AA3 Adventure Anthology Three r10
AA3 Adventure Anthology Three r10
AA3 Adventure Anthology Three r10
Adventure Anthology
Three
A Basic Fantasy Role-Playing Game Adventure Collection
Copyright © 2020-2022 James Lemon, Chris Gonnerman, and Contributors
All Rights Reserved
1st Edition (Release 10)
www.basicfantasy.org
Credits
Contributors: Keith Bassett, Paul R. Cottrell, John Dutton, Jobend, Ian Kinkley, Ollie Oberg,
Seth “Parseth” Parsons, Clinton L. Robison, Martín Serena, Alan Vetter, Sean Wellington
Proofreading: Danielaurence, nemolomen, Martín Serena, Seven, Alan Vetter, ybn1197
Layout: James Lemon, Chris Gonnerman
Cover Art: John Fredericks
Art: BurgerBabylon, Francisco Chaves, John Fredericks, MWByouk, Colin Richards
Maps: Dyson Logos, Borgar Olsen, Martin Teasdale, Watabou
Playtesters: Moco, Leemon the Wizard, Xurg, John Kuan, Joe Whitmer, Ian da Freak, Wren Kinkley,
Ira Kinkley, ADam Farero, and Jeffrey Maloney, Shayan Ghaad Aharjii, Filix Boombathi,
Vincent Chase, Cypher Nix, Bandobras Toke, Michael Brantner, Chris Wolfmeyer
Adventure Anthology Three Introduction
Introduction
Welcome to the third Adventure Anthology Series multi-adventure module for the Basic Fantasy Role-Playing
Game! Herein you will find a collection of small adventure modules, playable in a session or two, submitted
by a variety of authors.
Some of the adventures in this work include monsters found in the Basic Fantasy Field Guides, which, like the
Basic Fantasy RPG Core Rules, are available for free on our website at www.basicfantasy.org. While you're
there, check out our forums, the best place to keep up with what's going on in the Basic Fantasy Project
community, get help, and even contribute!
But now, on to the adventures. The Old School is now in session!
Fire Mountain Page 3 Cult of the Green Skull Page 73
by John Dutton by Seth “Parseth” Parsons
The people of Drakeshaven are dying from a plague, Once believed to be merely a rumor, a cult's strange
but a wizard knows of a cure. All that is needed is a symbol has begun appearing all over the village.
group of courageous adventurers to seek the And now two children are missing. The mayor needs
ingredients in a place called Fire Mountain. help to find and destroy this cult, along with rescuing
An adventure for 4 to 6 characters of levels 3 to 5. the missing children.
An adventure for 4 to 6 characters of levels 1 to 2.
The Mystery of Drakestein Island Page 18
by John Dutton The Crypt of the Forgotten Lord Page 78
A formerly friendly dragon is now attacking ships by Ian Kinkley
coming to the port of Drakeshaven. Do you dare Exploring a vast underground world, the players
accept the Earl's commission to sail to Drakestein come across a seemingly-abandoned crypt. What
Island and investigate? lays hidden and forgotten within?
An adventure for 4 to 6 characters of levels 3 to 5. An adventure for 3 to 6 characters of levels 1 to 2.
A Temple of Slides and Stairs Page 44 The Ruined Sawmill Page 88
by Ollie Oberg by Sean Wellington
The guild leader is missing and evil still pervades. Can A once-prosperous lumber camp has stood
you complete the quest and rescue him, if indeed abandoned after a fire over a year ago. Rumors
he is even still alive? among the locals suggest creatures in the
An adventure for 2 to 6 characters of levels 1 to 3. surrounding woods are to blame. What truly caused
the fire, and what will the party find upon
The Search of Grimfall Page 56 investigating?
by Alan Vetter
An adventure for 3 to 7 characters of levels 3 to 5.
Will you help the priest and sister search the town?
And what are they looking for? Reclamation of Castle Devyn Page 104
by James Lemon
An adventure for 4 to 8 characters of levels 1 to 2.
Duke Gundahar has apparently left Gulshan and
The Halls of Finley Manor Page 62 destroyed the only way to reach Castle Devyn. Will
by James Lemon the party find a way to the castle, and find out what
Finley Manor has long sat abandoned. What actually happened to the Duke and the castle?
happened to the family, and what treasure and An adventure for 3 to 5 characters of levels 4 to 6.
secrets lay dormant in its rooms?
An adventure for 3 to 5 characters of levels 7 to 9.
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Unbaronable Circumstances Adventure Anthology Three
The Assassin’s Conundrum Page 116 The Grave of Gareth Page 136
by Jobend by Clinton L. Robison
The Kingdom of Menorin is ruled by the Council, A legendary bard was gifted a silver harp. Long since
overseen by King Reder. The party becomes his passing, his burial site has seen the return of
involved with a certain Order, and begin to realize monsters and other undesirables. Was the harp
things are not as they seem. Where do their stolen, destroyed, or was it buried with Gareth?
allegiances lie? An adventure for 2 to 4 characters of levels 1 to 3.
An adventure for 3 to 5 characters of levels 1 to 3.
Unbaronable Circumstances Page 144
by Paul R. Cottrell
The new Baron needs help to rescue his wife from
hobgoblins. Can the party track them down and
rescue the Baroness in time?
An adventure for 4 to 6 characters of levels 2 to 4.
If you might be a player in any of these adventures, stop reading now! Beyond this point lies information
meant only for the Game Master's eyes!
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Adventure Anthology Three Fire Mountain
Fire Mountain
by John Dutton
An adventure for 4 to 6 characters of levels 3 to 5.
Introduction
The people of Drakeshaven are dying from a plague, but a wizard knows of a cure. All that is needed is a
group of courageous adventurers to seek the ingredients in a place called Fire Mountain.
“Fire Mountain” was the first module submitted by John Dutton in 2015. Shortly after this John submitted “The
Mystery of Drakestein Island” (found on page 18 of this book) and “Wulfric’s Tomb”. The latter adventure was
included in the Adventure Anthology 2, which is available on the Basic Fantasy downloads page should you
wish to play them in order.
Starting the Adventure There is one note that is different than the rest; it
Read or paraphrase the following to your players to simply reads:
kick off this adventure:
If you would like to help me stop this plague say my
The last adventure was exhausting; all of you are name three times: Leofric!!!
sore and tired, and need to replenish your supplies.
If the PCs say the name three times a frail old man
Your map indicates the next town up the road to
suddenly appears before them in a cloud of smoke.
be Drakeshaven, a very large port city that would
The guards scream, drop their weapons, and run.
be easy to get lost in. If your calculations are right
the party should arrive in time for supper. You plan
on finding a comfortable but cheap inn, have a Leofric's Offer
good meal, and a bed to sleep. The next day you
Leofric, the Venerable, believes that a spell he
can sell some loot and refill your supplies.
discovered in an ancient grimoire will destroy the
About mid-afternoon you see five men with leather disease. Unfortunately, the enchantment requires an
armor and poorly-kept weapons. They don't look ingredient he does not possess: a black diamond
too healthy either. The guards stop you when you from a dragon’s brain. These jewels are extremely
get within shouting distance. The man that seems magical and consequently, priceless. Leofric
to be the leader of this group tells you not to go believes that one may be found at Fire Mountain.
any further. He tells you that there is a plague in Fire Mountain, which lies five days to the north of
the city, and that to avoid contaminating Drakeshaven, is a dormant volcano and is known to
yourselves you should stay back. contain a dragons’ graveyard; that is to say, a place
dragons go to die. It is certain to contain the
The leader says that if you have any friends or remains of many dragons and hopefully, it will also
family in the city you should leave a note on the contain one or more black diamonds.
message tree; he will look at it after you leave or
back away and then take your message to your Unfortunately, the graveyard is guarded by a fierce
friends or family. red dragon named Sycorax. Moreover, the
entrance to the mountain is protected by a tribe of
You notice alongside the road is a large oak tree lizard men who worship Sycorax and the spirits of the
with several scraps of paper nailed to it. You dead dragons. These lizard men regularly provide
approach the tree and read some of the notes. Sycorax with food in the form of captured humans
You find several like this one: and other humanoids.
Anyone going to Farmsdale, please tell the Leofric has asked you to undertake this perilous
Farnsworth family that all their family in quest. If the party accepts he will be truly happy.
Drakeshaven have died. The house was burned to If the party opts to refuse, Leofric will implore their
help stop the plague. There is nothing of value help telling that as you saw, most people here are
from your family that would be worth your lives! afraid of him, refusing to help; not only that, if the
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Fire Mountain Adventure Anthology Three
plague is not stopped then the town will remain for the baby, the furry monster was eaten by an
inaccessible and the plague will extend to nearby owl and never returned. The baby grew and grew,
places, sooner or later affecting the PCs. and grew and grew, until she became a giant with
Leofric is too old and frail to accompany the party. a hundred arms, green shaggy hair, and a
However, he is able to provide the party with an thousand babies of her own. What was the baby’s
assortment of magical potions. If the party gives him name? (You may have three guesses).
a day he can use his last magical ingredients to
The answer is “acorn”, but the little old man will also
create a number of potions (equal to the number of
accept “seed” or “oak tree”. If answered correctly
PCs). Leofric will ask each PC which of the available
he will give the characters this advice:
potions he or she would like. The potions available
are: The main entrance to the mountain lies on its
• Healing: Restores full hit points. southern side, but is heavily guarded. However,
there is a secret entrance on the northern side, and
• Knowledge: Know the answer to any single is only lightly guarded. A stream flows from the
question. northern side of the mountain into a shallow lake. If
• Fire Resistance: Protects from all fire/heat you find the lake, you can find the stream, and if
damage for 1 turn. you walk up the stream, following it to its source, it
will lead you through a narrow ravine straight to the
• Spirit Form: Become a spirit for 1 turn. The secret entrance.
spirit is not invisible, but may walk through
walls, etc. The spirit is also immune to all non- If the PCs attack the little old man, he will disappear
magical damage, but may not inflict along with his horse and vardo. Also, each PC must
damage on anyone else. save vs. Spells or lose one magical item.
If the PCs take the little old man’s advice, they will
The Little Old Man circle the mountain and reach the lake that lies to its
north.
It is the fifth day of your journey. You are passing
through a forest when you step into a clearing
containing a tiny vardo, no bigger than a chest of The Northern Lake
drawers. Tethered to the vardo is a pony, no larger
than a dog. A little old man, no taller than a
toddler, is sitting on a stool in front of the vardo. He
turns towards you, doffs his hat, and says, “Good
afternoon!”
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Adventure Anthology Three Fire Mountain
The scales are actually made of gold, and The iron door creaks opens to reveal a natural rock
consequently each fish is worth 1d4x10 gp. passage that snakes its way into the dormant
However, its flesh is toxic to humans; anyone tasting volcano. It is very warm, and in places the rock
one will be violently sick and will need to save vs. seems to glow.
Poison or take 1d4 points of damage.
If anyone touches a glowing rock without taking
If the PCs pause to examine the basket, the lizard precautions, that PC must save vs. Death Ray or take
man will notice them, throw his trident at the nearest 1d4 points of heat damage.
PC, and then attempt to flee up the ravine to the
iron door. 6. Sharp Turn:
3. Lizard Man: You haven’t walked far when the passage turns
sharply to the left. Peeking around the corner you
Lizard Man: AC 15, HD 2, #At 1 trident or hand axe, see that the way ahead is blocked by a heavy
Dam 1d6+1, Mv 20', Sv F2, MI 11, XP 75 leather curtain. The sound of scraping metal can
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ be heard coming from the other side.
He will attempt to reach the secret entrance at
every opportunity, but if cornered will fight to the 7. Guard Room:
death.
On the other side of the curtain is a small cave that
Possessions: trident, hand axe, large iron key which is used as a guard room. There are two lizard men
opens the iron door, and red dragon’s scale who are sharpening their hand axes. There are also
pendant (opens the secret door leading to the three stools, a table, a stone jar, and a bottle.
hidden staircase). Another passage branches off from the
southeastern corner.
4. Ravine:
The bottle contains a thick green liquid which smells
The cliffs on either side of the ravine look unstable, extremely alcoholic. If drunk, the PC must save vs.
and the floor of the ravine is littered with fallen Poison or become violently sick, but suffers no further
rubble. ill effects. If the saving throw is successful, the PC
becomes drunk and suffers -1 penalty on all attack
If the PCs attempt to move quietly they will pass up rolls until he or she has a full night’s sleep, has a cure
the ravine without incident. However, if no spell cast on him or her, or meets Sycorax (the sight
precautions are taken, each PC in the ravine must of whom would sober anyone).
roll less than or equal to his or her DEX or cause a
landslide. Anyone in the ravine during a landslide
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Fire Mountain Adventure Anthology Three
The jar contains live cockroaches, a favorite snack of 10. Rust Monster:
the lizard men.
A short passage leads into another large cave. The
If the PCs make a distinct noise before they enter the floor of the cave is covered by a thick layer of
guard room, one of the lizard men will speak: “Back coarse powder, which you realize is actually rust.
already? How many did you catch?” If the PCs You notice a strange-looking creature standing at
attack straight away, the lizard men will be surprised the far side of the cave. It is the size of a large pig,
on a roll of 1-4. However, if the PCs procrastinate, has brown skin, a long whip-like tail, and two
the lizard men will grow suspicious, prepare their feathery antennae on its head. It appears to be
weapons, and cannot be surprised. eating the rust, but as you enter it turns in your
2 Lizard Men: AC 15, HD 2, #At 1 hand axe, direction and its antennae begin to quiver…
Dam 1d6+1, Mv 20', Sv F2, MI 11 (if their morale fails
The cave contains a rust monster, which will attack
they will attempt to flee to the hidden staircase, but
immediately.
will be unable to open it without the red pendant),
XP 75 ea. Rust Monster: AC 18, HD 5*, #At 1 antenna,
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Dam special, Mv 40', Sv F5, MI 7 (if morale fails it will
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ flee into its maze of tunnels at the far end of the
cave), XP 405
Equipment: hand axe (each), one has a green HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
dragon scale pendant, the other a white dragon ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
scale pendant.
11. Fire Elemental:
8. Hidden Door:
If the PCs pursue the rust monster, they will quickly
The passage widens into a small cave. become disorientated and find their way into
another magma chamber. This magma chamber is
If someone examines the western wall he or she will the home of an unfriendly fire elemental who will
discover three small slots which are painted red, order the PCs to leave. If they do so, they will easily
green, and white. These holes form the lock of a find their way back to the rust-filled cave.
secret door that leads to the hidden staircase. The
door can only be opened by inserting the three Fire Elemental: AC 22, HD 16 (+12), #At 1, Dam 3d6,
dragon scale pendants in the appropriate slots. Mv 40' Fly 30', Sv F16, MI 10, XP 3,385
HP 80 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9. Magma Chamber: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The passage opens 20 feet up the side of a large
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
cavern, the floor of which is filled with magma. A
narrow, stone bridge crosses the magma chamber.
Unfortunately it is broken in the middle, leaving a The Hidden Staircase
nine-foot gap between each half.
12. Staircase:
To jump the gap, a player must roll 11 or higher on
1d20 (+/- DEX bonus). If he or she fails, they manage When you place the dragon scales in the slots,
to grab onto the ledge. To haul themselves up, he or there is a small click and suddenly a section of the
she must roll 11 or higher on 1d20 (+/- STR bonus). If cave wall swings back, revealing a hidden
another PC helps, success is automatic. If the player staircase that climbs steeply through the rock. The
fails again, he or she falls onto a rock jutting out of staircase climbs west for 90 feet, then the passage
the magma, taking 2d6 points of falling damage. turns sharply south and continues on the level. At
the very top of the staircase there is a shelf-like
alcove carved into the rock.
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Adventure Anthology Three Fire Mountain
13. Trap: have been taken away one by one and fed to
Sycorax. Hilda does not want to be left behind,
Lying on this shelf is a beautiful jeweled sword that however she is incapable of aiding the PCs;
glows with a magical light. Looking closer, you furthermore, there is a chance (GM's discretion)
notice that it is covered in a thick layer of dust. Oswy will cry at an inopportune moment.
The sword is trapped. The bottom of the hilt is
15. Secret Door:
attached by a wire to the trap’s mechanism. If it is
picked up, there is a loud explosion and the PCs are The passage ends in a solid rock wall.
engulfed in a cloud of dazzling light. At the same
moment the top 10’ section of the staircase sinks into The wall actually conceals another secret door. If
the ground, forming a slide. two attempts to find the door’s latch fail, the door
will be opened by a small lizard man who is the jailer.
Every PC on this part of staircase must save vs.
He will be utterly surprised by their presence.
Dragon’s Breath (+/- DEX bonus) or fall down the
staircase, taking 2d6 points of damage. Lizard Man: AC 15, HD 2, #At 1 trident or hand axe,
Dam 1d6+1, Mv 20', Sv F2, MI 11 (If he survives the first
If the wire is cut, the sword can be removed safely;
round he will attempt to flee to the temple), XP 75
however, the mechanism is extremely sensitive and
will require a Thief to do so. If there is no Thief in the HP 6 ☐☐☐☐☐ ☐
party, the sword may be removed on a 1d20 roll of
17 or higher; apply the character's Dexterity bonus or 16. The Main Corridor:
penalty to the die roll.
The secret door opens into a broad and lofty
The sword is a magical Sword +1, Detects Traps. It will corridor. To the west, it disappears into echoing
glow with magical light whenever it is within 10 feet darkness. To the east, the corridor ends in a pair of
of a trap. huge silver doors, decorated with images of
writhing dragons.
14. Prison:
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Fire Mountain Adventure Anthology Three
The candles on the altar are different colors: red, If the PCs accept his proposal, Sycorax will scratch a
blue, green, white, and black. In order to open the strange symbol onto each of their foreheads, give
door, the candles on the altar must be lit and the them a black diamond, and tell them that they are
gong struck. free to leave Fire Mountain. He will not help them
leave; as far as he is concerned, getting out will be
18. The Cavern of Sycorax: another test of their worth. Once the PCs have
delivered the jewel to Leofric, they will be magically
The golden doors swing slowly open, revealing a compelled to return to Fire Mountain and spend the
vast cavern. The floor of the cavern is literally rest of their lives as Sycorax’s personal guard.
buried under hills of treasure. On the far side of the
cavern you notice the entrance to another smaller If they are reckless enough to attack Sycorax he will
cave. fight to the death.
Sycorax: Age 6, AC 21, HD 12 (+10), #At 2 claws/1
Suddenly you hear a loud flapping sound; looking
bite or breath/tail, Dam 1d10/1d10/5d8 or 6d8 cone
up you see a large red dragon swooping down
or line 100’ long by 55’ at far end/1d8,
from his high perch! He lands close to you and
Mv 30' Fly 80' (20'), Sv F12, MI 12, XP 2,075
eyeing you suspiciously snarls, “You don’t look like
supper. I know it’s uncouth to play with one’s food, HP 89 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
but pray tell me, before I kill you: who are you and ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
what madness brought you to my cave?” ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐
Treasure: For the sake of simplicity, each character
may take 1,000 gp worth of treasure. In addition
each character may take one magical item from
the following list:
• Broad Sword +1
• Chainmail +1
• Elven Cloak
• Short Bow +1
• Shield +1
• Horn of Blasting
• Spear +1
If the characters tell him about their quest, he will • Ring of Protection
explain that black diamonds are priceless and ask • Girdle of Giant Strength
what they can offer him in return. He is not
interested in any amount of treasure or magic items Note: PCs can only take treasure if Sycorax is dead.
(he has more than all the kingdoms of man The treasure in the cave is not just Sycorax’s, but is
combined). At the GM's discretion, he may accept the accumulated hoard of many dragons.
another suitably-impressive proposal on a roll of 20 or Consequently, there is more than can be counted or
greater (+/- CHA bonus). However, failing that, his carried.
proposal is as follows:
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Adventure Anthology Three Fire Mountain
A short tunnel leads to a smaller cave, although it is To your relief, you discover that the large bronze
still large enough to accommodate a dragon. The doors are unattended. It appears that each door
cave is filled with neatly-piled dragon bones, can be opened by turning a large windlass located
including a mound of skulls. to the side of each door.
If the characters search through the mound of skulls, The doors are extremely heavy; consequently the
there is a 20% chance of finding a black diamond in windlasses can only be turned on a roll of 20 or
each skull. higher (+/- STR bonus of each PC attempting to open
it). The PCs may attempt to open the door as many
Entrance Chamber times as they wish, however each time they fail there
is a 20% cumulative chance of being spotted, at
which point alarm bells will be rung.
20. Entrance Chamber:
Note: This section describes the entrance chamber If the PCs succeed in turning a windlass, the door to
as if it were approached from within the mountain. which it is connected will creak open enough to
allow them to exit. At this point they will be spotted
The large corridor soon turns south and continues to and would be well advised to scamper!
wind through the heart of the mountain for about a
quarter of a mile, eventually ending in a huge 22. Small Archway:
cavern.
The archway leads into a narrow passage which
To the south, the way ahead is blocked by a pair of turns sharply to the left before ending in a barred
huge bronze doors. To your right, in the middle of stone door. Sitting next to the door are two lizard
the western wall of the cavern, you can see a small men sentries. They are chatting to each other and
archway. haven’t noticed you yet.
To your left, the entire eastern wall is riddled with The lizard men are not expecting to be attacked
small caves. Narrow paths, staircases, and ladders from behind; therefore, if the PCs approach them
lead from one to another. Here and there you can cautiously, they will be surprised on a roll of 1-4 on
see a lizard man going about his business. No one 1d6. However, if no precautions are taken, the
has noticed you, yet. sentries will notice the PCs and challenge them.
