EMDT49 Echoes From Fomalhaut #03 Blood, Death, and Tourism

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Issue #03: “Blood, Death, and Tourism”


by Gabor Lux

Illustrated by Stefan Poag (cover, pp. 2, 15), Denis McCarthy (pp. 28, 31, 33, 34, 40),
Gabor Lux (p. 18), Mary Hallock-Foote (p. 43), Howard Pyle (p. 36),
and the Sir-Tech team (pp. 20, 21, 22).

Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary
www: beyondfomalhaut.blogspot.com
e-mail: [email protected]
ISBN 978-615-5902-03-1

Summer’s long gone by the time this issue is published, but it is


always the right time to spend a few days
at an expensive south sea resort. This issue’s main adventure takes the company to
Tridentfish Island, which has seen better days, but is now being discovered by a new
generation of visitors. The module marks the beginning of publishing the campaign
materials from our City of Vultures campaign, focused on a dark city-state rotting from
the inside out, and governed by sinister conspiracies. Tridentfish Island is only the first
step into the shadows.
The other main article is another hefty one, giving you half the hex key to the Isle
of Erillion. The eastern half of the island is described in these pages, with the rest to
come in Echoes #04. The current issue also includes the GM’s cartography with all its
detail, providing a full picture of the ruins, strongholds, and monster lairs of the wil-
derness. Of course, Erillion is just a framework for your own adventures: to that end,
not all mysteries have beem spelled out, and many possibilities have been left to the
reader’s imagination.
This content has taken up much of the issue, and left room for two shorter articles:
one of them is a collection of monsters adapted from my favourite CRPG, David W.
Bradley’s Crusaders of the Dark Savant; and the other, an idea that came to me in a
flash of inspiration, and left me obsessed until I could put it on paper. It comes unfil-
tered (i.e. untested), but I hope it will stand the test of table use. Ceaselessly, the Great
Wheel rolls on and on…

Gabor Lux
Pécs, 09 december 2018

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g People of the Great Wheel g
Ceaselessly, the Great Wheel rolls on and on, moving ever forward through the plains and
hills. Its momentum is not impeded by geography nor wall or human effort: it goes through
city wall and shepherd’s cottage, necropolis and tilled field with equal ease. Great is the de-
struction it leaves as it continues on its journey, and futile the attempts to divert, control, or
destroy it. From its path of devastation has sprung a curious band of followers, sycophants
and hangers-on, who follow the Great Wheel wherever it goes and add to the destruction it
brings. The People of the Great Wheel, as they are called, are ever on the move, seemingly
a part of the dust clouds which precede it.

g Aspects of the Great Wheel g


With respect to the Great Wheel itself, it possesses the following characteristics:
• The Great Wheel measures 50’ from bottom to top, and 15’ from one side to the other.
Along its axis are two polished black metal protrusions which could be short spindles. It
emits an even, low-pitched hum which is more intense along the spindles. Otherwise, it has
no discernible operating mechanism.
• Anyone caught in the path of the Great Wheel must save vs. petrifaction or go under and
be crushed. All objects are pulverised or bent, although some may save vs. crushing
blow to retain a recognisable form, and certain magic items may be spared altogether.
• Those who perish by the Great Wheel have a 1:6 probability to rise as restless spirits haunt-
ing the ruins and wastes: shadows (LVL 1-4), wraiths (LVL 5-8) and spectres (LVL 9+).
• The Great Wheel is impervious to known weaponry and magic.

2
The Great Wheel’s behaviour is as mysterious as its origins.
• In each overland hex, it has a 1:3 probability of altering its course (1d6): 1 – 60 degrees
left; 2-3 – 30 degrees left, 4-5 – 30 degrees right, 6 – 60 degrees right. However, if it al-
ters it course, there is a further 1:6 probability to reverse direction, rolling backwards
• The Great Wheel does not enter mountains, dense woodlands, or the sea, but shall roll
through badlands, hills, swamps, and lesser bodies of water. In living memory, it has not
rolled into an obstacle that would stop or swallow it (although these are not many).
• Its speed is not constant, but always adapted to the circumstances. It rolls slower by night
and more vigorously during the day. It can go up most slopes, and take fairly sharp turns,
although it mostly doesn’t.

g Disciples of the Great Wheel g


Among the varied groups following the Great Wheel are the following:

Outriders of the Great Wheel (1d6*20): Warriors in fantastic horned helms and leather
getup, these mounted riders precede the Great Wheel on its way. Calling themselves the
embodiments of its Will, they slay and pillage as they please, although they never keep their
plunder for long. Usually, half of them are away on reconnaissance or hunting.

Outriders of the Great Wheel: Ftr 2; AC 7 (leather, mounted); Atk two-handed sword 1d10
or spear 1d6+1 or horseman’s flail 1d4+1 or javelin 1d6; ML 9; AL CE.
Hp 10 16 9 9 12 10
16 6 4 12 12 13
17 14 7 5 10 3
9 12 14 15 17 6
17 19 15 6 11 6
12 14 12 6 9 19
12 8 15 5 14 9
8 6 11 14 16 14
2 16 12 11 15 6
9 13 13 11 6 13

Penitents of the Great Wheel (1d6*5): Ascetics and flagellants in simple loincloths and
sandals, they wail and howl curses and inarticulate prophecies as they run right before the
Great Wheel. Those who miss a step go under and are crushed, but they are treated as holy
men, and held in great reverence. They are normal men.

Children of the Great Wheel (1d6*20): These are the men, women and children whose
lands and dwellings have been crushed by the Great Wheel, or plundered by the Outriders.
Those who are not left for dead or escape with their lives are herded into these ragged
groups, where they will follow the Wheel where it now goes, receiving meagre food and pro-
tection on their way through the land. Many fall by the wayside or go under, but there are
always new people to replace them.

Magi of the Great Wheel (1d6+2): These wise men, not necessarily magical nor necessarily
wise, follow from a certain distance, observing and commenting on the Great Wheel’s
movements and future direction. They consider themselves well-versed in their trade, and
will offer predictions and warding amulets at a certain cost, even if few would actually follow
their own advice. Some of the more prominent magi and their pronouncements are?

3
• Mulkandor the Extravagant (Ill 2): he wears gossamer veils to signal his station. “Verily,
the dog did deserve his fate, for he would not have been crushed thus if he were innocent!”
“True is the Great Wheel’s path, for if it were not, how could it be so powerful?” “Live not
in the Great Wheel’s path if you do not wish to be crushed.”
• Barrok the Gnomic (Thf 1): just a phony trying to get his hands on some treasure and get
out. “Indeed, Mulkandor spake most eruditely today!” “Verily, ‘tis so!”
• Zeinnar of the Seven Splendours (Ill 3): he wears stolen, dusty vestments made from
the feathers of several colourful birds. “Behold the might of the Great Wheel! Behold how
it rolls! Is it not beautiful, and is its path not sure? Indeed, you must agree!” “Their les-
sons shall serve them well! All shall receive what is their due.”
• Huwash Yesk (Ftr 3): he oils his skin with scented oils, and hides the mark of the whip in
the folds of his robes. “There were those who speak falsehood, and now they are but dust
and broken bones! ‘Tis the wheel’s law to roll on, and by its might are its deeds vindicated!”

Mulkandor the Extravagant: Illusionist 2; AC 10; Atk staff 1d6; ML 6; AL CE; dream-spice.
Spells: 2; 1: audible glamer, change self, hypnotism, light.
Hp 5

Barrok the Gnomic: Thief 1; AC 7 (Dexterity); Atk dagger 1d4 + paralytic venom (1d3 turns);
Spec PP 30%, OL 25%, FT 20%, MS 15%, HS 10%, HN 10%, CW 85%; ML 7; AL CN; the dust
of Mung*2, 3*crystal eggs (40 gp each), old tome (unknown gibberish), 70 gp.
Hp 5

Zeinnar of the Seven Splendours: Illusionist 3; AC 9 (Dexterity); Atk mace (decorative); ML 7;


AL NE; crooked staff with gilded bells, whip (he whips himself ceremonially, but rather lightly).
Spells: 2/1; 1: change self, phantasmal force; 2: blindness, detect magic, impr. phant. force.
Hp 7

Huwash Yesk: Fighter 3; AC 9 (Dexterity); Atk footman’s flail 1d6+1; ML 8; AL LE.


Hp 17

Merchants of the Great Wheel (1d3+1 wagons): Even further, but ever on the Great Wheel’s
track, follows another curious group on wagons and beasts of burden. These well-fed fellows (all
Thief 4), held in low esteem by their own but well protected by 2d6 armed ruffians each, are
tradesmen of ill repute. They pick through the crushed remains and gore left by the Great
Wheel’s passing, extracting and selling the valuables. Flattened gold, bent jewelry, soiled purple
and cracked gemstones are their goods, and while their trade is unsavoury, there are always
buyers. However, when the Great Wheel stops and rolls backwards, they and their riches are the
first to go under, and they go unlamented. The current merchants, and their special wares are?
• Barzhani al-Barzhani: sour face, sour disposition, bad leg. Whispering goat statuette.
• Comondus: hacking cough masks extreme tenacity. Graven stones from bygone empire’s
last necropolis. The testimony of a fortune-seeker thrown under the Great Wheel.
• Ylloston: hoping to cut and run, looking for group to take him to safety. The crushed bones
of a prophet. Five kidnapped mummies. Knowledge about the buried dowry of a queen.

Merchants of the Great Wheel (4): Thief 4; AC 8 (Dexterity); Atk dagger 1d4 (#2 thrown); Spec
backstab*2, PP 45%, OL 37%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; ML 6; AL NE.
Hp 14 9 9

Guards (2d6 each): Fighter 2; AC 6 (ring, shield); Atk flail 1d6+1; ML 7; AL LE.
Hp 7 8 8 3 14 9
5 10 13 10 11 8
4 7 11 9 14 5
19 9 14 3 12 11

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g Legends of the Great Wheel g
It has been rumoured among its People that?
1. A great king had once thrown his riches and concubines before the Great Wheel to save
his city, and seeing that it did not turn from its way the least, at last threw himself in its
tracks. Neither his name nor his empire are known, but his story is remembered.
2. While many are crushed by the Great Wheel, the virtuous need not fear: unlike the oth-
ers, they shall not rise as restless undead, walking the wastes forevermore. Those who
rise, indeed, must not have been sufficiently virtuous.
3. Many have climbed the wheel to ride atop as its masters; all have fallen and most have
gone under. Cursed are they, and neither jackals nor vultures shall touch their remains.
4. The god Karttekeza had once came to the Great Wheel on his war peacock, and made it
stop for one day and one night. No more could he achieve, and at last he stopped his ef-
forts and let it pass on its way.
5. A poet, well versed in tales and song, had started to carve a poem into the Great Wheel’s
underside. The work went unfinished after his demise under the Wheel’s turns, but the
incomplete masterpiece is still there to see – if one looks careful enough.
6. Sometimes, a lone widow approaches the Great Wheel, lamenting his only son and curs-
ing its People. Always is she killed by the outriders, but always does she return again.

5
Terror on Tridentfish Island
adventure module for levels 3rd to 5th
Playtesters: Gabor Acs (Santiago del’Avellos, Fighter 3)
Kalman Farago (Burzasp Serfiroz, Fighter 4)
Laszlo Feher (Vifranavaz, Illusionist 4)
Matyas Hartyandi (Marashura, Fighter 1/Magic-User 2)
Gabor Izapy (+Yar’Shalah, Archer 3; Thorlig Jansen, Northman Barbarian 3)
Adam Tarnoczy (Ambrosius, Fighter 4)

PVVVVVVYVVVVVVP
Only a few decades ago, Tridentfish Island was an exotic resort on the southern seas, its
guests the decadent aristocrats of a sinful but rich city state. Painted barges came with pam-
pered young nobles, their adventurous women, and a host of children and servants. Beyond
the pleasure-palace and its decorative gardens, the wilderness was a place for hunting and
safe exploration. The few disquieting mementos left over from before recorded memory
would only amuse the jaded guests – the odd sinister death and dismemberment had only
added to the place’s charm. But Tridentfish Island proved an expensive folly. The palace did
not meet the builders’ profit expectations, the novelty-seeking clientele found new amuse-
ments, and travellers from distant lands failed to turn up. As the business collapsed, the pal-
ace was gutted of valuables and left to its fate. In the city, faded memories of the island
would linger for a while, then pass from common knowledge.

pvvvvvvyvvvvvvp
The visitors

After its long abandonment, Tridentfish Island has now been sought out by four groups. None
of them have accurate information on the island’s current situation, and none of them have
really prepared themselves for its hazardous trials. These people are...
Dúr Láni: This arrogant, insufferable young man is a prime specimen of the feckless aristocracy.
He wears a turban, exquisite silks over a suit of armour, and expensive slippers. He carries the
magic sword of his ancestors. His tiny moustache only highlights his boyish features and increas-
ing obesity. Dúr Láni had recently recalled this wondrous place of his childhood in a bout of ter-
minal boredom, and the gilded memories of the past have spurred him to set off for the island in
his excursion boat after only half a day’s preparations – and never mind the island’s devastation.
During his “expedition”, he will prove a priggish lout, careless with the lives and welfare of
his men, as well as his money. Those who participate in the absurd “heroic deeds” he comes
up with can surely count on lavish rewards (and increasingly horrid risks). Although Dúr Láni
treats others as expendables, he is careful enough not to endanger an important person like
himself. In a way, he is a valiant and brave fighter, but he does not rush into his doom, and if
he sees his followers decimated and himself in grave peril, he cuts off the excursion with a
good excuse (most likely boredom) and leaves on his boat. A few impressive successes and
hunting trophies are also good enough. Signature phrases: “That’s something!” “By Badjul’s
fifty sacred names and eleven lips!” “What kind of foot-dragging is this? Forward!”
Rajap is Dúr Láni’s vizier. He is a jowly, stubbled fellow in a turban; quickly winded, but
quick as the lightning when he needs it. He carries the lord’s money and communicates with the
low-born (speaking to an illustrious lord directly and being spoken to is a privilege of breeding
and rank). He is parsimonious with gold, and always hands out less than due – let the receiver
be happy they got something at all. He is wily and cruel, but unable to control his young master.

6
The soldiers are dark-skinned, moustached and stubbled folks in colourful uniforms.
They serve their master indifferently and faithfully like their fathers, grandfathers, and grand-
fathers of grandfathers. While not enthusiastically, they will obey any order, and sacrifice
themselves for pointless causes. The same applies to the loinclothed servants with a piece
of cloth wound around their heads, but they are cowardly, and in fact completely passive.
Dúr Láni and his company land in the port (A) before the Palace of Tulashnár, and em-
bark on their expedition from this point.

Dúr Láni: Fighter 4; AC 2 (banded mail, shield, Dex); Atk longsword -1 1d8-1 or composite short
bow 1d6; Str 13, Int 10, Wis 10, Dex 15, Con 12, Cha 8; ML 9; AL LE; lordly clothes with 6*40 gp
citrines, 150 gp jade bracers, 20 gp mouth harp, potion of extra-healing, the dust of Mung*2.
Hp 19

Rajap: Thief 2; AC 8 (Dex); Atk sabre 1d8 or whip 1d3; ML 7; NE; medallion with something
like a ?pangolin?; 340 gp.
Hp 9

Guards (11): Fighter 2; AC 7 (ring mail); Atk halberd 1d10; ML 10; AL LN.
Hp 8 7 7 14 14 5
5 13 4 9 17

Servants (10): HD 1; AC 10; Atk fist 1d4; ML 5; AL N.


