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SA4

For
Advanced
D&D Game

Dungeon Module SA4


Lore Weaver Dread Academy
By Joe Conaway
AN ADVENTURE FOR CHARACTER LEVELS

Strange bodies have washed up on the shore, all clad in old-fashioned finery. Right
after the Wander’s Gathered no less. Where did these bodies come from? Are there
more coming? And did that one’s hand just twitch? Later I’ve seen these movies
On Týsdagr,14 Mörsugur a planetary conjunction occurred, the day after the sea casts out a dozen
corpses, all clad in old-fashioned finery onto the beaches of Seameet. The trail leads to an abandoned
island, reputed to be uninhabited for fifty years. It lies off the coast of ap Meryk to the east of the opening
of the Bay of Taoide Ghlasa. The dead are ghouls that were crushed to true death by a cave in, falling into
an underground river they eventually made their way to the sea and Seameet.

The island once housed a Lore Weaver Academy, a smaller one, that trained promising Lore Weavers.
The academy was also used as depository for a dangerous magic item. Only a few Lore Weavers knew it
was kept there.

One of the more promising Lore Weavers of his time was Kurdazas. He had a keen mind, one of the
smartest men in the world, if not THE smartest man in the world…at least he said so. And there is the
classic fault of genius, mental issues. The more he claimed to be a stable genius, the more HE believed it.

It was at the height of Kurdazas vainglory that the whispers began, not about him, but to him. A dark
creature had gotten his ear. Cimmeries, the Demon Lord of the Undead, had found Kurdazas’ mind a
fertile place for temptation. Cimmeries had taken an interest in Kurdazas’ because of his aptitude for
magic. He intended to corrupt Kurdazas and turn him into a Necromancer. Not the spell casters, but a
True Necromancer.

However, the same problem Kurdazas teachers ran into foiled Cimmeries as well. In Kurdazas’ pride he
believed he could control Cimmeries, binding the Demon Lord to his will. After all he knew the demons
name, how hard could it be? So Kurdazas played the waiting game. He suddenly became a model student,
gathering as much knowledge he could. It was his goal to become the first Demonolater in centuries.

A demonolater was someone whose spells are not geared for personal power, not about directly blasting
enemies with fire spell. The demonolater is specifically designed to interact with, and use the powers of,
demons to accomplish his ends. They acquire a stable of demons of various statures and types who owe
him services, and to whom he owes services; he will have negotiated pacts to get what he wants from
them in exchange for what they want from him. In the end, it’s a losing game for the demonolater, who
pays for his demonic aid with blood, treasure, life, and x.p., but each and every one thinks he’s the one
who’s smarter than all the others that have come before him, and can cheat his inevitable end.

Kurdazas was no exception to this. Cimmeries had seen the betrayal coming before Kurdazas had known
himself. One the night of the high moon on a day sacred to the dark and tainted, Kurdazas killed
everyone at the academy. He gathered their souls together in purple and black cloud of necromantic
energy. Using spells long thought lost but found by the Lore Weavers. Kurdazas summoned Cimmeries to
the mortal plane and bound him.

What? That can’t be the ending, what do you mean? Oh, right the party needs to get to go on an adventure
be the heroes, save the world, etc., etc., etc.

Cimmeries smiled as Kurdazas chanted in the throat tearing voice of the Infernus, The Pit, the Tenty-One
Hells. When Kurdazas he shouted.

“Cimmeries I bind you to me through your true name, I name the once, Cimmeries, I name you twice,
Cimmeries, I name you thrice Cimmeries. You now bend your knee to me Demon Lord.”
With a grin Cimmeries easily broke the wards Kurdazas had erected. Smashing through them with a flick
of his wrist. Striding over the perfectly crafted circle. Cimmeries reached for Kurdazas.

“The pleasures and delights I have in store for you will go on for centuries!”

Kurdazas let loose with the all necromantic energy had left, sacrificing part of his own soul to power the
spells. The magic blast smote Cimmeries, but rebounded from his magical protections. The death energy
washed over Kurdazas and the recently slain in the academy. All were raised as various undead. Forever
trapped in the academy, they guard secrets of the Lore Weavers long lost to them. As well as the store
magic items that must be there! (Ahhhh, here’s a napkin dude, wipe up the drool).

(What the party will probably forget is that a great deal of those magic items are still being used by their
last owner. These owners will not hesitate to use the magic items against the party)

As the wave of necrotic energy washed over the academy and the dead were resurrected, their power
levels varied as well. The students became skelters and zombires, these are low level undead skeletons
and zombies that can cast spells. They are the animated remains of once low-level magic-users.

Skelter, very rare (AC 6; MV 12”; HD 2+2; HP 4-18; T’O 16; #AT 1; Dmg d10 (claws); SA Spellcasting
(Can cast two 1st level magic-user spells); SD Turned as Wight, Undead Immunities, Saves (14p, 15pp,
16rsw, 17bw, 17sp); Int. Non (0); AL NE; SZ M; ML n/a; Treasure Nil; XP 35+30+55+3/hp=). The
skelter, like the zombire, is the animated remains of a once very evil low-level magic-user. It is immune
to the same attack forms as listed for the zombire and can cast the following first level spells: shield,
sleep. It can be turned as per wights and has 42 gp.

Zombire, very rare (AC 5; MV 12”; HD 3+3; HP 6-27; T’O 16; #AT 1; Dmg 2d6 (fists); SA Spellcasting
(Can cast three 1st level magic-user spells); SD Turned as Ghast, Immune to Cold-based spells, Undead
Immunities, Saves (13p, 14pp, 15rsw, 16bw, 16sp); Int. Non (0); AL NE; SZ M; ML n/a; Treasure Nil;
XP 60+50+65 +4/hp=). The zombire is not slow like a zombie but might pretend to be so in order to
deceive the party while approaching. A zombire is immune to hold, charm, sleep, and cold based spells,
in addition to poison. It can be turned as per wraiths. In addition, the zombire, the animated corpse of a
low-level magic-user, can cast the following spells:
First level:

The “students” are overseen by a major domo that became a Chaos Ghoul. He reports to the various
instructors that were changed during the happening.

Chaos Ghoul: CE, HD: 3d8+8 AC: 4 Move: 15” Morale: 10 Atk: 3 (16) DMG: d4/d4/d6+poison XP:
100

Special Attacks 1) Chilling Touch - Victim becomes paralyzed unless Saving Throw is mode
successfully
2) Breath Weapon ~ Putrid Gas Failed Saving Roll causes the Victim to cease all
actions due to uncontrollable shaking and severe nausea and vomiting
3) Mesmerizing Gaze – As Charm Person spell
MAGIC (10% chance of encountering a Chaos Ghoul with magical ability) Darkness, shadow mantle.
Sleep, Steal Strength, Fear, Net of Shadows, Flicker, Lesser Shadow Tentacle, Whispered Warning, Night
Terrors, Shadow Illusions, Demi Shadow Monsters, Consume Essence, Call the Darkness
Chaos Ghouls have a greater tolerance for light then common ghouls, though it is somewhat
painful to their eyes. Light bursts and similar magic attacks drive a chaos ghoul into a killing
frenzy. They have powerful Infravision (120’), coupled with keen senses of hearing and smell.
They prefer the taste of fresh meet.

The Academy had guards, regular soldiers and one captain. Kurdazas had laced their food and drink
with poison, they arose as skeletons (bone warriors) and one captain. Bone Warriors are just skeletons
with more HD. Two of the guard force had an unknown aptitude for magic. They were turned into Bone
Warrior Mages.

Burning Warrior (5): CE, HD: 2d8 AC 8 Move: 12” Morale: N/A Atk: 1 (17) DMG: 1d6+1 (rusted
swords and decaying maces and axes)/1d8 bow) XP: 175

Burning Warrior (5): CE, HD: 2d8 AC 8 Move: 12” Morale: N/A Atk: 1 (17) DMG 1d8 bow) XP: 175

Burning Warrior, Captain (1): CE HD: 4d8; AC 8 Move: 12” Morale: N/A Atk: 1 (15) DMG: 2d6+1
(rusted sword) XP: 175

Burning Warrior, Mage (2): CE, HD: 2d8 AC 8 Move: 12” Morale: N/A Atk: 1 (17) DMG: 1d6+1
(rusted swords and decaying maces and axes)/1d8 bow) XP: 420; Note: mage’s cast a ball of poison, save
for half or take 2d6 damage

These undead cannot leave the island, wards placed by the Lore Masters before Kurdazas was even a
student at the academy and further powered by Cimmeries, prevent them from leaving the island. For
some of the staff, they really don’t care, they are able to study magic without interruption. The undead
trapped on the range in power levels and intelligence. They play the politics of spell casters, but do not
seek to oppose another teacher outright. They strike through trickery and deceit. Some of the teachers
and students have already been destroyed. Some of the undead may try to trick the party in some sort of
agreement where the party kills all the other undead then it kills the party.

During the long years from when they were created until today some have studied magic, intensely. This
has allowed some of the students to gain in power that rivals some of their old instructors. All those that
can cast spells with the exception of the bone warrior mages, are Lore Weavers. When transformed they
became undead but retained their magics.

The party will believe themselves to be on their own on the island. This is not true. A band of Sylindy
have taken up residence on the island. True to their racial beliefs and customs, they are here to destroy the
evil of the academy. The PCs can find them or be found by them as the DM desires.

“You wake in your room to the frenzied knocking on the door. When you open the door there is one of
the townsfolk, gasping as he tells you, you are needed on the beach now, please hurry!

Once you reach the beach you see a group of people standing around something. You walk toward the
group, as you reach them the crowd parts to allow you through. You see Captain (Pàdraig) MacRàild and
Man at Arms Rekker standing over, what appears to be dead bodies, more than one in fact. They motion
you forward, you see there are a dozen corpses, all clad in old-fashioned finery. The captain turns to you.
--Well good to see you but not in this manner, these bodies were found this morning by the early ships.
This type of finery, as that is what it was, was the style for court before I was even thought of, I have seen
it’s like in portraits of minor nobility. This occurrence is very unusual, perhaps even remarkable, given
the condition of the clothing. I believe we will be needing your help with the task of brining this
mysterious, perhaps puzzling, but definitely difficult to understand important problem. -- Captain
MacRàild

Captain MacRàild is his usual verbose self (yeah I said you talk too much windbag go run a sail up a
mast) as he looks at you. Rekker shakes his head.

--Clothes, okay. This is an issue though. These bodies, they just don’t look right. Not like any normal
dead body I’ve seen -- Rekker

He is not wrong, most of their hair has fallen out, their mouths are pulled pack in rictus death grin, their
lips pulled open and back, revealing a mouth full of sharp teeth. Their fingernails and toenails have grown
out straight, not twisted, like claws and talons. The clothes are mostly intact, definitely in good condition
if they are as old as Captain MacRàild said. Their skin is very pale and their eyes are sunken into the
skull. The body are broken and battered as if they had been crushed.

As they tell you, the early morning boat crews were heading out, the bodies were spotted and word was
sent to the Captain as he was back in town. (When in town the townsfolk go to him first for advice before
going to the lord). The Captain then sent the runner to get Man-at-Arms Rekker. They met on the beach
and were led to the bodies. After inspecting the bodies, the Captain sent a runner for you. He believed you
might be of service (be glad I said, he would still be talking). The Captain tells the party he will deliver
the news to the Lord but he asks if the Heroes of Seameet would be willing to assist the town once again
and find out where the bodies came from and how they got here.

You have been living in Seameet free, not even having to pay for food, now they have called on you once
again for aid, what do you do?” (If the PCs do anything else but agree you should have large, big, huge,
giant anvils fall out of the sky and smite the greedy bastards…I mean remind them of their heroic duties)”

Now it’s up to the party to do what they do, so with luck they will agree and you don’t have to figure the
velocity of cow from a giant slingshot. Once the party agrees the bodies can be moved where ever the
party wants. If they do not say anything the townsfolk will burn the bodies.

The PCs will now face the almost impossible task of finding out the 5 Ws for the bodies. Fortunately,
they will get some help in that area. If they search the bodies, and what adventurer worth their salt doesn’t
roll the bodies for loot, they will find only a few things but they are important.

If or when the PCs decide to inspect the bodies, if they didn’t let them get burned. If luck is being used it
will take Luck for one of the townsfolk that burned the bodies kept the items listed below. Now to the
bodies: “The bodies are laid out before you, now that you can view the bodies without distraction, you
can see (At this point you can either read the information that follows to the PCs or have them make an
Intelligence or appropriate NWP they may gain the information in part or in whole based on their rolls).
D12 Results
1. The bodies are desiccated, even after being in the water
2. The clothes are old, very old, and in good condition, but you know see they are faded and worn
3. The hair is stringy and sparse, with the skin pulled back making it appear longer than it is
4. The toenails and fingernails are long and curved, not twisted, resembling talons and claws
5. The eyes are sunken, yellowed and the pupil is expanded, covering most of the iris
6. The teeth are chipped and ragged, resembling nothing so much as a horrific, fanged maw drawn
back in a rictus smile than a regular mouth
7. The nose, as the skin shrunk pulled back on the nose, now it resembles a pig’s snout more than a
nose
8. The bodies appear crushed in various places, including head, chest, legs and arms. (Yes, they
were crushed to death)
9. On body number 2 the body is wearing as large ring, the ring is sort of dark metal, three horns jut
form the top of the setting. Inside the setting is a blue stone of a kind you have never seen before.
It is cracked just appears to be a curiosity. (This was the ring of the Head Master and allowed
him to enter the magic vaults where the neat stuff was kept. Kurdazas was able to overpower his
master and open the vaults. Once done he killed him. You see to open the vault one must be of a
certain level and alive. Further only a Lore Weaver can empower the ring which will glow when
worn by some who meets the criteria.

