Nymph’s Reward DM information for the DM Random encounters normal forest Shroud Path encounters adventure background random encounters heavy forest the forest Wilderness encounters A B C D E F G Vexia's lair “H” H1 H2 H3 H4 H5 H6 H7 H8 H9 H10 H11 H12 H13 H14 H15 H16 H17 H18 H19 H20 Return to the Black Glen Concluding the adventure DM Information This is an adventure set in the World of Greyhawk in hex location L4/92. This is between Dyvers and Greyhawk. This is an adventure for a group of 5 to 7 characters of 4th to 6th levels. There should be about 30 total levels in the party. A good mix of classes is desirable, as well as a mix of races. This adventure takes place between the free cities of Greyhawk and Dyvers in the Gnarley Forest. The characters are assumed to be escorting a caravan from one city to the other city. The DM can use other ways to insert the characters into the adventure, but the caravan guards will be the easiest. For the DM In the Gnarley Forest around Lake Sember, a covey of hags once existed. They spread their evil all over the northern Gnarley Forest to the free cities of Dyvers and Greyhawk. The covey consisted of an annis named Vexia, a greenhag named Thessinthorn, and a sea hag named Magglerak. Magglerak lived in Lake Sember. Though the covey was responsible for much of the evil abounding in the area, the group was torn by internal strife. The 3 hags spent much of their time squabbling and bickering amongst themselves. In most of their quarrels, Vexia, the annis, would end up the victor. This is because she was the most powerful and cunning, or so she thought. Vexia even had the nerve to call it “her” covey, and forced her leadership on the other 2. After one of their more horrendous disagreements, Thessinthorn and Magglerak grew utterly resentful of Vexia's selfish and boastful nature, and decided to put an end to it. They devised a plan to strip Vexia of her annis powers and expel her from the covey. They invited Houpshe, a sister greenhag of Thessinthorn to come down from forests far to the north and join the covey replacing Vexia. Using her change self power, Magglerak appeared as a handsome human male and lured Vexia into a frustrating chase. Magglerak stayed just out of reach of Vexia's talons until they reached a body of water, where the young “man” mysteriously disappeared. After being taunted in this way several times, Vexia went to Thessinthorn and demanded hat she devise a way for Vexia to capture the elusive man. Thessinthorn presented Vexia with a magical potion and instructed her to drink it when she was within sight of the man, for it would give her the power to lure him to her. Soon after that, Vexia came across Magglerak in her man guise. The annis immediately downed the potion and was changed into the form of a beautiful nymph. The man stopped and looked at her. Vexia, getting into her nymph role, invited him to sit close and speak with her. She watched with great anticipation as the man came to her, then she reached out and grabbed him with a shout of triumph. But with a victory cry of her own, Magglerak shifted to her natural, albeit hideous form, and pulled away from Vexia's weakened grip. Shocked and furious, Vexia was threatening Magglerak for her deception when Thessinthorn appeared with Houpshe. The 3 took Vexia back to the “black glen” where the covey would meet to do evil. When they got to the glen, they cursed Vexia. In vain, she tried to assume her natural form, but she found that Thessinthorn's potion had taken away most of her powers. In the glen, Thessinthorn, Magglerak, and Houpshe formed their own covey and banished Vexia from their territory. They also forced her to live in the form that they found most disgusting, that of a nymph. Vexia immediately tried to return to her lair, where she had the means of breaking the curse. Her servants didn’t recognize her and tried to capture her. She barely escaped with her life and fled to the forest’s northern edge. She has been hiding there for the past 6 months, planning her revenge. All she needs is an opportunity to free herself from the hag sisters’ magic. If Vexia can get someone else to go into her lair and bring out a special brew she has hidden in her laboratory, she believes that her powers will be restored to her. This brew is a potion, created by Thessinthorn, which increases a hag’s magic resistance by 40%. The annis hopes to gain the help of some adventuring do-gooders to accomplish her plan. She will use her cunning, knowledge of the area, and a still functioning hag eye that was created by the 1st covey and is usable by means of a cauldron in the Black Glen. She can also use her fog cloud ability 3 times a day and still has her previous magic resistance. These 2 powers are all that remain of her annis powers. While Vexia plotted, the success of the new covey was short lived. Both Magglerak and Thessinthorn believed that Houpshe should be subservient to them and began ordering her around. Houpshe didn’t take that well, and the covey erupted into fits of fists and shrieks. The fight ended with each hag leaving, vowing to get back at the others. Now each of them seek to force the others’ loyalty from their separate lairs, and the covey is now inactive. Nearby, Vexia's lair awaits her return. Aubaerus the Ravenmaster is a hierophant druid. He has kept close track of these hags and is pleased to see that their covey has failed. He has had to work hard at times to balance the evil of the covey and would definitely not like to see Vexia gain a cure for her curse. He believes that the natural order of things, so he won’t interfere but will offer advice. He will keep an eye on the adventure and won’t make an appearance until the end of the adventure. Adventure Background PC’s: The caravan you have been traveling with moves slowly and you are anxious to proceed west to Dyvers. You have contracted to be guards for the journey to Dyvers, and once there will continue with your adventuring. As another morning comes, you break camp and are moving out ahead when a small, timid voice calls to you from the trees south of the road. Cringing in obvious fear and shyness, a slim figure peeks out from behind a large oak tree and motions for you to come closer. No one else from the caravan sees her. DM: If the characters approach the figure, the following occurs. PC’s: The figure is a very beautiful young woman with long, flowing green tinged hair set with several flowers. She wears a torn gray cloak, but neither this nor the worried, fearful look on her face does much to hide her superior beauty. She looks as if she should be clad in the most elegant robes. Her smile would shame the sun shinning in the sky. After watching you for a moment and reassuring herself that you won’t harm her, the lovely creature steps out in front of you and speaks. “Good travelers,” she begins. “I am Willori, a daughter of these forests. I believe that you would call me a nymph. Please forgive my boldness for calling out to you, for I am troubled. One of my sisters is very ill. She was cursed by a horrible witch that lives in the forest to the south, and I fear that she may die unless the curse is broken! Forgive my fears, please, for I saw that you carried those,” she wrinkles her nose and points to your weapons. “In truth, I believe that you may be my only hope in freeing my sister from her curse. And I think you will need those to do it. No, good sirs, I am not asking for your help, I am begging and imploring you!” She looks as if she will either cry or run and hide. She steels herself and continues. “Oh, if you could only travel to the witch’s lair and get the antidote, I would be forever in your debt!” DM: The characters can talk this over and even ask the DM questions. Willori will wait while this happens, with hope brimming in her eyes, for the character’s response. If asked why viewing her doesn’t cause blindness, as is typical with a nymph, Willori explains that she can mute her power to be viewed without danger when she desires this, but the viewers must be respectful and kind. If the characters seem reluctant to help, she will offer the characters a silver brooch set with a blue gemstone and says that she has more items like this that she will give the characters if they succeed. This is actually a hag eye, and it has a magical aura. She will claim that it will bring good luck. Willori / Vexia: HAG, ANNIS: DM: hd 7 +7 hp 45 thaco 13 morale 15 int very 12 align chaotic evil (chaotic neutral) ac 0 (9) move 15” (12) str 18/00 (10) #att 2 claws / 1 bite (nil) damage 1d8 +8 claw / 2d4 +1 bite (nil) magic resist 20% size large 8’ tall (mansized) exp 4,000 surprised 1 on a d10 vision normal & infravision spells change self at will (nil) / fog cloud 3 per day spell level 8th combat -1 per die from edged weapons & +1 from blunt weapons (nil) information those stats in parenthesis are for in the nymph form Assuming the characters take the bait, read the following player character information block to the characters. PC’s: Willori is obviously delighted that you have agreed to help her. She continues, “My sister, Butternut, is a beneficial daughter of the forest. She is very friendly and helpful. The witch, Vexia, knows of her goodness and hates her for it.” “One day, my sister found the witch wounded and near death. Vexia appeared so pitiable that my sister felt sorry for her and wanted to help. The witch said she needed an elixir that she had in her pouch, but that she was too weak to get it. Butternut kindly removed it for her, uncorked the bottle, and handed it to the witch.” “Vexia was about to drink it when she said she wasn’t sure if it was the right one, and that if she drank the wrong one it would kill her. She said the one she needed tasted like fresh honey and asked Butternut to taste it for her. She promised my sister that it would do her no harm.” “Butternut tasted the potion and fell to the ground, too weak to stand. The foul witch had only pretended to need help, and she cackled her hag’s gleeful laugh at having duped my sister. She cursed my sister and left her to die.” “That is where we found her. Since then, the color has drained from her face. She grows uglier and uglier each day. She is turning into a terrible creature, and there is nothing I can do to help her! I fear that she won’t last much longer. That is why I must be soo bold in confronting you. If you could just bring me the potion that the witch had in her pouch, I am sure that we can find a remedy for the curse.” DM: Willori will refuse to take the characters to see Butternut. She will state that “Butternut wishes no one to see her suffering.” If any spells are used on Willori, the DM must remember that she has a 20% magic resistance. If the characters detect for enemies or harmful intentions, they will get only slight readings as the “nymph” is too consumed with recovering the potion to think about harming the characters right now. Her story has a few shreds of truth in it, stretched as it is. Accusations of lying, if such are detected for by magic, lead Willori to burst into tears and cry, “Everything is so complicated! For the love of my sister, please believe me and help me!” If a know alignment spell is used on Willori, her alignment is chaotic neutral with evil tendencies. If confronted about her alignment, she appears ashamed and mumbles that she is very upset about things, and that lately she has found herself thinking thoughts not becoming of a nymph, thoughts about revenge. In truth, the change to a nymph has started to change Vexia's alignment, which shocks and upsets her. Her distaste for weapons has become