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The Final Tower

(a Therran Campaign AD&D adventure for 6-8 characters of levels 6-9)

Introduction:

This adventure is the culmination of the Therran campaign adaptation of the scenario entitled "The Secrets of the Towers". Although this adventure can be used by DMs outside of the context of the hunt for the towers per The Secrets of the Towers scenario, it is up to the DM to adapt this scenario for those purposes (for example, the whole thing could involve simply the party stumbling on to Tower #9, following it to Towers #10 and 11 [in this case the DM would have to make it where the teleportational portals only go between Towers #9, 10, 11, and 12] and finally to Tower #12.

Elements of this scenario are drawn from the 2nd edition AD&D supplement "Shamans".

The actual Therran campaign background is as follows:

The party discovered the first tower by accident. Investigating it, they determined that it was actually apart of a network of 12 towers, built centuries ago during the Morakki occupation of Western Jerranq. The 12 towers were connected by teleportational portals, creating a very efficient travel and communications network. However, time had apparently degraded the function of the portals, and the party found that many of the portals did not function at all or only functioned in one direction.

Over the course of several years, the party located and conquered 8 of the 12 towers. The location of these towers was of vital importance because, with the impending war with the Deceiver, these towers could be used by the Deceiver to transport entire armies into the middle of the Free Lands (imagine the Germans being able to teleport several Panzer Corps in June 1941 from Poland to just outside of Moscow!).

It became clear to the party that the Deceiver's minions had also become aware of the towers and were seeking to locate them for use in the war. A race was on to find all of the towers before the Deceiver launched his armies!

After the 8th tower was located, no teleportation portals seemed to lead to the last 4 towers. By this time, however, the party had learned from a silver dragon that the Towers were Morakki in design (the runes on the lintel of each Tower were ancient Morakki philosophical symbols), and so they hooked up with a sage who was searching for a lost Morakki treasure trove (refer to the Therran scenario "The Mandarin's Trove"). The party found the trove and won its way into the treasure chambers, where they found a Morakki tome that mentioned the location of a Tower like the one they sought.

Thus it is, at the start of this adventure, that the party heads towards the 9th Tower and, ultimately, The Final Tower.

For a more complete background into the ultimate nature and purpose of the towers, refer to the Therran scenario "The Secrets of the Towers".

DM's Background:

Tower #4 was adjacent to a castle occupied by a cambion-demon Marquis (a progeny of Orcus and a female human) named Nangir. Nangir was seeking to locate the towers for his master, Orcus, a Maug in the service of the Deceiver. At the same time, he was also attempting to consolidate his own power so that, when his tasks were completed, he would be rewarded and his credit not usurped.

Nangir fought with the party in Tower #4 (or, if the party did not explore the castle and town near Tower #4, the party may have never met Nangir yet), and he was eventually driven off, teleporting by use of his innate tanar'ri teleport ability. He has now been trying to find the rest of the towers and to prepare a ritual designed to create a progeny for Orcus by which the demonlord hopes to challenge Demogorgon's supremacy and usurp his rival's position and holdings.

To this end, in between the time the party drove him from Tower #4 (or explored Tower #4) and now, Nangir seduced and wed a good-hearted Alu-demon named Athoz.

Orcus has commanded the cambion Nangir to enact certain rituals designed to give birth to a Maug. Essentially, Nangir has created a hollow shell of a being that is designed to be implanted with some of Orcu's own malign essence. The rituals to be performed on the being would amplify that small piece of Orcus' essence tremendously and, the shell being strong enough to contain such powers, would eventually evolve into a Maug only slightly less powerful than Orcus himself. Essentially, this being would be the son of Orcus. Having Orcus' own essence within it and having been bound to Orcus body and soul by powerful rituals, Orcus hoped to use his new ally to confront and defeat Demogorgon and take the latter's place as one of the favoured of the Deceiver.

The being to be imbued with Orcus' essence is the offspring of Nangir and an Alu-fiend. For reasons germaine to the rituals necessary to contain Orcus' essence, amplify it, and bind it to Orcus, the shell of a being had to be highly supernatural, inurred to the malign forced it was to contain, and yet at the same time free of any taint of soul, personality, or ethic bent. What essentially was needed was a good hearted fiend, and to Nangir's credit he located just such a being, named Athoz.

Athoz was a goodly alu-fiend, born of a succubus and a mortal male, who did not adopt the evil heart of her kind. She was wrested from her mother and raised as an orphan by a kindly old wizard who was not prejudiced of her demonic visage. When the old man died, Athoz, taught to be good and moral, tried to fit into human society, but was always estranged or exiled because of her nature and looks. However, being both goodly and an outcast from herown society and that of mortals who feared and despised her, she was also naive and vulnerable. Nangir preyed on this and, putting on an act as a kindly fiend himself, wooed Athoz into marriage and to the marriage bed. It was only when Athoz was with child and gave birth that Nangir revealed his true self and his plans to Athoz. Athoz was aghast and vowed to stop Nangir, but she was imprisoned in his tower and warned that should she attempt to escape, her own child would be forefeit. So she has desperately left a message in Tower #11 in the hope that someone will find it and come to her aid.

It is into this situation that the party will enter. They will find Athoz' message, travel to the Final Tower, battle Nangir and his minions, and hopefully rescue Athoz and her child.

Additional DM Information:

The 12 towers were built by ancient servants of Flupnir, as a test to challenge and weed out potential candidates who might be unworthy to wield the last Gem of Power with which the slumbering gods could be awakened.

The Tricksters knew a day would come when the Gem must be borne, in a final attempt to save the world, and they needed to make certain that whomever wielded the gem was strong, brave, loyal, persevering, and clever.

They built the 12 towers for the Morakki mandarins (under disguise as legitimate wizard-engineers) in anticipation that one day, when the Deceiver had advanced enough to threaten the southern Free Lands, the towers would become of vital strategic importance, and this would precipitate a hero or heroes to discover and find the towers, defeat the minions of evil who also coveted them and, upon gaining the final tower, learn their true destiny.

Now, all that the Tricksters have prepared for has come true. The Deceiver makes what may be his final strike. His minions have discovered the towers and seek to possess them. A band of heroes has also discovered the towers, and now, the heroes face their final test before discovering their true destiny.

Part One - The Journey North

This scenario will assume the party has just finished The Mandarin's Trove scenario and begins in the city of Nule in Central Jaggarth.

The ancient tome in the Morakki treasure trove mentions a pentagonal tower used by the mandarins for secret activities and states its location as "…from the top of the tower one could see through the boughs of the forest the great Lake of the Wolf glistening in the sunlight".

This passage locates the tower in the Forest of Imbarr southeast of Lake Omar.

The journey to the location can basically take one of three routes. The first is straight north from Nule, through Northern Jaggarth, and then into the War Plains and west through the forests to Lake Omar.

The second involves heading west to the Imbar River and then north into the Imbarr Divide and north still through the forests and to Lake Omar.

The third route involves heading west from Nule into the Duchy of Imtorr, then north into southeastern Vilgum, and then following the Wolf River east to Lake Omar.

Each of the proposed routes has advantages and disadvantages:

Route #1 is the most direct from Nule, but one must enter the southern portion of the War Plains, which is being occupied by the forces of the Deceiver and is rumoured to be haunted at night by the souls of the dead. In addition, the Forest of Imbarr also is reputed to be very dangerous.

Route #2 is semi-direct, but involves crossing the Imbarr Divide, which is rough terrain, and also the party would likely have to deal with and perhaps fight the Wolf Riders.

Route #3 is the most roundabout, and would normally be the safest of the three except that Vilgum is involved in a civil war with Lower Vilg, and therefore the countryside is likely filled with brigands and disorder.

If the sages at Nule are consulted, or if they perform a divination for the party, they will advise taking the second route.

Since it is not possible to fully gauge the route the party will take, encounters are presented for all three routes.

Basically, there are tables for each area, plus a few set encounters for some routes.

If the party determines an alternative route to take (for some reason), the DM will have to improvise. None of the encounters on the journey is integral to the Final Tower.

Northern Jaggarth Encounters:

Northern Jaggarth is a flat grassy plain, home to gypsies, bandits, drifters, trappers, hunters, and heavily fortified outposts garrisoned by the Jaggarthi army. Visibility is usually quite far, but in summer the grass is often waist high. During spring and winter, severe electrical storms and even tornadoes ravage the plains.

Encounters should be checked for 4 times per day (morning, afternoon, evening, and night). If an encounter is indicated, another check should be made immediately to see if two encounters take place in that period. If so, then another check should be made and so forth. If multiple encounters occur in a period, the DM should feel free to weave them into a single encounter, should he so desire.

There is a 10% chance of an encounter each period in this sparsely populated area.

Roll

Type

Number

01-05
Beetle, Boring

3D6

06-10
Goblin

4D10

11-30
Herd Animal

2D100

31-41
Human, Bandit

2D20

42-48
Human, Gypsy

1D100

49-55
Human, Patrol

2D10

56-60
Human, Trapper/Hunter

1D6

61-66
Insect, Giant Ant

1D100

67-70
Insect, Giant Wasp

1D20

71-72
Mammal, Giant Badger

1D4+1

73-74
Mammal, Giant Boar

2D4

75
Ogre

1D10

76-77
Orc

3D10

78-79
Snake

1D3

80-87
Wolf

2D10

88-90
Wolf, Dire

1D10

91-93
Wolf, Winter (in winter or fall, otherwise, Wolf)

1D8

94-95
Wyvern

1D6

96-00
Special (DM's choice)

Variable

Explanation of Encounters:

Boring Beetle - These giant insects will generally leave the party alone, unless surprised, in which case they will attack to defend themselves and their lair. [Monstrous Manual]

Goblin - A strong foraging party sent south from the main army camps of the Deceiver to find supplies or to cause general havoc. These will usually be lead by a goblin sergeant warrior of 1-3rd level. These goblins will not directly attack a strong party, but will instead send half their number to set up an ambush (pits, deadfalls, etc.) while the other half stalks the party. Very small goblin parties might simply harass the party a bit with missile weapons and then flee, or might even sneak into the party's camp at night to do a bit of pilfering. [Monstrous Manual]

Herd Animal - Usually deer or bison, though moose and elk will also be found during the high winter. [Monstrous Manual]

Human, Bandit - A small group of ne'er-do-wells out for mayhem and profit. There is no way these folks will engage in a fight with a strong party, though they could perhaps engage in some opportunistic pilfering and might stalk the party and wait for a chance to ambush a lone party member. These bandits will be zero level ruffians, though they will always be lead by a warrior of 1-3rd level. Allow a 5% chance they have a wizard or priest of level 1-3 and allow a 25% chance that D3 of their number are thieves of levels 1-4. [Monstrous Manual]

Human, Gypsy - Wagon riding nomads and vagabonds that roam the open Jaggarthi plains, the Wagoneers are a collection of shady, romantic, pilfering families that will engage in honest trade as often as steal a person blind. These folks have their own codes and laws and consider themselves subject to no civilized authority, and they tend to look askance upon strangers. Within any group encountered there will often (25%) be a priest of level 1-3 and (25%) a specialist mage of either the Divination, Song, or Illusionist school of level 1-5. Any gypsy group will certainly have a thief of level 1-6 for every ten gypsies and a warrior of level 1-3 for every 20. Rangers are known amongst the gypsy folk but are rare nonetheless (one out of every 10 warriors will be a ranger). [Monstrous Manual]

Human, Patrol - This represents an armed patrol from one of the border outposts. These patrols look for incursions of humanoids as well as bandits and brigands in the area. If outnumbered, the patrol will likely send some of its number to track the trouble while others return to the outpost to get help. All patrols will be mounted in these lands, and will be composed of zero level men-at-arms led by a warrior of levels 1-3. [Monstrous Manual]

Human, Trapper/Hunter - There is an equal chance to encounter either type. These are hardy, self-reliant men who trap and hunt the area and take their wares south to trade at the northern cities. They are cautious men, wary of strangers, but can be approached and parleyed with if done so in a straightforward, friendly manner. One in 10 such groups will include a ranger of level 1-3. [Monstrous Manual]

Insect, Giant Ant - If fewer than 30 are encountered, then they will be workers and soldiers ranging out looking for food and building materials, and as such, they will likely leave the party alone. If 30 or more are encountered, it will be a nest, which will usually be seen from a distance. Any party that keeps a wide berth may pass by safely as well.

If encountered at night in camp, however, then assume it is 3D4 foragers looking for food (and possibly trying to carry off party backpacks). These foragers will be backed up by 2D6 soldiers who will attack if the foragers are molested. [Monstrous Manual]

Insect, Giant Wasp - These voracious creatures fly the plains looking for food to take back to their nests, and will only be encountered during daylight hours during the spring and summer months. They will attack anything they encounter about 25% of the time, otherwise simply flying by. Smoke can drive them off, and most travellers here carry flint and tinder and special smoky grasses for just such an emergency. [Monstrous Manual]

Mammal, Giant Badger - These grumpy mammals will defend their proximity furiously, but will not attack a party that gives them a respectful distance. [Monstrous Manual]

Mammal, Giant Boar - These unpredictable creatures will attack the party 50% of the time and will always attack if they are surprised. [Monstrous Compendium 2]

Ogre - Wandering bands of ogres often hunt the plains, searching for both sport and food. They will attack any parties that seem vulnerable, otherwise, biding their time while one of them goes and fetches another D10 ogres (this will take a few days to rally the additional ogres). [Monstrous Manual]

Orc - A small war party out to gain loot and glory by raiding the gypsies or looking for food. The orcs will almost certainly at least harass the party with missile weapons and will attack if the party seems sufficiently disrupted by such attacks. All orc parties will be lead by a warrior of level 1-3. [Monstrous Manual]

Snake - Usually a rattlesnake or other poisonous variety, there are no constrictors in the plains. [Monstrous Manual]

Wolf - Packs of wolves range all over the plains, but most are wary of humans and will not attack a good numbered party of healthy beings. They would certainly perhaps go after a lone wounded person or a straggling pack beast. [Monstrous Manual]

Wolf, Dire - Large evil creatures, these beasts hunt primarily by night and will attack even well-armed parties if they have sufficient numbers. They are also smart enough to mount a feint on a party's camp on one end, drawing the fighters away from the camp, and then having some of their number quickly kill and drag off a pack beast. [Monstrous Manual]

Wolf, Winter - These fell beasts will almost always attack, relying on their breath to overcome opposition. [Monstrous Manual]

Wyvern - Packs of wyverns range from the Aynayjar Mountains in search of prey and these fearsome beasts will certainly investigate a decent-sized party passing through the lands and may attack if conditions seem favourable. If they do attack, they will often do so flying out of the sun in order to blind their opponents. [Monstrous Manual]

Special - Any appropriate encounter that the DM wishes to include.

War Plains Encounters:

The War Plains are, geographically, an extension of the plains of Northern Jaggarth. The difference is that, due to the countless amounts of blood spilled on these plains, the area has been warped in sinister ways.

In addition, this area is ostensibly controlled by the Deceiver, though its featureless terrain makes it sparsely patrolled by his forces and the southernmost portion least so.

The grass of the War Plains is not as high as the plains of Jaggarth, even in the height of summer, this due to the death which has literally drenched into the land's soil. Grass and bushes and the occasional tree that grows here are all slightly stunted and twisted and have a reddish, bloody tinge to them. The entire area seems "blasted" and deep craters and overgrown signs of conflicts can be seen occasionally. Even a few trinkets of conflict, such as metal fittings from armour and bones and such can be found from time to time.

Stone cairns are another feature of the landscape. Many of these are bespoilt, though whether by time or other agencies, who can say?

