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Display a Printer Friendly Version

The Caves Of Zyvanna
[comments:(1), views:(7137), rating:(7.0)]

Author: Alan Jones
Homepage: http://www.geocities.com/Area51/8306/index.html
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements:


A wizard is searching for an unusual wood from which to create a powerful wand. His seraches lead him to an underground cave system which in turn leads to an encounter with the mysterious Shadow Elves. Not all are pleased to have visitors from the lands above.

Graphic: Caves
Graphic: Shadow Elf
Graphic: Green Height

© 1997, 1998, 1999, 2000 Alan Jones

Summary

The PCs come to the caves searching for a magical wood that can be used for creating rods, wands and staves. The caves are home to many creatures, hostile to the PCs and in some cases to each other. The only entrance to the caves is by following a river as it plunges down a sinkhole. The caves are sometimes low ceilinged and as such even moving around can be hazardous. The wood comes from ghostly white trees in an underground forest, the Forest Of Zyvanna in the elvish tongue. This could be the PC’s first encounter with Shadow Elves as they have a small community in the lower reaches of the cave system. The Caves Of Zyvanna is set in the hills and forest north of Greenheight in the County Of Vyalia, but any forested hill country with an elven population would be acceptable. The adventure is designed for 5-6 PCs of levels 7-9. It is suggested that DMs download the Shadow Elf Gazetteer from the TSR web site if they do not own it.

Introduction

The adventure starts in the town of Greenheight. For further details see Appendix 4:The Town Of Greenheight before moving on to the Caves Of Zyvanna.

The Adventure Description

Finding The Caves

There is one sage in the town that knows of the material needed to create the powerful magic item designed by the PC. Such an item needs wood that can hold a lot of power without malfunctioning or corrupting. If the PCs ask around they will be directed to the small house of Nai. Nai is a female dwarven sage who has some knowledge of the local fauna. For a fee of 500 gold pieces Nai will search through her copious books and scrolls. She will ask the PCs to return the following day. The next day she will show the PCs a map upon which is marked the entrance to an underground cave system. She has no maps of the cave system itself though she knows it contains great wonders including an ivory forest from which the caves get their name ‘Zyvanna’.

If the PCs ask more questions Nai will

admit that she has never been into the caves

the source of the information is normally reliable

farmers have reported animals going missing, but this is not unusual as a river empties into the cave system and the beasts may have been dragged down by the flow.

it is not known where the river emerges.

Nai will pay the PCs well for any unusual examples of plants, fish or insects that they find. They can be dead or alive.

If the PCs ask questions of other people in town only a few know of the entrance to the caves or have any information of interest.

Saeribrar Lighttouch the woodworker has found a number of fragments of a fine, pale wood washed up on the shore of the Greendale river. He shows you fine carvings of birds and fish drawn out of the natural shape of the wood. The wood looks like none you have ever seen before.

Drena Surefoot is a guide who has taken many of the Foresters on excursions into the forest surrounding Greenheight. She knows of a cave where a river plunges into the ground, a roaring waterfall that has no end. She tells of huge curtains of moss and ferns that surround the entrance.

The caves are quite easy to find if they avail themselves of a copy of Nai’s map (a player with the Cartography skill can memorise the map with a successful skill roll), or hire Drena (5gp).

The Caves Of Zyvanna (Entrance)

The caves are some two days journey by foot north then north-west of Greenheight. The way is fairly through oak and beech woodlands which gradually thin as the land becomes more hilly and the soil thinner. While you are still a few miles away from the caves the path begins to follow a wide stream eastwards. At first the going is easy then it starts to descend in large steep steps. Waterfalls, cataracts and rapids become common while the path becomes slippy with spray and moss. The stream is now in a steep sided gorge some 70 to 100 feet deep with almost vertical sides from which dangle ivy, moss and colourful creeping plants. You hear ahead of you a drumming roar while sticking out from between boulders in the river bed you can see bleached bones of unfortunate animals that have fallen into the river.

PCs actively searching the skyline at this point will see movement. An elf or halfling has a 35% chance of spotting movement and recognising a group of three trolls on the gorge edge. Other races have only a 15% chance of spotting this. If no one spots anything then the PCs will be surprised when large stones start raining down. After three rounds four more trolls appear behind the PCs from the west along the stream.

The river enters a low ceilinged cave but after twenty or thirty feet it drops vertically down a waterfall into damp darkness. The noise is deafening and the air is full of spray.

The waterfall descends a rectangular shaft some 10’ wide by 30’ long but this narrows as it descends to a 10’ diameter pipe after 40’.

The waterfall is some 60’ high, the walls are slick (-15% to thief’s climbing ability). Flying is difficult (make a dexterity roll or get caught in the water and dragged down). Falling PCs take only 1d6 points of falling damage but the rushing water will drag them down. Those wearing metal armour without a swimming skill will not be able to get to the water surface without aid. Those in leather armour and a swimming skill will be able to gain the surface with a successful roll while those not encumbered will bob to the surface automatically even if they have no swimming skill. PCs falling down the waterfall will likely be stunned (Roll under constitution with a +4 penalty). Any wooden weapons, glass objects and hand held items must make a saving through. For wooden and glass items a fail means that they are broken. For hand held weapons, staves and shields a fail means that they have lost then in the lake. If the PCs search the pool they will find a number of items of jewellery. Scrolls and spell books must also make a saving throw or be ruined. In the case of spell books 1d2+1 spells will be ruined.

The Caves Of Zyvanna (Level 1)

This, the top level of the caves, is home to a tribe of bugbears, a tribe of troglodytes, a clan of werebats and a beholder. All keep to their own caves for much of the time but some conflicts take place in and around the cave entrance (location #1). The beholder-kin, Shurkó, makes occasional forays to the surface and is will ignore the other creatures unless hungry or attacked. The bugbears and trolls have learnt to avoid her and do nothing to anger her. Deep within Shurkó’s lair is a sink hole to the deeper levels of the caves. The caves themselves vary in height from a minimum of 4’ high to 16’ but most are around 10’ to 12’ high. The passages between the caves have much lower ceilings some are only a foot or so high while the tallest is no more than 8’. The water in the underground river is icy cold and flows very quickly over loose pebbles and gravel making movement awkward and dangerous. The water varies from 1’ to 4’ deep except in the plunge pool of the waterfall which is some 18’ deep. Any combat in a monsters territory will 75% of the time cause 1d3 more creatures of that type to arrive in 1d3 rounds. Combat in the food caves or noise from screamers will not draw any other creatures as they will assume that it is Shurku making her rounds.

Wandering Monsters (Level 1) 1d20
On entering a cave roll a 1d6, on entry to a tunnel 1d12. On a 1 an encounter will occur

    Roll Encounter Number / Notes
  • 1 Black Pudding 1 - This encounter will only happen once
  • 2-5 Crab Spiders 1d4
  • 6-7 Giant Toads 1d4
  • 8-16 Patrol (Bugbear, werebat or Troglodyte) 1d3+1 Who is encountered depends on which area the PCs are in. Food Caves - Any (1d6 1-2 BB, 3-4 WB, 5-6 T) Beholder - Werebat Bugbear - Bugbear Troglodyte - Troglodyte
  • 17-19 Geonid 2d6 (Only once - PCs will not find their lair)
  • 20 Beholder (Shurku) 1 - This encounter will only happen once. Shurku will be either returning to or from the surface so re-roll if not in rooms 17-22, 15, 12, 9, 8, 1 or adjoining passages.
Entrance Cave (1)

The noise of the waterfall is deafening in this roughly triangular chamber. PCs are surprised on a 1-5 on a d6, HN is at -75%.. The floor of the cave is made up of many pebbles of varying sizes which makes walking difficult and noisy MS is at -15%. Scattered amongst the pebbles are a few fragments of wood and small bones. The ceiling is rough and short stalactites dangle from the rock. Near the waterfall the ceiling is invisible in the darkness but towards the south east end the ceiling is much lower on twelve feet above the floor. Four passages break the rough walls.

Passage 1a: 3’ from ground, 6’ diameter, dry. Room 6.

Passage 1b: Ground level, water 4’ deep, tunnel roof 1’ above water, 10” ledge either side. Slight slope to SE. Room 2.

Passage 1c: 4’ from ground 5’ diameter, dry. Room 7.

