CHAPTER 1: Darkness over Sterich
Read the following to new characters starting
this adventure, or to characters who have
played the Prologue and have reached the
eastern borders of Sterich.
______________________________________
Your party crosses the last of the low hillocks,
and you see spread before you the
wide, muddy flow of the Javan river, the
longest in this part of the world. The normally
rich banks are crowded with a city of
dirty tents and hastily-built shelters, as if
an entire city had decided to go adventuring.
A similar collection of muddy colors
dots the far shore. Between the shores is a
steady line of rafts and small craft, hauling
people from the far side to the near.
___________________________________
The tents are refugees from Istivin and from
the more remote towns that have been
plagued by giant raids. The people have fled
with all they could easily carry, though some
of that has been taken by the ferrymen as the
cost of transport to Keoland and safety. As a
vassal state of Keoland, those who are able to
flee are doing so.
Should the PCs inquire among the refugees
about the reasons for flight, they get various
responses. Those from the areas bordering the
mountains tell of raids by huge giants, hill,
frost, and others, wielding great powers and
in alliance with evil troops and powerful monsters.
Those from Istivin tell a different story;
the Earl’s citadel has fallen under an evil
curse, a blackness that threatens to eat the
world.
The PCs’ questions are interrupted by a rider
bearing a shield with the image of a black lion on
red, the symbol of the royal house of Keoland.
The rider asks the PCs if they are adventurers,
but regardless of the answer, he unrolls a scroll
and reads the following:
____________________________________
“To all who hear this proclamation who are
good and strong fighters, mighty and
knowledgeable wizards, proverbially wise
sages and clerics, masterly thieves who use
their abilities in the service of goodness
and justice, heed the words of the His
peerless Majesty, Kimbertos Skotti, King
of Keoland, Lord of the Gran March, Plar
of Sterich, and Protector of the South,
through this humble spokesman.
"The land of Sterich has been placed in
dire danger that exceeds the abilities of ordinary
levies and mercenary troops to contain.
Foul witcheries and great malign
magicks have conspired to destroy this noble
state. It is therefore my wish and thus
my will that all such goodly men and
women and those of demi-human standing
hie will all due haste to Istivin to aid in
the repelluing of this great danger.
“Those who choose to come to the aid of
this land in its time of need shall be rewarded
with the treasure of the creatures
they defeat, without tax or surcharge by
the crown. Those who choose to abandon
this land in its time of need, or to flee or
aid the forces of darkness, will be cursed in
the eyes of the kingdom, and held as traitors.
“By my hand, my wish and will, and
with the stamp of the signet ring that is the
seal of my power...
Kimbertos Skotti, King of Keoland,
Lord of the Gran March, Plar of Sterich,
and Protector of the South.”
________________________________________
The call of a nation in danger (and the
chance for easy money without having to
worry about giving some of it to the crown)
should intrigue the characters to move toward
Istivin, even if the clues of the slave lord in the
Prolgue did not point that way earlier. Adventure
(and a little cash on the side) awaits!
Those characters from the Prologue who
wish to follow the trail of the slave lord’s accomplice
in Flen find the following. The Inn
at which the accomplice was supposed to be
staying is boarded up and empty. Those in the
area tell tales of dark shadows moving through
the night, and hideous inhuman screams, but
no one living (nor any body or evidence of a
fight) was found the next morning.
Random Encounters in Sterich
Use the following encounter key for random
encounters in Sterich,.both on the way to
Istivin and when traveling to or from the Jotens.
Check for encounters once every eight
game hours. If all three special encounters
have been used, re-roll any result of 87 or
above.
1d100 Encounter
01-05 Dwarves, mountain (11-20)
06-10 Giant, fire (1) with bugbears
11-20 Giants, hill (1-4)
21-25 Patrol, Keoland
26-35 Patrol, Sterich
36-40 Patrol, false
41-45 Raiders, goblins (10-80)
46-50 Raiders, hobgoblins (10-80)
5 1-60 Raiders, human bandits (10-80)
61-65 Raiders, ogres (10-80)
66-70 Raiders, orcs (10-80)
71 Raiders, trolls (1-4)
72-86 Refugees (10-60)
87-00 Special encounter
Encounter Details
Dwarves, mountain: This hardy race is takign
a battering in their mountain homes by the
onslaught of the giants and their allies. They
are found acting as additional support in
Sterich to maintain the peace, transporting
valuable items (either for trade or to safety), or
looking for non-human raiding parties. There
is a 4 in 10 chance that someone in a given
band of dwarves knows the location of the origin
of these giant raids (Chapter 3).
