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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Twenty-Eight: Left and Disappeared is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE XXVIII: Left and Disappeared By: Christopher Reed Edited by Eric Kiefer Contributions by Ken Austin, Dawn Coakley, Tad Kilgore and Gerry Ruiz. You are asked to go to the town of South Pim to locate a father’s missing son, who has ventured far from the city walls on the advice of his friend. Are the two young men lost, feverish or just mad? Guess you’ll need to investigate to find out. A Dave Arneson’s Blackmoor adventure for heroes levels 1-8. The third part of the Hidden Swamp series. Recommended for players with Allurid.

EPISODE XXVIII: Left and Disappeared - The Blackmoor ...blackmoor.mystara.net/MMRPG/S2/episode28left.pdfArneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing

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Page 1: EPISODE XXVIII: Left and Disappeared - The Blackmoor ...blackmoor.mystara.net/MMRPG/S2/episode28left.pdfArneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Twenty-Eight: Lef t and Disappeared is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE XXVIII:

Left and

Disappeared

By: Christopher Reed Edited by Eric Kiefer

Contributions by Ken Austin, Dawn Coakley, Tad Kilgore and Gerry Ruiz.

You are asked to go to the town of South Pim to locate a father’s missing son, who has ventured far from the city walls on the advice of his friend. Are the two young men lost, feverish or just mad? Guess you’ll need to investigate to find out. A Dave Arneson’s Blackmoor adventure for heroes levels 1-8. The third part of the Hidden Swamp series. Recommended for players with Allurid.

Page 2: EPISODE XXVIII: Left and Disappeared - The Blackmoor ...blackmoor.mystara.net/MMRPG/S2/episode28left.pdfArneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing

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Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core

discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous superbeing, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?: Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players (and up to 7 players when necessary) in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting www.dablackmoor.com.

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Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook . The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players including EL racial adjustments (such as Westryn +1EL), followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit.

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Preparation for Play It would be helpful to gain a few pieces of information from the players before beginning this episode, because asking for certain Knowledge checks or affiliations during play can reveal even more than a successful skill check. Having the players’ bonuses to Spot, Listen, and Sense Motive, can help maintain a feel of suspense during the investigation. Ask for any certificate that players may have, particularly, Attention of a Malevolent Power and Allurid.

Playtesters: Ken Austin Gerry Ruiz Mark McCreary Philip Slama Shamba Warlick

Blackmoor Background: South Pim (Small Town, population 950)

South Pim and Lake Gloomy together contain the majority of the population of the Barony of the Lakes. While the two towns are thus linked politically, it is difficult to find two such culturally dissimilar locations within a single barony. While those in the barony’s capital fight against the swamp, always vigilant and ever shining in their polished metal armor, the people of South Pim adopt a very different attitude. They allow the swamp to permeate their lives to such an extent that the border between town and swamp is barely perceptible.

The stout wooden palisade that surrounds the small settlement is built of a wide variety of local wood, and from a distance appears to be nothing more than a thick copse of trees struggling up out of the swamp. Countless sharp spikes top the wall, most plucked from the spiny cush-anat tree. Each of these spikes is wrapped with coils of thorny brambles, which both add to the illusion and also make scaling the wall extremely dangerous. (Anyone who climbs 20 feet up the wall must succeed a DC 14 Reflex save or take 1d6 points of damage. Failure also requires a DC 12 Concentration check to avoid falling.) Most of the population stays close to the town. Men die in the swamp within a stone’s throw of the walls. As the lost, feverish, or mad are not desired as citizens, if they fall outside the city walls, few are likely to mourn them.

While Lake Gloomy’s main gate is polished brass, a bright beacon to those traveling east along the

War Road, the front gates of South Pim send a different signal. They are built of the skull and bones of a gigantic alligator that once lurked in the deeper waterways. The skull of this tremendous creature functions both as a solid gateway and a warning. That the men of Pim slew this great beast (known at one time as the “Dragon of the Swamp,” and venerated as the living god of a broadgrin colony) shows that they are fully capable of dealing with any other menace. Within the walls, the town is just as fierce, with bits and pieces of fallen foes woven into the buildings that provide both structural support (troll skulls are remarkably strong, as it turns out) and ornamentation (marsh ogre knuckle-bones serve as doorknobs for distinguished warriors).

Making full use of the swamp’s myriad resources, South Pim is a strange-looking place, especially to those who arrive after a visit to Lake Gloomy. Metal is all but forsaken here, and in its place is a host of sharp spines, scales, and teeth. One finds belt buckles held together by carved crab claws, knives made from giant alligator teeth, and needles carved from the spines of poisonous fish. Make no mistake, though; while the people of South Pim make use of the swamp’s materials and have given up their polished breastplates for woven turtle shell armor, they still believe strongly in the barony’s mission and work tirelessly to patrol Blackmoor’s boundaries against incursions from the Great Dismal Swamp. Some would say, due to their methods, they are even more effective at this task than those within Lake Gloomy, though they are seen less often.

Due to the wide variety of unusual materials and ingredients available in South Pim, several alchemists and sorcerers set up shop within the town’s walls. Alchemical components are available at a 10% discount. Potion brewing ingredients, healer’s kits (regular and masterwork), and rare spell components are found on the shelves of the alchemists’ cupboards. Everyone in South Pim remembers the day when the town’s vital supply of antivenom ran out, and several shops work diligently to make sure such a catastrophe never happens again. Along with the various conscripts sent from Blackmoor to the town’s garrison, the area attracts an eccentric mix of people.

Gnomes especially enjoy their time in South Pim since they can live quiet lives, doing their work without being bothered or annoyed by others. Most of the town’s inhabitants are skilled in wilderness survival, and portions of the place more closely

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resemble temporary military encampments than permanent town quarters. While the walls are not comparatively tall, an elaborate scheme of traps and moats protects South Pim, one of which is filled with pitch that can be set alight on a moment’s notice. The penalty for unnecessarily igniting the moat is now set at 420 casks of oil or a six-month sentence spent rendering pitch from the peat bog south-southwest of town.

Episode Background While many of the inhabitants that live in Lake Gloomy are exceedingly proud and take great care in keeping their homes and possessions clean and dry from the swamplands and usual rains, the people of the small town of South Pim adopt an exceedingly different attitude. For these folks the swamp permeates their lives to such an extent that the boundary between the town and swamp is scarcely noticeable. Metal is extremely rare here, replaced by sharp spines, scales and teeth of creatures from the swamp. And much of the of the population stays close to town, lest they die but a stone’s throw away from the outer walls. Besides the great warriors of the town, only the lost, feverish or mad venture outside the city walls. And when these latter folks do, few mourn their loss. The slavers that continue to plague the area around the Great Dismal Swamp have decided to make the small town of South Pim part of their next slaving operation. The setup for this operation is simple. One of the slavers with a variety of skills, including those of a sorcerer, has set up shop in South Pim as a cartographer, scribe and artist. With this front, he has ensured to slip, or rather spread, rumors amongst the various taverns, bars and inns that he has several treasure maps for sale for a moderate sum. The truth of the matter is that the treasure maps are merely elaborately prepared sketches that provide directions to an old ziggurat within the Great Dismal Swamp. Additionally, several of the maps are trapped to magically suggest or persuade the onlooker to go into the swamps in search of treasure. Located within the old tomb are a band of slavers, hoping to ambush groups of inexperienced adventurers. There are several traps, a number of depictions on the walls detailing strange frog-like humanoids and several cryptic stonewall maps of a nearby island.

The band of slavers has been using this old tomb as a hideout for several months now. Besides getting various valuable treasures from the captured adventurers, they also took just about everything from the slaves, too. The unknown creators of this ziggurat, deep within the Great Dismal Swamp, placed the traps located within the tomb here many years ago. More information about the other items of note (depictions and cryptic maps) will become available in future episodes. The player characters start the adventure in the small town of Lake Gloomy. While enjoying a morning meal in the local inn, one of the local townsfolk, Tyrigenious, requests their assistance. About a month ago, his son, Cryplic, left Lake Gloomy to travel along the Big Muddy River to the town of South Pim. He left with the hopes of seeking out a hidden treasure in the Great Dismal Swamp that his longtime childhood friend, Niles, had learned about via a recently purchased treasure map. (Or at least, so he believed.) Cryplic arrived without incident, having traveled as a caravan guard from Lake Gloomy to South Pim. Once there, he met up with Niles. Upon seeing the map, Cryplic had an overwhelming urge (partially due to the magic cast upon the fake treasure map) to seek out the potential fortunes that laid in wait for the two young men, just turned adventurers. The boys did well and located the old, partially swamp-buried ziggurat that held the treasures they sought. Unfortunately, imprisonment, not wealth, was what they found inside. A month has passed and Tyrigenious is dreadfully worried about his son. Cryplic did send a note to his father upon arriving in South Pim, but due to being held in captivity, this was the only letter sent. Due to this fact, Tyrigenious seeks individuals who are willing to travel to South Pim and locate his son. He suggests to any interested persons that they should travel to South Pim and seek out the merchants his son traveled with or the local mapmaker, as these are his only leads. He also notes that those with metal armor or weapons might wish to leave these items behind as the weather and elements in South Pim can lead to the destruction of any exposed metal items. The player characters travel from Lake Gloomy to South Pim encountering several potentially familiar

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faces in the form of Madame Rube and band of gypsies. They are heading to Lake Gloomy but have several rumors and tales to impart to the player characters before moving on. Upon arriving at the town of South Pim, the player characters can seek information from a number of locations or people including:

• Cartographer • Local guard • Local tavern • Local merchants

Player characters attempting to locate the cartographer, which Tyrigenious mentioned to them in the introduction, can easily do so. However, the cartographer is not exactly as he seems. Not only is he a slaver, but also a sorcerer. If asked about treasure maps, he notes that he has a couple on hand. When asked for a copy of the map that the young men, Cryptic and Niles, purchased, he willingly agrees to sell them one for the right price. The map does lead to adventure but not fortune. It leads straight to the hideout of a band of slavers located within an old, partially swamp-covered ziggurat. Additionally, the treasure map has had a magical trap placed upon it, so that anyone looking upon it might feel compelled to immediately go search the Great Dismal Swamp. If confronted, the cartographer first claims ignorance and then attempts to escape. If after purchasing the map, the player characters attempt to revisit the cartographer, he has vanished. Player characters speaking with the guards on the western portion of town can confirm that the two young men, Cryplic and Niles, did in fact enter the Great Dismal Swamp a few weeks back, and have not been seen or heard from since. If pressed for additional information, the guards also recall that the two men seemed to be a little “feverish” about seeking some treasure within the Great Dismal Swamp. Player characters going to the local tavern for information can learn a variety of rumors including a few that relate to their current mission. These latter rumors and stories note that Niles had been saving every possible coin since the cartographer came to town about a year ago. Once he had collected enough coins, he purchased a treasure map and met up with a friend from Lake Gloomy a week ago. The two of them then went westward

into the Great Dismal Swamp to search for hidden treasure. A few of the patrons note that both young men seemed a little “off” or perhaps a bit crazy. Player characters speaking with the local merchants have the opportunity to purchase a number of non-metal armors, weapons and a variety of other goods. Additionally, several of the local merchants remember that both of the young men, Cryplic and Niles, seemed to be frantic about starting their mission. When the characters head off into the Great Dismal Swamp to locate Cryplic and Niles, the elements start to take their toll on any metal items the player characters may be carrying. A hard rain drives down upon them, and it is possible that metal items could be damaged beyond repair. After dealing with the elements, the player characters must face Swamp Fever as they continue toward their goal. As the player characters traverse the swamp in search of the two missing young men, they run into a crazy swamp druid/hermit who, if treated nicely and given a small gift, might provide them some aid (remove disease for player characters with swamp fever, a swamp animal to assist them with tracking the slavers, etc.). This encounter is intended to be a bit of comic relief. Leaving the swamp druid/hermit behind and pressing onward, the player characters encounter several viper snakes, with the size and number dependent on the ATL. After the viper snakes, the player characters continue deeper into the swamp and, within five minutes, encounter one or more (number depending on ATL) marsh ogres that are in the middle of hunting viper snakes, a tasty delicacy to them. They fight to the death, hoping to make the player characters their next meal, even if they aren’t quite as delicious as viper snakes. Having dealt with both the viper snakes and the marsh ogres, the player characters encounter several natural obstacles that they must bypass, such as quicksand. Continuing to follow the treasure map, the player characters stumble upon the partially swamp-covered and potentially treasure filled ziggurat. An entrance at the top of the ziggurat has recently been opened and some recent activity can be

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discerned in the nearby area via various skill checks, such as Spot, Search and Survival. Entering the ziggurat on the top level, the player characters find two sets of stairs leading downward, and more signs of recent activity. The next level of the ziggurat contains several rooms, three traps (a recently re-hidden pit trap, falling block trap and a hail of needles trap); and one set of stairs leading deeper. Each area is covered in a separate sub-chapter. The third and lowest level of the ziggurat has several rooms. Moving about the area are a band of slavers, who are watching over a small group of captives, including Cryplic and Niles. The walls here have some form of wall carvings or hieroglyphics that depict strange frog-like humanoids. There is also a detailed map of an island not too far from the Great Dismal Swamp. Lastly, astute player characters can locate a hidden room, securely guarded by an elaborate puzzle. Each area is covered in a separate sub-chapter. The player characters head back to the town of South Pim with the freed townsfolk in tow without incident.

Episode Hook What has led you to travel to the swampy town of Lake Gloomy is your own story, but none-the-less you are here in this stately place. Despite what gloom lies outside the town, everything has been magnificently cleaned and polished daily. Currently, you are seated at a breakfast table in a local inn called the Immaculate Image Inn. The sweet scent of hickory bacon, gristly sausage and flapjacks with finely aged maple syrup fills the capacious room. And for those who enjoy a lighter repast, an array of fruits, such as pears and apples, has been made available along with fresh goat’s milk and green apple cider. As you feast upon the available foods, you see several other adventuring types seated at the rectangular table with you. Lake Gloomy is a regal place where, despite being in the middle of the Great Dismal Swamp, cleanliness is important to the entire town.

