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MDAC Le a Am Cosel Cel ecgMonster Combat Summaries: Banshee-Mist
Banshee (MM): AC 0; MV 15; HD 7; hp 37; THACO 13; #AT 1
[Dmg 148 (claw); SA death keen; SD fear, +1 or better weapon to hit,
senses living creatures within 5 miles, immune to charm, sleep, hold,
cold and electricity: SW dlspet evils, cannot keen during day, holy
‘water inflicts 2d4 damage; MR 50%; SZ M (5' tall); ML elite (13);
Int exc (16); AL CE: XP 4,000.
‘SA: The enshee can keen once per day, equting all ving creatures witha 30
tosave vn death magi fale Indicates natant death
‘SD: Fear—upon fist sight, al heroes must succeasly save v, spall off for
10 rounds (50% chance te drop held ems)
SW: Benae is tumed on the “special column,
Bat, large (MM): AC 8; MV 3, FL 18(C); HD 1: hp 6; THACO 19:
4#AT 1; Dmg 164 (bite); SA 1% chance of rabies per bite (disease)
SD bonus to AC In fight; SW must land to bite: SZ M (6' wingspan);
ML unsteady (5); Int animal (1); ALN: XP 35.
0: The large bat enjoys an AC bonus of 3 vs. mise weapons fied by a
character wh 8 Bex ot 13 ot es.
Bear, brown (MM): AC 6; MV 12; HD 5+5; hp 31; THACO 15; #AT 3;
Dmg 146/16/108 (claw/claw/bite); SA hug, fights with negative hp;
SZ L (9" tall); ML avg (8); Int semi (2); AL N: XP 420.
‘SA: Mug—if claw hts on 2 roll of 18 or higher the beat huge for an atonal
26 damage. Fighie-ine beat continues ht for 1 rounds reduced to Oto
Beetle, giant, rhinoceros (MM): AC 2; MV 6; HD 12: hp 59:
THACO 9; #AT 2: Dg 346/248 (bte/hom); SZ L (12' long);
IML elite (14); Int animal (1): ALN: XP 4,000,
Beetle, searab, monstrous (MC3): AC 2; MV 9, Br 3; HD 8; hp 53;
THACO 13; 4AT 1; Dmg 446 (bite); SZ L (11'long); ML n/a;
Int non (0); ALN; XP 1,400.
Carrion stalher (MC3); AC 2; MV 9; HD 4; hp 17; THACO 17;
AT 1€8 or 1; Dmg 104 per hit or special (tendrils or spawn)
'SA entrapment, speed imposes -2 penalty to opponents’ surprise and
Initiative rolls; SD immune to poison and disease, half of damage
suffered goes to caught victim); SZ T (1long); ML avg (10);
Int animal (1); ALN; XP 650.
‘Dmg: Specil—the stalker sprays «clo containing 146-3 levee on caught
wesms wihin 3 ficing hp damage apiece per ound
'SA Weve one tel its, the vim mat sve. vs parlyztion or become
tangle onsen a atack penalty pet Shing tend
Centipede, giant (MM): AC 9; MV 15; hp 2; THACO 20; #AT 1
Dig il: SA poison paralyzes for 26 rounds (+4 to victim's save):
SWI to all saving throws: SZ T (
Int animal (1); ALN; XP 35,
long); ML unsteady (6)
Elemental, blood (MCI): AC 0; MV 12; HD 12; hp 59; THACO 9;
4AT 1; Ding 3d6 (tentacle); SA smothering; SD +2 or better weapon
to hit, unhindered by protection from evi SW immersion in water
inflicts 1410 damage per round: SZ L (12' tall); ML champion (16);
Int low (5); AL N; XP 7,000.
A: Stuck vcs must save vs. spel to avoid blood drain, doubling inci
demage ad odsng crained hp tothe sementas total (max. 96 hp). Smothering —
‘The elemental con se ts oack lta smother a victim, whole alowed a ave Vs.
ath mogi to aveld choking on Blood (une drowring rules; ee the DMD.
