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AFF2EyeOfTheSerpent 2.0

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0% found this document useful (0 votes)
106 views17 pages

AFF2EyeOfTheSerpent 2.0

Uploaded by

John Qlaustein
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Eye of the Serpent

AFF 2 Conversion
by
SkinnyOrc

1
dwarves, separate from the previous dwarven
INTRODUCTION inhabitants).

It is suggested that instead the adventure starts at the


Eye of the Serpent (UK5) is an AD&D adventure module
bottom of the mountain and the PCs are given a mission
for 4-6 1st level PCs, published by TSR in 1984. This
that requires them to climb it. This has multiple benefits.
conversion for Advanced Fighting Fantasy 2 requires the
Firstly, being carried there by the Rocs strains belief and
original module and this can be purchased at the
is highly likely to make the players feel railroaded.
Dungeon Masters Guild.
Next, as the true nature of the Serpent’s Eye is most
The conversion is suitable for four starting AFF2
easily discovered at the top of the mountain, starting
characters and can be scaled for larger parties by
there means this will likely happen almost immediately.
increasing the number of monsters by the same
By raising the question of the Serpent’s Eye at the
percentage. Six characters would be a 50% increase so
beginning of the adventure and the answer only coming
opponent numbers would likewise increase by 50%. Due
part way through, the players are kept guessing and
to the low level of the original module it is not
solving the mystery is much more satisfying.
recommended to run this adventure for significantly
more experienced characters.
Lastly, as there are multiple branching paths down the
mountain, originally only around a third of the
The adventure may be located anywhere in the
encounters were likely to be used. The adjusted plot
temperate regions with mountains and forests, such as
means the party go both up and down the mountain,
the lower reaches of the Icefinger Mountains in northern
allowing more of the module to be played.
Allansia. The river that features in the adventure is not
large enough to be marked on the maps of Titan.
The module already includes a mechanism to block each
route at key points using paths that reach dead ends,
Acknowledgements have collapsed and so on. The intention was to allow the
DM to use encounters tailored for a Ranger, Druid or
This conversion is written with heartfelt thanks to Monk PC, but it also provides a way to have the players
Graeme Morris, the author of this and many of my other experience different parts of the mountain on the way
favourite D&D adventures. Without his amazing talent back down.
the worlds I have enjoyed gaming in would have been
far less vivid and exciting. There are two points where this is particularly useful,
the first being the ice tunnel at R6 to Ice Lake. This is
important because the entire Geyser Lake area is
Circle of Protection From bypassed if the ice tunnel is used in both directions, and
Legal Action the duergar lair is now located there. A party who
ascended using the ice tunnel can find it collapsed if
Dungeons & Dragons, D&D, AD&D, UK5 Eye of the they try to return the same way. This is not unlikely due
Serpent, and all associated copyrights, trademarks and to the warring steam and ice mephitis.
registered names are the property of Wizards of the
Coast LLC. These are used without permission and no The second is which side of the Grafenvolk Dale the
challenge to their status should be implied from their party returns down and in turn which shore of Weed
use. Lake they pass. This affects a large number of
encounters, in particular the Island in the Lake at 14. The
path at R9 or R8/13 can be made impassable by a rock
slide to direct the party the other way.

MODULE ADJUSTMENTS The Director may also choose to add some dead ends or
blocked ways while going in either direction; the
mountain is a dynamic and difficult environment so this
As written, Eye of the Serpent begins with the player
is all part of the experience. In the marshes there are
characters being carried in the talons of a pair of Rocs to
many crisscrossing paths that look very similar, some of
the summit of a mountain, where they are left in a giant
which suddenly dwindle to nothing. Retracing a route
nest. They must then find their way down the mountain,
used before here can be all but impossible.
discovering its secrets on the way, including the works
of a long absent clan of dwarves. At the foot of the
The other major change suggested is relocating the
mountain there is a confrontation with a tribal cleric that
duergar lair from the foot of the mountain to most of the
leads to the hidden lair of a group of duergar (evil
way up it. The lair is described as a temple in the shape

2
of a snake built by the original dwarven inhabitants of
the area but since occupied by the duergar. It seems RUNNING THE ADVENTURE
unlikely the Grafenvolk dwarves would build so far
from their mountain home. It also seems impossible the The module says it will take several days to travel down
duergar could live so close to humans without being the mountain, making it twice that to climb up and
detected, given their fondness for slaughter and down it. This seems excessive given the scale of the map.
enslavement. Relocating the lair solves both issues. It It also makes it too easy for the players as there will only
also makes a nice addition to the secrets to uncover on be a couple of encounters each day. The more often the
the mountain and the ending to the adventure works party is able to eat and rest, the more they recover from
perfectly well without it. The new location of the the encounters (but note Random Encounters below). A
duergar lair is on the east side of Geyser Lake, next to good guideline would be for a day to pass every six
the waterfall down to the Grafenvolk Dale. encounter locations. But if the players are finding things
too difficult, have less encounters per day by making it
Also it seems unlikely that dwarves would have
take longer to travel between them. The opposite also
worshiped serpents. So it is suggested the serpent
works well.
shaped spiral staircase through the crystal was built to
be decorative, and the complex it is part of was Numbered encounters for the mountain are listed below
originally living quarters rather than a temple. in reverse order as the party will be beginning at the
Everything from 39 to 48 is Grafenvolk work with the bottom. Where the encounter name has changed the
exception of the natural caves behind the waterfall at 41 original is given in brackets. The module can be used for
and 42, but the later inhabitants have crudely modified boxed description text and it will be noted here in the
areas 42 and 43. few instances where these need to be adjusted. Likewise,
the module has descriptions of each region of the valley.
AFF does not have an evil race of dwarves equivalent to
the duergar. There are some references to the Mirewater While most encounters on the mountain are only
dwarves having an evil nature, but they are not a moderately challenging even for a starting adventurers
separate race in the way duergar are to dwarves or dark the party is likely to be worn down by the frequency of
elves to elves. What is more, the duergar lair includes them. Not all the encounters inevitably involve a fight
their women and children, creating a moral grey area and the Director should be careful to allow smart play to
not typical for AFF. Is it acceptable to kill the women avoid one. The treasures are modest but again will add
and children of a race that is an enemy of humanity, or up, although the n’yadach lair is quite rewarding.
does it make the characters just as evil? Replacing the
duergar with the more beast like n'yadach and having Treasures and their values are listed for each encounter
the children attack (the duergar women already did so) but the Director must refer to the module for their
makes this a little more black and white. The Director locations and descriptions. Any treasures or magical
could instead choose to replace the duergar with evil items not mentioned in the following encounter
dwarves, perhaps even the corrupted remnants of the descriptions are not present in the AFF2 conversion of
Grafenvolk. this adventure.

