EMDT74 Echoes From Fomalhaut #09
EMDT74 Echoes From Fomalhaut #09
EMDT74 Echoes From Fomalhaut #09
Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary
www: beyondfomalhaut.blogspot.com
e-mail: [email protected]
ISBN 978-615-5902-56-7
Gabor Lux
Pécs, 06 february 2022
1
Beyond the Gates of Sorrow
Playtesters: Gabor Acs (Jericho, Bard 3), Gabor Csomos
(Leopold, Magic-User 3), Kalman Farago (Hjorl, Fighter 3),
Laszlo Feher (Pandor Raun, half-orc Cleric 3 of Zeltar), Gabor
Izapy (Truskag, half-orc Fighter/Thief 2/1), Andras Szabo
(Arzur the Mystical, Ranger 3).
°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°
The Gates of Sorrow, an archipelago separating the Sea of
Cellamarg and the waters known as The Ywiir, has long served as
the gateway to the Twelve Kingdoms. The sea lanes from
Erillion, and hence other civilised lands, pass through this
collection of barren isles. The land was once poor but
inhabited; today, after destructive raids and barbarian
conquest, only traces of its former occupants remain. Rumours
of pirates and inscrutable oddities have made seafarers
reluctant to approach the isles, let alone land on them. The
light phenomena of the Ywiir – a sparkling glow of purples and
yellows that runs along the water surface to form unstable
apparitions and colourful shapes – lends the area a ghostly
reputation. For most, the message is clear: this is not a place
to linger! But for the shipwrecked and the Sorrow-bound, there
is no such choice. ~
°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°
2
Seekers of Sorrow: This description of an island cluster in the
Twelve Kingdoms (or any forlorn northern land) serves as a
sandbox environment for exploration and adventure. The specifics
have been left deliberately vague to accommodate campaign
specifics. Some scenarios to use the archipelago are as follows:
- The company is shipwrecked (starting point: 1), and must
get its bearings, survive, then find a way to get to the
mainland. This default hook was used as a campaign starter.
- The company is looking to find a castaway who has been lost
on the islands (potential locations are 2, 6, 10, or 13:
each spot will affect the circumstances of the rescue).
- The company is looking for a lost item, or knowledge. The
best target in this case is Hartell’s Keep (4).
Exploration guidelines: Generally, this is a “quiet” scenario
that can unfold at a leisurely pace. There are no random
encounters; instead, the effects of travel distances,
dwindling supplies, and navigating the inhospitable physical
environment serve as the primary challenge. The isle has barely
any inhabitants, and no greater vegetation than small, stunted
trees. If the company is shipwrecked, navigating between the
islands, and departing their place of confinement will be the
ultimate aim. Note that while there is substantial maritime
traffic in the Ywiir (two times 1:6 per day of spotting a vessel
off to the NE), ships will generally *NOT* change course to pick
up castaways or investigate disturbances due to the ill rumours
of straylights and pirates lying in wait.
3
Lands of Sorrow
1. Wreckage: Desolate, rocky coast. Planks and crates of
waterlogged rations from the Squealing Lump, sunken on a
treacherous reef near the shores. The prow of the ship is still
visible out on the sea, but most of the vessel is gone.
2. Cottage: A steep cliffside, buffeted by winds and rain,
shields an abandoned cottage built from planks and scraps. The
roof is half covered by stones fallen from the cliffs. A storage
shed contains a quantity of dry driftwood. The interior, with
its creaking floorboards and whistling gaps between the wood,
has a makeshift cot, a ragged blanket, a battered old horn
hanging from the wall, as well as a brick-shaped oilcloth bundle
(salted fish pressed into a solid, oily mass, iron rations*5).
3. Standing stones: Old stones stand in an ever taller spiral
configuration, from 1’ to 15’ in height. The bones and corroded
weapons of an ancient battle litter the ground; broken spears
are stuck in the ground. Guarding the stones are 3 giant ravens
who have made a nest on top of the tallest stone, defending it
viciously. 150 gp gemstone among the nest eggs.
Giant ravens (3): HD 3; AC 6; Atk beak 1d10; ML 9; AL N.
Hp 11 18 21
4
4. Hartell’s Keep: The lower , flat portion of the isle is boggy
marshland, usually shrouded in light mist, and dominated by a
tall, ruined keep consisting of a gate tower, a main keep, and a
bastion. Unless proceeding cautiously, someone is 1:3 to step
into a deep sinkhole filled with mud and water. Approaching the
entrance invites an attack from 14 zombies, leathery bog bodies
waiting under the muddy waters to ambush and drag down their
victims (surprise 1:2). See following section for Keep proper.
Zombies (14): HD 2; AC 8; Atk hit 1d8; Spec grab throat on natural
20 (strangle 1d8/r), slow, immune to cold and mind-affecting; ML
12; AL N; strangling cords around neck, iron torcs.
Hp 15 10 13 4 5 10
7 6 8 10 9 8
7 15
5. Dead tree: A dead giant of a tree stands on a sand bank in the
middle of a soggy plain, surrounded on all sides by waist-deep
water. The water is safe, but the sand bank has treacherous
quicksand (1:3 to step on it, save vs. paralysis or sucked in).
Two large iron nails have been struck into the tree trunk close
to each other, at slightly different heights and angles.
Someone who looks along the line defined by the nails, shall
spy a peculiar rock formation on the northern hillside. One
stone here, marked with an “X”, can be removed to find the lost
treasure of the Gates of Sorrow: 1300 sp, 800 gp, and a 150 gp
jar filled with incense of meditation.
6. Abandoned village: Low stone walls encircle a collection of
empty huts in the cradle of rolling hills, out of the
seacoast’s sight. Here remain the island’s sole civilised
inhabitants, 9 skinny, unshorn sheep.
7. Driftwood: Enormous pile of driftwood that looks bone-white
from the distance. A ship’s figurehead remains among the scrap.
8. Rock pile: Man-made stack of precariously balanced rocks. 1:2
to collapse if molested (3d6 Hp, 1:6 to trap PC underneath).
9. Tower wreckage: The base of a tower standing in low water
remains from the structure. 6 sailors, castaways from the
Squealing Lump, shiver in this cold shelter while trying to get
a fire started, led by deck master Blount. They have a sailor’s
chest of tools and some rope. This company has sent three men to
explore the island interior, who have not returned yet.
Sailors (6): Fighter 1+1; AC 10; Atk hand axe 1d6 or 2*dagger
1d4; ML 6; AL N.
Hp 11 11 5 5 8 2
5
10. Primitive fort: Cyclopean stone fort from a bygone time,
now claimed by 30 cavemen, and their brutal but gormless chief,
Bahagaz. These savages raid the seacoast regularly to
supplement their diet of fish and tubers, and have a large raft
which they use for navigation. They have 1400 gp worth of noble
whalebone the colour of fine ivory; this bounty would take up a
large raft, or fill the hold of a small ship.
7
Wights: HD 4+3; AC 0 (chain shirt +1); Atk claws 1d4 + LVL; Spec
energy drain, breathe fire ½ rounds for 12 Hp (save ½), silver
or +1 to hit, immune to sleep etc.; ML 12; AL LE.
Hp 15 25
Skeletons (31): HD 1; AC 7; Atk claws 1d6; ML 12; AL N.
Hp 6 5 2 3 6 1 7 1 5 3 3 2
1 2 2 5 6 5 3 6 2 1 4 3
3 6 3 4 5 2 4
15. Flotsam: Some 100’ from the shore, pieces of the Squealing
Lump’s wreckage have been caught on a rock protruding from the
shallow water, and sea chests can be seen bobbing on the
surface. The waters here are safe to swim, but the approach is
blocked by a strangling fern attacking from underwater
(surprise 5:6 unless carefully observed). The chests contain
waterlogged raw leather, a cargo now quite worthless.
Strangling fern: HD 4; AC 6; Atk ferns 3d4; Spec surprise 5:6,
strangling 3d4/r, immune to mind-affecting; ML 12; AL N.
Hp 21
19. Isle of the glade: The cliffs of the isle are windswept,
lifeless outcroppings, but a valley cradled in between is
buffered from the harsh winds, and a small glade has grown up in
its midst. These are fine pine trees that have a sap resembling
amber; 1d6*100 gp worth can be harvested. Those who destroy the
trees in the process will be cursed (save vs. spells): in their
hands, the amber turns fiery hot and melts, burning for 3d4 Hp.
°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°
8
Hartell’s Keep
1. Gate: Crumbling stairs leading up to a half-collapsed gate,
signs of a battle with debris and the mark of old fires. The coat-
of-arms above the gate shows a hand of benediction and a rose; a
plaque inscription reads “THE GATES OF SORROW” and “HARTELL”.
2. Entrance hall: 15 skeletons guard the hall, ready to repel
invaders once the gate is entered. The massive double doors to
the great hall are blocked by several tons of debris. Steep
wooden ladders are 1:3 to collapse under two men, 1:2 under
three, and 2:3 under more (2d6 Hp).
Skeletons (15): HD 1; AC 7; Atk shortsword 1d6 or hand axe 1d6;
ML 12; AL N.
Hp 6 1 5 6 1 4 7 2 4 4 3 3
6 7 6
3. Windy hall: Wind moaning through arrow slits and cold
fireplace. Unburied skeletons lie everywhere. The ghostly
apparition of a woman appears to emit a howling cry. Save vs.
paralysis or run down stairs in panic (check for collapse
chances, or jump if no stairs are left).
4. Collapsed corridor: Dark passage with half-collapsed
ceiling and cracked floor. If any of this is disturbed, further
stones will fall: 2d6 Hp, save vs. paralysis or pinned
underneath. The collapse will bring the guardians from 10.
5. Servants’ quarters: Destroyed furnishings. Bones have been
strewn about, and skulls nailed to the walls. A wailing voice
keens: “HARTELL.....” Door to collapsed staircase (14).
6. Nook: A lion’s statue in the corner. Pulling on the tongue
opens secret door to 7, the undead waiting to stream out at once.
The door to the great hall is blocked by tons of debris.
7. Smithy: Enormous cold forge, shield and weapon collection
on the walls. Several knight’s lances, tournament shields, and
a nicely oiled plate mail on a rack. The place is manned by 17
skeletons and the undead Blacksmith, who brandishes an
enormous hammer.
Skeletons (17): HD 1; AC 7; Atk spear 1d6; ML 12; AL N.
Hp 4 1 2 5 5 1 4 5 8 6 4 2
1 4 3 8 8
Blacksmith: HD 4+3; AC 5; Atk hammer 1d8; ML 12; AL N.
Hp 26
9
8. Cellar: Old wine barrels, columns with capitals depicting
grotesque frogs peering at company. A ghostly voice sighs:
“HARTELL.....” Halfway up the spiral stairs lie the remains of a
man in chainmail, gauntlets, and a scimitar. A purse holds 5 sp,
but the cadaver still wears a 400 gp sapphire ring in a gauntlet.
9. Great hall: Burned beams and debris have fallen to bury the
hall and the fighters therein, leaving broken corpses under
their weight. Torn banners and dusty shields hang from the
walls (one of the dusty things is chased with gold, 150 gp, and
is a shield +1). On top of a mighty throne sits the wizened
corpse of a man in a regal cloak, wearing a 350 gp golden torc
(now functioning as a cursed necklace of strangulation), a
bastard sword in one hand and a scroll case in the other. Nearby
lies a lute with a broken neck. Approaching the figure, it tries
to rise, emits a gasp, and falls lifeless once more. And the
scroll in the case? That may be the beginning of a long story...
10
10. Hallway: Hall with arrowslits overlooking the mire, strewn
with broken weapons, guarded by 9 skeletons.
Skeletons (9): HD 1; AC 5 (scale); Atk spear 1d6; ML 12; AL N.
Hp 5 7 7 8 4 7 6 7 1
12. Kitchen: Dark and cramped nook. A shelf stacked with dry
old herbs hides a potion of healing.
13. Quarters: Locked from the side of the grand spiral stairs.
These are intact noble quarters with a canopied bed and small
windows. Dark stains on the bed and the curtains are 4 shadows.
There are 300 gp worth of valuable textiles here.
Shadows (4): HD 3+3; AC 7; Atk touch 1d4+1 + Str; Spec Str
drain, +1 or better to hit; ML 6; AL CE.
Hp 16 25 21 11
11
14. Collapsed stairs: Shaft with the remains of collapsed wooden
spiral stairs. Higher up, there are more and more cobwebs, and
someone braving the climb will be attacked by 2 spider swarms
which can run on the web strands, the walls, and any rope.
Spider swarms (2): HD 5-1; AC 5; Atk swarm 2d4-1; Spec poison
(death), ½ from piercing and slashing; ML 6; AL N.
Hp 20 14
15. Loft: Cobwebbed tower room. Multiple enmeshed bodies with
torcs, two of valuable silver (50 gp each) on contorted bodies of
armoured retainers still cradling a heavy, locked chest with 550
electrum inside. If the chest is opened without its key (17),
save vs. death or a phantasmal hand draws the pulsing sign of
Hartell’s coat-of-arms (hand of benediction and rose) over
victim’s heart, who will then die if even a single coin is taken.
