-1 lesser hags are in 
  this chamber at any given time, consulting the shades 
  of children or passing to and from Area 14. PCs may 
  choose to communicate with these shades as well, but 
  they only pass on unhappy tales of brutal childhoods. 
  Many seem old before their time. The hags, and 
  experience, have drained them of their innocence.
  The stairs lead upward to Area 13.
  5. 
  Antechamber to the Basement
  Beyond this door is a roughly semi-circular room, 
  the face of a demonic being set into the center of the 
  floor, its visage formed with pieces of broken tile and 
  glass. Whatever illusion cloaks some of the rooms 
  of the hags’ palace in apparent splendor, it is failing 
  here. The walls look like the ulcerous skin of some 
  cancer-ridden fiend. A stairway curves downward to 
  the right; a foul odor rises from below.
  Bubosis, the plague spider familiar of Shaduzara, 
  lurks over the door to this chamber. It is unlikely to 
  be noticed unless the PCs look up as they enter the 
  chamber, or if they arrive from the dungeons. Unless 
  the PCs expressly state they are looking above the 
  doorway, Bubosis uses its chameleon ability to blend 
  into the environment to hide. If it is able to, the plague 
  spider will slip out of the room (like all spiders, it 
  can compress itself to fit through very narrow cracks), 
  and notify its mistress of any unauthorized intruders 
  to Wartaren’s dungeons as well as report the PCs’ 
  progress in their mission.
  Bubosis: Init +3; Atk bite +5 melee (1d3 plus 
  poison); AC 12; HD 2d6;hp 8; MV 20’; Act 1d16; SP 
  poison (1d5 temporary Stamina damage, chameleon 
  camouflage (treat as invisibility); Fort DC 15 or 1d3 
  additional temporary Stamina damage for 1d3 days); 
  SV Fort +3, Ref +6, Will+6; AL C.
  The stairs go down to Area 15.
  6. 
  Base of the Great Tower
  The Great Tower is the personal domain of Griztella, 
  and this door is protected with a powerful infernal 
  rune. Whoever opens it without first naming the rune 
  is struck blind and dumb, a condition lasting until 
  cured by clerical healing, a remove curse, or similar 
  magic. There is no save. The name of the rune may be 
  determined by read magic, comprehend languages, or 
  knowledge of the demonic tongue. Finding this trap is 
  DC 20; it may be disabled by defacing the rune (DC 
  25; any failure activates it against the PC attempting 
  to disable it), or it can be disabled with a dispel magic 
  check result of 24+. Once the rune is triggered, it 
  must be repowered with a living mortal soul before 
  it can be used again. Luckily for Griztella, Area 4 has 
  plenty to choose from.
  Beyond the door is a wide, circular chamber, clearly 
  the base of a tower, with two staircases curving 
  upward, to the left and right. The floor is decorated 
  with a mosaic image of a male demon, whose face 
  appears poised to blow wind or words toward the 
  door. 
  When this place is first entered, and on a 1 in 7 chance 
  thereafter, Wartaren manifests itself through the 
  mosaic face, demanding blood “... or I will warn the 
  Mistress”. The threat is hollow, but any who succumbs 
  to it will discover that the living castle manifests itself 
  on a 1 in 3 chance every time he enters a new location, 
  until he finally says “No!”
  The stairways lead to Area 30.
  7. 
  The Tower of Owls
  Beyond the door is a round chamber, with a sweeping 
  staircase leading upward along the left-hand wall to 
  an open landing around the far curve of the room. The 
  floor is decorated with the mosaic image of a dragon, 
  made of pieces of green, blue, and yellow colored 
  bone.
  The bones are not dyed; those are their natural colors.
  The stairs lead upward to Area 28. The tower is named 
  for the inhabitant of Area 59.
  8. 
  Library
  This chamber is clearly a library, with dark wooden 
  shelves holding scrolls and ancient volumes. The 
  lighting is dim, from some unseen source, and the air 
  is heavy with the musty odor of decaying paper. 
  
  47
  The lore of a thousand dying worlds molders here, 
  apparently unheeded by the hags of Barg’Herzarag. 
  There is a round table, visibly thick with grime, and the 
  large carpet leading in to the main library is equally 
  filthy, save for a single track in the center, where part 
  of the ornamental weave can still be seen clearly.
  The rug is magical, animated to attack anyone 
  attempting to leave this chamber by the southern 
  door – but only if they have a book or scroll from 
  the library on their person. The animated rug takes 
  no damage from bludgeoning weapons, and only 1 
  hp (+ Strength modifier) from piercing weapons. It is 
  immune to mind-affecting spells and any attack that 
  affects biology (including most critical effects).
  A character struck by the rug must succeed on a DC 20 
  Reflex save or be wrapped within its folds and unable 
  to move. Such a character can hold his breath for 
  Stamina rounds, but thereafter takes 1d3 temporary 
  Stamina points per round until freed. If freed, lost 
  Stamina is recovered with 5 minutes of rest.
  Characters wrapped in the rug take half damage from 
  any successful attack against the rug, whether or not 
  the rug itself takes damage. The rug takes double 
  damage from fire and cold – the rug’s victim also 
  takes half of any extra fire damage taken, but not extra 
  cold damage, as the rug offers partial insulation in this 
  case. The rug can hold up to two victims.
  Animated Rug: Init +0; Atk slam +7 melee (1d5 plus 
  wrap); AC 8; HD 4d6;hp 15; MV fly 20’; Act 1d20; SP 
  wrap victim, immunities (bludgeoning damage, mind-
  affecting, attacks affecting biology, most criticals), 1 
  pt damage from piercing, vulnerable to fire and cold; 
  SV Fort +8, Ref +3, Will+5; AL N.
  Every turn spent perusing the library shelves, have 
  the character searching roll 1d20 + Luck modifier, 
  and consult the table overleaf.
  
  48
  1d20 + 
  Luck
  Result
  -2
  Character discovers a chronicle of all of his failings and personal faults up to date. The writing is 
  compelling, and so convincing that the PC permanently loses 1d3 points of Personality as his confidence 
  is shattered (no save).
  -1
  The character opens a book with poisonous blackspore mold growing within. The spores envelope him in 
  a choking cloud, causing 2d6 temporary Stamina damage (DC 12 Fort for half).
  0
  The character summons the librarian’s ghost (see below).
  1
  The character discovers a scroll of a random 1st level Wizard spell, but the scroll is cursed so that it targets 
  whoever the Judge chooses, rather than who the caster selects. There is no save; anyone who rolls a 1 and 
  still trusts the results deserves them!
  2
  The character discovers a trashy novel that is nonetheless compelling. The character must succeed in a 
  DC 20 Will save to tear himself away; otherwise, he can no longer search in the library until the novel is 
  finished (this takes 1d12 minus Intelligence modifier hours to read).
  3
  Character discovers a tome containing some blasphemous knowledge best left forgotten. DC 15 Will save 
  or suffer 1d3 points of temporary Intelligence and 1d3 points of temporary Personality damage from the 
  psychic shock.
  4
  Character discovers a cursed scroll of a random 1st level Wizard spell, written on vellum made from human 
  skin. The character reading it must succeed on a DC 15 Will save or suffer one of the following curses 
  (1d7):  1 reduction in height by 6 inches every hour until the PC is ant-sized or the curse is broken (which 
  does not necessarily restore lost height), 2 increase in height by 6 inches every hour until the PC is giant-
  sized or the curse is broken (curses 1 & 2 negate each other), 3 immediately suffer a major corruption, 
  which cannot be negated with Luck, 4 the curse of slow petrifaction causes 1 point of permanent Agility 
  loss per day as the caster is slowly turned to stone, 5 the curse of insufferable greed causes the PC to 
  permanently lose 1 hp every time a treasure is obtained, and she fails to get at least twice the share allotted 
  to everyone else, 6 an immediate and permanent reduction in Luck by 1d5 points, or 7 the curse of the 
  larvae – the character immediately becomes pregnant (regardless of gender) with a daemonic larvae (see 
  Area 15), which grows alarmingly fast. Every 1d5 hours, the character takes 1d3 points of temporary 
  Agility and 1d3 points of temporary Stamina damage. When either reaches 5, the daemonic larvae rips its 
  way out through their abdomen, causing 2d6 hp and 1d5 temporary Stamina damage. The character must 
  succeed in a DC 20 Fort save or 1d3 points of Stamina damage are permanent.
  5-15
  The moldering tomes examined are mostly destroyed, and in no language which can be recognized by the 
  PCs. Their mold and worm-eaten pictures suggest that they discuss very unpleasant topics.
  16
  A scroll is found containing a random 1st level Wizard spell. Due to damage on the scroll, the caster 
  must succeed in a DC 10 Intelligence check when the spell is cast, or any successful result causes misfire 
  instead of the desired effect.
  17
  A scroll is found containing a random 1st level Wizard spell, which is cast normally.
  18
  A scroll is found containing a random 2nd level Wizard spell, which is cast normally.
  19
  A scroll is found containing a random 3rd level Wizard Spell, cast using 1d16 for the Spell Check.
  20
  A scroll is found containing two random 1st level Wizard Spells, both of which are cast using 1d24 for 
  the Spell Check.
  21
  The character discovers the formula for a random 1st level Wizard Spell. With an hour’s study, he may 
  attempt to learn the spell if he has a spell slot available.
  22
  The character discovers the formula for a random 2nd level Wizard Spell. It is written so clearly that, 
  with an hour’s study, he may attempt to learn the spell with a +2 bonus on his check, if he has a spell slot 
  available.
  23
  The character discovers a scroll that teaches her a random 3rd level Wizard spell. This takes place almost 
  instantly, and the spell is in addition to those her normal spell slots allow. When rolling for Mercurial 
  Magic, roll 3d20 + Luck modifier. The scroll disappears immediately thereafter.
  
  49
  The Librarian’s Ghost
  In ages long past, the library of Wartaren was curated 
  by an ancient crone. Her ghost can still be summoned 
  by making excessive noise in the library, either 
  through an unlucky search roll or otherwise (such as 
  combat with the animated rug). 
  Librarian’s Ghost: Init +2; Atk special (see below); 
  AC 10; HD 2d12; hp 18; MV fly 40’; ACT 1d20; 
  SP un-dead traits, immune to non-magical weapons, 
  special abilities (see below); SV Fort +2, Ref +4, Will 
  +6; AL C.
  The librarian’s ghost was tasked with serving this 
  library, and can only be put to rest if Wartaren is 
  destroyed, or if all of the volumes in the library are 
  removed. In this last case, the ghost follows and 
  protects one item, and cannot be laid to rest so long 
  as it exists. The ghost never makes a sound, except 
  to admonish silence. If brought to 0 hp, the ghost can 
  reform after 1d5 turns. It has the following special 
  abilities:
  • 
  Horrid appearance: Simply glimpsing the ghost 
  causes 1d4 damage and potential fear (Will DC 12 
  or run away for 1 hour, fighting at -4 to attack rolls 
  if cornered. This requires no Action Die.
  • 
  Gaze of silence: By gazing intently at an 
  opponent, the ghost forces a DC 15 Will save or 
  the opponent loses the power of speech for 2d3 
  turns, eliminating most spellcasting.
  • 
  Enervation: The ghost can make a touch attack 
  at +6, causing 1d3 points of temporary Strength 
  damage. The ghost is healed by a like amount. 
  This damage is recovered at 1 point per turn of 
  rest.
  9. 
  Tower of Phenoton
  Beyond the door is a tower with a stairway sweeping 
  upward to the right. The chamber seems ill kept, as 
  though the illusions that maintain the hag’s castle are 
  failing here. The walls do not show veins of marble, 
  but rather living veins through which a grey-green 
  ichor sluggishly pulses.
  The stairs lead upward to Area 19. Note that library 
  materials from Area 8 can be taken through the door 
  to this tower without difficulty.
  10. 
  Dining Chamber
  Beyond the door, a well-appointed dining chamber is 
  revealed, with a long table that seats ten. The table 
  is set with a service of silver and gold, with golden 
  candlesticks holding tall candles for illumination.
  A sideboard along one wall is equipped with serving 
  dishes and a tureen holding what smells like a sweet 
  fruit punch, its inviting aroma apparent even from 
  where you stand.
  Betimes, this chamber is the location of a hags’ feast, 
  with damned things from the kitchens serving (and 
  being served, see Area 11). If the PCs are here at such 
  a time, there is a 1 in 3 chance each that Griztella 
  or Shaduzara are present. In addition, there will be 
  1d4+3 lesser hags present. Depending upon which 
  of the major hags are there, the lesser hags may be 
  substituted with members of the Shrouded Council. 
  The Judge may present the PCs with the sight of a 
  recently completed feast – 1d3+2 damned things 
  reform from the bones and the gobbets of meat on 
  the table, returning to the kitchens once sufficiently 
  regenerated.
  The service appears to be of great value, but if removed 
  from this area or Area 11, they are revealed for what 
  they truly are – bone and mold-infested wood. The 
  candlesticks are made of long, cracked femurs, and 
  the candles themselves rendered from human fat.
  There is a 75% chance that the punchbowl is poisoned. 
  Ostensibly, this is because various hags are always 
  trying to discomfort or eliminate their rivals. After 
  many centuries, though, all the hags know that the 
  punch is poisoned, and they avoid drinking it. They do 
  encourage guests to drink, however. To determine the 
  poison in the punch, roll 1d14 and consult the sidebar. 
  If a 14 is rolled, roll two d14 and use both results. 
  There is no limit to the number of poison doses the 
  punch may contain.
  
  50
  The Hag Poisons of Barg’herzarag
  The hags of Barg’herzarag are specialists in producing thirteen poisons. Not all of these poisons are deadly, 
  but all are made with ingredients both living and monstrous. The thirteen poisons are:
  1
  Sleep of Death: DC 15 Fort save or fall into a sleep so deep that it cannot be discerned from 
  death without potent magic. The body remains unaging and incorruptible, although the sleep 
  can last for centuries. The kiss of a potential lover, it is said, can offer a new save, but chains the 
  sleeper to an unending love for the awakener, no matter who or what, or what their subsequent 
  conduct may be.
  2
  Ichor of the True Death: 3d6 hp damage, and DC 20 Fort save or die.
  3
  Draught of the Iron Limb: DC 10 Fort save each round for 2d5 rounds. Each failed save results 
  in 1d3 points of temporary Agility damage, with paralysis resulting when Agility reaches 0. 
  4
  Venom of the Mind Worm: 1d6 temporary Intelligence damage; Fort DC 14 or half is permanent 
  (rounded up). The poison is active in the victim’s system so long as any Intelligence damage 
  remains. A creature that tastes his blood (including through bite attacks) must succeed in a DC 
  15 Will save or become savage, attacking at +1d on the Dice Chain for 2d5 rounds.
  5
  The Door to the Soul: DC 15 Fort save or suffer a -1d3 dice on the Dice Chain penalty to Will 
  saves for 3d6 hours.
  6
  Venom of the Laily Worm: DC 14 Will save or be affected by a powerful charm, causing the 
  imbiber to fall in love with the first being seen. The effects are similar to a charm person spell 
  with a Spell Check result of 18-20, including duration. The save, however, is always DC 14.
  7
  The Dew of Swine: DC 18 Will save or be transformed into a pig. As a pig, a PC has an AC of 
  12 and a 40’ movement rate. They are capable of delivering a bite attack that does 1d3 damage 
  and requires a DC 10 Fort save to avoid infection (1d3 Stamina damage each day over the next 
  1d5 days). A new Will save is allowed each day to end the transformation, but if the character 
  fails each save for a week, the transformation is permanent. Items are not transformed with the 
  character, and may be damaged (or cause damage!) during the course of transformation.
  8
  Dancing Wine: DC 15 Fort save or uncontrolled leaping and twitching causes a -1d penalty on 
  the Dice Chain to initiative, attack rolls, damage, and Reflex saves. The afflicted character also 
  suffers a -2 penalty to AC. The toxin’s effects last for 1d5 turns. Each turn of dancing causes 1 
  point of temporary Stamina damage that is recovered with 5 minutes of rest per point.
  9
  Essence of Straw: 1d6 points of temporary Strength damage. DC 12 Fort save or an additional 
  1d6 points of temporary Strength damage.
  10
  Blood of the Salamander: DC 15 Will save or spontaneously combust, taking 2d6 damage per 
  round for 1d6+3 rounds. 
  11
  Fist of the Belly: DC 20 Fort save or the character is unable to gain nutrition from food for 1d5 
  days. Each full day that this poison is in effect, the PC suffers 1d3 points of temporary Stamina 
  damage. After three days, the PC cannot heal wounds or ability damage normally, and takes a 
  -1d penalty on the Dice Chain for all rolls. Thereafter, the penalty to rolls increases by -1d on the 
  Dice Chain per day.
  12
  Descent of the Swift: DC 20 Will save or the character trades 2d7 points of Intelligence and 
  Personality for a like amount of Strength or Stamina. No score can drop below 3 or increase 
  above 18 as a result. In addition, the character loses the ability to speak, except in grunts or 
  screeches, although he may still be able to understand language. He further suffers a -1d penalty 
  on the Dice Chain to all Will saves. The change lasts 1d3 hours; if a second DC 20 Will save fails 
  then, the character is permanently a yahoo.
  13
  Drops of the Obscene Hunger: DC 14 Will save or the character develops cannibalistic cravings. 
  Whenever a chance to relieve those cravings arises, the PC must succeed in a DC 10 Will save to 
  resist. The poison remains in the system for 3d7 days.
  
