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AD&D - WGS2 - Howl From the North (2e) (lvl 8-10)

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Published by Capn_Ragnar, 2023-01-12 00:25:16

AD&D - WGS2 - Howl From the North (2e) (lvl 8-10)

AD&D - WGS2 - Howl From the North (2e) (lvl 8-10)

Keywords: Greyhawk,DnD,AD&D,Dungeons & Dragons,TSR,TTRPG

i

Offic

Howl From the
North

by Dale “Slade” Henson

i


Official Game Adventure


I Credits
Design: Dale “Slade” Henson
Editing: Mike “Mike” Breault

Cover Painting:Jeff Starlind
Interior Art: Ken Frank
Cartography: Diesel
Typography: Angelika Lokotz and Bacey Zamagne
Keylining: Sarah Feggestad

Graphic Design: Dee Barnett
Thanks to: James Ward, David “Zeb” Cook, Timothy B. Brown, Carl

Sargent
Playtesters: Clayton Cox, Darrell Caldwell, Lori Strickland, Leslie

Biffle, Stephanie Biffle, Sam Jones

Copyright “1991 TSR. Inc. All Rights Reserved. Printed in the U S A .

ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, and WORLD OF GREYHAWK
are registered trademarks owned by TSR, Inc.

The TSR logo is a trademark owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.

Distributed to the toy and hobby trade by regional distributors
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or art work printed herein is prohibited without the express written permission of TSR, Inc.

TSR, Inc. TSR, Ltd.
POB 756 120 Church End,

Lake Geneva, Cherry Hinton
WI 53147 Cambridge CBI 3LB
U.S.A. United Kingdom

9337XXX1401
ISBN 1-56076-143-1
$9.95

2


Howl From the North

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 1: Beginnings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Chapter 2: The Road to Kelten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Chapter 3: Across the Frozen River . . . . . . . . . . . . . . . . . . . . . . . . 29
Chapter 4:Return of the Great God . . . . . . . . . . . . . . . . . . . . . . . . 41
Chapter 5: Should The Characters Fail ..................... 43
Combined Monster Statistics Chart . . . . . . . . . . . . . . . . . . . . . . . . 48
Monstrous Compendium Entry: Wolf . . . . . . . . . . . . . . . . . . . . . . . 49
Greyhawk Deity Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
NPCRoster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
PregeneratedPlayerCharacters . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
New Magical Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

3


Introduction The Setting

Howl From the North is the second in a The WORLD OF G R E Y H A W P boxed set
trilogy of modules set in the northeastern is useful as general background to this
lands of Oerik, in the world of Greyhawk. adventure, but isn’t required to play it.
The information given in this pack tells
The trilogy began with the Five Shall Be you all you need to know to run the ad-
One adventure module, and concludes venture smoothly. However, if you want to
with the GREYHAWK@Warsboxed set. convert the adventure for use outside the
Greyhawk world, you will need to read the
In Five Shall Be One, the player material below on barbarians and the bar-
characters-supplied in the back of this barian lands of Greyhawk, and consider
book-are hired to locate the five Blades of carefully how to set this adventure in an-
Corusk. They located only three during other game world.
the course of that adventure. Howl From
the North continues this search, enabling The Barbarian Lands of
the characters to locate the remaining two Greyhawk
swords.
To understand the broad themes of this
Who Should Read this Module trilogy, it’snecessary for you to have an
understanding of barbarian cultures and
Modules are designed for the Dungeon lands in eastern Oerik. The pregenerated
Master’s eyes. The whole adventure, from PCs are mostly barbarians and their inte-
each pitfall to the exact location of the hid- gration into the adventure is also impor-
den treasure, is laid out for easy reference. tant in this context. You should consider
When players read the adventure before briefing players of barbarian PCs on the
they play it, the fun, excitement, and ten- general and historical background given
sion vanish. They know where every hid- here, since their PCs would be aware of
den monster lies and where every bandit this information.
awaits in ambush.
This section also includes a historical
The Dungeon Master also loses out update from the boxed set. This adventure
when a player reads the adventure before- trilogy is set in CY582, six years past the
hand. There is no pleasure in running an final timeline in the boxed set. The recent
adventure in which the players cannot be political developments within the barbari-
challenged. Running an adventure in an lands, including their alliances with
which a player knows the course of events other nations, form a crucial part of the
is as frustrating as running one in which a backdrop to this adventure.
player character has every known magical
item. All the barbarian peoples of eastern
Oerik are pure Suloise. The Sue1people
Please be a thoughtful player, and do dominate the islands off the coast of east-
not spoil the fun for yourself, the other ern Oerik and in the lands of the Scarlet
players, and your Dungeon Master. Brotherhood. There are three barbarian
Should you purchase this adventure be- races of importance to this adventure.
fore play, resist the temptation to scan
through it until your group has played it. The Frost Barbarians (includingthe pre-
Your Dungeon Master and fellow players generated player characters),or Fruztii,
will thank you. call their land Rhizia, though other races
refer to it simply as the Land of the Frost
Barbarians. The Fruztii are the weakest of
the three barbarian nations and are tech-

5


nically vassals of the more powerful Snow March would drive tens of thousands of
Barbarians. This is an important aspect of humanoids into the North Province and
Frost Barbarian psychology: The Fruztii might precipitate an attack from the Great
chafe at their subservience and resent the Kingdom. The King, being wily and crafty,
overlordship of their eastern cousins. prefers not to attract the Great Kingdom’s
full attention just now.
The Snow Barbarians,or Schnai, are the
most powerful and populous group, domi- One final piece of the puzzle is the atti-
nating Grendep Bay and the northern tude of the Duchy of Tenh. Duke Ehyeh
Solnor Ocean with their longships. Their has become noticeably more friendly to
marauding armies, along with those of the the Frost Barbarians of late. As the actions
Ice Barbarians, have made these savages a of Ratik and the Frost Barbarians stir up
the Bone March, this causes trouble for
major force in the land. , the Great Kingdom and for the Theocracy
A s of yet their successes have been of the Pale. Both states have hostile atti-
tudes toward the Duchy. In view of this,
modest, but this adventure may change Ehyeh discreetly allows Frost Barbarian
emissaries across his lands to organize
all that.. .. shipments of weapons from the Bandit
Kingdoms.
The Ice Barbarians are unsteady allies
of the other barbarians, raiding where and From here, weapons make their way up
when they please. the Zumker River to Calbut and then
through dangerous foothill territory at the
To update events from CY576, the time very edge of the Griff Mountains to the
of the boxed set, the barbarians have pass at Kelten. The trade is discreet, but
made gains during the last six years. The everyone knows about it. This is where
alliance between Ratik and the Frost Bar- the player characters enter the story.
barians against the humanoids of the
Bone March has borne fruit over years of Barbarian Adventurers
cooperation. The forces of Ratik now occu-
py the Loftwood and are preparing for a The pregenerated characters detailed at
major assault on the city of Johnsport, the end of this book are mostly barbari-
backed by a naval attack along the coast ans. This adventure could be run with
to the east. non-barbarian characters, but barbarian
characters have a much stronger motiva-
The other joint operation of these states tion to accept this quest.
has been against the Hold of Stonefist.
Fruztii forces have now secured the pass There is a special problem with non-
south of the Hraak Forest and control the barbarian characters. Since one goal of
lands for 20 miles around. this adventure trilogy is the ceremonial
awakening of the Great God of the barbari-
The Ice Barbarians have supported the an people, a priest of a non-barbarian dei-
Fruztii to some extent by making naval ty would be reluctant to aid in this
raids along the northern coast of Stonefist. endeavor. Players are thus urged to use
The Snow Barbarians have concentrated barbarian characters (either pregenerated
their attacks on the Great Kingdom and or created by the players).Note also that
Sea Baron shipping, although some of the the encounters in this adventure with un-
Schnai are assisting the Frost Barbarians dead are more dangerous if the party lacks
in the Hold of Stonefist. a priest-if the party does have a priest,
the number of undead opponents should
Rumors say that the King of the Snow
Barbarians was not pleased by a plan for
the three barbarian groups to ally with
Ratik. Not that he didn’t trust the Baron of
Ratik, who proposed the plan, but for sim-
pler reasons. Major invasions in the Bone

6


be increased. A Special Note to the DM
A problem with barbarian characters is
While the PCs believe they are attempting
their alignment. The boxed set notes that
the predominant alignment of barbarians to awaken the Great God, in actuality the
is Chaotic Neutral. The pregenerated PCs being who will answer the call is Iuz. This
are mostly of Neutral alignment with NG is part of Iuz’s greater plan, and should
not be revealed to the players.
and CN both represented.
Players should be clear about what this

alignment means. Neutral-aligned barbari-

ans are self-reliant,independent, proud,
and do not put up with nonsense from

anyone. They are also very loyal to their
tribe, their chieftain, and their compan-
ions. Part of being a barbarian is the pride
of being a member of a “superior” tribe.
Thus, in spite of their Neutral alignment,
these adventurers should cooperate and
show loyalty to each other.

The second difficulty with the pregener-

ated characters is the inclusion of a bard.
Bards, as the Player’s Handbook notes,
learn a little bit of everything. There is
scripted information about what the bard
may learn of the Blades of Corusk; dis-
pensing some of this may help to develop
the sense of discovery and unfolding mys-
tery that will keep the adventure fresh

and compelling. If there is no bard charac-
ter, this information will be difficult for
you to feed to players.

Finally, note that barbarians have a

form of speech-the Cold Tongue-that
derives from Old Suloise. Very few people
other than barbarians are able to speak or

understand this language, although NPC
exceptions are noted in the text. Speaking
the Cold Tongue gives the characters-
save for Stumred the Dwarf-a channel of
secret communication between them-

selves. You should check with the charac-
ters whether they are speaking in
Common or in Cold ?bngue in certain so-

cial situations. Speaking the Cold Tongue
may give the characters privacy, but it
may offend those excluded from the con-
versation.

7


Chapter 1. than the welfare of our great nation.
Beginnings “At this moment, they revel in the

If the players did not play the first admiration of their home villages, but
module, Five Shall Be One soon their glory shall be eclipsed by the
heroes who find the last two blades and
If the players were unable to adventure awaken the Great God. Do you wish to
through the first module, the player char- be those heroes?”
acters are in the city of Rookroost, where
they are approached by a half-elven mage Mallon waits patiently for the characters
named Mallon Fer’Asque. This man is de- to discuss this proposal. If the characters
tailed in the NPC Roster on page 52. agree to take on the mission, Mallon con-
tinues.
two men, one a half-elf and the other
“The chieftain was wise, as usual, in
an old human male with barbarian fea- choosing you for the task. I shall tell
tures, walk into Rookroost. A group of you what has gone before.
elite barbarian fighters and rangers
walks with them. Three of these men “We started from here, Rookroost,
carry huge swords. and traveled some 240 .miles to the
Shadow Caverns past Narleon. We
These blades must be of great value, fought a shadow dragon named
because these men handle them with Szeverin and found a great treasure,
extreme care. They are taken to the including the first blade. Its name is
chieftain’s yurt where they disappear Dreamsinger.
from sight. Soon thereafter, the frail-
looking half-elven man approaches you. “We then traveled north across the
Bluff Hills, heading toward White
“We need to retrieve two more magi- Fanged Bay. Here we found that Karas-
cal items for the tribe, and the chieftain ten Meldraith, my master and traveling
has demanded that you should be the companion, possessed Greenswathe,
first ones asked. Do you wish your the second of the five blades.
names entered in our tribe’s tale of he-
roes?” “Karasten knew somewhat of the lo-
cation of the third sword. Using this in-
If the characters ask for more details, formation, we traveled to Garel Enkdal,
the man continues. a holy and underground orcish city,
where we had to sneak in under the
“There are five Blades of Corusk. guise of illusion. We barely escaped with
These five swords are the birthright of our lives. This sword is Stalker.
our people. Three have been found so
far; only two remain. The men who “We have learned that the fourth
found the first three with my master blade, The Edge, is owned by a barbari-
and I have declined to retrieve the re- an chieftain. This man and his clan
maining two. I do not know if they have were exiled by the Snow Barbarians
turned coward, or if they have other long ago, and they supposedly live
things to do that are more important north of Kelten, a city south of the
Hraak Forest. This man will not give the
blade up easily, but we must have it.
Furthermore, we believe that this blade

8


shall lead us to the fifth and final sword. to kill them.
“Once we have all five together, a po- The orcs are doing everything in their

tent magical ritual wrought with danger power to locate the player characters to
is to be enacted to call the Great God,
who can lead the barbarians on a quest get the sword back. The other two Blades
to find their birthright.” of Corusk are viewed as bonuses. This
massive man-hunt means that there will
When the characters are ready to pro-
ceed with the adventure, as most loyal be an increase in orc encounters.
and honor-driven barbarians would be, As a side effect of the teleport, the char-
the Dungeon Master should proceed to
Chapter 2, “The Road to Kelten,” to get acters had their hit point totals halved
the adventure started. The players should
be given time to get any supplies they from their current levels -fractions
need. They have nearly 810 miles to trav- rounded up, with -2 penalties to their
el to reach their destination. Strength and Constitution for 24 hours.
There are no saving throws allowed to
If the characters need help buying their counter these effects. (Thisis dictated in
supplies, Mallon gives them the money. the last parts of the previous module.)
(He does this under the pretense that he
shall be repaid when the characters come A s mentioned at the conclusion of Five
into money during the course of the ad- Shall be One,the Dungeon Master should
venture, but he never mentions repay- allow the PCs to find a safe haven to rest
ment when the characters do have and recuperate. During this intermission,
money.) the characters are instructed that their
next destination is the city of Kelten.
Before they depart Rookroost, the char-
acters are given the three recovered Karasten tells the characters, “I have
Blades of Corusk. These are needed to lo- learned that the fourth blade, The Edge, is
cate the remaining two swords. The bar- owned by a barbarian chieftain. This man
barians explain the swords’known and his clan were exiled by the Snow Bar-
powers to the characters as well (seepage barians years ago, and they supposedly
60).The human mage Karastenjoins the live north of Kelten, a city south of the
party (see page 53). Hraak Forest. This man will not be willing
to give it up, but we must have it. I believe
Meanwhile, orcish hunting parties are that The Edge will lead us to the fifth and
out looking for the people who stole their final blade. Unfortunately, the city of
blades. The characters, now in possession Kelten is 480 long, dreary miles away.”
of the blades, are prime targets for their
vengeance.

