Dymrak Dread
Dymrak Dread
Dymrak Dread
Agathokles
1
Orcus’ Plot
1.1 Overview The adventure is designed for a TPL of 24, or 4-6
PCs of levels 4-6.
Orcus tries to strike against the Traladaran Three; he
orders his main henchmen in Dymrak, the Witches,
to raise a powerful horde and attack Kelvin. More- 1.2 Hooks
over, he tricks the Cult of Halav into believing that
• The PCs are one of the adventuring parties that
they have found a book (the Gospel of Saint Oir-
1 are recruited by Baron Desmond Kelvin and/or
tulev , which is preserved by the Monks of St.
his generals to help when the first vanguard of
Kruskiev in Specularum) that describes a ritual that
the Horde arrives near the territory of Kelvin.
will bring a new beastman army to Traladara. When
The vanguard is not recognized as a true menace,
Stefan clearly states his disapproval of the Cult (at
so adventurers are sent to track and clear out the
the request of both the official Churches), radical ele-
goblinoids that have been attacking caravans on
ments among the Cult push for stealing the book and
the Duke’s Road.
using it to force Stefan to his destiny — that is, re-
peating Halav’s path. In truth, the ritual is useless (it • The PCs (or the Church of Traladara) discover
just summons an unbound Death Fiend, which will that the Cult of Halav has gained possession of
likely kill its summoners), but Orcus is going to use an artifact that could bring back the Beastmen,
the Dymrak Horde to lead the Karameikans into be- and that they mean to use it. They track the
lieving that the ritual was successful. Orcus then has cultists to Kelvin.
the Dymrak Horde attack Kelvin, which he hopes will
fall thus leading the hawks in the Order of the Grif- • The PCs are friends of the Seer and they are
fon to blame all Traladarans for summoning a horde warned by him through the Ilya Pixies (before
of goblinoids. At the end, Orcus expects to have, at the Black Opal Eye is stolen).
worst, Karameikos embroiled in a civil war, and at • The PCs just happen to pass at the Gnomes’
best, Kelvin and a large part of the northeastern re- Ferry when the trap is about to spring, perhaps
gions in the hands of his followers as well as Stefan travelling to Penhaligon to track down a King-
Karameikos dead. dom of Thieves member, the “Duchess”.
To this end, Orcus can count on the Witches of
• The PCs are hired by the Lord Forester to exter-
Dymrak, a group of mysterious figures who serve
minate goblins in the Dymrak woods, and sent
(more or less willingly) him since his days as a Devil
to Kelvin to contact Stephan of Sukyskin.
Swine in the Dymrak Forest. Moreover, he can count
on Argos, the Green Dragon ruler of Argosyl, a king- The PCs should be allowed to pick their fights to
dom that stretches over all Dymrak, and well into some extent, but at the end few NPC parties will
Thyatis. Argos himself will not take action, but he survive to help them.
will send two of his more unruly subjects, the green
dragons Verdilith and Verdigris, to support the Dread
Horde, and will also push the Red Blade goblins to 1.3 Orcus’ forces
help the horde.
Orcus can mobilize many goblinoid tribes through the
1 The tome is authentic, but ultimately false — Oirtulev Temple of the Dark Triad, the Witches of Dymrak,
wrote it as a trap for those who would try to track him down. and Argos.
2
Orcus’ Plot
3
Orcus’ Plot
provides 600 undead: 10 Vampire slaves, 40 Ghouls, In terms of Birthright War Cards, the Dymrak
60 Enhanced Skeletons, and 500 Skeletons. Horde and allies correspond to the following units:
Koriszegy summons 500 Skeletons directly on the
battle site, so his army has little problems reaching • 1 Dread Brotherhood and Vlack-kag elite unit
Kelvin. Moreover, his passage through the Radlebb (treated as Warband of Markazor)
woods leaves the Callarii forces in complete disarray, • 1 Hobgoblin heavy infantry (treated as Goblin
as many elves are turned into Vampire Spawn and guards)
left to wreak havoc on their former brethren.
• 1 undead legion
The green dragon king of the Dymrak Forest is forced • 2 goblin cavalry
to proved help to his Immortal patron’s plan, though
he doesn’t like it at all — besides, he has nothing • 3 goblin infantry
to gain from the Dymrak Horde war. He controls • 3 goblin archers
five large goblin tribes and several dragons, but only
commits to the war two of his green dragon followers,
as well as 500 goblins. He does not want this help to
be traced to him, so he uses his magic to manipulate Kelvin garrison), and 500 militia (part of the wartime
the goblin chiefs, and orders the two green dragons, Karameikan military).
Verdilith and Verdigris, to limit their activities until If the PCs warn Sukyskin and the other home-
the Battle of Kelvin. steads in time, the militia rises to three full batallions
Total enemy force at full power, Orcus’ follow- of the 10th Militia Division (750).
ers can field and army of 2500 warriors: 50 Goblin
Werewolves, 100 Hobgoblin wolfriders, 300 Hobgob- 1.4.2 Northern Karameikan forces
lin heavy infantry and crossbowmen, 1100 Goblin in-
fantry and archers, 250 Goblin wolfriders, 600 un- The reinforcements from Penhaligon and the 4th Di-
dead. vision are initially blocked by Ilyana’s army. If the
PCs succeed in defeating the Queen of Vaion, these
reinforcements can reach Kelvin before the battle,
otherwise they fight their own battle in Penhaligon.
Penhaligon, Castellan Keep & Duke’s Road
1.4 Allied forces Keep, 300 human mixed cavalry and infantry (more
than half the forces of the Mountain Storm and
Duke Stephan Karameikos III and Baron Desmon
Goblin-Crushers batallions, plus one of Penhaligon’s
Kelvin II can field few forces at the beginning, but
batallions of the 11th Militia Division (250).
with the Player Characters’ help the Karameikan
Threshold & Verge forces: one batallion of the
forces can be increased significantly.
11th Militia Division (250).
