The Great Flanaess River Adventure Chapter 1: Blackmoor

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The Great Flanaess River Adventure Chapter 1: Blackmoor By The Oliver Brothers A CAMPAIGN ADVENTURE TAKING CHARACTERS FROM LEVELS 1-10+ Growing up in the Village Arneson, situated in Blackmoor, at the headwaters of the River Fler, you and your friends have long desired to visit the Gem of the Flanaess – Greyhawk! Having finally decided to gather together as an adventuring party, you set for yourselves a simple goal: Take to the river in canoes and paddle to the City of Greyhawk - or die trying! It is time to prepare for the journey: crafting canoes, hunting for food stores, and raising funds for supplies. Once all the preparations have been made, that fateful day will come, when you launch your canoes in the river and begin the journey of a life time. Get ready to return to the greatest world in all of modern role playing for some old school, classic, First edition Advanced Dungeons & Dragons. RC1

Transcript of The Great Flanaess River Adventure Chapter 1: Blackmoor

Page 1: The Great Flanaess River Adventure Chapter 1: Blackmoor

The Great Flanaess River Adventure

Chapter 1: Blackmoor By The Oliver Brothers

A CAMPAIGN ADVENTURE TAKING CHARACTERS FROM LEVELS 1-10+

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

Get ready to return to the greatest world in all of modern role playing for some old school, classic, First edition Advanced Dungeons & Dragons.

RC1

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Chapter 1 - Blackmoor

"Some nation yet shut in with hills of ice."

-Henry David Thoreau, A Week on the Concord & Merrimack Rivers

Start (For the Players)

You were born in the Village of Arneson, at the headwaters of the Fler River, between the Burneal Forest and the Land of Black Ice. Your small village has remained at peace in your lifetime with only the occasional stray threat by some beast outside the gates. The village is surrounded on the north side by a large mount with a draw down the center, and the south side is protected by a stockade. The central feature of your village is the oversized pool of hot water that is derived from a natural spring, which is then warmed by a process of vulcanism beneath the earth, thus providing warmth to the village itself.1 In addition, water channels its way down the draw and then splashes from an overhang into the pool. When the cold water strikes the hot water it causes the entire village to be enveloped in a fog, making for the perfect camouflage. Those unfamiliar with the location of the village often wander for days looking for it because of this interminable mist. As the pool overflows, it spills gently over the south edge of the pool and begins to make its journey downhill, becoming the Fler River.2

The strangest thing about the pool, however, is the monkeys. The snow monkeys lounge around all day in this pool. They play on the rocks, bathe in the water, and spend hours grooming themselves and each other. They never leave, they never eat, and no, they never poop in the pool. It is a mystery no one has ever bothered to solve, but they are friendly, entertaining, and wholly amusing to watch. The snow monkeys are truly the central feature and symbol of the village.

Your first ten years in the Village Arneson were memorable only in terms of matters of daily life, learning how to hunt, to fight, and to survive in the hills of ice. While your village is small, only numbering about 120, it is full of all manner of race, class, and skill. All are welcome in the village, for there being such a limited population, it is a matter of practicality; it is a matter of survival. What is most memorable from when you were ten, however, was when the man who called himself Sormod came to visit. He was clearly a warrior and a man of high charisma, for the whole village was mesmerized by

his presence, and although he never said anything, he appeared to be looking for something; something he did not find.

In the two weeks that he stayed, he told many a fanciful tale, some of which were about Blackmoor and beyond. Oddly, these were tales the village elders had never told. One was of an adventurer who mounted an expedition through the Land of Black Ice to a place he said the cavemen called Rigodruok or, the Rainbow Vale. 3 After defeating many monsters, including an “ice worm” he made it to the strange world that lay beyond the ice. While exploring this new land, the expedition was attacked by blue colored bugbears and giant spiders, and most of the party fell victim to the spiders’ webs. A few, including the party’s leader, managed to escape and eventually found a tunnel that traveled south under the Black Ice. They faced further dangers along the way, explosive jets of hot water and thousands of large spiders everywhere. They also found diamonds in abundance, protruding from the walls and simply laying on the ground. They grabbed as many as they could carry, but had to abandon most of them for the weight slowed them down. Finally, they reached the tunnel’s exit at the headwaters of the Fler River. Little did you know that the Village of Arneson was so famous! Although you also know there are no secret tunnels in Arneson. When you asked what happened to the survivors, Sormod told you that they fled south through the Burneal Forest where the leader was killed by a poisoned arrow from one of the local tribesmen and the others fled to destinations further south.

While the stories of Rigodruok were exciting, it was when Sormod spoke of the City of Greyhawk, which he called the “Gem of the Flanaess,”4 that you became the most excited. You asked him if it was truly a gem and he answered, “The biggest gem in all the world.” In your youth you envisioned a giant gem, so valuable it would be worth all the riches in the world. But Sormod’s stories of the city with its temples, towers, and grand spires; its dark alleys, secret hide-aways, and intricate tunnels underground; and a place called the Green Dragon Inn where every adventurer worth his weight in gold wants to be seen, all made you think and dream of Greyhawk every morning, noon, and night, and the dreams you remembered from your slumbers, were always of the Gem. You also knew how you were going to get there as well for Sormod told you that all one had to do was travel the river to the second great lake, hug the southern shore to the next river, and there you would find Greyhawk.

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The dream, then, was to set canoes in the River Fler and paddle all the way to the city. Each of you held this dream in common, the dream that one day you would journey to Greyhawk. This passion enkindled in you a fire that has continued to grow, and grew even stronger when you discovered that nearly all of the elders at one time or another had also ventured to Greyhawk. This was too much for you and your friends. You all shared the desire and you were all of age. It was time to go; time to go to Greyhawk.

There was one other factor to also consider. Nearly all of you are almost 20 years of age (in human years), which means you will be asked to sit on the elders council and you will be given more responsibilities in the village. This is another reason why the time to leave is now. On the positive side, however, is the fact the elders will not be mad, for most of them were adventurers at one time in their life, so your leaving is not an issue. The key to leaving, however, centers on proper preparation. You will need some additional training and all manner of supplies, to include plenty of food and new canoes. The other thing you will need is money or goods to trade for the necessary supplies. The elders can provide you all the needed training. The hills of Blackmoor can provide the game for rations. The Burneal Forest can provide the trees to fashion canoes. Now all you need is to figure out how to secure some items of great value in order to sell them when you reach the first towns and cities so as to fund this great adventure.

(For the Dungeon Master)

The secret of the Village Arneson is that it is a place where adventurers can retire or take a long break from the world as few people venture to the headwaters of the Fler River. They are, however, also performing a duty. The tale that Sormod (not his real name) told was about an adventurer (the real Sormod) and his journey to Rigodruok. When the party made it out of Rigodruok alive, they did indeed lose Sormond in the Burneal Forest to the poisoned arrow of a native savage. There were only four left. One fled to parts unknown, two to the Wolf Nomads (their original home), and the third was a Priest of Fharlanghn who fled to Schwartzenbruin on Lake Quag. With the treasures he secured, the Priest established the Village of Arneson to prevent anyone from finding the tunnel and venturing north to those unholy lands. The Fharlanghn priests of Schwartzenbuin still fund this project today, over one hundred years later. Now dear Dungeon Master, think about this. These priests worship the deity Fharlanghn who is the god of

Horizons, Distance, Travel, and Roads. Fharlanghn believes that everyone should travel in order to discover and learn new things. If the priests believe that no one should travel this tunnel, it should give anyone pause to consider how dangerous the tunnel and Rigodruok truly is. So, it is the duty of the elders of the village to prevent anyone from finding the entrance to the tunnel. The priests hire adventurers who either need a reclusive break or wish to retire where they will no longer be known or bothered. This is why the village is made up of all races and classes, and with high enough levels to be able to train the young adventurers in this game. The key elders will be detailed below, and although some have high levels for their class, they will not admit it to anyone.

