Michael Vitale (Order #32472574)
BLOOD MOON RISING
                                                         Credits
                                       Written by       Peter C. Spahn
                                              Art       David Griffin
                                      Production        Small Niche Games
                                   Special Thanks       Keith Kilburn, Derek Thornton, Jimmy
                                                        and Susan Bramble, Harold Bates,
                                                        Seth Walker, Owen Barron,
                                                        Christopher Sigmund
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                © Labyrinth Lord ™ is copyright 2007-2009, Daniel Proctor. Labyrinth Lord ™ and Advanced
                Labyrinth Lord ™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth
                Lord ™ Trademark License 1.1 available at www.goblinoidgames.com.
                © Blood Moon Rising is copyright 2010, Peter C. Spahn. All Rights Reserved
Michael Vitale (Order #32472574)
                            BLOOD MOON RISING
                                    “St. Garan the Mighty. Lord of Battle. Lead us to victory over our
                                   enemies. Let your shining cloak light the way. Let your terrible sword
                                   cleave the darkness. Let all creatures of evil tremble in fear at the
                                   sound of your name. And let us be worthy to honor you with our good
                                   words and deeds.”
                                                                                                —The Blessing of St. Garan
                   Blood Moon Rising is a Labyrinth Lord™                  character intervention, so certain events may
                adventure suitable for 3-6 characters of 1st               have to be altered or omitted, depending on the
                through 3rd level (about 8-10 levels total). The           presence and/or actions of the player
                adventure is set in and around the village of              characters. For example, if the PCs are near the
                Garanton during a festival honoring a local hero           abbey on the third night of the festival, they
                named Tormic Garan, and involves a mixture of              may witness Rellum murder Norri (see
                wilderness, dungeon, and urban encounters.                 Murderer on pg. 10). Similarly, if the
                The Labyrinth Lord should feel free to replace             characters manage to close the Demon Gate on
                Garanton with any small farming village from               the second day of the festival, no more demons
                his own campaign world.                                    awaken to plague the villagers, even though
                                                                           awakening demons is listed as a nightly event
                Beginning the Adventure                                    (see The Demon Gate on pg. 19).
                   The adventure assumes the characters are in
                town at the start of the Feast of St. Garan. They
                                                                           Adventure Background
                may be passing through, they may have come                    Ages ago, in the land that would one day
                to visit a friend or relative, or a fighter or dwarf       become the Duchy of Valnwall, the forces of evil
                character may have come to receive the                     stood united under three half-brothers—the
                blessings of St. Garan.                                    fighter Tormic Garan, the cleric Drayn Rone,
                                                                           and the infamous wizard Grable Mir. Garan was
                Managing the Adventure                                     a master tactician and commander of a mighty
                                                                           host, Rone was a disciple of darkness whose
                   Blood Moon Rising is a freeform “sandbox
                                                                           demonic allies instilled fear in the hearts of
                style” adventure, presenting a number of                   men, and Mir was already the most feared
                events that are scheduled to unfold over the
                                                                           sorcerer in all the land.
                course of the five-day Feast of St. Garan.
                Although the Festival Itinerary        (pg. 6)                 Garan’s army built a mighty castle atop a tall
                outlines a typical day at the festival, other              cliff and many fell creatures came to dwell in its
                major events are further described in separate             shadow. Mir lined the castle walls with magic
                daily sections. Combat encounters have been                runes to make it impregnable, while on the roof
                spaced out in order to accommodate low-level               of the castle’s tallest spire, the cleric Rone
                characters, with plenty of downtime provided               opened a mystical portal to the demon realms.
                between events to allow the party time to heal,            The castle was named Vyn, but because of the
                memorize spells, interact with NPCs, explore               Demon Gate, most men called it by another
                the village and its surroundings, and follow up            name—Hell’s Door.
                on leads and plot hooks.                                      Hell’s Door became the launching point for a
                  The Labyrinth Lord should take note that                 wave of conquest that washed over the
                most  encounters   are  presented  without                 surrounding    lands.  Garan’s   army    swept
Michael Vitale (Order #32472574)
                unchecked across the countryside, looting and               Once the dust settled, Garan’s most loyal
                burning, while Mir and his dark apprentices             minions retrieved their master’s remains and
                began a hunt that sent other magic-users into           entombed them deep in the bluff. These
                hiding. Meanwhile, the cleric Rone opened the           followers formed a warlike cult devoted to
                Demon Gate and the moonlit sky became a                 guarding Garan’s tomb, but over time, the last
                symbol of terror as his winged demons fell upon         of his followers died, the tomb was lost, and the
                all in their path.                                      infamy of the three half-brothers faded into
                                                                        history.
                   Together,    the    brothers     were     nigh
                unstoppable and victory over the free kingdoms             Ages passed until, at the beginning of the
                seemed certain until Garan and Mir learned that         current era, Garan’s tomb was rediscovered in a
                Rone planned to betray them. Rone had                   land that legends say had once been covered in
                uncovered a ritual that would summon a more             darkness. The ancient and incomplete writings
                powerful demon and usher in an age of demon             of Garan’s cult were misinterpreted by modern
                worship the world had never seen. Garan and             scholars who declared Tormic Garan to be the
                Mir confronted their brother in the halls of            heroic general that broke the reign of three
                Castle Vyn, sparking a titanic battle that pitted       sorcerous evil brothers.
                sword and sorcery against demonic might.
                                                                           Garan’s tale of heroism was accepted by the
                Storms raged, lighting flashed, and the very
                                                                        church of Law and Order and Garan was
                earth shook from the ferocity of the battle.
                                                                        eventually elevated to sainthood. An abbey was
                   On the verge of defeat, Rone called on his           built near the site of Garan’s tomb and the
                demonic masters for aid, and the resultant              small village nearby was renamed Garanton.
                backlash of dark energy destroyed the castle            Garanton has since become host to the annual
                and much of the cliff upon which it was built.          Feast of St. Garan, a five-day festival that
                Garan was killed in the explosion, Mir was              honors the “hero’s” memory.
                forced into a deathlike slumber, and the cleric
                Rone was never seen again.                              Darkness Awakens
                                                                           After last year’s festival, Friar Cowl Uric,
                                                                        head of the Garanton Abbey, commissioned an
                                                                        artist named Brant Arwell to carve a likeness of
                                                                        St. Garan in the side of Hildor Bluff. While
                                                                        taking a break from his carving, Arwell began
                                                                        exploring the top of the bluff and eventually
                                                                        made his way up the High Cliff. There he
                                                                        discovered the ancient ruins of Castle Vyn and
                                                                        began uncovering it in his spare time, searching
                                                                        for lost artifacts and treasures.
                                                                            A few weeks ago, Arwell’s digging exposed
                                                                        the top arch of the ancient Demon Gate and
                                                                        with some study, he was able to decipher a few
                                                                        of the runes written upon it. The inscription
                                                                        once read: “And the demon host may be
                                                                        summoned by the light of the waxing moon.
                                                                        And whoso commands the demons may bring
                                                                        forth the might of Kura’drim,” however, the
                                                                        runes have faded over time and the only words
                                                                        still legible are “. . .by the light of the waxing
                                                                        moon. . .” Since his discovery, Arwell has been
                                                                        visiting the High Cliff each night, curious to see
                                                                        what might happen when the waxing moon
                                                                        strikes the arch.
Michael Vitale (Order #32472574)
                                            Garanton
                   The village of Garanton is a typical medieval         gold ceremonial objects worth 750 gp, and
                fantasy farming village that is home to thirty           coins totaling 110 gp, 230 sp, and 308 cp.
                families (about 200 people total) in the village
                and surrounding area. A large stone abbey                1.a. The Village Well
                dominates Garanton from its place on the south              The water in Barrow Creek is drinkable, but
                side of the main road. Most of the homes are             only barely. This well, located on the abbey
                narrow, two-story cottages, however, any dwarf           lawn, contains the clearest, coolest water for
                character or any character with a background in          miles. It is used by most of the residents of
                carpentry or masonry notices that a surprising           Garanton for their daily needs.
                number of these homes are made of stone
                instead of the more commonly used wood,                  2. Konnar’s
                indicating the presence of a nearby quarry.                 Konnar’s is a small tavern, inn, and stable
                Crop fields lie south of the village (currently          run by the grizzled veteran Gregori Konnar.
                planted with wheat) and each home contains a             Konnar was born in Garanton, went off to
                small garden out back for growing herbs,                 soldier in the King’s Army, and eventually
                vegetables, and fruit.                                   returned to open the tavern. The downstairs
                    Homes are divided into upstairs living               barroom turns into the common sleeping area
                quarters and downstairs shops, with a shed               after Konnar’s closes (sometimes well after
                and/or root cellar out back. Almost every                midnight). The upstairs contains Konnar’s living
                villager possesses a craft or skill besides              quarters and three private rooms.
                farming that is used to make extra money or                  Lodging in the common room costs 1 sp per
                trade for goods and services. Garanton has no            night while private lodging costs 3 sp per night,
                central marketplace; vendors display their               with an added stabling charge of 1 cp per horse.
                wares directly in front of their homes during the        Meals cost 3 sp and consist of one portion of
                day. However, during festival times, many                local meat (beef, chicken, or pork), a wedge of
                villagers either set up stalls in Hildor Meadow or       cheese, a slice of rye bread, and one helping of
                carry their goods around for display and sale.           cooked     vegetables    (potatoes,    tomatoes,
                1. Garanton Abbey                                        cabbage, or carrots). A bowl of stew made of
                                                                         leftovers from the day before costs 1 sp. Beer
                   The Garanton Abbey is dedicated to the gods           costs 5 cp per mug, ale costs 1 sp per mug, and
                of Law and Order and to its patron saint, Sir            corn whiskey costs 3 sp per cup. A mug of All
                Tormic Garan. It is a large stone building of            Sorts taken from half-drunk mugs of ale, beer,
                simple design and function with a cemetery out           and whiskey of the night before costs 2 cp.
                back and a grassy front lawn that is used for            During festival times, wine may also be
                social functions. A set of wooden stocks located         purchased for 6 sp per cup or 2 gp per bottle.
                on the lawn is used to punish villagers for minor
                transgressions. The abbey’s bell tower offers a          3. Village Stores
                fantastic view of the surrounding countryside                This collection of buildings houses the
                including Barrow Creek, Barrow Creek Springs,            village’s surplus stores. The doors are kept
                and Hildor Bluff. A locked wooden cabinet inside         locked and the Brotherhood of St. Garan
                the abbey contains ceremonial garb, ten vials of         possesses the only key.
                holy water, six potions of healing, a variety of
Michael Vitale (Order #32472574)
                Brother’s Wood and                                      Hildor Meadow
                Eastwood                                                   Hildor Meadow is a large grassy lawn on the
                                                                        banks of Barrow Creek that lies directly
                    Brother’s Wood lies on the western side of          opposite Hildor Bluff. The villagers use the
                Barrow Creek, surrounding Hildor Bluff and the          meadow for large social functions such as the
                Barrow Creek Springs. The Eastwood is a long            Feast of St. Garan. During the festival, the
                track of woodland that lies on the eastern side         meadow is decorated with streamer poles,
                of Barrow Creek, surrounding the village of             benches and tables, and the paths leading to it
                Garanton. Both woods are full of wild game              are lined with traveling vendor stalls. A bonfire
                (and the occasional wandering monster). A               occupies the center of the meadow and visitor
                large tribe of orcs known as the Red Moon orcs          tents and camps are pitched on the north side.
                lives deep in the forests of Brother’s Wood.
                Barrow Creek                                            Hildor Bluff
                                                                            Hildor Bluff is the weathered cliff face
                   This shallow, fast-moving creek winding              overlooking Barrow Creek. According to local
                through the forested hills surrounding Garanton         legends, the bluff was once the site of a great
                takes its name from the line of burial mounds           castle ruled by three lords of evil whose reign of
                located farther upstream. Elements of sulfur            terror was finally brought to an end when an
                and other mineral deposits give its waters an           army led by the heroic Sir Tormic Garan laid
                unpleasant taste, forcing most residents of             siege to the castle and eventually breached its
                Garanton to obtain their water from the village         defenses. Sir Garan was said to have been
                well located on the abbey lawn.                         killed by evil magic during that final assault, but
                                                                        his army succeeded in taking the castle and
                Barrow Creek Bridge and                                 slaying its evil rulers. The castle was then
                Path                                                    razed, and Sir Garan was entombed in the side
                                                                        of the bluff. Unbeknownst to the villagers, the
                   This old stone bridge lies along an ancient          bluff is riddled with castle dungeons and tombs
                path that leads through Brother’s Wood. The             that have yet to be uncovered.
                path curves northward, passes by Hildor
                Quarry, and ends at Monument Canyon,                    Garan the Mighty
                although most villagers seldom venture farther
                than the quarry except during festivals and holy            A striking bas-relief of St. Garan has been
                celebrations.                                           carved in the cliff face so that his sword appears
                                                                        to point towards Garanton. This carving was
                Barrow Creek Springs                                    commissioned by Friar Uric and recently
                                                                        finished by the artist Brant Arwell who used
                   These natural hot springs consist of shallow         grapple lines to hang himself over the side of
                pools of water in a grotto north of Hildor Bluff.       the cliff. The villagers are immensely pleased
                The springs are tinged with sulfur and the odor         with the carving, which has attracted travelers
                of rotten eggs can be smelled for some                  from all over the kingdom. At night, the carving
                distance. The waters are said to contain healing        is lit by torches for the duration of the festival.
                properties—anyone who bathes in the waters by
                the light of the waxing moon heals one extra hit        Hildor Quarry
                point that day. However, on the night of the
                new moon, the waters become acidic, delivering             This rock quarry, located on the southwest
                1 hp of damage per round to any who immerse             side of Hildor Bluff, is littered with stones and
                themselves in the water. Water removed from             rubble. Unbeknownst to the villagers, much of
                the springs loses its magical properties.               these stones were part of Castle Vyn before its
                                                                        destruction, and artifacts from that ancient time
                                                                        are sometimes uncovered. A steep, narrow trail
                                                                        leads out of the quarry and up the bluff to the
                                                                        High Cliff above.