Allow the players to handle player character descriptions, introductions and a bit of role-playing over their morning meal. Once completed, continue with the following boxed text. As you continue your morning meal, you see several patrons entering with an empty stomach, or leaving with a smile of satisfaction. Meanwhile, a thin young Thonian man with messy auburn hair rushes about the inn cleaning up messes, especially the muddy footprints of patrons. As you take the last few bites and completely fill your belly, you notice a hirsute middle-aged High Thonian man, perhaps in his late forties or early fifties enter the inn. He is dressed in dark and somber garb and peruses the patrons with a keen eye. He has the mien of a commoner with an indelible sadness upon his face. Spotting the group at your table, he starts to approach. The middle-aged High Thonian man is named Tyrigenious. He is a local resident whose current sad state has led to his tenebrous, dank and dirty appearance. When he is greeted, he explains he is seeking the benignant succor of individuals. He needs to find his son in the town of South Pim. Unfortunately, he does not have the lucre to pay for this aid and hopes he can rely on the player character’s selfless kindness. He explains that about a month ago, his puerile and callow son, Cryplic, left Lake Gloomy to travel along the Big Muddy River to the town of South Pim. He left with the hope of seeking hidden treasure in the Great Dismal Swamp that his longtime childhood friend, Niles, learned about via a recently purchased treasure map. (Or at least, so Niles believed.) Cryplic traveled as a caravan guard from Lake Gloomy to South Pim and arrived without incident. A month has passed and Tyrigenious is dreadfully worried about his son. Cryplic did send a note to his father upon arriving in South Pim, but this was the only letter sent. Due to this fact, Tyrigenious seeks individuals who are willing to travel to South Pim and locate his son. He suggests to any interested persons that they travel to South Pim and seek the merchants with whom his son traveled or the local mapmaker, as these are his

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only leads. He also suggests that those with metal armor or weapons leave these items behind as the weather and elements in South Pim can destroy exposed metal items. Anyone agreeing to try to locate his son assuages Tyrigenious enough for him to provide some additional information: a description of the two boys, information on the merchants with whom Cryplic went to South Pim, and the mapmaker. Cryplic is an eighteen-year old High Thonian boy about five feet eight inches tall and about 165 pounds. He has auburn hair and greenish eyes. He has a scar on the back of his left hand. Cryplic’s friend, Niles, is a nineteen-year old High Thonian boy about five feet seven inches tall and about 155 pounds. He has fair skin, blond hair and blue eyes. He left to serve out his maturation period of travel. A merchant hired Cryplic as a caravan guard for their trip from Lake Gloomy to South Pim. Tyrigenious believes the merchant’s name was Lemony but distinctly remembers that he was selling items made out of hide, bone and shell for foodstuffs. Tyrigenious knows little about the mapmaker in South Pim. However, he figures this is what instigated Cryplic’s disappearance and he is the first person who should be sought out. If asked any questions, Tyrigenious attempts to answer them with what limited knowledge he has. When the player characters are ready to proceed, Tyrigenious bids them farewell but not before reminding them that South Pim is no place for metal. If the player characters wish to pick up any rumors within the inn before departing, one of the following tidbits can be learned with a successful DC 10 Listen check or DC 5 Gather Information check: The following rumors can be learned:

1. House cleaners are no longer in hot demand like they were about a year ago.

2. Collected fines within the town have been on a decease recently.

3. Afridhi are actually part demons who have been sent to these lands to destroy any force that would dare oppose them.

4. Leave your metal at home; you don’t want to bring it to South Pim where the rain there melts metal like butter on a sunny day.

5. Harpies with bone clubs plague the roads leading into South Pim.

6. Several local gnomes are working on a contraption that will be able to clean the entire town in about half a day.

7. The dungeons of Castle Blackmoor are an extremely dangerous place. One should only venture so deep before returning to the safety of the surface.

8. The Wizards’ Cabal has been passing out small booklets to individuals who might be interested in learning more about their organization.

9. Numerous strange and unique creatures lurk around Cloudtop.

10. Under the waters of the Great Dismal Swamp lie the remains of a great civilization that collapsed long before mankind knew Blackmoor. Some folks say that feverish madmen now work tirelessly within the depths of the swamp in the hopes of resurrecting an ancient evil, lying trapped beneath the mud.

For every five full points over the necessary results listed above, the player character learns an additional rumor.

Chapter 1: South Pim When the player characters depart for the town of South Pim, continue with the following: You depart Lake Gloomy for South Pim. On your first day of travel you are accompanied by a soft rain that lightly dampens your clothes. By nightfall the rain has departed and you are left with a clear star-filled sky. On the next day of travel, just before dinner, you see a band of gypsies traveling on the road towards your group. The band of gypsies, who first appeared in Episode 3: Redwood Distraction, is led by a Thonian woman named Madame Rube. Traveling with Madame Rube are Robeir, her son; Ronde, her beautiful daughter; Nemor, a bard; and several male gypsies. Each of them have a friendly demeanor towards the player characters unless insulted or provoked. Upon seeing the player characters, they stop their journey and prepare for

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an evening meal. They ask the player characters to join them. Madame Rube: Female Medium Human (Thonian), see Appendix I. Robeir: Male Medium Human (Thonian), see Appendix I. Ronde: Female Medium Human (Thonian), see Appendix I. Nemor: Male Half-fiend; see Appendix I. Gypsies (6): Male Medium Human (Thonian), Appendix I. If the player characters decide to press onward, the gypsies seem sad but go about eating their dinner. If the player characters agree to sit down and enjoy dinner with the gypsies, they are treated with a meal consisting of alligator tail, turtle soup, cheap wine, singing, dancing and storytelling. Ronde seems no longer shy and aloof and does a majority of the talking. She specifically engages charismatic males in the party and offers each one a dance. Each male hero who dances with Ronde should make a Perform: Dance check. Ronde will also sing a song. She asks others to sing along with her: Here is a song that I heard from the soldiers of Glendower. Ronde begins to sing; “The orcs were moving on Glendower The situation was looking dire When Brother Richard was inspired Them orcs gonna burn at Glendower! Brother Richard donned his flying cloak, And soared into a nearby oak, He waved his arms and loudly spoke Them orcs gonna burn at Glendower!” The gypsies begin a chorus to her music: “Always tip the serving girl, Never cook or eat a rabid squirrel, Don’t poke a stick at a cornered skunk, And never ever mess with a flying monk!” Ronde: “Well, Richard flew from tree to tree And called to them, “Hey, come get me!

More orcs gave chase all filled with glee, Them orcs gonna burn at Glendower! Brother Richard called them filthy names The orcs all chased him. What a game! Unaware of Richard’s aims Them orcs gonna burn at Glendower!” Again a chorus from the gypsies, “Brother Richard turned around mid-flight And set a tarry brand alight He threw that brand with all his might Them orcs gonna burn at Glendower!” The orcs all laughed at Richard’s joke, Until the woods were filled with smoke, And they began to cough and choke, Them orcs gonna burn at Glendower!” CHORUS “The orcs they started to perspire The flames ate every bush and briar The woods became a funeral pyre Them orcs gonna burn at Glendower! The orcs were filled with dark despair The fires had caught them unaware ‘Twas then they soiled their underwear Them orcs gonna burn at Glendower!” CHORUS “He doused the orcs with flasks of oil The billows round the flames did roil And soon their blood began to boil Them orcs gonna burn at Glendower! The last orcs all did kneel and pray For deliv’rance from this judgment day But their evil gods must have been away Them orcs gonna burn at Glendower!” CHORUS “Not one enemy got away And all ‘twas left the following day Was toasted orc and orc flambé Them orcs gonna burn at Glendower! The men began to cheer and clap For Brother Richard’s dev’lish trap But he’d retired to take a nap He burned those orcs at Glendower!”

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CHORUS Players who sing along with her should make a Perform Check: Singing. At the end of the evening, the judge must determine which male player character achieved the highest Perform Check (Singing, storytelling, or any other Perform check). Ronde offers this player character Ronde’s Favor. To ease into the mood, Madame Rube begins the storytelling with the following tale: “It is time to begin the storytelling. It is a dragon moon this evening. See the sky?” She raises her left eyebrow and gazes upward to the full moon. The moon has the gold, gray, and black stripes of the dragon gods. “It is an omen that the dragons are preparing for something. But for what I do not know. For who can understand the machinations of creatures who are both god and dragon? “The Great Dragon of the North – all goodly dragons call him father as do some sorcerers. Some say the sorcerer magic is divine spark. I say it is droplets of the blood of Insellegath. “All gods and goddess have walked the earth at one time or another. It is said the Lord of the North once walked in the guise of mankind. His name was Skelfer Ard. Perhaps you have heard of him? You’ll be told by the Cabal that Skelfer had humble beginnings at Archlis. But could a humble fisherman become a god-like wizard? I think not. “Now Gertude, she is kindest of the true dragons. Many orphanages and temples enjoy her goodwill. Many of the animals assume her colors and act as her watchers. Gray whales watch the oceans, gray hawks the air, and gray wolves the lands and forests. Have you ever noticed how the timber wolf favors the oak forest above all other woodlands? ‘Tis an omen of Tsartha to be sought out by one of these beasts, although Mother Gertude has not been directly heard from in some time. “With all the aches and pains in the world, and the horrid suffering in places like Ten, many believe Tsartha has entered a deep hibernation under the earth, like the Oak Tree in winter. Now how to

bring about the Spring? Perhaps that dragon moon will awaken her. “Now Watchworks… All you have to do is walk outside the walls of Maus to meet him. Never trust such a dragon. He is cunning beyond mortal ability and will twist any deal he makes to ensure that he comes out on top. But he is a wellspring of information… I have had a run in or three with him. If there is anything brewing among dragonkin, he is sure to be at the heart of it. I’d almost bet on it! “Tell me… Do any of you have stories of the great serpents?” Rube nods and gestures to players with holy symbols of the dragon gods as she speaks her tale, and to wizards/arcane warriors when speaking of Skelfer. Once complete, she asks each player character if they have a story to tell. Both Robeir and Nemor weave their tales between player character’s entertainments. If any player character does not have a story to tell, the gypsies invite them to provide other forms of entertainment, such as dancing or singing. Players choosing to entertain in one of these ways should make a Perform check to determine the reactions of the gypsies. A result of DC 10 is met with a satisfactory reaction; DC 15 is greeted with an enthusiastic round of applause; DC 20 is welcomed with a standing ovation. Players are encouraged to role-play any dancing or singing done, despite how badly they might protest. The goal is to lighten the mood and have fun. Nemor is a half-fiend posing as a Thonian man. He is traveling disguised as a gypsy to gather information for a master with dark purposes. The gypsies are not aware of Nemor’s fiendish heritage. Any player character who states they wish to check for a disguise on Nemor should make a single Spot check (DC 52). (Do not allow player characters multiple Spot checks.) A successful Spot check reveals his fiendish origin. If pressed about it, he denies the fact. If physically provoked, Nemor attempts to flee. If Madame Rube is informed of Nemor’s heritage, the gypsies immediately all grow sullen and quiet. They quickly withdraw to their wagons for the night ending any dancing, singing or storytelling, but not before Nemor is asked to leave by Madame Rube. Nemor is particularly interested in stories and adventures the player characters have to tell.

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Those who converse with him receive the Notice of a Malevolent Power described in the Mementoes section (if they have not already received this memento). Nemor’s story is as follows: “Centuries ago, there lived a dragon, Ute-Logos the Strange. His maddening power permeated the area know as The Dragon Hills. An immensely powerful black dragon, Ute-Logos's instability and paranoia, greater even than most wyrms, earned him the nickname of ‘the Strange One’. “Ute-Logos had a talent for skillful ingenuity. He spent centuries perfecting the art of creating magical items preparing for his masterpiece. His plan was to create a living artifact, not merely with a mind of its own, but with a piece of his very own intellect. Ute-Logos's artifact would allow him to reach intellectual heights of learning never before dreamed of by dragonkin. “Instead of benefiting from his mind, Ute-Logos's creation stole his sanity and his ability to make sound judgments. The Tome of Ingenuity warped into the Tome of Reason, a repository of perfectly clear thought and logic. As an awakened item, the Tome knows the most balanced course of action in any situation, eliminating emotion or feeling from its methods. Though Ute-Logos was a slightly eccentric black dragon, he soon sank deeper and deeper into insanity. He grew paranoid and irrational, a shell of his former, brilliant self. “The Tome of Reason bears a subtle curse. It always knows the best way to solve any problem at any given time. Through this power, it seeks to become its bearer's sole reservoir of logic, making them ever more dependent on its insight and good judgment. As it spends time with an individual, it drains their sanity, making them act less and less rational. It is not evil, merely domineering. It has determined that its thinking ability is perfect, and others' are flawed. Therefore it’s in the best interest of the user that the Tome take care of him. “Ute-Logos's creation led to his demise. Heroes, adventurers and treasure seekers from all over the North came to challenge Ute-Logos; for the locals' sake, for their own reputations, or for the vast treasure Ute-Logos had accumulated over his many long centuries. The results never changed as all who dared to face this insane creature met their end at his clutches. Finally, two hundred years ago, a hero whose name has been lost to

time and history arrived to challenge Ute-Logos. Nobody knows the outcome of his challenge, as neither was ever seen again. “Because of this, Insellageth, The Great Dragon of the North, decided to investigate the rumors of this dragon's plight. Insellageth fought his way through great defenses and traps of Ute-Logos's lair, then decided that the lair would be appropriate to safeguard the Tome. He augmented the traps and safeguards around it. “Several years later, after Ute-Logos faded from history, an ambitious young sorceress sought to follow in Ute-Logos’s footsteps. Amiel was her name, and she was an enterprising young sorceress who discovered pages from Ute-Logos's early notes on the Tome of Ingenuity. How she was able to come across the possession of these pages, no one really knows. She sought the magical book, which she believed would grant her immeasurable power. “Amiel knew of Ute-Logos's reputation for paranoia, and did not enter the black dragon's lair herself. Instead, she held a village hostage to force a group of adventurers to do the dirty work for her. She did this relying on the assumption that any adventuring party that would answer her challenge would prefer to save the innocent lives of the villagers or to satisfy their own greed. “Her plan backfired since Insellageth intervened before anyone could answer to her challenge. Instead of simply disposing of her, he gave her a choice: forget her desire for the Tome or receive custody of the Tome. Amiel chose the latter. Insellageth tricked her into willingly being imprisoned with the Tome for all time. “To this day, many scholars, sages, and lore masters have spent their entire lifetime in search of Ute-Logos’s lair in pursuit of the Tome of Reason but have yet to find it. Some say that the eldest races such as the dragons and Cumasti know of its secret location but tell no one for fear of what the Tome could do in the wrong hands, or maybe in fear of reprisal from Insellageth himself.” Robeir’s tale is as follows: “The Peshneath tell of a blood feud between rival clans of dragons. There was a time when the skies of the High Hak were as filled with scaled torment as the skies of Dragonia and the eastern Hak. The dragons of the High Hak were split between two

