Hex 3
Hex 3
Hex 3
org/hex-describe/describe/random/alpine#desc0503
Hex Descriptions
Gnomeyland SVG Map Icons Copyright Gregory B. MacKenzie 2012, Alex Schroeder 2013-2019. This work is licensed under the Creative Commons A ribution-ShareAlike 3.0 Unported License
01.01 03.01 05.01 07.01 09.01 15.01 17.01 19.01 21.01 23.01 25.01 27.01 29.01
02.01 04.01 06.01 08.01 16.01 18.01 20.01 22.01 26.01 28.01 30.01
08.03 16.03
Procedures: random encounters are 1 in 6 per day and 1 in 6 per night if you’re not
behind walls. If you’re looking for something that isn’t as obvious as a town or village
built in plain sight, your chance of finding it is also just 1 in 6 per day.
Scrolls, prayers and spells: a scroll can only be read by magic users and elves that
know the spell or have access to read magic; a prayer can be read by anyone. The
spells used are from the Spellcasters project.
1–3 10
4–6 20
7–9 50
10–12 75
13–15 100
16–17 250
18–19 750
20 1000
Treasure: the value of a gem is determined by rolling a d20 and looking it up on the
table; the value of jewelry is determined by rolling 3d6×100gp.
History: Decades ago, Lady Lukka the Horned Factotum was turned into a vampire
and has successfully forged a vampire domain in the north. But now that their
human cha el is subdued they are turning their eyes towards the lands of Duchess
Sharin the Hallowed Warchanter. They in turn managed to convince Duke Paris the
Primary Exchequer that now is the time to fight back against the vampires.
0101: This is the Shadow Grove. There are many trails made by loggers, wood
gatherers and swine herders leading to a village.
Hiding between the trees are the watchful eyes of 7 bugbears led by Silent Foot
belonging to the Lynx Teeth band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise
on 1–5 in 6). A potion of silver tongue (amaranth pink, silvery flakes, 1h, everybody
who hears your voice must save vs. spells or be charmed). Bugbears are usually a bad
sign for they are o en employed as spies by the elves of the netherworld. These
carry amulets of passage bearing the Death Kiss of the Al eim Flower sigil.
The local smith is an arrogant fool called Dionys. You can get your oxen
shod and your ploughs repaired. Recently somebody dropped off the
following: a spiked club @ 2gp, a war hammer @ 21gp, ring mail @ 30gp,
and a javelin @ 1gp.
The wandering orc bard Goldush is here, playing the hand bells and
singing Why Cowardly Charibert Kidnapped Clever Le ice’s Sister and
retelling How Bold Huneric Overthrew the Cowardly Dragon. The audience
applauds enthusiastically. If you ask them about the war, they’ll say that
captain Ahron was last seen in Witch Township carrying the banner of
Duchess Sharin the Hallowed Warchanter (0103).
Cheese Lane and Mud Track meet here, by the Pelineth elf stone.
0102: This is the Shadow Grove. A sulphur smell hangs over the swamp. There’s a
wooden hut here. Its inhabitant appears to be a hermit called Laryssa. In
actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10
XP 400; shape change at will). 1000 gold coins. 3 jewelry. It will try and see
whether it can replace one of the party members and leave the area with
you.
0103: This is the Shadow Grove. Within the forest are a few clearings with small
cherry and plum tree orchards.
The camp of 3 bugbears led by Silent Wind belonging to the Cat Claws band is hard
to find (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). 1000 gold
coins. 100 platinum coins. 2 jewelry. The necklace of dharma allows you to borrow
actions from your future self: act twice this round to do what needs to be done but
skip the next round. They hunt these woods at night and like to kill anybody that
didn’t make it back to the village during daytime.
The fighter Aniik (level 9) lives in the tower. An elven shield +1 with elven
runes naming its owner: Elanoril. Aniik is secretly enthralled by the witch
Lynfa (0707).
Their retainer is the magic user Ann-Sophie (level 7). The spells known
are based on The Book of the Sea Hag by Narga the Pirate Queen of the
South Seas: 1. water walking, siren song, needles and puppets, 2. beauty, long
kiss, 3. curse of drowning, sea of fog, 4. river travel. A potion of goo (dark
green, smelling like the sea, 20min, turns you into living goo, able to
squeeze through any crack).
They are served by two retainers. One is the knight Alie e (level 5). A
potion of flying (cool grey, black residue, 1h). An arrow +1 with an
obsidian tip. The other is the magic user Duygu (level 2). The spells
known are based on The Book of Geomancy by Zorkan of Mount
Whiterock: 1. magic message, stone fist. A black iron crown +2 proclaiming
the wearer to be Muznákh, king of kings.
The local contact for the secret society of the Illustrious Sages of the Depths
is the knight Nieve (level 6). A black plate armour of the dark lord + 2,
giving your voice a magical force, if you are not a acking: the person
addressed must save vs. spells or obey a one-word command, if they
understand. To be free of shackles is what they want. They free slaves
and wreck the tools of their feudal lords.
Aniik is willing to pay 500gp to whoever brings back the bandit Laaniya
(0504), dead or alive.
There are some tents outside the se lement and you can spot the white flag of
Duchess Sharin the Hallowed Warchanter (blazon: Argent a lion Gules). 40 mercenaries
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) are camped here, waiting for orders. 6000
gold coins. 1 jewelry. They are led by the mercenary captain wizard Ahron (level 3).
The spells known are based on The Book of the Fist by Darsim the Muscle Mage: 1. fist
of air, jump, 2. focus. The dagger Stonecu er +1 which allows you to slowly cut
Ahron had trouble filling the ranks and so now they’re terrorising the
locals, forcing them to give up their young ones: they offer to pay their
parents’ debts, they’re claiming that they lost a gamble about it last
night, they’re threatening to burn down their farm if they don’t come.
These are the sullen faces of Teymoore, Lathoon, and Brando in the camp.
Blood Stream runs through here. A rickety bridge has been built by the locals.
Ca le Track, Sheep Track, and Cheese Lane meet here, near Big Crag.
0104: The larches of Shadow Grove cast long shadows. The ground is full of their
brown needles. The lack of branches and trees lying on the forest floor is a sign of
regular wood gatherers. At dusk and dawn a pack of 12 wolves roam these lands
(HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
The local smith is a humble soul called Henryk. You can get your oxen
shod and your scythes repaired. Some of the stuff the locals aren’t
buying: pole arm @ 10gp, a ba le axe @ 9gp, a metal shod staff @ 2gp,
plate mail @ 800gp, a lance @ 7gp, and a javelin @ 1gp.
The sly dwarf bard Snorri Irontomes is here, playing the cymbals and
singing How Nimble Alvi Yewbeards Tricked the Vile Dragon and retelling
Why Vile Charibert Stole Sly Orskjald Leadflame’s Mother. Many are nodding
in approval. If you ask them about the war, they’ll say that captain Ahron
was last seen in Witch Township carrying the banner of Duchess Sharin the
Hallowed Warchanter (0103).
Bone Rill flows through here. Sharuch has a small ra that can carry
ca le and people across.
reader entered).
A tiny foot trail leads into a copse of Nymphrest trees. There, one finds four long
barrows, each 20 in diameter, memorialising an ancient religion. If any dare dig
here, they will discover a hidden chamber, built with wooden posts, yielding two
corpses, their tombstone painted black with a skull pyramid. The journey to the
a erlife was sped with horse bones, a charcoal horse on stone (2 gp), a glass-bead
bracelet (4 gp), and a stone handstone (3 gp).
0106: There is a hill rising high above Shadow Grove with a nice cave which offers
shelter from the rain. A tunnel leads into the hillside. Timber supporting the ceiling
is a sign that this used to be a small mine. People used to dig here for mercury, in the
old days. The cave is home to a small family of 3 bears, hungry (HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals
an extra 2d8). The cave is riddled with small pools and puddles of stagnant water.
The people from Dolbury (0104) call this the maw of Scar Snout.
Close by, on a li le hill, one can see three bank barrows, each 10 in diameter. This
is an ancestral shrine of the dwarves. If any dare disturb the ground here, they will
discover a hidden chamber, built with wooden posts, yielding two corpses, their
sarcophagus painted red with a seven headed snake and the inscription Lusia
Bronzeseeker. The journey to the a erlife was sped with a stone handaxe (1 gp), o er
bones, a carved bone disc (2 gp), and 2 gold chalices worth 6000gp.
0107: The Shadow Grove has turned into a water logged swamp. Turtle rest on a
floating log in a murky pool and slip slowly into the water when approached. The
air is thick and humid. The waterways eventually lead to a wooden fort rising out of
the water, inhabited by 15 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and
led by Arrow of Longing (HD 3+1). The fort is defended by a small watchtower with
an archer. 4 gems.
0109: A long shallow pool covered in a sickly green algae guards a far cliff. The
waters occasionally swirl and eddy, hinting at some leviathan underneath. In fact,
the waters are unseasonably warm, with bubbling hot springs below. From the
blocked cliff rises a squat fortress, grey, with horizontal slits made for big dwarven
siege ballistas. The entrance is hidden and fortified with many iron gates in narrow
tunnels. These days narrow wooden ladders simply lead up to one of the those slits.
A human would have to crawl into the opening.
39 goblins live here, led by Man Killer (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The
goblins have tamed 7 intelligent giant wolves (HD 4+1 AC 6 1d8 F2 MV 15 ML 8
XP 400). Goblins love to ride these into ba le.
0110: The yews of Shadow Grove cast long shadows. The ground is full of their
brown needles. Occasionally, you can see tree stumps so somebody must be logging
these trees. At dusk and dawn, you can sometimes see a male boar seaching for food
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is an ambitious manipulator called Shejla. You can get
your horses shod and your shears fixed. Surprisingly, they have some
interesting things for sale: a hand crossbow @ 105gp, a flail @ 9gp, a long
sword @ 20gp, and a short bow @ 25gp.
War Brooklet flows through here. Weird Maliya has a small ra that can
carry ca le and people across.
0201: This part of Shadow Grove is under the protection of 2 treants led by Moss
Forest (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees
two trees each, using the same stats). They mostly stand around near the Blue Pond.
The undergrowth is thick and thorny, leading to long detours. Without a guide, you
will get lost on 1–2 in 6.
0202: The swamp of Shadow Grove seems to stretch forever. A sulphur smell hangs
over the swamp. A ruined tower standing on a small island is home to the e in
called Stand and Deliver (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only
surprised on a 1 in 6). 10000 silver coins. The branches of many trees bear hanging
corpses, warning signs for all the fools that would come and disturb the e in peace.
On a small island in a li le lake, one can see two pond barrows, each 30 in
diameter, hinting at an ancient folk. If any dare excavate here, they will discover a
hidden chamber, built with stone slabs, yielding three corpses, their mummy
painted crimson with a bull being killed by an axe. The journey to the a erlife was
sped with a chalk spindle whorl (2 gp), a carved antler baton (2 gp), and an iron bell
(clapper missing) (4 gp). A sling stone +1.
0203: It’s colder up here and the Shadow Grove is dominated by firs. The land up
here is the hunting ground of a manticore called Grandfather Avarice living in the
ruins of an old tower overlooking the area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6
MV 18 ML 9 XP 600; 24 spikes (60 , 1d6), up to 6/rd). 8000 gold coins.
0204: The swamp of Shadow Grove seems to stretch forever. Pale yellow froth clings
to the Bishopseed roots here. A distant splash is followed by frantic waterfowl calls.
27 froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into
combat for double damage; swim) live here, led by Great Lick, a priest of
Tsathoggua: lightning bolt 2×/day (5d6, save vs. spells for half). The mud
village built around the temple is guarded by 2 giant toads (HD 4+1
AC 7 1d6 + swallow F2 MV 3 ML 6 XP 400; human children, elves,
halflings and dwarves are swallowed when hit: save vs. death once per
round or suffocate).
0205: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of conifers. If you wander into these woods, you’ll soon
hear laughter and revelling. These satyrs just won’t leave the nearby se lement.
They’re polite and nice enough, but it’s so hard to get work done with all the
drunken louts in the square all day long. Hospitality is wearing thin, but these 7
satyrs are intent on staying (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when
playing the flute, anybody listening must save vs. spells or join the party; chill-out
tunes: when playing the flute, anybody listening must save vs. spells fall into a
magical slumber; only harmed by magic, magic weapons or silver weapons).
A tiny foot trail leads into a copse of Fencesedge trees. There, one finds three square
barrows, each 30 in diameter. This is an ancestral shrine of the dwarves. If any dare
dig here, they will discover a hidden chamber, built with stone slabs, yielding six
corpses, their headstone painted black with a woman riding on a broom and the
inscription Dagunn Oakenring. The journey to the a erlife was sped with a stone
saddle quern (1 gp), a glass-bead bracelet (4 gp), an amber bead (4 gp), and 3 silver
fibulas worth 4000gp.
0206: The water has dug a deep chasm through the mountain. The bellowing of hill
giants can be heard every day. A barricade was built across the pass. It has one gate
where they expect you to pay obeisance and a toll of 500gp per person. 4 hill giants
led by Rock Thrower (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). 12 gems. 7 jewelry. The
orcish sword Monkey Slicer +1/+3 vs. humans used by Lughúr in The Sunless Days.
An elven long sword +1 with elven runes naming its owner: Lewon.
0207: These mountains are called the Sharp Graves. A great volcano lies silent
between these mountains. Cold black lava covers everything, here. Every now and
then you see openings into lava tunnels. A spiral stairs descends into the blackness
below. The heat grows as you descend until it seems unbearable. Everything is
drenched in sweat.
Finally, you arrive at a huge cave with a boiling lake at its bo om. The floor
descends steeply towards its shores. The stones are slick and slippery as the water
vapours swirl and churn. The sound of bubbling water fills the air.
This is a temple of Mitra. The huge bronze gates are decorated with a bull. Behind
the gate lies a courtyard guarded by 5 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9
XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see invisible; hell
hound embers burning inside them are worth 500gp to an alchemist).
The walls surrounding the courtyard are decorated with long black iron spikes,
needles as long as a man or two, pointing up, in order to discourage flying
opponents from landing. At the foot of the fortress are some workshops. This is
where blackened 20 dwarves (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) slave at the
anvils and bellows led by Ingvór Stoutspark (level 6). They are chained to
their workstations, their bedrolls right next to their tools. The food and
water they require is stored inside the fortress, behind locked doors in
obsidian coffers.
2 fire giants led by Helviti live here (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12
ML 9 XP 1100). The headband of karma allows you to borrow luck from your future
self: when rolling a d20, roll 2d20 and take the higher result, but before doing it
again you need to pay your debt in a similar situation and roll 2d20 and take the
lower result.
A green glass tower has been built in this lake. It is now inhabited by a green
dragon called Piercing Bone of the Valley (HD 8 AC 1 1d6/1d6/3d8 F8
MV 24 ML 9 XP 1000; poison (if HD 4 or lower, save vs. poison or
die; otherwise suffer 1/rd)). 80 gems. A prayer of protection of the
moon (8h, prevents were-creatures from approaching). An elven
cloak (5 in 6 chance of hiding in the wilderness using magic
camouflage when standing still). At night, a pale light emanates from the windows
of the tower in the form of wisps of vapour. In The Story of Eithaion the Cruel, they
call it Tinudir’s Ruin. There is no bridge but the tower’s entrance is at the water level.
There is no boat to be found at the water’s edge.
A empting to enter the tower draws the a ention of Slow Suffocation, a marid who
guards the tower (HD 12 AC 1 3d6 F24 MV 24 ML 12 XP 1200; water, fog, flood and
destruction at will; only harmed by magic or magic weapons).
0209: A wide stagnant moat has overflowed its channel and turned to fens,
surrounding a blocky shale fortress, its great steel gates bent, crushed, and broken,
and covered in rust. An inner courtyard is li ered with the bleached bones of
dwarves, long stripped of their armor; only broken axes and chipped ma ocks
remain. This is The Stinking Warrens of Tragedy.
4. Chapel: The room is dominated by a central dais, two bright greenstone steps above
the floor. A low sandstone plinth crowns a collapsing dais covered in dust. Fragments
of prayers are barely legible on the surrounding walls.
Empty: Rubbish heap.
Sound: One can hear a faint bells ringing (above).
5. Barracks: Several sleeping mats and rough silk pillows stuffed with moldy hay line the
walls.
Trap: Statue with Diadem, amethyst booby-trapped with poison gas,
save vs poison (3d6 damage plus poison).
6. Chapel: A circular stone font, dry but with a stain around the water line, smells of
horseradish/wasabi. A triangular table in a corner is for the sacristy, with empty iron
chests containing ceremonial food and plates. Fragments of prayers are barely legible
on the surrounding walls.
Empty: Rockfall.
Smell: The cloying odor of banana.
7. Temple: A circular stone font, dry but with a stain around the water line, smells of
pecan meats. A small candle holder holds only melted wax, but the room still smells of
incense and patchouli.
Boss Monster: 1 lizardfolk oracle (level 4). The spells known are based
on The Book of Ursomancy by Ufala One Eye: 1. shadows, bear strength, 2.
permanent starlight, shadow step. and her 4 devoted kobolds tormenting a
mouse (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or weapon-1 Save NM
ML 6 AL C XP 5 )
Treasure: 2000 silver coins. 4 gems. 3 jewelry. (uncovered; alcove)
0301: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of yews. The trees along the trails through this forest have
all been coppiced, i.e. cut down near the ground level in order to produce wood. At
dusk and dawn a pack of 6 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18
ML 6 XP 200).
The local smith is a humble soul called Kishog. You can get your horses
shod and your axes repaired. They probably robbed a corpse for this
stuff: a long dagger @ 3gp, 20 nails @ 1gp, studded leather armour @
20gp, and a silver-tipped arrow @ 7gp.
The treasure hunter wizard Xeno (level 5) is trying to hire some fools to
steal Desert Parlsey from the witch Lynfa (0707) who grows it amongst the
other herbs, vegetables, and flowers of her garden. “Surely Wendelin
(0503) will pay us well. I am generous: two shares of the 6000gp reward
for me, the rest to be shared equally amongst the other survivors.” The
spells known are based on The Book of Songs by Xoralfona the Wordsmith:
1. lies, calm, 2. speak, entrapment, 3. exhaustion. A potion of silver tongue
(amaranth pink, silvery flakes, 1h, everybody who hears your voice must save
vs. spells or be charmed).
Mud Road and Mud Track meet here, at the old Abilard milestone.
0302: The Shadow Grove is sinking beneath the water. Turtle rest on a floating log in
a murky pool and slip slowly into the water when approached. The air is thick and
humid. The waterways eventually lead to a wooden fort rising out of the water,
inhabited by 10 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and led by
Spear of Sorrow (HD 3+1). The fort is defended by a giant ape (HD 3 AC 7 1d6/1d6 F3
MV 12 ML 5 XP 300). 10000 silver coins. 10000 gold coins.
0303: The yews of Shadow Grove cast long shadows. The ground is full of their
brown needles. The land up here is the hunting ground of a manticore called Old
Man Ambition living in the ruins of an old tower overlooking the area (HD 6+1 AC 4
1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 , 1d6), up to 6/rd). 6000
gold coins. 6 gems. 1 jewelry.
0304: The Shadow Grove reaches these highlands and slowly thins out. A few
larches are the last ones to brave the snow at these altitudes. At night, the orcs of the
Dire Stealer tribe hunt these lands. 60 orcs led by Shagrod (HD 4) live here (HD 1
AC 6 1d6 F1 MV 12 ML 8 XP 100). 4 gems. A map to the 3 silver fibulas worth
4000gp in the barrow of Dagunn Oakenring (0205). Their se lement is protected by a
0305: The Shadow Grove reaches these highlands and slowly thins out.
A few junipers are the last ones to brave the snow at these altitudes. There is a
clearing with a moss covered statue of Mitra still standing. Sometimes you can see
some deer.
The local smith is an arrogant fool called Kauan. You can get your horses
shod and your spades repaired. Looks like they pillaged this from
somewhere: a halberd @ 14gp, a flask @ 2gp, a metal shod staff @ 2gp,
and a pike @ 5gp.
The dragon hunter magic user Meghomi (level 8) is trying to hire two
score desperate peasants to go and slay Corroding Snake of the Waters
(0603). “I am generous: two shares of the treasure found for me, the rest
to be shared equally amongst the other survivors.” The spells known are
based on The Book of Ursomancy by Ufala One Eye: 1. shadows, bear
strength, long sleep, 2. shadow step, permanent starlight, bear shape, 3. breath of
cold, laser eyes, 4. spell warp, shadow passage. A potion of goo (dark green,
smelling like the sea, 20min, turns you into living goo, able to squeeze
through any crack). The dagger Tin Opener +1/+3 vs. armoured foes, with etchings
on its blade showing a peasant stabbing a knight into the visor. A ring of the bully
which allows you to shove anybody and anything within 60 , and if this puts your
victim in harm’s way then they must save vs. death or suffer the consequence.
Bone Runnel runs through here. Old Yong has a small ra that can carry ca le and
people across.
0306: Up here in the mountains lies lake Green Pond. 40 nixies led by Tears of Ice live
here (HD 1 AC 7 1d4 F1 MV 12 ML 6 XP 100; charm, water breathing). 5000 gold coins.
They are worried about a herd of centaurs that have been carousing in the area and
scaring away the wildlife.
The lake shore has become the home of the centaur Baldesind (HD 4 AC 5
1d6/1d6/1d8 F4 MV 18 ML 8 XP 400).
0307: The snow fields beneath the Sharp Graves are difficult to traverse. You need a
guide and skis. The stone walls rising from the snow are home to a hungry snow
tiger (HD 6 AC 6 1d6/1d6/1d12 F3 MV 15 ML 9 XP 600; surprise on 1–4 in 6).
0308: The glaciers beneath the Sharp Graves are difficult to traverse. You need a
guide and skis. The stone walls rising from the snow are home to a cautious snow
tiger (HD 6 AC 6 1d6/1d6/1d12 F3 MV 15 ML 9 XP 600; surprise on 1–4 in 6).
0309: High up on on a ridge is an old elven tower made of green glass. Leaves and
vines of green and brown glass cover the tower, giving the appearance of life where
there is none. In The Tale of Paurwen the Nightingale, they call it Edendir’s Last Stand.
An ornate archway stands open at the base of the tower allowing any to pass within.
In the archway, however, lie two dead knights in plate. Those who do are struck by a
rune of protection unless copper or iron wiring is used to short-circuit the trap:
lightning bolt (5d6 damage, save vs. spells for half)
The room above, with its polished floor, arching columns and a beautiful mosaic of
trees and Lodgehair trees and scenes from The Story of Limdir the Cruel, is
inhabited by a blue dragon called Water Fang of the Rain (HD 9
AC 0 1d8/1d8/3d10 F9 MV 24 ML 9 XP 900; lightning (as much as
the dragon has hp le , save vs. dragon breath for half)). Exposure
to elven dweomers has made the dragon surprisingly friendly. 1500
platinum coins. 60 gems.
The uppermost chamber of the tower appears to have been some sort of observatory
in the past. Perhaps special knowledge could be gleaned by those who take the time
to examine it.
0310: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Soon, small leeches are squirming
furiously against your clothing. Se ing up camp here is not safe. On a rocky outcrop
stands a tower. Here lives the vivimancer Giulio-Mateo (level 5),
protected by 13 myconids (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind,
dominate, knockout, gravity control (3d8): save vs. spells to avoid; silent
message). Giulio-Mateo is looking for a hell hound embers (0207). A few
gobelins cover the walls. The spells known are based on The Book of the
Warp by Korokoro the Mad: 1. mishap, recoil, 2. plague touch, ooze, 3. warp
mind. A golden necklace +2 dedicated to Thor.
0401: The coniferous trees of Shadow Grove cast long shadows. The ground is full
of their brown needles. Within this wood is a dungeon. This is The Unwholesome
Prison.
Empty: Cobwebs.
Smell: The distinct odor of musky urine.