Hp 4 2 1 7 8 7
3 7 6 4

Garbage ship: this large, decrepit dinghy once painted in gaudy colours has a crew of 24
oarsmen. They wear colourful rags on the top of their heads, tend to be stubbled and mous-
tached, and flash gap-toothed grins as they greet anyone they plan to swindle or rob. Since
news spread fast in port, they have followed Dúr Láni to the island, arriving 1d3+1 days later
on the NW shore next to the Sea Cave (G), and striking inland after dropping anchor.
They are all the members of a low-ranking pariah clan who live off the great lords’ gar-
bage, and have come in the hopes of finding leftover valuables at abandoned campsites, or
where they can get it. If they meet strangers they think to outnumber, they will rob them of
their valuables with a cheerful, almost apologetic business-is-business attitude (however,
they will also generously offer to take them back to town if they meet survivors at their wits’
end). If they meet one of the great lords, they will try nothing, and act as servile as they can.
This rag-tag band is lead by a jolly greybeard, Khafir, who still remembers the days when the
lords would come here to make merry. What a time it was! And what a shame it has passed!

Pariahs (24): HD 1; AC 10; Atk knives 1d4 or rusty shortswords 1d6 (-1 to hit); ML 6; AL CN.
Hp 5 8 5 8 3 4
6 8 6 2 7 4
7 5 2 4 2 1
1 2 4 3 8 7

Sharwár Mirza: This nobleman is used to strict obedience. He is among the conservative
traditionalists, who are nowadays in no great standing at court, but Sharwár Mirza’s advice is
still heard even by the most powerful. The mirza (~scholar) wears red-trimmed blacks and a
fitting indigo-and-red turban. In his mouth glint gemstone teeth cut into sharp incisors (700
gp; if someone would remove them through some gruesome effort, see below for the conse-
quences). Signature phrases: “Verily2” “What scoundrel stalks over yonder?” “Prepare, out-
lander! The worms of the earth shall now be your hosts!” “Forward! Forward!!!”
The mirza has come with ten picked men to be Dúr Láni’s undoing, and claim his wealth
as his own back in the city. Accordingly, he has rented a small boat under an assumed
name, and used a less direct sailing route (+1d2 days). On the island, he prefers to conceal

7
himself until he can strike from advantage – and if Dúr Láni and company suffer a self-
inflicted “accident”, so much for the better. If his business goes badly, he retreats, but only if
his identity remains a secret: otherwise, he has nothing to lose, and attacks like a mad tiger.
He has three more men guarding his boat in a hidden bay next to the Cave of Guruthlál (Q).

Sharwár Mirza: Fighter 6; AC 7 (ring +1, cloak +1, Dex); Atk mace 1d6+1 or 2*composite
short bow 1d6; Str 10, Int 16, Wis 18, Dex 15, Con 12, Cha 16; ML 10; AL CE; dust of ap-
pearance*2, potion of fire breath (1d4 gouts of flame 4d4 Hp, save ½, must be used within
1d3 turns or explodes within imbiber with no save), 310 gp.
Hp 38

Guards (10): Fighter 2; AC 7 (ring mail); Atk halberd 1d10; ML 10; AL LN.
Hp 7 11 5 8 12 15
11 8 13 13

PVVVVVVVVVVVVVVVVVVVVVVP
Gemstone teeth: The custom of replacing teeth with crystals or gemstones is now only found in
the traditionalist faction of the aristocracy. The pointed predators’ teeth lend these lords and la-
dies a bestial appearance, which some supplement with gemstone claws mounted on metal fin-
ger sheaths. Others in the City of Vultures oppose the custom; and Mirwander Khan is known to
be in this circle. However, placing the skulls of the dead with their teeth in well-guarded family
archives is a habit that survives in all noble circles, and is granted exemption from the usual buri-
al rites. Possessing a collection of skulls is a matter of prestige and great responsibility.
The value of teeth is 2d6*100 gp per individual, and they are all custom work: a gemcut-
ter based in the city can readily identify the former owner (5:6). The theft or trade of skulls is
unthinkable in the City of Vultures, and few smugglers will touch them. Every night, there is a
cumulative 20% probability the thief will be visited in his dreams by the phosphorescent
shades of skeletons with glowing teeth, one per 100 gp value. If the character is triumphant,
or rolls a save vs. death at -6 to force himself to awaken, the probability is reset. The
gnawed-on corpses of characters killed by the shades will be found the next morning with the
glimmering teeth scattered next to their bodies.

Shades (2-12): HD 2; AC 7; Atk incorporeal touch 2d4; Spec ignores armour; ML 12; CE.

PVVVVVVVVVVVVVVVVVVVVVVP
The player characters: the fourth group, who might have come to the island?
• ?in Dúr Láni’s service: hired as a part of his entourage for 40 gp per man, and prom-
ises of further boons. Unless someone among them can credibly present himself as a
noble, they will receive their orders from Rajap, while the Sir will treat them with the atti-
tude one reserves for a prized hunting dog – unless they manage to win his approval.
• ?in Sharwár Mirza’s service: hired from the never-do-wells of the harbour, who have no
ties to the city and aren’t afraid of getting their hands dirty. The offer is 60 gp per man, and
200 gp for Dúr Láni’s slayer. The mirza will keep every detail to himself, but trusts his mens’
greed. If they prove useful servants, he will not do away with them once his goals are ac-
complished (since no outlander’s word would be taken against his in the city, anyway).
• ?on another errand, or as castaway, entering the conflict as complete outsiders.
• ?as quarry: In this variant, Dúr Láni and Sharwár Mirza are not out for each other’s blood,
but compete in a good, old-fashioned manhunt. The characters are one group of the hunted,
either shipwrecked or put ashore with minimal equipment as the great lords’ future trophy.
For the others, use the statistics of the garbage pickers.
Fallen PCs may be replaced from the survivors of other groups, captives, or in the fourth
scenario, the other “prey”.

8
Tridentfish Island

The island’s geography is defined and segmented by two steep mountains. Only crooked trees
grow in the crevices on the peaks, but the plains and plateaus, while littered with boulders, have
the occasional scrub and meadow. Animal life is scarce beyond smaller lagomorph, and there
are no random encounters outside area K. In the encounter areas below, Dúr Láni’s reactions
are described if the characters are in his company. The more driven Sharwár Mirza cares less for
the environment, and the garbage pickers don’t venture too far from the coast and their barge.

A. Docks: Worm-eaten, rickety pier, mostly eaten by termites close to the shore. Thick
weeds around an old, painted wooden booth with a signal bell that breaks off at the first
pull. The termites have built their lair right under the booth, 1:3 of collapsing floorboards
dumping characters into their pit for 2d3 Hp per round. Old signpost close to the overgrown
cobblestone road reads: “The Palace of Tulashnár 2 Std. ” The ruined palace in the
mountainside is easy to see, along with the road climbing over the ridge.

B. The Palace of Tulashnár: Only weeds thrive now on the terraces before this former
pleasure-palace, and its dark basalt blocks have already been worn down by the incessant
rains. The rectangular central building is topped by a broken onion dome, with truncated,
broken statues leering from the battlements on the debris piles below. The interior and the
side wings are similarly dilapidated.
The palace is empty by day, but its new masters arrive at night: the winged apes of the
western peak (E), who have claimed the ruined structure as their own. The apes destroy eve-
ryone they find on “their” territory. Possessing a terrible cunning, the pre-human beasts start
their attack with statuary and stone ornaments knocked off of the battlements and the central
hall (save vs. petrifaction or 4d8 Hp). Afterwards, they attack from multiple directions, trying
to divide and surprise their prey group by group. They use their flight ability to good effect,
changing their position under cover of the darkness, or stalking through the corridors
wrapped in their massive leathery wings (surprise 2:6).
[Dúr Láni’s group is easily divided: the servants don’t dare enter the palace, and
half the soldiers are struck with terror the instant they see the apes. Dúr Láni, howev-
er, advances courageously and vehemently. In a similar situation, Sharwár Mirza is
much more careful, keeping his team together.]

9
B1. Entrance. Parts of the stone arch have fallen, and the floor is littered with weeds and
debris. Much of the gate has been used to build a fire; traces of the bonfire are still visible.

B2. Central chamber. A single space together with the gallery and the dome, lit by the sun-
or moonlight streaming in through the wide crack. Wet rot everywhere; creeping vines and
varicoloured mushrooms have sprouted up on the black stones and rubble piles. Stairs up to
the gallery and the battlements.

B3. The side wings are particularly run-down. Servants’ quarters, mostly with collapsed
doors; filth and decay. Under the black stones are cisterns flooded with brackish black water.
Multiple gaps in the walls lead outside, large enough for both man and man-ape.

B4. Gallery and suites. Only a few rotting sacks remain with unrecogniseable, mouldy fab-
rics, and worm-eaten tapestries. One conceals a walled-up niche, easily discovered once
exposed. A lead box conceals 900 electrum and 2*300 gp gem-studded brooches.

B5. The battlements, in the ominous shadow of the looming dome, are a tangle of oversized
statues and broken crenellations, which make it a perfect hiding place for the apes.

B6. The crack in the dome allows for unobtrusive surveillance of the central hall... only the
presence of a great shadow blocking off the light serves as a clue for ambush.

C. Cliffs: The sheer basalt heights need climbing equipment to cross (remains of a former
attempt are apparent). [Neither Dúr Láni nor Sharwár Mirza have the slightest inclination
to climb.]

10
D. Plateau: Rocky plateau with meagre scraps of vegetation overlooking the sea. The north-
ern side is easy to climb, the southern (C) less so; to the west, it just drops into the sea. Mul-
tiple ledges up to the peak (E), but without perfect caution, the winged apes will take note
and attack the climbers with thrown boulders (save vs. petrifaction or 4d6 Hp, open doors roll
or fall off cliff), followed by a direct attack. Here and there, one can see the remains of rotting
wooden stairs, but these have no relevance today. [Neither Dúr Láni nor Sharwár Mirza
have the slightest inclination to climb.]

E. Ape nest: An enormous cage shaped like a peaked dome, with a hole in the side where the
massive bars have been dislocated and bent by the winged apes. The horrors hunt on the
nearby islands, because only the village of the pariahs (L) remains to eat here, and they don’t
like their taste. They defend the cage to their death, preferably by picking up opponents (single
attack roll instead of sequence) and throwing them off the cliff. In addition to the bones and the
junk they have carried up here from the Palace of Tulashnár, they have 650 gp, an intact suit of
banded mail, a 30 gp aquamarine, a 200 gp pearl, and a 400 gp opal in a golden brooch.

Winged apes (4): HD 5; AC 6; Atk 2*claws 1d6 and bite 1d8; Spec flies, surprises 1:3, surprised
only on a 1, on successful hit with both claws, extra 2d6 Hp rending damage; ML 8; AL CE.
Hp 27 15 26 22

F. Sea Cave, W entrance: A low cave mouth opens under the cliffside. At low tide, it is discov-
ered automatically from close by, and if the company is looking for something from a distance. A
small boat can slip inside, but a ship would need to remove its mast to pass. At high tide, the
cave’s presence is hidden, and only discovered as a secret door. The cave leads to G8.

G. Sea Cave, N entrance: Another cave mouth concealed among the rocks above the des-
olate beach. Easily discovered while on land, it is only found as a secret door from the sea.
The entrance forms a cavernous mouth with the stumps of broken stone teeth and a heavy
portcullis; lifting it requires an open doors check, and arms a guillotine trap (3d6 Hp but
the mechanism is so old it only works with a 1:6 probability).
[If he has found no glory on the island yet, and his losses are light, Dúr Láni becomes
very enthusiastic about exploring the cave – otherwise, he will postpone it for a different
occasion. Sharwár Mirza only pays attention if he can trace his enemy within the cave.]

G1. Entrance Grotto: Heavy brass chains on the windlass drums, the counterweights of the
portcullis mechanism. Three bas-reliefs depicting long-faced human grotesques in the Easter
Island style, their leering mouths showing lolling brass tongues which can be pulled up- and
downwards. They make clicking noises, and were used to operate the various mechanisms at
the entrance, but they are no longer working properly – nor are the smaller blade traps hidden
in the mouths, which only trigger on a 1:6 (1d6+2 Hp, may still lop off a careless hand).

G2. Descending Stairs: Rough-hewn tunnel; more rough faces in the walls with soot and
molten wax. These images were once lights; one is a flame trap activated by a pressure
plate hidden in a stair, but so degraded it only has a 1:3 probability to trigger (3d4 Hp cone,
save vs. dragon breath for ½, 4 charges).

G3. Landing: At the end of the stairs, an arch leading to the upper cavern forms another
gaping mouth. The flame trap is triggered by a stone below the arch, and is targeted at the
area below and around it. 1:2 to activate, 6 charges, but grows increasingly more erratic (1:2,
1:2, 1:3, 1:3, 1:6, 1:6).

G4. Upper Cavern: Domed cavern, southern part blocked off by a cycloptic building hewn
from the living rock. The rest are natural caverns with flagstones, but the floor is even and
covered by colourful, cracked terracotta tiles. Fallen stone formations and debris everywhere.

11
G5. Storage: Two-level building constructed of crumbling, porous stones, with a heap of
broken ceramic vessels by its side. The lower entrance has been barricaded from inside,
but entry can easily be gained through the upper floor windows. The upper floorboards have
collapsed, and little remains, but down below, the stores are reasonably intact. Three foot-
lockers of weapons (40 spearheads, 13 sabres and 6 small bucklers) and two more con-
taining iron ingots must have been transported here relatively recently: the equipment is oiled
and intact. Sacks of grain and preserved food have fared worse, turning into dust and pu-
trescence on touch. The most interesting find is an amphora filled with jelly. 12 white ce-
ramic batons are preserved therein, radiating faint heat and emitting a soft vibration.

G6. Terrace: A recess cornered by the building and the cavern walls. The ceramic floor tiles
have been smashed into smithereens and rubble covers everything. The entrance is a tall, an-
cient brass door with wormlike, meandering reinforcements (stuck, open doors check applies).

G7. Stairway: Twisting stairs down to the lower cavern.The stairs are guarded by two stat-
ues standing on low plinths. These bizarre beings are shorter than a man, and their body is
segmented in a wormlike way; the feet are malformed stumps. They are armed with brass
tridents, and animate if someone passes close to them. However, their movement is slow
and awkward, making them easy to trip, and hard to stand back up.

