AA3 Adventure Anthology Three r10

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This anthology includes 14 short adventures for Basic Fantasy RPG that can be completed in 1-2 sessions each. It features contributions from multiple authors and covers a range of character levels from 1-9.

The adventures included are The Old School, The Mystery of Drakestein Island, A Temple of Slides and Stairs, The Search of Grimfall, The Halls of Finley Manor, Cult of the Green Skull, The Crypt of the Forgotten Lord, The Ruined Sawmill, Reclamation of Castle Devyn, The Assassin's Conundrum, The Grave of Gareth, The Village of Brebury, and Unbaronable Circumstances.

Some monsters featured from the Basic Fantasy Field Guides include dragons, cultists, and creatures that may be found in forests and ruins.

Adventure Module AA3

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.

1
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!

2
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

3
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!”

The little old man is a magical spirit. He knows all


about the PCs and challenges them to solve a
riddle. If the characters answer correctly, he will tell
them something that will help to complete their
quest; if they get it wrong, he will take a magical
item from them. If the characters reject his
challenge he will say, “Suit yourself,” and disappear.
If the PCs accept he will ask this riddle:

There was once a baby born in the woods who


always wore a cup on her head. One blustery
autumn day her mother dropped her. She fell to
the ground and landed by her mother’s feet, but
her mother didn’t stoop to pick her up again.
Suddenly, a furry monster with a bushy tail
snatched her up, carried her away, and put her in
his larder. He said to himself, “I will come back
when I am hungry and gobble her up.” Fortunately

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Adventure Anthology Three Fire Mountain

1. Lake: must save vs. Dragon’s Breath (with Dexterity bonus


or penalty added) or suffer 1d4-1 points of damage.
The lake appears to be hot; indeed the water is There will be only one such landslide.
gently steaming. A lizard man is standing in the
middle of the lake with his back to you. He seems 5. Iron Door:
to be fishing, for he is holding a trident and staring
intently at the water. A large basket lies on the The stream begins at a spring that bubbles up from
bank not far from where you are standing. the floor of the ravine. Just beyond the spring is a
solid-looking iron door with a large keyhole in it.
Any PC rash enough to enter the scalding water
without first taking precautions will immediately take The door is locked and must be opened with the
1d4 points of heat damage. If a PC does take lizard man’s key. The door is too strong to be forced
precautions, the GM may reduce the damage at his open; however, the lock can be smashed with a
or her discretion. rock or a weapon by rolling 16 (+/- STR bonus) on
1d20. Any weapon used in the attempt will be
2. Basket: rendered useless.

The basket contains three large fish with golden


scales. Secret Entrance

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

5
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.

Other than what is described above, this area is


empty.

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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:

The doorway leads into another cave which 17. Temple:


contains a large wooden cage, suspended from The doors open into a large semi-circular chamber.
the ceiling by a thick rope which passes through a In the center of the chamber stands a stone altar,
loop and is secured to a hook just to the right of on top of which rest five unlit candles and a gong.
where you are standing. The cage contains a In the center of the far wall is another pair of doors,
woman cradling a child, who begs you to release but made of gold. A tall figure wearing long robes
them. Below the cage lies an extremely large undulates towards you and hisses, “Who dares to
lizard. enter the temple of Sycorax unbidden?”
If the PCs approach the cage, the lizard will hiss This is the temple priest and is a snake man. If the
threateningly. If they continue to approach the PCs can’t think of a good reason for their presence
lizard will attack. (roll 1d20 +/- CHA bonus) he will cast off his robes
Giant Tuatara Lizard: AC 16, HD 6, #At 2 claws/1 bite, and attack.
Dam 1d4/1d4/2d6, Mv 40'(10'), Sv F5, MI 6, XP 500 Snake Man Priest: AC 18, HD 4, #At 2 daggers/1 bite,
HP 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Dam 1d4+1/1d4+1/Poison, Mv 30' Swim 40', Sv F3,
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ MI 12, XP 240
The young woman is Hilda and the baby is her son HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Oswy. Her father is Lord Oswald, who is one of Earl ☐☐☐☐
Jandric’s most trusted lieutenants. Hilda is certain Equipment: Plate Armor +1 (made from red dragon
that her father will reward them for rescuing her. scales and makes the wearer immune to normal fire,
They were captured by lizard men about a week and suffer only half damage from magical fire), two
ago. Daggers +1, and an amulet in the shape of a
When the woman and baby were first put in the dragon’s eye that allows the wearer to cast charm
cage it held several other prisoners, but the others person once per day.

7
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:

“As my lizard men servants have failed to prevent


you from entering my cave, I am clearly in need of
stronger security; you, for instance. I will therefore
permit you to take one black diamond back to
Drakeshaven, on condition that all of you agree to
become my personal guard.”

8
Adventure Anthology Three Fire Mountain

19. Cave of Bones: 21. Large Bronze Doors:

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.

9
Fire Mountain Adventure Anthology Three

Spotted! 24. Southern Entrance:


If at any point the PCs are spotted, alarm bells will be Note: This section describes the southern entrance as
rung and dozens of lizard men will swarm out of the if it were approached from outside the mountain.
caves in the eastern wall and confront them. Initially,
A stone ramp leads to an immense pair of bronze
the PCs will be attacked by twice as many lizard
doors, each of which is elaborately-decorated with
men as there are PCs. Below are the stats for a
images of intertwined dragons. Above the doors
common lizard man:
you can see a narrow balcony. As you approach
Lizard Man: AC 12, HD 2, #At 1 hand axe, you hear what sounds like an alarm bell ringing and
Dam 1d6+1, Mv 30' Swim 40', Sv F2, MI 11, XP 75 a group of nine lizard men archers file onto the
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ balcony. One of them calls down to you, “What
brings humans to this sacred place?”
If the PCs manage to overcome this attack, they will
then be attacked by three very large lizard men. Note: The doors are extremely strong, in addition to
These are the lizard man king and his two sons. which they are magically-protected and cannot be
forced open.
Lizard Man King: AC 18, HD 4, #At 1 great axe,
Dam 1d10+1, Mv 20', Sv F4, MI 12, XP 240 If the PCs explain their purpose he will invite them in,
HP 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ whereupon one of the doors will creak open just
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ enough to allow them to enter.

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.

10
Adventure Anthology Three Fire Mountain

Typical Cave Conclusion


If the characters accepted Sycorax’s offer, they will
be compelled to return to Fire Mountain. However,
working for a red dragon should not be seen as the
end of the character’s adventures; after all, Sycorax
is more than capable of looking after himself. He
may wish to send the characters on a quest of his
own devising…
Upon returning the black diamond to Leofric, he will
be able to create the necessary spell to cure the
plague and allow Drakeshaven to recover and
rebuild. As a reward, Leofric will craft an additional
potion for each party member. A kind-hearted GM
may also allow Leofric to dispel Sycorax’s charm at
the PCs’ discretion.
The GM may also want to decide what to do
concerning Hilda and Oswy (if the PCs rescued
them).

The home caves contain 1d4 common lizard men,


who will fight to the death. Each is armed with a
hand axe.
a. Large mound of black sand: This is a lizard man
bed. A small key is hidden under the sand.
b. Pottery jars: One jar contains a pungent, bitter-
tasting yellow liquid. It is another favorite drink of the
lizard men and although not magical, it does have
healing properties. If drunk the PC must save vs.
Poison or become violently sick. If the saving throw is
successful, the drink restores 1d4 HP.
The other jar contains pickled golden fish, which is
poisonous to humans. Anyone tasting it must save
vs. Poison or take 1d4 points of damage.
c. Small Chest: The chest is locked but can be
opened using the key hidden in the bed. It contains
20 cp, 10 sp, and a small leather bag containing 7
ornamental stones worth 10 gp each.
d. Cave Painting: A stylized painting of intertwined
dragons.

11
Fire Mountain Adventure Anthology Three

12
Adventure Anthology Three Fire Mountain

13
Fire Mountain Adventure Anthology Three

14
Adventure Anthology Three Fire Mountain

15
Fire Mountain Adventure Anthology Three

16
Adventure Anthology Three Fire Mountain

17
The Mystery of Drakestein Island Adventure Anthology Three

The Mystery of Drakestein Island


by John Dutton
An adventure for 4 to 6 characters of levels 3 to 5.

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.

Drakeshaven is a large port, visited by ships from GM Notes


the four corners of the world. Under the rule of Earl • Mendarax has not changed, he has been
Jandric, its citizens have become prosperous. enchanted. A tribe of fishmen (see the New
Monsters section at the end of this
Unfortunately, six months ago, a young gold
adventure) recently made Drakestein Island
dragon called Mendarax started attacking ships
their home. The fishmen consider
bound for Drakeshaven. Things have become so
Drakeshaven Bay to be their ancestral home
bad that not one ship has visited the port in almost
and view the human inhabitants as invaders.
a month. Not surprisingly the citizens, in particular
the powerful merchants’ guild, have become They are led by a 6th-level fishman wizard,
extremely concerned and have been clamoring Crastar. By the power of a magic ring,
for Earl Jandric to act. Crastar has managed to enslave Mendarax.
In reality, Crastar has only partial control over
Mendarax lives on the small, rocky island of Mendarax. The dragon is compelled to
Drakestein which lies one mile south of destroy any ship he spots; however, although
Drakeshaven. Two hundred years ago, Drakestein many sailors have died as a result of his
Island was the home of a powerful wizard, Ida. Ida attacks, once a vessel has been destroyed
raised Mendarax from its egg; consequently, the Mendarax does not target the survivors. As a
dragon has always been friendly to humans. result of this, the party should be able to find
Indeed, before this inexplicable behavior started at least one lucky survivor who, for the price
the people of Drakeshaven were exceedingly of a bottle of rum, can recount the tale of his
proud of their winged neighbor, viewing him as a or her miraculous escape.
sort of good luck charm.
Crastar believes that using Mendarax to
Bowing to pressure from the merchants’ guild, Earl destroy Drakeshaven’s trade will persuade
Jandric recently called for bold adventurers willing the humans to leave. Failing that, he hopes
to travel to Drakestein Island. Their mission: to to summon a powerful water elemental to
discover why Mendarax has started attacking ships, utterly destroy the city-port.
persuade him to stop, or failing that, kill him.
• Some of the monsters in this adventure come
Anyone who succeeds is guaranteed a substantial
from the Basic Fantasy Field Guide Volume 1,
reward, not to mention the eternal gratitude of the
a free download from the Basic Fantasy
people of Drakeshaven.
website.
To date, no one has had the courage to accept
Lord Jandric’s mission.

18
Adventure Anthology Three The Mystery of Drakestein Island

• If the party travels during the day in a large


boat, Mendarex will attack them.
• If the party travels during the day in a small
boat, or at night in a large boat, there is a
50% chance Mendarex will attack.
• If the party travels at night in a small boat,
Mendarex will not notice them.
If Mendarex attacks, he will destroy the vessel in
three rounds, but ignore the crew. The party will
therefore be able to return to Drakeshaven and think
of another plan.

Key to the Island

1. The Cove:

The cove is surrounded by high limestone cliffs but


there appears to be three ways out. To the south,
a crumbling path winds up the cliff face. To the
west, a narrow strip of sand leads away from the
cove. To the east, a jumbled strip of jagged rocks
does the same.