  51
  11. 
  Kitchens
  The door gives way to a bustling kitchen staffed by 
  things that look almost human, were it not for their 
  glittering eyes and a certain intentness to their 
  expressions as they look at you. It might be better not 
  to look too closely at the writhing vegetables they are 
  preparing.
  There are typically 1d5+1d7 Damned things working 
  in this kitchen. If a feast is being prepared, the PCs 
  might be greeted by the chilling sight of a damned 
  thing being led screaming to the pot, or being cut apart 
  on the butcher’s block while fully alive and aware. 
  Whatever remains will regenerate into a damned 
  thing, but the experience is not one they relish. 
  Damned things (1d5+1d7): Init +2; Atk claw +2 
  melee (1d3) or bite +0 melee (1d5); AC 12; HD 
  1d6; hp 4 each; MV 30’; Act 1d20; SP infravision 
  60’, regenerate 1/hp per round (even after death, fire 
  destroys); SV Fort +4, Ref +3, Will +6; AL C.
  12. 
  Visitors’ Cells
  These small areas, marked A to I, are visitors’ cells 
  where those coming to Wartaren on business may 
  find some small comfort. These cells are typically 
  furnished only with a cot, a bucket for waste, and a 
  brazier for coals. The illusions that cloak Wartaren’s 
  rot are fading, and the walls sometimes seem to be 
  smooth green marble, and sometimes seem to be 
  corrupted flesh.
  There is a 20% chance that any cell is occupied. In 
  this case, roll 1d5: 1-3 a lesser hag who has come to 
  petition the Methuselah (25% chance that this hag is 
  an agent of the Shrouded Council), 4 a demon come 
  to purchase daemonic larvae (see Appendix B), or 5 a 
  corrupt pustule formed on the wall, ceiling, or floor 
  – if touched, it will erupt, causing 2d5 damage in a 
  spray of acidic ichor (Reflex DC 12 for half).
  Ground Floor Elevation
  13. 
  Great Doors
  Before you are a pair of tall, wide doors, their aged 
  bronze surfaces decorated with images of ancient 
  crones and cavorting demons. 
  When the Methuselah is holding court, these doors 
  are thrown wide 25% of the time. They can be locked 
  with a great bronze key (which Griztella holds) or a 
  copy of the key (held in secret by Phenoton). The lock 
  can be picked easily enough (DC 10) if a key cannot 
  be found. 
  The doors are not trapped, but they are cursed so that 
  the result of any attempt to find a trap is always, “You 
  have the impression that there is a trap, but what it is 
  or where it is hidden you cannot tell.”
  14. 
  Throne room of the Methuselah
  The room beyond the great doors is a high, vaulted 
  space dominated by a great throne upon a raised dais, 
  ten feet above the floor of the room. Further above 
  a balcony allows other interested parties to look 
  down upon the proceedings below. The throne itself 
  is made from the bones of children slain by hags on 
  the Material plane. The most disturbing aspect of the 
  throne is the brownish green upholstery that appears 
  to be hag faces stitched together in a haphazard 
  fashion. You cannot help thinking that the mouths and 
  eyes on the throne twitch beneath the heavy stitches 
  keeping them closed.
   
  If the Methuselah is holding court, she perches atop 
  this throne like a great spider. Phenoton kneels in a 
  servile position at the base of the steps. 2d7 lesser 
  hags are in attendance, and there is a 50% chance 
  each that Shaduzara is in attendance, lurking in the 
  shadows of the room. Finally, there is a 25% chance 
  that 1d3 demons (see Appendix B) are here, seeking to 
  purchase daemonic larvae from the hags.
  Aside of its enchantments mentioned in the sidebar, 
  the Methuselah’s Throne grants the hag seated upon 
  it greater potency through the lost potential of the 
  lives consumed in its creation. Any hag seated on this 
  throne gains a +4 bonus to Spell Checks and saving 
  throws, and reduces all damage by 5 points. Damage 
  dealt by Clawreaver is not reduced.
  
  52
  All of the conspirators wish to see Clawreaver driven 
  through a hag, nailing her to the throne. Doing so 
  has two effects. First, it releases Wartaren from the 
  hags’ control. Second, it begins the conjunction of the 
  Hagworld with the material plane. See Concluding 
  the Adventure for more details.
  None of the hags, of course, wants to be sacrificed to 
  bring the concordance about. Shaduzara and Necrosa 
  both imagine that Griztella will be on the throne, 
  while Griztella seeks to entice another of her rivals to 
  attempt to seize the throne just in time to receive the 
  fatal blow.
  Due to the unpredictable schedule of the Methuselah, 
  court can be held at any time during the cycle of the 
  week. There is a 20% chance that the PCs arrive at 
  a time when the hags are in council; the remaining 
  times the room is locked and empty. It can be accessed 
  through the Great Doors or descended to from the 
  balcony in Area 27. 
  Sitting on the Throne
  A brave character needs to sit upon the throne to find 
  a way to preventing the concordance. The throne is 
  an abomination of chaos magic and holds the souls, 
  and mummified faces, of over a hundred methuselahs. 
  Upon sitting in the throne the PC must immediately 
  make a DC15 Will save. Lawful characters failing this 
  save take 3d10 points of damage as the mouths of the 
  long dead hags bite at his succulent flesh. Following 
  the bites, the character becomes irrevocably chaotic. 
  But the throne will then answer his questions. Chaotic 
  characters that fail the saving throw are also bit for 
  3d10 points of damage but the player feels pleasure 
  rather than pain and that character now finds the 
  throne to be desirable as a piece of treasure. If the 
  save is made, the throne feels that the PC is almost 
  worthy to use it.
  Once seated on the throne, the PC is bombarded 
  with the voices of a hundred hags. The character 
  must make another DC 15 Will save for their mind 
  to become attuned to the throne. Failing this save 
  makes the throne reconsider the PC’s worthiness and 
  bites that PC for another 3d10 points and expels them 
  from the throne, refusing to commune with that PC. 
  Thus another candidate is required. PCs succeeding 
  in this second saving throw can focus the cacophony 
  of voices into a singular, understandable chorus. The 
  throne’s voices croak:
  One question will we answer thee
  Then no more for nights of three
  PCs asking any question not relating to the concordance 
  or the destruction of Clawreaver should be answered 
  based on the table in the item description in a cryptic 
  and, if the Judge so desires, rhyming manner. If 
  the throne is specifically asked about stopping the 
  concordance it says the following:
  From Hecate’s black heart forge,
  Blade of trolls must in blood gorge,
  Guardian, Infant, father and owl.
  Once sated, pin the queen of crones
  To her seat of flesh and bones
  With luck, the PCs should be able to ascertain that 
  they need to skewer Griztella whilst seated on the 
  throne with Clawreaver to end the concordance. But 
  first they must gorge Clawreaver in the blood of four 
  creatures in the castle.
  
  53
  Throne of Undying Wisdom
  Physical Description
  Upholstered with the facial skins of a hundred hags and constructed from the bones of lost children, the 
  Throne of Undying Wisdom is an arcane relic of immense and evil power. The green shriveled faces have 
  their eyes and mouths stitched closed but they seem to twitch and strain on close examination.
  Magical Properties
  The centuries old, combined, wisdom of a hundred interdimensional traversing hags is trapped in the 
  throne. By sitting in the throne and pulling on the stitches of one of its many mouths, a worthy user may 
  ask the throne one question of their choosing every three days. The throne is all-wise, but its mind is 
  legion, insane and evil.
  Special Purpose
  Forged from dark, chaotic magic, the throne is tasked to answer to the whims of the Methuselah of 
  Wartaren. And whilst the throne fears and obeys the Methuselah, it desires to plant the seeds of corruption 
  into any other who dares to rest upon it.
  Powers Granted
  Those who manage to sit on the throne and successfully seek the throne’s counsel (see adventure text) 
  must roll on the following table and reap the corruption result indicated:
  Roll 
  1d6
  Corruption
  1
  User ages 1d20 years (physical appearance only effect). Only magical means can disguise 
  this effect but not cure it.
  2
  User develops 1d7 incurable and painful hag warts. Roll to determine each wart’s location 
  on 1d6: 1 the face, 2 torso, 3 right hand, 4 left hand, 5 right foot, 6 left foot. The price 
  of knowledge in this case is pain. Depending on the wart’s position, the Judge can apply 
  penalties to either their Agility or Personality.
  3
  User grows 1d12 additional mouths across their body (determine using the same method 
  as warts). These mouths spout random words of wisdom that offer no help other than 
  to disorientate and confuse the PC causing a -1 to all saves, attacks and AC. A DC15 
  Will save negates the disorientation. These mouths can be stitched closed, allowing the 
  unfortunate PC some peace and quiet.
  4
  User’s skin shifts color from normal to dark green. The effect is permanent and can only 
  be disguised, not cured except by powerful or divine intervention.
  5
  User develops 1d30 bite scars across their body (determine using the same method as 
  warts). These scars are horrid to look upon and the PC’s Charisma is reduced by 2d4 points 
  if the scars are visible.
  6
  User has bonded with the throne and as such, there is no physical ailment to the PC. Once 
  per week, the spirits from the throne whispers in the user’s mind a cryptic, prophetic 
  warning. Judges are encouraged to use this ability as a driver of new adventures for the PC.
  
  54
  Basement
  15. 
  Larvae Pool
  The stairs lead downward to a damp, circular chamber. 
  There is a black pool in the center of the room and 
  it ripples from motion below the surface. The stench 
  of decay here is strong. An archway leads out to the 
  north and the east. Hanging on the wall near the end 
  of the stairs are three long bronze hooked poles.
  The pool contains 5d4 daemonic larvae, which are 
  used for the hags’ magic and poisons, or are sold to the 
  demons that come to Barg’herzarag for that purpose. 
  The pool is fully 50’ deep, and the water is warm and 
  brackish. The hooks are used to drag daemonic larvae 
  from the pool, requiring both a Luck check to snag a 
  larvae and an opposed Strength check vs. +4. 
  Three damned things are stationed in Area 17; 
  they immediately investigate any disturbance here, 
  attacking characters on sight. The damned things 
  attempt to barge PCs into the pool, where the daemonic 
  larvae attack the characters. To climb from the pool, 
  PCs must clamber out (DC 10 strength check), which 
  becomes more difficult as the larvae pool drains the 
  characters’ strength at a rate of 1 point per round spent 
  in the evil fluids. PCs in heavy armour rapidly sink 
  into the deep pool and face drowning if not rescued. 
  Metal armour can be removed at a rate of 1 round 
  per +1 bonus the armour provides. It then sinks to the 
  bottom of the 50’ pool.
  A PC can hold her breath for double her stamina in 
  rounds after which she must make a DC 10 Fortitude 
  save every 10 seconds with the difficulty increasing 
  by +1 each roll. If the player fails the roll, their 
  character will fall unconscious that round, drop to 
  zero hit points in the second and be dead by the third. 
  Drowned characters are quickly devoured by the 
  daemonic larvae.
  Damned Things (3): Init +2; Atk claw +2 melee (1d3) 
  or bite +0 melee (1d5); AC 12; HD 1d6; hp 4 each; 
  MV 30’; Act 1d20; SP infravision 60’, regenerate 1/
  hp per round (even after death, fire destroys); SV Fort 
  +4, Ref +3, Will +6; AL C.
  Daemonic Larvae (3d4): Init +4; Atk bite +5 melee 
  (1d3 plus 1d3 Sta damage); AC 12; HD 2d8; MV 
  swim 30’; SP lunge out of water (Int DC 5 to avoid 
  surprise), Stamina damage; SV Fort +4, Ref +2 (-6 
  out of water), Will +2; AL C.
  16. 
  The Sewing Room
  The walls of this room are clearly made of ulcerated 
  flesh, and you can see a slow pulse beating in their 
  veins. A table holds an array of needles, made of bone 
  and iron, as well as several large spools of sinew 
  thread. There is a low charcoal brazier and two taller 
  bronze braziers with unlit incense upon them.
  
  55
  This chamber is the particular domain of Shaduzara, 
  who has mastered the art of stitching male mortals 
  into Wartaren. If the incense is lit, a sickly sweet 
  aroma fills the room, and all male characters must 
  succeed in a DC 15 Will save each round or be held 
  by the incense, unable to take any action for at least 
  10 minutes, or until he is free of its cloying odor.
  If Shaduzara is present, or if she is summoned here and 
  she feels the PCs are not acting in her best interests, she 
  heats her needles on the charcoal brazier, and begins 
  to sew a character into the Living Castle. By doing so, 
  she believes the PC’s mind will act as an agent for her 
  to help the remaining characters with their mission. It 
  also serves as a warning to the other PCs not to betray 
  the conniving leader of the Shrouded Council. Each 
  turn, she deals the character 1d3 points of temporary 
  Strength, Agility, and Stamina damage (roll damage 
  separately for each). If any reach 0, the character is 
  absorbed into Wartaren, becoming part of the Castle’s 
  mind. At this point, if not slain by the PCs, she 
  demands results, extinguishes the incense and leaves 
  the PCs to deal with the potentially doomed PC.
  A character stitched into the castle can attempt a Will 
  save DC 1d20+4, and, if successful, he can cause the 
  castle to open a door, or close and hold a door for 1 
  turn, or create a passage in a wall which remains for 
  1 turn. Each failure, though, costs the character 1d3 
  points of temporary Intelligence and 1d3 points of 
  temporary Personality damage. These return at a rate 
  of 1 point per hour.
  A character not fully stitched into the castle can be 
  cut free with 1d5 Actions, or tear free if mobility 
  is restored, taking 1d6 damage. Once stitched in, 
  a character can only escape if he retains both an 
  Intelligence and Personality of 3 or greater. If either 
  falls below 3, the character is forever lost, although he 
  may still serve his companions from within the flesh 
  of Wartaren.
  Until that point, the stitching can be undone using a 
  reversed mending spell check of 30+, a dispel magic 
  spell check of 22+, an exorcise spell check of 22+ 
  (note that this harms the stitched character), or a 
  remove curse spell check of 34+. If the Judge desires, 
  a replacement character might exist within Wartaren 
  who can still be recovered in this way.
  17. 
  Prison
  This small chamber appears to be made of huge slabs 
  of aged and chipped bone. The one door is also made 
  of bone, with iron bars set into it and iron hinges 
  holding it to the wall. A peg near the door holds an 
  iron ring of keys.
  The door will open if touched by a witchrod, if forced 
  with a DC 20 Strength check, or if a PC feeds Wartaren 
  for 1 point of spellburn. The keys open the cell doors 
  in Area 18.
  
  56
  18. 
  Cellblocks
  This hallway contains six cells with iron doors, three 
  upon each side. The walls, ceiling, and floor are made 
  of hard blocks of something that looks almost like 
  incredibly thick fingernails or scales. There is a heavy 
  ironbound chest at the end of the hallway.
  Captured PCs will be brought here, stripped, and 
  divided as evenly as possible between the six cells. 
  Their goods are placed within the chest. Normally, 
  the hags wish their prisoners to remain imprisoned, 
  so these doors are locked (DC 15 to open); the keys 
  are in Area 17. Because each of the hags hopes to use 
  the PCs to further their plots (or lineage), more than 
  one cell accidently has the means to deliver the PCs 
  from bondage:
  • 
  Cell A has a few pieces of stiff, bent wire hidden 
  under its bucket (see below).  This can be used as 
  makeshift lockpicks (-1d on the dice chain).
  • 
  Cell C has a weakened lock bolt, and can be 
  forced open with a DC 15 Strength check. A DC 
  25 check would be required for the other doors.
  • 
  Cell D has runes scratched upon the far wall, near 
  the cot, which if read trigger a DC 15 spell check. 
  A thief uses his chance to read scrolls; other non-
  spellcasting PCs use 1d10. Success indicates that 
  the PC’s perception change sufficiently to allow 
  him to pass from (or into) the cell as though the 
  door were not there. This ability lasts 3 rounds.
  Otherwise, each cell contains nothing more than a 
  crude cot and a wooden bucket. From the smell, the 
  bucket has been used for prisoner’s waste. It currently 
  is 1d3 x 10% filled with foul water. If the PCs still 
  find themselves imprisoned, Shaduzara will come 
  covertly and set them free. Clever players may well 
  note that the ease of escape is suspicious.
  
  57
  First Floor
  19. 
  Tower of Phenoton II
  The steps lead upward around a central pillar, and 
  then open onto a dark, ill-kept landing with a single 
  door. Tiny creatures scramble into the shadows at your 
  approach – pale mice, perhaps, but they scurry almost 
  like miniscule human beings reduced to moving on all 
  fours. The interior of the pillar is hollow, with another 
  set of stairs rising upward within. 
  The creatures are from the brood of the Incuboid in 
  Area 45. Barring extraordinary efforts, the PCs should 
  be unable to capture one for closer examination before 
  they have all disappeared – the Judge may allow a 
  PC to attempt to beat a +6 Initiative and make a roll 
  against AC 20. For further details, see Areas 35 and 
  45.
  The door to Area 20 is locked (DC 10). Phenoton 
  carries the key.
  20. 
  Chamber of Phenoton
  Both doors to this area are locked (DC 10). Phenoton 
  carries the key that unlocks them both. There is a 10% 
  chance that Phenoton is in this room, and a 5% chance 
  that he will enter after 1d6 minutes if not currently 
  here.
  Skin peels from the walls of this chamber like old 
  wallpaper, revealing the slowly pulsating flesh 
  beneath. The room is furnished with patched and 
  battered furniture – a rickety cot, old and oft-repaired 
  chairs, and a battered table with mismatched legs. 
  Several books are scattered across the table, and a 
  few more are visible on the floor.
  Phenoton claims this chamber. The trappings and 
  furniture are human sized, rather than that used by the 
  hags of the castle. It contains a dozen heavy tomes 
  liberated from Area 8.  These books all pertain to the 
  theory and use of mortal magic. Anyone possessing 
  all 12 volumes may attempt to learn any spells that 
  Phenoton knows, but the books are large and heavy, 
  and each volume missing reduces the chance to learn 
  a spell by -1d on the dice chain.
  Two of the books are of particular interest – one is 
  an ancient volume bound in blue-stained leather, 
  entitled A Collection of Ghosts, which appears to be 
  written by a PC wizard or elf (and in that character’s 
  handwriting!). That PC can use the book to gain 
  insight equal to casting second sight once per week, 
  using 1d16 + Intelligence modifier for the check, and 
  with no chance of divine disapproval.
  
