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Adventure Module AA1

Adventure Anthology One


A Basic Fantasy Role-Playing Game Adventure Module
Copyright © 2007-2012 Chris Gonnerman and Contributors
All Rights Reserved

1st Edition (Release 1)

Credits
Contributors: Ray Allen, Rob Pinnell, Eldrad Wolfsbane, Mak, The Expert, skisko,
Thomas Kolter, Maliki, Jim Bobb, Stuart Marshall, hjmartin70, J.D. Neal,
David Gerard, Onno Tasler, Jason Reilly, Scott A. Murray, and David Grant Sinclair
Proofreading: David Gerard
Art: Dennis Bamberger
Maps: J. D. Neal
Playtesters: Alan Jett, Jason Brentlinger, Chris Wolfmeyer
Adventure Anthology One Gold in the Hills

Introduction
Welcome to the first Adventure Anthology Series Ruin of Darkfir Castle Page 25
multi-adventure module for the Basic Fantasy Role- by Onno Tasler
Playing Game! Herein you will find a collection of
small adventure modules, playable in a session or After sacking Darkfir Castle, the Duke found no trace
two, submitted by a variety of authors. of the traitorous Sir Reginald. But now the villagers
speak of ghosts haunting the ruins and of the
Enjoy! treasure still hidden within...

Gold in the Hills Page 3 For a group of beginning characters


by Ray Allen
Shepherds of Pineford Page 30
Gold nuggets have been appearing in the hands of by Jason Reilly
a local goblin tribe, the Black Fangs. It is known that
they lair in one of the old dwarven mines... has a An ancient evil is stirring in the highlands above
new vein been found? Pineford. At first it was just sheep that were
disappearing, but now the town's only priest has
For 2-4 characters of levels 1-3 been savagely killed just outside the village. Pineford
is desperate for someone to solve this mystery before
Merilla's Magic Tower Page 7 more villagers share the same fate as the priest.
by Rob Pinnell
For 2 to 4 characters of about 2nd level
After years of adventuring, Merilla the magic-user
settled in a small tower in a peaceful valley. Deathcrypt of Khaldhun Page 39
Recently she seems to have disappeared, and her by Scott A. Murray
tower now stands silent. Is she still alive, or has she
been slain? The mad wizard was buried in a crypt with his
followers buried alive beside him. With his last words
For 3-6 characters of levels 4-7 he swore vengeance on the descendants of those
heroes who drove him from their city. A hundred
The Zombraire's Estate Page 11 years later, the wizard is stirring from his slumber. Can
by Russ Westbrook some new heroes end his curse again?
Something has happened to the Wrenwalds, but no For 4 to 6 characters of about 6th level
one in the nearby village knows what. Anyone who
investigates is pronounced dead before they even The Vault of Eihort Page 45
leave town. Can your party of adventurers find out by David Grant Sinclair
the answers, or will they become more victims of the
Wrenwald curse? A gritty 'Swords and Sorcery' adventure designed to
really challenge your players. A scholar needs
For 3-6 characters of levels 2-5 someone to recover a lost scroll in an ancient vault
across the desert. But the party will find just getting
Beneath Brymassen Page 18 there will be half the battle.
A Collaborative Dungeon
For characters of levels 1 to 3
A beginning module that can be played two
separate ways: The Slaver's Fortress Page 51
by Chris Gonnerman
As a Dungeon Crawl: Some unsavory creatures
have set up shop under the mill in Brymassen and the Slavers brazenly attacked the small coastal village,
Mayor has asked the adventurers to clear them out, taking all their young men and women. Though they
for a small fee of course. didn't know it at the time, they also captured the son
of the Duke and the young woman he eloped with.
As a Rescue Mission: The children of a villager have Can your stalwart band of adventurers rescue them
been kidnapped and a desperate father asks the and end the threat of the slavers for good?
adventurers to rescue them. He doesn't have much,
but he'll pay what he can. For 3 to 6 characters of levels 4 to 8
For 3-6 beginning player characters

1
Gold in the Hills Adventure Anthology One

Taming the Flames Page 56 Island in River Page 72


by Dave Gerard by J.D. Neal

Two apprentice magic-users got in over their heads Strange creatures are said to live on the island in the
while their master was away. Can the party set river, and some of them are said to be guarding
things right, or will it all go up in flames? great treasure. Do you have the courage to face
the challenge of the island?
For 3 to 6 characters of levels 2 to 3
For 3 to 6 characters of levels 2 to 4
The Lost Tome Page 60
by Dave Gerard Night of the Necromancer Page 77
by Raymond L. Allen
In a mad sage's library lies a lost tome that could be
the key to destroying a great evil. What dangers lie Recently Thaen Ygmay returned to the village of his
in wait for those who seek to retrieve it? birth. Skilled in the arts of necromancy and with an
army of undead at his side, he has declared war on
For 3 to 6 characters of levels 3 to 4 his former home. Will your band of adventurers help
Insect Valhalla Page 63 the village of Stull survive the assault and defeat the
by J.D. Neal necromancer?

Deep in the woods lies a warren of caves filled with For player characters of levels 3 to 5
giant insects and deadly plants. Yet rumors of
treasure within still calls out to those adventurous
enough to explore its dark twists and turns.
For 4 to 8 characters of levels 3 to 6

If you might be a player in any of these adventures, stop reading now! Beyond this point lies information
meant only for the Game Master's eyes!

2
Adventure Anthology One Gold in the Hills

Gold in the Hills


by Ray Allen

Background
The ancient dwarven kingdom of Gryk Thalak once
spanned The Highlands to the edge of Kingsholm.
Several hundred years ago humanoid incursions
weakened the kingdom and the southern lands
were slowly abandoned to the invaders. About the
same time, the dwarves abandoned a few of the
lesser mines in the area as they were completely
worked out. However, prospectors and adventures
of all types continued to investigate the mines in
hopes of a missed mother load but all they ever
found were monster lairs and quick deaths.
Gold nuggets have been appearing in the hands of
a local goblin tribe, the Black Fangs. It is known that
they lair in one of the old dwarven mines which has
lead many to believe that a new vein has been
found. This has lead to renewed interest in the mines
and the Black Fangs mine in particular but most
people who go to the mine do not return.
The gold comes from a vein that a recent minor
earthquake opened up. Chief Xikek has been using
the gold nuggets to purchase weapons, unaware of The Highlands – Scale: 1 hex = 8 miles
the history of the mine and that the vein is almost The Mine
played out. He has had the tribe digging through the
collapsed area of the lair in search of more gold but The entrance to the mine is a rather unremarkable
it seems that they have found all that the ten or fifteen foot wide portal on the south side of
earthquake revealed. the mountain. The entrance is dark, and a small
stream of dirty water trickles out of it.
Getting the Characters Involved
If the characters are careful, they can approach the
Starting in either Kingsholm or Barrow's Edge is the entrance without alerting the goblins inside. If they
quickest way for the player characters to learn of the search the area outside the mine, they will find
recent events in the area. Perhaps they have evidence of many goblins in the area.
encountered goblins with gold nuggets or gold dust
If the goblins in area 1 notice the characters, they
in their pouches or have accepted payment or paid
will fire one volley of arrows and retreat to area 4.
for items with these nuggets. Maybe they were
One will pause briefly to arm the trap in the alcove in
guards for a trader who sold the weapons to the
area 2.
goblins. They could be new to town but are clearly
adventurers and asked to investigate the Old The water comes from seepage in the walls and
Dwarven Gold Mine after a group of prospectors fails ceiling of the first chamber.
to return.
The walk to the mine is about a half a day from
Barrow's Edge and a full day from Kingsholm.
Wilderness encounters should be rolled accordingly.
A character that can speak Dwarvish would be
useful in this adventure.

3
Gold in the Hills Adventure Anthology One

1. THE GUARDS: If the characters did not alert the If the characters repair the elevator, it can be used
guards, read the following: to descend to other levels of the mine; this is left to
the GM to develop. However, the ropes are frayed
This twenty-five by thirty foot room appears to be a and there is a 5% chance that the ropes will break
guard area. Sitting on a bench along the east wall each time the elevator is used. The shaft is 100' deep
are two goblins, apparently asleep. and the characters take 1d6 damage per 10' fallen if
the ropes break (thus, 10d6 damage will be suffered
If the characters alerted the goblins, read the if the elevator falls from the top down).
following:
4. THE MINE: If the goblins are caught off guard:
Located near the east wall in this room is an
overturned bench. From down the corridor to the This large, well-lit area is a mine. To the east is a
north you can hear something screaming. crevasse which goblins can be seen toiling inside.
Along the north wall is a large pile of slag with what
If any of the characters understand goblin, the appears to be an old piece of mining equipment
screaming consists of things such as, “Help! Help! partially buried in it. There are many goblins and
Intruders!” larger hobgoblins in the chamber. The hobgoblins
2 Goblins: AC 14/6, HD 1-1, #At 1 dagger, Dam 1d4, appear to be bullying the goblins and making
Mv 60' (20'), Sv F1, Ml 7, XP 10 them mine the gold in the crevasse.

HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ If the goblins are on alert, Xikek, Snerk and Yuliak will
be here and the whole tribe will be ready for a fight
Each goblin has 1d4 gold nuggets (worth about 1 gp in this room. They will fight to the death as this is their
each) and a new dagger. lair.
2. THE PIT OF PROTECTION: There is a 35' long 10' 15 Goblins: AC 14/6, HD 1-1, #At 1 dagger, Dam 1d4,
deep pit in this area. This trap was built by the Mv 60' (20'), Sv F1, Ml 7, XP 10
dwarves as a defensive measure for the mine. There
is a small alcove with a lever that will disable the pit HP 7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
mechanism on the east wall just north of the pit. 2 ☐☐ 5 ☐☐☐☐☐
Along the west wall is a 1' wide ledge that can be 5 ☐☐☐☐☐ 4 ☐☐☐☐
used to avoid the pit. 3 ☐☐☐ 2 ☐☐
When the characters reach the corridor “T” they will 6 ☐☐☐☐☐ ☐ 1 ☐
see a set of stone double-doors to the east and only 4 ☐☐☐☐ 1 ☐
a dark chamber to the west. 2 ☐☐ 6 ☐☐☐☐☐ ☐
3. THE ELEVATOR TO THE UNDERDARK: 3 ☐☐☐

This chamber holds what appears to be a large Each goblin has 1d4 gold nuggets (worth about 1 gp
open pit. Mounted in the ceiling above the pit is a each) and a new dagger.
block and tackle. The ropes of the block and 3 Hobgoblins: AC 14/6, HD 1, #At 1 mace, Dam 1d6,
tackle are well worn. The rope descends into the Mv 90' (30'), Sv F1, Ml 8, XP 25
darkness.
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
Just below the edge of the pit is the mine elevator. 8 ☐☐☐☐☐ ☐☐☐
The goblins played with it until the ropes slipped and
the carriage fell. It is now 20' down into the shaft and Each hobgoblin has 1d4 gold nuggets (worth about
wedged slightly sideways. A tentacle worm (goblin 1 gp each) and a new mace.
garbage disposal) now thinks of it as home. As soon
as it notices the characters it will crawl out of the The mining equipment consists of a damaged but still
shaft and attack. operable dwarven mining automaton. The goblins
have ignored it as they do not speak dwarven and
Tentacle Worm: AC 13/7, HD 3, #At 6 tentacles, Dam did not know what is was; therefore they simply piled
paralysis, Mv 120' (40'), Sv F3, ML 9, XP 175 the mining slag around the machine and have
nearly covered it. The automaton looks like a round
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
steel tube with two legs an two arms that end in drills.

4
Adventure Anthology One Gold in the Hills

The drill bit on it's left arm is heavily damaged and 6. THE CHIEF:
has a 20% chance of catastrophic failure, which will
destroy the automaton and cause 2d10 points of This chamber is better appointed than the rest of
damage to all within 20' of it when it explodes. This the cave complex. On the floor of this room is a
failure chance only applies if the automaton is in bearskin rug. Along the north wall is a bed. A fine
motion. oak chair and small oak table stand along the west
wall. A chest sits along the wall near the bed. Sitting
The automaton only understands two word in the chair is a large hobgoblin. Two other
commands in dwarven such as, “go dig”, “move hobgoblins stand nearby. One is dressed in the
forward”, “attack enemies”. It will only recognize robes of a wokan.
traditional enemies of dwarves. If none are present,
it will attack the nearest object or creature. It also This is where chief Xikek “the Loud” is resting with his
obeys single word commands such as “stop” and shaman, Yuliak and bodyguard, Snerk. As soon as
“wait”. they see the party, Xikek and Snerk attack; and
Behind the secret door is another incomplete Yuliak starts casting. If the battle in area 4 persists for
automaton. It consists of only one leg and an arm more than 6 rounds, they will investigate the
mounted on a steel frame. In the back of the room is problem. Note that the weapons used by these
a toolbox. If the characters have the ability to repair three goblins, like the weapons used by all the others
the damaged automaton, it can be walked back to in this adventure, are brand new.
a town or city under its own power and sold for Xikek: AC 15/5, HD 2, #At halberd, Dam 1d10, MV
several thousand gold pieces. 30', Sv F2, Ml 10, XP 125
Mining Automaton: AC 20/0, HD 4, #At 2 drill bits, HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Dam 1d6/1d6, Mv 90' (30') / 15' (5') when cutting
through rock, Sv F2, Ml 12, XP 400 Xikek has a ring of protection +1
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Snerk: AC 14/6, HD 1+1, #At 1 mace, Dam 1d6, MV
30', Sv F1, Ml 10, XP 37
5. THE LAIR:
HP 9 ☐☐☐☐☐ ☐☐☐☐
This area appears to be the lair of the tribe. There
are pallets of straw in the room and a small fire with Yuliak: AC 11/9, HD 1, #At 1 dagger or spell, Dam
a large pot of something simmering over it. Five 1d4, Mv 120' (40'), Sv M1, Ml 7, XP 37
goblins are resting in this area. They seem surprised
to see you. HP 4 ☐☐☐☐

The goblins in this room will not go to help the rest of Spells Prepared: Magic Missile
the tribe in area 4 as this is their “day off” and they Spellbook: Magic Missile, Sleep, Read Magic
don't care to see the mine today.
The chest is trapped with dart that flies from the top
5 Goblins: AC 14/6, HD 1-1, #At 1 dagger, Dam 1d4, of the chest when opened for 1d4 points of
Mv 60' (20'), Sv F1, Ml 7, XP 10 damage. Inside are 400gp worth of gold nuggets,
326 cp, 168 sp, 48 gp and 2 potions of healing.
HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
3 ☐☐☐ 2 ☐☐
3 ☐☐☐

Each goblin has 1d4 gold nuggets (worth about 1 gp


each) and a new dagger.

5
Gold in the Hills Adventure Anthology One

Dungeon Map

6
Adventure Anthology One Merilla's Magic Tower

Merilla's Magic Tower


by Rob Pinell

Background Note that Merilla is a law-abiding citizen as well as a


renowned hero; looting her fortress and/or killing off
Years ago Merilla the magic-user adventured her guardian creatures wantonly may lead to
throughout the lands with a group of friends. reprisals by Merilla herself or by the lawful authorities
Together they vanquished many creatures and of the land.
collected large amounts of wealth in the process.
They became so good at it, that Lords and Dukes of In any case, if the party reaches the upper most level
the realm sent for them whenever a barony or duchy of the tower, where Merilla sleeps, they may end up
was threatened. After years of service to the saving her life. In such a case she will reward them
kingdom, they finally retired, each going his or her handsomely (2,500 gp each, plus a minor magical
own way. Merilla settled in a peaceful valley and item).
constructed a small tower where she intended to
This adventure is full of unique creatures... your
spend the remainder of her days researching spells
players may never have seen the like before. Enjoy!
and creating marvelous items to help protect the
land.
Tower Key
As time passed her library of tomes and scrolls
increased, while word of her experiments spread. ENTRY LEVEL:
Soon, Dukes and Lords were sending envoys to her
The main, and apparently only, entrance to this
tower with requests for powerful items with which to
fortress is a large set of double doors facing to the
protect their lands. Some she agreed to, others she
southeast. You notice strange runic writing on the
did not, for men of power inevitably become
door as you approach.
greedy, and seek more power by whatever means
available. And also, the making of magical items The east door has a magical trap, a runic inscription
often drained her, leaving her weak and vulnerable that releases a fireball doing 10d6 of damage (save
for long periods of time. vs. Spells for half) to anyone within the usual area of
Though she had special guardians and devices to effect. The inscription is triggered by reading it;
protect her during these times, there were those anyone stating that he or she is attempting to read
throughout the land who took advantage of those the runes will trigger the trap.
periods, sending brigands and thieves to assault her Once the entry chamber is entered:
tower, hoping to steal the coveted items. All have
failed, so far. Now the word is spreading again of This room contains two large bookcases along the
her latest creations: items of such power that, with south and west walls of this chamber, reaching from
them, even a common man might rise to floor to ceiling. These are filled with various scrolls
unstoppable power. and tomes.
Located at the far edge of a tiny duchy, deep within Along the north wall is a work table. Two shelves,
an enormous ravine at the base of the foothills, one above the other, run along the north and east
Merilla’s tower now stands silent. Is she still alive, or walls just above the table. They hold jars and
has she been slain? Has someone penetrated the bottles containing a variety of substances.
protective forces she has placed within the tower
and made away with the items? Many would like to South of the work table, along the east wall, is a
know. statue of a muscular man, standing in an attitude of
parade rest.
Game Master's Information
Most of the books and scrolls are instructional,
This scenario can be run several ways; the most dealing with ancient magical ceremonies and
common being that a local authority wishes to send rituals, and the materials necessary to conduct them.
a group in to gather information. Another is that One in fifty scrolls (2%) was actually penned by
someone hires the group to assault the tower. Either Merilla, and contains magic spells. One in a hundred
way, or any other the GM comes up with, will suffice. (1%) of the tomes are of a magical nature. There are
approximately two hundred such tomes, and six

7
Merilla's Magic Tower Adventure Anthology One

hundred scrolls! Searching all of these will be time TOWER LEVEL 2. Three chests appear here. The north
consuming. and southwest ones are trapped with a fireball spell
doing 10d6 damage (save vs. Spells for half). A
Spell scrolls need to be detailed here. dispel magic spell will disable these. Inside each is
The container are filled with various components, 15,000 gp.
liquids and solids and even gases! One in fifty (2%) is The chest in the southeast is a Morphganger, a
actually a potion of some sort. There are over five special monster created by Merilla. The
hundred such containers! Morphganger can imitate any nonliving object, then
Potions need to be detailed here. assume a humanoid appearance similar to
Doppleganger in its natural form. Only in humanoid
The statue is, in fact, a Bronze Golem, which will form can it attack, but due to its power of mimicry it
move to attack any intruder approaching within 30’ has a 1-5 in 1d6 chance of gaining surprise (modified
of it. Inside its head is a ring of wonder***! as usual).
Bronze Golem (AC 20, Mv 80’, #At 1+ Special, Morphganger (AC 16, HD 10, #At 1, Dam 1d12,
Dam 3d10 + 1d10 heat damage, Sv F10, Ml 12) Mv 10', Sv F5, Ml 8)
HP 60 □□□□□ □□□□□ □□□□□ □□□□□ HP 60 □□□□□ □□□□□ □□□□□ □□□□□
□□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□
□□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□

In the southwest corner a 25’ foot square Carpet TOWER LEVEL 3. A Faerie Dragon, a special creature
Trapper awaits any who stand in its center. This created by Merilla, lies atop a low stone slab against
monster will instantly knock prone anyone who steps the north wall.
into the center of it, then roll the victim up and
squeeze for 1d8 points of damage per round. Faerie Dragon (AC 26, HD 8, #At 1, Dam special,
Mv 30’ Fly 80’, Sv M8*, Ml 8)
Carpet Trapper (AC 12 (see note), HD 7, #At 1,
Dam 1d8/rd, Mv 0’, Sv F7, Ml 12) The Faerie Dragon's only attack is its spell use. The
creature has power equal to an 8th level magic-
Note that any victim trapped inside suffers 1 point of user. It gains a +5 bonus on saving throws vs. any
damage per 4 inflicted on the monster. This is a sort of magic.
magical construct, and suffers damage from dispel
magic equal to 1d6 per level of caster, with a save HP 32 □□□□□ □□□□□ □□□□□ □□□□□
vs. Spells allowed for half damage; this damage will □□□□□ □□□□□ □□
not affect a trapped victim.
Spells: charm person, magic missile, sleep, detect
HP 34 □□□□□ □□□□□ □□□□□ □□□□□ invisibility, mirror image, web; hold person, invisibility
□□□□□ □□□□□ □□□□ 10’ radius, confusion, polymorph other.

Finally, two rust monsters linger about in the ground The Faerie Dragon is mentally linked with Merilla, and
level of the tower proper. will try to arouse her if possible (5% chance per
round). Normally it serves more as a “watch-dog”
2 Rust Monsters (AC 18, HD 5, Mv 40’, #At 1, Dam 0 than a guard.
(rusts equipment), Sv F3, Ml 6)
A suit of chainmail +2, stores life energy hangs on the
HP 32 □□□□□ □□□□□ □□□□□ □□□□□ south wall; see the New Magic Items, below, for
□□□□□ □□□□□ □□ details.
28 □□□□□ □□□□□ □□□□□ □□□□□
□□□□□ □□□ TOWER LEVEL 4. Three Blast Spores hover about here.
3 Blast Spores: AC11, HD 0, #At N/A, Dam special,
A wooden spiral staircase stands in the center of the
Mv 10', Sv F1, Ml 9
round chamber leading up.
HP 1 □ 1 □
1 □

8
Adventure Anthology One Merilla's Magic Tower

TOWER LEVEL 5. These are Merilla’s private chambers. the south, she is exhausted and semi-comatose. If
Currently lying incapacitated in her bed, she is saved from assassination, she will forgive the intruders
unaware of the shadowy figures who have just for slaying her guardians and reward those involved
entered her chamber. Two assassins are presently in her rescue as previously noted. The item she has
arguing over which one is going to assassinate her! just created is a sword of smiting +1.
Having followed the party to the location, they used
scaling tools to sneak in through the only windows in New Magic Items
the tower while the party unknowingly distracted the
guardians. Stores Life Energy is an attribute for a magical suit of
armor; it can apply to any sort of magic armor.
Assassin, Level 7 (AC 16, HD 7d4, #At 1, Dam 1d8, Similar to a ring of spell storing, this feature stores life
Mv 40’, Sv T7, Ml 9) energy levels. When the wearer is attacked by
energy draining creatures, the level loss is taken from
HP 22 □□□□□ □□□□□ □□□□□ □□□□□
the armor first. The armor can only be “charged” by
□□
means of a sword of smiting (see below). This
Assassin, Level 4 (AC 16, HD 4d4, #At 1, Dam 1d8, feature allows the armor to retain up to 6 life energy
Mv 40’, Sv T7, Ml 9) levels; excess levels acquired are lost.

HP 12 □□□□□ □□□□□ □□ Sword of Smiting: This will drain one energy level (as if
a wight) on a successful hit, transferring this energy to
Each assassin wears leather armor +1 and has a +1 any receptacle enchanted to receive it. If no such
ring of protection. receptacle is available, the energy drain is not
performed. It otherwise behaves as a normal sword.
A small chest to the east of Merilla’s bed contains
her personal jewelry and some fine clothing; a small Ring of Wonder: Each time this item is put on, it
desk to the west is covered with unfinished scrolls functions differently for the entire day. The GM
and writing tools. should secretly roll on the magical Rings chart in the
Core Rules to determine the effect.
Merilla cannot defend herself at present; having just
finished creating the magic sword atop the table to

9
Merilla's Magic Tower Adventure Anthology One

10
Adventure Anthology One The Zombraire's Estate

The Zombraire's Estate


by Russ Westbrook

Background 3. The local healer can’t cure a noted villager who is


dying of an ugly disease. The man is considered
Long ages ago, when the village near the marsh was saintly in the village, and many will mourn greatly his
settled (on order of the king, being all villagers were death. Rather than accept defeat, the healer hires
disgraced and exiled refugees), a family of Magic the party to go to the graveyard of the old ruins;
Users known as the Wrenwalds served as the according to legend, Lord Wrenwald II was a great
settlement’s overlords. The Wrenwalds weren’t healer himself, and was buried with a powerful staff
particularly good or kind, but they did protect the which might save the victim. Unfortunately, time has
villagers from the ravages of the marsh’s beasts, and washed all the markings off the sarcophagi, and the
as long as the heavy and oppressive taxes rolled in, area is known to be haunted; but for 50 gp apiece
nobody died from Magic Missile. One day in the maybe the PCs would do this for the good of the
reign of Lord Justin Wrenwald III however, this all village?
came to an end. One night while the family reveled
with friends, the Swamp Witch Julieann demanded 4. The PC’s religious order has had enough of
entrance as an honored guest. Seeing the ugly Hag Wrenwald for whatever reason, and its time for this
(and fearing not the stories of her horrible power) the shrine of evil and all its foul inhabitants to go!
lord laughed in her face and ordered her put off the
grounds. For this insult the Swamp Hag cursed the Area Key
family, and horrible magics rose from Dark Realms.
Many simply died; others transformed into living 1. ROAD: The road to the estate is rutted and
death, and the very estate itself took on the taint of grownup, with little sign of traffic. It is three miles to
Evil. A few villagers who served on the grounds the abandoned property through a light woods,
escaped to the village to tell the awful tale, and which become more unhealthy looking and dead
since that night the villagers have avoided the the closer one comes to the ruin and strays from the
grounds like the plague. It is said the ghosts of the village. The last mile of the trek is marshy, with the
dead still haunt the grounds, and the sounds of life accompanying problem of biting insects. Sick
can be heard from within, but that if anyone goes looking black birds live in the trees near the estate,
there, they never return. The current governor has and eye the party hungrily. Near the ruins itself the
done nothing to alleviate the people’s fear of the trail splits, with a smaller path leading deeper into the
old ruin, and has decreed that anyone going to the bog around behind the estate, ending at the iron
ruins and not returning shall be deemed a suicide. gate of the holding’s ancient cemetery.
2. BREACH: The road ends in a gap in the estate’s
Plot Hooks walls, where a dirty circle shows the former entrance.
An old cart rests in the circle, and the bones of three
1. All their lives the young PCs have been warned
dead men lay at twisted angles about the cart,
about the haunted estate, and strictly forbidden to
along with a dead mule. From the looks of their
ever go there. The family farm is threatened by the
clothing and the moldered remains in the cart, they
looming prospect of yet another bad crop and back
were some kind of cloth merchants. When the party
taxes. Maybe the PCs could save their parents land
draws near, they animate and attack. The three
by sneaking into the haunted ruins? After all, one of
human skeletons have dirty staves.
their friends swears that the old estate’s hen house is
still occupied, and more than that, the chickens lay 3 Skeletons: AC 13, half damage from edged
golden eggs! Could this rumor be true? weapons, 1 pt. per hit from arrows, bolts, or sling
stones, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, Ml 12
2. For whatever reason, the party is in the debt of the
nearby thieves' (or assassin’s) guild. To pay off the HP 4 ☐☐☐☐ 4 ☐☐☐☐
debt, the guild “offers” them a job: they want a pail
4 ☐☐☐☐
of milk from the ghost’s dairy. They don’t say why,
and they don’t like questions, but they expect to
meet the PCs in two days time with the goods being
in hand.

