TEXT:  
   
   
   
   
   
   
  
   
  The Northern 
  Tier 
  Of the Rosewood 
  Highlands 
   
  By WR Beatty 
   
  Map #8 is public domain 
  All other maps, writing and layout by WR Beatty 
  All artwork is public domain, edited by WR Beatty 
  © Copyright 2017 Rosethrone Publishing/WR Beatty 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  2 
   
   Introduction 
   
  Welcome to the Highlands 
  The Rosewood Highlands is a wild frontier, the foothills of a 
  mountain range, the home of seven Great Clans of the People 
  of the Forest. The Northern Tier is a small region in the 
  Highlands east of Newtown, west of Great Oaks, right in the 
  foothills of the Endless Mountains. 
   
  The Rosewood Highlands 
  The terrain in the highlands is hilly, with many bluffs, cliffs 
  and high points. The trees in the region are largely 
  hardwoods, dominated by its namesake, the Rosewood, a 
  hardwood cherry tree whose spring blossoms look similar to 
  roses. In addition to oak, cherry, maple, hemlock and various 
  pines, small groves of kayak trees can also be found in the 
  Highlands.  
   
  Several rivers run through the region, the Whitewater River 
  and the Green River being the most prominent. The rivers are 
  used for trade and travel and most of the major roads through 
  the region run parallel to them for at least part of their 
  journey. A single pass crosses the Endless Mountains near 
  here, to the east, with a well-garrisoned fortress guarding the 
  pass’ southern exit into the Highlands.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The forest is sparsely populated, compared to the civilized 
  lands to the south, east and west. This is a frontier area, with 
  isolated homesteads and fortified border villages, logging 
  camps and trappers and hunters and those seeking adventure 
  being the majority of the population. There are cities, though 
  the largest is much smaller than those of the more civilized 
  lands. There are roads, though few are paved and most are 
  little more than cart tracks. There are kingdoms, though the 
  Emperor of the Kingdom of Hamlin scoffs at using such a 
  lofty title for the warband leaders of the petty holds that dot 
  the Highlands. Still, petty or not in the eyes of the great 
  nations which surround them, the kingdoms of the Highlands 
  can field some of the fiercest warriors in all the Midlands. 
  This is no surprise, since life in the Rosewood Highlands is 
  a constant struggle against the elements and predators which 
  expose nature’s hostility toward the encroachment of 
  humanity, against the wild faerie creatures that haunt the 
  deepest parts of the forest, the wicked undead who are seen 
  from time to time in the darkest of night, and the 
  depredations of the goblins and their ilk who hide in their 
  deep warrens. 
   
  The Northern Tier 
  This sub-region of the Highlands is an area the locals call the 
  Northern Tier. On the larger Rosewood Highlands map this 
  region is just north and west of the city of Newtown, on the 
  border between the Drummond Clan in the east and Great 
  Oaks, the holdings of the Firbolg King, in the west. The 
  Northern Tier covers the northern part of Hex E-4. 
   
  On the Origins of this 
  product 
  For those who care (and I realize that number might be very 
  few), the Northern Tier began life in a series of blogposts at 
  www.deepchantry.blogspot.com where I attempted to blog 
  ideas for the wilderness area around one of the larger 
  dungeons/ruins that I’ve been working off and on for the past 
  couple years. This side project was supposed to spur me to 
  finish The Chantry of the Deepflame (which is nearly 
  complete) but, of course, it has grown and taken on a life of 
  its own, and has spawned eight other projects. You can 
  contact us at rosethronepublishing@gmail.com. 
   
   
   
  Table of 
  Contents 
   
  Introduction 
   
   
   
   
  2 
   
  General Encounter Chart  
  4 
  NPC Encounters  
   
  4 
  Mundane Encounters 
   
  9 
  Dangerous Encounters 
   
  12 
  Special Encounters  
   
  17 
   
  Hex Crawl Key 
   
   
   
   
  49 
   
  License  
   
   
   
   
  118 
   
  Appendix: New Items 
   
   
   
  119 
   
  Appendix: Weather 
   
   
   
  128 
   
  Appendix: Creating Adventures 
   
   
  130 
   
  Appendix: Rumors 
   
   
   
  124 
   
  Appendix: NPCs and Monster Stats  
   
  135 
   
  Maps of the Northern Tier  
   
   
  139 
   
  
  T                                                                                                             The Northern Tier 
   
  3 
   
  Suggestions for Using 
  This Book 
  I wouldn’t presume to tell anyone how they have to use a 
  product like this. Let me just share a couple ways I might use 
  the kind of information contained herein.  
   
  Obviously, this is a part of a larger area in my own campaign, 
  so I drop it right in. Being only about 35x45 miles, this small 
  area could probably be adapted to just about any campaign 
  map. But when I have products like this, I like to cannibalize 
  them for ideas: I might use some of the special encounters as 
  springboards for adventures of their own, I might transplant 
  individual encounter locations to other areas.  
   
  If my wilderness is a blank slate, I might make the whole 
  hex-crawl key a random table and simply randomly roll to 
  place the features as the party explores (some will fit better 
  than others, but there you go).  My intent in publishing this 
  is simply to offer these ideas for you to use as you please. I 
  hope you find something useful and entertaining here. 
   
  A Note About Highlands 
  Locations 
  A few areas are, or soon will be developed as “Highlands 
  Locations.” These are locations which are more fully 
  developed and can be used as stand-alone settings and 
  adventures, but which have deep roots in the Highlands. The 
  GM is free to, indeed is encouraged to, develop these 
  locations in ways other than the directions that the official 
  releases take.  
   
  I hope you enjoy The Northern Tier. 
   
   
   
  Highlands Locations 
  The Chantry of the Deepflame is the ruins of an N’Daer 
  fortress in the Endless Mountains now overrun by goblins.  
   
  The Ghost Downs is a small wilderness area in the 
  Lichlands, said to be haunted by a particularly curious ghost. 
   
  The Hall of the Gnome King is a secret lair of the exiled 
  Faerie Lord. The Gnome King is a minor power in the 
  Highlands. 
   
  The Rusted Tomb is the shabby chapel of a nearly forgotten 
  religious sect, said to be the tomb of their patron saint. 
   
  The Sepulcher of the Burning King is the tomb of the 
  mythical Faerie King, Caerermar the Fire Lord. 
   
  The Shrine of the Fallen Angels is a monument tucked 
  away in the hills. The locals say that petitions made here are 
  immediately heard by God and sometimes angels step down 
  to help mortals. 
   
  The Summer Court of the Silver Queen is another place 
  altogether. Through a gate found in the Northern Tier, 
  mortals might gain access to this faerie realm. But they better 
  be on their best behavior! 
   
  The Tumble is a ruined monastery high on a hillside above 
  Faller Village.  While the villagers are not unfriendly, they 
  hide a terrible secret… 
    
   
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  4 
   
  Navigating this Book
   
  The Northern Tier book is organized in a way I hope will be 
  easy to use at the table.  
   
  The First Section are random Encounters. These are used 
  just as they are in any wilderness setting. The GM decides 
  how often to roll for encounters (I recommend 4 times per 
  day – morning midday and evening and at least once at 
  night). When an encounter is called for, the GM consults the 
  chart on Page 5 (General Encounter Chart). Further rolls will 
  indicate what type of encounter: NPC Encounters, Mundane 
  Encounters, Dangerous Encounters or Special Encounters. 
  Page numbers for each of these types of encounters are listed 
  in the table. 
   
  NPC Encounters get a brief write up to give the flavor of 
  the NPC.  
   
  Mundane Encounters are “flavor” encounters, usually 
  something (or someone) to interact with and maybe 
  something interesting, but generally aren’t dangerous (unless 
  the “Dangerous Animal” subtable is called for).  
   
  Dangerous Encounters are monsters and powerful 
  predatory animals which tend to be hostile toward those who 
  travel the Northern Tier. Dangerous Encounters get a brief 
  paragraph write up to inspire the GM. 
   
  Special Encounters each receive a full page write up which 
  detail these unusual encounters, giving the GM more 
  information and ideas for roleplaying these encounters.  
   
  The Second Section of this book is the Hex Crawl Key. 
   
  The Appendices at the end contain useful tools such as 
  suggestions on how to build adventures in the Tier, a rumor 
  table, a weather table, full descriptions of new items and an 
  NPC/monster statistic section.  
   
  Many encounters include a certain amount of randomness: 
  tables are included to make each time the particular 
  encounter occurs somewhat unique. For some, the effects of 
  the encounter will be randomly determined, for some, the 
  treasure given out is randomly determined. These entries are 
  intended to inspire the GM to not only make the encounters 
  and the outcomes interesting, but to give a springboard to 
  further adventure.  Some of these tables make reference to 
  items and places in the Rosewood Highlands, some are 
  simply intriguing ideas that can be shaped (or ignored) as the 
  GM sees fit. I have tried to make reference to items, people 
  and ideas that appear in the Highlands (even if they are not 
  detailed in this product) if the GM wants to seek out those 
  other adventures, settings and locations.  
   
  NOTE: no encounter is an “automatic attack” unless the text 
  specifically states such. For reactions, generally use the 
  following table for an initial reaction and then roleplay what 
  comes next based on the party’s actions. Rolls can be 
  modified by the appropriate Character(s) statistics: 
   
  Roll 
  1d20 
  Reaction 
  1 or 
  less 
  Violently hostile: will likely attack unless 
  somehow restrained 
  2-5 
  Hostile: will take immediate hostile action, but 
  will not necessarily attack (draw weapons, 
  threaten, roar, beat chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (shaking 
  hands, bowing head, purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
   
   
  A Note On Monsters: 
  Many of the monsters in the Northern Tier hexcrawl (and in 
  all the Rosewood Highlands products) can be found in any 
  of the various monster books available. However, we have 
  given many monsters a slightly different spin, tailoring them 
  to the kind of game we play. For example, all undead in the 
  Highlands drain statistic points, though usually only 
  temporarily.  
   
  We will make available a free pdf of the monsters in the 
  Rosewood Highlands products that we will continually 
  update as new products are released, called, of course, 
  Bestiary of the Rosewood Highlands. The free pdf will be 
  largely artless, but will have stats (in Swords & Wizardry 
  format) and full descriptions. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  5 
   
  Northern Tier General 
  Encounter Chart 
   
   
   
   
   
   
   
   
   
  Table 1. NPC Encounters 
   
   
   
   
   
  Abbot D’Haras of St. 
  Albaran’s Monastery 
  The Abbot (see hex 28 for information about St. Albaran’s 
  Monastery and Abbot D’Haras) is traveling with 1d4 
  cloistered brethren and 1d6 lay brethren as well as 1d6 hired 
  men-at-arms. The abbot travels in a small carriage and the 
  men-at-arms ride horses (or donkeys, if along Griffin Way), 
  while the brothers walk. 
   
  Abbot D’Haras (AC 8, HD C9, hp 41, #ATT 1 or spell, Dam 
  1-6 [mace] or 1-4 [dagger] spell, AL NG) 
   
  Spells: 
  Level 1:   Command, Create Water, Resist Cold, Sanctuary 
  Level 2:   Augury, Detect Charm, Hold Person, Know  
                  Alignment 
  Level 3:   Animate Dead, Create Food and Water, Dispel  
                  Magic 
  Level 4:   Cure Serious Wounds, Detect Lie 
  Level 5:   Raise Dead 
   
   
   
   
   
  Roll 
  1d6 
  The Abbot is traveling with: 
  1 
  A famous poet, Wallace Dansforth, whose 
  heretical poetry is condemned by the church, but 
  D’Haras is secretly his patron 
  2 
  His mistress, Tiaran, in the guise of a lay brother. 
  Everyone in the Abbot’s party knows who she is 
  and disapproves 
  3 
  The Book of True Life, a magical tome that 
  teaches the truths of resurrection (reading it 
  removes the system shock roll or other penalties 
  from any such spells) 
  4 
  The Church Tax for the High King (12,000 sp and 
  four 100 gp rubies) 
  5 
  A captured fairy in a tiny, magical cage. Her name 
  is Duannas. The Abbot plans to dissect her. He 
  believes that some part of fairies will bestow 
  eternal youth. She will offer magical aid to anyone 
  who will free her. 
  6 
  The heart of an Umber Hulk and the eyes of a 
  Griffin 
   
   
  Roll 
  1d20 
  Encounter Type 
  1-3 
  NPC Encounter                    (Table 1, page 5) 
  4-15 
  Mundane Encounter            (Table 2, page 9) 
  16-19 
  Dangerous Encounter           (Table 3, page 12) 
  20 
  Special Encounter                 (Table 4, page 17) 
  Roll 
  1d20 
  NPC Encounter 
  1-2 
  Abbot D’Haras of St. Abaran’s Monastery 
  3-6 
  Allin the Mighty, The Mouse 
  and The Winged Champion 
  7 
  The Envoy of the Silver Queen 
  8-9 
  Finnian the Forest Master 
  10-12 
  Goran the Wildman 
  13 
  The Hag of the Deepgrove 
  14-15 
  Hargeth the Hedge Wizard 
  16 
  Mad Agatha 
  17-19 
  Stefan Kerian, the Tinker 
  20 
  The Witch of the West Wind 
  
  The Northern Tier                                                                                                                                   a 
   
  6 
   
  Allin the Mighty, The 
  Mouse, and The Winged 
  Champion 
  This mysterious man has been stalking the Northern Tier 
  seeking injustices to right and oppressed to free. He wears 
  bright white plate armor and wields a shield painted in gold 
  with a stylized sun and a magic sword (Chaosbane, sword 
  +1,+3 vs. creatures of chaos, -3 vs. creatures of law, glows 
  red in the presence of chaos). Rumor has it, Allin can 
  summon a dragon (in truth, the Mouse can polymorph into a 
  small white dragon). Allin is loud and self-assured, yet 
  constantly seeks affirmation. He will not tolerate even a hint 
  of injustice in his presence, reacting with more force than is 
  probably necessary. 
   
  Allin the Mighty (AC 0, HD F8, hp 42, #ATT sword at +2 
  for STR, Dam 1-8+2, AL LN). 
   
  Allin is accompanied by an enormous hawk which he calls 
  Champion (AC 8, HD 3, hp 16, #ATT claws/bite Dam 1-
  3/1-3/1-6, AL N) 
   
  Recently Allin has been joined with The Mouse, a weak and 
  meek little man who follows Allin around half as servant, 
  half as sidekick. Allin tolerates the Mouse, despite his 
  background as a thief. Allin secretly hopes to reform the 
  Mouse. 
   
  The Mouse (AC 9, HD T4, hp 16, #ATT 1 shortsword, Dam 
  1d6, SA Backstab, AL N, Special: can transform into small 
  white dragon) 
   
  Envoy of the Silver Queen 
  A Faedaor is on a mission for the Silver Queen.  The Faedaor 
  seeks: 
  Roll 
  1d6 
  Faedor’s Task 
  1 
  The seventh son of the seventh son of the seventh 
  son 
  2 
  Someone who has harmed Finnian, the Forest 
  Master (See below) 
  3 
  The Witch of the West Wind (see her entry below) 
  4 
  The Brothers Five (See hex 19) 
  5 
  The Procession of Twelve Widows (See Special 
  Encounters #30) 
  6 
  A violet which has bloomed at midnight 
   
  The Envoy will engage in conversation with any mortals 
  encountered, attempting to gain information about its 
  mission.  If Finnian the Forest Master has been injured or 
  killed by the party, the Envoy will attempt to geas the killer 
  (or the one most responsible) to go directly to the entrance to 
  the Summer Court (hex 27). The Envoy will defend itself if 
  attacked, though it will try not to kill its opponents. If 
  seriously threatened, the Envoy will attempt to gate out of 
  the battle, planning to bring allies in the future to harry its 
  molesters. 
   
  Faedaor: Envoy is 8 HD, 37 hp. 
  Fiannan the Forest 
  Master 
  The Antler Son (see Hex 38 for more information on 
  Finnian) is traveling through the area seeking an injured elk. 
  If he is encountered in elk form, he will charge anyone in his 
  way. If he is encountered in (mostly) human form, he can be 
  parleyed with. If Finnian is killed, the next encounter will be 
  with the Envoy of the Silver Queen. 
   
  Finnian the Forestmaster: HD 11; hp 60AC 3[16]; Atk 
  Spear (1d6+6) Antlers (2d8); Move 15; Save 4; CL/XP 
  12/2,000; 
  Special: 
  Summon 
  Creatures, 
  Camouflage, 
  Shapechange 
   
  Goran the Wildman 
  Rumor has it that Goran is part Ogre. He is a giant of a man, 
  standing 7’3” in height, as wide as two strong men. His arms 
  and legs are hugely muscled. Goran wears leather and fur, 
  wields a magical ax (Skullsplitter, Axe +1, +3 vs. magical 
  creatures, natural 20 roll are a head splitting cut, causing an 
  additional 2d8 damage) and speaks in a roaring voice. He is 
  standoffish with strangers, but fiercely loyal to his friends. 
  Goran hates fish. 
   
  Goran the Wildman (AC 7, HD F5, hp 33, #ATT 2 fists at 
  +3 for STR or magic axe at +3 for STR, Dam 
  1d4+3/1d4+3/1d8+3, AL N) 
   
  The Hag of the Deepgrove 
  See the note after the Witch of the West Wind for more 
  information on the Coven of Five. The Hag of the Deepgrove 
  (from Hex 12) is a particularly unpleasant Greenhag. She is 
  acerbic and confrontational, her reaction is always negative. 
  If traveling alone, she will try to charm a member of the 
  party, if traveling with Geryon, he will defend her to his 
  death. If traveling with her Coven Sister, her spell casting 
  abilities are increased.  
   
  Green Hag (Hag of the Deepgrove): HD 10 (lvl 5 witch); 
  hp 43; AC -2[21]; Atk 2 claws (1-2+5/1-2+5); Move 12 
  (Swim 12); Save 5; CL/XP 11/1,700; Special: Darkvision, 
  Spell-like Powers, Camouflage, spells 
       Spells 
       Level 1: Charm Man, Magic Disk, Reflected Image 
       Level 2: Bestow Curse, Locate Object 
       Level 3: Seduction (III) 
   
  Roll 
  1d4 
   
  The Hag of the Deepgrove is travelling with: 
  1 
  Her broomstick, flying 
  2 
  Geryon, the Druid, her lover (see hex 17) 
  3 
  Ugly Karras (Special Encounter #17) 
  4 
  Her Coven Sister, The Witch of the West Wind 
   
  Roll 
  1d4 
   
  The Hag seeks: 
  1 
  A gold statue 
  2 
  A treasure map 
  3 
  A love letter 
   
   
  
  T                                                                                                             The Northern Tier 
   
  7 
   
  Hargeth the Hedge-Wizard 
  Hargeth, the eccentric hedge wizard (see Hex 33) is 
  wandering the wilderness seeking components for potions.  
   
  Roll 
  1d6 
  Hargeth is: 
  1 
  Being harassed by a small swarm of (1. Bees, 2. 
  Gnats, 3. Bats, 4. Wasps) 
  2 
  In chains, being escorted by 2d4 goblins to (1. 
  Witch of the West Wind, 2. The Chantry of the 
  Deepflame [Hex 42], 3. The King Under the Water 
  [Hex 37], 4. A clearing with another 3d6 goblins 
  and a large stew pot) 
  3 
  Studying a poison Grippervine 
  4 
  Gathering Rosewood cherries 
  5 
  Digging at the base of a (1. Shrieker Fungus, which 
  is screaming, 2. An oak tree, 3. A Treeman, 4. Hill, 
  seeking truffles) 
  6 
  Running as fast as he can from a wild boar 
   
  Hargeth, Level 7 Hedge Wizard: AC 9, MU4, S:9, I:16, 
  W:11, D:18, C:8, Ch15. 3d4 random potions. 
   
  Spells 
  First Level: Affect Normal Fires, Friends, Magic Aura 
  Second Level: Continual Light, ESP 
   
  Mad Agatha 
  The eccentric miner (see hex 31 for more information) is 
  traveling about the Northern Tier.  Agatha is tall (6’2”), 
  brawny and loud. She is affable enough (unless her dog is 
  threatened) and will be willing to engage in conversation, she 
  may even be tapped to accompany a party on an adventure 
  or two (she knows the mountains very well). She inserts “yes 
  sir” into nearly every sentence when speaking (such as, 
  “That’s a mighty fine sword, yes sir.”) 
   
  Agatha typically travels with her dog, a large brown shaggy 
  mutt whose name is Dog.  Dog is fiercely loyal to Agatha. 
   
  Mad Agatha: AC 9, MV 120’, NM, hp 6, THAC0 20; #AT 
  1, D by wpn; S11, I 10, W 16, D 9, C 17, Ch 12; AL CN; 
  XP 16 
   
  Wild Dog: hp 5 
   
   
  Steffan Karian, Tinker 
  The Tinker, Steffan Karian, is traveling through the area with 
  his cart loaded down, making a tremendous racket (double 
  the chance of encounters when accompanying the Tinker).  
  Karian can repair just about any non-magical metal item 
  given enough time and sufficient materials. Items thus 
  repaired are only 75% as effective and are 20% likely to 
  break again. 
   
  Steffan is a traveling tinker. He can fix almost anything 
  mechanical, and many other things besides. He is a 
  metalsmith, though of only fair ability. He is a Lvl 0 non-
  combatant but he is full of information on the whole of the 
  Rosewood Highlands. He is a decent guide, if a bit 
  expensive, though he is worthless in a fight. Steffan trusts 
  easily but once betrayed his trust cannot be restored. He 
  stutters slightly (typically on words beginning with –s, –t and 
  –w) and gets mildly offended if people try to finish his 
  sentences as he stutters. He has a perfect memory for names. 
   
  Steffan has two special abilities, however, that may make 
  him useful to the party (if he joins the party, he will work 
  toward becoming a thief – though “officially” his class will 
  be fighter):  
   
   
  outdoors he can Find the Path (as per 6th level cleric 
  spell) 50% of the time if he is new to an area, 90% 
  if he has been in an area before 
   
   
  he has a base 50% chance of knowing something on 
  virtually any subject (per Legend Lore, 6th level MU 
  spell) 
   
  Steffan Karian: S 12, I 14, W 11, D 17, Cn8, Ch 8, Lvl 0, 
  hp 5, AC 9, THACO n/a, AL N. 
   
  Roll 
  1d8 
  When encountered Steffan is: 
  1 
  Repairing (1. A broken axle, 2. The donkey’s harness, 3. 
  His trousers, 4. A bird’s wing) 
  2 
  Making/breaking camp 
  3 
  Sleeping on the wagon’s seat while the donkey plods on 
  at a slow walking pace 
  4 
  Singing a song (1. In praise of junk, 2. About a lost love, 
  3. About his donkey, 4. In praise of the Silver Queen) 
  5 
  Entertaining a dozen fairies and sprites with a wild story 
  6 
  Drunk and yelling about the unfairness of the local lord’s 
  men 
  7 
  Talking to a pig.  He is convinced the pig is a  
  (1. Princess, 2. Peasant girl, 3. The Silver Queen,  
  4. An angel) who was transformed by  
  (1. A witch, 2. A demon, 3. God, 4. Hargeth the Hedge 
  Wizard).  
  The pig (1. Talks in Steffan’s dreams, 2. Has three legs, 
  3. Is slowly turning to stone, 4. Is a mutated baby dragon) 
  8 
  A harp (1. Magical bard instrument,  
  2. Worthless junk, 3. Ancient, broken but priceless,  
  4. Transformed princess) 
  Roll 
  1d8 
  Agatha is searching for: 
  1 
  Her dog 
  2 
  A new partner to work the mine  
  (offer is 59% sincere/41% a ruse) 
  3 
  The Silver Queen (hex 27) 
  4 
  Finnian the Forest Master (hex 38).  
  5 
  Mother Sacren (Special Encounter #7) 
  6 
  The Mad Hermit (Special Encounter #11) 
  7 
  A second gold mine to stake a claim 
  8 
  Something or someone called “The Holy Wolf” 
  
  The Northern Tier                                                                                                                                   a 
   
  8 
   
  The Witch of the West 
  Wind 
  The Witch of the West Wind has a very mercurial nature, 
  friendly at one moment, angry and spiteful the next. She is a 
  level 3 MU, but adds to her power if found with one of her 
  Coven Sisters (the Coven of Five: see sidebar).  
   
  Witch of the West Wind (AC9, HD Witch 8, hp 37, #ATT 
  1 poisoned dagger + spells, Dam 1d4 +poison [additional 1 
  hp loss per round of failed saves] + spells, AL CN) 
   
  Spells 
  Level 1: Change Self, Find Familiar, Give Wounds, 
  Reflected Image, Seduction (I) 
  Level 2: Magic Mouth, Speak with Animals, Speak with 
  Plants, Speak in Tongues 
  Level 3: Continual Darkness, Protection from Normal 
  Missiles, Vapor/Dissipate Vapor 
  Level 4: Control Fluid, Shock 
   
   
   
  Roll 
  1d6 
  The witch is travelling with her minions: 
  1 
  1d4 goblins 
  2 
  1d2 Wind Walkers 
  3 
  1d3 Wind Terrors 
  4 
  1d2 Aerial Servants 
  5 
  1d4 Invisible Stalkers 
  6 
  Wind Whip (new creature) 
   
   
   
  Roll 
  1d10 
  The Witch of the West Wind is searching for: 
  1 
  A little girl who wears a pin in the shape of an 
  emerald heart. The witch tells them the girl is 
  dangerous, much more than she seems to be (hex 
  29) 
  2 
  Mulberries from a bush on which blood has been 
  spilt 
  3 
  Her familiar (a black cat) 
  4 
  The PCs 
  5 
  One of the women from Lake Fincher (see hex 24) 
  who has gone missing 
  6 
  The White Lady and the Black Avenger (Special 
  Encounters #5) 
  7 
  A mortal man she can trick into marrying her, 
  securing his soul for a dark pact 
  8 
  A mortal man to offer a blessing to (all saves for 
  the next 1d12 days succeed) 
  9 
  Magical crow’s feathers 
  10 
  A bone carved whistle 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Coven of Five is a gathering of five witches in the area who 
  have loosely aligned themselves with one another. The members 
  of the Coven are:  
   
   
  The Hag of the Deepgrove 
   
  The Witch of the West Wind 
   
  Shiralla the Witchwoman of Hope Cross 
   
  The Sister of the Sunrise 
   
  The Hardscrabble Crone 
   
  When two or more of the Coven are together, they add their 
  sisters’ spellcasting levels to their own, increasing both the 
  number of spells they are able to cast, and the level of spells they 
  are able to cast. In the Highlands, witches use their own spell 
  tables (though in the absence of such, substitute appropriate 
  Magic User spells). The Coven of Five are not the only witches 
  in the region, but they are the most powerful, primarily because 
  of their alliance. 
   
  
  T                                                                                                             The Northern Tier 
   
  9 
   
  Table 2. Mundane Encounters 
   
   
   
   
   
   
   
   
  2A. Mundane Animal 
  Encounters 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2A1. Dangerous Animal 
  Encounters 
   
   
   
  2B. Mundane People 
  Encounters 
   
   
  Roll 
  1d10 
  Encounter Type 
  1-5 
  Animal Encounter                                        (2A – below) 
  6-8 
  People Encounter                                         (2B – below) 
  9 
  Weather Encounter                                       (2C – page 10) 
  10 
  Mundane Special Encounter                         (2D – page 10) 
  Roll 
  1d20 
  Animal Encounter 
  1 
  Deer: 1d4 doe with 1d6 fawns 50% 
  1d3 buck, 3d4 doe, 3d6 fawns 50% 
  2 
  Moose: 1 bull 60% 
  1 cow 30% 
  1 cow and one calf, 10% 
  3 
  Elk: 3d4 bulls 50% 
  4d4 cows with 4d4 calves 50% 
  4 
  Rabbit: 1d12 
  5 
  Quail: 1d4 
  6 
  Pheasant: 1d6 
  7 
  Grouse: 1d4 
  8 
  Groundhog: 1d3 
  9 
  Songbirds: 3d8 
  10 
  Porcupine: 1 
  11 
  Skunk: 1d3 
  12 
  Badger: 1d3 
  13 
  Beaver: 1d6 
  14 
  Raccoon: 1d4 
  15 
  Bees: 1 nest 
  16 
  Wasps: 1 nest 
  17 
  Wolf Howl in the distance (d8 for direction: 1 
  North, 2 North East, 3 East, etc.): 1d4+1 miles 
  distant 
  18 
  Turtle: (1) 55%, (2) 30%, (1d4) 15% 
  19 
  Frogs/Toads: 1d12 Frogs (near water)/ 1d12 
  Toads (away from water) 
  20 
  Dangerous Animal Encounter (2A1) 
  Roll 
  1d6 
  Dangerous Animal 
  1 
  Lynx 
  2 
  Bobcat 
  3 
  Mountain Lion 
  4 
  Lone Wolf 
  5 
  Lone Coyote 
  6 
  Lone Wild Boar 
  Roll 
  1d20 
  People Encountered 
  1 
  Little Girl Lost 
  2 
  Tinker 
  3 
  Deluded Wandering Knight 
  4 
  1d4 Villagers (from nearest village) 
  5 
  Woodcutter 
  6 
  Old Woman 
  7 
  Old Man 
  8 
  Lost Caravan Guard 
  9 
  Injured Man 
  10 
  Wandering Thief 
  11 
  Bandit Scout 
  12 
  Wizard In Disguise 
  13 
  Wandering Beggar 
  14 
  Pilgrim 
  15 
  False Pilgrim 
  16 
  Noble In Disguise 
  17 
  1d6 Villagers (from nearest village) 
  18 
  1d6 Monks of St. Albaran 
  19 
  Demon In Disguise 
  20 
  Angel In Disguise 
  
  The Northern Tier                                                                                                                                   a 
   
  10 
   
  2C. Mundane Weather 
  Encounters 
   
  Roll 
  1d20 
   
  Weather Result 
   
   
  Weather Result 
  1 
  Wind 
  doubles 
  in 
  velocity for 1d8 rounds 
  11 
  Temperature drops 10 
  degrees over the span of 
  one hour 
  2 
  Lightning strikes a tree 
  1d4 miles away (d8 for 
  direction: 1 North, 2 
  North East, 3 East, etc.) 
  12 
  Wind carries smell of 
  death 
  3 
  Clouds 
  cover 
  the 
  sun/moon 
  for 
  1d4 
  hours 
  13 
  Wind smells of rain/snow 
  4 
  A sudden rain shower 
  soaks area 1000 yards 
  in diameter for 1d6 
  turns (if raining, then 
  1000 yard diameter 
  break in the rain for 
  1d6 turns) 
  14 
  Wind gusts unpredictably 
  for 2 hours (velocity 
  varies from 2-40 mph, 
  shifting 
  every 
  1d10 
  rounds) 
  5 
  Wind 
  changes 
  direction every round 
  for 3d8 rounds (d8 for 
  direction: 1 North, 2 
  North East, 3 East, etc.) 
  15 
  Wind changes direction 
  every 
  turn 
  for 
  2d4 
  hours (d8 for direction: 1 
  North, 2 North East, 3 
  East, etc.) 
  6 
  Temperature rises 3d10 
  degrees over the span 
  of one hour 
  16 
  Sun/moon 
  dims 
  noticeably 
  7 
  Temperature 
  drops 
  3d10 degrees over the 
  span of one hour 
  17 
  Wind smells musty 
  8 
  No wind (or sounds of 
  nature) for 1 hour 
  18 
  Temperature 
  rises 
  5 
  degrees then drops 20 
  degrees over the span of 
  two hours 
  9 
  Wind 
  blows 
  in 
  opposite direction 
  19 
  Lightning strikes a tree 3 
  miles away, then another 
  tree 2 miles away, then 
  another 
  tree 
  1 
  mile 
  away (d8 
  forinitial 
  direction: 1 North, 2 
  North East, 3 East, etc.) 
  10 
  Temperature rises 10 
  degrees over the span 
  of one hour 
  20 
  Wind doubles in velocity 
  for 2d6 turns blowing tiny 
  debris (dirt, leaves, etc) 
  through area 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2D. Mundane Special 
  Encounters 
   
  Roll 
  4d12 
   
  Encounter 
  4 
  An abandoned campsite. Extra wood for a fire is piled to 
  one side (enough for 10 hours of fire) though it appears this 
  campsite is weeks old (at least). 
  5 
  Huge, flat stones paving a road for 200 yards in a place 
  where no road is marked or expected to be. Locals (if any) 
  refer to this as “The Giants’ Road.” 
  6 
  A seemingly crazed man leaps out of cover (brush, behind 
  a boulder, etc.) brandishing a branch as a sword and 
  wearing a turtle shell as a helmet and a breastplate of 
  woven cornstalks (or some other plant). He waves the 
  sword at the party and speaks in an unknown language and 
  then tries to run off. He will not defend himself if attacked 
  (he will curl into a fetal position and whimper). If followed, 
  he will lead the party on a chase through the wilderness, 
  making so much noise that the chance for dangerous 
  encounters is tripled. He seemingly never tires (he can run 
  for four days before collapsing from exhaustion). 
  7 
  A pile of stones is not simply a geologic happenstance, but 
  the overgrown ruin of a house foundation. If searched, 
  twenty more foundations will be discovered and a well 
  (still usable, covered over by unstable boards – stand a 
  reasonable chance of falling in while searching – say, save 
  vs. spells or DEX check per PC searching). The well is 20’ 
  down to water level and the water is 20’ deep, fed by an 
  underground spring. At the bottom of the well is a skeleton 
  (non-animate). 
  8 
  Suddenly, a huge deer jumps into the middle of the party 
  (if in the forest) or a huge groundhog runs through the 
  middle of the party (if in the hills/near a settlement) or a 
  mountain goat bounds through middle of the party (if in the 
  mountains) and then runs off, terrified by the presence of 
  so many humans. 
  9 
  Hanging in a tree is the remains of a lute. It is probably 
  unsalvageable and unplayable. 
  10 
  A wheelbarrow leans against a tree with a shovel and a 
  pick. They have been in the weather for a long time, but are 
  still useable (though the wheelbarrow has a 100 lb. weight 
  limit, over that and it will collapse and the pick and shovel 
  will break on a roll of 1 on a d20 when used). 
  11 
  A wolf growls from a distance, stares at the party for a 
  moment, then lopes off. 
  12 
  Goblin tracks cover everything, but they just seem to 
  appear here, there is no discernible trail to or from this area 
  (even a ranger cannot detect a trail). 
  13 
  A hawk swoops down and tries to grab something small 
  from the characters. It will try up to three times. If 
  successful, the hawk will fly off with the item to the tallest 
  tree in visual range of the PCs. The hawk’s nest is in the 
  tree and a lone goblin is climbing the tree to ransack the 
  nest. If the party approaches the tree, the goblin will be 
  startled, lose its grip on the tree and fall out, breaking its 
  neck and killing it. If the PCs dispatch the goblin, the hawk 
  will drop the item back to the PCs and fly off with a cry. If 
  the PCs do not dispatch the goblin, the hawk will fly off 
  with the item and drop it in the nearest river. 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  11 
   
  14 
  A woman, barely alive, lays in the dirt. If her wounds are 
  tended and she is given water, she will fade in and out of 
  delirium, either being at home with her husband and 
  children on a sunny day playing “jacks and sticks” or falling 
  into a horrified babbling about goblins and fire and blood. 
  She will die within 3 rounds unless magical cures are given. 
  Her name is Constance and she is from one of the hamlets 
  nearby. 
  15 
  A shallow grave is partly exposed. The skeleton is very 
  small, probably human. 
  16 
  The ground here is mounded in an odd way. If looked at 
  from above, the ground has been shaped into a huge rune 
  (150’ across) intended to draw fertility into the field. 
  17 
  Three feral dogs approach the party menacingly but stop 
  short of attacking. They growl and bark at the party but do 
  not give chase. The noise might attract a dangerous 
  encounter (roll on table). 
  18 
  Four grave markers, crudely carved in fresh planks of wood. 
  Amelia, Deris, Mysia and Ashan. The graves have sunken 
  in. If the party investigates, the bodies have been 
  stolen…from underground somehow… 
  19 
  A garishly painted wagon sits in a lonely spot, two horses 
  hitched to it. No one seems to be about. Inside, the wagon 
  is filled with “Brother Ambrose’s Miracle Cure” bottles and 
  a snoring, drunken man (presumably Brother Ambrose). 
  20 
  A bag half full of moldering flour lays on the ground here. 
  21 
  Four caltrops are on the ground here, rusty but effective. 
  Unless the party is VERY observant, horses have a 1 in 8 
  chance of stepping on one, people walking have only a 1 in 
  20 chance of stepping on one, for 1-2 hp damage. Wounded 
  beings have a 10% chance of contracting a disease (see 
  DMG). 
  22 
  A pool of water is here. Though there is no wind, the surface 
  of the water ripples as if a light breeze were dancing across. 
  23 
  A wild-eyed mule comes crashing toward the party. It will 
  “attack” a random PC in its frenzy to get away from 
  whatever has terrified it. If calmed (e.g. charm animal), it 
  is completely healthy and able to serve as a pack animal. 
  24 
  A rusty sword hilt is half buried in the ground here. The 
  blade is pitted and ruined and has nearly rusted away, but 
  the hilt has some silver on it (could be worth up to 1 gp). 
  25 
  Unnaturally large mushrooms grow here. If eaten fresh 
  (within one turn or so of “gathering”) they nourish a person 
  as if they have eaten for a full day. However, if gathered 
  and consumed later, they lose their efficacy, satisfying only 
  as normal food. After two days, they become mildly 
  poisonous (causing dysentery).  Everyone who lives within 
  the region knows about these mushrooms and calls them 
  Goblin Mushrooms (most won’t eat them because they fear 
  them). 
  26 
  A severely wounded wild boar limps from cover and falls 
  dead at the feet of the party. 
  27 
  The party startles murmuration of starlings. They fly in a 
  circle above the party until the PCs leave the area. 
  28 
  The party startles a dozen ravens feeding on the rotting body 
  of a dead man. 
  29 
  The body of a dead giant spider is here. It was recently 
  killed. Trussed up in the webs are four goblin husks and a 
  human woman husk. 
  30 
  The bones of something huge are mostly buried here. The 
  bones are dragon bones and a recent rainstorm has washed 
  away some of the hillside, exposing the bones (front legs 
  and some ribs). 
  31 
  One tarot card lays trampled on the ground here (alt. playing 
  card or card of a deck of many things). 
  32 
  An ancient silver piece lays on the ground here. If the area 
  is searched, a second can be found. Then a third. A total of 
  seven silver pieces can be found, seemingly in a trail 
  leading to…nothing. 
  33 
  A rotted door is lying on the ground here. A rune of some 
  sort can be discerned having been painted on it. If the door 
  is moved, it will crumble. Beneath the ruin of the door is a 
  human skeleton (male). 
  34 
  The torso of a statue is here, lying on the ground. The 
  weather has worn away most of the features of this armless 
  and headless statue so that it is not discernable even whether 
  or not the statue depicted a man or a woman. 
  35 
  The ground here has a crack, about 18” wide at its widest 
  point, narrowing on each end. The crack is 20’ long and as 
  deep as the GM determines. 
  36 
  A goblin body is hanging from a noose off a huge branch of 
  an oak tree here. The body has been hanging for several 
  days and has been slashed and bludgeoned. 
  37 
  A pool of black, thick, oily substance collects on the ground 
  here, occasionally bubbling slightly. This ooze is non-
  magical, non-animate and non-flammable, and bubbles up 
  from a deeper pool of ooze somewhere beneath the ground. 
  The pool is 8’ across and 2’ deep. 
  38 
  An opening in the ground here climbs down into a 10’x10’ 
  chamber with a 5’ ceiling. What appears to have been a 
  corridor leads off to the north, but has been collapsed (this 
  is an old, ransacked Goblin House). 
  39 
  Shards of recently broken pottery litter the ground here 
  smeared with something sweet smelling (raspberry jam). 
  40 
  A ghostly human figure wearing tattered armor appears 100 
  yards from the party. The figure points toward the party, 
  then points toward the northwest, then fades. 
  41 
  Regardless of the weather, a lightning bolt strikes a tree 
  100-1000 yards (d100x10) from the party, sending limbs 
  and splinters of wood 200’ in all directions. 
  42 
  The remains of a camp are here, the coals of the fire 
  inexpertly doused, are still warm. Tracks lead off to the east. 
  43 
  Goblin tracks here indicate that the goblins have dragged 
  several large items or creatures through this area. If 
  followed to the source, some kind of ambush happened 100-
  1000 yards (d100x10) where the area is flattened down and 
  large amounts of blood cover the ground.  Following the 
  trail in the other direction leads to a butchering area ¼ mile 
  away. The ground at the butchering area is bloody and 
  dozens of large and small bones. The trail is lost at the 
  nearest river. 
  44 
  A small box is on the ground here. If opened, it will appear 
  to be empty. However, the opener must save vs. spells or be 
  cursed with bad luck (suffer a -1 on all rolls until remove 
  curse is cast on the opener). 
  45 
  A flagon from a famous inn in a faraway city lays on the 
  ground here, dented and dirty. 
  46 
  A shadow passes over the sun. But the sky is clear of clouds 
  and nothing flying, not even birds, can be seen for miles… 
  47 
  Day or night, wolves are heard howling far in the distance. 
  Far off in the other direction, coyotes yip and howl as if in 
  response. 
  48 
  The strong smell of sulfur permeates the air here. A small 
  crevice in a rock or in the ground here is the source of the 
  stench, opening to a large deposit of pure sulfur which is 
  being eroded by a recently diverted spring. 
  
  The Northern Tier                                                                                                                                   a 
   
  12 
   
  Table 3. Dangerous Encounters 
   
   
  Anhkheg: 
  These 
  monsters lie 
  waiting 
  underground, 
  attacking when the party is directly over them.  If either of 
  the Anhkheg does maximum damage on an attack, it will try 
  to drag its prey underground (Dexterity check to avoid). A 
  creature dragged underground will take damage each round 
  until it breaks free or dies. If one Anhkheg succeeds in 
  dragging a prey underground, the other will break off attack 
  and follow its mate to their lair to feast. There are only 2 
  Anhkheg in the area. 
   
  Ankheg (2): hp 23,25 
   
  Bears, Brown: The bears will attack if they feel threatened 
  but otherwise will desire to leave the party alone. There’s a 
  50% chance that the bears encountered are a mother and cub 
  (who will have 7 hp). In such a situation the mother will fight 
  to the death to defend her cub from any perceived threat. 
  There are a dozen brown bears in the area. 
   
  Brown Bears (2): hp: 19,21 (or 19, 7) 
   
   
   
  Bears, Cave: These aggressive creatures are seeking meat. 
  Weak opponents will be attacked from multiple sides at once 
  if two bears are encountered while an attack against a larger 
  or obviously powerful opponent will be a frontal assault.   
   
  Cave Bear (1-2): 22,36 
   
  Beetles, Slicer: 12 of these fearsome giant insects roam the 
  forest while a seemingly endless number live in the 
  mountains. When encountered, there is a 30% chance the 
  beetles will flee on sight, 40% chance they will stand their 
  ground, 30% chance they will attack on sight. Inside each 
  beetle are 1d10-6 gp from a previous meal.  
   
  Giant Slicer Beetle (up to 12 in the forest): hp 22, 
  25, 25, 27, 28, 29, 29, 31, 31, 31, 32, 32 
   
   
   
  Forest, Hill and 
  Cleared Hexes 
  Roll 
  2d12 
   
  Encounter 
  2 
  Goblin Raiding Party (1d6+6 goblin 
  warriors) 
  3 
  2-8 Wild Boars 
  4 
  1d10+10 Wolves 
  5 
  1d8+6 Coyotes 
  6 
  Goblin Raiding Party (1d8+7 warriors) 
  7 
  2 Anhkheg Encountered once, then treat as 
  no encounter. 
  8 
  2 Brown Bears  
  9 
  2-12 Giant Slicer Beetles (will flee if more 
  than two are killed – there are a total of 12 
  Slicer Beetles in the area) 
  10 
  1-4 Giant Greyback Spiders 
  11 
  1-3 Giant Boars 
  12 
  2-8 Wild Boars 
  13 
  17 Gnoles 
  14 
  A Forsaken One named Winiard. If killed, 
  treat as no encounter. 
  15 
  2-12 Ghouls  
  16 
  2 Hill Giants (also Mountain encounters #6 
  to right) 
  17 
  40-400 Gabblers 
  18 
  1d8 Firbolgs 
  19 
  8 Trolls  
  20 
  Goblin Raiding Party (1d10+10 goblin 
  warriors) 
  21 
  1-6 Longarms 
  22 
  1-2 Spiderfriends and 1-4 Giant Spiders 
  23 
  Griffins (hex 26 and the Chantry's Beautiful 
  Gate, hex 42) 
  24 
  1-3 Statues of the Stone Mistress (hex 6) 
  Mountain Hexes 
  Roll 
  2d12 
   
  Encounter 
  2 
   Goblin Raiding Party (1d8+6 goblin warriors) 
  3 
  3-30 Stirges 
  4 
  1d10+10 Wolves 
  5 
  Goblin Raiding Party (1d6+5 goblin warriors) 
  6 
  3 Hill Giants are wandering in the area, they are 
  rather cowardly and will not willingly fight to the 
  death (also Forest, Hill and Cleared encounters 
  #16 to left) 
  7 
  2-12 Griffins (there are 17 Griffins in the 
  mountains) 
  8 
  1d3 Firbolg 
  9 
  1-2 Behir 
  10 
  1-3 Slicer Beetles 
  11 
  1-2 Cave Bears  
  12 
  1 Spectre – only one Spectre haunts the 
  mountains, after defeating this creature, treat as 
  no encounter 
  13 
  2-4 Wights (nighttime only, if during day treat as 
  no encounter) 
  14 
  1-3 Wraiths (nighttime only, if during day treat 
  as no encounter) 
  15 
  Goblin Raiding Party (1d10+7 goblin warriors) 
  16 
  1d10+15 Wolves 
  17 
  1-6 Longarms 
  18 
  St. Ashar’s Stallion 
  19 
  1-3 Giant Eagles (a dozen giant eagles live in the 
  mountains to the north) 
  20 
  Avalanche! 
  21 
  1-4 Birdmen 
  22 
  Goblin Raiding Party (1d8+6 goblin warriors) 
  23 
  1-2 Cave Bears  
  24 
  1d8 Firbolgs 
  
  T                                                                                                             The Northern Tier 
   
  13 
   
  Behir: 5 hungry behir wander the mountains. If more than 
  one is encountered, the behir will be encountered fighting 
  each other. If uninterrupted, one will eventually kill the other 
  and then turn on the party. This behir will have only 20-50% 
  of hit points remaining (10*1d4+1).  
   
  Behir (up to 5): 48, 54, 54, 62, 67 
   
  Birdmen: These rarely seen creatures are searching for their 
  lost Temple of the Sun (see hex 36).  
   
  Birdmen (1-4): 2 HD; hp 11, 20, 20, 25 
   
  Boars, Giant: These creatures are slightly more intelligent 
  than their wild brothers, though they are also of far more 
  violent temper. Giant Boars will attack on sight, attempting 
  a crude ambush if possible, and fight to the death.  
   
  Giant Boar (1-3): hp 25, 28, 30 
   
  Boars, Wild: These vicious creatures attack if surprised or 
  if injured. If one or more of their number is killed, the 
  remaining boars will flee.  
   
  Wild Boar (2-8): hp 13, 16, 18, 19, 22, 22, 23, 28 
   
  Coyotes: Cowardly, but hungry, these mangy beasts will 
  attack chaotically, running away if one or more is killed or  
  injured.  
   
  Coyote (7-14): hp 2, 5, 6, 6, 7, 7, 8, 9, 9, 12, 13, 14, 
  15, 15 
   
  Eagles, Giant: The Giant Eagles in the region are only 
  dangerous if attacked, then they fight until reduced to 12 or 
  fewer hit points. These Giant Eagles particularly hate goblins 
  and will attack them on sight. They also hate dwarves, 
  though only to the point of extreme rudeness.  
   
  Giant Eagle (up to 12): hp 11, 16, 17, 18, 19, 20, 
  21, 22, 22, 24, 27, 28 
   
  Firbolgs: These giants, who live in the region to the west of 
  the Northern Tier, are on a mission from the Firbolg King. 
   
  Roll 
  1d6 
  Firbolg Mission 
  1 
  Discover what is happening among the goblin 
  tribes 
  2 
  Visit one of the Coven of Five 
  3 
  Bring a message to the Brothers Five 
  4 
  Track a group of trolls that has savaged a Firbolg 
  village 
  5 
  Hunt moose 
  6 
  Hunt Griffins 
   
  Firbolg (1-8): 52, 54, 56, 57, 57, 61, 62, 67 
   
   
   
   
  Forsaken One, Winiard: This crooked, broken creature, the 
  cursed brood of a demon and a nymph, is a collector of gold 
  earrings. Winiard does not attack on sight, but will parley, 
  attempting to gain any gold earrings the PCs may have. 
  Winiard has 9 gold earrings on his person (7 in his ears) 
  worth 1d20+20 gp each as well as 3 small emeralds (worth 
  30 gp each) and 123 gp. Winiard will attempt to buy any 
  golden earrings the party possesses. If rebuffed, he will 
  attack.  
   
  Forsaken One Winiard: HD 3; hp 16; AC 2 [17]; 
  Atk 2 strikes (1d4); Move 12; Save 14; AL C; 
  CL/XP 4/120; Special: Heat Metal 
   
  Gabblers: There is a horde of Gabblers that nests in this 
  region. They frequently move their nest and rarely molest 
  intelligent beings in the area. If more than 80 Gabblers are 
  encountered, the nest has been encountered. Gabblers swarm 
  their opponents, striking the strongest looking opponents 
  first. If the nest is encountered, the Gabblers fight to the 
  death. Otherwise, they will withdraw after losing 20% of 
  their number, gathering the whole nest to harass the party 
  with hit and run tactics. There are a total of 400 Gabblers in 
  this nest.  
   
  Gabbler (up to 400):  hp 4 each 
   
  Ghouls: These undead are seeking human flesh to consume. 
  They attack on sight. There are19 ghouls in this area.  
   
  Ghoul (2-12): 2, 4, 5, 6, 7, 7, 8, 9, 9, 10, 11, 15 
   
  Giants, Hill: 2 Hill Giants (brothers, Gorap and Porag) are 
  wandering in the area, they are rather cowardly and will not 
  willingly fight to the death. They are running away from the 
  Hill Giant King's Steading and are hoping to set up a lair of 
  their own. They squabble back and forth and act more 
  aggressively toward each other anyone encountered but will 
  defend one another to the death.  
   
  Hill Giant: hp 36, 44 
   
  Gnoles: These 17 Gnoles are trying to move with stealth, 
  gathering information for their tribe which intends to make 
  war on the goblins of the region. They are cowardly and will 
  run away if facing a powerful opponent but if they face only 
  a small number of opponents, they will attempt to kill them 
  and bury the bodies so as to hide their presence. 20% of 
  Gnole encounters will be with 11 of their number burying 
  goblin bodies while 2 others are tending 4 wounded gnoles. 
  Each Gnole carries 1d6 sp and the leader (18hp) carries a 
  bag with 2 small rubies (200 gp each) and a diamond (800 
  gp). 
   
  Gnoles (17): hp 5, 6, 6, 6, 7, 9, 10, 10, 10, 11, 12, 
  12, 13, 13, 15, 16, 18 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  14 
   
  Goblin Raiding Parties: Goblins have been sent out from 
  the Godking at the Chantry of the Deepflame.  They are 
  cowardly and will negotiate or flee if seriously threatened.  
   
  Roll 
  1d10 
  Goblin Mission 
  1 
  get slaves  
  6 
  gain intelligence   
  2 
  get loot  
  7 
  destroy the 
  Brothers Five (hex 
  19)  
  3 
  get food  
  8 
  push around allies 
  of the King Under 
  the Water 
  4 
  find an item  
  9 
  seek out the 
  Gabbler nest in 
  this region 
  5 
  Capture: 
  1. Hargeth (hex 33),  
  2. The Abbot (hex 
  28),  
  3. Fannian (hex 38),  
  4. Geryon (hex 17)  
  5. Gerrymander (hex 
  34),  
  6. The Witch of the 
  West Wind) 
  10 
  get a dozen 
  hostages (for the 
  godking to  
  1. ransom  
  2. eat to grow 
  stronger  
  3. torture for 
  pleasure  
  4. feed to the 
  tentacled horror) 
   
  Goblin: HD 1-1 to 2; AC 6[13]; Atk 1 weapon 
  (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 
  to hit in sunlight. 
   
  Griffins are on the prowl for horses. If the party is 
  riding/leading horses, one Griffin will attempt to swoop 
  down and grab a horse while the others try to distract the 
  party. There are 17 Griffins nested in the mountains and 12 
  Griffins nested at the Beautiful Gate.  
   
  Griffins (up to 12 or 17): 23, 24, 25, 26, 27, 28, 29, 
  29, 29, 31, 31, 34, 35, 35, 36, 36, 36 
   
  Longarms: These creatures are envoys of the Gnome King, 
  using illusion to make themselves appear to be disfigured 
  goblins who will shun strangers. They prefer to parley and 
  flee rather than fight.  
   
  Roll 
  1d6 
  Longarms’ Mission 
  1 
  The Chantry of the Deepflame 
  2 
  The Green Hag  
  3 
  Back to the Gnome King's Hall 
  4 
  Back to the Gnome King's Hall but are lost 
  5 
  The King Under The Water 
  6 
  Wisdom Falls 
   
  Longarm (1-6): hp 14, 15, 15, 20, 21, 25 
   
   
   
   
   
  Saint Ashar’s Stallion: This elusive jet black winged horse 
  wings across the sky. The stallion will allow a LG creature 
  ride it, if captured relatively unharmed. If attacked, the 
  stallion is typical of winged horses in the Creature Manual 
  but is also able to cause the equivalent of Gust of Wind with 
  its wings once per round (at 8th level ability) and can Pass 
  Without Trace and Detect Evil at will.  
   
  St. Ashar’s Stallion (Winged Horse): HD 4; hp 
  18; AC 6[13]; Atk 2 hooves (1d8); Move 24 (Fly 
  48); Save 13; CL/XP 4/120; Special: Flying, 
  Additional unique special ability. 
   
  Spectre: A single Spectre haunts this region. Always 
  encountered at night, the Spectre wanders looking for his 
  daughter. Children (or halflings) will cause the Spectre to 
  flee. Any red-haired woman will be approached by the 
  Spectre for an embrace (which is, in effect, an attack). If the 
  embrace is not returned, the Spectre will fly into a rage and 
  attack everyone accompanying the red-head. If the party 
  contains no red-haired women, use standard encounter 
  reactions.  
   
  Spectre (1): hp 32 
   
  Spiderfriends: There are 6 Spiderfriends in this region (3 
  lairing in hex 15, 3 have wandered into this area and move 
  around). Only 1 or 2 Spiderfriends will be encountered at any 
  given time, though accompanied by 1-4 Giant Greyback 
  Spiders. 70% chance the encountered Spiderfriends will be 
  the wanderers, 30% chance they are from Hex 15. When 1 
  Spiderfriend is encountered, it will be feasting with its spider 
  "friends" on the corpse of a moose. When 2 Spiderfriends are 
  encountered, they have set snares and traps and lie in wait 
  (though the spiders accompanying them are impatient and 
  are 60% likely to spoil an ambush).  
   
  Spiderfriend (up to 6): 23, 26, 27, 27, 27, 33 
   
  Spider, Giant Greyback: These spiders drop from trees or 
  shoot webs from dark holes to try to snare prey. These are 
  the favored "pets" of the Spiderfriends in the area (see 
  Spiderfriend entry for information). When the encounter 
  indicates only spiders, they will work together until one 
  opponent is down, then they will squabble among themselves 
  to get the dead/paralyzed victim.  
   
  Giant Greyback Spider (5 ft. diameter) (1-4): hp 
  15, 19, 22, 24 
   
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  15 
   
  Statues of the Stone Mistress: (New Creature, see hex 6). 
  These mindless, deformed, animated statues are on a quest 
  for their mistress. They do not normally attack, but will be 
  aggressive toward anything that blocks their mission. 
   
  Roll 
  1d4 
  Statues’ Mission 
  1 
  Capture small animals for her to eat 
  2 
  Take a message (a stone tablet written in a 
  strange, squiggly, language) to the Witch of the 
  West Wind 
  3 
  Retrieve an item from the Witch of the 
  Wilderness (the Green Hag, hex 12) 1. A potion 
  2. A charm 3. Two dozen duck hearts 4. A 
  parchment 5. Holy water 6. Behir dung 
  4 
  Chase off a peasant (with no command to return, 
  this deformed statue “haunts” the peasant). 
   
  Statues of the Stone Mistress (1-3): hp, 60, 60, 60 
   
  Trolls: These insane creatures attack on sight, clawing at 
  opponents' eyes, trying to blind them. The trolls are seeking 
  to make a lair in the area. They flee from fire and acid, but 
  otherwise fight ferociously and drag off any slain opponents 
  for an evening feast where victims are roasted over a bonfire.  
   
  Trolls (8): 8 HD hp 30, 31, 31, 34, 35, 37, 39, 39 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wights: These wicked undead spirits haunt the region 
  seeking to slay the living. If one or more are killed, the 
  survivors will flee, then stalk the opponents (the next 
  encounters will always be with the Wights until all are 
  destroyed). 
   
  Wight (2-4): hp 9, 12, 14, 19 
   
  Wolves: A pack of very hungry wolves attacks the weakest 
  looking opponent or any stragglers. These wolves will try to 
  swarm their prey, dragging down an opponent with the sheer 
  volume of their attacks. If half or more are killed or injured, 
  they will flee and gather with another pack, returning to exact 
  revenge.  
   
  Wolves (1-10+10): hp 5, 6, 6, 7, 7, 8, 9, 10, 12, 12, 
  12, 13, 13, 13, 13, 15, 15, 15, 15, 16 
   
  Wraiths: These are spirits of fallen warriors haunting the 
  region. They attack clerics first. They will not flee, but can 
  be held at bay by brandishing silver weapons. Each wraith 
  has a 20% chance of carrying a magic weapon which it will 
  drop when killed. There is a 50% chance that any such 
  weapons are tainted with evil  
   
  Wraith (1-3): hp 13, 16, 27 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  16 
   
   
   
   
   
   
   
  St. Ashar’s 
  Stallion 
   
  
  T                                                                                                             The Northern Tier 
   
  17 
   
  Table 4. Special Encounters 
   
   
   
   
  Roll 3d10 
  3 
  The Hermit and the Woman 
  13 
  The Fairy Box 
  22 
  The Frog King 
  4 
  Peasant Cart 
  14 
  The Hooded Wanderer 
  23 
  The Night Claw 
  5 
  White Lady and Black Avenger 
  15 
  Dorcan the Man Collector 
  24 
  Foren and Dymer 
  6 
  The Monks of the Fallen Fire 
  16 
  Wandering Jack 
  25 
  Little Children Lost 
  7 
  Mother Sacren and Her Hovel 
  17 
  Ugly Karras 
  26 
  The Seven Brothers 
  8 
  The Boy Who Dug Fifteen Graves 
  18 
  The Pitch Wanderer 
  27 
  The Seedoak 
  9 
  The Welwa 
  19 
  Fritz and Friends 
  28 
  The Brute 
  10 
  Bearfriend 
  20 
  Finn the Tiny 
  29 
  The Crow 
  11 
  The Mad Hermit 
  21 
  Bearskin 
  30 
  Procession of Twelve Widows 
  12 
  Old Whitebeard 
  
  The Northern Tier                                                                                                                                   a 
   
  18 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. The Hermit and the 
  Woman  
  A man and a woman walk determinedly along the 
  path/road/whatever. The man is talking and gesturing wildly, 
  not paying any attention to his surroundings. The man is old, 
  with a long white beard and wears a simple tunic and 
  trousers. The woman wears a long blue dress with a hood 
  covering her head.  
   
  The woman is The Prophetess of Nanias and the man 
  is The Forerunner of Faith. These spirits appear and 
  disappear in the Highlands sometimes singly, less frequently 
  together. They emanate an aura of awe which causes those 
  of 3 or lesser Hit Dice/Levels to fall prostrate in awe (save to 
  resist if desired, locals willingly submit to the aura of awe). 
  Those of greater than 3 Hit Dice/Levels sense the power of 
  these Spirits, but will not feel compelled to fall prostrate. 
   
  The Prophetess speaks a prophecy every sixth hour (at 6 
  minutes and 6 seconds after the hour, to be precise).  Half of 
  these prophecies are benign (noon and midnight), half of the 
  prophecies will be malevolent (6 AM and 6 PM). The 
  prophecies can be as pinpoint specific as predicting the 
  future of a person standing in front of her or as obscure as 
  speaking the fate of a farmer who has not yet even been born. 
  The accuracy of the prophecies is disputable. Sample 
  prophecies can be generated on the chart to the right. 
   
  The Forerunner speaks for the natural world. He decries the 
  encroachment of human beings into the wilds, as roads and 
  cities cut through the forest and trees are cleared for 
  farmland. Druids, Rangers and those who revere nature who 
  listen to the Forerunner for an hour will gain 1 bonus first 
  level spell (even if unable to cast a spell normally), available 
  for 24 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  1d8 
  Beneficent Prophecies 
  (6AM-6PM) 
  Malevolent Prophecies 
  (6PM-6AM) 
  1 
  After the eclipse, when the 
  Avenger betrays the King, the 
  treasure of day will be 
  revealed. 
  When the sacrifice is made and 
  the final stone is laid, the 
  darkness will wrack the land. 
  2 
  When the king is dead and the 
  wandering people rise up, the 
  truth of life will be revealed. 
  When the sacrifice raises the 
  great queen, the prophet of doom 
  will speak for the dead. 
  3 
  When the sun shines no more 
  and the guardians cry no 
  longer, the prophet will rise 
  again. 
  When the dance is done and the 
  great wyrm falls to darkness, the 
  Lord of the Pit will rise in anger. 
  4 
  When the false king rules no 
  more and the black stone casts 
  its shadow on the land, those 
  in long exile shall wander free 
  again. 
  When the stars align and the 
  Beast of Filth has overrun the 
  land, the Long Dark will begin 
  with the crowning of Darkness. 
  5 
  When all that glitters is cast 
  away so ancient foes may ride 
  together, the lost will be found 
  and light will shine in 
  darkness. 
  When the lost melody of lament 
  is sung and the rains in the south 
  dry up, the time will be right for 
  the Beast to take the throne of 
  death. 
  6 
  When the tides fully recede on 
  the night the planets align with 
  the Cold Stars, the Deliverer 
  will be born at midnight. 
  When the lost book of the Night 
  Valley is opened and the Lord of 
  Chaos bows to a new master, the 
  blood prophet will seek his 
  peace. 
  7 
  When the constellations turn 
  and the Great Beast of the 
  Wood is defeated, the fountain 
  of life-water will issue forth 
  for a fortnight. 
  When the hero of the North dies 
  and famine and plague descend 
  on the land, the world will suffer 
  the crushing weight of the Outer 
  Darkness. 
  8 
  When the clouds turn red and 
  gold at midday and the Spirit 
  of the Great Wood returns, the 
  heart of the Wood will be 
  renewed. 
  After the sea crushes the 
  mountain and butterflies drink 
  from the corpse of the World 
  Worm, the sky will rain fire and 
  ash. 
   
  The Prophetess: HD 1; hp 7; AC 0[19]; Atk nil; Move 12; 
  Save 8; CL/XP 1/15; Special: Prophecies 
   
  The Forerunner: HD 2; hp 7; AC 3[16]; Atk 1 fist (1d8); 
  Move 12; Save 11; CL/XP 2/60; Special: Blessing 
  
  T                                                                                                             The Northern Tier 
   
  19 
   
  4. Peasant Cart 
  This only occurs on a road. A peasant driving a small empty 
  cart approaches. The peasant will stop the cart and ask for a 
  drink of water. Anyone who gives the peasant a drink of 
  water will find that their water skin will forever be 3/4ths full 
  (it will never be more or than 3/4ths full no matter how much 
  a person tries to put in it, nor will it ever be less than 3/4ths 
  full no matter how much a person drinks from it). If the 
  peasant is given a drink, he will offer as many as 6 people a 
  ride in the cart, whatever direction they are going. The cart 
  goes very slowly, however, half a party's walking rate. When 
  the party stops for the night, the peasant will make camp with 
  them but sometime during the night the peasant, cart and ox 
  will disappear, though no one will see or hear him leave.  
   
  If the peasant is ignored, he simply moves on, though that 
  night the party will be visited by a very loud ox that will 
  tramp through their camp or butt its head against the door or 
  wall of any structure they are in. 
   
  If the peasant is insulted, he will call down a mild curse on 
  any insulting group. The insulted peasant will say, "May 
  your salty tongue never be satisfied." He will then kick up 
  the ox which will travel unnaturally quickly away from the 
  insulting group. Those who hear the curse must save vs. 
  spells or have insatiable thirst for the next 3d12 hours.  
   
  If the peasant is killed, he, the cart, and the ox become a 
  billowing cloud of red mist, with the effect of the 
  spell stinking cloud, lasting 20 rounds and covering a 40’ 
  radius area. The appearance of the red cloud also doubles the 
  chances for a dangerous encounter during the duration of the 
  effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Peasant: HD 2; AC 9[10]; hp 5; Atk club (1d6); Move 
  9; Save 18; CL/XP 2/60; Special: None. 
   