  58
  This represents the PC being able to locate some 
  reference to the current situation in the book.
  The second book is a black volume with moldering 
  pages and no title. Phenoton annotated this volume 
  with liberal references to all the others – if it is kept, 
  the penalty for not having all the volumes is reduced 
  by 2d.
  Searching the chamber uncovers a scabrous mound 
  of flesh on the floor that conceals a hidden cache of 
  items. These include: 1d5 emeralds valued at 5d12 gp 
  each, 2 witch rods, a scroll case containing a random 
  1st level wizard spell and a cruel looking weapon 
  (Judge’s choice) made from some unknown material 
  (the blade is formed from an alien metal increasing 
  the weapon 1 step up the dice chain).
  If Phenoton suspects someone is in his chambers, 
  he casts Summon Chaos Thing to use against the 
  PCs. When the PCs engage Phenoton in combat, 
  they immediately recognize him as a duplicate of 
  Abercrombie, if they have encountered Abercrombie, 
  that is. If Abercrombie was slain by the PCs, Phenoton 
  knows this and will include revenge as a motivation 
  to kill the PCs. He also screams and rants about the 
  PCs meddling in the affairs of Entorpus and fights to 
  the death, screaming and giggling to the end. 
  Phenoton (6th Lvl Wizard): Init 1; Atk dagger +2 
  melee (1d4); AC 11; HD 6d4, HP 27; MV 30’; Act 
  1d20+1d16; SP spellcasting (1d20+8 spell check); 
  SV Fort +3, Ref +3, Will +4; AL C.
  Spells (see New Patron Entorpus for Patron Spells* in 
  Appendix C): 1st level Choking Cloud, Comprehend 
  Languages, Disorder*, Feather Fall, Invoke Patron, 
  Magic Missile, Read Magic, Ropework, Summon 
  Chaos Thing*; 2nd level Phantasm, Wizard Staff; 3rd 
  level Haste, Heat Death*, Runic Alphabet
  21. 
  Atrophy Hall
  This long hallway contains trophies of the past 
  victories of the hags of Wartaren – the mounted heads 
  and stuffed trophies of dozens of strange creatures. 
  You can see weird beings like deranged unicorns 
  half-made of rusting metal, naked man-like beings 
  whose faces are hidden by strange muzzle-masks, 
  creatures that combine the worst aspects of two or 
  more creatures, the stuffed head of a shaggy barbaric 
  humanoid, and even the squat body of a hideous ape 
  possessing a beautiful human face that somehow 
  seems slyly degenerate. The heads on the walls 
  are just as horrid, and many of them appear to be 
  partly human. A huge mermaid, the size of a whale, 
  suspends from the ceiling on twisted sinew cords, her 
  open mouth displaying a thousand jutting needle-
  like fangs. The walls, ceiling and floor are scabrous, 
  distorted by misshapen pustules and rot. All of the 
  trophies here have likewise been infested by rot, mold, 
  and repulsive fungal growths.
  The creatures in this room are a horrendous collection 
  from the history of Barg’herzarag and those worlds 
  that the hags have invaded in ages past. As the players 
  explore the room, the Judge is encouraged to describe 
  creatures the PCs have already encountered, mention 
  those that the PCs will never meet, and even hint at 
  creatures from adventures yet to come.
  Three pustule oozes lurk in this chamber, a mixture of 
  Wartaren’s own arcane biology and the fungi that have 
  grown on the trophies. They appear like enormous 
  sacs of pus, dotted with greyish-brown mushrooms 
  eerily shaped like parts of human bodies. A pustule 
  ooze can infect any creature it touches (Fort DC 14 
  or take 1d3 damage each round as pustules appear on 
  skin; can be healed with 1 HD of magical healing). 
  Any creature killed by this infection becomes a new 
  pustule ooze. Worse, each time the creature is struck 
  in combat, it sprays pus from the wound at all within 
  5’, who must succeed on a DC 10 Reflex save to 
  avoid being infected. A creature can be infected from 
  multiple attacks, and the effects stack.
  Pustule oozes (3): Init -5; Atk pseudopod +4 melee 
  (1d4 plus infect); AC 10; HD 1d8; hp 6 each; MV 10’, 
  climb 5’; Act 1d20; SP half damage from slicing and 
  piercing weapons, infect, pus spray; SV Fort +6, Ref 
  -8, Will -6; AL C.
  22. 
  Chamber of the Magic Mirror
  The doors to this chamber are protected by fey runes. 
  The western door is protected by a powerful repulse 
  rune, Will DC 32, -1 to save if Lawful, that hurls any 
  attempting to pass the door into, and through, the 
  opposite door for 2d8 damage. The character is prone 
  and must make a DC 10 Fort save to avoid being 
  stunned for 1 round. 
  The southern door is protected by a burn rune, Will 
  DC 18, -1 to save if Lawful, causing 1d6+1 damage 
  immediately, 1d6 damage an hour later, then 1d6-1 an 
  hour after that, 1d6-2 after two more hours, and then 
  a final 1d6-3 two hours after that. While the burn rune 
  can affect only one PC, the repulse rune can affect 
  any number of characters.
  
  59
  The mirror itself acts as a scrying device for the 
  hags, enabling them to spy on the happenings of the 
  surrounding swamps. But to the PCs it poses a deadly 
  threat. Their duplicate from the mirror attacks any PC 
  that gazes into the eyes of his own reflection, DC 10 
  Will save to avoid. The duplicate emerges from the 
  mirror, creating an eerie environment where neither 
  the PC nor the duplicate cast a reflection in the mirror 
  anymore. 
  The duplicate has the exact stats and is in the same 
  condition as its counterpart PC. Upon defeat, the 
  duplicate explodes into shards of broken mirror, 
  causing 2d5 damage to anyone within 5’.
  23. 
  Abandoned Chamber
  This chamber looks abandoned; every surface is 
  scabrous looking, and the few padded wooden chairs 
  and tables here are coated with a thick layer of dust.
  This room has long been disused by the hags. Flakes 
  of the Living Castle’s skin have come to life here, and 
  hang from the ceiling by legs made of cartilage, like 
  small fleshless fingers. These skin flakes burrow into 
  the flesh of living creatures, causing 1d3 damage with 
  each successful attack. When a skin flake has done a 
  total of 3 points of damage, it has burrowed entirely 
  into its victim, leaving only a puckered wound.
  Each skin flake that enters a PC increases that PC’s 
  permanent hit points by 1 so long as it is present. Every 
  10 skin flakes increase natural AC by +1. Each skin 
  flake within a PC reproduces regularly, creating 1d3-2 
  new skin flakes every day. When a PC contains 100 
  skin flakes, they burst out, each doing 1d3 damage as 
  it does so. The skin flakes then seek a new host.
  Skin flakes can be removed by clerical healing; the 
  spell check minus 10 skin flakes are removed with 
  each instance. Clerics make this check with a -2 
  penalty when healing an adjacent being, and -4 when 
  healing an opposed being. Attempting to keep a 
  limited colony of skin flakes is normally a sinful use 
  of divine power for non-Chaotic clerics.
  
  60
  Skin flakes (12): Init +0; Atk burrow +3 melee (1d3 
  plus burrow into host); AC 14; HD 1 hp each; MV 5’, 
  climb 5’; Act 1d16; SP drop from ceiling, burrow into 
  host; SV Fort +3, Ref +2, Will -10; AL C.
  24. 
  Guardian
  Unless the PCs are extremely quiet, as soon as this 
  door is opened, they are attacked by the creature 
  within – a four-armed prime troll chained to the walls 
  with magical iron links. There are dozens of chains 
  holding the troll here; each can extend far enough to 
  allow the troll to squeeze 10’ out of the northern door. 
  They can also withdraw and pull the troll back into the 
  room, and do so on a 1 in 5 chance each round that the 
  troll is outside the room. Apart from the troll, dozens 
  of chains, and the two doors, there is nothing in the 
  room. The prime troll never targets female characters.
  Prime troll: Init +6; Atk Bite +10 melee (2d10+6) 
  or claw +10 melee (2d8); AC 20; HD 10d8+6, hp 85; 
  MV 40’; Act 5d20; SP 4 arms, stench, regeneration 
  (1d8 at the end of each round), immune to critical 
  hits, immune to mind-affecting spells, vulnerable to 
  fire; SV Fort +10, Ref +1, Will +5; AL C.
  The door to Area 25 is trapped with a fey rune pain; 
  Will DC 17 or take 2d6 damage and sprout a bloody 
  wound as if stabbed; see runic alphabet, fey in the 
  Core Rulebook. The rune dissolves once triggered.
  25. 
  Poison Room
  Beyond the door is a wedge-shaped room thick with 
  fumes and crammed with strange objects. There 
  is an odor of spices and an acrid sting of acid in 
  your nostrils, overlaying a fundamental stink of rot. 
  Strange objects hang from the ceiling almost like 
  stalactites descending from the roof of a cave – skulls, 
  hanging fruit, dried skins, and the emaciated corpses 
  of small reptiles. Three large black cauldrons simmer 
  in this room, although there is no clear source of heat. 
  Shelves are filled with jars, pots, and flasks, some of 
  which contain obscure substances preserved in milky 
  liquids.
  This is where the hags brew their poisons (see table on 
  pg. 50). If any of the cauldrons are disturbed, steam 
  from the first rises up and forms a shrieking death’s 
  head – the poison being brewed here contains the soul 
  of a small girl. Sampling these contents reveals that a 
  random poison was being brewed, but it is not yet at 
  full strength (+1d5 to the saving throw, effects are ½ 
  or ¼ normal, as determined by the Judge, based on a 
  Luck check).
  In addition to 2d7-2 clay vials of each type of hag 
  poison, there are a number of ingredients for poisons 
  here:
  1d16
  Sample Ingredients
  1 
  Jar of scorpions with human faces; can 
  sting with a +2 bonus to hit and a 1d16 
  Action Die; Fort DC 10 or suffer 1d3 
  temporary Agility damage.
  2
  Strange orange-red fungi resembling 
  trembling human hearts. 
  3
  String of beautiful-looking red apples that 
  have a delicious aroma, but have neither 
  taste nor nutritive value. 
  4
  Glass jar of snake fillets pickled in 
  swampy brine.
  5
  Vial of virginal blood (used for the Venom 
  of the Laily Worm).
  6
  Large, cold stone under which a toad 
  sleeps.
  7
  Jar of bat wool.
  8
  Bottle filled with newt eyes in a milky 
  liquid.
  9
  Small wooden box containing dried and 
  powdered adder tongues.
  10
  Ceramic jar containing bits and pieces of 
  a witch’s mummy.
  11
  Vial of baboon blood.
  12
  Hanging string of small owl wings and 
  lizard legs – the legs still twitch when 
  touched.
  13
  Ceramic jar filled with mummified frog 
  toes.
  14
  Ceramic jar with slivers of hemlock root.
  15
  Jar of dog tongues preserved with 
  formaldehyde. 
  16
  2d3 dragon scales (determine color 
  randomly from pg. 410 of the Core 
  Rulebook).
  26. 
  The Chamber of Skulls
  The door to this chamber is locked and the only key 
  hangs from the belt of Griztella. However, the use of 
  a witchrod or a blood trade to the castle, gains access 
  to the Chamber of Skulls.
  
  61
  The door opens to another spacious castle room. 
  Display cases line the three walls of this wedge 
  shaped room with eight to ten shelves on each. Upon 
  the shelves, hundreds of skulls of long dead beings 
  rest. Each skull is attached to the wall at the back 
  of the shelf by an elastic blood vessel that stretches 
  up the walls, interconnecting the other skulls with the 
  same nutritional supply from the castle.
  On close examination, PCs will notice a thick grey 
  fluid cycling up and down the web of vascular bundles 
  on the walls.
  The skulls can be safely picked up but the supply 
  vessel can only extend 1’ from the wall. If handled, 
  lights ignite in the eye socket of the touched skull and 
  the holder experiences the following type memory:
  Read aloud:
  You are no longer in the castle Wartaren. You stand 
  upon the banks of the Gravic Swamp with the walled 
  village of Mistwood behind you. It seems an idyllic day 
  until the earth shakes and trees topple in the swamp. 
  You hear screaming and the shredding of the world as 
  the castle Wartaren emerges from a tear in the very 
  fabric of reality and ambles toward Mistwood.
  The skulls are those from various realities, some 
  having come from a parallel world to the PCs’ prime 
  material plain. They predict possible future events but 
  these predictions are unreliable at best. Not all skulls 
  are of human origin and the Judge is encouraged 
  to describe some as alien and inhuman. Use the 
  following table as a guide to some of the visions the 
  skulls provide. The Judge should improvise if the PCs 
  decide to grab a specific type of skull:
  Roll 
  1d5
  Vision
  1
  You find yourself in a tropical jungle, surrounded by your reptilian brethren. Your offspring 
  swim in the river nearby. Then the screaming starts. Tall horrible looking crones emerge 
  from the jungle capturing your tribe with poles with claws that wrap about the neck. You 
  grab your children and try to flee...
  2
  You sit in your swamp. Your wife and three children, all ogres, play in the mud. Your friend, 
  a talking donkey that sits by your side, is suddenly struck by lightning and dies instantly. As 
  you jump to your feet, hags of various skin tone cackle in delight as they set about capturing 
  your family. A dark shadow looms over your hollowed tree home. It is Wartaren!
  3
  You have defeated your nemesis! As you hurl his severed head from the top of the ziggurat 
  and watch it bounce down the steps to his gathered followers, you can’t help but feel you 
  have made the world a better place. Then the ziggurat begins to tremble and cracks appear 
  on the walls. Then a tremendous explosion hurls you down the stairs and you feel your 
  bones crack and break as you eventually come to rest amongst a crowd of screaming zealots. 
  You follow their gaze to see a slime covered castle looming where once the ziggurat stood. 
  You lose consciousness.
  4
  You and your mate fly through the floating rocks on your reptilian, winged mounts. The 
  feeling is exhilarating. As you level your beasts, soaring over the jungle, a loud crack of 
  lightning strikes ahead. You watch in terror as the sky tears open and a large castle emerges 
  into the jungle...
  5
  This fertile farmland your village used to work has turned to marshland. There is no game in 
  the forests anymore. You look at the dark cloud that spreads across land and sky, putrefying 
  all that it touches and realize if you and your people don’t fight, the world will be lost.
  If a player attempts to remove a skull from the room 
  it begins screaming in pain, alerting any creatures 
  on that level of the castle, especially the guardian in 
  Area 24, that pushes its way to the limit of its chains 
  outside its door and starts bellowing attracting 1d8 
  lesser hags to the corridor.
  
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  27. 
  The Grand Circle
  This unlocked door leads to a balcony with rows of 
  seats overlooking the Throne room of the Methuselah. 
  When important decrees are to be made, hags from all 
  over Baragus converge on the castle to hear Griztella 
  speak. Use the information from Area 14 for details 
  on the Throne room.
  28. 
  Tower of the Owls II
  The spiral stair breaks for a landing with a doorway 
  to the 1st level then continues its upward climb. A fall 
  into the tower from this height is 30’ down to Area 7, 
  causing 3d6 damage – note the rules for falling on pg. 
  96 of the Core Rulebook.
  29. 
  The Great Tower II
  A landing and circular corridor gives access to Level 
  1 of Wartaren as well as the lower levels. There is an 
  ornate carved oaken door on the west side of what 
  could only be accessing another stairwell ascending 
  the tower. The heavy door is locked and depicts hags 
  of all shapes and sizes bowing to a grand hag who is 
  depicted above them on stairs.
  An enchantment on the door activates if someone 
  opens the door without kneeling or bowing first. Any 
  PC taller than a dwarf that does this must make a 
  DC15 Reflex save or a circular blade slices out at neck 
  height. The blade inflicts 3d10 points of damage. If 
  this is enough to slay the PC, the blade decapitates the 
  character. Halflings and dwarves are not tall enough 
  to be affected by this trap.
  30. 
  Access to the upper Great Tower
  The stairs from Area 6 rise to an arc shaped corridor. 
  A door sits to the west leading into Area 29 on Level 
  1. The door is unlocked.
  31. 
  Private stair to the Great Tower
  If the PCs avoid the trap from Area 29 and gain 
  access, they find the trap mechanism and a column of 
  winding stairs rising up from this level.
  Second Floor
  32. 
  Spiral stair of Watchtower 1
  The spiral stair continues from level 1 to level 3 with 
  a doorway exiting to the rooftop battlements at level 
  2.
  33. 
  The great siege trap
  This curved rooftop leads south to a great battlement. 
  Along the ledges of this area are defensive siege 
  weapons. Piles of meaty looking rocks, ballistae, 
  dormant cauldrons of oil-like plasma ready to be 
  heated.
  Anyone attempting to storm the entrance or battlements 
  would face a nasty welcome. Most of these weapons 
  are controlled by Wartaren itself but can be manned by 
  lesser hags that patrol the battlement as well. Any PCs 
  that try to use the weapons will attract the attention of 
  the lesser hags in Area 34.
  34. 
  The Great Battlement
  This area covers over 500 square feet of battlements 
  and open rooftop. There are four lesser hags 
  patrolling the battlement or manning either of the two 
  watchtowers (Areas 32 and 35). Roll 1d4 to determine 
  how many hags are patrolling the battlement.
  Lesser Hags (x4): Init +2; Atk mancatcher +4 melee 
  (1d3 Agility plus control or 1d4 as staff); AC 15; HD 
  2d8+6; MV 25’; Act 1d20; SP mancatcher, spells, 
  retributive spit attack; SV Fort +5, Ref +4, Will +8; 
  AL C.
  Lesser hags can cast the following spells (+6 bonus to 
  spell check): charm person, ray of enfeeblement, and 
  paralysis. When reduced to 0 hp in melee combat, a 
  lesser hag can attempt to spit on its slayer (+4 to hit). 
  If successful, the victim must succeed in a DC 15 Will 
  save or permanently lose 1d3 Luck. 1 in 7 lesser hags 
  carry a witchrod.
  35. 
  Watchtower 2
  Watchtower 2 is the upper levels and summit of the 
  tower of Phenoton and can be accessed from the 
  battlements through a single barred door. A witchrod’s 
  prompt or the blood spellburn of a PC opens it. 
  At this level a single 10’ passage runs around the 
  circumference of the tower. There is a 25% chance a 
  lesser hag patrols this corridor if not already slain on 
  the battlements. A powerful enchantment renders the 
  walls of the tower transparent, affording a view of the 
  surrounding landscape.
  