16. Lesser hall: Central hall reserved for family. Tall,
decorative wooden ceiling supported by slender columns,
winding staircase, long table before fireplace surrounded by
ornate wooden chairs. Two suits of armour equipped with two-
handed headsmens’ axes animate to walk menacingly towards
company, but fall apart in a loud clatter after a few steps.
The source of an incessant creaking noise is a hanged, dried
husk of a well-dressed courtier type in silks and black boots,
swinging in the light breeze next to the upper gallery. This is
a wight, who plays dead until cut off and investigated, to
attack from surprise! He has a 250 gp gold ring under his silk
gloves, and a vial with a potion of diminution in a belt pouch.
Wight: HD 4+3; AC 5; Atk claws 1d4 + drain; Spec LVL drain, silver
or +1 to hit, immune to cold and mind-affecting; ML 9; AL LE.
Hp 21
17. Master’s bedroom: The entrance from 16 is barricaded with a
heavy commode. The room is dominated by a canopied bed, while the
carpet on the floor is strewn with half dozen heavy iron nails
and a discarded hammer. An ornate treasure chest lies empty. All
paperwork on an ornate writing desk has rotted beneath the open
window, but a secret compartment is still protected by a poison
gas trap (save or die). This contains writing supplies, a key
(15), and 3 small gemstones (100, 200, 50 gp).
18. Damsel’s bedroom: Clean and well-lit, with painted
frescoes, a canopied bed, a spinning wheel, and a large mirror
with old toiletries. No valuables, but the room is right above
17, and a rope would allow easy descent.
°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°·°
12
Your job for tonight...
d6 PERSON ITEM LOCALE EVENT
1 Kill Merchant Deliver Weapon Observe Domicile Prevent Rite
2 Kidnap Patrician Destroy Treasure Sabotage Plaza Assist Transaction
3 Observe Plebeian Seek Artwork Blockade Site Conduct Conflict
4 Entice Priest Manipulate Document Assault Vehicle Expose Skullduggery
5 Trick Poet Conceal Merchandise Explore Natural Investigate Business
6 Assist Prostitute Steal Creature Supply Fortification Subvert Work
: x : x :x :x :x :x :
13
The Twelve
Kingdoms
14
he lords of the isles are linked by strange obsessions and archaic vendettas.
T The root causes of the eternal war for the barren lands, endless forests, and
lake-covered moors have receded into the distant past, but the memory of
generations recalls the succession of feuds, double-crosses, and assassinations
among the nobility. The Arxine gentry – who claim descent from the now extinct
bloodline of faerie kings, and strictly separate themselves from “the people of the land”
– can recount the vicissitudes and wrongs suffered by their kin until sundown, and the
list of claims and holdings that are their due for just as long.
Yet these are merely commonplace feuds. War for the powers of the silent stone
circles, left over from ancient times, and the possession of worldly and symbolic power
attributed to the megaliths, has become the ultimate goal which would circumscribe the
broader scope of struggle. It has become the general wisdom that he who rules the stone
circles, shall rule the isles. Those who had the wherewithal, would do all to place them
under his control; those who felt themselves weak, would do all against his foes to deny
them their advantage. For they knew: one who would accomplish the task would become
the true king of the Twelve Kingdoms, and its unifier after six centuries of chaos.
However, the last century has shaken the position of the increasingly impoverished
Arxine landholders. Protracted wars had depleted their reserved and eaten up their ar-
mies. Adversaries have turned to foreign mercenaries, letting loose a series of soldiers of
fortune and reavers on themselves and their neighbours. Ruined manor houses and emp-
ty, or barely inhabited villages are the visible results of the endless civil war, while other
holdings have been captured by new owners – Northman plunderers, foreign opportun-
ists, and bandit kings. The monsters of the forests and mountains have emerged from
their former hiding places; brigands and pirates have set up base among the wrecked
ruins; and the previously reclusive faerie now play their cruel and capricious pranks out
in the open. Some among the people of the land have placed their hopes in the coming of
a good king; others are fearful that this is the beginning of the final days.
15
The Land of the Isles
t is well known that the Twelve Kingdoms lie northwest of the Isle of Eril-
I lion, and that this is their only link binding them to the rest of the world.
The isolation of the Kingdoms comes not merely from its northern position
and inhospitable clime, but also the distance of other lands. From the north,
the Kingdoms are bounded by the ice wastes of Sark; and from the east by small isle
clusters belonging to the Northman Confederation: neither of them inviting regions.
The Forlorn Sea, lying to the south, is the domain of enormous cetaceans, where only
a few tiny, barren cliffs rise from the churning waters. To the west, beyond the last
isles nominally belonging to the Kingdoms and the Sea of Stillness, no sailor has re-
turned from the Distant West. From the island of Igaros, and the realm of the Elven
Lord Gilmoran where men do not tread, ships depart towards the horizon, but the
gone-forever are seen no more. Accordingly, the Twelve Kingdoms is a land caught in
a natural trap, from which there is no way out – and the majority of its inhabitants
could not even imagine leaving it for any reason.
Presently, the Twelve Kingdoms are everything but “twelve”, and most of its
kingdoms do not conform to any definition of the term. Depending on the current state
of the wars involving the Arxine nobility and the outsiders, the number fluctuates, but
the count of self-appointed kings is always more than twelve – and the more there are,
the less the title is worth. It was Valveros the Hero who could last unify the Kingdoms,
when the Empire of Sark, slumbering beyond the northern ice fields, launched a cam-
paign in a bitter Winter to crush the squabbling petty kingdoms. Valveros reached for
the untamed powers of the stone circles, and it was only with them, the knowledge of
the Towers of Magic, and the united hosts of the kingdoms that the black-uniformed
hosts sailing from the northern fjords could be halted. This was the last time when the
Twelve Kingdoms numbered exactly so many members (a precedent often brought up
in today’s territorial squabbles, as it supplies everyone with arguments to their ad-
vantage). However, this was six hundred years ago. Valveros disappeared in the final
great campaign, and with the external threat, the unity of the kingdoms dissipated
again, like snow melts with the coming of the Spring.
16
Customs
lthough its lands are poor and wild, the customs of the isles are ancient and
A rather hidebound. Most communities are ruled by the powers of precedent, and
governed by the old laws, whose interpreters, the minstrel–judges, form a
group which is both respected, and cast out from regular society. The laws of
the kingdoms are arbitrary, strange, and often cruel. The lords of the isles, the Arxine
nobles, do not think much of their underlings, and by their own beliefs, do not consider
them of the same blood. There is little difference between death and exile, as branded
outlaws may be freely captured, tormented, or even killed. Those who indicate their bond
to their lord with a metal torc or bracers, can feel safer than the “bird-free”. However,
safety implies obedience, and results in strong dependency. A specific form of exile is
practiced in the cities, whose transference gates whisk those who step through their sur-
face to the barren island of Skrane – which has thus become a deposit for outcasts, lep-
ers, maniacs, and the worst sort of killers.
The druids, ascetics cultivating the old faith of the isles, play a role comparable to
the minstrel-judges. Theirs is an order looking back to the beginnings of the human age;
their goals are shrouded in the mists of secrecy, and guarded carefully to cultivate a veil
of mystery – with betrayers hunted down mercilessly. So much is known that the druids
are diligent at work at stopping, or perhaps fulfilling an ancient Doom linked to the fate
of the isles, and this grand work is somehow related to the stone circles and local blood-
lines. The “people of the land” treat them with superstitious reverence; the Arxine nobles
– who rightfully suspect this respect is both deeper and more sincere than what they re-
ceive – either hope to obtain an advantage from them, or are wary of their powers. The
druids collect a separate tax every two years in the form of household tools, metals, and
life – the latter used either in human sacrifice, or to propagate the ranks of their order.
The magic-users of the isles are associated with three mage towers, and it is advis-
able for newcomers to seek one out to avoid getting outlawed. The Tower of the Star lies
near Poicette, among the mountain peaks (led by Aberan the Mystikrator), and its stu-
dents are the disciples of more delicate, manipulative magics. The Tower of Fire rises on
the isle of Mulloflant, in the mountains of Ironnag (led by Gargano, Master of the Eter-
nal Flame), and its students are war mages. The Tower of the Moon is hidden on the isle
of Lotral, and the secret way that leads there is guarded by the warriors of Carobrand the
Fey-Blooded. The tower’s mages are led by Eorgan, Queen of the Moon, and this is a
centre of illusionism. As on Erillion, only magic-users who have taken the Test of Mas-
tery may use high magic (fourth and fifth level spells). It must be noted that the influ-
ence of the mage towers is by no chance all-encompassing – many autonomous magic-
users live in the hidden corners of the isles, who shun the system.
The longest-lasting organisation of the outsiders, the three abbeys of the Oiku-
mene, play a particular role on the isles. These heavily fortified monasteries were built
by foreign idealists on the forlorn and inhospitable lands of the kingdoms, in order to
drive back the capricious reign of the faerie, and to establish themselves as the new
kernels of progress by acting as centres of law and civilisation. It would be hard now to
establish where the Oikumene’s roots lie, and whether it is related to Gladuor’s cult in
imperial Kassadia; the only certain thing is that their foundations were laid after the
age of Valveros the Hero, but before the downfall of Erillion’s Wraith Queen. The mis-
sion of the abbeys has been to this date unfinished. Of the original four, three remain
standing: Eimir (on Brahalt’s eastern coast), Solace (on a small island near Lotral – this
one is a nunnery), and Olbar, rising on the eponymous island (the largest and most
closed and mysterious). The abbey of Tresk stood on today’s Sinking Land, and now
lies beneath the waves – not even its precise location remains known in our age.
17
18
A Description of the Isles
N
ot even the abbeys can present a complete survey of the Twelve Kingdoms,
but it is generally accepted that its territory is divided into five larger, four
medium-sized, and approximately half a hundred small islands (reefs and
cliffs are too numerous even to count). Chunks of terra firma are separat-
ed from one another by straits, bays, and fjords; their surface is partitioned by steep
mountain ranges, rapid rivers, moors and lakes. The wilderness is difficult to traverse;
in addition to wild beasts and outlaws, the hapless traveller must watch for faerie,
marsh trolls, wights, heceptors, and dandralgs; and orientation is difficult due to the
capricious weather and the irregular topography.
For all its divisions, there is one simple principle to separate the Twelve King-
doms into two halves: one more civilised and relatively densely populated; and one
almost desolate and devoid of large-scale habitation. The bulk of human settlement is
found at the eastern meeting point of the isles, and more precisely, the land of the
Three-Cities, which also serves as the nexus point of the three most important king-
doms. The three cities (more accurately, four with the inclusion of Laisse) conduct
brisk trade and maritime traffic, and this is where almost all of the isles’ outlanders
are to be found. Sailors arriving from Erillion pass through “the Gates of Sorrow”, the
archipelago serving as the boundary of the Sea of Cellamarg. These waters are known
as the Ywiir, and, in addition to frequent sea traffic, they are also known for their
odd light phenomena – the sparkling glow runs along the waves, coalesces into
strange apparitions and colourful shapes, to once more dissipate into nothingness.
The second largest island making up the kingdoms is Mulloflant. Its territory is bi-
sected in a fair manner by the mountains of Ironnag, and the majority of its western part
lies under the suzerainty of a single state, Tuogran. The kingdom’s centre, Port Perdol, is
a bustling town; among its ornamented towers there are residences, gardens, menageries,
burial grounds, and unsolved enigmas. King Selvir III, the Lion of the Seas, is a leader
with a firm hand, who controls his marine and land forces from Castle Merlanog
19
(this tower fortress is protected by bat-riding knights). Selvir led his first successful cam-
paign against the pirates of the Ywiir, forcing the majority of sea marauders to abandon
Mulloflant for the lands of Brahalt. In the once-independent town of Laisse, which had
been acquired for Tuogran by his father, Iselon Rockstrider, he eliminated the remaining
free groups who might have advanced a claim to the throne, and exiled a majority of the
town’s well-born to the island of Skrane. However, Selvir’s military ventures against
Flaugar and Caer Crannoc did not meet with success; and his stratagem to capture Izvan
brought such bitter defeat that it has become proverbial. In addition to recent military
setbacks, Selvir has also had bad luck with the fairer sex: he has been unable to secure a
wife who would be worthy of his stature, and his attempts to woo the Widow of Audoc
and the new Lady of Izvan have been politely but firmly rebuked.
Laisse was once noted for its north-lying orchards, and the broad, straight chan-
nel that would cross dry land to the waters of the Log Lachlan, and the forbidden
sacred grove that stands upon it. Today, the town is grey and desolate; many have
fallen in the wars against Tuogran, or been forced into exile. The once famous Lyce-
um was disbanded and its building emptied. Maust, the former royal palace, has be-
come a fortified bulwarks against land and sea attacks, but its sombre menace is di-
rected first and foremost towards Laisse.
