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The Beast of Ne-Agyn Keep
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Author: Mark Kibbe
Homepage: http://www.basementgames.com
System: Forge: Out of Chaos
Type: Scenario
Category: Fantasy
Requirements:


A king's wealth is rumored to exist in the ruins of an ancient Keep. But, beware! A monster lairs within the halls, devouring any who seek to discover its secret. Are you brave enough to face the Beast of Ne-Agyn Keep?

Graphic: Keep
Graphic: PDF Version

The Beast of Ne-Agyn Keep is a mini-adventure intended for use with the Forge: Out of Chaos ® role-playing system. The scenario’s content is designed for 4 to 6 Characters with Weapon and Magic skills ranging between 2 nd to 5 th levels. If more or less Characters are being used for the adventure, the Referee should feel free to modify the content to suit the group. Adventures that are far too easy or overly difficult are not enjoyable.

The adventure contains helpful hints and guidelines for the Referee. The monsters found in the scenario are outlined in the Monster Section of the Forge rulebook. Statistics are provided for easy reference but give only the overview of the creature. The only exception to this rule is the monster called the Ne-Agyn. This creature’s characteristics are found at the back of the scenario. The beast is unique to this adventure and its creation is outlined in the following text.

The Referee should read the adventure carefully in order to learn the nuances of the Keep, the monsters, and the dangers. The text that is written in Italics can be read aloud to the Characters and describes the scenery. Text that is not written in Italics is meant only for the Referee and contains important information, treasure, traps, secret areas, etc. This information should only be made known to the Players if they happen to discover it. By reading through the text completely before playing, the Referee has less chance of making a significant error by revealing information that should remain secret.

BACKGROUND INFORMATION

Ne-Agyn Keep was built nearly 1,000 years ago by ancient kings prior to the Banishment of the deities and the attempted destruction of humanity. Within this fortress, ceremonies were conducted for the gods and goddesses of Juravia, honoring them and their ways. The traditions ended, however, with the Banishment and the cruel and ruthless destruction of the Keep’s inhabitants by Necros, the god of death. In scant moments the knowledge and ceremonies of the Keep’s inhabitants were lost, and would remain lost for centuries.

In the year 599 the ruins of Ne-Agyn Keep were discovered in the wild lands between Elladay and Hillshire. A wealthy family of Elven nobles opted to refurbish the fortress. Although isolated in the wilderness, the family was defended by their household guards and was waited on by servants. Over the next 80 years the family’s progeny grew up in the household and through research discovered the ancient ceremonies that were performed within the halls. The father of the House, an Elf named Orvanin Leafmoon, opted to follow the keep’s ancient traditions and relive its splendor. It was through these customs that he realized the magical nature of the fortress.

In the year 627 the family first discovered the Golden Elixir. During one of the elaborate seasonal festivals, in which the family practiced the ancient customs, a syrupy liquid was created in a marble basin that was a piece of ancient lore. When poured upon objects the liquid turned metal and flesh into gold. Elated by the magic, the family prospered. Although they attempted to create the liquid often, they soon discovered that it could only be created during the seasonal festivals, just four times a year. The gold produced each year was worth nearly 2,000 gold coins. As was the custom according to the ancient texts, the family donated half of the wealth to charities and misfortunate souls. They felt that doing any less would anger the ancient gods and spoil their gift. This act of charity continued for more than seventy years until tragedy struck.

Upon reaching her twenty-fifth birthday, Kara Leafmoon, the eldest daughter in the family, grew weary of her family’s charity. For years she had watched her parents give away a fortune in gold, which she believed belonged to her. Greedy and selfish, she plotted in secret to claim the Golden Elixir for herself. And in the year 677 during the Seasonal Festival of Omara, she ordered her loyal guards to kill her parents.