10. On body number 3 there is a signet ring, the design carved into the ring resembles thorned vine
crown imposed on a gold crown backed by an axe and bow.
11. On body number 8 there is a ring, featureless on the outside, but it is engraved on the inner
surface with the symbol of a lighthouse, its beacon-light glowing. It matches the lighthouse
symbol found in room 17 of the Temple of Vorcas.

12. On body number 10 there is a medallion bearing the likeness of an ibis, the symbol for
Hrothramm, it is an ancient holy symbol for Hrothramm.

If the PCs are successful, they will have all of the above information and three items of interest. The
significance of the items and conclusions are below.

The bodies have been dead for a long time. (In fact, these are ghouls, former students of the academy.
They were caught in a cave in. Their crushed bodies fell into an underground river that flowed out to the
sea, which is how the bodies got here, shh don’t tell). They will need a source to gain the information, if
they have found one of the Lighthouse Keepers, they can fill in the information.
1. Signet Ring, the design carved into the ring resembles thorned vine crown imposed on a gold
crown backed by an axe and bow.
a. The ring is from an ancient noble line from Ghuiss. The ring belonged to a minor son of a
minor noble house that attended the academy. Yes, this seems like pointless information;
however, the minor house were great patrons of the Lore Masters. They gave much gold
to the lore masters (yeah they were buying their kids way into schools) as a result, there
was an academy named for the family, the Whitstar Academy. It was located on an island
near Seameet. This information will require an Intelligence or some type of lore at a -3.
2. Ring, featureless on the outside, but it is engraved on the inner surface with the symbol of a
lighthouse, its beacon-light glowing. This ring belonged to a Lighthouse Keeper. If the party has
discovered the Keepers (the Char Woman or the Fake Cultist) they can take the ring to one of
them. They can confirm the ring is real and give an estimate of its age. Its age will match the
time frame the Whitstar Academy disappeared.
3. Medallion bearing the likeness of an ibis, the symbol for Hrothramm, it is an ancient holy
symbol for Hrothramm. Hrothramm is one of the deities known to have been worshipped by Lore
Weavers. The Whitstar Academy was dedicated to Hrothramm.

The PCs, should, at this point, get the inkling they need to find where the Whitstar Academy was located
and perhaps investigate it some.

To find the location of the academy is a daunting task, and there is no library other than the small one at
the lord’s manor. The PCs may ask and the most educated, probably a spell caster, will be allowed to use
the library. Again, it is DM’s choice if to make the player roll to find the information or just allow them to
find it. The library has no books regarding the academy, but information can be gained.

“There are lists and lists of goods and services sent to and from Seameet. Population censuses, marriage
recordings, etc. It is in the lists that you find a yellowed, faded and folded piece of parchment. As you
carefully unfold the parchment you see it is a crude map of something labeled Hirāgbi ñōse, a hand drawn
arrow points toward the upper left of the map with the word Seameet written at the bottom of the arrow.
There appears to be three areas marked and named on the map, but you can’t seem to make out the
words.”
The map shows a crude drawing of an island named Hirāgbi Ñōse (hiˈɾaːgbi; noun; beetle/ ˈɲɔːse/ n.
island.). It is also known as Kakmak Island or Beetle Island, which is the translation of Hirāgbi Ñōse. If
the party takes the map to either of the Lighthouse Keepers, they can tell them there was a Lore Weaver
Academy on an island named after a beetle. Neither will know what happened to the academy, but they
will translate the words on the map to be Beetle Island in Kelt, any PC that can read Kelt can interrupt the
words but nothing else.

If the PCs have not discovered the Lighthouse Keepers perhaps now would be a good time for one of
them to offer their help, perhaps pretending to have a hobby of the history of the area. If they are not
available hopefully the PCs can read Kelt and decide the DM put the map there for a reason and go to the
island.

This should get the PCs interested in heading to Beetle Island. Speaking with any of the sailors or
fishermen will reveal Beetle Island is located in the sheltered bay that Seameet was built nearby. They
can tell the PCs the island is not large and surrounded by mountains. A protected bay has an opening in
the southern portion of the island, they have seen forests from their boats but they don’t know anything
else.

To reach the island will require a boat but it does not need to be anything larger than a regular fishing
boat. One of the fishermen will take the PCs to the island. They will drop them off and agree to come
back in a week. The trip to the island takes about three hours by boat.

Unknown to anyone, there is a group of fey creatures on the island in an attempt to destroy the Undead.
The group consists of 3 Sylindys, 2 Summer Eladrin and 1 Ogre. They are currently hiding in the woods
around the academy itself, there was more but they learned the hard way about the effects of attacking the
undead on the island. By the grace of Cinnuit they were close to the cave that leads to the Spiral and were
able to get behind the wards in the Spiral and save themselves. They will be discussed more in their
encounter below.

The Island

The island lays of the east coast off the coast of ap Meryk at the mouth of the small bay that Seameet is
located.

“You arraigned for transportation to Hirāgbi Ñōse. As you sail toward it you see you are approaching the
“tail” of the beetle, a ring of high mountains rises from the waves, dissuading you from attempting to land
anywhere you currently see. As you sail around the island, you come to the “pinchers”, their protective
arms guard a calm looking bay. As you sail into the harbor you see the remains of an old dock beach, tall
trees ring the bay with only limited empty spaces for someone to reach the shore., making the remains of
the dock your best choice to land. Beyond the dock you can see remains of a village.

Once you dock and unload your gear, the boat sets sale, heading back to Seameet with the promise of
returning in 7 days’ time. The fishermen of Seameet also agreed to keep an eye out during their fishing if
the party needs to signal them. From the dock the overgrown remains of path, only discernable by shorter
plant growth, lead toward the village remains.”

Shantytown
When the academy fell the undead made their way to the village and slaughtered the inhabitants. This led
to normal minor undead becoming the town inhabitants. The undead continue to go about the village in a
macabre imitation of their daily lives.

The party can see the undead moving about the village as they approach, but until they get closer, they
will not recognize them as undead. They will think the townsfolk are moving funny but that’s all.

“As you follow the path toward the remains of the village you see people moving around through the
trees. They seem to be moving slowly and none seem to be looking your way. The closer you get, the
odder the townsfolk look. No one seems to notice you; in fact, you realize the only sound you hear is the
rhythmic pounding of something hitting metal.

As you get even closer you see the farm fields are fallow and overgrown, even though a farmer can be
seen moving up and down the rows. You pause reflecting on what you see. It is then you realize the
village is overgrown with trees, the buildings are falling down and with a start you realize a chicken
coming to you is a strange, spiked chicken skeleton with strips of rotting flesh hanging from the bones.”

Give the party a moment to react to this, if they leave the skeleton chicken alone it will peck around them
and go away. If they interact with it in any way it will attack. Also, if they attack have two more chickens
come out of nowhere to help. The immediately attack one of the PCs amass, The chickens were all attack
wone person “as if they were trying to overwhelm them”

If the party doesn’t figure it out, let them roll perception to figure out the townsfolk are all undead.
Further their little run in with the chickens is foreshadowing of how the townsfolk will react. You
decision on being nice OR punishing them for ruining your last game that you worked months on, only
for them to decide they would just enslave the town and levy taxes on the townsfolk. After that they saw
no reason to leave.

The town is peopled by a most terrifying kind of zombie. These zombies carry with them an infection that
turns those damaged by them into zombies themselves. These are remains of the townsfolk who were
slaughtered when the unleashed necrotic energy washed over the island the interred ancestors of the
villagers rose from the dead and clawed their way out of crypts and graves to wreak havoc on the
villagers. The infection has not spread for two reasons:
1. The zombies, like the other undead cannot leave the island because of the curse
2. It’s a freaking island and they ain’t smart!

There are four types of zombies the party will encounter in the village, they are:
1. Living dead: identical to a typical zombie except the infection they spread
Armor Class: 8, 7 w/ shield
Hit Dice: 1
Base Hit Bonus: +1
Attacks: Bite (1d8), Claw (1d8), or Weapon
Special: INFECTION, Immune to sleep, charm
Move: 12
HDE/XP: 1/25
2. Walkers: Unlike Groaners, Walkers skin is softer than ours and they are usually a little weaker
too. Walkers are often in different states of decomposition and are horrifying or just plain gross to
look at. Walkers move at a slow walk but can get excited when they are near prey that will
encourage them to move at a fast shuffle. Walkers feed on all aspects of humans, right down to
the bone but will stop feeding once the prey is dead.
Armor Class: 6 [13]
Hit Dice: 1
Base Hit Bonus: +2
Attacks: Bite, Claw, Strike or Weapon
Special: INFECTION, Immune to sleep, charm
Move: 9
HDE/XP: 1/30
3. Groaners are slow and lumbering Zombies with low guttural groans, which give them their
nickname “Groaners” but their skin is as hard as yours and mine; and they’re as strong as us too!
Groaners mostly eat flesh and intestines.
Armor Class: 6
Hit Dice: 2
Base Hit Bonus: +1
Attacks: Bite (1d8), Claw (1d8), or Weapon
Special: INFECTION, Immune to sleep, charm
Move: 6
HDE/XP: 2/30
4. Runners are in many ways just like Groaners, except the speed at which they move. The ability
to run when chasing prey and also to never tire can be deadly combination. Plus, just like
Groaners, Runners bodies and harder and their strength is greater than that of a Walker. Great
care should be given in handling encounters involving Runners.
Armor Class: 4
Hit Dice: 2
Base Hit Bonus: +2
Attacks: Bite (1d8), Claw (1d8), or Weapon
Special: INFECTION, Immune to sleep, charm
Move: 12
HDE/XP: 4/60
Attacks per round: 2

All of these zombies carry an infection. This infection is quite deadly.

INFECTION (CON) saves are rolled when a Character is dealt 1 or more points of bite/claw damage
from a zombie. If the roll is successful, then there are no effects other than damage that was initially dealt
by the bite/claw. However, if the roll is unsuccessful, then the Character must immediately make a Save
vs Death. If the Character then fails her Death Save, she will become infected. If the Character fails the
Infection Save but passes the Death Save then damage that was initially dealt by the bite/claw is doubled,
with no other negative penalty imposed. The infected PC has the following damage rates to determine
when they succumb to the infection:

Damage Time til Turn*


100% (died) 1d4 rounds
50% 24 hours
25% 48 hours

These percentages are based on the actual number of hit points they would have if no damage was taken.
The time to turn can be modified by the victim’s CON score.
CON Effect
1-6 The victim is not in the greatest health and their infection rates are moved, giving them at
most 24 hours before turning and 1d4 rounds at 50% damage, 100% killed 1d4 rounds
still the rule. .
7-14 Does not modifier the Time til Turn in any way
15-19 The victim’s times increase, 50% is now 48 hours and 25% is now 72 hours
20+ These are extremely hardy victims who will still die if not helped. 50% is now 72 hours
and 25% is now 96 hours
All bets are off the table if the infected character is killed before they turn will rise as a zombie in 1d4
rounds.

Symptoms

 Pain: immediately after wound, increasing/decreasing regularly over time but rarely disappearing
entirely without medication.
 Sick and/or Anxious (0-48 hours). This begins with low level discomfort and progress in severity
over time.
 Health: draining lose of 1d4 hp a day for up to two days, then it becomes 1d6 for another two
days than it goes to 2d8 and adds another D8 every two days until dead. Once dead they will rise
as the same type of zombie that bit them

The village could be the end for the party. As long as they do not attempt to interact with the zombies in
any way, they will be fine. What constitutes interference you ask? The most obvious interference is
attacking (this will be hard to avoid with a Paladin in the group or Undead opposed clerics. It should be
noted if any of the PC are turned, they are not bound by the curse, further the boat will be coming back to
get them which means this infection could spread. The party could actually be the end of the world.

“As you enter the village you nervously look at the shambling undead around you, they seem not to notice
as they go about some half-remembered tasks. The rhythmic tapping can still be heard, but now you can
tell it is coming from the east side of the village. As you look about you see more skeletonized animals
acting in mockery of their living counterparts. Suddenly two if the zombies appear around the side of a
building, running (yes, I said running) directly at you. [should the party remain still nothing will happen,
if they attack all hell breaks loose.]

PCs remain still


“The zombies run straight for you and then veer around you chasing a skeleton chicken. It is then you
realize they were zombie children. You shake yourself to regain composure and return to exploring the
town.”

If the PCs attack [oh murder hobo we will cry for you came to the island were killed by a zombie]

“Your attacks strike home dropping the zombies in their tracks, as they fall you realize ALL sound as
stopped, even the rhythmic tapping. The zombies and skeleton animals all turn their heads slowly your
way and seem to notice you for the first time. With a sudden surge the entirety of the village zombies are
coming for you, running, walking and crawling.”

The party will be in danger of being overborne by the sheer number of zombies. To overbear an
opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a
Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the
defender is larger).

The defending creature also gains a benefit if it has more than two legs: a -2 penalty to the attacker's roll
for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to
pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4
for the horse's four legs).

If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful
overbearing attacks are rolled each round.