If the players played the first module,
Five Shall Be One

If the characters experienced the first
module in this trilogy, they are currently
20 miles northeast of the orcs’ holy city of
Garel Enkdal. The three swords together
teleported them away at the last minute,
just as an swarm of angry orcs threatened


Chapter 2. Monster Statistics chart on page 48. De-
tails of certain key random encounters
The Woa to Kelten follow the encounter tables.

The city of Rookroost is located north of When the characters are not in a hill,
the Bandit Kingdoms and east of the mountain, or forested area, use the Wil-
Fellreev Forest. This is the starting loca- derness table to determine the random
tion if the players did not play the first encounter. In forested areas, use the For-
module. est table, and so on. This gives the charac-
ters the freedom to choose their own
If the characters are continuing the ad- routes and thus determine the type of en-
venture started in Five Shall Be One,they counters they experience. This effectively
begin north of the Rovers of the Barrens, gives them the feeling that they are deter-
northeast of the Forlorn Forest and just mining their own fates, which they are.
south of the White Fanged Bay. This is
only an approximate location. Random Encounter ’Igble 1:
Wilderness
From these locations, the Dungeon Mas-
ter should be able to determine what ter- D l O O Encounter
rain the characters need to traverse in 01-10 Bandit ( l d 6 + 4of l d 4 + 3 Lvls)
order to get to the city of Kelten, south of
the Hraak Forest. 11-15 Centaur (ld6+ 1).

Once the characters are under way, the 16-25 Mind (2d10)
Dungeon Master should refer to the stand- 26-30 Giant, Hill (ld4)
ard rules for cross-country movement 31-35 Giant-kin,Verbeeg (ld6)
from the Player’s Handbook or the 36-44 Gnoll(2d10)
Dungeon Master’s Guide. The DMG also
includes additional rules for mounts if the 45-53 Gnoll(2d6) + Flind (2d6)
characters are using them. (If not, their 54-60 Ogre ( 1d6 +4)
trip will take quite a long time.) The
Dungeon Master should roll for random 61-70 Orc (3d4+6)
encounters during the trip. 71-80 no11 ( ld6)
81-82 Wyvern (1)
Encounters
83 Wyvern ( ld2)
You can use the encounter frequency 84-95 Wolf (ld10+10, see p. 49)
system shown in the Dungeon Master’s 96-00 Re-roll twice
Guide, or you can approximate and make
l d 3 encounter checks per day with a 50%
chance per check of an encounter occur-
ring, by using the following charts.
Planned encounters are dealt with in their
appropriate locations throughout the mod-
ule.

Do not overdo random encounters or
use them inappropriately.If the random
rolls toss many tough encounters at a
weakened party, weed out some, except
the orc hunting parties explained below.
Statistics for monsters can be found in the


Random Encounter l'hble 2: Random Encounter l'hble 4:
Hills Mountains

D l O O Encounter D l O O Encounter
01-10 Bandit ( l d 6 + 4of l d 4 + 3 Lvls) 01-05 Bear, Cave (ld3)
11-15 Bugbear (2d8) 06-10 Bugbear (2d10)
16-25 Flind (2d10) 11- 15 Crystalmist
26-30 Ghoul ( l d 6+2) 16-18 Galeb Duhr, 8 HD ( ld4)
31-35 Giant, Hill (ld6) 19-20 Galeb Duhr, 10HD ( ld3)
36-45 Gnoll(2d10) 21-25 Giant, Hill ( l d 6+ 1)
26-28 Giant, Hill ( l d 4+2)
46-50 Gnoll (2d8) + Flind (2d6) 29-35 Giant, Stone (ld6)
51-55 Goblin (2d12) + Worg ( ld6) 36-40 Giant-kin,Verbeeg ( l d 6+2)
41-45 Gnoll(2d10+2)
56-61 Griffon (ld4)
62-65 Ogre ( l d 6+4) 46-48 Lion, Mountain ( ld6 +2)
66-75 Orc (3d6+4)
76-80 'Roll ( ld6) 49-50 Lion, Spotted ( ld6 + 1)
81-85 'Roll ( l d 6 + 2 ) 51-55 Ogre ( l d 6 + 4 )
86-90 Tyrg (ld6) 56-58 Ogre (2d4+4)
91-92 Wight ( ld6)
59-60 Ogre ( l d 6+3)+ Ogre Mage (1)
93-95 Wolf (ldlO+ 10;see p. 49)
96-00 Worg ( ld8 +6) 61-65 Orc (6d4)
66-70 Ore (6d6)
Random Encounter l'hble 3: 7 1-75 Taer (2d4)
Forest 76-80 'Roll ( l d 4+2)
81-85 7l-011, Wo-Headed (ld4)
D l O O Encounter
01-10 Badger, Giant ( l d 4 + 2 ) 86-88 Tyrg ( l d 4+2)
11-15 Beetle, Stag (ld6) 89-90 Urd, ld4 + 1HD (4d6)
16-25 Ettin ( ld4)
26-35 Hangman 'Ree (ld2) 91-94 Wight (ld6)
36-45 Harpy (ld10)
95-96 Wolf (ldlO+ 10;see p. 49)
46-50 Kech ( l d 6+2)
97-98 Worg (3d6)
51-55 Ogre ( l d 6 + 3 ) 99-00 Wyvern (ld3)
56-60 Orc (3d6+6)
61-70 Owlbear ( l d 6 + 2 ) Random Encounter Notes
71-80 Small Mammal ( ld4)
81-85 'Reant (ld2) Orcs: There has been a significant in-
86-90 'Roll (ld6) crease in orcish activities in the area sur-
91-95 Wolfwere (ld3) rounding the Bluff Hills. These areas
96-00 Wyvern (1) include the Rovers of the Barrens, the
Duchy of Tenh, and the mountains adja-
cent to the Bluff Hills. The areas north of
the Frozen River, however, see no such
increase. The news regarding the theft of
a powerful and magical sword from the
holy orcish city of Garel Enkdal has cre-
ated a massive, all-out hunt for the thieves
in the listed areas. (When the party is out-
side these areas, the Dungeon Master
should trim the orc band by ld6.)

It does not matter whether the charac-
ters are responsible for the burglary in the


first module or not. They now have the Planned Encounters:
prized item, and every orc for miles is on
During the journey to the city of Kelten,
the hunt. During orcish confrontations, the characters run into three planned en-
treat the orcs’ morale as ld4 categories counters. l k o of these encounters are
higher than normal. tougher than the random encounters
above and require additional information
While in combat with a party of orcs, for the Dungeon Master to run smoothly.
The DM should keep in mind that if the
there is a 10%chance that another orcish characters are greatly weakened by ran-
dom encounters, he should wait until
hunting party hears the battle. If this is they’ve healed up before springing on
the case, these orcs arrive in ldlO rounds them the bandits from Encounter 1or the
orc attack from Encounter 2.
to join the fray. The Dungeon Master
should determine the party size in the Encounter 1: The Bandit Prince

same manner as for the first orc band. The bandits in this encounter have
Bandits: The bandits tend to be groups somehow found out about the swords the
PCs are carrying. This encounter is de-
of l d 6 +4 warriors, each of levels ld4 +3. signed to begin as the characters wake up,
still slightly groggy from the night’s sleep.
Assume that the bandits all have the fol-
The man who runs the show, the Bandit
lowing statistics: + 1to attack and dam- Prince, feels that he deserves the swords,
and nothing is going to stop him from get-
age rolls, because of their above-average ting them. The Dungeon Master should
Strengths. They use long swords and long read the following boxed text to the
players.
bows, wear chain mail, and use shields
(baseArmor Class of 4). If you want to add Dawn breaks and the sun begins illu-
some extra detail, 25% of the bandits have minating the landscape. The campfire
slowly cooks your food, sending plumes
Dexterity scores of 14+ ld4. This reduces of scented smoke into the air. The wind
blows a cool breeze across a nearby
their Armor Class by 1per pip on the d4. river.
Also, 25% of the bandits have Constitu-
You suddenly hear the whinnying of
tion scores of 14+ ld4. This adds 1hit horses and the rattle of bits against
bridles coming from the south. A s you
point per level per pip on the d4. turn around, you see seven riders ap-
proaching. The leader is a noble-looking
Bandits may be renegades or agents of a elf, dressed in brilliant armor that per-
petty fief (50%)attempting to extract tolls fectly reflects the clear sky.
for allowing safe passage. All other ban-
dits are attacking in hopes of robbing the A s this group approaches your en-
campment, the leader stops his horse
characters, killing them if necessary. Most and signals for his six human compan-
bandit encounters should offer the charac- ions to do the same. “I understand that
ters a chance to evade combat by paying you have three blades in your posses-
up if they wish to do so.

Wolves: It is suggested the Dungeon
Master use the wolf entry provided on

page 49 when the characters encounter
wolf packs or lone wolves. This gives the
game a more realistic flavor when dealing
with nature’s most important predator.

A chance exists that the characters will
come across a rabid wolf. Rabid wolves
are solitary creatures, kicked out of the
. pack because of the insanity brought on
by the disease. There is a 1% chance that
a solitary wolf is rabid.

12


sion that rightfully belong to us. By If the PCs do not relinquish the blades,
handing them over to me, you can save the mounted bandits charge the charac-
your lives. Failure to do so means you ters with weapons held high, their clean
will all die.” and polished blades flickering in the early
dawn light. They attempt to surround the
If the characters ask the elf why he be- characters to lessen the damage from
lieves the swords are his, he says, “The area-effectspells.
barbarian nations have been purchasing
weapons from the Bandit Kingdoms, and Bandits (6):Int Very to Highly (11-14);
we have not been paid for quite some AL NE; AC 2 (0when attacking from
time. The agreement signed between our horse);MV 12 (15on horse); HD F8;
two nations dictates that failure to pay THACO 13;hp 68; #AT 3/2; Dmg ld8 or
forfeits the barbarians’ right to the Blades ld4; SA three are dual-classedwarrior/
of Corusk. wizards (8th level in each class);S Z M (6‘
tall);ML Champion (15-16)X; P 975 each
“The barbarians’ failure to pay us
means that these blades now belong to the Elven Bandit Prince: Int Highly (14);AL
Bandit Kingdoms. Hand them over now!” NE; AC 0 (-2when attacking from horse);
MV 12 (15on horse);HD F12; THACO 9;
Mallon, the NPC with the characters hp 96; #AT 2; Dmg 1d8/1d8 or ld4/1d4;
tells them that the barbarians purchase SZ M (6’tall);MR 90% resistant to charm-
weapons and armor from the Bandit King- related and sleep spells; ML Champion
doms, but he has never heard of this (16);XP 2,000
agreement.

13


War Horses, Medium ( 7 ) :Int Animal (1); strengths of the barbarian people. The
AL N; AC 7; MV 18 ( 15 when ridden);HD Great Kingdom has heard the stories of
2 + 2 ; THACO 19;hp 15;#AT 3; Dmg ld6/ the barbarian search for the Blades of
ld6/ld4; SZ L; ML Unsteady (5-7);XP 65 Corusk, and it worries them. At present,
each they are amassing a huge army to move
northward and crush the barbarian peo-
The Bandit Prince carries a scimitar + 1 ple before the savages have a chance to
awaken their god.
that he wields on horseback. He also car- The orcs have alerted all their kin to the
ries a standard long sword and a dagger of theft by the barbarians. They are look-
venom +2 (fullycharged),enabling him to ing for the swords, determined to recov-
make four poisoned strikes. These strikes er them.
demand that the victim roll a successful
Encounter 2:
saving throw vs. poison with a -2 penalty The Orc Raiding Party

or die. The six bandits who follow the These orcs are very serious about re-
Prince use standard long swords and car- gaining the swords. The possibility of the
barbarians suddenly becoming much
ry daggers + 1. more powerful is very frightening to them,
and they want to nip that prospect in the
When the bandits on horseback success- bud. The Dungeon Master should read
fully attack a character, the horses also this section once the characters come
get a chance to attack. A natural 20 attack within 100miles of the Frozen River.
roll from a horse means that the victim is
knocked down and trampled for 2d6 addi- A s you trudge to your destination,
tional points of damage. you see a pig-like face peek above a
small dune ahead of you. This face
The bandits stay on horseback to attack quickly ducks back down once it sees
as long as their mounts live. Should the you. All around you, the smoothly slop-
horse die in combat, the rider must roll a ing hills of the plains reveal nothing
Dexterity Check (assumethe Dexterity is more.