In the middle of the cove you spot a sea chest half-


Drakestein Island buried in the sand. It looks like it has been adrift for
some time.
Drakestein Island lies a mile south of Drakeshaven.
It is 1 mile long and shaped like a tear drop. It is It is not locked and is filled with sea water. A young
surrounded by sheer 300-foot tall cliffs and razor- sea snake has become trapped inside.
sharp reefs. The only safe place to land a boat is a Young Sea Snake: AC 14, HD 1, #At 1 Bite,
tiny cove at the northern tip of the island. An old Dam 1+poison, Mv 10’ Swim 30’, Sv F1, Ml 7, XP 10
watch tower overlooks this cove from the top of the HP 6 ☐☐☐☐☐ ☐
cliff. A ruined tower stands at the southern tip of
the island, which was once the home of the wizard Note: Because it is young, its venom only does 1d8
Ida. Ida died two centuries ago and was buried on points of damage.
the island in a small pyramid. In the cliff face,
The chest also contains a bottle of rum, a bag
about 150 feet below Ida’s ruined tower, is the
containing 20 sp, and a Silver Whistle (see the New
mouth of a cave. This cave is known to be the
Magic Items section at the end of this adventure).
home of Mendarax.
2. Rocky Strip:
Voyage to Drakestein
About 200 feet along the rocky strip, the way
The party may wish to find their own way to the ahead is blocked by a giant crab.
island; however, as Earl Jandric is keen to help, the
GM may wish to read the following: Giant Crab: AC 18, HD 3, #At 2 pincers,
Dam 2d6/2d6, Mv 20’ Swim 20’, Sv F3, Ml 7, XP 145
Earl Jandric inquires when and how you intend to HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
travel to Drakestein. He offers you the use of any
boat and crew in the harbor: a humble fishing Note: If its morale roll fails, the crab will retreat into its
boat, a cumbersome merchant ship, or even his cave. If pursued there, the crab will fight to the
own sleek war galley. death.

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 ☐☐☐☐☐ ☐☐

20
Adventure Anthology Three The Mystery of Drakestein Island

7. Guardroom: 10. Scrub:

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 ☐☐☐☐☐ ☐☐☐☐☐ ☐

2 Hobgoblins: AC 14, HD 1, #At 1 long sword or 4. No encounter


heavy crossbow, Dam 1d8, Mv 30’, Sv F1, Ml 9/8,
XP 25 ea. 11. Moorland:
HP 6 ☐☐☐☐☐ ☐ If the party travels through the moorland, check for
5 ☐☐☐☐☐ an encounter every 6 turns. An encounter will
happen on a roll of 1 on 1d6; if an encounter is
Hobgoblin Warrior: AC 14, HD 3, #At 1 scimitar or
indicated, roll 1d4 to determine the type of
heavy crossbow, Dam 1d8, Mv 30’, Sv F3, Ml 9, XP 145
encounter below:
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
1. 3 Fishmen: AC 15, HD 2, #At 1 trident or short
Equipment: key sword, Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F2,
Ml 8, XP 75 ea.
9. Roof: HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
There is a spiral staircase in the northwest corner. A 8 ☐☐☐☐☐ ☐☐☐
hobgoblin watchman is peering out over one of the 6 ☐☐☐☐☐ ☐
ledges.
2. Wild Boar: AC 13, HD 3, #At 1 tusk, Dam 2d4,
Hobgoblin: AC 14, HD 1, #At 1 long sword or heavy Mv 50’ (10’), Sv F3, Ml 9, XP 145
crossbow, Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 8 ☐☐☐☐☐ ☐☐☐ 3. Giant Sea Hawk: AC 14, HD 4, #At 1 claw or
bite, Dam 1d6, Mv Fly 150’ (10’), Sv F4, Ml 8,
The Top of the Island XP 240
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The top of the island is covered in grassy moorland.
On the western side of the island there is an area of 4. No encounter
scrubby, wind-stunted woodland. On the eastern
side, there is a low hill on top of which stands a
small pyramid known to be Ida’s tomb. In the
center of the island, between the hill and the scrub,
is a small lake, and at the island’s southern tip
stands the remains of Ida’s tower.

21
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

22
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 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

15. Crastar's Study:

The spiral staircase leads to a chamber. It contains


a large wooden table and an elaborately-carved Shadow: AC 13, magic weapons only, HD 2*,
cabinet. A magical glowing circle has been drawn #At 1 touch, Dam 1d4 + 1 point of STR loss, Mv 30’,
on the floor, and in the center of the circle lies what Sv F2, Ml 12, XP 100
appears to be a broken golden staff. Laying on
the table is a large book and a wooden box. HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
The dagger is cursed. If anyone picks it up, he or she
A Magic-User will be able to confirm that the circle is
must save vs. Spells or will immediately attack
not currently active. The staff is actually a narwhal
another PC, until the victim is dead, the attacker is
horn that has been painted gold.
wounded, or the curse is removed.
The book was written by Ida and was stolen from his
sarcophagus by the fishmen. It is written in magical 16. Crastar's Private Chamber:
script, but can be read using the read magic spell. It Note: The PCs should not meet Crastar until they
contains a long and complicated 6th-level spell for have first met Mendarax. If the PCs reach this room
conjuring a powerful water elemental. It explains before meeting Mendarax, Crastar will not be here,
that in order to cast the spell, one must possess a but in his secret chamber next to the temple (28).
Ring of Water Elemental Summoning and a staff
made from the golden horn of a sea unicorn. The spiral staircase leads to a chamber the same
Note: This is not the 5th-level spell conjure elemental. size and shape as the previous one. It is divided by
The elemental conjured by this spell is significantly a heavy curtain. The southern half, in which you
more powerful – exactly how powerful is up to the stand, contains another large pile of seaweed and
GM. a casket.

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.

23
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.

24
Adventure Anthology Three The Mystery of Drakestein Island

Mendarax cannot physically help the characters


complete their quest; however, he is able to answer
their questions to the best of his ability.
If he is attacked in Human form he will immediately
transform into a dragon and defend himself.
Mendarax: Age 2, AC 22, HD 9 (+8), #At 2 claws/1
bite or 1 breath/1 tail, Dam 1d6/1d6/4d6 or 2d8
cone fire or poison gas 70’ long by 30’ at the far
end/1d6, Mv 30’ Fly 80’ (20’), Sv F9, Ml 10 (Ml 12
when acting under Crastar’s command), XP 1,225
HP 60 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Treasure: 500 sp, 600 gp, 10 pp, 50 pearls worth 50 gp
each, Chainmail +1, Potion of Heroism, Scroll of
Protection from Magic, and 1 Short Bow Arrow +5.

20. Mendarax's Cave: 21. Staircase:

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

23. Prison Cave: weapon hand; if so he or she suffers -1 to attack rolls


for 3 days.
The passage opens into a small cave. A short,
skinny man is lying on the floor. He is fast asleep 25. Sleeping Cave:
and his hands and feet are bound with coarse
rope. Note: If the fishmen in this cave were warned by the
guards from 29, they will be hiding underneath the
If the man is woken he will plead to be released. He piles of seaweed waiting to ambush the party
is named Ralph and is a sailor. His ship, the (surprise on 1-4 on 1d6).
Shamrock, was sunk by Mendarax; after the attack
he was captured by the fishmen. He expected them The tunnel opens into a cave containing several
to eat him, as they did the other survivors, but so far large piles of seaweed. On top of the seaweed
they have spared him. you see four fishmen who appear to be relaxing. A
low, 4-foot high tunnel leads through the west wall.
Ralph is actually a wererat, although he is unaware
of this fact. If the party releases him he will insist on 4 Fishmen: AC 15, HD 2, #At 1 trident or short sword,
accompanying them. Thereafter, each time they Dam 1d8 or 1d6, Mv 30’ Swim 50’, Sv F2, Ml 8,
become involved in a fight there is a 75% chance XP 75 ea.
that Ralph will transform into a ratman. In ratman HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
form there is a 25% chance that he will attack the 10 ☐☐☐☐☐ ☐☐☐☐☐
PCs rather than their opponents. At the end of the 8 ☐☐☐☐☐ ☐☐☐
fight, Ralph will collapse and remain unconscious for 8 ☐☐☐☐☐ ☐☐☐
1 turn. When he wakes up he won’t remember what
happened. Note: If their morale fails, the fishmen will attempt to
flee to the pool in the chief’s cave.
Ralph, Human Fighter 1: AC 12, HD 1, #AT 1 weapon,
Dam by weapon, Mv 30’, Sv F1, Ml 7, XP 25 26. Chief's Cave:
INT 13 (+1), DEX 13 (+1)
A short tunnel leads to a small 20-foot by 20-foot
HP 6 ☐☐☐☐☐ ☐
cavern. It contains a large pile of seaweed. There
Ralph (Ratman Form): AC 13, HD 3, #At 1 bite or is a deep pool in the northeast corner.
weapon, Dam 1d6 or by weapon, Mv 40’, Sv F3, Ml 8,
XP 175 The pool is the entrance of a 300-foot flooded tunnel
which leads out to sea. Hidden in the pile of
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
seaweed is a bag containing a small silver figurine of
Equipment: Ralph has no equipment and will have to a fish-headed goddess (worth 10 sp).
be armed by the party.
27. Temple:
24. Main Cavern:
A 4-foot high tunnel leads from the sleeping cave
You find yourself in a large cavern. Three tunnels into a 40-foot square cave that appears to serve as
exit the cave; through the east, west, and south a temple. Against the south wall stands a crude
walls. In the center of the cavern is a large fire pit. altar, on top of which rests the statue of a fish-
It is warm and a few embers are still glowing. In the headed goddess.
southeast corner you can see four tridents stacked
against the wall. Immediately in front of the altar there is a shallow
pool, which is full of small silver figurines similar to
If the embers are searched, 2d12 gold teeth worth 1 the statue on the altar.
gp each will be discovered, as well as several bones.
Roll an ability check for INT to recognize them as Hanging on the southern end of the west wall is a
Human. large animal skin with a disturbing painting on it; the
skin is of an unknown animal. It depicts the sea
Anyone searching the embers without taking goddess devouring a human fleet.
precautions must save vs. Death Ray or burn their
hand, taking 1d4 points of damage. In addition, The statue is worth 150 sp. Any PC who takes it must
there is a 50% chance that the PC used their save vs. Spells or lose 1 point of both Constitution and

26
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 ☐☐☐☐☐ ☐☐

27
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

35. Fore Cabin: New Magic Items


This was clearly the crew’s quarters as it contains Silver Whistle: Blowing this whistle will summon a
eight hammocks. Lying on the floor is the body of a strong wind, which will blow in a direction chosen by
sailor. Next to him sprawls a large but scrawny- the summoner for up to 6 hours. However, blowing
looking dog. As you enter it lifts its head and growls the whistle causes 1d4 points of damage to the user.
weakly.
Ring of Dragon Control: Crastar uses this ring to
The dog is the ship’s dog and the body is that of the obtain psychic control over Mendarax. Whilst
ship’s cook, of whom the dog was particularly fond. wearing it he can control Mendarax as if he was
The dog will attack if the PCs approach him, or affected by the charm person spell; however, unlike
attempt to search the cabin. However, they can the spell, his control may be asserted at any
befriend him by offering him some food and/or distance. If Mendarax is killed, the ring will become
water. non-magical. If Crastar is killed, a new wearer may
attempt to gain control over Mendarax. To do so,
If the party befriends the dog he will attempt to the wearer must be able to see Mendarax, who is
accompany them. If they allow this, he will fight for allowed to save vs. Spells. If Mendarax succeeds,
them. In addition, he will growl if someone is lying in the ring will become non-magical. If he fails the
ambush nearby. The party will not know why he is wearer gains control over him. If the ring is
growling, but if they take appropriate precautions it destroyed, Mendarax is freed from control.
will, at the GM's discretion, reduce their chances of
being surprised. Amulet of Invulnerability: Like the potion, but
permanent; it grants the wearer +2 AC.
The cabin contains 50 sp, 100 cp, a well-used pack
of cards, a skillfully-made ship in a bottle, and a pot
New Monsters
of exceedingly smelly cream.
The cream is a healing ointment made from all Fishman
manner of unsavory ingredients. If rubbed into the
skin it will restore 1d4 HP; however, if it is eaten, the Armor Class: 15
PC who does so must save vs. Poison or take 1d4 Hit Dice: 2
points of damage. No. of Attacks: 1 weapon
Damage: By weapon
Ship’s Dog: AC 14, HD 1+1, #At 1 bite,
Movement: 30' Swim 50'
Dam 1d4+hold, Mv 50’, Sv F1, Ml 9, XP 25
No. Appearing: 2d4, Lair 6d4
HP 5 ☐☐☐☐☐ Save As: Fighter: 2
Morale: 8
Conclusion Treasure Type: D
XP: 75
If everything went well, the party will have killed
Crastar, slaughtered his followers, and liberated A Fishman is a member of an ancient and formerly
Mendarax. In doing so they will have saved sophisticated race. They were once widespread,
Drakeshaven, earned a valuable reward, and made but now only a fraction of their species survives. It is
some extremely powerful friends. Huzzah! as intelligent as a human and, whilst most are
On the other hand, if Crastar managed to escape, warriors, there are some capable of using magic.
the party will have made a deadly foe, one who will A fishman is not actually evil, but its attitude to life is
stop at nothing to gain his revenge. so different from that of the other humanoid races
As for the immediate future? After a well-deserved that it seems unfeeling to the point of utter
rest and at least one barrel of The Shamrock’s ruthlessness. To make matters worse it considers
whiskey, Earl Jandric, or the merchants’ guild, may humans to be a type of vermin.
have further work for such an intrepid band. As the name suggests, a fishman resembles a fish-
Alternatively, the party might prefer to head off on headed humanoid – think of the ‘Creature from the
some expedition of their own devising; after all, in a Black Lagoon’. It is typically about 7 feet tall and
city port like Drakeshaven, rumors abound… heavily built. It has webbed hands and feet, and its