Hill Giants: This is a raiding party from the
steading of the hill giant chief (Chapter 3).
There is a 10% chance that one has a map locating
the steading, so they can find their way
back later.
Fire giant with bugbears: This is another raiding
party under the giants’ controls. The fire
giant, one Garoof by name (hp 65), has been
assigned the task of reporting back success to
his King through the hill giant chief. If interrogated,
Garoof may admit that the main
headquarters for controlling the raiders is in
the hill giant’s steading (which is a lie, but
there is no love lost between the tribes of
giantkind).
Patrol, Keoland: This group of 26-33 soldiers
(see following details) is mounted on light
horse, and equipped with lance, javelin, and
longsword. They bear the shield device of
Keoland, the black lion on red.
These troops have been sent across the
Javan to help the Sterich natives keep order,
hunt down bands of non-human raiders, and
be a mobile strike force to react to specific
raids. Their base is in Istivin, and they are
aware of the situation there (q. v.). The patrolmen
from Keoland resent being sent from
their relatively secure patrols into this hill
country that is leaderless and overrun with
foul creatures and greedy adventurers. They
have instructions to allow human adventurers
to head toward Istivin and not to molest
them, but they ask for the destination of all
other groups.
Each is on a light horse (HD 2; MV 24”)
and armed with lance (Dmg 1-6, ranges 1” /
2“ /3”), 4 javelins (Dmg 1-6, ranges 2“ / 4“ /
6”), and longsword (Dmg 1-8).
1 Officer (Level 5; AC 4; hp 30; XPV 240)
2 Sub-Atlerns (Level 3; AC 4; hp 18 each;
6 Sergeants (Level 2; AC 5; hp 12 each XPV
17-24 Regulars (Level 0; AC 5; hp 6 each;
XPV 89 each)
44 each)
XPV 11 each)
Patrol, Sterich: These patrolmen are on foot,
recruited from the local area. They bear the
shield device of Sterich, the black and red lion
on red and black shield. They try to stop everyone
they meet and ask of their business in
the area. They do not harass any adventurers
heading toward Istivin, but ask for papers and
identification of those that seem to be departing.
They are always polite, though strongly
suspicious of strangers.
Each is armed with dagger (Dmg 1-4) and
longsword (Dmg 1-8), and leader types have
missile weapons as well.
1 Captain (Level 7; AC 4; hp 42; XPV 561)
2 Lieutenants (Level 4; AC 4; hp 24 each;
4 Sergeants (Level 3; AC 5; hp 18 each; XPV
8 Veterans (Level 2; AC 5; hp 10 each; XPV
41-50 Levies (Level 0; AC 7; hp 3 each; XPV 8
XPV 156 each)
89 each)
40 each)
each)
Patrol, false: These are human raiders (bandits)
that have defeated a patrol and taken its
guise. Refer to the type of patrol (either) for
numbers, colors, and equipment, though
only one of the group is a leader, commanding
first-level bandit troops. If they encounter a
superior force, the false patrolmen try to bluff
their way through, but the PCs may notice
discrepancies -ill-fitting uniforms or lack of
decorum.
Raiders: None of these independent raiding
groups is directly associated with the giants.
An agent of the giants has traveled and spread
word that the pickings are easy in Sterich, and
humanity will be in flight therein. These
groups are merely drawn in like vultures to a
fresh kill. They know nothing of the location
of the hill giant’s headquarters.
Use standard details for all raiding monsters.
Refugees: These are 10-60 unarmed zero-level
humans, either fleeing their farms for fear of
the giants or fleeing Istivin in fear of the dark
sorceries.
Special Encounters: Choose one of the following,
as seems most appropriate. When all
three have been used, re-roll all random encounter
result of 87 or more.
The Special encounters are Big Johann,
Trap-door Giants, and Stone Giants Return.
1. Big Johann
This special encounter should occur just as
night begins to fall. The characters see in the
distance a small town, a comfortable place to
spend the evening and more inviting than the
cold ground.