Living statues (2): HD 4; AC 2; Atk 2*trident 1d6+1; Spec pin opponents on natural 18-20,
immune to cold, fire and mind-affecting, +1 or better to hit; ML 12.
Hp 15 14

12
G8. Lower Cavern: Much of the place is occupied by a deep subterranean lake, connected to
the sea via a meandering tunnel (F) which is flooded at high tide. An ancient skiff is moored at
the end of the rotting pier (1:6 to sink immediately, further 1:6 to sink within 1d6 hours). To the
south, there is a storage tower similar to the one at G5, looted and no valuables.
To the east, the cavern wall has been cut into the massive walls of an irregular building.
No windows open between the chiselled stones, only a double brass gate with wormlike
reinforcements, flanked by two plinths. One of the plinths is occupied by a statue similar to
the ones at G7; the other is empty, and the statue has been smashed into pieces.
Living statue: Hp 10
G9. Hallway: Rich non-figurative frescoes along the 20’ walls; round recesses with slim, im-
probably-shaped amphoras, many of them broken and dusty. Slight slope towards SE.
G10. Burial Vault: Yet another archway forming a toothy maw, twisted heap of scorched
bones. The large slab activating the flame trap is easy to find, but harder to jump across.
The trap activates on a 1:2, 5 charges left, but it is increasingly erratic (1:2, 1:2, 1:3, 1:3, 1:6).
The interior is a rough-hewn crypt of shoddy workmanship, at least in comparison with the
rest of the building. Dust, ashes, broken clay urns and bones are strewn about in a chaotic
mess. The treasure amounts to a few useless baubles, save for a skeleton’s golden necklace
(240 gp). If the dead or their items are disturbed, the remains animate as skeletons.
Skeletons (24): HD 1; AC 7; Atk claws 1d6; ML 9; AL LE.
Hp 3 7 5 2 4 7
7 5 5 2 7 1
6 8 7 6 3 6
5 4 6 8 8 2
G11. Fresco Hall: Semi-circular space where the frescoes gradually congeal into a discern-
ible scene: smudged, scratched human figures pay obeisance before a tall, segmented form
surrounded by a force field represented by colourful lines. The same motifs are repeated on
the brass door to the east.
G12. Stairs: Steep, narrow stairs with bare walls. Two wormlike guardian statues protect
this space from intruders. Only one animates until the other is slain, but either one is soon
joined by the mummified corpses from G13/a.
Living statues: Hp 22 18
G13. The Great Domed Chamber: This chamber is split between two levels. Its design is so-
phisticated, but its structure follows alien construction principles. Every wall is reinforced with
hammered and riveted brass plates of irregular size and shape. Upstairs, a gallery surrounds the
shaft connected to the lower floor, and stairs wend their way downwards. The two side chambers
(a – b) up here are old, cramped storerooms. Downstairs, most of the chamber (c) is occupied by
a brass cupola and a “bridge”. Condensation is omnipresent on the lower floor.
a. Niches in the storeroom wall contain five corpses shrivelled into the consistency of old brown
leather. The cadavers wear tattered technicians’ overalls of a shimmering bronze fabric. One has
a 700 gp gold disk around his neck depicting a mass of writhing worms. The bodies animate to
defend the complex if they are disturbed, or a fight develops within hearing distance.
Mummified corpses (5): HD 3+3; AC 6; Atk 2*claws 1d6; Spec chokes for extra 1d6 Hp if
both attacks hit, turned as mummy; ML 10; AL LE.
Hp 13 15 16 15 21

b. Metal shelves carry the dusty remains of oddly segmented machines, their copper and
brass limbs resembling wasp legs.

13
c. On the lower floor, a guardian statue stand watch over a brass cupola sunk into the
floor. The cupola is studded with numerous glass “eyes” (portholes) glowing with diffuse light,
and it is sealed with a powerful valve mechanism. To the northwest, a raised “command
bridge” overlooks the cupola with a brass console. The cupola perimeter is inscribed with an
ancient, elaborate script etched in acid:
“GUARANSHAWÁR, THE LORD WHO CRAWLS”.
Anyone who sets foot on the bridge is attacked by the statue, soon joined by the corpses
from upstairs.
The shaft below the cupola is under high pressure and arctic temperatures, the source
of the pervasive condensation. The console on the bridge opens the cupola. The mecha-
nism is baroque and inscrutable, but the gist is simple: four ceramic rods (as found at G5)
must be inserted into three round openings, burning them out but supplying the ancient
mechanisms of the cryogenic chamber down below with energy.
If the console is operated, bolts whirr within the pressure dome, escaping mist hisses,
and the bronze contraption opens amidst the deafening roar of the machinery, flooding the
chamber with light and a thin fog. Raising from the depth is a slender, segmented body re-
sembling a long earthworm with the thickness of a man’s leg. The soft white flesh is encased
in metal braces made of shining chrome, with tiny tubes pointed at the intruders. The entity
has no discernible eyes, but its body is sheathed in a shimmering, buzzing energy field.
This is Guaranshawár, The Lord Who Crawls, a powerful emissary of the People of the
Worm and their interstellar civilisation. Guaranshawár communicates in sibilant tones via the
metal braces; he is not necessarily inimical, but his thought patterns are governed by a foreign
logic, and he finds it hard to convey his thoughts in a way understandable for lesser life forms.
His current interests, however, are prosaic: he has become weakened over his long hibernation,
and “his senses are ruled by irregular patterns”. He demands living human nourishment in the
form of strong and healthy bodies, and later other strange things which would lead to the myster-
ies of the City of Vultures. He can return the favours with knowledge or technological artefacts. If
a confrontation develops, and he is triumphant, he will make human contact with some difficulty,
and Tridentfish Island will soon emerge as the home base of an interstellar menace.

The cryogenic chamber consists of multiple levels connected by metal ladders, and a
narrow central shaft. Metal footlockers contain a variety of inscrutable scientific instruments,
as well as a fully charged laser spear, an AG belt, and three silvery canisters containing the
poisonous agent argent (neurotoxin, two saves at -3; initial effect reduces to zombie state;
secondary effect 2d3 hours later kills after terrible convulsions).
[If they have come this far, Dúr Láni – and particularly Sharwár Mirza – will become
obsessed with uncovering this mystery, and they shall not rest until they open the bronze
cupola. The consequences are bound to supply a repository of grotesque horrors.]

Living statue: HD 4; AC 2; Atk 2*trident 1d6+1; Spec pin opponents on natural 18-20, im-
mune to cold, fire and mind-affecting, +1 or better to hit; ML 12.
Hp 19

Guaranshawár, The Lord Who Crawls: HD 6 MAX; AC 0; Atk 8*rays; Spec ray, immune to
mind-affecting spells; ML 12; AL LE.
Rays (save vs. wands to avoid):
- Mental blast: paralysed while ray remains active;
- Laser beam: 1d10+ damage (extra dice on 10, cumulative), armour-piercing;
- Hypnosis: subject becomes an obedient puppet while ray remains active;
- Telekinesis: as spell.
Hp 48

14
H. Thistle of 1000 Teeth: Extensive dry patch of thorny vegetation on flat plateau below
the trail, identified by a wooden sign as “Thistle of 1000 Teeth ”. Careful observation re-
veals the withered corpses of smaller songbirds entangled in the thorny mass. The four
patches of thistle greet anyone coming within firing range with a hail of needles.
[If he has taken no worthy trophy so far, Dúr Láni will send in his men for the giggles.]
Thistles of 1000 teeth (4): HD 3; AC 8; Spec hail of needles 2d4+1 (in semi-circle, up to 3
opponents, save vs. breath weapon) 4/day, fire does +2/dice; ML 8; AL N.
Hp 12 17 14 19

I. Branch: The path branches before a small black obelisk standing on a stone plinth. On
the southern side, an arrow points east below the depiction of a cave mouth with hanging
stalactites; on the southern side, an arrow points west below a domed building; and on the
eastern side, an arrow points north below a mountain peak. Next to the obelisk, half of a
broken wooden plaque warns: “BEWARE THE P”.

J1. Cycloptic Cavern: Cracked basalt steps meander up to a gaping cave mouth. The wide
opening is the height of two men, flanked by convulsing lava formations. It could be closed
off with a brass portcullis, but the mechanism is useless and the monstrous metal barrier is
stuck in an open position. Half of a stone sign embedded in the wall reads:
“CYCLOPTIC CAVERN: Only for p...”
The entrance is guarded by two amphisbaena (two-headed giant snakes rolling like hoops):

Amphisbaena (2): HD 6; AC 3; Atk 2*bite 1d3 + deadly poison; immune to cold; ML 8; AL N.


Hp 19 33

15
J2. Hall: The ceiling of the dim cavernous hall is supported by massive, rough-hewn col-
umns. The most striking features of the interior are a decorative well seemingly constructed
of several edges for an expressionist effect, and a neo-primitive idol leaning over it. Amidst
the crooked ivory teeth of the basalt monstrosity, a sharp crystal tongue pulses with a sinis-
ter red radiance. Stepping closer, the well erupts with an ear-splitting electric din accompa-
nied by wildly scintillating light beams, rendering spoken communication impossible within
the cavern. An ornamental brass plaque reads:
“SHRIWASHNÁR THE FLAYER
Pan-Apocalyptic Dynasty XIV
Late Bedállá Period”
The light from the well has a hypnotic effect: someone who looks inside must save vs. spell
or he will gaze transfixed until dragged away or starving to death. Anyone who falls inside, or
climbs down the well is atomised and consumed by its energies in a blinding flash.
The idol’s toothy maw is a trap: save vs. paralysis / crushing blow, or grindstones emerging
from the throat mash the extremity or object inside into a bloody stump (or the equivalent), 3d6
Hp/round. Avoiding the trap and touching the tongue requires a save vs. death: on a failure, the
crystal pulses and srains 1d6+4 Strength. If the roll fails by 4 or more, or the subject’s Strength
falls to 0, the body instantly turns grey and crumbles into ashes. The character rises as a wraith
in 1d4 rounds. Extracting the tongue requires at least 30 Hp physical damage, a demanding task
with the grindstones in the way. If the fiery, burning crystal is not caught at once, it falls down the
well, and the resulting convulsion of energies produces a detonation of light which blows well,
idol, and nearby columns into smithereens (6d6 Hp, save vs. breath for ½). Thereafter, the cav-
ern collapses within 1d3+2 rounds. The broken crystal tongue cools down within 1d3+3 turns.
[The idol is of great interest to both Dúr Láni and Sharwár Mirza, and neither would
leave gladly before making a few attempts to recover the tongue – even at great risk to
others’ lives!]

Wraith: HD 5+3; AC 4; Atk touch energy drain; Spec silver or +1 to hit; ML 9; AL LE.
Hp roll anew

PVVVVVVVVVVVVVVVVVVVVVVP
The Crystal Tongue of Shriwashnár the Flayer: This jagged red piece of crystal, worth
2000 gp for its gem value alone, pulses with an inner ruby light, and is slightly warm to the
touch even through a thick glove. When touched to bare skin, the victim must save vs. death
or lose 1d6+4 Strength. Victims reduced to 0 Strength collapse into dust and ashes, and they
are 1:6 to rise as wraiths in 1d4 rounds if they are 3rd level or higher.
Points of Strength stored within the crystal may be retrieved to restore lost Strength or Hp.
Hp may exceed the character’s maximum, although someone who goes to 150% of his normal
limit must save vs. death or, unable to contain the flow of energy, burn into ashes.
Using the tongue is not without risks. If it stores two doses of energy, it burns with a bright
light and is hot to the touch. If it is at full capacity with three doses, it becomes red hot and cause
1d6 Hp per round of contact until it can cool down – holding onto it is a test of strength (open
doors check). Prolonged use invites spiritual contamination, to be determined by the GM.

PVVVVVVVVVVVVVVVVVVVVVVP
K. Valley: Clusters of dry shrubs and large boulders litter the wide, dry valley between the
two mountains. The land seems lifeless, but it is not without danger: the shrubs are a fa-
voured hiding place for clicking horrors (carnivorous plants consisting of a tangle of dry
plant matter, with wide toothy maws), while the boulders are the hunting grounds of the
slithering stingers (these aptly named relatives of the humble trilobite practice excellent
mimicry on the rocks).

16
There is a 1:6 of a random encounter with either group while passing through the val-
ley; after an encounter occurs, reroll immediately. Fortunately, both horrors are intensely ter-
ritorial, and are not found outside the valley. Once their population is decimated, they will not
be encountered again.

Clicking horror (1d3): HD 4; AC 7; Atk 4* bite 1d6; Spec grab and maul opponent for 2d4
Hp/round if at least two attacks hit, fire causes +2 Hp per die; ML 7; AL N.
Hp 26 15 17 21 11 11
20 12 17 17 24 22

Slithering stinger (1d6): HD 1; AC 4; Atk barbed sting as 3 HD 1d4 + deadly poison; Spec
surprise 3:6, very slow; ML 5; AL N.
Hp 2 3 3 6 5 1
6 6 6 6 4 2
6 4 7

L. Pariah Village: A village of dismal huts built atop low stilts. Its inhabitants, mainly women and
children, are sickly-looking, ragged wretches, who spend their days poking flat stones on the
beach with wooden poles for the slithering stingers, their only source of nourishment beyond the
oily-tasting tubers growing in their meagre soil. The pariahs are led by the ancient Pávát the
Foreman: with a gesture of his sticklike hand, he first introduces his “wives” among the villagers,
then with another, his “daughters” (there is some overlap). There are very few men in the village;
as Pávát remarks, “most of the little miscreants get themselves into trouble at an early age, get-
ting lost or drowning in the sea – but it is better if there aren’t too many, because men only bring
conflict and dissent”.
The villagers consider themselves so lowly that they would never leave their settlement
and involve themselves in the lives of “the great lords and ladies making merry in their won-
drous pleasure gardens and palaces” – they live in the unshakeable belief that the resort on
Tridentfish Island is still booming. (The only exception is Pávát, who occasionally climbs up
to the top of the Mountain of the Rapture, where he performs human sacrifice on his own
kin.) Their creation myth, shared with every traveller with a certain measure of pride, holds
that a long time ago, the gods had spat upon the earth, and this became men; while that
which dribbled down on the sides became their people. They were, as it is told, granted this
place where their unsightly presence would not offend the high-born. In the past, “when eve-
rything was better”, the servants of the palaces had sometimes brought them scraps to gnaw
on, but this custom has stopped entirely, doubtless as a punishment for their sins.
[Dúr Láni is revolted by the wretches, but he offers a dowry of 50 gp to anyone who
would marry Pávát’s “most beautiful daughter”, the slippery, bulging-eyed Djavat.
Someone who would grasp the opportunity shall have to face every attempt on part of
Rajap to sabotage the grotesque fête. Sharwár Mirza takes great care to give the vil-
lage a wide berth; should he somehow end up here, the encounter might easily turn
into a horrid and completely one-sided massacre.]
M. Branch: A narrow path to the NE branches off of the cobbled road. An old signpost reads:
(NE) “The Contemplative Turbe of Rumil Guf, 2 Std.”
(SE, half-broken) “The Mountain of Exaltation. Only approach with the appropriate?”
Both directions hide a matched pair of a thistle of 1000 teeth and a clicking horror, hunting
for interlopers.
Thistles of 1000 Teeth (4): HD 3; AC 8; Spec hail of needles 2d4+1 (in semi-circle, up to 3
opponents, save vs. breath weapon) 4/day, fire does +2/dice; ML 8; AL N.
Hp 11 12
Clicking Horrors (2):
Hp 13 23