As something of an aside, the name Grafenvolk I believe Unless otherwise noted, all monster armour and
is German for noble people. So it seems more like a weapons have normal effectiveness but are crudely
human name for the original dwarven inhabitants than made. They are heavy (count as two items for
the true name of the clan. encumbrance) and only have value as scrap if sold (a
quarter listed values for the item type).
Lastly, this conversion replaces the nomadic human
tribesmen with more civilised villagers. This could be SKILL tests are noted in this adventure as SKILL/LUCK
discarded if preferred, as long as the tribe is currently tests, as a reminder that players may opt to test against
camped at the bottom of the mountain. However, the LUCK instead of SKILL. This is as per page 48 of the
villagers probably fit most people’s campaign better, AFF2 Rulebook.
depending of course where they choose to set the
adventure. As a result, the priest Arn Flowmane is less Where this adventure states one side gains surprise this
rustic than depicted in the module. He also has no idea is +6 to Attack Strength and +2 to Damage Roll for one
of the serpent associations of Rushmere Rock and has round as per the AFF2 Rulebook, page 64. Surprised
huge hounds rather than a giant snake as a guardian parties have no actions and as a result cannot cause
there. damage and do not get outnumbering bonuses.

3
4 Goblins (OotP 60)
RANDOM ENCOUNTERS SKILL: 5 STAMINA: 5 Attacks: 1
Weapon: Shortsword
The following replace the random encounters in the Armour: Leather Hauberk & Small Shield
module and are for use if the PCs camp on the mountain Special: None
where their fire might be seen. Whenever attacked in the Roll 1 2 3 4 5 6 7
night the lack of rest means characters only recover 2 W 1 2 2 3 3 3 4
STAMINA rather than the usual 4. This should A 0 1 1 1 2 2 4
encourage them to choose their campsite more carefully
next time!
4 Goblin Archers (OotP 60)
Safe locations include the cave on the ledge (33), the cave SKILL: 5 STAMINA: 5 Attacks: 1
behind the waterfall (27), bat cave (20), the eyrie tower Weapon: Shortbow/Shortsword
(16), the island at Weed Lake (14), the n'yadach lair (next Armour: Leather Hauberk
to 7) and ice cave (6). Of course any unfriendly Special: None
inhabitants will need to be killed or driven off first. Roll 1 2 3 4 5 6 7
W 1 2 2 3 3 3 4
The goblin tower in the Slough Mire (31), spiral staircase A 0 1 1 1 1 1 2
(26) and the forge (19), are safe from wild animals but
the goblins frequent these areas. There is a 50% chance
any time the characters spend more than a few hours in Grizzly Bear
these locations that four goblins arrive (stats as below).
The goblins will not expect to find the characters here This is a particularly large and cantankerous brown bear
and will be surprised the first round. They flee if they and will not be pleased to find a group of adventurers in
can to raise the alarm, and to save their own miserable its range. It will rear up in front of them to its impressive
hides of course. full height, growling aggressively. If the party think fast
and throw it one meal worth of food it will eat and
Of the night time encounters below, the grizzly bear wander off again. Otherwise it will attack, and once
may be met anywhere within the Grafenvolk Dale and injured will become so enraged it will fight to the death.
Barrow Sward, and the wolf pack in any non-marsh
area. The goblin war party might be encountered Grizzly Bear (BtP 18)
anywhere on the mountain from the Grafenvolk Dale SKILL: 9 STAMINA: 16 Attacks: 2
down. Giant leeches can be found in either marsh area. Weapon: Large Bite/Claw
In the Ice Heights the snow tiger (encounter 3) may be Armour: Light
attracted to the party’s campsite if not already stalking
Special: +1 Damage Roll
them. It waits until someone heads to the edge of the
Roll 1 2 3 4 5 6 7
firelight to relieve themselves or all but a sentry are
W 2 3 3 3 4 4 5
asleep.
A 0 0 0 1 1 1 2

Goblin War Party


Wolf Pack
These goblins are a war party looking for the PCs in
The wolf pack has found the hunting difficult since the
response to their incursion here. They will be attempting
goblins arrived and are hungry enough to attack a small
to sneak up on the camp but are rather disorganised and
should be heard by any characters keeping watch. Allow group of humans camped for the night. The PCs will
an Awareness test each round, due to the strength of the hear the wolves’ howls before they see them and have a
war party it would be dangerous for them to gain little time to form a plan. There are five wolves
including the large alpha male (STAMINA 8), a smallish
surprise against the characters. Even then it will be
pack but enough the party would be wise to not simply
costly for the PCs to see them off without using magic.
fight them all (the Director may advise they know this).
If the hobgoblins were encountered and escaped they Better options include focusing on the alpha or swinging
will be leading the group, replacing a like number of flaming branches to drive them off. Throwing food may
goblin archers. also work but a lot will be needed for the whole pack! If
the alpha or any two are slain or seriously wounded, the
pack will flee.

4
5 Wolves (OotP 120) pronounced it a crime worthy of banishment to
SKILL: 7 STAMINA: 6 Attacks: 1 Hardway. The young man has not returned and
Weapon: Small Bite Regenmaer wishes to hire the PCs to search for him and
Armour: Light bring back proof of his fate. It is up to the Director how
contact is made so it suits their campaign, but
Special: None
possibilities include a notice in an inn with directions to
Roll 1 2 3 4 5 6 7
the village or a direct approach by Regenmaer as they
W 2 2 3 3 3 3 4
pass through Trenhurst.
A 0 0 0 1 1 1 2
A fast flowing river, known to the locals as the
Rushmede, runs next to the village. It is unnavigable this
Giant Leeches
far up so the PCs will arrive by road. They are met by
In the unlikely event the characters choose to camp in a Regenmaer in the village square and he discusses his
marsh outdoors, in the middle of the night four giant proposal here in the open as a small crowd gathers to
leeches crawl silently across the damp earth. A sentry listen. He will offer them 8gp per character to search for
has normal Awareness chances to notice them but his son, with another 8gp each if they return with proof
maybe not before some have found a sleeping source of of his fate. He can be bargained up to a maximum of
nourishment. The leeches have SKILL 1 and STAMINA 12gp. A promise to give any remains proper burial will
1 so they are easily dispatched in a straight fight. also be required. He will add it is believed dwarves used
However, any leech successfully surprising its intended to inhabit the mountain and there may still be treasure
victim attaches itself for 1 STAMINA damage and then there for those daring enough to take it.
another per round up to 3 points before dropping off
The party will be provided with wool cold weather
full. Pulling it off does 1 further STAMINA, or they can
clothing, rope, provisions and any other normal
test for LUCK to kill the leech with a knife without
equipment the Director feels is reasonable. Let the
hurting themselves, again for 1 STAMINA on a fail. Salt
players complete the negotiations and ask any questions
will remove the leeches painlessly.
they have.
This may also be used as an extra daytime encounter at
Before long an authoritative voice rings out from the
one of the frequent points where the path dips into the
back of the crowd, “Heresy!”. The crowd turns and parts
marsh and they are briefly forced to wade. The leeches
to reveal an old man in dark grey robes, pinned with a
will be difficult to see in the murky water. Any
metal broach of a skull with a circular mouth as if
characters failing an Awareness test will have a leech
blowing.
attach to their leg, through a gap in their armour if
necessary. The priest of the storm god Sukh, Arn Flowmane, sees
the mountain as the sacred ground of his deity and the
character’s mission as desecration. He has a heated and
very public argument with Regenmaer, and with the
TRENHURST VILLAGE PCs if they join in. Regenmaer however has made up his
mind and Flowmane will eventually storm off,
muttering of the wrath of Sukh.
The inhabitants of Trenhurst and the surrounding
farmsteads have long had a tradition that a fabulous The party will be provided with comfortable beds for
gem known as “The Serpent’s Eye” is to be found at the the night and a substantial breakfast, before setting out.
peak of nearby Hardway Mountain. There are stories of The journey to the foot of the mountain takes about a
those who have gone in search of this treasure but day and will be uneventful. After a night camped the
without success. In more recent times the villagers, with stars they will wake ready to begin their climb up
the encouragement of local priest Arn Flowmane, have Hardway Mountain.
turned this into a test of redemption for criminals and
others who have lost their honour. They must climb
Hardway Mountain and return with the Eye or perish in
the attempt. None have returned from this quest.