11
The Zombraire's Estate Adventure Anthology One

1 Skeletal Mule: AC 13, half damage from edged Leaning against the well is a skeleton in rusty chain
weapons, 1 pt. per hit from arrows, bolts, or sling armor with a rusty sword and broken spear. A short
stones, HD 2, #At 1, Dam 1d6, Mv 40', Sv F2, Ml 12 sword pierces his breast. The short sword looks old
and dirty, but is actually a magical shortsword +1, +2
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ vs. elves and fairies.
3. WALL: This stone wall surrounds the property, and 6. BARN: This is an old stone barn with rotten wooden
while old and moss-covered, it appears relatively double doors. The thatched roof of the barn is
intact. It rises to 15 feet in height, and a ladder in the rotted through in many places, and hordes of mice
northwest corner gives access to its crenelated play here and there. The floor is of packed earth,
battlements. Bric-a-brac litter this walkway, as well and the walls hold pegs with many and various farm
as an occasional skeletal arm or skull. implements- none of any value or worth anymore
except maybe to be grabbed and used as a
4. GARDEN: This garden is a horrifying sight to behold. makeshift club. In the southwest corner of the barn,
The plants here are being tended by 7 zombies- 4 there are piles upon piles of dead looking seeds of
female, 1 male, and 2 children- who will shamble many and various types: These seeds are in fact
over towards any living beings they see (and they undead, and when sown upon the estate grounds
are capable of seeing most of the courtyard) and can grow dead and decaying vegetable unlife such
attack. They have old rusty hoes. The plants are as in the garden at area 4. These piles magically
growing, but they are dead- undead plants growing regenerate slowly due to the curse upon this place;
from the ground growing rotten fruit. Flies buzz all they will never run out. If the seeds are taken from
about this ever putrefying yet ever growing mass of the estate, they turn to dust; however, if buckets of
tangled plant “life”, and the smell of rottenness this dust are liberally sown onto healthy crops, it will
permeates the whole of the property. Anyone kill them and render them undead like in area 4, and
foolish enough to eat of this undead growth must capable of producing zombies. Anyone ingesting
save vs. Poison or die, and rise as a zombie under the these seeds must save vs. poison or die, and the next
Zombraire’s control the next day. day raise as a zombie under the Zombraire’s control.
7 Zombies: AC 12, half damage from blunt In the northwest corner of this building a moldering
weapons, 1 pt. per hit from arrows, bolts, or sling stack of ruined hay sits with a pitchfork stuck in it. The
stones, HD 2, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12, “pitchfork” is actually a trident +1 (treat as a spear),
always lose initiative in combat but its head cannot be clearly seen in the hay. The
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ pile is infested with several colonies of rot grubs (a
total of 16 of the little wigglies live in the pile), and
10 ☐☐☐☐☐ ☐☐☐☐☐
anyone touching the hay has a 35% chance per
10 ☐☐☐☐☐ ☐☐☐☐☐ round to encounter 1d3 of the little monsters.
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 16 Rot Grubs: AC 11, HD 1 hp, #At 1, Dam death in
1d4 turns unless flame or cure is applied, Mv 10', Sv
10 ☐☐☐☐☐ ☐☐☐☐☐ F1, Ml 12
10 ☐☐☐☐☐ ☐☐☐☐☐
(note: each checkbox below represents one grub)
Any battle here which is excessively loud, in the GM’s
opinion, will be heard by the Zombraire at Area 8 HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
(e4). He will be annoyed, and release the Stirges at
Area 8 (e3) to deal with his unwanted guests; these More detailed information about rot grubs can be
will descend from the manor and aid the zombies. If found in the Basic Fantasy Field Guide, available on
this occurs, the Zombraire will not be surprised by the the basicfantasy.org website.
party later on. Five stalls fill out most of the building. These are
5. WELL: This stone well gives off a foul stench, and made or rotten wood with decaying gates, and rise
anyone who uses its bucket and wench to draw to 5 feet high with wide spaced slats. Each of these
liquid from it will find it to be a putrefied sludge. stalls has an undead cow in it; three are skeletal and
Anyone foolish enough to ingest such a revolting two are zombies. These creatures will attack any
sludge suffers a level drain as if touched by a wraith, living being which comes close to them, but won’t
and if slain by this returns as one the next night. attack until approached. The cow zombies still give
milk- a grayish foul smelling liquid which if drunk

12
Adventure Anthology One The Zombraire's Estate

drains a level like a wraith; anyone slain by this milk 6), and these are filled with liquid gold (worth 100 gp,
rises the next night as a wraith. Milking both of these each), a valuable but highly fragile treasure. These
cows are two female zombies each, who are are pressed down in the straw and feathers however,
collecting the milk into buckets. One of these and must be searched out.
buckets is silver, and worth 30 gp Four other zombies,
three men and a child, mill about the barn. The 30 Zombie Chickens: AC 12, half damage from blunt
formerly human zombies will drop what they are weapons, 1 pt. per hit from arrows, bolts, or sling
doing and attack any living being they perceive stones, HD ¼, #At 1, Dam 1, Mv 40', Sv F1, Ml 12
within the barn. (Note: These creatures do not automatically lose
8 Zombies: AC 12, half damage from blunt initiative. Due to their small size, they are turned as
weapons, 1 pt. per hit from arrows, bolts, or sling skeletons.)
stones, HD 2, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12, HP 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
always lose initiative in combat
2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 2 ☐☐ 2 ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
8. MANOR: This stone house must have had an
10 ☐☐☐☐☐ ☐☐☐☐☐ elegance in former times, but now it sits forlorn with
2 Zombie Cows: AC 13, half damage from blunt all its windows solidly boarded up. The windows
weapons, 1 pt. per hit from arrows, bolts, or sling beneath the boards are mere arrow slits anyway;
stones, HD 3, #At 1, Dam 1d6, Mv 30', Sv F3, Ml 12, even a skinny Halfling cannot fit through them. The
always lose initiative in combat DM can assume all the rooms have some, except for
areas d & e (the lower level). The ceiling of thatch is
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ well decayed, letting in the elements in many
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ places. In the northeast corner, a high bell tower
rises out of the structure, and the windows in the
3 Skeletal Cows: AC 13, half damage from edged higher levels of this tower aren’t boarded. The doors
weapons, 1 pt. per hit from arrows, bolts, or sling are of wet, moldy wood, and the floors within are of
stones, HD 2, #At 1, Dam 1d6, Mv 40', Sv F2, Ml 12 flagstone. Each room has sconces for torches, but
these contain only burnt sticks from eras long ago.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ The ceiling is 8 feet high, except in area(s) “e”, where
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ the ceilings are 15 feet high.
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 8a. GREAT HALL: This room is dominated by two long
mead tables with benches. A fireplace stands on
7. PEN: This pen is made up of a slatted three-foot
the north wall, and tapestries in various states of
high wooden fence which is well decayed, and the
decomposition hand from all the walls. On the east
southern stone wall of the barn. A gate gives
wall is a large and heavy portrait of three
entrance, and within, a colony of 30 zombie
generations of the Wrenwald family in happy times
chickens have their lair. A rotten wooden chicken
which has escaped times ravages, and now would
coop stands in the southern area, and the chickens
be worth 250 gp Below this is a podium placed to
mill from within to the yard, with 3-30 being visible to
address the tables, and on it is a brass gavel worth 15
the PCs at any one time. These foul undead aren’t
gp The skeletons of 15 people are splayed about this
terribly aggressive, but they will move 5 feet or so to
chamber, intermeshed with old filthy wooden
peck at any living being within reach. They WILL
goblets and plates and rusty knives. These corpses
become aggressive however, if they perceive any
are merely dead; they do not rise. However, the
living being enter the chicken coop. Within, there
chamber is haunted by a wraith. One round after
are 30 little nests, 14 of which have a varied number
the PCs enter this chamber, its maniacal laughter will
or highly smelly rotten eggs. In two of the other nests
be heard echoing throughout the stone room, and
however, there are good-looking eggs (for a total of

13
The Zombraire's Estate Adventure Anthology One

then the next round it will emerge from the fireplace There is a curse that remains however. Anyone who
and sweep about the chamber to attack, laughing is not the Zombraire who touches one of these
all the while. If the fireplace is later searched, a volumes must make a save Vs. spells, or suffer the
ledge within will be found which houses a dwarf’s curse of having their heads be remade as that of a
skull set with two emeralds for eyes (worth 250 gp donkey, and growing a donkey’s tail as well!
apiece).
8e. SECRET ROOM: This is another chamber
Wraith: AC 16, magical weapons needed to hit, HD accessible only via secret panel. This is the lowest
4, #At 1, Dam 1d6 + level drain, Mv Fly 80', Sv F4, chamber of a four-story tower, with a set of stone
Ml 12 stairs running along its walls connecting its levels. The
floors are of wood higher above, and each ceiling is
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 15 high. This level is a private commode, with a
wooden structure over an out-pit. The chamber
8b. KITCHEN: This ancient kitchen was well equipped
smells awful, yet the smell is old and musty with age.
in its day, but now stone mills, cupboards, utensils
and ovens are overrun with destroying mice, Lying on the wooden structure are a few (4) scrolls of
roaches, spiders, and other vermin. No matter how esoteric philosophy written in the gnomish tongue,
long they search, nothing of value will be found in which might bring 15-25 gp from the right collector.
this room.
Within the ancient pit full of putrefying offal, 10 feet
8c. MASTER BEDROOM: This bedchamber contains its down, just the tip of something golden can be seen
own northern fireplace, a draped master bed, a if a light is shown within. This is just the last tip of a
writing table, a wardrobe, and a night table. All the finely carved staff of gold, worth 1000 gp for its metal
furniture is in moderate condition, old, worn, and and artistry. This prize must somehow be worked up
faded, but usable. On the writing table is a quill and out of the sucking mire however, and therein lays
ink, and five parchments. Three of these are danger. A slip could cause someone to fall in, and
uncompleted spells, but one is a Sleep scroll, and the the muck behaves much like a quicksand. Those
other is a Shield scroll. A silver candlestick holder sits who fall in have only 3 rounds plus their Dex. modifier
beside the parchments, worth 15 gp A fancy pair of to be extracted, before they sink totally (and most
gnome-made spectacles are on the night table, likely irretrievably). Also, the pit is home to 20 rot
worth 50 gp The wardrobe contains faded garments grubs, and 2-8 will swarm anyone who enters the
from a long forgotten era, none of any value. This mire. Anyone who merely places an appendage in
chamber is currently being cleaned by four skeletons the goo will be attacked by 1-3 of the deadly
dressed in tattered maid’s outfits carrying filthy rags vermin.
and feather dusters. These will attack any living
beings they encounter. 20 Rot Grubs: AC 11, HD 1 hp, #At 1 bite, Dam death
in 1-3 rounds unless grubs are destroyed, Mv 5', Sv F1,
4 Skeletons: AC 13, half damage from edged Ml 12
weapons, 1 pt. per hit from arrows, bolts, or sling
stones, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, Ml 12 Note: Each box below represents a single grub.

HP 4 ☐☐☐☐ 4 ☐☐☐☐ HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐


4 ☐☐☐☐ 4 ☐☐☐☐
8e2. SECOND TOWER LEVEL: This level contains a
8d. SECRET ROOM: This hidden chamber (accessible table and three rickety chairs, and a series of old
only via secret wall panels) is a mage’s library. The rusty instruments for navigation. They are useless
walls are lined with shelves, and two tables with now, but speak of a time when this room must have
chairs sit in the midst of the chamber. Everything is seen much deliberation. The windows of this
coated in the dust of the ages, however; it appears chamber are open to the outside. The walls are
this chamber hasn’t seen guests in a very long time. covered with tattered yellowed maps of the world.
On one of the tables a glittering crystal ball sits; it is Most of their information has faded away, but what
however cracked, and totally devoid of magic or secrets they must once have held!
value. Hundreds of books line the shelves- 8e3. THIRD TOWER LEVEL: This room was obviously an
unfortunately, should they be handled, they crumble alchemical laboratory once, but the tables are
to dust. Many of their faded titles look valuable and broken and overturned, and almost all the glass work
important, but their contents are now lost to history. is broken. Interesting stains and acid burns can be

14
Adventure Anthology One The Zombraire's Estate

seen here and there. A very large bird cage sits in 1 Zombraire: AC 14, half damage from blunt
the middle of this chamber; it is the home of a flock weapons, 1 pt. per hit from arrows, bolts, or sling
of seven stirges the Zombraire keeps as trained pets. stones, HD 3, #At 1, Dam 1d8, Mv 20', Sv M2, Ml 10
They can deliver messages for him, and serve as his
Spells: magic missile, protection from good, mirror
spies, for one of the dark gifts the Zombraire
image
possesses is that in ancient times past dark forces
gave him to understand the chattering of stirges and Items: wand of illusion (7 charges), ring of keys, ruby
to be able to speak to them in a rudimental fashion. ring of protection +2
The cage isn’t locked. The stirges will attack if the
cage is opened. They will also squawk loudly upon HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
the entrance of any intruders (alerting the Zombraire 9. GRAVEYARD: This area is a graveyard surrounded
above), and will not simply be fish in a barrel to be by a wrought iron fence. The gate is padlocked with
killed; anyone who tries to skewer them with anything a rusty (but sturdy) padlock and chain, and all within
short of a spear will also be open for a counter swipe is swamp. The actual bounds of the graveyard go
with their proboscis. off the map, and the leaning, fallen, and broken
Buried in the debris are 3 potions, well buried and tombstones account for nearly 40 graves within.
hidden. These concoctions are hardly treasures Here and there a coffin has resurfaced, and shows
however; they have been left here for invaders to signs of having been chewed into. Nothing of value
find. They are pink, green, and purple liquids, and lays within the common graves. There are three
each if ingested requires a save vs. Spells or the above ground vaults however. These would require
drinker suffers a curse. The pink potion causes breaking into using 60+ Str. points and crowbars, but
Wererat lycanthropy (to be discovered at the next they do contain things of interest. These are labeled
full moon). The green potion causes a chronic and detailed below.
gastro-intestinal disease. The purple potion causes to A warren of giant rats honeycombs the swampy
drinker to age 20 years. ground here. Each place an “x” marks the map,
7 Stirges: AC 13, HD 1*, #At 1 bite, Dam 1d4 + there is a concealed warren entrance. These tunnels
1d4/round blood drain, Mv 10' Fly 60', Sv F1, Ml 9 are too small for even a Halfling to fit into, but they
contain twenty-six giant rats. Any loud noise or
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ strenuous activity will bring 1-6 of the critters from
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ random tunnels to investigate, and the monsters are
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ hungry. If this leads to further noise, it will also lead to
5 ☐☐☐☐☐ further rats. If the party makes a really large amount
of noise here, the Zombraire will spot them, and send
8e4. FOURTH TOWER LEVEL: This room is where the his flock of stirges to deal with trespassers as well (see
Zombraire which was Justin Wrenwald III will be found areas e3 & 4).
(this is the “ghost” all the villagers fear). Two very
26 Giant Rats: AC 13, HD ½, #At 1 bite, Dam 1d4 +
large windows open to the north and east, but this
disease, Mv 40' Swim 20', Sv F1, Ml 8
cannot be seen because a permanent illusion spell
hides the existence of any windows on this level at HP 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
all. The roof here rots like everywhere else in the 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
forsaken house. Inside is a telescope (quite bulky,
2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
but worth 2000 gp to a sage or other knowledgeable
type), a table covered with parchments with 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
scrawled astrological notes and mystic symbols, a 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
umbrella case full of rusty implements of torture, and 2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐
manacles hanging from the rafters which could 2 ☐☐ 2 ☐☐
imprison up to four occupants (the Zombraire has the
keys on his belt). Lord Wrenwald may speak to the 9a. TOMB: This stone chamber contains the remains
party, but he will never surrender, and will fight of a male and female, dressed in ancient apparel.
intelligently to the death. Hidden in the rafters The woman’s jewelry is worth 700 gp.
(found as a secret door) is the Zombraire’s spell
book, which contains Magic Missile, Floating Disk,
Protection from Good, and Continual Light.

15
The Zombraire's Estate Adventure Anthology One

9b. TOMB: This stone chamber contains the remains 10. DRYAD TREE: At this point in the swamp, a forlorn
of a man and woman, also dressed in ancient Dryad-Tree stands. The curse on the area hangs over
regalia. He holds a staff of healing (with 9 charges the tree, and the dryad within is affected by the
left), while her jewelry is worth 400 gp. Both are curse so that she is slowly turning to evil, although she
actually undead monsters which will rise up and do is fighting the change. Her name is Luacia, and if
battle if their persons or property are disturbed. she discovers the presence of the PCs, she will send
a raven to summon them so she can beg them to
2 Crypt Dwellers: AC 12 (hit only by magic weapons), slay all the undead and so set her free from the curse
HD 2, #At 1, Dam 1d6 +1d6 strangulation per round, (at least she believes this will end the curse; whether
Mv 20', Sv F2, Ml 12 it will or not is up to the GM). Luacia is able to cast
HP 8 ☐☐☐☐☐ ☐☐☐ spells as a 3rd level cleric, and is prepared to cast
one cure light wounds and one bless. She will offer
8 ☐☐☐☐☐ ☐☐☐ her help if the party will promise to destroy all the foul
9c. TOMB: This chamber contains the body of a walking dead; however, she will not leave the area
woman. She is dressed regally, but has no treasure. of her tree. She is beautiful, but has turned cold and
However, trapped within the stone box is a shadow vindictive. She possesses no treasure.
which will attack if freed, surprising on a roll of 1-4 on Dryad: AC 15, HD 2*, #At 1, Dam 1d4 or charm,
1d6. Mv 40', Sv M4, Ml 6
Shadow: AC 13, +1 or better weapon to hit, HD 2*,
HP 7 ☐☐☐☐ ☐☐☐
#At 1 touch, Dam 1d4 + 1 pt. Strength loss, Mv 30',
Sv F2, Ml 12

HP 8 ☐☐☐☐☐ ☐☐☐

16
Adventure Anthology One The Zombraire's Estate

Zombraire's Estate Map

17
Beneath Brymassen Adventure Anthology One

Beneath Brymassen
A Collaborative Dungeon

Background Rescue Mission Background


This dungeon can be used in two different ways: As If you wish to run the rescue mission version of this
a “standard” dungeon, to be cleared and looted at adventure, you should read (or paraphrase) the
the party's leisure, or as a rescue mission. Room 14 of following to the party:
this dungeon is presented in two ways, one identified
as “storyline” representing the rescue mission, and You found your way to the only tavern in the little
the other marked “non-storyline” for the traditional rural town of Brymassen, and settled in for an
dungeon crawl version. evening of washing away the dust of the road with
cheap beer. As you all sat at a table drinking your
Dungeon Crawl Background first mug of beer, a man came rushing in; he stood
in the doorway for a moment, peering into the
If you wish to run the traditional dungeon crawl gloomy tavern, before he caught sight of you.
version of this adventure, you should read (or
paraphrase) the following to the party: He came straight to your table, almost running.
“You are the adventurers, recently come to town?
You found your way to the only tavern in the little Please, sirs, you must help me. My children have
rural town of Brymassen, and settled in for an been taken, dragged away into a hole in the wall
evening of washing away the dust of the road with of my cellar by hideous monsters, goblins perhaps.
cheap beer. As you all sat at a table drinking your Please, please, come and see!”
first mug of beer, a man came rushing in; he stood
in the doorway for a moment, peering into the Assuming they choose to come with him, the man
gloomy tavern, before he caught sight of you. leads them to his leatherworking shop; his family lives
in a small apartment in the back of the building, but
He came straight to your table, walking boldly as if he will lead the adventurers to the cellar entrance
he owned the place; two other men come into the behind the shop. His wife will meet the party there,
tavern behind him, and follow him to your table. and she will also beg them to rescue her children.
“You are the adventurers, recently come to town? They don't have much money, but they'll give all
Greetings! I am Forsythe, Mayor of Brymassen, and they have (a total of 45 GP) in return for the party's
I have a business proposition for you. It seems help.
some humanoid monsters, goblins perhaps, have
dug a hole into the basement beneath the local The cellar is a circular room perhaps 10' in diameter;
mill, and the little monsters have been raiding the a 3' wide hole, looking rather like a large mouse hole,
mill and surrounding houses, stealing everything not is visible in the back of the cellar, and small
nailed down. If you would be willing to enter their humanoid footprints (from some creature having
lair and slay them, we would be able to pay you feet with blunt claws) are visible in the dirt floor of the
five gold pieces for each goblin or similar smaller cellar.
monster, and ten for each larger creature. Of
course, you'd have to bring back proof; we're Dungeon Key
willing to accept the right ear of each slain
creature for this purpose. What say you?” 1. ENTRANCE ROOM:

The mission is exactly as described. The GM may The tunnel you have been crawling through opens
wish to place a church or temple with a mid-level into a room about four feet from the floor. The
cleric in the town, willing to provide a few cure light room is 30' by 30' with openings to the east and
wounds spells per day in return for a small donation, west near the center of the walls.
perhaps 20 GP per spell.
If the PC's check for traps or otherwise exercise
caution before exiting the tunnel they will notice a
differently colored stone set into the floor near the
tunnel exit. If this is not detected, each character
exiting the tunnel has a chance equal to 1-2 on 1d6

18
Adventure Anthology One Beneath Brymassen

of triggering a spear trap in the ceiling (which fires Ray may be rolled to avoid the spikes. In the bottom
straight down). If triggered, the character who set it of the pit is the corpse of an adventurer, dead about
off must make a save vs. Death Ray or be hit for 1d6 three weeks. On his body is 3 gp, a short sword, a
points of damage. key (to area 2), and a potion of healing.
2. HIDDEN SHRINE: The secret door to this room has a 4. CENTIPEDE ROOM:
cleverly designed lock, hidden behind a swiveling
nub of rock. The key is on the corpse in the As the party approaches this room, read the
southernmost pit in area 3, below; otherwise, it could following:
be picked normally.
You smell a terrible stench, like a midden or a
The secret door opens to a brightly lit room that rotting garbage heap.
was turned into a makeshift shrine. The cold stone
walls are decorated with chalk symbols and a Both doors into this room are stuck, and both are
makeshift altar made from a large wooden crate rotted through at the bottom. If opened, read the
covered in a mouldering white cloth holds a simple following:
golden chalice. On the far side of the room, there
is a figure mostly obscured by the altar. This room is about knee-deep in sludge and rotting
debris, but otherwise apparently empty.
The room was blessed as a sanctuary by a long-
dead adventuring cleric. The cleric's body is behind The room can be crossed in perfect safety by simply
the crate in a kneeling position, facing the altar, still wading through. However, a character poking
clutching her holy symbol. She is nothing more than around with a 10 ft pole, spear or whatever has a 1 in
barely held together skin and bones. Her gear is 6 chance per round of disturbing a nest of immature
long gone, except for her holy symbol (a silver giant centipedes. If this happens, 1d20+20 immature
starburst worth 20 gp) and the tattered remains of giant centipedes will emerge. Owing to their blinding
her robes. speed, they can move up to 10 ft before the player
characters can react, and will climb up poles or
The room itself will detect as magical and is under spear-shafts onto the probing character if at all
the effect of a permanent protection from evil spell possible.
(as a 6th level caster). The golden chalice (worth
100 gp) radiates a soft golden light that fills the room. Any centipede that survives the first round of combat
If holy water is poured into it and then consumed, it may crawl beneath the player character's armor, if
will provide the imbiber with a cure light wounds the character is wearing any. If this is done, the
spell; this effect works at most twice a day. The centipede gains the character's armor class, and
chalice will not function outside of the room. may not be attacked without harming the character
until his or her armor is removed. Meanwhile the
3. THE PITS: wearing character becomes AC11 to the invading
centipede, ignoring any Dexterity bonus.
As you round the corner, you smell the strong odor
of death. Ahead you see an open pit. A very Optional Rule: Any elven character with a baby
narrow ledge leads around it on both sides. giant centipede crawling beneath his or her armor
must make a save vs. Death Ray with Wisdom bonus
There are two pits in this section of hallway. The one applied or start to panic. If the character panics, he
to the north is the open pit described above. It is 10' or she may take no action except standing still,
deep, and thus does 1d6 damage to anyone falling shouting, screaming, sobbing, or begging comrades
into it. Any character attempting to cross on a ledge for help.
must roll a Dexterity ability roll to avoid falling in. Immature Giant Centipedes: AC 11, HD 1/2, #At 1
The southern pit is covered by a very well hidden bite, Dam Poison (save at +5), Mv 40', Sv NM, Ml 7
trap door that will open if 100 or more pounds of Each checkbox below represents a single creature;
weight are placed on it (such as a character walking there are 40 boxes, but note that only 1d20 + 20 will
on it). It will spring closed in a single round after be encountered.
opening. Anyone falling into this 10' spiked pit takes
1d6 points of damage for the fall plus 1d4 points of HP 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
damage from the spikes; a saving throw vs. Death ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

19
Beneath Brymassen Adventure Anthology One

5. OCTAGONAL ROOM: 8. KOBOLDS ON THE RUN:

The oddly shaped room has doors in the north, Listening to this door will reveal a lot of quick, whining
west and east walls. The floors are littered with the speech coming from multiple voices.
dung and detritus of various creatures passing
through this room. There is a slight breeze coming Upon opening the door, you see six dog-faced
from the east door; the air seems slightly fresher reptilian humanoids sitting around a small fire in a
here. circle discussing something.

