Wheel of Evil
Wheel of Evil
were captured, and the rest retreated, a handful of villagers The Town of Renneton
chasing them through the tunnels.
Renneton is a town of about 3,500 people, including
A couple of the pursuing Rennetoners were killed before outlying farmers. Most locals either help produce cheese
turning back. Prato, a town watchman, never returned; or raise dairy livestock. The populace relies on the annual
his remains play a role later in the adventure. Harzer, the cheese auction to put extra money in their pockets and
foreman, got lost and wandered the tunnels for hours. The get them through the winter. There is a festive air as the
zymbies caught him and took him to Mykolos. Instead Rennetoners decorate the town for the upcoming market
of absorbing Harzer’s mind, Mykolos decided it needed a and the inns begin to fill.
human slave. Mind-controlling spores drilled into Harzer’s
Guildmaster Leyden is the man offering the shares
brain, and he was forced to tell Mykolos all he could about
as reward. He runs Renneton’s cheesemakers’ guild, the
the caves and the surface world. Based on this information,
“United Cheesers”: a collective formed by the farmers and
the Mold Master devised a plan.
townsfolk. It oversees the sales of the cheeses, and pays out
Harzer was sent back to the surface. He stole several the dividends.
wheels of cheese and delivered them to Mykolos, who is in
Father Desmond (3rd level lawful cleric) runs the local
the process of infecting the cheese with the mind-control
temple. He moved to Renneton six months ago to take over
fungus. Soon, Harzer is to retrieve the “head cheeses” and
the temple duties after the old priest passed away. He is a
send them out around the kingdom, causing hundreds to
good man, but a trifle rigid and certainly no adventurer.
fall under Mykolos’ control.
Mayor Brimsen is the political leader of the town. He
Now: A Call for Heroes
is naturally concerned about the cheese and the economic
The town is terrified of more kobold attacks, damage impact a bad year could have. Otherwise, he is not directly
to the cheese stock, and the loss of the sales and reputation involved in the business, unless the players seek him out or
upon which their livelihood depends. Father Desmond, the cause enough trouble to attract official attention.
town’s chief priest, sends out an appeal for kobold-fighting
Foreman Jasper Harzer is in charge of the cheese caves.
heroes, and the PCs respond. The United Cheesers offer to
He oversees the care of the cheeses and their transport to the
reward success with shares in the cheese harvest, a potentially
sales. Since coming under the control of Mykolos, he has,
valuable payment—if the harvest survives.
for the most part, simply gone about his business. When the
The PCs are given 25 ten-share partenu certificates, for time is right, he will act on his master’s plan. The arrival of
a total of 250 shares in the sales (see Player Handout A). the PCs has complicated matters for him. He dares not risk
They must present the certificates to the guild after the sales a direct confrontation, but he will try to subtly misdirect the
in order to redeem their shares. Characters should be careful party in order to protect the plan.
not to lose these papers or let them come to harm.
Player Introduction
Father Desmond, the kindly priest, escorts you up into the
rocky Sardo Hills. A few goats eye you incuriously from
their steep pastures. The priest ascends nimbly despite his
frail appearance, and turns to speak to you. “Things have
been peaceful enough the last few days. I’m afraid it won’t
last, though. The creatures did considerable damage to one
of the storerooms, and several cheeses were stolen. Here’s
the map I made after the attacks. I hope it helps you.”
Level 1: While he knows what to say, Harzer is not his own man,
but under the sway of Mykolos. He will try to encourage the
Harzer’s story jibes with what the PCs already know: Two of the prisoners (kobolds, LL83) only speak
Kobold. One of them, Olomuck, actually knows a few
ï The town has aged their cheeses in the caves for words of Common; but he has hidden this fact from the
generations without any trouble. villagers. If he does speak, it is with a peculiar accent, saying
ï The kobolds first attacked a few weeks ago. “Z” for S and “V” for W through his reptilian beak.
ï The big annual Cheese Festival is coming up in The prisoners are subdued, but hostile. The party must
about a week. Profits from sales at the Festival decide how to get information from them. Players should
support the villagers the rest of the year. keep the PCs’ alignments in mind, but—barring magic,
threats, or the promise of freedom—the kobolds are not
ï He chased the kobolds farther than he
likely to cooperate. If persuaded to talk, they might say any
should’ve, and lost his way. He found a huge
of the following:
cave full of giant glowing mushrooms (Area
2–2). There were kobolds inside, eating some of ï Ze stinky cow skveezinks are ruining ze caves.
the fungus, and he thinks they had a good-sized ï Koboldz don’t vant stinky skveezinks.
camp. The approximate location is marked on
the map Desmond gave the party. ï It’z ze big peoplez’ fault ze food vent all funny.
