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\title{The Grasslands of Merakai}
\author{Mark Hassman}
\date{mhassman@zephyr.cair.du.edu}
\maketitle

{\noindent \it
{\Large B}ehold gentle reader, the Grasslands,
a place of wonder and beauty, yet also a land
of danger and death where the only sure laws
are those of nature, eat or be eaten\ldots
and so the saying goes. If you judge yourself bold enough
to survive, just remember that Hassman is watching, and
that the next blood curdling scream may be your
own. Many thanks to Boudewijn Wayers for the
original compiling.\\}

\begin{center}
{\Large Contents}\\
\end{center}

\begin{enumerate}
\item{The Geography of the Grasslands of Merakai}
\item{Descriptions of the Town Areas}
\begin{itemize}
      \item{Lierchmon}
      \item{Fedell}
      \item{Arfeld}
      \item{Dresan}
      \item{Marple}
      \item{Korton}
\end{itemize}
\item{The Northeast Region}
\item{The Great Cliff}
\begin{itemize}
      \item{The Cave}
      \item{The Gnomes}
\end{itemize}
\item{The Barrier Mountains}
\begin{itemize}
      \item{The Stronghold}
      \item{Glade Of The Giants}
      \item{The Citadel}
\end{itemize}
\end{enumerate}


\section{The Geography of the Grasslands of Merakai}

The Grasslands of Merakai are a large set of plains which cover the
central portion of a small continent.  They are similar to the Great
Plains of the United States.  Upon these plains are six settled towns or
villages.  Other than the areas immediately around the towns, the
Grasslands are relatively wild and dangerous.

The Grasslands cover an area of 400 miles $\times$ 400 miles.  Only one major river
enters the grasslands and that is near the capital city of Dresan.
Various small streams appear on the plains either from the mountains to
the north or from the aquifer under the grasslands.  To the north of
the Grasslands is a large chain of mountains which arise between the
northern coast of the continent and the northern border of the
Grasslands of Merakai.  West of the grasslands, the land changes into a
brushy scrub with a canyons and an increase in woody vegetation (scrub
oak, junipers etc.).  East of the Grasslands is a cold desert dominated
by sagebrush, creosote bush, and pinon pines.  Below the grasslands is
Korton forest.

The Thornbrush River is the largest river on the continent and is
formed from its two forks on the western side of the Grasslands.  At
the fork sits the capital city, Dresan.  The river is navigable by
river boat all the way from Dresan to the coastal city Martillan.


% The Maps
% 
%                                           |
%          Northern Barrier Mountains       |
% ------------+-----------------------------+
%             |                             |   Scrub Plains
% Cold Desert |        Grasslands           |
%             |            of               |
%             |          Merakai            +---------------
% ------------+---+---------------+---------+
%                 | Korton Forest |
%                 |               |
%                 +---------------+
% 
% ----------------------------------------------------------
%
%       <1>
%        x        <2>
%        x         x
%        x         x                    xxxxxxxxxxx<3>
% <4>xxxxxxxxxxxxxxx          xxxxxxxxxx
%                  xxxxxxxxxxxx               1. Lierchmon
%                        x                    2. Fedell
%                        x                    3. Arfeld
%                       <5>                   4. Dresan
%                        x                    5. Marple
%                       <6>                   6. Korton
%
% The x's represent trails
%
% ----------------------------------------------------------
% 
%    1. Marku                     <1>
%    2. Harillen                    x
%    3. Dadta                        x
%    4. Arfeld                        x
%                                     xxxxxxxxxx<2>
%                                 xxxx
%                           <3>xxx
%                      ......
% <4>..................
% 
%                                     }}}}{{{{}{}}}
% 
%    xxxxx = open trail
%    ..... = overgrown trail
%    }}{{} = Great Cliff

\section{Descriptions of the Town Areas}


\subsection{Lierchmon}

This small village has about 35-40 buildings.  Most items can be
purchased here but everything is 125-150\% of the book cost.  The trail
to Dresan is well used and is usable by wagons and carts.  Most of the
populus is human though other demi-humans are scattered within the
population.

\subsubsection{Encounter Suggestions}

Lierchmon is a pretty small village with quite a few problems.  To
begin with, there have been several murders right in the village.  No
one knows what has happened but several citizens have disappeared and
several areas showed signs of a struggle.  This stems from the group of
Troglodytes living in the basement of an abandoned inn called the
Roaring Mug.  They wander late at night ambushing unwary citizens.

Secondly, several visiting clerics have been poisoned.  Many clerics
have fallen ill after about 2 days in Lierchmon.  They all have the
same symptoms but nothing ties them together.  Actually, the cook at
the Red Merc    Inn has been slipping poison into their food which
takes 1-2 days for the affect to occur.  The poison can kill but it
usually just incapacitates the cleric for 1-8 days.  The cook, Snivel
Graltar, is a 3rd level assassin who despises clerics.  He will attempt
to poison any cleric who travels through Lierchmon and stays at the
Red Merc Inn.  Also, once he has poisoned the cleric, he will sneak
into the cleric's room and rob him blind while the cleric is still
delirious from the poison.