   
   
  Roll 
  1d8 
  Cart is Carrying 
  Secret Hidden: 
  Cargo 
  Condition 
  Secret he is 
  carrying: 
  Cargo Value 
  1 
  Nothing 
  Beneath the floor 
  Ruined 
  Dead plague rat(s) 
  Worthless 
  2 
  Flasks of Whiskey 
  (1d6=10) 
  Beneath the contents 
  Nearly 
  ruined 
  Magical Fruit 
  Small Value 
  3 
  1d4+3 barrels with 1000 
  copper coins in each 
  Within the contents (hollow bricks, 
  sewn in the pets, in the barrels, etc.) 
  Fair 
  The High King’s 
  seal 
  Less than normal 
  value 
  4 
  Furs/pelts 
  In the driver’s pocket 
  Good 
  Poison vial(s) 
  Normal value 
  5 
  Animals (dead or alive) 
  Invisible (1. On the seat, 2. In the cart, 
  3. Following the cart,  
  4. Hovering above the driver) 
  Very good 
  Fairy heads and 
  pixie wings 
  Greater than 
  normal value 
  6 
  Alchemical ingredients  
  (1. Powders in boxes,  
  2. Liquids in flasks,  
  3. Bones and feathers,  
  4. Base metal bars) 
  Driver’s identity (he is 1. A demon,  
  2. An angel, 3. A faerie, 4. A normal 
  man trapped in a magical cart) 
  Exceptional 
  Magical dagger 
  (Green Man’s 
  Fang: +1, find the 
  path 3/day, charm 
  animal 1/day) 
  Very valuable 
  7 
  Dung bricks (1. Bovine,  
  2. Human, 3. Griffin,  
  4. Dragon) 
  Driver’s motivation (1. Chaos,  
  2. Altruism, 3. To later attack,  
  4. Pass information on to his master 
  Legendary 
  A forged letter from 
  the King of 
  Arcaman 
  Priceless 
  8 
  A huge glass vial filled 
  with a clear liquid 
  (1. Water, 2. Poison,  
  3. Distilled wyvern urine, 
  4. Fermented yak saliva) 
  Cart is a monster which will (1. Try to 
  eat the party, 2. Buck and rumble to 
  knock off passengers, 3. Attack as the 
  party mounts cart, 4. Attack as the 
  party dismounts cart. 
  Deadly 
  Vials of  
  (1. Dragon blood, 
  2. Owl blood,  
  3. Goblin tears,  
  4. Gold dust) 
  Cursed 
  
  The Northern Tier                                                                                                                                   a 
   
  20 
   
  5. The White Lady and the 
  Black Knight 
  A woman dressed all in white riding a pure white (almost 
  glowing) horse is riding next to a figure dressed in black 
  platemail riding a jet black horse. 
   
  The woman is The White Lady and the man is The Black 
  Avenger. The White Lady is the spirit of one of the Virgin 
  Princesses of Urtan, killed on her wedding night by the 
  Huntsman of the Queen of the Night. When the White Lady 
  appears, the locals say, misery follows.  
   
  The White Lady is a Spectre caught in unlife by the power 
  of the injustice of her life and death. She will question any 
  living being she encounters asking 1d4 questions, seeking to 
  catch the living beings in a lie. She will stop asking after a 
  maximum of 4 questions, or when the questioned lies to her. 
  If questions are answered honestly, the Lady and the 
  Avenger fade away. If anyone does lie to her, she commands 
  the Avenger to attack while she will watch from the side. If 
  the White Lady is attacked, she will fight fiercely. 
   
  The Black Avenger is Zealous Defender, a new type of 
  undead, caught in eternal unlife by a vow taken to forever 
  protect his lady. He taunts his opponents, and will fight to the 
  death unless his opponents flee (he will not pursue). He can 
  use the sword's powers to find hidden opponents or 
  to blink to gain an advantage. If the White Lady takes any 
  damage, the Black Avenger will fly into a rage, attacking 
  with a bonus of +2 to hit and damage, but a penalty of 3 
  points on his AC. He will defend the White Lady with his 
  last action if necessary. 
   
  If the Avenger is killed, the Horse and armor will evaporate 
  into black smoke, leaving behind a magical sword (black 
  steel, silk wrapped hilt, etched with roses, tiny rose shaped 
  ruby in hilt): Avenger's Wrath (sword +1, +2 vs. humans,   
  -2 vs. undead, detect living three times per day, allows the 
  user to blink (per the spell, at 8th level) 3/day, a NE sword).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the White Lady is killed, she and her horse evaporate in a 
  cloud of white smoke, leaving behind a crown of starflower 
  blossoms and her voice echoing a curse. The crown of 
  blossoms is the Virgin's Crown, imbuing the wearer 
  with ESP, the ability to regenerate 1 hp per turn as a vampirc 
  touch and it acts in all ways as a ring of protection +2. This 
  is a LE item.  
   
  Spectre (White Lady): hp 27 
   
  Zealous Defender (Black Knight): hp 53 
   
   
   
  Roll 
  1d10 
  White Lady’s 
  Question 
  White 
  Lady’s 
  Curse 
  Black 
  Avenger’s 
  Taunt 
  1 
  Hast thou sought 
  truth always? 
  May thy name be 
  cursed! 
  Where is the rest of 
  you? 
  2 
  Hast thou brought 
  divine justice? 
  May thy eyes be 
  cursed! 
  Is this the best you 
  can muster? 
  3 
  Hast thou been a 
  defender 
  of 
  the 
  weak? 
  May thy heart be 
  trodden upon! 
  What wench taught 
  you to fight? 
  4 
  Hast thou brought 
  betterment 
  to 
  mankind? 
  May thy nights 
  be restless and 
  haunted! 
  I smell your fear, 
  let me taste your 
  blood!  
  5 
  Hast thine intent 
  always been true? 
  May thy days be 
  filled with grief! 
  I never tire, I never 
  bleed. And you, 
  mortal? 
  6 
  Hast thou taken that 
  which is not thine? 
  May thy die be 
  cast against thee! 
  I 
  tire 
  of 
  your 
  weakness! 
  7 
  Hast thou borne 
  false witness? 
  May 
  thy 
  ears 
  never hear sweet 
  music! 
  Were there no true 
  champions to be 
  found? 
  8 
  Hast thou honored 
  God and king? 
  May thy tongue 
  only speak evil! 
  What does your 
  honor mean to you? 
  9 
  Hast thou found 
  pleasure in slaying? 
  May thy life be 
  filled with fear! 
  How 
  strong 
  are 
  you? Stronger than 
  death? 
  10 
  Dost thou desire 
  gold 
  more 
  than 
  glory? 
  Let thy life be 
  filled with death! 
  Pitiful, 
  wretched, 
  unwashed peasant! 
  
  T                                                                                                             The Northern Tier 
   
  21 
   
  6. “Monks” of the Fallen 
  Fire 
  Encountered on the road in the wood, these four members of 
  the Green King’s court have disguised themselves as monks 
  in order to travel the region unmolested. Unfortunately, they 
  are not terribly religious men and their disguise can be seen 
  through fairly quickly by a suspicious, devout follower of the 
  Way of the Master. They use some of the right phrases (“It 
  is the Master’s will.” “The will of the Way.” “Light shine 
  upon you.”) but they also swear when surprised or angered 
  (a true monk would not allow himself such a worldly action) 
  and they conceal weapons in their robes (though they try to 
  explain this away by speaking of bandits and monsters). 
  Most telling would be if a character actually engaged them 
  in a matter of faith (confession, theological discussion, etc.) 
  as these men are woefully unequipped for such a task. They 
  will speak of being followers of St. Arius of the Fallen Fire, 
  though no such saint or sect exists. Another telling error these 
  false monks make is that they constantly take the name of 
  their patron saint in vain. That is, they will say things like, 
  “By Arius…” or “Great Arius’ Ghost!” If engaged in 
  conversation, they are 50% likely to mention that they seem 
  to be plagued by strange happenings – great thirst, random 
  fire that doesn’t do any damage… 
   
  They will only fight if attacked, preferring to lie, bribe or 
  intimidate their way out of a fight. Failing such tactics, they 
  will try to run. 
   
    
   
   
   
  These men gather intelligence for the Green King, for his 
  remaining illegal ventures throughout the Highlands. If 
  captured, they will trade information for their lives, then flee 
  the region, never to return. If one or more of the “Monks” 
  betrays the Green King, the King will put a high price on all 
  of their heads, dead or alive.  
   
  Brother Garath (MU 5, AC 9, hp 13, I=18, wand of wonder, 
  dagger, 32 gp, 19 sp) 
  Brother Michen (F 6, AC 5, hp 33, S=16, chainmail, short 
  sword +1, 109 gp) 
  Brother Angus (Th 6, AC 6, hp 17, D=17, thieves’ tools, 
  amulet of St. Arius, short sword, gold ring [60 gp], gold 
  earring [12 gp], 33 sp) 
  Brother Fraklan (Th 5, AC 8, hp 11, D=15, dagger, short 
  sword, parchment written in code [names, dates, goods being 
  shipped], 44 gp, 13 sp, ruby [130 gp]) 
   
  Amulet of St. Arius This gold plated bronze amulet 
  (intrinsic value 25 gp) depicts a stylized star with two staves 
  crossed in front of it. The Amulet is magical, though none of 
  the “monks” knows what it does. If the name of St. Arius* is 
  invoked, a random effect (see chart) will be triggered 1d20 
  minutes later. In addition, the Amulet offers a +1 bonus to 
  AC. 
   
  * Note: St. Arius may not exist, but another power (a chaotic 
  and somewhat nefarious power) responds to the utterances of 
  the Saint’s name, bestowing the effects. 
   
   
   
  Roll 
  1d12 
  Effect of Amulet 
  1 
  A nearby inanimate object (up to 10’ cube) turns to 
  sand and crumbles. 
  2 
  A spell cast is affects the caster equally to the target 
  (if the caster is the target, the spell has double 
  effect) 
  3 
  Random person within 50’ gains a birthmark. 
  4 
  All within 50’ of amulet fail next saving throw. 
  5 
  Random item changes shape for 4d6 hours. 
  6 
  All women within 100 yards vanish for 1 turn. 
  7 
  Animals within 100 yards of the amulet believe 
  bearer of amulet is a deity for 1 week. 
  8 
  The wearer of the amulet’s weight doubles for 2d8 
  hours, though his/her size does not change. 
  9 
  Amulet wearer gains 1 point of wisdom for 1d6 
  hours, then permanently loses one point of wisdom 
  (save allowed). 
  10 
  All within 30’ become dehydrated for 1d12+3 
  hours, losing 1 point of Constitution every 2 hours. 
  If constitution drops to 0 or below, person dies (save 
  allowed). 
  11 
  In next encounter, wearer of the amulet disappears 
  and reappears at 1d4-1 round intervals (0-3 rounds). 
  12 
  If a random person within 60’ becomes angry in the 
  next 4 turns, the ground around the person will turn 
  to (illusory) fire for1d4 rounds. 
  
  The Northern Tier                                                                                                                                   a 
   
  22 
   
  7. Mother Sacren and Her 
  Hovel 
  A strange creature, Mother Sacren. As far as anyone knows, 
  she has always lived in a tiny stone hovel deep in the 
  Highlands, though no one seems to know exactly where it is. 
  As long as anyone can remember, Mother Sacren has been 
  old, ancient even. She has a deep interest in things magical 
  and when wondrous items are found, she seems to turn up, 
  asking to examine the item, sometimes offering to buy or 
  trade for the item, sometimes offering an obscure warning 
  about the item.  
   
  If encountered randomly, Mother Sacren will nose about the 
  possessions of those encountered, evaluating any magical 
  items she discovers. If her hovel is sought out, she is always 
  home, 
  always 
  welcomes 
  visitors 
  with, 
  “Patience, 
  younglings, the world continues apace whether you rush or 
  whether you wait.” Or something similar. She is never in a 
  hurry, always subtly complaining about how much of a hurry 
  everyone seems to be in these days. She will not talk about 
  her past or future, but may drop veiled hints about her 
  visitor’s futures, if she can divine such. She genuinely wants 
  to be helpful, but is most interested in maintaining a balance 
  (leaning toward good) in the world. Those who obtain 
  extremely powerful items will find Mother Sacren or one of 
  her minions (see below) seeking the item to “remove if to a 
  safe place, away from the tempting hands of this world.” 
  What, exactly, that means she will not divulge, only that 
  some items “are not meant for mortals to meddle with, for 
  their own good.” 
   
  There are those who seek Mother Sacren for her potions and 
  trinkets. She seems able to procure nearly any item of a 
  magical nature, or at least the has knowledge about nearly 
  every item of magical nature ever found, lost or hinted at in 
  myth and legend. She will not sell or trade an item to a person 
  she deems unworthy (for whatever reason). She has been 
  known to send those who seek her services on grand quests, 
  either as payment for an item or service rendered, or as a way 
  of answering the petitioner’s own questions, to find an item 
  they seek for themselves. 
   
  In game terms, Mother Sacren is an Exile, one of the 
  Firstborn. She has little interest in the affairs of the “lesser 
  races” but pays attention to the magical currents of the world, 
  attempting to remove ultra-powerful items from the hands of 
  those she considers “children” and unable to manage such 
  items. She whisks such items off to an extradimensional 
  space (the Edge of Heaven) where they are guarded by 
  powerful angelic beings.  
   
   
   
   
  When encountered in her hovel to engage in trade, she will 
  strike her deal, then excuse herself to the back room where 
  from which she will disappear. If followed, the back room is 
  simple, and empty (a small bed, a small table, a single chair, 
  candles, a locked box containing her travel clothes – if 
  anything is stolen, she will track down the thief and demand 
  her items back). From the back room, Mother Sacren 
  teleports to different places, wherever whatever item she 
  needs can be procured. She has (for game purposes) limitless 
  resources, but she is very powerful, so not an entity to be 
  trifled with. This is the closest thing to a “magic shop” 
  available in the Highlands. While Mother Sacren is able to 
  procure nearly any item, she may not be willing, depending 
  on the “buyer’s” need, disposition, respect, ability to offer 
  her something of value in return and so on. Use the 
  accompanying chart to determine her reaction.  
   
  If her reaction is Hostile, add 2 to every subsequent roll (for 
  Availability, Price and Condition) and if Uncertain, add 1 to 
  each roll. If her reaction is Pleasant, subtract 1 from 
  subsequent rolls and if her reaction is Enthusiastic, subtract 
  2 (treating any results less than 1 to be 1, of course).  
   
  Mother Sacren (Exile): HD 14; AC 0[19]; hp 68; #Attacks 
  2 + spells; Damage 1d6/1d6; AL: CN; Special: Spell effects 
   
  Mother Sacren can cast ESP and Detect Good and Detect 
  Evil at will. If attacked, she can cast Lightning Bolt 3x/day 
  as a 12th level caster and can Teleport Without Error 3x/day. 
  She always appears as a wizened old lady, often smoking a 
  pipe (50% chance magical pipeweed – save vs magic or 
  Charm Person), with a walking stick (actually a magic wand 
  which allows the wielder to cast Identify 8x/day). 
  Roll 
  1d8 
  Reaction 
  Item 
  Availability 
  Price 
  Condition 
  1 
  Hostile 
  Available 
  List -
  20% 
  Exemplary 
  2 
  Uncertain 
  Probably 
  Available 
  As 
  Listed 
  Fine 
  3 
  Uncertain 
  Probably 
  Available 
  +10% 
  Normal 
  4 
  Neutral 
  Possibly Available 
  +25% 
  Normal 
  5 
  Neutral 
  Possibly Available 
  +60% 
  Normal 
  6 
  Neutral 
  Probably Not 
  Available 
  Double 
  Acceptable 
  7 
  Pleasant 
  Probably Not 
  Available 
  Triple 
  Acceptable 
  8+ 
  Enthusiastic 
  Not Available 
  10x List 
  Poor 
  
  T                                                                                                             The Northern Tier 
   
  23 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  24 
   
  8. The Boy Who Dug 
  Fifteen Graves 
  A boy with a shovel stands over 15 sticks poking up out of 
  the ground, each with a straw hat dangling on it. The ground 
  around each of the sticks is disturbed. 
   
  If engaged in conversation, the boy will grin the whole time, 
  never blink, and answer in whispered, single word responses 
  to any request. If asked his name, he will call himself 
  “Aeog.” Detect magic will reveal that he is magical, as is his 
  shovel and a ring on his right hand. Detect evil will show 
  nothing (see below). 
   
  The boy is a Grave Demon, an apparition who sometimes 
  appears when bodies go unburied. The Grave Demon buries 
  each of the unburied bodies in an unholy ritual which 
  animates the bodies as Grave Zombies. 
   
  Typically, Aeog will engage in “conversation” for 1d8 
  rounds. Then the boy will smile and gesture as if tipping 
  his hat toward those encountered. If the gesture is 
  returned, the boy will try to saunter off in the opposite 
  direction of those encountered, disappearing once out of 
  sight.  
   
  If the gesture is not returned, the Grave Demon will give 
  those encountered an angry look, then turn in a full circle 
  with the shovel held at shoulder height. As he does so, the 
  hats on the sticks begin to quiver and the next round 15 Grave 
  Zombies claw their way to the surface and attack. The Grave 
  Demon fights with Aeog’s Shovel (treat as shortsword +2; 
  mortal creatures of 3 HD or less buried with Aeog’s Shovel 
  can be raised as a Grave Zombie, up to 20 per day and those 
  buried by a Grave Demon with Aeog’s Shovel cannot be 
  turned; Command Undead 3x/day) and his innate abilities 
  (command undead, cause fear 3x/day, Gravetouch: draws 1 
  point of strength per hit). His ring is a ring of spell turning. 
   
  The Grave Zombies will pause one round to each gather a 
  straw hat and place it on its head. The hats give the Grave 
  Zombies the ability to regenerate 1 hp/round. The hats only 
  work when physically in contact with undead, and only work 
  for undead creatures. Destroying the hat destroys the Grave 
  Zombie immediately.  If Aeog the Grave Demon is defeated, 
  consult the following table for what happens when Aeog dies 
  and what treasure appears on his corpse (or where his corpse 
  should be…). 
   
  Grave Demon: hp 37 
   
  Zombie, Grave: hp 2, 5, 5, 5, 6, 7, 9, 9, 10, 10, 11, 12, 13, 
  14, 14 
   
   
   
  Roll 
  1d6 
  Death Throes 
  Treasure 
  1 
  Explodes in green 
  magical energy, 
  d12 damage in 25’ 
  radius 
  Skull becomes a golden 
  skull worth 500 gp, cursed 
  (touching skull causes 
  blindness) 
  2 
  Dissolves in a pool 
  of acid (1d6 
  damage for 1d4 
  rounds if touched) 
  An amber rod, 3’ long, 
  rattles to the ground. A fairy 
  is imprisoned within.  
  3 
  Turns to stone. 
  Explodes if struck 
  again (3d10 
  damage, 25’ 
  radius) 
  3 bloodstones, 2 jacinth and 
  2 opals grow up from the 
  ground worth 750 gp total. 
  4 
  Fades into ghostly 
  form, follows 
  creature who gave 
  death blow for 
  1d20 days 
  A giant sunflower grows 
  where Aeog falls (takes 1 
  turn). The seeds heal 1 hp 
  each but cause insomnia (1 
  hour sleeplessness per seed) 
  d20+20 seeds 
  5 
  Crumbles into a 
  swarm of beetles 
  which attack a 
  random living 
  being (1-2 damage 
  per round until 
  burned off for 8 hp 
  damage) 
  Gold coins rain from the 
  sky. PC can catch up to 
  1d20+ Dexterity 
  Bonus/round. Coins fall for 
  1d4+3 rounds. Coins not 
  caught are swallowed up in 
  the ground and disappear. 
  6 
  Collapses to 
  ground, rises again 
  in 1d8+12 hours 
  unless beheaded 
  2 potion vials fall to the 
  ground:  
  1 marked death, 1 marked 
  life (“death” is a potion of 
  resurrection – as per the 
  spell, “life” is a potion of 
  poison the potions are the 
  “cure” for each…) 
  
  T                                                                                                             The Northern Tier 
   
  25 
   
  9. The Welwa 
  The wind picks up, doubling in velocity for about 5 minutes, 
  then stops completely. All sounds of nature stop. The Welwa 
  appears. 
   
  The Welwa always blinks into existence directly behind its 
  prey (randomly choose a PC if the Welwa encounters them). 
  The creature, which glows with an unearthly greenish light, 
  normally attacks its prey with two massive claws while using 
  its tail to good effect, attempting to draw its prey in close for 
  a vicious bite. While this Faerie monster has a broad rack of 
  horns, it typically uses these defensively, brandishing them 
  menacingly to any who threaten the creature. Being a 
  creature of chaos, the Welwa’s immunities and weakness 
  vary every time it is encountered (see chart below) 
   
  The motives of the Welwa are inscrutable. It will focus only 
  on a single prey and can be driven off if seriously 
  injured.  Normally, the Welwa breaks off its attack and 
  blinks out of existence again once it has managed to bite a 
  chunk of flesh from its prey. A creature bitten by the Welwa 
  will never be attacked by the creature again. 
   
  The Welwa makes two attacks with its claws. If both attacks 
  hit, the Welwa draws its prey in to bite off a large piece of 
  flesh - the Welwa will try to bite a very fleshy part of its prey 
  (thigh, arm, torso). The creature uses its tail to entrap its prey, 
  wrapping the tail around the legs of the creature the Welwa 
  is attacking. (Thus, 2 or 3 attacks plus special - tail plus 
  special - horns). The Welwa lashes out with its horns at any 
  non-prey who attacks the creature or otherwise tries to 
  interfere with its attack on its prey.  
   
  The Welwa only exists in the mortal realm for the briefest of 
  times, seeking to sate its supernatural hunger with a bit of 
  mortal flesh. Once the Welwa takes a bite of mortal flesh, it 
  is sated for 1d20 days. 
   
   
   
  The Welwa (Unique): HD 7; hp 39; AC 4[15]; Atk 2 claw 
  attacks (1d6/1d6 + grapple), bite (1d4), antler gore (1d12), 
  tail whip (1d3 + grapple); Move 15; Save 9; CL/XP 8/800; 
  Special: tail whip, grapple, gore. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The wound of the Welwa bite never truly heals (-1 maximum 
  hit point until something like a Restore spell is cast) and daily 
  a greenish, slimy substance will ooze from the wound. If this 
  greenish slime were collected, it can be used to coat items 
  making them anathema to Faerie Creatures for 1d4 days of 
  use (adding an ability to hit Faerie creatures to weapons, 
  giving a 1 point bonus vs. Faerie creatures to armor class for 
  armor or shields thus coated). Each day the wound will ooze 
  enough to coat two small blades (knives, daggers, short 
  swords), one medium weapon (sword, axe, etc.), or ten arrow 
  heads. It would take three days to collect enough to coat a 
  shield and a week for a suit of armor. 
   
   
  Roll 
  1d6 
   
  Call 
   
  Demeanor 
   
  Special Immunity 
   
  Weakness/Fear 
  1 
  Trumpet-like, very loud 
  Berserk 
  Poison 
  Light 
  2 
  Snarling and yipping 
  Cautious 
  Fire 
  Holiness 
  3 
  Growling and howling 
  Ravenous 
  Cold 
  Water 
  4 
  Wolf-like howl 
  Hesitant 
  Non-magical weapons 
  Silver weapons 
  5 
  Hissing breath 
  Raging 
  Magical weapons 
  Cats 
  6 
  Silent 
  Sly 
  Spells (50% MU, 50% Cleric) 
  Witches 
  
  The Northern Tier                                                                                                                                   a 
   
  26 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10. Bearfriend 
  Crunching through the forest comes a Cave Bear lumbering 
  slowly. On the bear's back is a girl wearing simple, typical 
  peasant clothing and carrying a sack. 
   
  When encountered, the bear is hungry and, consequently, 
  grumpy. It will be somewhat aggressive unless offered food. 
   
  The girl atop the bear knows why the bear acts unpleasantly, 
  but sits silently atop her mount with a slightly bemused look 
  on her face, evaluating reactions to the bear. 
   
  If the bear is consoled somehow (probably food, but there 
  could be other creative approaches), the girl will smile and 
  introduce herself as Camala Bearfriend. If treated well, she 
  offers the party a magical charm if they will do something 
  for her. She needs the pointed teeth of six goblins, 
  hobgoblins, bugbears or trolls. If the party gathers what she 
  requests, they need simply speak her name three times aloud, 
  and she will appear presently with their gift: a charm of 
  protection against animals (the charm is made primarily of 
  claws and teeth of various animals: wolves, foxes, bobcats, 
  etc. - notably absent are any items from bears). The charm 
  gives a 3 point bonus to reactions with all animals except 
  bears, on which the charm has no effect. Camala wants the 
  teeth for a new charm, protection from goblin-kin. 
   
  Camala Bearfriend can give general directions to the 
  Chantry, the Hall of the Gnome King and the King Under the 
  Water, for those who might be interested in her offer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If attacked, the bear will defend Camala to the death, and will 
  be accompanied by 1d2 Cave Bears every third round until 
  the attackers are killed or driven off, Camala’s Bear is killed 
  or Camala herself is killed. If Camala is killed, all subsequent 
  encounters with bears are immediately hostile (unless 
  remove curse is cast). If Camala and her bear are simply 
  ignored, they will lumber off through the forest peacefully. 
   
  Camala: HD 1; hp 6; AC 9[10]; Atk nil; Move 12; CL/XP 
  0; Special: Bearfriend, Spells. 
   
  Cave Bear: HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug. 
   
  Roll 
  1d6 
  Camala’s Spells 
  In Her Bag 
  Bear… 
  1 
  Hold Person, Charm 
  Person, Lightning Bolt 
  Human 
  Teeth, 
  Dog Hair 
  Talks 
  2 
  Detect 
  Lie, 
  Detect 
  Good, Continual Light 
  Bear Skull,  
  121 gp 
  Has ESP 
  3 
  Monster Summoning 
  II, Charm Person, Fly 
  (8) 
  Diamonds, 
  100 gp each 
  Can Smell a 
  Lie 
  4 
  Levitate, 
  Flesh 
  to 
  Stone, Cure Serious 
  Wounds 
  Bear 
  Claws, 
  gilded (120gp) 
  Eats Human 
  Flesh 
  5 
  Animate Dead, Power 
  Word 
  Stun, 
  Hold 
  Person 
  Scroll (Protect. 
  From Magic) 
  Can Teleport 
  6 
  Charm Person, Detect 
  Evil, Anti-Magic Shell 
  Ruby-Studded 
  Tiara (1200 gp) 
  Has Genius 
  Intelligence 
   
   
  
  T                                                                                                             The Northern Tier 
   
  27 
   
  11. The Mad Hermit 
  A Mad Hermit wanders in this region. He carries a staff and 
  wears no shoes (even in the winter), only covered by a 
  bearskin tunic, an unkempt bushy beard and little else. He is 
  always immaculately clean. The Mad Hermit is immune to 
  the effects of heat and cold (even magical fire or magical 
  cold). He speaks of himself in the third person (calling 
  himself "The Wanderer") and he never uses pronouns or 
  contractions. "The Wanderer greets the fine men and women 
  before the Wanderer." “The Wanderer cannot follow such 
  fine folk as the Wander finds here and now.” “The Wanderer 
  desires to see the friends of the Wanderer succeed.” Such 
  might be the lucid statements of the Mad Hermit. However, 
  the Mad Hermit lives half of his life in a dream world where 
  he is surrounded by talking animals (or singing mushrooms 
  or dancing fairies). He spends most of his time conversing 
  (or singing, or dancing) with these invisible creatures. In his 
  dream state, the Wanderer uses contractions and pronouns: 
  “I love the life we’re given by the trees of happy clouds!” 
  “He’s looking at me. [Who?] That log. He never blinks.” 
  [Singing]  “We have nothing more to sing but songs of songs 
  of singing songs in green and brown and lumpy flesh the 
  songs we’ve sung are yours.” When he does talk and address 
  reality, he has a fair amount of insight into the goings on of 
  the Highlands. 
   
  If attacked, the Hermit will not defend himself, but within 
  1d4 rounds of being threatened, 1d10 animals (roll on the 
  Animal Encounter Table) will come to his defense. Animals 
  cannot be compelled to attack the Mad Hermit. 
   
   
   
   
  Mad Hermit: HD 1; hp 6; AC 9[10]; Atk staff (1d6); Move 
  9; Save 18; CL/XP 1/15; Special: see below. 
   
   
  Roll 
  1d8 
  How Lucid? 
  (roll 1/turn) 
  Hidden In His Tunic 
  (Roll 1/encounter) 
  His Staff is… 
  (Roll 1/encounter) 
  Hermit’s Special Powers 
  (Roll 1/encounter) 
  1 
  Multiple 
  Personalities 
  The Book of the Wanderer (reading it 
  causes 1. Insanity, 2. Gain One Point of 
  INT, 3. Nightmares, 4. Curse – constant 
  dry mouth) 
  A Wand of Wonder 
  If at least half-rational, can control insect 
  swarms, but if not, is surrounded by insect 
  swarms (insects do not bother the Hermit 
  but will attack random targets) 
  2 
  Paranoid 
  A partial map of the palace of the King 
  Under the Water 
  A Staff of Withering 
  Can create up to (20) 1” spheres of light 
  which he juggles 
  3 
  Singing and 
  Dancing 
  Tattooed Human Skin depicting: 
  1. A Demon, 2. A treasure map,  
  3. A heart with “Eshara” written on it,  
  4. Magic Runes 
  A Cursed Staff of 
  Withering (affects the 
  wielder instead of 
  target) 
  Can speak and understand every language 
  (including animals, etc.) and if not at least 
  half-rational, switches among them 
  randomly. 
  4 
  Half-Rational 
  7 Vials containing 1. Goblin blood,  
  2. Dragon saliva, 3. Liquefied Spiders, 
  4. Explosive liquids, 5. Powder of 
  Itching, 6. A captured Fairy 
  Staff of Healing 
  Can cast Slow and Shrink/Enlarge (as 10th 
  level caster), one spell every three rounds 
  5 
  Mostly Rational 
  A bone flute 1. Non-magical worth 1200 
  gp, 2. Magically calls sparrows, 3. 
  Tuned so only dragons can hear it,  
  4. Magical – as Wand of Wonder 
  Staff of Striking 
  Immune to Illusions and Mind Controlling 
  spells, can Reverse Gravity (at 10th level) 
  every 3rd round 
  6 
  Very Rational 
  Magic Dagger (Night Piercer dagger 
  +1, +3 vs. Humans, Animate Dead 
  1/day, Command Undead 1/day, 
  Darkness 3/day) 
  Cursed Staff of 
  Striking (affects the 
  wielder instead of the 
  target) 
  Lay on hands (as Paladin) for healing at 
  will 
  7 
  Brilliant 
  Conversationalist 
  An impossibly long snake which he calls 
  “Amberdore” 
  Staff of Thunder and 
  Lightning 
  Reverse of Lay on hands (does damage 
  instead of healing) at will 
  8 
  Babbling Idiot 
  A mummified three headed toad which 
  1. Speaks, 2. Is undead, 3. Has a huge 
  pearl within, 4. Is cursed 
  Staff of Swarming 
  Insects 
  Fly at will and control normal and magical 
  fire 
  
  The Northern Tier                                                                                                                                   a 
   
  28 
   
  12. Old Whitebeard 
  A gruff voice muttering curses and self-loathing is heard 
  some distance away. After a 2-5 rounds, a small man with 
  the longest, most tangled white beard ever seen limps into 
  view.  The small man wears a pointed green hat and carries 
  a long staff. If attacked, Old Whitebeard fights as a 10th 
  level fighter and gains a +2 bonus to hit and damage with his 
  staff. 
   
  This is Old Whitebeard, a faerie creature who occasionally 
  roams the Highlands. He challenges the most powerful 
  looking warrior to a single combat with staves. The stakes 
  are simple: the loser must serve the winner for one day. The 
  rules are simple, the loser is the one who is knocked down 
  three times. The problem is also simple, Old Whitebeard 
  cheats. He uses magic to imbalance his opponents when he 
  fights them. For purposes of the contest, Old Whitebeard 
  fights as a 10th level fighter, but every round his opponent 
  must make a Dexterity check (Dex or lower on 4d6) to 
  remain balanced. Imbalanced opponents attack at a 3 point 
  penalty and suffer a 2 point penalty to Armor Class. 
   
  If Old Whitebeard loses the contest, he will be true to his 
  word and will serve the victor for exactly 24 hours, 
  disappearing at that exact moment with an echoing laugh and 
  "Thou art worthy." 
   
  If Old Whitebeard wins the contest, he will first demand his 
  bested opponent comb his beard. After several rounds of 
  enjoying the humiliation of his opponent, he will clap his 
  hands together and laugh with glee. Jumping up he will say, 
  "I know! I want you to get the Eye of the Moon from the 
  King Under the Water! Bring me the Eye of the Moon!"  Old 
  Whitebeard can give the bested opponent directions to the 
  King Under the Water and can describe the Eye of the Moon, 
  he can even teleport the opponent to the gate of the King 
  Under the Water (and the opponent's friends, if asked before 
  he teleports the bested opponent), but he will not otherwise 
  aid the task.   
   
   
   
   
  If his opponent is already in possession of the Eye of the 
  Moon, Old Whitebeard will look despondent for a moment, 
  but then try to snatch it away (65% likely to be able to grab 
  it – unless held by a thief, then only 50%) and disappear. 
  Once Old Whitebeard has the Eye of the Moon, he will 
  release his opponent from any further service. If the Eye is 
  not surrendered, Old Whitebeard will throw a fit and 
  disappear, but the opponent will suffer the same effects as if 
  he or she refused to serve Old Whitebeard (see curse, below) 
  while an opponent who willingly serves Old Whitebeard will 
  receive a blessing at the end of his or her service (see 
  blessing, below).  
   
  Any mortal bested by Old Whitebeard who serves him for a 
  day will be released from his or her obligation, even if the 
  task Whitebeard set is incomplete.  It is up to the bested 
  opponent to track the time, Old Whitebeard will happily 
  allow him or her to serve forever… 
   
  The Curse: Old Whitebeard has no actual power to compel 
  a creature to serve him. However, if he bests a warrior in the 
  contest and the loser refuses to serve Old Whitebeard, the 
  little man will sneer at the bested opponent for a moment and 
  then disappear, placing a curse on the unwilling servant - 
  save vs. spells or be cursed with bad luck until remove curse 
  is cast. (In game terms, bad luck means that anytime the 
  player has to roll dice, he or she rolls two dice, or two sets of 
  dice, and takes the least advantageous of those rolls). 
   
  The Blessing: An opponent who willingly serves Old 
  Whitebeard until released will receive a wink and a thanks 
  from the little man and a blessing of good luck. (In game 
  terms, good luck means that anytime the player has to roll 
  dice, he or she rolls two dice or two sets of dice, and takes 
  the most advantageous of those rolls). 
   
  Old Whitebeard: HD 4; hp 24; AC 3[16]; Atk staff (1d6+2); 
  Move 9; Save 13; CL/XP 5/240; Special: Wrestle, curse. 
   
   
  Roll 
  1d6 
  What’s In His Beard? 
  What’s In His Hat? 
  If He Dies… 
  1 
  Seven mice, trained to steal small items 
  (1d4+10 worthless items) 
  112 Oak Leaves intertwined together 
  (grants 1 wish if worn) 
  His ghost haunts his killer, remove curse 
  sends ghost away 
  2 
  A dagger (+1, wielder regenerates 1 
  hp/turn while held, wielder glows purple 
  while holding dagger) 
  Mummified dog head which attacks 
  if grasped (attacks as F6, 1d6 
  damage). Cannot move (of course) 
  His body immediately turns to stone, but 
  in 1d6 days he revives and hunts his killer 
  3 
  2 weeks iron rations, a jar of honey and a 
  small diamond (370 gp) 
  Honey (10 doses, heals 1d6+3 per 
  dose) 
  His corpse dissolves, leaving beard and 
  hat items 
  4 
  An owl and a pussycat who will attack 
  Eleven goblin fingers 
  He explodes in light (no damage) 
  5 
  A golden torc (worth 320 gp), a silver 
  ring (magical ring of water walking and 
  water breathing, wearer in coma for 1d6 
  days after ring is removed) 
  A sticky mass of pine seeds (actually 
  it’s Bear scat). Heals 1d6+4 hp if 
  eaten, but permanently lose 1 point 
  of Charisma. 6 doses 
  His corpse subsumes to poisonous 
  mushrooms in 1d4+6 rounds. The 
  mushroom where his head was grants 1 
  point of Wisdom if eaten 
  6 
  A letter from the King Under the Water 
  inviting Old Whitebeard to meet about 
  “the moonstone” 
  A ball of continual light which, if not 
  handled once per day, explodes, 
  bright as sunlight, for 3d6 damage 
  His body crumbles to dust, no items 
  recoverable. If dust is mixed with wine, 
  Whitebeard revives and grants one wish to 
  whoever revived him 
  
  T                                                                                                             The Northern Tier 
   
  29 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  30 
   
  13. The Fairy Box 
  This encounter begins with a tiny girl (about 4" tall) in a 
  green felt hat and a red dress waving to make her presence 
  known. If addressed, she will make her plea: her sisters, 
  sprites all, are trapped in this area, far away from home (their 
  home in the Faerie Realm, she will reveal if asked). The way 
  back home is locked in a box that none of her sisters can 
  open. Could anyone help them get back home?  
   
  The tiny girl, who has no name but will identify herself as 
  Sprite if pressed, leads any who are willing to help to what 
  appears to be a stone chest resting among the weeds at the 
  base of a tree. The chest is indeed locked, and trapped (it is 
  also magical, if detected). The obvious lock on the front of 
  the lid is a false lock, and the trigger for the first trap which, 
  if triggered, shoots out a small, barbed brass hook that 
  catches the hand of the one manipulating the false lock for 1 
  hp damage (save vs. paralysis to avoid).  
   
  If the trap is successfully sprung, the locking mechanism of 
  the box clicks and the chest is now unlocked (the "key" to 
  unlock the box is a drop of mortal blood). If the chest opened, 
  it appears empty. Immediately, 107 tiny women will swarm 
  out of hiding and begin leaping into the box. Anything placed 
  in the box for the first 30 minutes after it is opened 
  immediately disappears (including the tiny women).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If a drop of mortal blood unlocks the box, it becomes a gate 
  to the Dark Faerie Realm, teleporting anything placed therein 
  to the Court of the Night Queen. If the box is opened in any 
  other way, the items (and creatures) placed into the box 
  teleport to random locations (see chart). 
   
  The tiny women are not sprites, but are Night Fairies, selfish 
  and often malevolent spirits who faithfully serve the Night 
  Queen. If the box is destroyed, if the tiny woman is ignored 
  or attacked, if she is offended in any way, all 108 Night 
  Fairies will swarm the offender. They attack as 1 HD 
  creatures and do 1 hp damage, as well as special magical 
  abilities. 
   
  Night Fairies (107): hp 1 each. 
   
   
  Roll 
  1d12 
  Arrow 
  Poison 
  Where the stuff goes… 
  When the Fairies disappear, 
  their treasure is… 
  Fairy Box is… 
  1 
  Sleep 
  To another plane: 1. Heaven, 2. The 
  Outer Darkness, 3. Air, 4. Water, 5. 
  Fire, 6. Earth, 7. Shadow/Darkness, 8. 
  Alternate Prime  
  In a leather sack in the boughs of the tree 
  above the box: 4656 gp, Gems (5): 100 gp 
  Moss Agate, 100 gp Smoky Quartz, 1000 gp 
  Star Ruby, 70 gp Azurite, 9 gp Azurite.  
  Stone, held fast to the ground (25+ 
  combined strength to move…2x STR 
  percentage chance to destroy box trying to 
  move it) 
  2 
  Hallu- 
  cination 
  To the treasury of the King Under the 
  Water 
  In the box. 5003 sp, 1874 gp, a jade and gold 
  bracelet (6000 gp) 
  Actually made of paper-mache and will 
  collapse in on itself if handled roughly 
  3 
  Fear 
  To the treasury of the Godking of the 
  Chantry 
  An illusion of 8000 gp and 25 diamonds 
  which scatter on the ground 
  White painted onyx, fragile 
  4 
  Paralyze  
  To the treasury of the Gnome King 
  Taken with fairies: no treasure 
  Marble, weighs 1,200 pounds 
  5 
  Sleep 
  To the throne room of the Silver 
  Queen 
  Laying in front of box: Gems (2): 1000 gp 
  Black Opal, 50 gp Banded Agate. 
  An illusion covering a hole in the universe 
  6 
  Hallu- 
  cination 
  To the treasury of the Night Queen 
  On the ground: 4537 sp, 7gp ruby. 
  Stone, bigger on the inside than the outside 
  7 
  Fear 
  To the hoard of an Ogre King 
  An empty leather pouch appears in air. 
  Stone, bigger on the outside than the inside 
  8 
  Paralyze  
  To the treasury of a human king 
  Under fairy box: 8695 cp, 4784 sp. 
  Wood painted to appear as stone 
  9 
  Sleep 
  To the home of a destitute villager 
  On the ground: Gems (4): 45 gp Turquoise, 
  50 gp Azurite, 50 gp Moss Agate, 70 gp 
  Topaz. 
  An inert mimic 
  10 
  Hallu- 
  cination 
  To Mother Sacren 
  In a wooden chest behind the fairy box: 3747 
  sp, Chalice (6000gp), Gold and silver crown 
  (1250 gp) 
  A live mimic magically compelled to allow 
  the Night Fairies passage (but not other 
  living thing) 
  11 
  Fear 
  Buried just beneath the fairy box, 
  even if the fairy box is removed, the 
  items placed therein will be buried 
  just beneath it 
  An apparition appears carrying a tray: box 
  with 2011gp, Silver clasp (oak leaf shaped) 
  worth 4700gp, Gold decanter (3000gp) and 
  (7) 300 gp diamonds. 
  Hand carved bone (1. Dragon bone,  
  2. Human bone, 3. Goblin-kin bone,  
  4. Elk bone, 5. Griffin bone, 6. Fairy bone) 
  12 
  Paralyze  
  1,000 miles in a random direction d8 
  for direction: 1. East, 2. Northeast, 3. 
  North, 4. Northwest, 5. West, 6. 
  Southwest, 7. South, 8. Southeast 
  A large scarecrow leaps out of the fairy box 
  and attacks. The first successful hit on the 
  scarecrow (treat as AC 2), it explodes (like a 
  piñata) scattering treasure: 9211 sp, 5645 gp, 
  Gems (8): 10 gp Lapis Lazuli, 100 gp 
  Hematite, 100 gp Jasper, 1000 gp Garnet, 50 
  gp Malachite, 50 gp Turquoise, 75 gp Lapis 
  Lazuli, 75 gp Moss Agate. 
  Stone, cursed (until removed). Any who 
  touch it 1.  Fall under the effect of fear spell 
  every encounter, 2. Fall under the effect of 
  a slow spell, 3. Shrink to half size, clothing 
  and equipment do not shrink, 4. Have 
  nightmares (unable to fully rest and regain 
  spells, heal, etc.) 
  
  T                                                                                                             The Northern Tier 
   
  31 
   
  14. The Hooded Wanderer 
  When encountered, this creature always tries to stay in shade 
  or shadows. Whenever locals have encountered her, they 
  always have a sense of dread.  She appears as a little girl 
  wearing a deep blue velvet hooded cloak. Every time the 
  Hooded Wanderer appears, she looks slightly different, 
  though always with the blue velvet cloak (hair, eye and skin 
  color varies widely in the stories). The most disturbing 
  feature of the Hooded Wanderer is that her legs face the 
  wrong way, or her head is on backwards. No one has ever 
  seen her arms. 
   
  The Hooded Wanderer moves in and out of this reality on 
  her quest to serve justice. She seeks out the worst criminals 
  (murderers, rapists, etc.) and will follow them around, loudly 
  weeping and sobbing. If confronted by a criminal, the true 
  nature of this creature becomes immediately apparent: she 
  opens the hooded cloak and within is a monstrous 
  appearance – mouths with vicious teeth and tentacles which 
  viciously attack the criminal and eat him or her. 
   
  When the righteous meet the Hooded Wanderer, she will stop 
  10 feet from the person (or people), peer intently into their 
  eyes (50% chance of lowering the hood), and speak a 
  blessing on the righteous: “May you continue in the light and 
  live always in the way that is right. May your days be blessed 
  and your nights in the hands of the One who Knows All.” 
  This blessing confers +1 to saving throws during the daylight 
  hours and gives deep sleep to the blessed one, meaning a full 
  night’s rest is only 7 hours instead of 8. 
   
  If encountered randomly, the Hooded Wanderer is searching 
  for a murderer named "Alaric." She will ask (from deep 
  inside the hood, hiding her appearance), "I seek Alaric of 
  Newtown. Can you show him to me?" 
   
   
   
   
   
  If information about Alaric of Newtown is given to the 
  Wanderer, she will confer her blessing on the one who tells 
  her. If she is met with belligerence or hostility, she will give 
  a warning (“Do not meddle in the affairs of the Fay, 
  mortals!”) and will defend herself if attacked, though will 
  only use deadly force if seriously threatened (she is more 
  likely to use her spell-like powers to drive attackers away, if 
  possible). If anyone encountered is actually a terrible 
  criminal (murderer, etc.), she will try to draw close to that 
  person and then attack, using her spell-like powers to the 
  greatest effect she can to both draw the offender to her and 
  drive away any compatriots who try to intervene. 
   
  Hooded Wanderer: hp 33 
   
   
  Roll 
  1d6 
  Personality 
  Skin 
  Color 
  Eye 
  Color 
  Hair 
  Color 
  Treasure Hidden 
  in Her Cloak 
  1 
  Rude 
  White 
  Black 
  Black 
  Golden earrings – justice scales (600 gp), Broach, starburst pattern of rubies 
  and gold (1800 gp), Silver pendant etched with oak leaves (1400 gp), Magic 
  Dagger (Edge of Justice: +1/+3 vs. enchanted creatures, detect lie, detect evil, 
  paralyze on natural 20)  
  2 
  Pleasant 
  Brown 
  Blue 
  Blonde 
  A bag of gems:  500 gp Sardonyx, 500 gp Spinel, 500 gp Tourmaline, 5000 
  gp Jacinth, 55 gp Eye Agate, 60 gp Moonstone, 60 gp Star Rose Quartz, 600 
  gp Ruby, 70 gp Moonstone, 70 gp Obsidian, 80 gp Eye Agate, 900 gp Fire 
  Opal. 
  3 
  Guarded 
  Green 
  Green 
  Brown 
  A gold chalice (11,00gp) and a gold decanter (300 gp) filled with sacred wine 
  4 
  Blunt 
  Blue 
  Red 
  Red 
  A leather case filled with spell components. The case always has what a caster 
  needs and never runs out (except… there is a 2% chance each time it is used 
  that the spell cast with these components will have an unpredictable effect) 
  5 
  Demure 
  Yellow 
  Yellow 
  White 
  A tiny (4” long) silver hammer (30 gp) which, in the hands of a sprite, pixie 
  or fairy, is magically imbued to build any wooden item in 1/10th the amount 
  of time it would normally take. If gifted to a sprite, pixie or fairy, the giver 
  gains +10 to all reactions with Faerie creatures. 
  6 
  Unpleasant 
  Mottled 
  Purple 
  No 
  hair 
  A gold and ruby pin (600 gp) which is actually a Faerie’s Broach of 
  Protection +3 (as ring) which also imbues the wearer with immunity to fire. 
  
  The Northern Tier                                                                                                                                   a 
   
  32 
   
  15. Dorcan The Man 
  Collector 
  Every six months (give or take a few weeks) this Giant 
  Ogre appears in the region and terrorizes the people of the 
  region for about a week before mysteriously disappearing 
  again. Dorcan is bearing four dead peasants (woodsmen) on 
  his spear and is walking back to his camp when encountered.  
   
  He has never been bested in the Highlands, so he is over-
  confident in his ability to collect the bodies of those 
  encountered. Dorcan wears a moose skin tunic and a 
  billowing leather cape.  
   
  He fights with his great spear which is currently laden with 
  his kills. His first action in combat will be to fling the corpses 
  draped across his spear at anyone who is unarmored, 
  knowing that a flying body hurled from his spear has been 
  enough to kill the average peasant. Treat corpse missiles as a 
  ballista shot at point blank range (adding Dorcan's Hill Giant 
  equivalent strength bonuses). Though the Giant Ogre is not 
  terribly intelligent, he is very clever. He can be outsmarted, 
  but he will not fall for obvious traps or tricks. He will use 
  anything he can to his advantage (he will kick dirt into the 
  face of an opponent, for example, and use the very long reach 
  of his spear to every advantage), but, like most of his kind, 
  he will only focus on a single enemy when engaged in 
  combat.   
   
  If brought to less than half his hit points, he will try to flee in 
  disgrace, leaving the region altogether.  However, he will 
  return after two weeks with his two brothers, Galbron and 
  Kirant, searching for those who humiliated him to exact his 
  revenge.  
   
   
   
   
   
  The three brothers will attempt to set up an ambush, possibly 
  pushing their prey toward one of the other encounter areas 
  (for example, they might be encountered outside of the 
  Gnome King's Hall, hoping their quarry will entrap 
  themselves in that place as they flee the three brothers' attack, 
  or they might be encountered near the Spiderfriends' lair). If 
  Dorcan is killed, his brothers will wander the Rosewood 
  Highlands to avenge his death, causing wanton death and 
  destruction.  
    
  Ogre, Giant: hp 45 
   
  Roll 
  1d8 
  What’s in the Giant Ogre’s Bag  
  (besides ordinary items like rocks and rotting flesh)? 
  Who did Dorcan Kill 
  Recently? 
  Special 
  Weakness 
  Surprising 
  Ability 
  1 
  Skulls (1. Human Men, 2. Faerie, 3. Human Women, 4. Human 
  Children; 5. A Giant Ogre; 6. A Mountain Giant). 
  Three peasants, only known to their 
  families 
  Afraid of fire 
  Darkvision 
  2 
  A giant sized pipe and a 40 pound bag of tobacco. 
  A minor noble and his retainer. 500 
  gp reward for returning the corpses 
  and a small land grant. 
  Cannot tolerate 
  loud noises 
  (covers ears 
  immediately) 
  Regenerates 
  1d6 hp/turn 
  3 
  Small casket, magically sealed. Contains the remains of a Night 
  Fairy and a gold chain (100 gp) and a gold locket (900 gp) with 
  the image of the Night Queen inside. If the casket is opened, the 
  spirit will attack (as Night Fairy, though non-corporeal undead). 
  The locket is mildly cursed (-5 on reactions to Faerie). The 
  curse can only be removed by giving the locket to a Night 
  Fairy.  
  A good friend of the king. 700gp 
  reward for returning the corpse, 
  1000gp bounty on Dorcan’s head. 
  King will knight the Man Collector’s 
  conqueror and offer a barony to the 
  one who presents Dorcan’s head. 
  Easily distracted 
  and confused – 
  talking to him 
  stops him from 
  acting or 
  attacking… 
  Can speak 
  every human 
  language and 
  can read 
  magic scrolls 
  4 
  Giant-sized boots and a giant axe head. 
  Three runaway boys. 
  Afraid of Water 
  Jump 20’ 
  5 
  A serviceable saddle and bridle, riding boots and saddlebags. 
  Three Northmen. If revealed to the 
  common people, rumors of another 
  Northmen invasion begin to 
  circulate. 
  Afraid of flying 
  creatures  
  Stunning 
  breath (as 
  hold person) 
  6 
  A dozen wolf pelts (worth 25gp each to the right buyer). 
  Three peasants, outsiders. 
  Afraid of Wind 
  Fear touch 
  7 
  25 feet of iron chain, manacles and three bear traps. 
  Three warriors. 
  Afraid of Spiders 
  Touch heals 
  8 
  1d6+6 Giant Mushrooms. If eaten cause: 1. Dysentery, 2. 
  Healing (2d4+2); 3. Courage (as potion), 4. Fear (as spell), 5. 
  Sleep (as spell), 6. Charm person (as spell, eater is charmed by 
  first person who talks to him/her). The whole mushroom must 
  be eaten, taking 1d4+2 rounds. 
  The Queen’s Champion. The person 
  (people) who bring the corpse to the 
  crown will be accused of his murder, 
  even if Dorcan’s head is presented as 
  well. 
  Once he kills a 
  man, he 
  immediately 
  begins eating the 
  flesh… 
  Fire breath 
  (as dragon 
  breath – hp in 
  damage, 
  3x/day) 
  
  T                                                                                                             The Northern Tier 
   
  33 
   
   
  16. Wandering Jack 
  A middle-aged bearded man heavily laden with packs and 
  bags, wearing a sword and carrying a staff, Wandering Jack 
  is well known to and well loved by the local people.  Jack is 
  a champion of the helpless and the downtrodden. When 
  encountered, there is a 30% chance that he is hurriedly 
  moving to someone's rescue (a peasant hunter being attacked 
  by a wild boar). Otherwise, he is jovial, open, and friendly, 
  welcoming strangers to the region. 
   
  Wandering Jack is a font of information about the region: he 
  knows all the common knowledge, has a 70% chance to 
  know whether a rumor is true or not, he knows where nearly 
  all of the important locations are in the region and many of 
  the unimportant locations as well. He may accompany the 
  party for a time, but because of his chaotic nature, he will not 
  remain long, and he will always help someone in distress, no 
  matter the consequences to himself or those with him.  
   
   
   
   
  Wandering Jack is no normal human being, however. He is 
  a descendant of the Gnome King, kind of the “bad apple” of 
  the Gnome King’s chaotic and rather evil lineage. Jack does 
  not easily admit his heritage, but spends his life trying to 
  make amends for the chaos and destruction his kin have 
  wrought over the centuries. He fights with a magical staff (as 
  a wand of lightning) and carries two magic swords (Fool’s 
  Hand, a cursed longsword +1/+3 vs. Faerie creatures, detect 
  invisible and darkvision 2/day each, renders wielder 
  susceptible to magical attacks [-4 penalty on saves] and 
  Grossbeak, a shortsword +2/-2 vs. Faerie Creatures grants 
  the wielder invisibility to mortals and demons 3x day, ESP 
  on command) and a magic dagger (The Nick, a dagger +1 
  with dancing fairies etched in the black steel blade). His 
  leather clothing is likewise enchanted (granting him a +2 
  bonus to armor class). 
   
  Wandering Jack: hp 27 
   
   
  Roll 
  1d12 
   
  What’s In His Knapsack? 
  At Will Spell-Like Abilities 
  Letter (C,D,I,M) indicates what type of magic (at 18th casting 
  level), reversible at will 
  1 
  First aid bundle: bandages, alcohol, medicine, a small book called, The Physick 
  of the Primitive 
  Weather Summoning (D), Feather Fall (M), Monster 
  Summoning I (M), Power Word Kill (M) 
  2 
  Colorful ribbons – blessed by St. Ganarat and woven into a bracelet, these 
  ribbons grant protection from evil spirits (Protection from Evil, 10’ radius). 
  Find Traps (C), Power Word Blind (M) 
  3 
  Treasure: Gems:  50 gp Moss Agate, 50 gp Obsidian, 500 gp Bloodstone, 500 
  gp Emerald, 500 gp Pearl, 500 gp Peridot, 500 gp Tourmaline, 5000 gp Sapphire, 
  55 gp Turquoise, 700 gp Star Sapphire, 80 gp Rock Crystal, 80 gp Sardonyx, 9 
  gp Azurite, 9 gp Moss Agate, 90 gp Peridot; Scrolls: Magic User (Cone of Cold, 
  Fumble, Fireball) and Cleric (Ressurction) 
  Anti-Plant Shell (D), Weather Summoning (D), Affect 
  Normal Fires (M), ESP (M), Cloudkill (M), Teleport (M) 
  4 
  A pendant (worth 30 gp) depicting St. Ganarat. If the wearer reveres St. Ganarat, 
  there is a 1% cumulative chance per day of reverence of gaining a blessing from 
  the saint (per Bless spell) 
  Cure Blindness (C), Charm Person/Mammal (D) 
  5 
  A book called The Moral and Spiritual Center of Man. If read with 
  comprehension (which takes 22 minus INT score weeks), the reader will gain 1 
  point of Wisdom. 
  Detect Pits and Snares (D), Dimension Door (M), Projected 
  Image (I), Programmed Illusion (I) 
  6 
  Treasure: 2314 gp; Magic Dagger (Kinslayer, dagger +1/_2 vs. small creatures, 
  grants wielder clairaudience 3/day and clairvoyance 1/day) 
  Spiritual Hammer (C), Locate Object (C), Mind Blank (M), 
  Massmorph (I) 
  7 
  A jeweled belt buckle worth 900 gp, from the collection of the High King of the 
  Highlands (bearing his crest, no less) 
  Find the Path (C), Magic Mouth (M), Symbol (M), Incendiary 
  Cloud (M), Permanent Illusion (I), Veil (I) 
  8 
  Coins: 11,312 cp; 1892 sp 
  Enlarge (M) 
  9 
  A magnifying glass and a compass. 
  Insect Plague (C) 
  10 
  The Chalice of Hederos, a cup made from a unicorn horn. Drinking from it 
  heals 1d6 hp per person per day. If poison is placed in the cup, it crumbles to 
  dust. 
  Cure Light Wounds (C), Dig (M), Permanent Illusion (I), 
  Prismatic Wall (I) 
  11 
  A wand of fire and fire extinguishing 
  Stone to Flesh (M) 
  12 
  Coins: 1313 sp 
  Cure Critical Wounds (D) 
  NOTE: Some of these at will spell-like abilities are way over powered (they were generated randomly).  
  The GM may wish to choose others. 
  
  The Northern Tier                                                                                                                                   a 
   
  34 
   
  17. Ugly Karras 
  This hunchbacked man has been outcast from his village and 
  clan because he has done wicked things. Ugly Karras denies 
  any wrongdoing, in fact his story is one of long being 
  misunderstood because of his deformities and his slurred 
  speech. His story is, however, completely false (though he 
  absolutely believes it himself). He is deformed because he 
  made a pact with a demon and tried to manipulate that 
  agreement in a way that angered the demon. If discovered, 
  he will say he was sold into bondage to the demon and will 
  beg to be released from the curse (see below). 
   
  Karras carries a book with him at all times, usually in his 
  satchel though he takes it out from time to time to admire it. 
  He knows that it is magical, but he has no idea what it might 
  be. He would be willing to trade the book (a Manual of 
  Infinite History). 
   
  Karras is a man who has been imbued with two special 
  abilities (which have come with a price). The first is he can 
  read people's minds (ESP) as long as he is looking into their 
  eyes. The second special ability is the ability to pass through 
  walls (as per the spell passwall). He desired these abilities to 
  enhance his own abilities as a thief. The price was high to 
  begin with, he must cause a gallon of human or demihuman 
  blood to be spilled onto the bare ground every week for a 
  year. When he sought to cheat the demon by gutting a corpse 
  every week and spilling the blood of the already dead, the 
  demon cursed him with these deformities and demanded that 
  Karras spill a gallon of living human or demihuman blood 
  every week.  
   
   
   
  Since, Karras has been seeking to be released from his 
  agreement. He will do almost anything, say almost anything 
  to be released. To be released, he has to have the following 
  spells cast on him: bless, remover curse, restoration. Doing 
  so has a 5% cumulative chance per spell to attract the 
  attention of the Type 5 demon who currently owns Karras' 
  soul.  Releasing him from his bondage will not release him 
  from his own selfish and wicked ways, however. 
   
  Once encountered, Ugly Karras should show up every so 
  often, begging to be released, offering to serve, anything to 
  stave off the torment of the demon. He guards his special 
  abilities, but might slip up and use them if he believes he can 
  get away with it. Karras generally only carries a knife with 
  which he is very proficient. 
   
  Ugly Karras: hp 19. 
  Roll 
  1d8 
  What Else Is In His Satchel? 
  What’s In His Boots? 
  How Is He Demon 
  Plagued? 
  1 
  Bunches of wolvesbane and 9 silver arrow tips. 
  Six gold coins minted with the faces 
  of six saints 
  Surrounded by a cloud of flies and 
  mosquitoes 
  2 
  1d10 doses of sleep powder (as spell) – digest or inhale. 
  A small board painted with a holy 
  symbol on it 
  Mumbles demonic language (that 
  he doesn’t understand) 
  3 
  A collection of goblin-kin scalps and finger bones. 
  A gold chain (worth 20 gp) 
  Nightmares 
  4 
  A pixie trapped in amber and a box of 63 iron nails. 
  9 sp 
  Hallucinations 
  of 
  the 
  Outer 
  Darkness 
  5 
  Three bottles of fine wine, three bottles of poisoned wine. A secret 
  mark is on the label of the non-poisoned bottles. 
  Sheepgut harp strings and a tuning 
  peg. 
  Is visited by demon 1/week to 
  extract blood payment 
  6 
  Seven scrolls. Six are diagrams of magical symbols and sigils, the 
  seventh is an incantation (which appears to take 9-12 hours) 
  wherein the six pages of symbols and sigils can be melded into a 
  trace for a tattoo which, when applied to human skin, will render 
  the human being immune to demon possession. The seventh scroll, 
  however, lies. The tattoo will make the human being who wears 
  the tattoo a slave of a powerful demon lord. 
  Half a locket (with the Silver Queen’s 
  picture in it). The Silver Queen has 
  the other half. Karras stole this by 
  killing one of the Silver Queen’s 
  suitors. Anyone who possesses this 
  and enters the realm of the Silver 
  Queen will be held for execution. 
  Randomly hurts people close at 
  hand. He will attack without 
  provocation until he draws blood, 
  then try to direct the bleeding 
  toward the ground. In play, there is 
  a cumulative 1% chance per hour 
  spent with Karras that he will 
  attack. 
  7 
  A pint bottle of Karras’ blood and a nicked and rusty sacrificial 
  knife. 
  A tiny bottle with a powerful healing 
  potion in it (cure 1d20+6 hp) 
  Constantly 
  hears 
  voices 
  whispering curses in his ears. Will 
  miss important things said. 
  8 
  A box of small carved wooden soldiers, about 5 inches high. There 
  are 22 soldiers. If a wooden soldier is cast into the fire, out will 
  leap a human-sized flame soldier after 1d6 rounds of burning. The 
  Flame Soldier is a F3 with 12 hp and fights with a flaming 
  longsword (1d8 damage, + 1d4 fire damage). The Flame Soldier 
  remains until destroyed and will be under the command of the 
  person who cast the toy soldier into the fire to begin with. 
  Right boot: silver flask (worth 20 gp) 
  with 2 doses of holy water  
  Left boot: Tin flask with cheap 
  whiskey in it. 
  Afraid of the darkness and the 
  light, afraid of fire and water, 
  afraid to go to sleep. 
  
  T                                                                                                             The Northern Tier 
   
  35 
   
  18. Pitch Wanderer 
  This undead creature is the animated corpse of a girl who was 
  murdered by drowning her in one of the Tar Pits in hex 17. 
  The Pitch Wanderer is a tormented soul, seeking revenge 
  on all men for the injustice done to her in life. Everywhere 
  she goes, she leaves a trail of tarry footprints and globs of 
  smoking pitch (the trail disappears after 6 hours). 
   
  The Pitch Wanderer violently attacks men on sight, hurling 
  balls of flaming pitch at them, or grabbing them with her 
  hands (also flaming pitch). Weapons which successfully hit 
  the Pitch Wanderer must save vs. crushing blow or become 
  stuck her. Stuck weapons require a 20 Strength to remove, 
  even after the Pitch Wanderer is dead. 
   
  She will not fight women. If attacked by a woman she will 
  pause in whatever she is doing, look quizzically at the 
  woman, then continue on with whatever she was doing, as if 
  the attack from the woman never happened. No matter how 
  many times she is attacked by a woman, she will not respond 
  in kind. However, for every hit landed by a woman, there is 
  a 10% cumulative chance that the Pitch Wanderer will flee. 
  She fights men to the death. 
   
  Pitch Wanderer: hp 13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  1d10 
  Special Weakness 
  NOTE some of these may 
  conflict with Immunities 
  Special Immunity 
  NOTE some of these may  
  conflict with Weaknesses 
  1 
  Fire does triple damage to 
  Wanderer 
  90% magic resistance 
  2 
  Normal water does 1d6 
  points of damage, Holy 
  Water does 2d8 points of 
  damage to the Wanderer 
  Magical energies directed at the 
  Wanderer are absorbed by the 
  pitch covering her and then are 
  50% likely to be hurled at prey 
  with the next pitch ball (spell 
  effects in addition to pitch ball 
  damage) 
  3 
  Mind 
  affecting 
  spells 
  automatically affect the 
  Wanderer 
  Edged weapons do half damage, 
  blunt weapons do only a single 
  point of damage 
  4 
  Silver does double damage 
  Immune to fire 
  5 
  Iron does double damage 
  Immune to water 
  6 
  Wood does double damage 
  Immune to cold 
  7 
  Will not cross running 
  water 
  Blunt weapons do half damage, 
  edged weapons do a single point 
  of damage 
  8 
  Stops and weeps after 
  killing, defenseless and 
  inconsolable for 1d4 turns 
  Silver weapons have no effect, 
  magic weapons do only their plus 
  value in damage 
  9 
  Swings from rage to sorrow 
  every 1d4 rounds. When 
  enraged, 
  attacks, 
  when 
  despondent tries to walk 
  away 
  Only hit by silver or magical 
  weapons 
  10 
  Pitch won’t flame, no fire 
  damage, normal damage 
  halved 
  Only hit by cold iron weapons 
  
  The Northern Tier                                                                                                                                   a 
   
  36 
   
  19. Fritz and His Friends  
  Fritz is considered a crazy man by the people of the 
  Highlands. He travels around the highlands with quite a 
  menagerie: a donkey (Asson), a brown bear (Cubby) and a 
  mouse (Dan). He talks to his three friends as if they are 
  people and the animals are very tame in his presence. The 
  animals are also very protective of Fritz if he is threatened. 
  When encountered, Fritz has discovered a wooden box 
  bound in iron bands (floating on a stream or river if one is 
  nearby, otherwise, simply on the ground). He will be talking 
  to Dan (the mouse) about how to open the box as Asson and 
  Cubby sit watching. Fritz speaks in a halting way as if 
  language doesn't come easy (his laugh should sound like a 
  donkey's bray) and moves in an awkward way, if frightened 
  he will drop to all fours and kick hard with his feet. 
   