To the villagers it is obvious that the PCs are
important and powerful adventurers. Normally
their arrival would be a point of interest,
but here the characters are greeted with
fearful looks and sullen glowers. No one approaches
them or talks cheerfully to them.
Women protectively hustle their children
away from them. Men stop their work and
stare at the player characters as they pass.
The characters have no trouble finding the
village inn; it is a bright and gaudy place.
Outside, in the shade of an old elm, a group
of rough-looking men drink and bowl. Several
ne’er-do-wells lounge on the benches scattered
about the yard. Inside, the inn is lively
and gay. A sassy serving wench whisks through
the tables, countering indelicate compliments
and suggestions with biting wit. A game of
bones is played at one table with furious zeal.
The innkeeper has just finished tapping another
barrel of ale when the characters enter.
The common room quiets for a second as the
crowd surveys the new arrivals, and then falls
back into its noisy habits.
The party can find a table without any trouble.
Surveying the room, they see a typical collection
of villagers, with a few apparent hard
cases here and there. Still, things don’t seem
unusual, especially considering that an honest
working day has just ended.
While the PCs are getting settled, a small
scene erupts at an adjacent table. A roughlooking
fellow, none too handsome and a bit
done in for drink, is getting a little too forward
with the serving wench. She makes it
clear with a slap across his face that she wants
nothing to do with him, but he only gets
meaner and more demanding. This is obviously
not the way a gentleman should treat a
lady! And no one in the place is doing anything.
All the other customers make pained
efforts not to notice what is happening.
If none of the PCs decide to step in, the
drunk trips while getting up to chase the lady.
Jumping up, he glares at the party, furious,
and loudly blames them for his accident. On
the other hand, if anyone does the chivalrous
thing, the cad is easily faced down.
Though tough-looking, he is craven and
gutless, the type who considers a quick stab
from behind a fair fight. Any strong-looking
character who acts tough and isn’t bluffed by
the drunken bully’s words can get him to show
his true colors. Muttering imprecations and
unfinished threats, he slinks out of the inn.
During the confrontation, the entire inn falls
silent, except for the clink of the innkeeper’s
cups. Everyone pretends not to notice what is
going on while watching the scene out of the
corners of their eyes. When it is all over, there
is a strained attempt to regain the gaiety and
cheer of the inn. However, it is never quite the
same. A strained forced edge creeps into everything.
But there is at least one person who has not
forgotten the gallantry of the player characters.
The serving wench, having slid away during
the confrontation, returns to the table
with a bottle of wine for her rescuers. “This
one is on me, good sirs, though I fear your
kindness will here be poorly repaid.” With
that she pours drinks for the group.
If the PCs choose to ignore the whole event,
she stares at them, mystified. Finally she
speaks. “Sirs, you do not understand, do you?
You’re not leaving town. I appreciate what
you have done, but you have earned no
friends here. They,” she says with a nod toward
the others, “they would just as soon you
let me alone. Look at them; they’re all scared
out of their wits. You stood up to Albere, one
of Big Johann’s band. You can bet that he is
going to come back.”
A man at a nearby table leans over and says,
“Indeed, it is so. You, meddling strangers,
have more than likely doomed us all. When
Big Johann and his men hear what has happened,
they’ll come for their revenge! And
they’ll take it out on us! ” By now you can hear
voices of bitterness and discontent throughout
the inn. To the minds of the locals the outcome
is certain. Big Johann (apparently some
local bandit or warlord) and his men are going
to return and punish the town. And it is all
the fault of the player characters. They even
hear outcries that the townspeople turn the
party over to these villains and possibly avoid
any retaliation! In no time at all the word is
out all over town.
If the characters wish, they can take the
cad’s choice and leave town. None of the
townspeople try to stop them, although they
are pelted with some garbage and a few
stones. The townspeople are more than happy
to inform on the group, hoping to divert the
wrath of Big Johann. Otherwise, the PCs can
own up to their actions and await his arrival. It
should be very clear to the characters that they
are not going to get any shelter or assistance
from the townsfolk. The only person who has
the slightest feeling for them is the wench
they rescued.