There have always been those in Trenhurst who thought


this virtual death sentence barbaric. Matters reached a
head when the son of Village-Master Eldrid Regenmaer
was found in a compromising position with the miller’s
daughter. Flowmane in his traditional role as judge

5
SLOUGH MIRES 32. Mist Mephit
If the Director wishes to increase numbers for this
34. Wild Cats encounter the mephit will successfully gate in a second
mist mephit before attacking. However it should be kept
The wild cats will only be encountered the first time the in mind that the mephit has dangerous special abilities.
party passed through the forest. If avoided they will be
The mephit will not close for melee, alternately flying
nowhere to be seen on subsequent visits.
past to use its breath and then disappearing into the mist
2 Wild Cats for a round. Missile attacks against it on the round it is
visible are at -4 (-2 small target, -1 moving target, -1
SKILL: 8 STAMINA: 6 Attacks: 1
obscured by mist). The mephit’s breath has a 3m range
Weapon: Small Bite/Claw
and causes 2 STAMINA damage (no armour roll) plus
Armour: None
blindness for 1-4 rounds, but is avoided completely if
Special: None
the character passes a SKILL/LUCK test. A character
Roll 1 2 3 4 5 6 7 avoiding the gas can take no other action. Once it has
W 2 2 3 3 3 3 4 used all three breath attacks it screams in frustration and
A 0 0 0 0 0 0 0 assumes gaseous form to escape (see the module New
Monsters section for more details of special abilities).
33. Enemies on the Ledge Mist Mephit (Module New Monster)
The Ogre is a local resident who has intimidated a few SKILL: 8 STAMINA: 7 Attacks: 1
of the goblins that have moved into the area into Weapon: Small Claw
fetching and carrying for him. He will throw large rocks Armour: None
if the party enter the cave (as Improvised Weapon but Special: -1 Damage Roll, Gas Breath, Gate Mephit,
add the +1 damage). The goblins have crude Wall of Fog, Gaseous Form
shortswords. Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4
4 Goblins (OotP 60) A 0 0 0 0 0 0 0
SKILL: 5 STAMINA: 5 Attacks: 1
Weapon: Shortsword Treasures are mixed coins 2gp, armband 4gp and helm
Armour: Leather Hauberk 3gp.
Special: None
Roll 1 2 3 4 5 6 7 31. Goblin Tower (Bullywug Tower)
W 1 2 2 3 3 3 4
A 0 1 1 1 1 1 2 The goblins are part of a large band that recently made
its home in the Grafenvolk Dale. They are starting to
Ogre (OotP 90) raid the humans who live below the mountain, but that
SKILL: 8 STAMINA: 10 Attacks: 2 means passing back and forth through the Slough Mires.
Weapon: Large Club The slykk were making a nuisance of themselves and so
a crude tower was built here to protect the way through
Armour: Leather Hauberk
the swamp.
Special: +1 Damage Roll
Roll 1 2 2 4 4 4 5 However right now many of the goblins are out of the
W 0 1 1 1 1 1 2 valley, and so the slykk have taken the opportunity to
A 1 2 2 4 4 4 5 besiege the tower. The tower is really just a thick stone
wall with a wooden platform just below the top, but it
Apart from his oversized club and crude animal skin gives the goblins sufficient cover that missile attacks
armour the ogre only carries the earring (1gp) and 6sp in against them are at -3. The slykk have found that coming
coins. The hidden hatpin is worth 2gp and a LUCK point too close to the goblin’s bows is unwise.
to the finder. The goblins have volunteered anything of
value they were carrying to the ogre.

6
4 Goblin Archers (OotP 60) 28. Killer Frogs
SKILL: 5 STAMINA: 5 Attacks: 1
Weapon: Shortbow/Shortsword 4 Giant Frogs (BtP 56)
Armour: Leather Hauberk SKILL: 5 STAMINA: 6 Attacks: 1
Special: None Weapon: Large Bite
Roll 1 2 3 4 5 6 7 Armour: None
W 1 2 2 3 3 3 4 Special: None
A 0 1 1 1 1 1 2 Roll 1 2 3 4 5 6 7
W 2 3 3 3 4 4 5
There is not now a continual light gem hanging from the A 0 0 0 0 0 0 0
ceiling. The bag contains mixed coins to a total value of
6gp, loot left here by goblin raiding parties before
heading out again. 27. Cave Behind the Waterfall
A giant slug hides here during the day and hunts in the
swamp at night, but has no reluctance to ambush
anything passing through the cave. When the party
arrives it is on the ceiling and difficult to see amongst
the folds of the rock. There is an unpleasant smell in the
cave but with no obvious cause. If a character
investigates the man like shape the slug stretches down
30. Lizard Keepers to attack, with surprise if the character fails an
Awareness test at -2. It only spits if the characters back
4 Slykk (OotP 106)
off from it or it is attempting to escape and they follow.
SKILL: 6 STAMINA: 5 Attacks: 1
Weapon: Shortsword Giant Slug (OotP 105)
Armour: None SKILL: 7 STAMINA: 15 Attacks: 4
Special: None Weapon: Large Bite
Roll 1 2 3 4 5 6 7 Armour: Medium
W 1 2 2 3 3 3 4 Special: Spits acid
A 0 0 0 0 0 0 0 Roll 1 2 3 4 5 6 7
W 2 3 3 3 4 4 5
Giant Lizard (OotP 75) A 0 0 1 1 2 2 3
SKILL: 10 STAMINA: 11 Attacks: 1
Weapon: Large Bite The buttons are worth 3sp each and the buckle 2gp.
Armour: Light
Special: None
Roll 1 2 3 4 5 6 7
W 2 3 3 3 4 4 5 BARROW SWARD
A 0 0 0 1 1 1 2