29
The Mystery of Drakestein Island Adventure Anthology Three

body is covered in thick scales which acts as natural


armor. It wears little clothing other than a loin cloth.
In combat a fishman favors a trident, which it
generally wields two-handed. Many also carry short
swords or daggers as secondary weapons.
One out of every six fishmen will be a champion with
3 Hit Dice and morale of 10. Each tribe of fishmen
will be led by a chieftain with 4 Hit Dice, AC 17, and
morale of 11. When fighting alongside a champion
or a chieftain, ordinary fishmen use their leader’s
morale.

30
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

A Temple of Slides and Stairs


by Ollie Oberg
An adventure for 2 to 6 characters of levels 1 to 3.

Background with first- or second-level characters may be able to


do so at a challenge. Players who wish to be more
This module is a short dungeon with a few common
creative in their solutions to encounters should be
RPG elements such as combat, puzzles, treasure,
able to, the dice be willing, find a way to finish the
traps, and of course opportunity for role playing. It’s
dungeon without a single attack.
short enough to be played through in only a few
hours and should be well-suited to a single session The pre-generated characters included should be
game or convention play. Players who wish to get able to make it through the dungeon without a
right into the action can use some of the included break if they have a little luck. If the dice are not in
pre-generated characters. Players who wish to learn their favor they should have the option to at least
more about the Basic Fantasy RPG rules may wish to recover some HP while camping outside. It's up to
spend some time generating their own first-level the GM to decide if they should be getting any
characters. This adventure should give first-level support and how much a night's rest restores.
characters a chance to succeed with a little luck These characters were generated as described in
and some crafty ideas to solve the challenges of the
the Basic Fantasy RPG Core Rules, with the optional
dungeon. rule of giving first-level characters maximum HP for
their race and class. Characters are given initial
For the Game Master equipment in addition to their rolled starting money.
The following players’ introduction should explain the
basic plot and get the adventurers started: Play Options
Your adventurers' guild leader set off a week ago This section does not contain any critical information.
to take on a quest he assured you would improve It provides ideas and options for the GM to scale the
the prestige of your guild. A messenger from the difficulty and speed of the game. The rest of this
town has arrived to tell you that your leader has adventure (after this section) is written assuming no
failed his task and it now falls on you to finish it! The particular play options, but works best when the GM
quest is supposedly "easy" and you need only enter makes appropriate judgment calls on a case-by-
a decrepit temple and read aloud a prayer before case basis.
a beautiful crystal statue. This will supposedly rid As a one-shot introductory quest, the GM may
the lands of evil and bring riches to the town. choose to make poison less deadly as this can bring
Refuse to take on the quest and the town will a very abrupt end to an intro game. Certain pre-
consider you all delinquents and chase you out of generated characters have a "vial of antidote."
the region with not a copper piece to your name. Poisoned characters should drop to 1 HP as
You have been given five days. And so, you've described in the Basic Fantasy RPG Core Rules, then
taken on the quest! You grabbed what meager lose 1d6 HP per turn until they reach their negative
gear, weapons, and armor your guild had CON score. The antidote is meant to stabilize a
available, bought a few supplies, and rode out into poisoned character; it will bring a character to 0 HP
the surrounding forest. You find yourself and nullify the poison but not provide any additional
approaching an old, decaying temple deep in the HP. Use of this house-rule is, as always, up to the GM.
woods, where within you’ll read the prayer written
on an old piece of parchment given to you. Certain elements are exchangeable. In time-limited
games Room 6 could become Room 5 to speed the
This is a good time to ask which PC is carrying the game along. If players did poorly with the first
parchment, as it will become relevant at the end of encounter and first trap, then Room 5 could become
the adventure. Room 4 to avoid another combat before the boss.
This short dungeon is suitable for many play styles. The adventure as written is intended for four players.
Players who wish to simply fight their way through Adjustments should be made to enemies for smaller

44
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

3 1d4+1 Goblins (6 total): AC 11, HD 1-1, The Temple


#At 1 weapon, Dam 1d6 or by weapon, Mv 30',
Sv F1, Ml 7, XP 10 ea., CR 89 1. ENTRYWAY:
Note: These unarmored goblins are scouts, and
The door to room 4 is barred from the other side.
will attempt to get away (regardless of morale)
There is no lock to open, but a knock spell will
if encountered, only fighting if they must.
successfully open the door. It’s a very large and
Treasure: 2d6 EP ea.
thick-looking door; any normal roll to open it with
HP 1 ☐ 6 ☐☐☐☐☐ ☐
force should fail, though if players manage to get a
5 ☐☐☐☐☐ 2 ☐☐
battering ram it may be broken down with sufficient
1 ☐ 2 ☐☐
luck in dice rolls and time spent.
4 1d4+1 Giant Centipedes (6 total): AC 11, Most rooms in this dungeon appear like this unless
HD 1d4 HP, #At 1 bite, Dam poison*, Mv 40', otherwise noted:
Sv NM, Ml 7, XP 13 ea., CR 64
* Those bitten by a giant centipede must save As you enter the temple, your eyes adjust from the
vs. Poison at +2 or die. brightness outside to the dimly-lit interior. Cracks in
HP 2 ☐☐ 4 ☐☐☐☐ the ceiling let in a small amount of daylight, about
1 ☐ 2 ☐☐ equivalent to a full moon at night with no clouds.
3 ☐☐☐ 2 ☐☐ You're not alone in here, though. An armor-less orc
lies dead ten feet ahead and a bit to the right. The
5 1d6 Giant Bees (6 total): AC 13, HD 1d4 HP*
embers of an extinguished torch flicker gently, one
#At 1 sting, Dam 1d4 + poison, Mv 10 (Fly 50'),
hand still clutching the base. The charred body of
Sv F1, Ml 9, XP 13 ea., CR 59
a giant bee lays next to him, while a few more
HP 2 ☐☐ 4 ☐☐☐☐
living giant bees seem to be sucking the blood
2 ☐☐ 2 ☐☐
from the orc's neck!
1 ☐ 3 ☐☐☐
6 1d3 Tentacle Worms (6 total): AC 13, HD 3*, Rubbish and various animal bones are strewn
#At 6 tentacles, Dam paralysis, Mv 40', Sv F3, about. A pile of debris in front of you reaches
Ml 9, XP 175 ea., CR 120 about three feet high. To the left is a puddle of
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ dark water and to the right lie a pile of bones.

Individual bees should make a morale check if
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
attacked with a torch, regardless of whether the
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
attack was successful. The bees have no treasure.
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 4 Giant Bees: AC 13, HD 1d4*, #At 1 Sting, Dam 1d4 +
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Poison, Mv 10' Fly 50’, Sv F1, Ml 9, XP 13 ea.
HP 1 ☐ 1 ☐
3 ☐☐☐ 3 ☐☐☐
If the PCs inspect the dead orc they’ll notice it was
wearing a brownish tunic. PCs who pass a Wisdom
or Intelligence check will realize this is a mature
youth or young adult orc. Those familiar with orcs or
with a natural-20 ability check will know this orc
would be of very low social status in an orc society.
A pile of bones is found to the east. The puddle to
the west is gooey, sticky, and putrid-smelling but
otherwise harmless.
A treasure can be found beneath a pile of loose
stones directly across from the southern entrance-
way. The Magic Net looks like rope but feels like silk,
and upon careful inspection has golden threads

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:

2. SOUTHWEST: As soon as you give the switch a solid push


mechanical noises are heard all around. A
There are no particular dangers in this room unless
scraping sound is heard, and after a moment a flat
the giant bees from room 1 were drawn in here,
slide comes out of a hole in the northern wall,
though the slide-and-ladder contraption can cause
moving fairly quickly, and comes to a stop in the
danger to any players standing on the tracks as soon
middle of the room. This slide reaches up to a hole
as the switch is activated.
in the ceiling at a very steep angle. You can see
You walk into a fairly sizable room about fifty feet that a good portion of the ceiling in the northeast
on each side, and with groupings of pillars to the corner of the room can rotate. The slide itself is
northwest, southwest, and southeast. A puddle about five feet wide, very flat, and has an oily
reflects the light making its way through the ceiling sheen.
in the middle of the room. It doesn't look deep but
When a PC pushes the switch a second time, read
you can't tell from the entrance-way. Some fashion
the following:
of tapestry or rug hangs on the south end of the
west wall. Circular grooves in the floor and ceiling You again hear a mechanical sound and the slide
are well-worn and it appears something travels starts moving almost immediately. It rides the
along them frequently, though you can't see what. circular track around the room and vanishes into a
You notice a large switch on the western wall. hole just big enough for it in the eastern wall. At the
same time, a ladder comes out of the hole in the
An empty giant bee hive is under construction in the
north wall. It is about five feet wide, like the slide,
upper northwest corner of the room. The tapestries
and appears sturdy enough to carry even small
on the southwest wall are covered in a greenish
giants. At the top of the ladder is a hole into
mold. It’s harmless but has taken over large parts of
another area.
the hanging tapestry so that little of the actual
tapestry can be seen.
3. CENTRAL ROOM:
This room contains no monsters or treasure but
Only a single trap makes this room a danger. Before
contains a simple puzzle: a switch which activates
reading the following, it is recommended that there
the slide-and-ladder contraption. Pushing the switch
are only as many potions as there are PCs (up to
rotates the chute/ladder contraption by 90 degrees
four).
counterclockwise (viewed from the top) for each
push. The ladder starts in room 5, the chute in room As you climb up into this room you see it is circular.
6. As the ladder/chute moves around, specifically- Across and to your right you see an opening to the
shaped holes in the side of the walls allow passage. slide. Two more openings in the floor are to the
Blades and spikes around the hole in the wall cause northeast and northwest, but are blocked by a
damage to anybody touching them while the stone sub-floor. The walls curve up and form a
contraption is in motion: 1d6 points of damage (plus dome fifty feet high at the center. The ceiling is
fall damage) for being pushed off of them while intact and numerous torches affixed to the ceiling
climbing, and 6d6 points of damage for being light the room.
trapped between ladder/chute and wall. It is

47
A Temple of Slides and Stairs Adventure Anthology Three

In the center of the room is a three-foot tall statue


on a pedestal. It is a four-headed beast: the body
of a spider, but with legs of snakes, and on the end
of four legs are the heads of a dog, a crow, a
dwarf, and a horse. In each agape mouth of the
statue is a potion of red carbonated liquid. From
the neck of each head hangs a sign, reading either
"north," "east," "south," or "west" respectively.

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:

"Take only from where the mouth is open."