If the party opens the east door they will find a Anyone who understands kobold can determine
hallway heading east that narrows down into a they are hiding from the big boss of their tribe after
roughly-hewn natural passageway. If the stealing the tribal treasure, and are arguing over
passageway is followed it will eventually lead into a where to go next.
well hidden small cavern open to the outside world. When the party has a chance to look around the
6. BATTLE AXE TRAP: The door to this room is not room, they see the following:
locked. When it is opened, a large axe will swing
down from over the door, striking as a monster with a The room itself features well crafted busts on
+3 AB and doing 1d8 damage if a hit is scored. The pedestals (four against the north wall and four
door opens into the room, forcing the character who against the south) of old and venerable visages, a
opens the door to walk into the axe's path. Of few of which can be recognized as more famous
course, a very careful character might be able to members of local clergy or government. There are
discover a way to avoid the axe. ragged tapestries on each wall, but they are quiet
ancient and rotten.
The room is laid out like a bedroom, with a bed, side
table, four chairs and a table with a deck of cards The tapestries show some of the past history of the
on it, spread out as if four players had just laid their local region.
cards down and walked away. The back wall is
covered with tapestries. Also on the card table are The kobolds are not wearing armor but five have
a pair of bowls made of a rust-colored metal; 20 clubs and one has a dagger; and three have slings
gold pieces are in one of the bowls, and each bowl with a pouch of stones. They are hiding out after
is worth 2 sp each. having stolen what they believe was the tribal
treasure but is only part of it. On the floor behind
7. EMPTY: them are two bags, each tied to a four foot long
pole for carrying between two people: one holds
This room appears to be empty. The floor is broken 1,000 sp (in one) and 400 cp (in the other). Each has
and cracked, with chunks missing, although none and additional 3d8 cp and 3d6 sp on their person.
of the holes are more than a finger length deep.
What appears to be the faint outline of a door is on The busts are plaster with thick layers of paint, which
the wall between the north and west door. The itself is darkened and old. Their value is roughly 5
east door has a sign on it hanging askew that gold pieces each. They are just one of hundreds that
reads in neat common letters "STORAGE" under were molded and painted cheaply to celebrate a
which is scrawled "Not any moor" (in Common, founding father's day -- any long time resident of the
crudely in yellow paint and misspelled). Scrawled area will likely identify them instantly.
on the north door is "My wife is a cow, but her melk 6 Kobolds (AC 11, HD 1d4, #At 1 weapon, Dam 1d4
is clabberd." On the west door in the same yellow or by weapon, Mv 30', Sv NM, Ml 6)
hand writing is "Push butten to opin." and a small
yellow dot under it. The south door is tagged with HP 4 □□□□ 2 □□
"Hear be trolls and gnolls." 3 □□□ 1 □
3 □□□ 2 □□
This room is indeed empty and has no other features.
A close inspection reveals that the outline of the
door between the north and west wall was
scratched there by someone with a knife or other
instrument -- there is no "secret door". Pushing the
small yellow dot on the west door does nothing.

20
Adventure Anthology One Beneath Brymassen

9. STOREROOM: The lock on the heavy wooden door 1. Tucked into a hollowed-out femur, a
leading to this room is visibly broken; only a few scepter of healing. This scepter
twisted, rusting pieces of iron remain. The door swings resembles a wand with a thickened
open easily. The place was once a storeroom but end, and may be used only by a cleric.
most of its contents have long since been looted. When the cleric touches a creature
Now it contains a small patch of Green Slime on the with the wand, the creature touched
ceiling. will be healed 1d12-1 points of
damage. If a natural "1" is rolled (i.e. the
Peering through the doorway, you see an unlit roll totals "0") then the enchantment of
room, about 10' square, that is mostly empty. The the scepter has been exhausted and it
remains of some broken barrels and crates lie will permanently cease to function.
scattered along the walls and in the corners.
2. Glued to the inside of a skull, a garnet
Read if the PCs are using a torch, lantern, or other worth 200 gp.
light source: 3. Wrapped around a child's ulna, a scroll
of magic-user spells with a single spell:
You see a faint glinting, a reflection of the light invisibility.
you're carrying, apparently from some small
objects lying in the middle of the room. 4. The searcher dislodges a tiny but
extremely poisonous spider from a
Upon closer inspection these prove to be the badly bone fragment, which will bite. The
corroded buttons and buckles from the clothing and searcher must roll an immediate saving
gear of the last victim of the Green Slime that clings throw vs. Poison or die.
to the ceiling. It has been a while since the Green
Slime has eaten. It occupies a 5' x 5' area in the 5. The searcher cuts him- or herself on a
center of the ceiling and is easily visible to anyone fragment of bone. He or she must roll a
who looks upward with a good light source or saving throw vs. Poison adjusted for
Darkvision. The creature will detect and attack the Constitution or contract a blood-borne
first character venturing into the center of the room wasting disease; while diseased, the
(for instance, to examine or retrieve the metal character loses 1d4 points each of
objects on the floor). It will also attack any pole or Strength, Dexterity, Constitution,
similar object that is used to test the floor. Charisma and Hit Points. Provided the
character does not die from this, he or
Green Slime: AC can always be hit, HD 2, #At 1, she will recover naturally in 2d6 days,
Dam turns victim to slime in 6+1d4 rounds, Mv 1', Sv regaining the ability scores and hit
F2, Ml 12 points lost.
HP 5 □□□□□ 6. The searcher disturbs a bone formerly
belonging to the high priest of the
10. CATACOMB: death-goddess. He or she is
immediately cursed. Until the curse is
The walls of this room are lined with small shelves. removed, that character will be unable
Each shelf is piled high with bones, and with shards to refuse any request made of them
and splinters and fragments of bone--as far as you (no matter how foolish or
can tell, mostly human. The ceiling is decorated unreasonable) in a language they can
with a stucco mural that appears to be of a understand. Note that orders and
religious nature. Judging by the steatopygous instructions are not requests; the
muliebrity of the deity depicted, perhaps she is benchmark word for something to be a
some long-forgotten goddess of fertility and death. request is "please." The cursed
character may not delay or
There are literally thousands of bones on the shelves. procrastinate in fulfilling the request. A
A thorough search has a 1% chance per round of remove curse spell is the only way to lift
dislodging something from among the bones, this curse.
determined randomly on the following table (roll
1d6):

21
Beneath Brymassen Adventure Anthology One

11. HOBGOBLIN'S ROOM: being destroyed. Each skull generates illumination as


if affected by a light spell. This effect is permanent.
This 20'x30' room is carved from greenish stone and
layered with carpets and tapestries, and all 5 Orcs: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by
manner of decorated pillows lay strewn about. A weapon, Mv 40', Sv F1, Ml 8
large, grizzled and apparently ancient Hobgoblin is HP 8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
seating among the pillows reading a large tome. 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
6 ☐☐☐☐☐ ☐
Grizzled Hobgoblin: AC16; HD 2*; #AT 1 pillow filled
with gravel; Dam 1d6+2, Mv 4', Sv F2; Ml 9 13. SARCOPHAGUS ROOM:

HP 13 □□□□□ □□□□□ □□□ The secret door opens to reveal a twenty foot
square room. A large stone sarcophagus rests in
The Hobgoblin wears a medallion of ESP and has put
the center of the room. A skeleton stands in each
it to good use over the years. The denizens of the
corner of the room, each one gripping an ancient
dungeon routinely seek him out for information, and
spear, but all remain motionless.
in return they provide him with food and luxuries. He
will attempt to barter with the PCs, offering
The skeleton only move and attack if they
information that they may seek by using his
themselves are attacked or the sarcophagus is
medallion. Since he genuinely knows little about the
touched.
PCs or much else beyond these halls, he will usually
lie but offer enough hints at treasure and magic to The outside of the sarcophagus is covered with
be interesting. He knows some information about this carved images a man in robes casting spells at an
dungeon, and will trade it for gold coins (GM's array of foes. A search of the sarcophagus reveals
discretion). no traps, and the lid slides easily off. Once opened a
magic mouth spell activates and says:
He will not be hostile unless outright attacked. The
large tome is a cookbook (value 2 gp). The
Many baubles did I plunder from the dead, now it
tapestries, carpets and pillows are worth 75 gp but
is my turn to give up my baubles to the living, may
are very bulky, dirty, and difficult to move. A purse
they serve you as they have served me.
containing 20 gp lies in a pouch under a pillow the
Hobgoblin is laying on.
A single skeleton lies in the sarcophagus, dressed in
12. ROOM OF GLOWING SKULLS: the tattered remains of a once fine robe. It wears a
jeweled ring on its right hand, and a plain silver ring
As you enter this octagonal room you are struck by on its left hand. If tested, both rings detect as
an odd sight. Each wall has a small niche in it, and magical; the jeweled ring is a ring of protection +1
in each of them is a glowing skull. Over by the north and the silver band is a ring of fire resistance.
wall there are five humanoid creatures doing their
4 Skeletons: AC 13 (half damage from edged,
best to pry out one of the skulls.
one point only from arrows or bolts), HD 1, #At 1,
The five humanoids are orcs; if the player characters Dam 1d6, Mv 40', Sv F1, Ml 12
are familiar with them, the GM may choose to call HP 4 □□□□ 5 □□□□□
them by name. They are busy trying to get the skull 4 □□□□ 7 □□□□□ □□
out of the wall and won't hear the party entering
unless they make significant noise within 30' of the
room. If the party is reasonably quiet, the orcs are
surprised on a roll of 1-4 on a d6; otherwise, roll
surprise as usual.
The skulls are cemented into the walls. If a player
character tries to remove any of the skulls by brute
force, there is 90% chance the skull will be destroyed.
If a thief attempts it, the usual chance to pick locks is
applied; failure results in a 50% chance of the skull

22
Adventure Anthology One Beneath Brymassen

14. THE JAIL CELL: (STORYLINE) 14. THE BIRD CAGE: (NON-STORYLINE)

A huge wooden cage hangs suspended from the A huge iron cage lies on its side in this room, the
ceiling in this smoky room. Four small children can door knocked open. Underneath it lies the
be seen huddled together inside of it; five dog- obviously dead body of a goblin, crushed by the
faced reptilian humanoids stand around poking at cage. A chain can be seen hanging freely and the
them with various weapons and laughing. A larger flapping of wings can be heard coming from the
creature of the same species is seated next to a ceiling.
cooking fire near the north wall.
The cage at one time held the stirges now flying
The children in the cages are the ones stolen from around the room. The poor dead goblin somehow
the town, and the kobolds in this room, and their managed to be under the cage when it was freed
compatriots in Room 8 are the kidnappers. The large from the chain and died as a result. If the goblin is
kobold in the back is the Kobold Chieftain, who is searched the party will find a pouch containing 220
rather grumpy about the loss of some items recently SP and 30 GP.
stolen from him by members of his own tribe.
7 Stirges: AC 13, HD 1, #At 1 bite, Dam 1d4 +
If the party has members that speak kobold and can 1d4/round blood drain, Mv 10' Fly 60', Sv F1, Ml 9
hear the conversation in the room before entering,
they will hear talk from the kobolds trying to decide HP 2 □□ 4 □□□□
whether to ransom the children back to the town or 8 □□□□□ □□□ 2 □□
sell them to orc slavers who are due to be stopping 5 □□□□□ 5 □□□□□
by soon (the orcs in Room 12 are the ones they are 8 □□□□□ □□□
speaking of).
Since the theft of some of their treasure the kobolds
will be less than enthusiastic about surrendering the
children, especially while the Chieftain is still alive.
The cage is suspended by a rope that is tied off to a
ring on the east wall. It will probably take two
characters to successfully lower it to the ground to
free the children.
If the chieftain is searched the party will find a large
leather pouch containing 220 SP and 30 GP hanging
from his belt.
5 Kobolds: AC 13, HD 1d4, #At 1 weapon, Dam 1d6
(shortsword), Mv 20', Sv NM, Ml 8
HP 3 □□□ 2 □□
3 □□□ 2 □□
1 □
1 Kobold Chieftain: AC 14, HD 2, #At 1 weapon,
Dam 1d6+1 (shortsword), Mv 20', Sv NM, Ml 8
HP 8 □□□□□ □□□

23
Beneath Brymassen Adventure Anthology One

Dungeon Map

24
Adventure Anthology One Ruin of Darkfir Castle

Ruin of Darkfir Castle


by Onno Tasler

Prelude The Tower


Set amidst a deep fir wood (hence its name), Darkfir OUTSIDE THE TOWER
Castle was home to the Sires of Darkfir. The last
member of this family, Sir Reginald of Darkfir, did not The tower—or what remains of it—stands three
adhere to the knightly virtues of his forefathers, but levels tall and is overgrown by ivy beneath which
fell to vice, greed being the strongest of them. He you can hardly spot the original stonework. Only
turned to robbery and became the bane of the the lower two levels are still complete; the west wall
whole duchy. For a long time, the Duke was of the third level is missing. Occasionally, the wind
occupied by demi-human raiders, but finally he carries a sharp stench from the tower; the closer
called his vassals and laid siege to Darkfir Castle, you walk, the stronger this scent becomes. The
storming it and burning it to the ground. Yet, no trace ground around the tower is littered by debris, which
was found of either Sir Reginald or his treasures. Soon probably fell down when the upper levels
after the siege, locals tried to take stones for their collapsed, and forces you to watch your step, lest
homes, but fled in panic as they saw a ghost you break your ankle in one of the many holes.
haunting the castle, which quickly fell to ruin. Up to There is one gap in the tower’s wall, which might
now, treasure and knight remain lost—but rumors be wide enough for an average man to squeeze
about both hidden in the haunted castle are still far himself inside.
spread.
This was once the castle’s tower and last line of
Approaching the Ruin defense. The upper levels collapsed under the
intense heat when the castle was burned, but the
Finally, after several hours of marching through a lower levels somehow survived. Today, the second
dark forest full of gnarled trees, stumbling over level is inhabited by a Darkling and his giant bat
treacherous roots and passing through thorny companions, their guano causes the stench and
bushes, hearing nothing but your curses and the they are also responsible for driving off all other birds.
wind in the leafs, you come to a clearing around a
hill. Up the hill, you can see a tower, crumbled from Inside the Tower
time, black from smoke and green from ivy. It is
clearly abandoned, as the topmost level is shattered FIRST LEVEL:
and open to the elements. Strangely, no bird seem
to have build his loft atop the tower and thus it Except for the western side, where you entered the
remains barren and deserted. tower, the floor is free of debris but the omnipresent
dust makes you sneeze. The stench became even
As you draw closer to the tower, you see the remains stronger. The little light falling through the entrance
of what most likely was once Darkfir Castle: illuminates the inside poorly but allows a cursory
crumbled walls, overgrown by mosses and lichens. search. You can see a still usable spiral staircase
On the other side of the wall, opposite to the tower, next to the broken wall, a rotten table and some
is a big pile of garbage and dirt, which has partly heaps of garment.
been conquered by ferns and bushes. Almost in the
middle of the former keep is a spot bare of life. This room has been carefully plundered over the
years and there is nothing of interest to be found
inside, but the room can be defended quite well
and its interior is not spotted easily from the outside
and thus would probably make a safe resting place
—though due to the overwhelming stench, not a
very comfortable one. Also, any watch would be in
danger of seeing the ghost.
If the heroes examine the floor, they can find a lose
stone a bit north of the room’s center. If removed, an
iron grip can be seen. This grip is part of a concealed

25
Ruin of Darkfir Castle Adventure Anthology One

trap door which shuts off a secret passage into the THIRD LEVEL
wine cellar. It has not been used for a long time (and
never been found by the dukes troops), therefore it is When approaching the third level, a gust of wind
stuck and needs to be forced open. howls through a jagged hole in the wall. The ivy
covering the tower is partly sucked inside and falls
SECOND LEVEL: back once the squall subsides. The west wall has
nearly completely collapsed and took the ceiling
The higher you get, the stronger the stench down, too. You can see far westwards, but except
becomes. As you finally enter the second level of for woods and hills, nothing particular catches your
the tower it becomes nauseating. The room is eye.
pitch-dark, but you hear a very faint sound, as if
tiny feet were walking in the distance. CURSED CHAPEL
Forming almost a perfect octagon, a spot in the
This is the darkling’s lair, where he sleeps during castle’s center is devoid of life, not even the slightest
daytime and where he starts and ends his hunt each plant grows there and no no animal’s burrow can be
night. The darkling is a giant bat which was altered seen. Exactly in its center lies a large stone, which
by foul sorcery. He is always accompanied by a once probably was formed by a craftsmen but
group of giant bats and sleeps among them. Should meanwhile suffered from wind and weather and is
someone or something disturb their sleep, he will use mostly covered by mosses and lichens. Within all this
his stunning scream as first action. If the enemy green, a dark stain, curiously as devoid of life as
seems to strong, he will flee and plot some ambush everything directly around the stone, draws your
later. attention.
Neither the darkling nor the giant bats carry any This is the former chapel of Darkfir Castle. Reginald
treasure, but a well preserved darkling trophy is was not nearly as pious as his forefathers and thus,
worth 15 silver pieces to some collectors and when a priest came to stop the robber baron, he
scholars. There is also a small interest in living only laughed at him. But as he was afraid the priest
darklings for research or as part of a zoo; those might be a spy, he allowed him to pray inside the old
interested might pay up to 300 gp, depending on chapel, but slew him during his prayer. Since, the
the darkling’s status. chapel is cursed and the murdered priest’s ghost
Darkling: AC 14, HD 2, #At 1 bite or 1 scream, roams it at night and will attack anybody it meets
Dam 1d4 + 1/round blood drain or Stun, inside.
Mv 10’ Fly 60’, Sv T2, Ml 8, XP 100 If killed in combat, he will simply reform the following
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ night. To release his spirit, a human (or other sentient
mortal being) has to pray a whole day and a whole
6 Giant Bats: AC 14, HD 2, #At 1 bite, Dam 1d4, night for the ghosts eternal soul at the desecrated
Mv 10’ Fly 60’, Sv F2, Ml 8, XP 75 altar in the middle of the spot. During daytime, this
includes only danger from beings with evil intentions
HP 6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ coming along, but during night, he has to remain
5 ☐☐☐☐☐ 2 ☐☐ there despite the ghost. Luckily, the ghost won’t
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ attack anybody praying at the altar, but its mere
Stunning Scream: The darkling's scream is just below presence is sufficient to harm the praying adventurer
the range humans can hear, and causes the victim as strongly as three successful attacks would. Should
to be stunned (knocked unconscious) for 1d4+1 the character survive, the ghost will try to magic jar
rounds; a successful Save vs. Dragon Breath is him at dawn, should this succeed, the character will
allowed to resist. The darkling's scream may only be not only be completely healed from all damaged
directed at one target per round, up to 30' away. A suffered while praying, but also gain one additional
darkling may either bite or scream in any given attribute point (roll 1d6: 1 STR, 2 DEX, 3 CON, 4 INT, 5
round, but may not do both. WIS, 6 CHA).

26
Adventure Anthology One Ruin of Darkfir Castle

PILE OF GARBAGE 5 Highwaymen: AC 13, NM, #At 1, Dam 1d6, Mv 30',


Sv NM, Ml 6
On the other side of the wall, opposite to the tower,
is a big pile of garbage and dirt, which has partly HP 4 ☐☐☐☐ 2 ☐☐
been conquered by ferns and bushes. There grows a 3 ☐☐☐ 3 ☐☐☐
big bush at the corner of the dirt, adjacent to the 2 ☐☐
stump of the former wall. You hear the twittering of a
small bird from somewhere within the green leaves. Each highwayman has 1d8 cp and 1d8 sp, and is
This beauty seems somehow out of place in this armed with a light weapon, either a hand axe, a
otherwise rather barren ruin. club, or a spear.

Hidden behind the tree lies to entrance to the former Underground


residential building, which somehow got over the fire
and the wall collapsing onto it. If the adventurers LARDER CELLAR
search under the tree, they will see a the lower end
The steps have been cut out of the bedrock, air and
of an almost rotten door, including a way leading
walls feel chill and moist and you notice the typical
into the pile of garbage. If they succeed a listen
smell of underground storage rooms. Inside, you find
check, they will hear some movement inside (the
trash and junk, the remains of shelves and rotten
sounds of the bandits moving around).
food. There is a small passage which is closed by a
FORMER RESIDENTIAL BUILDING rusted door.

It is dark inside, the tree keeping out the little light the This is the castle’s former storage room, but what
door might allow to pass. The air is stale, hardly any food wasn’t plundered has become rotten
wind enters this place and you smell mold and dust. meanwhile. There is nothing of interest to be found
The floor seems quite clean, only seldom your foot in this room. The rusted door can be opened by
hits stones or garbage. force only and leads to the wine cellar.

When searching carefully, the adventurers will find a WINE CELLAR


trap door leading down into the larder cellar and a
This cellar was plundered as well as the larder cellar,
lot of junk. A small band of bandits hides at the
only the rotten and broken remains of wine casks
western wall behind and under some rubble.
remind you of what this cellar’s use was. Otherwise,
A small group of highwaymen took refuge here after it is similar to the larder cellar.
their gang was defeated by the local militia. They
TREASURE
are few survivors, hungry, tired, and wounded and
have no interest to fight, therefore they will try to hide Somehow, a small cask of wine get over till today
if the characters approach and flee as soon as and still remains hidden under a pile of garbage in
possible. Should the adventurers somehow promise the north-eastern corner. This is excellent wine and
an easy target the highwaymen will try to ambush worth (2d6×10) gold pieces.
them, but will flee quickly if the fight turns against
them. SECRET DOOR

They will surrender if the character offers them the The third wine cask when counted from north has a
chance, as they have no interest in being double walled end. Between the walls is enough
slaughtered by well armed adversaries. If offered space for an adult human. The rear wall can be
food and shelter, they will ally themselves with the swung outside, it then opens into a secret passage.
adventurers but it will take some time before they SECRET PASSAGE
become fully trustworthy.
The passage is roughly cut from stone, the air even
The highwaymen have few possessions: a light worse then it had been in the cellar. Still, you can
weapon, few coins and ragged armor. They are breath even though it feels uncomfortable. Within
wanted by the authorities and know it; a bounty of the passage, you hear nothing except your own feet
10 gp will be paid for each one if caught alive and on the ground and there is no wind but your own
brought to justice. The bounty will not be paid for breath.
dead highwaymen, however.
This passage connects the wine cellar and the first
level of the tower.

27
Ruin of Darkfir Castle Adventure Anthology One

TRAP TREASURY
A trap on the stairs up to the tower should prevent As you enter a small, natural cavern you feel as if you
would-be-assassins from entering this way. When could smell the rough stones themselves. You feel a
stepping on the second step from the bottom, the slight current passing by your ears when you step
trap shoots a bolt from under the eighth step, doing through the door, but lose this feeling once you are
the same damage as a heavy crossbow bolt. There inside. The ground is rough and has not everywhere
is just one bolt left. (When the characters take a the same height.
close look at the stairs, it will be obvious that the
trapped step is much less worn than the others.) While the ground is uneven, there are no truly
dangerous parts, unless one stumbles into the
SECRET DOOR breakthrough on the left. The room is quite empty,
but just so that the enormous chest in its middle can
About one third the way from the tower to the cellar, be seen that more clearly.
a brass badge, covered by verdigris, can be found
on the right side. If cleared, one can read the TREASURE CHEST
following inscription: “Only those with a sparkling
personality will find the treasure.” If one somehow This chest is only secured with a simple lock, and
creates a spark on the badge, a secret door opens would not be difficult to open by force. It is truly filled
and grants access to the treasury. with coins—copper coins. 4,320 of them, to be
exact.
It seems something or somebody else plundered the
treasury already, this simply cannot be all of the
fabled robber baron’s riches! Someone searching for
trails will find some grooves leading towards the
breakthrough, as if something heavy has been
drawn this way. Behind the breakthrough, a shaft
descends into the depths. . .

28
Adventure Anthology One Ruin of Darkfir Castle

Darkfir Castle Map

29
Shepherds of Pineford Adventure Anthology One

Shepherds of Pineford
Jason Reilly

Background Plot Hooks


Many years ago, an adventuring band pursued an The adventurers may hear about the mystery in
ancient lich to the mountain highlands near the Pineford in any number of ways. Rumors of powerful
village of Pineford. Here, in a dilapidated temple, the magic, spells, and even the treasures of the old
lich made its last stand. Summoning vile magics, the temple still circulate through the local communities.
creature prepared itself. After a long and Although many consider the rumors to be just that,
devastating battle, the temple and the lich were no occasionally they do attract adventurers to the
more, and the adventurers took their treasure and area, each eager to find the lich's lost gold.
left the highlands behind. The villagers of Pineford
avoided the area, but rumors swirled that all was not If the promise of magic and gold is not enough, a
well. An evil presence haunted the highlands, and messenger will arrive at the Inn, market, wherever the
those who dwelt there felt the darkness. adventurers happen to be, with news of the
disappearances and the murder of the priest. The
The local priest did all he could to ward off the evil village elders have prepared written notices to be
and fight it, and for many years he was successful. handed out, and the messenger, probably a young
However, a few months ago, as the fall storms boy, is happy to give the adventurers one. It speaks
began, sheep began to disappear from the grazing of what has occurred with the sheep and the priest,
lands. At first only one or two would disappear, and and asks for all those who bravely bear arms to
this was attributed to the wolves that hunt in the come to the villages aid. A reward is offered to those
nearby forests. But as more sheep began to that defeat whatever evil has come to Pineford.
disappear the shepherds grew concerned.
Shouldering his stout mace, the priest entered the Finally, Pineford is a convenient location for travel. It
forests, looking for the ruins of the ancient temple, is at a high elevation, but the simple sheep path that
hoping to find there the source of this latest curse allows the herds to travel between pastures, could
and destroy it. also allow the adventurers to travel quickly through
the mountains to get to some other important
A day passed, then two. Finally a week with no word. location. As such, many might recommend that the
The village elders gathered together and assembled adventurers stop at Pineford to buy provisions and
a party of those willing to go into the forest. The get reports of the lay of the land. When they arrive,
group set out, but did not need to travel far. There the adventurers, being armed and obviously
on the ground, the remains of the priest were found, dangerous, would be approached to solve the
his body torn and broken, a path of dark blood problem plaguing the village.
leading deeper into the forest. Quickly the group
returned to the village to determine what action The Village of Pineford
should be taken next.
Pineford is a small village. Most of the region is small
Note: A lich is a powerful undead wizard, similar in homes and cot holds scattered about, but the
nature to a zombraire (as found in the Basic Fantasy primary interest of the party will likely be the village
Field Guide) but able to continue to advance in proper. The village consists of homes and structures
levels and power. Liches do not appear in the Basic made of granite blocks and stones. Each has a slate
Fantasy RPG Core Rules, nor in the Field Guide as roof, chimney, and usually an enclosed yard. The
yet, but since the monster itself does not appear in main part of the village consists of 14 primary
this adventure, this should not present a problem to structures, based around a large stone bridge built
the Game Master. over the stream. The large dirt road that the village is
built around is obviously well traveled. At any given
time the human and halfling inhabitants of the
village can be seen moving back and forth in the
enclosed fields or taking a herd of sheep northwest
out out of the village and into the enclosed pastures.