3. Vault: A vaulted ceiling overlooks an iron wall of 4
3
0402: The hemlock of Shadow Grove cast long shadows. The ground is full of their
brown needles. If you wander into these woods, you’ll soon hear laughter and
revelling. These satyrs roam the roads of the nearby se lement, covering the walls of
houses with rude graffiti and profane writings. They jab and jeer at anybody doing
honest work and corrupt the young ones with wines and charms. And yet, nobody
dares to stop the 11 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when
playing the flute, anybody listening must save vs. spells or join the party; chill-out
tunes: when playing the flute, anybody listening must save vs. spells fall into a
magical slumber; only harmed by magic, magic weapons or silver weapons).
0403: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of pines. The lack of branches and trees lying on the forest
floor is a sign of regular wood gatherers. Sometimes you can see some deer.
The local smith is an arrogant fool called Farooq. You can get your
mounts shod and your shears repaired. Surprisingly, they have some
interesting things for sale: 10 spikes @ 2gp, a quiver with 20 arrows @
6gp, and chain mail armour @ 55gp.
Hearts leap at the sight of any clouds, but no rain is forthcoming. For
almost the entire season itʹs been dry, and the turnip greens are turning brown in the
fields.
0404: These Lakebranch hills in Shadow Grove belong to the Knee-Melting tribe. 40
orcs led by Lagrod (HD 6) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). 11000 silver coins. 5 gems. A potion of invisibility (deep cyan,
smelling like apples, 20min, no a acks). The helmet of the dark lord with
smoke and red light dripping out of its visor grants the ability to tell
when others within 10 are lying. Their fort is guarded by 4 boars
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two big skull
pyramids near the entrance with about 200 skulls each.
0405: Small creeks have dug deep canyons into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 4 giant apes led by Rockstomp live
here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
0406: The valley up here is hard to find. This is where the orcs of the Skull-Punching
tribe raise bighorn sheep and make their famous iron rations made of bacon, honey
and roasted acorns. 30 orcs led by Shaggol (HD 2) live here (HD 1 AC 6
1d6 F1 MV 12 ML 8 XP 100). A scroll of unlocking doors (unlocks and
unbars a door up to 2m wide). A potion of bellowing (peach, 1h, allows
you to bellow so loud that your voice can be heard for many miles).
Shaggol is a famous singer of epics, his favourite being The Trials of Tariq.
The orcs live in a big circular building with a large central courtyard in the One Clan
style, the lower story made of stone and the upper story made of wood. The floor is
covered with rugs except for a large hole filled with polished skulls. The building is
guarded by 4 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are several big
skull pyramids near the entrance with about 200 skulls each.
0407: The upper valley is rocky and bare. Here lie the ruins of one of the old
mountain fortresses built during the reign of Thyia the Terrible of Farlazzan. The big
stone slab above the main entrance still says “Farlazzan” in flaming le ers! A very
large stone hall stands amidst the ruins. 4 hill giants led by Sheep Thrower (HD 8
AC 4 2d6 F8 MV 12 ML 8 XP 800). 11000 silver coins.
0408: The Shadow Grove is sinking beneath the water. Vibrant green duckweed
floats still on the stagnant water’s surface. The area has been se led by a tribe of 25
lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Egg Mother (HD 4).
An eternal torch that produces an eternal flame, temporarily suppressed under water.
The li le village of mud huts is guarded by 4 giant lizards (HD 4 AC 5 1d10 F3
MV 12 ML 7 XP 400).
These lizard people like to sing the Songs of Paltaban (0801), it’s rise, and it’s fall to
oblivion.
0409: The rocks up here are covered in grey and orange lichens. Amidst the rocks,
there is a hidden entrance to a dungeon. This is The Vast Vaults of Secrecy.
Wandering Monster: 2 kobolds laughing (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or
weapon-1 Save NM ML 6 AL C XP 5 ).
damage.
Monster: 4 kobolds tormenting a mouse (AC 7 HD 1d4 hp MV 60ʹ (20ʹ)
DMG 1d4 or weapon-1 Save NM ML 6 AL C XP 5 ).
Treasure: 651 silver coins (uncovered; flagstone)
5. Kiln: Sawdust and old Yokethicket branches on the floor a est to a former pile of
firewood.
Monster: 5 troglodytes polishing weapons (AC 5 HD 2* MV 120ʹ (40ʹ)
DMG 1d4/1d4/1d4 Save F2 ML 9 AL C XP 25 Special They have a
chameleon ability that lets them surprise others on a 1 to 4. They secrete
oil that smells that nauseates unless a save versus poison is successful.
Anyone nauseated will suffer -2 to a ack.).
6. Nursery: Three cradles stand silently here, among broken kindling that might once
have been childrens’ toys. Even the mice have abandoned the swaddling.
Empty: Rockfall.
7. Temple: A small chamber, roofed and enclosed on all four sides, occupies the center of
this room; it’s only door is locked.
Boss Monster: 1 troglodyte stench-mage (level 5) who currently smells of
guilty sweat, teaching the aromatic arts to 9 troglodytes (AC 5 HD 2* MV
120ʹ (40ʹ) DMG 1d4/1d4/1d4 Save F2 ML 9 AL C XP 25 Special They have
a chameleon ability that lets them surprise others on a 1 to 4. They
secrete oil that smells that nauseates unless a save versus poison is
successful. Anyone nauseated will suffer -2 to a ack.)
Treasure: 100 platinum coins. (secreted; wall)
8. Mine Sha : The beginnings of a mine for a vein that soon tapped out. Some
abandoned ma ock and pick blades are here, their wooden handles long ro ed.
9. Cistern: A deep granite well stands in the center of this room, a dented bucket on a
very short length of rope nearby.
Empty: Small organized piles of dirt.
Sound: One can hear a obstreperous murmuring (approaching).
10. Arena: Carved benches are placed along the walls around a large central depression.
Dark stains, possibly blood, still grace the floor.
Trap: Tripwire Arrows, save vs poison (1d6 damage plus poison).
Treasure: 253 silver coins (hidden; niche)
11. Crypt: Several small pits, each containing an urn and ashes make traversing this room
hazardous.
Trap: Walls Closing In, once every player has wedged a weapon between
the wall and floor, the wall stops closing in, but the weapons are ruined,
otherwise roll d20 under your dexterity or be crushed.
12. Guano Pit: A ro ing wooden bridge, recently swept clean but with occasional spots of
guano, leads over a pit full of the stuff. The smell is worse than any latrine. Anyone
who rolls above their dexterity score breaks a board and drops into guano, taking 1d6
damage.
Monster: 3 troglodytes alert (AC 5 HD 2* MV 120ʹ (40ʹ) DMG
1d4/1d4/1d4 Save F2 ML 9 AL C XP 25 Special They have a chameleon
ability that lets them surprise others on a 1 to 4. They secrete oil that
0410: Small creeks have dug deep channels into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 17 giant apes led by Roundface
live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 6 jewelry.
0501: The spruces of Shadow Grove cast long shadows. The ground is full of their
brown needles. The lack of branches and trees lying on the forest floor is a sign of
regular wood gatherers. At dusk and dawn, you can sometimes see a male boar
seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a humble soul called Shakeem. You can get your oxen
shod and your axes repaired. Looks like they pillaged this from
somewhere: a flail @ 9gp, a sling with 20 metal pellets @ 2gp, a shield @
10gp, a shovel @ 3gp, 30 quarrels @ 3gp, and a lantern @ 10gp.
When Old Lady Baldelind was crushed by stones last week, the locals
thought their troubles were over. Few paid any mind to the curses she
spat out shortly before she died. Now impossible swarms of Tomato Red
locusts seem to scream her name as they ravenously devour every leaf, stalk, and
bud in the farmerʹs fields.
Cheese Road and Mud Road meet here, by the tanner’s stinking vats.
0502: The hills of Shadow Grove are do ed with ruins. Among the ruins is the
entrance to a dungeon. This is The Fearful Oublie e.
Wandering Monster: recently arrived and plaguing this complex: a swarm of bees
(AC 7 HD 2, 3, or 4 MV 30ʹ (10ʹ), Fly 60ʹ (20ʹ) DMG 2 points Save NM ML 11 AL N
XP 80 Special termites taking up 10ʹx30ʹ of space automatically hi ing anyone where
victims with no armor take double damage. It takes 3 rounds to completely swat
away insects a er escaping. Torches will only do damage to them as weapons doing
1d4 damage.).
0503: The swamp of Shadow Grove seems to stretch forever. Turtle rest on a floating
log in a murky pool and slip slowly into the water when approached. The air is thick
and humid. On a rocky outcrop stands a tower. Here lives the necromancer Wendelin
(level 6), protected by 16 watchful zombies (HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200;
immune to sleep and charm). The spells known are based on The Book of the Dead by
Agrimach the Necromancer: 1. aura of fear, read magic, 2. hold person, converse with
0504: The coniferous trees of Shadow Grove cast long shadows. The ground is full
of their brown needles. Within this wood is a dungeon. This is The Lowest Basement of
Suspicion.
Wandering Monster: recently arrived and plaguing this complex: 2 giant vampire
bats (AC 6 HD 2 MV 30ʹ (10ʹ), Fly 180ʹ (60ʹ) DMG Unconsciousness No. App 1-10
(1-10) Save F1 ML 8 AL N XP 20 Special A bite does no damage but a save versus
paralysis is required or fall unconscious for 1d10 rounds. They then drain 1d4
damage of blood per round).
candle holder holds only melted wax, but the room still smells of incense and patchouli.
Boss Monster: the wanted wizard Laaniya (level 3) leads these
bandits. The spells known are based on The Book of the Water
Dragon by Chana the Aquamancer: 1. charm person, water
walking, 2. speed.
Treasure: unguarded: 549 silver coins (covered; alcove)
(embedded; corner)
0505: This is the Shadow Grove. The smell of wood-rot is strong. A waterlogged
Towergallow trunks bob lazily in the mire. On a rocky outcrop stands a tower. Here
lives the vivimancer Xhemile (level 7) with 12 wine dregs puddings
(HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerates unless
damaged by acid; dissolves metal; immune to sleep and charm) hiding in
pools and pits. The entire tower is surrounded by a ditch and a fence.
Bedroom and laboratory are on the outside. The tower is not safe. The
spells known are based on The Book of the Warp by Korokoro the Mad: 1.
recoil, mishap, amnesia, 2. outgrowth, ooze, 3. warp mind, grow limb, 4. warp flesh.
0506: The yews of Shadow Grove cast long shadows. The ground is full of their
brown needles. This fir forest is home to a pack of 11 wolves (HD 2+1 AC 7 1d6 F1
MV 18 ML 6 XP 200).
0507: This is the Shadow Grove. Beavers have built dams, drowning the land. The
area has been se led by a tribe of 20 lizard people (HD 2+1 AC 5 1d8 F2 MV 12
ML 7 XP 200) led by Egg Mother (HD 3). A prayer of safety (transports the reader and
up to ten targets back to the last temple the reader entered). The li le village of mud
huts is guarded by spiked barriers. 1000 gold coins.
These lizard people like to sing the Songs of Loss and Longing, a cycle of heroic poems
involving the wars against Queen Maura of Trazadan.
0508: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of coniferous trees. In this fir forest is a li le campsite with
8 bugbears led by Deadly Wind belonging to the Lynx Teeth band (HD 3+1 AC 5 1d10
F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6).
0509: The firs of Shadow Grove cast long shadows. The ground is full of their brown
needles. Within this wood is a dungeon. This is The Fearful Warrens of Tibor.
10. Smithy: Next to a forge and an anvil sits a pile of logs and charcoal. Any other tools of
the smith’s trade are long gone.
Empty: Rat tunnels.
11. Guano Pit: An overturned wheelbarrow and some broken shovels rest near a large pile
of astringent bat droppings.
Special: Cave paintings.
12. Throne Room: Rusted iron braziers line the walls around the throne room, while a
stone throne sits to one side. Once bejeweled, the throne now has empty sockets, as
every gem has been looted from it.
Boss Monster: Terrible Spirit of Revenge the Ra le Tail Naga (HD 9 AC 7
1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will; only
harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist and her ensorcelled giant lizard (HD 4 AC 5 1d10 F3 MV 12
ML 7 XP 400)
Treasure: 9000 gold coins. 500 platinum coins. A potion of fire belching
(deep saffron, 20min, 3d6, save vs. dragon breath for half). (buried;
panel)
0510: It’s colder up here and the Shadow Grove is dominated by larches. There are a
few trails leading towards a small se lement. At dusk and dawn, you can
sometimes see a group of 15 female boars and their young (HD 3+1 AC 6 1d8 F1
MV 15 ML 9 XP 300).
The local smith is a braggart called Sovan. You can get your mules shod
and your shears fixed. Looks like they pillaged this from somewhere: a
javelin @ 1gp, a long dagger @ 3gp, 5 small darts @ 1gp, a sling with 20
metal pellets @ 2gp, a steel mirror @ 5gp, and a dagger @ 2gp.
Long ditches are being dug by weeping townsfolk, while all spare
lumber is being gathered for a massive pyre. The numerous corpses of
victims of Filth Palsy must be dealt with quickly, before it spreads further.
0601: The hemlock of Shadow Grove cast long shadows. The ground is full of their
brown needles. At dusk and dawn, you can sometimes see a male boar seaching for
food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
0602: There is a hill rising high above Shadow Grove with a nice cave which offers
shelter from the rain. A small cave has been dug into the ground, the entrance itself
is covered in moss. The cave is home to a male bear, on edge due to the mating
season (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit,
their bear hug deals an extra 2d8). The cave is covered in leaves blown in by the
wind. The people from Narrow Rith (0702) call this the cave of Tent Wrecker.
0603: The Shadow Grove has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Corroding Snake of the Waters has built its lair
on a huge pile of ro ing leaves that form a steaming island in the
warm water (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8 XP 700; acid
(as much as the dragon has hp le , save vs. dragon breath for
half)). 20000 gold coins. 1900 platinum coins. An elven long sword
+1 with elven runes naming its owner: Rhibil. An orcish mace +1
marked with the runes of Set. If you enter the water, you’ll soon a ract the a ention
of 2 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
0604: The Shadow Grove rises up into these hills. The trees of the forest grow
smaller and smaller as it rises. As you approach the tree line, there’s a hidden pass
leading into an upper valley. You can see bighorn sheep grazing. This is the home of
21 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5
in 6, inside: surprise on 1–2 in 6) led by Warin (level 5). A pair of
nightvision goggles (60 ). 100 platinum coins. These halflings are cruel
flesh eaters, like ravenous wolves they hunt and eat humans and elves
alike.
0605: This is the Shadow Grove. A sulphur smell hangs over the swamp. There’s a
wooden hut here. Its inhabitant appears to be a hermit called Jany. In
actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10
XP 400; shape change at will). 4000 gold coins. It will try and see whether
it can replace one of the party members and leave the area with you.
A tiny foot trail leads into a copse of Bi erskin trees. There, one finds
three pond barrows, each 10 in diameter. This is a crypt of a wight general. If any
dare dig here, they will discover a hidden chamber, built with wooden posts,
yielding one corpse, their headstone painted white with a three headed hell hound
and the inscription Eilif the Terrible of Yzarria. The journey to the a erlife was sped
with a stone dagger (3 gp), a bone flute (2 gp), a stone sickle blade (3 gp), and 4
silver hat pins worth 6000gp.
0606: The hill overlooking Shadow Grove is the home of 3 treants led by Trunk Man
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Secret Lake.
0607: The Shadow Grove rises up into these hills. O en cliffs block your way. But
here’s a crack in the cliff and if you follow the small creek into the ravine you can
reach a hidden valley. Small pigs rooting between the oak trees, here. This is the
home of 22 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise
on 1–5 in 6, inside: surprise on 1–2 in 6) led by Hilda (level 4). A necklace
with a big gem set in silver containing the elemental prison of an ifrit
called Slow Burning Anger (HD 10 AC 3 2d8 + 1d8 fire F20 MV 24 ML 12
XP 1000; illusion, permanent living flame, invisibility, wall of fire and
creation at will; only harmed by magic or magic weapons). 100 platinum
coins. These halflings are wicked raiders, disappearing into the
wilderness without leaving a trail.
0608: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. From the gnarled boughs of ancient Hillflower trees dangles Slothcap moss.
On one of the islands there is a huge mud mound. 26 goblins live here, led by Eye
Rider (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The goblins have tamed 6 giant
weasels (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500). Goblins love to ride these into
ba le. 6000 gold coins.
Blood Rill, Robat’s Rindle, Brown Brook, and Brown Creek merge here.
0609: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Smash leading 5 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400)
and 20 orcs of the Hand-Chopper tribe (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). The hill top is a maze of trenches to allow them to move about
unseen, small caves for them to spend the day protected by spiked pits,
all access to this area protected by sharpened wooden stakes rammed
into the ground to prevent anybody from storming it. 6000 gold coins. 6
gems.
Old Gravel Road crosses over the water below at the bridge of St. Ifanwy.
0610: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Pain (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400). The hill top is a maze of
trenches to allow them to move about unseen, small caves for them to
spend the day protected by spiked pits, all access to this area protected
by sharpened wooden stakes rammed into the ground to prevent
anybody from storming it. 5000 gold coins.
0701: The hill overlooking Shadow Grove is the home of 3 treants led by Moss Water
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Secret Mere.
0702: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of junipers. The trees along the trails through this forest
have all been coppiced, i.e. cut down near the ground level in order to produce
wood. At dusk and dawn, you can sometimes see a male boar seaching for food
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a braggart called Awruhom. You can get your donkeys
shod and your sickles repaired. Surprisingly, they have some interesting
things for sale: a javelin @ 1gp, a shield @ 10gp, a sling with 20 metal
pellets @ 2gp, studded leather armour @ 20gp, and a spiked club @ 2gp.
Times have been tough for Sunshine Menagerie lately, and the last performance
resulted in their payment being in the form of barrels and cages, Vageesan is
looking to unload them for coin.
0703: Scorched tree stumps and puddles of poisonous black bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 1 jewelry.
The tunnels above the lindwurm caverns are inhabited by 30 goblins, led by Wolf
Basher (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 6 jewelry. They will happily defend
the lindwurm using their bows and arrows. If pursued, they will try and lure fools
into the nets of 2d4 giant spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400;
climb). There is a 2 in 6 chance that running leads people into a web trap. Anybody
trapped is helpless.
0704: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Club leading 2 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400).
The ogres have found a cave under some boulders where they have dug
their lair. It’s basically one stuffy room, with hundreds of bones. 6000
gold coins.
0705: The Shadow Grove reaches these highlands and slowly thins out. A few
conifers are the last ones to brave the snow at these altitudes. There are a few trails
leading towards a small se lement. At dusk and dawn, you can sometimes see a
male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is an arrogant fool called Becky. You can get your
donkeys shod and your spades repaired. Some of the stuff the locals
aren’t buying: 20 arrows @ 3gp, a pike @ 5gp, and a dagger @ 2gp.
The treasure hunter sorcerer Sophear (level 3) is trying to hire some fools
to find Passion Hood (in 0605). “Surely Xhemile (0505) will pay us well. I’ll
be fair: half of the 6000gp reward for me, half to be shared amongst the
other survivors.” The spells known are based on The Book of Liminurgy by
Elam the Recluse: 1. charm person, extra pocket, 2. visiting the afterlife. A
prayer of protection of the moon (8h, prevents were-creatures from
approaching). A golden crown +2 commemorating the ascension of
Eikskjald Newhammer to the throne of Old Thunder. The gloves of the dark
lord allows you to li anybody no larger than yourself and strangle them: they must
save vs. spells or be held and suffer 1d6 damage.
Traditionally used to flavor their sylvan libations, the Passion Hood here is tended
by a troupe of unruly 10 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes:
when playing the flute, anybody listening must save vs. spells or join the party;
chill-out tunes: when playing the flute, anybody listening must save vs. spells fall
into a magical slumber; only harmed by magic, magic weapons or silver weapons).
Blood Rill runs through here. Isroel has a small ra that can carry ca le and people
across.
0706: The stagnant waters of Shadow Grove are foul and smell of vomit. Soon, small
leeches are squirming furiously against your clothing. Se ing up camp here is not
safe. There’s a wooden hut here. Its inhabitant appears to be a hermit called Federico.
In actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10
XP 400; shape change at will). It will try and see whether it can replace one
of the party members and leave the area with you.
0707: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Vibrant green duckweed floats
still on the stagnant water’s surface. Without a guide, you soon end up in the lands
of the witch Lynfa, Lady of the Rat, who is stealing young men and taking their seed.
HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; beauty, charm person, invisibility, voice
of the master, curse the land. 7000 silver coins. 100 platinum coins. 6 jewelry. A
goblin assassin’s short bow +1 with plenty of notches along its side.
Blood Rill, Gwennant’s Rill, War Channel, and Red Runnel merge here.
0708: This is the Shadow Grove. The bleak, black, and brackish water teems with
mosquito larvae and lily pads. On one of the islands there is a huge mud mound. 25
goblins live here, led by Man Poker (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The
goblins have tamed 3 giant weasels (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500).
Goblins love to ride these into ba le. 1000 gold coins.
From the stagnant water rises a pyramid. It’s bo om lies under the surface, but there
is an opening further up. The waters around the pyramid harbour a crocodile (HD 6
AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6). The boat is well hidden (1 in 6
chance per day and search party). Inside the pyramid is a sacrificial altar of Set, a
crocodile pit, and the halls of the assassins in training, the Set acolytes. 10 cultists
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. They are led by their cult leader
Emoss (level 5), a charismatic fool. A potion of silver tongue (amaranth pink, silvery
flakes, 1h, everybody who hears your voice must save vs. spells or be
charmed). A map to the 2 silver medallions worth 7000gp in the barrow of
Vónbjartur Birchsmith (1007). The dagger Tin Opener +1/+3 vs. armoured
foes, with etchings on its blade showing a peasant stabbing a knight into
the visor. A diadem of the slaver (when targeted by a spell, it is redirected
to a person within 10 if you save vs. spells).
Old Gravel Road, Fish Path, and Shady Gold Way meet here, under the Drybud
tree.
0709: The stagnant waters of Shadow Grove are foul and smell of vomit. From the
gnarled boughs of ancient Caskpip trees dangles Bearmouth moss. At itʹs heart are
abandoned ruins that lead to a dungeon. This is The Low Catacomb.
guano, leads over a pit full of the stuff. The smell is worse than any privvy. Anyone
who rolls above their dexterity score breaks a board and drops into guano, taking 1d6
damage.
Monster: 5 hobgoblins tormenting a mouse (HD 1+1 AC 6 1d8 F1 MV 9
ML 8 XP 100).
Treasure: 383 silver coins (obvious; panel)
8. Torture Chamber: A ring of ro ed wooden pillories form a half circle around a
bizarre copper divan, besides which a wooden table is full of holes that once held rusted
metal implements.
Empty: Rockfall.
Smell: The distinct odor of dusty broom bristles.
9. Temple: A circle of inlaid sandstone is divided into ten equal segments, at the end of
each of which is a stone pedestal. Rust circles on each pedestal mark where statues once
stood.
Special: Narrow path along a charnel pit with one corpse.
10. Vault: A vaulted ceiling overlooks an iron wall of metal doors, all but one open and
revealing empty cubicles.
Trap: Oil, hot oil pours down.
Treasure: 343 silver coins (stacked; floor)
11. Smithy: Next to a forge and an anvil sits a pile of logs and charcoal. Any other tools of
the smith’s trade are long gone.
Special: Hastily engraved runes in the wall spelling out Vinskjald
Cragboot.
Sound: One can hear a clamorous chanting (behind).
12. Hoard: A mass of 3000 silver coins, some cut in half, others melted together, forms a
great pile in the center of this room. Tripwire Arrows, save vs poison (1d6 damage
plus poison)
Boss Monster: the studious magic user Iljas (level 5). The
spells known are based on The Book of the Water Dragon by
Chana the Aquamancer: 1. charm person, water walking, 2. speak
with skulls, bone casting, 3. lightning bolt. A prayer of
summoning (the valkyrie Fight, from Valhalla, Odin’s hall in
Asgard: HD 6 AC 2 1d8+3 F6 MV 18; flying; only harmed by
magic or magic weapons; wielding a long sword of light +3). A pair of
gloves of strength (strength 18).
