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Adventure Module from the UK for 6-10 characters of levels 8-10

by Graeme Morris and Jim Bambra


TABLE OF CONTENTS
INTRODUCTION 2
The Ffenargh 2; Nuala 2; Using the Module 3
COURT AT EYLEA 4
The Fens 4; Island of Holm 4;
Ffenargh Optional Encounters 5;
Eylea 6; Trial for Murder 7
Production: Phil Gallagher & CHILL OFF THE FEN 8
TSR UK Design Team Preparing the Jury 8;
Cover Art: Jeff Anderson Lea Island & the Kaldefen 9; Myrk Island & Sphagbog 9;
Internal Art: Tim Sell Defenders of Myrkfast 10;
Cartography: Geoff Wingate Lorge Island & Corpsemire 10; A New Life? 12
Proofreading: Carole Morris,
Mike Brunton
RETURN TO EYLEA 15
Typesetting: Dawn Buxton & A Mixed Welcome 15; Freeing Clavados 15
Phil Gallagher BACK TO THE FENS 17
Events in the Vipen-Slough 17; Vipen-Isle 18
Distributed to the b o o k trade by Random House. I n c . and in
Canada by Random House of Canada. Ltd. Distributed to the toy IMAGES OF DEATH 20
and hobby industry by regional distributors. Distributed in the
United Kingdom by TSR UK Ltd. A Foretaste of Evil 20; Welcome to Eylea 21;
ADVANCED DUNGEONS & DRAGONS. AD&D, PRODUCTS
Nuala's Return 22;
OF YOUR I M A G I N A T I O N . and the TSR logo are registered Calm After the Storm 23; Monsters at Eylea 23
trademarks owned by TSR. I n c .
© May 1986 TSR. Inc. All Rights Reserved. Printed in USA.
NEW MONSTERS 24
Slime Golem; Life-Bane Duplicates 24
This adventure is protected under the copyright laws of the
United States of America. Any reproduction or other un-
authorized use of the material or artwork contained herein is
PULL-OUT SHEETS between pages 12 & 13
prohibited without the express written permission of TSR, Inc. Eylea MI
Non-Player Characters: Eylea' NPCs III-IV
Non-Player Characters: Eylea' Defence V
TSR, Inc. TSR UK Ltd. Non-Player Characters: Nuala & Rughlor VI
POB 756 The Mill Life-Bane VII-VIII
Lake Geneva Rathmore Road
WI 53147 Cambridge CB1 4AD
USA United Kingdom. LIST OF MAPS AND TABLES
Map F - Ffenargh Outside of Cover
Map E - Eylea Inside of Cover
Map M - Myrkfast Inside of Cover
TSR, Inc. Map L - Lorge Hall Inside of Cover
PRODUCTS OF YOUR IMAGINATION"
Map V - Vyedma's Homestead Inside of Cover
ISBN 394-55421-3
9169 Table 1 - Ffenargh Optional Encounters page 5
Printed in the USA Table 2 - Life-Bane Ageing Pull-out Sheet VIII
The flower of youth... a precious thing, yet only their decrepit temple/palace of Eylea (see Even before Rughlor's arrival, Nuala's
those to whom it is but a memory can measure PS I-II). To keep order, they have an army researches had taught her of Lorge —
its true value. Take heed, bold wanderers, you commanded by the Lord High Bailiff — which, according to rumour, was built on
who pass the best of your years in pursuit of the cavalier Clavados. the site of the infamous library of the semi-
shallow glory. Take heed, for youth's flower is legendary wizard M a k h r a z t . Thus, a
delicate also - and easily crushed. m a r r i a g e proposal f r o m the d o t i n g
Nuala Rughlor offered Nuala not only freedom,
The harsh life in the dank, misty bogs of but also the chance to seek out the wizard's
the Ffenargh has ever made the fenfolk old Many years ago, Rughlor, middle-aged lost tomes. This was an opportunity she
before their time, but now a far greater evil Master of Lorge (one of the Ffenargh had to seize — even if it meant feigning love
lurks amid the stagnant pools. The evil m a n o r s ) , w e n t in search of a w i f e . for a haggard old man.
wizardess Nuala has returned from beyond Although of noble birth, he looked old
the grave — armed with the power to drain beyond his forty years, his fenland holdings
the vitality of any who oppose her, leaving were notoriously drab and unwholesome, Life at Lorge
them old and wizened. This is the fate in and it seemed that he had little to offer any
store for your adventurers — aged horribly, bride. It came as some surprise then, when Life in the Ffenargh, Nuala soon dis-
they must struggle with their infirmities to he returned home wedded to the young and covered, exacted a heavy toll — as evinced
overcome Nuala... the Ravager of Time! beautiful daughter of a baron from the by Lorge Hall's servants who, although
mountain steadings. often l i t t l e older than herself, were bent and
wizened. Even so, the lure of Makhrazt's
The Ffenargh The g i r l , named N u a l a , was barely books was strong, and Nuala resolved to
seventeen, but her fair looks and apparent stay until she found them.
The setting of this adventure — the Ffenargh devotion to Rughlor hid a will to evil that
— is a region of chill, gloomy fen. Those was already old. Against her father's By her thirtieth birthday, however, Nuala
few humans who eke out a meagre living wishes, Nuala had inveigled a skilled too had the appearance of someone three
here, live in squalid villages on small magician to teach her the rudiments of times her age. Yet her moment of triumph
"islands" of dry land surrounded by marsh. magic use, and was determined to acquire was at hand, for she succeeded in finding
The region is ruled by the Lords Spiritual from greater power. Makhrazt's hidden library. At long last the
2 INTRODUCTION
power she sought was within her grasp, if Nuala's Scheme
she could but complete a fearful ritual
described in the books. Nuala's burning ambition is to overthrow
the Lords of Eylea and make herself
Only just in time, Rughlor, himself old mistress of the Ffenargh. For this she needs
and frail beyond his years, realised what his allies, and powerful ones at that — hence
wife was about to do. As the evil ritual the luring of a powerful party by means of
commenced, and the very walls began to Miles' trial. Once the trial begins, the
crumble around him, he summoned his duplicate Miles can insist that the advent-
remaining strength and struck down Nuala urers become a Jury of Inquisition, and
before she could complete the spell. thus be obliged to follow through the
investigation of the murder to the end.
Next day, the servants who had fled in Such an investigation must inevitably lead
terror, returned to the ruins of Lorge Hall. the adventurers to Lorge Hall where she
There they found Rughlor and Nuala has laid a trap that cannot fail! Nuala plans
locked together in an embrace of death — to create obedient duplicates of the adven- ant part of the adventure. It can provide
the ashes of Makhrazt's books scattered turers and to go with these to Eylea, leaving much interest and enjoyment for the
around them. H u r r i e d l y , the servants the originals imprisoned. At Eylea, the players but they may need help from you
buried the couple in the cellars and then, by duplicates can declare the (duplicate) Miles to cope with the changes to their
common consent, abandoned the hall and innocent and free him. Then, all that will characters' abilities and personalities.
its lands forever. remain is a journey into the infamous Using NPCs: Although there is plenty of
Vipen Slough to recruit the allies that will action in this module, the roles of NPCs
enable her to attack and overwhelm Eylea. are very important. Read the text and the
The Gentle Scholar NPC descriptions (PSIII-VI) carefully
before starting, to get a clear idea of how
The memory of Nuala passed into local Using the Module to use them to best advantage.
folk-lore, in which she was described as a
radiantly b e a u t i f u l sorceress murdered by a Involving the Party
wicked husband. The tale held a particular Pull-out Sheets
fascination for Miles D'Arcy, the scholarly The Ffenargh is a dismal, u n i n v i t i n g
son of Geoffrey D'Arcy — Master of Myrk place, which probably means that you, as In the middle of this booklet are eight
(one of the Ffenargh manors) — and, DM, will have to provide a definite reason pages which should be removed before play
through his studies of local history, he for the PCs to go there: begins, and kept to hand during the
discovered where her body lay. adventure. References to these Pull-out
- Straightforward Hiring: The party hears Sheets occur as PSn, where n is the number
Had he been wiser, the story would have from somebody acting on behalf of the of the sheet in Roman numerals.
ended here, but infatuation makes fools of Lords of Eylea that they are looking for
the cleverest of men, and he resolved to help in the investigation of a murder.
restore Nuala to life. To this end, he hired a - Call to Duty/Coercion: Deities have not Abbreviations Used
thief to steal a holy relic — the Robe of Ulm been named deliberately, and you should
— from the palace of Eylea, and using its assign a suitable LN type from your - AC = Armour Class; MV = Movement
ancient power, Miles secretly resurrected campaign to be worshipped at Eylea. Rate; HD = Hit Dice; hp = Current Hit
the long-dead sorceress. But the woman Clerics belonging to the same church/ Points; #AT = Number of Attacks; D =
who greeted him was far from his expect- religion as the Lords Spiritual (or those Damage per Attack; SA/SD = Special
ations. Not only was Nuala thoroughly owing a debt to it — e.g. having been A t t a c k s / D e f e n c e s ; MR = M a g i c
evil, but her resurrection had completed raised or healed) are told that it is their Resistance; Int = Intelligence; AL =
the spell begun so long ago and now she "duty" to help. Cavaliers in an order Alignment; xp = Experience Point Value.
wielded the awesome power of life-bane linked to Clavados' might experience
(see PSVII), enabling her to drain the youth similar pressures. If they are reluctant, - C = Cleric; Cav = Cavalier; F = Fighter;
and vigour of humankind into magical coercion may be used (e.g. threats to MU = Magic User; T = Thief.
duplicates (see p24), obedient to her will. withdraw training facilities) or even
magic (e.g. quest or geas spells). - S = Strength; I = Intelligence; W =
The unfortunate Miles was Nuala's first - Family Ties: One of the adventurers Wisdom; D = Dexterity; C = Consti-
victim, and for his pains he was left old, could be related to (or an old friend of) t u t i o n ; Ch = C h a r i s m a ; Com =
haggard and helpless. When she discovered Clavados or Geoffrey D'Arcy. One could Comeliness.
from his duplicate how things now stood even stand to inherit (through a distant
in the Ffenargh, she soon contrived a f a m i l y relationship) if the manor of - MM = AD&D® Monster M a n u a l ; MMII =
fiendish scheme of revenge and conquest. Myrk fell vacant. AD&D Monster Manual II; FF = FIEND
FOLIO® Tome; DMG = A D & D
First, the duplicate Miles murdered the old Dungeon Masters Guide; PHB = AD&D
lord Geoffrey and dumped the body in the Hints for Play P l a y e r s H a n d b o o k ; UA = AD&D
fen with the intention, soon fulfilled, that Unearthed Arcana.
the body would be found and the duplicate - Creating Atmosphere: Try to convey to
Miles arrested by the Lord High Bailiff your players the oppressive atmosphere - † = a weapon of specialization (UA18) or
Clavados. The plan worked perfectly, for, of this region using landscape, weather, weapon of choice (Cavaliers - UA14).
as Nuala shrewdly predicted, Clavados was human inhabitants and monsters. Option- THACO = To hit armour class zero. This
unable to procure enough evidence for a al encounters can help, but don't overdo is the roll on 1d20 needed by a creature to
conviction and was forced to send abroad them (see p5). hit AC 0. In most cases, the roll needed to
for powerful help. The help of a certain - Ageing: The magical ageing of the PCs hit other armour classes = THACO
party of adventurers... by Nuala (see PSVII-VIII) is an import- minus AC.
INTRODUCTION 3
The adventurers journey through the Ffenargh Mounted (lt/med horse): Island track - 25;
towards Eylea, palace of the Lords Spiritual. island woods - 10; marsh track - 5. So this is the Ffenargh? Mile after mile
Their purpose is to aid the Lord High Bailiff Mounted (hvy/draft horse): Island track - of stinking bogs overlain by a con-
Clavados investigate the case of Miles D'Arcy, a 20; island woods - 10; marsh track - 5. stant mist that clings to your skin and
young noble accused of patricide. But the affair Mounted (cart/wagon): Island track - 15; chills you to the bone. The little you
is far from simple; the accused is, in fact, a island woods and marsh track - impassable. can see looks far from welcoming, and
duplicate created by the evil Nuala, and the who knows what lurks just out of
murder merely part of a plot to lure the party out Afloat (punt/raft): River Clhag-15; stream sight...
into the fens... - 1d6+4 (movement rate is variable due to
frequent obstructions).
Afloat (barge): River Clhag - 20; stream F2. Deserted Hamlet
The Fens - impassable.
From the southern end of the causeway, the
Most of the Ffenargh is covered by marshes, trail winds up onto the island of Holm.
with only a few, small islands of "dry" People of the Ffenargh Beside the trail is a ruined hamlet of
land. It is perpetually cold, damp and wooden houses. It is deserted, and has been
misty, with barely a gust of wind or Their harsh way of life and the damp, the for many years.
glimpse of the sun. dull conditions of the fen make the fenfolk
haggard, dowdy, sullen and morose. Those
Apart from the villages and tracks, the under Eylea's authority (all human) live in Ev1. A Stalking Evil
islands are covered by tangled, gloomy small, miserable villages only b r i e f l y
woodland. The marshes are impassable, described in the text. Beyond these "civil- This event begins on the first night that the
except a l o n g t r a c k s w h i c h meander ized" areas, the inhabitants have often party spends on Holm. A mournful wail
between patches of firmer ground. Only interbred with pseudo-undead (MMII102). drifts through the silent mist. Its source is
the major marsh tracks are shown on Map some distance away, and it is hard to tell
F, other minor, tracks exist, but these have Throughout the Ffenargh, the villagers whether it is a cry for help or merely the
dead-ends. w i l l generally ignore PCs, becoming mournful hooting of an owl.
hostile only if threatened. They notice little
Only the River Clhag is navigable by outside their immediate areas, and answer The sound comes from Zelor, (a grim, see
barge, but some streams (see Map F) can by questions in a curt, disinterested manner. NPCs - PSV) who, in the form of a black
negotiated with d i f f i c u l t y using a punt or Food and accommodation can be bought, owl, is trying to attract the adventurers'
small raft. but the villagers have little else to sell. attention in order to warn them of a
crimson death which roams the island.
Faced with the difficulties of travel, the PCs Zelor cannot speak clearly, but sounds
may be tempted to try flying. This will Island of Holm resembling "come, come", or "look, see"
expose them to many airborne optional can be heard among its cries.
encounters (see p5), however, and presents The "island" of Holm is connected to the
other problems since flight is only practical outside world by a causeway (F1) and (with The grim will call, intermittently, until
above the treetops. The dense foliage and the exception of Eylea) is the part of the just before dawn. If the adventurers follow
heavy mists completely obscure the marsh Lords' Spiritual domain least affected by its call, they will come to the crimson
trails and other features on the ground. the gloom and malaise of the fen. death's unoccupied lair:
Even the islands cannot be readily dis-
tinguished. Flying characters may well
move quickly, but finding their destination Fl. Causeway through the Mist The sound leads you to a small
or a safe place to land is another matter! clearing in a thicket where the mist is
The road from the high ground drops tainted with the sickly-sweet smell of
steadily down through the mist to the edge decay. A large, black owl, perched in
Movement Rates (miles per day) of the fen. Here an old, deserted, half- a dead tree on the far side of the
ruined wooden guard-post marks the clearing, regards you for a moment
Afoot (light burden): Island track - 25; northern end of the Holm Causeway. The with large, thoughtful eyes before
island woods or marsh track - 15. causeway consists of two parallel rows of flying off into the darkness with a
Afoot (average burden): Island track - 15; wooden piles driven into the murk, with an final cry that sounds like "beware".
island woods or marsh track - 10. in-fill of rubble and timber. It snakes At the foot of the tree, a dark opening
Afoot (heavy burden): Island track - 10; through the bogs and mires, linking leads into a thick mass of briars.
island woods or marsh track - 7. occasional patches of solid ground:
4 COURT AT EYLEA (Areas F1-2/Ev1)
Ffenargh Optional Encounters
Optional encounters may be used as you and consult the appropriate column on
see fit to enliven play, to add atmosphere, Table 1. If an encounter is indicated, the
encourage the players to make haste or to ranges given are used to generate the
discourage them from flying. You can numbers of creatures involved.
either choose particular encounters or
select them randomly. Alternatively, encounters may be selected
for use in any order and at any location
If the encounters are to be used at that seems suitable. Be careful not to
random, you should make a check once overuse them, however, since this may
each day and once each night (once each leave the player characters too weak to
hour for flying characters). Roll 1d20 cope with the rest of the adventure.
If the party attacks the grim, it will flee
TABLE 1 — OPTIONAL ENCOUNTERS without retaliating. If they kill it, however,
it will not be able to warn or help them in
Daytime Night Flying Encounter future (see A New Life?, p13 and Events,
p22).
1-7 1-5 1-5 No Encounter
8 6 ld3+3 carrion crawlers The dark opening is the entrance to the
9 7 1 choke creeper crimson death's lair: a rough chamber
8-9 6-9 ld4+2 doombats inside the thicket 10 feet across and 8 feet
10 1d3 giant frogs high. Inside are the remains of 12 humans.
10-11 ld4+3 ghasts These are in varying states of decay, but
11-12 12 1d3 giant bloodworms show no signs of injury. The most recently
10-13 1d2 giant dragonflies killed can be seen to be strangely pale and
13-14 13 ld4+3 giant land lampreys wizzened. Also in the chamber, are a potion
15-16 14 1d2 giant marsh snakes of super-heroism, an elixir of life, and four
15 14-17 1d3 gloom wings jewelled rings (value 2000gp each).
17 16 1d3 megalocentipedes
17-18 18-20 ld6+6 shadows Regardless of whether the adventurers go
18 19 1d2 shambling mounds to the lair, the crimson death will find them
19-26 20 1dl2+10 vapor rats and attack early the next day. The creature
will attack in a frenzy if the adventurers are
still at the lair or if they took any of the
Optional Encounter Statistics Giant land lamprey: AC 7; MV 12": HD 3; treasure. It only gains surprise on 1-3 on
hp 15; #AT 1; D 1d6; SA Drain blood; Int Non; 1d6 but fights to the death. Otherwise, it
Carrion crawler: AC 5/7; MV 12"; HD 3+1; AL N; Size M; xp 170; THACO 16; (cf. land will lay in wait, having a 5 in 6 chance of
hp 17; #AT 8; D/SA Paralysis; Int Non; lamprey) MMII80. surprise in the ambush, but it will flee to its
AL N; Size L; xp 648; THACO 16; MM 13. lair if reduced to fewer than 20 hit points.
Giant marsh snake: AC 5; MV 12", HD 8;
Choke creeper: AC 6/5; MV ½ ; HD 25; hp 42; #AT 1; D 1d6; SA Constriction (3d6), 1 crimson death: AC 0(4); MV 12" (6");HD 13;
hp 50; #AT 8+; D 1d4; SA Strangulation; poison; Int Animal; AL N; Size L; xp 1504; hp 78; #AT 1; D 3dl0; SA/SD see below;
SD Special; Int Non; AL N; Size L; xp 800; THACO 12; (cf. gt. sea snake) MM88. MR 100%; Int Genius; AL NE; Size M; xp 9732;
THACO 13; MMII25 THACO 9; MMII32.
Gloomwing: AC 1; MV 12"; HD 5+1; hp 29; Note: Normally requires +2 weapons to be hit
Doombat: AC 4; MV 18"; HD 6+3; hp 31; #AT SD Pheromone; Int Animal; AL N; and surprises on 1-5. After feeding (by
#AT 2; D 1d4/ld6; SA Shriek; Int Animal; Size M; xp 699; THACO 15; MMII70. draining victim's body fluids) it becomes
AL NE; Size M; xp 617; THACO 13; FF27. crimson, slower (MV 6"), and easier to hit
Megalocentipede: AC 5; MV 18"; HD 3; (AC 4, +1 weapons to be hit) for 6 turns.
Giant frog: AC 7; MV 3"//9"; HD 3; hp 18; hp 12; #AT 1; D 1d8 + poison; Int Animal;
#AT 1; D 2d4; SA Tongue; Int Non; AL N; AL N; Size M; xp 161; THACO 16; MMII24.