If the sentries are attacked, they will ring an alarm
The cavern is the entrance chamber of the
bell that will summon help (as described in the
mountain, and the large bronze doors open on its
Spotted! section below) in 1d4 rounds.
southern side. It is also the location of the village
(the caves in the eastern wall) of the 300 lizard men If the PCs kill the sentries, they will be able to lift the
who serve and worship Sycorax. bar, open the door, and escape; incidentally, the
outside of the door is disguised.
Safe within their mountain stronghold, the lizard men
are understandably complacent. It should therefore 2 Lizard Men: AC 15, HD 2, #At 1 hand axe,
be possible for the PCs to walk straight across the Dam 1d6+1, Mv 20', Sv F2, MI 11, XP 75 ea.
cavern without being spotted, as long as they do so HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
carefully. 7 ☐☐☐☐☐ ☐☐
If the PCs head towards the large bronze doors, or
the archway in the western wall, they must roll 11 or
higher on 1d20 (+/- DEX bonus) or be spotted.
If they approach the caves in the eastern wall they
will be spotted, alarm bells will be rung, and dozens
of lizard men will swarm out to confront them.
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Fire Mountain Adventure Anthology Three
2 Lizard Man Princes: AC 16, HD 3, #At 1 battle axe, If the PCs choose not to enter, the lizard men on the
Dam 1d8+1, Mv 20', Sv F4, MI 12, XP 145 ea. balcony will begin to shoot arrows at the PCs until
they retreat out of short bow range.
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐ If the PCs choose to enter, they will find themselves
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ surrounded by dozens of lizard men armed with short
☐☐☐ bows.
If the PCs manage to kill the king and his sons, the The king of the lizard men will then order the PCs to
rest of the lizard men will flee in terror, returning to the drop their weapons. If they do as he commands
caves in the eastern wall. they will be seized, bound, and thrown into the
prison, left to await their sacrifice to Sycorax; unless
23. Lizard Man Village: of course they can escape.
If the PCs decide to explore the caves that form the If they refuse, the lizard men will shoot their arrows
lizard men’s village, they will find that it consists of (roll to hit each PC three times). If any of the PCs are
120 very similar caves spread over the entire eastern still alive, the archers will step aside and the party will
wall of the cavern. The caves are connected by be attacked as described in the Spotted! section
narrow walk-ways, staircases, and ladders. above.
The village contains around 300 lizard men, all of If the PCs are killed (and the GM is feeling kind) they
whom will fight with a desperation born of terror. In will not actually be dead, but will wake up in the
addition, as the PCs move between caves they will prison with 1 HP each.
be attacked by arrows and other missiles aimed by
lizard men higher up on the cavern wall.
If the PCs somehow reach the highest level of the
village, they will discover a passage that leads out
onto the balcony above the main entrance.
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Adventure Anthology Three Fire Mountain
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Fire Mountain Adventure Anthology Three
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Adventure Anthology Three Fire Mountain
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Fire Mountain Adventure Anthology Three
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Adventure Anthology Three Fire Mountain
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Fire Mountain Adventure Anthology Three
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Adventure Anthology Three Fire Mountain
17
The Mystery of Drakestein Island Adventure Anthology Three
Introduction
A formerly friendly dragon is now attacking ships coming to the port of Drakeshaven. Do you dare accept
the Earl's commission to sail to Drakestein Island and investigate?
The adventure preceding this one, “Fire Mountain,” was the first module submitted by John Dutton in 2015.
Shortly after this John submitted this adventure, followed by “Wulfric’s Tomb”. The latter adventure was
included in the Adventure Anthology 2, which is available on the Basic Fantasy downloads page should you
wish to play them in order.
18
Adventure Anthology Three The Mystery of Drakestein Island
1. The Cove:
19
The Mystery of Drakestein Island Adventure Anthology Three
At the back of the crab’s cave is a tangle of If the PCs approach the nests they will be attacked
driftwood and seaweed, amongst which lies a small by the parent stirges. The baby stirges are bad-
bottle containing a Potion of Water Breathing. tempered but harmless.
With the giant crab out of the way, you can see 4 Stirges: AC 13, HD 1, #At 1 bite,
that the rocky strip continues south along the base Dam 1d4+1d4/round blood drain, Mv 10’ Fly 60’,
of the island. About a quarter of a mile away you Sv F1, Ml 11, XP 37 ea.
can see what looks like a wrecked ship perched on HP 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
the rocks. 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
Further down the path, each PC must roll an ability
3. Sandy Strip: check for DEX in ascending order. The first who fails
After about 500 feet, the sandy strip ends in drops an item (GM's choice) which falls down the
another, even smaller cove. A beautiful gray horse cliff.
is standing on the beach. As you approach, it
Coming up to the end of the path, you reach the
raises its head and neighs gently.
top of the cliff. Further progress is blocked by the
The horse is actually a kelpie (see the gate of an old watch tower.
Hippocampus/Kelpie entry in the Basic Fantasy Field
Guide Volume 1). If no one chooses to mount the 5. Old Watch Tower:
kelpie of their own free will, each PC must save vs.
The old watch tower is 20 feet high and topped
Spells or become enchanted. Once one PC is
with battlements. The gate, though old and worn,
enchanted, no one else will need to make a saving
looks as if it has been repaired recently. 20-foot
throw. The enchanted PC will attempt to mount the
high walls extend to the east and west for 100 feet.
kelpie which will then gallop into the sea, drowning
There is barely six inches between the base of these
its victim. If the rest of the party attempts to
walls and the edge of the cliff.
intervene, the kelpie will attack them. The victim will
remain enchanted until the kelpie is dead or has As the PCs approach they will hear the guard dogs
departed. growling inside. The door is barred, but can be
Kelpie: AC 13, HD 2*, #At 2 hooves or special, forced on a roll of 20 (+/- STR bonus).
Dam 1d4/1d4 or drowning, Mv 60’ Swim 80’, Sv F2, If the PCs knock, or stand around for too long, the
Ml 7, XP 100 watchman will look over the battlements and
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ demand to know who they are. Unless they think of
an excellent excuse for being there, he will attack
4. Cliff Path: with his crossbow. See Room 9 for stats of the
hobgoblin on the roof.
The crumbling path climbs steeply up the face of
the cliff. It is so narrow that you are forced to walk 6. Passage:
single file.
The passage is broad and tall. The door in the
Twenty feet down the path, it suddenly crumbles south wall is identical to the main door, and the
under the first PC. He or she must roll 11 or higher on doors in the east and west walls are normal
1d20 (+/- DEX bonus) or fall 20 feet to the beach, wooden doors.
taking 2d6 points of damage. If the party chooses to
continue, they must cross the newly-formed 6’ gap; None of the doors are locked. If the PCs force the
each PC must roll 6 or higher on 1d20 (+/- DEX main door, it is likely that they will encounter most of
bonus) or fall through. the tower’s defenders here.
A hundred feet further, the path widens into a 2 Guard Dogs: AC 14, HD 1+1, #At 1 bite, Dam 1d4 +
ledge. At the back of the ledge, you notice two hold, Mv 50’, Sv F1, Ml 9, XP 25 ea.
large, untidy nests, each containing an ugly baby HP 9 ☐☐☐☐☐ ☐☐☐☐
bird-like creature. 7 ☐☐☐☐☐ ☐☐
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Adventure Anthology Three The Mystery of Drakestein Island
This room contains a fireplace, a large table, and If the party travels through the scrub, check for an
six wooden stools. A cauldron of fish stew is encounter every 6 turns. An encounter will happen
bubbling on the fire. There is a spiral staircase in the on a roll of 1 on 1d6; if an encounter is indicated, roll
northwest corner. Lounging on two stools are 1d4 to determine the type of encounter below:
hobgoblins. 1. Assassin Vine: AC 15, HD 6, #At 1 special,
Dam 1d8 + 1d8/round crushing, Mv 5’, Sv F6,
2 Hobgoblins: AC 14, HD 1, #At 1 scimitar or heavy
Ml 12, XP 500
crossbow, Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ ☐☐☐☐
6 ☐☐☐☐☐ ☐
2. 3 Wild Boar: AC 13, HD 3, #At 1 tusk, Dam 2d4,
8. Bedroom: Mv 50’ (10’), Sv F3, Ml 9, XP 145 ea.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Six hammocks line the walls, and there is a chest in 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
the corner. In three of the hammocks are three 9 ☐☐☐☐☐ ☐☐☐☐
hobgoblins, one of them noticeably bigger.
3. Blood Rose: AC 13, HD 3*, #At 2 canes + blood
The chest is locked but can be opened using the drain, Dam 1d6/round/cane, Mv 1’, Sv F2, Ml 12,
hobgoblin warrior’s key. It contains 120 sp, which is XP 175
the hobgoblin’s pay. HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
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The Mystery of Drakestein Island Adventure Anthology Three
12. Lake: west face was once sealed with a heavy stone
The lake is a picture of tranquility. The sky is door, but this seems to have been smashed open
reflected perfectly in its dark, peaty water and the with great force.
reeds murmur in the wind. Suddenly you notice a
If the PCs examine the fragments, they will notice
group of diminutive figures observing you from the
that the edges are sharp and clean, suggesting that
reeds. The creatures are as fair and slender as
the door was broken recently.
elves, but only four feet tall; moreover, their skin is
green and shimmers slightly in the sunlight. The A short passage leads to a circular chamber, the
creatures are aware that you have spotted them, walls of which are decorated with beautiful
but hold your gaze and seem unafraid. frescoes. One portrays a wizard, presumably Ida.
He is standing on a rock at the edge of a raging
The lake is home to a small group of nixies, a
sea. His arms are held wide open. On his right
remnant of Ida’s days. They are not hostile. Indeed,
hand he is wearing a blue ring that glows with a
if approached courteously they are more than
supernatural light. In his left hand he is holding
willing to help the PCs by answering their questions
what looks like a golden staff. Before him towers an
and giving them information.
immense water elemental, which appears to be
For example: bowing to him.
• The nixies know about the arrival of the In the center of the chamber stands a large
fishmen and the hobgoblins, but don’t know sarcophagus. The lid has been smashed open and
why they have come. is lying in pieces on the floor. The sarcophagus
• The nixies know that one of the fishmen is a contains a skeleton wearing a wizard’s robes. The
fairly powerful wizard, although not as right hand has been broken off.
powerful as Ida.
14. Ruined Tower:
• The nixies know that Mendarax has been
enchanted, but are not sure how. In its heyday, Ida’s tower must have been an awe-
• The nixies know that the fishmen broke into inspiring site. According to local legend, it had six
Ida’s tomb and carried away certain floors and reached 100 feet into the sky. Today,
objects, although they don’t know what was only three floors remain. Nevertheless this stump
looted. remains an imposing structure at 50 feet; it is
circular, with stout limestone walls. The entrance to
• The nixies know that the scrub contains an the tower is a broad, iron-studded door on its north
assassin vine and a blood rose. side.
• The lake is connected by a subterranean
The door is locked. There are no windows on the first
channel to a well in the ruined tower. The
floor, although there are three on the second and
nixies are willing to cast a water breathing
third floors. The roof of the tower is flat and a spiral
spell on friendly PCs, enabling them to
staircase leads up to it.
access the tunnel.
10 Nixies: AC 16, HD 1*, #At 1 dagger, Dam 1d4, The first floor is occupied by six rather unfriendly
Mv 40’ Swim 40’, Sv F2, Ml 6, XP 37 ea. fishmen. There are two large piles of damp, smelly
seaweed that serve as the fishmen’s beds. A spiral
HP 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
staircase extends from floor to ceiling. There is also
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
a small well, close to the door.
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ One of the fishmen is a champion. If the PCs enters
4 ☐☐☐☐ 4 ☐☐☐☐ through the door, the fishmen will be alert. However,
13. Ida's Tomb: if the party climbs up the well, the fishmen will be
relaxing and will be surprised on a 1-4.
Ida’s tomb is a 30-foot tall pyramid. The low hill
upon which it stands is actually the highest point on The well is 20 feet deep and is connected by an
Drakestein Island. The entrance to the tomb in the underground channel to the lake. If the PCs enter
this way they will have to climb up the inside of the
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Adventure Anthology Three The Mystery of Drakestein Island
well. Fortunately, its sides contain footholds, which In the cabinet is a small black bottle and a green
were put there to ease its maintenance. The spiral copper dagger.
staircase leads up to the second floor (15) and down
to the cellar (18). The bottle contains a captured shadow. If the cork is
removed, the shadow will attack.
The seaweed contains nothing other than a few
small crabs.
5 Fishmen Guards: AC 15, HD 2, #At 1 trident or short
sword, Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F2, Ml 8,
XP 75 ea.
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐
Fishmen Champion: AC 15, HD 3, #At 1 trident or
short sword, Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F3,
Ml 10, XP 145
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
The wooden box contains a skeletal right hand. On The seaweed is Crastar’s bed and contains nothing
its index finger is a beautiful silver ring set with a of interest. The casket is locked and trapped;
pale blue jewel that seems to glimmer with magical Crastar has the key. If opened by means other than
power. the key, a glass vial breaks, releasing a toxic gas.
The PC opening the chest must save vs. Poison or fall
This is Ida’s Ring of Water Elemental Summoning. unconscious for 1d3 turns.
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The Mystery of Drakestein Island Adventure Anthology Three
The casket contains a sack with 1,000 sp (pay for the The door in the west wall is not locked. It leads to a
hobgoblins), a small bag with 10 pearls worth 50 gp staircase which descends steeply about 150 feet to
each, and a velvet-lined box with a crystal ball. Mendarax’s cave.
If Crastar is here: Planks of wood have been nailed across the eastern
door, forming a crude barricade. If they are
On the other side of the curtain you discover a removed, the door can be easily opened. The PCs
fishman. He is wearing a long green robe will notice that the original lock of the door has been
embroidered with arcane symbols and is sitting smashed. The door leads to a 40’-long corridor, the
within a magic circle. He seems to be meditating, floor of which is covered with dry blood. The corridor
but as you enter he opens his eyes and looks ends in an open doorway which was once sealed by
astonished. an iron door that now lies on the floor of the next
chamber.
Crastar was not expecting this and will be surprised
on a 1-4 on 1d6.
19. Sea Unicorn's Horn:
Crastar (Level 6 Magic-User): AC 17, HD 6, #At 1 spell
The door opens to reveal an ornately-decorated
or dagger, Dam by spell or 1d4+2, Mv 30’ Swim 50’,
chamber, the eastern wall of which is curved. On
Sv M6, Ml 11
the floor of the chamber lie the bodies of ten
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ fishmen; they have been torn to pieces. In the
☐☐☐☐ middle of the eastern wall stands a stone altar. On
Spells: magic missile, sleep, charm person, web, top of the altar lies a long, slender, golden horn
mirror image, hold person, fireball which glows with a magical light. Just to the side
of the doorway sits a beautiful amber statue of a
Equipment: Dagger +2, Ring of Dragon Control*, jaguar.
Amulet of Invulnerability*, key to casket
The horn is from a sea unicorn. The fishmen tried to
*: see the New Magic Items section at the end of this
steal it for Crastar and were attacked by the jaguar,
adventure
which is actually an amber golem.
If his morale fails, Crastar will attempt to reach the
If a PC touches the horn, the golem will come to life.
roof and summon Mendarax to rescue him.
Initially, it will snarl threateningly, giving the PC a
Mendarax will arrive in 1d4 rounds and will attempt
chance to reconsider. However, if he or she fails to
to rescue Crastar by carrying him to his cave. If this
take the hint the golem will attack. At any time the
occurs, the PCs are likely to encounter him again.
horn is replaced, the golem will stop fighting and
If Crastar is killed, his power over Mendarax will be return to its post.
broken.
If the golem proves to be too much and the PCs
If Crastar is not here: must flee, they may want to return at a later date
with a magical item that will enable them to
On the other side of the curtain you discover a neutralize the golem. Of course, if the GM prefers
magic circle that is drawn on the floor. The circle is the party to have a chance of getting the item now,
not active. There is nothing else in the room. he or she could replace the golem with a crystal
statue or something similar.
17. Roof:
Amber Golem: AC 21‡, HD 10*(+9), #At 2 claws/1
This flat area contains nothing of interest. The spiral bite, Dam 2d6/2d6/2d10, Mv 60’, Sv F5, Ml 12,
staircase is sealed with a wooden trapdoor which is XP 1,390
not locked and can be opened without difficulty. HP 71 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
18. Cellar: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
You find yourself in a 50-foot square cellar. There ☐☐☐☐☐ ☐☐☐☐☐ ☐
are doors in the middle of the east and west walls,
and a spiral staircase leading up. The door in the
east wall has been crudely barricaded.
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Adventure Anthology Three The Mystery of Drakestein Island
You step into a large cavern, roughly 100 feet by A steep staircase winds through the solid rock for a
150 feet. There is a doorway in each corner of the quarter of a mile, descending about 150 feet in the
north wall, but the southern end of the cavern is process. It ends in a natural tunnel which turns
open to the sky. You can see the mouth of sharply east and continues for another 10 feet
another, smaller cave in the west wall. In the before reaching a dead end. Just in front of the
center of the cavern, a handsome young man is dead end is a deep pool.
sitting on a rock, playing a melancholy tune on a
lyre. The youth has handsome, almost Elven The pool leads to a 20-foot section of flooded tunnel.
features. He has curly blond hair and is wearing a The PCs can easily swim through it, however they
coat of golden scale mail armor. must each roll 7 or higher on 1d20 (+/- DEX bonus).
The GM may wish to penalize PCs wearing armor as
The young man is actually Mendarax in Human form. follows: leather -1, chain -2, plate -3. Characters who
PCs with Wisdom above 12 may roll an ability check fail still make it through, but take 1d4 points of
to notice a pained expression on his face as if he is damage.
undergoing a tremendous internal struggle.
22. Store Room:
He asks the PCs who they are. If they explain the
nature of their quest, Mendarax will reveal his identity You find yourselves in a cave that is used as a
and transform into a dragon. He will then explain storeroom. It contains many stone amphorae, and
that Crastar possesses a magical ring which compels several sides of meat hang from the ceiling. In the
him to sink any vessel sailing to or from Drakeshaven. center of the west wall is the mouth of another
He claims that he has never deliberately targeted tunnel.
the sailors, although he is aware that many must
have perished as a result of his actions. The amphorae contain preserved fish. The meat is
Unfortunately, if Crastar ordered him to attack a human flesh. It is very nutritious and if eaten will
specific person (e.g. a PC), he knows that he would restore 1 HP. However, if eaten, a PC may later
be unable to resist. discover what it is; he or she must roll below or equal
to their Wisdom or else they will vomit, taking 2 points
He also knows that Crastar is growing impatient and
of damage.
wants to summon a powerful water elemental to
destroy Drakeshaven. He is also aware that Crastar
has been unable to obtain a powerful magical item
that he requires to cast the summoning spell.
25
The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
Strength every day until the curse is lifted or the 29. Guard Post:
statue is returned. Two fishmen are guarding the entrance to the cave.
The pool contains 100 figurines worth 10 sp each. Their response depend on the party’s direction of
Any character who takes one or more figurines must approach. If the PCs comes from within the
save vs. Spells or lose 1 point of Constitution every fishmen’s caves, they are likely to surprise the guards
day until the curse is lifted or the figurine is returned. (1-4 on 1d6). If the PCs approach from the beach,
the guards will attempt to surprise them.
If anyone carries or throws the figurine from the
chief’s cave (26) into this pool (27), they will hear an 2 Fishmen: AC 15, HD 2, #At 1 trident or short sword,
inhuman female voice saying, “What is your Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F2, Ml 8,
question?” The voice is that of the fish-headed XP 75 ea.
goddess. She will accurately answer the first HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
question that she is asked. 9 ☐☐☐☐☐ ☐☐☐☐
If the painting is moved, a narrow doorway is Note: If the fishmen surprise the PCs, they will first
revealed, which leads into a secret cavern. throw their tridents and draw their short swords. If
their morale fails, they will flee to the sleeping cave
28. Secret Chamber: (25) and warn the other fishmen.
Note: The PCs should not meet Crastar until they If the PCs search the alcove, they will find a human
have first met Mendarax. If the PCs reach this room skull bearing gnaw marks.
before meeting Mendarax, Crastar will not be here,
but in his private chamber in the ruined tower (16). 30. Beach:
If Crastar is here:
You find yourselves standing on a small sandy
On the other side of the painting is a small cave. beach. To the south and west, limestone cliffs
You see a fishman; he is wearing a long green robe tower above you. To the north, a strip of jagged
embroidered with arcane symbols and is sitting in a rocks curves around the base of the cliffs. To the
magic circle. He seems to be meditating, but as east lies the restless sea.
you enter he opens his eyes and looks astonished.
If someone examines the sand, he or she will notice
If Crastar is not here: a large number of webbed footprints leading from
the cave to the sea. They belong to the fishmen
On the other side of the painting is a small cave hunting party.
containing a large pile of seaweed.
As you are discussing how best to proceed, six
Note: Crastar’s stats can be found within Room 16’s heads suddenly appear above the waves about
entry. 150 feet out to sea. You realize that they belong to
fishmen. One of them lets out a cry.
Underneath the seaweed lies a small wooden chest;
it is not locked and contains a bag of 6 hydra teeth. 5 Fishmen: AC 15, HD 2, #At 1 trident or short sword,
If thrown to the ground, each tooth will transform into Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F2, Ml 8,
a skeleton warrior armed with a sword. The skeletons XP 75 ea.
will obey the commands of the person who threw
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
the teeth. They will exist for 1 turn, at the end of
10 ☐☐☐☐☐ ☐☐☐☐☐
which they will collapse into a pile of inanimate
9 ☐☐☐☐☐ ☐☐☐☐
bones.