17
N. The Contemplative Turbe of Rumil Guf:
On a small plateau overlooking the sea, and
surrounded by a grove of old fruit trees,
stands an old hexagonal structure with mar-
ble walls and a brass cupola. Nearby lie the
remains of a broken signpost: “?sucking
bloom”. In the clearing around the turbe,
patches of blooming red flowers resembling
pursed lips sway and bow in the gentle
breeze; the wind carries a sweet, intoxicating
scent. The bloodsucking bloom awaits its
careless victims.
The turbe – a grave site – is closed off by
a wrought iron door, but the lock is easy to
pick (+20%), and it can be broken down with a
bend bars roll. In the cool, dim interior, the
body of the poet Rumil Guf lies mummified on
a marble bier, the bearded old cadaver cov-
ered in dried flowers. The clothes of the poet are sewn with 450 gp worth of gemstones, and his
slippers of golden thread and pearl are worth 150 gp for the pair. His pearl-inlaid lute would fetch
240 gp, or up to 600 as a historical curiosity.
No further path leads from the clearing, but a careful search will uncover an overgrown
trail leading east, and disappearing in a small wooded area.
[Neither Dúr Láni, nor Sharwár Mirza are foolish or desperate enough to touch the
flowers, being fixated on the turbe; however, their men may not be so discerning.]
Bloodsucking bloom (2): HD 6; AC 6*bite as 1 HD, 1d4 + blood drain; Spec blood drain
1d4 Hp/round/mouth, immune to mind-affecting, susceptible to sleep, immobile; ML 12; AL N.
Hp 29 23
O. The Mountain of the Rapture: Steep steps ascend to the windswept plateau, where a
small stone circle stands in the shelter of the sheer cliffs. Black iron manacles have been
fastened to a central basalt block, and remains of a bonfire are apparent. The rocks look as if
old fossils have been embedded therein: bones attempting to break free, snaking larynxes
and straining fingerbones, caught in a terrible struggle. Looking upon these remains causes
a feeling of cold unease and twisting nausea. A stone tablet embedded in the cliffside reads:
“THE MOUNTAIN OF THE RAPTURE
Performing sacrifice at night is
hazardous and expressly prohibited!”
If someone breaks the rule, the flat rock surface erupts in crawling leathery chaos, and
1d4+1 nightgaunts emerge to carry off the evoker into the unknown reaches of the cosmos
– if they can render him unconscious within one round (otherwise, they leave unfulfilled, and
the damage proves illusory). The character can only return with a successful save vs. spell
1d6+1 days later, five times as many years older, and with grey hair – but in the possession
of a dark cosmic secret. By day, the ritual has no effect.
In a crack among the stones, someone has left a small hiding place: a sacrificial mantle
which is now crumbling into dust, a sacrificial dagger +1 covered in verdigris, a golden heart
fork (160 gp, its twisted haft ends in a heart on one end, and a shap, bifurcated fork on the
other), and four yellowish ampullas containing blessed oil.
[The mountain is of particular interest to Sharwár Mirza, who feels a strong affinity
towards the occult. If he can, he seeks out an appropriate sacrificial victim and per-
forms the ritual.]

Nightgaunts (1d4+1): HD 5; AC 3; Atk 3*tentacles 1d6 temporary; Spec flies, immune to


cold and mind-affecting, must save vs. death or disintegrate under sunlight; ML 11; AL CE.
Hp 14 27 22 27 14

18
P. The Grove of the Scented Resin: A grove of twisted old pines overgrown with bay leaf
and fragrant magnolias. The pine trees are bleeding a lustrous, scented sap not unlike am-
ber. This is a prized incense, and 120 gp worth of it could be harvested per man per day; but
the scent is so alluring that a save vs. poison must also be made, or the workers become the
substance’s slaves.
In the middle of the grove, charred tree stumps demarcate a burned-out clearing, soot-
covered black rock fingers emerging in the middle. Next to the rocks, there is a 40’ chasm
whose depths are burning with melted pieces of sap. This collection, equivalent to raw am-
ber, is worth 3d4*200 gp, but it is jealously guarded by the three fire crows nesting close by
which have collected this treasure.

Fire crows (3): HD 4; AC 6; Atk peck 1d3; Spec 4d6 fireball 3/day, immune to fire; ML 8; AL N.
Hp 28 16 19

Q. The Cave of Guruthlál: Crude reliefs “decorate” the slabs of igneous rock by the brass gate
barring access to the cave. The gate has no lock, only two pull-rings and a dire warning:
“THE CAVE OF GURUTHLÁL
With flesh and blood you must feed,
The depth who would now force to speak”
The interior is an irregular cavern whose sides are decorated with brass plates, old iron
shields, and a decaying idol sitting on a low, rotund throne. The moustached, wide-jawed im-
age of this once mighty iron warrior has been half-eaten by rust, and through the gaps one
might see the old garbage filling its interior: rusted pieces of metal junk, shredded bones, re-
mains decayed into black earth. All around, extinguished candles sit on slender, short columns.
Guruthlál can’t move anymore, but his jaw can still shred a man quickly and efficiently
(4d6 Hp/round). If he feeds, the garbage flows through the gaps in his shell, and from the
throat comes a content, rusty roar. Guruthlál is the guardian of one of the entrances to the
Underworld, and his throne can roll aside on heavy wheels to reveal the steps leading
downwards. However, if he is offended, no earthly force will move the throne, not even if the
body is destroyed (60 Hp). At the point of destruction, Guruthlál pronounces a curse on his
slayers, with effects similar to mummy’s rot (a save vs. death applies).

PVVVVVVVVVVVVVVVVVVVVVVP
The People of the Worm (2d6) tools with the aid of metal anti-gravity braces
Hit Dice: 6 around their bodies, which are equipped
Armour Class: 8 with precise manipulators, and tiny tubes to
Attacks: 4*rays shoot destructive rays. Up to 4 rays can be
Special: rays, immune to mind-affecting operational in a single round (save vs.
Morale: 7 wands avoids), with the following effects:
Alignment: Lawful Evil - Mental blast: paralysed while ray re-
Treasure: special mains active;
Size: Medium - Laser beam: 1d10+ damage (extra dice
XP: 500 + 6/Hp on 10, cumulative), armour-piercing;
Super-intelligent aliens from a distant star - Hypnosis: subject becomes an obedi-
system, whose small, hidden enclaves are ent puppet while ray remains active;
found in barren lands. Here, the slender, - Manipulation: minor telekinetic force 30’.
worm-bodied masters keep human slaves to The people of the worm treat humans as
construct structures and devices of an un- half-sentient animals, but recognise the val-
known purpose, and conduct appalling hu- ue of selecting overseers from among their
man experiments (e.g. with reversed evolu- slaves, and providing them smaller benefits
tion and mind control). Representatives of in exchange for obedience. Their treasure
the race can only move around and use consists of high-tech items.

PVVVVVVVVVVVVVVVVVVVVVVP
19
Monsters of Wizardry
Justly celebrated as one of the best CRPGs of all time, Wizardry VII: Crusaders of the Dark
Savant comes with an improbable bestiary of exotic and dangerous monsters. This article
adapts some of these memorable creatures to the OSRIC rules. The different needs and possi-
bilities of computer games and tabletop have necessitated some changes, and only those mon-
sters which fill a useful niche in gaming were considered. Likewise, I chose not to adapt the
game’s intelligent races: they are all interesting, but either have clear, existing parallels, or they
would require a more in-depth treatment. Accordingly, this collection focuses on the strange
beasties which populate the wilderness areas of the mysterious planet of Lost Guardia.

llllllllllllllllllll
Butterfly, Giant (2d4)
Hit Dice: 2
Armour Class: 8
Attacks: tongue 1d4 + poison type A
(1d4+1 rounds, 0/15 Hp)
Special: poison, pollen, immune to mind-
affecting
Morale: 6
Alignment: Neutral
Treasure: -
Size: Small
XP: 105 + 2/Hp (Luna Mothra 175 + 4/Hp)
Giant butterflies come in many colours, the
Bantari (1d4) most common variety coming in a combi-
Hit Dice: 6 + 6 nation of dull green and silvery grey. Their
Armour Class: 6 tongue carries a contact poison, while they
Attacks: 4*claws 1d6+1 and 2*bite 1d10+1 can also blow a 15’ cloud of glittering pol-
Special: rake, surprised only on a 1, len three times per day. The effects are
(breath weapon) variable, but always identical for a specific
Morale: 10 group (1d6):
Alignment: Neutral 1-2 – irritant (-2 to hits)
Treasure: - 3-4 – narcolepsy (save vs. poison or fall
Size: Large asleep)
XP: 475 + 8/Hp (Q’Ua-Tari 600 + 8/Hp) 5 – paralysis (save vs. paralysis or be held
These massive prehistoric beasts resem- for 1d3 turns)
ble thickly built lions with striped or spotted 6 – poison (airborne, save vs. poison or
orange fur, six clawed legs, and two heads 3d4 Hp)
with a rich mane. They attack in a fury of Luna Mothras (1d4 appearing) are a larger,
claws and bites, and if they score two paw more powerful sub-type with glittering silvery
hits in one round, they can also rake twice fur and large ruby eyes. They have 4 HD
with their hind legs. Their rare cousins, the and an AC of 3, all their poison is at -2, and
Q’Ua-Tari (1d2 appearing) also breath a they can spit a silvery webbing to immobilise
cloud of icy cold once every turn for 4d6 their targets (save vs. paralysis, 1d3 turns).
Hp, save vs. breath halves. They inhabit Butterflies typically attack if their habitat is
forested mountain ranges, the Q’Ua-Tari disturbed. They do not devour fallen or im-
sticking to the higher altitudes. They are mobilised opponents, or those who feign
intensely territorial. death, leaving them to their fate.

20
Fire Crow (1d3)
Hit Dice: 4
Armour Class: 6
Attacks: peck 1d3
Special: fireball 3/day, immune to fire
Morale: 8
Alignment: Neutral
Treasure: Q (50% of 1d4 gemstones)
Size: Small
XP: 150 + 4/Hp
Black birds of prey who can reduce a small
forest glade into a charred wasteland. They
become extremely aggressive when ap-
proached.

Floating Jellyfish (2d4)


Hit Dice: 3
Mynxlmynx
Armour Class: 9
Attacks: stingers 1 + poison type C (1 Hit Dice: 10
round, 0/35 Hp) Armour Class: -2
Attacks: 2*paws 2d4 and petrify or tail 1d6
Special: poison, floats, immune to mind-
affecting + deadly poison (-3 to save)
Morale: 7 Special: petrifaction, poison, prismatic
Alignment: Neutral missile 1/3 rounds (as spray, but one tar-
Treasure: – get), flight, MR 60%, immune to poison,
Size: Medium petrifaction and mind-affecting
XP: 105 + 3/Hp (Gt. Fl. Jellyfish 350 + 6/Hp) Morale: 11
Their bells glowing with a faint inner light, Alignment: Chaotic Neutral
flying jellyfish glide above the ground in wet- Treasure: 80% of 1d4 jewelry plus E (25%
lands and forests (but always close to a of 1d12*200 sp, 1d6*200 electrum and
body of water). They must make a morale 1d8*200 gp, 15% of 1d12 gems, 10% of
check if faced with fire. Giant Floating Jel- 1d8 jewelry, 25% of 3 magic items and a
lyfish (1d3 appearing) are Large; they have scroll)
6 HD, and their stingers also cause paralysis Size: Large
unless a saving throw is made. XP: 3900 + 14/Hp
These enigmas of nature are often consid-
Meta-Droid (1d6) ered the relatives of the sphinx, but they are
significantly more powerful – and danger-
Hit Dice: 8 + 8
Armour Class: 0 ous! Mynxlmynx resemble beautiful, naked
Attacks: fist 1d12+2 or laser beam 3d10+ women from the waist up, with the lower
Special: laser, immune to mind-affecting, body of a lioness, the tail of a lizard and the
½ damage from cold, fire and electricity colourful fan of a splendid peacock. In com-
bat, they strike with paws that turn their en-
Morale: 12
Alignment: Neutral emies to stone, and sting with their lizard’s
Treasure: – tail. They can freely employ their prismatic
Size: Medium missile ability every third round.
XP: 1800 + 14/Hp Mynxlmynx are usually adorned with
These mechanical sentinels are somewhat jewelry, and are very vain about their ap-
larger than humans, and are protected by pearance – flattery goes a long way to con-
riveted and yellow-enamelled metal sheets. vince them not to devour travellers. They are
In addition to attacking with their fists, they also renowned for their wisdom, which they
can shoot a laser beam every third round. always share in the form of mysterious par-
They are often set to guard ancient ruins ables and riddles. They are solitary, inhabit-
and military bases, and are found there as ing ruins, forlorn isles and fantastic locations
well as certain domains of the Underworld. like cloud palaces and rainbows.

21
Shadow Guardian
Hit Dice: 7
Armour Class: 2
Attacks: touch 1d6 Str and paralysis
Special: lifesteal 1/day, silence 1/day, +1
or better to hit, MR 30%, immune to cold
and mind-affecting
Morale: 10
Alignment: Lawful Evil
Treasure: X (60% of 1 misc. magic plus
1d4 potions and scrolls each)
Size: Medium
Phoot (2d6)
XP: 950 + 8/Hp
Hit Dice: 3
These leaden-faced, faint gray apparitions
Armour Class: 5
are the undead spirits of powerful magic-
Attacks: 2*tentacles 1d6
users or illusionists, haunting their own
Special: tackle, gloop, surprised only on a 1
workshops or bound to guard a specified
Morale: 6
location. They may not leave the place of
Alignment: Neutral
their haunting. Once per day, they can at-
Treasure: –
tempt to steal someone’s life (save vs. death
Size: Medium
or fall to 0 Hp); they can also cloak their sur-
XP: 65 + 3/Hp
roundings in a suffocating veil of silence.
Phoot are an invasive forest-dwelling spe-
cies of unknown origin. Their slime-covered Spectral Raven (4d4)
bodies consist of a mottled, rubbery green Hit Dice: 1
pod sitting atop six muscular tentacles. Their Armour Class: 3
anatomy is symmetrical, with six beady eyes Attacks: peck 1d3 Str
and one orifice on top of the pod. Phoot at- Special: strength drain, incorporeal
tack with two tentacles at once; if both hit, Morale: 7
they tackle their opponent, requiring an open Alignment: Neutral Evil
doors check to break free. Tackled oppo- Treasure: Q (50% of 1d4 gemstones)
nents take automatic damage. Phoot can Size: Tiny
spit a large amount of green gloop on their XP: 42 + 1/Hp
foes once per day, immobilising them (save Ghostly ravens burning with a faint phospho-
vs. paralysis). They spread very quickly and rescence. Their beaks are icy cold, and sap
can easily overwhelm the local ecosystem. away Strenght like shadows do. An oppo-
nent drained to 0 Str dies, and has a 20% of
rising as a shadow in 1d4 rounds.

l l l l l l l l l l l l l l l l l l l l

22
:::: Erillion, East ::::
This article presents the first half of the hex key to the Isle of Erillion mini-
setting (general writeup in Echoes #02), describing the notable lo-
cations of the east half of the island. The main reference point here is the city of Baklin, which
sits in Erillion’s geographical centre at the nexus of its main land and sea routes. For easy refer-
ence, the western half of the Highlands of Sibirk, to the south of Baklin, is also included in this
writeup. The hex coordinates refer to the GM’s map of Erillion, included with this issue. This
treatment is not comprehensive. Multiple small villages and homesteads are found close to civili-
sation, while much of the wilderness either lies undiscovered, or has been abandoned to beasts and
the elements after the wars which had shaken the isle. Likewise, small streams and rivers are om-
nipresent, and not noted on the map. It is up to you to populate the isle to suit your game – this is
just a departure point, with some suggestions for adventures which have been, or are yet to be
published in this zine.