\setcounter{page}{101}
\subsection{Fedell}

Fedell is a wild town of 50-60 buildings.  It is a very rough city with
many thieves and adventurer types.  Most of the business charge 175\%
book cost for supplies and various items.  The proximity of Fedell to
the barrier mountains makes the area very difficult to civilize.

\subsubsection{Encounters for Fedell}

\begin{itemize}
\item One of the few poor farmers in the area has had a terrible
misfortune.  His wheat field has been invaded by a hill of giant ants.
These ants wander about the area eating all the vegetation which is
beginning to cause a food shortage in the town.  The council of
merchants has offered a reward to any group of adventurers who will
destroy the ant-hill.  The reward is about 500gp for the body of the
queen ant.  Follow the guidelines for the ant population printed in the
Monster Compendium.  Run several encounters of worker ants in the field
and then a few warrior ant encounters as the PC's make their way toward
the hill.  Eventually, the PC's will need to fight their way inside the
ant-hill and kill the queen.  This ends the scenario --- except for getting
the large queen's body back to the city.  Remember if the PC's destroy
the body of the queen (ie by fire) no reward will be given.

\item The PC's are hanging out in one of the several inns/taverns in
Fedell when a group of wandering bandits hit the town.  A portion of
the bandit group will bust into the tavern with swords drawn.  They
intend to rob the bar and make off with the expensive alcohol not to
mention any women who may be in there (PC women can be subject to
this).  If the PC's destroy the first group of bandits another set will
show up to find out where the first is.  Or the PC's may enter into the
street where the bandits will attempt to run them down.  Throw a few
NPC's into the bandit group and have them escape --- this gives the PC's
someone to chase down.  My PC's followed a couple of NPC's clear into a
cavern system in the mountains!!
\end{itemize}

\subsection{Arfeld}

Arfeld is an outpost of civilization lying only a few miles within the
bounds of the Grasslands of Merakai.  Arfeld is a very small town
(15-20 buildings); the basis of life here are a few farmers, an inn, a
general store, a blacksmith, and few other odd merchants.

\subsubsection{Encounters for Arfeld}

\begin{itemize}
\item The foremost rumour within the town are of the towns Dadta and Marku
to the west (into the scrub area).  The rumors say that anyone who
travels to these areas never returns.  There is a small trail leading
west out of Arfeld which is very overgrown due to lack of use.  It
leads to the Wayward Inn.  The inn is the last stand of the humans who
used to dwell in the area.  Very recently, a large force of hobgoblins
descended from the mountains and swept over Dadta and Marku.  They have
taken over both towns and are living off the stores of food and other
supplies the fleeing humans left.  Many of the settlers who remained in
the towns are now dead or have been enslaved.  Let rumors slowly
trickle into the PC's.  Enough rumors will make them journey into the
area.  All told, there are about 500 hobgoblins divided between the two
towns and wandering about the surrounding areas.  Killing hobgoblins
should keep the PC's busy for a couple of weeks.  Eventually, after
enough hobgoblins are slain, they will retreat to the mountains.  Of
course, other NPC's will be in the area competing for the treasure (and
gratitude of the old settlers).  

\item The second scenario which I have prepared to spawn from Arfeld is
the introduction of the Great Cliff. Many years ago, an earthquake
caused a section of the scrub area to sink about 350'.  This caused a
great cliff of limestone to be exposed.  Weathering has since opened a
variety of caves up and carved ledges from the soft stone.  Utilizing
these caves for lairs, many different encounters can be set up.  The
cliff varies from 200-500' tall and averages 350'.  It runs almost 40
miles and is potted by numerous caves.

One idea for the Great Cliff is to have the PC's climbing along trying
to reach a large cave opening about 50' above them.  The cave is
actually the lair for a wyvern who just happens to come home while the
PC's are on a very thin ledge, say 1.5'.  This will make the characters
scream as the wyvern repeatedly dives, knocking PC's off the ledge and
letting them plummet a couple hundred feet.

To make the climbing even more difficult, a had a nice spring
thunderstorm roll into the area.  It rained quite a while, dropping 1"
of precipitation.  Try adding a little hail with the rain! :)

At ground level of the Great Cliff, a nice tribe of minotaurs make
their home.  This is a great encounter since the minotaurs love to
appear at various levels from cave openings and drop rocks \& debris on
the players.
\end{itemize}


\subsection{Dresan}

Dresan is the capital city of the Grasslands of Merakai.  It holds the king
of this province, the head of the royal church and the school of the
mages.  Dresan is by far the largest city of the Grasslands and is
home to the majority of the people in the area with over 500 buildings encompassed
within its walls.  Most everything can be purchased in Dresan at
approximately book price.