8 ☐☐☐☐☐ ☐☐☐
6 Skeletons: AC 13 (half damage from edged 8 ☐☐☐☐☐ ☐☐☐
weapons, 1 point only from arrows, bolts, or sling
stones), HD 1, #At 1 shortsword, Dam 1d6, Mv 40', Fishmen Chieftain: AC 17, HD 4, #At 1 trident or short
Sv F1, Ml 12, XP 25 ea. sword, Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F1, Ml 11,
XP 240
HP 1 ☐ 7 ☐☐☐☐☐ ☐☐
4 ☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
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The Mystery of Drakestein Island Adventure Anthology Three
Note: If the party has not yet entered the caves, the 33. Deck:
GM may prefer to delay this encounter, perhaps
having the hunting party sneak up behind them. In the center of the deck, the lopsided mast leans
at a 45-degree angle. At the top of the mast you
31. Ship Wreck: can see the crow’s nest. A group of seagulls seem
to be bickering over something it contains. Just
As you continue along the rocky strip, you spot a behind the mast is an open hatch which leads into
small, pot-bellied merchant ship wrecked on the the hold of the ship. At each end of the deck are
rocks. As you draw closer, you notice that the hull cabins.
has been scorched by fire. It also bears what look
like huge claw marks. The mast is still standing, but The mast is 40 feet long, but because it is at an angle
now leans at a 45-degree angle. There appear to it is only 20 feet high and fairly easy to climb. PCs
be two ways to access the ship: a large breach on must roll 6 or higher on 1d20 (+/- Dex bonus) or fall;
the north side of the bow, which presumably leads Thieves need not roll.
into the hold, or up a tangle of rigging hanging The crow’s nest contains the body of a dead
over the south side of the hull that leads up to the mariner. Several seagulls are fighting over his
main deck. remains, but are easily driven off. He has 10 gp, a
good quality dagger, and a necklace in the shape
32. Hold: of a black cat. The necklace is a Good Luck Charm
and grants the wearer a +1 bonus to all saving
About two-thirds of the hold is flooded. It contains throws – not that it did him much good.
a dozen barrels, four of which still lie in the dry third,
the rest bobbing about in the water. The base of 34. Aft Cabin:
the mast occupies the center of the hold. Just
behind it a ladder leads up to an open hatch, This was clearly the captain’s cabin as it contains a
through which you can see the sky. desk, a bed, a chair, and a chest. Several ordinary
sea charts lie on top of the desk.
The barrels contain an excellent whiskey; each barrel
is worth 100 gp. The barrels in the dry section are still The desk’s drawers contains the captain’s log and a
sound, however there is a 50% chance that each half-empty bottle of rum. The log describes, in
barrel in the flooded section has been damaged, workmanlike language, the day-to-day running of
due to sea water rendering the whiskey undrinkable. the ship, The Shamrock. The last entry was two
months ago; a passage written four days before the
Because the ship is lying at an angle, the flood water
end stands out:
gradually becomes deeper. Beyond the mast, it is
about 4 feet deep. If the characters try to reach the ‘This morning we took on a shipment of whiskey
ladder they will be attacked by a hungry (and bound for Drakeshaven. There have been rumors
possibly drunk) giant bass that became trapped in of trouble in those waters, something to do with a
the hold some time ago. dragon attacking ships. Drunken sailors’ tales I’ll be
Giant Bass: AC 13, HD 2, #At 1 bite, Dam 1d6, bound; nevertheless, I managed to wrangle an
Mv Swim 40’ (10’), Sv F2, Ml 8, XP 75 extra thousand gold pieces of ‘danger money’
from old Hendrick.’
HP 10 ☐☐☐☐☐ ☐☐☐☐☐
Although there are three more entries, none of them
refer to a dragon. Of course the captain didn’t
survive to record Mendarax’s attack.
The chest is locked, but not trapped. It contains
300 sp, 200 gp, a gold ring worth 50 gp, and a
miniature portrait. It is of a woman in her thirties, with
a boy of about ten and a girl of about five.
28
Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
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The Mystery of Drakestein Island Adventure Anthology Three
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Adventure Anthology Three The Mystery of Drakestein Island
43
A Temple of Slides and Stairs Adventure Anthology Three
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Adventure Anthology Three A Temple of Slides and Stairs
or larger parties. For every additional/fewer player tracks can still be found by those with a trained eye,
characters, one more/less enemy should be added and those familiar with the path can follow it if
to each group. For additional Nazgorian frogmen paying attention. PCs should have no problem
the GM should use his or her best judgment to finding a suitable location to leave their horses
decide on the number of attacks it may make. If and/or camp if they so desire. An NPC farmer may
playing with a small group players may take on cross the party’s path, especially if they’re in need of
multiple PCs, or use a pre-generated character as knowledge or assistance in finding the temple.
an NPC guide or hireling for the PCs.
If the PCs wish to leave the area and camp outside
Should a PC die there is a simple way to provide the (to recover HP or magic) they may do so. If they
player a new character within the context of the camp inside the temple or directly outside the
adventure: allow backup to come from the guild entrance, an orc patrol will come through at night
and either provide one of the pre-generated but should be treated like the orcs in room 4 (“South
characters to the player, or allow them to choose. East”). If the PCs camp away from the road in
You may require the party to exit the temple to meet nearby forest they should encounter only a group of
up with the new PC. This is meant to allow some giant rats or other suitable danger. Traveling back to
flexibility in difficulty. There are ten pre-generated town by horse will take a while but PCs can find an
characters who may come in waves and not all of inn to stay at and recover HP at 10 gp/night
them may survive. The GM can choose to explain (whether staying at an inn grants more than the
this to players before or after a character death. standard 1 HP/night recovery is left to the GM.)
Creative PCs seeking to find shelter with local farmers
The pre-generated characters are provided as if
or such should provide either payment (gp) or
they were NPCs. For intro games the GM should
sufficiently good and successful roleplaying.
provide blank character sheets and allow the
players time to fill in their stats and equipment. This Random wandering monsters in this dungeon are
will make them more familiar with their character. optional. If random encounters are used, assume
that an encounter happens on a 1-2 on 1d6, rolling
Depending on time available, the GM may wish to
every third turn. Use the following list of random
begin the adventure at the entrance to the temple.
encounters, rolling 1d6 to select a specific encounter
Progress through the adventure is fairly linear. The
group.
GM should use his or her judgment through the
course of the adventure to modify encounters, traps, 1 1d2 Nazgorian Frogmen (6 total): AC 13, HD 3,
and puzzles as necessary to fill the allotted time and #At 1 or 2 weapons, Dam 1d8+1 or by weapon,
adjust to the skill (and luck) of the players. Random Mv 40', Sv F3, Ml 10, XP 145 ea., FG1 51
encounters in particular should be omitted for time- Notes: One frogman below is armed with a
constrained games unless the PCs have breezed Longsword +1; each time this encounter is
through faster than expected. rolled, roll an additional 1d6, and if the result is a
1 one of the encountered frogmen is so armed.
The Temple Area Of course, if not previously rolled, the last
possible group will automatically have the
The temple is at least a few hours away from town by sword.
horse and probably a solid day away by walking. HP 10 ☐☐☐☐☐ ☐☐☐☐☐
The temple is the only structure in the area and 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
surrounded by forest. The area is generally peaceful, 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
though locals avoid being alone outdoors after dusk. 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
Orcs inhabit the area; though there is no formal 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
diplomacy between the humans and orcs, both 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
tend to avoid conflict with the other. Goblins also
inhabit the area and occasionally try to steal from 2 1d6 Orcs (6 total): AC 14, HD 1, #At 1 weapon,
local humans and orcs both. Some locals will tell Dam 1d8, Mv 30', Sv F1, Ml 8, XP 25 ea., CR 108
tales with varying plausibility of teaming up with orcs Treasure: 3d6 SP, 2d6 EP ea.
to hunt down the goblin thieves. HP 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
The “road” leading up to the temple is hardly 3 ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
recognizable in many parts, though ancient cart
45
A Temple of Slides and Stairs Adventure Anthology Three
46
Adventure Anthology Three A Temple of Slides and Stairs
running through it. The net is thrown and treated like coated with a slick covering that cannot be
a tossed missile. A direct hit will wrap the net around removed. The sides are sharp and cannot be
the target and prevent it from moving or attacking grasped without incurring damage.
for 1d6 (minus target’s Strength bonus) rounds
Even the strongest and most dexterous PCs are
(minimum 1), after which the target can break out;
unable to go up the slide. An appropriate check
treat like a web or entangle spell. If the target breaks
should be made for each 10 feet climbed. PCs
out the net is destroyed. If let out the net may be
losing their footing will slide down and take 1d6
used again. Attacks against subjects caught in the
points of fall damage unless an appropriate check is
net invoke a save vs. Death Ray (as a Fighter 1) for
passed, though PCs should be allowed to
the net, which if failed destroys the net. The net can
intentionally slide down without any risk.
be removed from bodies but only with effort and
time (1d4 rounds). When/if a PC pushes the switch, read the following:
47
A Temple of Slides and Stairs Adventure Anthology Three
The floor of the room is solid and does not move. The
moving ladder and slide move beneath the floor.
The openings for the ladder/slide are closed when
the ladder/slide is not present below them. If the PCs
successfully search the pedestal, they will see a faint
inscription chiseled around the base:
48
Adventure Anthology Three A Temple of Slides and Stairs
49
A Temple of Slides and Stairs Adventure Anthology Three
2 Nazgorian Frogmen: AC 13, HD 3, #At 2 weapons, characters back to town they should be met by an
Dam 1d8+1/1d8+1, Mv 40’, Sv F3, Ml 10, XP 145 ea. official or other similar NPC who will be aware
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ they’ve completed (or failed to complete) the
☐☐☐☐☐ ☐☐☐ quest, and will react appropriately.
9 ☐☐☐☐☐ ☐☐☐ This introductory adventure is meant to allow new
Treasure: key to cage players or players with 1st-level characters to get a
taste of adventure. The included pre-generated
characters are created following the Basic Fantasy
Finishing the Adventure RPG Core Rules, while exercising the option to give
Once the PCs have completed their quest and characters maximum starting HP, plus their
optionally saved their NPC leader, they can set off Constitution bonus. These PCs have been given
on their way back to town. The party may some standardized equipment in addition to their
encounter goblins, orcs, or other monsters on their regular money at creation time. This adventure may
way out, possibly drawn by the commotion. Such an simply be the introduction to a larger campaign.
optional final encounter may be useful to fill in some Perhaps there’s more to explore deeper inside the
extra time in a session. If this adventure is run as a temple or there are other places to explore in the
one-shot there’s little need to explain much after the area, or perhaps the PCs decide to leave their
party leaves the temple. If the players lead their hometown and venture out on their own.
50
A Temple of Slides and Stairs Adventure Anthology Three
Pre-generated Characters
The name and sex of the characters have been omitted intentionally, as these are for the players to
decide. A few characters have levels above 1. These are also characters with overall lower stats than
their level-1 counterparts. Players wishing to continue on the adventure will be better-suited choosing
one of the level-1 characters, or their own, rather than a higher-level character with reduced ability
scores.
51
Adventure Anthology Three A Temple of Slides and Stairs
52
A Temple of Slides and Stairs Adventure Anthology Three
53
Adventure Anthology Three A Temple of Slides and Stairs
54
A Temple of Slides and Stairs Adventure Anthology Three
55
The Search of Grimfall Adventure Anthology Three
Introduction This can also help new GMs by having him or her
give the NPCs different voices or ideas for how to
Protect the priest and the sister of the temple as they
play them.
search the town. But, what are they looking for?
GM Notes
Summary
Some notes on pronunciation:
This is a beginning adventure for new players; it gives
them a taste of combat but also forces them to think • Fader is fa’-der
about other means of settling a confrontation, such • Vineknock is vine’-nock
as negotiation or subdual. By asking the characters
• Crimpas is crim-pass’
to not wear weapons they will have to think of
alternatives when put into a combat situation. • Gremilkin is grem-el’-kin; the first part sounds
like gremlin. If the party thinks it is a type of
In helping the local priest the party will gain a patron gremlin, don’t dissuade them from that
that can provide healing or leads for further thought.
adventures.
56
Adventure Anthology Three The Search of Grimfall
57
The Search of Grimfall Adventure Anthology Three
58
Adventure Anthology Three The Search of Grimfall
59
The Search of Grimfall Adventure Anthology Three
biscuits, and the shanked bean soup is ham (shank) New Monster
and bean soup. The GM is encouraged to come up
with other menu items that could have double Temple Cat (Gremilkin)
meanings.
Armor Class: 7
Hit Dice: 2
Conclusion
No. of Attacks: 1 bite / 2 scratches
After the meal the Fader will collect the daggers that Damage: 1d4/1d4/1d4
the night watch had given the PCs; he will turn the Movement: 40'
weapons back over to the night watch. He wishes No. Appearing: 1d4
the party well and gives each member the promised Save As: Fighter: 2
Potion of Healing. When the PCs get back to the The Morale: 7
Pillow Head Inn and tell Gustav the story of what Treasure Type: None
happened with the Fader, he will seem impressed XP: 45
and thankful that the Fader was saved from being
further hurt and the gremilkin was found. He will give A temple cat is an extra-large cat found in and
the party half their money back and ask that they around temples and churches, kept mostly to hunt
stay again when in town. mice and other vermin. Many times the priests,
sisters, or Clerics will give the cat an extra treat so it
After the Session tends to be fatter than other cats and not as eager
to hunt rodents.
After all is said and done, the PCs will have the
A temple cat can leap straight up about 6 feet to be
gratitude of both Fader Vineknock and Sister
able to get to a higher point, where it can watch the
Stephen Crimpas. They will be willing to help the
area and then pounce on its prey (or leap on
party in the future with healing and potions; both are
unsuspecting temple attendants). A temple cat will
known by the night watch as busy bodies who like to
not willingly enter combat with anything larger than
look for crimes where none are believed to exist.
a rabbit unless its young are threatened. If attacked,
They may try to talk the party into helping them
a temple cat will try to scratch or claw the attacker’s
investigate one of these “crimes” as a future
legs, bite, and then run away.
adventure. Gustav will make sure the party has
comfortable accommodations if they stay again at
the Pillow Head Inn.
60
Adventure Anthology Three The Search of Grimfall
61
The Halls of Finley Manor Adventure Anthology Three
62
Adventure Anthology Three The Halls of Finley Manor
63
The Halls of Finley Manor Adventure Anthology Three
Upon opening the panel, stale air hits you. There In the eastern half of the room a large, ornate
are four shelves on the north wall, covered in dusty billiards table sits on a fur rug. On the eastern wall
books and odd little trinkets, mostly toys. A small you see a cue rack with five cues in it.
table in the east corner has a small oil lamp and
sheets of papers on it. In the western half of the room two very large
lounge chairs face each other, separated by a
Ferdi, the teenage son of Branislav, was very table with chess pieces on it.
intelligent and resourceful but horrendously shy. He
discovered this wall was hollow, and when alone in Set into the western wall is a fireplace with blue
the manor he constructed a secret door to his own flames flickering.
space. He managed to salvage the existing wall
Underneath the table two iron snappers lay
materials, so it is very difficult to tell this isn't an
entangled and sleeping thanks to the warmth
ordinary wall. The party will need to take several
radiating from the nearby fireplace. Anyone coming
turns to explicitly search for it.
within three feet of the table will wake them. They
Many of these papers have crude drawings of are not exactly hidden, but are not moving and may
animals and a young woman, all done with rough not be noticed until a player character is within 10
sticks of charcoal. Draped over the chair in front of feet (or specifically mentions looking under the table
the table is an Elven Cloak. before approaching).
The fur rug is very soft and supple. The cue rack is
6. Lavatory:
wooden. One of the cues on the rack is different
The piping in here burst long ago, seeping water from the rest, made of a dark cherry wood and the
into every stone and ceramic crevice. Blots of larger end carved with very fine details; this is
multicolored molds and mildews cover every Branislav's personal cue, and is worth 200 gp.
surface. The wood bucket is filled with rancid
If the chess table is examined closely:
opaque water.
The chess board is carved directly into the table,
If a party member is brave enough to put a hand in,
the light and dark squares made of maple and
he or she will find a Crystal Ball wrapped in a heavy
rosewood respectively. The surface of the table, as
wet canvas bag. Holding it up to light, it won't
well as the pieces made of pale cherry and dark
reveal anything, for now. See area 31 for details
oak, have been buffed to a high shine with
about this item; it is the key to a treasure, so keep
beeswax. Even now they have very little dust or
careful track of which character has it.
grime on them.
7. Coat Closet: 2 Iron Snappers: AC 17, HD 6*, #At 1 bite, Dam 2d8,
Mv 40', Sv F6, MI 9, XP 555 ea.
Two large wooden poles run perpendicular to the
doorway on each side, about six feet off the HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
ground. Each has a multitude of fine robes, coats, ☐
and a suit of leather armor hanging from it, all 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
made of various materials and colors. ☐☐☐☐☐ ☐☐☐
If the PCs inspect the clothing they will stir a cloud of 9. Small Reading Nook:
dust, as these items have been hanging for a long
time. A few metallic “tings” will be heard as a few Against the windows is a shallow, curved, and
items fall onto the floor, including a handful of gold padded bench. Curtains cover all three windows.
coins and a couple of brooches and pins. These are A small semi-spherical globe in the ceiling pulses
made of a variety of metals and stones; the actual with yellow light.
materials and their values are left up to the GM.
There is nothing of note here.
64
Adventure Anthology Three The Halls of Finley Manor
10. Kitchen: While the fireplace casts a soft green light into the
For a large manor it’s a surprisingly small kitchen. room, the blade of the sword shimmers a faint
There is a cooking pit against the western wall, with purple glow.
a small black kettle still hanging on a rod over the
If anyone moves within 5 feet of the corpse it will jerk
ashes. A large rectangular table against the
its head up and attack.
eastern wall has stacks of plates, cups, and
silverware, along with a ceramic teapot and three Blade Spirit*: AC 17‡, HD 9 (AB +8), #At 3/2 (see Field
large handle-less cups. They are decorated with Guide 1), Dam by weapon +4, Mv 30', Sv F9, MI 9,
fine blue markings resembling feathers. A small XP 1,075
cabinet above the table has more cups and HP 44 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
cylindrical metal containers filled with various ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
flavors of tea leaves. ☐☐☐☐
12. Dining Room: Around the corner to the east is a narrow set of
wooden stairs leading up to the second floor. Unlit
Set in the northern wall are three large windows oil lamps hang on the east and north walls of the
that give way to the view of the once-vibrant staircase.
orchard behind the manor. The middle window is
open, letting in a gentle breeze that sways both the There is nothing of note here.
curtains and the green flames gently flickering in
the fireplace. Above the fireplace hangs a large
Key to the Manor – Upper Floor
painting, a man sitting in an ornate chair and
dressed in fine clothes. He has very pale skin and
14. Landing:
dark hair with no hint of a smile or any happiness in
his eyes. In contrast to the first floor, the second has dark oak
hardwood flooring. In the middle of the landing is a
Set into the western wall are two sets of windowed
small round table topped with an off-white linen
doors leading onto the patio, offering a once-
cloth. There is a much lighter and dust-free circular
gorgeous view for diners and guests of the manor.
area in the middle left by an unknown and now-
There is a large rectangular dining table in the missing object.
middle of the room. Sitting in the chair on the west
There is nothing of note here.
side is a corpse that is badly desiccated. It's leaning
forward, its head on the table and hands grasped
around a large sword with the tip dug into the floor.
65
The Halls of Finley Manor Adventure Anthology Three
16. Lavatory:
In the northwest portion of the room a large bed 18. Storage Closet:
takes up most of the space, with a shelf above it
Wooden crates and cotton sacks are stacked floor-
filled with dolls and children’s books. Laying on top
to-ceiling, filled with towels, bedding, clothing, and
of the lavender bedding is a beautiful young
other items.
woman dressed in a dark red dress.
There is nothing of note here.
Lavender was Rhea’s favorite color. The daughter of
Branislav and Gwenllian, Rhea lived for dance and
19. Servants’ Quarters:
ballet.
Infernal, Succubus*: AC 20‡, HD 7**, #At 2 claws + The north and west walls have bunk beds against
special or by weapon, Dam 1d4/1d4 or by weapon, them. A small lounge chair and table take up the
Mv 30' Fly 50', Sv C6, MI 7, XP 800 east side of the room.
HP 33 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ This room served as the sleeping quarters for the
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ housekeeper, chef, and any other servants once
The succubus is wearing several valuable items, employed by the Finleys. There is nothing of note
including two gold anklets (worth 300 gp and 400 gp here.
respectively), a fine elvish silken belt (worth 1,200 gp),
a platinum bracelet (worth 1,100 gp), an onyx 20. Ferdi's Room:
earring in her right ear (worth 800 gp), and a gold You immediately notice there aren’t any windows
and brass pin on her jacket (worth 1,200 gp). On the in this room. A very large bookcase takes up the
bedstand is a gold and ruby tiara once belonging to southeast corner, completely filled with books of all
Gwenllian (worth 700 gp). Tucked inside the sizes. A small desk in the southwest portion of the
bedstand is a large bag containing 2,500 pp, room is covered with figure drawings, pencils, and
66
Adventure Anthology Three The Halls of Finley Manor
pens. Next to the fireplace is a small lounge chair. 2 Barghests: AC 16†, HD 6*+3, #At 2 claws
A small bed is against the northeast corner, with (humanoid) or 1 bite (dog), Dam 1d6/1d6 or 2d4,
more figure drawings stuck on the walls above the Mv 40' (humanoid) or 60' (dog), Sv F6, MI 10, XP 555
bed with some unknown substance. ea.