Geist (MC3): AC 10; MV FI 12(A); HD nil; THACO nil; #AT 0:
Dmg nil; SA invisible at will, sight prompts fear (sometimes horror)
‘checks; SD invulnerable; SW destroyed by abjure, banishment,
dismissal, holy word, wish; MR 100% except to listed spells; SZ M
6 tall; ML fearless (19); Int varies; AL varies; XP 0
Ghost (MI): AC 0; MV 9; HD 10; hp 51; THACO 11; #AT 1;
img age 10d4 years (touch); SA fear, magic Jar within 60’
SD difficult to attack, immune to nonmagical weapons; SW 24
damage from holy water if semi-ethereal: SZ M (6' tll)
ML fearless (20): Int high (14); AL LE: XP 7,000,
level eceve «2 born to the ave)
‘SD: Difficult o tack ghost cannct be atacked while ethereal unless the
attacker iso etheres (auing wach me the ghosts AC Is 8), However, I must
cane seni-eheren to stack characters, which time ican be counertacked
{its semeteret AC is 0) Roe that sliver weapons inf half mage snd maga
‘eapons init fall damage
Ghoul (MM): AC 6: MV'9; HD 2; hp 13; THACO 19: #AT 3;
Dmg 1-3/1-3/1D6 (claw/claw/bite): SA touch paralyzes for 14642
rounds (save to avoid); SD immune to sleep and charm;
‘SW protection from euil keeps at bay; SZ M (5'tall) ML steady (12):
Int low (7); AL CE: XP 175.
Haunt (MM): AC 0 (or victim's): MV 6 (oF vietim’s); HD 5; hp 23 or
victim's; THACO 15; #AT 1; Dmg Dex drain (touch) or by victim's
weapon; SA possession, strangulation; cannot be turned, SD struck
only by silver or magical weapons (I-hp damage plus magical bonus
fonly), normal fire inflicts 1-hp damage but magical fre inflicts full
‘damage; SW cannot leave area where it died without first possessing
a body, hold person forces a save vs. paralyzation or haunt is
‘expelled, dispel evil destroys; SZ variable; ML n/a; Int non (0):
AL any: XP 2,000.
‘The haunt chooses a singe target and attacks mindlessly, draining 2 pois of
De per hit unl the wich score reaches 0, a which time takes possessor of
{he body gans the victim's combat mats, and stem to complete whatever
imson kept it alve”
SSA: Stranguton I the haunt and victim ate of opposing alignments, the haunt
begin to strange the porseased dy with his own hands, ling hp damage
Cth fet round and Continuously Soubling the damage in wach succesave found
Una death occurs othe vcti's companions aid Hin.
Hell hound (MM): AC 4; MY 12; HD 7; hp 49; THACO 13; #AT 1
Dmg 1410 (bite) oF 7 (breath); SA 5 to opponents’ surprise rolls,
10’ fiery breath (save for half damage); SD immune to fire, surprised
only on 1 or 2, 50% chance to see hidden/invisible creatures; SZ M
(6' long); ML elite (13); Int low (6); ALLE: XP 1,400.
the hel hound's attack ols @ natural 20, a both ites and breathes fre
Hook horror (MM): AC 3; MV 9; HD 5; hp 35; THACO 15; #AT 3:
Dmg 148/1d8/2d6 (claw/claw/bite); SD surprised only on 1: SZ L
8" tall): ML steady (12); Int low (5); ALN: XP 175.
‘SA both claws ht, the beak alematcly ites on that and each successive
round nt at east ae caw s dodged (bend are rol) The momse stles no
ttlack penaltes for bhnatighing due to acute hearing niess opponent lence
(tnogi or egue sil, Note that moves at normal rte on vera staces
Mimic (MM): AC 7; MV 3; HD 8; hp 41; THACO 13; #AT 1
Dmg 344 (smash); SA struck victims adhered; SD immune to acid,
‘molds, green slime, puddings: SZ L (7 long); ML champion (15);
Int avg (10); AL; XP 1,400.
‘SA: A success end bars ol or thee rounds of treatment with slcahol allows 2
caught victim to brea ee
Mist crimson death (MM): AC 0; MV F1 12(B), 6 after feeding
HD 13; hp 89; THACO 7; #AT 1; Dmg 3410 (vaporous tentacles)
SSA able o pick up one adventurer (or equivalent weight) with a
successful attack roll; SD +2 or better weapon to hit; SW increased
vulnerability ater feeding: MR 95%; SZ M (6' tal); ML champion
(16); Int genius (18); AL NE: XP 9,000.