Passage 1d: 7’ from ground 6’ diameter, dry. Room 8.

Troglodyte Guard Room (2)

The river flows through this chamber dividing it into two halves. A nauseating stench almost makes you gag save vs. poison or -2 to attack rolls. The room is guarded by eight human sized lizards each with a stiff scaly comb running from their snout to the back of their heads. The combs have been smeared with a white clay making them stand out against the orange-brown of their scales. The troglodytes will attack anyone entering the cave and summon reinforcements.

Ceiling 11’ tall.

Passage 2a: Ground level, water 4’ deep, tunnel roof 1’ above water, 10” ledge either side. Slight slope to SE. Room 1.

Passage 2b:Ground level, 6’ diameter, dry. Room 5.

Passage 2c:Ground level, 3’ above water which is 3’ deep, 6” ledge either side. Slight slope to SE. Room 3.

Passage 2d:Near Ceiling, 6’ diameter, dry. Room 7.

Troglodyte Shaman (3)

This room has a river running through its centre. To the NE of the river is a mound of old, damp furs. South of the river is a carved niche stuffed full of flaky, fetid scaly troglodyte skins. Abound the niche is a crude painting of a huge lizard head, the niche forming it’s mouth. This is the cell of the troglodyte shaman, Huh. Huh’s body is smeared all over with a foul paste, blisters and oozing patches of skin give him an almost leprous look. Around his neck he wears a bone necklace with a small lizard head at it’s centre. Those with a knowledge skill or mysticism can make a skill role to recognise that he is a shaman of Laogzed.

Four pieces of topaz are hidden in the nest and a garnet is hidden inside the lizard skull necklace.

Ceiling 11’ tall

Passage 3a: Ground level, 3’ above water which is 3’ deep, 6” ledge either side. Slight slope to SE. Room 2.

Passage 3b: 3’ from ground. 6’ diameter, dry. Room 4.

Passage 3c: Ground Level, 5’ diameter, water 2’ deep. Slight slope NE. Room 4.

Troglodyte Wokan (4)

The river enters this room through a passage in the south wall and exits though a low ceilinged gully in the north wall. This room has a rude bench constructed from lengths of driftwood and strips of poorly cured hide to the west of the river and a pile of smelly hides to the west. This is the cell of the troglodyte wokan, Khizzk. Khizzk is truly an ugly specimen with a yellow wattle beneath his chin, withered right leg, a leather eye patch over his left eye, a split lip revealing his yellowed teeth and arms covered in raised scars.

Two pieces of ruby are hidden in the nest. There is also a scroll made from badly cured leather with strange glyphs and markings upon it. This is the wokan’s spellbook. A read languages and a read magic spell is needed to read the information on it. It contains Read Magic, Sleep and Protection From Evil

Ceiling 11’ tall

Passage 4a: Passage 3c: Ground Level, 5’ diameter, water 2’ deep. Slight slope NE. Room 3.

B<>Troglodyte Harem (5)

This room is filled with almost two dozen troglodyte females. They make a squawking sound as you enter and attack with teeth and claws. A few hatchlings caw in the smelly nests which also contain a few eggs. The river runs along a wide shallow gully in the floor and out through a low gap to the north. A rope hangs from the passage high in the west wall.

Ceiling 13’

Passage 5a: Ground level, 6’ diameter, dry. Room 2

Passage 5b: 7’from ground, 6’ diameter, dry. Room 6.

Troglodyte Lair (6)

This room contains almost two dozen rough nests made from hides, skins and cave moss. On a slightly raised portion of the floor next to the east wall are two more nests, slightly larger than the others. Above the raised floor is a passage from which dangles a knotted rope. Two other long knotted ropes dangle from the wall behind the raised platform. Along these are strung skulls. They are bugbear skulls if anyone cares to examine them.

There are scattered in the nests on the platform 2 pieces of turquoise, 4 pieces of garnet, 5 pieces of opal, 5 pieces of ruby, 3 pieces of topaz.

If all the nests are searched (constitution check must be made or PC is repulsed by the smell) a total of 2000ep, 6000gp in coins are found.

The troglodyte leader wears Gloves Of The Octopus.

Ceiling 10’

Passage 6a: 4’from ground, 6’ diameter, dry. Room 5.

Passage 6b: 3’ from ground, 6’ diameter, dry. Room 1.

Werebat Cave (7)

This cave has a ceiling (11’ high) from which rough surfaced stalactites grow. Clinging to the ceiling are a number of large bat like forms that swoop down as you enter. Strung between some of the stalactites are strange hammock like structures.

If all the hammocks are searched a total of 200gp is found. The 9th werebat has a pearl earring which in fact contains a type VII Pearl Of Power.

Ceiling 11’

Passage 7a: 4’ from ground 5’ diameter, dry. Room 1.

Passage 7b: Near Ceiling, 6’ diameter, dry. Room 2

Bugbear Guard Room (8)

This large chamber has a smooth ceiling and a floor littered with large boulders. The cave is dry and slightly musty smelling. Hiding behind the boulders are bugbear guards in wait for intruding troglodytes. There are two guards behind the boulders near exit [a] and two behind the boulders near exit [d]. The guards will summon reinforcements though if the battle starts to go against them they will retreat to exits [b] and [c].

Ceiling 10’

Passage 8a: 4’ from ground 6’ diameter, dry. Room 1.

Passage 8b: Ground level, 4’ diameter, dry. Room 12.

Passage 8c: Ground level, 4’ diameter, dry. Room 13.

Passage 8d: Ground Level, 6’ diameter, dry. Room 9.

Bugbear Guard Room (9)

This cave has a few large boulders by each of the three exits. A strong smell of fungus drifts from the southern exit. Two bugbear guards guard the south exit unless they have joined the fight in room 8.

Ceiling 10’

Passage 9a: 2’ from ground, 6’ diameter, dry. Room 8.

Passage 9b:2’ from ground, 6’ diameter, dry. Room 10.

Passage 9c:2’ from ground, 6’ diameter, dry. Room 21.

Bugbear Wokan’s Room (10)

A large flat topped boulder has been laboriously transported into this small but high ceilinged cave. A small bend of moss and springy branches fill sup most of the rest of the cave. Atop the stone are a few claw beakers and a few sheets of badly cured hide with strange sigils and ciphers upon it. The wokan is nearly 7’ tall and fat. He has a hunched back, droopy ears, foul breath, vile orange pustules on his snout and oozing lumps and pimples elsewhere on his largely hairless body.

In combat the wokan will cast Protection From Evil, Continual Light, Continual Light.

The hide sheets are the Wokan’s spellbook which contains

1st Read Magic, Detect Magic, Protection From Evil

2nd Detect Evil, Continual Light, Levitate.

Spellbook, 10sp, 16cp

Ceiling 12’

Passage 10a: 3’ from ground, 6’ diameter, dry. Room 9.

Passage 10b:Ground level, dry, 5’ diameter. Room 11.

Bugbear Shaman’s Room (11)

Smelly tallow candles burn in niches carved into the walls of this small, roughly circular cave. A few troglodyte skulls have been used as stands for the candles. A rough bed of sticks and furs fills one corner of the cave. The shaman is over 7’ tall and is rake thin. His face has been cut several times to produce, what to other bugbear shaman would be, meaningful scars.

In combat he will cast

Protection From Evil, Cure Light Wounds, Hold Person, Hold Person, Cure Blindness

Treasure 13 Silver Pieces, 17 Copper Pieces

Ceiling 11’

Passage 11a: Ground Level, 5’ diameter, dry. Room 10.

Bugbear Males’ Lair (12)

This room has over a dozen sleeping pits scratched and dug into the floor. Each lined with springy branches and rough pelts.

If the PCs search all the pits they will find 83cp and 118sp

Ceiling 11’

Passage 12a: 2’ from ground, 6’ diameter, dry. Room 9.

Bugbear Chieftain’s Lair (13)

This cave has a single large sleeping pit dug into the centre of the floor. The walls are decorated with the stretched hides of troglodytes and large bat like creatures. On one of the walls drawn onto a large goatskin is what appears to be a map. To rank leather curtains block off the passages to the north. The chief is over 8’ tall and strongly built. He appears to be wearing fragments of chain mail tied together with hide straps and wields a long sword with strange runes along its length. He has fat, rubbery lips, which are covered in strange blue splotches as if he has been eating blackberries. A lower tusk has split the left side of his mouth giving him an evil grin. He seems to have difficulty breathing as he moves, his breath generating an eerie whine. Slime drips from the end of his snout and he favours his left leg as he walks.