  Fritz and his friends are not exactly what they seem to be. 
  Three men were beating their donkey when the Witch of the 
  West Wind came to investigate, took pity on the donkey, and 
  polymorphed the whole lot of them. Fritz, the donkey, has 
  been transformed into a human, the three men into each of 
  the animals.  
   
  As part of the curse, none of them can remember being 
  anything other than what they are, though the animals all 
  have uncanny intelligence for their kind (they do not talk, 
  however). None of the animals really knows how to act as an 
  animal, but instinct will drive them to defend themselves 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fritz is puzzling over the iron lock on the large box. He has 
  no idea how to open it. See the chart for what is inside the 
  box. 
   
  Fritz: HD 1; hp 4; AC 9[10]; Atk nil; Move 12; Save 16; Special: 
  Powerful kick. 
   
  Cubby (Brown Bear): HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 
  bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug. 
   
  Asson (Mule): HD 3; AC 7[12]; Atk kick (1d6x2) bite (1d3); 
  Move 12; Save 14; CL/XP 2/30; Special: None 
   
  Dan (Mouse): HD 1hp; AC 9[10]; Atk nil; Move 6; Save 16; 
  CL/XP0; Special: None.  
   
  Roll 
  1d8 
  What’s in the Box? 
  What’s Fritz Carrying? 
  How to End the Curse? 
  1 
  The clothing of a noble, 
  worth about 300 gp. 
  Eggs, bacon and a bag full of herbs. A meal made 
  from these satisfies for the whole day. Enough for 6 
  meals. 
  Seal a new tomb that is older than time with wax 
  from the Holy Bees, tinted red 
  2 
  Dried meat: 1. Griffin,  
  2. Horse, 3. Human,  
  4. Faerie 
  A bag of dust, three pinches: 1. Choking and 
  sneezing, 2. Disappearance, 3. Appearance, 4. 
  Talcum powder 
  Make wine from apples taken from a pear tree, 
  pour the wine on unholy ground while praying to 
  a saint 
  3 
  17 books on the history of 
  the Seven Lost Brothers. 
  A note scrawled in red letters, written mirror image, 
  which says, “Until you learn respect for all.” 
  Write the Witch of the West Wind’s Truename in 
  red on each cursed being’s forehead  
  4 
  Kegs of: 1. Whiskey,  
  2. Cheap wine, 3. Honey 
  Mead, 4. Salt water,  
  5. Holy water, 6. Ale  
  A golden chalice filled with insect eggs. Eating the 
  eggs grants a 2 point bonus to AC for 1d6 hours. Eggs 
  reappear every night at midnight. 
  Make an offering of the thing the petitioner most 
  values to the Witch of the West Wind  
  5 
  Bones: 1. Human,  
  2. Goblin-kin, 3. Faerie,  
  4. Dragon, 5. Griffin,  
  6. Elf, 7. Dwarf,  
  8. Animate skeletons (3d4) 
  A variety of bone dice in several shapes (four d6, 
  three d8 and three d20). These are Chaos Dice and 
  are fully explained in the Appendix: New Items. 
  If the animals are killed, Fritz will transform back 
  into 
  a 
  donkey. 
  If 
  Fritz 
  is 
  killed, 
  the 
  transformations of the animals are permanent 
  unless Fritz can be resurrected, which would end 
  the curse. 
  6 
  Rusted and mostly ruined 
  weapons 
  bearing 
  the 
  marking of the King Under 
  the Water. 
  7 tiny crystal bottles with 1. Potent wine, 2. Holy 
  Water (7 applications), 3. Weak poison (7 doses),  
  4. A divided potion of healing (each dose heals 1 
  point). 
  Find a drop of primordial darkness, expose it to 
  sunlight at noon, then anoint each of the 
  polymorphed beings with it on the forehead. 
  7 
  1d4+4 bound and gagged 
  goblins. If freed, they will 
  gladly serve their liberator 
  until 
  goblin-kin 
  are 
  encountered, at which time 
  goblins 
  will 
  betray 
  liberator. 
  A bag of dried figs, seven giant black olives, four 
  grapes and a vial of olive oil. Combining the items 
  into a draught gives the imbiber a 3 point bonus on 
  saving throws for the day, but also slows the 
  imbiber’s movement to one-half normal. 
  Gather the following: the blood of a demon, the 
  tears of an angel, bark from a thousand year old 
  tree and gold dust from a faerie hoard. Brew a 
  potion. Allow each cursed creature to drink. A 
  non-cursed creature who drinks the potion 
  transforms into an oak tree. 
  8 
  400 arrows (20 bundles of 
  20) 2d20 random arrows 
  are magical (+1) 
  100 gold pieces and a 1000 gp diamond. The 
  diamond is a gem of seeing. 
  Read aloud the holy writings revered by St. Ashar 
  until the curse is broken. 
  
  T                                                                                                             The Northern Tier 
   
  37 
   
  20. Finn the Tiny 
  A spirit from the Faerie realms, Finn the Tiny is a 
  benevolent spirit known and beloved by the people of the 
  Highlands. He is only about 3 inches tall, so he is easily 
  overlooked. When Finn encounters good or neutral aligned 
  beings, he is friendly and welcoming.  
   
   
   
   
  Evil beings are best avoided in Finn's opinion, but his natural 
  curiosity sometimes draws him to see what even the most 
  wicked of creatures is doing. 
   
  Finn's favorite pastime is hunting dragonflies which 
  he cooks and eats. He knows a great deal about the 
  highlands and can be a source of information about 
  many of the major encounters found in this region. 
  Finn is very unpredictable, flitting from one interest 
  to another without warning. He might spend an hour 
  fascinated by a rock, then chase after a butterfly for 
  ten seconds then be mesmerized by a cloud (20% 
  chance per round of being distracted). The only thing 
  that is guaranteed to hold his attention are dragonflies. 
  His big dream is to hunt and kill a giant dragonfly and 
  make a coat out of its skin. He is too timid to actually 
  do this alone, though he would gladly join a hunt (with 
  the same chances of being distracted, even though he 
  is living out his dream). 
   
  Finn wears a horned crown which bestows random 
  magical effects and magical dragonfly-skin (leather) 
  armor, granting him a bonus to his AC of 2 points. A 
  tiny emerald chip (seemingly worthless) is embedded 
  in his bow. This is the Focus Emerald, bestowing a 
  +3 to hit with any bow into which this gem is set.  
   
  Finn is 50% likely to have some additional treasure 
  (see chart below). 
   
  Finn the Tiny: (Sprite) hp6 
   
   
  Roll 
  1d6 
  Finn is distracted by… 
  Finn’s crown 
  bestows: 
  Finn’s  
  treasure 
  1 
  A sound: 1. The distant buzzing of dragonfly wings, 2. The call of a raptor, 
  3. The whisper of a fairy weeping, 4. Birdmen singing a summoning song 
  Makes 
  wearer 
  undetectable 
  for 
  1d8 
  rounds 3/day. 
  In a tiny bag of holding, 2783 sp and a 
  diamond crusted crown worth 3000 gp. 
  2 
  A smell: 1. Smoke (1. Charred goblin remains, 2. Campfire,  
           3. Forest fire, 4. Smokehouse [50% bacon 50% human flesh]), 
  2. Almonds and lavender,  
  3. Wet beast (1. Elk, 2. Griffin, 3. Giant boar, 4. Night fairy) 
  4. Treasure (1. Gold, 2. Silver, 3. Diamonds, 4. Potions [1. Healing,  
            2. Heroism, 3. Flying, 4. Invisibility]) 
  A rainbow of colored 
  light explodes around 
  the 
  wearer, 
  causing 
  blindness to all within 
  50’ who see the display. 
  5/day. 
  A tiny magic dagger – Wingbane: 
  dagger +1/+4 vs. flying creatures (1d2 
  base damage), tightgrip (cannot be 
  accidently dropped or knocked from 
  hand while wielder is conscious) 
  3 
  Seeing 1. An illusion of (1. A red dragon, 2. A flight of Griffins,  
           3. Forty enslaved women being led by a demon, 4. The Silver  
           Queen), 2. A flight of dragonflies,  
  3. How grass dances in the wind,  
  4. An interesting shadow,  
  5. A pretty stone,  
  6. Magical flowers 
  With a thought, can cast 
  100 mph gust of wind 
  (cone 50’ long, 20’ wide 
  at end) 3/day or cloudkill 
  (as spell) 1/day.  
  A magical vine belt, wrapped around 
  his waist many times. The vine (3 feet 
  long) cannot be cut by anything less 
  than a +3 magical blade, has 80% 
  magic resistance for spells cast upon it, 
  can stretch to be up to 30 feet long, can 
  be animated to perform simple tasks. 
  4 
  Clouds shaped like (1. A dragon, 2. A giant’s face, 3. An immense turtle, 4. 
  A giant bat, 5. A beautiful woman, 6. A cow with wings) 30% chance that 
  the cloud becomes what it appears to be, and drops out of the sky (probably 
  violently) 
  Wearer 
  is 
  able 
  to 
  polymorph into a (tiny, 
  2’ tall) elk with 1 HD 
  and move rate of 48. 
  A tiny scroll, written in a fey language, 
  if read without magical aid, causes 
  confusion (as spell). Scroll of find the 
  path (as druid spell). 
  5 
  A thought (1. What if I only spoke in rhymes? 2. How does the yolk get in 
  the egg? 3. How do dragons laugh? 4. What if I only fly backwards?) 
  Wearer is able to turn 
  gaseous 2/day. 
  A single silver piece (magic: detect 
  silver, appraise accurately) 
  6 
  Something shiny (1. A random gold piece, 2. A will o wisp, 3. A glint of 
  light in the distance, 4. The reflection of sunlight or moonlight on water) 
  Summons a fairy dragon 
  (80% 
  friendly, 
  15% 
  neutral, 5% hostile). 
  A diamond set in his crown worth 1200 
  gp. Removing does not affect the 
  magic of the crown. 
  
  The Northern Tier                                                                                                                                   a 
   
  38 
   
  21. Bearskin 
  Bearskin is a gruff and unpleasant man. When encountered 
  in his human form, he will be standoffish and unkind. In his 
  bear form, Bearskin is actually friendly and gentle when 
  approached in a non-hostile way.  
   
  Bearskin is a Werebear. He prowls the region as a protector 
  and friend of the forest. He is well acquainted with the 
  Brothers Five (Treemen in hex 19) and the Forestmaster (hex 
  38) and is able to magically call their aid (50% chance the 
  Forestmaster, 50% one of the Brothers). Bearskin will fight 
  to defend himself or to defend the forest and its denizens. He 
  is 60% likely to be accompanied by one or more animal 
  companions (see chart below).  
   
  If anyone says his name three times, there is a 50% chance 
  he will appear within 1d6 turns. If summoned, the summoner 
  had better have a good reason for calling him, or be in dire 
  need, or Bearskin will react in a hostile, possibly violent, 
  way. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once encountered, Bearskin will keep tabs on those who 
  have encountered him. If they prove to be friends of the 
  forest, he may come to their aid at a particularly important 
  moment. If they prove to be destructive to the forest or 
  creatures therein, he will send dangerous animals after them. 
  Every animal encounter will be with a dangerous animal (see 
  Mundane Encounters, Animal Table, Potential Dangerous 
  Animals Sub-table). 
   
  Bearskin’s beard hairs can bestow upon another the ability to 
  polymorph into a bear (25% black, 25% brown, 25% grizzly, 25% 
  cave). A single hair gives the ability for 1d6 hours. If someone wins 
  his favor, he might pluck a beard hair and give it to this favored 
  person. If his beard were shaved, about 40d10 usable hairs could be 
  harvested. 
   
  Bearskin (Werebear): hp 40 
   
   
   
  Roll 
  1d6 
  Disposition 
  Animal 
  companion 
  Treasure  
  (roll randomly or assume he has all of these) 
  1 
  Gruff but 
  friendly 
  1d3 brown 
  bears 
  Bearskin cloak: protection from elements (save bonus of 3 vs. elemental effects), AC bonus 3, 
  heavy like chainmail, lose 1 point of Dex while wearing due to bulkiness. 
  2 
  Unpleasant, 
  rude, angry 
  1d4 elk 
  Staff of the Wanderer: At will:know the path, find water; affect normal fires 3/day, light 3/day, 
  summon weather 1/week. 
  3 
  Distracted and 
  in a hurry 
  2 grizzly bears 
  Leggings of the Wild: Untraceable when walking/running in a natural environment (but indoors, 
  leaves noticeable marks) 
  4 
  Unfriendly but 
  not hostile 
  1d6 wolves 
  Leaves of the Bearfriend: 2d6 oak leaves which, when burned, summon and charm a bear (50% 
  black, 50% brown). Each leaf burns for 1d8 rounds. It takes 2d6 rounds for a bear to appear if 
  summoned. Charm lasts twice as long as the leaf burning. Burning an additional leaf will extend the 
  bear charm (not summon a second bear). When charm ends, bear reacts appropriately to how it was 
  treated while charmed (if abused, attacks, if treated well, lumbers off peacefully) 
  5 
  Suspicious 
  4d6 squirrels 
  A gold ring, as twisted vines with elemental symbols intertwined. Ring of elemental command 
  (summon and command an elemental of the smallest size, 1/day) 
  6 
  Unfriendly 
  and possibly 
  hostile 
  3 black bears 
  A gold and ruby cloak clasp in the shape of an arrow (Broach of Shielding: grants protection from 
  normal missiles and a +4 bonus of protection vs. magical missiles, whether arrows, bolts or spells) 
  
  T                                                                                                             The Northern Tier 
   
  39 
   
  22. The Frog King 
  When encountered, the Frog King simply appears to be an 
  overly large frog, perched on an odd black stone. This large 
  frog, however, can talk. Given the chance, he will introduce 
  himself as King Bertram of the Grand Wood. His 
  "kingdom" is whatever he can see and his subjects are 
  whoever or whatever is before him. He will treat an 
  encountered party as if they were his vassals. The Frog King 
  really is a polymorphed king, though the transformation has 
  driven him insane. Changing him back to a human being 
  (dispel magic at 9th caster level, remove curse at 6th caster 
  level, restoration, etc.) has a 50% chance or curing his 
  madness and a 50% chance of driving him a complete break 
  with reality. The Frog King occasionally breaks into random 
  songs. The effects of his songs are listed below (save vs. 
  spells to negate, also dispel magic, silence, etc. are powerful 
  defenses against the songs). The Frog King will also offer a 
  reward for completing a quest (see below) for him. How the 
  King accesses this reward (if, indeed, he can) is up to the 
  GM. 
   
  Frog King: (Frog Form): hp 2 
        (Human King Form): hp 6. 
   
  Wind Elementals (Minor): As Air Elemental, 4 HD,  
  hp 13, 14, 17, 19, 21, 22, 24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If threatened, King Bertram can summon the Seven 
  Brothers of the Wind, minor wind elementals (4 HD) which 
  wink into existence within one round and are under the Frog 
  King's command for 7 rounds, one Brother returning to the 
  Elemental Plane of Air each round. The Frog King can 
  summon the Brothers once per day. 
   
   
   
  Roll 
  1d6 
  The Frog King’s Song 
  The Quest 
  The Reward 
  1 
  “The Call of the Deep” – air breathing creatures who hear this song 
  experience the effects of drowning for the duration of the song 
  (1d6+10 rounds). A being can survive the effects of drowning for a 
  number of rounds equal to their full Constitution score (if the song 
  goes longer than a being’s CON score, the being drowns and dies). 
  Actions performed during this song are at half speed and with a 2 
  point penalty on hits, damage and saves. 
  “Find the heart of the forest, bring 
  me a draught of its lifeblood in the 
  horn of a dragon.” 
  Each arm becomes tattooed with 
  1d6 tattoos, each depicting a 
  random spell effect. The bearer of 
  the tattoos can release the spell 
  effects at will. Releasing the spell 
  effect causes the tattoo to disappear.  
  2 
  “The Misty Mires” – for 2d4 rounds, the effect of cloudkill 
  descends on the area (at 12th casting level). The cloud will be 
  centered on the King (who appears to be immune) and will travel 
  with him. 
  “Bring me a drop of moonlight 
  gathered by the Night Fairies of the 
  Seeded Glen.” 
  Being gains Darkvision and the 
  ability to see invisible.  
  3 
  “Black Water Rushing” – a wave of darkness, 80’ radius, centers 
  on the Frog King. The darkness lasts the duration of the song 
  (1d12+12 rounds) and is accompanied by the nearly deafening 
  sound of roaring water. Light, Darkvision, etc. cannot penetrate or 
  dispel the darkness.  
  “Raise my banner above the ruins of 
  the Hopeless Mother and lay claim 
  to the treasures of the Lost Children. 
  You may keep the treasures, but the 
  kingdom is mine.” 
  750 gems worth 100 gp each. Each 
  gem is marked with the Frog King’s 
  seal, not recognizable to any 
  jeweler, except to suggest that they 
  might be stolen. 
  4 
  “The Blessings of the Marsh” – Fog rolls in for the duration of the 
  song (1d10+10 rounds). Those who breathe the misty vapors are 
  healed one hit point per round and gain water breathing ability for 
  1 hour per round of the song (save negates effects). 
  “Find the Spiral of the Hopeful 
  Dawn, cast the Deep of Night into 
  its depth and bring me the Eye of the 
  Broken Land.” 
  Being gains: water breathing and 
  the ability to talk to amphibious 
  creatures. 
  5 
  “The Lure of the Fens” – this song is hauntingly beautiful, causing 
  listeners to succumb to the charm of the Frog King (as charm 
  person, with no Hit Dice limit). The song lasts 2d12 rounds and 
  those who fail their saves and fall under the charm remain so for 
  one day per round of the song’s duration. Charmed beings willingly 
  submit to the Frog King’s quest. 
  “Conquer the Conqueror Worm and 
  bring me its heart.” 
  The Frog King offers 800 Night 
  Fairy Slaves. If refused, he will 
  offer 800 silver pieces. If refused, he 
  will sing the “Lure of the Fens” (see 
  #5 to the left) to attempt to charm 
  the questers. 
  6 
  “The Past and the Future” – Each round of the duration of this 
  song(3d8 rounds), a Marsh Corpse rises from the ground (Marsh 
  Corpse (Zombie), with marsh gas breath weapon for 1d8 hp; HD 
  2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); 
  Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and 
  charm, Breath Weapon). Corpse Zombies act randomly, attack 
  nearest creature (even Frog King) or wander off to find others to 
  kill. 
  “Travel the Bright Way of Darkness 
  into the Eye of the Black Sun where 
  you will find the Peace of the Ages 
  and the Strife of the Past. Unite 
  them and bring me the Balance of 
  Forever.” 
  A magic sword (Bloodprick), a 
  magic hat (Sarnas’ Bonnet) and a 
  magic belt (The Cinch of the 
  Titans). The sword can only cut 
  warm-blooded creatures, the hat 
  gives the wearer the ability to 
  transform into a giant frog and the 
  belt gives the wearer the ability to 
  carry up to ten times the weight he 
  or she could normally carry. 
  
  The Northern Tier                                                                                                                                   a 
   
  40 
   
  23. The Night Claw 
  This Faerie Cat prowls the Highlands. It is very large, the 
  size of a mountain lion, and midnight black, with orange 
  eyes, and its cry is like the howl of a wolf, but deeper and 
  with more warble. 
   
  When encountered, the Night Claw will approach slowly 
  and cautiously at first, not immediately betraying its 
  disposition (see below). 
   
  Its disposition varies depending on the time of day. In the 
  morning (sunrise to noon), the Claw is friendly and playful, 
  in the afternoon (noon to sunset) the Claw is haughty and 
  standoffish. In the night (sunset to sunrise), the Claw is a 
  malevolent predator, attacking mortal beings, human or 
  animal, without pause. 
   
  The Night Claw can blink 4 times per day and hide in 
  shadows and move silently with 90% success. Once the 
  Night Claw kills its prey, it keens over the corpse, wailing 
  loudly, for two hours, then fades away, returning to its faerie 
  home. If attacked during the keening, the Night Claw runs 
  off but stalks its attacker, seeking an opportune time to 
  attack. Once the Night Claw has killed and mourned (and, if 
  necessary, avenged itself if attacked), the Night Claw will 
  sleep for 1d12 days.  
   
  The gaze of the Night Claw is said to have magical powers 
  over people, though the stories about what those powers are 
  differs (see chart below).  
   
  The gut of the Night Claw is magical.  Anything placed in it 
  will dissolved within 6d8 minutes.  The magical properties 
  of the stomach will last for 1d6+2 days after the creature’s 
  death.   
   
  The brain of the Night Claw, if eaten raw, will give the 
  consumer the ability to blink 4 times per day for 1d6+1 
  months, but will permanently alter the consumer’s 
  personality to become like the Night Claw’s disposition 
  (friendly in the morning, malevolent at night). Two saves are 
  rolled if the brain is eaten. The first is for the Bink effect 
  (save negates it). The second rolled to counteract the “curse” 
  of the Night Claw’s disposition (even if the first is failed). 
  The curse can be removed with powerful magic like wish and 
  restoration, or remove curse cast at a minimum of 12th level. 
  The brain can be eaten up to three days after the Night Claw 
  is killed, but attempts to cook or preserve it will destroy it. 
   
  Night Claw: hp 20 
   
   
   
   
   
  Roll 
  1d10 
  The Night Claw’s Gaze 
  (at will, once per round, 12th 
  caster level) 
  Night Claw’s 
  Keening 
  Attracts: 
  1 
  Acts as Charm Person spell as 
  written 
  1d3 Ghosts 
  2 
  Acts as Charm Person spell, with 
  no upper limit for Hit Dice or 
  number affected 
  1d2 Wraiths 
  3 
  Acts as Hold Person spell, as 
  written 
  2d8 Goblins 
  4 
  Acts as Hold Person spell, 
  freezing 1d8 beings (regardless of 
  level or HD) for 1d10 rounds.  
  2d8 Wolves 
  5 
  Mass Charm (as spell) 
  2d6 Coyotes 
  6 
  Mass Suggestion (as spell) 
  1d4 Carrion Creepers 
  7 
  Feeblemind (as spell) 
  1 Imp 
  8 
  Cause Blindness 
  1d8 Spectral Haunts 
  9 
  Magic Jar: the gaze of the Night 
  Claw seeks to trap the soul of an 
  individual in any nearby tree. The 
  Night Claw then takes over the 
  body (as described in the spell 
  description) 
  Major power notices 
  (20% angel, 20% 
  demon, 20% Angel 
  Prince, 20% Demon 
  Lord, 20% Powerful 
  NPC) 
  10 
  Forget (as spell) 
  The Forestmaster 
  40 
  
  T                                                                                                             The Northern Tier 
   
  41 
   
  24. Foren and Dymer 
  When encountered, two men are seen sitting on a tree branch, 
  talking with each other. They are having an animated 
  conversation about the High King. Foren (on the left) hates 
  the High King and believes that the Clans should rule 
  themselves. He sees no need for a High King, seeing the 
  position as simply a drain on the Clans' resources with no 
  benefit given to the people. Dymer (on the right) argues that 
  under the High King, the people of the Highlands are finally 
  united, finally at peace, the King's patrols keep that peace. 
  Dymer points out that the recent Goblin War took its toll on 
  the Highlands but it would have been much worse without 
  the High King. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If not molested, Foren and Dymer will continue arguing, 
  ignoring any other beings in the area. If interrupted or 
  attacked, the two will leap off the branch and attack. These 
  are Hostile Spirits, two very angry men who were killed 
  near here 250 years ago. Hostile Spirits simply exist to fight, 
  either physically or verbally. They will not relent until 
  dispatched, and even then, they reform the following day 
  unless their physical remains are completely destroyed. The 
  bodies are buried at the base of the tree where the two spirits 
  are first found. 
   
  Hostile Spirit: hp 12, 16 
  . 
   
   
  Roll 
  1d6 
  Foren 
  Special 
  Weakness 
  Foren 
  Special 
  Ability 
  Dymer Special 
  Weakness 
  Dymer 
  Special 
  Ability 
  Hidden  
  Treasure 
  How to Completely 
  Destroy Their 
  Remains 
  1 
  Magical light 
  slows Foren to 
  half speed 
  ESP 
  Easily distracted by 
  taunting 
  Magical light 
  doubles 
  Dymer’s speed 
  Buried with remains: 1d8 
  gp per corpse, 1677 cp in a 
  small coffer. 
  Soak in holy water for 2 
  days then cast the remains in 
  a running river. 
  2 
  Fire does double 
  damage 
  Darkvision 
  Darkness blinds 
  Dymer 
  Immune to Fire 
  8 diamonds (worth 100 gp 
  each) in heart of tree. 
  Burn them with normal fire. 
  3 
  Music acts as 
  Hold Person 
  spell on Foren 
  for duration of 
  song 
  If killed, 
  reforms in 
  1d4 days 
  Will not fight  
  (1. Elves, 2. Dwarves, 
  3. Women, 4. Men) 
  If killed, 
  reforms in 1d4 
  days 
  Magic Sword (Lucen’s 
  Vengeance: Sword +1/+3 
  vs. human beings, Hold 
  Person 3/day, Charm 
  Person 3/day) in branches. 
  Magical fire (of any type) 
  causes remains to explode, 
  doing 3d6 hp damage to all 
  within 20’ radius, but 
  destroys the remains. 
  4 
  Foren Cannot 
  move more than 
  200’ from this 
  tree 
  Regenerates 1 
  hp per turn, 
  even if killed 
  Fascinated by magic 
  displays of which will 
  distract him 
  Absorbs 1 hp 
  per point of 
  victim’s 
  Constitution 
  drained 
  A treasure map carved 
  onto a bone scroll case, 
  buried with the remains 
  (promise of powerful 
  magic item). 
  Cast healing magic of at 
  least 8 hp per corpse upon 
  each of the remains. 
  5 
  Foren is afraid of 
  magic, spell 
  effects cause him 
  to try to run and 
  hide 
  Precognition: 
  Foren knows 
  what his 
  opponents are 
  going to do 
  and counters 
  it if at all 
  possible. 
  Randomly has visions 
  of the people he has 
  killed (1 in 6 chance 
  during combat) which 
  distracts him 
  completely 
  Able to 
  Summon 1d4 
  Spectral Haunts 
  1/day. The 
  Haunts will 
  obey Dymer for 
  4d6 hours but 
  they have no 
  ability to attack. 
  A small leather sack 
  buried with the remains, 
  well preserved. If opened, 
  a creature (1. Imp, 2. 
  Devilkin, 3. Ogre, 4. Hill 
  Giant) leaps out and 
  attacks. In the bag are 
  3,001 gp and a potion of 
  healing. 
  Remains must be taken to 
  Foren and Dymer’s 
  descendants and given 
  proper burial rites. Then the 
  graves must be blessed. 
  Those who do this receive 
  the effect of a bless spell for 
  6 months. 
  6 
  Threatening his 
  remains causes 
  him to disappear 
  Telekensis 
  Threatening his 
  remains causes him to 
  disappear 
  Magic 
  resistance 85% 
  Growing on the side of the 
  tree, 12 doses of a fungus 
  which heals 1d12 hp/dose. 
  Remains must be destroyed 
  by acid. At least 20 hp acid 
  damage per corpse. 
  
  The Northern Tier                                                                                                                                   a 
   
  42 
   
  25. Little Children Lost 
  A few yards in the distance is the sound of children's voices, 
  singing, laughing, and playing. When approached they all 
  giggle and clap their hands together and run toward the party, 
  singing a song about eternal summer and playing and 
  laughing. There are 2d8 children dancing and singing. 
   
  These are Song Spirits, Faeries who seek to charm living 
  beings into a state of eternal pleasure. Each round the 
  children sing their song, every mortal being who hears it 
  must save vs. spells or succumb to their special charm person 
  ability. A charmed person finds themselves transported to a 
  realm of great pleasure, whatever the mortal being's greatest 
  pleasure is. The reality is that the charmed mortals simply 
  fall to the ground, catatonic for 4d6 hours. Killing a single 
  Song Spirit makes the rest disappear (of possible) and breaks 
  the charm of the song. Dispel magic (9th caster level) will 
  break the charm and there are other ways to break the song’s 
  charm (see below).  
   
  Song Spirits simply desire to spread joy and pleasure (even 
  if it is illusory) and have no conception of the danger they 
  put mortals in: falling under charm in the middle of a stream, 
  for example, or the exposure to weather and predators their 
  charmed victims experience. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Song Spirits will flee if threatened and always move on 
  whenever all their victims fall under charm (or seem to, they 
  can be tricked easily). Song Spirits are not violent or 
  aggressive in any way and will not defend themselves if 
  attacked. If killed, they rise again as Spectral Haunts in 1d8 
  days. Killing a Song Spirit curses the killer with a random 
  curse only lifted by remove curse spell. 
   
  Song Spirits (2d8): hp 3, 5, 11, 11, 11, 12, 13, 16 
   
   
  Roll 
  1d8 
  How to Break 
  the Charm 
  Magic 
  Resistance 
  Song Spirit Killer  
  is Cursed by… 
  What Happens When the  
  Spirit is Killed? 
  1 
  Dowse charm victim 
  with cold water (at 
  least one gallon). 
  5% 
  Strength reduced by 1d4 points until 
  curse is removed. 
  The body explodes, 2d6 damage to all within 20’ 
  radius. 
  2 
  Inflict at least one hit 
  point of damage to 
  charm victim. 
  10% 
  Constitution reduced by 1d4 points until 
  curse is removed. 
  The body melts, leaving a golden skeleton. 
  Touching the gold bones turns whoever or 
  whatever touches it to gold. The gold of the bones 
  and whatever touches it dissolves at the next full 
  moon. 
  3 
  Violently shake the 
  charm victim for at 
  least two full rounds. 
  15% 
  Every 1d4 hits with primary hand is an 
  automatic fumble (drop weapon) until 
  curse is removed. 
  The body fades while a loud, wailing cry goes out, 
  attracting 1. Wolves (1d8), 2. Coyotes (1d4), 3. 
  Birdmen (1d6), 4. Griffin (1) 
  4 
  Cast any magic spell 
  on the charm victim. 
  35% 
  Magic cast upon the cursed one is either 
  doubled in effect (if negative) or halved 
  in effect (if positive) until curse is 
  removed. 
  Song spirit’s death summons an additional 2d20 
  Song Spirits whose charm song is harder to resist 
  (4 point penalty on saves). Those who fail the save 
  remain charmed for 4d12 hours. 
  5 
  Use any healing 
  magic on the charm 
  victim. 
  50% 
  Cannot be magically healed until curse is 
  removed. 
  Seven ravens swoop down to retrieve the body. If 
  driven off, seven more attempt it, and so on… 
  6 
  Tickle the charm 
  victim under the chin 
  with 1. A feather, 2. 
  A leaf, 3. A rabbit’s 
  foot, 4. The hair of a 
  rabid dog. 
  65% 
  Blurry Vision: everything within 10’ is 
  blurry (all attacks are at -2, thieves 
  receive -10% to find/remove traps and 
  the like), until charm is removed. 
  The body turns into shimmering crystal, then 
  fades to translucency after 4 rounds. If touched 
  before becoming translucent, the one touching the 
  body transforms into a crystal statue (stone to 
  flesh to recover). 
  7 
  Splash at least 4 oz 
  (half cup) of holy 
  water on charm 
  victim’s face. 
  80% 
  Skin color becomes deep blue. 6 point 
  penalty on Charisma until curse is 
  removed (however, blue skin grants a 6 
  point BONUS to Charisma reactions 
  among Goblin-kin). 
  The body turns to stone and crumbles to dust 
  leaving behind a small heart shaped ruby where 
  the Spirit’s heart would be. Anyone touching the 
  gem receives a Song Spirit curse. 
  8 
  Touch the charm 
  victim with a silver 
  item. 
  96% 
  All saving throws or attribute checks are 
  made at a 2 point penalty until curse is 
  removed. 
  The body bursts into a rainbow of pure light. All 
  in 100’ save vs. spells or be blinded for 6d4 hours. 
  
  T                                                                                                             The Northern Tier 
   
  43 
   
  26. The Seven Brothers 
  (and Their True Forms) 
   
  Seven men, all dressed in identical clothing, all bearing 
  heavy sacks on their backs lumber through the region. Six of 
  the brothers have bushy black beards while the seventh is 
  clean shaven, looking to be the youngest. If ignored, the 
  clean-shaved brother will tip his cap at the party.  If 
  approached, the Seven Brothers will stop for a rest. Only the 
  shaved brother will speak when encountered. The bearded 
  brothers watch every move the unshaved brother makes and 
  all six of the bearded brothers do exactly the same actions, as 
  if they are all controlled by a single mind. 
   
  If anyone treats them with hostility, the six bearded brothers 
  begin speaking in unison, threatening whoever or whatever 
  threatens them. In combat, the six brothers all attack the same 
  target exactly the same way while the unshaved brother acts 
  very independently of the other six. 
   
  If the unshaved brother is killed, the other six fall over dead 
  as well, appearing to have received the same wounds. Any of 
  the six may be killed with no effect on the others. . 
   
  Inside the huge, heavy sacks are the brothers' true forms: 
  four-foot-tall, deep green demonic creatures: Changeling 
  Imps. If a bag is opened, the imp will leap out as the bag 
  envelops the Brother and becomes a hump on the back of the 
  Changeling Imp. The Imps are aggressive and unpleasant, 
  attacking without provocation and hurling insults at every 
  opportunity. When one imp is released, all seven will reveal 
  themselves and attack.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If killed, the Changeling Imps will be forced back to the 
  Outer Darkness, but they leave behind the seven sacks. A 
  humanoid being can cover him or herself with the sack (jump 
  in it, as it were) and project the image of one of seven 
  brothers as a disguise (treat as illusion cast by 12th level 
  illusionist). If a mortal being jumps into the disguise sack, 
  save vs. spells or become a changeling imp. 
   
  Changeling Imp, Man Form: hp 1, 2, 3, 3, 5, 7, 8 
  Changeling Imp, True Form: hp 8, 9, 9, 12, 13, 13, 14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  44 
   
  27. The Seedoak 
  This mythical tree is never found in the same place twice. 
  Some believe that it doesn't really exist in this reality at all 
  but is a bit of heaven that sometimes touches the mortal realm 
  or some kind of Faerie tree that appears to bless the weary 
  traveler. Regardless of its origin, whenever the Seedoak is 
  encountered, the locals rejoice at the bounty that it bestows. 
   
  The tree itself has the appearance of a typical oak, with broad 
  serrated leaves which stay forever green (even if picked from 
  the tree). The leaves are of interest (and possibly of value) to 
  druids because of their unique evergreen properties. 
   
  The Seedoak has strange, elongated fruit hanging from the 
  branches (no acorns, despite its name). A mortal being can 
  pluck a single fruit from the tree. Once a fruit has been taken, 
  the mortal creature can see no other fruit on the tree, even 
  though a moment before it was loaded with hundreds of these 
  odd fruits. 
   
  A Seedoak fruit is filled with some kind of seeds. Most of 
  these are normal seeds, wheat, barley, apple seeds, etc. which 
  are extremely hearty and yield up to a hundred fold per seed 
  if planted. 5% (or 1-in-20) of the fruits contain magical 
  seeds. 
   
  Mundane Seedoak fruit are worth up to 1,000 gp per fruit 
  pod. Alchemists, potion makers and hedge wizards might 
  pay double that amount. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  1d20 
  Type of Seeds Found in Fruit 
  (1d10x10 seeds) 
  Roll 
  1d6 
  Each magical fruit contains 1d10 magic seeds. 
  1-8 
  Grain (1. Wheat, 2. Barley, 3. Rye,  
  4. Oats) 
  1 
  Giant Beanstalk seeds 
  9-12 
  Millet (50%) or Maize (50%) 
  2 
  Fireseeds 
  13-
  15 
  Fruit Seeds (1. Apple, 2. Pear,  
  3. Grape, 4. Cherry, 5. Plum,  
  6. Mulberry) 
  3 
  Seeds of Knowledge (eating one grants +1 to Intelligence for 24 
  hours, save vs.poison negates) 
  16-
  17 
  Nuts (1. Almonds, 2. Chestnuts,  
  3. Walnuts, 4. Hazelnuts) 
  4 
  Seeds of Wisdom (eating one grants +1 to Wisdom for 24 hours, 
  save vs. poison negates) 
  18-
  19 
  Flowers (1. Roses, 2. Daisies,  
  3. Tulips, 4. Carnations) 
  5 
  Seeds of Discord (eating one causes eater to become aggressive 
  and angry, save vs. poison negates) 
  20 
  Magic Seeds (use chart to right) 
  6 
  Dragon's Teeth (sowing these seeds causes a warrior to sprout 
  up from the ground 1 turn after sown - Warrior is F1, 8hp, armed 
  with magically hardened wooden chainmail and weapons which 
  have the same characteristics as normal items. The warrior serves 
  the sower for 24 hours or until killed, after which it collapses into 
  a heap of rotted leaves). 
  Seeds from the Seedoak are very valuable in the Rosewood Highlands. Normal seeds can be sold for 30 gp while magical seeds can be sold for 
  sometimes hundreds of gp each. 
  
  T                                                                                                             The Northern Tier 
   
  45 
   
  28. The Brute 
  This hooded creature roams the Highlands challenging 
  mortal beings to a wrestling match. When encountered, the 
  Brute will call out the strongest looking person before him, 
  challenging the person to a wrestling match, the stakes being 
  permission to pass through the area. If ignored, the Brute will 
  grab the arm of a person and throw him or her to the ground 
  yelling, "I will not be ignored." A simple way to simulate 
  wrestling would be strength checks. Roll d20 and add 
  strength (the Brute's strength is 18), highest wins the round. 
  Best three of five wins the match. If the Brute wins or loses, 
  he claps his opponent on the back and laughs, "Good match. 
  You are a worthy opponent." He then stalks off into the 
  distance. If the Brute's hood is pulled off, there is no head 
  under it, but the hood itself is the Brute's head. If the hood is 
  removed, the Brute will evaporate into a puff of black smoke, 
  leaving behind the hood (which functions as a bag of holding, 
  but has to be wrestled open, a strength check needed, every 
  time).If engaged in combat with weapons, the Brute will 
  wield a wicked scythe (The Brute’s Scythe: treat as 
  battleaxe, 1d8 hp damage +3 for strength). He also carries a 
  magical hourglass which can be used normally to time the 
  matches (the sand runs for 5 minutes) or has other random 
  magical effects (roll each time The Brute is encountered). 
   
  The Brute:  HD: 6; hp 23; AC 4[16]; Atk Wrestling (+3 for 
  strength) or scythe (1d8+3); Move: 12; Save 11; CL/XP 
  8/800; Special: magic items, strength. 
   
   
   
   
   
   
   
  Roll 
  1d8 
  The Brute’s Taunts 
  Hourglass of Mystical Time 
  Magical Effects 
  What Happens if  
  The Brute Is Killed? 
  1 
  “May your eyes be dazzled and 
  your ears be boxed!” 
  Time Stop: Turning the hourglass causes time 
  to stop for the duration of the sand running (5 
  minutes). 
  He appears every night to his killer as a disembodied 
  spirit who tries to wrestle with his killer until remove 
  curse is cast. Killer is unable to get any rest during the 
  night. 
  2 
  “May blood and horror be your 
  beginning and your end!” 
  Time Shift: Turning the hourglass causes the 
  one who turns it to move forward or backward 
  in time 1d10 minutes. 
  His spirit embodies the scythe making it an intelligent 
  weapon with an ego (roll randomly and add 2). 
  3 
  “May a red bear eat your kidney 
  and a black fox eat your soul!” 
  Age: Turning the hourglass causes the one 
  who turns it to age 1d6 years for each minute 
  (rounded up) the sand runs. 
  The hourglass hovers in the air for 2 rounds. If not 
  grasped and stopped, it will turn and one random effect 
  will affect everyone in a 50’ radius. 
  4 
  “May a cat eat you and the devil 
  eat the cat!” 
  Youth: Turning the hourglass causes the one 
  who turns it to grow 1d6 years younger per 
  minute (rounded up) that the sand runs. If a 
  person gets younger than their natural age, he 
  or she dies. 
  His scythe, hood and hourglass attack the killer as F3. 
  Hood does 1d2 damage and smothers (2 dam. per 
  round), hourglass does 1d6 damage. If defeated, items 
  are not destroyed and may be used normally. 
  5 
  “May the devil make a ladder of 
  the bones of your back to pick 
  apples in hell!” 
  Slow: Everything the one who turns the 
  hourglass does takes twice as long as it 
  normally would (movement, talking, 
  attacking, resting, etc.). 
  Hood not only needs to be wrestled open every time it is 
  used, but it bites 30% of the time, causing 1d6 points of 
  damage (save vs. spells or Dex Check to avoid damage).  
  6 
  “May you wake in the bowels of 
  demon lord from the deepest pits 
  of the outer darkness!” 
  Fast: Everything the one who turns the 
  hourglass takes half as long as it normally 
  would (movement, talking, attacking, resting, 
  etc.) 
  The body of the Brute will animate in 1d6 days (gaining 
  3 Hit Dice, move rate is 6). The corpse will hunt is killer 
  relentlessly. 
  7 
  “May your sword [or other 
  weapon] rust in the bottom of a 
  pitiless lake!” 
  Time Touch: Every non-living thing the one 
  who turns the hourglass touches ages 10d20 
  years. This does not affect plants, animals, etc. 
  but does affect formerly living things (food, 
  wood, leather, etc.) 
  The Brute’s death cry echoes throughout the region, 
  drawing within 1d6 turns: 1. The Forestmaster, 2. Bear 
  Friend, 3. Bearskin, 4. The Welwa, 5. Ugly Karas, 6. 
  Old Whitebeard, 7. Mother Sacren, 8. Griffins, 9. 
  Birdmen, 10. Wraiths. 
  8 
  “May you go to the pit and never 
  come back!” 
  Time Banishment: The being who turns the 
  hourglass shifts outside of normal time. 
  The body of the Brute crumbles to dust and blows away 
  in the wind. 
  
  The Northern Tier                                                                                                                                   a 
   
  46 
   
  29. The Crow 
  An extra-large crow (not giant, just big for its kind) perches 
  high in a tree, cawing loudly at any passersby. Caught in the 
  branches at the crow's feet is a ring with 3 keys on it. The 
  keyring is not immediately evident from the ground. If the 
  bird is left unmolested, it will grab the keyring and fly off 
  (d8 for direction: 1=North, 2=Northeast, 3=East, etc.). The 
  crow will fly erratically, giving it an additional bonus of 2 to 
  its Armor Class if anyone targets the flying bird. 
   
  If the bird is attacked in any way (arrow, rock, spell, etc.), 
  the bird will fly off without the keyring as listed above 
  (direction and bonus for erratic flying). 
   
  The 3 keys on the keyring are magical, they are the King's 
  Keys. One key is iron, one key is brass and one key is silver-
  plated brass. Each key will work only in a lock of the same 
  metal: iron with iron, brass with brass. The third key will 
  actually work on brass or silver. A King's key will unlock the 
  first lock that the key of the proper type of metal it is used 
  on. That particular key will then be forever linked to that 
  particular lock. 
   
  Crow (Normal): hp 1. 
   
   
   
   
   
   
  Roll  
  1d8 
  The Caw of the Crow Causes: 
  The Feathers of the Crow can be used to  
  (1d8x100 feathers can be gathered): 
  1 
  Confusion (as spell – save or dispel magic 
  negates). 
  Create a hat/helm of flying by decorating with at least 10 crow 
  feathers and casting enchant an item on the hat. Effect lasts 1 day 
  for each feather in hat/helm. 
  2 
  Fear (as spell – save or dispel magic 
  negates) 
  10 feathers allows user to fly for 1d8 rounds. Hold five feathers in 
  each hand and flap arms like a bird. 
  3 
  Deafness: Unable to hear for 1d12 days 
  (save or remove curse negates) 
  Use no fewer than 500 feathers and cast enchant an item to create a 
  cloak of flying. Item functions for 1 day per feather in cloak, but if 
  the number of feathers ever drops below 500, the cloak immediately 
  ceases to function. 
  4 
  Good Luck: Gain +1 on all rolls for 1d12 
  days (save or remove curse negates). 
  Adding feathers to any magic potion gives it the additional effect of 
  flying (for 1 round per feather added, up to 12 per potion) with no 
  miscibility problems. 
  5 
  Bad Luck: Suffer a 1 point penalty on all 
  rolls for 1d12 days (save or remove curse 
  negates) 
  Writing magic scrolls with a quill made of the crow’s feathers has a 
  30% chance of making the scroll unreadable by any but the writer 
  but a 1% chance of making the scroll completely unreadable.  
  6 
  Death: For 1d6 days, all who hear the crow’s 
  caw will suffer 1d6 point penalty on every 
  roll in which their life is endangered (save or 
  remove curse negates) 
  Using the feathers to create some kind of magic item granting the 
  ability to fly (such as 1-4 above) will be successful on the first two 
  flights, but will fail after 2 rounds the third time such an item is used 
  and will render the item not only unusable but will destroy any other 
  magical effects the item may have originally had. 
  7 
  Life: For 1d6 days, all who hear the crows’ 
  caw will receive 3d8 bonus hit points (above 
  maximum hit points). Bonus hit points are 
  “lost last” so that when the charm ends, if 
  the enchanted person is below “normal hit 
  points”, he or she dies. 
  When feathers are gathered in a circle and a wind demon or wind 
  elemental is summoned within the circle, the caster has a percentage 
  chance equal to the number of feathers used for the circle to gain 
  permanent control of the creature – as long as the feathers remain 
  undamaged and in a contiguous circle. Breaking the circle or 
  damaging the feathers releases the control. 
  8 
  Curse: -1d4 on all saving throws until 
  remove curse (12th level) is cast 
  Adding feathers to a hat/helm gives a dexterity bonus for AC of 1 
  for every multiple of 10 feathers used (up to a 4 point bonus) 
  
  T                                                                                                             The Northern Tier 
   
  47 
   
  30. Procession of Twelve 
  Widows 
  Heard through the mist is the sound of keening pipes and a 
  dirge drum. Fading in and out of sight is a procession: three 
  musicians leading twelve women dressed in heavy black 
  mourning wear. Three small figures attend the twelfth 
  woman, carrying the train of her dress. Bringing up the rear 
  of the procession is what appears to be a tall, gaunt priest. 
   
  This macabre procession wanders the Highlands on dark 
  nights, usually glimpsed from a distance as no one who has 
  encountered the Procession directly has survived. All the 
  figures are non-corporeal undead. 
   
  The musicians are Soulless Jongleurs, undead musicians 
  whose songs affect the very soul of mortal listeners. The 
  musicians play The Lament of the Dark Night, a tune that 
  causes Hopelessness (as per the 8th level MU Spell Symbol 
  of Hopelessness). Saves vs. the Hopelessness caused by the 
  music are dependent on the distance of the listener from the 
  musicians: normal save at 120’ or greater, 120’-80’ save -2, 
  80’-40’ save -4, 40’-5’ save -8. 
   
  The first eleven widows are Mourning Dames, undead 
  widows who wander the mortal realms in search of their dead 
  husbands. The gaze of a Mourning Dame causes Fear (per 
  the spell, as if cast by a 12th level spellcaster), the touch of a 
  Mourning Dame is withering (causing 1-8 hp damage and 
  aging the target 1 year per hp damage inflicted). 
   
   
  The twelfth widow is a Noble Mourning Dame, a more 
  powerful apparition, and the only one of the group with a 
  voice and the remains of a mortal intelligence. The Noble 
  Mourning Dame, whose name in life was Mistress Annabet, 
  has the abilities of a Mourning Dame. In addition, her voice 
  acts as a Suggestion spell (as if cast by a 10th level 
  spellcaster) and she can create the effects of Phantasmal 
  Force twice per day. 
   
  The priest is a Spectre, whose name in life was Azgarod 
  Zoth, has bound to this procession by some long-forgotten 
  demon prince. 
   
  The “attacks” of the undead are primarily sound based 
  (except for the withering touch of the Mourning Dames and 
  the Spectre’s touch), so deaf creatures, or those affected by a 
  Silence spell, are not affected. 
   
  Soulless Jongleurs: hp 12, 13, 14 
   
  Mourning Dames: hp 22, 24, 26, 29, 30, 35, 36, 38, 38, 40, 
  41 
   
  Noble Mourning Dame: hp 32 
   
  Spectre: hp 25 
   
  Roll 
  1d6 
  Strange Items the Procession Carries 
  Reward for Destroying the Procession  
  (if evidence is presented) 
  1 
  Circlet of the Dead – A silver circlet with scythes and skulls engraved. 
  Can summon a skeleton from the earth 1/day and cast finger of death 
  1/week. 
  A demon lord takes offense at what the party has done and once per 
  week they will have a demonic encounter (70% minor demon such as 
  an imp, 29% Type I-III demon, 1% demon lord himself) 
  2 
  Heart of the Necromancer – A mummified heart that doubles the range, 
  duration and effect of spells affecting the dead. 
  Locals pool their resources: 321 gp, a ruby (worth 300 gp), three 
  silver chalices (worth 70 gp each) and a silver serving try (120 gp) 
  3 
  Bone Staff – A long etched bone (probably dragon) magically hardened. 
  Animate dead 1/day, command undead 3/day. 
  Minor Noble thanks party with 1200 gp, a magical dagger 
  (Grimtooth: dagger +1, add 20% to one thief ability 3/day) 
  4 
  Lamp of the Ferryman – A tin skull shaped lamp which glows with only 
  half the light of a normal lamp. Cast dancing lights 3/day and darkness 
  20’ radius 3/day. 
  Minor Noble thanks the party with 900 gp, a “Writ of Notoriety” (a 
  document which excuses the bearer(s) from paying taxes to local lord 
  and gives free lodging and board in local inns) 
  5 
  Canabar’s Claw – The mummified claw of a lizardman shaman. The 
  touch of the Claw does 1d8 damage and can heal undead 1d8 damage. 
  Minor Noble thanks the party with 300 gp and a 300 acre land charter 
  (which is for land he does not actually control…) 
  6 
  The Skull of the Piper – A human skull edged in silver and gold. If pipes 
  of some kind (panpipes, bagpipes, flute, etc.) are placed in contact with 
  the skull, the pipes will play magical tunes with the effect of Charm 
  Person, Hold Person, Charm Animal, Charm Monster, and the like. 
  The High King takes notice and thanks the party with 3000 gp, 1d6 
  potions (1. Healing, 2. Speed, 3. Heroism, 4. Flight), a “Writ of 
  Notoriety” (see above) for all of the Highlands and a (genuine) 200 
  acre land grant.  
  
  The Northern Tier                                                                                                                                   a 
   
  48 
   
  The Hexcrawl Key 
   
  Hex 
  Encounter(s) 
  Hex 
  Encounter(s) 
  Hex 
  Encounter(s) 
  1 
  Forest Road Washout 
  15 
  The Watchers In The Wood 
  29 
  The Girl at the Mouth of Madness 
  2 
  The Woodsmen’s Clearing 
  16 
  St. Alabaran’s Hunting Lodge 
  30 
  Tiresh Village 
  Amarten Copper Mine 
  Dragon’s Grave Arch 
  3 
  Old King’s Watch 
  The Poison Tree 
  17 
  The Woodland Marsh 
  The Tarpits of Harsal 
  31 
  Mad Agatha’s Mine 
  4 
  Fishermen of Boeh Hect 
  18 
  The Creator’s Stone 
  Hamlets 
  32 
  Hargeth’s Keep 
  5 
  The Hobbled Guardian 
  The Sepulcher of the Burning King 
  Hanging Goblin Wood 
  19 
  The Brothers Five 
  Abandoned Temple of the Sun 
  33 
  Hargeth’s Folly 
  6 
  Hargeth’s Temple  
   
  20 
  The Rusted Tomb 
  The Rebel Trees 
  34 
  The Four Willow Wheels 
  7 
  Woodbridge 
  21 
  Northwatch Beacon 
  35 
  Grammian Village 
  Ogre Mill 
  Lich Lands 
  8 
  The Shrine of the Fallen Angels 
  22 
  Burned Out Forest 
  36 
  The Birdmen Return 
  9 
  The Boat Ruins  
  The Drowning Pool 
  23 
  Stones of the Fallen Kings 
  The Basin Stone 
  37 
  The King Under the Water 
  10 
  Chapel in the Woods  
  The Rat Tree/Heart of the Wood 
  24 
  Hamlets 
  Lake Fincher 
  38 
  The Forest Master  
  Shemarras Ring 
  11 
  Mountain Stream 
  The Caves of the Cave Bears 
  25 
  The Hanging Knights 
  39 
  The Whispering Tree 
  12 
  The Witch of the Wilderness 
  26 
  Griffins Lair 
  40 
  The Lich Lands 
  Village of Arwadar 
  Ghost Downs 
  13 
  The Garis Man 
  27 
  The Summer Court of the 
  Silver Queen 
  41 
  Wisdom Falls 
  14 
  The Tumble and Faller Village  
  The Hall of the Gnome King 
  28 
  St. Albaran’s Monastery 
  42 
  The Chantry of the Deepflame 
   
   
  
  T                                                                                                             The Northern Tier 
   
  49 
   
  1.  Forest Road Washout 
  The road in the northern part of this hex has been washed out 
  by a recent rainstorm, as the Whitewater River overflowed 
  its banks in a recent rainstorm. A two hundred yard swath of 
  mud and gravel and unexpected sinkholes. To make matters 
  worse, several small trees uprooted and are lying across the 
  road as well. Characters on foot can pick their way slowly 
  across the washout (possibly making Dexterity checks as the 
  GM decides). Horses have a 10% chance per turn of slipping 
  or tripping as they traverse the area. It will take people two 
  turns to get past the washout, horses three turns.  
   
   
   
   
   
   
   
  Hiding in the forest, watching for a weak party or a small 
  group is a Behir. It will not attack an obviously powerful 
  group (especially if they have horses). 
   
  The monster’s lair is a simple hole in the ground, about 80 
  yards off the road in the woods. 
   
  If the people of Woodbridge are informed about the washout, 
  they will (eventually) clear the trees and re-grade a road 
  through here, though at the cost of three men to the Behir 
  (chosen at random by the GM).  
   
  Behir: hp 52;  
   
  Behir, Baby: hp 5, 7, 12 
   
  Belwyn the Magnificent: HD M2; AC 9[10]; Atk dagger 
  (1d4) or spell; Move 9[currently 0]. Spells: Hold Person, 
  Light 
   
  Hostile Spirit: HD 2, hp 13 
   
  Night Fairy (6): hp 1, 2, 4, 6, 7, 7 
   
  Skeleton (goblin): hp 2 
   
   
  Roll 
  1d6 
  What’s in the Behir’s Lair? 
  (roll or use all of these) 
  1 
  1d4+2 eggs (worth 200gp each), the arms of seven men 
  and two women, a porcelain vase painted with daisies 
  (worth 50 gp) 
  2 
  A huge mass of masticated organic material creating a 
  kind of cocoon in which the Behir sleeps. Inside are 17 
  goblin skulls and a 300 gp diamond. 
  3 
  Three baby Behir playing with an almost dead fairy. 
  4 
  Stacked neatly in the corner are the mummified bodies of 
  13 Dark Fairies. Behind them is a talking human skull. 
  5 
  Scattered about are bones and bits of cloth, armor, broken 
  weapons, etc. Among the debris: 44 gp, a human leg bone 
  carved with magical sigils (wand of fireballs), and a full 
  wild boar skeleton which will animate if touched. 
  6 
  Hanging from the ceiling are 10d12 vines. Each vine is 
  1d6+4 feet long. The vines have gained a magical affinity 
  to electricity from contact with the Behir and anything 
  wrapped in the vines becomes a lightning rod (electrical 
  damage doubled, automatic hit). Lightning wand 
  wrapped in a vine will do double damage but also use 
  double the number of charges. Each vine will last 1d8 
  days if removed from the cave. 
   
   
  Roll 
  1d6 
  What’s in the Behir’s Gut? 
  1 
  A human hand with a silver ring with two small rubies 
  and the crest of the royal house (worth 120 gp, but 
  priceless to the King…) 
  2 
  A full goblin skeleton, partially digested. The skeleton 
  will animate if released, though it will not necessarily 
  attack. Skeleton has gained Shocking Touch (1d10 
  electric shock damage) 
  3 
  The mostly digested remains of a farmer with his 
  daughter’s dowry (75 gp). If the dowry is stolen, the 
  farmer’s spirit rises as a Hostile Spirit and tracks down 
  the thieves. 
  4 
  Six Night Fairies surrounded by protective magic 
  bubbles. They will reward their release by casting Good 
  Luck on their liberator(s): All rolls for next 2 days are 
  rolled on two dice, the more favorable roll is retained. 
  5 
  An acidic 2 foot diameter ball of mucus and partially 
  digested… things. The ball would make an effective 
  missile weapon, sticking to (and continuing to burn) 
  anything hit (1d12 damage plus 1d4 damage per round 
  until neutralized).  
  6 
  Belwyn the Magnificent – a hedge-wizard and circus 
  performer. He was just eaten, so could be healed (he 
  needs 20 points of healing magic to survive) 
  
  The Northern Tier                                                                                                                                   a 
   
  50 
   
  2.  The Woodsmen’s 
  Clearing 
  About a third of this hex is cleared of large trees and several 
  rutted trails lead toward the Whitewater River to the South. 
  During the day, the men of the nearby village will be working 
  in this hex, cutting down trees and hacking off limbs, which 
  they pile up and once every other month they light these piles 
  on fire and the bonfires burn for two days in a celebration 
  they call the Burning Nights. While these men are experts 
  and will typically burn on wet, windless days, on any given 
  Burning Night there is a 2% chance that the bonfires will 
  burn out of control, starting a forest fire that will consume 
  2d4 hexes of forest.  
   
  The Burning Nights are excuses for the people of 
  Woodbridge to celebrate in drunken revelry. These two day 
  bacchanalia are accompanied with music, moonshine, naked 
  dancing around the fires. The debauchery typically attracts 
  spirits from the Faerie Realms (Shemarras) who join in the 
  carousing, but it can gain the attention of other darker spirits 
  as well. The Woodsmen tell wild tales of winged women and 
  nasty hags and creatures of light and all sorts of magical 
  happenings during the Burning Nights - though most 
  everyone was too drunk to remember any true details. 
  Strangers are always welcome to join the festivities of the 
  Burning Nights.  
   
  Generally, the activities of the Burning Nights attract the 
  attention of good spirits from Shemarras, but there is a 
  chance that some of the dark spirits take an interest as 
  well.  For each hour of carousing, there is a 1% cumulative 
  chance of attracting the attention of spirits from Shemarras 
  or elsewhere (so after a full 48 hours, the chance is 
  48%). When an encounter is indicated, roll on the following 
  table. Only one type of spirit will be attracted during any 
  celebration of the Burning Nights: 
   
  1. 2d6 Sprites - Most of these creatures will join in the 
  cavorting, but one will play nasty pranks on the revelers, 
  his worst will be that he will try to trick someone into 
  jumping into the fire. The other Sprites will simply 
  ignore the ne’er-do-well unless he is threatened with 
  harm, in which case they will turn their attention on the 
  person(s) threatening the mischievous Sprite and use 
  arrows dipped in sleep poison to try defend their brother. 
  If there is a confrontation, the Sprites will disappear at 
  the conclusion of the confrontation but will curse the 
  Woodsmen with Bad Luck for a year.  
   
  The men of Woodbridge, if they fall under the curse, will 
  come to blame the PCs for their bad luck and the PCs 
  will be scorned and spoken ill of in the region. 
   
  Sprite (2-12): hp 1 each 
   
   
   
   
   
  2. 3d6 Leprechauns - These spirits appear bearing goblets 
  they claim are fine wine, but are actually potions of delusion 
  (the goblets are tin, worth 4cp each). The effects of the potion 
  are that everyone who drinks it will believe they are moving 
  extremely quickly (as if under the effects of a potion of 
  speed) for the next 2d4 hours. Save vs spells to halve the 
  duration of the delusion. 
   
  In addition, the leprechauns will use their illusion abilities to 
  make phantom women appear, a phantom feast complete 
  with roast pig (though the face of the pig will bear an 
  uncanny resemblance to a random PC), roasted apples 
  (which will scream when picked up), an unidentifiable stew 
  (win which are what appears to be blinking eyes), roast duck 
  (which will quack loudly when anyone attempts to cut into 
  any of them, then fly off). The entire feast will disappear and 
  the leprechauns will fall over themselves in peals of laughter 
  at any of the celebrants’ antics. They will use their 
  ventriloquism ability to make random noises behind random 
  people (like the call of a bear or a clucking chicken or call 
  out random names - whatever will cause them the most 
  enjoyment).  
   
  If threatened, they will turn invisible and torment the revelers 
  with increasingly nasty (though never truly dangerous) 
  magics. Regardless of the reception the leprechauns receive, 
  they will remain (visible or invisible) until sunrise on the 
  second day when the fires have nearly died out and most 
  everyone is asleep or unconscious. Their final trick is to 
  create a very real (and, unfortunately, very dangerous) 
  explosion in one of the fire pits. The magical and physical 
  explosion is mostly smoke and sound, but throws burning 
  coals up to 20’ out from the edge of the fire causing 1 hp 
  damage per coal that strikes a target (100% chance of being 
  struck at 1 foot from the fire, diminishing by 5% per foot 
  removed from the edge of the fire with a 5% chance at 20’ - 
  1d10 coals strike the target). The leprechauns disappear with 
  echoing laughter, completely unaware of any carnage they 
  have left behind. 
   
  Leprechaun (3-18): 1, 1, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 
  5, 6, 6, 6, 6 
   
   
  Burning Night Potential Encounters 
  Roll 
  1d6 
   
  Result 
  1 
  2d6 Sprites 
  2 
  3d6 Leprechauns 
  3 
  Gnome King Envoys 
  4 
  1d6 Dryads and 2d4 Satyrs 
  5 
  3 Elder Treemen 
  6 
  The Witch of the Wilderness 
   
  
  T                                                                                                             The Northern Tier 
   
  51 
   
  3. Envoys of the Gnome King - 2 Long Arms with 3 goblin 
  slaves (from the Gnome King’s Hall) - These envoys from 
  the Gnome King’s Hall come on a reconnaissance mission 
  for their liege lord. They use their illusion casting abilities to 
  appear as “good spirits” from the “realm of light” and the 
  goblins, who have had their tongues cut out, will be disguised 
  as “little brethren of light” (the Long Arms will appear as 
  vaguely humanoid creatures, glowing in a blue light, 
  speaking with a soft voice, the goblins will appear almost as 
  will-o-wisps, balls of pale yellow light, only with tendrils 
  that could be arms). They will try to lead as many as they can 
  to the “Kingdom of Light”. If they convince anyone to follow 
  them, they will take them to the Gnome King’s Hall (area 
  14B) as slaves for the dungeon.  
   
  Long Arm: hp 17, 19 
  Goblin: hp 1, 1, 7 
   
  4. 1d6 Dryads and 2d4 Satyrs - These tree spirits (Dryads)  
  will appear out of smoke and mist in the night and will 
  attempt to charm any men they believe are leaders (either of 
  the Woodsmen or among the PCs) and get them to stop 
  cutting trees in the forest in this region (this hex). They are 
  extremely beautiful and very persuasive, even without using 
  their charm person ability. However, the women of 
  Woodbridge will become jealous within 1d8 turns of the 
  encounter with the dryads and attempt to get the men to “get 
  rid of them.” If the men are reluctant to put out the tree 
  spirits, the women of Woodbridge will take it upon 
  themselves to drive off the dryads. The Satyrs will attempt to 
  lure away women of Woodbridge with charm on their pipes. 
  If any of the spirits are threatened, the Satyrs will use their 
  pipes to charm, sleep or cause fear so that the dryads and 
  satyrs can make their escape.  
   
  Satyr (2-8): hp 16, 22, 22, 23, 23, 24, 24, 25 
  Dryad (1-6): hp 3, 9, 9, 9, 9, 11 
   
  5. 3 Elder Treemen - These spirits have been sleeping for 
  the past three decades and are awakened by the revelry. They 
  will lumber (ha!) into the midst of the celebration and wave 
  their branches menacingly. They don’t speak the current 
  human language so it will be difficult to communicate with 
  them short of a tongues spell or some other (magical or 
  otherwise) means. Whether or not communication is 
  established, the Treemen will say simply, in their slow and 
  moaning language, “Consider the forest as you chop and cut. 
  Consider the land as you break and burn. Consider the trees 
  as you drag them away. Leave behind the children of 
  tomorrow.” They believe they are being clear - be careful, 
  plant new trees to replace those you are cutting down. They 
  will repeat their message three times and to emphasize the 
  point, each of them will pick up a bolder and throw it toward 
  Woodbridge village. Then they will shuffle off, in search of 
  their kin (see hex 19 - Treeman Massacre - these three Elder 
  Treemen will take the place of their fallen brethren in 
  protecting the forests and containing the Spiderfriends).  
   