30
Adventure Anthology One Shepherds of Pineford

As the adventurers come to each building, read the This is both a home for the resident weaver and also
quick description at the end of each building a place to store wool until a caravan can make a
section: pick up. As such the weaver, a wizened old gnome,
usually has a large stash of currency available to
A. TEMPLE: purchase the best wool from the local shepherds.
The place has a good strong door, and barred
This beautiful building stands quietly against the windows for security.
stream. The strong stone seems to rest comfortably
on the grass and seems more a natural extension The gnome's name is Klostice, and he is a master
of the landscape than a building. However, weaver. Since the troubles started many years ago,
despite its beauty and obvious importance to the he has worked hard to develop some kind of
local village, there is a quietness, a sense of protection for the local villagers. He is willing to trade
emptiness around it. In the adjacent graveyard are and talk with the adventurers. He has developed
rows of graves, with tall trees here and there thick overcoats and vests using nothing but wool
among them. Wherever you stand in the area, the and leather which can be used as padded armor.
sound of the stream is clearly audible, and over the
moors the sound of sheep bleating can also be Type Cost Weight AC
made out. Padded Overcoat 25gp 25 14
Padded Vest 10gp 10 12
The temple is a large structure made of stone, with
two prominent oak doors, each carved with images Note: If there are no gnomes in your campaign, a
of Oshakira, the halfling God of Shepherds. The dwarf or human provides a fine substitute. Klostice
building overlooks the stream and has a large represents a "foreign" presence, and should be an
number of glass windows. older individual who could perhaps give an outsider
perspective to the adventurers.
A graveyard lies to the west of the temple,
surrounded by a low stone wall. Tall, well-trimmed This building is marked as a local chapter of the
trees are scattered throughout the graveyard, and a Weaver's Guild. The stout door is made of oak
stone crypt is in the far northwest corner. reinforced with bronze bands, and the windows are
covered in metal grates. A small wooden plaque
Inside, the building is a very plain temple, with a small
hangs over the door, on it an artistic representation
study and library off the main worship room. Above,
of a loom has been lovingly painted. In a large
reached by a small stair case, is an apartment. It's
walled in yard next to the Weaver's Guild are large
nothing more than a private worship area, a window
wooden vats, being tended to by an older gnome.
overlooking the pastures, and a cot and chest.
He walks with a cane and wears a finally woven
Inside the chest are priestly vestments, and a
robe and cloak.
beautiful holy book and symbol.
Note: Oshakira is a halfling god of shepherds and is C. PINEFORD INN:
represented by a squirrel. The GM may, of course,
The Inn is a large, white washed structure that is
alter this as needed for his or her own campaign.
obviously the center of village activity. A set of
B. WEAVER'S GUILD: stairs leads from the street, over the gutter, and
into the main part of the building. A walled yard
This building is marked as a local chapter of the has a small stable and plenty of room for a market.
Weaver's Guild. The stout door is made of oak Behind the building near the stream is a two story
reinforced with bronze bands, and the windows building with a large water wheel. Obviously a mill
are covered in metal grates. A small wooden of some kind. From the door, into the Inn, comes
plaque hangs over the door, on it an artistic the smell of fresh bread and stew. Inside a small
representation of a loom has been lovingly crowd can be seen having a meal, being served
painted. In a large walled in yard next to the by a pleasant halfling in a badly stained apron. The
Weaver's Guild are large wooden vats, being floors are old and worn smooth by years of passing
tended to by an older gnome. He walks with a feet. Even the granite steps have a slight polish to
cane and wears a finally woven robe and cloak. them!

The Guild is interested in controlling sources of wool, The Pineford Inn is a large two story building with
and has established a local presence in the village. multiple chimneys. The building itself includes a

31
Shepherds of Pineford Adventure Anthology One

common dining room with five tables, a bar, and a E. BUTCHER & TANNERY:
large fireplace. Over the fireplace is a shield and
warhammer, once used by the proprietor in his more This low building has a large number of chimneys
adventurous youth. The upstairs consists of two as well as large vats and wooden structures in the
rooms, one full of bunk beds where those who stay yard. There is a slight stench to the yard, however,
the night can rest, and one is a private chamber for it is clearly a very busy place. A few poles come
very wealthy guests, such as a caravan master. A out of the roof and from them dangle two deer
small kitchen provides the inn fare, mostly stews and carcases, obviously being cleaned and prepared
breads. The Inn also has a walled yard which has a for food. A sign proclaims "Fine Leather Goods" and
rickety stable and a small two story mill and another near the building declares "Game Meats".
waterwheel. Here bread is made for the village. Here a man is working, a large number of skins
have been spread out on a table in front of him,
The proprietor is an older halfling, with thick grey hair and he is methodically cutting into them with a
and a large smile for any who enter his Inn. He has large knife.. The man nods to you as you watch
lived here his entire life and is happy to talk about him, but seems very focused on what he is doing.
the beautiful vistas, bountiful land, and the very
good neighbors. He offers bread for sale, iron rations, Here the three hunters of the village live and work.
and of course meals and lodging for reasonable Two usually enter the forests in the morning and do
prices. His home and family live in the wheel house, not return till the evening, usually with a large buck,
on the second floor. or a large number of rabbits. The meat is processed
D. FARMER HOMES: and sold or bartered to the villagers, and the skins
are used to create leather goods such as bags,
A small cluster of homes sit facing the road. Around gloves, boots, and belts. The hunters are two
each are large plots of land, cleared from wall to humans and a halfling. The halfling is an expert
wall to provide room for farming. Unlike the farms trapper and slinger, usually returning with rabbits,
passed further south, these are far smaller affairs, pigeon and other such game. Although there is
and probably just provide enough food for the currently no leather armor made and available for
needs of the village. Men, women, and children, sale, the three are willing to make a set for any
human and halfling, dot the fields, either working interested player. This will take a few weeks, and will
the earth, tending to the plants, or carrying the be expensive: 30gp instead of 20gp. However, it will
tools and material needed for their trade. A few be tailor made, and will last longer then regular
look up at you, but only for a moment before armor without maintenance. For an additional 20gp
returning to their work. the local blacksmith will add bronze buckles and
pins. This provides an additional +1 armor class bonus
These small structures are clustered together on the and makes the leather armor studded.
south east side of the stream. Here small farming F. BLACKSMITH:
plots have been cleared from the forest and are
tended to by the farming families. As the adventurers The sound of metal striking metal reverberates from
pass them, at any given time of day, the fields this building. Black smoke billows out of the
probably have workers in them; the workers are chimney, staining the roof a soot black. The front
about equally likely to be halflings or humans. This is a entrance is actually overly large, made of two iron
very simple community, and activity focuses around reinforced oak doors, easily able to take in a small
survival: farming, shepherding, or gathering wood cart or wagon. The building itself is one and half
and supplies from the forest. As such people spend stories in height, with a slate roof. A sign showing an
their time working, rather then adventuring. anvil and hammer make it clear that this building is
home to the blacksmith. Looking through you can
clearly see that another pair of doors go straight
out into the backyard. Around are work tables, and
shelves covered in iron working tools and various
goods. A single apprentice stands near the forge
heating metal with a pair of tongs. Outback a loud
voice calls out requests, probably the blacksmith
looking for some necessary item.

32
Adventure Anthology One Shepherds of Pineford

The smithy has a large open area and a loft where The Forests of Pineford
the blacksmith and his family live. Most of the first
floor is dedicated to the business, with a large area The forests around Pineford are where the majority of
for showing off finished goods, such as plow blades. the adventure takes place. To begin, the forests
The yard in back is full of small wooden structures stretch to the south of the valley, with the village
used for storage. Here wood is stored for the furnace, nestled between the forests and the upper valley
and ore is stored to be processed. This area is also pasture lands. The old temple was built long before
used to test the equipment made here. Also in back the village was settled. It is about three days walk
is a large and docile pony, used by the blacksmith to through the woods, built against the mountains.
carry his items to his customers. Here the adventurers It is here the lich came to hide itself from those who
can buy basic iron and bronze goods, such as pitons, pursued it. The creature was powerful and devious
lamps, nails, horseshoes and so on. In addition to this, and knew that it would need time and protection. So
there are number of tools that are easily converted it used its perverted and evil magic to warp the
to weapons, such as axes; however, he has no energies of the forest and the old temple. The forest
particular ability as a weaponsmith or armorer. provided both shelter and the raw material in which
G. SHEPHERD'S HALL: to rebuild. Using Growth of Plants throughout the
area, the lich formed a thicket pulsating with evil. It
This building is large, with great glass windows. The then began to warp and distort the plant and
walls are white washed, with a strong slate roof. animal life, seeking to raise an army from the forest.
Over the door is a small holy symbol, the same as The creature was successful, though its dark magic
the temple. A sign above the door reads did not fully take effect until well after the creature's
"Shepherd's Hall." The building has a large grassy destruction.
yard, carefully tended, and the building itself is but In this aura of evil, a new plant took root, a twisted
a single room, dominated by a large table, and and perverted vine, turning away from soil and
row after row of benches. The hall was built to seeking blood instead. This creature slowly stalked
regulate trade and is the last building of the village and killed the other animals that had congregated
before you enter the pasture lands. Here shepherds around the temple, until only it remained, bloated
can leave notices for each other, trade their herds, and evil. Now it hunts the fields, looking for more flesh
and also regulate the use of pasture land. to consume. It is responsible for the missing sheep.
This hall is the center of all shepherd trade in the Eventually it encountered the priest, who fought the
valley, as well as the de facto city hall. The hall is monster but eventually lost. Now it stalks the forest
where shepherds arrange trades and breeding of the adventurers are about to enter.
their herds as well as make important decisions such
as which grazing fields go to whom. It is also used by Assassin Vine: AC 15, HD 5, #AT 1 + Special, Dam 1d6
the village council, made up of the eldest villagers, + Special, Move 5', Sv F6, Ml 12, XP 555
who gather here to drink tea and discuss important Special Attack: An assassin vine does 1d6 + 7 points
matters. of damage on a successful hit, plus it entangles the
If the adventurers wish to help the village, they will victim, causing an additional 1d6 + 7 points of
need to come here and meet with the village damage each round the victim remains trapped.
council. They will be told about the history of the HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
village and the evil that haunts the forests and valley. ☐☐☐☐☐ ☐☐☐☐☐
The adventurers will be offered 150 GP if they
successfully discover what is going on and defend The assassin vine spends as much time as it can in
the village from further evil. Further, various villagers the forest, but, it is dimly aware that docile pray lives
offer to pledge support. The blacksmith, for example, in the open fields. As such it will lay in wait near a
might offer lanterns and oil, and the Master Weaver stone wall, and as sheep come near, it will rear up,
might be convinced to offer up a set of padded strike out and grab one, and lift it up and over the
vests or overcoats. wall to feast on it in the forest. Such a meal will keep
it satisfied for a few days. A party that wishes to
observe what is going on, rather then charge
recklessly into the woods might eventually witness
such an attack.

33
Shepherds of Pineford Adventure Anthology One

There are several strategies the player characters AFTER THE ASSASSIN VINE IS DEFEATED:
may employ to defeat the assassin vine:
Killing the assassin vine will only temporarily stop what
STAKEOUT: For each day that the adventurers spend is going on. The true threat lies in the ruined temple.
watching the fields, roll 1d6 for each character
watching. On a roll of 1, that character witnesses the The Ruined Temple
assassin vine in action. When this happens, read the
following: It will take the adventurers three to four days to travel
from the village to the temple. They will find it
You have been watching this particular herd for a surrounded by evil looking thickets, trees sprouting
while, and nothing has happened. The sheep bleat thorns, and dripping black sap. The area has a strong
at each other, graze and wander about. In fact, aura of evil: the soil is dry and dead, the air is cold
the watch has been uneventful for hours. Not even and clammy, and the vegetation is sickly and
a large rabbit has broken the ritual of shepherd wilting. As the adventurers approach the temple
and sheep. Just as you began to feel that the day read the following:
could not get any longer, it happened. One of the
sheep approached the wall bordering the forest, The air seems dark and cold, and dry vegetation
and as it stood and stared about, a large green crackles under foot as you continue through the
vine whipped out from behind the wall to snag the forest. Ahead, the undergrowth grows extremely
creature, dragging it screaming into the forest. You thick. The air has grown still, cold, and clammy. As
swear it looked like some kind of evil plant. you push forward the way becomes difficult, thick
vines, overgrown thistle, and low hanging branches
If the adventurers follow the vine they can easily all seek to slow you down. Your progress has almost
catch up to it. If instead they retreat to the village, been reduced to a stop. However, eventually you
the elders will recommend researching the evil at the do push through the thicket, and enter a clearing.
village temple, where there is a small library of books Here the dirt is bare and cracked, and tumbled
in the Priest's study. Here the adventurers have a 10% stones lay everywhere. In the center stand the
chance of learning what the creature is. remains of the temple: tall pillars, a few walls, and
what looks like an altar with some kind of obelisk on
SEARCHING THE FOREST: For each hour the it.
characters search the forest, roll 1d6. On a 1, they
encounter the assassin vine; on a 6, they do not Twelve pillars rise out of the ruins which once
actually see it, but it becomes aware of them. supported a grand arching dome, a beautiful
structure long since crumbled to rubble on the floor.
In addition, the GM should roll a regular encounter
When the adventurers enter the ruins, they should
check three times a day (and three times a night, if
note that light seems to dim, be it torches, spells, or
the adventurers choose to hunt into the night). Use
natural daylight. At the base of each pillar is a
the standard BFRPG stats for these creatures, but
human skull, bits of the scalp and hair still attached.
describe them as feral and dangerous; also, increase
Inside each skull's mouth is a bloodstone. Any casting
the morale of living creatures encountered by one
of detect evil will show that the whole area radiates
point. Use the wilderness encounter table in the Core
evil.
Rules and feel free to replace any creature that you
feel the party could not handle. The bloodstones form the basic matrix of the spell
structure the lich was building. However, it was never
The chances of spotting the creature in the forest are
completed, and thus is easy to destroy. All the player
slim: it is dark, it is a plant, and the adventurers might
must do is reach into the each of the skulls and pull
not know what kind of creature it is they are
the gemstone out. Doing so will release the skull from
pursuing. When they meet it at last, if it has already
the spell; in 1d4 rounds it will form into a skeleton
become aware of the adventurers, the assassin vine
which will attack immediately. Note that the
will have no chance to be surprised, but will surprise
adventurers will probably remove a number of
the adventurers on a 1-5 on 1d6 (as it has arranged
stones before the first skeleton forms. After each 12
an ambush). If it is encountered before it is aware of
skeleton is defeated, it crumbles into dust, as does
the player characters, it still surprises on 1-3 on 1d6.
the gemstone removed from its skull.

34
Adventure Anthology One Shepherds of Pineford

Read the following when the last skeleton falls:

The battle is over. The last skeleton collapses into


dust, falling to the ground. A small tremor shakes
the ground and the bloodstones also begin to
shake and hum, then they also turn to dust. As you
watch, small chips fall off the pillars and the altar.
The ground shakes a while longer, and when it
stops you can see that cracks have spread
throughout the pillars and what is left of the walls.
The sense of evil has gone, replaced by a peaceful
feeling, as if rest has finally come to a person long
tormented. With a final sigh the altar cracks loudly
and falls in on itself. A number of stones fall loose
and a chest can be seen among the ruins of the
fallen altar.
There is really no way for the adventurers to recover
the bloodstones; if they flee, taking the stones with The chest is obviously very old, and was missed by
them, the skeletons will pursue them. Each skeleton the general looting of both the lich and the
will follow the holder of its stone, tracking that adventurers who followed. Inside is a great treasure:
character unerringly. five old tomes from the order that once occupied
this temple, an invaluable treasure to the mother
Skeleton: AC 13, HD 1, #At 1, Dam 1d6, Mv 40', Sv F1, church. These tomes are worth up to 250 GP to a
Ml 12, XP 25 collector. All five are in good condition.
Special: Only take half damage from edged Also in the chest is an oaken rod capped by a
weapons, and only 1 point of damage from arrows, golden holy symbol. The rod is a powerful cudgel
bolts, and sling stones (plus any magical bonus). against evil creatures, striking for 2d4 damage
HP 6 ☐☐☐☐☐ ☐ against undead and 1d4+1 against any other evil
creature. It carries no magical attack bonus, and
does only the normal 1d4 damage of a cudgel
when used against non-evil opponents. (The GM
must judge “evil” as befits his or her campaign;
review the spell detect evil in the Core Rules for
guidance on this.)
The last items in the chest are two tapestries. If they
are stretched out, they will reveal a beautifully
embroidered fabric. Two magic-user spells of the
GM's choice may be found embroidered into the
cloth. These should be 1st or 2nd level spells.

35
Shepherds of Pineford Adventure Anthology One

36
Adventure Anthology One Shepherds of Pineford

37
Shepherds of Pineford Adventure Anthology One

38
Adventure Anthology One Deathcrypt of Khaldun

Deathcrypt of Khaldun
by Scott A. Murray

Background An icy wind howls through the evergreens outside


and whips through the opening of the chapel.
A century ago, adventurers working for a sorcerer
known as Khaldun unearthed a strange tome bound The chapel is the characters’ last chance to make
in the flesh of a medusa. Only one member of the preparations before descending into the crypt. The
troupe survived the return trip, the rest falling ill with stairwell descends to area 2.
an inexplicable disease that twisted the mind. Upon
2. FALSE CRYPT:
receiving the book, Khaldun sequestered himself in
his underground study and dismissed his guards and When the characters reach the bottom of the stairs,
hirelings, not emerging for five weeks. read:
When he finally surfaced, Khaldun ravaged the
Dusty bones litter the floor of this wide, cobweb-
region with pestilent magic. Hundreds fell to disease
choked tomb. A crumbling sarcophagus lies
during the first night, and those that were not burned
beyond an imposing demonic fountain that
rose again as undead horrors at the bidding of
regurgitates black liquid. The whisper of the fetid
Khaldun. Resolved to put an end to the terror, the
water breaks the eerie stillness of the chamber. A
bravest warriors of the territory drove Khaldun into
pair of ornate pillars to the west supports a high
the wilderness, where he died in the bitter cold of
vaulted ceiling above, while another pair of pillars
winter.
lies broken to the east.
However, it was not to be his end. Before his passing,
he instructed his followers to not only build him a This chamber is in fact a false crypt designed to lure
crypt, but to also seal themselves in the tomb as well, adventurers to their death. A throng of zombies and
where they would die of starvation and rise again as skeletons rise from the floor when any adventurer
maddened undead guardians. At his death, moves within 15 feet of the sarcophagus, each
Khaldun swore to take his revenge on the attacking the nearest target until destroyed.
descendants of those who exiled him. Now, on the
6 Skeletons (AC 13, HD 1, #At 1 sickle, Dam 1d6, Mv
eve of the 100th anniversary of his banishment, you,
40', Sv F1, Ml 12)
the descendants of those mighty defenders, stand
ready to put an end to Khaldun's curse as he stirs HP 1 ☐ 3 ☐☐☐
from his slumber... 3 ☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐
Adapting the Module
5 Zombies (AC 12, HD 2, #At 1 slam, Dam 1d8, Mv
While this module is intended to be run as a 20', Sv F2, Ml 12)
standalone adventure, it can easily be integrated
into an existing Basic Fantasy RPG campaign. HP 3 ☐☐☐
Perhaps the deathcrypt is hidden within a larger 5 ☐☐☐☐☐
dungeon complex, rather than beneath a chapel. 5 ☐☐☐☐☐
The background provided for the module might also 6 ☐☐☐☐☐ ☐
be discarded, with the Game Master casting 9 ☐☐☐☐☐ ☐☐☐☐
Khaldun as merely a powerful lich or mummy. The collapsed pillars to the east have formed a pile
of rubble 20 feet in diameter (movement rates
Dungeon Key halved while crossing). If any creature moves into the
10x10 foot trapped area shown on the map, a
1. THE CHAPEL:
portion of the ceiling collapses. Characters in the
Patches of loose snow and ice cover the broken affected zone must make a save vs. Death Ray or
stone floor of this small chapel. The dull orange take 2d6 points of damage and be knocked down.
flames of burning braziers cast deep shadows along Monsters in the trapped area are instantly destroyed.
the frostbitten walls. A frozen fountain sits against the This trap only activates once per adventure.
west wall, and a spiral stairwell descends into gloom.

39
Deathcrypt of Khaldun Adventure Anthology One

A character may choose search the debris. The GM The black dragon idol is cursed. When a character
should secretly roll a 1d6, adding 1 to the result if any manipulates the idol in any way, the GM should
of the searching characters’ Intelligence scores is secretly roll 1d6, adding 1 to the result if any of the
greater than 15: searching characters’ Wisdom scores is greater than
15:
1 Collapsing ceiling trap (as above, may
activate even if already triggered) 1-3 Curse (couplet of ruin, save vs. Magic
2-3 Nothing Wand or take 4d8 points of damage and
4-5 Equipment (a flask of holy water and a
lose 1 held or worn magic item, if any)
lantern) 4-7 Nothing
6-7 Sack containing 1600 cp, 800 ep, and 2
Casting a detect evil spell will show the idol as
greenstones (value 75 gp each)
emanating evil but nothing more. A cleric of 4th level
Characters moving toward the pillars to the west or greater can identify the idol as being cursed with
notice the stairs are partially blocked by enormous a successful ability roll check at a -4 penalty (adding
spider webs. While the webs can be passed through Wisdom bonus to roll). Casting remove curse on the
with a few minutes of effort, disturbing them idol negates the couplet of ruin curse and no roll is
awakens a mated pair of giant black widow spiders. needed before manipulating it.
They attack any creature that tries to pass through If the idol is searched, an iron skeleton key and a
the web, but will not pursue retreating enemies. small scarab amulet (a Scarab of Protection, with 5
2 Giant Widow Spiders (AC 14, HD 3, #At 1 bite, Dam charges) are hidden inside.
2d6 plus poison, Mv 20' Web 40’, Sv F3, Ml 8) If the couplet of ruin is triggered, a pair of wraiths
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ emerges from thin cracks in the walls after 1d6
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ rounds, pursuing the characters until destroyed.

The water in the fountain is murky and tastes foul, but 2 Wraiths (AC 15, HD 4, #At 1 touch, Dam 1d6 plus
is not harmful. A character searching in the fountain Energy drain (1 level), Mv Fly 80', Sv F4, Ml 12)
finds a cracked ceramic bowl that holds about a HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
quart of water. 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The sarcophagus is empty. 4a. ANTECHAMBER:
3. SHRINE:
The odor of dried parchment and embalming fluid
A narrow flight of cracked stone steps descends into hangs heavy on the stale air. A rusted suit of
darkness. ceremonial plate mail stands against the south
wall, and a stone sarcophagus, bearing the imprint
The stairs lead to a small corridor that contains a of a hand, leans against the north. Around the
hidden pit trap (see map). Any character that steps corner, a wide flight of broad stone steps ascends
onto the pit must make a save vs. Death Ray or fall into darkness. A cruel skull painted in dried blood is
60 feet, taking 6d6 points of damage. Once the pit visible on the stairs.
trap is triggered, or if it is found, a character may
leap across with a successful Dexterity check. The suit of armor is in fact an iron living statue, and
The door beyond the pit is carved from polished will attack when the sliding stairs trap is triggered.
bone. When it is opened, read: Iron Living Statue (AC 18 plus stuck, HD 4, #At 2 fists,
Dam 1d8/1d8, Mv 10', Sv F4, Ml 12)
A bloodied altar sits amid a gloomy, cramped
charnel house. Beetles scuttle across the stone HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
floor, and a chilly draft filters in from some unseen
A character detecting the secret door to the south
corner. Racks of bleached bones line the walls. A
(see map) notices that many of the masonry blocks
wax idol carved into the shape of a black dragon
in the wall are decrepit. These blocks can be pulled
stands perched atop the altar. The idol seems to
down or burst through with a successful Strength
radiate strange whispers, whose melodies suggest
check. The secret door reveals a steeply sloping
a hymn.
corridor that ends at a similar secret door.

40
Adventure Anthology One Deathcrypt of Khaldun

If the characters inspect the sarcophagus more hounds emerge from two of the sarcophagi 1 round
closely, they will find that it does not lean, but in fact after initiative is rolled.
is set into the north wall and cannot be moved. The
lid is very heavy and requires a successful “open Vetula, Battle Wight (as wight, AC 20, HD 5,
doors” check to remove. Opening the sarcophagus #At 1 serrated axe/1 touch, Dam 1d8+1/Energy
reveals that it has no back – instead, a secret drain (1 level), Mv 15', Sv F5, Ml 13)
corridor leads from this chamber to a banded iron HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
door coated in ashen dust. This corridor can be ☐☐☐☐☐ ☐
sensed while the sarcophagus is closed with a
successful “detect secret doors” check made on a 2 Shadow Hounds (as hellhound, AC 14 plus
1d10. incorporeal, HD 3, #At 1 bite or 1 breath, Dam 1d6 or
3d6, Mv 40', Sv F3, Ml 10)
If a character climbs the stairs to the south and
reaches the last 5 feet of the steps, it triggers the HP 7 ☐☐☐☐☐ ☐☐
sliding stairs trap. The steps shift position, becoming a 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
steep chute, and at the base of the flight a 20 foot-
deep pool of acid opens (see map). The triggering Demonic Gargoyle (as gargoyle, AC 19 (half
character and all characters on the stairs must damage from fire), HD 4, #At 2 claws/1 bite/1 horn,
succeed on a save vs. Death or be cast into the Dam 1d4 fire/1d4 fire/1d6 fire/1d4, Mv 30' fly 50’, Sv
pool, taking 8d6 points of acid damage initially and F4, Ml 11)
2d6 points of acid damage for each subsequent HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
round spent in the liquid. A character suffers 1d3
points of acid damage each turn for 1d6 turns after The large necromancer statue in the center of the
escaping. If the trap is detected ahead of time, it crypt is imbued with strange magic. When any
can be jammed (with a successful Remove Traps roll) character casts a spell of 3rd level or greater, the
such that it will not activate. GM should secretly roll a 1d6:

A character may leap over the pit with a successful 1 The statue comes to life!
Dexterity check, however, that character must also 2 All numeric effects of the cast spell (range,
make an immediate Strength check to climb the damage, etc) are halved
chute or fall into the acid. 3-5 Nothing
6 All numeric effects of the spell are doubled
4b. SEPULCHER OF VETULA:
Stone Living Statue (AC 16 HD 5, #At 2 lava sprays,
When the characters ascend the stairs in area 4a (or, Dam 2d6 fire/2d6 fire, Mv 20', Sv F5, Ml 12)
alternatively, when they pass through the secret
corridor), read: HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
This wide sepulcher is bathed in the ominous red
glow of a brazier, which sits in the clawed hands of A brass skeleton key is hidden amid the coals of the
a domineering necromancer statue ahead. A brazier. The statue sets the brazier down in an open
brass gong hangs in the far southeast corner, spot nearby when it animates. The water from the
glistening in the firelight. A skeletal armored figure is fountain in area 2 can be used to douse the flames,
silhouetted by the light, and it turns to face you as making it safe to search; otherwise searching the
you approach. Its broken armor is midnight black, coals deals 1d6 points of fire damage per attempt.
and a red skull is painted onto his heavy shield. A character examining the brazier notices that the
rim is made of scorched brass.
‘I am Vetula,’ it says in a raspy whisper, ‘guardian
of the tomb of Khaldun. You shall pay for your
intrusion with your soul.’

