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Last Candle

The Last Candle is an introductory adventure module for the Shadowdark RPG, designed for Game Masters and featuring a rich setting in the Satrebonne river valley. It includes detailed descriptions of locations, NPCs, wilderness encounters, and a dungeon, allowing for a customizable and engaging campaign experience. The module emphasizes player freedom and the consequences of their actions within a living world, while also providing tools for managing the campaign and incorporating player decisions.

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0% found this document useful (1 vote)
927 views100 pages

Last Candle

The Last Candle is an introductory adventure module for the Shadowdark RPG, designed for Game Masters and featuring a rich setting in the Satrebonne river valley. It includes detailed descriptions of locations, NPCs, wilderness encounters, and a dungeon, allowing for a customizable and engaging campaign experience. The module emphasizes player freedom and the consequences of their actions within a living world, while also providing tools for managing the campaign and incorporating player decisions.

Uploaded by

z96wqd9dg7
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Last Candle

1
Mohammed Abulrahman Hitmi (Order #38792557)
May the odds be ever in your favor

2
Mohammed Abulrahman Hitmi (Order #38792557)
The Last
Candle
WRITING, DESIGN, LAYOUT
Greg Christopher

ART
© William McAusland, © The Forge Studios, © Kiss Márton Gyula,
© Mark Gedak & Purple Duck Games, © Dean Spencer.

Some images are in the public domain.

All protected artwork used with permission.

LEGAL INFORMATION AND ATTRIBUTION STATEMENT


Published under the ShadowDark RPG Third-Party License,
version 1.0

The Last Candle is an independent product published under the


Shadowdark RPG Third-Party License and is not affiliated with
The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane
Library, LLC.

3
Mohammed Abulrahman Hitmi (Order #38792557)
Table of Contents

How to use this Book 5 Wilderness Encounters 39

The Setting 7 Locations of Interest 48

Introducing the Players 10 Eagle's Eyrie Dungeon 53

Prieuré of Chaurillon 13 Rooms 1-19 56

Prominent NPCs 15 Rooms 20-37 66

Hooks 24 Rooms 38-47 75

Unique Items 30 Rooms 48-64 80

The Dicenian Faith 33 Monster Stats 89

Managing the Campaign 36

4
Mohammed Abulrahman Hitmi (Order #38792557)
How to use this Book
Overview The second third of the module
provides a variety of content
The Last Candle is an introductory to use with the overland map;
adventure module designed including encounters to use at your
for use with the Shadowdark discretion, locations of interest
roleplaying game. This book is to discover, plot hooks to move
written from the perspective of players forward, and so on. There
the Game Master and should not are even guidelines for rolling
be read by any players intending up weather and rumors to make
to participate in the campaign. each adventuring day unique. This
Within the text, almost every module is not laser-focused on the
reference to “you” is directed at the dungeon element. There is a living
Game Master. breathing campaign world out
As you can see by the map on the there to be explored.
back cover, this module is set in The final third is the dungeon of
the Satrebonne river valley. The the module (The Eagle’s Eyrie).
first third of the module includes It contains an array of challenges
detailed descriptions of the intended for a large party of 1st
fortified Prieuré de Chaurillon and level characters, a medium-sized
many of its inhabitants. The Prieuré party of 2nd level characters, or a
(pronounced Priory) is intended to handful of 3rd level characters with
serve as the base of operations for a few retainers. There are several
the player characters while they possible retainers at the Prieuré
explore the valley in search of fame that can be used for party balance.
and fortune.

5
Mohammed Abulrahman Hitmi (Order #38792557)
It must be stressed that there Languages
will be some adversaries that are
simply beyond the capacity of the Humans and Halflings are
characters. The players should presumed to share the Common
realize that retreat may sometimes tongue. Elves, Dwarves, Gnomes,
be the only course of action that Orcs, Goblins, and other demi-
will keep their characters alive. humans have their own languages
as well. In this module, we stick
With that said, it must be noted to this standard for the most part.
that you have enormous freedom However, we also add two new
to customize the challenges in language options.
this module. There is plenty of
extra space on the campaign map The old empire that used to occupy
for you to add your own content, this region used a language that is
content from other modules, or now referred to simply as Imperial.
just random wilderness encounters This is the language used by the
to add more flavor to the world. monks of the Prieuré and it is
used in almost all of the texts in
You are encouraged to give the their library. Imperial is a sweet
NPCs their own agendas and have flowing language with deep and
them work independently toward sophisticated expression.
those agendas while the players
are busy with other tasks. For The barbarian Kavars who
example, the players might return occupied this land in the wake of
to the Prieuré after exploring the the imperial collapse brought their
Eagle’s Eyrie to find that Lady own language with them; Kavar.
Tessani has been lynched for It is spoken by most humans that
practicing foul magics. live outside of the Prieuré’s walls
and in the river valley below. Kavar
This occurred because the players is a rough guttural language that
told the Abbot how they saw her does well to convey simple topics.
healing an injured man. Actions However, you would not be the first
should have consequences and to notice that there is decidedly
every NPC has their own agenda. little poetry written in it.
You are also encouraged to give Players creating new characters
the players significant freedom as can choose to speak the human
they investigate the region and the tongue of the southern lands
dungeon at their own pace. This (Common). They can also choose
is intended to be a mini-sandbox Kavar and/or Imperial.
where the players can explore in
the manner they desire.
6
Mohammed Abulrahman Hitmi (Order #38792557)
The Setting
The Fall of When the army
finally lay siege,
Montonnerre Montonnerre was
Montonnerre was once the overwhelmed
greatest city of the north, perhaps with mouths
even the world. It was the crown that it simply
jewel of a rich and vibrant land. could not feed.
The Satrebonne river provided The defenders
irrigation to vast estates that were forced to
covered the length of the valley. surrender
There was plenty of food and the after only
city itself was protected deep a few
within the mountain. weeks. The
As a part of the Louvogne barbarians
empire, Montonnerre was a hub sacked the
of commerce. Its people built a city and carried
culture that they believed would off everything they could. Those
endure forever. Unfortunately, they that survived found themselves
were wrong. destitute and starving.

In 926 A.D. (After Dicernes), the In the wake of the barbarian army,
Louvogne empire came crashing the city lay in utter ruin. Its once
down. Though they were far from great infrastructure would never
the initial conflict, the security of be restored. Montonnerre went
Montonnerre quickly proved to from being able to support many
be an illusion. A barbarian army thousands of people to barely
pieced together by a former sustaining a hundred. The former
Louvognian general ravaged the inhabitants were thrown out into
land and drove thousands of the wild to fend for themselves.
refugees streaming into the city in In a valley once covered by fields
search of safety. of grain, they found nothing but
charred ruins.
The jewel of the north fell into
darkness....

7
Mohammed Abulrahman Hitmi (Order #38792557)
Vitrenac Note: The merchants of Vitrenac
have the liquidity to purchase
Vitrenac was a military fort up to 10,000 gold pieces worth
established by the Louvogne to of treasure from the party every
defend the Satrebonne valley. It month. Anything in excess of that
was only lightly garrisoned when will have to be taken south (off the
the empire collapsed. This made campaign map).
it an easy target for a band of
barbarian Kavars that crossed
into imperial lands in the wake of Auxenon
the destruction. They recognized
Auxenon was once a bustling
the obvious value of the fort and
market town under Louvogne rule.
decided to settle the area instead
It served as a gathering point for
of continuing on.
merchants shipping the produce of
The arrival of the Kavars marked the lower valley into Montonnerre.
the restoration of a modicum of With the great city now in ruins,
peace in the region. The time of it is now Auxenon that effectively
looting and pillaging was over. sits on the end of the King’s Road.
Easy targets were long gone and It thus serves as a hub for all
a rebuilding period would have mercantile traffic heading south
to begin. In a fortress designed to by land. This is not much, but it is
quarter up to 50,000 soldiers, the enough to provide a decent living
Kavars would settle down in 1042 to the town’s residents. Auxenon is
A.D. with just over 5,000 people. also a common base of operations
The population in 1163 A. D. for foolhardy adventurers heading
(present day) is 7,300. into the old city looking to make a
name for themselves.
To build legitimacy, the Kavars
intermarried with the native There are currently 823 residents
population and adopted many in Auxenon. Quite a few farmers
aspects of the old Louvogne from the nearby area come into
culture into their own. They town for a market day every three
incorporated the well-known weeks. During this time, there
Louvognian fleur-de-lys into their is an opportunity for the players
standard and eventually declared to sell about 3,000 gp worth of
themselves the rulers of a new equipment to the traders that are
Kingdom of Vitrenac. It would in town. On all other days, reduce
mark the start of a new era. that to a mere 250 gp. Most people
in Auxenon live hand-to-mouth.

8
Mohammed Abulrahman Hitmi (Order #38792557)
Chateaufleraud In the wake of the imperial
collapse, the Abbot of Chaurillon
Chateaufleraud was once a large had a great palisade wall
estate that had the good fortune constructed around the Prieuré
to possess a formidable manor and fortified it against the
house. This provided enough barbarian hordes ravaging the land.
defense to discourage attack and In this way, the Prieuré was spared
saved a handful of Louvognians the destruction of war. It is now
from massacre. In time, a small believed to be the only remaining
town would develop on the site spiritual center of the Dicenian
composed of both survivors and religion. The Prieuré members take
wandering barbarians. their role very seriously as The Last
There is only a modest amount Candle of their faith.
of wealth here. The people of When the Kavars took up residence
Chateaufleraud are struggling to in Vitrenac, the Abbot again saw
survive in the new hostile world. an opportunity and took action.
The players can only sell about He offered the Kavars sanctity in
1,000 gp worth of equipment to the exchange for protection.
townsfolk here. They have recently
sworn fealty to the Kingdom of When a king of Vitrenac is
Vitrenac in hopes of benefiting crowned, it is by the Abbot of
from their stability. Chaurillon. This arrangement
serves to legitimize the new King
Prieuré of Chaurillon in the eyes of the peasantry, while
The Prieuré of Chaurillon is a providing the Prieuré with civil and
monastery of the Dicenian Faith military protection.
held by the Louvognians.

9
Mohammed Abulrahman Hitmi (Order #38792557)
Introducing the Players
The Player Handout Starting Downstream
Included in the digital files for this The city of Vitrenac is also an
module is a single sheet called the excellent starting point for the
Player Handout. This is designed campaign. However, it requires
to be printed out several times a more focused and self-starting
and distributed to your players group of players.
before play begins. This handout They will need to be able to follow
gives the players a glimpse into the clues upstream towards the Prieuré
history and culture of the region, and the primary adventuring areas.
but it leaves a lot of loose ends that You will probably not want to use
encourages them to explore. the player handout if you pursue
this path.
Starting Upstream The advantage of starting in
Vitrenac is that the players have
The assumption in the player
more control of their path through
handout is that you will begin
the valley. When they come
the campaign with the players
to Vitrenac loaded down with
approaching the Prieuré of
treasure from the Cassécoteau,
Chaurillon on a horse. They are
they will be returning triumphantly.
given a rough familiarity with the
They may even find a political role
lower valley and the Kavar culture.
to play among the Kavars and have
By starting in this way, you jump
less loyalty to the Prieuré itself.
over a lot of the player indecision
and occasionally overwhelming
nature of new campaign material.

10
Mohammed Abulrahman Hitmi (Order #38792557)
Feeding Information Rumors
Player decisions are based on the The Prieuré has attracted a
information you give them. There variety of refugees over the years,
are two methods included in this mostly from the Cassécoteau.
module for pushing it into their These refugees have brought
hands; Rumors (shown on the word of hidden Louvognian ruins,
right) and Hooks (described later). monsters, and other dangers deep
We strongly encourage you to in the wilderness.
make good use of these methods. Anyone who spends more than
If you deny players access to a few hours in town will hear
information, you are railroading something about the dangers and
them down the story path that you riches that await travelers. These
want and subverting their control stories have caused quite a stir,
over their characters. much to the dismay of the Abbot
and the senior Prieuré members.
Roll 1d10 to check for rumors.
Use the resulting rumor from the
table on the next page. These are
legends that find their way to the
ears of the player characters during
their stay in the Prieuré. You can
make additional rolls if they spend
a lot of time carousing. Re-roll if
they leave for more than a few days
and return.
Some of these rumors are true.
Some are false. Some bend the
truth to fit the delusions of the
teller. It is important to engage the
players in the investigation of these
rumors. You should also try to avoid
inadvertently passing clues to the
players about the reliability of the
rumor with your tone of voice or
body language.

11
Mohammed Abulrahman Hitmi (Order #38792557)
Rumors
1d10 True? Result
A band of bugbears and a sorceress have been seen wandering
1 True around near the headwaters of the Satrebonne River looking for
something of great significance.
An old man is overheard describing a cave filled with gold
treasures from the old Louvognian Empire. The gold was stashed
2 False in the cave by one of their wealthy nobles, but he was killed
by barbarians and never returned to claim his hoard. It is now
defended by a small green dragon.
A wererat lives in the ruins of Montonnerre. At night, it sneaks into
3 True
settlements to snatch children.
Brother Calvus is skimming a little money for himself out of the
library fee. He keeps his ill-gotten gains in an iron-bound chest
4 False
underneath his bed. This is against the monastic code, but the
Abbot unaware of the crime.
There is a barbarian camp somewhere out in the Metonne
Steppe. They have a large herd of black horses, and they keep a
5 True
substantial number of domestic slaves; including some demi-
humans and intelligent monsters.
There is a band of thieves that live in the Cassécoteau called the
6 True Shining Band. They have been waylaying travelers and stealing
everything of value.
The King of Vitrenac is preparing to march his army on the Prieuré
7 False
to confiscate the Abbot’s wealth.
There are a number of wolves in the area. Peasants are killed
8 True
regularly. It is wise to take precautions at night.
The famous Ebonblade Adventuring Company sent a party of
seven adventurers into the ruins of Montonnerre. A few weeks
9 False
later, some wolves were found playing with the severed heads of
one of the poor souls.
A fire drake lives somewhere out on the Cariton Plain. It has
10 True
dragged off quite a bit of livestock.

12
Mohammed Abulrahman Hitmi (Order #38792557)
Prieure de Chaurillon

,
Geography The gate is guarded at all hours by
at least six soldiers, half of which
The Prieuré itself sits atop a hillock will be carrying crossbows and
overlooking the Satrebonne river. keeping an eye on the back ranks
The river is only a hundred feet of parties that look suspicious.
across and is fairly shallow. The Any sizeable group approaching
depth in the center is at most the walls will draw another eight
ten feet. It is used to irrigate the to twelve soldiers to the gate as a
surrounding fields that provide the precaution.
Prieuré with food.
Anyone trying to enter the gate
A number of shacks and shoddy must answer a litany of questions
buildings have been constructed and surrender all of their weapons
along the outskirts of the fields to and armor for the duration of
shelter transients, most of whom their stay. There is a tax of three
spend their days working in the silver pieces that must be paid by
fields for a pittance. A few monks every non-resident entering the
shepherd the flocks of sheep and Prieuré, ostensibly to support the
goats that graze upon the sides of defenses. This also cuts down on
the hillock. the number of visitors and weeds
Up to ten light cavalrymen patrol out undesirables.
the exterior of the Prieuré during There are a total of 54 Prieuré
the day to ensure security. They will monks served by 132 support staff.
detect anyone approaching the The Prieuré itself is composed of
Prieuré who is not taking measures twenty-four buildings, including
to conceal their presence. The a stable, barracks, central
cavalry will not greet visitors, but watchtower, several perimeter
signal to their companions and towers, a large central hall, and
keep a watchful eye. assorted living quarters for the
The 12-foot palisade wall extends residents. In the center is a small
around the entire complex. It has market square where several
only one gate, making it effectively vendors conduct business. Visitors
impassable without great skill. are warned to stick to their stated
business or be expelled without
their belongings.
13
Mohammed Abulrahman Hitmi (Order #38792557)
The Library The Golden Sund
The Prieuré has the only This is the only inn within the
respectable library for several palisade and therefore the only
hundred miles with access to option for visitor lodging. Caloma
extensive magical and non-magical Sundrie is the proprietor.
texts. It has attracted quite a few She serves a cold breakfast or
scholars and a swelling transient lunch for two coppers, a warm and
community to service them. There hearty dinner for a silver piece,
is a 20 gp fee to study in the library and a pint of ale for a copper
for a full day (sunrise to sundown) piece. Sleeping in the inn costs
and no refund if you have to leave a silver piece per person for a
before your time is up. communal room (up to six people
comfortably) or three silvers for a
private room with a bath.
Holy Day
Caloma is assisted in her charge
The Prieuré respects a weekly Holy
by two of her daughters and the
Day. On this day, shops are closed
dullard son of one of the transient
and no one performs manual labor.
workers that labors in the Prieuré
The only people who work on these
wheat fields.
days are innkeepers and soldiers.
The monks of the Prieuré spend
the entire day in silent prayer and
Larger Markets
are unavailable to meet with the
party except in an emergency. If the characters require goods
or services that are not available
in the Prieuré, they can travel
The Market Square downriver to find other markets.
In the market square, small The Satrebonne is fast flowing, so it
vendors set up stalls to sell produce only takes a day to reach Vitrenac
and dry goods. The established by boat. It takes even less time to
merchants have permanent shops reach one of the closer locations.
in the nearby buildings. Merchants It takes longer to fight the current
can also buy small amounts of back up to the Prieuré. It is faster
treasure from the characters, up to return by horse. It takes seven
to 200 gp in coin for the entire days to ride from Vitrenac to the
market. Anything requiring more Prieuré. It takes four days to ride to
coin than that must be sold to Auxenon and Chateaufleraud is a
Toris Belnar, the moneychanger. mere two days away.
14
Mohammed Abulrahman Hitmi (Order #38792557)
Prominent NPCs
These descriptions are just the
beginning of these characters,
not the end. You are free to add
or remove elements as you see fit,
adjust the attitudes and outlook to
match the behaviors of the player
characters however you desire to fit
your personal preferences.

Abbé du Chaurillon
The Abbot of Chaurillon is a late
middle-aged man with a long
black mustache and a tuft of hair
under his lip. He is a 5th level cleric.
He shaves his head, just as any
other monk under his dominion,
but this is hard to see as he is He has used this coin in the past to
frequently protected by a cowl. The purchase assets and information
Abbot is secretive, reclusive, and that he needs to solidify his control.
controlling. Despite these failings, If the player characters prove their
he is of good heart and sound worth and loyalty, the Abbot will
mind. have any number of tasks prepared
The Abbot’s primary objective for them to accomplish to serve
is the protection of the Prieuré. his ends. If they prove problematic,
Therefore, he is interested in any then the Abbot should take
deal or arrangement where the measures to make their lives
power of the Prieuré is enhanced. extremely unpleasant.
He has been consummately saving
a vast stockpile of coin (over 10,000
STR DEX CON INT WIS CHA
gp) in the treasury by selling the
+0 +0 +1 +2 +3 +1
surplus produce of the Prieuré to
the nearby Kavar-controlled cities.