Dresan is positioned 
on the East and West Forks of the Thornbrush River where they come
together.  The city is spread across all three natural divisions
and the culture of each section is separated from the others by the
size of the river. The left bank of the western
fork is home to the humanoids who are not `civilized' races.  Yes,
that's right you can find everything from goblins, to orcs, hobgoblins,
ogres, half-ogres, and even a few hill giants in that sector of the
city.  These chaotic races control the western bank so it is
understandable that it is dangerous for humans and demi-humans to visit
that sector, especially at night.  The middle sector is the old city.
This portion is completely surrounded by 40' tall wall.  Access is
permitted only during the day and visitors without night passes from the
various organizations are escorted out of Mid City at dusk.  The royal
family, the royal church, and the high magus, all reside in Mid City.
The right bank is the home to the civilized races.  They try and keep
the other races on the western bank.  Here is the area where most PC's
will visit and reside when they are not out adventuring.


%	\	\		/	/
%	 \	 \	       /       /
%	  \       \   Mid     /       /
%	   \       \   City  /       /
%	    \       \       /       /
%	     \       \_____/	   /
%	      \                   /
%      Western \                 / Eastern
%      Sector   |               |  Sector
% 	        |               |

Dresan is still a very chaotic city where sites unknown to civilized
races take place commonly.  The only region that is under control of
the law abiding portion of the population is Mid-City.  It is not
really in control of the city but is instead a fortress of law with
in an otherwise chaotic hell.  The Mid-city residents believe in 
protecting themselves in order to advance the laws.  They do not 
allow any non-resident into Mid-city with out a pass.  The pass is
only obtainable with in Mid-city unless it is applied for in 
writing which can take up to 8 weeks to process.  Many lawful mages
have made homes with in Mid-city and the larger temples all have
buildings there also.  These `law abiders' are currently trying to
impose their beliefs upon the other sectors of Dresan but have not
been very successful.  

\subsubsection{Western Sector}

The western portion of the capital city is by far the roughest area
within the city borders.  Humanoids of all races are commonplace
here with hobgoblins and goblins running rampant in the streets.  
The only law here is survival of the fittest.  Only PC's with sub-
stantial power (or a death wish) go here.  West Sector is home to
corruption and the outright influences of chaos.  The area is 
extremely dangerous during the day but becomes the pits of hell
during the night hours.  Assassins walk the streets looking for
people with a few gold to steal.  For every 10 minutes on the street
at night, there is a 20\% chance that someone is pick pocketed.  
During the day, this chance is only 10\%.  Killing and murder is 
a normality.   A murder occurs about once every five minutes in this
sector.  

\subsubsection{Eastern Sector}

The east part of Dresan is intermediate between Mid-city and the 
western third.  It is home to the majority of the middle class
and to the larger share of the wharfs and shipping industry.  
People who do not share the beliefs of the Mid-city residents but
want to remain fairly secure in their homes tend to settle here.
Small temples abound in this section with deities of every origin.
If the god has been mentioned in history, there is problem so 
place of worship within this sector.  Crime is at a much lower
rate here.  This decline is mostly due to the faction of red-robed
mages who have a guild here.  They tend to keep things pretty much
under control so they can continue their research in relative peace.
Irregular patrols are also part of the eastern section with the
chance of seeing one at about 25\% per hour.  However, the patrols 
have no formal routes and areas of patrol are completely random.
The middle class business men abound here also.  Most of the supply
shops for adventurers lie in this area including armorers, weaponsmiths,
alchemist, general goods and almost anything else the average
person would need.  In addition, the `head offices' of the Dresan
thieves' guild are in the East sector.  Various fronts are actually
outlets of the guilds and contacts are fairly easy to obtain.
East Sector is truly the commerce portion of Dresan and is the common
place for PC groups to base from.  A variety of inns and taverns
are available.

\subsubsection{Interaction between Sectors}

Movement between the various sections of Dresan is relatively easy.
There are numerous ferry operators along the shores of the Thornbrush
River.  The charge is generally 2 silvers per person and 5 per horse
to travel between Eastern and Western sectors.  If one wants to go
from a lower portion of Dresan up to Mid-city, the price ranges up to
2000\% of normal rates.  Only a few ferrymen operate from the shores
of Mid-city and they also charge outrageous prices to take people from
Mid-city to the lower shores.  Unfortunately, there are currently
no bridges between the various sectors of Dresan due to the size of
the Thornbrush.  (However, the gnomes are working on a
`hugesuspensionbridgetogoacrossthebigriver'.)  
Within each sector, walking or riding are the most common modes of
transportation.  Although in Eastern and Mid-city, carraiges are
available for special travel circumstances.

Trade is a popular business within Dresan's lower two sections.  
Commerce of all kinds takes place between these two potions of the
city.  Mid-city rarely imports anything and when they do it comes
from the eastern half of Dresan.  Mid-city has never been reported
to export anything to the lower class residents of the town.  
West Dresan is the entry point for raw materials.  Miners and such
bring their goods to Dresan from the Barrier mountains and usually
stop in West sector for a drink.  Bars frequently trade credit
for the materials and then sell these supplies to the craftsmen
of the Eastern Section.  East- trades finished goods to the folk
on the western bank and usually is the importer of the food stuffs
from the farmers on the plains.  This food is then distributed with
the low quality produce ending up in cheap inns on the western side.