The chieftain will join the attack if he hears the females being threatened or is summoned by his charges. He wears scraps of elven chain mail and wields a sword of elven manufacture.

The map could be useful if the symbols can be deciphered. It is fairly accurate for the bugbear, food caves & troglodyte domain. The beholder’s layer is less well defined and some exits are missing.

The sword is a +2 elven blade. In the hands of any other it is just a normal long sword. In the hand of an elf it is a +2 weapon, +4 vs. Dragonkind. The runes on the blade read ‘Scalebreaker’

Ceiling 13’

Passage 13a: Ground level, 4’ diameter, dry. Room 8.

Passage 13b: 5’ from ground, 4’ diameter dry. Room 14.

Passage 13c: Ground level, 2’ diameter dry. Room 14.

Passage 13d: 4’ from ground, 5’ diameter, dry. Room 15.

ugbear Treasure Room (14)

This small cave has a number of sacks and a small chest. The locks on the chest are broken and the sacks are slightly rotten.

Ceiling 11’

Passage 13a: 4’ from ground, 4’ diameter dry. Room 13.

Passage 13b: Ground level, 2’ diameter dry. Room 13:

The sacks hold 2000sp, the chest 100cp, a ruby, a topaz and two turquoise gems.

Bugbear Females’ Lair (15)

This long, kidney shaped cave has a half dozen or so sleeping pits in the floor. This is the home of the female bugbears. They and the few young retreat to the back of the cave and call out for help. There is about seven females and 2 youngsters in the cave.

They will not fight unless the young are threatened and then they will try to escape rather than fight to the death.

The Vines (16)

The walls and ceiling of this cave are covered with thick pale vines. Growing on the vines are smooth white fruit about the size of a goose egg. A few yellow pale flowers bloom near the ceiling. The ceiling is quite low and you have to duck your head to avoid being entangled in the vines.

If the PCs spend more than one turn here there is a 5% cumulative chance that a giant bee will fly in.

Ceiling 11’

Passage 16a: Ground level, 6’ diameter, dry. Room 17.

Junction (17)

This room is merely a swelling where four passageways meet.

Ceiling 11’.

Passage 17a:Ground level 3’ diameter, dry.

Passage 17b: Ground level, 7’ diameter, dry. Room 21.

Passage 17c: Ground level, 6’ diameter, dry. Room 16.

Passage 17d: Ground level, 6’ diameter, dry. Room 22.

Junction (18)

A loud buzzing sound can be heard coming from the north accompanied by a rich sweet smell.

If the PCs stay here for more than 1 round there is a 5% cumulative chance that a bee will emerge from one of the passages to the north.

Ceiling 12’

Passage 18a: Ground level 8’ diameter, dry. Room 21.

Passage 18b: Ground level, 5’ diameter, dry. Room 19.

Passage 18c: 5’ from ground, 2’ diameter, dry. Room 19.

Passage 18d: Ground level, 4’ diameter, dry. Room 19.

The Beehives (19)

A loud buzzing sound emanates from the entrances to this cave. Inside the walls are covered by a series of hexagonal cells each containing a waxy substance. In some a large white grub can be seen wriggling. A huge wingless bee crawls across the surface of the comb surrounded by over a dozen other smaller bees. As soon as the bees see you they attack.

There is about 2 pints of honey in the hive.

Ceiling 13’

Passage 19a: Ground level, 5’ diameter, dry. Room 18.

Passage 19b: 5’ from ground, 2’ diameter, dry. Room 18.

Passage 19c: Ground level, 4’ diameter, dry. Room 18.

The Fish Pond (20)

A large rock pool takes up most of the floor of this cave. Water drips rapidly from a stalactite that almost touches the surface of the water. In the pool large numbers of white fish swim in circles.

Ceiling 8’

Passage 20a: Ground level, 4’ diameter, dry. Room 21.

The Fungal Cave (21)

This room has a heavy smell, like clothes shut up in a damp drawer, like a forest on a damp autumn morning. Giant mushrooms some green some a vile violet colour crowd the floor.

As soon as PCs turn the corner from room 9, if they are showing lights, then a high pitched screeching fills the air. If they have avoided combat with the bugbears or troglodytes they will send guards 1d4+1 of each to investigate.

The green fungi on the map are shriekers, the purple ones violet fungi.

Ceiling 7’

Passage 21a:1’ from ground, 6’ diameter, dry. Room 9.

Passage 21b: Ground to ceiling passage, 8’ diameter, dry. Room 18.

Passage 21c: Ground level, 7’ diameter, dry. Room 17.

Passage 21d: 2’ from ground, 4’ diameter, dry. Room 20.

False Fear Vestibule (22)

This roughly circular, domed room has a forest of stalagmites covering the floor and a matching display of creamy yellow stalactites on the ceiling. Patches of luminescent green fungus cling to the smooth stone casting an eerie glow about the room. Bobbing amongst the stalactites are a pair of roughly spherical shapes.

These are gas spores. There is a 90% chance the PCs will mistake them for Beholders from more than 10’ and 25% at less than 10’

Ceiling 12’

Passage 22a: 6’ from ground, 6’ diameter, dry. Room 17.

Passage 22b:6’ from ground, 6’ diameter, dry. Room 24.

Passage 22c: Ground level 4’ diameter, dry. Room 23.

Sanctuary (23)

This room has two small passages leading from it. There is a small pile of fish bones, a small knife, an empty wineskin and a rough moth eaten blanket.

This cave is safe from the Guath as the passages are two narrow. It has been used as a refuge by daring troglodytes and bugbears as they attempt to steal things from the Guath as a rite of passage.

Ceiling 9’

Passage 23a: Ground level, 4’ diameter, dry. Room 22.

Passage 23b: Ground level, 4’ diameter, dry. Passage.

Gauntlet (24)

This chamber has a rough rubble strewn floor. The western entrance is blocked by an iron portcullis that appears to slide up into the rocky ceiling. In the centre of the room is a pit filled with an assortment of bones, strips of skin and hide.

The control levels for the door are hidden in small crevasses in the ceiling of the passage and the room itself beside the door. A find traps or a find secret door roll will find them.

Ceiling 9’

Passage 24a: 3’ from ground 6’ diameter, dry: Room 22.

Passage 24b: 3’ from ground 6’ diameter, dry: Room 25.

Central Gallery (25)

The floor of this cavern is very uneven and walking is difficult. Around the walls are hung the skins and heads of beasts. Bears, bugbears, wolves, troglodytes, humans and most strange of all a very pale female elf skin, tattoos cover part of the face in a strange spiralling design centred around the left eye. Each has a large plaque beside it with writing in strange characters upon it. The sound of running water can be heard from the east.

If an elf studies the skin they will determine that this is no normal elf. The skin is far too pale, the ears too large and pointed. The writing states the date of the kill and the method used to preserve it. There are a number of pit traps in the room which are pyramidal in cross section making it harder for the victim to climb out.

Ceiling 9’

Passage 25a: 3’ from ground 6’ diameter, dry: Room24.

Passage 25b: 3’ from ground 6’ diameter, dry: Room 26.

Treasury (26)

This room has a much smoother floor and walls. Attached to the walls are a number of racks, shelves and hooks. Hanging from the hooks are a number of strange devices. Two fingered claws on the ends of long metal arms, picks, blades and hammers. On the shelves are a variety of glass jars and bottles along with a few scrolls. Some of the bottles and jars are large and contain what appear to be hearts, brains and eyes floating in brine. Others are smaller and contain liquids of varying colours. Hanging from a rack are a number of fine quality weapons and a set of human sized chain mail armour. There is also a battered sea chest near the centre of the room. A river enters through a hole part way up the east wall and runs out via a tunnel in the south wall.

The majority of the vials contain blood of various kinds. Drinking one of these will cause nausea unless a constitution check is made. There are a total of 12 bottles only three of which contain a magical potion. The sea chest is not trapped and contains coins, gems and a quill of copying in a leather holder along with three sheets of parchment and a vial of green ink.

Ceiling: 12’

Passage 26a: Ground 6’ diameter, dry: Room 25.

Passage 26b Ground 6’ diameter, water 3’ deep: Room 27.