15
Mohammed Abulrahman Hitmi (Order #38792557)
Azzandu
Azzandu is a 9th level wizard that
lives in a stone tower in the eastern
Cassécoteau. He is a peaceable
sort, though obviously reclusive
and a bit short tempered towards
those who do not show him
requisite respect.
He maintains a small library Brother Calvus
at the bottom of the tower, an Brother Calvus is in charge of the
apartment in the middle floors, Prieuré library. He is a pleasant
and a laboratory on the top. He will man with a warm disposition and
sheepishly admit to having rebuilt a firm handshake. He is extremely
the top of the tower several times well-read and can speak with
over the years, an unfortunate accuracy on almost any topic.
consequence of magical Though not a magic user, Calvus
experimentation. can read the first few lines of a
Azzandu has two apprentices: magical scroll to discern its nature
Mekle and Hubat. They are a pair and can identify magical items
of mischievous brothers who as if he were a 5th level caster. He
spend more time goofing off than charges an appropriate fee for this
studying. Azzandu is considering service; at least 100 gp per item.
breaking his contract with them, He may charge more for extremely
but he lacks suitable replacements rare items.
and doesn’t want to live on his own. Calvus is responsible for collecting
If Maleena (The Missing Fiance) the 20 gp daily fee for research
can be delivered safely to him, access. Unless drawn away by other
he will attempt to train her immediate business or during Holy
in the magical arts. She has Day, he can always be found in the
enough talent to be a worthwhile library. He is also involved in the
investment of his time. Library of Tiverius hook.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 -1 +0 +3 +0 -1 +0 +1 +1 +3 +0 +2

16
Mohammed Abulrahman Hitmi (Order #38792557)
Caloma Sundrie
Caloma is the innkeeper of the
Golden Sund. She is extremely
accommodating and goes to great
lengths to take care of her guests.
Her powerful reputation will bring
almost every guest to her defense
in the event of violence. She resides
in a personal room within the
inn with her husband and four
mischievous children.

STR DEX CON INT WIS CHA


-1 -1 +1 +1 +1 +1

Evelyn Lacard
Dognip Smit Evelyn “Eve” is the knight-captain
Dognip is a goblin slave that was of the Prieuré guard (5th level
captured in an attempted raid on fighter). She is harsh and demands
the Prieuré by a band of goblins excellence from her soldiers. Every
that lived in the old Gelmarsh morning, Eve leads a training
Caves. He can be convinced to session in the market square with a
provide directions for 1d4 gold full squad of 12 soldiers. Part of this
coins or a CHA check vs DC 15. is for regular maintenance of skills
Dognip spends his days laboring and part of this is a show of force.
hard in the field, often carrying She personally inspects her staff
water buckets from the river. He throughout the day, and she will
is sometimes abused by off-duty always be alerted to the approach
soldiers and anyone who deters of any suspicious visitors by the
such a confrontation can benefit guards on the palisade. She will
from his wisdom without paying fight to defend the Prieuré from
for it. any danger.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +2 +0 -1 -1 +0 +2 +1 +2 +0 +0 +1

17
Mohammed Abulrahman Hitmi (Order #38792557)
Gelbit Snogge Kindar Rostmartin
Gelbit is a tough farmhand that Kindar is a 6th level Dwarven
lives in the transient buildings conjurer who is visiting the
beneath the Prieuré. He is often Prieuré to research rare spells
engaged in friendly boxing at the library. He is patient and
matches with other farmhands wise, but not foolish enough to
in the morning hours. He is an suffer boring conversation forever.
excellent boxer and will accept He is essentially unavailable for
a challenge from anyone. If he is discussions during the day to
injured in such brawls, the party’s maximize his access to the library.
reputation will suffer. Kindar spends his evening hours
Gelbit can be hired as a retainer. smoking Feneris Weed while
His starting price is 50 sp per walking along the palisade wall
week, payable only in advance. and taking in the crisp night air. He
He has 16 gear slots, but he will is very talkative during this time
not fight except as a last resort to and knows much about the region
defend himself. He carries only an and its history.
heirloom shortsword and (if hired) Of course, he is also a master of
will borrow some leather armor summoning spells, and he will
from his father-in-law. He speaks share some of that knowledge with
in the Common and Kavar tongue inquiring minds. However, he has
and has 7 hit points. been prohibited from casting spells
within the palisade by the Abbot as
STR DEX CON INT WIS CHA a condition of entry, a vow he will
+3 +0 +1 -1 -1 +0 not break.
Kindar retires to a room in the
Golden Sund a few hours after
sunset. He often stops for a pint of
ale on his way to his room, but this
visit is typically short.

STR DEX CON INT WIS CHA


+1 +0 +1 +3 +0 -1

18
Mohammed Abulrahman Hitmi (Order #38792557)
Lady Tessani Lornus Cromwell
On the far side of the Satrebonne Lornus is a shady character that
from Chaurillon, there is a path always appears to be destitute.
that leads into a small woodland. He was arrested for vagrancy, but
A gypsy woman who calls herself miraculously carried the coin to pay
Lady Tessani lives in these woods in his bail. He is now careful to leave
a ramshackle house with her two the Prieuré before nightfall, lest he
sons. Her true name is unknown. suffer that fate again.
This does not bother the transient Lornus is a masterful gambler. He
population, as they make use of always plays for small amounts
her services regularly. and suckers people into playing
Lady Tessani has a single bloodshot just a little too much. Every other
eye, wild auburn hair, and dresses gambler in the area thinks they are
in brightly colored but dirty bits just one game of dice away from
of clothing. She tells fortunes beating him.
using a magical crystal ball and Lornus is also an excellent thief, a
cures those with minor afflictions blackmarket fence, and a secret
or wounds. She also specializes agent for the Shining Band.
in making and selling Potions They send a rider to meet him in
of the Heart for 50 gp to anyone a small grove on the far side of
desperate enough to take a chance the river every full moon to trade
and drink one. information and relieve him of his
Treat Lady Tessani as a 5th level excess goods.
cleric for purposes of fortune He carries about 100 sp, but he can
telling, disease assessment, and access up to 2,250 sp and 750 gp
for spellcasting to defend herself in a secret lockbox (DC 15 to pick or
if attacked. Her sons fight as 1st force open) that he has buried near
level thieves, wielding daggers and the meeting grove. This lockbox is
wearing leather armor. If any harm impossible to find without his help
comes to the Lady or she is abused and he will not knowingly reveal its
by the player characters in some location, even under pain of death.
way, the community may retaliate. He has shared the location with his
only daughter so that she will be
STR DEX CON INT WIS CHA supported if he is slain.
-1 -1 +0 +1 +3 +3
STR DEX CON INT WIS CHA
+0 +2 +0 +2 +1 +3
19
Mohammed Abulrahman Hitmi (Order #38792557)
Nimus Solatro Sandova Waelen
Nimus is the Prieuré’s blacksmith. Sandova is an 8th level priest of
He maintains a large smithy inside Dicenia and the highest level
the palisade and is served by three spellcaster among the Prieuré’s
apprentices. He conducts business membership. She is well-versed
every day except Holy Day. in magical lore and maintains a
Nimus can craft extremely high priceless gold inlaid spellbook of
quality versions of metal weapons at least 75 spells which she studies
(+1 to-hit and damage) for five every morning.
times the market price in about She can be convinced to cast
two weeks. Payment for such work spells on the behalf of those with
must be made in advance. He also a positive reputation for 50 gp per
has a generous stock of standard spell level. She will not cast a spell
weapons, shields (including for someone the Prieuré does not
Thorned Shields), and minor items know, with the sole exception of
like horseshoes for immediate sale. healing or purification for someone
If forced to defend himself, Nimus at death’s door.
fights as a 2nd level fighter.
Nimus’ cousin Reyna is a master STR DEX CON INT WIS CHA
armor smith. She can be contacted -1 +1 -1 +1 +3 +1
through him. Reyna can craft high-
quality metal armor (additional
+1 to armor class) for a specific
person at double the normal price.
However, she is a very slow worker
due to her advanced age and
the armor takes 1d4+3 months to
create. Payment must always be
made in advance.

STR DEX CON INT WIS CHA


+1 +1 +0 +0 +0 +1

20
Mohammed Abulrahman Hitmi (Order #38792557)
Timrus Dimezzla Tooke Morrid
Timrus is a 1st level wizard who Tooke is a 1st level halfling thief that
came to the Prieuré to conduct is looking for a change of lifestyle.
research. However, he was unaware He had been plying his trade in
of the 20 gp fee to access the Vitrenac, but he was caught by
library. He is now destitute and the guards and barely escaped. He
looking for an opportunity to leave is hiding out in the Golden Sund
this place with his head held high. and watching his silver slide away
He can be hired as a retainer. His with each passing day. The pall
starting price is 15 gp per week, of depression has fallen over him
payable only in advance. Timrus and he is quite a glum sort when
will fight alongside the party and encountered.
cast spells on their behalf. He Tooke can be hired as a retainer.
knows four spells (your choice or His starting price is 100 sp per
roll randomly) and has 3 hit points. week, payable only in advance.
He carries only a quarterstaff He can carry up to a moderate
and fine robes valued at 250 sp. encumbrance level. Tooke will
If not hired within a week of the not fight except as a last resort to
player character’s first visit to the defend himself.
Prieuré, Timrus will sell the robes He carries a dagger, sap, and a
and purchase common clothing sling. He wears padded armor
instead. After another week, he will but will discard it if he becomes
depart in shame forever. soaked. Tooke speaks in the
His dead body can be placed Common and Kavar tongues and
with Cult of Lavnos, if you want has 3 hit points.
to add some verisimilitude to the
campaign in that manner. STR DEX CON INT WIS CHA
+0 +3 -1 +1 +0 +0
STR DEX CON INT WIS CHA
+0 +1 -1 +2 +0 -1

21
Mohammed Abulrahman Hitmi (Order #38792557)
Toris Belnar Keep track of his supplies. Do not
allow the players to sell him an
Toris is a Dwarf that serves as infinite amount of treasure.
the Prieuré’s moneychanger. He
will convert a sum between two Anything the player characters
currencies for a 10% fee and he will trade him will be liquidated over
purchase gems and rare art. He time at a 20% margin. For example,
maintains a small property on the if they sell him a rare gem worth
edge of the market square in the 1,000 gp it will be removed from his
center of the Prieuré. inventory within a few weeks' time
and replaced with 1,200 gp in coin.
The lower floor of the building is his
shop, where he has a steel lockbox
(DC 18 to pick or force open) for STR DEX CON INT WIS CHA
most transactions with 500 cp, 500 +0 -1 +0 +1 +1 +1
sp, and 100 gp. He keeps the key to
this lockbox in his chest pocket.
Toris lives in his apartment over
the shop with his wife Regna and
two young daughters. There are
two more steel lockboxes hidden
beneath different loose floorboards
in this apartment. They contain his
complete reserve. One is for coins.
It holds 2,500 cp, 1,000 sp, 800 gp,
50 ep, and 10 pp.
The other lockbox is for gems and
rare art. It holds a mix of gems,
jewelry, and a handful of stone
figurines. You can determine the
mix of treasure.
The total value of this lockbox is
2,500 gp. Both of the lockboxes are
trapped with a debilitating poison
(1d6 strength per hour for 3 hours).
Toris is only interested in buying
gems, magic items, and unusual
currency from the players.

22
Mohammed Abulrahman Hitmi (Order #38792557)
Wakeen Sutara Wilfred de Plazando
Wakeen is an alchemist that keeps Wilfred is a 1st level knight of
a small shop within the Prieuré. Cisterrean Order of Plazando.
He lives in an apartment above He arrived in Chaurillon with the
the shop. Wakeen can identify intent to make his fortune clearing
almost any potion or alchemical the Cassécoteau. Unfortunately,
ingredient (90% chance). He keeps he heard too many stories of death
a wide variety of raw materials in and despair from the refugees
his shop, enough to create almost passing through the Prieuré and
any desired result. He also sells lost his nerve to travel alone into
Shockstones. the wilderness.
Wakeen will pay standard market Wilfred can be hired as a retainer.
value for rare ingredients and half His starting price is 20 gp per
for common ones. He keeps 200 sp week, payable only in advance. He
and 100 gp in a lockbox (DC 15 to will fight alongside the party. He
pick or force open) that he keeps in carries a longsword as his primary
the shop during the day but moves weapon, with a dagger at the hip
up to his apartment at night. for close encounters. Wilfred wears
chainmail armor and a helmet. He
has 8 hit points.
STR DEX CON INT WIS CHA
+0 +0 +0 +3 +0 +1 If not hired within two weeks of the
player character’s first visit to the
Prieuré, Wilfred will head into the
Cassécoteau on his own. Where he
ends up and what has become of
his fortunes is left to you to decide.

STR DEX CON INT WIS CHA


+2 +2 +1 +0 +0 +0

23
Mohammed Abulrahman Hitmi (Order #38792557)
Hooks
Hooks are game elements He was a respected scholar, and it
intended to draw the player was well known that Tiverius held a
characters into the machinations unique private collection of scrolls
of various NPCs and provide them detailing the early history of the
with clear goals to accomplish. Louvognian empire.
All of the locations and However, these scrolls were never
circumstances described here recovered after his death. Since
exist in the hinterlands, whether much of this history is now lost, the
or not you actively push the true value of these documents is
players forward. The hook is merely unfathomable.
guidance to help encourage player The commonly accepted story is
involvement. that they were stolen by thieves.
The default assumption is that the This story is integrated into the
players are going to ask around the teachings of the Abbot, used
Prieuré looking for information and to illustrate the folly of keeping
clues about potential fortunes to academic works in an unsecured
be made in the Cassécoteau. location without protection.
If they appear lost or unsure of Without evidence to the contrary,
how to proceed, you can use the most believed this explanation.
push event that follows each of However, Brother Calvus recently
the general descriptions. These are heard a tale from a Gnomish
optional ways to quickly introduce refugee named Grimand that
potential goals into the lives of was passing through the area
players while still allowing freedom that casts doubt upon that
of choice. assumption. Grimand told of an
abandoned Dwarven clanhome
in the Cassécoteau where he took
The Library of Tiverius shelter with some friends for a
Tiverius was a priest of the night. The clanhome is dug out of
Dicenian Order. He lived as a a hill overlooking the Satrebonne,
hermit in the Cassécoteau about making it easy to find with a few
seven centuries ago. landmarks.

24
Mohammed Abulrahman Hitmi (Order #38792557)
That night, they wandered through Push: As the characters enter
its halls and eventually discovered into the Prieuré, they see Brother
what he described as a wine cellar Calvus having an argument with
of scroll tubes. Each tube was Grimand. He agrees to Calvus’ price
sealed and lay inside the niches of just as the characters approach
a ringed structure similar to a wine and storms off in an angry huff.
rack for safe keeping. The group Calvus shouts out as Grimand
was attacked by violent monsters walks away, “it’s a damn good
shortly after discovering this library thing you didn’t find the whole
and Grimand escaped only with a collection, or you would have
single scroll tube. demanded a king’s ransom.” This
Grimand sold the tube to Brother juicy remark should perk up a few
Calvus and it contained a very old of your player’s ears.
scroll containing an intriguing
discussion of a Louvognian military
The Missing Fiance
campaign in the pre-Imperial
centuries, which lends great Roskillian Demetessio, a knight-
credence to his story. errant of the Shadecrown Templars,
was betrothed to the daughter
However, it is just a story and
of the Count of Isarius upon the
Calvus is unwilling to risk his life to
attainment of her 16th birthday.
investigate its veracity. He is willing
When he returned from military
to pay a princely sum for the
campaign, he discovered that his
contents of the library to anyone
bride-to-be had fled to the Prieuré
who recovers it; up to 2,000 gold
for sanctuary. Roskillian has come
coins for the complete collection.
to retrieve her but has thus far
He will also provide crude been unable to secure an audience
directions to the clanhome to with the Abbot. This has made
interested parties, based on him paranoid that something is
Grimand’s description. This is happening behind his back.
not entirely accurate, but it is
Maleena, the bethrothed maiden,
serviceable to a clever guide.
came to the Prieuré seeking
Heading upriver and locating the
shelter, but she was turned away
clanhome (The Eagle’s Eyrie) on
by the Abbot. He did not wish to
their own without getting lost
get embroiled in noble politics.
requires a WIS check vs DC 12.

25
Mohammed Abulrahman Hitmi (Order #38792557)
However, he has been stalling Push: Roskillian will approach
Roskillian to give Maleena more the characters and ask them
time to flee to the tower of the pointed questions about Maleena’s
wizard Azzandu along the eastern whereabouts. He will demand to
edge of Cassécoteau. Not even know if they have seen a young girl
Roskillian would be so bold as to with auburn hair. He is so eager to
force his way into the tower of a believe that he can easily be led
wizard. The Abbot is merely praying astray by a clever liar. He should
that she can reach him in time. provide enough information on the
The Abbot is aware of her path situation to intrigue the players.
and if approached in a way
that indicates a desire to assist
The Fatal Tonic
Maleena, he will provide a detailed
description of her intended A goblin charlatan by the name
course through the Cassécoteau. of Higwip has recently visited the
Following these excellent Prieuré. During his visit, he sold
directions only requires a WIS a specialty tonic that he called
check vs DC 9. Tanglebrew. The bottle consists of
a unique twisted design with two
Unbeknownst to all, Maleena was
separate vessels of liquid. When
captured by the Shining Band
poured, the liquids mix together to
brigands mid-journey. She has
create a bubbly drink.
been taken to their hideout in
the Rothshire Mines. They have According to Higwip, the bubbling
sent a rider to demand a ransom effect calms the mind and relaxes
of 2,500 silver. The rider will arrive the body. After a few cautious
three days after the characters first customers tried the brew and
visit to Chaurillon, something the supported his claims, he sold all of
players may even witness if they his stock to eager laborers seeking
delay their travel for a sufficient a relaxing end to their workday.
amount of time. The two liquids are harmless on
Upon hearing of these demands, their own account, it is only in the
Roskillian will murder the rider and mixing that they become activated.
immediately depart to find her. This makes it safe for transport.
However, the mixed version is a
powerful delayed poison. More
than enough time for Higwip to
make his escape. He fled to the
Corvini Encampment.

26
Mohammed Abulrahman Hitmi (Order #38792557)
After a two-day period, the victim’s It did not take long for the
lips and jaw turn a deep blue. This community to connect the dots.
is the consequence of damage They have cobbled together a 1,000
to their tongue and throat, along silver piece ransom for Higwip’s
with massive internal bleeding in corpse and will pay double for him
their stomach. Within a few hours, alive. He was last seen heading east
they will begin to throw up blood out onto the Metonne Steppe.
and perish in minutes from blood Push: While crossing the fields on
loss. Since this is an injury, it can be approach to the Prieuré, the player
cured with basic healing magic if characters find a dead woman
the victim is able to determine the lying face down in a wagon rut. Her
cause of their ailment and seek out face is blue, and her shirt is soaked
the remedy in time. through with blood. This should
Several of the transient community get them to ask a few questions.
surrounding the Prieuré have
died in this manner in the days
preceding the arrival of the player
characters.