The jewellery carried by the slykk is worth 5sp each. 26. Spiral Stairway
Treat this pack of normal rats in the same way as a flock
29. Road Block of common bats. The pack has as many attacks as there
are PCs and reducing it to zero STAMINA means they
5 Slykk (OotP 106) have scattered.
SKILL: 6 STAMINA: 5 Attacks: 1
Weapon: Shortsword Rat Pack (OotP 19)
Armour: None SKILL: 6 STAMINA: 4 Attacks: 1/PC
Special: None Weapon: Small Bite
Roll 1 2 3 4 5 6 7 Armour: None
W 1 2 2 3 3 3 4 Special: None
A 0 0 0 0 0 0 0 Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4
The jewellery carried by the slykk is worth 5sp each. A 0 0 0 0 0 0 0

7
25. Burial Mound Giant Spider (OotP 108)
SKILL: 9 STAMINA: 8 Attacks: 2
The mound is visible from the other side of the river if Weapon: Large Bite
the characters are observant, and the river is easily Armour: Light
fordable here. While the al-mi’raj use it as a burrow they Special: None
are currently further west across the meadow, as shown Roll 1 2 3 4 5 6 7
on the module map. The glyph of warding causes 4 W 2 3 3 3 4 4 5
STAMINA damage, halved if the character passes a A 0 0 0 1 1 1 2
SKILL/LUCK test.
The rotted shield does not have the image of a snake
Poltergeist (OotP 94) painted on it. The buckle is worth 2gp and the figurine
SKILL: 9 STAMINA: 0 Attacks: 1 10gp.
Weapon: 1 point
Armour: None
Special: Immune to damage
Roll 1 2 3 4 5 6 7 GRAFENVOLK DALES
W 1 1 1 1 1 1 1
A 0 0 0 0 0 0 0
22. Gateway into the Valley
The earrings are worth 5sp each, the bangle 2gp and the
pendant 4gp. The box is worth 15gp, and the bloodstone Bark Biter (BtP 16)
gems 2gp each. A character finding the bloodstones SKILL: 9 STAMINA: 8 Attacks: 3
gains 1 LUCK. Weapon: Small Tendril
Armour: Light
Special: Large bite after 3 hits
Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4
A 0 0 0 1 1 1 2

The pommel is worth 6gp and contains a single dose of


Potion of Speed (2 actions per round for 10 rounds).
24. Al-Mi’raj Meadow
21. Strange Companions
The al-mi’raj are easily avoided so long as not
approached too closely, but if they are the males fight Denzelian (FF 25)
with almost suicidal bravery. However they will make
SKILL: 9 STAMINA: 9 Attacks: 1
blustering if slightly comical displays in order to warn
Weapon: None
the party off before this happens. It is possible to skirt
Armour: Heavy
around them to get to the gateway at 22.
Special: Harmless, Eats stone, Repulsive smell
6 Al-Mi’raj Males (FF 11) Roll 1 2 3 4 5 6 7
SKILL: 7 STAMINA: 6 Attacks: 1 W 0 0 0 0 0 0 0
Weapon: Small Horn A 0 1 2 2 3 3 4
Armour: None
Special: None Iron-Eater (OotP 70)
Roll 1 2 3 4 5 6 7 SKILL: 4 STAMINA: 5 Attacks: 1
W 2 2 3 3 3 3 4 Weapon: None
A 0 0 0 0 0 0 0 Armour: None
Special: Surprise on 1-5, Destroys armour
Roll 1 2 3 4 5 6 7
23. Spiders’ Lair W 0 0 0 0 0 0 0
A 0 0 0 0 0 0 0
The web is handled as per Giant Spider in Out of the Pit.
The spider’s bite is venomous in addition to normal There is a single gem worth 6gp.
damage, treat as Spider Venom as detailed on page 53 of
the AFF2 rulebook.

8
20. Bat Cave The dogs have a lot of wolf blood, as described under
Wolfhound in Out of the Pit. However as Wolfhound
usually means a hound bred to kill wolves, that term
Common Bat Flock (OotP 19)
and Wolf Dog should probably be swapped.
SKILL: 4 STAMINA: 4 Attacks: 1/PC
Weapon: Small Bite/Claw
3 Hunting Dogs (OotP 120)
Armour: None
SKILL: 7 STAMINA: 6 Attacks: 1
Special: None
Weapon: Small Bite
Roll 1 2 3 4 5 6 7
Armour: None
W 2 2 3 3 3 3 4
Special: None
A 0 0 0 0 0 0 0
Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4
19. Abandoned Mine A 0 0 0 0 0 0 0

The first three goblins are in the room as described. The hobgoblins are each carrying 4gp worth of mixed
Characters must make a Dodge test to avoid the burning coins.
coals flung by one of the goblins or take 3 STAMINA
damage with armour applying. The other goblins come
through whichever door the party did not one round
later.

6 Goblins (OotP 60)


SKILL: 5 STAMINA: 5 Attacks: 1
Weapon: Shortsword
17. The Wood
Armour: Leather Hauberk
Special: None The needlemen here will probably surprise the party on
Roll 1 2 3 4 5 6 7 the first round due to their ability to camouflage
W 1 2 2 3 3 3 4 amongst the many trees (Awareness tests at -6). If the
A 0 1 1 1 1 1 2 party avoids the ambush award 1 LUCK to the character
responsible.
The goblins are each carrying 6sp. The parchment is a
Scroll of Neutralisation (effect as a Potion of Anti- Needlemen appear humanoid but are in fact a form of
poison). intelligent plant life, able to fire several pine needle like
projectiles from their body at anyone up to 7m away.
The needlemen’s bodies are tough and fibrous (hence
18. Hunting Party Medium Armour) but take triple damage from magical
effects. They will flee if either is reduced to 4 STAMINA.
The second hobgoblin is just behind the one with the
dogs and has an arrow notched to his longbow. The
2 Needleman (FF 67)
hobgoblins lead the band of goblins. They are usually at
SKILL: 8 STAMINA: 10 Attacks: 1
the mines but are taking some time away for a bit of fun.
Weapon: Large Needles
The hobgoblins are cunning creatures and if in serious
danger will surrender, offering to help the party if they Armour: Medium
are spared. They will then take the first opportunity to Special: Camouflage
escape. Roll 1 2 3 4 5 6 7
W 2 3 3 3 4 4 5
2 Hobgoblins (OotP 75) A 0 0 1 1 2 2 3
SKILL: 6 STAMINA: 6 Attacks: 1
Weapon: Longbow/Sword The amber carried by the first needlemen is worth 4gp.
Armour: Chainmail Cuirass
The bloodthorn near the needlemen’s home is replaced
Special: None by a strangleweed, a dangerous creature the characters
Roll 1 2 3 4 5 6 7 are probably best avoiding. With approximately fifty
W 2 3 3 3 3 4 5 tendrils, it can attack all the PCs at once. Strangulation
A 0 0 1 1 2 2 3 for an automatic 1 STAMINA per round occurs for
anyone within the 6m range of the tendrils as it is
impossible to avoid them all.