The coastal lands to the north of the channel are theoretically part of Tuogran,
but they are sparsely populated and generally perilous. Petty kingdoms and estates
had once stood on the coast, or a pine-dotted land of moors and small lakes, but the
names of Pflete, Dol Lurin, and Miir Thurgos are now only legend. Some were rav-
aged and plundered by Northman raiders sailing on the Sea of Teeth, and some were
erased from the face of the earth by the black-clad soldiers of the Empire of Sark;
and there were yet more which had suffered a different sort of evil fate.
20
The eastern half of Mulloflant is less sparsely inhabited, and its territory is
claimed, although not actually controlled by two lesser kingdoms. The border that sepa-
rates their extent, Auld Lane, is an ancient roadway left over from the old times, trav-
elling through uninhabited lands, and disappearing beneath the waves at the edge of the
sea. South of the road, mountains and steep hills surround the domains of the King of
the Two Lands. The blood of giants flows in King Hagguk’s veins, but he is not much
more than a rich brigand chief; his seat, Flaugar, is loud with carousing and drunken-
ness after each hunt. Hagguk is a shrewd and cruel sovereign; he had forcefully re-
buffed threats to his holdings, and decorated the borders of his kingdom with Tuogran’s
slain knights set on sharp stakes still in their rusting armour.
The other kingdom on this territory is Caer Crannoc, and its monarch is Erec, also
named King of the Burial Mounds. Clans of withdrawn, morose shepherds live on this
barren, rocky highland, and there are many old cairns to be found: hence the title. Erec is
rumoured to have struck a bargain with the old kings slumbering in the graves, and he
could count on their help in a time of great peril. Some, however, say that this tale has
been spread by Erec himself to scare off rapacious conquerors from their intent.
Mulloflant had once been one with Tellgran’s dreary, wind-besieged island, and here
had stood the town of Illenamar, the heart of a rich and mighty merchant kingdom. Ille-
namar and its holdings are now covered by sea, and the place is known as the Sinking
Land. After four hundred years, only legends speak of its riches and the following devas-
tation – but from the ships that pass overhead, it is still possible to see the paved plazas
and splendid marble columns where now only colourful fish play.
21
The Isle of Brahalt is the largest in the island kingdoms, although by tradition, only
its eastern section carries the name. Brahalt’s central and southern secton is heavily
forested, while the marsh-covered region called the Lakelands is occupied by the
kingdom of Poicette. The ruler, King Dausk, is colloquially known as the Usurper of
Poicette outside his realm, while at home, “Protector of the Isles” is the accepted (and
recommended) appellation. Dausk had ascended his throne due to a confluence of
fortuitous happenstances, after the previous heir, the kindly but idiotic Prince Erfel fell
into a lake from the royal pleasure barge; and Erfel’s father, Windsailer Imgorlak burned
in the lakeside Hunting Hall when it caught on fire during a feast – thus, the crown
passed to the lateral heir. In the last few years, King Dausk has been occupied with
solidifying his reign, rebuilding the once purely defensive, rag-tag army, and reforming
the corrupted Knightly Order of the Swordfish in Castle Est with an iron hand. This has
left little trace on the town of Poicette, located a short distance from the royal palace of
the Engwythion: the traditions of wine-making and bacchanalian drinking are
unchanging, as is the tradition of the Unknown Way – the dead are still placed on the
burial barges of the moors, prepared for their afterlife wandering.
Beyond the salt marshes stands the small town of Audoc, once suzerain of the
entire coast. Its fate is governed by Magwyn, the Widow of Audoc, in the name of her
juvenile son. Due to the town’s diminished military prowess, Audoc always supports the
weaker among rival powers to make sure none can
overpower it. Nonetheless, many have planned to
conquer the town, but these attempts all failed
when their leaders were murdered by masked
killers, or magically summoned forces would drag
off their shrieking carcasses. It is said that in
Audoc, even the blind have eyes – certainly, the
banners, shields, and bas-reliefs of the town carry
the motif with disturbing regularity. Eyes are
displayed on the smoky support beams of old
taverns, the stones of the royal gardens, and the
wrought iron gates of the fabled Lepidopterarium.
It might be that Magwyn’s caution is not
unfounded: Audoc’s sister city, Ynffaul was devastated ten years ago by the united forces
of Fisk and the raiding Northmen; and while the coalition immediately disintegrated
afterwards, Audoc then had only escaped by a hair’s breadth.
Audoc’s services are now available to those with deep enough pockets, and who
would like to see someone dead: requests must be sent by messenger dove with a pre-
arranged gold deposit, and are approved by Magwyn herself. Targets are informed of
their impending assassination by messenger; and to receive a rose in a box from the
Widow of Audoc is considered a death warrant for most. A red rose means one assassin
has been dispatched to deal with the problem; a yellow rose means three assassins; and
the rare blue rose signifies that all of Audoc’s capabilities are turned against one man.
There are but two methods to avert an assassination: to effectively neutralise all
despatched assassins (whether by force or trickery), or to petition the Widow of Audoc in
person at her court, and make a suitable counter-offer to shift the bounty back on its
originator. It must be noted that outside parties rarely dare meddle in an Audoc-
sponsored assassination case, for fear of getting involved themselves.
22
On Brahalt’s southern coast, two estates can be rightfully considered kingdoms. At
the endpoint of the meandering, paved Serpentile Way that goes right to Poicette, stands
Har Hallogh, nominally independent, but practically Poicette’s vassal. King Bérarling II
the Oriole (a.k.a. “the Country-Waster”) had married his daughter, the beautiful and wild
Azirel, to King Dausk. Azirel has been devastated by the betrothal, while the decision has
drawn the anger of her beloved, King Pankaus (one of the Brother Kings). The princess
is now guarded in the Engwythion, while Bérarling busies himself by hunting the hornsaw
beast, and bedding comely peasant girls. The dreaded dungeons of Har Hallogh have been
emptied of their prisoners, as due to the depleted treasury, Bérarling has released all his
captives after marching them to his border: let them find a new home where they will.
23
Finances are little better in the realm of Thrisp Urlum the Beggar King, whose
already meagre incomes have been thoroughly diminished by the arrival of the rag-tag
army of guests from the direction of Har Hallogh. In its penury, the court of Caer Iselond
resembles a brigand’s nest, and Thrisp Urlum has recently supported himself via similar
means – adventuring, banditry, and other stratagems where his newfound comrades serve
him well. Thus was born the Knightly Order of the Spear and the Throne, and their
exploits are retold by all minstrels within a bowshot’s distance of Caer Iselond. Not even
the mighty king has, however, dared descend yet into the sinister druidic passages
discovered beneath the wine cellar: it is best to leave such places for a later occasion.
The tiniest but oldest of the Three-Cities is Izvan, Pearl of Hlute. The splendid city
is a remainder of ages from before recorded history; its terraces and covered, winding
colonnades stand in the shadows of dark, steep cliffs rising into mighty forbidding
mountains, on the small perimeter of a deep, easily defended bay. Izvan’s size has always
restricted its expansion, which it has compensated with its first-rate sailors and shrewd
merchants. To secure its defences and augment its fighting power, Izvan had relied more
and more on outlander mercenaries, and this was the ultimate reason for the downfall of
the town’s merchant princes. Geranith the Husband-Slayer, an exiled Northwoman
princess, came to Izvan with her ships as a mercenary, and, learning the town’s defences
inside and out, led a rebellion among the Northmen to grasp power.
Geranith left Izvan’s customs intact and the town safe in exchange for extracting
generous protection money – although the old patrician dynasties often grumble that the
town’s officials include an increasing number of capable Northmen among their ranks, and
less from those who had deserved their position according to inherited rank and tradition.
24
While the palace of the Arct has been peopled by new inhabitants, Izvan has kept to its
conventions: the letter tablets of the Created Oracle still spell out their vague portents
each year, and many of the citizens are still drawn to the strange pleasures found
beneath the arcades of the Dark Galleries.
The Isle of Lotral lies to the north, and save for its south-eastern coast, it is
covered by wilderness. The kingdom of Fisk is ruled by Volcimerte, the Dancing
King. Volcimerte is known as an admirer of the fairer sex, and while he had never
married, he has sired several sons with various ladies-in-waiting. All of these
princelings were sent out into the wide world to try their luck and prove their mettle;
while Volcimerte has promised his throne to the one who will return after the most
glorious deeds. Despite the glamour of the court at Fisk, the kingdom is well endowed
with money, and seems strong for its actual size. Its alliance with Tuogran has
brought several boons: King Selvir is far away, and the mutually gained booty is home
in the vaults. It is whispered that Volcimerte also cultivates other, clandestine
alliances, but for now, he has kept their identity a close secret.
On the northern side of Lotral, one may found the lesser of the two remaining
elven kingdoms. Carobrand the Fey-Blooded is the lord of the woodlands, but the
exact location of his palace, the number of his subjects, or the might of his warriors is
not known. It is certain that these forests are forbidden for travellers, except those
who would seek the Tower of the Moon, and pay for secure passage through the
forests. The western third of Lotral is covered in swampland. Here somewhere lies
the hidden fortress of Caer Morthold, ruled by Kianor the Wind-Crier, an infamous
buccaneer. Kianor is sometimes said to be a lost princeling, while he always claims
that he only became king by skill and bravery, not inheritance.
So much for the inhabited and better known regions of the Twelve Kingdoms.
As for the rest, knowledge on these lands is much more limited. The western half of
Brahalt is known by the name Illagorn, and it includes multiple small kingdoms along
its southern coast – mostly larger watchtowers and highland family seats. The most
notable here are the Brother Kings, Pankaus and Zaratron. Their seats, Volosk and
Izor are black stone fortresses on this headstrong land. On the other side of the range
of the Thimbúl, we find the citadel of Ffand Fale, seat of Trimistro Arcimagus, the
Reading King. Arcimagus is a grandmaster of magic who defies the authority of the
mage towers, and a military genius – but rumours also tell of his strange perversions,
and the cruel tricks of his dungeon-pits beneath the unconquerable fastness. On the
western coasts of Illagorn, in a calm bay stood the town of Aunnoc, razed to the
ground by sea raiders. Almost no inhabitants remain; the sole survivor of the royal
family, Imuland the Lost, still ekes out a meagre existence here, busying herself with
a terrible weird to be placed upon those who had devastated her land.
25
26
The remaining four islands are easy to summarise. Haimaa was once inhabited, but
it is desolate and barren; its soil is saline and its settlements are bleak rubble piles where
only wild sheep graze. Olbar is a secluded monastic community, where only the devout
gain admittance, and much fewer are ever granted leave. There can be no doubt that the
abbot is at work on some strange endeavour. Igaros is the last great kingdom of
elvenkind, under the centuries-long reign of Gilmoran the Faerie Lord. Crowned by its
mountains and defended by its deep forests, Igaros is a forbidden place where no man is
allowed to visit; and should he do so, he will not be allowed to leave alive. From Igaros,
elven ships depart regularly towards the Distant West, never again to return to the
Twelve Kingdoms.
The land of Skrane is a wind-torn, wave-besieged lump of rock, where grass and
trees barely grow. For centuries, Skrane has been the place where the transference
gates of the civilised towns have sent the scoundrels, lunatics, lepers, and those in-
convenient for the powers that be. A few pariah communities surely eke out a miser-
able existence in the shadows of the Ffyrd’s peaks, but these must be meagre and
xenophobic. Beyond the ragged bays of Skrane, there lies the Isle of Utollag with its
windswept forests. This is the last known piece of land among the isles: and beyond
this point lies nothing but the endless sea.
27
A Compendium of Kings
…also known
On the Isle of… the King… …rules from… …noted for…
as…
the Usurper of
the Engwythion, his stern milita-
Brahalt Dausk Poicette, Protec-
near Poicette rism
tor of the Isles
Magwyn (in name the Widow of her palace in assassins, balance
Brahalt
of Prince Fianome) Audoc Audoc of power politics
the Oriole, the his castle, Har philandering and
Brahalt Bérarling II
Country-Waster Hallogh recklessness
his castle, Caer banditry and gen-
Brahalt Thrisp Urlum the Beggar King
Iselond erosity in poverty
the fortress of his love for Prin-
Brahalt (Illagorn) Pankaus Brother King
Volosk cess Azirel
his vast herds of
Brahalt (Illagorn) Zaratron Brother King Izor
sheep
no power/subjects,
Brahalt (Illagorn) Imuland the Lost Aunnoc
sworn revenge
Trimistro the mighty citadel outcast, caprices &
Brahalt (Illagorn) the Reading King
Arcimagus of Ffand Fale perversions
the Husband- the ancient town ruthless ambition,
Hlute Queen Geranith
Slayer of Izvan portents of doom
the forests of centuries-old
Igaros Gilmoran the Faerie Lord
Igaros reign, agelessness
his pleasure-palace network of alli-
Lotral Volcimerte the Dancing King
over Fisk ances, bastardry
deep in the wood- guardian to Tower
Lotral Carobrand the Fey-Blooded
lands of Lotral of the Moon
the hidden fort of piracy, spies
Lotral Kianor the Wind-Crier
Caer Morthold among sailors
the Lion of the military cam-
Castle Merlanog,
Mulloflant Selvir III Seas, Master of paigns, unlucky
near Port Perdol
Tuogran liaisons
King of the Two the bandit keep of crafty and vicious
Mulloflant Hagguk
Lands Flaugar temperament
King of the Burial alliance with the
Mulloflant Erec Caer Crannoc
Mounds dead, clan chief
…also known
On the Isle of… this other ruler… …rules from… …noted for…
as…
Brahalt Aberan the Mystikrator Tower of the Star deceptive magics
of the Golden commerce, hot
Brahalt Phelostron Abbey of Eimir
Hand baths, library
Queen of the Tower of the illusionism, strong
Lotral Eorgan
Moon Moon secrecy
nunnery, collection
Lotral Issa the Merciful Abbey of Solace
of strange finds
Master of the battle magics,
Mulloflant Gargano Tower of Fire
Eternal Flame fiery temperament
Olbar ? ? Abbey of Olbar complete seclusion
OQO
28
Legends of the North
The woodlands are populated by faeries. Their magic is unpredictable, their nature
capricious, often childishly cruel; and from a human standpoint, amoral. However,
they will stick to a bargain precisely, and they often keep enchanted items.