2d6 +6).If the check fails, the bandit re- Within one round, the characters hear
he sounds of horns blasting! from in front
ceives l d 8 points of damage and must of them. These horns are anvswered by
spend ld4 rounds getting out from under other horns to the left and from the right.
the body of the dead horse. During this
time, the bandit can spend the round ei- As the echoes of the horns die, the din
ther attempting to escape, or he can de- of battle cries and thundering feet can
fend himself (he can’t attack). If no be heard. From ahead of you and from
defensive action occurs, the bandit’s Ar- both sides, an army of orcs rushes in
mor Class is penalized by +4. your direction. They wave their nasty,
rusted weapons, and their corroded
If the characters are very successful teeth gnash at the air.
against the bandits, have at least one of
the six men drop his weapon and uncondi-
tionally surrender (the Bandit Prince will
not give up). If the characters interrogate
him, he gives them the following informa-
tion.

The Bandit Princejust wanted the
swords. As far as the bandit knows, the
barbarian tribes have not reneged on the
weapons agreement.
They were sent to determine the

14


The orcs spend one or two rounds will attack the orcs if all the swords are
launching arrows at the characters to found.
weaken them before they close. After the
arrows are fired, the characters see 20 Encounter 3:
orcs heading toward them from the front The Scout From the South
and 15 from each side. The orcs from the
side try to surround the characters and When the characters are about 50 miles
close off the rear escape route. This takes from Kelten, they hear the crackle of
a total of 2d4 rounds. If the characters try branches within a clump of bushes. If they
to escape by retreating, they can do so in look toward the sound, they see several
l d 6 rounds. If the orcs’roll (for surround- branches briefly wave in the bushes to
ing the party) is less than the characters’ their right.
roll (to escape),the orcs close off the re-
treat route before the PCs can escape. If they inspect the noise, a man dressed
in green, loose-fittingclothingjumps up
If the characters are unable to escape, from the bushes. He screams meaningless
the statistics for the orcs are given in the words of caution and death at them, and
Combined Monster Statistics Chart (see then he runs away to the south, in the
page 48).Their morale is average (8-lo), general direction of the Griff Mountains.
but after at least six orcs fall victim to the This man moves at a rate of 9. He carries
weapons of the characters, the orcs’ mo- no visible weapons, but he does have a
rale drops to unsteady (5-7). small satchel with several tubes jutting
from its poorly closed flap.
The orcs’first targets are the charac-
ters’ mounts and draft animals. They are If the characters chase after him on foot,
trying to slow the party down to better they catch up in ld8 +6 rounds. If on
their chances at capturing the Blades of horseback, they can catch him in ld4 + 2
Corusk. rounds. Once caught, the man cowers,
shielding his face and neck with wildly
The orcs carry war hammers, long flailing arms.
bows, spears, and short swords that inflict
The man continues this defensive action
ld4 + 1, ld4, ld4, and ld6 points of dam- until the characters leave or until they
assure him that they are not going to hurt
age, respectively. When the orcs attack, him. When he has this assurance, his ten-
ld6 can attack a single mounted charac- sion eases a bit, but his morale is still un-
ter and ld4 orcs can attack a dismounted reliable (2).
character at a time.
If the characters ask him any questions,
If the characters win the fight, let at he answers them quickly and tells them
least one orc surrender. This orc releases all he knows. He speaks fluent Common.
his weapon and begs for mercy. If the
characters question him, he can give He is a forward scout for Ratik, a nation
them the following information- south of the barbarian lands and east of
speaking in the orcish tongue or broken the Theocracy of the Pale.
Common. He was sent to scout out the best possi-
ble paths to attack the Hold of Stonefist
The orcs are following and attacking the and the Frost Barbarians. After Ratik
characters to gain the blades. They fear conquers the North Province, they plan
the barbarians will ravage their lands to lay claim to the whole eastern section
once the PCs find all the swords. of the continent.
The orcs know of an agreement between
the Theocracy of the Pale and the bar-
barians. They believe that both nations

15


If the characters inspect the contents of nates the frozen landscape. There are
his satchel, they find several hand-drawn about two hours of twilight, and the rest of
maps of the northeastern section of Oerik. the day is spent in darkness. However, the
If the characters decide to keep these, the stars are unusually bright, allowing some
Dungeon Master should give the players limited sight.
any information they want about the ge-
ography and political boundaries of north- While the characters are in Kelten, they
eastern Oerik. can ask questions regarding their quest if
they choose. The Dungeon Master should
Reaching Kelten not ask the characters if they wish to in-
terrogate the Kelten people. If they ask
When the characters enter the region questions, the people respond only if the
around the city of Kelten, the Dungeon characters speak to them in the Cold
Master should stop checking for random Tongue-and only if a Reaction Check is
encounters. This region is more popu- favorable. Below is a list of possible an-
lated, and the monsters and wildlife have swers that the people will give.
left to find lairs in less settled areas.
Kabloona Starskull is the barbarian
The map on page 17 shows the area sur- chieftain. He received his first name be-
cause his skin and the whites of his eyes
rounding the city of Kelten. It does not go are unusually white, especially when
compared to the yellowed eyes and skin
into great detail about the barbarian en- of the native northern folk.
campment 20 miles north of the city, but He obtained his last name because spir-
it does show the camp’s estimated loca- its touched him years ago. His mind lives
tion. On this map, every hexagon is in the stars of the Swan themselves. This
roughly five miles across. The grid in the makes it hard for him to think and to react
city’s hex shows the general layout of properly while with normal folk. (Kab-
Kelten’s streets. loona went insane soon after he was driv-
en from his tribe.)
Kelten houses nearly 1,000persons, Kabloona has created his own tribe to
mostly of barbarian ancestry. A few refu- worship He-Who-Slices-Through-
gees from the Hold of Stonefist have set- Glacier-And-Frozen-Caribou-Like-Warm-
tled here as well. Weapons of all types can Blubber.
be seen in Kelten, mainly designed for The nearest barbarian tribe lives directly
northern living-spears, ice picks, ice north of Kelten. It is off the beaten track,
saws, etc. Dried vegetables and meats are but a sledge team-rented from the man
big items here; cold-weather clothes are who is talking to the characters-can
popular commodities, too. Parkas lined take them there with little effort. They
with wolverine fur are the best clothing live in a region south of the forest where
value to be found in these parts. (Wolver- the ice and snow never melt. (Thisis
ine fur in the lining of the parka hood false. The man is only trying to get the
keeps moisture from building up on its characters to rent or buy a dog-sled
surface.) team, which will cost them 30 gp or 120
gp, respectively.)
If the characters are looking for a warm,
safe place to rest, several inns are availa- The Kelten natives ask questions of the
ble. Their services cost double what characters. They are curious regarding
southern inns charge, but the food and the PCs’ preoccupation with Kabloona. If
beds provided are of a comparable quality. any character mentions that they are

Up in these northern latitudes, the sun
comes up for only a short time each day.
At most, three hours of sunlight illumi-

16


looking for a sword, magical sword, or a step out in front of you. They cautiously
barbarian sword, there is a 75% chance place their hands on their hilts and look
that Kabloona or his men hear about it. about to see if there are others of your
The man who finds this out (75%chance) party in the distance. They slowly ap-
rushes to report this information to the proach, seeming to smell the air as they
barbarian chieftain. walk. Off in the distance ahead of you, a
wolf howls, calling for his companions.
The Trail North Within seconds, several others answer,
1 and then there is silence.
If Kabloona finds out that the characters
are looking for his blade, he sends a raid- The approaching barbarians ignore the
ing party to intercept them. The PCs meet PCs’ attempts to converse. They continue
this group about ten miles outside the to approach even if the characters yell at
Kelten city limits. Once the PCs are ten them or reach for their weapons. When
miles out, the Dungeon Master should the barbarians are within 30 feet of the
read the following. characters, they scream a battle cry and
rush the party. The PCs’ horses must roll
away, you see the outline of Morale Checks when the barbarians
a thick forest. About you, a few pine scream. All who fail immediately bolt
trees encroach upon the flat plains. To away from the barbarians. The following
the left and right, several red rock for- chart shows the morale ratings of different
mations jut from the smooth ground. types of horses.

Suddenly, a dozen Frost Barbarians

17


Horse Type Morale If the PCs respond favorably to the com-

Draft Unsteady (5-7) ment, again the man is surprised. “You do

Heavy War Steady (11-12) not appear to be evil. No, it cannot be! You

Medium War Average (8-10) are playing games just as the Kabloona

Light War Average (8-10) has said.”

Mule Unsteady (5-7) If the characters ask why the barbarians

Pony Unreliable (2-4) attacked them, the barbarian states, “We

Riding Unsteady (5-7) are on a holy mission to stop the Evil

Wild Unreliable (2-4) God’sdesire to get the Blade of Corusk.

You are his instruments! Beware, if you

Barbarians (12):Int Very to Highly ( 11- are not evil. He will destroy your souls,

14);AL CN, LN; AC 1;MV 12; HD F7; tormenting you until the end of time!

THACO 14; hp 52; #AT 3/2; Dmg ld8; S Z “By trying to get the Blade of Corusk,

M (6’tall); ML Champion (15-16);XP 650 you are sending the Hold of Stonefist

each against us. They fear what would happen

if the Evil God were to take possession of

The Dungeon Master should not roll Mo- the sword.”

rale Checks for these barbarians-they If the PCs ask his name, he refuses to

fully believe in the sanctity of their cause. say. He claims that if the PCs come to

Their leader, Kabloona, has sent them on know his name, the Evil’Godwould also

a holy mission: to defend the sword of He- know. If the PCs start casting any spells,

Who-Slices-Through-Glacier-And-Frozen- the man screams in horror, pulls a blade

Caribou-Like-Warm-Blubber,a holy relic from his boot, and throws it toward the
of this new barbarian tribe.
spellcaster with a - 1penalty to the attack

These barbarians, realizing their leader roll. He also hopes the characters finish

was touched by spirits, know that what- him off so his name remains unrevealed.

ever he says comes from their deity. (They The rest of the trip north to the barbari-

do not know that he is insane. They mere- an encampment is very hazardous. The

ly think he communicates with the gods, trees are thickening, and the barbarians

which explains why he talks with beings have set several traps in order to delay or

who are invisible.) slay the characters before they can enter.

The barbarians all carry long swords. Their belief that the PCs follow the Evil

There is a 15% chance per barbarian that God makes them also believe that the
the sword is a long sword + 1. If the dlOO
characters have unholy powers given by

roll is less than 7, the weapon is a long this god.

sword +2.If the dlOO roll is a 1,the weap- The following passages explain what
on is a long sword +3.The Dungeon Mas- traps have been set, how they engage, and

ter should choose a special purpose for what the surrounding terrain is like. The

this enhanced weapon. Dungeon Master should maintain random

The Dungeon Master should allow one encounter checks while the characters

barbarian opponent to survive the battle. confront the traps.

This way, the characters can find out

some valuable information. The character Trap #1:This trap is located where the

drops his weapon and waits for the char- trees are unusually thick. Held against a

acters to slay him. If they do not, he mut- tree just to the right of their current path,

ters, “Why have the vile demons not slain several tree trunks are set with spikes.

me?” under his breath, just loud enough Natural vegetation camouflages these le-

for the characters to hear. thal spikes. A ranger has a 2% chance per

18


point of Wisdom to notice the trap and its alty is required to see the trap before it is
trigger. too late.

The trigger is a simple length of twine The trap is square, about 15feet on a
spread across the path. Natural vegeta- side. Those closest to the side can roll a
tion, fallen leaves, and snow hide the Dexterity Check with a -4 penalty to try
twine from sight. If a character trips or to catch the side of the pit before they fall
steps upon this twine, it snaps. This re- in.
leases the logs, sending them whipping
across the path at the location of the Characters hitting the bottom of the
snapped twine. These logs are parallel to trap receive ld6 points of damage per 20
the ground, separated by two feet. This pounds of weight (add each character’s
means that the tripping characters-and weight to that of all his possessions to
all within three feet of them-receive 2d6 come up with his weight for the purpose
points of damage for every two feet of of this trap). Should the Dungeon Master
their height (round fractions down).See decide that one character falls upon an-
the illustration showing the trap’s mecha- other, the one on the bottom receives an
nisms. additional l d 3 points of damage per 20
pounds of the upper character’s weight:
Trap #2: This trap is located in a small the upper character receives only ld2
clearing. The smaller the clearing, the bet- points of damage per 20 pounds of his
ter. This is a simple, break-away floor weight.
trap. It is triggered when more than 150
pounds of pressure is applied to its sur- It is easy to escape this trap once the
face. At the bottom of this trap, wooden characters pry themselves off the spikes.
spikes protrude from the floor to impale (Please note that the damage stated in the
all who fall in. Leaves, sod, and snow cov- previous paragraph includes damage tak-
er the trap. This makes it somewhat diffi- en when the spikes are removed.) The bar-
cult for a ranger character to locate. A barians who created this trap made
successful Wisdom Check with a -5 pen- earthen stairs along one side. These stairs
can be used to climb out.