Along with the passage of time, weather has played an important role in
Weather our game, and we have been using a simple rule to simulate Erillion’s fickle
climate. At the dawn of every day, roll 1d6 to determine the prevailing weather. Add +1 in the
Spring and the Autumn, and +2 in the Winter (north of hex row XX06, Winter begins in Novem-
ber, and lasts until late March). Unless the skies are clear, no hex-based navigation is possible.
1 – Clear and sunny. 5 – Rain, heavy clouds, windy.
2 – Sunny, light wind, clouds. 6 – Heavy rain with strong winds and
3 – Overcast, windy. heavy fog.
4 – Overcast, light drizzle and fog. 7 + (Snow)storms, heavy clouds.

Supplies Each day the company can spend a few hours hunting and foraging, roll
1d6 per character. Skilled outdoorsmen receive a +1, while rangers and dru-
ids receive +2. Similar guidelines apply to fishing along the coasts or on the high seas. Rolls in the
high mountains are at -1. On a roll of 4+, the character has found food for the day, with one day’s
worth of extras for every point over the threshold. Otherwise, subtract a ration. Water is abundant
on the isle.

All random encounters occur on a 1:6 probability. While travelling


Encounters through the wilderness, check for a random encounter each time
the company enters a new hex, spends half of the day exploring, or changes terrain type (e.g.
moves from forest to mountains within a hex). Divide the night into three watches, rolling once
for each if the characters are exposed. The company can try to find or build a shelter with a 1d6
roll, applying the same bonuses as for hunting and foraging. On a roll of 4 or 5, reduce nightly
encounters to two checks; on a 6, to one; and on 7+, the company can rest entirely undisturbed.
For the purpose of random encounters while resting, monsters avoid ships, homesteads
and populated areas. For general encounters, refer to the “Temperate” table in the DMG’s
Appendix C. During the Winter season, areas north of hex row XX06 use the “Sub-Arctic” ta-
ble. Since the Isle of Erillion is not sufficiently large to sustain massive monster populations,
use 1d6*10 or 2d4*10 to determine the manpower of warbands and larger settled groups.

QQQ Q Q Q Q Q Q Q e Q Q Q Q Q Q Q Q Q Q
23
24
1114 Scorched ruins of Howen’s Keep, a large castle.
The tattered group of 12 wolves lairs in a splendid
intact tower, and 6 giant ravens occupy the belfry.
Giant bell, 1:6 to fall if rung (3d10 Hp) and crash
through into buried cellar… most of the valuables
stored here are ruined, but three fine golden masks
remain (3*280 gp).

Wolves (12): HD 2+2; AC 7; Atk bite 1d6+1; ML 5; AL


N; one has a silver necklace 18 gp.
Hp 12 16 10
6 11 10
18 13 6
10 8 11

Giant Ravens (6): HD 3; AC 6; Atk beak 1d10; ML


7; AL LE.
Hp 8 11 6
13 8 10

1302 Emphedon’s aviary. A broken, cylindrical tower with a fallen crown, choked with rubble.
The rare northern birds have flown the coop, and the hot springs of the tower have been dis-
covered by a group of 60 cavemen, brought here from their land by an ice floe. Buried beneath
is Emphedon’s ultimate treasure: a glass bottle with an imprisoned type I demon. The demon,
who provides the tower’s lights, would offer a bargain for its freedom.

Cavemen (60): HD 2+2; AC 8 (hides); Atk spear 1d6 or 2*shortbow 1d6; ML 7; AL NE.
Hp 9 17 15 9 15 18
15 13 8 17 16 18
11 16 14 16 13 12
8 12 11 9 19 11
9 7 12 10 13 20
13 16 12 8 8 8
9 13 17 10 11 13
15 10 12 6 19 11
11 6 16 7 14 9
17 10 14 16 11 15

1303 A row of standing stones leaning everywhichway, which could not be pulled down by those
who had wanted them gone. Between the stones, there is a trick of light that seems to distort dis-
tances. A great, helmeted shadowy form towering above the central stone seems to lift something
glinting; those who would take it are attacked by 16 zombies blinking in through the strange gate-
ways. The item is an ear of rye made of gold (75 gp, carries strong druidical magic).

Zombies (16): HD 2; AC 8; Atk hit 1d8; Spec slow, immune to cold and mind-affecting; ML 9;
AL N; scraps of ancient armour (useless).
Hp 7 10 10 6 11 14
4 9 8 6 11 14
7 9 13 10

25
1309 Ruined hall of colums, now used as a shrine by the followers of Filongar. There is a
plain altar stone with the sign of an oak leaf and an inscription: “Do not forget whom you
bother; may you step quietly and lightly.” In the niche behind the stone are herbs (healing and
recreational), and a small jar of healing balm (+1d3 Hp overnight, 3 doses). Forgotten under
the hall’s stone slabs is a black crypt of 12 shadows guarding 2200 accursed gold pieces (in 1d3
days, they turn to smoke along with all cash and valuables they are stored next to).

Shadows (12): HD 3+3; AC7; Atk 1d4+1 + Str drain; Spec drain, +1 or better to hit; ML 6; AL CE.
Hp 16 12 11 18 20 15
13 12 16 19 20 10

1310 BAKLIN: Gateway to Erillion and the seat of the elderly Prince Lodovic (Fighter 4) and his
equally aged consort, Princess Arkella (Fighter 3), the streets and plazas of Baklin are built on the
slopes around a bay bustling with ships of all sorts. A maritime city which has never paid much
attention to land power, Baklin’s affairs are mostly conducted by its old merchant dynasties and
the Captain’s Council, whereas the declining Masters’ Guild, representing guilded craftsmen, has
seen its fortunes dwindle as it could not prevent the influx of foreign goods.
The narrow streets hide numerous shops, taverns and drinking holes, most prominently the
Nine Doors Tavern, a meeting place for travellers from Kassadia, the Nine Kingdoms and beyond.
Below town are numerous cisterns, cellars and other half-forgotten places, allowing those in the
know to pass unobserved under the streets. Baklin is a city known for its thieves; accordingly, only
the noble-born receive decapitation for their crimes, while commoners are sewn into large sacks,
and beaten to death with long staves before the crowd.
From Baklin, ships leave regularly to Gont and Tirwas (via Tol Tazeloth), and groups of trad-
ers and pilgrims band together to brave the Kordwas Mountains on their way to the Valley of Bar-
zak Bragoth and Granite Bastion. Recently, a coach service has been established to offer comfort-
able and fast travel to Gont and Tirwas, but the latter route has been harassed by orcs and brig-
ands, making it a hazardous trip.

1312 Lighthouse. This fortified tower and outbilding have been erected by the princes of Baklin to
guide ships around the treacherous reefs, and guard the city from sea attacks. The lighthouse
keeper is Skeg the Guardian (Fighter 4), an alcoholic who is pleasant to travellers and does a good
job in fair weather, but guides ships to their doom during storms, looting the cargo and sacrificing
the survivors to Kurlakum of the Seven Misfortunes. Long-sealed rooms in the tower hide an old
armoury enough to outfit a small army. At low tide, the entrance to a hidden cave on the rocks is
revealed, where dwell Skeg’s 10 smuggler companions, guarding 450 electrum, a cargo of tree oil
(400 gp), the valuables of a Kassadian villa (500 gp, name “Piragnol”), and a letter addressed to
“H”, implicating Skeg’s operation (Hark the Green, head of the captain’s council in Baklin).

Skeg the Guardian: Fighter 4; AC 8 (leather); Atk giant club 1d8+3; Str 18/30; ML 9; AL CE;
horn, rope, goat, salt, overcoat, sailor’s cap.
Hp 20

Smugglers (10): Fighter 3; AC 8 (leather); Atk trident 1d6+1 or shortsword 1d6 or 2*shortbow
1d6; ML 7; AL CE.
Hp 10 16 17 17 10 20
11 14 23 15

1314 VALLEY OF THE WITCHING WAY: This strange valley and orc encampment is de-
scribed in Echoes #02.

26
1403 Small, wooded bog surrounded by low stone walls to keep away the sheep. Avoided by the
shepherds who inhabit this coast, but sometimes sought out by evil men, here lives Ruollan the
accursed cannibal, who lives alone in a decrepit hut. His unkempt hair, green beard and knotted
limbs reveal him as someone slowly turning into a troll. He knows how to lay curses and wicked
traps, which protect his domain. He owns a silver mirror he is cursed to keep, which shows him as
the handsome, middle-aged man he could have remained if he had not turned to evil.

Ruollan: HD 6+6; AC 4; Atk 2*claws 1d4+4 and bite 2d6; Spec regeneration; ML 7; AL CE.
Hp 39

1404 15’ black standing stone with the sign of the full moon, 1:2 of 1d6 werewolves. Moonlight is
particularly strong in this hex, and results in nausea and vomiting. Someone staying here at full
moon is taken by the Walking Glade, and must save vs. polymorph or contract lycanthropy.
However, someone who drinks the full moon’s mirror image in this hex is instantly cured.

Werewolves (1d6): HD 4+3; AC 5; Atk claws 2d4; Spec lycanthrope, surprise on 1-3, silver or
+1 to hit; ML 8; AL CE.
Hp 20 19 27 22 32 24

1405 TOL GRASHMAK: The gates of the tower are thrown open and debris covers the great
staircases; the wind blows mournfully through the upper gallery. The great battle which had
decided the fate of Erillion and put an end to the Wraith Queen Arxenia’s rule is long over,
and the participants have been laid to lest; but something in this place does not want to forget.
It is unwise to linger here.

1406 In a crystal cave among the tall peaks, there nests the owl who lays the egg of time. The
egg carries the dawn of a new era, to come in 1d6*100 years if it is set to hatch. Broken, it can
lead to different times than our own, in the distant past or the unlikely future.

1408 Partially sacked barrow mound. Treasure-hunters have rolled aside the boulder at the
entrance, but 9 wights still prowl the passages. They worship a funghemoth who has grown fat
on the bodies. Smoked cadavers lie buried in the outer graves, with smaller treasures. In the
innermost chamber where the funghemoth lurks, old swords decorate the walls, and there are
great treasures in an old sarcophagus: 300 sp, 300 electrum, 300 gp, the plough that opens
graves, scimitar +2, staff of withering (22 charges), dagger of venom, periapt of foul rotting
(the source of corruption in the mound).

Wights (9): HD 4+3; AC 5; Atk claws 1d4 + drain; Spec drain, silver or +1 to hit; ML 9; AL LE.
Hp 9 15 13 14 24 21
12 16 24

Funghemoth: HD 8 (attacks as 5 HD); AC 7; Atk 2*mouths 1d4 and maw 2d6; Spec mouth
stalks severed on 20, random magic per round (1d6): 1 – fire breath 3d6 (save vs. breath ½), 2
– ball lightning 3d6 (save vs. wands ½), 3 – electrically charged 1d6 on touch, 4 – changes
colour, 5 – spores in 10’ cause confusion (save vs. poison avoids), 6 – coughing spit (fermented
fungal tissue, harmless); ML 11; AL N.
Hp 36

1410 On the edge of the dark forest, bloody animal remains around a group of standing stones. A
carnivorous cloud, a swirling cloud of vapours humming a lullaby grinds up its victims.

Carnivorous cloud: HD 6; AC 6; Atk 1d4 mouths/round (50% behind victims), bite 1d8; Spec
hypnosis 1/3 rounds, obscurement within cloud, immune to sleep, charm, electricity and acid,
½ damage from fire and cold; ML 10; AL CE
Hp 34

27
1411 A rotting treant with a decayed heart lives in the middle of a dead forest area. It speaks in
loathsome muttering and gurgling voices to the brain-washed, hairless humans who have been
chained to its trunk. Longbow +1 and 10* arrows +2 stuck among the roots. The treant is among
the last guardians of the forest, who had lost its mind when it was corrupted with drips of poison.

Treant: HD 8; AC 0; Atk 2*branches 2d8; Spec spit slime 1/3 rounds (save vs. breath or open
doors to free oneself), never surprised, fire is +4 to hit and causes +1/dice; ML 10; AL LE.
Hp 29

1413 A rock formation resembling an enormous stone head with a gaping mouth stands above an
altar half-buried in debris. 10 poisonous snakes live in the throat, and dark oil drips from the eyes.

Poisonous Snakes (10): HD 1; AC 5; Atk bite 1d6 + poison type B (1d3 r, 0/25 Hp); ML 6; AL N.
Hp 5 7 8 4 11 8
4 7 4 7

1414 Those who walk this windswept plateau are stepping on upright stone faces buried among
the grass. The worn relics are accursed men and women, who have been buried here face-up,
and turned to stone. Someone who exhumes one of the bodies will be cursed to turn to stone
with all equipment at the point of death. 10 berserkers lead by Inglif the Bear-eater have become
separated from their companions (1713) in a drunken daze, and ended up here.

Berserkers (10): Fighter 2+2; AC 7 (furs, shield); Atk 2*battleaxe 1d8 or javelin 1d6; Spec fight
until -5 Hp; ML 12; AL LE; Inglif (*) has a serpentine bracelet (200 gp) and a bull amulet.
Hp 11* 12 11 9 10 12
18 16 4 11

1504 GRANITE BASTION: Dull grey battlements and towers besieged by the winds and crashing
waves, small houses perched over the winding, muddy streets. This cheerless place is a town of
smiths and warriors, and the traders of the northern seas. They are a glum and unpleasant people,
mostly Northman by ancestry but island native by custom (thus a traditional enmity with their
close kin in the Confederation). The harsh laws of Lord Jönnörl (Fighter 8), the town’s tyrant, are
merciless and repressive; travellers are watched closely. Jönnörl is fiercely loyal to the prince of
Baklin, and he is itching for the conquest of the northern wilderness, a goal that has eluded him

28
through his life consisting of consolidating his power and repressing the inevitable rebellions.
Granite Bastion is also known for its hot springs, upon which enterprising merchants have built
splendid baths; and the Five Towers, a pilgrimage site.

1505 Kernod Wel (Fighter 3) the dwarven smelter, his company of 20 dwarves, and Overseer
Orebreak have built a hammer mill and outpost on the coasts of a small mountain lake, and
started their iron extraction in earnest. However, they are troubled by too many “rust lumps”
which ruin their picks and equipment (rust monster eggs).

Kernod Wel: dwarven Fighter 3; AC 3 (banded mail, shield); Atk waraxe 1d8; ML 10; AL LG.
Hp 12

Overseer Orebreak: dwarven Fighter 3; AC 3 (banded mail, shield); Atk pick 1d6+1; ML 9; AL LG.
Hp 18

Dwarves (20): Fighter 2; AC 5 (chain shirt, shield); Atk waraxe 1d8 or pick 1d6+1 or warham-
mer 1d8; ML 8; AL LG.
Hp 8 15 15 7 17 6
5 7 13 8 13 11
12 12 14 13 7 11
10 11

1506 Far from the road, on a high meadow overlooking the valley, stands a vampire tree bear-
ing 1d12+2 golden appleas (1d6*20 gp each).