  63
  An archway gives access to a narrow spiral staircase 
  that runs down to Level 1 and up to Level 3. There 
  is a 25% chance the PCs will see the same peculiar 
  creatures noticed in Area 19 but this time they scamper 
  up the stairs on their way to Areas 45 and 50.
  36. 
  The Soul Snaring Chamber
  This immense chamber rises high above the floor. In 
  the domed ceiling above vertical openings seem to 
  open and close like the gills of a fish out of water. 
  Ghostly, child-sized spirits circle the reaches of the 
  chamber and a feeling of dread hangs menacingly in 
  the air.
  A central pond dominates this huge circular chamber. 
  Only the Methuselah and select seers from the Castle 
  utilize this chamber. The pond, which measures 30’ 
  in diameter, combined with black incantations and 
  rites, enable powerful hags to snare the souls of 
  unprotected children from other realities to fuel their 
  own evil machinations. Menfolk in other worlds can 
  be hagridden by the cruel bitches of Barg’herzarag 
  using the pond.
  Any males that look into the pond must make a DC 15 
  Will save or be stricken blind for 1d10 hours.
  Any male characters that were/are hag-ridden can 
  sever the link with their hag by destroying the pond. 
  The edges of the pond are brittle, porcelain like stone, 
  appearing to have the same consistency as teeth. The 
  brittle enamel can be shattered with a bludgeoning 
  weapon delivering 30 points of damage to the pond. 
  Doing so will attract all hags in the vicinity to the 
  pond.
  Two single doors leave the chamber to the south and 
  east whilst two double doors exit to the northwest and 
  northeast. All doors
  37. 
  Eavesdropping Balcony
  This balcony looks down upon the grand circle and 
  the throne room. Griztella uses this chamber to watch 
  her gathering subjects before she holds audiences. 
  Protruding from the east and west walls are fleshy, 
  ear-like appendages known as eavesdroppers.
  If a PC puts his own ear to an eavesdropper it lunges 
  forth wrapping around the character’s ear. It does no 
  damage but is not easily removed. PCs must use a DC 
  10 strength check to pull the appendage free and in 
  doing so the eavesdropper causes 1d3 damage to the 
  character’s ear. 
  
  64
  If the PC experiments, the eavesdropper enables the 
  user to hear any sound taking place within the throne 
  room and grand circle: from the opening of doors to 
  the whispers of the most foolish conspirator. A sinewy 
  tube enables the eavesdropper to stretch from the 
  wall to allow the user to look down upon the lower 
  chambers.
  The ceiling above has openings to the Hagworld sky. 
  The openings seem to expand and contract like mouth 
  of a panting, sick animal.
  38. 
  Tower of Owls III
  A landing sits behind the double doors to the northwest 
  of Area 36. An empty, dizzying abyss looms in the 
  center of the tower whilst spiral stairs continue to 
  ascend or descend the tower.
  PCs who fall from this height plunge 60’ to Area 7, 
  sustaining 6d6 damage – note the rules for falling on 
  pg. 96 of the Core Rulebook.
  39. 
  Methuselah’s access to Soul Snaring 
  Chamber
  A 20’ by 10’ walkway crosses an empty space 
  between the private stair of the methuselah to the soul 
  snaring chamber. Doors at each end of the walkway 
  are always locked and may be unlocked with the jab 
  of a witchrod or by feeding the castle as described in 
  the description of Wartaren.
  40. 
  Private Stair to the Great Tower II
  A central spiral stair continues to ascend or descend 
  the great tower. Players who are actively searching 
  can make a notice roll DC15 to notice lidded eyes 
  opening and closing on the walls at this level of the 
  tower. Wartaren is especially interested in beings brave 
  enough to enter the Methuselah’s private chambers.
  Third Floor
  41. 
  Private Stair to the Great Tower III
  Spiral stairs pause briefly before a locked door that 
  leads into Area 42. The stairs continue upward or 
  downward.
  42. 
  Methuselah’s Private Library
  This ring-shaped chamber is 70’ in diameter. The 
  walls separating the spiral stairs of Area 41 create a 
  barrier preventing the user of the library from being 
  able to see the opposite wall directly. Bookshelves, 
  custom made to hug the curved walls, line both the 
  outside walls and the walls of the stairwell.
  The books lining every shelf of this private library 
  contain information from the vilest evil to tomes 
  devoted to deities of purity and virtue. The information 
  has been gathered from many worlds and if the players 
  ask about deities from other specific RPG settings, 
  there is a 50% chance that, with careful searching, 
  books on that deity can be discovered. Judges are free 
  to add books and hooks leading to other adventures.
  43. 
  Tower of Owls IV
  A doorway opens from the stair into the soul space. 
  Hags or other fell creatures can reach through this 
  opening and snare a child’s soul to power their 
  various dark magiks. A staff with a glowing hook 
  hangs next to the doorway. This item is the Soul 
  hook. PCs extending the hook into the Souls Space 
  can attempt to wrangle a child’s soul using a standard 
  attack against AC 15. If caught, the soul cries and 
  begs to be released back with its friends. If the soul is 
  released back into the Soul Chamber it continues its 
  morbid existence. If, however the soul is released in 
  the tower, it immediately flies out of a tower window, 
  giggling with glee. This gives each PC +1 Luck 
  permanently for their noble deed. It also attracts the 
  ire of the castle and 1d8 lesser hags start ascending 
  the tower from below.
  Lesser Hags (1d8): Init +2; Atk mancatcher +4 melee 
  (1d3 Agility plus control or 1d4 as staff); AC 15; HD 
  2d8+6; MV 25’; Act 1d20; SP mancatcher, spells, 
  retributive spit attack; SV Fort +5, Ref +4, Will +8; 
  AL C.
  Lesser hags can cast the following spells (+6 bonus to 
  spell check): charm person, ray of enfeeblement, and 
  paralysis. When reduced to 0 hp in melee combat, a 
  lesser hag can attempt to spit on its slayer (+4 to hit). 
  If successful, the victim must succeed in a DC 15 Will 
  save or permanently lose 1d3 Luck. 1 in 7 lesser hags 
  carry a witchrod.
  From this height a fall from the stairs in the tower is 
  90’ down to Area 7, sustaining 9d6 damage – note the 
  rules for falling on pg. 96 of the Core Rulebook.
  
  65
  44. 
  Soul space
  This open area is around 30’ from the floor of Area 
  36. The souls of children glide through the air in a 
  state of perpetual melancholy, for they are lost and 
  disembodied. Any PC that somehow manages to fly, 
  climb or levitate to this height is bombarded by the 
  lost souls that try to steal the PC’s body. For every 
  round a PC remains amongst the souls, 1d6 souls hurl 
  themselves at the character. This works the same way 
  as a Ghost’s special ability 9. Possession from pg. 414 
  in the Core Rulebook.
  45. 
  Watchtower 2 II
  The spiral stairway ends here with a ladder extending 
  up to Level 4. There is nothing out of the ordinary 
  here.
  46. 
  Watchtower 1 II
  The stairs continue through this area.
  
  66
  Fourth Floor
  47. 
  Private Stair to the Great Tower IV
  The winding stairs end at a semicircular landing 
  before an ornately carved door. Crafters of great skill 
  must have fashioned this door as the carvings depict 
  a battle scene, with naked, humanoid males fleeing 
  through the swamp as hags, mounted on stiltmen, give 
  pursuit. The beauty of the craftsmanship is almost 
  enough to distract the viewer from the morbid scene 
  depicted.
  48. 
  Methuselah’s wardrobe
  This large circular chamber carries a musty scent 
  and it is dominated by many racks of robes stitched 
  together from all manner of materials from the richest 
  silks to leathers of many textures.
  PCs that look through the clothing will find robes 
  stitched together from all manner of animal skins, 
  including reptilian, fur and even human leather.
  Hidden amongst the racks is a hag-sized magical robe. 
  The Robe of Necrosis increases the AC of the wearer 
  by draining hit points from the wearer. For example, 
  if the wearer wishes to increase their AC by +3, the 
  robe drains 3 hp from the wearer to fuel the defence. 
  If the wearer chooses to give up more than 5 hp, he 
  must make a DC 15 Fort save or those hit points cannot 
  be healed for the number of hit points used in days 
  has passed. When the robe is found it appears grey 
  and dull in color but when a wearer feeds the robe, it 
  turns to a brightly colored pattern. Also amongst the 
  robes are a group of 1d4 vampiric cloaks.
  Vampiric cloak (1d4): Init +7; Atk bite +8 melee 
  (1d6+5, DC 17 Fort save or addition 1d4 Stamina 
  points), tail strike +3 (1d8+3); AC 19; HD 6d8+25; 
  HP 60; MV 10’, Fly 40’; Act 2d20; SP vampiric drain, 
  hide in plain sight; SV Fort +6, Ref +5, Will +7; AL 
  C.
  The Vampiric cloak is a sentient creature that 
  appears on first glance to be naught but a dark, high 
  collared cloak. On careful examination, the creature 
  has a discernible fanged maw around the collar and 
  sinewy hems that allow the creature to hug and grip 
  its victims. It also has a long stinging tail that it uses 
  to strike out at its enemies. The creature flies like an 
  immense bat and aims to wrap around its victims to 
  drain their life’s blood.
  On the north wall a curving stair ascends the tower to 
  Area 52.
  
  67
  49. 
  Tower of Owls IV
  The open stairs continue through this area. As the 
  PCs pass by, they become aware that the stairs narrow 
  above, making the climb more hazardous over the 
  cavernous drop. PCs need to make a DC 10 Agility 
  Check for each level above Level Four.
  There is an unusual scent in the air and PCs with some 
  history of working with birds will recognize the scent 
  as feather dust.
  The fall from this height is 120’ down to Area 7, 
  causing 12d6 damage – note the rules for falling on 
  pg. 96 of the Core Rulebook.
  50. 
  Watchtower 2 III
  The top room of this tower is accessed through a 
  ladder from Area 45. 
  As you gain access to this room, your nostrils are 
  assaulted by a smell so foul it is beyond description. 
  You see hundreds, if not thousands, of small, demonic 
  looking pink creatures ranging in size from that of a 
  mouse to the size of a dog, scuttling over the entire 
  floor space of this 40’ diameter chamber. Even worse, 
  a similar creature standing over 7’ tall presides over 
  some abominable mass, suspended from the walls 
  and ceiling by slimy, green appendages. Within the 
  bundled mass, you can barely discern the lower torso 
  of a woman that seems to be birthing the small pink 
  demons. The father demon has either not noticed you 
  or has chosen to ignore your presence.
  If the PCs went to see Baron Johan’s wife, Estelle, 
  in Mistwood, the green appendages are the same 
  material that had the Baron’s wife cocooned. The 
  lower female torso amongst the mass is Estelle’s, 
  somehow trapped in the Hagworld to give birth to the 
  horde of abominations scuttling over the floor. Should 
  the PCs attack the torso, they will kill Estelle instantly. 
  If they manage to defeat the father demon, his hold on 
  the pregnant Baroness will break and she will awaken 
  back in Mistwood, whole once more with no memory 
  or physical malady from the experience.
  The father demon is a devolved form of Incubus 
  known as an Incuboid. It is approximately 8’ in 
  height, humanoid in form but repulsive to behold. Its 
  face resembles that of a jawless bat where instead of 
  a lower jaw resides a proboscis-like tube that oozes a 
  yellow puss-like ichor. The demon’s arms are long, 
  gangly and with fingers sprouting long razor sharp 
  claws. The legs are squat with flabby, webbed feet.
  The Incuboid is a regular visitor to Barg’herzarag. He 
  witnessed the effects of the concordance amongst the 
  hags and decided to increase his grotesque influence 
  across the dimensional rift. He seized the ripe 
  Baroness to reproduce its despicable kind. The PCs 
  are able to get a surprise attack on the Incuboid, but 
  after that it, and its brood, fight to the death. Once the 
  Incuboid is slain, the brood also die in 1d4 rounds.
  Incuboid (Type II Demon): Init +3; Atk Claws x2 
  +7 melee (1d8+7 + DC 15 Fort or disease) and Bite 
  +9 melee (1d8+7 + DC 15 Fort or Paralysis for 1d8 
  rounds); AC 17; HD 6d8+8; hp 45; MV 30; Act 3d20; 
  SP Demon traits, Paralysis Bite, Disease; SV Fort +6, 
  Ref +3, Will +6; AL C.
  The claws of the Incuboid are infected with a horrid 
  disease that takes hold of any PCs infected after 1d4 
  days of incubation. The disease manifests first as a 
  purple rash targeting the groin and armpits of the 
  victim. Once the disease has manifested, the infected 
  character must make a DC 10 Fort save every 12 
  hours or lose a point of stamina. The disease can only 
  be cured through the use of a Neutralize Disease Spell 
  with a Spell Check of 26 or above.
  Standard Type II Demon Features
  Communication: Speech, ESP (read minds but not 
  converse)
  Abilities: Infravision, darkness (+8 check)
  Immunities: Immune to non-magical weapons or 
  natural attacks from creatures of 3 HD or less; half-
  damage from fire, acid, cold, electricity, gas
  Projection: Can teleport back to native plane or any 
  point on same plane, as long as not bound or otherwise 
  summoned
  Crit Threat Range: 19-20
  Incuboid brood swarms (x3): Init +5; Atk swarming 
  bite +2 (1d4); AC 10; HD 4d8; hp 30; MV 40, Climb 
  30’; Act special; SP bite all targets within 20’ x 20’ 
  space, half damage from non-area attacks; SV Fort 
  +2, Ref +8, Will +0; AL C.
  The brood swarms fight until the Incuboid is defeated.
  If the characters defeat the Incuboid and its brood, 
  the female torso collapses in on itself but as it fades 
  from this world, the PCs hear Baron Johan’s voice 
  cry out in surprise “My love! You’re awake!” This, 
  of course, does not happen if the PCs attack the torso.
  
  68
  Another effect of the Incuboid’s death is that its nest 
  falls from the walls, revealing a door in the north wall. 
  This door leads a bridge that crosses to Area 51.
  51. 
  Watchtower 1 III
  This 40’ diameter chamber can be accessed via the 
  bridge from Area 50 or the stairs from Area 46. The 
  room is dilapidated and appears to have not been used 
  in some time. Flesh hangs from the domed ceiling and 
  pulsing grey veins are visible where the flesh once 
  clung. A small table and chair sits by east wall.
  On the table is an old journal written by a disgruntled 
  hag. It crumbles on touch but one page remains with 
  the following useful information:
  “... her with a passion. May Hecate swallow her black 
  soul. Hecate has prophesied the death of Griztella – I 
  can’t wait to see that bitch skewered on the throne 
  with Hecate’s blade...”
  Fifth Floor
  52. 
  Alchemical laboratory of the Methuselah
  This chamber contains rows of tables cluttered with 
  all manner of alchemical paraphernalia. Candles heat 
  glass flasks, forcing brightly coloured fluids through 
  a myriad of glass tubes. A lone hag works furiously, 
  adjusting flames on burners, smelling concoctions 
  and casting small incantations. 
  When the PCs enter, she turns to the entrance, 
  smelling the air. Both of the hag’s eyes are missing. 
  With successful DC 10 Agility checks, the PCs could 
  sneak past the blind alchemist but should they fail, 
  they inadvertently knock a piece of equipment over 
  or step on a discarded glass tube, alerting her to their 
  presence. If this occurs she starts shrieking a warning 
  to Griztella. Whether Griztella hears her is dependent 
  on her location at that time.
  If combat takes place in this chamber, there is a 1 in 5 
  chance that a volatile flask falls from a table causing 
  an explosion that engulfs the room. The blast causes 
  5d10 damage, DC13 Reflex save for half, and alerts 
  all beings in the tower that something is amiss.
  To make matters worse, the smoke from the burning 
  reagents are bright orange and billow from the tower 
  windows. At night, this goes unnoticed but should it 
  be daytime, 1d3 lesser hags from each of the seven 
  hag settlements in the vicinity rush to the castle to 
  investigate. Within half an hour, all hags in the castle 
  will climb the Great Tower.
  Other than flying out of a 100’ high window, the PCs 
  will be in for one huge fight – if Griztella is in the 
  chamber above, then the real fun begins.
  53. 
  Tower of Owls V
  The stairs ascend a further 30’. The narrow stairs 
  compel the PCs to make the DC10 Agility check to 
  continue upward or downward. The scent of feather 
  dust continues to get stronger as the PCs ascend the 
  stairs. The empty space in the centre of the tower is 
  now 150’ down to Area 7, causing 15d6 damage – note 
  the rules for falling on pg. 96 of the Core Rulebook.
  Sixth Floor
  54. 
  Bedchamber of the Methuselah
  The stairs of the great tower end in the Methuselah’s 
  bedchamber. A curved, translucent wall screens the 
  room from the stairs. At the very top of the stairs, a 
  door leads to the east into the hag queen’s loft.
  This room is opulently decorated and the Methuselah 
  has painstakingly ensured the illusion magic that has 
  failed elsewhere in Wartaren is flawless here. 
  