\subsubsection{General Other Information}

Most of the buildings in Dresan are made of wood as it is less
expensive to have transported the great distances to Dresan from
the source.  More expensive buildings (eg Mid-city) are made of 
stone but these are rare occasions.  To build a stone structure
in Dresan requires that the rock be carted all the way from the
Barrier Mountains.  This is at least a 3 day journey one way and
the Grasslands are no place for those weak souls to be traveling. 
However, some stone is always available and more foolish merchants
are gathering it all the time.  

The streets of Dresan are narrow and wind around quite a bit.  Most
of the streets in the lower sections of Dresan are unpaved 
(not cobbled) except for some of the more major travel paths and
the open market squares.  The streets of Mid-City are all cobbled
and are quickly repaired if any damage occurs.  The Mid-city 
streets are fairly straight and more organized.  Mid-city is of
newer construction and was planned instead of just growing 
haphazardly.  

All of the standard races can be found in Dresan though some are
very rare indeed.  Most races that are generally looked down upon
face the same fate except in the Western sector where anything and
anyone are tolerated.  Even the humanoid races are allowed within
the western section.  

\subsection{Encounters for Dresan}

\begin{itemize}
\item  There is a bar in the western sector of Dresan which is run by a
full blooded ogre.  A variety of female ``companions" can be purchased
for an evenings entertainment.  The ogre is especially mean and will
watch strange customers.  If he notices that they have quite a lot of
money, he will set up an ambush.  First he will contact a few of his
ogre buddies and they will follow the PC's.  After about five blocks,
Ironarm (he wears spiked metal forearm protectors) will spring from an
alleyway and the other ogres will close from behind.  The ogres use
two-handed swords when attacking.  Don't forget to use that 18/00
strength and the bonuses to strike from behind.

\item  A mage from Mid-City has lost a book in the Thornbrush river and
would like to recover it.  A reward of 500gp is offered for the books
return.  He knows the basic location where the text is from a few
scrying spells.  He also offers free potions of water breathing to
those adventurers looking for the book.  The book is wrapped in seal
skin (waterproof) which is dyed black.  It is lying in the cabin of a
riverboat which sank several years ago.  The text is actually a 4th
level spell book.  Remember metal armor does not function underwater
to well and all attacks are made at half speed as is normal movement. 
Duration times of potions is critical for this scenario. (You cannot
drink potions underwater.)  Also, it is a good idea to re-read the
Dungeon Master's sections on underwater combat and spell use.

     The boat where the spell book is located was once a river boat
where upper class citizens traveled into the wilds of Merakai.  It
had gambling parlors and expensive wines along with lush accommodations
for its wealthy passengers.  During an unusual storm, the captain
(who tipped a few to many that evening) ran the boat into the rocks
at the fork of the Thornbrush River.  It caved in a large section of
the boat's hull and lead to a quick demise for most of the passengers.
This caused the generation of the main encounter on the ship.  One of
the passengers was a wealthy thief who died most horribly.  As the ship
sank, the water rushed in and held the door to the cabin shut so he
could not get out.  Then water slowly seeped in and the man drown very
slowly.  This early demise was so harsh that the thief became a Revenant
and haunts the ship for eternity.  The Revenant is not an extremely
difficult encounter but it keeps coming back to hassle the PC's.  Also,
the revenant is a real stickler to kill while underwater.

     Encounter two for the ship takes place in the hold where the rocks
penetrated.  Inside the area was where the wine casks were stored while
the boat was in operation and is where the Giant Fresh Water Octopus now
makes his home.  The fresh water octopus will add a twist to the scenario.
Other suggestions for ``wandering encounters" are the fresh water scrag
(listed under troll) and the koalingh (listed under hobgoblin).

\item  The last scenario involves a merchant.  Heldo Braggart is an
``alchemist" who specializes in magical oils.  He readily tells
customers that he can make any type of magical oil.  Heldo actually
believes that he can but in actuality, Heldo has only discover a
segment of the refining process which divides crude oil into several
different layers of fine/good quality oil.  They are not magical and do
not confer any bonuses but stop all rusting of weapons or armour.  One
of the oils is actually greek fire but Heldo does not know this and
happens to sell that one as oil of fiery burning.  Make up types of
oils from anything.  Even give a few `bonuses' here and there but most
of all, charge exorbitant prices and unload the treasure from those
gullible PC's.
\end{itemize}

\subsection{Marple}

This is a small town of 60-70 buildings.  All supplies are 150-175\% of
the original cost. Rare items will be 200\% or more.  Marku is a
relatively calm town.  It sits along a  major trade road which ends at
Korton 25 mi to the south.  The road leads north then west and
eventually ends in Dresan.