The mount that is situated behind the Village Arneson has a stream of water running down a draw which spills into the pool, but it is not the source of the Fler River – it just looks like it. That water is cold. The cold water then spills into the hot pool, thus creating the eerie fog effect over the entire village. The monkeys lounge in the pool all day, preening themselves and each other (to get a sense for these monkeys and their environment and antics, Google “Japanese Snow Monkeys, Jigokudani”). They never seem to leave and no one knows what they subsist on. Here is the key: They take turns diving into the water to the back of the pool, under the waterfall. Then they dive down and go under a rock outcropping. They come up out of another pool of water in a cavern made of ice. The tunnel, also made of ice, heads due north. In the cavern and tunnel there are clear stones sticking out of the walls that put off a soft glow. These are heated diamonds. They provide some warmth, which is why the walls are made of smooth ice, by a process of melting and refreezing. The monkeys enter the cavern and grab some of the sticks that are lying near the pool and they head back into the cavern. After traveling some distance, about ¾ mile, they reach the lair of the spiders. They avoid the warning webs, approach the cocoons, and they poke a hole in the middle of the cocoon with their sticks. Thousands of little spiders then pour out of the cocoon and the monkeys eat them off the poking stick. When they pop the cocoon, a warming diamond also falls to the cavern floor. This is how the spiders incubate the babies in the cocoon, by digging the warming diamonds out of the wall and placing one in each cocoon. When the diamond falls to the ground, it goes cold and becomes a simple diamond. Each diamond is worth 50 gp. Satiated, the monkeys return to the pool. Along the way they poop – thus

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keeping the pool always clean. The tunnel is the secret passage that leads through the Land of Black Ice to the Rainbow Vail, just like the story tells. If the players become curious, they may try to explore the tunnel which will be detailed below.

In order for the adventurers to prepare for the trip, the elders will be willing to train them and provide them with some additional items such as weaponry and healing potions, as long as the items are basic (See Scenario #1). They will not part with their own magical items. They will encourage, but they will not help unless asked. The adventurers all feel that the young adventuring party must learn things on their own. In order to prepare for the trip, they will need to go hunting for rations (See Scenario #2), to the Burneal Forest to cut down trees in order to fashion canoes (See Scenario #3), and they will need to find some way to generate money. The primitive way would be hunting for hides and an opportunity will present itself when they hunt for rations (See Scenario #2). However, if they become curious about the monkeys and follow them into the tunnel, they will have the chance to recover some diamonds (See Scenario #4). Another possibility is for the adventurers to just head into the hills around the Village of Arneson to see if they find anything, which is a distinct possibility (See Scenario #5). Then, the night before their departure, Lieberman der Walder returns to the village that evening, badly injured by a yeti. Castigan decides to take care of the yeti once and for all, but offers the opportunity for experience to the new adventuring party (See Scenario #6). Finally, once the adventuring party believes they are ready, then they will set the morning of departure, load up their canoes, and head south (Scenario #7). As they are heading south on the river, they will discover one minor problem – the Fler is not deep enough in places in the Blackmoor landscape, so they will have to drag their canoes along, slowing them down. If they have not met the Blue Bugbears yet, they will now.

The Village Arneson

“Often in a snow-storm, even by day, one will come out upon a well-known road and yet find it impossible to tell which way leads to the village.”

-Henry David Thoreau, Walden

Having grown up in the Village Arneson, the players are already familiar with the layout of the village and all who live there, so they may see the village map. On the hex map, it is located in hex1. They

player characters know the village is in reality a small hamlet with a population of only 120 people, but they retain the use of the term village out of hope. There are approximately 20 buildings in the village that are made of stone and timber, while the rest are small wooden shacks. The key features are the Barn, the Great Hall which is a meeting place and substitutes as the local inn, the Long Hall which is a barracks style living quarters, and the chapel to Fharlanghn. The other features include the pool, the draw to the north, and the stockade to the south.

Safe haven: The Village of Arneson also serves as a safe haven in this campaign. If the party ventures outside of the stockade they will be in dangerous territory, but they can return to the confines of the village and be safe and receive treatment for any wounds. Even once they leave on the journey, if they run into difficulties, they do have the option of retreating back to the village for assistance.

KEY TO THE VILLAGE

1. THE FLER RIVER

At this point, just outside of the gate, the Fler River is rather unimposing, as it is barley 10’ wide and about ½’ to 1’ deep.

2. THE ENTRANCE TO THE VILLAGE

The entrance to the village cannot be seen for it is camouflaged by the steam coming off of the pool. In addition, if one were to look at the ground for a path or a road, none exists. This is because every night at sundown, the Druid casts a special spell that causes all of the tracks within a 100’ radius of the front gate to disappear. There is simply nothing present to suggest a village is nearby.

3. THE GATES

The gates are two heavy wooden doors that swing inward and have two cross-arms locking devices. The gates are usually open during the day and closed at night. They are guarded by one guard during the day and two at night and there are small, guard post shacks on either side of the entry way.

4. THE BARN

The barn is a nice log structure that is one of the finer buildings in the village. It has stalls for riding horses, milking cows, etc.

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5. THE GREAT HALL

Next to the hot springs pool, the Great Hall is the central feature in the village. It is a stately log and stone structure with double doors both north and south that have vestibules, featuring closets for wet gear. Single doors then open from the vestibules into the hall. To the east is the kitchen with a double-sided fireplace and to the west are long tables, chairs, and a single-sided fireplace against the wall. The hall features various animal heads mounted on the walls, and there are hundreds of skins strewn about on the floor and many hanging from pegs on the walls. The skins on the walls can be used for extra warmth while in the hall. Cooks are present twenty-four hours a day and meals can be had at any time.

6. THE LONG HALL

The Long Hall is just that – a long hall that is a dormitory style living barracks. It is a log structure with two stone fireplaces, one on each end of the hall. There are currently two dozen men living in the barracks, including the player characters.

7. THE CHAPEL OF FHARLANGHN This is a simple wood log and stone structure that is the Chapel of Fharlanghn, as well as the home of the local cleric, Asa Kletterrose. Asa’s statistics can be seen below in 1-2.

8. THE LEADER’s HOME This home structure, made of logs and stone, is the nicest and the largest of the home-like structures in the village and features two fireplaces on the west and east ends of the home. The home is afforded to the head of the council, which for some time now has been Castigan the Proud. His statistics can be seen below in 1-5.

9. THE DRUID’S HOME

This home structure is made of wooden logs and has a stone fireplace. The inside, however, is one of the few in the village that has a unique decorative feature, petrified wood, it is also jammed full with all types of flora and fauna, insects, and all manner of specimens. This is the home of Lieberman der Walder and his statistics can be seen below in 1-3.

10. THE BARD’S HOME

This is nothing special about this wood log structure, other than it is the home of Calan Faust. His statistics are detailed below in 1-1.

11. THE CHICKEN COOP

This is the chicken coop which is tended by the Bard. They are for both laying eggs and roasting. The Bard loves eggs for breakfast and chicken for dinner. The druid, who lives next door, finds this habit to be repulsive (he’s a vegetarian).

12. THE ILLUSIONIST’S HOME

This is a simple home belonging to the Illusionist Arria Lightfoot. Her statistics can be found in 1-10 below.

13. THE MAGIC USER’S HOME

This is a simple home belonging to the Magic User Sulerian Sotal. The house is full of books, bookshelves, and desks. The only place to stand is in the entryway as there is no room to move around, much less to sit, in Sulerian’s home. He is fine with that because it means people won’t stay long. His statistics are detailed in 1-9 below.