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clans, filled with hate and loathing for each other. The reds of the Spine of the dragons came to war with the greens of the Neath and the Blasted Wood. What slight might cause a dragon to declare blood feud is beyond the reckoning of unscaled flesh, but the war between the reds of Na’sakar and the greens of Kiskusesh scarred the plains of Hak and marked the land with its passing. “For a full hundred years the dragons warred, hunting each other across the sky and through the high places dragons hold as sacred. The Blasted Wood in those days was thick and green and filled with trees ancient and untouched. Its new name comes from the flame of the reds in their hunt for the greens. “At last, Chamber, Insellegath and Tsartha conferred. Chamber argued that this was how the Dragons became strong, winnowing the weak and honing their hunter’s cunning. Tsartha saw the bloodshed and horror caused by her rampaging kin and cried for peace. Insellegath took both their counsel and set the clans at rest. No more could they war. He bade them end their dispute. Until this day, the clans nurture a dark and bloody hatred for each other, often offering bounties to those who will bring them proof of harm done to their enemies.” If any hero has Allurid, Nemor addresses this player. “That is quite a sword you have there. Might I hold it? I have abilities to understand the heritage of an article.” Nemor assures the hero that the weapon is safe in his hands if the hero hesitates. If Nemor is rebuffed, he withdraws for the evening. If the player allows him to hold the sword, read or paraphrase the following as necessary: Nemors sits cross-legged on the ground, laying Allurid tenderly on his lap. He opens a pouch and brings out jasmine incense and ivory strips. He forms a rectangle with the pallid strips. A small cantrip is cast, and the incense alights within the ivory rectangle. Smoke dances like a serpent from the ivory casket. He begins arcane incantations and his eyes flutter. As he grows deeper into his trance like state, the chanting becomes a deep humming. It grows lighter and higher pitched. His voice takes on feminine tones,

“Her name is Allurid. She is forged under Mount Uberstar by a host of the finest dwarven craftsmen. She is patient, she is charming, she is good. She is asleep. When she was awake, she tolerated no evil and possessed the power of speech. She sees all magic and hears all things. To awaken her, you must find charcoal of the expired remains of an oak tree from the southern edge of the Wolf Wood. You must take her to the holy of Mieroc, and they must reforge her with their hammers of ebony metal. Allurid must be, must be, must be…… “Ah!! My head…” Nemor grasps his head as Allurid tumbles from his lap, knocking the strips and incense askew. A more masculine voice returns. “Did you understand my reading? I can tell you no more.” A Spellcraft Check DC 19 reveals that a legend lore has been cast. The player with Allurid receives the certificate, Allurid Revealed. This should be attached to the Allurid Certificate. In the morning, the gypsies depart towards Lake Gloomy. Meanwhile, the player characters continue their trek to the town of South Pim without incident. Continue with the following unless any player character has any preparations they wish to make. Several more days pass before you finally, but with difficulty, make out South Pim in the distance. It resembles a copse of trees struggling to make its way out of the swamp. The stout wooden palisade that surrounds the town is built of a wide variety of local wood and countless sharp spikes top the wall. Moving towards the front gates of South Pim, you see they are built of the skull and bones of a gigantic alligator. Upon entering South Pim, the player characters have a number of potential individuals or places they can check to gain more information or clues on the whereabouts of Cryplic and Niles, including:

• Cartographer [Chapter Two] • Local Guards [Chapter Three] • Local Tavern [Chapter Four] • Merchants [Chapter Five]

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Chapter 2: Cartographer If the player characters decide to speak with the cartographer who sold Niles the treasure map, continue with the following: You easily find the cartographer’s shop. It is a simple one-story building devoid of any metal. The shop consists of two rooms: the front room, used for transactions with customers, and a back room used as a work area. The back door is locked (hardness 5, hp 10, Break DC 18, Open Lock 25). Attempting to break in draws the attention of the local guard. The owner of the shop is Toxinu, a High Thonian man who came to town about a year ago. He is wiry with messy dirty blonde hair and droopy eyes. His hands are covered in ink from the maps he has been drafting recently. His business is merely a front to hide the facts that he is a slaver and also a sorcerer. If asked about Cryplic and/or Niles, he states that Niles purchased an old treasure map about a month ago. The map indicated a location deep within the Great Dismal Swamp that had the potential of valuable treasures. He sold Niles the map for 25 gp. If asked if he has a duplicate map or a copy, he states that in fact he does have one and would be willing to sell it to the player characters for 25 gp. If pressed about the price, he states that he has to make a living. This map does lead to adventure but not fortune. It leads straight to the hideout of a band of slavers located within an old, partially swamp-covered ziggurat deep within the Great Dismal Swamp. Additionally, the treasure map has a magical trap placed upon it, so that anyone looking upon it feels compelled to immediately go search in the Great Dismal Swamp for the ziggurat. The trap resets every minute so multiple player characters may fall under the effects of the spell. Once the ziggurat is discovered (see Chapter 11), the magic of the spell ends. Geas Trap: CR 7; magic device; proximity trigger; automatic reset; spell effect (geas, 12th level sorcerer); Search DC 31; Disable Device DC 31. Note: Geas allows no saving throw. The effects are immediate.

If the player characters attempt to show anyone in town the map, especially Toxinu, they actively look away from it thus avoiding the magical trap. If confronted, the cartographer first claims ignorance and then attempts to escape. If attacked, he tries to keep his secret life, that of being a slaver and a sorcerer, hidden unless forced to reveal it. If after purchasing the map, the PCs attempt to revisit the cartographer, he has vanished. He also states that he has another treasure map for sale, if the player characters are interested. He is selling this map for 50 gp. If purchased, give the appropriate character the Treasure Map certificate. If asked about Cryplic, Niles or the swamp, he has little information to pass along, but wishes them well in their search. All ATLs (EL5) Toxinu: Male Medium Human (High Thonian) Sor5, hp 15, See Appendix I.

Chapter 3: Local Guards If the player characters decide to speak with the local guards, continue with the following: You locate several of the local guards who are manning the western gates. Each wears a suit of bone armor and wields a large turtle shield, a bone club and a tooth dagger. Around their neck is a string holding varying numbers of teeth. The local town guards are on their usual watch of the walls of South Pim. Much of the activity comes from outside the town, so their attention is concentrated there. When approached, the local guards are suspicious of non-residents, but answer any questions the player characters might have. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? They left the town heading west at least a couple of weeks ago. Both were feverish, muttering to each other. What were they muttering? About some treasure deep within the Great Dismal Swamp they hoped to locate. Just crazy talk if you ask me.

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Do you believe they were okay? Anyone who willingly leaves town to head into the swamp clearly isn’t okay. How were they dressed when they left? Both seemed to have the notion they could be treasure hunters, so they had the gear of a warrior. Was anyone with them when they left? Few are mad enough to consider straying from the protection of the town. But don’t mourn their deaths; the lost, feverish, or mad are not desired as citizens here.

What dangers can one expect to see in the swamps? Huge alligators, thirty feet in length. Marsh ogres. Swamp trolls. There are also rains that cause all metal items to melt like butter on a hot summer’s day. And that’s if you are lucky. Do you have any information that could assist us with finding Cryplic and/or Niles? No, I’d simply give up on them. They would have been lucky to survive even an hour out there in the swamp. What do you know of the local cartographer? He came to town about a year ago. Seems to be an okay guy. If any player character attempts to leave the gates of the town wearing any metal armor or wielding a metal shield or weapon, the town guard actively snicker at their foolishness. If confronted, they explain that the rains of the swamp will quickly destroy all metal items, ruining them completely.

Chapter 4: The Local Tavern If the player characters decide to go to the local tavern, continue with the following: The local tavern, called The Gator’s Maw, is a sturdy building that has bones from several large creatures woven into it. As you approach the door, you see that the ornamental doorknob is made out of bone, likely from marsh ogre knucklebones. Going into the establishment, you see a large burly Thonian in his latter teens with dark skin, curly black hair and a scraggly beard monitoring who enters. He scans your group for a second before giving you the nod of approval. Two Thonian waitresses work the tavern while an older version of the doorman works the bar.

Several patrons litter the common room, four of which stand out: a drunk, a floozy, a loud-mouthed braggart and a member of the Wizards’ Cabal. The doorman, Jonson, is the son of the bartender/owner. His only fear is displeasing his father. Otherwise, he is quite easy to get along with. If asked any questions, he motions to the bartender, his father. The bartender and owner, Jon, is an ex-warrior of the town. He aided in the killing of a band of marsh ogres that plagued the town in years past. However, years caught up with him and now he has setup the Gator’s Maw to make his living. If any food or drink is purchased, he answers any questions the player characters might have. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? I haven’t seen either one for several weeks now. I’ve heard they went into the swamp searching for fool’s gold. Crazy kids… Do you believe they are okay? Well, they aren’t the warrior I was in my younger days. What dangers can one expect to see in the swamps? Alligators who can swallow a full-grown man whole. Ogres twice as tall as normal. Also, the rains can be problematic. What do you know of the local cartographer? He came to town almost a year ago. Seems to be an okay guy, but does a good deal of self-promotion. What do you think of Grumea and/or Uglaya? They do the job, even if they are a bit gruff. What do you think of Bozzy and/or Bryll Brinkersnaz? He pays his tab and doesn’t start fights, so what does it matter? What do you think of Glorida? Pretty young thing, ain’t she? What do you think of Sonona? First time I’ve seen her in this place, so I can’t help you much there.

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The two waitresses, Grumea and Uglaya, are middle-aged fishwives and unattractive ones at that. Their faces are covered by straw-like black hair and dominated by small pits. They’ll only answer questions if given a tip of at least one gold piece. Otherwise, they rudely inform the questioner that they have other matters to attend to. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? Those two cheap lads? No, and I couldn’t care one bit especially since I’ve heard they got swamp madness and left town. Do you believe they are okay? Do I look like I care? What dangers can one expect to see in the swamps? Just take a short trip out there and you’ll see for yourself. What do you know of the local cartographer? He seems like a nice enough guy. What do you think of Jon? He’s a cheap slave driver but I need the money. What do you think of Jonson? He’s a puppet to his father. What do you think of Bozzy and/or Bryll Brinkersnaz? Darn fool; don’t know when to close his mouth. What do you think of Glorida? One word: tart. What do you think of Sonona? I haven’t paid her no mind. The drunk, who calls himself Bozzy, is a slovenly High Thonian man of average height and weight with mismatched and wrinkled clothing. He smells heavily of alcohol. If purchased a drink, he answers any questions the player characters might have. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? Nope, I haven’t seen the four of them for a long time now. Do you believe they are okay? Why, what happened to them?

What do you know of the local cartographer or Bryll Brinkersnaz? He talks too much, which makes me head hurt. What do you think of Grumea and/or Uglaya? Gorgeous lasses. Wish they’d come home with me tonight. ::wink, wink:: What do you think of Jon and his son? As long as they keeps the drinks coming, they be’s okay with me. What do you think of Glorida? You think I’d have a shot at her? What do you think of Sonona? Who? The floozy is a pretty young Thonian dame named Glorida. She flirts, including answering any questions, with any reasonably (Charisma 10+) attractive guy who pays attention to her, such as showering her with drinks, gifts or flattery. She continues to take whatever she can get but won’t give the ‘final payout’ to anyone this evening. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? Can’t say that I have, my dear. Why what has happened to them? What do you think of <<insert name>>? They seem nice enough, sweetie. The braggart is a male Gnome, named Bryll “The Boastful” Brinkersnaz, who has a rather large nose and almost appears to grow with every story he tells. If given any attention, he tells some farfetched tale just to be the center of attention. If asked any questions, he gladly answers them. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? Not for a month now. Last I heard they were going off into the swamp to do some treasure hunting. If you ask me, they weren’t ready for it. Now if they had asked for my advice or for me to come along, we’d all be enjoying a nice drink with our purses overflowing with coins.

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What dangers can one expect to see in the swamps? Well, during my adventuring career, I encountered a number of large beasts. Some of them had teeth so large, they’d make your head seem like a peanut. What do you know of the local cartographer? An amateur if you ask me. I’ve drawn better maps during my career. What do you think of Jon? He’s got an okay place here, but years ago I ran a tavern that was so packed that you couldn’t help but run into folks. What do you think of Jonson? The chap needs to take lessons from me and loosen up. What do you think of Grumea and/or Uglaya? I could find better waitresses without even trying. What do you think of Bozzy? He can’t hold his drinks. If I were a heavy drinking Gnome, I could put him under the table and still walk a tightrope with my eyes closed. What do you think of Glorida? Nice on the eyes, but you should have seen the gal I had years back. She was so hot that your flesh would nearly melt if you touched her. What do you think of Sanona? She’s a newcomer, not sure where from, but I’m sure I’ve been there before. The member of the Wizards’ Cabal is Sanona, a female High Thonian sage. She has not been authorized to trade spells and thus does not do so. She has recently been stationed to the town of South Pim due to increasing rumors of sorcerer, slaver and Afridhi in the nearby area. Due to being new to town, she knows little about the recent events or folks of South Pim. If asked why she has been sent to South Pim, she states that there are rumors of sorcerer activity. If the player characters wish to pick up any rumors within the tavern, one of the following can be learned with a successful DC 10 Listen check or DC 5 Gather Information check: The following rumors can be learned:

1. Several folks have recently crazily journeyed off into the swamp and have not been seen since.

2. Folks from other towns, such as Boggy Bottom and Lake Gloomy have recently gone missing.

3. Few, if any, survive the dangers of the swamp for any significant period of time.

4. Be careful not to catch swamp fever if you go out into the Great Dismal Swamp.

5. If you are going into the swamps and see a vampiric stirge, run for your life.

6. The Afridhi lurk deep within the Great Dismal Swamp looking for ancient hidden powers to aid them in their conquest of all of Blackmoor.