Many believe there was more reason for the establishment of the abbeys than checking
the faerie folk and disseminating knowledge – but the abbots are silent on this matter.
Mulloflant’s marshlands are ruled by the Wight King; fever heralds his coming.
The transference gates of the towns were not always one-way. Those who erected
them could select from a wide range of destinations to choose from.
In the olden days, dragons were buried beneath the mountains, and there they still lie.
Follow not dead sailors and burial barges: they lead to death and misfortune.
The rightful heir of Poicette lives yet – the boy was claimed by the faerie to be
brought up among their kind, and he will once return to assume his throne.
The druids are particularly active in the woodlands of Brahalt. Be careful with them!
In Port Perdol stands a tower where 160 completely identical men were imprisoned.
If the pine trees of the northern forests start walking, run!
The frozen land of Sark seems deserted – the remains of its empire lie further north.
The sunken abbey of Tresk was the smallest and strangest… all its secrets are lost.
29
Gods of the Isles
Agak, orc god, Lawful Evil
Symbol: clawed hand grasping a satanic star
Weapons: standard
Agak’s main element is war and the destruction of human civilisation. Where the great
orc hosts appear, mounds of stones and burnt villages show their progress; where the
orcs are outnumbered (as is the case in the Twelve Kingdoms), Agak’s servants are al-
ready there to prepare the ground for his coming with deceit. Unlike other deities, Agak
is an envious and jealous god. Although the orcs may pretend to worship other gods, they
must strictly do Agak’s bidding only, and work for the downfall of all other gods. Those
orcs and half-orcs who would serve other causes out of more than simple pretense are
shunned as renegades and hunted. Agak has a few human servants, but most orcs hold
them in disdain.
His followers must serve the orcish cause, and spread his doctrines by all means.
Followers are resistant to poison and disease (+2 to saving throws).
Druidism, Neutral
Symbol: oak leaf, mistletoe, golden sickle
Weapons: staves, clubs, scimitars, sickles, spears, slings and darts
The practice of Druidism does not worship gods as it is traditional, but places its beliefs
in the awe-inspiring forces of nature. Its adherents mostly belong to “the people of the
land”, practicing their faith through donations and folk chants. The secretive order of the
druids, on the other hand, worships via gold and human sacrifice, as well as rituals held
at locations of particular power.
Followers must perform or participate in regular sacrifice: 100 gp*level every
month, or humans of equivalent level. Witnessing a rite performed by someone
else is sufficient.
Those who follow the faith can find special healing herbs, which increase the rate of
natural healing by +1 Hp per day (+2 from 5th, and +3 from 9th level).
30
Edoran, god of the triune moon, Neutral
Symbol: three interlocked circles
Weapons: curved daggers and swords
In the few abandoned, empty shrines he has, Edoran’s statue appears as a man with a
mysterious facial expression. He does not maintain direct contact with his followers, and
lets their intuition decide how to serve his faith. According to Edoran’s principles, every
effect has its countereffect, and where the cosmic balance is upset, it shall be followed by
its eventual restoration. There is considerable disagreement among his disciples whether
to interpret this principle as non-alignment, or continuous and careful intervention.
They must maintain the Balance.
They possess the power of divination, which they can use once every adventure.
Finding Edoran’s hidden shrines grants them other advantages of enlightment.
31
Haldor, god of heroism, Chaotic Good
Symbol: encircled longsword
Weapons: straight swords
Striving and personal deeds of valour are the element of mighty Haldor. His followers
respect physical strength and beauty, shunning those who would stoop to crooked strata-
gems. Those who commit the greatest acts in his name will see him in person, and be
taught some of his personal moves.
His followers must demonstrate their faith with regular acts of heroism.
They receive +2 to damage when wielding straight swords.
Keora the stone woman, Lawful Neutral
Symbol: stone head of a woman
Weapons: maces and hammers
Keora is indifferent to the fate of the world, and as long as she receives her due, she is
not concerned how her followers use her powers. She demands much and gives little,
except the ability to withstand life’s ordeals. Her faith is native to Kassadia, but it is
more widespread in the Twelve Kingdoms than her homeland. Keora has some followers
among Northmen who have forsaken the Ancients.
Keora expects regular sacrifices. Her clerics always receive one spell less from every
level (minimum of one).
Her followers receive +1 Hp per level, divine champions +2 Hp per level, and clerics
use 1d10 for their Hit Dice.
Kurlakum of the seven misfortunes, Chaotic Evil
Symbol: seven-pointed star with barbed points
Weapons: any, but the trident is his ritual instrument
Kurlakum’s terrible idol is depicted with seven arms, each bearing a murderous weapon.
His faith is unwelcome wherever it goes, and banned where the locals can get away with
it (although it is largely unknown in the Twelve Kingdoms). His disciples are mostly out-
casts and lawbreakers, who must commit murder, human sacrifice and other terrible
deeds at the bidding of their harsh master.
By their master’s orders or on their own volition, they must inflict tragedy and mis-
fortune upon their targets, the more high-ranking the better.
For these deeds, they will benefit from Kurlakum’s bountiful grace
Sainoo, lady of the snows, Neutral Evil
Symbol: clothing with white fur trim, finely woven shawls, burnt graven bones
Weapons: any
Sainoo, who can only be met on the coldest nights, appears as a young maiden of snow-
white skin. Even her closeness brings formidable cold, and her touch is immediate death.
Her faith is widespread among “the people of the land”, who worship her in secret.
She expects her followers to sacrifice humans to wintry deaths.
She protects hers from a frozen death, and cold (-1 Hp/die).
Sea-Our-Mother, the dark abyss (Chaotic Evil)
Symbol: purplish black metal triangle, ritual signs cut into the flesh
Weapons: hand axe, maces
Sea-Our-Mother dwells deep beneath the black waves, and those who believe in her shall
send others before her in their stead, so that they may not be so claimed. One who car-
ries the ritual signs, is married to the sea whether he or she worships the goddess or not.
32
Demands regular human sacrifice via drowning.
Those who stand by her and serve faithfully, shall not drown underwater (although
the experience is still horrific).
Trilgar the sailor, Neutral Good
Symbol: circle-enclosed star
Weapons: hand axe
Trilgar is the patron of sailors and explorers, followed by those who often undertake
risky ventures on sea, and spend much time on distant waters. Trilgar’s clerics are not
powerful (they may only advance to 5th level), but enjoy good reputation among seamen.
His followers must always obey the Sea Code, remaining fair and generous to other
sailors, even foemen. They must donate 10% of their gold to widows and orphans.
Adherents possess a mysterious luck that shall save them from a watery grave.
The Twins (Nexeria and Zenia), twin goddesses, Chaotic Good
Symbol: Gemini sign
Weapons: any
The twins are the youngest of the gods, and not yet fully used to the powers and respon-
sibilities of their status. They are largely benevolent, but more so by temperament than
firm doctrine. They are more concerned with themselves and worldly adventures than oth-
ers’ fates. Capricious and superficial, they often judge by appearance rather than insight.
Nexera and Zenia are not always paying attention to their followers, 1:6 probabil-
ity to forget granting spells. Tend to be forgetful and impulsive in other cases.
Their boons, when granted, are usually more generous than for other gods.
Zeltar, god of adventurers, Chaotic Neutral
Symbol: windrose
Weapons: any
Zeltar’s followers tend to be happy to get involved in the next uncertain venture, and he
holds in the highest esteem those who return home with the most fantastic tales… or
those who rest in the ground of distant lands. Zeltar does not shun great wealth and suc-
cess, but is not overly concerned with them either – easy come, easy go.
His followers must get involved with all kinds of dubious adventures, and risk
every possession they have at least once.
Nothing ventured, nothing gained – much ventured, much gained. When they take
risks and win, they tend to win big.
33
The Reavers of
VOlokarnos
Adam Biro Kalman Farago
Faithful Hippomachos, Cleric 4, sole survi- +Taloscin, Elf 2, turned into stone
vor, last seen heading for the doomed city of +Gualtieri Cavalcanti, pressganged town merchant,
Thisium laden with loot and plunder… fell under orcish axes
+Opossum, light foot, stabbed by a kobold +Roberto Barberan, pressganged town merchant,
Rat, cbowman, fled with a valuable dose of poison fell under orcish axes
+Gopher, heavy foot, slain by a legionary skeleton +Benito Bassadoar, pressganged town merchant,
+Beech Marten, lt. ft., dragged off by ghouls fell under orcish axes
+Squirrel, heavy foot, burned to ashes by Loreia Giotto, halb., robbed he emerged from the dungeons
Ulpiana’s spell +Pavarotti, halb., sliced in two by Laelia Flavia
+Pine Marten, lt. ft., disappeared in the Underworld +Cymmrun, elf halb., pervert obsessed with statues,
+Marmot, hvy ft., decapitated by Laelia Flavilla ended up getting turned into one
+Hamster, hvy ft., consumed by insect swarm +Elwyna, his wife, disappeared in Underworld
Shrew, heavy foot, fled the dungeon to become a Ulwynn, his other wife, ran off to form own party,
different person, and joined a monastery retired rich with fabulous treasures
Weasel, heavy foot, survived the adventure
Janos Ormanecz
Istvan Boldog-Bernad + Firl, the Lean 5, turned into a statue
Tristan Hundertwasser, Elf 3, sailed on to +Albert, hv. ft., died under orcish axes
the Isle of Erillion with his treasures, seek- +Donato, halb., broke neck in a pit trap
ing his estranged father Lafadriel… +Brant, devoured by Underworld monsters
Caroberto, halberdier, retired from adventuring +Ottavio, torchbearer, dragged off by ghouls
+Fidibus, heavy foot, skewered by a kobold +Ernesto, halb, fell under Loreia Ulpiana’s charm,
+Diego, heavy foot, torn to shreds by a skeleton then got stabbed by Ulstado
+Eusebio, heavy foot, torn to shreds by a skeleton +Ulstado, hv. ft., devoured by Underworld monsters
+Jacopo, heavy foot, dragged off by ghouls Natale, hv. ft., stumbled back to town alive
+Rinaldo, lt. ft, devoured by Underworld monsters +Vincenzo, longbowman, turned into a statue
+Loretta, halb., froze in the tomb of Agnolio Fiorensi +Villiberto, longbowman, turned into a statue
Vittoria, halb., her sister, retired after Loretta’s death Favoni, halb., survived the adventure
+Tintoretto, lf., froze in the tomb of Agnolio Fiorensi
Andras Szabo
+Constantin, Fighting Man 1, burned to ashes
by the statues of the judges
+Virgil, cbowman, disappeared in the Underworld
Dante, Thief 1
34
The Vaults of
Volokarnos
Cartography: Gabor Lux from a randomly generated geomorphic map created with Dave’s Map-
per, revised and redrawn in DungeonScrawl.
Playtesters: Adam Biro, Istvan Boldog-Bernad, Kalman Farago, Janos Ormanecz, Andras Szabo.
Note: This module was written for use with “Basic” rules. Unlike other modules in this zine,
monetary treasure values are by the book.
35
Background
The Vaults of Volokarnos used to be a popular pilgrimage destination on the Coastlands.
Visitors could have their ills and aches cured at the bathing caves erected over hot springs;
and with the appropriate guides, pay a visit to the catacombs where the heroes and patricians
of old had been laid to rest. These times are long gone. The island republic of Arak Brannia
was spared the violent upheavals which had fractured the southern areas of the great Kassadi-
an Empire, but the protracted decay has extracted its price. Fewer and fewer guests came with
the merchant ships, and eventually, the burial vaults were abandoned even by the locals. In
the conservative little town, only respect for the old times have prevented the crypt from be-
ing looted. Arak Brannia’s citizens believed in the efficacy of traditions, protective curses, and
leftover deathtraps. At least until now.
A little while ago, the news have spread in Arak Brannia’s tiny taverns and wine stands
that orcs have been sighted along the island’s northern shores, where now only shepherds had
tended their flock among hardy scrubs, oil tree groves, and the elegiac ruins of lost times.