An hour after Albere leaves town, Big Johann
arrives. With him are Albere and the
rest of his men. In a booming voice Big Johann
announces himself-a frost giant riding
on the back of a wooly mastodon! With him
are an assortment of other giants and creatures,
his “men.” They make no secret that
they intend to smash this town and the player
characters flat. It is up to the party to stop
them!
Big Johann carries a giant-sized axe and a
saddlebag containing three boulders for tossing.
Johann swears fealty to the Frost Giant
Jar1 in Chapter 4, but has never visited that
leader’s glacial home nor does he know its exact
location.
Big Johann (Frost Giant): hp 50; XPV 2,950
Smokey (Mastodon): hp 60; XPV 2,960
Ogres (10, “Big Johann’s Boys”): hp 23 each;
XPV 205 each
Albere (6th Level Fighter): AC 2; hp 36; MV
12”; #AT 1; Dmg 2-9; THACO 16; chain
mail +2, longsword + I ; AL CE; XPV 441
2. Trap Door Giants
This encounter should occur any time the
player characters are traveling through open
plains, either in the wilderness or on the edge
of farming lands.
The party is riding through the middle of a
grassy plain, past what may be natural formations
or perhaps ruins even older than antiquity.
Dotted throughout the tall weeds are
rings of large stones. Nature and accident may
account for them, but they might also be the
foundations of some ancient primitive village.
When the characters are in the midst of this
area, have the party roll for surprise with a - 1
penalty. Suddenly, five huge trap doors fly
open in the area around the party. Rising up
out of each is a hill giant with a massive club.
They waste no time in attempting to pound
the player characters.
These giants, while not brilliant, have cleverly
devised this trap to ambush travelers and
caravans. Each has dug a pit deep enough to
conceal himself comfortably. They watch the
trail through small peepholes. If three or more
of the giants are slain, the survivors scramble
out of their pits and flee.
Stacked in huge bags in the bottom of the
various pits are 7,000 sp, 2,000 ep, a sword
+1, and 24 light quarrels +1.
Hill Giants (5): hp 46 each; XPV 1,952 each,
9,760 for all
3. The Stone Giants Return
This encounter can occur in any deserted or
sparsely populated area. If the PCs have
played adventure A1-4, they have met the
stone giants once before. If they have done so,
take pains to ensure that the party does not
rush out and slaughter everything in sight before
talking.
As the PCs top a rise, they can make out a
band of figures marching in the distance.
Though they are far off, the figures are clear
and distinct. Solemn and perhaps even grim,
they march across the landscape. Several are
pulling handcarts and most have bags and
packs. They seem to be headed in the party’s
general direction.
This group is a band of stone giants, leaving
their ancient homeland for distant lands. If
the characters approach them, the giants halt
while still some distance away. The band of 17
includes females and children, most carrying
huge packs or bags slung over their shoulders.
Several are pulling gigantic carts with wheels
taller than a man. These are piled high with
their goods.
The leader of the giants comes forward under
a flag of peace. He wishes to parley with
the player characters. If this is agreeable, he
sits in the middle of the field and talks. He
looks tired and haggard and his speech is slow
as he carefully picks out his words in common.
“Greetings, little folk,” he rumbles. “I am
Thane Ogier of the Stone Folk, once of the
lands of the Oberulsprulheim, or that which
you call the Crystalmist. Who might you be?”
Upon hearing the names of the player characters,
the giant will recognize them (if they
have adventured in A1-4), having heard their
names “through the stones.” He explains that
his band is leaving the Crystalmist. “The
stones say that evil times are coming. Our
lesser brothers burn and destroy the lands of
the Little Folk. And behind them the are
darker energies. Their power we can feel in the
rocks. It is time for you, Little Folk, to arise.”
Beyond this he will say nothing more.
If the player characters offer any gift or
show any particular kindness to the stone giant,
he gives them a gift in return. Going to
his band, he returns with a round of cheese
the size of a wagon wheel. Made from the milk
of the mountain sheep, it is of exceptional
quality and rarity. While not magical, it is
quite nourishing. A single wedge will serve to
adequately sustain a man through the most
trying of activities.
If attacked, the giants use their loaded
wains as boulders.
Stone Giants (17): hp 40 each; XPV 2,200
each, 37,400 for all
Istivin
As the characters approach Istivin, they feel
like they are walking into an approaching
storm. An electric tingle causes the hairs to
rise of the backs of their necks, and the very air
tastes sharp and acrid.
