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FRN01 Ghosts From The Dark Wood (1e, OSRIC)

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100% found this document useful (1 vote)
200 views34 pages

FRN01 Ghosts From The Dark Wood (1e, OSRIC)

Uploaded by

varediy810
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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FRNOI A Halloween Adventure for 4-8 Characters of Levels 3-6 JRGM-1003

Wes~ateModule
Adventures!
FRN 01
"NIGHT OF TERROR" SERIES, VOL. 1
A HALLOWEEN ADVENTURE FOR 4-8 CHARACTERS OF LEVELS 3-6

Ghosts from the Dark Wood By: Dominick Pelletier

Table of Contents
Introduction 2
Adventure Background 2
History ofWesselrum 2
Adventure Summary 3
A Folktale 3
Part I: A Curse on Wesselrum 4
Table A: Children of Wessel rum 5
Getting to Wesselrum 5
Part JI: Exploring Wesselrum 6
Hamlet Locations I: Businesses 6
Table B : Residential Locations 10
Table C: Village Rumors and Superstitions List 12
Hamlet Locations II: Residental and Free Farmers 13
Part Ill: Strange Happenings 14
Day l/Night t 14
Day 2 16
Night 2 16
Day 3 18
Author: Dominick Pelletier Night 3 19
Editor: Nick Dante Rockers Day 4 and After 21
Cover lliustration: The Endless Slug Any Day Events 21
Table D : Monster Population Limits 21
Interior Illustration: The Endless Slug, Nick Dante Rockers Table E: Tallpine Forest Wandering Encounters 22
Layout: Dominick Pelletier P art IV: Gretti.x's Cave 24
Cartography: Dominick Pelletier Cave Descriptions 24
"Hoot-Hoot" Translator: Evelina Zielinski Part V: Conclusion and Wrap-Up 26
Table F: Group XP Awards 27
Appendix A: New Magical Items 27
Special thanks to the Wednesday Night RL Players for 15 years Appendix B: New Spells 28
of fantasy-horror role-playing experiences!
Maps and Handouts (Organized by Chronology of Use)
Additional special thanks to B. Scot Hoover for authorized use Map A : Wesselrum Region (GM) 6
of his infernal creatures. Map B : Wesselrum Region (PC) 29
Map C: Wesselrum (GM) 30
Map D: Wesselrum (PC) 31
ISBN : Map E: Adelheid's Cottage 23
Map F : GrettLx's Cave 25
Copyright: Dominick Pelletier, 20 11 PC Handout : Mayor's Egg-Keeper List 29

Published and distributed by Dominick Pelletier. All text in this publication. ocher than the Open Game License (OGL). Open Game Content, and mate-
rial used by permission, is Copyright Dominick Pelletier. All rights reserved. Ghosts from the Dark Wood. Night of Terror Series. Westgate Advencures!.
and the Westgate Adventures! Campaign Setting are Copyright © Dominick Pelletier, 2011 . All rights reserved. No pore ion of this publication not des-
ignated as Open Game Content (OGC) may be reproduced or electronically transmitted, either in part or in whole, by any means, without the e xpress
written permission of the Copyright holder. To obtain permission to reproduce or electronically transmit content not expressly defined as OGC. contact
the copyright holder at legal@ johnnyrookgames.com. or, write to Johnny Rook Games. Inc. c/o Dominick Pelletier. 815 Fotis Or. #8, DeKalb, IL. USA.
Inquiries cowards the illustrations or cover art can be directed to art@ johnnyrookgames.com.

OSRJC COMPATIBLE!
This product uses the OSRJC '" System (Old School Refe rence and Index Compilation"') . The OSIUC™ system text may be found at http://www.knights-
n-knaves.com/ osric. The OSRJC™ text is copyright of Stuart Marshall. "OS RIC"''" and "Old School Reference and Index Compilation"'" arc trademarks
of Stuan Marshall and Matthew Finch and may be used only in accordance with the OSR!Cr"' license. This product is not affiliated with Wizards of the
Coast.
hope that the detail provided wll! allow any
GM to construct the right series of terrible,
horrific eventS enough to create a long-lasting
Welcome to terror! This module is the first in a
memory of the hamlet of Wesselrum for some
series of modules designed to give your players
time to come.
a night of fright and horror In your campaign.
There is a large amount of detall provided
We have designed the module to be completed
for the residents ofWesselrum, and It is highly
in a single session or three sessions, at most.
suggested that any GM running this adventure
All Night of Terror modules are designed to be
read through the entire text a number of times
stand-alone games used during a campaign or
to get a good feel for the hamlet, its residents,
as one night game events. We hope you have
and the overall mood. The adventure should
as great a time scaring both characters and
be rather f.ist-paced for the richest effect of
players ...as we have had writing this game!
play. It is advised that unless you plan on which rriay be told on any dark and stormy
running this module over a series of nights, night, or as any bedtime story. .. (See TU!Xt page
PIAYERS STOP READING AT THIS POINTI
the party should catch on to the real events
The rest of the material of thJs module for the folktale)
In the town fairly rapidly, generally within the
is intended for the Game Master's eyes three days (in game) in which the adventure
only. PlayCJ'S who have any knowledge
is expected to be played out. We have not
of the material after thJs point are in
provided for everything, and many small
danger of damaging the entire role-
details have been left to you to flesh out, such Wesselrum is a small hamlet far north of Three
playing experience for themselves and the
as maps for Internal building plans and the Trees in the Westgate region. The small village
rest of the playCJ"S, as a large part of the
hamlet's f.irm fields, ifsuch maps are necessary sitS on the lazy Lowenf:are River with the
experience of role-playing exists in the
to your adventuring party. Tallpine forest to the North and the Blackbark
exploration and discovery of the material
Lastly, this module is intended to be Woods to the South across the Lowenf:are. The
written hereafter. Knowing things before
set in the thick of Autumn, right around that foothills of Uonbruno's Hand, the massive
they happen outside of an "in-game,"
Halloween time in whichever campaign setting northern mountain range separating the
charactCl'>pcr spective context is the realm
you choose to place it. The map of the town humanoids lands from the sylvan and human
of video game walkthroughs and movie
includes a number of orange-yellow trees lands, begins just North ofWessclrum.
trailers, not the rich, social hobby of role-
indicating the changing of the leaves for such The hamlet was founded by a group of
playing games. a season, just for a bit of flavor. freemen and women. The residents of the
Notes for the Game Master: This adventure hamlet wanted to live freely, although with
was designed as a stand-alone, single night some small wcation for hinterland defense.
adventure, utilizing a horror-themed mood. The folk of Wessclrum wanted nothing to do
We have not directly listed where any special with any warfare or trade routes and wanted to
The adventure background for this module
horror techniques need to be used, but we live only a simple agricultural life. Wesselrum
takes the form of a folktale, the first part of
has no exports of any importance, and until

Abbreviati ons used in this module:

GM Game Master ML Morale Rating


PC Player Character XP Experience Point Value
NPC Non-Player Character or Monster
sz Size
d[x) die type (i.e., dlO =a single 10-sided die is rolled) T = Tiny (under 2')
d% Percentage die roll (2d10) S = Small (2-4')
AC Armor Class M =Medium or Man-sized (4-7')
HD Hit Dice, generally a d8; + or - indicate L =Large (7-12')
modifications to the final roll. Ex: HD l · l is ld8 -1 H =Huge (12-25')
for a total of 1-7 hp. Hp can never be less than 1 G =Gargantua n (25-150')
per HD. C = Collossal (150'+)
hp Actual Hit Points (Full hp in parentheses) MV Movement
#AT Number of attacks per round Cl = climbing rate
D Damage inflicted per hit Sw = swimming rate
SA Special Attack F[I-VI) = flying rate and maneuverabi lity
SD Special Defense rating
D = digging/burr owing rate
W = web-crawling rate
AL Alignment St Strength
L =Lawful Dx Dexterity
C =Chaotic Cn Constitution
N =Neutral In Intelligence
G =Good Ws Wisdom
E =Evil Ch Charisma
Ap Appearance
WA! Westgate Adventures! Campaign Setting alternate or
expanded rules (from OSRIC)

2
recently, they have imported goods even more
rarely, as all neccssicics of life arc made in the
hamlet.
Wesselrum is actually the second of a
small cluster of freeman hamlccs in the area.
~delheld was a small, hunchbacked Annis hag. She dwelt alone in a small cottage, deep in a
To the southwest is the slightly larger and older
logger hamlet of Isarwald and to che southeast
forest. Settlers founded a small hamlet by the river, outside of Adelheid's forest. Adelheid, being is a newer and smaller hamlet called Einhold.
intelligent, decided she could easily feast on the settlers for years if she was careful enough to hide Einhold is known for making a very special
her activities. maple ale and the small village is beginning
Although thoroughly evil and heartless, Adelheid was very proud of her vegetable garden. The co gain in size and revenue from export and
produce was larger and more crisp than any human farmer's crop. What better way to prepare a interest. The residents of Einhold have been
roasted human or elf child than with the best tomatoes, onions, and carrots in the region? highly suspicious of the recent secret wealth
One day, Adelheid heard some digging and clatter in her garden. Peering out of her window, of Wesselrum and have started to send thei r
she saw three human women from the hamlet digging up her cabbages! Adelheid exploded from folk into Wesselrum to learn what secret their
the door and caught one woman while the other two ran for their lives. Adelheid was about to northern companions keep.
devour the woman when the woman pleaded for her life and offered anything in return for her
freedom. The hag thought for a moment and decided to ask for the woman's first born daughter
when the child grew to 15 years old. The woman reluctantly agreed and was released.
When the hamlet found out about the hag, they sent warriors to kill her, thieves to steal her
riches (she was rumored to possess strange wealth such as a golden chicken), and clerics to banish In this short adventure, the party is summoned
her evil. AU failed, and all also promised her their children in return for their freedom. This went to or happens upon the small hamlet of
on for years. Wesselrum. le appears chat some sort of
Eventually, the hamlet folk gave up trying to put an end to the hag. They stayed close to their wasting illness has overtaken che hamlet's
homes and made sure to warn all their children about the evil hag and to never go near her cottage. children, and no medical or religious aid has
Time passed, and the hamlet tried to forget about the hag and their foul promises. so far proved helpful. The villagers be lieve
Marisha Wa.s the daughter of the woman first caught by Adelheid. The girl was nearing her that they are haunted by some sort of cursing
15th birthday and was out searching for thistle to boil when she discovered the hag's beautiful spirit. This spirit is a hunchbacked ghost who
garden. Marisha snuck into the garden to steal some peas. Adelheid caught her and asked who the haunts the forests around the harnle.t, and it
small human was. Marisha introduced herself quickly and with composure. Realizing that Marisha has caused one of their hunters co go mad.
was the daughter of the woman thief, Adelheid told the girl to take the peas. Further, when she The PCs are asked co do whatever they can to
reached her home, Marisha was instructed to tell her mother where she got the peas and to remind destroy the evil spirit.
her mother of the promise that she had made to the hag. Marisha was let go with the peas. During their hunt for the spectre, che
Marisha's mother wept at the message and explained to her daughter that she must run from PCs will be witness to a number of strange
her home and never return. Marisha agreed and seemingly ran away late that night, bur instead, and suspicious actions made by the villagers.
the girl returned to the hag's cottage. Marisha told Adelheid that her mother told her to run away, These events should encourage PCs to begin
but that she felt it was her duty to return and fulfill the promise to keep her mother and the rest an investigation of the hamlet folk directly.
of the hamlet safe. The hag cared little for the child's bravery and selflessness, explaining that she While the PCs invescigace the town, they will
owned most of the hamlet's children anyway, and she began to prepare her ingredients for cooking encounter Marisha and her mother, and they
the girl. Marisha had not known that everyone in town had promised their children to the hag, so will learn of the death of Adelheid and the
realizlng that her sacrifice was now pointless, she began to look for a means to escape. shameful promises made by the people of che
The hag ordered Marisha to perform three tasks to help with the meal. The girl was to collect hamlet.
three golden eggs from the golden hen in the shed, two heads of cabbage from the garden, and At this point, the PCs must begin a new
to light the oven. Marisha went and collected the eggs, then dug out and washed two heads of investigation to uncover clues as to what is
cabbage, but she stopped at the oven. Adelheid scolded her for not lighting the oven, but Marisha causing the hamlet's ills. These clues will
quickly explained that she had never lit an oven so large and did not know how. The hag told ultimately lead to Grettix's cave, culminating
her that it was easy and that the girl would have to climb in towards the back co light it. Still in a final confrontation between the party and
acting unsure, Marisha asked Adelheid to do it for her and suggested that she could instead help the Night Hag which will determine the face of
with other preparations. Adelheid agreed, and hag immediately grabbed a large oven match and the entire hamlet.
climbed into the oven. With great haste, Marisha can to the oven door, waited for the iron beast to
light, and slammed the door shut, locking the hag deep in the growing inferno. Boxed Text: In certain areas of che module,
Marisha can home from the cottage with a sack filled with produce and the golden hen under narrative text will appear in boxes ...
her arm. Upon arriving home, Marisha was hailed a heroine, and she made her small family and
hamlet wealthy with the hen. A group of men from the hamlet sacked the cottage, set it afire, and
stole the crone's vegetables to grow for themselves.
such as this box
This special text is called "boxed text" and
But they did not live happily ever after.
should be read aloud to players as they enter
an area or have the encounter listed. It is a
Adelheid, expecting a great feast, had invited her cousin - a Night Hag from Hades, the Dark
general rule that players should not interrupt
Wood - to enjoy the upcoming meal of the first child. The Night Hag's name was Grettix, and she
the narration of the boxed text until che te.'\.-r
arrived through a summoning circle created by Adelheid the morning before Marisha's arrival. As
is complete. When used correctly, boxed text
darkness settled in the forest, Grettix emerged from her cave and traveled to the cottage, but she
helps to set a pace or flow of the module sco ry.
found it burned to the ground. The Night Hag found her cousin's bones in the oven and human
GMs are encouraged to alter or add boxed text
farmer's cools scattered around the cottage, and she began to plot revenge.
to suit their individual campaign or playing
Grettix would fulfill her sister's bargains, slowly, over time. The Night Hag would drain all
needs. GMs are also, of course, free to remove
of the children's souls into Soul Worms. Grettix summoned her great cauldron and a special
che boxed cext as needed.
gem called the Gem of Weak Souls to her secluded cave den. She would begin with the promised
children and then turn to the rest of the hamlet's children until all were hers to own. She would
ride every child directly Into the Dark Wood of Hades! And then, maybe she would begin on the
adults ...

3
PART I: if asked abo11t the sickness o r curse: If asked abo11t Wesse/n , m:
Ramon has no children of his own, which is R.'lmon can easily summarize the information
A CUR.SE c:>N WEssELRVM why he was sent to find help. Only children listed in the history of Wesselrum in the GM's
are affected, and the illness seems to strike at sect.ion.
Below are two possible hooks to get the PCs night. By morning, a number of the children
involved in the adventure. In the first hook, are weaker and can barely move or speak. HOOK 2:
the party is approached by Ramon, a resident They suffer from no colds, no sweating, nor ON AN AUTUMN'S DAY, A H AMLET
of Wesselrum who was elected ro seek out a any other signs of normal illness, only the
group of adventurers or some other aid and weakness. The other optional hook to this adventure
bring them back to the hamlet. The second Ramon considers the illness to be a can occur at any time the party is traveling.
hook is more accidental and assumes the PCs curse: a sickness with no cu re and probably In th is hook, the party is in an area they have
are traveling. either in their free time, between supernatural in origin. He knows the not explored and come upon the hamlet of
adventures, or even during a longer adventure, townsfolk a.re hiding and will hide the fact Wesselrum accidentally, but at the perfect
and they simply happen upon the hamlet of that they believe the illness is caused by the time to help the village with their "curse."
Wesselrum. The second hook will require vengeful ghost of the hag Marisha killed, as The details of this hook are left primarily up
further development by the GM in order to penance for promising to give the hag their to GMs, allowing them to insert this module
persuade the PCs to stay and help. Of course, children in exchange for not being killed into their already existing campaigns. There
if the party just happens to stay a few days in themselves. Ramon may easily be cornered are many options as to how to get the party
the hamlet to observe their problems, the party from party questioning, and the party may be involved in this hook, summarized below:
may be forced to stay indefinitely... initially very suspicious. However, Ramon's
fear and the children's illness are real, which • The party may stay at the Inn. Proceed with
should really be the priority of any party - at the Nigh t 1 events in Part III to hook the party
HOOK l: least to investigate the matter first-hand. into aiding the town.
A HAMLET'S P LEA
• The party may encounter Ramon as in Hook
If asked abo11t the g h ost: 1, but in this version, Ramon is just leaving in
Ramon's Plea: Ramon knows little about the ghost himself search of outsiders.
"My hamlet is the victim of a terrible curse - as he has never seen it. He only knows some • The party may enter town and immediately
a curse on our children from some vile ghost of the townsfolk have seen it, including their be approached for aid by any of the more
that haunts our woods! We have no way of hunter who has since gone mad. The ghost friendly residents. The party would then
stopping it, but we have tried! Our children appears hunchbacked with wild eyes and hair be eSC()rted quickly to the mayor for their
grow sicker by the day, wasting away, and the and is seen running through the woods north background information. The mayor can
poor little ones will not last much longer. of town at night. be played similarly to Ramon in Hook 1 for
We can pay any price to have you destroy direction.
this specter, and we offer 150gp per person • The party, while exploring the wilderness,
up front." could discover the "ghost" in the forest and
track the horrible thing back to Wesselrum.