Size M; xp 99; THACO 16; MM41. F3. Cartleagh
Shadow: AC 7; MV 12"; HD 3+3; hp 20;
Ghast: AC 4; MV 15"; HD 4; hp 22; #AT 3; #AT 1; D 1d4+1 + strength drain; SD Magical Cartleagh is a typical Ffenargh hamlet of a
D 1d4/ld4/ld8; SA Stench and paralysis; weapons to hit; Int Low; AL CE; Size M; dozen wooden houses sited near the Clhag
Int Very; AL CE; Size M; xp 278; THACO 15; xp 335; THACO 16; MM86. river and surrounded by a wall of inter-
MM43. twined briars with a single gate. On the
Shambling mound: AC 0; MV 6"; HD 8; river, a barge (see The Fens, p4 and below)
Giant bloodworm: AC 4; MV 6"; HD 6; hp 42; #AT 2; D 2d8/2d8; SA Suffocation; is tied up at a jetty.
hp36; #AT 1; D 1d8; SA Drain blood; Int Non; SD Half damage from weapons; Int Low; AL
AL N; Size L; xp 441; THACO 13; FF15. N; Size L; xp 2220; THACO 12; MM87. The inhabitants of the village (see Peoples
of Ffenargh, p4) are 50 or so human
Giant dragonfly: AC 3; MV 36"; HD 7; Vapor rat: AC 6 (or special); MV 12" (1"); peasants, about half of whom go out
hp 33; #AT 1; D 3d4; SA +2 initiative; SD AC HD 2; hp8; #AT 1; D 1d2; SA Stinking cloud; hunting, reed-gathering and so on during
bonuses; Int Low; AL N; Size L; xp 789; SD Gaseous form; Int Low; AL C(N); Size S; the day. They are poor, thin, pale and
THACO 13; MMII59. xp 68; THACO 16; MMII105. morose in general, and many suffer from
"the vapours" (a husky, rasping cough).
COURT AT EYLEA (Optional Encounters/Area F3) 5
• a few weeks ago, the bailiff of Tollburn
EYLEA (F14) sent word that two reed-gatherers
The palace of the Lords Spiritual at Eylea had found the strangled body of a
and its inhabitants are described on Pull- richly-garbed old man floating in the
out Sheets I-II, and Map E. Sphagbog.
• Clavados, accompanied by Kilanas (a
By the general standards of the Ffenargh, Praefect) and a squad of men-at-arms,
Eylea is a lively, vibrant place, but to any went to investigate and discovered that
outsider, its grey, damp walls, and lethargic the corpse was none other than Geoffrey
air will be depressing indeed. D'Arcy, a fellow cavalier and Master of
Myrkfast (see Map M).
Much of the atmosphere of Eylea is Geoffrey was soon laid to rest according
imparted by its inhabitants, most of whom to custom, but not before Kilanas (at
are servants of one kind or another who Clavados' insistence) used a speak with
will be seen dawdling about their tasks. dead spell on his corpse and learned the
In charge of the village is Juthe, a bailiff The Praefecture (minor clerics) of the following (here, Clavados reads from a
appointed by the Lord High Bailiff of palace and the Officers of Clavados' militia parchment):
Eylea. She lives in the largest of the houses. will also be seen around the place.
She is coldly civil to the adventurers,
offering the minimum of hospitality and While at Eylea, the adventurers will be Question: "Geoffrey, who or what killed
only grudgingly arranging for the barge to accorded the honorary status of "Lords" or you?"
take them to Eylea (see below). "Ladies". However, the authority of Clav- Answer: "My own... son... Miles D'Arcy,
ados and the Lords Spiritual is absolute it was... he."
Bailiff Juthe: here, and the party would do well to Question: "'Was he alone?"
Female, middle-aged, disgruntled, unsociable. remember this. Answer: "yes... but I was there."
AC 8 (leather); MV 12"; F3; hp 15; #AT 1 Question: "'Why did he do this thing?"
longsword; D 1d8; Int Ave; AL LN; Size M; Answer: "I came upon him... with the
THACO 18. Arrival other... they had the relic which was...
stolen... from Eylea... one of the eight..."
Ev2. Boat to Eylea Ahead, the mire gives way to a low,
wooded island topped by a cluster of • Wrathful, Clavados hurried towards
The vessel which takes official visitors grey-green roofs and towers. The Myrkfast, but Miles met him on the road
from Cartleagh to Eylea is a flat-bottomed mist is thinner here, and the sight of and surrendered without a struggle, so
barge, capable of carrying up to 12 dry land lifts your spirits a little. that Clavados was forced to bring him
passengers and their horses. It is poled back to Eylea unharmed.
along the shallow river by 12 Cartleagh One of the peasants raises his head a • Back at Eylea, things became even
peasants pressed into service by Juthe (who fraction and clears his throat; "Eye- worse. Two Praefects were sent into the
stays behind). The boat journey to Eylea leer, shurr" he mutters, then con- treasury to check for the theft of one of
occupies most of a day, and takes the party tinues poling. the relics but, mysteriously, were never
through a seemingly trackless wilderness seen again. A squad of guards sent to
of mist-shrouded fen. If the party arrives at Myrkfast to investigate the scene of the
Cartleagh after mid-morning, they must As the barge pulls in at the wharf (E8), the crime, have still not returned. With
wait until the next day before setting out. Lord High Bailiff Clavados (see NPCs - Miles' trial at the next sitting of the
Although sullen and uncommunicative, PSIII), in full armour and mounted on his Clerical Court only days away, Clavados
the peasants pole vigorously so as to avoid warhorse, is waiting for the party. With sent for the adventurers. The theft of one
being on the river at night. Clavados is his Esquire Aubrey who blows of Eylea's most holy relics, coupled with
a fanfare on his trumpet to welcome the such a heinous murder, obviously
adventurers. Clavados greets them heartily, requires more than mere men-at-arms.
F4-6. Other Hamlets conducts them to their rooms in the • The trial begins tomorrow, and Clav-
hospitium (E12) and sees that their horses ados wants the adventurers to go into
The other three hamlets on Holm are are properly accommodated in the high the treasury tonight to discover the fate
smaller than Cartleagh but are similar in stables (E9). Throughout, Clavados has no of the missing Praefects and to determine
most other respects. The inhabitants are hesitation in giving curt orders to the whether any relics are gone. The ancient
similarly unhealthy and morose: peasants to carry the party's baggage and so rules laid down at the founding of the
on. He refuses to "discuss the case in front Clerical Courts forbid the use of evidence
F4. Near Delve: Buildings - 13 houses of riff-raff", however, and invites the obtained solely by magical means (such
surrounded by a briar fence and ditch adventurers to a private meal with him in as the words spoken by the dead
Bailiff - Edrie (female, F3, AL LN) his apartments (E2). The crew of the barge Geoffrey) and, unless Clavados can at
Inhabitants - 40 peasants (human). are left to find their own food and least show that a relic has been stolen
accommodation, and return to Cartleagh from the treasury, the Court may have to
F5. Far Delve: Buildings - 9 houses next day. throw out the case for lack of evidence.
surrounded by a log palisade
Bailiff - Peffer (male, F2, AL N)
Inhabitants - 40 peasants (human). Dinner with Clavados "After-Dinner Exercise"
F6. Smidginn: Buildings - 7 houses Over dinner in his apartments, with the Clavados takes the party through the
surrounded by a briar fence Captain of the Guard, Rupert De Ganson, darkened palace to the door of the treasury
Bailiff - Durword (male, F2, AL LN) Clavados explains "the particulars of the (E18), where he explains the layout of the
Inhabitants - 30 peasants (human). case": chambers and corridors inside and tells the
6 COURT AT EYLEA (Event Ev2/Eylea)
adventurers that the eight relics of Eylea are attacked by the appropriate daemon(s) (see
kept in the central, square chamber. He above for statistics). The party will not be
does not know about the guardian daemon able to use any of the relics.
(see below). Opening the iron door with his
personal key, he ushers the adventurers in,
promising to wait for their return: Sworn to Secrecy
When the adventurers emerge, Clavados
A murky silence engulfs you, as you locks the door and leads them quickly back
enter the ancient treasury. When you to his quarters where he asks what they
are all inside, Clavados swings the have discovered. Their news will both
door closed and you are alone with disturb and satisfy him (since it confirms
the accumulated paraphernalia of his suspicions), and from their description
ages: tattered banners, fading paint- he can determine that the missing relic is
ings and dusty statues. the Robe of Ulm. Before bidding the
adventurers good-night, Clavados instructs
them to be in the Hall of Ruling and "Enough, my good Lords," Miles
With the exception of the central chamber, Justice (E20) when the trial begins cries, "this prattling may suit well
all the rooms correspond to the above tomorrow after breakfast. Breakfast is at the trial of a chicken-thieving churl,
description. dawn in the Grandiose Hall (E11). Until but it rings hollow when the honour
the trial, they are to speak with no-one. of a Lord is a stake. I demand the
judgement of independent peers.
Anguished Guardian Grant me a Jury of Inquisition!"
Trial For Murder
When the Robe of Ulm was stolen by Miles'
thief/acrobat, Raoult, a guardian daemon The trial of Miles D'Arcy begins early next For several minutes, the court is in uproar
in the form of a black hound was unleashed day in the Hall of Ruling and Justice — a as the startled audience rises to its feet and
from a hidden compartment. Raoult eluded dingy, octagonal chamber with raised Clavados tries, futilely, to protest. Then
it, but later it killed the two Praefects sent thrones for the Lords Spiritual against the order is restored and Siranush (the Lord
to investigate the theft. The daemon now southern wall, a chair in the centre for the High Spiritual) speaks:
lurks in an outer chamber (E18a). If the defendant, and benches around the other
adventurers come this way, it will attempt walls for the audience of Praefects and
to surprise them here; attacking first with militia officers. "Miles D'Arcy, well do you know
its breath. If they explore elsewhere, it will that trial by Jury of Inquisition
stalk them silently before attacking. When the adventurers arrive, the public cannot be refused you. Since time
benches are rapidly being filled. Clavados immemorial the secular Lords of the
Guardian daemon (black hound): AC 1; is absent, but one of his officers politely Ffenargh have been free to choose
MV 9"; HD 8; hp 60; #AT 3; D 1dl2/ld8/ld8; conducts the party to their seats. their judges from those who are not
SA/SD/MR see below; I n t Very; AL N; Size S; lords of the church. Yet I question
xp 1875; THACO 12; FF49. After a while, an usher announces: "All rise the wisdom of your plea. Clavados is
Note: I m m u n e to edged weapons and to charm, to honour their Most Reverend Worship- the only other secular lord, and as
sleep, hold, polymorph and fear spells; moves fulnesses, the Lords Spiritual of Eylea, your accuser, he is ineligible. What
silently; need +2 weapons to hit; breathes fire High Priests of The Faith, Theocrats of the other lords are there?
(D 5d6, cone 30'x10'). Ffenargh". The three high priests then
enter, accompanied by a disorderly pro- "These my lord" Miles exclaims
In the central chamber (E18b), the party cession of Praefects, and take their places. w i t h a note of t r i u m p h , a smile on
can find clear evidence for the theft of Next, Clavados and a group of officers his face and his finger pointed in
which Geoffrey spoke. In the centre of the bring in Miles (or, rather, the identical your direction. A m u r m u r runs
room is a squat, eight-sided stone column duplicate of Miles — see PSV) and seat him around the court, as the Lords
with a glass-fronted alcove in each face. before the judges. spiritual hold a hushed discussion
One of the glass panels has been smashed, amongst themselves. Then Siranush
and the alcove behind it is empty. Beneath For an hour or so, the court goes through raises her hand for silence and,
the alcove, the door of the guardian the tedious formalities of swearing-in the turning to you, passes judgement:
daemon's compartment hangs open. officials, reading the charges and Miles'
plea of "not guilty". Throughout, Clav- "My Lords and Ladies. Although
On the floor are the charred bodies of the ados acts as prosecuting advocate, while you are strangers to the Ffenargh, yet
two Praefects, and nearby are a 100-foot Miles conducts his own defence. must the law be served. By the power
length of rope (one end of it charred) and a of this court we do hereby command
slim dagger. These were accidentally Eventually, the time comes for Clavados to that you serve as Jury of Inquisition
dropped by Raoult during his hurried present the prosecution case. First, he calls in this case. The Lord High bailiff
escape through a high, narrow window. on Kilanas to rise and recount the words of w i l l explain your duties. Court
the deceased Geoffrey but, predictably, the dismissed!"
The other seven cases each contain a relic Lords Spiritual refuse to accept "arcarnum
(gilded skull, ivory prayer-wheel, alabaster magicana" (evidence obtained by magic).
vase, stuffed owl, pewter chalice, wooden The adventurers should be left in no doubt
bowl, mummified hand), and each has a Next, Clavados calls on the adventurers to that they have little choice but to accept the
secret compartment beneath holding its describe what they found the previous verdict. If they are reluctant, the f u l l power
guardian daemon. If the adventurers inter- night in the treasury. Before the player of the Lords — both military and magical
fere with any of the cases, or find and open characters have got very far with their story, (eg Quest spells) will be brought to bear to
any of the compartments, they will be however, Miles plays his trump card: change their minds.
COURT AT EYLEA (Trial for Murder) 7
Pressed by the Court into becoming a Jury of harm or otherwise affect the defendant in in the Ffenargh, the PCs are offered the use
Inquisition, the adventurers have little choice any way — physically or magically. of a punt (a flat-bottomed boat).
but to take full responsibility for determining - Arcanum Magicana (evidence obtained
Miles D'Arcy's guilt - or innocence. But things solely by the use of magic; e.g. by use of
are seldom as simple as they seem. The fens charm person, speak with dead or know Clavados' Suggestions
conceal a deadly trap, and have about them the alignment spells, or with a crystal ball) is
icy chill of the grave. not acceptable to the court. If the adventurers ask for Clavados' advice
- If the Jury fails to present itself to the on where to seek evidence, he will suggest
Court within the allotted time, the the two most obvious places:
Preparing the Jury defendant is deemed not guilty.
- Serving members of the Jury receive a - Sphagbog and the village of Tollburn;
Immediately after the trial of Miles is stipend of 50gp per day from the court. where the body of Geoffrey D'Arcy was
adjourned, Clavados takes the adventurers In addition, they are entitled to retain found.
back to his quarters to explain the duties any "rightful spoils of honourable com- - Myrkfast Hall; home of Miles and
and rewards of a Jury of Inquisition: bat" (Clavados hints that such spoils can Geoffrey D'Arcy.
be considerable!).
- The Jury has 30 days in which to
discover the facts of the case and to Unless asked, Clavados' sense of honour Presenting the Verdict
present these to the court along with a prevents him mentioning that if the
verdict. If the evidence collected is defendant is found not guilty, or if If the adventurers present the court with a
acceptable by the rules of the Court, then sufficient evidence to prove his guilt is not verdict based only on evidence from the
the Jury's verdict, either way, will be found within the time limit, his accuser village of Tollburn and/or Myrkfast (see
final and binding. (Clavados in this case) is put to death in his page 9), it will be rejected by the Lords
- The Jury members are officials of the stead. Spiritual.
Court, and have the right to question
anyone in the Ffenargh. Myrkfast Hall, however, can provide a lead
- The Jury may only use force against Facilities to the island of Lorge in the Corpsemire. It
citizens of the Ffenargh in self-defence. is there that the only evidence which would
- The Jury cannot communicate with, For travelling along the numerous streams satisfy the court can be found.
8 CHILL OFF THE FEN (Preparing the Jury)
Lea Island & the Kaldefen Ev3. More Corpses on Sphagbog
The villages nearest to Eylea (on Lea Island The party can easily locate the reed-cutters
and in the Kaldefen - see Map F) are from Tollburn on the Sphagbog, since a
relatively prosperous. The party will find thin plume of smoke is rising from the
no evidence here to help them in the dying embers of their camp-fire.
investigation:
At the camp, the two villagers lie slumped,
F7. Upper Wallop: Buildings - 16 houses apparently asleep, against a stack of cut
surrounded by a log palisade reeds. In fact, they are dead, killed by the
Bailiff- Brearley (male, F3, AL LN) shambling mound which is hidden beneath
Inhabitants - 62 peasants (human). the reeds and which attempts to ambush
the newcomers.
F8. Mydwycket: Buildings - 10 houses
surrounded by a briar fence and ditch 1 shambling mound: AC 0; MV 6"; HD 11;
Bailiff - Fletcha (female, F3, AL LN) hp 70; #AT 2; D 2d8/2d8; Int Low; AL N; Size L; The Hall
Inhabitants - 45 peasants (human). xp 7070; THACO 10; MM87.
Note: Takes half damage from weapons; immune Myrkfast Hall is a two-storey, ostentatious
F9. Lower Wallop: Buildings - 10 houses to fire; electrical attacks add 1 HD; cold does stone building adorned with statues, tracery
surrounded by a briar fence and ditch half damage (none if the creature makes a windows, pilasters, ornamented chimneys
Bailiff - Grigg (female, F3, AL LN) saving throw); vulnerable to spells affecting and so on. Despite its ornamentation, it
Inhabitants - 45 peasants (human). plants; if both tentacles hit, the victim was built with defence in mind, with thick
suffocates in 2d4 rounds. walls, stout doors and internal window
F10. Lagbe-For: Buildings - 9 houses shutters. Myrkfast suffered for many years
surrounded by a briar fence Entangled in the roots at the base of the from the kind of neglect which is common
Bailiff - Cloase (male, F2, AL N) shambling mound are the body and gear of in the Ffenargh, but the upkeep of the
Inhabitants - 38 peasants (human). Raoult (the thief/acrobat who stole the building suffered even more during Miles'
Robe of Ulm for Miles from Eylea - see p2). obsessive search for Nuala.
F11. Boaldim: Buildings - 11 houses Raoult's body has been reduced almost to a
surrounded by a briar fence and ditch skeleton, but the adventurers can find a
Bailiff - Statham (male, F3, AL LN) gold ring (value 50gp) in his pack, along Ml. Gatehouse
Inhabitants - 44 peasants (human). with the now torn and tattered Robe. There is accommodation for 18 men-at-
arms on the first floor. In the men's
personal lockers is a total of 247gp. The
Myrk Island and Sphagbog Myrkfast Hall thick, wooden gates are kept f i r m l y closed
and barred.
Myrk Island and the Sphagbog (see Map F) Before Miles D'Arcy's duplicate and Nuala
make up the manor ruled over by the left the fortified hall at Myrkfast (he to be
D'Arcy family from their fortified home, arrested by Clavados, and she to return to M2-4. Courtyard, Stables & Walls
Myrkfast Hall. Lorge Hall), the two of them made careful The stables are empty
preparations for the arrival of those invest-
It is here that the party can find information igating Geoffrey's murder. Their intention
which will lead them to Lorge Hall in the was that only the most powerful of M5. Main Hall
Corpsemire. investigators would be able to gain entry to This room is dirty and untidy. The shadow
the hall, and that these would then be lured mastiffs are kept here. Amid the rubbish are
to Lorge Hall (see plO) where Nuala would 8 gold candlesticks^value 300gp each), and
Villages be ready for them. 20 silver plates (value 20gp each).
F12. Stumps: Buildings - 12 houses The defence of the hall has been left to
surrounded by a briar stockade Leovani, the half-elven steward, a squad of M6. Cellar
Bailiff - May (female, F3, AL N) juju zombies and a pack of shadow mastiffs The servants (8 men, 12 women and 5
Inhabitants - 51 peasants (human). (see Defenders of Myrkfast - p10). Leovani children — all F0; AL LN) are kept here
will not co-operate in any way with the most of the time amongst the depleted
F13. Popping: Buildings - 8 houses adventurers, but will only order his sub- stores of food and drink. They are all
surrounded by a ditch ordinates to attack if the party attacks or unarmed and terrified. They know nothing
Bailiff - Dexter (male, F2, AL N) attempts to enter the hall. except that "tha master got evil, e'en before
Inhabitants - 30 peasants (human). that orfal woman come, then 'e lock'd up
the lady an' turn'd tha soljers into zomby-
F14. Tollburn: Buildings - 12 houses Approach men. It waz orfal"
surrounded by a hurdle fence and ditch
Bailiff- Denness (female, F2, AL N)
Inhabitants - 57 peasants (human). Myrkfast Hall, grim, forbidding and M7. Kitchen
Note: It was two reedcutters from this grey as the mist which surrounds it, This room is squalid and cluttered with all
village who discovered the body of sits squat on a low rise amid an sorts of filth.