What is more, it is rumoured that the orcs have not just appeared, but established themselves
in the maze of the burial chambers, and who knows what else will happen now. No foreign
plunderer has set foot on the small island republic over the centuries (notwithstanding the
odd Kassadian tyrant or ambitious legion commander, who were “one of us”), and so, the
town’s uneasy patricians, the Councilmen, have immediately announced that those who
would smoke the orcs out will have free disposal over their treasures. And if the antique coin-
age of the old tombs is mixed into this plunder? This time, no one will be asking inconvenient
questions about these minor details…
Preparations
In this adventure designed for beginning characters, the company’s goal shall be the exploration
of an ancient tomb-complex, and driving out the orcs who have set up a base therein. The orcs
have made camp in the south-eastern quadrant of the vaults (rooms 46–51), where they have set
up a smuggling base in a cavern with good sea access. Their leader, Brutus the Orc-Blooded, is a
wily and cruel chief, and he has set up multiple advance outposts throughout multiple points of
the catacomb (8–9, 38–39) while setting out to methodically open and plunder the burial sites.
The foes are therefore strong and organised, and even multiple expeditions will not find it easy to
dislodge the opposing forces. Another faction of the dungeon, the Shrine of Chaos (40–45)
maintain a neutral position with respect to the orcs. They do not take a side in the fight, but de-
fend themselves if needed, and if push comes to shove, will ally with the forces of Brutus.
The adventure begins in the small town of Arak Brannia, where a multiple-week festival has
been recently announced to celebrate the fact that the curse of the gods shall soon destroy the
republic’s hated rival, the western city-state of Thisium. It is here that the company shall be in-
formed of the adventure background, and set out to organise the expedition. Arak Brannia and its
environs are described briefly in the following article.
36
Recruiting henchmen will be possible in the town’s tiny dives and taverns, according to the
Morale & Men rules (Echoes #01), using the “town” column: 90% of non-combatants,
80% of light foot, 60% of heavy foot/halberdiers, 30% of bowmen, and 20% of crossbow-
men; 1d4 volunteers each. There are always bravos and opportunists around, but most are
currently too drunk to join hazardous expeditions. Advertising at 100 gp per troop category
shall automatically yield 1d4 recruits of the preferred type.
Equipment is abundantly available for sale at local stores and the Arsenal (where heavy arms
and armour are stored for greater calamities).
One rumour is available to the company on start; this number can be increased via paid in-
formants and other means.
City authorities are not overly concerned with lesser scraps among foreigners. While they
believe that the company is concerned with the orcs’ removal, and pose no threat to their in-
terests, the will let them act unimpeded; although if they start becoming too big for their
britches, they shall try to implant spies among their folowers.
Rumours : : : 1d12 : : :
1. Not long ago, a well-equipped company of dwarves set out in pursuit of a royal tomb
(True, see 16.)
2. It is true! Orcs now live in the hills, and they have beaten a shepherd before driving off
his flock! (True.)
3. One could drink many sorts of healing water in the Drinking Hall close to the entrance.
What miraculous cures had once taken place! (Not entirely accurate.)
4. Volokarnos… yeah, well, he was some kind of legion commander in the olden days, buried
here with the town’s patricians and other great heroes. (True.)
5. The maze of the burial chambers goes very deep… there are even secret doors! But that’s
where the monsters come from. (True.)
6. There is no way the orcs are really behind this. Who knows… could the orcs be controlled
from within the town? (Who knows indeed?)
7. The wine merchant Septillo has been one among those lost in the vaults, the poor man.
He thought he’d become rich, always talked about the octagonal vault… (Septillo never re-
turned home, and the two octagonal vaults remain unsolved mysteries.)
8. I would bring silver weapons. It is well known that wererats live in those holes. (False.)
9. The wondrous baths were once close to the entrance, and the vaults, as they say, would be
beyond those. True or not, this is what old people claim. (True.)
10. It is an interdicted place! It is said there is a lake, and those who look in it shall turn into
a salt statue! A company of merchants have recently gone off to take a bath; well, those
guys are surely salt statues by now. (Only the second part is accurate… although see 7 and 32.)
11. There is a band of philosophers living in those caves, who will help lost explorers. Just be
respectful. (The philosophers are chaotic cultists, and not very friendly – c.f. 40–43.)
12. Throbus, a scholar of old, was buried in the vaults, somewhere on the second level. But what
could a wise man’s treasure be? Surely not some empty wisdom… (Only a legend?)
37
The Vaults
The Vaults of Volokarnos are found on the isle of Arak Brannia, some 100 Stadion (10 km)
from town. The road first meanders through farmland, passing by rich but decaying manor
houses, then heads into a hillscape gone wild where only scattered oil tree groves and piles of
carved stones betray former human habitation. This land is forlorn, and there is only 1:6 of an
encounter per day (shepherds in the island interior, fishermen along the coast). The vaults
open from the south-western end of a rocky ridge reaching into the sea. This small peninsula
is surrounded by sea from three sides; its sides are steep and dominated by barren limestone.
If the company decides to explore the ridge, they will find nothing but ruined walls and
thorny shrubs. If they circumnavigate it by boat, there is 1:6 each of finding the orcs’ en-
trance (39) and the hidden entrance to their cove (48). Dwarves and elves can roll separately.
General:
The level’s old bronze doors are 1:3 to be stuck and require an open doors check.
Random encounters use the subsequent table. Intelligent delvers are lost pilgrims, adven-
turers, or the orcs’ human allies. All such forces are in addition to those listed in the key.
Use surprise, reaction, and morale guidelines.
Noise, clashes, and the wholesale plundering of tombs have consequences for the orcs’ behav-
iour and strategy. A few lost scouts or looted sepulchres shall be ignored, but if the company
defeats the orcs’ advance outpots (8–9) or the survivors of a defeated orc patrol successfully
return to base, Brutus the Orc-Blooded shall double the guard at key locations, and the ad-
38
vantages of surprise shall be greatly diminished or outright eliminated. Naturally, orcish
forces are not inexhaustible, and if their numbers are reduced below 20%, or they believe they
are facing overwhelming odds, they will make a strategic withdrawal from the vaults.
HD Sheet
HD 1/2
2 2 3 1 1 2 4 2 4 3 4 3 2
1 3 4 3 2 3 2 2 2 4 2 2 1
4 2 1 3 1 3 3 3 1 1 3 1 1
4 4 1 2 3 2 1 4 3 1 3 3 2
HD 1
2 4 3 6 2 8 2 8 2 4 1 8 2
4 8 6 7 8 7 2 3 8 3 5 1 7
3 1 7 7 4 4 4 7 8 6 8 5 1
7 2 7 4 2 5 4 5 7 7 8 8 1
HD 2
9 6 6 14 7 3 12 3 13 11 13 12 16
39
The Vaults of
Volokarnos
40
1. Entrance cavern: Ancient, tiered fountains carved from the marble of the cavern wall, once
fed by tragic stone faces. They contain silt, debris, and weeds; one has an old, half-buried mace
that’s slightly ornate (breaks on second hit). On eastern door, plaque reads “NO ENTRY”.
ARM 2. Room of the obelisk: Arched ceiling, walls decorated with
KEY X EYE marble bas-reliefs. In the centre stands a rectangular, pointed
DAGGER obelisk with symbols carved into its sides. It can be turned
along its axis with some effort, and a little observation will
detect grooves on the floor indicating its prior use.
In the direction of the KEY, doors can be unlocked without difficulty (otherwise requires
Open Locks or brute force). Also goes for the secret door.
In the direction of the ARM, doors can be forced open; otherwise, it takes much effort.
If the EYE points south, there is +1 on the die to detect the secret door.
Random encounters in the room always come from the direction of the DAGGER; if it
is to the south, the room will be entirely safe.
In the secret niche, a large brazier before the face of a bearded deity is laden with 900 sp and 30 gp.
3. The false and true gate: Damp walls decorated with faded, barely discernible frescoes. The
20’ pit trap does not activate until triggered, but it can be detected by elves/dwarves. To the
south stands an enormous, heavily ornamented false door with a gilded lock mechanism.
The false door serves as the pit trap’s trigger. Usually, the company’s 3rd, 4th and further ranks
shall fall inside; if they keep their distance, so will the others! The false door also conceals the
opening mechanism of the secret door, a stud on the side that can be slid downwards.
The 20’ pit contains the mouldering body of a robed man, who still has a broken staff, broken
lantern, burnt spellbook (still has ventriloquism), brass owl amulet, 100 sp, 30 gp.
4. Font room: Billowing steam cloud with sulphurous smell; mineral water gushes from various
fonts to disappear in gurgling floor drains. Several old bronze drinking vessels lie scattered around
(5 gp each but 50 gp weight). See detailed font/water descriptions below. If removed, the water
loses its effectiveness in 1d3 turns.
a) Crumbling statue of a unicorn; clear, cold: spring water.
b) Arguing men, water flows from decapitated neck stumps; sparkling, cold: character be-
comes quarrelsome until expedition’s end, -2 to group reaction rolls.
c) Hunting dog trying to escape a net; reddish, ferrous taste: -2 Constitution (permanent).
d) Eagle, covered in clumps of slime; trickling, sulphurous, body temperature: slime is green
slime, will have surprise unless suspected.
e) Twin legionnaires holding cauldron; plentiful, sulphurous, steaming hot: corrosive, will
destroy metal items (save vs. dragon breath).
f ) Muscleman struggling with giant centipedes crawling over his body; saline, with crystal
deposits: cures poison, +2 to saves vs. poison until end of expedition.
g) Mage pouring water on enthroned monarch’s feet, painted with red “X” sign; clear, hot:
forget all spells for duration of expedition.
h) Barbarian in loincloth; sizzling hot, sparkling: 2 Hp damage & +1 to hit until end of expedition.
i) Muddy pit with smashed bits of statuary and rubble piles, overgrown with big leafy plants
that have human-shaped roots (1d6, deadly poison, sells in town for 100 gp each). If pulled,
the roots emit a piercing scream, drawing automatic random encounter.
Green slime: HD 2*; AC –; Atk touch; Spec surprise 4:6, slime; ML 12; N.
Hp 13
41
5. Irregular gallery: Wet passage obscured by perpetual fog. Natural walls were carved with
toga-wearing human figures, each with a unique likeness. Their eye sockets have been emptied
of precious gemstones, and leer darkly. One crack contains a wedged-in chisel. On eastern
doors, plaque reads “NO ENTRY”.
6. Hall of the steaming pools: Mosaic pools filled with hot, fizzy bathing water; thick steam
billows over surface. If the company makes noise here or elaborates too long, the merchants
locked in 7 will start to shout and bang on the door to be freed. The orcs lurking in 8 choose
this opportunity for a rear ambush (surprise 3:6).
7. Storeroom: Formerly a storeroom for bath staff, it now serves as the jail of 1d8 merchants
held by the orcs for ransom. They have learned from the talk of their captors that a larger base
of the monsters lies beyond the burial vaults. Merchants who can safely return to Arak Brannia
will each send a 100 gp reward to the company (200 gp on a particularly good reaction).
8. Guard room: A vault with burial niches, hastily converted into an outpost with 5 orcs.
They are filling an enormous coffer on a cart with 8000 cp looted from the niches (so heavy
that four strong men can barely pull it). If combat breaks out in this room, there is 1:6 each
round it will also be heard in 9.
Orcs (5): HD 1; AC 6; Atk axe 1d6 or javelin 1d6; ML 8; AL C; key to room 7.
Hp 3 6 2 4 8
9. The dolmen crypt: Burial vault with wall niches. The centre is occupied by an enormous,
irregular dolmen left over from a forgotten past. 8 orcs are occupied with looting the burial
pit underneath, and they have already filled four large sacks with a mixture of 1200 sp and
400 gp. 5 wolves have been locked behind the bars in room a), and if the orcs have time to
prepare, they will let them loose (they will also try during a battle – one orc [*] has the key).
a) A carved inscription above the portcullis reads: “COSSVS VOLCATIVS POMPOLVSSA:
VIRTVE IN PRECAVTION”. The elegant burial chamber, ornamented with vivid frescoes,
is now a stinking wolf ’s den, occupied by a broken-open sarcophagus which still contains an
antique form of plate mail ( junk). However, the grave has a double bottom, the dais beneath
the sarcophagus still hiding 3000 gp!
Orcs (8): HD 1; AC 6; Atk spear 1d6 or axe 1d6; ML 8; AL C; * key to room a).
Hp 1 7 7 5 4 3 7 1*
Wolves (5): HD 2+2; AC 7; Atk bite 1d6; Spec -2 ML after ½ are slain; ML 8; AL N.
Hp 14 8 13 11 10
10. Skull crypt: Thick cobwebs cover this burial vault, in whose middle lies the bloated, poi-
soned corpse of an orc. Burial niches are laden with a multitude of skulls. A giant crab spider
lies concealed in one, its chameleonic colour making it resemble the surrounding stones. One
of the niches hides old pottery behind the skulls, with 900 gp. The dead orc has strapped an
old legionary’s shield to his arm, and this is a magical shield +1!