  If the Villagers of Woodbridge persist in deforesting the 
  region or if the fires burn out of control, these Treemen will 
  raise the forest against the Villagers and drive them out. If 
  the Villagers practice a more balanced approach, the 
  Treemen will consider the Villagers (and by extension, the 
  PCs) as “friends of the forest” and will contribute to 
  protecting the village and may come to aid when called 
  (potential allies for the PCs at some future date). 
   
  Elder Treeman (14 HD): hp 68 
   
  6. The Hag of the Deepgrove - The revelry has attracted the 
  notice of the Green Hag (see hex 12 for full details, including 
  what may happen in response to this encounter). She will 
  appear with a small explosion and a grand cloud of smoke. 
  Prior to appearing, she will have cast change self on herself 
  to appear as a very tall, black haired, beautiful woman with 
  fierce, demanding eyes.  She will raise her hands above her 
  head and insist that everyone bow down before her. She will 
  choose one of the strong men (randomly choose among the 
  strong PCs and Bully, Trunk or Garn among the Villagers of 
  Woodbridge) to cast weakness upon as a demonstration of 
  her power.  
   
  If the spell is successful, the victim will fall forward and all 
  of the people of Woodbridge will fall on their faces in 
  obsequiousness to her. The PCs are free to do as they please, 
  but if they do not bow before her she will immediately attack 
  and none of the villagers will help them (out of fear). She 
  will attack with her claws and spells but she will not fight to 
  the death. If she is clearly overmatched she will attempt to 
  flee. If the party plays along and bows down before her, she 
  will croon about how powerful she is and how weak and 
  miserable mortals are. Eventually she will demand her 
  offering: a child under the age of seven. If she does not 
  receive a tribute, or feels she is being cheated in some way, 
  she will attack and try to kill everyone, beginning with the 
  villagers (but see above if pressed). If she receives her tribute 
  (or at least believes she has), she will mockingly thank the 
  simple mortals and throw some explosive stones in the fire 
  that will cause a large (but fairly harmless) explosion and 
  will smoke with green, sulfurous smoke for 3 turns and cover 
  her (dimension door) escape with the child. The smoke of her 
  departure will attract 4d6 goblins who will attack within one 
  turn.  
   
  Green Hag (Hag of the Deepgrove): HD 10 (lvl 5 witch); 
  hp 43; AC -2[21]; Atk 2 claws (1-2+5/1-2+5); Move 12 
  (Swim 12); Save 5; CL/XP 11/1,700; Special: Darkvision, 
  Spell-like Powers, Camouflage, spells 
   
  Spells 
  Level 1: Charm Man, Magic Disk, Reflected Image 
  Level 2: Bestow Curse, Locate Object 
  Level 3: Seduction (III) 
    
   
  
  The Northern Tier                                                                                                                                   a 
   
  52 
   
  3a. Old King's 
  Watch 
  Every 20 miles along the road are these 
  80' tall round towers, most of which 
  have fallen to ruin. The people of the 
  Highlands 
  use 
  the 
  Watches 
  as 
  waystations along the King's Road. 
  Here, just north of the King's Road, is 
  one of the few towers fully intact.  
  (Map 1) 
   
  3.1a The Waystation   
  Over the years, travelers have added 
  rough-hewn beds, a table, chairs and a 
  small sideboard to this room. Generally, 
  this is a safe haven for travelers. 
   
  3.1b The Inner Room 
  The double doors to this inner chamber 
  are solid and can be barred from the 
  inside. On the landing of the stairs to the 
  second story is a statue of St. Turian, 
  patron saint of travelers.  
   
  The secret trap door can be detected by normal means as 
  well. It is locked and was once trapped, but the trap was long 
  ago sprung by a curious Highland traveler. It opens to stone 
  steps leading downward. If the Eye of the Moon (see the 
  King Under the Water) is brought into this room, phantom 
  soldiers will be seen living out their daily life - talking, 
  walking around, climbing the phantom stairs to the second 
  story. After 2d8 rounds, one of the phantom soldiers will 
  "open" the secret trap door in the floor and descend. 
   
  3.2 Second Story   
  Untouched for generations, there is little left here. A candle 
  chandelier composed of five 12" diameter rings soldered 
  together side-by-side hangs from a chain from the ceiling. 
  The candles have long since been pillaged. 
   
  The rings are the circlets which control the skeletal warriors 
  in the crypt below (Circlets of the Champions of St. 
  Turias). 
   
  3.3 Third Story   
  A few broken chairs and an overturned table, an empty 
  weapons rack and a dozen broken arrows. Tucked among the 
  rafters is skeletal human hand clutching a small leather 
  pouch containing 3 gp, a tiny ruby (50 gp value) and a 
  Medallion of St.Turias (Silver plated brass medallion with 
  the image of St. Turias on one side and the Reliquary/Rusted 
  Tomb, hex20, on the obverse - medallion is magical. When 
  the name of St. Turias is invoked while holding the 
  medallion, it functions as a holy symbol, turning undead and 
  demonic creatures, shunning vampires, etc. This effect is at 
  a 12th level clerical ability and is usable by anyone, 2x/day). 
   
  The Grave of the Five 
  Champions of St. Turias 
   
  3.4 Grave Entrance 
  The trap door from the tower leads to 
  a roughhewn chamber. To the south is 
  a ledge, about 8’ above the floor level, 
  to the north, rough natural steps climb 
  to a locked door.  
   
  Behind the door is small chamber with 
  five doors on the north wall. A 
  headless human skeleton lays at the 
  foot of the western most door, the skull 
  on the other side of the room. The 
  doors are unremarkable iron-strapped 
  wooden doors, and there is nothing to 
  indicate what caused the beheading. 
  Doors can be numbered 1-5 from west 
  to east. When any door is opened, the 
  skeletal warrior in the tomb behind 
  the door east of the door opened is 
  awakened and will exit its tomb in 3 
  rounds (if door 1, westernmost, is 
  opened, the skeleton warrior behind door 2  is roused and 
  comes out of his tomb to attack the intruder). Any door 
  opened from the outside, freezes the skeleton warrior in its 
  tomb as long as the door is left open. Any animated skeletal 
  warrior will seek to dispatch intruders and close any open 
  doors.  
   
  The solution is to begin with door 5, the door farthest east 
  and work their way west, as there is no door to the east of 
  door 5 and opening each door will freeze the skeletal warrior 
  in his sarcophagus. Inanimate skeleton warriors appear to 
  simply be armored skeletons and their weapons and armor 
  can be removed (though if the skeletal warriors animate, they 
  will attempt to track down the looters and retrieve their 
  equipment). Four of the five knights wear full chainmail and 
  bear two-handed swords, the fifth (in the easternmost tomb) 
  wears full platemail and a longsword +1 (Turias' Wrath, a 
  sword+1, +3 vs. demons, devils and undead, continuous 
  detect evil, heals 2d4 hp once per day).  
   
  Champions of St. Turias (Skeletal Warrior) (5): hp 31, 43, 
  45, 48, 51. 
   
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  53 
   
  3b. The Poison Tree 
  Near the source of the stream, near the middle of the hex, is 
  a natural cut that looks like a wall, carved from a hillside. A 
  cave is hollowed out in the middle of the cut. Outside the 
  cave is a twisted, blackened walnut tree. Near the base of the 
  tree is a dead squirrel. If someone examines the tree 
  carefully, they will see wisps of spider silk dangling in the 
  branches. The walnut tree has been twisted by evil magic 
  such that the nuts that fall from the tree are poisoned. 
  Consuming the walnuts causes 1 hp of damage per nut (save 
  vs. poison for half damage). There are 67 walnuts here 
  currently, another 112 not yet ripe on the tree. Every season 
  the tree bears 40d8 walnuts. Note that cooking, grinding, or 
  otherwise using the nuts does not diminish the poison effect. 
   
  The Cave Tomb: The cave is a tomb, shunned by the locals 
  as haunted. The cave reaches back into the hillside 30’. 
  About 15’ into the cave are three corpses, seated with their 
  backs against the cave walls. The bodies, locals by the looks 
  of them, are in various states of decay. The first is clearly 
  decades old, maybe older, propped against the cave wall in a 
  seated position, legs out straight, head tipped onto the chest, 
  arms folded on the lap.  It is a desiccated husk of a man 
  wearing a dented helmet, the shreds of a tunic, dry rotted 
  gauntlets and the rotted remains of leather boots. If carefully 
  inspected, serviceable spurs can be found buried in the dirt 
  and gravel just under the right boot (worth 3 sp). A wide belt 
  with a sword sheath (empty), a dagger sheath (empty), and a 
  bone scroll case (with a small fragment of a parchment, 
  probably a map - see below) is laying casually across the 
  corpse’s lap. The other two, about two paces beyond the first, 
  are much more recent.  Apparently locals, their flesh still 
  soft, though no foul stench rises from the cave. They bear 
  slashing wounds and one has an arm that was severed which 
  is propped next to the corpse. These bodies have nothing of 
  interest or value on them. 
   
  In the back of the cave, cut into the limestone, is a niche in 
  which lays a human body. If disturbed, the body will (very 
  quickly) arise and attack as a huecufa. In the deepest recess 
  of the niche are a number of items: 12063 cp (all but three of 
  these copper coins are bent nearly in half - they are Hamlish 
  coins from over a hundred years ago), 932 sp (all of the silver 
  coins have been defaced, the image on the facing side has 
  been scratched beyond recognition, though the obverse 
  depicts the city of Fendaron, capital of the Kingdom of 
  Hamlin - these coins are at least 100 years old and probably 
  illegal in the Empire), a silver bottle engraved with images 
  of a river and trees sealed with black wax stamped with 
  signet of a swan - inside is a thick blue liquid (Elixir of Life, 
  the bottle itself is worth 15 gp), Parchment Map with notes 
  promising Magic Treasure with the lower left corner torn off 
  (in bone scroll case above) - the map is a regional map, 
  though rather inaccurate, from 400 years ago and leads to the 
  Gnome King’s Hall, Magical Bone Armor (Lord Kalar’s 
  Vest - treat as splint mail +1, allows the wearer to speak to 
  the dead once per day at the cost of 1d8 hp), a sword and a 
  dagger. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Near the Poison Tree lairs a Giant Carrion Spider. The 
  creature patrols the region frequently, looking for creatures 
  that have succumbed to the poison walnuts. There is a 30% 
  chance per turn spent here that the spider will lumber into the 
  area. It is careless and reckless since it has never encountered 
  a sentient being in this region (as mentioned, the locals shun 
  this area believing it to be haunted, and the goblins haven’t 
  encountered this place yet), but if reduced to 50% of its hit 
  points or less it will flee for its lair. 
   
  Spider Lair: The Giant Carrion Spider’s lair is a maze of 
  spider silk, bones, offal, branches and deadwood, in the heart 
  of a dark grove of hemlock trees. The Spider knows its lair 
  intimately and has strung silk lines throughout that function 
  as an alarm system, alerting the creature to the location of 
  any intruder larger than a small dog (even invisible creatures 
  will set off these “alarms” - thieves move silently at -30% 
  and hide in shadows at -40%, others make DEX check with 
  a penalty of 6 to avoid accidently causing vibrations in the 
  silk lines). 
   
  The Giant Carrion Spider will defend its lair to the death. 
   
  The central pit of the lair contains the only “treasure”, though 
  the PCs might not recognize it as such. Among the bones and 
  offal and cast off bits of silk and branches is a small stone, 
  perhaps only 8” in diameter. It is notable because there are 
  no other stones within the nest, and because of its color: it is 
  a deep, dark purple. The stone, however, does not radiate 
  magic or give any indication that it is of particular value. This 
  is a Moonstone, a ball of about 8 cubic inches (see Appendix 
  New Items), one of the most coveted items in all of the 
  realms.  
   
  Giant Carrion Spider: hp 18 
  Huecufa: hp 7 
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  54 
   
  4. The Fishermen of Boeh 
  Hect 
  On the north bank of the Whitewater River here, a 
  promontory rises about100' above the river. On the slope is 
  the tiny fishing village of Boeh Hect. Boeh Hect was the 
  great hero of this village, a si8mple fisherman who single-
  handedly fought back a horde of goblins by using his 
  greatsword called Skysplitter. 
   
  The fishermen of Boeh Hect are secretive and standoffish. 
  Each of the thirteen men is clearly related, with strangely 
  narrow heads, flat noses and a far off look in their eyes. All 
  of them seem to be between the age of 50 and 70, bald, and 
  all wear a tattoo on their right cheeks, though each mark is 
  slightly different: some variation of a sword, a star and a 
  lightning bolt. These are the sons of Boeh Hect (their 
  “brothers” can be encountered in Hex 25, the Hanging 
  Knights). At irregular moments, the fishermen break into 
  warbling songs of praise to the “First who fished, the great 
  Boeh Hect, the slayer of a thousand goblins, the piercer of 
  men’s souls…” 
   
  The fishermen of Boeh Hect are: Garen, Dylan, Finian, 
  Filian, Danas, Geral, Andar, Pillian, Aerias, Tular, Gemmel, 
  Danid, Marcan 
   
  The Fishermen of Boeh Hect arm themselves with nets, long 
  fishing poles and fileting knives. Travelers are not exactly 
  shunned, nor are they welcomed. There is nowhere for a 
  traveler to stay, however, so the Fishermen of Boeh Hect will 
  try to discourage anyone staying past sundown.   
   
  The men don't seem to ever go fishing. Whenever the Village 
  of Boeh Hect is entered, the men are milling around in small 
  groups of two or three, often praying to their hero-god, Boeh 
  Hect. If the hovels are searched, there are no personal items 
  in them, only a couple beds, a table and a couple chairs. 
  There isn't even any food in any of the shacks.  
   
  Buried in the ground on the point is the sword of Boeh 
  Hect, Skysplitter (sword +2, +3 vs. sky creatures, summon 
  lightning 4x/week) which attracts the lightning of storms. 
   
  Dumped in their cesspit is the remains of many offerings 
  made to Boeh Hect, along with the treasure the Fishermen 
  have taken from a handful of victims: a sword and leather 
  armor with a skull painted on the chest, thieves' tools, six 
  daggers (all edged in silver, with rubies set in the hilts, worth 
  50 gp each, more to a Warden of the North), nine arrows, a 
  shortbow (Nighthawk: Ironwood bow with bronze grip, +1 
  bow, +3 in the hands of a thief), 87 gp, 55 sp, three potions 
  (stealth, invisibility, heroism- each being a different shade 
  of green, in steel flasks).  
   
   
   
   
   
   
   
   
  If encountered at night, the Fishermen of Boeh Hect will be 
  gathered on the promontory point, staring at the sky.   
   
  If there is a storm in the area, lightning will strike the point 
  1d4 times throughout the duration of the storm, striking one 
  of the Fishermen of Boeh Hect as they chant a prayer to the 
  great hero, though the Fisherman is physically unaffected by 
  the lightning strike.   
   
  Whenever a Fisherman of Boeh Hect is struck by lightning, 
  he leaves the village to kill and eat the heart of a living 
  creature. Usually, they find a rabbit or even a deer and snare 
  it with a net or whip it with their poles (which they are quite 
  adept at using as weapons). If a struck Fisherman encounters 
  a person, however, he will try to kill the person encountered 
  and eat his or her heart. All the better if the person 
  encountered is right there in the village…  
   
  For each Fisherman of Boeh Hect that is killed, there is a 
  cumulative 5% chance that Boeh Hect himself will take 
  notice. See chart. 
    
   
  Fisherman of Boeh Hect (13): hp 13, 15, 20, 21, 21, 22, 24, 
  25, 28, 29, 29, 29, 32;  
   
   
  Roll 
  1d6 
  Boeh Hect’s Response to  
  the Death of His Followers 
  1 
  He appears in ghostly form and launches lightning 
  attacks at those responsible (one bolt per round, 5d6 
  damage).  
  2 
  He appears as a 19’ tall man and demands an explanation. 
  He will be (1. Reasonable, 2. Enraged, 3. Confused,  
  4. Inconsolable) 
  3 
  A powerful voice booms from the sky, “What have you 
  done foolish mortals? A curse upon you.” Cursed with 
  bad luck (roll two dice for every roll, take the least 
  favorable of the rolls) until removed. 
  4 
  Save vs. spells or become Fishermen of Boeh Hect 
  (remove curse will dispel effect). 
  5 
  A booming voice from the ground cries out, “Enough, 
  curs! I pox on you!” Killer(s) become cursed so that 
  every time he/she rolls a save it is done on a random die 
  (1. 3d8, 2. 3d6, 3. 6d4, 4.2d12, 5.3d10, 6. 1d100) 
  6 
  A ghostly form appears looking sternly at the killer(s). 
  The ghostly form will appear every combat for the next 
  month (remove curse dispels). Killer(s) must make a save 
  vs. spells or an Intelligence check to avoid being 
  distracted by the apparition (-2 to hit and save for round 
  distracted). 
  
  T                                                                                                             The Northern Tier 
   
  55 
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  56 
   
  5a. The Hobbled Guardian 
  Among the rocks here are piles of bones: animal, goblin-kin, 
  and even human, piled up just outside a small cave.  
   
  The cave is the lair of a Sphinx named Sialla.  The creature 
  typically lurks behind the stone above her cave opening, 
  waiting to ambush any prey which comes to investigate the 
  bones or the cave entrance.  If anyone approaches, she will 
  roar and leap above the cave entrance as a show of force. She 
  will threaten and boast about her ability to kill the interlopers, 
  but she will not immediately attack. 
   
  In fact, Sialla has a problem. The harpies (who she calls the 
  “she-devils of the Mountains”) who are nesting in the 
  northern part of this hex have entrapped the sphinx with a 
  magical chain (The Bindings of the Ancients), anchored 
  some 55’ behind the cave entrance to her lair.  
   
  After her show of force, if those she encounters look 
  powerful, she will seek their help in releasing her from her 
  bondage (she will not admit to being chained, though anyone 
  with the ability to detect magic will see the arcane line 
  tethering her outside her cave lair). She can travel no more 
  than a 50’radius ending just outside the entrance to her lair. 
  The magic prevents her from entering her cave lair, so it 
  could be plundered easily, she cannot prevent it – though 
  doing so will result in her eventually hunting down the 
  thieves.  If those she encounters do not seem powerful 
  enough to help her, she will try to eat them. There are a few 
  ways to free Sialla. The first is to go to the Harpies’ nest and 
  retrieve the Trap Stone. The second would be a dispel magic 
  of at least 14th level or a wish, limited wish or alter reality 
  spell. Sialla will be indebted to whoever frees her, offering 
  her services of divination on occasion (though at her 
  discretion, still often for a fee of course). She still will not be 
  able to leave the area 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sialla has amassed a number of treasures in her cave. In 
  addition, the sphinx has gathered a number of other unique 
  items (choose from or roll on the table below).  
   
  Scattered in her nest are 2454 gp, 9322 sp, seven swords, 
  nine daggers, six boots (no matched pairs), a shield with a 
  sphinx painted on the face.  Hidden in the very back of her 
  cave is a secret door that leads to The Sepulcher of the 
  Burning King, a Highlands Location more fully detailed in 
  its own product. 
   
  Sphinx: hp 42 
   
  Roll 
  1d6 
   
  Treasure 
   
  Unique Items 
  1 
  Gems: 10 gp Azurite, 10 gp Moss Agate, 10 gp Moss Agate, 100 gp 
  Malachite, 1000 gp Black Sapphire, 1000 gp Peridot, 1000 gp Star 
  Ruby, 20 gp Blue Quartz, 20 gp Moss Agate, 45 gp Malachite, 50 gp 
  Tiger Eye Agate, 500 gp Chrysoberyl, 550 gp Jade 
  Horn of the Frozen North: This is a hollowed out white dragon’s horn enchanted so 
  that with a single long blast, a 4d6 HD cone of cold blasts forth (2/day). With two short 
  blasts, the nearest white dragon will magically hear the call and may (25% chance) come 
  to investigate (1/week). The horn gives the blower no control over summoned dragons. 
  2 
  2000 gp Brooch (silver in the shape of a wolf with blue gem eyes), 
  6000 gp Comb (platinum engraved with the seal of King Hargeth the 
  Great), 8000 gp Headband (gold with gems inlaid and peacock 
  feathers), 2000 gp Collar (silver chains intertwined) 
  Crystal Lens of Deepsight: A monocle made of extremely thin crystal (very fragile) 
  which, when worn in the right eye will allow the wearer to see through any single solid 
  object (such as a wall, a door, a person). If the lens is worn in the left eye, the Crystal 
  Lens allows the wearer to see the most prominent thought in a single being’s mind. 
  3 
  100 gp Lapis Lazuli, 100 gp Smoky Quartz, 150 gp Smoky Quartz, 
  160 gp Hematite, 50 gp Azurite, 500 gp Alexandrite, 500 gp 
  Sapphire, 500 gp Tourmalin 
  Vial of Black Death: A small crystal vial with a thick, inky black substance in it. If the 
  liquid is poured out, a semi-sentient Black Oozing Death grows (9’ diameter). Anything 
  dissolved by the Oozing Death goes to the outer darkness. 
  4 
  10 gp Azurite, 10 gp Banded Agate, 1000 gp Garnet, 1400 gp 
  Sapphire, 150 gp Aquamarine, 45 gp Eye Agate, 5 gp Blue Quartz, 
  50 gp Lapis Lazuli, 50 gp Malachite, 50 gp Obsidian, 50 gp 
  Rhodochrosite, 550 gp Chrysoberyl, 60 gp Bloodstone, 60 gp Jet 
  Last Coin of the Seventh Empress: A single ancient silver piece an emperor’s profile 
  on the face and a palm tree on the obverse. The item is cursed. If spent, the spender will 
  lose 1 point of Constitution per week until Constitution reaches zero, at which point the 
  spender dies. Remove curse at 16th caster’s level to negate. Giving the coin away does 
  not initiate the curse. 
  5 
  100 gp Smoky Quartz, 100 gp Star Rose Quartz, 1000 gp Amber, 
  1000 gp Coral, 1000 gp Coral, 1000 gp Garnet, 1000 gp Jet, 1000 gp 
  Peridot, 12 gp Blue Quartz, 20 gp Banded Agate, 300 gp Coral, 400 
  gp Chrysoprase, 450 gp Spinel 
  Mask of the Spoken Word: This bronze mask depicts a madman’s bearded face. Any 
  words spoken by the wearer are understood by every living thing within earshot, 
  regardless of their language ability. The mask does not aid the wearer in understanding 
  other languages. 
  6 
  10 gp Obsidian, 10 gp Rhodochrosite, 100 gp Chrysoprase, 11 gp 
  Obsidian, 20 gp Tiger Eye Agate, 35 gp Eye Agate, 50 gp Banded 
  Agate, 50 gp Obsidian, 500 gp Amethyst, 80 gp Obsidian 
  Moonhelm: This simple steel pot has a crescent moon etched in the crown. The wearer 
  gains darkvision, will not be attacked by wolves and can identify a werewolf on sight. 
  Every full moon, wearer must save vs. spells or transform into a werewolf, then make a 
  second save or the transformation is permanent. 
  
  T                                                                                                             The Northern Tier 
   
  57 
   
  5b. Hanging Goblin Wood 
  Trees within a 200 yard radius of the harpies’ nest have 
  goblin corpses hanging by one hand from the branches. 
  There are 123 bloated and rotting goblin bodies in varying 
  stages of decay. Some sway in the wind, but otherwise are 
  dormant. In addition, several hundred other empty nooses 
  dangle from trees here. A careful search around the nooses 
  or the goblin corpses may turn up a rotting, severed goblin 
  hand laying on the ground beneath the detritus of the forest 
  floor (10% cumulative chance per person per round of 
  continuous searching in any one area – 3 people searching 
  for 2 rounds would have a 30% chance the first round and a 
  60% chance the second round but stopping and starting again 
  means the first round restarted gives a 30% chance).  In 
  addition, 35 vultures and 7 giant vultures lair in the trees 
  here. The giant vultures will try to warn the harpies of any 
  intrusion into the Hanging Goblin Wood 
   
  The harpies’ lair is a small set of caves in the mountainside, 
  the mouth of which is surrounded by bones (human, animal 
  and goblin-kin). Trees are cleared within a 50’ radius of the 
  mouth of the cave. There is a 60% chance that all three 
  harpies will be home, a 35% chance that only one will be 
  posted at the entry, and a 5% chance that all three are off 
  hunting some particularly powerful prey. (Map 2) 
   
  On alert: If the harpies are aware of intruders approaching 
  their lair, the largest (22 hp) harpy will be in the entrance 
  with 1d6-3 (0-3) giant vultures, ready to attack interlopers. 
  She will not sing her charm song immediately, instead 
  gauging the mettle of intruders. Her sister (17 hp) will be 
  hiding in the Gallery above, watching and waiting for a 
  signal from her sister to join the fray. The third harpy (18 hp) 
  remains in the Main Chamber, listening. If things go poorly 
  for her sisters, she will try to sing her song through the 
  Calling Horn to awaken the goblin corpses. Each round she 
  sings her song, 1d6+4 goblin corpses will sever their own 
  hands and lumber toward the cave, taking 6 rounds to get to 
  the cave mouth.  
   
  5b.1. Entrance 
  At any given time, one harpy will be posted at the mouth of 
  the cave (unless all three fly out to chase intruders or hunting 
  significant prey) so it will be very hard to approach unseen 
  watching the surrounding area for anything of interest.  
  Bones are arranged in two curious patterns on the floor here: 
  skulls (mostly human, deer and wolf) and leg bones (mostly 
  human and moose) – the left is a circle of skulls with three 
  lines of leg bones (like an asterisk) in the center, the right is 
  a triangle of leg bones with a pile of skulls in the center, atop 
  which is a baby dragon skull. Disturbing the bones causes a 
  skeletal horror to form, rise up and attack.  40’ above the 
  cave floor at the back of the cave is the Gallery, a tunnel 
  leading back to the Main Chamber with a small balcony 
  looking out over the entry cave. The balcony of the Gallery 
  is large enough for all three harpies to roost here if they 
  choose.  
   
   
  5b.2. Pit Traps 
  The corridor here is a series of pit traps that the harpies 
  simply fly over to avoid. Each pit is 15’ deep and the entire 
  width of the corridor, covered over by loose stone and dirt 
  looking like the rest of the floor. The bottoms of the pits are 
  filled with rusted, jagged metal and broken bones. 1d6 hp 
  damage for a fall plus 1d6 hp damage from hitting all the 
  rubble at the bottom of the pit and a save vs. poison or a 50% 
  chance of contracting a random disease. The fourth pit is just 
  like the first three, but instead of 10’ long, the pit is 20’ long. 
   
  5b.3. Main Chamber 
  The harpy sisters nest here in piles of filth and offal and 
  bones at least six feet deep. To the southwest, the tunnel 
  climbs from this chamber to the Entry. In the center of the 
  west wall is the Calling Horn: a massive stone horn that 
  amplifies the Harpy Song.  
   
  Each sister hides her treasure in her own nest, from left to 
  right: 
   
   
  Nest #1: 1123 gp; Gems: 10 gp Malachite, 10 gp Moss Agate, 
  10 gp Obsidian, 10 gp Rhodochrosite, 100 gp Onyx, 100 gp 
  Smoky Quartz; Potion of Health (treat as a restoration spell at 
  minimum caster’s level; pale, green, thin liquid) 
   
  Nest #2: 656 gp; Gems: 100 gp Star Rose Quartz, 1000 gp Jet, 
  1000 gp Smoky Quartz, 200 gp Star Rose Quartz, 350 gp 
  Amber; the Trap Stone. 
   
  Nest #3: 1312 gp; Gems: 350 gp Peridot, 450 gp Pearl, 50 gp 
  Blue Quartz, 500 gp Topaz, 500 gp Topaz, 5000 gp Emerald, 
  600 gp Jet, 7 gp Azurite, 8 gp Banded Agate, 80 gp Onyx; 
  Potion of Healing (pale blue thin liquid) 
   
  Harpies (3): hp 17, 18, 22 
  Goblin Zombies (123): hp 3 each 
  Vultures: hp 5 each 
  Giant Vultures: hp 12 each 
  Skeletal Horror: hp 5 
   
  Roll 
  1d6 
  Largest Harpy  
  is really… 
  Sisters’  
  weakness 
  1 
  …a polymorphed succubus who has 
  subjugated the harpy sisters. She will 
  transform to her true self if seriously 
  threatened. 
  They really hate each 
  other and will turn on 
  each other. 
  2 
  …a level 3 magic user (Magic Missile, 
  Sleep and Web) 
  They 
  need 
  fresh 
  blood to survive 
  3 
  …a level 4 cleric (Create Water, 
  Putrefy Food and Drink, Cause Fear, 
  Cause Blindness, Cause Disease) 
  They are afraid of any 
  depiction of a moon. 
  4 
  …a trapped demon lord whose 
  memories are erased (dispel magic 
  restores his memories...and allows him 
  to transform back to his true form). 
  They play with their 
  food before they eat 
  their prey, taunting 
  and battering it… 
  5 
  …completely crazy. 
  They fear the dark. 
  6 
  …a coward. She will not fight anyone 
  more powerful than herself and will 
  abandon her sisters to save herself. 
  They don’t trust one 
  another 
  and 
  will 
  never allow one to be 
  alone outside the lair. 
  
  The Northern Tier                                                                                                                                   a 
   
  58 
   
  6. Hargeth’s Temple  
  (Southern Hex) 
  On a small rise in the forest here, in a clearing, is a huge ruin 
  largely forgotten by even the locals. The people of 
  Woodbridge know about these ruins, though they shun them 
  as haunted, and the monks of St. Albaran’s Monastery know 
  of the ruins, believing they have removed everything of value 
  here. There is a 20% chance that a group of bandits are 
  scouting the ruins as a potential home base. 
   
  Bandits (12): F2, hp 4,5,6,6,8 8,8,9,9,10,12,13 
   
  Once King Hargeth the Bold attempted to settle this region, 
  he established the Grand Temple to Great High God here in 
  the southernmost part of this hex. While the faith was of the 
  Northmen, the people of the Highlands began to embrace 
  their hero-conqueror-king’s religion.  When the kingdom 
  fell, the temple fell with it and over the centuries, it has fallen 
  to ruin.  
   
  Everything is on a grand scale, as if built for ogre-sized 
  beings, or maybe Hill Giants. It is whispered that Hargeth 
  was half-giant, though his remains are long lost to the ages 
  (or so it is believed) so there’s no way to challenge this 
  rumor. The size of the Temple does, however, suggest there 
  might be some truth to it. 
   
  Unless noted, no doorway has a door. (Map 3) 
   
   
   
   
  6.1. 
  Grand Entry 
  This once impressive narthex has fallen to disrepair. Much 
  of the frescoed plaster that once decorated the eastern wall 
  has fallen down and is little more than dust. Enough plaster 
  remains to discern the general sense of some of the frescoes: 
  A giant being (the god?) hurls thunderbolts at tiny figures 
  (humans? Humanoids? Details are lost to time).  The stones 
  of the floor here are loose and tilted, keeping anyone walking 
  through here a little off balance. Running requires a 
  Dexterity of 14 or greater to accomplish without slowing to 
  2/3rds full running speed and those with a Dexterity of less 
  than 14 fight at a 1 point penalty to Armor Class because of 
  the uncertain footing.  Little remains of the former glory but 
  the expanse of the chamber – 50’ high ceiling, grand pillars 
  (8’ in diameter round pillars, 10’ square pillars) supporting 
  the still perfectly fitted roof and balcony above. 
   
  6.2. 
  Petitioner’s Walk 
  The stone floor of this long hall shows signs of continuous 
  wear, a trail down the center from one end to the other. Holes 
  in the wall indicate that torch brackets were once mounted to 
  the wall and great archways lead to smaller side corridors 
  which run parallel, to the north and south. Anyone who utters 
  a curse here (blasphemy, swearing, whatever) will find 
  themselves overlaid by the ghostly image of a priest of the 
  Northmen’s Faith. Where ever the offending party goes, 
  whatever he or she does, his or her countenance will be 
  merged with the dour, bald-headed, scarred face of a 
  Northman priest. Remove curse causes the apparition to 
  disappear. 
   
   
  
  T                                                                                                             The Northern Tier 
   
  59 
   
  6.3. 
  Hall of the Faithful 
  This massive room is clearly the sanctuary. A large, dark-
  stained altar is centered in the room.  The walls, floor and 
  ceiling are carved in bas relief, images of the Northmen’s 
  religion, violent deities enthralling humans and demi-
  humans. There is evidence that the carvings were once 
  painted. Tumbled stones from a collapse of the north wall are 
  neatly piled below the hole in the wall and the entire floor of 
  this sanctuary seems to have been swept clean.  A great 
  balcony, 25’ above the floor, dominates the Eastern end of 
  the room, with stairs leading up on either side and stairs 
  leading from the balcony up to the next level above (though 
  these are broken and do not reach the second story any 
  longer).  The curved balcony has a stone balustrade across 
  the front, pockmarked and broken by time.  
   
  Beneath the balcony are unmoving shapes in the shadows – 
  dozens of statues (39), people of all walks of life in all 
  manner of positions. If the statues are examined, they are 
  deformed, some in impossible positions, some with 
  misshapen heads, torsos, arms and legs – as if the sculptor 
  didn’t have a good grasp of human anatomy. 
   
  Hiding in the shadows among the statues, at the farthest point 
  East under the balcony, is a serpentine Stone Mistress. The 
  stone mistress will use her ability to animate stone to 
  command the statues of the Sanctuary to defend her if 
  attacked. She has no interest in combat, preferring to be left 
  alone or, at worst, bargained with, though she will defend 
  herself if attacked. She can animate one statue per round, as 
  long as she can see the statue (she may have animated 1d6 
  statues in the shadows under the balcony before this 
  encounter began). If seriously threatened, she will try to 
  maneuver herself to be able to animate the large statues in 
  the alcoves marked 5 down the narrow corridors. If 
  desperate, she may try to animate the bas relief carvings on 
  the floor and ceiling. 
   
  The Stone Mistress has claimed this ancient ruin as her home 
  and will be loath to leave. She has little in the way of treasure, 
  though she has a great deal of knowledge she could barter: 
  she has many dealings with the Coven of Five, she knows 
  that the goblins of the Chantry have recently experienced a 
  coup-de-etat, though she doesn’t know the details, she has 
  heard whispers that the King Under the Mountain and the 
  Gnome King have allied with one another and that they are 
  petitioning the Silver Queen for an alliance. She has had a 
  run-in with the Five Brothers (Treemen) in the forest, since 
  then she has been unwilling to leave her sanctuary, preferring 
  to send her animated statues to do her business instead.  
   
  Stone Mistress: hp 15 
   
   
   
   
   
   
   
  Searching the stone altar carefully (as secret door) can reveal 
  a secret latch in the side which, if thrown, releases a lock in 
  a carving near the main entrance door (with an audible click).  
   
  The carving near the entrance swings inward revealing a 
  lever (trapped – poison needle, though the poison has long 
  since evaporated, the needle remains discolored and the PCs 
  should be led to believe it is poison). The lever, if pulled, 
  opens yet another secret door in the ceiling (the face of the 
  chief god of the Northmen swings down with a creak).  
   
  There is no obvious access to the 80’ ceiling (fly or levitate 
  being obvious solutions). The 40’ square chamber above is 
  nearly filled with skeletal linnorm (frost), which has been 
  animated and will attack.  
   
  Skeletal Linnorm (Frost): hp 84 
   
  The skeletal linorm guards three chests: 
   
  Chest #1: A large golden platter with cattle depicted in  
  circular patterns. The platter is damaged but is still 
  worth 1900 gp. If repaired, it is the Plate of the 
  Offering (items placed on the plate become an 
  offering to the deity of light who bestows, if the 
  offering is acceptable, a blessing: 1-100 gpv offering, 
  Bless Spell, 101-1000 gpv offering, all rolls gain +2 
  bonus, 1001 gpv+ offering, all rolls gain +3 bonus). 
  Blessing/bonus lasts 1d4 days. 
   
  Chest #2: Red Leather Armor +3; Sword: Singer (Sword  
  +1,+3 vs. lycanthropes and shape changers Unusual 
  Abilities: Int: 16, Alignment: Neutral Good, 
  Communication: speech, Languages: 2 (Silver 
  Dragon, Common), Extra Ability: read non-magic 
  languages, Powers/Abilities: detect magic in a 1" 
  radius, detect gems, kind, and number in a 1/2" radius, 
  detect evil/good in a 1" radius) 
   
  Chest #3: 30212 cp, 28871 sp, 34444 ep, 21121 gp, Jewelry:  
  700 gp Bracelet, 400 gp Medal, 800 gp Tiara, 1100 gp 
  Crown, 500 gp Small Box, 600 gp Statuette, 500 gp 
  Diadem, 1300 gp Collar, 200 gp Belt, 80 gp Anklet, 
  6400 gp Locket, 600 gp Clasp, 400 gp Decanter, 700 
  gp Locket, 6000 gp Buckle, 900 gp Comb, 1800 gp 
  Belt, 500 gp Buckle, 800 gp Arm Band, 4000 gp 
  Bracelet, 1000 gp Medal, 6000 gp Scepter, 6700 gp 
  Statuette, 150 gp Locket, 50 gp Goblet, 1700 gp Pin, 
  1300 gp Decanter, 90 gp Idol, 500 gp Goblet, 1000 gp 
  Scepter.  
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  60 
   
  6.4. 
  Ashrorn’s Rise  
  This balcony is about 25 feet above the sanctuary floor 
  below. If any being which has been cursed with the visage of 
  a Northman High Priest (area 2) stands near the center of this 
  balcony, a bright white light will shine down from the ceiling 
  on that being, causing the visage to become the being’s actual 
  appearance (save vs. spells to negate) permanently, or until 
  dispelled with a remove curse spell (that is, it is no longer a 
  ghostly overlay, it is now the being’s face).  
   
  As long as the being is cursed with the Northman Priest’s 
  appearance, he or she will gain the spell casting abilities of a 
  cleric, level 1-4 (1d4) or, if already a cleric, additional spells 
  per day equal to level 1-4 cleric (1d4). The staircases leading 
  up to the second story are shattered about 1/3rd of the way up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6.5 
  Effigies of the North Gods 
  The four alcoves marked with a number 5 on the map each 
  contain a giant (30’ tall) statue of the Northmen’s gods, 
  though time and manipulation by the Stone Mistress have 
  warped them into twisted parodies of their original 
  appearance. The dirt in the corridors and the alcoves has been 
  disturbed, perhaps revealing giant foot prints. 
   
  Upper Stories: The second and third stories consist of 
  (because of the effects of time) essentially a single huge 
  chamber on each level with rubble scattered across the floors. 
  Square holes in the floor indicate where wooden poles or 
  beams once held up dividing walls. There isn't anything 
  particularly interesting among the pigeon nests and 
  droppings which dot the two levels (perhaps a few copper 
  pieces or a tiny idol of the Northmen's gods). 
   
   
  
  T                                                                                                             The Northern Tier 
   
  61 
   
  7. Woodbridge  
  This "village" which fords the headwaters of the Whitewater 
  River is home to several families of loggers. These 
  woodsmen cut trees in the area and stockpile them in the area 
  until the spring floods when they float the logs down the river 
  toward Grouse Mill/Gallows Mill where the logs are sawn 
  into boards and the bark is stripped and used in local 
  tanneries. Woodbridge is a bit of a misnomer here in that no 
  bridge crosses the river here, but the river is fordable here. 
  The 14 buildings of the village are roughhewn logs chinked 
  with mud and stone, built well away from the banks of the 
  river (due to the spring flooding) and surrounded by a log 
  palisade.  Depending on the season of the year, there may be 
  as many as 200 logs piled here or as few as a dozen or so. 
  The village consists of 32 men, 11 women, 17 children, 4 
  men too old to work in the woods, 12 oxen and 4 horses, and 
  two 
  buckboard 
  wagons. 
  Supplies 
  are 
  drawn 
  from Faller Village to the north (typically old men go for 
  supplies) once every four to six weeks. When called to arms, 
  the men and women of Woodbridge arm themselves with 
  axes, long daggers and mauls. Each male villager has 1d8-1 
  sp and 1d4-1 gp. 
   
  Headman: Durias Ashford (F2, 7hp), gruff and unyielding 
  in his leadership, honest to a fault, trusted by everyone in the 
  village except Duster the elder.  
   
  The Men: Giffan, Bully, Will, Agar, Hagrin, Danforn, 
  Mical, Andars, Kellran, Timoth, Landon, Mytan, Gil, Galen, 
  Sammat, Ashar, Trunk, Gold, Dorn, Garn, Horace, Hillan, 
  Oran, Bran, Fillian, Petran, Edgar, Del, Mossy, Dale, Alan 
   
   
   
   
  The Women: Rose, Gilly, Ila, Lily, Guin, Lana, Missy, 
  Elean, Eileen, Audry, Ester, Robin 
   
  The Elders: Janran, Mandan, Duster, Grimm 
   
  Children: Girls: Guinny, Wenda, Dastan, Millie, Windy, 
  Abby, Dana, Mally 
  Boys: Buff, Michan, Mical, Landon, Gil, Gundy, Kelly, 
  Sonny, Danny 
   
  Roll 
  1d20 
  Villager’s Secret 
  Villager’s 
  Attitude 
  Villager is 
  afraid of… 
  Villager’s Ambition 
  1 
  Longs to see the world, will leave if invited 
  Surly 
  The dark 
  To rule the village 
  2 
  Hates Durias Ashford because of misunderstanding about money 
  Cheerful  
  The light 
  To rule the Highlands 
  3 
  Secretly in love with (random other villager) 
  Helpful 
  Water 
  To rule the world 
  4 
  Wants to become an adventurer, will leave if invited 
  Standoffish 
  Lightning 
  To become a wizard 
  5 
  Lost family fortune gambling 
  Profane 
  Going hungry 
  To become a thief 
  6 
  Eats human flesh in demonic ritual 
  Angry 
  Undead 
  To become a bard 
  7 
  Has secret spouse who lives in the forest 
  Happy 
  Violence 
  To become a warrior 
  8 
  Has baby out of wedlock with foreigner 
  Selfless 
  Owls 
  To become a priest 
  9 
  Has baby out of wedlock with another villager 
  Self-righteous 
  Silver 
  To fly 
  10 
  Dances naked in the forest with the Witch of the West Wind 
  Lonely 
  Shiny objects 
  To meet the Silver Queen 
  11 
  Killed a villager, no one else knows what happened 
  Outgoing 
  Spiders 
  To find the Eye of the Moon 
  12 
  Polymorphed 1. Demon, 2. Angel, 3. Goblin, 4. Wizard. 
  Shy 
  Monsters 
  To climb the highest mountain 
  13 
  Is charmed by 1. Demon, 2. Witch, 3. Wizard, 4. Sprite 
  Passive 
  Goblins 
  To see the ocean 
  14 
  Has a child to a minor/major (65%/30%) or angel (5%) 
  Pushy 
  Griffins 
  To sail the ocean 
  15 
  Has stash of 400 gp stolen from a wizard 
  Fearful 
  Full moon 
  To become a pirate 
  16 
  Murdered spouse in another village, stole headman’s horse 
  Proud 
  Moonless nights 
  To meet the Green King 
  17 
  Drinks blood 
  Gluttonous 
  Tornadoes 
  To become High King 
  18 
  Performs profane rituals with entrails of badgers 
  Generous 
  Loud noises 
  To serve a great demon lord 
  19 
  Polymorphed dragon (40% Good, 40% Evil, 20% Neutral) 
  Stingy 
  Dogs/cats 
  (50%/50%) 
  To defeat a demon lord 
  20 
  Is a runaway 1. Thief, 2. Killer, 3. Jilted lover, 4. Deposed 
  headsman from another village 
  Roll twice: if 
  contradictory, villager is 
  insane 
  Getting a disease 
  To get a glimpse of heaven and 
  live to tell the tale 
  
  The Northern Tier                                                                                                                                   a 
   
  62 
   
  8. Shrine of the Fallen 
  Angels 
  The forest climbs a steep slope here but levels off in a small 
  clearing where a shrine has been erected.  The locals call this 
  hill Heaven’s Height and this structure the Shrine of the 
  Fallen Angels, having long forgotten the origins of this 
  place. The Shrine is actually the large tomb for the earthly 
  remains of Saint Daralth, the Patron Saint of Stoneworkers, 
  Quarrymen and Masons. 
   
  Facing the shrine are two long marble slabs (perhaps 2’x6’, 
  about 12” high), spaced about six feet apart. The limestone 
  structure of the Shrine of Fallen Angels is carved in bas 
  relief, scenes of a man (those with religious training will 
  recognize that he is depicted as a holy man or a saint) 
  engaged in a variety of deeds:  
   
   
  Facing the slabs, he is battling giants and a dragon 
  on a hillside.  
   
  On the West side, the saint descending the 
  Mountain to a deep valley and battling some kind 
  of skeletal figure, 
   
  On the East side the saint descending from the 
  valley into the underworld and defeating a mighty 
  demon.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The shrine is topped with two score sculptures of kings or 
  heroes or saints or some other great ones. Rising above those, 
  on stylized poles are more than a half dozen other angelic 
  beings carved in exquisite detail. The tradition is to pray 
  before the shrine between the two offering slabs and to lay 
  one’s offering on the slabs, a blood offering on the 
  petitioner’s left and a drink offering on the petitioner’s right. 
   
  If the proper sacrifices are made and the proper rituals are 
  performed, the eight Stone Angels can be animated to 
  perform deeds of wonder and might for 24 hours. However, 
  the cost of summoning the Stone Angels is that the petitioner 
  is transformed into a Stone Angel and added to the top of the 
  Shrine (thus making 9 angelic beings topping the Shrine of 
  the Fallen Angels). No one alive knows the proper ritual or 
  sacrifices necessary to summon the Stone Angels, however 
  the information may be hidden in some obscure texts in St. 
  Albaran’s library if the GM so chooses. 
   
  NOTE: The shrine of the Fallen Angels is fully detailed as a 
  "Highlands Location."  
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  63 
   
  9a. Boat Ruins  
  (South Hex) 
  A small river boat hangs, caught between two twisted pillars 
  of stone. This was a smuggler’s boat having been piloted by 
  a novice, caught during a deluge which caused flash flooding 
  and wrecked here. 
   
  Laying on the broken deck, clutching the wheel, are the 
  mortal remains of the novice pilot. His body bloody and 
  bloated from decay. If approached, the body will rise up and 
  beg for help to pilot these dangerous waters. He is generally 
  harmless.  
   
  If ignored, he will plead for help, whining and begging, but 
  nothing that anyone offers will be acceptable to him.  
   
  If molested in any way, he will cry out, “Release the 
  Kraken!” For four rounds, nothing seems to happen, but then 
  the water around the boat begins to bubble and froth, as if 
  something is moving beneath the surface. This goes on for 
  two rounds. Then four large black forms will break the 
  surface of the water: four huge water elementals (black 
  water). They don’t attack. Rather, their task is to dislodge the 
  boat from the pillars of rock, sending it downstream (and, 
  very quickly, to the bottom of the river). It takes 2 full turns 
  for the boat to sink, releasing the spirit of the novice pilot 
  who will cry out a blessing to his liberators: “May the gods 
  smile on you!” (for the next three weeks, any actions related 
  to religious activities gains a 20% bonus). 
   
  Beneath the broken deck is rotted cargo (mostly grain and 
  salted meat in broken kegs and casks). The boat has a secret 
  hold beneath the piles of ruin which contains the smuggler’s 
  real cargo: 8 rotting corpses (all chained to an iron ring 
  mounted to one of the ribs of the boat), a case of Holy Wine 
  from the Western Empire (6 bottles, one smashed, one the 
  seal is broken, four good bottles worth 100 gp each) and now 
  rusted weapons – dozens of swords, daggers and helmets. 
  The weapons and helmets bear the hallmarks of armorers of 
  the Hamlish Empire.  
   
  The chains and ring are magical – The Manacles of Arastia 
  (While bound by the manacles, a creature loses any magical 
  abilities, innate or learned, worn or cast upon. Bound 
  creatures are completely immune to the effects of magic as 
  well.) The corpses are the earthly remains of eight renegade 
  wizards who practiced blood magic and were arrested by the 
  King’s guard (levels 3,4,5,7,8,9,11,14). Speak with dead or 
  resurrection or the like is still possible on these corpses. 
   
  Water Elemental (16HD): HD 16; hp 68 
   
   
   
   
   
   
   
  9b. The Drowning Pool  
  (North Hex) 
  A Water Spirit haunts a deep, slow moving pool in the river 
  in the northern part of this hex, attacking creatures as they 
  come within 20’ of the pool unless they throw something 
  blue into the water as they pass. The locals call this part of 
  the river the Drowning Pool, though they pass on the 
  tradition of tossing small blue stones and the traders who 
  boat through this area always carry a bag of tiny blue stones 
  which they toss in a few at a time when the water stirs. The 
  Water Spirit will travel up or down the river a bit to chase 
  prey but generally won’t leave the bounds of the hex and 
  doesn’t like the typically fast moving current of the rest of 
  the river.  Evidence that the party has rid the river of the 
  monster would certainly gain the thanks of the people of the 
  region, and possibly a bounty to boot. The Water Spirit’s lair 
  is at the bottom of the center of this pool in a deep muddy 
  hole, containing 164 small blue stones, a blue silk scarf, 7 
  blue topaz (worth 70 gp each), a blue bonnet, a blue painted 
  shield (Banan’s Wall, shield +1, can create a wall of force 
  once per day).  
   
  Water Spirit: hp 22  
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  64 
   
  10a Chapel In the Woods 
  This hex is very wild, the undergrowth is dense and the trees 
  are overgrown with moss. Travel in this hex is reduced to ¼ 
  normal rate. The chance of encounters here is also cut in half. 
  100 yards west of where the stream meets the river in this 
  hex is a small shrine that the locals, with hushed voices and 
  uncertain looks, called the Chapel in the Woods. Few locals 
  have ever been to the Chapel in the Woods and almost no one 
  living has ever been inside, but it is known and somewhat 
  legendary among the people of the region as the source of 
  both the greatest evil and the greatest good. 
   
  The chapel itself seems a fairly small structure, though very 
  ornamented. Made of white marble, it is covered in grime 
  and moss and vines. The doorway to the chapel is obvious – 
  what is not obvious is how to open the smooth marble door. 
  There is no mechanism, no lock, no runes. At the foot of the 
  door is a tiny ornamental doorway (about 8” high) and in 
  front of that is a slight depression in the floor. The depression 
  is discolored somewhat.  If blood (at least a cupful) is poured 
  into the depression (it doesn’t matter where the blood comes 
  from), rumbling sounds will be heard from within the 
  Chapel, then very loud growls.  
   
  The ground will shake slightly and the tiny ornamental door 
  will appear to open (illusion, can be disbelieved) and out will 
  pour dozens of tiny, horrific misshapen spectral creatures 
  (appearing to be a cross between zombie rats and bloated 
  pigs with vaguely human-ish heads – the creatures are not an 
  illusion). The tiny creatures swarm over one another, lap up 
  the blood, swarm back into the illusory door which appears 
  to close behind them. The tiny creatures are have 2 hp each, 
  AC 9, they do not attack and if killed, they will simply 
  vanish.  Two rounds later, after the blood is consumed and 
  the spectral creatures disappear, the smooth marble door 
  silently swings inward. Inside, the door has an iron bar and 
  what appears to be a marble handles to open and lock the 
  portal from the inside. All magical and violent ways of 
  entering the chapel will probably also gain the party access. 
   
  Inside, the Chapel is very small, just 10’ across. Opposite the 
  door is a small altar table fixed to the wall on which is laid 
  fresh fruit, a dagger and two golden candlesticks. In the right 
  alcove is a marble statue of a young boy, looking sad, 
  reaching out toward the center of the room. In the left alcove 
  is a marble statue of an old man, looking upward as if in pain, 
  reaching both hands up as if reaching for something. The 
  ceiling is painted as a sky filled with dark, winged – possibly 
  demonic – creatures. 
   
  The altar table is magical. Anything laid on the table will be 
  preserved forever (functions to permanently stop time for 
  everything that remains in contact with the table). A dead 
  body, for example, laid on the table will never decay, wood 
  will never rot, food (obviously) will never spoil.  The fruit 
  lying on the table has been here for 154 years.  
   
  The dagger is not magical, but is extremely sharp (and will 
  remain so forever) and well balanced (worth 20 gp). The 
  candlesticks are gold plated brass and only worth 100 sp for 
  the pair. 
   
  The statues are magical. The statue of the young man 
  bestows a one-time per person blessing of complete healing 
  (restoring all hit points, cure disease, remove curse, 
  regenerate lost limbs, etc.) simply at a touch, without any 
  request or desire on the part of the recipient.   
   
  The statue of the old man bestows a withering curse, 
  reducing hit points to 5% of total, causing disease in the 
  person, twisting a random limb (roll d4) to become useless, 
  reducing DEX by 1-3 (save vs. spells to reduce all effects by 
  half – that is reducing to half hit points, no disease, twisted 
  limb reducing DEX by 1) simply at touch. Again, this could 
  easily happen simply exploring the room. The magic of the 
  statue of the old man is unlimited, can affect the same person 
  multiple times. Powerful magic such as wish or restore could 
  counteract this curse (or remove curse cast by a caster of at 
  least 12th level). The magic of the statues and the altar is tied 
  to the Chapel and if removed from the Chapel, the magic will 
  be destroyed. 
   
  The Chapel is dedicated to the Old Gods. The monks of St. 
  Albaran’s monastery would be happy to see the Chapel 
  destroyed (as the Way of the Master does not approve of the 
  Old Gods) and the abbot might be willing to offer a reward 
  for evidence of its destruction.  
   
  
  T                                                                                                             The Northern Tier 
   
  65 
   
  10b. The Rat Tree/The 
  Heart of the Wood 
  (Center Hex) 
  This huge hollow tree is home of a large owl, locally known 
  as Lightning (or Silent Lightning). The owl is actually a 
  faerie spirit who guards the treasure of the hollow tree. 
   
  The hollow of the tree is 6’ high and 4’ wide at the base (a little 
  narrower toward the top). A person could easily climb inside the 
  tree, if one chose to. However, any creature who enters the tree will 
  be swarmed by rats and the trunk will close up like a giant zipper, 
  taking one full turn to seal up. If the tree seals the hollow, the owl, 
  Lightning, will attempt to fly off, shrieking.  
   
  Living inside the tree are 121 rats, 1d12+7 additional rats are away 
  from the tree at any given time. If Silent Lightning shrieks, the rats 
  who are away from the tree will return within 1d4+3 rounds.  
   
  If the tree is seriously threatened, Silent Lightning will Call 
  Lightning against any being who attempts to cause the tree, the rats 
  or the owl harm. The creatures protect the treasure inside the hollow 
  tree: The Heart of the Wood, a piece of wood, an irregular oval, 
  with arcane symbols carved into the surface. The Heart of the Wood 
  can charm animals 4x/day, summon bear 2x/day, control weather 
  2x/day. When away from the Rat Tree, the Heart must be oiled with 
  some oil (almond, hazelnut, pine seed or walnut oil) weekly. For 
  every week the heart is not oiled, it will lose one of its abilities 
  (randomly) until it becomes a non-magical piece of wood. 
   
  Rats (121): hp 1 each 
  Owl (Silent Lightning): hp 3; Special: Call Lightning. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11a. Mountain Stream  
  (Western Hex) 
  There is a 50% chance that 1-4 Cave Bears are fishing in this 
  mountain stream. If approached within 100’, they will attack 
  aggressively and pursue relentlessly. The bears’ caves are in 
  the Eastern part of the hex. 
   
   
  11b. Cave Bear Caves  
  (Eastern Hex) 
  A dozen and a half small and medium-sized caves dot the 
  mountain side here. There is a 50% chance that 1-4 Cave 
  Bears are in some of these caves. The other caves are mostly 
  empty. 
   
  Cave Bear (9): hp 31, 31, 32, 33, 33, 34, 35, 39, 48 
   
  One of the bear caves has 2 gp and 6 sp among the bones and 
  bits of carcass. High above the bear caves, one of the 
  uninhabited caves is actually a grave, containing the 
  mummified body of some ancient and long-forgotten hermit 
  or ascetic. In his dried-out hand he clutches a parchment on 
  which is drawn a map and a long paragraph is written in a 
  long dead language. The GM is free to use this as he or she 
  sees fit. 
   
   
   
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  66 
   
  12. Witch of the 
  Wilderness  
       Hag of the Deepgrove  
  (Southern Hex) 
   
  Deep in the forest here is the Green 
  Hag’s lair, a cave cut into the heart of a 
  small hill. The antechamber is cramped 
  and the walls are decorated, floor to 
  ceiling, with hundreds of skulls of 
  dozens of different kinds of creatures 
  (including more than a few human, 
  demi-human and humanoid skulls). The 
  hag hides things in the skulls. Use the 
  table below for the contents if the skulls 
  are searched. The skulls are enchanted so 
  that the skulls try to bite anyone other 
  than the hag who handles them The only 
  other things of note in this room are a 
  worn broom, a small wooden table and 
  three rickety wooden chairs and the faint 
  outlines of what appears to be some kind 
  of magical circle on the floor.  
   
  A door made of the leg bones of large 
  animals (and more than one person) 
  opens into the inner chamber. The Green 
  Hag’s lair is a filthy hole filled with 
  rotted bits of flesh, bone, entrails. It 
  reeks of death and rot.  
   
  Among the gore could be found 764 gp, 
  28pp, 11 Darts of the Hornet (see new 
  items), a Potion of Acid Resistance, a 
  rusted file and carving knife, and a bit of 
  driftwood partially whittled, a signal-
  horn stamped with the seal of Faller 
  Village, a small glass phial of mercury 
  labeled with an alchemical symbol, a 
  rawhide pouch containing greasy fish 
  bones and skins, and a 5-pound sack of 
  coal. 
   
   
   
  Green Hag (Hag of the Deepgrove): HD 10 (lvl 5 
  witch); hp 43; AC -2[21]; Atk 2 claws (1-2+5/1-
  2+5); Move 12 (Swim 12); Save 5; CL/XP 
  11/1,700; Special: Darkvision, Spell-like Powers, 
  Camouflage, spells 
   
  Spells 
  Level 1: Charm Man, Magic Disk, Reflected Image 
  Level 2: Bestow Curse, Locate Object 
  Level 3: Seduction (III) 
   
   
   
   
   
   
   
  Roll 
  1d4 
  Additional  
  Treasure 
  Special 
  Weakness 
  1 
  Gem of Darkness, 20’r. 
  Fire 
  2 
  Charm of the Swamp (in swamps and marshes, 
  grants Find the Path and Pass Without Trace to 
  wearer) 
  Gold 
  3 
  Head of The Troll (a shrunken troll head which 
  bestows regeneration to one who carries it) 
  Happiness 
  4 
  Lust of the Eyes (two embalmed eyeballs.  
  When held in front of a mortal’s eyes, the holder 
  is able to see hidden and invisible things). 
  Loyalty 
  
  T                                                                                                             The Northern Tier 
   
  67 
   
   
   
  Hag Skulls 
  Roll 
  2d8 
  Tiny Skull 
  Medium Skull 
  Large Skull 
  2 
  Seeds 
  1d10 seeds 
     1. Wheat 
     2. Grape 
     3. Coffee 
     4. Magical 
  (dragon’s teeth, 
  Beanstalk 
  seeds, 
   etc) 
  Folded skin 
  Tanned 
     1.Human 
     2. Goblin 
     3. Elf or Dwarf 
     4. Human, tattooed 
  with (1. Map,  
  2. Magical writings,  
  3. Portrait of the Hag,  
  4. Level 1 Mage Spell) 
  Dragon Seed* 
     1.Black 
     2. Blue 
     3. Brass 
     4. Silver 
   
  *See Appendix 
  New Items for 
  Information 
  3 
  Goo  1 oz.  
    1. Inert Green 
  Slime 
     2.Snail Slime 
     3.Owlbear 
  Pus 
     4. Pate  
  (1. Goose,  
  2. Chicken,  
  3. Moose,  
  4. Dragon) 
  Sprig of… 
     1.Wolvesbane 
     2. Belladona 
     3. Mistletoe 
     4. One of each 
  Instrument 
     1. Glass Flute 
     2. Wooden 
  Whistle 
     3. 1d4 Harp 
  Strings 
     4. Bone Flute: the 
  leg bone  
  (1. Human, 2. Elf, 
  3. Dwarf,  
  4. Owlbear) 
  4 
  Dragon snot 
  1 oz. 
     1. Black 
     2. Red 
     3. Blue 
     4. Gold 
  Incense Sticks 
  1d6, cause for 1d4 
  rounds 
    1. Deep meditation 
     2. Happiness 
     3. Sadness 
     4. Visions 
  Flask 
     1.Empty 
     2. Wine 
     3. Water 
     4. Thinned 
  Dragon Snot (see 
  table entry under 
  tiny skull to left for 
  dragon type) 
  5 
  Metal shavings 
  1 oz. 
     1. Steel 
     2. Iron 
     3. Gold 
     4. Brass 
  Cheese 
  Half pound of 
     1.Hard cheddar 
     2.Moldy cheddar 
     3.Delicious cheddar 
     4. Stinky Cheese 
  Food 
     1.1d6 Sausages 
     2. Dried Meat  
  (1. Moose,  
  2. Owlbear,  
  3. Goblin,  
  4. Human) 
     3. 2d6 Dried 
  Apples 
     4. Blood Pudding 
  6 
  Ball of thread 
  3d6 inches long 
     1. White 
  stained red 
     2. Black 
     3. Silver 
     4. Magical  
  (1. Repairs any 
  cloth 2. For 
  magical 
  symbols  
  3. Sews flesh 
  restoring 1d4 
  hp  
  4. Traces path 
  in magic 
  tapestry  
  Bones 
  1d4 
     1. Human fingers 
     2. Goblin toes 
     3. Rat skeleton 
     4. Bird skeleton 
  Tool 
     1.Hacksaw 
     2. Wooden mallet 
  and wooden spikes 
     3. Tiny Silver 
  Hammer 
     4. Tinder box 
  7-11 
  Empty 
  Empty 
  Empty 
   
  Hag Skulls 
  Roll 
  2d8 
  Tiny Skull 
  Medium Skull 
  Large Skull 
  12 
  Prayer Bead 
  1d3 beads 
     1. Evil god 
     2. Good god 
     3. Desecrated 
    4. Magical  
  (1. When thrown 6d6 
  fireball,  
  2. Prayers confer 
  bless per spell for 1d4 
  hours, 3. Being 
  answers one yes-or-
  no question,  
  4. One hour of prayer 
  confers immediate 2 
  rounds Trueseeing) 
  Pipe weed 
  1 pouch of 
     1.Famous Pipe 
  weed 
     2. Rotted Pipe 
  weed 
     3. Avg. Pipe 
  weed 
     4. Dangerous 
  Pipe weed 
  (Causes  
  1. Hallucinations,  
  2. Nausea,  
  3. Insatiable 
  Hunger,  
  4. Catatonic State) 
  Pouch 
  Containing… 
     1.1d3 Garlic Buds 
     2. 1 Lucky Coin 
     3. 1d3 Vials of  
  Holy Water 
     4. Hair (1. Human, 
  2. Horse, 3. Ki-Rin, 
  4. Kelpie) 
  13 
  Pinches of spice 
  1d4+1 pinches 
     1.Nutmeg 
     2. Cinnamon  
     3. Coriander 
     4. Poison 
  Wire 
  1d20 feet of… 
     1.Copper 
     2. Steel 
     3. Silver coated 
  copper 
     4. Copper 
  coated steel 
   
  Eclectic 
     1.Deerskin Gloves 
  and 3 Acorns 
     2. Crystal Prism 
  and 1d4 Wax 
  Candles 
     3. Crystal Bottle of 
  Perfume and 25’ of 
  String 
     4. 100 Owl 
  Feathers and 2d12 
  Iron Nails 
  14 
  Tooth 
     1. Human 
     2. Goblin 
     3. Elf or Dwarf 
     4. Cursed Human 
  tooth (food repulses 
  the bearer of the 
  tooth, unable to eat 
  until remove curse is 
  cast) 
  Alcohol 
  1d4 vials worth 
  of… 
     1.Beer 
     2. Whiskey 
     3. Mead 
     4. Wine 
  Small Items 
   1.Small Silver 
  Mirror 
     2. Comb and Brush 
     3. Silver Bell 
     4. Gold Ring 
  15 
  Eye of Newt 
     1. Normal 
     2. Pickled 
     3. Rotten 
     4. Spell Imbued (if 
  eaten, for 1 turn gain 
  a point of 1. Strength, 
  2. Intelligence,  
  3. Wisdom,  
  4. Constitution,  
  5. Charisma) 
  Green Liquid 
  1d4 vials of… 
     1. Algae 
     2. Green water 
     3. Green Slime 
     4. Magical 
  Potion 
  (1. Healing,  
  2. Giant Control,  
  3. Delusion,  
  4. Speed) 
  Coins 
     1.1d20 cp 
     2. 1d10 gp 
     3. 2d8 sp 
     4. One Platinum 
  Piece (cursed, bearer 
  becomes greedy, 
  demanding all coins, 
  until remove curse is 
  cast) 
  16 
  Parchment 
  Scrap containing 
     1. Name  
  (1. Geryeon the 
  Druid,  
  2. Ancient King,  
  3. Nearby Noble,  
  4. A random PC) 
     2. Nothing 
     3. The words “Oak” 
  “Bottle” and “String” 
  each with a 
  checkmark beside 
     4. Drawing  
  (1. The hag,  
  2. Stick figures,  
  3. Eversnow Mt.  
  4. Symbol of Pain) 
  Oil 
  1d4 vials of… 
     1.Lamp oil 
     2. Moose oil 
     3. Goblin fat oil 
     4. Magical Oil 
  (1. Slipperiness,  
  2. Etherealness,  
  3. Fiery Burning,  
  4. Elemental 
  Invulnerability) 
   
  Scroll 
     1.Love letter 
     2. Mundane Map 
     3. Treasure Map 
     4. Spell Scroll (1d4 
  spells  
  1. Level 1 MU,  
  2. Level 3 MU,  
  3. Level 5 MU,  
  4. Special) 
  
  The Northern Tier                                                                                                                                   a 
   
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  13. Garis Man  
  (Northern Hex) 
  A 90’ tall, vaguely (headless) human-shaped stone stands not 
  far from the edge of the forest here. A troop of goblins is 
  camped around the base of the stone. 27 goblins and two 
  bugbears are camped at the base of the Garis Stone led by a 
  goblin sub-chief (of the Shaman faction) named Gorshard 
  who is a cruel and demanding leader. The goblins will turn 
  on Gorshard if given a chance, though the Bugbears will not. 
  If the goblins betray their leader, they will attempt to kill the 
  other bugbears and any other non-goblins involved in the 
  conflict and then will flee back to the Chantry to give a 
  (fictitious) report to the godking about the death of their sub-
  chief. 
   