Midden & Sinkhole (27)

This chamber smells of death and decay. Broken bones, scraps of rotting flesh and decaying hides litter the floor. In the centre of the room is a sinkhole. The river drops over the edge into the darkness through a 8’ diameter hole.

Ceiling: 12’

Passage 27a: Ground 6’ diameter, water 3’ deep: Room 26.

Ru’querua (The Dream Of Forgotten Stars)

The waterfall plunges vertically for about 60’ through rock then a further 100’ through open space before emptying into the centre of a huge underground lake (1000’ diameter). The Shadow Elves know the waterfall as Selangfi (The Glittering Rain From On High) and the lake as Korfel (Black Lake). The cave stretches in all directions but along the southern shore of the lake lies a sizeable town.

It is not possible to return to the surface via the waterfall.

PCs falling down the waterfall will likely be stunned (Roll under constitution with a +4 penalty). PCs flying need to make a dexterity check at a penalty of +4 or be caught up in the waterfall as well. Any wooden weapons, glass objects and hand held items must make a saving through. For wooden and glass items a fail means that they are broken. For hand held weapons, staves and shields a fail means that they have lost then in the lake. Scrolls and spell books must also make a saving throw or be ruined. In the case of spell books 1d4+1 spells will be ruined.

Fortunately a small group of fishermen are working the lake near the falls and see them fall in.

Important Events

Meeting the councillor

Once the PCs have recovered they will receive a summons to visit Shaafelezna who will want to interrogate them. The PCs will be shown into his office which lies in a warren of similar rooms in the government buildings. He will appear friendly and interested in what the PCs have to say. He will ask what they do, why they are here, what they will do now and so on. If the PCs mention they are looking for an unusual wood or they mention Zyvanna, Shaafeleza will nod and tell them where the best wood comes from in the forest. He will not however mention any of the dangers that lurk there. “Yes the wood from our forest is highly priced by mages and shaman alike. You will have to have a license to go there off course but I can sell you one of those. It is only a formality you understand. If we didn’t do this then within a few generations there would be no forest left.” Shaafelezna will change 100gp for a license to bring back six feet of fungal timber. After the meeting he will offer to take them for a meal at Naharwyn. He will ask if they have a place to stay and if they say no will put in a word for them with the inn keeper. During the meal he will say “What you are looking for is a very rare fungus. It grows to about 6’ tall and has a golden ball like head. It normally lives around small stagnant pools. We call it Stinkpole as when it is first cut it yields a sticky, smelly sap. It is revolting it smells like rotting fish, try not to get any on your clothes.” What he neglects to say is that this smell will attract spiders and other creatures from some way away.

Into the forest

The forest is a strange and forbidding place. Huge stands of fungi of varying types stretch as far as the eye can see. Blackspores - like giant normal mushrooms have littered the floor around them with a thick lair of their spores. Copses of creamy lermon’s some large and tough others smaller and more strongly coloured. Some of the fungi will seem to shy away from the light sources that the PCs carry. Finding the stinkpole fungus is not easy and may take some time. Returning to the town with the fungi will take 1d4 hours.

Roll once per hour on a 1d20 to determine what the PCs find

Roll Encounter Number / Notes
  • 1-4 Nothing
  • 5 Hook Horror 1 - Only one encounter.
  • 6 Roper 1 - Only one encounter. “PCs wander into a clearing some 40’ in diameter in the forest. The ground is much more rocky here and little grows. Some fractured stalagmites and stalactites remain.”
  • 7 Giant Bats 1d4
  • 8-10 Shadow Elf harvesters collecting Trania. They will not have seen any stinkpole, suggest they look somewhere else (1d4 - 1=N, 2=E, 3=S, 4=W). 25% chance of warning PCs that a Hook Horror has been seen.
  • 11-12 Spiders - White Widows 1d3 - As black widow but white
  • 13-14 Cave Snakes 1d4 - As for Giant Racers
  • 15-17 Stinkpole Clustered around a shallow stagnant pool is a small stand of stinkpoles. Each varies in height from 3 to 6 feet. As the stem is cut a sticky white sap spurts out. Once harvested any roll on this table > 15 will bring 1d3 white widow spiders.
  • 18-19 Darksnap 1d8 (Only once)
  • 20 Boneless 1 - This encounter will only happen once.


Shaafeleza Plan

When the PCs return to the town Shaafeleza will want to get rid of them as soon as possible. He will not want them to return to the surface with knowledge of the shadow elves. He has more paranoid, thinking that they may be spies from Alfheim. He will arrange for a number of accidents to occur. One or two clues could be left behind to eventually lead back to Shaafeleza but false leads to clerics or mages should also be available.

Accident 1

One of Shaafeleza’s agents will break into the slug stables and steal one of the giant slugs. Using spores from a darksnap he will enrage the slug letting it loose just when the PCs leave the inn they are staying in.

Accident 2

One of Shaafelza’s agents will start a fight with one of the PCs to get him arrested and put in the jail to delay their departure for at least a day or so.

Accident 3

A fire breaks out in the temple of Ilsundal. The PCs should be asked to help in the rescue of the cleric who is trapped inside. Javia the mage will use his spells to confuse and endanger the PCs.

Accident 4

Shaafeleza’s agents will try and steal spell books and magic items.

Accident 5

The PCs are drugged, stripped and taken out in a boat and dropped into the centre of the lake. (One of the fishermen could rescue them once more).

Appendix 1 - Monster Statistics

Location  # Name          AC Thac0 HP DIE Move Attack 1     Attack 2     Attack 3  SvAs Mor. EXP.
Gorge     7-Trolls         5   12  3d10+5  120 Boulder 1d8  Claw 1d6     Bite 1d10  F6   10  650	
Wander    1 Black Pudding  6   10    45     60 Acid 3d8                             F5   12 1750
Wander   1d4 Giant Toads   7   17     5     90 Bite 1d4+1                           F1    6   25
Wander   1d4 Crab Spider   7   18     4    120 Bite 1d8     Poison (+2)             F1    7   25
Wander   2d6 Geonids      -2   18    11     60 Stone Axe 1d8                        F2   10   20
2         8 Troglodytes    5   18  1d12+2  120 Claw 1d4     Claw 1d4     Bite 1d4   F2    9   25
3         1 Trog Shaman    5   18    14    120 Spell (Dark) Claw *2 1d4  Bite 1d4   C2    9   30
4         1 Trog Wokan     5   18    19    120 Spell (Sleep Claw *2 1d4  Bite 1d4   M1    9   30
5        24 Troglodytes(F) 5   19   1d10   120 Claw 1d4     Claw 1d4     Bite 1d4   F2    9   19
6        15 Troglodytes(M) 5   18   1d10   120 Battle Axe 1d6                       F2    9   25
6         2 Troglodytes(L) 5   16    16    120 Javelin 1d6  Javelin 1d6             F4    9  125
7         9 Werebats       4   17    20    180 Bite 1d4 1 in 6 Diseased             F3    7   75
8&9       6 Bugbears       5   17    15     90 Axe 1d6+1                            F3    9   50
10        1 Bugbear Wokan  5   17    21     90 Spells	Axe 1d6+1                     M4   10   75
11        1 Bugbear Shaman 5   17    18     90 Spells	Axe 1d6+1                     C4   10   75
12        8 Bugbears       5   17    12     90 Axe 1d6+1                            F3    9   50	
13        1 Bugbear Chief  2   16    21     90 Sword (1d8+2)                        F4    9  125

Location  # Name          AC   Thac0 Max HP Move Attack 1      Attack 2     Attack 3 SvAs  Mor EXP. 	
19       15 Giant Bees     7     19     2    150 Sting                                F1    9    6
19        1 Queen Bee      7     19    15    150 Sting                                F1    9   35
21        5 Shriekers      7    n/a    10      9 Shriek                               F2   12   35
21        1 Violet Fungus  7     17     9      5 4 * Branch (Rot) 3’ long branches    F2   12   50
wand17-22 1 Shurku - Gauth 0/2/7  9  20/8/4x6 30 Bite 3d4      Other - *              M11  12 2750
Zyvanna   1 Hook Horror    2     15    24     90 2xClaws 1d8   Bite 3d6               F5    8  175
Zyvanna   1 Roper          0     12    47     30 Bite 5d6      Strands (Weekness)     F10  10 3875
Zyvanna   4 Giant Bats     6     17   2d8    180 Bite 1d4                             F1    8   20
Zyvanna   3 White Widows   6     16    15 120/60 Bite 2d6      Poison (Die in 1 turn) F2    8   50
Zyvanna   4 Cave Snakes    5     17    11    120 Bite 1d6                             F1    7   20
Zyvanna   8 Darksnaps      6     18     9     10 Snap 1d6                             F1    7   20
Zyvanna   1 Boneless       0      9    38     60 Bite (1d10)   Spit (4d6)    Fear     F10  10 2500
Accident  1 Giant Slug     8     13    25     60 Bite (1d8)    Spit (3d4)             F3    8  825