Treasure: 500 platinum coins. 4 jewelry. (concealed; wall)
0710: It’s colder up here and the Shadow Grove is dominated by yews. There is an
abandoned shrine to Mitra up here. It is haunted by the spectre of Dylan, the last
priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only
harmed by magic or magic weapons; immune to sleep and charm). 5 gems. 7 jewelry.
Two sets of black iron chains +2 to wrap around your arms, with the runes of Pazuzu
on every link.
Between two rocky outcrops, one can find one bank barrow, 10 in diameter,
hinting at an ancient loss. If any dare disturb the ground here, they will discover a
hidden chamber, built with stone walls, yielding six corpses, their headstone painted
ebony with a four winged demon. The journey to the a erlife was sped with
seashell necklace beads (2 gp), a gold ring (4 gp), and a bone spindle whorl (2 gp). A
bow of the hunter +1/+3 vs. giants and extinct megafauna, e.g. sabre tooth tigers,
mammoths, or giant elk.
0801: Near the top of this mountain, an eroded slope turns into a valley containing a
clear lake in the center. On the shore of the lake, a worn stone pyramid echoes the
shapes of the mountains. This is Paltaban.
On the south-facing side, there is a gate of snakes: a knot of two impossibly large
stone snakes with a passage underneath illuminated by torches and guarded by 27
snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by
Forked Tongue (HD 6, lightning bolt (6d6) 2×/day). A dwarven dagger +2 with dwarven
runes naming the owner: Dorskjald Mountainshield of Old Anvil. The stables nearby
hold 5 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
The air inside the temple is surprisingly warm and damp. Lush green plants
scramble over stairs and wrap around pools of steaming water. Hidden in the
greenery, humans with patches of iridescent scales on their skin observe and wait,
for now. 17 snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person
3×/day) led by Nest Builder (HD 6, lightning bolt (6d6) 2×/day). The stables nearby
hold 5 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
This is where the spirit naga Dread Sorcerer of Lies guards the passages to
Svartal eim (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at
will; only harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist) and where pools of Earth Blood corrupt both the living and the dead. If
you spend an hour here, your death warrant is sealed: slowly, you will die, or turn
into an e in, or a goblin, or some other dreadful creature.
0802: The air up here is cold. You can see the Mourning Giants looming up ahead.
Small channels and giant boulders provide shelter from the icy wind. 11 giant apes
led by Doublekick live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 1 gem.
Between these mountains lies a hidden valley where the Vespertine Community of the
Prismatic Cloud have built a temple dedicated to Odin. The members of this secret
society have erected a prayer hall, a sleeping hall, and a prayer machine. 20 men
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live up here. They are led by abbot Yuta
(level 5). A scroll of bashing walls (punch a hole 20m wide and deep into
anything made of wood, earth or stone; living things, textiles, leather,
metal, and all that are not affected). A goblin assassin’s dagger +1 with
grip covered by rats’ teeth and lizard skin.
0803: On one of the rock faces you can still see the markings of the old dwarf forge
Thunder. The ruin has been se led by the Bleeding Nose Butcherer tribe. This is where
they study dwarven technology and build strange and wonderful machines from
the wreckage, and this is where they cultivate their mushrooms to make fermented
Boar Ear covered in basil and pear gravy with sesame and fried asparagus.
The orcs have built their se lement near the gatehouse guarding the entrance to the
forge, with murder holes and arrow slits to defend against intruders. The round
huts are protected by 4 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). The open
spaces between the huts are small and filled with dwarf junk: pipes, cogs, jagged
metal plates.
0804: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. Beavers have built dams, drowning the land. At itʹs heart are abandoned
ruins that lead to a dungeon. This is The Telestial Caverns of The Spawn.
type. 2
12 9
workshop of a ironsmith.
Special: Frescoes of Set.
4. Guard Chamber: Old stones form a crude wall here, for guards to hide behind and
fire upon any intruders.
Empty: Cobwebs.
Sound: One can hear a intense rustling (off to the right).
5. Throne Room: A resplendent wooden throne, recently polished, sits on a stone dais
above long polished tables surrounded by benches. An assortment of chests line both
walls.
Boss Monster: a goblin moss-warper (level 5), protected by 6 myconids
(HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity
control (3d8): save vs. spells to avoid; silent message)
Treasure: unguarded: 28 silver coins (within; corner) (enclosed within;
ceiling)
6. Latrine: The entrance to this dungeon has the overwhelming stench of recently used
latrine pits.
7. Slave Pen: 3 cells with wooden bars each house a human slave.
Monster: a swarm of centipedes (AC 7 HD 2, 3, or 4 MV 30ʹ (10ʹ), Fly 60ʹ
(20ʹ) DMG 2 points Save NM ML 11 AL N XP 80 Special wasps taking up
10ʹx30ʹ of space automatically hi ing anyone where victims with no
armor take double damage. It takes 3 rounds to completely swat away
insects a er escaping. Torches will only do damage to them as weapons
doing 1d4 damage.).
8. Debris Room: Rubble left over from excavation is overflowing a large pit in the center
of this room.
Monster: 3 hobgoblins cheering on two who are wrestling (HD 1+1 AC 6
1d8 F1 MV 9 ML 8 XP 100).
9. Guard Chamber: A barrel here holds spears and polearms while a dented shield
graces the far wall.
Monster: 4 hobgoblins eating (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100).
10. Common Room: Used for sleeping, 3 moth-eaten divans line the walls.
Monster: 5 goblins arguing (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100).
11. Mined Wall: An unfinished stair-way, hewn from the stone, descends pointlessly into
a wall of solid stone.
Special: 5 strange pools, filled with violet and golden yellow liquids. .
12. Hoard: A mass of 8000 silver coins, some cut in half, others melted together, forms a
great pile in the center of this room. Net, net falls from the ceiling, roll d20 under your
dexterity or be caught
Boss Monster: a goblin pest-whisperer (level 7), protected by a corpse
crawler (AC 7 HD 3 + 1* MV 120ʹ (40ʹ) DMG Paralysis Save F2 ML 9 AL
N XP 75 )
Treasure: 299 silver coins (covered; ceiling) (secreted; alcove)
0805: The hill overlooking Shadow Grove is the home of 2 treants led by Moss Man
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Secret Cave.
Between two rocky outcrops, one can find three bank barrows, each 10 in diameter.
This is an ancestral shrine of the dwarves. If any dare excavate here, they will
discover a hidden chamber, built with wooden posts, yielding one corpse, their
mummy painted black with a bull being killed by an axe and the inscription
Eikinskjaldi Birchhoarder. The journey to the a erlife was sped with a sandstone
spindle whorl (2 gp), human bones, an oak spindle whorl (2 gp), and 2 silver urns
worth 10000gp.
0806: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Hammer (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400). They dug a big cave
into one of the hills here. The roof is supported by many wooden
columns. From the timbers along the roof hang wooden cages. The dwarf
Saksi Wintercliff is the last survivor of their mining party, filled with
undying hope. 10000 silver coins. 7000 gold coins. 5 gems.
0807: The swamp of Shadow Grove seems to stretch forever. Pale yellow froth clings
to the Longgorse roots here. A distant splash is followed by frantic waterfowl calls.
On one of the islands there is a huge mud mound. 39 goblins live here, led by Wolf
Rider (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The goblins have tamed 4 intelligent
giant wolves (HD 4+1 AC 6 1d8 F2 MV 15 ML 8 XP 400). Goblins love to ride these
into ba le.
On a small island in a li le lake, one can see one long barrow, 30 in diameter,
hinting at an ancient noble. If any dare disturb the ground here, they will discover a
hidden chamber, built with stone slabs, yielding two corpses, their headstone
painted blue with a man with a raven on his shoulder. The journey to the a erlife
was sped with a limestone spindle whorl (2 gp), a stone bowl (3 gp), and a bone
carving of a horse (2 gp). The ancient spear Scale Eater +1/+3 vs. reptiles, a relic of the
Old Lizard Wars, blessed by Pazuzu.
0809: The Shadow Grove is cold and dark up here. The ground is so
and covered in the needle-like leaves of spruces. Occasionally, you can
see tree stumps so somebody must be logging these trees. Sometimes
you can see some deer.
The local smith is a humble soul called Aurélie. You can get your mules
shod and your spades repaired. Looks like they pillaged this from
somewhere: a morning star @ 11gp, 5 small darts @ 1gp, a quiver with 20
arrows @ 6gp, scale mail @ 40gp, a hand axe @ 4gp, and 10 spikes @ 2gp.
Ca le Way and Shady Gold Way meet here, at the old Rajana milestone.
0810: It’s colder up here and the Shadow Grove is dominated by junipers. The land
up here is the hunting ground of a manticore called Old Man Greed living in the
ruins of an old tower overlooking the area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6
MV 18 ML 9 XP 600; 24 spikes (60 , 1d6), up to 6/rd). 3000 silver coins. 2000 gold
coins. 6 jewelry.
0901: Up here, winters are cold not much grows here. A grey monolith stands here.
In the weeks when the sky is clear and a full moon casts its silvery light onto the
monolith’s surface, silvery spirals can be seen. If you trace them with your finger,
you are transported to a similar strange monolith (1308).
0902: The glacier of Mourning Giants ends at a small lake. A gorgon lives up here
(HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for
double damage). A piece of the glacier has broken off and revealed an old temple of
Freya, razed, defiled, and cursed with the presence of a gorgon. There are plenty of
dead birds which have died due to the poisonous fumes. 600 platinum coins. A
scroll of fog (1km, within 10min, for 1h, visibility 10 ).
0903: These mountains are called the Mourning Giants. Fissures lead into the depth
of the mountain. A long chain of iron ladders leads into the depths of the earth. The
darkness swirls around you like ink. Soon, you feel as lost as if you were walking at
the bo om of a deep black lake.
Finally, you arrive at a huge cave with a boiling lake at its bo om. The floor
descends steeply towards its shores. The stones are slick and slippery as the water
vapours swirl and churn. The sound of bubbling water fills the air.
This is a temple of Pazuzu. The huge bronze gates are decorated with a four winged
demon. Behind the gate lies a courtyard guarded by 8 hell hounds (HD 5 AC 4 1d6
F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see
invisible; hell hound embers burning inside them are worth 500gp to an alchemist).
The stones and walls of this courtyard are glowing red. Anything touching them
will start to burn if combustible. At the foot of the fortress are some workshops. This
is where blackened 17 dwarves (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) slave at the
anvils and bellows led by Nís Stormkeep (level 4). They are chained to
their workstations, their bedrolls right next to their tools. The food and
water they require is stored inside the fortress, behind locked doors in
obsidian coffers.
The temple looks like it is but a heap of dead bodies made of stone.
Everywhere are hands, feet, faces, bones. The inside of this temple is a domed
chamber nearly 100 high. There are stone benches sit on and iron statues of fire
giants to look at. If you know the legends you can see the statues of Leiptr the dwarf
kings they had enslaved: Sigrun Dirgebane, Lilja Highhoarder, and Heinrikur Dirgekeg.
4 fire giants led by Leiptr live here (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9
XP 1100). 2000 gold coins. 400 platinum coins. The staff of the minotaur, summons the
minotaur Spririt Guide, always willing to talk and offer advice (HD 6 AC 6 2d6 F6
MV 12; mesmerize any listeners at will, i.e. listeners must save vs. spells or cease all
hostilities and speak nothing but the truth; immune to sleep and charm); the staff’s
magic is lost when the minotaur is killed.
0904: High up on on a ridge is an old elven tower made of green glass. The jade-
colored columns of the tower glisten in the sunlight showing veins of gold and
white. In The Lay of Wolf Fall, they call it Rethbragol’s Folly.
A empting to enter the tower draws the a ention of Master of the Seven Winds, a jinn
who guards the tower (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion,
invisibility, gaseous form, whirlwind and creation at will; only harmed by magic or
magic weapons).
The elf Feriamdir was cursed for sleeping on their watch on the day this tower fell
and was cursed by its commander to guard this tower in the form of a mountain
lion for all eternity (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6). If
the party can gain the lion’s trust – and they can speak with it! – it can teach them
the incantation that opens the door to the next level. If killed, the elf will soon
reincarnate as another lion and return.
The room above, with its polished floor, arching columns and a beautiful mosaic of
fern and eagles and scenes from The Death of Bear Hill, is inhabited by a blue
dragon called Storm Fang the Furious (HD 9 AC 0 1d8/1d8/3d10 F9
MV 24 ML 9 XP 900; lightning (as much as the dragon has hp le ,
save vs. dragon breath for half)). Exposure to elven dweomers has
made the dragon surprisingly morose. 60000 gold coins. 50 jewelry.
The uppermost chamber of the tower appears to have been some sort of observatory
in the past. Perhaps special knowledge could be gleaned by those who take the time
to examine it.
0905: There is a hidden meadow up here, protected by the Sharp Teeth. 3 giant apes
led by Bu face live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
0906: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Beavers have built dams,
drowning the land. At itʹs heart are abandoned ruins that lead to a dungeon. This is
The Astral Temple.
1. Charnel Pit: Most of the entrance is around a deep pit, filled with bones and corpses of
indeterminate type.
2. Bedroom: A termite-ridden poster bed sags in one corner near a listing, charred
wardrobe.
Trap: Oil, hot oil pours down.
Treasure: 464 silver coins 10 gold coins. (set in; alcove)
3. Dining Room: Rusting and stained iron pots and pans hang from the ceiling and
walls. Several burlap sacks of arugula are piled haphazardly in the center of the room.
Monster: 4 satyrs singing (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party
or silver weapons).
Treasure: 554 silver coins 40 gold coins. 4
(covered; niche)
4. Antechamber: Heavy chains on the walls support
4 wooden slab benches for si ing.
Monster: 4 satyrs gossiping (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party
tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening
must save vs. spells fall into a magical slumber; only harmed by magic,
magic weapons or silver weapons).
Treasure: 682 silver coins (within; ceiling)
5. Hoard: Six pieces of jewelry (silver armbands, each worth 10 silver pieces), 12 silver
ingots, and 33 worth of hacksilver, form a hoard here. Tripwire Arrows, save vs
poison (1d6 damage plus poison)
Boss Monster: a medusa named Cold Mistress (HD 4 AC 8 1d6 or poison
F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to an
alchemist)
Treasure: 11000 gold coins. 100 platinum coins. 14 gems. 3 jewelry. A
flying carpet (four people). (embedded; niche)
0907: Scorched tree stumps and puddles of poisonous brown bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). A flying carpet (four people).
The tunnels above the lindwurm caverns are inhabited by 35 goblins, led by Beetle
King (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 200 platinum coins. They will
happily defend the lindwurm using their bows and arrows. If pursued, they will try
and lure fools into the nets of 2d4 giant spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15
ML 7 XP 400; climb). There is a 2 in 6 chance that running leads people into a web
trap. Anybody trapped is helpless.
0908: This is the Dead Mere, claimed as the ancestral home of froglings, kappa, and
some swamp gnomes. A large black snake glides away through the reeds. Se ing up
camp here may not be safe.
6 very polite turtle people led by Long Quiet live here (HD 3 AC 2 1d8 F3 MV 6 ML 8
XP 300; two a acks when damaged). They are of the Chelone clan. These turtle people
are engaged in an elaborate dance on the lake shore.
0909: The hills of Shadow Grove are full of ancient ruins. On one of these hills right
here you can find the foundations of an old keep. The walls are long gone but the
cistern and the storage rooms below are still usable. There is a camp of 10 outlaws
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) led by Wild Hood here. 600
platinum coins. A scroll of bashing walls (punch a hole 20m wide and
deep into anything made of wood, earth or stone; living things, textiles,
leather, metal, and all that are not affected). They call themselves the
Inscrutable Family. This camp has a talented bard called Janarthan who
was chased out of Panajota’s Runnel (0809). The songs they like to
perform are How the Learned Spear was Hidden Away and How Nimble Fred
Defeated the Unprincipled Dragon. If you ask them about the war, they’ll
say that captain Eben was last seen in Samran’s Wall carrying the banner
of Lady Lukka the Horned Factotum (1106). The camp is protected by 3
hunting hounds (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). These
outlaws are sharpening their swords and watching the skies to divine the weather.
Close by, on a li le hill, one can see one pond barrow, 10 in diameter, hinting at an
ancient loss. If any dare dig here, they will discover a hidden chamber, built with
stone walls, yielding one corpse, their tombstone painted champagne with a vulture.
The journey to the a erlife was sped with o er bones, a stone hammerstone (3 gp),
painted pebbles, and po ery shards.
0910: The pines of Shadow Grove cast long shadows. The ground is full of their
brown needles. At dusk and dawn, you can sometimes see a group of 15 female
boars and their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
There are 19 light elves (HD 1 → 1d6 AC 5 1d6 or detect magic 1×/day E1 MV 12
ML 10 XP 100) in gleaming armour, with lances and shields on impossibly thin grey
horses with long manes, led by Orodion (level 6). The spells known are
based on The Book of Odin by Hadrael the Dragon-Slayer: 1. detect magic,
sleep, 2. hold person, silence, 3. fly, dispel magic. A suit of elven plate armour
+1 with elven runes commemorating the slaying of the green dragon
Green Fang of the Valley.
The flowing le ers on their white banners identify them as Careful Servants of
Consecrated Thor elves. “Have you seen the Great Bangle of Mbaradiel? If you bring it
to us, we will grant you realm of your own on the Astral Sea! But if you are hiding
it from us, you will die a very slow death.”
1001: The conifers of Shadow Grove cast long shadows. The ground is full of their
brown needles. The trees along the trails through this forest have all been coppiced,
i.e. cut down near the ground level in order to produce wood. Sometimes you can
see some deer.
The local smith is an arrogant fool called Elény. You can get your horses
shod and your spades repaired. Surprisingly, they have some interesting
things for sale: a case with 30 quarrels @ 6gp, a dagger @ 2gp, ring mail @
30gp, a sling with 20 metal pellets @ 2gp, a short sword @ 14gp, and a
javelin @ 1gp.
The notorious orc bard Gorrat is here, playing the guitar and singing How
Fearless Orcolúk Defeated Dastardly Charibert and reciting How Gallant
Orcolúk Slew the Wicked Manticore. The audience is not taking it well and
some have started insulting the bard. If you ask them about the war,
they’ll say that captain Eben was last seen in Samran’s Wall carrying the
banner of Lady Lukka the Horned Factotum (1106).
1002: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is large enough to admit a giant, made of wood and iron and decorated in
bronze, held together by spells. The doors show a crowd of demonic faces, teeth,
horns, claws, and bulging eyes.
Rising above the wall is a massive tower that suffered mightily under some heavy
blows. It still stands but it is smashed open, the insides laid bare for all to see.
There are plenty of thick, wooden poles rising from the wall and sticking in the
flanks of the tower. If the sun is up, you an see a crow-headed warriors jumping and
shadow fighting up there: 5 tengu, led by the master swordsman Spear of Pain
(HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). 4000 silver coins. 1 jewelry. Master Spear
of Pain can teach a fighter about quick drawing a sword: gain an extra a ack when
your target.
A stair leads up to the top of the tower but nobody ever takes it for up there the air
is unnaturally cold and half-transparent spectre is staring at the necropolis below.
“Everyone I know has gone away, in the end.” All they are interested in is talking
about the great armies they took to the east and to the south, how they fought the
armies of Adiz the Righteous, the manoeuvres they executed, the traps they set, the
princes they had assassinated. This is High Priestess Chlodogard. Turning the
conversation away from their achievements makes them very irate (HD 6 AC 2 1d8 +
drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons;
immune to sleep and charm; summon 1d4 servants with the same stats).
In the middle of all this is a column an perched on it, 60 above the surrounding
land rests the sphinx Gundeman (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure
disease 3×/day, raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10
MV 15 ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to
be granted a boon.
(a candle)
1003: The Shadow Grove has turned into a water logged swamp. If you drink the
water here, save vs. poison or spend the rest of the day vomiting. These lakes are
home to 10 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers
like darts for 60 until they roll a 1 for damage; from then on they a ack with their
beaks; afraid of loud ra ling, drumming or bells ringing; swamp crane feathers are
worth 50gp each to an alchemist). Their dung is poisonous to most creatures on
land.
On a small island in a li le lake, one can see one bell barrow, 10 in diameter. This
is a crypt of a wight general. If any dare disturb the ground here, they will discover
a hidden chamber, built with stone slabs, yielding four corpses, their headstone
painted vanilla with a coal brazier and the inscription Thyia the Terrible of Trazadan.
The journey to the a erlife was sped with a stone saddle quern (1 gp), a sandstone
spindle whorl (2 gp), a slate spindle whorl (2 gp), and 2 silver fibulas worth
10000gp.
1004: Steep cliffs make progress practically impossible without climbing gear.
Amidst the stars, where no bird dares to fly, a cave leads into the lair of Jenci the
Giver of Gifts, a powerful ice devil (HD 9 AC 2 1d8/1d8/1d12 F9 MV 18 ML 11 XP
900; only harmed by magic or magic weapons; immune to spells of casters up to fi h
level; ice bolt: 2d6, save vs. rays for half; ice storm: 5d6, 60 around the devil, save
vs. explosions for half), a devil with goat hooves, white fur, long teeth, horns, and
blue eyes. 6000 silver coins. 2 jewelry. The amulet of the luck stealer allows you to
borrow luck from a willing person near you: when rolling a d20, roll 2d20 and take
the higher result, but the next time they need to roll a d20 in a similar situation, they
roll 2d20 and take the lower result. The devil and his pet white dragon Ice Death of
the Glacier (HD 6 AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as
much as the dragon has hp le , save vs. dragon breath for half))
live in a large ice cave with a mount of bones as big as a house
upon which the devil has built his throne of ice and steel.
1005: Steep cliffs make progress practically impossible without climbing gear. In the
middle of a sheer cliff, where the air is thin and cold, a cave leads into the lair of
Fülöp the Mountain Devil, a vengeful ice devil (HD 9 AC 2 1d8/1d8/1d12 F9 MV 18
ML 11 XP 900; only harmed by magic or magic weapons; immune to spells of casters
up to fi h level; ice bolt: 2d6, save vs. rays for half; ice storm: 5d6, 60 around the
devil, save vs. explosions for half), a devil with goat hooves, white fur, long teeth,
horns, and blue eyes. 12000 silver coins. 400 platinum coins. 12 gems. A suit of elven
plate armour of fire resistance +1 made with scales of the red dragon Black Despair of the
Holy Fire, forged by Gollordil. The devil and his pet white dragon Frost Despair of the
Top (HD 6 AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much
as the dragon has hp le , save vs. dragon breath for half)) live in a
pool of magical darkness where 8 insane ice trolls toil endlessly,
expanding the halls of their master. From here, stairs lead up and
up to the very top of the mountain.
1006: This section of the Shadow Grove swamp is a well known death trap. The
trees are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by 7 treants led by Fir Wood (HD 8 AC 2 2d6/2d6 F8 MV 6
ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same stats)
who would like nothing be er than to squash anybody capable of wielding tools.
Close by, on a li le hill, one can see three bank barrows, each 30 in diameter. This
is an ancestral shrine of the dwarves. If any dare dig here, they will discover a
hidden chamber, built with wooden posts, yielding two corpses, their tombstone
painted licorice colored with three men swearing an oath and the inscription
Vónbjartur Birchsmith. The journey to the a erlife was sped with a slate spindle
whorl (2 gp), a stone digger (3 gp), horse bones, and 2 silver medallions worth
7000gp.
1008: Hidden deep in the Shadow Grove is a a narrow timber framed co age with
contrasting brown and cream colours On the door is a nice big sign saying ʺChildren
welcome!ʺ The chimney looks very small so that you’d have to be a child, a dwarf, or
a halfling to enter that way.
The main room is full of dried herbs hanging from the ceiling, there is a bu erfly
collection on a shelf, and there is a dissected goblin on a table. A cauldron is
bubbling in the corner. The cauldron is covered with a lid. If you open it, roll for
surprise. If you’re surprised, you cannot help but shout in disgust as teeth bob up in
the broth and disappear again.
In a cage, hanging from the ceiling, sedated, with bloated eyes, is the halfling Mary
Shewin the slave is cleaning the floor, humming so ly, dressed in rags.