  Goblins (27): hp 1(x5), 2(x6), 3(x5), 4, 5, 6, 7(x5), 8(x3) 
   
  Bugbears (2): HD 5; hp 23, 34 
   
  Gorshard, Sub-chief (Bugbear): hp 33 
   
  Every time a thunder storm passes through the area, lightning 
  strikes the Garis Man once or twice without seeming to 
  damage the stone itself. The goblin shaman has discovered 
  that these lightning strikes are not simply a random freak of 
  nature but they are magical in nature. Wands, staves and rods 
  placed on the top of Garis Man and struck by lightning gain 
  0-3 (d4-1) charges per “natural” lightning strike (that is, 
  magically created or summoned lightning will not recharge 
  such items. Additionally, there is a 5% chance that each 
  strike will neutralize the items, rendering them useless 
  forever.  
   
  The goblin sub-chief has been dispatched by the shaman 
  from the Chantry (Hex 42) to recharge a Wand of Earth and 
  Stone (which is rechargeable if a storm comes through) and 
  a Rod of Smiting (which is spent and unable to be recharged, 
  though the goblins do not know this). These are the only 
  items of worth the goblins and their allies have apart from a 
  few silver and copper coins.  
   
  The goblins have not yet figured out a way to climb to the 
  top of Garis Man, though they have hundreds of feet of rope 
  and some grappling hooks and are standing around arguing 
  how to get to the top. The sub-chief will not climb, but he 
  doesn’t really trust any of the others with the valuable magic 
  items, either, so he has a quandary (perhaps he might ask for 
  help from some strangers who are passing through the 
  area…). 
   
  The goblins are cowards and if the Bugbear sub-chief is 
  killed, they will offer to surrender and tell their captors 
  everything they know about the Garis Man, the Chantry and 
  the godking.  If released, they will run directly to the Chantry 
  and report to the godking the presence of a powerful enemy 
  in the region… 
   
   
   
   
  14a.  Faller Village & The 
  Tumble  
  (Western Hex) 
  This village sits at the cross roads of King’s Way (East West) 
  and the Forest Road (south) which becomes Mine Road 
  (north). About 50 buildings are arrayed around the village 
  square, most of which are homes.  Notable buildings in the 
  village are a Common Barn (A), village Chapel (B), 
  Traveler’s Rest (C) and local Headman’s House (D). Most of 
  the townspeople are farmers, though one is also a decent 
  farrier and another works leather competently. The village is 
  fairly poor, though not destitute.  
   
  Most of the people look out for one another and, while 
  travelers come through fairly regularly, they are wary of 
  strangers. Some unusual goods might be able to be obtained 
  in the village, though at a steep cost. On the east side of the 
  village the ground rises in a steep slope topped with ruins. 
  The locals call the ruins "The Tumble" and rarely bother with 
  them, unless they need stone for some project or 
  another.  Occasionally children will play in the tumble, 
  though parents (rightfully) discourage it. These are the Ruins 
  of St. Turias' Reliquary. Deep beneath the ruins is a secret 
  which enthralls the people of Faller Village. 
   
  NOTE: Faller Village and the Tumble are Highlands 
  Locations, fully detailed in a separate Highlands Location 
  release. 
   
  
  T                                                                                                             The Northern Tier 
   
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  The Northern Tier                                                                                                                                   a 
   
  70 
   
  14b.  Hall of the Gnome 
  King 
   (Eastern Hex, in the ridge) 
  On the eastern face of a low mountain is a forgotten door. 
  Few of the locals know about this place, and those few who 
  do know this place shun it for being haunted by evil 
  creatures. Occasionally some weary traveler will find his 
  way to the door, seeking shelter from a storm or wolves or 
  some other danger. Those people always disappear.  Around 
  the door are a variety of footprints (belonging to the denizens 
  of the Hall of the Gnome King, as well as his most recent 
  victims, if any - see below) that can be clearly seen.  
   
  The ground immediately around the Lonely Door is fairly 
  barren so there is little cover under which to approach the 
  location by stealth. However, the greater area is rather 
  overgrown, so there is plenty of cover from which to observe 
  the door. There is a cumulative 2% chance per hour of 
  observation 
  that 
  a 
  group 
  of 
  4 Long 
  Arms and 
  2 Chitterers will emerge from the door. 
   
  The lintel over the door appears smooth but on close 
  inspection, it is well weathered stone that was once carved in 
  some kind of runes. It might be possible to discern something 
  of what was once written there (in ancient gnomish script, 
  “The Hall of the King Under the Mountain”). 
   
   
   
   
   
   
   
  The door itself is a smooth stone slab on which is carved an 
  ancient gnomish rune for happiness or pleasure or 
  enjoyment. There is no obvious means of opening the door. 
   
  There are two ways to open the door, which is immune to 
  physical (and magical) damage.. When the door opens, faint 
  music can be heard from below. The door can be forced open 
  with a combined 46 Strength, though there is room for no 
  more than 3 people to push on the door inward. Forcing the 
  door open functions exactly the same as if the door is 
  unlocked (that is, it will remain open for three rounds, then 
  close and not open again for the same person(s) for 48 hours). 
  To unlock the door, a person must trace the rune with their 
  finger, and the door will open inward and remain open for 
  three rounds, after which it will close and not open again for 
  the same person for 48 hours. Inside, stairs lead down into 
  the darkness and faint music drifts upward. Once the door 
  closes, from the inside, it becomes solid stone wall. The rune 
  to open the door from the inside is in the chamber below. 
   
  NOTE: The Hall is a "Highlands Location" that is fully 
  detailed (about 20 locations, a handful of new monsters and 
  magic items). 
   
  Chitterer: hp 17 each 
  Longarm: hp 15 each 
   
  
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  The Northern Tier                                                                                                                                   a 
   
  72 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15. The Watchers In The 
  Woods  
  (Eastern Hex) 
  Three Spiderfriends live in trees here. They have rarely 
  preyed on humans because the  Treeman  (Hex 19) have kept 
  them in check. However, they have grabbed a couple goblins 
  and have not had any reprisals from the Treemen, so they are 
  becoming more bold. If their lair is invaded, however, they 
  will defend themselves. 
   
  Around the lair are game trails leading to pit traps and trip 
  wires strung between trees that cause spiked logs to crash 
  down (for 2d10 damage) or to grab prey at the ankle and hoist 
  high up in a tree, both DEX check (at -2) to avoid.  
   
  The lair is interconnected webs and branches high up in the 
  trees here. The husks of two goblins are webbed in the lair as 
  is a pouch containing 132 sp, a dagger, the bones of many 
  animals and the husk of a giant spider, the last of a group of 
  spiders that laired with the Spiderfriends for a time. 
   
  Spiderfriends (3): HP 19, 19, 20 
   
  16. St. Albaran’s Hunting 
  Lodge 
  A large, round thatch-roofed structure stands here, with an 
  open air roofed area on one side. Three Cloistered Brothers 
  and nine Lay Brothers from the Monastery of St. Albaran 
  (see Hex 28) use this building as a base from which they 
  stage hunting parties into the mountains to the north for 
  mountain goats or into the forest to the west for deer and 
  small game to stock the larder for the monastery. (Map 4) 
   
  16.1.     Animal Cleaning Area 
  This area smells of blood and offal, even though the monks 
  are careful to clean it daily. Nightly, coyotes scavenge the 
  area (4-16). 
   
  16.2.     Offal Burial 
  A pit has been dug here and the unusable portions of the 
  animals are tossed into the pit daily. It also functions as the 
  monks’ toilet. This area stinks horribly. Coyotes scavenge 
  here nightly (4-16). 
   
  16.3.     Meat Smoker 
  This stone structure is where the monks smoke the meat to 
  cure it for transport and storage. 
   
  16.4.     Wood Storage 
  Wood is piled 10’ high here, running the length of the wall. 
   
  16.5.     Corral 
  Eight mules are tethered here. The small structure here 
  contains grain and hay for the animals. 
   
  16.6.     Firepit 
  Outdoor cooking area – many charred bones. 
   
  16.7.     Dining Area 
   
  16.8.     Sleeping Area 
   
  16.9.     Chapel 
  A small altar table is set here with two brass candle holders 
  (worth 2 sp each) and a small statue of St. Albaran (carved 
  limestone, worth 3 gp). Before the table are 16 prayer rugs, 
  slightly blood-stained. There are 14 monks here (see next 
  page for names and stats), gathering supplies for the 
  Monastery (hex 28). The 13 follow Myran’s lead closely, 
  though with one another they often bicker and fight. To 
  outsiders all 14 will seem stoic and standoffish at first but if 
  befriended, they will be fast and loyal friends. 
   
  16.10. Statue of St. Albaran 
  A 16’ tall effigy of the patron saint stands here. Those who 
  revere the saint have a chance to gain St. Albaran’s blessing. 
  For each hour spent in prayer and meditation before the 
  statue, the petitioner has a 5% cumulative chance to gain the 
  effect of a bless spell which will last 1d4 days. 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  73 
   
   
   
  The Hunting Monks 
  There are 14 monks here (AC 9, #ATT 1, D1-4, AL LN) 
   
  Myran: C1, hp 3, purify food and drink/ leader, dour but kind, good leader, well liked 
  Ashtan: C2, hp 7, bless, sanctuary/ bumbling fool, very intelligent, most pious of them 
  Georg: C1, hp 4, create water/ self-righteous but faithful  
  Ged: NH, hp 6/ short-tempered, doubter 
  Newman: NH, hp 2/ kind of an outcast, dirty, fat, sneaky 
  Miller: NH, hp 5/ insecure, least experienced of the group 
  Pallin: NH, hp 6/ overbearing, compassionate 
  Rayan: NH, hp 4/ passive aggressive, quiet, shy 
  Doolian: NH, hp 7/ loud, funny, doubter 
  Rian: NH, hp 6/ pushy, sad, often inappropriate 
  Dohan: NH, hp3/ great hunter, prideful, compassionate 
  Abram: NH, hp 5/ hears God’s voice, has visions, absent-minded 
  Fillias: NH, hp 4/ distrusting outsiders, loyal friend, limps 
  Abarnat: NH, hp 5/ one-eye, very observant, clever 
   
  
  The Northern Tier                                                                                                                                   a 
   
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  17. The Tarpits of Harsal  
  (Center Hex) 
  This entire hex is a swampy marsh and movement within this 
  hex is cut in half. Three pools of tar are at the very center of 
  the hex, each about 300 yards across. The outer ring of each 
  pool (perhaps 50 yards in) is a hard, spongy crust. Movement 
  on the crust must be half speed or slower because each round 
  there is a 50% chance of anyone moving faster than half 
  speed of breaking through the crust (see below for effect of 
  falling into the tar). Use the random table below for 
  events/encounters in the Tar Pits. (See Map 5) 
   
  The central 200 yard pools of the Tar Pits are thick liquid, 
  bubbling, foul-smelling and very dangerous. Any creature 
  that falls in the Tar must make a Strength Check (STR or 
  lower on 3d6) pulling on a vine, rope or tree or some other 
  item anchored outside the tar or be pulled under in 1d4+3 
  rounds where the being will suffocate after a number of 
  rounds equal to their Constitution score. A strength check 
  may be made each round in the tar (including while 
  submerged) provided the being has something anchored 
  outside the tar to use to pull him or herself out. 
   
  In addition, Six Tar Imps live beneath the surface of the Tar 
  Pits (2 in each Pit). Anything that breaks the surface of the 
  Tar Pool is 60% likely to attract their attention (with an 
  additional 5% chance per round the item remains in the Tar). 
  Tar Imps will try to drag their prey beneath the surface, 
  drown them and eat them. At the bottom of each pit 
  (30+2d10 feet down for each pit) are thousands of bones 
  (mostly elk, deer and moose, though goblin, bear and even 
  human bones could be found) along with bits of treasure. 
   
  Treasure in Pit 1: 314 sp, 233 gp, several suits of armor, 9 
  spears (one spear +1). 
   
   
   
  Treasure in Pit 2: 112 sp, 109 gp, several suits of armor, 7 
  swords, 6 shields, Greenswath: shortsword +2/+4 vs. 
  swamp dwelling creatures. 
   
  Treasure in Pit 3:  99 gp, 3 rubies (200 gp each), 4 pearls (500 
  gp each). 
   
  The liquid tar pools are particularly flammable. A torch will 
  ignite a 30’ radius of fire which will burn for 1d6+6 rounds. 
  Magical fire will do double damage in double the blast 
  radius and ignite the tar in that radius to burn for 1d6+6 
  turns. The tar is particularly vulnerable to cold. Magical 
  cold will solidify a volume of tar equal to three times the 
  volume of the actual cold magic. 
   
  Tar Imps (6): hp 12, 17, 17, 20, 20, 22 
   
  Roll 
  1d8 
  Tar Pit 
  Encounter 
  Tar Pit Event 
  1 
  1 Tar Imp – leaps 
  out and attacks 
  Gas jet – open flame causes 
  explosion (8d6 fireball) 
  2 
  1d4 Will-‘o-the- 
  Wisp 
  Vultures (1d4+2) circling 
  3 
  Geryon the Druid 
  (see below) 
  Tar Geyser – covers everything 
  in 30’ radius with flammable tar 
  4 
  Trapped Animal  
  (1. Elk, 2. Moose,  
  3. Deer, 4. Bear,  
  5. Rabbit, 6. Rat) 
  Oil Grass – 1d10 bundles worth 
  of flammable grass usable for 
  long burning torches (Oil Grass 
  Torches burn for twice as long 
  as normal torches) 
  5 
  Green Hag (see hex 
  12) 
  Ripples in the tar/crust 
  6 
  Forest Master (see 
  hex 38) 
  Crust cracks/tar pool swirls 
   
   
  
  T                                                                                                             The Northern Tier 
   
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  The Northern Tier                                                                                                                                   a 
   
  76 
   
  17. Woodland Marsh of 
  the Evil Druid 
  This entire hex is a swampy marsh and movement in this hex 
  is cut in half. A druid named Geryon, once a member of the 
  Winter Circle, lives in this marsh and has been ensorcelled 
  by the Green Hag. He is in love with her and will do almost 
  anything she demands – though she hasn’t yet turned him 
  completely evil. He is very conflicted and mutters to himself, 
  second guessing every evil deed he commits, yet so 
  enthralled with the Green Hag is he that he is compelled to 
  please her, by committing these minor atrocities. She has not 
  yet convinced him to perform the task she charmed him to 
  do: release the bound Will-o-Wisps in the marsh. He is 
  dangerously close to doing so, however. Most of the marsh 
  is unremarkable with the exception of the mud pits (see 
  above) and the western side of the hex where the Druid lives.. 
  Use the following encounter table and the following 
  encounter key for interesting or dangerous features. The GM 
  may roll on the Mundane Encounter table as he/she sees fit. 
  (Map 5) 
   
  Roll 
  1d8 
  Marsh Encounter 
  1 
  2-4 alligators 
  2 
  Swamp Gas (save vs. spells or become nauseated for the next 
  hour, fight at -2) 
  3 
  Geryon (see area 17.9) 
  4 
  Green Hag (see Hex 12) 
  5 
  Swamp Gas (save vs. spells or become light headed, AC penalty 
  of -2 for one hour) 
  6 
  2-5 alligators 
  7 
  Unexpected boon (a friendly sprite, a scroll tube with a random 
  scroll, a bone flute, a dagger, a friendly alligator, etc) 
  8 
  Pestilence (see 17.4 for details) 
   
  17.1        Mossy Oak 
  This oak tree is really a Hangman’s Tree that Geryon has 
  twisted from the original mossy elm that grew here. 
  Hangman Tree: hp 54 
   
  17.2        Sandy Shore 
  The ground here is sandy and unstable, difficult to move 
  across, though there is no quicksand here. Movement in this 
  area is at ¼ normal rate because of the unpredictable footing. 
  A catoblepas lairs here and will attack any living thing that 
  comes nearby. 
  Catoblepas: hp 24 
   
  17.3        The Druid’s Mark 
  The trees here are carved with a symbol, a stylized “G” it 
  appears to be. The symbols radiate a faint magic. If they are 
  touched, Geryon is instantly aware of the touch and the 
  location. If the symbols are traced by a human finger (gloved 
  or ungloved), the symbol will begin to glow and then the 
  symbol will appear on the forehead of the symbol’s tracer 
  and Geryon and the Green Hag (see hex 12) will become able 
  to locate the bearer of the Druid’s Mark no matter where they 
  go.  Remove curse at 7th caster level to remove the mark. If 
  asked, Geryon will claim the marks are the forest’s blessing. 
   
   
  17.4        Pestilence 
  The bones of many animals are partly buried in the muddy 
  soil here. A plague of biting and stinging insects will attack 
  any living creature who enter these areas. The insects do 2-8 
  hp damage per round (save vs. dragon breath for half 
  damage). Running reduces the damage to half (quarter 
  damage if save is made) and the cloud of insects will disperse 
  after running for 4 rounds, otherwise, the swarm of insects 
  continually renews itself and attacking relentlessly. 
   
  17.5        Marsh Warbler Nest 
  A pair of Marsh Warblers nest here, deep the underbrush. 
  One of the creatures will be on the nest (with their egg) and 
  the other will be stalking silently nearby (3-8 chance of 
  surprising the party). The Marsh Warblers give both Geryon 
  and the Green Hag a wide berth since they have had 
  dangerous encounters with both of them in the past. 
  Marsh Warbler: hp 22 
   
  17.6        Deep Water 
  The water here is extremely, and unexpectedly, deep. 
  Anyone tramping through the water without testing the 
  ground ahead with a pole or staff or branch or the like will 
  find themselves suddenly sucked down in a deep well, the 
  current unexpectedly drawing them downward (a sort of 
  enchanted vortex). The bottom of the natural well here is 40’. 
  Touching the bottom breaks the enchantment and allows the 
  captured person to swim upward. The enchantment is such 
  that it takes 4 minutes for a person to reach the bottom, minus 
  ten seconds per AC point below 9 (thus AC -1 would be 4 
  minutes -100 seconds, or 2 minutes and 20 seconds). Breath 
  holding mechanic can be CON check minus the  number of 
  minutes breath is held (that is roll CON – 4 on d20 to 
  determine if the PC can hold his/her breath long enough) or 
  some other method the GM determines. 
   
  17.7        Piles of Bones 
  Four huge piles of bones are mounded here, mostly small 
  animal bones, but a few very large (6-8’ long femurs, for 
  example) can be picked out of the piles. There are no skulls.  
   
  17.8        Caged Light 
  Three Will-o-the-Wisps are in iron cages here. The cages 
  are enchanted to contain the creatures. If any magic is cast 
  upon the cages themselves, the doors will creak open and the 
  Wisps will launch attacks. If freed, the Will-o-the-Wisps will 
  attempt to kill every living creature they contact, but will flee 
  if brought to 50% hp or lower, or if one of their number is 
  killed. The Green Hag believes she can control them. If 
  released, the Wisps will spread out, seeking living creatures, 
  and feed throughout the region. 
  Will-o’-the-wisp (3): hp 37, 46, 51. 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  77 
   
  17.9        Mud Hut 
  Geryon lives here. The mud and stick hut appears hastily 
  built and barely standing. The doorway is very large, covered 
  over by what appears to be a woven grass mat.  Inside, the 
  contents are in disarray, as Geryon constantly battles his 
  inner demons.  
   
  He lairs here with two large brown bears that he has named 
  Carus and Darus. They will defend him with their lives.   
   
  Scattered among Geryon’s meagre possessions are his 
  treasures (he has a 20% chance per round of grabbing one 
  and using it, or trying to): 
   
   
  Mistletoe magically blessed to remain fresh as long 
  as Geryon lives. For those who use components for 
  spellcasters, this mistletoe can be used up to 10 
  times a day. 
   
  A parchment scroll with Barkskin, Plant Growth, 
  Cure Serious Wounds, Control Winds 
   
  Magic beans (6) that, when cast into water, grow 
  into random plant creatures which “live” for 3d4 
  turns and are under the control of the person who 
  cast the bean(s) into the water: 
   
  Roll 
  1d6 
  Plant Creautre 
  1 
  Wolf 
  2 
  Bear 
  3 
  Puma 
  4 
  Elk 
  5 
  Bugbear 
  6 
  Mouse 
    
   
  Geryon, Druid, 7th Level, 
  S 11, I 12, W 17, D 13, 
  C12, Ch16 hp 26 Al N(E)-
  charmed, going insane 
   
  Spells:  
  Level 1   Entangle, Locate 
  Animal,  
  Pass Without Trace, 
  Speak With Animals  
  Level 2   Charm Mammal,  
  Cure Light Wounds, 
  Heat Metal, 
  Obscurement  
  Level 3   Cure Disease, Snare,  
  Stone Shape 
  Level 4   Hold Plant 
   
  Brown Bear: hp 20 (Carus), 24 (Darus) 
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  78 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  18a. Creator’s Stone 
  (Southeastern Hex) 
  An oddly shaped boulder balances here. Legend says that the 
  Creator, when the world was new, set this stone on these two 
  pedestals, and when this stone falls, the world will end. The 
  region has been through numerous earthquakes that have 
  shaken the stone and toppled mountains, but Creator’s Stone 
  has remained steadfast. 
   
  It is also called the Farseer Stone because, again as legend 
  tells, on nights of full moon, those who climb to the top of 
  the Creator’s Stone and meditate for the whole night can 
  receive visions of the future. 
   
  18b. Hamlets  
  (Northern Hex) 
  (See hex 24 for more information)  
   
  Along the road are scattered six tiny hamlets, ranging from 
  three to six houses in each, surrounded by a ditch and 
  possibly a wooden palisade. Fields of crops, pastures and 
  fruit trees stretch to the north and south of the road. 2d4 
  adults, 2d8 children and 1d4 elderly tend the animals and 
  crops. 
   
  Typical farm implements, items of everyday life, and some 
  small amounts of food can be found at any of the hamlets 
  along with cows, chickens, sheep, etc. 
   
  If the goblins are rampaging the area, all of these hamlets 
  will be abandoned, each with a 60% chance of having been 
  ravaged by the goblins (crops will be burned, animals 
  slaughtered, 50% chance that the people will have been 
  butchered as well). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  18. Old King’s Watch 
  (Eastern Hex) 
  The ruins of a tower crumble just north of the road here (see 
  hex 3 for information on another of these watches). This 
  tower is almost completely in ruins so is uninhabited, and 
  uninhabitable.  If the rubble is sifted through for more than 
  100 hours, a small cache of rubies (9 rubies, worth 50 gp 
  each) and a magical dagger (Griffinclaw: dagger +1, +3 vs. 
  flying creatures 1x/week wielder can polymorph into a 
  Griffin of HD equal to wielder’s level, for a number of 
  rounds equal to wielder’s level. Save vs. spells or remain 
  Griffin permanently). 
   
  19a. The Brothers Five  
  (Northern Hex) 
  Five Treemen meet regularly in this forested hex. These are 
  Keepers of the Wood known as the Brothers Five to those 
  who are aware of them. 0-5 Treemen will be encountered 
  here (1d6-1) as the Brothers are frequently off in other parts 
  of the region (usually moving at night) taking care of forest 
  business. The Brothers are not hostile unless they encounter 
  someone abusing their trees, then they act decisively. The 
  Brothers can be powerful allies or recurring enemies, but 
  they rarely remain neutral toward a mortal being.  
   
  The Brothers Five have been keeping tabs on the Watchers 
  in the Wood (Spiderfriends, Hex 15) but recently other 
  concerns have preoccupied the Treemen. 
   
  Buried in a small clearing are five pieces of The Rose of the 
  Weeping Prophet. See Appendix New Items for more 
  information on this item. The Brothers Five have been 
  charged with protecting the Rose and will die trying. 
   
  Treeman (5): HD 10; hp 36, 42, 42, 49, 52 
   
   
  
  T                                                                                                             The Northern Tier 
   
  79 
   
  19b. Abandoned Temple of 
  the Sun  
  (Southern Hex) 
  A thousand years ago a tribe of The People of the Morning 
  lived on these twin peaks. These birdmen claimed this entire 
  region as their hunting ground. Humans and humanoids 
  pushed them out of these ancestral grounds. Most of the 
  evidence of their ancient culture has disappeared from the 
  area. However, in the small valley between the two peaks in 
  the center of this hex is a small temple they constructed 
  dedicated to the sun.  The temple consists of three stone 
  (granite) platforms connected by a central stone spire or 
  pillar. 
   
  Whenever any non-birdman enters the temple, a nightingale 
  will alight on the edge of the level every round, staring at the 
  intruders.  There is a 1-in-20 chance per turn that a birdman 
  will fly over the temple. (No map, each of these platforms is 
  a slightly bowl shaped circle connected to a central pillar). 
   
  19.1     Worship Entrance 
  This platform, the lowest and largest at about 90’ in diameter, 
  is the “entrance” to the temple. It stands about 30’ off the 
  ground.  This large, open air level tiled with mosaic tiles 
  depicting the bird-men flying into the sun. There is no access 
  from the ground to this level (the bird-men, of course, simply 
  landed on the platform to begin their worship services). A 
  long ramp spirals around the central pillar, rising to the next 
  level. The ramp very unstable and if more than three 
  creatures are on the ramp at one time, it will collapse. The 
  tiles are worthless individually but if they can be removed en 
  masse and sold to a collector they would garner about 1 gp 
  each (there are about 25,000 6”x6” tiles here - GM option, 
  sections of the mosaics depicting specific scenes could be 
  equally valuable…). The tiles are bulky, and heavy (total 
  weight is about 5000 pounds, each tile weighing about half a 
  pound) and fragile (unless special precautions are taken, 1-
  in-100 will break in removal and shipping could cause as 
  much as 35% of the remaining tiles to break - again, 
  depending on precautions taken). 
   
  19.2     Preparation Platform 
  This second platform, which rises about 40’ above the lower 
  platform (70’ above the ground) is about 35’ in diameter. The 
  ramp from the lower level rises through the platform to end 
  here, with broken stone railing (granite) barring the path 
  (symbolically, it is a simple matter to step past the ruined 
  railing). Near the eastern rim of the platform is the remains 
  of a huge bronze basin which is cracked and broken such that 
  it will no longer hold water. This is the Basin of Cleansing 
  and it radiates faint magic if detected. If, somehow, the basin 
  is repaired, any creature that is washed in the basin 
  experiences the effects of Cure Light Wounds, Cure Disease, 
  and Bless (this effect is usable once per week - see new items 
  for full details). There are three raised areas on this platform 
  which are prayer stations that the People of the Morning used 
  to prepare for worship.  
   
   
   
   
  The raised areas are tiled in a manner similar to the lower 
  platform (these depicting the birdmen’s objects of devotion - 
  the god - a giant and well-groomed birdman with wings 
  outspread protecting the flock of birdmen who are flying 
  around him; the goddess - a decidedly female birdman 
  pouring water in what appears to be a stylized version of the 
  broken basin on this platform; and the sun - depicted as 
  shining through seven rays in circular pattern, each with the 
  silhouette of a different bird), except these tiles are inlaid 
  with gold and are worth 100 gp each intact (a fact that may 
  only be revealed by close inspection). There are 25 tiles at 
  each station, each with 1-in-20 chance of breaking in 
  removal (causing its value to plummet to just 5 gp each). 
  Shipping is a difficult as above (35% will be damaged unless 
  great precautions are taken). 
   
  19.3     Sanctuary of the Sun 
  This platform, 45’ above the second platform (115’ above 
  the ground) is about 20’ in diameter and was the holy of 
  holies of the ancient temple. The platform itself, rather than 
  being a solid stone, is carved to appear as intertwined 
  branches (with gaps ranging from 2’ to 8’ in diameter). On 
  the east side of the platform is a large, circular (2’hx3’d) 
  granite base which has a 6” wide groove cut across the 
  diameter running concave from the edges of the stone to a 
  depth of 12” at the center of the stone. This is the base of 
  the Sunrise Lens (see New Items and Hex 28A-7) that was 
  used in the birdmen’s worship. The stone base radiates faint 
  magic. By itself, it is useless, when coupled with the Sunrise 
  Lens, it magnifies the effects of the Lens (see New Items for 
  full description). Removing the base from this temple is 80% 
  likely to destroy the magic. 
   
  20a. The Rusted Tomb 
  (Center Hex) 
  About a mile south of the road which hugs the river along a 
  winding walking path is the Rusted Tomb, the final resting 
  place of an immortal being known as The Smith.  The 
  structure is built of enormous grey granite blocks which are 
  banded together with wide iron bands. The bands have rusted 
  over the past two centuries, staining the walls and the ground 
  around the tomb. The people of this region call this the 
  Rusted Tomb. 
    
  The priesthood of the Rusted Tomb are a dying breed, all 
  over 50 with no prospects to replace them. The High Priest, 
  Taris Demitros, is always on the lookout for artifacts of the 
  Smith and may attempt to employ an interested party to 
  retrieve items the Smith forged (even nails are highly valued 
  by the sect of the Smith).  
   
  NOTE: The Rusted Tomb is a Highlands Location detailed 
  in a product of its own. 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  80 
   
  20b. Rebel Trees 
  (Southern Hex)  
  In the wooded area covering the southern portion of this hex 
  are a number of trees that the Brothers Five (Treemen, hex 
  19) had animated and herded, but which have gone rogue. 
  When traveling through this hex, instead of rolling on the 
  standard encounter chart, there is a 1-in-6 chance to 
  encounter a Rebel Tree per hour traveling. 
   
  When encountered, the trees whip their branches at 
  passersby, knocking their victims to the ground. The Rebel 
  Trees attack as a 6th level fighter, 1 point of damage per 
  attack and knocking their prey prone if a save or Dexterity 
  Check is failed. Those prone under the tree are subject to 
  automatic hits for each round remaining prone (failing a 
  save/Dexterity Check). 
   
  Rebel trees are especially susceptible to fire: normal fire 
  does double damage and magical fire does triple damage 
  against the trees. Lightning, however, has no effect. 
   
   
   
   
   
  There is a 5% chance per Rebel Tree encountered that a small 
  item is caught in a branch and a 10% chance that one or more 
  small items lay on the ground near the tree. Anyone who 
  attempts to take an item from the branches of the Rebel Tree 
  automatically take 1 hp damage per round and must make a 
  save or Dexterity check each round to remain in the tree. 
  Items caught in the tree take 1d6+4 rounds to retrieve. 
  Attempting to retrieve items on the ground result in normal 
  attacks from the Rebel Tree (roll to hit as Fighter 6) and the 
  potential to be knocked down as above. 
   
  If a Rebel Tree is encountered, there is a 50% chance that a 
  Treeman (one of the Brothers Five, hex 19) will seek out 
  the party, even if the encounter with the Rebel Tree is not 
  confrontational. If any of the rebel trees are damaged, the 
  Brothers Five will hunt down the perpetrators to avenge 
  their “children.” 
   
  Rebel Tree: hp 14 each 
   
   
  Roll 
  1d6 
  Item Caught 
  Treasure found near tree  
  (1d10 feet from trunk) 
  1 
  Silk Scarf (1. Blue, 2. Red, 3. Green, 4, Yellow,  
  5, purple, 6.magical – disguise wearer for 10 
  minutes per level of the wearer) 
  1d10 coins (1. Gold, 2. Silver, 3. Copper, 4. Platinum, 5. Electrum,  
  6. Brass) contained in (1. Nothing, scattered, 2. A small leather pouch,  
  3. A backpack, 4. A coin purse, 5. A sock, 6. A small bag of holding).  
  2 
  Necklace (1. Brass, worthless, 2. Silver, tarnished, 
  worth 4d10 gp, 3. Gold, polished, worth 8d20x10 
  gp,4. Silver with obsidian charm, worth 10d6 gp,  
  5. Brass with turquoise charm, worth 5d8 sp,  
  6. Cursed, causes wearer to become intolerably vain) 
  1d6 gems (1. Diamond chips worth 25 gp each, 2. Pearls worth 100 gp 
  each, 3. Amber worth 30 gp each, 4. Magical moonstones worth 200 gp 
  each, 5. A gem of seeing with 0-5 gems which must be crushed to 
  activate the gem of seeing, each worth 200 gp, 6. Cursed gems – save vs. 
  spells or lose all hair on body, to be replaced in 1d4 weeks with blue 
  scales) 
  3 
  Cap – 50% (1. Red felt, 2. Blue canvas, 3. Bonnet, 4. 
  White felt) or Helm – 50% (1. Steel pot,  
  2. Horned helm, 3. Knight’s helm,  
  4. Magic helm – 1. Helm of clear thought, 2. Helm 
  of broadcasting thoughts, 3. Helm of radiant light,  
  4. Helm of blessing) 
  Minor magic item (1. Dagger +1, 2. Amulet of proof against poison,  
  3. Twelve magical harp strings, 4. A talking helmet with an 
  intelligence of three, 5. A stone of continual light in a small bag, 6. A 
  random potion (1. Healing, 2. Invisibility, 3. Flying, 4. Potion of 
  suggestiveness – drinker susceptible to suggestion for next 1d6 hours) 
  4 
  Weapon (1. Shortbow, 2. Sling, 3. Sword sheath,  
  4. Shield, 5. Shortsword in sheath, 6. Belt with knife 
  and coin purse containing 2d4 gp, 7. Longsword,  
  8. Axe).  
   
  20% chance that the weapon is magical (+1d4, no 
  special abilities) 
  A cursed skull (touch the skull and be cursed wtih 1. Bad luck – all rolls 
  on two dice, take the worst of the two; 2. Defiling touch – any living 
  thing you touch has a 25% chance of contracting a random disease, 
  including yourself(!); 3. Bad words – constantly say the wrong thing at 
  the wrong time; 4. Sweat – constantly sweating, -3 to Charisma and need 
  to drink 1 gallon of water per day). Remove curse or consecrate skull 
  negates. 
  5 
  Decaying body part (1. Hand, 2. Arm, 3. Head,  
  4. Torso) which is cursed (when touched, save vs. 
  spells or gain a rotting disease costing 1 unhealable 
  hit point of damage per day). The curse can be 
  removed by burying and consecrating the body part 
  (bless spell, holy water, etc.) or wish or similar 
  magic. Remove curse will pause the damage for a 
  number of days equal to the caster’s level. Once the 
  curse is lifted, the damage can be healed normally or 
  magically. 
  Significant Magic Item (1. Soul’s Death – a dagger +1 that transfers hit 
  points from victim to wielder when a hit is struck; 2. The Doomstone – 
  a 3” diameter piece of white quartz that, when thrown, causes a 40’ 
  radius explosion for 6d6 damage – usable once per day; 3. Halian’s 
  Comet – a glove that can cast a small [3d6 hp damage] fireball 3/day;  
  4. The Silver Blade – a longsword +2/+4 vs. lycanthropes and 
  shapechangers, its silver blade etched with moon and sun symbols – 
  moon symbols glow in the presence of a lycanthrope, sun symbols glow 
  in the presence of other shapechangers) 
  6 
  Three 10’-long blue ribbons. These are the 
  Blessings of St. Ashar. Wrap a ribbon around 
  anything and it gains the effect of protection from 
  evil spell. Wrap all three around anything and the 
  effect is to 10’ rad. 
  A scroll with (1. Saint’s blessing – all rolls on two dice, take the better of 
  the two; 2. 6 HD fireball; 3. Directions to the royal treasury in the heart 
  of the palace; 4. Bad poetry) 
  
  T                                                                                                             The Northern Tier 
   
  81 
   
    
   
  
  The Northern Tier                                                                                                                                   a 
   
  82 
   
   
  21. Northwatch Beacon 
  A peak rises here in the northern part of this hex, around the 
  ridges of which an ancient road has been cut and the top of 
  which has been cut off.  
   
  This mountain is called Northwatch Beacon. The legend is 
  that in ancient times an eternal watch fire burned on the top 
  of this small mount, reminding the people of the region that 
  the king was on the throne and the watch was keeping the 
  land safe. No fire has burned on the Beacon in ten 
  generations (at least), even though there has continuously 
  been a High King in the Highlands. 
   
  The top of the mount is enchanted, and the legend is largely 
  true. When a true king rules the land, an eternal fire can be 
  lit and kept burning atop the Northwatch Beacon. Once the 
  Eternal Fire was extinguished, no one has bothered to try to 
  re-ignite the Eternal Fire. But when there is no Eternal Flame 
  ignited on the Beacon, no fire at all will burn atop the 
  mountain in any form, even magical fire (including such 
  spells as fireball, though lightning bolt would function 
  normally atop the Beacon). 
   
  A great basin filled with water rests atop the beacon. The 
  basin is enchanted, causing the water that is collected therein 
  to become combustible and is easily ignited... except that no 
  flame will ignite on the beacon when the Eternal Flame is not 
  ignited...  
   
  There is continuously 20 gallons of flammable water in the 
  basin. Water removed from the basin remains flammable for 
  1d12 hours and, if ignited, burns at the rate of one gallon per 
  hour. 
   
   
   
   
  22. Burnt Forest 
  This hex, and several to the south (not labeled or shown on 
  the map) burned in a fairly recent forest fire (2 years ago). 
  Burnt tree trunks rise like blackened fingers reaching up 
  toward the sky. The ground in these hexes is becoming 
  overgrown with knee to waist-high saplings and grasses, 
  flowers and brush. Still, there is little cover available in these 
  hexes. Among the debris all throughout this area are 
  hundreds of small creatures known as Ash Dwellers (see new 
  creatures). There are a total of 142 Ash Dwellers in this area. 
  To determine the number of Ash Dwellers in the vicinity of 
  the PCs at any given time, roll 4 random dice and add the 
  total. Typically, an Ash Dweller will ignore other creatures 
  unless provoked. However, the presence of an open flame 
  will stir up 1d20+20 of these little rodents into a frenzy.  
   
  Also in this hex is a goblin deadfall trap. Among the burned 
  out trunks of a copse of trees is a hidden tripwire which 
  causes two logs to swing down, one from ahead, one from 
  behind, slamming into any dwarf sized or larger creature(s) 
  in the immediate vicinity. Tripwire tripper saves vs dragon 
  breath at -5 to avoid the trap, those close by save vs dragon 
  breath with no penalty to avoid the trap. Those hit by the trap 
  are crushed between the two huge logs for 4d6 hp damage. 
  Those who fail their save by only one take half damage. 
  Those who fail their save with a roll of “1” are crushed by 
  the logs and trapped between them, stabbed by a broken off 
  branch, losing 1d4 hp per round until wounds are dressed or 
  healed. Carefully searching the area around the tripwire 
  reveals the lower part of a deer leg, a (probably) human hand 
  with a silver ring on it (engraved with the name Earis on the 
  inside, grape leaves twined on the outside with three purple 
  amethyst “grapes” set in it – worth 200 gp).  
   
  Ash Dwellers (142): 2 hp 
   
  
  T                                                                                                             The Northern Tier 
   
  83 
   
  23a.  Stones of the Fallen 
  Kings  
  (North and Center Hex) 
  Twenty-seven huge megaliths dot the fields here, three of 
  them are about 40’ tall while the rest stand about 15-25’ tall.  
  Each of the stones is marked in similar ways, with (unknown 
  to any locals) runes, though no two stones carries exactly the 
  same runes.  
   
  The people of the region believe these to gravestones of some 
  ancient kings buried here and have mounted numerous 
  expeditions to dig up the lost kings’ treasures. Occasionally, 
  a few coins with the strange runes on them can be found 
  (digging near the monoliths reveals 1d4-3 coins per person-
  hour of digging 80% brass, 15% silver, 5% gold). 
   
  For each hour spent in this hex, there is a 10% cumulative 
  chance of a Faerie encounter. The Faerie may not be hostile, 
  they simply want to make sure the giants are never released. 
  They do not know the secret of releasing the giants. 
   
   
   
   
   
   
   
  The monoliths are actually giants who were turned to stone 
  by the Archmage Arwan-Dar many years ago. The three 
  tallest stones are True Giants while the remaining 24 are split 
  between Hill Giant-Kin (8), Stone Giant-King (12) and 
  Mountain Giant-Kin (4).  The enchantment that binds them 
  can be released by applying any amount of mortal and faerie 
  blood to the stone itself. If the blood is applied, the stone will 
  morph into a giant form in 1d4+3 rounds. The giant is 
  helpless during the transformation, but has an effective 
  armor class of 0[19] during those rounds. Once transformed 
  back into a giant, the creature will be disoriented for 1d6-2 
  rounds and then begin rampaging to kill any living creatures 
  in the region.  
   
  If a True Giant is released, it will suffer the same chance for 
  disorientation, but once it comes to its senses, the True Giant 
  will seek out a mortal creature and a faerie creature to slap 
  their bloody corpses against his frozen brothers in an attempt 
  to free them from their stone curse. 
   
  True Giants (3): hp 106,106,112 
  Hill Giant-Kin (8): hp 23, 31, 36, 38, 38, 39, 41, 51 
  Stone Giant-Kin (12): hp 31, 35, 38, 39, 47, 49, 49, 49, 49, 
  50, 51, 53 
  Mountain Giant-Kin (4): hp 56, 62, 73, 81 
  Roll 
  1d6 
  Encounter 
  Disposition 
  1 
  2d4 Sprites 
  Angry 
  2 
  1d6 Fairies 
  Curious 
  3 
  1d3 Pixies 
  Drunk 
  4 
  1 Faerie Dragon 
  Terrified 
  5 
  1d4 Satyrs 
  Guarded 
  6 
  1d6 Leprechauns 
  Confused 
  
  The Northern Tier                                                                                                                                   a 
   
  84 
   
  23b. Basin Stone 
  (Southern Hex) 
  In the center of the southernmost part of this hex is a large 
  (8’ tall) boulder with four concave indentations chiseled into 
  the surface, connected by channels which feed out to two 
  channels at the bottom of the boulder. There is a 30% chance 
  that one or two pottery jugs under the exit channels, catching 
  water. Locals who gather rainwater that catches in the basins 
  of this boulder and runs off through the channels claim that 
  the water makes them healthier and live longer.  
   
  Water consumed directly from the Basin Stone in moonlight 
  will heal one point of damage per person per day. The water 
  loses its healing powers when transported away from the 
  stone itself, though anyone who consumes runoff water 
  collected from the stone gets blessed with health for 1d3+1 
  days.  In game terms, this means that anyone who consumes 
  Basin Stone water (directly or runoff carried off) can reroll 
  all saving throws for the duration of the blessing’s effect. 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Drinking water from the Basin Stone during a full moon 
  bestows the effects of Cure Light Wounds, once per person 
  per full moon. Healing potions poured on the stone in the 
  moonlight and then recollected via the channels will become 
  doubly effective when consumed and those poured during a 
  full moon become triply effective (note the effect cannot be 
  “stacked” i.e. – one cannot triple the effect, and then pour the 
  triple effected potion on the stone to triple it again – doing so 
  renders the potion inert).  
   
  Pouring any other type of potion on the stone turns that 
  potion to a mild poison (full effects at GM’s discretion, but 
  it’s recommended that the effect be uncomfortable, not fatal 
  – such as dysentery or projectile vomiting).   
   
   
   
  Roll 
  1d6 
  Encounter 
  Complication 
  Possible Reward 
  if helped or overcome 
  1 
  1d4+2 peasants with waterskins 
  They are arguing 
  Effect of a bless spell 2 days 
  2 
  1d12+2 Sprites with broken toys 
  They are drunk 
  Accurate directions 
  3 
  1d3+1 bandits with a hostage 
  They are running away 
  The secret to defeating the Welwa 
  4 
  1d4+1 Longarms with 1d4 Goblins 
  They are chasing something 
  Water/wineskin always full for 3 days 
  5 
  1d3+3 harmless apparitions 
  They are searching for someone 
  Darkvision for 1d6+6 hours 
  6 
  1d3+3 angry apparitions 
  They are mind controlled 
  Automatic Detect Evil for 1d4+3 days 
  
  T                                                                                                             The Northern Tier 
   
  85 
   
  24a. Lake Fincher  
  (Eastern Hex) 
  At the top of a 100’ tall plateau the locals call Demalias Tor 
  is a small lake called Lake Fincher. Here, on the western edge 
  is a small fishing village, simply called Fincher or Lake 
  Fincher. The village is home to seventeen men, eight women 
  and eight children who live in 8 ramshackle huts. The men 
  fish during the day with nets from boats which are pulled up 
  on the shore at night. Nighttime the men gather in one of the 
  huts to drink and tell stories. The villagers are rather 
  xenophobic, shunning strangers to the point of aggression. 
  The men will threaten strangers, but they are more bluster 
  than bravery. Once a week the fishermen take their wares 
  (fresh fish and dried, smoked and salted fish) and trade with 
  the people of Tiresh Village (Hex 30A). 
   
  The women of the village are allies of the Witch of the West 
  Wind (See NPC encounters) and two nights a month go off 
  in the forest to dance pagan dances with the witch. If the 
  village is molested in any way, the Witch of the West Wind 
  will seek out those who bother her “innocent daughters” or 
  their families. Indeed, there is a 5% chance that the Witch 
  will be encountered near the village if she still lives. 
   
  The villagers have little treasure (2d6 sp and 4d12 cp) but 
  each of the women has a tiny charm around her neck which 
  offers protection from disease and can be used to call the 
  Witch of the West Wind (by rubbing it and calling her 
  Truename). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  24b. Hamlets 
  (Southern Hex) 
  Along the road are scattered nine tiny hamlets, ranging from 
  three to six houses in each, surrounded by a ditch and 
  possibly a wooden palisade. Fields of crops, pastures and 
  fruit trees stretch to the north and south of the road. 2d4 
  adults, 2d8 children and 1d4 elderly tend the animals and 
  crops. 
   
  Typical farm implements, items of everyday life, and some 
  small amounts of food can be found at any of the hamlets 
  along with cows, chickens, sheep, etc. 
   
  If the goblins are rampaging the area, all of these hamlets 
  will be abandoned, each with a 60% chance of having been 
  ravaged by the goblins (crops will be burned, animals 
  slaughtered, 50% chance that the people will have been 
  butchered as well). 
   
  Roll 
  1d4 
  Peasants are Hiding 
  Special 
  1 
  6d8 platinum pieces 
  Hoard eyeballs 
  2 
  Demon idol and  child sacrifice 
  Hate steel 
  3 
  Renegade (1. Goblin, 2. Knight,  
  3. Killer, 4. Ogre, 5. Treeman,  
  6. Demon) 
  Obsessed with 
  people with blue 
  eyes 
  4 
  Cursed: 
  1. Children are doppelgangers,   
  2. Adults are half demons,  
  3. Peasants are all cannibals,  
  4. Oldest peasant is undead (1. Vampire, 
  2. Lich, 3. Wraith, 4. Special)  
  Physical 
  characteristic:  
  1. Webbed toes, 
  2. Extra fingers, 
  3. Third eye,  
  4. Gills 
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  86 
   
  25. Hanging Knights 
  (Western Hex) 
  The wooded portion of this hex is haunted by a dozen unique 
  undead creatures. In a lightly wooded patch (the exact 
  location seems to change from time to time as the story is 
  told) are hanging the corpses of eleven armored knights and 
  their weapons and shields, dangling on the end of heavy 
  chains, swaying in the breeze.  
   
  On the ground beneath this macabre sight is the crumpled 
  body of a twelfth knight (24 hp). If any of the corpses or their 
  gear are touched, the knight on the ground will rise up slowly 
  (about 2 rounds to stand upright), staggering and halting.   
   
  The eyes in the rotted face beneath the visor will look over 
  the interlopers in the area for another round or two, then 
  speak with a raspy voice, asking what their business is. If 
  their response is aggressive or off putting, the Knight will 
  cock his head (an ear will fall off). Whatever their response, 
  he then asks another question (see chart).  
   
  In many ways, the creature is simply looking for his 
  adversary to fail at a query, so he can call his brethren to join 
  in battle, but reasonable answers are accepted. After two 
  queries, the undead knight will nod curtly, sway for a 
  moment, and collapse in a heap. Touching any of the corpses, 
  including the one on the ground, begins the questioning 
  process all over again. If incited to battle, the eleven hanging 
  knights will take a round to drop to the ground, drawing 
  weapons. They lose initiative on the subsequent round, as 
  well, acting last in the round.   
   
   
   
   
   
   
   
  These are the sons of Boeh Hect (see Hex 3 for more 
  information about their brothers and Boeh Hect himself), 
  killed by their brothers in a feud over birthright. They are 
  cursed in their unlife to haunt this region of the Northern 
  Tier, challenging any stranger or lost villager who has the 
  misfortune to stray into their presence.  
   
  Evidence of the deaths of their brothers (such as the presence 
  of the sword Skysplitter or one or more of the Fishermen of 
  Boeh Hect’s knives) will cause the Hanging Knights to all 
  begin to sway slightly, then their spirits will leave their 
  bodies, leaving behind 12 sets of full plate (each has a 75% 
  chance of being damaged – if damaged, 1. Minor damage, 2. 
  Serious damage, 3. Heavy damage, 4. Irreparable damage), 
  9 shields, 12 longswords (one of which is a pale imitation of 
  Skysplitter, called Nightsplitter, sword +1, +2 vs. sky 
  creatures, additional 1d4 electrical damage 3x/day).  
   
  The Hanging Knights do not pursue their quarry beyond the 
  bounds of this hex. 
   
  Sons of Boeh Hect: hp 8, 18, 18, 20, 22, 23, 23, 24, 27, 28, 
  28, 29 
   
   
   
  Roll 
  1d8 
  Hanging Knight Leader’s Question 
  Additional Treasure 
  1 
  Canst thou recite the “Lay of the Lost Maiden”?  
  (any poem, even one made up on the spot, about a lost maiden will 
  satisfy this demand) 
  Their hearts can be ground into a powder which can 
  protect a person for one day per heart consumed. 
  2 
  Dost thou challenge the might of the Sons of Boeh Hect?  
  (yes, rouses the other knights, no invites a repeat of “What is thy 
  business?”) 
  Their teeth, if swallowed, heal 1 hp but cause an 
  upset stomach. Each son has 1d20 + 1d12 teeth. 
  3 
  Hast thou news of the King of the Grey Mantle?  
  (Any reasonable response, truth or not, will satisfy. Negative responses 
  [I don’t know the King, or Who is the King of the Grey Mantle? Etc.]  
  rouses the other knights) 
  Their eyes can be used as a sort of wizard eye 
  allowing the person holding an eyeball darkvision, 
  perspective through the Son’s eye. An eyeball will 
  last 2 weeks after removed. 
  4 
  Whence comes the Ship of the Night?  
  (Any non-hostile answer is accepted) 
  Fingers, when tossed on the ground, always point 
  north. 
  5 
  Wilt thou dream the deepnight dream of the Silver Queen?  
  (Positive answers are accepted, negative answers rouse the knights) 
  Each knight has 1 or 2 spurs (roll random for each). 
  Matched sets increase horse’s speed by 50%. 
  6 
  Has the summer solstice come with the flight of the deep night? 
  (Positive answers accepted, all others rouse the knights) 
  1d12 knights have a small platinum plaque with a 
  stylized sun emblazoned. Worth 50 gp & makes 
  goblin-kin enraged. 
  7 
  How does the father fare?  
  (This is a question about Boeh Hect himself. Answers of his health and 
  well-being are the only acceptable answers) 
  Buried beneath the corpse on the ground is a box 
  with a silver tipped ivory rod, rune carved. Rod of 
  Fireballs. 
  8 
  From whence commeth thou?  
  (Any non-hostile answer accepted) 
  Each knight has a leather belt edged in silver   
  (100 gp/ea) 
  
  T                                                                                                             The Northern Tier 
   
  87 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  88 
   
  26. Griffin Lair  
  (Northern Hex) 
  A cliff rises above the lowlands here and on the cliff face are 
  eight Griffin nests. Each nest has a mated pair of Griffins 
  and is 75% likely to have either 1-2 eggs (spring) or 1-2 
  young (summer/fall). By winter, the young are driven off to 
  establish their own Griffin prides and territories. The young 
  are AC 6, HD 2, Dam 1-2/1-2/1-8. 
   
  If they see horses, the Griffins will swarm the horses, 
  dragging them off to the nests to feed. Locals know about the 
  Griffins and typically use mules and oxen as beasts of burden 
  in this region (hexes15, 16, 20, 21, 25, 26, 29, 30 - the road 
  is even known as Griffin Way). The Griffins typically leave 
  the road alone (as they have been on the receiving end of 
  magic and weapons enough times to deter them), although 
  the lone traveler may prove to be a temptation and the lure of 
  horseflesh is irresistible to them. 
   
  Each time Griffins are encountered, there is a 5% cumulative 
  chance that it is a rival clan of Griffins encroaching on these 
  creatures’ territory, hunting any likely prey they see.  
   
  The nests contain a mixture of bones, debris, bits of clothing 
  and broken weapons and armor. Thorough searching turns 
  up 6023 cp, 181 sp, and the following potions: Potion of 
  Flying, Philter of Love, Potion of Animal Control - 
  Avians. 
   
  Griffin: hp (mated pairs): 34, 43/ 29, 39/ 21, 37/ 19/ 21/ 28, 31/ 
  24, 33/ 16/ 31/ 23, 32  
   
   
   
  27. The Summer Court of 
  the Silver Queen 
  (Center Hex) 
  Silver Arch: In exact center of 200-yard diameter glade in 
  the exact center of this hex is a twelve-foot-high, nine-foot-
  wide, two-foot-thick arch made of some kind of unknown 
  silver metal, etched with all sorts of strange and unknown 
  symbols. The arch is impervious to damage (even magical, 
  though a wish would destroy it, disintegrate might, GM’s 
  discretion) and detect magic reveals nothing about the arch 
  except that it is magical. Spells such as commune, contact 
  higher plane and the like will reveal only that the arch opens 
  a doorway to another place and that the other place belongs 
  to a powerful being named the Silver Queen if the right 
  questions are asked. The GM may wish to reveal other details 
  as desired.  The arch appears empty. Anything that reaches 
  into the arch will appear to simply pass through to the other 
  side, unchanged and un-teleported. Anything thrown into the 
  arch will simply disappear as it completely passes through 
  the arch (appearing on the doorstep of the Summer Patio 
  below). Anything that passes completely through the arch 
  disappears. 
   
  The Silver Arch is a portal to the Summer Court of the Silver 
  Queen. There are no magical protections on the portal, per 
  se, though when creatures of any type pass through, the 
  Silver Queen’s nose itches (thus the Majordomo is likely to 
  ask of the uninvited, “Why do you cause the Queen to 
  Sneeze?”) and the Window of Sharan will ripple. The Silver 
  Queen is likely to observe intruders through her Window. 
   
  NOTE: The Summer Court of the Silver Queen is fully 
  detailed as a Highlands Location in a stand-alone product. 
  
  T                                                                                                             The Northern Tier 
   
  89 
   
  28.  St. Albaran’s 
  Monastery 
  Built five hundred years ago when the church was spreading 
  across the continent like a wildfire, the Monastery of St. 
  Albaran serves as a church, an inn, a hospital and even a 
  fortress in times of distress. The Monastery is the largest and 
  most defensible building in the region, and people from the 
  outlying villages will flood the monastery if there is trouble 
  in the region (such as goblin invaders). See the NPC 
  Appendix for full information on the cloistered brothers, lay 
  brothers, Abbot and Cellerar. (Map 6) 
   
  Approaching the Monastery 
  Some yellow-robed monks work in the muddy yard outside 
  the monastery, 3-8(d6+2) Cloistered Brothers and 5-10 
  (d6+4) Lay Brothers. If approached, the monks will simply 
  direct questions to the Abbot or the Cellarer. Behind the 
  Monastery are the beehives that the Brothers keep, barns for 
  the Brothers’ animals and four granaries (quickly becoming 
  depleted by the influx of so many refugees).  Surrounding the 
  Monastery are fields of crops and a few orchards of fruit 
  trees. 
   
   
   
  28.1. 
  Narthex  
  This is the entrance to the church proper, guarded by statues 
  of saints with hands outstretched as if offering blessing to 
  those entering the huge, oaken doors which typically stand 
  open, but now are closed and locked. 
   
  28.2. 
  Nave 
  This main worship area of the church proper, lined by 14 
  columns (representing the 14 tenants of the faith). The 
  ceiling rises to a peak 80’ above the floor here. 
   
  28.3. 
  Choir 
  This area is generally reserved for Clergy and Cloistered 
  Brothers but in a time of emergency, this becomes the 
  Common Infirmary. Two Cloistered Brothers and 2-7 (d6+1) 
  Lay Brothers work here. 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  90 
   
  28.4. 
  Chancel 
  This area is raised up by 9 steps (representing the Nine 
  repentances of the Faithful) and the platform is covered with 
  various prayer rugs (very worn – there are seventeen prayer 
  rugs – each depicting a different scene, each intending to 
  focus the monks’ prayers in a different way).  
   
  A huge curtain rises floor to ceiling here, separating area 4 
  and 5. It is woven in a complex, multicolored pattern 
  (primarily reds, blues and purples, though all colors appear 
  in the pattern, yellows and greens are much fewer). The 
  curtain is 6” thick and made of nine 20’ wide panels.  The 
  center 3 panels do not rise to the ceiling, but stop 20’ short 
  of the ceiling, allowing the morning sun shining through the 
  huge stained glass window in the High Altar area (area 5) to 
  bathe the ceiling in rainbow colored light. The North and 
  South walls are dominated by 45’ tall statues of St. Albaran, 
  carved of wood, reaching out in blessing (north wall) and 
  raising a curiously twisted staff (south wall). 
   
  28.5. 
  High Altar 
  This area is “Holy of Holies” of the sanctuary. A table 
  (3x4x8 feet) carved from marble and covered in gold stands 
  against the East wall holding three books (the holy 
  Scriptures), a censer (bronze) and two candelabras. To either 
  side of the table are 35 foot tall statues of angelic beings 
  bearing swords (wings rise to over 50’).    
   
  Stained glass windows behind the table and statues bathe the 
  area in rainbow colored light. The north wall is painted in a 
  fresco of St. Albaran defeating the Demon of Fradorn Valley 
  and the Southern wall is painted with a fresco of St. Albaran 
  praying over the body of his dead wife with the city of 
  Mathal burning in the background. While this space is only 
  entered by the Abbot or the highest clergy during the worship 
  services, it is not treated with such reverence other times 
  (Cloistered Brothers will sometimes hold private meetings 
  here, for example, during the day and the Lay Brothers clean 
  the High Altar area twice a week).  
   
  Desecrating the altar area in any way causes the statues to 
  animate as Angels and attack. 
   
  28.6. 
  Sacristy 
  This small building contains vestments and utensils (cups, 
  prayer rugs, chairs, holy symbols, etc.) used in everyday 
  worship and in the high holy days of the life of the church. 
   
   
   
   
   
   
   
   
   
   
   
  28.7. 
  Library 
  Several hundred books (all hand copied by the monks of the 
  Monastery) fill shelves in this small room. Topics from the 
  sacred to the profane are among these volumes. There is a 
  5% chance that some obscure bit of knowledge that may be 
  sought will be referenced in the library (details left up to the 
  GM). Bits of information about The Chantry, The Creator’s 
  Stone (also called Farseer Stone), Hargeth’s Keep and the 
  South Wood (also called King’s Wood, Baron’s Wood and 
  Darethward) can be drawn out of the texts here possibly 
  information about the Shrine of the Fallen Angels, but 
  considerable time and research would be required (as well as 
  study in some ancient languages). Still, such information 
  may be available if the GM decides…   
   
  Set in the northern (not outer) wall here, the wall between the 
  Library and the Sanctuary, is a large (22’ diameter) round 
  “window” about 15’ above the floor. This “window” is the 
  Sunrise Lens (see New Items and Hex 19). Fitted around the 
  window are four petal shaped stained glass panes, one of 
  which depicts a saint blessing a leper (this is a piece of the 
  Rose of the Weeping Prophet, see New Items and Hex 18). 
   
  28.8. 
  Chapter House 
  The monks meet here daily to discuss the business of the 
  Monastery and to hear a chapter of their rule.  
   
  On normal days (not high holy days) they meet at 9 AM for 
  approximately two hours. All Cloistered Brothers and most 
  Lay Brothers attend the meetings unless the business 
  precludes the Lay Brothers.   
   
  Above the Chapter House, on a second story (and partial 
  third) is the Scriptorium wherein some of the Cloistered 
  Brothers copy manuscripts (the most learned and important 
  of the brothers copy the Holy Scriptures, the lesser brothers 
  and the apprentices copy worldly manuscripts). The Monks 
  of St. Albaran will copy any manuscript for the price of 1 sp 
  per page at a rate of about four pages per day. More monks 
  can be put on a project, but the cost will be higher. There are 
  8 Learned Monks, 12 Lesser Brethren and 4 Apprentices here 
  (putting all of the brothers on a project, for example, would 
  mean 125 pages a day, but would cost 400 sp a day as a 
  donation “for interrupting the right and proper transmission 
  of the holy Scriptures for worldly work”). 
   
  28.9. 
  Cloister 
  This central open courtyard is surrounded by a covered 
  walkway with columns lining the courtyard. 
   
  28.10. 
  Cloistered Brothers’ Doiter 
  This long hall is the dormitory for the Cloistered Brothers. 
  74 Brothers live here in communal fashion. There are 108 
  beds, small chests and small tables here. Found here are 74 
  worn leather-bound prayer books. Each book has a 5% 
  chance of being infused with the holy prayers of one of the 
  brethren. Reading the book confers the effect of a Bless spell 
  for 1d4 days. The book can be thus read once per month. 
  
  T                                                                                                             The Northern Tier 
   
  91 
   
  28.11. 
  Misericord 
  This is the room of discipline 
  where monks are separated when 
  they have broken the rule. Here are 
  prayer rugs with small metal barbs 
  protruding through them, a sunken 
  pool of water (southeast corner – 
  fed by the stream) and a small, 
  dark chamber that locks from the 
  outside (southwest corner). 
   
  28.12. 
  Infirmary 
  This is the Monastery’s hospital 
  where those who are too old or too 
  sick to work are kept. Currently 
  three ancient brothers live here and 
  four very sick brothers are under 
  the care of 2 Cloistered Brothers 
  and 2-7 (d6+1) Lay Brothers. One 
  of the sick brothers has contracted 
  a very contagious disease which 
  has a 35% chance of spreading 
  each day (PCs who come into 
  contact with him may save vs. 
  death magic). A small fireplace 
  stands against the west wall, coals 
  constantly banked or a fire blazing 
  (for heating utensils for surgery or boiling water). Water 
  from the stream has been diverted through a channel into a 
  basin in this room to clean the wounds and provide for the 
  sick here.  
   
  28A-13. Garderobe 
  This is the toilet of the Monastery, accessible by all the 
  monks either from the Cloistered Bothers’ Doiter (area 9) or 
  the Refectory (area 15). The waste simply falls into the 
  stream and washes away downstream. 
   
  28.14. 
  Warming House 
  This room functions as a reception hall, a meeting room and 
  occasionally as a guest room. This is the only general 
  purpose room with a fireplace. This is one of the few rooms 
  with any comfortable furniture in it (a few couches, two long 
  tables with chairs, and several upholstered chairs). The walls 
  here are plastered and painted in a bright blue color. The 
  floor is covered in rugs. A small stairway climbs along the 
  south wall to a partial second story which serves as the 
  Charter Room. The room has only a few chests and shelves 
  with books, containing the records of the Monastery (the 
  history, the legal documents, the original charter and original 
  rule from St. Albaran himself, or so it purports). 
   
  28.15. 
  Refectory 
  This is the dining hall of the Monastery. It also serves as an 
  informal meeting room for Cloistered Brothers and Lay 
  Brothers alike. There is always activity in the Refectory. 
   
   
  28.16. 
  Kitchen 
  All the food for the Monastery is 
  prepared here. Huge ovens line the 
  western wall. A rickety stairway 
  climbs the eastern wall to a full 
  second story wherein is stored 
  many foodstuffs, sacks of grain 
  and flour, dried meats and the like.  
   