Vampire tree: HD 8 MAX; AC 2; Atk 2*branches 1d10 or bite 2d8+3; Spec blood drain
2d6/round, stupefying cloud 1/3 rounds (save vs. spell avoids), never surprised, fire or light-
ning is +4 to hit and causes +1/dice; MR 50%; ML 11; AL CE.
Hp 64

1507 THE VALLEY OF BARZAK BRAGOTH: On the shores of Lake Shimron stands the
priory of the Knights of Yolanthus Kar. The knights, who have had a decisive role in ending
the rule of the Wraith Queen Arxenia, are sworn to prevent her return from the deep cata-
combs where she and her men have been imprisoned after their defeat. The underground
tomb-complex is also a burial site for the dead from all over Erillion, and a site of pilgrimage.
Wealthy families maintain separate graves and chapels in the tombs, although recently, thieves
have infiltrated and robbed some through unknown means. The current Comtur (Knight Com-
mander) is Lady Yolcelinda (Fighter 9), whose recent appointment after Niblott of the Golden
Seal (now living retired in Baklin) has left her an order whose power is less firm than before,
and its fortunes are slowly declining. A dragonship has been sighted on Lake Shimron on
misty days, and it is said that it shall one day obey the call of the chosen.

1509 Ruins of a mountain shelter bearing the sign of the sword-pierced wheel, the symbol of
the knights of Yolanthus Kar. Driven off by persistent orc attacks, the knights decided to de-
molish their fortress rather than let it fall into the hands of the enemy. Today, it is the lair of
7 bombardier beetles. A trail leads up to the mountains to a clearing, where the statue of a
unicorn is visible, but only by moonlight.

Bombardier beetles (7): HD 2+2; AC 4; Atk bite 2d6; Spec acid cloud 2/day 3d4 Hp, 20% to
stun or deafen within 16’; ML 7; AL N.
Hp 17 7 15 17 13 12
11

29
Unicorn: HD 4+4; AC 2; Atk 2*hooves 1d6 and alicorn +2 1d12; Spec charge for 2d12, dimen-
sion door 1/day, neutralise poison on touch, sense enemies, immune to poison, save as 11th
LVL M-U, immune to charm, hold and death spells; ML 6; AL CG.
Hp 26

1512 THE LORD OF THE MOUNTAINS: A strange garden and enchanted castle nestled in
the heart of the mountains, described in a later issue.

1513 On the Highlands of Sibirk, in an area rich with berries and wild animals, stands the
homestead of Wulhaf the Hunter (Fighter 3) and his five fellows. Wulhaf has brought a woman
from Baklin, Dorina (Thief/M-U 3/2), and she has brought the whole company under her heel
with her charms, becoming the homestead’s true master. The house is haunted by the high-
lands’ strange echoes, and sometimes its boards are broken off by unseen forces.

Wulhaf the Hunter: Fighter 3; AC 6 (furs, shield, Dex 14); Atk spear 1d6+1 or 2*longbow 1d6;
ML 8; AL N; 70 sp, 14 gp, pearl-inlaid knife 70 gp, bag of dust from his father’s grave.
Hp 20

Wulhaf’s fellows (5): Fighter 1; AC 8 (furs); Atk shortsword 1d6 or spear 1d6+1; ML 6; AL N.
Hp 10 10 9 3 6

Dorina: Thief 3/M-U 2; AC 8 (Dex 16); Atk dagger 1d4 + poison type A (1d4+1 rounds, 0/15 Hp);
Spec backstab*2, PP 40%, OL 38%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 6; AL CN.
Spells: 2; 1: colour spray, dancing lights, detect magic, light, shield, Tensor’s floating disk.
Hp 18

1514 This barren valley with its dry river bed and broken statues enjoys an ill reputation: a
cloister has been buried under the hills, whose former masters were the monks of Barzog (who
still live at 1908). Older shepherds still know where the collapsed entrance lies, but they are
not telling. Recently, Gormon the Swill (Thief 4) has retired here, building a farmstead with his
ill-gotten loot. Neither his wife Ynsell nor his two sons and daughter know his old profession.
He has invested most of his money into trade ventures in Baklin.

Gormon the Swill: Thief 4; AC 7 (leather, Dex 15); Atk shortsword 1d6; Spec backstab*2, PP
45%, OL 37%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%, RL 20%; ML 7; AL CG; collection of
old documents, tools of the trade, 380 gp, garnet ring 130 gp, potion of slow poison.
Hp 13

1604 3 cave bears lounging in a hollow painted with ancient murals. Among the dancing stick
figures, a taller form with antlers plays the flute; a runic inscription has been mostly de-
stroyed. 500 gp worth of amber has been buried underfoot, almost burning from an inner light.

Cave bears (3): HD 6+6; AC 6; Atk 2*paws 1d8 and bite 1d12; Spec hug +2d8 on a 18+, fights
for 1d4 rounds after slain; ML 9; AL N.
Hp 28 23 38

1608 A hidden trail leads to a sacred grove surrounded by six enchanted trees, murmuring
with a spring. 8 luna mothras defend the place against intruders.
• The outlines of a human form. Touching it, save vs. polymorph or the character
switches place with Lyssandra the Fey (Fighter 3/Illusionist 3), and sleeps eternal.
• Dark and foreboding –lays a curse on those who don’t save vs. magic. The victim is always
surrounded by murmuring black shades (grant divinations but 1:3 to lose sleep each day).
• Tree of visions: the forests of Erillion spill over like the sea, to wash away humankind.

30
• Tree of legend, carved with an inscription: “Far away in Castle Sullogh / It is nowhere
writ on vellum / Izanoxin the one she found / In chains placed in heavy durance /
Truth lay in the evil advice / Yet the price was dearly paid for / Lost is Lady Izanoxin
/ Ruined lies her castle forlorn.”
• Prophecy, spoken through a character’s mouth: “Vengeance in green… vengeance in green!”
• Portal to 2203. After use, 1:2 the tree must recharge, 1 week/character passing through.
The trickle of the springwater forms magic words, which can be memorised as a druid for
extra one-use spells above limit: remove curse, plant growth, cure blindness.

Luna mothras (8): HD 4; AC 3; Atk tongue 1d4 + poison type A (1d4+1 r, 0/15 Hp); Spec web-
bing (save vs. paralysis, 1d3 turns), pollen 3/day: 1-2 – irritant (-2 to hits), 3-4 – narcolepsy
(save vs. poison or fall asleep), 5 – paralysis (save vs. paralysis or be held for 1d3 turns), 6 –
poison (airborne, save vs. poison or 3d4 Hp); ML 8; N.
Hp 11 20 17 23 18 17
20 10

1609 HEARTLESS HUGO’S KEEP: A small keep and village guarding the road to Gont, ruled
by the fat and boisterous Heartless Hugo. This keep on the borderlands was based on Judges
Guild’s classic Huberic of Haghill (from Installment K); the nearby Singing Caverns, a place of
brigands, orcs and old mysteries, were described in Beware the Beekeeper! (Echoes #01).

1609 The half-buried ruins of an ancient settlement still stand in the forest. Among the stone
huts are 5 wild boars. A golden sickle (100 gp) and mistletoe have been hidden in one, along
with a piece of bark etched with the likeness of a man standing on his head.

Wild Boars (5): HD HD 3+3; AC 7; Atk gore 3d4 or 2d4 (sow*); Spec fight until -7 Hp or 1d4+1
extra rounds; ML 8; N.
Hp 16 14 15* 10* 21*

31
1613 SLEEPY HAVEN: A stopover for most ships, this peaceful fishing and logging town is
under the protectorate of Gont. The current governor is Commander Armalis (Fighter 4), whose
corruption and gross negligence has resulted in his “exile”, and who has continued his old habits
in his new position. Aside from the governor’s mansion, the lighthouse (“The Tower of the Over-
seer”) and the Blundering Rooster Inn, there is scarcely anything of interest in town.

1703 30 goblins living in fear in the forest, waiting for someone to take them to a safer home. In
exchange, they will tell the secret of entering Spider Keep (1804). Their treasures consist of a car-
go of brass and copper dishes (400 gp), and 250 electrum dug out of an abandoned “miracle well”.

Goblins (30): HD 1-1; AC 6; Atk shortsword 1d6 or sling 1d4; ML 4; AL LE.


Hp 4 5 7 5 2 7
5 1 1 1 6 5
7 3 3 1 5 5
3 3 7 1 5 1
1 7 4 7 1 2

1703 Ruined platform and cabin. An anchor, chain, charred wooden frame and scraps of silk
mark the remains of a ballon that had once carried passengers to the clouds high above. 22
burned skeletons crawl around the cabin and claw at their own eyes. Among the clouds, a
marble pavilion has a dais with a potion of super-heroism.

Skeletons (22): HD 1; AC 7; Atk claws 1d6; ML 7; AL N.


Hp 7 1 4 7 3 8
1 4 3 1 4 7
8 2 3 3 7 6
7 6 2 8

1704 15’ black standing stone with the sign of the waning gibbous moon. One who bravely steps
before the burning sign will speak a prophecy with his own mouth (“He is not the one with whom
you shall struggle: That one hides behind another’s name.”), but one who would do so reluctantly
will be burned by the moon for 3d4 Hp and a scorched mark.

1704 Abandoned mining colony, left behind by the miners when they broke through into a
cavern with an enormous bat-idol, and five of their numbers were struck dead.

1707 Enchanted meadows high above the valley of Barzak Bragoth. An inscription on a mar-
ble column read: “And we walked forevermore among the blooming trees.” Nearby lies the
half-buried statue of the elf princess Iriagel (Fighter 5/M-U 3), bearer of the Starblade. Choos-
ing to remain here in stone long before the times of the ancient Druids, she knows of a rain-
bow bridge and a tower in the sky, where the elven barges embarked on their westward jour-
ney, leaving behind the isle.

Iriagel: Fighter 8; AC -3 (ring +3, cloak +1, bracers AC 4, Dexterity); Atk 2*Starblade +3 1d10+4
(falling stars 3/day for 4d4 Hp, save vs. breath ½, teleport 1/day to a distance of 1d6 Hexes); Spec
90% resistance to sleep and charm; Str 16, Int 15, Wis 15, Dex 17, Con 14, Cha 18; ML 10; AL CG.
Hp 36

1710 25 bandits have made camp in a forest ruin, many of them wounded or weakened. They are
lead by Wulfsten the White (Fighter 5). Only walls stand from the ruin, and in the middle, the ban-
dits have dug a pit where they have found old treasures. 300 sp, a 70 gp moss opal, bracelets with
bearded faces, and a 1000 gp bowl on lion’s legs, used for druidic blood-sacrifice.

32
Wulfsten the White: Fighter 5; AC 4 (chainmail, shield); Atk mace 1d6+2 or heavy crossbow 1d10;
Spec Str 17; ML 9; AL LE; crown of hubris (500 gp, wearer is possessed by delusions of grandeur).
Hp 22

Bandits (25): Fighter 1; AC 7 (leather, shield); Atk shortsword


1d6 or mace 1d6+1 or sling 1d4; ML 7; AL N.
Hp 4 2 9 2
4 4 9 5
9 3 2 1
9 2 10 4
7 3 8 1
6 1 4 1
4

1713 60 Northmen have landed from their dragonship to celebrate


under the star of Fomalhaut. This spot was once the seat of bar-
barian thanes, and the date commemorates a great battle and a
dragon-slaying. There is much beer, roast meat, adultery, wrestling
and competitions. Harold Two-Heart (Fighter 5) the berserker is
planning to sacrifice a small hoard: four sacrificial oxen, 100 sp,
450 gp, a handful of gemstones (40, 80, 200 and 1000 gp), cups,
household items, and a chariot.

Northman berserkers (18/60): Fighter 2+2; AC 7 (furs, shield);


Atk 2*battleaxe 1d8 or javelin 1d6; Spec fight until -5 Hp; ML
12; AL LE.
Hp 16 15 21 15
20 19 14 14
6 17 14 22
13 13 7 24
22 20

Harold Two-Heart: Fighter 5; AC 4 (chainmail, Dexterity); Atk 2*two-handed axe 1d10; Spec
fight until -5 Hp; ML 12; AL LE.
Hp 40

1804 SPIDER KEEP: In the middle of a dark forest populated by spiders, stands a tower with
no discernible entrance or window. Here dwell the accursed brothers Cyllodon (Ranger 7), Cyl-
lonir (Bard 4), Cymmedric (Fighter 2, bowman) and Cyagon (Fighter 3, bowman). The tower’s
six levels follow a random order and form a perfect loop.

1806 TOL BRANDUR: Sharing their origins with the knights of Yolanthus Kar, the knighthood
of the riders of Yuun have built a castle and independent realm in a fertile, isolated valley of
the Kordwas Mountains. Only the frightful villagers they once ruled over still remain: the order
has fallen to some deadly devastation or curse within their silent halls, and have not been seen
since. Today, both the castle and the valley are mostly forgotten, and the way to it lost.

1811 HOOKSVILLE: A village of poor fishermen and their dismal huts, most enterprising youths
here have left for Gont or the high seas to live the lives of sailors, smugglers and pirates. The in-
formal leader is Captain Skort Sharkface (Fighter 6), a salty old sea dog living in a large, rambling
house decorated by his memorabilia, and senior member of the Captains’ Council in Gont.

33
1811 CATSCLIFFE: Only a few walls stand from the manor of the Belendor family, who have
largely returned to their native Kassadia. Cat statues and mirror shards lie amidst the wreckage.

1811 Raining has washed away the soil to uncover an ancient battle site and a mass grave of
warriors. 12 worm-eaten zombies, bronze vessels, stakes and jewelry worth 40 gp.

Zombies (14): HD 2; AC 8; Atk hit 1d8; Spec slow, immune to cold and charm; ML 9; AL N.
Hp 7 8 9 6 13 15
7 12 7 8 5 12

1812 BONIFACES MANOR: This half-ruined manor house, inhabited by humanoids and hiding
older enigmas, is described in The Mysterious Manor (Echoes #01).

1813 3 fishing boats frequent this area. Rich in catch, they are wary of the pirates who live in
the area, and they are smugglers when it pays (1:6 of cargo) – but who isn’t these days?

1814 KNIFETOOTH: A small, fortified “one-street” town under the protection of Skarlog Thane, a
meeting place of smugglers and pirates. The 150-strong garrison is lead by Lord Isellon (Fighter 3),
who has fallen ill with grave fever, an incurable sickness. Bedridden and fighting with invisible
enemies, his duties have been taken over by his rival deputies, Ragak Long-Axe (Fighter 4) and
Sergeant Fellagon (Fighter 4). Knifetooth has but one pub, the Coughing Cur (and it is grave news
to be banned from it!), a small market with stands selling all manner of things from stolen silk to
dog on a stick, and a row of villas belonging to the rich and disreputable who prefer not to reside
in Baklin or Gont. Murgen the Benevolent (Thief 6) runs an emporium from his tasteless fortress-
house, and has an interest in larger business ventures with the right kind of “entrepreneurs”.

1814 Burned-out ruins a few miles from Knifetooth, darkened bricks and petrified ashes. 5 spider-
goats lurk among the walls. The house is said to be haunted, but the lights moving inside at times
are smugglers’ lamps: their buried treasure is 500 electrum, 200 gp, and a 200 gp cargo of daggers.