quite real, again much to her horror. Should this situation continue, she is horrified that she might actually become a true nymph. An ESP or true seeing spell will reveal Willori to be exactly what she is. The DM should be prepared to ad-lib this. Should Vexia be left alone, in a short time she will be a true nymph. She might say that she was an evil creature that was polymorphed into a nymph, and now she is trying to atone for her past evils. Should something like this happen, she casts a fog cloud spell and flees as fast as she can. The nymph will ad, hastily, to the party the following information. PC’s: “The witch has a lair of caves that lie deeper in the forest south of here. She has many minions and servants in this land that watch for intruders, so you will have to travel quickly and quietly. Avoid the open spaces, for her servants watch those too. When you reach the deep forest, you will find the Shroud Path. It is a dark and evil trail that leads into the lair of the witch and her loathsome sisters. You will know it when you find it. Follow the Shroud Path until you come to the Black Glen, a large clearing with a big pot in it. I will meet you there.” Willori hands you a silver brooch and disappears into the trees. DM: A ranger may try to track Willori, but with a 20% penalty. Willori knows the woods very well. She will travel swiftly to the hag’s forest. Random Encounters Normal Forest Check for random encounters every 4 hours. A 1 on a d10 means an encounter occurs. Then consult the encounter table below to determine what the encounter is. 2d6 roll 2 3 4-5 6-7 8 9 10 11 12 encounter type 1 weretiger 1 basidirond 2 giant badgers 10 goblins 8 gnomes 4 centaurs 4 ravens, giant 1 wandering ranger 1 dryad LYCANTHROPE, WERETIGER: BASIDIROND: 1) 2) 3) 4) 5) 6) 7) 8) hd 6 +2 hp 39 thaco 15 morale 14 int average 10 move 12” align neutral ac 3 #att 2 claws / 1 bite damage 1d4 claw / 1d12 bite sp def +1 weapon to hit exp 975 hd 5 +5 hp 32 thaco 15 morale 13 int non- 0 align neutral evil ac 4 move 6” size mansized 6’ to 7’ tall exp 667 #att 1 spore cloud damage 2d4 points and save vs poison or smother from cloud in 1d4 +1 rounds immune to all mind affecting spells sp def cold slows it by 50% and prevents spore cloud sp att can emit hallucinatory cloud of spores out to 20’ +1d20’ this will affect any character failing a save vs poison for 1d4 rounds after leaving the cloud. Types of hallucinations are: Individual is in a swamp and removes all armor to stop from sinking Spiders attacking, individual strikes & attacks the floor to kill them Individual has shrunken, and shouts for help to return to normal size Item held is a poisonous viper, character drops it and leaps back to avoid a bite Character is suffocating, runs around gasping for breath in random directions Associates are diseased, character avoids coming within 10’ of them. Character is melting, stands howling and “holding” self together. Leech is on your back, character tears off anything worn across the back and attacks it. BADGER, GIANT: hd 3 hp 24 thaco 18 morale 10 int animal 1 align neutral ac 4 move 6” ground / 3” burrow #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite exp 125 GOBLIN: hd 1 -1 hp 4 thaco 20 morale 10 int low 6 align lawful evil ac 6 move 6” #att 1 short sword damage 1d6 size small 4’ tall exp 15 GNOME: class fighter level 1 hp 7 thaco 20 morale 10 int average 9 ac 6 move 9” #att 1 longsword or 1 crossbow bolt or 1 javelin damage 1d8 sword / 1d4 +1 bolt / 1d6 javelin size mansized exp 35 CENTAUR: hd 4 hp 20 thaco 17 morale 14 int low to average 5 - 10 align neutral good to chaotic good ac 5 normal 4 for leaders move 18” #att 2 hooves & 1 weapon These have shortswords damage 1d6 hoof / 1d6 sword size large 8’ to 9’ tall exp 175 normal 270 leader RAVEN, GIANT: hd 3 +2 hp 21 thaco 18 morale 10 ac 4 move 3” ground / 18” fly class “C” size mansized 8’ wingspan exp 144 int low 6 align neutral evil #att 1 bite damage 1d4+2 Ranger: class ranger level 2 hp 13 thaco 19 morale 14 statistics 14 or better Arms studded leather / shield / longsword / longbow / 24 sheaf arrow / 1 dagger #att 1 weapon damage by weapon type ac 6 move 9” align neutral good information this ranger is part of Rinthal’s following and are tracking a group of goblins mentioned previously. For information on Rinthal’s group see area “A.” DRYAD: hd 2 hp 11 thaco 19 morale 12 int high 13 align neutral move 12” ac 9 #att 1 knife damage 1d3 sp att charm person 3 per day with a -3 to the save magic resist 50% spells charm person 3 per day / speak with plants @ 4th level / dimensional door through a tree to her own oak tree size mansized 5’ tall exp 975 Random Encounters Heavy forest 2d6 roll 2 3 4 5-6 7-9 10 11 12 encounter type 2 merrow 5 pixies 6 mongrelmen 4 centaur skeletons Shroud Path 4 bugbears 3 ogres 1 ettercap OGRE, AQUATIC: hd 4 +4 hp 26 thaco 15 morale 12 int average 10 align chaotic evil ac 4 move6” ground / 12” swim #att 2 claws / 1 bite +3 to hit str or 1 weapon damage 1d6 +6 claw / 2d4 +6 bite or by weapon type +6 str sp att 10d8% chance of camouflage size large 9’ tall exp 420 SPRITE, PIXIE: hd ½ hp 2 thaco 20 morale 11 int exceptional 15 align neutral ac 5 move 6” ground / 12” fly class “B” #att 1 sword or 2 arrows +4 to hit with arrows damage 1d2 sword arrow types sleep save vs spells or sleep for 1d4 turns / war 1d4 +1 points of damage / memory save vs spells or lose all memory needing a heal or limited wish to restore memories magic resist 25% spells 1/day @ 8th level polymorph self / know alignment / dispel magic / dancing lights / ESP / become visible for as long as they desire / illusion sp power normally invisible -4 to be hit size small 2½’ tall exp 650 MONGRELMAN: hd 3 x6 / 1 x6 hp 24 x6 / 7 x6 thaco 18 / 20 morale 10 int low 7 ac 5 align lawful neutral move 9” #att 1 short sword damage 1d6 sp powers camouflage / mimic / pick pockets 70% chance size mansized 5’ exp 120 / 35 SKELETON, MONSTER: hd 6 hp 27 thaco 15 morale 13 int non- 0 align neutral ac 6 move 9” #att 1 damage 1d8 immune to mind affecting spells exp 300 sp def immune to sleep & charm spells BUGBEAR: hd 3 +1 hp 14 thaco 17 morale 12 int low 6 move 9” #att 1 morning star damage 2d4 +2 str size large 7’ tall exp 120 OGRE: align chaotic evil ac 5 sp att +1 to surprise hd 4 +1 hp 25 thaco 17 morale 12 int low 8 align chaotic evil ac 5 move 9” #att 1 giant club +3 to hit str damage 2d4 +6 str size large 9’ tall exp 270 ETTERCAP: hd 5 hp 27 thaco 15 morale 13 int low 6 align neutral evil ac 6 move 12” #att 2 claws / 1 bite damage 1d3 claw / 1d8 bite poisoned claw save vs poison or die in 1d4 turns sp def many traps around lair sp power spin webs as a spider size mansized 6’ tall exp 650 Shroud Path Encounter Table 2d10 roll 2 3 4 5-6 7 - 10 11 - 12 13 - 15 16 17 18 19 - 20 encounter 1d2 merrow 1d6 +2 mongrelmen 1d4 +2 bugbears 2d4 centaur skeletons the Black Glen, area “D” 1d3 ravens Vexia's Lair, area “H” Houpshe's Cave, area “E” Thessinthorn's tree house, area “F” Magglerak's Lake, area G No encounter OGRE, AQUATIC: hd 4 +4 hp 26 thaco 15 morale 12 int average 10 align chaotic evil ac 4 move6” ground / 12” swim #att 2 claws / 1 bite +3 to hit str or 1 weapon damage 1d6 +6 claw / 2d4 +6 bite or by weapon type +6 str sp att 10d8% chance of camouflage size large 9’ tall exp 420 MONGRELMAN: hd 3 x6 / 1 x6 hp 24 x6 / 7 x6 thaco 18 / 20 morale 10 int low 7 ac 5 align lawful neutral move 9” #att 1 short sword damage 1d6 sp powers camouflage / mimic / pick pockets 70% chance size mansized 5’ exp 120 / 35 BUGBEAR: hd 3 +1 hp 14 thaco 17 morale 12 int low 6 move 9” #att 1 morning star damage 2d4 +2 str size large 7’ tall exp 120 align chaotic evil ac 5 sp att +1 to surprise SKELETON, MONSTER: hd 6 hp 27 thaco 15 morale 13 int non- 0 align neutral ac 6 move 9” #att 1 damage 1d8 immune to mind affecting spells exp 300 sp def immune to sleep & charm spells RAVENS, NORMAL: These are normal ravens. They will pass overhead watching the characters, and then fly away to make a report to Aubaerus. The Forest The hags are not the only denizens of the forest. The area around their lairs is avoided by all good creatures of the woodlands. The hags have staked claims to the territory and marked their boundaries well. Their evil influence has warped and corroded the lands around them. As the characters venture deeper into the forest, they will become aware that the atmosphere and character of their surroundings is growing steadily more twisted and evil. In the heavy woods, the trees and branches seem to bar the passage of the characters. Movement through this area of the forest is at ½ the normal rate. Vision and infravision are limited to 30’. Once the characters find the Shroud Path, area “C,” the terrain changes. Check for encounters every 4 hours by rolling a d10. A 1 on a d10 indicates an encounter happens. If an encounter occurs, refer to the random encounter tables previously detailed. Wilderness Encounter Areas A) DM: The Rangers This encounter can take place anywhere in the northern part of the forest. If the characters travel across the open terrain on the map, t occurs ½ way between the road and the deeper woods to the south. This is with a group of adventurers that call themselves the Rangers. This is a group that cares about the woodlands and nature. They are working for Dyvers and Greyhawk in efforts to keep the caravan route as clear as possible from monsters. PC’s: Three figures on horseback ride into view ahead of you, hailing you as they approach. They wear long green cloaks with the hoods pulled low over their faces. The 1st rider, apparently the leader, motions the others to halt with a raised hand. He is a tall, bronze skinned man, and you can see chainmail under his tunic. Bows, knives, and other weapons sprout from beneath the clothing and harnesses of all three. The 1st man smiles and says, in a clear voice, “Well met, good travelers. I am Rinthal. These are my traveling companions, Freaton and Sudeio.” A short bearded, slim man and a lyre carrying half elf nod their greetings to you. DM: Rinthal waits patiently but expectantly for the characters to introduce themselves. The three have been trailing a group of goblins from the southern part of the forest and have ridden far with little rest. Rinthal is a good judge of character and will watch for any suspicious looking characters. This group won’t reveal their identity other than what they have already given. They question the characters to get a general idea of their destination and the general purpose for being in the area. The Rangers ask the party if they have seen any sign of goblins in the woods, and if so inquire for details. How many of them were there? Where did they come from? Where did they go? Etc. They know little of the hag’s covey, but do know that one of their friends, a woodsman named Jerro Hamen, disappeared in the area a while back. The Rangers can tell the characters that strange things happen in the deeper woods to the south, probably due to a group of bickering hags that occupy the area. Unless attacked, the Rangers converse with the characters briefly, then continue on their way. If the characters reveal their mission to the Rangers, Freaton, the druid, will remember them and inform the Ravenmaster of the party’s mission. If attacked, the Rangers fight fiercely and to the death. If melee ensues, Freaton will shape change into a hawk and fly off to alert allies. 