4
Table A: Children ofWesselrum.
(organized by residence)
Constitution Drain Track

Roll Name Age Home Original Day 1 Day 2 DaY·3 Day 4 Day 5 Day 6 Day 7 Day8 Day 9
2d12 Loe. Co n
2 Tilda (f) 3 4 8 7
3 Clifford 14 5 12 11
4 Olaf 7 8 4
5 Emery 1 16 7
6 O tto 15 16 11
7 Conradin e (f) 15 19 10
8 Victor 10 25 9
9 Marisha (f) 15 28 13
10 Heidi (f) 12 34 13
11 Peter 9 F4 8
12 Willa ~f) 10 F4 6
13 Amelia (f) 8 F6 6
14 Rochelle (f) iJ.1 F7 6
15 Luger 6 F8 5
16 Bertha (f) 5 F9 5
17 Ballard 13 FlO 12
18 Alfonso 4 Fl2
19 Wtlliam 9 FIS
20 Nicole (f) 14 FIS
21 Abelard 11 Fl 9
22 f) 8 Fl9
23 Charles 12 F20
24 Hildred (f) 13 F27

THE FORGETT ING her rides, although depending on the child


selected by the GM, the first night the PCs are
Ideally, the PCs should encounter Ramon no Grettix has already used the forget function in Wesselrum may yield such a tragedy. Each
more than 2 days ride into Wesselrum and of her cauldron before the party arrives. Her night that passes, the GM must roll a 2dl 2
no fewer than half a day"s ride. The time it first use of the spell should be approximately six times. Any same results are not re-rolled,
takes the PCs to reach the hamlet may alter 4 days prior to the party's arrival. If using the which assumes the hag had ocher things to do,
how ill the children are. At the point the PCs adventure hook where Ramon has left the and the hag will ride less children than normal
meet Ramon, the "timer'" begins. If the party hamlet in search of aid, he would have left chat evening. The chart has n o adults on it,
arrives too late, one or more children may before the forget spell was cast. Grettix will only children of ages 15 or less, as was the
have already perished, in which case the GM renew her spell on the third night after the contract. If Grecti.x wishes to "ride" any adults
should read the section in Pa rt m about such a party's arrival. If the PCs have not solved the or PCs, the GM will have to determine the
situation. If the PCs arrive too soon, they might mystery by then, they too will b e susceptible to adult's Constitution score and keep a separate
succumb to the forget spell cast by Grettix and the power of the spell. If this is the case, the track.
the cauldron sooner o r later than the module PCs may still solve the mystery, but they will At the time of the PCs' arrival, two children
expects. GMs must keep careful notes about no longer wish to leave the hamlet, even if the are as yet unaffected: Marisha and Amelia.
the passage of time from the moment the PCs situation seems dire. This is completely random, but o f course
meet Ramon or enter the village. villagers will believe anything but randomness
The trip to the hamlet should be fast and T HE CH ILDREN'S TIME LIMIT, I .E., "THE is occurring. Amelia is only 8 years old, but
well-paced, with few, if any, encounters. For HO RRI BLE RANDOMNESS"
s he firmly believes that she will be next and
mood, GMs are encouraged to set the flavor of is terribly afraid of the coming n ight. No one
autumn, complete with changing trees, fallen in town will speak about Marisha's immunity
Wesselrum's children are in danger from the from the curse. If Marisha continues to be
leaves, crisp air, and possibly a thunderstorm.
Night Hag. Grettix and her gem can "ride"
We have provided two versions of an area unaffected, the town may tum on her, believi ng
either six children, an adult and three children,
map for the regio ns surrounding Wesselrum. that she is the instigator of the curse since she
or two adults in a single night. Statistics are is the o ne who actually killed the hag - even if
One map is a GM map which points out given below for the children whom Grettix
where Grettix's cave and Adelheid's cottage the parents and their promise to the hag was
is most interested in affecting first in order the initial horrible event. See Part Ill for more
are located. The other version is a PC map
to exact her revenge on the townsfolk. She information on the situation with Marisha and
which may be handed out to the players at any
will generally not "ride" an adult unless the Amelia. For reference, Gre ttbt is completely
time by the GM. The PC version of the map is
adult(s) in question are somehow affecting or unaware who actu ally locked her cousin in
printed In greyscale for ease in photocopying.
going to affect her plans, such as the PCs. The the oven. She does not know whether it was
If t.r avel timing is n ecessary, assume all roads
chart below assumes that Grettix has already
between settlements are ''poo r roads" and the an adult or a child. There is a chance she can
performed her d ark rides on the children for
road to the hunter's camp is considered a ''trail learn of such information, but the mod ule
the past four nights. GMs will have to adjust
or path". assumes that Grettix begins the game unaware
the track for diffe rent PC situations where the
of Marisha 's involveme nt.
PCs may arrive earlier or later than the fourth
day of events. No children have yet died from

5
6aeSTS J"RC>M THE DARE Ween

S IGNS OF THll WASTI NG ILLNESS

The children afTec1ed by the curse are all weak


and bed-ridden, for the most part. As their
Constirution drops, the children become sickly
pale and can barely speak above a whisper
- for those who can speak. The children's
body temperarures drop drastically, and their
parents will always try to keep the children
near fireplaces and well-bundled. Their eyes
will become darkly ringed and sunken, and
their bones will begin to protrude under their
skin, even if the child is particularly overweight
to begin with, leaving the children looking like
sagging sacks of bones.
Once a child's Constirution drops below
3, he or she w ill be unable to move or to
hold objects themselves. The children at this
point will need to be spoon-fed, and they
will not even be able to eat much, preferring
liquids only. The lack of eating will increase
the chance of other sicknesses as well. As the
adventure beg.ins, young Olaf (location 8) is
already in this state.

PART D: ExP~RIN6 'WEsSELROM


This section of the module only details the
hanllet of Wesselrum and its inhabitants.
There are a number of information points and
clues available for a GM to work with, but there
is no specific order or sequence to follow. The
party is fairly free to walk around and interact
with the ha.nllet.
Two maps a.r e provided for the hamlet,
one color map for the GM (Map C) and one including "classed" characters, assumes that take the hen was decided by a great drawing of
greyscale map for the PCs (Map D) . The any character not listed as a specific class gains lots. The mayor, Friedhelm, keeps the list of
module is general.ly "spookier" if played none of the class benefits of a given class. In hen-holders in his office at all times. In the few
without giving the PCs a map. the case of fighters, these characters, even in short weeks that has passed since the death of
Many of the business location owners live training, have better saves and attack matrices Adelheid, a number of hanllet residents have
inside or above their respective businesses. than a 'O'-level average person. received their eggs and have already melted the
Until recently, most businesses were very Listed below are average statistics of eggs down for sale and acquisition of luxury
small, dealing only with projected business adults and youths from the hamlet. The ability items. These purchased luxuries are listed in
as it pertained to the hamlet residents. With score ranges below indicate the average range the descriptions below in special· sub-sections
the newfound wealth of the golden hen, the for a character found in Wesselrum. noted as "Egg Wealth." A very small portion of
villagers have expanded their businesses to every golden egg is given to the mayor for the
accommodate travelers, adventurers, and Villager, Adult (0-level NPC): AC 9; hp 1·8; hamlet's general use or as rax payment.
merchants, as well as larger merchant houses #AT l; D ld4 or ld6 (club or short sword); The villagers are quick to hide the he n
in order to gain access to lull.1.lry imports. MV 120'; SZ M; AL NG; ML Average ·l; St 9-14, from outsiders and will most certainly hide
Overall, goods are still limited. Word of Ox 8-13. Cn 10-15, In 7-12, Ws 6-15, Ch 3-12, their eggs or any recent luxury purchases. Any
Wessclrum's curse has spread far, and all of the Ap6-14 question as to how someone was able to buy
hamlel's trade partners have refused to have any particular object is met with an attempt to
anything to do with its businesses. PCs may Villager, Youth (O·level NPC): AC 10; hp 1-4; steer conversations into different directions.
attempt to buy any standard item, but there #AT l; D ld2 (temporary); MV 60'; SZ S·M; AL
is only a 50% chance that any given standard NG; MLAverage-3; St 3-10, Ox 8-14, Cn 5-15, In llAMIBl' l..c>anoHS I: BOSIN28SP.S
item will be found. More uncommon items arc 3·8, Ws 3·9, Ch 3-10, Ap 6-14
found only at a 10% rate. All costs are normal. 1 Watchtower
THE EFFECTS Of THE These two watchtowers are on the south
THE RESID ENTS Of WESSELRUM GOLDEN EGG•LAYI NG H EN bank of the river, south of the hanllet.
Astute PCs will notice that the watchtowers
The theft of the hen that lays golden eggs watch the south roads. The hamlet has no
Any average villager has the statistics of
a ·o·-tevel NPC. In the OSRJC rules, and has had no small effect on the residents of watchtowers to the north, west, or east of
Wesselrum. They have decided that each town, which is unusual, as a hamlet would
especially in the Westgate Adventures! rules,
there is an import.int distinction betWeen resident will take the hen for up to one week normally want to protect their unexplored
a 'O'-level NPC and a 'O'-level fighter. Most at a time or until the hen has laid a golden borders. The folk of Wesselrum, however,
egg, whichever is sooner. When a resident built the watchtowers to sight incoming
notably, the hit points, saving throws, and
attack matrix are different for 'O'-level NPCs has received his or her egg, the hen is given travelers or merchants. If unknown travelers
and 'O' -level fighters. Fighters of any level are to anocher villager on rotation, allowing each are arriving, the watchguard quickly rings a
member of the hamlet to have a chance at bell and alerts the town to ready themselves
trained as fighters specially. NPCs, although
claiming a golden egg. An order of who would for pote ntial new merchant clients.

6
Additionally, it alerts the hamlet residents to contains a dozen arrows. Dirk has no does not want Olaf to learn of his misdeeds.
quickly hide their luxury valuables so as not quivers but can recommend the tanner who However, as the module begins, Olaf is
to raise a suspicion as to their recent wealth. also does leatherworking and can make the closest to death and begins the game
Normally, two guards will sit in each quivers if needed. with only 2 Constitution points. Brickell
tower over a series of 3 overlapping shifts In his earlier years, Dirk was employed must constantly care for Olaf and will often
of 8 hours each. Thus, one guard at each by the imperial army as an archer, which is temporarily close the butcher shop to do so.
tower will change every 4 hours. However, where he learned his craft. Once he was
due to the curse and fear of ghosts at night, discharged, he adventured for a short while GM note: See Part Ill, Day 3 for a special
no guards will now remain after dark. before meeting Harolyn and deciding to event with Brickell the butcher.
Any men from the hamlet may be se ttle as a freeman in Wesselrum.
guards at any given time, as they all take 9Pub
rotational duty. Dirk (Archer 2): AC 9; hp 14; #AT 1; D ld8 Middle-aged Rolfe and his young wife
(sheaf arrow and short bow); MV 120'; SZ M; Alison run the hamlet's only pub. The
2 Potter AL NG; ML Average; St 15, Ox 16, Cn 12, In establishment has no name and is sized
One of the first sights a party will probably 9, Ws 7, Ch 12, Ap 13 enough to fit most of the hamlet's residents
see is the potter's kiln in the rear of the comfortably on any night. A good-sized
potter's shop and residence. The massive 5 Cartwright stable sits to the north of the building. The
kiln remains lit almost all the time. A Cramer is the local cartwright. He rarely pub has two barmaids on staff, Didrika and
bitter black smoke rises from the chimney needs to construct new wagons or carts and Earla (see F24 on Table B below), and two
whenever it is in use due to a mineral in the is generally doing repairs instead. Cramer's stable hands, Bruno (F7) and Ted (F13), all
potter's clay which bums off at firing. wife Gertrude works at the bakery, and their from the farmer community. Bruno may not
The pottery is run by Alan and his wife son Clifford helps with cart repair. The be working as often as Ted, as his daughter
Elke, who reside on the upper floor of this family sees little and can only offer a single is one of the children affected by the curse
two story building. They are a middle-aged rumor with a 75% chance of the rumor being (see "A Little Scream in the Night" in Part IU,
couple with no children and are generally untrue. The family Hves at this location. below).
friendly to outsiders, as their establishment AU of the staff are friendly to any
is on the outskirt of the hamlet. Getting any 6 Piper traveler as a means to increase their personal
important information from them is more Miles produces pipes for the hamlet residents revenue. The barmaids are especially loose-
d.i.flicult (·2/-10% reaction check), as their and establishes tobacco import deals with lipped about any number of rumors floating
friendliness is only skin deep. They have merchants. He is a shrewd businessman and around town.
no children, and as such, they somewhat cares little for superstitions, although Miles The mood in the pub has been somber
blame the other families for the curse. If adores a good story and is often found at the due to the curse, but the estabHshment does
persuaded, either Alan or Elke will give a inn, smoking a pipe, listening to the nightly still fill and tales are told by the firelight
single rumor to the party. The couple have tales. Miles will offer the PCs a rumor only nightly. The meals and drink are standard
no interest in the golden eggs and have not if he can make a sale to them. Miles lives at as any farming town pub (except see below).
ta.ken any of them. this location alone, as his wife left him for an
ale merchant from Einhold five years ago.
3 Dairyman Egg Wealth: Rolfe and Alison have used their
Dedrick is the dairyman of Wesselrum and 7 Barber egg for purchasing some very expensive
lives inside his own dairy at this location. The hamlet's busy but lazy barber is a large barrels of ale and wine from Three Trees.
He is an old man and has lived alone since (and wide) man named Odell. His wife Rose They still have a good amount of gold slag
his wife died five years ago. Dedrick has 10 is a rather attractive and not-so-wide woman remaining and keep it in a locked trunk
cows and 4 goats In his fields behind his of middle age. They have a single daughter in their bedroom. The new beverages are
dairy and residence. named Karolina, who is married and lives in offered to anyone, but the prices are steep
In his younger years, Dedrick was a Isarwald to the south. Odell and Rose are in comparison to the standard ale and Wine
militia leader for the hamlet. He still has very pleasant people who enjoy outsiders rates, around a 200% increase! If the party
some ability with a few weapons, is usually and are often inquisitive as to where the asks about the expensive ale or wine, the
found nearby any militia activity, and is outsiders are from and what stories travelers staff Will quickly offer the standard drinks
always at meetings. Dedrick can offer the bring. Odell is known for singing proudly instead, avoiding any explanation as to why
PCs a single rumor about creatures in the and loudly while cutting hair, though not the drinks are so pricy.
woods, if asked. while giving a shave. The couple are good
sources of mostly false rumors. The barber IO Weaver
Dedrick (Fighter 3): AC 10 (8 with leather and his wife live at this location. This run-down building is the home and
annor); hp 23; #AT l; D ld8 (long sword); workspace of Hilda, the town's weaver.
MV60'; SZ M; AL LN; ML Average +2; St 15, 8 Butcher Hilda's husband died many years ago in a
Dx 10, Cn 14, In 8, Ws 6, Ch 15, Ap 11 Brickell is a passionate butcher, recently plow accident. Before his death, the two
interested in exploring meat options due had seven children. AU of their children are
4 Fletcher to his newfound wealth. His wife Raina grown and have long ago left the hamlet.
Dirk and his wife Harolyn make arrows for passed away about three years ago from an One daughter, Berdine, was visiting when
the militia and hunters in the hamlet. This unknown illness, and he has since had to Grettix cast her forget spell and is now living
location is more of a home than a business, raise his young son Olaf himself. Brickell with her mother. Berdine has a husband and
although Dirk Is often found sitting on hopes Olaf will find himself a wife and take two children in Three Trees but does not
his porch, making arrows for immediate over the butchery some day. The two live seem to need to return to them. Berdine's
sale. The young couple have a three year at location Fll, just North of the butchery. reluctance to return home is a valuable piece
old daughter, Tilda. Dirk Is perceptive and Brickell has a good reputation with the of information for the PCs that something in
can give the PCs any true rumor on the list. women of the hamlet and is often courted the hamlet is amiss.
Harolyn can give any random rumor. PCs by single young and middle-aged women. Hilda may offer the PCs a rumor, but
are free to purchase any arrows they wish His knowledge of events is limited, other the PCs will have to be proper and kind.
from the couple. Currently, they have 12 than his own guilt at having offered Olaf to
bundles of flight arrows and 14 bundles of Adelheid years ago. He will refuse to reveal
sheaf arrows prepared for sale. A bundle this fact as best as he can, and he especially