  69
  The walls appear to be made of marble and are 
  bedecked with silken tapestries. The tapestries depict 
  the family lineage of Griztella and on close inspection 
  PCs can see where the Gravic coven hags have been 
  patched over on the tapestry.
  A grand bed is positioned against the west wall. It is 
  a gaudy, four-poster affair but the linen appears to be 
  made from woven swamp reeds and what appears to 
  be a troll skin quilt sits at the foot of the bed.
  At the foot of the bed a large furry skin of some 
  unknown beast lies. If it is stepped on by anyone but 
  the Methuselah, the rug animates, rearing up into a 
  ferocious bear-like beast.
  Animated rug: Init +1; Atk bite +7 melee (2d8) and 
  claws (x2) +5 melee (1d4+5/1d4+5); AC 13; HD 
  4d10; hp 35; MV 10’; Act 3d20; SV Fort +5, Ref +5, 
  Will +0; AL C
  A large chest is nestled in the southern nook of the 
  chamber, where the translucent wall from the stairway 
  meets the tower wall.
  The chest is trapped with a DC 20 
  detection chance. If undetected a poison 
  needle pierces the openers hand causing 
  the victim to fall into a deep sleep that 
  cannot be awakened from till the effect of 
  the poison wears off, which is 1d4 hours 
  (DC 20 Fort save). The Judge can create 
  the contents of the chest, noting that the 
  castle has conquered numerous worlds 
  and could therefore contain a treasure 
  unlike any the PCs have seen before.
  If Griztella is not holding court, she is 
  either in this chamber or her retreat above. 
  If she is here, there is a 25% chance that 
  the PCs catch her sleeping in her grand 
  bed. Stepping on her rug is a sure way to 
  wake her.
  55. 
  Entrance to the Methuselah’s 
  loft
  This oddly shaped chamber has a simple 
  ladder that leads up to Area 60.
  56: 
  Tower of Owls VI
  The stairs continue through this area but 
  the scent of bird dust is overpowering. 
  A secret door is situated on the western 
  wall that leads into Area 57. The secret 
  door is concealed within what appears to be a relief 
  sculpture of a possibly familiar scene. 
  A man stands with his arm resting on the shoulders 
  of a beautiful maiden. The maiden is clearly pregnant 
  but the artist has depicted the stomach of the maiden 
  open, revealing glowing eyes within the darkness of 
  the womb. Looming over the couple is the face of an 
  enormous owl.
  The eyes in the womb are actually two buttons that 
  when pressed unlocks the secret door. PCs must be 
  actively searching for secret doors to discover this.
  The fall from this height is 180’ down to Area 7, 
  causing 18d6 damage – note the rules for falling on 
  pg. 96 of the Core Rulebook.
  57. 
  Secret ladder to the rookery
  A very dusty ladder leads up to a trap door here.
  
  70
  Seventh Floor
  58. 
  Chamber of falling
  The stairs end in a 60’ diameter chamber. A menacing 
  cackle fills your ears and standing in the centre of the 
  chamber is a creature both familiar and alien. It is 
  clearly an amalgam of a hag, troll and owl. It looks at 
  you, smiles evilly and begins an incantation, making 
  mystical gestures with its wing-like arms and hands.
  PCs who have played The Trolls of Mistwood 
  immediately recognize Larissa’s troll hag features in 
  the creature, for Wartaren is where the troll hag has 
  come to finish its evolution into a creature known as 
  an owlghast. Perhaps it is the original Larissa or a 
  duplicate from another world, this is up to the Judge. 
  There are many ways this cursed being could still be 
  around even if she was slain in The Trolls of Mistwood.
  The creature in the chamber is an illusion. It is situated 
  on a 20’ x 20’ trap door that Larissa can activate from 
  the rookery (Area 59) concealed behind the west wall. 
  If the PC’s rush into melee with the illusion, Larissa 
  springs the trap, trying to eliminate as many PCs as 
  she can. PCs making a DC 15 Reflex save manage 
  to cling to the edge of the trap but cannot make any 
  other action till they pull themselves from the edge. 
  This takes another round combined with a DC 10 
  strength check. PCs failing their save plummet 210’ 
  to Area 7, sustaining 21d6 damage – note the rules for 
  falling on page 96 of the Core Rulebook.
  If more than half the party either fall through or dangle 
  from the trap, Larissa storms through the secret door, 
  attacking the PCs without mercy. She has learnt not 
  to underestimate adventurers after being defeated in 
  Mistwood. Larissa fights and taunts the PCs, using her 
  flight ability and the 30’ ceiling to her advantage. She 
  also attempts to grab characters with her birdlike feet 
  and drop them down the trap. She will flee through 
  the rookery if she is outmatched.
  See Foes and Allies for details
  59. 
  Rookery of the Owlhag
  If the players enter the rookery through the trapdoor 
  from Area 57, Larissa is taken by surprise, allowing 
  the PCs a free round before the surprised owlghast 
  can react.
  This chamber is coated with a layer of bird dust 
  that Larissa uses against the PCs. If she is engaged 
  in combat in this chamber, she will flap her wings 
  to disturb the dust which causes the PCs to make a 
  DC 15 Fortitude save or they struggle to breath as 
  if affected by a Choking Cloud spell with a Caster 
  Check of 18-19, (see pg. 134 of the Core Rulebook). 
  The PCs need only cut Larissa to get the required 
  blood for Clawreaver and she will flee if she starts to 
  lose against the PCs. There is an exit in the spire of 
  the rookery that allows Larissa to flee if required.
  In the centre of this 30’ chamber is a 10’ square raised 
  platform. On it is a large nest where Larissa rests and 
  evolves. Pieces of flesh, hair and black ooze lie in 
  patches around the room; the owlghast transformation 
  is a messy one.
  Concealed beneath the platform is a secret chamber, 
  DC 16 to find, containing the following treasure: a 
  ruby valued at 75gp, a bundle of owlghast feathers, 
  valued around 100gp if sold to an alchemist, and a 
  Ring of Sundering, which grants the wearer a +2 to hit 
  only when wielding an axe.
  
  71
  60. 
  Private study of the Methuselah
  This 30’ diameter tower chamber is accessed from 
  the ladder in Area 55. A solitary desk sits against the 
  western wall of this round chamber. It is scattered 
  with parchments haphazardly scrawled by Griztella. 
  The scrolls are written in an unknown language but 
  if a rogue or wizard successfully deciphers them 
  they outline plans and schemes of a twisted mind. 
  A large portion of them discusses her hatred for her 
  sisters and her desire for revenge. One message that is 
  particularly clear is a strong distrust of Necrosa.
  With a successful DC 16 search, the PCs find the 
  following magical scrolls: 1 randomly determined 1st 
  level spell, 2 randomly determined 2nd level spells 
  and 1 randomly determined 3rd level spell.
  Another ladder leads up to Area 61.
  Eighth Floor
  61. 
  The Methuselah’s Gate
  This chamber is bare save for the five-pointed star 
  marked on the floor. Black candles adorn each tip of 
  the star and the star is outlined with runes painted in 
  some dried brown substance.
  This chamber is used by Griztella to visit other 
  planes, mainly the Abyss and Hell where she deals 
  with demons and devils to expand her powers and 
  dominion. If a PC decides to light the black candles, 
  a vortex opens in the floor, dragging any characters 
  standing inside the markings into either Hell or the 
  Abyss (50% chance of either) with no save. The 
  Judge can decide whether or not the PC can be saved. 
  If the PCs light the candles but remain outside of the 
  markings, 1d6 rounds pass before a demon or devil 
  comes through the vortex into the chamber (see 
  Appendix B).
  Extinguishing only one of the candles closes the 
  vortex.
  Fulfilling the prophecy
  If the PCs manage to gorge Clawreaver with the 
  required bloods, all they need do now is impale 
  Griztella on the Throne of Undying Wisdom. She need 
  not be killed on the throne, just her body placed upon 
  the throne and then impaled. Once this occurs, the 
  castle begins to shake and a swirling vortex opens, 
  swallows the throne, Methuselah and sword. It does 
  not stop there. The vortex starts to draw everything 
  into the dimensional whirlpool. 
  The PCs are ripped from Barg’herzarag back to the 
  Prime plain where they are flung unconscious to 
  drown into the Gravic Swamp.
  Luckily for the PCs, Bunkor happens upon the PCs 
  in time to find them and gets them safely back to 
  Mistwood. The PCs remain unconscious in The 
  Golden Eel Inn, being cared for by the townsfolk.
  Conclusion?
  Read aloud:
  As you emerge from the inn, you find the people of 
  Mistwood gathered at the doors and they give a hearty 
  cheer seeing you recovered. The men folk seem rested 
  and there is a feeling of relief in the eyes of the women. 
  Battilda the Grey asks your group to follow her and 
  she leads you to the west wall where she directs you 
  to climb the observation tripod. As you do so, you see 
  a sight that sends a cold shiver down your spines. 
  Out over the trees of the Gravic Swamp you see the 
  unmistakable form of Castle Wartaren and around 
  it, a spinning vortex is opening to the hagworld. The 
  concordance has occurred and you can’t help feel that 
  you are the ones who brought it on. As you look down 
  at the villagers, they look to you in hope as if to say: 
  what now, troll slayers?
  
  72
  Appendices
  Appendix A: Foes and Allies
  Griztella, Methuselah of Wartaren: Init +3; Atk 2 
  claws +14 melee (1d4+6); AC 21; HD 11d10+9, HP 
  95; MV 30’; Act 2d20; SP regeneration, transform, 
  curse, conjuration affinity, hag aspect, spellcasting 
  (+11 spell checks); SV Fort +8, Ref +7, Will +9; AL 
  C.
  The elder sister of the Gravic Coven, Griztella has 
  lived a life of cruelty and disrepute. She rules the 
  plane of Barg’Herzarag and commands the forces 
  of the Castle Wartaren. Her ambition, like that of 
  the Methuselah before her, is to conquer worlds and 
  spread the influence of Hecate to dominate those 
  worlds. As despicable as the Methuselah is, she will 
  bargain if given the chance to save her life, with every 
  intention to betray the trust of those foolish enough to 
  bargain with her.
  Griztella is an ancient evil, corruption oozes from her 
  very being. She appears as an ancient crone in her 
  natural state although she can just as easily transform 
  into any guise of approximate scale.
  Griztella has the Bog Aspect associated with her lineage. As a result, she has the additional powers associated 
  listed below:
  Hold: Target within 30’ must succeed in a DC 15 Reflex save or movement is reduced by 10’, as though 
  walking through a sinking bog. The hag may affect the same target more than once, and effects stack. This 
  effect lasts until the hag is dead or is more than 60’ away.
  Death Throes: Dries and cracks (like mud cracking), and then crumbles into powder. Of course, this happens 
  concurrence with the concordance shot it be brought about.
  Aside of her hag powers and aspect, Griztella regenerates 1d5 hp every round.
  Spells
  1st level: Chill touch, Flaming hands, Force manipulation, Invoke patron, Magic missile, Sleep, Spider climb; 
  2nd level: Mirror image, Monster Summoning, Scorching Ray; 3rd level: Transference, Turn to stone; 4th 
  level: Control fire, Polymorph, Transmutation; 5th level: Magic bulwark, Replication
  The Gravic Coven
  The three sisters, Necrosa, Gillara and Glyndel, have lived on what is known as Crone Island since they oozed 
  through a portal from a parallel existence over three hundred years ago. Believing they had arrived at some 
  kind of hag Nirvana, the three existed peacefully in the swamp. They had plentiful food, contact with their 
  goddess and enough arcane knowledge to keep them content.
  When humans came to the region, the hags decided not to meddle with them. A devout follower of Hecate 
  lived amongst the villagers and they made a pact not to interfere with the villagers unless they trespassed into 
  the hags’ territory.
  
  73
  When the trolls migrated into the southern reaches of 
  the swamp, during the original troll siege, the sisters 
  became involved for their own security. The youngest 
  sister, who by some quirk of fate did not despise 
  the humans – triggered the events of The Trolls of 
  Mistwood.
  Necrosa, Eldest hag of Crone Island: Init +1; Atk 2 
  claws +13 melee (1d4+4); AC 19; HD 9d10+9, HP 75; 
  MV 30’; Act 2d20; SP transform, curse, necromantic 
  affinity, spellcasting (+9 spell checks), coven casting; 
  SV Fort +6, Ref +5, Will +7; AL L.
  As the eldest sister, Necrosa is the head of the coven 
  on Crone Island. Obese and revolting, this bloated 
  creature wants nothing to do with other sentient 
  beings outside of her family. Her relationship with 
  her goddess and sisters, as well as her research 
  into the arcane art of necromancy, was once all she 
  desires. She appears as a rotund, green-skinned hag 
  with mottled black hair. She wears a decaying brown 
  garment.
  Unlike others of her kind, Necrosa has a slight regard 
  for law, in particular pacts and promises. She will 
  quite happily eat a meddlesome human, however, and 
  should not be trusted to any great extent. Her ambition 
  is to rule over the world, taking her rightful place as 
  Methuselah.
  As a necromancer, Necrosa has mastered the art of 
  animating the dead. During the final conflict, she will 
  likely use undead to fight for her.
  Spells
  1st level: Chill touch, Choking cloud, Color spray, Enlarge, Invoke patron, Magic missile; 2nd level: Mirror 
  image, Ray of enfeeblement; 3rd level: Animate dead, Slow; 4th level: Control fire, Transmute Earth; 5th 
  level: Magic bulwark, Mind purge
  Gillara, Middle hag of Crone Island: Init +2; Atk 2 claws +13 melee (1d4+5); AC 19; HD 9d10+9, HP 70; 
  MV 30’; Act 2d20; SP transform, curse, pyromantic affinity, spellcasting (+9 spell checks), coven casting; SV 
  Fort +6, Ref +7, Will +7; AL C.
  Second in charge of the coven is the grotesque Gillara. Unlike her squat elder sister, Gillara stands at 7’ tall 
  with a sinewy physique. Her long hooked nose and vicious eyes accurately represent this creature. She has 
  short ginger hair that clings slimily to her scalp.
  Unlike Necrosa, Gillara feels no obligation to lawfulness. Only her fear of her elder sister and her goddess, 
  Hecate, keeps her from feasting more regularly on the fishermen in the swamp.
  Obsessed with fire from a young age, Gillara is an accomplished pyromancer, capable of burning forests to the 
  ground, which could explain the number of dead trees on Crone Island.
  
  74
  Spells
  1st level: Flaming hands, Invoke patron, Magic missile, Magic shield, Spider climb; 2nd level: Fire resistance, 
  Scorching ray; 3rd level: Fireball x2; 4th level: Control fire, Control ice, Wizard sense; 5th level: Magic 
  bulwark, Mind purge
  Glyndel, Youngest hag of Crone Island: Init +2; Atk 2 claws +13 melee (1d4+4); AC 19; HD 9d10+9, HP 
  55; MV 30’; Act 2d20; SP transform, curse, spellcasting (+9 spell checks), coven casting; SV Fort +4, Ref +7, 
  Will +5; AL L.
  More human in appearance than her sisters, the youngest hag stands at 6’ tall with long dark hair. Her green 
  skin is unmarred by warts and growths like her sisters. Make no mistake, she is far from being a beautiful 
  creature but she is leaps and bounds ahead of her horrific elder sisters.
  From her infancy, Glyndel was seen as being a disappointment to the family. For starters, she did not inherit 
  the family’s bad looks. She also had a kind and caring disposition, much to the disgust of her family.
  On the plane Barg’Herzarag, it was determined she should be destroyed for the good of all but she and her 
  sisters opened a portal to the Gravic Swamp where they thought they could live in isolation and safety.
  It was her humanity that the coven considered useful when they went to contact the Mistwood villagers.
  Spells
  1st level: Charm person, Color spray, Flaming hands, Invoke patron, Sleep; 2nd level: Invisibility, Phantasm; 
  3rd level: Lightning bolt, Sword magic; 4th level: Control fire, Polymorph, Wizard sense
  Coven Casting
  When the three hags stand in a triangular formation, no more than 10’ apart, their spellcasting becomes more 
  powerful. Every spell check roll and result moves one step up the dice chain. If combat or distraction causes 
  the hags to move from the formation, they lose this bonus.
  Shaduzara: Init +1; Atk 2 claws +13 melee (1d6+7) bite +13 
  melee (1d6+7); AC 20; HD 7d10+28, HP 75; MV 40’; Act 3d20; 
  SP transform, invisibility; SV Fort +8, Ref +6, Will +6; AL C.
  Shaduzara wants the annis to rise above the green hags, proving 
  strength and viciousness outweigh cunning and spellcraft. She 
  will use the players to achieve her ends. Afterwards, they will 
  make fine celebratory eating. Shaduzara leads the Shrouded 
  Council and as such commands great respect from her kind. 
  She has even ingratiated herself amongst the ruling green hags. 
  Griztella herself has given Shaduzara a position within the 
  living castle: Seamstress of the Flesh.
  Standing just short of 8 feet tall, Shaduzara is the epitome of 
  her kind: the annis. Her crumpled skin is a dark mottled blue, 
  bordering on black and her eyes burn a brilliant sky blue in 
  color. Like all members of the Shrouded Council, Shaduzara 
  can at will transform her appearance into that of a similar sized 
  humanoid as well as turn invisible twice per day.
  Shaduzara’s familiar Bubosis is a dog-sized plague spider. 
  It empowers Shaduzara with additional strength as well as 
  provides her with a hidden spy and ally in the adventure.
  