SA: a vei ited off he ground struggles, the mist must make 0 success
sttack fll each round-talre indicates the vc is dropped.
‘SW: After Feeding, ts AC #4 and only 8 +1 weapon le required tot iMonster Combat Summarie:
Mist, vampiric (MM): AC 4; MV FI 12(B), 6 after feeding: HD 3;
bhp 24; THACO 17; #AT 1; Dmg 1d8 (blood drain); SA envelopment,
all opponents’ ACS are 10 (but Dex and magical atmor bonuses
apply); SD damaged only by magical weapons, lightning bolt, magic
missle, and spells that affect air; SW increased vulnerability after
feeding; SZ M-L. (5'-8’ tall); ML elite (14); Int avg (8); AL NE: XP 270.
‘SA: Envelopment—on an etack fll successful by 4 oF more, he victim is
emvetoped an atematicaly teach round url the mts Kile: hal ofall the
‘mst nstained damage goes tothe wnveoped vein Eveloped vitin May not
{ake actions that require concentration (opelcasing. et)
‘SW: Ate feeding, the mits AC Band 8‘can be ht by normal weapons.
‘oze/slime jelly, green slime (MM): AC 9; MV 0; HD 2; hp 15;
THACO 19; #AT 0; Dmg nil; SA attaches to skin and tuns victim into
{green slime in 1d4 rounds (no resurrection possible); SD invulnerable
to weapons and spells; SW cure disease kill; SZ S (4' long); ML n/a;
Int non (0); ALN; XP 65.
‘Phantom (MM): AC n/a; MV 9; HD 0; THACO n/a; #AT 0; Dmg nil
SA fear effect: SW remove curse cast by 12th-level or higher priest
dispels; MR 100% (except for remove curse); SZ varies; ML n/a;
Int non (0); ALN: XP ri
[Aithe DM's option, phantoms ofthe Phantasmal Forest may beso gruesome ax
to egire system shock rls (+10 bonus to rol) to ave dying of fight Motor
hecks may also be appropriate
Plant, bloodrose bush (MC3): AC 10; MV 0; HD 10; hp 62;
THACO 11; #AT 1410; Dmg 1d2starget’s AC per hit (min. of 1)
(thors); SA 10%radius entanglement; SD blunt and piercing
weapons inflict I-hp damage; SW salt water inflicts 1410 damage per
gallon; SZ $ (4’ tall; ML n/a: Int non (0); AL ni: XP 2,000,
Plant, fearweed (MC3): AC 10; MV 0; HD 1; hp 3: THACO n/a:
AT 0; Dmg nil SA 20'-radius fear cloud: SZ S (2' tal): ML n/a;
Int non (0); ALIN; XP 120.
SA: When a warm blooded creature approaches with 10, the fear weed
telemes an ores. colorless fr cloud. Those within the cloud who ao save Vs
oon with 2-2 penalty become peronai,delusey, and vent. attacking thei
Eemparion for {0613 runs, Remave curse or neutalze poison cancel eee
Hy companion reduced po eae ding aft, eer ced PCs ay
tihempt a sccond seving throw fo stop fighting. However, «succes roll
‘evs (atthe apt) Yor 16 rounds
Plant, intelligent, shambling mound (MM): AC 0: MV 6; HD 8; hp 54;
| THACO 13; #AT 2; Dmg 248/2d8 (appendages); SA if both attacks
hit, victim is engulfed and suffocates in 2d4 rounds unless the
shambler is killed; SD immune to fre and blunt weapons, half damage
from piercing and slashing weapons, half or no damage from cold
{depending on save), lightning adds 1 HD per attack; SZ M (6’ tal);
ML fanatic (17); Int low (5); ALN; XP 6,000.
Scorpion, large (MM): AC 5; MV 9; HD 2+2: hp 12: THACO 19;
AT 3; Ding 1d4/1d4/1 (claw/claw/sting): SA poison sting inflicts
15:hp damage (save to avoid): SZ $ (2" long): ML avg (8):
Int animal (1); ALN; XP 175.
‘Shadow (MM): AC 7: MV 12; HD 3+3; hp 18: THACO 17; #AT 1;
Dmg 1d4+1 and 1 Str point (touch); SD +1 or better weapon to hit,
90% undetectable, immune to sleep, charm, hold, cold-based spells
SZM (6' tall: ML fearless (20); Int low (7); AL CE: XP 420.