7. The Wizards’ Cabal suspects that several sorcerers are hidden in this very town.

8. An ancient land filled with enormous lizards lies somewhere beneath the Great Dismal Swamp.

9. Gypsies with visions of the future wander the lands telling their stories.

10. Purchase all books, tomes and manuscripts you run across, as the contents could be informational and enjoyable to read.

For every five full points over the necessary results listed above, the player character learns an additional rumor

Chapter 5: Merchants If the player characters decide to speak with some of the local merchants, continue with the following: Heading to the section of town that houses the various merchant shops, you see that they are built with a variety of materials, such as straw, wood, brush, mud, and bones. The use of metal is non-existent here. The currently open merchant shops here include a general store, an armory shop and an alchemical depot. General Store This two-story wooden building has patches of mud, bone and straw stuffed into its small holes and crevices. The front door is a thick, sturdy wooden door with the leg bone of some type of large humanoid for the knob.

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Entering the general store, you see numerous piles of goods that have been haphazardly pushed together to allow a path for you to walk through. The owner, a male gnome with graying hair that protrudes from his head, ears and even nose greets you with a warm smile and a slight nod. He then waits patiently. The elderly gnomish owner of the general store is Gruelitaz Fitternose. He is a patient individual and a fair merchant. Items sold at his store include any adventuring gear, all non-masterwork tools and skill kits and any clothing (save the royal outfit) from Table 7-8: Goods and Services from the Player’s Handbook (pages 128-129). He charges standard rates for his goods. If asked about Cryplic and Niles, Gruelitaz states that they did come to his shop about two weeks ago and purchased a number of items, such as backpacks, sacks and other adventuring gear. He recalls that they seemed eager to head into the swamps to find their fortune. Armory The armory shop, Bones and Things, has been built mainly out of large bones from various creatures, both humanoid and non-humanoid. Hanging over the front door is the skull of a large alligator, which seems to have a slight smile upon its face. Entering the shop, you see numerous weapons made of bone, wood and stone neatly arranged on one half of the front portion of the store. Hanging from strings and animal intestines over another fourth of the store are several suits of bone and shell armor. Hanging on the wall are several shell shields. The owner is a well-chiseled, muscular Thonian man who appears to seen time in battle before. He looks at you expectantly. The owner of the weapon and armor shop, Bones and Things, is Brattle Shellsmith. He does not sell metal weapons, as the rains in South Pim would easily destroy them (which he openly states to increase sales at his shop). He does have a number of weapons, armor and shields crafted from unusual materials. These include (with cost in parentheses): Weapons Alligator tooth dagger (3 gp)

Bone club (2 gp) Bone greatclub (13 gp) Bone heavy mace (14 gp) Bone light mace (6 gp) Bone longspear (9 gp) Bone longsword (19 gp) Bone quarterstaff (4 gp) Bone shortspear (3 gp) Bone shortsword (12 gp) Bone spear (6 gp) Bone-tipped arrows [10] (2 gp) Bone-tipped crossbow bolts [10] (2 gp) Stone battleaxe (10 gp) Stone handaxe (6 gp) Stone throwing axe (8 gp) Armor & Shields Thick hide armor (30 gp) Turtle shell armor (45 gp) Bone shirt armor (25 gp) Bonemail armor (50 gp) Light turtle shell shield (9 gp) Heavy turtle shell shield (15 gp) If any player character purchases an item from Brattle, give them appropriate certificates making any necessary marks upon it. Masterwork versions are also available but at an additional cost of 300 gp for weapons and 150 gp for armor or shields. If asked about Cryplic and Niles, Brattle mentions that they each purchased a suit of bone armor, a shell shield and a bone weapon. He notes that they seemed enthusiastic about adventuring, but sounded very inexperienced. Alchemical Depot The alchemical depot is a stone building with a weed plant roof. It is obvious that great care has been given to its construction. Entering the depot, you see numerous closed wooden cupboards. The owner is a well singed gnome with moss robes and a tall red hat. The owner of the alchemical depot is Gnickey Mettlenose. He, like the other alchemists in town, is greatly respected. He sells all Special Substances and Items from Table 7-8: Goods and Services from the Player’s Handbook (page 138) but at a 10% discount. He also has potion-brewing ingredients, healer’s kits (regular and masterwork) and rare spell components for sale at standard rates.

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If asked about Cryplic and Niles, Gnickey informs the player characters that he has not had the privilege of meeting them. Other Information If the player characters decide to search out the merchants for whom Cryplic performed caravan duty, they learn that they have traveled to Vestfold and likely won’t return for a week or so.

Chapter 6: Elements of the Swamp When the player characters finally leave town to head to the Ziggurat in search of Cryplic and Niles, continue with the following: Heading out into the Great Dismal Swamp, you are greeted with a harsh driving rain that beats you with large droplets of abrasive water. If that wasn’t enough, visibility has been cut down to about thirty feet, due to the thick patches of canopy and hard rain. The rain, which is common to this area, is corrosive to metal items. It has no negative effect on organic (wood, leather, etc.) items, glass, stone or flesh. Any exposed metal item (armor, shields, weapons, barding) takes 1d6 points of acid damage per minute ignoring hardness, with a minimum of one minute. (Please see Player’s Handbook pages 165-166 for details.) The length of the rainstorm is 10 minutes for ATL 1, 20 minutes for ATL 3, 40 minutes for ATL 5 and 60 minutes for ATL 7. Player characters may wish to hide away or protect metal items when they start taking damage. They may do so, if they have the proper means to do so, such as double wrapping the metal item in cloth or several sacks. However, merely trying to shield the metal item from the rain, like an umbrella has no beneficial effect. Damaged certed, magical metal items must be repaired (see Player’s Handbook pages 70 & 166 for details) at the end of the adventure, otherwise the damage dealt to the item during this chapter should be noted on the certificate in question. Damaged non-certed metal items are considered repaired or replaced for free at the end of the episode.

Exposed metal items include, but are not limited to, armor, shields, weapons, rings, necklaces, earnings and helmets. As if the rain wasn’t enough, after an hour with the swamp, all living creatures not native to the swamp take a –2 circumstance penalty on all Fortitude saves due to the constant nips and bites from the various buzzing insects unless magical protection is taken, such as repel vermin. This lasts, along with the limited visibility, until the player characters leave the swamps, likely when they enter the ziggurat (Chapter 11). Lastly, have each player character make a Fortitude Saving throw (DC 15). Those that fail fall under the effects of Swamp Fever, which causes the afflicted to be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks and ability checks) whenever they enter swampy or marshy terrain. Swamp Fever can be removed by a remove disease spell or other similar effect. If the Swamp Fever is not cured by the end of the episode, afflicted player characters should be given the appropriate certificate.

Chapter 7: Swamp Druid The rain subsides as you continue your trek through the wet and muddy Great Dismal Swamp. Have the player characters make a Spot check (DC 15) to notice a creature moving in the trees to their left, and then a Listen check (DC 10) to hear movement to their left. Continue with the following for those who made either check: Your senses tell you that there is some type of creature in the trees to your left. You are unable to determine who it is, but can tell it is moving your way. Perhaps it is one of the undead who lurk within the swamps, or one of the madmen trying to revive or release a great evil. “Whatcha folks doing out here in this part of Blackmoor?” asks a small Gnomish head that pops out of the nearby bushes. The gnome, who calls himself Muddz, is a crazy swamp druid who has lived out in the swamps for many years now. Whether he was born crazy or the Great Dismal Swamp caused him to become this way, no one is quite sure. While crazy, he is certainly not a threat to the player characters and could even be of assistance to them. He has lived

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in the swamps for many years and has learned a great deal about these lands. Muddz asks many questions, some even quite outlandish and pokes good-natured fun at player characters with metal armor (should it have survived the previous encounter) or who look to be city folk. He also asks about what interesting items they brought along. If Muddz is treated nicely (not insulted) and given a small gift (with some reasonable monetary value and usefulness), he returns the favor. For each gift, he casts two currently available spells, such as remove disease (for those inflicted with Swamp Fever) or delay poison. Additionally, if the gifting player character has the Wild Empathy ability, he gives them his pet alligator, Smiley. (Treat the creature as a crocodile.) If any player character has the title of ‘Most Talented Performer In All The Realm’, he requests a performance – being neighbors and all. Treat the performance as a small gift (see above). If treated nicely, he answers any questions the player characters might have. A number of possible questions with answers are listed below: Have you seen Cryplic and/or Niles lately? Nope, but it’s crazy and dangerous for city folk to be wandering around out here. What can one expect to see in the swamps? Mosquitoes, oozes, slimes, vermin and quicksand. What dangers can one expect to see in the swamps? Giant leeches about fifteen feet in length, aboleths, walking dead and wailing banshees, along with all the other natural wildlife of the swamps. Have you seen anyone else out here in the swamps? No, the swamp and I seldom get visitors. If attacked, Muddz wild shapes into a bird and flees. All ATLs (EL5) Muddz: Male Small Gnome Drd 5, hp 34, See Appendix I.

Chapter 8: Vipers

Leaving the crazed swamp druid behind, you continue deeper into the Great Dismal Swamp following the map you obtained in the town of South Pim. With each step you take, the gloom of this dark place increases, as does the mud and water that has soaked into the flesh and bones of your legs and feet. A couple of days pass before, in the morning, just after you continued your trek…

As the player characters continue their trek to find the location marked on the map they acquired back in the town of South Pim, they run into several hungry poisonous vipers patiently waiting to drop down upon their next meal from the dark, dank trees of the Great Dismal Swamp. Have each player character make a Spot Check (DC 21) to notice the vipers as they drop down upon them from tree branches above them. The vipers are quite hungry and fight to the death. Due to the muddy and wet terrain here, the entire area is considered difficult terrain; see Dungeon Master’s Guide page 86 for details. ATL 1 (EL2) Snake, Small Viper (4): Small Animal, hp 6 each, See Monster Manual. ATL 3 (EL4) Snake, Medium Viper (5): Medium Animal, hp 12 each, See Monster Manual. ATL 5 (EL6) Snake, Large Viper (5): Large Animal, hp 18 each, See Monster Manual. ATL 7 (EL8) Snake, Large Viper (9): Large Animal, hp 18 each, See Monster Manual.

Chapter 9: Marsh Ogres Having dealt with the poisonous vipers, you push forward to reach the marked spot upon the map you follow. The pull of the thick mud has increased, and for many of you each step you make requires a significant effort to pull your leg from the muck below you. All the while, the nagging bugs of the Great Dismal Swamp continue to swarm around you and your companions.

Five minutes after the player characters encounter the vipers, they cross paths with one or more (number dependent on APL) marsh ogres. The marsh ogres are currently hunting viper snakes, a

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tasty delicacy to them. As such, they are actively hiding and moving silently. Because of this, have the player characters make both a Spot check (DC 10) and Listen check (DC 10) to notice the swamp ogres before combat ensues. The marsh ogres charge into combat with their greatclubs ignoring the difficult terrain of the swamp due to their special abilities. Their tactics are unorganized and chaotic. If offered a freshly killed poisonous viper before combat ensues, have the gifting player character make a Diplomacy check (DC 35). A successful check improves the marsh ogres attitude to friendly, which results in them taking the vipers and heading off to feast. Player characters who speak Giant gain a +4 bonus on this Diplomacy check. Good role-playing should also be rewarded with up to a +4 bonus. ATL 1 (EL4) Marsh Ogre (1): Large Giants, hp 39 each, See appendix 1. ATL 3 (EL6) Marsh Ogres (2): Large Giants, hp 39 each, See appendix 1. ATL 5 (EL8) Marsh Ogres (4): Large Giants, hp 39 each, See appendix 1. ATL 7 (EL10) Marsh Ogres (8): Large Giants, hp 39 each, See appendix 1.

Chapter 10: Natural Obstacles The map points you deeper into the Great Dismal Swamp. And each step you take is mud-filled and wet, leaving behind deep impressions in the swamp’s ground. The player characters must deal with several (three) patches of quicksand in route to finding the location marked on the map. A successful DC 15 Survival check keeps one from getting lost and avoids natural hazards, such as quicksand. A character approaching one of the patches of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a

chance to detect a hidden bog before blundering in. All three patches of quicksand are 20 feet in diameter; the momentum of a charging or running character carries him or her 1d2x5 feet into the quicksand. Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown when he can no longer hold his breath (see the Swim skill description, page 84 of the Player’s Handbook, and Drowning, page 304 of the Dungeon Master’s Guide). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface). Pulling out a character trapped in the quicksand can be difficult. A rescuer needs a branch, spear haft, rope or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Chapter 11: The Ziggurat Your trek through the swamp has been a busy one – especially today – having dealt with viper snakes, marsh ogres and quicksand. But all this trouble is rewarded when you stumble upon and nearly run into the partially swamp-covered and potentially treasure filled stone ziggurat that might hold the two boys you are seeking or at least clues to their fate. The entrance to the ziggurat is located at the top via a spiral staircase that descends downward. To reach the top requires a Climb check (DC 0) due to the slope and extreme wetness of the stone. This should be an easy check except for those with heavy armor. Anyone who fails this check by 5 or more falls but takes no damage. The stone ziggurat consists of three levels (upper, middle and lower), with the only entrance being at the top (upper). Throughout the ziggurat are

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torches providing light to all areas. Therefore, a light source is not needed to see. The player characters may also make a few skill checks to gather some additional information before proceeding inside. A successful Knowledge (Architecture and Engineering) skill check (DC 20+ATL) reveals that the ziggurat is well over five hundred years old and perhaps even far older than that. A successful Search skill check (DC 15+ATL) of the ground around the ziggurat reveals several booted humanoid footprints of both small and medium size. A successful Survival skill check (DC 20+ATL) for player characters with the Track feat reveals a set of tracks consisting of two booted humanoids came from the direction of South Pim and went towards the top of the ziggurat.