8 weeks later a group of 8 rangers of 8th level and Freaton will confront the characters and take them to either Dyvers or Greyhawk, whichever ids closer, for trial. If the characters attack the Rangers, they will be declared outlaws in both Dyvers and Greyhawk for life. Rinthal: class ranger level 8 hp 57 thaco 13 morale 15 ac 2 move 9” str 18/30 Int 10 wis 15 dex 16 con 14 chr 14 align lawful good magic items +2 bastard sword / ring of protection +1 arms longbow / 24 sheaf arrows #att 3/2 +2 to hit sword +1 str damage 1d8 +2 sword +3 str spells entangle Freaton: class druid level 7 hp 38 thaco 16 morale 13 ac 5 move 12” / fly 36” class “C” align neutral str 9 int 11 wis 15 dex 15 con 14 chr 15 Magic items +2 leather armor / +2 spear arms dagger / sling #att 1 weapon Damage 1d4 dagger spells animal friendship / bless / cure light wounds x2 / detect evil / charm person / heat metal / slow poison / warp wood / call lightning / protection from fire / sticks to snakes Sudeio: class bard level 7 hp 29 thaco 17 morale 12 ac 2 move 12” str 13 Int 15 wis 11 dex 16 con 11 chr 16 align neutral good magic items +2 shortsword / bracers of defense ac 4 / +3 dagger arms longbow / 24 sheaf arrows #att 1 weapon damage by weapon type spells charm person / dancing lights / shield / continual light / locate object / suggestion B) DM: The Ravens This encounter takes place when the characters are about to enter the southern forest, anywhere along the edge of the woods. PC’s: You are about to enter the southern forest when you hear the faint sound of some squawking bird. Looking up, you see several large, black, low flying birds turn and race toward you from the west. DM: These are Aubaerus’ ravens. The druid is aware of the character’s travels and wants to investigate further. The ravens, unless stopped, fly down and try to frighten the party’s mounts. Aubaerus would like the characters to leave his woods alone. He has ordered his ravens to make the mounts become skittish and resentful of being in the woods. The DM should roll a d12 for each mount. On a result of 6 or higher, the mount fights against the owner to stay out of the forest. On a roll of 10 or higher, the mount bolts in a random direction away from the wood’s edge. Riders must save vs paralyzation or be thrown for 1d3 points of damage. A bolting mount flees for 1d6 turns before slowing. War horses get a -4 bonus to the roll for bolting. A ranger in the party reduces the chance by one point also. If the characters make haste, they should be able to make it to the forest before the ravens are upon them. Once the party is under the cover of the trees, the ravens won’t follow. If the characters attack the ravens, 2 will flee to Aubaerus and inform him what happened and the rest will try to frighten the mounts. If anyone tries to magically speak to the ravens, they only babble things like; “The master doesn’t want you here!” “Go away!” “Leave this place!” “Stay out of the forest!” etc. RAVEN, NORMAL: hd ½ hp 2 thaco 20 morale 8 int 1 animal align neutral ac 7 Move 1” ground / 36” fly class “C” #att 1 beak damage 1 point exp 5 Sp att 10% chance of striking an eye sp def not surprised during the daytime C) DM: Shroud Path The characters may come across the Shroud Path through a random encounter or by crossing the boundaries of the hag’s territories on the wilderness map. PC’s: Opening up before you is a trail of some kind, 5’ wide. The trees and brambles to either side of the path bend and curve upward to form an arch and block out direct sunlight. The path is a dark tunnel through a wall of leaves, roots, and briars. Standing along the center of the path, spaced at regular intervals as far as you can see, are 6’ tall stakes. On each stake is suspended an assortment of skulls and bones. Some bones appear to be human while others don’t. These are decorated with colored dyes, feathers, and tattered strips of cloth that sway in the light breeze. You notice small red points of light in the eye sockets of the skulls. DM: On the wilderness map, it is marked by the dotted line. Anyone traveling across the line will encounter the path. It marks the territories that the hags have established, dividing the land among themselves. Anyone that knows the path well will be able to reach the lair of any hag or the Black Glen within a few minutes. Anyone not familiar with the path will wander aimlessly until they encounter a lair. Upon encountering the Shroud Path, each character must make a saving throw vs spells. Anyone failing the save reacts as if under a cause fear spell. They scream for run into the forest for 1d4 rounds unless restrained. Screaming characters have a 25% chance of attracting a “heavy forest encounter” to the scene. The encountered creature reaches the area in 1 turn, but won’t enter the path. A paladin or cleric of good alignment, if they make their saving throw, can prevent the fear in others by boldly presenting their holy symbol and rolling successfully to turn a shadow. The stakes and bone talismans stretch along the entire path. Once a character has beaten the fear power of the talisman, they are immune to its effects. While on the path, the characters are unaware of what direction they are traveling. They can’t control the timing of their arrival at the Black Glen or any other possible destination. Movement is for normal terrain and vision operates normally on the path. There will only be encounters from the Shroud Path encounter table. While on the Shroud Path there is a 1 in 6 chance of an encounter each hour. The strange skulls and bones are evil talismans that the hags placed on the path for 2 reasons. 1st, they keep outmost of the prying eyes of would be enemies. 2nd, they cause fear, even in their servants, so that Magglerak's minions stay in her area, Thessinthorn's minions stay in her area, etc. The red lights in the eye sockets are fireflies. Shaking or rattling the skulls will dislodge them and reveal them. D) The Black Glen PC’s: The narrow path opens up before you to become a large clearing in the midst of the thick forest. On all sides of the circular clearing, paths covered by arching tree limbs lead deeper into the forest. A strange charcoal colored haze fills the air above the glen, blocking out the sunlight. Your attention is drawn to a large black cauldron in the center of the clearing. It is 5’ tall and 5’ wide at the mouth. The dirt and turf of the area is mossy, darks, and strewn with small piles of bones. DM: The glen has been abandoned for over 5 months now, and the minions of the various hags avoid it. The bones are human, demi-human, and humanoid in origin. The cauldron is empty save for a small amount of bluish slime in the bottom. This slime is magical and was formerly used by the hags to see through the hag eyes. Lying behind the cauldron is a 10’ long pole made of black wood. The characters won’t be able to see the pole no matter where they enter the glen. The hags used it to stir their concoctions in the cauldron. There is nothing of value in the glen. When the characters have explored the glen for 1 turn, Willori steps from the shadows of the trees into the lighter shadows of the glen. PC’s: The nymph appears. She smiles excitedly and says, “Oh, good sirs! I praise the good powers of the forest that you have made it this far. I have been with my sister and those who attend her, and I have told them of your bravery. We have hope!” She turns and points to one of the trails that winds into the dark forest. “This path will take you directly to Vexia's lair. Be swift and courageous. Carry the stone of luck before you! When you arrive at the lair, a cave at the base of a large hill, be careful to enter by giving the passwords.” She looks around and pulls you in close to whisper. “You must speak the words ‘Vexia's Wrath’ as you enter, or quick death will befall you! Once inside, seek out the laboratory to find the creature’s potions. Bring back to me, here, on that is contained in a red clay jug. Now, fare you well!” The nymph slips into the forest, leaving you staring at the Shroud Path that will take you to Vexia's lair. DM: The results of casting some spells on the nymph are the same here as before. If the characters follow the path that the nymph indicates, they will soon arrive at area “H.” Once the characters proceed down the path, Vexia / Willori returns to the glen and takes up the stirring staff. She uses it to froth up the slime in the cauldron, through which she can use the hag eye to follow the progress of the characters. If a character took the staff, she will find another after roundly cursing the characters. Thessinthorn and Magglerak are not aware that this hag eye still exists, so they won’t be alerted to Vexia's ploy. E) Houpshe's Cave PC’s: Ahead of you, the terrain climbs and becomes a rocky hill. A large clearing, the grass and weeds trimmed short, forms a yards that leads up to a cave opening in the hillside. Barking voices come from the cave mouth, and from this distance of 100’ away, you can see several short, squat humanoids pushing each other around and arguing. Suddenly a shrieking woman’s voice sounds across the clearing, and the humanoids cower and scatter. A trail of smoke curls from the cave entrance into the overcast sky. DM: The cave mouth is 100’ wide and 60’ high, and leads to the home of Houpshe the greenhag. Her natural form is hideous, with orange eyes, pale green bark like skin, and long wiry black hair. She normally dresses her plump 5’ tall figure in gray rags. Her favorite tactic is to take the form of a lost pilgrim asking for directions to some unknown sage. The humanoids are her mongrelmen servants. Houpshe can hear anyone approaching within 60” of her cave entrance and will lie on the ground as if unconscious. She will be in the form of a pilgrim and will be near the opening to the cave. She orders her mongrelmen to scatter into the forest when the characters enter the clearing. This is part of her ambush plan. The mongrelmen will return within 1 turn, and Houpshe will take her natural form and attack the outsiders in the cavern. The cavern extends 120’ into the hill and gradually slopes downward. At the back are Houpshe's quarters, where she has here own cauldron and a crude laboratory. Though formidable, she is the least established of the hags and is contemplating returning to her old home in the forest to the north. The smoke comes from the mongrelman campfire some 40’ inside the cave. Beyond this point, all is in continual darkness, so that even infravision is useless unless the character enter the cavern. Inside the cavern, vision is 10’ with a torch and 15’ with infravision. Houpshe can use the darkness and her magical abilities to lead the characters around the cave in a merry chase while she tries to pick off the characters 1 at a time from behind. The mongrelmen have memorized the layout of the cavern and can move about it stealthily at a rate of 6”. The characters will not be able to move faster than 3” without continually stumbling and tripping over rocks, debris, and bodies that litter the cave. This information is given to the DM to expand on this adventure. It would be a good idea for the DM to have the hags come back around to give the characters problems in the future. Her treasure is in the back of the cave in a locked chest with a poisoned needle trap. Those struck by the needle must save vs poison or die in 1d4 rounds. HAG, GREEN: hd 9 hp 49 thaco 11 morale 17 int very 12 align neutral evil ac -2 move 12” ground / 12” swim magic resist 35% size mansized 5’ to 6’ tall exp 4,000 #att 2 claws damage 1d2 +6 claw surprise only 1 on a d10 str 18/00 spells @ 9th level audible glamer / dancing lights / invisibility / pass without a trace / change self / speak with monsters / water breathing / weakness 10 MONGRELMEN: hd 4 x 2 / 3 x3 / 1 x5 hp 22 x 2 / 16 x3 / 7 x5 thaco 17 / 18 / 20 morale 10 int low 7 ac 5 align lawful neutral move 9” #att 1 short sword damage 1d6 sp powers camouflage / mimic / pick pockets 70% chance size mansized 5’ exp 120 x2 / 65 x3 / 35 x5 TREASURE: 8,000gp / potion of water breathing / wand of sleep with 92 charges F) Thessinthorn's Tree House PC’s: Ahead of you, suspended 40’ above ground in a cluster of massive trees, is a giant wooden structure. It is made of a collection of log walls and floors at various angles, with roofs of thatched sticks and leaves covered with tar. The whole of it is draped in long ivy and moss. What few windows or openings you see are hidden by shadow. From here and there you hear the creaking of doors and footsteps, and you catch a glimpse of a large furry face that peers out of a small side opening and vanishes back inside. The structure is built on at least four 8’ diameter ash trees and several other thin ones. Cut into the sides of one of the large ash trees are wooden steps that lead up to an open trapdoor. DM: This is the stick mansion of Thessinthorn the greenhag. Of all the hags in the Gnarley Forest, she is the oldest and most established. Her tree house has stood for hundreds of years. It has been concealed from elves, druids, human explorers, adventurers, and even good dragons. She has repulsed attacks from the Rangers. She has used her powers and the powers of the hag covey to cause problems for the Rangers as well as Dyvers and Greyhawk. Thessinthorn is devious, calculating, and patient, unlike Vexia. Her natural form isn’t as hideous as Houpshe's, though she is still quite ugly. She spends most of the time shape changed into either a large bugbear type of humanoid or an old but beautiful elf maiden. Whatever form she takes, she wears a tattered black and green robes, and she always carries 1 or 2 potions in her pouch for safety measures. These are gaseous form and flying. Thessinthorn's stick mansion is accessible through the open trapdoor on the bottom, by flying in through a window, or by a dimensional door spell. Only by flying to an unguarded opening can the characters hope to enter the house unnoticed. “Thess” has laid magicks on the very walls and on the moss that grows upon them. The tree house can’t be burned down because Thessinthorn has taken magical and alchemical precautions against this. Should the characters try to use a dimensional door spell to enter; several magic mouths will begin shouting alarms. This will alert everyone in the tree house and they will arrive in 1d3 rounds. Thessinthorn has 15 bugbear servants. She keeps the inside of the house dark and cold enough for them to live comfortably. For personal guards, she has 3 verbeeg giants. Her minions are posted throughout her mansion as a watch, taking shifts on patrol. The chance to enter the place unnoticed is 1 in 10 at best. Thessinthorn rarely leaves her home, preferring to have her bugbears do her dirty work. When they bring back a captive, she is as cruel and malicious as any of her hag sisters. She currently has several human, elf, and mongrelmen as captives. Thessinthorn's tree house is a bizarre, twisting series of rooms with no determinable halls or pattern whatsoever. Intruders wandering in it will become lost as if in a maze spell unless precautions are taken. Marking the walls for progress or using a rope can prevent becoming lost. Her central laboratory is immense. It has many potions that she won’t hesitate to use. This place is not detailed, but a DM can detail it if the DM wishes to expand on the adventure. The treasure is detailed below. TREASURE: 8,000gp / 200pp / oil of mercury / potion of deftness dexterity 20 / banner of friendship / Harrowhelm / potion of restoration / +3 shortsword / scroll of protection from fire HAG, GREEN: hd 9 hp 55 thaco 11 morale 17 int very 12 align neutral evil ac -2 move 12” ground / 12” swim magic resist 35% size mansized 5’ to 6’ tall exp 4,000 #att 2 claws damage 1d2 +6 claw surprise only 1 on a d10 str 18/00 spells @ 9th level audible glamer / dancing lights / invisibility / pass without a trace / change self / speak with monsters / water breathing / weakness BUGBEAR LEADER: 14 BUGBEAR: hd 4 hp 24 thaco 17 morale 12 int low 6 align chaotic evil ac 4 move 9” #att 1 morning star damage 2d4 +2 str sp att +1 to surprise size large 7’ tall exp 150 hd 3 +1 hp 19 thaco 17 morale 12 int low 6 move 9” #att 1 morning star damage 2d4 +2 str size large 7’ tall exp 120 3 GIANT, VERBEEG: align neutral evil ac 0 #att 2 weapons +3 to hit exp 300 align chaotic evil ac 5 sp att +1 to surprise move 12" hd 5 +5 hp 30 thaco 15 damage 1d12 +6 strength size 9' tall G) Magglerak's Lake PC’s: Before you stretches a calm forest lake. Its green waters are overgrown with reeds and algae. At its north end, a forest stream tumbles over a natural stone wall and falls into the lake’s water, sending ripples out to the central depths. On the east side of the lake, the stream travels back through the wall of trees into the deep forest. DM: Hidden by the northern waterfall is a large crevice in the rock that winds underground to a series of water filled burrows beneath the lake. These gloomy halls are the lair of Magglerak the sea hag. After Vexia, she is the most arrogant of the hag covey and is by far the most horrid appearing. Of late, she doesn’t travel outside of her lair. She has managed to snatch a few victims at the edge of the lake and pull them down to a watery doom. Magglerak has very little contact with the world beyond her lake and is continually plotting and scheming to reunite the new covey beneath her rule. Her burrows are inhabited by 10 merrow that won’t fight outside of the lake unless the characters appear to be weak. Also in the water are 3 giant water spiders and Magglerak's collection of prisoners. The prisoners are a nixie, and a female human warrior. The nixies are kept in crude iron cages, while the woman is held in an underground air pocket that is accessible only by swimming under water for 4 minutes. The characters can see the footprints of several large, web footed humanoids around the edge of the lake. Nothing will happen to the characters unless they enter the water. As with Houpshe and Thessinthorn, Magglerak's lair may be too tough for the party to handle at this point. The treasure is detailed below, and the lair is not detailed. The DM can detail the lair if the DM wants the characters to go through it. TREASURE: 5,000sp / 9,000gp HAG, SEA HAG: hd 3 hp 16 thaco 17 morale 11 int average 10 align chaotic evil ac 7 move swim 15” #att 1 damage 1d6 +4 magic resist 50% exp 1,400 size mansized sp att sight of hag means save vs spells or grow weak from fright losing ½ str for 1d6 turns glace 3 per day save vs poison or die from fright (25%) or stand paralyzed (75%) for 3 days str 18/00 10 OGRE, AQUATIC: hd 4 +4 hp 26 thaco 15 morale 12 int average 10 align chaotic evil ac 4 move 6” ground / 12” swim #att 2 claws / 1 bite +3 to hit str or 1 weapon damage 1d6 +6 claw / 2d4 +6 bite or by weapon type +6 str sp att 10d8% chance of camouflage size large 9’ tall exp 420 3 SPIDER, GIANT WATER: hd 7 +7 hp 40 thaco 12 morale 13 int semi 2 align neutral ac 4 move 15” #att 1 bite damage 3d4 sp att bite means save vs poison or be paralyzed for 1d4 turns size large exp 1,130 3 SPRITE, NIXIE: Justeen: hd ½ hp 2 thaco 20 morale 10 int very 12 align neutral ac 7 move 6” ground / 12” swim #att 1 damage by weapon type exp 270 magic resist 25% size small 4’ tall spells If one or more humans approach within 30 feet of a group of nixies, the nixies pool their magic to create a powerful charm spell, one such spell per every 10 nixies. The victim must make a saving throw vs. spell at -2 on the die roll. Before a charmed humans enters the water, there is a 75 % chance that a dispel magic will break the charm. Once the victim is in the water, the chance of dispelling the magic drops to 10%. Nixies keep each charmed slave for one full year, forcing him to do all their heavy labor, but thereafter the charm wears off and the victim is set free. During this enslavement, the nixies keep a water breathing spell on the human captive. Nixies can cast this spell on any creature, or dispel it, once per day; the spell's duration is one day. sp fear nixies fear fire and very bright lights, so a flaming sword or a light spell keeps them at bay. Nixies try to negate a continual light spell by summoning small fish to crowd around the light and dim it. class fighter level 2 hp 12 thaco 19 morale 13 attributes all average Arms unarmed information she is a human female captive. She will serve any good aligned character that rescues her. H) Vexia's Lair If the characters know where they are going, it will take them 12 turns to get to this lair from the Black Glen. Unless they stray from the Shroud Path, they will have no encounters along the way. The annis’ lair was originally created by an underground stream that surfaced at the base of the hill to form a pool. From this pool, the brook ran for miles through the forest, joining other streams until it ended up in Magglerak's lake. The water source dried up long ago, and various creatures have used the empty tunnels for burrows. Then Vexia arrived and ordered her orc and ogre servants to carve out a suitable home from the dirt filled caves. From the outside, all that is visible of the lair is a rocky depression at the base of the hill. At the bottom of the depression, against the hillside, is the cavern entrance, area H1. The caves inside are carved through some areas of solid rock, sediment, and tree roots. The walls and ceilings are held together by brick, wooden beams, and mud cement packing. Unless otherwise noted, ceiling heights are 15’ to 20’ high. The floors are uneven and covered with packed dirt. Those areas used by Vexia's humanoid servants are littered with food scraps and dung. Except where noted, all areas in the caves are dark and cool, and infravision will function normally. This environment is home to many small creatures such as ants, mice, and snakes, etc., that have learned to avoid the cave’s owners. It is also the den of several large creatures that Vexia uses for guards, food, and sometimes both. The characters will hear scuttling, crawling noises as they proceed through the caves, and small shapes scramble out of their path continually. Rocks and dirt are dislodged from the walls whenever a character passes close to it. While these sounds may unnerve the characters, it will also give them a bonus on surprising guards, who are used to the noises and won’t be alert to the movements of the characters. Due to Vexia's 6 month absence, the orcs, ogres, and giants who serve her have neglected their posts. They are living off the stores in her cellar and gallivanting around the area. When the characters encounter them, the monsters have a 4 point penalty to their being surprised. The monster’s careless talking and carousing will give the characters a +1 bonus to avoid being surprised. All doors in the lair are made of split oak logs bound together with iron bands and coated with some kind of sticky, resilient pitch. Door latches and levers are iron and were made by dwarves before Vexia's crew stole them long ago. Vexia's Lair Level #1 H1) Cave Entrance PC’s: The shroud Path ends abruptly, leaving you at the foot of a large hill in the gnarled woods. Hence the name of the woods, the Gnarley Forest. You can see patches of blue sky through the breaks in the trees and clouds. Before you, the ground drops into a small depression, what must have been a natural pool at some point in the past, before it climbs steeply