7
11 Tailor/Seamstress Currently, Rodney is very busy working 18 Blacksmith
Wolfgang and Ella are a you ng married with Leopold the carpenter in manufacturing The blacksmith is run by two mountain
couple who own and operate this tailor shop a series ofyouth·sized coffins and preparing dwarf brothe.rs, Lanzo and Lonzo Steelhide,
from their home. They are both usually very for such a terrible situation with the and Lanzo's wife, Astrithr. None of the
busy but can talk to the PCs while working. hamlet's cleric, Medwin. Rodney hopes dwarves are very interested in any sort of
Each of them can offer the PCs one piece of that the coffins will be unnecessary, but if casual chatting and are commonly found
information from the rumors list, and they the curse is not lifted, he will need to bury working in the smithy. They all work long
do so very easily. the hamlet's children very quickly to ease hours and sleep little. All three dwarves
Two weeks ago, Ella discovered she the recovery effort and impending sadness. are stalwart members of the militia and
was pregnant. The two have kept this news Thus, Rodney has little time to speak with will rise to any threat to the hamlet. The
quiet at the moment due to the curse on the PCs and may seem standoffish. lf the two brothers initially will not trust the PCs
the children of the town. If the curse is gravedigger finds the time, or if any of the because the party is comprised entirely of
not lifted, the two plan on running away party happens to speak gravedigger's cant, outsiders. Astrithr is more willing to trust
to Einhold. Only Adolpha, the assistant Rodney can offer any rumor or superstition the party, depending on the party's actions.
cleric of the Orsney temple, knows of the from the list. None of the dwarves subscribe much to
pregnancy other than Wolfgang and Ella. This location is Rodney's residence and superstitions and stories, but with an ale or
partial office. He has some workspace here two, they will share a tidbit of information
12 Roper but also uses workspace at the graveyard from the rumor list.
Terry is the town's roper. He makes a itself. The three dwarves share a small, one·
number of different kinds of rope used by story, multi-room residence near the water
hunters, farmers, boaters, explorers, millers, 15 Cobbler mill and warehouses (F30). The building is
and builders. Terry is a practical and shrewd Werner is the local cobbler. He is a cheerful squat, as it was made by and for the dwarven
businessman who has yet to have his turn fellow, often whistling energetic tunes while residents.
with the golden hen. However, since the working in his shop. The building is split
order was selected by random lot, he has in two; on one side is the cobble-shop, on 19 lnn
no qualms about waiting, even if he is the other is Werner's residence. Werner The hamlet's nameless inn is owned and
listed almost last on the list. PCs can gain had recently started courting a candle maker operated by Joffrey and his wife Nadette.
one rumor out of the roper, but any rumor from Isarwald named Anna, but due to the Their 15 year old daughter Conradine
will be offered with a sense of disregard to forget spell, he will not visit her during the helps maintain the rooms and laundry. The
the rumor's truth. Any rope purchased by course of the adventure. We rner certainly inn has no kitchen, although with proper
the party directly from Terry will be 10% recalls his new romance, but only that he payment, Nadette or Conradine can bring
cheaper than on standard equipment lists. need not go to her. If asked, Werner can any guests sufficient meals from the pub.
Terry lives at this location. offer one or two rumors or superstitions The cost to stay a night is a meager lsp. The
from the list. rooms are cramped and fit only 3 people
13 Jail and Constable's Office at best. There is a stable on the grounds;
Constable Uberto runs this two-cell jail and 16 Baker stabling and horse water and feed runs 2sp
constabulary. Very little in terms of crime The lead baker of Wesselrum is Beck, the per day and night.
happens in the hamlet, but the jail was wife of Selig, who is also a baker but only The family has not had many visitors in
constructed as a deterrent to outsiders and in an assistant capacity. Selig helps in the the past few months, andJoffrey is expecting
as a place to house town drunks in case a farm fields when necessary but is otherwise cold weather to deter travelers from the
resident gets too belligerent to head home. helping his wife in the bakery or looking hamlet, suggesting a very bleak winter for the
The constable is not very keen on after their children Emery and Otto. The family- unless the golden eggs can improve
rumor mongering and will not offer the PCs family seems - and is - fairly happy, with the their lot. They are pleased to see the party
any rumors unless he himself knows the exception of the curse's recent events. Both and will do almost anything .to keep the
rumor to be true. The "truth" of any rumor Beck and Selig may offer the PCs a rumor party coming back. As a secondary source
is relative, however. Uberto is happy to have from the list. of income, Joffrey has offered his services to
the help from the PCs as long as they respect the farmers to construct an irrigation system
the hamlet and its privacy from outsiders. 17 Knife-grinder into the south fields. Joffrey, before settling
Any problematic PCs will be locked up in Hubert is an old, grizzled rock gnome in Wesselrum, was once an engineer for the
full accordance with hamlet policy, if need originally from the town of Felek in the Bersarian army. He has great knowledge of
be. The constable is not much of a fighter, Vastigere Kingdom. He had heard rumors wood-based constructions, siege engines,
though, and will pose little threat to a player of a series of freeman villages springing up and stone construction.
character who wishes not to be locked in the Tallpine Forest, so he closed up his The entire family lives at the inn in a
up. Uberto relies on character morals and cutlery and headed west. Wesselrum was in private area of the main inn building for the
respect for the law to prevail in such cases. need of a knife-grinder, and he settled here. family and any other servants they may need
Constable Uberto lives with his wife This location is Hubert's residence. He to hire.
and his son, William, at location Fl5. generally sits on his porch with his various
grinders and sanders, often busily at work. 20 Market Field
Uberto (Fighter 1): AC 10; hp 7; #AT l; D He may offer the PCs any rumor if the PCs This area of the hamlet is nicknamed
ld8(longsword);MV120'; SZ M;AL LN; ML receive his services. the "Market Field". The area is located
Average; St 14, Ox 13, Cn 8, In 12, Ws 9, Ch directly in the center of the main region
14, Ap 12 Egg Wealth: Hubert was among the first to of businesses and ls used by the hamlet
use the hen's golden eggs. He purchased residents as a central marketplace. Being
14 Graveyard Caretaker an enchanted knife from a poor merchant freemen, the residents enjoy an open local
The hamlet's gravedigger is Rodney · who in Three Trees recently. It is a knife +2. market, although a small tax ls still pald on
was once the head of the gravedigger's guild Hubert will not tell anyone about the items, which is collected by the mayor and
in Three Trees before heading north as a knife unless directly threatened or unless used for hamlet improvements. Wesselrum
freeman. Rodney is an excellent caretaker it becomes obvious that he holds one of generally dislikes outsiders, although
of the hamlet's graveyard and is one of the the only items in town which could affect traveling merchants are certainly allowed on
more professional and sensitive gravediggers creatures resistant to regular, non-magical market days and must pay additional sales
the party is ever likely to come across. weapons. taxes to the hamlet's treasury.
8
There are three large wooden market • Guide to Practical Mining - this is a magical provided the important section which marks
stalls in the Market Field used for sellers book of quick /earning which will grant the off previous hen keepers and sets up the
when the weather is poor. When no market reader + 1 proficiency slot towards mining if next few.
is active, the farmers often store their tools read as per the description in the appendix. Friedhelm will never pass along
and sometimes even a plough here. • Critters from the Dark Wood - this book rumors, but his wife Harriet is well known
In recent weeks, the hamlet's residents details information on creatures from Hades for spinning tales of folklore. , She can be
began to re-build the buildings, adding coats and would be very beneficial to the pa.rty if found at the pub at night telling tales or
of paint and new wood to attract outside read. See Appendix C for more information. at least encouraging others to teU them. If
sellers and importers. This activity should • Botany of the Valcorum Kings questioned by the party, Harriet will gladly
contradict the otherwise xenophobic nature • Funguses Found on the Anvil talk about almost any rumor on the list
of the residents and alert the PCs to another • Shires and Shrubs which is noted as False or Partly True.
strange situation. • Un-Flora: A Treatise on Necromancy and
There is a 30% chance that any farmer Gardening 24 Skinner(fanner
will be located at the Market Field at any • Common Alchemy Gomeric is the hamlet's skinner and tanner.
point in time. The field is always used for • Grains I and II He and his wife Magnilda are very social and
the center of daily hamlet socializing. There • Soups to Avoid While Traveling through are present at all hamlet social functions or
is a 50% chance of any townsperson, farmer Oakenbend March, and Why gatherings. They are very friendly people
or business owner, to be found here in the • Guide to Mountain Herbs but passionate about remaining free from
early evening or early morning hours. Few •Complete Guide to Flax (currently reading) guild and political pressures. Gomeric and
people, if any, will be here at night. Magnilda are not as xenophobic as the rest
Alannah can offer the PCs little else of the hamlet and prefer to establish long-
21 Merchant's Warehouse than a perusal of her book collection. She is lasting and long-reaching trade networks.
This two-story building is locked at all times still relatively new to the town, but may offer The rest of the hamlet is unsure about what
and houses merchant stall items, such a rumor or superstition. She would not such open trade might mean to everyone's
as flags, banners, and extra wood on the believe any such rumors or superstitions, free status and often argue with the couple.
lower floor, and a series of locked trunks being a lady of learning, and may "laugh off" The couple used to meet with Guillaume the
on the upper level. The locked trunks the utterance. hunter frequently as a source for their skins
contain expensive merchant goods which and hides, but due to the hunter's insanity,
are stored here until market day. Normally, 23 Mayor's Office they have left him alone. Magnilda and
only the hamlet's residents place items in Wesselrum has one official, the mayor Swanhild (see business location 25, below)
these trunks, although some trunks may be Friedhelm. He was elected by consensus check on the hunter still, daHy, and bring
rented by outsiders. Currently, one trunk a few years after the construction of the him food when needed.
was rented by a me.rchant from Three Trees. hamlet. The residents felt that some sort Gomeric and Magnilda live at location
However, that merchant, Hulbert the silver of official was necessary to keep guilds, FIS, right in the center of the hamlet. If
man, has not returned in months. The poor taxes, and the military out of the freeman asked about rumors or information, the two
merchant was the lunch of an owlbear and hamlet. Friedhclm does little, although he will give one piece oft.r ue information from
will never return. Hulbert's trunk contains occasionally collects some small taxes and the list.
6 silver goblets (12sp each), 10 silver rings takes them to Three Trees. The hamlet is
(5gp each), and 2 silver necklaces (15gp governed by a manor lord in Three Trees 25 Furrier
each). The mayor has a policy which states named Lord Raistley. Although Wesselrum The hamlet's furrier is Alfihar, a half-elf
that the objects of trunks become the is designated as a "free" hamlet, taxes are (high) from Preston. His wife is Swanhild, a
property of the hamlet's treasury once 1 year still paid for simple things like hinterland human, and their son is Victor. This hamlet
has passed since the last time the trunk was protection and the ability to partake in is a fantastic refuge for an otherwise outcast
opened. The mayor holds all keys to this free trade with merchants from the barony. half-elf. Alfihar will defend the hamlet and
building and all trunks. Merchants do not Friedhelm takes care of all the tax and anything which affects the hamlet with his
have their own keys. political aspects of these agreements so as life . He is always the first to arrive when the
not to stress any of the free farmers. militia gathers and the last to leave, making
22 Sage The office at this location is on the lower sure their job is finished.
Alannah is a recent addition to the hamlet. floor of this two-story building. The upper The cou pie lives at F 14 and will give the
She is an aged sage, albeit a fairly less· floor is the mayor's living quarters with his party one piece of Partly True information
knowledgeable sage than others. Alannah's wife Harriet and their daughter Nicole. As of from the list.
specialty is researching northern continental late, Nicole had started to learn the business
plant life and the herbs used in humanoid of her father. It is a very likely situation that 26 Carpenter
herbalism. She moved into the hamlet she would take over his position once he The hamlet's carpenter is a middle-age and
about three months ago and set up a could no longer do so. Friedhelm recently bitter man named Leopold. His wife is a
personal library and series of small gardens decided to take Nicole with him the next similarly bitter woman named Ada. The two
around her home. She is friendly and time he visited Lord Raistley and she is very of them are known for hosting some epic
sincerely interested in helping the hamlet much looking forward to the trip to Three arguments in public between each other.
rid themselves of this curse, although her Trees. In recent weeks, the two have softened
knowledge is limited in the supernatural The mayor keeps the list of the order somewhat. It seems that their bitterness is
realms. A shipment of books recently of residents who will pass along the hen for due to having little business since the town
arrived for her, due to her golden-egg the golden eggs in his office at chis location. decided not to expand. Lately, due to the
induced wealth, and she has just started The list can always be shown co anyone golden hen, the town decided to bring in
digging through them. Intelligent party who requests to see it. The list is always outsiders and increase everyone's wealth.
members may be allowed to rummage carefully up-kept, making sure everyone The rwo are soon to come up on che hen's
through her books, but they will not be able knows where the hen is, when an egg is laid, waiting list but have been more busy working
to buy any from her. Alannah does not need and how long a person has held on to the at the Market Field and building a series
the money; she would prefer to retain the hen. The PC handout is a copy of part of of small coffins for the impending curse's
knowledge, even if the book in question the list that can be found by the party if the results. Any inte raction with Leopold or Ada
has little to do with her interests. Her many mayor's residence is ever searched. The PCs is at a · l penalty for reaction checks. If both
books include (this list is not exhaustive): may find the complete list, but we have only are present, the penalty increases to ·2. The

9
cwo can be persuaded to give the PCs one from the egg in the form of melted slag. amounts of dangerous creatures in the area
rumor each, but any rumor overheard by Unfortunately for Volney, making Madison they would construct a centralized armory
the other mate will immediately start a fight feel more attractive has increased her efforts. and an organized military group made up of
between the cwo about the legitimacy of the hamlet residents. The head of the militia is
rumor spoken. 28 Marisha's Residence Price, who lives at F9.. He has cwo sergeants
This is the home of Farica and her daughter Dieter (F16), and Baldric (F3) who help
27 Cooper Marisha. Meeting with these cwo is covered ma.i ntain order and the armory. The sergeant
Volney and his wife Madison create the in more detail in Part m. position is an elected position, re-elected
barrels and other containers for the hamlet. every planting season. On any given day,
They have had little business as of late, what 29 Shrine the office is closed. The only time anyone
with the town's shift from farming to luxury, This small shrine by the riverside is an enters the office or armory is to respond to
but still make a few small crates and barrels offering site to Yrboiia, the Bersarian monster or animal sightings and when the
from time to time. Madison has started goddess of floods, disasters, and crop weapons need maintenance. Occasionally,
pressuring Volney to produce children with rotation. Proper offerings keep any disasters, the office will open for officially signing up
her, and Volney has been apprehensive, especially those involving agriculture, at young residents for the militia, but this is a
spending his nights at the pub instead bay. The shrine seems to have been used rare occurrence in such a small populated
of at home, causing some small strain in considerably in recent days. Remains of a hamlet.
their relationship. This strain may easily number of offerings lay scattered by the base The armory currently contains 5 suits
be mistaken for hiding other important of the shrine. The shrine is a small statue of of leather armor, 9 short swords, 14 spears,
information. the goddess, facing the river, arms up and 2 short bows, 60 sheaf arrows, 2 footman's
The cwo live on the premises and are outstretched, holding her animal symbol. maces, and 1 footman's flail. Many townsfolk
otherwise charming to talk to. They can the carp, while a giant locust rides her back. supply their own weapons if they have them.
each give the party one piece of random The clerics of the Orsney temple administer
information from the rumor's list. and clean this shrine as well but are rarely Price (Fighter 2): AC 10 (8 with leather
found here (5% chance) . armor); hp 13; #AT 1; D ld8 (long sword);
Egg Wealth : In an attempt to ease Madison's MV 120'; SZ M; AL CG; ML Average +2; St
need for children, Volney bought three 30 Militia Office and Armory 16, Dx 14, Cn 17, In 8 , Ws 7, Ch 11, Ap 16
silk and brocade dresses for his wife. They This is the hamlet's militia headquarters.
still have approximately 15gp remaining The residents decided that due to large

Table B: Residen tial Locations

Loe. AClults €hlldren Note


Abandoned Residence Note 1
Franco Note 2
'--= - - - -c::S=e..,
lig and Beck Erne!:):' and Otto
Wdby and Blancne
Baldric and GarUe
Thurman and Blvai Peter and Willa

Gerard and Gulielma


Bruno and Holda
Roderick and Al honsine
Price and Marelda
€arroll and Sherry
Briclrell

10
Dieter (Fighter 0): AC 10 (8 with leather 35 Brewery Guillaume (Fighter 3): AC 10 (7 with
armor); hp 4; #AT 1; O ld6 (shon sword); The hamlet's brewery is maintained by Karl scudded leather armor); hp 25; #AT l; D
MV 120'; SZ M; AL NG; ML Average -1; St 10, and Roderick, rwo friends who love a good ld8 (long sword); MV 120'; SZ M; AL NG;
Ox 7, Cn 8, In 14, Ws 12, Ch 13, Ap 8 pint. Most of their day is spent farming. The ML Average +3; St 15, Ox 16, Cn 17, In 12,
two only check on the brewery every day Ws 9, Ch 11, Ap 15
Baldric (Fighter 0): AC 10 (8 with leather or so, depending on what is brewing. The
armor); hp 6; #AT l; 0 l d6 (short sword); brewery manufactures a local ale, a sweet 38 Temple of Orsney
MV 120'; SZ M; AL NG; ML Average; St 12, Ox apple brandy, and a bitter pine whisky. All Although the soil is good, the weather is
12, Cn 11, In 6, Ws 15, Ch 16, Ap 14 types are available at the pub. often bitter and dangerous in the high
Karl and Roderick live with their summer and most of the winter months,
31 Crop Storage respective families at locations F5 and F8. thus the hamlet's patron deity is Orsney,
These rwo buildings are mainly for crop Either brewer can be found at the brewery the Bersarian god of weather and hunters.
storage. The hamlet has only filled o ne of 15% ofche time during the day, but never at Since returning with the golden hen, the
them, and depending on the time of season night. hamlet has been worshipping a lesser aspect
this adventure is set, both should have been of the god as a patron of hidden treasures.
filled by now. At any time during the early 36 Boater/Shipwright There is a statue of the deiry in the center
morning or pre-dark hours, there is a 25% Horst is an unbelievably ugly (Appearance of the temple made of simple granite which
chance of encountering any of the free 4) middle-aged man from another hamlet depicts the god as a bearded hurried hunter,
farmers from the hamlet here, depositing called Pickard. He was once a serf who was leaping through a pine forest carrying a
grain or other worked crops. set free by the manor lord for being so ugly boar-hunting spear in one hand and a locked
that he could barely work co pay his crop treasure chest in the other. The god's boots
32 Grain Mill and Waterwheel tax due to the constant pranks and name- are chiseled to look as if they were made
The Lowenfare river is strong enough to calling from the other serfs. Horst found his of crocodile skin and covered in feathers,
power the hamlet's water wheel, which is way to Wesselrum and built himself a boat but he otherwise wears little clothing. The
used to grind grains into a very fine flour. repair and dock on the western side of the scacue is only 4' high but is raised on a small
The mill is relatively new, built within the river from town. The hamlet folk bear Horst dais to be above eye level.
last five years. It was built with the hamlet's no ill will, and he is welcome co enter the The temple is presided over by
collected wealth, having nothing to do hamlet as much as he wishes with little fear the cleric Medwin and his new assistant
with the golden eggs. All of the hamlet's of ridicule. His past experiences make him neophyte, Adolpha. Med win is a lace middle-
residents are proud of the construction, all bitter, and he rarely cakes the offer. Horse aged man and is one of the most outspoken
having a hand in building it with either their has seen some strange things in the woods supporters of the use of the golden hen co
own hands or their own money. out behind his boathouse. If persuaded, he increase the hamlet's wealth - as long as the
The mill is maintained by Ottfried and can offer up co three pieces of information temple receives a proper tithe, of course.
his wife (see location 34, Miller's Office and from the rumor's list. According to Medwin, the hen is a gift from
Cabin). Orsney and should not be second-guessed,
37 Hunter's Lodge and Cabin or else he fears that the deiry will become
33 Mill Storage Guillaume should be found in his cabin angry. The thought that this curse may be
This building houses the floured result of throughout the adventure. The hamlet's some sort of retribution from Orsney has
the mill's grinder. The building is usually hunter has gone insane from encountering crossed the cleric's mind, but he does not
very full, and Ottfried (location 34) has frequent ghostly apparitions and other (yet) believe that thought fully.
had some problems with mealworms. He horrors from Hades in the woods in recent Adolpha is a younger cleric who was
has been discussing expanding the storage days. His madness is in the form of a recently assigned tO this area by the clerical
building with the help of hamlet funds and paranoia where he believes at any time a councils of the empire. She has been in
the carpenter, Leopold. spectre will walk through a wall or his feet Wesselrum for over a year, however, and is
will light afire. Additionally, he is somewhat aware of the hamlet's dark history. Neither
34 Miller's Office and Cabin aware of a memory loss which he cannot Medwin nor Adolpha are supportive of the
The entire mill (32-34) is run by Ottfried and explain, leading his paranoid mind to believe communiry's choice of exchanging their
his wife, Alice, from chis location, their office that someone in town or the creatures in the children for personal safety, but since
and home. Ottfried has started to ask around woods have powers to strip one of one's Marisha killed the hag, they felt thac the will
the hamlet to see if any of the younger men past. Guillaume will often ask visitors who of the gods has won out over th e selfishness
wish to learn the miller's craft, but he has they are, or if the visitors remember their of the villagers.
had little success in finding a successor. His own names or histories. Medwin and Adolpha are not the
daughter, Heidi, has expressed interest, but Guillaume discovered the cave of original clerics to this temple. Fifteen years
Ottfried assumes that milling is a "man's Greccix while the hag was away (luckily ago, three other clerics administered it. The
profession" and has yet to meet a woman for him). Upon investigation of the cave, original three clerics, Tancred, Avila, and
strong enough to run one. Heidi hopes to Guillaume touched the waters in the Ulf, attempted to dispel Adelheid's evil and
prove him wrong. cauldron which immediately erased part failed, nearly perishing in the attack. Like
The miller and his wife are often busy, of his memory. As he wandered out of the the rest of the hamlet, they too offered their
as the mill must still work dally, even if the cave, since he suddenly could not recall first borns to the hag. Clerics of the Bersari
rest of the town gees lazy. They may spare a where he was or what he was doing, he pantheon are not required to be celibate, and
moment for friendly PCs, and if so, they will happened upon a series of horrors from so fearing their offspring's dire futures, the
give the party only a single rumor from the Hades, shattering his mind. three quietly ran away from Wesselrum late
list. Due to Guillaume's insanity, the town one night. The town continued on for years
ought co be low on meat. However, any before Medwin was assigned to the remple.
Egg Wealth: The miller still has the entire meal at the pub or inn, or even in anyone's The hamlet did not tell Medwin about the
egg hidden in a drawer in his home, save home, should show a great surplus of salted cowardice of the original clerics. Medwin
for a small gold shaving given to the mayor. meats indicating extended trade, which is was only made aware of che hamlet's dark
His family has yet to use the egg, although unusual for a town that avoids contact with history when they killed the hag and stoic
they do plan on melting it down for help in outsiders - seemingly. the golden hen - and the rcsidems still have
paying the party 10 release the hamlet from
its curse.
11
Table C: Villager Rumors and Superstitions list