27
Mohammed Abulrahman Hitmi (Order #38792557)
The Keirr Witch Augustina has been in consultation
with the spirits and learned that
Several of the transient children the children are being slain by a
living in the shadow of Chaurillon Wererat named Deirtus that lives
have gone missing in recent weeks. in a small cave in the foothills of
At first, it was believed that a pair of Montonnerre. In the event that
friends had simply run away. the players do not seek a peaceful
The disappearance of a third child solution, you are free to craft a
with no connection to the original powerful adversary in her.
pair and then a fourth without She has a personal fortune worth
connection to any of the previous 5d10 x 100 gold pieces in her Keirr
three has left parents terrified (you can customize her magical
and extremely protective of their powers and treasure as desired).
little ones. Rumors have begun to
circulate that an old woman living Push: The mother of the latest
several miles to the northeast of child to disappear seeks out the
the Prieuré is responsible. They are player characters and begs for their
calling her the Keirr Witch for her assistance in finding her lost child.
decision to live in an old Gnomish She offers the paltry sum of 100
barrow called a Keirr. silver coins, but it is her entire life
savings.
The woman is a powerful
spellcaster (treat as a 5th level
wizard), but she is not responsible
for the disappearance of the
children. Her true name is
Augustina Fontaun and she simply
has a reclusive personality.
Her aloof nature is proving to be
quite inconvenient. In the hopes of
avoiding a confrontation with an
angry mob, Augustina has partially
come out of her reclusion to
investigate these disappearances.

28
Mohammed Abulrahman Hitmi (Order #38792557)
Unfortunately, this was after losing
his left leg in the drake’s jaws and
being severely burned over much
of his body. He barely managed to
crawl to safety and is recovering
from his wounds in the Prieuré’s
infirmary.
In his pain, he is barely conscious
The Cult of Lavnos but the monks attending him have
There has been a lot of religious learned enough to be worried
turmoil in the past several hundred about the situation.
years. Quite a few cults have The Abbot will pay 500 gold for any
sprung up to take advantage of information on the cult: its location,
the chaos and uncertainty. One its numbers, any political allies,
of these cults has formed around and so on. The size of the reward
the worship of a clever fire drake should match the quality of the
named Lavnos. information.
He lives in a cave near the rocky They will pay double the standard
outcropping known as the Arêton price for any of the cult’s
and he is known to sunbathe on equipment, robes, daggers, and
top of the rock during sunny days. other accoutrements. They will
In exchange for providing a bare also reward anyone who defeats
minimum of protection to his the drake with the honorary title
followers, Lavnos receives a steady of defender of the faith and a
diet of sacrificial victims captured monthly stipend of 200 silver coins.
by his Cultists. He has enjoyed Push: Once the party has proven
this long enough to become their combat value in some way,
complacent and has started to a monk will seek them out on
make a few mistakes that have behalf of the Abbot. The party will
alerted the Prieuré to his presence. be asked to bring any information
The cult recently ambushed a party about the drake or the cult to their
of adventurers along the banks attention.
of the Satrebonne. The party was Note: This hook should be reserved
completely outmatched, but a lone for characters of at least 3rd level.
wizard in their ranks managed to A drake is not an easy opponent
cast a spell to teleport to safety to overcome, especially one with a
across the river. retinue of followers.

29
Mohammed Abulrahman Hitmi (Order #38792557)
Unique Items
Curative Potion Feneris Weed
This is created by the monks This is a thick grass that grows
of the Prieuré, but only sold to only under damp conditions with
adventurers of proven loyalty. shaded light. It can be dried out
It restores 1d4 hit points to the and smoked in a pipe. It is the
drinker. The Prieuré has maximum favored drug of Kindar Rostmartin
of 1d6+2 potions in stock and will and he can give details on the
sell them for 100 gold pieces each. weed’s effects to anyone who asks.
Sold potions will be replaced at a It is sold by several vendors in
rate of one per week. town for 5 gold pieces per pouch,
enough for five smoking sessions.
Pipes can be bought for about 10
Pendant of Dicenia
gold each, though the price varies
This is a pendant worn by priests by craftsmanship.
of Dicenia. They are crafted by
A few minutes after smoking it,
hand by the monks of the Prieuré
the weed brings a deep feeling
and sold for 500 gold pieces each.
of relaxation and mental focus to
The quality of the item as a piece
the user. Apply the following stat
of jewelry justifies the high price.
modifiers for 2d4 hours: +2 INT, +2
There is a bonus effect as well.
WIS, -4 DEX, -2 STR.
Anyone wearing this into battle
There is a 5% chance of becoming
against undead will gain a +1
addicted to this drug. If a character
bonus to armor class. This property
becomes addicted and tries to
is known to the monks, but
break the habit, they will suffer
not discussed to prevent them
from painful headaches and an
from ending up in the hands of
increased appetite.
opportunists. If the players discover
this effect and return to purchase
several of them, the Abbot will
demand an audience before the
sale can be made. If the Abbot
disagrees with the party’s moral
direction, he will refuse the sale.

30
Mohammed Abulrahman Hitmi (Order #38792557)
Potion of False Cure
This potion is sold by unscrupulous
folk that look for someone who
is obviously injured. One of them
will approach their target and take
notice of the wound.
They will suggest the target visit
an alchemist they know who can
cure them for a reduced rate.
The alchemist is an accomplice
who sells the potion for 500 silver
pieces, well below the cost of a
true cure. A WIS check vs DC 12 will
arouse skepticism about it.
Shockstone
This is an alchemically-treated
Potion of the Heart stone that can be thrown by
Consuming this potion is very risky. hand (up to 3x STR in feet) or shot
The drinker gains +5 to charisma by a sling as if a bullet. When it
and is flooded with emotions and strikes a target, it releases a strong
reckless vigor for 2d6 hours. electrical shock. It deals 1 hit point
of damage and causes paralysis for
On the first success with a CHA 1d6 rounds (allow a CON check vs
check made in conversation, DC 12 to resist this effect).
the opposition is permanently
charmed (allow a WIS check vs This shock can jump between
DC 12 to resist). If you drink this individuals that are within five
potion several times, there is a 10% feet of one another when it hits.
chance each time that all active The secondary targets do not take
charms will be broken and all of damage but may suffer paralysis if
the formerly charmed targets now they fail their CON check.
absolutely hate the subject. Do not Shockstones are sold by Wakeen
tell the players about this caveat. Sutara for 25 gold pieces each.
They are his unique creation and
carried by no other merchant in
the realm.

31
Mohammed Abulrahman Hitmi (Order #38792557)
Tanglebrew If used to attack, the shield grants
no AC bonus for the round but
The bottle consists of a unique adds an extra +1 damage to
twisted design with two separate whatever is dealt by your weapon.
vessels of liquid. When poured, If used alone to shield bash an
the liquids mix together to create opponent (e.g. not in conjunction
a bubbly drink. The mixed version with a weapon in the other hand) it
is a powerful poison that takes deals 1d4+1 damage. These shields
considerable time to kick in (4d6 + are sold by Nimus Solatro for 40
18 hours). gold pieces.
It works by dissolving the flesh
in your throat, dealing 5d6
constitution damage at a rate of 3 Timurac Poison
per hour until the total has been This is a poison made from the
dealt. It also causes a deep bluing crushed flowers of the Timurac
of the mouth and jaw, throat pain, plant. It is activated by oils in
stomach cramps, and bouts of the skin (CON check vs DC 12 on
vomiting. contact) and is commonly used
Since this is an injury of as a weapon against thieves.
sorts, it can be stopped After being touched, the poison
with basic healing quickly turns the skin of the
magic if the victim is contact area dark red. Wherever
able to determine the the discoloration occurs, shooting
cause of their ailment nerve pain becomes frequent and
and seek out the severely restricts movement. This
remedy in time. is very similar to a harsh sun burn.
It destroys nerve endings all over
the body and causes 1d6 wisdom
Thorned Shield damage at a rate of 1 per day until
This is a special light shield with a the total is dealt.
powerful spike jutting out of the Since it is almost always non-
center that can be used to impale fatal, it won’t put you in jail if
your enemies. Each round, the user found among your belongings
must decide whether they want to by the Abbot’s soldiers. However,
use the spike to attack or use the you would be wise to keep your
shield to defend. possession as secret. Timurac
poison is sold by a variety of
black-market sources in the area,
including Lornus Cromwell.
32
Mohammed Abulrahman Hitmi (Order #38792557)
The Dicenian Faith
As mentioned previously, the Following her death, a historian
Prieuré de Chaurillon is believed named Nebis Juliano wrote
to be the only remaining down the story of Dicenia.
spiritual center of the This text became known
Dicenian religion. The as the Book of Nebis and
Prieuré members take was copied many times
their role very seriously by a scribe in the
as the last candle of their Louvognian court. It
faith. It is important for you eventually became
to be familiar with the basic favourd by one of
tenets and history of this the emperor’s
religion in order to roleplay daughters who
the monks. established a
secretive cult
Dicenia called the Order of
Dicenia to honor her.
Dicenia was born
approximately eight The cult brought
hundred years ago. Dicenia’s story to a
She lived in relative obscurity, large number of
known for delivering firebrand people, many of whom had an axe
speeches about the need to repent to grind against the corruption in
for evil deeds and seek absolution the government. The cult gained
from an all-powerful God. confidence. They began to throw
corrupt officials down wells,
She claims to have received her
an act of judgement by ordeal.
revelations from an angel named
Those who survived for three days
Codronai. Her acerbic commentary
were deemed morally pure and
on the figures of contemporary
recovered. Those who perished
culture created many enemies
were presumed guilty of their
and she was eventually thrown
crimes.
down a well by an angry mob.
After struggling to escape for three
days, her body gave out and she
drowned.

33
Mohammed Abulrahman Hitmi (Order #38792557)
Maturation Monasticism
Vigilante justice against corrupt In the centuries since Fenosa,
officials became so frequent that it the Dicenian faith recruited an
could no longer be ignored, even elite class of literate monks to
if under the partial sanction of the duplicate its many written works.
emperor’s daughter. Rather than They created an enormous volume
outlaw the cult, the emperor’s of religious and civil writings.
advisors began to appoint Unfortunately, many of those
prominent Dicenians to offices in texts were destroyed. The Prieuré
hopes that they would be revealed de Chaurillon has struggled
to be corrupt and be murdered by to maintain and grow its own
their own followers. collection of assorted tomes and is
As luck would have it, the almost always in the market for a
philosopher Fenosa released a new acquisition.
tract on morality shortly after Dicenian monks are easily
the emperor began to pursue recognized by their shaved heads
this strategy. The Book of Fenosa and beards, unusual relative to
provided moral guidance to those the barbarian standards that have
who wished to live in the grace of come to dominate the surrounding
God, as Dicenia did. It provided a culture. They live a simple live of
substantive moral code, standards work and prayer. Many monks
of behavior, guidance for etiquette, specialize in some form of
and methods for peaceful conflict handicraft and sell the output to
resolution. raise capital for the monastery.
The book was widely distributed in They do not keep personal wealth
bits and pieces on short scrolls and or property beyond the bare
read in open fora to the illiterate. necessities of life.

Fenosa’s wisdom came in the There is no religious restriction on


form of witty maxims, directives, martial training, but few monks
poetry, and clever anecdotes. choose to pursue such a path. The
It was beloved for its elegance average monk is about as adept
and clarity. After its adoption by with a weapon as the average
the recently appointed Dicenian farmer. Each monastery typically
officials, Fenosa’s guidance quickly keeps a knight on retainer to
became the expectation of political command their defensive forces
behavior throughout the empire. so that they can focus on their
Prosperity inevitably followed. work. In the case of Chaurillon, this
knight is Evelyn Lacard.
34
Mohammed Abulrahman Hitmi (Order #38792557)
Daily Practice of Faith Clerical Magic
The monks begin each day with The Dicenians believe that they
a cleansing of the face. This is have special knowledge of the one
conducted as a group around the true God. The handful of monks
central well. Water is drawn and at the Prieuré that have the cleric
each monk ritually cleans their face class draw upon this God for their
before his fellows, beginning with magic and guidance.
the Abbot and then by descending Anyone outside of these faithful
age. This is a functional roll- adherents that calls upon clerical
call, although it would never be magic is assumed to be drawing
described in that manner. magic from fallen angels that
The cleansing is followed by a once served the true God. If this
prayer meeting in the central hall, is observed by any of the monks,
led by the Abbot. The public is they will attempt to publicly lynch
allowed to attend these sessions, the offender. Arcane spellcasters
but most cannot due to the are treated as suspicious and
requirement of being in the field untrustworthy, but not actually evil.
to work. Anyone who regularly
attends will solidify their reputation
with the monks. Once the prayer
meeting is broken, the monks have
a hearty breakfast and begin their
daily labors. They are called back to
the central hall with a dinner bell.
After dinner, they retire to their
own quarters for the evening.

35
Mohammed Abulrahman Hitmi (Order #38792557)
Managing the Campaign
Random Encounters When players consider overland
movement, they need to
You should allow exploration of the understand that there is a cost
Satrebonne Valley in the method involved.
that fits with your play style. Some
Game Masters may want to use a This cost is not just paid in time,
hex map to facilitate this process. but in risk. Moving through a
Others may simply proceed with wilderness area is dangerous and
cardinal directions and tell the should not be taken lightly.
players when they find something. If you get a 1 and an encounter
Whatever your method of occurs, you can use the chart on
exploration, you should make the next page to determine its
occasional rolls to see if the party nature. Roll 1d20 to get your result.
happens to run into a random Remember to also a reaction roll
encounter while exploring. to determine how the creatures
encountered feel about the party.
These rolls are made using a
six-sided die (d6) and a result You can choose to use one of the
of 1 means that the party has 20 encounters in the Wilderness
encountered something. Encounters chapter in lieu of
rolling on this table. All the setup
The frequency of these rolls is work has been done for you.
based on your judgment; however
the suggested frequency is to roll
once per day. It is very important to
make these rolls.

36
Mohammed Abulrahman Hitmi (Order #38792557)
Random Encounters
1d20 Result
1 2d8 Wolves desperate for food (always hostile)
2 2d6 Wolves hunting for food, prefer isolated individuals if possible
3 2d4 Wolves relaxing after a hunt, not inclined to initiate combat
4 2d4 Goblins hunting for big game, will attack vulnerable parties
5 3d6 unarmed Goblins fleeing from danger, inclined to retreat if spotted
6 1d6 Orcs scouting for their clan, inclined to parlay or retreat if threatened
7 2d6 cautious Kobolds looking for a cave to use as a new home
8 1d4 Troglodytes in a raiding party, looking for supplies to capture
9 2d4 Hobgoblins encamped in tents, half of them will be on sentry duty
10 2d4 Bandits counting their latest score, inclined to parlay
11 A Giant Skunk that will vigorously defend its territory (always hostile)
12 2d4 Elves passing through the region, will hide if possible
13 2d4 prospecting Dwarves looking for a lucky mining strike
14 1d2 Centaurs patrolling for evil creatures, will trade information
15 2d4 barbarian Warriors scouting the area, eager to prove themselves
16 2d6 crazed Cultists preparing an Elf for live sacrifice
17 2d4 Kavar Light Cavalry scouts on patrol, will keep their distance
18 2d10 Zombies walking aimlessly looking for victims (always hostile)
19 1d2 Ogres interrogating a captured Goblin, looking for more captives
20 A Troll cooking a halfling on a skewer over a fire, laughing to himself

Access to Magic If an hour is spent asking around


for a specific magical scroll, the
Some of the vendors around Game Master can roll to determine
the Prieuré have magic scrolls its availability. 1st level spells have
for sale. They are not placed an 80% chance of being found
in the open and sold only on and can be purchased for 100 gold
inquiry. The monks look down pieces. 2nd level spells have a 30%
on this, so precautions must be chance of being found and can
taken. Additionally, forcing those be purchased for 500 gold pieces.
with an interest in magic to be Higher level spells are simply not
straightforward is good for security. available here. If you allow it, they
Secret spellcasters can be quite may be able available in Vitrenac.
troublesome.
37
Mohammed Abulrahman Hitmi (Order #38792557)
Weather For example, let’s assume that
you rolled a 6 sky and 10 wind in
Roll for both Sky and Wind the morning. This is a bright day
every morning to determine the with short gusts of wind. In the
weather for the day. Roll again afternoon, you roll a 8. This causes
in the Afternoon and adjust the your bright morning to give way
morning’s results accordingly. to a cloudy afternoon with a light
Sky determines the general breeze.
precipitation and cloud cover.
Wind determines how quickly the We recommend that you begin the
air is moving around. campaign during early fall. Roll 2d6
during the fall and winter. Reduce
There is a little conceptual overlap this to 2d4 during the spring
here. For example, fog is listed as a and summer. Throw in your own
wind condition. This is because fog modifiers on occasion to add flavor
is only really possible when there is and variety.
essentially no wind. Otherwise, the
fog would blow away.

Weather
1d12 Sky Wind Afternoon
2 Downpour Powerful +3 Sky, -2 Wind
3 Showers Steady +3 Sky, +2 Wind
4 Drizzle Long Gusts +2 Sky, -1 Wind
5 Overcast Breezy +2 Sky, +1 Wind
6 Bright Thick Fog +1 Sky, -1 Wind
7 Cloudy Still No Change
8 Clear Light Fog +1 Wind, -1 Sky
9 Grim Breezy +2 Wind, +1 Sky
10 Flurries Short Gusts +2 Wind, -1 Sky
11 Snow Swirling +3 Wind, +2 Sky
12 Whiteout Whipping +3 Wind, -2 Sky

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Mohammed Abulrahman Hitmi (Order #38792557)
Wilderness Encounters
Encounters are used as a part of The ogre recently killed a curious
overland movement, as described adventurer and consumed most
previously. You can also choose to of the body, leaving a few bits at
throw one of them into the game the bottom of his cave. Among the
whenever you want. refuse is a Dagger of Thorns. At first
For example, the party might glance, it appears to be more of a
declare their intent to take the river wooden spike than a dagger. The
down to Vitrenac and then ride ogre didn't recognize it as valuable.
horses back to the Prieuré. Along Dagger of Thorns: Treat as a +1
the way, you might bring out one magical weapon. When a hit is
of these encounters to make things scored with this weapon against
interesting. Alternatively, you may a humanoid-sized target, magical
drop hints about an encounter’s tendrils spring forth from the blade
contents into the rumor list if the and wrap around the target’s
players have learned most of the body. These tendrils have sharp
original set. Roll 1d20 to pick a thorns that deal an additional 1 hp
random encounter. damage per round for five rounds
as the tendrils tighten around the
body. While ensnared, the target is
1. Aquatic Ogre immobilized.
The party discovers a small algae-
covered lake at the merger of two
small streams. An Aquatic Ogre
lives in an underwater cave within
the lake. It prefers to feed on large
fish, so it has not been reported as
a danger by anyone traveling the
river or along the banks.
The ogre attacks Elves on sight but
will otherwise be cautious so long
as the intruders do not approach
its cave.