up the hillside. At the bottom of the depression is a cave with its opening covered the roots of an old twisted tree. The entrance appears to be about 20’ high and 10’ wide, although it is partially concealed by the tree roots. Spaces between the roots look just large enough for a small person to squeeze through. DM: The tree roots are Vexia's doorman. She developed a spell to activate this and promptly lost the new spell a week later. Anyone trying to enter the lair without saying the password “Vexia's wrath” 1st, will find 1d4 roots constricting about their person for 1d4 points of damage per round. Each root has a thaco of 16, has an armor class of 6, and 8 hit points. Any character caught by a root can make a saving throw vs paralyzation to slip free of the root, but this is available only on the 1st round that they try to enter the cave. After that the save does nothing. A successful saving throw means the character slithers through the roots into the cave safely. Chopping a root off causes the tree to replace it with 1d3 more the next round. Fire will kill the roots if the roots are chopped off. This kills the tree permanently. Of course, the opposite of the spell plant growth would work easier and quicker. H2) The Bat Cave If the characters enter the lair at night, all of the bats that nest here will be outside in the forest and there will be no encounter. During the day, any torches or loud noises within 20’ of the small side cave will cause a horde of 85 normal bats to swarm about for 2d4 rounds. The bats’ frenzy may extinguish any torches and each character takes 1d2 points of damage before the bats settle down again. The chance of the bats extinguishing a torch is 1 in 6 times. Infravision is useless during the bat swarm, and the characters will be left to make their way blindly down the corridor. The door to area #3 has a huge iron latch with a lock. The latch squeaks horribly when turned but won’t alert any of the lair’s denizens except those in room #3. BAT, COMMON: hd ¼ hp 1 thaco 20 morale 3 int animal 1 align neutral ac 8 #att 1 bite damage 1 point move 1” ground / 24” fly class “B” sp att swarming will put out torches 1% chance per bat per round size tiny 1’ long exp 15 H3) Reception Chamber PC’s: The huge door swings into a dusty, torchlit room with solid stone walls. Torch brackets are set in the walls every 10’, but only 1 holds a burning torch. On the west side of the room, semi-circular stairs lead up to a 30’ wide dais. In the western wall of the dais, another door is set deeply into the wall. Chiseled into the steps of the dais are runes or glyphs of some kind. Standing on the steps are 6 monstrosities. Skeletons that are half man and half horse act as mounts for human skeletons carrying metal shields and spears. The figures stare at you but do no more. DM: The centaur skeletons with their skeletal riders wait to attack until someone has started to climb the steps of the dais. Then they attack with a +1 bonus to hit due to their height on the 1st round. The centaur skeletons attack with their 2 front hooves while the riders use spears like a lance. The undead are protected from clerical turning by the mystical glyphs on the steps. When off of the dais, the skeletons are turned as a spectre. The door on the dais is false. It has no lock, only an iron latch just like all of the others in Vexia's lair. The door is trapped so that if anyone opens it, spears are launched from both the north and south walls. The spears strike with a thaco of 14 and do 1d8 points of damage each. The spears hit random targets in the doorway. The trap has a 15% penalty to being detected and a 15% penalty to being removed. Nobody ever uses this door. There will be 8 spears fired at the false door area. If the door from area #2 is closed and the inside latch is pulled upward, the secret door in the north wall slides to the west revealing the path to the rest of Vexia's lair. The skeletons and false door can be avoided if the characters search for a secret door 1st and figure out how to open it. A slight draft from the north wall carries the torch smoke from this room to area #2. The ogres at area H9 are supposed to keep all of the torches burning, but they are barely able to keep one burning now. The skeletons have no treasure. 4 SKELETON, HUMAN: hd 1 hp 5 thaco 19 morale no fail int non- 0 ac 7 align neutral move 12” #att 1 spear damage 1d6 size mansized exp 65 sp def immune to sleep & charm spells 6 SKELETON, MONSTER: hd 4 hp 20 thaco 17 morale 13 int non- 0 align neutral ac 6 move 9” #att 2 hooves damage 1d3 hoof immune to mind affecting spells exp 300 sp def immune to sleep & charm spells H4) DM: Waste Dump Anyone listening at the door will smell a strong, sour odor coming from whatever lies beyond. PC’s: When the door is opened, a sickening, musty odor fills the air. Whatever lurks in the dark chamber beyond gives off a terrible stench. Piled up against the walls of the 20’ by 30’ chamber is a mass of disgusting scraps and waste material. The floor is covered with slop and dung, and a few small bones. DM: Though the garbage and slime in this room certainly looks menacing, it is harmless normal waste. Against the east wall, buried under a 1’ deep mound of wet ashes and slime, lies a wooden trapdoor in the floor. It opens to reveal a 60’ drop into a small cave that Vexia uses as a trash dump. Since she has been gone, her orc and ogre servants have neglected to open the trapdoor and dispose of the waste. They have only opened the door to this room to toss in their trash, hoping that it would drain down the hole. The room contains nothing of value. The cave at the bottom of the hole is a 10’ cube filled with 6’ of soft, disgusting slime. There are 4 rot grubs in the sludge that will be swift to attack anyone fishing around in their home. Anyone searching for 1 turn has a 30% chance of finding a soiled leather pouch containing 25gp. This was accidentally thrown in with the trash bin by an orc months ago. WORM, ROT GRUB: H5) hd 1 hit point each numbers 5d4 thaco n/a they get to a victim when the victim touches them powers upon touch they burrow into flesh. There must be flame applied to the wound immediately doing 1d6 points per grub to kill them. sp way to kill them cure disease kills them instantly kills host in 1d3 turns Unfinished Chamber PC’s: Upon entering this large chamber, you can see that it obviously has suffered a collapse in the past. Large wooden beams brace crumbling areas of the ceiling. The beams are held together with ropes, wire cords, and spikes. Piles of rock and dirt reach up the walls almost to the ceiling, 15’ overhead. Scattered about the room are mining tools and a large, crude wheelbarrow that is missing its wheel. DM: Vexia is planning on expanding her lair in this direction until several of her minions were killed when this chamber collapsed while being excavated. Since the hag has disappeared, the orcs and ogres have qui digging everywhere and thrown all of their tools into this room. If anyone is foolish enough to remove the wooden braces, the ceiling will immediately collapse, burying everyone in the room with 3d4 feet of rubble. The collapse causes 10d4 points of damage initially, and anyone buried beneath the rubble suffocates in 1d4 rounds unless rescued. Digging out a buried person is nearly impossible. It requires a bend bars / lift gates roll for every 10’ the rescuers must dig. Digging has a 40% chance of causing an additional cave-in that buries everyone in the room. There is nothing of value in the room. H6) The Well PC’s: The air in this chamber is very cool and damp. The walls are 15’ high and curve into an arched ceiling. In the center of the floor is a 6’ diameter hole that descends into darkness beyond your vision. Against the southern wall lies an overturned wooden bucket sealed with wax. It is almost 2’ wide at the mouth and has a metal handle to which is attached a coil of rope. DM: The shaft is a well that drops 80’ to an underground pool of fresh water. Items dropped into the well will splash into the pool in 2½ seconds. Hiding down the well, clinging to the side about 40’ below the surface, is a shadow. This undead creature waits until the characters are leaving before emerging from the well to pick off stragglers. It will surprise anyone climbing down into the well, attacking when the character reaches the 40’ depth. At the bottom of the well, 10’ below the surface of the pool, lies the shadow’s treasure of 45gp and a silver ring worth 15gp that it has taken from lone orcs that it has killed in this room. SHADOW: H7) hd 3 +3 hp 20 thaco 17 morale no fail int low 6 align chaotic evil ac 7 move 12” #att 1 touch damage 1d4+1 sp att touch drains 1 point of strength for 2d4 turns. If the victim is reduced to 0 str points, then they die and become a shadow sp def +1 or better weapon to hit size mansized exp 420 sp def #2 90% invisible in darkness immune to: sleep & charm & hold spells / cold attacks Empty Room with an Air Shaft PC’s: This room is dusty, but the air here is fresher than in other areas of the caves. Dim sunlight from the world above filters down through a 1’ wide shaft in the ceiling. DM: The shaft is used to keep s slight air current moving through the caves, and it narrows and widens irregularly up to the surface 70’ above. Anyone trying to climb out will make it no farther than 10’, even if they are a gnome or halfling. A character that uses a potion of diminution or similar magic, will climb out in 1d4 +1 turns and has a 50% chance of finding an aquamarine gem worth 150gp embedded in the chimney wall near the top. Gulshadir’s Lair H8) DM: The door to this cave has hinges at its top and swings vertically to allow it occupant to enter and exit at will, much like a doggy door. When the characters get to this door, they will be able to tell by the smell that some large animal lives nearby. “Gulshadir” is scrawled on the door in the annis tongue. This is the name of the smilodon that lives here. Gulshadir means big cat in the annis tongue. If the characters are noisy or they are speaking as they approach the door, there is a 40% chance of the tiger coming out of the door and attacking them with a normal chance for surprise. Unless the characters use magical means to cover their entrance, the tiger won’t be surprised. PC’s: This cave, though spacious, seems small because of the yellowed bones that completely cover the ground. Some still have greasy meat attached to them. You then notice a large, yellow furred tiger stalking towards you from the shadows at the rear of the cavern. 