There’s a steep staircase leading to a cellar below where Adlais keeps her mirror of
entrapment (covered by some linen). When looking into the mirror, save vs. spells or
be trapped in the mirror realm of Adlais’s sister, Rhunedd the vampire witch (use
stats from the witch above and the vampires below).
Quietly, Thelonious is trying to find a way to topple Rhunedd reign, for they
themselves are a werewolf and as long as no moon rises in this mirror realm, their
disguise is perfect (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only harmed by magic,
magic weapons or silver weapons; call 2d6 wolves which arrive within 10min:
HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
1009: The Shadow Grove rises up into these hills. O en cliffs block your way. But
here’s a crack in the cliff and if you follow the small creek into the channel you can
reach a hidden valley. Small pigs rooting between the oak trees, here. This is the
home of 23 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise
on 1–5 in 6, inside: surprise on 1–2 in 6) led by Alaric (level 6). A potion of
healing (light yellow, 1d6+1). A scroll of fog (1km, within 10min, for 1h,
visibility 10 ). A helmet with the gilded face mask of Tariq the Terrible of
Quddu emanating an aura of fear, reducing enemy morale by 1. 3
jewelry. They hate and fear all outsiders. And what they fear most of all
is that somebody would betray the location of their home.
1010: A few stunted junipers grow in these highlands. This is the edge of the
Shadow Grove. There is a clearing with an old statue of Pazuzu still standing.
Sometimes you can see an elk.
The local smith is a simpleton called Pratheebana. You can get your mules
shod and your ploughs fixed. Surprisingly, they have some interesting
things for sale: manacles @ 20gp, a pick @ 3gp, a grappling hook @ 3gp,
and a case with 30 quarrels @ 6gp.
Deep Stream runs through here. Adhwikka has a small ra that can carry ca le and
people across.
1101: It’s colder up here and the Shadow Grove is dominated by coniferous trees. At
night, the orcs of the Fingers-Melting tribe hunt these lands. 50 orcs led by Agash
(HD 5) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 5000 silver
coins. A potion of shrinking (raw umber, black residue, smelling like
earth, 1h, shrinks you and everything you are carrying by a factor of 12
including the effect of any spells you cast and any damage you deal). A
dwarven short sword +2 with dwarven runes naming its maker: Marna
Ashenkings of Sky. Their se lement is protected by a palisade and
guarded by a boar (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two skulls
hanging over the entrance, swinging in the breeze. These orcs are looking for allies
to go to war against Bridgetopia (1001).
1102: One of the hills has an old lookout from which you can see most of the
Shadow Grove. It is also Fir Father’s favourite spot. The old treant loves to watch the
sun set from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6;
animate trees two trees each, using the same stats).
1103: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of firs. Occasionally, you can see tree stumps so somebody
must be logging these trees. At dusk and dawn, you can sometimes see a male boar
seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a humble soul called Denia. You can get your donkeys
shod and your scythes repaired. Recently somebody dropped off the
following: a short bow @ 25gp, 20 nails @ 1gp, and a steel mirror @ 5gp.
1104: These Pawnsap hills in Shadow Grove belong to the Fierce Arm Slashing tribe.
10 orcs led by Radg (HD 6) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). 2000 silver coins. 6 gems. Their fort is guarded by 2 boars
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are several big skull
pyramids near the entrance with about 200 skulls each. These orcs are
looking for allies to go to war against Roseferry (1103).
1105: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of coniferous trees. The land up here is the hunting ground
of a manticore called Ancient Hate living in the ruins of an old tower overlooking the
area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 ,
1d6), up to 6/rd). 9000 gold coins.
A tiny foot trail leads into a copse of Valleyroot trees. There, one finds one bell
barrow, 30 in diameter. This is an ancestral shrine of the dwarves. If any dare
excavate here, they will discover a hidden chamber, built with stone slabs, yielding
two dozen corpses, their tombstone painted bone white with an iron gauntlet and
the inscription Óidís Eldermold. The journey to the a erlife was sped with an antler
spindle whorl (2 gp), an iron bell (clapper missing) (4 gp), o er bones, and a silver
pla er worth 8000gp.
1106: The Shadow Grove reaches these highlands and slowly thins out. A few pines
are the last ones to brave the snow at these altitudes. There is a clearing with a
weathered statue of Mitra still standing. At dusk and dawn, you can sometimes see
a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is an arrogant fool called Gentijane. You can get your
horses shod and your spades repaired. Recently somebody dropped off
the following: a short sword @ 14gp, scale mail @ 40gp, 10 spikes @ 2gp,
half plate @ 400gp, 5 small darts @ 1gp, and a dagger @ 2gp.
The many corpses have a racted the necromancer Chaehyeon (level 6).
This does not sit well with the locals. Somebody should get rid of them!
The spells known are based on The Book of the Dead by Agrimach the
Necromancer: 1. locate corpse, aura of fear, 2. summon ghoul, converse with
corpse, 3. animate dead, limited shape shift. A living black ta oo +1
dedicating its wearer to Nergal. Their large tent is black and ominous.
Inside, beautiful carpets cover the floor. It is guarded by 13 noble ghouls,
decadent, immortal, foppish, and always hungry (HD 2 AC 6 1d4/1d4/1d4 +
paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells or flee for two rounds);
when bi en, save vs. paralysis or be paralysed for 1h; limited shape shift into a
hyena).
1107: The hill overlooking Shadow Grove is the home of 6 treants led by Fir Strong
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Blue Mere.
1108: The Shadow Grove has turned into a water logged swamp. The smell of wood-
rot is strong. A waterlogged Hawkcradle trunks bob lazily in the mire. 8 giant fish
can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200).
1109: This is the Shadow Grove. Soon, small leeches are squirming furiously against
your clothing. Se ing up camp here is not safe. On one of the islands there is a huge
mud mound. 12 goblins live here, led by Eye Killer (HD 1-1 AC 6 1d6 F1 MV 6 ML 7
XP 100). The goblins have tamed 9 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9
XP 400). Goblins love to ride these into ba le. 4000 gold coins. 200 platinum coins. 5
gems.
On a small island in a li le lake, one can see three bank barrows, each 10 in
diameter. This is a crypt of a wight general. If any dare disturb the ground here, they
will discover a hidden chamber, built with stone walls, yielding two dozen corpses,
their tombstone painted ebony with a hammer and the inscription Eilif the Cruel of
Pichuhiatl. The journey to the a erlife was sped with a bone carving of a woman (2
gp), an oak spindle whorl (2 gp), a stone scraper (1 gp), and 6 silver chokers worth
1000gp.
1110: On one of the rock faces you can still see the markings of the old dwarf forge
Grind. The ruin is now home to the white dragon Cold Bone of the Glacier (HD 6 AC 3
1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the dragon has
hp le , save vs. dragon breath for half)). 1700 platinum coins. 10
gems. 50 jewelry.
1201: A steep hill rises from the forest and at its top stands an old statue of Mitra,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
1202: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. The bleak, black, and brackish water teems with mosquito larvae and lily
pads. The waterways eventually lead to a wooden fort rising out of the water,
inhabited by 12 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and led by
Knife of Sorrow (HD 3+1). The fort is defended by a small watchtower with an archer.
11000 gold coins. 3 gems.
1203: The yews of Shadow Grove cast long shadows. The ground is full of their
brown needles. This fir forest is home to a pack of 12 wolves (HD 2+1 AC 7 1d6 F1
MV 18 ML 6 XP 200).
1204: The swamp of Shadow Grove seems to stretch forever. The woodpeckers
never stop hammering up above in the trees. Incessant buzzing betrays the
mosquitoes desperately looking for a place to land. There’s a wooden hut here. Its
inhabitant appears to be a hermit called Adil. In actual fact, this is a
doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at
will). 5000 gold coins. It will try and see whether it can replace one of the
party members and leave the area with you.
Blood Creek, Green Channel, and Black Waters merge here. It has cut
itself a deep ravine. You can hear it murmuring somewhere in the darkness below.
1205: The Shadow Grove reaches these highlands and slowly thins out. A few yews
are the last ones to brave the snow at these altitudes. Within this wood is a dungeon.
This is The Horrid Rooms.
Empty: Rockfall.
Smell: The strong odor of spinach.
6
7
Trap: Walls Closing In, once every player has wedged a weapon between
the wall and floor, the wall stops closing in, but the weapons are ruined,
otherwise roll d20 under your dexterity or be crushed.
Treasure: 54 silver coins (secreted; flagstone)
9. Antechamber: Heavy chains on the walls support 3 wooden slab benches for si ing.
Monster: 5 trolls gambling (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10
XP 600; regenerate unless burned or dissolved in acid) .
10. Vault: Lining the wall are a number of stone vaults, warded by magic.
Empty: Phosphorescent Fungus so ly glowing white.
Treasure: 117 silver coins (buried; alcove)
11. Arena: Carved benches are placed along the walls around a large central depression.
Dark stains, possibly blood, still grace the floor.
Monster: 2 goblins starving (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100).
Treasure: 331 silver coins (buried; alcove)
12. Leader’s Room: Faded tapestries enliven the walls, while a once-drab dark brown
carpet adorns the floor. A wooden bed and empty iron chests, with a long table, mark
this as a leader’s room.
Boss Monster: a recently assassinated goblin chieftain being devoured
by 4 giant vampire bats (AC 6 HD 2 MV 30ʹ (10ʹ), Fly 180ʹ (60ʹ) DMG
Unconsciousness No. App 1-10 (1-10) Save F1 ML 8 AL N XP 20 Special
A bite does no damage but a save versus paralysis is required or fall
unconscious for 1d10 rounds. They then drain 1d4 damage of blood per
round)
Treasure: 560 silver coins (enclosed within; panel) (buried; flagstone)
Blood Creek runs through here. It cuts through the landscape like a knife. You can
see it flowing calmly far below, unreachable without many ropes and pitons.
1206: The river splashes down the hillside and ends here in, Chlodorica Water.
Vibrant green duckweed floats on the water’s surface and waterfowl swim hurriedly
about.
A green glass tower has been built in this lake. The Earth Blood in this tower has
turned previous visitors into 15 aquamarine glops (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300; regenerates unless damaged by fire; eats spells; immune to sleep and
charm). At night, a pale light emanates from the windows of the tower in the form of
wisps of vapour. The locals call it The Elf Ruin. There is no bridge but the tower’s
entrance is at the water level. Hidden between the reeds there is a small rowing
boat.
A school of silver and blue minnows swirl and spin before the opening to a cave
under the tower.
Blood Creek, Gwythyr’s Run, Dogmael’s Rindle, and Deep Creek merge here.
Cheese Trail goes through here. It has dug itself a deep gorge. You can see it
churning down there, a death trap to any who would dare brave it.
1207: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Rock leading 5 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400).
The ogres have found a cave under some boulders where they have dug
their lair. It’s basically one stuffy room, with hundreds of bones. 6000
silver coins. 6 jewelry.
1208: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. The bleak, black, and brackish water teems with mosquito larvae and lily
pads. The waterways eventually lead to a wooden fort rising out of the water,
inhabited by 13 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and led by
Knife of Anger (HD 3+1). The fort is defended by 6 giant apes (HD 3 AC 7 1d6/1d6 F3
MV 12 ML 5 XP 300). 7000 silver coins. 8000 gold coins.
1209: Up here in the mountains lies lake Holybane Hole. 6 very polite turtle people
led by Long Wait live here (HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; two a acks when
damaged). 200 platinum coins. They are of the Tortuga clan. These turtle people are
averting their eyes as you approach for at least an hour.
1210: The Thorny Vine Thicket rises up into these hills. The sheer cliffs are nearly a
500 high. For those in the know however, there is a hidden path that leads up to
the plateau. Up there, bison are grazing. This is the home of 30 halflings (HD 1 →
1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on
1–2 in 6) led by Amalaric (level 2). 4000 silver coins. 2 gems. A curse has
been killing their sheep and they fear starvation, soon enough.
Li le do they know of the witch Dilys, Lady of the Crow, who is cursing
all men to a life of cowardice. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500;
beauty, charm person, invisibility, voice of the master, curse the land.
7000 silver coins.
1301: The larches of Shadow Grove cast long shadows. The ground is full of their
brown needles. There are a few trails leading towards a small se lement. At dusk
and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8
F1 MV 15 ML 9 XP 300).
The local smith is an ambitious manipulator called Senthury. You can get
your mounts shod and your spades fixed. There is li le here for
adventurers, though: a silver dagger @ 14gp, a hand axe @ 4gp, and a
ba le axe @ 9gp.
1302: The Shadow Grove is sinking beneath the water. Turtle rest on a floating log in
a murky pool and slip slowly into the water when approached. The air is thick and
humid. 7 giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12
ML 8 XP 200).
1303: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. Vibrant green duckweed floats still on the stagnant water’s surface. Without a
guide, you soon end up in the lands of the witch Idanwen, the Crone, who is cursing
all men to a life of cowardice. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; beauty,
charm person, invisibility, voice of the master, curse the land. 8000 gold coins.
1304: The stagnant waters of Shadow Grove are foul and smell of vomit. Turtle rest
on a floating log in a murky pool and slip slowly into the water when approached.
The air is thick and humid. There are plenty of eels. Those who know how to find it
can gather Bee Mustard.
1305: The trees of Shadow Grove open up and there’s a small island up ahead. Big
silken strands connect the giant trees growing on that island with the trees growing
along the lake’s edge. From it, smaller strands hang down, filling the air and sinking
into the water. During the day, you can see 7 giant spiders working these strange
fishing lines (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 2 silk bales worth 500gp each. 2 silk ropes, each
worth 50gp. a cage with a trained giant huntsman spider (HD 4 AC 6 1d6 + paralysis
F2 MV 15 ML 7 XP 400; climb; takes directions using tiny drumsticks)
The island itself is quite small. Up in the trees are some tree houses connected by
several ropes. If you’re not afraid of heights, you can easily walk from one to the
other, feet on one rope and hands holding another one. The tree houses are home to
4 e ercaps led by Brown Wall (HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12
ML 9 XP 500; climb; poison: when bit, save vs. poison or be paralysed for
2h). 4000 silver coins.
1306: These Lowknee hills in Shadow Grove belong to the Scab-Smasher tribe. 30 orcs
led by Balcgol (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
9000 silver coins. 10 gems. The black dagger Kingslayer +1, blessed by Set:
a target hit in the surprise round must save vs. poison or die. A javelin of
thunder that explodes like a fireball dealing 6d6 to all nearby, save
vs. spells for half. Their fort is guarded by 4 boars (HD 3+1 AC 6 1d8 F1
MV 15 ML 9 XP 300). There are three skulls hanging over the entrance,
swinging in the breeze. These orcs are looking for allies to go to war against
Wormtote (1406).
1307: Huge, grey stones have been connected by smooth grey walls, blocking off the
valley. There is a grey tower and a massive gate in the wall.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
Behind the wall there is a thin spire, impossibly high, with barely enough space for a
staircase, or maybe ladders. It looks more like a mast with a crow’s nest at the top.
This is the realm of 2 stone giants led by Memory of the Cave, Black Marble (HD 9
AC 4 3d6 or 3d6 ranged F9 MV 12 ML 9 XP 900; stone shape and control weather at
will). 9000 silver coins. 400 platinum coins. The trident of fishes +1 gives you long,
webbed toes and the ability to breathe under water when you step into it, and you
can speak the language of fishes. They are methodically moving cut stones the size
of ca le, rebuilding the tower. They place a block, then move back and contemplate
itʹs position for an hour, then repeat.
The top of the tower is inaccessible from the interior. A circus of 3 young griffons
(HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400) is roosting up there when
they’re not trying to impress each other with fantastic displays of aerial stunts. The
griffon egg is worth 5000gp to an alchemist.
In the middle of all this is a platform made of stone, circular and about five feet
high. On it a wooden structure rises up into the air and at the very top rests the
sphinx Dido (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise
dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying).
Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a boon.
(a key)
1308: The water has dug a deep chasm through the mountain. A strange monolith
stands here. In the weeks when the sky is clear and a full moon casts its silvery light
onto the monolith’s surface, silvery spirals can be seen. If you trace them with your
finger, you are transported to a similar tall monolith (1609).
1309: The glacier of Hungry Giants ends at a small lake. A cryohydra lives up here
(9 heads, HD 9 (8hp per head) AC 5 1d10 per head F9 MV 12 ML 9 XP 900;
whenever a head is lost, two heads regrow the next round (up to 12) unless the wound
is cauterised using ice or fire (a melee a ack with a torch will do); ice (as much as the
hydra has hp le , save vs. dragon breath for half); poisonous blood (cu ing off a head
with a melee weapon exposes the a acker to it: save vs. poison or die; hydra’s blood
is worth 5000gp each to an alchemist)). The glacier up here is the work of a hydra, a
living manifestation of the ice realm. 6000 gold coins. A flying carpet (four people).
1310: The Thorny Vine Thicket is cold and dark up here. The ground is so and
covered in the needle-like leaves of larches. In this fir forest is a li le campsite with
the bugbear Quiet Paws (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in
6). A scroll of crashing gates (destroy one door up to 20m wide).
1401: It’s colder up here and the Shadow Grove is dominated by pines. At night, the
orcs of the Befouled Boar tribe hunt these lands. 10 orcs led by Arod (HD 3)
live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). The helmet of the dark
lord with smoke and red light dripping out of its visor grants the ability
to tell when others within 10 are lying. Their se lement is protected by
a palisade and guarded by 4 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
XP 300). At the back is an entrance to an abandoned mine. A huge sha
leads down into blackness. At the bo om are the ruins of an underground building
by the ancients.
The degenerate survivors of the builders are 11 ghouls serving Set (HD 2 AC 6
1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells or flee for
two rounds); when bi en, save vs. paralysis or be paralysed for 1h; limited shape shift
into a hyena). Their rituals have summoned 8 shadows (HD 2 AC 7 1d4 + 1 strenth
F2 MV 15 ML 8 XP 200; surprise on 1–5 in 6; only harmed by magic or magic
weapons; immune to sleep and charm). A few gobelins cover the walls. These orcs
are looking for allies to go to war against Dinstow (1301).
1402: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. The bleak, black, and brackish water teems with mosquito larvae and lily
pads. On a rocky outcrop stands a tower. Here lives the necromancer Sidonie (level
7), protected by 4 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2
in 6 chance that instead of biting, it breathes fire (5d6); see invisible; hell
hound embers burning inside them are worth 500gp to an alchemist). The
spells known are based on The Book of the Dead by Agrimach the
Necromancer: 1. read magic, aura of fear, locate corpse, 2. converse with
corpse, hold person, 3. limited shape shift, animate dead, 4. grafting. Below the
tower is a conjuration room with a circle of protection. There’s a book here: Power
over Humans, author unknown. Silver cutlery and beautiful wine glasses. A living
silver ta oo +1 dedicated to Odin. A crystal of starlight (60 ).
1403: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. If you drink the water here, save
vs. poison or spend the rest of the day vomiting. These lakes are home to 17 swamp
1404: This is the Shadow Grove. The smell of wood-rot is strong. A waterlogged
Sungown trunks bob lazily in the mire. An abandoned temple of Odin stands here,
half sunk. The acrid stench is overwhelming. On the small piece of solid ground
rising above the water you can see an arch welcoming pilgrims to the temple. A
gorgon has cursed this temple with its presence (HD 8 AC 7 2d6 F8 MV 12 ML 8
XP 800; poison breath 30 ; charge into combat for double damage). 8000 silver coins.
1405: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. Turtle rest on a floating log in a murky pool and slip slowly into the water
when approached. The air is thick and humid. On a rocky outcrop stands a tower.
Here lives the vivimancer Tizian (level 7) with 5 cerulean slimes (HD 2
AC 6 1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; a racted to salt; rots
wood; immune to sleep and charm) which have integrated themselves into
the walls. A rickety bridge leads into the tower and to a small platform
with a bed and the laboratory. The tower is not safe. The spells known
are based on The Book of the Warp by Korokoro the Mad: 1. mishap,
amnesia, recoil, 2. plague touch, ooze, 3. grow limb, animate rock, 4. warp flesh. The ring of
the tengu, summons the tengu Voice of Death, always willing to talk and offer advice
(HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying); the ring’s magic is lost when the tengu
is killed.
Evan’s Brooklet and Glenda’s Streamlet merge here. It cuts through the landscape
like a knife. You can see it flowing calmly far below, unreachable without many
ropes and pitons.
1406: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of conifers. The trees along the trails through this forest
have all been coppiced, i.e. cut down near the ground level in order to produce
wood. At dusk and dawn a pack of 10 wolves roam these lands (HD 2+1 AC 7 1d6
F1 MV 18 ML 6 XP 200).
The local smith is an arrogant fool called Berra. You can get your mounts
shod and your shears repaired. They probably robbed a corpse for this
stuff: a dagger @ 2gp, pole arm @ 10gp, a large dart @ 1gp, and a ma ock
@ 14gp.
Resting on their long journey between villages is the circus Piotrek Family
Menagerie, throughout the region it’s whispered that they are actually a
group of magicians. They transport their show via 7 wooden wagons,
pulled by thoroughbred mules.
The mascot of Piotrek Family Menagerie, the tired pegasus has died. The
strongwoman Dijellza suspects foul play and is quick to blame the knife
throwers Ceylan and Avril who have been ge ing significantly less ring-
time lately.
Evan’s Brooklet runs through here. Lazy Keishin has a small ra that can
carry ca le and people across. It has cut a channel through the rock.
Every now and then a stream tumbles into the depths below.
Gold Gravel Way and Cheese Trail meet here, under the Towerwarden tree.
1407: The Bertgera Hole is do ed here and there with islands, each of which looks
barely large enough to hold a house. A large black snake glides away through the
reeds. Se ing up camp here may not be safe.
2 very polite turtle people led by Enduring Patience live here (HD 3 AC 2 1d8 F3
MV 6 ML 8 XP 300; two a acks when damaged). 6 gems. They are of the Skoldpadda
clan. These turtle people are celebrating the emergence of a new generation from
their shells.
Evan’s Brooklet and Gwen’s Streamlet merge here. It cuts through the landscape
like a knife. You can see it flowing calmly far below, unreachable without many
ropes and pitons.
1408: Secreted among the snow fields beneath the Hungry Giants is a dungeon. This
is The Terrible Subterrane.
1409: These mountains are called the Hungry Giants. An old road winds itself
through these mountains. Whenever it crosses a gorge, you can see the pillars of a
ruined bridge. There is a long and dangerous climb down and back up again on the
other side.. The frost giant Snow (HD 10+1 AC 4 4d6 or 3d6 ranged F10 MV 12 ML 9
XP 1000; stone shape and control weather at will) lives here in a a gargantuan palace of
ice and darkness with a spectre of their ancient ice king (HD 6 AC 2 1d8 + drain 2
levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune
1410: Among the cliffs a ridge stands out, sheer where the others are rocky. A secret
door at its base opens upon a long, steep rising tunnel that exits in a valley with a
squat fortress, grey, with horizontal slits made for big dwarven siege ballistas. The
entrance is hidden and fortified with many iron gates in narrow tunnels. These days
narrow wooden ladders simply lead up to one of the those slits. A human would
have to crawl into the opening.
34 goblins live here, led by Man King (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100).
1502: This is the Shadow Grove. Turtle rest on a floating log in a murky pool and
slip slowly into the water when approached. The air is thick and humid. In the old
days, these stagnant pools were used to drown evil necromancers. At night, the
wight Eilif the Terrible of Quddu crawls out of a wet grave and roams the land in
search of followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic
or magic weapons; immune to sleep and charm). 6000 gold coins. A goblin assassin’s
short bow +1 with plenty of notches along its side.
1503: A few stunted hemlock grow in these highlands. This is the edge of the
Shadow Grove. The land up here is the hunting ground of a manticore called Old
Hate living in the ruins of an old tower overlooking the area (HD 6+1 AC 4
1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 , 1d6), up to 6/rd). 7000
silver coins. 9000 gold coins. 7 gems.
