TEXT: W1A 
      
  The Crucible of Freya
  The Crucible of Freya
  The Crucible of Freya
  The Crucible of Freya    
      
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas     
  and Encounter Areas
  and Encounter Areas
  and Encounter Areas
  and Encounter Areas    
   
  by Clark Peterson and Bill Webb 
  Your players have defeated the orcs in the Ruined Keep and returned to Fairhill as heroes. Now they want more! This free 
  supplement provides further adventures set in and around Fairhill. It is an extension of the Necromancer Games module The 
  Crucible of Freya and requires that module for use. 
  If you enjoy this supplement, look for more releases under the D20 System by Necromancer Games. 
  Necromancer Games 
  “Third Edition Rules, First Edition Feel” 
  www.necromancergames.com 
  Requires the use of the  
  Dungeons and Dragons® Player’s Handbook,  
  Third Edition,  
  published by Wizards of the Coast® 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 2 
      
  The Crucible of Freya
  The Crucible of Freya
  The Crucible of Freya
  The Crucible of Freya    
      
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas 
  Supplemental Adventure Ideas     
  and Encounter Areas
  and Encounter Areas
  and Encounter Areas
  and Encounter Areas    
   
   
  Credits
  Credits
  Credits
  Credits 
  Authors
  Authors
  Authors
  Authors    
    Clark Peterson and Bill Webb  
   
  Cover Art
  Cover Art
  Cover Art
  Cover Art    
    John Massé (a cool image of Shandril and the  
      crucible that didn’t make it into the module) 
   
  Interior Art
  Interior Art
  Interior Art
  Interior Art    
    Brian LeBlanc (specially commissioned pencils done  
      specifically for this supplement) 
   
  Cartography
  Cartography
  Cartography
  Cartography    
    Conan Venus and Clark Peterson 
   
  Layout and PDF Publishing
  Layout and PDF Publishing
  Layout and PDF Publishing
  Layout and PDF Publishing    
    Clark Peterson 
   
  ©2001 Clark Peterson, Necromancer Games, Inc. 
  Playtesters
  Playtesters
  Playtesters
  Playtesters    
    C.J. Land, David Peterson, John Ackerman, Mike  
    Weber, Chip Schweiger, Christopher Laurent,  
    Conrad Claus, Karl Harden, Nicolas Laurent,  
    J.P. Johnston, Louis Roberts, Karl Johnson, Jesse 
    Briggs, Sean Jones, Jennifer Chalfan and Pewter the 
    cat. 
   
  Special Thanks
  Special Thanks
  Special Thanks
  Special Thanks    
    Jamis Buck, for his excellent Third Edition software; 
    Andy Gryc for his AutoRealm software, which is 
    outstanding and best of all free; all our playtesters,  
    who are getting too numerous to list; Scott Greene  
    from the Creature Catalog; and most importantly all  
    the fans who wanted more fun in Fairhill! 
  IIIIntroduction
  ntroduction
  ntroduction
  ntroduction    
   
  Presumably, your players have defeated the orcs in the 
  Ruined Keep and returned to Fairhill as heroes; possi-
  bly they have even encountered and defeated Eralion 
  himself. This supplement contains additional story 
  ideas and encounter areas allowing further adventure 
  in and around Fairhill. It is an extension of the Necro-
  mancer Games module The Crucible of Freya and 
  requires that module for use, as that product contains 
  many maps and NPC descriptions referenced here but 
  not contained herein.  
   
  This supplement is designed for second-level charac-
  ters (and higher), and like the encounter areas detailed 
  in The Crucible of Freya, the encounters detailed here 
  should not be used until the characters have completed 
  the main adventure from the module. Some material 
  from this supplement can be used by resourceful DMs 
  prior to running the module. You can insert the rumors 
  detailed below into the main rumor table in Fairhill, 
  allowing you to foreshadow future adventures. You 
  may choose to have your PCs visit the village of Crim-
  mor or the monks of the Monastery of the Standing 
  Stone to enlist their aid against the orcs prior to run-
  ning the initial assault on the Ruined Keep. You may 
  have a small stirge encounter at Fairhill prior to the 
  orc assault on the village so that you can tie in the 
  Stirge Menace adventure later. Creative DMs will no 
  doubt find still more such tie-ins.  
   
  This supplement is divided into several parts. The first 
  part comes about as a direct result of email and con-
  tains ideas for scaling the encounters for different 
  character levels. The second part contains additional 
  rumors. The third part contains keyed areas tied to the 
  adventure ideas presented in part four. The forth and 
  final part deals with adventure ideas. They may be 
  used consecutively, after the keep has been cleared. 
  Or, if Fairhill becomes a base of operations for your 
  PCs, you could use one or more of the ideas below 
  each time the PCs return to the village. The adventure 
  ideas and encounter areas detailed below are not fully 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 3 
  fleshed out, and are instead adventure seeds for you to 
  use as you see fit. Encounter Level designations are 
  included to help you gauge just when the respective 
  encounter areas might be appropriate for your PCs. 
   
  A Note on Monsters: Monsters listed in this supple-
  ment are described in an “abbreviated stat block” for-
  mat with just the information you need at a glance. 
  Refer to the MM for full monster information or to the 
  PHB for the full description of feats and special abili-
  ties possessed by any NPCs. 
   
  Part 1: Scaling the Adventure
  Part 1: Scaling the Adventure
  Part 1: Scaling the Adventure
  Part 1: Scaling the Adventure    
   
  So you don’t want to run the adventure for first-level 
  characters or you find it too difficult? Though most 
  consider the adventure a proper (though difficult) 
  challenge for parties of up to 6 second-level charac-
  ters, here are some suggestions.  
   
  “It Is Too Hard!”: If your PCs are short on real 
  fighter types and long on bards with rapiers and the 
  Craft skill, you may want to soften up the adventure. 
  One way to do this is to change the orcs to goblins and 
  replace the ogre with a bugbear. Another way is to 
  remove Vortigern or curtail his actions. If you think 
  your PCs are up for the orcs, you may simply want to 
  remove the ogre (or change him to a bugbear). The 
  damage the ogre does as well as his increased chance 
  to hit can really swing the tide of battle. Simply re-
  moving the ogre may balance the scales for a party 
  that is only slightly undermanned. In this situation, 
  though, we actually recommend sending along two 
  more town guards and leaving the ogre in because his 
  presence makes the battle more memorable. Most 
  first-level PCs have a near heart attack when the ogre 
  emerges from the tower. 
   
  Higher Level PCs: If most of your PCs are higher 
  than first level, you may need to make the adventure 
  more difficult. One way to do that is to change all the 
  orcs to warrior-type orcs with big axes that do lots of 
  damage. You may have noticed that some of the orcs 
  in the keep are not as tough as the normal orcs from 
  the MM (specifically, the palisade guards and the sen-
  tries) in that they don’t have greataxes. This change 
  will make the adventure more difficult. If the PCs are 
  all third-level, you should probably change the orcs 
  into gnolls. You should also increase Tavik’s level by 
  one. If some of your PCs are above third level, you 
  can replace the orcs with bugbears. In that case, 
  change Eralion into a wight. 
   
  Caution: The best way to increase difficulty fairly is 
  to keep the same number of opponents, but use 
  tougher humanoids. Don’t increase the number of 
  monsters. Increasing the number of opponents is actu-
  ally more deadly than increasing the individual tough-
  ness of the humanoids. For example, if the party is 
  composed of second and third-level characters, replac-
  ing the orcs with an equal amount of gnolls is better 
  than doubling the number of orcs. PCs can only handle 
  a certain number of opponents. This is where the EL 
  system really breaks down and you have to fall back 
  on your experience as a DM. According to the rules, 
  20 CR ½ creatures should be the same as 10 CR 1 
  creatures. But in real play they usually aren’t. Num-
  bers are an advantage. 
   
  Fifth Level PCs and Above: If your PCs are fifth-
  level or higher, here is an evil twist: Make Tavik a 
  seventh level cleric and occupy the keep with a pack 
  of 15 ferals (detailed in the Creature Collection from 
  Sword and Sorcery Studios). Replace the orc raiding 
  party with a party of four of the ferals (leaving 11 back 
  at the keep). That will be an incredible challenge. And 
  change Eralion into a wraith. If you have PCs of this 
  level, you might want to skip the keep and just send 
  them after some of the wilderness encounters: have 
  them go try to kill the manticores or take on the troll. 
   
  Part 2: More Rumors In Fa
  Part 2: More Rumors In Fa
  Part 2: More Rumors In Fa
  Part 2: More Rumors In Fairhill
  irhill
  irhill
  irhill    
   
  The following rumors can be added to the main rumor 
  table provided in The Crucible of Freya (on page 11). 
  Resourceful DMs may add some of these rumors in 
  Fairhill prior to running the adventure contained in 
  Crucible to presage future adventures. The rumors are 
  listed by the DC required for the Gather Information 
  check to learn them. 
   
  DC 8 (General): “I heard merchants talking. They 
  said someone has destroyed the old way station on the 
  Tradeway through Stirge Wood [the local name for the 
  Stoneheart Forest]. The Duke’s men will have to do 
  something about that or the merchants wont be able to 
  get here from Bard’s Gate.” 
   
  DC 8 (General): Heard from merchants: “The road 
  from Bard’s Gate to Reme is getting downright dan-
  gerous. I’ve heard tales of orc attacks. And someone 
  has burnt down the old way station in the Stoneheart 
  Forest [also known as Stirge Wood]. Now you have to 
  be mad to travel that road at night.” 
   
  DC 8 (General): “Stirge Wood [the local name for the 
  Stoneheart Forest]! Hah! You wouldn’t catch me dead 
  in that place. And dead is what you’ll be if you go 
  there. Full of spiders and stirges, it is! Nasty!” 
   
  DC 8 (General): “Adventurers! Hah! Probably end up 
  like that lot that went into Stirge Wood a while back 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 4 
  looking for spider treasure. Haven’t heard from 
  them since. Good riddance, I say. The wizard that 
  was with them was an arrogant fool!”  
   
  DC 8 (General): “Have you seen that new group of 
  adventurers headed by that ranger, Nathiel? He sure 
  is handsome! What heroes they seem to be!” 
   
  DC 10 (General): “Looks like a hard winter. They 
  say winter wolves have been seen in the northern 
  hills between the two rivers.” 
   
  DC 10 (General): Heard from merchants: “We 
  were beset by a group of gnolls in Stirge Wood [the 
  local name for the Stoneheart Forest]. Seems 
  they’ve taken up residence in the burnt way station. 
  We left with our lives but not our purses. And they 
  took three of our horses!” 
   
  DC 10 (General): “The Monastery of the Standing 
  stone is run by the Master of the Yellow Robe, a 
  fierce warrior!” 
   
  DC 12 (General): “There is a grove of druids to the 
  northwest. I hear they are led by a group of evil 
  shapshifters. They are strange and they worship the 
  moon.” 
  DC 12 (General): “I heard that the folks in 
  Crimmor are having more trouble with stirges. 
  Of course, they live so close to that evil forest no 
  one should be surprised.” 
   
  DC 12 (General): “That monk, Hord, was re-
  cently in town from the monastery getting sup-
  plies. A stirge flew nearby and in the blink of an 
  eye Hord strung his shortbow and shot the beast 
  at over 100 yards! It was quite a shot!” 
   
  DC 14: “The druids of the grove? I hear they are 
  led by a high priestess named Illarda.” 
   
  DC 16: “Ratmen? I hear they live in the eastern 
  portion of the same forest where that old wizard 
  built his keep.” 
   
  DC 18: “I wouldn’t cross Shandril. They say that 
  when she first came to Fairhill she drove out an 
  old witch who tried to kill her. They say Shandril 
  blinded her. Some say she still lives in the forest 
  near to Eralion’s keep.” 
   
  DC 18: “Master Kala is the leader of the monks 
  at the monastery. She is very wise. Her yellow 
  robe is magical!” 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 5 
  DC 18 (General): “They say that the stirges that have 
  been attacking Crimmor are bred from a giant stirge as 
  big as a dragon.” 
   
  DC 20: “Illarda, the high priestess of the druids to the 
  north, is a werewolf.” 
   
  DC 20: “I heard that some years ago a group of Rang-
  ers tracked some ratmen back to their lair below an 
  evil tree. But they couldn’t defeat the tree so they were 
  never able to eradicate those evil menaces.” 
   
  DC 22: “I heard tell that long ago Eralion was in love 
  with both Shandril and some witch and Shandril 
  cursed the both of them! They say the old witch still 
  lives in a cave near his keep and mourns for her lost 
  love.” 
   
  Part 3: Ar
  Part 3: Ar
  Part 3: Ar
  Part 3: Areas of Adventure
  eas of Adventure
  eas of Adventure
  eas of Adventure    
   
  Presented below are a set of locations each marked on 
  the included version of the Wilderness Map, which is 
  simply an expanded version of the Wilderness Map 
  from the module. Like the areas in the module itself, 
  these areas can be used for additional adventuring 
  around Fairhill. Some of these areas are mentioned in 
  the “Adventure Ideas” contained in Part 4 below. 
   
  The following areas are in addition to areas A-D de-
  tailed in The Crucible of Freya. They are not detailed 
  as full encounters, allowing you to tailor them to your 
  specific campaign objectives. Use them as ideas for 
  further adventure. 
   
  E. The Old Crone (EL 5)
  E. The Old Crone (EL 5)
  E. The Old Crone (EL 5)
  E. The Old Crone (EL 5)    
   
  This location is the cave home of Gethrame the Crone. 
  The cave entrance is well hidden behind bushes and 
  brambles, set into a hillside. The cave itself is small, 
  containing two linked chambers. The first holds 
  Gethrame’s magic bowl and a low table and various 
  other creature comforts, including a small fire pit. The 
  rear chamber contains her bed area. 
   