Encounters should be checked for 4 times per day (morning, afternoon, evening, and night). If an encounter is indicated, another check should be made immediately to see if two encounters take place in that period. If so, then another check should be made and so forth. If multiple encounters occur in a period, the DM should feel free to weave them into a single encounter, should he so desire.

There is a 10% chance of an encounter each period in this sparsely populated area.

Encounters Marked 'N' occur only at night. If they are indicated in the daytime, then no encounter occurs.

Roll

Type

Number

01-03
Bat, Common [N]

1D100

04-05
Bat, Large [N]

3D6

06-08
Bird, Blood Hawk

4D4

09
Chimera

1D4

10
Ekimmu

1

11
Ghost [N]

1

12-14
Ghoul [N]

2D12

15-17
Gnoll

3D10

18-19
Goblin

5D10

20-21
Harpy

2D6

22-25
Haunt [N]

1

26
Hell Hound

2D4

27-45
Herd Animal

1D100

46-47
Leucrotta

1D4

48
Leucrotta, Greater

1

49-50
Lycanthrope, Werewolf

1D3

51-55
Orc

4D10

56-58
Ogre

1D10

59-65
Phantom

1

66
Scorpion, Giant

1D4

67-68
Scorpion, Huge

1D4

69-71
Scorpion, Large

1D6

72-77
Spirit

Variable

78-80
Tree, Death's Head

1

81
Troll

1D8

82-84
Wight [N]

2D6

85-90
Wolf

2D10

91-92
Wolf, Dire

2D8

93-94
Wolf, Zombie

2D6

95
Wraith [N]

1D6

96-00
Special (DM's choice)

Variable

Explanation of Encounters:

Bat, Common - Normal bats that come out at night to hunt insects. [Monstrous Manual]

Bat, Large - Larger bats that come out at night and tend to pray on herd beasts and the like. [Monstrous Manual]

Bird, Blood Hawk - These voracious hunters will most likely attack the party, but may be driven off with flashy spells. [Monstrous Manual]

Chimera - These horrid beasts were bred by the Deceiver and generally dwell in the Mountains of Ill Repute. However, a few of these creatures roam other lands seeking mayhem and food. [Monstrous Manual]

Ekimmu - These spirits of the fallen in battle will seek to possess the most warrior-like party member they can and then seek to "finish" their ancient warfare by battling the rest of the party. [Monstrous Compendium 2]

Ghost - A wandering restless spirit of the dead, usually appearing as an anciently clad dead human or humanoid. [Monstrous Manual]

Ghoul - Packs of these creatures roam the nighttime wastelands, spurred on by bloodlust and echoing memories of ancient battles. There is a 15% chance any group is led by an additional D3 ghasts. [Monstrous Manual]

Gnoll - Well-suited for fighting on the plains, these horrid creatures wander in warbands armed with yew bows. There is a 20% chance a pack of these will be accompanied by D6 pet giant hyenas. [Monstrous Manual]

Goblin - These humanoids only travel in large bands in this haunted land. They generally are passing through, travelling on some mission or another and tend to be well-armed. Any troop will be led by a superior goblin warrior of level 1-4 and will likely (50%) have a priest of level 1-4 with them as well. [Monstrous Manual]

Harpy - These foul harridans usually fly south into the civilized lands to lure males as mates and food. Here they are usually lairing or hunting for food. The harpies delight in harassing and tormenting humanoids who don't have missile weapons. These will not miss a chance to harass the party as well. Nevertheless, these creatures are not inclined to engage in a melee combat with a well-armed party. [Monstrous Manual]

Haunt - A restless spirit of the fallen of the battlefields of yore, the haunt will inflict itself upon any living beings. Usually, the haunt wishes to simply locate its bones and have a decent burial. [Monstrous Manual]

Hell Hound - These fearsome beasts roam the plains in search of prey to sate their evil hunger. They will almost certainly attack the party. [Monstrous Manual]

Herd Animal - Though less prevalent than to the south, due to the more dangerous creatures that dwell here, herd animals, including rugged bison, do dwell here, especially along the southern edges of the War Plains. These beasts tend to be a bit ragged and skittish. [Monstrous Manual]

Leucrotta - A pack of these creatures which roams the plains searching to trick prey and consume their victims. They will certainly observe the party for a time in order to determine what best voice to mimic in order to draw the party or some of the party into its clutches. [Monstrous Manual]

Leucrotta, Greater - These creatures will almost always (90%) be found shapechanged into the form of a herd animal (q.v.) and travelling with a pack of them. In this guise, it attempts to lure hunters close and then slay them. If necessary, it will pose as a wounded herd animal to draw kindly non-hunters close to it. If at all possible, the beast will, if encountered at night, attempt to quietly slay and drag off a party's mount and take its place, seeking then perhaps later to bear its rider off and slay him by himself. [Monstrous Manual]

Lycanthrope, Werewolf - Evil humans inflicted by evil wolf spirits from Imbar, these creatures have now propagated into the War Plains. They will always attack, though often they will stalk and bide their time unless under the lunacy of a full moon (when they will attack berserkly). [Monstrous Manual]

Orc - A war party usually on march from one area to another or a patrol to ward against major incursions from the Free Lands, these bands will be well-disciplined and led by a warrior of level 1-4. [Monstrous Manual]

Ogre - A band of ogres out hunting or carousing. They will gladly test their mettle against most parties. [Monstrous Manual]

Phantom - The phantom will usually be a re-enactment of some bloody battle scene, some of them quite ancient and involving spectacular magicks. [Monstrous Manual]

Scorpion, Giant - Voracious scavengers and hunters that will attack on sight. [Monstrous Manual]

Scorpion, Huge - Voracious scavengers and hunters that will attack on sight. [Monstrous Manual]

Scorpion, Large - Voracious scavengers and hunters that will attack on sight. [Monstrous Manual]

Spirit - A spirit of the dead, including Grave Spirits, Apparitions, and Blood Spirits. [Shaman]

Tree, Death's Head - Growing on particularly bloody ancient spots, especially on sites of last stands, these trees will seek to lure victims close and then inject them with their foul seeds. [Monstrous Compendium 1]

Troll - A roving band of loathsome trolls seeking prey to consume and torture. [Monstrous Manual]

Wight - A pack of the dead, evil and hungering to drain the living of life force. [Monstrous Manual]

Wolf - Mangy beasts, hardly the proud specimens found in Imbar, these are generally rogues and exiles from stronger packs. Feral, they are both more flighty and more dangerously desperate than normal wolves. All of them have haunted looks in their eyes. [Monstrous Manual]

Wolf, Dire - Evil beasts that roam the plains seeking weaker prey. They will attack similarly to their brethren in Northern Jaggarth (q.v.). [Monstrous Manual]

Wolf, Zombie - Wolves inhabited by the spirits of violence and death in the area, these creatures will attack the living on sight. [Monstrous Compendium 1]

Wraith - These fell undead haunt the blasted plains seeking life forces to feed upon and to spread their evil. [Monstrous Manual]

Special - Any appropriate encounter that the DM wishes to include.

Forest of Imbar Encounters:

The Forest of Imbar is a thick forested area set amongst the foothills of the Imbar Divide. Most of the trees are evergreens, being pines and spruce with some firs in the higher elevations. In the winter, a dusting of snow can be found in hollows and at the crown of the hills.

The Forest of Imbar is relatively untouched by elves and has very little sylvan activity within it, mostly due to the ancient custodianship by the Wolf Riders, and now from the proximity of the forces of the Deceiver.

Currently, the Forest is not "evil" in the traditional sense of the word, but, as the buffer between two hostile forces, is certainly perilous.

Encounters should be checked for 4 times per day (morning, afternoon, evening, and night). If an encounter is indicated, another check should be made immediately to see if two encounters take place in that period. If so, then another check should be made and so forth. If multiple encounters occur in a period, the DM should feel free to weave them into a single encounter, should he so desire.

There is a 20% chance of an encounter each period in this area.

Roll

Type

Number

01-05
Bear, Black

1D3

06-09
Beetle, Bombardier

3D4

10-12
Beetle, Stag

2D6

13-16
Bird, Owl

1

17-20
Bird, Raven

Variable

21
Dragon, Chromatic, Green

1

22
Dragon, Neutral, Amber

1

23-24
Ettercap

1D2

25
Firestar

1D12

26-27
Gnasher

2D10

28-33
Gnoll

2D10

34-37
Goblin

2D10

38-40
Human, Wolf Rider

3D10

41-42
Hybsil

1D6

43-44
Insect, Tick, Giant

3D4

45-49
Kobold

5D4

50
Lycanthrope, Loup du Noir

1

51
Lycanthrope, Wereraven

2D4

52
Lycanthrope, Werewolf

1D4

53-57
Mammal, Giant Boar

2D4

58-62
Mammal, Giant Porcupine

1D2

63-67
Mammal, Giant Skunk

1

68-72
Mammal, Giant Weasel

1D8

73-74
Owlbear

1D8

75-82
Spider

Variable

83
Spirit, Forest - Uthraki

1

84-87
Stirge

3D10

88
Treant

1

89
Umpleby

1

90-94
Wolf

Variable

95
Wolfwere

1D3

96-00
Special (DM's choice)

Variable

Explanation of Encounters:

Bear, Black - An encounter with a single adult, the remainder being cubs. These beasts are generally shy, but may nose around a food-laden camp and mothers will protect their young zealously. [Monstrous Manual]

Beetle, Bombardier - These giant insects are only aggressive if surprised or threatened. [Monstrous Manual]

Beetle, Stag - These giant insects are only aggressive if surprised or threatened. [Monstrous Manual]

Bird, Owl - Generally active only at night, allow a 75% chance of a normal owl and a 25% chance of a giant owl. Most giant owls remember tales of humans and will converse with any that will bring news of other lands. [Monstrous Manual]

Bird, Raven - Allow a 75% chance of encountering normal ravens (4D8), a 15% chance of encountering huge ravens (2D4), and a 10% chance of encountering giant ravens (4D4). Most ravens will eye the party ominously, and often appear to be talking amongst themselves, but will generally not bother the party in any other fashion. [Monstrous Manual]

Dragon, Chromatic, Green - Not a resident of the forests, a young adult green dragon often flies into the area to hunt and to challenge the amber dragon (q.v.) symbolically. The green dragon will not face the amber dragon directly, but will mark trees and the like in defiance of its rival. Malicious and sure of himself, there is only one green dragon encounterable in these forests. The dragon is still a relative youth, and as such less wise and more reckless than elders of its kind. He will certainly attack the party, but is subject to flattery and bribes. The dragon is clever enough to use his two spells to entice victims into an ambush.

Damava'aril - Young Adult Green Dragon

(AC-1, MV 9 fl30 [C] sw9, HD 14, hp 82, THAC0 6, #ATT 3, Dmg 1D8 / 1D8 / 2D10 [+5 damage to all attacks due to age], SA breath weapon 10D6+5 [gas 50' long, 40' wide, 30' high], fear aura 15 yards [save at +3], SD immune to gasses, water breathing, detect invisible 50' radius, clairaudience in lair 100'; MR 15%; AL LE, Spells [at 10th level] dancing lights, phantasmal force) [Monstrous Manual]

Dragon, Neutral, Amber - This hoary old resident of the forests is the true master of her domain, an old female dragon who really prefers to wander her demesne and to be left alone. She has no real desire to defend her forest from the encroachment of the young green dragon that flies here occasionally (q.v.), not caring were he to take up residence within, but apparently, the green dragon does not share her equanimity.

The amber dragon is likely to observe the party from a distance, and once determining they mean no large scale harm to the forest, will go about her business. However, there is a chance that she will be in a foul mood and may, in this case, harass the party by breathing on them.

Bribes and flattery mean nothing to this dragon, as she is motivated simply to exist within her forest. [Monstrous Compendium 3]

Ettercap - The party will likely first encounter an ettercap by stumbling into its web traps. These are often nets or snares. If a party is large, the ettercaps will often spring their devices only on the last party member, seeking to immobilize him quickly and silently while the remainder of the party travels onward. Allow a 40% chance that 1D4 giant spiders are in cahoots with the ettercap. [Monstrous Manual]

Firestar - These enigmatic creatures are legendary as omens of good fortune amongst the Wolf Riders. Humanoid troops marching through the forest fear them and tell wild stories of their powers. The truth is these beings are neither, simply interested in feeding on fires and other heat sources. If encountered at night, they will sparkle around the party campsite and occasionally move towards the campfire to feed. If encountered during daylight hours, they will be found unmoving and egglike, and any party member picking one up during the day is in for a shock (literally) at nightfall. [Monstrous Compendium 4]

Gnasher - These evil canines are said by the Wolf Riders to be descendants of an ancient wolf who betrayed the great pact between Wolf Rider and wolfkind and was cursed by the gods therefore. While it is true that gnashers roamed these forests even before the Deceiver captured the Wolf Lands, with the absence of large bodies of Wolf Riders and with the coming of evil to the forests, these creatures have prospered.

Any encounter with gnashers will have a 35% chance of being 2D6 winged gnashers instead. These are said to be the offspring of a gnasher and a demon and these terrible beasts only sprang up after the Deceiver captured the surrounding Wolf Lands.

Whether winged or not, gnashers will tend to attack on sight unless severely outnumbered. [Monstrous Compendium 1]

Gnoll - These humanoids come into the forest to hunt, often seeking Wolf Riders and wolves, and many gnolls are decorated in grisly trophies of both such foes. These bands will be disorganized and not very strongly led but all will have stout yew bows. [Monstrous Manual]

Goblin - These beings will be in the forests only rarely, and then in small bands seeking to hunt game for the most part for meat and skins. These will generally not be prepared for tough fights and will likely hide from all but weak seeming parties. That said, they are not above a bit of opportunistic pilfering at night. [Monstrous Manual]

Human, Wolf Rider - These nomads dwell in the Imbar Divide, but often raid into the forests to commune with ancient spirits or to hunt evil humanoids and minions of the Deceiver. These are brave, fearless warriors who are wary of strangers but respect brave foes of evil. All Wolf Riders will be mounted on strong, fast light cavalry horses and each Rider will have a wolf accompanying him. There is a 5% chance that accompanying them is a tribal shaman of level 1-6. Typical armour for these riders includes leather armour and weapons include scimitar and composite longbow. They use round medium shields of cured hide stretched over wooden frames. [Monstrous Manual]

Hybsil - These reclusive creatures are not friendly to the Wolf Riders, as wolves present a natural enemy to them, but ancient feuds were dropped when the Deceiver arrived. Now the hybsil alternate between hanging on for survival in their ancient homeland and occasionally mustering enough strength to harass evil within their demesne. There is a 10% chance that a hybsil lair is encountered. This will be well camouflaged and will hold 8D8 hybsil. Hybsil lairs are simply campsites, as these beings are nomadic and wander. They used to range across the surrounding plains, but now must stay to the security of the forest.

Any group of hybsil may (5%) be led by a priest or wizard of level 1-4. If the tribe lair is encountered, then refer to the source book for appropriate leaders, guards, druids, and wizards.