Number Rumol' T
I The hamlet was once the location of a necromancer's laboratory. F
2 A great black horse roams the forest at night. P
3 There are many ghosts in the woods, not just one. P
4 Much of the grass to the west of the river has been burnt in recent weeks.
,___5_ _ _ _ An_o_ fli~
e_
ri_
ng of fresh fruit to Yrbana dail for two weeks will im rove the taste o(all the food ou harvest.
6 I saw a snake yesterday wi no slCiril (may take PCs ro any location outside 'Yilliige).
7 We are cursed by a wicked purple demon! [X) has seen the creature!
8 l bet this curse is the work of one of our own - a selfish ~n in the hamlet;
9 There ls a burned out cottage north and west o~ the hamlet, but you probably dQR't n_~ tO go there,
IO You mav.cecelve.ggod luek ifyou sprinkle,garlic on an old horse's sho.e.
11 Those loggers down in Isarwald are to blame for this with their wicked witchcraft!
12 I have heard that (X) has seen a snake with no skin, lurking in the woods to the west.
13 [X) has seen a shambling creature just before the sun sets, scouting the borders of the hamlet.
14 This all started when the traveler from Einhold arrived (Bern; see F26).
15 The fairies that used to dance in our woods are all gone. Even the fear this curse.
16 They: say evil pixies made of lee ~dash Cle throu'-g?-
p th
':-·-e --;i-<-to-t.h_e_so
_·_u-:th:-.- - - - - - - - - ----=- •
17 We have not performed the proper ceremonies to Orsney, our priest is Incompetent.
18 The forest plagues us for chopping down its wood without permission.
19 An ore cult came to the area r-ccently and sent a plague on our childreni
20 :We have been expcr!menting.Mths~~,_--------------..-.i-..o.t
21 We are being punished for being freemen and becoming profitable.
22 There's no ghost, but there is a shambling hunchbacked demon in the woods.
23 Chickens behave strangely in these woods.
24 Before the curse, we had a stroke of good fortune in trade.
, __..,2,..5,__,_,T=h,_e_ ghost appears as a child with a strang~_ ro_wt
~h_o_n _it_
s_b~ a~
ck-·------~------------
26 :Fh.e gpos~ is of an ancient ariiffial.
27 Wicked thin.gs co.me out afiCl' dal'k, it's best tO stay within the village.
28 (KJ bides a dark secret. check with him/flea:.
29 The ghost has killed a ttavclel', [XJ knows Where the body Ues.
,_ _..,3"'
0 _ __,, G..._
ro t~eJVonns. the si?Aofababy,
,...,

31 A strange fog has covered the forests as of late. The fog seems supernatural. ·T
32 I have heard the whispers of the dead speak to me in the farm fields ; we will all join them soon!
33 Our clerics are not our first clerics.
34
35
36
37
38
39
40

41 F

42 F
43 I think our woes lay in these p

44
45
46
47

not told the cleric what happened to his SZ M ; AL NG; ML Average; St 7 (·I to hit), Dx 39 Graveyard
predecessors. 12, Cn 10, In 14, Ws 16, Ch 13, Ap 9 This area is reserved for the hamlet's
Inside the temple arc three lesser Spells (OSRIC: 413 (2+2/1+2); WAI : 4/0 graveyard. Currently, there are only a
shrines dedicated to Byread (lord of the (2+2/0)): command, cure ltght wounds x2, handful of plots filled as the town is still
gods and the sun), Rheahn (god of harvests, remove fear, cure impairing wounds, slow relatively new. The area is surrounded by
plows, and good business). and Eileaza poison, splrflllaf weapon a low stone wall and a wrought Iron gate.
(goddess of dark magic, the undead, lies, If necessary, the gate's iron can be used as
and deceit). The latter shrine is used to Adolpha (Cleric 1) : AC 10 (8 with leather weapons against any of the creatures from
ward off such things with proper sacrifices armor) ; hp 3; #AT I : D ld6 (quarterstafl); Hades.
and offerings. MY 120': SZ M; AL NG; ML Average +2; St The graveyard area will be empty and
8, Dx 14, Cn 14, In 11, Ws 14, Ch 17, Ap 13 foreboding through the adventure. Although
~edwin (Cleric 3): AC IO (5 with chain Spells (OSIUC: 3 (1+2); WA!: None): bless, party members may believe something
mail); hp 13; #AT l ; D ld6 (mace); MY 120'; cure light wounds, protection from evil ought to happen at the graveyard, nothing

12
necessarily will. The Hades creatures avoid of Rawson's Estate. Franco was sent to disturbance has occurred which has left
the area. Wesselrum to scout out the hamlet and anyone in the jail house, all members of the
decide whether or not it deserved a branch family are found here most of the time.
40 Farm Fields (South and East) of the guild and whether or not placing a
The farmer's fields are in these two guild here would be lucrative. So far, Franco Note6
directions. The fields are full of semi- has decided that the town is far too small for Egg Wealth: Erhard purchased a small
tended wheat, rye, and barley. A number of a guild, and he was about to leave when the marble sculpture from a poor uncle who
garden plocs are also found here where the villagers returned with the golden hen. He lives in Three Trees. The sculpture is a l'
farmers grow cabbage, tomatoes, potatoes, is now waiting for his turn with the hen and high honorarium of Cavalry Commander
and carrots. The farmers have been lazy will instead steal it and run away. However, Brinime. A lesser-known figure from the
in addressing the fields due to the golden the forget spell has affected him. He still Krinkerjal Wars a few hundred years earlier,
hen. · intends on stealing it but is thinking about she was instrumental during the Great
Although the hamlet's population are constructing a special chamber for it under Push - the final massive battle which would
all freemen , they still farm as if serfs. Each his home instead and telling the villagers permanently remove all humanoid threats
family owns between 1-6 thin strip plots of that it ran away. from the Westgate area. Brinime was a
farmland, which is managed exclusively by If questioned by the PCs, Franco will stunningly beautiful woman who was a
that family. The plots are almost never near be able to tell them any false rumor from patron of the arts as well as a military leader.
one another. A family with 4 plots might the rumors list. If any party thieves catch The statue is a common risque-style carving
have 2 plots to the south and 2 plots to the on to Franco's cover, he may offer further which portrays Brinime lounging in a toga,
east, and in each case, the two plots may be information on his role in the community with her saber, helmet, and shield nearby.
on either sides of the field. but will not reveal the hen or his plans with The sculpture is seductive, and Erhard's wife
Any investigation of the fields to the the hen. Some of Franco's information Bathilda has already started her plotting as
east will uncover a number of very large should appear dodgy. to how to destroy the marble statue "by
vegetables interspersed with regular ones. accident." The PCs may happen to catch the
Any character with a skill in agriculture Franco (Thief 4): AC 10 (4 with leather two in an argument about the statue with a
would know this produce to be unnatural armor+ Dex bonus); hp 16; #AT I; D ld8 base 35% chance at any time.
and will notice some very simple grafting (long sword); MY 145'; SZ M; AL NE; ML
techniques whereby the famers are Average -1; St 12, Ox 18.55, Cn 7, In 11, Ws Note 7
attempting to reproduce the stock. 9. Ch 15, Ap 14 Oidrika and Earla are sisters as well as free
farmers. The two sisters are in their mid-
Note 3 20's and work at the pub at night.
Egg Wealth: A humble man, Thurman
purchased a nice compass for himself, Note 8
sweets for the children, and a number of Bern is a spy from the hamlet of Einhold.
The lettered locations listed here are only
new kitchen utensils and bowls for his He was staying at the inn to discover the
outlined for the GM. Most of the residents
wife. They still have a good pile of gold slag source of Wesselrum's recent wealth and
of the hamlet farm at least part of their time,
remaining from the egg. was caught up in Grettix's forget spell. He
even if a particular farmer owns and operates
found this two-story home abandoned and,
a business. Any resident listed below who is
Note 4 due to Grettix's spellcraft, decided that this
not listed as a business owner or worker is
Brickell the butcher and his son Olaf live home was now his. Bern has a wife and
considered neutral good in alignment and
at this location. They can be located at the two children back in Einhold but sees no
can offer the PCs a single rumor. Any.special
butchery during the day but retire here reason to return to them. Being new to the
situations like egg wealth are listed where
shortly before nightfall. See location 8 for hamlet, Bern has seen little and certainly
appropriate. There are two other special letter-
more information. has not benefited from the golden hen,
code locations besides the free farmers , listed
although he is suspicious of everyone's
first before any special location notes.
Note 5 hidden wealth and is generally unfriendly
Uberto lives at this location with his wife to everyone (base -2 reaction penalty) . Bern
Note 1
Dhuoda and their son William. Unless any knows very little about the hamlet's wealth;
Abandoned Homes
These locations are recently abandoned
homes from other hamlet residents who
have quickly and silently left the hamlet.
Most of these families had children. As an
effect from the forget spell cast by Grettix's
cauldron, none of the cufl'ent residents
remember who lived in the abandoned
houses and believe that the houses were
apparently always there. Careful searches of
these homes may reward interested parties
with a couple of minimal value luxury goods
left behind. No clues to the current curse
would be found.

Note 2
Franco's Residence (Thief)
This is the home of a new resident to
Wcsselrum named Franco. He has traveled
in from Glen's End as a freeman who used to
be a mason. In reality, Franco is a member
of a Thieves' Guild called the Sack Bunch,
headquartered somewhere in the forests

13
he only assumes that the other residents do any of the rumors as the moment allows. The will have ended. She will pick another child
not like him and a11empt to hide any riches PCs should be constantly on guard against shortly, but the GM should determine which
from him. He believes he is owed his due variation in the stories as the party seeks co find child she rode through the fields and adjust the
and will speak up about such things at any consistencies and leads. The column co the child's Constitution accord ingly. If the party
community gathering at which he is present. right indicates whether the rumor is actually heads out immediately. they will catch thei r
Not surprisingly, the other residents do not True, False, or Partly True. The "truth'" of a first sight of the ghost:
accept Bern and know he is from Einhold. situation may be relative to the speaker but
Bern is an important clu e for the PCs. the indicator below notes an empirical reality.
A ~spy ~hite fi~~e zii-iags-i~ and o~t-of
It should be obvious that something with Any time this symbol appears: [XJ, the person
the trees on the far side of the farm fields.
Bern is amiss. Not only does he seem very telling the rumor will insert a random name.
The ghostly and silent sight of the specter
out of place in the hamlet, but he has also The party may then approach the named party,
chills you co the bone. The thing dearly
started investigating the small village some but the rumor will not pan out.
does not belong to this world of the living. It
time before the pa.rty arrived. He could
appears, from this d istance, top heavy with
potentially fill the party in on any other
observations in the module with the proper
DAY/NIGHT 1 small legs, flailing its arms high into the air.
1 A mangy tangle of wild hair drifts behind
persuasion. If the PCs can get the list of
The PC's first impression ofWesselrum should the ghost - or it could simply be some other
names from the mayor's office, they will
be that of a sleepy, yet tense small hamlet in form of ghostly tendril. You cannot see
discover chat Bern's name does not appear
the pine trees. The people peek out of their the face of the spirit, but it appears either
on che egg wealth list.
windows at the party, although some folks sic in agony or ecstacy, bounding between the
on their porches and nod. The hamlet folk trees. It seems co want co make some form
are nervous about their own misdeeds that of primal scream to the night and to the
may have caused their curse, and although are living, but all that ushers forth is silence.
pleased with the PCs coming to aid them, they All at once, the ghost is gone, disappearing
fear the revealing of their secrets. It will take behind a thick pine far to the ease of the
This section of the module consists of a series some time for the residents of Wesselrum to field.
of evems which occur during the course of the trust the PCs and to see how well the PCs can
PCs' scay in Wesselrum. In general, the events perform their task. The party may go investigate the area. There
listed below will happen in the prescribed Ramon will take the PCs co the Inn and should be no sign that anything is amiss: no
chronological order. However, depending on get them settled. He will warn the PCs that tracks, no. broken branches, not even a ghostly
the PC's actions, the GM may see fit to run any the townsfolk are a reserved group of freemen, cold spot. If they stay too long, the party will
given encounter when appropriate. Overall, so the party will have to do any of the initial become the featured interest of a pack of
the players should get the richest experience approaching. Once the residents warm up wolves which are stalking nearby.
of game play from this module by a slow, yet to the PCs, they will have a much easier time
building pace of encountered events which investigating. Ramon will then head to the Wolf (15): AC 7; HD 2+2 (hp 18, 17, 15x2,
will eventually lead the party co Grettix's lair mayor's office to inform him of the party's 13x3, 12x2, 10x2, 9, 7x2, 5); #AT 1; D ld4+ l;
and the final battle. GMs are encouraged to arrival. The pa.rty is free to follow Ramon to MV 180'; SZ S; AL N; ML Animal + 1; Monster
heavily role-play the NPCs of the hamlet as the mayor's office, but they need not do so. Level 2; XP 50 +2/hp (XP: 86, 84, 80x2, 76x3,
mostly friendly with an eagerness ro solve Once the party is settled, they have 74x2, 70x2, 68, 64x2, 60 (total: 1102))
their curse and get the PCs out of town. The relatively free reign over what they would like
NPCs should be highly resistant co divulging co do. New parties may need some investigative After this encounter, the PCs may return
any incriminating evidence co the promises "pushing" from GMs, otherwise let them figure to their rooms or continue to explore. Nothing
made to the hag. Keep in mind the hamlet ou t what to do nex't. Ramon gave them very further will happen outdoors for the night.
folk actually believe they are being haunted by little information to begin with other than a
che hag's ghost and have no knowledge of the ghost in the woods at night, so the party may
Night Hag in the cave to the North. Only the
DREAMS FOR T H E N EWCOMERS I.
simply wait at the inn until nightfall.
hunter, Guillaume, has ever come close, and If the party chooses to wander around
he now sits in his hut, insane. The villagers are PCs will begin to suffer from very realistic and
the hamlet and begin talking to villagers, they partially pro phetic dreams while they stay in
aware that there are caves north of the hamlet should be able to do so easily. The weather is
and can readily describe any of the terrain on Wesselrum. The dreams are the combined
overcast and bleak, but there is no rain, only a result of a strong co nnection with the plane
the enclosed GM map of the area (Map A). cool dryness. Most of the men of the hamlet
Above is che villager rumor list. This list of Hades and Grettix, which affect the entire
may be out in the farm fields, lazily tending co town. The party will begin having dreams
is by no means exhaustive. The residents of their crops.
Wesselrum are a very superstitious lot who as early as their first night. GMs may use the
enjoy engorging themselves in an endless dream sequences below directly o r as guides,
supply of folktales, folk lore, and spooky A GHOSTLY ENCOUNTER and they may use them as liberally as they wish.
cautionaries. There is no reason to believe Some dreams are merely outlined, designed so
anything the villagers say, but hopefully for the At some point during the night, preferably that a GM may insert their own flavor or NPCs
PCs, something will slip through to offer the while the PCs sleep at the inn, the brewer into the sequence more easily. It is possible
party any aid in the un.r aveling of the curse's Roderick rushes to the inn and awakens the for PCs to dream the same dream or even
mysteries. The list below may be used at any party: encounter one another in a nightmare which
time with any villager, although some specific each dreamer would recall.
villagers will be more limited in information -~~~--~-----~--~- ~ After awakening from a nightmare, a
I just saw the ghost! It ran through the farm
than others. The limited villagers are noted in
their respective sections in Pare II. Null)bers
IIfields behind my home. I saw it on my way
to my outhouse! Quickly, it will not last
PC must make a save vs. Petrification o r be
penalized by -1 on all rolls for the next day.
The nightmare was so strong it "shook up" the
are given to the left o f the rumors for GM use l_!O_!l_!; and ~~eliev~.!_t's still out there! PC.
in random determination or as a check list. All
rumors may be used more than once, as it is a The party may follow Roderick back to the farm
small town and most of the information may fields (40) at this time. If the party delays at
be very similar. However, feel free to alter all, the ghost will disappear, as the hag's ride