\subsubsection{Encounters for Marple}

\begin{itemize}
\item  One well-to-do farmer has had a few problems lately. He has been
discovering places in his fields where something has been burrowing.
This is really cutting into his profit margin so he is hiring
adventurers to solve the problem.  His explanation to the people is
that burrowing owls have invaded his farm.  Burrowing owls are, in
fact, in one field but are a minor problem.  The major problem is that
the farmer has started farming over the field of an ancient battle.
The 100th anniversary of the battle is drawing close and the undead are
restless literally.  The type of undead should be decided according to
the party level but make it a strong encounter with a mixture of at
least three types of undead.  I used ghouls, ghasts, and some 4HD
zombies.  If you would like to get really nasty, try throwing in an
evil cleric who has coated the zombies claws with poison (not deadly,
but damage causing w/ or w/o a save.

     Have the party arrive in the area just a few days prior to
the anniversary of the battle.  Then each night have various encounters
with the undead.  Let them arise just after sunset and wander aimlessly
around including in town.  Anything that is living is in serious trouble
and will be attacked on sight.  The undead will return to their graves
just before sunset.
\end{itemize}

\subsection{Korton}

Korton is fairly well described in the Korton Forest material
(see below).  It is a small town with 50-60 buildings and any
purchased supplies are at least 150\% normal cost.  
The scenarios for spawning from Korton should lead the PC's into Korton
Forest for the set encounters (again, see below).  Other than that,
Korton sits on the forest-plains transition.  It is a small town but
one that can protect its owns.  Most of the populus distrust halflings
because two years ago a group of 30 of the little buggers wandered into
town and didn't leave for a week.  When they did leave, so did half of
the citizens material possessions.  Therefore, no halflings are allowed
in the bars or most stores for that matter.  However, they can get food
delivered to them in the street for 300\% the normal cost.\\

{\Large Encounters for Korton}

\subsubsection{Werebear Scenario}

This encounter is placed in a small forest called the Korton Forest
just south of a large grassland (The Grasslands of Merakai).  It is one
of several encounters which can occur in the woods.  Place this
encounter on one side of the woods as there is are other encounters.

As the PC's are strolling through some fairly uncivilized woods, they
come across a small cabin in a nice open glade.  The glade has
obviously been expanded by the work of some humanoid.  Along with the
cabin stands a small barn with an attached corral.  On one side of the
cabin is a stack of logs.

The corral holds two draft horses which are feeding on some hay.  An
extra supply of feed for the horses is stacked along the outside of the
corral.  In the barn is a wagon which the `lumber jack' uses to haul
his logs to a small town north of the woods.  A barely visible wagon
track leads out of the glade in a north-westerly direction (a ranger
or other tracking-type PC would immediately notice it but it is
otherwise undetectable to the untrained eye).

From behind the cabin, the PC's hear the distinct sound of someone
chopping wood.  This is about 100 yards into the forest directly behind
the cabin.  Its source is the `lumberjack'.  He is splitting firewood
for his own use.  If the PC's approach in a friendly manner, he will
greet them and offer to let them camp that night within his glade which
he assures the PC's is absolutely safe.  He also feeds the PC's a
hearty stew for supper of lamb, carrots and potatoes.

The `lumberjack' is not openly hostile but will be extremely offended
if the PC's do not eat his meal or if they post a watch at night.  Any
slight opposition to his hospitality will offend the `lumberjack' and
he will attack the PC's at night in his werebear form.  Otherwise, he
will just leave his cabin for his nightly hunt (check to see if any of
the PC's notice) in his werebear form.

The lumberjack is actually a werebear taken from the 2ed Monster
Compendium.  If a stronger encounter is desired, add a wife for the
lumberjack or possibly a second lumberjack.  Werebears are Chaotic Good
and will cooperate.  This one is just easily offended.

Inside the cabin, are rustic yet comfortable living materials.  The
table is massive with four huge legs.  Each leg is hollow, and
detachable.  Any treasure the werebear has acquired is hidden in one of
these four legs.  In a nicely crafted china closet, are two potions
next to some dishes.  They are obscured from view by a large bronze
platter.  Partly buried in a corner of the cabin is a large cask of
Dwarven ale.  An empty mug sits on top of the cask.

\subsubsection{Seriphilia scenario}

This is another encounter/scenario which occurs in Korton Forest.
Korton Forest lies south of a large grassland (Grasslands of Merakai).
The small village, Korton, is on the northern forest-plains transition
zone.

The most interesting aspect of this village is the common rumour of a
middle-aged lady and her beautiful daughter who live in the western
part of Korton Forest.  The lady, Seriphilia, makes potions of healing
and sells them to adventurers at low prices.  Her husband, a mage, was
killed by a group of marauding orcs a few years ago but his magic saved
his wife and daughter.

The small hut where the lady lives is very old and in disrepair.  Her
daughter is not at home --- she traveled to the capital of the Grasslands
of Merakai for supplies.

The lady, however, is here and is very comely.  She is in fact an annis
and uses her polymorph/change self ability to appear as a
half-elf/human woman.  She is very beautiful and offers the PC's
healing potions for a small price.  If anyone in the party is injured,
she will give that person a potion --- it causes sleep not healing.  The
potion will make the person fall into a coma for 1-10 days if a save
vs. poison is failed.  If successful, the imbiber is still led to
believe it was a healing potion but no  effect occurs.