Heron eed to 0 Sir de and ie shadows thernseives
Shadow asp (MC3): AC 2; MV 0; HD X; hp 4; THACO 20; #AT 1
Dmg 142 (bite); SA -5 to opponents’ surprise rolls, shadow toxin
'SD half damage only from piercing weapons; SW hold monster
slows, light or continual light destroys, held at bay by protection from
‘evil, SZ T (1 long); ML fearless (20); Int animal (1); ALN; XP 65.
3 Mist-Wraith
‘SA: Shadow toxin—bte victims must successfull save va olson or tum ito 8
stow i ve nth Hower, roma cso pe mage ps he
‘SW: Hold monster raises the agp’ AC to 8
Sheleton (armored) (MM): AC 3; MV 6 (plate armor); HD 1; hp 6;
THACO 19; #AT 1; Dmg 148 (long sword); SD immune to sleep,
charm, hold, fear; SW holy water inflicts 244 damage; SZ (6' tal);
‘ML n/a; Int non (0); ALN; XP 65.
Snahe, poisonous (MM): AC 6; MV 15; HD 2s1; hp 14; THACO 19:
#47 1; Dmg I (bite); SA polson—onset time of 2d rounds, and
failed save results in incapacitation for 1d4 days; SZ S (4' long);
ML avg (B); It animal (1); ALM; XP 175
Spectre (MM): AC 2; MV 15, F130(B); HD 7+3: hp 43; THACO 13:
4AT 1; Dmg 1d8 (touch); SA energy drain (2 levels per touch);
SD +1 or better weapon to hit, immune to sleep, charm, hold, cold-
based magic: SW holy water inflicts 244 damage, raise dead
destroys; SZ M (6' tll); ML champion (15); Int high (14); AL LES
XP 3,000,
Spider, large (MM): AC 8; MV 6, We 15; HD 161; hp 5; THACO 19;
#47 1; Dg I (bite); SA polaon—onset time of 15 rounds, filed
save inflicts 15-hp damage; S2 § (2' diameter) ML unsteady (7)
Int animal (1); AL N; XP 175.
Large spiders are moat dangerous for thet webs: For every St point below 19,
taker ene ound 1 beak fre of them
Virus, pettification (MC3): AC n/a; MV 0; HD n/a: THACO n/a
{¥AT 0; Dmg nil: SA infection upon physical contact; SW cure disease
‘oF dispel magic kills; SZ T (microscopic); ML n/a: Int non (0); ALN;
XP 650,
‘SA: Spreading fom the point of est contact, 10% of the vt tuns to mate
‘each day, owering Dex 2 per day ona improving ACI pe day. Completely
‘marbled vcs remsin ave for 246 mena Sone foes remover al trace of
‘marble, bat not the wus, which spresce anew
Will o'wisp (MM): AC -8; MV FI 18(A); HD 9; hp 61; THACO 11;
#AT 1; Dmg 248 (shock): SA invisibility for 24 rounds ata time:
‘SD immune to all spells but protection from evil, magic missile, maze;
MR 100% (except listed spells): SZ S (2 diameter); ML fanatic (17);
Int exc (16); AL CE; XP 3,000.
Wolf (MM): AC 7; MV 18; HD 3; hp 18; THACO 17; #AT 1:
Ding 1dé+1 (bite); SD +1 vs. charm; SZ S (4 long); ML avg (10);
Int low (6); ALT; XP 120.
Wolf, winter (MM): AC 5; MV 18; HD 6; hp 47; THACO 15; #AT 1;
Dg 2d4 (bite); SA 10' frost breath 1 per 10 rounds, 6d4 damage
(save for half); SD immune to cold damage; SW fire inflicts +1
damage per die; SZ L (10' long): ML elite 13); Int avg (10); AL NE:
XP 975.