Michael Vitale (Order #32472574)
                The High Cliff
                    The High Cliff is a tall vine-covered peak         much of the ancient structure. Any who venture
                located atop Hildor Bluff that is littered with        here see signs of his work as well as the top
                loose rocks and shale. Because of the                  arch of the Demon Gate. After the first night of
                treacherous footing, anyone climbing the cliff         the festival, the Demon Gate flickers with a pale
                must make a Dexterity check on the way up              white light and the characters can hear the
                and on the way down. Those who fail injure             artist Brant Arwell calling weakly from beyond
                their knee or ankle, suffering 1d2 points of           (see The Demon Gate on pg. 19).
                damage and reducing all movement by half for
                1d3 days. Horses fail this check every time;           Monument Canyon
                only a mule or donkey can safely traverse the
                                                                          This remote canyon on the westernmost side
                cliff without the need for a check.
                                                                       of Hildor Bluff is the site of the Tomb of St.
                  The vines once hid part of the ruins of Castle       Garan (see Monument Canyon and The Tomb
                Vyn, but the artist Brant Arwell has uncovered         of St. Garan on pg. 17).
Michael Vitale (Order #32472574)
                           The Feast of St. Garan
                   The Feast of St. Garan is an annual, five-day              •   Nighttime Bonfire and Storytelling
                event commemorating Sir Tormic Garan’s                        •   Flight of Demons
                victory over the evil lords who once ruled this
                                                                            Listed below is the itinerary for a typical
                land. The festival ends on the night of the Blood
                                                                        feast day. The mood is generally friendly and
                Moon, also known as the Hunter’s Moon, which
                                                                        full of gaiety, however, as dark events begin to
                marks the first full moon after the fall harvest.
                                                                        unfold, the Labyrinth Lord should indicate that
                                                                        the attitude of the villagers and other
                At a Glance                                             festivalgoers slowly grows more somber by the
                   The feast brings scores of travelers from            day.
                across    the    realm,    including    vendors,
                entertainers,   craftsmen,    pickpockets,   and
                                                                        Morning Chores
                fighters seeking the blessings of St. Garan. Ale           The morning atmosphere is usually pleasant
                flows freely, the air is filled with songs and          but subdued as daily chores are completed,
                laughter, and the colors of St. Garan (red,             tradesmen set up shop, and revelers recover
                white, and gold) and his crest (a gold helm over        from the prior night’s festivities. This is the time
                two crossed red swords on a white shield) can           of day when rumors begin to swirl about
                be seen all about on streamers, poles, clothing,        happenings from the night before (attacks on
                banners, and other decorations. The Labyrinth           animals, upcoming duels, etc.). Any official
                Lord should consult the Random Festival                 Honor Duels are conducted during this time.
                Encounters table on pg. 13 if the characters
                spend time exploring what the festival has to           Noonday Blessing and Parade
                offer.                                                      At noon, the abbey bell rings and the
                                                                        villagers gather on the abbey lawn where Friar
                Food and Lodging                                        Cowl Uric and the other members of the
                   The private rooms at Konnar’s have been              Brotherhood of St. Garan present an eight-foot-
                rented by the Wilder Company for the duration           tall armored effigy of St. Garan cloaked in the
                of the festival. During festival times, a number        coveted Mantle of St. Garan. The effigy is
                of villagers also make extra money by renting           paraded down the street to Hildor Meadow
                the sheds behind their homes to travelers. The          where the brothers fasten it to a specially made
                cost is 1 sp per night, which usually includes          pole. Friar Uric says a few words to the villagers
                meals with the family unless the lodgers are            and offers the blessings of St. Garan to the
                boorish or unclean. The characters may also             gathered fighters. Preparations are then made
                make other accommodations such as setting up            for the afternoon Honor Games.
                camp on the north side of Hildor Meadow,                Afternoon Honor Games
                building woodland shelters, or even sleeping
                beneath the stars next to Barrow Creek.                    The Honor Games take up most of the
                                                                        afternoon. These games consist of various tests
                Festival Itinerary                                      of fighter-related skills (strength, agility,
                                                                        horsemanship, archery, swordsmanship). See
                           •       Morning Chores                       the daily Honor Games sections for detailed
                           •       Noonday Blessing and Parade          descriptions of each event.
                           •       Afternoon Honor Games
                           •       Evening Feast
Michael Vitale (Order #32472574)
                Evening Feast                                              The Honor Games
                   A lavish feast of local meats and vegetables                The Honor Games are a series of games that
                is held each evening after the Honor Games.                take place over the course of five days during
                Friar Uric begins the feast with a blessing and            the Feast of St. Garan. A different event is held
                says a few words honoring the winner of the                each day and the contestants are awarded
                day’s game. While the crowd eats, a steel helm             points based upon their performance. The
                plated with gold is passed around for donations            villagers encourage any fighter or dwarf
                to the Garanton Abbey. Anyone who refuses to               character to enter the Honor Games (if the
                make even a token donation is looked down                  Labyrinth Lord is using the Advanced Edition
                upon by the villagers, and the price for all goods         Companion™, any fighter character may enter
                and services sought by the characters are                  the tournament).
                increased by one half for the remainder of the
                festival.                                                     The Honor Games are the highlight of the
                                                                           festival. Friar Uric oversees the games and
                   On the final night of the festival, the evening         there is much boasting between contestants
                feast is held in the Plaza of Worship before the           with wagering done on the side. The Labyrinth
                Tomb of St. Garan (see pg. 17). Friar Uric                 Lord should try to play up each round of the
                places the Mantle of St. Garan upon the                    competition by taking time to describe the
                shoulders of the Honor Games Champion and                  reactions of the crowd and engage the
                the nightly celebration reaches its peak.                  characters with friendly (or not so friendly)
                Nighttime Bonfire and Storytelling                         banter from the other fighters.
                    At night, a bonfire is lit on Hildor Meadow               The winner of the Honor Games is crowned
                and Friar Uric tells stories of St. Garan. On the          the Champion of St. Garan and entrusted with
                first night, Uric recounts how the heroic Sir              the coveted Mantle of St. Garan for one year.
                Garan was slain while liberating the realm from            During this time, the champion is entitled to
                the clutches of three evil lords. On subsequent            free room, board, and healing at any abbey
                nights, Uric tells traditional folk tales, recasting       dedicated to St. Garan but is expected to do
                Sir Garan as the hero of the story (the                    good deeds and undertake heroic quests in the
                Labyrinth Lord can decide whether or not any of            name of St. Garan the Mighty.
                the characters have heard the original tales).             NPC Scoring
                After the stories are told, the effigy is paraded
                back to the Garanton Abbey and the revelers                   A total of 15 points may be accumulated
                begin to disperse, with the more boisterous                during the Honor Games. Most NPCs score in
                individuals heading to Konnar’s.                           the 4-7 range (1d3+3), but a few exceptional
                                                                           fighters can score 5-12 or higher (1d8+4). The
                Flight of the Demons                                       Labyrinth Lord may simply roll the total for
                    The Demon Gate opens each night and an                 generic NPCs or roll separately during each
                increasing number of night demons awaken and               event for an NPC that has become particularly
                fly out. At first, the demons avoid large crowds,          vexing to the characters (such as Sir Havad
                however, they become increasingly bold each                Quinn).
                night as their numbers steadily grow. During               Victory Duel
                the day, the night demons seek the shelter of
                hidden caves, barn lofts, and other remote                    The Victory Duel occurs when two or more
                locations. These demons head out each night in             characters are tied on the last day of the event.
                search of prey, following a circular hunting               The contestants must do battle using their
                pattern that slowly takes them away from                   sword, shield, and armor. Like the Test of the
                Garanton. If the characters head off into the              Blade (see below), the Victory Duel is fought
                wilderness, they may encounter these roaming               using only subdual damage.
                packs of demons, at the Labyrinth Lord’s
                discretion.
Michael Vitale (Order #32472574)
                                                                        the following morning in order to capture their
                Honor Duel                                              images with the first light of the dawn.
                   The drawing of weapons during the Feast of
                St. Garan is not permitted, however, when so
                                                                        Honor Game: Test of Might
                many fighters gather in one place, there is                 This is a test of Strength. The character must
                bound to be trouble. Therefore, the Brotherhood         lift three stones of varying size and weight,
                of St. Garan has developed a simple set of rules        starting with the lightest first. In the first round
                for handling ritualized duels. Honor Duels occur        of the competition, this is treated as a Strength
                in Hildor Meadow before the watchful eyes of            check. In the second round, this is treated as a
                Friar Cowl Uric and St. Garan’s effigy.                 Strength check –2. In the third round, this is
                   Duels consist of a challenger and a                  treated as a Strength check –4. One point is
                challenged. The challenged fighter is presented         awarded for each successful lift. If a contestant
                with three daggers to choose from, each                 fails to lift one of the stones, he may not
                decorated with a different colored tassel (gold,        attempt to lift any others.
                white, red). The gold tassel indicates a fight          Extra
                using subdual damage, the white tassel
                                                                            The stones were taken from Hildor Quarry. A
                indicates a fight until first blood is drawn, and
                the red tassel indicates a fight to the death.          dwarf character or a character with a
                                                                        background in masonry notices that one of the
                   Honor Duels are heated events that result in         larger stones has been cut with tools. Further
                much wagering, boasting, and gain/loss of               inspection reveals faded writing carved into one
                prestige. The dueling fighters may not challenge        side. The stone was part of Castle Vyn before its
                each other to another duel before the end of the        destruction. If the writing is brought to Friar
                festival.                                               Uric’s attention, he has the stone removed to
                                                                        the abbey for further inspection, although he is
                Major Daily Events                                      unable to decipher its meaning. A read
                                                                        languages spell cast upon the writing translates
                    A number of major daily events are                  it to read: Rone - Mir – Garan.
                scheduled to occur over the course of the
                festival. These events are in addition to those            A cleric may make an Intelligence check at –
                listed in the Festival Itinerary. Some of these         2 to recognize the name of Drayn Rone as a
                events may have to be omitted or amended,               long-dead evil priest who worshipped demons.
                depending on the actions of the player                  Any character may make an Intelligence check
                characters.                                             to recognize the name of the infamous wizard
                                                                        Grable Mir who died ages ago, but whose
                Day One                                                 twisted evil deeds are still legend. If the names
                                                                        are brought to Friar Uric’s attention, he
                           •       Work of Art                          speculates that the writing may be part of a
                           •       Honor Game: Test of Might            larger tale in which St. Garan battled the evil
                           •       Cow Slaughter                        cleric and wizard.
                           •       Artist’s Folly
                                                                        Cow Slaughter
                Work of Art
                                                                           The Demon Gate opens at midnight and two
                    At the noonday blessing, Friar Uric says a          night demons fly out. The demons avoid the
                special word of thanks and praise to the artist         festivities at Hildor Meadow and slaughter
                Brant Arwell. At some point during the day,             several cows belonging to a local farmer named
                Arwell introduces himself and his assistant             Brayt Tangelin.
                Deidre Lerin to the characters. He is intrigued
                                                                           Night Demons (2): AL C; MV 90‘
                by the party’s appearance and asks if he can
                                                                        (30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
                paint them as part of a series he is doing on
                                                                        9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
                rising heroes. If the party agrees, he arranges
                                                                        11; XP 65.
                to meet with them at the Garanton Abbey on
Michael Vitale (Order #32472574)
                Artist’s Folly                                          of Barrow Creek. The first crossing requires a
                                                                        Dexterity check. The second crossing requires a
                   Brant Arwell ventures up the High Cliff and          Dexterity check at –2, and the third crossing
                makes the unfortunate mistake of touching the           requires a Dexterity check at –4. Anyone who
                glowing Demon Gate. Arwell is drawn through             fails a check is dumped into the river and may
                the gate where he remains until he dies or is           not attempt to cross again. One point is
                rescued by the characters (see The Demon                awarded for each successful crossing.
                Gate on pg. 19).
                                                                        Extra
                Day Two                                                    Any character failing a check is swept a short
                           •       Red Orc Arrival                      distance downstream. As the character recovers
                           •       Artist No-Show                       his bearings, he catches a brief glimpse of an
                           •       Dark Rumors                          orc’s face peering through the brush on the
                           •       Honor Game: Test of Nerve            opposite side of the stream. This is a Red Moon
                           •       Heroic Undertakings                  orc that was posted to watch the meadow while
                           •       Tomb Robbers                         the rest of its band makes camp near Tormic
                           •       Farmhouse Attack                     Garan’s tomb.