Spidergoats (5): HD 4; AC 6; Atk gore 2d4 or bite 1d4 + poison (paralysis + 1d3+1 r, 15/0);
Spec webs (open doors to escape), jump; ML 8; AL N.
Hp 22 19 15 21 15

1815 An abandoned log fortress is being dismantled by 77 giant ants and 7 soldiers. In the
mountainside stand ancient amber pines, whose “blood” drips down to crystallise in the sand
(500 gp). The trees are under the protection of Morok the hermit (Psionic 3).

34
Giant ants (24/77): HD 2; AC 3; Atk bite 1d6; ML 12; AL N.
Hp 14 9 8 4 6 5
11 12 10 4 12 5
6 4 12 11 9 7
8 8 8 15 4 11

Soldiers (7): HD 3; AC 3; Atk bite 2d4 + sting (poison, 0/3d4 Hp); ML 12; AL N.
Hp 17 9 17 15 23 15
17

Morok: Psionic 3; AC 6; Atk staff 1d6; Spec psionic strike (save vs. magic or 3d6 Hp), psionic
knife as spiritual hammer; ML 10; AL LN; dagger +1, potion of neutralize poison, scroll (illu-
sionary wall, rainbow pattern).
Hp 22

1903 15’ black standing stone with the sign of the quarter moon. An inscription reads: “The blood
of poets cries to the land / A malign will from fell times contend / By one name its inheritance be
writ / In a vale under stone slab it is hid.” There are three symbols: a key, a staff, and a sword.
Further glyphs are faded, but carry spells: massmorph for druids and arrowstorm aire for bards.

1908 THE CLOISTER OF BARZOG: The malevolent monks of this cloister are worshippers of the
evil god, Kurlakum of the Seven Misfortunes. They have been driven out from Erillion’s cities and
their other nest in the Highlands of Sibirk has been smoked out, but they still scheme and plot
here, being sought for advice and help by wicked men. The monks of Barzog have long been ru-
moured to engage in resurrectionism and the raising of undead, but no solid proof has been of-
fered, and the knights of Yolanthus Kar have found no good excuse to storm their cloister either.
Nevertheless, the monks have never sent their dead to the Valley of Barzak Bragoth.

1909 This hex is unusually rich in all kinds of game and wildfowl – all hunting checks receive +3.
A pack of 16 wild dogs lairs around a hunter’s grave. A rusty sword has been struck in the mound,
and a fresh wreath lies on top of it. Ervalon the Hunter lies underneath, now a wight: his dreams
populate the land with beasts to hunt, and his will controls the pack, drawing further dogs to it
(canines save vs. spell or be charmed).

Wild dogs (16): HD 1+1; AC 7; Atk bite 1d4; ML 8; AL N.


Hp 4 4 8 8 4 4
2 6 5 3 7 9
9 3 3 5
Ervalon the Hunter: HD 4+3; AC 5; Atk claws 1d4 + LVL; Spec drain, silver or +1 to hit; ML 9;
AL LE; 50 electrum, medallion with a maiden’s picture, arrow through the throat.
Hp 22

1910 ELENDIR MANOR: A great oak tree stands in the courtyard of this tiny keep, surrounded
by a lush garden of herbs and flowers. The blue banners carry the symbol of a star between two
acorns, and a carved motto is seen above the gates: “Always remember Silhanosh”. The last of the
Elendir line, the half-elven Hoiger Elendir (Fighter 5/M-U 5) lives with his wife, Frederica Elendir
(Cleric 10), the secret high priestess of Irlan on the Isle of Erillion. Theirs is an old family with
links to the island’s ancient past, and darker secrets they are not telling. Now in their old age, they
regret not sailing west to seek their elven kin, and await their end with some resignation. They are
served by Fragor the Steward (Fighter 2) and 30 bowmen (Fighter 2). A beautiful marble chamber
beneath the keep is a refuge for the tired and a remedy for broken spirits.

35
Hoiger Elendir: half-elven Fighter 5/M-U 5; AC 6/2 (cloak +1, shield +1, Dexterity, ring of force
shield); Atk 2*bastard sword +1 2d4+1 or 4*longbow 1d6 (25*arrow +1); Str 13, Int 14, Wis 12, Dex
15, Con 14, Cha 8; ML 10; AL CG; leaf brooch 350 gp.
Spells: 4/2/1; 1: detect magic, feather fall, light, read magic, Tensor’s floating disk; 2: audible glam-
er, detect invisibility, ray of enfeeblement; 3: dispel magic, lightning bolt.
Hp 38

Frederica Elendir: Cleric 10 (Irlan); AC 1 (cloak +3, chain shirt, shield, Dexterity); Atk mace +2
1d6+3; Str 13, Int 13, Wis 15, Dex 15, Con 13, Cha 15; ML 10; AL LG ring of spirits, potion of
neutralize poison, scroll (remove curse), scroll (cure disease, prot vs. evil 10’, divination).
Spells: 6/5/3/3/2; 1: detect evil, detect magic, cure light wounds*2, purify food & drink, re-
move fear; 2: augury, chant, hold person, silence 15’ r, slow poison; 3: cure disease, dispel mag-
ic, remove curse; 4: cure serious wounds, exorcise, neutralise poison; 5: flame strike, quest.
Hp 49

36
1911 GONT: The coastal town of Gont is second only to Baklin in wealth and prominence. The
bulk of Keldor’s Tower, an old fortress-complex protects the harbour, and a fleet of ships overseen
by the Captains’ Council rules the seas around town. Gont was once surrounded by petty fiefs
ruled by a conquering aristocracy, but their influence has declined, and power these days lies in the
hands of Lord Gramantik, the Grey Fox (Fighter 4/Thief 3), and varied mercantile interests. Gont’s
stately mansions are contrasted by a busy and chaotic port area, and clandestine goings-on which
lead into the town’s underground. The Hall of Gontheim, a music hall founded to nurture Erillion’s
bardic traditions, is now silent, a memorial to an era that has mostly passed.

1912 FERANOLT MANOR: While the Feranolt family has relocated to Baklin, where they have
met much fortune in their ventures, they have kept this old family nest for tradition’s sake. The
manor is located on top of a barren cliff, and tended to by a 10 men (Fighter 2) and a caretaker.

2002 15’ black standing stone with the sign of the waning crescent moon on a cliff above the
churning sea. It is carved with the symbol of a gate. Those who have followed the entire Lu-
nar Path (see next issue) receive +1 Wisdom and +1 on a random saving throw, and can pass
from here into the world of dreams.

2004 ICE LAKE: The reflections of bygone worlds are trapped in the eternal ice, seen in a
procession of eras: elves, giants, men, orcs, and finally cavemen. 4 frost giants live in an ice
cave, spending their times brooding on frozen thrones or hunting with 12 dire wolves. 4000
electrum, electrum vessels 1000 gp, scented oils 300 gp, cloths 200 gp.

Frost giants (Valand, Snorag, Jornac, Brude): HD 10; AC 4; Atk huge axe 4d6 or hurled rock
2d10; immune to cold; ML 9; AL CE; Bags: Valand: 200 gp platinum pin, gems 120, 80, 500
gp, chain mail -3; Snorag: – ; Jornac: 200 gp, gems 200, 500, 2000, 400 gp, 800 gp platinum
chain; Brude: 200 gp, 600 gp platinum headband.
Hp 38 47 41 40

Dire wolves (12): HD 3+3; AC 6; Atk bite 2d4; ML 9; N.


Hp 14 13 19 21 22 12
11 13 12 13 8 13

2007 Enormous stone potter’s wheel in an excavated crater filled with clay and discarded pottery
radiating a strange power, 7 giant bats. One who sits down by the wheel can roll below Dexterity.
Poor results save vs. polymorph or collapse into wet clay or be struck by a 6d6 lightning bolt for
challenging fate. Excellent results can create magical tools or bizarre monsters of the imagination.

Giant bats (7): HD 4; AC 5; Atk bite 2d4; Spec flies; ML 8; AL LE.


Hp 18 22 26 26 34 24
28

2008 3 ogres seeking shelter in a collapsed longhouse consumed by moss and vine, living in
superstitious fear of the “roofed garden”. Three eye-shaped gems (40 gp each) in their posses-
sion would fit a wooden statue, but it only has two eye sockets…

Ogres (3): HD 4+1; AC 5; Atk club 1d10; ML 9; CE; one has a cauldron for a helmet.
Hp 25 14 22

2013 Half-buried circular pavilion; weakening but still intact force fields enclose a barely visi-
ble trick of the light. Therein is the frost brand +3 sword, but woe to those who would free the
imprisoned elemental force guarding it – it shall tear them limb from limb!

Elemental force: HD 12; AC 0; Atk hit 2d12; Spec immune to mind-affecting, +1 or better to
hit, invisible; ML 12; AL N.
Hp 46

37
2013 Steps descend into a steaming fissure in the ground. The winding passage leads to a cav-
ern where hot, sulphurous and salty waters boil in limestone pools, and 4 sea hags concoct foul
brews with their 8 sea zombie servants. They have potions for sale, but they will kill and de-
vour a weak-looking group. Potions: of life trapping 1100 gp, of fire breath 400 gp, dust of
sneezing and choking 1100 gp. They also have 350 electrum and 550 gp.

Hyalon, Gwellon, Corletta: HD 3; AC 7; Atk 2*claws 1d4; Spec weakness on sight (save vs.
magic or ½ Strength), death look 3/day (save vs. poison or die and rise as a sea zombie within
1d4 rounds), MR 50%; ML 8; AL CE.
Hp 15 11 18

Gertma: HD 6; AC 6; Atk 2*claws 1d4; Spec as above and spells; ML 9; AL CE.


Spells: 4/2/2; 1: burning hands*2, jump, shield; 2: continual darkness, magic mouth, Leo’s trap;
3: clairvoyance, lightning bolt.
Hp 25

Sea zombies (8): HD 4; AC 8; Atk hit 1d8; Spec slow, mindless; ML 12; AL N.
Hp 12 20 23 17 12 17
19 22

2102 Cliffs and rocks. At night, spirits cast themselves into the churning sea, the members of a
simple but fair people. Their whisper, “Always remember Silhanosh”, murmurs through the night.

2102 20 cavemen, carried to slavery by Sogmund the Red’s men, who have recently escaped on
a raft, and are now thinking of their next step.

Cavemen (20): HD 2+2; AC 8 (hides); Atk spear 1d6; ML 7; AL NG.


Hp 9 14 17 10 14 8
11 16 10 11 12 13
10 15 8 10 11 5
8 6

2105 Shiny statues of black and white marble (chess pieces) are entangled in the undergrowth.
Strange feeling of tension. Travellers passing through the hex from the north will arrive in hex
2206, and from the south, to 2202.

2105 2d10 flying morays patrol the air. Bone-filled pits, at night spirits weeping on the edge:
“Always remember Silhanosh!”

Flying morays (2d10): HD 2; AC 7; Atk bite 1d6; Spec attack again on successful hit, up to 4
times; ML 7; AL NE.
Hp 13 10 10 5 11 13
10 11 14 11 10 10
12 7 11 3 9 11
4 5

2107 4 owlbears are feasting on a giant honeycomb they have found in the hollow of an ancient
tree. The remaining honey has half turned into crystalline amber; a man is preserved therein up-
side-down, wearing scale mail, a winged helmet, and a warhammer +1.

Owlbears (4): HD 5+2; AC 5; Atk 2*paws 1d6 and beak 2d6; Spec 18-20 hug 2d8; ML 9; AL N.
Hp 27 19 24 32

38
2107 Elm trees surround a barren mound. On the top, the statues of stone giants have fallen, fro-
zen pain on their faces. The mass grave contains numerous corpses frozen in mud, as well as as
the staff of the infinite forests (loaded with three random druid spells each day), which had once
belonged to the mighty archdruid Nynniaw in times long past. The staff is protected from defilers
by the living forests, the stones of the earth, and the skies.

Elm trees (3): HD 8; AC 0; Atk 2*branches 2d8; Spec fire is +4 to hit & +1/dice; ML 10; AL N.
Hp 49 42 39

Stone giants (3): HD 9; AC 0; Atk club 3d6 or hurled rock 3d10; ML 10; AL N.
Hp 40 35 47

Giant Owls (3): HD 4; AC 6; Atk 2*claws 2d4 and bite 1d6+1; surprise 1-5; ML 8; AL N.
Hp 21 14 23

2109 CASTLE SULLOGH: A mossy lake lies below the parapets of this ancient fortress. Once a
seat of forest-dwelling monsters, it was briefly claimed by the Lady Izanoxin, Knight Commander
of the knights of Yolanthus Kar. With the lady’s disappearance in an ill-fated adventure, the castle
was reconquered by its original masters. The castle will be described in a subsequent issue.

2109 An enormous stone throne lies abandoned in the forest. Now overgrown with vines, it is an
important memento for the island’s giants, whose rule passed from Erillion when they had to
swear an oath to cease meddling in human affairs. Someone has sacrificed a deer before the seat;
bones and a pair of antlers in the charred ashes.

2110 PERLADON MANOR: The crumbling remains of this manor house had belonged to the now
extinct Perladon family. It will be described in a subsequent issue.

2116 The walls of a castle lie tumbled down. Gutted by a dragon attack, its treasures carried off
and the wreckage abandoned to the elements, there is still rumoured to be a deep undercellar
where the dragon’s original target, a chalice of living fire is stored in a reliquary.

2117 Galleries carved into the cliffsides are painted with the murals of a mad artist, who had
come here to paint a wonder of the world, but whose masterpiece only survives partially and in a
poor condition. Mulvon, an old caretaker, rambles about the gallery’s more glorious days.

2203 Shrubs surround splendid marble ballustrades, weed-strewn floors and a crude megalith. Var-
icoloured, spiny caterpillars crawl on the red leaves and purple berries of an enormous bush. They
are collectively hypnotic, save vs. spell or be transfixed. The berries are intoxicating but harmless.

Caterpillars (28): HD 1; AC 10; Atk spines 1d4; ML 6; AL N.


Hp 1 1 2 2 2 5
1 6 6 7 5 5
5 4 4 5 4 6
5 1 3 2 4 3
7 6 2 2

2204 A spiral path leads to the centre of overgrown hedgerows; near the end, it “spins” characters
out of the hex in a random direction (1d6 twice, north preferred). Someone reaching the centre
will find a wyvern statue with sapphire eyes (2*1500 gp), guarded by a beautiful vampire unicorn.

Vampire unicorn: HD 8; AC 5; Atk 2*hooves 1d6 and alicorn 2d6 + deadly poison; Spec bestow
curse, protection from good 10’ r, dimension door 1/day, MR 50%; ML 10; AL CE.
Hp 42

39
2205 SILHANOSH: The tragedy which had lead to the port city’s ruin and abandonment was a
long time ago, but its traces linger. Ghostly apparitions, evil monsters and enigmas of the past
haunt Erillion’s former capital.

2207 A series of clearings centred around a deep lake and a great lightning-struck tree. The paths
here are confused: those who would leave the hex only return to the centre by sunset. 1:6 to es-
cape each day; a ranger or outdoorsman increases this to 1:2, and druids succeed automatically.
Swimming is impossible in the lake; those who try will sink, and drown without assistance.