Chapter 12: Upper Level The sole entrance to the ziggurat is a spiral staircase located in the top center of the structure. Descending down the staircase requires a Balance check (DC –1) due to the slope and extreme wetness of the stone steps. This should be an easy check except for those with heavy armor. Anyone who fails this check by 5 or more falls and takes 1d6 points of damage. The stone steps themselves have carvings or markings in them that have been severely eroded. It is impossible to read them due to the effects of time and nature. Area A This is the entrance room to the ziggurat. Those player characters who are successful on a Spot check (DC 10+ATL) notice several small and medium-sized muddy footprints on the floor. Those player characters with the Track feat who successfully Search (DC 5+ATL) the ground find muddy tracks leading to both the north and south exits that eventually lead down the stairs located in Areas C, before they dissipate (due to lack of mud and water). The walls of this room are covered with heavily eroded carvings, markings and pictures. It is impossible to read them, or get a good idea of what they represent due to the effects of time and nature. Area B These two rooms are barren and empty, save the muddy footprints that lead to Areas C. Even the

carvings, markings and pictures found on the spiral staircase and the entrance room are absent. Area C These two rooms are deserted save for a set of stone stairs leading to the next level below, several sets of muddy footprints and a thick layer of partially disturbed dust. Nothing else of interest lies here. Two open doorways lead into Areas B.

Chapter 13: Middle Level There are two entrances to this level, which both lead to Area D. Area D Two sets of stone stairs lead into this room. In the middle of the room is a circular mosaic (ten feet in diameter) depicting a frog’s head with an open mouth as if about to eat something. The open mouth is four feet in depth and eight feet in width. (Thus it is possible for two player characters to fall into the camouflaged pit trap at once.) The mosaic is a pit trap that swings open when more then ten pounds of pressure is placed upon it. ATL 1 (EL4) Camouflaged Pit Trap: CR 3: mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent squares); Search DC 20; Disable Device DC 16. ATL 3 (EL6) Camouflaged Spiked Pit Trap: CR 6: mechanical; location trigger; manual reset; DC 22 Reflex save avoids; 70 ft. deep (7d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+4 each); multiple targets (first target in each of two adjacent squares); Search DC 24; Disable Device DC 20. ATL 5 (EL8) Camouflaged Spiked Pit Trap: CR 8: mechanical; location trigger; manual reset; DC 24 Reflex save avoids; 90 ft. deep (9d6, fall), pit spikes (Atk +14 melee, 1d4 spikes for 1d4+4 each); multiple targets (first target in each of two adjacent squares); Search DC 28; Disable Device DC 24. ATL 7 (EL10) Camouflaged Spiked Pit Trap: CR 9: mechanical; location trigger; manual reset; DC 24 Reflex save avoids; 90 ft. deep (9d6, fall), pit spikes (Atk +18 melee, 1d4 spikes for 1d4+4

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each); multiple targets (first target in each of two adjacent squares); Search DC 32; Disable Device DC 24. This area has been recently cleared of dust and other debris. There are two open doorways in the north and south walls. Area E Within these two rooms are ancient runes carved into the wall opposite the doorway into Area D. Anyone who successfully makes a Decipher Script check (DC 30) or uses a spell like comprehend languages can discern that they are a religious message paying homage to a god named Ritotar, a great warrior and leader. The runes offer no additional information or clues. A successful Search check (DC 10) indicates that the dust within this room has been recently disturbed. Nothing else of interest lies within these rooms save the doorways to both the east and west. Area F The slavers disturbed the thick layer of dust within this room while looting everything of value. A successful Search check (DC 10) can easily reveal this information. The only items of note are a small stone dais standing in the southwestern portion of the room, along with runes along the southern and western walls. A successful Decipher Script check (DC 30) or use of a spell like comprehend languages reveals that they are some type of prayer to a god named Ritotar. Area G The entrance to this room is trapped. Stone blocks could potentially hit anyone stepping into the room. See the stat blocks below. Anything of value has been removed from the room. A successful Search check (DC 10) reveals the fact that the thick layer of dust in this room has recently been disturbed. Located on the southern and eastern walls are additional runes. A successful Decipher Script check (DC 30) or use of a spell like comprehend languages reveals that they are some type of script referring to a god named Ritotar and his blessed warriors. ATL 1 (EL3) Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +16 melee (2d6, block); multiple targets (first target in each of two adjacent squares); Search DC 20; Disable Device DC 20.

ATL 3 (EL5) Blocks from Ceiling: CR 5; mechanical; location trigger; repair reset; Atk +20 melee (4d6, block); multiple targets (first target in each of two adjacent squares); Search DC 24; Disable Device DC 24. ATL 5 (EL7) Blocks from Ceiling: CR 7; mechanical; location trigger; repair reset; Atk +24 melee (4d6, block); multiple targets (first target in each of two adjacent squares); Search DC 28; Disable Device DC 28. ATL 7 (EL9) Blocks from Ceiling: CR 9; mechanical; location trigger; repair reset; Atk +24 melee (4d6, block); multiple targets (first target in each of two adjacent squares); Search DC 32; Disable Device DC 32. Nothing else of interest is in this area. Area H The slavers disturbed the thick layer of dust within this room while looting everything of value. A successful Search check (DC 10) can easily reveal this information. The only noteworthy items are a small stone dais standing in the northeastern portion of the room, along with runes along the northern and eastern walls. A successful Decipher Script check (DC 30) or comprehend languages spell reveals that they are some type of prayer to a god named Ritotar. Area I The entrance to this room is trapped. A hail of needles could potentially hit anyone stepping into the room. Refer to the stat blocks below. ATL 1 (EL3) Hail of Needles Trap: CR 3; mechanical; proximity trigger; manual reset; Atk +16 ranged (3d4, needles); multiple targets (first target in each of two adjacent squares); Search 16; Disable Device 16. ATL 3 (EL5) Hail of Needles Trap: CR 5; mechanical; proximity trigger; manual reset; Atk +20 ranged (5d4, needles); multiple targets (first target in each of two adjacent squares); Search 20; Disable Device 20. ATL 5 (EL7) Hail of Needles Trap: CR 7; mechanical; proximity trigger; manual reset; Atk +24 ranged (5d4, needles); poison (medium spider venom, DC

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14 Fortitude save resists, 1d4 Str/1d4 Str); multiple targets (first target in each of two adjacent squares); Search 24; Disable Device 24. ATL 7 (EL9) Hail of Needles Trap: CR 7; mechanical; proximity trigger; manual reset; Atk +24 ranged (5d4, needles); poison (medium spider venom, DC 14 Fortitude save resists, 1d4 Str/1d4 Str); multiple targets (first target in each of two adjacent squares); Search 28; Disable Device 28. Located in the northwestern corner of this room is a spiral staircase that descends one hundred feet below the swamps outside. The room is barren, but runes decorate the western wall. A successful Decipher Script check (DC 30) or comprehend languages spell reveals that “only the truly faithful are granted the right to proceed and non-believers or those with little faith perish by the hands of the blessed warriors of Ritotar.” A successful Search check (DC 10) reveals that the thick layer of dust in this room has recently been disturbed. A successful Survival check (DC 20+ATL) by those player characters with the Track feat indicates that some types of humanoids have recently used the stairs.

Chapter 14: Lower Level Area J The spiral stone staircase from Area I leads to this area on the lower level or the Ziggurat. The room is empty except for traces of dust. There are two closed, unlocked, 2-inch thick stone doors; one to the east and the other to the south. When either door is opened, a halfling rogue slaver, crudely disguised as a human child, located on the map as X (stats noted in Area O) starts to scream like a frightened child these words: “Help, help me please, these bad man are after me.” He then runs along the noted path on the map until he runs into the debris-filled dead-end. His hope is to draw the attention of the intruders (player characters) into a dead-end so that his two slaver buddies, the half-orc fighter and the High Thonian wizard, can exit Area O and box the player characters into a corner. If this occurs, the halfling rogue then moves to either flank with the half-orc fighter or tumble back to safer ground. If the player characters do not follow the disguised halfling rogue, they likely spot the half-orc fighter and the High Thonian wizard moving after him

when the two slavers exit Area O. They immediately stop their pursuit and attack the player characters. If the player characters do not spot the half-orc fighter and the High Thonian wizard ‘chasing’ after the disguised halfling rogue, the three slavers attempt to trick the player characters with the best possible off-the-cuff idea that they can. (Basically, as the judge you have free reign here to use the three slavers' talents to best challenge the player characters.) Statistics for all three slavers can be found in Area O and Appendix I. Area K Located in the center of this room is a ten-foot tall stone statue with minor weathering. The statue depicts a large humanoid with a frog-like head and outstretched arms. It represents knowledge and leadership. On the base of the statue are ancient runes. A successful Decipher Script check (DC 30) or comprehend languages spell reveals that the statue is of Ritotar, the trusted and knowledgeable leader. Area L The slavers disturbed the thick layer of dust within this room while looting everything of value. A successful Search check (DC 10) can easily reveal this information. Nothing of interest is in this area. Area M This room has two 2-inch thick stone doors leading into it. The room has a small (around half an inch) level of water running across it. Anyone attempting to move across the room must make a Balance check (DC 10). The runes located on the wall in this room have been weathered to the point of being unreadable. Nothing else of interest is in this room. Area N Located in the center of this room is a ten-foot tall stone statue with minor weathering. The statue depicts a large humanoid with a frog-like head. It crouches with a readied spear as if about to leap into combat. It represents strength and battle.

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On the base of the statue are ancient runes. A successful Decipher Script check (DC 30) or comprehend languages spell reveals that the statue is of Ritotar, the strong and brave warrior. Area O This room houses the three slavers using the ziggurat as a hideout. The room has three makeshift beds, five crates that have been used for tables and three barrels that have been used for chairs. The crates hold various raw gemstones worth 500 gp. The barrels hold various drinks, the first one water, the second cheap ale and the third watery wine. Scattered about the room are fifteen sacks. Within the sacks are various foodstuffs, such as wheels of cheese, grain, flour and salted meats. Etched into the walls themselves are several maps. If the player characters successfully defeat the slavers and free the slaves, one of the freed individuals makes a copy of the map for the player character’s future use. While it is unlikely the slavers will be encountered within this area, their stat blocks and likely combat sequences have been noted here. (Note: As the judge, you can modify the slavers combat tactics if a better course of action is available.) ATL 1 The halfling rogue either attempts to flank a player character with the half-orc fighter or tumble to safer ground, but still within melee combat. The half-orc fighter tries to impose himself between any player character and the High Thonian wizard. Any attack he makes, whether it be an attack of opportunity or part of his action, he first attempts to trip his foe. If he is successful, he then tries to strike them doing non-lethal damage. At ATL 1, the High Thonian wizard first casts sleep or enlarge person, as appropriate. Next, he casts grease followed by either sleep or enlarge person (whichever he did not cast in the first round of combat). At ATL 3, the High Thonian wizard first casts web or enlarge person, as appropriate. Next, he casts web (if not cast in the first round of combat) or sleep, followed by hideous laughter. At ATL 5, the High Thonian wizard casts slow, deep slumber, web and suggestion in that order.

At ATL 7, the High Thonian wizard first casts confusion, then dominate person on the strongest looking fighter-type followed by feeblemind on a spellcaster. ATL 1 (EL4) Bluffing Slaver (1): Small Halfling Rog1, hp 8, See Appendix I. Slaver Tough (1): Medium Half-Orc Brb1/Ftr1, hp 24, See Appendix I. Wizard Slaver (1): Medium Human (High Thonian) Wiz2, hp 14, See Appendix I. ATL 3 (EL6) Bluffing Slaver (1): Small Halfling Rog3, hp 20, See Appendix I. Slaver Tough (1): Medium Half-Orc Brb1/Ftr2, hp 33, See Appendix I. Wizard Slaver (1): Medium Human (High Thonian) Wiz4, hp 24, See Appendix I. ATL 5 (EL8) Bluffing Slaver (1): Small Halfling Rog5, hp 32, See Appendix I. Slaver Tough (1): Medium Half-Orc Brb1/Ftr4, hp 52, See Appendix I. Wizard Slaver (1): Medium Human (High Thonian) Wiz6, hp 34, See Appendix I. ATL 7 (EL10) Bluffing Slaver (1): Small Halfling Rog5, hp 32, See Appendix I. Slaver Tough (1): Medium Half-Orc Brb2/Ftr4, hp 63, See Appendix I. Wizard Slaver (1): Medium Human (High Thonian) Wiz9, hp 52, See Appendix I. Area P This room holds a dozen male slaves, including Cryplic and Niles. They have been tied up with thick, strong vines and other swamp plants. All twelve slaves (8 Thonians, 3 Gnomes & 1 High Thonian) wear simple rags for clothes and are emaciated. When the player characters enter the room, the slaves have lost any hope of being rescued and believe them to be new slavers. When freed, they ask for nourishment. Due to their current state, they are unable to fight or carry

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anything over two pounds. Their hope is to be taken back to South Pim. They answer any question the player characters have with a simple nod or shake of their head. Area Q The door to this room is magically locked and trapped with an elaborate puzzle. On the ground before the trapped door are 54 stone cubes with a mark on them. There are 9 different marks and 9 different colors. On the stone door itself is a puzzle with 27 stone cubes fixed into place. First, provide the players with Appendix 3. After they have had a moment to scan the puzzle, allow each of them to make an Intelligence check (DC 15). If anyone is successful, the players gain access to Appendix 4, which should aid them in solving the puzzle. Additionally, they discover that there are only 9 different marks and 9 different colors. Each color goes into a specific 3 by 3 section as one of each mark. Allow them to start attempting to solve the puzzle, if they ask for an ability or skill check to aid them, provide each player character with one Intelligence check. A DC 10 results in the player being able to select one spot and knowing the answer without question. For each additional 5 points, they earn another spot. So a DC 15 results in two spots, a DC 20 three spots and so forth. If any cube is incorrectly placed within the puzzle, a ray of elemental energy shoots out at the offending person. The type of elemental energy is randomly determined between air, earth, fire, metal, water, and wood. See below for additional details on the trap. ATL 1 (EL3) Elemental Orb Trap: CR 3; magic device; proximity trigger (alarm); automatic reset, Atk +5 ranged touch (1d6, 1 elemental air, earth, fire, metal, water or wood orb); Search 27; Disable Device 54. ATL 3 (EL5) Elemental Orb Trap: CR 5; magic device; proximity trigger (alarm); automatic reset, Atk +10 ranged touch (1d6, 3 elemental air, earth, fire, metal, water or wood orbs); Search 27; Disable Device 54. ATL 5 (EL7)

Elemental Orb Trap: CR 7; magic device; proximity trigger (alarm); automatic reset, Atk +15 ranged touch (1d6, 4 elemental air, earth, fire, metal, water or wood orbs); Search 27; Disable Device 54. ATL 7 (EL9) Elemental Orb Trap: CR 9; magic device; proximity trigger (alarm); automatic reset, Atk +20 ranged touch (1d6, 6 elemental air, earth, fire, metal, water or wood orbs); Search 27; Disable Device 54. When the puzzle is successfully solved, the door unlocks and the trap is deactivated for one hour. Inside the magical locked and trapped room is pedestal with a small metallic-like rock four inches in length and an inch in depth and height. The shard is magical, but its powers are unknown. If a detect magic spell is cast and the shard viewed, it detects as overwhelming magic. Determining the school requires a Spellcraft check (DC 24). Success reveals that all eight schools of magic are contained within the spell shard. The player characters cannot use the magic of the metallic-like rock at this time, but they can keep it if they desire. If any player character keeps it, they earn the Unknown Magical Metallic-Like Rock certificate. If the player characters turn it over to the Wizards’ Cabal, they earn a favor from said group.