4
Orcus’ Plot
Ducal forces: 250 guards (one company of the In terms of Birthright War Cards, the Karameikan
Elvenguard and two companies of the Duke’s Guard, armies and allies correspond to the following units:
plus one company of Knights of the Griffon), 6th Mili-
tia Division (1000). • 1 Anuirean Cavalry
5
Orcus’ Plot
6
Orcus’ Plot
7
Vanguard
2.1 Overview ness spell. The goblin shaman uses his other spell,
Bless, before the encounter starts.
A band of goblinoid marauders threatens the
Gnomes’ Ferry north-east of Kelvin. These are sup- Opponents: 12 Red Blade goblins led by a chief
porting troops lent by Argos to Kosivikh, mostly con- (Goblin 3) and a shaman (Goblin 2/Shaman 2), and
sisting of Gnhasska goblins. Note that, since Gnhass 3 trained giant ferrets. TPL: 16; XP value: 138.
is dead 1 , these goblins have low morale, unless there
are Vlack-kag hobgoblins around.
The PCs have travelled to Kelvin and are moving
north towards Penhaligon or Highforge – depending
on whether they are in the area for trade, because
2.3 Attack at the ferry
they are pursuing the cultists, or because they have
been sent by Baron Desmond Kelvin to scout the area The attack at the ferry is conducted mostly by Red
north of his lands – when they meet a small party of Blade goblins, with the green dragon Verdilith show-
goblins, who are there to keep any help from reaching ing up mostly to scare away any organized Oppo-
the ferry (Encounter 2.2). nents. When the party arrives, Verdilith has spent
After the PCs deal with the goblins, they should one use of his breath weapon, killing many inside the
reach the ferry (if they are on a scouting mission, the gnomes’ inn, and is now circling over the battlefield.
presence of the goblins should lead them to warn the The hobgoblins are here mostly to keep an eye over
gnomes). There, they are attacked by Verdilith and the goblins – they won’t take action, and will leave
his Gnhasska goblins (Encounter 2.3). the goblins to their fate if things turn bad.
After saving the ferry, or fleeing it, the PCs can
Opponents: 20 Gnhasska goblins, 2 goblin sub-
track down the attackers. While they do so, they
chiefs (Goblin 1), 1 goblin chief (Goblin 4), 1 goblin
notice their original quarries, the cultists, while they
shaman (Goblin 2/Shaman 2), 2 Dread Horde hob-
are attacked by a Death Fiend (Encounter 2.4). If
goblin emissaries, 1 hobgoblin sergeant (Hobgoblin
they have good tracking skills and survive the Death
1). TPL: 22; XP value: 168.
Fiend’s attack, they can enter Lumm and find the
headquarters of the Red Blade goblins – it lies over Verdilith himself just does a minimum work – he
the ancient tomb of the last prince of Lumos, dating will just help overcome the first defenses (one round
back at few centuries after the Song of Halav (En- before the PCs enter combat) and crush the ferry
counter ??). (three rounds after the PCs arrive) to ensure no one
escapes, then he will pick some unlucky NPC and
carry him or her away for lunch, unless the PCs in-
2.2 Ambush on the Road terfere – in this case, Verdilith is a TPL 20 encounter
worth 2300 XP, but probably too much for the PCs
A band of goblins lies in ambush near the road. The to handle.
goblin chief, six warriors and the trained ferrets will
charge from both sides, while six archers and the Verdilith: small green dragon (8 HD); Verdilith
shaman will pepper the PCs with arrows and a Dark- can cast the following spells: Protection from Good,
Charm Person, Detect Magic, Continual Light, De-
1 As a consequence of the events in B10 Night’s Dark Terror tect Invisible, Entangle.
8
Vanguard
9
Vanguard
13. The Tomb This area contains, as in the original account assumes that the PCs did not kill or seri-
module, a single Wight (TPL 5; XP value: 50). ously threaten Verdilith – if so, more XP should be
awarded.
Summary of outcome: discovery of the Dread
2.6 Conclusion Horde threat; need to send envoys to Threshold, Pen-
haligon and Specularum to secure help; discovery of
Goal-based XP: each of the following goals earns the the Cult of Halav apparent responsibility in “sum-
PCs a 600 XP bonus. moning” the Dread Horde.
10
The Queen’s HarveĆ
3.1 Overview 3.3 The Wizard’s Dungeon
When the PCs reach Penhaligon, they find a group
Once the PCs return to Kelvin with the news, the
of younger adventurers (1st level) have come from
Baron sendes them to Penhaligon with Lord Kaerin,
Stallanford to deliver to Kavorquian a letter. Unfor-
the adoptive son of Kavorquian Penhaligon, to gather
tunately, Kavorquian died a few months ago, leaving
reinforcements from the northern divisions and the
Kaerin his heir.
militia. Kaerin was visiting Desmond and his sister,
to whom he’s engaged. When the PCs reach Pen- Moreover, Kaerin discovers that Kavorquian’s
haligon, they discover that a second army, that of (well, his nowadays) mansion has been broken into
the usurper queen Ilyana Penhaligon, is threatening by a group of rogues (if the PCs have been on the
the town. They can travel to the keep to investi- trail of Sarrah and Erren, they can be led to believe it
gate, but meet a road block set up by a joint force of is them), likely bent on stealing Kavorquian’s legacy
Ilyana and the Vlack-kag Hobgoblins. If the envoys of magical tomes and artifacts. Kaerin cannot han-
of the Dread Horde are captured, they bring new in- dle this, since he lost an arm fighting a monster, and
formation: Ilyana and the Dymrak Dread have ne- neither can the Penhaligon guards, who refuse to en-
gotiated an alliance. The party must stop Ilyana in ter the basement where the wizard used to conduct
order to secure help from Penhaligon and the Duke’s experiments.