During the civil chaos between her henchmen and the house guards, Kara picked up the marble basin and attempted to flee. To her dismay, Kara stumbled and spilled the Elixir. This tragedy had two serious ramifications. First, part of the liquid poured upon her mother who instantly turned to gold. Second, Kara herself swallowed a portion of the Elixir and found herself transformed into a hideous beast with a ravenous appetite for gold. Using her powers, she slowly transformed

IMPORTANT INFORMATION

The Sprites of Hillshire should play a very small role in the adventure. If the Referee would like to create the village, its inhabitants, and accompanying non-player characters, he should feel free. While in the village the Characters may purchase supplies, question the Sprites, and learn some information about the Keep. The Elf servant that escaped has since moved on and will be unreachable for questioning. He has, however, left the Sprite Elders with a map that indicates the location of Ne-Agyn Keep.

The Elders will be happy to give this information to the Player Characters and will reveal that they have given copies of the map to other adventuring groups that have likewise communicated interest in the structure. The Sprites have no desire to lay claim to the Keep’s treasures and would prefer that the dangers be resolved so that travelers will stop disturbing the village’s serenity.

Although the Characters will be able to purchase mundane items (i.e., ropes, torches, oil, etc.), the Sprites carry no items that exceed standard value of eight gold coins. This makes purchasing most armor, shields, and weapons impossible. As for Binding Kits, Healing Roots, and Armor Repair Kits, the supply storeowner has 1d6 of each item. various objects into gold and consumed them to survive. She even devoured the golden statue of her mother. Because of her insatiable hunger there will be very few items of metal remaining in the Keep, so the only treasures that remain are items, gems, and jewels.

The aftermath of the battle was devastating, and only a single servant was able to escape with his life. Stumbling through the wilderness, he was eventually discovered by a wandering militia patrol of Sprites and returned to the village of Preeja in the Hillshire Empire. Here the man was questioned about his wanderings. Using their powers of Empathy the Sprites determined the Elf’s ramblings to be true and they immediately brought the issue before their Village Elders.

In the end, it was decided that the incident would remain uninvestigated due to its magical nature and potential danger. The Village Elders believed that the distance between the Sprites of Hillshire and the magic of Ne-Agyn Keep, a span of nearly 75 miles, would be sufficient to keep the danger at bay. This would be found to be true, but the rumors of the Keep, the magic, and the Golden Elixir would summon an onslaught of adventurers to the quiet little village of Preeja. And, one of the adventuring groups that arrived to investigate the rumors was none other than the Player Characters. Lastly, the Sprite Elders will ask the Characters to return to Hillshire after eliminating any dangers that may exist in the Keep. They will inform the Players that they have asked four other groups to do the same, but those warriors never returned. The last group left five days ago.

Due to the destruction of the Keep and many of its ancient relics, the magical incantation that created the Golden Elixir can no longer be invoked. Although this means the Characters will be unable to use the magic to make gold for themselves, there is plenty of treasure in the Keep. However, some of the valuable items may not appear such; only a wise and careful party will discover everything.

TRAVELING TO THE KEEP

The 75 miles of wilderness terrain will take the Characters roughly five days, due to the rocky landscape. Creatures that inhabit this region include Wolves, Giant Boar, and other wild animals. If the Referee desires, she may include a combat in the wild lands prior to the arrival at Ne-Agyn Keep. Such an encounter should be small and relatively easy so as not to injure the Characters before reaching their ultimate goal.

If there are only a few Characters playing this adventure, the Referee may place some non-player characters in the wilderness whom the Players can hire. For a realistic entrance, the NPCs could be the last adventuring group that went to the Keep but since there were only a few of them they decided against facing the peril and had started back to Preeja. Now that they meet the Player Characters, they can be persuaded to return and brave the dangers for a share of the treasure.

The NPCs should be lightly armored and have traveling supplies. Each hireling’s personality is left to the discretion of the Referee and as such may be brave, greedy, cowardly, etc.