A needle trap activates if a potion is taken from a


pedestal when the base is not turned in the direction
from which the potion is taken (e.g. if the slide and
chute are pointing NW and SW it is safe to take the
westerly potion from the pedestal). The needles The orcs here will be ready for the PCs if any attempt
shoot down from the top, hitting anybody within 10' to open the door from the other side was made.
of the pedestal. The trap will activate any time an They are here as a scouting party for their tribe and
"incorrect" potion is taken. Any PC hit must save vs. are looking to use the decaying temple as a lair.
Death Ray to take half damage, otherwise he or she They are aware of some greater evil deeper in the
takes 1d6 points of damage. temple but don't know what it is, how it got there, or
If the GM sees fit, these potions can have the effect what it wants. They won't know anything about the
of the "vial of antidote" as described above, in guild leader. The orcs may even let the PCs through
addition to a regular Potion of Healing. if properly motivated and if reaction checks go well.
A promise to defeat the evil or a bribe of gold
4. SOUTHEAST: (suggested: 2 gp per orc from each PC) may
persuade the orcs to allow the PCs passage so long
Orcs present in this room will not be surprised if they
as they don't bring trouble back to their camp.
heard the PCs’ fight with the giant bees or if
anybody tried to forcefully open the large door. The Of course this may be hard to convey without
door to this room from room 1 is barred from this side. anybody familiar with the orcish tongue, but the
The orcs are not automatically hostile. glimmer of gold tends to be a universally-understood
language. If meetings with these orcs go well, the
This room appears to be very similar to the lower GM may consider allowing a future “random” patrol
room with the bee hive. You see an additional of orcs containing a leader who speaks Common, as
source of light, though. A fire burns in a crude an option for negotiations.
camp toward the center of the room, surrounded
by a group of orcs standing and looking at you! 3 Orcs: AC 14, HD 1, #At 1, Dam 1d8, Mv 30', Sv F1,
Ml 8, XP 25 ea.
The door to room 1 can be unbarred and opened HP 7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐
for good. The orcs have nothing of value in their 3 ☐☐☐
camp, only what treasure they carry. This room is
mostly identical to room 2. The switch in this room is Treasure: 2 gp, 4 sp each.
broken and does nothing.

48
Adventure Anthology Three A Temple of Slides and Stairs

5. NORTHEAST: can be carried by any two or more PCs with a


This room contains only one trap, which is activated combined Strength greater than 19.
after a section of flooring has been depressed. Guild Leader, Human Cleric 6: AC 11, #At 0,
Dam n/a, Mv 15', Ml 12, XP nil [HP 2, max 24]
As you enter this room a faint smell of decay is
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
noticeable but not overwhelming. What catches
☐☐☐☐
your eye is the large cage in the middle of the
room. Inside is your guild leader; he is unconscious
and clearly injured, but seemingly alive! 6. NORTHWEST:
This is the "boss" room. The pillars around the statue
Rubble from the ceiling has collected to the have about 3 feet of clearance between them. The
northeast. Another switch is visible, this time on the GM should use discretion in determining if this
east wall, and identical in appearance to the one provides a challenge to passage for PCs or monsters,
in the previous room. and how much cover it may provide given the angle
of a ranged attack, if applicable.
The guild leader (known to the party simply as
"leader") is laying beaten and unconscious in the 7- As you enter the room you notice something
foot cubed cell. Normal methods of waking him will different. The ceiling is whole, but the room is
fail. However, any healing magic or potions applied, moderately well-lit from within by a crystal statue.
or any similarly suitable magic, will wake him into a Between you and the crystal statue sit two
confused daze. The cage is locked and the key lies creatures, each with two pairs of eyes and arms!
with the dungeon boss. A spell or skill that opens the
cage should be treated as with any standard lock. The statue sits in the northeast, surrounded by
The leader is unable to fight but will accompany the columns and raised a few steps above the
PCs wherever they go. If asked, he will mention surrounding floor.
something about the prayer being more important
than fighting monsters. The frogmen are aware of the importance of the
statue, and will attempt to prevent PCs from
The smell in the room is from the corpse of a rotting approaching it. The frogmen tactics will reflect this
goblin body in the vicinity of the northwestern corner by waiting close to the statue and delaying action
close to the rubble. PCs passing an appropriate until the PCs approach. The frogmen can handle
Intelligence or Wisdom check will be able to tell the two two-handed spears at once, allowing them two
goblin died from a fall. An appropriately high roll or attacks per round. The GM may arm the frogmen
second check (or generous GM) will reveal that the with alternate weapons to increase or decrease their
goblin survived the fall and managed to move a deadliness. With four PCs the two frogmen should be
small ways before expiring. Searching the rubble will maximally armed; with fewer PCs reduce the
reveal a crude and broken knotted rope-ladder. number of attacks appropriately.
The rubble nearby is much more recently-collapsed
than the rubble elsewhere in the temple. Once the monsters are defeated, the PCs can read
the prayer in front of the statue. They must be within
A functioning switch here works the same as the the boundary of the pillars for this to work. Defeating
switch in room 2. A 10-foot square in front of the the boss(es) is not necessary; so long as the prayer is
switch will depress slightly and audibly once a PC read in full (with no interruptions), the quest is fulfilled.
any heavier than a Halfling steps on it. The frogmen will disintegrate immediately upon the
completion of the prayer, even if still alive.
As you step forward you hear a faint but audible
Searching any of the frogmen will reveal the key to
“click” from the floor below you, and you feel it
the cage in room 5 (it won’t disintegrate with them).
move down ever so slightly. Nothing apparently
The PCs should retrieve the NPC leader (if alive) and
happens...
exit the temple to end the adventure. The switch in
Nothing happens if the switch is pushed before the this room functions identically to all others.
weight is removed. If the weight is removed before
the switch is pulled, poisonous gas fills the room. All
PCs and NPCs must save vs. Poison or take 1d6 points
of damage. Rubble from the other part of the room

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.

Fighters PC Five: Halfling Cleric 1, AC 15 (16 w/ shield),


#At 1 mace, Dam 1d8, Mv 30'
PC One: Dwarf Fighter 1, AC 17, #At 1 great axe,
Dam 1d10, Mv 30' HP 7
HP 10 STR 9 (0) DEX 7 (-1) CON 13 (+1)
STR 16 (+2) DEX 11 (0) CON 16 (+2) INT 9 (0) WIS 18 (+3) CHA 9 (+1)
INT 11 (0) WIS 11 (0) CHA 11 (0) Equipment: mace (1d8), chain mail (AC 15), shield
(AC+1), small sack, cloak, holy symbol, vial of
Equipment: great axe (1d10), dagger (1d4),
antidote, 53 gp
plate mail (AC 17), large sack, small sack, vial of
antidote, 13 gp
PC Six: Human Cleric 2, AC 15 (16 w/ shield),
#At 1 maul, Dam 1d10, Mv 30'
PC Two: Human Fighter 2, AC 15 (16 w/ shield),
#At 1 long sword, Dam 1d8, Mv 30' HP 10
HP 13 STR 11 (0) DEX 13 (+1) CON 12 (0)
STR 13 (+1) DEX 13 (+1) CON 12 (0) INT 13 (0) WIS 15 (+1) CHA 13 (+1)
INT 7 (-1) WIS 12 (0) CHA 9 (0) Equipment: maul (1d10), chain mail (AC 15), shield,
large sack, holy symbol, 43 gp
Equipment: long sword (1d8), dagger (1d4), chain
mail (AC 15), shield, large sack, 13 gp
Magic-Users
PC Three: Elf Fighter 1, AC 15 (16 w/ shield),
#At 1 spear, Dam 1d6 or 1d8 if used two-handed, PC Seven: Human Magic-User 3, AC 11,
Mv 30' #At 1 dagger, Dam 1d4, Mv 30'
HP 8 HP 10
STR 15 (+1) DEX 15 (+1) CON 17 (+2) STR 10 (0) DEX 12 (0) CON 12 (0)
INT 13 (+1) WIS 11 (0) CHA 11 (0) INT 12 (0) WIS 7 (-1) CHA 11 (0)
Equipment: spear (1d6, if two-handed 1d8) x 3, Equipment: spellbook, dagger (1d4) x 3, mirror, ink,
dagger (1d4), chain mail (AC 15), shield, large quill, 103 gp
sack, 53 gp Spells: read magic, magic missile, sleep, invisibility

PC Eight: Elf Magic-User 1, AC 11,


Clerics #At 1 quarterstaff, Dam 1d6, Mv 30'
PC Four: Elf Cleric 2, AC 17 (18 w/ shield), HP 5
#At 1 mace, Dam 1d8, Mv 30' STR 16 (+2) DEX 12 (0) CON 13 (+1)
HP 12 INT 17 (+2) WIS 11 (0) CHA 10 (0)
STR 14 (+1) DEX 6 (-1) CON 13 (+1) Equipment: spellbook, quarterstaff (1d6), dagger
INT 13 (+1) WIS 15 (+1) CHA 9 (0) (1d4), mirror, ink, quill, vial of antidote, 13 gp
Equipment: mace (1d8), plate mail (AC 17), shield, Spells: read magic, magic missile
large sack, holy symbol, 83 gp
Spell: cure light wounds

51
Adventure Anthology Three A Temple of Slides and Stairs

Thieves Additional Items


PC Nine: Halfling Thief 1, AC 13, #At 1 shortbow, In addition to the items listed in their descriptions,
Dam 1d6, Mv 30' all characters have the following, for which
HP 5 payment was taken from their rolled starting
money:
STR 14 (+1) DEX 15 (+1) CON 14 (+1)
• backpack
INT 14 (+1) WIS 10 (0) CHA 13 (+1)
Equipment: shortbow (1d6), arrows x 20, dagger • belt pouch
(1d4), leather armor (AC 13), thieves' picks and • cloak
tools, padlock, vial of antidote, 93 gp • clothing
• iron spikes
PC Ten: Human Thief 2, AC 13, #At 1 long sword,
Dam 1d8, Mv 30' • oil x3
HP 9 • rations (1 wk)
STR 11 (-1) DEX 16 (+2) CON 13 (0) • rope, hemp (50’)
INT 7 (-1) WIS 14 (+1) CHA 10 (0) • tent (small)
Equipment: long sword (1d8), dagger (1d4), • tinderbox (w/ flint and steel)
leather armor (AC 13), thieves' picks and tools,
• torches (x6)
73 gp
• wine-/waterskin

52
A Temple of Slides and Stairs Adventure Anthology Three

Game Master's Map

Scale: 1 square = 5 feet

53
Adventure Anthology Three A Temple of Slides and Stairs

Player's Map – Lower Floor

Scale: 1 square = 5 feet

54
A Temple of Slides and Stairs Adventure Anthology Three

Player's Map – Upper Floor

Scale: 1 square = 5 feet

55
The Search of Grimfall Adventure Anthology Three

The Search of Grimfall


by Alan Vetter
An adventure for 4 to 8 characters of levels 1 to 2.

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.

Grimfall, viewed from the north

56
Adventure Anthology Three The Search of Grimfall

Background during the winter; the streets have a couple inches of


snow that has been trampled during the day, so that
Grimfall is a very small town on the road between
no discernible tracks could be found.
the PCs’ hometown and the capital. It is placed in a
northern climate that has plenty of snow during the The adventurers happened to meet in The Pillow
winter season. If you already have such a town on Head Inn, a hostel that doesn’t serve food or drink.
your world map you can have this adventure The proprietor, Gustav Nestman, will warn the party
happen there. that weapons are frowned upon in town and that it
would be a good idea to not wear them in public.
There is a Temple of Light in this town, along with a
He also tells them that a new tavern has opened a
small hostel and a new tavern. The town is made up
few blocks away; he hasn’t had a chance to eat
of farmers, lumberjacks, and ranch hands as the
there, but has heard the food is good.
surrounding agricultural pursuit merits. Being that it is
a very small town, some of the local youth are bored Gustav’s voice is very nasally and he is a very fussy
and in need of money to either leave town or buy person, making sure that guests are always greeted
something illegal. They believe the local priest is rich, warmly and directed to the eating establishment
since the temple is a large building and he wears that has recently paid him for advertising.
some rich-looking vestments (which are really paid
for by the local temple hierarchy). “Hello my friends! Welcome to The Pillow Head Inn,
a great place to get a rest. I must warn you that
wearing weapons in town is not a good idea; the
Grimfall local laws say that your weapons should be stored
The PCs each have their own reason for coming; unless you are on your way out of town. I do have
there is no need to share that story for now. The a locked safe room where you can put them away
town has only twelve blocks of houses and buildings. while you are in town.”
One of the blocks is dominated by a large temple to
“If you are hungry may I recommend the Fist-n-
the God of Lights. The adventurers have arrived
Face Tavern? It just opened this week. The
previous tavern burned to the ground a few
months ago. I haven’t had a chance to eat there,
yet, but I hear the orc brains on toast is to die for!”