  Gethrame was long ago the lover of Eralion. Shandril 
  banished her from Fairhill many years ago and cursed 
  her with blindness for using her magic bowl to scry on 
  the holy rituals of Freya. Blind, Gethrame fled into the 
  wilderness. Eralion found his love in a cave and she 
  beseeched him to help her to see again. He did so, cre-
  ating a magical staff of lesser arcane eye that allowed 
  her sight. Creating the staff, however, required as a 
  material component the eyes of a ratman shaman. 
  Gethrame used the staff to continue to scry with her 
  bowl from her cave. She saw Eralion’s future and 
  warned him of the dark fate that would eventually be-
  fall him. He ignored her warnings. Eventually, Eralion 
  abandoned Gethrame. Heart broken, she has lived 
  alone in her cave for many years. Unbeknownst to her, 
  a ranger named Herl, who secretly loves her, has kept 
  watch over her all these years. 
   
  Though once beautiful, Gethrame is now a woman of 
  faded beauty and old age with an air of tragedy about 
  her. Recently, her staff that allows her magical sight 
  was stolen by ratmen. Her cave is a shambles from her 
  blind stumbling. She wails loudly, bemoaning her 
  cruel fate. Only the unknown presence of Herl has 
  kept her from harm from passing creatures. 
   
  Gethrame the Crone, Human Female, Ade7: 
  SZ M Humanoid (5 ft., 5 in. tall); HD 7d6+7; hp 36; 
  Init +0; Spd 15 ft. (30 ft. base); AC 10; Atk +0 melee 
  (1d6+1, quarterstaff); SQ blindness; AL CG; SV Fort 
  +3, Ref +3, Will +7; Str 10, Dex 10, Con 12, Int 14, 
  Wis 14, Cha 12. 
  Skills: Appraise +4, Heal +8, Hide +4, Intuit di-
  rection +4, Knowledge (arcana) +10, Listen +2, Move 
  Silently +1, Scry +11, Spot +2, Wilderness Lore +8. 
  Feats: Empower spell, Enlarge spell, Heighten spell, 
  Skill Focus (Scry). 
  SQ—Blindness (Ex): Gethrame cannot see at all 
  without her staff. Everything has full concealment 
  against her. She has a 50% miss chance and loses her 
  Dex bonus to AC. Attackers gain a +2 against her. She 
  cannot make Spot skill checks and Search checks are 
  at –5. Outside her cave her move is 5 ft., though inside 
  the cave it is 15 ft. due to her familiarity with her sur-
  roundings. She suffers a –4 to Str and Dex based skill 
  checks (including combat). 
  Languages Spoken: Abyssal, Auran, Common, 
  Sylvan. 
  Adept Spells (3/4/3): 0 level—detect magic, ghost 
  sound, mending; 1st level—cause fear, command, ob-
  scuring mist, sleep; 2nd level—animal trance, darkness, 
  invisibility. 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 6 
  Possessions: magical bowl of scrying, allowing 
  the user to cast the scrying spell once per day; staff of 
  lesser arcane eye, which allows the holder of the staff 
  to have an arcane eye (as per the spell) in effect at 
  will, though the eye is permanently mounted to the end 
  of the staff and cannot move around. 
   
   
  F. The Twisted Tree and the Ratmen 
  F. The Twisted Tree and the Ratmen 
  F. The Twisted Tree and the Ratmen 
  F. The Twisted Tree and the Ratmen 
  Wa
  Wa
  Wa
  Warrrrren (EL 8)
  ren (EL 8)
  ren (EL 8)
  ren (EL 8)    
   
  A coven of ratmen live at this location beneath a 
  twisted and evil tree. The entrance to their warren is 
  through the hollowed trunk of the tree itself, which 
  leads down a set of stairs carved into the roots of the 
  tree into a series of caves. Locating the entrance to the 
  ratmen warren will prove difficult, though it can be 
  located with a successful Track check (Wilderness 
  Lore DC 25) or, if the PCs look specifically for the 
  entrance, with a successful Search check (DC 25). 
  Most likely, the PCs locate the entrance to the ratman 
  lair by running afoul of its evil guardian: the twisted 
  tree. 
   
   
  “Twisted Tree”: CR 3; SZ L Plant; HD 6d8+24; 
  hp 48; Init 1- (Dex); Spd 0 ft.; AC 16 (-1 size, -1 Dex, 
  +8 natural); Atk +5 melee (1d8+5 [x2], slam); Face/
  Reach 20 ft. x 20 ft./20 ft.; SQ plant, fire vulnerability, 
  half damage from piercing; AL NE; SV Fort +7, Ref 
  +0, Will +3; Str 18, Dex 8, Con 18, Int 10, Wis 12, 
  Cha 10. 
  Skills: Intimidate +5, Listen +5, Spot +8, Wilder-
  ness Lore +6. Feats: Power Attack, Sunder. 
  Description: the “twisted tree” was once a treant 
  sapling. It was warped and twisted by the evil power 
  of the ratmen shamen and their dark goddess. It now 
  serves as the guardian of their warren. It has knotted 
  and twisted bark and branches and its leaves are a 
  deep sickly green. It appears to be afflicted with some 
  type of wood rot. 
   
  Tactics: the twisted tree attacks any that attempt to 
  enter the hole in its trunk leading to the warrens of the 
  ratmen. Any person passing through the opening in the 
  trunk draws an attack of opportunity from one of the 
  limbs of the evil tree. It uses its lengthy reach to attack 
  any passers-by. 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 7 
  Ratmen Warren: Once past the tree, the underground 
  lair is filled with the tree’s twisted roots, which hang 
  down from the ceiling, sometimes forming pillar-like 
  root columns. Any of the red witch ratmen can ma-
  nipulate the dangling roots of the tree once per day as 
  per an entangle spell affecting all non-ratmen. 
   
  There are several cave rooms to the underground lair. 
  A total of 14 ratmen, 4 red witch ratmen and Gla-
  athaa, the red witch shaman leader, live in the 
  caves. There is a 25% chance that 1d8 ratmen are 
  away from the nest at any time, accompanied by 1d2 
  ratmen sorcerers. There is always a guard stationed at 
  each of the two points marked on the map of the war-
  rens. Each room marked “Nest” is the lair of 3 ratmen. 
  In each nest can be found 2d8 gp and 2d20 sp. Each 
  room marked “Witches’ Nest” is the lair of 2 red witch 
  ratmen. In each of their nests can be found 2d20 gp 
  and 2d100 sp. The room marked “Glaathaa’s Nest” is 
  her personal lair. Her nest is much larger and is not 
  made of the normal straw and cloth. Her nest is made 
  of shreds of fine cloth, portions of tapestries, bones, 
  animal hides and a blanket of animal and humanoid 
  hair. In a small locked chest in her lair (1 in. thick; 
  Hardness 5; hp 1; Break DC 17; Open Lock DC 20) 
  can be found a wand of ghoul touch (12 charges), a 
  potion of swimming, a potion of cure moderate 
  wounds, a golden yellow topaz worth 500 gp and 3 
  vials of unholy water. It also contains an ivory scroll 
  case that holds a non-magical scroll written in Slith-
  eren detailing all the spells they know, including the 
  spells from Relics and Rituals as detailed below, re-
  quiring read magic and comprehend languages to 
  read. 
   
  These particular ratmen are the descendents of the 
  tribe nearly eradicated by Eralion when he killed their 
  shaman leader and used her eyes to create Gethrame’s 
  staff of limited arcane eye. They have, by commune 
  with their evil goddess, recently learned the location of 
  Gethrame’s cave and stolen her staff. Glaathaa cur-
  rently possesses the staff. 
   
  Ratmen (14): CR 1/2; SZ M Humanoid (5 ft. 
  tall); HD 1d8+3; hp 7; Init +2; Spd 30 ft., climb 15 ft.; 
  AC 16 (15 if not using shield); Atk +1 melee (1d3, 
  bite) and –1 melee (1d4 [x2], claws), or +1 melee 
  (scimitar, 1d6, crit 18-20) or +3 ranged (1d6, short-
  bow, crit x3, range 60 ft.); SQ darkvision (60 ft.); AL 
  LE; SV Fort +5, Ref +2, Will +0; Str 10, Dex 15, Con 
  16, Int 10, Wis 10, Cha 8. 
  Skills: Escape Artist +3, Hide +2, Jump +1, Listen 
  +1, Spot +2. Feats: Dodge. 
  Languages: Slitheren. 
  Possessions: Leather armor, small wooden shield, 
  scimitar, shortbow, 20 arrows, 2d6 sp each. 
   
  Red Witch Ratmen (4): CR 4; SZ M Humanoid 
  (5 ft. tall); HD 4d8+12; hp 28; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 13; Atk +3 melee (1d3, bite) and +1 
  melee (1d4 [x2], claws) or +3 melee (1d4, dagger); 
  SQ darkvision (60 ft.); AL LE; SV Fort +5, Ref +3, 
  Will +5; Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 
  8. 
  Skills: Concentration +4, Escape Artist +4, Hide 
  +2, Jump +1, Listen +1, Scry +2, Spellcraft +5, Spot 
  +2. Feats: Spell Focus (Illusion), Spell Focus 
  (Necromancy). 
  SA—Spells (Su): These female ratmen cast spells 
  as a wizard of level equal to their hit dice. All of these 
  particular ratmen specialize in Necromantic magic, 
  and thus gain an additional spell from the necromancy 
  school per level. That additional spell is marked with 
  an asterisk in the spell list below. Their school of op-
  position is Enchantment. They prefer spells of necro-
  mancy and illusion. 
  Arcane Spells Memorized (4+1/4+1/3+1): 0—
  dancing lights, disrupt undead*, distort shadow, ghost 
  sound, ray of frost; 1st—acid spittle, cause fear, cha-
  meleon skin, chill touch*, mage armor; 2nd—blur, 
  ghoul touch*, phantom howl, web. 
  Languages: Common, Slitheren. 
  Possessions: Robes, small dagger, 2d8 gp each. 
   
  Glaathaa, Red Witch Ratman Shaman: CR 6; 
  SZ M Humanoid (4 ft. 6 in. tall); HD 6d8+18; hp 42; 
  Init +2; Spd 30 ft., climb 15 ft.; AC 13; Atk +4 melee 
  (1d3, bite) and +2 melee (1d4 [x2], claws) or +4 me-
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 8 
  lee (1d4, dagger); SQ darkvision (60 ft.); AL LE; SV 
  Fort +5, Ref +3, Will +6; Str 10, Dex 15, Con 16, Int 
  15, Wis 12, Cha 8. 
  Skills: Concentration +6, Escape Artist +6, Hide 
  +2, Jump +1, Listen +1, Scry +4, Spellcraft +6, Spot 
  +2. Feats: Dodge, Spell Focus (Illusion), Spell Focus 
  (Necromancy). 
  SA—Spells (Su): As other red witch ratmen, Gla-
  athaa casts spells as a wizard of level equal to her hit 
  dice. Glaathaa specializes in Illusion magic, and thus 
  gain an additional spell from the illusion school per 
  level. That additional spell is marked with an asterisk 
  in the spell list below. Her school of opposition is En-
  chantment. She prefers spells of necromancy and illu-
  sion. 
  Arcane Spells Memorized (4+1/4+1/4+1/2+1): 
  0—dancing lights, distort shadow, ghost sound*, pres-
  tidigitation, ray of frost; 1st—arrow charm, acid spit-
  tle, cause fear, chameleon skin*, mage armor; 2nd—
  blur, hypnotic pattern,  invisibility, phantom howl, 
  shadow images*; 3rd—armor of undeath, bloodstorm, 
  major image*. 
  Languages: Common, Slitheren. 
  Possessions: Robes, small dagger, 20 gp, staff of 
  lesser arcane eye, which allows the holder of the staff 
  to have an arcane eye (as per the spell) in effect at 
  will, though the eye is permanently mounted to the end 
  of the staff and cannot move around. Her other treas-
  ure is kept in the chest in her lair. 
   
  Tactics: The guards give a squeek and use their 
  ranged weapons, drawing melee weapons to defend 
  any red witches if they are engaged. The ratmen fight 
  to the death to prevent harm to the red witches. The 
  spellcasters use magic from a distance. The red 
  witches also use their power to call on the roots of the 
  evil tree above as an entangle spell (unless it has been 
  slain). Glaathaa casts armor of undeath early in com-
  bat and uses bloodstorm where appropriate. If pressed, 
  she uses invisibility and flees. She will also parley with 
  the PCs if it is for her gain. She will not, however, 
  willingly relinquish the staff—claiming that it is hers 
  by blood right, since her predecessor died for its crea-
  tion. 
   
  Note: For more details on ratmen and red witch rat-
  men, see the Creature Collection by Sword and Sor-
  cery Studios. These creatures are used here by per-
  mission. Note also that spells in italics are from Relics 
  and Rituals by Sword and Sorcery Studios, and are 
  used pursuant to a limited license contained in that 
  book. If you are not in possession of that volume feel 
  free to substitute appropriate spells. 
   
  G. The Spider Lair (EL 4)
  G. The Spider Lair (EL 4)
  G. The Spider Lair (EL 4)
  G. The Spider Lair (EL 4)    
   
  The PCs could be searching for the missing adventur-
  ers as a result of a rumor heard in Fairhill or they 
  could simply stumble upon this lair as they travel 
  through the Stoneheart Mountain Forest, possibly 
  looking for the source of the stirge menace. 
   
  This location is a nest of 5 medium-sized monstrous 
  spiders. As the PCs arrive, one of the spiders is at-
  tacking a trapped squirrel. What the PCs don’t know is 
  that four others are about to attack them. Allow any-
  one who looks up a Spot check opposed by each spi-
  der’s Hide check to notice the spiders descending on 
  them (don’t forget the spiders get a +8 to hide when 
  descending on their web strands). Anyone who does 
  not look up is automatically caught flat-footed. Note 
  that these spiders are more poisonous than the normal 
  monstrous spider of the same size. Dozens of egg sacs 
  are present in the webbing overhead. 
   