ENTERING THE KEEP

After five days the Characters will reach the Keep and discover its ruins. Inside, there is no illumination, leaving the interior in darkness. Characters are required to use illumination during their search of the structure. Absent torches, lanterns, etc., only Dwarves, Higmoni, and Characters aided by magical spells will be able to navigate within the Keep. All other Characters will be unable to see and will suffer the harsh penalties associated with Blind Fighting (consult the Forge: Out of Chaos rulebook for details). When the Characters arrive, the Referee should read the following paragraph aloud: As you ascend the ridge of a small hill you stand before the ruins of a stone fortress. Peering past the crumbling stonework and decaying battlements, you can imagine its former beauty.

The stone idols that decorate its walls and rooftops were once\ elegant, not eroded. Flowers and small trees grew in the now withered and dying courtyard. As you stand in contemplation you see several shards of stone fall from the roof and shatter on the ground and hear the rusty creaking of the shuttered windows flapping in the gentle breeze. You have reached Ne-Agyn Keep. Now it is time to brave its dangers.

The Characters are standing roughly 100 yards from the Keep when they reach the top of the ridge and may take whatever action they desire. It is possible to walk around the structure in order to get the outside dimensions. It is also possible to find a defensible campsite. If the Players inquire about such conditions they will find an area that appears to have been used by a previous adventuring group, but no supplies remain. Entering the Keep can only be done only through the main courtyard. The Characters will find that the windows are only 1 foot in diameter, proving too small to use as an entryway. They can, however, peer into the rooms and hallways if they so choose. The Referee should tell them what they see in each room, altering the descriptive text to suit their position. Unless Characters are climbing or using magical means, it is impossible to reach the structure’s second floor windows.

Room #1

As you pass between the towers you see the decaying courtyard and the massive double doors leading into the Keep. The ground here is cracked dirt and only weeds and dead trees stand within the yard. Looking at the battlements you see arrow slits carved within the stonework on all sides of the courtyard. Like great fangs, a rusted portcullis stands before the doors, propped halfway up with a pile of haphazard stones. Beyond the gate are the open doors that beckon you to enter.

This is the only entrance into the Keep. The portcullis was opened by a previous adventuring group. If a Character uses the Tracking skill, he may be able to identify five sets of footprints entering the structure a few weeks ago. Using the Track ID skill will identify two of the sets of Human, one as a Dwarf, and two as Berserker. There is nothing of interest in the courtyard; however, if the Characters are in need of illumination they will be able to make 3d4 torches from the remains of the dead trees.

If the Characters spend more than five minutes here, they will be attacked by a Human Archer [HP: 15, DV1: 2, DV2: 2, AV: 4 (Long Bow) / 2 (Long Knife) / 1 (Throwing), #A: 1 or 1 or 1, WT: Long Bow / Long Knife / Oil Flask, DMG: 1d6 / 1d4+1 / 2d6, ST: 11+, SD: 3] from the second story of the south east tower. The archer will fire his Long Bow every minute, attacking the most armored Character first. Because of his defensive stature, any Character attempting to use missile weapons to kill the Archer will receive a -8 AV. The Archer will attack until he is killed or the Characters flee.

Room #2

Moving inside the Keep, you enter an immense foyer. Directly before you stands a large fireplace that extends from the wall into the room. Before the hearth are two couches, a wooden table, and several chairs. The walls of the room are covered with torn tapestries and in the southern corners of the foyer are shattered wooden kegs. Two archways head to the east and west, as do two hallways leading off from the room.

This room was the Keep’s foyer. Although much of the splendor of the room has been destroyed, there are two valuable items remaining. First, one of the tapestries is still intact and has a value of 100 gold coins. It is considerably heavy and awkward. The Characters will find it impossible to carry within the structure. The other item rests in the fireplace, having fallen into the cracks of the stone grate that is recessed into the floor. Only by successfully Searching the fireplace will the magical Ring be discovered. For as long as the Ring is worn, the wearer is granted a +30 foot range to her vision.

Room #3

This chamber appears to have been used as a barracks. The floor is covered with the shattered remains of cots, footlockers, and weapon racks. Mixed into the debris are several fragments of pottery, torn garments, and stone. The room appears to have remained abandoned.