  A well has been dug in the 
  southwestern corner and water can 
  be drawn directly into the kitchen 
  with a windlass and bucket. 
  Beneath the kitchen, opening 
  under the southeastern corner, is 
  the large root cellar containing 
  months 
  of 
  supplies 
  for 
  the 
  denizens of the Monastery.  
   
  From the root cellar, the Brothers 
  have 
  built 
  an 
  underground 
  smokehouse (to smoke meat) and a 
  tunnel that leads up to the surface 
  near the southwest corner of the 
  Monastery itself to bring in 
  supplies to the root cellar and to 
  the smokehouse). Many of the 
  foodstuffs have been used up supplying the needs of the 
  refugees in the nave. 
   
  28.17. 
  The West Range 
  This long two story building is run by the secular members 
  of the Monastery. The Lay Brothers Doiter is the second 
  story, consisting of a long room lined with 137 beds, small 
  tables and small chests. The Lay Brothers’ vows are 
  somewhat more relaxed than the Cloistered Brothers’, so 
  they may have a few more possessions, but not many.  
   
  There are 64 Lay Brothers presently living at St. Albaran’s 
  Monastery. A stairway (area 18) leads down from the Doiter 
  to the Sanctuary. The First Floor is given over to guest rooms 
  (the northern most three rooms) and a large storage room (for 
  additional foodstuffs and all the mundane items, like candles, 
  cloth, paper, ink and the like for the everyday life of the 
  Brothers).  
   
  Forgotten by most of the Brothers is the fact that a small trap 
  door opens to the smokehouse beneath the storage room, 
  though currently two wagon wheels with broken spokes sit 
  atop it (it cannot be opened from below). Many of the 
  supplies have been depleted by the refugees in the nave. 
   
  28.18. 
  The Night Stair 
  This staircase leads directly from the Lay Brothers’ Doitier 
  (second story of the West Range, 17) to the nave of the 
  church (area 2). 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  92 
   
  Abbot D’Harran 
  The Abbot knows a great deal about the local geography. The 
  fortress ruins of Hargeth are said to be haunted by a wight.  
  The river is navigable and traders (and some pirates) ply the 
  river. It can be forded at Baron’s crossing and at The 
  Shallows and The Brothers’ crossing, of course. The forest 
  is home to a number of wild creatures and is not safe at night. 
  At least one large monstrous predator roams the wood, 
  though the Abbot doesn’t know what type of creature it is. 
  There is at least one Shemaras (Faerie) ring in the wood as 
  well, and the party would be wise to avoid it. He has been to 
  The Creator’s Stone and “sensed the presence of God” there. 
  If the party pushes him, he will wax theological and 
  evangelical for hours if they let him. He caught a glimpse of 
  a huge white hart in the wood just a month ago, and believes 
  it was a sign from God. What the portent was, however, he 
  is not sure. 
   
  D’Harran (AC 8, HD C9, hp 41, #ATT 1 or spell, Dam 1-6 
  [mace] or 1-4 [dagger] spell, AL NG) 
   
  Spells: 
  Level 1: Command, Create Water, Resist Cold, Sanctuary 
  Level 2: Augury, Detect Charm, Hold Person, Know 
  Alignment 
  Level 3: Animate Dead, Create Food and Water, Dispel 
  Magic 
  Level 4: Cure Serious Wounds, Detect Lie 
  Level 5: Raise Dead 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Filmore, the Cellarer 
  The Cellarer is responsible for all of the material goods of 
  the monastery. Filmore is a gruff and unpleasant man, 
  completely consumed with the inventory and accounts of the 
  monastery. He is short with just about everyone, even the 
  Abbot, but has a soft spot for dogs and cats. Filmore is a 
  normal human, short and very fat, with a whiny, grating 
  voice. 
   
  Cloistered Brothers 
  Cloistered Brothers are either normal men (60%) or first 
  level clerics (25%), second level clerics (10%) or third level 
  clerics (5%).Most of the Cloistered brothers are very holy 
  men, silent at all times, though a few have very expressive 
  faces. 
   
  Lay Brothers 
  All of the Lay Brothers are normal men who serve God 
  without the yoke of the Rule of the Brothers. Two of the men 
  are terrible gossips who cannot keep a secret and will tell 
  anyone anything. One of the Lay Brothers, Brother Simial, is 
  a repentant thief (L 4, Dex 17, Str 16, LN) who might be able 
  to be recruited…  
   
  
  T                                                                                                             The Northern Tier 
   
  93 
   
  29. The Girl at the Mouth 
  of Madness 
  In the forested area of this hex, a twelve year old girl sits 
  weeping near a fountain and pool. She is starving and 
  dehydrated and horribly afraid. Her name is Amantha. 
  Amantha wears a green (emerald) pin in the shape of a heart. 
  Amantha only wears the shape of a little girl, she is in fact an 
  angel in disguise. Those who aid the little girl, or warn her 
  that the Witch of the West Wind is searching for her (see 
  NPC Encounters), will receive the girl’s thanks and will find 
  a small gift in their backpack the next day. The gift might be 
  a magic ring, a potion, a scroll – something that will be 
  helpful in the long or short term, but nothing overpowered.  
   
  If the girl is ignored or abused, she will transform into her 
  actual form, an angel, give those who bother her a stern look 
  and possibly a lecture on caring for the helpless, and attempt 
  to fly off, leaving behind the green heart pin that the Witch 
  of the West Wind is searching for. 
   
  The cave behind her is an ancient shrine to the old gods. 
  Those who revere the old gods feel a sense of peace within 
  20’ of this odd face. Each of these three openings reaches 
  back into the hillside 20’. The “eyes” are filled with powdery 
  dust (actually the ashes of hundreds of priests from ages gone 
  by – once the eyes were packed to the level of the hillside 
  with ashes, but time has worn much of that away). In the 
  farthest reaches of the left “eye”, buried under the dust and 
  ashes is a stone box (about 2’ cube), intricately carved with 
  effigies of the old gods. It is clearly hollow, though there is 
  no obvious seam or lid or opening of any kind. The box 
  radiates a powerful magic if detected. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The box was created with a complex (and now forgotten) 
  form of transmute mud to stone in the hands of a true artist. 
  It is an ossuary box overlaid with powerful protective magics 
  that serve to contain the being that is trapped therein.  
   
  The ossuary imprisons a Dust Lich. The only way to gain 
  access to the ossuary is to break it (a feat that requires either 
  magical means or a single individual with a 21 or greater 
  strength). Once broken, the skull and remains of the Dust 
  Lich’s remains will spill out and the Dust Lich can no longer 
  be contained by the magic of the ossuary. It will swirl and 
  demand to know who imprisoned it in the ossuary. A clever 
  party can bluff their way out of this, the Dust Luch need not 
  immediately attack. If it does attack, the Dust Lich has no 
  physical attack, only the spell-like abilities. The Dust Lich 
  will likely bargain its way to its lair, a trap filled tomb 
  complex. It promises a king’s ransom in treasure (which it 
  can deliver on, if it so chooses…) 
   
  If the dust lich is released and the PCs were kind to Amantha, 
  there is a 50% chance that the angel will take note and return 
  to aid them, using her powerful ability to turn undead to try 
  to force the Dust Lich back into the ossuary in hopes that the 
  PCs can re-seal the creature in this prison. If they were rude 
  to the girl, there is a 10% chance that the angel will return 
  and, even at that, only a 50% chance that she will intervene. 
   
  Dust Lich: hp 58 
   
  Amantha (Angel – Principality): hp 48 
  
  The Northern Tier                                                                                                                                   a 
   
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  T                                                                                                             The Northern Tier 
   
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  30a. Tiresh Village  
  (Eastern Hex) 
  This small village is dominated by a huge gatehouse in the 
  Northern palisade. The village’s proximity to the Chantry 
  and the Griffins who nest in the mountains to the north have 
  given the village a particular character. There are no horses 
  in this village, all beasts of burden are mules and plow 
  animals are oxen. Most of the men in the village are able 
  carpenters and hunters, passable farmers and herders and 
  exceptional boasters. Most women are also able hunters, as 
  well as general caretakers of the homes and children. Every 
  adult in the village and in the few outlying homesteads are 
  constantly armed (knives – 100%, shortswords – 30%, bows 
  – 60%) and generally on alert for trouble.  Normal humans 
  attack as level 1 fighter (70%), level 2 fighter (25%) or level 
  three fighter (5%).  
   
  Tiresh Village is the supplier and closest walled village for 
  the people of the Amarten Copper Mine (30B) and Lake 
  Fincher Village (hex 24). It is a waypoint for caravans to and 
  from the mine and is the only marketplace for the fishermen 
  of Fincher Lake. 
   
   
   
   
   
   
  The villagers wear drab clothing, browns and greys, except 
  for their felt caps, which are blue, red, yellow or green, and 
  bright scarves of the same colors.  The militia wears the same 
  drab colors, but wears bright plumes on their helmets: red for 
  enlisted men, yellow for the sergeants and blue for the 
  captain. Several businesses and locations are highlighted 
  below, the GM is encouraged to add whatever goods or 
  services a traveling party might need, as he or she sees fit. 
  (Map 7) 
   
  Roll 
  1d8 
  Village Event 
  Complication 
  1 
  Dirty child crying 
  A murder 
  2 
  Cart with broken axle 
  A stolen map 
  3 
  Festival Day 
  A lost key 
  4 
  Downpour/blizzard 
  Disguised monster 
  5 
  Town drunk 
  Magical effect 
  6 
  Night fairies 
  Being chased 
  7 
  Sinkhole appears 
  Jilted lover 
  8 
  Unexpected creature 
  Revealed Secret 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
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  30A.1. Gatehouse 
  A standing militia of 24 men (level 1 fighters), two sergeants 
  (level 3 fighters) and a captain (level 5 fighter) man the three 
  story gatehouse.  
   
  The lowest level of both the east and west sides of the 
  Gatehouse are the barracks of the militia, including a small 
  office for Aran, the Captain of the militia to conduct daily 
  business. The east second story the barracks of the sergeants, 
  the west second level the barracks of the captain, while the 
  east third story is used as a watchtower and the west third 
  story houses a Bonedancer and its 7 skeletons.   
   
  The bonedancer is both a prisoner in this chamber and a 
  staunch defender of the village. The gatehouse roof has 6 
  ballistae on swivel mounts which can fire toward the sky as 
  well as the ground.  Behind the Gatehouse, on both the east 
  and the west sides are lean-to shanties serving as stables for 
  the militia’s 11 mules. At any one time, four guards are on 
  duty at the gate, one at the rear gate, four in the watchtower, 
  the rest will be resting, practicing, etc. When strangers show 
  up at the village gate, one of the guards will usher them to 
  Aran’s office, the door to which is in the rear of the 
  gatehouse, beside the lean-to stables. 
   
  Captain Aran is a strict and dour man who enjoys his position 
  of power in the village, and commands more respect than the 
  council members. His militia is well-equipped to defend the 
  village from goblin skirmishes and uncoordinated Griffin 
  attacks, and occasionally they will patrol within a mile or so 
  radius of the village. If engaged in conversation, Aran will 
  complain that Lightbearer Semon holds too many opinions 
  that are not orthodox. 
   
  Captain Aran Garreth: AC5[14], HP 26, LVL5, Fighter, 
  LN. Human, STR:16, INT:14, WIS:12, DEX:15, CON:10, 
  CHA:16. Chainmail, longbow, longsword.  
   
  2 Sergeants: AC 6[13], hp 14,11. Chainmail, longswords. 
   
  24x 1st Level Fighters: AC6[13],  
  HP 8,8,8,8,7,7,7,7,7,7,7,7, 6,6,6,5,5,5,4,4,4,3,1.  
  Chainmail, longswords, 12x heavy crossbow.  
   
  Bonedancer: hp 26 
   
  Skeletons (7): hp 1, 2, 3, 5, 6, 7, 7 
   
  30A.2. Communal Pens 
  These pens are used by the villagers for the cows, sheep and 
  goats of those who live within the walls. Daily three or four 
  of the older boys take the animals out to pasture, sometimes 
  accompanied by an adult or two from the village. Loose 
  animals in town are rounded up by the militia and put in these 
  pens. Lodging for travelers animals is at 1cp per day, paid to 
  Captain Garreth. 
   
   
  30A.3. House of the High Council 
  The Council House is a small stone building, single story, 
  with one large common room and two small chambers to the 
  side. Only those born within the palisade are considered 
  citizens of Tiresh village, and all citizens over the age of 20 
  are eligible to serve on the High Council. Council members 
  are elected by citizens over the age of 16. The High Council 
  makes and enforces the laws in the village, though only a few 
  elders hold true power. 
   
  30A.4. The Temple of the Sun 
  The church building is the newest stone building in the 
  village, construction just finished last year. The sanctuary is 
  dominated by a huge stone altar, carved on the sides with 
  stylized sun images. The temple contains some gold 
  candlesticks (worth 100 gp total) and about 80 gp worth of 
  offerings and other monies (mostly in silver pieces). 
   
  The village priest (the Lightbearer) is named Tennon: 
  AC5[14], HP8, LVL3 Cleric, N, STR:13, INT:16, WIS:16, 
  DEX:10, CON:11, CHA:16. +1 Mace.  
  Spells: Bless, Sanctuary, Augury 
   
  Lightbearer Tennon knows nearly everyone’s secrets 
  (because of confessional times, “Bringing the darkness to the 
  light.”) and he will not hesitate leveraging that information 
  to his own benefit (not Darram’s or Sean’s, see below). 
  Because of this leverage, Tennon controls most of the votes 
  on the Council. 
   
  30A.5. Village Shops 
  These buildings include the village baker, leather 
  worker/tailor, importer/moneychanger and chandler.  
   
  The baker (John Baker), importer (Cyril Ampan) and 
  chandler (Dean Terias) are normal human men, each with a 
  wife and 1d6-3 children.  
   
  The leatherworker/tailor is a former adventurer named Dirk 
  Shippley who lives alone above his shop. Shippley joined a 
  group of men plundering an ancient elven ruin when he ran 
  afoul of a trap and lost his right leg below the knee. He gave 
  up an adventuring lifestyle and settled in Tiresh. Shippley is 
  a skilled tailor, a skilled leatherworker (including leather and 
  studded leather armor).  
   
  He also works with Cyril Ampan the importer as local 
  contacts for the Western Midlands Trading Company 
  (smugglers and slavers who work under the banner of a 
  legitimate company). 
   
  Dirk Shippley: AC4[15]. HP18, LVL4, Thief, STR:15, 
  INT:15, WIS:8, DEX:18, CON:9, CHA:9. Dagger of 
  Venom.  
   
   
   
  
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  30A6. Seven Springs Inn 
  The inn has 4 private rooms and a large common room. The 
  innkeeper, Olan Miller, was a captain of the Amarten Mine 
  Guard but has retired to run the village’s only inn. The 
  common room is abuzz with conversation every evening 
  when the men and women of the village take a break from 
  their labors.  
  On any given evening (from dinnertime until midnight) there 
  will be 3d6+6 patrons in the inn. This is a great place to hear 
  rumors of what’s going on in the region. 
   
  Olan Miller: AC7[12], HP32, LVL4, Fighter, Human, LN, 
  STR:17, INT:14, WIS:1O, DEX:13, CON:16. CHA:13. +1 
  Longsword. 
   
  Miller is a boisterous man, loud and pushy, but backs down 
  quickly if confronted and threatened. He tells stories about 
  his days guarding the Amarten Copper Caravans, protecting 
  shipments single-handedly, fighting off hordes of goblins 
  and demons. Truth is he only engaged in a few skirmishes 
  against some goblin patrols and once the caravan was 
  attacked by a Griffin, but Miller hid under a wagon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  30A.7. Stoneseeker Jain 
  The Stoneseeker (part mason, part diviner) lives here. She is 
  not a native to this village, nor even to the Highlands. She is 
  of Northman and Western Alliance descent. Jain is often 
  consulted as an oracle: of the weather, of fertility (crops, 
  animals and people), most of the circle of the everyday 
  person’s life in Tiresh village. When asked for an oracle, she 
  will wander the area outside the palisade searching for a 
  stone that will tell her what she wants to know. She picks up 
  the small stone, spits on it, and rubs it across a piece of slate 
  she keeps in her home, writing out the oracle with the stone. 
   
  The Stoneseeker eschews the politics of the village, 
  remaining aloof from such mundane affairs (in her words, at 
  least) though when she makes a suggestion, the people of the 
  village take that as a command (the leadership is not as 
  persuaded as the general populace). The Stoneseeker dislikes 
  Lightbearer Tennon and Captain Garreth equally, if for very 
  different, and personal, reasons. She knows that Dirk 
  Shippley has a secret past, but she doesn’t know what it is, 
  and that Olan Miller waters down his ale.  
   
  The Stoneseeker can provide some guidance as to the 
  whereabouts of just about any creature in the Northern Tier, 
  for a price. 
   
  Stoneseeker Jain: AC 9[10], HP8, N, Age:60. Specialties: 
  heraldry, signs and sigils, legends and folklore. Casts Augury 
  3x/day, Contact Other Plane 1x/week, detect evil at will, 
  detect magic at will (considered 10th level for casting 
  purposes). 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
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  30b. Amarten Copper Mine 
  A small shanty town has sprung up around the pit shaft of the 
  Amarten Mine, named for Jacab A. Marten who first dug 
  copper from this side of the mountain.  
   
  The shanty town consists of about 20 shacks (the number 
  varies as miners move in and out, are injured or die in 
  accidents, etc.), all with 1d6 men and each has a 50% chance 
  of having 1d3 women. One shack is the common kitchen, and 
  one is the foreman’s. A large clearing will have tents and 
  wagons in it, if a caravan is coming or going (25% chance). 
  Each miner has 2d6-2 sp (0-10) and 3d6-3 cp (0-15).  
   
  The mine is an open pit, with galleries radiating out in all 
  directions (see map). The pit shaft is about 40’ in diameter 
  and about 50’ deep, with scaffolding and ladders on the north 
  face, with a platform and a large bucket and pulley system 
  for hauling the copper ore up from the shafts. The miners use 
  all manner of tools, from good quality picks and shovels 
  imported in from Newtown, to deer and elk horn picks, made 
  from shed antlers gathered in the forest. Discarded, broken 
  elk antler picks can be found scattered all about the mine (see 
  map 8).  
   
  The foreman of the mine has recently run afoul of the 
  Western Alliance Trading Company, and four of the Trading 
  Company’s enforcers are sharing the foreman’s shack, 
  watching his every move.  
   
  In addition, two of the miners and their wives have been 
  holding worship services to “the old gods” in one of the 
  abandoned shafts, having carved a niche in the wall with an 
  altar and a rather demonic looking idol. Each week, 1d4-2 
  miners (0-2) will be added to the worship of the old gods. 
  Once the number reaches 20, the heresy will come to the 
  attention of Lightbearer Tennon in Tiresh village (hex 30A). 
  If the number reaches 40, the abbot of the Monastery of St. 
  Albaran (hex 28) will hire a group of mercenaries to quash 
  the heretical movement, giving them a free hand to “burn the 
  darkness with the light.” 
   
  30c. Dragon’s Grave Arch 
  (Western Hex) 
  The river cuts through a steep sided ravine in this area, 
  passing under a high stone arch.  This landmark is well-
  known in the region, even though most people have never 
  been here. The arch is said to be the neck of a great stone 
  dragon, asleep for so long that it has merged into the very 
  stone of the ravine. Those who ply the river pay their respects 
  as they pass under the arch by tossing a coin into the river 
  here. There are 1,231 cp, 143 sp and 22 gp scattered on the 
  river bottom here.  Hiding in the shadows are two stone 
  drakes (see Appendix New Creatures) who only come out at 
  night to hunt. The creatures are young and timid for their 
  kind, preferring flight to fight if confronted.  
   
   
  They very occasionally fly over Tiresh Village, snatching a 
  sheep or a cat if they can. They fear the miners to the east 
  and the Griffins to the west, so they avoid those areas 
  entirely. The stone drakes have 247gp and 9 emeralds (worth 
  100 gp each) secreted in their lair. 
   
  Drake, Stone: hp 22, 23 
   
  31. Mad Agatha 
  (See her NPC Encounter writeup for more information about 
  Agatha’s personality) A woman blew into the area a decade 
  ago to prospect for gold. She said her name was Lady Agatha 
  and she came from Ostaven. She announced that she was 
  going to prospect for gold, bought supplies and marched off 
  into the mountains.  
   
  Periodically, she will show up in one of the villages or even 
  the Abbey of St. Albaran to trade gold for supplies, then 
  disappear again for months or even years. She digs a small 
  (secret) mine up in the mountain here in this hex and lives in 
  her mine with her four dogs.  The GM is free to locate the 
  mine anywhere in the hex he or she chooses and create a 
  mine map, but know that it’s a very small affair (even after a 
  decade of digging). Agatha unearths 2d20 gp worth of gold 
  per month from her little mine (it contains a total of 9220 gp 
  in gold remaining). She has, hidden behind a loose rock in 
  her bedchamber, 82 gp worth of gold. Agatha is a “normal 
  human” with no special abilities. It amazes people that she 
  has survived this long in the wilderness. She fights with a 
  dagger and a shortsword if she is forced to fight. 
   
  Mad Agatha: AC 9, MV 120’, NM, hp 6, THAC0 20; #AT 
  1, D by wpn; S11, I 10, W 16, D 9, C 17, Ch 12; AL CN; XP 
  16 
   
  Wild Dog: hp 4  
   
  
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  The Northern Tier                                                                                                                                   a 
   
  100 
   
  32. Hargeth’s Keep 
  A small hill rises out of the forest here, cleared but topped in 
  ruins. Though the ruins are ancient, the forest has not 
  reclaimed the hill. 
   
  Five hundred years ago, a warrior king named Hargeth 
  (called “the Bold” by historians outside of the Highlands, 
  called “the Fool” by most who inhabit this region). Hargeth 
  was an invading king fromthe north who established a keep 
  near the Rushing River here in his attempt to carve out his 
  dominion in the untamed wilds. He destroyed a number of 
  clans of giants and established numerous small communities 
  in this region.  Though a conqueror, Hargeth's battle prowess 
  impressed the local clans and he was raised to the status of 
  High King. As High King, Hargeth put his people to work 
  building numerous monuments to his own hubris.  
   
   
   
  After twenty years of constant struggle, the goblins of the 
  mountains and the other humanoids of the neighboring 
  regions rallied under a viscous Fire Giant King and swept 
  through the region, overrunning the keep and decimating all 
  the villages and towns in the region.   
   
  Hargeth himself fought the Fire Giant King in single combat 
  and slew the giant, but was himself overwhelmed by the 
  Giant King’s minions.  Hargeth currently haunts the ruins as 
  a Spectre (not the Spectre of the Dangerous Encounters 
  section, Hargeth never leaves the ruins). Now the Lord’s 
  Tower and a smaller guard tower are the only structures still 
  standing on this lonely, wind-blasted hill. (Map 9) 
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
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  32.1.   Ruined Gatehouse 
  All that remains of the gatehouse is the 
  foundations, in piles of rubble, and a portion of the 
  portcullis is buried in the ground here. Among the 
  fallen stones are 13 skeletons that remain hidden 
  and inanimate unless Hargeth is threatened, in 
  which case the Spectre (area 3) calls them from 
  their tumbledown tomb to rise to his defense.  The 
  skeletons have no weapons or armor, but their 
  finger bones are extra sharp, causing an additional 
  point of damage per hit. 
   
  Skeletons (13): 2,2,2,3,3,4,4,4,4,4,4,4,7 
   
  32.2.   Guard Tower 
  This 30’ diameter tower leans a bit to the north. Arrow slits 
  run up the sides of the tower, at even intervals along the 
  length of the spiral staircase that rises the height of the tower 
  (six floors).  
   
  The first floor is covered in rubble, mostly the ruin of the 
  upper floors. The stairs circling the inside of the tower are 
  stone, but in rough shape. Each story climbed has a 20% 
  chance per person on the steps of a collapse. If a collapse 
  happens, the person in front of and behind has a 60% chance 
  of experiencing a collapse (and this holds true for each 
  subsequent collapse – 60% chance for the next person on the 
  steps).  
   
  The floors of the tower have nearly completely rotted and 
  fallen away (thus the rubble on the first floor). Most of the 
  roof has likewise fallen in, but hidden in the rafters, still 
  mostly protected by the remains of the roof, is a leather 
  satchel.  
   
  The satchel contains a book, a dagger, three sealed sheets of 
  parchments and a gold pendant. If the jumble of stone and 
  splintered wood on the first floor is cleared and carefully 
  searched (a very time consuming process), 143 usable 
  arrowheads, 34 spearheads, 2 daggers and 4 battleaxe heads 
  can be found.  The book is The Journal of Karian Daris, the 
  Dagger is Bloodthorn, a dagger +1 which does continuing 
  blood loss damage of 1d4/round, and the pendant is 
  Hargeth’s family seal, cast in gold, worth 100gp with a secret 
  compartment containing a small, lead coin engraved with a 
  spell (remove curse at 20th level).  
   
  The three sealed sheets of parchment are Hargeth the Bold’s 
  last will and testament bequeathing his kingdom to his heirs, 
  the title deed to his realm (technically a barony bequeathed 
  to him by King Ashtaran II) and a personal letter to a close 
  friend revealing some hidden truth about Hargeth the Bold. 
  The GM is free to use these parchments as plot hooks for 
  future and the exact nature of them is left to the GM’s 
  discretion/imagination. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  32.3.   The Lord’s Tower 
  This 50’ diameter tower rises the height of six stories, though 
  the first story was two in height, so it had only five “floors”. 
  It is in shambles inside.  
   
  The first story contains the greathall that extends out to the 
  west 50’ from the base of the tower and is fully 2 stories in 
  height. This chamber is mostly intact, the slate roof sagging 
  precariously under its own weight as the ancient beams rot 
  and twist. Significant combat in this chamber could easily 
  bring the whole roof down (10d6 damage, crushed and 
  needing to be dug out or continuous crushing damage will 
  occur – 1d6 per round until freed).  
   
  Seated on a ghostly throne here is the Spectre of king 
  Hargeth, brooding over the demise of his kingdom. He does 
  not automatically attack. Roll for reaction. If engaged in 
  melee, he will call up the skeletons from the ruined 
  gatehouse (see area 1).   
   
  The tower is gutted, all the floors have rotted away and 
  crashed down. The inner staircases all having been wood, 
  there is no easy access to the upper parts of the tower. The 
  roof has completely deteriorated as well.  
   
  About half of the highest (fifth) floor remains (the only 
  flooring which has not collapsed and rotted away). The fifth 
  partial floor contains the remains of a huge four poster bed, 
  a chest and what may have once been a chair. A rug once 
  covered the floor, though little remains of it today. 
  Everything is rotted and ruined, but the chest on the fifth 
  floor contains two necklaces: one gold and diamond (worth 
  1.500 gp) and one a string of pearls (worth 1,000 gp).  
   
  If the chest is moved at all (other than opening it, which 
  causes the lid to crumble), the chest will collapse on itself 
  revealing a false bottom which contains a leather bag holding 
  123 sp. 
   
  Spectre: hp 36. 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  102 
   
  33. Hargeth’s Folly 
  Along the road here is the remains of a great wall that 
  Hargeth (see hex 32) attempted to erect from the mountains 
  to the north, through the forest, south to the great river, 
  creating a barrier to keep the chaos of the wildlands to the 
  east at bay and establish a foothold for the civilized lands to 
  the east, safely behind this 20 mile long wall. This was to be 
  the great northern gate of the East Barrier Wall. Most of the 
  wall was not constructed before Hargeth’s death, but the ruin 
  of the monumental gate stands today as a testament to the 
  king’s far-reaching dreams. The main road runs through the 
  center of the gatehouse. Vines have overgrown parts of the 
  wall and towers, but all are in relatively good repair. Careful 
  observation of the gatehouse will reveal some signs of recent 
  repair to the stonework. 
   
  A wayward cow has claimed this area as her home. The 
  current occupant of the Gatehouse has thus far ignored her 
  presence, hoping her true owner doesn’t think he has stolen 
  her, but if she stays around for the two more weeks without 
  anyone claiming her, he will build a small paddock for her 
  and keep her. (The cow actually wandered over forty miles 
  through the forest from Hope Cross – if the PCs have been 
  to Hope Cross, there’s a chance that they have seen the mark 
  on the cow and have some idea who the true owners are). 
   
  A hedge wizard has taken up residence in the 
  gatehouse 
  with 
  the 
  (possibly 
  unfortunately 
  coincidental*) name of Hargeth.  
   
   
  This Hargeth doesn’t know any of the history of this area, 
  and will probably be a cause of confusion due to his name. 
  He is an older man (in his 60s) which might lead PCs to 
  believe he IS somehow the Hargeth of the region. He has 
  only recently (six months ago) taken over the gatehouse – 
  mostly. He has spent considerable time and effort making the 
  left tower habitable and secure wherein he has set up his 
  workshop and living quarters.  
   
  He has tried to enter the central room and the right tower, but 
  a ghost haunts those areas and is too great a challenge for 
  him to overcome. He is content to live in the left tower, but 
  would be extremely grateful to a party who rid his home of 
  the nuisance (rewarding with spells, potions, etc and 
  becoming an ally in the region). 
   
  Left Tower:  
  First Level Living Chamber:  
  The outer door is locked and trapped (if the key is not used a 
  40’ radius gas cloud – equivalent to sleep spell – issues forth 
  – save vs spells to negate effect). Inside the windowless first 
  level is a plain room with a small wooden table and four 
  chairs, a few empty shelves, a broom and a mop and bucket. 
  One corner holds a small table piled high with various 
  foodstuffs. Beneath the small corner table are three sacks 
  (one of flour, one of sugar, one of meal) and a small box (of 
  potatoes). A small fireplace provides light, heat and 
  functions as the stove. A small ladder/steep staircase climbs 
  the far wall to the second story.   
   
  
  T                                                                                                             The Northern Tier 
   
  103 
   
  Second Level Working Chamber: 
  This chamber contains several tables with various strange 
  apparatus, vials, beakers and the like. A stuffed owl stares 
  down from the ceiling beside a stuffed goblin head. A real 
  raven named Ralis serves as Hargeth’s familiar, but is a mute 
  bird who prefers to remain still and silent and surprise 
  “attack” unexpectedly by swooping down and grabbing at 
  something shiny. A locked and barred wooden door leads to 
  the central room above the road. 
   
  Hargeth brews potions and makes charms (in Swords & 
  Wizardry in the Highlands, this is the primary function of 
  hedge wizards). Every hedge wizard uses his or her own 
  formula to create such items, so the items in this work room 
  are only of general use and interest to other mages. Hargeth 
  can brew the potions or fabricate the charms listed in the 
  rulebooks at double the gpv with an 80% chance of success. 
  Doubling the price (paying four times the gpv listed in the 
  rule books) gives a 95% chance of success. Potions/charms 
  take 1week per 100 gpv to fabricate, though Hargeth may 
  work on up to four at any given time. The GM may want to 
  limit which potions and charms are available at which times 
  (perhaps the proper ingredients are not in season or need to 
  be found). 
   
  Hargeth, Level 7 Hedge Wizard: AC 9, MU4, S:9, I:16, 
  W:11, D:18, C:8, Ch15. 3d4 random potions. 
   
  Spells 
  First Level: Affect Normal Fires, Friends, Magic Aura 
  Second Level: Continual Light, ESP 
   
  Central Room:  
  This room, bridging the gap between the two towers of the 
  gatehouse, is suspended 20’ over the road. The 15’x30’ room 
  has doors on each end and large, glassless windows on the 
  long walls. There is a 45% chance the ghost of Aras Mynar 
  is in this room and will attack any creature on sight. The 
  room is completely barren and the wooden floor is rotting. 
  Each round spent in the room, everyone must make a save 
  vs. dragon breath or fall through the floor (for 2d6 damage) 
  to the ground below. If engaged in melee, the save is made 
  at -2 per round. 
   
   
   
  * NOTE: Hargeth can be played as a kind of bumbling, 
  absent-minded alchemist who can provide adventuring 
  parties with some rumors and the occasional potion or charm, 
  or perhaps he has renamed himself Hargeth to hide his 
  previous insidious identity, or perhaps he is the reincarnation 
  of the so-called Hero King Hargeth, the Bold/the Fool, who 
  is trying to reclaim his kingdom via the very means he used 
  to 
  originally 
  establish 
  his 
  kingdom, 
  legends 
  not 
  withstanding... 
   
   
   
  Right Tower:  
  First Floor: 
  The door to this windowless level is barred from the inside. 
  A small fireplace is along one wall and a small ladder/steep 
  staircase climbs the far wall to the second story. There is a 
  45% chance that the ghost of Aras Mynar is in this room and 
  will attack any creature on sight.  
   
  Second Floor: 
  This room is piled high with broken crockery and splintered 
  wooden utensils. In the midst of the rubble are the skeletal 
  remains of a man, wearing shreds of clothing, a ring, a dagger 
  and a sword. All are ordinary items, not worth a significant 
  amount, though the ring (a simple silver ring) is worth 30 sp. 
  This is the corpse of Aras Mynar who was murdered here a 
  long time ago. There is a 10% chance that the ghost of Aras 
  Mynar is in this room and he will attack any creature on 
  sight.  
   
  If anyone gives the corpse a proper burial (with some form 
  of blessing), the ghost will cease attacking, fade, and be at 
  rest. 
   
  Ghost: hp 25 
   
   
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  104 
   
  34. The Four Willow Wheels 
  (Western Hex) 
  As the river crosses the edge of the hills here, a long stone 
  pier juts out from the southern shore into the slow moving 
  water.  The pier is ancient and crumbling, covered with moss 
  and algae. Seven huge, crude wheels line the eastern side of 
  the pier, each fabricated from stout, flexible willow branches 
  bound together with copper wires, giving the joints of the 
  wheel a distinct greenish tint. 
   
  The wheels are half submerged in the river, and don’t appear 
  to be on any kind of axle, so it is not immediately evident 
  whether or not these “wheels” are meant to turn. If watched 
  carefully, the wheels are turning at a very slow rate, making 
  one full revolution per week.  
   
  On the first day of every week, at noon, a man wearing a long 
  dark cloak and a large, black felt hat wanders out of the forest 
  with a long plank with copper wire wound around one end 
  and leather wrapped around the other. The man is singing a 
  song. If uninterrupted, the man will walk to the end of the 
  pier, look up at the sun, wait for a moment until exactly noon, 
  then quickly bang the copper clad end of his plank one time 
  on each wheel, then watch the wheels for about five minutes, 
  then wander slowly off into the forest again. If confronted, 
  he will try to ignore the interruption, attempting to push past 
  anyone in his way.  
   
   
   
   
   
   
   
  If stopped, he will become frantic very quickly, constantly 
  glancing at the sun, desperate to get to the wheels, to the 
  point of wildly swinging his plank in an effort to knock down 
  anyone in his way. If questioned after his ritual, the man will 
  engage in brief conversation. He is Gerrymander the 
  Willowman, son of Gerrymander the Willowman. For as 
  many generations as Gerrymander can count (and more), a 
  Gerrymander has performed this ritual on the first day of 
  every week at exactly noon. He has no idea what the ritual 
  truly does, or the meaning of the song that he sings, but he is 
  fanatically devoted to the ritual as a religious practice.  
   
  The words of the song the Gerrymander Willowman sings 
  are: 
   
  “The days and nights have run their course 
  As night and day returns 
  The heavens, broken, now renewed 
  Have brought the wrath of Light. 
   
  Let the twelfth son of the twelfth son  
  Recall the earth’s dark seed 
  And dance the song of Light and Dark 
  Return the seed to earth and mud. 
   
  Let all the world rejoice, renewed 
  And all the new recall the old 
  And all the old refresh the new 
  As son of son returns to dust.” 
   
   
  
  T                                                                                                             The Northern Tier 
   
  105 
   
  The ritual that the Gerrymander Willowman performs is 
  necessary to keep the wheels moving. The timing is not 
  nearly as precise as the Gerrymander believes it to be, 
  however, and as long as it is performed within a day (earlier 
  or later) of the first day of the week, all is well with the 
  wheels. 
   
  Beneath the surface of the water, held down by the willow 
  wheels, are four massive, slug-like creatures.  The slow, 
  steady motion of the wheels lulls the creatures into a 
  dreaming, sleepy state. These creatures are Giant Mudborer 
  Larvae, probably the last four remaining from the Heaven 
  War.  
   
  The wheels will stop turning if the ritual is not performed 
  within a day of the appointed time or if they are physically 
  restrained somehow. If the wheels are stopped or destroyed, 
  the Mudborer Larvae will begin to awaken. It takes 1d6 days 
  for a Larva to awaken. As each awakens, it will begin to dig, 
  cutting a line through the mud in the center of the river 
  bottom, moving at a very fast pace (300’/round), causing 
  high wakes and minor flooding as it moves up and down the 
  river (about 10 miles in each direction) consuming the river 
  mud. After 1d4+10 days, a Mudborer Larva will consume 
  enough mud to go into hibernation and begin its 
  transformation.  A sated Mudborer Larva will return to the 
  pier and its wheel (moving, still or destroyed), spin a cocoon 
  around itself and begin growing. After 3 weeks +1d6 days, 
  the cocoon will have grown considerably as the creature 
  inside transforms. If left unmolested, the Giant Mudborer(s) 
  will emerge and begin rampaging the countryside. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Gerrymander lives in a small hut just a few hundred 
  yards from the river and the pier. The hut is a very Spartan 
  matter, a bed, a table, a chair, a few minor trinkets. The walls 
  are completely covered in animal hides (squirrel, rabbit, 
  deer, bear, moose, bobcat, wolf, etc.).  A small chest is filled 
  with dried, smoked meat. Behind the hut is a small meat 
  smoker.   Beneath the smoker, accessed via a hidden secret 
  trap door, is a small cave. The cave is divided in two halves, 
  the north half has a pool of water of unknown depth, the 
  south half is piled with a dozen or so green, soft pods of some 
  kind, each about 3 feet in diameter.  The pool is 40’ deep, the 
  water is tainted (anyone who drinks the water falls into a 
  coma for 1d20 days, save negates) and at the bottom of the 
  pool is 11 desiccated bodies. All of the bodies are roughly 
  the same size and the least degraded of them looks like it 
  must be the Gerrymander’s father, as there is a very strong 
  family resemblance. 
   
  If the Gerrymander dies, a new one will grow from one of 
  the remaining pods in 12 hours.  The new Gerrymander’s 
  first task will be to check on the wheels and make certain 
  they are still operating. The new Gerrymander’s second task 
  will be to find the body of its previous incarnation (if 
  available) and reverently place it in the Pool of the Ancestors. 
  After a day, the new Gerrymander has no memory of doing 
  this or of the secret cave under the smoker. The final 
  Gerrymander 
  (the 
  twelfth 
  pod, 
  the 
  twenty-fourth 
  Gerrymander) that comes forth will have powers to control 
  the Mudborers. 
   
  Gerrymander Willoman: HD 4; AC 6[13]; Atk 1 pole 
  (1d6+2); Move 12; Save 13; CL/XP 5/240; Special: None 
   
  Giant Mudborer Larva: hp 13, 18, 20, 24 
   
  Giant Mudborer Adult:  hp 43, 53, 58, 63 
   
   
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  106 
   
  35a. Grammian Village 
  (Southeastern Hex) 
  A small village of perhaps 30 huts and hovels is home of 
  about 75 people. The people work fields of wheat and barley 
  and have abundant livestock, but they all appear emaciated, 
  weak and exhausted. 
   
  An old man is floating downstream here, drifting in the 
  current. It is not clear whether he is alive or even conscious, 
  as he makes no movement. Two crows sweep down and 
  begin attacking him while a young man looks on from the 
  bank. The man is a stranger, Busialar the Wise, a hedge 
  wizard. He ran afoul of the village and tried to escape, fled 
  to the river but fell unconscious. The young man on the river 
  bank is Dolan. He will do nothing to save the old man.  If 
  Busialar is saved by the party, he can warn them of the nature 
  of the village. If he is not saved, he will succumb to injuries 
  and crow attacks and his body will be fished out of the river 
  a mile downstream, brought back to the village and hacked 
  up for the sacrifice. He will die in 1d6 rounds after the party 
  first sees Busialar. He may be willing to join a party, though 
  his spellbooks are long gone so he cannot memorize new 
  spells until he replaces them. 
   
  At a wide spot in the river near the village, several girls are 
  doing wash. If approached, it is obvious that in addition to 
  the normal clothing that one would expect the girls to be 
  washing, red-stained canvas bags are also among the mix. 
  Crows fly all about, cawing and screeching. The girls will 
  tell anyone who asks that the bags are for the daily sacrifice 
  and that any questions should be asked in the temple, the 
  largest building in the village. 
   
  Perhaps as the party enters the village, a villager will be 
  chasing a rat.  When the rat is caught, the villager begins 
  devouring it raw, while other villagers clamor to get a bite 
  themselves, causing a small riot. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The largest building has the most activity around it. Villagers 
  refer to it as The Temple, though it is clearly a 
  slaughterhouse, with troughs of blood along the floors, bones 
  and bits of flesh littering the floor, and tables that are stained 
  with blood. Some of the men of the village are always at 
  work butchering some kind of animal. The animals are 
  skinned and then cut into pieces small enough to carry. The 
  animal parts are loaded into canvas bags and hauled up to the 
  Ogre Mill, in the northern part of this hex.  In another, 
  smaller building are dozens of bags of grain. Once a day a 
  bag of grain his hauled off to the Ogre Mill as well. 
   
  Those not working at the fields, tending the livestock, the 
  grisly task of butchering or carrying their burdens up the trail 
  to the North, are completely exhausted, sleeping, some are 
  comatose (if a comatose person remains so for more than a 
  day, they become part of the sacrifice, see below).  
   
  If the people are interrupted in their work for more than a few 
  minutes, they get edgy and nervous, and turn back to their 
  work, rudely ignoring any other questions. They will 
  willingly speak of what they do: everything they do is to 
  make an offering to the Ogre Mill to the north. They have 
  done this for generations. No one leaves the village, few 
  visitors ever come.  
   
  If anyone offers to aid the villagers, they will be treated with 
  respect and hope will appear on the faces of the villagers. 
  They know only that there are two ogres at Ogre Mill and 
  that if they don’t provide enough sacrifice, one of the Ogres 
  comes down the trail and grabs villagers, carrying them off 
  to never be seen again.   
   
  At sundown, all work stops and the people of the village eat 
  meagre porridge and drink a watered down ale, then go to 
  sleep. If there has been an offer to help the villagers, a “feast” 
  will take place, consisting of some roasted venison and 
  roasted potatoes, most of which will be given to the 
  liberators.  
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  107 
   
  One villager, a young man named Heston, will volunteer to 
  accompany the village’s liberators. He is a Level 1 fighter 
  with no equipment. He is proficient with a knife/dagger and 
  a bow, and can manage a shortsword. If Heston returns to the 
  village alive, he will be hailed a hero and replace Gotar, the 
  headman, which will begin a long a bloody feud in 
  Grammian Village. 
   
  If strangers enter the village and are unhelpful, belligerent or 
  abuse any of the villagers, the rest of the village will rally 
  around the intruders and negotiate a peace. The interlopers 
  will be invited to a “peace meal” consisting of roasted 
  venison and roasted potatoes and watered down ale. None of 
  the villagers will eat the potatoes, but will share in the 
  venison. The potatoes will be poisoned (save vs. poison or 
  coma for 4d6 hours). Un-poisoned intruders will be attacked 
  by villagers and those who are killed or comatose will be 
  butchered and taken as sacrifices the next day to the Ogre 
  Mill.  
   
  The headman is Goatar, his wife is Lena. The village has 
  about 80 adults and as many children. The villagers have 
  little of value. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goatar: HD F2; hp 13; Str 18; other stats unremarkable. 
   
  Heston: HD F1; hp 9; Str 17; Con 16; other stats 
  unremarkable. 
   
  Dolan: HD 1 normal human; hp 4. 
   
  Crows: hp 2, 2. 
   
  Busialar the Wise: HD MU 4; hp 12; Spells: Dancing 
  Lights, Shield, Sleep, Levitate, Web. 
   
  Roll 
  1d6 
  What’s Still In Busialar’s Pockets? 
  1 
  33 Oyster shells and 3 pearls (100 gp each) 
  2 
  Fine gold wire (worth 50 gp) and a rusty pin 
  3 
  A broken flask 
  4 
  A magic coin which, when flipped, will always 
  land “head’s up” 
  5 
  “Eggses” (1. Duck, 2. Penguin, 3. Fire Drake,  
  4. Spectral Peacock) 
  6 
  A dirty cloth handkerchief with a dragon and the 
  initials W.B.R.B.L embroidered in gold 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  108 
   
  35b. Ogre Mill 
  (Northern Hex) 
  The trail from Grammian Village to the south winds up a cliff 
  side to a large windmill. Outside the windmill is a 
  scaffolding climbing up the side to a chute. Throughout the 
  day, the villagers carry their gristly cargo (see Grammian 
  Village) up the scaffolding and dump it down the chute into 
  the mill. Once a day a bag of grain is dumped down with the 
  hundreds of pounds of meat. 
   
  Inside the mill sits an ogre, watching the macabre grinding 
  of the flesh and bone and grain as it pours down from above. 
  The resultant bloody mess runs down a trough and 
  disappears into the ground.  
   
  Watching the Ogre from the rafters are two white owls.  
   
  The ogre is not particularly attentive to anything except the 
  movement of the grinding wheels and the meat, bone and 
  grain pouring through.  If the Ogre is molested in any way, it 
  will cry out loudly, calling for its brother who sleeps in a cave 
  a few hundred feet to the west.  
   
  The Ogre in the mill is Garash, his brother in the cave is 
  Gillath. 
   
  Garash refuses to stop his task, he cannot be reasoned with, 
  he cannot be threatened or in any other way compelled to 
  move his attention from the millstones. If engaged in any 
  kind of conversation, the Ogre will simply say (in Ogrish, of 
  course), “We feed the deep hunger” “We must not stop, for 
  the Hunger continues.” Things of such nature.  
   
  The Ogres know that something terrible dwells beneath the 
  windmill, though they don’t know the exact nature of the 
  beast. They are magically compelled to keep this macabre 
  mill in operation,   The Ogres will fight to the death to keep 
  the work of the windmill going, though they will not attack 
  unless the windmill is threatened. 
   
  The Ogres also don’t know the nature of the ever-present 
  white owls that seem to watch their work with interest. The 
  birds are the Eyes of the Hunger, an aspect of the creature 
  which the Ogre Mill keeps eternally fed. The owls will also 
  attack any who molest the ogres. 
   
  If the owls are killed, two more will take their place within 2 
  turns. 
   
  If the mill is stopped, the Hunger will awaken. This will take 
  1d4+4 hours for the Hunger to come fully awake.  Once 
  fully awake in its subterranean prison, the Hunger will erupt 
  from the ground into the cave where the ogre brother sleeps.   
   
   
   
   
   
   
   
  The Hunger is a serpentine demon, a blueish colored 
  monstrosity a hundred feet long, with a voracious appetite. 
  Generations ago a powerful priest of the Light fought a 
  titanic battle against the Hunger and imprisoned the creature, 
  cursing it in such a way that the demon must summon and 
  compel its own jailers (the Ogre brothers, currently) to 
  continually feed it in its eternal slumber. Consequently, if the 
  ogres are killed, the Hunger will feel forced to try to enthrall 
  two or more sentient beings to replace the ogres, sending the 
  Eyes of the Hunger (the owls) to find living beings within the 
  area that the Hunger can enslave if necessary.  The hunger 
  sends out a mental blast of energy into the sentient being’s 
  mind, challenging for control (the mechanics of this can be a 
  simple “attack” roll on a d20, rolling over the target’s 
  intelligence score to dominate the victim). 
   
  If the mill has stopped and then is restarted, the Hunger will 
  be compelled to return to its prison, but it must be fed 
  constantly during the daylight hours or it will again attack.  
  The magic of its prison is such that the Hunger always seeks 
  to continue its imprisonment if possible. 
   
  If the mill is destroyed, the Hunger will decimate Grammian 
  Village over the next three weeks, eating every living thing. 
  Then it will move on and destroy everything in its path. 
   
  Hidden inside their sleeping cave is a leather sack containing 
  322 gp, 9 emeralds worth 50 gp each, a magical dagger and 
  a scroll. The dagger is Ebontooth, a black bladed dagger +2 
  which glows in the presence of fae creatures and is poisonous 
  to them (save or take 2d6 additional poison damage).  The 
  scroll is a tattered and very incomplete map of Northern Tier. 
   
  In The Hunger’s Gullet is a magical gem (trueseeing). 
   
  Ogre: hp 17, 21. 
   
  Owl: hp 5, 8 
   
  Demon, The Hunger: hp 54. 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  109 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  110 
   
  35c. Lich Lands 
  (Eastern Hex) 
  These hills (as well as hex 40) were an ancient burial ground 
  for a nomadic people who lived in this area eons ago. Strange 
  wooden totems and burial platforms dot the hills here, new 
  ones appearing on occasion. The tribe of goblins serving the 
  King Under The Water now use these hills for burial of their 
  honored dead. The people of the region know that this land 
  is haunted by undead and call this area the Lich Lands, 
  generally avoiding these hills.  
   
  Any creature burying or otherwise honoring their dead will 
  not be harassed by the undead in the region. In this hex, 
  normal encounter checks are not made, but when encounters 
  are indicated, use the table below:  
   
  Roll 
  1d20 
  Encounter 
  1-8 
  1-3 Wights 
  9-16 
  1-3 Wraiths 
  17-18 
  1 Ghost 
  19 
  1 Ghoul 
  20 
  1 Vampire 
   
  Random treasures (typically golden items, use treasure tables 
  in Creature Manual) are buried throughout the hills of this 
  hex. Disturbing a grave guarantees one of the undead 
  encounters above along with 4d6 skeletons. 
   
   
   
   
  36. The Birdmen Return 
  (Southern Hex) 
  Seventeen birdmen are scouting this region, looking for 
  their abandoned temple (hex 19). They want to recover the 
  Sunrise Lens, which they call the Eye of the Sun. They have 
  been searching the mountains to the East and North, not 
  realizing that their lost temple is in the small spur to the 
  south. They recently fought against the Griffins to the West 
  (hex 26) and several of them are wounded, four unable to fly. 
  Consequently, the birdmen try to stay hidden as long as 
  possible but they will fight if confronted. If engaged in a non-
  threatening or friendly way, the birdmen will attempt to ask 
  for information about the Eye of the Sun or their abandoned 
  temple. Remember, the birdmen speak only their own 
  chirping, chittering language. If somehow they are given 
  direction to their temple, they will be tremendously grateful, 
  six of the larger birdmen regurgitating rubies (6 rubies worth 
  1d12x50 gp each) to offer as a reward for the information. If 
  evidence of the destruction of the Griffins, or knowledge of 
  the location of their lair is given, the birdmen will offer an 
  addition 4 rubies as thanks. The birdmen know the locations 
  of the Chantry (hex 42), Wisdom Falls (hex 41), the Lich 
  Lands (hexes 34 and 40), Ogre Mill (hex 34) and whatever 
  lies to the east of the Northern Tier (in the Daen Ral 
  Campaign, Two Peaks and the giant eagles that nest there, an 
  undead filled ancient battlefield in the valley between the 
  peaks, crow-brothers who dwell in an old tower…). 
   
  Birdmen: HD 3; hp 7, 7, 8, 9, 10, 10, 10, 11, 12, 13, 15, 15, 15, 
  15, 15, 17, 18 
   
  
  T                                                                                                             The Northern Tier 
   
  111 
   
  37. The King Under the 
  Water 
  Blackfalls Hall 
  (Eastern Hex) 
  A waterfall spills over a cliff here. A path winds up the 
  western side to a fortress which clings to either side of the 
  waterfall near the top. At the top of the cliff, just north of the 
  waterfall, the river splits around a small island on which are 
  the ruins of an ancient fortress. The King Under the Water 
  dwells in this dungeon complex, rumored to be many levels 
  and filled with wondrous treasures and frightening beasts. It 
  is well known that the King is master of a horde of hundreds 
  of goblins. Blackfalls Hall is a multiple level dungeon 
  connected to an ancient abandoned monastery on the cliff-
  face and a ruined keep at the top of the cliff. 
   
  NOTE: Blackfalls Hall is fully detailed as a "Highlands 
  Location" in a separate product. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  38a. The Forest Master 
  (Center Hex) 
  This hex is heavily forested, with dense underbrush making 
  travel throughout the hex difficult (½  to ¾ normal movement 
  rate) while the heavy canopy of leaves and branches 
  overhead means that it is dim at high noon and extremely 
  dark throughout the night. 
   
  Normal encounters in this hex are always with deer, elk or 
  moose and the animals seem to watch other beings with an 
  intelligence not usually associated with such creatures (Note 
  that other animals still live in this hex and can be found if a 
  persistent search is carried out). Special or NPC encounters 
  in this hex will be with the Forestmaster, an Antler Son (see 
  Appendix New Creatures) named Fiannan.  
   
  Fiannan the Forest Master is the champion of the animals 
  of the Rosewood Highlands. He is wild and capricious, at 
  once full of bluster and bravado, the next moment friendly 
  and welcoming. He will occasionally take pity on humans (as 
  he did once with Mad Agatha) and befriend them. While Mad 
  Agatha considers the Forest Master a friend, he sees her as 
  little more than another animal under his care. The Forest 
  Master is the son of the Silver Queen and defers to her in 
  every matter (though if she would determine to harm the 
  animals of the forest, he would be terribly conflicted). The 
  Forest Master may be encountered either in his mostly elk 
  form (50%) or his mostly human form (50%). Only his 
  mostly human form can be parleyed with, though his reaction 
  will depend on whether or not those encountered have hunted 
  any animals in the forest. Fiannan has a deep connection to 
  the animals of the forest, knowing immediately when any are 
  threatened or in fear. He can see through the eyes of the elk, 
  deer and moose in the region, and chooses to do so frequently 
  whenever some alarm has been raised by “his” animals. 
   
  If there is a threat to the region, Fiannan might be a source of 
  information to those who seek him out, though he will 
  primarily be concerned with the animals of the region. 
   
  Aside from the Silver Queen and Mad Agatha, Fiannan is on 
  friendly terms with the Treemen of the region and the Coven 
  of Five. 
   
  If Finnian is killed, the next random encounter will be with 
  the Envoy of the Silver Queen (see NPC encounters for 
  details of this encounter and Appendix: NPCs for details on 
  the Envoy). 
   
  Finnian the Forestmaster: HD 11; hp 60; AC 3[16]; Atk 
  Spear (1d6+6) Antlers (2d8); Move 15; Save 4; CL/XP 
  12/2,000; 
  Special: 
  Summon 
  Creatures, 
  Camouflage, 
  Shapechange 
   
   
   
   
  Roll 
  2d6 
  Fiannan’s 
  Reactions 
  Modifiers to 
  Fiannan’s reactions 
  2 
  Immediate 
  Attack 
  -1 
  Hunted animals within this 
  hex; wearing fur; wearing 
  leather armor 
  3-4 
  Hostile, 
  Possible 
  Attack 
  -2 
  Killed an animal within this 
  hex; caused unnecessary 
  destruction within this hex 
  5 
  Guarded, 
  roll 1d8 
  -4 
  Killed an animal within this 
  hex unnecessarily; 
  threatened Fiannan 
  6-9 
  Uncertain, 
  Cautious 
  -6 
  Threatened the Silver Queen 
  or invaded her territory 
  unwelcomed; harmed 
  Fiannan 
  10-11 
  Fiannan 
  Wanders Off 
  -9 
  Harmed the Silver Queen 
  12 
  Enthusiastic 
  Friendship 
  +1 
  Help animals within the 
  hex, aid Fiannan, aid the 
  Silver Queen 
  NOTE: if the Silver Queen has been killed, the Forest Master will 
  immediately attack those responsible on sight and will hunt her killer 
  until the killer, or the forest master himself, is killed. 
  
  The Northern Tier                                                                                                                                   a 
   
  112 
   
  38b The Shemarras Ring 
  (Western Hex) 
  In this small glade is a ring of moss covered stones, 2-4’ high, 
  rounded and well weathered.  This is a Shemaras Ring, a gate 
  to the Faerie Realm.   
   
  Offering a sheep or a goat will summon a faerie (typically a 
  sprite) who will escort the party to the Faerie Realm. A star 
  flower with a phase-door or passwall spell cast on it will also 
  grant access to the Faerie Realm.  
   
  In the center of the circle is a very worn stone with runes 
  etched into it.  The runes say (in an ancient tongue): 
    
  “For the Woodland Heart, A Gift Is Given, From the 
  Woodland Heart, A Blessing Received.”   
   
  Leaving an appropriate offering on the stone will 
  cause good/neutral aligned parties to receive the 
  equivalent of a Bless spell for 24 hours.  Leaving a 
  less than appropriate offering will cause the party to 
  receive a minor curse: for 24 hours, every time they 
  have an encounter, laughing voices will sound above 
  their heads, causing surprise to be impossible (save to 
  negate). Evil parties are always cursed by the 
  laughing voice, regardless of the offering left.  
   
  Leaving the Ring without leaving behind some kind 
  of offering to the Faerie summons 5-20 invisible 
  sprites who will try to use their sleep poisoned 
  arrows to stop the party, exact a fair offering from 
  them, tie them up and leave them somewhere 
  unfortunate (GM discretion or random location select 
  hex by rolling 2d20).  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If one or more sprites is killed, they will flee back to Faerie, 
  gather reinforcements (more sprites, brownies, pixies, nixies, 
  etc.), and bring much trouble to the party (they will become 
  a constant nuisance until the party makes amends or may try 
  to kill the party if the party’s actions warranted such an 
  action.). 
   
  Sprite (up to 20 at a time): hp 1, 1, 1, 1, 2, 3, 4, 4, 4, 4, 5, 
  5, 6, 6, 6, 7, 8, 8, 8, 8 
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  113 
   
  39. The 
  Whispering Tree 
  (North Hex) 
  A huge, twisted yew tree grows here, 
  apart from any other trees in this 
  clearing. When the wind blows, it 
  sounds like a voice whispering 
  indistinct and haunting words from 
  the trunk of the tree.  
   
  The trunk is hollow.  High up in the 
  branches (treat as a secret door unless 
  someone climbs the tree searching 
  for an entrance) is a hole in a V in the 
  main trunk that provides access to the 
  hollow trunk.  
   
  Inside, the hollow trunk is 3’ in 
  diameter, but nearly smooth, running 
  the full height of the tree (from the V 
  to the ground is 30’, and an 
  additional 22’ below ground beyond 
  that). It is difficult climb inside the 
  tree trunk (nearly impossible for non-
  thieves, so non-thieves fall through 
  the trunk to the small chamber below, 
  though the slight angle of the trunk 
  slows the fall a bit, damage for a fall 
  is 2d8. Thieves suffer -20% penalty 
  for climb sheer surfaces because of 
  the tight quarters inside the trunk. 
   
  Beneath the tree is a chamber, completely encased in the 
  roots of the yew tree. The chamber is a sphere, about 11’ in 
  diameter. Those who fall into the chamber are entangled by 
  the roots (treat as entangle spell, DEX or lower on d20 
  extricate). Those who climb down into the chamber do not 
  suffer such a fate.  
   
  Hidden amid the roots of the tree are five Desecrated 
  Corpses which will emerge one every two rounds beginning 
  two rounds after the first person enters the chamber. The 
  second Desecrated Corpse that emerges has a broadsword, 
  the fourth Desecrated Corpse has a magical shortword 
  (Harishar, the Queen’s Blade, a shortsword +2 that shines 
  as a Light spell on command and detects evil). Buried among 
  the roots are 343 gp, a silver chalice (with winged horsed 
  engraved on the inside and angels in bas relief on the outside 
  – worth 120 gp) and a leather pouch containing three rubies 
  (worth 100gp, 200 gp, and 500 gp). 
   
  Desecrated Corpse:  hp 5, 9, 9, 10, 14 
   
   
   
   
   
  40 Lich Lands 
  These hills (as well as hex 35, Eastern) were an ancient burial 
  ground for a nomadic people who lived in this area eons ago. 
  The people of the region know that this land is haunted by 
  undead and call this area the Lich Lands.  
   
  In this hex, normal encounter checks are not made. All 
  encounters in this hex are:  
   
  Roll 
  1d20 
   
  Encounter 
  1-8 
  1-3 Wights 
  9-16 
  1-3 Wraiths 
  17-18 
  1 Ghost 
  19 
  1 Ghoul 
  20 
  1 Vampire 
   
  Random treasures (typically golden items, use treasure tables 
  in Creature Manual) are buried throughout the hills of this 
  hex. Disturbing a grave guarantees one of the undead 
  encounters above along with 4d6 skeletons. 
   
  This region is more fully detailed in the Highlands Location 
  The Ghost Downs, including the Village of Arwas Dar, the 
  Ghost Downs and the Tower of the Fallen Queen. 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  114 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  115 
   
  41. Wisdom Falls  
  (Central Hex) 
  The Roaring River, which begins in the mountains to the 
  north, falls precipitously 120’ here to a deep pool before 
  roaring downstream toward the forest to the west. The place 
  is frequented by shaggy mountain goats and occasionally the 
  Griffins who dwell in hex 26 hunt here. (Map 10) 
   
  While the falls are very difficult to access, Shiralla (from 
  Hope Cross to the East), Geryon (Hex 7, before he became 
  ensorcelled) and the Abbot of the Monastery of St. Albaran 
  (Hex 28), Mad Agatha (Hex 31) have occasionally made 
  their way to the oracle for answers and might be willing and 
  able to lead others here. 
   
  The “magic” of Wisdom Falls works thusly: on the night 
  before a new moon, one must come to the pool and make a 
  suitable sacrifice. The sacrifice simply has to be valuable to 
  the petitioner (monetary value is secondary). The sacrifice is 
  thrown into the pool at the base of the waterfall. The 
  petitioner waits vigil through that night and throughout the 
  next night (the new moon). Sometime during the night of the 
  new moon, Pylarian (see below) will slip into the pool and 
  retrieve the sacrifice/offering.  
   
  Pylarian, a Firstborn Exile is able to answer questions per 
  Contact Other Plane spell based on the value he perceives in 
  the offering/sacrifice made (GM discretion) or he may 
  choose to not answer at all. The answers, if any, come as a 
  haunting voice that howls across the pool at dawn on the 
  morning after the new moon. 
   
  Behind the waterfall, 80’ above the pool, is a deep cave 
  where Pylarian lairs. Like most of the Firstborn, long ago 
  Pylarian withdrew from the world to his palace. He interacts 
  with the mortal realm as his whim takes him (or, perhaps, as 
  the size of the bribe offered tempts him). 
   
  41.1 
  Entry 
  Two Large Marble Guardians carved in the forms of angelic 
  beings guard the entrance to Pylarian’s lair. The Guardians 
  will attack anyone not accompanied by the Firstborn, even 
  invisible creatures. The 16’ tall double doors are locked and 
  Wizard Locked (dispel at 14th level), the password for the 
  Wizard Lock is Kuzmarian.  
   
  The 12” thick doors are bronze and depict in bas relief 
  angelic beings locked in struggle with demonic beings on 
  nine separate panels per door, and at the top (which is arched) 
  is a stylized sun. 
   
  Marble Guardian (Large) (2): HD 60 hp each 
   
   
   
   
   
   
   
  41.2 
  Grand Hall 
  The doors from the entry swing inward to a balcony 
  overlooking a huge hall, 200’ in length, 80’ in width. Mortal 
  beings who step through the doors have to save vs. spells 
  (bonus +1 per WIS over 12) or be awed by the sight of the 
  Grand Hall. Awed characters will stand dumbfounded, 
  staring, eternally unless forced out of the room.  The ceiling 
  rises 20’ above, the floor drops 30’ below with steps 
  spiraling downward from the balcony to the floor below. The 
  walls are covered in long, luxurious tapestries depicting the 
  same eternal angelic/demonic struggle as the panels of the 
  door. The ceiling appears to be painted (if daytime) as a sky 
  with a bright sun in the center (or if nighttime) as a star-filled 
  sky with a full moon in the center. The floor is carpeted, 
  though there is little furniture scattered about, mostly soft 
  chairs and couches, but so little that the floor really looks 
  empty.  The far wall has a smaller door at each corner and a 
  large double door at the center atop a raised dais.  
   
  There is only a 10% chance that Pylarian will be in the Grand 
  Hall. 
   
  The ceiling here is not painted, but is actually the sky above 
  the Water Palace (without depicting the weather, however) 
  whatever time of day a person enters the Grand Hall. The 
  carpets, tapestries and furniture in this hall are ancient and 
  invaluable; however they are under an enchantment that has 
  preserved them for the past 3,500 years. Removing them 
  from the Water Palace will hasten their demise, causing them 
  to begin to rot within hours of their removal and within one 
  month of their removal from the Water Palace they will 
  become worthless piles of moldered fibers.  
   
  Those who step on the carpets unaccompanied by Pylarian 
  find the carpet transforms into a carpet version of quicksand 
  after traveling 20’ from the spiral staircases. Characters 
  caught by the carpet quicksand must make a DEX check 
  (dexterity of lower on d20) each round or sink 1’ into the 
  carpet. Those who make their save do not sink, but cannot 
  rise higher without assistance from off the carpet somehow 
  (flying characters, somehow grappling the balcony, grasping 
  furniture perhaps). Once submerged, characters lose 1d8 
  CON points per round. When CON reaches 0, they die. 
  Triggering the carpet quicksand is 70% likely to draw 
  Pylarian to the chamber. With a word Pylarian can command 
  the carpet in every way – to pause, to sink faster, to return to 
  carpet instantly. 
   
