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RC1

The Great Flanaess River Adventure Chapter 1: Blackmoor

By The Oliver Brothers

A CAMPAIGN ADVENTURE TAKING CHARACTERS FROM LEVELS 1-10+

Growing up in the Village Arneson, situated in Blackmoor, at the headwaters of the River Fler, you and your friends have long desired to visit the Gem of the Flanaess – ! Having finally decided to gather together as an adventuring party, you set for yourselves a simple goal: Take to the river in canoes and paddle to the City of Greyhawk - or die trying! It is time to prepare for the journey: crafting canoes, hunting for food stores, and raising funds for supplies. Once all the preparations have been made, that fateful day will come, when you launch your canoes in the river and begin the journey of a life time.

Get ready to return to the greatest world in all of modern role playing for some old school, classic, First edition Advanced Dungeons & Dragons. Chapter 1 - Blackmoor his presence, and although he never said anything, he appeared to be looking for something; "Some nation yet shut in with hills of ice." something he did not find.

-Henry David Thoreau, In the two weeks that he stayed, he told many a A Week on the Concord & Merrimack Rivers fanciful tale, some of which were about Blackmoor and beyond. Oddly, these were tales the village elders had never told. One was of an adventurer Start (For the Players) who mounted an expedition through the Land of Black Ice to a place he said the cavemen called You were born in the Village of Arneson, at the Rigodruok or, the Rainbow Vale. 3 After defeating headwaters of the Fler River, between the Burneal many monsters, including an “ice worm” he made Forest and the Land of Black Ice. Your small village it to the strange world that lay beyond the ice. has remained at peace in your lifetime with only While exploring this new land, the expedition was the occasional stray threat by some beast outside attacked by blue colored bugbears and giant the gates. The village is surrounded on the north spiders, and most of the party fell victim to the side by a large mount with a draw down the spiders’ webs. A few, including the party’s leader, center, and the south side is protected by a managed to escape and eventually found a tunnel stockade. The central feature of your village is the that traveled south under the Black Ice. They faced oversized pool of hot water that is derived from a further dangers along the way, explosive jets of hot natural spring, which is then warmed by a process water and thousands of large spiders everywhere. of vulcanism beneath the earth, thus providing They also found diamonds in abundance, warmth to the village itself.1 In addition, water protruding from the walls and simply laying on the channels its way down the draw and then splashes ground. They grabbed as many as they could from an overhang into the pool. When the cold carry, but had to abandon most of them for the water strikes the hot water it causes the entire weight slowed them down. Finally, they reached village to be enveloped in a fog, making for the the tunnel’s exit at the headwaters of the Fler River. perfect camouflage. Those unfamiliar with the Little did you know that the Village of Arneson was location of the village often wander for days so famous! Although you also know there are no looking for it because of this interminable mist. As secret tunnels in Arneson. When you asked what the pool overflows, it spills gently over the south happened to the survivors, Sormod told you that edge of the pool and begins to make its journey they fled south through the Burneal Forest where downhill, becoming the Fler River.2 the leader was killed by a poisoned arrow from one of the local tribesmen and the others fled to The strangest thing about the pool, however, is the destinations further south. monkeys. The snow monkeys lounge around all day in this pool. They play on the rocks, bathe in the While the stories of Rigodruok were exciting, it was water, and spend hours grooming themselves and when Sormod spoke of the City of Greyhawk, which each other. They never leave, they never eat, and he called the “Gem of the Flanaess,”4 that you no, they never poop in the pool. It is a mystery no became the most excited. You asked him if it was one has ever bothered to solve, but they are truly a gem and he answered, “The biggest gem in friendly, entertaining, and wholly amusing to watch. all the world.” In your youth you envisioned a giant The snow monkeys are truly the central feature and gem, so valuable it would be worth all the riches in symbol of the village. the world. But Sormod’s stories of the city with its temples, towers, and grand spires; its dark alleys, Your first ten years in the Village Arneson were secret hide-aways, and intricate tunnels memorable only in terms of matters of daily life, underground; and a place called the Green learning how to hunt, to fight, and to survive in the Dragon Inn where every adventurer worth his hills of ice. While your village is small, only weight in gold wants to be seen, all made you think numbering about 120, it is full of all manner of race, and dream of Greyhawk every morning, noon, and class, and skill. All are welcome in the village, for night, and the dreams you remembered from your there being such a limited population, it is a matter slumbers, were always of the Gem. You also knew of practicality; it is a matter of survival. What is most how you were going to get there as well for Sormod memorable from when you were ten, however, was told you that all one had to do was travel the river when the man who called himself Sormod came to to the second great lake, hug the southern shore to visit. He was clearly a warrior and a man of high the next river, and there you would find Greyhawk. charisma, for the whole village was mesmerized by 1