Hybsil will generally watch and avoid the party. However, if they see the party fighting evil they might show themselves and thank the party, or perhaps try to enlist their aid against some entity threatening the tribe. [Monstrous Compendium 3]

Insect, Tick, Giant - These horrid pests drop from trees onto warm blooded creatures and suck blood until satiated. They are a constant danger to travellers in the forest, though many forest dwellers know that the odor of a certain crushed flower that blooms in spring tends to ward them away. [Monstrous Manual]

Kobold - These pests did not come with the Deceiver but are actually native to the Imbar Divide and were largely driven out when the Wolf Riders moved in. Caught between the Wolf Riders to the south and big mean humanoids to the north, they found refuge in the forest. These creatures now fight primarily with the hybsil, often raiding hybsil tribe lairs to steal food and trinkets. Kobolds will almost never attack a well armed party. Instead they will very likely stalk the party and attempt to pilfer things at night. They might also sneak behind a horse and make it lame, perhaps to get a party member to fall behind and thereby be ambushed. When kobolds do fight here they use the trees to their advantage, and most are very proficient climbers, almost acrobatic in prowess. [Monstrous Manual]

Lycanthrope, Loup du Noir - Said by Wolf Riders to be the progeny of an evil and vain ancestor who performed a forbidden ritual to gain lupine strength and agility, these creatures are extremely rare but do haunt these forests. Wolf Riders hate loup du noir and will attack them on sight, and vice versa. Otherwise, they are likely to appear as a Wolf Rider and use this to gain entry into a party. If a loup du noir does gain the party's trust, he is likely to bide his time awaiting an opportunity to murder and steal. Most loup du noir are thieves in their human form, being of level 1-6. [Monstrous Manual]

Lycanthrope, Wereraven - A colony of these noble entities lives in a few great trees scattered throughout the forest. They were revered by the Wolf Riders in ancient times (and still are today, in fact many Wolf Rider parties encountered in the forests will be searching out wereravens) as wise and learned spirits of the forest. Even the Wagoneer gypsies of Northern Jaggarth have tales of them and their wisdom and aid against evil.

Now, the wereravens hold to themselves, awaiting a day when evil will depart their lands. They do not actively fight the Deceiver, but are not above killing evil humanoids when it can be done safely. [Monstrous Manual]

Lycanthrope, Werewolf - Evil humans inflicted by evil wolf spirits from Imbar, these creatures have now propagated into forest. They will always attack, though often they will stalk and bide their time unless under the lunacy of a full moon (when they will attack berserkly). [Monstrous Manual]

Mammal, Giant Boar - These unpredictable creatures will attack the party 50% of the time and will always attack if they are surprised. [Monstrous Compendium 2]

Mammal, Giant Porcupine - These creatures are shy and generally wish to be left alone. They are only dangerous if molested or if surprised. [Monstrous Compendium 2]

Mammal, Giant Skunk - These creatures are shy and generally wish to be left alone. They are only dangerous if molested or if surprised. [Monstrous Compendium 2]

Mammal, Giant Weasel - These hunters can be dangerous if they outnumber their foes, for they are then 50% likely to stalk and attack. Otherwise, they will often stalk the part for a time seeking a hunting opportunity, but will give up the chase after a few hours if none presents itself. [Monstrous Compendium 2]

Owlbear - These predators will likely be sleeping during the morning and late night, and therefore encountered in their lair, but in the afternoon or evening will be hunting. Owlbears will attack without hesitation and will pursue their prey relentlessly, but can be distracted by food. In the winter, encounters with owlbears will be with a camouflaged owlbear cave wherein the beasts hibernate in nests of down and branches. [Monstrous Manual]

Spider - Encounters will include either 2D10 large spiders (50%) or 1D6 giant spiders (50%). In either case, webbing will be apparent in the area prior to encountering the spiders, unless the party is surprised. Spiders will generally attack, though the giant spiders are intelligent enough to retreat from a strong defense. [Monstrous Manual]

Spirit, Forest - Uthraki - These malign spirits of the forest were awakened by ancient profanations committed by the forces of the Deceiver, and now they represent that part of the forest which has gone mad. They are ravenous spirits that will attack unceasingly. Usually, they take the form of a familiar or comforting humanoid or demi human and try to insinuate themselves into the confidences of their victims. Although capable of attacking by day, they will usually wait until darkness. [Monstrous Compendium 3]

Stirge - These dangerous parasites flock through the forest seeking prey. If they are surprised, then they will be encountered high in a tree resting. [Monstrous Manual]

Treant - Some of the noble treants of this forest were not slain by the Deceiver in ancient battles and have dwelt a tenuous existence. These beings are now distrustful, even of humans, for the Deceiver employs many evil human mercenaries. Nevertheless, they are staunch haters of evil humanoids and slay many such trespassers. They can be approached carefully and convinced to aid a party if the forest is threatened. [Monstrous Manual]

Umpleby - These strange creatures are native to this forest, and there are obscure Wolf Rider legends explaining their origins, all of which somehow involve Flupnir. In any case, these beings are so capable of defending themselves and so harmless to good and evil alike that no one has bothered to try and exterminate them. An encounter with this enigmatic creature will generally involve the creature trailing the party, perhaps causing fear and consternation until its true nature is known. If offered food or water, the creature will likely befriend the party and tag along, not being particularly useful, but not hindering much either. [Monstrous Compendium 2]

Wolf - Encounters will be 65% with normal wolves (2D8), 30% with worgs (2D8) and 5% with dire wolves (2D4). Normal wolves will be wary and likely shy away from the party. Worgs will only attack if they perceive a clear advantage. Dire wolves will attack anyone they outnumber or will wait until nightfall to attack the party camp. [Monstrous Manual]

Wolfwere - This fell creature will assume the shape of a friendly demi human or humanoid and seek to ambush the party. There is a 70% chance the wolfwere is running with a pack of worgs (2D8) and in this case it will take wolf shape and try to sneak around behind the party while the worgs play hit and run. It will then attempt to silently slay a party member and take its place, almost like a doppelganger. [Monstrous Manual]

Special - Any appropriate encounter that the DM wishes to include.

Imbar Divide Encounters:

This area of ancient mountains now worn smooth is still rugged terrain and is now home to the Wolf Riders, nomads who befriended wolves and used to ride horses across the plains of the Wolf Lands before the Deceiver drove them into their holy land…these mountains.

The Wolf Riders now hold fair sway over the area, and the forces of the Deceiver only enter for specific purposes, as stakes with impaled pieces of evil humanoids can be seen at times. So too can far off stone circles and megaliths on hill tops, sacred sights of the Wolf Riders.

Encounters should be checked for 4 times per day (morning, afternoon, evening, and night). If an encounter is indicated, another check should be made immediately to see if two encounters take place in that period. If so, then another check should be made and so forth. If multiple encounters occur in a period, the DM should feel free to weave them into a single encounter, should he so desire.

There is a 15% chance of an encounter each period in this area.

Roll

Type

Number

01
Basilisk, Lesser

1D2

02-07
Bat, Common and Large

Variable

08-11
Bear, Black

1D3

12-16
Beetle, Fire

3D4

17-25
Bird, Falcon and Hawk, Large

1D2

26-28
Cat, Greater, Mountain Lion

1D2

29
Displacer Beast

1D4+1

30
Giant, Ettin

1

31
Giant, Hill

1D6

32
Giant, Stone

1D3

33-35
Goblin

3D12

36
Griffon

1D8

37-46
Herd Animal, Sheep

1D100

47-48
Hippogriff

2D8

49-55
Human, Wolf Rider

2D10

56-57
Insect, Giant Ant

1D100

58-60
Kobold

5D4

61-62
Lycanthrope, Werewolf

1D8

63-67
Mammal, Wild Boar

1D12

68-70
Mammal, Giant Badger

1D4+1

71-73
Mammal, Giant Boar

2D4

74-76
Mammal, Giant Skunk

1

77-79
Orc

6D10

80
Peryton

2D4

81-83
Snake, Poison, Normal

1

84-86
Spider, Huge

1D12

87
Spirit, Rock- Thomil

1

88
Spirit, Wolf

1 or 1D20

89-94
Wolf

2D12

95
Wyvern

1D6

96-00
Special (DM's choice)

Variable


Explanation of Encounters:

Basilisk, Lesser - Although the Wolf Riders do not know exactly when or how they arrived, for centuries the mountains have been haunted by legends of a lizard whose gaze is death. A small but terrifying population of such creatures haunts the Divide, and the Wolf Riders believe them to be demons from the afterlife sent to slay the unwary. [Monstrous Manual]

Bat, Common and Large - With a 50% chance of encountering either common bats (1D100) or large bats (3D6), these creatures will be active only at night, otherwise treat as no encounter (unless encountered in their lair - see below). Bats will generally leave the party alone, though if the bats are surprised and the party is surprised, then the party has stumbled upon and disturbed a bat lair and may be swarmed and even bitten as the bats panic. [Monstrous Manual]

Bear, Black - An encounter with a single adult, the remainder being cubs. These beasts are generally shy, but may nose around a food-laden camp and mothers will protect their young zealously. [Monstrous Manual]

Beetle, Fire - Sleeping during the daytime and active at night, the Wolf Riders often hunt these creatures for their glands. The beetles are not aggressive unless attacked or molested. [Monstrous Manual]

Bird, Falcon and Hawk, Large - With a 50% chance of either type, these encounters will usually involve the party observing the bird from a distance, perhaps perched on a high promontory, or perhaps diving down upon prey. [Monstrous Manual]

Cat, Greater, Mountain Lion - Large cougars with slightly thicker coats, these beasts are apt to give large parties a wide berth, but also as apt to pick on a straggler. [Monstrous Manual]

Displacer Beast - Although not originally native to the Imbar Divide, colonies of displacer beasts were driven from the West Mountains and the Grashtilum (Mountains of Ill Repute) by warfare in ancient times, and a few groups managed to settle in here. These have propagated over time and the Imbar Divide now has a stable population of these beasts. Aggressive and hungry, displacer beasts prize wolf meat in this region, and as such are looked upon unfavourably by the Wolf Riders. They will certainly attack any party that does not heavily outnumber them, often going for the party's mounts and baggage beasts. [Monstrous Manual]

Giant, Ettin - Having migrated with the hill giants (q.v.), these beasts also preceded the Deceiver's armies, trailing ahead to look for pillage and plunder. They will almost always attack anything smaller than themselves. [Monstrous Manual]

Giant, Hill - Not native to these mountains before the Deceiver conquered the Wolf Lands, these brutes have moved into the area, especially as war approaches. They despise the Wolf Riders, and vice versa, but they give the stone giants (q.v.) a wide berth, as a long ago encounter between the two resulted in the stone giants gathering up all three families and decimating an entire warband of hill giants. Nevertheless, these dumb brutes will almost certainly attack the party, though if heavily outnumbered this may take the form of lobbing some rocks and running to get help. [Monstrous Manual]

Giant, Stone - Rare and elusive creatures considering their size, stone giants are legends among the Wolf Riders and there are at least 3 known extended families that live in these mountains. These creatures will generally keep to themselves and give strong-seeming parties a wide berth. They get along well with the Wolf Riders, who regard them as spirit guardians of these mountains, and they enjoy tossing boulders at goblins and kobolds for sport. [Monstrous Manual]

Goblin - A foraging band usually rustling up food or scouting for a future raid in force against the Wolf Riders, these beings will be wary of large and well-armed and armoured parties, seeking to trail them and fashion a scouting report regarding the party rather than attacking them outright. At night, the goblins may engage in a bit of healthy pilfering from a party campsite if it is not too well guarded. If pressed to the attack, these goblins are armed with short bows and are well versed in the tactics of scattering and hiding in the brush and caves. [Monstrous Manual]

Griffon - Drawn from other mountain ranges by the Wolf Riders and their heavy usage of horses, griffons tend to be the worst nemeses of the Wolf Riders, and riders will not hesitate to kill any griffon they see if they have sufficient numbers to do so. Nevertheless, given the griffon's ferocity in battle, actually bringing one down is considered a great feat for any Wolf Rider warband that does so. These griffons, unless surprised, will always attack any group containing horses. [Monstrous Manual]

Herd Animal, Sheep - Thick wooly sheep and rams are the principal herd animals here, and the Wolf Riders often raise and tend herds, using wolves to keep the flock (an amazing thing to be sure!). Allow a 50% chance that such a herd is wild when encountered, otherwise it is a rider's flock and will have branding marks upon it if the party looks carefully. Hunting a rider's flock is likely to cause serious troubles unless the party smoothes things over quickly. During spring, rams are very aggressive and will charge any party members approaching the herd. [Monstrous Manual]

Hippogriff - Originally native to the Aynayjar Mountains and the Mountains of Ill Repute, hippogriffs have expanded out of the former and been driven out of the latter. A few families now dwell permanently in the Imbar Divide. These beasts will almost certainly not attack the party, but might hover over them for a time watching the party to see if they hunt and leave scraps. [Monstrous Manual]

Human, Wolf Rider - Encounters will be with a hunting or war band. All members will be mounted on light cavalry horses, and all possess long composite bows made of bone. These people will be dressed in furs (leather armour). There will be a tame wolf for each rider. As explained earlier, Wolf Riders are distrustful of outsiders, but can be won over if approached with respect. They will certainly demand some sort of tribute for defiling their sacred mountains however, except that any elf in the party will be looked upon with such reverence and awe that no such toll will be required from him or her. Allow a 5% chance that a tribal shaman of level 1-4 is accompanying the band on some spiritual quest or mission. [Monstrous Manual]

Insect, Giant Ant - If fewer than 30 are encountered, then they will be workers and soldiers ranging out looking for food and building materials, and as such, they will likely leave the party alone. If 30 or more are encountered, it will be a nest, which will usually be seen from a distance. Any party that keeps a wide berth may pass by safely as well.

If encountered at night in camp, however, then assume it is 3D4 foragers looking for food (and possibly trying to carry off party backpacks). These foragers will be backed up by 2D6 soldiers who will attack if the foragers are molested. [Monstrous Manual]

Kobold - Scavengers who infest these mountains but who usually remain underground due to fear of the wolves of this place, kobolds are very unlikely to actually attack a well-comprised party. They are much more likely to attempt to steal into camp late at night and grab food, wine, or anything else of seeming value. During daytime, kobold encounters will involve a lair, usually large enough only for kobold-sized beings to scamper into. Any kobold group has a 20% chance of containing a thief of level 1-4 in it. [Monstrous Manual]

Lycanthrope, Werewolf - Evil humans inflicted by evil wolf spirits from Imbar, these creatures have always haunted these mountains and are the subject of many tales and morality plays of the Wolf Rider people. They will always attack, though often they will stalk and bide their time unless under the lunacy of a full moon (when they will attack berserkly). [Monstrous Manual]

Mammal, Wild Boar - Less aggressive than their giant cousins, these creatures will often startle and flee if approached or surprised. However, if cornered or if young are threatened, they will attack fiercely. [Monstrous Manual]

Mammal, Giant Badger - If more than 2 are encountered, the remainder will be young. These irrascible creatures will attack if molested or surprised but will otherwise simply ward the party away or ignore them altogether. [Monstrous Compendium 2]

Mammal, Giant Boar - These unpredictable creatures will attack the party 50% of the time and will always attack if they are surprised. [Monstrous Compendium 2]

Mammal, Giant Skunk - These creatures are shy and generally wish to be left alone. They are only dangerous if molested or if surprised. [Monstrous Compendium 2]

Orc - A war troop likely trying to capture Wolf Riders to bring back to their camp for sport and interrogation, these will be members of a single tribe. They are well-armed and well-trained for orcs, and will always be lead by a warrior of level 1-6. All orc warparties will bear light crossbows in order to combat the hit and run tactics of the Wolf Riders. [Monstrous Manual]

Peryton - Native to the Aynayjar Mountains to the east, Peryton often fly to the Imbar Divide to search for food or prisoners. These beasts are likely to attack any party, though against strong parties this will likely be a one pass snatch to try to capture a prisoner. Prisoners will be taken to a remote mountaintop in the Divide and their hearts devoured. In spring, however, such Peryton will take captives all the way back to their nests in the Aynayjar Mountains to feed their young. [Monstrous Manual]

Snake, Poison, Normal - A standard rattle snake indigenous to these parts, which hibernates during the cold winters (treat as no encounter during winter or late autumn). These will generally only attack sapient creatures if they are very small or if they startle them. Assume if the party and the snake are surprised that the party has stumbled onto the snake and will be attacked. The poison of these rattlers provides no save modifier, an onset time of D6 rounds, and causes 3D6 damage on a failed save (save for half damage). [Monstrous Manual]

Spider, Huge - These giant wolf spiders usually attack from ambush spaces dug underneath large boulders. They will seek to snatch a prey and drag it under the boulder where it can be poisoned and silenced at leisure. The particular spiders that dwell in these mountains are grey and shaggy in appearance, almost as if covered with bristly fur. It seems as if they have absorbed some of the lupine spirit of these mountains, as they are known to coordinate their attacks with one another and exhibit pack-tendencies. [Monstrous Manual]

Spirit, Rock - Thomil - These spirits are the guardians of these sacred mountains. In general, as long as the party is not ravaging the landscape, these spirits are benign and would likely appear only as a strangely shaped rock that radiates magic. If the party in some way has defiled the land, then this spirit will attack them. [Monstrous Compendium 3]

Spirit, Wolf - This will generally be an encounter with a totem spirit (10%), or a ghost pack (90%). If the party has harmed any normal wolves in these mountains, then it is likely that the spirit(s) may seek retribution. Alternatively, if the party has been kind or aided the wolves or the Wolf Riders, then a ghost pack will likely ignore them and a totem apirit might even bless the party. [Shaman]

Wolf - Large packs of wolves range in these mountains, which are their ancestral birthing place. Revered by the Wolf Riders and protected by the spirits of this spirit-rich land, these wolves tend to be smarter and less interested in the affairs of outsiders and will often keep to themselves. [Monstrous Manual]

Wyvern - Packs of wyverns range from the Aynayjar Mountains in search of prey and these fearsome beasts will certainly investigate a decent-sized party passing through the lands and may attack if conditions seem favourable. If they do attack, they will often do so flying out of the sun in order to blind their opponents. [Monstrous Manual]

Special - Any appropriate encounter that the DM wishes to include.