If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1
bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure
the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be
figured for the largest attacker of the group.

A giant and three pixies attempting to pull down a man would use the pixies' attack roll, modified by +3
for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).
This will probably be the end of the party, the adventure and possibly the world!

Village
1. Inn – “The building you have come to is large and has the remains of a stone wall built into the largest
of the buildings and one outbuilding. An old barn is to the left of the opening in the wall. Toward the back
of the fenced in area is a small house, the roof has collapsed and one wall is demolished. Entrance into
that building is impossible. To your horror the broken wood and stone occasionally move and shift as if
someone or something is trying to claw its way out of the rubble. The rhythmic banging is louder hear
and seems to be coming from a building across from this one.”

Four living dead zombies are trapped within the rubble, freeing them does nothing but loose more
zombies. Any action by the party that causes damage to the zombies counts as the party attacking them,
see above for results.

“The larger building is obviously the remains of an inn. The door is broken and laying on the ground.
Shadows can be seen moving around inside.”

“Upon entering the inn, you see zombies sitting at tables and some moving about the room. Occasionally
one will stop at a table and mimes setting things on the table, while the seated zombies mime eating and
drinking. There are some zombies at the bar and one behind it. There are stairs leading to the second
floor, though you are unsure of their stability.”

The party can navigate the stairs safely, though they do shake and wobble as they go up. The second floor
has the rooms of the customers.

“You have reached the top of the stairs and the doors to the rooms stretch away from you, some are open,
some are closed and some no longer exist. There looks to be ten doors on this level.” [the doors run north
to south]

Door 1 – “This room contains only the remains of the furniture that once decorated the room.” Nothing is
in this room.

Door 2 – “The room has the broken remains of the furniture, but your eyes are drawn to the remains of
the bed where a groaning zombie softly makes noises as if it were sleeping.” The zombie is a Groaner but
will not react to the PCs unless touched, moved or attacked.

Door 3 – The door to this room is closed and locked” The party can open the door by picking the lock,
kicking it in, forcing it open, etc. The door was locked by the inn keeper as it was not being rented. “This
room contains only the remains of the furniture that once decorated the room.”

Door 4 – “The door lies on the floor in the room, the furniture is smashed and crushed. A skeleton’s parts
are strewn about the room with gnaw marks.” The skeleton is that of a visitor that died before the curse
and energy flooded the island.
Door 5 – “The door to this room is wide open, as you approach a zombie shuffles out, headed for the
stairs. [let’s hope the party just lets him pass, if not refer to attacking zombies above.] “The zombie
moves past you and shuffles down the stairs The room shares the same state as the others.”

Door 6 – “The door is closed [unlocked], when you open it you startle an actual living bird from the
room. It looked like a seagull and with a start you realize that it is the only other living thing on the
island.” Nothing of importance in this room.

Door 7 – “The door is open and the contents of the room match the rest. The furniture is rotted and
smashed.” Nothing importance in the room

Door 8 – “The door is open and you see a zombie [living dead] staring out the window as of looking for
something, it does not turn or acknowledge you in ant way. It’s right hand is raised like a salute to cover
her eyes. Her left hand seems to be ‘

Door 9 – “The door is open and you see a large room with many beds lining the walls. This room was
obvious one of the common areas when you could not afford your own room. Zombies stand and sit in the
room, they pay not attention as you look around.” common bedroom

Door 10 – This room is the twin of Door 9.

2. Blacksmith – “You have found the source of the rhythmic beating. You are standing in front of the
town blacksmithy. The doors of the forge are thrown wide and you see the zombie smith, considerably
larger than the others, standing at the anvil. He swings a large metal hammer is a smooth rhythm, striking
the anvil at regular intervals. The forge is long since cold and shows rust. The forge is equipped as one
would expect, hammers, tongs, files and leather aprons hang orderly on the wall. Items in various stages
lined up in a table and a box of rusted horseshoes. Metal is rusted and the leather has seen its straps rot,
you see nothing of use as you stand in front of the forge.”

If the [arty searches the forge they must do so carefully as not to jostle the blacksmith, a Dexterity Check
at +2 will suffice. To find the treasure in this room, a one must be rolled on a d8. If successful they will
find matched long swords wrapped in leather and buried in a pile of rusted iron bars. These weapons will
be extremely helpful to the party, IF, they find them.

Both are forged of silver-type metal (unknown metal), with rubies, garnets (green), and jade adorning the
crossguard. The pommel is a large scarab of diamond. The swords bear etchings along the blade, the
etchings are identical, a bear likeness of vines By their nature they have a non-magical +2 damage only to
any silver vulnerable creature, because of the make and materials used. Further it is enchanted with the
following abilities:
 +2, +5 vs plane travelers (any non-prime materials plane creature)
 +2 AC when held
 All saves +3, (except as noted below).
 +4 to save vs. all fire and lightening attacks, including breath weapons.
 If the swords are held by different people telepathic communication is possible if both have an
intelligent of 12 or greater.

3. Cave Entrance (leads to the Spiral)


Entrance and 1st Level – “You approach the end of the trail and see a cave entrance leading into the
mountain, as you get closer you see faintly glowing runes around the cavern entrance. The closer you get
the more details come into focus. There is an iron fence that cordons off the entrance from the rest of the
town. The iron gate is open and one is hanging from the hinges.

Once you pass the gate you see there are large iron doors, closed, with glowing runes filling the surface
area of the doors. Large iron rings hang from each door. The doors are unmarked except for the runes.”

The doors will open smoothly if the rings are pulled. The runes are protection runes that keep the undead
out, even Sir Fraomar cannot pass the runes. Inside this cavern is the only place safe from the undead.

Once the doors are open, the party see a natural cavern lit only by the light coming from the light outside
the cavern. The party will need torches if they want to see anything in the cavern.

“The doors opened smoothly, reveling the opening of cavern behind them. The only light is from outside.
You will need another source of light if you wish to see anything. Once you have a light source, you can
see the cavern leads away from you widening as you go. The cavern is dry and comfortable. You feel a
sense of peace and serenity. The doors easily close behind you and you see a large metal bar that can be
lowered to keep the doors shut tight.

As you make your way into the cavern it begins to curve to your left (east). As you make the turn you see
an alcove that was set up as a guard post. The cavern narrows and then widens out into a large cavern
with a rock formation toward the end of the room. As you reach the end of the cavern you see and old,
almost turned to dust, winch. The rope has long since rotted away, as you look down the large shaft at
your feet, you see a skeleton…a skeleton of an old broken ladder that leads down the shaft.”

There is no way the party can climb down the ladder without falling, even trying should earn them a
derisive shake of the head and being given a blank character sheet for the new character they have to roll
up.

The distance down the shaft from the 1st level to the 2nd level is roughly 200 feet. Damage from this would
be 20d6 and require a save vs. Petrification at +2 to avoid falling into the shaft opening in the 2 nd floor to
the 3rd floor, which is another 150 feet (15d6 damage). Anyone that survives this must roll on the mortal
wounds table.

2nd Level – “You have reached the floor of the next level down. There is another shaft going further down
directly under the one you came down. The wooden ladder is all but gone, only the first two rungs are still
there. You see the remains of a wooden door to the east and the cavern opens up to the south.”

There is another door located south of the remains of the door, it is open slightly. Past that there is a
wooden wall.”

The door leads to the eastern end of the cavern. The wall is the backside of an area set aside for storage.

“As you go through the door the cavern continues until it winds back on itself and ends at the wall. The
crates in here are in better condition than in the village. Perhaps the doors seal more than just the
entrance? The contents however have long since given up the ghost. The crates at the wall are even in
better condition, it seems they were packed as if might be awhile before they needed to use whatever this
is.”

If the Pilfering PCs, peek partly past the wood slates they see winches. For some reason, finding the
working winches brings a smile to you face, then everyone is smiling. You lean against the cool cavern
wall and you feel tension leave your body. You have seen no undead, no dead bodies and just no to all the
strangeness. You relax a little at first but than you slide down the wall and sigh. It feels good to just sit.
It is only you here. The runes must protect this place. Here, finally is a place to rest and tend to those in
need. Perhaps even eat a hot meal.”

The party is perfectly safe here, they should be encouraged to take a minute, unless they have +23
chainsaws of undead slaying, at that point…just sink the island as it suddenly becomes a no magic zone.

3rd level – “You have made it down the second shaft, a shorter trip this time. As your feet hit the stone at
the bottom you see soft glow in the southwest corner of the cavern. This the largest cavern you have been
in No outcroppings , just one empty alcove.’

This is the last room before the spiral. The Spiral started assessing them as soon as they entered. They
will be meet with encounters in the Spiral to test them before they get through. (Go to The Spiral below.)

4. Herbalist – “The building you stand in front of gives you pause, you expected to see the building
overgrown, but this one…you see plants that you’ve seen no where else on the island. Strange plants
blossom and bloom inside the building as well. As you peer in you see the remains of boxes and shelves
filling the walls, many of the strange plants bloom from these very things. A zombie stands behind a table
working a stone mortar and pestle.”

This was the herbalists’ shop, over the years many of the plants and seeds he had in the store have grown
and cross pollinated. Am alchemist would give his life savings for the chance to study these plants. If any
of the PCs are chymsts or have the NWP alchemy or herbalism w.
ill immediately recognize the value of the plants. If they survive and come back the DM can introduce
any type of dust, unguents, powders or potions that would normally be found in the world, some
examples are:

 Animal Communication Potion Allows you to talk to animals.


 Animal Transformation Potion It is unknown what kind of animal this potion would turn you
into.
 Big Head Potion Makes your head inflate.
 Cat Transformation Potion Turns you into a cat.
 Cross-Generalization Potion: Changes a person into the opposite gender.
 Crystal Ice Potion: A difficult potion that turns the drinker into Crystal ice.
 Extraction Spell: it allows you to take power from another witch. Young Ada and Agatha were
going to use it on their mother, so that they could run the Academy. 'Whiskers of a lion. Petals of
a flower. Make Mother's magic mine and give me her power.'
 Forget-me-Not potion: A person who drinks this potion cannot stop thinking about the person
who made it. If you have been given this potion you have dilated eye pupils and when you open
your mouth a purple heart comes floating out.
 Foresight Potion: shows you visions of the future. They are considered dangerous, as fate should
not be messed with.
 Keen smell Spell/Potion: Gives a keen sense of smell; useful for tracking things.
 Magic-Hypno Potion: A potion to put somebody into a hypnotic trance. You can then probe
their mind and find out anything you wish.
 Obedience Potion: Makes a person obey whatever they are told to do, whether it is god or bad.
 Personality Changing Potion: The Personality changing potion is for reversing personality
traits. "Makes the timid person brave, the sad person happy and the hard-hearted soft as a
marshmallow."
 Potion to cure someone from turning to stone: Also works on people turned to clay.
 Reanimation Potion Brings Inanimate objects to life. To use it on a broom: sprinkle the pink
reanimation dust on the broom, and say: 'To this broomstick I give life, To cut the effort and the
strife. Make life easy, take the lead, Help me in my hour of need.' You can give orders to the
broom and tell it what to do. You can’t undo the spell with magic due to the reanimation dust, so
you presumably have to wait for it to wear of on its own
 Rock Transformation Potion: Turns the drinker into a rock.
 Shrinking Potion: Makes things shrink.
 Speed Potion Makes you move and run faster.
 Stickfast Potion: Sticks things shut or in place.
 Strength Potion: Makes the user extra strong.
 Switching Potion: Causes two people or animals to switches bodies.
 Tree Transformation Potion: Turns the drinker into a tree. Take too much and you may be
unable to turn back.
 Truth Potion: Makes a person tell the truth.
 Turn Blue Potion Turns your skin blue.

5. Church Cemetery – “The graves here are empty, they show that things clawed their way up and out,
there is no single grave untouched. The church is fallen in on its self and any sanctity it may have once
had is long since gone. In fact, you cannot even tell to which god the church was dedicated. As you
survey the open graves in the cemetery a zombie shuffles out from behind the church, groaning as it
walks past the graves making strange hand signs over them. He shuffles past you, headed into the town
proper.”

The church is destroyed and nothing holy is left, nor anything of value.

6. Small Castle – “You have followed the path to the western end of the village, passing zombies who
shuffled, groaned or ran past with you without so much as a how do you do. You are a little twitchy being
in a town filled zombies that are not acting like zombies should be, at least you think so. The path ends at
the gates to a small castle. One of the gates has rotted away while the other hangs in shroud like decay.
You see at some point the portcullis was dropped but whatever it was trying to stop, it apparently did not.
The portcullis was smashed through with no apparent regard for anyone or anything. But remarkably the
stonework appears to not only be in intact it appears to be in good shape. The Gatehouse stands before
you, the shredded portcullis and rotted wood from the gates present what for a moment, was large mouth
filled with jagged fangs opening for you, are really the easiest way in to anything you have run into yet.

As you walk toward the gate you notice some things


1. You can longer hear the rhythmic tapping
2. In fact, there is no sound at all, none. No groaning, no shuffling of feet, or the thud of one those
gods damned running zombies.
As you look about it seems the entire castle facing you is in really good shape for how old it. [have the
party roll and compare to their Perception scores]

[if made] “You notice what look to be arrows sticking out of the ground a few feet away, arrows with new
fletching, five or six of them sticking out of the ground? No, that, that is a zombie, dead, again and
nothing bad is happening? Now you really don’t like this place.”