*CSW, Repulsion, Cone Of Cold, Lightning Bolt, Hold Person, Dweomer Drain Feeblemind

Appendix 2 - Treasure

Location  Treasure Description (GP Value, XP Value (if any) )	
Entrance  Beads ( 100gp) Belt ( 5000gp) Bracelet ( 3000gp) Cameo ( 2500gp) 
          Clasp ( 100gp) Clasp ( 100gp) Earring ( 7500gp)	18300	0		
3         4 Topaz	200	0		
3         1 Garnet	100	0		
4         2 Ruby	10000	0		
6         2 Turquoise	20	0		
6         4 Garnet	400	0		
6         5 Opal	1000	0		
6         5 Ruby	25000	0		
6         3 Topaz	1500	0		
6         Coins (2000ep,6000gp)	7000	0		
4         Spell Scroll (Read Magic, Sleep, Protection From Evil)	0	0		
7         200gp	200	0		
7         Pearl Earring (Pearl Of Power VII)	0	1400		
10        Spell Book  (Read Magic, Detect Magic, Protection From Evil, 
          Detect Evil, Continual Light, Levitate)	0	0		
10        Coins (10sp, 16cp)	1.16	0		
11        Coins (13sp, 17cp)	1.47	0		
12        Coins (83cp, 118sp)	12.63	0		
14        Coins (2000sp, 100cp)	201	0		
14        Gems (ruby, 2 topaz, 2 turquoise) 	6020	0		
26        Coins (300pp)	1500	0		
26        Gems (Ruby, 2 Opals, Jade, Sapphire, Amber, Carbuncle, 
          1 small very poor opal 30) 13230		
26        Chain Mail (Human, +1)	0	0		
26        Potion of Flying	0	0		
26        Potion of Flying	0	0		
26        Potion of Speed	0	0		
26        Scroll Of Protection from Lycanthropy	0	0		
26        Quill Of Copying	0	0		
Roper	Gems (Jasper*2, Garnet, Carbuncle*2, Emerald, Amethyst, 
            Aquamarine, Fairly Poor Topaz) 8050			
Spiders	Coins (8gp)	8	0		
TOTAL		92744.26	1400		

Appendix 3 - Story & Role Playing Bonuses

Action & Bonus Achieved

Rescue Kuric 2000xp

Expose Shaafelezna 2000xp

Get wood for wand 1000xp

Report Shaafelezna to the authorities in Alfheim or Darokin 1000xp

Appendix 4: The Town Of Greenheight

General Information

Population: 1000 (80% Elf)

Ruler: Count Yldysyl Greenheight (E10, L)

The town of Greenheight in the county of Vyalia is small by human standards, barely 1000 souls, over ¾ of the inhabitants are elves. It is the centre for Forester studies and there are usually around 100 trainees in the town and the surrounding forest. The non-elves are mainly traders and scholars though several sages have settled down here to study the ways of the elves. The town is peaceful with a studious air. Elves and non-elves alike are welcomed by the inhabitants as long as they obey the town ordinances. Count Yldysyl Greenheight is the ruler of the County of Vyalia and his seat is in the town. A wise scholar and an able ruler. Pale skinned with dark hair and eyes he has the ageless appearance of a mature elf. He always attends the passing out ceremony of the Foresters, enthusiastically joining in with the singing, drinking, feasting and dancing.

Important NPCs

Nai of Clan Wyrwarf
STR: 6 DEX: 9 CON: 10 WIS: 8 INT: 13 CHA: 10 HP: 18

Nai is a female, middle aged dwarven sage. She has dark hair, closely cropped and tends to wear flamboyant dresses. She is friendly but slightly amoral. She is not at all strong, she prefers to think her way out of a problem rather than fighting. She is interested in fish and fish like creatures, insects, divination and dweomercraft. She also has a minor interest in unusual plants.

Fashamer
STR: 8 DEX: 15 CON: 15 WIS: 6 INT: 10 CHA: 16 HP: 27

Fashamar is a middle aged human from Tel Akbir. He has a commanding voice and dresses in an old fashioned but well styled military uniform. He hats snakes with a passion. He is a specialist in Humanoids and Giantkin particularly their languages, religion, myths, history and legends. He also has an interest in the supernatural and unusual.

Ya’arlanna (1st Secretary to the Count)

Ya’arlanna is the count’s right hand man. The count makes the policies, the decisions but Ya’arlanna carries them out. He is a well organised, softly spoken elf of middling years. He can almost second guess the count in most things but would never dream of contradicting him. The PCs can ask him any questions and he will tell them what he knows as long as it doesn’t effect the safety of the count. He has heard of attacks on animals and people in the north of the county.

Appendix 5: The Town Of Ru’queroa

General Information

The town proper has a population of around 1500 shadow-elves with another 100 or so living beyond the walls in Que’usaira and another 50 or so living in Felria’aith (Fisherman’s Beach) The buildings are made of grey limestone that has been finely cut and worked. The buildings tend to be square or rectangular with slightly sloping walls and a flat roof surrounded by a low parapet. The city is dimly (for non-elves) lit by regularly spaced poles atop of which are baskets containing a luminescent orange moss. They give little light, about that of a night with a half moon, too dark to easily discern colours or details more than a few paces from one of the poles. Surrounding the town is a high stone wall with tall towers at each corner. Three gates break the monotonous stone facade, Sumoth (Water Gate) which faces onto the lake, Syloth (Forest Gate) which guards the eastern approach to the town. The final gate Que’usoth (Gate Of The Lost Kin or Exiles Gate) leads to the Que’usaira (Home Of Exiles). Que’usaira is a ramshackle collection of buildings constructed from blocks of unworked stone, the stems of old tough fungi and whatever detritus finds it’s way from the world above. It is home for those who have been exiled from the city proper; criminals, misfits and in hiding those shadow elves that Rafiel found wanting.

There are also a few non-shadow-elves in Que’usaira. The PCs aren’t the first to fall from the sky.

Map Key

Royal Palace
This is out of bounds to PCs. If any PCs try to gain entrance they will be politely turned away. If they try and break in they will encounter a squad of the town guard who will escort them to the watch house [8] and give them a stern talking to. They will be let off with a warning as they are newcomers. The second time however they will be put in the cells and have all their possessions confiscated, they will then be exiled from the city. The building itself is magnificent sight. It is the tallest building in the town hand has been lovingly carved from native stone. The grounds surrounding the palace, but within the tall enclosing walls contain a small patch of grass and a twisted hawthorn, the only tree in the town. It is lovingly tended by the prince’s gardeners. The palace is occupied by Prince Zyusibrar and his family. They are distant cousins of the King. They are rarely seen by the general populace apart from on important feast days.

Temple Of Rafiel
This building is built in levels much like a stepped pyramid. At the top of a flight of 196 steps is a shrine. The internal walls of the shrine are covered in writing. These are the 14 verses of the Refuge Of The Stone. Non Shadow Elf PCs are made welcome here and an acolyte will explain the texts to them. The doors to the lower levels are locked and guarded. PCs who try to gain entrance to these lower levels are at first politely turned away, then the town watch are summoned.

Temple Of Ilsundal
This is a down at heels building in the shadow of the north wall. It’s stone walls show evidence of burning in places. The wooden door has been repaired several times. The furnishings inside are spartan and simple. The few windows that are not boarded over contain thick, cheap greenish glass. Stone pillars that support the roof show the remains of detailed carvings to make them look like the trunks of trees. The few clerics of Ilsundal live within the temple itself, they are low level and scared of strangers.