                                                                           The orc flees back to the camp if spotted and
                Red Orc Arrival
                                                                        the characters must make a Wisdom check to
                   Just before dawn, a band of Red Moon orcs            pick up its trail. Elf characters or characters
                arrives at the Tomb of St. Garan and makes              with a background as huntsmen make this
                camp (see Red Moon Orcs on pg. 27).                     check at +4. If the characters kill the orcs, Friar
                                                                        Uric publicly thanks and congratulates them at
                Artist No-Show                                          the evening feast for preventing the desecration
                   If the characters agreed to meet with Arwell         of St. Garan’s tomb.
                in the morning, he is of course a no-show. His
                                                                        Heroic Undertakings
                distraught assistant Deidre Lerin claims that
                Arwell left last night to put some finishing               After the evening feast, the Wilder Company
                touches on the carving of St. Garan, but never          ventures into the forest in search of whatever
                returned. Friar Uric believes Arwell may just           slaughtered the Tangelin cows and return a
                need time to rest after his carving, but he             short time later having killed several wild dogs.
                orders a search party into the woods in case the        The dogs’ heads are placed atop spears and
                artist got lost in the dark. The searchers search       paraded around the meadow before being
                Hildor Bluff (but not the High Cliff) and part of       tossed into the evening bonfire. Friar Uric
                Brother’s Wood, returning around noon without           congratulates the company and thanks them for
                Arwell.                                                 their service to the village.
                Dark Rumors                                             Tomb Robbers
                   Also in the morning, rumors of the slaughter            After night falls, the Red Moon orcs open
                of the Tangelin herd begin circulating through          Tormic Garan’s tomb, but are turned back by
                the village. Friar Uric confirms the event the          the statues in the Chamber of Lords. The
                noonday feast. He believes a wild animal or             remaining orcs return to the Red Moon lair to
                wandering monster is responsible and advises            report their findings to the shaman. Along the
                everyone to be on their guard. Sir Havad Quinn          way, they witness the flight of the night demons
                and the Wilder Company immediately volunteer            (below), and this information may be passed on
                to rid the village of whatever menace is lurking        by any orc captured by the characters.
                in the woods.
                                                                        Farmhouse Attack
                Honor Game: Test of Nerve
                                                                          The Demon Gate opens an hour before
                  This is a test of Dexterity. The character            midnight and four night demons fly out. The
                must cross three logs of varying width that             demons attack a farmhouse owned by the
                have been erected over a swift-moving stretch           Hegan family. Although taken by surprise, a
Michael Vitale (Order #32472574)
                combination of skill and good luck helps the             not attempt another. One point is awarded for
                terrified Hegans hold the demons off until dawn.         each successful jump.
                   Night Demons (4): AL C; MV 90‘                        Extra
                (30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
                                                                            As a sign of respect, any character who
                9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
                                                                         successfully makes all three jumps on a
                11; XP 65.
                                                                         borrowed horse has the option of buying the
                                                                         horse from the visiting horse trader, one Ian of
                Day Three                                                Londes, at half the normal cost.
                           •       Dark Tidings
                           •       Fear No Darkness
                                                                         Heroic Hunt
                           •       Honor Game: Test of the Steed            After the evening feast, most of the gathered
                           •       Heroic Hunt                           fighters take up arms and head off in search of
                           •       Demon Attack                          demons to slay. As the night wears on, the
                           •       Murderer                              fighters return in weary groups of ones and
                                                                         twos, and resume the festivities.
                Dark Tidings
                   Shortly after dawn, Kerl Hegan and his son
                                                                         Demon Attack
                Ralf fetch Friar Uric and the rest of the                   The Demon Gate opens about an hour before
                Brotherhood to bless their home and tend the             midnight and eight night demons fly out. The
                wounded. The Hegans describe the creatures               demons attack a pair of young fighters (Kees
                that attacked the farmhouse as fearsome                  and Irun) who hail from a neighboring village. If
                winged demons with glowing green eyes and                the characters are not on hand to intervene,
                sharp claws and teeth. By midmorning, the                both fighters are slain and their bodies torn
                entire village is abuzz with talk of the attack.         apart.
                Fear No Darkness                                            Night Demons (8): AL C; MV 90‘
                                                                         (30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
                   At the noonday blessing, Friar Uric gives an          9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
                inspirational speech, denouncing the forces of           11; XP 65.
                evil and imploring the festivalgoers not to let
                dark forces disrupt the festival and dishonor the        Murderer
                memory of St. Garan. The gathered fighters
                vow to continue the games and a few even                    Rellum the Tanner knows the Demon Gate
                                                                         has reopened and believes this may be his last
                kneel before the effigy of St. Garan, swearing
                oaths to slay the vile creatures should they             chance to plunder the riches of Castle Vyn.
                                                                         After night falls, Rellum waits outside his home
                again appear.
                                                                         and casts his lesser charm monster spell on a
                Honor Game: Test of the Steed                            night demon flying overhead. A local fisherman
                                                                         named Norri who happens to be fetching water
                    This is a test of horsemanship. The mounted          for his pregnant wife catches Rellum consorting
                character must jump three log fences of                  with the demon. Rellum attacks and kills Norri
                differing height. This requires a Wisdom check           with his dagger before the alarm can be raised.
                for the first fence, a Wisdom check at –2 for the        To cover his tracks, Rellum commands the night
                second fence, and a Wisdom check at –4 for the           demon to mutilate Norri’s remains. He then
                third fence. Mounts are provided for characters          returns to his cottage and hides the night
                who do not have them, however, the Wisdom                demon in the root cellar beneath his home.
                check for jumping an unfamiliar mount is made
                at an additional –2. Characters with an animal
                handling or riding background receive a bonus
                                                                         Day Four
                of +2 to the check. Failure means the horse                      •   Dead Fisherman
                stumbles or balks and the character must make                    •   Fare Thee Well
                a Dexterity check to avoid being thrown for 1d2                  •   Prayer for Norri
                points of damage. Anyone who fails a jump may                    •   Honor Game: Test of the Bow
                                                                    10
Michael Vitale (Order #32472574)
                           •       Holy Turnout                           verify its authenticity before bringing the matter
                           •       Rellum Departs                         before the church.
                           •       Abbey Theft
                           •       Thunderstorm                           Fare Thee Well
                                                                             The Wandering Lords and Ladies spend the
                Dead Fisherman
                                                                          morning packing up camp and preparing to
                   Norri’s body is found the next morning near            depart. If asked, they explain that too many
                the village well. The brothers of St. Garan               dark forces are moving about in the night. If the
                quickly remove Norri’s remains and Friar Uric             characters had previously befriended one of the
                blesses the area. If the party inspects the               Wanderers, they are informed of strange lights
                grounds near the well, they discover a braided            that were seen last night atop the High Cliff on
                leather wristband stained with blood. Any                 Hildor Bluff.
                character who makes a Wisdom check
                remembers the band as a style crafted and                 Prayer for Norri
                worn by Rellum the Tanner. Friar Uric is busy                At the noonday feast, Friar Uric says a
                preparing the body and consoling Norri’s widow            special prayer for Norri and his widow. He
                Margaret. The overwhelming evidence points to             attempts to calm the crowd by stating that the
                a demon attack, but if the characters show him            Brotherhood of St. Garan has taken up arms
                the wristband, he asks them to accompany                  and will patrol the village at night until the foul
                Brother Firth to see if Rellum is still alive and         demons have been slain. His words do little to
                well.                                                     lessen the villagers’ growing fears, however,
                   If the characters confront Rellum at his               and the gloomy, overcast skies only add to the
                home, he becomes angry and of course denies               oppressive mood.
                any involvement in the attack. He demands the             Honor Game: Test of the Bow
                characters leave his property and threatens to
                have them thrown out of town for harassing                   This is a test of archery. The character must
                innocent villagers. If Brother Firth is present,          hit three targets of varying size and range with
                Rellum tries to paint the characters as                   a longbow. This requires a to-hit roll in the first
                troublemaking outsiders.                                  round, a to-hit roll at –2 in the second round,
                                                                          and a to-hit roll at –4 in the third round.
                   At some time during the conversation, the              Anyone who misses a target may not attempt to
                characters hear a crash from within Rellum’s              hit another. One point is awarded for each
                root cellar. Rellum refuses to let anyone                 target hit.
                investigate the noise. If attacked or seriously
                threatened, Rellum casts a sleep spell on the             Extra
                party, then charm person on the largest                      This event is a good time to introduce a
                character, and then casts invisibility on himself         skilled archer such as Berl Torrance to the
                and attempts to flee the village, fighting only if        characters. Torrance hits all three targets right
                cornered. Meanwhile, the commotion upstairs               in the center. Any character who hits all three
                has awakened the night demon. It attacks                  targets may purchase a bow and arrows from
                anyone who enters the root cellar. If exposed to          the local bowyer, one Tull the Bowmaker, at
                sunlight, the demon turns to dust in a flash of           one half the normal cost.
                light.
                    If Rellum is exposed as a murderer and/or
                                                                          Holy Turnout
                demon worshipper, the characters instantly win                After the evening feast, Friar Uric and the
                Friar Uric’s gratitude. Any magic-user PCs are            rest of the Brotherhood of St. Garan don
                allowed to keep Rellum’s spellbook and the                weapons and armor and begin patrolling the
                villagers treat the party as heroes. If Rellum’s          village and meadow. In the sky, stormclouds
                history book is discovered, Friar Uric asks if he         gather and thunder rumbles in the distance.
                may keep the book for further study. He is
                skeptical about its contents and wants time to
                                                                     11
Michael Vitale (Order #32472574)
                Rellum Departs                                            Day Five
                    If the characters did not expose Rellum as a                  •   Tense Morning
                murderer, the wizard packs his things and                         •   The Honor of St. Garan
                prepares to leave Garanton. When night falls,                     •   Judgment
                Rellum frees the night demon and attempts to                      •   Honor Game: Test of the Blade
                follow it back to the Demon Gate. The night                       •   Champion of St. Garan
                demon’s hunting pattern takes it farther away                     •   Demon Night
                from the village, effectively removing Rellum
                from the remainder of this adventure, unless              Tense Morning
                the Labyrinth Lord desires his return.
                                                                             As dawn breaks, the villagers nervously
                Abbey Theft                                               appear, seeking word of the night before. When
                                                                          no bad tidings are spread, the merriness of the
                    With the brothers out on patrol, Mikail Vetter        festival slowly resumes.
                decides to break into the Garanton Abbey once
                the effigy is returned and steal the Mantle of St.        The Honor of St. Garan
                Garan. If Vetter has befriended the PCs, he may
                inform them of his plan. If the characters decide            Friar Uric is in high spirits after the quiet
                                                                          night, feeling the vigilance of the brotherhood is
                to help, the Labyrinth Lord must decide whether
                or not they succeed. The theft of the mantle              what kept the demons away. He is determined
                                                                          to see the festival through to its end and once
                disrupts the entire feast, as an enraged Friar
                                                                          again makes an impassioned plea to the
                Uric organizes a mob of volunteers to track
                down the thieves. The chase may be resolved               gathered fighters to finish the Honor Games in
                                                                          order to honor the memory of St. Garan.
                quickly, or it may continue over the course of
                the Labyrinth Lord’s campaign, with agents of             Judgment
                the brotherhood appearing from time to time to
                kill the thieves and/or recover the mantle.                  If Mikail Vetter was caught stealing the
                                                                          mantle, at the noonday feast, Friar Uric decrees
                    If the characters do not help steal the               he is to be flogged and then banished from
                mantle, Vetter is caught by Brother Dergan and            Garanton. Depending on the party’s relationship
                Brother Colton and dragged to the bonfire                 with the Brotherhood of St. Garan, however, if
                where he is attacked by a mass of angry                   the characters speak on Vetter’s behalf, Friar
                villagers. Vetter is placed inside the abbey              Uric may be swayed to forgo the flogging and
                stocks to await judgment in the morning and               simply banish Vetter from the village.