14. THE RANGER’S HOME

This is a simple home belonging to the Ranger Lovac Staza. The interior of the home features an enormous array of animal heads, pelts, and various wilderness trophies. His statistics are detailed in 1-8 below.

15. THE PALADIN’S HOME

This is a simple home belonging to the Paladin Rolando. The house is pretty stark looking. His statistics are detailed in 1-7 below.

16. THE FIGHTER’S HOME

This is a simple home on the outside, belonging to the Dwarf Fighter Doral. The inside of his home is unique, however, for his is another home that features petrified wood. Everything on the inside, however, shows him to be a skilled carpenter for the intricate carvings and wood-work have to be seen to be believed. The rest of the home appears to be dedicated to one more art, that of making beer. There are all manner of barrels, casks, brewing vats, taps, and various vegetation (hops) throughout the home. Doral’s statistics are detailed in 1-6 below.

17. THE THIEF’S HOME

This is a simple home on the outside, while the inside features a large bed by the fireplace, and every manner of chest, coffer, and bag throughout the room. The home looks more like a storage area

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than living quarters. The home is that the Thief Tarsus of Ratik. His statics are detailed below in 1-4.

18. THE GREENHOUSE

This is the village greenhouse tended primarily by the Druid with some commoners assistance.

19. LOG HOMES

Each of these structures are log homes which belong to other residents of the village.

20. WOODEN SHACKS

Each of these structures are wooden shacks which belong to the commoners.

21. THE POOL

The pool, as previously described, features the waterfall, the rocks, snow monkeys, and the steam coming off the water which provides some warmth to the community as well as camouflage. This is also the source of the Fler River.

Scenario #1 – Training by the Elders

“Men have a respect for scholarship and learning greatly out of proportion to the use they commonly serve.”

-Henry David Thoreau, A Week on the Concord & Merrimack Rivers

Now that you have decided to go on the great river adventure, the village comes out in your support and everyone wishes you well on your journey. The council of elders has also voiced support and you are encouraged to seek out their assistance for any training or equipment you might need. Since you grew up in the village, you know who the best people are based on their knowledge and experience. You know there are really only ten

people to visit: Calan Faust the Bard, Asa Kletterrose the Cleric, Lieberman der Walder the Druid, Tarsus the Thief, Castigan the Human Fighter, Doral the Dwarf Fighter, Rolando the Paladin, Lovac Staza the Ranger, Sulerian Sotal the Magic User, and Arria Lightfoot the Illusionist. Seeking these elders out for their assistance may prove to be of some value.

The following are the statistics, some brief information, and the type of assistance each of the ten elders can provide to the party:

1-1. THE BARD – Calan Faust

(Village #10 above)

Calan Faust, Male, Half-Elf, Bard (Fighter 5th level, Magic User 4th level, Thief 5th level), 5’9”, 142 lbs., LN, AC 6, HP 29, MV 12”, STR 16, INT 14, WIS 15, DEX 15, CON 15, CHR 17. Spells: First level: charm person, magic missile, shield. Second level: mirror image, web. Leather armor. Broadsword +2, boots of elvenkind, cloak of elvenkind, scroll with timestop, ring of fire resistance, dagger +1, 2 potions of cure serious wounds, 2 vials of holy water, scroll tube, necklace with music symbol (160 gp), Elvish bagpipes. 39 gp

Calan Faust likes to play the Elvish bagpipes and he immediately knows why the party is there to visit him – it is so he will play the bagpipes at their departure. Calan is actually quite useful and can teach basic sword fighting to the players. Not to mention he really can teach them how to play nearly any instrument. Moreover, Calan has several trunks of clothing, for he is rather the clotheshorse, and he is willing to share. He can provide boots, cloaks, hats, robes, and other such items for average size players (For gnomes and dwarfs he can modify and sew the items to fit although he is reluctant to do this for he hates cutting up his clothes). Finally, he can provide the player characters with chickens for he raises them in the chicken coop out back. He loves to eat eggs and chicken, much to the chagrin of his neighbor the Druid.

1-2. THE CLERIC – Asa Kletterrose

(Village #7 above)

Asa Kletterrose, Female, Human, Cleric 7th level, 5’9”, 143 lbs., LG, AC 1, HP 39, MV 9”, STR 13, INT 10, WIS 15, DEX 11, CON 12, CHR 13. Spells: First level: bless, cure light wounds (x2), protection from evil, sanctuary. Second level: augury, silence 15’ r. Third level: cure disease (x2), remove curse. Fourth level: neutralize poison. Chain and shield Armor, quarterstaff +2, Potion of Invisibility, ring of

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protection +3, ring of spell storing with cure disease, cure serious wounds, and neutralize poison. She also has 3 vials of holy water, 2 oil flasks, 50’ rope, silver holy symbol, wolfsbane, and a tinder box. 50 gp

Asa is a very devout Cleric of Fharlanghn and lives in the chapel, or rather, her home substitutes as the chapel. She is more than willing to help the party. Asa will provide to the cleric of the party two potions of healing for each member of the party and as many vials of holy water as requested. She will also fashion a few scrolls for the party if requested to do so. Asa also has another gift to give to the party, especially the cleric in the party, and if more than one, any that are a cleric of Fharlanghn. She presents the cleric with a medallion that features a curved line and crescent which represents the horizon and the sun (religious jewelry valued at 150 gp). She tells the party that when they arrive in Schwartzenbuin on the south shore of Lake Quag, they should present the medallion to the Fharlanghn priests who will be pledged to provide the party with refuge and healing. The party will know the priests by their small chapel and the brown robes these urban priests wear. Finally, Asa asks one favor from the party. She asks that when they arrive in Greyhawk, to deliver a sealed letter to the owner of the Green Dragon Inn, Damaris. The letter is a love letter written to Ricard and talks of her memories of long ago and how she sometimes regrets following both her desire and the order’s mission to wander the Flanaess. She says she thinks of him often.

1-3. THE DRUID – Lieberman der Walder

(Village #9 above)

Lieberman der Walder, Male, Druid (Cleric) 6th level, 6’, 189 lbs., LG, AC 2, HP 29, MV 12”, STR 13, INT 16, WIS 14, DEX 14, CON 16, CHR 11. Spells: First level: animal friendship, detect snares and pits, locate animals, predict weather, speak with animals. Second level: barkskin, cure light wounds, locate plants, produce flame. Third level: cure disease, hold animal. Fourth level: Speak with plants. Plate mail +1. Staff of striking ( 16 charges), potion of extra-healing, scrolls of commune, neutralize poison, sticks to snakes, silver holy symbol, 3 vials holy water, wolfbane, two wax candles, tinder box. 37 gp

Lieberman loves the outdoors and will often wander off by himself for days and weeks at a time. He is very vague on his deity, only talking about old faith from time to time. Lieberman can teach outdoor

skills, how to identify edible and poisonous plants, and he can provide any kind of herb needed by the party (e.g., belladonna, garlic, wolvesbane, etc.). He also has two extra tinder boxes with flint and steel, and he will offer each member of the party a set of wooden prayer beads. He also provides some advice to the party. He tells them that many talk of the Velverydyva River saying “It is supposed that much of this river is passable to large craft.”5 He states definitively that this is utter nonsense, told by people who have never navigated those waters. There are many obstructions. The Fler River, which is really the source of the Velverdyva (and in Lieberman’s mind should be called the upper Velverdyva), has several stretches composed of white water. They will also find some obstructions through the canyon in the Clatspur and Yatil Mountains. Finally, they will find obstructions in Veluna, especially the great waterfall. Canoes are the best way to travel, at least until they get below the falls.