Worg (MM): AC 6; MV 18; HD 343; hp 20; THACO 17; #AT 1;
Dmg 2d4 (bite); SD +1 vs. charm; SZ M (7' long); ML steady (11);
Int low (7); AL NE; XP 120,
Wraith: AC 4; MV 12, FI 24(B); HD 5+3; hp 28; THACO 15; #AT 1
Dmg 146 (touch); SA energy drain (1 level per touch); SD silver or
‘+1 oF better weapon to hi, immune to poison, paralyzation, cold:
based magic, sleep, charm, hold, death: SW holy water inflicts 244
damage, raise dead destroys (save applies); SZ M (6' tall);
ML champion (15); Int very (12); AL LE: XP 2,000,Using the Audio CD
Monster Statistics
‘The Domain of Avonteigh
Morgorath
The Land
“Tergeron Manor
Closing the Borders
The Folk
Encounters ears
Learning Avonleigh’s History
The Mists . .
The Storm
The Underdark
Magical Transportation
The Phantasmal Forest
Highway
Game Trails
Forest
‘Morgoroth's Influence
Shattered Glass
Entrances and Exits
Designer: William W. Connors
CD Script Writer: Dori Hein
Editor: David Wise
Project Coordination: Harold Johnson
Cover Art: Robh Ruppel
Interior Art: Mark Nelson
Graphies Coordination: Paul Jaquays
Art Coordination: Peggy Cooper
Cartography: David C. Sutherland Ill
‘Typography: Angelika Lokotz
wooo yyy
Map Key & Encounters,
Ground Floor
First Floor.
Second Floor
‘Third Floor
Fourth Floor.
The Necromancer Returns .
‘The Necromancer Falls.
The Necromancer's Fate.
‘The Necromancer’s Doom
‘The Sleeping Corpse
‘Area 33: The Belfry
The Crystal Coffin
The Pealing of the Bells.
Back from the Dead
‘The Necromancer's Desperation
Leaving the Mists Behind
The Silver Portal...
Returning Home
Avonleigh Temperature and
Light Table Back Cover
Phantasmal Forest Encounter Table . . Back Cover
Morgoroth’s Spell List 5
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by TSR Ue
This material ix protected under the copyright laws ofthe United—Proverbs 28:1
A Light in the Belfry is a
RaventorT® adventure of
terror and mystery designed
for four to six player
characters at the 6th to 8th
levels of experience, Larger
or smaller parties can play it,
too, but doing so requires the Dungeon Master
(DM) to adjust the encounters to suit his
particular group. The adventure can be played
{as part of an on-going RAVENLOFT campaign or
simply as a short excursion into the Demiplane
of Dread, If the former is the case, the DM.
should alter the beginning and ending of the
scenario, providing a transition out of and back
into the rest of the campaign.
The DUNGEON MASTER® Guide, Player's
Handbook, Monstrous MANUAL", and the
Ravencorr Campaign Setting boxed set are
necessary to run this module. The RAVENLOFT
Monsrrous ComPeNDIum® appendices | and 3 are
useful but not required,
This adventure requires the use of an audio
compact disk (CD) during play. Using the CD is
easy: Whenever the DM is required to play a
specific track, its number appears in a large box
near the text describing that part of the
adventure, Note that additional notes on using
the CD occasionally appear in the adventure.
Not all of the tracks on the CD are called for
during A Light In The Belfry. Additional sound
effects have been added so that it can be used in
other adventures as well. For the most part
these are tracks that contain various sound
effects. For example, track 60 is a thunderstorm,
that can be used whenever the players
encounter this type of weather, in the land of the
Mists and elsewhere.
Abilities and statistics for the monsters that can
appear in this adventure are summarized on the
inside of the booklet cover for quick reference.
Although the included
information is sufficient to run the monsters,
DMs who wish to properly run them in all their
terrible glory should refer to the original
sourcebook for complete facts. A parenthetical
reference to each creature's source is included
with the summary, immediately following the
monster's name, abbreviated thus:
Monstrous MANUAL
—RAvENLorT MonsTRous CoMPENDIGM
Appendix 1
—RAvENLOFT MonsrRous ComPENDIAM,
‘Appendix 3
he domain of Avonleigh is one of many
islands of terror that appear from time to
time in the Mists of the Demiplane of Dread.
It was drawn from a distant world whose folk
were not unlike those of many prime-material
fantasy worlds like the Forcorten REAL"s® or
Mystara” campaign settings.