                Brother Colton stands guard to keep the mob
                from killing Vetter during the night.                     Honor Game: Test of the Blade
                Thunderstorm                                                 This is a test of swordsmanship. The
                                                                          character must defeat three opponents using
                   A thunderstorm strikes shortly after dark,             only his sword. No shields or armor are allowed
                forcing Friar Uric to cancel the bonfire and              for this competition. The character must strike
                storytelling, and most of the soggy revelers              with the flat of his blade and all damage is
                retreat to Konnar’s to continue the festivities.          considered subdual damage (see the Dragon
                With the moon hidden by clouds, the Demon                 Surrender section under the Dragon entry in
                Gate does not open and the villagers spend the            the Labyrinth Lord™ core rulebook for a
                night in uneasy peace. The rain stops around              description of how subdual damage works).
                midnight and the clouds slowly begin to
                disperse,    causing   occasional    flashes   of         Extra
                moonlight to fall upon the Demon Gate. Any                   The Test of the Blade is the most highly
                characters atop the High Cliff can enter the gate         anticipated event of the Honor Games. Only a
                during these instances, but no demons emerge              Victory Duel generates more buzz, excitement,
                this night.                                               and wagering. Lost swordfights here often lead
                                                                          to challenges later in the night, once the drinks
                                                                          start to flow. This is the only time during the
                                                                     12
Michael Vitale (Order #32472574)
                festival that Friar Uric oversees Honor Duels at            8. Debtor’s Fate
                night rather than in the morning.                           9. Demon Horse
                                                                            10. Farmer’s Daughter
                Champion of St. Garan
                                                                            11. Herbalist in Need
                   After the Honor Games conclude, Friar Uric               12. Little Thieves
                leads a parade to the Plaza of Worship in front             13. Lost Child
                of the Tomb of St. Garan. This final celebration            14. Morning Honor Duel
                is the most lavish of the festival. Friar Uric              15. Pig Charge
                opens the ceremony by saying a blessing and                 16. Play for Pride
                draping the Mantle of St. Garan over the                    17. Sly Tanner
                shoulders of the winner of the Honor Games.                 18. Trinket Merchant
                The Champion of St. Garan then sits at the right            19. Violent Sellers
                hand of Friar Uric during the feast while                   20. Wandering Bard
                everyone except the Brotherhood drinks to
                excess.                                                  Assorted Vendors
                                                                            Over the course of the festival, the
                Demons on the Wing
                                                                         characters are approached by various craftsmen
                   The Demon Gate opens at nightfall and                 and vendors (produce farmers, bakers, sweets
                thirty-two night demons fly out. The demons fill         sellers, seamstresses, carvers, blacksmiths,
                the skies above Hildor Bluff and attack the
                revelers gathered on the plaza before the Tomb
                of St. Garan. Friar Uric, the Brotherhood of St.
                Garan, and a few fighters stay to fight, while
                the rest of the crowd flees in panic. If the
                characters are not on hand to help drive off the
                demons, Friar Uric and the other defenders are
                slaughtered. If the characters are present, they
                must defeat a number of demons equal to twice
                the number of player characters in order to
                drive off the monsters.
                   Night Demons (32): AL C; MV 90‘
                (30‘)/Flight 150’ (50’); AC 5 (natural); HD 2; hp
                9; #AT 4; Dmg 1d2/1d2/1d6/1d4; SV F4; ML
                11; XP 65.
                Random Festival
                Encounters
                    The following encounters may be dropped in
                at any time during the festival. The Labyrinth
                Lord may use these encounters to introduce
                village NPCs or provide hooks to some of the
                major events that occur during the festival.
                     Random Festival Encounters
                      1.    Assorted Vendors
                      2.    Big Lovin’
                      3.    Birdman
                      4.    Caged Beast
                      5.    Cheering Section
                      6.    Cruel Fun
                      7.    Damsel in Distress
                                                                    13
Michael Vitale (Order #32472574)
                etc.). The Labyrinth Lord should roleplay a few          Cheering Section
                of these encounters to avoid tipping the
                characters off to some of the more significant               A group of villagers become fans of a fighter
                encounters listed in this section.                       character who enters the Honor Games. The
                                                                         villagers wear colored armbands to match the
                Big Lovin’                                               character’s colors or crest and follow him
                                                                         around whenever he is in the village. The
                   Big Annamar takes an interest in one of the
                                                                         Labyrinth Lord may use the fans for comic relief
                smaller player characters, buying him drinks,
                                                                         or as an unending source of headaches as they
                carrying him around under her arm, and forcing
                                                                         start fights in the character’s name and urge
                him to sit on her lap while she drinks and
                                                                         the character to challenge other fighters to
                gambles. After the evening feast, the
                                                                         Honor Duels.
                intoxicated Annamar becomes even more
                amorous. If rejected, insulted, or confronted by         Cruel Fun
                the PCs, Big Annamar flies into a drunken rage,
                attacking the character with her fists. The other           The Wilder Company has coerced the young
                members of the Wilder Company are quick to               fighter Kyl of Hammond to drink and gamble for
                join the brawl and the fight lasts for 2d3 rounds        the first time in his life. Over the course of the
                or until weapons are drawn, at which time the            night they “teach” him how to play dice, dance,
                Brotherhood of St. Garan arrives to put an end           sing, and generally make a fool of himself for
                to the melee.                                            their amusement. Characters who intervene are
                                                                         confronted by Sir Quinn and the rest of the
                   The Wilder Company: see pg. 24 for                    Wilder Company, who are not happy at having
                statistics.                                              their sport interrupted. The Wilder Company is
                                                                         happy to brawl if the characters seem willing.
                Birdman
                                                                            The Wilder Company: see pg. 24              for
                   Manco the Falconer has glimpsed a pair of
                                                                         statistics.
                hawks circling above the High Cliff and the
                behavior of the birds tells him that there are           Damsel in Distress
                either eggs or small chicks in the nest. The
                slopes of the High Cliff are too dangerous for               Brant Arwell’s assistant Deidre Lerin believes
                Manco to traverse so he offers the party 10 gp           something terrible has happened to the missing
                for each egg they retrieve (there are a total of         artist. At some point during the festival, she
                six), knowing that he can make far more off the          approaches the characters and tearfully asks
                birds once they have been trained. The                   them to search for Arwell. Deidre offers 137 gp
                Labyrinth Lord can use this encounter as a hook          (her life savings) if the characters agree to go
                to get the characters to explore the High Cliff.         looking for him. This is an easy way to get the
                                                                         characters to search Hildor Bluff and the High
                Caged Beast                                              Cliff, not to mention win the admiration of the
                                                                         kingdom’s artistic community.
                   A huntsman named Egan of Millbury has
                captured a giant carnivorous beetle and is               Debtor’s Fate
                charging 2 cp for people to see the caged
                animal in his tent. At some point during the                The PCs hear a cry of pain from a nearby
                festival, the beetle breaks loose and attacks            copse of trees. If they investigate, they find the
                anyone in sight. The characters can win the              thugs Barre and Lorgan roughing up an idler
                admiration of the crowd by slaying the beast. If         named Oli of Ternan. Oli is a drunk and
                not, the Labyrinth Lord can choose another               degenerate gambler who owes Fembric Dossum
                fighter to become the crowd favorite.                    53 gp. Dossum knows Oli can never pay off his
                                                                         debt, so he uses him to spy on others and
                  Carnivorous Beetle: AL N; MV 150‘ (50‘);               commit petty crimes. If confronted, Dossum
                AC (3); HD 3+1; hp 18; #AT 1 (bite); Dmg                 warns the PCs to mind their own business. If
                2d6; SV F3; ML 9; XP 65.                                 the characters persist, Dossum assesses the
                                                                         odds. If he feels Barre and Lorgan can defeat
                                                                         the characters without attracting too much
                                                                    14
Michael Vitale (Order #32472574)
                attention, he orders them to attack. If not, he            Farmer’s Daughter
                withdraws, declaring that the matter is far from
                settled.                                                      A young maiden named Jocelyn Tarner
                                                                           pretends to be a farmer’s daughter and
                   If saved, a grateful Oli offers what little             attempts to seduce one of the characters.
                information he has about Dossum’s dealings. He             Jocleyn claims to have always dreamed of living
                has also witnessed Rellum the Tanner casting a             in a big city and is searching for someone to
                light spell and the Labyrinth Lord may use this            take her away from dreary village life. Jocelyn
                information as a hook to get the characters to             simply likes to stir up trouble. Her older
                investigate Rellum if they do not follow up on             husband, an angry farmer named Finnick and
                the murder of Norri the fisherman.                         his sons from another marriage, Tel, Mollis, and
                   Barre and       Lorgan:    see   pg.   23   for         Ral eventually coming looking for the girl and
                statistics.                                                may catch her and the character in a
                                                                           compromising situation.
                Demon Horse
                                                                           Herbalist in Need
                   A wild black horse is seen galloping across
                the hills near Hildor Bluff. A villager explains               Brother Colton has brought a sick boy named
                that the horse is known as Hellion and is said to          Bower out in his bed to take in the fresh air.
                be a devil horse. The horse comes from                     The feverish boy’s lungs have filled with fluid
                excellent stock and would make a great prize,              and it is an effort for him to breathe. Brother
                but it has already killed three villagers who              Colton explains that the boy’s best chance of
                have tried to capture it.                                  survival is a brew made from flaxis moss and
                                                                           other ingredients. Flaxis moss grows on rocks,
                   Tracking Hellion to a nearby meadow                     but is more common in the spring and summer
                requires a Wisdom check (+2 for elves or                   than fall or winter. He describes the moss and
                characters with backgrounds as huntsmen).                  asks the characters to keep their eyes open for
                Hellion tries to drive off intruders by snorting,          it if they venture in the hills around Hildor Bluff.
                pawing the ground, and rearing up on his hind              A patch of moss happens to be growing near
                legs. Capturing Hellion without the aid of magic           the Tomb of St. Garan, so this encounter can be
                requires at least three mounted characters                 used to reveal the presence of the Red Moon
                armed with lassos. The characters must make                orcs in the area.
                normal to-hit rolls. If less than three lassos hit,
                Hellion bites his way through the remaining                Little Thieves
                lassos at the end of the round.                               Jumi is training a few of the younger handler
                   Hellion’s antics require all horses in the area         children to become pickpockets. The children
                to make a saving throw vs. magic or flee in fear           work the crowd, trying to steal whatever they
                for 1d6 rounds (trained war horses make this               can. Because of their innocent appearance,
                check at +2). Hellion attacks until reduced to 5           small size, and the distractions at the festival,
                hp before attempting to flee. If Hellion is                the children have a 35% chance of successfully
                captured and saddled, he only submits to being             picking someone’s pocket. If caught, Jumi
                ridden by someone with a Strength or Dexterity             pretends to beat the child, and begs the victim
                of at least 16. Once a worthy character mounts             for leniency.
                Hellion, the horse becomes loyal to that
                character and refuses to let anyone else ride
                                                                           Lost Child
                him, bucking and rolling until the unwanted                   The characters see a child named Renny slip
                rider is thrown off. Hellion is immune to the              and fall into a fast-moving stretch of Barrow
                fear-inducing effects of the night demons and              Creek. If the adventurers act fast, they can
                should be treated as a trained warhorse.                   easily rescue the child, much to the tearful
                   Hellion (riding horse): AL N; MV 240‘                   thanks of his young mother, a village
                (80‘); AC (7); HD 2+2; hp 18; #AT 2 (2                     seamstress named Heather. Heather is a widow
                hooves); Dmg 1d4+1/1d4+1; SV F2; ML 10; XP                 (her husband was killed last year by Red Moon
                35).                                                       orcs) who may develop into a love interest for
                                                                           one of the characters if the party remains in the
                                                                      15
Michael Vitale (Order #32472574)
                area after the festival. The boy Renny is a bit on        Trinket Merchant
                the wild side, but he would quickly come to
                idolize a strong father figure.                              A portly merchant named Val the Jeweler has
                                                                          a number of items for sale, ranging in value
                Morning Honor Duel                                        from worthless trinkets to semi-expensive
                                                                          jewelry valued at up to 100 gp. When dark
                    One morning, under the supervision of Friar
                                                                          events begin to unfold at the festival, Val
                Uric, the fighters Cal Wosen and Amling the
                                                                          cashes in on a variety of jewelry he claims can
                Bold square off in front of the effigy of St.
                                                                          ward off evil spirits. One of these charms is an
                Garan. The argument between Wosen and
                                                                          old Garanic medallion inscribed with Tormic
                Amling began over a woman, the bowyer’s
                                                                          Garan’s true coat-of-arms. If worn openly, this
                daughter Kiri, and ended when Wosen
                                                                          medallion can be used to bypass the statues in
                challenged Amling to a duel. Amling chooses the
                                                                          the Hall of Lords (see the Tomb of St. Garan
                white tasseled dagger, indicating a fight until
                                                                          on pg. 17). When not at his stall, Val keeps his
                first blood has been drawn. Wosen and Amling
                                                                          jewelry in a folded piece of oilcloth that is
                are both 1st level fighters. The Labyrinth Lord
                                                                          strapped to his body beneath his robes. A large
                may roleplay the fight or simply decide upon
                                                                          bodyguard named Hecuma stays with Val at all
                the winner.
                                                                          times (treat Hecuma as a 2nd level fighter).
                Pig Charge
                                                                          Violent Sellers
                   A dozen pigs break free of their pen and
                                                                             An argument over stall space between a
                head straight for the party. Each character must
                                                                          cobbler named Terpin and a fruit seller named
                make a Dexterity check to avoid being knocked
                                                                          Gerald escalates when Terpin strikes Gerald
                down into the mud. The pig farmer apologizes
                                                                          with his mallet. Brother Dergan arrives to break
                profusely, but the characters may suffer jeers
                                                                          up the fight and find out what is going on.
                and laughter from rival fighters.
                                                                          Gerald displays the bloody wound on his head,
                Play for Pride                                            but Terpin states he was acting in self-defense.
                                                                          Unless the characters speak on Gerald’s behalf,
                   Lord Barker greets the characters in his               both men are banished from the festival. If
                booming voice and tries to get them to                    Terpin is found guilty, he is placed in the stocks
                challenge Duke Boris the strongman or Lady                for one night before being sent on his way. As a
                Ayla the knife-thrower back at the Wanderer               reward, the fruit seller gives each character a
                camp. If the characters decline, he takes them            small basket of assorted fruit (treat each basket
                aside and whispers that the fortuneteller                 as two days unpreserved rations).