14
The Great Pall The Feast Plower Fail

A Little girl, not more than lO~~-~ldn


You run through the woods quickly, Your ·ends are throwing a feast! In- pficc
knowing your d estination. Behind you, of your friend's faces you see only a dark sits on the back of her p_arent's hay
a number of dark creatures dart and claw hole leading deep Into each one's body. wagon, ready to leave for home from the
their way through the boughs, attempting Though unsure of who your friends are, marketplace. The whole family looks
to stop your journey and devour you. The you are certain they are close friends and downtrodden, unable to sell any goods this
run feels timeless, but the creatures get confidants. They surround you cheerfully, day. You ask the girl if she'd like a flower.
progressively closer. Finally you ~ee it: and arm in arm, you make your way down Her approving and hopeful nod urges you
a great rocky precipice up ahead. At this the impossibly crowded street towards the to quickly find the last flower merchant
place, you will fly and leave these creatures village festhall . All the way, some small and offer some coins for a small bouquet
behind in the dark wood. The sun shines mongrel dog snaps at your heels, forcing of fall posies. The merchant gives you the
on your face as you exit the forest and head you all to high-step up to the festhall's flowers and you head back to offer them
toward the upcoming ledge. You stretch doors. You notice the doors arc made of to the girl. The moment you hand her the
out your arms, smile, and run up the great iron shaped in the form of great vines p osies, the merchant yells from behind.
rock face, leaping into the free air beyond. and flowers. The doors burst open and You are unable to hear the accusations,
And you fall, realizing that you cannot fly heat overwhelms your body as a great fire but you see him rubbing your coins - and
at all. Your arms scramble, your legs flaJI, blazes at the far end of this chamber. You the gold rubs right off, revealing wooden
and you are on your way to the wooded are whisked inside, no longer feeling your discs! The market folk tum towards you
valley floor. Looking up, the creatures feet, and are set at a table in front of a and laugh, making you feel humiliated in
have followed and have also taken a leap, heaping pile of the largest, freshest fruit and your attempt at good will. You fish through
except some of them can actually fly. The vegetables you have ever seen. Water beads your pockets and find only more wood
dark, vulturous creatures swoop down, along a golden-green apple the size of your coins. Marketers throw rotten vegetables at
now faster than your drop, and a number head, grapes the size of your fist are thrust you and scream insults. You notice through
of other non-flying creatures tumble after in your face by a hole-faced serving and waving arms that the girl on the cart weeps
you. The flying ones cut and slice at you pleasure girl (or boy), and the leaves of a
uncontrollably as some person swipes the
as you fall, but never grab you. The ground head of lettuce ripple in a breeze, allowing
posies from her hands and returns them
draws near, and you slam into it, though you to hear them crunch in crispness. You
to the flower merchant. The merchants
still feel like you are falling, and one by one, and your friends gorge yourselves in an spit and kick you, swarming around you,
the other creatures land on you, driving utter orgy of food delights, feeding one suffocating you into blackness. You awake
you painfully deeper. You awaken heaving another and yourselves. You take a bite with a fearful start, heart beating, face
greatly, lacking sufficienc air to breathe for a from the golden-green apple and find a
swollen in sweat. Your coins are untouched
moment and with a bit of a back ache. thick red worm inside, similar in texture to
and fine.
a vein or root. You try and spit out the apple
piece and discover that it has gone rotten,
Alone at the Inn and one of your friends laughs as he presses What is that Thing?
your jaw shut, forcing you to swallow the
They told you to meet back-attheinn er fetid and fleshy fruit. One by one, each of
a night at the pub, but you cannot fin~ your your friends slips by you, shoveling more You and your allies have just defeated a
allies. A shadowy figure you are sure is the rancid food in your mouth, causing you huge and vicious forest creature, although
innkeeper informs you he has not seen any so much disgust you begin to vomit. This the creature itself is fuzzy in your dream and
of your friends. You wave a "thanks" and does not stop your friends. They push you you are unsure what it is. You walk nearer
head up to your party's rooms. You are down onto the floor and continue to drop to it to see it more dearly, and one of your
having a hard time walking up the stairs impossible amounts of food down your party friends yells for you to keep back. You
as your feet feel impossibly heavy. You go throat. The fruits and vegetables are brown, are unsure why they tell you to remain back,
through each room and find only empty mushy, pasty, and all writhing wl!h insects and you continue forward anyway. You feel
beds and darkness. Heading back down to and worms. You wake up in your bed and a hand on your shoulder and [PC name]
the inn's main room, you see the innkeeper retch uncontrollably, unable to forget such has pulled you back him/herself. The rest
has left. You go outside Into the night and awful tastes. of your party approaches, one by one, and
see only a full moon Illuminating the quiet accuses you of disobeying. You attempt to
hamlet. You decide to try and sec if anyone explain, but your words come out garbled
is 1.n the outhouse. Inside, you see nobody, The Mists of Aimlessness and jumbled, which only makes your allies
but there is another door above the seat. more irate. Then [another PC name) shoves
You enter the door and find yourself in the you. You are shocked and a little horrified
inn's common room again. Seeing nobody, A thick fog appears outside the inn tonight. at the shove, and you push back, although
you decide to go back through the door, You decide to investigate and quickly find your ally feels like a cloud of smoke rather
and you find yourself looking directly Into yourself lost in the mist. You wander in than a person. You see something dart
your inn room - the outhouse has gone. the swirling, choking fog for what must be between the trees behi.n d the party, and
Moving from door to door, no portal opens hours, catching small glimpses of firelights, whe n you attempt to warn them, your party
to where It is supposed to go. Some go to the moon, stars, and other shadowy beings. attacks you. The battle is ferocious, as you
places in the inn, others to the pub, others The distortion confuses your sense of can barely move. Their attacks with both
to various residences around the hamlet direction, and you wander aimlessly, with word and sword drive you into oblivion.
to which you vaguely remember being in no hope of finding a way out or your way You awaken, panting and afraid.
before. But you cannot find your allies. You
lose track of how long you've been moving
I home. You awaken slowly, but momentarily
unsure of your location and unsure if you
through doors and eventually awaken with are still dreaming or not. It will take a while
a lingering sense of frustrating loneliness. to regain your full senses.

15
DAY2 exci1edly and exclaim their good fortune to the N1eHT2
INVESTIGATING THE FOLKS OF \'VESSELRUM hamlet. If any of the party is nearby, 1he couple
spo1s the PCs and quickly go silent, rushing THE NIGHTMARE'S FUGllT
( • . • SOMETlllNG'S NOT RIGHT)
back into their home. If no party member is
nearby, Dieter and Baldric run over from the Any time during the evening, the nightmare
On the second day, the party may begin militia office and hushedly remind the two which has been grazing in the woods flies over
investigating the town. Part II should be farmers to keep their excitement down. At town. If the party is inside, some residents
referred to heavily for this section of the some point during the day, Welby or Blanche come get them. Otherwise, the party may
module. It should slowly become apparent will have a meeting with the mayor to discuss simply notice the following event themselves:
that all is not what it appears in town. The GM
must work the conversations with the hamlet
the next owner of the hen. They will attempt
to keep the meeting secret but will take the hen
--- - - - - - - - - -------i
The night sky is a deep black, the moon is
1
residents to give the PCs the feeling that the to give to the mayor so that he may give it to near full but low in the sky. Over the tree I
villagers are clearly lying about something. No the next party. The next owner on the list will line, you spot four faintly glowing reddish-
villager will take kindly to threats, however, be Brickell the butcher (F8). See the list from orange lights hovering in the air. The four
and if the PCs overstep their bounds, the the PC handout for an example page of the lights begin to move in your direction. As
hamlet may refuse to help them any further or names list. Later that night at the pub, Welby the lights near your position, you can see
may even try to eject them from the hamlet. and Blanche will treat everyone to a round of the lights are actually small balls of very hot
brandy, and Welby will most likely tell a tale. fire, and you see three other smaller fiery
THE HEN LAYS A GoLOEN EGG! If at any time the PCs get suspicious of the orbs leading the original four. A sinking
activity, they may confront the farmers. Welby feeling of dread overtakes everyone in the
The current owners of the hen are Welby and will concoct a story about finding a gold nugget streets as the fireballs near your clearing. As
Blanche, free farmers living at location F2. washed up ashore in the river. The idea of gold villagers scatter, you see a black, shadowy
Around mid-morning, the hen lays a golden washing up in the river is a fantastic cover story shape between the fires - a blackness which
egg, exciting the couple. Welby and his wife for the eggs, and the hamlet will adopt it from blocks out the night's midnight sky - it is a
run out into the path in front of their homes that point forward. ho rse, with hooves of flame and breathing
the fires of lower planes out of its mouth
and nostrils!

The nightmare is not interested in


anything more than terrorizing the hamlet folk
this night. It swoops down to the ground and
may attack any villager or PC nearby. After che
swoop, the nightmare will return co the air
and disappear over the tree line again. The
party is welcome co track it and may even
find and destroy it, although the nightmare's
destruction is not important to the module
overall.
If the PCs do chase after the nightmare,
they may have further ghostly encounters in
the woods.

D REAMS FOR THE NEWCOMERS II

The dreams in this set are more dangerous


nightmares. As Grettix gains more soul energy,
her connection to Hades gets stronger. The
plane wants her back. This bond causes
the dreams the PCs have to become violent
nightmarish things. Any railed savee vs.
Paralyzation against one of these d reams will
actually cause the PC ld4 damage besides the
-1 to all rolls for the day.

16
~okingPog Of Scarecrows and Straw Men Ghostly Encounters

You sec a fog has covered the hamlet


tonight. You decide to Investigate. The fog
It ls a warm autumn day, and you walk along
golden wheat fields. You see a scarecrow
You fight a hard battle with your allies
against a number of small imp-like things
I
with little bat wings. The ski!JTllsh seems
Is thick and appears as a grey and blackish
swirl. You sec dark figures In the fog, some
up ahead, attached to a cross-patterned
post; it is the only object sticking up above to be going your way when you feel a sharp
pain along your throat and quickly identify
I
1

seemingly human and some seemingly the wheat. As you walk closer, you are
animal. The fog infects your throat, and sure you see the head of the scarecrow one of the small imps with a barber's razor
you begin to cough. You reach and flail, twitch. You move closer and see it twitch blade, covered in your blood - he has slit
trying to find any structure to lean against, again and droop its floppy head. You get your throat deeply. Your friends cannot
but can find only mists. The choking the sense that you are being watched and hear you call out for aid and do not see you
continues and becomes quickly violent. look quickly over your shoulder, seeing fall. Darkness overtakes your senses. You
Within moments you cannot breathe and another scarecrow a few yards behind you. awaken suddenly and stand. All seems all
begin to tear and rip at your own throat in It, too, twitches. Looking back, the original right until you look down to see your body
an effort to somehow clear what is blocking scarecrow now has two friends, one straw in its sleeping place (bag, bed, tent, etc.)
your breathing. You awaken with a start man to either side and a few feet behind. with its throat slit, as in your dream. You lift
and realize that you were choking yourself Glancing around you, you realize that you what you think are your hands up to your
in your sleep. are no longer on the path and instead
in the middle of the field, surrounded by
twitching scarecrows. You affix your fearful
face and discover that the body you now
inhabit is partly transparent and very cold.
You are a spirit!
l
The PC will have a hard time speaking for ~~~~~~~~~~~

the rest of the day due to strangulation. The eyes on the first scarecrow and see the
character's effective Constitution will be stitching on its chest burst open. A human The ghost nature of this dream affects the
reduced by 2 points, and the character will take body, covered in grinded, bloody, tattered real world. The PC actually wakes up as a very
ld3 temporary damage. skin, sloops out of the chest cavity and limited ghost, such as a phantom or geist. He
slumps to the ground. A number of other or she cannot affect anything and is completely
bodies drop out of the shirts and stitches of ethereal, incorporeal, and invisible. Other
Evil Plants
other scarecrows as well, with sickly thuds. characters able to see ethereal or see invisible
The scarecrows remain animated, and as are able to see the character, although without
On a fine, sunny y at mar e t, you k you look from side to side, they somehow other magical aid, no sound is heard. No other
by a flower merchant. You hear a fa.int get closer with each glance until they PC sees the character's "dead body," however,
whisper in your mind as you pass the stall surround you on all sides, oniy an arm's as this is more of a psychosis illusion. The
by. You stop and return, listening more reach away. Finally, one lunges at you, ghost PC can actually disbelieve the body if he
closely this time, and hear a voice say, and you feel a cold, dark burlap material or she wishes, which successful, will make the
"Choose me." You respond with a simple, bind its way around your body, smothering body disappear. Regardless, the PC will remain
"Choose who? Where are you?" More voices you. You can suddenly open your eyes, a ghost for ld.3 hours upon awakening.
appear in your mind and begin to chant, and you find yourself lifted up above the
"Choose us, buy us, free us ... " and you spy wheat, attached, arms outstretched, to the Covered in Soul Worms
the flowers of the market as they begin to scarecrow post, weaved deep inside the
sway side to side. The flowers themselves creature. All around your body, you can feel
are speaking to you, requesting you to buy the gritty cloths slowly etch and grind away "Could you put that small barrel in my attic?"
them. You take a short step back, which at your skin, slowly eating you alive. You asks Ramon, the free farmer. You politely
insults the flowers. A strong green-brown let out a very muffied scream as your vision agree and head towards the ceiling panel
root explodes from the ground beneath blurs into a golden mass. Abruptly, you find which offers access to the attic. You pull a
your feet and quickly tangles around your yourself in your sleeping garments (or lack chair to under the p anel and say something
leg, holding you in place. "Choose us." thereof) exiting the farm fields to the east of to Ramon, though you then notice he is no
You fumble for your coins but find none. Wesselrum early in the morning. longer there. You shrug, stand on the chair,
"Choose us," the flowers continue. You see and stretch to open the panel. The panel
they have developed small mouths full of The PC does indeed find him or herself resists your attempt to open it but does
sharp·bladed teeth. "Choose us," they chant, transported across the hamlet. There is no slide, although with a feeling ofgreat weight.
gaining a loudness which overwhelms reason for this other than the closeness to You catch only a short glimpse of a ghostly
your ears and mind. More roots explode Hades creating strange effects. white face looking down at you, just before
from the ground and entangle your legs it lunges at you. The face hits your shirt and
up to your waist. "Choose us." Another bites, revealing that the face is attached to
tendril of root grabs your arm and pulls an arm's length of white, maggot-like worm
you to the ground. The roots continue to I
wrap over your body, pulling you into the
earth. "Choose us, choose us, choose us .. . "
I body. More of these worms with faces fall
from the attic and attach themselves to you
with a pinching pain of sharp teeth. They
the foul flowers repeatedly request. You keep falling, pouring down like a ghostly,
awaken with a mouthful of bitter dirt. _J
1 ghastly waterfall, filling the floor with a
squirming mass of human-faced maggots.
They bite and drag you to the floor, and
The rest of the day, anything the character eats you become covered in the writhing, slimy
will taste like ash or dirt, without magical aid. faces. You see an angry face lunge at your
own face, forcing you into blackness. You
awaken to find a squirming form at your
feet. One of the worms from your dreams
has followed you home ...
j
- --------- -- - ·- · -- .. -- -·- -

17
This dream has brought the PC a traveler from
Hades. The soul worm is real. If defeated or
captured, the body of this worm will dissolve in
1 Rd into a oily black patch of filth.

Soul Worm: AC 7; HD 1 (hp 5); #AT l; D


ld4+ 1; MY 60; SZ M; AL NE; ML Monster;
Monster Level I; XP IO +I/hp (XP total: 15).*

Drowning in the Styx

You run through a dark, dark ~~d i; the


middle of a moonless night. Leaping over
lI
t.r ees fallen long ago, you arrive at a ruddy,
blackened riverbank. The ground here
glows with a hot red light, illuminating the
whole area in carmine. A great river flows
before you, although there is no bridge,
only a simple raft with a single oa.r. You
board the raft and begin rowing across
the river. Your raft springs a leak, and the
water splashes your hands. You suddenly
realize that you've forgotten the names
of your allies, and a sense of paranoia Constitution loss for the night. The hag may Monster Level 5; XP 425 +6/hp (XP total: 593).
overtakes you. Another leak and you forget continue her rides for the remainder of the Treasure: wickedly-toothed long sword (S/M·L
the hamlet's name in which you are staying. night, fully aware of the party's interruption. Dmg: ld8+2/ld12+2) 18ep, 20gp, 1 gem
A third leak, and you forget your parent's The party is able to chase the differenc ghosts (50gp).*
names. The raft begins to sink, but you around the woods, if they can find them. The
are coo far from either shore to make it. As ghosts will occasionally shift invisible, and only Once the. shub is defeated, the bottle may be
the raft goes down, you can feel more and characters that can see ethereal or see invisible uncorked, allowing Rochelle to scream once
more of your memories leave you, leaving will be able to track the spirit forms. again.
you afraid, unaware of what's happening,
unsure what's to come. You even forget you A LITTLE SCREAM IN THE NIGHT MORNING MISTS
are sinking for a moment before more water
rushes in, filling your lungs, drowning you 1 In the midnight hours, a short, sharp scream Grettix casts herfogfall spell from the cauldron
in forgetting. You awaken with a mouthful Ji wakes the hamlet. The scream comes from before the morning sun rises. If any PC is
of water and cough it up violently. awake this late, they have a chance of seeing
---- ------ --------···-- --··- the north end of the hamlet, at location F7,
the home of Bruno and Holda. Grettix's the direction that the spell is coming from. The
Until the next nightfall, the character is at ·2 servant, the shub, has allowed itself to be seen fog is cast high into the air above the hamlet,
Intelligence. at the open window of the couple's daughter but a PC should be able to note that the fog is
Rochelle. The shub requires the scream of a coming from the northern sky. From this point
A CLOSER GHOSTLY ENCOUNTER child for Grettix and has decided this was the forward in the module, the entire hamlet and
During the night, the villagers spy the ghost easiest approach. The girl's scream lasts only woods will be choked thick with the fogfall
again, this time just across the river, past the for a few moments until the shub's bottle is spell as Grettix will consistently renew the
watchtowers to the south. If the party leaves uncorked and takes the scream in. After the spell until she has finished her grim task.
for the area immediately, they should come bottle is re-corked, the girl will be unable to
upon the ghostly form about 50' south of the scream, but may speak normally. When the DAY3
southeast watchtower. The woods are thinner scream is used in the cauldron, it will be lost
to the sou th of town, so spotting the wispy forever.
A FOGGY ANO FORGETFUL DAY
ethereal specter is not difficult. When the PCs or any other NPCs arrive,
The party should be able to get close they will find Rochelle, mouth wide open, but
The f ogfall spell has created an area of fog
this time to see exactly what they're dealing silent. It will take a few rounds to calm her
which completely enshrouds the hamlet.
with. Upon closer inspection, the PCs will see down sufficiently so she may speak normally.
Visibility within the hamlet is only 10', though
a silent, wild-haired old woman flailing her Rochelle will be able to point to the direction
over the river, the fog's intensity restricts vision
arms, sitting on the back of a stooped over and that she saw the shub run off to. If the PCs
to only 15'. From this point on, the PCs and all
slowly moving child. The child selected for immediately give chase, they may be able to
the residents of Wesselrum (including anyone
this encounter should be the youngest of the catch up co and defeat the shub as it already
who enters the hamlet during this time) will
children rolled randomly for that night by the used its teleport without fail power for the day.
forget that they ever lived anywhere else. No
GM, even if the child is so young as to require It is also possible that the party may auempt to
creature will remotely think of leaving the area.
crawling. The hag and child are both unaware follow the shub back to Grettix's cave. If so,
Luckily, the fogfall area includes Grettix's cave
of the party, unless the party has some means immediately proceed to Part IV. The shub may
so that the PCs may continue their quest.
to become or to affect ethereal beings. The use its fly power if cornered.
two exist in an incorporeal state bordering the
THE HBN IS TO BLAME
Prime Material and Ethereal Planes of existence. Shub: AC l; HD 5+1 (hp 28); #AT 2 or 1; D
If the party is able to affect the pair, the hag ld6+ 1/ld6+ 1 or by weapon; SA darkness, On day 3, Brickell the butcher decides that
ceases her ride immediately, the two vanish, fear.fly, telektnesis,gate, teleport without fat/; the golden egg-laying hen is the source of the
and the child wakes up in bed, suffering no MR 40%; MV 120'; SZ M; AL CE; ML Monster; village's woes and decides to publically end

• The Soul Wonn, the Soul Wonn statistics block, the Shub, and the Shub statistics block are Copyright 2007 by B. Scot Hoover and are used with permission.