Giant crab spiders (1d2): HD 2*; AC 7; Atk bite 1d4+poison; Spec chameleon blend surprise
4:6, save at +2 or die in 1d4 turns; ML 7; AL N.
Hp 4
11. Burial vault: Human remains in niches and plundered sarcophagi. The secret door is oper-
ated by a lever in one of the niches (elves have 1:6 to notice).
42
12. Vault of the floating bones: Painted in frescoes of bluish hues, and decorated with spar-
kling stars, human bones drift, twist, and hover above the floor of this vault. This strange
phenomenon is just a curious burial rite – the bones are hung from barely visible wires, ani-
mated by the faintest draft.
13. Secret passage: This passage, linking the two halves of the level, is unknown to the orcs. All
secret doors are visible from this direction, and may be opened by levers in the wall, swinging shut
in 3 turns. Next to the wall lie light debris and wooden splinters (broken arrows). At a) stands the
statue of a minstrel, who will place an arrow on the string of his lyre, and fire with a musical chord
at those approaching down the passage (two attacks per round as 4th level Fighter, 1d6 Hp).
If the orcs learn of the passage’s existence, and have the opportunity, they will render it
useless within 12 turns by destroying the opening mechanisms, and wedging shut the final
door at 50. If they have a night’s time or more, they shall use pickaxes to cause a cave-in.
KEY 14. Room of the other obelisk: This room is completely identical to 2,
DAG-
X ARM but the obelisk is currently turned a different way. In the secret niche,
GER a large, dark grey brazier before the face of a bearded deity is laden with
EYE
500 sp and 50 gp. The brazier itself is old silver worth 500 gp.
15. Passage of the judgement: Richly painted passage with ochre and teal ceramic floor, burnt
smell. In the middle of the passage, two statues of judges sit enthroned in their marble seats, hold-
ing bronze sceptres. Between the two are the remnants of burnt items. Those who pass between
the thrones or molest the statues must save vs. wands or take 3d6 Hp from the fire rays shot from
the sceptres. These devices lose their power once removed from their place.
From behind the northern bronze door come sounds of hushed deliberation. Above this por-
tal, a painted inscription declares: „FAVSTVS VORENIVS MAXIMIANVS, IVDEX”.
16. Crypt of the judge: Splendid crypt bedecked with still glinting brass sheets, opened sar-
cophagus. 6 dwarves ponder above the burnt corpses of their former companions how to get
past the entrance trap alive (they have not found the secret door). The greedy dwarves shall
not share the valuables (600 sp, 600 gp, 1000 gp medallion with the sign of the scales) they
have plundered from the crypt for any reason. They will only join a group to find the shortest
safe passage to the exit.
The secret door is opened with a stud within the sarcophagus. If the company is careless,
they will be surprised by the shrews!
Dwarves (6): Dwarf 1; AC 4; Atk axe 1d6; ML 8; AL L; lantern, rope, helmets, 5*oil, hammer
& 12*spikes, one week’s rations, etc.
Hp 2 5 4 6 7 8
17. Hidden passage: Partially collapsed passage with numerous cracks in the wall. Soil has
spilled from the cracks, and the tight burrows are inhabited by 4 giant shrews. The haunts of
these aggressive beasts are so small that only a halfling could squeeze inside (and even so, has
1:3 to cause a collapse and become trapped forever). Further in the network, the shrew nest
contains gnawed-on bones and a gemstone hairpin (100 gp).
Giant shrews (4): HD 1; AC 4; Atk 2*bite 1d6; Spec win initiative on first attack, +1 on sec-
ond, 3 HD or lower must save vs. death or flee in panic; ML 10; AL N.
Hp 2 8 2 3
43
18. Plundered vault: Even the flagstones have been lifted by erstwhile grave robbers, and a
grand royal grave lies despoiled of its riches. On the wall, someone has left a charcoal message:
“HERE CAME BURLAGON THE HALFWAY-ORC / FROM THIS GRAVE DID HE
RETRIEVE A KINGLY HOARD / YOU COULD HAVE THE SAME BRAVELY
DONE / BUT BURLAGON WAS FASTER, SO GET YE GONE.” In one corner lies an
intact helmet that has rolled into a dark place.
19. Vault of the silk cocoons: A stone slab had once sealed this vault, but it lies cracked open.
Thick cobwebs lie therein along the walls, spun around large silk cocoons. 2 giant crab spiders
lurk in the burial niches. If the cobwebs are set ablaze, they each take 1d6 Hp, but shall not
burn completely, while the splendid spider silk (1600 gp value) shall be surely destroyed.
Giant crab spiders (2): HD 2*; AC 7; Atk bite 1d4+poison; Spec chameleon blend surprise 4:6,
save at +2 or die in 1d4 turns; ML 7; AL N.
Hp 13 6
20. The Legate’s mausoleum: Arched ceiling above an old burial vault bedecked with marble.
In the middle, a stone slab sunk into the floor, inscribed “LEGATVS”, bears a bas-relief de-
picting a man wearing military garb and laurels. Around the walls are scattered life-sized clay
statues of soldiers, toppled and broken in heaps of shards. Frescoes decorate the walls, and the
exits are double bronze gates (open doors roll required for every time it is opened).
The frescoes depict the Legate’s military deeds; in all cases, he is seen in the middle of the
battlefield, surrounded by the faithful soldiers of Imperial Legion IV.
The clay statues are broken, but an hour’s work is sufficient to put them together again
(don’t forget random encounters). If the intact figures are set around the stone slab, it
opens, and a VERY loud gong strikes. Immediately roll three random encounter checks!
The stone slab may only be lifted through this method or a knockspell. The Legate’s body
rests there still, enveloped in his old, blood-stained toga. Around and beneath the body
are thrown 9000 gp and 23 gemstones (10×2, 50×5, 100×12, 500, 1000×3).
44
21. Passage of the beasts: The floor is decorated with mosaics of ferocious beasts – man-eating
wolves, murderous bears, lions. At the two ends, the passage can be blocked off at the arches
by falling portcullis traps (see 22, 23).
22. Fresco vault: The black and red frescoes “decorating” the room depict horrendous scenes
of beasts devouring men. Along the walls are lined funerary urns filled with ashes and sealed
with lead (some are broken). Dusty bones, broken weapons, and rusty armour litter the floor.
Stepping on the right flagstone (4:6 when entering the room) activates the portcullis traps in
the corridor. These are so heavy that only two subsequent open doors rolls can open them!
While the company remains in the room, a random monster jumps from the frescoes to
attack every turn (use random encounter chart, treat intelligent creatures as no result).
A specific group of urns contains not ashes, but treasures, and may be recognised by
weight, or a vigorous shake: 1200 sp and 400 gp.
23. Vault of the labyrinth: The mosaics on the floor depict a convoluted labyrinth. Someone
trying to trace the pattern must save vs. spell or gaze motionlessly at the mosaics for 1d4+1
turns, while muttering about the solution (character is helpless). At the end of this period, he
will receive +1d6*100 XP (this bonus can only be earned once per company).
24. The passage of slumbering kings: Frescoes depict men with closed eyes and regal finery in
a procession to the northwest. The seals on the stone doors at the end have been broken.
25. Mush room: Piles of earth have cascaded through the half-collapsed ceiling; sizeable mush-
rooms sprout from the damp soil. 7 fire beetles flicker and glow, defending their plantation.
Cracks in the ceiling are sufficiently large for a halfling to crawl through. The cracks lead
to the surface, but there is a 1:6 probability that the mass of earth buries the explorer,
who will die a slow death underneath!
The mushrooms can supply 2d8 food rations, but this fare spoils quickly.
Fire beetles (7): HD 1+2; AC 4; Atk bite 2d4; Spec glowing glands; ML 7; AL N.
Hp 4 6 3 9 8 5 3
26. Catacombs: Pervasive smell of incense, row of noble crypts in the side rooms identified by
carved inscriptions. Due to high traffic, roll a random encounter every time the company passes
through here. The two secret doors from the catacombs open into monster lairs. The inhabit-
ants of 27 and 28 only emerge if they hear noises from the neighbouring vault (1:6 per turn).
a) CHIMENTI FALIER: „THE ACCURSED”. Pure lead sarcophagus with seals and inscrip-
tions warning of a curse. Those opening the sarcophagus must save vs. death or suffer the Ener-
vating Curse (Strength decreases to 3). In place of a body, the sarcophagus contains a statue
wrapped in reeds, along with 700 sp and 300 gp.
b) URBANO BARBERAN: „A DREAM, AND NAUGHT MORE”. In a splendid sarcoph-
agus of multi-coloured marble rests Urbano Barberan, patrician of the city, who shall at once
rise if he is freed. He plans to immediately dedicate himself to the masterwork of revenge once
he is back home, entirely unconcerned with the fact that his family is extinct, and only distant
descendants of his enemies remain among the living. He gifts his liberators with the 800 gp
scattered in his sarcophagus, and tries to hire them for his vengeance. He still has excellent
credit at the regional banking houses.
45
c) CONTE DA LEZE: Scraped-off motto, open sarcophagus is covered with a burial sheet.
The long-looted grave contains the wizened body of a dwarven adventurer, holding a bottle of
stiff drink, and wearing a split helmet. The secret door opens by pressing a stone in the wall.
d) POLITO DE ALBRIXIS: „DISTURB NOT HIS REPOSE”. The grave has been broken
open, and it contains soft earth crawling with large centipedes.
e) AGNOLINO FIORENSI: „THE NORTHERNER”. The sarcophagus is made of inlaid
wood, and feels unnaturally cold to the touch. Opening the lid releases an icy wind that in-
flicts 3d6 Hp on those in the crypt, and 1d6 on those in the outside corridor (save vs. dragon
breath for ½). Agnolino Fiorensi’s icy body rests on a pile of 1000 sp; and on a frozen finger,
below his silk glove, he wears a 2000 gp diamond ring.
f ) MAGNETTO BAROZZI. „MYSTERIOUS ATTRACTION” The magnetic ore sar-
cophagus has multiple weapons (4 daggers, 2 maces, 4 swords), 2 shields and a plate mail stuck
to it. From nearby, it exerts a very powerful pull, and a character becomes stuck on a failed
open doors check. Removing weapons requires a roll as well, and armour requires two.
On the back side, there is a rotating dial resembling a sundial, which also requires open
doors to move. This tuns off the magnetism for 1 turn, but the sarcophagus begins to
crackle (1 round), then shoots an electric discharge at everyone still nearby (3d6 Hp, save vs.
wands for ½).
The sarcophagus contains 300 lead coins and 7×magnetic arrows. These are not magical,
but are naturally +2 vs. metal armour and objects.
g) GUALTIERI CALDERARA: „VANISHED IN THE BATTLE AGAINST THISI-
UM”. The grave, cracked open, still contains the splendidly dressed, unmolested body of
Gualtieri Calderra with his rich jewellery – more accurately, it is an illusion. Characters rum-
maging in the sarcophagus have 1:6 to be ambushed by the ghouls in room 28, also behind an
illusionary wall.
Urbano Barberan: Magic-User 4; AC 9; Atk dagger; ML 6; AL L; toga, 400 gp death mask,
spellbook, scroll of protection vs. magic. Very polite, very sophisticated, utterly selfish.
Spells: 4/2; 1: charm person, identify, magic missile*2, read magic, ; 2: detect invisible, mirror
image, web.
Hp 13
27. Vault of the skeletons: 17 skeletons with drawn legionary swords wait in a corridor with buri-
al niches. Floor mosaics depict advancing legions, and bear the inscription: “HE WHO IS IN-
NOCENT SHALL, BETWEEN TWO JUDGES STEP, AND ON TREASURES LIVE
WELL”. This refers to room 15, but helps little, because no one is innocent before the Law.
Skeletons (17): HD 1; AC 7; Atk sword 1d6; ML 12; AL C.
Hp 8 8 7 1 1 7 6 8 5 6 2 8
1 1 1 3 7
28. Hidden vault: 4 ghouls feast on the trussed up corpses of an acolyte and two orcs (and
three of their kind also lie defeated by the wall), but they are even more interested in fresh
morsels. Their lair contains three coils of rope, and a sarcophagus they have filled with 6000
sp, as well as 5 gemstones hidden on the bottom (10×2, 100, 1000×2).
Ghouls (4): HD 2*; AC 6; Atk 2*claws 1d3 and bite 1d3; Spec paralysis 2d4 turns; ML 9; AL C.
Hp 10 5 5 13
46
29. The vault of Veturia Lentula: White marble columns, interior grave with the marble like-
ness of a female patrician. A half-crazed acolyte, Pagolo Gritti hides in the room, whose com-
panions have gotten seized by the ghouls, and now cannot escape. If the company enters, he
must roll Morale – on a success, he attacks hysterically (surprise 3:6); otherwise, he flees in
panic. If he is somehow pacified and treated well, he reveals the location of the secret door at
37–38, and also the approximate forces present at the orcish base and the underground temple.
The interior grave is undisturbed; VETURIA LENTULA’s name can be read from a
stone plaque. The beautiful dame’s carved hand reaches out slightly, and has a small hole
drilled into it. Placing a mirror therein so she can behold her own likeness opens a recess
with 2000 sp and 600 gp.