                Duchess Trosa has important information
                regarding their destiny. Barker is counting on            Wandering Bard
                adventurers being so full of themselves that
                                                                             A minstrel named Parellius of Lundbar
                they believe the fate of the world rests upon
                                                                          wanders through the crowd, singing songs and
                their shoulders.
                                                                          playing popular tunes on his lute (especially
                Sly Tanner                                                songs about Tormic Garan). At some point, he
                                                                          approaches a magic-user or thief PC, claiming
                   Rellum introduces himself as a local tanner            to have a magical dagger for sale. Magical
                and leatherworker who specializes in preserving           runes are inscribed along the dagger’s blade
                and covering books. He approaches a party                 and a large arrowhead-shaped ruby is set into
                magic-user and offers to cover his spellbook in           its pommel. The dagger is a dagger +1 when
                rare waterproof and fire-resistant drake skin             used in melee combat; if thrown, the dagger
                leather for only 50 gp. The skin protects the             becomes a dagger +3. Parellius stole the
                book from water and adds +1 to any saving                 distinctive-looking dagger from a magic-user in
                throw vs. fire. The job takes one day, during             Lundbar and is looking to sell it cheaply. He
                which time Rellum hastily copies down any new             asks 150 gp for the weapon, but accepts any
                spells the character has.                                 price over 50 gp. The Labyrinth Lord may use
                                                                          the dagger as a hook for future encounters with
                                                                          the wizard.
                                                                     16
Michael Vitale (Order #32472574)
                                    Other Garanton
                                      Encounters
                  The following areas may be encountered by                military stronghold of the Garanic Knights, but it
                characters who venture away from the festival.             has since been reduced to rubble.
                Monument Canyon                                            3. Orc Camp (see Day Two on pg. 9)
                                                                              This is the campsite of the Red Moon orcs.
                    After Tormic Garan’s death, his most loyal             The orcs are scattered around this section of
                followers entombed his remains in this canyon              the ravine in groups of 1-3, hiding from the sun
                and founded a paramilitary religious cult known            beneath rock ledges or inside crude shelters
                as the Holy Garanic Knights. The Garanic                   and small clefts. There is a cumulative 1 in 6
                Knights demanded tribute from the surrounding              chance each round that the characters notice
                villages, forced thousands to convert to Garan             one of these bands of orcs. After six rounds, a
                worship, and attempted to build an army of the             group of 1d3 orcs automatically notices the
                faithful. Despite their ambitions, internal dissent        characters and attacks. 1d3 orcs join the battle
                and lack of strong leadership kept the cult from           each round until the whole band is involved in
                becoming a true force in the region and the                the fight. The orcs fight until half of their
                order eventually dissolved into warring factions.          number are slain before attempting to flee.
                The last of the Garanic Knights died long ago,
                leaving behind only scattered writings and
                crumbling ruins.
                1. Plaza of Worship
                   This stone plaza served as the ceremonial
                meeting area and training grounds for the
                Garanic Knights. A pair of wide stone staircases
                lead up to a crypt that hides the entry to the
                Tomb of St. Garan. A bas-relief of Garan’s true
                coat-of-arms is carved upon the crypt’s double
                doors, but the carving is so weathered that its
                details are hard to make out. The doors are
                magically sealed and can only be opened at
                night. A read languages spell cast on a set of
                ancient runes above the door reveals it to read:
                “Mother Night welcomes Tormic Garan, Lord of
                Battle.” The doors may be pushed open any
                time after night falls. Inside the crypt, a spiral
                staircase descends down into the tomb.
                2. Garanic Ruins
                   The ruins of an old monastery and keep litter
                the southern portion of the ravine. The
                monastery once served as the religious and
                                                                      17
Michael Vitale (Order #32472574)
                                                                         Garan statue is immune to normal fire and
                The Tomb of St.                                          suffers reduced damage from pointed or
                                                                         slashing weapons. Every time the Garan statue
                Garan                                                    is struck, the other six statues stumble from the
                                                                         impact, providing a good clue to the characters
                    The Garanic Knights used this tomb as a
                                                                         that their efforts are working. All of the statues
                prayer and worship center until it was
                                                                         are lined with gold and silver and once they
                plundered and desecrated during a surprise
                                                                         have been destroyed, a total of 600 gp worth of
                attack by former minions of the demon-
                                                                         precious metals may be sifted out of the rubble.
                worshipping cleric Drayn Rone. This desecration
                disturbed the spirit of Tormic Garan, forcing the           A secret door in the east wall hides a spiral
                order to seal the tomb and conduct their                 staircase that leads down to the true burial
                religious ceremonies outdoors. The Brotherhood           place of Tormic Garan.
                of St. Garan considers it blasphemous to enter              Garanic Knight Statues (6): AL N; MV 90‘
                the tomb.                                                (30‘); AC 5 (natural); HD 2; hp 9; #AT 1; Dmg
                                                                         1d8 (stone sword); SV F2; SA immune to sleep
                1. Chamber of Reflection                                 and charm, resistant to damage, reform in 1d3
                   The Garanic Knights once used this chamber            rounds; ML 12; XP 46.
                to prepare for prayer vigils held in the Chamber
                                                                         3. Chamber of the Honored One
                of Lords. The walls are lined with paintings
                depicting some of Tormic Garan’s most brutal                This chamber is the final resting place of
                conquests. A number of stone benches are                 Tormic Garan. Garan’s body lies inside a stone
                spaced around the chamber and a rack full of             sarcophagus that rests atop a raised dais. After
                braided flagellation whips made of dry rotted            the    tomb’s   desecration,   Garan’s     body
                leather stands near the entrance.                        reanimated as a wight. The wight killed several
                                                                         Garanic Knights before being turned by a cleric
                2. Chamber of Lords                                      and locked away in this chamber. The heavy lid
                   This room once served as the center of                of the sarcophagus has been slid back and
                worship for the Holy Garanic Knights. An ornate          propped up on the floor. 1d3 rounds after the
                stone statue of Tormic Garan in full armor               characters enter the chamber, the wight rises
                stands on a raised dais in the center of the             from the sarcophagus and attacks.
                room. Six alcoves spaced around the chamber                 The wight is dressed in Garan’s full battle
                contain the statues of six Garanic Knights. Two          armor and wears a mantle made from the
                dead Red Moon orcs lie hacked apart on the               leathery skins of several former knights draped
                floor.                                                   over its shoulders. The battle armor is plate
                   If the crest of St. Garan is not displayed            mail +1, decorated with Garan’s crest. An
                upon entering the chamber, the eyes of the               empty scabbard flopping at its waist once held
                central statue begin to glow with a harsh red            the Sword of St. Garan.
                light, causing the other six statues to animate
                and attack. The statues are resistant to most
                attacks, being immune to normal fire and
                suffering only 1 hp + applicable Strength bonus
                from pointed weapons (spears, arrows, etc.),
                half damage from edged weapons (swords,
                axes, etc.), and full damage from blunt
                weapons (clubs, maces, etc.).
                   When the statues are reduced to 0 hp they
                collapse into rubble, but reanimate in 1d3
                rounds to continue the fight. The only way to
                stop the statues for good is to deface the statue
                of Tormic Garan by inflicting a total of 24 hp of
                damage on it. Like the animated statues, the
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Michael Vitale (Order #32472574)
                   The wight targets clerics first, then magic-
                users and elves, then thieves and halflings, and
                                                                           Vault of the Demons
                finally fighters and dwarves. It pursues the                   This domed basilica is over one hundred feet
                characters even if they flee, and if it escapes            tall at its peak. The sides of the vault are
                the tomb, it becomes a plague upon the village             intricately carved from gray stone, with
                of Garanton (see Concluding the Adventure                  hundreds of recessed alcoves lining its walls. A
                on pg. 21).                                                squatting night demon is perched in each
                   The stone sarcophagus is painted black and              alcove. Most of these demons are currently in a
                inlaid with gold, silver, and jewels. If pried out,        dormant state, awaiting the command to rise
                the gold and silver have a total value of 1,000            and hunt, however, the reopening of the Demon
                gp. 15 onyx stones (50 gp each), 10 emeralds               Gate has awakened a number of night demons
                (150 gp each), 5 rubies (500 gp each), and 1               equal to the number of characters in the party.
                diamond (1,500 gp) may also be recovered                      The demons swoop silently out of the
                from the sarcophagus.                                      darkness of the vault’s upper reaches, attacking
                   Garan Wight: AL C; MV 90‘ (30‘); AC 2                   any characters on the spire platform or the
                (plate mail+1); HD 3; hp 17; #AT 1; Dmg                    span. Because of the pervasive darkness and
                special; SV F3; SA touch drains 1 level or hit             the silence of their attack, the night demons
                die, immune to sleep and charm, only harmed                receive a +2 to-hit, but can only use their claw
                by spells, magical weapons, or silver weapons;             attacks. Any character struck by a demon must
                ML 12; XP 110.                                             make a Dexterity check to avoid falling into the
                                                                           pit and sustaining 4d6 points of damage.
                3.a. The Great Mural                                       Because the vault is as silent and oppressive as
                   An elaborate mural painted on the wall                  a tomb, noises made from outside the Demon
                behind the dais depicts the story of Tormic                Gate echo loudly throughout the chamber.
                Garan and his evil half-brothers, including the              Night Demons: AL C; MV 90‘ (30‘)/Flight
                building of Castle Vyn, the opening of the                 150’ (50’); AC 5 (natural); HD 2; hp 9; #AT 4;
                Demon Gate, the conquest of the surrounding                Dmg 1d2/1d2/1d6/1d4; SV F4; ML 11; XP 65.
                realms, and finally the epic battle between the
                brothers that led to the castle’s destruction. The         1. The Spire
                mural is particularly damning as it bears the
                                                                              This 40’ tall spire of rock is topped by a
                identifying mark of the Holy Garanic Knights
                and the tomb has been sealed for ages.                     circular platform. When the light of the waxing
                                                                           moon touches the Demon Gate, a flickering
                          The Demon Gate                                   white flame arises in the center of the platform.
                                                                           Any character who touches the Demon Gate
                   Ages ago, the evil cleric Drayn                         from the other side is instantly transported
                Rone constructed a gateway to the
                realm of the night demons.
                Unbeknownst to his evil brothers,
                Rone used this space between
                worlds to begin crafting a second
                gate that would open a portal to
                the realm of a demon named
                Kura’drim. (If the Labyrinth Lord is
                using   the    Advanced     Edition
                Companion,       Kura’drim   is  an
                extremely powerful Balor demon).
                Luckily, Rone was killed by his
                brothers before he could open the
                gate.
                                                                      19
Michael Vitale (Order #32472574)
                here. The journey is so disorienting that the               Brant Arwell
                character must make a saving throw vs. spells
                to avoid falling into the pit and suffering 4d6                On the first night of the festival, the artist
                points of damage.                                           Brant Arwell made the mistake of touching the
                                                                            Demon Gate and was instantly transported to
                   Any character who falls into the pit must                the spire platform. Arwell was so disoriented
                make a Strength check to climb up the side of               that he stumbled and fell into the pit, breaking
                the vault (thief characters automatically                   his right leg. The demon grub horde descended
                succeed). Failure means the character makes it              on him as he tried to crawl away and in
                halfway up the wall before falling back into the            desperation, Arwell grabbed a discarded shield
                pit and suffering 2d6 points of damage. Success             to defend himself. To his surprise, the grubs
                means the character climbs onto the span in                 retreated. This is because the shield is actually
                front of the Gate of Kura’drim.                             a shield +1 that emanates a permanent
                   Any character touching the white flame is                protection from evil spell around its bearer.
                instantly transported through the Demon Gate                (Because of the effects of the Demon Gate, the
                to the High Cliff of Hildor Bluff.                          night demons and demon grubs are considered
                                                                            to be “summoned” creatures during the time of
                2. The Span                                                 the waxing moon). The shield was the property
                                                                            of a fallen hero named Cartimus Relb who was
                   The span is the narrow stone bridge that
                                                                            slain by the night demons long ago.
                leads from the spire platform to the Gate of
                Kura’drim. The span is 5’ wide along its length,               When the Demon Gate opens, Arwell calls
                but widens to 20’ at the gate. The charred                  out weakly to any characters he hears moving
                skeletal remains of Drayn Rone lie in front of              around on the High Cliff. Arwell has survived
                the Gate of Kura’drim. The corpse’s robes have              the past few days on what few rations he had
                rotted off and its chain mail is in tatters. A black        on his person, but his food and water supply
                mace with a head cast in the shape of a                     have run out. Arwell dies if the characters do
                demonic face is gripped in one skeletal fist. The           not rescue him by the end of the festival.
                mace functions as a mace +2 for anyone brave
                enough to pry it from Rone’s dead fingers.                  4. The Gate of Kura’drim
                                                                               The Gate of Kura’drim is a massive, 30’ tall
                3. The Pit
                                                                            set of double doors located on the far end of the
                   The bottom of the pit is filled with the                 span in the side of the Vault of Demons. During
                remains of thousands of previous victims. These             the time of the waxing moon, a light mist seeps
                remains consist of piles of gnawed bones,                   around the edges of the doors and muffled
                mummified corpses, scraps of dry-rotted cloth,              screams and strange rumbling sounds can
                and rusted weapons and armor. A few treasures               occasionally be heard from beyond. The gate
                are hidden amongst the debris. Treat the pit as             can only be opened by an elaborate ritual
                Hoard Class XXI for those characters wishing to             during a great cosmic alignment that is far
                sort through the grisly piles (roll once for any            beyond the scope of this low-level adventure.
                column on the THC table for every hour spent                The gate is provided here to project a sense of
                searching).                                                 foreboding and perhaps foreshadow a future
                                                                            adventure dealing with demonic realms, if the
                    The pit is also the lair of a horde of starving
                                                                            Labyrinth Lord wants to revisit the area.
                demon grubs. The grubs attack anyone who
                falls into the pit. Only three groups of grubs can
                attack a character at a time. The grubs swarm
                                                                            Destroying the Demon
                over the characters, trying to knock them to the            Gate
                ground.