18
the curse by executing the harmless fowl. This DREAMS fOR THE NEWCOME RS Ill Carnivoro us Flaming Garden
event may easily reveal the hen to the PCs if
they have not already learned of it. This set of dreams is potentially deadly for PCs.
Should all dreams happen simultaneo usly, ' Your hands are dirty from gardening. You
At some point on this day, the folloWing event the PCs can easily have a huge mess on their are kneeling in a quainr little garden which
occurs: bands. Although you may certainly entertain . appears to be growing impossibly large
yourself with allowing all dreams to happen vegetables . The day is at its end, and you
- A commotio~ -occurs in- th; id.-•
·~~k~t- fie concurren tly, we suggest spreading them
out or even using them for when or if a PC
are aware that you must retire co your
couage and res1. As you begin to rise, you
The villagers stand around Brickell the ! see a green vine reach out from the dirt and
r daydream s or dozes off during the next day.
butcher, yelUng and shouting. The butcher tightly wrap around your wrist. Unsure of
holds up a brownish hen and waves a great ,
I cleaver in the air.
"This hen is to blame! AU this trouble
Locked in au oven
what to do, you grab for a small garden rake
next to you. As you do, a bead of cabbage

I started when Marisha returned with this


little demon! Let's give that hag back her Your friends have invited you to a great
feast. Arm in arm, you make your way i
and a pumpkin resting on the ground a
few feet from you spin in the dirt, erupt in
flames, and reveal grotesque naming faces
hen and all Its precious eggs! Stand back 1 with sharp, hungry teeth! More vines erupt
while I chop off its head!" along busy streets, laughing and cheering
all the way. You cannot make out the faces from the earth and grab your arms and legs,
The villagers call out for the butcher while all over your garden, more veggies
to stop, and a few of the hamlet's men jump of your friends, as their faces are bluny, but
t are exploding in face flames and bouncing
up onto the platform Brickell stands upon you know these are people you trust. As

I in an effort to pry the cleaver out of his you reach the festhall, the great black iron
doors open wide and you are momentar ily
towards you with an appetite! They tear
into your flesh, giggling with a guttural,

L~~n~~- --- ----- -- -_____ _J overtaken by the Inviting heat from Inside. earthy sound. The pain from a hundred
Your friends push you in, and as your eyes pinching bites washes you into oblivion,
readjust, you sec many tables full of fresh -~d you _a~en in your bed.
The party has a moment to aet, although and crisp fruits and vegetables , ready for
the course of events is primarily up to you, the your consumpt ion. Your friends continue This dream has no immediate effect, but it will
GM, at this point. If you allow them to stop to push you ahead to your table at the back leave the PC traumatize d. Any time within the
the execution, everyone will still benefit from of the room near a massive Iron oven. As next week that the PC must perform some task,
the hen. If the hen dies, the hamlet will have 1 you near the open seats at the head table whether work or combat, in a garden, field, or
no more golden eggs, and the curse will be i your friends push you gaily on, beyond th~ near any group of vegetables , the PC will be
untouched , since the curse has nothing to do table. They begin to get very pushy, almost so paranoid by the greens that he or she will
with the hen. bullying, and you see they mean to push suffer a -2 to all rolls while in eyesight of the
If the party has not yet learned about the you towards the great oven. The door on , crops.
hen, Marisha, or the hag Adelheid, now Is a the oven opens wide like a charred Iron
good time to fill them in. mouth; try as you will, you are no match
for your friends' combined strength. You
N••HT3 feel yourself plummet into the gaping maw
of the oven and are immediate ly consumed
with heat, finding your clothing ablaze.
THE CLOSEST GHOSTLY ENCOUNT ER
The smell of burned fabric and now hai.r
and skin assaults your senses, and you find
In this encounter with the night hag and one yourself burning alive as your friends shut
of her victims, Grectix becomes so bold as to the oven door, laughing and cheering all
ride the child through the center of the hamlet. the way. •
This should occur nearby or even directly in
front of either the inn or pub, depending on
where the majority of the party currently is The PC will awaken engulfed in flames. The
located. The scene follows similarly to the flames will do 2d6 damage per round unless
forest encounrer on night 2. However, many doused or rolled out. The PC may make a save
more villagers see the sight. vs. spells for half damage. The mouth of the
The villagers who witness the hag will PC will taste of charcoal and iron for the next
two days.
notice that the ghost does not resemble
Adelheid, other than being a bag. If Marisha or
Farica witnesses the hag, they know very well
that this is absolutely not the same bag. They
remember very clearly what Adelheid looked
like. Of course, the villagers will be hesitant
to bring this point to the attention of the PCs
unless the PCs have already discovered the
hamlet's dark secrec. Alte rnatively, this could
be just the moment to reveal such a secret
when a villager accidently voices the visual
difference in the ghost from Adelheid.

19
Dinnertilne Picked Clean
and sharp bite marks. Additionally, the PC
will Jose 1 point of Appearance (if this statistic
: Your dream begins in suffocating darkness. is used) permanently. The PC should make You find yourself on the busy streets
: You can see nothing, but you are sure there an immediate save vs. spells. If successful, of [insert known PC town) on a warm
! is some sore of light coming from behind damage is halved, and the Appearance loss is autumn day. You are heading towards the
; you, only you cannot see it. Something only until the damage is healed. marketplace intent on buying something.
' is pushing on your back and jarring you You are not exactly sure what you want
, slightly up and down. You cannot seem Dissolved! to buy; but whatever it is, it will make you
to move your arms and legs, but you know an envy among all of your adventuring
they are there. You feel surrounded by peers. As you near the market you get the
some sort of small soft objects. Suddenly, A thick fog has descended onto the hamlet. impression that something in the shadows is
light invades your eyes as whatever was You walk outside of the inn to see this fog following you. Every time you look around
covering them is lifted away from you. Your firsthand. It is indeed thick, obscuring vision to see what is in the shadows you catch a
' senses return, and your eyes adjust. You see to only an arm's length in front of your eyes. quick glimpse of a boot, hand, or cape in
two of your allies to your right and another You are certain some small creatures play the shadows, but nothing more. You pass
couple of allies to your left. You smile and in the fog, as you can see shadowing forms an apple merchant as you enter the market
' nod, and as you are about to say something, between veils of mist nearby. You hear an area and feel a tug on your belt. You spin
a massive misshapen demon looms over echoed giggle, suggesting children at play, to see a young pickpocket with his hand in
your head from above and shoves a fresh but on such a dismal night, it is unlikely. your belt pouch. The youth's features are
apple in your mouth. You realize you are You ready your weapon, unsure of what is angular and you notice a strange ash cloud
strapped to a platter and surrounded by in the fog ahead, and move skillfully and surrounding him. You think for a moment
other fresh fruit and vegetables. You look carefully forward. You walk for a while, that he even has small bat wing which
again at your allies and realize that they are unsure of exactly how much time has disturb the cloud of ash but then the wings
seated at the table around you, complete passed, and discover nothing more than the disappear back into the darkness. The
with plates and dinner ware. You are to occasional shadowy form and additional youth runs off and you lose track of him
be eaten! The demon re-appears to your giggles In the night. You decide to head almost instantly. Another tug occurs and
right and hands a wicked-looking saw- back to the inn, assuming you can locate it. you spin to see another, different youth,
' toothed carving knife to (insert PC name]. As you lower your weapon, you see that the though with similar features, digging his
S/he grins maliciously; and you see a row fog has gotten so thick that it becomes hard hands into you.r backpack. Again, caught,
of razor sharp teeth where his/hers used to even see the end of the weapon. Looking the thief runs for cover and is lost among
to be. His/her mouth grins wider than any closer, you see that the end of the weapon the passersby. You keep moving and find
human's mouth ought to ands/he heats the is actually gone! Pulling the tool up to yet another young thief trying to take
knife on a candle nearby. S/he then drives your face, you see that the entire weapon your weapon. This continues to happen
the burning blade into your side, ripping at is beginning to dissolve Into fog! You look all the way into the market proper. Then
your flesh between your ribs. Your other around quickly and find that the tips of suddenly you feel a stinging scratch and
allies all show off their sharp teeth, and your boots and some of your clothing Is find another pickpocket but this time she
• while you cry to scream in pain, your once- also dissolving. Then a racking pain affects has sharp claws and has sliced your thigh
allies climb as predators onto the table all the tips of your hands, toes, and ea.rs -you th.rough your belt pouch. Another hand,
at once and begin to gnaw at your body, too are dissolving! You cry and run to the another slice, over and over again. The
ripping and tearing, gouging, pulling away inn, but every step quickens the dissolving thieves are painfully tearing your skin apart.
meat and bone until the feeling of their effect and is excruciatingly painful. You They demon thieves surround you, slashing
torture sends you to darkness. You awaken, drop the small bit of your weapon that at you, eventually taking bloody chunks of
L~n_:1~n~I~i:rs_elf bloodied and in great pain! remains, but it never reaches the ground, skin and muscle. You feel only pain all over
poofing into a white mist around your your body as your sight dims from seeing
This dream has become partly real. The PC has knees. Your hands begin to disappear, your blood and spilled coins into darkness.
taken some of the damage from the dream into feet are gone, dropping you to your knees,
reality, amounting to 4d4 damage dispersed all and you can feel parts of your head begin to The PC awakes to find an imp digging
over the character's body in the form of cuts whisk away. The pain Is unbearable, as your through his o.r her gear. When noticed, the
body dissipates into the thick foggy night, imp attacks immediately. This particular imp
and you remember little else than vaporous has a low morale, and the creature will bolt
clouds upon awakening. if overpowered or outnumbered. If the imp
runs and later a wandering encounter results
in "imp," this same Imp will be encountered.
This effect is one of the only beneficial results of
a dream. The PC will gain the innate ability to Imp: AC 2; HD 2+2 (hp 8); #AT 1; D
turn into gaseous form, at will, for the next 48 ld4+poison; SA polymorph self, poison,
hours. Unfortunately; when the transformation magical abilities; SD + 1 or better o.r silver
occurs, it Is very painful, requiring a save vs. weapons to hit, Immune to cold, fi.re, and
rods. If successful, the PC may continue to electricity; MV 60'/180'Fl(V:AA); SZ S; AL LB;
act normally in the new form. If unsuccessful, ML Monster ·3; Monster Level 7; XP 275 +3/hp
the PC falls unconscious from the pain. This (XP total: 299)
may mean that once changed, the PC will be
simply a floating, unconscious cloud. The
unconsciousness will last ld4 Turns.

20
Spider on your Back! bound in GrettLx's cave until that night, when
he will be drowned for the spell (Night 5). As
part of the spell, once Dieter is drowned. the A solemn mood washes over the hamlet.
You ride a horse carefully through dark I hamlet's residents will no longer remember This morning, (child's name! perished
woods. 1\vo of your allies (PC name l] that he was taken and will nssume he too from the wasting curse. In front of (child's
and (PC name 2) ride along at your sides. abandoned his home. Like with the first spell. name)'s residence, Rodney the gravedigger,
(PC name 1) falls behind a bit. You sense they will not remember most, if any. of the Friedhclm the mayor. and Medwin and
something is watching you but you know names of runaway villagers. Adolpha. the hamlet's clergy console the
not from where. Everything is silent for family and prepare the body for removal ro
a moment when (PC name l J says, "'hey, , 1hc temple and eventually 10 the ground.
spider on your back". You cannot even A somber sob begins among 1he hamlet's
react before a massive series of insect legs citizens and over the nex1 few minutes.
wrap instantly around your sides from The following events may occur at any time the grows into a great wailing. The wailing
behind and crush your arms against your PCs arrive at a special area or a special situation crowd follows the procession of the hamle1
body. You can feel hot snapping fangs at or opportunity arises. officials, the body of (chi/d's name) and
the back of your neck and you are whisked [parents) towards the 1emplc.
up off your horse deep into the tree boughs One viUager, (any) scops and begs 1he
A STRANGE VISITOR
above into darkness. You awaken in your • PCs, "please yo-, now our children succumb
bed to see a massive spider which has found to this curse, you muse stop it! It will take
Grettix, as a night hag, can polymorph. them all if you cannot stop it!" The villager
its way onto your ceiling!
L-·- - - - - - - - --·- --- - - - - - - - -- Although she can polymorph into anything. then regains the wailing procession.
she has two favored forms: a black cat with Your hearts weigh painfully from che
The spider is very real. faded yellow eyes and a charcoal-colored owl shared grief. The curse must end, now.
with midnight-blue accents. At any time of day
Spider, Huge: AC 5; HD 2+2 (hp 13); #AT l; D or early evening (as she "rides" at night), the
ld6; SA poison (+2 saves), leap (30'); MV 180'; hag may decide to wander through the hamlet Back in Grettix's cave, a new soul worm is
SZ M; AL NE; ML Animal + l; Monster Level 3 ; to revel in the misery she causes the hamlet's born into her Soul Chests. The night hag will
XP 150 +3/hp (XP total: 189) residents. If she discovers the PCs as helpers to chuckle co herself. possibly cell Dieter of the
the people here, she may attempt to play small new worm, and return to scrying through her
tricks on the PCs or lead them on wild chases. cauldron at the hamlet's pain.
ATTACK.ED!
A favorite game to play on mortals is to cause
If the shub was encountered but not defeated the mortal to fail at some task, harm another INVESTIGATING GRETTIX'S CAVE
on Night 2, the shub will return for vengeance accidentally, or to lose something important. At any time the party reaches Grettix's cave, go
against the party. Optionally, the shub may She then manifests in one of her favored forms immediately to Part fV: Grettix's Cave.
have been sent to kill the party since they have at the moment the person realizes what has
come to the attention of Grettix. The previous happened. In this way, she creates a sense INVESTIGATING GUILLAUME'S CAMPSITE
events of thei.r time in Wesselrum will decide of consistent paranoia that whenever such a Unmapped
what reason the shub has co attack, although creature (black cat or charcoal owl) is present,
being a shub, it needs little reason. lf the shub something terrible will or has happened. This series of encounters can happen any time
has already been slain, this encounter cannot the PCs decide to investigate the hunter·s
occur. DEATH OF INNOCENCE campsite north of Wesselrum. GMs may alter
or omit aspects of the following encounters
This sad event is run the first time any of the depending on how long the GM wishes the
children of the hamlet perish from the hag's game co go. If the PCs find the trail co Grectix's
Day 4 is the final day in which the PCs may evil rides. cave, the game can end relatively quickly.
freely leave Wesselrum. If they do not stop
Grettix from drowning Dieter during the Table D: Wandering Monster Population limits*
coming night, the forget spell will force the
PCs to remain. This doesn't mean they cannot
defeat Grettix, only that they cannot leave the
adventure.
Hill Gian! 5
KJONAPPl!O! Ogre 5

Grettix requires a hamlet resident to be Owlbear 2


drowned in her cauldron in order to power WUl-0-the-Wisp 1
the forget spell she is going to renew. The
first forget spell was cast using another farmer Lesser Ghost 3
(Oleg), although the villagers believed he Shadows 18
simply abandoned his residence. This time,
the victim of choice is Dieter (Fl6). Grettix Mcphie (Smoke) 6
will send either the shub (if it is still alive) or a
Imp 3
smoke mephit to retrieve the farmer. If all have
been defeated, she will go herself co take him. Nlglumare 1
When morning comes, the home will be
sacked. Some villagers will believe Dieter left Shub 3
town, but on further examination, everyone Soul Worm 8
wlll notice that his door had been forced and
vicious claw/scratch marks will be all over the •These //mfls are/or additional wandering monsters only. 1be monsters
wood and blood marks on the ground. Dieter speclf/cally cited In tha mod11/e entries are excluded from and in addition
will remain alive with a few hit points and to these /Im/ts.

21
Table E: Tallpine Forest Wandering Encounters

Roll2d12
2-3 (01-30%) ld2 Bee, Giant Bumble·: AC 5; HD 6+ 4; #AT 1; D Id6; MV 60'/240'F(n); SZ M; AL LE; ML Animal; Monster Level 4; XP
300 +8thp

(31-95%) ldlO Bee, Giant Worker Honey·: AC 6 ; HD 3+ l; #AT 1; D ld3; SA poison; MV 90'/300'F(IV); SZ M; AL N; ML An imal -1;
Monster Level 3 ; XP 100 +4/hp

(96-00%) 1 Wasp, Giant: AC 6; HD I ·I ; #AT l ; D ld6 or by weapon; MY 60'; SZ S; AL LE; ML Humanoid + l ; Monster Level l;
XP IO +I/hp
4-5 ld10 Hill Giant: AC 4; HD 8+ ld2; #AT 1; D 2d8; MV 120'; SZ L; AL eE; ML MoJlSter + l; Monster Level 6; XP 1,200 + 12/hp
6-8 3d10 Wolf: AC 7; HD 2+2; #AT 1; D ld4+1; MV180'; SZ S;ALN; ML Animal +1; Monster Level 2;:xP 50 +Zibp
9 ld4 Ogre: AC 5; HD 4+ l; #AT I ; D Id 10 or by weapon; MV 90' ; SZ L; AL CE; ML Average + 1; Monster Level 3; XP 95
+5/hp
10 ld3 Owlbear: AC 5; HD 5+2; #AT 3; D ld6/ ld6/ Id4; SA hug; MV 120'; SZ L; AL N; ML Monster; Monster Level 3 ; XP 225
+8/hp
11-12 ld2 Badger: AC 4; HD 1+2; #AT 3; D ld2/ld2/ld3; MV 60'/30'Sw; SZ S; AL N; ML Animal+!; Monster Level 1Z; JCP 30
+I/hp
13-14 ld20 Bird, Normal (Crows): AC 6; HD 1; #AT 3; D 1d2/ld2/l; MV 30'/360'Fl(IV:AA); SZ T; AL N; MLAnimal; Monster Level
l;XP15T~ --~~~~~~~~~~~~~~~~~~~~~~~~--~--~-I
15-16 ldlOO Bats: AC 8; HD NA (Id2 hp); #AT 1; D 1; SA swarm; MV 10'/240'Fl(V:M); SZ T; AL N; ML Animal -2; Monster Level
1; XP 1 +1/hp

3d6 Bat, Giant: AC 8 (special); HD NA (ld4 hp) ; #AT l; D ld2; MV 10'/240'Fl(V:M); SZ S; AL N; ML Animal ·1; Monster
Level l; XP 5 + 1/hp
17 1 Will·O·the-Wisp: AC -8: HD 9; #AT I; D 2d8; SA eleccric shock: SD spell immunities; MY ISO'Fl(Vl:M); SZ S; AL CE;
ML Monster+ 1; Monster Level 7 ; XP 1,400+12/hp
18 1 Lesser Ghost: AC 3 (special); HD 5; #AT 1; D special; SA ;wither; SD Incorporeal, magic weapons needed to hit,
immune to ma~c when incorporeal, standard undead immunities; MV 90'; SZ M; AL CE; ML Undead; Monster Level
5; XP 450 +6/hp
19 2d4+1 Shadows: <AC 7; HE> 3+ l; #AT 1; D ild6; SA ability drain; SD +1 or better to hit, standard undead immunities; MV
120'; SZ M; AL CE; .ML Undead; Monster l.ev,el 4; XP 250 +4/hp
20 ld3 Mephit (Smoke) : AC 4; HD 3; #AT 2; D ld2/2d2; SA breath weapon, magic abilities; MY 120'/240'Fl(IV:M); SZ M; AL
Any E; ML Monster; Monster Level 3; XP 100 +3/hp
21 1 Imp: AC 2; HD 2+2: #AT 1; D ld4+poison; SA polymorph self, poison, magical abilities; SD+ 1 or better to hit or
silver weapons, immune to cold, fire, and electrical; MV 60'/180'Fl(V:M); SZ S; AL LE; ML Monster +I; Monster
level 7; XP 275 + 3/hp
22 ld4 Soul Wonn (see special encounters)
23 1 Nightmare (sees al encounters
24 ld2 Shub (see special encounters)

Alternatively, frequent trips with increasingly The Lackeys Return Mephit (Smoke): AC 4; HD 3 (hp 18); #AT 2; D
difficult and strange encounters from the A single smoke and single steam mephit ld2/2d2; SA breath weapon, magic abilities; MV
campsite could indicate that the source of the approach the campsite from the southwest on 120'/240'Fl(IV:M) ; SZ M; AL NE; ML Monster;
village's curse is nearby. their way to the cave. The steam mephit has Monster Level 3; XP 100 +3/hp (XP total: 154).
The campsite is a frequently used hunter's another bottle of "breath of river" which it is Treasure: dead rabbit, 25pp.
rest. There are a few downed trees used as delivering to Grettix, and the smoke mephit
seating, formed around a fire pit. There are carries a dead rabbit that it had just killed with Mephit (Steam): AC 7; HD 3+3 (hp 22); #AT
charred sticks and small animal bones littering its smoky breath weapon and is waiting to 2; D ld4/ld4; SA breath weapon, rain boiling
the area, which serve as evidence of meal devour it back at the cave. The encounter may water, contaminate wate r; SD boiling skin (lpt
roasting. The party should also find an old proceed in any fashion. lf the mephits escape, dmg + stun); MV 120'/240'Fl(IV:M); SZ M; AL
rusty iron knife (useable against Grettix) and they will attempt to head towards the cave, NE; ML Monster; Monster Level 3; XP 170 +4/
a few arrows of any type. Nothing about the which might give the party a trail to follow. The hp (XP total: 258). Treasure: Bottle containing
campsite is particularly unusual. steam mephit will attempt to protect the bottle "Breath of River" (value Ogp; possible value to
After investigating the area for 1-3 turns, as best as it can, which should be noticeable magic-users), Spp.
the party may encounter any or all of the to the party. The mephits are also talkers and
following events: may accidentally reveal any of the plot's main
points.