19


Trap #3:This trap is also located in a the character’s movement penalties are
small clearing. Here, two loops of twine removed, and the character can walk and
perform actions normally.
have been set one step’s distance apart.
The twine attaches to bent saplings, and For each trap spotted and avoided, the
is covered with dirt, snow, and fallen character who locates it should be award-
leaves. A ranger can roll a Wisdom Check ed extra experience points for his skill.
with a -4 penalty to discover the trap be-
fore it is triggered. Once the characters have either subject-
ed themselves to the above traps, or have
The trap is designed to capture the feet bypassed them, they see a large clearing
of a character-or two legs of a mount-in ahead. This clearing has a number of
the loops. A s the character’s feet pull on small’tentsand hurriedly constructed log
the loops, the saplings whip to their stand- houses, as well as one very large tent.
ing positions, forcing the character’s legs Around the encampment is a short fence
made from cut logs,just high enough so
in opposite directions. The character re- the camp can’t be overrun by mounted
attackers. The Dungeon Master should
ceives 2d8 points of damage. No saving read the following passage to the charac-
throw is allowed. ters, showing them the illustration on this

The character also must roll a Constitu- page.
tion Check against half of his Constitu-
Ahead of you, Kabloona’s encamp-
tion. If the check fails, the character’s hip ment reveals itself. A number of tents
breaks. If a 20 results-a critical miss- and crudely made log buildings crowd
both hips break. Breaking one hip reduces inside a log fence. Human movement
the character’s movement to 3. If both can be seen inside the camp, but sight
is very limited. Grey smoke belches
hips break, the character can no longer from the peaks of the tents and from
move on his own. He must be carried until make-shift chimneys on the log houses.
.thewounds mend or until healed by a
priest. These breaks mend naturally in a Dark, four-legged shapes can be seen
padding about as well, their noses to the
number of weeks equal to 30 minus the ground or to the air. The wind blows at
character’s Constitution. If spells are used your back, sending a chill through your
to heal all damage incurred by the trap, bodies.

The characters may not realize this, but
the wind is blowing their scent right into
the encampment, where the wolf hybrids
inside can smell and detect them should
they get too close. Their current vantage
point is far enough away for wind eddies
and currents to sufficiently dilute their
scent. If they circle about and approach
from the north side of the camp, they can
get very close without detection, unless
they make a great deal of noise. Merely
saying they are trying to be quiet is

20


enough to assure they are. If the charac- Wolf Hybrids (16):Int Low (5-7);AL N;
ters do not specify this, a roll of 1or 2 on AC 7; MV 18;HD 3; hp 20; THACO 17;
l d 6 indicates they were not silent enough
and were detected by the hybrid wolf #AT 1; Dmg ld4 + 1; S A Nil; S D Nil; MR
guard dogs inside the camp.
Nil; SZ S (2’-4’long);ML Average (10);XP
Entering Kabloona’s Camp 120 each

Entering From the South: If the characters do not hide themselves
when the alerted barbarians approach the
If the characters approach the camp fence, the barbarians act as though they
from the south-their original vantage see nothing. They reprimand the animals
point-the wolf hybrids catch their scent slightly-a ploy to give the intruders a
as soon as they are within 100yards of false sense of security. These barbarians
the fence. Once one of these elegant ani- then hide in the southern section of the
mals detects the characters’ scent, it camp. There they wait for the characters
barks, ending the report with a long, to enter the camp.
drawn-out howl. This brings the other 15
hybrids to the area, and they begin bark- When the characters enter the camp,
ing and howling as well. This of course the hybrids stay at least 20 feet from them
alerts the barbarians inside to the charac- and watch them intently. When the char-
ters’ presence. As the camp stirs, the hy- acters pass the first tents, they are at-
brids howl and bark even more. tacked by ld6 barbarians. If the
characters carefully look around the tents
‘n before passing them, the warriors do not
surprise them. If they do not look about as
they walk, they are surprised. The barbar-

21


ians get a free attack, with standard initia- There is a 10% chance that l d 6 barbari-
tive rolls after the first round. ans notice the strange behavior exhibited
by the animals and approach to investi-
Barbarians (ld6):Int Very to Highly (11- gate.
14);AL CN, LN; AC 1;MV 12;HD F7;
THACO 14;hp 52;#AT 3/2;Dmg ld8; SZ Should any barbarians spot the charac-
M (6‘tall); ML Champion (15-16)X;P 650 ters, a battle cry sounds and a large group
each of barbarians approaches to give battle.

These barbarians fight until either they Barbarians (18):Int Very to Highly (11-
fail a Morale Check or they are killed. If 14);AL CN, LN; AC 1; MV 12;HD F7;
they lose morale, they run from the en- THACO 14;hp 52;#AT 312;Dmg ld8; SZ
campment never to be seen again. There M (6’tall); ML Champion (15-16)X;P 650
is a 25% chance per round of battle that each
ld6 more barbarians hear the noise and
assume there is trouble. If the die roll fails, There is a 25% chance per round of bat-
the other barbarians believe the battle tle that ld6 more barbarians hear the
cries to be a minor skirmish within the noise and assume that there is trouble. If
ranks. the die roll fails, the other barbarians be-
lieve the battle cries to be a minor skir-
Proceed to the section of this chapter mish within the ranks. .
titled “Hunt for The Edge.”
Hunt for The Edge
Entering From Any Other
On the next page, a map of the camp is
Direction: given for the Dungeon Master’s use. It
shows the location of every tent, the fence,
If the characters do not approach the and the log buildings. The individual
camp from the south, this section of text structures are detailed below.
applies. If the characters mention that
they are sneaking up as quietly as possi- Location 1: This is the perimeter fence.
ble, the Dungeon Master should roll ld20 It is made from cut green trees. The posts
for each character present. If the die roll consist of two five-foot-longlogs, crossed
results in a 19 or 20,the wolf hybrids in in the middle and roped together. Between
the encampment hear them coming be- these posts are longer logs, some more
fore the characters enter the camp. Their than 20 feet in length, stretched horizon-
barking alerts the barbarians inside as in tally about three feet from the ground.
the previous section.
Location 2: This is the largest tent in
If the PCs are quiet, the hybrids do not the encampment. It is the personal quar-
notice them until they are within the ters of Kabloona Starskull. Hanging from
fence. At this point, the hybrids do not the middle of the tent’s ceiling is The
bark or howl, but they stay 20 feet away Edge, the fourth Blade of Corusk.
from the characters at all times.
Kabloona, seven barbarian women with
Wolf Hybrids (16):Int Low (5-7)A;L N; above-averageCharisma, and three elite
AC 7; MV 18;HD 3;hp 20;THACO 17; barbarian fighters live here. The Dungeon
Master should not allow the PCs to take
#AT 1; Dmg ld4 + 1; SA Nil; SD Nil; MR the blade without a fight.

Nil; S Z S (2’-4lo‘ng); ML Average (10);XP Location 3: This is the camp’s corral.
120 each At present, it holds 30 mares and 16 stal-
lions. There are watering, feeding, and

22


lodging facilities along the fence bordering nered animals.
the rest of the camp. Location 7: This empty tent originally

Location 4: This is the main meeting stored the horses’ grain. Since the barbari-
hall for the barbarians. Here they receive ans built the building at Location 9, this
orders from Kabloona, talk of possible tent has been empty.
raids, and discuss matters of importance,
such as the characters and their quest for Location 8: This large log building

the sword. There are seven barbarians houses the sick and injured. Priests and
here at all times.
healers work on the unfortunate until
Location 5: These very small tents are these folk are well enough to continue
used as miniature prisons. Captured pris- their duties. Those they cannot help are
oners are placed here under strict guard cast out of the tribe. Currently seven in-
until their fate is decided by the leader jured barbarians, one pregnant woman,
and a council of elders in Location 4. three healers, and two priests are in this
building. The priests and the healers do
Location 6: These are the tents of the
subchieftain. His family lives in the larger not fight, even if threatened or attacked.
tent, and his servant lives in the smaller. They heal injured characters if asked.

The subchieftain is an elite fighter. Location 9: This log building is the
The larger tent is occupied by one wom- storage facility for the horses’ grain and

an, seven children, and the subchieftain. alfalfa. All material here is very dry, even
The smaller tent has a 3rd-levelmale in this climate. Anyone seen carrying a
fighter and a 0-level woman. Should the flame or torch into the building is severely

characters invade this tent, the woman punished.
and the man fight with the ferocity of cor- Location 10:These 12 tents are the

sleeping quarters of the unmarried bar-

23


barian men. They sleep two to a tent. steal or scare the barbarians’ mounts
Often a great deal of fighting and bicker- away.

ing goes on here, because the tents are Location 16:These are smoking
too small for two men and their belong-
ings. houses. Killed, skinned, and gutted game
is placed in this building to purify and to
There is a 60%chance a tent is occu- store. There is never less than 1,000
pied by at least one man. Both men are in pounds of jerked deer or caribou in each
a tent only 10%of the time.
house. Hickory smoke fills the houses
Allow at least one of the men in this ar- 95%of the time.
ea to surrender if attacked. This way the
characters can get some information they Location 17: This is the mess chefs
need. The first barbarian the PCs let live
can give them the following information. residence. It also is where he does his
cooking. The chef (a3rd-level ranger), his
The man the characters question asks wife, baby daughter, and his two 0-level
them if they are looking for the Blade of servants live in this house.

Corusk. If the characters reply in the af- Location 18: Food is laid out here twice
firmative or ask why he wants to know, daily for communal consumption. Every-
the man says, “If you take this sword, one gets a fair share of food, but there is a
distinct pecking order. Those of highest
know that the Hold of Stonefist shall hunt rank receive their food first, while those of

you to the ends of the world. They do not least importance eat last. Occasionally, the
wish to see all five swords come into the least important go hungry. The chef does
hands of one group. %king the sword en- his best to ensure that everyone has some-
thing to eat.
sures your deaths.”
Location 11: These five tents house the Location 19:These tents belong to the
married members of the tribe. Each family
healers and the priests who work in Loca- lives in a separate tent. They are isolated
tion 8. There is a 45% chance a tent has from the others areas of the camp so no
an occupant (twoif the dlOO roll is under one need listen to their incessant fighting.
20). These men and women do not fight Married men and women of this tribe are
under any circumstance. They wish to very jealous of their spouses, and they
heal, not kill. If any character is injured,
want to make sure they are f a r from the
they suggest the character go to Location single members of the community.
8 for healing.
Each tent has an equal chance of being
Location 12:These 12 tents are the occupied. Roll ldlOO for each tent against
sleeping quarters for the single female the following chart to determine its occu-

barbarians. Each tent is occupied by two pancy.
women. Like the single males’ tents, If there is a single occupant, a 15%
squabbling is very common, but the wom-
en fight over potential mates and who chance exists for that person to be attract-
ed to a member of the party. The Dungeon
owns which side of the tent.
Location 13: These sections of the Master can have the absent spouse soon
enter the tent, notice this attraction, and
fence can be easily slipped aside to allow immediately attack the offending
character.
men and beasts to storm from the camp.
Location 14: These sections of the

fence enable easy access to the stables.
Location 15:This section of the fence

enables access from the stables to the out-
side. It is usually roped firmly in place,
and intruders cannot open it with ease to

24


DlOO he grabs The Edge to attack the charac-
Roll Occupancy ters. Starting ld4 rounds later, ld6 bar-
01-10 Empty barian fighters enter the tent every ld4
11-45 One Woman rounds, to help combat the characters.
46-50 Couple There are a total of 50 barbarian fighters
in the camp. Forty of these are standard
51-60 Couple + one child barbarians, while 10are elite fighters.
Whenever barbarians are encountered,
61-70 Couple + two children 20% of these are elite fighters (round frac-
71-75 Couple + three children tions down). If Kabloona fails a Morale

76-80 Couple + four children Check, he throws the blade to the side and
81-85 Couple + five children falls to the ground, sobbing and cackling
maniacally.
86-00 OneMan
If the characters successfully capture
Following are the statistics for the bar- the sword, ld6 of the remaining barbari-
barians who might be encountered in this ans, male and female, run to the corral,
camp. grab horses, and ride northwest. (These

Barbarian Fighter: Int Very to Highly barbarians are attempting to notify the
(11-14);AL CN, LN; AC 1;MV 12;HD F7; Hold of Stonefist that the characters have
THACO 14; hp 52; #AT 3/2; Dmg ld8; SZ captured the blade. In response, the Hold
M (6’tall);ML Champion (15-16):XP 650 sends an army to defeat the characters.
each This occurs at the end of the module.)

