| Display a Printer Friendly Version The Beast of Ne-Agyn Keep [comments:(0),
views:(5150), rating:(0.0)] 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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