  75
  Unless detected by magical means, Bubosis keeps a close watch on the PCs. If Bubosis is slain, Shaduzara 
  must make a DC 17 Fort save or lose 3d10 hp.
  Bubosis: Init +3; Atk bite +5 melee (1d3 plus poison); AC 12; HD 2d6;hp 8; MV 20’; Act 1d16; SP poison 
  (1d5 temporary Stamina damage, chameleon camouflage (treat as invisibility); Fort DC 15 or 1d3 additional 
  temporary Stamina damage for 1d3 days); SV Fort +3, Ref +6, Will+6; AL C.
  Larissa, Owlghast: Init +1; Atk bite +13 melee (2d4+9), claws +13 melee (1d4+9); AC 19; HD 9d8+8, HP 
  70; MV 30’, Fly 60’; Act 2d20; SP regeneration, flight, snatch and drop; SV Fort +6, Ref +7, Will +8; AL C.
  The Barg’Herzarag version of Larissa is the mixture of a hag, troll and owl: a curse incarnate. In her current 
  form, Larissa stands at 7’ tall. She has a long, slender figure distorted and feathered. Her face is horrific to 
  behold with a large hooked beak-like nose, red bloodshot eyes and brown stained teeth. She has rubbery blue 
  green skin covered in owl feathers. Her gangly arms have flight feathers allowing her to soar and swoop down 
  at opponents. Her feet have become large taloned owl claws, capable of picking up a man-sized victim. To 
  do this she must make a successful claw attack but the victim is allowed a DC 15 Reflex save to avoid being 
  grabbed.
  Larissa is not insane and will flee if she cannot defeat the PCs. The PCs do need her blood to complete their 
  mission but she does not have to die.
  Appendix B: Demons of Barg’Herzarag
  Castle Wartaren is frequented by demons and devils that come to trade souls and demonic larvae. The most 
  common fiends encountered in Wartaren range from Type I to Type III with the occasional Type IV demon. 
  Below are some simple examples of potential demon encounters, Judges can generate their own demons or 
  create adventure seeds with the PCs’ own personal demons for future adventures. There is an excellent demon 
  generator resource provided by Purple Sorcerer Games website.
  Reptilian monstrosity (Type I Demon) x 1d4: Init +0; Atk Tail +3 melee (1d6+3) and Constriction +3 melee 
  (1d6+3/rnd Strength check 16 to get free); AC 14; HD 4d12; HP 38; MV 20’ or fly 40’ or climb 10’; Act 2d20; 
  SP Possession +2, Target Save 10, demon traits; SV Fort +1, Ref +3, Will +2, AL C.
  The Reptilian monstrosities are the most commonly found demons in Barg’Herzarag. They appear much like 
  a 7’ tall lizard man but are covered with bright orange flame patterns. They have large, functional bat wings 
  enabling them to fly. Rarely alone, these fiends fight with their long muscular tails, using the tail to strike first 
  and on a failed DC 16 Reflex save, their opponent is constricted in the tail, taking 1d6+3 points of crushing 
  damage per round. A DC 16 strength roll enables a captured PC to break free.
  Standard Type I Demon Features
  Communication: Speech (Infernal, Common)
  Abilities: Infravision, darkness (+4 check)
  Immunities: Half-damage from non-magical 
  weapons and fire
  Projection: Cannot travel planes of own 
  volition
  Crit Threat Range: 20
  
  76
  Rhinoceros Fiend (Type II): Init +4; Atk Charge +11 melee (1d8+11 + poison horn DC 17 Fort) and breath 
  weapon +10 (7d8 DC 17 Reflex for half); AC 17; HD 7d12; HP 70; MV 20’; Act ; SP Poison (See Appendix 
  P in Core Rulebook) +10; Breath weapon, Target Save 18, demon traits; SV Fort +4, Ref +5, Will +7, AL C.
  The Rhinoceros Fiend is incredibly strong and huge in size, standing over 8’ tall. Resembling a bipedal 
  rhinoceros with small vestigial bat wings, it is covered in poisonous slime that creates a deadly hazard to those 
  impaled on the creature’s horn during a charge attack. The creature has another deadly attack in its arsenal: 
  a breath weapon. Every 1d3 rounds, the Rhinoceros Fiend can breath out a cloud of acidic gas that burns all 
  who come into contact with it.
  Crocodilian Fiend (Type II): Init +3; Atk Bite +5 melee (1d8+5) and Claws +6 melee (2 x 1d6+5); AC 16; 
  HD 6d12; MV 20’; Act 3d20; SP demon traits; SV Fort +8, Ref +3, Will +8, AL C.
  The Crocodilian Fiend has no discernable eyes but other wise appears as a bipedal crocodile with razor sharp 
  teeth more akin to those of a shark than a crocodile. The creature’s lack of eyes does not hinder its perceptions 
  at all as it is magically attuned to its environment. The creature attacks with its vicious bit as well as its clawed 
  hands.
  Standard Type II Demon Features
  Communication: Speech, ESP (read minds but not converse)
  Abilities: Infravision, darkness (+8 check)
  Immunities: Immune to non-magical weapons or natural attacks from creatures of 3 HD or less; half-damage 
  from fire, acid, cold, electricity, gas
  Projection: Can teleport back to native plane or any point on same plane, as long as not bound or otherwise 
  summoned
  Crit Threat Range: 19-20
  Goatranaut (Type III Demon): Init +3; Atk Tail +8 melee (1d10+8) and Charge +10 melee (1d10+10); AC 
  15; HD 6d12; HP 65; MV 30’; Act 2d20; SP demon traits; SV Fort +8, Ref +10, Will +7, AL C.
  The Goatranaut has the head and torso of a goat, the arms and hands of a man and the lower body of a serpent 
  in the place of legs. It uses its coiled tail to launch a ferocious head-butt from a charge as well as using the tail 
  to slap enemies senseless.
  Standard Type III Demon Features
  Communication: Speech, telepathy
  Abilities: Infravision, darkness (+12 check)
  Immunities: Immune to weapons of less than +2 
  enchantment or natural attacks from creatures of 5 HD 
  or less; half-damage from fire, acid, cold, electricity, 
  gas
  Projection: Can teleport back to native plane or any 
  point on same plane, as long as not bound or otherwise 
  summoned
  Crit Threat Range: 18-20
  
  77
  Batrachian Fiend (Type IV Demon): Init +5; Atk Bite +16 melee (2d4+16 and DC 22 Fort save or lose 1d6 
  Stamina from blood drain); AC 21; HD 13d12; HP 125); MV 40’; Act ; SP Curse (See Appendix C in Core 
  Rulebook) +16, demon traits, chameleon flesh; SV Fort +9, Ref +13, Will +13, AL C.
  The Batrachian Fiend has chameleon-like camouflaging abilities. When clearly visible, the creature appears as 
  a humanoid-bodied frog. It is the most powerful demon to frequent the castle as of this time and is most likely 
  there to barter some trade between the hag dimension and its own hellish realm. It finds the presence of the 
  PCs amusing and will negotiate with them for assistance in return for souls or future service. It has no loyalty 
  to the hags or its fellow demons.
  Standard Type IV Demon Features
  Communication: Speech, telepathy
  Abilities: Infravision, darkness (+16 check)
  Immunities: Immune to weapons of less than +3 enchantment or natural attacks from creatures of 7 HD or less; 
  immune to fire, cold, electricity, gas; half-damage from acid
  Projection: Can teleport back to native plane or any point on same plane, as long as not bound or otherwise 
  summoned; can project astrally and ethereally
  Crit Threat Range: 17-20
  
  78
  Appendix C: Patrons of mistwood
  Often referred to as the Crimson Spiral or 
  Flaming Whirlpool, Entorpus is an elder 
  god of chaos and destruction. Disciples 
  of Entorpus believe it was their dark lord 
  that created the universe and that order, 
  in particular law, is destroying the chaos 
  of nature.
  Depicted as a red whirlpool or vortex in 
  artworks, the true form of Entorpus is 
  unknown. Some say it is a giant crimson 
  kraken that dwells beneath the great 
  seas. Others believe it is a formless vortex 
  of empty space that devours all things.
  Those who seek patronage from Entorpus 
  must border on insanity and revel at the 
  prospect of self-destruction.
  Invoke patron check results:
  12-13
  The touch of the caster draws heat from a living target. The victim must make a Fortitude save or lose 
  one action die per round for 1d3+CL rounds.
  14-17
  As above, but the caster concentrates heat inside his or her body. Once per round for the next 1d3+CL 
  rounds, the caster MUST fire a bolt of intense heat at a living target. The attack is made at the caster’s 
  attack bonus and deals 1d4+CL damage. If the caster does not (or cannot) discharge the excess heat, 
  he or she takes 3d4+CL damage.
   
  18-19
  A shimmering cloud of chaos stuff surrounds the caster, leeching 1d3+CL physical attribute or hit 
  points from living things that fail their Fortitude saves in a 30’ radius. The caster can use this to 
  restore lost attribute or hit points, but cannot increase these scores beyond the caster’s limits. If the 
  caster cannot use the points, they are lost to the universe.
  20-23
  As above, but the caster leeches 1d4+CL physical attribute or hit points regardless of his or her 
  current limits. These points remained until lost through damage, spellburn or the like.
  24-27
  As above, but the caster leeches 1d4+CL points per round for 1d3 rounds. 
  28-29
  A shimmering cloud of chaos stuff surrounds the caster, drawing heat from every living thing in a 30’ 
  radius. The victims lose all actions for 1 round on a failed Fortitude save, and the heat manifests as a 
  humanoid composed of chaos stuff. This creature serves the caster for 1d3+CL rounds before folding 
  back into the caster and causing patron taint.
  30-31
  As above, but the cloud also leeches 1d4+CL physical attribute or hit points from any living creatures 
  in the area of effect on a second failed Fortitude save. The chaos creature serves the caster for 1d3+CL 
  weeks. When the time elapses, or the creature is destroyed or dispelled, it folds back into the caster 
  causing patron taint. 
  32+
  As above, but the cloud also leeches 1d4+CL physical attribute or hit points for 1d3+CL rounds. The 
  chaos creature serves the caster until destroyed or dispelled, at which time it folds back into the 
  caster, causing patron taint. 
  ENTORPUS
  
  79
  PATRON TAINT: ENTORPUS
  When a patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels 
  of effect, there is no need to continue rolling any more.
  Roll
  Result
  1
  The first time this result is rolled, the caster experiences intense lethargy each time a spell is cast – 
  losing one action (movement or attack) per round for 1d3 rounds. Each time this result is rolled, the 
  duration increases 1d for a maximum of 1d10 rounds. 
  2
  The first time this result is rolled, chaos stuff bursts from caster each time a spell is cast. Every living 
  thing within a 5’ radius must make a Fortitude save DC 9+1 per spell level cast, or lose 1 physical 
  ability point or 1 hp – the points are lost to the cosmos. Each time this result is rolled, the area of 
  effect increases by 5’ to a maximum of 30’. 
  3
  The first time this result is rolled, the caster’s hands turn as black as deep space and becomes ice 
  cold. Any living thing touched experiences existential dread, which is manifested as a -1d to any social 
  skills for the caster. The second time this result is rolled, the caster’s entire body turns black and 
  cracks in the skin seem to show an infinite universe of darkness. The caster’s presence seems to suck 
  the heat from living things. Animals and children avoid the caster and others are deeply unsettled. 
  The final time this result is rolled, right-thinking people avoid being within 30’ of the caster, and his 
  or her eyes reflect a burning vortex with a center of deepest void. 
  4
  The first time this result is rolled, the variable effects of any magical item the caster holds is decreased 
  by 1d. For instance, a healing salve that restores 1d8 hp only restores 1d6 in the caster’s hands. For 
  magical weapons, the attack and damage rolls are decreased by 1d. The effect is not permanent – 
  others can take up the magical item and it functions normally. The second time this result is rolled, 
  magical items within 5’ of the caster are affected – regardless of who holds them. Each subsequent 
  time this result is rolled, the area of effect is increased by 5’ to a maximum of 30’.
   
  5
  The first time this result is rolled, each time a spell is cast, all variable effects controlled by the caster 
  are changed for 1d6 + spell level cast in rounds. All variable effects for the duration (attack rolls, skill 
  checks, damage rolls, spell checks, etc.) are shifted from -3d to +3d. Roll a 1d7: (1) -3d (2) -2d (3) -1d 
  (4) +0d (5) +1d (6) +2d. (7) +3d. Each time this result is rolled, the duration increases by one time 
  measure: turns to hours to days. Note that the effects are cumulative for each spell cast. 
  6
  The first time this result is rolled, each time a spell is cast, every living thing within a 5’ radius must 
  make a Fortitude save DC 8 + spell level cast, or sink into a vicious torpor, losing one action (either 
  attack or movement) each round for 1d3+CL rounds. Each subsequent time this result is rolled, the 
  radius increases by 5’ to a maximum of 30’. 
  PATRON SPELLS: ENTORPUS
  Entorpus grants three unique spells, as follows:
  Level 1: Disorder
  Level 2: Summon Chaos Thing
  Level 3: Heat Death
  
  80
  SPELLBURN: ENTORPUS
  When caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an event 
  specific to your home campaign.
  Roll
  Spellburn result
  1
  The caster concentrates for one full round, increasing his or her body temperature to near critical 
  levels. This damage is represented by the physical ability loss. While the spellburn damage is healing, 
  the caster is vulnerable to cold – taking 1d extra damage and a -1 to saving throws when faced with 
  cold effects.
  2
  The caster must touch a living thing to spellburn. The effect drains the desired spellburn points from 
  hit points or physical ability points from the subject. When the spell effect expires, the caster takes 
  the spellburn damage and the points are returned to the subject. 
  3
  A blast of chaos stuff erupts from the caster’s body, consuming 1d3 more physical ability points than 
  the caster desired. After casting the spell, the caster must make a Fortitude save DC 8 + spell level. On 
  a failure, these additional spellburn points are permanently lost. 
  4
  A blast of chaos stuff erupts from the caster’s body, consuming the spellburn points from all living 
  things within a 20’ radius. Each must make a Fortitude save DC 8 + spell level, or lose 1d3 temporary 
  ability points or hit points. These points are used to affect the spell check. The caster loses the original 
  spellburn desired and must make a Fortitude save DC 8 + spell level. On a failure, he or she loses 1 
  point of physical ability permanently and suffers from patron taint. Others recover the points lost at 
  a rate of 1 per day (though they can be magically healed). 
  Disorder
  Level: 1
  Range: Varies
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude vs. 
  check
  General
  The will of Entorpus fills the caster with potential. At the caster’s touch (or in a radius of 
  spell effect), living creatures find that the variable results of their actions (i.e. dice rolls) are 
  changed. 
  Manifestation
  Roll 1d4: 1) The caster’s hands are charged with a halo of darkness where spins a fiery 
  whirlpool with a center of blackest void. 2) The image of the caster pops in and out of 
  existence hundreds of times a second. 3) A sphere of intense cold surrounds the caster. 4) 
  Plants wilt and small animals die as the caster advances.
  1
  Lost, failure and, patron taint
  2-11
  Lost. Failure.
  12-13
  At the caster’s touch, a living creature finds that all variable results are changed, from -2d to 
  +2d, for 1 round +1 round per caster level. Roll a 1d4: (1) -2d (2) -1d (3) +1d (4) +2d
  14-17
  As above, but the effects last for 1d6+CL rounds. 
  18-19
  As above, but the results are changed from -3d to +3d. Roll 1d6: (1) -3d (2) -2d (3) -1d (4) 
  +1d (5) +2d (6) +3d.
  
  81
  20-23
  As above, everyone within a 10’ radius is affected. NOTE: Each living thing rolls separately 
  for the effect. 
  24-27
  As above, but the duration increases to 1d10+CL rounds. 
  28-29
  As above, but the person touched receives no saving throw. 
  30-31
  As above, but everyone within a 20’ radius is affected. The person touched receives no 
  saving throw. 
  32+
  As above, but everyone within a 30’ radius is affected. The person touched receives no 
  saving throw.
  Summon Chaos Thing
  Level: 2
  Range: Caster
  Duration: Varies
  Casting time: 1 round
  Save: Varies
  General
  The caster calls a chaos thing from the void. The creature serves the caster in various 
  capacities until the spell duration expires or is dispelled. 
  Manifestation
  A burst of blackest void expands out from the caster, revealing an empty universe with a 
  fiery whirlpool in its center. 
  1
  Lost, failure, and patron taint. 
  2-11
  Lost. Failure. 
  12-13
  Failure, but spell is not lost.
  14-15
  An amorphous, translucent being emerges from the void. The creature envelops the caster 
  adding +4 to his or her AC and +4 to all saves. The being remains for 1d3+CL rounds. 
  16-19
  As above, but the being remains for 1d10+CL rounds. 
  20-21
  As result 14-15, but the creature exudes pseudopods of blackest void, giving the caster two 
  attacks per round each at a d16 action die. A successful attack deals 1d6 damage of pure 
  cold.
  22-25
  As above, but the creature remains for 1d3+CL hours.  
  26-29
  As result 20-21, but, in addition, any living thing within a 10’ radius of the caster must make 
  a DC 10 Fortitude save or suffer 1d3+CL damage each round from intense cold.
  30-31
  As above, but the creature gains a breath weapon, controlled by the caster. All within a 30’ 
  line must make a DC 15 Fortitude save or suffer an additional 3d6+CL damage. 
  32-33
  As above, but the creature remains for 1d3+CL days. 
  34+
  The chaos thing detaches itself from the caster and acts independently, though the caster 
  still enjoys AC and save bonuses. The thing remains in the caster’s service for 1d3+CL weeks. 
  At the end of this duration, the chaos thing roams the land as a free-willed creature, though 
  it can be bargained with by servants of Entorpus.
  