Close by, on a li le hill, one can see three long barrows, each 10 in diameter,
memorialising an ancient folk. If any dare disturb the ground here, they will
discover a hidden chamber, built with stone walls, yielding one corpse, their
sarcophagus painted jet with a man with an eye patch. The journey to the a erlife
was sped with po ery shards, etched deer teeth beads (2 gp), a bone flute (2 gp),
and o er bones.
1504: The conifers of Shadow Grove cast long shadows. The ground is full of their
brown needles. There are a few trails leading towards a small se lement. At dusk
and dawn a pack of 13 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18 ML 6
XP 200).
The local smith is a humble soul called Papoula. You can get your oxen
shod and your axes repaired. Looks like they pillaged this from
somewhere: a two-handed axe @ 25gp, a lantern @ 10gp, padded armour
@ 7gp, a long dagger @ 3gp, and a javelin @ 1gp.
1505: The Shadow Grove is sinking beneath the water. Vibrant green duckweed
floats still on the stagnant water’s surface. On one of the islands there is a huge mud
mound. 39 goblins live here, led by Beetle Rider (HD 1-1 AC 6 1d6 F1 MV 6 ML 7
XP 100). The goblins have tamed 12 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9
XP 400). Goblins love to ride these into ba le.
1506: Small creeks have dug deep ravines into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 20 giant apes led by Rockstomp
live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
Gold Gravel Way crosses over the water below at the Fallen Queen’s bridge. This is
actually a toll bridge: the bridge troll Silver Hunger (HD 6+1 AC 4 1d6/1d6/1d10 F6
MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid) demanding 5gp
1507: The Shadow Grove has turned into a water logged swamp. A sulphur smell
hangs over the swamp. On a rocky outcrop stands a tower. Here lives the
necromancer Inês (level 6), protected by 7 werewolves in human
disguise, welcoming, but rough (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400;
only harmed by magic, magic weapons or silver weapons; call 2d6
wolves which arrive within 10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6
XP 200). The spells known are based on The Book of the Dead by Agrimach
the Necromancer: 1. read magic, aura of fear, 2. summon ghoul, converse with
corpse, 3. animate dead, limited shape shift. It is surrounded by a moat and inside the
moat lives a pyrohydra chained to the foundations of the tower (5 heads, HD 5 (8hp
per head) AC 5 1d10 per head F5MV 12 ML 9 XP is 500; whenever a head is lost, two
heads regrow the next round (up to 12) unless the wound is cauterised using ice or
fire (a melee a ack with a torch will do); fire (as much as the hydra has hp le , save
vs. dragon breath for half); poisonous blood (cu ing off a head with a melee weapon
exposes the a acker to it: save vs. poison or die; hydra’s blood is worth 5000gp each
to an alchemist)). A few nice carpets cover the floor. A potion of flying (cool grey,
black residue, 1h). A prayer of protection of the moon (8h, prevents were-creatures
from approaching).
Evan’s Brooklet flows through here. It cuts through the landscape like a knife. You
can see it flowing calmly far below, unreachable without many ropes and pitons.
1508: Up here in the mountains lies lake Black Lake. 6 very polite turtle people led by
Long Peace live here (HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; two a acks when
damaged). They are of the Karumbe clan. These turtle people are celebrating the
emergence of a new generation from their shells.
1509: The rocks up here are covered in grey and orange lichens. Amidst the rocks,
there is a hidden entrance to a dungeon. This is The Royal Caverns of Elek.
damage.
Empty: Small organized mounds of sand.
4. Cistern: A deep brick well stands in the center of this room, a dented bucket on a very
short length of rope nearby.
Special: Filled waist-high with violet mist.
Smell: The unmistakable odor of pine bark.
Treasure: 253 silver coins 10 gold coins. (concealed; ceiling)
5. Leader’s Room: Faded tapestries enliven the walls, while a once-carnation pink
carpet adorns the floor. A wooden bed and many wooden chests, with a long table,
mark this as a leader’s room.
Boss Monster: 1 brutishly huge lizard patriarch (HD 4+1 AC 5 1d10 F4
MV 9 ML 10 XP 400), fanatically guarded by 4 kobolds gambling (AC 7
HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or weapon-1 Save NM ML 6 AL C XP
5)
Treasure: 7000 gold coins. 10 gems. (within; panel)
6. Catacombs: In one wall of the entrance are many deep niches, each containing a
frogling skeleton.
7. Altar: Decades of melted wax form a frozen dribble and cover a wide primitively
decorated sandstone pedestal. A rough brick idol, more boulder than sculpture, squats
in a corner. (An ancient image of Odin.)
Special: A stairwell down leads into a maze of unmappable corridors,
filled with the skeletons of past human visitors.
Smell: The faint odor of bisque.
Treasure: 311 silver coins 20 gold coins. (stacked; corner)
8. Antechamber: Heavy chains on the walls support 3 wooden slab benches for si ing.
Empty: Rat tunnels.
Smell: The distinct odor of mint.
9. Kiln: A great stone kiln rests here, holding a melted pile of clay where a pot once stood
ready to be fired.
Trap: Falling Rocks, stones crash from the ceiling; save vs death.
Treasure: 661 silver coins (exposed; corner)
10. Crypt: Stacked meticulously along the walls in a morbidly beautiful arrangement are
thousands of bones and hundreds of skulls.
Monster: 3 kobolds singing (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or
weapon-1 Save NM ML 6 AL C XP 5 ).
11. Chapel: A circular stone font, dry but with a stain around the water line, smells of
lemon pepper. A miniature bell tower holds a large brass bell. (Ringing it will set every
monster on alert.)
Trap: Stagnant Pool, boat on the far side.
Treasure: 149 silver coins 60 gold coins. (secreted; flagstone)
12. Throne Room: Rusted iron braziers line the walls around the throne room, while a
stone throne sits to one side. Once bejeweled, the throne now has empty sockets, as
every gem has been looted from it.
Boss Monster: 1 lizardfolk oracle (level 3). The spells known are based
on The Book of Songs by Xoralfona the Wordsmith: 1. calm, lies, 2. mind
blast. and her 8 devoted kobolds wrestling (AC 7 HD 1d4 hp MV 60ʹ (20ʹ)
DMG 1d4 or weapon-1 Save NM ML 6 AL C XP 5 )
Treasure: unguarded: 191 silver coins (set in; corner) (hidden; panel)
1510: There is a hidden meadow up here, protected by the Hungry Giants. 5 giant
apes led by Ironface live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 3 gems. 1
jewelry.
1601: The hills of Shadow Grove are do ed with ruins. Among the ruins is the
entrance to a dungeon. This is The Low Tombs of Suspicion.
1602: A steep hill rises from the forest and at its top stands an old statue of Pazuzu,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
1603: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of coniferous trees. The land up here is the hunting ground
of a manticore called Lord Pain living in the ruins of an old tower overlooking the
area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 ,
1d6), up to 6/rd). 6000 silver coins. 8000 gold coins. 7 gems.
1604: The spruces of Shadow Grove cast long shadows. The ground is full of their
brown needles. This fir forest is home to a pack of 12 wolves (HD 2+1 AC 7 1d6 F1
MV 18 ML 6 XP 200).
1605: The trees of Shadow Grove open up and there’s a small island up ahead. Giant
trees grow on that island. A sweet, musky flagrance of wisteria and roses fills the air.
On these trees 5 giant bolas spiders hunt for prey (HD 4 AC 6 1d6 + paralysis F2
MV 15 ML 7 XP 400; climb; bola: 30 ranged a acks with a weighted capture blob of
sticky silk on a line).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 5 silk bales worth 500gp each. 5 silk ropes, each
worth 50gp. 6 cages with trained giant huntsman spiders (HD 4 AC 6 1d6 +
paralysis F2 MV 15 ML 7 XP 400; climb; takes directions using tiny drumsticks)
The island itself is quite small. Up ahead is a rocky outcrop, about 100 high,
wrapped in spider webs. In the cracks of this rock live 6 e ercaps led by Grey Legged
(HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb; poison:
when bit, save vs. poison or be paralysed for 2h).
1606: There is a hill rising high above Shadow Grove with a nice cave which offers
shelter from the rain. A small cave has been dug into the ground, the entrance itself
is flecked with strange inclusions. The cave is home to a nest of 4 giant lizards,
hungry (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). The cave is covered in leaves
blown in by the wind. The people from Wormtote (1406) call this the hollow of Baby
Dragon.
1607: The Shadow Grove has turned into a water logged swamp. The woodpeckers
never stop hammering up above in the trees. Incessant buzzing betrays the
mosquitoes desperately looking for a place to land. At itʹs heart are abandoned ruins
that lead to a dungeon. This is The Lowest Crypts of Secrecy.
1608: The Shadow Grove has turned into a water logged swamp. Beavers have built
dams, drowning the land. On a rocky outcrop stands a tower. Here lives the
vivimancer Erxhan (level 6) with 5 glaucous sludges (HD 3+1 AC 6 1d8
F1 MV 15 ML 9 XP 300; double damage from magic or magic weapons;
dissolves metal; immune to sleep and charm) which have integrated
themselves into the walls. Outside the tower, on some wooden stilts, is a
small house with bedding and laboratory. The tower itself is not safe.
2000 silver coins. 600 platinum coins. The spells known are based on The
Book of the Warp by Korokoro the Mad: 1. amnesia, recoil, 2. plague touch, ooze, 3. grow
limb, warp mind. A horn of the barbarians (summons 3d6 random, ba le crazy
barbarians: HD 2 AC 7 1d8 F2 MV 12 ML 12; when they are all killed in the same
fight they are released from their bond to the horn).
War Brook, Black Rill, War Rivulet, and Green Runnel merge here.
1609: The water has dug a deep chasm through the mountain. A tall monolith stands
here. In the weeks when the sky is clear and a full moon casts its silvery light onto
the monolith’s surface, silvery spirals can be seen. If you trace them with your finger,
you are transported to a similar grey monolith (2003).
1610: The sunny side of the valley is covered in pink splashes of roseroot. Here stands
an old watchtower built by giants during the reign of Queen Maura of Yzarria. You
can still find the runes of Yzarria on the old stones but the current inhabitants can’t
read and they don’t care: 5 hill giants led by Boulder Fla ener (HD 8 AC 4 2d6 F8
MV 12 ML 8 XP 800). 11000 silver coins. 200 platinum coins.
1701: The valley up here is hard to find. This is where the orcs of the Defiled Nose
Thrashing tribe raise mountain moose and make their famous honey yogurt. 20 orcs
led by Balcbag (HD 5) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 8000 silver
coins. A potion of strength (foamy burgundy, 20min, strength 18). Balcbag is a
famous singer of epics, his favourite being The Trials of Chlodotrud.
All is deadly quiet but the dancing shadows on the walls are real. The light
summons 4 shadows (HD 2 AC 7 1d4 + 1 strenth F2 MV 15 ML 8 XP 200; surprise on
1–5 in 6; only harmed by magic or magic weapons; immune to sleep and charm). 500
platinum coins.
1702: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. The bleak, black, and brackish
water teems with mosquito larvae and lily pads. A ruined tower standing on a small
island is home to the e in called Before and After (HD 11 AC 3 3d6/3d6 F10 MV 12
ML 9 XP 1100; only surprised on a 1 in 6). A straight path leads straight to the e in
tower. Further ahead, it passes under a big, dark tree. Anybody looking up will
immediately see the hanging log trap set to swing down and smash everybody into
the waters. On a 1–2 in 6, you are hit for 2d6 and pushed into a hole. With metal
armour and no friends to pull you up, save vs. death or drown.
On a small island in a li le lake, one can see four bowl barrows, each 10 in
diameter, remembering an ancient people. If any dare excavate here, they will
discover a hidden chamber, built with stone slabs, yielding one corpse, their
tombstone painted white with a woman riding on a broom. The journey to the
a erlife was sped with a bronze sickle (4 gp), an amber spindle whorl (2 gp), a stone
sickle blade (3 gp), and a gem worth 700.
1703: The hemlock of Shadow Grove cast long shadows. The ground is full of their
brown needles. Within this wood is a dungeon. This is The Vile Grave.
1. Mine Sha : The beginnings of a mine for a vein that soon tapped out. Some
abandoned ma ock and pick blades are here, their wooden handles long ro ed.
2. Temple: A circle of inlaid sandstone is divided into six equal segments, at the end of
each of which is a stone pedestal. Rust circles on each pedestal mark where statues once
stood.
Monster: recently arrived and plaguing this complex: 5 robber flies (AC
6 HD 2 MV 90ʹ (30ʹ), Fly 180ʹ (60ʹ) DMG 1d8 Save F1 ML 8 AL N XP 20
1704: There is a hill rising high above Shadow Grove with a nice cave which offers
shelter from the rain. A small cave has been dug into the ground, the entrance itself
is flecked with strange inclusions. The cave is home to a small family of 4 bears, on
edge due to the mating season (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5
XP 400; when both claws hit, their bear hug deals an extra 2d8). The cave is li ered
with the bones of previous victims, mainly rodents. At the back, there is a narrow
gap, too large for the bear to squeeze through. The people from Ecclemouth (1504)
call this the hollow of Bee Friend.
A tiny foot trail leads into a copse of Checkergrove trees. There, one finds two pond
barrows, each 10 in diameter. This is a crypt of a wight general. If any dare
excavate here, they will discover a hidden chamber, built with stone slabs, yielding
two dozen corpses, their headstone painted ebony with a hammer and the
inscription Queen Kali of Yzarria. The journey to the a erlife was sped with a stone
handaxe (1 gp), a stone saddle quern (1 gp), painted pebbles, and 6 silver bangles
worth 12000gp.
1705: The Shadow Grove is sinking beneath the water. A sulphur smell hangs over
the swamp. At itʹs heart are abandoned ruins that lead to a dungeon. This is The
Lower Grave of Darkness.
Wandering Monster: 1 aerial servant (AC 3 HD 16 MV 240ʹ(80ʹ) DMG 8d4 Save F10
ML 10 AL C XP 3,300 Special Surprises on 1-4. May pin human-sized creatures).
li er the floor.
Empty: Caked in dried blood.
Sound: One can hear a intense wailing (approaching).
4. Cistern: Years of calcification cake the walls here, waist high. The floor is worn
smooth.
Empty: An incomplete gnome skeleton.
Sound: One can hear a indistinct snorting (approaching).
5. Firewood Room: A stack of freshly cut firewood sits here, from which the aroma of
pine and Wolfdapple emanates.
Empty: Rodent nests.
6. Guano Pit: A ro ing wooden bridge, recently swept clean but with occasional spots of
guano, leads over a pit full of the stuff. The smell is worse than any latrine. Anyone
who rolls above their dexterity score breaks a board and drops into guano, taking 1d6
damage.
Special: A concealed entrance/exit to the surface, a tight fit for a halfling.
Sound: One can hear a indistinct clashing (all-around).
7. Hoard: This hoard is a collection of gold tableware, including bowls, dishes, cups, and
spoons, worth 10000 coins.
Boss Monster: the stark-raving mad sorcerer Silur (level 6).
The spells known are based on The Book of the Water Dragon by
Chana the Aquamancer: 1. song of the water dragons, charm
person, 2. bone casting, speak with skulls, 3. lightning bolt, wind
barrier. An elven dagger +1 with elven runes commemorating
the slaying of the green dragon Verdant Despair the Devious.
The staff of the minotaur, summons the minotaur Silence, always willing to
talk and offer advice (HD 6 AC 6 2d6 F6 MV 12; mesmerize any listeners
at will, i.e. listeners must save vs. spells or cease all hostilities and speak
nothing but the truth; immune to sleep and charm); the staff’s magic is lost
when the minotaur is killed.
Treasure: unguarded: 568 silver coins (enclosed within; panel) (hidden;
corner)
1706: The trees of Shadow Grove open up and there’s a small island up ahead. Giant
trees grow on that island. A sweet, musky flagrance of wisteria and roses fills the air.
On these trees 3 giant bolas spiders hunt for prey (HD 4 AC 6 1d6 + paralysis F2
MV 15 ML 7 XP 400; climb; bola: 30 ranged a acks with a weighted capture blob of
sticky silk on a line).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 4 silk bales worth 500gp each. 3 silk ropes, each
worth 50gp. 4 cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 + paralysis
F1 MV 15 ML 7 XP 100; climb; takes directions using tiny drumsticks; can roll along
the floor with the wind)
The island itself is quite small. Up in the trees are some tree houses connected by
several ropes. If you’re not afraid of heights, you can easily walk from one to the
other, feet on one rope and hands holding another one. The tree houses are home to
6 e ercaps led by Long Scu ler (HD 5 AC 5 1d4/1d4/1d6 + poison F5
MV 12 ML 9 XP 500; climb; poison: when bit, save vs. poison or be
paralysed for 2h). 2000 silver coins. 4000 gold coins.
1707: A few stunted coniferous trees grow in these highlands. This is the edge of the
Shadow Grove. There is an abandoned shrine to Mitra up here. It is haunted by the
spectre of Eos, the last priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6
MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep
and charm). 3000 gold coins. The gloves of the dark lord allows you to li anybody no
larger than yourself and strangle them: they must save vs. spells or be held and
suffer 1d6 damage.
There are 15 light elves (HD 1 → 1d6 AC 5 1d6 or spider climb 1×/day E1 MV 12
ML 10 XP 100) in gleaming armour, with lances and shields on impossibly thin grey
horses with long manes, led by Glavraël (level 6). The spells known are
based on The Book of Weaving by Iauniel the Hidden: 1. spider climb, silk, 2.
glamour, spider senses, 3. web, observation. The orcish sword Monkey Slicer
+1/+3 vs. humans used by Grishduf in The Year of Winter.
1708: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. Pale yellow froth clings to the Hawkstalk roots here. A distant splash is
followed by frantic waterfowl calls. In the old days, these stagnant pools were used
to drown evil necromancers. At night, the wight Eilif the Cruel of Pichuhiatl crawls
out of a wet grave and roams the land in search of followers (HD 3 AC 5 drain F3
MV 9 ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and
charm). 4000 gold coins.
On a small island in a li le lake, one can see one bowl barrow, 10 in diameter. This
is a crypt of a wight general. If any dare disturb the ground here, they will discover
a hidden chamber, built with stone walls, yielding four corpses, their sarcophagus
painted eggshell white with a woman standing in a wheat field and the inscription
King Eilif of Erlechai. The journey to the a erlife was sped with a chalk spindle whorl
(2 gp), a stone sickle blade (3 gp), a stone hammerstone (3 gp), and 4 gold anklets
worth 12000gp.
1709: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Death Kiss of the Al eim Flower sigil, the door glides
opens and reveals stairs leading down to the underground Bastion of Edendir.
The bronze gates lead to the eternal throne room of Edendir, an ancient spectre that
still sits here on a throne of chains of steel and hundreds of elephant tusks (HD 6
AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic
weapons; immune to sleep and charm). 6000 silver coins. 9 gems. The elves live
amongst the vaults and mausoleums of Edendir’s servants and retainers, their
sarcophagi serving as decorations and altars.
The elves are protected by 4 bugbears led by Silent Paws belonging to the Lynx Teeth
band living like animals in small caves near the gate (HD 3+1 AC 5 1d10 F3 MV 9
ML 9 XP 300; surprise on 1–5 in 6).
led by Caduion (level 7). The spells known are based on The Book of Odin
by Hadrael the Dragon-Slayer: 1. sleep, detect magic, restore faith, 2. hold
person, speak with animals, 3. speed, dispel magic, 4. wait. An elven long
sword +1 with elven runes in memory of Old Father.
1710: The Pass of Geraint on the way to Dire Peaks is guarded by a ruined fortress
currently occupied by 6 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and their
giant scorpion mounts (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
2000 silver coins.
The fortress and its surrounding land is ruled by the medusa Cold Mistress (HD 4
AC 8 1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth
5000gp to an alchemist). The courtyard and rooms are full of her petrified victims
and the bones of the dead. Unused carpets rolled up and stacked up. A suit of elven
plate armour +1 with elven runes in memory of Old Man.
1801: Steep cliffs make progress practically impossible without climbing gear. Where
the mountains touch the sky, where no bird dares to fly, there is an inscription on the
rocks, each le er higher than three men standing on top of each other, proclaiming
the power and glory of Queen Maura of Trazadan, as well as the riches and treasures
of Adiz the Righteous.
1802: Further up, there are white patches of edelweiss growing between the rocks.
There is a huge wooden fort up here. They must have cut down an entire forest to
build it. It is huge. 4 hill giants led by Elf Thrower (HD 8 AC 4 2d6 F8 MV 12 ML 8
XP 800). 3000 gold coins. 9 gems. An elven long sword +1 with elven runes naming its
owner: Bregoldir.
1803: The Shadow Grove has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Acid Dissolution of Rot has
built its lair on a huge pile of ro ing seaweed that form a steaming
island in the warm water (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8
XP 700; acid (as much as the dragon has hp le , save vs. dragon
breath for half)). 10000 gold coins. 2000 platinum coins. 40 gems.
The necklace of dharma allows you to borrow actions from your future self: act twice
this round to do what needs to be done but skip the next round. If you enter the
1804: The hills of Shadow Grove are full of ancient ruins. On one of these hills right
here you can find the foundations of an old keep. The walls are long gone but the
cistern and the storage rooms below are still usable. There is a camp of 40 outlaws
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) led by Deadly Blade here. They
call themselves the Western Council. The outlaws are eager to trade for
alcohol and gold. The camp is protected by 2 war dogs (HD 2+1 AC 7
1d6 F1 MV 18 ML 6 XP 200). These outlaws are dressed in patched
leathers that blend into the trees and sharpening their swords.
1805: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Vibrant green duckweed floats
still on the stagnant water’s surface. There’s a wooden hut here. Its inhabitant
appears to be a hermit called Saanvi. In actual fact, this is a doppelgänger
(HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at will). It will try
and see whether it can replace one of the party members and leave the
area with you.
1806: Small creeks have dug deep canyons into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 10 giant apes led by Doublestomp
live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 6000 silver coins. 200
platinum coins. Hidden away and protected from the elements there is a small
temple of Orcus.
1807: The Shadow Grove has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Black Breath of Rot is
hunting these turbulent waters, submerged like a crocodile but
vicious and greedy like only dragons are (HD 7 AC 2 1d6/1d6/2d10
F7 MV 24 ML 8 XP 700; acid (as much as the dragon has hp le ,
save vs. dragon breath for half)). 900 platinum coins. 80 jewelry. A
map to 7 jewels hidden in a secret compartment in the dwarven forge Grind (1110).
A helmet of the bull, grants an extra a ack when charging into a fight: on a hit, an
opponent no larger than yourself is thrown to the ground such that your allies get a
+4 to a ack them. A potion of flying (cool grey, black residue, 1h). If you enter the
water, you’ll soon a ract the a ention of 3 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8
XP 600; surprise on 1–5 in 6).
1808: Scorched tree stumps and puddles of poisonous brown bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 2000 silver coins. 5000 gold
coins. 500 platinum coins. 7 gems. A pair of nightvision goggles (60 ).
The tunnels below the lindwurm caverns are inhabited by 4 trolls led by Boulder
(HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or
dissolved in acid). 6 jewelry.
1809: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
Behind the wall there is a thin spire, impossibly high, with barely enough space for a
staircase, or maybe ladders. It looks more like a mast with a crow’s nest at the top.
There is an improvised toll booth next to the tower and some tents further back.
These people ask 50gp per head “to keep the area safe.” 20 bandits (HD 1 AC 8 1d6
F1 MV 12 ML 7 XP 100). 600 platinum coins. They are led by the knight Elsbeth
(level 2).
The top of the tower is an inaccessible mess of wood, hair and bones, the
result of 2 wyverns living up here (HD 5 AC 4 1d8 + poison F5 MV 24
ML 7 XP 500). 5000 gold coins.
This might have been a necropolis hundreds of years ago but now it’s more like a
meadow. There are still some overgrown headstones to see, some mausoleums are
still standing, some statues can be discerned, but most of it is pasture now, llamas
grazing and a bunch of orcs working on their gruesome puppets made of orc bones.