Years ago this room served as a barracks by the inhabitants of the Keep. Now it remains empty.

Room #4

Entering the tower you discover a guard post. Carved into six of the walls are arrow slits that look out over the fields, hills, and courtyard. A small table with five stools stands in the center of the room and in the northwest corner is an iron ladder that leads upward to the tower’s second story. The stone floor in this room is broken into several pieces and small insects crawl about the debris.

This chamber has not been used as a guard post since the fall of the Keep. In fact, it has become the lair of a swarm of Rust Bugs [ HP: 30+1d6, AR: 3, AV: nil, #A: 1, WT: Bite, DMG: 1+special, ST: 16+, SD: 7] that have been living in the broken stones of the floor. If the Characters enter the room, they will automatically disturb the lair and be attacked. There is nothing of interest in the room.

Room #5

Within this room are the remains of several wooden cots and footlockers. Most likely a barracks of some sort years ago, the room appears to have been left unused.

This room was a barracks but is obviously no longer used. Although no humanoid uses this room as sleeping quarters, it is used as an access to the tower. Careful investigation will uncover tracks indicating that this room is frequently trafficked by humanoid creatures. Only by using the Tracking skill will the Characters learn that the room was used several hours before, with tracks leading south through a wooden door. If the tracks are discovered, using the Track ID skill will determine they were made by a Human. Searching the debris will uncover a small pouch containing a set of Bone Dice, a 3-inch stone sculpture of a unicorn, and some mundane items.

Room #6

The base of the southeast tower contains a guard post. Arrow slits are carved into the walls, providing for surveillance of the surrounding fields and courtyard. In the center of the room stands a table with several stools; a ladder leads upward in the northeast corner. Suddenly you hear movement overhead, which fades to silence.

The Characters will find nothing of interest in the base of this tower. If they attempt to climb the ladder, however, the first person will be attacked from above by a Human throwing an Oil Flask. He is considered to have a 1 AV. After that, he will withdraw from the opening and shout, “Come up here and die!” He will remain silent, avoiding conversation.

Room #7

As the door to this room opens your light pours inward to illuminate a makeshift barracks. Four cloth bedrolls lie upon the wooden floor while several backpacks and pouches are piled in the corner. Against the western wall stand two large bookcases filled with leather-bound tomes and on the northern wall is a shelf covered with scrolls.

This room, at one time, was a library. Over the last few months it has been converted into a barracks by the humanoids living in the Keep. The backpacks and pouches contain a variety of items, including several torches, a tinderbox, 11 iron spikes, a mallet, a dog whistle, a Lyre, and 23 Padded Armor Repair Kits. The books on the shelves have suffered some minor damage due to aging but still retain some value. The forty books and sixty-three scrolls have a combined value of 80 gold coins. The difficult part will be carting them back to a place where they can be sold because the Sprites of Hillshire will not have sufficient monies to purchase them. Other than the books and supplies, there is nothing of interest in the room.

Room #8

Behind the door is an oddly shaped room that contains a small circular well. Several ropes and buckets lie strewn about the floor and the remains of five broken kegs lie heaped in the eastern corner.

The well in this room provides fresh water for the inhabitants of the Keep. The room was also used as a storage room for water and oil. The kegs have been broken and their contents long since dispersed. There is nothing of value here.

Room #9

Inside the dining room is a large wooden table surrounded by more than two dozen chairs. Tapestries hang upon the walls, as do cabinets filled with delicate pottery. Unlike the other chambers thus far, the floor here is covered with a thick carpet of bluish cloth.

This room contains some valuable pieces of fine pottery. Although most of the clayware is damaged, there are a few intact pieces. These items can be sold for a total of 30 gold coins to any collector of antiquities. The tapestries depict the noble Elven family in various poses; however, the material is slashed and torn. They hold no value.