The people of Avonleigh were noted for their
Jong traditions of honor and pride. The piety and
faith of the citizenry were said to never waver,
and the knights who defended it were paladins,
all. F ever the values of virtue and goodness had
‘a home, it was in fair Avonleigh.
How tragic itis, that a domain so full of
wickedness should have its roots there! Evil
came to the land in the form of a necromancer,
a specialist in death magic named Morgoroth,
Though he came seeking an escape from his
dark past, he brought doom with him,0 12
9 15
13 16
50 19
16 16
1 7
1d4 or by weapon
Spell use
Magic jar, regeneration,
immune to necromancy
50%
Morgoroth is nearly 7 feet tall and is painfully
thin. His bones almost seem to protrude from his
flesh, yet his features are strangely handsome.
His eyes are steel gray and stand out sharply
when contrasted with his dark hair and
traditionally black clothing,
Once the master of a great
empire ruled through fear and evil magic,
Morgoroth was driven from power by a team of
adventurers led by the great knight Lambert.
The details of Morgoroth’s life after that are
presented on tracks I-13 of the compact disk
that accompanies this adventure.
urn At the start of this adventure,
Morgoroth is a spirit imprisoned within the
structure of Tergeron Manor. He has spent
century in this state, using his mysterious
powers to strike down the all adventurers who,
ironically, might free him,
While trapped within the walls of
Tergeron Manor, Morgoroth is unable to engage
in direct combat with the adventurers, including
spellcasting. Once he is released, however, he
becomes a dangerous enemy, possessing the full
complement of spells he memorized before he
became trapped in the wall of the manor. (See
his spell list on page 5.)
Once freed from the house (see “The Grand
Finale,” page 27), Morgoroth has the normalspellcasting abilities of a 13th-level
‘necromancer. He also gains the traditional +1
bonus on any saving throw vs. the spell school
of necromancy. Conversely, anyone attempting
a saving throw vs. Morgoroth’s necromantic
spells suffers a -1 penalty.
Morgoroth's 19 Intelligence renders him
immune to Ist-level illusions. His 16 Wisdom
grants him a +2 bonus to saving throws vs.
mind-affecting magic.
In addition, Morgoroth’s status as the lord of
Avonleigh grants him additional powers:
Morgoroth can create some spell effects
which would not normally be available to a
necromancer—namely, illusions. These effects
manifest at various times during the adventure,
and the DM should not be concemed by rules
restrictions concerning opposition schools.
The casting time of any spell that Morgoroth
wishes to use is halfthat listed in the Player's,
Handbook (minimum of 1). If the spell is from.
the school of necromancy, the casting time is.
always 1
No spell from the school or sphere of
necromancy functions within Avonleigh unless
Morgoroth wishes it to. In order to prevent a
spell from taking effect, however, he must know
that it is being cast.
Morgoroth has the ability to make the doors
and windows of Tergeron Manor open and close
at will. He often uses this to injure an unwary
adventurer or amplify a frightening situation
‘Should anyone attempt to force open a door that
Morgoroth wants closed, an open doors check is
required, Magic such as a knock spell can be
used as well
Thrice per day, Morgoroth can instantly snuff
all nonmagical light sources within Tergeron
Manor. Magical light sources must make a suc-
cessful saving throw vs. spell or they flicker and
vanish too. When Margoroth invokes this power,
no new lights of either magical or mundane na-
ture can be created for 10 minutes (one turn).
Thrice per day, Morgoroth can cause a cold
wind to blow past the adventurers. While most
will only shiver at this frigid breeze, one of the
characters can be singled out to hear a brief
message of up to 13 words.
+ Once per day, the necromancer may send a
ust of frosty air through the party, requiring
each adventurer to make a saving throw vs.
breath weapon. A successful save indicates a
character has suffered 1d4 points of damage,
while failure inflicts 244 points of damage and
requires the character to make saving throws vs.
cold for every liquid carried. This includes holy
water, poisons, magical potions, and even lamp
oil. Any frozen fluid can be thawed out in half an
hour with a torch or similar source of heat but
will have been changed by the process so that it,
is unsuited to its original purpose. For example,
drinking water becomes brackish and bitter,
magical potions lose their enchantments, and
lamp oil is no longer combustible.
‘Once per day, Margoroth can call 444
spirits from the Phantasmal Forest to haunt and
torment the characters, Most (80%) of these are