Imtorr and Vilgum Encounters:

Imtorr and Southern Vilgum are not wild lands, and therefore, there are no encounter tables for them. Civilized and, in the case of Imtorr, well patrolled, it is safe to assume that the party can travel through Imtorr with no problems. If the DM wishes to spice up this route, he should design encounters with merchants and patrols and cameos that the party might encounter on the road or at inns.

Southern Vilgum, owing to the civil war in Vilgum, is more dangerous, though not from beasts or monsters.

Bands of brigands and bandits have taken to the area since the patrols and garrisons that normally keep order are fighting against Lower Vilg. As such it is likely that, in addition to normal civilized encounters, the party may (allow a 20% chance per day) run into one of the following (D8):

1-3 = A small group of bandits (2D20) led by a warrior of level 1-3.

4 = A large bandit army (2D100) led by 3 warriors of level 1-3 and a leader of level 3-6.

5-7 = A small group of brigands (5D10) led by a warrior of level 1-4.

8 = A large group of brigands (1D100) led by a warrior of level 2-5 and two lieutenants, warriors of level 1-3.

Set Encounter:

The following are set encounters that the DM should place as appropriate in the area indicated.

The Great Wolf (Imbar Divide):

One night, as the party is camped, one of the guards notices two large, wolf-shaped, feral green eyes watching the camp from just outside the light. As the party is roused, the eyes move forth and reveal a large translucent shape of a wolf. This is the Great Wolf Spirit, ancestor of all wolves in the Divide, and its characteristics are beyond the scope of anything the party is able to muster. The spirit, if the party has injured normal wolves or Wolf Riders, will curse them with a mystical scent that will make wolves hostile to the party and will mark them as wolf-enemies to the Wolf Riders.

On the other hand, if the party has been respectful to wolves and Wolf Riders, the spirit will slowly stare at each party member and will choose one (the most fearsome or the one showing the most reverence to the spirit). The spirit will crouch, seeming ready to leap at the chosen person, and then it will leap! The wolf will spring at and into the chosen person, as if possessing him. From that time on, until the spirit chooses to withdraw its gift or an exorcism is done, the chosen one will emanate a scent pleasing to wolves, will have his movement rate increased by 3, will have a keen sense of smell, and will possess infravision to 120'.

The Shaman (Imbar Divide):

The party will come across a warband of 12 Wolf Riders and their wolves. They are busy cleaning up after a battle, and a few Wolf Riders tend their injuries while others pile headless goblin bodies into a pile for cremation. Several goblin heads are being mounted upon poles and being driven into the ground to commemorate this victory.

If approached carefully, the Wolf Riders will brag about their victory, possibly inflating the number of goblins they slew. Assuming the party is respectful, the lead Wolf Rider, a young brave of about 20 summers, will say that their shaman had a dream the night before and told them to seek a group of men in metal. He invites the party to visit the shaman.

The Wolf Riders will lead the party off the trail for a few hours, then halting and making a camp. The Wolf Rider leader will explain that the shaman only meets with people after sundown. The party can wait with and interact with the Wolf Riders until dark.

The Wolf Riders will tell the party something of their history if asked, and will also warn the party not to approach any standing stones in the mountains, as they are holy places not to be defiled.

When darkness descends, the Wolf Rider leader will allow up to three unarmed party members to accompany them. Staves are allowed to be taken, but all other weapons must be left behind. Half of the Wolf Riders will accompany the 3 party members to the shaman while the rest wait at the camp.

The shaman sits on a small flat stone in the centre of a ring of megaliths. A low fog clings to the ground hereabouts, and strange zephyrs and wispy forms dart about the ring.

The shaman will greet the party and tell them that he has dreamed of them and that he sees a great destiny woven around them. He will also tell the party of the Deceiver's armies encamped on the Wolf Land plains ("as many fires as stars in the skies") and will warn that the Deceiver will attack before winter sets in (of the year 5512). He finally warns that when the Deceiver attacks, only those with the eyes of the wolf will not be struck blind.

The shaman will ask to hear of any news the party has regarding the Deceiver and other matters of great import that they may be able to pass along to him.

Finally, he will thank them and bid them leave the holy place and return to their comrades.

Part Two - The Towers

Tower #9:

Tower #9 is nestled just under the eaves of the Imbar Forest and looks out over Lake Omar. The make up of the tower is as described in The Secrets of the Towers scenario. If that scenario is not being used, then the tower is 50' tall with 3 levels. The third level has windows which are boarded up so that the entire level is dark even during daytime.

Within the tower, the Cambion Nangir has placed as guards 20 shadows, summoned up from the Shadowlands and bound to the tower. These shadows will wait until the party begins to enter the third level and will then swarm en masse, concentrating their attacks on as few party members as possible in an effort to turn them into shadows.

Shadows (20) (AC 7, MV 12, HD 3+3, hp 19 ea, #ATT 1, D 2-5, SA strength drain, SD +1 or better weapon to hit, 90% undetectable, AL CE)

One wall of the top of tower #9 leads to tower #10.

Tower #10:

Tower #10 is located in the Aynayjor Mountains near the city of Quan-Zul, buried underground. It is described in The Secrets of the Towers scenario, but if not using that, an ancient avalanche struck the tower, snapping the top half off and carrying it downhill from the bottom half. The top half is now buried under tons of stone and is tilted onto its side.

Up is now oriented towards the portal from tower #9 and down is oriented towards the portal to tower #11. Thus, anyone stepping through the portal in tower #9 uncautiously will tumble down with a 50% chance of falling through the portal to tower #11! Anyone not falling will take 3D6 damage. There is also a one-way portal from tower #12 to the side, and there is only a 30% chance that someone entering unawares from tower #12 will fall through the portal to tower #11.

Tower #11:

Tower #11 is located in a remote highland portion of the Far Coast overlooking the Oto Sea and Far Isle. It was the farthest extent of the Mandarin Empire.

This tower is as described in the Secrets of the Towers scenario. Otherwise, the tower is similar in description to tower #9, including boarded up windows on the third level. There is a one way magic portal FROM tower #12 to this tower.

Within the top level are 7 wraiths, dread minions of the Cambion Nangir. These will attack any living beings who enter unless escorted by Nangir. This could be especially hurtful to a lone adventurer who falls into the chamber from tower #9!

Wraiths (7) (AC 4, MV 12 fl24[B], HD 5+2, hp 25 ea, #ATT 1, D 1-6, SA energy drain, SD silver or magical weapons to hit, AL LE)

Lower in the tower are 12 wights. These will be on level 1 during nighttime and on level 2 during daytime. If there is fighting on level 3 they will investigate and attack as appropriate.

Wights (12) (AC 5, MV 12, HD 4+3, hp 22 ea, #ATT 1, D 1-4, SA energy drain, SD silver or magical weapons to hit, AL LE)

It is also possible that the cambion will send his chasme servitor through the one way portal from the final tower. This would happen only if the cambion has scried that tower (a thing he does every so often…he scries one of the wights or wraiths to check and make sure everything is going well).

The chasme would be instructed to try and grab a single captive and then teleport back to the final tower. The cambion wishes to have a captive in order to goad the party into confronting him as soon as possible…he wishes the party slain before the War breaks out, and even moreso, he wishes the party to pursue their captured comrade to the final tower BEFORE divulging the tower locations to the Free Peoples.

If the chasme does arrive and does capture a victim, refer to the CAPTIVES section below.

On the top level, there are no magic portals out of the tower. However, just where the one-way portal from tower #12 is, is a broken stone tablet. If the pieces are placed together, writing on the tablet in wizardric language (requiring a Read Magic) shows a plea for help and promises of reward from a "captive" in return for aid in escaping. The writing mentions a tower like the one the party is in located in the east of the Imbar Forest.

Part Three - The Final Tower

The journey from the coastal tower (#11) to the final tower is an arduous one. The party must first cross the Far Coast, which is a relatively civilized land which is a loyal province of the Antorian Empire. There are no set encounters or encounter tables for the Far Coast, due to its civilized nature. Inns and taverns are plentiful, and the folk here are farmers and retired soldiers often eager for news of the world at large. The party can easily pick up supplies here, though the folk only accept Imperial coinage, and moneychangers will charge a 15% exchange fee.

Once across the Far Coast, the Aynayjar Mountains rear up before the party. These mountains are steep and rugged, and the topmost are snow covered year round.

Any party without a mountain savvy guide (mountaineering skill or dwarf or mountain-native creature) will have to spend twice the time traversing these peaks. With a suitable guide, the party can make a 25 mile march in 2 days.

The northern half of these mountains are wild and often controlled by forces loyal to the Deceiver. Nevertheless, hardy bands of dwarves do dwell even in the portions astride the Far Coast.

Aynayjar Mountains Encounters:

A set encounter for the Aynayjar Mountains is detailed below.

The Great Hunt (Aynayjar Mountains):

A rather vicious raiding group of giants has caught onto the party's scent and is hunting them. Unless the party keeps rear scouts some distance behind them, the first hint of what is to come will be a far off clinking sound, semi-rhythmic metal upon metal.

Some time later, as the monsters draw closer, there will be heard a tromping sound, deep and booming, and enough to cause the ground to begin to vibrate eventually.

Depending upon the terrain, the party will eventually see their hunters, and vice versa. The hunters have been tracking the party by way of specially bred hell hounds.

When the raiders have sighted the party, the hell hounds will be released to tie up the party. The giants will throw rocks while the hell hounds close, with the ogres then following. Once the hell hounds and ogres engage the party, the giants will follow.

Fire giants (2) (AC -1; MV 12; HD 15+2-5hp; hp 82, 84; THAC0 5; #ATT 1; D 2D10+10; SA hurling rocks (2D10); SD resistant to fire; Weapon two-handed sword [giant-sized], 4 rocks each; Armor chainmail [giant-sized]; AL LE)

Hill giants (2) (AC 3; MV 12; HD 12+1-2hp; hp 72, 53; THAC0 9; #ATT 1; D 2D6+7; SA hurl rocks (2D8); Weapon club [giant-sized], 6 rocks each; Armor animal-hides; Al CE)

Ogre hound handlers (4) (AC 5; MV 9; HD 4+1; hp 16, 17, 21, 20; THAC0 17; #ATT 1; D D6+6; SA +2 to hit for strength, large chain can do D6+6 and entangle on an 18+; AL CE)

Hell Hounds (7) (AC 4; MV 12; HD 7; hp 30, 23, 32, 35; THAC0 13; #ATT1; D D10; SA breath (7 points), stealth; SD detect invisible or hidden (50%), keen hearing, immune to fire damage; AL LE)

Each giant carries a thick woven sack, splattered with all sorts of stains. These contain:

Fire giant #1 - The dwarven warrior Darkel, who does not struggle much as he has fallen into a coma from a lapsed Iron Vigil spell (see Player Option: Spells and Magic). He will perish 3 days after the party finds him if not given food and water. In addition he needs 57 hours of sleep in order to function properly.

Fire giant #2 - giant-sized utensils, dwarven chainmail, Darkel's shield, crossbow, battle axe and other equipment.

Hill giant #1 - a piece of mammoth tusk (worth 500gp), a rotting hunk of venison, a large chunk of worthless quartz, and 600 sp.

Hill giant #2 - a lump of amber (125gp), large chunks of coal, a large cracked metal mirror, a 20' rope made of tough hair from an unknown creature, and a huge bladder filled with foul, strong ale.

The fire giants also have 3D100gp and 5D100sp in their pouches. They also wear copper nose rings, one of which is decorated with lions stalking naked humans. The plain nose ring is worth 25gp, while the ornate one is actually a Bracer of Missile Deflection (when worn, allows the wearer a dexterity roll against any missile requiring a to hit roll; if the roll is successful, the missile is fully deflected).

The hill giants each wear a gold hoop earring that may have been anklets at one time. These are worth 65gp each. They also carry D100sp and D20gp in their pouches.

The ogres each have D20sp and D8gp in their pouches.

Darkel Razzambum - Noble Dwarven Champion of Aynayjar

Level: Warrior - 6 / Priest - 7
Kit: Champion

Strength 17
Intelligence 10
Wisdom 15
Constitution 18
Dexterity 9
Charisma 15

Armour Class: 4 (chainmail and shield)
Hit Points: 52
Spell Points: 85

Religion: Weshta-Grum
Major Spheres: All, Combat, Elemental Earth, Guardian, Wards, Law
Minor Spheres: Divination, Creation, Healing, War, Protection

Weapon Proficiencies:

Battle Axe (specialized, +1 to hit, +2 damage, 3/2 attacks), light crossbow, Alertness (16), Iron Will (13)

Non-Weapon Proficiencies:

Endurance (18), Intimidation (17 or 15), Religion (15), Singing (15), Dwarf Runes (12), Weaponsmithing (9), Ancient History (9), Local Dwarf History (15), Blind-fighting, Speak Orcish (10), Speak Goblin (10), Speak Hill Giant (10)

Dwarven Proficiencies:

Detect Grade or Slope (19)
New Tunnel/Construction (19)
Shifting Walls/Rooms (17)
Stonework Traps (18)
Depth Underground (15)

Possessions:

Battle axe (blessed by Weshta-Grum +1/+2 versus orcs)
Chainmail
Target Shield (medium)
Light Crossbow and 20 quarrels
Backpack with outdoor survival equipment

Standard Spells memorized:

Bless (4)
Detect Magic (4)
Cure Light Wounds (6)
Cure Light Wounds (6)
Light (6)
Aid (6)
Iron Vigil (6)
Hold Person (6)
Protection from Evil 10' radius (15)
Dispel Magic (10)
Abjure (15)

Priestly Abilities:

Incite Rage
Inspire Fear
Axe Prowess

Darkel is a warrior priest for the Temple of Weshta-Grum of the Nazzambul Clan of Aynayjar. He was in pursuit of some orcs that slew a priestess and stole a sacred item of the temple which was being transported from one clan to another. He and his band were ambushed by these giants and the others were slain or fled, while he was captured.