  Medium-Sized Monstrous Spiders (5): CR 1; 
  SZ M Vermin (4 ft. long); HD 2d8+2; hp 11; Init +3; 
  Spd 30, climb 20; AC 14; Atk +4 bite (1d6 plus poi-
  son); SA poison (Fort save DC 12 or 1d6/1d6 Str), 
  web (lower themselves silently or entangle smaller 
  creatures); SQ vermin (immune to mind-influencing 
  effects); AL N; SV Fort +4, Ref +3, Will +0; Str 11, 
  Dex 17, Con 12, Int –, Wis 10, Cha 2. 
  Skills: Climb +12, Hide +10, Spot +7. Feats: 
  Weapon Finesse (bite). 
   
  Tactics: The spiders spread out and attack multiple 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 9 
  opponents (including animals if present). The spiders 
  shoot webs, then bite an opponent until he falls from 
  the poison. They then wrap them in webs. Any oppo-
  nents webbed are left alone until all opponents are 
  subdued. Medium sized opponents webbed can make a 
  Strength check (DC 13) to escape, as they are too big 
  to be effectively webbed.  
   
  Treasure: Spun into the webs are the corpses of a 
  group of adventurers. Three recently slain bodies, 
  drained of all fluids, reside in the webs. One was a 
  fighter. She still wears her chainmail and has a dagger 
  on her belt. All other equipment is lost in the woods, 
  and cannot be located. The second body was rogue, 
  who still clutches his masterwork shortsword in his 
  left hand. In a pouch on his belt are a set of master-
  work thieves’ tools, 4 gems worth 10 gp each, and 22 
  sp. He wears leather armor. The final body was a wiz-
  ard. He wears only his robe. Tucked inside his robe is 
  a leather scroll case containing a scroll of 3 arcane 
  spells (caster level 5, charm person, shield, mirror 
  image). His pouch is still on his belt and contains 22 
  gp, a 100 gp pearl and a vial of holy water. If the webs 
  are burned, there is a 40% chance that the scroll is de-
  stroyed and a 25% chance that the masterwork 
  thieves’ tools are destroyed. 
   
  H. The Stirge Caverns (EL 8)
  H. The Stirge Caverns (EL 8)
  H. The Stirge Caverns (EL 8)
  H. The Stirge Caverns (EL 8)    
   
  This is the location of a cave complex under a hill in 
  the Stoneheart Mountain Forest, know to the locals as 
  “Stirge Wood.” The complex is filled with stirges, and 
  is the home to Yandarral, a twisted and half-mad elf 
  mage/druid, who resides there with his “pets.” He has 
  crafted a strange rod that allows him to control the 
  stirges. He is not so much evil as fanatical. He hates 
  the development of Fairhill and other local villages 
  (such as Crimmor), seeing them as a blight on the 
  natural landscape. He has lost connection with reality 
  to a degree, and has taken on some of the traits of his 
  charges. He plans to use his stirges to eliminate the 
  villages. He sends “advance parties” of 2d6 stirges to 
  periodically assault the various villages. He plans to 
  send all of his stirges to swarm and attack the occu-
  pants of Crimmor within the coming months. 
   
  Entrance and Caverns: The entrance to the cave 
  complex is difficult to find (Search DC 20) unless it is 
  searched for at dawn or dusk when stirges can be seen 
  coming and going in large numbers. The entrance 
  slops down steeply for some 40 feet and then opens 
  into the entrance cavern. This cavern always contains 
  at least 12 stirges. Numerous passages lead away from 
  this initial chamber, twisting their way to many other 
  rooms, each containing 2d6 stirges. After 1d4+4 of 
  these rooms have been encountered, the PCs reach the 
  chamber of Yandarral. His spartan cave contains a few 
  creature comforts such as a cot, a lantern and a low 
  desk as well as 10 stirges. He also has several orna-
  mental cages in which he keeps his current favorite 
  stirges. In the past, he has used stone shape to craft 
  seats, a cubby-hole set into the far wall where he 
  makes his bed, and other useful pieces of furniture 
  from the stone of his cavern. 
   
  Yandarral, Male Elf, Wiz6/Drd5: CR 11; SZ M 
  Humanoid (5 ft., 1 in. tall); HD 6d4 + 5d8; hp 45; Init 
  +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +4/-1 
  melee (1d6-2, quarterstaff), or +9/+4 ranged (1d4, 
  sling, range 50 ft.); AL CN; SV Fort +6, Ref +6, Will 
  +13; Str 6, Dex 17, Con 10, Int 16, Wis 18, Cha 13.  
  Skills: Alchemy +9, Bluff +2, Concentration +12, 
  Gather information +3, Hide +3, Knowledge (religion) 
  +12, Listen +10, Move silently +3, Open lock +6, Pro-
  fession +14, Scry +11, Search +5, Sense Motive +7, 
  Speak Language +3, Spellcraft +10, Spot +6. Feats: 
  Brew Potion, Craft Rod, Enlarge Spell, Heighten 
  Spell, Quicken Spell, Scribe Scroll. 
  Arcane Spells Memorized (4/4/4/3): 0—dancing 
  lights, daze, light, mage hand; 1st—burning hands, 
  magic missile, shield, silent image; 2nd—blindness/
  deafness, invisibility, melf's acid arrow, web; 3rd—
  fireball, protection from elements, slow.  
  Druid Spells (5/4/3/2): 0 level—cure minor 
  wounds, detect poison, know direction, light, read 
  magic; 1st—animal friendship, calm animal, entangle, 
  pass without trace; 2nd—barkskin, heat metal, speak 
  with animals; 3rd—thorn throw, wall of hornets.  
  Languages: Common, Draconic, Druidic, Elven, 
  Gnoll, Gnome, Goblin, Orc, Sylvan. 
  Possessions: Tattered robe, staff, sling, 20 sling 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 10 
  bullets, rod of stirge control ( see below). 
  Description: Yandarral wears no armor, only a 
  tattered and stirge-dung stained smock over a much-
  neglected robe. He appears absent-minded and slightly 
  mad. He is melancholy and mildly depressed.  
   
  Note: spells in italics are from Relics and Rituals by 
  Sword and Sorcery Studios, and are used pursuant to 
  a limited license contained in that book. If you are not 
  in possession of that volume feel free to substitute ap-
  propriate spells. 
   
  Stirges (60): CR 1/2; SZ T Beast; HD 1d10; hp 
  6; Init +4; Spd 10 ft., Fly 40 ft. (poor); AC 16 (12 if 
  attached); Atk +6 proboscis (1d3, plus attach and 
  blood drain); Face 2 1/2 ft. x 2 1/2 ft.; Reach 0 ft.; SA 
  attach (automatic attach with successful touch attack), 
  blood drain (1d4 Con on subsequent rounds after at-
  tach until 4 Con drained), darkvision (100 ft); AL N; 
  SV Fort +2 Ref +6 Will +1; Str 3, Dex 19, Con 10, Int 
  1, Wis 12, Cha 6. 
  Skills: Spot +8 (acute sense of smell), Hide +14. 
  Feats: Weapon Finesse (touch). 
   
  The Rod of Stirge Control: Created by Yandarral in 
  his madness, the rod may not be duplicated and the 
  process for its creation must be independently discov-
  ered. It originally had a large number of charges, 
  which now have been mostly used. Only 10 remain. 
  All of the stirges in the cave are under its control, as 
  are any stirges bred from those under the control of the 
  wielder of the rod. Any stirges controlled by the 
  wielder of the rod may be controlled as per a dominate 
  animal spell. The rod allows multiple stirges to be 
  controlled by its use, unlike the spell. 
   
  Treasure: In a small chest in his cavern (1 in. thick; 
  Hardness 5; hp 1; Break DC 17; Open Lock DC 20), 
  Yandarral keeps 329 gp, 22 pp,  
   
  I. Winter Wolves (EL 9)
  I. Winter Wolves (EL 9)
  I. Winter Wolves (EL 9)
  I. Winter Wolves (EL 9)    
   
  This location is the lair of a den of winter wolves. The 
  den consists of 3 large male and 5 large female win-
  ter wolves, as well as the alpha-male leader of the 
  pack. There are also 5 smaller female winter wolves 
  that ordinarily will not fight unless the 8 cubs are 
  threatened. During colder winters, the wolves range 
  down from their lair. The lair can be found easily with 
  a successful Tracking check (DC 12). 
   
  Winter Wolves (13): CR 5; SZ L Magical Beast 
  [cold] (8 ft. long, 4 1/2 ft. tall); HD 6d10+18; hp 65 
  [x3], 58 [x5], 38 [x5]; Init +5; Spd 50 ft.; AC 15; Atk 
  +9 bite (1d8+6), Face: 5 ft. x 10 ft.; SA breath weapon 
  (15 ft. cone, 4d6 cold damage, Ref DC 16 for half), 
  trip (successful bite allows free trip attack that does 
  not draw attacks of opportunity); SQ cold subtype, 
  scent (60 ft.); AL NE; SV Fort +8, Ref +6, Will +3; 
  Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
  Skills: Hide +6, Listen +9, Move Silently +7, Spot 
  +9, Wilderness Lore +1. Winter wolves receive a +1 
  racial modifier to Listen, Move Silently and Spot 
  checks. They also receive a +2 racial bonus to Hide 
  checks. In areas of snow and ice their natural colora-
  tion gives them a +7 to Hide checks. They also have a 
  +4 racial bonus to Wilderness Lore when tracking by 
  scent. Feats: Alertness, Improved Initiative. 
  Languages: Giant, Common. 
   
  Alpha-Male Winter Wolf: CR 7; SZ L Magical 
  Beast [cold] (9 ft. long, 6 ft. tall); HD 9d10+27; hp 90; 
  Init +5; Spd 50 ft.; AC 17; Atk +12 bite (1d8+7), 
  Face/Reach: 5 ft. x 10 ft./5 ft.; SA breath weapon (20 
  ft. cone, 6d6 cold damage, Ref DC 18 for half), trip 
  (successful bite allows free trip attack that does not 
  draw attacks of opportunity); SQ cold subtype, scent 
  (60 ft.); AL NE; SV Fort +11, Ref +8, Will +6; Str 20, 
  Dex 13, Con 18, Int 11, Wis 14, Cha 10. 
  Skills: Hide +4, Listen +12, Move Silently +8, 
  Spot +12, Wilderness Lore +6. Winter wolves receive 
  a +1 racial modifier to Listen, Move Silently and Spot 
  checks. They also receive a +2 racial bonus to Hide 
  checks. In areas of snow and ice their natural colora-
  tion gives them a +7 to Hide checks. They also have a 
  +4 racial bonus to Wilderness Lore when tracking by 
  scent.  Feats: Alertness, Improved Initiative, Weapon 
  Focus (bite). 
  Languages: Giant, Common, Auran. 
   
  Lair: Their lair consists of three ice-caves. The three 
  large males and several of the large females occupy 
  the front cavern. The other females and the young oc-
  cupy the second cavern and the alpha-male has the 
  rear cavern. Carcasses of other animals can be found 
  outside the lair, and some furs line the alpha-male’s 
  chamber as well as the pups’ den. 
   
  Treasure: The main treasure is probably the animal 
  pelts of the wolves themselves, each being worth from 
  500 to 1000 gp. In the lair of the alpha-male is a col-
  lection of 1580 gp and 3668 sp. 
   
  J. The Grove of the Moon
  J. The Grove of the Moon
  J. The Grove of the Moon
  J. The Grove of the Moon    
   
  This grove is the meeting place of a coven of druids. 
  The grove appears at first glance to be nothing more 
  than a simple clearing. But further observation shows 
  that the plants have arranged themselves in particular 
  position: the thorny briar bushes provide a defensive 
  ring, the trees immediately surrounding the grove have 
  shaped their branches into convenient arches above 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 11 
  Deity: 
  Deity: 
  Deity: 
  Deity:     Narrah, Goddess of the Moon
  Narrah, Goddess of the Moon
  Narrah, Goddess of the Moon
  Narrah, Goddess of the Moon    
  Alignment:          Neutral 
  Domains:             Animal, Water, Air, Plant, Water 
  Worshipers:        Druids 
  Weapon:             Sickle, curved knives and kukri 
  Symbol:               A shimmering silver quarter moon   
                               in a deep blue/black circle 
  the grove as well as into seats and ledges where small 
  items can be placed. In the center of the grove is the 
  stump of an ancient tree. Its base is carved with Sylvan 
  and Druidic runes and its top has been carved into a 
  basin, which, when filled with pure rain water, can be 
  used as a scrying device by the Druids (see below). 
  The grove is considered hallowed ground and is used 
  for various rituals. 
   
  The druids of the grove are a loose band. Each druid 
  lives in their own separate lair, not detailed here. They 
  serve nature and the balance and are dedicated to har-
  mony. There is no strict requirements for membership, 
  other than alignment, and their number fluctuates as 
  various druids come and go serving their own visions 
  of the balance. The group finds the perfect blend of 
  organized worship and individual action. They em-
  brace newcomers who are like-minded and will not 
  hesitate to use their powers if they can be convinced 
  that nature and the balance will be benefited by doing 
  so. 
   
  The druids are led by Illarda, the Priestess of the 
  Moon. This particular sect of druids worships Nar-
  rah, a female incarnation of the moon, as their god-
  dess of Nature. For this reason, they follow the natural 
  movement of the moon closely and many important 
  rituals revolve around the rising and setting of the 
  moon as well as its phases. The trees surrounding the 
  grove open at night to allow moonlight into the grove. 
  When the moon’s reflection is captured in the basin of 
  rain water collected in the tree stump it is used as a 
  scrying device. Ripples in the waters of the basin cap-
  turing the moon’s image are interpreted as per an 
  augury spell. With their connection to the moon, the 
  grove is protected by a group of 5 good-aligned 
  worgs. The druids of the grove prefer who have the 
  ability prefer wolf form for their wild shape. 
   
  The druids will also help train and teach PCs. The dru-
  ids detailed below are the permanent members of this 
  group of druids and none of them will join the party as 
  a PC, though they may be convinced to assist the party 
  as NPCs. The druids detailed below will also be joined 
  by 1d10 additional druids (Drd1-Drd4). These addi-
  tional “non-permanent” members may join the party as 
  PCs. 
   