The dream, then, was to set canoes in the River Fler Horizons, Distance, Travel, and Roads. Fharlanghn and paddle all the way to the city. Each of you believes that everyone should travel in order to held this dream in common, the dream that one discover and learn new things. If the priests believe day you would journey to Greyhawk. This passion that no one should travel this tunnel, it should give enkindled in you a fire that has continued to grow, anyone pause to consider how dangerous the and grew even stronger when you discovered that tunnel and Rigodruok truly is. So, it is the duty of the nearly all of the elders at one time or another had elders of the village to prevent anyone from finding also ventured to Greyhawk. This was too much for the entrance to the tunnel. The priests hire you and your friends. You all shared the desire and adventurers who either need a reclusive break or you were all of age. It was time to go; time to go to wish to retire where they will no longer be known or Greyhawk. bothered. This is why the village is made up of all races and classes, and with high enough levels to There was one other factor to also consider. Nearly be able to train the young adventurers in this game. all of you are almost 20 years of age (in human The key elders will be detailed below, and although years), which means you will be asked to sit on the some have high levels for their class, they will not elders council and you will be given more admit it to anyone. responsibilities in the village. This is another reason why the time to leave is now. On the positive side, The mount that is situated behind the Village however, is the fact the elders will not be mad, for Arneson has a stream of water running down a most of them were adventurers at one time in their draw which spills into the pool, but it is not the life, so your leaving is not an issue. The key to source of the Fler River – it just looks like it. That leaving, however, centers on proper preparation. water is cold. The cold water then spills into the hot You will need some additional training and all pool, thus creating the eerie fog effect over the manner of supplies, to include plenty of food and entire village. The monkeys lounge in the pool all new canoes. The other thing you will need is day, preening themselves and each other (to get a money or goods to trade for the necessary supplies. sense for these monkeys and their environment and The elders can provide you all the needed training. antics, Google “Japanese Snow Monkeys, The hills of Blackmoor can provide the game for Jigokudani”). They never seem to leave and no rations. The Burneal Forest can provide the trees to one knows what they subsist on. Here is the key: fashion canoes. Now all you need is to figure out They take turns diving into the water to the back of how to secure some items of great value in order to the pool, under the waterfall. Then they dive down sell them when you reach the first towns and cities and go under a rock outcropping. They come up so as to fund this great adventure. out of another pool of water in a cavern made of ice. The tunnel, also made of ice, heads due north. (For the ) In the cavern and tunnel there are clear stones sticking out of the walls that put off a soft glow. The secret of the Village Arneson is that it is a place These are heated diamonds. They provide some where adventurers can retire or take a long break warmth, which is why the walls are made of smooth from the world as few people venture to the ice, by a process of melting and refreezing. The headwaters of the Fler River. They are, however, monkeys enter the cavern and grab some of the also performing a duty. The tale that Sormod (not sticks that are lying near the pool and they head his real name) told was about an adventurer (the back into the cavern. After traveling some real Sormod) and his journey to Rigodruok. When distance, about ¾ mile, they reach the lair of the the party made it out of Rigodruok alive, they did spiders. They avoid the warning webs, approach indeed lose Sormond in the Burneal Forest to the the cocoons, and they poke a hole in the middle of poisoned arrow of a native savage. There were the cocoon with their sticks. Thousands of little only four left. One fled to parts unknown, two to the spiders then pour out of the cocoon and the Wolf Nomads (their original home), and the third monkeys eat them off the poking stick. When they was a Priest of Fharlanghn who fled to pop the cocoon, a warming diamond also falls to Schwartzenbruin on Lake Quag. With the treasures the cavern floor. This is how the spiders incubate he secured, the Priest established the Village of the babies in the cocoon, by digging the warming Arneson to prevent anyone from finding the tunnel diamonds out of the wall and placing one in each and venturing north to those unholy lands. The cocoon. When the diamond falls to the ground, it Fharlanghn priests of Schwartzenbuin still fund this goes cold and becomes a simple diamond. Each project today, over one hundred years later. Now diamond is worth 50 gp. Satiated, the monkeys dear Dungeon Master, think about this. These priests return to the pool. Along the way they poop – thus worship the deity Fharlanghn who is the god of 2 keeping the pool always clean. The tunnel is the player characters know the village is in reality a secret passage that leads through the Land of small hamlet with a population of only 120 people, Black Ice to the Rainbow Vail, just like the story tells. but they retain the use of the term village out of If the players become curious, they may try to hope. There are approximately 20 buildings in the explore the tunnel which will be detailed below. village that are made of stone and timber, while the rest are small wooden shacks. The key features In order for the adventurers to prepare for the trip, are the Barn, the Great Hall which is a meeting the elders will be willing to train them and provide place and substitutes as the local inn, the Long Hall them with some additional items such as weaponry which is a barracks style living quarters, and the and healing potions, as long as the items are basic chapel to Fharlanghn. The other features include (See Scenario #1). They will not part with their own the pool, the draw to the north, and the stockade magical items. They will encourage, but they will to the south. not help unless asked. The adventurers all feel that the young adventuring party must learn things on Safe haven: The Village of Arneson also serves as a their own. In order to prepare for the trip, they will safe haven in this campaign. If the party ventures need to go hunting for rations (See Scenario #2), to outside of the stockade they will be in dangerous the Burneal Forest to cut down trees in order to territory, but they can return to the confines of the fashion canoes (See Scenario #3), and they will village and be safe and receive treatment for any need to find some way to generate money. The wounds. Even once they leave on the journey, if primitive way would be hunting for hides and an they run into difficulties, they do have the option of opportunity will present itself when they hunt for retreating back to the village for assistance. rations (See Scenario #2). However, if they become curious about the monkeys and follow them into KEY TO THE VILLAGE the tunnel, they will have the chance to recover some diamonds (See Scenario #4). Another 1. THE FLER RIVER possibility is for the adventurers to just head into the At this point, just outside of the gate, the Fler River is hills around the Village of Arneson to see if they find rather unimposing, as it is barley 10’ wide and anything, which is a distinct possibility (See Scenario about ½’ to 1’ deep. #5). Then, the night before their departure, Lieberman der Walder returns to the village that 2. THE ENTRANCE TO THE VILLAGE evening, badly injured by a yeti. Castigan decides to take care of the yeti once and for all, but offers The entrance to the village cannot be seen for it is the opportunity for experience to the new camouflaged by the steam coming off of the pool. adventuring party (See Scenario #6). Finally, once In addition, if one were to look at the ground for a the adventuring party believes they are ready, then path or a road, none exists. This is because every they will set the morning of departure, load up their night at sundown, the Druid casts a special spell canoes, and head south (Scenario #7). As they are that causes all of the tracks within a 100’ radius of heading south on the river, they will discover one the front gate to disappear. There is simply nothing minor problem – the Fler is not deep enough in present to suggest a village is nearby. places in the Blackmoor landscape, so they will have to drag their canoes along, slowing them 3. THE GATES down. If they have not met the Blue Bugbears yet, they will now. The gates are two heavy wooden doors that swing inward and have two cross-arms locking devices. The Village Arneson The gates are usually open during the day and closed at night. They are guarded by one guard “Often in a snow-storm, even by day, one will come during the day and two at night and there are out upon a well-known road and yet find it small, guard post shacks on either side of the entry impossible to tell which way leads to the village.” way.

-Henry David Thoreau, 4. THE BARN Walden The barn is a nice log structure that is one of the Having grown up in the Village Arneson, the players finer buildings in the village. It has stalls for riding are already familiar with the layout of the village horses, milking cows, etc. and all who live there, so they may see the village map. On the hex map, it is located in hex1. They 3

5. THE GREAT HALL 11. THE CHICKEN COOP

Next to the hot springs pool, the Great Hall is the This is the chicken coop which is tended by the central feature in the village. It is a stately log and Bard. They are for both laying eggs and roasting. stone structure with double doors both north and The Bard loves eggs for breakfast and chicken for south that have vestibules, featuring closets for wet dinner. The druid, who lives next door, finds this gear. Single doors then open from the vestibules habit to be repulsive (he’s a vegetarian). into the hall. To the east is the kitchen with a double-sided fireplace and to the west are long 12. THE ILLUSIONIST’S HOME tables, chairs, and a single-sided fireplace against the wall. The hall features various animal heads This is a simple home belonging to the Illusionist Arria mounted on the walls, and there are hundreds of Lightfoot. Her statistics can be found in 1-10 below. skins strewn about on the floor and many hanging 13. THE MAGIC USER’S HOME from pegs on the walls. The skins on the walls can be used for extra warmth while in the hall. Cooks This is a simple home belonging to the Magic User are present twenty-four hours a day and meals can Sulerian Sotal. The house is full of books, be had at any time. bookshelves, and desks. The only place to stand is in the entryway as there is no room to move 6. THE LONG HALL around, much less to sit, in Sulerian’s home. He is The Long Hall is just that – a long hall that is a fine with that because it means people won’t stay dormitory style living barracks. It is a log structure long. His statistics are detailed in 1-9 below. with two stone fireplaces, one on each end of the 14. THE RANGER’S HOME hall. There are currently two dozen men living in the barracks, including the player characters. This is a simple home belonging to the Ranger Lovac Staza. The interior of the home features an 7. THE CHAPEL OF FHARLANGHN enormous array of animal heads, pelts, and various

wilderness trophies. His statistics are detailed in 1-8 This is a simple wood log and stone structure that is below. the Chapel of Fharlanghn, as well as the home of the local cleric, Asa Kletterrose. Asa’s statistics can 15. THE PALADIN’S HOME be seen below in 1-2. This is a simple home belonging to the Paladin 8. THE LEADER’s HOME Rolando. The house is pretty stark looking. His statistics are detailed in 1-7 below. This home structure, made of logs and stone, is the nicest and the largest of the home-like structures in 16. THE FIGHTER’S HOME the village and features two fireplaces on the west and east ends of the home. The home is afforded This is a simple home on the outside, belonging to to the head of the council, which for some time the Dwarf Fighter Doral. The inside of his home is now has been Castigan the Proud. His statistics can unique, however, for his is another home that be seen below in 1-5. features petrified wood. Everything on the inside, however, shows him to be a skilled carpenter for 9. THE DRUID’S HOME the intricate carvings and wood-work have to be seen to be believed. The rest of the home appears This home structure is made of wooden logs and to be dedicated to one more art, that of making has a stone fireplace. The inside, however, is one of beer. There are all manner of barrels, casks, the few in the village that has a unique decorative brewing vats, taps, and various vegetation (hops) feature, petrified wood, it is also jammed full with all throughout the home. Doral’s statistics are detailed types of flora and fauna, insects, and all manner of in 1-6 below. specimens. This is the home of Lieberman der Walder and his statistics can be seen below in 1-3. 17. THE THIEF’S HOME