Barbarian Female: Int Very to Highly Even when the characters get the
(11-14);AL CN, LN; AC 9; MV 12;HD FO;
THACO 20; hp 7; #AT 1;Dmg ld4; S Z M sword, the barbarians still pour into the
(5’6’’tall); ML Average (8-10)X; P 15each chieftain’stent. However, whenever a bar-
barian is killed by a character wielding
Barbarian Elite Fighter: Int Very to The Edge, there is a 95% chance they all
stop advancing.
Highly (11-14);AL CN, LN; AC - 1;MV 12;
“You must have been blessed by He-
HD F12; THACO 9; hp 82; #AT 3/2; Dmg
ld8; S Z M (6’tall): ML Champion (15-16); Who-Slices-Through-Glacier-And-Frozen-
XP 3.000 each
Caribou-Like-Warm-Blubber.He allows
Barbarian Priest: Int Exceptionally (15-
16);AL CN, LN; AC 4; MV 12;HD P8; you to touch and wield him.”
THACO 16;hp 48; #AT 0; Dmg nil; S Z M At this point, the barbarians look to-
(6’tall): ML Fanatic (17-18):XP 1,400
each ward Kabloona Starskull. “You told us on-
ly the High Chieftain of the barbarian
Kabloona, Barbarian Leader: Int Highly people could wield the sword, and that
you were the only true High Chieftain. You
(14);AL CN; AC -2; MV 12;HD F14; lied to us, and you must pay for your
crime.”
THACO 7; hp 105;#AT 2; Dmg ld8 +3/
l d 8 +3;S Z M (6’tall); ML Steady (12);XP The barbarians, with screams of anger,
5,000 grab the flailing chieftain and take him

If the characters enter the main tent, outside the tent; he is never seen again by
Location 2, Kabloona screams a warning the PCs. If the character who holds The
in Cold Tongue to his followers, and then Edge tries to stop the barbarian horde,
they pause. If this character insists that
Kabloona should not be killed, they say,
“As you wish, High Chieftain. What would
you have us do with him?”

25


Whatever the character dictates, the him locate clues to the whereabouts of the
barbarian people do. Once the decision to fifth Blade of Corusk. The characters must
save Kabloona’slife is made, the people cast a read magic spell upon the cryptic
murmur among themselves that the char- runes on The Edge to find the above infor-
acter is a just and benign leader. They ask mation. This is how the runes read:
the character what he expects from them.
They are willing to bend over backward “After the fall of the Great God’s em-
for the character-if he saved Kabloona’s pire, the swords vanished from their
life. If the character did not save Kab- masters’ hands. Four Blades of Corusk
loona’s life, they complain if the character fell to the ends of the world where they
asks something from them that the shall be found and slowly brought forth
Dungeon Master feels is injurious or time to the next meeting. The fifth, and most
consuming in the slightest. wary, descended upon the lands where
no man lived. Driving itself into legend
The Safety of Kabloona and and myth, Harmony now hides where
Additional Information the River of Frozen Water flows north.
Waiting for her rescuer, only I can lead
If the character with The Edge saved this man to her. Only I can tell her from
Kabloona’slife, and he asks the tribespeo- the stones lying in the ice.
ple for information regarding the other
Blade of Corusk, they help out as much as No barbarians go with the characters if
possible. they ask. They say that the people of the
Hold of Stonefistwill be coming to wreak
“Legends tell that after the fall of the havoc on the area, since the sword is no
barbarian empire millennia ago, the longer in the hands of the tribe. They
swords cast themselves to the distant must stay behind to protect their lands.
ends of the world. Four were sent to the
far corners of Oerth, while the fifth-the
bringer of equality-went where no man
lived for hundreds of miles. Our sages be-
lieve this is in the western lands of the
Hold of Stonefist. Its exact location re-
mains unknown, except for this brief pas-
sage from an old scroll:

“... Harmony drove itselfinto hiding at

the northernmost point of the River ofFro-
zen Water.I t now waits for its diviner to
rescue it from eternal transformation. On-
ly He Who Cuts Without Effortcan see
through Harmony ’s metamorphosis.”

(The Dungeon Master can locate this
area quickly by looking at the poster map,
finding the Hold of Stonefist and the Fro-
zen River. The river loops in hex column
22. North of this is the hiding place of Har-
monizer.

On the other hand, if the character lets
the people kill Kabloona, they do not help

26


NPC Roster for Chapter 2 After discovering The Edge on the fro-
zen body of a dead barbarian, Kabloona
Kabloona Starskull took it, proclaiming himself the only true
High Chieftain. His people followed him.
14th-LevelBarbarian Male Fighter First they followed out of fear because of
his “touched” condition, but soon they
Str: 18/00 Dex: 15 Con: 17 followed out of respect for what they saw
Cha: 15
Int: 14 Wis: 11 Kabloona and his lethal blade do to their
enemies. Never before has a weapon killed
AL: CN hp: 105 so many so quickly.

THACO: 7 AC: -2

Weapon Proficiencies: sword (x3),dag-
ger, broad sword (x3),bow
Nonweapon Proficiencies: Animal lore
( 14),blind-fighting (NA),direction sense

( 12),endurance (17),set snares ( 13),sur-
vival (14),tracking (11)
Languages:Common, Cold Tongue,

Nyrondese
Special Abilities: Completely resistant
to sleep and charm because of his insanity

Special Possessions: Dagger +2, ring o f
protection + 1 , plate mail +3, broad sword

+1, longsword + 3

Kabloona Starskull is the chieftain of a
new barbarian tribe. He calls this new
tribe simply “Kabloona.” At present, his
encampment is about 20 miles north of
Kelten, south and east of the Hold of

Stonefist.
Kabloona received his first name be-

cause his skin and the whites of his eyes
are unusually white-a slight case of albi-
nism inherited from his father. He ob-
tained his last name soon after he was
tossed out of his former tribe. This separa-
tion from his family, friends, and wife soon
drove him insane. His followers believe
spirits of some divine being touched him,
a most honorable occurrence. They be-
lieve that his mind lives with the stars of
the Swan, a constellation in the northern
winter skies.

Kabloona created his own tribe, which
worships He-who-Slices-Through-Glacier-

And-Frozen-Caribou-Like-Warm-Blubber.
This is the name Kabloona gave to The
Edge, the fourth Blade of Corusk.

27


Chapter 3. Encounter 1: The Stonefist Scouts
Across the Frozen
River This encounter occurs if the characters

“If your barbarian friends are correct, decide to go through the Hraak Forest. As
we had better start moving now.” Mallon
looks about nervously once the Kabloona they approach the outer edge, they en-
barbarians mention an imminent attack counter several scouts of the Stonefist
from the Hold of Stonefist. “I hear that armies. The Dungeon Master should read
Stonefist has some of the toughest and the following boxed text.
meanest warriors on the face of the
planet.” The sun is high in the sky, but its
light is largely diffused by the thick co-
If the characters wish to continue the niferous forest. A s you walk across sev-
adventure, they must figure out where eral decaying logs, you hear the
they are going: the Dungeon Master can clanking of plate armor and the swish-
give them a crude map of the region be- ing sound of chain mail approach from
tween the Hraak Forest and White Fanged the west. Within a few rounds, distant
Bay (the tribesmen drew it for the PCs). If voices also can be heard.
the players have no clue as to where they
should go, Mallon and Karasten help If the characters hide themselves in the
them. The northernmost part of the Fro- thick vegetation, read the following.
zen River is their next destination.
As the voices slowly approach, you
On the way there, the Dungeon Master hear men speaking in the common
should roll for random encounters as usu- tongue.
al. The appropriate charts are located on
page 8 and 9. The monster statistics are ‘ I . . . They should be around here
located on page 48. Allow the characters
to make their own path. By going around somewhere. The King’s spies said
the Hraak Forest, they will avoid all forest they’d be coming through here, but I
encounters. Howe*er, if they wish to don’t see any tracks.”
shave as much time off their travels as
possible, they will have to travel through “Keep looking, I’m sure we’ll find
the forest for a few days at least. their trail soon. You’re supposed to be a
great tracker; prove it, ranger.” This
Planned Encounters voice is more gruff than the first. The
men pass within 50 feet of you, heading
During the journey to the Frozen River, in the direction you came from.
the characters run into a few planned en-
counters. One of these encounters is Within a few rounds, the ranger again
tougher than the random encounters and speaks up. “Here, I see their trail now. It
requires additional information for the leads this way. Come!” The seven men
Dungeon Master to run smoothly. If the head directly for your hiding place.
characters are in a weakened state, the
DM should wait for a more opportune time Within ld4 rounds, the trackers find the
to introduce the Stonefist forward scouts characters. The characters can surprise
of Encounter 1. them if they jump out at the trackers at
the last moment. The characters get one
free round of attacks because of surprise.
Thereafter,normal initiative rolls should
be made.

29


Ranger: Int Highly (14);AL NG; AC 3; MV The men who attacked the PCs are from
12; HD F8; THACO 13;hp 58; #AT 3/2; the Hold of Stonefist. They were to scout
Dmg ld8; S A longsword +2;S Z M (6’ out the area to detect the movements of
tall);ML Elite (14);XP 975 any barbarian forces. Fear of the Blades
of Corusk has grown tremendously. In
Warriors (5):Int Average (8-10);AL CN, response to this fear, the Hold has sent
N; AC 5; MV 12; HD F5; THACO 16;hp 32; an army to attack the characters and
#AT 1;Dmg ld8; S A two have long swords take the swords, so as to stop this bar-
+ 2; S Z M (6’tall);ML Steady (11-12);XP barian threat to their land.
270 each Rumors say the Great Kingdom plans to
re-annex the lands of the Bone March
Warrior Leader:Int Highly (13);AL LE; and the North Province. From there,
AC -2; MV 12; HD F12; THACO 9; hp 82; they will have easy access to the barbar-
#AT 2; Dmg ld8/ld8; SZ M (6’tall); ML ian lands and the Hold of Stonefist.
Fanatic (18);XP 3,000 Stonefist, however, wishes to maintain
the uneasy alliance it has with the bar-
If the PCs rush the trackers before the barians so that the two groups can com-
trail is found-or if the PCs wait for them bat the menacing Great Kingdom
to approach instead of hiding-they do not together.
surprise the trackers. When these men This alliance will fall apart if the Blades
from Stonefist see the characters, they of Corusk are found and brought together.
proclaim, “There they are! Forward!” Thus the PCs must be stopped at all costs,
reason the people of the Hold.
The warrior leader allows the five war- The Rovers of the Barrens have sent as-
riors to charge in front of him, and he fol- sassins to kill the Stonefist leaders. Cap-
lows close behind. If one of the warriors tured assailants claimed they were hired
fails a Morale Check, the warrior leader by the Duchy of Tenh to perform this
forces him back into the battle. The other task. This suggests a possible alliance
warriors see this and their morale raises to between the Barrens and the Great
elite (13)status for the remainder of the Kingdom. This is another reason that
battle. However, if the characters manage the characters should not continue their
to kill off the leader, the rest of the war- mission.
riors’ morale is reduced to unsteady (6) The ranger’s name is Thesaur the nail-
status. er. He is well known in the lands sur-
rounding Vlekstaad for being able to
When half his men have been killed, the follow a year-old trail. Thesaur admits
leader enters the fray. The ranger merely the legend exaggerates the truth, but he
looks on, refusing to fight unless the PCs does nothing to discourage this.
attack him.
After talking with the PCs-assuming
If the warriors fail Morale Checks after he survived long enough to speak his
the leader enters the battle, they simply mind-the ranger travels with them until
run away. If the leader fails a Morale the Hraak Forest is behind them. At this
Check, he also runs away. point, he travels alone and to the south,
and the characters never again encounter
The ranger does not fight, he does not him.
even reach for his weapon. He hopes this
show of neutrality is enough for the char-
acters not to attack him. If he is not
harmed, he has information for the char-
acters:

30


Encounter 2: aravan

When the characters are in the open
fields of the Hold of Stonefist, they see a
large caravan in smoking ruin. Read the

following text to the players.

Ahead in the distance, smoke rises,
black and menacing. As you approach,

you see the remains of a large caravan.
Dead and mortally wounded people lit-
ter the snow.

Feeble cries of help and moans of pain
greet you as you come closer. When you
pass a dying man, he reaches up and
weakly grabs your clothing. He mum-
bles something that you can’t quite
hear.

If the characters bend down to listen,
they hear the following. The parts in pa-
rentheses are inaudible. If a character
casts clairaudience,all can be heard.

“We were bringing (weapons to the)
Frost Barbarians (atDjekul) when we

were attacked by the Theo(cracy of the
Pale). All of our people were (murdered
and our cargo) taken.”

“They just let us die. They (did noth-

ing to help the) innocent that were with
us. As their leader (passed me, he)
spoke of a successful attack against
(Djekul. He said that) the battle (left the
city) in complete ruin.”

The man dies shortly after. If the char-
acters cast a speak with dead spell, the
above information is learned, as well as
the following:

“We had well over 30,000gp worth of
weapons and armor for the Frost and
Snow Barbarians. They are amassing
weapons from the Bandit Kingdoms be-


cause of rumors about the movements other nations, we are not positive of our
of armies from the south. enemy.

“The threat of the Great Kingdom and “I have been sent to ask you to make
the Hold of Stonefist is very real. That is haste in recovering the Blades of Corusk
why we need the Great God so desper- before it is too late. Have you had any
ately. Do not fail us! We need heroes luck?”
now, and we need our sleeping god.”
The woman listens to the news that the
If the characters stop to heal some of PCs give, writing it all down on scrolled
these barbarian people, the Dungeon Mas- paper with a quick hand. When the char-
ter should award them experience points acters finish, she leaps back into the sad-
for their kindness. dle and says, “I shall give this news to the
Trininty They will be pleased.” She turns
Encounter 3: Messenger of Tidings the horse around and kicks it into a run.