2208 15 orc scouts picking over the burned remains of their 20 comrades, blasted into smithereens
by 2 fire crows. Their reconnaissance mission to Castle Sullogh a failure, and their encampment in
shambles, they will tell what they have learned in exchange for someone killing the crows.

Orc scouts (15): Fighter 2; AC 5 (chain shirt, shield); Atk spear 1d6+1 or 2*bow 1d6; ML 5; AL
LE; each wears a symbol of Agak. They are equipped with torches, picks and shovels.
Hp 2/16 12 4/5 12 13/17 12
12 11/12 12/13 16 6/7 9/10
9 6 9/11

Fire crows (2): HD 4; AC 6; Atk peck 1d3; Spec 4d6 fireball 3/day, immune to fire; ML 8; AL N.
Hp 7/22 17/22

2209 Glittering mineral deposits where a creek has washed away the hillside; deer gather around to
lick the salt among the rocks. A broken ladder lies below a grotto 20’ up, the dwelling of Callur
the Seer. He has been slain recently, and his renowned diviner’s stone, a lump of amber with lizard
fossils, lies broken next to the bloody corpse. Someone has scratched the sign of a two-tailed
mermaid on the wall with a piece of charcoal.

2213 HJAELLE: Only white ruins remain of this old fishing village on a ridge above a pleas-
ant bay. The earth has reclaimed most of the wooden structures, and only the old man Bal-
lodrac lives here with Sark, his tamed dire wolf. Ballodric has travelled three seas and seen
much, and by the time he had returned to tell his tales, his home village was no more. He has
buried 700 gp and his lute under the grave he has already dug for himself.

40
Ballodrac: Bard 3; AC 10/4 (chain, shield); Atk battleaxe 1d8 or crossbow 1d6+1; Str 16, Int
11, Wis 11, Dex 11, Con 11, Cha 17; ML 8; AL NG; symbol of Zeltar, 30 sp.
Spells: 3; 1: drowsiness lullaby (as sleep, save allowed), fairwind chanty (disperse fog & clouds,
propel small ships), faunacare warble (cure animals 1d6 Hp/r, 3 r).
Hp 13

Sark, dire wolf: HD 3+3; AC 6; Atk bite 2d4; ML 9; N.


Hp 11

2215 DORMGAARD: There is not much fun to be had in the grey-walled fort of the treacher-
ous Skarlog Thane (Fighter 7), who maintains his influence by selling his friendship now to
Baklin, then to Kassadia. The Northman chief and his captains (Ofrin the Scab, Fighter 5; Tar-
gon Skarisson, Fighter 4; and Herlarik the Thumb, Fighter 3) rule from a large longhouse, sur-
rounded by scores of miserable huts. The longhouse is loud with singing, animal fights (bears
and wolves pitted against each other, or the occasional slave), and the clamour of armed men.
Traders of a dishonest sort are often seen, dealing in slaves and the spoils of war, and some
have built themselves guarded stone townhouses in the emerging town.

2306 A palisade lies in ruin, inhabited by 9 bombardier beetles. The prow of a ship depicting a
neighing mare protrudes from the wreckage. Ten unmarked graves with upright stones.

Bombardier beetles (9): HD 2+2; AC 4; Atk bite 2d6; Spec acid cloud 2/day 3d4 Hp, 20% to
stun or deafen within 16’; ML 7; AL N.
Hp 4 10 11 7 6 7
11 7 10

2307 Rungritta, a green hag lives here, spurned even by her sisters in Castle Sullogh. He kid-
naps children to boil them in swamp water, and turn them into shivering little killers (ghouls).
She has 400 sp, 350 gp, and a stolen crown (800 gp) in a small cauldron.

Rungritta: HD 9; AC 0; Atk 2*claws 2d4+2; Spec spells M-U 9; ML 9; AL CE.


Spells: 4/3/3/2/1; 1: charm person, dancing lights, detect magic, magic missile; 2: darkness 15’
radius, levitate, pyrotechnics; 3: clairaudience, dispel magic, Leo’s tiny hut; 4: polymorph other,
wizard eye; 5: animate dead.
Hp 42

Children (ghouls, 13): HD 2; AC 6; Atk 2*claws 1d3 and bite 1d6; Spec paralysis; ML 7; AL CE.
Hp 10 8 12 5 5 8
4 7 12 12 12 2
6

2317 A half-sunken altar stone lies atop a round knoll carven with spiral crevices. It bestows a
curse on those who would sacrifice here: spells have a 1:3 to turn into inarticulate gibbering
when spoken. The altar can be restored with some work and remove curse; in which case it
reveals the legend of the lake [Shimron]: “No sea does it travel, wasted on the shore / Its mir-
ror image has flown a thousand years before / Only a distant shore its horizon does find / Oh,
if it could fly, and this cursed land depart!”

2412 JARKIN: Fishing village built on the dull grey cliffs. They serve Skarlog Thane, and since
most of the men are away fighting or sailing, the place is de facto mostly ruled by women. The
Ancestors have recently prophesied Jarkin will fall into the sea unless it be bound by chains
forged by the fire giants; however, no such giants are known to live anywhere close to Erillion.

41
2412 11 wolves have been harassing the shepherds in this area. They are considered to be marked
by the Ancestors (star sign on the forehead), and killing them would cause a great uproar.

Wolves (11): HD 2+2; AC 7; Atk bite 1d6+1; ML 5; AL N.


Hp 9 6 7 4 10 10
10 7 14 14 5

2413 A valley in the mountains is the home of 23 berserkers. They are outcasts who must not
leave this barren place unless pardoned by King Jarkon (a rarity), but are in fact often
brought on ship illicitly as “free men” by reavers and pirates.

Berserkers (23): Fighter 2+2; AC 7 (furs, shield); Atk 2*battleaxe 1d8 or javelin 1d6; Spec fight
until -5 Hp; ML 12; AL LE; one is Sigurd the Snake (*), Skarlog Thane’s third son.
Hp 19 14 17 13 8 22
19 5 15 16 11 10
21 6 14 17 12 21
21* 5 11 12 16

2501 30 berserkers guard a sacred hot spring where, once per year, King Jarkon of the Northmen
comes to renew his vigour and receive visions from the sulphurous vapours. The berserkers have
been picked from different clans to keep them loyal only to Jarkon; however, Sogmund the Red
has slowly bent some to his will with gifts and flattery, and has secretly bathed in the royal waters.

Berserkers (30): every 6th man is equipped with an alarm horn; every 12th has flaming oil.
Hp 18 8 13 13 10 17
10 14 10 18 15 13
14 22 19 13 14 7
14 13 14 11 19 13
11 7 8 16 6 6

2514 Low walls around a large mountain garden. The ghost of a hermit sits cross-legged above a
bed of giant wildflowers; where his blood falls, new life grows, disease and poison are healed, and
Spring reigns eternal. Another ghost, a Northman thane, tries to enter the garden through trick or
treachery; if he succeeds, the hermit disappears and the garden dies.

2601 A pit of bones opens from a crevice, containing the remains of mammoths, men, sabretooths
and many other creatures. The pit opens into even deeper caverns, with remains increasingly more
fantastic and deformed. Stirring sounds and deep growling can be heard from these depths. Sacri-
fices to the Ancestors are sometimes brought to the threshold, but never beyond.

2602 SOGMUND’S HOLD: Sogmund the Red (Fighter 8), the merciless warlord who had been
cursed as town-burner and village-slayer in the Twelve Kingdoms civil war, has built a fortified
port here to show off his wealth. Sogmund has grown increasingly erratic since the death of his
second wife in childbirth, and his advisors have been trying to make him remarry one of the prin-
cesses of the tiny Northman kingdoms. They have also been troubled by the disappearance of
three longships, all loaded with warriors, while Sogmund has not shown the least bit of concern.

2604 GEB: A watchtower and palisades guard this village against sea raiders (other than their own
kin), and the shields of looted strongholds hang in the longhouse. Old storage cellars, predating the
Northmen and human memory, descend below the mountains, reputedly to a wishing well guarded
by a dragon. Ivar the Herring-eater (Fighter 4), a greybeard who has lost five sons in the war and
married off three daughters, rules in absence of a more capable man. Ivar’s advice has not helped
any as of late, and his foolish love for a beautiful sea witch has called his sanity into question.

42
2613 30 berserkers are dressed as pilgrims to “seek the seat of the Thulean mirage”. They are
in the service of Grak Longshanks, a Northman warlord, to survey the island’s secret paths
and Skarlog Thane’s weaknesses. They have shorn off their beards and long hair, but hide
weapons under their robes, and have concealed a dragonship in hex 2612.

Berserkers (30): Fighter 2+2; AC 10; Atk 2*hand axe1d6 or 2*dagger 1d4 or 2*quarterstaff 1d6;
Spec fight until -5 Hp; ML 12; AL LE.
Hp 21 12 16 10 17 18
11 18 21 13 7 11
11 11 7 20 13 11
5 6 12 17 20 12
15 6 17 9 13 14

2614 These high meadows on the mountain slopes enjoy a fell reputation, alternately described as
the seat of a fickle faerie lord, and a castle of ghosts. Both rumours have merit. There is a 1:3 any
day to find a tower here; equal chance to offer a place of refuge and splendid food, and to be pop-
ulated by terrible spectres seeking to torment those who would enter. Both towers hide a secret
room; the first holds an imprisoned, very hungry vampire; the second an enchanted rose garden
whose most beautiful flower can raise the dead or restore lost love.
Spectres (5): HD 7+3; AC 2; Atk touch 1d8 + energy drain; Spec +1 or better to hit; ML 9; AL LE.
Hp 27 43 29 44 34

Vampire: HD 8+3; AC 1; Atk claws 1d6+4 + energy drain; Spec +1 or better to hit, gaseous
form, charm gaze (-2 save), summon 10d10 bats or rats, vampire weaknesses; ML 10; AL CE.
Hp 41

43
Zine Conventions
While much of old-school gaming originates from the same lineage, and its products remain largely cross-compatible, there is much
devil in those details. Every table and every party has its own ideas and house rules, and it is a good idea to lay these assumptions out
into the open. Therefore, the conventions governing this fanzine are thus:
• Unless otherwise noted, the materials published here were designed for Advanced rules.
• A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce.
• Conversely, XP for treasure is gained through squandering it in hedonistic excess (or any kind of lavish spending which has no
discernible benefit), with a *5 multiplier. If you adjust the treasure values, adjust the multiplier as well.
• Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are commonplace, while mid-level ones (5th to 8th level)
tend to be outliers – present in most communities, but never numerous. Few NPCs reach more than 9th level, and over 12th is almost
unheard of.
• Magic is limited to 5th level spells or lower. Magic items are limited to +3.
• Fighters can do carryover damage: when fighting grouped opponents, the damage remaining after a killing blow is transferred to the
next opponent.
• Roll-under morale is in effect (see Morale & Men in Echoes #01).
• The gods are limited in their powers, but actively involved in the fate of the world.

Legal Appendix
This version of Echoes From Fomalhaut #03: Blood, Death, and Tourism is done under version 1.0a of the of the Open Game
License, below, by permission of Wizards of the Coast, Inc.
Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open
Game Content may only be Used under and in terms of the Open Game License.
Designation of Open Game Content: All text containing rules-related content within this book is hereby designated as Open
Game Content, subject to the Product Identity designation below.
Designation of Product Identity: The following are hereby designated Product Identity, as per section 1(e) of the Open Game
License: all artwork, illustrations and maps or other visual references, plot elements, description of geographic features or areas,
and all text not specifically designated as Open Game Content, or data derived from OGL licensed material.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc. ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridg-
ment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) "Product Identity" means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
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ments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, sym-
bols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content; (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
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You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
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containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Echoes From Fomalhaut #03: Blood, Death, and Tourism © Copyright 2018 by Gabor Lux. All rights reserved.
Artwork on the cover, pp. 2, 15 © Copyright 2018 by Stefan Poag. All rights reserved.
Artwork on pp. 28, 31, 33, 34, 40 © Copyright 2018 by Denis McCarthy. All rights reserved.
Amphisbaena from the Tome of Horrors © Copyright 2002, Necromancer Games, Inc; Author Scott Greene, based on original
material by Gary Gygax.
Spidergoat from Mutant Future © Copyright 2008 by Daniel Proctor and Ryan Denison.

44
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45
Prestigious Plunder
2003 2012
EMDT 1 – The Garden of al-Astorion + EMDT 25 – The Blood Drinkers of Yukum #
2008 EMDT 26 – Khosura: City State of the Four Myst. +
EMDT 2 – SWORD & MAGIC 2013
EMDT 3 – MONSTERS & TREASURES EMDT 27 – Trials on Tridentfish Island +
EMDT 4 – GAMEMASTER’S GUIDELINES EMDT 28 – Feathers of Fire #
EMDT 5 – The Temple of Pazuzu (+) EMDT 29 – The Ghost City of Arun-Kha #
EMDT 6 – Black Blood + EMDT 30 – The Tower of Manistrid #
EMDT 7 – Sacrificial Lamb # EMDT 31 – Tempest Dreams #
EMDT 8 – Broken Wastes + EMDT 32 – The Burial Chamber of Carnaic Arnoc #
EMDT 9 – The Unholy Secrets of Protoros # EMDT 33 – Ratcatcher #
EMDT 10 – Strabonus + EMDT 34 – HELVÉCZIA
2009 EMDT 35 – GAMEMASTERS ALMANAC
EMDT 11 – The Menestratos School # EMDT 36 – Ammertal and the Oberammsbund
EMDT 12 – Sea Lords + EMDT 37 – The Accursed Cellar
2010 EMDT 38 – Slaughter in the Salt Pits +
EMDT 13 – Molonei + 2014
EMDT 14 – Isle of the Water Sprites + EMDT 39 – Curious Marriage #
EMDT 15 – City Encounters # + EMDT 40 – Until Dawn
2011 EMDT 41 – Ill-Gotten Merchandise
EMDT 16 – Towards Fomalhaut + 2015
EMDT 17 – The Temple of Torments # EMDT 42 – The Cloister’s Secret #
EMDT 18 – The Barbarian King + EMDT 43 – The Serpent Girl and Other Stories #
EMDT 19 – The Main Cities of Fomalhaut I. (+) EMDT 44 – The Fools’ Feast at Fürochen #
EMDT 20 – Sea Demon + EMDT 45 – The True Weapon Cache for the
EMDT 21 – City Encounters II: The Nocturnal Table Helvetians’ Delight #
EMDT 22 – In the Name of the Principle! + 2018
EMDT 23 – Below the City + EMDT 46 – Echoes #01: Beware the Beekeeper! +
EMDT 24 – Oolar’s Time # EMDT 47 – The Barbarian King (REVISED) +
EMDT 48 – Echoes #02: Gont, Nest of Spies +
EMDT 49 – Echoes #03: Blood, Death, and Tourism +
EMDT 50 – Cloister of the Frog-God (HU) (+)

# Indicates title written by guest author


+ Indicates title available in English

QQQ
Table of Contents
People of the Great Wheel ……………………….. 2
Terror on Tridentfish Island ………………………… 6
Monsters of Wizardry ……………………………… 20
Erillion, East………………………………………….. 23

FIJH

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