39
Mohammed Abulrahman Hitmi (Order #38792557)
3. Gnolls for Dinner
The party discovers a band of 2d6
Gnolls eating from the corpse of
horse. They are covered in blood,
particularly on their cheeks and
jaws. With the distraction of
food, they make surprise rolls
at a -3 penalty. If the gnolls are
approached peacefully, they can
provide excellent information on
2. Baru the Witch any nearby settlements. This is a
The party has discovered the result of extensive scouting efforts.
mud-brick home of an old witch
named Baru. She lives simply and
typically only burns a small fire for 4. Grimlock Raiders
a stew or other brew. Her existence
is unknown to the people of the The party discovers a band of 2d4
valley. She can brew simple potions Grimlocks that are headed out
and extract poisons, which she on a night raid. If they spot the
uses to defend herself whenever party, the grimlocks will attack
possible. She will have a few immediately with no attempt at
random potions available for sale parley. Their preferred strategy is
when the players arrive. to harass the most dangerous foes
while several of their number make
If they give her any trouble, her a concerted effort to snatch one of
first reaction will be to curse them. the weaker victims and carry them
At any given time, she can curse back to their lair for consumption.
up to three people. While cursed
the target is highly vulnerable to Grimlocks are completely blind,
mundane diseases, which is what instead using a heightened
typically kills them. She can choose sense of smell and hearing to see
to voluntarily remove the curse if perfectly in the dark. They are
placated. Baru is a formidable foe consequently immune to any form
and casts spells as if a 5th level of magical darkness, fog, dust,
wizard, in addition to her curses. and other visual challenges. This
makes them almost impossible to
surprise. They are carnivorous and
STR DEX CON INT WIS CHA
rely upon live captives, particularly
-2 -1 -1 +3 +2 +0 humanoids and livestock.
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Mohammed Abulrahman Hitmi (Order #38792557)
5. Hobgoblin Bandits 6. Hungry Griffons
The party discovers four small hills The party is spotted by a flight
with a creek that flows alongside of 1d4 Griffons. The goal of the
them. It used to be the site of an griffons is to snatch as many of the
ancient village. The nature of the party’s mounts as possible. If they
inhabitants is difficult to say. All can manage it, the griffons will
that remains of their presence are avoid fighting the party members.
a few stone ruins and gravestones They are hunting for food.
on the southern slope of one of the You should give the players a
hills, overlooking the creek. chance to hear or see them before
A band of 2d6 Hobgoblins from the combat begins. In the first
the north are camped in one of the round of combat, the griffons will
ruins. They burn a fire at night, but conduct diving attacks. If every
otherwise they are actually quite pack animal is mounted, these
difficult to spot. Between the four attacks will be on the members of
of them, they have 2d6 x 10 gold the party mounted on the largest
pieces of loose coins and a few animals, with the goal of knocking
small gemstones valued at 50 gp. them out of the saddle.
In the second round, the griffons
will flutter around at ground level
trying to grab a large animal. In the
third round, they will fly back into
the sky with anything they have
caught.
Griffons prefer to lift grasped
opponents into the air and then
drop them to their deaths on the
ground below. They typically do not
land and fight with their beaks in
melee unless injured or finishing
off a fallen foe.

41
Mohammed Abulrahman Hitmi (Order #38792557)
7. Old Mine They are commanded by a battle-
hardened captain named Orek.
The party discovers a few He is nearly seven feet tall and
small hills. Concealed on the has several scars on his face from
windward side of one of the hills previous wounds. Orek uses a
is an entryway framed with heavy Battleaxe +1 and wears burnt black
timber. It has been here for so long banded mail. Negotiating anything
and decayed so much that anyone with him is so intimidating that the
observing it will immediately player suffers a -3 penalty.
realize the passage is quite unsafe.
It is an old tin mine, constructed However, he is willing to offer the
long ago by builders unknown. players a portion of the loot if they
There is a 25% chance that the assist him in his raids. If players
mine entrance will collapse while are tempted into banditry in this
someone is inside. manner, be sure to create realistic
consequences to their lawlessness.
Lockbox: Partially hidden in the
dirt along the side of an interior
passage is a small lockbox 9. Moonlight Discovery
containing a sapphire necklace The party discovers a man lying
worth 150 gold. on the ground in tattered clothes
covered in blood. His name is
8. Orcs on the March Aerin Dar and he is a resident of
Auxenon. However, he is also a
The party discovers an Wererat. The moon was full the
encampment of 7d6 Orc soldiers previous night and he had been
in battle regalia. They are flying engaging in a wild rampage. This
a brilliant orange banner with a explains his bloody state.
skull in the center. This is the flag
of the Axereaver Clan. The orcs You are free to roleplay Aerin’s
have constructed a rudimentary whichever way you desire. He
palisade of outward-pointing obviously has an interest in
sharpened sticks around their keeping his nature secret, as there
tents. At least five orcs are on is a possibility the players may
guard at all times, making this choose to blackmail him rather
group almost impossible to take than eliminate the danger he
by surprise. The orcs intend to raid poses. If kept alive, every month
the outlying farms of the nearest on the full moon he will revert to
settlement in the valley. werewolf form. While in this form,
he can only be damaged by silver
or magical weapons.
42
Mohammed Abulrahman Hitmi (Order #38792557)
10. Sunken Shrine 11. Cairn Stones
The party discovers an old stone The party discovers a large clearing
structure that has sunken into a with huge cairn stones placed in a
patch of saturated ground over circle. In the center of the circle is
the course of several centuries. It the largest stone, bearing a huge
is now flooded with groundwater, dragon carved in relief. The entire
ranging from ankle depth in place feels powerfully magical.
some places down to waist deep When leaving the area, ignore the
in others. There is a water-logged party’s requested direction and
chest in the rear of the structure. instead choose one at random.
It was once locked, but that is Do not indicate anything is out
irrelevant now as a simple kick will of place for a little while. Try to let
break the wood. them figure it out on their own.
There is also a Giant Boa
Constrictor living here. It will try to
grab the weakest party member,
12. The Centaur's Flock
drag them underwater, and drown The party discovers a herd of about
them. It assumes everyone else 25 horses that roam the area. A
will flee like its standard prey. If female centaur named Laena
attacked by the others, it will let travels with the herd, caring for
go and attempt to hide again. a foal of her own. She plans to
Undeterred, it will stalk the party leave in a few years, but for now
up to about a mile from the shrine her only goal is to keep the plains
and try to isolate one of them to clear of dangers to her young.
consume in silence. She has a fine longspear that she
uses for defense but is completely
Chest Contents: some water-
unarmored as typical for her
damaged papers, a few rotten
species.
book bindings, a potion of Fly, a
wand of Fireballs (5 charges left) The horses are wild and any
and a steel holy symbol (pick a character attempting to tame
lawful deity). them should receive a long and
difficult education in animal
husbandry. Laena will also oppose
this and view it as a form of slavery.
If the characters insist, she will
encourage the herd to stampede
the party and then attempt to
spear any survivors.
43
Mohammed Abulrahman Hitmi (Order #38792557)
13. Dryad Grove 14. Elemental Tower
The party discovers a grove of oak The party discovers a lonely stone
trees that are home to cluster of tower in the wilderness. There is an
2d4 Dryads. They delight in playing expansive swath of ruined terrain
travelers against one another, that surrounds it. Large hardwood
appealing to base emotions in an trees have uprooted and thrown on
attempt to stir up trouble. If they the ground. The pattern is circular
are frustrated in their desires, they and centered on the tower, as if
fall back upon their charm magic. some massive blast blew the trees
In the center of the grove is a down as the shockwave rippled
large statue of a butterfly taking outward. The tower itself has
flight, carved from black volcanic been dealt an enormous amount
glass and imbued with magic. The of damage and there are huge
dryads are innately connected to gaping holes in the stonework.
the statue and will perish if it is As the characters approach
moved or destroyed. If a piece of the ruin, the ground underfoot
the glass is cut from the statue, becomes more brittle and begins
it deals damage to the dryads in to crackle as it is stepped upon.
proportion to the size of piece Ashes, burn marks, and other signs
removed. They don’t know the of heat and fire can be found all
exact details of the connection, but around. There are occasional signs
they will become very agitated if of new life, such as small sprigs of
anyone moves close to the statue. grass or weeds peeking up through
Dryads can charm with a touch. the rocks that have been strewn
They can also meld with any oak everywhere. But these things are
tree and emerge from another overwhelmed by the destruction
oak tree within 100 miles as if by that is evident in almost all things.
Dimension Door. Each carries a The tower itself is filled with
wooden knife but will only fight in dusty ash and barren of furniture
melee as a last resort. or crafts. Feel free to request a
constitution roll from characters
entering the tower to resist
coughing and sneezing reactions.
The stairs have collapsed and
anyone who wants to reach the
highest room will have to climb.

44
Mohammed Abulrahman Hitmi (Order #38792557)
The upper quarters is also covered 15. The Huntress
in ash and dust. A search will
uncover the glimmer of gold The party discovers a small cabin.
on the floor in one corner. The It is the home of a huntress by
glimmer comes from a Ring of the name of Eleri. She subsists on
Fire Elementals that lies in a crack big game like deer and wild boar,
between the floor and the wall. mixed with a supply of fruit and
Aside from this, the tower is empty. nuts gathered from the area. There
Its fateful tale left purely to the is a 50% chance she is not home
players’ imaginations. when her cabin is discovered, but
she will ruthlessly pursue anyone
Ring of Fire Elementals: This ring who steals from her. She roams the
can summon a fire elemental once valley and you can have her show
per day. The level of the elemental up in other encounters if you like.
will match that of the user, up to a
maximum of 5. It will follow their Eleri is a masterful fletcher and
commands to the best of its ability. crafts non-magical arrows with a
+2 bonus. She will sell a handful of
After 20 rounds, the elemental these at a time for 5 gp each, but
will return to the Plane of Fire. crafts at a slow pace and does not
However, there is a 5% chance build up a large excess quantity.
that the return trip will fizzle
and the elemental will become
STR DEX CON INT WIS CHA
uncontrollable. Such an elemental
may turn on the user. +1 +3 +1 +0 +1 -1

16. The Old Church


The party discovers an old
church that has become severely
overgrown. It was abandoned long
ago. There are three bandits living
here now. They make occasional
forays into nearby settlements to
snatch purses and steal food in the
market. They used to be trappers,
but they drove the easy prey to
extinction. They have taken to a life
of crime to survive and times are
tough. They are living on the edge.

45
Mohammed Abulrahman Hitmi (Order #38792557)
Marcos and Rendell are standard 18. Stalking Panther
commoners wearing only rags
and armed with daggers. Their The party discovers a small wetland
leader is a red-haired woman with tall grasses that is home to
named Tia. She wields a rapier and a variety of nesting birds. There is
wears studded leather armor. She a Panther that haunts the area,
fights as a 1st level fighter and can preying on the larger varieties of
become a hireling if the party can wading birds and any fish it can
provide for her two companions in catch. If the party does not linger,
some way. the panther will stalk them for a
short time before returning to the
bird hunt. If camp is laid for the
STR DEX CON INT WIS CHA
night, the panther will try to snatch
+1 +1 +0 -1 +0 +1 the smallest party member and
drag them off to be eaten.
17. Pitcher Traps
The party discovers a dense stand 19. The Wreckage
of oak trees. In the shade provided, The party discovers a large
a unique variety of carnivorous merchant wagon that lies on its
plant has evolved to be capable side. One of the axles has snapped
of eating very large prey. They are in twain. There were several
pitcher plants that grow down into survivors, as evidenced by a few
the ground and churn away the campfire rings nearby. A WIS check
soil to create a kind of pit trap. vs DC 12 can discern that they likely
The lid of the pitcher has a blue hiked towards the river.
sheen and is easily mistaken for Wagon: There is a secret
water. Large game slide into what compartment within the
they thought was a watering hole, wagon. It takes at least two
then they are slowly digested alive. turns of searching to find it. The
Adventurers also make excellent compartment holds a fine emerald
prey. Give one player a DEX check worth at least 250 gp, two daggers
vs DC 12 to avoid sliding in. Then of excellent quality (+1 to-hit), and
force anyone trying to rescue them assorted coins worth 56 gp.
to also make rolls to avoid sliding
in themselves. It takes about a day
before the victim’s skin begins to
burn off.

46
Mohammed Abulrahman Hitmi (Order #38792557)
If the players head towards the 20. Troll Cave
river from this location, they will
find a group of 12 skeletons lying The party discovers a large hill. A
in the grass. Spells that speak to Troll resides in a cave on the north
the dead reveal that there was a slope of this hill. The cave interior
disagreement between the owners is littered with bones, mostly from
of the wagon about someone large prey like deer or bear. There
eating more than their fair share of is a pair of Gauntlets of Dissonance
the remaining supplies. in the refuse, unknown to the troll.

A thirteenth man survived the Gauntlets of Dissonance (cursed):


brawl, but died of his injuries Every week that the gauntlets
before he could reach the river. are worn, the wearer feels that
His longsword is the only valuable their appearance improves by the
object left. It escaped corrosion by equivalent of 1 point of Charisma,
lying high on the rock where he when it in fact drops by that
paused to take his final rest. His amount instead. The results are
skeleton sits a few hundred yards cumulative, up to +5 / -5.
away, looking back towards his
comrades as if regretful.

47
Mohammed Abulrahman Hitmi (Order #38792557)
Locations of Interest
This section details fixed locations The Beechwood
that should be the same in every
campaign. For example, the The Beechwood is a lightly forested
Griffon encounter might show up region fed by several small streams
anywhere, but Deirtus the Wererat exiting a network of small hills.
is always found near the ruins of The streams flow out of the wood
Montonnerre. These places form a and down to the Satrebonne river,
baseline of world continuity. thus creating some of the most
fertile and well-irrigated land in
the known world. The produce of
Arêton these fields once fed the great city
The Arêton is a rocky spur that of Montonnerre. The wood itself is
shoots up out of the ground at home to a wide variety of pheasant
the edge of the Beechwood. It is species, white-tailed deer, and a
about 300 feet tall and provides large cousin of the groundhog
an incredible view of the southern called the whilboar. Whilboars
Cariton Plain. are not dangerous, but do appear
slightly porcine and chatter
Several watchtowers have been
incessantly when they perceive a
constructed on top of the Arêton.
threat is nearby.
At one point, rumors tell of a
fortress that was dug out of the Numerous small homesteads used
rock by Imperial troops. Several to fill the woods. The small trees
dark caves at the base of the spur provided just enough timber for
seem to confirm such theories. the limited needs of individual
Once such cave is the home of the farms. With the imperial collapse,
Cult of Lavnos. those farms have been abandoned.
The fruits of the unprotected
There are 24 Cultists here at all
wood have now attracted a
times, along with Lavnos himself.
variety of monsters and unsavory
If the players leave and return, the
humanoids.
cultists should be partially replaced
(assuming Lavnos is still alive).

48
Mohammed Abulrahman Hitmi (Order #38792557)
The Cariton Plain Several adventuring sites are
located within the bounds of the
The Cariton is a flat windswept Cassécoteau. The Eagle’s Eyrie
plain of short brown grasses. It was dungeon is built into a cliff face
the home to a few large estates overlooking the headwaters of the
during the Imperial days, but they Satrebonne. Azzandu’s Tower is
have all been abandoned now. The located near the eastern edge. The
land is now mostly home to a few Rothshire Mines are located along
caribou and bison herds, along the northern edge. As always,
with the occasional hunting party you are free to manage overland
in pursuit of their meat and hides. movement with the region. You
can make the discovery of these
Cassécoteau locations easy or difficult. We
recommend that they be very hard
The Cassécoteau (broken soil in
to find for someone with no idea
ancient Louvognian, pronounced
what they are looking for, but only
Cassy-cou-toe) has always been
a moderate challenge to someone
a relatively wild and untamed
with clues and notes to follow.
land. At the time of the imperial
collapse, there were only a handful
of settlements located there. Most Corvini Encampment
of them were semi-autonomous The Corvini are an 8,000 strong
Dwarven allies of the Empire. The barbarian group that live on
mountains simply didn’t produce the Metonne Steppe. They
enough quality metals to be a have an equestrian culture,
viable investment. their own language (which no
With the imperial collapse, player character should start out
the Cassécoteau has become knowing), and a penchant for
a hot-bed for monsters and violence. Corvini horse-archers
dangerous humanoids. It poses were prized auxiliaries in the days
an even greater danger than it of the old Empire. They now fight
did in the past. The Dwarves have under their own banner, led by
been killed or driven out. Complete a chieftain named Altaeus. Their
lawlessness has descended upon entire nation moves with their
the entire region. herd, building and rebuilding their
encampment every few weeks. Its
exact location at any given time is
left in your hands.

49
Mohammed Abulrahman Hitmi (Order #38792557)
The Corvini keep a huge herd This peace is maintained by strong
of exclusively black horses, cavalry patrols and a well-armed
numbering over 5,000 if you citizenry. Player characters looking
include foals. They also keep a to cross the law are advised to
substantial number of domestic stay far away from the Haercoegh
slaves. Most of these slaves are heartland.
humans captured from rival
barbarian groups and settled
regions bordering the steppe. They
Louvein Forest
have even captured a few demi- Between the civilized lands of the
humans and intelligent monsters south and the barbarian north
to serve them. For example, it is lies the forest of the Louvein. It
rumored that Altaeus keeps a pair has a mixed heritage. Many years
of Dwarven brothers as his own ago, it was a King’s Forest. It was
personal blacksmiths. culled of monsters and home to a
vibrant array of woodland animals.
The Corvini are rich in trade
The Louvognians eliminated the
goods, mostly loot taken in raids.
King and with it his protection.
However, they are not rich in coin.
The common folk retreated to
Their merchants, even if working
the wood to escape peasant life.
together, could collectively only
Criminal elements creeped in. Over
afford to purchase around 250
time, the wood changed.
gold pieces worth of equipment
outright. They prefer to use their With the fall of the Empire, things
coin to sweeten bartering deals. worsened. Monsters began
to return. A few of the weaker
barbarian tribes began carving out
Haercoegh Plain portions of the wood for their own,
The Haercoegh plain has forming small xenophobic enclaves
traditionally been the breadbasket that attack outsiders on sight.
of the Louvognian empire. Even in There are even rumors that a green
the wake of the fall, agriculture in dragon lairs somewhere within the
the region has remained strong. dark heart of the forest. Anyone
The Kavars are able to capture a lot who ventures into the wood today
of this production for themselves is advised to carry a weapon and
and ship it downriver to some step lively.
of the larger cities of the west.
The land is tame, with almost no
bandits or monsters.