As the characters near their destination, If the characters ask what the trinity is,
they see a lone figure, riding like the wind she replies, “The Trinity is a new council
from behind them. The person is trying to that leads all three barbarian lands. The
catch up with them. If the characters have ruler of each land has a seat in the coun-
mounts and make an attempt to bolt away cil. Since we shall soon be fighting for our
from this individual, ignore the encounter. very existence, we must band together in
If they allow the horse to catch up with order to save themselves. But the Trinity
them, read the following to them: is doomed to failure unless the Great God
can be brought forth to forge us together
Riding as though a mad fury is only into one people.”
steps behind, the figure rapidly ap-
proaches you. Within a few minutes, the Encounter 4:The Orc Brigade
figure closes the gap and starts slowing
the horse down. As the characters near their destination,
they come to an area covered with ice.
The horse is breathing hard. Its eyes The Dungeon Master should read the fol-
turn into its skull, and the horse drops lowing passage to the players. (Referto
to its knees. The rider quickly dis- the map on page 33 for details.)
mounts and casts a spell upon the
beast. Almost instantly, the horse recov- A s you close in on your destination,
ers and returns to its feet. you come to a large field of ice. Its
smooth surface reflects the sky above it
“I am glad I caught you.” The rider’s and the landscape around it. Three hills
soft voice prepares you for the startling- surround this ice patch.
ly beautiful woman’s face that appears
when her helmet is removed. “I have DM’s Notes: The three hills on the map
news of greatest importance. The city of show elevation lines, each line corres-
Djekul has been invaded by forces from ponding to ten feet of height. There are
the south. It is presumed these forces three paths that go between these hills
hail from the Bone March, because of and lead to the patch. At present, the
the insignia on their armor. However, characters are approaching from the
since the Great Kingdom sometimes
disguises its warriors with the devices of

32


southeast, heading toward the northwest. view the fight.)
The “X”s on the map each designate a While the characters are on the ice,

single orc. The “*”seach show the posi- their movement rates are cut by 25% (a
tion of an ogre mage. This ice patch, cre- movement rate of 12 is reduced to 9),un-
ated by an ogre mage, is designed to stall less they own items (magicalor non-
the characters long enough for the orcs to magical) that grant surefootedness on ice.
attack. The monsters seek to steal the The orcs wear spiked boots that efficiently
Blades of Corusk from the PCs. dig into the ice, so they retain their stand-
ard movement rate on the ice.
If the characters walk across the ice
patch toward the northwest, the orcs’ plan The orcs from Hill 1 attempt to flank the
works as they planned. After waiting for characters from their left, the orcs from
the characters to reach the center of the Hill 2 come from the rear and the right,
ice patch, the orcs behind Hill 1sound a and the orcs from Hill 3 come from the
battle horn and charge down the hill to- front and the right. They are trying to sur-
ward the characters, screaming at the top round the characters to heighten their
of their lungs. The ogre mage stands on battle effectiveness.The ogre magi sit and
the top of the hill to watch the battle. watch the battle’s progress with glee.

With the sounding of the horn, the orcs Orcs (23):Int Average (8-9)A; L LE; AC 6;
behind the other two hills charge down MV 9; HD 1;THACO 19;hp 7: #AT 1;Dmg
their hills toward the characters as well, ld8; SA nil; SD nil: SZ M (6’tall): ML
but they are one round behind the leading Steady (11-12);XP 15 each
orcs from Hill 1. (Theogre magi from the
other two hills also stand where they can


Ogre M a g i (3):Int Exceptional (15);AL passage to the character.
LE; AC 4; MV 9, FL 15;HD 5 +2; THACO
15;hp 40; #AT 1;Dmg ld12; SA Spells; During the night, your sleep is rest-
S D Nil; S Z L ( 101/2’tall); ML Elite (13-14); less. Suddenly, your mind clears, and
XP 650 each you see yourself walking across a long
expanse of white water. Your arms are
The ogre magi do not attack unless they outstretched in front of you as if you are
are attacked first. They were hired to cre- sleepwalking.
ate the ice patch in order to slow the char-
acters down. This is not their battle, and Suddenly you stop. The sensation of
they want no part in it. They hate the orcs falling overtakes you, and the fear of
almost as much as they hate humans and death fills your mind. Your fall stops
demihumans. They would like nothing just above a single, nondescript rock
better than to see these two groups de- that sits upon the frozen tundra. The
stroy each other so they can take the pos- sound of horses, hidles, and steel
sessions from the dead bodies. makes you look up. Far in the distance,
a large army rides toward you, making
If the characters decide to go around or clouds of powdered snow behind them.
over the hills, the orcs closest to the char-
acters sound a horn and swarm the char- When you look back down to the rock,
acters. The other orcs rush toward the you see a beautiful sword wedged into
fight, but. they arrive there considerably it. The hilt is against the stone, while
later than if the PCs had traveled across the blade protrudes from the other side.
the ice. Using the orcs’ movement rate Blue sparks arc across the sword’s sur-
and the distances they need to run to join face as a feeling of peace and content-
the fray, the Dungeon Master can deter- ment flows over you.
mine exactly when the orcs arrive.
When the characters are within five
Again, the ogre magi do not enter the miles of their destination, the character
battle. They simply stand in a position who carries The Edge starts feeling a
where they can watch. If attacked, they slight tingling in his sword arm. Looking
strike back, but they do not initiate com- down, he notices his hand on the hilt. If
bat. the character removes his hand from the
hilt, the tingling sensation stops.
If the orcs are successful in defeating
the characters, they take as many of the If the character explains his sensation to
Blades of Corusk as they can find, return- the rest of the party, Karasten speaks up.
ing to the holy orc city of Garel Enkdal. “TheEdge has the ability to detect the
(This city is mapped and detailed in the magical vibrations from the fifth sword.
Five Shall Be One module. It is not de- This is good. Where does the sword point
tailed here because it is not a focus in this to?”
adventure.)
Karasten does not know how The Edge
Encounter 5 : Dreamsinger Fugue locates Harmonizer, the fifth sword,
should the characters ask. However, if the
The characters may have some trouble character holds the sword in both hands,
determining how The Edge can detect the with the two large blade-stops in each
fifth blade. This encounter gives the char- hand like a divining rod, the sword lifts
acters several hints for locating Harmoniz- up, directing the character ahead.
er. During the night, Dreamsingergives its
owner these clues in a dream. The DM’s Note: The Dungeon Master may
Dungeon Master should read the following
wish to role-play this part out. This also

35


gives him a chance to help the players with a -2 penalty-he does not fall. In-
determine how the sword locates Harmo-
nizer. If the sword is grasped, it moves stead, he swings around the location
about on its own power, as though it were where The Edge stopped. It still points
trying to spring out of the character’s straight down, motionless, levitating a few
hand. If the character grasps one of the inches above the ground. The object of its
blade-stops, it feebly tries to right itself interest is a normal-looking,moss-covered
into a horizontal position. If he grabs both rock. (If the character lets go of the blade,
blade-stops, the sword immediately lifts it falls to the ground and sparks streak
its blade, pointing to the northwest. across its surface for a brief moment.)

As the PCs move closer to their objec- The Edge points directly at a large
tive, The Edge starts to increase its pull on rock, refusing to move. This stone, cov-
the character. Eventually, the character ered in frozen, green-and-redmoss, is
can barely hold onto The Edge, as the half buried in the hardened tundra. A
sword pulls him along. After several turns dozen feet to the south, the Frozen Riv-
of this, the Dungeon Master should read er starts weaving to the east. A frigid
the following passage. breeze flows from the south over the
river, chilling you to the bone. Off in the
You faintly hear the blare of battle distance to the north, .over sloping hills,
horns from the southwest. Miles away, a you hear the howls of strange, sad ani-
large black mass moves over a distant mals. From the direction you came, an-
hill, heading in your direction. You can other force rides toward you.
barely make out the objects as they ap-
proach, but they are much larger than DM’s Note: The howls the PCs heard
human. are the horns and pipes of a large army
from the Hold of Stonefist. They are head-
Occasionally, the Dungeon Master ing south to intercept the characters be-
should roll a Strength Check for the char- fore they can retrieve the fifth Blade of
acter holding The Edge, to determine if he Corusk. The horns from the southwest
can maintain his grip. If the Strength mentioned earlier herald the approach of
Check fails, the sword wrenches itself an army from the Rovers of the Barrens,
from his hands, dropping to the ground a seeking the same end.
dozen feet away. It lies motionless until
the character picks it up. Then it starts The third force, coming from the south-
pulling him again. east, are the Kabloona barbarians the PCs
left behind days ago. Hearing rumors of
When the characters are within 1,000 Stonefistmassing an army to crush the
feet of Harmonizer, The Edge begins to characters, they assembled themselves
vibrate, forcing the character into a wild, and rode out to the PCs’ defense.
headlong run. Suddenly, it points straight
down, abruptly stopping its forward mo- The three forces closing in on the char-
tion to halt over a rock. Unfortunately, the acters do not arrive at the same time. The
momentum the character built up sends following table tells when each of these
-himflying forward. No damage is received groups arrives at the character’s location.
from this fall.

If the character maintained his grip-
this requires a successful Strength Check

36


Force From Time before Arrival Barbarian Elite Fighter (10):Int Very to

Barrens SW 4 n r n s (40 Rounds) Highly (11-14);AL CN, LN; AC - 1;MV 12;
Kabloona SE 2 n r n s (20 Rounds)
Stonefist N 5 ’hrns (50Rounds) HD F12; THACO 9; hp 82; #AT 3/2; Dmg
ld8/ld8; S Z M (6’tall);ML Champion (15-
When the Kabloona Tribe Arrives 16);XP 3,000 each

The Kabloona tribesfolk arrive about Barbarian Priest (12):Int Exceptionally
two turns after the characters spot them. (15-16);AL CN, LN; AC 4; MV 12;HD P8;
As they approach the characters, the THACO 16;hp 48; #AT 0; Dmg nil; S Z M
tribesfolk yell out a friendly greeting. (6‘tall);ML Fanatic (17-18);XP 1,400
Stopping their horses within 20 feet of the each
characters, they dismount and grab their
weapons, making sure their actions are When the Barrens Army Arrives
not misconstrued as menacing.
The Rovers of the Barrens army arrives
“We changed our minds. It is up to all about four turns after the PCs spot it.
barbarians to assist you in recovering Please note, this encounter does not occur
the Blades of Corusk. Without them and if the characters called upon their Great
God. (Seethe following sections for infor-
our great deity, we cannot survive the mation on this.)
ensuing war. We are yours to com-
mand.” The map on page 38 shows the Barrens
army’s movements. They send dozens of
If the characters are fighting their dupli- troops to either flank, while the greatest
cates when the Kabloonans arrive (seethe number come up from the south.
“The Sword That is Stone” section),the
barbarian tribe does not interfere. Having The man leading the southern troops
seen this phenomenon before, they be- stops his horse and stands up in the
lieve it divine intervention to prove the stirrups. “A valiant attempt, but you
characters’ worthiness. have failed. ’hrn the blades over to me
and your lives shall be spared. If you
If the characters called upon the Great deny me the blades, you will all die.”
God before or during the Kabloonans’ar-
rival, the Kabloonans immediately bow, The leader refuses to bargain with the
their faces against the ground in rever- PCs. If they stall, he warns them only
ence to the god. once. If they continue delaying, he lifts his
sabre to call for an attack, then he stops.
Barbarian Fighter (40):Int Very to Looking to the north, he sees the Stonefist
Highly (11-14);AL CN, LN; AC 1;MV 12; army. He orders his men to position them-
HD F7; THACO 14; hp 52; #AT 3/2; Dmg selves in a semi-circle,south of the char-
ld8; S Z M (6’tall); ML Champion (15-16); acters. Please refer to the next section.
XP 650 each
If the PC who has The Edge commands
Barbarian Female (61):Int Very to High- the Kabloona barbarians to fight the Ro-
ly (11-14);AL CN, LN; AC 9; MV 12;HD vers, they do so. They are systematically
FO; THACO 20; hp 7; #AT 1;Dmg ld4; S Z
M (6‘tall);ML Average (8-10)X; P 15 each slaughtered. The Rovers lose ld20 + 50

men in the battle.

37


Rovers’Warriors (250):Int Very to blades. If they refuse, the armies attack. (If
the characters relent after the armies be-
Highly (11-14);AL CN, LN; AC 1;MV 12; gin advancing, the advance stops.) Intent
HD F7; THACO 14;hp 52; #AT 3/2; Dmg on capturing the Blades of Corusk, they
ld8; SZ M (6’tall); ML Champion (15-16); do not plan to kill the characters. They
XP 420 each wish to capture them as an example to
other barbarians.
When the Stonefist Army Arrives
If the attack succeeds, the two armies
The Stonefist army arrives in five turns. split the swords as agreed, and the Stone-
(This encounter does not occur if the char- fist army takes possession of any surviv-
acters call upon the Great God.) ing PCs. The characters are taken to the
Stonefist’sleader, who tries to extract in-
As the Stonefist army arrives, they posi- formation regarding army movements,
tion themselves to the north, according to weaknesses, and such of the barbarian
the map on this page. They do not want to forces. Noncompliance results in death,
battle the Barrens army to the south of the unless the PCs escape.
characters. As they halt their advance, the
two leaders yell greetings to each other Stonefist Warriors (300):Int Very to
over the PCs in the middle. After a brief Highly (11-14);AL CN, LN; AC 1;MV 12;
consultation, they agree to split the blades HD F7; THACO 14;hp.52; #AT 3/2; Dmg
evenly, with the larger force gaining the ld8; SZ M (6’tall); ML Champion (15-16);
fifth blade, if the characters have convert- XP 420 each
ed it to a sword.