  The smaller doors at the corners of the room are not locked 
  and open easily. The central double doors atop the dais are 
  locked and Wizard Locked at 14th level (the password for the 
  Wizard Lock is Kuzmalian). The dais contains three 
  overstuffed chairs and a plain wooden chair. If Pylarian 
  “holds court” in this room, he will indicate that three of his 
  guests should sit in the overstuffed chairs and he will sit in 
  the plain wooden chair. 
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  116 
   
  41.3 
  Pylarian’s Chamber 
  The simple wooden door swings outward revealing a small 
  bed chamber filled with a random collection of items. 
  Pylarian is 90% likely to be in this chamber at any given time 
  (and if not in the Grand Hall, he will be here). Pylarian keeps 
  the sacrifices that people make to him here in this chamber, 
  occasionally holding the items, re-living the petitioner’s 
  need. 
   
  Pylarian (the Blind Seer): Exile: HD 12; AC -1[20]; Atk by 
  weapon type, spell-like effects, breath weapon (60hp damage 
  3/day); Move 24; Save 3; CL/XP 12/2000; Special: Flame 
  Breath, spell like effects. Pylarian can cast the following at 
  will: contact other plane, augury, divination, clairaudience, 
  clairvoyance, true seeing, legend lore. In addition, if 
  threatened, he can become invisible 3/day, dimension door 
  3/day, mirror image 3/day, wall of force 3/day, globe of 
  invulnerability 1/day, power word stun 1/day. He fights with 
  either a sword (Hawksgard: longsword +2/+4 vs. evil beings, 
  can detect demonic influence and undead at will) or a 
  Warhammer (Justice: hammer +3, magic using beings hit by 
  Justice are drained of one random spell or spell-like ability) 
   
  The room contains very little furniture: a small cot, a three 
  legged table, a wooden chair and a small chest.  But shelves 
  line the walls and the shelves are heavy with a motley 
  assortment of items including: A scroll case holding ship 
  captain's navigational charts cluttered with hand-written 
  notes, a water-damaged sheet of parchment inscribed with 
  the name and address of a hostel in Daamasport, a bow richly 
  engraved with a motif of ravens and bare branches, the 
  pointed half of a broken knife, a tiny (2’ long) oak coffin, 
  thankfully empty, an ages-old 8-by-12-foot tapestry 
  depicting the burial of St. Garalias, and likely of some value 
  (300 sp), a golden key marked with odd magister's symbols, 
  an ancient axe with a pommel in the shape of a wolf's head, 
  a bit of bone inscribed with the image of a sword and shield, 
  a bronze talisman marked with the image of Halasham the 
  Righteous, a 4-foot iron torch staff with a fistful of charcoal 
  in the cage, a human skull wrapped in pigskin strips onto 
  which have been inscribed, in exacting hand, passages from 
  'The Book of the Righteous Pilgrim’, a quarter staff wrapped 
  with leather into which a collection of wolves' and bears' 
  teeth have been embedded, 13 sp stuck to the bottom of a 
  filthy rawhide pouch, a massive, uncut ruby on a hemp cord 
  necklace. It must be exceedingly valuable (worth 5,000 gp), 
  an unreliable map of the Old World in a waterproof bone 
  scroll tube, a wooden reliquary box holding the skull of 
  Gallian the Fair, who defended his village's shrine against a 
  clan of 60 goblins and almost succeeded. The box has a worn 
  leather handle for ease of carrying, a broadsword and 
  scabbard, a soldier's identification papers in a bronze tube, a 
  half-pound jar etched with the image of a raven, full of 
  beeswax, a white wool shirt with a fashionable wide 
  buttoned-back collar, a small golden box richly engraved 
  with a motif of skulls and roses (worth 40 sp) inside, set in 
  deep red velvet, are several sticks of gold sealing wax, a 
  pouch of gold dust (worth 10 sp), and a gold signet ring 
  bearing the seal of none other than the King of Hamlin 
  himself (worth 100 sp for the gold, but invaluable to the 
  Kingdom of Hamlin and worth thousands to forgers and 
  other less scrupulous people), a lead pot, a 10-gallon cask 
  with a pig’s head painted in red on the side full of good ale, 
  a folded page of parchment on which is written a notice that 
  all freight and personal trappings will be thoroughly 
  inspected at the gates which is inscribed with the Caranta city 
  seal (this parchment, however, is twenty years old), a leather 
  sack containing a hunter's bow, leather wrist-guards, a flask 
  of wood oils and bowstrings, and a quiver with 20 arrows, 
  including a pouch of extra feathers and needle and thread for 
  repairing arrows, a serrated dagger engraved with a sacred 
  oath in a leather sheath, an officer's sword etched with the 
  Kingdom of Hamlin coat of arms, with a fine pigskin 
  scabbard festooned with blessed prayer ribbons, a rusty iron 
  key embossed with the Harrian city seal, a quarter staff 
  festooned with colorful ribbons, a warm, wolf-hide cloak, 
  and a set of oak cooking utensils, a longsword (Gyrashian, a 
  sword +3 which legends say was once used by the king of 
  the Netherworld to assail the Heavens in his bid to sit on the 
  Throne of Life – it bears runes of Cause Light Wounds 
  2x/day and Confusion 2x/day and is usable by Chaotic beings 
  – when grasped the first time, save vs. spells or become evil), 
  a plumed helmet (the Visor of the Heavens – a helmet that 
  allows the wearer to see in darkness as if in full sunlight, also 
  cast Light 2x/day). 
   
  41.4 Empty Chamber 
  The wooden right door is unlocked and opens into a dusty, 
  empty room. A single candle perpetually burns on a small 
  shelf here. A small bed, table and a single chair are the only 
  items of furniture here. 
   
  41.5 False Treasure Chamber 
  The locked central doors open to a long hallway. The hallway 
  stretches back 80’ and opens to a large room beyond and 
  smells of carrion. The room beyond is filled with illusory 
  treasure: gold and gems piled to the ceiling. 40’ down the 
  corridor, the floor is illusory. The first character stepping on 
  the “floor” falls 100’, to a small natural cave littered with 
  bones and the bloated bodies of a dozen goblins who got 
  caught in the quicksand carpet a week ago. Falling into the 
  pit breaks the illusion of the floor. The gap in the floor is 35’.  
   
  Entering the “treasure chamber” (crossing the threshold of 
  the room) destroys the illusion of the treasure and causes a 
  massive stone block to fall and block the corridor for 30’, 
  sealing it off. The trap is natural stone, weighing about 
  twelve tons, so trapped mortals could use magical (or clever 
  mechanical/physical) means to move the block or pass 
  through the stone. 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  117 
   
  42. The Chantry of the 
  Deepflame 
  (Southern Hex) 
  The Chantry of the Deepflame  is in the ruins of a dwarven 
  monastery, the Chantry of Deep Flame.  When the plague 
  decimated the dwarven people, this holy site was abandoned, 
  or so the story goes. In fact, the Chantry was decimated by 
  plague from within and holds some terrible and dark secrets.  
  In the subsequent centuries, many of the splendorous halls 
  have collapsed and many of the relics and treasures have 
  been plundered. But there are areas of the Chantry untouched 
  since the High Priest Gerazath locked the gates and sealed 
  the halls.  Generations ago when a tribe of goblins moved 
  into the region, they discovered the Chantry and immediately 
  moved in.  While exploring the rubble, they discovered a 
  path to the necropolis and great temple.  There the goblin 
  king established his small kingdom and the goblins thrived 
  preying on the occasional caravan and battling other goblin 
  tribes in the area.   
   
   
   
   
  The goblin king was wise enough to give the humans of the 
  Rosewood Highlands area a wide berth, knowing that calling 
  too much attention to his little kingdom could bring the wrath 
  of the human leaders. Five weeks ago a powerful goblin 
  stranger (a Barguist) broke open the gates of the Lair and 
  pushed his way all the way to the throne room.  This goblin 
  seemed to shrug off attacks from the guards, the war wolves 
  and bugbears.  The goblin marched into the throne room, 
  murdered and devoured the goblin king, and demanded the 
  fealty of the survivors, establishing himself as the goblin 
  godking.  The goblin kingdom that was nearly 600 strong 
  now stands at less than 200.  Most of the bugbears and war 
  wolves were killed in the barguist’s assault, though some 
  remain (out of fear, not out of loyalty). 
   
  The  Chantry of the Deepflame is  available as a separate  
  “Highlands  Location.”
  License 
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  15. COPYRIGHT NOTICE 
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch 
   
  END OF LICENSE 
   
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  The Northern Tier                                                                                                                                   a 
   
  118 
   
  Appendix: New Items 
   
  Aeog’s Shovel: A small, rough handled spade with a well-
  worn blade. Aeog’s Shovel can be used as a weapon: treat as 
  shortsword +2; mortal creatures of 3 HD or less buried with 
  Aeog’s Shovel can be raised as a Grave Zombie, up to 20 per 
  day and those buried by a Grave Demon with Aeog’s Shovel 
  cannot be turned; Command Undead 3x/day. (Special 
  Encounter 8) 
   
  Amulet of St. Arius: This gold plated bronze amulet 
  (intrinsic value 25 gp) depicts a stylized star with two staves 
  crossed in front of it. The Amulet is magical, though none of 
  the “monks” knows what it does. If the name of St. Arius* is 
  invoked, a random effect (see chart) will be triggered 1d20 
  minutes later. In addition, the Amulet offers a +1 bonus to 
  AC.  
   
  (* Note: St. Arius may not exist, but another power (a chaotic 
  and somewhat nefarious power) responds to the utterances of 
  the Saint’s name, bestowing the effects.) (Special Encounter 
  6) 
   
  1d12 
  Effect of Amulet 
  1 
  A nearby inanimate object (up to 10’ cube) turns to 
  sand and crumbles. 
  2 
  A spell cast is affects the caster equally to the target 
  (if the caster is the target, the spell has double 
  effect) 
  3 
  Random person within 50’ gains a birthmark. 
  4 
  All within 50’ of amulet fail next saving throw. 
  5 
  Random item changes shape for 4d6 hours. 
  6 
  All women within 100 yards vanish for 1 turn. 
  7 
  Animals within 100 yards of the amulet believe 
  bearer of amulet is a deity. 
  8 
  The wearer of the amulet’s weight doubles for 2d8 
  hours, though his/her size does not change. 
  9 
  Amulet wearer gains 1 point of wisdom for 1d6 
  hours, then permanently loses one point of wisdom 
  (save allowed). 
  10 
  All within 30’ become dehydrated for 1d12+3 
  hours, losing 1 point of Constitution every 2 hours. 
  If constitution drops to 0 or below, person dies (save 
  allowed). 
  11 
  In next encounter, wearer of the amulet disappears 
  and reappears at 1d4-1 round intervals (0-3 rounds). 
  12 
  If a random person within 60’ becomes angry in the 
  next 4 turns, the ground around the person will turn 
  to (illusory) fire for1d4 rounds. 
   
   
   
   
   
   
  Avenger's Wrath: a longsword forged of black steel, silk 
  wrapped hilt, blade etched with roses. It has a tiny rose 
  shaped ruby in hilt:  sword +1, +2 vs. humans, -2 vs. 
  undead, detect living three times per day, allows the user 
  to blink (per the spell, at 8th level) 3/day, a NE sword. 
  (Special Encounter 5) 
   
  Banan’s Wall: This shield is made of wood covered in 
  bronze and painted blue with the herald of a once famous 
  knight, Banan of Darrinton. Banan’s Wall is a shield +1 and 
  the wielder can create a wall of force once per day. (Hex 9) 
   
  Basin of Cleansing: This massive (12’ diameter, 4’ depth) 
  bronze laver is imbued with healing magic such that any 
  creature washed in the basin receives the benefit of Cure 
  Light Wounds, Cure Disease and Bless. The magic functions 
  once per week. A creature must be able to be submerged in 
  the water of the Basin to receive the magical benefits. (Hex 
  19B) 
   
  Bearskin Cloak: Rough black bear skin cloak reaching 
  nearly to the ground. Provides protection from elements 
  (save bonus of 3 vs. elemental effects) and an AC bonus of 
  3. Encumbrance like chainmail armor and costs 1 point of 
  Dexterity due to its bulkiness. (Special Encounter 21) 
   
  Bindings of the Ancients: This 50’ long heavy chain is 
  unbreakable by any weapon or magic short of a wish or the 
  magic of the Trap Stone (see below). The chain weighs 50 
  lbs per foot of length (2500 pounds total). (Hex 5A) 
   
  Blessings of St. Ashar: These are long blue silken ribbons. 
  When a ribbon is wrapped around anything, that item or 
  being gains the effect of a Protection from Evil spell.  If 3 or 
  more are wrapped around the same item or being, the effect 
  is Protection from Evil 10’ radius. (Hex 20B) 
   
  Bloodthorn: This slim-bladed dagger has a sharp, thorn-like 
  hook at the end of its hilt. Bloodthorn is a dagger +1 which, 
  on a successful hit, does continuing blood loss damage of 
  1d4/round for 1d4 rounds. (Hex 32) 
   
  Bone Staff: This is a 5’ long mottled grey bone (probably a 
  dragon femur) etched with symbols of death (skulls, scythes, 
  etc.). The bone has been magically hardened and can be used 
  as a weapon (treat as a magical staff, but with no bonuses to 
  hit or damage). Once per day the wielder can animate dead 
  and three times per day the wielder can command undead. 
  (Special Encounter 30) 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  119 
   
  Book of Infinite History: While appearing as a simple 
  leather-bound book of perhaps 300 pages, the pages 
  themselves are printed with layer upon layer of text: each 
  page having thousands of layers of text written one upon the 
  other. The magic of the book is that everything that has ever 
  happened is recorded in the book. Unfortunately, the index 
  has been removed so finding the correct layer of the correct 
  page with the information that a person wants is very 
  difficult, being a straight .1% chance per day of studying the 
  book (roll 3d10 and if they come up 001, the search was 
  successful). Spells and effects such as find the path, true 
  seeing, augury, divination, contact other plane, wish and 
  similar spells will give the caster an increased chance to find 
  the information (the percentage chance for success being the 
  caster’s level plus the spell level for a single search). Any 
  magically aided search of the Book of Infinite History has a 
  1% chance of attracting the attention of a Higher Power (35% 
  demon, 45% angel, 20% other major power such as lich, 
  archmage, etc.) who will desire to take the book for his or her 
  own use. (Special Encounter 17) 
   
  Book of the True Life: This pocket-sized book is bound in 
  red dyed elk leather with an angel depicted in gemstone chips 
  on the cover. At 300 sloppily handwritten parchment pages, 
  the book is not a quick read (1d6+6 minus INT bonus in days 
  to read). The book is a treatise on the truths of holy 
  resurrection. A cleric who reads this book can eliminate the 
  system shock or other penalty rolls from casting a 
  resurrection-type spell.  No more than 24 hours can have 
  passed since the reading or re-reading of this book for the 
  magic to take effect. The book can be re-read any number of 
  times. (Abbot D’Haras, NPC Encounter) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Book of the Wanderer: There are reported to be many 
  different copies of this book. No two look alike. Reading the 
  book grants a boon or a curse:  
  1. Insanity, 2. Gain 1 point of Intelligence,  
  3. Nightmares, 4. Cursed with a constant dry mouth.   
  It is almost certain that the effect of reading other Books of 
  the Wanderer will result in different curses or boons. (Special 
  Encounter 11) 
   
  Broach of Shielding: This gold clasp is arrow shaped and 
  has rubies set as the fletching. The broach provides 
  protection from normal missiles as the spell and a +4 bonus 
  against all types of magical missiles, whether the spell effect 
  or magically enhanced arrows or crossbow bolts. (Special 
  Encounter 16) 
   
  Canabar’s Claw: This unique magic item is the mummified 
  hand of a lizardman shaman. The touch of the claw does 1d8 
  damage per successful hit, or heals undead 1d8 per 
  successful touch. Any hit that does a full 8 points of damage 
  will destroy the Claw if a save vs crushing blow is failed. 
  (Special Encounter 30) 
   
  Chalice of Hederos: This cup is carved from a splintered 
  unicorn’s horn and set with eight ruby chips around the rim.  
  Drinking almost any liquid from the Chalice of Hederos 
  heals 1d6 hp of damage per day per person. If poison touches 
  the Chalice of Hederos, it crumbles to dust (no save). 
  (Special Encounter 16) 
   
  Chaosbane: Longsword with a stylized sun engraved in the 
  blade, which never dulls. The hilt is wrapped in green dragon 
  leather and a 300 gp amethyst is set in the pommel. 
  Chaosbane is a sword +1,+3 vs. creatures of chaos, -3 vs. 
  creatures of law, glows red in the presence of chaos (NPC 
  Encounter, Allin the Mighty) 
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  120 
   
  Chaos Dice: Chaos Dice are dice carved from the bones or 
  horns of demons. Chaos dice come in many shapes and sizes, 
  though the most popular are d6 and d20. When a Chaos Die 
  is rolled, it produces a random effect in, not surprisingly, 
  rather unpredictable ways.  When a Chaos Die is rolled, it 
  disappears. 
   
  Every time a Chaos Die is rolled, roll two ten sided dice. If 
  the both d10s are even (but not doubles), the Chaos Die is 
  read as rolled and compared to the following chart. If both 
  d10s are odd, the Chaos Die rolled is subtracted from 21 and 
  compared to the following chart. If the first d10 is odd and 
  the second is even, the Chaos Die rolled is divided by 2 
  (rounded up) and compared to the following chart. If the first 
  d10 is even and the second is odd, the Chaos Die rolled is 
  divided by 2 (rounded down), subtracted from 21 and 
  compared to the following chart. Finally, if doubles are 
  rolled, the Chaos Die is compared to the following chart as 
  normal, but the effect is multiplied by the number of the 
  doubles: 22, doubled, 33, tripled, etc. 11 does not modify the 
  Chaos Die. For example, if 33 is rolled and a 14 is rolled, 
  three ability scores are raised and three are lowered (note that 
  a score could be raised and then the same score could be 
  randomly lowered, or a score could be lowered three 
  times…) or an 88 is rolled and a 19 Chaos Die – the roller 
  has the opportunity (mandate?) to control 8 creatures during 
  the day… 
   
  All effects are considered permanent, unless another Chaos 
  Die is rolled. The second effect nullifies the first, unless the 
  effect of the die roll indicates otherwise (for example, with 
  the result of 6, the second Chaos Die roll causes the roller to 
  age rapidly – though it is possible that a third roll might halt 
  the rapid aging effect, if done quickly). 
   
  1. 
  Monster summoning III – 75% chance monster(s) 
  summoned friendly, 20% chance neutral, 5% chance 
  hostile toward the die thrower. 
  2. 
  Die roller grows 4 feet in height (50% chance equipment 
  does not). 
  3. 
  Die roller becomes permanently invisible, equipment 
  does not. 
  4. 
  Die roller shrinks to half size (50% chance equipment 
  does not) 
  5. 
  Die roller gains the ability to cast a single 8d6 HD 
  lightning bolt, once per day. If lightning bolt is not cast 
  during 24 hour period from midnight to midnight, the die 
  roller rolls 8d6, and falls into a coma for that number of 
  turns, beginning at midnight… 
  6. 
  Die roller does not age (will never die of old age), unless 
  he or she casts another Chaos Die, then the roller ages 10x 
  second Chaos Die roll in years, taking one second per 
  year of age acceleration. 
  7. 
  Die roller can cast time stop (for 1d6 rounds) once a 
  week. 
  8. 
  Die roller disappears one random day each week, from 
  midnight to midnight. The roller has no sense of where he 
  or she goes, but always returns fully healed (including 
  levels restored, limbs regrown, all hit points regenerated). 
   
   
   
  9. 
  Die roller can ask one question per commune spell, once 
  per week. Each time a week passes without asking a 
  question, the die roller will be visited by a Divine 
  Messenger (avatar, aleax, angel, demon, etc.). 
  10. Random magic item is drained of magical energies for 
  one week, while another random magical item gains said 
  magical energies for the week. This effect occurs until 
  another die is rolled. For example, a wand of fireballs 
  might be drained, while the magical energies are 
  transferred to the roller’s boots of speed.  How the chaos 
  ensues from that is up to the GM. 
  11. 1d4 Skeleton Warriors are summoned, completely under 
  the roller’s command…as long as he/she remains awake. 
  When the roller sleeps, the Skeleton Warriors roam 
  freely, sowing chaos. 
  12. Die roller can cure 2d8+2 hp each day. When the roller 
  heals another being, the roller loses an equal number of 
  hit points. If the roller heals him or herself, a random 
  being within 50’ radius loses the number of hit points the 
  roller heals. If not used during the 24 hour period from 
  midnight to midnight, the roller loses 2d8+2 hit points. 
  13. Once per day, a random being touched by the roller will 
  turn to stone (for 1d4 days). Roll for every being touched 
  during a 24 hour period. Each hour of the day has a 
  cumulative 4% chance that a being touched during that 
  hour will turn to stone. So, at 6 AM, the chance is 24% 
  while at noon it is 48% and at 10PM it is 88%. If a whole 
  day goes by and no creature is turned to stone, the roller 
  turns to stone for 1d4 days. 
  14. Random ability score is raised 1d4 points, while a second 
  random ability score is lowered 1d6 points. Ability scores 
  randomize daily. Remains in effect until another Chaos 
  Die is rolled. 
  15. Hit points become maximum possible (so, fourth level 
  character who rolls d8 for hit points, becomes 32 plus 
  Constitution bonuses if any). If another Chaos Die is 
  rolled, hit points become one-half minus one per level (so 
  our fourth level PC would now have 12 hit points). 
  16. Roller gains 4 points of Wisdom which lasts 4d6 hours 
  per day (roll each day, beginning at midnight). 
  17. Roller gains 2 points of strength the first half hour of each 
  hour of the day, but loses 2 points of strength the second 
  half hour of each hour of the day. So from 1:00 to 1:30 
  our character with an 18 strength has a 20 strength, but 
  from 1:30-2:00 he has a 16 strength. 
  18. Roller can read any language, but becomes mute. 
  19. Roller gains control of one random creature each day. 
  Those creatures in the presence of the roller at midnight 
  are unaffected the following day (can’t be controlled by 
  the roller). Roll for every being encountered during the 
  day. The chance to control the creature increases a 
  cumulative 4% per hour beginning at midnight. So at 10 
  AM the chance of controlling a creature is 40% and at 6 
  PM the chance is 72%. If a being has not been controlled 
  by midnight, the roller comes under control of the first 
  being with whom the roller comes into contact after 
  midnight.  
  20. The roller summons a random creature once per day (at 
  will): 1. An elephant, 2. A rhino, 3. A hippo, 4. A lion, 5. 
  A Griffin, 6. A horse, 7. An ox, 8. A mule, 9. A werewolf, 
  10. A mouse. 
  (Special Encounter 19) 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  121 
   
  Charm of the Swamp: Fashioned from feathers and sticks, 
  this charm must be worn around the neck. It bestows for the 
  wearer the effect of Find the Path and Pass Without Trace 
  when worn in a swamp. (Hex 12) 
   
  Cinch of the Titans: This wide black leather belt gives the 
  wearer the ability to carry ten times the weight he or she 
  could normally carry. It imparts no other strength bonuses. 
  (Special Encounter 22) 
   
  Circlet of the Champions of St. Turias: These 8” diameter 
  steel rings are rather unremarkable. If placed on the head and 
  a successful save vs. magic is made, the wearer may control 
  the Skeletal Warrior linked to the individual circlet. A failed 
  save means the wearer falls under the control of the Skeletal 
  Warrior. (Hex 3A) 
   
  Circlet of the Dead: This silver circlet is engraved with 
  scythes and skulls. The wearer can summon a skeleton from 
  the earth 1/day and can cast finger of death 1/week. The 
  circlet is extremely fragile and there is a 5% (non-cumulatie) 
  chance that casting finger of death will cause the circlet to 
  explode in magical energy and direct the spell at the caster 
  instead of the intended target. (Special Encounter 30)  
   
  Crystal Lens of Deepsight: A monocle made of extremely 
  thin crystal (very fragile) which, when worn in the right eye 
  will allow the wearer to see through any single solid object 
  (such as a wall, a door, a person). If the lens is worn in the 
  left eye, the Crystal Lens allows the wearer to see the most 
  prominent thought in a single being’s mind. (Hex 5) 
   
  Darts of the Hornet: These small darts are fashioned as 
  stylized hornets. They are +1 to hit and a successful hit 
  injects venom into the victim.  The venom does one 
  additional hit point of damage per round until a successful 
  save vs poison is made. (Hex 12) 
   
  The Doomstone: This is a 3” diameter piece of white quartz 
  that, when thrown, causes a 40’ radius explosion for 6d6 
  damage – usable once per day. Each time the Doomstone is 
  tossed, there is a 5% chance that it will explode and cause 
  10d6 damage in a 60’ radius and then be forever destroyed. 
  (Hex 20) 
   
  Dragon’s Teeth: The smallest dragon’s teeth are actually 
  magical seeds (each dragon only has two, if he or she has not 
  lost them or traded them). Sowing these seeds causes a 
  warrior to sprout up from the ground 1 turn after sown - 
  Warrior is F1, 8hp, armed with magically hardened wooden 
  chainmail and weapons which have the same characteristics 
  as normal items. The warrior serves the sower for 24 hours 
  or until killed, after which it collapses into a heap of rotted 
  leaves.  
  (Special Encounter 27) 
   
   
   
  Ebontooth: This black bladed dagger once belonged to a 
  famous lich (Grithmon the Devious) but was lost to the ages 
  when his ogre slaves rose up against him and destroyed him. 
  The blade is forged to resemble a great serpent’s tooth. 
  Ebontooth is a dagger +2 which glows in the presence of 
  faerie creatures and is poisonous to them (save or take 2d6 
  additional poison damage). (Hex 35) 
   
  Edge of Justice: This magic dagger looks unremarkable 
  (steel with a worn leather wrapped hilt) save for a small 
  pentagonal cut ruby set in the end of the hilt.  The dagger is 
  +1/+3 vs enchanted creatures, paralyze victim on a roll of 
  natural 20. Wielder can use detect lie and detect evil at will. 
  (Special Encounter 14) 
   
  Faerie’s Broach of Shielding: This gold and ruby pin is 
  fashioned in the shape of a small fairy. It functions as a ring 
  of protection +3 as well as giving the wearer immunity to 
  fire. (Special Encounter 14) 
   
  Feathers of the Crow: Some crows and ravens have feathers 
  with magical properties. Below are some examples of their 
  uses: 
   
  Roll 
  1d6 
  The Feathers of the Crow can be used to: 
  (1d8x100 feathers can be gathered) 
  1 
  Create a hat/helm of flying by decorating with at 
  least 10 crow feathers and casting enchant an item 
  on the hat. Effect lasts 1 day for each feather in 
  hat/helm. 
  2 
  10 feathers allows user to fly for 1d8 rounds. Hold 
  five feathers in each hand and flap arms like a bird. 
  3 
  Use no fewer than 500 feathers and cast enchant an 
  item to create a cloak of flying. Item functions for 1 
  day per feather in cloak, but if the number of 
  feathers ever drops below 500, the cloak 
  immediately ceases to function. 
  4 
  Adding feathers to any magic potion gives it the 
  additional effect of flying (for 1 round per feather 
  added, up to 12 per potion) with no miscibility 
  problems. 
  5 
  Writing magic scrolls with a quill made of the 
  crow’s feathers has a 30% chance of making the 
  scroll unreadable by any but the writer and a 1% 
  chance of making the scroll unreadable.  
  6 
  Using the feathers to create some kind of magic item 
  granting the ability to fly (such as 1-4 above) will be 
  successful on the first two flights, but will fail after 2 
  rounds the third time such an item is used and will 
  render the item not only unusable but will destroy 
  any other magical effects the item may have 
  originally had. 
  (Special Encounter 29) 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  122 
   
  Finn’s Crown:  This tiny (faerie/sprite-sized) horned crown 
  bestows random magical effects. The crown’s abilities 
  change each day at midnight as follows: 
   
  (Special Encounter 20) 
   
  Focus Emerald: This tiny emerald chip (perhaps worth a 
  copper piece), when set into any bow, bestows a +3 to hit 
  with the bow (though it does not make the arrows magical, it 
  will make the bow a magic item with regard to creatures who 
  are immune to magic weapons… if one chooses to hit the 
  creature with the bow…). (Special Encounter 20) 
   
  Fool’s Hand: Longsword of superior quality steel, hilt edged 
  with gold and silver and wrapped with blue silk. Cursed 
  longsword +1/+3 vs. Faerie creatures, detect invisible and 
  darkvision 2/day each, renders wielder susceptible to 
  magical attacks [-4 penalty on saves] (Special Encounter 16) 
   
  Greenswath: This shortsword has its hilt wrapped in green 
  leather, with images of tufts of grass branded into the leather. 
  Greenswath is a short +2/+4 vs. swamp dwelling creatures. 
  (Hex 17) 
   
  Griffinclaw: dagger +1, +3 vs. flying creatures 1x/week 
  wielder can polymorph into a Griffin of HD equal to 
  wielder’s level, for a number of rounds equal to wielder’s 
  level. Save vs. spells or remain Griffin permanently (Hex 18) 
   
  Grimtooth: This dagger is hand carved from a shadow 
  dragon’s tooth, with spirals carved into the blade and the hilt 
  wrapped in black dragon leather. It is a : dagger +1, add 20% 
  to one thief ability 3/day. (Special Encounter 30) 
   
   
  Grossbeak: A broadbladed shortsword with herons etched 
  into the blade and an ivory handle. Grossbeak is a shortsword 
  +2/-2 vs. Faerie Creatures grants the wielder invisibility to 
  mortals and demons 3x day, ESP on command. (Special 
  Encounter 16) 
   
   
   
   
   
   
   
  Gyrashian: This bastard sword has a nicked and well-worn 
  blade, but is still razor sharp. Unremarkable until wielded, 
  Gyrashian is a bastard sword +3 which legends say was once 
  used by the king of the Netherworld to assail the Heavens in 
  his bid to sit on the Throne of Life. It bears runes of Cause 
  Light Wounds 2x/day and Confusion usable 2x/day and is the 
  sword itself is only usable by Chaotic beings – when grasped 
  the first time, save vs. spells or become evil. (Hex 41) 
   
  Halian’s Comet: This item is a red leather glove with a 
  comet embroidered on the back of the hand. On command, 
  the wearer can cast a small [3d6 hp damage] fireball 3/day. 
  If the glove is ever submerged in water it becomes useless. 
  (Hex 20) 
   
  Harishar, the Queen’s Blade: Forged from blood soaked 
  steel for a warrior queen of the Northmen 500 years ago, this 
  shortsword has a wire wrapped bone hilt and a blade that 
  never dulls. Harishar is a shortsword +2 whose blade shines 
  as a Light spell on command and constantly detects evil. 
  (Hex 39) 
   
  Head of the Troll: A shrunken troll head which, when worn 
  as a hat, bestows regeneration (1 hp per round) to the wearer 
  (Hex 12) 
   
  The Heart of the Necromancer: A mummified heart that 
  doubles the range, duration and effect of spells affecting the 
  dead of the type of heart that is mummified.  When a Heart 
  of the Necromancer is used, there is a cumulative 1% chance 
  per use that the bearer dies suddenly and rises at the next full 
  moon as an undead creature of Hit Dice commensurate with 
  the bearer’s level/hit dice. (Special Encounter 30) 
   
  The Heart of the Wood: This minor artifact is a simple 
  piece of wood, an irregular oval, with arcane symbols carved 
  into the surface. The Heart of the Wood can charm animals 
  4x/day, summon bear 2x/day, control weather 2x/day. When 
  away from the Rat Tree, the Heart must be oiled with some 
  oil (almond, hazelnut, pine seed or walnut oil) weekly. For 
  every week the heart is not oiled, it will lose one of its 
  abilities (randomly) until it becomes a non-magical piece of 
  wood. Once an ability is lost, it is permanently gone, even if 
  regular oiling begins. (Hex 10b) 
   
  Horn of the Frozen North: This is a hollowed out white 
  dragon’s horn enchanted so that with a single long blast, a 
  4d6 HD cone of cold blasts forth (2/day). With two short 
  blasts, the nearest white dragon will magically hear the call 
  and may (25% chance) come to investigate (1/week). The 
  horn gives the blower no control over summoned dragons. 
  (Hex 5) 
   
   
   
  Roll 
  1d6 
  Crown’s Ability 
  1 
  Makes wearer undetectable for 1d8 rounds 3/day. 
  2 
  A rainbow of colored light explodes around the wearer, causing 
  blindness to all within 50’ who see the display. 5/day. 
  3 
  With a thought, can cast 100 mph gust of wind (cone 50’ long, 
  20’ wide at end) 3/day or cloudkill (as spell) 1/day.  
  4 
  Wearer is able to polymorph into a (tiny, 2’ tall) elk with 1 HD 
  and move rate of 48. 
  5 
  Wearer is able to turn gaseous 2/day. 
  6 
  Summons a fairy dragon (80% friendly, 15% neutral, 5% 
  hostile). 
  
  T                                                                                                             The Northern Tier 
   
  123 
   
  Hourglass of Mystical Time: This hourglass has red sand 
  which, when turned normall, runs for 5 minutes. In addition, 
  if not handled properly, the Hourglass may (save to negate) 
  cause one of the following effects to occur: 
   
  Hourglass Magical Effects 
  Time 
  Stop: 
  Turning the hourglass causes time to stop for the duration of the sand 
  running (5 minutes). 
  Time 
  Shift: 
  Turning the hourglass causes the one who turns it to move forward or 
  backward in time 1d10 minutes. 
  Age: 
  Turning the hourglass causes the one who turns it to age 1d6 years for 
  each minute (rounded up) the sand runs. 
  Youth: 
  Turning the hourglass causes the one who turns it to grow 1d6 years 
  younger per minute (rounded up) that the sand runs. If a person gets 
  younger than their natural age, he or she dies. 
  Slow: 
  Everything the one who turns the hourglass does takes twice as long as 
  it normally would (movement, talking, attacking, resting, etc.). 
  Fast: 
  Everything the one who turns the hourglass takes half as long as it 
  normally would (movement, talking, attacking, resting, etc.) 
  Time 
  Touch: 
  Every non-living thing the one who turns the hourglass touches ages 
  10d20 years. This does not affect plants, animals, etc. but does affect 
  formerly living things (food, wood, leather, etc.) 
  Time 
  Banish-
  ment: 
  The being who turns the hourglass shifts outside of normal time, the 
  being feels invisible because he or she is ½ a second behind in time. 
  Being can affect the physical world, but with a ½ second delay in the 
  eyes of “normal” people.  
  (Special Encounter 28) 
   
  King’s Keys: King's Keys were created by the Mage King 
  of Aerias three hundred years ago after he had been held 
  prisoner by a rival king for nearly a decade. The Mage King 
  fabricated hundreds of these keys from a variety of metals 
  and secreted them throughout his kingdom. He always 
  carried a dozen or so on his person so he could release 
  himself from any bondage he was put in. The keys are rare, 
  scattered throughout the Midlands, deeply coveted by 
  assassins and thieves. A King's key will unlock the first lock 
  that the key of the proper type of metal it is used on. That 
  particular key will then be forever linked to that particular 
  lock. (Special Encounter 29) 
   
  Lamp of the Ferryman: A tin skull shaped lamp which 
  glows with only half the light of a normal lamp, able to cast 
  dancing lights 3/day and darkness 20’ radius 3/day. Each 
  such use causes the bearer of the lamp to save vs. magic or 
  attract the attention of the closest undead creature. (Special 
  Encounter 30) 
   
  Last Coin of the Seventh Empress: A single ancient silver 
  piece an emperor’s profile on the face and a palm tree on the 
  obverse. The item is cursed. If spent, the spender will lose 1 
  point of Constitution per week until Constitution reaches 
  zero, at which point the spender dies. Remove curse at 16th 
  caster’s level to negate. Giving the coin away does not 
  initiate the curse. The Seventh Empress was so self-indulgent 
  and hated by her people that a witch put a curse on her riches. 
  If the Empress didn’t change her ways and learn to take care 
  of the less fortunate in her Empire, her selfishness would be 
  the death of her. When she spent the last coin of her fortune, 
  her life which she had wasted, would drain away from her 
  until she died and her spirit would be bound to that last coin, 
  cursing anyone who spent it, though any who gave the coin 
  away would be left alone. (Hex 5) 
   
  Leaves of the Bearfriend: these oak leaves (usually 2d6 are 
  found) are red or orange, having been harvested in the fall. 
  When burned, the leaves of the bearfriend will summon and 
  charm a bear (50% black bear, 50% brown bear). Each leaf 
  burns for 1d8 rounds. It takes 2d6 rounds for a bear to appear 
  if summoned. Charm lasts twice as long as the leaf burning. 
  Burning an additional leaf will extend the bear charm (not 
  summon a second bear). When charm ends, bear reacts 
  appropriately to how it was treated while charmed (if abused, 
  attacks, if treated well, lumbers off peacefully). (Special 
  Encounter 16) 
   
  Leggings of the Wild: These are deerskin leather wraps. The 
  Leggings of the Wild make the wearer untraceable when 
  walking or running in any natural environment, but leave 
  noticeable black marks when worn indoors. (Special 
  Encounter 16)  
   
  Lord Kalar’s Vest: This is a long vest (shoulders to knees) 
  of chainmail with small metal scales riveted to it. For 
  purposes of armor class, ttreat as splint mail +1.  The wearer 
  of the Vest is able to speak to the dead once per day at the 
  cost of 1d8 hp. (Hex 4) 
   
  Lucen’s Vengeance: This broadsword has a nicked and 
  worn blade which remains, strangely, very sharp. The 
  pommel has a well-worn alligator leather wrap and the name 
  Lucen is inexpertly branded in the leather. Lucen’s 
  Vengeance is a sword +1/+3 vs. human beings, Hold Person 
  3/day, Charm Person 3/day (this is a Neutral or Neutral Evil 
  weapon). (Special Encounter 24) 
   
  Lust of the Eyes: Two embalmed human eyeballs. When 
  held in front of a mortal’s eyes, the Lust of the Eyes allows 
  the holder to see hidden and invisible things. (Hex 12) 
   
  Manacles of Arastia: These eight sets of iron manacles are 
  joined to a central iron ring. All are etched with tiny nonsense 
  glyphs. While bound by the manacles, a creature loses any 
  magical abilities, innate or learned, worn or cast upon. Bound 
  creatures are completely immune to the effects of magic as 
  well. (Hex 9a) 
   
  Magic Beans: These beans look like large Lima Beans, but 
  are a deep blue in color. When cast into water, Magic Beans 
  grow into random plant creatures which “live” for 3d4 turns 
  and are under the control of the person who cast the bean(s) 
  into the water: 
  Roll 
  1d6 
   
  Plant Creature 
  1 
  Wolf 
  2 
  Bear 
  3 
  Puma 
  4 
  Elk 
  5 
  Bugbear 
  6 
  Mouse 
    
  Typically 1d8 beans are found in a pouch. (Hex 17) 
  
  The Northern Tier                                                                                                                                   a 
   
  124 
   
  Manual of Infinite History: This magical book at first 
  appears to contain only about 20 blank parchment pages. The 
  leather cover is unremarkable except for a scrawled title: The 
  History of All. The magic of the book is simple: write a 
  historical fact on any page, and the book will fill its pages 
  forward from the fact with future events and pages preceding 
  the fact with historical events all related to what was written.  
  Historical facts are completely accurate, though the book 
  may follow a branch of facts that is not what the writer hopes 
  for, and the farther from the original fact written, the more 
  likely to follow a trivial, tangent.  Future facts are accurate 
  up to the present, but beyond the book simply chooses a 
  single branch of a likely future and writes it out (without any 
  warning that it’s not in any way a predetermined future). If a 
  broad historical fact is written (ex. The First Goblin-kin 
  invasion), the facts before and after are general as well, 
  giving the reader a general overview of events that might 
  span decades, so such writing would fill about 200 years per 
  page – but would still likely wander off on a single strand of 
  history (for example, the book might trace the history of 
  Goblin-kin for 800 years). Very specific facts lead to very 
  detailed histories, which, of necessity, span only a few years, 
  months or even days, depending on the fact(s) written.  The 
  writing lasts for 24 hours and then fades. The book can be so 
  used once a month.  (Special Encounter 17) 
   
  Mask of the Spoken Word: This bronze mask depicts a 
  madman’s bearded face. Any words spoken by the wearer 
  are understood by every living thing within earshot, 
  regardless of their language ability. The mask does not aid 
  the wearer in understanding other languages. (Hex 5) 
   
  Medallion of St. Turias: A silver plated brass medallion 
  with the image of St. Turias on the face and an image of the 
  Reliquary on the Obverse. When the name of St. Turias is 
  invoked while holding the medallion, it functions as a holy 
  symbol, turning undead and demonic creatures, shunning 
  vampires, etc. This effect is usable by anyone 2/day and is at 
  the 12th level clerical casting ability. (Hex 3) 
   
  Moonhelm: this simple steel pot has a crescent moon etched 
  in the crown. The wearer gains darkvision, will not be 
  attacked by wolves and can identify a werewolf on sight. 
  Every full moon, wearer must save vs. spells or transform 
  into a werewolf, then make a second save or the 
  transformation is permanent. (Hex 5) 
   
  Moonstone: Most Moonstones are pure white stone similar 
  to marble in hardness and density. Moonstones are bits of the 
  shattered moon that now and again rain down on the 
  Midlands. Moonstones are highly magical and function as a 
  ring of spell storing, but can store up to 10 levels of spells 
  per cubic inch of stone. In addition, every Moonstone has a 
  different random power, some beneficial, some malign, some 
  powerful and useful, some devastating. Use the artifact 
  special powers charts to determine what a given 
  Moonstone’s power might be. (Hex 5) 
   
  Moral and Spiritual Center of Man (Book): This massive 
  dusty leather bound tome is a convoluted discussion of 
  general morality divorced from any particular religion. It is 
  written in an archaic form of the common language of the 
  Highlands.  Reading the book is arduous, taking 22 weeks 
  minus the readers Intelligence score to complete the reading.  
  Such reading precludes adventuring or anything but the most 
  basic of daily tasks. Completing the reading “all in one go” 
  as it were (not a week here and a couple days there, but all at 
  once) grants the reader a once in a lifetime single point 
  permanent bonus to his or her Wisdom Score. (Special 
  Encounter 16) 
   
  The Nick: A long bladed dagger with a black steel blade 
  etched with dancing faeires and black leather wrapped hilt. 
  The Nick is a dagger +1. (Special Encounter 16) 
   
  Night Piercer: This short dagger has a black wrapped hilt 
  and a black sheath. Night Piercer is a dagger +1, +3 vs. 
  Humans, Animate Dead 1/day, Command Undead 1/day, 
  Darkness 3/day. (Special Encounter 11) 
   
  Nightsplitter: This bastard sword has a black steel blade 
  etched with lightning bolts. It is a sword +1, +2 vs. sky 
  creatures, additional 1d4 electrical damage 3x/day. (Hex 25) 
   
  Nighthawk: Ironwood shortbow with a bronze grip. Bow 
  +1/+3 in the hands of a thief. (Hex 3) 
   
  Plate of the Offering: This large golden platter (about 3’ 
  diameter) depicts cattle in a circular pattern about its surface. 
  Currently it is damaged but still valuable (about 1900 gp). If 
  repaired, the Plate of the Offering is a magic item. Items 
  placed on the plate become an offering to the deity of light 
  who bestows, if the offering is acceptable, a blessing: 1-100 
  gpv offering, Bless Spell, 101-1000 gpv offering, all rolls 
  gain +2 bonus, 1001 gpv+ offering, all rolls gain +3 bonus. 
  Blessing/bonus lasts 1d4 days. (Hex 6) 
   
  Prayer Beads: Prayer beads are strings of multicolored 
  beads with one or more larger beads intermixed.  The larger 
  beads are often magical. Beads are dedicated to particular 
  gods. There are typically 1-3 larger beads on a necklace. The 
  beads are: 
   
  1. Dedicated to an evil god 
  2. Dedicated to a good god 
  3. Desecrated 
  4. Magical (1. When thrown 6d6 fireball, 2. Prayers  
  confer bless per spell for 1d4 hours,  3. Being  
  answers one yes-or-no question, 4. One hour of 
  prayer confers immediate 2 rounds Trueseeing) 
   
  (Hex 12) 
   
  
  T                                                                                                             The Northern Tier 
   
  125 
   
  Ring of Elemental Control: This gold ring is fashioned as 
  twisted vines, with elemental symbols intertwined. 1/day the 
  wearer can summon and command an elemental of the 
  smallest size. Control lasts for 1d20 plus the ring wearer’s 
  Widsom score in rounds. If abused, the summoned elemental 
  is 70% likely to turn on the ring wearer in the very last round 
  of control, before it disappears. If treated respectfully, the 
  summoned elemental is 50% likely to choose to remain an 
  addition 1d8 rounds, if the ring wearer desires. (Special 
  Encounter 21) 
   
  Rod of Fireballs: This 3’ long, 3” diameter ivory rod is 
  ancient and cracking. It is carved with stylized fire along its 
  entire length and one end is tipped with silver. The command 
  word for this item is “ignite” in any language. It has 11 
  charges and is rechargeable (Hex 25) 
   
  Rod of Smiting: This 2 ½’ long rusty steel rod (about ½” in 
  diameter) has the word death etched in the side. The Rod of 
  Smiting is a +3 weapon, doing 1d8 base damage. On a 
  natural 20 attack roll, the Rod of Smiting will do 
  19+attacker’s bonuses damage to a mortal creature, 
  19+attacker’s bonuses damage plus save vs. magic or be 
  dispelled to home plane to extraplanar creatures, while 
  magical creatures (golems, living statues, etc.) are shattered 
  by the Rod of Smiting on a natural 20 roll.  
   
  The Rod of Smiting deals no damage to undead, instead 
  healing the hit undead creature the “damage” roll. On a roll 
  of a natural 20, the Rod of Smiting permanently imbues an 
  undead creature with immunity to non-magical weapons, 
  which increases in effectiveness for each subsequent natural 
  20 hit (only hit by +1 or greater, only hit by +2 or greater, 
  etc.). (Hex 13) 
   
  The Rose of the Weeping Prophet: This multipart artifact 
  consists of a central stained glass rosette depicting the 
  weeping prophet and six bronze petals, each of which is 
  stained glass depicting saints blessing and helping people. 
  When assembled in the correct order and placed in a frame, 
  the stained glass center becomes cloudy and the face of the 
  weeping prophet appears, asking, “Why hast thou summoned 
  the weeping prophet? What need have ye?” There is a base 
  50% chance that the weeping prophet can/will answer a 
  question put to it. The base chance is modified by the asker’s 
  Charisma Score (+5% for each point above 15, -5% for each 
  point below 12) and class (+5% for magic users, +10% for 
  clerics, -5% for fighters, -10% for thieves). The central 
  rosette and four of the pieces are guarded by the Brothers 
  Five, one piece is hidden in the chantry and one piece is a 
  part of a large stained glass window in the Monastery of St. 
  Albaran (Hex 18 and Hex 28 and Hex 42) 
   
   
   
   
   
  Sarna’s Bonnet: This black felt hat is tattered and worn and 
  always feels slightly damp.  The wearer of Sarna’s Bonnet 
  can transform into a Giant Frog 2/day. When attempting to 
  transform back, a saving throw must be made (vs magic) or 
  the transformation is permanent until the transformed 
  creature is killed or Remove Curse (cast at 14th level caster 
  ability) or greater magic is used (such as a wish). (Special 
  Encounter 22) 
   
  Scythe of the Brute: The Brute’s Scythe is 9’ long and razor 
  sharp.  For combat purposes, treat it as a magic battleaxe +3, 
  with the following abilities usable 3/day: know alignment, 
  ESP and functions as a Vorpal Blade if three successive 
  natural 20s are rolled in melee. (Special Encounter 28) 
   
  Seeds of the Seedoak: Most of the magic seeds that the 
  Seedoak grows in its pod-fruits grow rather mundane crops, 
  they are highly prized because of their incredible yield.  
  Occasionally, one grasps a pod-fruit which contains magic 
  seeds. 
   
  (Special Encounter 27) 
   
  The Silver Blade: A silver-bladed longsword, the Silver 
  Blade is etched with moon and sun symbols. It is a longsword 
  +2/+4 vs. lycanthropes and shapechangers and its moon 
  symbols glow in the presence of a lycanthrope, while its sun 
  symbols glow in the presence of other shapechangers. (Hex 
  20) 
   
  Singer: Silver sword with a red silk wrapped hilt. +1, +3 vs. 
  lycanthropes and shape changers Unusual Abilities: Int: 16, 
  Alignment: 
  Neutral 
  Good, 
  Communication: 
  speech, 
  Languages: 2 (Silver Dragon, Common), Extra Ability: read 
  non-magic languages, Powers/Abilities: detect magic in a 1" 
  radius, detect gems, kind, and number in a 5’ radius, detect 
  evil/good in a 10’ radius. (Hex 6) 
   
   
   
  Roll 
  1d6 
  Each magical fruit contains 1d10 magic seeds. 
  1 
  Giant Beanstalk seeds 
  2 
  Fireseeds 
  3 
  Seeds of Knowledge (eating one grants +1 to 
  Intelligence for 24 hours, save vs.poison negates) 
  4 
  Seeds of Wisdom (eating one grants +1 to Wisdom for 
  24 hours, save vs. poison negates) 
  5 
  Seeds of Discord (eating one causes eater to become 
  aggressive and angry, save vs. poison negates) 
  6 
  Dragon's Teeth (sowing these seeds causes a warrior to 
  sprout up from the ground 1 turn after sown - Warrior is 
  F1, 8hp, armed with magically hardened wooden 
  chainmail and weapons which have the same 
  characteristics as normal items. The warrior serves the 
  sower for 24 hours or until killed, after which it collapses 
  into a heap of rotted leaves). 
  
  The Northern Tier                                                                                                                                   a 
   
  126 
   
  Skullsplitter: A two-bladed battleaxe with a rusty head and 
  a rough, cracked handle. The faint outline of a skull can be 
  seen etched into the face of each blade. Skullsplitter is an axe 
  +1, +3 vs. magical creatures, natural 20 rolls are a head 
  splitting cut, causing an additional 2d8 damage. (NPC 
  Encounter, Goran the Wildman) 
   
  Skysplitter: This magnificent bastard sword has a lightning 
  forged blade, etched with lightning bolts and the name Boeh 
  Hect. The wrapping on the hilt is rotted away and a gem was 
  once set in its pommel. Currently, Skysplitter is a sword +2, 
  +3 vs. sky creatures, summon lightning 4x/week. If the hilt 
  is wrapped in the hide of an electricity using creature 
  (electric eel, for example), the sword gains the ability to cast 
  a 6HD lightning bolt 1/day and if a gem of at least 5,000 gp 
  is set in the pommel, the sword will grant a 3 point bonus on 
  saves vs. electric attacks. (Hex 3) 
   
  Skull of the Piper: A human skull edged in silver and gold. 
  If pipes of some kind (bagpipes, panpipes, flute, etc.) are 
  placed in contact with the skull, the pipes will play magical 
  tunes with the effect of Charm Person, Hold Person, Charm 
  Animal, Charm Monster, etc. Magical pipes placed in 
  contact with the skull will have their abilities doubled 
  (duration, area of effect, etc.) for 10d6 minutes per day. 
  (Special Encounter 30) 
   
  Soul’s Death: This slim bladed dagger is nondescript, but its 
  sheath is black leather worked with silver skulls.  Soul’s 
  Death is a dagger +1 that transfers hit points from victim to 
  wielder when a hit is struck (Hex 20) 
   
  Staff of the Wanderer: This oak staff is well weathered but 
  sturdy. The length of the staff is somewhat irregular and the 
  head is curved and carved to appear as a bear’s head. If used 
  in combat, the Staff of the Wanderer is a +1 weapon. The 
  staff provides the following spell-like powers:  
   
  At will: know the path, find water 
   
  3/day: affect normal fires, light 
   
  1/week: summon weather 
  (Special Encounter 21) 
   
  Sunrise Lens: When these two pieces, the stylized sun of the 
  large circular glass pane and the stone base (found at the St. 
  Albaran’s Monastery and the abandoned Temple of Sun, 
  respectively) are joined together and placed in a location 
  where they can catch the first rays of the rising sun, the light 
  cast through the window has magical properties, depending 
  on which color of the light shining through the pane someone 
  bathes in.  
   
  Red light kills diseases and removes curses, yellow light 
  heals 1d6+4 hp damage, and blue light gives a temporary 
  increase to Constitution (2 points for 1d12 turns). (Hex 19 
  and Hex 28) 
  Turias' Wrath: A well-used, but well cared for, plain 
  longword with the symbol of St. Turias stamped at the base 
  of the blade, Turias’ Wrath is a sword+1, +3 vs. demons, 
  devils and undead, continuous detect evil, heals 2d4 hp once 
  per day. (Hex 3) 
   
  Trap Stone: This disc shaped stone is about 8” in diameter 
  and about 1” thick. It is carved on the face with the image of 
  a locked manacle and on the obeverse with the image of an 
  open manacle.  If the locked side is touched to any binding 
  or lock it will magically bind/lock the item touched. 
  Conversely, if the open side of the stone is touched to any 
  binding or lock, it is magically released. (Hex 5B) 
   
  Virgin's Crown: A crown of starflower blossoms imbuing 
  the wearer with ESP, the ability to regenerate 1 hp per turn 
  as a vampirc touch and it acts in all ways as a ring of 
  protection +2. This is a LE item. (Special Encounter 5) 
   
  Vial of Black Death: A small crystal vial with a thick, inky 
  black substance in it. If the liquid is poured out, a semi-
  sentient Black Oozing Death grows (9’ diameter). Anything 
  dissolved by the Oozing Death goes to the outer darkness. 
  (Hex 5) 
   
  Visor of the Heavens: This is a helmet with a full faceguard 
  and a long red plume. The Visor of the Heavens allows the 
  wearer to see in darkness as if in full sunlight, also cast Light 
  2x/day. (Hex 41) 
   
  Wand of Earth and Stone: This 18” long slender grey wand 
  is tipped with a tiny red ruby. The wielder can choose from 
  the effect of Passwall, Shape Stone, Stone to Mud, Mud to 
  Stone, Move Earth. Each effect is at 12th level caster ability. 
  (Hex 13) 
   
  Wingbane: This tiny magical dagger looks like a bejeweled 
  pin.  It does 1d2 damage with a +1 magical bonus/+4 vs. 
  flying creatures). Its red leather wrapped handle is magically 
  imbued so that the dagger can never be accidently dropped 
  or knocked from the wielder’s hand, provided the wielder is 
  conscious (Tightgrip). (Special Encounter 20) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  127 
   
  Appendix: Weather in the 
  Northern Tier 
   
   
   
   
   
   
   
   
  Table: Random Weather 
  d20 
  Weather 
  Wind Table 
  Temperature 
  Table 
  Precipitation 
  Table 
  1-13 
  Normal weather 
  1d10 
  1d10 
  1d6-1 
  14-15 
  Abnormal weather Heat wave 
  (01-50) or 
  cold snap (51-100) 
  1d8+12 on Temperature Table 
  2d6 
  2d6 
  2d4 
  16-17 
  Inclement weather 
  Precipitation (normal for 
  season) 
  3d4 
  3d4 
  1d4+6 
  18-19 
  Storm Thunderstorm, 
  snowstorm 
  1d10+6 
  1d10+6 
  1d6+6 
  20* 
  Powerful storm Windstorm, 
  blizzard, hurricane, tornado 
  1d10+10 
  1d10+10 
  1d4+8 
  * Roll d20 again – if abnormal weather is indicated (14-19), the storm is a powerful storm as listed 
  below, if a second 20 is rolled, the storm is a “storm of the century” table listed below. 
  Wind Table 
  Temperature 
  Table*** 
  Precipitation Table 
  1 
  No Wind 0 
  mph 
  1 
  10 degree change 
  0 
  Very dry, cloudless 
  2-3 
  Light Wind 
  0-10 mph 
  2-3 
  5 degree change 
  1 
  Dry, clouds 
  4-7 
  Moderate 
  Wind 11-20 
  mph 
  4-7 
  No change 
  2-3 
  Dry, very cloudy 
  8-10 
  Variable 
  Winds** 
  8-9 
  5 degree change 
  4-5 
  Partly cloudy, brief drizzle 
  11-12 
  High Winds 
  20-50 mph 
  10 
  10 degree change 
  6 
  Rain, 2d4 hours, overcast 
  13-14 
  Severe Wind 
  50-70 mph 
  11-
  12 
  15 degree change 
  7 
  Heavy Rain, 3d4 hours 
  15-16 
  Dangerous 
  Wind 70-90 
  mph 
  13-
  15 
  20 degree change 
  8 
  Soaking Rain, 2d6 hours, overcast 
  17 
  Deadly 
  Wind 90-120 
  mph 
  16-
  17 
  25 degree change 
  9 
  Hard Rain, 3d8 hours, thick cloud 
  cover 
  18 
  Hurricane 
  Winds 120-
  150 mph 
  18 
  30 degree change 
  10 
  Hard Rain, 2d12 hours including 1 
  hour of hail, sun-blocking clouds 
  19 
  Tornado 
  Winds 150-
  200 mph 
  19 
  40 degree change 
  11 
  Hard Rain, 6d4 hours, flooding, 
  sun-blocking clouds 
  20 
  Unnatural 
  Winds 200+ 
  mph 
  20 
  50 degree change 
  12 
  Hard rain, 24 hours, flooding, 
  extreme lightning, sun-blocking 
  clouds 
  ** Variable Winds: Winds blowing from 10-40 (1d4x10) mph with gusts 50-90 mph (1d4+4x10). Check for 
  gusts any time something is attempted that might be adversely affected by winds 
  *** Temperature changes are based on the previous day’s temperatures. Unless otherwise directed, a 50% 
  chance of raising and 50% chance of lowering temperatures. 
  Storm of the Century 
  1d8 
  Temperate Climate 
  1 
  Hurricane/Tornado cluster (2d4 
  tornadoes touch down)3d6+12 
  inches of rain over 24 hour 
  period, massive flooding 
  2-4 
  1d8+4 inches of rain falls for 
  1d12+12 hours, flooding, 
  cluster lightning 
  5-7 
  Hail the size of grapefruits falls 
  for 10d6 minutes (each does 
  1d6 damage), +1d4+8 inches of 
  rain over 12 hour period, 
  flooding 
  8 
  Golf ball sized hail for 10d4 
  minutes (1 point of damage 
  each), +12d6 inches of rain over 
  20 hour period, cluster lightning 
  
  The Northern Tier                                                                                                                                   a 
   
  128 
   
  Appendix: Adventures in the 
  Northern Tier 
   
  One way to run a hexcrawl is to determine where the party 
  is, roll on the appropriate encounter tables, check the 
  Hexcrawl Key (page 24) and simply set up the encounter(s) 
  as you see fit. A tried and true method that dates back to the 
  roots of the roleplaying games. 
   
  Below is a way to use those tables and set pieces to build an 
  adventure. Roll a random encounter, consult the proper chart, 
  and roll 3 d10s, one for each of the sections below 
  (Encounter, Activity, Obstacle). Apply Adventure Details to 
  the random encounter and shake it all up and see what you 
  get. Maybe you’ll have a dangerous encounter that, using the 
  Adventure Details, turns out to be an opponent (um, yeah), 
  who is hiding, complicated by a terrain feature (1, 1, 1 on the 
  chart). What can you make of that? 
   
  Encounter Details 
  d10 
  Encounter is: 
  1 
  An opponent 
  2 
  A potential ally 
  3 
  A reward 
  4 
  An indifferent encounter 
  5 
  An innocent 
  6 
  The guilty 
  7 
  An indirect enemy (a minion, a familiar, etc.) 
  8 
  An indirect ally (a minion, a familiar, etc.) 
  9 
  Magic 
  10 
  Natural phenomenon  
   
   
  d10 
  Activity: 
  1 
  Hiding 
  2 
  Pretending 
  3 
  Confessing 
  4 
  Revealing 
  5 
  Leaving 
  6 
  Running away 
  7 
  Enslaved 
  8 
  Ensorcelled 
  9 
  Afraid 
  10 
  Confused 
   
   
  d10 
  Obstacle: 
  1 
  Terrain feature (stream, fallen trees, ravine, etc.) 
  2 
  Moral dilemma 
  3 
  Loyalty question 
  4 
  Weather feature (rain, snow, wind, etc.) 
  5 
  Conflicting Attitudes 
  6 
  Hidden motives 
  7 
  Broken promises 
  8 
  Lost treasure 
  9 
  Ruined relationship 
  10 
  Hopeless situation 
   
   
   
  This table can be used in conjunction with the regular 
  random encounters listed on pages 3-23.  The intent is simply 
  to expand and alter the results of those encounters.   
   
  For example, say you rolled an encounter, and the result was 
  a mundane encounter. You rolled a 33, “A rotted door is 
  lying on the ground here. A rune of some sort can be 
  discerned having been painted on it. If the door is moved, it 
  will crumble. Beneath the ruin of the door is a human 
  skeleton (male).” 
   
  Roll 3 d10s. Say you get a 2 (a potential ally), 7 (enslaved) 
  and 6 (hidden motives). Maybe you want to rearrange those, 
  7, 6, 2. 
   
  So let’s run with the door, rune and skeleton and our results 
  from the Encounter Generation Table (ally, enslaved, hidden 
  motives). When the party stumbles on the door, they see the 
  rune. Someone recognizes that it is a rune of binding or 
  enslavement. It has already expended its magical power 
  (though they might not know that). Lifting the door causes it 
  to collapse in a heap of rotted splinters, revealing the skeleton 
  beneath. The skeleton is animate, and can speak. It is not evil. 
  If questioned, the skeleton reveals his name to Nathan 
  Gallian, a trader and sometimes smuggler (“I suppose there’s 
  no harm in revealing that, seeing what’s come of me…”) who 
  ran afoul of the court wizard Denegat, of King Hargeth the 
  Bold’s court.  Denegar cursed him to carry this door around 
  for all eternity. He collapsed under the burden and died so 
  long ago he can’t remember. Nathan is willing to serve as a 
  retainer for whoever finds him, if they can either remove the 
  curse of the carrying the door (which has disintegrated) or 
  come up with some way for him to carry the remaining 
  fragments of the door (say, fill a backpack with the 
  splinters…as GM I decide that if they get a vast majority of 
  the door in the backpack, they have fulfilled the “rules” of 
  the curse). Nathan’s true motive in joining the party is to be 
  released from this unliving existence he is afraid he will be 
  stuck in forever. He will throw himself at the first dangerous 
  encounter the party experiences. 
   
  So an adventure can be created here: will they try to remove 
  Nathan’s curse? Will they allow him to accompany them (if 
  they don’t will he follow anyway)? Will they simply see a 
  skeleton rising out of the dirt and cut it down (what does that 
  do to the curse)? What if the magic of the rune hasn’t all be 
  “expended”? Could a PC be forced to carry the remains of 
  the door until the curse is removed? Ask a hundred more 
  questions. Each one could be an adventure. And the players 
  will go in some other unexpected direction.  
   
  
  T                                                                                                             The Northern Tier 
   
  129 
   
  Run with it. 
   
  Appendix: Rumors 
  Generally roll d100 for rumors. Peasants chatting 
  with one another are going to be far more likely to 
  talk about local news, so when listening in on a 
  conversation among locals in a village, roll d20. 
   
  1. 
  The Headman’s daughter has been seen with 
  1. The Miller’s Son 
  2. The Smith’s Son 
  3. The Witch of the West Wind 
  4. A twisted old man 
  5. A magical wand 
  6. Fairies 
   
  2. 
  The Miller’s son has been seen with 
  1. A mysterious cloaked figure 
  2. The Headman’s daughter 
  3. The Albarian Monks 
  4. A sword, pretending to fight 
  5. A baby 
  6. Three other young men, acting strangely 
   
  3. 
  The Smith’s son has been 
  1. Practicing magic in the woods 
  2. Praying to strange gods 
  3. Speaking a weird language 
  4. Drinking heavily 
  5. In the woods on moonless nights 
  6. Fighting with his father 
   
  4. 
  Since the cow died in the field, the grass there 
  has been 
  1. Dead 
  2. Turning red 
  3. Growing wildly 
  4. Receding into the ground 
  5. Turning blue 
  6. Tramped down as if by heavy boots 
   
  5. 
  The sheep in the pasture were 
  1. Uncharacteristically loud last night 
  2. Eerily silent last night 
  3. Running in circles yesterday 
  4. Stopped from drowning themselves 
  5. Mysteriously sheared this morning 
  6. Touched with red paint on their foreheads 
   
  6. 
  The trees of the forest are 
  1. Living creatures who move about 
  2. Inhabited by spirits (1. Elven, 2. Faerie,  
      3. Goblin-kin, 4. Dead ancestors) 
  3. The best in all the Highlands 
  4. Worth more than all the gold in the hills 
  5. Haunted by the spirits of the faerie-kin  
      who used to live in the Highlands 
  6. Alive and spies for the High King 
   
  7. 
  Nothing much happens here, but yesterday  
  1. Two fishwives were arguing and one hit  
      the other…hard 
  2. A two headed sheep was born last week 
  3. The miller’s youngest ran away 
  4. Beavers had dammed up the stream, but  
      when the farmers went to break up the  
      dam, the beavers we all dead 
  5. Thirty or more deer ran through town last  
      night as if chased by something, though  
      nothing followed them. 
  6. Smoke was seen in the forest to the 
       1. North, 2. South, 3. East, 4. West 
   
   
   
  8. 
  The caravan that came through last (1. Night, 
  2. Week, 3. Month, 4. Year) had the most 
  curious woman accompanying them: 
  1. She wore all blue clothing and all her skin  
      was blue 
  2. She would only eat fresh, raw chicken or  
      duck eggs 
  3. She kept her hood up all the time and  
      spoke with a thick, unknown accent 
  4. She paid with tiny diamonds 
  5. She paid with strangely inscribed golden  
      coins that were the purest gold anyone  
      had ever seen  
  6. She challenged the smith to an arm- 
      wrestling match…and she won! 
   