                                                                                The Demon Gate can be destroyed simply by
                   Demon Grubs (300): AL C; MV 60‘ (20‘);                   inflicting 50 hp of damage on the arch with a
                AC (9); HD 1 hp; hp 1; #AT 1; Dmg 1d6; SV 0-                blunt weapon. If the arch is struck at night, 2d6
                level human; SA bite causes disease; ML 5; XP               night demons awaken, fly through the gate, and
                6.                                                          attack the characters. During the day, the
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Michael Vitale (Order #32472574)
                Labyrinth Lord may wish to include an                     of evil monsters or they may simply be a
                encounter with Blood Moon orcs or another                 gateway to the deep underground kingdoms.
                villain such as Rellum the Tanner (assuming he
                                                                             If St. Garan’s true nature is uncovered, Friar
                is still alive), just to spice things up.
                                                                          Uric may undergo a crisis of faith that leads him
                   When the arch is destroyed, it explodes in a           to renounce his vows to the brotherhood and
                bright flash of light with the sound of a                 head off in search of the truth. He may ask the
                thunderclap. Anyone atop Hildor Bluff or the              PCs to accompany him or he may ask them to
                High Cliff must make a saving throw vs. breath            watch over the village while he is gone. The rest
                weapon or be knocked down and deafened for                of the brotherhood and many of the villagers
                3d6 rounds. The destruction of the gate causes            are likely to blame the characters for Uric’s
                a pillar of smoke to rise up over Hildor Bluff.           leaving, so the question then becomes whether
                Some who witness this event claim to see the              or not they choose to fulfill their promise to
                ghastly face of an angry demon glaring through            Friar Uric in the face of the village’s hostility.
                the haze.
                                                                             The characters had a chance to make several
                   Shortly after the gate is destroyed, Friar Uric        enemies over the course of the adventure.
                and the Brotherhood of St. Garan climb Hildor             Rellum the Tanner, the bandit lord Fembric
                Bluff to investigate the High Cliff. If the               Dossum, or any member of the Wilder Company
                characters are on hand to explain what                    may return later to disrupt the party’s plans.
                happened, they are treated with great respect             The characters also had plenty of opportunities
                and admiration. Friar Uric publicly praises their         to make friends who may call upon the party in
                courage and the villagers treat the characters            their time of need. For example, the Wandering
                as heroes. The characters win the goodwill of             Lords and Ladies are preparing to venture into
                the community and can expect free room and                the elven kingdoms and are looking to sign up
                board whenever they come to Garanton in the               some elves as supporting cast members for the
                future.                                                   troupe. Their route takes them through some
                                                                          lawless badlands, so they are also looking to
                Concluding the                                            hire a few extra caravan guards.
                                                                              If the characters did not kill the wight in the
                Adventure                                                 Tomb of St. Garan, it may eventually escape
                                                                          into the nearby hills and begin preying upon the
                   With the conclusion of the festival, the
                                                                          villagers. The wight kills indiscriminately,
                adventure is effectively over, however, a
                                                                          tearing off the flesh of its victims and wearing
                number of other adventures may arise from the
                                                                          their skins as grisly cloaks. The wight may be
                actions of the player characters.
                                                                          slain normally, or it may be laid to rest by
                    Depending upon the relationship the PCs               returning to it the Mantle of St. Garan.
                developed with Friar Uric and the other
                                                                             If the characters failed to close the Demon
                villagers, the town of Garanton may become a
                                                                          Gate, the gate reopens every month during the
                base of operations from which they can strike
                                                                          time of the waxing moon, releasing more night
                out into the surrounding wilderness. The village
                                                                          demons into the land. The demons soon
                lies on the frontier of civilization and the
                                                                          become a plague upon the kingdom, and evil
                forested hills are filled with wandering
                                                                          clerics and wizards come from all over to try to
                monsters, hidden lairs, and forgotten ruins from
                                                                          take control of the Demon Gate. When the party
                earlier times.
                                                                          has attained a high enough level, an entire
                   Hildor Bluff is riddled with hidden caves,             campaign can be centered around keeping the
                including the lost dungeon levels of Castle Vyn.          Gate of Kura’drim from being opened or
                A rockslide might expose an entrance to these             perhaps even dealing with the demon and its
                chambers or perhaps the characters discover an            minions after they are unleashed.
                ancient map that reveals a secret door hidden
                in the nearby hills. The dungeons may contain
                untold treasures that are guarded by a variety
                                                                     21
Michael Vitale (Order #32472574)
                                   NPCs and Factions of Note
                    The following NPCs may be encountered over              Deidre Lerin: treat as Lawful 0-level human
                the course of the festival and may become                with Cha 15 and 25 gp and 47 sp.
                friends, allies, rivals, or even enemies,
                depending upon the actions of the player                 Gregori Konnar
                characters.                                                  Konnar is a grizzled veteran and owner of the
                                                                         local inn/tavern that bears his name. He
                Garanton Villagers
                                                                         respects soldiers, ex-soldiers, and adventuring
                   The villagers of Garanton are mostly law-             fighters, but has little use for sellswords and
                abiding farmers and craftsmen who are proud of           mercenaries. Konnar is well liked by all the
                their heritage. Because of the presence of the           villagers and is an excellent source of
                abbey, they have grown accustomed to                     information      about     Garanton    and     its
                travelers and tend to be more friendly and               surroundings.
                tolerant of outsiders than other small villages.
                                                                            Gregori Konnar: AL L; MV 120‘ (40‘); AC 9
                Although the surrounding area is relatively tame
                                                                         or 7 (leather armor + shield); F3; hp 19; #AT
                and settled, the village occasionally comes
                                                                         1; Dmg 1d4+1 (club + Str), 1d8+1 (sword +
                under attack by orc raiders and other wandering
                                                                         Str), 1d4+1 (dagger + Str); S 13, D 12, C 14, I
                monsters. When threatened, the villagers are
                                                                         10, W 12, Ch 13; SV F3; ML 10; XP 80; 8 gp,
                capable of mobilizing a militia of 30-50 able-
                                                                         13 sp.
                bodied men armed with spears, clubs and shield
                (with a few short bows), under the command of            Manco the Falconer
                the Brotherhood of St. Garan.
                                                                            Manco is a skilled animal trainer and
                  Garanton Villagers: treat as Lawful 0-level            performer who specializes in birds. He travels
                humans.                                                  about in a small wagon with a trained crow,
                                                                         hawk, and barn owl. Manco’s services are
                Brant Arwell
                                                                         sought by several noble courts and wealthy
                    Arwell is a skilled artist from a nearby city        merchant houses and if befriended, he may
                who was commissioned by Friar Uric to carve a            become a valuable contact who can open doors
                likeness of St. Garan into the side of Hildor            among the wealthy that would otherwise remain
                Bluff.   Arwell   often    seems    distant   and        closed to the party.
                unemotional, but he is a deeply caring and
                                                                           Manco the Falconer: treat as Lawful 0-level
                sensitive individual. He loves to read, and is a
                                                                         human with Wis 16 and 248 gp and 77 sp.
                student of ancient history. When Arwell is not
                creating, his nose is usually buried in a book.          Fembric Dossum
                   Brant Arwell: treat as Lawful 0-level human              Dossum is a local bandit lord who dabbles in
                with Int 15.                                             petty crime such as stealing livestock, fencing
                                                                         stolen goods, and robbing the occasional
                Deidre Lerin
                                                                         traveler. Dossum has come to the festival to
                   Deidre is Arwell’s assistant and apprentice.          make money through moneylending and
                She is much more grounded in reality than                gambling and his hand can be found in most of
                Arwell and is responsible for seeing to their            the high-stakes wagering that takes place
                daily needs. Deidre has fallen in love with              during the Honor Games.
                Arwell, but he has been too preoccupied with
                                                                            Fembric Dossum: AL C; MV 120‘ (40‘); AC
                his latest carving to notice.
                                                                         5 (studded leather armor + Dex); F3; hp 20;
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Michael Vitale (Order #32472574)
                #AT 1; Dmg 1d8 (sword), 1d4 (dagger); S 10,               make the journey to Garanton to receive the
                D 16, C 13, I 13, W 14, Ch 15; SV F3; ML 9; XP            blessings, usually before going off to war. These
                95; potion of healing; 10 emeralds (150 gp                retinues seldom stay in town for more than an
                each), 87 gp, 120 sp, 220 cp.                             hour and have little to no contact with other
                                                                          festivalgoers. Three noblemen make the trip to
                Barre and Lorgan                                          Garanton this year: Lord Waith, Lord Ingelson,
                  Barre and Lorgan are Dossum’s hired muscle.             and Lord Duwalt, however, the Labyrinth Lord
                They are large, stupid, and content to take               may substitute noblemen from his own
                Dossum’s orders. Barre and Lorgan seldom                  campaign in order to foreshadow upcoming
                speak and generally stay out of trouble,                  conflicts. None of these retinues have any
                however, they are ready to fight at a moment’s            bearing on this adventure.
                notice.
                                                                          Fighters
                  Barre and Lorgan: AL N; MV 120‘ (40‘); AC
                                                                             A number of fighters make their way to
                8 (leather armor); F1; hp 9; #AT 1; Dmg
                                                                          Garanton each year for the Feast of St. Garan.
                1d4+2 (club + Str), 1d4+2 (dagger + Str); S
                                                                          Most of these are local boys or ex-soldiers
                16, D 10, C 13, I 8, W 9, Ch 10; SV F1; ML 10;
                                                                          looking for fame or work, but a few have real
                XP 16; 7 sp, 12 cp.
                                                                          skill. If the Labyrinth Lord wishes, the party
                Rellum the Tanner                                         may ask some of these fighters to join them on
                                                                          adventures or even hire them as retainers.
                    Rellum presents himself as a local villager
                and leatherworker by trade. In fact, he has only          Berl Torrance
                lived in Garanton for the past few years.                    Berl is the son of a huntsman who hails from
                Unbeknownst to the villagers, Rellum is a                 a nearby village. He is a clever boy and an
                magic-user who possesses an ancient book                  expert shot with a bow. Berl is a good tracker
                written by a long dead scholar that details               and hunter whose skills may be useful during
                Tormic Garan’s true history. Rellum came to               the course of this adventure.
                Garanton hoping to plunder the ruins of Castle
                Vyn, but has been unable to discover a way into              Berl Torrance: AL L; MV 120‘ (40‘); AC 5
                its dungeons or locate anything of true value.            (studded leather armor + Dex); F2; hp 13; #AT
                Rellum is a ruthless individual, but a coward at          1; Dmg 1d8 (longbow), 1d4+1 (dagger + Str);
                heart.                                                    S 13, D 17, C 14, I 12, W 12, Ch 12; SV F2; ML
                                                                          9; XP 47; 3 gp, 9 sp, 11 cp.
                   Rellum the Tanner: AL C; MV 120‘ (40‘);
                AC 8 (Dex); MU 4; hp 12; #AT 1; Dmg 1d4 +1                Martana Lacor
                (dagger+1); S 10, D 14, C 11, I 16, W 14, Ch                 Martana is a sellsword who spent the last two
                13; SV MU4; SA spells; ML 6; XP 410; potion of            months as a bodyguard for a wealthy merchant,
                climbing, potion of healing (2), ward against             but lost her job when the merchant was
                lycanthropes; spellbook, historical book, gold            murdered by a rival. Since then, Martana has
                and silver necklace (30 gp), gold ring (25 gp),           been unable to find honest work. She hopes the
                two onyx stones (15 gp), 35 gp, 17 sp, 19 cp.             blessing of St. Garan and perhaps a good
                Spells: 1st: charm person*, detect magic, light,          showing in the Honor Games may change her
                read magic, sleep*; 2nd: knock, invisibility*,            fortunes.
                lesser charm monster** 3rd dispel magic.
                                                                             Martana Lacor: AL N; MV 120‘ (40‘); AC 4
                     *memorized spells                                    (chain mail armor + Dex); F2; hp 11; #AT 1;
                     **see New Magic-User Spells on pg. 28                Dmg 1d8 (sword), 1d6 (light crossbow), 1d4
                                                                          (dagger); S 10, D 15, C 12, I 13, W 12, Ch 14;
                Noble Retinues                                            SV F2; ML 8; XP 29; gold bracelet (25 gp), 15
                   Since Tormic Garan’s ancestry cannot be                gp, 27 sp.
                traced, worship of St. Garan is considered a              Kyl of Hammond
                peasant affair that is unsuitable for one of noble
                blood. Even so, every year a few noblemen                    Kyl is a young miller’s son who has come to
                                                                          win the mantle and make a name for himself.