  The permanent members of the grove include the dru-
  ids listed below. The DM can detail equipment and 
  spells as appropriate.  
   
  Illarda, Priestess of the Moon, Female Elf, 
  Drd8: CR 8; SZ M (5 ft., 0 in. tall); HD 8d8; hp 31; 
  Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +4 ar-
  mor, +1 shield); Atk +10/+5 melee (1d8+4, illuminat-
  ing +1 shortspear, crit x3, range 20 ft.), or +9/+4 
  ranged (shortspear), or +8/+3 ranged (1d4, sling, 
  range 50 ft.); AL N; SV Fort +6, Ref +4, Will +8; Str 
  17, Dex 14, Con 10, Int 9, Wis 14, Cha 11. 
  Skills: Animal Empathy +8, Concentration +4, 
  Craft +6, Handle Animal +2, Hide +2, Knowledge 
  (Nature) +10, Listen +4, Move Silently +2, Scry +8, 
  Search +1, Spot +4, Swim +8. Feats: Skill Focus 
  (Scry), Leadership, Toughness. 
  Druid Spells: 6/5/4/3/2. 
  Languages: Common, Druidic, Elven, Aquan. 
  Possessions: Illuminating +1 short spear, buck-
  ler, sling with 40 bullets, +1 hide armor, eyes of the 
  eagle, 3 potions of cure serious wounds, 2 potions of 
  delay poison, scroll of 3 divine spells (caster level 7, 
  cure critical wounds [x2], dispel magic). 
   
  Kerik, Male Human, Drd6: SZ M (5 ft., 4 in. 
  tall); HD 6d8-6; hp 21; Init +1 (+1 Dex); Spd 30 ft.; 
  AC 11 (+1 Dex); Atk +4 melee, or +5 ranged; AL N; 
  SV Fort +4, Ref +3, Will +7; Str 11, Dex 13, Con 8, 
  Int 11, Wis 14, Cha 18. 
  Skills: Animal Empathy +12, Concentration +2, 
  Handle Animal +13, Hide +1, Intimidate +6, Intuit 
  Direction +6, Listen +4, Move Silently +1, Scry +9, 
  Spot +5, Swim +6. Feats: Alertness, Empower Spell, 
  Spell Penetration, Track. 
  Druid Spells: 5/4/4/2. 
  Languages: Common, Druidic. 
   
  Valanthe, Female Elf, Drd3: SZ M (5 ft., 0 in. 
  tall); HD 3d8; hp 18; Init +3 (+3 Dex); Spd 30 ft.; AC 
  13 (+3 Dex); Atk +4 melee, or +5 ranged; AL N; SV 
  Fort +3, Ref +4, Will +5; Str 15, Dex 17, Con 10, Int 
  13, Wis 15, Cha 13. 
  Skills: Animal Empathy +7, Craft +5, Heal +7, 
  Hide +3, Listen +4, Move Silently +3, Profession +7, 
  Search +3, Spot +4, Swim +8, Wilderness Lore +6. 
  Feats: Brew Potion, Run. 
  Druid Spells: 4/3/2. 
  Languages: Common, Druidic, Elven, Sylvan. 
   
  Sordria, Female Gnome, Drd2: SZ S (3 ft., 5 in. 
  tall); HD 2d8+2; hp 18; Init +5 (+1 Dex, +4 Improved 
  initiative); Spd 20 ft.; AC 12 (+1 Dex, +1 Size); Atk 
  +1 melee, or +3 ranged; SV Fort +4, Ref +1, Will +4; 
  AL N; Str 9, Dex 13, Con 12, Int 12, Wis 13, Cha 11. 
  Skills: Alchemy +4, Climb +1, Gather Informa-
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 12 
  tion +2, Hide +5, Listen +3, Move Silently +1, Profes-
  sion +2, Scry +6, Spellcraft +6, Spot +1, Use Rope 
  +3. Feats: Improved Initiative. 
  Druid Spells: 4/3. 
  Languages: Common, Druidic, Elven, Gnome. 
   
  Fargol, Male Half-orc, Drd2: SZ M (6 ft., 0 in. 
  tall); HD 2d8-2; hp 11; Init +2 (+2 Dex); Spd 30 ft.; 
  AC 12 (+2 Dex); Atk +0 melee, or +3 ranged; AL N; 
  SV Fort +1, Ref +2, Will +6; Str 8, Dex 14, Con 8, Int 
  8, Wis 16, Cha 4. 
  Skills: Hide +2, Innuendo +4, Listen +3, Move 
  Silently +2, Spot +5, Tumble +4, Wilderness Lore +8. 
  Feats: Track. 
  Druid Spells: 4/3. 
  Languages: Common, Druidic, Orc. 
   
  Good-Aligned Guardian Worgs (5): CR 2; SZ 
  M Magical Beast; HD 4d10+8; hp 30; Init +2; Spd 50 
  ft.; AC 14; Atk + 7 melee (1d6+4, bite); SA trip; SQ 
  scent; AL NG; SV Fort +6, Ref +6, Will +3; Str 17, 
  Dex 15, Con 15, Int 6, Wis 14, Cha 10. 
  Skills: Hide +7, Listen +9, Move Silently +7, Spot 
  +9, Wilderness Lore +2. Worgs receive a +1 racial 
  bonus to Listen, Move Silently and Spot checks and a 
  +2 racial bonus to Hide checks. They also receive a +4 
  racial bonus to Wilderness Lore checks when tracking 
  by scent. Feats: Alertness. 
   
  K. The Monastery of the Standing Stone
  K. The Monastery of the Standing Stone
  K. The Monastery of the Standing Stone
  K. The Monastery of the Standing Stone    
   
  The Monastery of the Standing Stone was founded 
  long ago around a large stone in a grove of trees by a 
  group of monks who found serenity in the alignment 
  of the stone in relation to the trees and the surrounding 
  mountains. A small, simple garden has since been 
  planted around the stone. It is a place of meditation. 
  Master Kala of the Yellow Robe is the leader of the 
  monastery and she carries on the traditions of those 
  masters who have gone before her. The monastery cur-
  rently consists of several low buildings of wood and 
  stone (a mix of the surrounding mountains and forest) 
  in a rough circle surrounding the garden and the stand-
  ing stone. Trees have grown up within the compound 
  and mix harmoniously with it. The whole place pos-
  sesses an aesthetic beauty. One of the largest buildings 
  is the dirt-floored dojo where the monks practice the 
  mental and physical rigors of their discipline. Simi-
  larly, hidden in a set of nearby caves, are the graves of 
  the honored ancestors and prior members of the mon-
  astery. Much reverence is given to the honored dead. 
  The only persons at the monastery are the monks and 
  any visitors. All monastery duties are shared by the 
  brother monks, including cooking, cleaning and tend-
  ing the garden and grounds. There is an intricate and 
  detailed list of rotating duties that each of the monks 
  must perform. 
   
  The monks of the monastery are a bit distant, due to 
  their penchant for meditation, though they are not an 
  unfriendly lot. They are receptive to visitors, making 
  available to them all the simple creature comforts the 
  monastery provides and treating them as guests of 
  honor. Requests for instruction are honored (see the 
  optional rule, below). Kala, the master of the yellow 
  robe, greets all visitors without pleasure but with 
  honor. Kala believes and teaches the suppression of 
  emotion, as have all the masters of the monastery be-
  fore her. She teaches that honor and duty and the ful-
  fillment of those principles, are the ultimate expres-
  sion of a living creature. One is measured by his or her 
  faithful fulfillment of these principles, not the outcome 
  of his or her actions. Kala has assigned Hord, a young 
  monk, to oversee all visitors. PCs visiting the monas-
  tery will have most of their interactions with him. He 
  sees to all their needs. He carries his masterwork com-
  posite shortbow with him at all times. 
   
  Master Kala of the Yellow Robe, Female Hu-
  man, Mnk7: CR 7; SZ M (5 ft., 1 in. tall); HD 7d8+7; 
  hp 45; Init +2 (+2 Dex); Spd 50 ft.; AC 18 (+2 Dex, 
  +3 Wis, +1 Monk, +2 robe, AC 19 when using three-
  section-staff); Atk +7/+7/+2 melee (1d6+4, +2 keen 
  kamas, crit 19-20), or +5/+5/+0 melee (1d8+2, three-
  section-staff, crit x3), or +7/+4 unarmed (1d8+2, fist), 
  or +7 ranged; AL LN; SV Fort +6, Ref +7, Will +8; 
  Str 15, Dex 15, Con 12, Int 13, Wis 17, Cha 17. 
  Skills: Climb +5, Concentration +8, Craft +11, 
  Escape Artist +12, Hide +2, Jump +8, Knowledge 
  (arcana) +8, Listen +2, Move Silently +11, Spot +2, 
  Swim +10. Feats: Ambidexterity, Deflect Arrows, Ex-
  otic Weapon Proficiency (three-section-staff), Im-
  proved Trip, Two-Weapon Fighting, Weapon Finesse 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 13 
  (kama), Skill Focus (Craft). 
  Languages: Aquan, Common, Terran. 
  Possessions: +2 robe of blinding, 2 keen kamas, a 
  staff of striking and 2 +1 daggers. 
  Description: Known as the master of the yellow 
  robe, Kala is a short, thin woman of indeterminate age 
  and few words. She wears a thin, flexible robe of yel-
  low silk, bright as the sun, tied off with a white sash. 
  The robe is emblazoned on the front left breast and the 
  back with a stylized representation of a stone and a 
  tree. It is obviously of finest craftsmanship. Kala is a 
  master at working with silk and she crafted the robe 
  before it was enchanted. Kala is also one of the few 
  monks expert at using the three-section-staff in com-
  bat—an exotic two-handed martial arts weapon made 
  of three lengths of wooden staff joined by chain links. 
  The weapon has great defensive capabilities and pro-
  vides a +1 AC bonus. 
   
  The other members of the monastery are detailed 
  below. Each is proficient with and has access to all 
  normal, martial and monk weapons, so specific weap-
  ons are not detailed (except for Hord’s shortbow). 
  None possess any magic items. None will leave the 
  monastery to join the party as PCs, though some may 
  be convinced to accompany the party as an NPC for a 
  brief time, with Kala’s permission. 
   
  Vrax, Female Human, Mnk5: SZ M (5 ft., 4 in. 
  tall); HD 5d8-5; hp 19; Init +2 (+2 Dex); Spd 40 ft.; 
  AC 17 (+2 Dex, +4 Wis, +1 Mnk); Atk +2 melee, or 
  +2 unarmed, or +5 ranged; AL LN; SV Fort +3, Ref 
  +6, Will +8; Str 8, Dex 14, Con 8, Int 13, Wis 19, Cha 
  16. 
  Skills: Balance +5, Concentration +5, Craft +7, 
  Hide +10, Knowledge (nature) +5, Listen +4, Move 
  Silently +10, Perform +10, Spot +4, Tumble +5. 
  Feats: Blind-fight, Deflect Arrows, Dodge, Two-
  Weapon Fighting. 
  Languages: Common, Orc. 
   
  Quaanor, Male half-elf, Mnk5: CR 5; SZ M (5 
  ft., 3 in. tall); HD 5d8-10; hp 18; Init +2 (+2 Dex); 
  Spd 40 ft.; AC 15 (+2 Dex, +2 Wis, +1 Mnk); Atk +4 
  melee, or +4 unarmed, or +5 ranged; AL LN; SV Fort 
  +2, Ref +6, Will +6; Str 13, Dex 15, Con 7, Int 12, 
  Wis 15, Cha 9. 
  Skills: Alchemy +2, Disguise +1, Escape artist +8, 
  Hide +2, Jump +3, Knowledge +2, Listen +10, Move 
  silently +10, Search +2, Spot +3, Tumble +10, Wil-
  derness lore +2.5. Feats: Blind-fight, Deflect Arrows, 
  Dodge. 
  Languages: Common, Elven, Goblin. 
   
  Jay-laria, Female Human, Mnk3: CR 3; SZ M 
  (5 ft., 4 in. tall); HD 3d8-3; hp 13; Init +2 (+2 Dex); 
  Spd 40 ft.; AC 15 (+2 Dex, +3 Wis); Atk +2 melee, or 
  +2 unarmed, or +4 ranged; AL LN; SV Fort +2, Ref 
  +5, Will +6; Str 11, Dex 15, Con 8, Int 14, Wis 17, 
  Cha 9. 
  Skills: Balance +4, Bluff +2, Escape artist +7, 
  Gather information +1, Hide +2, Intimidate +0, Jump 
  +6, Listen +8, Move silently +8, Sense motive +6, 
  Spot +3. Feats: Blind-fight, Combat reflexes, Deflect 
  arrows, Expertise. 
  Languages: Common, Elven, Sylvan. 
   
  Hord, Male Human, Mnk2: CR 2; SZ M (5 ft., 
  9 in. tall); HD 2d8-8; hp 5; Init +2 (+2 Dex); Spd 30 
  ft.; AC 15 (+2 Dex, +3 Wis); Atk +1 melee, or +1 un-
  armed, or +3 ranged (1d6, masterwork composite 
  shortbow, crit 19-20, range 70 ft.; SV Fort -1, Ref +7, 
  Will +6; AL LN; Str 11, Dex 15, Con 3, Int 11, Wis 
  16, Cha 15. 
  Skills: Balance +4, Concentration +0, Craft +2, 
  Diplomacy +7, Escape artist +5, Hide +2, Knowledge 
  (arcana) +5, Listen +5, Move silently +2, Perform +7, 
  Spot +5. Feats: Alertness, Deflect arrows, Lightning 
  reflexes. 
  Languages: Common. 
  Possessions: Robes, masterwork composite short-
  bow, 40 yellow-fletched arrows. 
   
  The following initiates are also at the monastery. Any 
  of these NPCs could be convinced to join with the PCs 
  if of the proper alignment.  
   