While walking the few blocks to the new tavern, the


PCs hear what sounds like a fight in an alleyway. As
they go down the alley they see a young man with a
raspy voice yelling at an overweight older man he is
kicking on the ground:

“Fader Vineknock, give us your money! We don’t


have time for your silly toys!” He is also yelling other
things that would make a pirate blush. Surrounding
the man on the ground are several other
miscreants.

Note: If the party doesn’t know about the subduing


and weaponless fighting styles, show the players the
rules concerning Subduing Damage, Brawling, and
Wrestling sections of the Basic Fantasy RPG Core
Rules on pages 48 and 49 (r107). The party may
need to use these rules during this combat.
Jimmy Rotten: AC 13, HD 2, #At 1 dagger, Dam 1d4,
Mv 30', Sv F2, Ml 9, XP 75
Equipment: Dagger (hidden sheath at back)
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

57
The Search of Grimfall Adventure Anthology Three

“Thank you friends, I appreciate that you didn’t


take the Light from those misdirected youth. My
name is Fader Vineknock, this young lady is Sister
Stephen Crimpas. She is afraid to show her face in
public and will not remove her veil. We were out to
find the Temple’s gremilkin; she has developed a
habit of running off lately.”

One of the night watch chides the Fader about


putting a leash on the gremilkin. Fader Vineknock
replies:

“Have you tried to put a leash on a gremilkin?”

This gets a laugh from the other night watch and a


muffled snicker from behind the veil of Sister Crimpas.
Fader Vineknock then asks the night watch if his new
friends could get a writ for the night to allow them to
carry at least the daggers that were confiscated
from his attackers. The party could then act as his
personal guard while looking for the gremilkin. The
night watch agree and the lead watchman writes
out a paper stating that the party is allowed to carry
nothing larger than a dagger while in the employ of
3 Human Fighters: AC 16, HD 1, #At 1 dagger,
the Fader.
Dam 1d4, Mv 30', Sv F1, Ml 7, XP 25 ea.
HP 4 ☐☐☐☐ 5 ☐☐☐☐☐ Fader Vineknock and Sister Stephen will heal any of
7 ☐☐☐☐☐ ☐☐ the party that are injured. They will then go back
into the temple rectory and after about 5 minutes
Once the group is restrained or knocked out, a come back out. Fader has changed his clothes and
woman wearing a heavy veil brings the night watch cleaned up from the confrontation. He is now
into the alley. The night watch will interrogate the dressed in a long red robe with white ermine trim.
PCs about what happened. They should all be good They gather the PCs and lead them down the street
as long as their stories match. As the night watch to another alleyway:
starts to arrest the miscreants, there is a groan from
the man that was beaten; he rouses enough to see “These are my presentation vestments; the youth
what is going on and says in a deep resonant voice: got my everyday clothes dirty and torn. I’ll fix them
tomorrow.”
“Don’t arrest them, they are still Children of Light
and must be shown compassion. Let them go to “The Sister and I will catch the gremilkin; you are just
find their Light. Don’t fret Sister Steve, I know you to protect us from being attacked by any other
would like to see them punished, but we must show miscreants. Please don’t kill them. It isn’t good to
our forgiveness of these misdirected youth. Go take the life of another being of Light.”
home children, and think about what you tried to
do tonight.” “The gremilkin is about mid-thigh tall and it walks on
four feet. Its eyes are yellowish green and its fur is
The night watch look to each other and shrug, very white, one of the reasons this gremilkin was
releasing the youth and moving away. The Fader selected for the temple. Once we capture it, I will
watches as the youth hang their heads and start to take you all out for a meal at the new tavern, the
walk off. They seem subdued compared to when Fist-n-Face, although I don’t personally like the
you first saw them, almost as if they are under a name. I’ve heard the shanked bean soup is
spell. Seeing the party clearly for the first time, he fantastic. I can also give each of you a Potion of
addresses them with a strengthening voice: Healing.”

58
Adventure Anthology Three The Search of Grimfall

2 Human Fighters: AC 16, HD 1, #At 1 dagger,


Dam 1d4, Mv 30', Ml 5, Sv F1, Ml 5, XP 25 ea.
HP 5 ☐☐☐☐☐ 4 ☐☐☐☐
The party is encouraged again to not kill the
offenders, and to try and negotiate an end to any
conflict or subdue the punks without actually killing
them.
After that encounter the third alleyway is actually
behind the Fist-n-Face. The smell of food is enticing.
Fader again pulls out the gold bowl and pours the
white liquid into it. He calls for the gremilkin again;
this time three cats come to the bowl, followed by a
loud sound that seems like a very deep meow.
Turning, the PCs see the largest cat anyone has ever
seen. It is three feet tall at the shoulder and looks like
it would weigh about 45 lb (22Kg). The giant cat
walks up to the Sister and slowly rubs up against her.
She coos to the beast and bends over to pick it up.
The beast snuggles up to her and starts to purr loud
enough to be heard several feet away. The Fader
comes up and scolds the creature that it looks like
the beast has lost weight. The creature just ignores
his scolding and continues to snuggle with the Sister.
She asks the cat-like creature where it had been. The
beast jumps out of her arms and walks over to a
broken crate with what seems like a haughty stride.
Inside the crate is some straw and five smaller
versions of the large cat-like beast. Each of the
young are the size of a full-grown cat already. The
gremilkin jumps into the middle of the pile of animals
and the young start to nurse. Fader walks up to the
The party follow the pair through two other PCs beaming; he looks at the largest member of the
alleyways. In each alley the Fader will pull a gold party and shyly asks if the character could pick up
bowl out of a pocket inside his robe and then and carry the crate back to the temple.
produce a small bottle with a white liquid. He will When the PC picks up the crate, the gremilkin thinks
call for the gremilkin, but nothing happens. After its young are in danger and attacks to save its
about 15 minutes he will pour the white liquid back young.
into the bottle and continue to the next alleyway.
Gremlikin: AC 12, HD 2, #At 1 bite/2 claws,
If asked about the encounter earlier, the Fader will Dam 1d4/1d4/1d4, Mv 40', Ml 7, Sv F2, XP 45
explain that he makes toys for any child in town that
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
is younger than 5 years old. The bullies that attacked
him thought he purchased the toys instead of The Sister will be able to help calm the creature and
making them and wanted his money. In fact the pull it from the PC. The Fader will be able to heal any
Fader will only carry enough money to pay for a cuts and bites quickly. The Sister will then introduce
couple of meals; the rest of what he earns is put the PC to the gremlikin; it will then allow him or her to
back into the temple. In the second alley the Fader carry the crate back to the Temple. The Sister will
and Sister will be approached by two bullies; roll on stay with the gremlikin to make sure it stays and is
the reaction table on page 43 of the Basic Fantasy given food and milk to bring its strength back up,
RPG Core Rules. and afterwards settled with her brood. The Fader will
take the PCs to the Fist-n-Face to have a late supper;
the orc brains on toast is really sausage gravy on

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

1 Temple 7 Burned out lot 14 Mayor’s Manor


2 Parsonage 8 Fist-n-Face #42 15 Corral for Livery
3 Nun’s Cottage 9 Barber/Doctor 16 Mercantile
4 Warehouse (Grain, Lumber or 10 City Hall, Community Room 17 Livery
other materials produced locally) 11 Blacksmith 18 Pillow Head Inn
5 Bakery 12 Wagon-wright Rest of town is single family homes
6 Butcher 13 Burnt down building

61
The Halls of Finley Manor Adventure Anthology Three

The Halls of Finley Manor


by James Lemon
An adventure for 3 to 5 characters of levels 7 to 9.

GM Note Approaching the Manor


Some of the monsters in this adventure come from As you move down the road towards the manor,
the Basic Fantasy Field Guide Volume 1, a free you hear sounds of howling, possibly coyotes or
download from the Basic Fantasy website. werewolves. Closer to the manor more and more
vegetation and weeds bunch up against the road.
Background
This includes some not-so-friendly bushes.
In the northern part of the town of Pilirani sits a very
large manor, commonly referred to as Finley Manor, 4 Guard Ferns: AC 14, HD 6*, #At 3 thorn/1 acid/1
in reference to the family that had built and once leaves, Dam 1d4/1d4/1d4/3d8/1d8,
occupied it. Since the family's sudden Mv 0' (immobile), Sv F6, MI 12, XP 555 ea.
disappearance three years ago no-one else has HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
lived there. The town government has assumed ☐☐☐☐☐ ☐☐
ownership but is in no hurry to do anything with it. 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐
While the family disappeared just a few years ago, 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
it's been a very long time since anyone has seen any ☐☐☐☐☐ ☐
of the Finley family, and no-one can really remember 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
any of their names nor what they looked like. Most ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
will assume they’re all dead at this point.
There are a few townfolk milling about and if asked The manor is made of large grey bricks, weathered
about the manor and family they won’t say much, and darkened through decades of wear and mold.
trying to steer the conversation to encourage the The windows are mostly intact but dirt and other
party to visit their tavern, church, or inn. If the party grime won’t reveal much within. The roof is cedar
insists, they will wave their hands in the northern shingles, and except for a few missing it’s in
direction and move along, mumbling about surprisingly good shape.
something.
The dirtied windows means there won’t be much
light coming into the rooms. The roof, still in such
Directions to the Manor good condition, has helped keep the manor
As mentioned Finley Manor is in the northern part of insulated and dry after all this time.
Pilirani, though set off from the town proper by a bit
of a walk. After passing through the main square the
party can stay on the central path as it winds its way
past the church, blacksmith, and then the Celino
family farm.
Unless it's very late at night, the party will meet the
head of the farm, Bryan. Upon hearing the party's
intentions he will shake his head and advise extreme
caution, giving numerous examples of noises, broken
farm equipment, slaughtered animals, etc. He is
certain the manor is the root cause of it all.

62
Adventure Anthology Three The Halls of Finley Manor

Key to the Manor – Ground Floor 3. Reading Nook:


Notes: The floors of all rooms on this level are Three large lounge chairs occupy the majority of
covered with a dark stone tile, and unless otherwise the space in this room. There are two small round
noted, walls and ceilings are covered with similarly tables between the chairs. In the smaller
dark wood panels. rectangular partition to the northeast are two large
bookshelves.
1. Entrance:
Most of the books concern history, philosophy,
Coming up the cobblestone pathway to the geography, etc. of the surrounding lands of Pilirani. If
manor, five skeletal statues stand in a semi-circle in someone continues to search he or she will find one
front of the paved entryway. volume different from the others, titled Creatures of
the Night. Inside are dozens of pages filled with
Two very large stone lions sit perched on either side
notes, interviews, drawings, and more of a supposed
of the tall oak doors. The doors have several large
type of creature with a vague human appearance,
scratches and gouges.
save for pale skin and two large fangs. Other rumors
The statues are actually bone horrors. They will not include immortality and shape-shifting abilities, but
move nor attack until someone is within five feet of the author of the book denies even these harder-to-
them. believe stories.