[if failed] they see none of the afore mentioned things

The players are about to meet the first of the political powers on the island The Duke of the island was Sir
Fraomar, a just man, believed to as pious as they come [while he is pious, believe me this was not pious
in the same way as them]. He arrived having sailed to the island standing the brow of the ship, in full
armor for 12 days. He marched directly to the keep and had one his men say he was not feeling well and
he would welcome them as they deserved in the morning, but for tonight celebrate in my name, I will see
you mid-morning tomorrow, which is a day off with pay from the Duke.

Fraomar had killed the real duke and dressed in his armor, only allowing HIS personal servants to assist.
He had been drawn to the island in search of three magical items, two of evil and one of shadow.
Combined the powers these items bestow making them unique, the powers seem to complement each
other. Legend Lore and True Lore will allow the Players to gain information and is the only way. The
three items are the:
1. The Shadow Staff (not a lesser Shadow Staff, the big enchilada, you never heard of it? go find a
bard or one of them lore weavers)
2. Crown of the Beholder, it is a crown that mimics the tentacle magic attacks of a beholder
3. The Sword of the Nameless King, an evil blade that can literally create its own undead army.

Now Fraomar was not here for one or two but all three, he and his brothers and sisters were planning to
gather and launch an attack on the academy. Unfortunately, the night he took to prepare was wasted. It
was the night Cimmeries and Kurdazas clashed. Now Fraomar could not be changed to undead but since
already was he was caught up in the curse and cannot leave the island.

Sir Fraomar is one of the Twelve Dark Paladins, heavily armored undead warriors, they carry out the will
of their unknown creator. To say he chafes at being stuck here is an understatement, he is even willing to
ally himself with the party to break the curse. He will be completely honest with them. He traveled here
with 1 Black Bone Skeleton, 1 Skeleton Warlock, 1 skeleton vicar and 8 Skeleton Heroes. When the
zombies attacked the castle, they found undead warriors of great power waiting for them. The skeleton
warlock used a scroll to cast the spell Legion of Shadows. This summoned even more skeletons to serve
Sir Fraomar.
His forces made it fairly easy for him to fight of the zombies. Their main weapon of biting and turning
their opponents to zombies was lost. Now he controls the docks and the village, but can’t get to the Spiral
due to still functioning wards against undead, he believes if Kurdazas is killed, the curse is lifted and he
can get off the hell of a prison. He will want to ally with the party to have them kill Kurdazas. He will tell
the party exactly who he is and that he is stuck here, if they turn him down their dead anyway. He will
take whatever oath the party wants regarding this and only this alliance unless it is totally uncalled for,
which might ding his honor (yeah honor, Dead Paladin, their kinda Knights…oh for Pete’s sake their
Lawful Evil. He will keep his word once the party gives theirs.) He will provide them with what he
learned as he investigated his situation, all of it. He will hold nothing back, if he can’t kill the bumbling
idiot than if he can get someone to and free him well that works too. Oh, and when I say everything, he
will tell them about the magic items he is after. He will insist the party include an addendum to their
treaty that once those items are recovered a negotiation will occur before any violence.
Small Castle Ground Floor

 Gatehouse
A double half-round tower, protecting the main entrance to the castle. There are two pairs of what
once were very stout, solid oak, iron studded and reinforced gates; opening outwards to make
them difficult to break down with battering rams. In between the two pairs of gates is an iron
portcullis, which is dropped down and rent and smashed. To either side of the smashed portcullis
stand two skeletons, they are wearing antique armor and carry halberds.

If the party approaches them “The skeletons come to attention and cross their halberds across the
opening. They stare at you with unmoving, empty eye sockets.”

If the party attack, then play out the combat, Sir Fraomar will come to the gate personally. He
will forgive the loss of some skeletons if they party agrees to help him.

If they do not attack “As you stare at the skeleton sentries, you see a skeleton approaching the
gate. You sense something is different, he is wearing scaled leather armor, a helm and vambraces.
Across his back you see a large two-handed axe.

He comes to the gate and steps through the hole. He approaches you with his right hand held up,
palm to you. (He stops and waits for the party to return the salute, the universal sign for peace)
He nods toward you as you return his gesture. He hands you a rolled scroll, opening you see it is
written in common and conveys the following message. ‘Sir Fraomar, Duke of the fallen Almor
invites you to present yourself to him forthwith as he would like to speak with you regarding an
opportunity for you worthies and he, to come to mutually beneficial terms. Please allow Sir
Carnon to escort you in.’ The skeleton stands watching you, obviously awaiting an answer. (If the
party begin to speak amongst themselves in front of Sir Carnon, he will quickly get their attention
and pantomime he can hear and understand what they are saying, he will then motion the sentries
through the smashed opening and step through himself to allow the party to talk.)
If the party tells Sir Cranon they accept he will motion them through and escort them directly to
Sir Fraomar. If they decline, he will nod and post the sentries and point for the party to leave.

 Bailey
This is the open space or court yard in the middle of the castle, defined by the curtain wall, which
is strengthened by six round towers and the double tower of the gatehouse. As you follow your
guide, you see skeletons moving around the grounds. Some are going up to the walls and carry
bows, while others are taking positions around the interior. Your guide is taking you toward the
back of the keep, where you see a tower that

 Squire’s Tower [River Tower]


So called because it houses the Squires.

 Retainer's Chamber
On the ground floor of the Squire’s Tower, this large chamber is where some of the retainers
serving out their forty days of military service eat, sleep and relax. There is a ladder and trapdoor
leading up to the first-floor bed chamber. Next to the Squire’s Tower there is a small stone
stairway which leads up to the battlements.

“The room was obviously used as some type of barracks, actually it appears it is STILL being
used. Six skeleton’s turn to face you as you open the door. Their empty eye sockets stair into your
eyes for at least 30 seconds, then they turn and ignore you. They are picking up swords and
shields, moving as if they expect you to come in and keep moving”

The skeletons are part of Sir Fraomar’s troops.

 Granary
Built against the curtain wall, this dry-stone building was used to store a large quantity of wheat
and grain. After harvest time, there would be enough grain stored here to feed the garrison for an
entire year!

 Kitchen Tower
A small round tower in the curtain wall, close by the Kitchen block.

 Armoury
On the ground floor of the Kitchen tower is the Armoury. Here are the remains of arrows,
weapons, helmets and armour are stored, some of the racks are empty. There is a ladder and trap
door leading up to the first floor above.
 Well
Tucked in a corner between the Kitchen block and the Duke's tower is the all-important well;
providing fresh water for the entire castle, a crucial feature during a siege! A castle without a
good supply of fresh water would only last days against a determined siege, whereas a
fortification with one can last until the food runs out!

 Kitchen
This is the largest free-standing building within the castle bailey. It is strongly built-in stone and
is separate from the Duke's tower and the curtain wall, as a precaution against the spread of fire.
The kitchen has a large fireplace, and the fire within it is lit most of the time, with plenty of
flammable material piled about (not to mention thatched roofs!) its not surprising that medieval
kitchens often used to catch fire. By isolating the kitchen building the risk to the rest of tl1e castle
is minimized. The kitchen is where all of the cooking for the Duke, his family, his guests and the
garrison is done by a team of servants.

 Pantry
A two-story lean-to attached to the kitchen contains a good sized pantty on the ground floor. Here
a good stock of prepared food is kept; stacks of bread, rough loaves for the peasants and fine
white loaves for the duke; plus pies, fruit, vegetables and dairy produce.

 Stair Tower
This modest tower contains a large winding stone stair which is the main way of access to the
battlements on top of the curtain wall.

 Hay Barn
A small stone barn by the Chapel tower is used to store hay, straw and animal fodder, mainly for
the horses in the nearby stables.

 Stables
A row of wooden stables are built up against the inside of the curtain wall. Here the horses of the
duke, his Knights and retinue are stabled. There is room for ten or twelve horses. Currently it is
occupied by a Nightmare, Sir Fraomar’s mount.

 Chapel Tower
A small round tower in the curtain wall, close to the Chapel.

 Chaplain's Chamber
On the ground floor of the Chapel tower the Chaplain lives. He is a priest or cleric who is
responsible for the spiritual welfare of the castle occupants. He holds daily se1'vices in the
Chapel. There is a ladder and trapdoor leading up from this room up to the Chaplain's
bedchamber on the first floor.

 Chapel
A fine stone chapel, built against the curtain wall next to the Chapel tower, it is evidence of the
devout 'godliness' of the Duke. He may be a warrior and ferocious in battle but he prays to god
before embarking on campaigns, journeys and the like.

 Constable's Tower
A solid round tower near the gatehouse.

 Constable's Hall
On the ground floor of the Constable's tower is his hall, with stone stairs up to the first floor and
battlements. The constable is a military man and in charge of the castle in the Duke's absence.

 Duke's Tower
This is the largest round tower in the castle and contains the hall and the Duke's private
apartments. Although it is part of the circuit of the curtain wall, this tower fulfils the role
normally performed by a keep.

 Anteroom
This room is little more than an entrance lobby on the ground floor of the Duke's Tower. This is
where tenants and vassals 'wait' on their Duke (they are literally waiting to be summoned into his
presence) out of the weather.
“You have been led into the large tower. The skeleton has brought you to a triangular room.
Benches are built out from the walls and faded banners cover them. New banners, obviously
new, are hung from the walls. (I can’t describe the picture, just show it to the players.) The
banners are on are made of black silk with used to fill in parts of the crest. The skeleton warrior
motions you to wait as he goes through a set of double doors. You see another door to the let of
the double doors. He enters and is gone for maybe 30 seconds, before he returns. He opens the
door and motions you in.”

 Great Chamber
On the ground floor of the Duke's tower, this is where the Duke 'holds court.' He meets with his
tenants and knights to discuss business or tactics. There is a small winding stone stair off this
chamber, leading to the Great Hall above. Sir Fraomar and Black Bone Skeleton are here
“You have entered semi-circle room; the same banners hang from the wall in here as well, but in
these the skull has a golden crown. At the far side of the room sits a throne. Upon the throne sits a
skeleton in black plate armor, a gold crown upon his head and a glowing two-handed sword.
Crows sit on the back of his throne and one is perched on the pommel of his sword. He is flanked
by two other skeletons, the one on his right is dressed in tattered black robes with a vestment of
red and gold with a pentagram stitched on his chest, red, baleful fire fill its eye sockets. To the
left, stands a skeleton garbed in a loose, black, hooded cloak. The parts that are visible seem to be
covered by black leather. You can barely make out it’s skull in the hood, it feels like it is looking
into your soul. The skeleton on the throne motions you forward. It is then you see there are six
skeletons in a semi-circle behind the throne. These appear as normal skeletons, but armed with
better weapons than most. You approach the throne, stopping a respectful distance. The skeleton
to the right begins to step forward pointing at the floor. The skeleton on the throne slightly raises
his right hand and it stops immediately. The armored skeleton leans forward and…speaks in a
deep, raspy voice – ‘My name is Sir Fraomar, Duke of fallen Alamor and one of the Twelve Dark
Paladins (that right there will call for a fear check, every being on Dunya has heard of the Twelve
Dark Paladins. They are powerful, fierce and deadly undead knights. Fear Statistic is 1, Sir
Fraomar will insure anyone who flees is brought back safely. He will wait until the party is all
together again.) I tell you this to insure there is no misunderstanding of who and what I am. I
have been stuck here longer than I care to admit. Not through the actions of any mortal power but
a thrice damned demon lord. I was, I believe the saying goes, caught with my armor down.
Because of arrogant pride, coupled with an impressive power for a mortal led to this, the fool
summoned Cimmeries, the Demon Lord of the Undead, and thought to trap him using his name.
He believed Cimmeries was his full name. Because of the Lore Weaver’s stupidity, this island
was cursed. In one night, all the inhabitants of the island and the Lore Weaver Academy were
killed and turned into different forms of undead. I and my attendants were not affected by that
part f the curse, after all we were already undead. It was the second part to the curse that caught
us. The second part trapped all the undead on this island, none of us can leave. We have tested
this many times. The zombies we have put on rafts and pushed off the shore always fought us.
The first couple actually jumped off the raft and made it back to shore. We tied the rest down, the
curse follows the contours of the island mostly, it does, however; also cover the opening to the
cove, the living can pass through freely, but if they are killed on this island they are raised as
undead and subject to the curse.’ He pauses here letting you ponder what he has just said before
continuing. ‘Once we were aware of the situation, we quickly redeathed any of the undead we
found in the castle that were not part of band. Once that was done, we set about fortifying our
position. We now have a staff of fifty skeleton warriors. They are, in turn are lead by my
Skeleton Heroes, warriors of skill that followed me into undeath. My advisers Tazil’ he gestures
to his right ‘Kayrd’ gesturing to his left and Belmessilm our Vicar. I can see you are wondering
why I have given you our numbers, it is simple I cannot break the curse, only a living being from
off the island can. But let speak plainly, what mortal would willing break the curse and unleash
those abominations out there, he motions vaguely in the direction of the town, on the world?
Their bite is infectious and unchecked could lead to a zombie lead apocalypse.That does not fit
my plans. To this end I would like to offer you a deal. I came, disguised, to this island to obtain
three enchanted items of great power, The Shadow Staff, the Crown of the Beholder, and the
Sword of the Nameless King. The Lore weavers had hidden them here in this academy for
advance studies, very powerful lore weavers resided here and they did their best to erase where
the items were from history. I had to travel to the Library to find tomes that allowed my to
discern where they were. Obviously, I have not gained them, though what good they would do
me trapped here.’