  Ogmund, Male Human, Mnk1: CR 1; SZ M (6 
  ft., 0 in. tall); HD 1d8+1; hp 12; Init +1 (+1 Dex); Spd 
  30 ft.; AC 12 (+1 Dex, +1 Wis); Atk -2 melee, or -2 
  unarmed, or +1 ranged; SV Fort +3, Ref +3, Will +3; 
  AL LN; Str 6, Dex 12, Con 12, Int 12, Wis 13, Cha 9. 
  Skills: Craft +5, Escape artist +5, Hide +5, Listen 
  +1, Move silently +1, Perform +1, Ride +3, Spot +1, 
  Use rope +2, Wilderness lore +3. Feats: Blind-fight, 
  Toughness. 
  Languages: Common, Draconic. 
   
  Raisa, Female Half-elf, Mnk1: CR 1; SZ M (5 
  ft., 5 in. tall); HD 1d8; hp 8; Init +2 (+2 Dex); Spd 30 
  ft.; AC 15 (+2 Dex, +3 Wis); Atk -1 melee, or -1 un-
  armed, or +2 ranged; SV Fort +4, Ref +4, Will +5; AL 
  LN; Str 9, Dex 14, Con 10, Int 11, Wis 17, Cha 6. 
  Skills: Balance +4, Gather information +0, Hide 
  +2, Intuit direction +5, Listen +4, Move silently +2, 
  Profession +7, Search +2, Spot +4. Feats: Great Forti-
  tude. 
  Languages: Common, Elven. 
   
  Optional Rule
  Optional Rule
  Optional Rule
  Optional Rule--------Gaining Monk Abilities
  Gaining Monk Abilities
  Gaining Monk Abilities
  Gaining Monk Abilities    
   
  When monks increase in level they gain new special 
  abilities. Using this alternative rule, monks do not im-
  mediately gain new abilities but must instead learn 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 14 
  these new abilities from a monk who already has the 
  ability by proving themselves worthy through combat 
  or some other test. Using this option, when a monk 
  increases in level he must seek out a monk of his new 
  level or higher and convince that monk to teach him 
  the new ability. Because monks must be lawful, their 
  traditions all require a master to teach anyone who 
  requests to learn, though they are free to determine if 
  the person is “worthy” to learn.  
   
  Lawful Good monks may require an errand, study or 
  meditation before the person is considered worthy to 
  receive the requested training. They may also require 
  combat, which they consider a test of mind and body. 
  If combat is required it is always with an appropriate 
  underling (of a level equal to that which the PC has 
  just attained) if the master is higher level than the stu-
  dent. It is most always unarmed, using only subdual 
  damage and never to the death. An exception to the 
  unarmed combat preference is if the PC is seeking to 
  learn to use an exotic weapon, then combat is with that 
  weapon. Lawful Good monks will frequently not use 
  the skill to be learned against the PC in any combat, 
  viewing it as “unfair” to do so. For example, if a PC 
  monk is seeking to learn Improved Trip, a Lawful 
  Good master will designate a 6th level monk to fight 
  the PC, though the monk will not use Improved Trip 
  against the PC. Monks of other alignments will do just 
  the opposite, with Lawful Evil monks using the power 
  against the PC monk with glee. 
   
  Lawful Neutral monks may require an errand or other 
  task. If they require combat, there are no restrictions 
  on the combat. It can be with weapons or without. It is 
  not subdual only, nor is it to the death. It is to victory. 
  One side may concede. Again, most masters will des-
  ignate an appropriate student or underling of a level 
  equal to the PC or one level higher to fight the PC. 
  They do not share the same sense of “fairness” as do 
  their Lawful Good brethren. It may be that there is one 
  monk in the monastery that specializes in a certain 
  skill or feat. The master may designate that the PC 
  must challenge and defeat that monk, even if that par-
  ticular monk is several levels higher than the PC. They 
  will not, however, do so maliciously (though Lawful 
  Evil monks will). 
   
  Lawful Evil monks always require combat, usually to 
  the death against an underling if the monk seeking the 
  knowledge is an outsider or not a member of the mon-
  astery to which the master belongs. The master may 
  require the PC to fight a succession of underlings to 
  prove himself worthy. The master normally appoints 
  students he sees as a threat to him to fight the PC so 
  that if the PC wins, the master has removed a threat. In 
  any event, the master will almost never directly enter 
  combat with the PC seeking knowledge, as the master 
  would not risk the humiliation of the loss. However, it 
  is not uncommon for a Lawful Evil master monk to 
  designate an underling or monk of a level much higher 
  than the PC seeking the knowledge so that it is diffi-
  cult or impossible for the monk seeking knowledge to 
  prove himself worthy. This has the effect of very few 
  non-Lawful Evil monks seeking to learn feats from 
  Lawful Evil monks. However, there are a few special 
  high-level feats that as a result are only known by 
  Lawful Evil monks. They are very protective of this 
  information. The Necromancer Games module Vam-
  pires and Liches contains just such an “impossible” 
  task and combat given by a Lawful Evil sect of monks 
  to a PC monk seeking one of these special high-level 
  combat powers. 
   
  Gaining Abilities from the Monks of the Standing 
  Stone: If a student approaches the master seeking in-
  struction, the student must complete the following 
  tasks before she will teach (or command others to 
  teach) the following powers: 
   
  Gain a level as a monk: Kala gladly accepts new dis-
  ciples into the monastery, though new initiates 
  (persons taking their very first monk level) must dedi-
  cate themselves to their new discipline and to the phi-
  losophies of the monastery. The PC must spend three 
  months in meditation and study, during which he or 
  she is unable to leave the monastery. The PC must also 
  change his alignment to Lawful Neutral, in keeping 
  with the teachings of the monastery. Kala will not ne-
  gotiate on these strictures. They are mandatory. Cur-
  rent monks seeking training are not required to change 
  alignment to gain a level. Though they must spend a 
  month in training. This time is in addition to any time 
  dedicated to learning new feats or abilities.  
   
  To learn new monk feats and abilities, you may have 
  Kala require the following acts to prove “worthiness” 
  to learn the ability. The following are but sample re-
  quirements. The DM should feel free to substitute as 
  he or she sees fit to meet the flavor of his or her game 
  world. 
   
  Learn Deflect Arrows: Kala requires the PC to 
  dodge 10 shots fired by Hord from his shortbow. The 
  dodge check DC is opposed by Hord’s attack roll. The 
  PC can add his or her Dex and Wis modifiers to the 
  roll as well as any modifiers from feats or skills that 
  apply. The PC must successfully dodge all 10 arrows 
  and may only try once per day to succeed at dodging 
  all 10. Once successful, Kala instructs Hord to spend a 
  week teaching the deflect arrows ability. 
   
  Learn Fast Movement: Kala requires the PC to race 
  Jay-laria. The PC must succeed at four opposed 
  checks, modified by Con and Dex. If the PC wins 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 15 
  three of the four checks, he or she wins the race. If the 
  PC wins, Kala instructs Jay-laria to spend a week 
  teaching the PC the fast movement ability. This race 
  can only be attempted once per day. 
   
  Learn Still Mind: Kala believes this discipline is es-
  sential to true understanding for a monk. Kala explains 
  that to understand the mind at rest, one must know the 
  mind in action. She says that combat embodies the 
  mind in action. The PC must spend two days in quiet 
  contemplation and make a successful Wis check (DC 
  12) both days. Once the PC has made two consecutive 
  successful checks, the PC must fight Jay-laria in un-
  armed subdual damage combat. Jay-laria concedes the 
  fight if reduced to 2 hp or less. The PC may fight Jay-
  laria only once per day. Each fight must be preceded 
  by two successful days of meditation. Once the PC has 
  bested Jay-laria, Kala commands Vrax to spend two 
  weeks teaching the PC the still mind ability. 
   
  Learn Slow Fall: The PC must spend at least a week 
  with Quaanor, climbing in the local mountains, medi-
  tating in front of the standing stone and doing rigorous 
  exercises and calisthenics. The PC must make a Wis 
  and Dex check (DC 8) each day. Once the PC makes 
  both checks for seven consecutive days, the PC is con-
  sidered ready to learn and Kala commands Quaanor to 
  teach the ability to the PC. 
   
  Learn Purity of Body: To learn this ability, the PC 
  monk must first best Jay-laria and then Vrax in un-
  armed subdual damage combat on the same day. The 
  PC is not allowed to rest or heal between opponents. 
  This combat may be attempted once per day. Once 
  done, the PC must subject him- or herself to a rigorous 
  ordeal. The PC must successfully meditate for seven 
  consecutive days (each requiring a Wis check DC 10). 
  Then, a fire is lit in a brazier in front of the standing 
  stone and a one-foot long iron bar with strange sym-
  bols worked into each end is placed into the brazier 
  until it is glowing hot. The PC must hold the bar 
  lengthwise between the palms of his hands (not using 
  his fingers), focus his ki, and meditate while raising 
  the bar over his head and holding it there for one hour. 
  The PC suffers 1d6+1 damage. The PC must attempt a 
  Con and Wis check (DC 6 + [damage taken from the 
  bar] for each check). If successful at both, the symbols 
  on the ends of the bar are now permanently tattooed 
  into the palms of his hands and the PC has gained the 
  ability. If he fails at either one, he drops the bar 
  (though his hands are not scarred) and passes out for 
  1d4 days, but can retry after meditating as described 
  above. If he fails both checks, his palms are scarred 
  and he cannot learn the ability until he has had remove 
  curse cast upon him and repeated the process de-
  scribed above.  
   
  Learn Improved Trip: Kala commands the PC to 
  best Jay-laria and then Quaanor in unarmed subdual 
  damage combat on the same day. The PC is not al-
  lowed to rest or heal between opponents. This combat 
  may be attempted once per day. Once done, Kala her-
  self will spend one week teaching this ability to the 
  PC. 
   
  Learn Wholeness of Body: Kala teaches that to cure 
  pain, one must know pain. The PC must successfully 
  meditate for seven consecutive days (Wis check DC 
  10). Then a brazier filled with coals is lit in front of 
  the standing stone. The PC must thrust his hands into 
  the burning coals. The PC suffers 1d6+1 damage. The 
  PC must remain conscious, requiring a Fortitude save 
  (DC 10 + [damage from coals]). The PC then must 
  attempt to learn the power on the spot by force of will 
  (Wis check DC 12), and heal his own wounds. If he 
  stays conscious and summons up the inner power, the 
  PC has successfully learned the ability and can heal 
  the damage from the coals. If he passes out or fails to 
  summon the inner power, he must heal naturally—with 
  the aid of salves Kala prepares—and start the process 
  over again. 
   
  Learn Leap of the Clouds: Before Kala will teach 
  this ability, the PC must best Quaanor in armed com-
  bat with weapons of their own choosing. Healing is 
  provided by salves prepared ahead of time that have 4 
  applications and are treated as cure moderate wounds 
  potions. The PC may only attempt this combat once 
  per week. Once Quaanor is bested, the PC must fight 
  Kala in unarmed subdual damage combat. Kala uses 
  all her feats and abilities—including leap of the 
  clouds—against the PC. She frequently leaps to the 
  top of the standing stone and over to the other side 
  away from the PC. The PC can only challenge Kala 
  once per month on the night of the full moon. If the 
  PC bests Kala, she spends a week teaching him the 
  ability. 
   
  L. The Village
  L. The Village
  L. The Village
  L. The Village of Crimmor
   of Crimmor
   of Crimmor
   of Crimmor    
   
  Crimmor is a small village, slightly smaller than 
  Fairhill. It was once a rather prosperous fishing village 
  and a gathering place for merchants on their way from 
  Bard’s Gate to Reme. It is run by a merchant’s guild, 
  though in recent years an informal thieves’ guild has 
  become the true base of power. Originally, the lake 
  near Crimmor, Lake Crimmormere, was a source of a 
  rare type of fresh water fish—a type of large mouth 
  bass famed for its flavor and its ability to be dried and 
  preserved. In the last 10 years, however, these fish 
  have all but disappeared. In truth, the fish have been 
  mostly devoured by a band of fresh water locathah that 
  have made their underwater lair in the north end of the 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 16 
  lake. Rumors abound in Crimmor about strange crea-
  tures that have been spotted by fishermen. They are 
  only seen in the water at night and are considered by 
  locals to be the ghosts of Crimmor fishermen who died 
  in boating accidents on the lake. Now, with the ascen-
  dancy of Fairhill, the lack of fish and the corruption in 
  the guilds, Crimmor has declined, and is rarely visited, 
  except by the traveling merchants who know of Sti-
  pish’s prowess in repairing wagons. The lack of fish, 
  however, is not Crimmor’s most pressing concern. 
  Every night, the village is beset by 2d6 stirges sent as 
  scouts by Yandarral from the Stirge Caves (see area H, 
  above). Yandarral is planning a major attack against 
  Crimmor in the near future. 
   
  Crimmor (Hamlet): Non-conventional; AL LE; 
  100 gp limit; Assets: 7,000 gp; Population 226; Mixed 
  (human 75%, half-elf 13%, elf 5%, dwarf 3%, halfling 
  2%, gnome 1%, half-orc 1%). 
  Authority Figures: The town is run by a mer-
  chant’s guild, headed by the aristocratic merchant 
  Flendon (male human Ari2). This is actually a front 
  for a small thieves’ guild, headed by Wistus (male 
  half-elf Rog4). Flendon is beholden to Wistus. 
  Important Characters: Sjordia, female half-elf 
  Brd2; Kenthus male human (Clr3 [deity]); Corlar, the 
  Captain of the Guard, male human Ftr1; Iindriarog 
  (female half-orc Adp2); Florg the Fisherman (Com7); 
  Stipish the wheelwright (Exp4, Craft wood 7); Hen, a 
  retired warrior (female human War4); Bostorn 
  (Com3); an Adventuring Party (Ftr3; Sor2; Rog2) 
  staying at the Merchant’s Wagon; Xon, the bouncer at 
  the Merchant’s Wagon (female half-orc Bbn1); 
  Others: Town Guards (2 War2s, 9 War1s); Com1 
  (178); Brd1 (1); Cle1 (2); Ftr1 (1); Rog2 (2, members 
  of the guild); Rog1 (4, members of the guild); Sor1 
  (2); Exp2 (2, other quildsmen); Exp1 (5, other 
  guildsmen);  
  Places of Note: The Merchant’s Wagon, a local 
  tavern and inn that has seen better days; Iindriarog’s 
  Tent, a hut on the outskirts of town where the adept 
  sells trinkets of local witchcraft (most having to do 
  with fishing) though of no real power; The Blessed 
  Net, a tavern for local fisherman that is now a rather 
  depressing and dilapidated watering hole; The Guild-
  hall, where the guildsmen meet; CrimmorMarket, an 
  open market where merchants can trade their wares; 
  The Docks, from which fishermen still put out their 
  small boats and cast their nets in the lake only to re-
  turn empty handed; Stipish’s Shop, though the town 
  may be run down, Stipish is still the best at making 
  and repairing wheels for carts and wagons and his 
  shop is usually busy. 
   