After the lady sells potions to the PC's (hoping they will drink them
and fall asleep) she offers any PC's remaining awake a meal or drink as
they prefer.  She explains that the healing potions have a sedative
effect and that is why the sleeping PC's fell asleep.  Any food or
beverage she provides is laced with the same sleeping poison. All
saves vs. the sleep poison are at a --2.

Seriphilia will wait until the odds are in her favour and will then
attack the remaining PC's.  Her strength and HP make her a very tough
opponent.  Treasure should be given on an equal level to the monster.

At this point, Seriphilia is looking for halfling toes, hairs from a
dwarven beard (preferably female), and the ears of a gnome to complete
a potion she is working on.

All information on the annis (hag) is taken from the second edition Monster
Compendium. Selection of the particular type is annis is left up to the DM
according to the party strength.  In order to increase the difficulty
of the encounter, allow Seriphilia's daughter to be present also.  In
my campaign, the daughter was actually human and did not know of her
mother's true heritage.  The Daughter is a mage (5-6th level) and will
hire assassins to track down her mother's killers.

The hut contains various furniture 2d8+6 potions of sleep, 2d4 other
potions, 1d3 miscellaneous magic items and various coinage.

\subsubsection{Goblin/Orc scenario}

The PC's should be bumbling along looking for something to do when they
hear a large commotion up ahead. Acting as most PC's do, they will
sneak up and see what's going on.  When they get close, they will see
two groups of humanoids in a major battle.  This encounter works best
at night when PC's cannot determine what race they are.

Anyway, the groups are one of goblins and one of orcs (or it could be
hobgoblins and bugbears).  They are scouting/hunting parties which ran
across each other in the woods.  As soon as the PC's get within sight
of the battle at least one member of each group will spot them.  At
that point, both groups decide to attack the PC party since they hate
humans, dwarves, etc. much more than they hate each other.

In order to complicate this a little, the DM should allow the PC's time
to decide if they want to fight on either side, leave, or just watch
the fight.  If they choose to leave or to watch, have them get spotted
immediately.  If they jump in the fight on either side, continue the
battle for a couple of rounds before both groups center their efforts
on the PC party.

For a variation on theme and a more difficult encounter use owlbears
and trolls, ogres and trolls, or other high level monsters.  Of course,
a third group of some humanoid monster arriving in the midst of combat
really leaves the PC's in a bind.


\section{The Northeast Region}


This region is very wild and rough.  Recently, Hobgoblins have been
streaming out of the east end of the Barrier Mountains and have been
raping and pillaging ever since (see scenario A for Arfeld in Cities of
Merakai). Current conditions show the hobgoblins are on top but are not
very organised. Treat the area as unpatrolled/non-civilized on
encounter tables.

\subsection{Geography, Population \& Adventure}

Arfeld, lies inside the transition of the grasslands
to the scrub area.  Marku, Harillen, and Dadta are in the scrub plains
area.  There are more bushes and dwarf trees in this area due to its
closer proximity to the coast.

As a matter of fact, Harillen is only 2-3 miles from the coast line and
lies on a semi-navigable river.  Only small boats and river boats can
make it upstream from the ocean.  However, most of the boats that
existed have been destroyed by the hobgoblins.

South of Harillen is Great Cliff (see below).  The hobgoblins have not
yet traveled this far south and probably will not.  Further south of
Great Cliff, is the beginning of the Cardas Mountains.  The Cardas
Mountains follow the eastern coastline of this island continent except
for one area of shallow warm sea that creates the Olkivan Swamp.

The surviving residents of the area have fled the towns and are
currently occupying an inn on the crossroads.  The Wayward Inn is built
at the crossroads to serve customers traveling either way.  It was
built from stone and strategically placed so defending it would be
easier.  After the hobgoblin attacks, about 75 people fled to the
safety of the inn and supplies are dwindling.  A group of about 35
hobgoblins will attack 2 hours after the PC's arrive at the inn.  The
people in the inn are suspicious of stranges especially those that
travel in these dangerous times.  If the PC's help defend the inn, they
are given free room and board.  Rumors abound in the inn of Great
Cliff, the destruction of the towns, and of various minor monsters in
the mountains.

Since this region has never been tamed it should have lots of wandering
monsters. The area is very wild and should be played that way.


\section{The Great Cliff}


The Great Cliff is located east of the Grasslands of Merakai about 65
miles southeast of Arfeld. A few adventures for Great Cliff can be
found with the city of Arfeld. Following in this chapter are some
further scenarios for the Great Cliff and the surrounding area.


\subsection{The Cave}

Along with the ideas for wyvern and the minotaurs, here is another
Great Cliff lair.