‘The pact I offer is this, I will help you get to the Spiral, the maze that leads to the inner island
and the academy. I cannot pass the doors to the spiral, nor can any other undead, You will go
through the spiral and to the academy, to which I will provide as much information as I know,
find the means to break the curse and kill those Lore Weavers and their guards that were changed
on that night. Once that is done, I will feel the barrier lift and I give you my word all other forms
of undead not part of my garrison will be redeathed and their bodies destroyed. The runes on the
doors to the spiral will keep any undead on the other side trapped there. Destroy them if you
wish. I know the academy house many books on a wide variety of subjects from arcane to
mundane. To you I give these with no attachment. In fact I will stipulate you may have any
magic items and treasure you find in the academy except for The Shadow Staff, the Crown of the
Beholder, and the Sword of the Nameless King. These are the items I came for and what I wish to
leave with; however, before tempers flare, I demand those three items must be discussed at length
between us to decide their ultimate fate. I have no wish to battle you over them, when we can
speak together like civilized beings. What ever decision we come to will bind us all until we have
reached ap Meryk. If then you wish to chase after me to get the items, I would consider it more
than fair, that will also go for me and mine if you take any of the items. Until you either die or
have broken the curse and we leave this island we will sign a treaty of assistance. Once we are all
back on ap Meryk the treaty will end. I can provide some weapons to replace any you are lacking
frm this castles armory and well as armor. Unfortunately, we have rations to share with you as
we have no need of them. I would ask you to now ask your questions and when you are finished
you may retire to the anteroom to discuss your decision. Regardless of your decision you will be
granted safe passage from the castle, but if decline this offer, you will be treated as the zombies
out there should you return.’ He sits back in his throne and it is then you notice his eye sockets
have a strange purple glow within them. He gestures to the part to start asking their questions.

(Sir Fraomar has not lied about anything he has said, and his offer is on the up and up. He and his
forces will assist the party anyway they can, including giving them room in the castle to rest and
heal. Belmessilm, the Vicar, is a 5th level cleric and, while it is not in his normal spells, can and
will heal the party. This whole thing should seem surreal to the players. Every undead on this
island they have seen, except for the normal skeletons are evil. Sir Fraomar is definitely evil, but
it is known if one of the Twelve Dark Paladins give their word, they will honor both the spirit and
intent of the oath. The party will need to decide what is the bigger evil, whoever summoned
Cimmeries, the Demon Lord of the Undead of Sir Fraomar or any of the undead spell casters still
at the academy.)

Here is what Sir Fraomar KNOWS:


The details of the curse
Who placed the curse
That it was a lore weaver at the academy that summoned Cimmeries
The spiral is protected, he has never been inside so he knows nothing the Spiral itself or what, if
anything, inhabits it.
The staff, crown and sword are somewhere in the academy, he will warn the party it is possible
one or more of the undead lore weavers may be using them

Here is what Sir Fraomar has DETERMINED:


The curse can be broken
Whatever breaks the curse is in the academy, he just does not know for sure what it is

Here are Sir Fraomar’s GUESSES:


He thinks the way to break the curse will involve whoever first summoned Cimmeries
There are no zombies past the spiral but there are stronger undead on the other side
He does not believe the undead spell casters would allow each other to survive with attacking
them so there may be less now than there was

Sir Fraomar is completely truthful in all that he says. He is really not that set on claiming the
staff, sword and crown. He wants OFF this island. He can wait for the mortal beings to grow old
and feeble and then come collect the items. He will hold up his end of the treaty, as soon as the
barrier drops he will personally lead his forces out of the castle and anything undead (chicken or
human) will be redeathed. Further he will ensure the remains are burned and the ashes scattered.
If the party has a cleric he will ask them to bless the ashes as a further way to ensure they will not
come back. He will also have torched the village to make sure all of the undead are found. When
the party comes out from the spiral they will be met by an honor guard of skeletons lead by two
of Sir Fraomar’s Skeleton Heroes. They will escort them to the castle, where skeletons are
crating up items Sir Fraomar is taking with him and all are preparing to leave. The negotiations
will be covered later in the module.

 Stores
In the stores, on the ground floor of the Duke's tower, many goods are kept; casks of beer and
wine, chests of spare clothes, surplus furniture and so forth.
Small Castle – First Floor

 Bed Chamber (Squire’s Tower)


This room is used either for the retainers (who also have a hared chamber below) or for guests.
There is a trapdoor and a ladder down to the ground floor. There are steps outside, adjacent to this
tower, that lead from the bailey up to the battlements but they do not give access into this room.

 Bed Chamber (Kitchen Tower)


This bedchamber is used for knights and other guests and is accessed via a trapdoor and ladder in
the armoury below.

 Kitchen
The main kitchen is open on the first floor, to allow the dissipation of heat and fumes. A couple
of windows on this floor let light into this large space.

 Servant's Bedchamber
Above the pantry and attached to the kitchen block, tl'lere is a modest sleeping chamber for the
kitchen servants. This is accessed by a trapdoor and ladder down to the pantry below.

 Stair Tower
On this level there is just an arrow slit facing into the bailey, otherwise just winding stairs down
to the ground floor and up to the battlements.

 Chaplain's Bedchamber (Bed Chamber [Chapel Tower])


On this floor of the Chapel tower, the priest, or chaplain, has his private sleeping room. There is a
wooden bed, a stool, some books and not much else.

 Chapel
The chapel is open up into the roof; on the first floor the upper part of the Chapel is lit by several
large and ornate mullioned windows.

 Constable's Bedchamber
Here, in the Constable's tower, the Constable sleeps and stores his clothes and personal
belongings. He is a tough and reliable man who can be trusted to manage the castle when the
Duke and his retinue are absent. If the Duke is staying in another manor or castle, and has taken
his servants as well as his knights and squires with him, then the Constable could well be the only
person sleeping in tl1e castle, acting as a kind of 'caretaker.' Obviously if there was a.ny threat of
attack, he v.r.ould have anything from two to half a dozen men-at-arms under his command, to
guard and hold the castle in their Lord's absence.

 Great Hall
The entire first floor of the Duke's Tower is taken up by the Great Hall. This is split in two by a
central wall but this is pierced by two large and omate pointed arches connecting the two spaces.
A winding stone stair leads down to the ground floor (Great chamber) and another leads up to the
second floor (the Duke's chamber.) In this grand hall the Duke entertains and feasts his people,
retainers and guests.
Small Castle – Second Floor & Battlements

 Guest Chamber (Constable's Tower)


This large and spacious bedchamber is used for guests of the Duke when they are staying at the
castle. There are wide stone stairs down to the first floor, two doors giving access out onto tl1e
walkway and battlements around the curtain wall. There is also a ladder and trapdoor giving
access to the tower roof.

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.

 Knight's Chambers
On the second floor of the Gatehouse there are three adjoining chambers; here knights, vassals
and other noble retainers of the Duke, sleep when they are serving their lord. Giving him up to
forty days of military service per year. The Duke would only ask for such service if the castle is
threatened in some way. The gatehouse, being the most likely place to be attacked, has a certain
prestige to it, which may be why the knights choose to sleep here, rather than in one of the other
lesser towers around tl1e curtain wall. There is access from the central chamber, by way of a
ladder and trapdoor, up onto the Gatehouse roof. There are also doors in each of tl1e side
chambers, leading out onto the walkway around the battlements on top of the curtain wall

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.
 Squire's Chamber
In the Squire’s Tower this floor is taken up by a commodious chamber where several young
squires sleep. Squires might be described as apprentice knights, they are usually young, of noble
blood, but have yet to (win their spurs' in battle. There are two doors out onto the battlements
walkway and a ladder leading via a trapdoor to the tower roof.

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.

 Men-at-arms Chamber (Kitchen Tower)


A sleeping chambet for either low ranking retainers or paid soldiers in service to the Duke. A
ladder and trapdoor give access to the tower roof and two doors leading either way onto the
curtain wall walkway and battlements.

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.

 Ladies chamber
This comfortable room, in the Duke's Tower, is where the Duke's good lady sleeps when she is
staying at the castle. The Duchess uses this as a family room, here she and her children spend
much of their time, often sleeping in here too. There is a ladder and trapdoor giving access to the
tower roof, and a door out onto the battlements on the curtain wall.

 Duke's Chamber
In the Duke's tower, on the second floor, is where the Duke has his private bedchamber. There is
a handsome four poster bed, plus a number of chests filled with clothes and other personal
belongings. His best suite of armour, great sword and shield are all on display here when he is not
wearing or using them. There are winding stone steps going down to the first floor (Great Hall)
and a door out onto the battlements.

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.
 Guest Chamber (Stair Tower)
A cramped guest chamber, mostly taken up by the wide stone steps leading down to the ground
floor and bailey. There are also two doors leading out onto the curtain wall and a ladder and
trapdoor giving access to the tower roof. Not much room for a bed!

 Walkway
All around the top of the curtain wall there is a continuous walkway, punctuated with the towers
and gatehouse. It is wetl paved with stone slabs and protected by strong and tall stone battlements
to the outside. It is possible to make a complete circuit of the castle on this level, provided you do
not mind passing through all seven towers, each having two doors, giving out either way, onto
this walkway. From the battlements it is possible for archers to cover all the approaches to the
castle, and the river estuary as well.

 Men-at-arms Chamber (Chapel Tower)


A sleeping chamber for several low ranking retainers or soldiers serving the Duke. There is a
ladder and trapdoor giving access to the tower roof and two doors leading either way onto the
curtain wall walkway and battlements.
Tower Roofs & Battlements
Each tower has a ladder and trapdoor giving access to the roof from the chambers below, on the
second floor. From each solid wooden roof, protected by stone battlements all around, it is
possible to not only cover the surrounding area with bow fire but also the inner bailey, should
part of the curtain wall, or one of the other towers be breached.
7 Store – “The collapsed building you have come to was once the village’s store house of supplies for
winter. The grain has rotted for the most part but some took root and now grows wild around the building
and trees.”

The store house has nothing of value.

The Spiral

The Spiral is a magic test/trap to insure only the correct people make their way through the Spiral and
past the mountains. to get through to the Lore Master Academy. One must find their way up from the
bottom to the exit at the top.

The Spiral is a spiral multi-level maze with set encounters and experiences placed throughout to insure
only allowed people make it through. There are total of 8 keyed entries for the Spiral. There are no
random encounters, unless the DM is feeling cruel than by all means stock it up.

Entrance – “As you leave the large cavern behind you enter what seems to be a stone room. The walls are
of fitted stone and the floor is smooth flagstone. Before you are two large iron doors. These doors are
covered with delicate inlay work of silver and gold with jewel stones set within the design. Emblazoned
above the doors are glowing runes. They twist and turn upon themselves, changing shape until those that
can read can understand them. The words are ‘Those seeking audience with the Head Master of the
Academy all they need do is speak the words and enter’’
It is now up to the DM on how they want this to go, the phrase can either be “I seek audience with the
Head master’ or “the words”. Or another set of words that the DM decides to torture the players.

Once they figure out the code read the following – “The runes above the door glow intensely just before
the door swings inward. You hear a scraping sound and you see sparks shoot from the edges of the door
as they come to rest against the walls. As you watch terrified, the sparks fly down into troughs along the
wall. With a woosh and flash, flames race along the walls in trenches, the flames go away from you,
lighting carved walls and floors. The flames burn smokeless and odor free and the corridor extends away
from you.”

The Spiral is lit by oil in the trenches along the walls the burn smoke and odor free. The hallways are 20’
wide and 30’ tall uniformly throughout. The Spiral’s hallways, if one is going the right way, will
gradually lead upwards. The incline is so slight and with the magic of the Spiral makes it impossible for
anyone to tell.

Encounters within the Spiral


There are 6 planned encounters, they were originally placed there by Lore Weavers as tests for their
visitors to ensure that only those worthies could make it to the academy, but they were changed to actual
traps once the three magic items were placed in the academy.

Encounter 1 – “You come to an opening in the walls, before you stand two guards in full plate armor.
The armor is engraved, inlaid, filigreed and SHINY. From the top of the helms sprout exquisite feathers
of iridescent blue and green with eyespots. The feathers are tall and stand straight up from the helm. Royal purple
cloaks with whiter ermine trim, flow from their shoulders down to the cobbled stone. Shields of a bright silver metal
gleam in their left hand.

Right Shield Left Shield

As you stare the one on the right suddenly begins to speak.

Right Guard - “Welcome Worthies, to pass you must solve a riddle, the correct answer will allow you to
continue, the wrong results in certain death. You may ask one question – to one of us – to help you
decipher which door is the correct one. I should warn you that one of us always tells the truth, and one of
us always lies. That’s a rule too, he always lies.”

Left Guard - “I do not! I tell the truth!”


Right Guard - “Oooh, what a lie!” (snickering and laughing)

To solve the puzzle, you must ask one guard (it doesn’t matter which one) which door the other guard
would say leads out. Both guards will indicate the same door, which will be the door that doesn’t lead out.
For purposes of this explainer, we’ll call the doors A (the safe door), and B (the knock, knock, knocking
on heaven’s door). Let’s discuss:

Scenario one: The guard you ask is the one who lies.


– If the guard you asked is the one who lies, then he will lead you astray by telling you (falsely) that the
other guard – the truthful guard – will point you towards door B. This makes door A the safe bet.