Finale: If the player characters were not successful in freeing the slaves, and were captured, continue with the following: You tried to locate Tyrigenious’s young son Cryplic and his friend Niles, but unfortunately your efforts have caused you to be captured. Two weeks later, the player characters are saved by other adventurers. The player characters lose two (2) additional Time Units along with all possessions they brought with them to the ziggurat. This should be noted on the player character’s logsheet. If the player characters were not successful in freeing the slaves, but were not captured, continue with the following:

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You tried to locate Tyrigenious’s young son Cryplic and his friend Niles, but unfortunately you failed. Hopefully, they will be found alive one day and unharmed. If the player characters were successful in freeing the slaves, continue with the following: The last few days have been quite eventful. During that time, you managed to free several individuals who were being held against their will and return them to the town of South Pim. But just where and who were they being taken to? Could the ziggurat’s walls hold the answer? You might think you have the answers, but these are questions for a future chapter of your adventures in the world of Blackmoor. Any non-magical metal items that were not totally destroyed but took damage from the harsh rains (in Encounter Six) are repaired by one of the slaves the player characters freed. Magical metal items must be repaired for by the player characters or repaired at the cost of 10 gp per hit point. Additionally, player characters are each given a copy of the map on the wall of the Ziggurat by another freed slave. Lastly, each player character earns the Favor of Zikk the Boater, who was yet another freed slave, which grants them one free boat trip whenever they are in need of it. Thus ends this episode of Dave Arneson’s Blackmoor.

Experience Points: Reward the player characters experience points for items completed below: Chapter 8: Defeat vipers 100 XP Chapter 9: Defeat swamp ogres 200 XP Chapter 13: Survive each trap [50 xp each; maximum 3] 50 XP Chapter 14: Defeat slavers 200 XP Finale: Free slaves 100 XP Total: 750 XP

Mementos: List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificate) is as follows: ATL 1: 500 gp ATL 3: 750 gp ATL 5: 1,000 gp ATL 7: 1,250 gp Chapter 1: Attention of a Malevolent Power: A dark power has encountered this player character. It has a watchful eye on said player character. This certificate must be shown to the judge at the beginning of every episode. Ronde’s Favor For being an outstanding performer, Ronde has provided you with her handkerchief. This satin blue handkerchief smells of lilacs and wild spices. This certificate may have future significance. This certificate may not be sold or traded. Allurid Revealed Her name is Allurid. She is forged under Mount Uberstar by a host of the finest dwarven craftsmen. She is patient, she is charming, she is good. She is asleep. When she was awake, she tolerated no evil and possessed the power of speech. She sees all magic and hears all things. To awaken her, you must find charcoal of the expired remains of an Oak Tree from the Southern Edge of the Wolf Wood. You must take her to the holy of Mieroc, and they must reforge her with their hammers of ebony metal. Contact the plots coordinator that Allurid has been revealed. This certificate may only be possessed by a hero who owns Allurid. This certificate nor the Allurid certificate may not be sold or traded. Chapter 2: Treasure Map (value 50 gp): This treasure map was purchased within the town of South Pim. It has numerous strange markings and runes upon it. Where it leads, you are currently unable to discern. Perhaps in time future clues or information might assist you with determining the location point of note on the map. Chapter 5: Bone Weapon Purchase from Bones and Things: The checked bone weapons were

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purchased from Bones and Things, a weapon and armor shop in the town of South Pim near the Great Dismal Swamp. Alligator tooth dagger (3 gp) Bone club (2 gp) Bone greatclub (13 gp) Bone heavy mace (14 gp) Bone light mace (6 gp) Bone longspear (9 gp) Bone longsword (19 gp) Bone quarterstaff (4 gp) Bone shortspear (3 gp) Bone shortsword (12 gp) Bone spear (6 gp) Bone-tipped arrows [10] (2 gp) Bone-tipped crossbow bolts [10] (2 gp) Check here if a masterwork version was purchased for 300 gp plus the cost of the weapon. Bone weapons weigh one less pound than their metal version (minimum 1 lb.) and do normal weapon damage but any time a critical failure (natural 1) is rolled on an attack roll, the weapon has a 50% chance of breaking into several pieces. Fixing the weapon requires a fabricate spell; a mending spell does not work due to the multiple breaks. Any item not purchased should be stricken through, while purchased items should be checked and initialed. Stone Weapon Purchase from Bones and Things: The checked bone weapons were purchased from Bones and Things, a weapon and armor shop in the town of South Pim near the Great Dismal Swamp. Stone battleaxe (10 gp) Stone handaxe (6 gp) Stone throwing axe (8 gp) Check here if a masterwork version was purchased for 300 gp plus the cost of the weapon. Stone weapons do normal weapon damage but any time a critical failure (natural 1) is rolled on an attack roll, the weapon has a 25% chance of breaking into several pieces. Fixing the weapon requires a fabricate spell; a mending spell does not work due to the multiple breaks. Any item not purchased should be stricken through, while purchased items should be checked and initialed. Armor Purchase from Bones and Things: The checked armor was purchased from Bones and Things, a weapon and armor shop in the town of South Pim near the Great Dismal Swamp.

Thick hide armor (30 gp): Heavy armor, +5 armor bonus, +2 maximum Dex bonus, -7 armor check penalty, 40% arcane spell failure chance, weight 40 lbs. Turtle shell armor (45 gp): Medium armor, +4 armor bonus, +4 maximum Dex bonus, -6 armor check penalty, 40% arcane spell failure chance, weight 20 lbs. Bone shirt armor (25 gp): Light armor, +4 armor bonus, +4 maximum Dex bonus, -3 armor check penalty, 25% arcane spell failure chance, weight 25 lbs. Bonemail armor (50 gp): Medium armor, +5 armor bonus, +2 maximum Dex bonus, -6 armor check penalty, 35% arcane spell failure chance, weight 40 lbs. Light turtle shell shield (9 gp): +1 shield bonus, -2 armor check penalty, 10% arcane spell failure chance, weight 6 lbs. Heavy turtle shell shield (15 gp): +2 shield bonus, -3 armor check penalty, 20% arcane spell failure chance, weight 15 lbs. Check here if a masterwork version was purchased for 150 gp plus the cost of the armor. Any time a confirmed critical hit is scored upon someone wearing bone or shell armor or a shell shield, the item in question has a 10% chance of breaking into several pieces. Fixing the weapon requires a fabricate spell; a mending spell does not work due to the multiple breaks. Any item not purchased should be stricken through, while purchased items should be checked and initialed. Chapter 7: Smiley – Alligator companion: You have befriended the Gnomish Swamp Druid, Muddz. In return for your kind gifts and having the wild empathy ability, he has given you his pet alligator (treat as an normal crocodile), Smiley. Smiley is a standard animal companion, but the owner (only the person named above on this certificate) gains a +2 circumstance bonus on Handle Animal checks with Smiley. Chapter 9: Large Hide Armor (value 60 gp each) Large Greatclub (value 10 gp each) Large Spear (value 4 gp each) Chapter 14 – Area O: Miscellaneous treasure worth 16 gp total. Masterwork Hide Armor (1) (value 165 gp)

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Potion of Cure Serious Wounds (1) (value 750 gp) Potion of Sanctuary (1) (value 50 gp) Various raw gemstones (value 500 gp) ATL 1 Only Cloak of Resistance +1 (value 1,000 gp): This fine dark green cloak is made out of silk. ‘Leg Sweeper’ – Masterwork Spiked Chain (value 325 gp): This spiked chain was taken from an unnamed but extremely strong half-orc slaver that often used it to trip his opponents. Spellbook I (value 700 gp): This leather bound spellbook contains the following spells: 0 – dancing lights, daze, ghost sound, light; 1st – animate rope, charm person, enlarge person, feather fall, grease, hypnotism, magic daggerDAB, magic missile, sleep, unseen servant. ATL 3 Only Cloak of Resistance +2 (value 4,000 gp): This fine dark green cloak is made out of silk. Headband of Intellect +2 (value 4,000 gp) ‘Leg Sweeper’ – +1 Spiked Chain (value 2,325 gp): This spiked chain was taken from an unnamed but extremely strong half-orc slaver that often used it to trip his opponents. Spellbook II (value 1,100 gp): This leather bound spellbook contains the following spells: 0 – dancing lights, daze, ghost sound, light; 1st – animate rope, charm person, enlarge person, feather fall, grease, hypnotism, magic daggerDAB, magic missile, sleep, unseen servant; 2nd – bull’s strength, false life, hideous laughter, web. ATL 5 Only Cloak of Resistance +3 (value 9,000 gp): This fine dark green cloak is made out of silk. Headband of Intellect +2 (value 4,000 gp) ‘Leg Sweeper’ – +1 Merciful Spiked Chain (value 8,325 gp): This spiked chain was taken from an unnamed but extremely strong half-orc slaver that often used it to trip his opponents. Spellbook III (value 1,650 gp): This leather bound spellbook contains the following spells: 0 – dancing lights, daze, ghost sound, light; 1st – animate rope, charm person, enlarge person, feather fall, grease, hypnotism, magic daggerDAB, magic missile, sleep, unseen servant; 2nd – blindness, bull’s strength, false life, hideous laughter, web; 3rd – deep slumber, slow, suggestion. ATL 7 Only Cloak of Resistance +4 (value 16,000 gp): This fine dark green cloak is made out of silk.

Headband of Intellect +2 (value 4,000 gp) ‘Leg Sweeper’ – +1 Merciful Spiked Chain (value 8,325 gp): This spiked chain was taken from an unnamed but extremely strong half-orc slaver that often used it to trip his opponents. Spellbook IV (value 2,900 gp): This leather bound spellbook contains the following spells: 0 – dancing lights, daze, ghost sound, light; 1st – animate rope, charm person, enlarge person, feather fall, grease, hypnotism, magic daggerDAB, magic missile, sleep, unseen servant; 2nd – blindness, bull’s strength, false life, hideous laughter, web; 3rd – deep slumber, hold person, slow, suggestion; 4th – confusion, crushing despair, greater invisibility; 5th – dominate person, feeblemind. Chapter 14 – Area O: Unknown Magical Metallic-Like Rock (value 0 gp): This magical rock is magical and has an aura power of overwhelming. It radiates all eight schools of magic. However, no one seems to be able to release its magic or even know what it power it holds. Favor of the Wizards’ Cabal : For turning over a strange unknown magical metallic-like rock, the Wizards’ Cabal has granted you this favor. Finale Copy of the Ziggurat Wall Map (value 1 gp): This map was copied from the walls of a ziggurat hidden deep within the Great Dismal Swamp. It seems to highlight a point on Tiger Island, but exactly what it means requires further research or additional information. Favor of Zikk the Boater : For freeing Zikk the Boater, he grants the owner of this non-tradable favor one free boat trip whenever they are in need of it, so long as the departure point is the town of South Pim. Once used, the favor should be voided.

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Appendix I: Notable Non-player characters

Chapter 1: Madame Rube: Female Human (Thonian) Clr7 (Phellia); CR 7; Medium-size humanoid (human); HD 5d8+5; hp 45; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +5; Grp +6; Atk +7 melee (1d6+1, staff); Full Atk +7 melee (1d6+1, staff); AL CG; SV Fort +5, Ref +4, Will +7; Str 12, Dex 14, Con 12, Int 14, Wis 14(16), Cha 16. Skills and Feats: Diplomacy +11, Knowledge (arcane) +5, Knowledge (history) +5, Knowledge (religion) +7, Perform (dance) +7, Perform (sing) +7, Perform (storytelling) +9, Sense Motive +4; Craft Wondrous, Improved Initiative, Negotiator, Skill Focus (Perform: storytelling). Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 13 + spell level): 0 – create water, cure minor wounds, detect magic, guidance, light, mending, read magic; 1st – bless, charm person*, comprehend languages, detect good, protection from evil, sanctuary; 2nd – augury, consecrate, enthrall, identify*; 3rd – bestow curse, remove curse, tongues*; 4th – divination, imbue with spell ability*. Domains: Esteem and Magic. Possessions: costume jewelry, 4 light horses, masterwork leather armor, masterwork staff, wagon, periapt of wisdom +2.