  82
  Heat Death
  Level: 3
  Range: Varies
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude vs. 
  check
  General
  The caster brings a piece of Entorpus through the void, leeching heat and life from this 
  world. 
  Manifestation
  The fiery whirlpool of Entorpus appears in the sky or hovering behind the caster’s head. 
  The blackest void of its center leeches heat from living things within the area of effect.
   
  1
  Lost, failure and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but spell is not lost.
  16-17
  All living things within a 30’ radius must save or suffer 1d3 damage to each physical ability. 
  18-21
  As above, but the caster gains 1d3 of the lost physical ability points. These points remain 
  until spellburned or other damage sustained and do not return through healing. The caster 
  must make a Fortitude save or suffer patron taint. 
  22-23
  As 16-17, but all living things suffer 1d6 damage to hit points. 
  24-26
  As above, and the caster receives 1d6 temporary hit points that remain until lost. These 
  temporary hit points do not return through healing or other means. The caster must make 
  a Fortitude save or suffer patron taint.
  27-31
  As 22-23, but the radius increases to 60’. 
  32-33
  As above, but the caster gains both the ability points and hit points lost from those within 
  the spell’s effect.  The caster must make a Fortitude save or suffer patron taint.
  34-35
  All living things within the spell’s effect must make a Fortitude save or be leeched of all hit 
  points and physical ability points. This does not kill the victims, but puts them in a state of 
  torpor until the damage heals. 
  36+
  As above, but the caster gains all physical ability points and hit points from the victims. 
  These points remain until lost through spellburn, damage, or other means and do not return 
  through healing. The caster suffers from patron taint. 
  
  83
  Since ancient times, the Witch-Goddess Hecate has 
  interfered in human affairs for unknown reasons. It is 
  certain, though, that she intercedes on behalf of some 
  witches as well as on behalf of those wizards and elves she 
  patronizes.
  Hecate appears most often in one of three guises: A young 
  and beautiful maiden, a motherly matron, and an old iron-
  toothed crone, which symbolize the three phases of the 
  moon. She also appears occasionally as the dark of the 
  moon – invisible save as a dark whisper and a foul breath 
  rank with decay.
  Hecate acts as patron for both male and female wizards but 
  prefers females to males. An elf or wizard who casts patron 
  bond to secure a compact with Hecate gains a +2 bonus if 
  the subject of the spell (herself or another) is female and a 
  –4 penalty if the subject is male. This same modifier is also 
  used whenever one of Hecate’s patron spells is cast.
  The patron bond ceremony to bond with Hecate must occur 
  within a cemetery or within a cavern space dedicated to the 
  Goddess of Witches.
  Invoke Patron check results:
  HECATE, GODDESS OF WITCHES
  12-13
  Hecate has more important concerns than the caster. She restores one lost spell to the caster’s mind, 
  and grants a one-time +4 bonus on a spell check, which must be used in the next 10 minutes or the 
  bonus is lost.
  14-17
  Hecate casts a magical darkness in a 100’ radius, centerd on the caster, which lasts 4d8 minutes. The 
  caster and his allies can see through this darkness easily, and it grants them a +2 bonus to Armor 
  Class against their foes (even those that can normally see in darkness). The caster may spill her own 
  blood to increase the duration, gaining 10 minutes for each point of Strength, Stamina, or Agility 
  sacrificed. The darkness remains centerd on the caster and moves with her.
  18-19
  Crackling black flames leap momentarily around the caster. The caster’s Armor Class is increased by 
  +1 until the next moon rises. In addition, the caster may sacrifice Strength, Stamina, or Agility to these 
  flames, and for each point sacrificed, her Armor Class is increased by +1 until the next moon rises. 
  The black flames last only a moment, so the choice to make a sacrifice or not must be made quickly.
  20-23
  Hecate transforms the caster’s weapon of choice (which need not be bladed) into a magical weapon 
  capable of transmitting the spell power of the caster. Until the next dawn, the caster may attempt to 
  cast a spell and strike with the weapon using the same Action Die (the same result applies both to 
  the attack and the spell check). The spell must take an action or less to cast, and the caster cannot 
  use spellburn.  If both attack and spell check are successful, the attack does normal damage, and the 
  spell effect takes place affecting the target of the attack only.
  
  84
  If a natural 1 is rolled, the caster suffers the effects of a fumble as well as possible corruption, misfire, 
  and patron taint, as per the description of the spell being cast.
  24-27
  A crack opens in the ground, and 2 Hecate’s hell hounds leap out! These creatures remain for 1d7 
  minutes or until destroyed, serving the caster as directed with uncanny intelligence. When they 
  expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature within 5’.
  Hecate’s Hell Hounds: Init +2; Atk Bite +4 melee (1d6+2) or breath weapon (dmg 2d6 if Reflex DC 12 
  not made); AC 12; HD 2d6; MV 40’; Act 1d20; SP immune to damage from fire or heat, patron invoked 
  breath weapon at will; SV Fort +1, Ref +2, Will +1; AL L.
  28-29
  A crack opens in the ground, and a pack of 3d3 Hecate’s hell hounds leap out! These creatures remain 
  for 3d7 minutes or until destroyed, serving the caster as directed with uncanny intelligence. When 
  they expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature within 
  5’.
  30-31
  A rolling darkness spreads forth from the caster, obscuring all vision save for that of the caster and 
  her allies. The darkness spreads 50’ per round until it reaches 100’ per Caster Level. As soon as the 
  darkness reaches its maximum size, from out of its center leap a pack of 3d7 Hecate’s hell hounds. 
  These hell hounds are obedient to the caster’s will. The darkness moves with the caster, and lasts 1d3 
  hours, or until she dismisses it. The hell hounds remain until 1d3 dawns, or until slain, at which point 
  they fade out of existence.
  32+
  As above, but the caster’s most powerful enemy present is also cursed as follows (roll 1d5, DC 20 
  Will negates in all cases): (1) The enemy’s will is subject to the caster’s, who can command the foe 
  for as long as a single hell hound from this casting remains; (2) The enemy’s reason is shattered by 
  the curse, and his mind is reduced to that of an animal for a period of 1d4 days; (3) The enemy has a 
  permanent –2 penalty to all attack rolls and saving throws until he meets some condition set by the 
  caster; (4) The enemy is permanently aged 4d10 years; (5) The curse causes the enemy to writhe in 
  agony, losing his next action and causing him 4d6 damage.
  PATRON TAINT: HECATE
  When a patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels 
  of effect, there is no need to continue rolling any more.
  Roll
  Result
  1
  The Witch-Goddess is a creature of the night, and her creatures eventually become nocturnal as well. 
  Each time this patron taint is rolled, the caster gains a cumulative –1 penalty to attack rolls, skill 
  checks, and spell checks when these rolls are made in full daylight. Under an overcast sky, or under 
  conditions of partial daylight, the caster suffers only half this penalty, rounded up. This result can only 
  be gained 5 times for a maximum –5 penalty.
  2
  Hecate’s magic is tied to the moon, and this becomes true for the caster as well. When the moon is 
  waning, the caster has a –2 penalty to all spell checks. If this result is gained a second time, the caster 
  also gains a +1 bonus to spell checks when the moon is waxing. If this result is rolled a third time, 
  the caster gains a +2 bonus to spell checks on nights when the moon is full, but cannot cast spells 
  on nights when the moon is dark without at least 1 point of Spellburn (which affects the spell check 
  normally). In some worlds, there may be more than one moon, and the Judge can either choose to 
  have all moons, or only the primary moon, count for this purpose. If the Judge does not wish to track 
  the moon’s phases, he can either ignore this result or use 1d30 to determine the phase of the moon 
  at any given time: (1-3) Dark of the moon; (4-15) Waxing moon; (16-18) Full moon; (19-30) Waning 
  moon.
  
  85
  3
  Those who follow the Witch-Goddess age unnaturally. When this result is first rolled, the caster seems 
  to age 1d7 years and loses 1 point of Stamina. When this result is rolled a second time, the caster 
  seems to age 2d7 years and loses 2 points of Strength. When this result is rolled a third time, the 
  caster seems to age 3d7 years and loses 3 points of Agility. Ignore further rolls with this result.
  4
  Hecate demands special service from the caster in exchange for her aid. Subject to the Judge’s 
  discretion, the caster must travel 1d4 days to perform some special minor service for Hecate. This 
  may be to deliver a prophesy, to aid an aspiring witch, or to perform some other minor mischief. If 
  this is rolled again, the caster must make a journey of 1d4 weeks, and the service required is more 
  extreme. Hecate may demand that a witch be rescued from bondage (possibly before meeting her 
  end in a bonfire), that a monster dangerous to women be destroyed, or that a hero be seduced and 
  his greatest weapon stolen. If this result is rolled a third time, Hecate demands a great service, which 
  may take 1d4 months to achieve. This may require the destruction of a powerful monster or hero, 
  or a great wickedness such as unleashing a terrible creature, or even the destruction of a powerful 
  stronghold of Law. If these quests are performed well, Hecate gives the caster a boon of +1d4, +2d4, 
  and +3d4 hit points respectively. Failure to perform these quests severs the bond with Hecate.
  5
  Hecate demands that the caster bond other women to her service. These women need not be human, 
  and need not be spell casters, but they must be willing, female, and bonded using the patron bond 
  spell. When this result is first rolled, Hecate demands but a single woman be bonded, and grants 
  three months’ time to do so. When this result is rolled a second time, three women must be bonded, 
  and Hecate grants a year for the caster to accomplish this. When this result is rolled a third time, nine 
  women must be bonded in nine months’ time. In addition, once the first woman is bonded, all witches 
  recognize the caster as a sister, and will do her no harm. Failure severs the bond between the caster 
  and her patron.
  6
  Natural nocturnal animals desire to be in the presence of the caster, and will do her no harm. When this 
  patron taint is first rolled, small creatures, such as mice, rats, bats, and small nocturnal serpents, are 
  attracted to the caster and remain a while in her presence. When this taint is rolled a second time, cats 
  come at night to swarm at the caster’s feet in civilized areas, while owls drop down to her shoulders 
  and perch for a few minutes before flying off to hunt. When this is rolled a third time, wolves and 
  nocturnal hunting cats are also attracted to the caster, if they are in the area. Although these creatures 
  do no harm to the caster or her allies, neither are they hers to control – the Judge determines their 
  actions, and their effects (positive and negative) on actions the caster may attempt. Once this taint is 
  rolled a third time, should the caster ever lose the patronage of Hecate, these creatures are no longer 
  friendly, and when in combat will attack the caster in preference to all other targets.
  PATRON SPELLS: HECATE
  Hecate grants three unique spells, as follows:
  Level 1: Hecate’s Seduction
  Level 2: Death Curse
  Level 3: Drink the Moon
  
  86
  SPELLBURN: HECATE
  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an 
  event specific to your home campaign.
  Roll
  Spellburn Result
  1
  The caster becomes the plaything of Hecate’s bound demons, and they are not kind to her. Although 
  it seems as if long hours pass for the caster, spellburn takes place in a fraction of a second in the real 
  world. Her resulting exhaustion and injuries are expressed in Strength, Stamina, and Agility loss.
  2
  Somewhere a witch burns, and Hecate demands that the caster ease her suffering by taking a portion 
  of the witch’s pain upon herself. Roll 1d7 for each ability: Strength, Stamina, and Agility. The caster 
  must pay this in spellburn, or lose the patronage of Hecate. In exchange, though, Hecate grants a +4 
  bonus to the spell check in addition to that gained by the mandatory spellburn.
  3
  Hecate makes a demand of the caster. She may utilize up to 10 points of spellburn without cost now, 
  but must meet Hecate’s price. This may be a particular sacrifice, a quest, or whatever else the Judge 
  desires. If the demand is not met in a timely fashion (as determined by the Judge), Hecate takes twice 
  the cost of the spellburn from the caster, at the moment and from whatever ability scores She chooses, 
  so as best to punish the caster.
  4
  Blood oozes from the caster’s pores, forming a miniature homunculus of the caster. The spell is cast 
  through the homunculus, which then immediately collapses into a puddle of blood. The blood drained 
  to create the homunculus must be expressed in Strength or Stamina loss.
  Hecate's Seduction
  Level: 1
  Range: Varies
  Duration: Varies
  Casting time: 1 round
  Save: Will vs. check 
  (See text)
  General
  Those with Hecate as a patron are encouraged to obtain their goals through indirect means. 
  One of those means, particularly beloved of Hecate, is the seduction of men to obtain that 
  which is desired. This spell causes the caster to appear irresistibly young and fair to one or 
  more human or humanoid beings, which can be manipulated by the caster’s suggestions 
  after one or more nights of passion. This transformation is illusory, and does not change 
  how the caster truly appears to any other save the affected target(s). The caster must have 
  a physical remnant from each target to be affected (a lock of hair, fingernail clippings, etc.), 
  and must perform a minimum of 1 point of spellburn to cast this spell. The physical remnant 
  is destroyed in the casting. 
  Manifestation
  See below.
   
  1
  Lost, failure and patron taint.
  2-11
  Lost. Failure.
  12-15
  The caster appears in a fair and desirable form to one chosen target, for a period of one 
  hour. The target feels no special compulsion toward the caster, although he will usually be 
  friendly, and may even be helpful. The target gets no saving throw versus this effect, unless 
  he specifically disbelieves the illusion.
  
  87
  16-17
  The caster appears in a fair and desirable form to one chosen target, for a period of 2d12 
  hours. After contact with the target – which may be as brief as some conversation or being 
  within his sight for an extended period – the target is allowed a Will save. If failed, the target 
  finds himself periodically thinking about the caster for the next 1d7 days, during which time 
  he saves at any future attempts at Hecate’s seduction from the same caster with a –4 penalty 
  to the roll. A successful save prevents this secondary effect from occurring, but does not 
  pierce the illusion.
  18-21
  The caster appears in a fair and desirable form to one chosen target, and  up to 2d12 others 
  in the immediate vicinity of the target, for a period of 1d7 days. The target gains a Will save. 
  If failed, the target finds himself constantly thinking about the caster over the next 2d7 days, 
  and has a cumulative –1 penalty to all attack rolls, skill checks, and spell checks for each day 
  he fails to spend at least one hour in the company of the caster. A successful save does not 
  pierce the illusion. If the caster spends a night of passion with the target during the initial 
  1d7 days, the target is charmed as though by a Charm Person spell with the same spell check 
  result. (See the Core Rulebook, pp. 131-132 for Charm Person results.) 
  22-23
  The caster appears in a fair and desirable form to up to three chosen targets, and to all 
  others in the immediate vicinity of the target(s), for a period of 1d7 days. The targets gain a 
  Will save. Those who fail find themselves constantly thinking about the caster over the next 
  2d7 days, and have a cumulative –2 penalty to all attack rolls, skill checks, and spell checks 
  for each day they fails to spend at least one hour in the company of the caster. A successful 
  save does not pierce the illusion. If the caster spends a night of passion with a target during 
  the initial 1d7 days, that target is charmed as though by a Charm Person spell with the same 
  spell check result. The caster may use the spell to create a rivalry among the targets. If a 
  rivalry already exists, she can create enmity. If enmity already exists, she can cause it to 
  erupt into violence. (See the Core Rulebook, pp. 131-132 for Charm Person results.) 
  24-27
  As above, but the caster may also make one suggestion to a target after any night of passion, 
  and the suggestion will seem reasonable unless the target makes a separate successful Will 
  save. If the save is failed, the target will act on any suggestion that is not obviously suicidal, 
  up to and including giving the caster a prized item, going on a quest for her, or betraying 
  his friends. If the suggestion would require an action that the Judge agrees is far outside 
  the character of the target, the target is given another chance to make a Will save when the 
  time comes to actually carry it out. If this extra save is successful, the target neither carries 
  out the action nor tells others of it, but is troubled, and seeks out the caster at the earliest 
  opportunity to express his doubts.
  28-31
  As above, save that the target will carry out even obviously suicidal suggestions, and only 
  gains an additional save in the event that a suggestion is obviously suicidal.
  32+
  As above. In addition, targets must make a Will save each day they do not see the caster 
  for at least one hour, or lose 1 point of Stamina and Personality. This remains in effect the 
  full 2d7 days. It is possible for a target to die of longing during this time, if his Stamina is 
  reduced to 0.
  