Scenario two: The guard you asked is the one who tells the truth.
– If the guard you ask is the one who tells the truth, he will tell you (honestly) that the other guard – the
lying guard – will point you towards door B. This makes door A the safe bet.

In both cases, the outcome is the same. To stay alive, you must walk through the opposite door you’ve
been told.

Left Guard: “Ooooh, how do you know? He could be telling the truth.”

Right Guard: “But I could be telling the truth!”

Guards: “Wait a minute, is that right?”

Left to Right “I don’t know, I never understood it.”

If the party gets the correct answer, they guard they ask to move will stand to the side and allow them to
pass. If; however, they give the WRONG answer, the knights will draw shining swords from their
scabbards an attack. These Knights are Silver Golems. They are not an easy kill. They are unique in their
ability to speak and understand the answer to their question.

Silver Golems (2): AC: 0, HD: 12, HP x, THAC0: 9, # of Attk: 4; Dmg: 1d8 (longsword), Special a silver
golem always gains the initiative (even over a short sword of speed) and These constructs suffer damage
only from weapon with a +1 or greater enchantment. Like other golems, they are immune to poison and to
mind-affecting attacks. Magical fire-based attacks cause them to grow 1 Hit Die per level of the spell
used against them, and magical cold-based attacks cause them to shrink in a similar fashion. Silver
golems remain otherwise unaffected by spells, Morale: Fearless, XP: 9,000

The remains of a defeated silver golem have great value. The silver composing the body weighs 100 lbs.
and is worth 1,000 gold pieces.

Encounter 2 – “Strange noises, like claws on stone, are coming your way. You can either run or stand
and find out what it is. (No Mr. thief, there are no shadows, no place to hide, you can’t sneak up behind
them, no backstabby).

If the players run, let’em. They will get lost and run into these guys again. For those brave souls that stand
their ground – “Through the door they come, in tight formation. Lances held at the ready. There are five
of them you know that…as for what you see, well umm, you see, they all have different color armor on;
one gold, one black, one silver, one blue and one green. Yeah and then, ah, hmmm..I give up just show
them the picture.”

These are the Goblin Knights of the Labyrinth, they are five of them, they are normal goblins stat wise,
their mounts have the same AC and HD, the mounts have no attack, but their mounts smell extremely
disgusting. Those failing their saving throws vs. poison are so revolted as to lose 1d6 points of Strength.
This loss remains in effect for 10 rounds.

There is no way around these fellows, they must be fought. The first round they will charge the party in
line formation, they are +2 on their attack throws, but take a -2 penalty to Armor Class until the next time their
initiative number comes up.

Goblin Knight count as bodyguards for stats

Goblin Knights (5): AC: 0, HD: 2d8, HP x, THAC0: 18, # of Attk: 1; Dmg: Lance, Light 1d61d8 +1 to
hit first attack due to Charging, Shortsword 1d6/1d8 and Flail, Horsemen’s 1d6/1d6 Morale: +2 XP:
20+2/hp

Encounter 3 – “As you pass through this arch, you catch the wall to the west slide open and a terrifying
metal thing with various blades forged to it is coming directly toward you, and it has begun to spin.

This is the labyrinth cleaner and is easily avoided by just stepping backwards. If the PCs must fight the
front of the clear is AC 0, has 100 hp and stretches wall to wall with an effective STR of 23. Unless they
running away without attacking the attackers will automatically be hit for 3d10 damage each round until
the run away or move down a side passage. Armor must save vs. Crushing Blow or be destroyed. Magic
armor and shields get their “+” as a bonus to their saving throw.

“As it passes you, you see three very board looking goblins working gears and pedals to power the thing.
They barely look your way and just keep going.”

Should the party try to interact with them they will just look at the party and one will say “Fragging
Aardvarks” before they all turn back to their tasks.

For those that must fight.

“The spinning blades are coming for you, there is no way to dodge, only move back. Your weapons slam
into the metal as its blades peels your armor and rip into your flesh. There is no escaping the blades,
whose fragging aardvark of an idea was this anyway?”

Encounter 4 – “The wall to the north begins to shift, the smooth rock sliding and changing before your
eyes. A stone face emerges from the rock, its dour eyes look straight at you. ‘This is not the way’ it says
and disappears back into the wall. As you contemplate if this is the oddest thing that’s happened so far,
the rocks grind and shift behind you. As you turn another face is emerging from the south wall, ‘Don’t go
on!’ it says before it too slides back into the wall. Ok, this is a little weird you say as the ground at your
feet swells and moves. As you jump away a rck face form in the ground where you were standing ‘Go
back while you still can’ it speaks before disappearing into the floor.”
That’s it, they won’t say anything else and are immune to ANY AND ALL attacks.

Encounter 5 – “You have come, not to the exit, but the center of the labyrinth. A glowing portal stands
before you (don’t worry it’s an illusion) contained between to massive columns, Stepping out of the portal
as you enter the center of the labyrinth is a man. He has long white hair and his two different colored eyes
seem to entrance you as you look into them. He is slender and dressed in boot, leather pants and a white
poet’s blouse. He smiles as you make eye contact and pulls a glass ball of the air and rolls it about his
fingers before he throws it at you.”

Let the players react how they will. This is a programed illusion installed by an illusionist who had had
an idolized view of the goblin king. Any attacks will pass right through the illusion and the glass makes
no sound as it shatters at the party’s feet.

Encounter 6 – “You have begun to smell fresh air, and hear the faint rustling of leaves and the call of
birds. Ahead of you, you see the exit. You have made it to the end of the labyrinth. You take happy steps
toward the exit when the ground just in front of you begins to twist and turn, becoming a small tornado. It
vanishes with a snap and before you stands a very tall being.

He is maybe 7’ tall, he has green skin and is dressed in riding leathers and a feather cloak. A strange
crown holds his hair away from his face. He is quite charming looking, except for the large ancient
broadsword in his hand, point down. The sword is polished and gleams in the light, but as you look
toward it, it seems to shimmer, maybe even shift, glowing with some inner luster.”

Okay, now they have to watch it. This is the Goblin King, the real one. He has been told of the travesty in
the center of the labyrinth. He will react to the PCs as they react to him. If they talk, he will talk. If they
attack, gods help them as he will call his goblins (10d10) worth, all elite goblin warriors and will attack
the party with no mercy. Try to dissuade them from this.

If they are respectful, he will offer them a chance to win an item from him if they answer a riddle.

Riddle: Power and treasure for a prince to hold,


Hard and steep-cheeked, wrapped in red
Gold and garnet, ripped from a plain
Of bright flowers, wrought - a remnant
Of fire and file, bound in stark beauty
With delicate wire, my grip makes
Warriors weep, my sting threatens
The hand that grasps gold. Studded
With a ring, I ravage heir and heirloom.
To my lord and foes always lovely
And deadly, altering face and form.
Answer: Sword
If they get it right, he will pull a sword wrapped in a gray blanket from nowhere. He will hand it to the PC
that answered the riddle and vanish. Unwrapping the blanket reveals a gray leather sheath, with gold
inlay of vines wrapping around it. Drawing the sword reveals a silver, almost white blade with gold hilt
and pommel bastard sword. It is a weapon of the ancients. This weapon will be extremely useful to the
party.
Weapons of the Ancients
These weapons were forged in ages past by unknown hands. They are made of a strange metal -
light, strong and untouched by time - -and elaborately wrought, leaf-shaped with serpentine decorations.
These weapons radiate magic if that is detected for. They can only be used by persons of Good
alignment. True neutrals will suffer 2d8 damage on grasping the weapon, and must then drop it, never
again touching it. Evil persons will sense the powerful Good nature of the weapon and stay well away.
These weapons attack at +2 to hit and damage, and confer a bonus of +1 to all saving throws
against attacks on the wielder. They will never attack Good creatures or persons, but attack Evil ones at
an additional +1 to hit and damage.
Any undead creature hit by a weapon of the Ancients is slain, and will crumble into dust if they
fail a save vs. Death. However, if the target had 10 or more hit dice, the weapon then withers and
disappears. It has no effect on demons, devils, or other undead of 13 or more hit dice.

Exit – “You have made it to the end. Before you the interior of the mountain ring stretches before you, at
least it would be except for the tress. The rather large tress that fill your view. Just outside the exit is a
small clearing maybe 20’, encircled by tall trees.”

Inner Forest

The party has made it to the inner forest. They will need to head north to get to the academy. This is also
where they will find the other group on the island. Ther is no location given for this encounter as the DM
can speed it up or slow it down based on how hurt, lost, confused, pissed at the DM they are.

“The inner forest is eerily quiet, no bird calls, no chittering squirrels, not even the scary rustle of leaves
from an unknown beast. The sun only reaches the forest floor is in lances and spears. Shadows fill the
forest and the silence threatens to overwhelm you. As you shake yourself, you feel an almost electric chill
run down your spine. Your eyes are drawn toward something, even if you don’t want to look, you can’t
stop yourself.”

Take a pause here, hide behind the screen act like you’re doing something, or, you just sit up stretch ask if
anyone needs a bathroom break or something drink or eat. The players will probably want to kill you but
it will fun the second way.

“You find your eyes have settled on truly disturbing creatures. The creatures are maybe four feet at the
shoulder. They have a canine like body lacking fur with white corpse-like skin. Their teeth and jaws are
obscenely, snarling, slavering orifices, and they have blank skin where their sockets should be. Their ears
stand straight up and seem to be twisting as the creatures tilt their heads and stare your way with smooth
skin in place of eyes.”

These are Charnel Hounds; these canines have become ghoul-like by a similar process as their once-
human brethren. A charnel hound hunts through its keen sense of smell and is completely immune to all
spells affecting sight.

Charnel Hound (10): AC: 6, HD: 3d10+2, HP x, THAC0: 16, # of Attk: 1; Dmg: 2d6; XP: 175+4/hp,
Fear Factor 2

This not just a boo, now you see us, now you don’t. The charnel hounds are hungry and are part of a pack,
On their first action, one will attack and one will howl to summon the rest of the pack,8.
The party will be able to trapse through the forest after their encounter with the charnel hounds. The pack
of hounds cleared out most other (living) things from the forest. Unfortunately, they did not get all the
dead things. The forest is a dark place and armed skeletons patrol. They are not the real threat. Deep in
the forest are three gravehounds. These 8’ tall horrid undead beasts resemble massive rotting mastiffs or
wolves. They roam the forest like undead guardians destined to keep anything living out of the forest and
academy.

There are no paths through the forest, the paths that did exist have long since been grown over. Unlike the
town, there are no zombies walking remembered paths constantly. The academy is located near the
center of the forest. Random encounters showed be rolled for twice during the day and three times at
nght.

Encounters: A roll of 1 on a d6 during the day results in an encounter and a roll of 1-2 on a d6 during the
night results in an encounter. The gravehounds are a one time only encounter. Once they have been
encountered replace them with the Company of the Ivory Stars. Once both gravehounds and Company of
the Ivory Stars have occurred replace the encounter group for 1 with the skeletons from 2. If an
encountered is rolled, roll a d10 and consult the below table.

Roll Result
1 Gravehound (10): AC: 6, HD: 3d10+2, HP x, THAC0: 16, # of Attk: 1; Dmg: 2d6; XP: 175+
4/hp, Fear Factor 2; Weapons of +1 or better are required to hit these monsters. They cannot
be turned by clerics.

Within 10' radius of the gravehound must save versus poison or become nauseated and
immobilized while within this range (c.f. stinking cloud). If the distance between an affected
creature and the gravehound increases (through the gravehound's movement or through rescue by
a third party) to more than ten feet, the affected creature recovers in 1–3 rounds but is at 1 "to-hit"
for an additional 2–5 rounds, assuming the distance is not closed again.

Gravehounds also radiate fear, which affects creatures of 3 levels or hit dice or below as does the
fear effect of dragons (creatures with fewer than 3 hit dice must save versus spells or be paralyzed
with fear [50%] or flee in panic for 4–24 turns [50%])

2 Skeletons, Horror (9): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
3 Skeletons, Horror (10): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
4 Skeletons, Horror (9): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
5 Skeletons, Horror (9): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
6 Skeletons, Horror (10): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
7 Skeletons, Horror (6): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
8 Skeletons, Horror (7): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
9 Skeletons, Horror (11): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4
10 Skeletons, Horror (10): AC: 5, HD: 6d8, HP x, THAC0: 15, # of Attk: 1; Dmg: 2d6; XP: 650,
Fear Factor 4
Skeletons, Horror Captain: AC: 5, HD: 6d8+6, HP x, THAC0: 13, # of Attk: 1; Dmg: 2d6+2;
XP: 650, Fear Factor 4

For the Gravehounds read the below:

“You stop, was that sound? Yes, there it is again. Was it a snap? a crack? There it is again, but louder. It
sounds like wood twisting and cracking. It’s come from…that way? Yes right there, it’s cming from that
way, louder now. Then they burst forth from the trees. Three 8’ tall horrid undead beasts resemble
massive rotting mastiffs or wolves. Their fur is patchy, their skin is a gray-green putrescent fabric of
decay, and their eyes glow a dull red. Their massive snap at you as they seem to push back and lower
their bodies to the ground. Your nostrils begin to twitch and burn, what in the 21 hells is that smell? Then
the cold hits you, send chills down your spine. With a shake of your head you clear away the chill, take
your stance and BATTLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!”