When the Characters enter the room, The Referee should read the following paragraph aloud:

As you begin to explore the chamber you notice that the western door is open and four boar-faced humanoids with shiny tusks and furrowed brows emerge. Their glazed eyes look upon you as they brandish their Clubs. Without a word the Higmoni warriors shamble forward to attack.

The Characters are being attacked by 4 Higmoni warriors [HP: 12+1d6, DV1: 1, DV2: 1, AV: 2, #A: 1, WT: Club, DMG: 1d6, ST: 11+, SD: 3] who are living in Room #10. These humanoids carry Clubs, wear Padded Armor with 2d4 Armor Points, and will attack until slain. There is no way to communicate with them. When the battle is over the Characters may loot the warriors but will find nothing of value.

Room #10

Looking into the kitchen, you see a storage area and makeshift barracks. Kegs and barrels are stacked against the far wall. A table rests against the northern wall and nearby is a large wooden stand that most likely held a basin or container, but now is empty. Four piles of garments lay upon the stone floor of the room, providing sleeping areas for the humanoid warriors.

This room is the sleeping quarters for the Higmoni warriors encountered in Room #9. The kegs and barrels are filled with water and wine. Only two of the barrels are sealed and still valuable. These kegs will maintain their value of 25 gold coins apiece if they remain sealed. Rummaging through the room will uncover nothing else of value or interest.

Room #11

This bedroom appears to have remained vacant for quite some time. The mortar has cracked in many places, allowing water to seep into the room. While the water has rescinded, it has damaged the bed, desk, and footlocker that stand within the chamber. It has also filled the room with the pungent odor of mold.

This chamber was once a suite for visiting guests but has not been used in years. The contents of the room have been ransacked and nothing of value remains.

Room #12

As you ascend the stone staircase you find yourselves on the second floor of the Keep. To the north, east, and south are single doors, while to the west is a set of double doors. The hallway was once covered with beautiful tapestries, but now only tattered cloth remains.

The Eastern Hall was once filled with tapestries, pottery, and other decorations. Over the years the Beast destroyed the beautiful relics. There is nothing of interest in this room.

Room #13

Opening this door you discover the remains of a bedchamber; however, the ceiling seems to have collapsed and the room is filled with debris. Moving through the room is difficult as the loose stones shift underfoot.

Since the ceiling collapsed several months ago, this room has been left abandoned. Searching through the rubble is a hazardous and labor-intensive task. Each hour the Characters search there is a 20% chance that each Character suffers 1d2 points of actual damage caused by falling stone and wood. However, after three hours of searching they will discover the remains of a marble basin and a leather-bound book. Although the basin is broken and may no longer bestow the magical Golden Elixir, the book is quite valuable to sages and can be sold in a major city for 300 gold coins.

Room #14

The eastern door contains a small guard post. Carved into the eastern walls are arrow slits that provide an excellent view of the nearby fields. The room appears to have been used recently but is currently empty.

This room is used now and again by the guards as they monitor the lands around the Keep. At this time it holds nothing of interest.

Room #15

The ceiling in this room has collapsed and filled the chamber with debris. It is impossible to open the door without inflicting 12 points of structural damage (consult the Breaking Open Portals section in the Forge rulebook for more details). If the characters spend the time to open the door, they will find the room beyond in ruins. To search the rubble would require additional hours of labor, and nothing of value will be found.

Room #16

As you pull yourself up into the tower you find yourself facing a Human with a Long Knife. His glassy eyes stare blankly as he lunges forward to kill you.

The aggressor in this room was an adventurer who was charmed by the Beast and used as her loyal defender. He was the Archer that fired at the Characters in Room #1. He will attack until slain and will be unable to communicate with the Characters.

His characteristics are [HP: 15, DV1: 2, DV2: 2, AV: 4 (Long Bow) / 2 (Long Knife) / 1 (Throwing), #A: 1 or 1 or 1, WT: Long Bow / Long Knife / Oil Flask, DMG: 1d6 / 1d4+1 / 2d6, ST: 11+, SD: 3]. He wears Leather Armor with 17 Armor Points and is skilled in Weapon Stomp (57%). The Referee should remember to subtract any Hit Points and armor damage that the Archer suffered during his missile conflict with the Characters in Room #1.