Geoffrey D'Arcy on the Sphagbog (see overgrown garden. There is neither
Dinner with Clavados, p6). These two sound nor movement, not even a
men went out again to the Sphagbog wisp of smoke — nothing to indicate M8. Guarded Stairs
some hours ago to collect reeds. The that the place has not been deserted Above the stairs leading to the rooms where
villagers can give the party directions as for years. Miles' wife Eloise is held prisoner are six
to how to find them. niches in the outside wall of the hall, each
CHILL OFF THE FEN (Areas F7-14, M1-8/Event Ev3) 9
Eloise's relief at being rescued will be conversation one night, Eloise discovered
mixed with the shame of having been that their destination had been Lorge
deserted by her husband. If asked, she will island in the Corpsemire.
tell the adventurers what she knows (see - A b o u t a m o n t h ago, a mysterious
below) but will not ask for further assist- stranger stayed at the hall for a single
ance. In particular, she will wish to avoid night. When he returned a few days later,
the "disgrace" of going to Eylea, preferring Miles greeted him in a state of great
instead to stay at Myrkfast with whichever excitement, and ran down to the cellar
s e r v a n t s r e m a i n . If Eloise is k i l l e d bearing a package which the stranger
accidentally, the adventurers can gain the had brought.
same information from her diary. - Despite his age, Geoffrey went down to
investigate. There was a scream and,
Eloise D'Arcy (Miles' Wife) moments later, Miles rushed up from the
Appearance/clothing: Female, age 29 (but cellar and dragged Eloise up to her
looks 40), thin, pale, wearing torn, dirty rooms where he locked the door and
containing a statue. Four of these are clothes (originally of good quality). shutters.
margoyles which are 80% indistinguishable Personality: Ashamed b u t d e f i a n t , - Thus began Eloise's imprisonment. On
from the others. The margoyles attack if embittered (against Miles). the first day, tearful servants came to take
the adventurers approach Eloise's rooms. Abilities: AC 10; MV 12"; F0; hp 3; #AT away her fine clothes and jewellery, but
Nil; Int Ave; AL LN. thereafter the only person she saw was
4 margoyles: AC 2; MV 6"/12"; HD 6; hp 27 Leovani who brought her food.
each; #AT 4; D 1d6/ld6/2d4/2d4; I n t Low; - Each night, Eloise could hear what
AL CE; Size M; xp 512 each; THACO 13; Eloise's Tale sounded like the voices of Miles, the
MMII83. stranger, Geoffrey, and a haughty woman
Note: Need +1 weapons to be hit. - Until about a year ago Miles D'Arcy Eloise could not recognise, talking in the
seemed content helping his f a t h e r hall below. Then, after a few days, the
Geoffrey run the Myrkfast estates and conversations ceased.
M9. The Prisoner conducting research for a "History of the - Eloise questioned Leovani, who told her
Ffenargh" in his spare time. About that that the "Master" had gone to Eylea.
Eloise D'Arcy, the wife of Miles, is held time, however, he became secretive, When asked about the woman, he would
prisoner in the rooms which she and her pursuing his researches in the cellar only say that "the new Mistress" had
husband formerly occupied. The shutters behind locked doors and neglecting his gone "back to her place in the mire".
are closed and locked. The rooms' basic other duties. It also became clear that he
furniture (bed, tables, chairs etc.) remains, no longer cared for Eloise. If asked, either Eloise or the servants can
but all of Eloise's fine clothes and jewellery - Several times, Miles and Leovani went tell the party how to find the trail which
have been taken away. on trips into the fens. Overhearing their leads to Lorge via Tollburn (F14) and
Glubh (F15) — see Map F.
Defenders of Myrkfast
M10. Leovani's Room
When the party arrives, the juju zombies, Spells:
in three squads of six, are guarding the 1st level: protection from evil, shocking This is the tidiest room in the building. A
gatehouse (Ml), walls (M4), and hall grasp, magic missile (x2). chest contains Leovani's spell book, 15
(M5). They attack anyone approaching 2nd level: mirror image, stinking cloud, gems (value 500gp each), 500gp, and
Myrkfast (using bows or bare hands as vocalise 2496ep. In the spell book are all the spells
appropriate) and warn Leovani (who 3rd level: slow, hold person, suggestion which he has memorised, plus:
will be in his room — M10) at once. At 4th level: fear, confusion
first, Leovani attacks the party with Equipment: longsword +1, chainmail +3, 1st level: detect magic, mount, read magic,
spells and directs his troops via a potion of super-heroism, scroll with pro- unseen servant
projected image. If close pressed, how- jected image, fumble, flame arrow. 2nd level: knock, magic mouth, web
ever, he casts a mirror image spell and 3rd level: blink, detect illusion, tongues
takes his potion of superheroism before 18 juju zombies: AC: 6; MV 9"; HD 3+12; 4th level: remove curse.
joining in hand-to-hand fighting. The hp 21 each; #AT 1; D 1d6 (short bow) or 3d4
shadow mastiffs can attack the ad- (hands); I n t Low; AL N(E); Size M; xp 476
venturers inside or outside the hall, as each; THACO 13; MMII131. Lorge Island & Corpsemire
directed by Leovani. Note: Need +1 weapons to be hit; half
damage from all but cleaving weapons Corpsemire and the island of Lorge (see
Leovani - Steward of Myrkfast (axe, broad-, bastard- or 2-handed sword Map F) together made up the manor of
etc.); unaffected by cold, electricity, or Lorge where Rughlor once ruled and
Half-elf - F7/MU8 poison, or by magic missile, sleep, hold, where he brought his new bride Nuala (see
Appearance/clothing: Slim and dark; wears charm or illusion spells; lire has half p2). Since the couple died, it has become a
black robes and silver steward's chain effect; turn as spectre; climb like T6. foul, evil place where civilised men rarely,
(value - 2000gp) over armour. if ever, go and which the Lords of Eylea
Personality: Aloof, ruthless, efficient, loyal 8 shadow mastiffs: AC ft MV 18" (9" in rule in name only.
to Miles. bright light); HD 4: hp 20 each (16 in bright
Abilities: S18(25), I18, W8, D12, C14, Ch11, light); #AT 1; D 2d4; Int Semi; AL N(E); Size
Com 14 M; xp 265 each; THACO 15; MMII84. Villages
AC 1; MV 12"; hp 32; #AT 3/2; D 1d8+4; Note: C a n hide in dim mist (25% chance);
AL LE; xp 2359; THACO 10. baying causes panic. The peasants of this area have lost most of
the few vestiges of civilisation which they
10 CHILL OFF THE FEN (Areas M9-10/Defenders of Myrkfast/Lorge Island & Corpsemire)
once had, and have even interbred with Arrival at Lorge Hall
pseudo-undead (see p13 for statistics).
Their villages consist of crude, squalid Lorge Hall (see Map L) is on the highest
huts. The peasants will be very unfriendly, point of the island, and is easy to find:
but will only attack in self-defence, or if
sure of an easy victory.
The close-packed trees give way to an
overgrown clearing which might
F15. Glubh once have been a garden. In the
Buildings - 20 huts surrounded by a briar centre, standing atop a low knoll, are
stockade the ruins of a fortified manor-house.
Inhabitants • 12 pseudo-ghasts and 30 The roof has collapsed, the lichen-
human/pseudo-undead crossbreeds. covered walls are crumbling, and the
main doors hang open on twisted
hinges.
F16. Harge
Buildings - 16 huts surrounded by a log Behind the heavy wooden door is a
fence and ditch The ruins of Lorge Hall are guarded by five warm, simply-furnished, homely
Inhabitants • 8 pseudo-ghasts and 28 drelb which were set here by Nuala. The room illuminated by lanterns. Three
human/pseudo-undead crossbreeds. hall is so gloomy inside that the drelb open doors lead off from this cham-
remain here both day and night. The ruins ber, and through them you can see
are also infested with vapour rats. Each other, similar rooms. At first there is
F17. Skagken time the adventurers enter a previously no sound, but then you hear stealthy
Buildings - 15 huts surrounded by a ditch unexplored room there is a 30% chance that footsteps beyond the door opposite.
Inhabitants - 14 pseudo-ghasts and 20 it will contain 1d6+6 aggressive vapour
human/pseudo-undead crossbreeds. rats.
Although the suite is "magical", it is real
5 drelb: AC 2; MV 6"; HD 5+3; hp 24 each; (not an illusion) and will not be shown up
Ev4. Knight on the Road #AT 1; D 3d4; Int Ave; AL N(E); Size M; xp 944 by a detect traps spell (or similar).
each; THACO 15; MMII60.
This event occurs soon after the adventurers Note: Immune to normal or silver weapons; The sound of footsteps comes from one of
come onto the isle of Lorge: touch causes shivering (no saving throw); the "servants" produced by the magic of
cannot be turned. the spell. These servants will not show
themselves to the party, but will use
The track narrows, as grey-green, Vapour rats: AC 6; MV 12"//6"; HD 2; hp 12 various sounds (made by moving furniture,
wizzened trees close in on either side. each; #AT 1; D 1d2; Int low; AL C(N); Size S; breaking crockery etc.) to draw the party
You hear hoof-beats ahead and, xp 76; THACO 16; MMII105. into exploring the place.
moments later, a mounted knight Note: Can assume gaseous form (MV 1", harmed
appears out of the mist, galloping only by attacks affecting vapours); if killed or The layout of the suite is shown on Map L,
towards you on a mail-clad, skeletal wounded, each will release a stinking cloud but the details of its contents are up to you
horse. (affects 1 individual within 8 feet). (try to arouse the players' curiosity). It is
comfortable, but far less ostentatious than
"Stand aside vermin!" he commands the normal product of the spell.
in a voice which, although muffled The Cellar
by a visor, still manages to convey an
impression of authority and malice. A flight of stone steps leads down to the Trapped!
cellar. The first chamber is bare, except for
two opened graves near the middle of the If the adventurers attempt to leave, or at
The knight is Rughlor, the long-dead floor. These were the graves of Nuala and any suitable time while they are inside the
cavalier Master of Lorge and husband of Rughlor. Nuala's grave was carefully dug suite, Nuala springs her trap. First, the
Nuala (see NPCs PSVI). out by Miles after he slid aside the rough entrance doorway vanishes, trapping the
covering slab which bears her name. party inside. Then, one by one, the outer
Rughlor has risen as a revenant, determined Rughlor, on the other hand, burst out of rooms close in on themselves and the doors,
to kill his murderess. He has no quarrel his grave by his own efforts. His slab has into them vanish. Remorselessly, the
with the adventurers, but the path is been turned right over, and earth is adventurers are forced into the central
narrow and they are blocking his way. If scattered around. On the far wall of the chamber:
they do not stand aside, he will bear down chamber is a wooden door. The area
on them, trampling any in his path. If he or beyond is described below.
his warhorse are attacked, Rughlor defends Eventually, the crazy shrinking of
himself with his longsword. the rooms ceases, but by now you are
Farewell to Youth confined to a single chamber, sur-
If the party does not destroy Rughlor, he rounded on all sides by blank walls.
will continue his search for Nuala (with or Normally, the door in the first large cellar
without his horse) whom he will track room (see above) leads to a second under- Then, suddenly, the walls of the
down at Eylea (see p23). Since neither he ground chamber. In order to entrap the room vanish and are replaced by a
nor his mount can drown, his route soon party, however, Nuala has made the door cage of shimmering bars set in the
takes him off the track and through the the entrance to a suite of comfortable extra- middle of a larger, chamber with
bogs and fens. These will slow his progress, dimensional rooms created by means of a mirrored walls which reflect back
but will prevent the adventurers from Mordenkainen's magnificent mansion myriad images of yourselves.
following him. spell (UA62):
CHILL OFF THE FEN (Event Ev4/Lorge Hall) 11
- "Now I'm old there's another of me, if
As the wasting sensation continues, he were dead then I'd be free"
the creatures outside the cage become - "It's the whole Ffenargh she wants
progressively more distinct until, ...we'll all die for a puddle of mud!"
after a few moments, they have - "Escape! ...yes, I must. There's only
become precise copies of yourselves death here for me... so little time... I
as you were before you were caught must kill the other one..."
in this cage. Just then, you notice - "No, father, I wouldn't kill you... not
that the duplicates have been joined your little Miles... it was the other
by a young, beautiful, robed woman one..."
who smiles at you menacingly. - "I only did it for you, Nuala..."
The woman is Nuala (see PSVI), who has Jailors
come to gloat over her helpless captives:
The closing of the Mordenkainen's magni- Since they are outside the cage, the golems
ficent mansion has deposited the party in a "Ah, there, there! The poor old dears can automatically avoid any weapon
cage in the centre of the real, 60-foot-square have had a tiring day. Perhaps you attacks from the slowed characters inside.
chamber which lies beyond the door in the should rest and let these young ones do They will not recognise or dodge spells,
first cellar room. the work. My, my! How they take after but there are few which can affect them.
you, and so obedient. I wish we could The golems attack anyone who leaves the
The cell is a special prison created by stay and talk with you, but there is cage, but have orders not to harm the party.
Nuala before her death at the height of her much to be done, and we must go. But They attempt only to touch and paralyse
power. It is a forcecage (UA61), 20 feet do not worry, very soon you will be characters before returning them to the
square, with shimmering bars of force at able to sleep for ever and ever. Farewell, cage (using the "key"). Nuala has been
6-inch intervals. The area enclosed by the dear old things." careless in her instructions, however, and if
cage is affected by a powerful magic which either golem is injured by anyone inside
slows the actions of those inside (cf. slow Nuala will be finished speaking and out of the cage, both of them will squeeze through
spell) by 10 times, and prevents any psionic the chamber with the duplicates before the the bars and attack the party in earnest.
activity. The walkway around the outside adventurers can react. After leaving the
of the cell is unaffected by this magic. hall, she and the duplicates head at once for 2 slime golems: AC 5; MV 9"; HD 10; hp 45
Eylea (see p15) leaving other servants to each; #AT 2; D (2d4/2d4) + paralysis; Int Low;
cover her trail (see p13). She is confident AL N; Size M; xp 2580 each; THACO 10; New
Duplicates that the cage will hold the adventurers at Monster, p24.
least long enough for her to carry out the Note: Touch paralyses (save vs. paralysis to
next stages of her plan. negate); need magical weapons to be hit;
Amazingly, some of your reflected immune to cold, heat, and fire, and to sleep,
images seem to be moving of their All of the ageing effects of Nuala's life-bane charm and hold spells; can squeeze through
own accord! As they approach the magic have, by now, taken full effect (see narrow gaps.
cage, however, you realise that these PSVII), and you should inform the players
are not reflections but independent of the changes which have occurred. This
creatures — exact duplicates of your- could well cause the players considerable A New Life?
selves! consternation, so enjoy yourself!
With Nuala gone, the newly-aged, doddery
Your bodies feel like lead — every adventurers face the first real lest of their
tiny movement seems to take an age. Miles D'Arcy diminished abilities — escape! In itself,
Helplessly then, you can only watch freeing themselves from the cage may be a
as the creatures line up around the tough challenge for the "old dears", but
cage and reach out towards their As the woman and duplicates leave, a after that come the problems of leaving the
counterparts. As they do so, you pair of squat humanoids with flaccid, island and the perils of the journey out of
experience an awful, wasting sen- slimy skin shuffle into the room. As the Corpsemire.
sation as the strength and vitality one of them waves a shimmering rod
drain from your bodies. Your dup- in front of the cage, two of the bars
licates are becoming firmer and more vanish, the other humanoid quickly Overcoming the Cage
distinct, while the reflections in the dumps the limp form of an old man
mirrors show that you are shrivelling in a ragged tunic through the breach. Although they may be slack of sinew and
into aged crones! Before you can move towards the weak of eye, Nuala's confidence that the
gap, the bars reappear. cage and the golems can hold the adven-
turers is probably ill-founded. There are
The "creatures" are Nuala's life-bane many ways in which the party can escape,
duplicates which have now established the The humanoids are slime golems, created of which the following are only a few
parasitic link with their victims (see PSVII by Nuala to act as jailors (see below). The examples:
and p24). The slowing effect of the cage new prisoner is the real Miles D'Arcy, aged
prevents the characters from taking any by Nuala (see PSVI). He is paralysed, but - Reduction. If characters are made small
action against the duplicates before the will recover in 10 rounds. (e.g. with a potion of diminution), they
process is complete. This applies even to can pass through the bars.
characters who are hasted (or similar), The aged Miles is insane. Apart from - Removing the magic. For the purposes
since the accelerated rate at which these are pleading to be taken with them, he takes of a dispel magic spell, the forcecage and
using their life energy simply allows the little notice of the adventurers and mutters slowing magic are treated (separately) as
duplicates to drain it faster! to himself at intervals: 20th level magic.
12 CHILL OFF THE FEN (A New Life?)
Although not as unpleasant as the rest of bad weather he is likely to keep visitors E6. Storerooms
the Ffenargh, Eylea is a drab and depressing waiting longer than necessary, in the hopes Food from the outlying villages is stored
place. Mist lies thick on the ground, of receiving a small bribe of 1gp. If bribed, here along with supplies of oil, torches,
forming grotesque swirls and eddies when- the scribe will hurry characters through, peat for fires, and so on.
ever it is disturbed by the wind or peoples' otherwise entering their names will take a
passage. Eylea's crumbling stonework is long time.
covered in ancient lichens, and its once E7. Mill
f i n e , stained-glass windows are now Guard posts * A tired old mule spends its days walking
cracked and dirty. Gloom and despondency Two guards watch these portals at all round in a circle and turning the mill
permeate the island, most of it emanating times. At night they are often asleep on stones for the miller.
from its inhabitants. Only Eylea's privi- duty.
leged few seem unaware of its decline, but
to an outsider, it is obvious that Eylea has E8. Wharf and Boathouse
seen better days. E2. Chambers of the Lord High Bailiff Two boats are kept in the boathouse. The
Clavados and his retainers live here. wharf is old and riddled with woodworm.
Clavados is fastidious in his running of the Two boatmen tie up any vessels arriving
Occupants of Eylea house and supervises its cleaning per- here.
sonally. Silverware is polished daily and all
Eylea's ruling elite comprises the three rooms carefully swept. He has a reputation
Lords Spiritual (or Clerical Court) — as a hard master, but no-one dares deny E9. High Stables
Siranush, Waldegrave and Tyrwitt — and him; the last person to do so is still The horses of Clavados' officers and
the Lord-Bailiff Clavados, who takes care languishing in the dungeons. Eylea's cavalry are kept here along with
of all temporal matters. carriages and horses belonging to the
Lords Spiritual.
While at Eylea, the adventurers will be E3. Barracks
accorded the honorary status of "Lords" or Eylea's guards live here in l i t t l e better
"Ladies". However, the authority of Clav- conditions than the poorest peasant. Dirt is E10. Kitchens
ados and the Lords Spiritual is absolute ingrained everywhere — in the floor, the The walls and floor are covered in thick
here, and the party would do well to woodwork, and the guards! layers of grease. Three large ovens are used
remember this. to prepare food for Eylea. Animals are both
slaughtered here and then prepared for
Responsible to the Lords, and one step up E4. The Dungeons cooking on the spot. The appearance and
from the lowly commoners, are the Prae- Beneath the barracks are the dungeons taste of the food is always acceptable and
fecture (minor clerics) of the temple and the where those offending the laws of the Lords sometimes is even good, but anyone seeing
Officers of the Guard. Although better fed Spiritual are interred. the kitchens is unlikely to enjoy a meal
and clothed than the commoners, these two cooked here.
groups display much of the cynical aura of
the place, and treat each other with disdain. E5. Workrooms and Lodgings
The buildings along the east wing house E11. The Grandiose Hall
The remaining inhabitants are commoners. Eylea's workrooms. Like the rest of Eylea's This once majestic hall has seating and
Most are servants of one kind or another commoners, the workers here are slovenly eating facilities for all of Eylea's residents.
who will be seen dawdling about their and indolent. All work is left until the last A raised dais (the "High Table") seats the
tasks. They range from pale-skinned stable- possible minute and as a result, it is of Lords Spiritual, Clavados, and his re-
hands and scullions wearing threadbare, inferior quality. The various artisans are tainers. Next to it is seating for members of
ill-fitting livery, through slovenly cooks, listed below. the Praefecture, and the remainder of the
maids and stewards, to gaunt, arrogant, hall is taken up w i t h rough tables for the
grey-robed clerks who keep the records for a. Potter g. Tanner and commoners.
the priests. The others are surly men-at- b. Carpenter leatherworker
arms in unpolished armour who generally c. Blacksmith h. Stonemason — empty The Hall is little used these days, being
slouch untidily about the place. d. Cooper i. Glazier — empty reserved for festive occasions which are
e. Wainwright j. Weaver now few and far between. A thick layer of
f. Armourer k. Low Stables* dust covers everything.