Pagolo Gritti: Cleric 1; AC 2 (plate, shield); Atk mace 1d6; ML 5; AL C; 14 sp, 50 gp.
Hp 5
30. Catacombs of the Elders: Two looted side crypts with destroyed name plaques, followed by
a collapsed, descending stairway under an archway inscribed “CATACOMBS OF THE EL-
DERS”. These stairs now lead nowhere (unless the Gamemaster so desires). Above the south-
ern door are bas-reliefs depicting crossed swords. The careful observer might also note a faded
black stain underneath the door.
a) Both doorways are equipped with falling blades, activated by a pressure stone (1:3 to activate
per row, 1d12 Hp).
47
32. The treasury of Volokarnos: The domed ceiling is supported by pillars carved into the like-
ness of stooped minotaurs. The mouldering remains of the antique warlord are seated on a
mighty stone throne across the entrance, gazing into a round pool glowing with an opal light,
and containing his glittering treasures. Next to the throne hangs a sizeable mirror covered
with a drape.
The warlord, Volokarnos, is no undead, but his body has been completely pervaded by
crawling worms and insects, which emerge and attack in the form of 2 insect swarms if they
feel the close warmth of human flesh. They try to devour their victims alive. The suit of
armour on Volokarnos is a plate mail +1, and his shield is a shield +1 as well. His broken
sword is magical, but it is only of historical interest (may fetch 1000 gp from a collector!)
The pool contains no water, but a gelatinous cylinder! It only attacks if disturbed, or if
the insect swarms animate. Fortunately, its treasures are at least plentiful: 4000 gp,
wand of frost (13 charges), cursed scroll (reader must save vs. death or, like Volokarnos, be
devoured by creeping things in 3 turns), potion of healing.
The mirror contains an imprisoned medusa: those who look inside must save vs. stone or
turn into a statue. A mirror automatically petrifies the medusa. The mirror is worth
12,000 gp intact, but it is large, bulky, and its save vs. breakage is only 2…
Insect swarms (2): HD 4*; AC 7; Spec 4 Hp/r automatic damage (2 Hp in armour), ½ if character
is sweeping off insects (requires 3 rounds), 1d4 Hp from torch, otherwise immune to non-magical
weapons, sleep incapacitates, thick smoke drives off, fire and ice effective; ML 11; AL N.
Hp 25 28
Gelatinous cylinder: HD 4*; AC 8; Atk pseudopod 2d4 + paralysis (2d4 turns); Spec surprise
4:6, automatic damage vs. paralysed foes, immune to cold and electricity, can roll fast if
standing on edge; ML 12; AL N.
Hp 26
48
33. Ossuary: Bone piles are heaped by the walls and in the wall niches – in tall stacks, for the
vault is 50’ high. 5 dwarves are searching through the place, looking for treasure. They do not
trust strangers, have no useful advice, and will under no circumstance join another company.
When the characters leave the location, the vault is once again silent and dusty – all dwarves
have disappeared as if they were never there. Even in combat, they are quickly proven to be
transient mirages.
34. Cobwebbed stairway: 40’ tall gallery. Dusty, thick cobweb sheets cover the undisturbed, steep
stairs; in the side niches, extinguished candles have molten onto old craniums. Halfway through,
three large, dark bundles are suspended above the stairs – sandbags hanging from long ropes.
35. The giant sarcophagus: Another 50’ room, with unlit braziers hanging from long chains,
and wall niches heaped with bones. An enormous stone sarcophagus the size of two men
stands among the bone piles. A man with a sack rummages among the remains.
The man with a sack is a hermit with filthy clothing, unkempt beard, and insane eyes. He
demands 300 gp for the disturbance of his dwelling, or he promises a terrible vengeance.
If slighted, he pours bones on the floor from his sack, which turn into 2d4 skeletons per
round. (The sack is non-magical, and the strange power belongs to the hermit.) Under a
loose flagstone beneath the hermit’s unruly cot, he has hidden 600 gp.
The stone sarcophagus requires an open doors check. It contains no giant, but two men
standing on each other’s shoulders; and they have no treasure.
Man with a sack: HD 2; AC 9; Atk –; ML 10; AL C.
Hp 15
Skeletons (2d4): HD 1; AC 7; Atk claws 1d4; ML 12; AL C.
Hp 1 6 3 2 1 3 5 6 3 4 5 1
2 8 6 2 8 4 2 2 8 5 2 8
36. The column: A green stone column, 4’ wide, stands in the middle of the room carved with
three bearded stone faces looking in three directions. An inscription reads: “YOV WHO
PASS HERE, MVST SATE MY HVNGER”. The mouths shall swallow food and other
objects deposited therein, but there is no adverse effect even if this act is not performed.
37. Vault of the legionaries: Rusted remnants of armour and dusty, ossified remains repose in
the burial niches, while the eastern wall is decorated with a grand fresco depicting the heroic
deeds ot Legion IV. The inscription reading “AVE, LEGIO!” is much decayed. The bones
have been searched and partially removed, and all walls are dirty, blackened by time and
smoke. The secret door opens by pushing on the saluting hands of the triumphant Legate. If
there is a random encounter here, there is 1:2 that intelligent opponents shall appear from
behind the secret door (surprise 1:2).
38. Room of shadows: In the hours before noon, sunlight streams into the room from the
eastern stairway. What at first look like squatting forms on the floor, and cast fantastic shad-
ows on the wall, are only puppets cobbled together from sacks, buckets, and similar junk. The
real danger comes from 4 orc guard, sitting in darkness on a bench in the southern passage,
with extinguished lights and drawn weapons (if the forms capture the company’s attention,
surprise is 1:2!).
Orcs (4): HD 1; AC 6; Atk shortsword 1d6; ML 8; AL C.
Hp 4 5 5 7
49
39. Lookout: The former frescoes of this crypt are barely discernible. Time and the elements
have eaten away the cliff above, and the room overlooks the sea, with a steep path leading
down to the shore. 2 orcs are posted here, but by day, they are blinded by sunlight, and spend
their time in the shade quarrelling over a jug of wine instead of watching for intruders.
Orcs (2): HD 1; AC 6; Atk shortsword 1d6 or javelin 1d6; ML 8; AL C.
Hp 7 8
40. Passage of the acolytes: Old, peeling frescoes depict a procession of acolytes in togas of
black and scarlet, in the direction of the shrine. If there is an ongoing ceremony (1:3), the cha-
otic clerics shall pay little attention to light sources approaching down the corridor, and may
be surprised (up to 1:2); otherwise, one acolyte will always keep alert, and the odds are normal.
41. Room of the Cleric of Chaos: In this room, furnished as comfortably as the present circum-
stances permit, lives Umberto Frescobaldi “The Philosopher”, the Cleric of Chaos. Tapestries on
the wall are woven with patterns of unsettling black spirals and mind-damaging complex mathe-
matical formulae. Next to the bed stands a writing stand, and a locked chest occupies the corner.
A magic-user studying the tapestries must save vs. magic or go insane from the raw reali-
ty of Chaos. If successful, he may instead learn a random spell (1d6: 1-3 – 1st level, 4-5 –
2nd level, 6 – 3rd level).
Records scattered on and around the writing stand point to substantial incomes coming in
as tribute from the hidden smuggler’s outpost.
The locked chest contains 1000 gp, a pouch of gems (tetrahedron, cube, octahedron, dodeca-
hedron, and icosahedron, 500 gp each), and a treasure map to a nearby island (GM’s choice).
42. The shrine of Chaos: Gloomy hall of columns with scarlet walls, and black columns/floor. On
the altar stand two golden candelabra (2*400 gp); the symbol of a triangle (golden base with tet-
rads consisting of 4, 3, 2, then 1 diamond “points”, 2000 gp) stands for the forces of chaos, with a
graven stone tablet on the viewers’ side. In the altar niche is a fresco of a black vortex.
The altar has a secret niche with a potion of polymorph and elixir of youth.
The stone tablet is inscribed thus:
50
1. Things that are equal to the same thing are also equal to one another.
2. If equals are added to equals, then the wholes are equal.
3. If equals are subtracted from equals, then the differences are equal.
4. Things that coincide with one another are equal to one another.
5. The whole is greater than the part.
6. Given two points, there is a straight line that joins them.
7. A straight line segment can be prolonged indefinitely.
8. A circle can be constructed when a point for its centre and a distance for its radius are given.
9. All right angles are equal.
The fresco of the vortex has 2:3 to swallow spells cast in the shrine by Lawful clerics. At-
tempting to destroy the fresco must save vs. magic or (1d6): 1-4 go insane from the raw forces
of Chaos, 5-6 be swallowed by the vortex, and get lost in one of the chaotic principles.
Acolytes (8): Cleric 1; AC 2 (plate, shield); Atk flail 1d6; ML 10; AL C.
Hp 3 3 2 1 1 4 3 1
Umberto Frescobaldi, „the Philosopher”: Cleric 4*; AC 2 (plate, shield); Atk flail +1 1d6+1;
ML 12; 2*100 gp rings, 500 gp unholy symbol (tetrad).
Spells: 3/1; 1: detect good, detect magic, light; 2: blight (reversed bless).
Hp 10
43. Quarters of the acolytes: Much more modest than the cleric’s room, furnished with eight
simple cots and slight personal items.
44. Room of the three stelae: Stone columns bearing grim, bearded faces, before which are
heaped flower garlands and smoking censers (3*50 gp). The north-eastern door is blocked by a
heavy, round stone disk that can be rolled aside (open doors check).
45. Dead end: Cylindrical passage leading to the lair of 5 mad hermits. These former acolytes
could not bear to receive the power of Chaos, and their minds thus broken, were confined here
by their brethren. These dishevelled, sly madmen are surprisingly strong and agile, and their
behaviour is completely chaotic! One wears a very fine golden belt below his rags (400 gp).
Mad hermits (5): HD 2; AC 8; Atk club 1d4; ML 7; AL C.
Hp 7 9 8 16 11 6
46. Old storeroom: Rotting piles of barrels and crates stand by the walls with bales of shoddy
sailcloth. There is nothing of value, but behind a crate stack, someone has written a chalk in-
scription: “THE SECRET OF GUELTIERI CALDERA” (c.f. 26/g).
51
47. Hall of columns: Tall, dusty hall with piles of fallen rubble and stucco. 2 orc lookouts wait
in the darkness to alert the smugglers if necessary. They will easily spot approaching light
sources. If an attack has taken place here, there will be 4 orcs instead, equipped with flaming oil.
Orcs (2): HD 1; AC 6; Atk spear 1d6 or oil 1d8*2 rounds; ML 8; AL C (oil*4).
Hp 3 4 // 3 2 7 4
48. Smugglers’ port: A larger natural cavern connected to the sea by a low cave mouth, and lit
faintly by natural light shining in through cracks in the ceiling. Here is where the orcs have
set up their smuggling operation.
The band consists of 41 orcs, but 21 are posted at other points of the dungeon. There are thus
20 orcs here, along with their leader Brutus the Orc-Blooded, and Jacopo the Scribe. If a
ship is present, there will also be 4 brigands (smugglers), and their deckhand, Berto the Ogre.
There is 1:3 of a small ship in port, loading or unloading merchandise (which everyone helps
with). Otherwise, the docks are largely deserted, and only a few lanterns mounted on wooden
poles emit some light. The orcs feast in room 50, and aren’t very alert.
a) Pile of plundered merchandise, 1d6*500 gp value but would require a ship to carry off.
b) Corridor decorated with animal skins and ratty tapestries, lit by flickering oil lamps hanging
from the ceiling.
Orcs (20): HD 1; AC 6; Atk spear 1d6 or axe 1d6 or javelin 1d6; ML 8; AL C.
Hp 7 4 4 2 1 3 5 5 8 7 6 4
7 6 4 1 1 3 6 8
Brutus the Orc-Blooded: HD 4+2; AC 6; Atk battleaxe 1d8; ML 9; C; flaming oil*5, keys (50/a,
51., chest, 52. chests).
Hp 25
Brigands (4): HD 1; AC 6 (leather shield); Atk sabre 1d6 or 2*shortbow1d6; ML 8; C.
Hp 7 3 5 3
Berto, ogre: HD 4+1; AC 5; Atk two-handed club 2d6; ML 10; C; sack with 300 gp.
Hp 23
49. Food stores: Unfinished chamber hewn in limestone. Outlines of half-shaped statues can
be seen in the walls, and broken stone limbs lie in the rubble. The orcs use this place to store
their repugnant food, and three large barrels of beer.
50. Barracks: The orcs feast, play dice, and rest here. In addition to filthy tapestries, there ae
cross-legged tables, chairs, and lice-ridden cots – and a large fireplace with an evil-looking
boar’s head mounted above it, struck through with a spear, and inscribed: “BREVIOR VITA
EST, QVAM PRO FVTVMENTIBVS NEGOTIAM AGENDO.” If someone tries to re-
move it, the boar breathes fire on front-rank characters (8 Hp, save vs. dragon breath ½).
a) This room is the prison of Jacopo, the orcs’ accountant. Jacopo has excellent memory, and
knows the exact location, quantity and value of every smuggled good in storage, data he also
records in his enormous ledger. He only has two spells left in his mind, as his spellbook was
seized by Brutus the Orc-Blooded (51).