1-4. THE THIEF – Tarsus of Ratik

(Village #17 above)

Tarsus (of Ratik), Male, halfling, Thief 9th level, 3’5”, 67 lbs., LN, AC 4, HP 37, MV 9”, STR 11, INT 11, WIS 8, DEX 17, CON 15, CHR 14. Pick Pockets 80%, Open Locks 77%, Find Traps 65%, Move Silently 85%, Hide in Shadows 76%, Hear Noises 35%, Climb Walls 83%, Read Languages 40%. Leather Armor, dagger +1, rope of blending, rope of climbing, ring of water walking, potion of healing, multiple daggers, 6’ pole, large sack, flask of poison (ingestive D). 33 gp, 16 sp, 42 cp, and 67 diamonds (50 gp each).

Tarsus likes his privacy, to be alone, and to sleep. He is a shifty looking Halfling, but he is as kind as can be (unless you cross him). Tarsus can teach those who are thieves or assassins some of the skills for picking pockets, opening locks, etc. He can also provide lessons on the use of the dagger and as many daggers as the party needs – he has a nice collection. Furthermore, he can provide the party such things as various sizes of sacks (small and large), waterskins, and rope. He also has one set of thieves tools for the thief in the party (he actually has more, but he is only willing to part with one in order to look like he is helping). Finally, Tarsus could really care less about the whole “protecting the entrance to Rigodruok” aspect of the village and occasionally violates the rule about entering the ice tunnel. He ventures in there from time to time to gather some of the diamonds. He is willing to tell the player characters about this if they are respectful towards him AND willing to give him half

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of any valuables they find. While he will tell them about the cave entrance, he will NOT tell them about the spiders.

1-5. THE HUMAN FIGHTER – Castigan the Proud (Village #8 above)

Castigan (the Proud), Male, Human, Fighter 8th level, 6’5”, 230 lbs., CN, AC 0, HP 64, MV 12”, STR 17, INT 9, WIS 11, DEX 16, CON 16, CHR 10. Chain and Shield. Bastard Sword +2, shield +2, 5 javelins of lightning, potion of extra healing, dagger, garlic, mallet, large wooden stake, 3 torches, 10 spikes, tinder box. 37 gp

Castigan is in some ways the leader of the elders, despite having a very rough countenance. He is gruff and hard, but he has seen his fair share of adventures and now he likes to do nothing more than hunt and eat his kill. In his middle-age, he has developed somewhat of a paunch. Castigan can provide training on the sword and javelin (his favorite weapon). He can also provide the party with as many javelins as they need (non-magical) and suits of leather armor. Castigan gives the party some advice regarding the trip. He advises them that once they reach Lake Quag they should hug the shore to the east as that will bring them to the first town of Ungra Balan (pop. 8,300). It is 25 hexes away, which means by canoe, at best, it will take the players a month to get there. That will be the best place for them to rest and resupply.

1-6. THE DWARF FIGHTER – Doral

(Village #16 above)

Doral, Male, Dwarf, Fighter 6th level, 4’5”, 167 lbs., LG, AC -3, HP 42, MV 9”, STR 18/66, INT 9, WIS 8, DEX 14, CON 12, CHR 6. Plate Mail +2. Hand axe +2, 21 bolts +2, shield +3, potion of speed, light crossbow, 50’ rope, and a wine(beer)skin. 10 gems (100 gp each), 20 gp

Doral is a very jovial dwarf and perhaps the nicest in the village, although not the largest. He has an extensive collection of both light crossbows and hand axes. He can provide training, two hand axes, and two light crossbows with as many bolts as needed. He can also provide wineskins of beer. He hates wine, but loves his beer, and since he is also a brewer, he can provide all the beer the party needs for the trip. As a dwarf, he can fashion any size chain mail as well. Doral also gives the players some personal advice, “Live hard, fight hard, and drink a lot of beer. Oh, and you can do all three at the Green Dragon Inn when you get to Greyhawk.”

1-7. THE PALADIN – Rolando

(Village #15 above)

Rolando, Male, Human, Paladin 10th level, 5”11, 187 lbs., LG, AC -2, HP 57, MV 12”, STR 15, INT 15, WIS 13, DEX 17, CON 15, CHR 17. Plate Armor +1. Broadsword +1 (+3 versus trolls, INT 10, Ego 12, detects traps, detects secret doors, speaks green dragon). 3 potions of extra-healing, 3 oil flasks, 2 holy water, wineskin, backpack. 132 gp

Rolando is a taciturn fellow who is best friends with the more jovial Doral; they make an unlikely pair. Rolando likes wine, not beer, and can provide the party wineskins filled with wine for the trip. He can also provide information regarding the party’s various destinations, as he has traveled some of the routes the party will be moving through by river (although Rolando always traveled by horse and won’t specify that particular fact unless asked).

1-8. THE RANGER – Lovac Staza

(Village #14 above)

Lovac Staza, Male, Human, Ranger 6th level, 5’11”, 189 lbs., LG, AC 2, HP 29, MV 12”, STR 17, INT 13, WIS 14, DEX 16, CON 15, CHR 9. Chain Mail +2, Bastard Sword +2, 6 arrows +1, potion of heroism, longbow, quiver of 20 arrows, 10’pole, 50’ rope, 3 vials of holy water. 9 gems (50 gp each).

Lovac lives in a simple wooden home with a fire place. He is about the most self-assured person you could ever meet, but he is not boastful in any way. He can provide the ranger of the party with tracking skills, whatever number of long or short bows the party needs, although he recommends short bows because of the canoes. In addition, he can create as many arrows as requested. In addition, Lovac’s home is a collection of adventuring equipment with everything from tents to iron spikes, so he can help supply the party with all manner of gear. Lovac can also provide information about the types of monsters they will meet along the way for he has experience in most of the areas the player characters will be traveling through.

1-9. THE MAGIC USER – Sulerian Sotal

(Village #13 above)

Sulerian Sotal, Male, Elf, Magic User 9th Level, 5’, 107 lbs., N, AC 2, HP 32, MV 12”, STR 10, INT 18, WIS 9, DEX 14, CON 12, CHR 13. Spells: First Level: charm person, light, magic missile, shield. Second Level:

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darkness, mirror image, web. Third Level: dispel magic, fireball, hold person. Fourth Level: confusion, ice storm. Dancing sword (INT 14, Ego 8, detects evil, locates secret doors, speaks Elf, Dwarf, & Common). Wand of magic detection (14 charges), bracers of defense AC 2, scroll of conjure, read magic, sleep. Dagger, silver mirror, 10’ pole, ivory scroll tube. 1 gem (100 gp), 18 gp

Sulerian Sotal is all Elf and very much a magic user who is more interested in his studies than anything. He will reluctantly help the party with whatever they ask, but he has little to offer. He can assist any magic user with first level spells and may be talked into making a scroll or two for the party, but he only participates because everyone else in the village is.

1-10. THE ILLUSIONIST – Arria Lightfoot

(Village #12 above)

Arria Lightfoot, Female, Human, Illusionist 7th level, 5’4”, 120 lbs., NG, AC 6, HP 29, MV 12”, STR 8, INT 17, DEX 18, WIS 12, CON 16, CHA 9. Spells: First Level: Colour spray, darkness, dancing lights, wall of fog. Second level: detect magic, fog cloud, mirror image, ventriloquism. Third level: continual darkness, continual light, dispel illusion. Fourth level: confusion. Leather armor +2. Silver dagger, potion of extra-healing, scroll of blindness and blur.