6” fangs protrude from either side of its great mouth, and it has only 1 good eye. With little warning, the tiger growls and leaps to attack. DM: The DM should roll for initiative normally. The tiger is Vexia's pet. He is used to being fed by the ogres from area H9. The ogres toss him meat from the doorway. The characters have a chance to notice that the tiger has grown quite lazy and fat. Some of the bones are human or humanoid, but there is nothing of any value in this room. CAT, SABER-TOOTH TIGER: hd 7 +2 hp 33 each ac 6 thaco 13 move 12” int animal size large #att. 1 bite / 2 claws damage 2d6 bite / 1d4 +1 claw sp. att. +2 to hit morale 10 sp. def. surprised only on a 1 exp. 880 each H9) DM: Ogre’s Playroom Before the characters enter, the Dm must determine if the ogres inside will be surprised. If the characters have dealt with the tiger, there is a 50% chance that the ogres will have heard the roars of the tiger and be preparing to feed him. If so, only 1 ogre will be in this room. The other will be in area H13 getting meat for the tiger. The DM must modify the character information below as needed. PC’s: This room is large, and torches burn in brackets all around the walls. In the center is a 10’ long table made of wooden slats and logs. Sitting at the table are two 9’ tall humanoid creatures wearing furs over their dull brown skin. They appear startled at your entrance, and one of them barks something at you in a guttural voice. DM: The actions of the ogres depend on whether the characters have surprised them. If the characters have obtained surprise, the ogres are not prepared to fight and may be approached peacefully by a strong looking party. If the characters attack immediately, the ogres react by hefting the table and throwing it on the characters. The DM should make a normal attack roll against 1d4 party members. Those struck take 2d4 points of damage and are knocked to the ground for the rest of that round. After this attack, the ogres run to area H10, try to wake their sleeping comrade there, and grab their weapons. The ogre who spoke asked, “Who are you?” in the ogre tongue. If the characters respond quickly in orcish or ogrish, the ogres might speak with them, but will grow angry and attack in 6 rounds. If the characters mention Vexia's name, the ogres suddenly become fearful, cautious, and sober. They demand that the characters tell them what has happened to Vexia. If the characters don’t respond in a convincing manner, the ogres attack. If the characters don’t obtain surprise, the ogres will be ready for combat. All three ogres will be waiting at the table for the characters. The ogres will ask who the characters are and wait for an answer. If the characters do answer, they throw the table at them and grab their weapons from the floor and attack. Also in the room are two 4’ tall benches, several 1’ tall mugs, some chicken bones, and 4 mottled sacks of feathers, pillows for the humanoids. The treasure of the ogres is kept in area H10. OGRE: hd 4 +1 hp 25 thaco 17 morale 12 int low 8 align chaotic evil ac 5 move 9” #att 1 giant club +3 to hit str damage 2d4 +6 str size large 9’ tall exp 270 H10) Ogre’s Den If the characters surprised the ogres in area H9, the ogre in here is drunk and asleep, lying upside down on a table. If the characters didn’t surprise the ogres in area H9, he will be here ready and armed with a +1 battle axe waiting behind the door to surprise intruders. This ogres gets the normal chance for surprise. The sharp smell of stale alcohol permeates this room. The smell issues from this room. A large barrel without a lid, is overturned and empty near the west wall. The place looks like a great deal of fighting has happened here recently. Several torch brackets lie on the floor, while 1 torch burns against the north wall. Torn cloth and smashed wood splinters are scattered all around. These are the remains of the crude beds the ogres once used. Great gouges have been taken out of the packed dirt floor, and another large table lies upside down in the center of the room. The ogres have had several disagreements lately and have fought and tumbled about the room, destroying its contents. The treasure of the ogres are buried in cloth sacks 1’ underneath the dirt in the northeast corner. If the characters didn’t surprise the ogres, the treasure will have been dug up and easy to find. The treasure consists of a +1 battle axe, a potion of fire resistance, 440sp, and 38gp. The ogre will fight ferociously, but ineffectively. He has a -1 penalty on all to hit and damage rolls due to inebriation. OGRE: hd 4 +1 hp 25 thaco 17 morale 12 int low 8 align chaotic evil ac 5 move 9” #att 1 giant club +3 to hit str / or the axe +1 axe +3 str -1 drunkenness damage 2d4 +6 str / or 1d12 +1 axe +6 str -1 drunkenness size large 9’ tall exp 270 magic items +1 battle axe H11) Kitchen PC’s: The intense heat and smoke in this room comes from a crude fire pit in the northwest corner of the chamber. Several orcs are moving around the room’s 3 bulky tables. They are carrying pieces of bloody meat, knives, and long cleavers. The orcs and two human women at the fire pit cower in fear whenever they must approach a large humanoid who is devouring an immense charred carcass. DM: If the characters don’t obtain surprise, the orcs shout an alarm and arm themselves. The large humanoid is an ogre named Kromig. He is the biggest and meanest of the ogres. He attacks with a long spiked club, commanding the orcs to attack. The orcs will stay at the back of the fray if at all possible. If the characters defeat the ogre and don’t attack the orcs, the orcs won’t attack the characters. If the orcs are questioned, and threatened, the orcs will say that Vexia has been gone a long time and probably won’t be coming back. Fighting in this room is 40% likely to alert the ogres in area H12, who will arrive in 1d4 +4 rounds. The women have been prisoners here for the last 4 months and know little that can help the characters. They will claim to have never met Vexia but say that there is a large giant in the caves, and that he and the ogres are indulging themselves on food from the hag’s larder. The women won’t share information with the characters unless directly asked, but will stay with the party until they are safely out of reach of the hag’s minions. They live with the other prisoners in area H12 and can tell the characters about the other prisoners held there. Kromig’s half devoured food is the carcass of an elf. Most of the meat in the kitchen is human, demi-human, chicken, or beef. KROMIG, OGRE: hd 4 +1 hp 29 thaco 17 morale 12 int low 8 align chaotic evil ac 5 move 9” #att 1 giant club +3 to hit str damage 2d4 +6 str size large 9’ tall exp 270 treasure bejeweled dagger worth 150gp / 60sp in a pouch 6 ORCS: hd 1 hp 5 thaco 20 morale 12 int average 8 align lawful evil ac 6 move 9” #att 1 spear or 2 arrows damage 1d6 spear & arrow size 6’ tall exp 15 2 WOMEN: these are 0th level non-combatants that are unarmed. H12) DM: Ogre Den & Prisoner Pen If the ogres in this room are alerted to a fight in the kitchen, they grab their weapons and rush to join the fight. Otherwise they are found lying in their fur beds, unprepared. The DM will have to add the description of the ogres to the player information block below if necessary. PC’s: This chamber is large and dark. The walls are stone, but unfinished. Three piles of furs lie on the floor, and scattered about them are piles of rocks and dirt. The room smells strongly of sweat and spoiled milk. Against a large door in the northwest wall is propped the great tree trunk of a fir tree. From behind the door someone is crying. DM: If the ogres are in this room, then read the following additional player character information block. PC’s: In each of the 3 piles of furs is a large creature snoring. DM: If the ogres are here when the characters enter this room, they are quick to respond to any intrusion. Their motto is “Bash heads now. Ask questions later.” Their halberds are leaning against the wall near the tree trunk. They will fight to the death for they know that Vexia will kill them for allowing intruders to get this far. Hidden under the fur piles are 400sp, 550gp, a gem worth 500gp, a gem worth 50gp,m and 2 gems worth 250gp each. The fir trunk is kept against the door to keep the remainder of the orc and human slaves in their quarters. It can be lifted away from the door with a combined strength of at least 34 points. Behind the door is a small dirty cave where the 2 women and 2 orcs from the kitchen are kept. They are greatly afraid of the ogres, for the ogres beat them regularly. They have all watched other prisoner being eaten as time went by. The ogres eat live food only on special occasions. They live now off the stores in Vexia's larder. But now the cellar stores are running low. The woman and orcs know that Vexia was last seen leaving the caves to chase after a man in the woods. Apparently, she had chased him several times, but the man always escaped her. She hasn’t been back in her lair for the last 6 months. They also know of another captive, a human warrior, that Vexia boasted to have captured before she left. They think the warrior is being held somewhere in the caves. Once freed from the prison, the orcs flee as fast as they can, and the women stay with the party. 3 OGRES: hd 4 +1 hp 25 thaco 17 morale 12 int low 8 align chaotic evil ac 5 move 9” #att 1 giant halberd +3 to hit str damage 2d6 +1 +6 str size large 9’ tall exp 270 H13) Vexia's Cellar PC’s: At the bottom of the steps, the corridor opens into a 40’ by 30’ chamber with a flat stone ceiling 30’ overhead. The chamber is dimly lit, and dark shapes hang above you in the air. The shadowy forms of sacks, barrels, and crates fill the room, stacked to heights above your heads. Most of them appear to be empty. The smells of salted meat, rotting fruits, moldy breads, and stale beer assault your noses. The floor is sticky, as if something has been spilled on it. Insects are buzzing about the room in a small swarm. Loud, raucous singing comes from an exit to the north. DM: The hanging shapes are skinned animal carcasses suspended from hooks in the ceiling. The meat looks like it has been salted and left to cure, but it is spoiled. The 6 kegs that are 8’ tall are filled with sour mead. They were stolen from a merchant over a year ago. A few sacks are filled with breads, all covered with harmless molds. Smaller barrels and baskets are full of spoiled, slimy fruits and berries, but most of these containers are empty and strewn about the room in disorder. Nothing in the room will harm a character unless they eat or drink something. Anyone who does must save vs poison with a -1 penalty or become violently nauseated in 2d4 turns. The nausea lasts for 1d4 +2 hours, during which time the victim loses 2d4 points of strength and is unable to fight for more than 2 rounds without taking a round to vomit. The light comes from mold growing on the spilled mead. The singing comes from room H17. H14) Spiders’ Lair Vexia designed this room to lure any would be trespassers to their deaths. The stairs descend 20’ to the web filled nest of 3 giant spiders that quickly swarm over anyone who enters this room. The stairs are trapped so that anyone stepping on or prodding the 5th step will set off the trap. The staircase flattens out, and anyone standing on the steps must make saving throw vs paralyzation or slide down to the nest of the spiders below. Such unfortunates take 1d3 points of damage from the fall, and the spiders get 1 free attack as if the characters were completely surprised. The spiders are hungry; they haven’t been fed for the last 2 weeks. They attack until destroyed and have no treasure. 