Harzer leads the party to the prisoners (Area 1–2), ï Mashroomz are yummy.
briefly pointing aspects of the cheese operation on the way. ï Koboldz Rule!
If questioned, Harzer can also provide this information:
ï He can show them the barricade (Area 1–6).
ï He can tell them that the stolen cheeses were of
a premium variety, usually reserved for wealthy
customers, and thus very valuable.
ï In the past, partenu shares have gone for at
least 10 gp. In the best year he recalls, they were
closer to 25 gp.
Area 2–3: Twisting Tunnels Wandering Encounters (Roll 1 per hour. 1 in 6 chance)
d6 Encounter
From here, the passages become small, winding, and 1 4d4 Kobolds (LL83)
numerous. Players should not bother with detailed mapping; 2 Gelatinous Cube (LL76)
instead, making progress requires a combination of alertness,
3 1d4+1 Zymbies (see New Monsters)
cleverness, and luck. Father Desmond’s map is only of
marginal use, as it was cobbled together from multiple 4 Grey Ooze (LL79)
accounts by the cheeseworkers. 5 Patch of Green Slime (LL80)
6 Patch of Yellow Mold (LL103)
Making Progress
To find their way through the caves, the party makes a Set Encounter: Prato’s Ghost
series of rolls on Intelligence (INT). For each roll, a single After the first successful INT check (or three failures),
character, chosen by the party, tries to roll his INT or less the party encounters “Prato’s Ghost.”
on a d20. Modify the character’s effective INT for any
circumstances that apply: A shape becomes visible at the edge of the darkness, gliding
towards you. A low, almost inaudible hiss seems to follow
Circumstance Modifier
it as it approaches. Floating just above the floor is a hazy
Dwarf +3 skeletal shape in tattered armor. It floats in your direction,
Elf –1 one bony claw reaching forth.
Using Desmond’s map +1
This gelatinous cube (LL76) contains the remains
Clever use of locate object spell +2 to +4 of Prato, a villager. When the townsfolk chased the
Succeed or fail, each roll represents one hour of kobolds down the tunnels, Constable Prato got separated
spelunking. Failures mean that the party takes wrong turns, from the group and panicked. He ran blindly down the
goes in circles, or has to double back from dead ends. tunnels and straight into the transparent cube. His bones
This wastes time and resources and increases the chance now hang suspended in a mockery of his last steps; in the
of a random encounter. (The LL can easily keep track on shadowy tunnels, they might easily be mistaken for undead.
Faster Monkey’s Turntracker game aid, available through Incautious PCs who charge to melee find themselves
fastermonkeygames.com.) automatically engulfed by the cube.
A torch lasts one hour; a full lantern, four hours (see
LL44). Parties carrying illumination cannot surprise the cave Set Encounter: The Planters
dwellers. If illumination runs out, further rolls are made
at –4 unless the character making the rolls has infravision. After the second successful INT roll (or after five rolls
Movement rate falls to half unless the entire party has total), the party encounters some of Mykolos’ zymbies,
infravision; the Labyrinth Lord might choose to require performing a strange task.
additional rolls before reaching the end. A Wandering You’ve come to the intersection of four tunnels when
Monster check occurs every hour. suddenly scratching sounds, like claws on rock, come from
If the party blazes their path with chalk or the like, they one side! Short, shambling figures lurch toward you.
can return to Area 2–2 without making rolls, though it still
takes time. Six zymbies approach from the left-hand tunnel.
Observant characters may notice that two of them each
As the party goes deeper, observant characters notice carry a small, glassy object, while the others have strange
more mold on certain tunnel walls. Following these signs discolorations on parts of their bodies. These creatures bear
will lead them towards Mykolos’ realm. LLs could give a +2 “starter cultures” of various slimes and molds to different
bonus on INT rolls to characters who watch for these signs. parts of the caves, increasing Mykolos’ dominion. If the
zymbies spot the party, they will attack.
Kobold Soldiers (6): Possessions: pick or hammer, The violet fungus ignores things like tossed rocks,
sling, club, leather armor, and one sealed clay flask (distilled waiting to strike by surprise (1–4) when someone steps near.
kobold urine fungicide). If the kobolds came this way before the party, they are in
battle with the violet fungus already, and Twarog actually
Digging up the kobold killed by falling rubble finds one asks the PCs for help. The luminous fungus here works
of the flasks of distilled kobold urine. It smells like exactly similar to that in Area 2–2, but with a greenish light, and
what it is, and affects fungus-based creatures the same way as each chunk drips with tendrils and slime.
the villagers’ whisky (see distillate susceptibility).