5 Bone Horrors: AC 14‡, HD 4*, #At 2 claws or 1 sting, 4. Library:


Dam 1d6+3/1d6+3 or 1d4+poison, Mv 20' Fly 30',
Sv C4, MI 12, XP 280 ea. As you enter the room you notice several black
beetles scurrying across the large ornate rug. There
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
is a large chair facing the southeast window, and
☐☐☐☐☐ ☐
there are several more black beetles in its area.
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ If the party approaches the chair they will see a
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ beautiful woman whose face is highlighted in the
☐☐ faint moonlight. Looking closer she will turn to face
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ them, give a large smile, and a large black beetle
☐☐ will fall out of her mouth.

2. Receiving Hall: Vermin Queen: AC 13, HD 6**, #At 2 claws or


weapon, Dam 1d6/1d6 or by weapon, Mv 40' Fly 20',
The door’s right pull ring is still secured and the door Sv MU6, MI 9, XP 610
opens with less effort than expected. Opening the HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
large door floods the hall with light and wind from ☐☐☐☐☐ ☐☐☐☐☐
outside. The floor is a dark stone tile, and the walls
and ceiling are dark wood. On one of the shelves is an ornate wooden box
containing 1 Potion of ESP, 1 Potion of Heroism, and 1
Inside to the right you see a short narrow hall. Potion of Plant Control. Next to the box on the shelf
Immediately to your right is a narrow stairway are several rolled papers, among them a Scroll of
leading upstairs. To the left you see it open into a Protection from Magic and a Scroll of Three Magic-
larger room. User Spells: Floating Disc, Light, Magic Missile. If the
party takes the time to move all the beetle carcasses
Next to this stairway is a secret panel, with only a away from the northeast corner of the room they'll
minute indentation on the sides giving it away. Even discover 1,500 sp, 1,300 ep, 2,700 gp, and 1,100 pp.
with a bright torch someone wouldn't notice it; he or
she would have to rely on touch alone. Activating
this panel will open into a narrow stairway going
down to the manor’s basement. The air is musty and
the walls are covered in dust and cobwebs.

63
The Halls of Finley Manor Adventure Anthology Three

5. Hidey Hole: 8. Grand Lounge and Game Room:

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. ☐☐☐☐

There is nothing of note here.


13. Pantry:
11. Patio: The door is locked, and any non-Thief PCs won’t be
able to pick the lock nor break down the door. If the
Various ceramic pots of all sizes, filled with only dirt, party has no Thief, they will have to use the other
surround the edge of the patio. There are a few stairs and either find the key in area 23 and/or use
small sculptures of animals with features weathered the secret door in area 24 to access areas 26, 27,
beyond recognition. Two large circular tables and and 28.
four chairs around each still take up the middle of
the patio, while a single lounge chair and small Upon opening the door you smell the thick yet
table is tucked into the southeast corner. sweet air. An ornate oil lamp hangs from the
middle of the ceiling. Shelves line the east and
Accessible from both the lounge/game room and west walls, filled with bags of beans, lentils, rice,
dining room, this area was once filled with various and other dry foods. All bags have been bitten
plants and wooden sculptures. All the plants have and/or ripped, foods spilled and mixed on the floor
died long ago. These were favorites of Gwenllian with small footprints in various spots. A small stand
and she liked to spend much of her time here, against the northern wall holds bottles of wine and
reading and sipping tea. a cask of ale sits on top.

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

15. Bathing Chamber:

A large white ceramic tub sits on the south side of


the room, and opposite on the north side is a black
marble sink. A tall mirror framed in a dark brown
wood hangs on the west wall, inset so that the
mirror is flush with the walls on either side.

The plumbing still works in here, so any PCs wanting


to wash up and/or refill their skins with potable water
may do so. Otherwise there is nothing of note here.

16. Lavatory:

This very small room is surprisingly clean compared


to the lavatory downstairs. The wooden bucket is
dry and clean, and the sink is empty.

The plumbing still works in here, so any PCs wanting


to wash up and/or refill their skins with potable water
may do so. Otherwise there is nothing of note here.

17. Rhea's Room:

The room is lavishly decorated in lavender. The


color is still prominent despite the thick dust.
Lavender curtains hang on the sides of each
window, which you notice are quite a bit larger 1 bloodstone (worth 37 gp), 1 jade (worth 100 gp),
than most of the others in the manor. 1 jasper (worth 50 gp), and 1 jet (worth 50 gp).

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).

28. Closet: 30. Supply Storage:

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

away, leaving a small passage for the PCs to hunch


and walk through.

32. Ritual Component Storage:

Two small bookshelves are against the west and


east walls. There are dozens of vials, flasks, and
small containers filled with unknown liquids,
powders, and other materials. Against the north
wall is a stand with a hemispherical indentation.

Placing the Crystal Ball into this indentation will


cause it to slowly stop pulsating, resuming its bright
green glow. A soft high-pitched whisper will begin to
sound, growing louder until it is nearly ear-splitting
before suddenly stopping. A bright green oval glow
will appear on the floor, swirling and pulsating for
several seconds until it dissipates, leaving a Wand of
Fireballs. The Crystal Ball’s light also dissipates.

33. Chapel:

Coming down the short flight of stairs into this


hexagonal room, you see a small altar about two-
thirds of the way back. There is a single stone
31. Storage Room: bench in front of it, and two tall brass candlesticks
are on either side of it, casting a soft yellow light.
Opening the heavy door takes some effort, and as Behind the altar in the west wall is a small wooden
the door opens it makes a shrill scraping sound. As door.
this reverberates throughout the room beyond, you
hear something else. Voices, several of them. You Against the south wall, near the ceiling, are several
don't recognize the language, and the voices large webbed egg-like shapes hanging suspended
range from very high-pitched to quite deep. in webbing.

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

34. Crypt: 35. Branislav’s “Final” Resting Place:

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

1 square = 5 feet (both maps)

72
Adventure Anthology Three Cult of the Green Skull

Cult of the Green Skull


by Seth “Parseth” Parsons
An adventure for 4 to 6 characters of levels 1 to 2.

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

ENTRANCE: 1. COVERED ENTRY:

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

2. SKULL HALL: 5. UNHOLY OOZE:

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

Bugbear: AC 15, HD 3+1, #At 1 weapon, Dam 1d8+1 HP 10 ☐☐☐☐☐ ☐☐☐☐☐


or by weapon, Mv 30', Sv F2, Ml 9, XP 145
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

74
Adventure Anthology Three Cult of the Green Skull

+1 and wears a simple coronet of silver with a large


ruby in its center, worth 200 gp.
Hobgoblin: AC 14, HD 1, #At 1 weapon, Dam 1d8 or
by weapon, Mv 30', Sv F1, Ml 8, XP 25
HP 7 ☐☐☐☐☐ ☐☐
8 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or
by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
HP 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐ 4 ☐☐☐☐
2 ☐☐ 6 ☐☐☐☐☐ ☐

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.

HP 4 ☐☐☐☐ 4 ☐☐☐☐ Jevrem, Human Cleric 4: AC 15, #At 1 or spell,


2 ☐☐ Dam 1d8+1, Mv 40', Sv C4, Ml 9, XP 280
WIS 15 (+1)
12. PILLAR HALL: Spells: hold person, detect good, darkness
A large central pillar dominates this area and has HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
vile and wicked poetry carved into it on all four
sides. 2 Skeletons: AC 13 (half damage from edged
weapons, 1 point only from arrows, bolts, or sling
The eastern door is trapped (arrow trap; +1 attack, stones), HD 1, #At 1, Dam 1d6 or by weapon, Mv 40',
1d6+1 damage). The western door is also trapped Sv F1, Ml 12, XP 25 ea.
(portcullis; save vs. Death Ray, 3d6 damage). HP 4 ☐☐☐☐
6 ☐☐☐☐☐ ☐
13. TRAP ROOM:
Zombie: AC 12 (half damage from blunt weapons, 1
This room is empty. Anyone who steps into it triggers
point only from arrows, bolts, or sling stones), HD 2,
a pit trap (save vs. Death Ray or fall 30 feet, 3d6
#At 1, Dam 1d8 or by weapon, Mv 20', Sv F2, Ml 12,
damage).
XP 75
14. SANCTUM OF EVIL: HP 10 ☐☐☐☐☐ ☐☐☐☐☐

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

The Crypt of the Forgotten Lord


by Ian Kinkley
An adventure for 3 to 6 characters of levels 1 to 2.

Introduction doubt a residual of humanity’s continued tinkering


with magic. In this adventure, the Forsaken are
The original adventure was part of a larger
dead or undead. While this is not the case in the
campaign set in an underground world, and was an
larger campaign, which is also why they are noted
early opportunity for new players to become
as “undead” in the adventure, they can be treated
acclimated with the lethality and style of “old-
as a long-extinguished race if the GM so chooses.
school” dungeons. In that world criminals, dissidents,
and unmentionables were banished to a vast Technology and Magic: Notably, Yllsdrid is
underground world. Yet somehow over the associated with what we know as electricity, but
centuries, they thrived. They explored and what would have still appeared as magic to those
expanded, and eventually discovered that they who lived in his time, and to the PCs in their present
were not alone. The empire that banished them time. As GM, it is suggested that this is alluded to,
took a keen interest and set its sights on colonization but should not be treated any different than magic –
and conquest. It is at this point the PCs are they are essentially one and the same. The
introduced: as adventurers seduced from the exception would be for an incredibly mechanically-
above-ground world to journey into the unknown. adept PC; however, this is not likely the intended
For whose glory … well, that’s their story to tell. level or style of play.
Of course, this adventure can be run in any setting
with the right hooks. The original adventure was by Plot Hooks
happenstance, thus the “forgotten” part of the title. Most of the traditional, if clichéd, hooks can work for
Only after exploring the tomb does the story unfold this adventure:
to the player characters. It also comes to represent
a simple motto of classic fantasy role-playing: Why? • A lost gem, relic, or otherwise valuable item is
Because adventure is out there! There is no real rumored to exist inside the crypt. This can
MacGuffin as written, but can easily be added by a easily be modified to add the relevant item
creative Game Master. to the final encounter room.
• A mysterious droning is heard around a
Adventure Background hilltop, scaring the poor farmers and their
livestock. This also alludes to the technology-
The original adventure begins by chance: the PCs
as-magic trope.
come across the entrance as a part of their
exploration of the subterranean world. It is one of • An ancient map is found by a poor farmer’s
many ruins, tombs, and places that have been nephew, or in a tome, or another
erected and then forgotten over the centuries. happenstance event that leads the PCs to
the entrance to the crypt.
The Forgotten Lord: In this case, the “forgotten lord” is
named Yllsdrid and was one of fame many centuries • A more daring GM might be able to work in
ago. As the PCs will discover in the crypt complex, a kidnapping and rescue. A gang of bandits
and as they later learn in the larger campaign, he is could use the complex as a hideout. The
depicted as a warrior and scholar. He plays a rescue occurs, and the PCs are left to
minimal role in the overarching story, but adds flavor explore the complex after they have
and reason behind the actions of the NPCs in that completed the task.
story.
He is a part of The Forsaken, a branch of the Human Traps
race that ventured into the underground many The majority of the traps in this adventure involve
millennia before the Empire used it as a colony for electricity. If a PC comes into direct contact with a
banished souls. They are quite similar to humans trap, he or she will suffer shock damage. The same is
except for the presence of two additional arms, no true if the PC has indirect contact through a metal or

78
Adventure Anthology Three The Crypt of the Forgotten Lord

similarly-conductive material. Any event or Creature Information


encounter in this adventure that potentially results in
The adventure contains the relevant stats for each
the PC suffering shock damage is considered one of
creature encountered. A more comprehensive
these traps. On close inspection, a wise and
guide to these creatures is included at the end of
perceptive PC will hear a faint humming or buzzing
the adventure for reference.
sound coming from the trapped device or
implement.
Adventure Key
Crypts
The Crypt Complex
The crypts in this adventure are numerous; they may
get somewhat confusing, but every effort has been
made to distinguish between them. 1. ENTRANCE AND MAIN CORRIDOR:

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

given time, otherwise the acting PC is shocked for Altar Array


1d4 points of damage. The stones can easily be
Closest to PC Furthest to PC
pried from their recesses in the wall. Once the altar
in Room 2a has been deactivated, toggling the Left (North) Empty Empty
levers allows the PCs to open the crypt doors in the Center-Left Red Stone Candle
corresponding rooms:
Center-Right Green Stone Candle
Lever Activation Array Right (South) Blue Stone Candle
Above Below
A scale sits on the block in front of the recesses and
Left Room 7 Room 8
between the two central-most bands. When
Center Room 3 Room 4 inspected, an inscription is found along the beam of
Right Room 5 Room 6 the scale that reads:

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

Unlocked Crypts The northwest, southeast, and southwest crypts are


empty except for a lever on the back wall of each
Stone Color with Candle Room crypt. When pulled, the clear disk above the hatch
Missing Nothing will glow.
Red 7
4. CORRIDOR OF THE FORGOTTEN:
Green 5
Blue 6 This corridor contains four metal hatches, two on
each side. No painting adorns this corridor.
Once all of the candles have been burned and
extinguished, read the following: The corridor contains four closed hatches to crypts.
Above each crypt is a small, clear crystal disk worth
You hear a low rumbling noise reverberate through
2 sp. If a PC attempts to remove a disk, he or she
the corridors, a brief rush of air, and then nothing
suffers 1d6 points of shock damage. Only with a
but silence.
successful high Dexterity check can the disk be
As soon as the altar has been deactivated, the removed.
archway entrance to the crypt complex lowers and The northeast crypt contains a Forsaken that will
seals the PCs in. This seal is solid stone and cannot immediately attack the PCs when the hatch is
be opened or tunneled through. The recess in the opened. The crypt contains a lever on the back wall
floor in Room 1a rises to reveal a pedestal with a of the crypt. When pulled, the clear disk above the
deep, half-sphere basin. There is enough air in the hatch will glow.
complex for the PCs to survive for approximately 2
days. Forsaken, Undead: AC 15, HD 2, #At 2 daggers,
Dam 1d4/1d4, Mv 40’, Sv F1, Ml 12, XP 75
3. CORRIDOR OF THE SPHERE: HP 9 ☐☐☐☐☐ ☐☐☐☐
The southeast crypt is sealed shut. A moderate
Down this corridor you see four metal hatches, two
Wisdom check will reveal a very soft humming noise.
on each side. At the end of the corridor is what
The combination of a very high Strength check and
appears to be a painted mural of a four-armed
a prying implement will dislodge the hatch; normal
man holding a golden sphere. He is grinning while
Thief skills will not work. Opening the hatch in this
he hoists the sphere with all four arms, the radiance
manner will shock the PC for 1d6 points of damage.
of the sphere glowing over his flowing crimson
A PC can teleport inside of the crypt from Room 3.
robes.
Inside the crypt are 2 sacks: one contains 147 gp, 323
The corridor contains 4 crypt hatches, which are sp, and 239 cp; the other sack contains 2 small
closed, and the northern wall is painted. The diamonds worth 50 gp each. On the back wall of
painted mural conceals a secret door leading to the crypt is a lever that, when pulled, will light the
Room 13. clear disk above the hatch. The inside of the hatch
has two round metal plates. When pressed or
On close inspection, a PC will notice the sphere is not contacted separately, the PC suffers 1d4 points of
flush with the wall and can be pressed. If the altar in shock damage. When pressed simultaneously, the
Room 2a has been deactivated and the lever in 1a hatch opens. When sealed, there is enough air for a
is active, pressing the sphere will cause the wall to PC to survive for 30 minutes.
open down the middle, revealing Room 13.
The southwest and northwest crypts are empty
Above each crypt is a small, clear crystal disk worth 2 except for a lever on the back wall of each crypt.
sp. If a PC attempts to remove a disk, he or she When pulled, the clear disk above the hatch will
suffers 1d6 points of shock damage. Only with a glow.
successful high Dexterity check can the disk can be
removed.
The northeast crypt is empty except for the lever in
the back. When pulled, the PC is instantly teleported
to the southeast crypt in Room 4.

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 ☐☐☐☐☐ ☐☐

83
The Crypt of the Forgotten Lord Adventure Anthology Three

After Yllsdrid is defeated: must defeat their adventurer counterparts.


Otherwise, if the Yllsdrid statue falls, the encounter
The statue crumbles to the ground. The magic that will reset yet again. When the enchantment breaks,
had imbued it and its keepers has died. Behind the PCs return to their normal selves. Provide the PC
where it stood a stone slab slides down, revealing shambling keepers with the following stats:
an entrance.
Shambling Keeper, Imbued: AC 12, HD 3, #At 1,
Dam 1d6, Mv 20’, Sv F1, Ml 12, XP 145
11. THE ROOM OF PORTALS:
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Three archways stand before you. Three items Once the battle has ended, read the following:
adorn the keystone above each: on the left/west,
a golden sphere; in the center/north, a polished Your fallen selves disappear. The statue returns to
amethyst; on the right/east, a chunk of onyx. A its base, mending the breaks to become whole
mist fills each archway preventing you from seeing again. The door to the room of portals opens
beyond. Where they lead, you cannot tell. again. More importantly, you notice that you, too,
have returned to normal.
The room is bare except for the portals on the west,
north, and east walls.
12. CLOSE QUARTERS:
The other side of each archway is obscured by a mist
that cannot be cleared or penetrated physically or A lacquered man sits in the center of the room and
by magic. Examination of the archways reveals that looks in death as he did in life. He is dressed in
the sphere above the west archway is gold, the inset brown clothes and is neither arrayed with
stone above the north archway is amethyst, and the implements of war nor resplendent jewels. His four
stone above the east archway is onyx. These are arms are holding a golden sphere and his grin is
worth 20 gp, 25 gp, and 25 gp respectively. A both inviting and challenging.
successful high Dexterity check allows a skillful PC to
pry each of the jewels out. The room is small and can only be accessed by
Room 11. In the center of the room is Lord Yllsdrid in
11a: Any PC that enters this portal is teleported to his final resting state. Any PC that is teleported to the
Room 12. room should appear directly in front of him.
11b: Any PC that enters this portal is instantly The sphere can be easily removed from the dead
entombed in stone for all eternity. lord’s hands. This sphere is solid gold and contains
11c: If at least one of the PCs enters this portal, they ornamental and filigreed patterns. Because of its
are all teleported back to Room 10. The room will intricacy and craftsmanship, it is worth 10,000 gp to a
reset to how it was when the PCs first entered the knowledgeable buyer or 2,000 gp by weight.
room, including the secret door being sealed, but The inside of the hatch has two round metal plates.
the PCs will now appear as the shambling keepers When pressed or contacted separately, the PC
that guard the room. They will not be able to move suffers 1d6 points of shock damage. When pressed
or act until their past iterations trigger the encounter. simultaneously, the hatch opens. When sealed,
there is enough air for a PC to survive for 2 hours.
You stand frozen, facing the stairs that lead into the
room containing Yllsdrid’s statue. The statue is
whole and back on the pedestal. You then see a 13. FALSE TOMB OF THE SPHERE:
group of people enter from the stairs, and they look
familiar. You are seeing yourselves moving A golden chest sits before you. Enameled over the
cautiously towards the statue. Suddenly you lid is a brilliant sphere, which radiates across not
cannot see the adventurers anymore, but you only the top but the sides. A small lock keeps its
know what must be happening. That sound, that secret safe.
rumble. You are free, but what has happened? Unlike the rest of the complex, this room is roughly
Your limbs are … wood? hewn into rock. Sitting on the floor is a chest that is
The PCs will be set upon by their former selves. To gold-plated and emblazoned with an enameled
break the enchantment, the PC shambling keepers sphere across the top. The chest cannot be moved;

84
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

Upon initial appearance, a Shambling Keeper is a


wooden support in Yllsdrid’s memorial chamber. In
stasis, it stands 10 feet in height. Animated, it unfolds
to about 6 feet in height, with long appendages. It
was once Human, or at least Human-like as members

85
The Crypt of the Forgotten Lord Adventure Anthology Three

The Forsaken (Undead) Yllsdrid, The Forsaken Lord (Statue)


Armor Class: 15 Armor Class: 15
Hit Dice: 2 Hit Dice: 3
No. of Attacks: 4 punches or weapons No. of Attacks: 4 punches or weapons
Damage: 1d4/1d4/1d4/1d4 or by weapon Damage: 1d4/1d4/1d4/1d4 or by weapon
Movement: 40' Movement: 15’
No. Appearing: 1d4 No. Appearing: 1
Save As: Fighter: 1 Save As: Fighter: 2
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: None
XP: 75 XP: 145

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.

86
Adventure Anthology Three The Crypt of the Forgotten Lord

The Crypt Complex of Yllsdrid, the Forgotten Lord

87
The Ruined Sawmill Adventure Anthology Three

The Ruined Sawmill


by Sean Wellington
An adventure for 3 to 7 characters of levels 3 to 5.

Introduction not be able to provide much useful information


about the sawmill’s destruction.
A destroyed lumber camp lies in a remote woods at
least three days’ journey from the city of Knobstone. Unknown to everyone else, a child also escaped the
final massacre and conflagration. This girl, named
The sawmill and surrounding structures were heavily
Maydl and now age 7, has somehow managed to
damaged in a fire started during the camp’s final
survive alone in the wilderness around the camp.
hours. Investigators found the camp in ruins, a
She is still affected by the curse and if encountered
hastily-dug graveyard containing the bodies of some
will present herself as lost and helpless, but will
of the workers and their families, and the charred
attempt to murder the party at the first opportunity.
remains of the remaining inhabitants inside the
The curse causes paranoid delusions and violent
burned buildings.
outbursts in those afflicted, directed at anyone who
The site was quickly sealed off and timber operations happen to be nearby. The mechanism of the curse
in the area were suspended. Stories of savage is such that anyone who kills or participates in the
monsters dwelling in the deep woods have long killing of a cursed person becomes afflicted with the
been traded amongst the locals, and blame for the curse themselves. A cursed person who dies will
camp’s destruction was quickly assigned to these become a ghoul two sunsets after their death and
malevolent creatures. Over a year later, it remains maraud the area near his or her grave. Killing such a
unoccupied, despite the rich potential of the ghoul will not transfer the curse. Slain ghouls will
surrounding area. The forest has begun to reclaim revive two sunsets after being killed, unless their
the camp, and today the site is derelict and bodies have been completely obliterated (e.g.
generally overgrown. burned, destroyed by a Cleric, etc.). The curse can
be lifted only with the destruction of Maydl’s shrine in
The party may have been hired to investigate the
area 6.
site by a relative seeking an explanation for the
death of a loved one, scouting the mill site on behalf A band of gnolls has recently come to the site,
of a potential investor, or simply motivated by the attracted to the lingering evil of the place. They
prospect of loot and adventure. have no connection to either the curse or the
camp’s destruction, but have skirmished with the
ghouls and avoid the southern parts of the camp.
GM Background
They are unaware of Maydl, but sense the energies
Timber harvesters felled an oak sacred to a spirit of emanating from her hut and shun it as well. The gnoll
the forest who, in revenge, bestowed a curse that band has managed to accumulate a decent hoard
drove them to insanity and murder. While the official from its rampages, including some curious objects
report tells of a savage monster that preyed on the that should hook into the party’s next adventure.
lumber camp, it was in fact the workers themselves
The mood of this adventure should be creepy and
who killed each other off in the days following the
uncanny, with the forest becoming closer and more
transgression, driven to madness by the spirit’s
forbidding as the party approaches the camp.
malediction.
Maydl in particular should be presented as
Only one worker (Barney, a cook who left in the early detached, confused, and helpless―until she
days of the madness before it reached its final suddenly isn’t! The various weird objects and events
frenzied pitch) is known to have escaped the camp in the encounter tables should be used to heighten
prior to its destruction. He is now a degenerate the feeling of unease as the party ventures deeper
drunk and can be found frequenting the bars and into the forest.
gutters of Knobstone. If encountered, he will
reiterate the “savage beast” tale (rumors #19 and
#20), having repressed his own memories of the
events in favor of the popular explanation, but will