HP 34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The drawings can be removed without damaging ☐☐☐☐☐ ☐☐☐☐ ☐☐☐☐
them, but the sticky substance, if directly touched, 29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
will remain on the affected hands for 24 hours before ☐☐☐☐☐ ☐☐☐☐
coming off.
In the top drawer of the bedside stand is a large
21. Lounge: silver key with an emerald embedded in its head; this
key opens the pantry door (area 13) and allows
This large open area is sparsely-furnished access to the northeast stairway.
compared to the rest of the manor. A single
lounge chair is near the three small windows on the On the southern wall is a secret panel which opens
east wall, while a small rectangular light on the into Ferdi’s room. Like downstairs, Ferdi constructed
ceiling casts a very soft yellow-orange light. There is this secret door when he was alone. This was made
a large and ornate circular rug in the middle of the so that he could on rare occasions leave his dark
room, its materials a mixture of purple and dark abode and enjoy the views of the estate while still
green. left in solitude from the others.
Underneath the bed are two large canvas sacks,
Anyone standing still on the rug for more than a filled with 1,900 sp and 2,600 gp respectively.
round will feel like they’re slowly sinking; without a
pull from another PC he or she will completely sink in 24. Branislav’s Private Room:
three turns, and will end up in area 9 below,
unharmed but startled. Opening the door from the dressing room takes
substantial effort, the hinges grinding rust and dirt.
22. Dressing Room: The air is extremely stale and humid. A large
bookshelf against the west wall is stuffed with
In the middle of the room is a padded bench. On books, folios, and loose-leaf paper of all sizes. A
the east wall a large mirror hangs, its frame an desk sits against the north wall. A large ornate
intricately-carved wooden design. Against the brass candlestick sits next to a stack of open books.
west wall is a wide armoire, full of dresses and The language is indecipherable, but the drawings
jackets. A large marble globe sits on a wooden are of a dark and grotesque nature. A painting of
stand in the southwest corner, pulsing a strong blue a beautiful Elven woman hangs on the east wall.
light.
The secret panel in the east wall was known only to
There is nothing of note here. Branislav and Gwenllian. It isn’t as difficult to spot as
the others in the manor, so add 1 to the usual search
23. Master Suite: chance (so 1-2 on 1d6 for normal characters, 1-3 on
Four tall windows provide an overlook onto both 1d6 for elves).
the patio and the orchard. A large bed is against
the north wall, while a short dresser is against the 25. Master Suite Lavatory:
west wall, with a small mirror on top of it. The door is secured by boards and spikes.
Standing against the east wall are two very tall and The door to this room is very heavy and has three
thin creatures resembling men save for their different locks on the inside. While the locks have
pointed ears and grotesque teeth. They been left unlocked since the family's disappearance,
immediately move towards you. it’s been boarded and spiked on the outside
recently. Removing the boards and spikes will make
enough noise to garner the attention of the vampire
spawns in areas 27 and 28.
67
The Halls of Finley Manor Adventure Anthology Three
When the manor was constructed Gwenllian wanted Key to the Manor – Basement Level
a truly private lavatory, hence there's no direct way
to it from the master suite. 29. Guard Quarters:
A large black marble tub takes up all the space in Coming down the stairs behind the secret panel
the western half of the room, and there is no sink from the first floor, the air is much more humid and
nor mirror. A large green marble globe sits on a low has a slight sweet scent. As you reach the bottom
stone stand in the southeast corner. of the stairs and look around, you see four
humanoid creatures with white skin, pointed ears,
The marble globe is dark and opaque, but if and very sharp grotesque teeth sitting at a large
touched it will cast a strong green light; touching it square table in the northwest corner. They don't
again will cease the illumination. The plumbing for look friendly...
the tub does not work.
The creatures are cadavers, as detailed below.
26. Secret Stairs Landing:
When the player characters have time to actually
The air is extremely stagnant and musty. There is an look the room over:
unlit lamp on the west wall and a long narrow rug
Against the stairs is a large storage rack filled with
made of white fur covers nearly the entire floor.
bottles of wine, mead, port, and cider. A wooden
There is nothing of note here. barrel next to it against the north wall is filled with
wooden staves and large torches. Besides the
27. Closet: table and chairs already mentioned, the room is
furnished with two small beds, one against the west
A large wooden casket with beautiful carvings sits wall and the other against the south wall near the
on the floor with dirt and leaves piled around it. On southeast corner.
the floor against the east wall is a large dark
ceramic vase. 4 Cadavers: AC 17, HD 6**, #At 1 punch or spell,
Dam 1d6, Mv 40', Sv F6, MI 8, XP 610 ea.
Vampire Spawn: AC 15‡, HD 4*, #At 1 punch or 1 HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
bite, Dam 1d6+3 or 1d3 + special, Mv 30', Sv F4, MI 9, 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
XP 280 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐
28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Within the vase is 700 ep, 1 citrine (worth 37 gp), and
☐☐☐☐☐ ☐☐☐
1 smoky quartz (worth 50 gp).
A large wooden casket with beautiful carvings sits Opening the door you see rotten and broken racks
on the floor with dirt and leaves piled around it. On along each wall. Boxes, towels, and large glass jars
the floor against the east wall is a large dark sit on the racks; many of the jars are cracked or
ceramic vase. broken, emitting a sharp chemical smell.
Vampire Spawn: AC 15‡, HD 4*, #At 1 punch or 1 Any PCs remaining in this area or near the open door
bite, Dam 1d6+3 or 1d3 + special, Mv 30', Sv F4, MI 9, in area 29 for more than one turn will have to save
XP 280 vs. Poison or suffer a penalty on attack rolls due to
burning, tearing eyes.
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐
Within the vase is 3,000 cp, 800 sp, and 800 ep.
68
Adventure Anthology Three The Halls of Finley Manor
33. Chapel:
The voices belong to a gibbering mouther which has This room is the lair of a group of aranea. Note that
been trapped in the room for some time. It is they have several powers and can assume several
ravenous, and will attack immediately. different forms; review their entry in the Basic Fantasy
Field Guide Volume 1 to understand their
Gibbering Mouther: AC 19, HD 9** (AB +8), #At 6
capabilities.
bites + special, Dam 1d6(x6) + special, Mv 10', Sv F9,
MI 12, XP 1,225 3 Aranea: AC 13, HD 4**, #At spider form: 1 bite or
HP 37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ web or spells, Dam 1d6 + poison or by weapon,
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Mv 50' Climb 30', Sv MU4, MI 7, XP 320 ea.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Access to area 32 is impossible to detect, even with 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
magic or the vision of a demi-human. The only thing ☐☐☐☐☐ ☐
that will provide a clue is the Crystal Ball from area 6. 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
If a PC has obtained it and it is out in the open,
someone will notice it has begun to glow a soft Slashing the "eggs" will cause the following to spill
green; it will only do so in this area. As the globe is out: 2,000 sp, 2,700 gp, 1 amethyst (worth 100 gp),
moved closer to the northeast corner it will become 1 jasper (worth 25 gp), and 2 pearls (worth 500 gp
brighter, until right near the wall it will begin to each).
pulsate. Touching the globe against the wall while it
pulsates will initiate a passwall effect; low grinding
will eminate from the stone as it shifts and fades
69
The Halls of Finley Manor Adventure Anthology Three
You come down the deep and wide steps made of Walking through the short tunnel to the southwest
packed earth. There is a single torch on each side, you see red light ahead of you. As you enter the
flicking and spitting bluish-white light. room you immediately notice the large casket in
the middle of the room on a raised platform. There
Read the next part only after the party advances: are torches mounted on the walls every four or five
feet, each with flickering dark red flames.
To the right you see a dark tunnel with spaces dug
out for six caskets, two on the left and four on the If the PCs disturb the casket in any way, or make any
right. You can just see the ends of the caskets noise above a loud whisper, Branislav will awaken
sticking out; apparently all are resting on the floor. and attack. Observant players will recognize the
A single torch at the end provides the same bluish- creature as the same man in the painting from the
white light. dining room, appearing exactly the same.
The party must again advance to see the following: Branislav Finley (Vampire): AC 19ŧ, HD 8** (+8),
#At 1 weapon or special, Dam 1d8 or by weapon or
Four of the casket lids have already been removed special, Mv 40' Fly 60', Sv F8, Ml 11, XP 1,015
and placed on their sides next to the caskets. The HP 49 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
two at the end, one on the left, one on the right, ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
are still closed. ☐☐☐☐☐ ☐☐☐☐
When any open casket is examined: Hidden underneath the false bottom of the casket is
the following treasure:
The casket is filled with nothing but dirt and the
bodies of many small dead beetles. 4,400 gp, 700 pp, 1,800 ep
Chain Mail +2
One of the open caskets has a plain two-handed Map to Type E treasure
sword with scabbard; add it to the description of Potion of Clairvoyance
whichever casket you wish. Potion of Delusion (Speed)
The two remaining caskets have their lids secured; Potion of Speed
attempting to move or open either one will cause
both allips to stir from their undead slumber, taking Outcome
1d8 rounds to break through the lids and rise. (The
As the party leaves the mansion, one member will
allip in the undisturbed casket will require an extra
start to randomly see flickering shadows in the
round to awaken.)
corners of his or her eyes. If the party discusses what
2 Allips: AC 15, HD 6**, #At 1 touch + special, happened with any ordinary citizen of Pilirani, they
Dam energy drain (1 level), Mv Fly 30', Sv F6, MI 12, will wave their hand and dismiss it as merely a tall
XP 610 ea. tale. It would only be when discussing the events
HP 31 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ with the local Cleric, Cephas Willems, that the party's
☐☐☐☐☐ ☐☐☐☐☐ ☐ tales will be taken seriously. What may happen next
25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ is up to the GM.
☐☐☐☐☐
70
Adventure Anthology Three The Halls of Finley Manor
1 square = 5 feet
71
The Halls of Finley Manor Adventure Anthology Three
72
Adventure Anthology Three Cult of the Green Skull
Introduction After several hours searching, the PCs will locate the
entrance to the cult’s hideout. It isn't difficult to find
Rumors of a cult in the region have been around for
due to the goblins not being too smart and having lit
a number of years, but few took the rumors seriously.
a campfire just outside it with slightly dampened
However, with two children recently having gone
wood, which causes a wispy pillar of smoke to rise to
missing and a strange unholy symbol bearing the
the clouds. Located several miles to the north of the
image of a green skull appearing all over the village,
village, the hideout is a former bandit warren carved
the locals no longer believe the cult to be a mere
into a hill. It is surrounded by copses of trees that
rumor.
provide adequate cover from all but the most prying
Calling on the PCs (method determined by GM), the of eyes.
mayor of the local village hires the party to seek out
and destroy the cult, offering the party a payment of
100 gp/PC for the safe return of the children (or their
remains), as well as another 400 gp for proof of the
cult’s demise. The mayor, however, stresses that the
return of the children should be the party’s first and
absolute priority.
Details
The cult worships a lesser demon of undeath and is
headed by a Human Cleric and Elf Fighter/Magic-
User. They have ensorcelled a local tribe of goblins
and found an ally in a local hunter-turned-werewolf.
The reasons behind the alliance is left to the GM to
decide.
Dungeon Level 1
Outside the hideout proper, five goblins sit around This area is roofed in branches and grasses. During
a smoky fire. These goblins are engrossed with daytime hours, one goblin is located here on
watching a small bird they are cooking. lookout; after dark two goblins stand watch. In any
circumstance the goblin(s) in question fights with a
If the PCs wish to, an ambush on the goblins would spear and wears leathers. Each goblin carries 1d6 sp
be easy, as they are unaware of all but the loudest in a small leather pouch.
noises at the moment. Each goblin is equipped with
2 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or
a dagger, wears poorly-made leather armor, and
by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
carries 1d6 sp in a small leather pouch.
HP 3 ☐☐☐
5 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or 2 ☐☐
by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
HP 3 ☐☐☐ 2 ☐☐
3 ☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐
73
Cult of the Green Skull Adventure Anthology Three
This hall has carvings of skulls and bones in the wall. This room is a ghastly sight of bones, decaying flesh,
and more.
Close examination reveals that the skulls are poorly-
made and are in fact a recent addition, having only Within is a necrotic ooze, a failed experiment by the
been made in recent weeks by bored goblins. Magic-User, as well as the Magic-User's three former
apprentices (now made into skeletons). This is a
3. WEREWOLF HALL: more complete lab than the one found in the
This area is patrolled by a young man who has leader’s room and has a large amount of
recently been transformed into a werewolf. If equipment. If successfully removed and a buyer
encountered during daylight hours, he will try to can be procured, the lab in total can sell for 1,000
convince the party that he is a captive who just gp. If sold piecemeal it sells for a total of 600 gp.
escaped from a room down the hall and offers them Necrotic Ooze: AC 12, HD 3*, #At 1 pseudopod,
a few gems he has back at his home for his safe Dam 2d8, Mv 1', Sv F3, Ml 12, XP 175
return (a lie as he has no such gems). If encountered HP 10 ☐☐☐☐☐ ☐☐☐☐☐
at night, he is transformed into his beastly form and
attacks on sight. The werewolf carries no weapons 3 Skeletons: AC 13 (half damage from edged
or wears any armor but does carry 3d6 gp on his weapons, 1 point only from arrows, bolts, or sling
person. stones), HD 1, #At 1, Dam 1d6 or by weapon, Mv 40',
Sv F1, Ml 12, XP 25 ea.
Werewolf: AC 15 †, HD 4, #At 1 bite, Dam 2d4, Mv 60'
Human Form 40', Sv F4, Ml 8, XP 280 HP 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
6. STOREROOM:
4. BARRACKS ROOM:
Filled with a number of barrels and crates, this room
This room reeks of filth and has stains on the walls
stores dried meats and vegetables for the goblins.
and floor. A number of bunks can be found along
the northern, western, and southern walls as well as The crates along the south wall also help hide a
a table in the middle of the room. hidden door to the leader’s room.
This room houses the majority of the goblins. At any
7. LEADER'S ROOM:
given time there are ten goblins and a bugbear
present being loud and rowdy. Each goblin fights This room contains two cots and a small lab along
with a dagger and wears poorly-made leather the eastern wall.
armor. The bugbear fights with a scimitar and wears
leather armor and uses a shield. All of the occupants Two small chests can be found under the beds. One
carry 1d6 sp. chest contains a Potion of Healing, the other a
Dagger +1. Each chest also contains 10 pp and 75
10 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6
gp. Both are trapped with poison darts (save vs.
or by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
Poison or die). Kyros can be found here at almost all
HP 4 ☐☐☐☐ 3 ☐☐☐ hours of the day.
5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 1 ☐ Kyros, Elf Magic-User 3: AC 11, #At 1 or spell,
3 ☐☐☐ 1 ☐ Dam 1d4, Mv 40', Sv M3, Ml 9, XP 145
5 ☐☐☐☐☐ 2 ☐☐ Spells: detect magic, magic missile, levitate
74
Adventure Anthology Three Cult of the Green Skull
8. SECRET TREASURY:
None but Jevrem and Kyros are allowed in here.
Secretly raiding the nearby roads for several months
now, the cult has increased the wealth that was
already present from the bandits that once lived
here. There are four locked chests here. The first
chest (poison dart trap; save vs. Poison or die)
contains a Chainmail +1, 250 gp, 110 ep, 375 sp, and
125 cp. The second chest contains 200 sp and two 10. REFUSE HALL:
small gems worth 30 gp each. The third chest This is where the goblins and others have been
(poison dart trap; save vs. Poison or die) appears dumping their refuse.
empty but has a false bottom to reveal two Potions
of Healing, one Potion of ESP, and 20 ep. The fourth The Cleric and Magic-User permit it since it keeps
chest contains 800 cp. most people away from the hidden door in the south
that leads to the secret treasury. The door along the
9. ROOM OF CHAINS: eastern wall is trapped (portcullis; save vs. Death
Ray, 3d6 damage).
Chained up in the southeastern corner are the
children. They are bruised, and have cuts and
11. ACOLYTE ROOM:
scrapes on their arms and legs, but are still quite
alive. This room has a number of bunks along the western
wall, and has a number of acolytes who have
However, the room is currently occupied by a been drawn into the cult.
hobgoblin and eight goblins. Each goblin fights with
a dagger, wears poorly-made leather armor, and These acolytes are fairly weak-willed however, and
holds 1d6 sp. The hobgoblin fights with a Great Axe may well flee rather than fight. Each acolyte has a
dagger and wears no armor. There is a false stone
75
Cult of the Green Skull Adventure Anthology Three
that hides a hidden niche beneath one of the bunks. This is where the Cleric leader of the cult, Jevrem,
It holds a pouch containing a small diamond worth resides. He is always accompanied by a zombie
300 gp, a Ring of Protection +1, and 35 gp. and two skeletons. He wears chainmail, a golden
unholy symbol (worth 100 gp to a goodly-aligned
3 Acolytes, Human Magic-User 1: AC 12, #At 1,
church for disposal), has two Potions of Healing on his
Dam 1d4, Mv 40', Sv M1, Ml 9, XP 25 ea.
person, and fights with a Mace +1. He also has a
INT 15 (+1), CHA 5 (-2) coin purse containing 4d6 gp. If all of the incense is
Spells: read magic, magic missile gathered from the room it will sell for 50 gp.
You immediately notice this room is filled with If Jevrim attempts to escape (he never surrenders),
incense smoke and decorated with banners and he runs through one of the banners to reveal a
unholy symbols. hidden escape route. The route is filled with
cobwebs and dust but holds no dangers or treasure.
76
Adventure Anthology Three Cult of the Green Skull
77
The Crypt of the Forgotten Lord Adventure Anthology Three
78
Adventure Anthology Three The Crypt of the Forgotten Lord
Crypt Features: Unless otherwise noted, crypts in this The PCs enter the crypt complex through an
adventure are small. The dimensions should be archway located at the southern end of the corridor.
roughly 7 feet long, 3 feet high, and 3 feet wide, or The corridor connects to both the east and west
enough to fit a large body with some movement. branches of the crypt. At the north end of the
Metal hatches enclose the open end to the crypt corridor, there is a small recess as described in 1a.
and are slightly larger than the opening (about 3 ½ There is no natural light source in this room or any
feet square). room in the crypt complex. While the rest of the
cavern is rough, the crypt itself is constructed from
Ability and Skill Check Difficulties smoothly-cut stone. An observant PC will note that
the seams between stones is almost non-existent,
At points in this adventure a PC may be expected to almost certainly the work of master craftsmen or the
perform some sort of task or ability that requires a presence of magic. When the PCs first step into the
check. These are described as moderate, high, and crypt, read the following:
very high difficulty. These are left intentionally vague
to allow the Game Master the ability to adjust the Darkness envelops the corridor as you descend the
check based on the experience level of the PCs. A stairs beyond. You struggle to see much other than
general rule of thumb is: a moderate check is what looks to be another corridor leading east.
successful at 50% with d% or a 10 on a d20; a high
difficulty check is successful at 75% with d% or a 15 If the PCs use a light source, read the following:
on a d20; and a very high difficulty check is
successful at 90% with d% or 18 on a d20. With the light, you see the corridor continues
onward before branching to the west. At its end
Modifying the difficulty of a check can also be done you see the floor drop. Could this be a failing trap?
using the descriptions in the adventure key. For
example: a “highly dexterous PC” could reduce or
eliminate the need for a check at the discretion of 1a. The Curious “Key”:
the GM. Three metal levers are set in the wall at the end of
the corridor. Examining the levers reveals painted
Map Notation stones set in the wall above and below the levers in
the following array:
The map key is standard with two exceptions:
Lever Stone Array
1) What is traditionally viewed as false doors are
in fact hatches to the individual crypts. These Above Below
are noted on the map to aid the GM in Left Red Purple
orientation, since the directional location of
Center Nothing Nothing
each crypt is important.
Right Green Blue
2) The recessed floor/pedestal in the first
corridor is represented by a well on the map. The levers can be toggled up or down but only one
lever can be moved from its middle position at any
79
The Crypt of the Forgotten Lord Adventure Anthology Three
If the altar in Room 2a has not been deactivated Lord Yllsdrid welcomes you, and hopes a modest
yet, the PCs will also notice a recessed floor. token of your appreciation is in order.
If the altar in Room 2a has been deactivated, the Any gold placed on the scale will balance it; the
PCs will also see a stone pedestal with a deep, half- gold will then disappear, and the scale resets. The
sphere basin. The sides of the pedestal are filigreed scale does nothing of importance. It cannot be
with an inset of gold. A high Dexterity check allows a removed. Any gold placed on the scale is lost.
careful PC to pry the gold from the stone, but it takes
If a PC contacts the gold bands or the stones
2 hours; it is worth 5 gp per side. Otherwise, the
directly, he or she immediately suffers 1d4 points of
pedestal and basin are fixed and cannot be moved.
shock damage. A very high Dexterity check in
If the PCs place the sphere from Room 12 into the
combination with a non-metallic implement allows a
basin, go to Concluding the Adventure.
skillful PC to remove a stone without suffering
damage. The stones can also be removed with
2. EAST BRANCH CORRIDOR: ease once the corresponding candle has been
This corridor connects to all of the eastern branches allowed to burn out; the golden band will no longer
of the crypt complex. There are no places for be activated. The gold bands can then be removed
torches, and the stone is constructed similarly to the from the stone, and are worth 10 gp per band.
entrance corridor. At the east-most end, there is an The candles can be lit but are fixed into place; the
altar set against the wall. This is described in Room wax cannot be melted or reduced by any means
2a. other than lighting the wick. When lit, the candle
If the PCs can see, read the following: burns rapidly: it should take less than 1 minute for the
candle to extinguish. Each candle also corresponds
Staring down the corridor, you see paths that lead to a marked crypt. When each candle is lit, read the
north and south. At its end, you see sparkles following:
coming from a stone block set against the wall.