Shamanic Quarters
These identical and simple dwellings are the dwellings of those that wish to become shamans and those that are in the beginning of their training. They contain several small rooms with cots and a desk, a communal wash room and communal eating and cooking areas. Each can house eight shaman.

Market Place
A hive of activity like most markets but this has a more civilised air. There is little shouting or hawking of wares. Giant slugs haul heavy loads around the market goaded on by their handlers. Shadow elves browse from stall to stall pausing briefly to admire and haggle gently. Coins are rarely seen, instead thin strips of hard, bark like fungus change hands, these plaques are known as kalafi. Most things can be purchased some far cheaper than normal others more expensive. Anything made of leather, cotton or wool is 20-30% more expensive than normal, these items are very hard to come by. Longbows and arrows are not found here but crossbows are and are some 20% below standard prices. Chain mail is 20% cheaper but plat mail is 6 times more expensive. “There’s no call for it.” Is the response to any questions. Ceramics are common, pots both plain and fancy in bright blues, crimsons and greens sell well. Clothes for sale tend to be made of silk, coarse for everyday ware and fine often with gold and silver threads for more formal occasions. There are the usual stales selling hot and cold snacks as well as the basic foods but even these are strange. Most common vegetables and meets are unheard of, or sell for exorbitant prices. Most are variations on a fungal theme with fish a close second. A few stalls sell smoked giant slug which is definitely an acquired taste.

Home Of Sel’Zylamyth (Man from the ivory mountain)
This large house, close to the Royal Palace has walls carved from the same stone as the palace itself, though it is neither as large nor as ornate.

Home of Javia (Lucky staff)
This house, built on a single level is very plain and sombre. The dark stone walls are windowless and the single door is narrow and forbidding.

Town Watch
This large two storey building has a forbidding facade. Set in the centre of the poorer part of the town and close to some of the more ‘entertaining’ facilities this is the place where trouble makers end up. Generally there are very few of these, Shadow Elves being law abiding folk. However occasionally one or two hotheads will have a little too much to drink and one thing will lead to another. The watch is more concerned with attacks from without rather than trouble within the town. The town watch comprises:

1 Captain (E7)
2 Sergeant (E5)
8 Soldiers (E3)
10 Soldiers (E1)

Café - Arvia (Golden Luck)

Café - Zail’Salsan (The Gift Of Wine From The King)

These two street cafés serve pretty much the same fare at similar prices. Various mineral waters, soups, breads, slug cheese and slug milk. Arvia is slightly rougher but neither will tolerate bad behaviour. The tables are clean and the service swift and pleasant.

Bath House
The elves like to keep themselves clean. It is similar to the bath houses in Thyatis but the water is pungent with mineral salts and the surroundings try to mimic the natural world. There are hot rooms, steam rooms and cold rooms as well as a small gym. There is a small entrance fee.

Tavern - Caelar (The Golden Arrow)
A middling inn with a long bar running almost the whole length of the inn. There are a number of small curtained booths along the east and west walls that allow merchants to do deals and discuss contracts without being overheard. The beer sold here is the standard week fungal beer. Mineral waters and snacks are also served. The innkeeper, Kerern, used to be an archer in the city guard until he got lost in the tunnels and lost the fingers on his right hand after falling into a frozen river.

Inn - Nuro (The Hopeful Traveller)
This inn has seen much better days. The sign outside is flaking and the door is loose on it’s hinges as if it has been kicked down more than once. The innkeeper Shallae is a warm happy go lucky shadow elf but this doesn’t compensate for the poor quality food and sour beer. There are some rooms above the kitchen to rent but the pallets are old and full of bugs. They are cheap however (21cp for a double, 36cp for a single).

Inn - Naharwyn (The Ancient Wisdom Of Music)
Standing beside the marketplace this is one of the busiest inn’s in the town and one of the best. The food is good, including fish and exotically spiced mushroom dishes. The beer is renowned as one of the best and some rare liquors distilled from unusual fungi occasionally appear (at 10gp a shot these are a luxury item). The rooms are clean and well tended (2gp a night for a single, 1gp a night for a double). Most nights there are musical entertainment in the main taproom, which is warm and well lit for an shadow elf inn, but still dark and gloomy for those used to the surface. Lueeth runs a quiet and respectable inn and any trouble makers will get short shrift from him or one of his bouncers. These bouncers, unknown to the inn keeper are also in the employ of the Serpent’s Eyes and will spy upon and report back to Shaafelezna.

Inn - Thomus (The True Friend)
This rambling, ramshackle building outside the city walls is a refuge for those exiled from shadow elf society. The inn keeper, Ryvain Tadrimisal, is a kindly shadow elf who barely scrapes a living from his trade. Most of his regular patrons do the worst jobs in the city. Mucking out the slug stables, gutting and pickling fish, tanning the fish hides and such like. They have little money and Ryvain keeps a slate for most of them knowing that they will be unlikely ever to pay him. The inn is clean and the few beds free of bugs. If PCs come in here flaunting wealth he will get cross as will the other patrons and a fight is likely. They don’t want charity nor do they want to have other people’s wealth thrust into their faces. Shadow elves from the city occasionally come here to sample the rougher side of life. There are a few whores working the inn which Ryvain turns a blind eye to as they have to make a living and they draw a little extra money into the inn. Drugs made from some of the more exotic mushrooms are also on sale here, not openly but not exactly hidden either. In gratitude for his efforts one or two of the towns more disreputable citizens Ryvain with the odd barrel of beer liberated from Naharwyn, flasks of dwarven spirits and the odd luxury item from the surface. The PCs are likely to find Kuric here most evenings. Beds are 16cp for a double, 27cp for a single, and 2cp for a pallet in the common room. If the PCs are obviously well to do Ryvain will up the prices tenfold and haggle.

Tavern - Amasan (The Beautiful Drink)
Located in the heart of the poor quarter, Amasan is a gem. It looks a little shabby on the outside, the tavern sign, a large tankard filled with foaming ale is hanging from a single chain and looks likely to fall at any moment. Inside the walls and ceiling are stained with fungal tobacco smoke and the floor is made up of uneven plants of fungal timber. The food is wholesome and the beer rich and fragrant, almost a match for Naharwyn. The innkeeper Tiaethar is as warm as the fire that burns in the hearth. Stocky for a shadow elf he keeps a good house and doesn’t like trouble. Weapons are left in the keeping of a deaf mute shadow elf at the door who has hands like bunch of bananas, and a face like the back end of an ogre.

Smithy
The smithy tucked under the south east or Black Tower is a busy place. Korvin Sehvain (Blackstorm Softspirit) has a face like thunder and if disturbed while working will rant and shout and curse. When he is not working or he is with his family he is kind, warm and gentle. For a price he will repair most metal items to a high quality. He doesn’t sell new items directly, these go to a relative who has a stall in the market.

Ryatri’s Pots
Fine vases, simple cooking pots and everything in-between can be purchased here. Ryatri has a eye for colour and uses fine glazes to make her pots shine and glow. Some people have said she uses crushed Soul Crystals in her work but she denies this.

Shere’s Supplies
For those going travelling this is the place to come. Rope and rations, boots and bags, sacks and stakes. All the busy adventurer wants can be found here. The small shop is full of barrels, crates, chests and boxes. The walls are lined with shelves and drawers. Lengths of rope hang from the rafters and more bulky supplies are kept in a copious cellar. Prices are about average but the convenience make this the shop to come to. Shere boasts that if she hasn’t got something then she will get it within a day or sell it to the customer at half price. In a hundred years only three customers have managed to best her.

Ansrisar Clothing Emporium
A rather imposing name for a rather imposing building. Ansrisar is very tall for a shadow elf, over six foot and his clothes shop contains a wide range of apparel. From coarse silk dresses and tunics for everyday where to exotic and rather daring numbers for evenings and special occasions. Shadow elves come from far and wide when Ansrisar has a new collection unveiled. He is haughty and rather condescending in tone.

Alaharah Glassware
“In need of a flask? A gift for a loved one? A set of fine goblets? Then you’ve come to the right place.” Reads the sign outside this shop that lies in the shadow of the palace walls. Alaharah, her younger brother and sister turn out a wonderful range of items. Small figurines in the shape of fish and dragons, goblets with delicate stems, heavy based tumblers, flasks and other magical equipment. In short if it can be made from glass they will do it. Prices are not cheap but the quality is high.