  M. Ruined Way Station (EL 5)
  M. Ruined Way Station (EL 5)
  M. Ruined Way Station (EL 5)
  M. Ruined Way Station (EL 5)    
   
  As with all such way stations, this way station is a 60 
  foot by 60 foot compound with a 15 foot high wooden 
  palisade wall and a 20 foot wide set of wooden double 
  doors set within the wall. The compound itself does 
  not have a roof. This particular station has been mostly 
  burned down and occupied by a band of marauding 
  gnolls. Though most way stations do not have interior 
  structures, the gnolls have built a small inner 20 x 20 
  compound of wood with a makeshift roof. A total of 
  11 gnolls and their gnoll leader occupy the com-
  pound: 6 gnolls within the compound and the remain-
  ing gnolls (including the leader) wait outside in the 
  surrounding forest. They are hopeful that official 
  forces will come to attack. They have been paid by 
  agents of the nations to the south to lure and attack 
  Waymarch troops. They flee rather than fight to the 
  death if battle goes against them. 
   
  Gnolls (11): CR 1; SZ M Humanoid (7 1/2 ft. 
  tall); HD 2d8+2; hp 11; Init +0; Spd 20 ft. (30 ft. 
  base); AC 17/15 (+1 natural, +4 armor, +2 shield/
  without shield); Atk +3 melee (1d8+2, morningstar), 
  +3 melee (1d10+2, glaive, crit x3, reach) or +1 ranged 
  (1d8, light crossbow, crit 19-20); SQ darkvision (60 
  ft.); AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 
  10, Con 13, Int 8, Wis 11, Cha 8.  
  Skills: Listen +3, Spot +3. Feats: Power Attack. 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 17 
  Possessions: Scale mail, large wooden shield, 
  glaive, morningstar, light crossbow with 20 bolts, 3d6 
  sp. 
   
  Gnoll Leader: CR 2; SZ M Humanoid; HD. 
  4d8+8; hp ; Init +0; Spd 20 ft. (30 ft. base); AC 18/15 
  (+1 natural, +4 armor, +3 shield/without shield); Atk 
  +6 melee (1d8+3, morningstar), +6 melee (1d10+3, 
  glaive, crit x3, reach) or +3 ranged (1d8, light cross-
  bow, crit 19-20); SQ darkvision (60 ft.); AL CE; SV 
  Fort +4, Ref +0, Will +0; Str 17, Dex 10, Con 13, Int 
  8, Wis 11, Cha 8.  
  Skills: Listen +6, Spot +5. Feats: Power Attack, 
  Cleave. 
  Possessions: Scale mail, +1 large wooden shield, 
  glaive, morningstar, light crossbow with 20 bolts, 3d6 
  sp. 
   
  Treasure: Inside the compound, the gnolls have a 
  small wooden chest (1 in. thick; Hardness 5; hp 1; 
  Break DC 17; Open Lock DC 20) containing 
  1000gp—their pay-off money to start trouble. 
   
  Part 4: Adventure Ideas
  Part 4: Adventure Ideas
  Part 4: Adventure Ideas
  Part 4: Adventure Ideas    
   
  No need to abandon Fairhill as an adventure location 
  simply because the Ruined Keep has been cleared and 
  Eralion destroyed. Use the following adventure ideas 
  to keep your characters interested in the setting. The 
  adventure ideas presented herein are listed in rough 
  order of difficulty. Also listed is a possible quest for 
  characters wielding Valkyria, the sword they may have 
  obtained from Shandril. 
   
  Arlen
  Arlen
  Arlen
  Arlen''''s Errand (EL 3, due to extended 
  s Errand (EL 3, due to extended 
  s Errand (EL 3, due to extended 
  s Errand (EL 3, due to extended 
  overland travel)
  overland travel)
  overland travel)
  overland travel)    
   
  Arlen requests that the PCs travel to the Monastery of 
  the Standing Stone and deliver a letter to Kala, the 
  Master of the Yellow Robe. The letter is in fact a di-
  vine scroll of 3 spells that Kala asked Arlen to procure 
  for her. Arlen does not want Shandril to know that he 
  comissioned the scroll from a passing cleric as he does 
  not want to hurt her feelings. So he informs the party 
  that Shandril is not to know of their journey, telling 
  them that the “letter” concerns her. Of course, it does 
  not. Arlen’s caution may however lead to an aura of 
  mystery around the task. Use the wandering monster 
  tables for overland travel, but be kind to the PCs and 
  do not throw overly powerful monsters at them if they 
  are being cautious. This errand will most likely take 
  the PCs to Crimmor as well. 
   
   
   
  Lannet Gets Into (More) Trouble (EL 3, 
  Lannet Gets Into (More) Trouble (EL 3, 
  Lannet Gets Into (More) Trouble (EL 3, 
  Lannet Gets Into (More) Trouble (EL 3, 
  6 if linked to the spiders)
  6 if linked to the spiders)
  6 if linked to the spiders)
  6 if linked to the spiders)    
   
  Once again, Lannet has pissed someone off. This time, 
  Lannet lifted an important gem from a passing mer-
  chant. The merchant did not realize the theft until he 
  arrived in Bard’s Gate and went to deliver the gem to 
  Duloth—the head of the black market in that city. The 
  merchant has sent some “agents,” headed by the rogue 
  Zalatha, to Fairhill to recover the gem or kill Lannet 
  (or both). It is possible that they will spare Lannet if 
  he can return the jewel. The DM may decide that Lan-
  net still has the jewel or has hidden it somewhere. Or 
  the DM could link this adventure with the spider quest 
  and have the gem be the item Lannet sold to the wiz-
  ard, whose body is now in the spiderwebs at Area G. If 
  this is done, the adventure becomes more difficult. In 
  addition to its normal value as a precious stone, the 
  gem—a fire opal—allows its possessor to cast either 
  dancing lights or color spray once per day. It has a 
  total of 20 charges and either use of the gem uses a 
  charge. Use this encounter as a chance to roleplay and 
  barter for Lannet’s life, rather than a straight out fight. 
   
  Zalatha, Female Human Rog2: CR 2; SZ M (5 
  ft., 2 in. tall); HD 2d6+4; hp 11; Init +4 (+4 Dex); Spd 
  30 ft.; AC 17 (+4 Dex, +3 armor); Atk –1 melee (1d6-
  2, shortsword), or –3 melee (1d4-2 [x2], 2 daggers), or 
  +5 ranged (1d8, light crossbow, plus bolts coated with 
  medium-sized spider poison (DC 14, 1d4 Con/1d6 
  Str)); AL LN; SV Fort +2, Ref +7, Will +3; Str 7, Dex 
  18, Con 15, Int 11, Wis 16, Cha 11. 
  Skills: Appraise +5, Climb +3, Forgery +5, Han-
  dle animal +1, Hide +4, Intimidate +5, Knowledge +2, 
  Listen +7, Move silently +4, Pick pocket +9, Spell-
  craft +2, Spot +3, Swim +3. Feats: Ambidexterity, 
  Shield Proficiency. 
  Languages: Common. 
  Possessions: Studded leather armor, shortsword, 
  2 daggers, light crossbow, 20 bolts plus 5 bolts coated 
  with medium-sized spider poison, 138 gp, a potion of 
  blur and a potion of cure medium wounds, deep gray 
  cloak with hood. 
   
  Tranda, Male Half-orc War2: CR 1; SZ M Hu-
  manoid (5 ft., 10 in. tall); HD 2d8+2; hp 17; Init +2 
  (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 armor); Atk 
  +6 melee (1d8+6, longspear, crit x3), or +4 ranged 
  (1d6+4, throwing axe, range 10 ft.); AL NE; SV Fort 
  +4, Ref +2, Will +2; Str 19, Dex 15, Con 12, Int 10, 
  Wis 15, Cha 13. 
  Skills: Craft +1, Hide +2, Intimidate +2, Knowl-
  edge (nature) +1, Listen +2, Move Silently +2, Ride 
  +7, Spot +2. Feats: Mounted Combat. 
  Languages: Common, Orc. 
  Possessions: Scale mail, longspear, 3 throwing 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 18 
  axes on his belt, nag horse, 25 gp, a potion of cure 
  light wounds. 
   
  Gorar, Male Dwarf War2: CR 1; SZ M Human-
  oid (4 ft., 2 in. tall); HD 2d8+6; hp 21; Init +1 (+1 
  Dex); Spd 20 ft.; AC 17 (+1 Dex, +4 armor, +2 
  shield); Atk +5 melee (1d8+3, warhammer, crit x3), or 
  +3 ranged (1d4+3, light hammer, range 20 ft.); SV 
  Fort +6, Ref +1, Will -1; AL CN; Str 16, Dex 13, Con 
  16, Int 12, Wis 9, Cha 11. 
  Skills: Appraise +4, Balance +3, Craft +3, Hide 
  +2, Knowledge +3, Knowledge (nature) +3, Listen +1, 
  Move Silently +1, Spot +1. Feats: Alertness. 
  Languages: Common, Dwarven, Gnome. 
  Possessions: Scale mail, large steel shield, 
  warhammer, 3 light hammers, 20 gp. 
   
  Bruubrah, Male Half-orc War2: CR 1; SZ M 
  Humanoid (5 ft., 4 in. tall); HD 2d8+6; hp 16; Init +2 
  (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +5 melee 
  (2d6+4, greatsword, crit 19-20); SV Fort +8, Ref +2, 
  Will +0; AL CE; Str 17, Dex 14, Con 16, Int 7, Wis 
  10, Cha 9. 
  Skills: Craft +0, Forgery -1, Hide +2, Listen +0, 
  Move Silently +2, Spot +0. Feats: Great Fortitude. 
  Languages: Common, Orc. 
  Possessions: Hide armor, greatsword, 12 gp. 
   
  Eralion
  Eralion
  Eralion
  Eralion''''s Journal (EL 3
  s Journal (EL 3
  s Journal (EL 3
  s Journal (EL 3----9)
  9)
  9)
  9)    
   
  If they PCs recovered the tomes from Eralion’s work-
  room (Lower Tower Level 2) they no doubt spend 
  some time reading them and learning new spells. 
  Among those tomes the find a journal. It appears to 
  have been written when Eralion was much younger.  
   
  Contents of the Journal: In addition to the customary 
  wizardly notes, the journal tells of Eralion’s acquain-
  tance with Feriblan in Reme. It describes several jour-
  neys he undertook as a young wizard, including a trip 
  to Bard’s Gate to have a staff created by Velior, a fa-
  mous elven craftsman. There are many references to 
  his god, St. Cuthbert, and details of his faith. It further 
  tells how he came to live in Fairhill and his love for a 
  human woman named Gethrame who is described as a 
  priestess, though the god she worships is not named. It 
  details how Shandril cast Gethrame out of Fairhill and 
  blinded her with a curse. Eralion describes his anger 
  about that event and he rails against his god, asking 
  how a just god could allow such a thing to happen to 
  his love.  
   
  The journal tells that this rift with Shandril is what 
  motivated Eralion to move from Fairhill and build his 
  own keep. The PC reading the journal also gets the 
  feeling that this event may be what led Eralion’s heart 
  to turn to darkness. The journal begins to detail the 
  building of the keep and his anger over the loss of his 
  love, who ran off screaming into the wilderness. Still, 
  Eralion makes reference to St. Cuthbert, though with 
  less zeal than earlier entries. His despair is prevalent 
  in these subsequent entries, which grow less frequent.  
   
  Then a long entry, written in an elated tone, where he 
  details finally locating Gethrame in a cave to the 
  northwest of his keep. At her request Eralion crafts for 
  her a staff that allows her “great powers of sight” de-
  spite the incurable blindness inflicted upon her by 
  Shandril. Eralion notes that he had to create the staff 
  for his love, “despite the cost or consequences.” The 
  details of the creation of the staff are not given.  
  The tone of the journal then darkens and in a later en-
  try Eralion refers to some “foolish soothsaying,” ap-
  parently casting aspersions on Gethrame’s powers. 
  Eralion then forsakes Gethrame, writing that he was 
  forced to leave her, stating that he “could not stand to 
  see what she had become or to hear her foolish ram-
  blings.” His last words on the topic are: “I leave her to 
  her fate.”  
   
  The rest of the journal is mostly mundane, though 
  written in an angry and pompous tone. It makes veiled 
  reference to his desire to “live on with greater power,” 
  though it does not detail his plans, as if he is keeping 
  secrets from his own journal. The PC reading the jour-
  nal is left with the feeling that it is a chronicle not only 
  of Eralion’s life but also of his slow descent into evil 
  and madness. 
   
  Information In Town: The PCs should be intrigued 
  by the story of Gethrame. Certainly, learning the story 
  behind one of the command words to Eralion’s staff 
  should interest them. The fact that she also has a staff 
  created by Eralion allowing “great sight” might make 
  them curious as well. If the PCs ask in town about 
  Gethrame they may learn some of the rumors detailed 
  above, though she is know as “the witch,” not as 
  Gethrame. Arlen knows nothing of the tale. Shandril 
  knows it well, though she does not speak of it in detail, 
  other than to say that Gethrame opposed the will of 
  Freya and had to be punished. Shandril appears re-
  morseful and states that she wished Gethrame had not 
  forced her hand. She speaks no further of the matter. 
  She does not know where Gethrame lives now, or if 
  she lives at all. 
   