Road Keep. The PCs may also gain the alliance of The PCs can help Kaerin, gaining an important
the Nyy-akk orcish clan (worshippers of Nyx and Ko- ally for the future — he’s heir to Penhaligon, and
rotiku). will become heir to Kelvin as well when he marries
Alerena Kelvin. However, they do not have much
time — scouts of the Penhaligon army are investi-
ganting the whereabouts of Ilyana’s army, and will
report in soon, so the PCs need to depart Penhaligon
3.2 Road Block in 48 hours.
Two changes (besides strengthening the monsters
to fit a group of level 5-6 PCs) are needed to fit the
While trying to reach Penhaligon, the PCs find their
NPCs into the greater plot. First, Sarrah (T5) is now
way blocked by a goblinoid war band manning a
the “Duchess”, a ranking member of the Kingdom of
veritable road block. If the Vlack-kag are captured
Thieves forced to flee Specularum (either for being
and interrogated, the PCs learn that they have been
almost caught on a job, or for angering the Veiled
sent by Vlack to strengthen the army of the “human
Society, depending on which hook makes it easier to
queen”. If any of the other goblinoid is interrogated,
have the PCs track her down). Erren Candella (T6)
the PCs learn that they are working as mercenaries
is her friend, and an independent rogue who does not
by a “human queen”, and that this queen has a large
like Sarrah’s involvement in the guild.
army and is going to take over Penhaligon.
Second, the NPC adventurers are not simple ban-
Opponents: 9 Nightstalker Goblins (one of them dits, but mercenaries paid by Ilyana to recover as
is a Goblin 2) and 6 Faceslasher Gnolls, led by a many items as possible from Kavorquian. Gurdrot
Vlack-kag sergeant (Hobgoblin 3), and 4 Vlack-kag (D3) is an exiled Vestland dwarf, Harginn Coogan
Hobgoblins (TPL 25, 245 XP). (F4) a mercenary fighter from the Isle of Dawn,
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The Queen’s HarveĆ
Katzani (C5) a cleric of the Temple of the Dark The Goblins in the Keep are part of the Kloss-
Triad sent by Bernal as the leader of the group, and Lunk and Nightstalker tribes. The Wolfmaster clan,
Mordrain (MU4) a mercenary wizard from the Magi- in particular, is one of the strongest hordes of the
cians’ Guild (this is a “side job” to make extra money Kloss-Lunk tribe. One goblin in five is a Goblin 2.
off the guild accounts). Skrakkbak is assisted by a sergeant (Hobgoblin 3,
To toughen up the adventure for higher level PCs, Skilled in the long sword). The human mercenaries
raise the Magen Caldron to full strength, and in- are mostly level 2 Fighters, though the most experi-
crease its HP to 22. Moreover, improve all the Phase enced individuals are Fighter 3. Finally, the Goblins
Stingers by +1 using the Master Set rules (so they in the towers and gatehouse are replaced by Gnoll
get THAC0 16, AC 3, 2+3** HD and inflict 2 HP per veterans (Gnoll 1).
attack). Finally, replace Wood Golems with Crys- The Owlbear has been trained by Sergreb, and is
tal Living Statues, and improve all Zombies by +1, an especially though specimen, with 5+5 HD, +1 to
representing the extra care employed by Kavorquian hit and damage, and AC 4. It also has 32 HP.
in preserving these bodies and the though leather
aprons they wear (AC 7, HD 2+2, THAC0 17, dam-
age 1d8+1). 3.5 Conclusion
Summary of outcome: discovery of a larger conspir-
3.4 The Queen’s Keep acy involving the Temple of the Dark Triad as well as
more goblinoid tribes and even human mercenaries.
Haradraith Keep, the ancient fortress of Queen Elen- The PCs can also befriend the Black Web orc tribe,
dorath, has been occupied by Ilyana Penhaligon and especially if they have already befriended Rokhaag in
her mercenaries. The adventure follows closely the Encounter 2.5 of the Vanguard section.
description of the Keep in B12 “The Queen’s Har- The PCs may or may not stop Ilyana – if they
vest”, but the main opponents needs to be strength- do not, Penhaligon’s forces will be tied up in the
ened to suit a higher level party. North, and the same will happen for the Duke’s Road
The leaders of Haradraith’s Keep, described in full and Castellan Keep garrisons. If Ilyana is slain, her
details in the Appendix, include: army dissolves as the mercenaries are left without
an employer. The Nightstalker goblins under Dhrom
• Ilyana Penhaligon (F7), “The Queen” Dhum take over the rest of the tribe, and occupy
• Bernal (C7), Priest of the Dark Prince Haradraith’s Keep.
If Ilyana survives but Bernal and Tarrayo do
• Igor Merkul (F6), mercenary captain not, she immediately lays siege Penhaligon, destroy-
ing Stallanford in the process, and plundering Ka-
• Yolanda Tarrayo (MU6), Glantrian mercenary
vorquian’s home, unless his treasure has been moved
wizard
into the city. Her attempt fails and her forces are
• Octavius Blackmaer (F6), mercenary captain scattered as the 4th Division troops break the siege.
However, only the cavalry units from the northern
• Klossarek (Goblin 5), Kloss-Lunk underchief keeps reach Kelvin in time to join in the battle.
• Ratgrobb (Goblin 3/Shaman 2), Nightstalker
shaman
• Skrakkbak (Hobgoblin 6), Vlack-kag underchief
• Hastrissek (Gnoll 4), Faceslasher chieftain
• Sergreb (Ogre 2), owl-bear trainer
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Legion of the Dead
4.1 Overview odd movements on a failed Wisdom check, suspecting
green slime or other vermin to hide in the pool.
The Dymrak Dread “discovers” a way to free Count
Koriszegy from his lair — actually, the Witches of
Dymrak tell him the method, which is not at all reli- The well
able as it will only work as long as Thanatos, the Im-
mortal Koriszegy offended two centuries ago, doesn’t The well leads to room 7 of the cellars, and from there
notice. The Count needs the Black Opal Eye’s powers directly to the vampire’s lair.
to block the effect of the curse as well as to keep the
minions of Thanatos from detecting his escape. In ex-
Smithy
change, he asks the Count to host his forces, and send
his undead minions to help distracting the Callarii This smithy is partially functional, since the vampires
from helping Kelvin, as well as to hold Krakatos and their human thralls use it occasionally to repair
against the forces of Duke Stefan. The PCs must weapons or shackles.
face the goblin (Dread Horde) envoys, and neutralize
Koriszegy’s threat.