His sacred horn was broken by the giants, and his Iron Vigil spell which he had cast for his quest has run out, throwing him into a coma. The giants know he is alive, but cannot figure out why he passed out, and are therefore taking him home to examine him (and eventually eat him).

If the party rescues Darkel, he will be grateful. Also, he will feel it his duty to aid the party on their quest, as his pursuit of the orcs is now at an end. If the party shuns Darkel, he will trail along anyways out of sight and the DM can have him arrive to help the party at an opportune moment.

Random Encounters:

Wandering Encounters should be checked for 4 times per day (morning, afternoon, evening, and night). If an encounter is indicated, another check should be made immediately to see if two encounters take place in that period. If so, then another check should be made and so forth. If multiple encounters occur in a period, the DM should feel free to weave them into a single encounter, should he so desire.

There is a 10% chance of an encounter each period in this area.

Roll

Type

Number

01-03
Aarakocra

1D10

04-08
Bat

Variable

09-13
Bear

Variable

14-20
Beetle, Giant

Variable

21-28
Bird

Variable

29-30
Displacer Beast

1D4+1

31
Dragonet, Firedrake

2D4

32-38
Dwarf, Mountain

4D10

39
Galeb Duhr

1D4

40-41
Gargoyle, Margoyle

2D4

42-43
Giant, Cyclopskin

1D8

44
Giant, Cyclops

1D4

45-47
Giant, Hill

1D12

48-49
Giant, Mountain

1D4

50-51
Giant, Stone

1D10

52
Giant, Verbeeg

1D6

53-57
Goblin

4D6

58
Gorynych

1

59-60
Griffon

2D6

61-63
Grimlock

2D10x10

64-66
Hippogriff

2D8

67-70
Human

Variable

71
Lizard, Fire

1D4

72-74
Lizard, Giant

2D6

75-77
Mammal, Giant Boar

2D4

78-79
Ogre

2D10

80-83
Orc

3D10

84-85
Peryton

2D4

86-88
Spider, Huge

1D12

89
Troll

1D12

90-93
Wolf

2D6

94-95
Wyvern

1D6

96-00
Special (DM's choice)

Variable

Explanation of Encounters:

Aarakocra - These humanoid avians will generally keep an eye on the party from a distance, essentially escorting them out of their territory. They will only be inclined to interest with the party if the party convinces them of their good intentions, offers them gems or jewels, or if the party is under attack by patently evil creatures (whom the bird men hate). There is a 5% chance that if 5 or more are encountered that one of them is a shaman. In this case, 5 aarakocra (including the shaman) can perform a dance and summon up an air elemental, which they will do in extremis. [Monstrous Manual]

Bat - Allow a chance to encounter 1D100 common bats (01-65), 3D6 large bats (66-85), 1D8 huge bats (86-95), or 1D6 sinisters (96-00). The common and large bats will generally flee from the party. Huge bats (mobats) will often attack lone guards or stragglers. Sinisters will tend to gather just outside the party's firelight, but may also attack the party's beasts of burden. [Monstrous Manual]

Bear - Allow a chance to encounter 1D3 black bears (01-50), 1D6 brown bears (51-85), or 1D2 cave bears (86-00). Black bears tend to be shy and scavengers, but a mother will protect her cubs fiercely. Brown bears are quixotic, and will just as likely attack a party as it will flee from it. Cave bears will almost always attack, unless the party consists of large numbers of members. Black and brown bears can be driven off by exceptionally loud noises, bad smells, or fire. [Monstrous Manual]

Beetle, Giant - Allow a chance to encounter 3D6 boring beetles (01-35) or 3D4 fire beetles (36-00). Boring beetles will only be dangerous if stumbled upon. Fire beetles will only defend themselves if molested. [Monstrous Manual]

Bird - Assume an encounter with a1D8+4 wild eagles (01-40), 1D2 large hawks (41-80), or 1D20 giant eagles (81-00). None of these birds poses a danger to the party except if there are small familiars or beings smaller than halflings in the group. [Monstrous Manual]

Displacer Beast - A sizeable population of displacer beasts migrated from the West Mountains to the Imbar Divide. There they bred and multiplied, and eventually small groups headed further eastward and settled in the Aynayjar Mountains. The displacer population has, over the centuries, grown considerably here, as these beasts possess the right combination of ruthlessness, magic, and cleverness to become successful hunters. They will certainly attack any party that does not heavily outnumber them, often going for the party's mounts and baggage beasts. [Monstrous Manual]

Dragonet, Firedrake - Native to these mountains, the firedrakes are a constant menace. The dwarves of southern Aynayjar have, however, learned to domesticate the beasts and often use tame ones in their smithies. In the wild, these creatures are only aggressive if disturbed or if their lair is approached. There is a chance, especially in springtime, that any encountered drakes will try to drive away the party, which has come too close to its nest. [Monstrous Manual]

Dwarf, Mountain - Although the majority of the dwarf population of Aynayjar is to the south, hardy bands of dwarves can be found in this part of the peaks, either pioneers trying to set up clans in these parts, or seekers after gems, mines, or other fortunes. Most dwarves roaming these parts will be suspicious and heavily armed and armoured. They will almost certainly be led by a warrior of level 1-4. There are also a few dwarven ne'er-do-wells in the mountains here, outcasts and criminals exiled from their clans to the south. These dwarves are especially greedy and clever and have been known even to parley with orcs and goblins. Such a group might include a dwarven rogue of level 1-6. [Monstrous Manual]

Galeb Duhr - These reclusive earthen creatures worship Neengrum, and will tend not to even show themselves to anyone, simply appearing as a group of large boulders. There is a chance, however, that the party will come across the galeb duhr singing (a low rumbling sound emanating from the boulders). The galeb duhr will probably only show themselves to the party if attacked or if a priest of Neengrum is present, in which case they may emerge to make their greetings and ask for the priest's blessing. [Monstrous Manual]

Gargoyle, Margoyle - These evil stony creatures will often wait patiently near a stony outcropping, blending in 80% of the time, and then attacking from ambush. [Monstrous Manual]

Giant, Cyclopskin - If a single being is encountered, he will be found tending a flock of wild mountain goats or rams. Such an individual, if approached carefully, might be willing to parlay with the party in exchange for coin or food. Multiple beings encountered will consist of a hunting party. These will probably try to attack the party with slings and then decide whether they think they can succeed against the party in melee. If not, they will flee to their caves. Cyclopskin hate dwarves and will either attack or flee from them depending upon their relative strength. [Monstrous Manual]

Giant, Cyclops - Rare and stupid, a single cyclops will likely be a shepherd tending its flock of giant sheep. A group will be a wandering band looking for food and sport. These beings always carry 1D8 rocks each which they can hurl 150 yards for 4D10 damage each (-2 to hit due to poor depth perception) and will likely assault the party. [Monstrous Manual]

Giant, Hill - These evil beings delight in inflicting pain and eating and enslaving lesser creatures. They will almost certainly attack the party unless heavily outnumbered and/or caught by surprise. All carry 1D6 rocks to throw. [Monstrous Manual]

Giant, Mountain - These brutes will almost always attack, usually from high above the party with a massive pile of boulders. If they have surprised a well-armed party, they may take time (1D6 hours) to summon nearby creatures (1D10+5 ogres [01-70], 1D6+3 trolls [71-90], or 1D4 hill giants [91-00]) to aid them. Allow a 20% chance that one of the mountain giants is a shaman (a priest of level 1-3 with access to major spheres of All, Animal, Charm, Combat, Elemental [all], and Healing). [Monstrous Manual]

Giant, Stone - These giants will likely ignore smaller creatures, unless they present a threat or hold some interest to them. The party may try to parley with the giants, but they are unlikely to aid in any way without recompense. They do evince some respect for earth priests and priestesses. There is a 5% chance that one of the giants is an elder, with the ability to stone shape, stone tell, and transmute rock to mud (or vice versa) once per day. There is a 10% chance if there is an elder that he also possesses the abilities of a 3rd level wizard.

In addition, allow a 10% chance that 1D3 cave bears accompany the giants. These will be held on thick iron chains, and while they are tame to their masters, they can be ordered to attack viciously by the giants. [Monstrous Manual]

Giant, Verbeeg - These human behemoths are unceasing hunters after flesh and treasure. 30% of these groups will have 1D4 hill giants or 2D4 ogres with them, not as slaves but as less-intelligent companions whom the verbeeg master through wit and wile. The verbeeg themselves favour spears, and each will carry at least a dozen such javelins. They generally also wear large shields of wood and wield stone clubs.

Each verbeeg must have its strength determined as follows on a D10 roll:

1-2 = +3 damage and 30 yard spear range
3-6 = +4 damage and 40 yard spear range
7-9 = +5 damage and 50 yard spear range
10 = +6 damage and 60 yard spear range

Allow a 2% chance per verbeeg that one of them is a shaman with priestly abilities of levels 1-6. They tend to worship gods of death or hunting. [Monstrous Manual]

Goblin - These are wild bands, not directly in service of the Deceiver's armies, though nearing times of war (as now), there is a small chance that regular army groups will be encountered (in this case they will have better armour and weaponry than normal). Goblins will react to the party based upon their perceived advantage or disadvantage. They are not above parleying or trading with powerful seeming beings, but will certainly try to betray or attack those weaker than they. Any group of goblins will possibly (15%) be led by a warrior of level 1-3. The group might also have a rogue of level 1-3 (5% chance). [Monstrous Manual]

Gorynych - This solitary horror is native to the northern portion of the Aynayjar, though they tend to be reclusive and only dangerous when threatened or when hungry. However, they are evil and likely to at least test the mettle of any party they come across at least initially, then fleeing unless threatened or hungry. [Monstrous Compendium 1]

Griffon - Native to these mountains, griffons are formidable hunters which will certainly attack any parties with horses. Other parties will likely not be assaulted unless the griffons outnumber the party. [Monstrous Manual]

Grimlock - These creatures generally only emerge from their dark dens at night, where their blindness is actually an advantage. They hunt for humanflesh unceasingly, and its relative rarity in these parts means the prospect is likely to drive them into a frenzy. For every 10 encountered there will be a leader with 3 HD and AC 4. For every 40 there will be a champion with 4 HD and AC 3. The grimlocks are armed with crude battle axes, though the leaders have jagged two-handed swords. [Monstrous Manual]

Hippogriff - These beasts will almost certainly not attack the party, but might hover over them for a time watching the party to see if they hunt and leave scraps. [Monstrous Manual]

Human - Humans are rare in these wild portions of the mountains. Those encountered will either be criminals outlawed from society, extremely brave or foolish trappers and miners, or adventurers. In any case, such humans are likely to be exceptional individuals, fighters or thieves of level 1-4, with a possibility of encountering even higher leveled individuals.

Needing cunning to survive in these wilds, humans encountered are very likely to correctly sum up the party's capabilities and react accordingly. Bandits will not attack a well armed party with obvious mages in it, but will possibly ask to accompany the party and perhaps make off with treasure during the night.

Seekers of fortune might be busy with a quest of their own and have no interest in the party, or they might wish to join as henchmen. [Monstrous Manual]

Lizard, Fire - These creatures emerge from their caves every fortnight or so to hunt. Therefore, all encounters with them will be at night unless they are encountered in their lairs. These creatures are usually ravenous when encountered outside the lair and will attack fiercely. Those in their lair will not necessarily be hungry, but will be just as irked at having been disturbed or threatened in their lairs. During high summer, there is a good chance of finding 1-4 eggs (10%) in their lairs. [Monstrous Manual]

Lizard, Giant - These predators tend to dwell around rivers and streams…the exact sort of places that form valleys and passes that the party will try to traverse through. They will attack any creatures smaller than they that wander past them. [Monstrous Manual]

Mammal, Giant Boar - These unpredictable creatures will attack the party 50% of the time and will always attack if they are surprised. [Monstrous Compendium 2]

Ogre - These brutes will attack weak seeming parties, which means, initially, any smaller beings who do not outnumber them more than two to one. If more than 11 ogres are encountered, one will be a leader with 7 HD, 30-33 hp and AC 3 inflicting 2D6+3 per attack or +6 with a weapon. If 16 or more are encountered, there will be an additional leader and a chieftain with 7 HD, 34-37 hp, AC 4 inflicting 2D6+6 damage or +6 with a weapon. [Monstrous Manual]

Orc - In these mountains the orcs tend to be tribes rather than portions of armies. They are most likely a hunting party or a raiding party, for orcs are fond of raiding goblin lairs for food and slaves (and sport). The orcs of Aynayjar despise dwarves, having fought many wars with them, and they will attack a dwarf almost exclusively to other party members. There is a chance that orcs encountered will be with a village. This will involve 30-300 orcs and the DM is advised to consult the Monstrous Manual for details on running an orc lair.

Otherwise, the orcs will attack any group that seems weaker than they, but will parley with powerful seeming groups. Orc groups are likely to be led by a warrior of level 1-3 (50% chance). [Monstrous Manual]

Peryton - These beasts are likely to attack any party, though against strong parties this will likely be a one pass snatch to try to capture a prisoner. Prisoners will be taken to a remote mountaintop and their hearts devoured. In spring, however, such Peryton will take captives back to their nests to feed their young. [Monstrous Manual]

Spider, Huge - Large trapdoor wolf spiders, these arachnids will attack prey that nears them from hiding, and likely from surprise. [Monstrous Manual]

Troll - Wandering bands of trolls on the make for food and malice. These beings are just as likely to enjoy hunting orcs and goblins as they are hunting dwarves and humans. They will attack any but the most powerful seeming parties, relying on their regeneration and toughness to carry the day. [Monstrous Manual]

Wolf - Nowhere near as common as in Imbar, wolves here still have an ecological niche to fill. Wolves encountered will be packs that will generally shy away from humanoids unless they are offered food or unless the party has some affinity with wolves. [Monstrous Manual]

Wyvern - Packs of wyverns range all along the Aynayjar Mountains in search of prey and these fearsome beasts will certainly investigate a decent-sized party passing through the lands and may attack if conditions seem favourable. If they do attack, they will often do so flying out of the sun in order to blind their opponents. [Monstrous Manual]

Special - Any appropriate encounter that the DM wishes to include.

Beyond the Mountains:

Once past the mountains, the party must traverse the War Plains. The War Plains encounters given previously in this scenario should be used again. Finally, they will reach the eastern edge of the Imbar Forest. The tower is a day's straight travel into the forest, in a clearing atop a small knoll. If the party knows the exact location the journey will take 24 hours. If the party must search the forest area, allow for a 1D4 day journey. The DM should use encounters from the Imbar Forest section given previously in this scenario (and may wish to have the party meet and fight the green dragon if it seems appropriate).

Eventually, the party will arrive at the final tower.

The Final Tower:

The final tower is set atop a small knoll in a large clearing in the northeastern tip of the Imbarr Forest. The clearing is actually a village, seemingly ancient, for most of the buildings, except for those repaired by the cambion's minions, are stone ruins. The architecture of the buildings does not match that of the tower, and it can become apparent with learned examination that the village, though ancient, was built after the tower was constructed.

The tower is now the headquarters of the cambion-Marquis Nangir, scion of the Maug Orcus. Nangir seeks to create a new Maug for Orcus. He is the last in a chain of breeding processes between Orcus and humans and other racial victims. The final step, to seal the circle of immortal breedings, was the requirement that Nangir breed with an Alu-demon of good alignment. This he has done, and his son has been born. Nangir now seeks, when the stars are proper, to perform the ritual awakening the latent spirit of his son, giving birth to a new Maug, a powerful demi-god of evil to aid Orcus in his ancient rivalry against Demogorgon.