Eylea
*The common work-horses and mules are
The majority of buildings in Eylea are kept in this rickety building which is also E12. Hospitium
dirty and covered by thick layers of dust. home to five stablehands. These chambers are used to house any
Those areas frequently passed through are important (and now, infrequent) guests at
criss-crossed by many trails. With the exception of the stonemason's Eylea. Once quite grand, the rooms are
and the glazier's, each of the workshops now faded and old.
contains a craftsman and 2-5 apprentices.
E1. Gatehouses Both the stonemason's and the glazier's When the adventurers arrive, rooms will be
Eight guards, a sergeant and a scribe are on were closed some 60 years ago, following made ready for them — dust is swept under
duty at each of the gatehouses at all times. the deaths of their inhabitants in an the beds and carpets, and the beds are made
The scribe enters the names of all those virulent 'vapours' epidemic. These build- with mildewed bedding. A peat fire will
entering and leaving Eylea in a ledger. In ings are now inhabited only by rats. also be lit in each room.
© February 1986, TSR, Inc. All Rights Reserved PULL-OUT SHEET (Eylea) I
E13. Gardens 17. The Sacred Aisle E20. Hall of Ruling and Justice
The herb and vegetable garden is tended The Scared Aisle (i.e. the Temple), is Civil and religious law is dispensed from
daily and provides food and herbs for the surprisingly well kept. The Lords Spiritual here, (see Trial for Murder, p7).
kitchens. The gardener responsible for the are unanimous in insisting that it is kept
flower garden is always drunk and rarely clean and that incense is burnt here
does anything to it, consequently it is a regularly. The Flamens of the Praefecture E21. Halls of Scripting
mass of weeds and briars. It requires (Clerics) are very dedicated and the Aisle In numerous small rooms throughout this
extensive work to reclaim it and make it shows none of the signs of neglect so building, the scribes or members of the
suitable for growing flowers. common elsewhere. Praefecture spend their days entering the
records of Eylea's accounts into numerous
leather-bound ledgers, or preparing illum-
E14. Summer House E18. The Treasury inated copies of sacred manuscripts .
This building is overgrown with weeds The wealth of Eylea is kept here behind
and in a state of near collapse. securely locked doors to which Siranush
and Clavados are the only ones to have a E22. The Distinguished Halls
key. These halls house the officers of the guard
E15. The Exalted Halls and the Praefecture.
Waldegrave and Tyrwhitt, two of the Lords
Spiritual, have their apartments here. E19. Hall of Wisdom and Knowledge
Waldegrave's is soiled and unkempt, but Numerous ancient religious and moral Pasture
Tyrwitt's is one of the few clean places in texts are shelved around the walls of this 50 cows and 150 sheep are looked after by 6
the palace. As a result, Tyrwhitt is hated by room. It is looked after by Father Barnez, herdsmen and shepherds on the pasture
his servants for working them too hard. the librarian. He is a cantankerous old land to the south and west of Eylea.
busy-body, who lets no-one look at his
books without the written permission of
E16. The Magnificum the Lords Spiritual, Clavados the High The Common Realm
This large building houses Siranush, the Bailiff, Gardict the Arch-pontefact, or Eylea's commoners sleep near to their place
Lord High Spiritual, and her personal Kilanas the Praescriptor (see Eylea's of work. Personal servants sleep in rooms
servants. Her audience chamber is in a Hierarchy - above). Even then, he uses the near to their masters, craftsmen sleep at
better state of repair than most of the excuse of concern for his books to be their workplaces and gardeners near their
palace, but her inner chambers are covered obstructive, and always stands imperiously gardens. The rest of Eylea's commoners
in dust and cobwebs. by the shoulder of any would-be reader. sleep in chambers by the kitchens.
II (Eylea) PULL-OUT SHEET © February 1986. TSR, Inc., A l l Rights Reserved
Eylea's NPCs Note: Both animals are very old and have AC4 or -6; MV 12" or 6"; Cav9; hp 89; #AT 2/1
reduced chances to hit and damage. lance†, long sword +2†, flail†, or 3/2 dagger +1;
Cavaliers D 2d4 + 14 (lance†) 1d8+6 (sword†). 1d4+5
A b i l i t i e s : S14.96%, I13, W18, D 1 4 . 6 7 % , (flail†) or d4+5 (dagger); SA/SD As standard for
Clavados — Lord-High Bailiff of Eylea C 16.35%, Ch9, Com 13. class and level; AL LN; THACO 8 (lance†), 6
(sword†), 9 (flail†) or 9 (dagger).
Clavados summons the adventurers to Eylea and AC 10 or -4; MV 9"; Cav 12; hp 66; #AT 5/2 Note: Rupert has had a special vows spell cast on
requests their aid in the case of Miles D'Arcy. His lance†, longsword +3†, military pick + 1† or 2/1 him (UA32) making him immune to bestow
strong sense of justice means that he will pursue dagger +2; D 2d4+13 (lance†), 1d8+3 (sword†), curse spells.
Nuala and Miles (the duplicate) relentlessly. 1d4 + 2 ( m i l i t a r y p i c k † ) , 1d4+2 ( d a g g e r ) ;
SA/SD As standard for class and level; AL LN;
Appearance: Male; 79 years old; Lean and THACO 7 (lance), 4 (sword), 6 (pick) or 7 Aubrey Stronhaus — Esquire to Clavados
wiry, healthy looking. (dagger).
Clothing: Embroidered gold surcoat bearing Note: Clavados has had a special vows spell cast Aubrey serves Clavados at meals and helps him
Eylea's device — an eel coiled around a sword. on him (UA32) making him immune to to put on his armour. In b a t t l e he carries
On parade, special occasions, or if Eylea is bestow curse spells. Clavados' lance and banner. After Clavados is
under attack, Clavados wears his engraved arrested, Aubrey's loyalties are lorn between
and gilded magical full plate armour +2 and a Clavados and the law.
shield +2 both bearing Eylea's device. Rupert De Ganson — Guard Captain
Personality: Partially deaf, can only hear those Appearance: Male; 17 years old but looks
who shout or speak into his hearing trumpet. Rupert serves under Clavados as Captain of the younger; medium height and build w i t h
Aloof and snobbish to those whom he Guard. His prime loyalties are to the Lords blond hair and green eyes.
considers below his station. Amiable and Spiritual, and to the law. Clothing: While surcoat or field plate armour
friendly to those of equal status (including the and shield (each bearing Eylea's device: an eel
PCs). Subservient to the Lords Spiritual. Appearance: Male, 45 years old, tall and very coiled round a sword).
Equipment: Full plate armour +2, shield +2, muscular. Personality: Loyal and keen to assist, well-
heavy lance, longsword +3, horseman's Clothing: Maroon surcoat, or engraved f u l l meaning but naive.
military pick + 1 , dagger +2, ring of fire plate armour and shield +2 (each bearing Equipment: Field plate armour and shield;
resistance, potion of super-heroism and a Eylea's device: an eel coiled round a sword). heavy lance, long sword + 1 ; silver herald's
gilded ivory hearing trumpet (value 500gp). Personality: Extremely lawful, Rupert always trumpet (value 100gp).
follows the letter of the law, even if it is unjust
Gard (aged heavy warhorse): AC 7 or 3 with plate or unfair. He carries out orders unfailingly. Abilities: S17.59%, 113, W10, D17.02%, C18.45%,
barding; MV 12" or 9"(with barding); HD 3+3; Equipment: Full plate armour; shield +2; ring Chl4, Coml5.
hp 12; #AT 3; D 1-6/1-6/1-2; Int Anl; AL N ; of protection +2 (when not wearing armour);
Size L;THACO 18; MM53. heavy lance, long sword +2, dagger + 1 , and a AC 7 or -2; MV 12" or 6"; Cav3; hp 32; #AT 3/2
potion of vitality. lance†, long sword +1† or 1/1 dagger; D Lance
Otto (old war dog): AC 6; M V 9"; HD 2+2; hp 6; 2d4+5, sword 1d8+2 or dagger 1d4+1; SA/SD As
#AT 1; D 1-4; I n t Semi; AL N; Size M; Abilities: S18.85%, I14, W11, D18.23%, C17.38%, standard for class and level; AL LG; THACO 16
THACO 18; MM29. Chl3, Com11. (lance†), 15 (sword†) or 17 (dagger).
© February 1986, TSR, Inc., All Rights Reserved PULL-OUT SHEET (Non-Player Characters) III
The Lords Spiritual Spells:
1st level: bless, command (x3), cure light
Siranush — High Lord Spiritual wounds (x3), penetrate disguise,
2nd level: detect life, dust devil, hold person
Siranush is the most senior of the Lords (x2), know alignment, silence 15'
Spiritual and has ruled Eylea for 33 years. Her radius, wyvern watch
commitment to the law is absolute, but in recent 3rd level: bestow curse, cure disease (x2 — 1
years she has taken less and less interest in the already cast), dispel magic, feign
running of Eylea. death, magical vestment
4th level: cure serious wounds (x2), neutralise
Appearance: Female; 92 years old; old and poison, sticks to snakes
withered, very wrinkled face, bent double, 5th level: quest, raise dead
walks very shakily, penetrating stare. 6th level: heal, speak with monsters
Clothing: Slightly tattered ermine-edged red
robe, or plate mail armour +2 and a shield +2.
Personality: Alternates between being very Tyrwhitt — Lord Spiritual
astute and vacant. Knows she is not long for
this world but reluctant to hand over power to Tyrwhitt is a luxury loving individual. Most of
her "younger assistants". Eylea's running falls to him, but he is never
Equipment: Rod of flailing (9 charges), bracers acceded the formal power which goes with it, or
of defence AC2, plate mail armour +2 and a does little with it other than ensuring he is well
shield +2. fed and well clothed.
Abilities: S 8, I 15, W 20, D 7, C 7, Ch 14, Com 10. Appearance: Male; age 65; bald with a long Clothing: Clean but frayed dark blue robe with
white beard. yellow trimmings, or plate mail armour and
AC 2 or -2; MV 9"; C13; hp 46; #AT 2 rod of Clothing: Pale blue robe trimmed w i t h gold shield.
flailing; D 1d4+4/ld4+4; AL LN; THACO 9. braid and sable; all his clothes are clean and of Personality: Very honest, thoughtful and kind.
the finest quality; in times of need wears Equipment: Staff + 1 , scroll with cure critical
Spells: highly polished plate mail +2 and a shield +1. wounds, neutralise poison and remove
1st level: command (x2), ceremony, cure light Personality: Unhappy with his lack of power; paralysis.
wounds (x2), detect evil, protection wishes to be High Lord Spiritual, and always
from evil tries to take control of any meeting of the Abilities: S14,114, W16, Dll,C15,Chl3,Coml3.
2nd level: augury, enthrall, hold person (x2), Lords. In her astute moments, Siranush
silence 15' radius (x2), slow poison, always puts him in his place. AC 10 or 2; MV 12"; C7; hp 32; #AT 1 staff +1;
withdraw Equipment: Mace +3 and ring of protection +3, D 1d6+1; AL LN(G); THACO 16.
3rd level: cure blindness, cure disease, death's plate mail +2 and a shield +1.
door, dispel magic (x2), feign death, Spells:
paralysis Abilities: SI4, I10, W18, D10, C12, Chl1, Com9. 1st level: ceremony, cure light wounds (x2),
4th level: cloak of fear, cure serious wounds light, sanctuary
(x2), sticks to snakes, tongues AC 7 or - l ; MV 12"; C11; hp 52; #AT 1 mace+3; 2nd level: aid, enthrall, hold person, know
5th level: flame strike, quest D 1d6+4; AL LN; THACO 8. alignment, resist fire
6th level: heal, blade barrier 3rd level: cure disease, remove curse
Spells: 4th level: detect lie
1st level: cure light wounds (x3), detect good,
Waldegrave — Lord Spiritual light, remove fear, sanctuary
2nd level: aid, enthrall, hold person (x2), silence Barnez (Librarian) and Corphalt (Bursar)
Waldegrave is second in charge of Eylea, but she 15' radius, withdraw
is constantly i l l from recurring attacks of the 3rd level: cause blindness, dispel magic, feign Appearance:
"vapours". Cure disease spells keep the "vap- death, magical vestment, prayer B - Male, middle-aged, thin, balding.
ours" at bay for only a short time so she is nearly 4th level: cure serious wounds, poison, protect- C - Male, late middle-aged, plump, bearded.
always in a state of ill-health. She takes little ion from evil 10' rad., sticks to snakes Clothing:
interest in anything but her health. 5th level: cure critical wounds, quest B - Grey, ink-stained robe or plate mail
6th level: animate object armour and shield.
Appearance: Female; age 73; pale and sickly C - Yellow, i l l - f i t t i n g robe or plate mail
looking. armour and shield.
Clothing: Always wrapped in an old moth- Praefecture etc. Personality:
eaten mink coat; has plate mail +3 and a shield B - Introverted, intellectual, aloof.
+ 1 available. Kilanas — Praescriptor of Eylea C - Self-indulgent, arrogant, drinks heavily.
Personality: Short tempered; does not like
fools; strict and blunt with strangers. Kilanas is a senior member of the Praefecture Abilities: AC 10 or 2; MV 12"; C6; hp 24, 17;
Equipment: Rod of smiting (12 charges), plate responsible for the scribes of Eylea. After #AT 1 mace; D 1d6+1; AL LN; THACO 18.
mail +3, and a shield +1 Clavados is arrested (see p15) Kilanas asks the
PCs to rescue him. He is more concerned with Spells:
Abilities: S6, I12, W18, D5, C3, C h l l , Com8. justice than in keeping the letter of the law. 1st level: ceremony, cure light wounds, light,
sanctuary
AC 10 or -2; MV 6"; C12; hp 19; #AT 1 Rod of Appearance: Male; 36 years old; tall with 2nd level: aid, enthrall, hold person, resist fire
Smiting; D 1d8+3; AL LN; THACO 12. blonde hair and blue eyes. 3rd level: cure disease, remove curse
IV PULL-OUT SHEET (Non-Player Characters) © February 1986, TSR Inc., All Rights Reserved
Abillard — Beadle
Eylea's Defence
Appearance: Male; aged 50; short, t h i n ,
unkempt. In the event of an attack Eylea's guard move to 4 Lieutenants: AC 2 (plate & shield); MV 6";
Clothing: Tattered, red cloak over leather defend the palace. The guards assemble in the F5; hp 42; #AT 3/2 long sword + 1††;
armour and shield. courtyard (8 rounds). A lieutenant is sent by D 1d8+4††; Int Very; AL LN; THACO 12††.
Personality: Pompus, cowardly. Clavados or Rupert with two squads to
Abilities: AC 7; MV 12"; F1; hp 7; #AT 3/2 reinforce each of the gatehouses (3 rounds); 16 Sergeants: AC 4 (chainmail & shield);
( c e r e m o n i a l ) mace+; D 1d6+3+; AL LN; and two squads are divided between the four MV 9"; F3; hp 24; #AT 3/2 long sword †:
THACO 19+. guard posts (5 rounds). The remaining troops D 1d8+2†; Int Very; AL N; THACO 17†.
are then used to mount as effective a defence as
possible, with Rupert and Clavados avoiding 128 Men-at-arms: AC 5 (chainmail); MV 9";
Other NPCs personal combat unless honour demands it. Fl; hp 8; #AT 1; D See below; Int Ave;
AL N; THACO 20.
Clerics: AC 10 or 2; MV 12" or 6"; C1-6; At night, or if they arc not led by Rupert or Halberdier. Halberd 1d10 or dagger 1d4.
hp 3-5/level; #AT 1 mace; D 1d6+1; Int Ave; AL Clavados they take twice as long to move into Lt. Crossbowman: Lt. crossbow 1d4 or
LN; THACO 20. position. short sword 1d8.
Note: Plate armour is available to all clerics in
Eylea, but is rarely worn. Clerical Support: Once the alarm has been 13 Cavalrymen: AC 4 (chainmail & shield);
raised the Lords Spiritual and the members of MV 18" mounted or 9" foot; F2 or F3
Spells the Praefecture prepare to defend Eylea. (sergeant); hp 18 or 24; #AT 1 medium lance
As many as possible from the following: Depending on the urgency of the defence the or long sword; D 1d6+1 or 1d8; Int Ave; AL N;
1st level: ceremony, cure light wounds, light Lords will stop to don armour (20 rounds) or THACO 19 or 18.
2nd level: aid, enthrall, hold person arrive as soon as possible (ld4+9 rounds).
3rd level: cure disease Most members of the Praefecture will stop to 13 Medium warhorses: AC 7; MV 18";
put on their armour, relying on the guard to HD 2+2; hp 9; #AT 3; D 1-6/1-6/1-3;
Commoners: AC 10; MV 12"; F0; hp 2-4; defend Eylea while they do so (20 rounds). Int Anl; AL N; Size L; THACO 16.
#AT Nil; Int Low; AL LN.
Miscellaneous Black cat: AC 0; MV 18"; HD 4+2; hp 27; #AT 3; Life-bane Duplicate: The duplicate's aim is
D 1d2/ld2/ld4; SA/SD Rakes with rear claws to manoeuvre the party into Nuala's trap.
Zelor the Grim (D 1d3/ld3) if front paws both hit; MR 25%;
Int Ave; AL NG; Size S; THACO 15. Appearance: Male; 25 years old.
Note: Turns undead as C8 (+2 vs. lower planes Clothing: Blue surcoat emblazened w i t h an
creatures); +1 weapons to be hit; protection argent rampant hippogriff.
from evil 10' radius; detect evil 7"; nocturnal; Personality: Miles' duplicate is haughty and
heals all damage while ethereal during the mean. It enjoys tricking the "worthies" of
day. Eylea, using their own laws to make them
look foolish.
Miles D'Arcy — Heir to Myrkfast Abilities: S18.67%, I13, W14, D17.37%, C17.09%,
Ch 12, Com 14.
AC 7 (surcoat); MV 15"; Cav 6; hp 47; #AT N/A;
D N/A; SA/SD Regenerates 2 hp per round;
AL LE; THACO N/A.
Sensing the resurrection of Nuala, Zelor has Original: A ruined man, Miles' only wish is to
entered the Ffenargh and seeks to aid good be free of Nuala's power.
aligned characters in the hope that they can
counter the evil of Nuala. During the course of Appearance: Male, apparently 100+ years old.
the adventure Zelor appears to the party three Clothing: Faded, threadbare, blue surcoat
times (see p4, p13 & p22). bearing a rampant hippogriff.
Personality: Nuala's betrayal of Miles has left
Appearance: Zelor can only appear at night in him an insane wreck (he cannot be cured).
one of three forms — a large black owl, a black
cat or a black dog (MMII72): Abilities: S15.67%, I13, W13, D14.37%,C14.09%,
Chl2, Com 10.