Stablehouse
Gate
Main hall
There are no guards at the entrance, except those on
the barbican’s walls. No one ventures to Koriszegy The entrance hall of the castle is large and empty,
Keep anyway, so few guards are needed. except for three old fashioned suits of full armor of
Darokinian craftmanship. While ancient (approxi-
Fountain mately 300 years old), these suits are well rusted, and
useless both as real armor and as treasure. The door
The original castle yard was graced by a fountain to room 14 is locked and barred from inside (only the
pool, now covered in moss and slime. There is noth- count and his vampire servants are allowed inside,
ing dangerous here, but tense characters might spot and they do so in gaseous form).
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Legion of the Dead
14
Legion of the Dead
The desk, as well as most of the other furniture, is traveled to the Highlands before the disappear-
broken. ance of the Ambreville family. The contents are
the same as those of the short story of the same
Library title by Clark Ashton Smith.
The walls of this smaller room are lined • “A Show of Hands”, Vol. I, by Alexis Vorbian.
with massive wooden bookcases. The lack of A Thyatian novel about a long journey around
care and the damp weather of the Radlebb the world. Volume one deals with the southern
Woods have damaged the furniture, and coast of the Known World, as it was in the I
probably the books as well. A stout man in century AC.
dark leathers is sitting on a large armchair.
He puts down the book he was reading, and • “Rhetoric”, by Menai Stroznner, abridged. This
reaches for a spiked mace. is the basic text on Thyatian oratory, in an
abridged version that was popular in Traladara
Bernal (or a level 5 Cleric of Orcus, if Bernal died and southern Darokin in the VI century AC.
during “The Queen’s Harvest” adventure) is reading
in the library. If the PCs have been stealthy, Bernal • “A look into my soul”, by Rang Tchou-Chan.
wears leather armor (AC 7), and the PCs have stan- A Thyatian translation of this overview of the
dard chances of surprising him. Otherwise, he will philosophies and religions of Thyatis dating back
have had time to wear his armor (a breastplate and to the VI century AC. The volume is fairly worn,
grab a shield, AC 5, if the cleric is not Bernal), and especially in parts dealing with the Shadow
will have the standard chance of surprising the PCs. Court of Ochalea and related philosophies in the
Several ancient books are found here, including the Known World.
following:
• A ruined spellbook, which belonged to Count
• A journal from one of the ancestors of the Count, Koriszegy’s father – a dabbler in magic who
Jan Koriszegy, telling the history of the Banate studied in Marilenev. The spells Protection from
of Svoga and the Traladaran religious conflict of Evil, Continual Light and Hold Person can be
450 AC. studied from this book (at the cost of destroying
it, though).
• One of the first written copies of the Song of
Halav, penned by a Thyatian priest for one of Most other books – journals from other ancestors of
the ancient Koriszegy. Koriszegy or books of poetry and religious matters,
are either of no interest or too damaged to be of any
• A journal from Istvan, Zhupan of Koriszegy, use. To find whether the PCs are able to detect any
recording his reign and the plague of lycanthropy of the interesting book, use the Loot general skill or
that hit Western Traladara in his times. Istvan a similar one – if the PCs have no appropriate ability,
speaks of a magical treasure he obtained from use a check on 1/2 Wisdom. The PCs find as many
the “Witch-lord” of Lumm, and that helped him books as the difference between their skill score and
fight the plague. roll.
• The “Tome on Halfling Philosophy”, with an-
notations by Count Koriszegy on the mysteri- Study
ous nature of the underground inhabitants of the
Five Shires. This was Count Koriszegy’s study, but he has not
been using it for two centuries. A deep layer of
• A book in Sylaire titled “The Satyr”. It was dust covers all the furniture of this room, and the
brought to Koriszegy by an adventurer who had tapestries and rugs are reduced to rags.
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Legion of the Dead
There is a secret compartment in one of the pieces bring her betrothed, Ivan, to her – she was to marry
of furniture. Within it, a small, ornate chest has the Count’s only son when the keep was destroyed. If
been stored. The chest is valuable per se (for the the PCs argue or disobey her, she will fling in a fury,
workmanship and the materials used, precious woods revealing her true nature, that of a Lesser Haunt.
from Ierendi and ornamental stones from Glantri), The PCs must save vs. Spells or run away in fear as
but it also contains a magical dagger, the Fang of the girl’s features become horridly distorted, and a
Koriszegy (+1, +3 vs. Lycanthropes). palpable aura of despair emanates from her.
A small library holds ancient clay tablets in the The Haunt can be laid to rest by bringing the re-
Taymoran language (these require a Read Languages mains of Ivan from room 4.2.2. If the Haunt disap-
spell or a Thief skill roll at -20% to decipher). These pears, the illusion that makes the room seem pre-
are mere accounting records of a Taymoran priest of served loses power, and a mass of destroyed furniture
Wayland, but they are of great value to sages special- appears. The skeleton of Ivan’s bride can be found
izing in Taymoran lore. under the small table. It wears an oval ring that
bears the sign of a gold wyvern on a lapislazuli field.
Secret workroom PCs with the Heraldry or Ancient History skills can
identify this as the coat of arms of an old Traladaran
Old laboratory and prayer room. family from the Halag region.