You hear a loud clang, as if a large metal bolt has
been thrown aside.
2a. DEVOTIONAL ALTAR:
The crypts will open, releasing the Forsaken; they will
A small stone altar block sits at the end of the set upon the PCs on sight.
corridor. Four narrow gold bands wrap around the
block and run parallel to each other. Two recesses 3 Forsaken, Undead: AC 15, HD 2, #At 2 daggers,
are located on top of the block for each band and Dam 1d4/1d4, Mv 40’, Sv F1, Ml 12, XP 75 ea.
contain the following: HP 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
80
Adventure Anthology Three The Crypt of the Forgotten Lord
81
The Crypt of the Forgotten Lord Adventure Anthology Three
5. THE EMERALD CORRIDOR: Above each of the other crypts is a small, clear
crystal disk worth 2 sp. If a PC attempts to remove a
Along the walls of this corridor you see four metal disk, he or she suffers 1d6 points of shock damage.
hatches, two on each side. At the end of the Only on a high Dexterity check can the disk can be
corridor is a painted mural of a grinning four-armed removed.
man. He wears plate armor over chain mail, and
stands over a field of devastation and ruin. His When opened, the northeast and northwest hatches
center-right arm is clutching a green gem, which reveal empty crypts except for a lever at the back of
radiates green light. Each of his other arms grasps the crypt. When the lever is toggled, the disk above
a sword, which reflect the light of the gem. the hatch glows. When both are toggled, the hatch
to the southwest crypt is opened.
The corridor contains four hatches to crypts. If the
The southwest hatch cannot be opened physically or
altar at 2a has been deactivated, then the northeast
by magic. When the levers in the northeast and
hatch will be open and empty. All other hatches are
northwest crypts are toggled, the hatch to this crypt
closed. The southeast crypt is trapped.
opens. Inside is a four-armed skeleton. If searched,
Above the northeast crypt is painted a green circle. the skeleton is found to possess a Ring of
If this hatch is closed, it cannot be opened physically Protection +1; however, moving the skeleton triggers
or by magic. a pressure trap that closes the hatch. This deals 1d6
points of bludgeoning damage to any PCs in or in
Above each of the other crypts is a small, clear
front of the crypt and hatch, otherwise they are
crystal disk worth 2 sp. If a PC attempts to remove a
sealed in the crypt until the levers are toggled again.
disk, he or she suffers 1d6 points of shock damage.
There is enough air in the crypt for a PC to survive for
Only on a successful high Dexterity check can the
30 minutes.
disk can be removed.
When each of the other crypts is opened, the PCs 7. THE RUBY CORRIDOR:
are attacked by a Forsaken. Otherwise, the crypts
are empty other than a lever at the back of the Along the walls of this corridor you see four metal
crypt. When the lever is toggled, the disk above the hatches, two on each side. At the end of the
hatch glows. corridor is a painted mural of a grinning four-armed
man. He is dressed in thick leather garments. His
3 Forsaken, Undead: AC 15, HD 2, #At 2 dagger,
center-left arm holds a red gem while his other,
Dam 1d4/1d4, Mv 40’, Sv F1, Ml 12, XP 75 ea.
gloved hands hold golden rods from which showers
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ of sparks are shooting.
10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ The corridor contains four hatches to crypts. If the
altar at 2a has been deactivated, then the
6. THE SAPPHIRE CORRIDOR: northwest hatch will be open and empty. All other
hatches are closed.
Along the walls of this corridor you see four metal Above the northwest crypt is painted a red circle. If
hatches, two on each side. At the end of the this hatch is closed, it cannot be opened physically
corridor is a painted mural of a grinning four-armed or by magic.
man. He stands atop a parapet in pitch-black
robes. His right-most arm holds a blue gem to his Above each of the other crypts is a small, clear
eye as he gazes at the star-filled night. crystal disk worth 2 sp. If a PC attempts to remove a
disk, he or she suffers 1d6 points of shock damage.
The corridor contains four hatches to crypts. If the Only on a successful high Dexterity check can the
altar at 2a has been deactivated, then the disk can be removed.
southeast hatch will be open and empty. All other
All of the crypts are empty. Each of the crypts with
hatches are open.
crystal disks has a metal lever at the back of the
Above the southeast crypt is a painted blue circle. If crypt. When the lever is toggled, the disk above the
this hatch is closed, it cannot be opened physically hatch glows, and any PC is shocked for 1d4 points of
or by magic. damage.
82
Adventure Anthology Three The Crypt of the Forgotten Lord
8. THE AMETHYST CORRIDOR: As you turn the corner, you see him: the four-armed
man. Or at least a statue of him. He is standing
This corridor contains a single hatch along the
and grinning, his four arms extended. At the base
eastern wall and what looks to be a series of small
of the statue is inscribed Yllsdrid. On either side,
indentations on the western wall. At the end of the
four wooden pillars serve to ensure his memorial
corridor is a painted mural of a grinning four-armed
remains intact through the ages.
man. He is sitting with his left-most hand reaching
out, holding a purple gem, as if to present it to the On close inspection of the pillars, a PC may notice
viewer. His other three arms are folded at rest in his cracks in the wood. An even more adept inspection
lap. reveals small threadlike sinews connecting the
cracked pieces in an almost grotesque human-like
The corridor contains a hatch on the eastern wall
form.
that cannot be opened physically or by magic.
There are no markings or disks above the hatch. The On close inspection of the statue, an inquisitive PC
corridor also contains a secret door to Room 9. will discover that the hands are curved in such a way
that only a small stone or gem will fit into them. To
Set in the southern-most part of the western wall is a
activate the statue, the PCs must place the
small purple-painted stone. To the right of the gem
stones/gems in the following order from left to right:
are three small round recesses, which are just large
purple (amethyst), red (ruby), green (emerald), and
enough to fit the stones from Rooms 1a and 2a, or
blue (sapphire). Once the correct color is placed
the gems from Room 13. The purple stone can be
into the correct hand, the hand will close over the
removed from its recess. If the stones/gems are
gem. The gem cannot be retrieved or pried out
placed in the order of purple/amethyst, red/ruby,
physically or by magic.
green/emerald, and blue/sapphire from left to right,
the entire section of wall lowers to reveal Room 9. Once all of the hands are closed, the statue comes
These stones/gems are now lost. to life. Each gem in its hand turns into a dagger, and
each stone into a sword (this changes the damage
If the stones/gems are placed in any other order, the
dealt to 1d6 for each stone used).
PC to place the last stone/gem is shocked for 1d4
points of damage and nothing else happens. The As the last hand closes, the statue blinks. Its arms
stones can then be removed and placed again. raise and in each hand, the gem/stone turns into a
dagger/sword. With a crackle and tremble of
9. THE DESCENT: falling stone, it breaks free from the base and steps
down to the floor. A low, guttural sound emanates
The stairs descend for 10 feet; at the bottom is a 10 from its mouth. In an instant the pillars release
foot hall that turns to the right and goes for another themselves from their ancient duties and take on
10 feet. You feel a slight chill and the twinge of grotesque, human-like forms.
magic in the air.
Yllsdrid and the shambling keepers then immediately
This corridor contains a stairway that descends into attack the PCs. The former pillars carry no weapons,
the Room 10 crypt. but still attack in complete disregard.
In fact, the twinge of magic is electricity, but this Yllsdrid, The Forsaken Lord: AC 15, HD 3,
may not be known to the PCs except for the most #At 4 dagger, Dam 1d4/1d4/1d4/1d4, Mv 15’, Sv F2,
mechanically-inclined. Ml 12, XP 145
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
10. THE MEMORIAL OF YLLSDRID, THE FORSAKEN LORD:
4 Shambling Keepers: AC 12, HD 2, #At 1 wooden
The room contains a statue of Yllsdrid and four
blunt, Dam 1d6, Mv 20’, Sv F1, Ml 12, XP 75 ea.
wooden pillars. Otherwise, the room is empty.
Behind the statue is a secret door that is opened HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
once the encounter has ended. 10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐
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The Crypt of the Forgotten Lord Adventure Anthology Three
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Adventure Anthology Three The Crypt of the Forgotten Lord
however, PCs can remove the plating in about 1 of the Forsaken race. Through magic, it has been
hour, and is worth 25 gp. transformed and is bound to Yllsdrid. The keeper
serves to protect Yellsdrid’s memorial and, thus, his
The chest is locked but can be opened easily by a
true resting place. It is recklessly aggressive in nature.
Thief or using strength. The chest is trapped, which
cannot be detected. It contains a slithering terror Because of the enchantment, a keeper is highly
held magically in stasis. Beneath the terror are four susceptible to fire. A successful hit with a flame
small stones: amethyst, ruby, emerald, and sapphire. implement or fire magic deals 50% more damage.
Each gem is worth 10 gp. Once the chest is opened, Similarly, a highly dexterous attack may sever a
the terror springs to life and attacks. sinew connecting its wooden limbs, which will
reduce its attack by 50%. It is unknown to those
Slithering Terror: AC 12, HD 2, #At 2 bites,
outside of the crypt save for those who have
Dam 1d6/1d6 + poison, Mv 40’, Sv F1, Ml 6, XP 75
extensive knowledge of Forsaken lore.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Slithering Terror
Conclusion
Armor Class: 12
The sphere from Room 12 fits perfectly into the basin Hit Dice: 2
in Room 1a. Once the sphere has been placed into No. of Attacks: 2 bites
the basin, read the following: Damage: 1d6/1d6 (all + poison)
Movement: 40’
A low rumble emanates from the pedestal in front
No. Appearing: 1d4
of you as it, with the sphere, begins to lower into
the floor. Behind you, you hear the rumble of stone Save As: Fighter: 1
as the archway begins to rise from the floor. A rush Morale: 6; 12 when cornered
of air greets you. You are free. Treasure Type: None
XP: 75
The pedestal sinks beneath the floor, causing the
sphere to be lost forever; the sphere cannot be The Slithering Terror is reptilian in behavior and
removed at that point. At the same time, the appearance. It differs from its above-world relatives
entrance archway rises. This allows the PCs the in that it possesses two heads. It ranges from 4 to 10
ability to exit the crypt complex. If a PC attempts to feet in length. Usually reclusive, this creature will
grab the sphere while the pedestal is lowering, he or avoid confrontation unless provoked or willed to do
she is shocked for 1d6 points of damage. so. A slithering terror is swift and can overcome a
slow human with ease. While rare, a slithering terror
New Creatures has been known to devour a Human whole.
Slithering terrors are known widely throughout the
Shambling Keeper subterranean world.
Armor Class: 12
Hit Dice: 3
No. of Attacks: 1 wooden blunt
Damage: 1d6
Movement: 20'
No. Appearing: 4
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 145
85
The Crypt of the Forgotten Lord Adventure Anthology Three
The Forsaken share a common ancestry with the Yllsdrid is a member of the Forsaken race and an
human race. Many millennia ago, its ancestors especially adept wizard and tinkerer. In a larger
wandered into the subterranean world and never campaign setting, he could be assigned a level and
returned. Marked differences include two additional magic abilities as a part of a continuing encounter or
arms and an inherent proclivity towards magic and engagement. For this adventure, he simply appears
lore. This undead creature shares all the same as an imbued statue of himself. As such, he is similar
common strengths and weaknesses of Human to any other statue or golem – just without the magic
undead – most commonly skeletons. It can be element. Like others of his race, he has four arms
Turned and is immune to charm, sleep, or hold which increases his attacks to 4. As an imbued
magic. Even in death, it possesses some spirit and is statue, he is aggressively defensive. The statue
not entirely mindless like its skeleton counterparts. serves to protect Yllsdrid’s burial chamber and prized
treasure.
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Adventure Anthology Three The Crypt of the Forgotten Lord
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The Ruined Sawmill Adventure Anthology Three
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Adventure Anthology Three The Ruined Sawmill
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The Ruined Sawmill Adventure Anthology Three
harvesting timber beyond the amount enslave men, but are not interested in women
permitted by the lease. and will allow them to enter and exit freely.
8. The lumber operation was a front for cult 19. I was the camp cook. The Beast came by
activity. False. night to take us away, one by one, starting
with the children and leaving their bodies in
9. The camp sits at the intersection of two ley
the camp center for all to see. I left to get
lines and was destroyed by Druids who are
help after Miller and Smith were killed.
sworn to protect the area from outsiders.
Partially True: the cook left for help as he
Partially True: a secretive coven of Druids
describes, but the killings were committed by
operates in the forests and guards sites of
the other workers.
interest to their organization, but there are
none near the camp, nor were they involved 20. I was the camp cook. The Beast haunts my
in its demise. dreams and thoughts with fantasies of
slaughter and killing. I have to drink myself to
10. The deep woods are known to be the domain
sleep every night to keep from acting on
of fey beings and a seam between our
them. Partially True: it is of course the spirit’s
dimension and theirs can be found near the
curse which is afflicting him. Its affect is
camp. True, see rumor 18 and area 25 below.
somewhat attenuated due to his distance
11. There are valuable mushrooms that grow only from the site, which allows the cook to self-
in the deep woods and the time is near for medicate and control his murderous desires.
harvesting them. True.
12. The workers discovered a valuable artifact Creatures/NPCs of Interest
and were killed to prevent knowledge of its
Knobstone
existence from spreading. The artifact is still at
the site. False. Barney, Human Cook: AC 11, HD 1, #At 2 fists,
Dam 1d4-1/1d4-1, Mv 60’, Sv NM, Ml 4, XP nil
13. There is gold in the stream that powers the
sawmill. False. Barney is a shattered human being and is extremely
reluctant to discuss the events of the Camp. He will
14. I saw the site. There were 18 graves, one for divulge rumors 19 and 20 if plied with drink. Barney
every member of the camp. Partially True: will not accompany the party out of Knobstone.
there were in fact 21 inhabitants of the camp
(including the workers’ children and wives, of Confluence
whom no official record exists). Peter Belsen, Human Fighter 3, Innkeeper: AC 11,
15. I saw the site. There were two bodies in the HD 3+1, #At dagger or short sword, Dam 1d4 or
saw mill, hacked to pieces. We buried them 1d6+1, Mv’ 30, Sv F3, Ml 10, XP nil
in the graveyard with the others. True. Belsen is the owner of Confluence’s premier (and
only) establishment, “Road’s End”, a combination
16. I saw the site. The buildings had been sacked
inn/trading post/repair shop. He has various
and looted by the time we arrived, and
mundane goods for sale at a 10% markup over the
nothing of value was left. False: members of
standard prices, but no weapons or armor. His
the search party helped themselves to such
smithy can perform minor repairs, but doesn’t have
money and valuables as they could find in
the facilities to create weapons or armor. Lodgings
the workers’ houses.
are simple, and room and board can be had for
17. I saw the site. The mill works are damaged 5 cp/night.
but could be restored if attended to soon.
Ralphie Miller, Human Child, age 10: AC 11, HD 1,
Another season without repair and it will be a
#At 2 fists or bite, Dam 1d4-1/1d4-1 or 1d4-1, MV 60’,
total loss. True.
Sv NM, Ml 6, XP nil
18. There is a deep pool upstream of the camp Dorcas Miller, Human: AC 11, HD 1, #At 2 fists or club,
that is inhabited by fairies. Avoid it, as those Dam 1d4/1d4 or 1d6, Mv 60’, Sv NM, Ml 6, XP nil
who go in don’t come out. Partially True: the
Dorcas is a widow who lives in a squalid shack on the
spirits of the pool will try to seduce and
outskirts of the village. She is very protective of her
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Adventure Anthology Three The Ruined Sawmill
son Ralphie and hostile to strangers. Dorcas will yell turns, with a 90% chance of remaining undetected
at and attempt to drive away anyone who comes to (roll every turn, 91-100 on d100 indicates detection).
her house.
Depending on the party’s behavior, he will use his
Ralphie is mischievous and constantly seeking to pan pipes to: a) cause fear and attempt to drive
escape his mother’s control. He has an insatiable them away from the forest, if the party appears
appetite for tobacco and knows the location of the hostile or destructive; b) charm any female members
camp (his father was a worker there). He will make of the party and lure them off into the woods; c) put
himself known to the party once they arrive in the party to sleep and steal any valuables they
Confluence, and will lead them to the camp for the might have. If the party becomes aware of
right consideration, perhaps something nice for his Epiphallus, he may engage them in conversation
mother and/or tobacco. Ralphie doesn’t know any and reveal details about the camp if their reaction
details about the camp’s destruction, as Dorcas has roll is favorable, or he may play his pipes as
kept the truth from him, only telling him that his described above.
“father went away and isn’t coming back.”
In any case, Epiphallus prefers mischief to fighting
and will avoid open combat if an encounter
Forest becomes hostile. Epiphallus is aware of the fairy pool
(area 25) and greatly desirous of entry, but his efforts
Erychthus a.k.a. “The Beast”, Manticore: AC 18,
have been thwarted by its fey owners; they are well
HD 6+1*, #At 2 claws/1 bite or 1d6 spikes (180’
aware of his lecherous nature and eager to torment
range), Dam 1d4/1d4/2d4 or 1d6/spike, MV 40' Fly 60'
him.
(10'), Sv F6, Ml 9, XP 555
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Fergnorm, Troglodyte Warrior: AC 15, HD 4,
☐☐☐☐☐ ☐ #At 2 claws/1 bite, Dam 1d4/1d4/1d4, Mv 40’, Sv F4,
Ml 9, XP 240
Erychthus is always hostile and will attack with its
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
spikes from afar before engaging in melee. It will
attempt to seize and drag PCs back to its lair, one by 12 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite,
one, where it will devour them, targeting whichever Dam 1d4/1d4/1d4, Mv 40’, Sv F2, Ml 9, XP 75 ea. 8 cp
PC it perceives to be the weakest first. Do not roll for ea.
random encounters once Erychthus has been met. It HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
will continue to harass the PCs until they or it is killed. 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Should Erychthus fail a morale check, it will flee to its 4 ☐☐☐☐
lair, but return in one hour to continue the fight. 9 ☐☐☐☐☐ ☐☐☐☐
Erychthus’ lair is a fetid burrow somewhere nearby 8 ☐☐☐☐☐ ☐☐☐
littered with bones and other residue from its victims. 4 ☐☐☐☐
1,500 sp, 2,300 gp, 1 Potion of Undead Control, a 9 ☐☐☐☐☐ ☐☐☐☐
Long Bow +1, and a Ring of Invisibility are strewn 9 ☐☐☐☐☐ ☐☐☐☐
about amongst the carrion. If the PCs inspect 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
Erychthus’ body they will see that it is rather crudely 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
stitched together from the parts of multiple 8 ☐☐☐☐☐ ☐☐☐
creatures. A plate attached to its underbelly reads 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
“Property of Devaney & Co – Prototype – Not for
Fergnorm is the head of a repulsive band of
Resale – Reward for Return”.
troglodytes that haunt the marshy areas around the
Epiphallus, Satyr: AC 15, HD 5*, #At 1 river. They have been driven from the lumber camp
headbutt/1 dagger or shortbow, Dam 1d6/1d4 or by Gunch and his band of gnolls. Although they are
1d6, Mv 40’, Sv F5, Ml 10, XP 405 almost always hostile to other humanoids, Fergnorm
HP 29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ is so desirous of revenge on Gunch that he may
☐☐☐☐☐ ☐☐☐☐ allow the party to pass if he thinks they are likely to
attack the gnolls. 1,800 sp, 300 ep, 400 gp are in
If an encounter with Epiphallus is indicated, he will sacks stashed nearby.
attempt to observe the party in secret for 1d8+1
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The Ruined Sawmill Adventure Anthology Three
Weird Events/Objects
These are one-time occurrences or discoveries that
occur in the forest and camp. In addition to
occurring per the wandering monster checks, the
GM should feel free to insert these every hour or two
to enhance the eerie atmosphere of the forest.
Once a weird event or object has manifested, any
subsequent roll for it should be disregarded and
treated as no encounter.
1. An old doll, worn but in otherwise good
condition. It belonged to Maydl; she will
recognize it if it is presented to her.
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Adventure Anthology Three The Ruined Sawmill
random encounter table to see if the noise positive and affect the PC per the Cleric spell
attracts any attention (treat a second weird bless for 1d3 days; 21-70 the fortune is
event/object as no encounter). inconclusive but the fortune teller thinks an
additional reading (at a higher fee) could
5. Off the path someone in the party sees bring additional clarity; 71-100 the fortune is
clotheslines hanging between the trees with negative and affects the PC per the
very fine, child-sized formal clothes. The reversed-bless (bane) spell for 1d2 days.
clothing is freshly-washed but bloodstained.
No one is around. 11. The party happens upon a patch of exotic
fungus. Roll 1d6 to determine how many
6. A vulture lands in front of the party, holding a types are found; for each type roll d6: 1-2
severed hand which it proceeds to eat. The nutritious; 3-5 poisonous; 6
vulture will defend its catch if disturbed, magical/psychedelic. These may be used or
biting for 1d4 points of damage if sold in Knobstone at premium prices. It is up
approached before flying away. The hand is to the GM to determine if the PCs are able to
wearing a gold ring set with a large ruby, correctly identify the mushrooms.
worth 500 gp. It is infected with grave rot,
and whoever handles it must save vs. Poison 12. The party suddenly finds itself in the exact
or become sick for 1d4 + 2 days, dropping to same location 1d4+6 hours later and are
1 HP, and requiring constant bed rest; a aware of the time, but with no memory of
successful save avoids infection. The what happened during the elapsed hours.
infection sets in exactly 12 hours after the Each PC must save vs. Spells or find that they
hand is touched. have lost 1d4 teeth and taken 1d2 HP of
damage.