The banners on their tents intents identify them as Rune Wart Slashing orcs. 40 orcs
led by Balcg (HD 6) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
10000 gold coins. A potion of long fingers (deep violet, smelling like cut
grass, 20min, allows you to stretch your arms and fingers up to 60 ). A
scroll of bashing walls (punch a hole 20m wide and deep into anything
made of wood, earth or stone; living things, textiles, leather, metal, and
all that are not affected). The dwarven hammer Ironslayer +1/+3
vs. armoured foes, made by the legendary Summaldur Mountainember of
Grimmfather. Balcg is a famous sword smith in the Two Handed Horse Biter tradition.
In the middle of all this is a platform made of stone, circular and about five feet
high. On it a wooden structure rises up into the air and at the very top rests the
sphinx Sigibrand (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day,
raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8;
flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a
boon.
(a tree)
1810: The glaciers beneath the Sharp Peaks are difficult to traverse. You need a guide
and skis. The stone walls rising from the snow are home to a hungry snow tiger
(HD 6 AC 6 1d6/1d6/1d12 F3 MV 15 ML 9 XP 600; surprise on 1–4 in 6).
1901: The air up here is cold. You can see the Sharp Domes looming up ahead. Small
ravines and giant boulders provide shelter from the icy wind. 13 giant apes led by
Ironface live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). Hidden away and
protected from the elements there is a small temple of Orcus.
1902: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Death Kiss of the Al eim Flower sigil, the door glides
opens and reveals stairs leading down to the underground Palace of Orthelon.
The iron gates lead into a cavern illuminated by a sickly green light, dominated by a
giant statue of Set about 50 high surrounded by a ditch 10 wide filled with
human bones. The sacrificial altar is tended to by a spirit naga Dread Sorcerer of
Poison (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will;
only harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist) 13 gems. 3 jewelry.
The elves are served by 28 rat-like goblins, led by Man Poker (HD 1-1 AC 6 1d6 F1
MV 6 ML 7 XP 100). Only dwarves or halflings can fight in the tiny tunnels these
creatures use to move from place to place.
1903: The Shadow Grove reaches these highlands and slowly thins out.
A few junipers are the last ones to brave the snow at these altitudes.
There is a clearing with a moss covered statue of Pazuzu still standing. At
dusk and dawn a pack of 15 wolves roam these lands (HD 2+1 AC 7 1d6
F1 MV 18 ML 6 XP 200).
The local smith is a simpleton called Neuza. You can get your horses
shod and your sickles repaired. They probably robbed a corpse for this
stuff: a hand axe @ 4gp, a mace @ 5gp, half plate @ 400gp, a grappling
hook @ 3gp, 10 spikes @ 2gp, and a rapier @ 35gp.
The travelling orc bard Maumeg is here, playing the drum and retelling
How Fearless Azog Trapped Malicious Grecia and reciting How Bold Huneric
Blinded the Diabolical Sphinx. The audience is happy and you can hear
muted praise. If you ask them about the war, they’ll say that captain
Pa raporn was last seen in Pucklebatch carrying the banner of Lady Lukka
the Horned Factotum (2401).
Blood Streamlet runs through here. Lazy Sanaya has a small ra that can carry ca le
and people across.
1904: The swamp of Shadow Grove seems to stretch forever. The smell of wood-rot
is strong. A waterlogged Silversprig trunks bob lazily in the mire. The area has been
se led by a tribe of 23 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led
by Dragon Spirit (HD 5). A horn of Silah (summons a wight called Collen the Majestic:
HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons;
immune to sleep and charm; when killed, they are released from their bond to the
horn). The li le village of mud huts is guarded by a giant lizard (HD 4 AC 5 1d10
F3 MV 12 ML 7 XP 400). 3000 silver coins. 5000 gold coins.
These lizard people like to sing some of the Songs from the Dead, songs about
doomed heroes in the Old Liberation Wars which the lizard people lost oh so long
ago.
1905: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Pale yellow froth clings to the
Boneclot roots here. A distant splash is followed by frantic waterfowl calls. An
abandoned temple of Set stands here, half sunk. The acrid stench is overwhelming.
On the small piece of solid ground rising above the water you can see a broken
cupola. Inside it, you can still see a relief showing Set blessing the pilgrims. A
gorgon has cursed this temple with its presence (HD 8 AC 7 2d6 F8 MV 12 ML 8
XP 800; poison breath 30 ; charge into combat for double damage). 6000 silver coins.
1906: The stagnant waters of Shadow Grove are foul and smell of vomit. The
woodpeckers never stop hammering up above in the trees. Incessant buzzing
betrays the mosquitoes desperately looking for a place to land. You need a boat and
a guide to navigate these waterways. If you travel on foot, you’ll soon a ract the
a ention of a crocodile (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
1907: The spruces of Shadow Grove cast long shadows. The ground is full of their
brown needles. Within this wood is a dungeon. This is The Wretched Cells.
tackle. 1
1908: The stagnant waters of Shadow Grove are foul and smell of vomit. Beavers
have built dams, drowning the land. There’s a wooden hut here. Its inhabitant
appears to be a hermit called Gates. In actual fact, this is a doppelgänger
(HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at will). 3 jewelry.
It will try and see whether it can replace one of the party members and
leave the area with you.
1909: Up here, winters are cold not much grows here. Amidst the rocks, there is a
hidden entrance to a dungeon. This is The Darkest Tomb of Ruination.
ro ed.
8
7. Living Quarters: An overturned wardrobe has vomited its contents across the floor
and all over a broken bed.
Monster: a male owlbear.
8. Torture Chamber: Stadium seating made of benches covered in leather provides a
comfortable view of the central, depressed stage. There can be found a rack, an iron
maiden, a forge, and a set of iron implements that look so evil that no one has ever
dared take them. (They’re cursed.)
Trap: Fog Chest (an iron chest, unlocked,), on a d4 a green fog dissolves
all copper (1), silver (2), electrum (3), or gold (4) coins carried.
9. Mined Wall: An unfinished stair-way, hewn from the stone, ascends pointlessly into a
wall of solid stone.
Monster: 10 myconids watching their mushroom circle (HD 3 AC 8 – F3
MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity control (3d8):
save vs. spells to avoid; silent message). 4 jewelry. On nights of the full
moon, or on a 1 in 6, the portal to Al eim opens. If so, 15 elves (HD 1 →
1d6 AC 5 1d6 or rope command 1×/day E1 MV 12 ML 10 XP 100) led by
Meriel (level 3) will be visiting from Svartal eim. The spells
known are based on The Book of Weaving by Iauniel the
Hidden: 1. rope command, spider climb, 2. glamour. A dwarven
short sword +2 with dwarven runes naming its maker: Revna
Eldworm of Sky. They are accompanied by 2 weasels (HD 5
AC 7 1d8 F3 MV 15 ML 8 XP 500).
10. Storeroom: Wooden crates and boxes here contain supplies for an adjacent room.
Monster: a phase spider.
Treasure: 239 silver coins (enclosed within; alcove)
11. Chapel: Rows and rows of long brick benches are here. An enormous stone table,
brimming with dark energy, dominates this room. Ceremonial stone knives line the
edges. One wall is dominated by a mosaic depicting snakes.
Empty: Rockfall.
12. Temple: An elevated dais is faced by 4 rows of wooden pews, which crowd this room.
A candle holder holds only melted wax, but the room still smells of incense and
patchouli.
Boss Monster: a wererat (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only
harmed by magic, magic weapons or silver weapons; call 2d6 wolves
which arrive within 10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200)
Treasure: 3000 silver coins. (enclosed within; wall)
1910: These mountains are called the Giant Giants. A sulphurous smell hangs in the
air. Every now and then you hear hidden mud pools bubbling with heat from below.
A spiral stairs descends into the blackness below. The darkness swirls around you
like ink. Soon, you feel as lost as if you were walking at the bo om of a deep black
lake.
Finally, you arrive at a huge cave with a lava lake at its bo om. The floor descends
steeply towards its shores. The air is hot and acrid. Glowing ashes and poisonous
gases make breathing difficult.
Behind the gate lies a courtyard guarded by 5 hell hounds (HD 5 AC 4 1d6 F5
MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see
invisible; hell hound embers burning inside them are worth 500gp to an alchemist).
The walls surrounding the courtyard are decorated with long black iron spikes,
needles as long as a man or two, pointing up, in order to discourage flying
opponents from landing. At the foot of the fortress is a hot pool of lava where
orange worm people can be seen: 8 salamanders led by Lake (HD 8 AC 2
1d4/1d4/1d8 F8 MV 12 ML 8 XP 800; aura of fire (anybody in melee takes automatic
1d6 fire damage); immune to fire; only harmed by magic or magic weapons;
immune to sleep and charm) live here.
The fortress grows out of a rocky outcrop like a scrawny tree, with lava tunnels
leading up to the bronze tower like intestines twisting this way and that way,
leading into larger rooms full of strange machinery, perfect for an ambush by the 20
duergar in the service of these giants (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100;
immune to fire). The tower itself is small in comparison. The fire giant Stórr
(HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100) lives here. 8000 gold
coins. 300 platinum coins. 12 jewelry. A scroll of bashing walls (punch a hole 20m
wide and deep into anything made of wood, earth or stone; living things, textiles,
leather, metal, and all that are not affected). A diadem of the slaver (when targeted by
a spell, it is redirected to a person within 10 if you save vs. spells).
2001: These mountains are called the Sharp Domes. A sulphurous smell hangs in the
air. Every now and then you hear hidden mud pools bubbling with heat from below.
A spiral stairs descends into the darkness below. Hot winds blow up from below,
like the exhalations of the oldest dragon gnawing at the roots of the world.
Finally, you arrive at a huge cave with a lava lake at its bo om. The floor descends
steeply towards its shores. The air is hot and acrid. Glowing ashes and poisonous
gases make breathing difficult.
Behind the gate lies a courtyard guarded by the red dragon Fire Despair the Sleeper
(HD 10 AC -1 1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; fire (as much
as the dragon has hp le , save vs. dragon breath for half)).
The stones and walls of this courtyard are glowing red. Anything
touching them will start to burn if combustible. At the foot of the
fortress are some workshops. This is where blackened 16 dwarves (HD 1 AC 4 1d6
D1 MV 6 ML 8 XP 100) slave at the anvils and bellows led by Salvór Longshod (level
3). They are chained to their workstations, their bedrolls right next to their tools. The
food and water they require is stored inside the fortress, behind locked doors in
obsidian coffers.
The fortress looks like a iron candelabrum with four branches, each
ending in a large study, surrounded by a round platform, overlooking
the cavern. Each platform has stacks of heavy stone disks, the kind the
giants know how to throw for devastating effect. 3 fire giants led by Stórr
live here (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100). 11000 silver
coins. 10000 gold coins. 300 platinum coins. A dwarven short sword +2 with dwarven
runes commemorating the slaying of the red dragon Red Agony the Sleeper.
2003: The upper valley is rocky and bare. A grey monolith stands here. In the weeks
when the sky is clear and a full moon casts its silvery light onto the monolith’s
surface, silvery spirals can be seen. If you trace them with your finger, you are
transported to a similar strange monolith (1308).
2004: A steep hill rises from the forest and at its top stands an old statue of Thor,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
Close by, on a li le hill, one can see three oval barrows, each 20 in diameter. This is
an ancestral shrine of the elves. If any dare excavate here, they will discover a
hidden chamber, built with wooden posts, yielding two corpses, their tombstone
painted charcoal black with a star with eight outward pointing daggers and the
inscriptions Dolthangolodh. The journey to the a erlife was sped with a bone pin (2
gp), a stone scraper (1 gp), a stone weaving or wool-carding comb (3 gp), and 6
silver fibulas worth 4000gp.
2005: The stagnant waters of Shadow Grove are foul and smell of vomit. If you
drink the water here, save vs. poison or spend the rest of the day vomiting. These
lakes are home to 21 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots
feathers like darts for 60 until they roll a 1 for damage; from then on they a ack
with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp crane
feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
On a small island in a li le lake, one can see one cruciform barrow, 20 in diameter,
remembering an ancient noble. If any dare disturb the ground here, they will
discover a hidden chamber, built with stone walls, yielding three corpses, their
headstone painted charcoal black with a bull. The journey to the a erlife was sped
with po ery shards, a stone handaxe (1 gp), a stone rotary quern (1 gp), and a stone
weaving or wool-carding comb (3 gp).
A tiny foot trail leads into a copse of Oozecap trees. There, one finds one
disc barrow, 20 in diameter, remembering an ancient tragedy. If any dare excavate
here, they will discover a hidden chamber, built with stone walls, yielding one
corpse, their sarcophagus painted black with a vulture. The journey to the a erlife
was sped with po ery shards, an oak spindle whorl (2 gp), a bone carving of a god
(2 gp), and a gem worth 1100.
2007: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. A sulphur smell hangs over the
swamp. A ruined tower standing on a small island is home to the e in called Tooth
and Nail (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6).
11000 silver coins. 4 gems. 2 jewelry. The e in has rammed long spikes into the
water in order to deter any approach.
On a small island in a li le lake, one can see two bell barrows, each 30 in diameter,
remembering an ancient noble. If any dare dig here, they will discover a hidden
chamber, built with stone walls, yielding one corpse, their tombstone painted onyx
with a woman riding on a broom. The journey to the a erlife was sped with stone
arrowheads, painted pebbles, a stone hammerstone (3 gp), and a bone carving of a
goddess (2 gp).
2008: Scorched tree stumps and puddles of poisonous black bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 7000 silver coins.
The tunnels below the lindwurm caverns are inhabited by 8 trolls led by Fist (HD 6+1
AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or dissolved in
acid). 9000 gold coins. 7 gems.
2009: Secreted among the glaciers beneath the Sharp Peaks is a dungeon. This is The
Awful Well of Repose.
2010: A white dragon called Ice Tooth of the Thin Air lives in a ruined mountain
fortress guarding the approaches to the Giant Giants (HD 6 AC 3 1d4/1d4/2d8 F6
MV 24 ML 8 XP 600; ice (as much as the dragon has hp le , save vs. dragon breath
The delicately carved Stinkknee wood doors of the tower have been ripped open
and splintered. The bo om floor of the tower is home to a giant lizard, on edge due
to the mating season (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
The large room up here has an opening in the western wall leading to a platform
with a beautiful view. The room itself is filled with glass pipes, ventilators and
copper cauldrons. This laboratory is home to a gargoyle named Might (HD 4 AC 5
1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic weapons).
The top of the tower appears long abandoned. Elven relics are covered with dust
and the tapestries are faded and mostly threadbare.
2102: The snow fields beneath the Sharp Domes are difficult to traverse. You need a
guide and skis. The stone walls rising from the snow are home to a murderous
mountain lion (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6).
2103: The green valley up here has some mountain moose and a kid called Apisan
guarding them.
2104: The junipers of Shadow Grove cast long shadows. The ground is full of their
brown needles. At the foot of Stone Break, there is a cave inhabited by 6 trolls led by
Rock (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned
or dissolved in acid). 5 jewelry.
2105: The trees of Shadow Grove open up and there’s a small island up ahead. Big
silken strands connect the giant trees growing on that island with the trees growing
along the lake’s edge. From it, smaller strands hang down, filling the air and sinking
into the water. During the day, you can see 5 giant spiders working these strange
fishing lines (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 5 silk bales worth 500gp each. 8 silk ropes, each
worth 50gp. 5 cages with trained giant spark spiders (HD 4 AC 6 1d6 + paralysis F2
MV 15 ML 7 XP 400; climb; spark: once per fight, when hit or when hi ing, 1d6
damage to the other party because of a big spark; takes directions using tiny
drumsticks) 4 cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 + paralysis
F1 MV 15 ML 7 XP 100; climb; takes directions using tiny drumsticks; can roll along
the floor with the wind)
The island itself is quite small. Up in the trees are some tree houses connected by
several ropes. If you’re not afraid of heights, you can easily walk from one to the
other, feet on one rope and hands holding another one. The tree houses are home to
3 e ercaps led by Death Wanderer (HD 5 AC 5 1d4/1d4/1d6 + poison F5
MV 12 ML 9 XP 500; climb; poison: when bit, save vs. poison or be
paralysed for 2h). 4000 gold coins.
Up above, where the giant branches form a wide canopy, the brood
mother (HD 9 AC 3 2d6 + poison F9 MV 3 ML 9 XP 900; climb; poison:
when bit, save vs. poison or die) has laid her eggs, guarding them with her life, and
ready to spend hers to feed the young ones when they hatch, ravenous and
desperate.
2107: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. The woodpeckers never stop hammering up above in the trees. Incessant
buzzing betrays the mosquitoes desperately looking for a place to land. An
abandoned temple of Freya stands here, half sunk. The acrid stench is
overwhelming. On the small piece of solid ground rising above the water you can
see the old altar itself, and the old blood stone. A gorgon has cursed this temple
with its presence (HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800; poison breath 30 ; charge
into combat for double damage). 8000 gold coins. 1 jewelry.
2108: The green valley up here has some mountain moose and a kid called Jakobea
guarding them.
2109: High up on on a ridge is an old elven tower made of green glass. A breeze
carries the scent of gardenia and lilacs, though none can be seen anywhere. In The
Death of Falcon Wood, they call it The Thorn of Tolthalag.
There is no visible entrance, but a person carrying an amulet of passage bearing the
Death Kiss of the Al eim Flower sigil will see the hidden door.
The elf Naidil was cursed for sleeping on their watch on the day this tower fell and
was cursed by its commander to guard this tower in the form of a mountain lion for
all eternity (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6). If the party
can gain the lion’s trust – and they can speak with it! – it can teach them the
incantation that opens the door to the next level. If killed, the elf will soon
reincarnate as another lion and return.
The room above, with its polished floor, arching columns and a beautiful mosaic of
sparrows and Purple Broom and scenes from The Story of Autumn, is inhabited by a
blue dragon called Water Death of the Rain (HD 9 AC 0
1d8/1d8/3d10 F9 MV 24 ML 9 XP 900; lightning (as much as the
dragon has hp le , save vs. dragon breath for half)). Exposure to
elven dweomers has made the dragon surprisingly angry.
The topmost chamber has an excellent view of the mountains from the tall windows
that reach nearly to the floor. One window is decorated with depictions of the moon
and a seven headed snake. When the light of the waning crescent moon ( ) falls on
it, it turns to a magical portal to Svartal eim.
2110: Secreted among the snow fields beneath the Dire Peaks is a dungeon. This is
The Horrid Crypts of Eilif.
Wandering Monster: a basilisk cheering on two who are wrestling (HD 6+1 AC 4
1d10 F6 MV 6 ML 9 XP 600; save vs. poison if closer than 30 because of the poisoned
air, or when its killing gaze falls on you, or when bi en by the poisonous fangs; basilisk
bile is worth 5000gp to an alchemist).
1. Mine Sha : The beginnings of a mine for a vein that soon tapped out. Some
abandoned ma ock and pick blades are here, their wooden handles long ro ed.
2. Storeroom: Barrels, crates, and pots hold their secrets here.
Monster: a chimera wrestling (HD 6 AC 5 1d6/1d6/1d10/2d10 or fire F6
in the center.
Trap: Oil, hot oil pours down. 2 1
2201: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
To the right of the gate stands a massive tower that had its top blown off. Over the
years, this has allowed plants to gain a foothold. Bushes and grass grow from the
top like green hair from a huge stone face.
There is an improvised toll booth next to the tower and some tents further back.
These people ask 50gp per head “to keep the area safe.” 10 bandits (HD 1 AC 8 1d6
F1 MV 12 ML 7 XP 100). 5000 gold coins. 400 platinum coins. They are led by the
warrior Snit (level 3).
The top of the tower is inaccessible from the interior. A circus of 6 young
griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400) is roosting
up there when they’re not trying to impress each other with fantastic
displays of aerial stunts. The griffon egg is worth 5000gp to an alchemist.
The valley is filled with ruins. This must have been a large monastic complex in its
heyday. These days the ceilings have fallen, walls have crumbled, weeds are
growing everywhere and anything not made of stone has ro en away. It’s hard to
say what these buildings were used for. Here you can see an engravings of a bird
In the middle of all this is a column an perched on it, 60 above the surrounding
land rests the sphinx Dodo (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease
3×/day, raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15
ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be
granted a boon.
My habitationʹs in a wood,
And Iʹm at any oneʹs command;
I o en do more hurt than good,
If I once get the upper hand:
I never fear the championʹs frown,
Stout things I o entimes have done;
Brave soldiers I have o laid down,
I never fear their sword and gun.
(a barrel of beer)
2202: The sunny side of the valley is covered in pink splashes of roseroot. There is a
huge wooden fort up here. They must have cut down an entire forest to build it. It is
huge. 5 hill giants led by Dwarf Fla ener (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800).
7000 silver coins. 8 gems. 8 jewelry. A scroll of unlocking doors (unlocks and unbars a
door up to 2m wide).
2203: The stagnant waters of Shadow Grove are foul and smell of vomit. The
woodpeckers never stop hammering up above in the trees. Incessant buzzing
betrays the mosquitoes desperately looking for a place to land. The waterways
eventually lead to a wooden fort rising out of the water, inhabited by 16 hobgoblins
(HD 1+1 AC 6 1d8 F1 MV 9 ML 8 XP 100) and led by Knife of Anger (HD 3+1). The
fort is defended by a giant ape (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 2000
silver coins. 7000 gold coins.
2204: A steep hill rises from the forest and at its top stands an old statue of Freya,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
2205: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Shadow Grove. Beavers have built dams,
drowning the land. On one of the islands there is a huge mud mound. 33 goblins
live here, led by Eye King (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The goblins have
tamed 9 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9 XP 400). Goblins love to ride
these into ba le. 5 jewelry.
2206: It’s colder up here and the Shadow Grove is dominated by spruces. This fir
forest is home to a pack of 13 wolves (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
2207: The stagnant waters of Shadow Grove are foul and smell of vomit. Turtle rest
on a floating log in a murky pool and slip slowly into the water when approached.
The air is thick and humid. On one of the islands there is a huge mud mound. 25
goblins live here, led by The Impaler (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The
goblins have tamed 10 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9 XP 400). Goblins
love to ride these into ba le.
2208: The upper valley is rocky and bare. Here stands an old watchtower built by
giants during the reign of Queen Kali of Trazadan. You can still find the runes of
Trazadan on the old stones but the current inhabitants can’t read and they don’t
care: 5 hill giants led by Man Squisher (HD 8 AC 4 2d6 F8 MV 12 ML 8 XP 800). 100
platinum coins. 13 gems. A coat of the bear that changes the wearer into a bear (HD 4
AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug
deals an extra 2d8; permanent if worn for longer than 24h at a time).
2209: The valley up here is hard to find. This is where the orcs of the Death Impaler
tribe raise mountain goats and make their gruesome puppets made of orc bones. 20
orcs led by Lagzog (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). 7000 silver coins. A black iron slave collar +2 dedicating its wearer
to Hel. Lagzog is a famous dual-wielding sword dancer.
2210: These mountains are called the Sharp Peaks. The rolling peaks here hide a
another. 6
AC 5 1d8 F2 MV 12 ML 7 XP 200).
Treasure: 465 silver coins 60 gold coins. 4
(covered; panel) 5
2301: The stagnant waters of Shadow Grove are foul and smell of vomit. From the
gnarled boughs of ancient Bi ershingle trees dangles Bloodsuckle moss. An
abandoned temple of Orcus stands here, half sunk. The acrid stench is
overwhelming. On the small piece of solid ground rising above the water you can
see a broken cupola. Inside it, you can still see a relief showing Orcus blessing the
pilgrims. A gorgon has cursed this temple with its presence (HD 8 AC 7 2d6 F8
MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for double damage). 200
platinum coins. 13 gems. A potion of healing (light yellow, 1d6+1).
2302: The Shadow Grove is sinking beneath the water. Vibrant green duckweed
floats still on the stagnant water’s surface. The area has been se led by a tribe of 17
lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Poet Heart (HD 3).
The li le village of mud huts is guarded by 3 giant lizards (HD 4 AC 5 1d10 F3
MV 12 ML 7 XP 400). 6000 gold coins.
These lizard people like to sing some of the Songs from the Dead, songs about
doomed heroes in the Old Liberation Wars which the lizard people lost oh so long
ago.