Lying around the room are some of the journals
of Count Koriszegy, penned when the count was still
mortal. Part of these journals are written in a secret Ruined bedroom
code (requiring the Read Languages spell or the Read This bedroom was destroyed by a fire, possibly
Languages Thief skill to decipher), and reveal the caused by lightning. There is no clear indication of
password to stop the animated armor from attacking, how the fire was doused, and why it did not destroy
as well as part of the count’s quest for immortality. the rest of the keep. The skeletal remains of two hu-
Most of the other contents of this room, alchem- mans are found amid the roof tiles and the cinders.
ical and priestly equipment, has been razed by the
crazy vampire during one of his fits of madness, but
a broken holy symbol of Nyx can be still recognized. Storage closet
A Loot skill roll is needed to find it, plus a Religion These closets are full of very old clothes, but there is
roll to recognize it. a skeleton (of the inanimate variety) closed into the
rightmost one.
Garderobe
This room is full of clothes in the style used by Tral- Bedroom
adaran noblewomen in the late years of the VII cen-
This bedroom was reserved for guests, and is almost
tury AC.
intact, except for a heavy layer of dust. An old-styled
tapestry representing the battle between Halav and
Bedroom the beastman king hangs from the wall opposite to
This room appears to be in pristine condi- the window.
tions, a stark contrast to the ruined state
of the rest of the keep. A beautiful maiden, Collapsed bedroom
clearly of Traladaran ancestry and dressed
in antiquated clothes, sits at a small table. This bedrooms was completely destroyed by the
events that led to the curse of Koriszegy. A pair
The girl seems oblivious to the real nature of the of vampire bats nests in the part of the roof that
PCs, and addresses them as servants. She bids them survived the destruction.
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Legion of the Dead
The skeleton of Ivan Koriszegy lies in a corner. fight at -2. The keys to the cells and the doors to
It wears a few discolored rags, but has a ring with area 2 and 4 are in the desk drawer.
the coat of arms of the Koriszegy family on his right
hand. Cells
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Legion of the Dead
8 Ghouls guard the pit leading to Koriszegy’s lair. This room, once the public treasury of the Koriszegy
A heavy grate blocks the way (but can be lifted if fief, is connected via small cracks in the ceiling to the
several people cooperate). plumbing of the old fountain in the castle’s courtyard,
making it damp. Whatever treasure was here has
been removed, and only the last taxes collected before
Treasury entrance the destruction of the village can be found here.
This corridor leads to the three rooms of the Korisz- There are a number of old kopeks and cronas from
egy treasury, built to house the riches of the family different mints littered on the floor.
and their state archives. The oldest have a wyvern-like beast on the obverse,
A secret door leads to room 11. The hidden keyhole and a stylized portrait of Halav on the reverse. There
is trapped with a poisoned needle trap. The poison is an old Traladaran inscription, saying “Demetrios,
has been weakened by the two centuries passed since Ban of Svoga” on the obverse, and one that reads
it was last renewed, and only inflicts a mild paralysis “Saviour King Halav” on the reverse.
(-3 to all actions for 3d4 turns). The key to the secret Most coins, however, sport similar designs, with
door can be found in the master bedroom (area 15 of the arms of Koriszegy on the reverse and portraits of
the castle). All other doors in this room are locked, stern, long-faced nobles on the obverse, each encir-
but not trapped. cled by inscriptions like “Jan, Zhupan of Koriszegy”,
or “Petr, Count of Koriszey”. More modern coins
generally use the latter form of the title.
Fiscus
A few old coins from the Kingdom of Darokin and
This room was designed to hold the personal treasury from south-eastern Darokinian successor states can
of the Koriszegy family. According to Thyatian man- also be found.
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Legion of the Dead
Note that these coins are almost of no monetary 4.2.4 The Vampire’s Crypt
value – they amount to less than 10 gp for the metals
– but are interesting historical objects that can be The crypt, and Lord Koriszegy’s excavations (several
sold to collectors in Specularum, Selenica or Darokin mine-like corridors, connected to a natural cave and a
for at least 10 times their base value. pit from the cellar; 10 rooms: 3 monster encounters,
1 special)
Granary
Main excavation
Rats (normal and giant) infest this room, having an
easy access to it from room 12. This was the castle This roughly circular room has been digged in the ter-
granary, but the rats and the years have ruined the rain under the keep at the behest of the last count,
content of the crates and barrels. In a corner, there before he became a vampire. A trap-door in the ceil-
is a pit hole leading to room 4 of the crypt. The ing leads to the cellars (room 8).
servants of Count Koriszegy toss there all types of
refuse – kitchen leftovers from the mortal servants as Digging team
well as the rests of the corpses eaten by the Ghouls.
Zombie (10) and Skeleton (8) workers, overseen by a
Vampire Spawn, are digging in this area.
Aging room
When the keep was inhabited by humans, here were Dead branch
kept the cured meats and the large cheese rounds
that made up part of the food reserves. The content This corridor has walls of roughly hewn rock. It is
is long gone, and has been replaced by two massive a branch of the dig that was not pursued further, as
chests. Each contains a coffin, which holds one of the the diggers discovered the vast cavern that is now the
vampire spawns of Koriszegy. These vampires are lair of the vampire. At the end of the tunnel, there
resting, and can be dispatched easily. By night, the are an old lantern (empty) and a rusted pick laying
coffins are empty. on the rocky floor.
The Vlack-kag hobgoblins (Therg, 4 Thouls, 1 Winter The floor of this room is 4’ below that of the corridor.
wolf) are descending to the lower dungeons; the stairs Walls and floor are much more regular than the rest
lead to the castle kitchen (room 10 of the ground of the rooms at this level, almost polished, especially
floor). This was the castle wine cellar, but the con- below the level of the corridor.
tent of the massive casks has been spoiled by the A Gelatinous Cube (4* HD, 125 XP) has eaten
passage of time. all the refuse tossed down here by the servants of
the undead Count. It will not leave the room unless
attacked – it knows he can find food here just by
Storage room
waiting for someone to toss it from above. A hole in
This smaller room held the firewood stock of the cas- the ceiling of this room leads to room 13 of the cellar.
tle, but has not been used for a long time. Some
mice can be found here. Wererat or druid charac- Dead branch
ters could gain some information on the layout of the
area from these friendly animals, but they only know This is another dead end. Count Koriszegy’s miners
about rooms 8, 14, and 15 of the cellar, as well as of stopped digging in this direction when they discov-
room 10 of the ground floor. ered the natural cave in area 4.2.4.