The Human Archer carries a Long Bow with 15 arrows, a tinderbox, 2 bowstrings, 1 Oil Flask, a waterskin, and a small gem worth 15 gold coins. There is nothing else in the tower.

Room #17

Opening the double doors you see a large lounge chamber. Carved into the northern wall is a large fireplace and hearth. To the south is an alcove with arrow slits overlooking the courtyard. Two couches and three small stools are overturned and pieces of shattered pottery are strewn about. To the west is a pair of double doors that stand wide open revealing another hallway beyond. Suddenly a humanoid serpent slithers into the western doorway. Raising its head, it reveals sharp fangs and a distorted humanoid face. “I smell gold” it hisses as venom drips down its chin. Slithering its long, coiled body forward it prepares to attack.

The monster standing before the Characters is the Ne-Agyn [HP: 80, AR: 7, AV:, #A: 2 or 1, WT: Claw / Claw or Spit, DMG: 3d4 / 3d4 or Special, ST: 7+, SD: 3]. The Beast will attack until it is reduced to 30 Hit Points, at which time it will slither away to Room #22. It will use its hypnotic stare and venomous spit to the best of its ability, rending creatures with its claws when the opportunity arises. This room was the main living chamber for the Leafmoon family, now it lies in ruins. There is nothing of value among the broken relics and items that cover the floor.

Room #18

Moving westward you enter another wide hallway. To the west, south, and north are doors. Quickly you look about the room to make sure there is no sign of danger, but you see only torn tapestries and broken pottery. This is the Western Hall and is similar to Room #12 because it contains nothing of interest or value.

Room #19

The ceiling in this room has collapsed making searching impossible. If the Characters wish to remove the debris, the labor will take hours of effort and reveal nothing of interest.

Room #20

As you open this door, you find a barracks. The wooden floor is covered with splintered wood, torn cloth, and several overturned cots and footlockers. Against the east wall is a set of arrow slits that peer down into the courtyard. The room appears to have been left vacant for some time.

This room suffers from poor structural supports. As soon as a Character steps onto the floor she will hear the boards groan. Taking another step forward will cause the floor to actually shimmy. A third step will rupture the supports and send the Character crashing down into Room #3. The only way to avoid falling and taking damage is to roll 3d6. The combined dice total must be equal to or lower than the Character’s Dexterity score. A failure indicates the victim suffers 1d6 points of actual damage due to the fall. Regardless of the result, the room is impassable.

Room #21

Entering the second story of the tower, you discover the room occupied by a Dwarf who is cowering in the corner of the room. He looks at you with terrified eyes and whimpers “please don’t hurt me. I don’t want to be eaten.” He continues to mutter the phrase over and over as he shrinks back flat against the wall.

The Dwarf is a thief named Ombek Kor who came to the Keep with some adventurers to loot treasure. When his group arrived they encountered the inhabitants of the structure and battles erupted. Ombek was hiding in the shadows and saw the beast transform his friend into gold and devour him. That happened in Room #1. Afraid for his life, Ombek fled to the tower, running through the Rust Bug nests, and he hid in the second story. That happened nearly a week ago. He has been so terrified that he has never left the tower in fear of being caught. He has no treasure, having thrown his backpack and valuables away as he ran, hoping that the loot would satisfy the creature’s anger.

Although the Dwarf will not offer to help fight the monster, he can provide some valuable information. The Referee should relate the following knowledge to the Players as he sees fit.

· The Beast can control minds. Ombek witnessed his friend fall victim to its charms and turn to attack other party members.

· The Beast lives on the second floor somewhere. It came down the stairs to engage the adventurers while they were fighting Higmoni warriors.

· The room north of the tower (Room #20) has a weak floor. Ombek thinks it will splinter if anyone tries to walk across.