Vetula moves toward the gong when the encounter


begins, attempting to ring it with the hilt of its axe. If
the gong is rung, a demonic gargoyle emerges from
the brazier and rolls initiative. A pair of shadow

41
Deathcrypt of Khaldun Adventure Anthology One

5. FINAL APPROACH: The crevice is 20 feet long, 10 feet wide, and 40 feet
deep. A character may attempt to balance along
When the characters come to the first door, read: the edge of the crevice to cross; doing so requires a
successful Dexterity check at a -4 penalty.
This stone door is reinforced with rusted iron bands
and set into an ornate archway. A large brass 6. VAULT:
keyhole is visible above the door’s pull rings. An
inscription above the keyhole reads: YOU SHALL When the characters pass through the sarcophagus
FIND YOUR KEY IN THE HEART OF THE FIRE. into the corridor leading to area 6, read:

This door requires the brass skeleton key to open. A A narrow, crooked passageway leads towards a
thief can attempt an “open locks” check on the reinforced iron door caked in ochre dust.
door, but he or she makes the check as if they were
five levels lesser, and may only attempt the check Attempting to open the door while it is locked
once. triggers a charnel dust trap. All characters in the
hallway are blasted with noxious bone dust that
When the characters open the first door, read: sprays from hidden holes in the ceiling. Affected
characters must make a save vs. Poison or lose 1d3
Down a crooked flight of steps looms an iron door points of Constitution. This trap automatically resets
reinforced with blood red bands. An iron keyhole after one minute.
seals the portal, and on its surface is an inscription:
‘YOU SHALL FIND YOUR KEY IN THE HEART OF THE Opening the lock on the door disables the trap. If a
DRAGON.’ thief fails his or her “open locks” check by 25% or
more, the trap triggers (unless it has not yet reset
This door requires the iron skeleton key to open. A from a previous triggering).
thief can attempt an “open locks” check on the Beyond the door is a small chamber covered in
door, but he or she makes the check as if they were murals. The murals depict a cloaked necromancer
five levels lesser, and may only attempt the check raising skeletons from an abyss. Two wrought iron
once. chests contain:
When the characters open the second door, read: 1400 sp, 2700 gp, set of obsidian skull earrings
(value 1200 gp), scroll of protection from
Part of an ancient stone door has collapsed here, undead, cursed dagger -1
granting passage into a black marble corridor
beyond. A fell wind blows through the opening, 1600 cp, 4000 sp, 1200 ep, 2200 gp,
sending dust and cobwebs drifting through the air. 2 greenstones (value 100 gp each),
energy draining mace +1 (on a natural 20
When the characters pass through the rubble, or if attack roll, this item drains one life energy
any of them glance through the archway, read: level from any living creature struck, in
addition to normal damage done)
Candles illuminate a demonic fountain that spits
clear water into a shallow pool. Along the rim of 7. TRUE CRYPT:
the fountain are magic runes that glow with a faint
purple radiance. Obsidian stairs descend to the As you pass through the obsidian archway, you
north, but they appear to have fallen away, emerge in a vast crypt. Bones are scattered across
leaving a yawning crevice. the black marble floor, and a great square wall
rises in the center of the chamber, upon which the
The water is safe to drink and bestows healing upon visage of a sneering helmeted skull is engraved.
those who consume it. Once per day, a character Alcoves filled with bones are set into the east and
may drink from the fountain, regaining 2d6+6 hit west walls, which seem to rattle in anticipation. The
points. flicker of green torches cast skeletal shadows
dancing along the vine-choked walls.
The runes are a slay living trap that activates if any
character attempts to read them (save vs. Spells or
die, 2d6 damage on a successful save). The runes
fade once the trap is triggered.

42
Adventure Anthology One Deathcrypt of Khaldun

When the players round the wall and spot the When Khaldun is reduced to 0 hit points, read:
sarcophagus, read:
Khaldun falls to his skeletal knees, his red eyes
From an open sarcophagus ahead, a frail fading like the last embers of a campfire. A curse
mummified humanoid rises. Its red eyes shine escapes his fleshless throat, and he reaches
through the gloom, and it speaks to you in a low, towards the ceiling with arms engulfed in magical
disembodied gurgle. black flame. As his body is disintegrated by the
arcane energies, the square wall begins to slowly
‘I have waited many seasons to take my revenge lower into the floor, filling the crypt with a terrible
on the living. I am pleased to see that the mortal grinding. From a hidden chamber within, the
kingdoms have already sent unto me an armored skeleton of a black dragon shudders,
offering…’ casting off a wave of dust and cobwebs. Slowly, it
rises and unfurls its sinewy wings, while acid begins
Khaldun attacks immediately, as do the skeletons to drip from its broken fangs.
that emerge from the alcoves.
A hoarse cackle escapes Khaldun’s throat as he
6 Skeletons (AC 13, HD 1, #At 1 sickle, Dam 1d6, disintegrates to ash.
Mv 40', Sv F1, Ml 12)

HP 1 ☐ 3 ☐☐☐ Armored Black Dragon Skeleton (as black dragon


plus skeleton abilities, AC 20, HD 7, #At 2 claws/1 bite
3 ☐☐☐ 4 ☐☐☐☐
or 1 breath/1tail, Dam 1d6/1d6/2d10 or
4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐ 7d6 acid/1d6, Mv 20', Sv F7, Ml 8, XP 1200)
Khaldun, Mummy Cleric (as mummy, AC 17, HD 6, HP 65 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
#At 1 touch, Dam 1d12 plus mummy rot, Mv 20', ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Sv F6, Ml 9, XP 675) ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ When the dragon is defeated, read in an
In addition to its normal abilities, Khaldun may cast appropriately resounding voice:
the follows spells as a 6th level cleric:
The bones of the undead black dragon tumble to
cause fear ☐ the floor in an avalanche, kicking up great plumes
inflict light wounds ☐ of ashen dust that sting at your eyes. The bones in
bane ☐ the alcoves rattle and scatter across the ground…
spiritual sickle ☐ The cataclysmic noise slowly fades, and soon the
only sound breaking the deathly silence is the
When Khaldun is reduced to 15 hit points or fewer,
cracking of the torches, which still burn with a dull
read:
emerald flame.
Red eyes burning with rage, Khaldun raises his
With Khaldun defeated, the characters are free to
skeletal hands, wisps of purple energy trailing from
search the crypt and any other unexplored areas of
his fingertips. He utters a phrase of blasphemy, and
the dungeon. If a character looks into the
the sound of clattering iron and bones resonates
sarcophagus, they find:
from the alcoves.
5,100 cp, 1,000 sp, 14,500 gp, 3600 pp, bloodstone
An armored minotaur skeleton rises from a collection (200 gp), a skull medallion of flawless obsidian with
of bones, acting on Khaldun’s initiative. It fights until ruby eyes (value 2,100 gp), potion of invulnerability,
destroyed. scroll of protection from elementals, ring of
protection +2, Book of Khaldun
Armored Minotaur Skeleton (as minotaur plus
skeleton abilities, AC 16, HD 5, #At 1 gore or
greataxe, Dam 1d6 or 1d12+2, Mv 20', Sv F6, Ml 11,
XP 500)
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

43
Deathcrypt of Khaldun Adventure Anthology One

Concluding the Adventure The Book of Khaldun has no official abilities, and is
written in a language unfamiliar to the characters.
Grateful for their bravery, the magistrate of the Depending on how this module was used, the Book
territory honors the characters in a public ceremony might serve as merely a token of success, a hook for
and rewards them with 10,000 gp. If this module was a future adventure, or even an artifact around which
adapted to be part of a larger dungeon adventure, an entire campaign is based. How the Book is used
add this 10,000 gp to the hoard in Khaldun’s rests entirely with the GM and his or her players.
sarcophagus instead.

44
Adventure Anthology One The Vault of Eihort

The Vault of Eihort


by David Grant Sinclair

Author's Introduction My name is Banthus, and I am a scholar. I have


In short, the genre of this adventure is known as called you here because I require mercenaries to
“Sword and Sorcery,” which means that it is really assist me in the recovery of a lost relic I believe to
be in a neighboring kingdom, not far from where
gritty, most magic is bad, and cure light wounds
we now sit. I would go myself, but the area is
spells are hard to come by. If you're the kind of GM
treacherous and I am unfit for such dangers. If you
that likes to dish out a little punishment, then this just
agree, you will each be paid 25 gold pieces up
might be for you.
front, and an additional 75 gold pieces apiece
This adventure starts in a town called Ung, and it upon the safe delivery of the relic. Any treasure you
takes the characters on a short trek through the recover along the way other than the relic you
desert and into some ruins. Make sure your may keep. Attalus, my personal guard, will escort
characters are prepared for what awaits them! you to the location of the relic and assist you along
Please also make sure to read this adventure all the the way. What say you?
way through before running it because the final
scene is open-ended: there are many ways this If the PCs agree, Banthus will go on to inform them
adventure can play out. There are also many ways that he seeks ancient scrolls that are to be found
to continue the adventure as well. within a lost vault located in the ruins of an ancient
temple. If the players ask about how to find the lost
If anything, please have fun with this. If the setting vault, Banthus will quote from an ancient scroll,
doesn't work for you but you want to run the roughly translated, “Through a glassful of moonshine,
adventure, change it! To run this you really should the enlightened will know the way.” It will take two
have at least 4 player characters, but am I or days of northward travel through a desert to get
anybody going to get in your business if you reduce there. Banthus claims that the Scrolls he seeks are old
a monster here or add a baddie there? No! Not only and fragile, and Attalus knows how to care for them.
will I not know, I won't care. And that's the way Crom
would want it! Read the following aloud if a PC makes a successful
Intelligence roll.
So what are you waiting for? Let me tell you of the
days of high adventure! In ancient times this desert was fertile grassland
that was home to an extensive civilization whose
Prologue: Proposition name is now lost to time. A great curse fell upon
the civilization which turned the land to desert and
The characters start in the city of Ung. A young boy,
buried its ruins under the wind-swept sands. Now
perhaps 11 years old, finds PC’s one by one. He
the desert is home only to scorpions and sand
approaches the PC and explains that a rich man
worms.
had instructed him to tell anyone carrying weapons
that entered the town to meet him at the Snake’s
Rattle Inn at dusk and that he was buying drinks for Outside the Temple
everyone. The boy gets 1 copper coin for every
person that shows up. Scene 1: Dusk Departure

When you arrive at the tavern it is easy to locate the Read the following aloud when the PCs are ready to
boy’s employer. He is a gaunt, older man with a depart:
shaved head, fair skin, and bright grey eyes. He
wears robes of yellow silk, and a blue sash tied about As the sun begins to set behind the mountains to
his waist. He notices you and motions for you to join the west, you head to the edge of town where
him at his table. The bartender brings each of you a Attalus is waiting for you. Bumping shoulders with
foamy mug of beer as the man begins to speak. the colorful locals makes you feel uneasy, and you
unconsciously check your belongings by feel,
expecting them not to be there when your hand
brushes by. The smell of of this city is awful, but you

45
The Vault of Eihort Adventure Anthology One

pretend not to notice until you pass through the These bandits are holing up in the ruins, searching for
town gates and welcome the fresh air of the treasure. They have had no luck and their supplies
outside. are running out. They wear layered hides that count
as leather armor, and use spears and short bows.
Attalus sits motionless atop his horse. His eyes are as 6 Bandits: AC 15, HD 1, AB +1, #At 1, Dam 1d6, Mv
gray as steel. His face betrays nothing. When you 40', Sv F1, Ml 9
approach him, without a word, he turns his steed
north and begins the voyage into the darkness. The HP 3 ☐☐☐ 3 ☐☐☐
four (or however many needed for the party) 3 ☐☐☐ 3 ☐☐☐
horses he brought for your use stir anxiously. One 3 ☐☐☐ 3 ☐☐☐
turns and begins to follow after him.
Tactics: The bandits set up an ambush to attack the
Note to the GM: It is important for the GM at this point party as they ride in. On a roll of 1-2 on a 1d6 the
to keep track of how much water and rations the party spots the ambush while still 80 yards away, if
PCs take with them and how much they consume not, the party is surprised. They will flee if the PCs get
each day. Depending on the outcome of future the upper hand in combat or find a way to frighten
events, it may lead to another complication for the them off. If the PCs are captured, the bandits will tie
PCs to overcome by the end of the adventure. them up intending to sell them for slaves, as well as
steal their water and provisions. The GM at this point
Scene 2: Worm at Dawn should allows the PCs to escape and take their
revenge somehow. If the PCs overwhelm or parlay
This encounter occurs near the end of the first night with the Bandits, they may be able to pay one of
of travel. them to join them for 5 to 10 gold coins.
A Desert Worm bursts from the sand and attacks Treasure: Each bandit has 8 sp, except the leader.
one of the PCs or their horses. He has 2 gp, 8 sp, a leather pouch with seven small
gems in it (10 gp each) and a leather thong strung
Desert Worm: AC 14, HD 4, #At 1, Dam 1d10, Mv 40' around his neck that contains an old medallion with
Burrow 30', Sv F3, Ml 12 a hole punched through it for the leather thong. In
the center of the medallion is a shard of glass. Upon
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ inspection, the characters may notice that the
Scene 3: Bandits in the Ruins medallion has a rounded fitting on its bottom so as to
be placed atop of a staff.
Read the following aloud at the end of the 2nd night
of travel: Outside the Temple
The false dawn begins to illuminate the mountains Scene 4: The Temple Ruins
to the east, and as it does it also reveals the edge
Once the characters have dealt with the Bandits,
of a valley not far to the north from where you are.
they must search for the entrance to the temple
Attalus silently nods and stares at you with his cold,
vault. Have them search through the rubble for a
gray eyes. This must be the valley of the lost
while. On a roll of 1-2 on a 1d6 the party will
temple.
encounter three Giant Rats.
Read the following as the characters approach the 3 Giant Rats: AC 13, HD 1*, AB +1, #At 1, Dam 1d4 +
valley: 5% chance of disease, Mv 40', Sv F1, Ml 8, XP 10

As you peer over the edge you see the ruins of HP 3 ☐☐☐ 2 ☐☐
what once must have been a sprawling temple 2 ☐☐
complex. Where statues, columns, and alters once
stood are now only rubble. Basins where pools
once flourished are now dry, and giant slabs of
marble are misplaced. As you view the expanse of
ruin, you notice a column of smoke arising from the
floor of the valley. It would appear you are not
alone here.

46
Adventure Anthology One The Vault of Eihort

Then read the following aloud: 2. Teleport Trap:

You notice a headless statue. One arm is missing, As you leave the antechamber, you come to a
but the other is extended before it, and its hand is split in the corridor. There are passages going left
shaped as if it once held something. and right.

If the medallion is attached to the end of a staff (or a A search in this spot will reveal a large wooden door
spear), it may be placed in the statue’s hand. In that is barely distinguishable from the masonry of the
sunlight the glass shard will shine brightly but will not corridor.
create a beam. At the next moon-rise, the medallion
will catch the moonlight and focus it to reveal the The medallion used to find the entrance will open
entrance of the vault. All that must be done then is this door and allow the players to escape the
to have a slab of marble moved. Under the slab of teleport trap.
marble is a large door with a ring. Opening it will A similar door appears in the west entrance to this
reveal stairs leading down. There is no illumination. room as well.
Scene 5: The Lost Vault If the characters walk to the right, repeatedly tell
them that after walking for about 50 feet, the
You descend in the darkness with no more to light corridor takes a left turn. As they continue walking,
the way than the torches you carry. The stairs seem the floor continues to slope downward at a gentle
to go on forever, taking you deeper into the earth. angle. The fog in the corridors that was barely
The temperature begins to drop. There is no noise. noticeable at first continues to thicken as they
Attalus speaks, "Perhaps this is what it feels like in continue down the sloping corridor. Every time the
the grave." characters are teleported from T1 to T2, the fog will
thicken. They will be unaware of being teleported.
Soon enough however, the stairs end and you find However, the sensation that the characters are
yourself at one end of a large antechamber. walking down an endless spiral will become stronger
and stronger. The only way to escape this trap, is to
Inside the Temple turn around and walk the other way. To leave this
room, they must find the secret door.
1. Large Antechamber:
If the party travels to the left, they will encounter an
This large antechamber is easily fifty by one endless series of right turns. The fog will grow thicker
hundred feet, with the ceiling over thirty feet every time the party is teleported from T3 to T4. This
above your heads. From where you stand, there corridor also has the same gentle downward slope.
does not appear to be any ornamentation or
3. Scary Room:
markings on the walls except for the holes that
once housed torches.
After opening the solid wooden door and walking
out, the corridor makes an all too familiar split.
There is a carving along the south wall in an ancient,
There are passages to the left and right.
forgotten language. If it can be read, it is as follows:
If the party travels to the right, the corridor will turn
“Only believers may find the true path to that
the left. Shortly after the turn, a section of the
which they seek. Beware infidels! You may not be
corridor has collapsed, blocking the way.
able to put down that which you call forth! Ia!
Shub-Niggurath!” If the party travels to the left, they will encounter two
right turns before encountering an impressive set of
There is an exit on the west wall. double doors.

There is a large set of double doors in front of you.


The doors are barred. You can also plainly see a
winch and several large metal wheels on the door

If the party unbars the door, they will have to turn the
winch in order to open the door. Each turn opens the

47
The Vault of Eihort Adventure Anthology One

door slightly. Each wheel has a loop of rope that can 4 Skeletons: AC 15, HD 1, AB +1, #AT 1, Dam 1d6, Mv
be used to hold these heavy doors open. Attalus will 40', Sv F1, MI 12
make sure they are used.
HP 3 ☐☐☐ 4 ☐☐☐☐
4. Temple Room: 2 ☐☐ 6 ☐☐☐☐☐ ☐

You open the cyclopean doors and enter into an Plot Twists
enormous chamber. The floor is polished stone and
immense columns rise over fifty feet to the ceiling. ATTALUS: If at any time Eihort is released from his
As you look around, you notice that torches are prison, Attalus will scream, “Aiayyee, the Elder God
fixed to the walls and at the ready to be lit. awakes!” then take the scroll and make a run for it.
Between each pair of columns are alcoves in This may involve attacking another character or
which stand the skeletal remains of warriors taking the scroll still in the chest, which will animate
complete with light armor, shields, and the skeletons. Attalus will also cut the rope that holds
broadswords. Against the far wall stands a the doors open as he leaves. This will then require
gigantic, monstrous statue of some long forgotten any escaping characters to push open the door with
god or demon. It has four shining eyes and six arms a successful Strength Test for two rounds (each PC
that have been carved in such a way as to suggest that helps add a +1 to the roll). He will also close the
that it is holding up the ceiling. Between its four legs secret passage and the surface door as he leaves.
stands an enormous pot or urn. In front of the The secret door may be opened by bashing through
statue is an altar, atop of which rests an ornate it or making a STR Test. The surface door to the ruins
chest. may also be opened with a simple Strength Test.
Attalus mounts his horse and rides back to his master
Attalus turns to you and says, "This must be the in the city of Ung.
room we seek. Let us light the torches and
Attalus: AC 16, HD 2, AB +1, #AT 1, Dam 1d8, Mv 23',
investigate."
Sv F2, MI 9. Equipment: Leather Armor +1, Shield,
Longsword
The Altar: Inside of the ornate chest is a large case
covered with an unknown animal skin. Inside the HP 9 ☐☐☐☐☐ ☐☐☐☐
case is a scroll (see The Revelations of Glaaki below).
If the chest is removed from the altar the skeletal EIHORT: The elder god Eihort will immediately emerge
warriors will animate and attack all within the from the urn and attack the characters and any
chamber. If only the case or scroll is removed, the animate skeletons. He will also pursue them out of
skeletons will not animate. the chamber. Eihort cannot be defeated; the
characters should be smart enough to run. If they
The Statue: The four eyes of this statue are actually are not smart however, you may want to give them
Sapphires (worth 50 gold each). It will take a a clue that they should run such as having Eihort miss
successful Climbing or Dexterity Test to make it to the a PC and grabbing a column or the altar instead, or
demon’s face to remove them. having Eihort animate several more skeletons. Eihort
will pause while one or all four eyes focuses on
The Urn: This huge (20 feet across) urn is sealed across
whatever is in its grasp before crushing it to dust.
its top with a silky wax-like film and is covered in
Anyone foolish enough to stay and confront Eihort
arcane symbols. A large emerald (worth 200 gold) is
will face the following:
embedded in the seal. Removing the emerald will
break the seal and release Eihort from his Elder God: AC 20, HD 30, AB +15, #AT 1 wrestling or
imprisonment. (see Plot Twists below). crush, Dam 0/ 3d6, MV 15, Sv F20 +5, MI 12
The Skeletons: If the skeletons are disturbed they will HP 180 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
crumble and will not animate if the chest is removed ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
from the altar. If animated, the skeletons will ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
mindlessly attack and pursue the characters and ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Eihort out of the chamber. Defeated skeletons will ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
not reanimate. ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

48
Adventure Anthology One The Vault of Eihort

Tactics: PCs that are grabbed by Eihort are 3. Regardless of success, the character must
telepathically offered the Bargain. If they refuse to permanently reduce his or her Constitution
serve, they are crushed to death. Those who agree by 1. The only exception to this is if the
to the bargain are implanted with the brood and character enacting the ritual also includes a
may gain magical talents. The brood will hatch from (demi-)human sacrifice.
the host’s body in 1d10 months.
The results of the above rituals are up to the GM. The
Magical Item: THE REVELATIONS OF GLAAKI GM may also add other rituals and/or powers as he
sees fit.
Written on parchment covered with dried blood
stains, the Revelations of Glaaki houses arcane The character who read the scroll also has a
information man was not meant to know. Note that cumulative 1% chance per day of going mad. This
the writing on the scroll is in the ancient Zhemri die roll is made at the beginning of every day, after
language, which most player characters are unlikely the character awakes from a night of rest. If the
to know. Anyone reading the scroll immediately character goes mad for that day, he acts as if under
suffers the loss of 1 Wisdom Point. Once reading the a confusion spell until the start of the next day, at
scroll has begun, the character will become which point the chance of madness is reduced to
obsessed and cannot be convinced to stop. He will 1% (and increasing again every day until the roll fails
spend at least 10 hours a day studying the scroll for once more).
2d6 days, taking breaks only to eat and sleep.
During this time a character may take 1 action only if The character also has now become obsessed with
he or she succeeds on a Wisdom ability roll. If the the scroll and must make a roll against his chance to
character attempts more than 1 action, then a go mad anytime he sees another character touch
Wisdom check must be rolled for each one. the scroll or hears anyone talking about it. If he fails
the roll, then he will go mad and attack everybody
Forcibly stopping a character from reading the scroll around him for 1d4 turns.
will leave the character unable to function at all,
save to eat, sleep, and beg for access to the scroll Appendix: New Monsters
once more. This condition will last for 2d6 days, Desert Worm
minus the character's current Wisdom bonus. At this
point, the compulsion to read the scroll will abate, Armor Class: 14
leaving the character with a faint longing for it. Note Hit Dice: 4
that the loss of the Wisdom point is permanent
No. of Attacks: 1
regardless of whether or not the scroll is completely
read. Damage: 1d10 (maw)
Movement: 40’/Burrow 30’
Once the character has completed reading the No. Appearing: 1
scroll, the dark world of the Elder Gods will be
Save As: Fighter: 3
revealed to him. The character will have access to
the following rituals. Morale: 12
Treasure Type: None
• Summon an Elder God XP: 145
• Change Form Permanently
Desert Worms are large carnivorous creatures with a
• Enchant any Weapon to become a round mouth ringed in several rows of sharp teeth.
Vampiric Weapon. Desert Worms have no eyes or olfactory organs, but
they can sense movement on the ground within 20’.
To enact any of the above rituals, the character They spend most of their lives burrowing beneath the
must complete the following steps: sands in search of food. It is rumored that a Desert
Worm will eventually leave a potential victim alone if
1. The character must describe and enact the
it no longer senses any movement in an area. On a
ritual.
natural 20 attack roll, the victim, up to dwarf size, is
2. At the end of the ritual the character must swallowed whole, taking 1d6 damage per round
make an Intelligence ability roll to determine there after. Only one such victim may be swallowed
success. at a time.

49
The Vault of Eihort Adventure Anthology One

50
Adventure Anthology One The Slaver's Fortress

The Slaver's Fortress


by Chris Gonnerman

GM's Background Major NPCs


This adventure begins when the player characters Morgath: Human Fighter 9, AC 18, AB +7, #At 1,
are summoned to the presence of the local count. Dam 1d8 +1, Mv 20', Ml 9
He tells them the following story:
INT 15 (+1) WIS 13 (+1) CHR 6 (-1)
It's my fault, I'm afraid. I told my son he could not Equipment: Plate Mail, Shield, Battle Axe +1
marry the woman he loved, so he and she ran off
together. It would be nothing more than a minor HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
scandal if not for the fact that the village in which ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
they hid was raided by slavers. ☐☐☐

I have had word from a captain in the King's navy Morgath was an officer in the military of Alaxtar; he
that the slavers are believed to be hiding in a was well respected and influential, up until the day
dungeon complex on the western end of Isolan he ordered the massacre of a village in response to
Island. I know of no one as skilled as you at delving a tax protest. He was tried, convicted, and
into such places... will you rescue my son? sentenced to prison, but he escaped while being
transported there. He maintains that his actions in
For more years than any man or elf can remember, ordering a massacre were reasonable, and that he
Isolan Island has been a place of refuge for the was convicted due to the political influence of his
lawless. The island is riddled with dungeons and enemies. He runs the slaving operation efficiently,
littered with ruined fortresses, and infested with all and is respected, if not liked, by his men.
sorts of monsters as well.
Sharana: Human Fighter 7, AC 21, AB +6/+7, #At 1,
The count will offer 4,000 GP for the rescue of his son, Dam 1d8, Mv 20', Ml 9
and an additional bounty of 1,000 GP for the
INT 7 (-1) DEX 14 (+1) CON 14 (+1) CHR 8 (-1)
capture of any of the slaver leaders alive. In
addition, he can provide a ship to take them to the Equipment: Plate Mail, Shield +2, Longsword +1/+2 vs.
island and then pick them up when they are done. Spell Users
The slavers have a ship (a caravel) which they have HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
outfitted for their purpose; it flies the colors of an ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
enemy nation (in the author's campaign, it flies the ☐☐☐
flag of Intersia). They have a secluded cove where
they hide it, so that it is not usually visible from the Sharana was a member of the house guard of Duke
sea, but they have become overconfident and did D'Angelo of Enterone, but her innate cruelty to the
not properly hide it this time; thus, the adventurers will other women warriors resulted in a dishonorable
be delivered directly to its mooring point. Further, a discharge from the Duke's service. She wandered
clear path has been beaten from the cove to the north and met Morgath, whom she found irresistible.
dungeon complex where they are hiding. She will take any opportunity to be cruel to another
woman, especially an attractive and/or virtuous one.
Details of the party's arrival at the island and any She particularly hates Valor True, the well-known
encounters they may have on the way to the Enteronean adventuress, whom she met while
dungeon are left to the GM's discretion, and not serving in Castle D'Angelo.
detailed herein.

51
The Slaver's Fortress Adventure Anthology One

Dumystor: Human Magic-User 8, AC 11, AB +3, #At 1, Renaldo will drink his potion, then crawl across the
Dam 1d4 +3, Mv 40', Ml 7 ceiling, moving silently, and attempt to get behind
any enemies for a backstab attack.
STR 13 (+1) WIS 13 (+1) CON 16 (+2)
Men at Arms: The slavers maintain a standing force
Spells: Magic Missile, Shield, Ventriloquism, Continual of fighters to man the fortress and handle the slaves.
Light, Wizard Lock x 2, Lightning Bolt x 2, Dimension All are armored in plate mail and armed with
Door, Ice Storm; in addition, he knows ESP and longswords and shortbows except as noted. Every
Clairvoyance, but has not prepared them today. group of 12 second level regulars are led by two
Equipment: Dagger +2, Flames on Command, Potion corporals (third level fighters) and a sergeant (fourth
of Delusion (labeled “Healing”), Potion of Undead level fighter), save that the third watch has only 11
Control (labeled with a drawing of a skull) regulars.