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Legion of the Dead
Entrance to the Taymoran ruins If the PCs leave the room before the Count fully
awakens, he will fall back into his slumber in one
This room was the base of the excavations performed
round.
by Count Koriszegy in his search for the Taymoran
ruins he guessed to be hidden below his keep. The
room was shaped in a square to allow a better storage 4.2.5 The Buried Temple
of tools and supplies for the diggers. Some of the tools
This level of the dungeon is an ancient temple to
are still here – picks, spades, ropes and crates, but
Thanatos, built by the Taymorans at the height of
time has ruined most of it: blades are rusty, wooden
their civilization. The Temple was build on the side
handles are brittle, and ropes have been ruined by
of a small hillock, where a spring was found. A burial
the dampness of the caves.
complex was dug on the other side of the hill. The
temple was partially covered by a landslide, then by
Ghoul cave sediments and new buildings during the Traldar age.
This large natural cave was formed by waters flowing By the time of the Koriszegy, the temple was com-
through the underground. Later, the level of the wa- pletely buried.
ter under castle Koriszegy lowered significantly, leav- The last Count Koriszegy discovered traces of the
ing most of the room free. Taymorans and ordered the escavation of the tem-
Two Elder Ghouls and 10 Ghouls are stationed ple, which led to his curse. Only a small part of the
here, blocking the entrance to the lair of the vam- temple – the main hall, sacristy, and embalming labo-
pire. ratory – is preserved. It is also possible to access part
of the burial complex by crossing a tiny subterranean
lake.
Vampire lair
Koriszegy’s lair is located in this natural cavern, Sacristy
which was somewhat enlarged by the Count’s dig-
gers, though they never managed to complete their This room was once the sacristy of the temple, but
work. all traces of activity have disappeared, as the room
Several wooden coffins lined along the southern was pillaged at the end of the Taymoran civilization.
wall house Koriszegy’s vampire spawns.
Temple Hall
Well bottom The large entrance of this circular hall has been
This is the well leading to room 7 of the cellars and lo- blocked by sediments, while the back wall has all but
cation 3 of the castle ground floor It is fairly shallow collapsed, together with the majority of the decora-
here, as the well pulls water from the same under- tions.
ground basin as the pool in the area 4.2.4. A careful search (Difficult Loot check) reveals some
fragments of a large statue. A Heroic Religion check
allows the characters to recognize the figure depicted
Crypt of the Vampire Koriszegy
as Thanatos.
Count Koriszegy can be found here during the day, However, before exploring the room, the party will
sleeping in his coffin. However, he will be wakened have to deal with two Vampire Spawn, Hermann
if anyone enters the crypt. It takes two round for Steiger and Dusan Ivanovic, as well as the goblin en-
him to become fully awake, and during this time he voys, Kilmek and Ratgrul. The four will cooperate to
will not attack or even move. Then, he will assume stop the PCs from reaching the Black Opal Eye. If
gaseous form, and wait for a good opening for a sur- one of the Goblins falls, the other must pass a Morale
prise attack. check, or he will try to retreat or flee, depending on
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Legion of the Dead
the circumstances. The Vampire Spawn will fight as within 5’ of the opening will have to pass a Sav-
long as they can, resorting to gaseous form if they ing Throw against Paralyzation or be impaled by a
are clearly losing. bronze-tipped bolt, for 1d6+2 damage. The trap can
be detected, but not removed – on the other hand,
Embalming Laboratory creative characters could find ways to open the sar-
cophagus without standing near it.
This room was once used to embalm corpses to pre-
serve them as mummies – both of the dead and un-
dead type. It is dominated by a large operating table Empty Tomb
set in the center of the room, and by a large chair,
or perhaps a throne, set on a dais in the northern This room is bare, except for two empty, brightly
end. Broken vases, bronze tools, and other remains coloured ceramic sarcophagi. Figures of demons and
are littered over the floor. the afterlife are depicted on both.
A dark robed figure sits on the throne, surrounded While the room appears to be a tomb, it was actu-
by a swirling mist. It holds a large, black opal gem in ally a storage area for sarcophagi waiting to be used.
one robe-covered hand, and seems to be staring into
it. A sense of evil hangs on the room, radiating from
Ruined Tomb
the throne.
The robed figure is a Gray Philosopher (HD 9*, This room is partially filled with rubble, and the ceil-
XP 450), surrounded by 16 Malices (HD 1*, XP 13 ing has partially collapsed. Shards of painted ceramic
each). This evil spirit of a priest of Thanatos has are the only remains of whatever was found in the
been pondering unknown philosophical issues for mil- room originally.
lennia. It is only surrounded by a few Malices, be- Any dwarf or a character with the Miner profession
cause Count Koriszegy destroyed most of them when or similar skills can tell that the debris is unstable,
he first discovered the temple. The Count and his and moving in the room should be done with great
spawn is unable to actually harm the Gray Philoso- care. Characters moving in the squares marked with
pher, though, and the Philosopher acts as part of the rubble must make a Difficult Dexterity check or trig-
focus of the Count’s curse. The Black Opal Eye has ger the fall of some loose rocks. These inflict 2d6 HP
been set in its hand by the goblin envoys, to distract of damage to any character in a range of 10’, which
the Philosopher from maintaining the Count’s curse, can be halved with a successful Saving Throw against
thus making him able to leave the confines of the Paralysis.
Keep (no other part of the curse is raised, though).
The party needs to remove the Black Opal Eye
from the room, without destroying the Gray Philoso- Natural Cave
pher.
This natural cave is mostly submerged, forming, to-
gether with the next area, a small subterranean lake.