3 SPIDER, GIANT: hd 4 +4 hp 31 thaco 15 morale 13 int low 6 align chaotic evil ac 4 move 3” ground / 12” web #att 1 bite damage 1d8 exp 650 sp att poisoned bite, save vs poison or die in 1d4 rounds size large 10’ diameter Level #2 H15) Guard Chamber PC’s: Torches line the walls of the stairs to this room. Leading from the cellar, down the stairs, and through this 20’ square chamber to an arched, open door is a trail of sticky sour mead. Against the east wall, between the eastern and northern doors is a 10’ tall chair. Leaning against the wall next to the chair is an 8’ long club with metal spikes protruding from the thick end. On the floor in the center of the chamber is a crumpled black cloth. From the open door in the northern wall you hear a deep, booming voice engaging in singing and reverie. The singer can’t be seen in the chamber behind the door. DM: The chair, club, and black cloth belong to Boris, Vexia's hill giant executioner. The black cloth is the hood that he wears when butchering the hag’s enemy prisoners. He has stolen one of the kegs of sour mead and carried it from the cellar, and into his own quarters, area H17. Anyone in the chamber can clearly hear the giant’s singing, and if a character can speak hill giant, he will be able to tell that the giant is drunk. The giant’s speech is slurred and his grammar is bad, even for a hill giant. Unless the characters make a great racket, the giant will remain in his drunken stupor. The door to Vexia's laboratory, room H16, is locked. Boris has the key in his left boot. Any thief has a normal chance to pick this lock. H16) Vexia's Laboratory PC’s: The stairs descend into a large room containing a 20’ long workbench covered with all kinds of alchemical equipment. Several beakers, some filled with multi-colored powders and others empty, are surrounded by various parts of animals and the gnarled limbs of nightmarish creatures. Some small creatures are crawling around on the floor beneath the table. Against the north wall is another workbench covered with similar objects, including several jars and bottles of odd colored liquids and the pickled innards of unknown creatures. The south wall is decorated with strange glyphs and scratches etched into the stone and brick. A flurry of wings draws your attention to the east end of the room. Flapping about in a hanging wire cage, 5’ tall and 3’ wide, are many winged creatures the size of a large crow. They have bat wings, claws, needle like mouths, and hungry yellow eyes that glare out at you. DM: These creatures are stirges. They serve Vexia as lab test animals and instruments of torture. Vexia dabbled in alchemical and necromantic experiments that produced horrible results. She has a large collection of pickled creature parts, and some she never got around to pickling. The briny, poisonous pickling solution smells like vinegar. Anyone touching the fluid must save vs poison with a +2 bonus or take 2d6 points of damage. A successful saving throw means ½ damage. The creatures crawling on the floor are harmless roaches and beetles. Vexia would feed them to other animals she kept in this lab. If the characters search through the oddities on the central table for 1 turn, they can find several normal and giant badger’s claws, a 1’ stinger from a wyvern, a shriveled human skull the size of an orange, an assortment of newt eyes and bat wings, and a water-filled mug holding an oversized black leech. If the characters search the bench along the northern wall for a turn, they may recognize a few of the pickled items. A cow tongue, a rabbit’s ear, a faerie’s wing, the horn of a unicorn, a collection of human eyes that are used to make hag eyes. They can find an 80’ length of charred but usable rope, a blood encrusted dagger, and a large pot of black pitch. Characters searching for 2 turns will find 4 vials of liquid. A poison that is more pickling agent, a potion of diminution, a philter of glibness, and a philter of love. Searching for 4 more turns will turn up 2 more vials containing an elixir of madness, and an elixir of youth. Hidden amid the clutter is a voluminous black leather sack that holds 4 containers. One jar is labeled “grahachi,” which means “screams” in the annis tongue. If opened, this dark, translucent jar disgorges its contents. This is a piercing many toned wail that will cause fear as the 1st level priest spell in anyone failing a saving throw vs spells. The scream brings the giant from area H17 within 4 rounds. This jar works only 1 time. When the jar is opened, the scream escapes and it can’t be used again. The 2nd container is a red glazed clay jug. When the stopper is pulled, the pungent odor of cinnamon fills the air. This is the potion that Vexia seeks. It increases the imbiber’s magic resistance by 40%, but only works on a hag. Any character who so much as sips the potion must make a saving throw vs poison or lose 1d6 points of constitution and 1d6 points of strength for 2d4 turns. The 3rd container is smaller, made of glass, and contains over 250 dried husks of dead wasps. The 4th container is an empty silver ewer worth 14gp. The glyphs on the south wall are illegible without a comprehend languages or read magic spell. They describe the process by which a hag eye is made. The door to the stirge’s cage is in the base, which hangs 3’ above the floor. The door is latched and shut with a human femur bone. Opening it releases the stirges, who voraciously attack until slain. STIRGE: hd 1+1 hp 5 thaco 17 morale 8 int animal 1 align n/a ac 8 move 3” ground / 18” fly class “C” #att 1 damage 1d3 1st hit then each round drains 1d4 points of blood size small 2’ wingspan exp 175 H17) Executioner’s Room PC’s: This cave-like chamber with a smooth stone floor is 30’ high and extends about 40’ into the rock. A lantern, hanging by a chain from the ceiling, sheds light on the whole room. At the rear of the cavern is an 8’ tall keg of mead like those in the cellar. The smell of stale beer is almost overwhelming in this room. Toward the back of the chamber, on the east side, sits a 5’ long padlocked chest. Nearer the door is a 5’ tall mound of furs, skins, and feathers. DM: The room echoes with the resounding notes of giant song. Unless the hill giant has been alerted, he is slumped against the west wall and singing lustily. He wears thick brown animal hides over his massive shoulders and around his waist. His eyes are closed, and in each hand he swings a foot tall mug, sloshing and spilling mead onto the floor. He doesn’t seem to notice the characters as long as they are quiet. This is Boris, Vexia's executioner. Although he is loyal to the hag and efficient at carrying out her will, he has been inactive during Vexia's long absence. He does worry about her when he is sober, and once in a while he takes a stroll around the lair and forest outside, calling Vexia's name. These searches are as much a reassurance to himself that Vexia isn’t’ coming back to destroy his reverie as they are to find the missing witch. He occasionally feasts in the kitchen with the ogres, and even remembers to take food and water to Vexia's secret prisoner, in room H19, every now and then. In his drunken state, Boris has a -6 penalty to being surprised and fights with a -2 penalty to hit and damage. Because of his great size, he will sober up in 2d6 rounds once he realizes that there are intruders in the room. If combat starts, he will barrel out into the guard chamber, room H15, grabs his club, and begins to demolish everything in his way for 1d6 +3 rounds. Each round, he has a 40% chance of attacking furniture or doors near him instead of the characters. Thos inanimate objects struck must save vs crushing blow or be blasted to pieces. Though drunk, Boris can pose a great threat to the characters if they attack him immediately. Clever and daring characters might try to parlay with him. In his state, Boris will be more likely to talk with intruders than kill them if they approach in a friendly manner. The DM should roll for his reactions with a -2 modifier. Boris knows common and will speak to the characters in that tongue. If approached peacefully, Boris reveals that his mistress has been gone “for a long, long time,” and he fears hat she won’t be coming back. He won’t mention her name but talks about “bad ole Magg’rk and nashty Thess’thern,” saying that his mistress hated them, though they often worked together. He complains about the itch on his back that he is unable to reach, and about how much food his mistress’s secret prisoner in room H19 eats. “He hash eaten sho much, der’s almos’ nuttin’ left in Mishtrash’s shellar!” Boris’s reactions to hearing his mistress’s name pronounced aloud by a character could be startling. He instantly grows wary, ashamed, and sober. The giant very coldly and shyly begins questioning the characters about their knowledge of Vexia. He won’t believe anything the characters say and will try to take these “guests” to the prison cell in area H12. He will use force if he has to, while he goes searching for his mistress. Once he begins fighting, Boris won’t stop until he or all of his opponents are dead. All the ogres and orcs in the caves that are alerted by this fight will stay out of it until Boris either is dead or has calmed down. The tall keg in the back of the room is 1/3 full of sour mead. The rest has either been drank or spilled onto the floor. The chest is locked and trapped with a poisoned needle trap. Those struck by the needle must save vs poison or die in 1d4 rounds. Inside the chest are a small +1 shield, a potion of super-heroism, a bag of holding that weighs 10 pounds and holds 100 pounds, 1,000sp, 1,250gp, 1 gem worth 500gp, a gem worth 100gp, 2 gems worth 250gp, and 2 gems worth 50gp. The hides and skins that are 5’ tall are Boris’s bed. They are moth eaten and smell terrible. Because of this they are worthless. There is no treasure here except for what is in the chest. BORIS, GIANT, HILL: H18) ac 3 move 12" hd 12 +2 #att 1 +3 to hit damage 3d4 +2+7 sp att throw rocks for 2d8 int. 9 align chaotic evil size 9' tall exp. 2,000 each thaco 9 hp 50 Vexia's Bedroom PC’s: This room is totally dark. The dust on the floor seems to have settled long ago. Standing in the center of this odd shaped room is a rusted iron kettle positioned on a circular tripod. Beneath the cauldron is a small depression in the worked stone of the floor. In the far south corner is a large bed, apparently made of sawdust and furs with wooden beams for a frame. The sleeping surface is 5’ high. A shelf in the northwest corner is attached to the wall 10’ above the floor. The “L” shaped shelf runs 20’ along each wall. The ceiling is 15’ high. Standing in the corner below the shelf, shrouded in shadow, is a 6’ tall humanoid figure that doesn’t move. The smell of dust, death, and decay are strong here. DM: This room has been entered only by Boris since Vexia's disappearance. The hill giant has passed through here going to area H19 several times to feed the prisoner there. The giant footprints can be easily seen here on the floor. Any character can follow these footsteps while in this room. The still, silent figure is a zombie that guards the secret door to area H19. The zombie will fight to prevent anyone from entering the secret door except Vexia and Boris. Anyone not accompanied by Boris will be attacked when they come within 10’ of the zombie. The zombie won’t pursue the characters out of this room. The cauldron is empty. The bed in the corner has been crudely made and left to gather dust. There is space beneath it for 2 man sized figures to hide from anyone not specifically looking there. The space is empty except for some dirt and dust balls. On the shelf are 2 bags of dried frog bodies, many normal spider webs, and a potion of healing. On the northern shelf sits what appears to be a stone block, 1’ x ½’. If this block is pressed it slides into the wall, causing a secret door in the west wall to unlock. Anyone investigating the shelf will be attacked by the zombie. Part of the west wall beneath the shelf swings outward into area H19 if the brick on the shelf is pushed. The door relocks when shut and can be opened only by pressing the brick. ZOMBIE: hd 2 hp 11 thaco 19 morale no fail unless turned int non- 0 align neutral ac 8 move 6” #att 1 claw attack damage 1d8 sp def immune to all mind affecting spells & cold spells sp vulnerability always strike last in a round / holy water does 2d4 points per vial size mansized exp 65 drawback always loses initiative H19) Prison Cell PC’s: This room smells of human waste and sweat. The