Arria Lightfoot is not very sure of herself, but she would help anyone in need. She can craft some scrolls for the party if they think her spells might be of some use, but she is very doubtful they would be of any help, and she Is afraid they may not work when called upon.

Scenario #2 – Hunting for Game

“The snow was not deep enough for snowshoes, or to cover the inequalities of the ground.”

-Henry David Thoreau, Canoeing in the Wilderness

2-1. THE FIRST DAY

In order to have enough rations for the trip, you will need to hunt at least a ½ dozen stags, butcher them, and then sun-dry the meat for the journey. After preparing for the hunt, you leave the safety of the stockade and venture west, the direction that Castigan suggested to your party. The snow is not that deep for the contours of the earth can still be seen, and you remember how dangerous it can be when the low lying depressions fill in. As you search for the tracks of the stags, you see nothing but a bleak, pale sun shining down upon the white of the snow which reflects back up at you, blinding your view of the ice fields and snow covered plains. It is not until close to night fall that you find the tracks you are looking for, a herd of stags. By the looks of the tracks, however, they are two hours from your present location and it will be nightfall before then.

The party should set up camp for the night otherwise they will have to pick their way through the dangerous terrain in the dark which could prove dangerous. If they do make camp for the night, they will only hear the howling of the wolves and with the sound traveling across the snow-covered plains it will always sound like they are getting closer. A secret roll or two behind the DM screen should keep them on their toes.

2-2. THE STAG’S TRAIL

The next morning, after breaking camp, you follow the tracks of the stags across the snow covered plains. The tracks appear to be moving in a northwest direction and you continued to doggedly pursue them. As your journey reaches mid-day, you know the stags are on the move and the land begins to change; the wide plains have given way to snow covered hills. As you rise up over one hill you can see the great thick layers of black ice rising out of the ground to the north. You then sink down into a snow covered depression where the snow is thicker and movement slows. As you struggle up the next rise, you can sense and smell you are near. As you come over the rise, down below, in the depression, is a herd of at least 50 stag.

Stag, common (50): AC 7; MV 24”; HD 3; hp 23, 21, 20, 19, 18 (X2), 17 (x3), 16 (x4), 15 (x6), 14 (x8), 12 (x4), 11 (x4), 9 (x3), 8 (X2), 7 (x3), 6(x2), 5 (x2), 4, 3 (x2); #AT 1 or 2 (antlers or hooves); Dmg 2-8 or 1-3/1-3.

If the players make any sudden moves the herd will flee. If they try to sneak up on the herd, they will

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realize they are downwind from the stags and have the advantage as the stags are busy feeding. When they get close to the herd, the herd will stampede away, but the lower hp stags who are injured will lag behind.

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

2-3. THE WINTER WOLF

In the distance, on the rise opposite you, looking down at the herd of Stags is what at first appears to be a large mound of white snow. Then you notice it moving ever so slightly. What you see is a wolf of great size whose pelt is as white as the snow. You have heard of these creatures, and you know they are different from regular wolves. You also know that their pelt brings an enormous sum of money.

Winter wolf: AC 5; MV 18”; HD 6; hp 24; #AT 1 (bite); Dmg 2-8; SA 1/10 melee rounds blast of frost dmg 6-24, half-damage if a saving throw versus dragon breath is successful. Note: The pelt of the winter wolf is worth 5,000 gp

The winter wolf poses both a serious threat to the party, as well as a great opportunity to gain something of serious value – its pelt. The winter wolf is upwind of the party, so if they have not charged immediately after the stags, she will not see them on the other rise. The winter wolf is now living alone and has not had a meal in a week. She is hungry and wants to feed. She is also partially injured from a previous run in with a herd of stags, having been gored by one in a fight which is why she has not eaten in a week. She has since been hiding in her lair, healing. If the party confronts the winter wolf she will reserve her special attacks for when the party congregates in melee or, if they spread out, the one she thinks poses the greatest threat.

Regardless of the outcome, whether they get the six stags they need for food or gain the winter wolf pelt, or fail in both endeavors, the trip home is uneventful, and there is healing and rest available in the safe haven that is the Village Arneson.

Scenario #3 – Into the Burneal Woods for Canoes

“We had a rather small canoe for three persons, eighteen and one fourth feet long by two feet six and on half inches wide in the middle, and one foot deep within.”

-Henry David Thoreau, Canoeing in the Wilderness

3-1. TO THE BURNEAL FOREST

In order to build your own canoes, you will need to venture south into the Burneal Forest in order to fell a tree or two. From there you will have to figure out a way to either move the logs to the headwaters of the Fler River and then fashion the canoes there, or construct them in the forest and then transport them back to the headwaters. The forest is approximately 12 miles from the Village Arneson.

The trip south over the snow covered plains will be an easy trip without obstruction, and as it is only 12 miles south from the village, it is a four hour trip at most. The felling of the tree, however, will take at least several hours, and the process of cutting and digging out the canoe will take at least the rest of the day and most likely the following morning. That, however, is the least of the party’s problems. The felling of the tree is going to make enough sound to carry through the woods, and about 30 minutes into the process, a party of 6 quaggoth will appear and attack the party.

3-2. ATTACK OF THE QUAGGOTH

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

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of moss and fallen leaves. Half-way through the chopping of the tree you believe you see something moving in the woods and you sense a presence that wasn’t there before.

Quaggoth (6): AC 6; MV 12”; HD 1+2; hp 10 (x2), 9, 8, 7 (X2); #AT 2 (claws); Dmg 1-4/1-4; Note: Quaggoth are immune to poison.

These Quaggoth are a hunting party and they heard the sound of the axes, followed it, and are readying to attack. If there are any elves in the party, they will concentrate all of their attacks on them, when possible. Quaggoth have a particular hatred for elves for it has been written that “In ancient times, the quaggoths were far more numerous, but thousands were slain by elves in the War of Extermination.”6 As these Quaggoth were a hunting party, they have no treasure on them.

Assuming the party defeats the Quaggoth and completes their task of felling the tree, they now face the issue of whether to move the logs back to the plains or remain in the forest to create the dugout canoes. If they remain in the forest, there is a 50% chance that late at night, another party of 8 Quaggoth, looking for their comrades, will find the party and attack.

Quaggoth (8): AC 6; MV 12”; HD 1+2; hp 10 (x3), 9 (x2), 8 (X2), 7; #AT 2 (claws); Dmg 1-4/1-4; Note: Quaggoth are immune to poison.

If the party leaves the forest with the logs, even if they camp on the plains overnight, they will be safe.

Scenario #4 – The Ice Tunnel to Rigodruok

“A cave is the only effectual protection that nature affords us against the storm.”

-Henry David Thoreau, Journal

4-1. THE POOL

The pool itself measures approximately 170’ in length and is 100’ wide. On the north end of the pool, there is an overhang where the cold water channels down the hillside and falls 10’ into the pool. The water in the north end appears to be very deep and the bottom cannot be seen despite the clearness of the water. On the south end, the pool is shallow and the water spills over the edge. It then runs south toward the Burneal Forest for these are the headwaters of the Fler River. The temperature of the water is, on average, 120 degrees; very hot, but tolerable. On the north end, because of the cold water mixing with the hot water, there the temperature averages about 100 degrees. There are at least 100 snow monkeys frolicking and lounging around the pool. There are thermal rocks jutting out of the water and the like to jump from rock to rock or play “king of the rock” with each other. Quite often you will see the monkeys submerge in the water and they never seem to come back up; at least not in the same location as they submerged. The pool water is clean enough to drink and is the main water supply for the village, that and melted snow. Despite the monkey’s presence, the water is clear and clean.