Death Trap
Its ceiling is much lower than that of the temple
This room is empty, except for a large ceramic sar- rooms, and it was already an underground site when
cophagus set along the wall opposite the door. The the temple was built. The entrance was dug to pro-
walls are covered with simple frescoes showing funer- vide the priests access to the water.
ary practices, including mummification. To reach the burial site, it is necessary to swim
The sarcophagus is empty, and was set here as a across the lake. While there is almost no current
trap against would be thieves. It contains a spring (the water arrives and leaves via tiny underground
loaded mechanism that will hurl a volley of large bolts rivers), it is difficult, if not impossible, to swim in
against whoever tries to open the lid. A character heavy armor.
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Legion of the Dead
22
Legion of the Dead
23
The Battle of Kelvin
5.1 Overview 5.4 The War Machine
The goblinoid forces reach Kelvin and join battle with The War Machine: after the PCs defeat their oppo-
the Duke’s army. The PCs can take part in the bat- nents, a huge war machine, formerly hidden by illu-
tle, and, since they are relatively high level, they are sions, appears on the field, towed by Great Boars.
set up as leaders of a militia unit (select one that is The PCs must fight their way through ranks of Hob-
originally from the same region as one of the PCs, if goblin war machine handlers, Goblin archers, and a
possible, or a Kelvin unit otherwise). core of Shamans and Avengers of Orcus.
24
The Battle of Kelvin
5.6 Conclusion
Outcome: if Duke Stefan dies, his party retreats to
Kelvin; if the overall battle is lost, then the surviving
NPCs retreat to the Radlebb woods, destroying the
bridge, and Kosivikh settles in Baron Kelvin’s palace;
otherwise, the survivors hold Kelvin and Kosivikh re-
treats to Xitaqa. If Kosivikh is wounded below 2/3
of his maximum hit points, then his party retreats; if
the Dread Horde is winning the battle, Kosivikh re-
treats to Lumm, and Duke Stefan retreats to Kelvin;
otherwise, the Horde falls back all the way to Xitaqa.
The PCs receive the standard monster experience
(5000 XP), plus the following goal-based XP:
25
Showdown at Xitaqa
6.1 Overview • Vylgrykk is captured: 300 XP
The leaders of the goblinoid army and the witches • At least one Crone of Chaos is captured: 250 XP
of Dymrak have relocated to Xitaqa (or Lumm or
Kelvin, depending on the outcome of the battle) to • A bonus of 1250 XP is assigned if the PCs man-
coordinate the war effort. age recover the Black Opal Eye
The PCs must infiltrate the ruins and destroy the • A bonus of 2500 XP for ending the campaign.
enemy leadership (Kosivikh, his shaman advisors, the
wicca Vylgrykk and several Crones of Chaos). This should give the PCs some 2000 XP each, plus
If the battle was won, then the last encounter up to 400 XP for good roleplaying.
should be a Major one, otherwise a Risky one – it
is the grand finale, after all.
In any case, consider that Kosivikh and his main 6.2 Developments
lieutenant should be wounded, and adjust their abil-
ities, TPL, and XP value accordingly. If the Battle of Kelvin is lost:
• Kosivikh, the Dymrak Dread: Goblin 10/WW9 • Duke Stefan dies — the duke fights to the death
(1250 XP) in “The Charge of Duke Stephan”, refusing to
withdraw.
• Kosivikh’s mount: large Dire Wolf (HD 4+9, AC
4, dmg 2d4+2, attacks at +2; 275 XP) • Von Hendricks arrives in two days with his Lance
of Doom and many goblinoids, assaults Kelvin
• Vylgrykk: Goblin 7/Wicca 7 (900 XP) while the Dymrak Horde is still celebrating vic-
tory, and routes them. He proceeds to claim the
• Shaman of Orcus: Goblin 5/Shaman 5 (300 XP) throne, and a civil war begins.
• Dread Brother: Goblin 3/WW (75 XP) • Desmond Kelvin may be tempted to switch loy-
alties to Von Hendricks in return for a higher
• Avenger of Orcus: Goblin 6/Shaman 2 (275 XP)
title, or he may try to force Lady Adriana to
• Dread Horde Chief: Goblin 5 (175 XP) marry him.
• Dread Horde Elite: Goblin 2 (20 XP) If the Battle of Kelvin is won, but Duke Stefan dies:
• 3 Crones of Chaos (500 XP each) • Desmond Kelvin, Ludwig Von Hendricks and Al-
fric Oderbry declare an holy war against the
Overall, the PCs should be able to obtain at least Church of Traladara.
5000 XP for monsters from this stage of the adven-
ture, 2000 XP in treasure, plus a goal-based bonus: • Both Von Hendricks and Kelvin will try claiming
the throne, but Oderbry has them postpone the
• PCs bring back proof of Kosivikh’s death: 600 decision after the end of the civil war.
XP
If the Battle of Kelvin is won, and Duke Stefan sur-
• Kosivikh is captured: 1200 XP vives:
26
Showdown at Xitaqa
27
Appendix
7.1 Non-Player Characters the priests created for her this long, straight-bladed
sword, adorned with evil symbols and magical invo-
This section provides the descriptions of all major cations. The sword helped her in assembling a large
NPCs in this campaign. Since some of them can sur- army, though an alliance of the other Traladaran no-
vive beyond the set encounters, advice on how to use bles finally bested Elendorath and put an end to her
them in the rest of the campaign is also provided. evil reign. The sword is intelligent and malign, and
has filled Ilyana’s mind with images of Elendorath’s
7.1.1 Dwellers of Haradraith Keep power, convincing her that she’s the Queen of Vaion
reborn.
Ilyana Penhaligon, self-proclaimed “Queen of Vaion”, With the help of the sword, Ilyana has turned the
her advisor, the evil priest Bernal, and her mercenar- Nightstalker goblins to her, much to the chagrin of
ies live in this ancient keep. the shaman Dhrom Dhum. Moreover, thanks to her
advisor, Bernal, Ilyana has been able to secure an
Ilyana Penhaligon alliance with the Dymrak Horde and the Vlack-kag
goblins.