50
Mohammed Abulrahman Hitmi (Order #38792557)
Metonne Steppe Montonnerre
The Metonne is a vast steppe The mountain of Montonnerre
that stretches far to the east and hides a vast city in ruins. It was
north of the Satrebonne valley. It is carved out of the stone over
relatively flat and covered in thick the course of several centuries.
high grasses that make excellent Fed by the lands of the south,
feed for livestock. The steppe also Montonnerre was prosperous and
served as a highway for mobile powerful. Those days are gone.
barbarian peoples that invaded the At the base of the mountain is a
husk of the Louvognian empire. large gate: the Gate of Nerrides,
The Kavars were merely the most named for the first King of
successful of nearly a dozen Montonnerre in the days before
barbarian groups that passed the Empire. The gate is almost a
through the Satrebonne. They hundred feet high and half that
have rebuilt much that was lost, length across. It once guarded the
but a gargantuan task remains. If old city. The doors have since been
it is to be disrupted, it will be by disassembled by the survivors. In
barbarians crossing the Metonne. addition to the main gate, rumors
The Kavars are well aware of their tell of other hidden entrances.
vulnerability and their alliance with You are free to populate
the Abbot at Chaurillon is evidence Montonnerre however you wish.
of their insecurity. They can ill- We encourage you to use dungeon
afford any more enemies. modules or your own work. As far
as this module is concerned, there
is only one important resident of
the old city: Deirtus the Wererat.
Deirtus lives in a cave carved out
of one of the foothills. He has
been kidnapping and eating the
children of transient families living
outside of the Prieuré. He makes
convincing claims of innocence.
His existence is known only to
Augustina Fontaun (the Keirr
Witch), but she has yet to move
against him. If the players meet
with Augustina, she may tell them.
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Rothshire Mines
The Rothshire Mines are located
along the northern edge of the
Cassécoteau. The site contains
three different mines exploiting
three different veins: copper, salt,
and mithril. The mithril mine is the
largest and most well-developed.
All of the mines have ceased
production. Some small veins
remain untapped, but they are
sparse. An investigation will likely
conclude the miners left because
they had reached the end of
profitability.
The mines are now the base camp
of a group of brigands called
the Shining Band. They launch
raids against targets to the south
and then retreat here for several
Nimurwood months while living off the spoils.
The vast Nimurwood has Most are bandits as a result of
traditionally been claimed by poverty, not defiance.
several Wood Elf clans. The Empire The band was recently given a
had constructed built a few stroke of luck. Purely by chance,
logging towns along the edge, but they encountered the maiden
conflicts with the Wood Elves kept Maleena riding towards Azzandu’s
these from growing into cities. Tower. They captured her and sent
Wood Elf infighting after the a ransom note asking for 2,500
imperial collapse has left large silver to her betrothed, Roskillian
portions of the wood to grow wild. Demetessio.
Monsters abound in this dangerous The players may or may not be
land and many rumors of hidden aware of Roskillian. If they are not,
treasures have found their way you may want Roskillian to show
into the open ears of ambitious up as the players are leaving the
southerners. area with Maleena in tow.

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Eagle's Eyrie Dungeon
The Eagle’s Eyrie was the clanhome Wandering and
for the Watchthrift Clan of Hill
Dwarves. The clan’s family crest
Attracted Monsters
is a giant eagle with wings folded You should roll 1d6 for wandering
down as it watches the world from monsters every hour. You might
a perch. want to use that opportunity to
also advance player time in other
It was abandoned about 300
ways; check on depleting fuel
years ago and has sat in ruin ever
sources and spell expirations.
since. The structure itself is mostly
intact, but the deep well that You should also roll 1d6 for
used to sustain the inhabitants is attracted monsters after every loud
contaminated with sulfuric acid event. A die result of 1 triggers an
that has leeched into the water encounter. Immediately roll again
table (Room 29). Any attempt to for a result on the below table.
restore the structure would involve
significant labor, engineering, and
possibly powerful magic. Random Encounters
The clanhome is dug out of a 1d6 What is Encountered
cliff overlooking the Satrebonne, 1 2d6 Wolves
making it easy to find with the 2 Giant Centipede
directions found in the Library of 3 1d3 Dwarves
Tiverius hook. The library found by 4 2d4 Goblins
Grimand is Room 27. If loaded onto
5 1d4 Skeletons
a boat, the contents of the library
6 1d4 Bugbears
can be transported back to the
Prieuré in about a half day.
If the party is moving upriver but
not yet aware of the structure’s
existence, give them a 50% chance
of noticing the entrance on the cliff
face above them. While moving
downriver, the entrance is at an
angle where it will not be spotted.

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Rooms 1-19
Danger Level - Unsafe: Make wandering encounter checks every 4
crawling rounds or when a loud noise is made.
Doors - Wooden: Roll 1d6. Swollen shut on a 1. Unlocked unless described.

1. Entryway
Light: This is the point where the light from the outside has faded to nothing
Initial Impressions: Wet, overgrown with moss and vines, a trail of blackened
blood stains leading down the hallway along the southern wall
Sound: The corridor that stretches out in front of the characters causes a multi-
tude of tiny echoes. Use this effect to emphasize that this dungeon is a very open
structure. The players should be afraid that something dangerous might come out
of the darkness.

Feel free to throw in a few distant sounds on occasion just to keep them tense and
moving forward. Several wolves growling in the dark, a troll yelling in the distance,
and wailing undead coming down a hallway can have a profound impact on the
player’s mental state. There are many living things in this dungeon. Use them!

2. Storage Room
Light: Total darkness
Initial Impressions: Cold dusty stonework. This clearly used to be a sitting room
for visitors entering the clanhome. There are several large stone tables arranged
around the center of the room. The chairs are a distant memory.
Sound: Silent
• There is a gnome skeleton lying on its back in the center of one of the tables.
The rib cage is crushed on the left side and shards of bone are lying in the dust
beneath the body.
• There is a loose stone on the floor in the northwest corner of this room.
Beneath the stone is a small depression where a rotten leather sack was stuffed
long ago. The sack disintegrates when touched, revealing a small stash of 12
electrum pieces and a tiger eye gemstone valued at 30 gold pieces.

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3. Baths
Light: Total darkness
Initial Impressions: Cold dusty stone room with a large rectangular pool of brack-
ish water. Along the sides of the room is a low wall with an interior gutter that is
now packed with dirty sludge.
Sound: Silent
Columns: There are four columns at the corners of the pool to support the ceiling
• It is easy to conclude this room was once a bath of some kind and the wall
structure is an ancient running water toilet.
• Jumping in the pool causes open wounds to become infected (1d6 damage to
each stat until healed).
• There is a rusty battleaxe and a 10’ steel rod at the bottom of the pool. Both
can be restored to reasonable condition by a blacksmith for a few silver pieces.

4. The Maggot Pile


Door: The door to Room 5 is barred.
Light: Total darkness
Initial Impressions: Cold dusty stonework with twisting blood trails in the cracks
Sound: Excited chittering
• A large animal was slain at this location. All that remains is a pile of bones
and the 2d4 Frost Maggots that consumed the flesh. A clever character can
determine that it was a brown bear with a WIS check vs DC 12.
• The maggots are hungry. The swarm will focus on one or two targets at a time.
• Even if warmed by a fire, there is still a 4-in-6 chance that frostbitten body
parts will turn black and require magic to heal. Untreated frostbite can
permanently cripple the victim.

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5. Trapped Souls
Door: The door to this room is barred. The lock on the door to Room 6 is jammed.
It cannot be picked. The door itself has been damaged but still holds firm. It can
be forced, but at a disadvantage to represent the strength of the door and how it
has been warped into position by the Dark Elves’ repetitive strikes.
Light: Total darkness
Initial Impressions: Cold dusty stonework, equipment scattered around
Sound: Muffled whispering
• There are five Dark Elves here that have been trapped here by the maggots
outside. One of them is suffering from a severely frostbitten left leg and is lying
in the center of the room on a bedroll. The others will be alerted by a fight
against the maggots, otherwise they will be lounging on the floors up against
various walls.
• The Dark Elves have been trapped here for several days and are now starving.
Given their weakened state, they are open to parlay. They will even try to use
their treasure to bargain for their lives if seriously outnumbered. Javik will
speak for the entire group.
• They are wearing chain mail. They also have 5 empty backpacks with random
pieces of adventuring gear (no rations or water). In addition to their equipment,
the Dark Elves have 5d8 sp, 2d10 gp, and a tourmaline worth 800 sp.

6. Strange Skull
Light: Total darkness
Initial Impressions: Cold dusty stonework with a large stone table in the center.
Sound: As soon as the characters open the door, they hear a voice say “Finally!”
This voice comes from a strange skull that is sitting on a stone table against the
north wall of the room. He will introduce himself as Tokke the Norggek.
• Tokke’s skull is quite large; about two feet tall, two feet across at the core and
four feet across including the horns. A clever character can determine Tokke
was once a rock troll on a WIS check vs DC 15. He speaks in broken Common.
• Tokke was killed by a necromancer a century ago in the Nimurwood. He was
brought here and a spell for raising the dead was cast but it partially failed. He
is now trapped in this form. He does not know what the necromancer did with
the remainder of his body.
• When he speaks, the jaw lifts him off the table slightly and this causes a little
reverberation. He speaks excitedly because he is bored out of his mind and very
happy to meet the characters. He will do almost anything he can if they will just
remove him from this place. He hates being underground and wants to see the
natural world again. Just lying in the dirt outside would be a welcome change
from this tiny dark stone room. Have fun with this NPC.
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Mohammed Abulrahman Hitmi (Order #38792557)
7. Store Room
Light: Total darkness
Initial Impressions: Cold dusty stonework, covered with trash, broken junk, rubble,
debris, mud, and a few random bones
Sound: Silent
• There is a large undead Bone Snake hiding in this mass. It was created by
the same necromancer that crafted Tokke but thrown aside when it wouldn’t
perfectly conform to his commands. The snake will strike out at anyone who
digs through the pile. Allow a surprise roll for the characters.
• It takes 5 rounds to completely dig through the debris in this room. Near the
bottom there is a gold necklace with a small emerald inset valued at 500 gp.

8. Training Room
Light: Total darkness
Initial Impressions: This is a large open room with plenty of floor space for train-
ing exercises. The stones in the floor are very well made and the surface is quite
smooth even after years of neglect.
Sound: Silent
• There are six stone workbenches up against the northern wall.
• There is an empty porcelain wash basin that sits on a lower shelf of one of
the workbenches. It has a silver inlaid pattern that looks vaguely gnomish.
The basin is old and has a few small cracks in it, but it is still worth 15 sp to the
merchants back at the priory.

9. Meeting Room
Light: Total darkness
Initial Impressions: This is a large open room with plenty of floor space. There is
a lectern at the front atop a small stone dais. Two long stone benches flank the
lectern, presumably for speakers waiting for their turn. It looks like this space was
used to hold town hall style meetings to discuss political issues.
Sound: Silent
• There is an elf corpse stuffed between the wall and the back of the western
bench. It has been stripped of its belongings and is wearing only a light brown
tunic. It has been dead about two days. You can allow a WIS check vs DC 12 to
notice the smell as the players get close to the bench.

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Mohammed Abulrahman Hitmi (Order #38792557)
10. Goblin Foot
Door: The door to Room 11 is cracked open. The door to Room 13 is locked. The
knob in the hallway is covered in blood, indicating someone tried to open it during
the recent battle.
Light: Total darkness
Initial Impressions: A small object is visible in the middle of the hallway. The floor
is darkened and discolored. As the characters get closer, they see it is a severed
foot. Don’t waste this opportunity to create a dark atmosphere.
Sound: Muffled whispering
• There is a goblin foot in the middle of the hallway here. It has been recently
severed and there is a lot of blood on the floor around it. The wound is cleanly
cut, indicating a strike from a bladed weapon. There are many footprints
tracked in blood, some leading to the nearby doors and a few leading down the
hallway to the east before fading away.
• Anyone coming within five feet of the door to Room 11 will be attacked by the
giant spider hiding inside.

11. Giant Spider in Wait


Light: Total darkness
Initial Impressions: Cold dusty stonework, blood splatter and bone bits
Sound: Silent
• The Giant Spider in this room has recently feasted upon one of the goblins in
this area. In fact, it was that event which attracted the Dwarves in the first place
and triggered the resulting conflict. Despite having a full stomach, anyone
coming within five feet of the door will be attacked.
• The spider will skirmish out of this room into Area 10. Its goal is to paralyze
one of the party members, drag them into this room, and close the door to
keep the remaining party members from assisting the victim. If it accomplishes
this goal, it will hold the door fast (STR check vs DC 18 to open).
• The Giant Spider is only slightly larger than a human, so it can scuttle into
Room 12 if losing a fight. If the players pursue the spider into its webbing, it will
fight ferociously to the death.

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Mohammed Abulrahman Hitmi (Order #38792557)
12. Giant Spider Lair
Light: Total darkness
Initial Impressions: Cold dusty stonework, covered with spider webs holding
trash, broken junk, rubble, debris, mud, and a few random bones.
Sound: Silent
• The bottom half of a dead goblin is hanging low in the webs. Its boots are still
on the feet and one of them has a false heel with 2 pp inside it. There is also a
mix of coins on the floor; 2d4x10 cp, 1d8 sp, and 1d4 gp.
• A mace has rolled into the center of the room. A detailed search will also
uncover a morningstar in the back corner that feels magical. It is a Morningstar
of Righteousness. It gives a +1 to-hit bonus and deals double damage to
undead and demons.

13. Side Room


Door: The door to this room is locked (DC 12 to pick). The knob in the hallway is
covered in blood, indicating someone tried to open it during the recent battle.
However, they didn’t actually get through.
Light: Total darkness
Initial Impressions: Cold dusty stonework. There are a few rotten barrels within
the room and the rusted remains of an ironbound chest in the back corner.
Sound: Silent
• The barrels are filled with sludge, perhaps a mixture of their original contents
and the rotting wood. The chest is rusted to the point that it cannot be picked,
however anyone trying to force it can make a STR check vs DC 9.
• The chest contains three art pieces. These are difficult to price and may
require visiting an appraiser. You may want to describe each piece with a
certain amount of awe to give the players the sense that they have really hit the
jackpot.
• The first is a fine statue of the Dwarven goddess Idera carved from pure black
volcanic obsidian. It is about two and a half feet tall and roughly a half foot
wide. It is valued at 250 gp.
• The second piece of art is a small ink well made from soft pink coral. It is
valued at 100 gp if sold to a merchant or up to 150 gp if sold directly to a
frequent writer (e.g. wizard).
• The last piece of art is a three-foot by two-foot steel plate with the image of a
Dwarven male face carved out of it in narrow strips. When placed in front of a
light source, this shapes the light to project an image onto a nearby wall. It is
valued at up to 300 gp to a Dwarf, or 200 gp to any other merchant.

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14. Dying Goblin
Door: The door to this room is hanging wide open. A goblin is lying face down in
the doorway. Blood has pooled around him.
Light: Total darkness
Initial Impressions: Cold dusty stonework, empty room
Sound: Muffled whispering
• The goblin is not actually dead, but he is on a death timer and on his way
towards the netherworld. He will be dead in 2 rounds if not healed. If saved, he
can easily be interrogated. His name is Tuful.
• Tuful will tell fractured tales of a confrontation with a band of Dwarves that
ended violently. He blames the entire affair on a goblin named Giddik and his
“stupid insults.” At one point, he mentions a giant spider, but won’t elaborate.
• Tuful doesn’t know anything else of real value and should be roleplayed as a
dim-witted dolt. He can be forced into service as a slave or hireling, but he will
run away at the first opportunity. He can carry up to 6 gear slots.
• Tuful has a dagger on his belt and is wearing severely damaged leather armor.
He had a mace during the battle. He assumes Giddik stole it after he passed
out from the blood loss.

15. Chanting Room


Light: Total darkness
Initial Impressions: Cold dusty stonework with curved walls. There are shallow
depressions in the floor that appear to be made for kneeling in relative comfort.
There are some religious symbols on the wall, but they are only vaguely Dwarven
and not associated with a particular god. Any Dwarf among the player characters
will recognize this room design as intended to magnify religious chanting and
send calls to prayer throughout the complex.
Sound: The walls of this room have very unusual designs that create a strange
acoustic resonance. Anyone speaking in this room has their voice magnified to
over three times its normal volume. Whispers are transformed into tiny, echoing
words at normal volume, albeit with a strange tone. Normal speech becomes
booming sound. Any yelling or metal clanging becomes a painfully loud screech.
• If the players make loud noises, check for attracted monsters that might come
to investigate the sound. Any sounds made by the characters in this room will
alert the goblins in Room 16, unless they have already been encountered.
• A small scroll tube has rolled up against one of the edges of this room and
become covered in dust. Sufficiently loud yelling might shake it enough to
make a noise, otherwise it will only be found by active searching. The tube
contains two scrolls: Cure Wounds and Bless.

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16. Goblin Hospital
Door: The door to this room is barricaded from the inside by a pile of wood debris
and stone rubble.
Light: Total darkness
Initial Impressions: Cold dusty stonework
Sound: Hushed whispers arguing about what to do (see details below).
• The survivors of the recent combat at Area 10 have taken refuge here. One
of them is missing a foot and is lying in the northwestern corner. He is still in
shock and delirious with pain. The wound is poorly bandaged and would be an
infection risk if he wasn’t about to perish anyway. He is on a death timer and
due to die in 3 rounds.
• There are five other Goblins in the room. They are arguing about what to do
and if the players are quiet this conversation can be overheard. One of them is
named Giddik. He is advocating a hunt to find the Dwarves that attacked them
and deliver justice for their “crimes.” Another is named Yonde. He is pushing
to abandon the entire expedition and return to their village. The others fall
somewhere in between, arguing over the merits of each side. If the players are
listening in, throw in a few guttural moans from the wounded goblin.
• If offered parlay, their unfortunate history with violence will give them
disadvantage to resist compliance. However, if there are any Dwarves are
among the player characters, this will turn into advantage.
• In addition to their leather armor and weapons, the goblins have 2d6 sp, 1d4
gp, and they grabbed the mace that Tuful dropped when he collapsed in Room
14. There is a spear and light shield lying in the corner with the goblin who lost
his foot. He still wears his leather armor. One of the goblins has a lapis lazuli
worth 275 sp in his pocket, but the others don’t know that he has it.

17. Rat Nest


Door: This room can be smelled long before the door is reached.
Light: Total darkness
Initial Impressions: This room was used by some group in the recent past as a
privy and it is full of refuse and filth. It is now home to numerous rats.
Sound: Muffled whispering
• There is nothing in the piles of filth except a chance to contract brimstone
fever. Anyone touching the filth or spending more than a few minutes in the
room must make a CON check vs DC 18 to avoid contracting it. The fever causes
1 wisdom damage every hour for 6 hours and 1d8 constitution damage at a
rate of 1 per half-day until the total has been dealt. As this occurs, the disease
symptoms begin to express. It causes redness and swelling of the neck, throat,
and ears. This is followed by bleeding from the ears, fever, and delirium.
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Mohammed Abulrahman Hitmi (Order #38792557)
18. Dwarven Hospital
Door: The door to this room is not locked, however there are two 50 lb. backpacks
leaning up against it from the inside. Opening the door is tough and noisy.
Light: Total darkness
Initial Impressions: Cold dusty stonework, empty room
Sound: Muffled whispering
• There is a Dwarf lying on the floor near the door listening for approaching
danger. It is very difficult to surprise this group. There are 5 Dwarves total.
• One of the Dwarves is wounded by a spear through the stomach. He is still
alive, although unconscious. The spear has been removed and the wound
carefully cleaned. The treatment of the wound has just been completed.
A brace of bandages has been wrapped around his entire midsection to
prevent further blood loss. The two Dwarves that just treated the wound are
constructing a large sling to carry their companion out of here.
• The dwarves are angry about the circumstances and open to parlay, giving
advantage to the characters in any discussion. If any goblins are with the
characters, this will turn into disadvantage. Their leader Brimjolf will do all
of the talking. They may actually be interested in hiring the party if they look
reliable and will give 2 gold pieces to each character that helps escort them
outside with their friend.
• They are aware of the bugbears in Room 31 & Room 32, and the fact that
goblins are somewhere nearby, but they don’t know their exact location. They
claim to simply be scouting the potential for a dwarven return to these halls,
but in reality they were looking for the statue in Room 49. They heard rumors
about its magical powers. They intended to haul it out of the dungeon.
• They have 5d6 sp and 3d8 gp between them. One also carries a superb peridot
worth 650 sp. Each is wearing banded mail and carrying a backpack with about
50 lbs of adventuring gear, rations, and brown ale.
• Brimjolf is armed with the Battleaxe of the Raven. The axe has an obsidian
blade and functions as a magic weapon though granting no bonus to-hit.
However, it does allow the user to polymorph into a raven once per month. This
is activated by intentionally cutting your hand on the axe head. This ability was
recently used by the dwarf and will not reset for another 1d4 weeks. Brimjolf
also carries a backpack like his comrades.