The leader of the Barrens army again
demands that the PCs turn over the


The Sword That i s Stone parable.
Find naps: Inconclusive.
If the characters try to pry the rock from Identify:It takes eight hours of prepara-
the ground, they find it a strenuous chore. tion to use this spell. There is not
Frozen in near-solid ground, the rock enough time unless the characters tele-
doesn’t want to come up. All characters port away. The Dungeon Master is en-
couraged to read the “New Magical
can roll a bend bars check with a - 10% Items” section and give the characters
any information he feels they earn. The
penalty to free the rock. If the characters 2nd edition Player’s Handbook gives pa-
use swords, staves, or rods to pry the rock rameters on the spell.
out of the ground, they can roll bend bars Know Alignment: The stone’s alignment
checks with no penalty. is Neutral.
Locate Object: Inconclusive.
While the PCs work at releasing the Read Magic: There are no magical writ-
rock, Karasten encourages them to make ings on the stone.
haste. The oncoming forces from the Stone Ell:This particular stone does
south are worrying him. The Dungeon not speak with the character. Other
Master can give the players estimates on stones tell tales of a stone that is not a
how long the PCs have to deal with the stone. (The sword is polymorphed to
sword before the forces arrive. appear as a stone. Since it is not really a
stone, it cannot speak when the spell is
If the characters succeed, the stone is used.)
surprisingly heavy for its size. Weighing 0 l?ue Seeing This spell shows the rock
nearly 100pounds, it is a burden for most as a sword.
characters to hold, let alone carry for any Vision:If successful, the character sees
length of time. If the characters cast divi- himself casting a spell over the rock,
nation spells on the object, information turning the stone back into a sword. The
can be learned, depending on the spell spell cast is unknown.
used. The following list tells the results of
the most common spells. When the characters transform the
blade from its polymorphed state, by us-
Detect Evil: The item is not evil. ing a dispel magic spell, the rock changes
Detect Invisibility:None. into a large locked, wooden case. A stand-
Detect Magic: This shows the presence ard open locks skill check is required to
of both strong and weak magic. There is open the case. (Thelock and box take 50
a 10%chance per level of the caster to points of damage each before breaking.)
determine the magical schools the mag- Once opened, the characters see a beauti-
ic originates from. The weak magic is ful sword, ornately decorated with cryptic
from the Alteration school. The stronger writing along its long blade-much like
magic comes from the Abjuration, Alter- the other Blades of Corusk. This sword,
ation, Divination,and Conjuration/ designed specifically for the thief, is de-
Summoning schools. tailed in the “New Magical Items” section.
The strong magic originates from the
sword and its abilities. The weak magical Once the thief character picks up the
aura emanates from a polymorph spell blade, it silently scans the area, determin-
cast upon the sword and its case. ing who is allied with the character and
Detect Poison: None. who is a foe-excluding the Kabloona bar-
Divination: It is impossible to predict barians. It then creates clones of the party.
what the players ask when using this
spell. The Dungeon Master is advised to
shroud the answer in riddle, poetry, or

39


These exact replicas are used to deter-
mine if the characters are worthy to pos-
sess Harmonizer.

The Dungeon Master should determine
randomly if the NPC wizards survive the
ordeal. Each wizard has a 50%chance of
surviving, but the adventure’s continua-
tion requires that at least one wizard sur-
vive.

If a clone defeats a character, the clone
disappears. The clone does not attack any-
one except the character it was cloned
from. It is permissible for PCs to attack
another’s clone, however.

After the battle, Karasten-or the
surviving wizard-asks to look at Harmo-
nizer.

As the mage gazes at the blade, a
spark of recognition gleams in his eye.
“I’ve got it! It is so simple, a child could
figure it out! Here, give me the rest of
the swords!”

When the characters hand over the oth-
er four blades, he places them side-by-
side. After rearranging them several
times, he finally arranges them in an al-
ternating pattern. (Referto the picture on
page 47 for the blades’ placement.) The
mage takes 2d6 rounds to organize the
blades.

Finished at last, the mage stands and
points to the blades. “When arranged in
this way, read the runes across the
blades. This is where the awakening
spell has been hidden. Amazing, is it
not? It’s no wonder the spell has eluded
us for all these years.”

40


Chapter 4.
Return of the Great God

The mage retrieves scrolled paper from
his satchel and starts copying the sum-
moning spell. This process takes another
2d6 rounds. If the characters demand the
spell be read immediately, the mage oblig-
es them grudgingly, especially if the Kab-
loona barbarians are there to assure his
compliance.

The mage sits down in front of the
five Blades of Corusk and meditates for
a minute. His hands move over the
blades as he reads the magical writings.
A frigid wind comes from the west,
blowing the powdery snow in swirling
whirlwinds. The words coming from his
mouth sound like gibberish to you. As
he reads the spell, a loud thunderclap

~~

sounds above you.
A s the echoes of the thunder die

down, the swords shake and hum. Sud-
denly the swords disappear with an
abrupt popping noise, and the snow
turns to steam beneath them. You all
hear a sharp “crack” behind you, and a
sudden blast of wind pushes you for-
ward. Surprised, the mage stops read-
ing and spins around to see what
happened.

As you turn about, you see a barbari-
an giant standing before you. Appearing
perfectly human, except for his 12-foot
height, the man smiles down at you
with a kind face. ?tyo huge wolves stand
on each side of him: these four beasts
eye you with amber eyes. Meanwhile,
the troops from the north and the south-
west continue approaching.

“Thank you, my children. You have
awakened me from centuries of cursed
sleep. In gratitude, I shall grant you

41


your most intimate desires as long as mon me, they disperse once again.”
they do not alter the path events are Why did you appear before the spell
destined to follow. Speak to me.” reading was complete? “The rest of the
spell is superfluous. It was placed there
DM’s Note: If Karasten completed or even to make the blades’ writing symmetri-
started copying the spell from the swords, cal.”
the scroll paper he used turns to dust. The Why don ’tyou stop the approaching
god the characters called upon does not armies? The people in the armies all
want the spell to be accessible in any have the right to exist and the right to
fashion. wage war, if they so choose. They chose
to fight, and we shall fight them on their
Any characters who died in the battle terms. Interrupting the proper flow of
with their clones are instantly brought events is a crime against all.”
back to life, cured of all damage.
Closing Statements
Granting of Wishes
The deity looks over your heads to-
The being the characters now face (asfar ward the northeast. A smile breaks
as they know) is the Great God of the North. across his leathery face, showing pearly
All the characters, including the NPCs, white, perfect teeth. “Look, the great
must roll saving throws vs. spell with a -6 armies of the Ice Barbarians come to
penalty. All who fail are charmed by his fight at our side. Behind them, the
god-likeCharisma. Charmed characters Snow and Frost Barbarians prepare to
maintain control of themselves, but they join the fray. Our peoples are finally as
will do anything this god asks. one. This is the way it was meant to be
since the dawn of Oerth.”
The deity promises to grant the charac-
ters each a wish. The wish need not be As you turn to look behind you, the
worded precisely, since the god will grant faint sound of seal skin drums and
what they mean to say, not exactly what mammoth tusk horns reaches your
they say. Wishes contributing to the indi- ears. Riding on beasts ranging from
vidual character that do not alter the pass- horses to musk oxen, the barbarians
ing of current events are allowed. Wishing approach just as the Great God said.
that the two approaching armies disap-
pear is unacceptable. Wishing for ad- The god turns and looks at the ap-
vancement in levels (twomaximum), proaching enemy armies. A glint of
money (100,000gp maximum),better pleasure gleams from his night-black
statistics (twostats increased by 2 maxi- pupils. He heaves a sigh and turns to
mum), or magical items (noartifacts)are look at you.
allowed. Wishes that harm other people
are not granted. “It has begun.”

The two mages request the ability to The adventure does not end here.
cast more powerful spells. In response, the The GREYHAWK® Wars boxed set is
deity advances them two levels each. the exciting finale to this trilogy. It
details the five-year-longwar that
Asking Questions wracks these lands. The entire east-
ern portion of Oerth forever changes!
What happened to the Blades? “When The GREYHAWK Wars game is sched-
the blades of Corusk are used to sum- uled for sale in December, 1991.

42


Chapter 5. horse is led by a Stonefist warrior. ’ b o
Should The Characters other warriors flank the character, making
Fail
sure he does not escape. The surviving
The two armies evenly split the swords mages do not attempt an escape unless
between them. The Hold of Stonefist army the characters flee their captors first.
takes The Edge and Greenswathe,while
the Rovers of the Barrens take Dream- During the nine-dayjourney to Ar-
singer and Stalker. Harmonizer, if still in
its polymorphed state, remains where it maran, the Dungeon Master should allow
has been for centuries. If Harmonizer is each character a Strength Check to break
transformed from its rock state, the Stone- his bonds, or a Dexterity Check to slip his
fist army takes it with them. hands through the ropes. If either of these
feats succeed, the character’s hands are
The Stonefist army takes the characters free. The guards have a 15%chance to see
to the city of Armaran. The city is 270 the character free himself. (The guards,
miles away. During this journey, the confident in their knots, do not watch the
Dungeon Master should not roll for ran- characters all the time.) If this is detected,
dom encounters-the group is too large to the warrior yells a warning and tries to
be attacked by small groups of monsters. stop the character’s horse.

As the army heads north, the characters If the PC tries to bolt the horse away, he
are placed on separate mounts. Their must roll a successful Strength Check to
hands are tied behind their backs. Each pull the reins from the Stonefist warrior’s
hands. The Character can easily maneuver
the horse to escape the Stonefist party. In

response, the warriors launch 2d6 arrows
at him.

i

43


If any PCs escape, 2d10 warriors chase whenever anyone gets within five feet of
after them for two turns, then turn back. the swords. The screaming attracts all the
Realizing the characters have no guards in the building. If someone ap-
supplies-money, water, weapons, or proaches the swords, 30 additional 3rd-
food-they believe the characters will die level warriors arrive within ld4 rounds.
in a few days.
Warriors: Int Very to Highly (11-14);AL
The nearest cities to the characters are LN, CN; AC 6;MV 12; HD F3; THACO 18;
Kelten and Bastro. The Dungeon Master hp 20; #AT 1;Dmg ld8; SZ M (6’tall); ML
should keep track of the amount of time Average (8-10);XP 120 each
taken to reach these cities. The Dungeon
Master’s Guide has rules for extended Once past the magic mouth spell, a
time periods between meals and rules for glyph of warding lies waiting to shock a
dehydration. character for 10d4 points of electrical
damage, if the character attempts to grab
If they make it to a city, they can find a sword. The glyph is the last layer of de-
someone who helps them. (Every city has fense against theft of the swords.
its kind folk.) After that, the characters
can stop the adventure, or they can go If the characters make it out of the cen-
after the swords once again. The following tral building, they can escape the town
sections describe the two cities they must only if they have mounts or magical
travel to in order to retrieve the swords. means to increase their movement rates
to 18.People caught stealing the swords
If the characters do not escape or choose can expect a quick death. The Stonefist
not to escape, they are taken to the city of warriors track the characters for the rest
Armaran. Their captors shackle their an- of the adventure, hoping to get the blades
kles with chains, and sell them as slaves. back. These 15 3rd-level trackers are al-
The Dungeon Master can give them oppor- ways ld4 days travel behind the charac-
tunities for escape if he chooses. When a ters. If the characters double back, they
slave escapes and is caught, he is whipped encounter the trackers.
for 10d2 points of damage and sent back
to his owner. Subsequent escape attempts The Village of Syt
are dealt with more h’arshly, though the
exact punishment is left up to the DM. Located at location P3-48 on the poster
map in The WORLD OF GREYHAWK@
The City of Armaran boxed set, Syt is a small tent village sur-
rounded on all sides by the flat plains of
Located at location Y2-32 on the poster the Barrens. Groups of five 4th-level war-
map in The WORLD OF GREYHAWK@ riors roam the surrounding countryside,
boxed set, Armaran is a medium-sized, looking for interlopers. Twelve guard
well-fortified city (see the map on page groups are on patrol at all times, day or
43).The leader’s residence, in the center night. A 10%chance per turn exists for
of town on the peak of a hill, is where the the characters to encounter one of these
two swords are now kept. If the characters groups. Dreamsingerand Stalker can be
speak in Common, they can find informa- found in the leader’s tent (though no one
tion regarding the location of the blades. volunteers this information).