Jacopo Fiorina: Magic-User 3; AC 9; Atk –; ML 4; torn noble clothing.
Spells: 3/1; 1: identify, mending; 2: –
Hp 11
52
51. The chamber of Brutus the Orc-Blooded: A comfortable den by orc standards, with furs, a bed
made from a heap of full sacks, and a cabinet liberated from a looted ship.
Brutus’ treasures are in a locked sailor’s chest along with his sailing clothes: 300 sp, 600
gp, navigation map to the isle of the smugglers (they lair in a ruined castle), and here is
the unlucky Jacopo’s spellbook as well (1: burning hands, identify, mending, read magic,
ventriloquism; 2: knockspell, wizard lock).
One stretch of wall can be identified as recent construction (although the orcs know
nothing of it). From here, steps descend into the darkness, but end in a blank wall, which
feel solid. Or is there something behind? This should be the Gamemaster’s choice.
52. Treasury: Secret chamber used by the port’s original builders, now housing the orcs’ treas-
ures in locked sailors’ chests: 3000 sp, 4000 gp, 7 gemstones (10, 100, 500*2, 1000*3), a tiara
(500 gp), a sword +1 (+3 vs. dragons), a potion of green dragon control, and a cursed scroll (save vs.
spell or transport entire company to an alien planet… and the adventures continue there!)
Arak Brannia
The isle republic of Arak Brannia is the second
largest city of the Coastlands – a fact which has
lead to eternal strife between the ruling patri-
cians and their hated enemies, the larger and
more prosperous city-state of Thisium. With
the long decline of the Kassadian Empire, Arak
Brannia was spared from barbarian attacks, since
its location and strong walls could always grant
it protection. Right now, the republican form of
government is in vogue, and for 200 years, its
affairs have been conducted by the Council,
which gathers in the palace of the exiled Podes-
ta, and employs a network of informants and
secret policemen to enforce its dictates.
Arak Brannia was once famous for its ther-
mal waters and catacombs; it is now better known
as one of the hubs of coastal trade, as well as a
port for the ships sailing north to the Isle of
Erillion. In its narrow streets, there is a multi-
tude of small wine cellars: the locals are proud of
the grapes of their island, while they hold the
worthless swill of Thisium in utter contempt.
Beyond the town walls lie bucolic hills: forti-
fied family villas, vineyards and manors can be seen in succession (some no longer inhabited), fol-
lowed by a desolate landscape of oil groves and crumbling shepherds’ huts. Only a few eke out an
existence here, although the ruins of the old days are still to be seen in the dry grass.
53
Here, only the most important locales of Arak Brannia shall be mentioned, and even then only in
brief: let the Gamemaster’s imagination fill out the outlines of this tiny town-republic!
1. The Podesta’s Palace: Richly decorated building complex, made more foreboding by the
iron grates over its windows. Eight large statues stand before the entrance: before six are
placed stone tablets with engraved laws; the seventh was split in two by a traitor; and the
eighth is missing. The rambling interior was designed by an insane architect, and there is said
to be a mysterious collection here, as well as multiple oubliettes and torture chambers.
2. Plaza of the Black Hand: Noted for reliefs depicting hands, and dark bargains. On festive
days, silver and gold are poured into the Well of the Councilmen to placate an old god.
3. Temple of the Gods of the City: Here are worshipped the town’s protective deities – accord-
ing to Coastlands custom, both Lawful and Chaotic. The shrine is maintained by Pomponio
Sera (Cleric 3) and 7 acolytes.
4. The Street of Particular Pleasures: This was once a place for bordellos, but the strict locals had
this entertainment exiled, and now the tiny houses are occupied by knaves of an evil disposition.
Here is found The Seven-Headed Cat, an infamous dive, owned by Giacomo Gatto (Thief 4).
5. Plaza of the Shardmongers: Decorative pottery is manufactured here in small workshops,
but the knowledge to replicate the grand pieces of the old days is now lost. Guildmaster Clau-
dio Sera believes the old storerooms beneath town still hide the old recipes and a few sample
pieces, but he does not know the way down there.
6. Tower of the Bats: Immured tower struck by a terrible curse: the Plague lurks therein!
7. The Palace of Endrigo Monteforte: The tiny palace serves as the residence of the illustrious
mage (Magic-User 6). Endrigo lives for quiet pleasures, only breaking his habits for good reason.
8. Plaza of the Rope-Loopers: The ground floor chambers of the town’s defensive fortress are
occupied by ropemakers. Here is a dry well where lepers and criminals are lowered: those who
return alive to the iron door next to the well, and beat on it from the inside, shall have their
crime struck from record.
54
Coastal Rumours : : : 1d12 : : :
These rumours of dubious provenance may lead to further adventures near Arak Brannia.
1. Filomeno Di Muccio, a patrician, challenged and killed Aldo De Fusco, sole male heir to
the De Fusco lineage. Aldo’s mother, Carmela, is looking for mercenaries to take revenge.
2. Osmondo Rosario is in big trouble! The handsome beau was spurned by his treacherous
beloved, who, stealing his jewels, sailed to the Island of the Double Cliffs. Osmondo now
suspects he has been a victim of the daring Menodora, mistress of the isle’s sea brigands.
The family jewels must be regained, but Menodora may come to no harm!
3. The monks living on the Isle of the Black Friars are up to no good: through foul experi-
ments in their abbey, they create hybrid monstrosities!
4. A glowing star fell two months ago among the mountains of Arctyllus – and one who
would gain that wandering star could have it forged into magical arms and armour!
5. The stone tablet once held by the eighth statue before the Podesta’s Palace was secretly re-
moved by the Councilmen, and it is being kept somewhere in the Palace’s walled-off cellars.
6. The military road to Meliadum was once built by Volokarnos, who also erected glorious
statues along the way. Most are mere stumps, but the one still standing marks a secret path…
7. I would not visit the Island of Purple Vapours. The great condottiere, Remigio Mendola
disappeared there.
8. One who would descend into the Well of the Councilmen at night, may listen to their se-
cret conclave and learn what evil they are planning.
9. The fisherman Manetto grew rich from the pearls he sells on the market. Where are they
all coming from?
10. Vitalico Di Mauro, a merchant from a distant land, is looking for men for an expedition to
the Shrine of Demolishment… a particularly dangerous dungeon and a talking sword await!
11. Elpidio Spadoni, a wild-eyed traveller, claims that where the mountains of Arctyllus
meet the hills, a mysterious town appears from thin air if the magic word is spoken.
Elpidio demands 5000 gold pieces for his secret, and makes no bargains.
12. Arminio Barbani, last scion of Thisium’s exiled podestas, has a dark secret: a mysterious
wooden case he would only relinquish now on his death bed, for someone who would be
the bearer of his final revenge…
55
Zine Conventions
While much of old-school gaming originates from the same lineage, and its products remain largely cross-compatible, there is much
devil in those details. Every table and every party has its own ideas and house rules, and it is a good idea to lay these assumptions out
into the open. Therefore, the conventions governing this fanzine are thus:
Unless otherwise noted, the materials published here were designed for Advanced rules.
A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce.
Conversely, XP for treasure is gained through squandering it in hedonistic excess (or any kind of lavish spending which has no
discernible benefit), with a *5 multiplier. If you adjust the treasure values, adjust the multiplier as well.
Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are commonplace, while mid-level ones (5th to 8th level)
tend to be outliers – present in most communities, but never numerous. Few NPCs reach more than 9th level, and over 12th is almost
unheard of.
Magic is limited to 5th level spells or lower. Magic items are limited to +3.
Fighters can do carryover damage: when fighting grouped opponents, the damage remaining after a killing blow is transferred to the
next opponent.
Roll-under morale is in effect (see Morale & Men in Echoes #01).
The gods are limited in their powers, but actively involved in the fate of the world.
Legal Appendix
This version of Echoes From Fomalhaut #09: Beyond the Gates of Sorrow is done under version 1.0a of the of the Open Game
License, below, by permission of Wizards of the Coast, Inc.
Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open
Game Content may only be Used under and in terms of the Open Game License.
Designation of Open Game Content: All text containing rules-related content within this book is hereby designated as Open
Game Content, subject to the Product Identity designation below.
Designation of Product Identity: The following are hereby designated Product Identity, as per section 1(e) of the Open Game
License: all artwork, illustrations and maps or other visual references, plot elements, description of geographic features or areas,
and all text not specifically designated as Open Game Content, or data derived from OGL licensed material.
56
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Prestigious Plunder
2003 EMDT 38 – Slaughter in the Salt Pits +
EMDT 1 – The Garden of al-Astorion + 2014
2008 EMDT 39 – Curious Marriage #
EMDT 2 – SWORD & MAGIC EMDT 40 – Until Dawn (+)
EMDT 3 – MONSTERS & TREASURES EMDT 41 – Ill-Gotten Merchandise
EMDT 4 – GAMEMASTER’S GUIDELINES 2015
EMDT 5 – The Temple of Pazuzu (+) EMDT 42 – The Cloister’s Secret #
EMDT 6 – Black Blood + EMDT 43 – The Serpent Girl and Other Stories #
EMDT 7 – Sacrificial Lamb # EMDT 44 – The Fools’ Feast at Fürochen #
EMDT 8 – Broken Wastes + EMDT 45 – The True Weapon Cache etc. #
EMDT 9 – The Unholy Secrets of Protoros # 2018
EMDT 10 – Strabonus + EMDT 46 – Echoes #01: Beware the Beekeeper! +
2009 EMDT 47 – The Barbarian King (REVISED) +
EMDT 11 – The Menestratos School # EMDT 48 – Echoes #02: Gont, Nest of Spies +
EMDT 12 – Sea Lords + EMDT 49 – Echoes #03: Blood, Death, and Tourism +
2010 EMDT 50 – Cloister of the Frog-God (HU) (+)
EMDT 13 – Molonei + 2019
EMDT 14 – Isle of the Water Sprites + EMDT 51 – The Enchantment of Vashundara (HU) #
EMDT 15 – City Encounters # + EMDT 52 – Echoes #04: Revenge of the Frogs +
2011 EMDT 53 – The Lost Valley of Kishar (HU) # +
EMDT 16 – Towards Fomalhaut + EMDT 54 – Murderous Devices (HU) #
EMDT 17 – The Temple of Torments # EMDT 55 – The Lost Valley of Kishar (EN) # +
EMDT 18 – The Barbarian King + EMDT 56 – Echoes #05: The Ench. of Vashundara +
EMDT 19 – The Main Cities of Fomalhaut I. (+) EMDT 57 – The Nocturnal Table +
EMDT 20 – Sea Demon + EMDT 58 – Echoes #06: The Gallery of R. Tombs +
EMDT 21 – City Encounters II: The Nocturnal Table + EMDT 59 – In the Shadow of the City-God (HU) # +
EMDT 22 – In the Name of the Principle! + EMDT 60 – Castle Xyntillan +
EMDT 23 – Below the City + 2020
EMDT 24 – Oolar’s Time # EMDT 61 – Echoes #07: From Beneath the Glacier +
2012 EMDT 62 – In the Shadow of the City-God (EN) # +
EMDT 25 – The Blood Drinkers of Yukum # EMDT 63 – Trail of the Sea Demon +
EMDT 26 – Khosura: City State of the Four Myst. + EMDT 64 – The Forest of Gornate (HU)
2013 EMDT 65 – Baklin: Jewel of the Seas +
EMDT 27 – Trials on Tridentfish Island + EMDT 66 – CASEMATES & COMPANIES (HU) #
EMDT 28 – Feathers of Fire # EMDT 67 – CASEMATES & COMPANIES: GM’S GUIDE (HU) #
EMDT 29 – The Ghost City of Arun-Kha # EMDT 68 – The Secrets of Thornsden (HU) #
EMDT 30 – The Tower of Manistrid # 2021
EMDT 31 – Tempest Dreams # EMDT 69 – The Vaults of Volokarnos (HU) +
EMDT 32 – The Burial Chamber of Carnaic Arnoc # EMDT 70 – Echoes #08: Welcome to Castle Sullogh +
EMDT 33 – Ratcatcher # EMDT 71 – HELVÉCZIA (EN) +
EMDT 34 – HELVÉCZIA + EMDT 72 – Ammertal and the Oberammsbund (EN) +
EMDT 35 – GAMEMASTERS ALMANAC + EMDT 73 – Island in the Mist #
EMDT 36 – Ammertal and the Oberammsbund + EMDT 74 – Echoes #09: Beyond the Gates of Sorrow +
EMDT 37 – The Accursed Cellar + EMDT 75 – Weird Fates, vol. 01 # +
QQQ
Table of Contents
Beyond the Gates of Sorrow …………..………….. 2
Varia …………………………………………………. 13
The Twelve Kingdoms….………………………….. 14
The Vaults of Volokarnos ………………………… 35
Arak Brannia ……………………………………….. 53
FIJH