9
Strangleweed (OotP 111) 14. Island in the Lake
SKILL: 8 STAMINA: 13 Attacks: 50
Weapon: None Ghost (BtP 57)
Armour: None SKILL: 9 STAMINA: 8 Attacks: 1
Special: Tendrils strangle for 1 STAMINA per round Weapon: None
Roll 1 2 3 4 5 6 7 Armour: None
W 0 0 0 0 0 0 0 Special: Ghostly touch, Immune to normal weapons
A 0 0 0 0 0 0 0 Roll 1 2 3 4 5 6 7
W 0 0 0 0 0 0 0
The rod is fine dwarven workmanship and worth 9gp. A 0 0 0 0 0 0 0

16. Eyrie Without noticing and disabling the pit trap at 14a a
LUCK test is needed by anyone standing on it to avoid
The entire flock of six ravens attacks if the party look dropping to the spikes at the bottom for 1-3 STAMINA
like they are attempting to enter the tower. They flee if damage. Unless the tripwire at 14c was spotted and
two of their number are killed, taking refuge at 16c to disabled the lead character must pass a LUCK test or be
defend the nests. hit for normal crossbow damage with an armour roll.

Raven Flock (BtP 107) Swilbosh is a dwarf, the last of the Grafenvolk. He is old
and more than a little potty, carrying out a guerrilla
SKILL: 9 STAMINA: 13 Attacks: 6
campaign against the Mudclaws (or Muckdwellers as he
Weapon: Small Beak
calls them) and more recently the goblins.
Armour: None
Special: -2 Damage Roll Making his friendship is a real boon for the party and
Roll 1 2 3 4 5 6 7 earns everyone 1 LUCK. His tower is the safest place for
W 2 2 3 3 3 3 4 them to rest in the valley and he knows all the old
A 0 0 0 0 0 0 0 dwarven works here, as well as something of the current
inhabitants. Of course it may not occur to him to
The pit trap at 16b has no spikes so use normal falling volunteer anything useful!
rules for a 3m drop (AFF2 page 49).
Swilbosh is not his real name and if asked he just says
The belt pouch contains 7sp. The tapestry is worth 10gp “It’s the noise the Muckdwellers make when I pop ‘em
but bulky (3 equipment slots), and the mirror 1gp. The with this!”, proudly hefting his warhammer. The dwarf
earrings are worth 5sp each, the gem 1gp, the silver and ghost is a relative and Swilbosh sometimes has one
gold thread 1gp, and the stone on a chain 5sp. sided conversations with it.

Dwarf - Swilbosh (OotP 43)


15. Snake-in-the-Grass
SKILL: 7 STAMINA: 7 Attacks: 1
Weapon: Warhammer
Poisonous Snake (OotP 107)
Armour: Chainmail Cuirass
SKILL: 5 STAMINA: 2 Attacks: 1
Special: None
Weapon: Small Bite
Roll 1 2 3 4 5 6 7
Armour: Light
W 2 3 3 3 3 3 4
Special: Poison (+2 Damage Roll)
A 0 0 0 1 2 2 3
Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4
Special Skills: Crafting – Wood Carving (3), Awareness
A 0 0 0 1 1 1 2
(3), Sneaking (3), Armour (2), *Weapon – Clubs (2),
Mountain Lore (2), Climbing (1), Swimming (1), Hunting
The snake’s poison causes very painful wounds but is
(1), Underground Lore (1), Dwarfish (4), Common
not immediately fatal (+2 to the damage roll).
Speech (3)
The chest contains 70sp and three rings worth 3sp each.

10
The Director may decide to have Swilbosh join the party, 10. Splanxty
either at their invitation or simply by following them.
Being used to surviving by stealth he will seem to have The splanxty are water spirits, perhaps related to
wandered off as often as not, and this can be used to dryads. See the new monster section of the module for
control how much assistance he provides as well as for details of their characteristics and abilities.
comedy value. Swilbosh will not go higher than the Ice
Lake or lower than the Barrow Sward. If angered the initial attacks are with two water jets only,
and as these come from the water and not the splanxty
The statuettes are worth 3sp each. There are 10gp in they allow no counter attack. Awareness tests can be
coins and the hatpin is worth 6gp. There is no hidden used to see who if anyone locates the splanxty if it
emerald. becomes agitated. Once located it will also attack a
target directly and the small arrows drain strength in
13. Muckdwellers addition to damage (-1 SKILL for 1-4 hours, not
cumulative). The Director may optionally choose for the
8 Mudclaws (OotP 85) splanxty to have three water jet attacks and no bow. If
engaged in melee it transports itself through water to a
SKILL: 5 STAMINA: 4 Attacks: 1
new spot, and if reduced to 3 STAMINA or less it uses
Weapon: Small Claws
this to flee.
Armour: None
Special: None Splanxty (Module New Monster)
Roll 1 2 3 4 5 6 7 SKILL: 10 STAMINA: 7 Attacks: 3
W 2 2 3 3 3 3 4
Weapon: Water Jets/ Bow
A 0 0 0 0 0 0 0
Armour: None
Special: Illusion, Ventriloquism, Control Water,
The statuette is worth 3sp. The mixed coins are worth
Transport Through Water
25sp, the bracelet 2gp, and the wire 1gp.
Roll 1 2 3 4 5 6 7
W 1 1 1 2 2 2 3
12. Valley of Bones A 0 0 0 0 0 0 0

This particularly large Baddu-Beetle has lived here for The gems are worth 1gp each.
many years, burying itself in the scree to ambush
passing creatures. It gains surprise on its initial attack
unless an observant character notices it (Awareness tests
at -4). If the party avoids the ambush award 1 LUCK to
the character responsible. It spits acid at one PC hitting it
in melee each round, causing 2 STAMINA with a SKILL
test for half.

Baddu-Beetle (OotP 17) 9. Eagles (Blood Hawks)


SKILL: 9 STAMINA: 10 Attacks: 2
Weapon: Large Claws The eagles each make their swoop attack on a randomly
Armour: Medium chosen victim and then fly up again to repeat the attack
every 5 rounds until the party leaves the vicinity of their
Special: Spits acid
nest. They will continue this if the characters return
Roll 1 2 3 4 5 6 7
later.
W 2 3 3 3 4 4 5
A 0 0 1 1 2 2 3
2 Eagles (OotP 43)
SKILL: 4 STAMINA: 5 Attacks: 1
There is only the one pit containing all the treasures. The
ink bottle is worth 5sp, the coins are 2gp and 12sp, and Weapon: Small Claws
the ring is worth 2gp. Armour: None
Special: Swoop +3 AS
Roll 1 2 3 4 5 6 7
11. Rocky Gulley W 2 2 3 3 3 3 4
A 0 0 0 0 0 0 0
This is a landslide set off by the party while moving
along the gulley. Each character must test versus LUCK There are no gems in the nest but the eggs can provide 4
or be struck by boulders for 1-3 STAMINA damage. meals.

11
needed is the N’yadach Lair, which is always a
ICE HEIGHTS comfortable temperature due to the geothermal heating.