HP 39 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 2 Human Fighters, 3rd Level (Corporals)


☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ AC 17, AB +3 or +2, #At 1, Dam 1d6 +1 or 1d6, Mv 20',
Ml 9; each is armed with a Hand Axe +1
Dumystor is a weak-willed and sniveling sort most of
the time, but when he has the opportunity to use HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
magic offensively, he becomes a veritable cackling 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
madman. He has worked for Morgath for about a
year. Dumystor is well aware of his limited utility in 1 Human Fighter, 3rd Level (Corporal)
combat, and will only enter into an engagement if
he can do so from behind Morgath or Sharana, or AC 17, AB +3 or +2, #At 1, Dam 1d10 +1 or 1d6,
from behind an arrow slit. If he is threatened with Mv 20', Ml 9; this one is armed with a Pike +1
harm in any way, he will seek to retreat regardless of HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
any morale check.
1 Human Fighter, 3rd Level (Corporal)
Valto: Human Thief 10, AC 15, AB +6, #At 1,
Dam 1d6 +1, Mv 40', Ml 9 AC 17, AB +3 or +5, #At 1, Dam 1d6 +1 or 1d6 +3,
Mv 20', Ml 9; this one is armed with a War Hammer +1
INT 6 (-1) WIS 8 (-1) DEX 13 (+1) CON 14 (+1) and a Shortbow +3
CHR 14 (+1)
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
Equipment: Leather Armor +1, Shortsword +1
2 Human Fighters, 3rd Level (Corporals)
HP 31 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐ AC 17, AB +3 or +2, #At 1, Dam 1d8 +1 or 1d6, Mv 20',
Ml 9; these are armed with Scimitars +1
Valto and Renaldo (below) are brothers. Valto, the
older brother, is pushy and arrogant. Both thieves HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
act as scouts for the slavers, entering a village and 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
checking for military presence and other risky
situations before the other slavers arrive. 2 Human Fighters, 4th Level (Sergeants)

Renaldo: Human Thief 7, AC 15, #At 1, Dam 1d8 +1, AC 17, AB +3, #At 1, Dam 1d8 +1 or 1d6, Mv 20', Ml 9;
Mv 40', Ml 9 these are armed with Battle Axes +1

DEX 13 (+1) CON 13 (+1) HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐


☐☐
Equipment: Leather Armor +1, Shortsword +1, Potion 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
of Levitation
1 Human Fighter, 4th Level (Sergeant)
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐ AC 17, AB +3 or +5/+6, #At 1, Dam 1d8 or 1d6 +2/+3,
Mv 20', Ml 9; this one is armed with a Shortbow +1
Renaldo is crafty and cunning, and has a ratlike and 7 Arrows +1, +2 vs. Spell Users
face; despite this, he is not a wererat (though it
would be understandable if someone thought he 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
was). If he has the opportunity to do so unnoticed,

52
Adventure Anthology One The Slaver's Fortress

35 Human Fighters, 2nd Level (Regulars) make it up as he or she goes along. The following
text should be read or paraphrased when an
AC 17, AB +2, #At 1, Dam 1d8 or 1d6, Mv 20', Ml 9 adventurer first sees inside the entrance:
HP 5 ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ The floor within the entrance is covered in sand,
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ which has been raked into lines.
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐ The sand permits the guards in the various guard
2 ☐☐ posts to see footprints if invisible characters attempt
3 ☐☐☐ to pass through. The sand continues unbroken all the
5 ☐☐☐☐☐ way through the first and second gauntlets and the
3 ☐☐☐ reception room (#4 through #6 below).
8 ☐☐☐☐☐ ☐☐☐ 2. GUARD POST: On all watches save the third, a
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ corporal and a regular will be here; on the third
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ watch, only a corporal will be present. The corporal
5 ☐☐☐☐☐ has a whistle which he can use to communicate with
8 ☐☐☐☐☐ ☐☐☐ the other guard post as well as with the archer's
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ gallery surrounding the first gauntlet (see below).
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 3. GUARD POST: On all watches, two regulars will be
9 ☐☐☐☐☐ ☐☐☐☐ here.
10 ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 4. GAUNTLET: On all watches, six regulars and the
4 ☐☐☐☐ other corporal will be here; 50% of the time, the
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ sergeant will be here also. They generally wander a
7 ☐☐☐☐☐ ☐☐ bit within the archer's gallery (behind the arrow slits)
4 ☐☐☐☐ but if alerted (for instance, by the whistle of the
7 ☐☐☐☐☐ ☐☐ corporal at #2 above), each will be standing at his
8 ☐☐☐☐☐ ☐☐☐ arrow slit, ready to fire on anyone entering without
4 ☐☐☐☐ permission. Also note, if Dumystor hears the whistle,
6 ☐☐☐☐☐ ☐ he'll come to the archer's gallery in 1d6 rounds and
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ use his magic to aid the archers.
10 ☐☐☐☐☐ ☐☐☐☐☐ 5. RECEPTION ROOM: This room is generally empty
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ unless visitors are expected. The slavers won't fight in
7 ☐☐☐☐☐ ☐☐ this room if they can avoid it, as the area is too
9 ☐☐☐☐☐ ☐☐☐☐ exposed; they prefer to attack with both surprise and
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ cover if at all possible.
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
6. SECOND GAUNTLET: Three regulars will be here at
Dungeon Key any time, and the sergeant is 50% likely to be with
them. If they are repelling an enemy, regulars from
1. ENTRANCE: the first gauntlet will arrive in 2d10 rounds to assist,
generally around half of those remaining (so as not
Read the following as the adventurers come in sight
to leave the first gauntlet completely unmanned);
of the dungeon; presumably they will still be under
the sergeant will always be with the reinforcements if
some cover at this point.
he wasn't here already. Dumystor will also come
here if he can. The door is made of an extremely
You see a fortified dungeon entrance, with short
hard orange-brown wood and is held with a lock
tower-like emplacements bracketing it. You can
that applies a 20% penalty to the Open Locks roll of
see arrow slits in the emplacements, which would
any thief trying to pick it. If it appears that the
allow guards within them to fire arrows (or worse) at
attackers might be able to do so, Dumystor will
anyone trying to enter.
Wizard Lock the door.
What happens next depends heavily on how the
players choose to proceed. Thus, the GM must

53
The Slaver's Fortress Adventure Anthology One

Note that there are two wooden-tined rakes in the 13. WIZARD'S ROOM:
archer's gallery here, which are used to rake the
sand. This room contains a worktable in the northeast
corner, littered with books, papers, and assorted
7. PARLOR: glassware. A bed resides diagonally across the
room, in a state of disarray. The walls are lined with
This room contains a high-quality but heavily worn paintings; most of them seem rather poorly
round table and six chairs; a deck of cards, empty executed, and many are in quite bad taste.
wine glasses and a wine bottle lie on the table. A
couple of barrels and a crate are pushed back This room is where Dumystor sleeps. He keeps the
into the far corner, and an exit in the middle of the way to the secret door clear so that none of his
back wall is covered by a tattered red tapestry property is likely to be kicked or stepped on by any
embroidered with a knight on horseback. A worn men-at-arms that might come through.
rug lies on the floor beside the table, only partially
covering what you are sure must be a large blood 14. SECRET PASSAGEWAY:
stain.
This passageway connects the wizard's room with the
Valto and Renaldo entertain guests in this room. This archer's gallery. From this side, both secret doors are
includes playing cards with the other slavers (and obvious and easily opened.
their customers) as well as engaging in sadistic There is a niche here, hidden behind an illusionary
torture games with less valuable slaves. This explains wall. The illusionary wall section looks slightly newer
the bloodstain under the rug. than the surrounding walls, due to the fact that the
8. BEDROOM: spell was cast long ago when the walls were new.

This room is where Valto and Renaldo sleep. Behind the illusionary wall is the slaver's treasure,
protected by a trap:
9. SLAVE QUARTERS:
The treasure is in three bags:
The slavers keep their “merchandise” here. Need
details. 1. 1452 sp

10. PARLOR: 2. 3528 gp

This room is where Morgath and Sharana entertain 3. 198 pp, and a pouch containing the
guests. following gemstones:

11. BEDROOM: 1 Amethyst (150 gp value)


2 Aquamarines (500 gp ea.)
This room is where Morgath and Sharana sleep. 7 Bloodstones (50 gp ea.)
5 Blue Quartz (10 gp ea.)
12. BARRACKS: 2 Peridots (100 gp ea.)
The men-at-arms employed by Morgath sleep here. 1 Spinel (500 gp ea.)
3 Topaz (500 gp ea.)
2 Tourmalines (100 gp ea.)
1 Turquoise (10 gp)

54
Adventure Anthology One The Slaver's Fortress

55
Taming the Flames Adventure Anthology One

Taming the Flames


by Dave Gerard

Hook The initial crash heard by the adventurers will be the


bugbears entering Room #1. Because they are
The adventurers are approached on the road by a unsure whether Elias is there or not they will be wary,
young man who asks the party's help to rescue his and thus surprised only on a 1 on 1d6, unless the
brother, who he claims was captured by demons. party takes steps to prepare an ambush.
Note: To complete this adventure, the party will 4 Bugbears: AC15, HD 3+1, #At 1 weapon,
require one or more enchanted weapons, as some Dam 1d8+1 or by weapon +1, Mv 30', Sv F3, Ml 9
of the opponents may only be hit that way. Please
review this adventure carefully to ensure you aren't HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
presenting your players with an unwinnable situation. 9 ☐☐☐☐☐ ☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
What’s Really Going On 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

The two brothers, named Pherbius and Finn, are NPCs


actually students of the Archmage Elias. While their
master was away, they accidentally opened a The only significant NPC in this adventure is Pherbius.
portal to the elemental plane of fire. Some He will not want to return to the burrow, and will only
elemental creatures came through, forcing the enter if he is allowed to be all the way in the back of
brothers to flee. Finn went back inside and hasn’t the party. Note his morale; he is likely to flee if he
been seen since; Pherbius, less bold than his brother, feels threatened.
went in search of help.
Pherbius: Human Magic-User 2, AC 11, #At 1, Dam
They live in a small stylish burrow built into a nearby 1d4, Mv 40', Ml 6
hill; see below for the map. The doors in the burrow (INT 16 (+2) CON 14 (+2) CHR 6 (-1))
are all in good repair and will not need to be forced; Spells: Light, Sleep
however, some of the doors are locked, requiring a Equipment: Walking Staff
key (which Pherbius does not have). Forcing a
HP 4 ☐☐☐☐
locked door requires the usual roll, but done on a
d12 instead of a d6; thus, a character with 17
Strength (+2) would need 1-3 on 1d12 to force a Burrow Key
locked door. The locked doors may be picked or 1. STUDY:
opened with a knock spell as usual.
Complicating matters, a group of bugbears has This room appears to be a library or study.
been sent to investigate the home after rumors Bookshelves stand against each of the walls and
reached them that Elias was called away; they are several piles of books rest on a reading table in the
hoping to loot it, expecting that an archmage would middle of the room. The room smells of old paper
have many valuable things. The bugbears will arrive and tobacco.
around one hour (6 turns) after the player characters
enter the burrow; if they manage to complete the This hexagonal room is Elias' study. The books on the
adventure quicker than that, the bugbears will be shelf are mostly reference and historical books of
met at the entrance as they are leaving. importance to a mage. On the table is an open
tome that Pherbius will examine. If given two rounds
When the encounter begins, read the following: of study, he will find the ritual needed to close the
portal in room 5. If the characters don't know the real
You hear a loud crash, followed by the sounds of story et, Pherbius will not divulge that he now knows
heavy footsteps which echo through the burrow. the ritual.
As you listen, you hear shouts in a language that
seems to be goblinoid. It seems that whatever is
making the noise, there is more than one of them.

56
Adventure Anthology One Taming the Flames

2. COMMON ROOM: 2 Hell Hounds: AC14, HD 3**, #At 1 bite or 1 breath,


Dam 1d6 or 1d6 per Hit Die, Mv 40', Sv F3, Ml 9
This is the burrow's common room. There is a
fireplace surrounded by couches on the east wall HP 10 ☐☐☐☐☐ ☐☐☐☐☐
and what looks to be a small kitchen and dining 8 ☐☐☐☐☐ ☐☐☐
area to the west. There has been a large fiery
5. PORTAL:
explosion in this room and a badly burned body lies
in the middle of the floor. A tremendous roaring pillar of fire burns in the
center of this room. The fire almost reaches the
The body on the floor is Pherbius’ brother Finn, who is
ceiling, some 40 feet high here. A mosaic pattern
obviously dead. If the characters have not deduced
of abstract design is tiled on the ceiling, though the
the real story by now Pherbius will tell them about
tiles are so burnt that the pattern is eradicated in
accidently opening the portal.
places. The floor is covered in ash to a depth of
3. STATUE: one foot, but drifts and mounds of ash rise higher
here and there. The stink of sulfur is strong.
The door to this room is trapped; it will fire a fusillade
of 2d4 darts from the south wall when opened. The The portal can be closed by attacking it with magic
GM should decide which characters might be in the weapons; use the stats below if this is done.
area of effect (in front of the door) and divide them Alternately, Pherbius can close it with an incantation,
up as he or she sees fit. Each dart does 1d4+1 points if he is with the party; this will take him 2d4 rounds.
of damage, rolling to hit as a monster at +3.
Any fire based creatures not destroyed will vanish
In the center of this room is the statue of a male when the portal is closed.
figure with elven features but the broad, muscular
Elemental Fire Portal: AC 17 (magic weapons
body of a male human. It kneels on the floor as
required to hit), Save vs Dragon breath or take 1d4
though fallen to that posture. Both its arms reach
fire damage while attacking in melee
upward in supplication, and its face is a mask of
grief. Two great feathered wings droop from its hp 50 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
back, both sculpted to look broken. A large snake ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
is coiled around the statue. ☐☐☐☐☐ ☐☐☐☐☐

The python is tame, and will only attack if it is first 6. BEDROOM:


attacked. If he is with them, Pherbius will let the
party know that Perry the Python is harmless. This room contains two beds, two tables, and two
dressers, and the floor is strewn with furs. A flame,
Perry the Python: AC14, HD 5*, #At 1 bite/1 constrict, about the size of a campfire, is moving around the
Dam 1d4/2d4, Mv 30', Sv F5, Ml 8 room; it almost behaves like an animal. Some of
the furs are scorched, and the room smells of
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
burning hair.
4. WORK ROOM:
This is a small Fire Elemental, which will notice the
The door to this room from the corridor is locked. adventurers and attack them in 1d4 rounds, unless
attacked first, in which case it will immediately
This large chamber is filled with worktables and retaliate.
shelves, and the floor is covered with bits and
pieces of various unidentifiable substances. There is Small Fire Elemental: AC 16 (magic weapons
a strong smell of sulfur and smoke in the air. Two required to hit), HD 3* , #At 1, Dam 1d6 , Mv 40' Fly
large, black dogs with smoke curling from their 30', Sv F3, Ml 10
nostrils stand in the far corners of the room; they
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
don't look friendly.

The dogs are actually hellhounds, which will attack


as soon as the party enters the room. However, if the
party has been quiet thus far, they may be surprised,
but only on a 1 on 1d6.

57
Taming the Flames Adventure Anthology One

7. MASTER BEDROOM: 9. COATROOM:


The door to this room is locked. You appear to be looking into a closet. There is a
row of pegs on the east wall with various cloaks
This is a very nicely outfitted bedroom, with a large and jackets hanging from them. The room is quite
bed against the west wall and other well-made hot, and you think you smell smoke.
furniture throughout. It seems to be untouched by
what is going on in the rest of the house. There is a small Flame Salamander hiding under a
cloak in the back of the room, its innate heat
There is nothing of interest here. The archmage has scorching the fabric.
hidden his truly valuable items elsewhere, and subtle
magical wards discourage the monsters from Juvenile Flame Salamander: AC16 (magic weapons
entering the room. required to hit), HD 2* ,#At 2 claws/1 bite+heat, Dam
1d4/1d4/1d4, Mv 40' , Sv F3, Ml 8
8. MIDDEN:
HP 7 ☐☐☐☐☐ ☐☐
Before they enter the room, read the following to the 9 ☐☐☐☐☐ ☐☐☐☐
player characters:
Outcomes
There is a strange mark or rune on the wall next to
this door. The adventure concludes after the portal is closed
and the bugbear patrol is defeated. If Pherbius is still
After the door is opened, read the following: alive at the end of the adventure he will be
devastated by the loss of his brother and will ask the
You open the door, and the reek of garbage adventurers for help in burying him. They can assist if
assaults your nose. Looking inside, you see a pile of they would like. There is not a lot of treasure to be
refuse waist high. In the ceiling above and in each had in this adventure so it's recommended that
wall are small holes that are roughly as wide as a when the adventurers arrive at the the next town,
human hand. Elias or someone acting on his behalf should seek
them out to say thanks. As part of his gratitude he will
If present, Pherbius will explain that this is a garbage pay each 50 to 100gp for their assistance. Although
incinerator created by Elias to incinerate their trash. Elias was not fleshed out in this adventure, his
The magical sigil on the outside is key to its character could be used in later adventures as
operation; with the right phrase it can be turned on either a benefactor, teacher or knowledgeable
and off. However, Elias never shared the phrase with sage.
his apprentices.

58
Adventure Anthology One Taming the Flames

Map of the Burrow

59
The Lost Tome Adventure Anthology One

The Lost Tome


by Dave Gerard

Hook 2. LIBRARY: The door to this room is locked.

The party is asked for its assistance in retrieving a lost This room is lined with bookshelves. Dozens of dead,
tome rumored to be kept in the Library of the mad winged beings lie scattered about the floor, each
sage Marishelli. about the size of a cat. Their broken bodies are
bat-like and bug-like at the same time. Each had
What’s Really Going On two sets of bat wings, a long nose like a mosquito,
and six legs, but many were split in half or had limbs
Information has been intercepted that the rumored
or wings lopped off. Their forms are little more than
Eye of Igor has been found. This is a magical device
dried husks now, and there's no sign of what killed
that can be used to make an army of Flesh Golems.
them.
Others are searching for the whereabouts of the relic
but the party is tasked with finding the lost tome
If the room is searched one of the books is false and
Frankenstone’s Monster. This book has information contains 200 gp, 2 gems worth 10gp each and a
needed on how to destroy the artifact. The Mad Black Pearl worth 600 gp. Such a search has a
Sage Marishelli was known to have held the only chance equal to 10% per turn per party member
known copy in her library. She has not been seen in searching (so three characters would have a 30%
years and her library is rumored to be guarded by chance per turn of finding the treasure). The
strange constructs and odd beings. searchers also have an equal chance of finding a
note stuck inside one of the books; it has written on it
Rooms/Encounters the single word “cyclonic.” The word appears to
1. TOMB: have been scorched into the paper as if by a hot
metal rod. This is the password required by the djinni
This large tomb appears almost to be a shrine. below.
Stone statues stand in three of the four corners of 3. STUDY:
the room, each seeming to stand guard over the
sarcophagus in the center. The sarcophagus rests This smaller area is also lined with bookshelves. Two
upon a dais, its stone face bearing the likeness of a braziers stand in the middle of the room. As you
beautiful woman who seems more asleep than look inside, the braziers begin to burn merrily all by
dead. The carvings in the corners are also skillful themselves.
but seem perfunctory compared to the lovingly
crafted and lifelike carving of the woman. As soon as any party member enters the room, read
this:
The statues are actually Gargoyles. They will not
attack or make any move unless any book from the Suddenly a gust of wind blows out the flames in the
library is brought into the room. (Of course, if any of braziers, and at the same moment a large man in
them is attacked, they will all fight the attacker.) The exotic clothing appears between them. He says,
sarcophagus in the middle of the room actually “Who disturbs my slumber? Say the password or die
contains the remains of the sage Marishelli. here today!”
Gargoyle AC15 (only hit by magic weapons), HD 4**,
The large man is in fact a Djinni. If the password is
#At 2 claws/1 bite/1 horn, Dam 1d4/1d4/1d6/1d4,
not shouted by one of the characters he will attack.
Mv 30' Fly 50' (15'), Sv F6, Ml 11
The password is in a book in the library, as noted
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ above.
☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Djinni: AC15 ‡, HD 7+1*, #At 1 fist or 1 whirlwind,
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Dam 2d8 or 2d6, Mv 30' Fly 80', Sv F12, Ml 12 (8)
☐ HP 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

60
Adventure Anthology One The Lost Tome

4. NARROW ROOM: for a muscular human around six feet tall, a Short
Sword +1, and the lost tome: Frankenstone’s Monster.
This room resembles more of a long closed off
hallway then it does a room. The north and south 6. FIGHT SCENE: The door to this room is locked, and
walls are lined with dusty unused bookshelves. a trap also protects it. A pressure plate in the floor in
front of the door, similar to the pressure plate
There is nothing of interest to the adventurers in this described in area 5, above, controls the trap. It will
room. Its hard to determine if the bookshelves here cause a javelin to fire at an angle downward from
ever held anything or if this wing was never used at the marked trap location past the door (possibly
all. hitting whoever might be standing there) if the
pressure plate is stepped on.
5. RARE TOMES AND SCROLLS: The door to this room is
trapped. A Lightning bolt trap will discharge from If triggered, the person standing nearest the door
the wall behind the adventurers if it is not disabled; if must save vs. Death Ray or take 1d6 points of
a character examines the marked alcove, read the damage. This trap does not reset itself.
following:
This room is choked with humanoid corpses. The
You see a strange device, a sort of pedestal about bodies of orcs and ogres lie in tangled heaps
three feet tall made of black stone. Atop the pillar where they died, and the floor is sticky with dried
is a shining metal ball about two feet across. blood. It appears the orcs and ogres were fighting
each other. The bodies are largely stripped of
The trap is tripped by stepping on a pressure plate in valuables, but a few broken weapons jut from the
front of the door, which can be detected by the bodies of the slain or lie discarded on the floor. A
usual methods of trap detection. The door is made few empty bookshelves line the room.
of oak bound with iron. Stepping on the pressure
plate will cause lightning to arc from the ball to the There is nothing of interest in this room, beyond the
iron bands, and any character in the area of effect contents described above.
(the alcove and the 10' square in front of the door) 7. CONTROL ROOM
takes 2d6 points of damage (roll separately for
each). A successful save vs. Death Ray reduces This tiny room holds a curious array of machinery.
damage by half. Once the trap has discharged, it Winches and levers project from every wall, and
requires an hour to recharge itself. chains with handles dangle from the ceiling. On a
The door is cold, and does not latch properly. If it is nearby wall, you note a drawing of what looks like
opened, read the following. a statue and a red bell.

This machine can be used as a way to prevent the


A sign on the door to this room says “Rare Tomes
gargoyles in room #3 from attacking if a book is
and Scrolls.” The roof has collapsed and the
removed. Anyone attempting to operate it must
majority of the room is open to the sky. The floor is
make a successful Intelligence Ability Roll or Remove
littered with the remains of the roof covered in
Trap roll.
sheets of ice. The outlines of humanoid forms can
be seen frozen against the walls. A quick perusal of Outcomes
the room shows the reason for the damage; a
white dragon has taken refuge in this room. The adventure concludes with the party escaping
the library with the Tome. If the adventurers are
The dragon is about 50% likely to be awake (90% if successful they can and should return the book as
the trap went off) and will attack immediately. soon as possible; if this is done, they should be
rewarded for their service at the GM's discretion.
Young White Dragon AC17, HD 4**, #At 2 claws/1
This adventure can be easily turned into a longer
bite or breath/1 tail, Dam 1d4/1d4/2d6 or
campaign. The adventurers can be sent to help find
breath/1d4, Mv 30' Fly 80' (10'), Sv F4, Ml 8
and destroy the artifact, or to find another sage
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ knowledgeable enough to decipher the cryptic
☐☐☐☐☐ “Frankenstone’s Monster” itself. Maybe Marishelli
herself isn’t dead, but is in fact the one who now
The chest the dragon is guarding contains 200 gp, an controls the Eye of Igor.
exquisite set of non-magical Plate Mail Armor sized

61
The Lost Tome Adventure Anthology One

Dungeon Map

62
Adventure Anthology One Insect Valhalla

Insect Valhalla
by J.D. Neal

Setting Wandering Monsters


This warren of caves is a mixture of roughly hewed Roll: 1 on 1d6 every 3 turns (30 minutes)
mines and natural, water-worn chutes and tubes. It 1. 1d6 Giant Ants (as in #6)
has never been the home of a humanoid tribe,
2. 1d3 Giant Crab Spiders (as in #3)
although miners have traveled to it on occasion. The
stonework is mostly soft lime (white or yellowish) and 3. 1d6 Giant Shrews (as in #11)
some granite, amid hard packed earth, roots and 4. 1d6 Giant Bees (as in #21)
rock. 5. 1d6 Cave Locusts (as in #23)
There are no “ceilings” for most of the tunnels - they 6. 2d6 Giant Centipedes (as in #10)
are open, letting in light and water. Plant life and
small life forms thrive in the rich loam that has spilled 1. INSECT GRAVEYARD:
down (or been washed down by rain fall) from the
upper surfaces. Plants thrive in the surrounding area, This rough, crudely hewed room is full of insect
growing down into the tunnels and casting seeds skeletons and bits and pieces of body parts - legs,
onto the floor. wings, etc.

The inhabitants of this maze are a "warring" These are the dried, empty corpses of beetles,
collection of giant insects, arachnids, worms and spiders, and ants scattered in odd heaps here and
such creatures. They haven't been disturbed in a there. Most are old and brittle. A few are fresher; one
long time and have settled into a domestic life, often or two are moist to touch. As insects from other areas
as not never leaving the area they have staked out, die, they are sometimes drug here to be eaten or
preying off each other and anything that passes by. disposed of.
There aren't any doors and many of the areas are 2. TREE OF WOE:
open enough to spill in light, so unless the players
decide to go through it at night they will have less to A great tree has driven its massive roots down into
deal with in terms of lighting (although deep the wide opening here.
shadows would make carrying light wise). While the
crevices would (in real life) be winding and crooked, A devilish pair of black widow spiders has claimed
they were kept fairly straight to make it easier to map this nook as their territory. They remains hidden in the
and describe. darkness of the tangled roots of the tree overhead,
motionless and nearly invisible, hunting mainly by
The tunnels could be explored by walking outside,
noting movement. Anyone moving into the nook has
but (a) many of the monsters in it can certainly
a high chance of becoming entangled in the nearly
come crawling or flying out at fresh meat, and (b)
invisible webs that they have strung across the front.
during the growth season the crevices will be lined
If they detect prey, the spiders come scuttling
by plants and vines that make it difficult to see down
quickly down, causing any daylight from above to
into them. If party tries to skirt along the rim, the GM
be blotted out and perhaps disorienting prey.
chances of being surprised should be increased.
Many insects rely less on eyesight than they do Slumped against the lower roots is the mummified,
chemical senses or vibrations to detect potential skeletal figure of a human kept together by webs
prey and intruders. Mucking around in the brush and and dried tissues. It is wearing a silver holy symbol, a
trees outside the tunnels is an open invitation to magical mace +1 attached by a thong around one
ambush. wrist, and a backpack full of ordinary gear including
decayed food, and a small pouch with 3 gems
worth 100 gp each and coins totaling 15 gp.