Luemahs’ Haulage Co.
This large building with it’s stables alongside is the home of the only slug coaches in the town. He runs regular coaches to other towns in the area and once a quarter runs a coach to the City Of The Stars. This journey of over 500 miles through narrow caverns, fungi forests and rivers of lava, takes seven weeks and costs 200gp including food and board. This is mainly used by very rich merchants who use it as a sign of status.

Que’usoth - Exiles Gate
The Exiles Gate is a sturdy, dark structure at the southern tip of the town. Beyond it lies Que’usaira. A shanty town of hovels built by those who don’t fit in and those that don’t want to fit in. Also those who cannot afford a place within the walls end up here. Kuric has a small house here, a single room in which he eats and sleeps. It is smelly and damp but unlike many shadow elf homes it is well lit. This gate is well guarded and people going in out are watched carefully. No one is aloud in who appears to be drunk.

Sumoth - Water Gate
This gate opens on to the gravely beach that slopes gently down towards Korfel. The gate is well guarded. In the past humanoids have attacked the town from the lake after burning the shacks of Fisherman’s Beach.

Syloth - Forest Gate
This is the widest and most ornate of the town’s three gates. A mosaic of stars decorates the pillars and a large star fashioned from mother of pearl is set into each of the doors. The eastern road is the one most frequently travelled and the gate is open for most of the day. Allowing merchants to enter and depart with their goods. The gate is guarded however and suspicious characters are watched carefully.

Felria’aith - Fisherman’s Beach
This small village beyond the town walls is where the large fishing fleet is drawn up. The town is famous for it’s fish and the boats go out most days to trawl the depths of the lake. There is always a smell of fish in the air around the poorly built buildings, some of which are constructed from the hulls of worn out boats. The people are kindly and strong and the often tell tales of the strange things they have seen. They often find the bodies of dead animals and more rarely people in the lake which they bring back to shore and trade with the merchants. Each find draws the attention of the shaman and the council, neither want anything too strange to come and disturb their town.

Government Buildings
This is where the town council meets to discuss taxes, planning and other such matters. Some of the councillors have rooms in the buildings including Shaafelezna. The most impressive room is the debating chamber. Here the 14 councillors and the head shaman debate issues before members of the public. The bowl shaped room has a circular table at it’s centre with fifteen chairs around it. On the sides of the bowl are benches for the public.

Important NPCs

Eilanava
Description:
L0 Male Shadow Elf. Age: 445 - Apparent age mid forties.
A fisherman he plies the waters of Korfel as he has for many years and as his forefathers did. His hands are callused and his arms are scared and muscular. He is stronger than most Shadow Elves but due to a serious back injury a few years ago is not the elf he was. He hunches over a little and after doing any strenuous work rubs the base of his spine and grimaces. He wears leather gloves to protect his hands, the rest of his clothes are made of coarse silk his feet like those of the other fisherfolk are bare.
Knowledge:
He has a wide knowledge of the lake and it’s surroundings. This is the only town on the lake, other towns and cities exist but are many days journey away and the way is dangerous. He is willing to tell tales of the things he has dragged from the lake. Fish are common, some are very large with coarse scales that are highly sought after for clothing, they can be treated to become much like leather. He occasionally pulls bodies from the lake, mainly animals. These two are highly valued for their meat and hides. Very rarely humans and non-humans are pulled from the water most are dead but one or two are alive. They tell strange of a land where a bright white shines half of the time and duller lights shine the rest of the time, where water falls from the sky. They rarely stay long. They wander off looking for a way back to the ‘surface’. Everyone knows that the surface is a myth.
What He Wants:
He is interested in what the PCs are wearing especially any leather and wooden items. He will not steal from the PCs but will be willing to trade with them.

Shaafelezna
Description:
L6 Male Shadow Elf. Age 542 - Apparent age mid fifties.
STR: 12 DEX: 16 INT: 16 WIS: 10 CON: 10 CHA: 13
HP: 21 AC: 5 (7) Al: Chaotic THAC0: 17
Poison: 8 Wands: 10 Paralysis: 10 Breath: 11 Spells: 11
Shaafelezna is a official in the town council. He is also a member of the Serpent’s Eyes, a secret organisation that keeps the king of the Shadow Elves informed of events in the Known World. He pretends to be a fervent follower of Rafiel but isn’t, he has fooled all the council members. He visits the City Of The Stars once a year, the rest of the time he passes coded messages to the Feathered Serpent via travelling merchants and messengers concealed within normal. documents. He hates Myerlie, he finds her faith abhorrent and he suspects that she knows that he is a member of the Serpent’s Eyes. The fact that Myerlie knows of ways to the surface is another reason to ‘rub her out’.
Spells Known:
L1: Charm Person, Detect Magic, Pro. From Evil, Read Magic, Ventriloquism.
L2: Detect Invis., Entangle, Mirror Image, Phantasmal Force, Web.
L3: Clairvoyance, Dispel Magic, Fly, Haste, Hold person, Invis. 10’ Radius, Pro. Evil 10’ Radius, Water Breathing.
Skills:
Profession (Diplomacy) [I], Deceive [Ch], Justice (Shadow Elf) [W], Acting [I], Non-Elf Culture (Human) [I], Move Silently [44%], Language (Code) [I].
Languages:
Shadow Elf, gnoll, orc, hobgoblin, chaotic , elf, ogre.
Magic Items:
Displacer Cloak, Scroll Of Pro. From Undead, Amulet Of Pro. From Crystal Balls and ESP.
Knowledge:
He knows of the surface world and is proud of his ability to speak elf. He is the eyes and ears of the Feathered Serpent in Ru’queroa and knows that the Shadow Elves are planning to attack Alfheim. He will not tell this to the PCs.
What He Wants:
Information of any sort from the world above. He will wine and dine the PCs at the best restaurants and ask them again and again for information regarding Alfheim and the rest of the Known World. He is particularly interested in the WotI. Once he has enough information he will send word to the City Of The Stars. Once he has the information he needs he will have the PCs disposed of in an ‘accident’.

Luekashlie
Description:
L18 Female Shadow Elf Colourless Shaman. Age 454 - apparent age low forties.
STR: 11 DEX: 11 INT: 12 WIS: 15 CON: 9 CHA: 11
HP: 43 AC: 9 Al: Lawful THAC0: 5
Poison: 4 Wands: 4 Paralysis: 5 Breath:4 Spells: 4
½ Damage from breath weapons, 3 attacks per round.
Wizard Spells: 8 @ 1st, 8 @ 2nd, 7 @ 3rd, 6 @ 4th, 5 @ 5th, 4 @ 6th, 3 @ 7th, 2 @ 8th, 1 @ 9th.
Shamanic Spells: 7 @ 1st, 6 @ 2nd, 4 @ 3rd, 4 @ 4th, 3 @ 5th, 2 @ 6th.
Luekashlie is not an attractive women. She has heavy features for a Shadow Elf and she keeps her pale grey hair closely trimmed. Her mark of Rafiel is small and was hidden by her hair. She did not know she was marked until she was 103 years old. At that time she was serving in the Shadow Elf army. Her wisdom and intelligence enabled her to proceed rapidly through the ranks and she earned the patronage of Garafaele Galeifel before he became ‘The Hammer Of Rafiel’. Garafaele provided education for Luekashile reasoning that a soldier with a knowledge of history and justice would make a better general. The two fell in love and planned to marry but then Luekashlie injured her head in a battle and her mark was revealed. The shamans took her away from the army. At first she rebelled but her powers were strong and she soon became resigned to her fate. She left the city of stars over 200 years ago to become the head of the temple in Ru’queroa.

Spells Known:
L1: Read Magic, Magic Missile, Faerie Fire, Fellowship, Precipitation, Watcher.
L2: Detect Invisible, Entangle, Invisibility, Levitate, Phantasmal Force, Web.
L3: Clairvoyance, Haste, Pro. From Evil 10’.
L4: Dimension Door, Hallucinatory Terrain, Massmorph.
L5: Contact Outer Plane, Magic Jar, Passwall, Rock Door, Wall Of Stone.
L6: Lower Water, Projected Image, Stone To Flesh.
L7: Create Normal Creatures, Lower Lava, Reverse Gravity.
L8: Metal To Rock, Permanence.
L9: Immunity.