The following shows the effect on STAMINA from a


The mountain itself is a challenge in its upper reaches.
night in the Ice Heights (the usual +4 for a decent night’s
There are a few locations such as R1, R4 and R7 where
sleep or -3 for lack of sleep is included):
there are steep and icy slopes to climb. This can be
handled using standard AFF2 climbing and falling rules,
Ice Heights Location No Fire With Fire
with a modifier of -4 (45’-60’ Slope and Unstable or
N’yadach Lair +4 +4
Slippery). It is likely at least one character will slip, but
Ice Tunnels 0 +4
as long as they think to rope themselves to each other
Geyser Lake Side-valley -4 0
they will be unfortunate to be hurt.
Ice Lake Side-valley -6 -2
As the party make their way higher up the mountain the Elsewhere -8 -6
Director can mention that they feel the air getting cooler.
Once in the Ice Heights they will need their cold weather
N’yadach Lair
clothing but suffer no ill effects as long as they keep
moving. If the party are spending too long in one place The relocated duergar lair (now n’yadach lair) is on the
you may want to tell them they are starting to feel cold eastern edge of Geyser Lake, next to the waterfall down
again. to the Grafenvolk Dale. Geothermal activity keeps the
old dwarven chambers and tunnels warm even in the
While a few mentions of the dropping temperatures will
depths of winter. This entrance is an impressively solid
keep the players on their toes, the real danger is once
but not overly large door of steel alloy, in a very
night falls. The ground is too rough to travel after dark
substantial stone frame. It has a keyhole by the handle
and once they stop moving a fire and shelter are needed
but is unlocked as the key is long lost. Any dwarves in
to avoid hypothermia and STAMINA loss. When night
the party will immediately recognise the undecorated
falls is up to the Director, but following the six
but skilful workmanship as dwarven.
encounters per day guideline it is impossible to reach
the summit and return without spending a night in the This door leads to a downwards sloping corridor that
Ice Heights. If anything, it takes longer to travel between turns sharply 180 degrees to head in the direction of the
locations here due to the steepness and difficult waterfall. The n’yadach rarely pass this way and there
conditions. are signs of long disuse. After some distance the party
will reach area 39 (see the N’yadach Lair section below).
The Director should warn the players as darkness
approaches so they can consider their choices. They will
need to find shelter from the limited possibilities, setting 8. On Thin Ice (Koalinth Trap)
up a dramatic situation searching as the light fails. The
best options are the n’yadach lair, the caves in the ice Note that although the map makes it look much wider
tunnel (encounter 6), or the side-valley to the north of the module description states the path around the lake
the Geyser Lake, in that order. The side-valley near the on this side is only 10 feet wide (3m).
Ice Lake (encounter 4) is also a possibility, although the
musk oxen would need to be driven away first (flaming The west side of the Geyser lake in fact extends all the
torches will be effective for this). The Director may allow way to the cliffs, but being furthest from the geyser a
them to push on a little in the dark to a place of safety thin sheet of ice has formed giving the appearance of a
but it will cost a STAMINA point or two each. way through. The shifting ground is a loose section of
this ice with a dusting of snow. The first characters
The next issue will be building a fire. If the players have stepping on it must make a LUCK test or tip into the
not thought to collect firewood beforehand they will lake! The water is frigidly cold on this side of the lake
need to do so in the dark. There are scattered pine trees and causes 1 STAMINA damage per round. Characters
with dead wood suitable for burning around the Ice will have to make a SKILL test to pull themselves out,
Lake and Geyser Lake but it will take a while to find with modifiers for any assistance from the rest of the
enough for the night. Characters looking for firewood party.
here after dark will take 4 STAMINA damage split
between the number of characters searching. Note that if If the party tries to continue here the ice at the lake edge
the snow tiger (encounter 3) is stalking the party it will creaks and cracks ominously and if they persist will
take this opportunity to attack someone on their own. break again, plunging them once more into the water.
The only location above the snow line where a fire is not There is no safe way through on this side of the lake.

12
7. Steam Mephit Ice Mephit (Module New Monster)
SKILL: 8 STAMINA: 7 Attacks: 1
If the Director chooses to make this encounter more Weapon: Small Claws
challenging the mephit will successfully gate in a second Armour: Medium
steam mephit when it first sees the party. However it Special: Numbing Touch, Icy Breath, Gate Mephit
should be kept in mind that the mephit has dangerous Roll 1 2 3 4 5 6 7
special abilities. W 2 2 3 3 3 3 4
A 0 0 1 1 2 2 3
The mephit has a mission to complete and waits to see if
the party will leave it alone. If threatened it will use its
scalding jet, and then again every second round until Young Polar Worm (BtP 104)
killed or the characters leave. This causes an automatic 1 SKILL: 9 STAMINA: 6 Attacks: 1
STAMINA damage (no armour roll or test to avoid) to Weapon: Large Bite
one target within 7m and will also stun for 1 round Armour: Medium
unless the character passes a SKILL/LUCK test. The Special: None
mephit stays in the pool unless attacked from more than Roll 1 2 3 4 5 6 7
7m away or meleed, in which case it flies into the air. In W 2 3 3 3 4 4 5
the pool it is almost covered so that missile attacks A 0 0 1 1 2 2 3
against it are at -4, or flying are at -3 (-2 small target, -1
moving target). The quartz fragments are worth 5gp and the pieces of
egg shell 3gp.
Steam Mephit (FF 65)
SKILL: 8 STAMINA: 7 Attacks: 1
Weapon: Small Claws
5. Ghoul Under the Ice
Armour: None The ghoul is no match for the party but will attack with
Special: Scalding Jet Breath, Gate Mephit, surprise on the first round. Anyone raked by its claws is
Contaminate Water, Boiling Rainstorm paralysed if they fail a STAMINA test (roll 3d6 against
Roll 1 2 3 4 5 6 7 current STAMINA). The party has one round to destroy
W 2 2 3 3 3 3 4 the ghoul before it drags a paralysed character through
A 0 0 0 0 0 0 0 the hole and into the icy water!

Anyone who ignores the warnings and are too close to Ghoul (OotP 57)
the geyser when it erupts will take 4 STAMINA damage SKILL: 8 STAMINA: 7 Attacks: 2
(no armour roll) with a LUCK test for half damage. Weapon: Large Claws
Armour: None
The platinum band is worth 4gp.
Special: Paralysis
Roll 1 2 3 4 5 6 7
6. Egg in the Pool W 2 3 3 3 4 4 5
A 0 0 0 0 0 0 0
If the Director wishes to increase numbers for this
encounter the mephit will successfully gate in a second The bracelets are worth 2gp each. The dagger is non-
ice mephit when it first sees the party. However it magical and corroded, with no gems on the scabbard.
should be kept in mind that the mephit has dangerous
special abilities.
4. Musk Oxen
The mephit has a mission to complete and waits to see if
the party will leave it alone. If threatened it will use its 4 Musk Oxen Males
icy breath for 2 STAMINA damage (no armour roll and SKILL: 8 STAMINA: 8 Attacks: 2
no test to avoid) to one target within 5m, and again Weapon: Large Horns/Trample
every second round, up to three times. There is little Armour: Light
room to fly in the ice cave, so when not able to use its Special: Charge (+2 damage roll with run up)
breath the mephit attacks with claws, which in addition Roll 1 2 3 4 5 6 7
to damage causes a cold numbing that reduces SKILL by
W 2 3 3 3 4 4 5
1 per hit for 3 turns (see the module New Monsters
A 0 0 0 1 1 1 2
section for more details of special abilities).