63
Insect Valhalla Adventure Anthology One

2 Giant Black Widow Spiders (AC 14, HD 3*, 8 Giant Bombardier Beetles (AC 16, HD 2*, #At 1 bite
#At 1 bite, Dam 2d6 + poison, Mv 20' Web 40', Sv F3, + special, Dam 1d6 + special, Mv 40', Sv F2, Ml 8,
Ml 8, XPV 175 each (350 total)) XPV 100 each (800 total))
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
3. SPIDERS GALORE: 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
Plants are thick here, with leaf covered vines and 6 ☐☐☐☐☐ ☐
shrubs growing down into the crevice. The husks of 5 ☐☐☐☐☐
dead insects are scattered here and there on the 4 ☐☐☐☐
floor.
5. HUNTING TIGER BEETLES:
This rough hallway is the lair of a number of spiders
fighting an unplanned war against the other insects. Plant growth is lush here, especially along the rim. A
They are holding their ground, catching, killing and long opening in the ceiling will shed bright light into
eating ants and beetles that come prowling around. this area during the day, especially at noon.
The presence of carcases on the floor will make it
obvious who is here. Anyone who takes the time to At the opposite end of this tunnel lurks three tiger
investigate before entering might see something beetles, careful and quiet. They will attack any
vague moving about now and then, although the movement in an attempt to secure prey, lunging out
spiders tend to be well camouflaged and strike from with a good chance of surprise, unless the player
ambush. Someone patient enough may even characters have some method of illuminating it from
witness a kill. a distance to reveal them.

6 Giant Crab Spiders (AC 13, HD 2*, #At 1 bite, Several humanoid bones lie among the litter in its
Dam 1d8 + poison, Mv 40', Sv F2, Ml 7, XPV 100 each nest, as well as scraps of armor and clothing. A
(600 total)) pouch with 300 gp has spilled onto the ground,
along side a rusted short sword and dagger (how
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ rusted they are is up to the Game Master).
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 3 Giant Tiger Beetles (AC 17, HD 3+1, #At 1 bite,
7 ☐☐☐☐☐ ☐☐ Dam 2d6, Mv 60' (10'), Sv F3, Ml 9, XPV 145 each (435
5 ☐☐☐☐☐ total))
4 ☐☐☐☐
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
4. WOOD EATING BEETLES: 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
The floor of this area is thick with old leaves and
rich earth. The smell of freshly turned over soil 6. ANTS:
comes to the nose, as well as the smell of raw
wood. Ahead of you are twin openings in the north face
of the crevice. The openings are rounded, cleared
A collection of giant bombardier beetles are thriving of roots and brush, some of which has been
in the mixture of leaf foliage and crumbled wood on snipped off close to the root. There are no large
the floor here. If attacked (or someone gets too rocks and something has evened out the walls and
close) they attack. floors.

Scurrying in constant activity around these tunnels


are giant ants. They are so busy keeping the tunnels
clean that they will usually be seen outright.

64
Adventure Anthology One Insect Valhalla

5 Giant Ants (AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 9. MOSQUITOES:


60', Sv F4, Ml 7 or 12, XPV 240 each (1,200 total))
You see a pool of clear, clean and cool water
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ filling much of this chamber. It is placid, perhaps a
☐☐☐☐☐ ☐☐ cistern formed by the run-off of rain water or fed by
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ a gentle underground seep. The roof is open in this
☐☐☐ alcove and skinny but tall canes stretch thirty feet
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ high around the rim. An annoying, buzzing whine
☐☐ can be heard, growing more intense second by
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ second.
☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ Here we have giant mosquitoes, which ravage the
7. GRASSY DEATH: animals in the outlying area at night. They will come
buzzing in to attack warm blooded prey any time of
Thin, young trees dot this relatively open area, the day. There are a total of 20 + 2d6 of them,
which is grown up with tall grasses and cane. although rarely will more than 1d6+1 discover each
adventurer at any time. See New Monsters.
This is home to two giant preying mantis, which stalk 22 to 32 Giant Mosquitoes (AC 10, HD 1d4, #At 1 bite,
prey by blending in with the vegetation. They has a Dam 1d3 + 1d3 blood drain, Mv 50', Sv F1, Ml 6, XPV
high chance of surprising unwary characters (1-4 on 13 each)
1d6); a lower chance of surprising those who might
be looking for one. HP 3 ☐☐☐ 1 ☐ 3 ☐☐☐
3 ☐☐☐ 2 ☐☐ 3 ☐☐☐
2 Giant Preying Mantis (AC 16, HD 5, #At 1 bite, Dam 1 ☐ 3 ☐☐☐ 2 ☐☐
1d12, Mv 40' Fly 120', Sv F5, Ml 8, XPV 360 each (720 4 ☐☐☐☐ 1 ☐ 1 ☐
total)) 2 ☐☐ 3 ☐☐ 2 ☐☐
HP 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 1 ☐☐☐ 3 ☐☐☐ 4 ☐☐☐☐
☐☐☐☐☐ ☐☐☐ 2 ☐☐ 1 ☐☐ 3 ☐☐☐
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 1 ☐☐ 4 ☐☐☐☐ 2 ☐☐
☐☐ 4 ☐☐☐☐ 4 ☐☐ 2 ☐☐
3 ☐☐ 3 ☐☐☐ 2 ☐☐
8. POOL: 3 ☐☐☐ 2 ☐☐

The north side of this alcove has a pool of water in 10. CENTIPEDES:
it, clear, clean and cool. It lies placid, perhaps the
run off of rain water or something that is fed by a Nothing is odd about this grassy, overgrown area.
gentle underground seep. There is a scattering of Now an then something scuttles in the dry leaves
cane about, but overhanging ledges keep the carpeting the ground,
area dark much of the time.
The leaf litter and muck in this area is infested by
There might be an occasional insect here drinking, giant centipedes. Roll to determine how many are
but few inhabit this area. The pool disappears under encountered each minute of exploration. 1d6: 1-3 =
a shelf, opening out into the "secret" chamber to the 1, 4-5 = 2, 6 = 3. There is a maximum of time the party
north. Award the party a pocket award of (for passes through: 1d6+6 (7 - 12).
example) 50 to 100 experience points for finding it 7 to 12 Giant Centipedes (AC 11, HD 1d4, #At 1 bite,
and swimming to the other side. Dam poison, Mv 40', Sv NM, Ml 7, XPV 13 each)
HP 2 ☐☐ 4 ☐☐☐☐ 2 ☐☐
3 ☐☐☐ 4 ☐☐☐☐ 1 ☐
2 ☐☐ 2 ☐☐ 3 ☐☐☐
3 ☐☐☐ 1 ☐ 1 ☐

65
Insect Valhalla Adventure Anthology One

11. GIANT SHREWS: 14. SPIDER FOXHOLES:

This tunnel is fairly open, but overgrown along the You see a long tunnel open to the sky and grown
rim. Large ferns and bushes are growing thick over with grass on the floor and long vines along
along the floor. A frantic squeaking like overgrown the walls.
mice can be heard from amid the weeds.
Hidden in the north wall of the tunnel are two
Attracted by worms and insects, the giant shrews trapdoor spiders. They have made extremely good
here are voracious and strike at any form of food covers for their burrows, and rely mostly on sound
they detect. Two silver-headed hand axes lie among and vibrations to detect prey. Consider the covers to
rubbish on the ground. be well-made secret doors. An aggressive physical
search will reveal the coverings (they are soft while
12 Giant Shrews (AC 16, HD 1*, #At 2 bites, the walls and floors are hard). A probing search will
Dam 1d6/1d6, Mv 60', Sv F2, Ml 10, XPV 37 each (444 also cause the spider within to attack. If they are not
total)) discovered beforehand, roll 1d6 for each person
HP 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐ passing by an opening; on a 5 or 6 a spider has
1 ☐ 4 ☐☐☐☐ noted them and decides to attack. See also the
6 ☐☐☐☐☐ ☐ 3 ☐☐☐ “New Monsters” section.
4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐ 2 Giant Trapdoor Spiders (AC 15, HD 4*, #At 1 bite,
3 ☐☐☐ 5 ☐☐☐☐☐ Dam 1d8 + poison, Mv 50', Sv F4, Ml 8, XPV 280 each
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ (560 total))
12. GUARD FERN: HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Large ferns and brush grow thick along the floor
here. 15. LITTER BOX:

This area is defended by a guard fern. See the New A collection of many different insect corpses have
Monsters section. been gathered in this area, punctured and
drained of internal fluids and organs.
1 Guard Fern (AC 14, HD 6*, #At: various,
Dam various, Mv 0', Sv F6, Ml N/A, XPV 555) Buried under the bodies will be ten pounds of gold
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ nuggets (at 10 coins per pound, they can be valued
☐☐☐☐☐ ☐☐ at 10 gp per pound) and two rough gems, whose
uncut values are 200 gp each, but will approach 500
13. SKELETONS: gp each once cut.

You can tell that this channel was once much 16. WATERFALL:
more narrower but has collapsed into a heap of
rock and earth some time ago. Mixed in with the The constant splatter of water announces this pool
rubble are grasses and shrubs, growing up amid of water. A stream gushes out of a small hole up
white, bone-like sticks and rounded rocks. top and splatters down into the pool.

The sticks are bones and the rocks are skulls. Here lie The pool is shallow and fresh. The hole up top and is
the remnants of a human mining party killed by a too small for anyone to get into. It slowly drains into
cave-in, uncovered by weathering and insects. the porous rock below.
There are about six skeletons, 3 or 4 of which are 17. WORM BEDS:
suitable for being animated. Included among the
bones are 180 cp, 13 sp, 13 gp and 5 pp. Both branches of this Y-intersection are thick with
loam and earth. Something moves through the
leaves now and then with a snake-like slither.

These areas are occupied by entirely inoffensive


earthworms of quiet large size: a foot or two long,
sometimes three or four. They live their blind life

66
Adventure Anthology One Insect Valhalla

enriching the soil and providing food for moles and 3 Giant Bombardier Beetles (AC 16, HD 2, #At 1 bite
insects and such. Curious players might find 5d6 x 5 + special, Dam 1d6 + special, Mv 40', Sv F2, Ml 8,
pounds of worms in each place. XPV 100 each (300 total))
18. HISSING ATTACK: HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
The walls are gown over with tall, narrow trees and 5 ☐☐☐☐☐
vines. Winding down from the roof is a large snake!
21. GIANT BEE NEST:
Once the hungry inhabitant is dealt with, two
crushed and mostly digested ancient corpses of The opening to this cubicle is fairly open, with
dwarves can be found with a careful search, hidden random trees and brush providing some shade.
among brush and leaves. A potion of healing and a Nestled amid tree roots against the south wall is a
potion of gaseous form can be found in a smallish curious, extremely large lump of gray wood.
wooden casket underneath one. A mostly digested
leather bag contains 3 gems worth 100 gp each, 12 A hive of giant bees has built its nest here - a massive
platinum pieces, and 230 gp. structure of beeswax and paper. In general, the
party will encounter them in waves of 1d6 or 1d8,
1 Giant Python Snake (AC 14, HD 5, #At 1 bite + unless the PCs do something to irritate the entire nest.
constrict, Dam 1d4 + 2d4, Mv 30', Sv F5, Ml 8, Usually 1d6 or 1d8 will be inside the nest itself at any
XPV 590) time and as such safe (or at least with a bonus to
saves) from various area attack spells. The hive
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ contains 2d6 x 10 gallons of honey which might be
☐☐ priced at 20 to 40 g.p. per gallon (5 to 10 gp per
19. GEM BED: pound, or so).
15 Giant Bees (AC 13, HD 1d4, #At 1 sting, Dam 1d4
This narrow tube leads to a wet tunnel that ends in + poison, Mv 10' Fly 50', Sv F1, Ml 9, XPV 13 each
an area which seems to have been cut by (total 195))
humanoid hands. A broken, rusted iron pick and a
very old, rotten leather sock-like shoe are visible HP 2 ☐☐ 3 ☐☐☐ 3 ☐☐☐
amid spilled rocks and clumps of earth. The tunnel 1 ☐ 2 ☐☐ 4 ☐☐
walls narrow sharply overhead, almost obscuring 1 ☐ 1 ☐ 1 ☐
any light. Moisture drips down now and then and 4 ☐☐☐☐ 2 ☐☐ 4 ☐☐☐
the floor is muddy and squishy. Sometimes you sink 2 ☐☐ 2 ☐☐ 4 ☐☐☐
ankle deep in a random mud hole.
22. ANT ANNOYANCE:
Here is what attracted occasional miners: encrusted
into the soft matrix of the walls are gem stones. With The floor of this passage is cluttered by leaf litter
a few hours of work the characters can recover the and the remains of old trees.
following uncut gems (cut values in parenthesis):
If the party enters this alcove, they will be swarmed
4-24 (4d6) 10 gp (25 gp) by ants that are much larger than normal ants but
4-14 (2d6+2) 100 gp (200 gp) are in no way giant ants. They make up two swarms
4-8 (2d3+2) 250 gp (500 gp) of insects that attack in close combat.

20. BLISTER ATTACK: 2 Insect Swarms (AC 13, 4*, #At 1 swarm, Dam 1d3
(double against no armor), Mv 10', Sv N/A, Ml 11,
Trees and brush are thick overhead, creating a XPV 280 each (560 total))
dark morass of shadows amid roots, vines, and HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
ferns. 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Three giant bombardier beetles lurk in the shadows, Getting rid of them will allow a search of the area,
preying on whatever passes. Among the litter of their revealing five uncut gems worth 50 gp each (100 gp
kills is a torn leather necklace with 10 small gems cut).
worth 50 gp each lashed to it.

67
Insect Valhalla Adventure Anthology One

23. CAVE LOCUST MINEFIELD: 26. GIANT ANTS:

Vines, brush, and ferns are scattered along this hall. Overhanging plant growth along the rim of this hall
Leaf litter and rotten wood covers the floor. An makes the tunnel dark. The tunnel seems to have
occasional grinding noise is heard and the pop of been neatly cleaned of roots, rocks, and other
something stepping on dry leaves. obstructions, perhaps with even more diligence
than human miners would put into the chore.
Chewing on leaves and browse are giant cave
locusts. They bite, jump, shriek, spit goo and so on A nest of giant ants has this corridor staked out and
per the rule book. There is a 1 in 1d6 chance that are renovating it. Piled back inside the nest are small
anyone passing through stealthily will spook them rocks including eight uncut gemstones worth 50 gp
and cause them to react. (100 gp cut).
7 Cave Locust (AC 16, HD 2**, #At 1 bite or bump or 5 Giant Ants (AC 17, HD 4, #At 1 bite, Dam 2d6,
spit, Dam 1d2 or 1d4 or special, Mv 20' Fly 60' (15'), Mv 60', Sv F4, Ml 7 or 12, XPV 240 each (1,200 total))
Sv F2, Ml 5, XPV 125 each (875 total))
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 27. LEG BREAKERS:

24. GUARD FERN: The floor of this passage is carpeted in leaves,


roots, brush, and a long dead, immature pecan
Vines, brush, and ferns are scattered along this hall. tree resting on its side.
The ferns grow especially thick near the t-
intersection. A number of one-foot and two-foot wide holes are
hidden under the clutter. If the players take care
This collection of fern-like plants has developed a they can discover them and mark them or even fill
series of defenses against animals that might try to them with large rocks or some such contrivance. If
eat it (see New Monsters). they aren't careful, there's a 1 in 6 chance of putting
a leg through one and taking damage (1d6 hit
1 Guard Fern (AC 14, HD 6*, #At: various, points). Once they are revealed, anyone being
Dam various, Mv 0', Sv F6, Ml N/A, XPV 555) careful can move through them safely, but someone
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ running through the area has to make a random d6
☐☐☐☐☐ ☐☐ roll versus Dexterity (or as the GM desires) or they will
step into one.
25. FRUITS AND BERRIES:

There are no ferns here and the vines are laden


with red and green berries. Several small bushes
covered by purple berries can also be seen. A fig
tree is towering overhead and nearby you see a
small pear tree.

Several of the plants here produce perfectly edible


(and harmless) fruits and berries during the growing
season. Around 1 week of rations for one person can
be gathered each week during the growing season.
The Game Master must decide when the growing
season is.

68
Adventure Anthology One Insect Valhalla

NEW MONSTERS MOSQUITO, GIANT

GUARD FERN Armor Class: 11


Hit Dice: 1d4*
Armor Class: 14
No. of Attacks: 1 bite
Hit Dice: 6*
Damage: 1d3 + 1d3/round blood drain
No. of Attacks: various
Movement: 50'
Damage: various
No. Appearing: Wild Swarms 20 - 120
Movement: 0' (immobile)
Save As: Fighter: 1
No. Appearing: Wild 1d6
Morale: 9
Save As: Fighter: 6
Treasure Type: None
Morale: 12
XP: 13
Treasure Type: None
XP: 555 Giant Mosquitoes (AC 11, HD 1d4, #At 1 bite,
Dam 1d3 + 1d3/round blood drain, Mv 50', Sv F1,
Guard Fern (AC 14, HD 6*, #At: various, Dam various, Ml 9)
Mv 0', Sv F6, Ml N/A)
These frail insects swarm victims by the dozen, with
Guard ferns look like huge, bushy ferns. They are 1d6+1 attack each living creature they encounter. A
typically cultivated and placed to guard specific victim might kill one or two, but the others will be
narrow features; a hallway or a gap in a wall. They latching on to attempt to suck blood (a hit roll is
are immune to acids and have a fire retardant required; if they succeed they drill into victims). An
structure that reduces all fire based damage by half attached mosquito automatically drains 1d3 hit
(saving throws mean they take no damage). point of blood per combat round (10 seconds) until
The guard fern is immobile but generally can "attack" killed or satiated (draining triple its own hit points in
in all directions and against all threats. They react to blood.) To aid in feeding, they inject anti-coagulants;
a combination of vibration and heat sources to a victim will bleed another 1d3 hit points of damage
detect threats. They do not fire off attacks wildly in all for 1d3 rounds after one detaches, or if it is slain after
directions but rather only in the direction that a attaching itself to a victim.
threat is detected on. They are usually encountered near wet areas with
They have three attacks that intensify as targets small shrubs or large bamboo, where the females will
move towards it. At sixty to thirty feet they fire off a drop larvae into water after feeding.
spray of sharp, large thorns, each doing 1d4
damage; each human sized person might be hit by
1d4 thorns. At five to twenty feet or so they squirt a
shower of acid, doing 3d8 hit points damage (save
versus dragon breath for half). They can perform the
above two attacks three times in any direction
before they must grow more thorns or replenish the
acid (taking 1d6 days each). Finally, they can lash
with long, sharp leaves at anything that gets closer,
doing 1d8 hit pints damage if they hit.
Chopping the outside of a guard fern up will disable
it but it can grow back in 1d6+4 weeks. Burning it
and digging up the roots will kill it for good.

69
Insect Valhalla Adventure Anthology One

SPIDER, GIANT TRAPDOOR

Armor Class: 15
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 50'
No. Appearing: Wild 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 280

2 Giant Trapdoor Spiders (AC 15, HD 4*, #At 1 bite,


Dam 1d8 + poison, Mv 50', Sv F4, Ml 8)
Giant trapdoor spiders dig deep tunnels and cover
the entrance with a trap-door like patch of silk
covered in dirt, leaves and other camouflage. They
spring out to attack passing creatures by detecting
vibrations, trying to drag them bag inside the lair (use
wrestling/grappling rules as desired); sometimes they
lay out camouflaged sensory threads of silk. Finding
the trap door is usually difficult and as it is doing so
usually triggers an attack. They usually surprise on 1-4
on 1d6.

70
Adventure Anthology One Insect Valhalla

71
Island in River Adventure Anthology One

Island in River
by J.D. Neal

The Island some foxes, bobcats and coyotes or such. Maybe a


few deer live around the grassy areas. Deer swim
This island can be in the middle of a wide river, on a quiet well and may be met in the water crossing
coast, on a lake - wherever the Game Master (GM) back and forth to the mainland.
wants it. It has served various functions in the past: as
a playground for the rich, it has been owned by BOAT RENTAL: A handy support location would be a
several people, none of whom named it; and has port city or town where players can have their
served as a temple site for an obscure religion. It is characters do such things as rent or buy boats,
currently abandoned. It can provide a location for replenish supplies, and rest if beat up.
different adventures that call for such activities as
boating across the water to storm a stronghold, A. NORTH DOCK:
commando style. The current monsters are place
holders for the referee who has little time to add their Not only a dock for boats, but at one time a long
own. stone causeway spanned the water from island to
mainland. The causeway was quiet beautiful, but
TOPOGRAPHY: The island is a rounded half-sphere, all eventually collapsed due to floods and seismic
sides rising towards the middle, rising to a maximum activity. Piles of rubble form a crude stepping stone
height of about 300 to 350 feet above the water. across the way. Most of these piles are far enough
apart to require swimming between them.
The scale is 1 square = 60 yards. A short conversion
table for some basic movement rates is given below
B. EAST OVERLOOK:
to help the GM understand possible turn lengths and
movements. The GM will have to adjust for terrain as Built as an overlook to greet the sun as it rose, this set
they wish. of stone structures are plain. With some stone houses
to hold people waiting and provide shade for
Base Movement, Outdoor, Per 10 minute turn
strollers during hot seasons. They are not houses or
180' (18") 180 yards 3 squares
such.
150' (15") 150 yards 2 1/2 squares
120' (12") 120 yards 2 squares
C. TEMPLE:
90' (9") 90 yards 1 1/2 squares
60' (6") 60 yards 1 square An elegant temple with several sub-temples,
30' (3") 30 yards 1/2 square meditation areas, a nearby graveyard for especially
worthy worshipers, a few wooden huts for grounds
A common sheet of quad-lined graph paper usually
keepers (long since fallen through from rot) and
has about 30 by 40 squares. Using a scale of 1 square
similar trappings.
= 10' = 3 yards for basic adventures, one sheet would
cover 300' x 400', or about 100 x 130 yards, or about 2
x 2 squares on the island. D. PRIVATE VILLA:

The GM could easily place several custom Once the residence of a past owner, this consists of
adventures here without crowding the island. a number of strong stone structures that are still
standing. The main house is large and still maintains
ENVIRONMENT: The author assumes the island is most of its gaudy paint and stylish frieze trim. A large
covered by trees, brush and grasses all growing wild outdoor swimming area, mucky with leaves and
and thick, except where humans and nature might vines, but full of rain water during the wet seasons.
have cleared it off. The GM can change the nature Indoor spas and baths. Groundskeepers and servants
of the island and adjust for any seasonal changes quarters, stables and wagon storage.
(i.e. barren trees, ice and deep snow during winter).
E. OVERNIGHT HOSTELS:
ANIMALS: The Game Master might stock it formally or
just mention on occasion that normal animals (as This is a set of inns and taverns for the more common
suits their own game) live here. Birds, squirrels, small visitors. It once included horse, and wagon rentals,
lizards, occasional snakes, insects, and other kitchens, shops with souvenirs and religious items,
common creatures will thrive here. Perhaps with bath houses, pools, and other facilities.

72
Adventure Anthology One Island in River

F. SOUTH DOCKS: 12 Orcs (AC 14, HD 1, #At 1 weapon, Dam 1d8,


Mv 40', Sv F1, Ml 9 (8))
Large, solid stone and concrete structures. Includes
boat rentals and some basic facilities, like stalls and HP 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
kitchens. 6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐ 4 ☐☐☐☐
Prepared Encounters 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 3 ☐☐☐
This is not fully stocked - as such the below space is 3 ☐☐☐ 2 ☐☐
blank. The referee can use it to record their own
information. 3. LIZARDMEN:
Wandering Monster List The island looks like a fine place for lizard men to live,
and this band is busily digging out a new home.
Roll:
1. 1 Lizard Man Leader (AC 12, HD 3, #At 1 weapon,
2. Dam 1d6+1, Mv 40, Sv F3, Ml 11)
3. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
4.
5. 9 Lizardmen (AC 12, HD 2, #At 1 weapon,
Dam 1d6+1, Mv 40', Sv F2, Ml 11)
6.
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
The Game Master can use the island for many things
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
- pirate hang outs, wizard towers and so on. Below
10 ☐☐☐☐☐ ☐☐☐☐☐
are samples of prepared encounters to help the GM.
9 ☐☐☐☐☐ ☐☐☐☐
The GM would have to place them on the map if
8 ☐☐☐☐☐ ☐☐☐
they wanted to use them.
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
1. MINOTAUR: 8 ☐☐☐☐☐ ☐☐☐
This minotaur is prowling a wide area for prey. It has a 7 ☐☐☐☐☐ ☐☐
simple cave about 10' to 20' high and deep where it
lives, littered by bones and rubbish. 4. GIANT BATS:
1 Minotaur Minotaur (AC 14 (12), HD 6, #At 1 gore/ Giants bats lair in the trees along the cliff face here,
1 bite or 1 weapon, Dam 1d6/1d6 or by weapon + 2, prowling the night and sometimes the day for
Mv 40', Sv F6, Ml 11) victims. Often flying across the water to the
mainland.
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐ 7 Giant Bats (AC 14, HD 2, #At 1 bite, Dam 1d4, Mv
10' Fly 60', Sv F2, Ml 8)
2. ORC WAR BAND: HP 8 ☐☐☐☐☐ ☐☐☐
These orcs are scouting the island, trying to set up a 8 ☐☐☐☐☐ ☐☐☐
territory where they can establish a tribal cave 8 ☐☐☐☐☐ ☐☐☐
system. They are usually found around the shelter of 8 ☐☐☐☐☐ ☐☐☐
the temples. 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
1 Orc Warrior (AC 14, HD 2, #At 1 weapon, Dam 1d8, 8 ☐☐☐☐☐ ☐☐☐
Mv 40', Sv F1, Ml 9)
HP 8 ☐☐☐☐☐ ☐☐☐

73
Island in River Adventure Anthology One

5. SKELETONS: 6. COTTAGE:
Skeletons of humans lie bleached among the trees A small cottage of around 10 to 20' in size is here. Its
and brush here, including clothing and various items. wooden and falling down, rotting with age, but was
The clothing scraps that remain indicate these were once decorative and colorful.
well off people on an outing who perhaps made the
mistake of traveling to the island on a lark. 7. INSECT SWARM:
Something killed them, and many of the bones are
broken and chewed on. Their hard goods are still A huge nest of bees or conglomeration of other
around, including: insects is found here. Bees would provide a few
quarts of honey. The GM can assume the players
* a leather coin purse with 100 gp, 5d6 sp, 4d6 cp stumble into it, or alternately give them some clues
* another leather coin purse with 50 gp, 60 sp, 30 and see how they act.
cp
* a silver necklace worth 10 - 60 gp (1d6 x 10) 1 Insect Swarm (AC 13, HD 3*, #At 1 swarm, Dam 1d3
* a gold necklace worth 50 - 300 gp (1d6 x 50) (double against no armor), Mv 10' Fly 20', Sv N/A,
* golden rings worth 100, 50, 50 and 25 gp Ml 11)
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

74
Adventure Anthology One Island in River

Island Map (Graph Paper)

75
Island in River Adventure Anthology One

Island Map (Hex Paper)

76
Adventure Anthology One Night of the Necromancer

Night of the Necromancer


by Raymond L. Allen

Adventure Synopsis The Village of Stull


The characters arrive at the village of Stull and spend The logging village of Stull was founded 80 years
some time in the village before nightfall. While in ago. Much of the timber close to the village has
town the party may learn that many families on the already been cut and farms have taken the place of
outlying farms have already packed their belongings the tall oaks and hemlocks that once grew on the
and left due to the recent and seemingly denuded hills as lumbering has moved father out
unstoppable advance of the undead. That evening from the village. The poplulation of Stull is about 500
they participate in defending the village from an people. Everyone is employed by lumber mill owners,
attack of zombies that are originating from under the the independent jobbers or in one of the supporting
mausoleum of Bruk Stull, the founder of the village jobs of the company town (e.g., Laquin Company
and the forefather of the lumbering operations in the Store, the Laquin School or the Temple of Law). It is a
area. This is a small dungeon where an “eco- rather depressing place. All buildings are owned by
necromancer,” Thaen Ygmay, has made his lair. The the company and are of the exact same plain one-
characters must enter this dungeon, defeat the story design with slabwood roofs. The Barclay home is
necromancer and his foul undead, and destroy the the one exception it is a beautiful three-story
Orbs of Necromancy that are allowing the Thaen to wooden slate roof construction. The only buildings
create and control so many undead at once. that have been painted are the Barclay home, Hotel
Scholding and the Laquin Company Store.
Note that this adventure makes frequent references
to “necromancers.” For the purposes of this 1. HOTEL SCHOLDING: This two-story building has
adventure, a necromancer is merely someone who been painted dark-green with white trim on the
uses or controls undead monsters; it is not necessary windows. Inside is a bar on the first floor and 10
to download the official Necromancers supplement rooms for rent on the second. The hotel is run by Harl
to run this adventure. Anto and his portly wife, Missy.