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19. Caltrop Field
Light: Total darkness
Initial Impressions: Cold dusty stonework covered in caltrops. There are so many
caltrops that it is impossible to walk through them safely. The characters must
stop and spend 1d4 rounds clearing them from the ground to proceed without
being injured.
Sound: Silent
• As they retreated from the goblins, the Dwarves dropped five bags of caltrops
across the floor of this hallway.
• If the players want to clear the caltrops without making noise, they must
make a DEX check vs DC 12 for that action alone (in addition to any rolls for
silent movement). It is important to make these rolls because there is a Dwarf
lying on the floor in Room 18 near the door. He is listening for approaching
enemies, particularly those clearing the caltrop field.
• If the players make any noise in this area, those Dwarves will be alerted to
potential danger. If they feel they can win the fight, the Dwarves will charge
out. If not, they will bunker down and try to hold the door fast.

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Rooms 20-37
Danger Level - Risky: Make wandering encounter checks every 3 crawling
rounds or when a loud noise is made.
Doors - Wooden: Roll 1d6. Swollen shut on a 1. Unlocked unless described.

20. Dance of the Dead


Door: The door to this room is barred from the outside. The bar is a fresh piece of
wood held in place by two relatively new-looking metal supports. Someone has
scrawled “STAY OUT” upon it. The door looks damaged from the other side and
splinters are sticking out. This should give the players pause about opening the
door. It will also avoid any guilt about the death that could await them if they do.
Light: Total Darkness
Initial Impressions: There are seven Skeletons in this room. They are walking in a
slow circle around the center of the room. As soon as the door is opened, they rush
towards the intruders to attack.
Sound: They will hiss loudly during the entire fight. This requires an attracted
monsters roll every round.
• If the door is subsequently closed and barred again, the skeletons will bash
against it with renewed vigor. It cannot hold up to this treatment and will be
smashed down within 10 rounds. If the players had the foresight to reinforce
the door before opening it, it may hold firm against the onslaught.
• If the characters stay and fight, the skeletons from Room 23 will hear the
screaming and come to assist. They will enter the combat on the 4th round.

21. Talking to a Wall


Light: Total Darkness
Initial Impressions: There are beautiful frescos on the eastern wall of this room. A
Ghoul is standing in the center of the room and appears to be having a deep and
meaningful conversation with one of the women depicted in the paintings.
Sound: The conversation is nonsensical gibberish.
• The ghoul is definitely distracted and considered surprised by the characters
entering the room.

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22. Final Rest
Light: Total darkness
Initial Impressions: This appears to be someone's living quarters. However, a foul
rotting head lies upon a severely damaged bed in the northeastern corner. There
are huge chunks missing from his face, both ears are gone, and so are his eyes.
The hair is a matted and bloody mess.
Sound: Silent
• This used to be the living quarters of the mage that created the undead.
When they turned on him, they destroyed most of his body.
• Beneath the remains of the bed is a small steel lockbox (DC 15 to force, DC 12
to pick). The key in Room 23 opens the lock. Inside the lockbox is a chainmail
pouch containing 4d6 pp and 10d6 gp. There is also a tiny satin bag that holds
a flawless emerald worth 800 gp and three well-cut high clarity jade pieces
worth 120 gp each.

23. Smashed Wreckage


Door: The door to this room is severely damaged and hanging off its hinges.
Light: Total darkness
Initial Impressions: The floor is littered with debris; wood, metal, glass, and even
some bits of clay and stone. All of it looks relatively recent.
Sound: Silent
• There are three Skeletons wandering around aimlessly here, but they will be
drawn into any combat in Room 20.
• A full turn of searching will confirm it was a magic user’s laboratory of some
kind and produce a small brass key (used in Room 22).

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Mohammed Abulrahman Hitmi (Order #38792557)
24. Reading Room
Light: Total darkness
Initial Impressions: This appears to have been a reading room in the past. There
are three bookshelves that have been pulled down. The floor is covered by a layer
of sickening wood-pulp. There are several small stone tables with stone chairs.
Sound: Silent
• The ghoul from Room 21 chewed up the books and threw them back up.
• A small blue orb sits within a groove on one of the tables. This is a Bead of the
Sea. It is revealed to be magical under cursory examination. When crushed,
the bead unleashes 500,000 gallons of salt water (slightly smaller than an
Olympic swimming pool). The water is not magical and reacts to gravity as
you would expect. If a player carrying the bead is hit for more than 5 points of
damage by a single physical attack, the bead has a 50% chance of breaking
from the impact.

25. Inessa the Fool


Door: The door to this room is locked (DC 12).
Light: Total darkness
Initial Impressions: Cold dusty stonework, empty room
Sound: Silent
• Inessa, a 6th level conjurer, sits calmly in the room. She is prepared for a fight
but will not attack if the party includes civilized races. Due to her own hubris,
she has become trapped at this location and is desperate for a way to escape.
• Inessa arrived here about three days ago with bugbear escorts (Room 31
and Room 32). Inessa created a binding circle in Room 26 and cast a demon
summoning spell within it. Unfortunately, she accidentally insulted the demon
and it now refuses to bargain with her. It is waiting for the binding circle to be
broken so that it can murder her in retaliation.
• To make matters worse, Inessa had intended to use the demon to kill the
bugbears and recover her 500 gold pieces. She doesn’t actually have the extra
500 gold pieces that she promised the bugbears to escort her back home.
If she leaves, the bugbears will likely free the demon and she will have two
terrible enemies.
• If the players can open a dialogue with Inessa, she will offer them a payment
of 1,000 gold pieces to guard the demon for a week (a lie). She claims that she
needs to return home to retrieve the gold and return with a Scroll of Stone
Shape that can be used to completely remove the door to Room 26.
• Inessa is wearing a Cloak of Shining Grace (AC +4) and carrying a steel dagger.
If the players decide to attack her, she can cast spells as a 7th level Wizard.

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26. Nurikt the Bound
Light: Total darkness
Initial Impressions: This is a small room with a clean floor. There is a large binding
circle in the center of the room containing a snarling angry demon.
Sound: When the door is opened, the demon hurls out a stream of expletives and
curses intended for Inessa. When he sees that it is actually not Inessa entering the
room, he will immediately soften his personality and put on the charm.
• Nurikt desperately wants out of the circle. He will promise a variety of things,
including Inessa’s valuable property after he finishes with her. He should be
roleplayed as extremely compliant and kind unless the characters make it clear
that they will not help him. At that point, he will tell them that he remembers
their faces and he will hunt them all down when he escapes from his prison.
• If the players agree to release him, have them write down exactly the
language that he agrees to honor. He will live up to this language exactly.
However, you (the GM) should study the phrasing very carefully and look for
any possible loopholes that he can exploit. He is a demon, after all.

27. The Library of Tiverius


Door: This door is quite sturdy and securely locked (DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: This room looks very much like a wine cellar and has a deep
earthy odor. It is filled with long racks of circular containers.
Sound: Silent
Secret Door: Discoverable by anyone examining the walls, leads to Room 28.
• Instead of wine, these containers are filled with scroll cases.
• This is the Library of Tiverius. It is a unique collection of scrolls detailing the
early history of the Louvognian empire. These are clearly not magical scrolls.
Brother Calvus will purchase this entire collection for 2,000 gp. However, do
not tell the characters about this if they have not yet spoken to him.
• The entire collection only weighs about 100 lbs., but it is very bulky. On foot,
you will need at least 40 gear slots to carry them all simply because of the bulk
added by each scroll case.

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28. Sacrificial Chamber
Light: Total darkness
Initial Impressions: The floor of this room is stained dark red and tilts downwards
to a small drain in the center. The drain flows away from the clanhome into a
leeching field. This room is designed for animal sacrifice.
Sound: Silent
Secret Door: Obvious from this side
• A small shelf is affixed to the southern wall. An intricately carved dagger sits
upon this shelf. It is obviously magical and has a constant red sheen to it as if
covered in blood.
• This is a Dagger of Blood Rites. It is a creation of Dothaine, the Dwarven
demigod of revenge. If a bull is sacrificed to Dothaine using the dagger, it glows
bright red. While so charged, it can be used to strike with a +2 to-hit bonus
for 2d6 damage instead of its normal characteristics (as a standard dagger).
If unused within a day, the effect will fade. Overuse of this ability may anger
Dothaine and invite his wrath.

29. Poisoned Well


Light: Total darkness
Initial Impressions: This room smells strongly of sulfur. There is a well in this room.
It rises about two feet off the floor and the well itself drops at least fifty feet.
Sound: Silent
• This room used to be the primary water source for the clanhome. There
is water at the bottom, but it is highly toxic. It has a dark yellow color, the
consequence of sulfuric acid contamination. The sulfuric acid is leeching in
from a nearby iron mine that the Dwarves abandoned long ago.
• Restoring the well to full functionality is almost impossible at this point.
Without an enormous amount of engineering work to cleanse the iron mine or
powerful magic to purify the well water, this well is simply unusable.

30. Cistern Room


Light: Total darkness
Initial Impressions: There are nine large stone cisterns in floor of this room.
Sound: Silent
• At one time, this was the reserve water supply in case of a disaster. The water
has since evaporated. If the well is cleaned in some manner, these cisterns will
still serve as reliable storage vessels. They also make convenient holding cells
for captured prisoners.
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31. Bugbear Encampment
Exterior: A gnome corpse lies in the center of the hallway outside of this room.
The door is almost closed, but not completely. There is an inch of space between
the door and the frame. There is a narrow stream of smoke escaping out of this
space and floating towards the exit. This smoke can be smelled between here and
Area 33 where it becomes too thin to be discernable.
Door: There are four heavy crates inside the room that prevent the door from
being opened completely. These crates weigh at least 500 lbs. as a group and are
extremely difficult to move. They are impossible to move quietly.
Light: Total darkness
Initial Impressions: Cold dusty stonework
Sound: Silent
• Inside the room, two Bugbears are playing dice against the southern wall
while slow cooking a stew over a low boil. If they hear or see anything alarming,
they will awaken their leader and companions in Room 32. They are not hostile
by default, but they will fight to defend themselves.
• If observed for a while, one of the bugbears will lose a great deal of coin
through poor wagers. After about 1d4+2 rounds, this will reach a point where
he accuses the other of cheating and they will become embroiled in hand-to-
hand combat. The victor (50% chance for either one) will knock the other out
and leave him unconscious on the floor.
• The crates contain an assortment of dry goods, linen, leather work, and so on.
The entire haul can be sold to merchants for up to 400 gp. Each bugbear is also
carrying a crossbow with 20 bolts and a large two-handed weapon.

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32. Bugbear Barracks
Light: Total darkness
Initial Impressions: This is an otherwise empty room being used as temporary
sleeping quarters by three more Bugbears.
Sound: Silent
• This group escorted Inessa (in Room 25) to the Eagle’s Eyrie about three days
ago. They are getting a little bored and would happily leave, but Inessa has
promised to pay them another 500 gold pieces to escort her out of here. Unless
threatened, they are open to discussion and trade. Their leader Gorrus will do
all of the talking.
• The bugbears are unaware of what Inessa is doing. They agreed to not ask
questions. They are also unaware that she lacks the 500 gold pieces she
promised and intends to betray them the first chance she gets. However, with
the help of a few clever players this knowledge could easily find their ears.
• The bugbear leader is wearing a hauberk and clutching two sacks of coins in
his sleep. One of them contains 3d10 x12 cp, 2d4x10 silver pieces, and 5d8 gp.
The other holds exactly 500 gp as a payment from Inessa for their protection.
He is also lying on a bearskin worth 80 sp. Each bugbear is also carrying a
crossbow with 20 bolts and a sturdy weapon.
• There are two backpacks leaning against the wall in this room. One contains
20 days of rations. The other contains a set of lockpicks, flint & steel, a hammer,
a pickaxe, 10 torches, and two bottles of fine wine worth 20 gp each.

33. The Grand Doors


Door: The doors here are intricately carved from red hardwood and depict a large
number of very well-dressed Dwarves at a festival.
Light: Total darkness
Initial Impressions: If approaching from the west, this is the first point at which
the characters can smell the smoke from Room 31.
Sound: Silent

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34. The Eagle
Light: This area is not illuminated, but the light streaming down into Area 35 is
close enough to provide light to see normally. The Clan Heart (Area 37) is clearly
visible from here.
Initial Impressions: The southern portion of this great hall bears an enormous
eagle inscription on the floor. The ceiling is twenty feet high and supported by four
columns. The intent of this area is to impress and awe visitors. The inscription on
the floor is created by a million tiny pieces of obsidian arranged in mortar to create
the eagle shape. It is a truly impressive piece of art.
Sound: Silent

35. The Dome


Light: Equivalent of Daylight
Initial Impressions: The ceiling in the northern hall soars to a height of sixty feet.
The circular shape on the map indicates the location of the domed roof at the top,
which extends that height another forty feet. The interior of this dome is covered
with tiles that have been enchanted with continual light. When first entering this
area, the dome appears to actually be the sky.
Sound: Silent
• Everyone will realize after a few moments that it cannot possibly be the
sky considering the depth of the room beneath the mountain. Close visual
examination of the dome will reveal the truth within a few minutes, even when
viewed only from the floor.
• What cannot be seen from the ground is a narrow ledge that surrounds the
base of the dome. A flying Shock Snake basks on this ledge. If it hears anyone
below, it waits until they are occupied with other matters before descending to
attack. It will try to grab targets separately, stun them, and carry them up to the
ledge to be consumed. It is quite fast and can swoop down with a +3 initiative.

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36. The Choir
Light: Illuminated by light from Area 35.
Initial Impressions: These two areas are composed of sequentially higher stone
steps. To any Dwarven characters in the party, they are obviously placed here for
the presentation of an orchestral choir.
Sound: The acoustics of this room are finely tuned so that the voices of anyone
standing on these steps are effectively doubled in volume. This effect helps the
Shock Snake notice the characters, so mention it to the players in case they want
to clear their throats and sing a few lines.
• Behind the steps at 36b, there is the corpse of an elven male. He was recently
slain and only has a slight smell of death about him. The odor is not detectable
unless someone actually walks around behind the steps. The elf is wearing
chainmail armor and carries a longsword. He bears a strong bite wound to the
shoulder, from which it appears he bled to death while sitting here leaning
against the back of the choir steps. His traveling companion was consumed,
and he was too scared to flee. He died alone and in pain for this last act of
cowardice.
• Anyone who touches him is shocked for 1 point of electrical damage. This is a
latent static charge left from when this elf fought the Flying Shock Snake.

37. The Clan Heart


Light: Illuminated by light from Area 35.
Initial Impressions: In the center of the back wall in the grand hall is a large stone
shield bearing the eagle crest. It is colored in brilliant red by excellent paint that
has endured the ravages of time. The crest’s vibrant color should be described as
strangely hypnotic.
Sound: Silent
• The heart has a secret magical effect. Anyone within near distance feels a
gentle magical compulsion to be compliant and agreeable. It can be resisted
with a WIS check vs DC 15.
• The compulsion is so slight that it is always later viewed as personal weakness
by the subject. They may even convince themselves it was the beauty of the
room, or the people involved that softened their mind. They may blame their
diet or superstitions, but they will never suspect the heart.
• The heart was originally crafted by the Dwarven clan elders to bend the will of
emissaries and ambassadors. They had circlets which granted immunity from
its charm, but those items have since been lost to history. The heart now stands
as the final artifact of their reign.

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Rooms 38-47
Danger Level - Risky: Make wandering encounter checks every 3 crawling
rounds or when a loud noise is made.
Doors - Wooden: Roll 1d6. Swollen shut on a 1. Unlocked unless described.

38. Wolf Den


Door: The door to this room is wide open. The door to Room 39 is securely locked
(DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: This room has become the den of a large wolf pack. The floor
is muddy and the bony remnants of past meals lie scattered about haphazardly.
Sound: Soft dripping sounds
• The Alpha Wolf and 2d6 Wolves will jump into action to defend the den and
attack intruders on sight. The pack is hungry. Their last large kill was over a
week ago and the pups have begun to mewl in desperation. Any victims will be
consumed within a few hours of their deaths if the bodies are not recovered.
• There are quite a few items scattered around this room. It takes 4 rounds to
conduct a complete search. There is a small belt pouch with 2d8 silver pieces
inside, a dagger, a whip, a gold necklace worth 350 gp, and a silver ring worth
85 sp. There are also three wolf pups here. They will hide from any intruders
but can be recovered and raised by enterprising PCs. A pup can also be sold at
market for 50 gp.

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39. Eternal Candles
Door: The door to this room is securely locked (DC 15 to pick or force open).
Light: This room is brightly lit by over 100 candles.
Initial Impressions: There are two stone tables against the eastern wall, both are
covered in burning candles. Four free-standing candelabras in the corners also
provide illumination. The air is sterile and contributes to an eerie mood.
Sound: Silent
• All candles burning in the room will remain lit eternally, as long as they remain
in the room. This effect will extend to anything burning that the players bring
into the room. However, the burning objects cannot deal damage as weapons
and will extinguish if such attempts are made. Once removed from this
location, objects will burn down normally.
• One of the free-standing candelabras is made of silver and could be sold for
300 sp. The remainder are iron and not worth more than a couple silver pieces
each. Each weighs about 2 lbs, but they are bulky and consume a gear slot.
• Mixed in amongst the candles on one of the tables is an amber gem worth
95 gp. It is partially covered by the molten wax and difficult to spot. It is only
discovered by a search of that specific table, not a general search of the room.

40. Not Quite Dead


Light: Total darkness
Initial Impressions: There is a large stone altar in the center of the room, upon
which a body lies covered in a very thin shroud.
Sound: Silent
• The body is that of a human woman. She appears to be dead, but her body
has not decomposed. The woman is not actually dead, but in stasis. Divination
spells will reveal this truth. The altar is magical and holding her in suspended
animation indefinitely. She is one of many preserved vessels for a powerful Lich
that roams the land. However, she does not know this sad fact.
• If removed from the altar, she will awaken and tell a low detail story of capture
from her family’s farm. When you provide her with the date, she will realize
that was over seven decades ago. Her entire family is now dead, and she has
nowhere to go.
• The Lich will die approximately five years from the time that the player
characters first arrive at the clanhome. If the woman is still alive, she will
become the next vessel for the Lich. This will occur whether she remains in
stasis or has been returned to the priory for safekeeping.