Description: Madame Rube is an aging woman in her late fifties. A scarf covers her light brown hair. She wears thick face paint (makeup), a great deal of costume jewelry, brightly colored loose fitting blouse, sash, and skirt. She is extremely verbose and enjoys engaging others in conversations. She has light brown eyes and tanned skin. She stands about 5’2’’ and 130 pounds. She enjoys impressing strangers and uses her Esteem domain ability to add +8 enhancement bonus to her Charisma while performing. Although she welcomes strangers freely, she is very protective of her daughter Ronde. Robeir: Male Human (Thonian) Brd3/Ftr3; CR 6; Medium-size humanoid (human); HD 3d6+3d10+6; hp 35; Init +7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 leather); Base Atk +5; Grp +8; Atk +10 melee (2d4+4/18-20, falchion); Full Atk +10 melee (2d4+4/18-20, falchion); SA fascinate; SQ bardic music, bardic knowledge, countersong; inspire courage +1, inspire competence; AL CG; SV Fort +5, Ref +6, Will +6; Str 16, Dex 16, Con 12, Int 12, Wis 14, Cha 12. Skills and Feats: Appraise +4, Bluff +7, Diplomacy +5, Move Silently +4, Perform (lute) +12, Perform (sing) +6, Perform (storytelling) +6, Sense Motive +7, Tumble +11; Improved Initiative, Power Attack, Skill Focus (Perform: lute), Skill Focus (tumble), Weapon Focus (falchion). Spells Known (6/4; save DC 11 + spell level): 0 – dancing lights, detect magic, ghost sound, lullaby, mage hand, open, summon instrument; 1st –cure light wounds, expeditious retreat, sleep. Possessions: gloves of dexterity +2, masterwork leather armor, masterwork falchion, masterwork lute.

Description: Robeir is young man in his early twenties. He has long brown hair and honey colored eyes to match. He wears brightly colored loose fitting clothes and black leather gloves. Like his mother, is extremely verbose and enjoys engaging others in conversations. He rarely sits still, and often tumbles and flips with his seemingly limitless energy level. He stands about 5’8’’ and 150 pounds. He enjoys playing the lute, while his sister and mother dance. He often stops during a lute performance, tumbles and resumes playing his lute without missing a beat. Ronde: Female Human (Thonian) Brd4; CR 4; Medium-size humanoid (human); HD 4d6+1; hp 22; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk +3; Grp +4; Atk +4 melee (1d6+1, staff); Full Atk +4 melee (1d6+1, staff); SA fascinate; SQ bardic music, bardic knowledge, countersong; inspire courage +1, inspire competence; AL CG; SV Fort +2, Ref +6, Will +6; Str 12, Dex 14, Con 12, Int 12, Wis 14, Cha 17(19). Skills and Feats: Bluff +9, Diplomacy +9, Gather Information +9, Hide +6, Move Silently +6, Perform (dance) +11, Perform (lute) +13, Perform (sing) +11, Sense Motive +6, Tumble +6, Use Magic Device +11; Improved Initiative, Skill Focus (use magic device). Spells Known (6/4/3; save DC 14 + spell level): 0 – dancing lights, detect magic, ghost sound, lullaby, mage hand, open, summon instrument; 1st –cure light wounds, expeditious retreat, sleep unseen, servant; 3rd-charm monster, glibness, good hope. Possessions: Gown of Charisma +2, masterwork lute, staff, and light blue handkerchief.

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Description: Ronde is lovely youth who has blossomed into womanhood. Like her brother, she has long brown hair and honey colored eyes. She wears brightly colored loose fitting clothes. She stands about 5’2’’ and 110 pounds. Those who have met her before will be surprised by how outgoing she has become. Nemor: Half-fiend Brd10; CR 12; Medium-size outsider (evil); HD 10d6+20; hp 60; Init +4; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +2 leather, +1 natural); Base Atk +7/+2; Grp +10; Atk + 11/+2 melee (2d4+4/18-20, falchion) or +9 bite (1d6+3) and +9/+9 claws (1d4+3); Full Atk +10 melee (2d4+4/18-20, falchion) or +9 bite (1d6+3) and +9/+9 claws (1d4+3); SA fascinate, smite good, spell-like abilities; SQ bardic music, bardic knowledge, countersong, darkvision 60 ft., DR 5/magic, immunity to poison, acid 10, cold 10, electricity 10, fire 10, inspire competence, inspire courage +2, inspire greatness; SR 15; AL CE; SV Fort +2, Ref +11, Will +9; Str 16, Dex 18, Con 14, Int 16, Wis 14, Cha 19. Skills and Feats: Appraise +8, Bluff +20, Concentration +16, Diplomacy +12, Disguise +22, Forgery +5 Gather Information +15, Intimidate +12, Perform (sing) +7, Perform (storytelling) +12, Sense Motive +16, Tumble +12; Deceitful, Persuasive, Spell Focus: Enchantment, Greater Spell focus: Enchantment. Spells Known (6/6/6/4/3; save DC 14 + spell level(enchantment:16 + spell level): 0 – dancing lights, daze, detect magic, ghost sound, message, prestidigitation, read magic, 1 – cause fear, charm person, hideous laughter, hypnotism, undetectable alignment, unseen servant, 2 – alter self, blur, detect thoughts, eagle’s splendor, glitterdust, misdirection; 3- charm monster, confusion, glibness, lesser geas; 4- dimension door, hallucinatory terrain, legend lore.) Possessions: masterwork disguise kit, masterwork leather armor, masterwork falchion, unusual gemstone.

Smite Good (Su): Once per day Nemor can make a normal melee attack to deal extra damage equal to its HD against a good foe.

Spell-Like Abilities: (save DC 14 + spell level): darkness 3/day, desecrate. Description: Nemor is a half-fiend posing as a Thonian. He is traveling disguised as a gypsy to

gather information for a master with dark purposes. He uses his undetectable alignment, alter self, and glibness (when necessary due to the short duration of the spell) spells to avoid detection of his true nature. The gypsies are not aware of Nemor’s fiendish heritage. Nemor has long lustrous black hair with bright blue eyes and is quite handsome. He stand 6’2’’ and weighs 200 pounds. He dresses in black and scarlet silks. It is rare not to see Nemor smiling. His enjoys beginning conversations with strangers and than sitting back and allowing them to do the talking. He is very good at asking probing questions in an innocuous manner. Nemor is particularly interested in when he speaks to people about what places the have been, and what they have seen, and done. Gypsies (6): Male Human (Thonian) Ftr1; CR 1; Medium-size humanoid (human); HD 1d10+1; hp 11 each; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +3; Grp +6; Atk +7 melee (2d4+4/18-20, falchion); Full Atk +7 melee (2d4+4/18-20, falchion); AL CG; SV Fort +4, Ref +2, Will +2; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 12. Skills and Feats: Climb +7, Intimidate +5, Jump +7, Ride +6; Improved Initiative, Weapon Focus (falchion). Possessions: leather armor, light horse, falchion.

Description: These gypsies act as guardians to Madame Rube and her family. All are dressed in the brightly colored clothes of the gypsies.

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Chapter 2: Toxinu: Male Medium Human (High Thonian) Sor5; CR 4; Medium-size humanoid (human); HD 4d4+4; hp 15; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger); Full Atk +2 melee (1d4/19-20, dagger); AL CN; SV Fort +2, Ref +1, Will +6; Str 10, Dex 10, Con 12, Int 16, Wis 14, Cha 18. Skills and Feats: Bluff +17, Craft (mapmaking) +11, Disguise +14, Forgery +5, Intimidate +6, Profession (scribe) +10, Sense Motive +9, Spellcraft +4; Deceitful, Persuasive, Skill Focus (Bluff). Languages Spoken: Common, Chale, Docrae, Elven, Gnome. Spells Known (6/7/5; save DC 14 + spell level): 0 – arcane mark, detect magic, mending, message, prestidigitation, read magic; 1st – charm person, comprehend languages, disguise self, erase; 2nd – detect thoughts, whispering wind. Possessions: dagger, robes, fake and/or magical trapped treasure maps.

Chapter 7: Muddz: Male Gnome Drd5; CR 5; Small humanoid (gnome); HD 5d8+15; hp 34; Init +1; Spd 20 ft.; AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +3 armor); Base Atk +3; Grp -1; Atk +4 melee (1d4, club) or +5 ranged (1d3, sling); Full Atk +4 melee (1d4, club) or +5 ranged (1d3, sling); SQ animal companion, nature sense, resist nature’s lure, trackless step, wild empathy, wild shape (1/day), woodland stride; AL N; SV Fort +9, Ref +2, Will +7; Str 10, Dex 12, Con 16, Int 14, Wis 16, Cha 14. Skills and Feats: Handle Animal +10, Heal +11, Knowledge (nature) +12, Listen +15, Spot +13, Survival +13; Alertness, Great Fortitude. Languages Spoken: Common, Gnome, Giant, Goblin, Orc. Spells Prepared (5/4/3/2; save DC 13 + spell level): 0 – create water, detect poison, know direction, light, purify food and drink; 1st – cure light wounds, endure elements, pass without trace, speak with animals; 2nd – delay poison, lesser restoration, tree shape; 3rd – neutralize poison, remove disease. Possessions: small masterwork hide armor, club, sling and 10 bullets, alligator (Smiley).

Description: Muddz is a small gnome with a big smile. Living in the wild, he is always covered with mud, dirt and grime.

Chapter 9: Marsh Ogre: Large Giant; CR 4; HD 4d8+15; hp 39 each; Init +0; Spd 30 ft., 20 ft. Swim; AC 19, touch 9, flat-footed 19 (-1 size, +7 natural, +3 armor); Base Atk +3; Grp +11; Atk +7 melee (2d8+6, greatclub) or +2 ranged (1d8+4/x3, spear); Full Atk +7 melee (2d8+6, greatclub) or +2 ranged (1d8+4/x3, spear); SQ darkvision 60 ft., low-light vision, poison resistance, swamp walk; AL CE; SV Fort +7, Ref +1, Will +1; Str 19, Dex 10, Con 17, Int 6, Wis 10, Cha 7. Skills and Feats: Hide -4*, Jump +4, Listen +2*, Move Silently -4*, Spot +2*, Swim +4; Toughness, Weapon Focus (greatclub). Marsh ogres have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks when in swampy terrain. Poison Resistance (Ex): Marsh ogres gain a +4 racial bonus on saving throws against poison and is immune to all snake poisons having built a tolerance to them. Swamp Walk (Ex): Marsh ogres can move normally through swampy terrain and thus they do not treat these areas as difficult terrain. Languages Spoken: Giant. Possessions: large hide armor, large greatclub, 2 large spears. Description: Marsh ogres are cousins of ogres. Their exact numbers are unknown as they live in swampy terrain that many civilized folks often never venture to. A typical male marsh ogre stands just about 9 feet tall and weights about 600 pounds. Female marsh ogres are slightly shorter but weight about the same. Its eyes are usually dark, varying color from brown to black. A marsh ogre’s skin resembles a crocodile’s hide and color ranges from dark green to brown; usually all members of a single tribe are about the same color. Their feet are frog-like and webbed. Marsh ogres typically wear clothing made of reeds and the like, while armor is typically hides from creatures they have killed such as alligators or crocodiles.

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Chapter 14: ATL 1 (EL 4) Bluffing Slaver (1): Male Halfling Rog1; CR 1; Small humanoid (halfling); HD 1d6+2; hp 8; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); Base Atk +0; Grp -4; Atk +1 melee (1d4, rapier); Full Atk +1 melee (1d4, rapier); SA sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +3, Ref +5, Will +2; Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 14. Skills and Feats: Bluff +11, Diplomacy +4, Disable Device +5, Disguise +6, Hide +10, Listen +7, Move Silently +6, Search +5, Sleight of Hand +4, Spot +5, Tumble +6, Use Rope +6; Skill Focus (Bluff). Languages Spoken: Common, Elven, Halfling. Possessions: small studded leather armor, small rapier, potion of cure serious wounds, potion of sanctuary. Slaver Tough (1): Male Half-orc Brb1/Ftr1; CR 2; Medium-sized humanoid (orc); HD 1d12+1d10+4; hp 24; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor); Base Atk +2; Grp +7; Atk +9 melee (2d4+7, spiked chain); Full Atk +9 melee (2d4+7, spiked chain); AL CN; SV Fort +6, Ref +1, Will +2; Str 20, Dex 12, Con 14, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Jump +4, Listen +6, Survival +6; Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain). Languages Spoken: Common, Orc. Possessions: masterwork hide armor, masterwork spiked chain. Wizard Slaver (1): Male Human (High Thonian) Wiz2; CR 2; Medium-size humanoid (human); HD 2d4+7; hp 14; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, dagger); Full Atk +0 melee (1d4-1/19-20, dagger); AL NE; SV Fort +3, Ref +1, Will +6; Str 8, Dex 10, Con 14, Int 20, Wis 14, Cha 10. Skills and Feats: Concentration +14, Knowledge (arcane) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility and royalty) +10, Spellcraft +10; Combat Casting, Skill Focus (Concentration). Languages Spoken: Common, Chale, Dwarven, Elven, Gnome, Halfling, Orc. Spells Prepared (4/4; save DC 15 + spell level): 0 – dancing light, daze, ghost sound, light; 1st – enlarge person, grease, hypnotism, sleep. Possessions: dagger, cloak of resistance +1, spellbook I, toad familiar. ATL 3 (EL 6) Bluffing Slaver (1): Male Halfling Rog3; CR 3; Small humanoid (halfling); HD 3d6+6; hp 20; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); Base Atk +2; Grp -2; Atk +3 melee (1d4, rapier); Full Atk +3 melee (1d4, rapier); SA sneak attack +2d6; SQ evasion, trap sense +1, trapfinding; AL CN; SV Fort +4, Ref +6, Will +3; Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 14. Skills and Feats: Bluff +15, Diplomacy +4, Disable Device +7, Disguise +8, Hide +11, Intimidate +4, Listen +9, Move Silently +8, Search +7, Sleight of Hand +4, Spot +7, Tumble +8, Use Rope +6; Persuasive, Skill Focus (Bluff). Languages Spoken: Common, Elven, Halfling. Possessions: small studded leather armor, small rapier, potion of cure serious wounds, potion of sanctuary. Slaver Tough (1): Male Half-orc Brb1/Ftr2; CR 3; Medium-sized humanoid (orc); HD 1d12+2d10+6; hp 33; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor); Base Atk +3; Grp +8; Atk +10 melee (2d4+8, spiked chain); Full Atk +10 melee (2d4+8, spiked chain); AL CN; SV Fort +7, Ref +1, Will +2; Str 20, Dex 12, Con 14, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Craft (weaponsmithing) –1, Jump +4, Listen +6, Survival +6; Combat Reflexes, Endurance, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain). Languages Spoken: Common, Orc.