Skeleton Horrors bear the final rictus of pure terror that killed them. Through torture and fright, horrors
are grim manifestations of all that is worst in the world. Read the below description for each skeleton
horror encounters

“From the forest comes a squad of skeletons, their bone faces have been twisted and cracked frozen
somehow in a mirror of pure terror. They are dressed in rusted armor that hags from their bones, round
shields cover their left arms. Rusted, broken weapons fill their right hands. Behind the squad stands
another skeleton, with an ancient helm. They are silently moving toward you with their weapons at the
ready.”

Company of the Ivory Stars

You suddenly find yourself in a clearing, the (sun or moon) shines down. Your eyes take a moment to
adjust as you have been in the shadows. When they do you find ourself face to face with a group of…
living, breathing beings. Before you stand and sit, a male with bright golden hair and skin, even his eyes
are gold., their presence and aura is somewhat intimidating and almost radiates heat. He wears the crests
of the War Wizards on a large medallion. He holds a lean birch staff and the hilt of a sword can be seen
on his left hip.
Three others stand in front of you calmly, one male and two females, they are, all three, physically
beautiful creatures. Their features are angular, with small, pointed ears that sit low on their heads. They
all wear leather armor and carry weapons for the size. Yes, size, need to mention that they 3’ to 4’ tall and
slender with wiry frames. The male grips ornate curved daggers with dragon’s heads hilts. He has light
brown hair with silver eyes, the first female ha drawn to pale metal daggers with religious symbols, she
has blonde hair and blue eyes. The last female sports blonde hair and green eyes. Her daggers are the
oddest, the long blade of the dagger is offset by a solid, wooden ball on the pommels of each. But as you
watch she twirls them while checking you out, you then figure out she can use them as maces or daggers
with stopping the fight, All of them have their hair pulled pack into a ponytail and the mail has
muttonchops tht match his hair. Standing up and arresting your sight is the large woman behind them.

She is easiest the tallest person here. Her skin a pinkish red, her long dark hair is pulled back into a
ponytail of large proportions and a two-handed scimitar is in her hands. Her emerald eyes flash as she
reacts to your sudden appearance.She towers over the field with pointed ears poking through her hair and
fangs from her bottom jaw. Her brown eyes seem strangely calm. She is solid muscle from you see, her
body ripples with muscles. They look, probably about as frazzled as you feel. They invite you to join their
meager camp and will offer to share what supplies they have.”

This, is where you can help the party if they needed. The Company of the Ivory Stars is listed in the
appendix with all gear, weapons and armor; as well as any items forged of special metals and magical
items they might have. The Company of the Ivory Stars will tell their story is asked (see below).

Company of the Ivory Stars consists of


Albanon, a Summer Eladrin War Wizard;
Crux, a Sylindy ranger;
Cassiopeia a Sylindy cleric/tomb raider;
Aquila a Sylindy undead slayer/rogue
Tori Lighthorn an Ogre Druid.

They lost another Eladrin (Valenae) and Sylindy (Apollo) to the zombies

The Company of the Ivory Stars is group dedicated to eradicating evil, wherever it is found. They have
taken down some tougher undead, a few ghasts, some ghouls and an apparition. They decided they really
needed to enhance their reputation by taking out a really BIG bad undead. To that end they hopped on a
caravan and headed Taur-in-Duinath. Once they arrived, they quickly headed to find an oracle. Oracles,
plenty they found. (said Yoda)

Fortunately, The Company of the Ivory Stars is not dumb. They weeded out the tricksters first, then they
took out the serious grifters finally leaving the true oracles. They set their appointment and waited.
Trying to decide what to do with the weeks before their appointment. So, it was to their great surprise
when one of the oracles came and told them to come with her quickly.

Following the assistant, they arrived at the oracle’s house, the assistant took them right in. The oracle was
in a deep trance but had written their names on the floor in wax. When they all were in the room the
Oracle’s eyes snapped open and he sat up, his eyes seemed to have purple glow for a minute.
He told them they were needed to stop a great evil and gave them directions to here. They have lost
members and will be in a little shock still, not cationic, they can and will defend themselves. Two of their
number were overwhelmed in the town before anyone could get free to save them. After the rest fought
their way free, they hide and waited. They had seen their comrades be killed by having bites taken out of
the faces. Which, while horrifying, was the not the worst. Seeing their two dear friends rise up as zombies
was. They waited and then slipped out, found their friends and sent them to their true death.

They ended up here by going through the Spiral like the party and are just trying to rest and recuperate.

The Company of the Ivory Stars consists of Albanon, a Summer Eladrin War Wizard; Crux, a
Sylindy ranger; Cassiopeia a Sylindy cleric/tomb raider; Aquila a Sylindy undead slayer/rogue and Tori
Lighthorn an Ogre Druid. They lost another Eladrin (Valenae) and Sylindy (Apollo) to the zombies. They
made it through the Spiral and have spent the time since then scouting the area. They know where the
academy but are trying to gather as much information as possible before taking it on.

They are well equipped and will join the party if asked. Let any Player that has lost theirs pick out one the
Company of the Ivory Star to play. Whenever you feel they are needed you can introduce them. Their
write ups are in the NPC/Handout/Maps Section.
They have seen the skeleton patrols, some of the charnel hounds and ran like hell to get away from the
Gravehounds. They lost another Eladrin (Valenae) and Sylindy (Apollo) to the zombies, they made it so
their friends would not rise.

The Academy
“The forest gradually gives way to a clearing; a walled compound stands in front of you. Dark wooden
doors are closed, runes are carved into the doors themselves. The compound is dominated by a large
tower, stretching above the walls, with smaller tower spire. A parapet-less wall comes from the tower and
wraps around the academy.
As you reach the entrance you are confronted with bronzewood doors. Completely intact and hung
securely on their hinges, bronzewood doors. To either side of the doors stand skeletons. As you look, they
seem to vibrate so fast they seem to disappear and reappear. When you can see them, they are equipped in
Milenian segmented body armor, iron leg and arm greaves, iron helmets, bronze shields and carrying
bronze falcatas.”
The skeleton guards are Hell Horrors, powerful undead warriors. When Cimmeries cursed the island, he
turned the guard force into hell horrors with a captain. These are demonically created skeletons of
surprising strength and speed. They are tasked with insuring Kurdazas does not escape his prison if,
somehow, the wards ever failed. There is a total of thirteen of these horrors, 12 warriors and one captain.
They do not back down, check morale or wait for the party to attack first. These are the most frightening,
every bad stereotype, pitbulls of the skeleton world.
Skeletons, Hell Horror (12): AC: 3, HD: 8d8, HP x, THAC0: 13, # of Attk: 1; Dmg: 4d6; XP: 4,000,
Fear Factor 4; +4 AC when not attacking, 60% resistant to fire damage, immune to poison, cold and
mind control, Bronze Falcata 1d6-1/1d8-1, Milenian armor 4 (AC3), Bronze shield.

Skeletons, Hell Horror Captain: AC: 3, HD: 8d8+8, HP x, THAC0: 13, # of Attk: 1; Dmg: 4d6+2; XP:
4,000, Fear Factor 4; +4 AC when not attacking, 60% resistant to fire damage, immune to poison, cold
and mind control, Bronze Falcata 1d6-1/1d8-1, Milenian armor 4 (AC3), Bronze shield.
Hell Horrors circle their opponents at high speeds before attacking, garnering a +4 bonus to their Armor
Class when defending.

Specter: AC: 2, HD: 7d12, HP x, THAC0: 13, # of Attk: 1; Dmg: 1d8+drains 2 experience levels; XP:
1,650+10/hp, Fear Factor 4; +1 or better weapons to hit, holy water causes 2d4 points of damage to a
specer..

is dominated by the Tower of Tomes, the full bulk of which rises six stories and whose roof is topped by
a parapet and a smaller tower spire. The Tower of Tomes overlooks a large forested inner court,
dominated by small pools and winding paths. Within the inner court lies a free-standing two-story wood
structure known as the Monks’ House. A narrow parapet-less wall, two cloisters, and the inner wall of the
Scroll House encircle the garden.

he has remained furious about. His use of the Shadowstaff and Firebrand are attempts to compensate.
The other two items are in possession of the other undead spell casters. The undead spellcasters and their
types, that inhabit the Lore Weaver Academy are:

Undead Spell Caster Type Location Servants Notes


Kurdazas Wraith spirit hounds (4)
Tsushi Tennabu Specter Lord Room 14 Has 9 specters
Dunans Spectral Wizard Tower 2nd, 3rd and 4th floor
Vatara Zombie Lich Tower 5th, 6th and 7th floor 8 zombies
Blackroot Evil Treant Area 11 Treants: 12 Undead:6
former headmaster has it
Isatis Rachel Zulec (F) Lich Dungeon Room 12 Has no servants, out for Kurdazas

1. ENTRY HALL
“You have entered the grounds of the Lore Weaver Academy. The room you have entered seems to serve
as an entry chamber, two more skeletons are here, guarding a door in the south wall. They vibrate just like
the ones outside.”

And just like the skeletons outside, these skeletons attacks without warning or parlay.

Skeletons, Hell Horror (2): AC: 3, HD: 8d8, HP x, THAC0: 13, # of Attk: 1; Dmg: 4d6; XP: 4,000,
Fear Factor 4; +4 AC when not attacking, 60% resistant to fire damage, immune to poison, cold and
mind control, Bronze Falcata 1d6-1/1d8-1, Milenian armor 4 (AC3), Bronze shield.

2. CONTRACT ROOM
“The room you have entered boasts finely carved wood paneling. The room itself is dominated by several
writing desks surrounded by chairs. The room is empty but well maintained, there isn’t so much as a layer
of dust. Then you notice a faint smell of lilies.”

This was the area the lore weavers transcribed their studies.

3. DINING ROOM
“This is a large, wood-paneled dining room with a window that looks out into the inner court. Two large
wooden tables dominate the center of the room. A narrow stairway leads up to the second floor.”
4. KITCHEN
“A large walk-in fireplace and two preparation tables dominate this kitchen. The walls and ceiling are
hung with cooking implements. As with the other rooms, this one is impeccably maintained. The
cookware, while old is in good repair and seems to have been recently polished.”

The door between this room and the dining room usually stays open, because cooking at the temple is a
communal affair with a great deal of traffic between the kitchen and the dining area. Several clerics
and/or monks occupy this room prior to each of the three daily meals, but otherwise the Tower Guard
patrols it only infrequently.

5. PANTRY
“You have entered a dark, cool pantry that was used to store foodstuffs.”

6. CLERIC’S QUARTERS
Seven chambers on the Scroll House’s second floor serve as quarters for the venerable clerics who live at
the temple. Aside from the rooms above the kitchen, they can get quite cold in the winter, as they lack
fireplaces. Each room is adorned with a bed, a simple bookshelf filled with the books the clerics are
currently studying, a dresser for storing possessions, a wash basin, and a small stone altar. Chamber pots
lie under each bed. Most quarters are empty except at night, when their inhabitants are reading or
sleeping.

7. LEARNED FATHER’S QUARTERS


The Learned Father’s quarters are identical to those of the other lore weavers. It is the only bedroom with
a window opening onto the inner court. With a bit of pluck, it is easy to step out of the room’s window
onto the roof of the East Cloister. The Learned Father is known to take a blanket out and look at the stars
on perfect summer nights, despite the admonitions of the Lorewarden.

8. BINDING ROOM
“Four large workbenches, piled high with a riot of paper, leather, dried pots of glue and ink dominate the
room.”

The largest room on the Scroll House’s second floor is used for cataloging and repairing newly acquired
tomes and scrolls. Much of the temple’s bookbinding work is performed here as well.

9. EAST CLOISTER
“A simple portico connects the main building to the tower. Four pillars run along the south edge of the,
enabling passersby to look into the forested inner court. Each pillar is carved with elaborate scrollwork
that intertwines with the carved vines that adorn the underside of the cloister roof.”

10. WEST CLOISTER


“A simple portico identical to the one on the east side, connects the tower to the west wall of the temple.
Several wooden reading benches are in this nook. It was obviously a pace of contemplation.”

It is rarely unoccupied during the evening, as some of the clerics or monks usually avail themselves of the
quiet seclusion. At night, one of the Tower Guards is usually stationed on the roof of the West Cloister,
reached by climbing the branches of a nearby tree.

11. INNER COURT


“The forested inner court is dominated by several types of trees. Beneath the trees are an even wider
variety of flowers ( a lot of lilies), bushes, ferns, and other plants. There is a chill in the air here, trees
rustle and sway to a wind you don’t feel. You cannot escape the feeling of being watched, but no matter
where you look you cannot see any sign of someone or…something watching you. As you walk down the
path a dark cloud covers the sun/moon, deepening the shadows and increasing the feeling of being
watched. A maze of narrow paths loops through the trees. As you look about a flash of lightning flashes
through the sky accompanied by the largest crash of thunder you have ever herd. A sweet metallic smell
assaults your nostrils followed by the unmistakably bad smell of rotten eggs. The sky’s open up, rain falls
in what feels like a solid wall. In seconds you are drenched.”