Large black owl: AC 0; MV 18"/36"; HD 4+2;
hp27; #AT 3; D 2d4/2d4/d4+1; MR 25%; Int Ave; AC 10 (surcoat); MV 3"; Cav 6; hp 29; #AT N/A;
AL NG; Size S; THACO 15. Miles is duplicated by Nuala before the adventure D N/A; AL LG; THACO N/A.
begins. His duplicate, masquerading as Miles, is Note: Miles is too decrepit to fight even if given
Blackdog: AC0; MV18"; HD4+2; hp27; #AT l; charged at Eylea with murder of Geoffrey weapons; his hands shake so badly that any
D 2d4; MR 25%; Int Ave; AL NG; Size S; D'Arcy, while the aged original is imprisoned at weapon he is given will be sent clattering by
THACO 15. Lorge. his involuntary spasms.
© February 1986, TSR. Inc., All Rights Reserved PULL-OUT SHEET (Non-Player Characters) V
Nuala — Mistress Of Lorge 4th level: dimension door, Evard's black ten- The Leomund's secret chest used by Nuala to
tacles, fear, minor globe of invul- safeguard her treasure, contains her spell books
nerability, polymorph self (see above) and the following items:
5th level: animate dead, cloudkill, feeblemind,
hold monster, wall of force - a gold, gem-encrusted casket (6500gp) con-
6lh level: flesh to stone, project image taining 23 gems (10x1000gp, 3x5000gp and
7th level: Bigby's grasping hand 10x500gp) and a diamond necklace (15,000gp).
- 2 candles of invocation (any good alignment).
Nuala has already cast a stoneskin spell on - 5780gp and 1368pp.
herself which stays in effect until she is - a philosopher's stone (with both green and
physically attacked. white powders)
- a velvet pouch with 2 vials: elixir of madness,
Equipment: scale mail +4, short sword +3, and oil of acid resistance.
dagger of venom, girdle of many pouches,
scroll of protection from paralysation, potion
of flying, shadow lanthorn (summons 5-8 Rughlor — Deceased Lord of Lorge
shadows: AC7; MV 12"; HD 3+3; hp 22; #AT 1;
D 1d4+1; SA/SD Strength drain; Int Low; AL
CE; Size M; xp 343 each; THACO 16; MM86).
Spell Books: Contain the above spells plus:
1st level: affect normal fires, detect magic, find
familiar, friends, hold portal, read
magic, sleep
2nd level: audible glamer, darkness 15' radius,
Nuala is the prime force behind the evils which preserve, magic mouth, rope trick
face the adventurers (see Introduction, p2). Her 3rd level: blink, explosive runes, feign death,
sole aim is domination of the Ffenargh. sepia snake sigil, wind wall
4th level: fumble, remove curse, shout
Appearance: Nuala's appearance varies from 5th level: Leomund's secret chest, sending
that of a beautiful young woman (age 18) to 6th level: part water, spiritwrack
that of an old crone (age 100+). 7th level: Mordenkainen's magnif. mansion Following the resurrection of Nuala by Miles
Clothing: scale mail +4, platinum headband D'Arcy, Rughlor has risen again as a revenant,
with a ruby (value - 3500gp), four gold Nuala's spellbooks are kept on the ethereal determined to kill Nuala and remove her evil
armbands (value - 500gp each), two gold plane in a Leomund's secret chest (see below). from the world.
necklaces (value - 500gp & 250gp), p l a t i n u m Each is protected by both explosive runes and
and gem choker (value - 5000gp) and a gold sepia snake sigil spells. Appearance: Rughlor appears as a knight in
belt buckle (value - 1000gp). tarnished armour. Beneath his armour, his
Personality: Totally evil and interested only in sickly pale skin is stretched t i g h t l y over his
herself. Jarzizt the Imp Familiar bones. Anyone viewing Rughlor's face must
make a saving throw vs. Paralysation or flee in
Abilities: SI6, I17, W9, D16, C16, Chl6, Com20 Jarzizt is Nuala's imp f a m i l i a r and a fear for 1d4 rounds. When Rughlor is close to
(decreases by 1 point for every 5 years aged). telepathic link exists between her and it. Nuala, his eyes glow with a bright red light
Nuala is able to see through Jarzizt's eyes visible even through his helmet slits.
Note: The N u a l a which Miles resurrected is gaining 25% magic resistance and the Personality: Rughlor seeks only to slay Nuala.
radically changed from the wizardess who ability to regenerate 1 hp per round Equipment: Full plate armour, shield +2, long
died so long ago. Although Nuala retains all whenever it is within 1" of her. While sword +2.
of her old powers and abilities, she has gained Jarzizt is within a mile of Nuala she gains
the awesome power of life-bane (see PSVI1), an extra level (making her 15th level). If Abilities: AC -2 (Full plate armour and shield
and can also cast spells while wearing Jarzizt is killed, Nuala is reduced to level +2); MV 9", 13" mounted; HD 8; hp 64; #AT 2
armour. When she casts spells, Nuala ages 1 10, with 50 hit points. long sword +2; D 1d8+4/ld8+4; Int High; AL N;
year per level of magic used. Her life-bane Size N; xp 1975; THACO 6; FF75 (amended).
power enables her to rejuvenate, however. Jarzizt spies for Nuala, using its invisibility Note: Cannot be turned; i m m u n e to weapon
to watch unobserved. It rarely engages in attacks; regenerates all damage even when
AC 0 (scale mail+4); MV 12"; F2/MU14 (15 with combat, preferring to stay near to Nuala, "dead" at 3 hp/round (except fire damage);
f a m i l i a r ) ; hp59; #AT 1 short sword+3 or dagger but if an opportunity arises, Jarzizt will severed limbs move independently; immune
of venom; D 1d6+4 or 1d4+2; MR Std or 25% (see attack an enemy magic-user. to sleep, charm, hold etc.
below); AL NE; xp 15,680; THACO 13 (sword),
15 (dagger). AC 2; MV 6"/18"; HD 2+2; hp 17; #AT 1; Rughlor's skeleton warhorse: AC 5; MV 13";
D 1-4 + poison: SA/SD Detect good, detect HD 3 + 3; h p 26; #AT 2 hooves/1 b i t e ;
Spells: magic, invisibility, polymorph self, at will; D 1d8/ld8/ld3; Int Non; AL N; Size L; xp 239;
1st level: burning hands, magic missile x2, suggestion once per day; immune to THACO 16.
run, shield normal weapons, cold, fire and electricity; Note: Cannot be turned; can trample creatures in
2nd level: detect good, invisibility, mirror image, regenerates 1 hp per round, saves as a 7HD its path (1d8 hp each); wears chainmail
vocalise, web monster; MR 25%; I n t Ave; AL LE; Size S barding; immune to charm, cold, hold and
3rd level: dispel magic x2, haste, lightning 2' tall); xp 326; THACO 16; MM(54). sleep spells; takes only half damage from
boll, Melf's minute meteors edged weapons.
VI PULL-OUT SHEET (Non-Player Characters) © February 1986, TSR Inc., All Rights Reserved
The heady springtime of youth and the full Effects on Duplicated Victims After Death
summer of adulthood - enjoy them while you
may, bold adventurers. Soon enough, will you Characters who are victims of one of When a victim dies from the strain of being
feel the icy chill of old age reach, out for you. Nuala's duplicates have almost all of their drained by a duplicate, he or she becomes a
Sooner, perhaps, than you think! vitality constantly tapped away as fast as juju zombie (MMII131) loyal to, and under
they can generate it. This means that they the control of, Nuala.
The dark discoveries which Nuala made in are transformed to the equivalent of
the library of Makhrazt had given her venerable age (see DMG13) and shortly die
access to powers beyond her dreams (see from the strain. In addition to changing Effects on PCs' Equipment
p2), and it was only Rughlor's intervention the victims' ability scores, the parasitic
at her final rite of magic which had ageing also affects their equipment, ability Just as characters become old and haggard
prevented her gaining them there and then. to use certain magic, physical fitness, when under the influence of a duplicate,
Though Nuala was dead, the spell she had appearances and personalities. their equipment (even magical items) is
begun was not broken. Her death was no affected in similar ways, for example: -
more than an interruption to it and, for
many years as she lay in her grave, the Regaining Youth - non-precious metals become spotted
forces she had awoken continued to seethe with rust (steel & iron) or verdisgris
and ferment. Thus it was that when Miles Permanent Restoration (brass, bronze & copper)
D'Arcy foolishly resurrected the sorceress The only way in which characters preyed - fabrics become faded and threadbare
and so completed the spell, she was reborn on by duplicates can permanently regain - leather and wood become dry, dull and
with the power she had craved... the power their youthful vigour is if the duplicates are split
of life-bane! destroyed. When this occurs, no matter - food and drink (including potions) taste
where the victims are at the time, they musky and stale
immediately revert to their original age. - horses and other animals are aged.
The Power of Life-Bane
Any gains (or losses) of experience points, It is up to you as DM to decide how much
Nuala's necromantic power of life-bane is hit points, treasure and/or equipment effect, if any, these changes have on the
an awesome one, since it enables her to made by the original characters while they usefulness of the equipment. For example,
drain the youth and vitality of humans and were aged are carried over when the an aged horse might move at half normal
demi-humans in either of two ways: character is rejuvenated. Thus, for example, speed and be unable to gallop, while a
a character who expended charges from a f r a y e d rope m i g h t break at a critical
wand while aged does not have the charges moment. . .
Self-Rejuvenation restored. Also, while characters whose
constitutions rise as a result of their
Each round, Nuala can attempt to absorb rejuvenation will regain hit points for this Forbidden Magic
vitality from one human or demi-human reason, any unhealed wounds or other lost
victim up to 30 feet away. The victim is hit points are not restored. Characters affected by a duplicate are
aged by 10 years (cf. ghost - MM43), and unable to use any magic which normally
Nuala is rejuvenated by 10 years. A Characters whose duplicates have been has the effect of causing ageing (e.g. casting
successful saving throw vs. Death Magic by destroyed can never again be affected by a wish spell, taking a potion of speed or
the victim will negate the effect. Anyone either of Nuala's life-bane powers. being under a haste spell - see DMG13).
killed by this draining becomes a juju Any attempt to use such magic will fail,
zombie (MMII131) under Nuala's control. Temporary Restoration and result in the character collapsing
Characters affected by duplicates may unconscious from shock for 3d4 rounds.
Since Nuala ages rapidly when casting temporarily regain their former youth and
spells (see PSVI), she must use this ability abilities by taking a potion of longevity (no
frequently in order to remain youthful and chance of reversed effect - see DMG126) or Ability Score Changes
powerful. Nuala cannot use this power to an elixir of youth. Each of these will restore
affect creatures of whom duplicates already the character for as many turns as it would When the draining power of duplicates
exist (or have existed — see below). have restored years of life under normal takes effect, the victims' ability scores are
circumstances, but has no effect on equip- affected in the same way that they would be
ment. The duplicate and its powers are had t h e y reached v e n e r a b l e old age
Creating Duplicates unaffected. (DMG13) by normal ageing. In t u r n , these
changes affect the victims' "to hit" rolls,
With this ability, Nuala can create a combat damage, armour classes, saving
duplicates of a human or demi-human Time for Dying throws, hit points and so on.
creatures and their equipment. These
duplicates are parasitic entities which The aged victim of a life-bane duplicate The total, cumulative changes to ability
constantly drain and consume the vitality suffers enormously from the strain and has scores depend on the i n i t i a l age of each
of their victims through an undetectable but a short time to live. victim, as follows:
magical link. The duplicates are totally
loyal to Nuala and, since they consume the After the initial ageing process, characters Young Adult: S -3, I +2, W +4, D -3, C -3,
victims' life-energy at a vastly accelerated who are being drained by a duplicate will Ch 0, Com -3.
rate, are more powerful than the originals. live for 1d4+20 days, plus a number of days Mature Victim: S -4, I +2, W +3, D -3, C -3,
Life-bane duplicates are described on p24. equal to their initial constitution. Ch 0, Com -3.
© February 1986, TSR, Inc., All Rights Reserved PULL-OUT SHEET (Life-Bane) VII
Middle-aged Victim: S -3,I +1, W +2, D -3, Short-sightedness - The characters have them are at +2 "to hit". Also, surprise rolls
C -2, Ch 0, Com -2 difficulty seeing objects at a distance, and are made separately for these characters,
Old Victim: S-l, I +1, W+1, D-l, C-l, Ch0, have a penalty "to hit" with missile and the scores obtained cannot exceed that
Com -1 weapons of -1 for for each 2" (rounded of the rest of the party.
Venerable Victim: No change. down) of range. If a spell is cast at a
particular point (rather than at a creature, Frailty - Characters are particularly vulner-
e.g. fireball, stinking cloud) more than 2" able to injury, and suffer 1 extra point of
Disabilities & Other Changes away, there is 30% chance that the spell will damage per die from cutting blows, heat
"miss" the aim-point by 1d10 feet. The and cold, and 2 extra points per die from
While affected by a duplicate, each char- direction of the miss is determined at crushing blows.
acter acquires a disability, and undergoes a random (cf. Grenade-like Missiles -
physical change and a personality change. DMG65).
Changes in Appearance
The disabilities are intended to impose Long-sightedness - Characters have diffi-
significant limitations on the characters, culty seeing objects close-to. Those with Weight Change - Characters gain (50%
but the the other changes should be used to open locks, find/remove traps and/or read chance) or lose (50%) (1d3xl0)% in weight.
help the players role-play their altered languages abilities use them with a -20%
characters and to inject an element of penalty. Characters reading from magical Wrinkles - The characters' skin becomes
humour into the adventure. scrolls have a 40% chance of misreading the deeply lined with wrinkles.
text, thus ruining the spell concerned, and
The disabilities and changes are listed in magic users (or illusionists) take four times Hair Changes - The character's hair turns
Table 2. As DM, you can either assign them as long to relearn their spells from their grey (60% chance) or white (40%). The char-
to characters at random (by rolling 1d10 for spell books. acter (males only) also loses most (50%
each column) or else allocate them as you chance) or all (50%) of his hair.
see fit. Absent-mindedness - The characters have a
tendency to forget things at crucial Shortness - Characters become shorter by
moments. When casting a spell (or using a 10-15% (ld6+9).
Disabilities magical item which requires a command
word), there is a 30% chance that the Stoop - Character has a pronounced sloop.
Note: In addition to the effects described characters will not be able to bring to mind
below, the disabilities brought about by the the details of the spell (or the command Drooling - Characters tend to drool.
magical ageing have more general (and word). Although the spell cannot be cast
much less important) effects which the (or the item used) that round, the infor- Tooth Loss - All but 1d4 of the characters'
players (with the DM's help) should mation is not actually forgotten and the teeth are lost.
improvise. For example, a character with characters can make another attempt (with
deafness would have difficulty following the same chance of failure) in the next Sniffles - Characters are afflicted with a
conversations, or a short-sighted character round. permanent runny nose (unaffected by cure
might not recognise a friend at a distance. disease etc. spells).
Unsteady Hands - The characters' hands
Dodderyness - The characters' movements are unsteady, giving a -1 penalty "to hit"
are stiff and slow. Movement rate is reduced on melee attacks and -3 on missile attacks. Personality Changes
by a third and characters with climb walls There is a 5% chance that the characters'
and move silently ability use them with a shaking will ruin the casting of any spell Intolerance - Characters become intolerant
-25% penalty. with a somatic component. Those using particularly of something or somebody
pick pockets or remove traps skills suffer a (e.g. dwarves, children, animals, music).
Slow Reactions - I n i t i a t i v e for these -35% penalty.
characters is taken as being 2 less than that Indifference - Characters have a tendency to
rolled for the rest of the party. This may Deafness - The characters have very poor lose interest occasionally in events and/or
result in the character losing initiative, hearing. Their chance to hear noise is those around them.
even if the rest of the party win it. reduced by 25%, and all rear attacks on
Short Temper - Characters sometimes
become angry at the least provocation.
TABLE 2 - MISCELLANEOUS EFFECTS OF LIFE-BANE AGEING Know-it-all - Characters always think that
they know best.
Die Other Changes
Roll Disabilities Physical Personality Muttering - Characters often mutter to
themselves.
1 Dodderyness Weight Change Intolerance
2 Slow reactions Wrinkles Confusion
Sensitivity - Characters can be irritated by
3 Short-sight Hair Changes Indifference the slightest discomfort, either real or
4 Long-sight Shortness Short temper
imagined (e.g. a draught, a lumpy bed
5 Absent-minded Stoop Know-it-all
smoke from a fire).
6 Unsteady Hands Drooling Muttering
7 Deafness Tooth Loss Sensitivity
Resignation - Occasionally, the characters
8 Frailty Sniffles Resignation
become despondent, losing drive and will-
9-10 DM's Choice - Roll twice more, using 1d8 - power and "giving-in" until talked round.
VIII PULL-OUT SHEET (Life-Bane) e February 1986, TSR, Inc., All Rights Reserved
• Obtaining the key. The shimmering rod gang of spirit trolls to dig up the track and
of force which is the "key" to the cage is churn it into the bog, thus cutting off any
firmly held by one of the golems. If the pursuit. When the adventurers arrive at
golems are enraged and enter the cage this point:
(seep12), they are affected by the slowing
magic and fight the party on equal
terms. If the right golem is destroyed, it The path ends abruptly and, for as
drops the key. far ahead as you can see, seems to
• Last resort. If, by the night after their have sunk into the reeking mire.
capture, the party has not escaped, the Briefly, the sound of squelching
grim Zelor (PSV), in black dog form footsteps comes from somewhere
sneaks into the chamber, attacks one of amid the murky pools lying across
the golems and then dodges into the cage the path's former course. Although
(using its magic resistance). The golems the source of the sound seems to be
follow and, as they fight with the party, quite close, you can see no sign of
Zelor slips away. what is making it. Far from offering a friendly refuge for the
venerable travellers, the village holds an
unwelcome surprise for them. It has been
Leaving Lorge Hall The gap made by the trolls is 400 yards taken over by a spirit naga which has killed
wide, and as difficult to traverse as normal the head-man and charmed the other
As they start to climb the stairs from the bog. Even a cursory examination will inhabitants. When the party arrives, how-
cellar, the adventurers hear (or at least reveal that the destruction of the path was ever, you should try not to give the players
those not affected by deafness hear) sounds not natural, since large, humanoid foot- any hint that the village is different from
of activity above. In preparation for her prints and the marks of large, clawed hands the others in the Corpsemire. Superficially,
anticipated triumphal return, Nuala has or paws can be clearly seen in the mud. it is a normal, drab settlement whose
ordered a team of human/pseudo-undead inhabitants are going about their business
crossbreeds (see People of the Ffenargh, p4) The sound of footsteps comes from one of in their usual, listless manner.
to clear out the vapour rats and rebuild the invisible spirit trolls who, having
Lorge Hall, assisted by six full-blood created the gap, now defend it for Nuala. As The naga fears discovery and decides that
pseudo-ghasts. They are all under the with the slime golems, the spirit trolls have attack is the best form of defence. It remains
orders of j u j u zombies created by her life- orders to constrain the party rather than inside the head-man's hut u n t i l it feels that
bane powers (see PSVII). kill them. They will only intervene if the an appropriate moment has come to attack,
party attempts to cross the gap and, if the and even when it first emerges will be
The workers are scattered inside and characters retreat, will break off any attack. d i f f i c u l t to recognise since it will be
outside the building and attack the party They are intelligent, and do all that they wearing a cloak which leaves only its
on sight, using tools (hammers, spades, can to deter the party and make a d i f f i c u l t human-like head uncovered. The attack,
picks, and so on) or just bare hands. crossing impossible. They use their invisi- when it comes, involves the villagers
bility to the full and, if necessary, attack to mobbing the party while the naga casts
The j u j u zombies and pseudo-ghasts fight injure and drain strength, but are clever spells and/or a t t e m p t s to charm the
to the death, but the crossbreeds flee if the enough to avoid killing adventurers. adventurers.
juju zombies are all turned or destroyed.
Unless the party is very powerful, the 1 spirit naga: AC 2 (cloak of displacement);
4 juju zombies: AC 6; MV 9"; HD 3 + 12; hp 27 weary, old adventurers will probably find it MV 12"; HD 10; hp 59; #AT 1; D 1d3 + poison
each; #AT 1; D 3d4; I n t Low; AL N(E); Size M; impossible to cross the gap, and will be (D 3d8); Int High; AL CE; Size L (15'); xp 3826;
xp 512 each; THACO 13; MMII131. forced to try another route. THACO 10; MM72.