Skills:
Brawling [S], Dancing [D], Alchemy [I], Ancient History*2 [I], Bravery [W], Healing*2 [W], Justice [W], Survival [W], Storytelling [Ch], Engineering [I].
Languages:
Shadow Elf, gnoll, orc, hobgoblin, lawful.
Magic Items:
Soul Crystal (L6 18 Souls), Silver Dagger+3, Bracers+1, Potion Of Strength, Ring Of Djinni Summoning, Scroll Of Protection From Undead.
Knowledge:
She knows little of the world above other that told in the histories of the Shadow Elves. She worries that the PCs may prove to be a disruptive influence in the town.
What She Wants:
The PCs to leave the town. Either to return to the surface or go elsewhere. She won’t harm them and she will offer healing if needed and the PCs deserve it.

Myerlie
Description:
L11 Female Shadow Elf Shaman Of Ilsundal. Age 493- Apparent age early fifties.
STR: 15 DEX: 13 INT: 16 WIS: 18 CON: 12 CHA: 13
HP: 42 AC: -3 (7) Al: Lawful THAC0: 12
Poison: 4 Wands: 5 Paralysis: 5 Breath:5 Spells: 3
Two attacks per round. Mystic’s Awareness power.
Cleric Spells: 4 @ 1st, 4 @ 2nd, 2 @ 3rd, 1 @ 4th.
Myerlie is considerate and charming. Her high pitched voice is similar to the sound of tiny bells rather than the harsh screech of Luekashlie. She has a number of enemies, mainly because of her following of Ilsundal rather than Rafiel. She disputes the belief that soul crystals contain souls. The rivalry with Luekashlie is a professional one, they often spend evenings in one or other of their chambers debating religious issues over a glass of finest mineral waters. Her relationship with Shaafelezna is far more sinister. Several times the councillor has tried to have her evicted from the town on any number of trumped up charges. Shaafelezna has also paid some of his ‘employees’ to attack the temple. In one of these attacks Myerlie lost her left eye, she wears a plain fish skin patch over the scarred socket.
Skills:
Justice [W], First Aid*2 [W], Nature Law [I], Alternate Magics [I], Muscle [S], Storytelling [Ch], Defensive Martial Art [D]
Languages:
Shadow Elf, gnoll, orc, hobgoblin, lawful, elf, dragon.
Magic Items:
Warhammer +1, Studded Leather+2, Shield+4, Ring Of Wishes (2), Scroll Of Mapping.
Knowledge:
She suspects that Shaafelezna is up to something but is not sure what. She doesn’t know that he is behind the attacks on her temple. She has heard that there are several passages that connect to the surface but is not sure where they are. She will seek out the PCs after the first accident and tell them her story. She will tell them of the passage to the surface if the PCs get a soul crystal for her.
What She Wants:
Evidence to trap Shaafelezna. She wants a soul crystal of her own. She will not be able to use it but she want’s to examine it and experiment with it.

Sel’Zylamyth
Description:
L6 Male Shadow Elf. Age 525 - Apparent age late fifties.
STR: 8 DEX: 16 INT: 16 WIS: 15 CON: 10 CHA: 14
HP: 15 AC: 3 (7) Al: Neutral THAC0: 17
Poison: 8 Wands: 10 Paralysis: 10 Breath:11 Spells: 11
Wizard Spells: 3 @ 1st, 2 @ 2nd, 2 @ 3rd.
Sel’Zylamyth is a well liked and respected mage. His long flowing grey hair and bright violet eyes set in a delicate face give him a striking yet pleasant appearance. He is taller than the average shadow elf and he emphasises this with long boots of soft leather (very expensive) which have a slight heal. Atop his head he wears a floppy silk cap embroidered with runes and symbols. He is however quite a nervous character who tends to stay away from strangers, especially those from the world above.
Spells Known:
1st Read Magic, Charm Person, Detect Magic, Faerie Lights
2nd Detect Invisible, ESP, Produce Fire
3rd Dispel Magic, Fly, Hold Person
Skills:
Tracking [I], Alchemy [I], Bargain [Ch], Leadership [Ch], Singing [I], Sound Imitation [D], First Aid [W].
Languages:
Shadow Elf, gnoll, orc, hobgoblin, neutral, dwarf, minotaur.
Magic Items:
Battle Axe +1, Ring Of Life Protection (1), Wand Of Enemy Detection (6)
Knowledge:
Has heard tale of the surface world but is not interested in it. He has had a vision of outsiders coming to the town. In the vision he gets involved in some sort of battle and he loses his left hand. For this reason he will stay well clear of the PCs.
What He Wants:
The PCs to stay away from him. He will do everything to avoid them but will not harm them.


Javia
Description:
L8 Male Shadow Elf. Age 498 - Apparent age mid thirties.
STR: 8 DEX: 13 INT: 15 WIS: 11 CON: 16 CHA: 11
HP: 36 AC: 0 (8) Al: Chaotic THAC0: 15
Poison: 4 Wands: 7 Paralysis: 7 Breath:7 Spells: 7
Wizard Spells: 3 @ 1st, 2 @ 2nd, 2 @ 3rd.
Greedy, avaricious and cruel, Javia is all of these. His fine elven features hide a harsh and violent interior. Hide it he does. None in the town suspect him of some of the cruel acts that he has perpetrated. He is a close friend of Shaafelezna but does not know the town councillor’s secret identity. He never speaks of his life before he came to the town. He was forced to leave the City Of Stars in a hurry as he was involved in a incident in the Temple Of Rafiel. He found out the truth of the Soul Crystals. A geas was put upon him never to speak of what he learned and to leave the city immediately.
Spells Known:
1st Analyse, Detect Magic, Read Magic, Ventriloquism, Faerie Lights.
2nd Produce Fire, Mirror Image, Phantasmal Force, Web.
3rd Hold Underground Animal, Invis. 10’ Radius, Pro. Evil 10’ Radius.
4th Fear, Growth Of Underground Animal, Polymorph Others.
Skills:
Alternate Magics [I], Survival (Underground) [I], Tracking [I], Ledge Hopping [D], Slow Respiration [Co]
Languages:
Shadow Elf, gnoll, orc, hobgoblin, neutral, ogre.
Magic Items:
Net+1, Dagger+1, Sheild+2, Potion Of Strength
Knowledge:
Knows the truth of Soul Crystals but he cannot do anything about it because of the Geas.
What He Wants:
Spellbooks and scrolls from the outside world. He has heard of the range of spells available there but has always been frustrated by the fact that the few scrolls and spellbooks that reach the town have either been too badly damaged by water or have been stripped of any spells that he doesn’t already know. He particularly wants to get hold of a fireball or lightning bolt spell.

Kuric
Description:
L12 Male Dwarf. Age 123.
STR: 14 DEX: 14 INT: 12 WIS: 11 CON: 10 CHA: 3
HP: 32 AC: -2 (8) Al: Lawful THAC0: 13
Poison: 2 Wands: 3 Paralysis: 4 Breath:4 Spells: 3
Kuric is a foul mouthed ex-miner who stumbled into the town in much the same way as the other PCs. He is scruffy, with an unkempt beard and dirty, smelly clothes. He often pauses to scratch himself as if trying to catch something. He makes a living telling tales in the taverns of the city. Tales that no one believes as they are so outlandish and badly told. As soon as the elves start laughing he launches into tirades of abuse, swearing in dwarven and common. Words that the elves do not know or understand and it makes them laugh all the more. Kuric is also a heavy drinker spending most of the coin he earns on harsh spirits, an expensive habit. Kuric also eats heavily whenever he gets the chance. His reason is that he was stuck in the passages with nothing to eat or drink for days trying to find his way back to the surface. “I know” he says. “A dwarf who can’t find his way underground.” He was born into a poor family in the Wyrwarf clan but worked his way up the dwarven social ladder due to his hard work and some lucky business dealings. It was on one of his business travels that he was attacked by trolls, fled into the caves and ended up here.
Skills:
Intimidation [S], Healing [I], Food Tasting {Co], Deception [Ch], Storytelling [Ch]
Languages:
Dwarven, Common, lawful, gnome, goblin, kobold, Shadow Elf.
Magic Items:
Normal Sword+2, Banded Mail+2, Shield+2
Knowledge:
He knows little and cares little for anyone but himself.
What He Wants:
He wants to go home. He will accompany the PCs on any adventures that may lead the way home. He will be gruffly grateful.


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