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41. Chapel
Light: Total darkness
Initial Impressions: This is a large room designed for group religious services.
There are long stone benches arranged in rows in front of a large dais. A stone
podium sits upon the dais. The dais is flanked by two giant statues of Dwarven
males, each with a substantial beard and stern facial expression.
Sound: Silent
• There is a stone drawer on the back of the podium. The contents of the drawer
have long since been removed. However, the handle is made of a hardened clay
material. The clay portion has a strong magical feel to anyone that touches it.
• The handle is actually a Rod of Clay that can be used to control the clay
golems in Room 60. It is made specifically to control these golems and will not
have any effect on other clay golems in the world (however, do not tell this to
the players).
• The rod can be removed from its fittings relatively easily. When held,
telepathic commands can be willed to the clay golems without having to
speak. The golems will not leave the clanhome, even if given a command to do
so by the rod bearer.

42. Blasting Room


Light: Total darkness
Initial Impressions: This room was a magical workshop of some sort. However, it
appears that something explosive detonated in the center of the room. There are
bits of glass, metal, bone, and wood scattered all over the floor. The floor, walls, and
ceiling are blackened with sharp soot all around the center of the room and fad-
ing out towards the edges.
Sound: Silent
• In the back corner of the room, a ring was blown into a tiny recess in the
stone floor. It has a skull on the face and the players will probably approach it
cautiously, considering the nature of the room. Those concerns are for naught.
• This is a Ring of Protection from Undead. Anyone wearing this ring has a +2
bonus to armor class against undead and is immune to any supernatural fear
caused by undead monsters. The eyes of the ring will glow softly when undead
are within 30 feet of the wearer. This light is roughly equivalent to a candle, but
undead cannot see it.

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43. Ambush
Door: The doors to Room 44 and Room 46 are stuck closed (STR check vs DC 12 to
open). The door to Room 45 is securely locked (DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: Cold dusty stonework
Sound: Silent
• There is a Goblin hiding here. He was a member of the goblin party in Room
16 but got separated from them after their fight with the dwarves. He did
manage to grab a sack that one of the dwarves dropped during the fighting
and, luckily, it contained 3 flasks of acid and 2 flasks of jellied oil. He has created
a crude wick to turn the sack into an improvised grenade.
• The goblin will demand anyone approaching “stop, turn around, and go away...
or else.” He will throw his improvised grenade at anyone fails to heed that
warning. Treat this as a +4 attack vs the leading character's AC, with success
dealing 2d8+2 damage to the victim and 1d4+1 splash damage to anyone
within 5 feet. A miss deals half damage and moves the splash zone back a bit.

44. Office
Door: This door is always stuck closed (STR check vs DC 12 to open).
Light: Total darkness
Initial Impressions: This room is the remains of a small office. There is a wooden
chair and desk that are so rotten they will break from the slightest impact. Dust
and other debris cover the floor. It looks like this room has been undisturbed for a
very long time.
Sound: Silent
• It takes 3 rounds to sift through the remains of the desk to find a scroll case
holding three separate scrolls rolled up together: Invisibility, Mirror Image, and
Magic Missile.

45. Office
Door: The door to this room is securely locked (DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: This room is the remains of a small office. There is a wooden
chair and desk that are so rotten they will break from the slightest impact.
Sound: Silent
• There is nothing of value in the remains.

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46. Small Library
Door: This door is always stuck closed (STR check vs DC 12 to open).
Light: Total darkness
Initial Impressions: This room contains the remains of a small library. Books are
strewn across the floor among the remains of several broken bookcases.
Sound: Silent
• The wood is horribly rotten and comes apart in chunks as the players dig
through the remains. It takes 12 rounds to sift through the entire library. Every
2 rounds, you can make an attracted monster roll and throw out one of the
following to the players.
• A rare book that details ancient Dwarven religious practices. The book is
particularly focused on rituals surrounding death. It is valued at 500 gp.
• A scroll case containing three scrolls of Magic Missile.
• A Dicenian book of prayers worth 750 gp to the monks at Chaurillon (worth
250 gp elsewhere).
• A book of rare poems worth 20 gp. If used to woo a member of the opposite
sex, grant the character a +2 CHA mod.
• A damaged spellbook that has four spells still legible: Continual Light,
Darkness, Knock, and Protection from Evil.
• A trapped spellbook that bursts into flame when opened, dealing 1d6 damage
to anyone holding it and destroying the contents completely.

47. The Troll's Feast


Light: Total darkness
Initial Impressions: This used to be a great banquet hall. However, the northern
wall has mostly collapsed, along with a substantial portion of the ceiling. The old
stone tables have been tossed about and lay on their sides or overturned.
Sound: The sound of crunching and squishing
• The debris from the collapse is mostly a rich juicy mud. It is just the kind of
environment that giant centipedes enjoy and that is why there is a Troll here
looking for them. When the players enter the room, the Troll should be eating
one of those centipedes. Describe it vividly to the players, the crunching of the
body, and the fluids that flow down over the troll’s jaws.
• The troll is not interested in the characters. If it detects their presence, it will
grumble and go back to its eating. The troll will attack brutally if they annoy or
threaten it. Drawn weapons are a clear threat and so is any sort of flame.

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Rooms 48-64
Danger Level - Deadly: Make wandering encounter checks every 2
crawling rounds or when a loud noise is made.
Doors - Wooden: Roll 1d6. Swollen shut on a 1. Unlocked unless described.
Sounds: Do everything you can to emphasize this is the darkest and most
dangerous part of the dungeon. Throw in strange sounds on occasion
that appear to come from nearby locations, just to keep them tense and
moving forward. Thumping sounds, screams, wolves growling, a troll
yelling, chittering, squishing sounds, and so on.

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48. The Happy Fountain
Light: Total darkness
Initial Impressions: This is a long narrow room with a fountain that is built into the
rear wall. The fountain has the face of a merry Dwarf, from whose mouth a stream
of clear water flows downward into a large basin.
Sound: Silent
• The water is healthy to drink. It is brought in by pipes that are concealed
within the statue and drained by similar pipes beneath it. The fixture is not
magical and can be jammed with simple physical methods such as stuffing
debris in the pipes. However, it is operating normally at present and proves
useful to any thirsty characters.

49. The Hadlian Statue


Light: Total darkness
Initial Impressions: This is a large open room with a statue of a nude Dwarven
woman in the center. She is reclined upon a rock, looking down into a small pond.
She appears to be crying, her eyes are obscured by darkness, and she is holding
her hands upturned in frustration at the gods. All of this is carved from gleaming
white marble. Being in the presence of the statue is sublime and it is obviously
magical to anyone who beholds it.
Sound: Silent
• A priest may be able to recognize the divine influence in the statue as the
mythic story of Hadlia. Hadlia’s eyes were cut out by the gods as punishment
after she dug her way into the nether to rescue her innocent brother from
undeserved torment.
• The moment that anyone moves within ten feet of the statue, thick blood
begins to flow from the eyes of the statue. It falls down from her eyes onto her
upturned hands and then down into the pond. This will continue until pool is
mostly filled with blood. The statue will not bleed again for at least a week.
• The first person who bathes in Hadlia’s blood and covers their entire body
can see perfectly in the dark as if it was clearly lit. This is magical vision. It
has no range and much like normal vision it is only stopped by obstructions
(remember that you can see the moon, despite the great distance to reach it).
This effect lasts for 2d6 days.
• After the first bath, there is not enough blood remaining to cover a second
person. Players must wait until the statue bleeds again (in a week) to anoint
another person.

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50. The Eagle Helm
Light: Total darkness
Initial Impressions: There is a large helm lying in the center of the hallway here. It
bears the bold eagle crest of the Watchthrift clan. There is a bloodstone placed in
the center of the helm above the eagle, almost as if it were a third eye. The helm
does not appear to be magical.
Sound: Silent
• The helm is cursed. Anyone who places it upon their head becomes possessed
by the soul of the previous wearer. You should not give clues to the players that
this has happened. Simply pass a note to the player who wears the helm and
tell them to roleplay as a human sorcerer who is trying to fit into their body
without arousing suspicions among their companions. Feel free to give them
a few memorized spells. The player will make “mistakes” in their roleplaying to
try to hint their companions to the ruse. This is good because you don’t want to
deny them agency for too long. You want the oddity to be noticed.
• The soul of anyone who dies while wearing the helm is bound within the
bloodstone. The previous inhabitant is cast into the netherworld. This means
that if the party kills the character’s body, the human sorcerer will be destroyed
and the soul of the player who put on the helm will be trapped in the helm.
• If the bloodstone is removed, it will lift the curse. However, any trapped soul
will be lost and cannot be recovered except through divine intervention.

51. Tavern Room


Light: Total darkness
Initial Impressions: This is an open room. It appears to be an empty tavern of
sorts. There are several small stone tables scattered around, but without any
chairs. The smell of rotting material is present in this room, but very faint.
Sound: There is a repetitive dull thumping noise that hits about thirty seconds
apart, but at this distance it is impossible to determine the direction of the sound.
• Someone stuck a fine steel dagger (+1 to-hit) to the underside of one of the
tables with a handful of melted wax (now hardened). It could be sold for 100 sp.

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52. Dry Goods
Light: Total darkness
Initial Impressions: There are long stone shelves in this room. The remains of
rotten sacks of grain, flour, and rice lie upon these shelves. A few rats can be seen
scampering around on these shelves, but they pose no danger to the characters in
terms of combat or disease. The odor of rotten food is quite strong here.
Sound: Rats squeaking and chittering

53. Food Storage


Door: This door is locked (DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: When opened, a foul smell rushes outward. A large stockpile
of food was kept in this room on long stone shelves. The foul smell is the odor of
decaying food. It is not clear what kind of food it used to be. It is currently covered
in maggots and worms.
Sound: Silent
• Anyone who remains in the room must make a CON check vs DC 12 every 4
rounds or vomit from the incredible stench (incapacitated for 1 round).
• Clever players will question how the food could be so recently rotten if this
place has been abandoned for centuries. Allow them to speculate but do not
give any details except to note that “it must have been more recently occupied"
or similar statement.

54. The Cellar


Door: This door has an exceptional lock (DC 18 to pick or force open).
Light: Total darkness
Initial Impressions: It is very cool inside this room. It is filled with long wooden
racks to store wine. The bottles on the racks are mostly broken and/or cracked. The
floor is stained with the spilled contents.
Sound: Silent
Secret Door: There is a secret door behind one of these wine racks on the western
wall. It is discoverable by anyone looking behind the racks and leads to Room 55.
• Most of the remaining bottles are of a fairly recent vintage, within two
decades of the current date. Anyone who spends 5 rounds looking through
all the bottles will find a single bottle of 270-year vintage. This can be sold to a
wine collector for up to 500 gp or to a merchant for 150 gp.

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55. Secret Storage
Light: Total darkness
Initial Impressions: This is a cold barren stone room. There is a pile of wood fiber
and debris on the floor, next to a steel chest. There are 4 Skeletons here. They will
immediately attack anyone who opens the secret door.
Sound: Silent
Secret Door: Obvious from this side
• This is a secret room that has been undisturbed since left by the original
Dwarven inhabitants. Its existence was probably only known to a few
individuals who expected to come back for their secret belongings, but never
did. Whoever it was, they left behind four skeletons to guard their stash. They
immediately charge into battle.
• There are two sets of full plate mail and two longswords in the pile of wood
fiber and debris on the floor. This is what remains of the racks that once held
them. The pieces are very rusty but can be restored by a blacksmith for a few
hundred silver.
• There is also a fine steel chest (DC 18 to pick or force open) that is trapped. The
trap is magical and thus undetectable except by the Detect Magic spell. It is
triggered by anyone touching the chest without speaking the word “Tabernal”
first (WIS check vs DC 15 resists the magic). The trap shrinks the subject to
a quarter of their normal size. They retain all of their normal characteristics.
However, this does not affect their possessions or equipment. The magical
shrinkage can be removed by Dispel Magic.
• The chest holds four small leather pouches carrying 500 silver pieces each,
a set of gold bangles valued at 400 gp, and two unmarked potions. One is
a Potion of Angelic Grace. It causes angel wings to grow from the drinker’s
shoulders and allows flight up to 200 feet per round for 12 rounds. The other is
a Potion of Salamander Blood that restores 1 hit point per turn for the next 24
turns. This will even regrow lost body parts.

56. Antechamber
Light: Total darkness
Initial Impressions: This appears to be a closet or coat room for people who were
using the adjacent tavern room.
Sound: Silent
• A large Obsidian Ooze is hanging from the ceiling and has thinned out to
cover the entire surface area, making the ceiling appear to be pitch black. Do
not mention this fact to the players unless they specifically look at the ceiling.
The ooze will fall down upon the first person to enter the room to attack.

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57. Hallway
Door: The door to Room 58 is locked (DC 12 to pick or force open).
Light: Total darkness
Initial Impressions: This is a short hallway.
Sound: The only thing of interest here is that the steady thumping sound is louder
and clearly coming from the door on the eastern wall. Each dull thump is about
thirty seconds apart.

58. Winter's Labor


Door: The door to this room is locked (DC 12 to pick or force open).
Light: Soft illumination from an enchanted oven
Initial Impressions: This is a fully equipped kitchen. An obese man is cooking in
here and he is the source of the banging noise.
Sound: Loud banging noises
• The man's name is Garrald Winter. He is able to speak to the characters while
he works, but his personality is that of a crazed, wide-eyed madman. He used to
maintain a secret hideout here for unsavory fellows, but he made the mistake
of feeding almost-rotten food to a 8th level wizard named Razaq. In retaliation,
Razaq set up this torture. He forced Winter to wear two cursed magical rings.
One makes him ravenously hungry and the other allows him to live without
sleeping. He cannot remove them voluntarily.
• There is a barrel half-filled with a flour, which Winter places into a small mold.
This bangs against the counter with a loud thump. He then places it into an
oven that has been enchanted to cook bread in seconds. Closing the oven
causes another thump. Then he opens the oven and pulls out cooked bread.
During spare seconds, he eats the cooked loaves and gulps from a barrel of
water. He often soaks the bread to cool it down. This maddening consumption
has been fattening him over time. He can stop eating but doing so causes
severe pain. He only stops to take breaks at a privy located near the back of the
kitchen. He has been doing this for almost a year.
• There is a large binding circle around the entire kitchen. Winter cannot
leave this boundary. The players can break the circle by disrupting the dust,
but Winter will still be ravenous. The only ways to remove the ring are with a
Remove Curse spell or by cutting off his finger. Razaq returns every 3 months
to check on his victim and refill the water and flour supplies. His last visit was
recent. Send Razaq back to check on Winter in two months.
• Winter is wearing a Cursed Ring of Starvation that makes him ravenously
hungry. If he fails to eat for more than five minutes, he will take 1 hit point of
starvation damage per minute until he dies. He is also wearing a Cursed Ring
of Lucidity that allows him to live without having to sleep. He doesn’t even feel
tired. However, this does not remove the psychosis of sleep deprivation.
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Mohammed Abulrahman Hitmi (Order #38792557)
59. The Muddy Bank
Light: Total darkness
Initial Impressions: A large portion of the southern wall has collapsed in this
room. This was caused by water leeching down from above. Small drips of water
continue to flow downward, run across the floor, and create a muddy pool in the
southeastern corner.
Sound: Silent
• This pool can provide dirty drinking water for several people, but it is foul.
• The collapsed portion of the room forms a thick, muddy wall, similar to a river
bank. The earth is very damp from the draining water. This has attracted a
Giant Centipede. It will slither out and attack anyone who touches the mud.
• Someone has hidden an iron-bound chest within the muddy bank. It takes
a turn of digging to locate it. The chest has a standard lock (DC 12). It contains
6,200 copper pieces and 1,500 silver pieces.

60. The Clay Army


Door: The door to this room is sturdy and locked (DC 15 to pick or force open).
Light: Total darkness
Initial Impressions: This room contains thirty-six dwarven soldiers carved out
of clay, organized into a six-by-six square formation. Their bodies are intricately
carved to reflect chainmail, helmets, battleaxes, and shields.
Sound: Silent
• These are clay golems that lie dormant awaiting activation. Meeting any of
the below conditions will bring the golems to life.
• Attacking a golem or casting a magic spell that negatively affects one will
cause the entire squad to animate and attack the offender. Note that this does
not necessarily mean their companions unless those companions fight to
defend them. A party could theoretically stand aside while the entire clay army
chases their friend down.
• Removing a soldier from the room will cause that golem to animate and
return to its place in the formation. It will not attack anyone during this process
unless they attempt to stop it.
• The Rod of Clay in Room 41 allows the user to command the golems. They
will not leave the dungeon, even if commanded by the rod bearer.

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Mohammed Abulrahman Hitmi (Order #38792557)
61. The Amphitheater
Door: The door to Room 62 is locked (DC 12 to pick or force open).
Light: Total darkness
Initial Impressions: There is a depression in the center of this room, surrounded
by shallow steps. This room was clearly designed for the presentation of speeches.
It feels like a tiny senate.
Sound: The acoustics of the room are different from the rest of the complex and
voices are amplified. However, this effect is nowhere near as strong as in Room 15.

62. Musty Grave


Door: The door to this room is locked (DC 12 to pick or force open).
Light: Total darkness
Initial Impressions: This is a cramped musty closet. There are seven humanoid
corpses stuffed in here. They are jumbled up together as if thrown in haphazardly.
Many of the bones have separated from their bodies and lies on the floor beneath
the skeletons. It appears they were wearing common clothing. All that remains is
scraps of frayed linen and leather.
Sound: Silent
• These bodies have been dead so long that they do not stink. Their skin is
dried, and their bodily fluids are long gone. However, the sight is ghastly, and
you may call for a CON check vs DC 12 to avoid nausea and/or vomiting.
• Anyone who spends a full turn removing the bodies from the closet can find
a necklace in the loose bone pile beneath them. It is shocking on its own,
composed of a grisly skull with horns upon a silver chain. This is a Necklace of
Demonic Guardian. When touched and willed to activate, it summons a Small
Demon that will fight on your behalf for 12 rounds. It has 3 charges remaining.

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Mohammed Abulrahman Hitmi (Order #38792557)
63. Preparatory Room
Light: Total darkness
Initial Impressions: This room has many stone cabinets along the walls that may
have held clothing at some point. The wooden doors are long gone. The only re-
maining evidence of their passing are small rounded depressions in the stone
where they were hinged.
Sound: Silent
Secret Door: The cabinets are not bolted to the floor and can be pulled around if
enough force is exerted. There is a secret door concealed behind one of them, but
it requires 2 rounds of searching to find it.