  9. 
  The abbot of the Monastery they say  
  1. Worships demons 
  2. Has a mistress 
  3. Hates non-humans 
  4. Is a vampire 
  5. Is a faerie prince 
  6. Is a woman 
  7. Eats children, 8. Hoards gemstones 
   
  10. 
  The monks of St. Albaran’s Monastery are  
  1. Pious men who help others,  
  2. Selfish men who prey on the poor,  
  3. Not really human,  
  4. Self-sacrificing, helpful men of God,  
  5. Selfish, unreasonable sons of the Devil,  
  6. Gullible,  
   
  11. 
  The water in the well got fouled when 
  1. The Miller’s son got drunk and relieved  
      himself in it 
  2. A cat fell in and drowned 
  3. The Hardscrabble Crone cursed it for  
      three days 
  4. Some kind of black oily stuff was found  
      in it 
  5. A stranger passing through dropped some  
      kind of silvery metal object in it 
  6. Well, we really don’t know why, but we  
     stopped using it altogether 
   
  12. 
  The wind is changing, it’s going to 
  1. Storm (1. Rain, 2. Tornado,  
      3. Thunderstorm, 4. Downpour) 
  2. Turn cold 
  3. Turn hot 
  4. Snow 
  5. Bring something strange 
  6. Rain fire from the sky 
   
  13. 
  They say the Captain of the King’s Guard is 
  1. A woman posing as a man 
  2. An ogre shapechanged by a witch 
  3. A coward who puts his soldiers at risk  
      unnecessarily 
  4. A bully 
  5. A pauper who acts like a nobleman 
  6. A nobleman who has given up his title 
   
  14. 
  A dragon was seen 
  1. Flying over the Endless Mountains 
  2. Crashing through the woods 
  3. Snatching sheep 
  4. Chasing a wyvern 
   
   
   
  15. 
  Goblins aren’t natural they 
  1. Are demon spawn 
  2. Spring from the very darkness of the  
      deeps 
  3. Are children of fire and darkness 
  4. Don’t have to eat or drink but they gorge  
      themselves whenever they can 
  5. Are magically made from coal and peat 
  6. Are children the faeries have stolen and  
      twisted for their own evil purposes 
   
  16. 
  It’s said that monsters have been seen nearby 
  1. Trolls 
  2. Goblin-kin 
  3. Wicked Faeries 
  4. A dragon! 
  5. Giant Spiders 
  6. Giant beetles 
   
  17. 
  Giant spiders inhabit the woods 
  1. But they are friendly 
  2. But they are afraid of people 
  3. But they are afraid of fire 
  4. And they are aggressive 
  5. And they are very fast 
  6. But they are very slow 
   
  18. 
  The old widow has begun acting even stranger 
  than usual, she 
  1. Refers to herself as The Watcher in the  
      Woods 
  2. Began smoking a pipe and talking with a  
      southern accent 
  3. Bleeds from her neck at random,  
      unexpected moments 
  4. Has begun skipping and whistling 
  5. Pretends to cast spells on people, but…  
      they seem to work sometimes! 
  6. Has been carrying around a dead cat  
      calling it her son 
   
  19. 
  Soldiers rode through last (1. Night, 2. Week, 
  3. Fortnight, 4. Month) looking for 
  1. Someone named Mouse 
  2. The Scarlet Reaver 
  3. News of the Silver Queen 
  4. An assassin called The Dark of Night 
  5. Seven brothers, whoever they are.  
      Probably monks 
  6. Something, but they were very secretive 
   
  20. 
  It is not safe to 
  1. Go into the wood alone 
  2. Talk to the spirits in the wood 
  3. Drink anything offered to you in (1. Faller  
      Village, 2. Woodbridge, 3. Tiresh  
      Village, 4. Fincher Lake, 5. The presence  
      of the Faeries, 6. The hands of any  
      Goblin-kin) 
  4. Invoke the name of death in the Wood 
  5. Follow any music you hear in the forest  
      in the night 
  6. Challenge a spirit to a contest of wills or  
      of arms 
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  130 
   
  21. 
  Wandering the wood are two men, Allin and 
  his servant, who are  
  1. Thieves,  
  2. Agents of the High King,  
  3. Chaotic, wild men who prey on the weak,  
  4. Powerful men of justice and good,  
  5. A bird man and rat man,  
  6. Spies for the King 
   
  22. 
  The Silver Queen is  
  1. A goddess,  
  2. A demon,  
  3. A Faerie Queen,  
  4. An angel,  
  5. A witch,  
  6. A child of the High King,  
  7. Mother of the Forest Master,  
  8. Mother of the King Under the Water 
   
  23. 
  The Silver Queen lives in  
  1. A grand palace that appears once ever  
      three years,  
  2. A cloud castle hovering over the Northern  
      Tier (roll 2d20 for hex number),  
  3. A giant spider web made of silver and  
      gold,  
  4. Another country, far away,  
  5. The Summer Court (a faerie land),  
  6. A house that looks like a commoner’s  
      hovel on the outside, but is a grand palace   
      on the inside 
   
  24. 
  The Forest Master is  
  1. A monster who kills in the night of the  
      new moon,  
  2. A half man, half elk creature who protects  
      the animals,  
  3. Friend of the Greenman,  
  4. Son of the High King,  
  5. Son of the Silver Queen,  
  6. Son of the King Under the Water,  
  7. Violent toward humans,  
  8. A murderer and thief who hides in the  
      wood 
   
  25. 
  An ogre wanders the wood named Gorin or 
  Goran or Guran who  
  1. Kills cave bears with his bare hands,  
  2. Eats trees and spits out toothpicks,  
  3. Is hunting the Forest Master,  
  4. Hates all living things  
  5. Is a liar and a cheat,  
  6. Is a prince who fell afoul of a witch 
   
  26. 
  Witches roam the wood seeking  
  1. Lost children to (1. Eat, 2. Sacrifice,  
      3. Teach, 4. Replace with doppelgangers),  
  2. Herbs and strange ingredients for their  
      brews,  
  3. Human skulls,  
  4. Blood for their rituals,  
  5. The innocent to (1. Sacrifice, 2. Convert,  
      3. Defile, 4. Reward), 
  6. Wealth (1. Gold, 2. Silver, 3. Gemstones,  
      4. Magic, 5. Jewelry, 6. Magical  
      creatures) 
   
  27. 
  There are (1d6) witches who live in these 
  woods and they  
  1. Eat children,  
  2. Corrupt children,  
  3. Bestow curses,  
  4. Bestow blessings on those who help them,  
  5. Can cure the sick,  
  6. Can speak with the dead 
   
   
   
  28. 
  A wizard lives in  
  1. An old watchtower,  
  2. Hargeth’s Folly,  
  3. A deep cave,  
  4. A tree,  
  5. An abandoned temple,  
  6. An old gatehouse.  
  The wizard is  
  1. A fraud,  
  2. Unbelievably powerful,  
  3. Evil,  
  4. Good,  
  5. A recluse,  
  6. An alchemist.  
   
  29. 
  Old King Hargeth  
  1. Lives again,  
  2. Has possessed a young man,  
  3. Is haunting his old tower,  
  4. Is haunting the Highlands,  
  5. Has been reborn as a wizard,  
  6. Has been reborn as the High King 
   
  30. 
  There is a crazy woman named Agatha who  
  1. Lives in the mountains and talks to the  
      rocks,  
  2. Is incredibly wealthy but hides her gold in  
      the mountains,  
  3. Is not really crazy but acts that way to  
      scare people,  
  4. Is selling weapons and magic to the  
      Northmen,  
  5. Is a spy for the High King,  
  6. Is a good woman, if a bit strange. 
   
  31. 
  A wandering tinker roams the woods, Steffan 
  Karian by name. He is  
  1. A doppelganger,  
  2. A spy for (1. The witches, 2. The High  
      King, 3. The Silver Queen, 4. The Goblin  
      kings, 5. The faerie, 6. The Devil),  
  3. A cheat and a liar,  
  4. The most honest man in the Highlands,  
  5. The best tracker in the Highlands,  
  6. A drunk,  
  7. Able to repair (1. Nothing, 2. Anything,  
      3. Simple things, 4. Anything but metal),  
  8. The richest man in the Highlands, hiding  
      his wealth in (1. A cave, 2. His wagon,  
      3. His boots, 4. In the open) 
  32. 
  Wolves wander the Highlands  
  1. In league with the Goblins,  
  2. Hunting Goblins,  
  3. Hunting humans,  
  4. Afraid of people,  
  5. Afraid of nothing,  
  6. Helpful to people. 
   
  33. 
  Animals in the woods have been acting strange  
  1. Approaching people fearlessly,  
  2. Deer and elk are eating rabbits,  
  3. At midnight, every night, the animals all  
      stand stock still and stare at the moon but  
      on moonless nights they (1. Go berserk,  
      2. Interbreed, 3. Chase satyrs, 4. Are  
      ministered to by nymphs or dryads),  
  4. Insects form words with their swarms,  
  5. Butterflies mound together,  
  6. The wolf lays down with the lamb,  
  7. Moose are hunting wolves,  
  8. Wolves are climbing trees 
   
  34. 
  There’s been lost in the woods for 1d6 days  
  1. A little girl,  
  2. A goodwife,  
  3. An old man,  
  4. A nobleman 
   
  35. 
  False monks travel the woods looking for  
  1. True faith, 
  2. Leprechaun gold,  
  3. Lone travelers,  
  4. Mother Sacren and her hovel of magical  
      trinkets,  
  5. The dangerous and valuable Night Claw,  
  6. St. Ashar’s Stallion,  
  7. Moonstones,  
  8. Nothing, they are smuggling a magical  
      dagger to the Green King) 
   
  36. 
  A little demon man wanders the wood seeking  
  1. Ears,  
  2. Gold,  
  3. Jewels,  
  4. Souls,  
  5. Redemption,  
  6. A golden nymph 
   
  37. 
  Giants have been seen in the wood  
  1. Stealing and eating sheep,  
  2. Burning a homestead,  
  3. Chasing a caravan (but getting chased  
      away themselves, or so they say),  
  4. Guarding a huge pile of gold,  
  5. Destroying Holy Places 
  6. Looking for the King Under the Water,  
      looking for (1. The Hag of the Deepgrove,  
      2. The Witch of the West Wind,  
      3. Shiralla the Witchwoman of Hope  
      Cross, 4. The Sister of the Sunrise,  
      5. The Hardscrabble Crone,  
      6. The Treemen of the Northern Tier) 
   
  38. 
  There are monsters in the wood:  
  1. Trolls and other goblin-kin,  
  2. Giant beetles,  
  3. Giant bug monsters,  
  4. Giant spiders,  
  5. Griffins,  
  6. The walking dead 
   
  39. 
  The dead walk in the woods  
  1. Spirits on moonless nights to steal souls,  
  2. Mutilated bodies walk the night, seeking  
      1. Brains, 2. The innocent, 3. Hearts,  
      4. Any living thing),  
  3. Great blood drinking monstrous spirits fly  
      in the north,  
  4. Screaming spirits steal your heart and  
      your will to live,  
  5. Dead bones walk in the Lichlands,  
  6. Demons possess the bodies of the dead  
      and hunt (1. The High King, 2. Red- 
      headed women, 3. Servants of God,  
      4. The hopeless, 5. Children,  
      6. The guilty) 
   
  40. 
  Little monstrous creatures run about the forest. 
  They are  
  1. Good fairies and sprites enjoying the  
      wood,  
  2. Dark and nasty fairies looking to cause  
      mischief,  
  3. Deadly illusions,  
  4. Bug-eyed little monsters who eat  
      (1. Children, 2. Magic, 3. Horses,  
      4. Hair),  
  5. Little tiny women who seek a master to  
      serve,  
  6. Little tiny men looking for a master to  
      serve 
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  131 
   
  41. 
  A (1. Basilisk, 2. Cockatrice, 3. Gorgon, 4. 
  Snake woman) hides in the forest, turning to 
  stone those who are  
  1. Guilty,  
  2. Innocent,  
  3. Violent,  
  4. Rude to it,  
  5. Friendly to it,  
  6. Threaten it 
   
  42. 
  The spirits of saints wander the wood  
  1. Blessing the unwary,  
  2. Saving the endangered,  
  3. Prophesying doom,  
  4. Destroying magic,  
  5. Bestowing magic,  
  6. Defeating goblin-kin 
   
  43. 
  Mother Sacren has been seen in  
  1. The mountains,  
  2. The swamp,  
  3. St. Albaran’s Monastery,  
  4. The company of the Silver Queen 
   
  44. 
  A strange creature known as the Hooded 
  Wanderer stalks the Highlands, seeking  
  1. Redemption,  
  2. Seven Human Hearts,  
  3. Her Killer,  
  4. To escape judgment,  
  5. The eyes of four widows,  
  6. Justice,  
   
  45. 
  A Lady and her Champion travel the wood 
  seeking  
  1. To dispense justice,  
  2. To avenge her dishonor,  
  3. Refuge,  
  4. To test the worthy,  
  5. To test the unworthy,  
  6. Fame and fortune 
   
  46. 
  The Welwa is a frightening creature who 
  wanders the wood  
  1. Invisibly attacking travelers,  
  2. On the darkest of nights, appearing in the  
      trees,  
  3. With seven great cats who hunt with it,  
  4. When the moon is full and the wind blows  
      from the north,  
  5. Stealing souls,  
  6. Seeking the guilty 
   
  47. 
  A mad hermit travels the forest  
  1. Accompanied by wolves and badgers and  
      birds,  
  2. Carrying a magical staff that commands  
      the weather,  
  3. Searching for his lost bride,  
  4. Dancing with faeries,  
  5. Untouched by the winter’s cold,  
  6. Half the time as a man, half the time as a  
      grizzly bear 
   
  48. 
  A little fairy man with a long white beard will  
  1. Take all your gold and turn it to lead,  
  2. Take all your copper and turn it to gold,  
  3. Challenge you to a battle of wits,  
  4. Challenge you to a battle of faith,  
  5. Challenge you to a battle of arms,  
  6. Try to steal your most treasured  
      possession 
   
   
   
   
   
  49. 
  It’s that time of year when Dorcan the giant 
  comes around to  
  1. Collect his bounty of souls,  
  2. To gather men’s hearts, 3. To destroy his  
      enemies,  
  4. To appease his king with the hearts of  
      men,  
  5. To escape his tormenter,  
  6. To escape his father 
   
  50. 
  Wandering Jack travels from village to village 
  because  
  1. He is a wanted man,  
  2. He is a holy man,  
  3. He is a restless man,  
  4. He is the protector of the Highland folk,  
  5. He is a restless spirit,  
  6. He is searching for (1. His lost love, 2. His  
      lost child, 3. The magic of the ancients,  
      4. A companion) 
   
  51. 
  Karras (or, if he’s not around, Ugly Karras) was  
  1. Kicked out of his village,  
  2. Chased out of his home,  
  3. Thrown in the king’s prison from which  
      he escaped,  
  4. Born a fugitive  
   
  because he  
  1. Killed a noble,  
  2. Killed his wife,  
  3. Killed the king’s guard,  
  4. Sold his soul to the devil,  
  5. Stole a widow’s gold,  
  6. Faked his own death 
   
  52. 
  Fritz, his donkey, a bear and a mouse travel the 
  Highlands  
  1. Seeking the witch who cursed them,  
  2. Seeking an audience with the Silver  
      Queen,  
  3. Running away from the witch who cursed  
      them,  
  4. Running away from the monks of St.   
      Albaran’s monastery,  
   
  53. 
  Finn the Tiny is  
  1. The son of a noble fairy,  
  2. An outlaw fairy,  
  3. A friend who appears in times of great  
      need,  
  4. A worthy adversary,  
  5. Actually a giant,  
  6. The illegitimate son of the King, cursed by 
  his father’s wife.  
   
  Finn travels the wood  
  1. To find a magical lantern,  
  2. To find the Eye of the Moon,  
  3. To help those who are in need,  
  4. To play tricks on helpless villagers,  
   
  54. 
  If you call for the Bearman three times he 
  appears  
  1. From behind the trees to help you,  
  2. From behind the trees annoyed,  
  3. With a great bear as a mount,  
  4. If it pleases him.  
   
  Beware that you have a good reason to call the 
  Bearman or he will  
  1. Eat you,  
  2. Imprison you,  
  3. Call bears from the forest to maul you,  
  4. Chase you from the wood 
   
   
   
  55. 
  There is a great tree in  
  1. The heart of the forest,  
  2. The edge of the mountains,  
  3. A deep, dark valley,  
  4. A shady grove beside the river,  
  5. The Lichlands,  
  6. Griffin hills 
   
  The tree bears magical seeds which  
  1. Restore life,  
  2. Restore health,  
  3. Grow magical plants,  
  4. Grow into warriors,  
  5. Explode when thrown,  
  6. If a person eats one, that person will never  
      have to eat food again for the rest of their  
      life. 
   
  56. 
  A great and powerful man we simply call The 
  Brute challenges men to wrestle. If you win the 
  Brute will  
  1. Grant a wish,  
  2. Serve you for one year and one day,  
  3. Give the winner a magical coin,  
  4. Give the winner immortality.  
  If the Brute wins they say he takes nothing from you 
  but your pride. 
   
  57. 
  Beware if you hear music in the wood. Run 
  away fast. The widows who wander the wood 
  will  
  1. Steal your soul,  
  2. Ensorcell you to serve them,  
  3. Kill you on the spot,  
  4. Turn you into a (1. Toad, 2. Bird,  
      3. Ghost, 4. Turtle) 
   
  58. 
  Towers used to line the King’s road. Most are 
  ruined now and  
  1. Haunted,  
  2. Concealing great treasures,  
  3. Home of bandits,  
  4. Safe places to shelter from a storm,  
  5. Waiting for the True High King to ascend  
      the throne, when they will magically be  
      restored,  
  6. Unsafe for travelers to enter 
   
  59. 
  Deep in the wood on the Whitewater River is a 
  tiny village called (1. Bohet, 2. Bonnet, 3. 
  Bonnechet, 4. Boeh Hect) where the men act 
  queerly  
  1. Never blinking,  
  2. Speaking in riddles,  
  3. Always watching strangers,  
  4. Never leaving the village, even to farm or  
      fish. No one stays in the village for long.  
   
  Some say no one ever leaves the village. 
   
  60. 
  Up on the hill called Heaven’s Height is a 
  shrine to the angels. They say if you pray there 
  long enough and with enough faith  
  1. God will grant your prayer,  
  2. Angels will fly to your aid,  
  3. St. Albaran will come to your aid,  
  4. Fairies will come to your aid.  
   
  61. 
  In the westwood is tree and a cave. The cave is  
  1. Haunted by a demon,  
  2. Haunted by a murdered woman’s soul,  
  3. Haunted by a pagan priest’s ghost,  
  4. Haunted by a little boy’s ghost 
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  132 
   
  62. 
  Woodbridge Village is  
  1. Full of good, hearty woodsmen and their  
      families, felling the finest trees in the  
      Tier,  
  2. A rowdy, lawless place where women  
      should not go and men should go armed,  
  3. No more, a (1. Flood, 2. Fire, 3. Goblin  
      raid, 4. Plague, 5. Ghost, 6. Monster  
      called the Welwa) destroyed it,  
  4. Full of mysterious, magical people who  
      aren’t what they seem,  
  5. Never in the same place twice,  
  6. Well protected by a wall and well  
      defended by the Forest Master (who is  
      1. Half man, half elk, 2. A goblin-kin,  
      3. A powerful druid, 4. A ghost,  
      5. A member of the Silver Queen’s court,  
      6. A lackey of the King Under the Water) 
   
  63. 
  North of Faller Village the River  
  1. Is too wild to navigate,  
  2. Is filled with river monsters,  
  3. Is too shallow for boats,  
  4. Has too many waterfalls,  
  5. The water is poisonous,  
  6. Is cursed 
  64. 
  The Chapel in the Woods is  
  1. North of Faller Village,  
  2. North of St. Albaran’s Monastery,  
  3. South of the Basin Stone,  
  4. A magical gateway to the Faerie Realm,  
  5. Dedicated to St. Albaran but is inhabited  
      by the ghost of another,  
  6. Lost to the ages 
   
  65. 
  The Garis Man is  
  1. A local legend about a huge hairy  
      monster,  
  2. A local legend about a stone outcropping,  
  3. A local legend about how the High King  
      defeated the Garis demon,  
  4. A place where magic is powerful,  
  5. A destroyer of magic,  
  6. A druid who calls forth lightning 
   
  66. 
  Faller Village is haunted by  
  1. Demons,  
  2. The walking dead,  
  3. A dark secret,  
  4. Changelings,  
  5. An evil wizard,  
  6. Evil faeries 
   
  67. 
  Faller Village is noted for  
  1. Apples,  
  2. Wheat,  
  3. Silk,  
  4. Strong men,  
  5. Rope,  
  6. Nothing, it is a miserable hole in the  
      world 
   
  68. 
  There’s a fairy king in the hills who  
  1. Enslaves hapless wanderers,  
  2. Uses music to charm his victims,  
  3. Binds the unwary and leaves them to die  
      in the wilderness,  
  4. Sends out his strange minions to capture  
      slaves,  
  5. Lives under the mountain behind a  
      magical door,  
  6. Is really a giant under a witch’s curse 
   
   
   
   
   
  69. 
  Geryon the Druid of the Woodland Marsh has 
  been  
  1. Acting strangely whenever he is around  
      people,  
  2. Burning the trees of the forest,  
  3. Seen with the Hag of the Deepgrove,  
  4. Capturing monsters for some nefarious  
      purpose,  
  5. Seen with the Goblin King Under the  
     Water,  
  6. Training the alligators of the Marsh to spy  
     for him 
   
  70. 
  The Creator’s Stone, it is said, will fall from its 
  pedestals just before the world ends. On nights 
  of a full moon, the Creator’s Stone (or Farseer 
  Stone)  
  1. Gives visions to the faithful,  
  2. Shows your future, 
  3. Shows your past,  
  4. Reveals your true love,  
  5. Grants the blessing of God,  
  6. Opens a gate to hell 
   
  71. 
  The Treemen in the north  
  1. Protect a dark secret,  
  2. Hide the Prince of the Forest, an exiled  
      faerie king,  
  3. Are friendly to those who befriend the  
      forest,  
  4. Are short-tempered and evil,  
  5. Can make trees move to their bidding,  
  6. Are the sons of the Seedoak, the first  
      Treeman who ever was 
   
  72. 
  Birdmen have been seen  
  1. Flying above the northern mountains,  
  2. By Drunk Willie, the gremlin hunter,  
  3. Dead along the King’s Road,  
  4. Flying with the great eagles of the Endless  
       Mountains,  
  5. Fighting with the great eagles of the  
       Endless Mountains,  
  6. Flying south 
   
  73. 
  The Rusted Tomb  
  1. Is home to bitter, ineffective priests of the  
      Greatsmith,  
  2. Is a museum of the Greatsmith’s greatest  
      works,  
  3. Is the tomb of the Greatsmith,  
  4. Has secret treasures beneath the massive  
      anvil 
  5. Is home to powerful, magic wielding  
      priest/wizards,  
  6. Holds the key to defeating the King Under  
      the Water 
   
  74. 
  The rise known as Northwatch Beacon  
  1. Once burned with holy light,  
  2. Once held the watchfires of the True  
      King,  
  3. Is cursed because there is no true king in  
      the land,  
  4. Holds great treasures from Great King  
      Hargeh’s rule,  
  5. Is struck by lightning at least a score times  
      every time there is a thunderstorm,  
  6. Is nothing but a story from the Old Folk 
   
   
   
   
   
   
   
   
  75. 
  Great pillars of stone, known as the Stones of 
  the Fallen Kings, line the road from Faller 
  Village to St. Albaran’s. These stone pillars 
  are:  
  1. Markers for great treasures from kings long 
  ago,  
  2. Faerie stones which should not be 
  approached on moonless nights,  
  3. Markers of the graves of fallen giant kings,  
  4. The fingers of titanic beings buried far 
  beneath the ground. 
   
  76. 
  The Basin Stone is  
  1. Magical, granting health and long life to  
      anyone who drinks water that runs off its  
      face,  
  2. An ancient elven ritual stone, cursed by  
      the elves to cause any who drink the water  
      to live forever,  
  3. Able to make magic water more powerful,  
  4. Poisons waters poured on it, if done so  
      selfishly,  
  5. Useless,  
  6. Placed by God to aid the poor in the  
      region, not for strangers and outsiders 
   
  77. 
  Lake Fincher is known for  
  1. Huge pikes,  
  2. Odd crabs only found in this one lake,  
  3. The best fishermen in the Highlands,  
  4. A dark secret among the women,  
  5. A dark secret among the men,  
  6. Trading with Goblin-kin 
   
  78. 
  The roads north of Faller Village (to Lake 
  Fincher, Tiresh Village and the Amarten 
  Copper Mine) are dangerous to horses because 
  Griffins live in the Endless Mountains. The 
  people of this area  
  1. Have tamed the Griffins and use them to 
  keep travelers away,  
  2. Hate horses, preferring mules and oxen,  
  3. Ride flying sleds through the sky,  
  4. Are all wanted criminals 
   
  79. 
  The people of Tiresh Village  
  1. Consort with the dead,  
  2. Ride the Griffins of the Mountains,  
  3. Are cheaters and liars,  
  4. Are among the most honorable people in  
      the Highlands,  
  5. Are secretive about their family   
      relationships,  
  6. Hide a wanted criminal 
   
  80. 
  The ruins of King Hargeth’s castle contain  
  1. The lost Treasure of the True King  
      reported to be (1. Ten thousand gold  
      coins, 2. Ten thousand gemstones,  
      3. Ten thousand sacred scrolls,  
      4. Ten thousand immortal soldiers),  
  2. A demon prince,  
  3. An angelic messenger,  
  4. The way to call back Great King Hargeth  
      to lead the people in peace once more,  
  5. A heretical book called The Acts of the  
      Fallen,  
  6. The keys to the High King’s prison 
   
   
   
   
   
   
   
   
   
  
  T                                                                                                             The Northern Tier 
   
  133 
   
  81. 
  Along the river is a pier with four great willow 
  wheels tended by a curious man. The wheels  
  1. Power the river and if stopped will dry up     
      the water,  
  2. Power a great magical device hidden  
      beneath the water,  
  3. Are actually turned by powerful creatures  
      beneath the water who are enslaved by the  
      strange man,  
  4. Are powered by the movement of the  
      river but do nothing,  
  5. Sink any boats that pass without paying a  
      tribute (1. A gold piece, 2. An animal  
      sacrifice, 3. A human sacrifice, 4. A great  
      treasure, 5. A friendly gesture, 6. A  
      magical spell),  
  6. Are the wheels of the gods 
   
  82. 
  The people of Grammian Village are  
  1. Unfriendly and standoffish, not  
      welcoming strangers,  
  2. Terrible farmers and herdsmen,  
  3. Cursed by a witch,  
  4. Minions of an ogre master,  
  5. Slaves of an evil wizard,  
  6. Not really human 
   
  83. 
  The King Under the Water is  
  1. An enormous Goblin who rules tens of  
      thousands of Goblin-kin,  
  2. A demon prince,  
  3. A benevolent, if misunderstood, faerie  
      king,  
  4. A giant who feeds on the souls of  
      innocents,  
  5. A wicked sorcerer,  
  6. Really the High King of the Highlands 
   
  84. 
  The oracle at Wisdom Falls is  
  1. The Blind Seer of the Northlands,  
  2. An angel sent from God,  
  3. A demon who deceives,  
  4. A man preying on the ignorant,  
  5. Possessed of divine wisdom and  
      knowledge,  
  6. Never willing to help when you really  
      need it 
   
  85. 
  Goblins have lived in the old Dwarf Temple in 
  the East for generations. Lately,  
  1. They have started a war with the Goblin  
      King Under the Water,  
  2. They have begun raiding human villages,  
  3. They have shut the doors permanently,  
      hiding some great secret treasure,  
  4. They have allied themselves with the  
      Silver Queen,  
  5. Their king has been assassinated and they  
      are without a strong leader,  
  6. They have begun using some kind of great  
      and deadly magic which could destroy the  
      Highlands 
   
  86. 
  Birdmen have been seen more and more in the 
  skies. Everyone says they are 
  1. Searching for an ancient treasure 
  2. Preparing to take back their ancient home 
  3. Allied with the Goblin King in the Dwarf 
  Ruins 
  4. Searching for a lost birdman prince 
  5. Fleeing from a war far in the north 
  6. Looking for an ancient enemy, a dragon 
   
   
   
   
  87. 
  The famed City of Silver, Scillian Duassan, is 
  rumored to be 
  1. Deep beneath the Keep of the King Under  
      the Water 
  2. Guarded by the supposedly long-absent  
      birdmen 
  3. Deep beneath Lake Fincher 
  4. Guarded by the Sons of Boeh Hect 
  5. What they are really looking for at the  
      Amarten Copper Mine 
  6. Found and lost by Great King Hargeth 
   
  88. 
  An heir of Good King Hargeth has been found. 
  He is 
  1. An orphan at St. Albaran’s Monastery 
  2. Held captive by the Silver Queen 
  3. Held captive by the King Under the Water 
  4. Lost in the wood somewhere 
  5. Living among the Faeries 
  6. A guest of the Firbolg King 
   
  89. 
  Firbolgs have been seen in the forest 
  1. Hunting some wicked giants 
  2. Searching for a traitor 
  3. Searching for a lost Firbolg child 
  4. Spying for their King, to prepare to attack  
      (1. Faller Village, 2. The King Under the  
      Water, 3. The Goblins of the Dwarf  
      Ruins, 4. St. Alabaran’s Monastery) 
  5. Hunting elk and bear 
  6. Capturing a herd of moose 
   
  90. 
  The sky is just right for 
  1. The swarms of the Swamp Gnats 
  2. Moonstone fall 
  3. Snow/hail/rain 
  4. The portents of the stars to be revealed 
  5. The forest lights to shine 
  6. Calling the Hawks of St. Ashar 
   
  91. 
  Some children from another village are said to 
  have wandered into the wood, meeting 
  1. The Welwa 
  2. The Night Claw 
  3. Fairy women who kidnapped them 
  4. A friendly giant 
  5. One of the witches, who gave them the evil 
  eye 
  6. A mysterious old man 
   
  92. 
  The King Under the Water is one of the old 
  High Kings who was executed but wouldn’t 
  stay dead. He was executed for 
  1. Killing his wife 
  2. Massacring a village of innocents 
  3. Being on the wrong side of a Coup 
  4. Stealing (1. Something from the church,  
      2. An ancient magical artifact, 3. His  
      nobles’ gold, 4. An ancient heretical  
      book) 
  5. Heresy 
  6. Treason 
   
  93. 
  St. Ashar’s Stallion can be 
  1. Called by (1. Whistling at midnight, 2.  
      Praying to St. Ashar at dawn, 3. Calling  
      for Ashar’s Mount anytime, 4. Being in  
      desperate need) 
  2. Tamed by (1. Feeding it magical oats, 2.  
      Feeding it sugar beets, 3. Stroking its  
      mane, 4. Clipping its wings) 
  3. Mounted and controlled easily 
  4. Heard but not seen 
  5. Seen but not heard 
  6. Flown all the way to the moon 
   
  94. 
  Hidden in the hills is a  
  1. Wizard’s tower, abandoned 
  2. Wizard’s tower, occupied by (1. An evil  
      mage, 2. A good mage, 3. A demon  
      prince, 4. A thousand giant bees) 
  3. The tomb of a god 
  4. The tomb of a Wizard 
  5. The tomb of the True King 
  6. A giant’s home (1. Abandoned,  
      2. Occupied, 3. In ruins, 4. Just being  
      built) 
   
  95. 
  The High King is really 
  1. A doppelganger 
  2. A witch in disguise 
  3. A wizard indisguise 
  4. Dead, his body has been reanimated 
  5. A woman 
  6. A puppet for the church 
   
  96. 
  Monks from the Church have been searching 
  for 
  1. Practioners of the ancient worship of the  
      old gods 
  2. Old, heretical books 
  3. A relic of the church which was stolen 
  4. A wandering brother 
  5. Proof of a miracle 
  6. A demon worshipper 
   
  97. 
  Bandits have been seen 
  1. On the King’s Road 
  2. Near Lake Fincher Village 
  3. In Woodbridge 
  4. Threatening Monks of St.Albaran 
  5. Robbing peasants near Faller Village 
  6. Running from a giant 
   
  98. 
  Strange rings of stones found in the wood 
  belong to the faeries 
  1. Who use them to travel from place to  
      place magically 
  2. Who can be called by making an offering  
      within the circle 
  3. Who use the stone circles to trap mortals 
  4. Who use the stones to contact the old gods 
  5. Who live in another land, but enter the  
      moral realm through these stone rings  
      somehow 
  6. Who watch the mortal world through  
      these rings of stones 
  99. 
  The Witch of the West Wind and the Hag of the 
  Deepgrove are 
  1. Sisters who always work together 
  2. Rivals who try to undermine one another 
  3. Daughters of the old gods 
  4. Masters of illusion magic 
  5. Angels in disguise 
  6. Agents of the devil 
   
  100. The faeries of the wood 
  1. Will steal anything not locked up 
  2. Are in league with the Goblin-kin 
  3. Hate humans 
  4. Will help those in need 
  5. Will make it worse for those in need 
  6. Offer “faerie gold” to the unwary that  
      isn’t real, but looks like it, and can even  
      fool merchants 
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  134 
   
  APPENDIX: NPC Statistics 
   
    NPCs                                                   Statistics 
  Location 
  Abbot 
  D’Harran 
  AC 8, HD C9, hp 41, #ATT 1 or spell, Dam 1-6 [mace] or 1-4 [dagger] spell, AL NG) 
  Spells: 
  Level 1: Command, Create Water, Resist Cold, Sanctuary 
  Level 2: Augury, Detect Charm, Hold Person, Know Alignment 
  Level 3: Animate Dead, Create Food and Water, Dispel Magic 
  Level 4: Cure Serious Wounds, Detect Lie 
  Level 5: Raise Dead 
  NPC Encounter and Hex 28 
  Allin 
  the 
  Mighty 
  AC 0, HD F8, hp 42, #ATT sword at +2 for STR, Dam 1-8+2, AL LN  
  NPC Encounter 
  Aran 
  Garreth, 
  Captain 
  AC5[14], HP 26, LVL5, Fighter, LN. Human, STR:16, INT:14, WIS:12, DEX:15, CON:10, 
  CHA:16. Chainmail, longbow, longsword. 
  Hex 30 
  Belwyn 
  the 
  Magnificent 
  Belwyn the Magnificent: HD M2; AC 9[10]; Atk dagger (1d4) or spell; Move 9[currently 0]. 
  Spells: Hold Person, Light 
  Hex 1 
  Brother 
  Garath 
  MU 5, AC 9, hp 13, I=18, wand of wonder, dagger, 32 gp, 19 sp 
  Special Encounter (6) 
  Brother 
  Muchen 
  F6, AC 5, hp 33, S=16, chainmail, short sword +1, 109 gp 
  Special Encounter (6) 
  Brother 
  Angus 
  Th 6, AC 6, hp 17, D=17, thieves’ tools, amulet of St. Arius, short sword, gold ring [60 gp], 
  gold earring [12 gp], 33 sp 
  Special Encounter (6) 
  Brother 
  Fraklan 
  Th 5, AC 8, hp 11, D=15, dagger, short sword, parchment written in code [names, dates, goods 
  being shipped], 44 gp, 13 sp, ruby [130 gp] 
  Special Encounter (6) 
  The Brute 
  HD: 6; hp 23; AC 4[16]; Atk Wrestling (+3 for strength) or scythe (1d8+3); Move: 12; Save 
  11; CL/XP 8/800; Special: magic items, strength. 
  Special Encounter (28) 
  Camala 
  Bearfriend 
  HD 1; hp 6; AC 9[10]; Atk nil; Move 12; CL/XP 0; Special: Bearfriend, Spells. 
   
  Special Encounter (10) 
  Dirk Shippley 
  AC4[15]. HP18, LVL4, Thief, STR:15, INT:15, WIS:8, DEX:18, CON:9, CHA:9. Dagger of 
  Venom. 
  Hex 30 
  Finnian, the 
  Forestmaster 
  HD 11; AC 3[16]; Atk Spear (1d6+6) Antlers (2d8); Move 15; Save 4; CL/XP 12/2,000; 
  Special: Summon Creatures, Camouflage, Shapechange 
  NPC Encounter and Hex 38 
  Forerunner 
  HD 2; hp 7; AC 3[16]; Atk 1 fist (1d8); Move 12; Save 11; CL/XP 2/60; Special: Blessing 
  Special Encounter (3) 
  Fritz 
  HD 1hp; AC 9[10]; Atk nil; Move 6; Save 16; CL/XP0; Special: None. 
  Special Encounter (19) 
  Frog King 
  (Frog Form): HD 1d4 hp; AC 9[10]; Atk nil; Move 6; Save 17; CL/XP 2/60; Special: songs. 
  (Human King Form): HD 1; AC 9[10]; Atk Punch (1d3); move 9; Save 17; CL/XP 2/60; 
  Special: None. 
  Special Encounter (22) 
  Gerrymander 
  Willowman 
  HD 4; AC 6[13]; Atk 1 pole (1d6+2); Move 12; Save 13; CL/XP 5/240; Special: None 
   
  Geryon 
  the 
  Druid 
  Druid, 7th Level, S 11, I 12, W 17, D 13, C12, Ch16 hp 26 Al N(E)-charmed, going insane 
  Spells:  
  Level 1   Entangle, Locate Animal, Pass Without Trace, Speak With Animals  
  Level 2   Charm Mammal, Cure Light Wounds, Heat Metal, Obscurement  
  Level 3   Cure Disease, Snare, Stone Shape 
  Level 4   Hold Plant 
   
  Goran, 
  the 
  Wildman 
  AC 7, HD F5, hp 33, #ATT 2 fists at +3 for STR or magic axe at +3 for STR, Dam 
  1d4+3/1d4+3/1d8+3, AL N 
  NPC Encounter 
  Hag of the 
  Deepgrove 
  (Green Hag) 
  HD 10 (lvl 5 witch); hp 43; AC -2[21]; Atk 2 claws (1-2+5/1-2+5); Move 12 (Swim 12); Save 
  5; CL/XP 11/1,700; Special: Darkvision, Spell-like Powers, Camouflage, spells 
  Spells 
  Level 1: Charm Man, Magic Disk, Reflected Image 
  Level 2: Bestow Curse, Locate Object 
  Level 3: Seduction (III) 
  Hex 12 
  Hargeth 
  the 
  Hedge 
  Wizard 
  Level 7 Hedge Wizard: AC 9, MU4, S:9, I:16, W:11, D:18, C:8, Ch15. 3d4 random potions. 
  Spells 
  First Level: Affect Normal Fires, Friends, Magic Aura 
  Second Level: Continual Light, ESP 
   
  Hooded 
  Wanderer 
  HD 6; hp 33: AC 1[18]; Atk 1d6 tentacles (1d6 each), 2 bite (1d8 each); Move 12; Save 11; 
  CL/XP 8/800; Special: Blessing, Grapple, Spell-like powers 
  Special Encounter (14) 
   
   
  
  T                                                                                                             The Northern Tier 
   
  135 
   
   
   
   
  Hunting 
  Monks 
  Myran: C1, hp 3, purify food and drink/ leader, dour but kind, good leader, well liked 
  Ashtan: C2, hp 7, bless, sanctuary/ bumbling fool, very intelligent, most pious of them 
  Georg: C1, hp 4, create water/ self-righteous but faithful  
  Ged: NH, hp 6/ short-tempered, doubter 
  Newman: NH, hp 2/ kind of an outcast, dirty, fat, sneaky 
  Miller: NH, hp 5/ insecure, least experienced of the group 
  Pallin: NH, hp 6/ overbearing, compassionate 
  Rayan: NH, hp 4/ passive aggressive, quiet, shy 
  Doolian: NH, hp 7/ loud, funny, doubter 
  Rian: NH, hp 6/ pushy, sad, often inappropriate 
  Dohan: NH, hp3/ great hunter, prideful, compassionate 
  Abram: NH, hp 5/ hears God’s voice, has visions, absent-minded 
  Fillias: NH, hp 4/ distrusting outsiders, loyal friend, limps 
  Abarnat: NH, hp 5/ one-eye, very observant, clever 
  Hex 16 
  Mad Agatha 
  AC 9, MV 120’, NM, hp 6, THAC0 20; #AT 1, D by wpn; S11, I 10, W 16, D 9, C 17, Ch 12; 
  AL CN; XP 16 
  NPC Encounter and Hex 
  Mad Hermit 
  HD 1; hp 6; AC 9[10]; Atk staff (1d6); Move 9; Save 18; CL/XP 1/15; Special: staff, powers. 
  Special Encounter (11) 
  Mother 
  Sacren 
  Exile: HD 14; AC 0[19]; hp 68; #Attacks 2 + spells; Damage 1d6/1d6; AL: CN; Special: Spell 
  effects 
  Special Encounter (7) 
  The Mouse 
  AC 9, HD T4, hp 16, #ATT 1 shortsword, Dam 1d6, SA Backstab, AL N, Special: can 
  transform into small white dragon 
  NPC Encounter 
  Nightclaw 
  HD 5; hp 20; AC 5[14]; Atk 2 claws (2d4 each) 1 bite (1d8); Save 12; Move 12; CL/XP 7/600; 
  Special: Blink, move silent/hide in shadows. 
  Special Encounter (23) 
  Olan Miller 
  AC7[12], HP32, LVL4, Fighter, Human, LN, STR:17, INT:14, WIS:1O, DEX:13, CON:16. 
  CHA:13. +1 Longsword. 
  Hex 30 
  Old 
  Whitebeard 
  HD 4; hp 24; AC 3[16]; Atk staff (1d6+2); Move 9; Save 13; CL/XP 5/240; Special: Wrestle, 
  curse. 
  Special Encounter (12) 
  Peasant 
  in 
  Cart 
  HD 2; AC 9[10]; hp 5; Atk club (1d6); Move 9; Save 18; CL/XP 2/60; Special: None. 
  Special Encounter (4) 
  Prophetess 
  HD 1; AC 0[19]; hp 7; Atk nil; Move 12; Save 8; CL/XP 1/15; Special: Prophecies 
  Special Encounter (3) 
  Pylarian, the 
  Blind Seer 
  Exile: HD 12; AC -1[20]; Atk by weapon type, spell-like effects, breath 
  weapon (60hp damage 3/day); Move 24; Save 3; CL/XP 12/2000; Special: 
  Flame Breath, spell like effects. 
  Hex 41 
  Steffan 
  Karian 
  S 12, I 14, W 11, D 17, Cn8, Ch 8, Lvl 0, hp 5, AC 9, THACO n/a, AL N. 
  NPC Encounter 
  Stoneseeker 
  Jain 
  AC 9[10], HP8, N, Age:60. Specialties: heraldry, signs and sigils, legends 
  and folklore. Casts Augury 3x/day, Contact Other Plane 1x/week, detect evil 
  at will, detect magic at will (considered 10th level for casting purposes). 
  Hex 30 
  Tennon, 
  Lightbringer 
  AC5[14], HP8, LVL3 Cleric, N, STR:13, INT:16, WIS:16, DEX:10, 
  CON:11, CHA:16. +1 Mace.  
  Spells: Bless, Sanctuary, Augury 
  Hex 30 
  Ugly Karras 
  T6, hp 19, #ATT 1 knife (dagger), Special: thief abilities, ESP, passwall, 
  AL NE. 
  Special Encounter (17) 
  Wandering 
  Jack 
  HD 7; hp 27; AC 3[16]; Atk Sword and Dagger; Move 12; Save 9; CL/XP 
  8/800; Special: Magic weapons and armor, Spell-like abilities. 
  Special Encounter (16) 
  Witch of the 
  West Wind 
  AC9, HD Witch 8, hp 37, #ATT 1 poisoned dagger + spells, Dam 1d4 
  +poison [additional 1 hp loss per round of failed saves] + spells, AL CN 
   
   
   
   
   
  
  The Northern Tier                                                                                                                                   a 
   
  136 
   
  Monster 
  Statistics 
  Angel (Principality) 
  HD 10; AC -2 [21]; Atk 2 weapons (3d6); Save 5; Move 18 (Fly 36); AL L; CL/XP 18/3500; Special: Immunities, +1 weapon to 
  hit, magic resistance (60%), magical abilities 
  Ankheg 
  5 HD; AC 2 [17] underside 4 [15]; Atk 1 bite (3d6); Move 12 (burrow6); Save 12; AL N; CL/XP 6/400XP;Special: Spits acid 5d6 
  (3/day, save for half) 
  Ash Dwellers 
  HD 2hp; AC 9[10]; Atk 1 (1 point); Move 12; CL/XP 1/15; Special: None 
  Bear, Brown 
  HD 4+1; AC 7 [12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; AL N; CL/XP 4/120; Special: Hug (1d8). 
  Bear, Cave 
  HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite (1d10+1); Move 12; Save 9; AL N; CL/XP 7/600; Special: Hug (3d6) 
  Beetle, Giant Slicer 
  HD 6; AC 2 [17]; Atk Bite (3d8); Move 9; Save 11; AL N; CL/XP 8/800; Special: Vorpal bite 
  Behir 
  HD 12; AC 4 [15]; Atk 1 bite (1d8); Move 15; Save 3; AL C; CL/XP 13/2300; Special: Constrict and claw, lightning breath. 
  Baby Behir: HD2; AC 6[13]; Atk 1 bite (1d4); Move 15; save 13; Special: Lightning Breath 
  Birdmen 
  HD 1 to 4; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; CL/XP 2/30; Special: 
  Fly. 
  Boar, Giant 
  HD 5+5; AC 5[14]; Atk 1 gore (3d6); Move 15; Save 12; CL/XP 6/400; Special: continue attacks 4 rounds after death. 
  Boar, Wild 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 2 rounds after death. 
  Black Oozing Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; AL N; CL/XP 12/2000; Special: Digestive surface, regeneration, immune 
  to cold, divides when hit with lightning. 
  Bonedancer 
  HD 5; AC 5[14]; Atk 2 knives (1d4 each) or 2 claws (1d3); Move 12; Save 12; CL/XP 7/600; Special: Animate Skeletons 
  Bugbear (Goblin Kin) 
  HD 5-6; AC 5[14]; Atk 1 bite (2d4) or weapon (1d8)+0/+2; Move 9; Save 14; CL/XP 3/120; Special: Surprise opponents, 50% 
  chance. 
  Catoblepas 
  HD 6; AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 11; AL N; CL/XP 8/800; Special: Poison Breath, Paralyzing Gaze. 
  Changeling 
  Imp 
  (Demon) 
  Man Form: HD 1; AC 8[11]; Atk fist (1d3) or by weapon; Move 6; Save 16; CL/XP 1/15 Special: regenerate, immune to fire. 
  True Form: HD 2; AC 2[17]; Atk 2 claws (1d4/1d4)/1 bite (1d6) + 1 sting (1d4 + poison); Move 6 (Fly 16); Save 16; CL/XP 6/400; 
  Special: Poison tail, polymorph, regenerate, immune to fire. 
  Chitterer 
  HD: 4+2; AC 0[19]; Atk 2 fists (1d12/1d12); Move 9; Save 13; CL/XP 7/600; Special: None 
  Coyote 
  HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 14; Save 16; AL N; CL/XP 2/30; Special: None 
  Crow, Normal 
  HD 1d2hp; AC 7[13]; Atk Eye peck (1 hp); Move 1/36 (flying); Save 17; CL/XP 1/10; Special: None 
  Demon: The Hunger 
  HD 12; AC 0[19]; Atk 1 bite (4d6+swallow whole) and 1 constrict (3d6); Move 12; Save 9; CL/XP 14/2600; Special: Constrict, 
  swallow whole, immune to poison, enslaving possession 
  Desecrated Corpse 
  HD 2; AC 6[13]; Atk 2 claw (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; Special: None. 
  Dog, Wild 
  HD 1+1; AC 7[12]; Atk bite (1d4); Move 15; Save 17; CL/XP 1/15; Special: None 
  Drake, Stone 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or stone gaze; Move 6 (Fly 24); Save 8; CL/XP 5/240; Special: stone gaze, non-detection, flies. 
  Dryad (Faerie) 
  HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; AL N; CL/XP 3/60; Special: Charm person (-2 save). 
  Dust Lich 
  HD 11; AC -5[24]; Atk Spell Effects, Curse; Move Nil; Save 4; CL/XP 13/2400; Special: Magic Resistance, Immine to many 
  spells, +3 or better weapon to hit. 
  Eagle, Giant 
  HD 4; AC 7 [12]; Atk 2 talons (1d4), 1 bite (1d8); Move 3 (Fly 24); Save 13; AL N; CL/XP 5/240; Special: None. 
  Elemental, Minor Air 
  (Wind) 
  HD 4; AC 2[17]; Atk 1 strike (1d8); Move (Fly 18); CL/XP 5/240; Special: Whirlwind (40’ high) 
  Elemental, Water 
  Small: HD 8; AC 2[17]; Atk 2 strike (2d8); Move 6 (Swim 18); Save 8; CL/XP 8/800; Special: overturn boats. 
  Medium: HD 12; AC 2[17]; Atk 2 strike (3d8); Move 6 (Swim 18); Save 3; CL/XP 12/2000; Special: overturn boats. 
  Large: HD 16; AC 2[17]; Atk 2 strike (4d8); Move 6 (Swim 18); Save 3; CL/XP 16/3100; Special: overturn boats. 
  Faedaor 
  HD 1-13; AC 6[13]; Atk 1 rapier (1d4+1) at +2 to hit; Move 12; Save 12; CL/XP 6/400; Special: Spells and Spell-like Abilities 
  Firbolg 
  HD 12+1d6 hp; AC 3 [16]; Atk 1 weapon (4d6); Move 12; Save 3; AL N; CL/XP 13/2300; Special: none 
  Fisherman of Boeh 
  Hect 
  HD 5; AC 9[10]; Atk pole/whip (1d4) or knife (1d4); Save 12; AL N(E); CL/XP 8/800; Special: Poison immunity, call lightning 
  Forsaken One 
  HD 3; hp 16; AC 2 [17]; Atk 2 strikes (1d4); Move 12; Save 14; AL C; CL/XP 4/120; Special: Heat Metal 
  Gabbler 
  HD 1;AC 9[10]; Atk 2claws (1d4/1d4); Move 9; Save 8; Special: Fire resistance 
  Ghost 
  HD 6; AC 0[19]; Atk Deathly cold touch (1d8 + Con drain and aging); Move (fly 12); Save 11; CL/XP 7/600; Special: Con drain, 
  aging, cause fear. 
  Ghoul 
  HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch 
  Giant, Hill 
  HD 8+2; AC 4[15]; Atk 1 weapon (2d8); Move 12; Save 8; CL/XP 9/1100; Special: Throw boulders. 
  Giant Mudborer 
  Larva: HD 5; AC 8[11]; Atk 1 bite (1d12) thrash (1d20); Move 3 (18 swim); Save 12; CL/XP 7/600; Special: Thrash 
  Adult:  HD 14; AC 6[13]; Atk 1 bite (3d12) 2 claws (2d8/2d8) thrash (4d10); Move 12 (24 swim); Save 3; CL/XP 18/3800; Special: 
  Thrash 
  Gnole 
  HD 2 + 2; AC 1 [18]; Atk Hacking bar (1d6+1); Move 12; Save 16; AL C; CL/XP 2/30; Special: none 
  Goblins (Goblin Kin) 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight. 
  Grave Demon 
  HD 6+6; AC 0[19]; Atk 2 fists (1d8/1d8); Move 12; Save 4; CL/XP 7/600; Special: Immune to mind affecting spells, immune to 
  fire, only hit by +1 or better weapons, control undead. 
  Green Hag 
  HD 10 ; AC -2[21]; Atk 2 claws (1-2+5/1-2+5); Move 12 (Swim 12); Save 5; CL/XP 11/1,700; Special: Darkvision, Spell-like 
  Powers, Camouflage, spells 
  Griffon 
  HD 7; AC 3[16]; Atk 2 claws (1d4), 1 bite (2d8); Move 12 (Fly 27); Save 9; CL/XP 8/800; Special: Flight. 
  Hangman’s Tree 
  HD 8; AC 2 [17]; Atk 1-6 vines (1d8); Move 3; Save 8; AL N (with chaotic tendencies); CL/XP 10/1400; Special: Hallucinatory 
  seeds, magic resistance (50%), strangle, digest prey. 
  Harpy 
  HD 3; AC 7 [12]; Atk 2 talons (1d3) and bite (1d4); Move 6 (Fly 18); Save 14; AL C; CL/XP 4/120; Special: Flight, siren-song. 
  Hawk (Champion) 
  AC 8, HD 3, hp 16, #ATT claws/bite Dam 1-3/1-3/1-6, AL N 
  Hobgoblins 
  (Goblin 
  Kin) 
  HD 2 or 3; AC 5[14]; Atk 1 weapon (1d8)+1/+1; Move 9; Save 17; CL/XP 1/15; Special: None. 
  Horse, Winged 
  HD 4; AC 6[13]; Atk 2 hooves (1d8); Move 24 (Fly 48); Save 13; CL/XP 4/120; Special: Flying 
  Hostile Spirit 
  HD as in life or 4; AC 6[13]; Atk touch (1d3 CON); Move 12; Save 11; CL/XP 5/240; Special: Constitution drain, Enraging Touch. 
  Huecufa 
  HD 2; AC 2 [17]; Atk Claws (1d4+1 plus disease); Move 12; Save 16; AL C; CL/XP 5/240; Special: Change self, disease, silver 
  or +1 weapons to hit 
  Kobolds 
  (Whelp) 
  (Goblin Kin) 
  HD 1/2 (1d4hp); AC 6[13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/15; Special: None. 
  
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  137 
   
  Leprechaun (Faerie) 
  HD 1d6hp; AC 5 [14]; Atk Dagger (1d3); Move 15; Save 18 (16 vs. magic); AL N; CL/XP 3/60; Special: Spells, magic resistance 
  60% 
  Longarm 
  HD 4+1; AC 5[14]; Atk 1 (1d10 or by weapon); move 9; Save 12; Special: Illusion ability 
  Marble 
  Guardian 
  (Large) 
  HD 60 hp; AC 5[14]; Atk fist (4d8); Move 6; Save 11; Special: Immunities, spell-like immunities. 
  Marsh Warbler 
  HD 4+4; AC 5[16]; Atk 2 claw/2 claw/1 bite; Move 9 (Swim 12); Save 13; CL/XP 6/400; Special: Surprise, spell reflection, swim. 
  Mourning Dame 
  HD 7; Atk withering touch (1d8 +aging); Move 12; Save 9; CL/XP 8/800; Special: Fear Gaze, Withering Touch 
  Mourning 
  Dame, 
  Noble 
  HD 10; Atk withering touch (1d8 +aging); Move 12; Save 5; CL/XP 11/1700; Special: Gaze, Withering Touch, Spell Like Effects. 
  Mouse 
  HD 1hp; AC 9[10]; Atk nil; Move 6; Save 16; CL/XP0; Special: None. 
  Mule  
  HD 3; AC 7[12]; Atk kick (1d6x2) bite (1d3); Move 12; Save 14; CL/XP 2/30; Special: None 
  Night Fairies 
  HD 1; AC 6[13]; Atk 1 weapon (1d2 or 1); Move 18; Save 15; CL/XP 5/400; Special: Magic abilities, poison use. 
  Ogre 
  HD 4+1; AC 5[14]; Atk 1 weapon (1d10+4); Move 9; Save 13; CL/XP 4/120; Special: None 
  Ogre, Giant 
  HD 7+3; AC 0[19]; Atk Sword (1d12) or Spear (2d8) at +4 for strength; Move 9; Save 9; CL/XP 11/1,100; Special: None 
  Owl (Normal) 
  HD 1; AC 5[14]; Atk 2 Claws (1d2/1d2) beak (1d2); Move 1/24(Flying); Save 17; CL/XP 2/60; Special: None 
  Pitch Wanderer 
  HD: 2+2; AC 7 [12]; Atk 2 slaps (1d6/1d6) or Pitch Balls (1d4+ burning damage); Move 6; Save 15; CL/XP 3/60; Special: Burning 
  Damage, Deadly Embrace. 
  Rat 
  HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible disease); Move 15; Save 17; CL/XP 1/20; Special: Disease, Swarm. 
  Satyr (Faerie) 
  HD 5; AC 5[14]; Atk 1 weapon (1d8); Move 18; Save 12; AL N; CL/XP 6/400; Special: Magic resistance (50%), pipes, 
  concealment. 
  Skeletal Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
  Skeletal 
  Linnorm 
  (Frost) 
  HD 14; AC -4[23]; Atk 2 claws (2d10/2d10) Frost Bite (3d10+ continuing cold damage); Move 15; Save 4; CL/XP 17/3500; 
  Special: Frost Bite, immune to most magic, only hit by +2 or better weapons. 
  Skeletal Warrior 
  HD 9+3; AC 2[17]; Atk 1 weapon [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; Special: only hit by magic weapons, 
  magic resistance, detect living, spell immunities 
  Song Spirit (Faerie) 
  HD 2; AC 9[10]; Atk nil; Move 9; Save 16 (see description); CL/XP: 1/20; Special: Charm Song, Magic Resistance. 
  Sons of Boeh Hect 
  HD 5; AC 1[18]; Attack weapon (1d8) or claw (1d6); Move 9; Save 13; CL/XP 4/120; Special: None. 
  Soulless Jongleur 
  HD 3; AC 2[17]; Atk None; Move 12; Save 15; Special: Hopeless Song; CL/XP 4/120 
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 2 
  levels with hit, immune to non-magical weapons. 
  Sphinx 
  HD 8; AC 1[18]; Atk 4 claws (1d8) and bite (1d12); Move 18 (Fly 24); Save 8; AL N; CL/XP 11/1700; Special: Divination, Dispel 
  Magic at 8th level (3/day). 
  Spiderfriend 
  HD 5; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d8 + poison); Move 12; Save 12; AL C; CL/XP 6/400; Special: Poison bite, traps 
  Spider, 
  Giant 
  Carrion 
  HD 4+4; AC 4[15]; Atk 1 bite (1d8+ rot); Move 9; Save 13; CL/XP 5/240; Special: rotting poison. 
  Spider, 
  Giant 
  Greyback 
  HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13; AL CN; CL/XP 7/600; Special: paralyzing poison, webs. 
  Sprite (Faerie) 
  HD 1hp; AC 9[10]; Atk nil; Move 6; Save 16; CL/XP0; Special: None. 
  Statues of the Stone 
  Mistress 
  HD 12 (60hp); AC 5 [14]; Atk 1 fist (3d8); Move 6; Save 3; AL N; CL/XP 16/3200; Special: +1 or better magic weapon to hit, 
  immune to most magic. 
  Tar Imp 
  HD 4; AC 3[16]; Atk hurled tar globs (1d6+continued damage) or grasp (1d4+continued damage); Move 3 (swim 12); Save 13; 
  CL/XP 5/240; Special: Grasping, sticky skin. 
  Tree, Rebel 
  HD 3d8 hp (attack as level 6 fighter); AC -1[20]; Atk 1d6 branches (1 point each); Move 0; Save 12; CL/XP 3/120; Special: spell 
  immunities 
  Treeman 
  HD 7-12;  HD 10; AC 2[17]; Atk 2 strikes (3d6); Move 6; Save 5; AL L; CL/XP 10/1400; Special: Control trees. 
  Treeman, Elder 
  HD 14; AC 0[19]; Atk 2 strikes (2d6/2d6); Move 6; Save 2; ALL; Special: Never surprises, control trees 
  Troll (Goblin-Kin) 
  HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 1 bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 10/1000; Special: 
  Regenerate 1d8hp/round. 
  Water Spirit (Faerie) 
  HD 4; AC 4 [16]; Atk drowning; Move 12; Special: Immunities, regeneration. 
  Welwa 
  HD 7; hp 39; AC 4[15]; Atk 2 claw attacks (1d6/1d6 + grapple), bite (1d4), antler gore (1d12), tail whip (1d3 + grapple); Move 
  15; Save 9; CL/XP 8/800; Special: tail whip, grapple, gore. 
  Werebear 
  HD 7+3; AC 2[17]; Atk 2 claws (1d3), 1 bite (2d4); Move 9; Save 9; CL/XP 8/800; Special: Lycanthropy. 
  Wight 
  HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: Drain 1 level with hit, hit only 
  by magic or silver weapons. 
  Wolves 
  HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30; Special: None. 
  Wraith 
  HD 4; AC 3[16]; Atk 1 touch (1d6+ level drain); Move 9 (Fly 24); Save 13; AL C; CL/XP 8/800; Special: drain 1 level with hit, 
  magic or silver weapon to hit. 
  Vampire 
  (7HD): HD 7; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 9; AL C; CL/XP 10/1400; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent 
  hit point and ability score loss. 
  (8HD): HD 8; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 8; AL C; CL/XP 11/1700; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent 
  hit point and ability score loss. 
  (9HD): HD 9; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 6; AL C; CL/XP 12/2000; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent 
  hit point and ability score loss. 
  Vampire, Thrall 
  HD 5; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 11; AL C; CL/XP 7/800; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (1/round), , charm gaze, possible permanent hit point loss. 
  Vulture 
  HD 1+1; AC 6[13]; Atk peck (1-3); Move 3 (Fly 30); Save 14; CL/XP 1/15; Special: Immune to disease. 
  Vulture, Giant 
  HD 3; AC 5[14]; Atk peck (1d6); move 3 (Fly 30); CL/XP 4/120; Special: Speech, immunities. 
  Zealous Defender 
  HD 11; AC 0[19]; Atk 1 sword (1d8+3); Move 12; Save 4; CL/XP 12/2000; Special: Unturnable, Spell-like effects, strength, magic 
  sword. 
  Zombie, Grave 
  HD 2; AC 8[11]; Atk 1 weapon or claw strike (1d8); move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm, 
  regenerate. 
  
  The Northern Tier                                                                                                                                   a 
   
  138 
   
  Maps of the 
  Northern 
   
   
   
  Old King’s 
  Watch 
  (Encounter 3) 
  Map 1 
  
  T                                                                                                             The Northern Tier 
   
  139 
   
   
  The Harpies’ Lair 
  (Encounter 5) 
  Map 2 
  
  The Northern Tier                                                                                                                                   a 
   
  140 
   
   
   
     
  Hargeth’s 
  Temple 
  (Encounter 6) 
  Map 3 
  
  T                                                                                                             The Northern Tier 
   
  141 
   
   
   
   
   
   
  Saint Albaran’s 
  Hunting Lodge 
  (Encounter 16) 
  Map 4 
   
  Woodland Marsh 
  And 
  Tar Pits of Harsal 
  (Encounter 17) 
  Map 5 
  
  The Northern Tier                                                                                                                                   a 
   
  142 
   
   
   
   
   
  Saint 
  Albaran’s 
  Monastery 
  (Encounter 28) 
  Map 6 
  Tiresh 
  Village 
  (Encounter 30a) 
  Map 7 
  
  T                                                                                                             The Northern Tier 
   
  143 
   
   
   
   
  Amarten 
  Copper 
  Mine 
  (Encounter 30b) 
  Map 8 
   
  Hargeth’s 
  Keep 
  (Encounter 32) 
  Map 9 
  
  The Northern Tier                                                                                                                                   a 
   
  144 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wisdom Falls 
  Pylarian’s Lair 
  (Encounter 41) 
   
   
  Map 10 
  
  T                                                                                                             The Northern Tier 
   
  145 
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Just south of the mist-shrouded peaks of the Endless 
  Mountains, The Rosewood Highlands is a border-
  land between the civilized lands to the east and west, 
  and the wild, untamed Northlands beyond the peaks.  
   
  The Northern Tier is a small, wild, wooded region 
  populated by faeries, undead, monsters and hardy 
  Highland Folk. Great treasures can be found buried 
  in mysterious ancient ruins, calling to the adven-
  turous and foolhardy. Strange creatures, both baleful 
  and benign, roam hills and valleys of the region. 
   
  The Northern Tier is a small Hexcrawl set in the 
  northern part of the Rosewood Highlands, east of 
  Newtown, west of Great Oaks, in the foothills of the 
  Endless Mountains. Ten NPCs, over 70 significant 
  random encounters and 42 hex encounters are de-
  tailed herein, offering both “fixed” and random en-
  counters as a party travels through the area. 
   
  Linked to this region are eight “Highlands Loca-
  tions” available separately from Rosethrone Publish-
  ing: 
   
   The Chantry of the Deepflame 
   The Ghost Downs 
   The Hall of the Gnome King 
   The Rusted Tomb 
   The Sepulcher of the Burning King 
   The Shrine of the Fallen Angels 
   The Summer Court of the Silver Queen 
   The Tumble and Faller Village 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands The Northern Tier (SW).pdf