22
Grazing Nightmare other tracker is with the party, they should be 2 llvingroom
To the northwest of the campsite is an area able to find Guillaume's most recent trail using Very little remains in the livingroom from
of burned grass. If followed, the party may tracking. If using the non-weapon p roficiency the fire. The PCs will find mostly charred
stumble upon the nightmare grazing in a rules, the tracking check should be made at a -4 remains of furnitu re h ere. In one comer, a
meadow (75% chance) surrounded by its penalty due to time conditions. large iron cage sits open and bu rnt on the
cloud of noxious gas. The nightmare will be floor. The cage seems large ' enough that
considered surprised as it does not seem to INVESTIGAT ING THE COTTAGE RUINS almost 3 small h umans could be crammed
care about any of the creatures of the forest Map Eis used/or this location inside. A charred lock lays nearby in an
nearby. The party has the option of attacking open position, under some debris.
the nightmare in surprise, or they may· simply At some point, the PCs should make their way
move on. The nightmare is disinterested in to the remains of Adelheid's cottage. The PCs GM Note: Pieces of the cage can be used to
combat during the daylight hours, even in the are here looking for clues to what is happening affect Gretti.x, if the party is in need of such
fog. If the nightmare is encountered at night, it to the townsfolk, not necessarily any direct weapons.
will attack the party if it knows they are present. leads. Possible clues are listed in the room
The nightmare's trails can be followed to descriptions. 3 Bedroom
Gretti.x's cave; however, there are a number There is a possibility that the party will The bedroom, similar to the livingroom, is
of trails made by the nightmare, and some of find the cottage on their own. In either case, a burned out disaster. There was once a
the trails disappear for a while when it walks the cottage is a burned out husk of a small bed and a few desks, but very little remains
or flies. Only the landing or take-off points dwelling, which may even still smolder in some other than charred skeletons of wood and
or areas when the nightmare ran are charred places. Once Adelheid's body is found, the ash. A careful search through the debris will
in the grass. There is only a 10% (though scene becomes a terrible murder scene with find a locked steel box, badly charred . If
cumulative if repeated from the Starting point) the villagers as lead suspects. If the party has opened, the box contains a series of lists of
chance that the party will take the correct path already spoken with Marisha, then the party is the villagers, along with a date, and a date of
to the cave. aware of the cottage and the hag who used to birth of the villager's children. None of the
live in it as well as how the girl killed the hag. children's names appear in the list, but the
Nightmare: AC -4; HD 6+6 (hp 33); #AT 3; D villager's names are clearly decipherable.
ld6+4/ld6+4/2d4; SA hooves; SD Noxious 1 Garden
fumes; MY 150'/360'Fl(IV:AA); SZ L; AL NE; ML The garden has been fairly destroyed by Clue: If the PCs have not discovered th e
Monster+4; Monster Level 6; XP 525 +8/hp the villagers of Wesselrum. Most of the promise made to the hag by this point, these
(XP total: 789). crops were stolen and then the rest burnt. papers will be valuable clues to the wrong·
A careful investigation, especially by those doings of the community. Presenting these
Guillaume's Trail with skills in agriculture, will notice that the papers to the mayor or any other village
The hunter made his way to Grettix's cave less garden was indeed destroyed by humans leaders (i.e., head of the militia, the miller,
than a week ago. If a ranger, eU: halfling, or with human tools. or even Ramon) will cause the villagers to
confess their crimes.

While sifting through the bedroom, the


PCs face an attack by a soul worm. A soul
worm escaped from Grettix's pack while she
was exploring the remains of her cousin's
cottage. It will try to attack, by surprise, any
PC exploring the bedroom.

Soul Worm: AC 7; HD 1 (hp 8); #AT l ; D


ld4 + 1; MV 60; SZ M; AL NE; ML Monster;
Monster Level l; XP 10 + l /hp (XP total:
18).*

Clue: The fight with the creepy little worm


with a human face should alert the PCs
that something very bad is occurring to the
people of Wesselrum, well beyond a simple
curse. A crearure from Hades does not
normally inhabit the woods randomly.

4 Kitche.n
Ade lheid's kitchen is very large in
comparison to the rest of the rooms in the
cottage and to the entire cottage in general.
To Wesselrum The most notable object in the kitchen w ill
be the massive iron oven.

5 The Oven
The door to the oven has been torn o ff its
hinges by something very strong (Grettbc
Map E: Adelheid's Cottage ripped it ofi). The gruesome burned remains
1Square=5' of Adelheid's body still remain in the oven.
This event happened a few wee ks prio r

• The Soul Wonn and the Soul Wonn statistics block are Copyright 2007 by B. Scot Hoover and are used with pennission.

23
to the PCs arriving at the hamlet, but the her the sicuation. The only way the parcy any unwanted guests before they reach area 5.
charred smell should still be overwhelming. can find out what the parents did, other than The skeletal snake will attack by surprise in an
an adult guilefully explaining it, is through effort to kill at least one character and drive the
Clue: PCs can notice that someone - or thing Marisha.) rest away.
- has scooped up some of the burnt ashes • Marisha was able to trick the hag into the
and taken some of the bones of the body in oven and killed her.
CAVE DESCIUPl1CNS
the oven. PCs with spelkraft identification • Marisha believes that the parents of the town
would note this grave robbing as the act of a secretly think the ghost is the ghost of the
spell-caster most likely, but most magic-user hag she killed and she feels as if she is to l Main Entrance
characters would be unable to identify the blame for everyone"s iUness. This is the lower entrance to the cave area.
exact spell. • Marisha can offer to take the PCs to the hag's The environment outside the cave is pine
cottage, but they mustn't teU her mother. forest and rocky with hills, but on any closer
6 Storage Shed She cannot go today, but she should be able examination, everything has a brackish, oily
This shed originally held the golden-egg· to take them there early tomorrow, as her coating of some substance. This is the resu lt
laying hen, as welt as other fowl and a mother will be in the fields aU morning. of closeness with Hades. From outside the
number of toots. The shed was not accually • She will try not to tell the parcy about the hen cave, the PCs may hear laughing, growling,
burned by the villagers during their raid and and its abilicy to lay golden eggs, but there or cackling from any of the creatures inside,
stands untouched, albeit devoid of most of is a 45% chance that if o n the topic of the including Grettix.
its contents. A few gardening toots may be hen, something about its eggs will slip out
found scattered around the ground. These accidentally. 2 Shub Lair
tools were left by the villagers because aU of This chamber is the shub's lair. If the shub
the tools a.re far too large to be of any use to is still alive, it will emerge from this room to
W ANDERING T llROUGH THE FORESTS
them. attack any intruders as they enter the main
entrance area (1). If explored, the room is
Random encounters in this module are not filthy, littered with animal carcasses, rotting
Clue: A thorough search of the shed will
encouraged. In order to construct a good vegetation, and the shub's own horrid
uncover a small golden egg (20gp value).
horror-themed "feel," it is suggested that waste.
This was one of the first golden eggs laid by
the list below be carefully pre-planned for
the hen and was kicked to the edge of the
the party by the GM. The table is left as a Treasure: l,487cp, l ,338sp, 2 gems (150gp
shed by Adelheid while tending the chickens
random encounter table for those times when and 500gp), l gold comb (25gp).
one day. If the party had not yet discovered
randomness is important to creativity and
the hen, this is an imporrant clue to further
impulse. Encounters occur with a 12 on a 3 Mephit Room
secrets from the hamlet.
ldl2 and are checked three times per day and If the mephits are still alive, they will
twice per night. be found here. The mephits will not
MEETING M ARISHA AND F ARICA
immediately attack intruders but will remain
This section is used whenever the PCs meet P ART IV: 6Rf:rnx's C AVE silent and wait to see where the intruders go.
either Marisha or her mother Farica. The two Map F ts used for this location They will attempt to attack by surprise. If
are difficult to meet unless the party goes che intruders simply leave, the mephits may
directly to their home. Farica keeps Marisha or may not follow as their whim dictates. lf
Part IV may beg.i n any time the PCs have the mephits were destroyed, the PCs may
out of sight from the rest of the hamlet because followed any of the leads to the cave area.
she is concerned the hamlet's adults may turn explore the chamber. The mephits have
Grettix will most likely be in the cave, although constructed crude straw beds. One bed is
on her, believing that she may have caused the GMs with special plans could always have her
ghost co affect the other children. AdditionaUy, grayed and charred by the smoke mephit;
elsewhere. There is a chance that the PCs have
Marisha has not yet been affected by the night the other is wet and burned by the steam
already disposed of some or all of the other mephit. The floor has a few dead animals
hag's rides, furthering suspicion of her guilt. creacures in the cave. If these creatures have
In reality. it is only complete coincidence that strewn about but not anywhere near as
been destroyed in their initial encounters, horrid as the shub's chamber.
Marisha has yet to be affected. Another girl, they will not be present or replaced, and the
Amelia (F6), has also yet to be affected. Farica party can simply loot the creature's remaining
is afraid that when Amelia gets affected, the Treasure: 38pp, l gem (30gp), l necklace of
treasures. Any treasure listed is in addition precious stones and platinum (180gp).
town will curn on her daughter. She would to any treasure the creacure kept on its body;
have left already if it hadn't been for the forget thus, if for example the shub was not killed
spell. 4 Aband oned Roo m
previously, the treasure listed in the shub's lair
In any meeting, Farica will not want This room was once used by a hunter long
(2) should be added to the treasure listed in
Marisha to teU the PCs anything about Adelheid ago. A broken, mostly deteriorated bed still
the shub's statistics entry.
or the hen. The two will be very resistant to any remains. The area has been thoroughly
conversation with the parcy, although the PCs searched many times before and nothing
The cave is located in a dismal pile of rocks else is to be discovered here.
should note that Marisha clearly wants to tell
in the foothills of Liombruno's Hand, the
them something. lf the party can get Marisha
northern mountain range of the Westgate 5 Grettix's Cauldron Room
alone, she will tell them the following points:
region. There are two entrances to the cave, a Grettqc spends most of her time in this large
lower entrance and an upper balcony entrance. upper chamber. Her cauldron sits in the
• A month ago, she was kidnapped by an evil Light in the caves is unusually dark, reducing middle of the room, nearby a summoning
old hag to the hag·s cottage northwest of all light source distance by 25%. This darkness circle which has been inscribed into the
Wessel rum. is due to the close proximity to Hades. ftoor to the north side of the chamber. The
• The hag wanted to cook her, telling her that The battle with Grettix is entirely up to circle is used to gate objects from her ho me
her mother had traded the girl for her own the GM as to how it shall proceed. The hag in Hades with the help of the cauldcon.
freedom years earlier. (This is an important may be prepared for the party, she may be Across the chamber is a small altar built
point - the adults ofWesselrum are unaware surprised, she may bargain with them, or the of animal bones. The alter holds the gem
that any child knows about the promises party may have interrupted her forget spell just of weak souls. Also laying about the altar
they made to Adelheid. Marisha never told as she is about to drown a villager. In any case, are her other material components for the
her mother that the hag had explained to Phalthraxis, her pet necrophidius, will attack cauldron, such as bottles of steam, a bottle

24
of a scream (Rochelle's), and a large golden- ability, trying to find the PCs. She may even 6 Gretti'C's Chambers
gilded box (1,800gp) full of empty glass successfully locate them - right behind her! Grettix's chambers are as any night hag's
bottles. Between the altar and the cauldron In either case, if the party gets to her in time temporary home: a makeshift bed with
sitS a table and four chairs, stolen from the to save the villager, he is strung up from the rotting straw, a scolen desk and chair covered
hamlet. There are two curtains in the room, cave ceiling directly over the cauldron, head in the remains of meals and torturous
blocking off two other chambers. To the first, by the spider's sticky webs. See the experiments, and sooty, oily garments laid
south is a large opening in the cave wall, section below entitled "Defeating Grettix" about everywhere. The whole room reeks
leading to a small cave balcony which looks for information on tactics and the final of filth, decay, and an immense lack of basic
out over the pine forest full of mises. battle. hygiene. The only thing of interest in this
The ceiling houses Grettix's huge spiders chamber is the chest at the end of her bed.
which she sometimes stuffs into the cauldron Spider, Huge (12)*: AC 5; HD 2+2 (hp 18. The chest is a charred wooden box with gold
for powering its spells. The huge spiders 17x2, 16, 15x3, 13, 12, 10x2, 9); #AT 1; D gilding (200gp if taken) and is locked with
have been corrupted by Hades, becoming 1d6; SA poison (+2 saves), leap (30'); MY a good lock (-20% chance of open locks) .
neutral evil in alignment, and will attack 180' ; SZ M; AL NE; ML Animal + l; Monster The lock has a trap designed for deterring
the party if a battle begins. The crawlers Level 3; XP 150 +3/hp (XP total: 204, 20lx2, thieves from Hades. If the key is not turned
will ease their way down the cave walls and 198, 195x3, 189, 186, 180x2, 177 (2301)) the proper sequence of directions (like a
spring at any unsuspecting party members. Treasure: 12ep, 8gp, 2pp, 1 gem (200gp). combination lock), the lock will spray ouc
After any conflicts, if the party wants any a stream of molten silver at the chief. The
spider treasure, they'll find it stuck to the *Number may be reduced depending on spray affects a conical area no more than
ceiling. Grettix's spell-casting actions during the 5' at its widest berch and 10' long. The
If Grettix is aware of the PC's approach, game. molten silver will cause ld4 + 3 damage and
she will be in her chambers (6) behind the an additional ld3 damage for the next ld4
curtain, watching the party's behavior until rounds after the first round as the silver
it is time to strike. If she is unaware, she will bits cool in the victim's skin. A resident of
be ac her cauldron using the clairvoyance Hades normally affected by silver will take