. Guarded at all times by 133rd-level Warriors: Int Very to Highly (11-14);AL
warriors, the two Blades of Corusk are LN, CN; AC 4; MV 12;HD F4; THACO 17;
treated as artifacts. A s if 13warriors are
not enough, a magic mouth spell protects
the blades as well. The spell screams

44


hp 28; #AT 1; Dmg ld8; S Z M (6’tall);ML 8; MV 12; HD FO; THACO 20; hp 7; #AT 1;
Average (8-10)X; P 175 each Dmg ld4; S Z M (6’tall); ML Average (8-
101;XP 15
The village has over 100 tents. They
form a semi-circle facing to the south. If Children (7):Int Average (8-10);AL LN,
the characters approach from the south, CN, CG; AC 10;MV 12; HD FO; THACO 20;
they stand a 50%chance of being spotted hp 1, 2, 3 , 3 , 5, 6, 6; #AT 1;Dmg ld2 with
before they reach the village. If they enter small knives (Childrenunder 5 hp do not
the village from the north, their chance of attack);S Z S (2’-5‘tall);ML Unreliable (2-
being spotted is only 10%. 4);XP 15

The middle tent-the largest-belongs If the characters kill any children or the
to the village leader, his wife, and his sev- woman, the leader hunts the characters to
en children. If the characters enter this the death (hisor the PCs) to avenge this
tent, there is an 85%chance the tent is affront. All but the leader must roll a Mo-
occupied by the leader’s family. The leader rale Check every time the characters
himself, a 12th-levelwarriodpriest, has a strike them-by weapon or by hand. If the
30%chance of being there. characters engage in battle with anyone,
there exists a 25% chance per round of
Leader: Int Very to Highly (11-14);AL LN; fighting for ld8 warriors to join the fray. If
AC -2; MV 12;HD F12/P12;THACO 9; hp that die roll fails, the warriors assume the
91; #AT 2; Dmg ld8/ld8; S Z M (6’tall);ML battle is a family squabble.
Fanatic (18);XP 3,000
Searching the tent, the characters find
Wife: Int Very to Highly (11-14);AL N; AC the swords tucked away under the bed

45


wrappings in the back corner. Wrapped in difficult task. Since the swords are im-
furs and blankets, the weapons are well mune to all forms of scrying, they cannot
protected from damage and the elements. be located magically. The Dungeon Master
can create a rumor mill for the characters
Leaving the village is more difficult than so they can at least have a place to start.
entering. If the characters have mounts
behind the tents, they see several men Harmonizer must always move to a loca-
standing around them, inspecting the sad-
dlebags and the animals’ teeth. Within ten tion without inhabitants. This time the
rounds of the characters entering the tent, blade moves to the northernmost peninsula
these men take the horses to the stables in of the Hold of Stonefist. It polymorphs into
the center of the village. a crystalline ice formation similar to a
stalagmite to hide itself from the humans
If the characters try to retrieve their until called upon by the Great God of the
horses, it takes them ld6 rounds to reach North.
the stables, but the men in the village no-
tice them within ld6 rounds. Taking one The Edge teleportS to a lonely island off
round to mount a horse and kick it into the Sunndi coast. When the characters
action makes the prospect even more of a finally anchor at the island, the sword is
gamble. owned by a retired warrior (21st level) in
the city of Sulward. The man may have
If the characters’ d6 roll is 2 pips less
than that of the village men, they success- retired, but he protects his possessions
fully escape. Any other result means the valiantly.
villagers attempt to pull the characters off
the horses. The PCs must each roll a suc- Greenswathe moves to the country of
cessful Dexterity Check: to stay on their Ket. Molvar, in the northern section of Ket,
horses. If a check fails, the men pull that is home to its new owner, Andre Kitomyr.
character down. A high priest of Iuz, this man knows some
of the powers Greenswathe possesses. He
Ending the Sidetrack does not plan to give up the sword while
he still lives. He dedicated (blessed)the
After the characters have the four sword in the name of Iuz the Old.
blades, they must retrieve the remaining
blade, Harmonizer. The armies from Dreamsinger is now a holy symbol of
Stonefist and the Barrens, realizing the the Tiger Nomads. The chieftain of this
characters’ probable de ;tination, head
back there. But this time the characters loosely banded group, after experiencing
have l d 4 days to figure out the Harmoniz- the dreams it invokes, demanded a new
er problem. The Dungeon Master should religion based upon the obviously divine
refer to Chapter 4 to continue.
visions it creates. If the characters steal
If the characters have all five blades, the sword, the Tiger Nomads will call for a
they must escape from their enemies be- holy quest to destroy them. The Tigers are
fore they can call out the Great God. See relentless and heartless in their crusade.
Chapter 4 for details on calling the deity.
Stalker teleports south and west to the
.OtherAdventuring Ideas Sea of Dust. Hidden in the shrine of a long-
forgotten goddess, Stalker ends itsjourney
When the Blades of Corusk are once 200 miles south of the Forgotten City. The
again scattered to the ends of the world, journey here is made perilous by huge
the characters may choose to find them sand worms that are attracted to vibrations
once more. This, however can be a very in the ground. These creatures are only a
minor enemy compared to nature itself.
Hundreds of miles of arid, desolate land
can kill the strongest of men. Those who
find Stalker truly deserve its power.

46


Combined Monster Statistics Chart

Monster Name AC Move HD hP #AT Dmg THACO SA SD AL
Badger, Giant 4 6,Br3
Bandit, 4 HD 7 12 3 17 3 ld31ld311d6 17 N N NN
Bandit, 5 HD 5 12 N NE
Bandit, 6 HD 3 12 4 35 1 Id8 17 N N NE
Bandit, 7 HD 1 12 N NE
Bear, Cave 6 12 5 45 1 l d 8 16 N N NE
Beetle, Stag 36 N NN
Bugbear 59 6 55 1 ld8 15 N N NN
Centaur 4 18 N CE
Crystalmist 7 F16(A) 7 65 2 ld8lld8 14 N N CG
Ettin 3 12 Y NN
Flind 5 12 6 + 6 50 3 ld81ld811d12 13 Y Y CE
Galeb Duhr, 8 HD -2 6 N LE
Galeb Duhr, 10HD -2 6 7 50 3 4d4/ld1011d10 13 N Y NN
Ghoul 69 Y NN
Giant, Hill, 8 HD 3 12 3 + 1 15 1 2d4 17 N Y CE
Giant, Hill, 9 HD 3 12 Y CE
Giant, Hill, 10HD 3 12 4 29 3 ld611d611d8 17 N Y CE
Giant, Stone 0 12 13 Y Y CE
Giant-kin, Verbeeg 4 18 - 50 1 ld6 Y NN
Gnoll 59 N NE
Goblin 66 10 71 2 2d813d6 11 N N CE
Griffon 3 12, F130(C) N LE
Hangman Bee 315 0 2+3 17 1 or 2 l d 6 or ld411d4 17 Y Y NN
7 6,Fl 15(C) Y NE
Harpy 4 15,C16 8 50 2 2d812d8 13 Y N CE
Kech 6 12 Y NE
Lion, Mountain 516 12 10 61 2 4d614d6 11 Y Y NN
Lion, Spotted 59 Y NN
Ogre 4 9, F1 15 (B) 2 9 3 ld311d311d 6 19 Y N CE
Ogre Mage 69 N LE
Orc 5 12 8 57 1 2d6+7 13 Y N LE
Owlbear 4 18 N NN
'her 0 12 9 63 1 2d6+7 11 Y N NN
'Reant 4 12 Y CG
Boll 4 12 10 68 1 2d6+7 11 Y Y CE
Boll, Bo-Headed 5 18 Y CE
8 6, F1 15 (C) 14 + 1-3hp 95 1 ld8or2d6+8 7Y N CN
Tyrg 8 6,Fl 15(C) N NE
Urd, 2 HD 8 6, F1 15 (C) 5 + 5 35 2 l d 6 + 6 ( x 2 ) 15 N N NE
Urd, 3 HD 8 6, F1 15 (C) N NE
Urd, 4 HD 5 12 2 10 1 , 2d4 19 N N NE
Urd, 5 HD 7 18 Y LE
Wight 3 15 1-1 4 1 ld6 20 N Y NN
Wolf 6 18 Y CE
Wolfwere 3 6, F124(E) 7 37 3 ld411d412d8 13 Y N NE
Worg 13 Y N NE
Wyvern - 6 + l N 1 3 ld311d311d3

7 32 3 ld311d311d6 13 Y

5 29 3 ld4+l/ld4+1/ld6 15 Y

3 + 1 18 3 ld311d311d6 17 Y

6 + 2 38 3 ld411d411d12 15 Y

4+1 25 1 ldlO 17 Y

5+2 29 1 ld12 15 Y

1 5 1 ld8 19 N

5 + 2 30 3 ld611d612d6 15 Y

3 +6 22 3 ld611d411d4 17 Y

11 60 2 4d614d6 9Y

6 + 6 38 3 ld4+411d4+411d8+4 13 Y

10 59 4 ld4+4/ld4+411d1211dl2 11 Y

7 41 1 ld12 13 Y

2 12 1 l d 3 o r l d 4 19 Y

3 16 1 ld3orld4 17 Y

4 22 1 ld3or Id4 17 Y

5 40 1 ld3orld4 15 Y

4 + 3 24 1 ld4 +special 15 Y

3 18 1 l d 4 + 1 17 N

5 + 1 32 1 2d6 15 Y

3 + 3 20 1 2d4 17 N

7+7 44 2 2d8lld6 13 Y

48


WGS2

CLIMATE/TERRAIN: Any non-tropicallland
FREQUENCY: Uncommon
ORGANIZATION: Family

ACTIVITY CYCLE: Any
DIE? Carnivore
INTELLIGENCE: Low (5-7)

TREASURE: Nil
ALIGNMENT. Neutral

NO. APPEARING: 2-12 (1% chance of a lone wolf)
ARMOR CLASS: 7
MOVEMEN’I? 18

HIT DICE: 3
THACO: 17
NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: + 1 vs. charms because of its
intelligence.
MAGIC RESISTANCE:
SIZE: Nil
MORALE: S (2’-4’long)
X P VALUE: Average (10)
120

The wolf is shrouded in mystery and suspicion. Hu- move on. Man also fears that the wolf will kill livestock.
mans commonly view the wolf as a vicious killer that This happens on occasion, but only in areas where the
slaughters man and animals alike for the lack of better wolf pack is surrounded on all sides by human settle-
things to do. It is believed these rumors were started by ments. When this occurs, the wolves have no other prey,
people who were afraid of its high intelligence and tenaci- since the indigenous deer and other game have been
ty. The truth is that never in recorded history has a non- killed by humans. The wolves prefer to hunt wild game,
rabid or non-charmed wolf attacked a human or as opposed to killing cattle that requires that they enter
demihuman. (The chance of encountering a rabid wolf is human territory.
1% if a lone wolf is confronted.)
If a wolf or wolf pack is attacked by humans, wolves
The eyes of wolves are a golden or amber color. Al- tend to run away unless backed into a corner. Even then,
though fur colorations vary from species to species, they attack-usually by tearing at the clothing or legs
based upon the climate they inhabit, all wolves have var- and arms-only until they have an opening to escape.
ious features in common. They are characterized by Man is the only creature wolves fear, and this explains
powerful jaws, wide strong teeth, bushy tails, tall, strong why wolves can be so hard to locate. Wolves leave an area
ears, and round pupils. The wolves of the north exhibit once human encroachment occurs. This enables them to
colors from pure white, grey, to black, and all shades and survive poisoning and human hunters so well.
mixes in between. The southern wolves, and those living
in more arid climes, are reddish and brown in color. HabitatlSociety: Wolves, like humans and demi-
humans, are social animals. They live, hunt and play in
The wolf is a very active and cunning carnivore, capa- packs-or families, as many sages call them. There is a
ble of surviving in nearly every climate and terrain very strict social structure in these family groups.
known. They have been seen-or at least their tracks
have been seen-even in the most arid of deserts, but this Each pack is led by a male, known as the alpha male.
is a very uncommon occurrence. This male is the strongest and usually the largest of the
wolves. His mate, the alpha female is the largest and
Combat: Wolves most commonly hunt in packs during strongest of the females. When large prey are brought
winter and late fall when larger herbivores (deer, moose, down, the alpha male and female are the first to gorge
caribou, musk oxen) are the only prey available. Wolves themselves. Thereafter, the other wolves in the packs eat
prefer smaller prey because larger animals require much in order of their strength. (This weeds out the weaker
more effort to run down. Even then, the wolves catch on- wolves.)
ly the weakest or the sickest animals.
It is common for wolves to challenge those of a higher
Wolves usually hunt only one large quarry per week social status. This is a necessary element in the social
per pack, going without food for days at a time. Wolves structure of the wolf pack. Social status determines who
prefer eating smaller prey like mice, squirrels, and other can eat and when, and it also dictates the right to breed.
rodents because they are easier to catch and they are
more plentiful. During summer months, a wolf can con- Only the alpha male and alpha female breed, but the
sume over 20 mice in a day. beta female-the second ranking female, or a former al-
pha female-often helps in whelping and nursing the
Humans poison carrion in hopes of killing the wolves.
This poisoning has been effective in some areas, but
mostly the poisoning kills only the coyotes that follow
the wolf packs to feast upon the carcass once the wolves


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