                                                                     23
Michael Vitale (Order #32472574)
                He has more strength than skill (or brains), but          The Wilder Company
                is eager to learn the adventuring trade.
                                                                             The Wilder Company is a band of
                   Kyl of Hammond: AL L; MV 120‘ (40‘); AC 7              mercenaries who consider themselves heroic
                (leather armor + shield); F1; hp 10; #AT 1;               adventurers. They are among the most
                Dmg 1d8+2 (sword + Str), 1d6+2 (spear +                   boisterous revelers at the feast and are fond of
                Str), 1d4+2 (dagger + Str); S 17, D 10, C 16, I           making sport of others. The Wilder Company is
                9, W 9, Ch 12; SV F1; ML 10; XP 16; 4 sp, 16              currently looking for work. They have journeyed
                cp.                                                       here to receive the blessings of St. Garan and
                Lorn Tragen                                               win the Honor Games.
                   Lorn is a thief pretending to be a fighter. He         Sir Havad Quinn
                presents himself as friendly and outgoing, using              Sir Quinn is a skilled fighter who is among
                his charm to join an adventuring party, and               the favorites to win the Honor Games (as he is
                then robs them blind at the first opportunity.            quick to point out). Quinn is the illegitimate son
                   Lorn Tragen: AL C; MV 120‘ (40‘); AC 6                 of a nobleman. He is loud, obnoxious, and
                (leather armor + Dex); T3; hp 9; #AT 1; Dmg               confident in his own abilities. When Quinn
                1d8 (sword), 1d6 (short bow), 1d4 (dagger); S             drinks heavily, he is quick to anger and has
                12, D 17, C 13, I 12, W 14, Ch 13; SV T3; SA              killed four men in one-on-one duels.
                backstab, thief abilities; ML 6; XP 95; pick locks           Sir Havad Quinn: AL N; MV 120‘ (40‘); AC 1
                27%, find/remove traps 20%, pick pockets                  (plate mail armor + shield + Dex); F3; hp 23;
                30%, move silently 30%, climb walls 89%, hide             #AT 1; Dmg 1d8+1 (sword + Str), 1d6 (short
                in shadows 20%, hear noise 1-3; silver belt               bow), 1d4+1 (dagger); S 15, D 13, C 16, I 12,
                buckle (25 gp), 15 gp, 37 sp, 22 cp.                      W 12, Ch 14; SV F3; ML 10; XP 95; gold ring
                Mikail Vetter                                             with diamonds (250 gp), amethyst sword
                                                                          pommel (75 gp), 65 gp, 106 sp, 22 cp.
                   Vetter is the son of an adventuring fighter
                who won the Mantle of St. Garan many years                Wergen the Axe
                ago and was eventually slain before year’s end.               The dwarf Wergen is Quinn’s second in
                Vetter has researched the truth about Sir                 command. He is smarter than Quinn, and (for
                Garan, but knows that few here would believe              now) is content to let Quinn run the company
                him. He has come to win the mantle for himself            and bear the brunt of any troubles that arise. If
                so he can destroy it. If befriended, Vetter may           things go badly for the company, Wergen is the
                eventually tell the characters what he knows.             first to cut his losses and run. Wergen is the
                   Mikail Vetter: AL L; MV 120‘ (40‘); AC 4               only member of the Wilder Company that does
                (chain mail armor + shield); F2; hp 15; #AT 1;            not participate in the Honor Games.
                Dmg 1d8+1 (sword + Str), 1d6+1 (spear +                      Wergen the Axe: AL N; MV 120‘ (40‘); AC 4
                Str), 1d4+1 (dagger + Str); S 15, D 12, C 13, I           (chain mail armor + shield); D3; hp 25; #AT 1;
                12, W 13, Ch 13; SV F2; ML 10; XP 38; 8 gp,               Dmg 1d8+3 (battle axe+1 + Str), 1d8 (heavy
                32 sp, 19 cp.                                             crossbow), 1d6+2 (hand axe + Str), 1d4+2
                Kees and Irun                                             (dagger + Str); S 16, D 12, C 16, I 15, W 13,
                                                                          Ch 10; SV D3; SA infravision 60’, detect traps,
                   Kees and Irun are a pair of friendly young             false walls, hidden constructions, and sloping
                fighters from a neighboring farming village. The          passages (1-2 on 1d6); ML 8; XP 125; potion of
                boys grew up together and are seeking to make             levitation; wolf skin cloak (25 gp), four gold
                a name for themselves.                                    rings (30 gp), 60 gp, 83 sp.
                   Kees and Irun: AL L; MV 120‘ (40‘); AC 7               Big Annamar
                (leather + shield); F1; hp 6; #AT 1; Dmg
                1d6+1 (spear + Str), 1d4+1 (dagger + Str); S                Big Annamar is a huge, fair-haired woman
                15, D 10, C 13, I 10, W 10, Ch 12; SV F1; ML              who hails from the frozen northlands. Big
                9; XP 16; 5 sp, 16 cp.                                    Annamar drinks to excess and is fond of bare-
                                                                          knuckled brawling and wrestling. She has a
                                                                     24
Michael Vitale (Order #32472574)
                preference for small, wiry men, and typical thief          their ridiculous garb and the false devotion of
                characters might end up as the object of her               their “subjects.” During the day, they can often
                rough affections. Big Annamar does not take                be found mingling with visitors to the Wanderer
                rejection well.                                            camp.
                   Big Annamar: AL N; MV 120‘ (40‘); AC 6                     King Williamson and Queen Eleanor:
                (studded leather armor + shield); F2; hp 20;               treat as Lawful 0-level humans with Cha 15 and
                #AT 1; Dmg 1d10+2 (two-handed sword +                      15 sp.
                Str); S 16, D 10, C 17, I 10, W 10, Ch 12; SV
                                                                           Duke Boris the Mighty
                F2; ML 10; XP 38; gold arm ring (100 gp), gold
                and silver ring (25 gp), 10 gp, 37 sp.                          The huge, barrel-chested Boris is the
                                                                           troupe’s strongman. For a fee of 1 cp, visitors
                Jace and Jevin
                                                                           can watch him perform various feats of
                   Jace and Jevin are two young brothers who               strength, lifting weights and other heavy items
                recently joined the company, lured by the                  (stones, plows, anvils, patrons, etc.) found
                promise of excitement and adventure. The                   inside his tent. For a fee of 1 gp, Boris offers
                mundane life of a mercenary (guarding                      100 gp to anyone who can best him in a lifting
                caravans, protecting shop owners, etc.) has                contest.      Characters   who     accept Boris’s
                begun to wear thin and they may be lured away              challenge undergo a test similar to the Strength
                by true adventurers.                                       test detailed in the Honor Games, however,
                                                                           there is no upper limit to the penalties
                   Jace and Jevin: AL L; MV 120‘ (40‘); AC 6
                                                                           imposed—Boris and the character continue
                (leather armor + shield + Dex); F1; hp 6; #AT
                                                                           lifting until one of them fails a check.
                1; Dmg 1d8+1 (sword + Str), 1d6+1 (spear +
                Str), 1d4+1 (dagger + Str); S 14, D 13, C 13, I               Duke Boris the Mighty: treat as Lawful 0-
                10, W 12, Ch 13; SV F1; ML 10; XP 19; 5 gp,                level human with Str 18 and 5 gp, 10 sp, and
                17 sp.                                                     35 sp.
                The Wandering Lords and Ladies                             The Tattooed Lady
                (a.k.a. The Wanderers)                                        Duchess Leonida the Tattooed Lady is an elf
                   The Wandering Lords and Ladies are a troupe             whose body is covered in a variety of tattoos.
                of traveling entertainers who dress in gaudy               Leonida wears an elaborate cloak that is artfully
                clothing designed to parody the finery of royal            designed to show off only bits and pieces of her
                courts. The troupe travels in a caravan made up            skin. For 1 sp, visitors may enter her tent to
                of several ornate wagons that also serve as                watch her slowly disrobe, revealing her tattooed
                their homes. The Wanderer camp is located on               body. Despite Mama Trosa’s objections, Leonida
                the northeast side of Hildor Meadow. It consists           sometimes offers herself as a “lady of the
                of a circle of tents, stalls, and wagons with a            evening” to curious patrons.
                campfire in the center, and horses, donkeys,                  Duchess Leonida: treat as a Neutral 0-level
                and other livestock kept in a small pen at the             Elf as per the Elf entry in the Labyrinth Lord™
                edge of the camp. The camp is open to the                  core rulebook with Cha 16 and assorted jewelry
                public during the day, but at night, visitors are          worth 345 gp and 60 gp, 42 sp, and 33 cp.
                politely sent on their way unless they have
                                                                           Prince Jumi the Jumasi
                urgent business with a member of the troupe.
                King Williamson and Queen Eleanor                             Jumi is a costumed fool who wanders about
                                                                           the camp doing flips and cartwheels, juggling
                   King Williamson and Queen Eleanor are the               objects, and using his quick wit to insult and
                public face of the Wandering Lords and Ladies.             harass visitors. Jumi carries around a bag of
                They are a married couple who are responsible              rotting vegetables and for a fee of 1 cp visitors
                for writing, directing, and starring in most of the        may pelt him with trash. Jumi is a skilled
                troupe’s comedies and plays. The King and                  musician who often plays for the Wanderers at
                Queen are a friendly pair who project a genuine            the evening campfire. He has fallen in love with
                air of refinement and respectability, despite              the knife-thrower Ayla Paksan, but she finds his
                                                                      25
Michael Vitale (Order #32472574)
                manner coarse and abrasive, and disproves of             consults a crystal ball, tarot cards, or bones to
                his occasional ventures into thievery.                   read fortunes. None of these items are magical,
                                                                         however, Duchess Trosa possesses a medallion
                   Prince Jumi the Jumasi: AL N; MV 120‘
                                                                         of ESP which she uses to tell people what they
                (40‘); AC 6 (Dex); T3; hp 9; #AT 1; Dmg 1d4
                                                                         most want to hear. Duchess Trosa and Lord
                (dagger); S 10, D 18, C 13, I 14, W 12, Ch 8;
                                                                         Barker could become a good source of
                SV T3; SA backstab, thief skills; ML 9; XP 110;
                                                                         information if befriended by the player
                pick locks 27%, find/remove traps 20%, pick
                                                                         characters. If the Labyrinth Lord wishes, she
                pockets 30%, move silently 30%, climb walls
                                                                         may even agree to cast spells such as read
                89%, hide in shadows 20%, hear noise 1-3;
                                                                         languages for the party for a small fee. A locked
                potion of diminution; six gold bracelets (40 gp),
                                                                         strongbox hidden in the bottom of her wagon
                four silver bracelets (15 gp), three gold rings
                                                                         contains the Wanderer hoard (assorted jewelry
                (25 gp), 10 gp, 29 sp.
                                                                         worth 350 gp, 2 emeralds (200 gp), 13 garnets
                Lady Ayla Paksan                                         (25 gp), 574 gp, 720 sp, 180 cp).
                   Ayla is a skilled knife-thrower who performs              Duchess Trosa: AL L; MV 120‘ (40‘); AC 8
                various tricks for the crowd. Ayla challenges            (Dex); MU 3; hp 8; #AT 1; Dmg 1d6
                visitors to a best-out-of-seven knife-throwing           (quarterstaff), 1d4 (dagger); S 8, D 15, C 10, I
                contest. The buy-in is 1 gp and the winner wins          17, W 16, Ch 13; SV MU3; SA spell; ML 10; XP
                25 gp. The target is AC 0. Because of her                125; potion of healing, potion of clairvoyance
                familiarity with the weight of the knives and the        (2), potion of clairaudience; medallion of ESP;
                distance to the targets, Ayla receives a +4 to-          spellbook, three gold bracelets (50 gp), two
                hit. Ayla was orphaned at birth and taken in by          silver earrings (25 gp), 75 gp, 117 sp. Spells:
                Duchess Trosa who treats her like a daughter.            1st: detect magic, magic missile, protection
                She is a talented actress and singer, and at             from evil*, read languages, read magic, shield*,
                night, her haunting melodies can be heard                2nd: arcane lock*, detect evil, knock.
                coming from the Wanderer campfire.
                                                                           *memorized spells
                   Lady Ayla Paksan: AL L; MV 120‘ (40‘); AC
                                                                         Handlers
                7 (Dex); F2; hp 12; #AT 1; Dmg 1d4 (knife); S
                11, D 16, C 13, I 12, W 13, Ch 15; SV F2; ML                 Four families made up of a sixteen men,
                10; XP 38; gold cameo locket (175 gp), 17 gp,            women, and children handle the troupe’s
                33 sp.                                                   mundane tasks, including setting up tents,
                                                                         purchasing supplies, preparing food, wrangling
                Lord Barker
                                                                         animals, manning stalls, and assisting various
                   The jolly fat man known only as Lord Barker           performers. These handlers, as they are called,
                is a charming fellow with an easy smile, who             come from all walks of life and many of them
                uses jokes and compliments to set others at              are seeking to escape their past. They are
                ease. Barker is extremely intelligent and has a          fiercely loyal to Duchess Trosa and the troupe.
                keen sense for what goes on in and around the
                                                                           Handlers: treat as 0-level Neutral humans.
                camp. During the day, he wanders Hildor
                Meadow, using his booming voice to attract               The Brotherhood of St. Garan
                visitors to the Wanderer camp. At night, he
                confers with Duchess Trosa about the future of              The Brotherhood of St. Garan is a small
                the troupe and the strange happenings                    order of friars and monks devoted to Tormic
                unfolding in Garanton.                                   Garan, one of the patron saints of warriors. Few
                                                                         clerics choose to follow St. Garan; most friars
                   Lord Barker: treat as 0-level Lawful human            are ex-soldiers or landless knights who are
                with Int 16 and Cha 16.                                  trained as herbalists and barbers so they may
                Duchess Trosa                                            tend the sick and wounded. The brotherhood is
                                                                         based in Garanton, under the leadership of Friar
                   Duchess Trosa is the aging sorceress and              Cowl Uric, where they see to the spiritual needs
                fortuneteller who leads the Wandering Lords              of the community and uphold local laws and
                and Ladies. For a fee of 2 sp, Duchess Trosa             customs.