The tunnel that the kobolds came from is lined with
new lichen-like growth (the “mold way”). After a hundred Area 3–3: Yellow Mold Trap
feet, it narrows into a crawlspace just big enough for
kobolds, or squatting halflings. Beyond that lie deathtraps, A standard yellow mold (LL103) grows here.
alarms, and several hundred kobolds, all of which exceed the
scope of this module. A patch of fungus on the tunnel wall quivers as you
approach. Suddenly a cloud of yellow dust billows out,
Throughout these caves, thick lichens and molds cling filling the corridor!
to every surface. Spongy growths cover the floor. The air
smells of mildew and decay. The spores dissipate after one turn.
Pit Trap: 20’ deep (2d6, falling). An ochre jelly (LL89) lives in this tunnel and will
attack any intruders. Due to Mykolos’ influence, the jelly
In two places, the thick mold growth on the floor
ignores zymbies and Harzer.
covers natural crevices. Any halfling or larger-sized creature
stepping onto the fungus breaks through and falls into the
pit. The mold itself is harmless.
Treasure: At the bottom of one pit (marked * on map) Area 3–8: Water Chamber
lie the remains of a long-forgotten hero who died exploring
these caves before Mykolos awoke. His bones have nearly Unlike the tunnels, the chamber ahead is dark. The floor
crumbled to dust, but he has left behind a full set of plate is a pool, strewn with partially submerged boulders. A
armor decorated with gold inlay (worth 1,500 gp) and a faint glow comes from the far side.
great sword +2.
The many rocks and shallow water (1’ deep on average)
let characters attempt to stay dry, moving at half pace across
the slippery stones (DEX roll to cover half normal encounter
Area 3–6: Mold Valve Exit movement without slipping and at least getting a foot wet).
The water is harmless, but a gray ooze (LL79) lives in the
In the middle of this chamber, the ubiquitous fungus pool. It can move through the water to anywhere in the
lumps up in a thick pile. Above it, a disturbing pink and room, surprising on a 1–3. Due to Mykolos’ influence, the
blue spongy growth nearly fills an irregular hole in the ooze ignores zymbies and Harzer.
ceiling. Treasure: A ruby-studded golden cup, worth 7,000 gp,
lies between two rocks below the waterline (* on the map).
Six zymbies hide here (see New Monsters), their
It tumbled down a sinkhole centuries ago and into this cave.
mottled appearance providing camouflage against the rocky
The corrosive grey ooze has not (so far) happened to pass
walls. They attack characters entering the room normally,
over this spot. A thorough, deliberate, and well-lit search,
surprising on a 1–3. Zymbies have no sense of self-
plus a successful secret door roll, finds the cup.
preservation and fight to the death.
The hole in the ceiling is the exit of the mold valve
from Area 1–7. At this end, it lacks sleep spores. Anyone
coming down through the mold valve falls 10’ onto the Area 3–9: Mykolos’ Chamber
thick pile of fungus (no damage). If the victim can’t fight
back, four zymbies pick him up, carry him to Area 3–9, and As throughout the area, fungus thickly encrusts this high-
toss him into the middle of Mykolos’ feeding patch. It takes domed room. Balls of pink, green, and white cast an eerie
the zymbies a full turn to reach the feeding patch carrying illumination. In the center of the chamber sit a dozen
an “offering.” large wheels of cheese, arranged neatly in stacks. A man-
sized figure stands among smaller bipeds, giving them
Under command from Mykolos, the mold valve can also orders. It’s Harzer!
pass things upward, such as Harzer and his cheeses. See Area
1–7 for more details. At the far side of the chamber, the fungi are even stranger.
A riot of bizarre shapes and colors blooms from the far
wall—some of them are even pulsing! Gobbets of slime
drip and puddle among the mushroom shapes taller
than a man’s head. A feeling of revulsion fills you as you
view the scene. Deep in your bones, you sense an oozing
malevolence about this place.
12
New Spell
large zymbie: 2 HD, 16 hp, 1d6 claw damage plus 1d6 acid
and spore blast (see New Monsters).
The dozen large cheeses are those thought stolen by
kobolds. A careful slit in each wax casing allowed Mykolos Breath of Life
to inject the “brain mold”. Checking under the wax shows a
pattern of purple mold on the surface; checking more than Level: Cleric 2
one shows the same pattern on each. If Mykolos survives, Range: Touch (1 living creature touched/level)
anyone eating this cheese becomes a slave of Mykolos. Duration: 2 turns/level
Treasure: Long-ago victims of the feeding patch left The spell surrounds the affected creature’s nose and
some interesting possessions among its tendrils: a 1,200 gp mouth with a zone of pure, breathable air, somewhat like
emerald, a 500 gp blue spinel, a potion of levitation (one a necklace of adaptation (LL120). The target is immune
dose), a wand of lightning (18 charges), a chime of opening to suffocation, inhaled poisons, and other airborne, non-
(30 charges), a wand of detect secret doors (12 charges), a ring magical hazards like gas, mold spores, etc. The air bubble
of protection +1, and a potion of heroism (one dose). is not strong enough to allow breathing underwater or in a
vacuum, nor does it negate poisoning by ingestion, injury,
venom, or contact. Magical and supernatural inhaled
Wrapping Up hazards, such as the cloudkill spell or a poison breath
weapon, still affect the target, but he gains a +2 bonus to any
With Mykolos destroyed, no new molds or slimes saving throw to resist the effects.