7. The party’s food and/or water supply spoils.
They will have to forage for the duration of
the adventure or return to town and Random Encounter Tables
resupply.
Roll for random encounters every hour in the Forest,
8. A freak storm suddenly arises. The party is with 1 on a d6 indicating an encounter. On the
forced to seek shelter off the path and Western Trail to Confluence, roll 2d6 once per night
becomes lost. Roll 1d3+1 to determine how only, with a 2 indicating an encounter from the
many hours the party wanders before they Forest/Night table. In the camp, roll every other turn
realize they have lost their way. Use the with a 1-3 on a d6 indicating an encounter.
standard mechanism for being “unlost” Forest (Day)
thereafter. On each turn that the party is
lost, they have a 75% chance of wandering 1. Epiphallus
into the Fairy Pool (area 25). 2. Weird event/object
9. The party encounters another group of 3. Weird event/object
adventurers in search of the lumber camp.
The characters in this party should mirror the 4. Fergnorm et al.
classes/levels of the PCs. Roll on the reaction
5. 1d8 Blood Roses: AC 13, HD 2*, #At 1 whip,
table to determine their attitude towards the
Dam 1d6, Mv 1’, Sv F2, Ml 12, XP 100 ea.
party and role-play the encounter.
Note: Review the details of this creature's attack
10. A traveling peddler with a variety of on page 61 of the Core Rules.
mundane (non-weapon) objects. Anything HP 9 ☐☐☐☐☐ ☐☐☐☐
the PCs purchase from the peddler appears 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
to be of the highest quality and is offered at 6 ☐☐☐☐☐ ☐
a good price (10% discount off standard list), 9 ☐☐☐☐☐ ☐☐☐☐
but in actuality is junk and will fail when used 6 ☐☐☐☐☐ ☐
in earnest. The peddler’s wife is a fortune 10 ☐☐☐☐☐ ☐☐☐☐☐
teller and will practice her craft on the PCs 7 ☐☐☐☐☐ ☐☐
for a fee. Roll d%: 01-20 the fortune will be 8 ☐☐☐☐☐ ☐☐☐
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The Ruined Sawmill Adventure Anthology Three
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Adventure Anthology Three The Ruined Sawmill
4. 1d10 Giant Bats: AC 14, HD 2, #At 1 bite, 7. 1d4 Black Bears: AC 14, HD 4, #At 2 claws/1 bite
Dam 1d4, Mv 10’ Fly 60’ (10’), Sv F2, Ml 8, + hug, Dam 1d4/1d4/1d6 + 2d6, Mv 40’, Sv F4,
XP 75 ea., darkvision, -2 on attacks via confusion ML 7, XP 240 ea.
(if 10+ are present). HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
6 ☐☐☐☐☐ ☐ ☐☐☐☐☐ ☐☐
4 ☐☐☐☐ 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
6 ☐☐☐☐☐ ☐ 8. 2d6 Brush Horrors: AC 13, HD 1d4 HP,
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ #At 2 claws, Dam 1d4+1/1d4+1, Mv 20’, Sv F1,
8 ☐☐☐☐☐ ☐☐☐ Ml 10, XP 25 ea., takes double damage from
fire, blindsight 60’ see “New Monsters” below)
5. 10d4 Pixies: AC 17, HD 1*, #At 1 dagger, HP 3 ☐☐☐ 4 ☐☐☐☐
Dam 1d4, Mv 30’ Fly 60’, Sv F1 (Elf), Ml 7, 3 ☐☐☐ 2 ☐☐
XP 37 ea., can become invisible at-will and 1 ☐ 3 ☐☐☐
attack while invisible, surprise 1-5 on d6 while 1 ☐ 1 ☐
invisible). Will try to disrupt the party with pranks 1 ☐ 2 ☐☐
and prevent rest/sleep, rather than openly 2 ☐☐ 1 ☐
attacking. 3 ep, 5 gp, 1 pp each. Killing them
will draw the unfavorable attention of Epiphallus 9. Weird event/object
and absolutely enrage Melliconia. 10. Gunch and gnoll party #2 (from area 21)
HP 8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐ 6 ☐☐☐☐☐ ☐ 11. Weird event/object
1 ☐ 8 ☐☐☐☐☐ ☐☐☐
12. Erychthus
4 ☐☐☐☐ 2 ☐☐
8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐ In Camp
6 ☐☐☐☐☐ ☐ 7 ☐☐☐☐☐ ☐☐
1. Maydl (from area 6)
1 ☐ 3 ☐☐☐
1 ☐ 3 ☐☐☐ 2. Day: Maydl;
1 ☐ 5 ☐☐☐☐☐
3 ☐☐☐ 4 ☐☐☐☐ Night: gnoll party #2
1 ☐ 1 ☐
3. Day: Fergnorm;
5 ☐☐☐☐☐ 4 ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐ Night: 2d6 Brush Horrors: AC 13, HD 1d4 HP,
7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐ #At 2 claws, Dam 1d4+1/1d4+1, Mv 20’, Sv F1,
8 ☐☐☐☐☐ ☐☐☐ 1 ☐ Ml 10, XP 25 ea., takes double damage from
7 ☐☐☐☐☐ ☐☐ 2 ☐☐ fire, blindsight 60’ see “New Monsters” below)
4 ☐☐☐☐ 1 ☐ HP 4 ☐☐☐☐ 4 ☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ 2 ☐☐ 3 ☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ 1 ☐ 1 ☐
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐ 3 ☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
6. 1d8 Giant Shrews: AC 16, HD 1*, #At 2 bites,
3 ☐☐☐ 2 ☐☐
Dam 1d6/1d6, Mv 60’, Sv F2, Ml 10, XP 37 ea.
HP 5 ☐☐☐☐☐ 1 ☐ 4. 1d8 Giant Shrews: AC 16, HD 1*, #At 2 bites,
3 ☐☐☐ 2 ☐☐ Dam 1d6/1d6, Mv 60’, Sv F2, Ml 10, XP 37 ea.
1 ☐ 5 ☐☐☐☐☐ HP 7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐
2 ☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐
1 ☐ 6 ☐☐☐☐☐ ☐
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The Ruined Sawmill Adventure Anthology Three
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Adventure Anthology Three The Ruined Sawmill
gone. By night she is fully under the influence of the ghouls total in the camp. They will not attack Maydl,
curse and will attempt to kill the party while they and will work with her to kill the PCs. If Maydl is not
sleep. yet hostile towards the PCs, she will immediately
become so when the ghouls appear.
7. WORKERS’ HUT #3
20 Ghouls: AC 14, HD 2*, #At 2 claws + 1 bite,
Partially-destroyed barracks; the ceiling has Dam 1d4/1d4/1d4 + paralysis, Mv 30’, Sv F2, Ml 9,
collapsed. There is nothing of value but rubble, XP 100 ea.
remnants of an iron stove, and bunk beds. HP 10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
8. WORKERS’ HUT #4 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Partially burnt. Appears safe to enter but is actually 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
in very poor condition. The roof will collapse, causing 9 ☐☐☐☐☐ ☐☐☐☐
1d10 points of damage (save vs. Death for half) to 7 ☐☐☐☐☐ ☐☐
anyone inside if the building is entered and anything 8 ☐☐☐☐☐ ☐☐☐
is disturbed. 9 ☐☐☐☐☐ ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
9. OFFICE/SUPERVISOR’S HOUSE: 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
The camp supervisor and his wife lived here. An 5 ☐☐☐☐☐
office area contains a cabinet holding papers and 3 ☐☐☐
files that are ruined and illegible. Otherwise, the 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
building is filled with debris and the remains of 3 ☐☐☐
common furnishings that would appear to have 9 ☐☐☐☐☐ ☐☐☐☐
been slightly nicer than those in the other buildings. 10 ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
10. COMMISSARY: 7 ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐
This building is divided into two rooms: an eating 9 ☐☐☐☐☐ ☐☐☐☐
area with benches and tables, and a rear kitchen
and pantry. The camp cook and his helper lived
12. LATRINES:
here. Animals have broken into whatever supplies
were once stored here and ruined them. If a PC’s bare skin comes into contact with a rot
grub, it will attack; if successful, it burrows into his or
2 Giant Black Widow Spiders: AC 14, HD 3*, her flesh and will go unnoticed unless they succeed
#At 1 bite, Dam 2d6+poison, Mv 20’ Web 40’, Sv F3, at a Wisdom check. The grub must be burned or cut
Ml 8, XP 175 ea. out of the body, causing 2d6 points of damage, or it
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ will burrow to the heart and kill the victim in 1d3 turns.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
There is a sealed clay pot buried under dirt and filth;
inside are 20 cp.
Periphery
20 Rot Grubs: AC 10, HP 1, #At 1, Dam special, Mv 5’,
11. GRAVEYARD: Sv F1, Ml 12, XP 10 ea.
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
There are 20 graves here, 14 adult-size, and 6 child-
size, marked with stone piles but otherwise Upper Mill Works
unlabeled. The graves are strangely bare; nothing
has grown on top of the dirt. The upper story of the mill houses the main saw
apparatus and blades. Stairs along the western wall
The corpses of the dead workers have become lead up from the outside, and two ramps provide
ghouls and lie dormant in the ground here. The ingress and egress for logs and lumber. The windows
arrival of the PCs at camp will begin to awaken of the mill are smashed and debris is scattered
some of them (for random encounters), and entering everywhere, but the building seems to have avoided
the graveyard will awaken the rest, who will emerge the fire that destroyed the rest of the buildings in the
gradually over the course of two hours. There are 20 camp. A PC with a knowledge of engineering
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The Ruined Sawmill Adventure Anthology Three
and/or mechanics may study the apparatus and Lower Mill Works
realize that it is probably still functional and could be
The lower story of this mill is in a similar state of
restored to full operation with moderate effort.
disarray as the upper floor. Workbenches are
overturned and tools lie scattered about along the
13. NORTH RAMP:
western wall. The majority of the space here is
Logs were floated down the river to the Dam and devoted to large gears and machinery for driving
brought into the mill using this ramp. It is clogged the saw mechanism upstairs.
with flotsam, rotten logs, and other debris that has
floated down the river and accumulated at the 20. WATER WHEEL:
dam.
A large water wheel was turned by water flowing
through the Dam (area 2). Although the wheel still
14. SAW TABLES:
spins, it has been disengaged from the saw
Logs were loaded onto these long tables and pulled apparatus by the lever in area 14.
through the saw machinery (areas 15, 16, 17) to be
turned into planks. A large lever at the head of this 21. GNOLL BIVOUAC:
table will engage the water wheel (area 20) and
Gunch and his crew have recently established a
start the saw mill. It is left to the GM to decide
base in the mill works, driving out Fergnorm and
whether or not this machinery is functional.
slaying many of his tribe in the process. They have
Activating the mill will cause a fair amount of noise,
only been in residence here for a few days, and are
attracting the attention of all of the denizens of the
aware of the ghouls, but not Maydl, although they
camp, and add a dimension of mayhem to combat
have seen her hut and avoid it.
in the mill.
By day, Gunch and gnoll party #2 (see above) will
15, 16, 17. SAW APPARATUS: be sleeping here. At night, roll 1d4: 1: gnoll party #1
Blades are attached to overhead axles that are is here; 2: gnoll party #2 is here; 3-4: camp is empty
connected to the main water wheel by a system of (parties are out wandering).
gears. The objects labeled (a) are blades that saw Gunch, Gnoll Warrior: AC 15, HD 4, #At 1 bite or long
up and down perpendicular to the table surface, sword, Dam 2d4+2 or 1d8+2, Mv 30’, Sv F4, Ml 9,
and those labeled (b) are large cogs that turn the XP 240
axles and pass through openings in the floor. They
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
are connected to the machinery in the lower level.
If the mill is activated, any player who comes in 6 Gnolls (Gnoll Party #1): AC 15, HD 2, #At 1 spear or
contact with the gears must make a DEX save to short sword, Dam 2d4+1 or 1d6, Mv 30’, Sv F2, Ml 8 (if
avoid being entangled and taking 2d6 points of Gunch is present use 9), XP 75 ea., darkvision 30’.
damage per round until the save is passed. Any 13 sp, 7 gp each.
player who comes in contact with the saw blades HP 8 ☐☐☐☐☐ ☐☐☐
takes 1d6 points of damage. 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
18. SOUTH RAMP: 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Finished boards would be taken out here and 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
moved down to the Drying House (area 4) to cure. 6 ☐☐☐☐☐ ☐
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Adventure Anthology Three The Ruined Sawmill
1,900 cp, 1,400 ep, 12 jeweled goblets worth 120 gp other an incongruous set of stone steps descending
each, 12 jeweled bowls worth 80 gp each, and 3 into a small glen. All male PCs will immediately feel
jeweled plates worth 60 gp each are in a locked an uncanny sense of both dread and attraction at
chest. The bowls, goblets, and plates are engraved the sight of the steps and the pool beyond.
with the monogram of the Devaney’s, a local noble
The area around the pool is lit, day and night, with a
family. Also a journal, presumably written by a
soothing ambient yellow light. If the party chooses to
teenager and describing her infatuation with the son
approach the pool, all male characters will observe
of a rival family, is in the chest. The romance was
a dozen or so beautiful women laughing and
forbidden by her parents and is the cause of great
frolicking in the water, who beckon them to join in
anguish and a potential elopement.
their revels. The men must then save vs. Spells or be
compelled to remove their weapons and armor and
22. WEST DOOR:
enter the water.
This door has been barricaded by the gnolls and
must be smashed open. Female PCs, however, will observe nothing but rusted
and discarded adventuring gear littering the area
23. SOUTH DOOR: around the pool, and notice the lime-encrusted
skeletons of humanoid creatures within.
This door is not locked but is directly observable by
the gnolls in area 21. Once in the water a male PC will refuse to leave,
and must be forcibly extracted if he is to survive. If
24. POWER APPARATUS: the entire party enters the pool, they will eventually
starve and die unless saved by some external force.
This is a system of gears and cogs that are driven by
the main water wheel that powers the saw
apparatus. The objects labeled (a) are wheels and Conclusion
gears that are parallel to the floor and those labeled Should Ralphie choose to accompany the party to
(b) are large cogs that turn on axles and pass the camp, his disappearance will be noticed by his
through openings in the ceiling. These are the same mother immediately. If Ralphie fails to return by
cogs labeled 15-17 (b) in the upper mill works. If the dinner time, or is injured, she will notify the authorities
mill is activated, any player who comes in contact at Fort Tringle, who will actively seek out the PCs for
with the gears must make a DEX save to avoid being an explanation.
entangled and taking 2d6 points of damage per
round until the save is passed. The GM should award XP for discovering the true
cause of the camp’s demise, rescuing Maydl, and/or
destroying her shrine.
Fairy Pool
How the gnolls came into possession of the fine
While not part of the camp proper, the fairy pool is in goods and papers of the Devaney family is left to the
an indeterminate location nearby. This area may be PCs to pursue. They are far from the genteel
reached only by becoming lost via Weird neighborhoods of Knobstone and it is scandalous to
Event/Object #8. consider such an ostensibly upright and well-
pedigreed family would have any association with
25. FAIRY POOL:
creatures such as gnolls.
A beautiful, crystal-clear pool deep in the woods,
The body of Erychthus (should it be encountered
approximately 40 feet in diameter. Once
and killed) can be harvested for its organs and other
discovered, the PCs will know its location and
materials of value to wizards and alchemists, or the
remember how to return, assuming they do not
PCs can attempt to contact its creator(s).
succumb to the fey magic therein. Finding the pool
is an obsession of Epiphallus, who will do almost
anything to learn of its location.
When discovered, the PCs will notice a fork in
whatever path they were following; one branch
leads directly back to the main trail (which will be
about 30 yards away from their current location), the
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The Ruined Sawmill Adventure Anthology Three
New Monsters
Brush Horror
Armor Class: 13
Hit Dice: 1
No. of Attacks: 2 claws
Damage: 1d4+1/1d4+1
Movement: 20’
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 10
Treasure Type: None
XP: 25
100
Adventure Anthology Three The Ruined Sawmill
101
The Ruined Sawmill Adventure Anthology Three
102
Adventure Anthology Three The Ruined Sawmill
103
Reclamation of Castle Devyn Adventure Anthology Three
Background
The village of Locran and Castle Devyn are located
on the small, misty, forested island of Gulshan, which
is not far off the mainland.
GMs can place this island anywhere in their world,
but the descriptions are for a cool-to-cold climate
with plentiful fog and misty rain.
If the characters have played the first adventure in
this series, The Temple at Hillman Point, then the
description of Locran is redundant. Jump to Stories
of the Castle below.
Locran
Locran is a small fishing community that is almost as
tight-knit as the sweaters worn by its fishermen. They
are not hostile to visitors, but there is a clear sense
that visitors are welcome but not part of the village.
There isn't much in Locran and it is a typical fishing
village, with the port and the inn being the focal
points of the town. Of course there are the normal
necessities of life – a butcher, a blacksmith, and a
meeting hall, but life here happens on the sea or in
the pub. The Torn Scroll Inn is a typical inn and public house.
The building is two stories tall and covered with
The port consists of several tar-covered docks and a faded shingles. The windows are small, with oiled
seemingly endless row of nets drying. Seagulls fill the paper inserts and heavy shutters for the frequent
air with their cries; the area is dotted with their gales that hit the island.
droppings.
The pub takes up the first floor, and is a warm and
Alongside the docks is Locran's guard post. It inviting space where several generations of elbows
appears to be staffed purely by volunteers, most of have polished and worn the tables to a shiny black.
whom are leathery retired fisherman, armed with On one side of the room is a large fireplace where
little more than old shortswords, gutting knives, and the flames burn slightly green from the salt in the
salt-stained leather armor. driftwood.
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Adventure Anthology Three Reclamation of Castle Devyn
Behind the simple but solid bar, set with benches Ian will tell the group the following:
rather than stools, stands the innkeeper Cyril Ketill.
Cyril's face is as weathered and polished as the “You know, Locran used to be a safe and quiet
tables, with deep smile lines around his eyes. town. When I was growing up here, the Duke and
his militia would have dealt with problems like this.
If the temple has not been explored, Cyril's face is We miss that old boy.
friendly but troubled as he looks out to at the party,
and says “No surprise that a group of you would Things have gotten progressively worse since he left
show up, with all the unexplained troubles we've the island. That was back when I was a wee thing,
been having.” and everyone was pretty chapped that his people
knocked the bridge down during the night before
Odd things have been happening on the outskirts of
they left.
town: animals have been killed and maimed. Plants
have been torn from the ground, and carts have That was the only way to get to that side of the
been destroyed. More troubling have been the island easily, and my father was mightily surprised
most recent appearances of scratches and markings when his team showed up one morning to harvest
on people's doors. spruce for the shipyards, and found the bridge over
Other locals in the pub will tell similar stories to the the Nilletra had been destroyed.
party, after being plied with one of the Pub's dark
and smoky ales. Losing the bridge made it bloody impossible get to
that side of the island. There's no decent landings
If the temple has already been explored (or the GM or inlets on that side of the island and the Nilletra is
would like to run this adventure with the assumption impassible by any boat big enough to matter.
that the temple no longer presents a mystery or There was a good long dock a ways away from the
threat): his face is friendly but troubled as he looks at castle, but they burnt it too.
the party, and says “Are you prepared to explore
further?” Cyril will tell the party that things are still not My Pappy used to wonder what happened to drive
right around Locran, and even those traveling to the Duke away, as he made good money off the
other parts of the island have reported increasing timber and the mines in the mountains. It was a
troubles. If running this adventure with the good living here for him, and he didn't hardly have
assumption that another group cleared the temple, to burn many houses for back taxes.
Cyril will mention so.
He was a right monster sometimes, but he was our
leader and we loved him.”
Stories of the Castle
As the party discusses Duke Gundahar with Ian,
Whether or not the temple has been explored or is
others will add commentary.
brought up, on hearing the stories of the troubles
around the area a group of fishermen will join in the “I heard the Duke left in the middle of the night.”
conversation.
“I heard that he was so angry that they burnt the
The fishermen in the Inn are weather-beaten and docks and the forest around the castle, so no one
look around 70 years old, though their age is else could use it in his absence.”
probably closer to 40. Life is hard on the sea as the
“Pshaw, I heard that he never left and that he is still
party knows, and it ages men fast. These fishermen
up there, but he just sent some of his men away.”
look like they are normally unshakable by nature or
other men. The leader of the group is Ian, and as This will start an argument where some of the
soon as the conversation turns to the castle he calls fishermen will argue that the Duke left in a single ship
for a bottle of whiskey. As the conversation and burnt the rest, others will argue that he never
continues, he begins pouring himself a shot about left, and the rest will argue that he wasn't that great
every 5 sentences. He is clearly upset about and all the stories about him are hokum. Consensus
something. seems to be that the Duke was a decent protector,
and that people don't really know what happened.