Note: Need +1 weapons to be hit; half damage Note: Can permanently charm any creature
from all but cleaving weapons (axes, broad-, 10 spirit trolls: AC -2 (2 if visible); MV 15"; meeting its gaze (save vs. Paralysation
bastard-, or 2-handed swords, etc.); immune HD 5+5; hp 36 each; #AT 3; D 1d6/ld3/ld3; negates); head is very human in appearance;
to cold, electricity, poison, and magic missile, MR 30%; I n t Very; AL CE; Size L; xp 791 each; wears cloak of displacement.
sleep, hold and charm spells; fire does half THACO 13; FF91. Spells:
damage; turn as spectre; climb as T6. Note: Invisible; immune to cold; need magical 1st level: MU - light, magic missile (x3; 5
weapons to be hit; regenerates 3 hp/round; missiles each)
6 peasants (full-blood pseudo-ghasts): AC 4; damage inflicted by fangs (1d6) is added to C - command ( x 2 ) , endure cold/heat.
M V 15"; H D 4; h p 17 e a c h ; #AT 3; troll's hit points; damage i n f l i c t e d by claws 2nd level: MU - mirror image, ESP
D 1d4/ld4/ld8; Int Low; AL NE; Size M; xp 215 (1d3 is also drained from victim's strength C - hold person, silence 15' rad.
each; THACO 15; MMII102 & MM43. (for 2d4 turns). 3rd level: MU - lightning bolt
Note: Stench (10' radius) causes -2 to hit (negated
by saving throw vs. Poison). 36 charmed peasants (human/pseudo-undead
Perils of the Corpsemire crossbreeds): AC 8; MV 9"; HD 1+2; hp 7 each;
23 peasants (human/pseudo-undead cross- #AT 1; D 1d6; Int Low; AL Charmed; Size M;
breeds): AC 8; MV 9"; HD 1 +2; hp 7 each; #AT 1; Ev6. A Village Possessed xp 34 each; THACO 18; p4 (People of the
D 1d6; Int Low; AL NE; Size M; xp 34 each; Ffenargh).
THACO 18; p4 (People of the Ffenargh) This event can take place anywhere in the
Corpsemire after the party has been to Inside the naga's h u t are the remains of the
Lorge. head-man and five other villagers whom
Ev5. Erased Track the naga has killed and eaten. Also, there
The adventurers come across the isolated are the head-man's gear (a suit of chain
This encounter occurs as the party first village of Sklat (whose location is up to mail armour, a longsword, a longbow +1,
tries to leave Lorge Island. Where the track you) which consists of 13 huts surrounded 20 arrows +2) and a small chest belonging
enters the marsh, Nuala has set a work- by a fence and ditch. to the naga.
CHILL OFF THE FEN (Events Ev5-6) 13
Beneath the surface of the 4-foot-deep pool, 1 animated thornbush: AC 6; MV Nil; HD 5;
2 vodyanoi (aquatic umber hulks) are hp 30; #AT 9 fronds (see below); Int A n l ; AL N;
waiting in ambush along with 5 giant Size M; xp 365; THACO 15; cf. strangle weed
leeches which they have summoned (in - MM93
place of the usual electric eels). The Note: Thornbush grasps with 9 branches (each
vodyanoi intend to begin their attack by strength 12); if a victim's strength exceeds the
tearing away (at a suitable moment) the combined strength of the grasping branches,
supports of the causeway and/or shack. then — chance of breaking free = 10x strength
Wrecking the structure takes 1 round, difference; if a victim's strength is less, then
during which characters on the causeway the victim suffers damage equal to the
must roll less than their dexterity on 1d20 difference; grasped victims attack at -2 to hit.
or fall into the water. Those in the shack
must make a similar roll or be trapped by Beneath the bush are the bones of several
falling timbers. In each succeeding round, previous victims, along with the remains of
trapped characters can attempt to break their equipment, including a potion of
The chest is not locked, but is protected by free by making an open doors roll. clairvoyance, 11 gems (value 1000gp each),
the equivalent of an Evard's black tentacles and a gold armband (value 1500gp).
spell. When it is opened, eight 10-foot-long 2 vodyanoi: AC 2; MV 6"; HD 8; hp 43 each;
magical black tentacles (AC 4, hp 8 each) #AT 3; D 3d4/3d4/ldlO; Int Ave; AL CE; Size L;
reach out and grab creatures within range. xp 1080; THACO 12; FF93. Ev9. Death of Miles
Victims suffer 1d8 points of damage in the
first round and 3d4 in each subsequent 5 giant leeches: AC 9; MV 3"; HD 2; hp 9 each; This event only occurs if Miles was
round u n t i l the tentacle is destroyed. A #AT1; D2; Int Non; AL N; Size S; xp 107 each; brought with the adventurers from Lorge.
successful saving throw vs. Spells by the THACO 16; MM60. It takes place the night before they reach
victim (one for each attacking tentacle) Note: Drain blood automatically after 1st hit; Eylea, and serves as an unpleasant reminder
destroys the tentacle concerned after the normally undetected; will go up to 30' out of to the aging adventurers of how near to
victim has suffered only 1d4 points of water; no disease. death they are themselves:
damage. Inside the chest are a platinum
and ruby necklace (value 25,000gp), a Inside the hut (or its ruins), are the remains
jewelled ceremonial breastplate (value of the monk's posessions. Most (utensils, Without warning, there is a gasp
12,000gp), three jewelled rings (value clothes etc.) are of no value, but there is a from Miles as he clutches his chest in
2800gp each) and 1610gp. staff +3 lying on the floor. On the bed of the pain and falls to the ground.
pool beneath the shack, the vodyanoi have
Note: As an alternative, this event can hidden a sack containing 2891gp. As he collapses, his aged body first
occur at any one of the villages previously begins to revert into its original,
described in the Kaldefen, Sphagbog or youthful form, but then undergoes a
Corpsemire, or on Myrk Island. Ev8. Ghostly Shape more terrible conversion. In a matter
of seconds, his skin becomes pallid
This event can occur at any appropriate and stretched taut over his bones, his
Ev7. House on Stilts time: eyes open with a vacant lifeless stare
and his mouth curls up in a maniacal
This event occurs at any appropriate time: grin. Then he begins to rise, his
At the side of a small clearing ahead, fleshless fingers stretched out to-
you spot a pale, human corpse wards you.
Ahead, the trail crosses a shallow, slumped amid the branches of a
murky pool by means of a wooden thornbush. Then, a pale mist rises
causeway on stilts. About half-way up from the corpse, forms into hum- Physically, Miles stood up well to the
across, a short side-branch leads from anoid shape and drifts towards you. strain of life-bane draining, but not even he
the main causeway to an old, dilapi- could endure it forever. In dying, Miles has
dated, wooden shack, also supported become a j u j u zombie loyal to Nuala (see
above the water. You can just see a Despite its appearance, the misty shape is PSVII). His one desire is to escape from the
shadowy figure in the doorway of the not an undead creature, but a mishtu party and join his mistress. If the adven-
shack, w h i t t l i n g a stick and swaying which exploits the presence of the "thorn- turers attempt to restrain him, he will fight
back and forth on a rocking chair. bush" — actually an animated plant until destroyed.
The figure seems harmless, but some- similar to strangle weed (MM93) — to help
how fills you with a strange feeling it k i l l prey. As soon as it is attacked, the Miles D'Arcy (juju zombie) AC 6; MV 9";
of dread. mishtu flees into the mist and waits for the HD 3 + 12; hp 29; #AT 1; D 3d4; Int Low;
adventurers to approach the bush which AL N ( E ) ; Size M; xp226; THACO 13; MMII131.
lashes out with its ensnaring branches. The Note: Need +1 weapons to be hit; takes half
The figure is a phantom (MMII100) of the mishtu then returns to the attack. damage from all but cleaving weapons (axes,
previous inhabitant of the shack — a monk broad-, bastard- or 2-handed swords etc.); un-
— who was killed by vodyanoi. His soul- 1 mishtu: AC -2; MV6"/6"; HD 8+2; hp 38; affected by cold, electricity, or poison;
less shell now whittles incessantly at a stick #AT4; D 1d6+1 each; MR 10%; Int High; AL NE; immune to magic missile, sleep, hold, charm
which never grows shorter. As characters Size M; xp 2156; THACO 12; MMII84. or illusion spells; fire has half effect; turn as
near the shack, they see the translucent Note: Need +2 weapons to be hit; immune to spectre; climb like T6.
figure clearly, and must make a saving electrical and missile attacks (inc. magic
throw vs. Spells at -2 or flee as if affected by missile); can envelop creatures and drain 1 The j u j u zombie is not recognisable as
a fear spell. The phantom can be dispelled point of constitution/round (1 point re- Miles D'Arcy, either dead or "alive". As
by an exorcism spell, but also vanishes if gained per day of rest); cold-based attacks Miles dies, of course, his duplicate (with
the vodyanoi (see below) are killed. stun for 2d6 rounds. Nuala, many miles away) vanishes.
14 CHILL OFF THE FEN (Events Ev7-9)
By the time the adventurers return to Eylea, their that they are, in fact, the Jury of Inquisition he must join the Lords Spiritual at dusk
duplicates - accompanied by Nuaia - have suddenly aged. At once, he orders the for an all-night vigil in the temple.
already been to the court and have proclaimed sergeant to let the adventurers pass and - Finally, Kilanas urges the adventurers to
the duplicate Miles innocent! In accordance ushers them quickly to his quarters (E22). avoid using violence if they can, and
with the law, Clavados has been stripped of Us The conversation here will be somewhat warns them to be as quiet as possible
rank and now languishes in the palace confused, at first, since Kilanas has no idea during the rescue since the dungeons are
dungeons, awaiting execution. Meanwhile, that a duplicate Jury exists and blames the beneath the main barracks.
Nuala and the duplicates have set off far the adventurers for Clavados' predicament. As
Vipen-Slough to gather allies. soon as they are alone, he exclaims that
their loss of youth is a "just punishment for Freeing Clavados
The adventurers themselves have been changed wretches such as you who could perjure
so much that they are not even recognised on yourselves by freeing Miles and con- The dungeons of Eylea (E4) are sited near
their return. Treated as beggars rather than lords demning Clavados to death." to the main barracks E3) of the palace.
or ladies, they are even refused entry by the Although noise from underground can not
guards. If the adventurers plead their innocence, carry that far, there is a 25% chance that any
Kilanas tests the truth of their story by sounds of combat in the guardroom (E4a)
means of a detect lie spell, and explains will be heard in the barracks, resulting in
A Mixed Welcome what has happened since they left: the raising of the alarm throughout the
garrison (see Eylea's Defence - PSV). If this
These Events occur in order when the party - A few days ago the f a k e J u r y of happens, the adventurers will have to fight
arrive back at Eylea (see PSI-II): Inquisition arrived in the company of a their way out of the palace.
beautiful woman (Nuala) and declared
to the court that Miles was innocent.
Ev10. Guards at the Gate - In keeping with the law, and despite The Dungeons of Eylea
Kilanas' protests, Miles was freed and
U n t i l Clavados' execution, Eylea is closed Clavados arrested, stripped of his rank E4a. The Guardroom
to all outsiders. The jetty and each of the and imprisoned in the dungeons.
gates is guarded by a sergeant and 8 men-at- - The impostor Jury, Miles, and Nuala set A sergeant and 8 men-at-arms (see PSV) are
arms (see PSV). As the a d v e n t u r e r s out from Eylea at once. Their stated on duty in the guardroom at the top of the
approach, the sergeant confronts them, destination was Myrkfast, but a servant stairs to the dungeons at all times. Unless
hands on hips, and tells them in no sent by Kilanas to follow them, reported alerted, they will be found gambling
uncertain terms that "filthy beggars and that they had entered the Vipen-Slough and/or drinking. They have instructions to
cripples" are not welcome at the palace. If — a place of ill-renown where no-one of let no-one see Clavados w i t h o u t author-
questioned, he tells the adventurers that good intent would deign venture. isation and rudely tell the adventurers to
Clavados has been convicted of perjury and - Clavados is to be hanged at dawn leave. An offer of money or gems, however,
is to hang in the morning. He is very tomorrow in the main courtyard, and his will cause an immediate change in their
pleased by this, because he never liked the body burnt on the spot. attitude. They become very polite and will
cavalier. let the party enter the dungeons for a
Unless they have already suggested it, m i n i m u m of 5gp each, but more would be
If the guards are attacked, the full force of K i l a n a s asks the adventurers to free gladly accepted.
Eylea's defences will be brought to bear (see Clavados. There is, he argues, no time to
Eylea's Defence - PSV). convince the court of Miles' guilt (and There is a 25% chance that the guards will
Clavados' innocence) and so he urges that investigate any sound of combat in the
Clavados should be rescued and taken dungeons below. They ignore mere shouts,
Timely Intervention swiftly away from Eylea. The rescue must however.
happen tonight, since Clavados will be
Shortly after the adventurers encounter the heavily guarded during and on his way to The thick, iron-bound door at the top of
guards, Kilanas (see PSIV) happens by and his execution. the stairs is locked and the sergeant has the
wanders over to see what is happening. He key.
does not recognise the adventurers at first, - Kilanas can give them directions to the
and begins to explain patiently that Eylea dungeons where Clavados is held, and
is closed to all visitors. can describe the layout of the guardrooms E4b. Stairs Down
and so on.
It takes little more than a glance at the "old - He can neither assist the adventurers The air beyond the door is foul. At the
beggars", however, to make Kilanas suspect directly nor leave Eylea with them since bottom of the stairs, a damp and slimy
RETURN TO EYLEA (Event Ev10/Areas E4a-b) 15
E4e. Likist time), he physically resists all attempts to
Likist was formerly one of Clavados' be taken. Even when persuaded to leave, he
personal servants who persisted in not insists on going via his quarters to collect
cleaning his master's chambers properly. his ear-trumpet, armour and weapons. He
He has been keeping Egdor 'amused' for explains that they can escape from Eylea by
five years and is now totally insane. As the climbing down the outside wall.
adventurers pass his cell, they hear a rattle
of chains followed by a cry of, "Aaargh! Clavados is somewhat ashamed of "sneak-
Here they come with their boggling eyes ing away like a thief in the night", but his
and their teeth like flames. Keep 'em away, desire to catch up with Nuala, the impostor
keep 'em away. I see all, I see the demons in Jury and, especially, the phoney Miles,
their true forms!" overrides other considerations. On hearing
that these have gone to the Vipen-Slough,
If rescued, Likist mumbles most of the Clavados exclaims that they must be
time, with an occasional outburst which "going to see the old witcher-woman
passageway leads to the room of Egdor, the could sound like a warning. Should a fight Vyedma in her black cave." Clavados
gaoler. A locked iron gate blocks the occur in his presence, Likist leaps onto the knows the way, and urges that he and the
entrance to the chamber. back of any fighting character and pretends party set off in pursuit at once.
that he is a knight on horseback, waving
his arms and yelling, "Take that varlet!"
E4c. Egdor's Room and "Forwards, noble steed!"
Ev1l. Rupert De Canson
The gaoler Egdor lives in this f i l t h y room, Likist: AC 10; MV 6"; F0; hp 2; #AT 1 fist; D 1;
d i m l y l i t by one smoky torch. Egdor spends Int/AL Insane; THACO 20*. Just entering Egdor's room as the party
most of his time seated at a rough table leaves the cells are Rupert De Ganson and
talking to his pet rats. He sneers at the the squire Aubrey (see PSIII) who are
adventurers and refuses to let them through E4f. Clavados illicitly bringing food for Clavados. To
the gate, while constantly describing them The 'best room in the house' has been counter the foul smell, Rupert carries a
to his 'pets' in the most contemptuous reserved for the former Lord Bailiff. It is sweet-smelling hankerchief which he keeps
terms. He is not interested in money, but ankle-deep in nauseating f i l t h and Clav- p u t t i n g to his nose. He also has a bottle of
can be bribed into letting the party see ados must crouch on a narrow ledge to stay perfume to recharge it.
Clavados with large gems or gem-studded free of the muck. Although resigned to his
jewellery (of at least 100gp value). For fate, his pride does not allow him to show If Rupert has seen that the men-at-arms in
"another pretty each" (i.e. a 100+gp gem or his despair. When the characters open the the guardroom and/or Egdor have been
piece of jewellery for himself and each of door he rises, says "So, it is the appointed killed or overcome, he and Aubrey will
the three rats), Egdor will even let the time," and walks towards the door. have swords drawn and Rupert will be at
adventurers free Clavados. his most imperious. If not, Rupert 'merely'
Clavados has been stripped of all his demands that the adventurers explain what
possessions including his hearing trumpet, is going on. At first, Rupert is disbelieving
The Cells and so cannot hear what characters say and extremely supercilious — treating
unless they shout. Even then he may them like peasants and insisting that they
According to the Lords Spiritual, "One misunderstand parts of conversations. At call him sir. Once informed of the facts, he
cannot be too harsh on the servants of first, Clavados fails to recognise the ad- declares that the adventurers must be
chaos", and for extreme cases cell E4d venturers and is reluctant to go with them. imprisoned u n t i l the case can be put before
serves as a torture chamber. Until convinced (this could take some the Lords Spiritual. Clavados is against
doing so since the adventurers would
undoubtedly be executed, but Rupert insists
that no-one may leave the dungeons.
Egdor the Gaoler — Fighter 5
If the adventurers try to take Clavados out
Appearance: Male. 52 years old. A dis- Egdor is never parted from his three pet rats of the dungeon, Rupert sends Aubrey to
gusting, lice-ridden character who has (Icky, Cuddles and Slossa), and at least one is fetch the men-at-arms from the guardroom
not see the light of day for decades. Caked usually sat on his shoulder. He constantly while attempting to prevent the party's
in filth, he has only two blackened teeth asks them their opinions on all manner of escape. Rupert will draw his sword if the
and a face that would make an orc flee in topics, but although they have an intelligent adventurers threaten or attack him. Clav-
fear (Com -1). look about them, their only response is to ados grapples anyone who draws a weapon
Clothing: Badly stained and rusty, studded snuggle up to him when he speaks to them. against Rupert but does not object if
leather armour and a black floppy hat. Egdor will go berserk (+3 to hit and damage) Rupert is overpowered by weaponless or
Personality: matches his looks — he is foul- if any of his rats are harmed. non-lethal combat (UA106-109).
mouthed, uncouth and cruel. He bows
and scrapes to those in authority (whom 3 rats: AC7; MV 15"; HI) ¼; hp 2 each; #AT 1; There is only a 25% chance of the sergeant
he hates) and always keeps his face hidden D 1; SA/SD disease; Int Anl; Al. N; Size S; and men-at-arms in the guardroom hearing
from distinguished visitors. THACO 20*; MMII105. any combat through the thick door, but if
Abilities: S14, 18, W5, D16, CI5, CH6, Aubrey reaches the guardroom, he and the
Com-1. Characters standing next to Egdor or his rats guards w i l l rush down the stairs to help
AC 4 (studded leather and spiked buckler); have a 75% chance of catching body lice; 2-5 Rupert. If Rupert is killed or overpowered,
MV 12"; F5; hp 42; #AT 2 long sword†/1 turns after becoming infested a character will the others retreat and attempt to raise the
spiked buckler; D 1d8+2†/ld4; AL LE; begin to itch. The lice can be removed with a alarm. In the former case, Clavados will
THACO 16†/20*. Cure Disease spell or an Exterminate cantrip. then refuse to have anything more to do
with the party.