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Possessions: masterwork hide armor, +1 spiked chain. Wizard Slaver (1): Male Human (High Thonian) Wiz4; CR 4; Medium-size humanoid (human); HD 4d4+11; hp 24; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger); Full Atk +1 melee (1d4-1/19-20, dagger); AL NE; SV Fort +5, Ref +3, Will +8; Str 8, Dex 10, Con 14, Int 23, Wis 14, Cha 10. Skills and Feats: Concentration +16, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Spellcraft +13; Combat Casting, Skill Focus (Concentration), Spell Focus (enchantment). Languages Spoken: Common, Chale, Dwarven, Elven, Gnome, Halfling, Orc. Spells Prepared (4/5/3; save DC 16 + spell level, Enchantment DC 17 + spell level): 0 – dancing light, daze, ghost sound, light; 1st – enlarge person, grease, hypnotism, magic missile, sleep; 2nd – bull’s strength, hideous laughter, web. Possessions: dagger, cloak of resistance +2, headband of intellect +2, spellbook II, toad familiar. ATL 5 (EL 8) Bluffing Slaver (1): Male Halfling Rog5; CR 5; Small humanoid (halfling); HD 5d6+10; hp 32; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); Base Atk +3; Grp -1; Atk +4 melee (1d4, rapier); Full Atk +4 melee (1d4, rapier); SA sneak attack +3d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL CN; SV Fort +4, Ref +6, Will +3; Str 10, Dex 14, Con 14, Int 13, Wis 12, Cha 14. Skills and Feats: Bluff +15, Diplomacy +4, Disable Device +9, Disguise +10, Hide +13, Intimidate +4, Listen +11, Move Silently +10, Search +9, Sleight of Hand +4, Spot +9, Tumble +10, Use Rope +6; Persuasive, Skill Focus (Bluff). Languages Spoken: Common, Elven, Halfling. Possessions: small studded leather armor, small rapier, potion of cure serious wounds, potion of sanctuary. Slaver Tough (1): Male Half-orc Brb1/Ftr4; CR 5; Medium-sized humanoid (orc); HD 1d12+4d10+10; hp 52; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor); Base Atk +5; Grp +10; Atk +12 melee (2d4+10, spiked chain); Full Atk +12 melee (2d4+1d6+10 subdual, spiked chain); AL CN; SV Fort +8, Ref +2, Will +3; Str 21, Dex 12, Con 14, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +5, Craft (weaponsmithing) –1, Jump +5, Listen +6, Survival +6; Combat Reflexes, Endurance, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain). Languages Spoken: Common, Orc. Possessions: masterwork hide armor, +1 merciful spiked chain. Wizard Slaver (1): Male Human (High Thonian) Wiz6; CR 6; Medium-size humanoid (human); HD 6d4+15; hp 34; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +3; Grp +2; Atk +2 melee (1d4-1/19-20, dagger); Full Atk +2 melee (1d4-1/19-20, dagger); AL NE; SV Fort +7, Ref +5, Will +10; Str 8, Dex 10, Con 14, Int 23, Wis 14, Cha 10. Skills and Feats: Concentration +18, Knowledge (arcana) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nobility and royalty) +15, Spellcraft +15; Combat Casting, Greater Spell Focus (enchantment), Heighten Spell, Skill Focus (Concentration), Spell Focus (enchantment). Languages Spoken: Common, Chale, Dwarven, Elven, Gnome, Halfling, Orc. Spells Prepared (4/5/4/3; save DC 16 + spell level, Enchantment DC 18 + spell level): 0 – dancing light, daze, ghost sound, light; 1st – enlarge person, grease, hypnotism, magic missile, sleep; 2nd – blindness, bull’s strength, hideous laughter, web; 3rd – deep slumber, slow, suggestion. Possessions: dagger, cloak of resistance +3, headband of intellect +2, spellbook III, toad familiar.

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ATL 7 (EL 10) Bluffing Slaver (1): Male Halfling Rog5; CR 5; Small humanoid (halfling); HD 5d6+10; hp 32; Init +2; Spd 20 ft.; AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); Base Atk +3; Grp -1; Atk +4 melee (1d4, rapier); Full Atk +4 melee (1d4, rapier); SA sneak attack +3d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL CN; SV Fort +4, Ref +6, Will +3; Str 10, Dex 14, Con 14, Int 13, Wis 12, Cha 14. Skills and Feats: Bluff +15, Diplomacy +4, Disable Device +9, Disguise +10, Hide +13, Intimidate +4, Listen +11, Move Silently +10, Search +9, Sleight of Hand +4, Spot +9, Tumble +10, Use Rope +6; Persuasive, Skill Focus (Bluff). Languages Spoken: Common, Elven, Halfling. Possessions: small studded leather armor, small rapier, potion of cure serious wounds, potion of sanctuary. Slaver Tough (1): Male Half-orc Brb2/Ftr4; CR 6; Medium-sized humanoid (orc); HD 2d12+4d10+12; hp 63; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor); Base Atk +6/+1; Grp +11; Atk +13 melee (2d4+10, spiked chain); Full Atk +13/+8 melee (2d4+1d6+10 subdual, spiked chain); AL CN; SV Fort +9, Ref +2, Will +3; Str 21, Dex 12, Con 14, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +5, Craft (weaponsmithing) –1, Jump +5, Listen +7, Survival +7; Combat Reflexes, Diehard, Endurance, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain). Languages Spoken: Common, Orc. Possessions: masterwork hide armor, +1 merciful spiked chain. Wizard Slaver (1): Male Human (High Thonian) Wiz9; CR 9; Medium-size humanoid (human); HD 9d4+24; hp 52; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +4; Grp +3; Atk +3 melee (1d4-1/19-20, dagger); Full Atk +3 melee (1d4-1/19-20, dagger); AL NE; SV Fort +9, Ref +7, Will +12; Str 8, Dex 10, Con 14, Int 24, Wis 14, Cha 10. Skills and Feats: Concentration +20, Decipher Script +9, Knowledge (arcane) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nobility and royalty) +18, Spellcraft +18; Combat Casting, Greater Spell Focus (enchantment), Heighten Spell, Skill Focus (Concentration), Spell Focus (enchantment), Toughness. Languages Spoken: Common, Chale, Dwarven, Elven, Gnome, Halfling, Orc. Spells Prepared (4/6/6/4/3/2; save DC 17 + spell level, Enchantment DC 19 + spell level): 0 – dancing light, daze, ghost sound, light; 1st – enlarge person, grease, hypnotism, magic missile, magic missile, sleep; 2nd – blindness, bull’s strength, false life, hideous laughter, hideous laughter, web; 3rd – deep slumber, hold person, slow, suggestion; 4th – confusion, crushing despair, greater invisibility; 5th – dominate person, feeblemind. Possessions: dagger, cloak of resistance +4, headband of intellect +2, spellbook IV, toad familiar.

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Appendix 2: South Pim South Pim (Small town; population 950; Wealth 38,000 gp; GP Limit 800 gp; Power Center Conventional—Baron Rissa Aleford; Alignment NG; Authority Captain of the Guard)

Demographics

Characters By Class

Adept 5th Level Monk 2nd Level Arcane Warrior 1st Level Noble 4th Level Aristocrat 4th Level Paladin 2nd Level Barbarian 6th Level Ranger 3rd Level Bard 5th Level Rogue 7th Level Cleric 6th Level Sorcerer 3rd Level Commoner 14th Level Warrior 7th Level Druid 6th Level Wizard 3rd Level Expert 10th Level Woken 1st Level Fighter 5th Level Noble 4th Level

Racial Mix: Thonian 75%; Gnomes 15%; Other 10%

Religious Shrines: Elgath; Henrin; Hersh; Mwajin; Odir; Phellia

Background: South Pim and Lake Gloomy together contain the majority of the population of the Barony of the Lakes. While the two towns are thus linked politically, it is difficult to find two such culturally dissimilar locations within a single barony. While those in the barony’s capital fight against the swamp, always vigilant and ever shining in their polished metal armor, the people of South Pim adopt a very different attitude. They allow the swamp to permeate their lives to such an extent that the border between town and swamp is barely perceptible.

The stout wooden palisade that surrounds the small settlement is built of a wide variety of local wood, and from a distance appears to be nothing more than a thick copse of trees struggling up out of the swamp (add +5 to the DC of any Spot check made to notice the town from a distance). Countless sharp spikes top the wall, most plucked from the spiny cush-anat tree. Each of these spikes is wrapped with coils of thorny brambles, which both add to the illusion and also make scaling the wall extremely dangerous. (Anyone who climbs 20 feet up the wall must succeed a DC 14 Reflex save or take 1d6 points of damage. Failure also requires a DC 12 Climb check to avoid falling.) Most of the population stays close to the town. Men die in the swamp within a stone’s throw of the walls. As the lost, feverish, or mad are not desired as citizens, if they fall outside the city walls, few are likely to mourn them.

While Lake Gloomy’s main gate is polished brass, a bright beacon to those traveling east along the War Road, the front gates of South Pim send a different signal. They are built of the skull and bones of a gigantic alligator that once lurked in the deeper waterways. The skull of this tremendous creature functions both as a solid gateway and a warning. That the men of Pim slew this great beast (known at one time as the “Dragon of the Swamp,” and venerated as the living god of a broadgrin colony) shows that they

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are fully capable of dealing with any other menace. Within the walls, the town is just as fierce, with bits and pieces of fallen foes woven into the buildings that provide both structural support (troll skulls are remarkably strong, as it turns out) and ornamentation (marsh ogre knuckle-bones serve as doorknobs for distinguished warriors).

Making full use of the swamp’s myriad resources, South Pim is a strange-looking place, especially to those who arrive after a visit to Lake Gloomy. Metal is all but forsaken here, and in its place is a host of sharp spines, scales, and teeth. One finds belt buckles held together by carved crab claws, knives made from giant alligator teeth, and needles carved from the spines of poisonous fish. Make no mistake, though; while the people of South Pim make use of the swamp’s materials and have given up their polished breastplates for woven turtle shell armor, they still believe strongly in the barony’s mission and work tirelessly to patrol Blackmoor’s boundaries against incursions from the Great Dismal Swamp. Some would say, due to their methods, they are even more effective at this task than those within Lake Gloomy, though they are seen less often.

Due to the wide variety of unusual materials and ingredients available in South Pim, several alchemists and sorcerers set up shop within the town’s walls. Alchemical components are available at a 10% discount. Potion brewing ingredients, healer’s kits (regular and masterwork), and rare spell components are found on the shelves of the alchemists’ cupboards. Everyone in South Pim remembers the day when the town’s vital supply of antivenom ran out, and several shops work diligently to make sure such a catastrophe never happens again. Along with the various conscripts sent from Blackmoor to the town’s garrison, the area attracts an eccentric mix of people.

Gnomes especially enjoy their time in South Pim since they can live quiet lives, doing their work without being bothered or annoyed by others. Most of the town’s inhabitants are skilled in wilderness survival, and portions of the place more closely resemble temporary military encampments than permanent town quarters. While the walls are not comparatively tall, an elaborate scheme of traps and moats protects South Pim, one of which is filled with pitch that can be set alight on a moment’s notice. The penalty for unnecessarily igniting the moat is now set at 420 casks of oil or a six-month sentence spent rendering pitch from the peat bog south-southwest of town.

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Appendix 3: Ziggurat Maps

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Appendix 4: Ziggurat Puzzle (Original)

���� ���� ����

���� ����

���� ���� ����

���� ���� ����

���� ����

���� ����

���� ����

���� ����

���� ���� ����

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Appendix 5: Ziggurat Puzzle (Translation)

9 1 6

7 6 3

4 9 7

2 1 6

9 5 2

3 1 9

4 5 1

8 7 2

1 6 4

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Appendix 6: Ziggurat Puzzle (Solution - Numbers)

8 9 3 7 5 1 4 2 6

5 2 7 4 6 8 1 3 9

4 6 1 9 2 3 7 8 5

2 1 8 5 9 6 3 7 4

6 3 9 8 4 7 5 1 2

7 4 5 3 1 2 6 9 8

3 7 4 2 8 5 9 6 1

9 8 6 1 7 4 2 5 3

1 5 2 6 3 9 8 4 7

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Appendix 7: Ziggurat Puzzle (Solution - Symbols)

� � � � � �

� � � � � �

� � � � � �

� � � � � �

� � � � � �

� � � � � �

� � � � � �

� � � � � �

� � � � � �

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Appendix 8: Tale of Heroes: Episode Summary Make your results count!! Dave Arneson’s Blackmoor: The MMRPG wants to know what has occurred as this episode was played. We will use this information to shape the future story of campaign. Game master: Please fully complete this form and email it to [email protected] after completion of the event.

Episode 28: Left and Disappeared Did the player characters converse with the gypsies, especially Nemor? Did any player have Allurid ? Provide both player name, character name, and contact information. Did the player characters learn of the cartographer in South Pim being a slaver and/or a sorcerer? Did the player characters free the slaves within the ziggurat? Did the player characters solve the mysterious puzzle in the ziggurat? What did the players do with the Magical Metallic-Like Rock?

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Episode Twenty-Eight: Left and Disappeared by Christopher Reed, Copyright 2005 Zeitgeist Games, Inc.