  Herl: If the PCs do ask around about Gethrame, they 
  are contacted by Herl, an old half-elf. He pulls the 
  characters aside and says that the name of Gethrame is 
  known to him. He relates that he once loved that 
  woman, some 90 years ago, before Eralion. But her 
  favor did not rest on him. She scorned him in favor of 
  Eralion. He watched and did nothing as Shandril cast 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 19 
  Gethrame from Fairhill. He tells the party that Shan-
  dril caught Gethrame using some type of magical item 
  to observe Shandril and the secret rituals of Freya. For 
  that, Gethrame was blinded and cast out. Herl tells that 
  he secretly helped Gethrame, using his powers over 
  animals to have them lead her to a cave, when she fled 
  in her madness. He tells that he has watched over her 
  for the last 90 years, protecting her cave but never dar-
  ing to enter or reveal his help, since he knows she does 
  not love him. He confirms that indeed Eralion did visit 
  Gethrame numerous times. He did not remain near her 
  cave when Eralion came, fearing discovery of his se-
  cret vigil.  
   
  On his last visit to her cave he noticed things were not 
  as they normally were, as if there had been a distur-
  bance within. He could hear her raising her voice in 
  despair. He has heard that the PCs destroyed the 
  “vampire” that lived within the keep, and, believing 
  that to be Eralion, worries that their actions have upset 
  Gethrame. He asks the PCs to help her and agrees to 
  lead the characters to her cave in the woods (Area E, 
  above). Herl cannot bring himself to aid her directly. 
  Even if the PCs do not ask about Gethrame, the DM 
  could still have Herl approach the PCs because he 
  feels the destruction of Eralion has caused some dis-
  tress to his love and he wishes them to make things 
  right or help her do so. 
   
  Herl, Male Half-elf, Rng2/Drd1: SZ M Human-
  oid (5 ft., 7 in. tall); HD 2d10 plus 1d8; hp 19; Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 
  (+2 armor, Dex); Atk +3 melee (1d8+1, shortspear, 
  crit x3, range 20 ft.), +1/+1 melee (1d6+1, 2 shorts-
  words, crit 19-20), or +5 ranged (1d6+1, mighty com-
  posite shortbow, crit x3, range 70 ft.); SQ half-elf ra-
  cial abilities; AL CG; SV Fort +5, Ref +3, Will +4; Str 
  13, Dex 16, Con 11, Int 13, Wis 15, Cha 10. 
  Skills: Alchemy +3, Balance +5, Bluff +2, Climb 
  +2, Handle animal +5, Hide +3, Jump +4, Knowledge 
  (area) +2, Listen +3, Move Silently +3, Search +4, 
  Spot +5. Feats: Enlarge spell, Improved Initiative, 
  Two-Weapon Fighting, Track. 
  Languages:  Common, Druidic, Elven, Sylvan. 
  Druid Spells (3/2): 0 level—create water, cure 
  minor wounds, purify food and drink; 1st level—calm 
  animal, invisibility to animals. 
  Possessions: Leather armor, mighty composite 
  shortbow (+1 Str bonus), 2 shortswords, shortspear, 
  103 sp, 28 gp, 2 100 gp gems. 
   
  If the PCs, at Herl’s urging, speak to Gethrame, she 
  agrees to heal the party (if needed) and hints that she 
  knows about Vortigern, the amulet and the story of 
  Eralion. She also knows other local information that 
  she will trade with the PCs. Feel free to substitute an 
  important piece of knowledge that fits with your game 
  world. But to gain this information the PCs must per-
  form a service for her. She explains that her staff, 
  which provides her with arcane sight, has been stolen 
  by strange rat creatures. If the party agrees to recover 
  the staff she will heal them. And if they return with it, 
  she tells them the full story of Eralion which, hope-
  fully, you have still kept secret from your players. She 
  may also impart any other important piece of informa-
  tion as you wish. 
   
  This should send the characters after the ratmen (at 
  Area F, above). They can find their warren with some 
  difficulty, as detailed above. The ratmen fight to retain 
  the staff but will parley with the PCs if forced. They 
  reveal the true history of the staff. This should put the 
  PCs in an ethical quandry. Gethrame will fulfill her 
  bargain if the staff is returned. If she is told of the true 
  origin of the staff she is distraught and requires the 
  PCs to return the staff back to the ratmen. If good-
  aligned characters butcher the ratmen without question 
  or quarter there may be alignment penalties. This can 
  be used as an interesting morality play and as an in-
  sight into the moral decline of Eralion. 
   
  Scaling this Adventure: You can make the adventure 
  easier or harder (thus the sliding EL above) depending 
  on several factors. You can reduce the number of rat-
  men to 6, with 2 shamen and their leader. Or, you can 
  not have the PCs fight the ratmen at all, having them 
  immediately encounter Glaathaa once they get inside 
  the warren and have Glaathaa relate the origin of the 
  staff before the fight. You can have Glaathaa say that 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 20 
  she was told in a vision that the PCs would come seek-
  ing the staff. This reduces the EL and turns the adven-
  ture into more of a moral quandary than a fight. In 
  fact, this is a good approach to take with low-level 
  PCs who possibly couldn’t handle the fight and who 
  could use some good moral problem solving rather 
  than hack and slash adventuring. 
   
  The Gnoll Bandits
  The Gnoll Bandits
  The Gnoll Bandits
  The Gnoll Bandits (EL 4; normally 5, but 
   (EL 4; normally 5, but 
   (EL 4; normally 5, but 
   (EL 4; normally 5, but 
  the PCs are aided by a group of trained 
  the PCs are aided by a group of trained 
  the PCs are aided by a group of trained 
  the PCs are aided by a group of trained 
  fighters)
  fighters)
  fighters)
  fighters)    
   
  A group of gnoll bandits have attacked and taken over 
  the way station within the Stoneheart Forest, marked 
  as the Ruined Way Station on the Wilderness Map and 
  detailed above at Area M. 
   
  Adventure Hook: While the characters are in Fairhill, 
  staying in the Noble’s House (Area 3 in Fairhill) as a 
  result of their help to the village, a company of the 
  Grand Duke of Westmarch’s Sheriffs arrives in town, 
  led by Sir Erlinar, accompanied by an impressive 
  mounted knight and 6 footmen. Sir Erlinar speaks with 
  Arlen and, invoking the powers of the Grand Duke, 
  indicates that he requires some men to aid them in re-
  taking the way station and some craftsmen to begin 
  work on logs and a gate to repair the burnt stockade. 
  Hopefully, the PCs volunteer to help. Certainly the 
  populace of the village expects them to do so. If not, 
  the Duke’s men conscript eight of the town’s militia. 
  The group (hopefully including the PCs) then heads 
  out to the ruined way station (see Area M, above) to 
  deal with the gnolls. 
   
  Sir Erlinar, Waymarch Sheriff, Ari2/Ftr3: SZ 
  M Humanoid; HD 2d8+2 plus 3d10+6; hp 36; Init +2; 
  Spd 30 ft.; AC 16; Atk +4 longsword (1d8+1, crit 19-
  20/x2); AL NG; SV Fort +4, Ref +3, Will +5; Str 12, 
  Dex 14, Con 12, Int 14, Wis 12, Cha 14. 
  Skills: Diplomacy +3, Gather Information +2, 
  Handle Animal +2, Ride +2, Search +2, Sense Motive 
  +2, Spot +2. Feats: Expertise, Mounted Combat. 
  Possessions: Masterwork studded leather, master-
  work small steel shield, full helm, surcoat bearing the 
  insignia of the Grand Duke, masterwork longsword, 
  potion of cure serious wounds (x2), writ of authority, 
  5-20 gp gems, 22 gp, 12 sp. 
   
  Waymarch Knight, Ftr4: SZ M Humanoid; HD 
  4d10+8; hp 34; Init +6; Spd 20 ft./40 ft. mounted; AC 
  19; Atk +6 heavy lance (1d8+3, crit x3) or +6 
  longsword (1d8+3, crit 19-20); AL NG; SV Fort +6, 
  Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 
  12, Cha 12. 
  Skills: Handle Animal +6, Ride +6, Spot +2. 
  Feats: Improved Initiative, Mounted Combat, Ride-by 
  Attack, Spirited Charge. 
  Possessions: Chainmail, large steel shield, full 
  helm, surcoat bearing the insignia of the Grand Duke, 
  heavy lance, longsword, 10 gp, 46 sp. Mounted on 
  heavy warhorses. 
   
  Waymarch Footman, Ftr2 (6): SZ M Human-
  oid; HD 2d10+2; hp 14; Init +5; Spd 30 ft.; AC 15; 
  Atk +4 halfspear (1d6+1, crit x3), +3 shortsword 
  (1d6+1, crit 19-20), or +3 light crossbow (1d8, crit 
  19-20/x2, range 80); AL NG; SV Fort +4, Ref +1, 
  Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 
  10. 
  Skills: Climb +2, Jump +2, Ride +2, Spot +2. 
  Feats: Improved Initiative, Weapon Focus (halfspear). 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, surcoat bearing the insignia of the 
  Grand Duke, longspear, short sword, light crossbow, 
  20 bolts, 3 gp, 12 sp. 
   
  The Missing Adventurers (EL 5)
  The Missing Adventurers (EL 5)
  The Missing Adventurers (EL 5)
  The Missing Adventurers (EL 5)    
   
  Rumors abound in Fairhill about a missing group of 
  adventurers—a fighter, a rogue, a mage and a dwarven 
  paladin—who set out to explore Stirge Wood and 
  have not returned. The PCs may decide, for whatever 
  reason, to look for them, possibly hoping to loot their 
  bodies. Or it could be that the wizard is rumored to 
  have an item that Lannet needs to get himself out of a 
  jam. Perhaps Lannet stole and item and sold it to the 
  party’s wizard and now needs to get it back to its 
  rightful owner. So the PCs have to hunt down the wiz-
  ard to save Lannet’s hide. If so, make sure to include 
  an appropriate item at Area G, where the bodies are 
  located. This adventure leads the PCs to Area G, 
  above. It also takes them into Stirge Wood (the local 
  name for the Stoneheart Forest), which is a dangerous 
  place. Follow the instructions in The Crucible of 
  Freya for any forays into Stirge Wood. 
   
  The Druids
  The Druids
  The Druids
  The Druids'''' Request (EL 5)
   Request (EL 5)
   Request (EL 5)
   Request (EL 5)    
   
  The druids from the Grove of the Moon have recently 
  come under attack by a crazed owlbear. They cannot 
  seem to divine what has made the creature so enraged. 
  They have reluctantly resolved that it must be killed. 
  They have heard of the presence of the PCs (and their 
  success in the keep) and have sent a druid to Fairhill to 
  request the PCs to come to the grove and there to ask 
  them to kill the crazed owlbear. Use owlbear stats 
  from the module for the crazed creature. For every 
  night that the PCs camp within 2 miles of the grove, 
  there is a 1 in 6 chance that the either encounter the 
  crazed owlbear or they find its tracks and can Track it 
  (DC 10) to its current location. This crazed owlbear is 
  in fact the mate of the owlbear detailed in the module 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 21 
  and if the crazed creature is slain, the other owlbear 
  may track the PCs. 
   
  Valkyria
  Valkyria
  Valkyria
  Valkyria''''s Quest (EL 5)
  s Quest (EL 5)
  s Quest (EL 5)
  s Quest (EL 5)    
   
  If one of the PCs grasps Valkyria, sees a vision of 
  Freya and is invited to worship Freya (as described on 
  pages 14 and 15 of the module), Freya may send the 
  PC on a quest to prove his or her worth. Or, if the PC 
  decides to take a level of experience next time he or 
  she goes up a level as a cleric of Freya, Freya may re-
  quire the PC to complete a quest. In either event, 
  Freya (who hates spiders) sends the PCs to eradicate a 
  den of spiders (the spiders at Area G, above). Valky-
  ria, through divine connection to Freya, points the way 
  to the spiders like a divining rod points to water if the 
  PC grasps the sword, holds it out in front of her, 
  speaks the words “Freya guide me” and closes her 
  eyes. This quest takes the PCs into the Stoneheart For-
  est and includes all the perils of entering those woods. 
   
  Rival Adventuring Party (EL 6)
  Rival Adventuring Party (EL 6)
  Rival Adventuring Party (EL 6)
  Rival Adventuring Party (EL 6)    
   
  Another adventuring party has come to town, led by 
  their charismatic ranger, Nathiel. They may compete 
  with your PCs for some of the fame and fortune. Per-
  haps setting up a rivalry. Feel free to equip these 
  NPCs as you see fit. 
   
  Nathiel, Male Half-elf Rgr2: SZ M Humanoid 
  (5 ft., 9 in. tall); HD 2d10; hp 18; Init +3 (+3 Dex); 
  Spd 30 ft.; AC 13 (+3 Dex); Atk +3 melee, or +5 
  ranged; AL CN; SV Fort +3, Ref +3, Will +2; Str 12, 
  Dex 16, Con 10, Int 13, Wis 14, Cha 18. 
  Skills: Forgery +3, Hide +3, Knowledge (nature) 
  +6, Listen +8, Move Silently +3, Perform +2, Ride +8, 
  Search +2, Spot +3, Wilderness Lore +4. Feats: 
  Blind-fight, Track, Two-weapon Fighting. 
  Languages: Common, Dwarven, Elven. 
  Possessions: 2,000 gp in gear. 
   