rattling of chains draws your attention to the back of the chamber, where a figure sits on the floor, with their head bowed. Low moans come from the thin, bruised person. DM: This is Jerro Hamen, a Ranger who is also a ranger class NPC. He was taken prisoner by Vexia over 8 months ago, when he was investigating the forest around her lair. The hag knew that by taking this man prisoner, she would draw other searchers to her lair where they could be taken care of. She told the man this, but nothing has come of this yet. He hasn’t been tortured by Vexia for over 6 months now, just beaten and starved by the giant. He believes that problems have developed between Vexia and the other hags of the covey. Jerro has crossed paths with both Magglerak and Thessinthorn and knows that there is no end to the guile and treachery that they work on each other and those around them. He and the other Rangers have been trying to eradicate the hags of this area for a very long time. He will be very grateful if the characters rescue him, and he can reveal a good deal of information about the hags, that is, as much as the DM wants the characters to know about. To reward the characters for their help, Jerro passes their names and descriptions throughout the Dyvers and Greyhawk lands, so that any other of the agents of the Rangers will recognize them and aide them. Jerro has no knowledge of any nymph named Willori or Buttercup. “But that doesn’t mean they don’t exist, maybe I just never met them,” He will say. Jerro will stay with the characters until they get to the surface. Once they get to the surface, Jerro thanks the characters and promises them payment at a later date. Within 1 month, as long as the characters are in the Dyvers to Greyhawk area, they will meet an 8th level bard who is a Ranger. The bard will present the characters with a coffer of 4,000gp in coins. If the characters attacked Rinthal at encounter “A”, the rescue of Jerro will make a small amount of progress of making things “right” between the characters and the Rangers. If the door to this room is shut for any reason, a successful bend bars / lift gates roll, with a -20% penalty, is needed to open it from the inside. If all of the characters are trapped inside the room, they will have to wait for the hill giant to come and feed the prisoner. This will happen in 2 days. The giant opens the door with a plate of gross meat and stale fruit and a jug of water. Upon seeing the characters, the giant will try to grab 1 or 2 of them to serve as a meal for him. This pattern will continue until the giant or everyone in the party is dead. If the giant is killed, the characters are in trouble. If the DM still wants the characters to have a chance, then Willori will open the door in 4 days. Jerro Hamen: class ranger level 4 hp 8 now normally 25 thaco 17 morale 14 ac 10 Align lawful good move 12” #att 1 normal but unarmed now str 17 int 11 Wis 12 dex 16 con 15 chr 10 equipment is in area H20 H20) DM: Vexia's Treasury The door to this chamber opens onto, is a 5’ diameter crawlspace set 6’ up on the wall. A permanent illusion, cast by a now dead prisoner, makes it look just like the rest of the corridor. Once the characters climb into the room and have a light source, read the following player character information block to the players. PC’s: The ceiling of this chamber is only 8’ high. The floor is at the level of the crawlspace through which you entered. Most of the cave’s rock floor is covered with coins. There is gold, silver, platinum, and even electrum coins in here. Other items including jewelry and weapons decorate 5 humanoid skeletons. A low wail comes from the north end of the cave, growing in pitch and intensity as a ghost-like figure coalesces before you. DM: This is a programmed illusion of a groaning spirit. The wizard that cast it is long dead. Everyone in the cave must make a saving throw vs spells or fall unconscious for 6d6 turns. The DM should make sure that those that fail the saving throw believe that they have fallen to a banshee’s death wail and they are now dead. The illusion begins anew every time someone else enters the cave and moves towards the treasure. All characters that save the 1st time are immune to the effects in following times. Those coming in for the 1st wail must make the saving throw as normal, but every saving throw after the 1st wail get a +3 bonus to the save. The spirit will simply wail, and won’t attack. The wail will alert Boris the hill giant if he is still alive. Boris will arrive in 1d4 +2 rounds. TREASURE: potion of ventriloquism / potion of fire resistance / scroll with enlarge, wall of stone, polymorph self, unseen servant, and read magic / silver necklace worth 3,000gp / 115pp / 740gp / 95ep / 660sp Jerro’s gear: +2 chainmail / bastard sword / +2 dagger / longbow / a quiver of 16 arrows / 3 +1 arrows / a silver moon and lyre pin that is the symbol of the Rangers. Return to the Black Glen DM: Once the characters have cleaned out Vexia's lair and obtained the nymph’s potion, they should plan on returning to the Black Glen to meet the nymph. If they have guessed the nymph’s true nature, they may attempt to do away with her while it is easy. If not, and the Dm judges that the characters are tough enough to handle Vexia once she regains her power, the Dm should allow the characters to complete the mission. If the characters have no clue that Vexia is the nymph Willori, the characters should have the following encounter while they are traveling back to the Black Glen. PC’s: Ahead of you, seated on one of the skull covered talismans placed along the path, is a large charcoal colored raven. It lets out a squawk to get your attention, and then drops to the ground. While quizzically eyeing a beautiful cluster of wild flowers on the edge of the path, it picks up a rock in one of its claws and drops it into the flowers. You hear a loud hiss, and a lightning fast figure lunges out of the flowers to strike at the raven. However, the raven has already flown up and flaps away down the Shroud Path. You hear a human voice say, “Beware!” and see the evil looking snake recoil itself beneath the flowers to wait for you. DM: The snake is far enough off the Shroud Path that the characters can easily avoid it or kill it from a distance. The snake is a common poisonous snake and not an evil creature. The raven is Aubaerus the Ravenmaster. He has taken this opportunity to warn the characters. He feels that he shouldn’t interfere too much but should provide the characters with enough information to be responsible for their own actions. After using the snake to give the characters an omen, from the beautiful and innocent strikes danger and death, he won’t communicate further with the party. When the characters arrive at the Black Glen, everything appears normal. Vexia / Willori will know they are coming with the hag eye, unless the characters destroyed it during the adventure. If so, she is wary, and yells to them from the edge of the forest to leave the potion by the black cauldron. She gives the excuse that it is the nymph’s way of exchanging gifts. If asked about a reward, she offers to conduct the characters to a buried horde of gems after she has the potion. The horde of gems is not real, but a lie. If the characters refuse to give her the potion or try to coax her out into the open, she uses her fog cloud ability to approach the characters for one surprise snatch at the red clay jug, if she knows where it is. Vexia gets a surprise modifier of -5 to this roll, grabbing the jug successfully on a roll of 10 or better on a d20. She will try one time and then flee. If the characters didn’t destroy the hag eye, Vexia is more relaxed, believing that all is going according to her plan. She approaches the characters openly, happily, and anxiously. She will promise the reward of the gem horde that is false. If attacked in nymph form, she uses her fog cloud ability to shield her escape. Once she has the potion, Vexia unstoppers the jug and drains the contents in 1 round. With her altered magic resistance, she has a 60% chance of shrugging off the witches’ curse. If the potion is successful, she begins laughing. Within 2 rounds, she will have gained back all of her powers as she shifts to annis form. Vexia then attacks the characters until they are dead or she has been defeated. She won’t stop to eat anyone during the fray. Vexia's annis form is truly terrifying. Her dark silver hair is long and wispy. Her fangs are 3” long and dull black. Her eyes are dull green and piercing. She is just over 8’ tall, with talons sharp as razors. Her dress is a long, tattered robe that hangs to the ground, tied around the waist by a belt of human skulls. If the potion doesn’t work, Vexia begins cursing and raving in a very un-nymph-like manner. She attacks the nearest character with her bare hands, doing no damage, and then attempts to escape with her fog cloud spell, vowing to destroy all of her enemies some day. SNAKE, POISONOUS: HAG, ANNIS: hd 2 +1 hp 12 thaco 19 morale 8 int animal 1 align neutral ac 6 move 15” #att 1 bite damage 1 bite save vs poison or take 3d4 points in 1d4 rounds size small 5’ long exp 175 hd 7 +7 hp 45 thaco 13 morale 15 int very 12 align chaotic evil ac 0 move 15” str 18/00 #att 2 claws / 1 bite damage 1d8 +8 claw / 2d4 +1 bite magic resist 20% size large 8’ tall exp 4,000 surprised 1 on a d10 vision normal & infravision spells change self at will / fog cloud 3 per day spell level 8th combat -1 per die from edged weapons & +1 from blunt weapons Concluding the Adventure The characters will end this adventure having discovered a great evil. Though the hags have not formed a new covey now, the potential is there. Even separated, the hags are powerfully evil. If left alone, their borders will gradually expand until they pose a threat to all travelers in the area. Should Vexia escape in nymph form, she will return to her lair. If the characters killed the giant and most of the ogres, she will be able to enter and reach her laboratory. Given a few months, she will be able to create another potion for the remedy of the curse. Once Vexia regains her annis powers, if she has survived, she begins her revenge on the other hags. An all out war may develop, with each hag seeking to bolster her defenses by drawing on the surrounding lands. The resulting evil will concern Aubaerus immensely. He may even hold the characters responsible and demand, through an apprentice druid, that they remedy the situation. He may demand that the characters destroy the hags and clear the area of evil creatures. If the characters agree to this, they will get help from the Rangers. If the characters attacked the Rangers, they could very well be forced to clear out then hags as an act of restitution. There are many possibilities for further adventures in the hag’s forest. The DM can expand on the lairs of Houpshe, Thessinthorn, and Magglerak. They have acquired much treasure over the years through their power and treachery, and will continue to plot and scheme against humankind. If all of the hags are destroyed, the concentration of evil in the area is broken. The Shroud Path and the Black Glen are quickly overgrown and claimed by the forest, aided by Aubaerus and other druids. There are rumors of an ancient abandoned elven civilization around Lake Sember. While clearing out the hags’ lairs, the characters may discover a map to this area, which has also become corrupted by the influence of the hags. If driven away and not completely destroyed, the hags could return at some time and place to exact revenge on the characters who foiled their plans.