                                                                    26
Michael Vitale (Order #32472574)
                Friar Cowl Uric                                            Blood Moon Orcs
                   Friar Uric was a sergeant in the King’s Army               The Blood Moon tribe of orcs once served as
                until he took the vows of St. Garan. Uric moved            minions for the evil cleric Drayn Rone. Blood
                to Garanton several years ago to accept the                Moon orcs worship the moon from their lair
                position as head friar of the Garanton Abbey. He           deep in the darkest reaches of Brother’s Wood.
                is a devoted servant of St. Garan who idolizes             A crescent-shaped moon is carved into both of
                the hero’s memory.                                         their cheeks at birth and most carry moon-
                    During the course of the adventure, Friar              shaped trinkets or paint red crescent moons
                Uric can be played as a valuable, informative              upon their shields.
                ally or as the ultimate foil, blinded by unyielding            A short time ago, the Blood Moon shaman,
                faith. He is quick to denounce those who                   Yikra the Old, received a hazy vision of the
                question St. Garan’s heroism, but overwhelming             Demon Gate. Believing the Demon Gate to be
                evidence such as Rellum’s history book or the              located in the Tomb of St. Garan, Yikkra sent a
                mural in the Chamber of the Honored One may                band of orcs to see if it had reopened. The orcs
                cause him to start questioning his beliefs.                are led by a war chief named Black Kurgel. If
                   Uric does his best to work with characters              Kurgel is killed, any captured orcs volunteer
                who take an active hand in the adventure by                whatever information they have (such as night
                tracking down leads and slaying monsters, and              demon sightings or how to open Garan’s tomb)
                is more likely to listen to what they have to say,         in the hopes that the characters spare their
                even if it goes against everything he believes in.         lives.
                He freely uses the abbey’s healing potions on                 Blood Moon Orcs (14): AL C; MV 120‘
                characters who are injured while performing a              (40‘); AC 7 (leather armor + shield); HD 1; hp
                service for the village. Uric is determined to             5; #AT 1; Dmg 1d6 (spear), 1d8 (sword), 1d4
                complete the festival, despite any doubts that             (dagger); SV F1; SA -1 to-hit in sunlight; ML 8;
                may arise about Garan’s sainthood.                         XP 10; 1d4 sp, 1d6 cp, moon-shaped trinkets.
                   Friar Cowl Uric: AL L; MV 120‘ (40‘); AC 4                 Black Kurgel: AL C; MV 120‘ (40‘); AC 4
                (chain mail armor + shield); F5; hp 38; #AT 1;             (chain mail armor + shield); HD 1; hp 8; #AT
                Dmg 1d8+3 (sword+2 + Str), 1d6 (light                      1; Dmg 1d6+1 (spear + Str), 1d8+1 (sword +
                crossbow), 1d4+1 (dagger + Str); S 15, D 13,               Str), 1d4+1 (dagger + Str); SV F1; SA -1 to-hit
                C 15, I 12, W 13, Ch 14; SV F5; ML 11; XP 800;             in sunlight; ML 8; XP 13; 1d3 gp, 1d4 sp, 1d6
                Sword of St. Garan, three vials of holy water.             cp, moon-shaped trinkets.
                Brothers of St. Garan
                   Brothers of St. Garan are ex-soldiers,
                guards, and adventurers who have devoted
                themselves to the service of St. Garan. There
                are four brothers in Garanton (Brother Dergan,
                Brother Colton, Brother Firth, and Brother
                Mengan) who assist Friar Uric with protecting
                the village, conducting religious ceremonies,
                and the daily running of the abbey.
                   Brothers of St. Garan: AL L; MV 120‘ (40‘);
                AC 4 (chain mail armor + shield); F2; hp 12;
                #AT 1; Dmg 1d8+1 (sword + Str), 1d6 (light
                crossbow), 1d4+1 (dagger + Str); S 13, D 12,
                C 13, I 10, W 12, Ch 12; SV F2; ML 10; XP 38;
                two vials of holy water.
                                                                      27
Michael Vitale (Order #32472574)
                                              APPENDIX
                                                                          abbey, they secretly use gold thread to cover
                New Magic-User                                            the skull with an embroidered helm.
                Spells                                                    The Sword of St. Garan
                                                                             The Sword of St. Garan is an enchanted
                Lesser Charm Monster
                                                                          sword that was once wielded by Tormic Garan.
                     Level: 2                                             The sword was named Callax, which means
                     Duration: Special                                    “Conqueror” in the ancient tongue. It functions
                     Range: 120’                                          as a sword +2 that allows the wielder to cast
                                                                          cause fear three times per day upon uttering
                   Lesser charm monster is identical to the spell
                                                                          the command word “vanrai.” The Brotherhood
                charm monster (see the Magic-User and Elf
                                                                          of St. Garan is unaware of the sword’s
                Spells section in the Labyrinth Lord™ core
                                                                          spellcasting ability.
                rulebook), except that lesser charm monster
                only affects one monster of 4 HD or less.
                                                                          New Monsters
                New Magic Items                                           Night Demons
                The Mantle of St. Garan                                     No. Enc.: 1d6 (2d4)
                                                                            Alignment: Chaotic
                   The Mantle of St. Garan is a luxurious black             Movement: 90’ (30’); Fly: 150’ (50’)
                velvet cloak that was once worn by Tormic                   Armor Class: 5
                Garan and is said to grant its wearer good                  Hit Dice: 2
                leadership skills and victory in every battle. The          Attacks: 4 (2 claws, bite, horn)
                mantle provides a bonus of +2 to all Charisma               Damage: 1d2/1d2/1d6/1d4
                checks. In truth, however, it is actually a cursed          Save: F4
                item that bestows a cumulative –1 penalty to-               Morale: 11
                hit on its wearer every month after the first.              Hoard Class: VII
                Upon the wearer’s death, the cloak magically                XP: 65
                returns to the Garanton Abbey. (A remove
                curse spell produces the same effect.)                       Night demons are humanoid creatures with
                                                                          large bat-like wings, curved horns, green eyes,
                   The cloak’s left collar contains Tormic                fangs, fearsome claws, barbed tails, and skin
                Garan’s true coat-of-arms—a black skull over              the color of pitch. Night demons hunt in packs
                crossed red swords on a white shield. The                 and are often mistaken for gargoyles. They are
                Brotherhood of St. Garan believes that the skull          sly, efficient predators that can strike without
                is merely a sign that the wearer was unworthy             warning, swooping down upon their prey and
                so when the cloak inevitably returns to the               tearing them apart. Their presence forces
                                                                          normal animals to make a saving throw vs.
                                                                     28
Michael Vitale (Order #32472574)
                spells or flee in fear for 1d4 rounds (trained          Demon Grubs
                warhorses are immune to this effect). Night
                demons do not collect treasure; any valuables             No. Enc.: 10d20
                found in their lair lie amongst the remains of            Alignment: Chaotic
                their victims.                                            Movement: 60’ (20’)
                                                                          Armor Class: 9
                    Night demons are not demons in the truest             Hit Dice: 1 hit point
                sense. They dwell in a dark, shadowy plane that           Attacks: 1 (bite, per group)
                lies beyond the world of men and can only leave           Damage: 1d6, disease
                this plane with the help of powerful magic.               Save: 0-level human
                Night demons hunt in darkness, lying dormant              Morale: 5
                during the day unless disturbed by bright lights          Hoard Class: XI
                or loud noises. Night demons suffer a –2 to all           XP: 6
                attacks in the presence of a light spell. If a
                night demon is exposed to sunlight, it turns to            Demon grubs are night demons in their larval
                dust in a bright flash of light.                        form. They are omnivorous maggot-like vermin
                                                                        that thrive in trash and waste. Demon grubs are
                                                                        jet black in color and range in size from 6” long
                                                                        to 2’ long. They move slowly, but are relentless
                                                                        in pursuit of living prey. They may be
                                                                        temporarily warded off with fire, but are quick
                                                                        to resume the hunt once the fire dies down.
                                                                           Demon grubs live in hordes that can breed in
                                                                        great numbers. Grub hordes get 1 attack per
                                                                        group of 10 grubs (or fraction thereof), inflicting
                                                                        1d6 hit points of damage per hit. If a character
                                                                        is swarmed by more than 20 grubs, he must
                                                                        make a saving throw vs. death or fall to the
                                                                        ground under the writhing horde. He may stand
                                                                        up the following round, but must make a new
                                                                        saving throw if still under the horde. The
                                                                        swarmed character can make no attacks until
                                                                        he gets back on his feet.
                                                                           Demon grubs are disease carriers, and any
                                                                        time a character is bitten by a grub there is a
                                                                        5% chance the character contracts a rotting
                                                                        disease similar to leprosy. A saving throw vs.
                                                                        poison is permitted, and should it fail the
                                                                        character dies of the disease 1d6 days later. A
                                                                        successful saving throw indicates that the
                                                                        character gets ill and is bedridden for 30 days,
                                                                        at the end of which there is a 25% chance the
                                                                        disease proves fatal. If the character survives,
                                                                        he permanently loses one point of Charisma.
                                                                        The spell cure disease will cure this infection,
                                                                        but will not return lost Charisma.
                                                                                              END
                                                                   29
Michael Vitale (Order #32472574)
           DESIGNATION OF PRODUCT IDENTITY                                                          You agree not to indicate compatibility or co-adaptability with any Trademark or
           The village of Garanton, the adventure background, all place names and                   Registered Trademark in conjunction with a work containing Open Game Content
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                                                                                              8. Identification: If you distribute Open Game Content You must clearly indicate
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           declaration of product identity, is open game content.                             9. Updating the License: Wizards or its designated Agents may publish updated
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           symbols, designs, depictions, likenesses, formats, poses, concepts, themes and           Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
           graphic, photographic and other visual or audio representations; names and
           descriptions of characters, spells, enchantments, personalities, teams, personas,        System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors
           likenesses and special abilities; places, locations, environments, creatures,            Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E.
           equipment, magical or supernatural abilities or effects, logos, symbols, or graphic      Gary Gygax and Dave Arneson.
           designs; and any other trademark or registered trademark clearly identified as           System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
           Product identity by the owner of the Product Identity, and which specifically            Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
           excludes the Open Game Content; (f) "Trademark" means the logos, names, mark,            David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
           sign, motto, designs that are used by a Contributor to identify itself or its products   James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
           or the associated products contributed to the Open Game License by the              Modern System Reference Document Copyright 2002-2004, Wizards of the Coast,
           Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,      Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
           format, modify, translate and otherwise create Derivative Material of Open Game     David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,
           Content. (h) "You" or "Your" means the licensee in terms of this agreement.         based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
           2. The License: This License applies to any Open Game Content that contains a Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
           notice indicating that the Open Game Content may only be Used under and in Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
           terms of this License. You must affix such a notice to any Open Game Content Authors Davis Chenault and Mac Golden.
           that you Use. No terms may be added to or subtracted from this License except as Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games,
           described by the License itself. No other terms or conditions may be applied to any Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary
           Open Game Content distributed using this License.                                   Gygax.
           3.Offer and Acceptance: By Using the Open Game Content You indicate Your Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games,
           acceptance of the terms of this License.                                            Inc.; Author Scott Greene, based on original material by Gary Gygax.
           4. Grant and Consideration: In consideration for agreeing to use this License, the Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
           Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license Author Scott Greene, based on original material by Gary Gygax.
           with the exact terms of this License to Use, the Open Game Content.
                                                                                               Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games,
           5.Representation of Authority to Contribute: If You are contributing original Inc.; Authors Scott Greene and Patrick Lawinger.
           material as Open Game Content, You represent that Your Contributions are Your
           original creation and/or You have sufficient rights to grant the rights conveyed by Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
           this License.                                                                       Author Scott Greene, based on original material by Nick Louth.
           6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.;
           portion of this License to include the exact text of the COPYRIGHT NOTICE of Authors Scott Greene and Clark Peterson, based on original material by Gary
           any Open Game Content You are copying, modifying or distributing, and You Gygax
           must add the title, the copyright date, and the copyright holder's name to the Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
           COPYRIGHT NOTICE of any original Open Game Content you Distribute.                  Blood Moon Rising, Copyright 2010. Author Peter C. Spahn.
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           an indication as to compatibility, except as expressly licensed in another,
           independent Agreement with the owner of each element of that Product Identity.      Copyright 2010, Peter C. Spahn.
Michael Vitale (Order #32472574)
Michael Vitale (Order #32472574)
Michael Vitale (Order #32472574)