10. THE BARD’S HOME This is a simple home on the outside, while the inside features a large bed by the fireplace, and every This is nothing special about this wood log structure, manner of chest, coffer, and bag throughout the other than it is the home of Calan Faust. His room. The home looks more like a storage area statistics are detailed below in 1-1. 4 than living quarters. The home is that the Thief people to visit: Calan Faust the Bard, Asa Kletterrose Tarsus of Ratik. His statics are detailed below in 1-4. the Cleric, Lieberman der Walder the Druid, Tarsus the Thief, Castigan the Human Fighter, Doral the 18. THE GREENHOUSE Dwarf Fighter, Rolando the Paladin, Lovac Staza the Ranger, Sulerian Sotal the Magic User, and Arria This is the village greenhouse tended primarily by Lightfoot the Illusionist. Seeking these elders out for the Druid with some commoners assistance. their assistance may prove to be of some value.

19. LOG HOMES The following are the statistics, some brief information, and the type of assistance each of the Each of these structures are log homes which ten elders can provide to the party: belong to other residents of the village. 1-1. THE BARD – Calan Faust 20. WOODEN SHACKS (Village #10 above) Each of these structures are wooden shacks which belong to the commoners. Calan Faust, Male, Half-, Bard (Fighter 5th level, Magic User 4th level, Thief 5th level), 5’9”, 142 lbs., LN, 21. THE POOL AC 6, HP 29, MV 12”, STR 16, INT 14, WIS 15, DEX 15, The pool, as previously described, features the CON 15, CHR 17. Spells: First level: charm person, waterfall, the rocks, snow monkeys, and the steam magic missile, shield. Second level: mirror image, coming off the water which provides some warmth web. Leather armor. Broadsword +2, boots of to the community as well as camouflage. This is elvenkind, cloak of elvenkind, scroll with timestop, also the source of the Fler River. ring of fire resistance, dagger +1, 2 potions of cure serious wounds, 2 vials of holy water, scroll tube, necklace with music symbol (160 gp), Elvish bagpipes. 39 gp

Calan Faust likes to play the Elvish bagpipes and he immediately knows why the party is there to visit him – it is so he will play the bagpipes at their departure. Calan is actually quite useful and can teach basic sword fighting to the players. Not to mention he really can teach them how to play nearly any instrument. Moreover, Calan has several trunks of clothing, for he is rather the clotheshorse, and he is willing to share. He can provide boots, cloaks, hats, robes, and other such items for average size players Scenario #1 – Training by the Elders (For gnomes and dwarfs he can modify and sew the items to fit although he is reluctant to do this for “Men have a respect for scholarship and learning he hates cutting up his clothes). Finally, he can greatly out of proportion to the use they commonly provide the player characters with chickens for he serve.” raises them in the chicken coop out back. He loves to eat eggs and chicken, much to the chagrin of -Henry David Thoreau, his neighbor the Druid. A Week on the Concord & Merrimack Rivers 1-2. THE CLERIC – Asa Kletterrose

Now that you have decided to go on the great (Village #7 above) river adventure, the village comes out in your Asa Kletterrose, Female, Human, Cleric 7th level, support and everyone wishes you well on your 5’9”, 143 lbs., LG, AC 1, HP 39, MV 9”, STR 13, INT 10, journey. The council of elders has also voiced WIS 15, DEX 11, CON 12, CHR 13. Spells: First level: support and you are encouraged to seek out their bless, cure light wounds (x2), protection from evil, assistance for any training or equipment you might sanctuary. Second level: augury, silence 15’ r. need. Since you grew up in the village, you know Third level: cure disease (x2), remove curse. Fourth who the best people are based on their knowledge level: neutralize poison. Chain and shield Armor, and experience. You know there are really only ten quarterstaff +2, Potion of Invisibility, ring of 5 protection +3, ring of spell storing with cure disease, skills, how to identify edible and poisonous plants, cure serious wounds, and neutralize poison. She and he can provide any kind of herb needed by also has 3 vials of holy water, 2 oil flasks, 50’ rope, the party (e.g., belladonna, garlic, wolvesbane, silver holy symbol, wolfsbane, and a tinder box. 50 etc.). He also has two extra tinder boxes with flint gp and steel, and he will offer each member of the party a set of wooden prayer beads. He also Asa is a very devout Cleric of Fharlanghn and lives provides some advice to the party. He tells them in the chapel, or rather, her home substitutes as the that many talk of the Velverydyva River saying “It is chapel. She is more than willing to help the party. supposed that much of this river is passable to large Asa will provide to the cleric of the party two craft.”5 He states definitively that this is utter potions of healing for each member of the party nonsense, told by people who have never and as many vials of holy water as requested. She navigated those waters. There are many will also fashion a few scrolls for the party if obstructions. The Fler River, which is really the requested to do so. Asa also has another gift to source of the Velverdyva (and in Lieberman’s mind give to the party, especially the cleric in the party, should be called the upper Velverdyva), has and if more than one, any that are a cleric of several stretches composed of white water. They Fharlanghn. She presents the cleric with a will also find some obstructions through the canyon medallion that features a curved line and crescent in the Clatspur and Yatil Mountains. Finally, they will which represents the horizon and the sun (religious find obstructions in Veluna, especially the great jewelry valued at 150 gp). She tells the party that waterfall. Canoes are the best way to travel, at when they arrive in Schwartzenbuin on the south least until they get below the falls. shore of Lake Quag, they should present the medallion to the Fharlanghn priests who will be 1-4. THE THIEF – Tarsus of Ratik pledged to provide the party with refuge and healing. The party will know the priests by their (Village #17 above) small chapel and the brown robes these urban th priests wear. Finally, Asa asks one favor from the Tarsus (of Ratik), Male, , Thief 9 level, 3’5”, party. She asks that when they arrive in Greyhawk, 67 lbs., LN, AC 4, HP 37, MV 9”, STR 11, INT 11, WIS 8, to deliver a sealed letter to the owner of the Green DEX 17, CON 15, CHR 14. Pick Pockets 80%, Open Dragon Inn, Damaris. The letter is a love letter Locks 77%, Find Traps 65%, Move Silently 85%, Hide in written to Ricard and talks of her memories of long Shadows 76%, Hear Noises 35%, Climb Walls 83%, ago and how she sometimes regrets following both Read Languages 40%. Leather Armor, dagger +1, her desire and the order’s mission to wander the rope of blending, rope of climbing, ring of water Flanaess. She says she thinks of him often. walking, potion of healing, multiple daggers, 6’ pole, large sack, flask of poison (ingestive D). 33 gp, 1-3. THE DRUID – Lieberman der Walder 16 sp, 42 cp, and 67 diamonds (50 gp each).