The PCs see what has happened to Istivan
from several miles away. Where the towers of
the Earl’s citadel should rise, there is instead a
large, ebony sphere, as if a god had taken the
city and left in its place a huge black pearl. As
the characters approach, they see that the
hemisphere cuts through the city around the
citadel like a knife, and buildings are literally
cut in two by the perimeter of the black bubble.
About a half mile from the city, the party
encounters a Keolandish patrol (see details
above). The leader of this group says that the
area is under the King’s protection and no
looters or trespassers are permitted without express
consent of the King’s Agent. Further,
any adventurers seeking to aid in repelling the
evil that has befallen the area should report to
the King’s Agent.
The King’s Agent can be found in his temporary
headquarters at the Manor of Algorthas
the seer. This agent is Lashton, a 15th level
wizard who has been entrusted to oversee the
situation, in particular the strange bubble
that has swallowed the city. Lashton is eager to
prove his worth to his lord, in hopes of receiving
a grant of land from his Majesty. He is also
interested in attaining for himself the credit
for the rescue of Istivin, and to that end normally
assigns newly arriving adventurers tasks
of lesser importance (and lesser status).
Lashton is not an evil man, but an unwitting
ally of evil in that his attempts at personal advancement
only play into the hands of the evil
powers that threaten the land. When portraying
Lashton, present the image of a petty bureaucrat
more interested in the proper forms
being filled out and in personal status than in
doing anything about the problem at hand.
The King of Keoland is aware of his agent’s
shortcomings, and to that end has assigned
the Prefect Randos as an aid. Randos is a
stocky cleric who tries to moderate his lord’s
actions and more foolish orders and, just in
case, has been given a scroll with three resurrection
spells, just in case.
The characters are ushered into Lashton’s
chambers, which are filled with ornate pieces
of art and other objects “rescued” from the
city. Lashton is there with Randos and Algorthas
the Sage, and is bellowing something
about an error in one of the Seer’s books.
(Lashton has appropriated the seer’s house as a
base, but is spending a good deal of his time
going through his host’s library, hoping to increase
his own magical power with any arcane
lore found within.)
Lashton demands that the characters identify
themselves and their mission. He tells
them that if they are interesting in aiding the
cause, they will have to follow orders, and recognize
the authority given him (by the seal of
the King of Keoland, a ring he wears of his left
hand) and if necessary, to obey the leaders of
several patrols of Keoland troops that are
based on the manor grounds. (Such an attitude
alone should guarantee an instant dislike
of the man). Lashton then orders Algorthas to
summarize the situation for the newcomers.
Read the following to the players:
Algorthas’ Story
“The nation of Sterich has always had to deal
with the dangers of the non-human population
of the Crystalmist mountains which make
up our western border. These mountains are
the home of a large number of hostile races,
including the various breeds of giantkind.
These giants have been conducting small raids
against our western farms and towns for years,
and a sizable portion of our militia has been
devoted to protecting that portion of the
realm.
“Recently, however, the number and size of
these raids has increased dramatically, and
worse yet, they appear to be more coordinated
than is normal for such dull brutes. It has been
confirmed that several giant leaders have emerged,
and these leaders are rallying their people
in a genocidal war against humankind.
"In normal timtes, the nation would be
hard-pressed, and aid was requested from
Keoland. But to make matters worse, a fearsome
spell has befallen the city of Istivin, cutting
off all normal leadership.
“This foul magic first appeared a fortnight
ago. Some say that a powerful demon appeared
in the courtyard of the citadel. Some
say that a gift from another country was instead
a deadly trap. Some even say” (the sage
glances at Lashton) “that it is the result of
meddling in arcane matters that were too
powerful.
“In any event, by the next morning the entire
citadel was covered by this black hemisphere.
One of two things happen to those
who approach the sphere. If they are strangers
to the land, the sphere appears hard and solid
as rock. If they are native-born, however, they
can walk right through into the sphere itself.
Those who entered, however, have never been
seen again.”