· If the situation arises, Ombek will finger the Human Archer as one of his friends, a man named Emen. If the Archer outlives the Beast, he will be friendly with the Characters if they mention Ombek or have the Dwarf in their midst.

Room #22

As you open the door you realize you are walking into the lair of the Beast. In the southern portion of the old bedchamber are the shattered remains of a dresser, mirror, and table. Shattered picture frames and torn clothes cover the floor.. As you look northward you see movement from the shadows. “This is my castle,” the beast hisses. “Get out now and live.”

At this point if the Characters do not leave they will be attacked. When the battle is over the Characters may search the room. There are only three items of value. The first is a silver portrait frame that bears a picture of Kara Leafmoon on her twentieth birthday. The frame has a value of 50 gold coins. Besides the frame there is a necklace of silver and gemstones that belonged to the Elven princess. She is wearing the same piece of jewelry in the portrait. The necklace has a value of 200 gold coins. Lastly, there is a magical bracelet, which when worn gives, the wearer the racial Benefit of Charisma (+25% reaction) over and above any Charisma benefits she already has.

KILLING THE NE-AGYN

When the Ne-Agyn is slain any humanoid creature that was charmed or turned to gold will return to normal. If any of the Higmoni warriors or if the Human Archer still live, they will immediately began to speak with the Characters. Once freed from the monster’s charms they will be amiable with the Characters. The Higmoni warriors will return to the wild from whence they came and the Human Archer will ask to travel with the Characters until he is brought to safety.

This is the end of the mini-adventure. The Referee should determine whether the Characters are able to sell their treasure to merchants or noblemen or perhaps have to trek to a distant city. Either way can lead to further adventure.

NEW MONSTER: THE NE-AGYN
Hit Points : 80
Armor Rating : 7
Attack Value : 7
No. of Attacks : 2 or 1
Weapon Type : Claw / Claw or Spit
Damage : 3d4 / 3d4 or Special
Saving Throws : 7+
Speed : 3
Created through the magical powers of the Golden Elixir, the beast known as the Ne-Agyn appears to be a cross between a Human and a Snake. Although covered in dull yellow scales and having a long, plated tail, the beast does maintain a humanoid appearance with a Elf’s torso, forearms, and Elf-like face. Instead of normal teeth, the creature has huge fangs and instead of hair it has long, leathery scales that dangle around its pointed chin. The creature’s female torso is likewise covered in scales.

The monster’s forearms end in razor sharp talons that the beast uses to rend its victims. These weapons each inflict 3d4 points of damage in melee combat. The Ne-Agyn also possesses a strange hypnotic ability that forces the monster’s Prime Opponent to make a Saving Throw vs. Magic or else become charmed. The stare does not require a roll to hit nor does it hinder the monster from attacking; however, it can only be attempted once per minute and only on humanoids standing within melee range.

Charmed victims will follow the commands of the beast without hesitation, forfeiting their own lives for their master. The only way to break the magical charm is by killing the beast. The Beast may control up to five creatures at any given time. Once this limit is reached, the creature’s hypnotic abilities will no longer function until one of her minions is dead. At the start of the module, the Beast is in control of 5 Humanoids (4 Higmoni in Room #10 and 1 Human Archer in Room #16). The Referee should keep track of which creatures are dead so that he or she can determine which, if any, Player Characters can be charmed.

Although the monster possesses sharp claws and a hypnotic stare, the creature’s most dangerous weapon is its venomous spit. When employing its spit attack against a victim within 20 feet, the creature must roll 1d20 and strike her victim’s DV2. If successful the victim must make a Saving Throw vs. Magic or else be transformed into solid gold. The only way to return the person to normal is through the death of the creature. The creature can use its Spit attack one time every five rounds. The Ne-Agyn is an evil monster that exists to satisfy its own appetite. It uses its spittle to turn metal and flesh into gold so that it can devour the substance and survive. In addition, the monster can smell gold up to a range of 300 feet. It is able to speak the Juravian language.


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