25
6He>STS fRC>M THE DARE Ween

the same regular damage but double the by + 3 or higher magically enchanted weapons, planar conduit function of the cauldron using
additional damage per round. Inside the or weapons made of pure iron or pure silver. the spiders (see Power C in the cauldron's
chest is a bag of bone bits and dust (from The parry may not know how to affect the hag, description inAppendixA), they could push the
Adelheid) in a silk bag (60gp), two human which is why they can learn such information hag through the cauldron back to Hades. If the
skulls, and a strange glowing purple orb from the sage Alannah or her books. Optionally; hag is sent through, she will lose her memories
of glass, crackling with energy inside the a rare scroll from the temple of Orsney may like any other creature, which would make
globe. The orb will read as magical of the provide a clue. There is little in town in the certain she would never return and would
invocation/evocation rype if detect magic is way of pure iron and certainly very little, if any, deal a little poetic justice. This final solution is
cast on it. This orb is left undescribed in silver. Forging such a weapon will take a few only possible if either proper research through
this module and will be explained further in days, which the PCs - and the children - do the most detailed volume of the sage's book is
future products. Any PC taking the orb may not have. The best solution for a parry with no available in town, or if a character used a more
be awarded a base 1,200XP as if the orb was + 3 or higher enchanted weapons is probably potent power like legend lore, contact other
a magical item. to remove the iron posts from the graveyard plane, qr similar.
fence (39),or get creative with iro n nails, which
Grettix (Night Hag): AC 10; HD 8 (hp 39); they can get from the blacksmith (18) or the
#AT 1; D 2d6; SA sleep, magic missile, ray of carpenter (26).
PART V:
enfeeblement, know alignment, polymorph An additional solution to defeating CcNCLVSIC>N AND WRAP-VP
self, gate ally, astral projection SD immune Grettix would be sending her back to Hades
to charm, fear, sleep, and cold or fire-based by severing the connection to the plane. PCs The conclusion of this module is highly
spells; +3 or better, iron, or silver to hit; may sever such a connection by destroying dependent on what happened or what che
MR 65%; MV 90'; SZ M; AL N; ML Average the cauldron, the gem of weak souls, or parry was able to stop during their time in the
+2; Monster Level 7; XP 1,850 +10/hp (XP: Grettix's special periapt that all night hags module. Thusly, we offer the following lisc of
2,240) Treasure: Night hag periapt ( +2 all possess. Grettix is over-staying her time here suggestions instead of a direct ending to the
saves, cure disease l/day), key for chest in in the prime material plane, c.'\using the planar events here in Wcsselrum.
room 6. forces between the prime and Hades to grow
weak. Severing the connection has a backlash • The party will receive permanent friendship
Phalthraxis (Necrophidius): AC 2; HD 2 effect which will force all Hades-summoned among che entire hamlet and will always be
(hp 16) ; #AT 1; D ld8; SA paralyzation, creatures back to the plane and reinforcing the welcome back with full honors.
move silently. surprise, dance of death; SD wall between worlds once again. Thus a very • The hamlet may give che parry, or the parry
immune to poison and sleep, charm, and under-equipped parry can take advantage of may negotiate for, the hen as thanks for their
other mind-affecting spells; MV 90'; SZ L this weakness. Once at least two of the three help, although the villagers would much
(15'); AL N; MLAverage+4; Monster Level 3; objects are destroyed, the hag, and most of the rather pay the party the original pay.
XP 125 + 2/hp (XP: 157). other Hades creatures which have escaped the If the hag is defeated successfully and che
Dark Wood, will be pulled back to the plane "curse" is lifted, the children. will regain their
7 Soul Wonn Treasury within l round. Constirution slowly over cime, and che party
This chamber is full of a number of medium- A final, long-shot solution to defeating is free to stay as long as they Like. They may
sized treasure chests, most of them empry Grettix may occur if the PCs figure out how even get a rurn with the hen!
with lids open. Three chests (any) are to use the cauldron. If the PCs activate the If any of the villagers died, especially any of
closed and locked with average locks. If the children, the party will still be paid, buc
opened, each chest contains a burlap sack somberness will affect the village for some
full of writhing soul worms which will attack time to come. Anything reminding the
any person on sight. While not necessarily villagers of the curse, or even Adelheid, will
much of a challenge. the bag of human-faced be disposed of as best as possible. They tvill
~vorms should be at least panly traumatic try to retain the hen, however, ~nd tvill even
to the person opening the chest. Further, donate extra cime or gold to any families of
realizing that the other chests are all empry the deceased and attempt to move on with
and awaiting the hamlet's souls to produce life.
more of these crearures should be humbling, • The party may be asked to help destroy the
to say the least. The number of soul worms remaining ruins of Adelheid's cottage.
present may be fewer if any are or have been • If the cauldron was not destroyed, the party
used to summon aid from Hades. may be left with the cask of what to do wich
it.
Soul Worm (11): AC 7; HD 1 (hp 8, 7x2, 6x2, • Finally, word may reach them of yet another
5x3, 4x2, 3); #AT 1; D ld4+ l; MV 60; SZ M; hag down near Isarwald. But that's another
AL NE; ML Monster; Monster Level 1; XP 10 story...
+I/hp (XP total: 18, I7x2, I6x2, 15x3, 14x2,
13 [170]) .*
ExPERmNc£ Pe>JNT AWARDS
Suggested Campaign Award
If playing chis module as part of a campaign,
Defeating a night hag for a lower-level parry an award of900 XP per player is suggested due
can be a tall order; even some high-level to the difficult buc shore nature of this module.
parties may be in considerable danger. GMs Disregard this if you do not use campaign
arc highly encouraged to read the entry on awards.
night hags in the osruc main rules very
carefully, noting all of the creature's abilities
and vulnerabilities. Most notably, Grcttix has a
65% magic resistance and can only be harmed

• The Soul Wonn and the Soul Wonn statistics block are Copyright 2007 by B. Scot Hoover and are used with pennission.

26
Table F: Group XP Awards sufficient information as to the different Hades
creatures wandering the woods, such as the

_jl~ ·'
- ,., ' ~·· - -~,.. ' ....~ ~- .::.;~,~~ ~- -,,~- ~. -- - ..
,
Nightmare, Mephits. and the Shub, but only
scant information on the Night Hag. Ideally,
Comoletina storv Successfullv 2 500 XP; + 1 Reputation; + 1 Fame the Night Hag information should point out
Klllina Grettlx unconventionallv that such a creature is the responsible party to
+ 700 XP; + 1 Reputation
the events striking the hamlet, but some details
Destrovinll the Cauldron +1150XP
will be amiss. For instance, the GM could relate
Destrovino the Crvstal +850 XP most of the basic information in the Night Hag
Curinsz Guillaume's InsanitV +250 XP monster description (in game world terms, of
No child died + 1,000 XP; + 1 Reputation course), but no information would be gained
Rescuinll the Golden Hen +lOOXP on the gem of weak souls or the cauldron.
For each child that died -500 XP
No hamlet resident died +750XP 111: Sparsely Detailed (Information which
can offer leads but no direct solutions)
In this version of the tome, the party can
research the book, but the functional
The awards listed above are suggested for information is very limited. Th e best the
parties who have performed or failed at
party can hope to glean from the book is that
exceptional tasks as a group. The XP above Useable by: Any character able to read their foe(s) may be from Hades and that in
should be calculated and then divided by the the text general, enchanted, silver, or iron weapons are
entire group. Disregard this section if you do necessary to defeat such creatures. There may
not use group XP awards. XP Value: 200
be detailed descriptions of other creatures,
We have added suggested awards of but none which fit the descriptions of the
GP Sale Value: 3,500
Reputation and Fame as well, since we noticed
events the party and hamlet have encountered.
that some of tbe le and 2e compatible games This version may also contain misleading or
have such sorts of systems. The bonus we list is This tome from the sage Alannah's library can incorrect information at the GM's discretion.
based on a 100 point range for reputation and be a very valuable tool if discovered in this
a 10 point range for fame. Both ranges may go module and can bring the party a nice reward
equally into the negatives for poor reputation if sold or added to a magic-user's library. The
and fame (ex: -100 to + 100 reputation). tome is not magical, however, and will not
Whichever system you use, we hope you can radiate as such. We have designed this section
Useable by: Illusionist, Conjurer,
transpose the mathematics accordingly. Fame of the module to cover three possible versions
Shaman
may be translated as Honor if that system is of the book, depending on how you, the GM,
used. wish to work with the party, their knowledge, XP Value: 2,000
and game pacing. The tome can provide any
amount of knowledge you wish to give to the GP Sale Value: 25,000
party, but it is advised to keep such knowledge
APPENDICES consistent. All three forms of the tome are The cauldron functions only if filled with water
written by an unnamed conjurer. He-, or she, from the Scyx and is activated by depositing a
specialized in conjuring creatures from Hades Soul Worm into the waters. The cauldron must
A: New M.wrc ITEMS
and began, or hoped to begin, a catalog of be stirred once per hour to keep the powers
what came through his or her gates. The three functioning. If stopped, a new Soul Worm is
~ c:.
-. ~- ~ versions of this tome are as follows: required. The waters need to be changed if
BookS ot:QiJ.iek ~g allowed to stop more than 3 times. Luckily
I: Highly Detailed (Fast cut-and-dry game) for Grettix, she spends only an hour at a time
This version of Critters from the Dark Wood "riding" her child victims, but if she "rides" any
Useable by: Any character able to read adults, she may have to re-start the cauldron.
contains very detailed information on a
the text Destroying the cauldron is relatively very
variety of demons from Hades. It lists their
XPValue: 700 names, even specific names in some cases, easy. The cauldron's Hades-wood lad le/spoon
vulnerabilities and strengths. It also details needs to be set afire with magical fire and then
GP Sale Value: 1,500 common companions to certain demonic the flaming ladle needs to strike the bottom
types. The text is very clear, and any character of the cauldron. Alternately, any weapon
able to read the book can quickly learn what is forged in Hades can destroy the cauldron
Each of these magical books instructs the with sufficient strikes (80hp). Unfortunately,
reader in one manner of proficiency. After required at the moment: from leading the party
to understanding that the hamlet's attacks are destruction of the cauldron will immediately
spending a week with the book, the reader may cause 1-4 Hades devils to gate to the location
gain + 1 slot towards the listed non-weapon from a night hag, to learning how to destroy
the cauldron and even information on the gem of the destruction and have a 10% chance of
proficiency unless the reader already has a skill summoning a Shaitan. In this module, the
of 14 or more in the proficiency, in which case of weak souls. This type of book is used by
GMs who wish for a quick resolution to the Shaitan should not appear unless the party
the book has no effect. In all cases, once the is powerful. Otherwise, only 1-3 spiked
book is read, the magic is lost, although the game and those that will use the game only
as a one-night style game with no effect on a devils and an Enkil will appear (statistics not
book remains and is still readable and possibly provided).
functional for any standard training or research campaign. Care must be taken as to how to
present such a book to the p arty, however, as All magic powers of the cauld ron are
library. Any character of any class, species, or considered phantasmal magic and are cast at
alignment who can read the language of the no player likes the "too good to be true" prize.
15th level of ability.
book may gain its benefits.
II: Detailed (/nfonnatton sufficient to end the
game but with little otber future use) A) May summon aid from Hades (Gate l d4
This version of the book has a number of Mephits, ld2 Shub, or 1 Enki l pe r week);
useful passages relating directly to the events Requires Soul Worm .
which are striking the hamlet. There should be

27
8) May summon shades as per the Illusionist take the souls to Hades for transference into This spell is similar to the fog cloud spel,1
spell but double in number 1/day; Requires the Soul Worms at her own pace. although fog/all is designed for a much larger
scream of a human child (captured in bottles; When a non-Hades resident touches a gem coverage area. The caster pinpoints a spot to
Grettix currently has 4 empty bottles). of weak souls, the gem speaks telepathically to begin the spell based on line of sight. The
C) May pass objects through to and from the bearer and will constantly remind the new caster needs to see the exact point the spell
Hades. Objects pass through the Styx owner of the owner's failures and personal will begin and may begin the spell high into the
water, so transporting thinking beings Is not drawbacks. The gem Is considered a cursed air. The fog will begin at this point and trickle
recommended; Requires live huge spiders (4). item and will not allow the possessor to rid downwards and outwards in a large radius from
(Grettix currently has 12) him or herself of the gem. Every 6 hours, the the ground point until the fog fills the spell
D) May use clairvoyance 3/day; Requires gem drains 1 point of Constitution. At •o· and caster limit area. Visibility in the fogfall
ground bones. Constitution, the character dies and his or her is limited to 10'. Fogfall cast into an enclosed
E) May induce nightmares in an area I/day; soul or spirit is taken by the gem until another area may reduce the visibility to l' less per ~
Require.s fresh blood of any type; Nightmares creature, such as a greater demon or devil, can mile restricted from the total area required for
grow in severity if used over a series of nights. forge the soul or spirit into a Soul Worm. U a the spell. Visibility can never be reduced to less
At 6 nights, the nightmares can be deadly or gem owner dies in some other fashion, their than 2'. Thick forests or jungle will reduce the
madness-inducing. (Grettix is not actually soul or spirit is still taken by the gem. fog's intensity, allowing a base visibility of 20'
using this power - the nightmares affecting the Other Hades residents may simply use and a maximum reduction of 5', but will not
PCs are due to the closeness of Hades to the the gem as a l,OOOgp gem (it's actual value, completely dissipate the fog. Fogfall cannot be
Prime Material Plane during the course of the relatively) without fear of the curse. Each soul cast underwater. Strong winds may dissipate
module) or spirit in a gem increases the value by an the fog; as the fog leaves the area limit of the
F) May cast forget over a large area; Requires additional 500gp. spell, it will slowly disappear.
a drowning of a person from the area in the Unlike other spells, the duration for
cauldron's Styx-filled waters by the third night The lien What Lays Golden Eggs this spell does not begin until the fog has
of stirring. completely filled its area. The foggy vapors
G) May castfogfall; Requires "breath of a river," move rapidly, rippling and boiling at a rate of
meaning early morning steam rising from a Useable by: Any 500' per minute, filling a radial mile area in
river. A steam mephit will capture this material XPValue: 450 approximately 5 minutes.
in a bottle for Gretlix during the module.
GP Sale Value: 1,500
CURE IMPAIRING WOUNDS
\Vater of the Styx: The water from the River This hen does indeed produce golden eggs at Clerical Necromancy/Goetation
Styx in Hades is a potent magical water which a base chance of 60% per day. If a golden egg
erases all life memories of anyone submerged is not laid, a standard egg is produced instead. Level: Clerical 2
in the water. Victims may still have information Each golden egg is solid gold and is worth Range: Touch
but will have no idea where it comes from approximately 30gp. The hen herself is worth Duration: Instantaneous
and cannot access any information without approximately l,500gp, although the older the (permanent)
some sort of prompt from another. A simple hen gets, the more her price will drop as her
splash from the water is sufficient to affect the Area of Effect: Creature touched
egg-laying frequency will begin to cede.
character as if the character were the target of One caveat to the golden hen is that she Components: v,s
aforget spell with three exceptions: there is no is really just a normal hen. The gold eggs are Casting Time: 6segments
saving throw against the effect, the memories a result of eating insects which fed on the Saving Throw: None (Neg.)
lost are for ldlO rounds beginning with the vegetation of the giant, crisp vegetables in
round immediately before the contact, and Cure Impairing wounds works similarly to cure
Adelheid's garden. Because the villagers stole
memories cannot be returned without divine light wounds and other such healing spells
the produce to grow themselves, the hen will
intervention - not even a wish spell can return but allows the cleric to heal (or Injure) for
continue to lay golden eggs, although probably
memories lost to the Styx. ldl2+1 hit points. Otherwise, this spell works
with less frequency In the near future. Should
identically to the other healing spells as does
anyone, including the PCs, take the hen away
the reverse, cause Impairing wounds.
The Gem of Weak Souls from the hamlet, the hen will return to laying
(Cursed Item) normal eggs in a few weeks. No other hens
- seem affected by the giant vegetables, but they
[Optional Rules) Ifyour GM uses injury rules,
cure Impairing wounds has the following
Useable by: Night Hags might be if the hens are raised at the hag's
additional effect when cast:
cottage. It is unlikely for any of the hamlet's
XPValue: - residents to make such a connection.
Unlike the other clerical healing spells, this
GP Sale Value: 1,700
spell has the ability to heal broken bones and
These special gems are found along the banks B: NEW SPF.LLS restore some mobility to injured limbs or
of the Styx river in Hades. When properly appendages. Each casting of cure Impairing
harvested by Night Hags. these gems have wounds will heal one broken bone (or related
FOGFALL
special properties that allow a Night Hag to set of bones) and restore a damaged physical
Phancasmal ///us/on/Phantasm ability score by 1 point, although the ability to
increase her powers of suffering. A Night Hag
must sit and concentrate on the gem and then heal damage is reduced to ld6 hit points when
Level: Illusionist 4 used in this fashion. If the spell is used on an
may use her ethereal ride ability to affect up
to 2 people in a single night, at the same time, Range: Unlimited up to line of individual with damage and broken limbs, the
or up to 6 children per night. Additionally, sight spell automatically heals the broken limb first
should any person or creature die while using Duration: lhr/caster level before the standard healing rate can be used.
the gem, their souls or spirits are collected by Area of Effect: ~ mile/caster level Cause Impairing wounds can instantly break a
the gem instead of allowing the soul or spirit radius, 20' high limb, causing ld2 points of ability score Injury,
to travel to whichever plane it would normally (Strength or Dexterity) and damage the target
Components: V,S,M
return to. Once the gem has collected 50 souls for ld6 hp. The creature touched Is allowed a
Casting Time: 1 round save vs. spells to resist the reverse effect. The
or spirits, it is full. The Night Hag may then
Saving Throw: None caster may decide whether to damage normally
or break a limb when used In reverse at the
time of casting.
28
PC Handout: Mayor's Egg-Keeper List

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OPEN GAME LICENSE Version l.Oa: The following 4. Grant and Consideration: In consideration for 14. Reformation: U any provision of this License
text is the property of Wizards of the Coast, Inc. agreeing to use this License, the Contributors is held to be unenforceable, such provision shall
and is Copyright 2000 Wizards of the Coast, Inc grant You a perpetual, worldwide, royalty-free, be reformed only to the extent necessary to make
("Wizards"). All Rights Reserved. non-exclusive license with the exact terms of this it enforceable.
License to Use, the Open Game Content.
1. Definitions: 15. COPYRIGHT NOTICE
(a) "Contributors" means the copyright and/or 5. Representation of Authority to Contribute: Open Game License v 1.0 Copyright 2000, Wizards
trademark owners who have contributed Open U You are contributing original material as of the Coast, Inc.
Game Content; Open Game Content, You represent that Your
(b) "Derivative Material" means copyrighted Contributions are Your original creation and/ Ghosts from the Dack Wood, copyright C 2011,
material including derivative works and or You have sufficient rights to grant the rights Author: Dominick Pelletier.
translations (including into other computer conveyed by this License.
languages), potation, modification, correction, Soul worm, shub, enkil, shaitan, and spiked devil,
addition, extension, upgrade, improvement, 6. Notice of License Copyright: You must update copyright ID 2007, B. Scot Hoover.
compilation, abridgment or other form in which the COPYRIGHT NOTICE ponion of this License
an existing work may be recast, transformed or to include the exact text of the COPYRJGHT System Reference Document Copyright 2000,
adapted; NOTICE of any Open Game Content You are Wizards of the Coast, Inc; Authors Jonathan 1\lveet,
(c) "Distribute~ means to reproduce, license, rent, copying, modifying or distributing, and You must Monte Cook, Skip Williams, based on original
lease, sell, broadcast, publicly display. transmit or add the title, the copyright date, and the copyright material by E. Gary Gygax and Dave Arneson.
otherwise distribute; holder's name to the COPYRIGHT NOTICE of any
(d) "Open Game Content" means the game original Open Game Content you Distribute. End of License
mechanic and includes the methods, procedures,
processes and routines to the extent such content 7 . Use of Product Identity: You agree not to Use DESlGNATION OF PRODUCT IDENTITY: All
does not embody the Product Identity and is an any Product Identity. including as an indication as textual material from this product, other than
enhancement over the prior art and any additional to compatibility, except as expressly licensed in Appendix A and Appendix B are considered
content clearly identified as Open Game Content another, independent Agreement with the owner Product Identity and may not be reproduced or
by the Contributor, and means any work of each element of that Product Identity. You agree distributed without eicpress permission from
covered by this License, including translations not to indicate compatibility or co-adaptability the publisher. Some creatures appear courtesy
and derivative works under copyright law, but with any Trademark or Registered Trademark in of other parties (as listed in Section 15 above)
specifically excludes Product Identity. conjunction with a work containing Open Game and ace used in th.is product with permission.
(e) "Product Identity" means product and product Content except as expressly licensed in another, These permitted entries may not be used without
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storylines, plots, thematic elements, dialogue, any Product Identity in Open Game Content does are not Product Identity.
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(g) "Use", "Used" or "Using" means to use, 10. Copy of this License: You MUST include a copy Johnny Rook Games. Created by Dominick
Distribute, copy, edit, format, modify, translate of this License with every copy of the Open Game Pelletier. Used by permission." Each instance of
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(h) "You" or "Your" means the licensee in terms of 11. Use of Contributor Credits: You may not
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from this License except as described by the due to starute, judicial order, or governmental
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13. Termination: This License will terminate
3. Offer and Acceptance: By Using the Open Game automatically if You rail to comply with all terms
Content You indicate Your acceptance of the tenns herein and .&.il to cure such breach within 30 days
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shall survive the termination of this Uc:ense.

32

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