After the conversation, Ian will mention the following:
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Reclamation of Castle Devyn Adventure Anthology Three
“Well, I don't know what became of the Duke, but 3 2 Minotaurs: AC 14(12), HD 6, #At 1 gore/1 bite
somebody is up there. The last time I was fishing off or 1 weapon, Dam 1d6/1d6 or by weapon + 2,
that side of the island, I saw smoke coming from its Mv 30' (Unarmored 40'), Sv F6, Ml 11, XP 500 ea.
direction. You can't tell me it was an accident, as HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
that castle is built out of stone with nary a piece of ☐☐☐
wood in its construction. 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
Don't take that bottle from me, I'm not drunk I tell
4 5 Blood Roses: AC 13, HD 3*, #At 1d3 thorns +
you! I saw something over there, and it isn't right!”
blood drain, Dam 1d6, Mv 1', Sv F2, Ml 12,
The other fishermen interrupt Ian at this point and XP 175 ea.
apologize for his imagination, while they take away HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
his bottle and hustle him out of the Inn and off to his 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
bed. 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐
Directions to the Castle 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Castle Devyn is located on the southwest coast of
5 2 Giant Weasels: AC 17, HD 5, #At 1 bite + hold,
the island. The safest way there is to take the road
Dam 2d4 + 2d4 per round, Mv 50', Sv F5, Ml 8,
north, and figure out a way to cross the Nilletra, the
XP 360 ea.
river-like estuary and swamp that bisects the island.
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
However, the bridge is down and the locals will 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
suggest that the party could also go along the
6 Snake, Python: AC 14, HD 5*, #At 1 bite/1
coast. Both ways will be described as equally
constrict, Dam 1d4/2d4, Mv 30', Sv F5, Ml 9,
difficult: the road being easy until the party has to
XP 405
ford the estuary, and the coast being rough going
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
with no roads.
☐
Along the coast is a more direct route; this will
decrease the travel time, but will incur more
encounters with the native creatures of the island. If
The Graveyard
the party chooses to follow the coast, skip to the Note: if you've already run The Temple at Hillman
Along the Coast section below. Either way the party Point, the graveyard will be empty and this
will have to contend with crossing the Nilletra. encounter can be skipped.
If the party decides to take the road north from After the first major bend in the road, it passes
Locran, use the following table for random enounters through an abandoned graveyard.
along the way. While this route will start out fairly
comfortable, as the party travels further the Tombstones are toppled over, leaning, and worn
likelihood of running into nefarious creatures smooth from the weather. Those few left standing
increases. On a roll of 1-3 on 1d6, roll 1d6 to select an with legible writing are covered with lichen, and
encounter from the list following: dated 70 years in the past. Clearly this is not Locran's
current graveyard as there has been no recent
1 Treant: AC 19, HD 8*, #At 2 fists, Dam 2d6/2d6, upkeep, and the tombstones are old-fashioned.
Mv 20', Sv F8, Ml 9, XP 945
HP 38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ As the PCs make their way though the graveyard
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ they will disturb the ghouls.
6 Ghouls: AC 14, HD 2, #At 2 claws/1 bite,
2 3 Ogres: AC 15(12), HD 4+1, #At 1 weapon,
Dam 1d4/1d4/1d4, all plus paralysis, Mv 30', Sv F2,
Dam 2d6, Mv 30' (Unarmored 40'), Sv F4, Ml 10,
Ml 9, XP 100 ea.
XP 240 ea.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 3 ☐☐☐ 6 ☐☐☐☐☐ ☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
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Adventure Anthology Three Reclamation of Castle Devyn
The ghouls all wear tattered sweaters not unlike 1 Sabre-tooth Cat: AC 14, HD 8, #At 2 claws/1
those worn by the fisherman in Locran, but now bite, Dam 1d6/1d6/2d8, Mv 50', Sv F8, Ml 10,
moldy and torn. The ghoul with the highest HP XP 875
stands out, wearing ruined and stained white HP 37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
clothing with an embroidered black raven on the ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
back of its vest.
2 5 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6,
Among the ghoul's possessions in the graveyard are Mv 60', Sv F2, Ml 8, XP 75 ea.
3,700 cp, 1,700 gp, an intricate leather belt, and a HP 9 ☐☐☐☐☐ ☐☐☐☐
platinum-plated clasp (worth 1,100 gp). Upon 10 ☐☐☐☐☐ ☐☐☐☐☐
searching the white-clothed ghoul, the party will 10 ☐☐☐☐☐ ☐☐☐☐☐
discover a key with a raven engraved into the head 9 ☐☐☐☐☐ ☐☐☐☐
of the key. 9 ☐☐☐☐☐ ☐☐☐☐
3 Black Bear: AC 14, HD 4, #At 2 claws/1 bite +
The Bridge hug, Dam 1d4/1d4/1d6 +2d6, Mv 40', Sv F4,
Continuing down the road it will come to a point Ml 7, XP 240 ea.
where it turns west. At this turn the estuary comes into HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
view and the party can see that a once-formidable ☐☐☐☐☐ ☐☐
arched stone bridge crossed over the estuary, but
4 Boar: AC 13, HD 3, #At 1 tusk, Dam 2d4,
has been destroyed by unknown means sometime
Mv 50' (10’), Sv F3, Ml 9, XP 145
well in the past. Due to this the road ends at the
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
bridge, and is no longer passable.
5 2 Cougars: AC 14, HD 3+2, #At 2 claws/1 bite,
The PCs will begin to hear a distant thumping noise
Dam 1d4/1d4/1d6, Mv 50', Sv F3, Ml 9,
to the south as they approach the bridge. If they
XP 145 ea.
follow this noise they will meet Gallus; skip ahead to
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
the Gallus section below.
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
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Reclamation of Castle Devyn Adventure Anthology Three
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Adventure Anthology Three Reclamation of Castle Devyn
2. & 3. FRONT TOWERS: If the party gets too close to the stacked hay, they
will disturb the iron snappers nesting there.
Each tower has a small but steep set of spiral stairs.
There is no roof left on either. 2 Iron Snappers: AC 17, HD 6, #At 1 bite, Dam 2d8,
Mv 40', Sv F6, MI 9, XP 555 ea.
At the top of the southwest tower is a stack of broken HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
crossbows, axes, and a view-scope with a badly- 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
scratched but usable lens. ☐☐☐☐☐ ☐☐
4. CASTLE COURTYARD:
8. FOUNDRY:
There are small patches of grass and weeds, but it's
Dirt covers the floor of this room. The walls and
mostly dirt, made muddy by the damp climate and
ceiling are black from smoke and ash. In one
recent rains. There is a well in the southeast corner.
corner is a large forge pit. On one wall is a large
As the PCs move forward they will feel the ground rack holding various swords, axes, and maces.
begin to vibrate, and 2 ankhegs burst from the mud. Near the other corner is a wooden mannequin with
half of a suit of plate armor attached.
2 Ankhegs: AC 18, HD 5*, #At 1 bite + special,
Dam 2d6, Mv 30' Burrow 20', Sv F5, MI 7, XP 405 ea.
9. BARRACKS:
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐ It still reeks of stale beer and body odor. Bunk beds
24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ line two of the walls, while the far west wall has a
☐☐☐☐ bench and a rack of hooks on the wall. Against
the eastern side is a large square table and six
5. VAULTED ALLEY: chairs.
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Reclamation of Castle Devyn Adventure Anthology Three
The steps are covered with rich and thick As you enter you immediately notice how dark it is
carpeting. There are torches mounted on each in here. The curtains are drawn over the windows
side of the wall at every third step, and hanging and the wall-mounted torches unlit. The only light is
from the sloped ceiling are two chandeliers, each coming from the open doors behind the throne.
with six candles.
You can barely make out a figure sitting on the
throne, hunched forward and leaning on a large
13. KITCHEN: battle axe.
A stove and fire-pit take up one wall, while the
It is Duke Gundahar, the former leader of Locran and
other side has a large sink and wooden counter. In
surrounding lands. He looks almost the same as the
the middle is a rectangular butcher block. There
sculpture in the great hall, but far more aged and
are plates, utensils, knives, and rotting food strewn
haggard. If the party ventures closer they will see
about.
large slashes running diagonal across the Duke's
Digging around in one corner of scraps is a gump. face and body; despite these horrendous wounds
there is no sign of bleeding; this is because the Duke
Gump: AC 14, HD 4*, #At 2 fists or 1 weapon, passed long ago. If the PCs make too much noise,
Dam 1d8+3 or by weapon + 3, Mv 30', Sv F4, MI 10, the Duke will awaken and attack.
XP 280
Duke Gundahar (Spectre)*: AC 17‡, HD 6**, #At 1
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ touch, Dam energy drain 2 lvls/touch, Mv Fly 100',
☐☐☐ Sv F6, MI 11, XP 610
If the PCs dig into the scrap pile they'll find a large, HP 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
worn leather sack with 2,300 cp, 1,800 sp, and ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
500 ep. Also laying in the scrap pile is a Pike +1 and
a Scroll of Protection from Lycanthropes. Behind where the Duke was sitting is a pile of
treasure including 1,400 cp, 2,700 sp, a suit of Leather
14. STAIRS TO STORAGE ROOMS: Armor +1, a suit of Plate Mail +1, and a Scroll of
Protection from Undead.
It is very damp here. There are two torches
mounted on one side of the wall. 20. CHAPEL:
Unlike the Throne Room, there's quite a bit of sunlight
Both torches can be lit, but will take extra time to
coming into the chapel. The curtains and rod have
light, as they are covered with moss and mold.
fallen down, allowing light to stream in and highlight
all the accumulated dust.
15. & 16. CORNER TOWERS:
There is a small altar in here, raised about a foot
On one side are a set of steep half-spiral stairs.
and a half off the floor on a dais. It holds two large
There are four arrow slits on the other wall, with a
candlesticks, and a large book sitting between it.
wooden chair near each one.
The book is closed, with a wide ribbon bookmark
sticking out about a third of the way into it.
Key to the Castle – Upper Level
If the book is opened to this page, the PCs will hear
mystical chanting all around them; a cure light
17. & 18. CORNER TOWERS:
wounds spell will be cast, healing anyone within the
Coming up the stairs, there are four arrow slits and room.
look-out points on either side of the rear of the
castle. More chairs are placed near each arrow 21. ROYAL CHAMBER:
slit.
A large curtain splits the room in two, with the bed
past it. On the south wall is a large fireplace; there
is a fire roaring, but no ash is visible. It throws light
into this area as well as the throne room through
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Adventure Anthology Three Reclamation of Castle Devyn
the open doors. There are two lounge chairs near 24. VISITORS CHAMBERS:
the opposite wall, facing the fireplace at a slight This room is decorated far more sparsely (though
angle. still better than most are accustomed to), as it was
intended for visitors of slightly lower standing. A
Parting the curtains, this area is shallower but
small bed is parallel against the south wall, and a
longer. A large bed occupies most of the space to
rectangular table is against the north wall. The
the north. There are no windows in this room, and
window on the east wall used to have a curtain,
besides the two unlit torches on the west wall the
but it is missing and the curtain rod lays against the
only light comes from the fireplace past the curtain.
left side of the window casing.
The south wall has a very tall armoire, filled with fine
cotton and linen clothing. If a player looks at the rod carefully, they will notice
some quite unusual gold gilding throughout the
22. VISITORS CHAMBER: length of the dark oak; it is in fact a Staff +1, +3 vs.
Undead.
This room is lavishly-decorated and was intended
for visitors of high importance and place in society.
25. CLERIC'S QUARTERS:
Two small beds jut out from the west wall, and there
is a square table against the south wall, with two On the south wall is a large bookshelf filled with
candlesticks and various books on it. books and papers. In the northeast corner is a bed,
with a small square wooden bedside table. The
23. LIBRARY: curtains are drawn over the window, making the
room nearly pitch-black.
There are two parts to the library. The front part
contains a small desk and chair. The back part is If the party opens the curtains, they'll see the steel
lined with shelves for books and papers, and there spider hanging above the bed.
is a small stool in the middle. Steel Spider: AC 18†, HD 5**, #At 2 forelegs,
Dam 1d6/1d6, Mv 40', Sv F5, MI 12, XP 450
If the PCs search the shelves thoroughly, they will find
a volume titled The End of Sarah. Whomever begins HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
reading will be overcome with grief, sobbing ☐☐☐☐☐ ☐
uncontrollably. If the party leaves the book, they will
each suffer a -1 penalty to their Charisma for the 26. SERVANTS QUARTERS:
next week. However if they carry the book, the Due to the location of this room, it is far larger than
holder will gain a +2 bonus to any morale checks. any other on this floor. Several bunks of beds line
this room on all three sides. Most of the bedding
has been torn or otherwise degraded.
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Reclamation of Castle Devyn Adventure Anthology Three
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Adventure Anthology Three Reclamation of Castle Devyn
1 square = 6 miles
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The Assassin’s Conundrum Adventure Anthology Three
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Adventure Anthology Three The Assassin’s Conundrum
are made on a daily basis. Vadrifell is also an active 4. Thieves (before initiation only, see “The
port where much of Menorin’s import and export Initiation”): Human Thief 1: AC 13, #At 1 short
passes through. The eastern part of the city is sword, Dam 1d6, Mv 30', Ml 9
referred to as the “Trade District”, mainly because STR 8 (-1), WIS 8 (-1), DEX 14 (+1), CON 14 (+1)
the largest market lies here. The market is open daily
Equipment: leather armor, short sword
and here PCs can find almost anything from meat,
vegetables, and dry goods to tools and common HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
services. From early morning to noon the 5 ☐☐☐☐☐
fishmongers sell their fish and are in the afternoon 5. Noble or Councilman: NM: AC 11,
replaced by butchers. Vadrifell has well-respected #At 1 dagger, Dam 1d4, Mv 40', Ml 9
guilds for most crafts and professions, even a thieves
guild. STR 7 (-1), INT 13 (+1)
Equipment: dagger
Just south of the castle lies “Stone Court”. This is not
an official name, but the houses here are large and HP 4 ☐☐☐☐
made from stone. Vadrifell’s richest families live here 6. Beggar: NM: AC 11, #At 1 dagger, Dam 1d4,
and much of the political influence is centered in Mv 40', Ml 9
Stone Court.
STR 7 (-1), INT 8 (-1), WIS 12
Equipment: dagger
Rumors in Vadrifell
HP 4 ☐☐☐☐
1. The King has secretly resigned. (false) 7. Mercenaries: Human Fighter 2: AC 18,
2. People are being hanged for petty crimes. #At 1 longsword, Dam 1d8, Mv 20', Ml 9
(true) INT 14 (+1), WIS 13 (+1), CHA 8 (-1)
3. The King is secretly shipping his gold abroad. Equipment: plate mail, shield, longsword
(false) HP 10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
4. The Dare is dangerous, stay away at night.
10 ☐☐☐☐☐ ☐☐☐☐☐
(true)
10 ☐☐☐☐☐ ☐☐☐☐☐
5. Deep below the Council, all the collected
tax is gathered. (false) 8. Priests: Human Cleric 1: AC 11, #At 1 staff,
Dam 1d4, Mv 20', Ml 9
6. The plebs are staging an uprising against the
WIS 13 (+1), CHA 13 (+1)
king. (false)
Equipment: robe, staff
HP 4 ☐☐☐☐ 4 ☐☐☐☐
Random encounters in Vadrifell (1d10)
4 ☐☐☐☐ 4 ☐☐☐☐
1-2. King’s Guards Patrol: Human Fighter 1: AC 18,
#At 1 longsword, Dam 1d8, Mv 20', Ml 9 9. Drunk Bully: NM: AC 11, #At 1 dagger,
Dam 1d4, Mv 40', Ml 9
STR 13 (+1), INT 4 (-2), WIS 14 (+1), DEX 7 (-1),
CON 13 (+1), CHA 8 (-1) STR 16 (+2), INT 8 (-1), WIS 12 (+1)
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The Assassin’s Conundrum Adventure Anthology Three
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Adventure Anthology Three The Assassin’s Conundrum
Chaplain Food
Human Thief 4: AC 13, #At 1 dagger, Dam 1d4+1,
Steamed Cod and Bitter Cheese 4 sp
Mv 30', Ml 9
Braised Deer with Mustard and Cherry Pie 3 sp
STR 14 (+1), WIS 13 (+1), CON 14 (+1), CHA 15 (+1)
Equipment: leather armor, dagger, Scroll of Boiled Cod and Dried Lentils 1 sp
Protection from Undead Baked Lamb with Sugar and Acorn Bread 2 sp
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ Boiled Sausage and Dried Artichoke 2 sp
Cardinal Gyles Lardye Stewed Pork and Whey Cheese 1 sp
Human Thief 5: AC 13, #At 1 Longsword +1,
Dam 1d8 +1, Mv 30', Ml 9 Drinks
STR 16 (+2), WIS 14 (+1), DEX 15 (+1) Tankard of Ale or Mead 5 cp
Equipment: leather armor, Longsword +1 Glass of Rum or Whiskey 1 sp
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Glass of Brandy 1 gp
Glass of Gin 1 sp
Places of Interest in Vadrifell
Glass of Cider 1 sp
Aleam the Blacksmith
Lodging Fees (per night, including oatmeal
Aleam is a Dwarf blacksmith in Vadrifell; he is well- breakfast)
known for his blades as well as his not-so-sunny
disposition. He does commission work for a price. Large double room 1 gp
Since Aleam’s blades are tailored to the buyer for Single room 7 sp
weight and balance, the weapon gets a +1 non-
magical bonus. Among the thieves and assassins
they are referred to as “Aleam-blades”. Currently Chapter 1: The Guild of Thieves
there is a three-week waiting period to even meet
with Aleam to discuss an order. Aleam resides in the It’s almost noon as you enter the peaceful city of
rougher part of the city, called The Dare (grid F8). Vadrifell. You arrive through the western gate. You
can almost taste the salt in the air from the ocean.
If the PCs visit Aleam uninitiated he will only sell them
Straight ahead you see the castle and to your left
standard-issue weapons and won’t take on any
lies the docks. All you can see are mast heads and
alterations of weapons or armors.
crosstrees, but judging from them, some impressive
ships are moored there.
The Knave and Cask
Just by the market (G8 in map over Trade District), on After awhile you arrive at a large square; a sign
Colwe Road, lies this picturesque inn. The inn is a indicates it is called “Procurator's Circus”. You
large stone-walled building, with a slate roof. A shiver as you see the gallows in the middle of the
collection of exotic drinking vessels rests upon a long square; several nooses hang here. Left of the
shelf. Accommodations consist of several large square is a large patch of grass; you assume it’s
rooms with beds and woolen mattresses. The intended for curious spectators, wanting to see
innkeeper is a tall man named Walda; he and his condemned men soil themselves. Just to your right
daughter run the inn. His daughter does most of the is a large building with an intricately-carved sign
cooking and serving. The inn has an elaborate that says “Council”. Another sign pointing to the
menu of food and beverages: street on your right says “Market”. You imagine
you’ll find at least one inn there.
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The Assassin’s Conundrum Adventure Anthology Three
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Adventure Anthology Three The Assassin’s Conundrum
Opens locks 20
Move silently 20
Climb walls 75
Hide 5
Listen 25
As the Chaplain continues, all the men and women
start mumbling a repetitive chant.
Final Exam
“Welcome Novices, to the order of the Shield and Terey has been training the PCs for three long
Ring! You now wear our mark on your left arm months, until one day he gathers them.
where the blood flows to your heart. From this day
on, you are never alone. We will mold you into “Okay my friends, the chaplains and I are pleased
useful tools, and in return we will call upon your with your progress and you are deemed ready for
services when needed. We require total loyalty, your final exam. Some time ago a man was hung
and you can never utter a word about our ancient for thievery. The thief stole a petty pendant from a
order to any living or dead creature. Take our greedy and evil merchant who insisted that the
secrets with you to your grave, or we will escort you thief was punished to the full extent of the law. All
there.” the thief wanted was to feed his family of five. Your
final exam is to act as the gods intended and take
The muffled chanting stops. Terey whispers, a life for a life. This merchant’s name is Berne, and
“Congratulations brothers (and sisters), now bow he lives with his family in the trade district. Strike
and walk out, backwards.” quietly and swiftly. And make haste, you have 48
hours to return here. We will be watching…”.
As you leave the room the Chaplain says, “Master
Terey, commence their training and remember Berne lives in the Trade District (grid J7) and spends
Novices, the KEY to success is devotion”. Terey his time at the large market, by the docks, and in his
bows and closes the doors to the room. home, leaving at 7:00 am and returning at 6:00 pm.
He lives with his wife and three kids.
The Training If the PCs try to carry out the assassination during
daytime, witnesses will alert the city guards (NPC
Right after the initiation, Terey leads the PCs into a
section); during the night they risk waking up the wife
small room where he asks them to remove their
and kids.
armor and weapons. They can keep any rings or
other magical items. They are each issued black
leather armor and either a short sword or two
daggers. Terey instructs how to strap the knife
sheaths to their forearms. They are also given an
option of a short bow. Along with these they are also
given a black cloak with a hood and the red velvet
sash.
Terey shows the PCs their lodging, a large hall with
about 50 beds. Since it is underground, there is no
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Adventure Anthology Three The Assassin’s Conundrum
1. Berthio lives alone with some servants in grid Edwas lives in Stone Court (Grid F4) in a two story
J2 in Stone Court. building. His bedroom is on the second floor. His
wife and four kids live there as well. The GM may
2. Berthio lives in a large two story building.
want to make getting into Edwas' house tricky,
3. Berthio engages in charity work for the especially without waking or killing the wife.
poorest of the Plebs, especially children.
4. Berthio is often seen in the city center. Encounter with Lady Etheld Symes
As the PCs return to the Guild after disposal of Berthio The purpose of the PCs’ encounter with the princess
they run into one of the Chaplains that they haven’t is to give the PCs an opportunity to start questioning
met yet. He introduces himself as Rewis and greets the motives of the Order and who’s really in charge.
the players.