2303: The Shadow Grove is sinking beneath the water. From the gnarled boughs of
ancient Nymphwood trees dangles Sweatflow moss. This is Wet Socks, a colony of
20 swamp gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; speak with animals; walk on
water) led by Anka Mazur (HD 5). Anka Mazur is a renowned healer
(mend broken bones; grow limb, but with the drawback of a racting all
sorts of water loving animals during the night). The gnomes live in a
flotilla of boats joined by rickety planks, protected by 2 dire raccoons
(HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws
hit, their bear hug deals an extra 2d8). These colony-folk are repairing the
hull of a damaged boat and fishing for dinner.
2305: The Shadow Grove is sinking beneath the water. The smell of wood-rot is
strong. A waterlogged Hermitheart trunks bob lazily in the mire. 4 giant fish can be
seen below the water surface (HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200).
On a small island in a li le lake, one can see one bank barrow, 10 in diameter. This
is an ancestral shrine of the elves. If any dare excavate here, they will discover a
hidden chamber, built with stone walls, yielding four corpses, their mummy painted
black with a star with eight outward pointing daggers and the inscriptions
Gonodorod. The journey to the a erlife was sped with a stone scraper (1 gp), a stone
cup (3 gp), rings with glass heads (4 gp), and 3 silver chains worth 3000gp.
2306: Small creeks have dug deep channels into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 4 giant apes led by Roundface live
here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
2307: A steep hill rises from the forest and at its top stands an old statue of Orcus,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
2308: The green valley up here has some mountain goats and a kid called Rodi
guarding them.
2309: The Pass of Hafren on the way to Sharp Peaks is guarded by a ruined fortress
currently occupied by 6 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and their
giant scorpion mounts (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
The fortress and its surrounding land is ruled by the medusa Snake Sister (HD 4
AC 8 1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth
5000gp to an alchemist). The courtyard and rooms are full of her petrified victims
and the bones of the dead. A few nice carpets cover the floor. 100 platinum coins. 10
gems. 1 jewelry. A suit of elven plate armour +1 with elven runes in memory of Old
Man.
2310: There is a hidden meadow up here, protected by the Giant Giants. 15 giant
apes led by Bu kick live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 1000
silver coins. 2 jewelry. Hidden away and protected from the elements there is a
small temple of Odin.
2401: It’s colder up here and the Shadow Grove is dominated by hemlock. The lack
of branches and trees lying on the forest floor is a sign of regular wood gatherers. At
dusk and dawn a pack of 14 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18
ML 6 XP 200).
The local smith is a humble soul called Jano. You can get your mounts
shod and your scythes repaired. Looks like they pillaged this from
somewhere: a flask @ 2gp, a pick @ 3gp, 30 quarrels @ 3gp, and a hand
axe @ 4gp.
There are some tents outside the se lement and you can spot the black
and red flag of Lady Lukka the Horned Factotum (blazon: per fess Sable and
Gules). 20 mercenaries (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) are camped here,
waiting for orders. 5000 silver coins. 1000 gold coins. They are led by the mercenary
captain warrior Pa raporn (level 6). An elven long bow +1 with elven
runes commemorating the slaying of the green dragon Piercing Fang of
the Fumes. The necklace of dharma allows you to borrow actions from your
future self: act twice this round to do what needs to be done but skip the
next round.
Already the mercenaries are drinking far too much. The locals grind their teeth
and clench their fists when they hear the insults and sneers of the drunken
mercenaries but they know all too well that now is not the time to fight back.
Loud Streamlet runs through here. Lazy Mâlik has a small ra that can carry ca le
and people across.
2402: The swamp of Shadow Grove seems to stretch forever. If you drink the water
here, save vs. poison or spend the rest of the day vomiting. These lakes are home to
15 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts
for 60 until they roll a 1 for damage; from then on they a ack with their beaks;
afraid of loud ra ling, drumming or bells ringing; swamp crane feathers are worth
50gp each to an alchemist). Their dung is poisonous to most creatures on land.
On a small island in a li le lake, one can see four disc barrows, each 10 in
diameter, memorialising an ancient religion. If any dare disturb the ground here,
they will discover a hidden chamber, built with stone slabs, yielding two dozen
corpses, their headstone painted russet with a bull being killed by an axe. The
journey to the a erlife was sped with an amber bead (4 gp), a bone carving of a
woman (2 gp), and sheep bones. An arrow +1/+3 vs. reptiles, a relic from the Old
Lizard Wars.
The water pools between the trees here are black and oily. Dead birds, dead fish,
everywhere you look there are dead animals. Here is a mound of ash and bones, and
standing on it a pillar of pain dedicated to Pazuzu. Humans have gathered here, to
worship and to pray. Their faces are ashen and their eyes infected, their tongue
black. They pray for the world to end and to be remade, whole and new. 40 cultists
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. 400 platinum coins. They are led
by their cult leader Kerem (level 5), a die-hard fanatic. A potion of cold
resistance (yellow, silvery flakes, 1h).
2403: The hills of Shadow Grove are do ed with ruins. Among the ruins is the
entrance to a dungeon. This is The Narrow Den of Svithrasir Birchshield.
Wandering Monster: 2 kobolds eating (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or
weapon-1 Save NM ML 6 AL C XP 5 ).
AC 5 1d8 F2 MV 12 ML 7 XP 200).
3. Larder: Several burlap sacks of chickpeas are piled 1 2
oil that smells that nauseates unless a save versus poison is successful.
Anyone nauseated will suffer -2 to a ack.).
5. Temple: A circle of inlaid limestone is divided into four equal segments, at the end of
each of which is a stone pedestal. Rust circles on each pedestal mark where statues once
stood.
Boss Monster: Dread Spirit of Embryonic Life the Reticulated Naga (HD 9
AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will; only
harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist and her charmed 2 kobolds chanting (AC 7 HD 1d4 hp MV 60ʹ
(20ʹ) DMG 1d4 or weapon-1 Save NM ML 6 AL C XP 5 )
Treasure: 11 gems. (uncovered; corner)
2404: There is a hill rising high above Shadow Grove with a nice cave which offers
shelter from the rain. A tunnel leads into the hillside. Timber supporting the ceiling
is a sign that this used to be a small mine. People used to dig here for silver, in the
old days. The cave is home to a nest of 2 giant lizards, sated, a er gorging herself on
a wild boar (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). The cave is covered in leaves
blown in by the wind. The people from Pucklebatch (2401) call this the maw of Night
Stealer.
2405: This is the Shadow Grove. A sulphur smell hangs over the swamp. There are
plenty of lampreys. Those who know how to find it can gather Horse Thistle.
2406: This is the Shadow Grove. Pale yellow froth clings to the Oozecap roots here.
A distant splash is followed by frantic waterfowl calls. In the old days, these
stagnant pools were used to drown evil necromancers. At night, 3 wights led by
King Tariq of Silah crawl out of their wet graves and roam the land in search of more
followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic
weapons; immune to sleep and charm).
2407: A steep hill rises from the forest and at its top stands an old statue of Odin,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
Between two rocky outcrops, one can find four bowl barrows, each 30 in diameter,
remembering an ancient religion. If any dare disturb the ground here, they will
discover a hidden chamber, built with stone walls, yielding two corpses, their
headstone painted black with a woman standing beneath an apple tree. The journey
to the a erlife was sped with o er bones, a stone saddle quern (1 gp), a stone
2408: The swamp of Shadow Grove opens up somewhat and you can see the sky
again. If you drink the water here, save vs. poison or spend the rest of the day
vomiting. These lakes are home to 28 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9
XP 100; shoots feathers like darts for 60 until they roll a 1 for damage; from then on
they a ack with their beaks; afraid of loud ra ling, drumming or bells ringing;
swamp crane feathers are worth 50gp each to an alchemist). Their dung is poisonous
to most creatures on land.
On a small island in a li le lake, one can see one long barrow, 10 in diameter,
hinting at an ancient noble. If any dare excavate here, they will discover a hidden
chamber, built with wooden posts, yielding two corpses, their headstone painted
scarlet with a skull pyramid. The journey to the a erlife was sped with a charcoal
horse on stone (2 gp), an antler spindle whorl (2 gp), sheep bones, and a gem worth
1200.
2409: The Pass of Selwyn on the way to Giant Giants is guarded by a ruined fortress
currently occupied by 4 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and their
giant scorpion mounts (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
The fortress and its surrounding land is ruled by the medusa Snake Lady (HD 4 AC 8
1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to
an alchemist). The courtyard and rooms are full of her petrified victims and the
bones of the dead. Unused carpets rolled up and stacked up. A scroll of live burial
(60 , the earth opens up underneath a person, save vs. death to avoid ge ing pulled
into the depths to certain death).
2410: It’s colder up here and the Shadow Grove is dominated by junipers. The trees
along the trails through this forest have all been coppiced, i.e. cut down near the
ground level in order to produce wood. At dusk and dawn, you can sometimes see a
male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a braggart called Siara. You can get your oxen shod
and your scythes repaired. There is li le here for adventurers, though: a
10 chain @ 35gp, 10 spikes @ 2gp, and half plate @ 400gp.
Nisa-Nur is a secret agent of the Illustrious Sages of the Depths. They love
freedom and sharing, and they don’t like if if you make rules to stop
them from doing just that.
2501: High up on on a ridge is an old elven tower made of green glass. The tower is
a spire of swirling emerald foam, like frozen waves. In The Lay of Tathrenor, they call
it Radaon’s Ruin.
The delicately carved Mageden wood doors of the tower have been ripped open and
splintered. The bo om floor of the tower is home to a male bear, hungry (HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals
an extra 2d8).
The bodies of 4 adventurers are decomposing on the stairs leading up the next level.
They seem to have died a painful death and yet they have no obvious injuries. They
did not know about the poison gas trap triggered by the third step. If triggered,
save vs. poison or die.
Further up and behind locked and iron-bound doors is a large room with a 5
gorgeous old wooden tables and many chairs decorated with fern leaves and roses.
Here dwells the necromancer Hamdah (level 7), protected by 10 noble
ghouls, decadent, immortal, foppish, and always hungry (HD 2 AC 6
1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells
or flee for two rounds); when bi en, save vs. paralysis or be paralysed for
1h; limited shape shift into a hyena). The spells known are based on The
Book of the Dead by Agrimach the Necromancer: 1. aura of fear, locate
corpse, read magic, 2. converse with corpse, hold person, 3. immunity to fire, limited shape
shift, 4. death ray. A few gobelins cover the walls. A scroll of crashing gates (destroy
one door up to 20m wide).
The top of the tower appears long abandoned. Elven relics are covered with dust
and the tapestries are faded and mostly threadbare. 4 jewelry.
2502: This is the Shadow Grove. Pale yellow froth clings to the Lodgeseed roots
here. A distant splash is followed by frantic waterfowl calls. An abandoned temple
of Orcus stands here, half sunk. The acrid stench is overwhelming. On the small
piece of solid ground rising above the water you can see the old altar itself, and the
old blood stone. A gorgon has cursed this temple with its presence (HD 8 AC 7 2d6
F8 MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for double damage).
2503: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is still humming with magical energies. Shimmering lines show
penitentiaries humbly begging for entrance. If you knock on the gates with nothing
but your clothes on, empty handed, no weapons, no armour, no metal, then it will
slowly open for you and just for you. If anybody else tries to slip through, the doors
will slam shut: save vs. death or be crushed.
Behind the wall there is a thin spire, impossibly high, with barely enough space for a
staircase, or maybe ladders. It looks more like a mast with a crow’s nest at the top.
A bunch of ragged tents between wall and tower are the broken dreams of some
desperate people. 10 bandits (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100). They are led
by the warrior Chase (level 3). A potion of shrinking (raw umber, black
residue, smelling like earth, 1h, shrinks you and everything you are
carrying by a factor of 12 including the effect of any spells you cast and
any damage you deal). A prayer of protection of the moon (8h, prevents
were-creatures from approaching). An elven long sword +1 with elven
runes naming its maker: Lhainwen.
The top of the tower is an inaccessible mess of wood, hair and bones, the result of 3
wyverns living up here (HD 5 AC 4 1d8 + poison F5 MV 24 ML 7 XP 500). 8000 silver
coins. 5 gems. An eternal torch that produces an eternal flame, temporarily
suppressed under water.
The necropolis itself consists of dozens of mausoleums, each built according to the
same plan: a fake entrance leading an altar where descendants le flowers and food
for the dead, with paintings of their exploits and achievements, and a hidden
entrance from above, sealed with a heavy drop stone, trapped by spiked pits below
and crushing stones above, filled with poison dust or a brazier of warp blood
resulting in terrible mutations. And finally, 8 mummies led by Siarl the Extraordinary
patiently waiting for news from the world of the living (HD 5+1 AC 6 1d12 F6 MV 6
ML 12 XP 500; anybody who sees them must save vs. paralysis or be held; only
harmed by magic or magic weapons; immune to sleep and charm; always fail their
saves vs. fire spells). They want to know about the world outside but they are
In the middle of all this is a platform made of stone, circular and about five feet
high. On it a wooden structure rises up into the air and at the very top rests the
sphinx Adalgard (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day,
raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8;
flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a
boon.
(a bo le of ale)
2504: This is the Glass Mirror, claimed as the ancestral home of froglings, kappa, and
some swamp gnomes. A cool breeze blows across the lake leaving shimmering
waves and bobbing ca ails in its wake.
Green Creek, Hiltrude’s Brooklet, Blood Rill, and Deep Rivulet merge here. It has
cut itself a deep channel. You can hear it murmuring somewhere in the darkness
below.
2505: The Shadow Grove rises up into these hills. O en cliffs block your way. But
here’s a crack in the cliff and if you follow the small creek into the gorge you can
reach a hidden valley. Small pigs rooting between the oak trees, here. This is the
home of 28 halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise
on 1–5 in 6, inside: surprise on 1–2 in 6) led by Beatrice (level 7). A scroll
of unlocking doors (unlocks and unbars a door up to 2m wide). A silver
diadem +1 dedicated to Set. 6000 gold coins. They hate and fear all
outsiders. And what they fear most of all is that somebody would betray
the location of their home.
2506: The stagnant waters of Shadow Grove are foul and smell of vomit. If you
drink the water here, save vs. poison or spend the rest of the day vomiting. These
lakes are home to 16 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots
feathers like darts for 60 until they roll a 1 for damage; from then on they a ack
with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp crane
feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
2507: The Shadow Grove is sinking beneath the water. The woodpeckers never stop
hammering up above in the trees. Incessant buzzing betrays the mosquitoes
desperately looking for a place to land. The area has been se led by a tribe of 19
lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Daughter of Drake
(HD 4). A black plate armour of Pazuzu +3, inscribed with runes of fire spelling doom
and despair. The li le village of mud huts is guarded by 3 giant wasps (HD 4+1
AC 5 1d6 + poison F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die).
These lizard people like to sing the Songs of Loss and Longing, a cycle of heroic poems
involving the wars against King Tariq of Pichuhiatl.
2508: The firs of Shadow Grove cast long shadows. The ground is full of their brown
needles. There are a few trails leading towards a small se lement. Sometimes you
can see an elk.
The local smith is a simpleton called Jiannis. You can get your horses
shod and your sickles repaired. Surprisingly, they have some interesting
things for sale: a tinderbox @ 3gp, 5 small darts @ 1gp, a metal shod staff
@ 2gp, pole arm @ 10gp, and longbow @ 45gp.
The caravan has a travelling alchemist called Bajit who can supply a
scroll of crashing gates (destroy one door up to 20m wide), a prayer of
protection of the moon (8h, prevents were-creatures from approaching), a
prayer of summoning (the hunter general Strength, from Unugal,
Marduk’s hall in Midgard: HD 6+1 AC 7 1d6 F6 MV 12; leading a
hundertschaft: one hundred light infantery: HD 1 AC 7 1d6 F1 MV 12
ML 10) at 1000gp each. They also have a potion of fire resistance (corn-silk, black
residue, 1h) and a potion of fire belching (deep saffron, 20min, 3d6, save vs. dragon
breath for half) for sale at 500gp each.
2509: Small creeks have dug deep ravines into Shadow Grove. The going is tough.
Some of the hidden valleys are very hard to reach. 19 giant apes led by Ironkick live
here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 6000 gold coins. 2 gems.
2510: A steep hill rises from the forest and at its top stands an old statue of Set, about
20 tall. Who ever built this statue is long gone but the trail leading up to the statue
looks well worn.
Sheep Gold Lane crosses over the water below at the Fallen Queen’s bridge. This is
actually a toll bridge: the bridge troll Silver Hunger (HD 6+1 AC 4 1d6/1d6/1d10 F6
MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid) demanding 5gp
per person “for the maintenance of the bridge, you understand.”
2601: Secreted among the glaciers beneath the Giant Peaks is a dungeon. This is The
Wretched Caverns of Ruination.
Trap: Treasure Mirage, a hoard of gold pieces that has alerted the nearest
monsters to come and a ack, at which point the gold pieces will
disappear.
Treasure: 231 silver coins (enclosed within; floor)
5. Treasure Room: The treasure room has long been looted. Among the rubble, though,
might be something, to one who looks long.
Boss Monster: the unnervingly polite magic user Jasmin-Zilan
(level 5). The spells known are based on The Book of the Sea by
Lady Gerdana of Lagnabadalë: 1. charm person, sleep, 2. true
words, glamour, 3. lightning bolt. A prayer of protection of the
moon (8h, prevents were-creatures from approaching).
Treasure: 2 gems. 2 jewelry. (secreted; panel)
2602: Scorched tree stumps and puddles of poisonous black bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). A suit of elven plate armour +1
with elven runes commemorating the slaying of the green dragon Verdant Despair the
Sly. A flying carpet (four people).
The tunnels below the lindwurm caverns are inhabited by 5 trolls led by Boulder
(HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or
dissolved in acid).
2603: Shadow Grove covers a few hills here. One hill is inhabited by an ogre called
Club leading 4 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400)
and 20 orcs of the Dire Scratching tribe (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). The hill top is a maze of trenches to allow them to move about
unseen, small caves for them to spend the day protected by spiked pits,
all access to this area protected by sharpened wooden stakes rammed
into the ground to prevent anybody from storming it. 7 gems.
2604: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of coniferous trees. At dusk and dawn, you can sometimes
see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
Green Creek flows through here. It has cut a gorge through the rock. Every now and
then a stream tumbles into the depths below.
2605: The stagnant waters of Shadow Grove are foul and smell of vomit. The smell
of wood-rot is strong. A waterlogged Rookgorse trunks bob lazily in the mire.
There’s a wooden hut here. Its inhabitant appears to be a hermit called Meryem. In
Green Creek and Ailwin’s Creek merge here. It cuts through the
landscape like a knife. You can see it flowing calmly far below,
unreachable without many ropes and pitons.
2606: The stagnant waters of Shadow Grove are foul and smell of vomit. If you
drink the water here, save vs. poison or spend the rest of the day vomiting. These
lakes are home to 24 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots
feathers like darts for 60 until they roll a 1 for damage; from then on they a ack
with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp crane
feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
On a small island in a li le lake, one can see four bank barrows, each 20 in
diameter, memorialising an ancient tragedy. If any dare excavate here, they will
discover a hidden chamber, built with wooden posts, yielding one corpse, their
mummy painted cerulean with a star with eight outward pointing daggers. The
journey to the a erlife was sped with an iron bell (clapper missing) (4 gp), stone
gaming pieces (4 gp), po ery shards, and etched deer teeth beads (2 gp).
2607: It’s colder up here and the Shadow Grove is dominated by hemlock. If you
wander into these woods, you’ll soon hear laughter and revelling. These satyrs roam
the roads of the nearby se lement, covering the walls of houses with rude graffiti
and profane writings. They jab and jeer at anybody doing honest work and corrupt
the young ones with wines and charms. And yet, nobody dares to stop the 10 satyrs
(HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when playing the flute, anybody
listening must save vs. spells or join the party; chill-out tunes: when playing the flute,
anybody listening must save vs. spells fall into a magical slumber; only harmed by
magic, magic weapons or silver weapons).
2608: The firs of Shadow Grove cast long shadows. The ground is full of their brown
needles. At the foot of Witching Hill, there is a cave inhabited by 8 trolls led by
Boulder (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless
burned or dissolved in acid).
2609: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of hemlock. This fir forest is home to a pack of 10 wolves
(HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
2610: It’s colder up here and the Shadow Grove is dominated by conifers. The lack
of branches and trees lying on the forest floor is a sign of regular wood gatherers. At
dusk and dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6
1d8 F1 MV 15 ML 9 XP 300).
The local smith is a braggart called Ñulia. You can get your mounts shod
and your axes repaired. They probably robbed a corpse for this stuff: a
shovel @ 3gp, a spiked club @ 2gp, 10 spikes @ 2gp, a hand crossbow @
105gp, 30 quarrels @ 3gp, and a light crossbow @ 20gp.
Black Brooklet runs through here. Old Agon has a small ra that can carry ca le and
people across.
Cheese Path and Sheep Gold Lane meet here, under the Dwarfwedge tree.
2701: There is a hidden meadow up here, protected by the Giant Peaks. 7 giant apes
led by Bu face live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
2702: These mountains are called the Giant Peaks. An old road winds itself through
these mountains. Whenever there is a gorge you find that the locals have built a rope
bridge across it.. There is a dwarven forge called Grimm up here. This is a small
forge. 18 dwarves live and work here (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) led by
Katla Yewpeak (level 8). A few gobelins cover the walls. 200 platinum coins. 9 jewelry.
2703: The Shadow Grove has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Silent Dissolution of the Backwaters is hunting
these stagnant waters, submerged like a crocodile but vicious and
greedy like only dragons are (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24
ML 8 XP 700; acid (as much as the dragon has hp le , save
vs. dragon breath for half)). 50 gems. A suit of elven plate armour of
fire resistance +1 made with scales of the red dragon Black Tooth of
the Deeps, forged by Elanorel. If you enter the water, you’ll soon a ract the a ention
of 6 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
2705: This is the Shadow Grove. Beavers have built dams, drowning the land.
There’s a wooden hut here. Its inhabitant appears to be a hermit called Yelena. In
actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10
XP 400; shape change at will). 5 gems. It will try and see whether it can
replace one of the party members and leave the area with you.
2706: The Shadow Grove reaches these highlands and slowly thins out. A few
conifers are the last ones to brave the snow at these altitudes. At dusk and dawn,
you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300).
2707: The spruces of Shadow Grove cast long shadows. The ground is full of their
brown needles. There is a clearing with an old statue of Set still standing. Sometimes
The local smith is a foul-mouthed ass called Seng. You can get your
mounts shod and your axes repaired. Some of the stuff the locals aren’t
buying: a metal shod staff @ 2gp, 10 spikes @ 2gp, a steel mirror @ 5gp, 20
nails @ 1gp, 20 arrows @ 3gp, and a flail @ 9gp.
There are some tents outside the se lement and you can spot the yellow
and white flag of Duke Paris the Primary Exchequer (blazon: per cross Or and
Argent a horse Sable). 40 mercenaries (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100)
passing through on their way to a temple of Tsathoggua (2905). Will you join them
on their pilgrimage? 6000 gold coins. They are led by the mercenary captain magic
user Eltion (level 3). The spells known are based on The Book of Ursomancy
by Ufala One Eye: 1. shadows, bear strength, 2. bear shape.
2708: This section of the Shadow Grove swamp is a well known death trap. The
trees are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by 6 treants led by Fir Wood (HD 8 AC 2 2d6/2d6 F8 MV 6
ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same stats)
who would like nothing be er than to squash anybody capable of wielding tools.
2709: A few stunted conifers grow in these highlands. This is the edge of the
Shadow Grove. There is a clearing with a barely recognisable statue of Odin still
standing. Sometimes you can see an elk.
Moschde, the owner of the largest cow herd. The log cabins are protected
by 3 war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). 3000 gold
coins. These village-folk are wearing their clothing inside out and
backwards.
The local smith is a braggart called Iván. You can get your horses shod
and your scythes fixed. Recently somebody dropped off the following: a
lance @ 7gp, a helmet @ 14gp, 30 quarrels @ 3gp, longbow @ 45gp, 20
nails @ 1gp, and manacles @ 20gp.