Snow monkeys (121): AC 12; MV 12”; HD 1; hp average 4; #AT 3 (two claws and bite); Dmg 1-3/1-3/1-4; Note: Snow Monkeys will not fight unless cornered or their young are threatened, otherwise they simply flee.

The monkeys lounge and play all day in the pool and they will frolick with anyone who joins them in the pool. The snow monkeys do occasionally dive down in the water, where they will swim to the north side of the pool and enter a wide-mouthed cave located underwater.

4-2. THE UNDERWATER CAVE

As you swim downward on the north side of the pool, you descend down 40’, at which point, because of the clear water, you can see that the floor of the pool is another 10’ down. On the north side of the pool, you can also see that the volcanic rock wall descends down 40’, but stops, giving way to a large mouth cave in the back of the wall.

At the north end of the pool, under the overhang, the pool is very deep, dropping to a depth of 50’. The back wall of the pool is made of volcanic rock

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and descends 40’, leaving a cave entrance that is 10’ in height and 10’ in width.

4-3. ENTERING THE WATER CAVE

As you enter the water cave, you see it only goes back 15’ before coming to a dead end. However, you also notice that the back of the cave does not have a ceiling.

The cave does go back 15’and there is no cave ceiling for the last 8’. The players can swim upward another 40’ before breaking the surface where they will find themselves in a semi-circular pool, located in a large cavern. Unless they have a light source all they will know is that there is the sound of water to the west and a cold draft coming from the north. To the west there is a tunnel from which pours forth a continual flow of water into the pool, apparently the source of both the semi-circular pool, as well as the pool that is at the center of the village. One could potentially venture up this tunnel about 50’before it becomes too narrow and no longer has any breathing space. To the north is a large tunnel that is made of ice and large smooth rocks line the walls.

4-4. THE ICE TUNNEL

Without a light source or dark vision:

You surface into what feels like an open space. You hear the sounds of water falling into the pool to your west, and from the north you can feel a cool breeze blowing. It is so dark you cannot see your hand in front of your face.

With a light source or dark vision:

Stretching as far north as your light source will shine is a large tunnel that is made of ice. The tunnel is 20’ wide and 15’ tall and is circular in nature. There are large smooth rocks lining either side of the tunnel with a clear path, about 5’ wide between them. You notice what appear to be small frozen piles of scat all along this pathway. Also, lying on the ground, near the edge of the pool, are dozens of sticks that are 4’ to 5’ in length and 1” in diameter.

The sticks are the property of the snow monkeys who use them to obtain their source of food further down the tunnels. The small piles of frozen scat are just that, snow monkey scat. If the party is following one of the snow monkeys, they will see it exit the pool, grab a stick, and move north along the center of the ice tunnel. As the tunnel is cold with a breeze blowing from the north, it will not take long

before an improperly dressed party begins to experience hypothermia. A smart party will return to the village and better prepare for their exploration of the tunnel.

4-5. NORTH ALONG THE ICE TUNNEL

The tunnel travels due north and changes little as you progress. The pathway consists of smooth ice, so your footing is not always a sure thing. Your light source, reflecting off of the smooth ice walls, creates a bright white light with an almost blinding effect. After walking for a mile you do start to notice that the ceiling of the ice tunnel has what appear to be wisps of ice running along the tunnel and after traveling just a little further you see white wisps that hang straight down from the ceiling, like icicles, but they do not interfere with your progress.

The wisps of ice along the ceiling are large and giant spiders’ webs that had water run along them and freeze. The icicles are the same; frozen spider webs hanging from the ceiling. As the player characters move further along the tunnel, they will notice them getting thicker and coming down further along the tunnel walls from the ceiling.

4-5. THE SPIDER’S LAIR

A little over a mile into the tunnel, you notice just ahead and to the east there is a cut in the tunnel wall. Beyond that, the tunnel continues to head due north, but the white wisps become so thick hanging from the ceiling it looks as if the tunnel is only about 7’ tall. As you approach the cut in the eastern wall of the tunnel, you see that there is a raised floor, 5’ above the tunnel floor, creating a room that is 20’ wide, 20’deep, and 20’ tall. The entire area is covered in the white wisps and intermixed with them, and suspended by them, are dozens of 4’-5’ cocoons of what look like more spider webs. These cocoons are not frozen. What attracts your attention the most, however, are the dozens of diamonds just lying about the raised floor.

If the party is following a snow monkey, at this point the player characters will see the monkey climb the spider webs and maneuver toward one of the cocoons. The monkey will then take his stick and start stabbing the underside of the cocoon. Out will fall a diamond to the cave floor and thousands of spiders, 1” in diameter, will begin pouring out of the cocoon, and climb along the monkey’s’ stick. The monkey will then bring the stick to its mouth and eat the spiders. This is the snow monkey’s main food source. The snow monkey will retreat in about five minutes, for their presence, communicated through

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the vibrations that travel along the spiderwebs, will alert the mother spider. If the party goes to grab the diamonds, they too will have to touch the spiderwebs, thus communicating their presence. At first, a large spider will appear and attack the party. Following on each minute will be a set of both large spiders and giant spiders. The ice tunnel is their breeding ground and they protect their young. They number in the thousands.

Large spider (1): AC 8; MV 18”; HD 1+1; hp 8; #AT 1; Dmg 1-6 plus poison (save at +1), surprise on 1-5, leap 3”.

If the player characters attempt to gather up the diamonds before the appearance of the large spider or after defeating it in combat, they can gather up 1-2 diamonds per melee round due to the difficulty of getting to them through the spider webs. There are a total of 37 diamonds on the ground, each worth 50 gp each. There is also one diamond in each of the spider cocoons that are also worth 50 gp each, but if they cut open a cocoon, they may face a spider swarm (see below). These diamonds are called warming diamonds. The spiders excavate them from the volcanic cave walls because of their glowing/warming effect, which they then put inside a cocoon for purposes of incubating their young. When the spiders hatch or the cocoon is punctured, the diamond will fall to the cavern floor and go cold, eventually converting to a normal diamond. The warming effect lasts for 30 days, about the same amount of time as the incubation period.

Spider swarm: AC 15; MV 6”; HD 1, hp 8; #AT 1; Dmg 1-3, radius 5’.

Follow-on spiders:

Large spider (3-30): AC 8; MV 15”; HD 1+1; hp 8 each; #AT 1; Dmg 1-6 plus poison (save at +2), surprise on 1-5, leap 3”.

Giant spider (1-8): AC 4; MV 12”; HD 4+4; hp 20 each; #AT 1 Dmg 2-8, plus poison, webs.

In light of all the spiders located in the ice tunnel, it is far too dangerous for the player characters to venture any further north and they should be satisfied with any diamonds they managed to gather. They will pay a serious price if they become too greedy. Perhaps one day they could figure out a way to venture north through the ice tunnel, past all of the spiders, and journey to Rigodruok, but that will have to wait for much higher levels.

Scenario #5 – A Not So Random Encounter

“I fear no danger, I am invulnerable, I see no foe. I am related to the earliest times and to the latest.”

-Henry David Thoreau, Journal

5-1. BLUE BUGBEARS

As you cross the snow-covered plains, a pasture of snow amid the hills, you must cut your way through a foot of snow topped by a thin layer of ice. The sound of the crunching ice and snow fills your ears, while the sunlight reflecting off the snow and ice beneath your feet blinds your eyes. This is typical sound and movement through the Blackmoor landscape. And nothing usually changes for miles around, until today. Today, something in the distance, dots the landscape and it is moving towards you.

This is a party of blue bugbears from further north where the ice is black. They are searching for the legendary entrance to Rigodruok, but they have been unsuccessful. Use this encounter if the party decides to simply venture out of the stockade to wander the area for possible encounters. If the player characters do not encounter the blue bugbears in this manner, they will come across them shortly after their journey down the river begins (see scenario #7).