Small bowers lie within each glade of trees, and wooden benches sit beside each pool, once offering
opportunities for peaceful contemplation, writing, or casual reading. Once being key, now these glades
are home to evil tree men, undead tree men and the extremely evil Black Root, a powerful evil tree man.
A network of hidden pumps ensures that a network of tiny streams interlaces the paths of the inner court.
Bower = a shelter (as in a garden) made with tree boughs or vines twined together

Glade 1 – “You see a small bower inside this glade, crafted of vines twined together. The vines seem to
be healthy and living. The trees creak and sway in some wind that you cannot feel. The rain continues to
fall and there is almost a constant rumble in the air. And what was that, it did you hear that? You cock
your ear and hear it again, an old man singing. You can’t make the words or exactly where it is coming
from (if the party has thief, ranger, scout they me able to better determine the origin of the sound.),
perhaps that way?””

The signing is actually Shadowpeach in Glade 3. He enjoys these rainstorms and is often moved to song
during one. Fortunately, or maybe not, the party will to be able to understand his language and by
extension, the song is of his enjoyment of dismembering things, slamming them so hard he has turned
them into mulch and other such wonderous things.

Glade 2 – “This glade has a small pool of water with rotted wooden benches around it. The rain beats
down on the water in a pool like drums. You do think you ee something floating on the surface of the
pool, a closer look reveals water lily type flowers but of strange and different colors,”

An Alchemist Chymst, druids or maybe a ranger can id these plants, they are:
Black Lotus: When a man draws within five feet of the black lotus, the plant slowly will nod and turn its blossom
toward his face; next it will release a burst of pollen. The hapless victim must make a death (poison) save or die in
1d4 rounds

Smoky Lotus: Although it is rooted in the muck below the surface of the ponds, it will “walk” to a warm-blooded
target (quite slowly) and then release its thick pollen spray; this cloud inspires unbridled, frothing madness in the
victim.

Golden Lotus When the blossoms are sun-dried, powdered, and then added to wine, enchantments and charms are
dispelled, and madness is cured—even that produced by the smoky lotus.

Glade 3 – This is large glade of trees around one side of the tower. There seems to be a large tree, around
20’ tall near the center. Its branches spread out seeming to offer a place protected from the rain. Multiple
lightning strikes happen outside the academy, the accompanying thunder clap is almost deafening. The
smell of lilies is strong here.”

The tree is actually a tree man, it is one of the largest in the inner court. It waits to see if the party enters
the glade to seek shelter from the rain. Once they are all under his branches he will attack. The party will
need to roll for surprise. The tree man is named Shadowpeach and he will always have two servitor trees
ready to help him when he attacks.

Shadowpeach (1): AC: 0, HD: 11d10, HP x, THAC0: 9, # of Attk: 2; Dmg: 4d6/4d6; XP:
2,850+16/h.p.; Size: 20’

Awakened Trees (2): AC: 0, HD: 7d10, HP x, THAC0: 13, # of Attk: 2; Dmg: 2d8/2d8 ; XP:
1,200+10/h.p.; Size: 12’

Glade 4 – “This glade has a pool north end; rotted benches circle the pool. The tree’s base is covered by
white quartz, though most appear gray and some have gone completely black. This is the evil that has
seeped into the ground itself. The lingering smell of rotten fruit is wafts in your direction from time to
time.”

This glade belongs to Willowtalon and Castiel, there two of the “shrublings” here. They each have two
awakened trees to aide them. Willowtalon has the from the center north and Castiel from the center south

Willowtalon (1): AC: 0, HD: 7d10, HP x, THAC0: 13, # of Attk: 2; Dmg: 2d8/2d8 ; XP: 1,200+10/h.p.;
Size: 12’

Castiel (1): AC: 0, HD: 7d10, HP x, THAC0: 13, # of Attk: 2; Dmg: 2d8/2d8 ; XP: 1,200+10/h.p.; Size:
12’

Awakened Trees (4): AC: 0, HD: 7d10, HP x, THAC0: 13, # of Attk: 2; Dmg: 2d8/2d8 ; XP:
1,200+10/h.p.; Size: 12’

Glade 5 – “This glade is made up of what seems to be old, strong pine trees. The ground underneath the
branches here is almost dry. The bower here consists of the pine trees’ branches being shaped and
expertly grown to create a bower that gets larger and stronger as it grows. The hint of freshly baked bread
is on the air and you just don’t feel the eyes watching you came from here,”

The only dangerous thing about this glade is that the party may not want to leave. The bower has grown
so well that the floor under it is dry, no wind comes in and there is chimney. The chimney is free of
leaves and shows strong branches intertwined growing with the trees to ensure the chimney is there. It is
too high up to be worried about it catching on fire. Then there is the last thing, there is a talisman buried
here, in honor of the chefs and the quality of food. The talisman is a golden whisk and a boiling cauldron.
The golden whish represents Patisseria, lesser god of pastries and deserts, The boiling cauldron represents
The Lady of Cauldrons, lesser god of cooking, food preparation and flavor; also, an aspect of the Jale
God. While some would call them only lesser gods, nothing here has the power to take on one, let alone
two lesser gods. There talisman protects this glade from all the evil in the castle. The tress’ have grown
intertwined over the decades, almost becoming one tree. Small forest animals and birds that made it to
this glade survived and their descendants now call it home as well. There are colonies of squirrels and
chipmunks in the trees. Many different bird species have nest in the thick covering of the branches. The
raptors (three merlin hawks) Fly straight up and over the walls, they bring back fish, snakes and other
small creatures to help feed the colony here. The squirrels and chipmunks work in concert to collect nuts
that are somehow growing in these trees and store them away. They help with constructions of holes in
the trees for birds to live in. They all work in concert and are led by a huge snowy owl that is an Edeiri,
Edeiri are intelligent, talking animals (mammals, reptiles, or birds), descendants of a time long ago, when
man and beast were on more equal footing. Edeiri are guardians of nature and the wilds. They despise
cruelty, greed, and wanton destruction, and subtly (and sometimes not so subtly) work against those who
seek to exploit nature.

Glade 6 – “The rain slams down in you, for those not in armor, it almost hurts. The wind has picked up
and the branches of the trees whip back and forth in a frenzy, some smack you across the face, cutting
those of you without helmets or face masks or wearing open face helmets. The wind is beginning to push
the rain sideways, smacking you n the face and reducing your visibility to 1’ to 2’ at the best.”

Perception Check – If a character says they want to make a Perception check, they may roll one at a -2
to realize that the tree men don’t let their branches thrash around. If they don’t say they are looking for
something the DM may roll a Perception check at -6 to let them catch this, only if the DM is feeling
generous.

Glade 7 – “The glade is one of the smaller ones, the underbrush is soaked through and through. There
appears to be a bronzewood tree in the center, you see several pieces of bronzewood lying on the ground,
one or two appear sword sized.”

The tree is NOT a bronzewood tree, it is an evil tree man called Betellan. It has made its bark appear
bronzish to trick prey into getting close. Once the party is around him, he attacks. The party will need to
roll for surprise.

Betellan, evil Tree Man: AC: 0, HD: 7d10, HP x, THAC0: 13, # of Attk: 2; Dmg: 3d6/3d6; XP:
1,950+14/h.p.; Size: 16’

Glade 8 – “This glade is longer than it is wide, rivers of water wash out from the glade as rain pours
down
Glade 9
Tree Man, evil (1): AC: 0, HD: 10d12, HP x, THAC0: 10, # of Attk: 2; Dmg: 3d6/d6; XP:
2,300+14/h.p., Size: 18’
Tree Man, evil (3): AC: 0, HD: 8d10, HP x, THAC0: 12, # of Attk: 2; Dmg:2d8/2d8; XP:
1,425+12/h.p., Size: 14”

Glade 10
Glade 11
Glade 12
Tree Man, evil (1): AC: 0, HD: 12d12, HP x, THAC0: 8, # of Attk: 2; Dmg: 4d6/4d6; XP:
3,350+18/h.p.; Size: 22’
Tree Man, evil (3): AC: 0, HD: 8d10, HP x, THAC0: 12, # of Attk: 2; Dmg:2d8/2d8; XP:
1,425+12/h.p., Size: 14”

Glade 13 – Black Root

Undead Tree Man, evil (2): AC: 0, HD: 15d8, HP x, THAC0: 5, # of Attk: 2; Dmg: 5d6/5d6; XP:
15,000; Size: 20’; On any natural roll of 19 or 20, they are assumed to have knocked their opponent
prone and stunned them for 1 round per 5 points (or fraction thereof) of damage inflicted. Thus, a blow
delivering 18 points of damage would stun a character for 4 rounds.
If the treant is not otherwise engaged in combat, it will move beside the fallen form and feed upon the
blood of the victim. To do this, the treant must remain stationary for 1 round. On the second round, it
sprouts 3d4 root-like appendages that snake out and bury themselves in the victim’s flesh. These inflict 1
point of damage each and allow the monster to begin feeding on the third round. Starting then, and on
each subsequent round, the creature will drain 1d3 points of blood for each root sunk into the victim.

Anyone being drained of blood by the treant is rendered immobile as the coils of roots encircle his
body. Individuals so entrapped can only escape the deadly embrace of these vampiric trees with the
aid of a third party. In order to end the blood draining, the treant’s roots must be cut away. They are
treated as armor class 5 and any successful attack will break the tendril. If all of the tendrils are cut, the
victim can work his way free in two rounds (one with outside help.) When an undead treant stops
feeding, either because it has drained its victim of blood or because all of its tendrils have been
severed, it requires a full round to become mobile again. During this time, or whenever it is feeding, all
attacks against the creature gain a +2 bonus.

12. TOOL STORAGE Specters


In the northern half of the Monks’ House’s first floor, temple residents store gardening implements and
other tools used to maintain the temple grounds and buildings. It is only rarely occupied or visited by
patrols.

13. GUEST CHAMBER specters


Although nominally a chamber for honored guests, in practice this room within the Monks’ House
quarters the sergeant of the Tower Guard. It is adorned in a fashion similar to the clerics’ quarters (see
area 6). Sergeant Mourn Deepwood is found here most nights, but guards visit the room only
infrequently.

14. MONKS’ QUARTERS


The second floor of the Monks’ House serves as both sleeping quarters and a training room. The monks
each have a simple pallet that they roll up every morning before exercising. The floor of the room is
covered in hay, and simple training weapons—clubs, daggers, kamas, light crossbows, nunchakus,
quarterstaffs, and sianghams— adorn the walls. At night sleeping monks occupy this room, and in
the early morning the Children of the Passive Voice practice their daily training regimen here. Otherwise,
few visit it except the occasional guard patrol. Tsushi Tennabu, Specter Lord magic items:

15. TOWER OF TOMES: SHELVING FLOORS


The first, third, and fifth floors of the Tower of Tomes are known as the Shelving Floors. Each level
contains a metal spiral staircase leading up through a hole in the center of the floor (except the first
floor) to a hole in the center of the ceiling. The rest of the floor is taken up by rows and rows of
bookshelves, each stretching 15 feet high. Book ladders line each shelf, enabling the temple inhabitants
to reach the topmost shelves. At the end of each shelf is a coffer filled with neatly cataloged vellum
sheets, part of the legendary Index of Danali. (Copies of all sheets comprising the Index that were
completed through the end of the last tenday are stored at the Tower of the Rising Moon in Highmoon as
well.) During the day, these floors are regularly visited by the clerics as well as wandering patrols of the
Children of the Passive Voice. At night, only the monks pass through, making their rounds.

The first Shelving Floor has smaller stacks than those above it. Two duskwood doors, barred from within
by a duskwood bar at night, lead out to the East and West Cloister.

16. TOWER OF TOMES: READING FLOORS


The second, fourth, and sixth floors of the Tower of Tomes are known as the Reading Floors. Each level
contains a spiral metal staircase leading up through a hole in the center of the floor to a hole in the center
of the ceiling. The rest of the floor is divided into four chambers and a cross-shaped hallway. Every wall,
even within the Reading Rooms, is lined with bookshelves, stretching up to 15 feet in the air. Book
ladders line each shelf, enabling the temple inhabitants to reach the topmost shelves. Within each room
and at the end of each hallway is a coffer filled with neatly cataloged vellum sheets, part of the legendary
Index. At the center of each Reading Room is a wooden table and several chairs. Visitors to the library are
brought to one of the Reading Rooms, allowed to consult the appropriate sheets of the Index, and then
brought the book they request to peruse. During the day, these floors are regularly visited by the clerics as
well as wandering patrols of the Children of the Passive Voice. At night, only the monks pass through,
making their rounds.

17. TOWER OF TOMES: ROOF


The roof of the Tower of Tomes consists of a small chamber at the top of the spiral staircase leading up
from below. The room is dominated by various sacred, nonmagical relics of the Binder and serves
as a private chapel for the inhabitants of the temple during religious services.

A single door leads out on to the parapet, from which one can look out over Highmoon. Atop the small
chamber is a slender spire that reaches some 30 feet above the parapet. Two members of the Tower Guard
are usually stationed atop the parapet at night or during the day. From the parapet they can easily signal
for reinforcements from the Tower of the Rising Moon or from the Lord’s Barracks down the hill, using a
glaur.

Vaults below
Room 1
Room 2 – Kurdazas is here
Room 3
Room 4
Room 5
Room 6
Room 7
Room 8
Room 9
Room 10
Room 11
Room 12 – Main vault where all three of the items Sir Fraomar is looking for. It is guarded by a lich, the
former headmaster of the academy who HATES Kurdazas, I mean HATES him. He is refusing to allow
Kurdazas to gain any of three items, having claimed them for himself.

The Shadow Staff (true name: Skathe-Hrün)

The Crown of the Beholder

The Sword of the Nameless King.

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