(Village #9 above) Tarsus likes his privacy, to be alone, and to sleep. He is a shifty looking Halfling, but he is as kind as Lieberman der Walder, Male, Druid (Cleric) 6th level, can be (unless you cross him). Tarsus can teach 6’, 189 lbs., LG, AC 2, HP 29, MV 12”, STR 13, INT 16, those who are thieves or assassins some of the skills WIS 14, DEX 14, CON 16, CHR 11. Spells: First level: for picking pockets, opening locks, etc. He can animal friendship, detect snares and pits, locate also provide lessons on the use of the dagger and animals, predict weather, speak with animals. as many daggers as the party needs – he has a Second level: barkskin, cure light wounds, locate nice collection. Furthermore, he can provide the plants, produce flame. Third level: cure disease, party such things as various sizes of sacks (small and hold animal. Fourth level: Speak with plants. Plate large), waterskins, and rope. He also has one set of mail +1. Staff of striking ( 16 charges), potion of thieves tools for the thief in the party (he actually extra-healing, scrolls of commune, neutralize has more, but he is only willing to part with one in poison, sticks to snakes, silver holy symbol, 3 vials order to look like he is helping). Finally, Tarsus could holy water, wolfbane, two wax candles, tinder box. really care less about the whole “protecting the 37 gp entrance to Rigodruok” aspect of the village and occasionally violates the rule about entering the ice Lieberman loves the outdoors and will often wander tunnel. He ventures in there from time to time to off by himself for days and weeks at a time. He is gather some of the diamonds. He is willing to tell very vague on his deity, only talking about old faith the player characters about this if they are from time to time. Lieberman can teach outdoor respectful towards him AND willing to give him half 6 of any valuables they find. While he will tell them 1-7. THE PALADIN – Rolando about the cave entrance, he will NOT tell them about the spiders. (Village #15 above)

1-5. THE HUMAN FIGHTER – Castigan the Proud Rolando, Male, Human, Paladin 10th level, 5”11, 187 (Village #8 above) lbs., LG, AC -2, HP 57, MV 12”, STR 15, INT 15, WIS 13, DEX 17, CON 15, CHR 17. Plate Armor +1. Castigan (the Proud), Male, Human, Fighter 8th Broadsword +1 (+3 versus trolls, INT 10, Ego 12, level, 6’5”, 230 lbs., CN, AC 0, HP 64, MV 12”, STR 17, detects traps, detects secret doors, speaks green INT 9, WIS 11, DEX 16, CON 16, CHR 10. Chain and dragon). 3 potions of extra-healing, 3 oil flasks, 2 Shield. Bastard Sword +2, shield +2, 5 javelins of holy water, wineskin, backpack. 132 gp lightning, potion of extra healing, dagger, garlic, mallet, large wooden stake, 3 torches, 10 spikes, Rolando is a taciturn fellow who is best friends with tinder box. 37 gp the more jovial Doral; they make an unlikely pair. Rolando likes wine, not beer, and can provide the Castigan is in some ways the leader of the elders, party wineskins filled with wine for the trip. He can despite having a very rough countenance. He is also provide information regarding the party’s gruff and hard, but he has seen his fair share of various destinations, as he has traveled some of the adventures and now he likes to do nothing more routes the party will be moving through by river than hunt and eat his kill. In his middle-age, he has (although Rolando always traveled by horse and developed somewhat of a paunch. Castigan can won’t specify that particular fact unless asked). provide training on the sword and javelin (his favorite weapon). He can also provide the party 1-8. THE RANGER – Lovac Staza with as many javelins as they need (non-magical) and suits of leather armor. Castigan gives the party (Village #14 above) some advice regarding the trip. He advises them Lovac Staza, Male, Human, Ranger 6th level, 5’11”, that once they reach Lake Quag they should hug 189 lbs., LG, AC 2, HP 29, MV 12”, STR 17, INT 13, WIS the shore to the east as that will bring them to the 14, DEX 16, CON 15, CHR 9. Chain Mail +2, Bastard first town of Ungra Balan (pop. 8,300). It is 25 hexes Sword +2, 6 arrows +1, potion of heroism, longbow, away, which means by canoe, at best, it will take quiver of 20 arrows, 10’pole, 50’ rope, 3 vials of holy the players a month to get there. That will be the water. 9 gems (50 gp each). best place for them to rest and resupply. Lovac lives in a simple wooden home with a fire 1-6. THE DWARF FIGHTER – Doral place. He is about the most self-assured person you (Village #16 above) could ever meet, but he is not boastful in any way. He can provide the ranger of the party with Doral, Male, Dwarf, Fighter 6th level, 4’5”, 167 lbs., tracking skills, whatever number of long or short LG, AC -3, HP 42, MV 9”, STR 18/66, INT 9, WIS 8, DEX bows the party needs, although he recommends 14, CON 12, CHR 6. Plate Mail +2. Hand axe +2, 21 short bows because of the canoes. In addition, he bolts +2, shield +3, potion of speed, light crossbow, can create as many arrows as requested. In 50’ rope, and a wine(beer)skin. 10 gems (100 gp addition, Lovac’s home is a collection of each), 20 gp adventuring equipment with everything from tents to iron spikes, so he can help supply the party with Doral is a very jovial dwarf and perhaps the nicest in all manner of gear. Lovac can also provide the village, although not the largest. He has an information about the types of monsters they will extensive collection of both light crossbows and meet along the way for he has experience in most hand axes. He can provide training, two hand of the areas the player characters will be traveling axes, and two light crossbows with as many bolts as through. needed. He can also provide wineskins of beer. He hates wine, but loves his beer, and since he is also a 1-9. THE MAGIC USER – Sulerian Sotal brewer, he can provide all the beer the party needs for the trip. As a dwarf, he can fashion any size (Village #13 above) chain mail as well. Doral also gives the players some Sulerian Sotal, Male, Elf, Magic User 9th Level, 5’, 107 personal advice, “Live hard, fight hard, and drink a lbs., N, AC 2, HP 32, MV 12”, STR 10, INT 18, WIS 9, lot of beer. Oh, and you can do all three at the DEX 14, CON 12, CHR 13. Spells: First Level: charm Green Dragon Inn when you get to Greyhawk.” person, light, magic missile, shield. Second Level: 7 darkness, mirror image, web. Third Level: dispel 2-1. THE FIRST DAY magic, fireball, hold person. Fourth Level: confusion, ice storm. Dancing sword (INT 14, Ego 8, In order to have enough rations for the trip, you will detects evil, locates secret doors, speaks Elf, Dwarf, need to hunt at least a ½ dozen stags, butcher & Common). Wand of magic detection (14 them, and then sun-dry the meat for the journey. charges), bracers of defense AC 2, scroll of conjure, After preparing for the hunt, you leave the safety of read magic, sleep. Dagger, silver mirror, 10’ pole, the stockade and venture west, the direction that ivory scroll tube. 1 gem (100 gp), 18 gp Castigan suggested to your party. The snow is not that deep for the contours of the earth can still be Sulerian Sotal is all Elf and very much a magic user seen, and you remember how dangerous it can be who is more interested in his studies than anything. when the low lying depressions fill in. As you search He will reluctantly help the party with whatever they for the tracks of the stags, you see nothing but a ask, but he has little to offer. He can assist any bleak, pale sun shining down upon the white of the magic user with first level spells and may be talked snow which reflects back up at you, blinding your into making a scroll or two for the party, but he only view of the ice fields and snow covered plains. It is participates because everyone else in the village is. not until close to night fall that you find the tracks you are looking for, a herd of stags. By the looks of 1-10. THE ILLUSIONIST – Arria Lightfoot the tracks, however, they are two hours from your present location and it will be nightfall before then. (Village #12 above) The party should set up camp for the night th Arria Lightfoot, Female, Human, Illusionist 7 level, otherwise they will have to pick their way through 5’4”, 120 lbs., NG, AC 6, HP 29, MV 12”, STR 8, INT 17, the dangerous terrain in the dark which could DEX 18, WIS 12, CON 16, CHA 9. Spells: First Level: prove dangerous. If they do make camp for the Colour spray, darkness, dancing lights, wall of fog. night, they will only hear the howling of the wolves Second level: detect magic, fog cloud, mirror and with the sound traveling across the snow- image, ventriloquism. Third level: continual covered plains it will always sound like they are darkness, continual light, dispel illusion. Fourth getting closer. A secret roll or two behind the DM level: confusion. Leather armor +2. Silver dagger, screen should keep them on their toes. potion of extra-healing, scroll of blindness and blur. 2-2. THE STAG’S TRAIL Arria Lightfoot is not very sure of herself, but she would help anyone in need. She can craft some The next morning, after breaking camp, you follow scrolls for the party if they think her spells might be the tracks of the stags across the snow covered of some use, but she is very doubtful they would be plains. The tracks appear to be moving in a of any help, and she Is afraid they may not work northwest direction and you continued to when called upon. doggedly pursue them. As your journey reaches mid-day, you know the stags are on the move and the land begins to change; the wide plains have given way to snow covered hills. As you rise up over one hill you can see the great thick layers of black ice rising out of the ground to the north. You then sink down into a snow covered depression where the snow is thicker and movement slows. As you struggle up the next rise, you can sense and smell you are near. As you come over the rise, down below, in the depression, is a herd of at least 50 stag.