64. The Last Stand


Light: Total darkness
Initial Impressions: This appears to be the fallback position of the clanhome if
they are overrun by enemies. The walls are covered in long spear racks holding
brittle and decayed longspears. There are also two large mounds of rotten leather
armor, now useless. There is a small chest in the corner.
Sound: Silent
• There are the rotten remains of over 200 longspears here. The spear tips could
be recovered by an enterprising soul (worth 1 sp each).
• The small iron-bound chest in a corner contains five flasks that have a tiny
bit of green goo at the bottom. These are what remains of acid flasks that
have evaporated over time. There is also a long magical rod in this chest with
a crystal tip. It is unlabeled but has a small button on one end. This is a Rod
of Shielding. When the button is pressed, a shield of translucent blue energy
forms around the rod. The rod itself becomes the grip for this shield. When
used in battle, it grants a +5 bonus to armor class. The shield is active for 6
rounds before fading. There are 5 charges remaining in the rod.

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Monster Stats
Bugbear Centaur
A tall bear-like humanoid with A hybrid creature with a human
dark orange skin wearing studded upper torso and head emerging
leather armor and helmet. from an equine body.
AC 15 (studded leather + shield), AC 14 (natural armor), HP 22, ATK 1:
HP 22, ATK 2: longsword or Javelin (far, 1d4), MV far, S +3, D +2,
greataxe (1d8), crossbow (far, 1d6), C +0, I +0, W +1, Ch +0, AL L, LV 6
MV near, S +2, D +2, C +1, I +0, W +0, Trample. Can use a combat action
Ch -1, AL C, LV 5 to stomp on an opponent within
Charge. Attacks with advantage close range with their hooves.
and deals an extra 1d6 damage per Always hits for 1d6 damage.
hit in the surprise round.

Bugbear, Gorrus Centaur, Laena


A tall bear-like humanoid with A hybrid creature with a human
dark orange skin wearing studded upper torso and head emerging
leather armor and helmet. from an equine body.
AC 17 (chainmail + shield), HP 27, AC 14 (natural armor), HP 25, ATK
ATK 2: bastard sword (1d8/1d10), 2: Longspear (1d8), Javelin (far, 1d4),
crossbow (far, 1d6), MV near, S +3, MV far, S +3, D +2, C +0, I +0, W +1,
D +2, C +1, I +0, W +0, Ch -1, AL C, Ch +0, AL L, LV 7
LV 6 Trample. Can use a combat action
Charge. Attacks with advantage to stomp on an opponent within
and deals an extra 1d6 damage per close range with their hooves.
hit in the surprise round. Always hits for 1d6 damage.

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Mohammed Abulrahman Hitmi (Order #38792557)
Centipede, Giant Dark Elf, Javik
A giant centipede with hundreds A wiry elf with ebony skin and long
of legs and a snapping mandible. white hair, wearing chainmail.
AC 10, HP 3, ATK 1: bite (1d4), MV AC 17 (chainmail + shield), HP 12,
near (tunnelling), S +1, D +1, C +0, ATK 1: longsword (1d8), longbow
I -1, W -1, Ch +0, AL N, LV 1 (far, 1d8), MV near, S +2, D +2, C +0,
Poison. On a successful bite, deals I +1, W +1, Ch +0, AL C, LV 3
1d4 poison damage to victim (CON Void Ward: Dark Elves are highly
check vs DC 9 eliminates half). resistant to magic spells, imposing
disadvantage to spellcasting
checks made against them.
Dark Elf
A wiry elf with ebony skin and long Demon, Nurikt
white hair, wearing chainmail and
carrying a bow. A 10-foot tall, crimson-skinned
AC 17 (chainmail + shield), HP 7, humanoid covered in silver spikes
ATK 1: longsword (1d8), longbow and chitin studs with a grotesque
(far, 1d8), MV near, S +1, D +2, C +0, face and cavernous maw.
I +1, W +1, Ch +0, AL C, LV 2 AC 18 (natural armor), HP 100, ATK
Void Ward: Dark Elves are highly 2: claws (2d6), bite (2d8), MV far,
resistant to magic spells, imposing S +4, D +4, C +1, I +1, W +1, Ch +0,
disadvantage to spellcasting AL C, LV 15
checks made against them. Abyssal Ward: Demons can only
be damaged by magical weapons
and have immunity to all spells of
3rd level or lower.

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Mohammed Abulrahman Hitmi (Order #38792557)
Demon, Small Dwarf, Brimjolf
A crimson-skinned humanoid A tough stout humanoid with a
covered in black spikes and chitin thick beard, wearing chainmail.
studs with a grotesque face. AC 17 (chainmail + shield), HP 18,
AC 17 (natural armor), HP 80, ATK ATK 1: greataxe (1d8/1d10), MV near,
2: claws (2d4), bite (2d6), MV far, S +2, D +2, C +1, I +0, W +0, Ch -1,
S +2, D +2, C +1, I +1, W +1, Ch +0, AL L, LV 3
AL C, LV 10
Abyssal Ward: Demons can only Elf
be damaged by magical weapons
and have immunity to all spells of
A tall humanoid with tanned
3rd level or lower.
skin and flowing hair, wearing
chainmail and carying a bow.
Dryad AC 17 (chainmail + shield), HP 7,
ATK 1: longsword (1d8), longbow
A coy, emerald-skinned fey covered (far, 1d8), MV near, S +1, D +2, C +0,
in vibrant leaves. It bonds with and I +1, W +1, Ch +0, AL N, LV 2
protects a tree. Farsight: Elves enjoy a +1 bonus on
AC 13 (natural armor), HP 19, ATK attacks with ranged weapons and
1: staff (1d4) or 1 charm, MV near, S spellcasting checks.
-1, D +2, C +1, I +1, W +3, Ch +4, AL N,
LV 4
Fire Drake, Lavnos
Charm. Near, one creature, DC 14
CHA or friendship for 1d8 days.
A large shimmering wingless four-
Meld. Step inside bonded tree. legged dragon. Smoke wafts up
from its open jaws.

Dwarf AC 18 (natural armor), HP 80, ATK


2: claws (2d6), fire breath (near, 3d6,
A tough stout humanoid with a hits target and everything at close
thick beard, wearing chainmail. distance to it, recharges every 5
rounds), MV far, S +4, D +4, C +1, I
AC 16 (chainmail + shield), HP 12, +2, W +2, Ch +1, AL C, LV 10
ATK 1: greataxe (1d8/1d10), MV near,
S +1, D +1, C +1, I +0, W +0, Ch -1, Jump: A fire drake can use its move
AL L, LV 2 action to leap up to near distance.
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Mohammed Abulrahman Hitmi (Order #38792557)
Frost Maggots
Plump flying insects roughly the
size of a turkey or dog.
AC 11, HP 3, ATK 1: bite (1d4), MV
near, S +1, D +1, C +0, I -2, W -2,
Ch -2, AL C, LV 1
Infravision. Heat vision out to near Gnoll
distance. Attracted by heat.
A large humanoid with spotted
Frostbite. On a successful bite, roll
yellow and black fur, facial
1d6. On a 1-4, the victim develops
features resembling a hyena.
frostbite around the affected area.
The skin turns black and can only AC 17 (chainmail + shield), HP 24,
be saved by magical healing. ATK 1: greataxe (1d8/1d10), MV near,
S +3, D +2, C +1, I +0, W +2, Ch +0,
Fire Vulnerability. Takes double
AL C, LV 4
damage from fire.

Goblin
A short, hairless humanoid with
green skin and pointy ears.
AC 11, HP 5, ATK 1: club (1d4),
shortbow (far, 1d4), MV near, S +0,
D +1, C +1, I -1, W -1, Ch -2, AL C, LV 1
Ghoul
Keen Senses. Can't be surprised.
A squat growling humanoid
shuffling around on all fours. Golem, Clay
AC 13, HP 7, ATK 2: bite (1d6), claws
(1d6), MV near, S +1, D +1, C +0, I -1, A fearsome soldier made of
W +1, Ch +0, AL C, LV 2 delicately carved clay, animated.
Paralysis. On a successful claw hit, AC 10, HP 4, ATK 1: hardened clay
causes paralysis for 3 rounds (WIS longsword (1d4), MV near, S +1, D +1,
check vs DC 15 to resist). C +1, I -1, W +0, Ch -1, AL C, LV 1
Undead. Immune to morale Construct. Immune to morale
checks. checks and mind-affecting magic.
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Mohammed Abulrahman Hitmi (Order #38792557)
Hobgoblin
A sturdy, tall goblin with russet skin
wearing chainmail and helmet.
AC 15 (chainmail + shield), HP 10,
ATK 1: longsword (1d8), longbow
(far, 1d8), MV near, S +3, D +0, C +1,
I +2, W +1, Ch +1, AL C, LV 2
Phalanx. +1 to attacks and AC
when in close range of an ally.
Griffon
A flying beast with the head of an Human, Bandit
eagle, the body of a lion, and large
white feathery wings. Hard-bitten rogue in tattered
AC 17 (natural amor), HP 20, ATK leathers and a hooded cloak.
1: claws (1d8), bite (2d6), MV far AC 13 (leather + shield), HP 4, ATK 1:
(flying), S +2, D +5, C +0, I +1, W +1, club (1d4), MV near, S +1, D +0, C +0,
Ch +1, AL C, LV 6 I -1, W +0, Ch -1, AL C, LV 1
Vise Grip. On a successful claw Ambush. Deal an extra die of
attack, the victim is grabbed and damage when undetected.
can be carried aloft.

Human, Cavalry
Grimlock
A spear-carrying human in light kit
A tall grey skinned humanoid with riding in fast on a horse.
sunken eye sockets by no eyeballs.
AC 14 (leather + shield), HP 4, ATK
AC 13 (natural armor), HP 7, ATK 1: 1: spear (1d6), MV near (far when
greataxe (1d8/1d10), MV near, S +1, D mounted), S +1, D +1, C +0, I +0,
+1, C +0, I -1, W +3, Ch +1, AL C, LV 2 W +0, Ch +0, AL N, LV 1
Blindsight. Grimlocks cannot see Trample. Can use a combat action
but can find their way around to spurn their mount to stomp on
using sound and smell. If deafened, an opponent within close range.
they are treated as if blinded. Always hits for 1d6 damage.
Keen Smell. Grimlocks can smell
targets out to a far distance.
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Mohammed Abulrahman Hitmi (Order #38792557)
Human, Cultist Human, Razaq
A wild-eyed unkempt person in A devious looking man with a
dirty robes wielding a club. closely trimmed beard and flowing
AC 11, HP 3, ATK 1: club (1d4), MV blue robes.
near, S +1, D +1, C +0, I +0, W +0, AC 12 (robes), HP 20, ATK 1: dagger
Ch +1, AL C, LV 1 (1d4), MV near, S +0, D +2, C +0, I +3,
W +0, Ch +0, AL C, LV 8
Sorcerer. Casts spells as a wizard.
Human, Eleri You can choose his set of currently
known spells.
A tough woman wearing animal
skins and carrying a bow.
AC 13 (leather), HP 8, ATK 1: Human, Roskillian
longsword (1d8), longbow (far, 1d8),
MV near, S +1, D +2, C +1, I +0, W +3, A warrior in shining plate mail and
Ch -1, AL L, LV 2 the surcoat of a knightly order.
Ambush. Deal an extra die of AC 17 (plate mail + shield), HP 14,
damage when undetected. ATK 2: bastard sword (1d8/1d10), MV
near, S +3, D +0, C +1, I +0, W +0, Ch
+1, AL L, LV 3
Human, Inessa Oath. 3/day, advantage on a roll
made in service of knight's order.
A proud woman wearing a cloak
that shimmers in the light.
AC 15 (Cloak of Shining Grace), HP Human, Warrior
20, ATK 1: dagger (1d4), spellcasting,
MV near, S +0, D +1, C +0, I +3, W +1, A primitive warrior wearing wild
Ch +1, AL C, LV 8 animal furs and wielding a spear.
Conjurer. Casts spells as a wizard. AC 12 (leather), HP 5, ATK 1: spear
You can choose her set of currently (1d6+1), MV near, S +2, D +1, C +1, I -2,
known spells. W +1, Ch -1, AL C, LV 1
Brutal. +1 damage with melee
weapons (included).

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Mohammed Abulrahman Hitmi (Order #38792557)
Kobold
Puny, scaled coyote-lizards that
dwell underground.
AC 13 (leather), HP 1, ATK 1: spear
(1d6), MV near, S -2, D +2, C +0, I -1,
W +0, Ch -1, AL C, LV 0
Dodge. 1/day, an attack that would
hit misses instead.
Ooze, Obsidian
A foul black puddle of quivering
Ogre slow-moving slime.
AC 12 (natural armor), HP 20, ATK
A massive, russet-skinned brute 2: tentacle (1d6), MV near (vertical
with tusks and a heavy frame. climb), S +2, D -1, C +2, I -4, W -3,
Ch -4, AL C, LV 4
AC 9, HP 30, ATK 2: greatclub (2d6),
MV near, S +4, D -1, C +3, I -2, W -2, Split. If cut or chopped, split
Ch -2, AL C, LV 6 into two smaller oozes (divide
remaining HP between both). Can
split up to four times.
Ogre, Aquatic Blackened. Immune to fire and
sharp weapons.
A massive, blue skinned brute with
tusks and a heavy frame.
AC 9, HP 30, ATK 2: greatclub (2d6), Orc
MV near (including swim), S +4, D
-1, C +3, I -2, W -2, Ch -2, AL C, LV 6 A tusked, tall humanoid with gray
skin and pointed ears.
Underwater Breathing. Can
breathe underwater indefinitely. AC 15 (chainmail + shield), HP 4,
Often tries to drown foes. ATK 1: greataxe (1d8/1d10), MV near,
S +2, D +0, C +0, I -1, W +0, Ch -1,
AL C, LV 1
Rage. 1/day, immune to morale
checks, +1d4 damage (3 rounds).

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Mohammed Abulrahman Hitmi (Order #38792557)
Orc, Orek Skunk, Giant
A tusked, tall humanoid with gray A black and white skunk the size of
skin and pointed ears. a large boar.
AC 16 (bandedmail + shield), HP 8, AC 12 (natural armor), HP 12, ATK
ATK 1: Greataxe+1 (1d8/1d10), MV 2: claws (1d6), bite (1d8), MV near,
near, S +2, D +0, C +0, I -1, W +0, S +1, D +1, C +0, I -1, W -1, Ch -1, AL C,
Ch -1, AL C, LV 2 LV 3
Rage. 1/day, immune to morale Spray. Can make use one of their
checks, +1d4 damage (3 rounds). attacks to spray their musk on a
target within close distance. The
target must make a CON check
Panther vs DC 15 or be incapacitated for 3
rounds due to overwhelming scent.
A jet-black great cat with bright
yellow green eyes.
AC 13 (natural armor), HP 16, ATK
Snake, Bone
2: claws (1d6), bite (1d8), MV near,
S +2, D +2, C +1, I -1, W -1, Ch -1, AL C, An animated snake skeleton that
LV 4 whips around violently.

Pounce. If undetected, can jump AC 18 (natural armor), HP 21, ATK 1:


out to near distance and tackle a bite (1d6), MV near, S +2, D +2, C +0,
target (1d6 damage) + make a free I -1, W -1, Ch +0, AL N, LV 4
bite attack on same target. Constrict. On a successful bite,
attaches to victim and constricts
for 1d8+2 crushing damage per
Skeleton round (including the 1st). The
victim can only be freed by death
A bleach-boned skeleton with red of the snake or morale failure.
pinpoints of light in its eyes. Undead. Immune to morale
AC 13 (chainmail), HP 11, ATK 1: checks.
shortsword (1d6), shortbow (far,
1d4), MV near, S +1, D +0, C +2, I -2,
W +0, Ch -1, AL C, LV 2
Undead. Immune to morale
checks.
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Mohammed Abulrahman Hitmi (Order #38792557)
Snake, Giant Boa Snake, Shock
A thick, muscular, black and green A thin white and red snake with
snake with bright yellow eyes. bat-like wings soaring through the
AC 14 (natural armor), HP 24, ATK air with its fangs out.
1: bite (1d6), MV near (far in water), AC 12 (natural armor), HP 12, ATK 1:
S +2, D +2, C +0, I -1, W -1, Ch +0, bite (1d4 + 1d8 electrical), MV near
AL N, LV 6 (far in flight), S +1, D +1, C +0, I -1,
Constrict. On a successful bite, W -1, Ch +0, AL N, LV 3
attaches to victim and constricts System Shock. On a successful
for 1d8 crushing damage per round bite, the electrical damage triggers
(including the 1st). The victim can 2d4 rounds of paralysis in a living
only be freed by death of the snake target (CON check vs DC 15 to resist
or morale failure. the effect).

Spider, Giant
A huge spider with a bulbous
abdomen and eight, spindly legs.
AC 13 (natural armor), HP 13, ATK
1: bite (1d4 + poison), MV near,
(vertical climb), S +2, D +3, C +0, I -2,
W +1, Ch -2, AL N, LV 3
Poison. CON check vs DC 12 or
paralyzed 1d4 hours.

97
Mohammed Abulrahman Hitmi (Order #38792557)
Troll
Green, lanky giants with warty skin
and territorial rage.
AC 12, HP 24, ATK 2: claw (1d6), bite
(1d10), MV near, S +3, D +2, C +2, I -1,
W +0, Ch -1, AL C, LV 5
Regenerate. Regains 2d6 HP on
its turn unless its wounds are
cauterized with fire or acid.

Wererat, Deitrus
A formidable rat-faced humanoid
with a crazed look in its eyes.
AC 14 (natural armor), HP 22, ATK
2: claws (1d6), bite (1d8), MV double
near, S +2, D +2, C +1, I -3, W -3,
Ch -4, AL C, LV 4
Impervious. Only damaged by
silver or magic sources.
Lycanthropy. If a target takes 12
or more damage from the same
werewolf, it contracts lycanthropy.
Troglodyte Shake. After a successful bite, can
violently shake the victim as a free
A foul-smelling lizard-like action (1d6 additional damage),
humanoid wearing bits of armor. then throw them up to near
AC 13 (leather armor), HP 8, ATK 1: distance away.
Spear (1d6/1d8), MV near, S +2, D +2,
C +1, I -1, W +2, Ch -1, AL C, LV 2
Stench. Anyone at close distance
must make a CON check vs DC 12
or be incapacitated that round.

98
Mohammed Abulrahman Hitmi (Order #38792557)
Wolf Zombie
A giant canine with a gray pelt, Green, lanky giants with warty skin
yellow eyes, and dripping jaws. and territorial rage.
AC 12 (natural armor), HP 10, ATK AC 11, HP 4, ATK 1: claw (1d8), MV
1: bite (1d6), MV double near, S +2, near, S +0, D +0, C +1, I -1, W -1, Ch
D +2, C +1, I -2, W +1, Ch +0, AL N, -1, AL C, LV 1
LV 2 Undead. Immune to morale
Pack Hunter. Deals +1 damage checks.
while next to an ally.

Wolf, Alpha
A giant canine with a gray pelt,
yellow eyes, and dripping jaws.
AC 14 (natural armor), HP 15, ATK
1: bite (1d6), MV double near, S +2,
D +2, C +1, I -2, W +1, Ch +0, AL N,
LV 3
Pack Hunter. Deals +1 damage
while next to an ally.

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Mohammed Abulrahman Hitmi (Order #38792557)
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Mohammed Abulrahman Hitmi (Order #38792557)

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