Exactly when the stars are right is left up to the DM and his sense of timing. Certainly, if the party gives up the quest of the towers or is defeated or seeks to spend a year not pursuing the final tower, then events will come to fruition and the new Maug will arise (see the New Maug section for details).

Otherwise, it is assumed that the party will approach the village, fight their way into the tower, and attempt to slay Nangir and prevent the Maug from being born.

CAPTIVES:

There is certainly the possibility of Nangir gaining captives in this scenario. His magicks are very powerful, and the party may need to retreat and regroup, perhaps leaving a member behind. In addition, if Nangir sends his chasme tanar'ri to the 11th tower and manages to sleep and teleport away with a party member, he will be held captive.

Nangir is not likely to slay captives outright for several reasons. First, assuming the party has already thwarted him in the 4th tower, he will have been a long term enemy of the party and will wish to gloat and savour his victory. In addition, there are probably any number of horrid ritual sacrifices that the party member can be suitable for, so he will probably need to hold him until the ritual time is at hand.

Finally, especially if brought by the chasme, Nangir wants a captive as bait. His reasoning is very sound. The entire strategic value of the towers in the upcoming war centres on one side knowing their location and the other side not. Although an army can be brought through the towers, such a procedure is not rapid, and if the opposing side knows about the towers they can block them off or position troops to deal with the armies emerging from the towers piecemeal. This means Nangir desperately wishes the tower locations to be kept a secret.

Nangir has no illusions that the first 8 towers are a secret. The party has had ample opportunity to speak of their locations to others. But, he logically believes that the party has discovered towers #9-#12 in fairly rapid succession and that they probably have not reported them to the proper authorities. Therefore, Nangir wants the party to be focused on attacking and defeating him at the 12th tower. He does not want the party to go and report the locations of towers #9-#12 before confronting him.

So, having a captured party member serves as bait, hopefully forcing the rest of the party to forget or defer reporting the tower locations in their haste to rescue their party member.

Nangir knows enough of magic to know that if he slays the captured party member, the rest of the party could easily find out about it and they would then have no haste to confront the cambion. So…alive the party member serves his purposes.

Captives will be held in the topmost room of the tower. They will be set on a stone slab, hands and feet securely fastened by steel bands set into the slab. Their eyes will be blindfolded if necessary, and certainly, their mouth will be gagged.

The Alu-demoness is also held captive in the top room of the tower, and she will attempt to talk to the party member, telling him her story and begging him to convince his comrades to help rescue her baby should they confront Nangir. She will also offer to help set the captive party member free, but only if his comrades appear successful in their assault on the tower.

Past that, the Alu-demoness will do nothing to free the captive…not before the rest of the party arrives. She has been told that if she frees the captive her child will be slain. She will perform minor aid though like giving food and water to the captive, telling what she knows of Nangir and the forces arrayed with the cambion, and perhaps loosening the gag just enough so that the captive can mumble words to her but not enough to be able to cast verbal spells.

The captive will likely be stripped down to undergarments unless there is some compelling reason for this not to happen (in the actual Therran campaign, in tower #4, the cambion's quasit familiar was killed by an explosive runes spell enscribed on a scroll and left as bait. The cambion decided not to search or strip his captive because he did not wish to be subject to booby traps).

Key to the Tower and Village:

DMs should refer to the tower and village maps when reading the key below. Statistics for the denizens are presented in roster format after this key.

The entire complex is set atop a knoll in a large forest clearing. The forest proceeds right up to the indicated boundaries on the map and then stops suddenly. As such, it is likely that the forest is manually cleared so as to keep it a small distance from the village palisades.

Palisade - The village is surmounted by a tall wooden palisade. These are of thick logs, planted deeply into the ground and sharpened at top to a fire-hardened point. The outside of the palisade is also greased with lard and slippery substances, and as such climbing attempts are at -25%. The logs are not dry and the substances coated on them not only make them slippery, but resist flames (save at +4 versus fire). The wall is 12' high, though the fact that it is also atop a slope makes it seem even more formidable.

Mounted along the inside of the palisade, some 8 feet high, is a wooden catwalk that allows guards to patrol and fight from the palisade. The catwalk is accessed by small wooden ladders set at enough of an angle to be scrambled up like stairs. These ladders are set roughly every 40' along the wall. Of course, the gate has no walkway on it.

At all times, there are patrols walking the catwalk. There are 12 guards on the walls at all times, each patrolling a section of the palisade between two guardhouses. These guards are drawn from the 30 light infantrymen armed with spears, and they rotate in 8 hour shifts. Such guards have a hunting horn when on duty and will use it to warn of intruders.

Gate - At the southern end of the palisade is a wooden gate, made of the same structure as the palisade, and swung on thick iron hinges. The gate is barred from the inside by an iron bar moved into and out of place by levers that must be operated from BOTH of the flanking guard towers.

Guard Towers - Indicated by the small squares with an 'x' in them on the map, there are 14 guard towers here. 13 of them are located on the palisade, while one stands alone on the northern crest of the top of the knoll.

All guard towers are wooden, with a wooden roof coated with the same substances that protect the palisade. Each is accessed by way of a ladder descending to ground level and entering the tower in the centre of its floor. There are no trap doors separating the towers from the ladder. For those towers along the palisade, there is also a ladder descending from the tower floor to the palisade catwalk.

Except for four posts that support the roof, the guard towers are open to the air and have an unobstructed 360 degree view of the surrounding area. The floor level of the towers is 25' above the ground level.

Each tower contains a bucket for waste, a metal gong and hammer hanging from the ceiling (to sound an alarm), a barrel of water, and a wooden quiver holding 100 crossbow bolts.

Within each guard tower is stationed one of the heavy infantrymen armed with a crossbow. Each serves a 12 hour watch.

Huts - These are hovels, built of wood, scavenged bricks and stones, overturned carts and wagons, canvas tents, and dried mud. Within live the 60 adult followers of Nangir, along with their children and young. Within the huts are crude furnishings and personal possessions. These are fanatical worshippers of Orcus and have no desire or opportunity to keep much of value for themselves.

Ruins - These are remains of the village that was here in ancient times. Most of the structures are roofless and bear no evidence of any wooden or textile fittings…those having long since rotted away. The stone walls are generally from 1' to 5' high, with a few retaining a few feet of their second stories.

Cistern - This cistern is repaired from an ancient well and collects rain water. Crude channels not more than a few inches deep have been gouged into the knoll and channel rain water falling on the knoll into the cistern. The whole thing is 80' deep and 20' in diameter and is about 3/4ths full of clean water. There are several ropes and buckets nearby with which to draw water from the cistern. There is also a series of wooden planks that are used to cover the cistern to keep it cool and clean.

Stables - This building has been repaired from its ruined state, as is evident by the wood and crude stonework that has been used to patch up holes in the original building. The roof is of wood and thatching. A small workyard enclosed by a wooden fence holds a place to walk the horses and a smithy where horses can be shod and saddled. At all times, 3 medium cavalrymen will be here, tending to the horses, feeding them, or working the smithy.

Within are stables for 35 horses, though only 30 are currently within. There is also a loft for feed, tack, and harness.

West Barracks - This building shows ample evidence of recent repair and refurbishing, with both wood and scavenged bricks and stones. Within live the cambion's cavalrymen. There are bunks and furnishings to accommodate 35 cavalrymen, though only 27 will be here (3 are in the stables and 5 are missing or on missions outside of the forest). When lounging, these will not be in armour, but have their armour and arms at the ready. There is also a store here and kitchen with enough supplies to feed the cavalrymen for several months.

In addition, this building has a loft that holds the stores for the entire army, meaning armour, repair equipment, weaponry, candles, lanterns, oil, and other supplies used by the cambion's forces.

East Barracks - Another building refurbished haphazardly, some 86 infantrymen dwell here, crammed into double bunks and in a lower story that was once an extensive cellar. There is also a larder and kitchen here and a small messhall area. While there is room for all 86 infantrymen here, 25 of them are always out on watch duty (see the palisade and guard towers for details). The remaining 61 infantrymen can be found herein or in the vicinity of the building.

Chasme Cave - The chasme tanar'ri dwells here. Refer to the chasme cavern map and key for details.

Temple - The high priest and his clergy live and operate in this large edifice. See the temple map and key for details.

Tower - This is the Final Tower, dwelling of the cambion. See the Tower map and key for details.

Defense of the Compound:

The defense of the compound will be intelligently run by the commanders of the men-at-arms. They are veteran soldiers who know their business, and they have drilled their men incessantly. In addition, they have trained to deal with magic and more common magical effects, so they will take appropriate action (such as covering mages with their crossbows and then shooting them when they begin to cast spells).

They will also utilize shield walls, spear hedges, blocks and traps, cavalry charges, etc. DMs are encouraged to study up on the various combat maneuvers in Players Option: Combat & Tactics.

If resistance seems particularly determined, the men-at-arms have orders to fall back to the tower and defend the top of the knoll to the death. Most of the men-at-arms are quite afraid of Nangir and his threats to their souls…to the point that they may fight to the death.

Nangir will generally not enter the fray directly. He will, however, be inclined to cast spells from the top of his tower.

The priest and his clergy will also avoid direct combat, instead proceeding towards the centre of the compound and casting supportive spells (like Chant).

The marilith will not leave her post as guardian of the Alu-demoness and the tower teleportational gateways.

The chasme will come to combat at the first sign and will aid the fight as best it can, though it is a bit contemptuous of the human men-at-arms and has no problem engulfing some of them in an insect plague or its sleep drone in order to affect party members.

None of the senior members of the compound will flee. This is their last stand. Nangir will fight to the death, as will the clergy and high priest. The chasme is unafraid of death on this plane, as is the marilith, as they will simply return to their netherworlds for a century or two.

Chasme Cave:

This cave is set into the side of the knoll, where it becomes almost a steep cliff, and the opening is some 5' wide and roughly circular. The chasme can fly out of this opening at full speed.

The chasme's drone may be heard from any point in the caves, assuming the chasme is in any other portion of the cave.

Unless otherwise stated, all passageways in the cave system are roughly hewn and are approximately 8' high.

A. This is the entrance to the chasme's cave system. It is a round opening about 5' in diameter. A rank smell emanates from this opening…one of decay. Just inside the entrance can be seen the strange, shriveled, dried-up husks of some of the chasme's victims, including what seems to be a newborn human baby.

B. This is a large cavern which walls are decorated with grizzly husks of humans, white, shriveled and desiccated, plastered against the walls by some sort of white, crusty substance. The victim's faces are contorted in agony. In the ceiling, some 12' up, is a 5' diameter hole that goes straight up into the darkness. This hole actually turns south and leads to room E.

C. This smallish side cavern is 10' tall. There is a stone chest here, which stone is a porous substance that is, nonetheless, stronger than granite. The chest is closed and not locked, but within is a strange beetle, about the size of a fire beetle.

This is a decay beetle, an insect of the nether regions. The beetle will attack anyone that opens the chest. It has all of the characteristics of a fire beetle except it does not have any glow organs and on its carapace is a vague white shape resembling a grinning skull. If the beetle (12 hp) is killed, it bursts in a cloud of decay in a 10' radius. All within must save versus death or contract a disease/curse similar to mummy rot.

Also in the chest are 2500cp, 500sp, 250gp, and a diadem of cloth with a tourmaline set at its fore which glows brightly when brought within 60' of evil (as a detect evil spell).

D. Scrawled on the floor here, an area of which has been cleared of dirt and formed into a flat stone surface, are scratchings and etchings that, on close examination, seem to be battle plans of some sort. Longer examination shows that armies are intended to march through a tower and be deployed to two other towers. Exact details cannot be determined because the scrawlings are in the language of the chasme (if a comprehend languages or tongues spell is used, the DM can improvise more details of the plan).

The chasme can often be found here revising these plans and scratching new markings into the stone with his proboscis.

E. This largish cavern is 12' high at its apex, where a 5' diameter hole in the ceiling ascends out of sight and then turns north, to emerge in the ceiling of room B.

There is a high shelf to the east, some 6' high, upon which is the fetid bed of the chasme, a mixture of dried skin, leaves, and dung, which has a swarm of flies and dung beetles about it. Next to the bed is a passageway in the east wall (only visible from the shelf or from someone over 8' high in the cavern centre).

F. Halfway down this passageway that leads from room E to room B is a small chamber. Within this chamber are 3 large (1' diameter) eggs, coloured a mottled dun brown. These eggs are buried in a pile of dung and there are fresh human body parts scattered in the dung, though they seem to be slowly rotting and turning rancid.

These are chasme eggs, due to hatch in less than a month (from the time the party first sights final tower).

Temple:

This large building was a temple for the ancient folk who dwelt in this village, though likely it was to a more beneficent deity than it now honours, for this edifice, in many places repaired and refurbished with stones scavenged from the nearby ruins, is now dedicated to Orcus and the undead.

Unless otherwise stated, ceilings are 12' tall here. Living areas are lighted and heated by hearths and braziers.

A. Double doors of dented and tarnished iron open to a long hallway which floor shows evidence of having been highly polished marble at one time, though most of it is now torn up and removed.

The hallway is lit by sputtering torches set into rude sconces at intervals along the hallway.

Lining the walls of the hallway are 20 skeletons, armed with battle axes and shields. They are programmed to attack upon command of the clergy or if anyone not escorted by clergy enters the hallway. They are also commanded to clash their axes and shields together thrice as they enter combat, the noise of which will be heard throughout the temple and likely outside for some distance if the double doors to the outside are left open.

B. This is the living area for the minor clergy; in this case two acolytes who serve the high priest. Area B proper is a spartan living area, with a hearth, table and chairs, and shelves holding assorted bric-a-brac. The two side rooms are bedrooms for the clerics. Each holds a bed, a table and wash basin, a trunk with vestments and personal items, and a small devotional shrine to Orcus.

The two clergy will likely be found in this area, either in the living area or asleep in their beds unless there is a ceremony going on in the chapel (room F).

C. This is the high priest's quarters, and it is dark and lavish, with deep black velvet tapestries adorning the walls and tarnished silver sconces in the shape of leering skulls. A mahogany bed is set with a down comforter in jet black with a skull embroidered on its face. The bedposts are carved in the shape of ghouls. There is also a wardrobe with vestments of the high priest, all in black and with ghoulish decorations.

There is also a dresser and trunk, both with personal effects, a bookshelf with scrolls and books pertaining to worship of Orcus and of his history. There are also enough books to give someone studying them a sage knowledge NWP in undead lore if they commit the appropriate non-weapon proficiency slot(s) to it.

A table and chairs for meeting with guests sits in a corner of the room, next to a hearth shaped like an open-mouthed skull. In another corner is an iron cage, about 3' square and 4' tall. Within, on a bed of hay, is a small black-skinned baby with vestigial wings and horns and a strange red glow to his pupils. The cage is stout and padlocked by a large lock trapped with a poison needle trap (save versus poison or take 5D4 damage over 10 rounds; a save results in half damage). The key to this lock is carried by the high priest.

Within the cage is the offspring of Nangir and Athoz. The priest keeps him here until such time as the rituals can be performed which will "awaken" the baby into a Maug. Refer to the "Bringing Up Baby" section for more details. The cage radiates a dim aura and is specially enchanted to hold the baby within so that it cannot use any of its innate powers to escape.

D. The door to this chamber is locked. There is a glyph of warding set into the door. Anyone setting off the glyph must save versus spells or have the effect of a level drain (as if a wight had touched the victim).