13
3. Snow Cat mountain as they climbed, but it is from here the
resemblance to a serpent is most striking and the glint of
If the party stands their ground the hungry big cat will the eye visible.
stop some distance away, eyeing them cautiously.
Amongst the rocks are the remains of three of four
Yelling at it or missile attacks (even ones that miss) will
people who died here searching futilely for the Eye. The
cause it to snarl angrily and disappear into the snow as
body of Regenmaer’s son crouches behind a boulder
quickly as it came. Otherwise it does the same after a
where he finally succumbed to fatigue and hypothermia.
short standoff.
The copper plate is in the pouch at his waist and will be
As long as it has not been wounded the snow tiger then sufficient proof to Regenmaer his son was found.
stalks the party. They will catch occasional sight of it but Amend the inscription on the plate to start at “You have
always at long range for missiles. It will not attack chosen to seek” to exclude the text about the guardian of
unless it can take a character alone. The snow tiger will the island. This of course means the players handout
not follow them into a tunnel or below the snow line. As would need modification for use. The scratched message
noted in the module, throwing meat to it will cause it to on it shows he appreciated the joke on Flowmane before
leave the party alone, as will wounding it with a missile succumbing to the bitter cold.
or anything that startles it, such as a Flash or Thunder
The items described as being in the roc’s nest are
spell.
scattered amongst the remains, although searching for
them will take time the players may later need. There
Snow Tiger (BtP 143)
are 24sp in coins and a Potion of Stamina. All of the
SKILL: 8 STAMINA: 10 Attacks: 1
normal and silver equipment is present and has
Weapon: Large Claw/Bite
standard second hand equipment values, as does the
Armour: None helmet which is not gold or gem encrusted.
Special: None
Roll 1 2 3 4 5 6 7 Once the party have had enough of the summit the only
W 2 3 3 3 4 4 5 way on is to face the perils of Hardway Mountain once
A 0 0 0 0 0 0 0 more on the journey back down.

The snow tiger pelt could be sold for 3gp but will take a
while to skin and then fills an entire equipment slot.
N’YADACH LAIR
2. Boulder Beast Attack (Vilstrak
Attack) A small group of n’yadach settled the mountain after the
dwarves abandoned it and interpreted the serpent
Boulder Beast (BtP 143) motifs they saw in the dwarven architecture as a sign to
SKILL: 8 STAMINA: 11 Attacks: 1 focus their foul worship on snakes. The n’yadach’s
Weapon: Large Fists efforts to enslave the other inhabitants of the valley have
not gone well and only a few remain, nursing their
Armour: Heavy
hatred in their stronghold.
Special: +1 Damage Roll, Takes 1 point from edged
weapon
Roll 1 2 3 4 5 6 7 39. Crystal Serpent Staircase
W 2 3 3 3 4 4 5
(Passage)
A 0 1 2 2 3 3 4
No changes.
The nugget is worth 2gp. There is no shield here.

40. Crystal Serpent Chamber


1. The Summit (Rocs’ Nest)
(Dwarves Shrine)
Do not use the first boxed text describing the Rocs’ nest.
Amend the second boxed text to not include the first line These are the skeletons of snakes animated by dark
mentioning the Rocs flying away and once again the magic. The larger skeleton snake has 4 STAMINA rather
nest. The peak is rocky with large patches of snow. As than 2.
the PCs reach the summit the clouds break to show an
impressive view of the plain below and the river. They
may have seen the river from elsewhere on the

14
7 Skeleton Snakes (OotP 103 & 106) Linden - Pixie (BtP 94)
SKILL: 5 STAMINA: 2 Attacks: 1 SKILL: 9 STAMINA: 6 Attacks: 1
Weapon: Small Bite Weapon: By Weapon (None)
Armour: None Armour: None
Special: Undead, Takes 1 point from edged Special: -2 Damage Roll
weapons Roll 1 2 3 4 5 6 7
Roll 1 2 3 4 5 6 7 W 0 0 0 0 0 0 0
W 2 2 3 3 3 3 4 A 0 0 0 0 0 0 0
A 0 0 0 0 0 0 0
The statue is worth 3gp and contains a Potion of Fire
Resistance, giving 1 turn of immunity to normal fire and
41. Vampire Bat Cave (Stirge Cave) half damage from intense fire such as magic or dragon
breath.
There are four more vampire bats not silhouetted by the
light as with the first two. The characters catch sight of
these a moment later as all six close to attack. 44. School for N’yadach (School for
Duergar)
6 Vampire Bats (OotP 19)
SKILL: 5 STAMINA: 4 Attacks: 1 Amend the description of the inhabitants to match that
Weapon: Small Bite of n’yadach. The n’yadach whelps also snatch up
Armour: None weapons and attack enthusiastically.
Special: Blood drain
Roll 1 2 3 4 5 6 7 2 N’yadach Females (OotP 89)
W 2 2 3 3 3 3 4 SKILL: 5 STAMINA: 6 Attacks: 1
A 0 0 0 0 0 0 0 Weapon: Club
Armour: Chainmail Cuirass
Special: None
42. Snake Pit Roll 1 2 3 4 5 6 7
W 1 2 2 2 3 3 4
20 Poisonous Snakes (OotP 107)
A 0 0 0 1 2 2 3
SKILL: 5 STAMINA: 2 Attacks: 1
Weapon: Small Bite
5 N’yadach Whelps (OotP 89)
Armour: Light
SKILL: 5 STAMINA: 4 Attacks: 1
Special: Poison +2 Damage Roll
Weapon: Club
Roll 1 2 3 4 5 6 7
W 2 2 3 3 3 3 4 Armour: Chainmail Cuirass
A 0 0 0 1 1 1 2 Special: -1 Damage Roll
Roll 1 2 3 4 5 6 7
W 1 2 2 2 3 3 4
43. Dark Shrine A 0 0 0 1 2 2 3

This is the skeleton of a great serpent animated by dark The earrings are worth 4gp and the belt 4gp. All are of
magic. The pixie has his hands bound behind his back fine dwarven workmanship.
with rope and stands frozen in fear as the skeletal
serpent sways over him.
45. Store and Workshop
Great Serpent Skeleton (OotP 103 & 106)
No changes.
SKILL: 9 STAMINA: 12 Attacks: 2
Weapon: Very Large Bite/Coils
Armour: None 46. N’yadach Warriors (Duergar
Special: Undead, Takes 1 point from edged
Warriors)
weapons
Roll 1 2 3 4 5 6 7 Amend the description of the inhabitants to match that
W 3 3 4 4 5 6 7 of n’yadach. The injured n’yadach is STAMINA 6. There
A 3 3 4 4 5 6 7 are one more n’yadach male and three females watching