The black bubble is Lolth’s device, a prelude
to opening the portal into Oerth from her
realm. The bubble is resistant to all magic and
weapons, and even the will of a minor deity
cannot cause it to disappear. Up close, the
sphere looks like ball of black twine or
webbing, with layers inside layers inside layers
The bubble will only admit those who are
native to the area, and has swallowed a goodly
number of people in their sleep originally, as
well as later investigators (the most recent being
a local cleric named Trose, who investigated
without Lashton’s permission). Lashton
has issued direct orders that no one touch the
bubble until further orders. If any of the characters
are natives of Sterich, the bubble denies
them access. Lolth has other plans for these
adventurers.. . .
Finally, the bubble is growing, slowly, almost
imperceptably, but definitely expanding.
This latest bit of foul enchantment has
put the population in full flight, and all help
is needed to maintain order.
Sterich, then, has two problems: invaders
within, and its missing citadel. There is glory
in defeating the magical power that holds the
ruler and his court, so this is Lashton’s stated
purpose. The player characters will be assigned
another task-that of finding and destroying
the headquarters of the giants, and
dealing with whomever is responsible for
gathering their forces together.
Randos has some ideas. The giant headquarters
is probably located in the Jotens to
the south, since that is where many of the attacks
originate. The exact location is unknown
as yet. Randos points out that whoever defeats
the giants will receive the treasure they have
taken as reward, and Lashton (reluctantly)
agrees. Lashton announces that the party may
now set out without delay. They cannot decline,
as they know too much. If they refuse to
help, they will be imprisoned, for the good of
the realm.
If the characters want to talk with Algorthas,
Lashton permit it, but only for five minutes,
saying the sage has been drafted into
aiding the King’s Agent in more mighty matters,
and his time is therefore valuable. The
sage will freely admit to having given their 10-
cation to the slave lord in exchange for gold.
He specializes in knowledge, and knowledge
is neutral. He will also note on the map the
general location (the hex row on the map) in
which the steading may be found. This is information
that he has recieved from Sterich
patrols that Lashton, the King’s agent, has not
yet thought to examine.
Lashton, The King’s Agent: AL LN; Level 15
Magic-User; hp 36; MV 12“ ; AC 2; THACO
14; #AT 1; Dmg 1-4 or by spell; bracers of
defense AC 2; XPV 12920; Spells:
First Level: comprehend languages,
erase, identify, magic missile, read
magic
Second Level: detect evil, detect invisibility,
ESP, forget, shatter
Third Level: clairvoyance, detect illusion,
dispel magic, protection from
evil, protection from normal missiles
Fourth Level: confusion, magic mirror,
minor globe of invulnerability, ultra
vision, wizard eye
Fifth Level: conjure elemental, contact
other plane, feeblemind, Leomund’s
lamentable belaborment, passwall
Sixth Level: disintegrate, legend lore
Seventh Level: limited wish
Randos, The King’s Agent’s Assistant: AL
LN; Level 5 Cleric; hp 25; MV 9”; AC 5;
THACO 18; #AT 1; Dmg 2-5 (mace) or by
spell; XPV 370; Spells:
First Level: bless, penetrate disguise, portent
Second Level: augury, find traps, slow poison
Third Level: speak with dead
Note: Should the characters return to Istivin
after defeating the hill, frost, or fire giants,
Lashton will have the party explain their
adventure and their reasons for taking each
and every action, in detail. He demands that
the characters write all this down. If none are
literate (or if none admit to it), he orders Randos
to take their dictated testimonies. Lashton
then takes the notes and secretly adds a few
modifications, so that the only way the party
survived was through the kind aid and wise
counsel of his august self. He then sends the
report it to Keoland.
Lashton then indicates the next target for
the party’s explorations (and admits surprise
that they did not think of it themselves). If the
characters have defeated the hill giants, he
notes that new information leads him to believe
that a frost giant Jar1 of incredible
strength has taken on the mantle of rulership
of the tribes. If the characters have defeated
the frost giants, he points out that careful research
has pinned the leadership on a fire giant
named Snurri Iron Belly. If the characters
return from fighting the fire giants without
investigating the Drow, he is amazed by their
lack of patriotism, and quickly orders them
back to the halls of the defeated King to investigate
further. He may even wish to speed
their journey by magic.
In each case, Lashton himself will have
made no further progress on the bubble, except
to determine that it is not from the Prime
Material Plane. News of the party’s successes
will then (with careful rewording) please the
King with Lashton’s success, as he tries to figure
out how to banish Lolth’s present to
Sterich
<table>
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