The blue bugbears will not be able to use their special surprise attack as they are crossing the snow covered plains. Once they are in range, they will throw their spears and charge into melee combat with their morningstars.

Blue bugbears (3): AC 5; MV 9”; HD 3+1; hp 15, 11, 9; #AT 1; Dmg 2-8 or by weapon type (spear or Morningstar).

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Treasure: The largest of the bugbears has a gold chain with a golden sun emblem (jewelry value 175 gp) and carries a pouch containing 27 gp, 14 pp, and one diamond worth 50 gp. The other two carry pouches containing 19 sp, 14 gp, and 5 pp.

Scenario #6 – The Lair of the Yeti

“How much more living is the life that is in nature, the furred life which still survives the stinging nights, and, from amidst fields and woods covered with frost and snow, sees the sun rise.”

-Henry David Thoreau, A Winter Walk

6-1. THE VICTIM

On the eve of your departure, you hear a commotion at the front gate and you go to investigate. There you find Lieberman der Walder, the Druid, badly injured and bleeding. It is clear he suffered several blows from the hand of a beast with claws, but he also appears to be suffering from the cold. That is unusual for Lieberman who loves the snow and ice and never appears inconvenienced by it in any manner.

Lieberman der Walder was out on one of his daily constitutionals when he was surprised by a yeti. The yeti clawed him several times, and the Druid gave as good as he got, at least until the yeti managed to grab him and bring him in close, at which point he experienced some type of extreme cold. Badly injured, he used his staff of striking to escape the yeti. Upon arriving at the gate, he called for help and the village came out. He was taken to the Cleric for healing and a meeting was called in Great Hall.

6-2. THE GREAT HALL MEETING

You take your seats in great hall with all of the others, your morrow’s journey all but forgotten for

the moment. Castigan stands before the assembly and says, “For too long we have allowed the yeti to roam free, only because it never harmed any of us and stayed north of us along the black ice. I have felt all along that the yeti needs to be destroyed, but Lieberman has been the biggest proponent against such an idea. He now lies injured in the Cleric’s home, victim of the yeti himself. He is not here to speak against the yeti’s destruction, is there anyone here now who would do so?

The room remains silent, so unless the player characters speak, Castigan concludes it is time to kill the yeti. He plans to leave just before daybreak, his goal to make the yeti’s lair by evening to slay the foul beast. The village offers their support and the meeting breaks up. Castigan then approaches the party and apologizes for missing the big send off, but he has a yeti to kill. He then suggests that perhaps the party could use the experience and they could delay their departure by a day. So, the player characters have a choice, delay and take on the yeti or leave as scheduled. Castigan assures them, either is fine with him. If the player characters accept the challenge and delay their departure, Castigan explains that the yeti lives due north of the village, in the higher elevations, in a cave. As far as anyone knows, it is an old, lone yeti, but even one is dangerous. Castigan does suggest that you take lots of rope and arm yourself with fire.

6-3. TO THE LAIR OF THE YETI

The journey north is not difficult, merely the act of crossing rolling fields of snow and ice for approximately six hours or 18 miles. It is once the player characters arrive at the base of a very steep and high hill – a mount really -- that the climb becomes treacherous. The climb itself will take the better part of the afternoon because as the player characters climb, they will face stronger winds and some icy terrain. One reason that Castigan suggested they take ropes is to tie themselves together for safety. Once they have climbed to just below the summit, they will see an overhang that slopes down from the top of the mount. Just below it is the cave entrance.

6-4. THE ENTRANCE

You finally have your objective in sight, the entrance to the lair of the yeti. A rocky overhang slopes down from the summit of the mount and forms a covering for the entrance to the cave. There is clearly a narrow shelf, about 8’wide leading over to the cave entrance. However, all along the shelf, you see no evidence of foot prints.

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If they cross the shelf, they will find themselves quickly sinking in snow. The shelf drops off, but snow piles up and it is approximately 10’ deep. If they are roped together, there will be no problems. However, if they each go it alone, it could be perilous. Once the player characters reach the entrance just under the overhang, they will see the huge impressions of yeti footprints buried deep in the snow. The yeti enters his cave by climbing to the summit and moving down to the overhang and then swings down and into the cave entrance. When he leaves, he reaches up, grabs the overhang, and swings himself upward.

6-5. THE TUNNEL

The ice tunnel is large and wide and two of you can easily walk side by side. After going 30’, the tunnel walls become less ice and cavern-like. You also come to a split in the passageway. The larger tunnel continues straight back, while the tunnel to the left will force you to travel single-file.

The tunnel that continued straight goes to the larger (but false) lair of the yeti. The tunnel that turns left is a loop with an ice trap.

6-6. THE TRAP

As you travel down this narrow tunnel, once again, you come to a split. The tunnel that continues straight appears to slope downward, while the tunnel to your left does not slope but curves 10’ down the hallway.

If the characters continue straight, they immediately enter the trap. If they take the left turn, it will wind around and come to the trap on the other side. The trap contains a pit in the center that is 20’ deep, but on both sides of the pit, the tunnel is a slanting and nothing but a smooth sheet of ice. The first character to step on the ice must make a Dexterity Check. If they fail this check, they slide down the 20’ of ice and into the 20’ pit for 2-12 points of damage. Also, if the player characters are roped together, when the first player falls, the next person in line must save, or also be drawn into the pit trap, and so on.

6-7. ATTACK IN THE FALSE LAIR

The passageway leads to a large cavern that consists of all manner of bones, scattered debris, and animal skins. There is another passageway leading out of the large cavern to the southwest. Directly in front of you, at the back of the cavern, is a very large pile of furs; Large enough to conceal a yeti.

When the player characters pull back the furs, they will discover the bones of a large creature underneath and not a yeti. That is because the yeti has a special lair. The passageway to the southwest is a large circular room that has a large hole in the ceiling. The yeti climbs into this and down a passageway to his real lair. In addition, the yeti can travel along a passageway that ends at an opening over the tunnel entrance to the large cavern, the false lair, below in order to strike fear into any creature that enters his cave and potentially to get a surprise attack (3 in 6 chance: see below). When the player characters pull back the furs, the yeti drops into the cavern tunnel and charges.

Yeti: AC 6; MV 15”; HD 4+4; hp 24; #AT 2 (claws); Dmg 1-6/1-6; SA if either yeti claw succeeds with a natural 20, the yeti will have grabbed and squeezed its opponent toward its body causing 2-16 points of cold damage. Note: The yeti have a 3 in 6 chance of surprising its opponents, and, if surprised, they must make a saving throw versus paralyzation. If the save fails, the character will be frozen in fear for three melee rounds. SD: Yeti are not affected by cold. Attacks employing fire, however, do 50% more damage.

6-8. THE YETI’S HORDE

The true lair of the yeti contains 8,000 cp, 1,000 sp, 2,500 gp, 5 amber gems (worth 100 gp each), 2 Amethyst (500 gp each), 3 peridot (750 gp each), 2 topaz (400 gp each), a gold pendant (100 gp), a diamond necklace (1000 gp), a pair of ruby earrings (400 gp), wand of paralyzation (14 charges), and two potions of healing.

Scenario #7 – The Journey Begins

Or

Hex1 (Y4-56) & Hex2 (Z4-57)

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“About Four o’clock the next morning, though it was quite cloudy . . . in the twilight, we launched our canoe.”