Stag, common (50): AC 7; MV 24”; HD 3; hp 23, 21, Scenario #2 – Hunting for Game 20, 19, 18 (X2), 17 (x3), 16 (x4), 15 (x6), 14 (x8), 12 (x4), 11 (x4), 9 (x3), 8 (X2), 7 (x3), 6(x2), 5 (x2), 4, 3 “The snow was not deep enough for snowshoes, or (x2); #AT 1 or 2 (antlers or hooves); Dmg 2-8 or 1- to cover the inequalities of the ground.” 3/1-3.

-Henry David Thoreau, If the players make any sudden moves the herd will Canoeing in the Wilderness flee. If they try to sneak up on the herd, they will 8 realize they are downwind from the stags and have the advantage as the stags are busy feeding. When they get close to the herd, the herd will stampede away, but the lower hp stags who are injured will lag behind.

If the players are cautious and take their time, they will see something in the distance that blends in with the snow and is also watching the herd.

2-3. THE WINTER WOLF

In the distance, on the rise opposite you, looking down at the herd of Stags is what at first appears to Scenario #3 – Into the Burneal Woods for be a large mound of white snow. Then you notice it moving ever so slightly. What you see is a wolf of Canoes great size whose pelt is as white as the snow. You “We had a rather small canoe for three persons, have heard of these creatures, and you know they eighteen and one fourth feet long by two feet six are different from regular wolves. You also know and on half inches wide in the middle, and one foot that their pelt brings an enormous sum of money. deep within.” Winter wolf: AC 5; MV 18”; HD 6; hp 24; #AT 1 (bite); -Henry David Thoreau, Dmg 2-8; SA 1/10 melee rounds blast of frost dmg 6- Canoeing in the Wilderness 24, half-damage if a saving throw versus dragon breath is successful. Note: The pelt of the winter wolf is worth 5,000 gp 3-1. TO THE BURNEAL FOREST

The winter wolf poses both a serious threat to the In order to build your own canoes, you will need to party, as well as a great opportunity to gain venture south into the Burneal Forest in order to fell something of serious value – its pelt. The winter wolf a tree or two. From there you will have to figure out is upwind of the party, so if they have not charged a way to either move the logs to the headwaters of immediately after the stags, she will not see them the Fler River and then fashion the canoes there, or on the other rise. The winter wolf is now living alone construct them in the forest and then transport and has not had a meal in a week. She is hungry them back to the headwaters. The forest is and wants to feed. She is also partially injured from approximately 12 miles from the Village Arneson. a previous run in with a herd of stags, having been gored by one in a fight which is why she has not The trip south over the snow covered plains will be eaten in a week. She has since been hiding in her an easy trip without obstruction, and as it is only 12 lair, healing. If the party confronts the winter wolf miles south from the village, it is a four hour trip at she will reserve her special attacks for when the most. The felling of the tree, however, will take at party congregates in melee or, if they spread out, least several hours, and the process of cutting and the one she thinks poses the greatest threat. digging out the canoe will take at least the rest of the day and most likely the following morning. That, Regardless of the outcome, whether they get the however, is the least of the party’s problems. The six stags they need for food or gain the winter wolf felling of the tree is going to make enough sound to pelt, or fail in both endeavors, the trip home is carry through the woods, and about 30 minutes into uneventful, and there is healing and rest available the process, a party of 6 quaggoth will appear and in the safe haven that is the Village Arneson. attack the party.

3-2. ATTACK OF THE QUAGGOTH

As you take turns swinging your axes steadily against the tree, the repeated sound of steel on wood develops a rhythm all its own and it could truly be said the axes are singing. With every chop at the tree, the wood chips fly through the air. They come to rest on the forest floor, white on a canopy

9 of moss and fallen leaves. Half-way through the chopping of the tree you believe you see something moving in the woods and you sense a 4-1. THE POOL presence that wasn’t there before. The pool itself measures approximately 170’ in Quaggoth (6): AC 6; MV 12”; HD 1+2; hp 10 (x2), 9, length and is 100’ wide. On the north end of the 8, 7 (X2); #AT 2 (claws); Dmg 1-4/1-4; Note: pool, there is an overhang where the cold water Quaggoth are immune to poison. channels down the hillside and falls 10’ into the pool. The water in the north end appears to be These Quaggoth are a hunting party and they very deep and the bottom cannot be seen despite heard the sound of the axes, followed it, and are the clearness of the water. On the south end, the readying to attack. If there are any elves in the pool is shallow and the water spills over the edge. It party, they will concentrate all of their attacks on then runs south toward the Burneal Forest for these them, when possible. Quaggoth have a particular are the headwaters of the Fler River. The hatred for elves for it has been written that “In temperature of the water is, on average, 120 ancient times, the quaggoths were far more degrees; very hot, but tolerable. On the north end, numerous, but thousands were slain by elves in the because of the cold water mixing with the hot War of Extermination.”6 As these Quaggoth were a water, there the temperature averages about 100 hunting party, they have no treasure on them. degrees. There are at least 100 snow monkeys frolicking and lounging around the pool. There are Assuming the party defeats the Quaggoth and thermal rocks jutting out of the water and the like to completes their task of felling the tree, they now jump from rock to rock or play “king of the rock” face the issue of whether to move the logs back to with each other. Quite often you will see the the plains or remain in the forest to create the monkeys submerge in the water and they never dugout canoes. If they remain in the forest, there is seem to come back up; at least not in the same a 50% chance that late at night, another party of 8 location as they submerged. The pool water is Quaggoth, looking for their comrades, will find the clean enough to drink and is the main water supply party and attack. for the village, that and melted snow. Despite the monkey’s presence, the water is clear and clean. Quaggoth (8): AC 6; MV 12”; HD 1+2; hp 10 (x3), 9 (x2), 8 (X2), 7; #AT 2 (claws); Dmg 1-4/1-4; Note: Snow monkeys (121): AC 12; MV 12”; HD 1; hp Quaggoth are immune to poison. average 4; #AT 3 (two claws and bite); Dmg 1-3/1- 3/1-4; Note: Snow Monkeys will not fight unless If the party leaves the forest with the logs, even if cornered or their young are threatened, otherwise they camp on the plains overnight, they will be they simply flee. safe. The monkeys lounge and play all day in the pool and they will frolick with anyone who joins them in the pool. The snow monkeys do occasionally dive down in the water, where they will swim to the north side of the pool and enter a wide-mouthed cave located underwater.