Within is a library/study. There are screened braziers, not currently lit, a long table and several comfortable chairs, and bookshelves comprising a library. The library is an extensive collection of books dealing with previous Deceiver wars (written by historians favourable to the Deceiver), treatises on undead and Orcus, and religious texts glorying in the worship of the undying.

On the table near the room's centre is a bookstand with a large book. Within are many blank pages, and some handwritten pages. There is a quill pen and ink jars nearby. Reading the book details the actions past and future that Nangir has performed or wishes to perform to awaken his son into a Maug. Should the party read this book in total, they should be certain that Nangir's purpose is to awaken his son into a Maug and they should divine much of what is detailed in the Bringing Up Baby section of this scenario.

In a corner of the room are three chests. The chests are unlocked, but are guarded by a pit trap which will dump chests and victim into a pit. The trap works via pressure on the floor near the chests (in a 5' area around them) and is bypassed by pushing down on one of the shelves in a nearby bookcase. The trap opens, drops all into a 40' pit, and then closes and locks. The trap also pierces a small bladder of ink near the wall, which ink dribbles down the wall and informs the high priest that someone has tripped the pit trap. The bottom of the pit is bare.

Within each chest are:

Chest #1 - 2000 cp, 1750sp, 750gp, 35pp, a delicate gold and emerald bracelet shaped like a spinal column (worth 1,500gp), and an ancient liche's phylactery (now useless).

Chest #2 - 4600cp, 1000sp, 400gp, a scroll containing a hymn of Mergurr which curses undead and those who create them, and a ring of gold and platinum intertwined which remains tightly wrapped around a skeletal finger. This ring is a cursed ring of weakness.

Chest #3 - This chest contains tarnished silver worship items encrusted with onyx and jet. These include a wavy sacrificial dagger, a bowl to collect blood, a mask shaped like Orcus' face, an ornate gong, a censor, and a hymnal which sets forth the blasphemies of Orcus. All are valuable to the right buyer but also radiate evil and should probably be destroyed by good-loving folks.

E. This room is a vestibule and contains mundane supplies of the temple, including sacramental wine and fermented blood, unholy wafers, unholy water (17 vials), unholy symbols of Orcus, mundane supplies such as torches and incense and ropes and such, and temple vestments, including ceremonial robes stained with dried blood.

F. This is the chapel of Orcus, a grand chamber surrounded by small steps upon which the devoted can stand to witness the grotesque rituals that take place herein.

At the far end of the chapel is a set of steps that ascends 5' to a stone platform carved with bas-reliefs depicting vampires draining blood from victims and committing lewd and painful looking acts upon female and male victims.

Atop this platform is the altar itself, a tarnished silver skull which glows from an indeterminate red light that emanates from within the altar's eyes. The top of the skull is concave and crusted with stains and residue best not pondered.

The altar has a Forbiddance spell on it (cast at 14th level) with a password in the tongue of the tanar'ri known only by the high priest and Nangir.

This chapel room is consecrated to Orcus, and undead cannot be turned here by good aligned priests (or individuals with such power).

The Final Tower:

Unless otherwise indicated, rooms in this tower are unlit and ceilings are 15' high.

Level 1 A - This is the entryway for the tower. There are sconces on the walls that appear to be recent additions, and they are currently lit. 20 zombies stand here, with orders to attack anyone except the chasme, Nangir, the marilith, the high priest, or anyone displaying an unholy symbol to Orcus.

At the very centre of the room is a secret spot that radiates an affinity to good-aligned people. When they pass near the spot they tend to think they hear a voice whispering to them from the centre of the room, and upon actually going to the room's centre they feel a tingling in their feet. There is a secret door at that exact spot in the floor. See the Endgame section for details.

Level 1 B - This room, set off from the entryway, is set aside for guests of the cambion, usually emissaries of the Deceiver's nearby armies. The room is now empty, but is furnished with a giant-sized bed, with a normal sized bed shoved beneath it, an empty dresser and trunk, a mirror, an empty wardrobe, a silver unholy symbol to Orcus hanging on the wall, a brazier, and a wash basin.

Level 2 A - This is the entry area to Nangir's living area. Nangir can usually be found here or in his quarters on this level. There are plush divans here, a table, chairs, all set upon a blood red carpet embroidered with images of serpents strangling elves. Several braziers provide heat and light for this chamber.

Level 2 B - This is the bedroom of the cambion, and it is well-appointed, as befits the scion of a Maug. A grand bed, likely the site of many a debauchery, sits upon a rug that displays a sampling of such lewd acts, many of them hinting at the savoury pleasures of necrophilia.

There are also tables, a divan, shelves full of strange and exotic looking trinkets, trophies of defeated foes…the head of a glabezru tanar'ri, the skin of a lammasu, and other heads and skins from unrecognizable entities.

A wardrobe holds fine clothing of expensive and slightly garish and ghoulish tastes, predominantly black accented by blood reds.

To the south is a copper tub and a shelf of unguents, and in a corner is a cage that is 10' square and goes all the way to the ceiling. A lever 20' away opens the cage. Within is a nude, battered young woman, perhaps in her late teens, the current plaything of the cambion. She is frightened and although once a follower of Nangir, now hates him passionately. Nevertheless, she has been so abused that she does not even remember her name or her past.

Level 2 C - This room is Nangir's study. Within are shelves of books, scrolls, and tablets, many dealing with ancient Morakki history and the Mandarin occupation and well as texts dealing with teleportation and the military uses of magic. Anyone with longterm access to the library can learn Ancient Morakki history, Read/Write Ancient Morakki, or Magical Tactics with the appropriate non-weapon proficiency slots. Also here, set on a table, is Athoz's spell book, a large leather-bound volume weighing easily over 20 pounds.

Athoz' spellbook:

Detect Magic (1 page)
Hold Portal (1 page)
Read Magic (4 pages)
Protection from Vermin (5 pages)
Detect Undead (3 pages)
Magic Missile (5 pages)
Message (4 pages)
Mending (4 pages)
Protection from Evil (5 pages)
Detect Invisibility (5 pages)
Invisibility (4 pages)
Acid Arrow (7 pages)
Knock (3 pages)
Protection from Cantrips (6 pages)
Blur (3 pages)
Locate Object (5 pages)
Shatter (2 page)
Strength (5 pages)
Web (5 pages)
Wizard Lock (7 pages)
Detect Illusion (6 pages)
Dispel Magic (3 pages)
Fireball (3 pages)
Haste (5 pages)
Lightning Bolt (3 pages)
Clairvoyance (4 pages)
Clairaudience (4 pages)
Feign Death (3 pages)
Hold Undead (3 pages)
Sepia Snake Sigil (6 pages)
Slow (3 pages)
Bands of Sirellyn (5 pages)
Minor Globe of Invulnerability (8 pages)
Polymorph Other (7 pages)
Minor Creation (4 pages)
Remove Curse (8 pages)
Wizard Eye (6 pages)
Cone of Cold (10 pages)
Proofing Versus Combustion (5 pages)
Dismissal (6 pages)
Extension II (6 pages)
Repulsion (7 pages)
Ensnarement (9 pages)
Trollish Fortitude (6 pages)

225 pages (214 used)

Level 2 D - This door is not mechanically locked but is warded by a glyph of warding with the effect of a poison spell (save versus spells or contract a poison which requires a save versus poison or die within 6 rounds). Within is the treasury of the cambion. There are 2 chests here, unlocked and filled with coins:

Chest #1 - 2000cp, 3500sp, 1000gp

Chest #2 - 4000cp, 1000sp, 400gp, 250pp

There are also the following items:

A katana +1, +2 versus undead and evil extra-planar creatures inlaid with Morakki runes and figures of Ki-rin

A suit of lacquered Morakki armour +1 (treat as splint mail) enchanted with bound spirits and ancestors

A wand of eyes (see Encyclopedia Magica) with 56 charges with a command word known by Athoz

A tabard of the mystics (see Encyclopedia Magica) with a crest of a consul of the ancient Amorian Empire

A golden goblet that neutralizes all venoms and poisonous liquids that are stored in it for at least one round

The Book of Binding Souls (Encyclopedia Magica), a book bound in the hide of a fiend, roughly 9 inches high, 6 inches wide, and 11.5 inches thick. It strongly radiates a pulsing aura of evil, noticeable even without magical detection.

Level 3 A - This room, lit by torches in sconces, is dominated by a circle of Morakki runes that protects anyone inside from scrying (a permanent Protection from Scrying spell). Within the circle is a round set of steps leading up to a small pedestal that rises 3 feet from the top of the steps and ends in a translucent rounded crystal. This crystal is a powerful form of crystal ball. It is essentially a crystal ball with ESP, with the added ability to be undetectable to the person being scried without magical aid. This crystal was constructed by the Mandarini, designed to spy on the Emperor himself! The cambion has learned of its powers and has been using it to scry the party.

Using this crystal ball (which cannot be removed from the pedestal without destroying the magic, and the pedestal may not be removed from the tower without doing the same), the cambion will very likely be aware of any plans for assaulting the tower made by the party, except for plans made very close to the time of attack.

Level 3 B - Hung on a wooden frame near the wall is an ornate polished mirror framed in silver with platinum filigree. This is a mirror of recall (refer to Encyclopedia Magica). Anyone staring into the mirror will be subject to recalling random images of their past life unless they focus on a specific event. DMs are encouraged to have it initially show private or embarrassing past events (for example the time a thief in the party hid some treasure for his own).

Level 4 A - This level is dark. Within are 9 wraiths which guard passage from the lower tower to the upper tower. The wraiths are intelligent and devoted to Nangir and will attack intruders viciously.

In addition, the marilith dwells here as a guard. She neither eats nor sleeps but simply stands by the stairway up to level 5 and listens carefully, occasionally climbing the stairs to check on her captives. While the marilith hungers for war and combat, she has agreed to accept a guardianship role here until the ritual on the baby Maug is performed, after which she will be allowed to take a place of command in the upcoming war.

To relive the boredom, the marilith will often ascend to level 5 and taunt Athoz or to debate or discuss things with her.

Level 5 A - This room is both the teleportational chamber of the tower and a prison. Athoz is held here, and there is a small bed and table and chairs here for her. The place is lit at night by 5 braziers, and is lit in daytime by a small window set high into each wall.

Also in the room is a stone slab, 3 feet high, with iron manacles on it for the wrists and ankles. It is here that a captive taken by the cambion will be bound. If other captives are taken, they will be trussed up here or elsewhere as appropriate.

The teleportational gates here are one-way. Starting from northwest and going clockwise, they lead to:

Tower #5
Tower # 7
Tower #9
Tower #10
Tower #11

The ceiling here is 25' tall and is shaped like the top of an obelisk, that is the ceiling starts at 15' at the walls and rises to a point 25' high in the centre.

Level 5 B - It is here that the sun's rays will coalesce at noon when the secret wheel is turned. Refer to the Endgame section for more details.

Roster:

This roster contains statistics for all of the denizens of the village and tower.

Nangir - Marquis Cambion, scion of Orcus

Warrior level 14 / Priest level 12
Alignment: Chaotic Evil

Strength 19 (+3/+7)
Intelligence 13
Wisdom 17
Dexterity 18
Constitution 16
Charisma 18

Armour Class -4 (platemail +2, dexterity) [-6 when using a one handed weapon and no shield]

Hit Points 131
THAC0 7

Weapon Proficiencies:

Scimitar (mastery +3 to hit and +3 damage, 5/2 attacks per round), Dagger, Quickness (18), 1H style specialization (double)

Non-Weapon Proficiencies:

Adaption (9), Bravery (8), Eminence (10), Divine Will (8), Oratory (18), Ceremony (17), Religion - Orcus (17), Spellcraft (11), Blind-fighting (n/a), Endurance (16), Ancient History (12), Read/Write Ancient Morakki (14)

Spell Points: 270

Normal Spell Choice:

Orison (1)
Command (4)
Command (4)
Command (4)
Command (4)
Curse (4)
Invisibility to Undead (4)
Protection from Good (4)
Sanctuary (4)
Hold Person (6)
Hold Person (6)
Hold Person (6)
Know Alignment (6)
Obscure Alignment (6)
Resist Fire (6)
Silence 15' radius (6)
Withdraw (6)
Animate Dead (10)
Cause Blindness (10)
Dispel Magic (10)
Dispel Magic (10)
Cause Disease (10)
Obscure Object (10)
Speak with Dead (10)
Abjure (15)
Spell Immunity (Lightning Bolt or Fireball) (15)
Undetectable Lie (15)
Flame Strike (22)
Slay Living (22)
Harm (30)

Cambion Powers:

Darkness 15' radius
infravision
Detect Magic
Fear (by touch)
Levitate (7 times per day)
Polymorph Self (3 times per day)
Teleport without error (1/day)
Climb Walls (95%)*
Hide in Shadows (80%)*
Move Silently (80%)*

* even in metal armour

Priest Abilities:

Turn/Command undead

Magic Items:

Platemail +2

Scimitar +2 with the ability to bless its owner when fighting against good opponents

Wand of Undead - unholy symbol, but any undead enslaved are enslaved for 1D6 months

Potion of extra healing

Potion of healing

Scroll of protection from petrifaction

4 vials of unholy water

A small token of a demon which, when thrown to the ground, becomes an annoying shadowy demon shape that flutters around the nearest person for 1D3 turns, giving them a +1 to initiative and a -1 to hit. This item is usable once.

A packet of powder of hopelessness, which bursts in a 30' radius and all within are drained of confidence, such that they save vs fear effects at -2. The powder lasts for 6 turns.

Bazzawimiguil - Chasme servitor of Nangir

(AC -5, MV 6 fl24 [D], HD 8+2, hp 42, THAC0 13, #ATT 3, Dmg 2D4 / 2D4 / 1D4, SA terror [save or flee for 1D4 hours], sleep drone [save or sleep for 2D4 hours or until blood drain], wounding [claw wounds bleed 2 hp per round until magically healed], SD telepathy, tanar'ri immunities, MR 50%, AL CE)

Special abilities:

Darkness 15'r, Teleport w/o Error (5/week), Infravision, Detect Good (always active), Detect Invisibility (always active), Insect Plague, Ray of Enfeeblement, Telekinesis

Broboshkkuu - Marilith jailor of Nangir

Broboshkkuu was summoned by Athoz' ensnarement spell. She sought to summon aid to help her against Nangir, but instead Nangir dominated the Marilith and won her to his cause. After this incident, Nangir took Athoz' spellbook away.

(AC -9, MV 15, HD 12, hp 46, THAC0 9, #ATT 7, Dmg 4D6 and 6 weapons, SA constriction, SD tanar'ri immunities, recognize illusions, never surprised, immune to mind affecting spells, +2 or better weapons to hit , MR 70%, AL CE)

Special abilities:

Darkness 15'r, Teleport w/o Error (7/week), Infravision, Animate Dead, Cause Serious Wounds, Cloudkill, Comprehend Languages, Curse, Detect Evil, Detect Magic, Detect Invisibility, Polymorph Self (7 times per day) Project Image, Pyrotechnics, Telekinesis

Weapons:

Scimitar +1, +3 versus Paladins

Dagger of Heart-Seeking (on a roll of 20 the victim saves vs death or the dagger pierces the heart killing him; the power only works on opponents man-sized or smaller)

Battle axe +1, dispels light-based spells if swung into the area of effect

Scourge of Balastaroth - This whip, if it hits, causes hits victim to suffer pain. Damage is 1D6 and the victim must save vs. paralyzation at a penalty equal to the damage caused or suffer a -1 to hit and on dexterity based proficiency checks for the next 6 turns. Effects are cumulative.