Almost clear to the top of the cliff is a very small cave entrance.  It
is about 4' tall and has small footprints leading into it. The occupant
of the cave is a halfling who has a slightly insane streak in his
personality. The halfling is a Magic-User/Thief of medium levels but has retired
to this cave due to his dislike of most people. He is relatively
wealthy but almost everything of value is some heavy art object.
Bigley (the halfling) got these objects into his cave using a winch
with 600' of silk rope attached to it. This rope is cached under a pile
of rock debris near the entrance to the cave.

Bigley uses the winch for other purposes also. If PC's drop ropes from
the top of the cliff, Bigley attaches the rope to the winch and begins
to tighten it. Due to the leverage the winch adds, Bigley can break
almost any rope this way. Roll percent dice to determine where the rope
breaks. His next action will be to determine where the PC's are coming
from. If there is more than one rope descending from the cliff top, He
will cast a Grease spell to cover as many ropes as possible. If the
PC's are climbing up the cliff, he will grease the ledges and cliff
face thereby making it difficult to climb. After that, he will retrieve
several flasks of oil from the cave and attempt to drop them on the
PC's as they climb up. Treat PC's as unarmoured for this because he is
just trying to coat them. Also, any Dexterity bonus is negated due to
the circumstances. If oiled PC's are still climbing, Bigley will cast
burning hands on one of them in order to light them on fire.

The cave has three rooms: a bedroom with a locked and trapped chest
which has coinage in it, a study with a desk that has spellbooks and
several scrolls in it, and a cooking/living area. The art objects are
scattered throughout all three rooms. If Bigley did not use the winch
to break ropes, it will still be hidden in the alcove behind the
debris. Most of the Art Objects are to heavy or to bulky for the PC's
to even think about carrying down. The bedroom has the chest with some
coinage (not much, Bigley spends all his wealth on Art).

Remember the insane streak: Bigley used a fireball spell when the PC's
reached the cave mouth. It expanded within the cave, frying two PC's,
himself and two-thirds of the art.


\subsection{The Gnomes}

To the far eastern edge of the Great Cliff there was once a clan
of gnomes who lived mid-way in the cliff in a large number of
inter-connected caves. Here is their tale of woe and the scenario.

The PC's should be traveling along the top of the cliff looking at the
edge for some excitement. Well, they see what appears to be some kind
of wooden structure which hangs over the side of the cliff. As they get
closer, they discover a wooden platform which supports a huge iron pot.
A rope (very thick) is attached to the handle of this great pot and
then it goes through a pulley and is finally tied off on a handle
attached to the pots side. This is actually a lift and the only access
to the gnome lair. Each gnome has a personal mini-winch which
attaches to the pots handle and is used to lower or raise the pot.
Unfortunately, the PC's don't have a winch. A PC can successfully use
the pot for transportation if his strength is high enough for him to be
able to lift his weight, his equipment's weight, and the 400 pound pot.
The rope attached to pot is long enough for the PC to lower it to the
gnomes platform 150' below just by moving hand over hand on the rope.
If a PC who is not strong enough to do this unties the rope from the
handle, the pot will plummet downward. There is a 50\% chance that the
gnomes ``safety mechanism" will catch the PC \& pot.  This is a net which
has not been perfected yet.

Anyway, there is a similar platform 150' down the cliff which sits at
the opening of a cave. Upon landing here, the PC's will immediately
smell sickness, decay and death. Inside the cave are 23 gnome's in
various chambers all of them appear very sick. All of them have been
stricken by the plague. There is a 10\% chance the PC's will contract
the disease per round cumulative up to 80\%. The gnomes are wealthy as
they have a mine which is deep in the cliff (electrum mine). If the
PC's have a cleric who can heal the disease, the gnomes will give each
party member two --10 pound bars of electrum.  If the party cannot heal
the gnomes, they just ask the PC's to stay long enough to bury the
dead. If the PC's agree, the last gnome alive will reveal the hidden
cache of fifty-six 10 pound electrum bars. If the PC's kill any gnomes or do
not agree the gnomes will not tell anything even under torture. The
disease causes a delirious state which gets worse if pain is
inflicted.

The electrum is actually deep in the gnome lair. It is hidden behind
a series of 3 secret shifting walls. It is not in chests but just rests
in stacks in a large room behind the consecutive hidden walls.


\section{The Barrier Mountains}


\subsection{Geography}

Like most barrier mountain chains, this one is north of the Grasslands
of Merakai. They are very high and also very steep. However, the
mountains are not in the northern wastes but they start about 50 miles
inland and continue to the very edge of the coast.

The mountain chain continues along the length of the northern coast and
gradually fades into the grasslands along its southern face. The
closest village to the mountains is Lierchmon (about 35 miles from the
base of the mountains).


\subsection{The Stronghold}

Deep in the barrier mountains is a large keep which is extremely well
defended and in a very strategic setting. It is the home of a
monastery of sorts. The keep is the last stronghold of the followers
of an evil god (any CE god will work). The keep is home to a
brotherhood of 42 knights which are actually anti-paladins. Each
knight holds a rank and the upper level knights are very powerful. The
Grandmaster Knight has a +5 Unholy Avenger and +5 Full Plate Armour
with +5 shield. Other than him the ranks work slowly downward with
magic according to their level. Along with the circle of knights, are
64 clerics of the god in the congregation (similar levels along with
ranks). Besides these, there are various magic users, monks, and other
followers who base out of the keep.