The “Queen of Vaion”, Fighter 7
Ilyana’s goal is to exploit the Dymrak Horde in-
Ability scores
vasion of Kelvin to take over Penhaligon and the
Str 17 Dex 10
Duke’s Road Keep, and establish a power base be-
Int 9 Con 14
fore the Karameikan force manage to push the gobli-
Wis 13 Cha 14
noids back. All that keeps her from an all-out assault
AC: 0; HP 40
against Penhaligon are her advisors, Bernal and Tar-
Saves as: F7
rayo, who pressure her to delay the attack after the
Morale: 12
Battle of Kelvin.
Alignment: Chaotic
XP Value: XX Note: Ilyana has the same equipment as in B12,
Equipment: Blade of Elendorath, Chaotic long but she wields her sword with Expert mastery.
sword +2, control goblinoids (40 HD), ornate field
plate armor, shield (emblazoned with the coat of arms Bernal
of Vaion and a royal crown).
Ilyana is the bastard daughter of Lord Arturus Priest of the Dark Prince, Cleric 7
Penhaligon, one of Duke Stefan’s officers, by a Tral- Ability scores
adaran woman. She has always resented her half- Str 13 Dex 15
sister, Arteris, who inherited Arturus’ title and lands. Int 7 Con 13
This hate led her to search her fortune has a sellsword Wis 18 Cha 5
and adventurer, and later a bandit. AC: 2; HP 34
It all changed when she found the Blade of Elen- Saves as: C7
dorath, the ancient “demon queen” of Vaion. Elen- Morale: 10
dorath was a power-hungry ruler of Vaion during Alignment: Chaotic
the turbulent times of the Vampire Wars. She plot- XP Value:
ted with the evil priests of the Cult of Demons to Equipment: plate mail, staff, holy symbol of Or-
unify Traladara under her banner. To this end, cus.
28
Appendix
29
Appendix
but is also willing to take part in other lucrative ven- Equipment: quarterstaff, mixed leather and
tures. He met Ilyana in Selenica, where she was try- chain armor pieces (AC 7), gri-gri (attached to quar-
ing to recruit an army. Since Ilyana had so much terstaff).
money, he decided to join even though he has no ex-
perience at all as a military commander. He recruited
Igor Merkul to make up for his own lack of skill. Skrakkbak
Blackmaer has been plotting to betray Ilyana for Vlack-kag underchief, Hobgoblin 6
quite some time, and the PCs represent the perfect Ability scores
opportunity to create a diversion. However, he does Str 14 Dex 13
not want to deal with the PCs, unless they seem not Int 8 Con 11
to have enough valuables or they seem too strong to Wis 9 Cha 6
take on. In that case, he might try to trick them into AC: 3; HP 36
killing Ilyana for him. Saves as: F6
Octavius is a dangerous fighter, an Expert with the Morale: 11
two-handed sword. He can also use the mace, light Alignment: Chaotic
crossbow and dagger. XP Value:
Equipment: chain mail, round shield, long sword,
Klossarek short bow, quiver and 20 arrows.
30
Appendix
He can also use proficiently the long sword and long Nikolaj of Luln
bow.
4** HD Vampire Spawn
Ability scores (as Vampire)
Sergreb Str 18 Dex 15
Int 8 Con –
Owl-bear trainer, Ogre 2
Wis 7 Cha 14
Ability scores
AC: 3; HP: 22
Str Dex
Saves as: F4
Int Con
Morale: 10
Wis Cha
Alignment: Chaotic
AC: ; HP
XP Value: 175
Saves as:
Nikolaj is a former Traladaran trapper, who was
Morale:
caught by ghouls while hunting in the hills near the
Alignment:
Keep. He has rough looks and modest intelligence,
XP Value:
for which he resents the other, more sophisticated,
spawns. His apparent age is around 25.
7.1.2 Dwellers of Koriszegy Keep
Boris Popescu
Count Koriszegy and five of his Vampire Spawn reside
in the Keep. 4** HD Vampire Spawn
Ability scores (as Vampire)
Count Koriszegy Str 17 Dex 15
Int 14 Con –
9** HD Vampire (217 years old) Wis 9 Cha 14
Ability scores (as Vampire) AC: 3; HP: 13
Str 18 Dex 17 Saves as: F4
Int 11 Con – Morale: 9
Wis 7 Cha 16 Alignment: Chaotic
Ability scores (original; his Int and Wis scores would XP Value: 175
be restored if the curse was lifted) Boris, a Traladaran hedge wizard in life, lost his
Str 11 Dex 9 spellbook in the events that lead to his transforma-
Int 13 Con 8 tion into a vampire spawn. He is trying to recover
Wis 15 Cha 10 his magic, thus he will attack preferentially wizards,
AC: 2; HP: 47 hoping to capture a spellbook. His apparent age is
Saves as: F9 around 40.
Morale: 12
Alignment: Chaotic Dusan Ivanovic
XP Value: 2300
4** HD Vampire Spawn
Charming gaze Save vs Spells at -3; Ability scores (as Vampire)
Str 17 Dex 15
Weapon immunity Requires +2 weapons to hit; Int 12 Con –
Wis 13 Cha 15
Undead liege Control undead up to 108 HD; AC: 3; HP: 21
Saves as: F4
Salient abilities Create Ghoul, Bloodlust. Morale: 8
31
Appendix
Alignment: Chaotic of the Vlack-kag, to strike their deal with the Vam-
XP Value: 175 pire Count. The three envoys have brought the Black
Older spawn, wiser and more careful than the oth- Opal Eye to enact the ritual that will free Korisz-
ers. Plans to leave the castle in the next decade or egy from his curse, allowing him to join the battle at
so. Apparent age 40. Kelvin.
32
Appendix
33
Appendix
• 1 goblin wolfriders
• 1 elite goblin infantry
• 1 orog infantry
• 1 werewolves?
34