Having lost a quarter of their number to Blood Fever the villagers are
growing more desperate and paranoid. Most carry fragrant pouches of dried Milk
Ivy that they constantly sniff and a few have even fled to the surrounding
wilderness out of fear of infection.
Cheese Road and Sheep Lane meet here, under the gallows.
2710: The Shadow Grove is sinking beneath the water. Pale yellow froth clings to the
Swordmantle roots here. A distant splash is followed by frantic waterfowl calls. 23
froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into
combat for double damage; swim) live here, led by Wonder Jump, a priest
of Tsathoggua: lightning bolt 2×/day (5d6, save vs. spells for half). The
mud village built around the temple is guarded by a giant toad (HD 4+1
AC 7 1d6 + swallow F2 MV 3 ML 6 XP 400; human children, elves,
halflings and dwarves are swallowed when hit: save vs. death once per
round or suffocate).
2801: A cold wind blows snow and ice down the mountain. Visibility is down to
maybe 30 . This is the Giant Peaks glacier. Every night, a procession ghosts
struggles barefoot across the ice. You can hear their wailing, their tiny bells ringing,
and you can see the flickering candles they are carrying. If you follow them for an
hour, you are going to cross over into Jötunheim with them. The procession leads
you to the castle of the frost giant Ice. 6 frost giants and 1 white bears (HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals
an extra 2d8) live here.
To release the ghosts from their eternal wandering, you need to free the wight
Seirian the Select from their icy tomb and reunite them with their flock. If pressed,
they will admit to wanting to rebuild old Ouria.
On a peak nearby stands a statue of Thor, built by elves. At the foot of the statue, a
few followers of Thor have built a small temple consisting of a prayer hall, a
sleeping hall, and a prayer drum. 40 women (HD 1 AC 8 1d6 F1 MV 12 ML 7
XP 100) live up here. They are led by abbess Elinor (level 6). A prayer of
summoning (the shape changer Melt, from Utgard, Loki’s hall in
Jotunheim: HD 4 AC 5 1d12 F8 MV 9; polymorph at will; immune to sleep
and charm).
2802: Scorched tree stumps and puddles of poisonous black bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 11000 gold coins.
The tunnels below the lindwurm caverns are inhabited by 3 trolls led by Boulder
(HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or
dissolved in acid).
2803: The stagnant waters of Shadow Grove are foul and smell of vomit. From the
gnarled boughs of ancient Towerbare trees dangles Honeyburn moss. 8 giant fish
can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12 ML 8 XP 200).
2804: These Rainmantle hills in Shadow Grove belong to the Hairy Scab tribe. 40 orcs
led by Grishrod (HD 3) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
5000 gold coins. The headband of karma allows you to borrow luck from
your future self: when rolling a d20, roll 2d20 and take the higher result,
but before doing it again you need to pay your debt in a similar situation
and roll 2d20 and take the lower result. Their fort is guarded by 5 boars
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two large iron
spikes with a dozen skulls each near the entrance. These orcs are looking for allies to
go to war against Hockchester (2904).
2805: The Shadow Grove reaches these highlands and slowly thins out. A few
conifers are the last ones to brave the snow at these altitudes. There is an abandoned
shrine to Odin up here. It is haunted by the spectre of Alaw, the last priest who cared
for it (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic
or magic weapons; immune to sleep and charm).
Between two rocky outcrops, one can find four square barrows, each 20 in
diameter, hinting at an ancient noble. If any dare excavate here, they will discover a
hidden chamber, built with stone slabs, yielding one corpse, their sarcophagus
painted carmine with a wolf. The journey to the a erlife was sped with a stone
handaxe (1 gp), a bone pin (2 gp), and po ery shards. An arrow +1/+3 vs. reptiles, a
relic from the Old Lizard Wars.
2806: The stagnant waters of Shadow Grove are foul and smell of vomit. The
woodpeckers never stop hammering up above in the trees. Incessant buzzing
betrays the mosquitoes desperately looking for a place to land. On one of the islands
there is a huge mud mound. 33 goblins live here, led by Wolf Rider (HD 1-1 AC 6
1d6 F1 MV 6 ML 7 XP 100). The goblins have tamed 8 giant spiders (HD 4 AC 6 1d6
+ paralysis F2 MV 15 ML 7 XP 400; climb). 1 in 6 passages are web traps. Goblins love
to ride these into ba le.
2807: The Shadow Grove is full of rustling and bustling sounds as giant ants can be
seen scurrying back and forth along invisible trails and up and down the giant
Pawnscrub trees. Rising from the earth ahead is a dome-shaped mound made out of
bits of bone shards and head-sized stones. It is the size of a small hill. The area is
devoid of plant life. There are 3 well-worn pathways, about as wide as a deer-trail,
that radiate down from the summit in different directions. A giant giant suicide ant
(HD 4+1 AC 5 1d10 F2 MV 15 ML 9 XP 400; acid spray 1×/h: anybody within 20
takes 2d6, save vs. poison for half; suicide: in a ball of fire for 5d6, save vs. dragon
breath for half) is dragging a deer carcass with its mandibles here.
Sloping sharply downward the entrance leads to a large open area with smoother
walls. From this cavern, there is a fungi-covered burrow sloping downward to the
south and another bone-li ered tunnel that slopes southwest.
The first passageway leads to a wide and deep pit that is remarkably well-kept and
clean. There are 2 dead deer, and the dry husks that are recognizable as those of 4
giant spiders.
From here, another strangely uniform tunnel slopes west, leading to an abrupt end
with 2 giant worker ants (HD 4+1 AC 5 1d10 F2 MV 15 ML 9 XP 400; acid spray 1×/h:
anybody within 20 takes 2d6, save vs. poison for half; busy: tries to avoid fights
unless alarmed) digging a new tube. 2 giant giant worker ants (HD 4+1 AC 5 1d10
F2 MV 15 ML 9 XP 400; acid spray 1×/h: anybody within 20 takes 2d6, save
vs. poison for half; busy: tries to avoid fights unless alarmed) are standing guard
against intruders.
The second passageway goes much further down and the air gets hot and humid. It
leads to a wide cavern dominated by a gargantuan queen ant with a pulsating
abdomen. 2 giant worker ants (HD 4+1 AC 5 1d10 F2 MV 15 ML 9 XP 400; acid spray
1×/h: anybody within 20 takes 2d6, save vs. poison for half; busy: tries to avoid
fights unless alarmed) and 6 giant worker ants (HD 4+1 AC 5 1d10 F2 MV 15 ML 9
XP 400; acid spray 1×/h: anybody within 20 takes 2d6, save vs. poison for half; busy:
tries to avoid fights unless alarmed) scurry to the queen’s defense. The queen’s royal
2808: This is the Shadow Grove. They say that the trees here will try to lead you
astray. Without a guide, you will get lost on 1–2 in 6. In the shadows of the Firehusk
trees live the centaur Theo (HD 4 AC 5 1d6/1d6/1d8 F4 MV 18 ML 8 XP 400).
2809: This is the Shadow Grove. There is a clearing in this forest where a barely
recognisable statue of Pazuzu still stands.
Hiding between the trees are the watchful eyes of 12 bugbears led by Deadly Wind
belonging to the Lynx Teeth band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise
on 1–5 in 6). Bugbears are usually a bad sign for they are o en employed as spies by
the elves of the netherworld. These carry amulets of passage bearing the Death Kiss
of the Al eim Flower sigil.
12. The smith Arab offers new - and refurbishes old - weaponry. (A member of
Dormant Community of the Artifacts.)
13. The tavern owner Navyaa runs the Purple Pony here, visited by the propertied
and the rabble-rousers. (Worships Odin.)
14. The trader Jonna buys old equipment and any unusual finds.
(For a rumor about allegiances, roll a d10 and a d6. On a d6 of 1-3, tell the truth
about the tradesperson corresponding to the results of the d10; on a 4-6, lie about
them.)
The inner bailey is open by invitation only and houses these noted people:
A volatile truce has recently been formed between the two local secret societies. Both
are still unsure and suspicious of each other, and will be watching any visitors
closely to try to figure out their allegiances.
Dormant Community of the Artifacts is led by the warrior Rosario (level 3).
They are inventors, working on tools to free themselves from the
shackles of sword and spell.
Black Brooklet flows through here. A toll bridge has been built here.
Cheese Road, Cheese Path, and Mud Lane meet here, by the Manion elf stone.
2810: The Shadow Grove is sinking beneath the water. The woodpeckers never stop
hammering up above in the trees. Incessant buzzing betrays the mosquitoes
desperately looking for a place to land. The area has been se led by a tribe of 19
lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Dragon Spirit
(HD 4). The li le village of mud huts is guarded by 3 giant wasps (HD 4+1 AC 5
1d6 + poison F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die).
These lizard people like to sing the Songs of Loss and Longing, a cycle of heroic poems
involving the wars against Maura the Terrible of Merlen.
In these water logged woods, a statue of Nergal was built on top of a li le hill.
Around it, his followers have built a series of wooden huts and a sacrificial pit full of
carcasses, maggots and flies. The stench is overpowering. The humans pray for
deliverance, for change, for a remaking of the world and the forest. 20 cultists (HD 1
AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. 6 gems. 4 jewelry. They are led by their
cult leader Aldina (level 5), a megalomaniac.
2901: The valley up here is hard to find. This is where the orcs of the Bone-Stealer
tribe raise mountain goats and make their tasty fermented bean-curd. 10 orcs led by
Radzog (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 7000
silver coins. 9000 gold coins. Radzog is a famous dual-wielding sword
dancer.
2902: A long shallow pool covered in a sickly green algae guards a far cliff. The
waters occasionally swirl and eddy, hinting at some leviathan underneath. In fact,
the waters are unseasonably warm, with bubbling hot springs below. From the
blocked cliff rises a blocky chert fortress, its great iron gates bent, crushed, and
broken, and covered in rust. An inner courtyard is li ered with the bleached bones
of dwarves, long stripped of their armor; only broken axes and chipped ma ocks
remain. This is The Lost Grave of Death.
bread.
8
summer campfire hangs in the air. The walls are lined with torches that flicker to life
when anyone enters and cast cool grey flames.
Monster: 4 satyrs starving (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party
tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening
must save vs. spells fall into a magical slumber; only harmed by magic,
magic weapons or silver weapons).
12. Bedroom: A poorly mended dressing screen leans against a corner of the room with a
rustic but serviceable set of bunks.
Boss Monster: a gorgon (HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800; poison
breath 30 ; charge into combat for double damage)
Treasure: unguarded: 374 silver coins (exposed; wall) (set in; bookshelf)
2903: The Shadow Grove has turned into a water logged swamp. A sulphur smell
hangs over the swamp. 5 giant fish can be seen below the water surface (HD 2 AC 7
1d6 F1 MV 12 ML 8 XP 200).
On a small island in a li le lake, one can see one cruciform barrow, 30 in diameter,
remembering an ancient loss. If any dare disturb the ground here, they will discover
a hidden chamber, built with stone walls, yielding one corpse, their mummy painted
white with a hand showing the sign of oath swearing. The journey to the a erlife
was sped with a stone scraper (1 gp), a soapstone spindle whorl (2 gp), a sandstone
spindle whorl (2 gp), and a stone bowl (3 gp).
2904: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of junipers. The trees along the trails through this forest
have all been coppiced, i.e. cut down near the ground level in order to produce
wood. At dusk and dawn a pack of 12 wolves roam these lands (HD 2+1 AC 7 1d6
F1 MV 18 ML 6 XP 200).
The local smith is a humble soul called Lynna. You can get your donkeys
shod and your shears fixed. There is li le here for adventurers, though: a
short sword @ 14gp, 10 spikes @ 2gp, a silver dagger @ 14gp, a ma ock @ 14gp, a
helmet @ 14gp, and 20 nails @ 1gp.
Deep Channel flows through here. Zippora has a small ra that can carry ca le and
people across.
2905: The Shadow Grove has turned into a water logged swamp. Vibrant green
duckweed floats still on the stagnant water’s surface. 22 froglings (HD 1 AC 7 1d6
F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double damage;
swim) live here, led by Great Tongue, a priest of Tsathoggua: lightning bolt
2×/day (5d6, save vs. spells for half). The mud village built around the
temple is guarded by 4 giant toads (HD 4+1 AC 7 1d6 + swallow F2 MV 3
ML 6 XP 400; human children, elves, halflings and dwarves are
swallowed when hit: save vs. death once per round or suffocate).
2906: A few stunted junipers grow in these highlands. This is the edge of the
Shadow Grove. In this fir forest is a li le campsite with 5 bugbears led by Deadly
Lick belonging to the Lynx Teeth band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300;
surprise on 1–5 in 6).
2907: The Shadow Grove has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Corroding Greed of Rot has
built its lair on a huge pile of ro ing lili pads that form a steaming
island in the warm water (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8
XP 700; acid (as much as the dragon has hp le , save vs. dragon
breath for half)). 60000 gold coins. 1500 platinum coins. 50 gems.
The long sword Razorblade +1/+3 vs. spell casters, forged by ancient machines in the
Philosophers’ War. If you enter the water, you’ll soon a ract the a ention of 5
crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
2908: The forest here is deep and quiet. The narcotic vapours of the trees make
people tired and careless. Without a guide, you will get lost on 1–2 in 6. Elves have
built their wooden tree palace in Shadow Grove, where the sunlight filters through
the Shadecoat trees. The very trees themselves o en leap to the se lement’s defense
thanks to the efforts of 3 befriendet treants (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6
XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same stats).
The elves also keep a giant weasel as their mount and pet (HD 5 AC 7 1d8 F3 MV 15
ML 8 XP 500).
This the home of the Melody Dancers, 17 elves (HD 1 → 1d6 AC 5 1d6 or sleep 1×/day
E1 MV 12 ML 10 XP 100) led by Seregdil (level 4). The spells known are
based on The Book of the Sea by Lady Gerdana of Lagnabadalë: 1. sleep,
charm person, 2. eternal starlight, true words.
Seregdil wants Elric (3009) dead. They are desecrating the forest, they say.
2909: The Shadow Grove is sinking beneath the water. The smell of wood-rot is
strong. A waterlogged Yellowcone trunks bob lazily in the mire. In the old days,
these stagnant pools were used to drown evil necromancers. At night, 6 wights led
by Old Maura of Silah crawl out of their wet graves and roam the land in search of
more followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or
magic weapons; immune to sleep and charm).
2910: The Shadow Grove is flooded with soothing sun light (or moon light). This
clearing is surrounded by Sourgallow trees. It is frequented by the unicorn herd
Flowing Manes. The clearing contains a spring of frigid water that removes fear.
Those with a knack for herbalism can find Heart Fern, on a dead tree. The clearing is
patrolled by 5 unicorns (HD 4 AC 2 1d8/1d8/1d8 F8 MV 24 ML 7 XP 400; short
teleport jump (360 ) 1×/day; a unicorn horn is worth 5000gp to an alchemist; each
unicorn also has d100 strands of hair long enough to be sold to an alchemist, each
worth 50gp) led by Trampler of Envy (restore faith, sleep, speak with animals). The
unicorns are concerned about the druid The druid Aeddan has freed himself from
the shackles of civilisation and lives here like a wild beast in a hovel (HD 9 AC 7 1d6
F9 MV 12 ML 9 XP 900; heat metal; tree travel; animate tree (3×/day): HD 8 AC 2
2d6/2d6 F8 MV 6; limited shape change into a bear: HD 4 AC 6 1d4/1d4/1d6 + hug F2
MV 12 ML 5 XP 400; when both claws hit, their bear hug deals an extra 2d8). and
would like for them to be eradicated.
3001: High up on on a ridge is an old elven tower made of green glass. At night, a
pale light emanates from the windows of the tower in the form of wisps of vapour.
In The Romance of Tinthacraban the Cruel, they call it The Thorn of Fernion.
The delicately carved Pondcover wood doors of the tower have been ripped open
and splintered. The bo om floor of the tower is home to a giant lizard, sated, a er
gorging herself on a halfling (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
Further up, in a beautiful room with a terrace encircling the entire tower, is the roost
of the master swordsman Halberd of Misery (HD 5+1 AC 6 1d8 F10 MV 15 ML 8;
flying). For the price of 500gp Halberd of Misery will tell you how to open the secret
door to the top of the tower.
Further up and behind locked and iron-bound doors is a large room with a 4
gorgeous old wooden tables and many chairs decorated with fern leaves and roses.
Here dwells the necromancer Kerthiya (level 7), protected by 9 noble
ghouls, decadent, immortal, foppish, and always hungry (HD 2 AC 6
1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; aura of fear (save vs. spells
or flee for two rounds); when bi en, save vs. paralysis or be paralysed for
1h; limited shape shift into a hyena). The spells known are based on The
Book of the Dead by Agrimach the Necromancer: 1. read magic, locate corpse,
aura of fear, 2. summon ghoul, hold person, 3. limited shape shift, animate dead, 4. poison.
Silk curtains and some paintings on the walls. A dagger +1 consecrated to Pazuzu
poisoning your thoughts with images of you stabbing anybody you are talking to. A
silver necklace +1 dedicated to Thor.
The topmost chamber has an excellent view of the mountains from the tall windows
that reach nearly to the floor. One window is decorated with depictions of the moon
and flames. When the light of the full moon ( ) falls on it, it turns to a magical
portal to Muspelheim.
3002: The junipers of Shadow Grove cast long shadows. The ground is full of their
brown needles. The lack of branches and trees lying on the forest floor is a sign of
regular wood gatherers. At dusk and dawn, you can sometimes see a male boar
seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a braggart called Keren. You can get your horses shod
and your farm implements fixed. Surprisingly, they have some
interesting things for sale: a spiked club @ 2gp, a heavy crossbow @ 38gp, and a
ma ock @ 14gp.
Carefully practicing their acts as they stop on their circuit through the area is the
War Run flows through here. Talin has a small ra that can carry ca le
and people across.
Sunken Track and Fish Way meet here, by the Trevadir elf stone.
3003: Hidden deep in the Shadow Grove is a gingerbread house smelling like the
tastiest house you’ve ever smelled. The door is dazzling kaleidoscope of colourful
pearls on strings and tiny bells a few feet deep. One of the windows looks big
enough that one could imagine smashing it and climbing through it.
The main room is full of dried herbs hanging from the ceiling, there are snakes in
glass bo les on the shelf, and there is a dissected bird of prey on a table. A cauldron
is bubbling in the corner. The cauldron is covered with a lid. If you open it, roll for
surprise. If you’re surprised, you cannot help but shout in disgust as toes bob up in
the broth and disappear again.
Laszlo the thrall is cleaning the floor, humming so ly, dressed in rags.
There’s a steep staircase leading to a cellar below where Sidan keeps her spinning
wheel of fate. As long as wool is supplied, it will keep spinning on its own. It always
spins the yarns of those that stand close to it – and they know it. If you know your
own yarn, that makes it easy to cut the life strands of nearby enemies. Sidan has
done this many times.
3004: It’s colder up here and the Shadow Grove is dominated by spruces. There is a
cave housing the e in called Before and After (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9
XP 1100; only surprised on a 1 in 6). 9000 silver coins. 10 gems.
3005: The Shadow Grove is cold and dark up here. The ground is so and covered
in the needle-like leaves of firs. There is a cave housing the e in called Bone and
Marrow (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6).
9000 silver coins.
3006: This is the Shadow Grove. Within the forest are a few clearings with small
cherry and plum tree orchards.
The local smith is a foul-mouthed ass called Zekë. You can get your
donkeys shod and your sickles fixed. Recently somebody dropped off the
following: pole arm @ 10gp, a sling with 20 metal pellets @ 2gp, and 10
spikes @ 2gp.
The many corpses are poisoning the air. The stink is horrendous. Flies are
everywhere. Some people say that the corpses move at night and indeed, Karthiha
has risen as a wight (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by
magic or magic weapons; immune to sleep and charm). If the mess isn’t cleaned up
there will be more, soon.
3007: At dusk and dawn, you can sometimes see a group of 18 female boars and
their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300) in the Shadow Grove here.
3008: This is the Shadow Grove. Tall trees cover this valley. Occasionally, you can see
tree stumps so somebody must be logging these trees.
The camp of 11 bugbears led by Deadly Eyes belonging to the Cat Claws band is hard
to find (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). 2000 gold
coins. A suit of elven plate armour +1 with elven runes naming its maker: Badhor.
They hunt these woods at night and like to kill anybody that didn’t make it back to
the village during daytime.
The local smith is a foul-mouthed ass called Aliyan. You can get your
oxen shod and your shears repaired. Looks like they pillaged this from
somewhere: a silver holy symbol of Set depicting a star with eight
outward pointing daggers @ 35gp, a long dagger @ 3gp, a tinderbox @
3gp, and pole arm @ 10gp.
3009: This is the Shadow Grove. The trees along the trails through this forest have
all been coppiced, i.e. cut down near the ground level in order to produce wood.
Hiding between the trees are the watchful eyes of 6 bugbears led by Deadly Lick
belonging to the Lynx Teeth band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise
on 1–5 in 6). Bugbears are usually a bad sign for they are o en employed as spies by
the elves of the netherworld. These carry amulets of passage bearing the Death Kiss
of the Al eim Flower sigil.
The sorcerer Elric (level 9) lives in the keep. The spells known are based on The Book
of Dragons by Fanthaiel the Hunter: 1. water walking, sleep, light foot, 2. flaming sword,
invisibility, far seeing, 3. haste, flaming arrows, breathing, 4. blade storm, earth
blow, 5. moon barrier. A potion of fire resistance (corn-silk, black residue,
1h). A prayer of summoning (the hunter general Death, from Unugal,
Marduk’s hall in Midgard: HD 6+1 AC 7 1d6 F6 MV 12; leading a
hundertschaft: one hundred light infantery: HD 1 AC 7 1d6 F1 MV 12
ML 10). A silver diadem +1 dedicated to Odin. Elric is secretly enthralled
by the witch Sidan (3003).
Their retainer is the magic user Roy (level 7). The spells known are based
on The Book of Witchcraft by Qunu the Beautiful: 1. charm male, mind rot,
silent message, 2. bedazzlement, servant, 3. flying, blight, 4. curse. A pair of
silver armlets +1 dedicated to Nergal.
Their aide, the wizard Ellena (level 3), also lives here. The spells known
are based on The Book of Pyromancy by Ysabala Devilsdaughter: 1. ball of
fire, flame cloak, 2. flaming blade.
The secret society of the Illustrious Sages of the Depths has a representative
here: the magic user Anahi (level 3). The spells known are based on The
Book of Darkness by Beryl the Sorceress: 1. detect magic, charm person, 2.
spider senses. To believe in the current order of things is what servants are
trained to do. They believe that another world is possible.
Elric is willing to pay 500gp to whoever brings back the bandit Chase
(2503), dead or alive.
There is a temple dedicated to Freya. The temple stands in the small courtyard and
consists of a stone altar, a li le statue, and some flowers and twigs in a jar. There’s a
wooden sign with a charcoal sketch of a woman standing in a wheat field.
It is the festival of Saint Tegwen, celebrated throughout the land for her miraculous
ability to neutralize all poisons. For the duration of the festival, all visitors are treated
to a free meal of stir-fried water buffalo covered in turmeric and pear gravy with
oregano and as much melon schnapps as they can drink.
Brochfael’s Brooklet runs through here. A rickety bridge has been built by the locals.
Fish Gold Way, Sheep Track, Mud Lane, and Sunken Gravel Road meet here, under
the gallows.
3010: This is the Shadow Grove. The trees along the trails through this forest have
all been coppiced, i.e. cut down near the ground level in order to produce wood.
deep in the forest, but lone travellers, or fools that don’t make it back to
the village before sunset, or reckless idiots looking for trouble, they’ll all
find the orcs to be more than willing to kill.
The local smith is a braggart called Eriona. You can get your donkeys
shod and your axes repaired. They probably robbed a corpse for this
stuff: 5 small darts @ 1gp, padded armour @ 7gp, manacles @ 20gp, and a
short sword @ 14gp.
Hearts leap at the sight of any clouds, but no rain is forthcoming. For
almost the entire season itʹs been dry, and the acorn squash are turning
brown in the fields.