At night, as the PCs are about to leave Edwas' house
“Welcome Apprentices, I assume since you are after the assassination, the PCs will be spotted by
here, that Berthio has been dealt with?” As the PCs Lady Etheld.
confirm he says “Mmmm excellent, wait here and The PCs hear a fair voice behind them. Turning, the
I’ll see to it that you’ll be rewarded”. PCs see a slim figure with a black-hooded cloak
emerge from the shadows. The PCs can’t see the
He disappears and moments later an assassin returns face but the figure is slender and feminine.
and hands the players 50 gp each. As the players
take the gold the assassin says: “The Chaplain sends “It’s you! You are the ones killing the councilmen.
his regards and wishes that you don’t spend it all on What’s your purpose?”
ale and wine”.
Lady Etheld will only introduce herself as the princess
The next day the PCs hear a Herald in the street:
if she feels her life is threatened. If so she will pull
“Horrible circumstances in Stone court, Patrician back her hood, revealing a beautiful freckled face
found dead, probably murdered!” with piercing green eyes and long wavy red hair.
She appears to be about 20 years old.
A small gathering of people are standing around the
Herald. If the PCs stop to talk with the Herald they ”Don’t you think it’s strange for a brotherhood of
will find out that the victim is indeed Berthio and the assassins to concentrate only on councilmen? Yes,
council is in shock. The King was informed and the I know of your order. We have known for a long
city guards are investigating. Who will now pay for long time and up until now we have had the same
the orphanage in The Dare? agenda. But now? Who do you think benefits from
Depending on how much information the PCs your work? And now you are after Edwas Hancey,
gathered before the assassination, the more people the pattern is not hard to see. Think about it, who
will remember them asking questions about Berthio. benefits? Follow that lead instead. If you really
and truly are committed to the original purpose of
the Order that is. Edwas is a good man, or was...”
Chapter 2: A Web of Lies
By now the PCs can’t move as freely as they did With those words she lowers her head in sadness,
before; the city guards will be more vigilant and turns and starts walking away. If the PCs asks who
suspicious. “we” are, she will not answer.
The next day the news among Vadrifell’s Heralds is
Mission 2 the unfortunate death of Edwas. It’s now common
knowledge that he must have died of old age, but
Depending how fast the GM wants the story to who will now lead the council?
progress, he or she can introduce the next note from
Terey as seen fit: When the PCs return to the Thieves Guild they will be
greeted by Terey. He informs them that there will be
“fdst vdbt yi tojdc pdxvtl dxo wdst qf uyys uqst pt a ceremony held to honor their success. They should
oqto qx pqc cuttz” (take care of Edwas Hancey and come back the following evening. He also hands
make it look like he died in his sleep). them 100 gp each, for “a job well done”.
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The Assassin’s Conundrum Adventure Anthology Three
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The Assassin’s Conundrum Adventure Anthology Three
Room 1:
You should have seen the fear in his eyes and the Room 3:
muffled sound he made when he tried to scream. This area is filled with Human residue and well-
As you were told when you became Initiated, from cleaned bones. There is a large fur in the corner,
this day on you are never alone. Did you really probably some primitive bedding. Otherwise there is
think we wouldn’t have you followed? Oh, how nothing of value here.
naive. Now it’s your turn to DIE.”
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Adventure Anthology Three The Assassin’s Conundrum
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The Assassin’s Conundrum Adventure Anthology Three
The Clerics will reward the PCs with a satchel Ralphye Wayte
containing 300 gp. If the PCs keep the warhammer NM: AC 11, #At 1 short sword, Dam 1d6, Mv 30', Ml 9
instead, they will turn the Cleric’s Guild into life-long Equipment: short sword, 50gp
enemies.
HP 3 ☐☐☐
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Adventure Anthology Three The Assassin’s Conundrum
Aid Captured Fellow Assassin Guild and the murders of noblemen and
councilmen.
Aerelm is an apprentice assassin of the Order who
has been captured during a “job”. The Order will not Aerelm is being held in grid K1 in the Map of Stone
do anything to rescue him. The PCs are instead Court, near the Barracks. The officers have no plan
approached by Annan, a young girl who was in a for a fair trial, but to torture Aerelm to death hoping
relationship with Aerelm before he joined the Thieves to gain information.
Guild. She knows nothing about the Order. She asks A rescue seems impossible due to the amount of
if the PCs could help the “love of her life”. She
guards in the proximity. At best, Aerelm can hope
believes that Aerelm is not yet in the prison, but for aid in the form of poison to end his suffering and
instead is held by the city guards.
keeping the secrets of the Order.
Annan is right, Aerelm is held by officers of the guard.
Of course, Annan will be devastated by the news of
He is being tortured for information about the Thieves her lover’s death and beg the PCs to end her life. If
they resist, she will drink a vial of poison.
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Adventure Anthology Three The Assassin’s Conundrum
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The Grave of Gareth Adventure Anthology Three
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Adventure Anthology Three The Grave of Gareth
3. 6 Bats: AC 14, HD 1 hp, #At 1 special, as fire kindling if the players are desperate for
Dam confusion, Mv 30' Fly 40', Sv NM, Ml 6, XP 10 something of that nature.
ea.
HP 1 ☐ 1 ☐ 3. MANAGER’S OFFICE:
1 ☐ 1 ☐
1 ☐ 1 ☐ What was once obviously an office has been
ransacked. Papers, books, and various other things
4. 2 Giant Centipedes: AC 11, HD 1d4 hp, #At 1 are scattered about. Underneath one pile of
bite, Dam poison, Mv 40', Sv NM, Ml 7, XP 13 ea. papers you see the snoring form of a rather fat and
HP 3 ☐☐☐ smelly orc.
3 ☐☐☐
The office door is locked.
5. Giant Bat: AC 14, HD 2, #At 1 bite, Dam 1d4,
The orc is a deep sleeper and will not take notice of
Mv 10' Fly 60' (10’), Sv F2, Ml 8, XP 75
a party that picks the lock and moves about quietly.
HP 4 ☐☐☐☐
However, if the PCs decides to bash the door open
6. 2 Giant Rats: AC 13, HD 1d4 hp, #At 1 bite, or makes a racket the orc will awaken. If searched,
Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, Ml 8, the PCs will find 5 cp, 7 sp, and 2 gp in the room, as
XP 10 ea. well as a Scroll of Light and a Scroll of Sleep.
HP 2 ☐☐ 4 ☐☐☐☐
Orc: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by
weapon, Mv 30’, Sv F1, Ml 8, XP 25
Level 1 HP 7 ☐☐☐☐☐ ☐☐
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Adventure Anthology Three The Grave of Gareth
The gloriously-designed hallway stretches along for This room serves as a “daycare” of sorts. Smasher
what feels like forever. What were once beautiful isn’t entirely heartless and has assigned the two
designs crafted into the walls have since been gnolls to watch over the younger and weaker
defaced by scratches, crude carvings, and even kobolds in the group. Just because they are weaker
cruder graffiti. doesn’t make them any less mean, though, and they
will attack the instant they notice foreigners in their
There are no planned encounters for this area, but if midst. If the PCs have been herded into this room by
using the wandering monster option this would be an other monsters, the kobolds will most definitely fight
opportune time to roll for an encounter. to the death.
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The Grave of Gareth Adventure Anthology Three
15. SNAKING HALLWAY: which is playable (though badly out of tune) and
worth half the normal going rate for musical
The hallway snakes and corners its way through the instruments.
underground. It’s almost as if this area had been
designed to confuse and annoy those who would 17. ANOTHER DARK HALLWAY:
travel it. After journeying a bit you come upon an
intersection and a signpost with now unreadable Darkness, darkness everywhere, and not a light to
words upon it. be seen. The darkness echoes with sounds,
however, as though something nearly weightless
The sign used to contain a riddle (and still might if the might be moving about unseen. There also seems
GM wishes) about the shrine in Area 16 and the one- to be a cool breeze coming from somewhere
way door that leads back to the long hallway. If the within the hallway.
PCs choose to go through the one-way door it will
close behind them and is unable to be accessed This hall is able to be lit only by a light spell. Torches
from the other side. Using this door is an opportune and lanterns will be snuffed out in 1d2 rounds while in
time to roll for wandering monsters, if this option is the hallway. Any magical light source will make the
being used. shadow that lives in here hide in the cracks in the
walls. If one is not used it attacks as soon as the
16. SHRINE OF THE HARP: entire party is in the hallway. The treasure is hidden in
the wall cracks.
Columns line either side of the room. In the back is
an altar upon which rests a small harp that shines Shadow: AC 13‡, HD 2*, #At 1 touch, Dam 1d4 + 1
like silver. The harp is guarded by eight nasty- Strength loss, Mv 30’, Sv F2, Ml 12, XP 100
looking creatures, eager for some action. In a low HP 6 ☐☐☐☐☐ ☐
growl one of the orcs manages to spit out,
“None...shall live. Kill intruders!” Treasure: 20 gp, 50 sp, 2 Potions of Healing, and 1
Ring of Protection + 1
Smasher found the real harp days ago and decided
to place these guards here in case anyone else 18. SECRET STORAGE:
came looking for the harp. The guards believe this to
This once was clearly some sort of storage room for
be the real harp. This belief, along with their loyalty
both food and tools, but anything that was once
to Smasher, means they are willing to die to defend
here has clearly rotted away. A very obvious hole
their posts.
has started to appear in the floor in the corner.
2 Kobolds: AC 13, HD 1d4 HP, #At 1 weapon,
Dam 1d4 or by weapon, Mv 20', Sv NM, Ml 12, The storage room was kept hidden as a matter of
XP 10 ea. pride to the craftsmen who designed this floor. The
HP 4 ☐☐☐☐ 4 ☐☐☐☐ hole was created from years of stuff falling off shelves
and banging into the stonework. A family of giant
2 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or rats has started using this as their nest.
by weapon, Mv 20', Sv F1, Ml 12, XP 10 ea.
If the room is thoroughly searched, the PCs will come
HP 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐ across a hand axe that is still in good condition, as
2 Orcs: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by well as a rope and a Potion of Healing.
weapon, Mv 30’, Sv F1, Ml 12, XP 25 ea. 3 Giant Rats: AC 13, HD 1d4 hp, #At 1 bite, Dam 1d4
HP 3 ☐☐☐ 5 ☐☐☐☐☐ + disease, Mv 40', Sv F1, Ml 8, XP 10 ea.
HP 4 ☐☐☐☐ 4 ☐☐☐☐
2 Gnolls: AC 15, HD 2, #At 1 weapon, Dam 2d4 or by
3 ☐☐☐
weapon + 1, Mv 30’, Sv F2, Ml 12, XP 75 ea.
HP 10 ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Treasure: In a tied leather bag behind the altar are
225 gp, 22 sp, 311 cp, 1 Mace + 1, 6 Arrows + 1, and
1 Ring of Weakness. There is also the harp replica,
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Adventure Anthology Three The Grave of Gareth
Conclusion
Assuming the party has cleaned out the Grave of
Gareth and acquired the harp, the people of
Garetham will be quite thankful and hail the party as
heroes. Many citizens will be willing to buy the
heroes a drink or a meal. If the party decides to
return the harp to the citizens of Garetham, they will
be overjoyed and offer the party a reward of 1
Potion of Healing for each character and 100 gp for
each of them, as well.
If the PCs choose to keep the harp for themselves,
they will disappoint the citizens, as well as attract
attention to themselves. As word spreads that the
19. TREASURE ROOM: PCs have such an incredible item there will naturally
be others who wish to acquire Gareth’s Harp. There
The door opens and you see a hulking ogre sitting is also the potential that the PCs end up causing
on a rather large treasure chest. He appears to be themselves unnecessary ill effects from using the
playing with or possibly taunting two wolves that he harp.
has chained to the chest. As you enter he stands
up rather slowly. “So, my gang failed me. No
matter. Now you fight Smasher! Smasher win! Go,
pets! Get ‘em!” he screams, as he releases the
wolves from their chains.
141
The Grave of Gareth Adventure Anthology Three
New Item
GARETH’S HARP
Gareth’s Harp is a unique magic item. It appears as
a relatively normal harp. The instrument itself is made
out of a material that mimics the appearance of
silver, but is more sturdy in nature. Ornate designs
have been carved into the instrument, as well.
The harp radiates a magical aura if detect magic is
cast on it. Magic-Users will have a difficult time
determining the exact nature of the harp’s magic,
however.
Gareth’s Harp possesses strange magical abilities
tied to the ability to play the instrument. It is
assumed most PCs will have little to no knowledge of
how to actually play a harp. If the PCs attempt to
play the harp roll 1d20. On a result of 18 or higher
the character is successful. Otherwise he or she
makes an awful noise and nothing happens.
If a PC successfully plays a melody on the instrument,
roll 1d12. On a result of 1-4 a wandering monster
(native to the area or dungeon) will appear in 1d2
rounds. On a result of 5-8 the harp will cast confusion
on a random target. A result of 9-11 will cause the
harp to cast sleep on a random target. Finally, a roll become familiar with Gareth’s Harp and learn how
of 12 will heal 1d4+2 hit points to a random target. to target the results, but it is still encouraged to roll
the result randomly. Additionally, GM’s may allow an
If bards are a playable class or sub-class in the GM’s optional rule that any character can become
campaign, a GM could allow bard characters to familiar with the instrument and its abilities over time.
142
Adventure Anthology Three The Grave of Gareth
1 square = 5 feet
143
Unbaronable Circumstances Adventure Anthology Three
Unbaronable Circumstances
by Paul R. Cottrell
An adventure for 4 to 6 characters of levels 2 to 4.
144
Adventure Anthology Three Unbaronable Circumstances
20 Hobgoblins: AC 14, HD 1, #At 1 weapon, Dam 1d8 5 War Ram: AC 13, HD 3, #At 2 horns or hooves,
or by weapon, Mv 30’, Sv F1, Ml 8, XP 25 ea. Dam 1d6/1d6 or 1d4, Mv 40’ Climb 20’, Sv F3,
HP 1☐ 2 ☐☐ Ml 9, XP 145
2 ☐☐ 7 ☐☐☐☐☐ ☐☐ HP 8 ☐☐☐☐☐ ☐☐☐
2 ☐☐ 5 ☐☐☐☐☐ 6 5 Hobgoblins: AC 14, HD 1, #At 1 weapon,
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ Dam 1d8 or by weapon, Mv 30’, Sv F1, Ml 8,
4 ☐☐☐☐ 5 ☐☐☐☐☐ XP 25 ea.
2 ☐☐ 2 ☐☐ HP 5 ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ 7 ☐☐☐☐☐ ☐☐
2 ☐☐ 7 ☐☐☐☐☐ ☐☐ 2 ☐☐
2 ☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
7 2 Spitting Cobra Snakes: AC 13, HD 1*,
Wandering Monsters – Outdoors #At 1 bite or 1 spit, Dam 1d4 + poison or
1 2 Giant Black Widow Spiders: AC 14, HD 3*, blindness, Mv 30’, Sv F1, Ml 7, XP 37 ea.
#At 1 bite, Dam 2d6 + poison, Mv 20’ Web 40’, HP 7 ☐☐☐☐☐ ☐☐
Sv F3, Ml 8, XP 175 ea. 5 ☐☐☐☐☐
HP 6 ☐☐☐☐☐ ☐
8 2 Rot Vultures: AC 12, HD 2, #At 1 flogging,
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Dam 1d6, Mv 10’ Fly 120’, Sv F2, Ml 10, XP 75 ea.
2 8 Flesh Eater Zombies: AC 14, HD 2, HP 8 ☐☐☐☐☐ ☐☐☐
#At 2 claws/1 bite, Dam 1d3/1d3/1d6, Mv 40’, 2 ☐☐
Sv F2, Ml 12, XP 75 ea.
9 2 Cheetahs: AC 14, HD 2, #At 2 claws/1 bite,
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Dam 1d4/1d4/2d4, Mv 100’, Sv F2, Ml 7,
6 ☐☐☐☐☐ ☐
XP 75 ea.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 8 ☐☐☐☐☐ ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
3 ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 10 Prince Frog: AC 13, HD 2*, #At 2 claws/1 bite +
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ special, Dam 1d4/1d4/1d6 + paralysis,
5 ☐☐☐☐☐ Mv 20’ Leap 20’, Sv F2, Ml 9, XP 100
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
3 8 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6,
Mv 60’, Sv F2, Ml 8, XP 75 ea. 11 31 Rats: AC 11, HD 1 Hit Point, #At 1 bite per
HP 8 ☐☐☐☐☐ ☐☐☐ pack, Dam 1d6 + disease, Mv 20’ Swim 10’,
9 ☐☐☐☐☐ ☐☐☐☐ Sv NM, Ml 5, XP 360 (total)
3 ☐☐☐ HP 31 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
6 ☐☐☐☐☐ ☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 12 10 Orcs: AC 14, HD 1, #At 1 weapon, Dam 1d8
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ or by weapon, Mv 30’, Sv F1, Ml 8, XP 25 ea.
7 ☐☐☐☐☐ ☐☐ HP 5 ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
4 ☐☐☐☐ 5 ☐☐☐☐☐
4 3 Urgoblins: AC 14, HD 2*, #At 1 weapon, 6 ☐☐☐☐☐ ☐ 3 ☐☐☐
Dam 1d6 (bow), Mv 30’, Sv F2, Ml 9, XP 100 ea. 1 ☐ 8 ☐☐☐☐☐ ☐☐☐
Note: These monsters regenerate 1 hit point of 7 ☐☐☐☐☐ ☐☐ 2 ☐☐
damage per round, as a troll.
HP 9 ☐☐☐☐☐ ☐☐☐☐
3 ☐☐☐
6 ☐☐☐☐☐ ☐
145
Unbaronable Circumstances Adventure Anthology Three
146
Adventure Anthology Three Unbaronable Circumstances
147
Unbaronable Circumstances Adventure Anthology Three
148
Adventure Anthology Three Unbaronable Circumstances
149
Unbaronable Circumstances Adventure Anthology Three
12 Hobgoblins: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Found in a leather sack next to the anvil are 3,000 cp
Mv 30’, Sv F1, Ml 8, XP 25 ea. and a Potion of Resist Poison. This potion, once
HP 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ imbibed, grants the PC up to four hours of protection
2 ☐☐ 7 ☐☐☐☐☐ ☐☐ against any poison ingested afterwards. Instead of
2 ☐☐ 5 ☐☐☐☐☐ having to save or die, the PC will only take 1d4 points
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ of damage if his or her save fails.
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
2 ☐☐ 2 ☐☐ 15.
Inside the chest are 150 gp, 3 Sapphires (25gp ea), A rope descends through a hole in the middle of
and a Longbow +1 (225 gp hoard total). the ceiling. There is a rosewood chest of drawers
by the eastern wall, and a pallet by the southern
12. wall. There is a leather sack hanging on the north
wall.
A circle of tall stones stands in the north side of the
area, and a thumping sound can be heard in the On the pallet is a rabbit’s foot and beeswax. Inside
center of the area, where six hobgoblins are the leather sack on the wall is a smoking pipe.
standing around a table.
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Adventure Anthology Three Unbaronable Circumstances
15a. 15b.
Climbing the rope, you are suddenly yanked up This area appears to be the hobgoblin king’s
through the hole in the ceiling and comes face-to- sleeping chamber. There is a cell containing the
face with the ugliest hobgoblin ever seen. There Baroness here, and a large locked chest next to a
are more hobgoblins in the room behind it, along large stone bed.
with the largest of them all sitting upon what
appears to be some sort of throne. Standing in Inside the chest is Baroness Enas’ jewelry along with
front of the throne is a man in leather armor. 2,000 sp and 2,000 gp (hoard total 2,200 gp). Lady
Enas will be very pleased to have her jewelry
If the climber has the presence of mind to release returned along with her rescue. The king’s key
the rope, he or she falls 20 feet. The hobgoblins will unlocks her cell. If the messenger is captured he will
then slide down the rope to attack the party. The reveal that the hobgoblin king would be well-
king and messenger will stay in the loft and await the rewarded for the head of the new Baroness. He will
results of the battle. for the right incentive (convincing death threat or
lots of gold) reveal that the previous Baron sent him
A secret door at the back leads to area 15b.
to pick up her head. (The GM can use this plot hook
15 Hobgoblins: AC 14, HD 1, #At 1 scimitar, Dam 1d8, for another possible adventure).
Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ Conclusion
2 ☐☐ 7 ☐☐☐☐☐ ☐☐
2 ☐☐ 5 ☐☐☐☐☐ If the PCs exit the lair and return later, they will see
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ the messenger being escorted into the lair by three
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ guards. If they kill the two remaining guards quietly
2 ☐☐ 2 ☐☐ and follow the messenger and his escorts, they will
3 ☐☐☐ 6 ☐☐☐☐☐ ☐ be led to area 6 and see them climb the rope. If the
5 ☐☐☐☐☐ PCs kill the messenger and his escort, a seal from the
previous baron will be found on the messenger.
Messenger: AC 13, HD 3, #At 1 shortword, Dam 1d6,
Hobgoblin patrols will be heavier in the lair this
Mv 40’ Sv F3, Ml 6, XP 145
second time: 1-2 on 1d6 goes to the Hobgoblin
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Patrol table (disregard the other wandering monster
Equipment: leather armor, shortword table).
Hobgoblin King: AC 15, HD 7, #At 1 scimitar, Successfully completing this adventure will garner an
Dam 1d8+1, Mv 20’, Sv F4, Ml 9, XP 240 enemy for the party in the form of the previous
baron. Who is he really? Perhaps he is a higher-level
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Magic-User or Necromancer...
☐☐☐☐☐
There is a key hanging from a chain around the
king’s neck.
151
Unbaronable Circumstances Adventure Anthology Three
Main Map
1 square = 10 feet
152
Adventure Anthology Three Unbaronable Circumstances
Additional Maps
1 square = 5 feet
153
Open Game License Adventure Anthology Three
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