  Jarra, Female Human Sor3: SZ M Humanoid (5 
  ft., 7 in. tall); HD 3d4+3; hp 12; Init +2 (+2 Dex); Spd 
  30 ft.; AC 12 (+2 Dex); Atk +0 melee, or +3 ranged; 
  AL LN; SV Fort +2, Ref +3, Will +4; Str 8, Dex 15, 
  Con 12, Int 14, Wis 12, Cha 16. 
  Skills: Concentration +6, Craft +8, Gather Infor-
  mation +3, Hide +2, Knowledge (arcana) +8, Listen 
  +1, Move Silently +2, Profession +6, Scry +7, Spell-
  craft +4, Spot +1. Feats: Brew Potion, Extend Spell, 
  Run. 
  Sorcerer Spells Known (Cast Per Day: 6/6): 0 
  level—dancing lights, detect magic, mage hand, pres-
  tidigitation, read magic; 1st level—expeditious retreat, 
  magic missile, message spell.   
  Languages: Common, Gnoll, Halfling. 
  Possessions: 2,500 gp in gear. 
   
  Gariela, Female Elf (high) Rog1/Bbn1/Brd1: 
  SZ M Humanoid (5 ft., 1 in. tall); HD 1d6-2 plus 
  1d12-2 plus 1d6-2; hp 17; Init +2 (+2 Dex); Spd 40 
  ft.; AC 12 (+2 Dex); Atk +4 melee, or +3 ranged; AL 
  NE; SV Fort +0, Ref +6, Will +3; Str 17, Dex 15, Con 
  7, Int 14, Wis 12, Cha 13. 
  Skills: Balance +6, Bluff +6, Climb +7, Decipher 
  Script +6, Escape Artist +6, Forgery +4, Hide +2, In-
  tuit Direction +6, Jump +7, Knowledge (religion) +4, 
  Listen +7, Move Silently +2, Perform +5, Search +4, 
  Spellcraft +3, Spot +7, Use Magic Device +5. Feats: 
  Empower Spell, Expertise. 
  Languages: Common, Elven, Gnoll, Gnome. 
  Bard Spells Known (Cast Per Day: 2): 0 level—
  detect magic, ghost sound, mending, prestidigitation.   
  Possessions: 2,500 gp in gear. 
  Darkral, Male Elf (high) Sor2/Mnk1: SZ M 
  Humanoid (5 ft., 1 in. tall); HD 2d4 plus 1d8; hp 11; 
  Init +5 (+5 Dex); Spd 30 ft.; AC 17 (+5 Dex, +2 Wis); 
  Attack +2 melee, or +2 monk, or +6 ranged; AL LN; 
  SV Fort +2, Ref +7, Will +7; Str 13, Dex 20, Con 10, 
  Int 13, Wis 15, Cha 16. 
  Skills: Alchemy +3, Craft +6, Diplomacy +5, 
  Hide +9, Knowledge (arcana) +5, Knowledge (nature) 
  +3, Listen +4, Move Silently +5, Profession +5, 
  Search +3, Spellcraft +3, Spot +4. Feats: Point Blank 
  Shot, Still Spell. 
  Languages: Common, Elven, Gnome. 
  Sorcerer Spells Known (Cast Per Day: 6/5): 0 
  level—dancing lights, detect poison, light, prestidigi-
  tation, read magic; 1st level—mage armor, protection 
  from evil. 
  Possessions: 2,500 gp in gear. 
   
  Korungra, Male Half-orc Clr1/Rog2: SZ M 
  Humanoid (5 ft., 10 in. tall); HD 1d8+2 plus 2d6+4; 
  hp 25; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); 
  Atk +3 melee, or +4 ranged; AL LN(E); SV Fort +4, 
  Ref +6, Will +4; Str 15, Dex 16, Con 15, Int 10, Wis 
  15, Cha 11. 
  Skills: Climb +4, Concentration +3, Handle Ani-
  mal +2, Hide +3, Innuendo +6, Listen +2, Move Si-
  lently +3, Pick Pocket +5, Speak Language +1, Spot 
  +2, Use Rope +8. Feats: Dodge, Still Spell. 
  Languages: Common, Giant, Orc. 
  Cleric Spells (3/2): 0 level—spell; 1st level—
  spell. 
  Domain Spells (domain/domain): 1st level—
  domain spell.  
  Possessions: 2,500 gp in gear. 
   
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 22 
  The Dignitary
  The Dignitary
  The Dignitary
  The Dignitary''''s Agents (EL 6)
  s Agents (EL 6)
  s Agents (EL 6)
  s Agents (EL 6)    
   
  The visiting politician who abandoned the gem in the 
  Noble’s house (area 3 in Fairhill), has sent several 
  agents to Fairhill to retrieve the gem. This could get 
  interesting if the PCs are currently staying in the house 
  as a reward for their success with the ruined keep. 
   
  Flet, Male Halfling, Rog4: CR 4; SZ S Human-
  oid (3 ft. tall); HD 4d6+4; hp 14; Init +8 (+4 Dex, +4 
  Improved initiative); Spd 20 ft.; AC 17 (+2 armor, +4 
  Dex, +1 Size); Atk +5 melee (1d6, masterwork rapier, 
  crit 18-20), or +8 ranged (1d6, composite shortbow, 
  crit x3, range 70 ft.); AL CN; SV Fort +3, Ref +9, 
  Will +4; Str 10, Dex 19, Con 12, Int 13, Wis 14, Cha 
  13. 
  Skills: Balance +11, Climb +2, Decipher Script 
  +7, Diplomacy +6, Forgery +5, Hide +8, Innuendo +7, 
  Intimidate +5, Intuit Direction +9, Jump +2, Listen +4, 
  Move Silently +6, Search +7, Spot +8, Tumble +11, 
  Use rope +10. Feats: Dodge, Improved Initiative. 
  Languages: Common, Elven, Halfling. 
  Possessions: Leather armor, masterwork rapier, 
  composite shortbow, 40 arrows, potion of cure moder-
  ate wounds, wand of summon monster I (10 charges), 
  potion of glibness, 36 pp, 300 gp, 12 sp, 5 gems 
  (valued at 8, 20, 50, 60 and 110 gp). 
   
  Vorgya, Female Half-elf, Rog3: CR 3; SZ M 
  Humanoid (5 ft., 0 in. tall); HD 3d6+9; hp 23; Init +3 
  (+3 Dex); Spd 30 ft.; AC 16 (+3 armor, +3 Dex); Atk 
  +5 melee (1d4, punching dagger, crit x3), or +2 melee 
  (1d4, normal daggers, crit 19-20), or +6 ranged (1d8, 
  masterwork light crossbow, crit 19-20, range 80 ft.); 
  AL CN; SV Fort +4, Ref +6, Will +3; Str 10, Dex 17, 
  Con 17, Int 11, Wis 14, Cha 9. 
  Skills: Balance +8, Handle Animal +1, Hide +3, 
  Innuendo +8, Knowledge +2, Knowledge (arcana) +2, 
  Listen +9, Move Silently +3, Pick Pocket +8, Profes-
  sion +4, Search +3, Spot +3, Swim +5, Tumble +9. 
  Feats: Dodge, Weapon finesse (dagger). 
  Languages: Common, Elven. 
  Possessions: Studded leather armor, punching 
  dagger, 2 normal daggers, masterwork light crossbow, 
  20 bolts, 216 gp, 4 gems (valued at 8, 10, 12 and 40 
  gp). 
   
  The agents will stop at nothing to obtain the gem. 
  However, they do not necessarily use violent means. 
  They could, if foiled, pay the party for the gem. They 
  will pay up to 750 gp. 
   
  Creating a New Cloak (EL 10)
  Creating a New Cloak (EL 10)
  Creating a New Cloak (EL 10)
  Creating a New Cloak (EL 10)    
   
  Shandril’s cape of winter wolf fur was in the shrine 
  when it was set on fire by the orcs. She wants to make 
  a new one. She requests the characters obtain a pelt for 
  her. However, since the animals are sacred to Freya, 
  the party must capture one and sacrifice it. She cau-
  tions them that any damage to the creature ruins the 
  pelt—it must be captured without injury. The animal 
  must be blessed, sprinkled with holy water and then 
  sacrificed after a proper ritual at the new moon. The 
  body of the wolf must be preserved (possibly by 
  magic) and returned to Shandril where she can com-
  plete the skinning of the animal. Shandril provides a 
  scroll of bless and 2 vials of holy water to the party.  
   
  She indicates that winter wolves are rumored to be 
  found in the hills between the two rivers. She points 
  out the general area on their map: the hex containing 
  the foothills of the Stoneheart Mountains (the hex con-
  taining Area I), the foothills directly to the south of 
  that hex, and the hexes containing areas B and D. 
  Once the PCs arrive in the hex containing the winter 
  wolves, they have a 1 in 10 chance per hour of en-
  countering 1d4+1 winter wolves. In addition, any PCs 
  with the Track feat can make a Wilderness Lore check 
  (DC 15) to find winter wolf tracks leading to their lair, 
  detailed at Area I, below. 
   
  Experience Award: Successfully completing this task 
  by returning a perfect pelt earns the PCs full XP for 
  the wolf captured as well as any wolves defeated. Plus, 
  grant them a 1000 XP story award. If they return with 
  anything less than a perfect pelt they do not gain the 
  story award and only earn half XP for the captured 
  wolf. If, by some miracle, the PCs capture the alpha-
  male winter wolf, increase the story award to 2000 XP 
  in addition to the XP value for the wolves. Though, 
  killing winter wolves might trouble the druids at area 
  J… 
   
  The Stirge Menace (EL 6
  The Stirge Menace (EL 6
  The Stirge Menace (EL 6
  The Stirge Menace (EL 6----11)
  11)
  11)
  11)    
   
  An emissary from Crimmor has heard of the valor of 
  the party and beseeches their aid against their new 
  problem—a rash of stirge attacks! This leads to the 
  PCs traveling to Crimmor and eventually finding the 
  stirge lair—a cave complex filled with stirges, where a 
  twisted and half-mad elf mage/druid resides (Area H, 
  above). This adventure could almost become a mini-
  campaign in its own right, thwarting the machinations 
  of the master of stirges as he sends his creatures out to 
  plague Crimmor. Possibly, the PCs are in Crimmor 
  when the village is attacked by 50 stirges and they 
  fight heroically as 20 or more commoners die in the 
  process. Then they have to trek into the forest to fight 
  
  Crucible of Freya: Supplemental Encounter Areas 
  www.necromancergames.com 
  Page 23 
  the stirges in their caves. But while they are there, a 
  large group of stirges is attacking Fairhill. The PCs 
  must then retrieve the rod of stirge control and restore 
  order, possibly even having to kill the deranged wiz-
  ard in the process. 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
   
  We hope you enjoy these additional adventures in 
  Fairhill. Please use them in the spirit of fun gaming 
  that they were intended! And keep your eyes on the 
  Product Support page of our web site for more good-
  ies. 
   
  Clark Peterson and Bill Webb 
  Necromancer Games  
   
   
  Open Game Content and 
  Open Game Content and 
  Open Game Content and 
  Open Game Content and     
  Licenses
  Licenses
  Licenses
  Licenses 
   
  This printing of The Crucible of Freya: Supplemental Adventure Ideas and 
  Encounter Areas is done under the Open Game License version 1.0 and the 
  D20 System Trademark License by permission from Wizards of the Coast. 
  Some of the open content used herein is from a draft version of the d20 System 
  Reference Document and is used with permission of Wizards of the Coast, by 
  and through Ryan Dancey. 
   
  This publication contains Open Game Content, as defined below. Open Game 
  Content may only be Used under and in accordance with the terms of the Open 
  Game License as fully set forth here. 
   
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity in accordance with Section 1(e) of the Open Game License, 
  version 1.0: All Necromancer Games logos and identifying marks and trade 
  dress, including but not limited to the Orcus logo and the phrase “Third Edition 
  Rules, First Edition Feel,” as well as all Necromancer Games Product and 
  Product Line names including but not limited to The Wizard’s Amulet, The 
  Crucible of Freya, The Tomb of Abysthor, Bard’s Gate, Rappan Athuk, The 
  Dungeon of Graves; all Sword and Sorcery Studios logos and identifying 
  marks and trade dress, including all Sword and Sorcery Product and Product 
  Line names including but not limited to the Creature Collection and Relics and 
  Rituals; all artwork, illustration, graphic design, maps and cartography; the 
  story, storyline, plots, thematic elements, dialogue, incidents, language, art-
  work, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations 
  contained herein; the proper names of the characters, creatures, groups, deities 
  and items, other than those originating in the d20 System Reference Document, 
  as well as places and their descriptions and other accompanying text, though 
  not their stat blocks; and all text and description not otherwise designated as 
  Open Game Content below. In addition, any content used herein from either 
  the Creature Collection or Relics and Rituals is used by specific permission 
  from Sword and Sorcery Studios and that content is hereby designated as 
  Product Identity if it was so designated in the original work. The above Prod-
  uct Identity is not Open Game Content and reproduction without the written 
  permission of the copyright holder is expressly forbidden, except for the pur-
  pose of review. 
   
  Designation of Open Game Content: The following material is hereby desig-
  nated as Open Game Content and may be Used pursuant to the terms of the 
  Open Game License: all creature, character, item, spell, town, deity and trap 
  “stat blocks”, including the stat blocks and names of any such creatures, char-
  acters, items, spells, towns, deities and traps original to this adventure module, 
  except for those specifically designated as Product Identity, above.  
   
  OPEN GAME LICENSE Version 1.0.  
  PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS 
  OF THE COAST.  
  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. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any addi-
  tional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the Con-
  tributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this Li-
  cense. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu-
  tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copy-
  right date, and the copyright holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in and 
  to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contribu-
  tor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc.; The Crucible of Freya: Supplemental Adven-
  ture Ideas and Encounter Areas is copyright 2001, Clark Peterson and Bill 
  Webb, Necromancer Games, Inc.; The Crucible of Freya is copyright 
  2000, Clark Peterson and Bill Webb, Necromancer Games, Inc.; the 
  Creature Collection is copyright 2000, Clark Peterson; Relics and Rituals 
  is copyright 2001, Clark Peterson. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/W1, The Crucible of Freya (Lvl 1-2)/d20 - FGG - The Crucible of Freya - W1A, Supplemental Adventure Ideas and Encounter Areas.pdf