-Henry David Thoreau, Canoeing in the Wilderness

7-1. PUTTING IN THE CANOES

It is early in the morning on the day of your departure and the entire village has turned out to wish you save travels, all that is save Tarsus of Ratik who is known to like his sleep. The air is cold and you can see your breath crystalize as you prepare the canoes for departure. You had to carry your equipment and canoes nearly five miles in order to get to a place in the river where the canoes would float in the water due to all your supplies. Fortunately, everyone in the village pitched in and helped carry your load, a luxury you won’t have after this morning. When you reached a location where the canoes would float, you reloaded the canoes and prepared to bid everyone your final farewells. Asa Kletterrose called upon Fharlanghn to watch over you on your travels, and then everyone said their goodbyes. There is nothing left to do now but climb into your canoes and begin paddling. Your journey has begun.

The players will put in at hex1 which is the Village Arneson, as well as the beginning of the Fler River (see Chapter 1 Hex Map). The players will be able to initially paddle out of view of the villagers as they head for the Burneal Forest now 45 miles away, through hex1 and hex2. A few notes about the player characters’ rate of travel on the river and their location on the Darlene map follow:

The rate of travel on the river is as follows:

The typical rate of travel by canoe is 1 hex per day and 1 hex = 30 miles.7

Traveling unencumbered downstream without obstacles = 60 miles a day = 2 hexes

Traveling encumbered downstream without obstacles = 30 miles a day = 1 hex

Traveling encumbered downstream with many obstacles = <30 miles a day = <1 hex

Throughout the adventure, maps of the Flanaess will be provided and labeled by the hex in question on the Darlene map. This chapter (scenario #6) covers Hex 1 and Hex 2 (see chapter 1 maps). As the headwaters of the Fler River begin from the Village

Arneson, located in hex1, the players only have 50 miles to make the Burneal Forest.

7-2. STUCK!

You have been paddling for 1 ½ miles and the river begins to widen. As it widens, it also grows more shallow and you find your canoes are now stuck. It appears your journey did not last long before reaching your first obstacle.

The player characters can exit the canoe, to reduce the weight and the canoes will once again float. They can carry the equipment, which will greatly slow their progress; they could push or pull the canoe down the river; or they can tie a rope to the canoe and let it drift. The first will expend an enormous amount of energy and slow them down. The second will be fast, but they will face the problem of hypothermia if they stay in the river to do this for a prolonged period. The last option is the best for they will not have to walk in the water, nor will they expend any energy. They have to travel like this for the next five miles before the river is deep enough for the canoes to remain floating after they enter the river.

7-3. THAT NOT SO RANDOM ENCOUNTER AGAIN

DM Note: If the player characters already defeated this small group of blue bugbears looking for the entrance to Rigodruok (See Scenario #5), then they will not have this encounter. If they fought them earlier, but did not defeat them, they will meet them again here; and those still alive will be seeking revenge. If they have not encountered the blue bugbears yet, they will now.

Since climbing out of your canoes, you have now traveled four more miles without the Fler River getting any deeper. As you continue to walk downstream, up ahead, in the distance, you see three blue objects beside the river. There is no place for you to hide, nor is there any for them. As you approach, you see three blue fur coated bugbears who are taking up arms and preparing for combat.

Use the statistics for the blue bugbears in Scenario#5, factoring in any loss of previous hit points.

7-4. FIRST NIGHTS CAMP

After another mile, the Fler River is not only wide, but deep enough to return to your canoes. The shallow water has slowed your rate of travel down, but you may be able to pick up some speed now

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that the river is working with you. You face no other adversities before evening comes, but you have not made great time, having only traveled approximately 20 miles for the day. As the sun quickly sets, it is time to camp along the shore for the night.

The player characters will have made it through hex1 by the end of their first day. The players can camp anywhere along the shore of the Fler River. The area is relatively sparse of wildlife and inhabitants as many are wise enough to avoid being in close proximity of the Burneal Forest, a very dangerous forest. There is only a 5 percent chance for a random encounter overnight (see random encounters table below). This is also a good opportunity to see what kind of routine the players get into for setting up camp. Do they pull their canoes out of the water and tie them off? Do they establish security? Do they set up an actual camp for protection from the elements? Do they start a fire? Look for weaknesses in their routine to exploit later, or if they are cautious and meticulous, reward their good actions.

7-5. TO THE EDGE OF THE BURNEAL FOREST

The next morning, after breakfast, breaking camp, and loading your canoes, you are ready for another day’s paddle. The distance you have to cover should bring you to the Burneal Forest by evening, so you will need to decide whether you plan to enter to forest or wait until the following day.

They really should wait. The last camp before going into the Burneal Forest is a safe haven. They will need the opportunity to rest and prepare for the events that await them in the forest.

Conclusion

“It was inspiriting to hear the regular dips of the paddles, as if they were our fins or flippers, and to realize that we were at length fairly embarked.”

-Henry David Thoreau, Canoeing in the Wilderness.

Thus ends the preparation for the Great Flanaess River Adventure. The player characters at this point should be well prepared to take on the adventures that await them in the next chapter. If the encounter with the blue bugbears went poorly or any additional random encounters, they are still close enough to the Village Arneson to seek out help or to simply return to the village to start over

another day. Once they enter the Burneal Forest, this may prove far more difficult. For now, let the “regular dips of the paddles” allow the player characters to realize that they “were at length fairly embarked.”

Random Encounters It has been noted in GREYHAWK: MYSTERIOUS PLACES that in the Land of Blackmoor, “the chief inhabitants of the valley are goblins, bugbears, giant spiders of various sorts, and the subject cavemen.”8 In addition, the publication, A GLOSSOGRAPHY FOR THE GUIDE TO THE WORLD OF GREYHAWK, warns there are many dangers which include: gibberling, humanoids, quaggoth, qullans, ice trolls.9 Drawing upon these sources and the random encounters from the aforementioned GLOSSOGRAPHY, the following random encounters table is provided for Scenario’s #7 (7-4), the first night’s camp, as well as those DMs interested in adding additional challenges to the party while they are in the Land of Blackmoor.

Dice Roll Encounter 01-02 Gibberling 03-05 Humanoids 06-07 Men, Brigands 08-09 Men, Cavemen 10-15 Men, Merchants 16-25 Men, Nomads 26-30 Men, Military Patrol, Medium

(16-34 soldiers & 10 leaders) 31-32 Men, Pilgrims 33-34 Quaggoth 35-37 Trolls, Snow 38-40 Trolls, Ice 41-60 Blue Bugbears 61-80 Goblins, Snow 81-95 Wolf Pack (2-8) 96-97 Worgs (2-5) 98-99 Winter Wolf 00 Yeti

Endnotes

1 Hammack, Allen. (1983). The World of Greyhawk Gazetteer. Lake Geneva, WI: TSR. 2 Some have questioned if the Fler River flows from Blackmoor to Lake Quag or if it actually flows from Lake Quag into Blackmoor. The answer is found in the following description of the Fler River: “The principal inlet to Lake Quag, flowing from the Burneal Forest and the Land of Black Ice beyond” (emphasis added). See Hammack, Allen. The World of Greyhawk Gazetteer.

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3 Moore, Roger E. (1988). Greyhawk: Mysterious Places. Lake Geneva, WI: TSR. 4 Niles, Douglas. (1989). Greyhawk: Gem of the Flanaess. Lake Geneva, WI: TSR. 5 Hammack, Allen. (1983). The World of Greyhawk Gazetteer. Lake Geneva, WI: TSR. 6 Greywiki. 7 Gygax, Gary. (1983). A Glossography For the Guide to the World of Greyhawk. Lake Geneva, WI: TSR. 8 Moore, Roger E. (1988). Greyhawk: Mysterious Places. Lake Geneva, WI: TSR. 9 Gygax, Gary. (1983). A Glossography for the Guide to the World of Greyhawk. Lake Geneva, WI: TSR.

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