16 RETURN TO EYLEA (Areas E4c-f/Event Ev11)
fugitives from Eylea, the weary adventurers Slough with Miles and the duplicated back. The duplicates all fight to the death
know that Nuala has eluded them and has left, party. The original soldiers were taken to and, as each is killed, it vanishes in a
for the Vipen-Slough - taking with her their Vyedma's cave (V5-7) and held there. brilliant flash of light. During the fight,
youthful duplicates. The adventurers have little the adventurers may notice the duplicates'
choice but to follow since with her goes any Duplicate Patrol speed, agility and regenerative power.
chance of regaining their youth! The Vipen-
Slough is the domain of the hag Vyedma - Dwarf lieutenant — F7
Nuala's new ally - andit is with, the hag that the Abilities: S 18(25), I 9, W 13, D 14, C16, Ch 9, Ev13. Ladies of the Lake
adventurers must next contend. Com 9
AC 0; MV 12"; F7; hp 57; #AT 3 battle-axe +2††; The meeting w i t h the ladies of the lake —
D 1d8+8††; AL LE; xp 1570; THACO 8††. the Galliana sirines — takes place not long
Events in Vipen-Slough Equipment (vanishes when the duplicate dies): before n i g h t f a l l , soon after the parly's
plate mail +3, battle-axe +2. e n c o u n t e r w i t h the duplicated patrol
Ev12. Servants of Nuala (Ev12). If dealt with peacefully, they can
8 men-at-arms — F1 provide refuge, advice and information to
This event occurs a few hours before AC 5 (chain mail); MV 12"; Fl; hp 8 each; #AT2 the party.
nightfall, and is the party's first chance to halberd; D 1dl0; Int Ave; AL LE; Size M; xp 52;
experience the powers of duplicates at first THACO 20. The marsh opens out into a still pool,
hand: Equipment (vanishes when the duplicate dies): alongside which the trail runs. The ad-
chain mail, halberd. venturers will notice that the sweet air here
contrasts markedly with the foetid atmos-
You hear voices ahead, and a group Note: Entire patrol regenerates 2 tip/round; +1 phere elsewhere, and the water of the lake is
of soldiers comes into view. Gathered initiative bonus; immune to mind-affecting clean and pure. A large, grey heron sits on a
around a campfire in a small clearing spells. branch of a tree by the path which
beside the trail are a dwarf and eight overhangs the lake.
men-at-arms, all sporting the livery The duplicated patrol has orders from
of Eylea. Nuala to prevent anyone from entering the The bird is actually a polymorphed sirine,
Vipen-Slough. If given the opportunity, who is checking on the party's intentions.
the dwarf lieutenant politely insists "in the Any threat from the party causes her to dive
The soldiers are actually duplicates, created name of the Lords of Eylea" that the party beneath the surface of the lake, otherwise,
by Nuala, of a patrol from Eylea which she turns back. If the adventurers refuse or take when the adventurers draw near, she reverts
encountered on her way into the Vipen- aggressive action, he and his men fight to her true form (a beautiful, unclothed
BACK TO THE FENS (Events Ev12-13) 17
a neo-otyugh, is nocturnal. During the party passing through their midst) the
hours of darkness, the Kli-Qwerg prowls bulls will attack. The scarecrow will join
the swamp in search of prey, wading the fight if any of its charges are harmed,
silently through the murky pools with only but the cows only fight in self-defence.
its eye-stalk above the surface, and emerg-
ing only to attack. Herdsman (scarecrow): AC 6; MV 6"; HD 5;
hp 36; #AT 1; D 1d6 + special; Int Non; AL NE;
Size M; xp 345; THACO 15; FF77.
Note: Gaze or touch charms (save vs. Spells
Galliana sirines: AC 3; MV 12"//24";
negates), causing victims to stand, fascinated,
HD 6 each; hp 30 each; #AT 1; D 1d6 (short
rooted to the spot.
sword or j a v e l i n ) ; MR 25%; I n t High;
AL NG; Size M; THACO 13; MMII109.
37 stench kine (6 bulls & 31 cows): AC 2;
Note: Song charms hostile creatures within
MV 15"; HD 3+3; hp 24 ( b u l l ) or 18 (cow) each;
3" range; ran use polymorph self, fog
#AT 1 ; D 1d4+4 ( b u l l ) or 2d4 (cow); AL N; Size
cloud and improved invisibility once
woman) and greets them: "Good-day vener- L; xp 246 or 222; THACO 13 (bull) or 16 (cow);
per day each at will (one per round);
able ones, why do you wander so far from MMII115.
touch can cause idiocy (save vs. Poison
your hearths?" Note:bulls' charge (requires move of 1"+) causes
or dispel magic negates); save as MU11
double damage, plus trample for 2d6; stench
(+2 vs. poison).
The sirine is concerned for the welfare of acts on nearby creatures as stinking cloud,
the "venerable ones" and, if the adventurers check every 3 rounds (save vs. Poison neg-
Kli-Qwerg (neo-otyugh): AC 0; MV 6";
are reasonably civil, she offers to help them ates); immune to cold, fire, poison and gas.
HD 12; hp 78; #AT 3; D 2d6/2d6/ld3;
along to the lodge of her sisters where they
Int Very; AL N; Size L; xp 3948; THACO 9;
can spend the night "snug and warm and
MM73.
safe from the Kli-Qwerg" (see below). The Hag's Homestead
Note: Bite inflicts typhus (disease — 90%);
never surprised.
The annis, Vyedma, and the motley
Lodge of the Galliana Sirines collection of creatures which she mockingly
The lodge is located on the bank of a small refers to as her "clan" (see Vyedma's Clan -
lake, h a l f - a - m i l e from the pool. As they Vipen-Isle p19), live on this group of islets (see Map
follow the sirine along the narrow, tortuous V). The causeways which link the islets and
path to the lodge, she shows her concern for Vipen-Isle is, perhaps, the most dismal the various buildings occupied by the
the adventurers' old age by pointing out part of the Ffenargh. Once it was the site of "clan" are crudely but solidly built of
places where the path is tricky, helping a small manor and its estates, but the noble wood, and are larger than normal to suit
them over small obstacles, and so on. family which ruled here has died out and the inhabitants.
the Lords of Eylea have lost any control
The lodge is a wooden longhouse (60 feet over the area. Now, the major power on the
long and 20 feet wide) completely camou- island is Vyedma, an annis (see p19), who V1. Cattle Pen
flaged by tangled vegetation. It has two lives with her "clan" in a homestead on the Vyedma's cattle (stench kine) are kept here,
well-concealed entrances; a door leading western side of the island. and the stench of them pervades the islet.
from the path and a tunnel which opens Most of the herd is out with the scarecrow
out below the surface of the lake. Inside, the herdsman (see Ev14 - above), but a group of
air is warm and humid, and light comes Ev14. The Herdsman 28 stench cows and 7 stench calves are in the
from two wicker cages of fire-flies. pen. They take no notice of the party unless
This event occurs at any time while the the calves are threatened, in which case the
In the lodge are seven more sirines. They party is on Vipen-Isle: cows fight to defend them.
welcome the "venerable ones", helping
them to sit down and offering food (fish
stew), drink (ale) and comfortable places to The trees and bushes thin out, giving V2. Herdsman's Hut
sleep. Throughout, their care and concern way to a bleak clearing where a herd The scarecrow-herdsman's hut is the only
will be almost overwhelming. The sirines of bulky, bloated cattle stomps and building in the homestead built to normal
will not overburden their aged guests with snorts its way through the clinging scale. Inside are several buckets of stench
conversation, but, if asked, give the mist. A feeble gust of wind wafts an kow milk (thick, pale green, and lumpy
following information and advice: evil stench to your nostrils and thins with a sulphurous smell). Drinking any of
the mist for a few moments, revealing this will cause immediate vomiting and
- The sirines witnessed the duplication of a robed figure at the rear of the herd. dizzyness (-3 points of dexterity for 3d6
the patrol from Eylea and the taking turns — no saving throw).
away of the "wizened" captives towards
Vyedma's isle. They can describe what The cattle are stench kine, and the herds-
happened, but do not understand it. man a scarecrow (one of Vyedma's ser- V3. Ogres' Hut
- Vyedma's "clan" (a mob of hideous vants). Despite the scarecrow's efforts to This 2-roomed structure houses 19 ogres.
humanoids and beasts) lives on an island move them along in a herd, the ill- Although ordered to guard the homestead,
deep in the Vipen-Slough — the sirines tempered cattle are more interested in they keep a very lax watch and will only
can describe the exact route. grazing than moving and have spaced notice the adventurers once they reach the
themselves out across the clearing. Neither hut or if they make their approach obvious
the kine nor the scarecrow have noticed the (e.g. by attacking the stench cows). If
Kli-Qwerg adventurers, nor would they have any attacked, the ogres call out to alert the
This encounter with the "Kli-Qwerg" only particular interest in them. If left alone, the verbeeg (see V4). Hidden under the rubbish
takes place if the party does not spend the herd would eventually continue on its way, and filth in the hut is an old leather bag
night with the Galliana, since the creature, but if the cattle are disturbed (e.g. by the containing two potions of extra-healing,
18 BACK TO THE FENS (Event Ev14/Areas V1-3)
three gems (value 200gp each), 500gp, notice a "contract" between Nuala and
2000ep, 3500sp, and 5230cp. Vyedma written, using their finger-tips, in
blood on the wall. The two parts of the
contract are written in different languages:
Main Islet
- (in annis) "in blood i swear to give the aid of
The largest islet of the homestead is home my allies to my sister nuala thus that she may
to 8 verbeeg (V4), Vyedma, and her be restored to her rightful place as mistress of
nightmare steed (V5-V7). Once they are eylea - vyedma - my mark"
aware that the homestead is under attack, - (in common) "By this Sign and by my
Vyedma and the other inhabitants will get gifts, I pledge to my sister, Vyedma, that as
together to confront the invaders. To begin mistress of Eylea I shall give unto her the
with, Vyedma will want to avoid being estates of Vipen and Myrk. Nuala."
picked out as a target. She will fight on
foot, aided by the ogres (if any survive), the Nuala, the duplicates and their new allies
nightmare and verbeeg, having used her have flown back to Eylea to capture the Ev15. Vyedma's Revenge
change self ability to look like a verbeeg. palace (see Images of Death).
Unarmoured characters will be attacked as If Vyedma escapes the party's attack on her
a preference. There is a large chest (8 feet long and 6 feet homestead, she vows revenge. To f u l f i l l her
high) against one wall. Its cluttered con- aim, she enlists the help of Gheerha, a
If she or her steed are seriously threatened, tents include ragged clothes, broken, boggart, who is indebted to her. First, she
Vyedma will decide that it is time to make a furniture, a stench kow cheese and the uses the boggart as a scout to find the party,
getaway on the nightmare. To help cover dried corpse of a lizard-man, plus: and then as a hidden tracker to follow them
her escape she will use a fog cloud (or two) while she and the nightmare remain at a
and, in an attempt to gain some surprise by - The gear taken from the lieutenant and safe distance. Vyedma is in no great hurry
shocking the opposition, may even change men-at-arms (see above): i.e. a suit of and, so long as the party remains in the
self again, altering her form directly from dwarf-sized plate mail +3, a battle-axe +2, Vipen-Slough, is content to wait for a good
that of a verbeeg to a type III demon! eight suits of chain mail armour, and opportunity to attack. During this time,
eight halberds. the adventurers may gain fleeting glimpses,
If Vyedma manages to escape from the - The gifts given by Nuala to buy the of the boggart.
homestead, she seeks out Gheerha, the services of Vyedma's allies; i.e. 14 pinches
boggart, to arrange her revenge (see Ev15). of dust of tracelessness in a bejewelled, The attack opens with an attempt by
silk purse (value 500gp), 4 ounces of Gheerha to cause confusion, then Vyedma,
sovereign glue, 12 ounces of ultimate mounted on the nightmare, charges the
V4. Ruined Tower solution, a vial of oil of slipperiness, and party. Only Vyedma will fight to the death.
The verbeeg live in a ruined tower standing eight potions of longevity. Gheerha flees if wounded (i.e. suffers more
on a rocky outcrop below Vyedma's cave. - A large chest containing 3010gp and than 10 points of damage), and both it and
Only two floors of the tower remain. The 4325ep. the nightmare flee if Vyedma is overcome.
lower room serves as a kitchen and general
living area while the floor of the upper
room (reached by a ladder) is strewn with
straw on which the giants sleep. A sling of Vyedma's "Clan" & Gheerha
seeking hangs on the wall of the upper
room and, in a concealed compartment Vyedma (annis): AC 0; MV 15"; HD 7+12; Ogres: AC 5; MV 9"; HD 4+1; hp 20; #AT 1;
beneath the kitchen hearth, is a locked iron hp 58; #AT 3; D 1d8+8/ld8+8/2d4+1; I n t D 1d10; Int low; AL CE; Size L; xp 110 each;
box with a poison needle in the lock (save High; AL CE; Size L; xp 1880; THACO 12; THACO 15; MM75.
vs. Poison or die). Inside are 1000gp, MMII9. Personal Treasure: 38gp each.
2850ep, and 6750cp. Note: If all 3 attacks h i t one opponent, the
annis can grapple (automatic hits in each Stench kine: AC 2; MV 15"; HD 3+3; hp 17
succeeding round); ran cast fog cloud and (cow) or 8 (calf) each; #AT 1; D 2d4 (cow);
V5. Nightmare's Stable change self (as if 8th level, 1 per round, 2x AL N; Size L; xp 280 each; THACO 16 (cow);
A foul chamber with a sulphurous reek. each per day); edged weapons do -1 MMII115.
damage, blunt weapons do +1. Note: Stench affects nearby creatures as
Personal treasure: jewelled necklace (value stinking cloud, check every 3 rounds (save
V6. Cold-Store 15,000gp), gold ring (value l000gp), and a vs. Poison negates); immune to cold, fire,
When the duplicated patrol was killed by Murlynd's spoon poison and gas.
the party (see Ev12), the aged, captive
lieutenant and men-at-arms reverted to Nightmare: AC -4; MV 15"/36"; HD 6+6; Gheerha (boggart): AC -6; MV 18"; HD 6;
their former state. Realising what had hp 54; #AT 3; D 2d4/2d4+2/2d4+2; I n t High; hp 40; #AT 1; D 2d6; Int Very; AL CE; Size S;
happened, and having no further use for AL NE; Size L; xp 1032; THACO 13; MM74. xp 865; THACO 13; MMII19.
them, Vyedma had them killed and hung Note: Can fly and become ethereal: breathe Note: Changes form between small demi-
up in this clammy chamber which serves as out a smoking cloud during combat human, humanoid and will-o-wisp; can
her food-store. Also here is the "maturing" (opponents must save vs. Breath or attack become invisible (12 rounds); i m m u n e to
(maggot-ridden) carcass of a stench-kow. at -2 to h i t and damage). all spells except magic missile, maze and
protection from evil; attacks by electric
Verbeeg: AC; 4; MV 18"; HD 5+5; hp 38 each; shock (range 10'); can cause confusion
V7. Vyedma's Chamber #AT2 spear; D 1d6+5/1d6+5; I n t Ave; AL NE; (1d6+6 rounds) w i t h i n 30' radius by
Vyedma's chamber is as loathsome as Size L; xp 503 each; THACO 11; MMII69. making a noise for 2 rounds even when
herself, both in appearance and odour. On Personal treasure: 30gp and 4ep each. invisible (save vs. Spells negates).
entering, the adventurers will not fail to
BACK TO THE FENS (Areas V4-7/event Ev15) 19
Eylea has fallen! Ev16. Dragon on the Wing Corek responds to direct questions, but
otherwise says nothing. He can provide the
The Lords Spiritual are dead, along with many A day's journey from Eylea, the silence of following information:
other defenders of the palace. Those who could the fen is broken by a distant screech up
not flee now serve Nuala the least powerful of ahead accompanied by flocks of startled - Eylea has been captured and the Lords
them kept in thrall by fear, and the others either water fowl taking to the wing. All goes Spiritual slain by a middle-aged sorceress
made into juju zombies by her life-bane draining quiet for a few minutes, then a black shape and the "jury that freed Miles".
or imprisoned and duplicated. Of those who is seen through the mist flying over the fen - Many folk fled from Eylea, including
died, many now serve her as undead. towards Eylea. This is the black dragon himself and two squads of men-at-arms.
Slufgor returning to Eylea after tracking - The peasants scattered, but the soldiers
Of Eylea's elite, only Kilanas remains at liberty. down some men-at-arms fleeing from the stayed together and fled into the fen.
When alt was clearly lost, he chose to hide, palace. Some of them perished, killed by giant
taking with him a relic from the treasury - the leeches, then the dragon attacked...
Pewter Chalice of Eylea. The other rulers have Four hours later the adventurers find 13
been replaced by Nuala's followers: the corpses — a sergeant and five men-at-arms
duplicates of the adventurers, a greenhag, yeth lie scorched and corroded by Slufgor's acid Ev17. The Mist Arises
hounds, ogres, and other fell beasts... not least breath weapon, and seven other men-at-
amongst them the black dragons Slufgor and arms have been savaged to death by her Shortly before the adventurers arrive at Lea
Garfolg, claws and teeth. Scattered around the scene Island, a thick, dank fog arises, reducing
of carnage are the men-at-arms' broken visibility to 10-30 yards. The fog lasts for
Nuala is unchallenged mistress of Eylea... or halberds and crossbows. three days before gradually dispersing.
will be, unless the adventurers can defeat her
and, in so doing, regain their lost youth. If they search the site of the battle, the
adventurers find a bloody trail leading to a Ev18. Hunters in the Mist
clump of reeds where Corek, the only
A Foretaste of Evil surviving man-at-arms, is hiding. Unaware that Kilanas is hiding at Eylea
(see p22), Nuala has sent out hunting
The following events occur in the order Corek has been raked by a claw (wounded parties to search for him. One consists of 3
given as the adventurers head towards to 3hp) and he is very scared. He refuses to yeth hounds, and a squad of 12 mounted
Eylea from the Vipen-Slough. Unless come out of hiding until convinced that the juju zombies led by duplicates of Rupert
otherwise stated, all monster statistics dragon is gone, and even then constantly and Aubrey (also mounted). If Rupert was
appear on page 23, and details of NPCs on watches the sky for her return. On no killed earlier, the riders will be led by
PSII-VI. account will he return to Eylea. Aubrey or a duplicated lieutenant.
20 IMAGES OF DEATH (Events Ev16-18)
The adventurers encounter this hunting - Make sure you have a clear record/
party soon after they arrive at Lea Island. summary of the duplicates' abilities and
They hear the approaching baying of the powers.
hounds before, 4 rounds later, the hounds - Since killing their victims kills them
burst into view and attack from above. The also, the duplicates would prefer to dupe
cavalrymen arrive 2d4+4 rounds later and the adventurers and capture them. If this
charge with lances. fails, however, they fight in earnest out
of loyalty to Nuala — knowing them-
selves to be expendable.