15
the duel the characters interrupted. All rush to the Trenhurst Village
attack.
On reaching the village of Trenhurst again they will
3 N’yadach (OotP 89) probably either confront Flowmane directly (he is in the
SKILL: 6 STAMINA: 8 Attacks: 1 village square berating the locals) or will tell Regenmaer
Weapon: Club the truth of the Eye, in which case he will confront
Armour: Chainmail Cuirass & Small Shield Flowmane. The villagers will be incensed that their
Special: None friends and relatives were sent to their deaths on an
Roll 1 2 3 4 5 6 7 impossible quest, and Flowmane flees to his sanctuary
W 1 2 2 2 3 3 4 screaming insults and curses. This sanctuary is
A 0 0 0 1 3 3 5 Rushmede Rock, the same island that they saw the red
sparkle emanating from. The PCs will be encouraged to
3 N’yadach Females (OotP 89) go to the island to discover once and for all what “The
Eye” truly is. If necessary Regenmaer will offer to pay
SKILL: 5 STAMINA: 6 Attacks: 1
them another gold piece each to do so. He will privately
Weapon: Club
tell them that were Flowmane to die preventing them in
Armour: Chainmail Cuirass
this he will make sure they are not held responsible.
Special: None
Roll 1 2 3 4 5 6 7
W 1 2 2 2 3 3 4 The Island
A 0 0 0 1 2 2 3
The Rushmede River was once known to the dwarves as
The jewellery described is worn by the females and the Serpent River, or at least that is what it translated to.
worth 4gp each. The spear is dwarven make of Rushmede Rock is slightly downstream of Trenhurst,
exceptional quality. It counts as superior equipment and just before an impressive waterfall. They can hear the
adds +1 to the damage roll. rushing water crashing on the rocks below before they
see the spray from it. Use the details under Reaching the
Island to describe Rushmede but do not read the boxed
47. Treasury text. There are no skulls hanging from the trees and
Flowmane sits by the obelisk with his hounds, intending
The trap can be avoided with a LUCK test but otherwise to wait there until the party leaves and he can once again
causes normal crossbow damage with an armour roll. assert his authority over the village. However, if the PCs
seek him on the island Flowmane will do everything in
The coins are in stacks of ten, a total of 13gp and 62sp.
his power to kill them.
The sapphire is worth 20gp.

48. Exit to the Forest 35. Council Ring


Flowmane’s neglected wooden house is in the trees just
The secret door leads to the Grafenvolk Dale, hidden by
north of the council ring clearing, down a narrow path.
scrubby trees just to the east of the waterfall.
It contains nothing of value.

36. Spiked Fence


THE EYE OF THE SERPENT
Forcing their way over the fence of brambles and stakes
causes 3 STAMINA damage minus an armour roll.
Leaving the Mountain
37. Obelisk (Snake and Obelisk)
The party will no doubt be elated and somewhat
relieved to have made it off Hardway Mountain in one
Amend the boxed description to leave out the last part
piece. Each character may be awarded a LUCK point
about the snake. Flowmane keeps a pair of huge black
and they are able to continue onwards with a spring in hounds here to guard what he considers a sacred site.
their step. The journey back to the village is uneventful He will loose the hounds on the party as they approach
and takes about a day, so there will be a night to get a the obelisk.
good rest on the way.

16
2 Hounds (OotP 38) This was a shrine for the dwarves, with their
SKILL: 8 STAMINA: 8 Attacks: 1 appreciation of the mineral world, and there are 23gp
Weapon: Large Bite worth of assorted small gems on the floor of the pool left
Armour: None as offerings. The gems are difficult to see against the
crystal and through the flames (Awareness tests at -6 or
Special: None
for a dwarf at -2). Retrieving them is also tricky, the PCs
Roll 1 2 3 4 5 6 7
will need something to scrape the gems from the pool in
W 2 3 3 3 4 4 5
order to avoid the flames.
A 0 0 0 0 0 0 0

Arn Flowmane – Priest of Sukh 2 The Ending


SKILL: 7 (9*) STAMINA: 10 Attacks: 1
If no one in the party was able to decipher the obelisk
Weapon: Quarterstaff
there is a dwarven merchant currently in the village who
Armour: None
will be fascinated to hear of the discovery and gladly
Special: LUCK: 8 MAGIC: 4 Devotion: 8
does it for them.
Roll 1 2 3 4 5 6 7
W 1 2 3 3 3 3 4 Regenmaer will be true to his word and pays the party
A 0 0 0 0 0 0 0 what they have been promised. There is a little
muttering amongst the villagers about the death of
Special Skills: Magic – Priestly (4), Leadership (4), Flowmane if he was killed, but it seems more out of fear
Weather Lore (3), Religion Lore (2), *Weapon - Staves of Sukh than any love lost for the priest.
(2), Sneaking (2), Forest Lore (1), Mountain Lore (1),
Climb (1), Jump (1), Swim (1), Common Speech (4)

Priestly Powers: Lightning, Create Food/Water,


Sanctuary, Heal EXPERIENCE AWARDS
As the hounds run at the party Flowmane raises his
The experience awards are higher than those suggested
arms and calls on Sukh. The sky suddenly darkens and a
in the rulebook due to the length of the adventure.
clap of thunder echoes, just before a lightning bolt lances
down to strike the character he considers most Found Regenmaer’s son 30 XP to all
dangerous for 2d6 points of damage. The Director may
allow a SKILL/LUCK test for half damage. If so, the
First to realise the Serpent’s Eye is 10 XP to PC
character will also be stunned for one round regardless
not a gem
of the test result.
Made friends with Swilbosh 10 XP to PC
On the following round Flowmane laughs manically and
joins the fight with his staff. If seriously injured the
Both leaders of the goblin band 10 XP to all
priest calls on Sukh to heal him for 8 STAMINA.
killed
Flowmane and his hounds fight to the death.
Defeated the n’yadach 10 XP to all
Flowmane carries nothing of value, his holy symbol of
Sukh is poorly made of a tin alloy. Anyone who can read
Delivered proof of son’s fate to 30 XP to all
dwarf runes will easily be able to translate the obelisk
Regenmaer
correctly once the fight is over.
Brought Flowmane to justice 20 XP to all

38. Pool of Crystal Flame (Pool of


Award additional experience to characters where the
Flame and Crystal Door) player was responsible for a memorable moment, had a
smart idea or roleplayed their character particularly
The pools appearance is as described but there is no
well.
space beyond with a secret door. While the crystal
surrounding the pool appears natural, any dwarves in
the party will recognise it has been skilfully embedded
into the stone here to reflect the natural gas flames. In
fact it was mined from the mountain above by the
Grafenvolk dwarves when constructing the crystal
serpent spiral staircase.

17

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