appear in the caves. The kobolds retreat and look for other
sources of food. The cheese guild is eager to keep things
quiet; rumors of tainted cheese and mind-controlling
giant fungi tend to harm business. The guild makes sure to New Monsters
thoroughly destroy those cheeses. The Cheese Festival occurs
on schedule; after the orders are tallied, the party gets to
cash in their shares.
Susceptibility to Distillates
Total value of all 250 partenu shares paid to the party: Distillates such as hard alcohol, vinegar, or boiled urine
act like acid against fungus, dealing 1d8 damage to molds,
ï Maximum: 5,000 gp
oozes, and the like on a hit. The Master Patch of Mykolos
ï If the mold valve burns and taints the cheese the Mold Master takes double that amount.
with smoke: –1,000 gp
ï If the Baron breaks, requiring a large gift to the
King: –1,500 gp
ï If word gets out that the cheeses were
dangerously infected: –2,000 gp
Any of these unfortunate events gives the party a
proportionately damaged reputation with the people of
Renneton.
13
the STR check can be made by someone pulling on the rope These large purple mushrooms (detailed in the
instead. It takes one full round for the mold to “swallow” a Labyrinth Lord™ Advanced Edition Companion™) have
victim entirely. A swallowed character cannot speak or move varying size. The one in Area 3–2 is seven feet tall, with four
his arms and legs. The valve lowers its catch slowly with flailing tentacles each two feet long. It can attack with each
moldy peristalsis, taking two minutes to transfer him to the tentacle every round if there are enough close targets. A hit
mold’s bottom. There is some air, but a waking victim must requires the victim to save vs. poison or be infected with
make a CON check to remain conscious. When spit out rot-inducing slime, decaying to a mouldering corpse in one
the bottom, the victim is covered with a wrapping of slimy round unless he first receives cure disease.
tendrils, as if in a web spell (LL41).
Ultraviolets: Created by
Mykolos, this form of violet
Snow Mold fungus has only two tentacles,
four feet long with paralyzing
No. Enc.: 1 venom instead of necrotic, and
Alignment: Neutral the additional power of innate
Movement: 0’ invisibility. Ultraviolets never
appear, even when attacking,
Armor Class: always hit
until they are killed. Even dispel
Hit Dice: 1 magic won’t make them visible,
Attacks: cold but detect invisible works, as does splashing the fungus
Damage: 1d6 with some substance like ink or mud. Invisible, they also
Save: F1 move quietly and surprise on a 1–5. A hit with one of their
Morale: N/A tentacles requires a save vs. paralysis to avoid 1d4 turns of
immobility. The ultraviolet and zymbies will attempt to push
Hoard Class: None
paralyzed foes into Mykolos’ feeding patch. XP: 110 each.
XP: 38
Snow mold feeds on warmth, drawing heat from
anything around it. It grows on rocky walls and floors as Zymbies
a lumpy whitish-blue fungus, in patches about 5 feet in No. Enc.: 1d6 (2d6)
diameter, and the air always feels chilly around it. Living
Alignment: Neutral
creatures within 5 feet take 1d6 points of cold damage per
round, and the cold extinguishes fires such as torches and Movement: 60’ (20’)
lanterns. Fire brought within 10 feet causes the mold to Armor Class: 5
instantly grow 5 feet in that direction and put the fire out. Hit Dice: 1
Cold damage, such as a wand of cold, instantly destroys it. Attacks: 1 (Fist); Special: Spore Blast, Acid
Damage: 1d4 + 1d6 acid
Violet Fungus / Ultraviolets Save:
Morale:
F1
12
No. Enc.: 1d4 (1d4) Hoard Class: None
Alignment: Neutral XP: 16
Movement: 10’ (3’)
Special fungal muscles, spun around the bones of
Armor Class: 7
kobolds by Mykolos, form these three-foot-tall mold-
Hit Dice: 3 zombies. They appear green and shaggy. Zymbies are
Attacks: 1-4 immune to acid and cold, as well as sleep or charm magics.
Damage: 1d4 + paralyze
A man-sized skeleton turned into a zymbie has 2 HD
Save: F3 and inflicts 1d6 fist damage. XP: 38 each.
Morale: 8
Spore Blast: 1/day. The zymbie sprays caustic spores into
Hoard Class: None
the face of a melee opponent: save vs. breath weapon or
XP: 125 blinded for two rounds.
16
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