Character Hooks 2. TOWN BUILDING: This small wooden building is


used for the monthly town meetings. The current
The characters could become involved in a number mayor is Chriztopp Barclay who is also the lumber mill
of ways. manager. He is a complete company man and is
not well liked by the town population. He does have
1) The characters are from Stull or have family in the ability to keep things running in the mill and
Stull who have been attacked or killed by therefore keeps Stull from losing its only employer.
the roving zombies.
3. LAQUIN SCHOOL: This small one room school is run
2) The current lumber mill manager, Chriztopp by the Temple of Law. Classes are held three times
Barclay, hires the characters to deal with this per week from mid-afternoon until just after dusk. All
problem as it has stopped the night time children from the ages 5 to 9 are required to attend.
production of the mill. The owners will notice The teacher is an acolyte (1 st level cleric) from the
the drop in production and may close the temple named Bertrude.
mill which hasn't been producing at the most
profitable levels in recent years. 4. TEMPLE: This single story stone building is the only
temple in the village. The three clerics who live at
3) The characters are one of the groups that the temple, Glivaus, Niels, and Fergbak hold
move supplies to the jobbers in the forest. ceremonies every day at 5am, 1pm and 9pm.
They are either attacked by zombies or the Although not mandatory, most citizens of the village
jobbers have been attacked and are need attend one ceremony each day. Gilvaus is the senior
of help as they can not log the trees without cleric of the three (Gilvaus is 3rd level where as Niels
the forest being safe. and Fergbak are 2nd level).

77
Night of the Necromancer Adventure Anthology One

5. LAQUIN LUMBER MILL: This large wooden building is Thaen's mother died when he was two years old and
the oldest mill owned by the Laquin Lumber he was mostly left to raise himself. His father worked
Company. At one time 80,000 board feet of lumber at the mill when he was sober. Thaen liked to walk in
was cut each year but only 20,000 board feet have the forest and learned to appreciate the quiet
been cut in the last ten years. The company has among the trees, but gradually the forest was clear-
considered closing the mill twice in that time. Only cut for the lumber it contained, and with it his peace
the efforts of Chriztopp Barclay have kept the mill at and quiet disappeared with it.
this production level and therefore from being
closed. However, it is only a matter of time before Thaen was expelled from the school after he brought
the mill will have to be closed. a dead skunk into the playground to scare the
children. Afterward, his father kicked him out of the
6. LAQUIN COMPANY STORE: This single story building house in a drunken rage. A festering anger against
is painted bright red. All items from the Basic Fantasy his father grew inside the young man, as well as
rulebook may be purchased here but at a price of resentment against the lumber company that took
33%-50% higher than listed. There is only a 50% his forest from him. He wandered alone for some
chance of any armor or weapons of a certain size or time until he found a cult of necromancers in a city
type being available as they must be shipped in far from Stull. They taught him the dark craft of
from a larger town. The store is run by an old warrior necromancy, in which he excelled. Strangely, Thaen
named Shellia. She fought goblins for years and the has never forgot the peace of walking in the forest
scars on her face prove it. It was Shellia who first and believes in his sick and twisted mind that the
encounter the undead walking home from the store dead will only rest if the forest returns and the village
one night. and the lumber company are destroyed.

7. THE CEMETERY: The cemetery is located on a small Several weeks ago, Thaen and a cleric of the Lord of
hill above the village. In the center is the mausoleum Chaos, Behiric Sholic, returned to Stull with several
of the village founder, Bruk Stull. This cemetery was zombies and the Orbs of Necromantic Power. The
nicely kept until the undead attacks began. Now it is moved the statue in the Stull family mausoleum and
a mess of open graves. No one is willing to enter the entered the dungeon below. The two necromancers
cemetery these days. Not even in daylight. have been exhuming the bodies from the cemetery
and animating them with the orbs. Although Thaen
There are 180 bodies buried in the cemetery. Thaen has released a few zombies and skeletons on the
has only animated 40 of them so far. outlying farms, they are just an attempt to put fear in
8. THE BARCLAY HOME: The Barclay home is a the hearts of the local farmers. The day the
beautiful three-story wooden construction with a characters arrive in Stull is the first day of the attack
slate roof. This is where Chriztopp Barclay and his on the village of Stull itself.
family live. Chriztopp can be found at the mill from
dawn to dusk each day. Events of the Present
9. CLAMPTON BOARDING HOUSE: This is where all Skeleton Attack on the School
single employees may rent a room. Rent is daily,
The Laquin School lets out at sundown. There are 20
weekly or monthly (1sp, 6sp, or 18 sp) for a small
children outside playing when the skeletons leave
room with a bed, desk and chest. This two-story
the cemetery. They have orders to go forth and kill all
building has a communal wash room on each floor.
and will march through town killing as they
Homes of the Employees: All of these buildings are a encounter living creatures. They start with the
single-story with a central fireplace. Each contains children in the playground behind the school
four rooms and is rented by a family. building. The skeletons simply walk from the
cemetery across the shallow Carbon Run and into
The Eco-Necromancer the school yard.

About ten years ago, a young man named Thaen The PCs may become involved when the alarm is
Ygmay attended the Laquin School. It was in the spread throughout the village or perhaps they are at
school playground that the clerics noticed his the school themselves. If the PCs do not arrive by the
fascination with dead insects as well as a great 5th round, Bertrude will have fallen after a failed
interest in trees and plants. Thaen always seemed turning attempt.
saddened whenever he looked toward the mill.

78
Adventure Anthology One Night of the Necromancer

9 Skeletons: AC 13, HD 1, #At 1, Dam 1d6, Mv 40', The Cemetery


Sv F1, Ml 12, XP 25
The Stull Mausoleum is located in the cemetery. It is
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ made of marble with green stripes throughout the
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ stone.
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ When the PCs near the mausoleum, read the
5 ☐☐☐☐☐ following:

Zombie Attack on the Lumber Mill Upon approaching the mausoleum, you can easily
see that the door has been torn from it's hinges and
About 15 minutes after the attack on the school a
is laying on the ground in front of the building.
second attack begins. There are 25 men working at
Inside is only darkness and silence.
the mill. A group of zombies enter the building and
start causing mayhem. By the end of the 5th round, When the PCs enter, read the following:
the five of the lumbermen have fallen and the rest
have retreated to the band saw room on the Inside the mausoleum it is quiet as the grave. The
second floor to organize a defense. However, in two vaults to the left and right of a bronze statue.
another 15 rounds the zombies will have broken The vaults are of Bruk and his wife Amandi and
through and killed them all. they appear to be undisturbed. The statue is of a
12 Zombies: AC 12, HD 2, #At 1, Dam 1d8, Mv 20', large man sitting in a chair looking out the
Sv F2, Ml 12, XP 75 mausoleum door toward the village. There is a
plaque informing the reader that the statue is the
HP 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ likeness of Bruk Stull.
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ If the characters walk behind the statue, they may
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ notice a hollow sound from their footsteps. With
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ good role-playing, this hint may lead the characters
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ to stairs below the floor. The statue may be pushed
back (total strength score of 30 is required to move
Zombie Attack on the Barclay Home
it) to reveal the stairs that lead down into Thaen's
At the same time the zombies are attacking the mill, dungeon.
another group of zombies have crossed the bridge
The vaults are empty as the bodies were interred in
and entered the mill manager's home and are
area #4 in the dungeon below.
attacking his family. At the the end of the 5 th round,
Chriztopp's wife and two of his three children are
dead and Chriztopp is fighting for his life against two
zombies in the kitchen of the house. The third zombie
is searching the second floor for a frightened 3 year
old who is hiding in a closet.
3 Zombies: AC 12, HD 2, #At 1, Dam 1d8, Mv 20', Sv
F2, Ml 12, XP 75
HP 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐

79
Night of the Necromancer Adventure Anthology One

The Dungeon 2. PIT TRAP:

This dungeon complex was built by Bruk Stull to house This pit is covered by a stone door. When the pins are
the bodies of his family after their deaths. However, removed from the sides by using the level in area
only Bruk and his wife were interred. The Stull family #10, the pit trap is active. The bottom of this 30' deep
members moved away from the village afterward pit is covered with 6” tall spikes. The total damage
and knowledge of the dungeon was quickly from a fall would be 4d6 (3d6 for the fall and 1d6 for
forgotten. the spikes). It takes 50 lbs of weight to trigger the
trap.
As a child, Thaen took an interest in the cemetery
and started playing near the mausoleum. He There is a zombie at the bottom of the pit that had
noticed that a hollow sound was made when fallen in several weeks ago. It amused Thaen so
walking across the mausoleum floor. Upon returning much that he decided to leave it there. It will attack
to Stull as a young man, Thaen discovered the any character that enters or falls into the pit.
dungeon complex and made his lair below the
Zombie: AC 12, HD 2, #At 1, Dam 1d8, Mv 20', Sv F2,
mausoleum.
Ml 12, XP 75
Features of the Mausoleum Dungeon HP 4 ☐☐☐☐
The mausoleum dungeon has some common 3. ZOMBIE GATHERING:
features throughout.
This cold 20' x 40' area is covered in a beautiful
Illumination: Unless otherwise stated, the dungeon is green marble across the floor and up to the ceiling.
completely dark. There are four other exits in the room. However,
Ceiling: The ceilings are 10' high. your greatest concern seems to be the zombies
that are shuffling toward you.
Doors: The doors are made of 4' stone and are
locked with the exception of the door to area #6. These zombies were ordered to defend this room
against intruders. They attack the party on sight. If
Secret Doors: The secret doors into area #5 are they are turned, they will move into room #4.
opened by pushing against either side of the door
which pivots on a center axis. 6 Zombies: AC 12, HD 2, #At 1, Dam 1d8, Mv 20',
Sv F2, Ml 12, XP 75
Walls and Floors: The dungeon is made of the same
green striped marble in areas #1-3 but all other HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
rooms and corridors are of smooth gray stone. 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
Turning: All undead are more difficult to turn in the 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
dungeon due the the presence of the Orbs of 4 ☐☐☐☐
Necromantic Power. Clerics turn undead as if they 9 ☐☐☐☐☐ ☐☐☐☐
are one level lower, or at -1 on the die roll if first level.
The secret door is a door-sized square section of
1. STAIRS: marble.
These stairs are made of stone and are covered in 4. BRUK STULL'S REST:
cobwebs along the walls. The center of the steps
appears to be dust free. This large chamber is a crypt. Along the north wall
of this chamber is an altar to the Lord of Law. The
The stairs descend 20' into the darkness. If the center of the room contains two sarcophagi. The
characters listen before descending, they will hear sarcophagi have been opened and bones lay on
the skeletons as they move from near the pit toward the floor nearby.
the stairs.
This room may be the most dangerous in the
4 Skeletons: AC 13, HD 1, #At 1, Dam 1d6, Mv 40', Sv dungeon. The sarcophagi used to contain the
F1, Ml 12, XP 25 bodies of Bruk and Amandi Stull who's bones now
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ lay on the floor. Hiding in the floor below the
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ sarcophagi are two wraiths. They rise up and attack

80
Adventure Anthology One Night of the Necromancer

as soon as the party comes near them. If either of cast hold portal on the door. Otherwise, they are
the wights is reduced to 10 hit points or less, they will relaxing during their time off.
retreat back into the floor.
Malic : AC 13, Magic User Level 2, #At 1 dagger or
2 Wraiths: AC 15, HD 4**, #At 1 touch, Dam 1d6 + spell, Dam 1d4 or by spell, Mv 40', Sv M2, Ml 7, XP 125
energy drain, Mv Fly 80', Sv F4, Ml 12, XP 320
Int 18 (+3), Wis 13 (+1), Dex 16 (+2), Con 13 (+1),
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Chr 7 (-1)

19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ Equipment: Ring of Protection +1

5. ORBS OF NECROMANTIC POWER: HP 8 ☐☐☐☐☐ ☐☐☐


Spellbook: Level 1 – Animate Vermin, Charm Person,
Upon opening the door to this room you see a Shield, Magic Missile
strange flickering green glow in the chamber
beyond. On the floor is a pile of bodies along the Spells Prepared: Animate Vermin, Magic Missile
wall. As you watch, the bodies seem to twitch and
Malic is an extremely intelligent but unlikeable
tremble. There are two shadows of humanoid
person. He has many small cuts on his skin due to a
creatures moving in the room.
fascination with blood.
There are two newly animated ghasts in the Garrett : AC 11, Magic User 1, #At 1 dagger or spell,
chamber. They are the first ghasts to rise from the pile Dam 1d4 or by spell, Mv 40', Sv M1, Ml 7, XP 37
of bodies in the chamber.
Int 15 (+1), Dex 15 (+1), Con 16 (+2), Chr 14 (+1)
2 Ghasts: AC 15, HD 2**, #At 2 claws/1 bite + stench,
Dam 1d4/1d4/1d4, Mv 30', Sv F2, Ml 9, XP 125 HP 6 ☐☐☐☐☐ ☐

HP 10 ☐☐☐☐☐ ☐☐☐☐☐ Equipment: Dagger.


9 ☐☐☐☐☐ ☐☐☐☐
Spellbook: Level 1 – Animate Vermin, Hold Portal,
The orbs have nearly completed the animation of Ventriloquism
the bodies. A new ghast will arise every 10 rounds
Spells Prepared: Hold Portal
from the pile. There are enough bodies to animate
10 ghasts. If the orbs are destroyed, Thaen will loose Garrett is a handsome man who became a student
control over the undead in the dungeon and the of necromancy to better understand death, disease
party may find him in a fight for his very life when and how to pervent them. He is not an evil man like
they reach area #10. If the PCs spend a large his two peers but will defend himself if attacked.
amount of time elsewhere in the dungeon after
destroying the orbs, there is a possibility that both Hath: AC 15, Cleric 3, #At 1 mace or spell,
Thaen and Behiric will escape from the dungeon. Dam 1d6+3 (+2 Str, +1 Mace) or by spell, Mv 20',
Sv C3, Ml 7, XP 175
6. THE STUDENTS OF NECROMANCY:
Str 17 (+2), Wis 18 (+3), Dex 13 (+1), Con 13 (+1)
This room contains three beds with three small
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
chests at the foot of each bed. The area appears
to be lit with a lantern that is hanging from the Equipment: Chain Mail, Mace +1.
ceiling. There are three men and three large
insects in the room. The men are standing in the Spells Prepared: Cause Light Wounds, Fear.
middle of the room near another insect. One of the Hath is an arrogant man who thinks he is superior to
men appears to be casting a spell on it. Malic and Garrett due to his clerical background.
Inside this room are three students of Thaen and 3 Animated Giant Beetles: AC 12, HD 1, #At 1 bite,
Behiric and their three animated vermin. Malic is Dam 1d6, Mv 20', Sv F1, Ml 12, XP 25
casting Animate Vermin on the body of a recently
killed beetle. If they have been forewarned of the HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
party's presence in the the dungeon, they will be 5 ☐☐☐☐☐
ready for combat. If there is enough time, Garret will

81
Night of the Necromancer Adventure Anthology One

7. THE TREASURY: The door to this room is wizard Behiric : AC 16, C6, #At 1 or spell, Dam 1d6+2 (+2 Str)
locked. or by spell, Mv 30', Sv C6, Ml 11, XP 555

Inside this strangely shaped room are four statues Str 17 (+2), Wis 15 (+1), Dex 13 (+1)
of skeletons made from a black crystal and a large HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
chest against the south wall. ☐☐

The four statues were placed here by Bruk Stull to Equipment: Chain Mail, War Hammer +2, Snake Staff
guard his treasures. They will attack any living
creature that enters the room. Spells Prepared: Level 1 – Darkness (Light reversed),
Cause Light Wounds; Level 2 – Bane (Bless reversed),
4 Crystal Living Statues: AC 16, HD 3, #At 2 fists, Hold Person; Level 3 – Striking
Dam 1d6/1d6, Mv 30', Sv F3, Ml 12, XP 145
10. THAEN'S CHAMBER:
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Beyond the door into this room is a well appointed
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ chamber. It contains a bed, desk, chair, rug, and
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ wardrobe. Of greater interest to the party is the
angry man who was sitting in the chair until you
The chest has a contact poison on it. If it is not found opened the door. Standing in the center of the
and removed, it will cause 3d6 hp damage (save vs. room is a vile creature that can only be undead.
poison negates) to the careless character who There is a lever in the west wall.
opens the chest. Inside the chest is 800 sp and 1100
gp. This is Thaen, the eco-necromancer. He is very willing
8. BEHIRIC'S CHAMBERS: to add the bodies of the party to the ever increase
horde of his minions. Thaen was giving instructions to
This chamber is a complete mess! Inside is a bed, a wight to attack the boarding house in Stull when
chest, rug and wardrobe. Clothes are spread the party opens the door. However, as there is a
across the room. threat here, the wight is perfectly willing to attack the
party. When Thaen sees the party, he stands up from
Behiric is a slob. The clothes are all dirty. The bed is his chair and screams, “Tree killers! You must die for
unmade. The wardrobe is empty. The chest contains your deeds against the forest! The dead will walk
more dirty clothes. freely!”

9. TEMPLE OF CHAOS: Thaen: AC 12, Magic User 6, #At 1 dagger or spell,


Dam 1d4 or by spell, Mv 40', Sv M6, Ml 11, XP 555
In the alcove on the eastern wall of this room is an Int 18 (+3), Dex 16 (+2), Con 13 (+1), Chr 14 (+1)
altar with a small golden statue of the many
armed, faced and legged god of chaos. It HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
appears that the eyes of the statue are small
rubies. The chamber is lit with candles from the Equipment: Dagger +1, Scarab of Protection
altar with give the statue a frightening aura. Spellbook: Level 1 – Animate Vermin, Charm Person,
Detect Magic, Magic Missile, Shield; Level 2 –
If the party somehow reaches this room without Continual Light, ESP, Knock, Wizard Lock; Level 3 –
alerting Behiric by fighting the undead in area #11, Dispel Magic, Lightning Bolt.
they will see Behiric kneeling in front of the altar in
prayer. The statue is of the god of chaos and is worth Spells Prepared: Charm Person, Magic Missile x2,
250 gps. Continual Light, Knock, Dispel Magic, Lightning Bolt.
Wight: AC 15, HD 3, #At 1 touch, Dam energy drain,
Mv 30', Save As: F3, Ml 12, XP 175.
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Also located in this room is the lever that will disable
the pit trap in area #2. Inside the wardrobe are two
small boxes with a velvet lining. These are the boxes

82
Adventure Anthology One Night of the Necromancer

that were used to carry the fragile Orbs of New Magic Items
Necromantic Power into the dungeon.
Orbs of Necromantic Power
11. MARCH OF THE UNDEAD:
The Orbs of Necromantic Power are a set of two
This 20' x 50' chamber has 8 zombies marching in a fragile 2' globes that contain negative magic. These
circle in the center of the room. They soon stop orbs will animate dead bodies of as skeletons,
and turn towards the party. zombies, ghouls or ghasts depending on the amount
of time the bodies spend in the negative field. The
Undead marching in place amuses Behiric. If negative energy field is 30' radius. A skeleton will be
combat erupts in this chamber, Behiric will notice animated in a single day, a zombie in two, ghouls
and join in the fray on the third round. If the combat take a week and ghasts must arise from bodies that
last longer than 5 rounds, Thaen will notice the noise have been in the field for two weeks. The orbs allow
and will send his wight to investigate. The wight will the necromancer to control up to 100 HD of undead
return to area #10 and report the presence of the creatures and makes turning undead within 400'
party and both will walk to area #11 and join in the more difficult requiring the turning check to be made
fight on round 9. as if the cleric were 1 level lower.

8 Zombies: AC 12, HD 2, #At 1 claw, Dam 1d8, Mv New Spells


20', Save F2, Ml 12, XP 75
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Animate Vermin Range: touch
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Cleric 1, Magic-User 1 Duration: special
8 ☐☐☐☐☐ ☐☐☐ This spell turns bodies of dead insects into insect
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ zombies that follow the caster’s spoken commands.
4 ☐☐☐☐ They remain animated until they are destroyed. The
9 ☐☐☐☐☐ ☐☐☐☐ caster may animate a number of hit dice of undead
10 ☐☐☐☐☐ ☐☐☐☐☐ equal to twice his or her caster level, and no more.
7 ☐☐☐☐☐ ☐☐ The animated vermin have 1 hit dice. An animated
vermin can be created only from a mostly intact
insect. The caster must touch the remains to be
animated. No character may normally control more
hit dice of undead than 4 times his or her level,
regardless of how many times this spell is cast.

83
Night of the Necromancer Adventure Anthology One

Town Map

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Adventure Anthology One Night of the Necromancer

Necromancer's Lair Map

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Open Game License Adventure Anthology One

Open Game License


Designation of Open Game Content: The entire text of Adventure Anthology One (except another, independent Agreement with the owner of such Trademark or Registered
the Open Game License, as explained below) is Open Game Content, released under the Trademark. The use of any Product Identity in Open Game Content does not constitute a
Open Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the challenge to the ownership of that Product Identity. The owner of any Product Identity used
License. Artwork incorporated in this document is not Open Game Content, and remains in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
the property of the copyright holder.
8. Identification: If you distribute Open Game Content You must clearly indicate which
Designation of Product Identity: Product identity is not Open Game Content. The following portions of the work that you are distributing are Open Game Content.
is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and
product line names, including Basic Fantasy Role-Playing Game; (B) all artwork, logos, 9. Updating the License: Wizards or its designated Agents may publish updated versions of
symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes and this License. You may use any authorized version of this License to copy, modify and
graphic, photographic and other visual representations, including the “eye” logo, which is the distribute any Open Game Content originally distributed under any version of this License.
personal trademark of Chris Gonnerman for his various products; (C) logos and trademarks,
including any trademark or registered trademark clearly identified as product identity by the 10. Copy of this License: You MUST include a copy of this License with every copy of the
owner of the product identity, and which specifically excludes the open game content. Open Game Content You Distribute.

More information on the Open Game License can be found at: 11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
http://www.wizards.com/d20 to do so.

The terms of the Open Game License Version 1.0a are as follows: 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 or governmental regulation then You may not Use any Open Game Material so affected.
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
13 Termination: This License will terminate automatically if You fail to comply with all terms
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have herein and fail to cure such breach within 30 days of becoming aware of the breach. All
contributed Open Game Content; (b)"Derivative Material" means copyrighted material sublicenses shall survive the termination of this License.
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation, 14 Reformation: If any provision of this License is held to be unenforceable, such provision
abridgment or other form in which an existing work may be recast, transformed or adapted; shall be reformed only to the extent necessary to make it enforceable.
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 15 COPYRIGHT NOTICE
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
specifically excludes Product Identity. (e) "Product Identity" means product and product line Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
names, logos and identifying marks including trade dress; artifacts; creatures characters; Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, material by E. Gary Gygax and Dave Arneson.
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis
characters, spells, enchantments, personalities, teams, personas, likenesses and special Chenault and Mac Golden.
abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or Castles & Crusades: Monsters Product Support, Copyright 2005, Troll Lord Games.
registered trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means
Basic Fantasy Role-Playing Game Copyright © 2006-2008 Chris Gonnerman.
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, Gold In The Hills Copyright © 2007 Ray Allen
translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement. Merilla's Magic Tower Copyright © 2007-2009 Rob Pinnell

2. The License: This License applies to any Open Game Content that contains a notice The Zombraire's Estate Copyright © 2007 Russ Westbrook
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms Beneath Brymassen Copyright © 2008-2012 Eldrad Wolfsbane, Mak, The Expert, skisko,
may be added to or subtracted from this License except as described by the License itself. Thomas Kolter, Maliki, Jim Bobb, Stuart Marshall, hjmartin70, J.D. Neal, David Gerard, and
No other terms or conditions may be applied to any Open Game Content distributed using Chris Gonnerman
this License.
Ruin of Darkfir Castle Copyright © 2008 Onno Tasler.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License. Shepherds of Pineford Copyright © 2008 Jason Reilly

4. Grant and Consideration: In consideration for agreeing to use this License, the Shepherds of Pineford Maps Copyright © 2008-2011 J.D. Neal
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content. Deathcrypt of Khaldun Copyright © 2009 Scott A. Murray.

5.Representation of Authority to Contribute: If You are contributing original material as Open Vault of Eihort Copyright © 2009 David Grant Sinclair.
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License. Slaver's Fortress Copyright © 2011-2012 Chris Gonnerman.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Taming the Flames Copyright © 2011 Dave Gerard.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, The Lost Tome Copyright © 2011-2012 Dave Gerard.
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute. Insect Vahalla Copyright © 2009-2012 J.D. Neal.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an Island in River Copyright © 2009-2011 J.D. Neal.
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to Night of the Necromancer, Copyright © 2007 Ray Allen.
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in
END OF LICENSE

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