4-2. THE UNDERWATER CAVE

As you swim downward on the north side of the pool, you descend down 40’, at which point, because of the clear water, you can see that the floor of the pool is another 10’ down. On the north side of the pool, you can also see that the volcanic Scenario #4 – The Ice Tunnel to Rigodruok rock wall descends down 40’, but stops, giving way to a large mouth cave in the back of the wall. “A cave is the only effectual protection that nature affords us against the storm.” At the north end of the pool, under the overhang, the pool is very deep, dropping to a depth of 50’. -Henry David Thoreau, The back wall of the pool is made of volcanic rock Journal

10 and descends 40’, leaving a cave entrance that is before an improperly dressed party begins to 10’ in height and 10’ in width. experience hypothermia. A smart party will return to the village and better prepare for their 4-3. ENTERING THE WATER CAVE exploration of the tunnel.

As you enter the water cave, you see it only goes 4-5. NORTH ALONG THE ICE TUNNEL back 15’ before coming to a dead end. However, you also notice that the back of the cave does not The tunnel travels due north and changes little as have a ceiling. you progress. The pathway consists of smooth ice, so your footing is not always a sure thing. Your light The cave does go back 15’and there is no cave source, reflecting off of the smooth ice walls, ceiling for the last 8’. The players can swim upward creates a bright white light with an almost blinding another 40’ before breaking the surface where they effect. After walking for a mile you do start to will find themselves in a semi-circular pool, located notice that the ceiling of the ice tunnel has what in a large cavern. Unless they have a light source appear to be wisps of ice running along the tunnel all they will know is that there is the sound of water and after traveling just a little further you see white to the west and a cold draft coming from the north. wisps that hang straight down from the ceiling, like To the west there is a tunnel from which pours forth icicles, but they do not interfere with your progress. a continual flow of water into the pool, apparently the source of both the semi-circular pool, as well as The wisps of ice along the ceiling are large and the pool that is at the center of the village. One giant spiders’ webs that had water run along them could potentially venture up this tunnel about and freeze. The icicles are the same; frozen spider 50’before it becomes too narrow and no longer has webs hanging from the ceiling. As the player any breathing space. To the north is a large tunnel characters move further along the tunnel, they will that is made of ice and large smooth rocks line the notice them getting thicker and coming down walls. further along the tunnel walls from the ceiling.

4-4. THE ICE TUNNEL 4-5. THE SPIDER’S LAIR

Without a light source or dark vision: A little over a mile into the tunnel, you notice just ahead and to the east there is a cut in the tunnel You surface into what feels like an open space. wall. Beyond that, the tunnel continues to head You hear the sounds of water falling into the pool to due north, but the white wisps become so thick your west, and from the north you can feel a cool hanging from the ceiling it looks as if the tunnel is breeze blowing. It is so dark you cannot see your only about 7’ tall. As you approach the cut in the hand in front of your face. eastern wall of the tunnel, you see that there is a raised floor, 5’ above the tunnel floor, creating a With a light source or dark vision: room that is 20’ wide, 20’deep, and 20’ tall. The entire area is covered in the white wisps and Stretching as far north as your light source will shine intermixed with them, and suspended by them, are is a large tunnel that is made of ice. The tunnel is dozens of 4’-5’ cocoons of what look like more 20’ wide and 15’ tall and is circular in nature. There spider webs. These cocoons are not frozen. What are large smooth rocks lining either side of the attracts your attention the most, however, are the tunnel with a clear path, about 5’ wide between dozens of diamonds just lying about the raised floor. them. You notice what appear to be small frozen piles of scat all along this pathway. Also, lying on If the party is following a snow monkey, at this point the ground, near the edge of the pool, are dozens the player characters will see the monkey climb the of sticks that are 4’ to 5’ in length and 1” in spider webs and maneuver toward one of the diameter. cocoons. The monkey will then take his stick and start stabbing the underside of the cocoon. Out will The sticks are the property of the snow monkeys fall a diamond to the cave floor and thousands of who use them to obtain their source of food further spiders, 1” in diameter, will begin pouring out of the down the tunnels. The small piles of frozen scat are cocoon, and climb along the monkey’s’ stick. The just that, snow monkey scat. If the party is following monkey will then bring the stick to its mouth and eat one of the snow monkeys, they will see it exit the the spiders. This is the snow monkey’s main food pool, grab a stick, and move north along the source. The snow monkey will retreat in about five center of the ice tunnel. As the tunnel is cold with a minutes, for their presence, communicated through breeze blowing from the north, it will not take long 11 the vibrations that travel along the spiderwebs, will alert the mother spider. If the party goes to grab the diamonds, they too will have to touch the spiderwebs, thus communicating their presence. At first, a large spider will appear and attack the party. Following on each minute will be a set of both large spiders and giant spiders. The ice tunnel is their breeding ground and they protect their young. They number in the thousands.

Large spider (1): AC 8; MV 18”; HD 1+1; hp 8; #AT 1; Dmg 1-6 plus poison (save at +1), surprise on 1-5, leap 3”. Scenario #5 – A Not So Random Encounter If the player characters attempt to gather up the diamonds before the appearance of the large “I fear no danger, I am invulnerable, I see no foe. I spider or after defeating it in combat, they can am related to the earliest times and to the latest.” gather up 1-2 diamonds per melee round due to the difficulty of getting to them through the spider -Henry David Thoreau, webs. There are a total of 37 diamonds on the Journal ground, each worth 50 gp each. There is also one diamond in each of the spider cocoons that are also worth 50 gp each, but if they cut open a 5-1. BLUE BUGBEARS cocoon, they may face a spider swarm (see below). These diamonds are called warming As you cross the snow-covered plains, a pasture of diamonds. The spiders excavate them from the snow amid the hills, you must cut your way through volcanic cave walls because of their a foot of snow topped by a thin layer of ice. The glowing/warming effect, which they then put inside sound of the crunching ice and snow fills your ears, a cocoon for purposes of incubating their young. while the sunlight reflecting off the snow and ice When the spiders hatch or the cocoon is beneath your feet blinds your eyes. This is typical punctured, the diamond will fall to the cavern floor sound and movement through the Blackmoor and go cold, eventually converting to a normal landscape. And nothing usually changes for miles diamond. The warming effect lasts for 30 days, around, until today. Today, something in the about the same amount of time as the incubation distance, dots the landscape and it is moving period. towards you.

Spider swarm: AC 15; MV 6”; HD 1, hp 8; #AT 1; Dmg This is a party of blue bugbears from further north 1-3, radius 5’. where the ice is black. They are searching for the legendary entrance to Rigodruok, but they have Follow-on spiders: been unsuccessful. Use this encounter if the party decides to simply venture out of the stockade to Large spider (3-30): AC 8; MV 15”; HD 1+1; hp 8 wander the area for possible encounters. If the each; #AT 1; Dmg 1-6 plus poison (save at +2), player characters do not encounter the blue surprise on 1-5, leap 3”. bugbears in this manner, they will come across them shortly after their journey down the river Giant spider (1-8): AC 4; MV 12”; HD 4+4; hp 20 begins (see scenario #7). each; #AT 1 Dmg 2-8, plus poison, webs. The blue bugbears will not be able to use their In light of all the spiders located in the ice tunnel, it special surprise attack as they are crossing the snow is far too dangerous for the player characters to covered plains. Once they are in range, they will venture any further north and they should be throw their spears and charge into melee combat satisfied with any diamonds they managed to with their morningstars. gather. They will pay a serious price if they become too greedy. Perhaps one day they could figure out Blue bugbears (3): AC 5; MV 9”; HD 3+1; hp 15, 11, a way to venture north through the ice tunnel, past 9; #AT 1; Dmg 2-8 or by weapon type (spear or all of the spiders, and journey to Rigodruok, but that Morningstar). will have to wait for much higher levels.