  88
  Death Curse
  Level: 2
  Range: Varies
  Duration: Varies
  Casting time: 1 day
  Save: Will vs. check
  General
  The Witch-Goddess is a vengeful being, and she teaches those she patronizes how to seek 
  their own revenge. In a day-long ritual, the caster formulates a curse that will automatically 
  affect whatever creature is responsible for her death, no matter how far away. The caster 
  determines the specific nature of the death curse at the time of casting. The caster determines 
  which creature(s) are responsible at the time of her death, from the individual creature 
  that slew her, to the being that commanded her death, and even to include her erstwhile 
  companions who abandoned her to her fate. There is no requirement that the caster be fair 
  in determining who to blame. In fact, the caster can kill herself, and still determine which 
  targets are the subject of her curse.
  The results of the spell check limit the death curse’s power. The cleverness of the curse’s 
  wording limits its effect. Both Judge and player should keep a copy of the curse’s wording. A 
  caster can only have one death curse at a time; casting this spell again negates the previous 
  death curse. A caster can only lay a death curse to take place upon her own death. Once the 
  spell is cast, the caster need do no more; the spell remains in effect until dispelled, removed, 
  replaced by another death curse, or the caster dies (and the curse takes effect).
  The caster is encouraged to let the effects of her death curse be known (or at least offer dark 
  hints), for many a would-be witch has avoided the stake simply for fear of the effects killing 
  her might bring.
  Manifestation
  The caster must articulate the manifestation of the death curse, which can include physical 
  changes on the part of the target, as described below.
  1
  Lost, failure, and patron taint. Unlike most spells, a new attempt cannot be made for 1 month.
  2-11
  Lost. Failure. Unlike most spells, a new attempt cannot be made for 1 month.
  12-15
  Failure, but spell is not lost.
  16-17
  The caster’s curse can affect a single target, causing a –2 penalty to Luck and a –1 penalty to 
  one other statistic (attack rolls, damage rolls, an ability score, a saving throw, Armor Class, 
  etc.). The curse can affect speed, where each –1 penalty equals –5’ in movement. The curse 
  lasts for up to a week, or until a specific atonement is performed. The atonement must be 
  something that the target can do without long travel, but it can be as dear a sacrifice as the 
  caster desires. It must be something possible for the target to perform.
  18-21
  The caster’s curse can affect a single target, causing a –2 penalty to Luck and a –2 penalty to 
  one other statistic (attack rolls, damage rolls, an ability score, a saving throw, Armor Class, 
  etc.). The curse can affect speed, where each –1 penalty equals –5’ in movement.
  Alternatively, the caster can invoke a specific physical or mental limitation for a week (i.e., 
  preventing the target from walking, sleeping, speaking, etc.). The curse lasts for up to two 
  weeks, or until a specific atonement is performed. The atonement can require travel of up 
  to 1 week, and can require as dear a sacrifice as the caster desires. It must be something 
  possible for the target to perform.
  
  89
  22-23
  The caster’s curse can affect up to three targets, causing each a –2 penalty to Luck and 
  a –2 penalty to one other statistic (attack rolls, damage rolls, an ability score, a saving 
  throw, Armor Class, etc.). The curse can affect speed, where each –1 penalty equals –5’ in 
  movement. Alternatively, the caster can invoke a specific physical or mental limitation for a 
  month (i.e., preventing the target from walking, sleeping, speaking, etc.). The curse lasts for 
  up to two months or until a specific atonement is performed. The atonement can require 
  travel of up to 4 weeks, and can require as dear a sacrifice as the caster desires. It must be 
  something possible for the target to perform.
  24-26
  The caster’s curse can affect up to seven targets, causing each a –2 penalty to Luck and a 
  –2 penalty to one other statistic (attack rolls, damage rolls, an ability score, a saving throw, 
  Armor Class, etc.). The curse can affect speed, where each –1 penalty equals –5’ in movement. 
  In addition, the caster can invoke a specific physical or mental limitation (i.e., preventing the 
  target from walking, sleeping, speaking, etc.). The curse lasts until a specific atonement is 
  performed, which must be possible for the targets to perform, but has no other limitations.
  27-31
  The caster’s curse can affect up to 13 targets, causing them on-going penalties as above, 
  or transforming them into the shape of animals for up to three months or until a specific 
  atonement is performed. The animal shape cannot be one which would be lethal to the 
  targets (such as being transformed into a goldfish on dry land), but is otherwise open to the 
  caster’s whim when the curse is devised. The targets retain their own mind and intelligence.
  32-33
  The caster’s curse can affect up to 13 targets, causing them on-going penalties as above, 
  or transforming them into the shape of animals as above, until a specific atonement is 
  performed, or can transform the targets into specific objects for a period of up to three 
  months. The objects chosen cannot be ones which would be easily destroyed by prevailing 
  conditions (such as ice on a summer day, or parchment in a fire or downpour), but is 
  otherwise open to the caster’s whim when the curse is devised. The targets retain their own 
  mind and intelligence, but they are not animated (unless the Judge deems otherwise for some 
  reason, such as allowing a doll limited mobility or speech). In the case of transformation to 
  an object, there must still exist some penance to end the curse, but the penance must be 
  done by another on the target’s behalf.
  34+
  The caster’s curse can affect a group of people: a family, a community, a village, an adventuring 
  group, the residents of a castle, etc. The curse can affect up to 50 people at once, so long as 
  they are part of a single defined group. Each target takes a –4 penalty to Luck and a –4 
  penalty that can be divided among one or more statistics (attack rolls, damage rolls, an 
  ability score, a saving throw, Armor Class, etc.). The curse can affect speed, where each –1 
  penalty equals –5’ in movement. In addition, the caster can invoke a specific physical or 
  mental limitation (i.e., preventing the target from walking, sleeping, speaking, etc.) and the 
  caster can transform up to three of the targets into animals or objects, which are affected 
  by the Luck penalty, and which also can be affected by statistical penalties. The curse lasts 
  until a specific atonement is performed, which must be possible for the targets to perform, 
  but has no other limitations. In the case of transformation to an object, there must still exist 
  some penance to end the curse, but the penance must be done by another on the target’s 
  behalf.
  
  90
  Drink the Moon
  Level: 3
  Range: Caster
  Duration: Varies
  Casting time: 1 hour
  Save: None
  General
  The caster calls upon the power of the full moon, drinking its essence into herself to fuel later 
  spell casting. This ritual can only be performed on a night of the full moon, and the caster 
  may have only one drink the moon spell in effect at any given time. Depending upon the spell 
  check result, and the time of year (which affects the length of the night), the caster may 
  make multiple attempts at drinking the moon, but is always left with the final spell check 
  result. Moon energy can be used by the caster in the place of spellburn for any spellcasting, 
  except that the caster need not roll to determine the exact nature of the spellburn and there 
  is no risk of permanent ability score loss. Each casting of this spell must use at least 2 points 
  of spellburn, which add to the spell check result normally.
  Manifestation
  Roll 1d6. The resultant effect occurs only as long as the caster retains moon energy, and may 
  diminish as the moon energy is used up, at the Judge’s discretion. (1) The caster’s eyes glow 
  with a whitish gleam in the dark; (2) The caster appears 1d5 years younger; (3) The caster 
  appears 1d7 years older; (4) The caster’s hair seems to move and wave of its own accord 
  during the hours of darkness; (5) The caster’s skin takes on a pearly sheen; (6) No outward 
  manifestation.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The caster is able to draw enough moon energy into her body to supply 1 point of spellburn. 
  This moon energy must be used within the next 3 days, or it is lost.
  18-21
  The caster is able to draw enough moon energy into her body to supply 1d7 + Personality 
  Modifier points of spellburn. This moon energy must be used within the next 7 days, or it is 
  lost.
  22-23
  As per 18-21 above, but supplies 2d5 + Personality Modifier points of spellburn and must 
  be used within 9 days.
  24-26
  As per 18-21 above, but supplies 2d7 + Personality Modifier points of spellburn and must 
  be used within 13 days.
  27-31
  The caster is able to draw enough moon energy into her body to supply 3d7 + Personality 
  Modifier points of spellburn. This moon energy remains until used, or until the caster casts 
  drink the moon again.
  32-33
  As per 27-31 above, but the caster can obtain 3d10 + Personality Modifier points of spellburn.
  34-35
  As per 27-31 above, but the caster can obtain 3d14 + Personality Modifier points of spellburn.
  36+
  As per 27-31 above, but the caster can obtain 3d20 + Personality Modifier points of spellburn.
  
  91
  HHAAASHH-LUSSS, 
  LORD DUKE OF REPTILES
  With the mouth of a crocodile, venomous bite, turtle-shell scales, and 
  serpentine body, Hhaaashh-Lusss, the Cold-Blooded One, Lord Duke of 
  Reptiles, is a supernatural being whose very existence is centerd upon 
  promoting the interests of all scaly things that creep and crawl through 
  desert, sea, and swamp. He has no interest in the cosmic battle between 
  Law and Chaos, and prefers patient waiting for his own prey. He is slow 
  to act, but resolute in his decisions.
  The Lord Duke of Reptiles views human creatures only as meat, but 
  his cunning mind can make use of those Wizards and Elves who would 
  request power of him. Only a fool believes Hhaaashh-Lusss means 
  him well. As soon as a relationship is no longer beneficial to the Cold-
  Blooded One, the petitioner once more becomes prey. Yet, so long as 
  one can remain of use to the Lord Duke of Reptiles, there is power to 
  be had. And, as patron taint makes one more and more like the kith of 
  Hhaaashh-Lusss, the more one’s interests intertwine with this patron.
  Hhaaashh-Lusss’ ceremony may be conducted anywhere that reptilian 
  life is plentiful in any of its forms – steaming snake-filled jungles, marshy 
  riversides haunted by crocodiles, iguana-infested coastal lands, or desert 
  lands where tuataras, lizards, and sidewinders dwell.
  TRISDEUS THE TRI-GOD
  The worship of the entity known as Trisdeus the Tri-God 
  is said to have originated beyond the great eastern desert 
  centuries ago. Whilst at first slow to have sway in the 
  west, the clergy of the Tri-God, known as judges, pushed 
  to establish shrines and temples across the greater west 
  lands. Many small villages welcomed the establishment 
  of the pyramidal shrines dedicated to the Tri-God for 
  the promise of security and justice. Law, justice and 
  retribution are the defining aspects of this faith. Those 
  who serve the Tri-God believe wholeheartedly in the rule 
  of law, honesty and serving punishment upon those who 
  would break just laws.
  The Tri-God is often depicted as an armored man with 
  no neck. Floating above the shoulders of the being is a 
  rotating, three faced head, each face representing one of 
  the Tri-God’s aspects: Law, Justice and Retribution. The 
  Tri-God’s symbol is a triangle divided into three parts. 
  Within each of the divisions are the following symbols: 
  a book of laws, a set of balancing scales and a sword 
  before an eye.
  Trisdeus stands opposed to Entorpus the chaotic. 
  Followers of the Tri-God are sworn to eradicate the 
  teachings and followers of Entorpus.
  For more full patron information, including spells, patron taints and spellburns, Hhaaashh-Lusss, Trisdeus 
  and many more patrons are fully detailed in Angels, Daemons and Beings Between: Extended, Otherworldly 
  Edition from Shinobi 27 Games. Available now on RPGNow.Com.
  
  92
  Scrying
  Level: 3
  Range: Varies
  Duration: Varies
  Casting time: 10 
  minutes
  Save: None
  General
  This spell allows the caster to see or hear events far away, that occurred long ago, or even 
  to contact other intelligences on far planes to answer questions.  The caster must have a 
  basin filled with clear fluid, a crystal ball, a mirror, or a still pool to use as a focus.  When this 
  spell is cast, the caster may select any result up to the result of the spell check.  Note that the 
  caster is susceptible to attacks dependent upon hi s senses (such as gaze attacks) as if he 
  were present at any location his senses extend to.
  Manifestation
  Corruption
  Misfire
  As per spell check result.
  Roll 1d4:  (1) caster’s eyes become silver, like a mirror; (2) caster’s eyes become permanently 
  luminous, giving out a faint glow that offers scant light for the caster, but can be seen easily 
  in the dark; (3) the caster’s eyes and ears grow to twice their normal size; (4) the caster’s 
  eyes and ears become those of another creature chosen by the judge, such as a fox, a rabbit, 
  or a raven.  If the creature has no external ears, then neither does the caster.
  Roll 1d5:  (1) some supernatural creature chosen by the judge instantly becomes aware 
  of the caster, and, if hostile, reacts; (2) a visible image of the caster appears at the point 
  where he intended to scry; (3)all hostile creatures within 1 mile are instantly alerted to the 
  caster’s current location; (4)a creature within 1 mile, chosen by the judge (and which can 
  be another PC) gains the ability to ask the caster 1d3 questions, which must be answered 
  completely and truthfully (as determined by the judge) or the caster suffers 2d6 Personality 
  damage; (5) roll general spell misfire from page 120 of the Core Rulebook.
  1
  Lost, failure, and worse!  Roll 1d6 modified by Luck:  (0 or less) corruption + patron taint + 
  misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.
  2-11
  Lost.  Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The caster may choose an area that he knows, within a 20-mile range.  He gains the ability to 
  view a brief (1d3 minutes) scene occurring there as though he were actually present.  There 
  is no sound.
  18-21
  The caster may view an area that he knows, within a 100-mile range.  He gains the ability to 
  view a brief (2d6 minutes) scene occurring there as if he were actually present.  He can hear 
  sounds as though he were present as well. 
  22-23
  The caster may view an area that he knows, or can accurately describe, so long as it is upon 
  the same plane.  He gains the ability to view a scene lasting up to 30 minutes as though he 
  were actually present.  The caster is able to hear sounds and smell odors.
  24-26
  The caster may ask a question, and be presented with a scene lasting up to 30 minutes, 
  which is in response to the question.  The caster has sight, hearing, and smell in the vision 
  presented.  The vision may be of the present, the past, or a probable future.
  27-33
  As above, but the caster may ask CL follow-up questions, each of which reveals a scene that 
  lasts no more than 10 minutes.
  Appendix d: Scrying
  
  93
  34-35
  The caster may choose to view any creature known to him, even if it is on another plane 
  of existence.  The caster may communicate with this creature, which can hear the caster’s 
  voice, for up to 30 minutes.
  36+
  As above, but so long as the caster does nothing else, he can maintain contact with the 
  selected creature, giving it advice and/or orders.  If the caster casts another spell, using the 
  scrying to establish line of sight, this spell ends as soon as the second spell is cast.
  
  94
  Clawreaver
  Physical Description
  Clawreaver is a unique, hag-crafted longsword. Its most notable feature is the curved hilt and 
  the pommel. The pommel is the shape of a gnarled troll claw. A blow from the 4 claws on the 
  pommel will cause a vicious wound (1d8). Clawreaver radiates with a dull green light .
  Magical Properties
  +1 to attack and damage
  Communicates urge to slay trolls via simple urges
  Bane
  +3 to attack and damage trolls
  Berserker fury facing trolls, ego check or wielder gains +4 Strength and Stamina for 2d6 rounds, 
  then is exhausted at -4 Strength and Stamina for 1d6 turns thereafter.
  Special Purpose
  Transform wielder into troll. Each time the sword is unsheathed there is a cumulative 5% chance 
  (100% after 20 uses) that the user will have to make a Fort Save DC 15 or start to transform into 
  a troll, with noticeable results. If a player fails the save, roll on the below table:
  Roll 1d10
  Troll Attribute
  Effect
  1-2
  Troll skin
  The character’s skin takes on a green, rubbery texture 
  and is immune to critical hits. Whenever Clawreaver 
  is wielded, the PC’s skin takes on this appearance and 
  quality.
  3-4
  Troll strength
  The character’s strength increases to 20, giving them a 
  +4 modifier when wielding Clawreaver.
  5-6
  Troll height
  The character grows to 12’ tall, tearing from their 
  clothing and gear. Restrictive armor may cause damage 
  at the judge’s discretion. The PC returns to normal 
  when the sword is sheathed.
  7-8
  Troll mind
  The character becomes mindless, attacking the nearest 
  living thing. The character is immune to mind affecting 
  magic whilst Clawreaver is unsheathed when this effect 
  takes place. Sheathing the weapon will stop this effect.
  9-10
  Troll regeneration
  The character regenerates 1d8 hit points a round whilst 
  wielding Clawreaver. The wielder cannot regenerate 
  fire or acid damage.
  Each time a player fails a save and takes on a troll attribute, change the dice to reflect the 
  remaining options when another save is failed: d8, d6, d4, d2.
  Players may at first find the transformative powers of Clawreaver a blessing but judges must 
  remember that each time the sword is unsheathed the curse gets stronger. Once the sword 
  imbues the wielder with all five attributes, Clawreaver ignites, causing the wielder to drop the 
  weapon. It can never be used again by that character as he or she has completely transformed 
  into a mindless troll, that the sword is sworn to destroy.
  If a new wielder possesses Clawreaver, the process begins anew. 
  Eventually, the PC will become a regular troll with stats as listed on pg. 429 of the Core Rules. 
  Only the destruction of Clawreaver can undo this effect.
  Sword Powers
  Detect trolls within 30’ when unsheathed
  Flame brand. Ignite in flame 3/day. Duration 6 rounds. Inflicts additional 1d6 damage and ignites target on fire (Ref save to avoid; 
  DC = 1d10+5)
  Appendix E: Clawreaver
  
  95
  The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl Classics, 
  DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval (all of which are Product Identity of Goodman Games 
  and used under license). Additional patron material from Angels, Daemons, and Beings Between: Extended, Otherworldly Edition, published by Shinobi 27 Games, 
  Daniel J. Bishop, Paul Wolfe and David Fisher authors, copyright 2016. Curse of Mistwood, (all of which are Product Identity of Shinobi 27 Games). All artwork, 
  maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, the entirety of this work is designated as Open Gaming Content. Some of the 
  portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The 
  remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “Curse of Mistwood, 
  copyright © 2017 Shinobi 27 Games, all rights reserved, contact shinobi27@yahoo.com” Open game content may only be used under and in the terms of the Open 
  Game License.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules 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
  Dungeon Crawl Classics Role Playing Game, copyright © 2012 Goodman Games; Design and Writing Joseph Goodman.
  Angels, Daemons, and Beings Between: Extended, Otherworldly Edition, copyright © 2016 Shinobi 27 Games, all rights reserved, contact shinobi27@yahoo.com
  Curse of Mistwood, copyright © 2017 Shinobi 27 Games, all rights reserved, email: shinobi27@yahoo.com
  The Revelation of Mulmo: Tentacled Edition Edition, copyright © 2017 Shinobi 27 Games, all rights reserved, contact shinobi27@yahoo.com
  
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