Cleave disc +1 (D4 damage) encarved by runes which cause wounds caused by this weapon to bleed at a rate of 1 hp per round until bound or cured [a cleave disc is a semi-circular razor sharp piece of metal attached at the flat end with a metal handle].

Adamantium claws +1 - 1' long claws fitted over the hand which cause 1D6 damage and can shoot out 5 magic missiles (one from each finger) per day, either altogether or in smaller groups. Magic missile range is as if cast by a 12th level wizard.

Athoz - Genius Alu-Fiend Wizard

Athoz, though a considerably talented wizard, will not use her spells to aid the party until her babe is completely safe, She is irrational on this point and cannot be swayed short of magical coercion.

Wizard level 12
Alignment: Chaotic Neutral Good

Strength 11
Intelligence 16
Wisdom 12
Dexterity 13
Constitution 10
Charisma 10

Armour Class 5 (no armour)

Hit Points 42
THAC0 17

Weapon Proficiencies:

Longsword, Dagger, Thrown Dagger

Non-Weapon Proficiencies:

Spell Sculpting - Magic Missile (11), Mental Resistance (11), Concentration (10), Thaumaturgy (15), Signature Spell - Magic Missile (n/a), Spellcraft (14), Herbalism (14), Healing (10)

Spell Points: 255 (Athoz has no access to her spellbook, so spells cast cannot be regained)

Normal Spell Choice:

Detect Magic (4)
Magic Missile (4)
Magic Missile (4)
Magic Missile (4)
Message (4)
Magic Missile (0) - Signature casting
Magic Missile (0) - ring of wizardry
Mending (0) - ring of wizardry
Protection from Evil (0) - ring of wizardry
Magic Missile (0) - ring of wizardry
Detect Invisibility (6)
Invisibility (6)
Locate Object (6)
Shatter (6)
Strength (0) - ring of wizardry
Web (0) - ring of wizardry
Wizard Lock (0) - ring of wizardry
Detect Illusion (0) - ring of wizardry
Dispel Magic (10)
Fireball (10)
Haste (10)
Lightning Bolt (10)
Lightning Bolt (0) - ring of wizardry
Sepia Snake Sigil (0) - ring of wizardry
Slow (0) - ring of wizardry
Bands of Sirellyn (0) - ring of wizardry
Minor Globe of Invulnerability (15)
Polymorph Other (15)
Remove Curse (15)
Cone of Cold (22)
Dismissal (22)
Extension II (22)
Repulsion (30)
Ensnarement (30)

Alu-Fiend Powers:

Darkness 15' radius
Infravision
Detect Magic
Teleport without error (1/day)
Charm Person
Dimension Door (1/day)
ESP
Shape Change (into a humanoid of similar build)
Suggestion
Danger sense 75%
Only affected by cold iron weapons or +1 or better weapons

Magic Items:

Longsword +1

Ring of wizardry (doubles spells of 1sdt through 3rd level) - this ring is hidden in a secret slit in her leather girdle, the inside of which is lined with enchanted lead and is immune to detect magic

Men at Arms of Nangir

These infantry men have been pressed into service of the cambion and their loyalty is maintained by decent pay and harsh penalties for desertion or laxness. All are generally greedy, evil men who delight in inflicting pain on those weaker than they.

Assume each man-at-arms has a personal fortune of D10gp and D20sp, all of various mints indicating they were taken from caravans and raiders of same. They also wear a wooden unholy symbol to Orcus.

Each troop below is led by a commander. Assume the last member of each group has 10 hp and is a level 1 warrior who commands the troop.

5 Heavy Cavalry - (AC 2, MV 18, LV 0, hp 6, THAC0 20, Weapons heavy warhorse, lance, broadsword, horseman's mace, Armour platemail and shield)

1-
2-
3-
4-
5-

9 Medium Cavalry - (AC 4, MV 18, LV 0, hp 5, THAC0 20, Weapons medium warhorse, lance, horseman's flail, shortsword, Armour chainmail and shield)

1- 6-
2- 7-
3- 8-
4- 9-
5-  

16 Medium Cavalry - (AC 5, MV 18, LV 0, hp 5, THAC0 20, Weapons medium warhorse, light crossbow, horseman's pick, Armour chainmail)

1- 9-
2- 10-
3- 11-
4- 12-
5- 13-
6- 14-
7- 15-
8- 16-

12 Heavy Infantry - (AC 4, MV 9, LV 0, hp 6, THAC0 20, Weapons battle axe, longsword, Armour banded mail)

1- 7-
2- 8-
3- 9-
4- 10-
5- 11-
6- 12-

19 Heavy Infantry - (AC 4, MV 9, LV 0, hp 6, THAC0 20, Weapons halberd, handaxe, Armour banded mail)

1- 11-
2- 12-
3- 13-
4- 14-
5- 15-
6- 16-
7- 17-
8- 18-
9- 19-
10-  

25 Heavy Infantry - (AC 4, Mv 9, LV 0, hp 6, THAC0 20, Weapons heavy crossbow, shortsword, Armour banded mail)

1- 14-
2- 15-
3- 16-
4- 17-
5- 18-
6- 19-
7- 20-
8- 21-
9- 22-
10- 23-
11- 24-
12- 25-
13-  

30 Light Infantry - (AC7, Mv 12, LV 0, hp 4, THAC0 20, Weapons spear, club, Armour leather and shield)

1- 16-
2- 17-
3- 18-
4- 19-
5- 20-
6- 21-
7- 22-
8- 23-
9- 24-
10- 25-
11- 26-
12- 27-
13- 28-
14- 29-
15- 30-

Followers of Nangir and Orcus

60 followers - (AC 10, MV 12, LV 0, hp 3, Weapons clubs, Armour none)

These men and women were drawn into worship of Orcus and service of Nangir by threat, guile, and bribery. Many are criminals who fled the Free Lands and justice and made their way into Nangir's services. All are evil and most interested in saving their hides and placating Nangir and Orcus. They are very religious though, and firmly believe that if they do die in service to Orcus, they will be reborn as a powerful undead being.

If necessary to determine it, each follower has a personal fortune of D20cp and D10sp. They also wear an unholy symbol to Orcus.

No roster checkoff numbers have been provided for these since they are likley to flee or hide and, even if they fight, they have so few hit points that most every hit will take them out.

Zombies of Nangir

20 Zombies - (AC 8, MV 6, HD 2, hp 10, #ATT 1, Dmg 1D8, AL N)

1- 11-
2- 12-
3- 13-
4- 14-
5- 15-
6- 16-
7- 17-
8- 18-
9- 19-
10- 20-

Zombies of the Marilith

6 Zombies - (AC 8, MV 6, HD 2, hp 10, #ATT 1, Dmg 1D8, AL N)

1-
2-
3-
4-
5-
6-

Wraith Guardians

9 Wraiths - (AC 4, MV 12, HD 5+3, hp 29, 26, 25, 23, 23, 21,20, 18,17, #ATT 1, Dmg 1D6, SA energy drain, SD silver or magical weapons to hit, undead immunities, AL LE)

Netharamorn - High Priest of Orcus

Priest level 9
Alignment: Chaotic Evil

Strength 13
Intelligence 13
Wisdom 15
Dexterity 12
Constitution 11
Charisma 10

Armour Class 4 (chainmail +1), 3 when in melee with 1H weapon

Hit Points 59
THAC0 16

Weapon Proficiencies:

Mace, Dagger, 1H style specialization, Light Crossbow

Non-Weapon Proficiencies:

Religion - Orcus (15), Spellcraft (11), Astrology (13), Herbalism (11), Ceremony (15), Undead Lore (12), Diplomacy (9), Omen Reading (13)

Spell Points: 140

Normal Spell Choice:

4 Orisons (4)
Detect Good (4)
Command (4)
Bless (4)
Cure Light Wounds (4)
Invisibility to Undead (4)
Aid (6)
Hold Person (6)
Create Holy Symbol (6)
Chant (6)
Animate Dead (10)
Prayer (10)
Dispel Magic (10)
Dispel Magic (10)
Poison (15)
Recitation (15)
Righteous Wrath of the Faithful (22)

Priest Abilities:

Turn/Command undead

Magic Items:

Wand of Enfeeblement (as spell) 36 charges - usable by priests and mages

Potion of healing

Potion of extra healing

Scroll with Raise Dead at 13th level of ability

A pouch of 13 enruned disks that when thrown on the ground cast an augury spell as a 12th level priest for the caster. The disks are usable once per week.

6 vials of unholy water

A key to the cage in his quarters (Temple room C)

A key to the Temple study (Temple room D)

Skeletons of the High Priest

20 Skeletons - (AC 7, MV 12, HD 1, hp 6, #ATT 1, Dmg 1D6, AL N)

1- 11-
2- 12-
3- 13-
4- 14-
5- 15-
6- 16-
7- 17-
8- 18-
9- 19-
10- 20-

Clergy of Orcus

Cleric #1 (Male):

(AC 4, MV 9, CL Pr, LV 3, hp 20, #ATT 1, Dmg by weapon, Weapon footman's mace, light crossbow, Armour chainmail, medium shield, SA turn/control undead, spells, SD spells, AL CE, Spell points 19, Spells 1 free orison [1], battle fate [4], curse [4], magic stone [4], chaos ward [6])

Magic Items:

Potion of healing
3 vials of unholy water

Cleric #2 (Female):

(AC 4, MV 9, CL Pr, LV 4, hp 27, #ATT 1, Dmg by weapon, Weapon footman's pick, light crossbow, Armour chainmail, medium shield, SA turn/control undead, spells, SD spells, AL CE, Spell points 29, Spells 1 free orison [1], cause light wounds [4]. Cause fear [4]. Darkness [4], sanctuary [4], chant [6], hold person [6])

Magic Items:

A ring that generates a reverse paladin aura (i.e. -1 for good creatures to hit in a 10' radius) shaped like a golden demon's head with ruby eyes.

Endgame:

Note: This endgame is only useful in a campaign that takes place in Therra and utilizes the enigmatic scrap of leather from the start of the Therran Campaign (in the scenario entitled The Beginning).

The Towers were built by trickster servants of Flupnir for their Mandarin masters. They were designed to test prospective bearers of the last Gem of Power. This, being the Final Tower, is the final test.

Should the party defeat the cambion, they should become aware of the secret door in the centre of the floor of level 1 of the tower. The description of that room provides a good way to get the party to search that place, and the DM should allow any party member searching to find the secret door. Even as simple an action as merely exiting the tower after defeating Nangir could have the Dm remind the party of the tingle they feel in the centre of the first floor of the tower as they pass by.

The secret trap door leads to steps descending 25' to a smallish chamber lit by torches that never run out (and cannot be removed from their sconces without snuffing out).

Along the far wall of this chamber is script chiseled into the stone. Before the wall is a stone disk, 2' round, set atop a stone pedestal 6" round and 2' high.

The script on the wall reads:

Be thou to know that thy test hath passed
And so the test hath begun
The wheel of fate slowly now turns fast
As much must be undone

When father light is piqued and clear
And give the bottom a turn
Then find the final long stone stair
And watch the toplights burn

For there shalt thou find the key and way
That unlocks the secret bar
Thou shalt then proceed where thy wisdoms say
To the place that is oh so far

The script instructs the readers to turn the stone wheel. The wheel only turns counterclockwise, and only for a quarter turn. It then locks into place audibly and cannot be moved back or forth thereafter.

When the wheel is turned, two things occur on the level 5 of the tower. First, the windows on level 5 close. That is, they magically meld into stone, as if they never existed. Second, smallish windows open up in the ceiling of level 5. There is one small window for each of the 5 facets of the ceiling, and each window is stained glass, a blur of strange patterns of lead and glass and of multi-coloured design that defies description and, in fact, seems to squirm and wiggle when focused upon.

During daylight hours, as the sun passes overhead, its light strikes some of these windows and casts a coloured shadow of the stained glass onto the floor of the room. As noon approaches, all of the windows cast such projections and then, as noon draws even nearer, it can be observed that the 5 projections begins to inch towards the centre of the room.

At exactly noon, the 5 projections merge with a strange rainbow spray of light and meld into a strange pattern of browns and blues.

This pattern is exactly the same size as the strange leather scrap the party received at the start of the campaign. If the party places the scrap on the floor where this strange pattern is being projected, the pattern of the projection forms the outlines of a jigsaw puzzle. In other words, the party should trace the stained glass merged pattern onto the leather scrap. They can then cut the scrap along these lines and they will get a bunch of pieces of leather with strange scratchings on them. If they then put the pieces together properly, like a jigsaw puzzle, they will get a map of an island and a dot showing a location on that island. The island reference will be especially strong if the party notes which portions of the scrap appear brown under the merged projection (the land portions of the island map) and which appear blue (the ocean portions).

There is no beyond here for the campaign without the party figuring out this puzzle. The DM should therefore try to hint to the party should they not "get it". The DM can mention that the merged projection on the floor seems about the same size as the leather scrap (that should be a last resort because it is a dead giveaway at that point).

The map directs the party to the Far Isle and the hidden shrine thereon where the hierarchs of Flupnir have hidden the last Gem of Power, awaiting bearers worthy of taking the Gem and trying to free the Slumbering Gods.

Should the party free the baby, defeat Nangir, and figure out the leather scrap, they should be given a story xp bonus of 100,000 if they have been with the campaign since the beginning. Others who may have joined later should get correspondingly less xp.

The party has now finished the first half of the campaign.

Bringing Up Baby:

It is very likely that the party will rescue the cambion's son before the ritual of awakening takes place. In this case, assuming the party has read the tome in the High Priest's study, they know that the baby is the end product of a breeding program designed to create a new Maug, one to aid Orcus in battling Demogorgon for supremacy amongst the Maugs.

Should the party thwart this plan, then Athoz will attempt to take her baby away with her after thanking the party for their aid. However, the baby will refuse, speaking to all assembled in a child's voice:

No my mother, I shall not remain with you. I sense that there is a strong destiny entwined with these heroes, and I sense that I may play a part to come in this destiny. There is much I must observe in the world before I can choose my path. Therefore, I must depart from you…though you have always loved me and tried to keep me from harm.

Tearfully, Athoz will accept this fate and bid her son goodbye. Athoz will not accompany the party, even if invited, saying that she has no further desire for magic or conflict and that she will renounce her powers and try to settle somewhere quiet. No amount of persuading by the party will get her to accompany them.

It is up for the DM to decide what to do with the baby once it joins the party. He will need a name and will accept any non-silly names the party suggests. If the DM is not running a historical Therran campaign, then he can have the baby Maug develop in any way he desires.

In the historical campaign, the baby was essentially a very powerful empty shell, a being of immense potential power with no soul to guide it. As such, the baby decided to accompany the party in order to decide which side he should fight for in the upcoming battles. However, since the baby knew that whichever side it fought for, should it come into its full power, would benefit tremendously from its aid, it wanted to make certain that it did not make a hasty decision, for it had no sense of good and evil and wished to observe the party and the world and understand what those concepts mean in both practice and theory. So, the Maugling would endeavour to wait until the last possible moment to decide which side it would fight for. It would wait until the balance of the conflict stood on razor's edge, and then it would make its decision. In the meantime, the Maugling would be a very powerful but passive observer, too naive in the ways of anything to be of much use to the party intellectually, and absolutely refusing to intervene in the party's adventures. The Maugling is on a scale surpassing that of mortals and cannot really be harmed by anything less than another divine or Maug power. As such, the DM can have fun having the Maugling scion of Orcus ride on party members shoulders into the most horrific of battles, laughing all the way, emerging from massive fireballs or dragon's breath unscathed, teleporting from here to there at will, etc.

Refer to the scenario The Quest for the Gem for the final decision made historically by the scion of Orcus.

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