12

Treasure: The largest of the bugbears has a gold the moment. Castigan stands before the assembly chain with a golden sun emblem (jewelry value 175 and says, “For too long we have allowed the yeti to gp) and carries a pouch containing 27 gp, 14 pp, roam free, only because it never harmed any of us and one diamond worth 50 gp. The other two carry and stayed north of us along the black ice. I have pouches containing 19 sp, 14 gp, and 5 pp. felt all along that the yeti needs to be destroyed, but Lieberman has been the biggest proponent against such an idea. He now lies injured in the Cleric’s home, victim of the yeti himself. He is not here to speak against the yeti’s destruction, is there anyone here now who would do so?

The room remains silent, so unless the player characters speak, Castigan concludes it is time to kill the yeti. He plans to leave just before daybreak, his goal to make the yeti’s lair by evening to slay the foul beast. The village offers their support and the meeting breaks up. Castigan then approaches the party and apologizes for missing the big send off, but he has a yeti to kill. He then suggests that Scenario #6 – The Lair of the Yeti perhaps the party could use the experience and they could delay their departure by a day. So, the “How much more living is the life that is in nature, player characters have a choice, delay and take the furred life which still survives the stinging nights, on the yeti or leave as scheduled. Castigan assures and, from amidst fields and woods covered with them, either is fine with him. If the player characters frost and snow, sees the sun rise.” accept the challenge and delay their departure, Castigan explains that the yeti lives due north of the -Henry David Thoreau, village, in the higher elevations, in a cave. As far as A Winter Walk anyone knows, it is an old, lone yeti, but even one is

dangerous. Castigan does suggest that you take 6-1. THE VICTIM lots of rope and arm yourself with fire.

On the eve of your departure, you hear a 6-3. TO THE LAIR OF THE YETI commotion at the front gate and you go to The journey north is not difficult, merely the act of investigate. There you find Lieberman der Walder, crossing rolling fields of snow and ice for the Druid, badly injured and bleeding. It is clear he approximately six hours or 18 miles. It is once the suffered several blows from the hand of a beast player characters arrive at the base of a very steep with claws, but he also appears to be suffering from and high hill – a mount really -- that the climb the cold. That is unusual for Lieberman who loves becomes treacherous. The climb itself will take the the snow and ice and never appears better part of the afternoon because as the player inconvenienced by it in any manner. characters climb, they will face stronger winds and Lieberman der Walder was out on one of his daily some icy terrain. One reason that Castigan constitutionals when he was surprised by a yeti. The suggested they take ropes is to tie themselves yeti clawed him several times, and the Druid gave together for safety. Once they have climbed to just as good as he got, at least until the yeti managed below the summit, they will see an overhang that to grab him and bring him in close, at which point slopes down from the top of the mount. Just below he experienced some type of extreme cold. Badly it is the cave entrance. injured, he used his staff of striking to escape the 6-4. THE ENTRANCE yeti. Upon arriving at the gate, he called for help and the village came out. He was taken to the You finally have your objective in sight, the Cleric for healing and a meeting was called in entrance to the lair of the yeti. A rocky overhang Great Hall. slopes down from the summit of the mount and forms a covering for the entrance to the cave. 6-2. THE GREAT HALL MEETING There is clearly a narrow shelf, about 8’wide leading You take your seats in great hall with all of the over to the cave entrance. However, all along the others, your morrow’s journey all but forgotten for shelf, you see no evidence of foot prints. 13

If they cross the shelf, they will find themselves When the player characters pull back the furs, they quickly sinking in snow. The shelf drops off, but snow will discover the bones of a large creature piles up and it is approximately 10’ deep. If they underneath and not a yeti. That is because the yeti are roped together, there will be no problems. has a special lair. The passageway to the However, if they each go it alone, it could be southwest is a large circular room that has a large perilous. Once the player characters reach the hole in the ceiling. The yeti climbs into this and entrance just under the overhang, they will see the down a passageway to his real lair. In addition, the huge impressions of yeti footprints buried deep in yeti can travel along a passageway that ends at the snow. The yeti enters his cave by climbing to an opening over the tunnel entrance to the large the summit and moving down to the overhang and cavern, the false lair, below in order to strike fear then swings down and into the cave entrance. into any creature that enters his cave and When he leaves, he reaches up, grabs the potentially to get a surprise attack (3 in 6 chance: overhang, and swings himself upward. see below). When the player characters pull back the furs, the yeti drops into the cavern tunnel and 6-5. THE TUNNEL charges.

The ice tunnel is large and wide and two of you can Yeti: AC 6; MV 15”; HD 4+4; hp 24; #AT 2 (claws); easily walk side by side. After going 30’, the tunnel Dmg 1-6/1-6; SA if either yeti claw succeeds with a walls become less ice and cavern-like. You also natural 20, the yeti will have grabbed and come to a split in the passageway. The larger squeezed its opponent toward its body causing 2- tunnel continues straight back, while the tunnel to 16 points of cold damage. Note: The yeti have a 3 the left will force you to travel single-file. in 6 chance of surprising its opponents, and, if surprised, they must make a saving throw versus The tunnel that continued straight goes to the larger paralyzation. If the save fails, the character will be (but false) lair of the yeti. The tunnel that turns left is frozen in fear for three melee rounds. SD: Yeti are a loop with an ice trap. not affected by cold. Attacks employing fire, however, do 50% more damage. 6-6. THE TRAP 6-8. THE YETI’S HORDE As you travel down this narrow tunnel, once again, you come to a split. The tunnel that continues The true lair of the yeti contains 8,000 cp, 1,000 sp, straight appears to slope downward, while the 2,500 gp, 5 amber gems (worth 100 gp each), 2 tunnel to your left does not slope but curves 10’ Amethyst (500 gp each), 3 peridot (750 gp each), 2 down the hallway. topaz (400 gp each), a gold pendant (100 gp), a diamond necklace (1000 gp), a pair of ruby If the characters continue straight, they earrings (400 gp), wand of paralyzation (14 immediately enter the trap. If they take the left charges), and two potions of healing. turn, it will wind around and come to the trap on the other side. The trap contains a pit in the center that is 20’ deep, but on both sides of the pit, the tunnel is a slanting and nothing but a smooth sheet of ice. The first character to step on the ice must make a Dexterity Check. If they fail this check, they slide down the 20’ of ice and into the 20’ pit for 2-12 points of damage. Also, if the player characters are roped together, when the first player falls, the next person in line must save, or also be drawn into the pit trap, and so on.