The knights are bonded during the knighting ceremony and any loss of
life to a single knight will be felt by all the other knights. A group
of followers will immediately be sent out to seek out the person who
slew the knight and inflict revenge.


\subsection{Adventure}

I currently have a PC who is playing one of the knights of the circle
but other than that, I would have the PC party meet one of the lower
level knights along with a mage, a cleric and a monk follower. If the
PC's kill the knight, then you can continualy run them into stronger
groups from the Keep. This will build into an antagonist thereby
forcing the PC's to try and eliminate the problem when they are higher
levels.


\subsection{Glade Of The Giants}

This glade is very large and is located in a valley with mountains on
three sides. The glade opens to the south but also has exits to the
northeast and northwest. The mountains are very rocky and difficult to
climb. The forest is similar to the Englemann Spruce/Sub-Alpine Fir
forests of today. Buried in the forest in the sides of the mountains
are numerous cave entrances. These caves have been widened to allow
access for the large occupants. The glade is home to about 35 mountain
giants. (If these giants are converted to 2ed AD\&D like the other
giants add 4HD to the original listing in Fiend Folio.  That
makes them 16HD.) This is a very difficult encounter for even high
level parties.

The PC's are traveling through the mountains and a ``wandering monster"
happens. Two Mountain Giants attack the PC's.  The giants were about 4
miles from the glade hunting when they found the PC party. These giants
should be lower hp monsters to lure the PC's into the glade. An obvious
trail leads to the glade. When the PC's arrive at the glade 1-8 giants
will be frolicking in the central region while the remainder of the
giants are in or near their cave homes. As the battle heats up, more
giants will appear each round (1d4) until it is obvious the PC's are
outnumbered and about to lose terribly.  Remember mountain giants do a
wonderful 4-40 HP of damage per attack and a 16 HD monster has a THAC0
of 5.


\subsection{The Citadel}

\subsubsection{Location}

North of Fedell at the transition zone between the foothills and the
mountains. The citadel sits in a valley between two mountains.

At a distance, the citadel looks like a normal keep set in a mountain
valley.  Something however appears very strange. The keep appears to be
sitting slightly above the normal height of the ground.

In actuality, the keep was once a stronghold for a powerful evil
warlord but he has long (stress long) since been defeated.  During the
battle, the combined strength of the good and neutral mages utilized
powerful magical spells to lift the keep from its normal resting place.
Needless to say, this disorganized the enemy and drastically lowered
the moral of his army. Being lifted from the ground, keep and all,
tends to unnerve even the best soldiers. Anyway, as the PC's approach
they should begin to get the feeling that the keep is not quite normal.
At a hundred yards, the PC's will be able to determine that the keep has
been lifted from the earth. Many buildings have been toppled and others
are leaning at such angles that they could collapse at any time.

\subsubsection{Current Conditions}

The present occupants of the keep are a mage and a cleric both very
evil. They are combining their abilities in order to create an army of
undead warriors. They are still in the early stages of development.
The outlay of keep is just a small keep with two structurally sound
towers. One houses the mage and his apprentices and the other is home to
the cleric and his acolytes and other associates. The main building of
the keep is where the army is being created in what was once the great
hall of the king's dwelling. Various other outbuildings are in use as
barracks for the undead or for equipping the army.  The mage has three
charmed dwarven metalsmiths currently making armour and weapons for the
army. The ``Generals" have not made any outward attacks on society yet
but humans in the area have reported ``masses" of undead in the woods
heavily armed and directly controlled by some ``god." The undead were in
fact in the woods but the cleric was just out practicing control of a
small legion. Altogether the number of undead should be designed for
the level of your party, add 15\% to the strength (DMs always
underestimate).

\subsubsection{Adventure}

The PC's can be assigned the keep as a mission or they can just run
into it while out adventuring in the mountains. My PC's flee anything
that looks like a tough adventure, so I let them inside the keep and
then had them get blocked off by a band of undead. They immediately
fled deeper into the keep and did right-well barring two small PC
deaths. Rumors of the keep are flying about Fedell but haven't really
penetrated to Dresan yet, but they keep moving and getting exaggerated.

\newpage
\ \\
\vspace{6in}

\begin{quote}
``The road goes ever on and on, \\ down from the door where it began,\\
Now far ahead the road has gone, \\ and I must follow, if I can.\\
Pursuing it with weary feet, \\ until it joins some larger way,\\
Where many paths and errands meet, \\ and whither then, I cannot say."\\
\end{quote}

\begin{tabbing}
\ \ \ --- \= Jered ``Lehrer" Moses\\
\> {\em jmm22@po.CWRU.Edu}\\
\> Case Western Reserve University, Cleveland, OH\\
\end{tabbing}

\end{document}