WELCOME TO EYLEA - The duplicates are just as intelligent as
the originals, and use their abilities to
The exact course of the assault by the party the f u l l — including any special "tricks"
on Eylea depends very much on the actions or tactics which the PCs use.
of the PCs and on the numbers and powers - Be careful; fully equipped PC duplicates
of the PC duplicates. The attack may range are more dangerous than their aged
from a stealthy commando raid, to a mass originals! Approaching Eylea
battle in the courtyard. Either way, as the
Player Character duplicates are destroyed, Servants: Each PC duplicate has a juju As the adventurers approach Eylea through
the PCs regain their former youth. zombie servant/bodyguard with him or her the mist, they hear eerie organ music
at all times. drifting out from the Sacred Aisle (E17). If
If the adventurers avoid raising the alarm, the raid takes place at night, they are joined
they will be able to deal with defenders a by Zelor the Grim (see Events, p22).
group at a time. Their locations are given The Alarm
on pages 21-22, and this is where they are
likely to be encountered unless the alarm Once the defenders are aware of the party, Southern Area (E1-11)
has been raised (see below). the first to react to the alarm are the groups
of undead who move towards the area The Mob: Life for the 90 remaining
While reading through this section make where the alarm was raised, ringing their commoners goes on much as normal, but
notes on Map E to show the locations of the bells as they do so. The nearest PC only the fear of the undead patrols keeps
monsters, duplicates, prisoners and so on. duplicate also goes to investigate. Mean- them under control. If the alarm is raised,
You should also be prepared to make while, the other defenders are rousing. or at the first sign of serious trouble, the
adjustments as the attack develops. While the duplicated lieutenants are calling commoners panic and flee en masse to-
out the guard, the remaining PC duplicates wards one of the gates, ignoring any minor
hurry to join up with the other defenders — losses but recoiling from heavy attacks only
General Situation Vlakvog, ogres (2 groups), clerics/flamens, to try another exit. Even after the majority
and Slufgor. You should assign one or two have fled, however, a few stragglers remain
When the party arrives, Nuala is away at (possibly three with a very large party) PC (see Events, p22).
the island of Holm with the black dragon duplicates to each of the five groups. The
Garfolg, terrorising the peasantry and table below shows the time required for E1. Silent Vigil: Each of Eylea's three gates
searching for Kilanas. She has left Eylea in each group to respond to the alarm. is guarded by 6 skeletons and 6 zombies.
the hands of the greenhag Vlakvog, the PC Another five similar squads patrol the
duplicates, and her other followers. Nuala's courtyards and gardens. These have orders
return (see p22) takes place after the dupli- Rnd Event Ref. to let no-one in or out and to put down
cates have been defeated or after 2 days have 0 Alarm Raised "troublemakers". They are unlikely to
passed (whichever is sooner). 1 Undead patrols alerted E1 hinder the party significantly, but will
2 1st duplicate investigates raise the alarm in case of attack (each group
The southern part of Eylea (E1-11) is 3 Vlakvog ready for action E20 has a bell for this purpose). These undead
occupied by those commoners and men-at- 4 Commoners panic The Mob were created by Nuala from the corpses of
arms who did not manage to flee and who 5 Ogres ready for action E19 & 21 men-at-arms, Praefects, and commoners
are kept here by fear of Nuala's undead 7 Clerics/flamens ready E22 killed during her attack.
guards (see E1). The northern part (E2,12 & 8 Guard starts to emerge E3
15-22) has been taken over by Nuala and 9 Slufgor ready for action E17 E3. Eylea's Guards: The surviving 78 men-
her followers. at-arms and 9 sergeants are confined to the
barracks (E3). They live in fear of the 3
Before the party arrives, you should divide Once each group is ready, it joins in the duplicated lieutenants. Two of the lieu-
the PC duplicates between the following search for the intruders. This is not easy, tenants are in the barracks (E3) and the
locations where they will take up residence: since the dense mist restricts vision to 10-30 other is in the Distinguished Halls (E22). If
Clavados' lodgings (E2); Hospitium (E12); yards. The courtyards are likely to be very the alarm is raised, the guards assemble in
Exalted Halls — E. & W. wings (E15); confused areas as "The Mob" panics and the courtyard (see Eylea's Defence - PSV).
Magnificium (E16); and Distinguished breaks, only to be attacked by the mindless Their morale is very low and they flee (or
Halls — various suites (E22). undead and possibly the ogres. After taking take cover) if any of them is killed. They
any casualties, the Guard either flees Eylea will not fight for the adventurers.
or retreats to barracks. The bad tempered
The PC Duplicates Slufgor cares little whom she kills in her E4. Undead Gaolers: There are 12 skeletons
search for the party and is likely to attack in the guardroom above the dungeon
Since the abilities and numbers of the any who get in her way. Throughout this which attack anyone entering the room.
player characters' duplicates depends on confusion the PC duplicates seek an Incarcerated in the cells are 20 1st level
your player's characters, it is only possible opportunity to capture or defeat the adven- clerics and eight 2nd level clerics. These are
to provide guidelines as to how they should turers. The defenders have orders not to too scared to help the party and can provide
be used: leave Eylea, and cannot be lured out. no useful information.
IMAGES OF DEATH (Welcome to Eylea: areas E1-4) 21
A guardian daemon released by Kilanas night sneaking around Eylea. He can
roams the central and eastern parts of the inform the adventurers about Nuala's
treasury and attacks anyone it encounters. absence (see Nuala - below). Kilanas has
The daemon is in the form of a large red prayed for spells suitable to the situation
toad. It has the same statistics as the one on (e.g. cures, invisibility to undead, pro-
page 7. Gardict's charred corpse lies in the tection from evil, dispel magic).
central chamber (see Kilanas, below).
During the attack on Eylea, Kilanas and
E19 & 21. Ogres: Two groups, each of 13 Gardict (the Arch-Pontefact - see PSII) fled
ogres have moved into these buildings. to the treasury (E18) to rescue the sacred
They have ripped up many of the books Pewter Chalice of Eylea. In so doing, they
and parchments to use as bedding. Until released the guardian daemon. Kilanas
ordered into action by the PC duplicate(s) escaped, but Gardict was killed. Kilanas
(whom they fear), the ogres remain in their also has Siranush's rod of flailing and her
lairs and only fight in self-defence. In any shield +2 (giving him AC -2).
Northern Area (E15-22) fight, the ogres attempt to overcome the
opposition with simple brute force. Hidden Three times per day, Kilanas can use the
E16. Nuala's New Home: Nuala has moved under a pile of tools in E19 is the ogre's chalice to transform a vial of holy water
into the Magnificium and evidence of her treasure of 485gp and a gem (100gp). into a healing potion by uttering the
occupation can be found here (dresses, correct prayers (3 rounds). Two of the
cosmetics, spell components and so on). E20. Vlakvog the Greenhag: Living in this potions (Kilanas' choice) have the effect of
grand hall appeals to Vlakvog's sense of a cure critical wounds spell and the third
E17. Black Dragons: Slufgor and Garfolg her own importance, and so she has set up that of a heal spell. Kilanas currently has
smashed their way through the roof of the home here in her own, inimitable, dis- three vials of holy water (more are stored in
Sacred Aisle and now use it as a lair. gusting manner. Either alone, or with the a room off the Sacred Aisle). Only Kilanas,
Slufgor spends her time lounging here, PC duplicate(s), Vlakvog uses her powers as the senior cleric of Eylea, can use the
dreamily listening to loud music played by of illusion and mimicry to create a diversion chalice.
a terrified flamen (one of the praefects - see and so increase the chance of gaining
PSII) on the organ. If the adventurers surprise when attacking. She concentrates
disturb her here, Slufgor will attack wildly her weakness power on armoured char- Commoners
with her acid breath (taking care not to acters. Her treasure, consisting of 739gp, The few commoners who remain after the
damage the organ, however!). If the alarm 50pp, 3 gems (value 1000gp each), a potion mob has fled (p21) stay out of sight as much
has been raised, Slufgor roams the palace of poison and an amulet of inescapable as possible. They may be used as "fleeting
in a rage, and the PC duplicate(s) accom- location, is hidden under the Lord High shadows" to keep the adventurers on their
panying her barely manage to prevent her Spirituals' chair. toes, or to inform (or misinform) them.
attacking the other defenders.
E22. Clerics and Flamens: Stationed here
The dragons' treasure consists of a jet are the duplicates of Barnez (C6), Corphalt Vlakvog
statuette of a black dragon on a gem (C6) and Abillard (Fl), and 5 juju zombies At night, Vlakvog sneaks around Eylea
encrusted base (value 25,000gp), 10x500gp created from flamens. Of the spells avail- looking for loot and for lone victims to slay
gems, 100x 100 gp gems, and 50x50gp gems, able to the duplicate clerics (see PSIV), only (the party may hear screams in the night).
one of which is a gem of insight. A hold person and light can be used offens- She uses her change self a b i l i t y to appear as
platinum casket (value 5000gp) hidden ively. Even so, the duplicates and zombies an innocuous commoner. In this disguise,
under one of the pews is protected by a trap fight fearlessly, whether or not accom- she may be used to lure the adventurers into
which releases a confusion spell at the 12th panied by the PC duplicates an ambush of duplicates or ogres, to
level of magic use. Inside are potions of confuse them with misinformation, or
extra healing, fire breath, gaseous form, even to attack them if they are unwary.
storm giant strength, and speed. Under- Events Should her ruse be discovered, Vlakvog
neath these are a clerical scroll with turns invisible and goes for aid.
commune, heal, speak with dead, hold The following events occur in any order
person and negative plane protection and during the party's raid on Eylea:
an illusionist scroll of alter self, chromatic Nuala's Return
orb, hypnotic pattern, paralysation,
shadow magic and veil. Zelor the Grim Nuala returns a day or two after the
Zelor (in the form of a large, black cat) duplicates have been defeated, but not
E18. Prisoners: In the north-western room appears to the adventurers if they approach before the adventurers have had time to
of the treasury, 3 slime golems keep Eylea at night. Zelor attempts to make memorise spells and heal wounds. Kilanas
Rupert, Aubrey, the three lieutenants, friends with the adventurers, but can only (or any other member of Eylea's elite) can
Barnez, Abillard, and Corphalt prisoner. purr or hiss. Zelor knows where Kilanas is warn the party that Nuala will return soon
hiding (E5h) and attempts to lead the party and can describe her retinue so that a
These are aged, unless their duplicates are there. In addition to fighting alongside the suitable "welcome" can be planned. In any
destroyed. With them are 5 clerics of levels party, Zelor's detect evil a b i l i t y and fight, the party can count on the help of the
3-5. The prisoners are kept constantly protection from evil 10' radius make him a cavaliers and any clerics of level 5 or
paralysed and have been stripped of valuable addition to the party's strength. greater. The cavaliers object strongly to
armour and weapons. The golems attack any idea of trickery, however.
anyone entering the room, but do not leave
the treasury. Once their paralysis has worn Kilanas Nuala is riding a nightmare and has with
off the prisoners are eager to help liberate Kilanas is hiding in the stonemason's her Garfolg (the black dragon), Jarzizt (her
Eylea. Their equipment is heaped in a workshop (E5h). If the party is not led to imp familiar), 3 yeth hounds, and 3 juju
nearby room. him by Zelor, he can be encountered at zombies (mounted on the hounds). Her
22 IMAGES OF DEATH (Areas E16-22/Events/Nuala's Return)
intention is to land in the courtyard by the him, it will give Kilanas (and only him) the
Grandiose Hall and then proceed to the answer to a single question (e.g. the
Magnificium to rest. As she approaches command word), before disintegrating.
Eylea, Nuala is unaware that the adven-
turers have returned and may be fooled if, If the chest is returned by a magic user other
for example, they pretend to be their own than Nuala, a nightmare will appear 1 turn
duplicates. Jartzizt, who can detect good, after the chest and attack. The nightmare
however, would not be fooled for long. returns to the ethereal plane after being
reduced to fewer than 14 hit points.
At the first sign of danger, Nuala casts a
dimension door spell to shift her to Apart from that rescued by Kilanas, the
somewhere (e.g. a room) overlooking the magical equipment of the Lords Spiritual
scene and then casts a projected image back was destroyed in Nuala's taking of Eylea.
to where she just left. Jarzizt, invisible,
joins Nuala in hiding. While her retinue
fight with the adventurers (using their Calm After the Storm Aisle, followed by a least in the Grandiose
abilities to attack from the air and from a Hall. At these events, the adventurers are
distance, to the full), Nuala casts whatever After Nuala's reign of terror, the culture hailed as "Saviours and Benefactors of the
spells are appropriate through the pro- and administration of the Ffenargh are in Ffenargh", and "Ever-welcome guests at
jected image — ageing rapidly as she does ruins. Kilanas (if he survives) takes on the Eylea's Palace". Before the adventurers
so. As soon as possible, she summons 5-8 mantle of High Lord Spiritual. He resolves depart and the long, slow process of
shadows to join the fray, using her not only to restore Eylea, but also to rebuilding can begin, Kilanas hesitantly
lanthorn (see PSVI). promote a new vitality and prosperity hints that donations from the treasures
throughout the Ffenargh. As a symbol of they have won would be of great help. The
Nuala fights to the bitter end if the the "re-birth" of Eylea, Kilanas holds a adventurers will still gain experience points
adventurers track her down (the imp fights ceremony of thanksgiving in the Sacred from any money donated.
for a while but flees if close to death). As she
dies, Nuala's ageing accelerates horribly.
Her body shrivels until the parchment-like
skin stretches taut across her creaking Monsters at Eylea
bones, then cracks and crumbles to dust. As
her bones themselves crumble, a thin The NPC Duplicates: have an increase in movement rate of 3", an extra a t t a c k per round, and
plume of noxious vapour drifts upwards regenerate 2 hit points per round (see p2'l). Their xp values are: Rupert 4846, Aubrey 368, Abillard
and disperses, while a thin wail drifts 87, Corphalt 661, Barnez 717. Otherwise their statistics are unchanged from those on PS1I-VI.
through the air and is gone....only her
equipment remains. Juju zombie: AC 6; MV 9"; HD 3+12; hp 21; immune to cold, heat and f i r e , and to sleep,
#AT 1; D 1d6 (short bow) or 3d4 (hands); I n t charm and hold spells; tan squeeze through
Low; AL N(E); Size M; xp 476; THACO 13; narrow gaps.
Rughlor MMII131.
Unless the adventurers destroyed him Note: Need +1 weapons to hit; half damage Slufgor and Garfolg (old black dragons):
earlier (see Ev4), Rughlor arrives at Eylea from all but cleaving weapons (axe, broad-, ACS; MV 12"/24"; HD 8; hp 48 each; #AT 3;
shortly after Nuala. He heads directly for bastard- or 2-handed sword etc.); unaffected D 1-4/1-4/3-18; Int Ave; AL CE; Size L (30'
her, attacking anyone who attempts to stop by cold or electricity, or by magic missile, long); xp 1405; THACO 12; MM31.
him. Rughlor can be used to lead the party sleep, hold, charm or illusion spells; fire Note: Acid breath (l/2"x6"stream); both talk,
to Nuala if she has eluded them or to has half effect; turn as spectre; climb like but neither can use spells.
distract her during the battle, since Nuala level 6 thief.
will not hesitate to attack Rughlor (e.g. Vlakvog (greenhag): AC -2; MV 12"//12";
with lightning bolt, burning hands and/or Nightmare: AC -4; MV 15"/36"; HD 6+6; HD 9; hp52; #AT 2; D 1d2+6/ld2+6; MR 35%;
Melf's minute meteors spells). Should the hp 48; #AT 3; D 2d4/2d4+2/2d4+2; hit High; Int Very; AL NE; Size M; xp 2224; THACO 12;
party (or Rughlor) succeed in slaying AL NE; Size L; xp 984; THACO 13; MM74. MMII71.
Nuala, he removes his helmet (exposing Note; Can fly and become ethereal; breathe Note: Can use audible glamer, dancing lights,
his horrid face), thanks the adventurers for out smoking cloud during combat (save vs. i n v i s i b i l i t y , pass without trace, change self,
their aid, and then crumbles to dust, Breath or attack at -2 to h i t and damage). speak with monsters, water breathing and
leaving behind only his armour and weakness (as if 9th level, 1 per round); can
weapons. Ogre: AC 5; MV 9"; HD 4 + 1 ; h p 20; #AT 1; imitate voices and animal sounds; surprise
D 1d10; Int low; AL CE; Size L; xp 190; 5 in 6.
Nuala's Treasure THACO 15; MM75.
Apart from the treasures carried on her Yeth hound: AC; 0; MV 15"/27"; HD 3+3;
person (see PSVI), Nuala has a small chest Skeleton: AC 7; MV 12"; HD 1; hp 5; #AT 1; hp 18; #AT 1; D 2d4; MR 10%; Int low;
for recalling her Leomund's Secret Chest D 1d6; Int Non; AL N; Size M; xp 19; AL NE; Size L; xp 317; THACO 16; MMII129.
(value 5500gp) from the ethereal plane. A THACO 19; MM89. Note: Can fly; magical weapons score damage
magic user possessing it can, by speaking Note: take half damage from edged weapons, equal to "plus", silver score I point, others
the command word "sturg", return the score no damage; baying can be heard 1
chest to the Prime Material Plane (contents Slime golem: AC 5; MV 9"; HD 10; hp 45; mile away; creatures within 9" of baying
detailed on PSVI). If the party has no other #1AT 2; D 2d4/2d4 + paralysis; SA/SD See must save vs. Spells or flee in panic.
means (e.g. legend lore spell) of discovering below; Int Low; AL N; Size M; xp 2580;
the word, the grateful Kilanas suggests a THACO 10; New Monster (p24). Zombie: AC 8; M V 6"; HD 2; h p 9;
solution. If the adventurers overcome the Note: Touch paralyses (save vs. paralysis to #AT 1; D 1d8; Int Non; AL N; Size M; xp 38;
guardian daemon of the "All-wise Owl" in negate); need magical weapons to hit; THACO 16; MM103.
the treasury (E18, see p7) and bring it to
IMAGES OF DEATH (Calm After the Storm/Monsters at Eylea) 23
Golem, Slime
FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOUR CLASS: 5
MOVE: 9"
HIT DICE: 10
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE: 2d4/2d4
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: N
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: 1950 + 14/hp this time, duplicates can utilise all of the This equipment is identical in appearance
powers and abilities available to their to the originals, and can be used by the
These flaccid, squat, man-sized creatures individual victims... and more! duplicate in the same way. It is not real in
are created from crystal ooze (MMII27), and the ordinary sense and exists only because
combine some of the abilities of the ooze of the duplicate's life-draining. Only the
with those of a golem. A blow from one of Duplicated Powers duplicate concerned may use it, and it
these creatures paralyses for 2d10 turns vanishes if the duplicate is destroyed.
(save vs. Paralysis to negate) in addition to With the exception of additional powers Acquisition or loss of equipment by the
inflicting normal damage. Magical weap- (see below), all of the attributes of a victim or duplicate do not affect the
ons are required to h i t slime golems, which duplicate (including ability scores and equipment possessed by the other — nor do
are immune to acid, cold, heat and fire, and bonuses, h i t points, combat abilities, damage or other changes (including using
to sleep, charm and hold spells. special abilities and so on) are identical to up the charges of magical items).
those of its victim before he or she was
A slime golem can move equally effectively affected by Nuala's magic.
on land and through water, and its soft, Additional Powers
semi-transparent flesh allows it to squeeze When the link is first established with a
through narrow gaps with ease. spell-using victim, the duplicate gains In addition to simply copying characters'
"copies" of the spells which the victim has original abilities, the accelerated rate at
memorised at the time and can cast them in which duplicates use their victims' energies
Life-Bane Duplicates the same manner. Although a duplicate's means that, in some respects, they are more
spells are used up in the normal way when powerful than the victims were originally.
A duplicate created by Nuala's power of it casts them, it cannot relearn spells of its The extra abilities of duplicates are listed
life-bane (see PSVII) is a magical entity own accord. Instead, the spells it has below:
which can parasitically tap the vitality of a available are determined by which ones the
single victim (no saving throw). This victim memorises. Each time that its victim - Regeneration: Duplicates regenerate lost
lapping cannot be halted until the dup- relearns spells or memorises new ones, the hit points at a rate of 2 per round after
licate is destroyed, or the victim dies from duplicate's list of available spells becomes injury, so long as they remain above zero
the strain, giving the duplicate the powers the same as the victim's. hit points.
of the victim. - Movement: Duplicates can move at a rate
Although the duplicate has the same list of 3" greater than the victim.
In appearance, voice and so on, a duplicate spells as its victim, the casting of a given - Reaction Speed: Duplicates have a bonus
is indistinguishable from the original, and spell by the duplicate does not affect the of 1 on all initiative rolls.
even has copies of the victim's clothing and character's ability to use it. Similarly, if the - Melee Attacks: In melee, a duplicate has
equipment. Although a duplicate would character casts a spell this does not deprive 1 attack per round more than its victim
be capable of fooling even the closest the duplicate of it. had.
associates of the victim under normal - Magical Immunity: Duplicates are
circumstances, a truesight spell or similar immune to mind-affecting magic, such
magic would reveal it as an impostor, and a Duplicated Equipment as sleep, charm, and hold spells.
detect magic spell w i l l reveal a magical
aura. In addition to taking on the physical form
of its victim, a duplicate also acquires Killing Duplicates
temporary "copies" of all his or her
Powers of Duplicates personal e q u i p m e n t . This i n c l u d e s When a duplicate is "killed" (reduced to 0
clothing, armour, weapons, magical items, hit points or below), it and all of its
Duplicates exist only as long as their horses or other animals, but not, of course, duplicated equipment vanish in a brilliant
i n d i v i d u a l v i c t i m s live and they can any human or demi-human henchmen or flash of light, leaving behind not a single
continue to sap energy from them. During hirelings. trace.
24 NEW MONSTERS (Slime Golem/Life-Bane Duplicates)

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