6-7. ATTACK IN THE FALSE LAIR

The passageway leads to a large cavern that consists of all manner of bones, scattered debris, Scenario #7 – The Journey Begins and animal skins. There is another passageway leading out of the large cavern to the southwest. Or Directly in front of you, at the back of the cavern, is a very large pile of furs; Large enough to conceal a Hex1 (Y4-56) & Hex2 (Z4-57) yeti. 14

“About Four o’clock the next morning, though it Arneson, located in hex1, the players only have 50 was quite cloudy . . . in the twilight, we launched miles to make the Burneal Forest. our canoe.” 7-2. STUCK! -Henry David Thoreau, Canoeing in the Wilderness You have been paddling for 1 ½ miles and the river begins to widen. As it widens, it also grows more shallow and you find your canoes are now stuck. It 7-1. PUTTING IN THE CANOES appears your journey did not last long before reaching your first obstacle. It is early in the morning on the day of your departure and the entire village has turned out to The player characters can exit the canoe, to wish you save travels, all that is save Tarsus of Ratik reduce the weight and the canoes will once again who is known to like his sleep. The air is cold and float. They can carry the equipment, which will you can see your breath crystalize as you prepare greatly slow their progress; they could push or pull the canoes for departure. You had to carry your the canoe down the river; or they can tie a rope to equipment and canoes nearly five miles in order to the canoe and let it drift. The first will expend an get to a place in the river where the canoes would enormous amount of energy and slow them down. float in the water due to all your supplies. The second will be fast, but they will face the Fortunately, everyone in the village pitched in and problem of hypothermia if they stay in the river to helped carry your load, a luxury you won’t have do this for a prolonged period. The last option is the after this morning. When you reached a location best for they will not have to walk in the water, nor where the canoes would float, you reloaded the will they expend any energy. They have to travel canoes and prepared to bid everyone your final like this for the next five miles before the river is farewells. Asa Kletterrose called upon Fharlanghn to deep enough for the canoes to remain floating watch over you on your travels, and then everyone after they enter the river. said their goodbyes. There is nothing left to do now but climb into your canoes and begin paddling. 7-3. THAT NOT SO RANDOM ENCOUNTER AGAIN Your journey has begun. DM Note: If the player characters already defeated The players will put in at hex1 which is the Village this small group of blue bugbears looking for the Arneson, as well as the beginning of the Fler River entrance to Rigodruok (See Scenario #5), then they (see Chapter 1 Hex Map). The players will be able will not have this encounter. If they fought them to initially paddle out of view of the villagers as they earlier, but did not defeat them, they will meet head for the Burneal Forest now 45 miles away, them again here; and those still alive will be seeking through hex1 and hex2. A few notes about the revenge. If they have not encountered the blue player characters’ rate of travel on the river and bugbears yet, they will now. their location on the Darlene map follow: Since climbing out of your canoes, you have now The rate of travel on the river is as follows: traveled four more miles without the Fler River getting any deeper. As you continue to walk The typical rate of travel by canoe is 1 hex downstream, up ahead, in the distance, you see per day and 1 hex = 30 miles.7 three blue objects beside the river. There is no place for you to hide, nor is there any for them. As Traveling unencumbered downstream you approach, you see three blue fur coated without obstacles = 60 miles a day = 2 hexes bugbears who are taking up arms and preparing for combat. Traveling encumbered downstream without obstacles = 30 miles a day = 1 hex Use the statistics for the blue bugbears in Scenario#5, factoring in any loss of previous hit Traveling encumbered downstream with points. many obstacles = <30 miles a day = <1 hex 7-4. FIRST NIGHTS CAMP Throughout the adventure, maps of the Flanaess will be provided and labeled by the hex in question on After another mile, the Fler River is not only wide, the Darlene map. This chapter (scenario #6) covers but deep enough to return to your canoes. The Hex 1 and Hex 2 (see chapter 1 maps). As the shallow water has slowed your rate of travel down, headwaters of the Fler River begin from the Village but you may be able to pick up some speed now 15 that the river is working with you. You face no other another day. Once they enter the Burneal Forest, adversities before evening comes, but you have this may prove far more difficult. For now, let the not made great time, having only traveled “regular dips of the paddles” allow the player approximately 20 miles for the day. As the sun characters to realize that they “were at length fairly quickly sets, it is time to camp along the shore for embarked.” the night. Random Encounters The player characters will have made it through hex1 by the end of their first day. The players can It has been noted in GREYHAWK: MYSTERIOUS camp anywhere along the shore of the Fler River. PLACES that in the Land of Blackmoor, “the chief The area is relatively sparse of wildlife and inhabitants of the valley are goblins, bugbears, inhabitants as many are wise enough to avoid giant spiders of various sorts, and the subject being in close proximity of the Burneal Forest, a very cavemen.”8 In addition, the publication, A dangerous forest. There is only a 5 percent chance GLOSSOGRAPHY FOR THE GUIDE TO THE WORLD OF for a random encounter overnight (see random GREYHAWK, warns there are many dangers which encounters table below). This is also a good include: gibberling, humanoids, quaggoth, qullans, opportunity to see what kind of routine the players ice trolls.9 Drawing upon these sources and the get into for setting up camp. Do they pull their random encounters from the aforementioned canoes out of the water and tie them off? Do they GLOSSOGRAPHY, the following random encounters establish security? Do they set up an actual camp table is provided for Scenario’s #7 (7-4), the first for protection from the elements? Do they start a night’s camp, as well as those DMs interested in fire? Look for weaknesses in their routine to exploit adding additional challenges to the party while later, or if they are cautious and meticulous, reward they are in the Land of Blackmoor. their good actions. Dice Roll Encounter 7-5. TO THE EDGE OF THE BURNEAL FOREST 01-02 Gibberling 03-05 Humanoids The next morning, after breakfast, breaking camp, 06-07 Men, Brigands and loading your canoes, you are ready for 08-09 Men, Cavemen another day’s paddle. The distance you have to 10-15 Men, Merchants cover should bring you to the Burneal Forest by 16-25 Men, Nomads evening, so you will need to decide whether you 26-30 Men, Military Patrol, Medium plan to enter to forest or wait until the following (16-34 soldiers & 10 leaders) day. 31-32 Men, Pilgrims 33-34 Quaggoth They really should wait. The last camp before going 35-37 Trolls, Snow into the Burneal Forest is a safe haven. They will 38-40 Trolls, Ice need the opportunity to rest and prepare for the 41-60 Blue Bugbears events that await them in the forest. 61-80 Goblins, Snow 81-95 Wolf Pack (2-8) Conclusion 96-97 Worgs (2-5) 98-99 Winter Wolf “It was inspiriting to hear the regular dips of the 00 Yeti paddles, as if they were our fins or flippers, and to realize that we were at length fairly embarked.”

-Henry David Thoreau, Endnotes Canoeing in the Wilderness. 1 Hammack, Allen. (1983). The World of Greyhawk Gazetteer. Thus ends the preparation for the Great Flanaess Lake Geneva, WI: TSR. River Adventure. The player characters at this point should be well prepared to take on the adventures 2 Some have questioned if the Fler River flows from Blackmoor to Lake Quag or if it actually flows from Lake Quag into Blackmoor. that await them in the next chapter. If the The answer is found in the following description of the Fler River: encounter with the blue bugbears went poorly or “The principal inlet to Lake Quag, flowing from the Burneal Forest any additional random encounters, they are still and the Land of Black Ice beyond” (emphasis added). See close enough to the Village Arneson to seek out Hammack, Allen. The World of Greyhawk Gazetteer. help or to simply return to the village to start over

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3 Moore, Roger E. (1988). Greyhawk: Mysterious Places. Lake Geneva, WI: TSR.

4 Niles, Douglas. (1989). Greyhawk: Gem of the Flanaess. Lake Geneva, WI: TSR.

5 Hammack, Allen. (1983). The World of Greyhawk Gazetteer. Lake Geneva, WI: TSR.

6 Greywiki.

7 Gygax, Gary. (1983). A Glossography For the Guide to the World of Greyhawk. Lake Geneva, WI: TSR.

8 Moore, Roger E. (1988). Greyhawk: Mysterious Places. Lake Geneva, WI: TSR.

9 Gygax, Gary. (1983). A Glossography for the Guide to the World of Greyhawk. Lake Geneva, WI: TSR.

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