88
Adventure Anthology Three The Ruined Sawmill

Places of Interest be slowed to 2/3 normal, due to the difficulty


of the terrain. Roll for encounters every hour
The GM should feel free to substitute these for
to keep things interesting.
appropriate locations in his or her own setting as
desired. The general concept is that there is a major Note that none of the areas except for the camp
city (Knobstone) with a well-traveled road (Western are mapped. Travel through the forest is essentially a
Trail) leading to an outlying settlement (Confluence) straight-shot along the path, punctuated by such
in the boondocks. The lumber camp lies in the random encounters that might occur. Given the
wilderness to the north of this settlement. distance of the camp from Confluence, the party
may have to camp overnight in the forest.
1. Knobstone: This is the major city of the region,
Additionally, if the party does not have the services
looking over Cow Bay and supporting the
of a guide, the GM should make periodic checks for
settled regions surrounding it. Home to
becoming lost at his or her discretion.
about 6,000 souls, it is the center of
commerce and human civilization in the
region. The PCs should begin the adventure Rumors
here, learning rumors and supplying for their The GM may roll or assign these rumors to party
expedition to the camp. Hirelings, members as desired. Each PC should learn at least
weaponry, adventuring equipment, and one unique rumor before setting out from Knobstone.
other supplies are readily available here.
1. There is a savage beast in the deep woods
2. Fort Tringle: This garrison is 20 miles west of that preys on creatures foolish enough to
Knobstone and protects the Western Trail enter its domain. True, but it had nothing to
and frontier. There is no access to or support do with the destruction of the camp. See
for non-military personnel in the fort. Travel “Erychthus” below.
between Knobstone and Confluence along
the trail is generally uneventful. The guard 2. The story of the beast is a cover-up. The
will charge a toll of 10 gp/person from camp was destroyed by its owners after
travelers heading into Knobstone, but not for workers went on strike for better pay and
those leaving. working conditions to teach them a lesson.
False.
3. Confluence: More a trading post than a
village, this collection of humble buildings 3. The story of the beast is a cover-up. The
near Wolf Falls where the Swift and Southern camp was destroyed by its owners for the
Rivers meet marks the end of the Western insurance money. False, although they did
Trail out of Knobstone. Beyond this profit from it.
settlement only uncharted wilderness exists. 4. The story of the beast is a cover-up. The
Paths used by trappers, prospectors, and the camp was destroyed by the police after the
occasional Dwarven merchant party may be workers refused to pay protection money.
found, and one such trail will lead to the False, although the authorities did extort
logging camp. Confluence is approximately protection from the camp supervisor, who in
50 miles from Knobstone. There is a single turn extracted it from the workers.
provisioner selling utilitarian equipment (dry
goods, food, tools) and a crude smithy 5. The lumber operations ceased to be
capable of performing minor repairs. Buyers profitable after the building boom in the
of furs and other resources harvested from region collapsed. True.
the forest do come here from time to time to 6. The owners of the forest tract are a noble
ply their trade. Additional rumors may be family that lives in Knobstone. True.
learned here if the GM so desires.
7. The lumber operation was a front for illegal
4. Forest/Camp: There is a disused trail leading activities (GM’s choice: drugs, prostitution,
from Confluence to the camp, which lies in slavery, smuggling, etc.). Partially True: the
the deep forest about 20 miles north of the camp attracted its share of petty crime, but
settlement. The path is overgrown, and will the main violation of the law was over-
be difficult to follow without a guide or
experienced tracker. Movement rates will

89
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

90
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

91
The Ruined Sawmill Adventure Anthology Three

Sword +1, and 1 Potion of Cold Resistance are


hidden in a trunk near her tree.

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.

2. One of the PCs trips over a tree root and falls,


taking 1d4 points of damage (save vs. Death
for half damage). While on the ground he or
she notices a small burrow, with the severed
head of a Halfling sitting just inside. The
head’s eyes are open and its face is twisted
into horrifying expression of fear. A PC who
treats the head humanely (burying it,
performing last rites, or even closing its eyes)
will have a premonition of an upcoming
battle in which he or she takes damage from
an opponent. This knowledge will allow that
PC to retroactively avoid a hit in a future
Melliconia, Dryad: AC 15, HD 2*, #At 1, Dam 1d4, combat encounter. This option must be
Mv 40’ Sv MU4, Ml 6, XP 100 invoked after the hit is determined, but
before damage is rolled.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Melliconia is a guardian of the forest. While not 3. A scroll case containing ledgers and various
intrinsically hostile to outsiders, she is glad that the business documents dated recently. A letter
sawmill is not working, and will try to discourage addressed to “M. Devaney from Halford”
anyone from seeking the site, in fear that logging reports that “the enterprise is healthy but
operations will resume. Melliconia is a hopeless several unexpected situations have caused
romantic with a soft spot for Halflings, and will expenses to exceed our original estimates.
attempt to charm any such character she The creature continues to grow and will
encounters, with the goal of luring them away from emerge on schedule. Detailed reports
the party to live with her in the woods. Any creature enclosed.” Moisture has ruined the ink on all
who succumbs to her charms and subsequently of the other papers, but an address in
escapes will incur her enmity forever. Her tree is Knobstone is still legible.
approximately 250 feet from the spot she is 4. A flock of crows gathers in the trees above
encountered. the party and begins scolding them. All PCs
Melliconia wears an elegant necklace and bracelets must save vs. Paralysis or recognize the crows
that appear to be of polished pearls, but on closer as harbingers of death (crows being bearers
inspection can be seen to be teeth from different of souls to the underworld in local lore),
humanoid species. 800 cp, 2,100 gp, a Short scream, and run away. Re-roll on the

92
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 ☐☐☐☐☐ ☐☐☐

93
The Ruined Sawmill Adventure Anthology Three

10. Hangman Tree: AC 16, HD 5, #At 4 limbs,


Dam 1d6 or strangle, Mv 0, Sv F4, Ml 12, XP 360
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
11. Weird event/object
12. Erychthus
Forest (Night)
1. Gnoll party #1 (from area 21)
2. 2d4 Dire Wolves: AC 14, HD 4, #At 1 bite,
Dam 2d4, Mv 50’, Sv F4, Ml 9, XP 240 ea.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
6. Weird event/object 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
7. 1d6 Boars: AC 13, HD 3, #At 1 tusk, Dam 2d4, 3. 1d4+1 Assassin Vines: AC 15, HD 6, #At 1 +
Mv 50’ (10’), Sv F3, Ml 9, XP 145 ea. special, Dam 1d8 + special, Mv 5’, Sv F6, Ml 12,
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ XP 500 ea., surprises on 1-4 on a d6, successful
10 ☐☐☐☐☐ ☐☐☐☐☐ hit entangles and causes 1d8 damage on each
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ turn thereafter. 10 cp each.
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ ☐☐☐☐☐ ☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐ ☐☐☐☐☐ ☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8. Melliconia
☐☐☐☐
9. 2d4 Dire Wolves: AC 14, HD 4, #At 1 bite, 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Dam 2d4, Mv 50’, Sv F4, Ml 9, XP 240 ea. ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐ ☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐

94
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 ☐☐☐☐☐ ☐

95
The Ruined Sawmill Adventure Anthology Three

5. Maydl “Lower Mill Works” below for detailed descriptions of


this building.
6. 1d4 Ghouls (from area 11)
7. 1d4 Ghouls (from area 11) 4. DRYING HOUSE:
This is an open-walled building where finished lumber
8. Day: weird event/object;
was stacked to dry. No lumber remains, but 1d10
Night: gnoll party #1 stirges haven taken up residence here. 2,600 gp,
4 diamonds worth 100 gp each, 1 Potion of
9. Maydl Diminution, and 1 Scroll containing Invisibility and
10. Weird event/object Knock are in a filthy nest in the rafters above.
10 Stirges: AC 13, HD 1*, #At 1 bite, Dam 1d4 +
11. Maydl
1d4/round blood drain, Mv 10’ Fly 60’, Sv F1, Ml 9,
12. 1d4 ghouls (from area 11) XP 37 ea.
HP 3 ☐☐☐ 2 ☐☐
The Camp 4 ☐☐☐☐ 5 ☐☐☐☐☐
The camp is in a state of total disrepair. The paths 1 ☐ 6 ☐☐☐☐☐ ☐
are visible but overgrown. A PC with the ability to 7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
search or find tracks will see that there has been a 2 ☐☐ 7 ☐☐☐☐☐ ☐☐
variety of animal and creature activity recently, and
may notice the presence of the gnolls. 5. WORKERS’ HUT #1:
The living quarters (with the exception of area 6) are Completely destroyed. 4 adults and 2 children lived
all burnt and in various stages of collapse. The here, based on the number of broken beds inside.
buildings have been completely ransacked and
nothing of value remains. Searches will reveal 6. WORKERS’ HUT #2:
smashed furniture, broken plates/pots, and other Unburnt but dilapidated and overgrown with moss,
utensils. The site has been exposed to the elements weeds, and other vegetation. The growth is
for over a year and any objects that survived the fire surprisingly verdant, and will be noticed by Elves and
are completely ruined. Halflings immediately, and to anyone who examines
it. Maydl lived here with her parents and adult
Main Camp brother. She has collected as many pieces of the
sacred oak (branches, planks, boards) that she
1. CAMP CENTER: could find. From the pieces of the sacred oak Maydl
constructed a ramshackle shrine to the spirit in the
A well and small stone platform. The water in the woods here, which is the focus of the magic
well is drinkable, but the bucket has been lost. associated with the curse. Its destruction will free the
child (and Barney) from its effects. Conversely,
2. DAM/WATER WHEEL: casting remove curse on the child will destroy the
A snake is in the pool under the dam. It will only shrine. The magic of the shrine protects the structure,
attack if someone enters the water. and it has not suffered the same decay as the other
buildings. The shrine should be described to the
Giant Water Snake: AC 14, HD 3*, #At 1 bite,
players as odd, if not disturbing, and it will
Dam 1d8 + poison, Mv 10’ Swim 30’, Sv F3, Ml 7,
reconfigure itself periodically when no one is looking.
XP 175
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Maydl, Human child: AC 11, #At 2 claws/1 bite,
Dam 1d4/1d4/1d6 + paralysis as per ghoul, Mv 60’,
3. MILL WORKS: Sv NM, Ml 10, XP 100, resistant to sleep/charm/hold
as per ghoul
The mill is set into a hill that slopes down steeply
HP 5 ☐☐☐☐☐
towards the river. Two doors provide access to its
lower level, and a set of stairs and ramp lead to its If encountered during the day, Maydl appears to be
upper story. See sections “Upper Mill Works” and a normal child who is lost and disoriented. She will
not recall how she got here or where the adults have

96
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

97
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 ☐☐☐☐☐ ☐

19. STAIRS: 6 Gnolls (Gnoll Party #2): AC 15, HD 2, #At spear or


short sword, Dam 2d4+1 or 1d6, Mv 30’, Sv F2, Ml 8 (If
These stairs lead up from the path. The door handle Gunch is present use 9), XP 75 ea., darkvision 30’.
has been smashed and will not close fully. It can be 13 sp, 7 gp each.
heard blowing back and forth and slamming in the
HP 10 ☐☐☐☐☐ ☐☐☐☐☐
wind.
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
3 ☐☐☐
4 ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

98
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

99
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

A Brush Horror is an evil, animated creature made of


twigs, brambles and other dead plant matter. It has
a humanoid form with two arms and two legs, and
stands 5-7 feet in height. Its origins is obscure, but it is
rumored to be found in secluded areas where
murders have been committed.
Brush horrors operate in groups and are active at
night, particularly near clearings where wayfarers
would be likely to make camp. It has dark vision and
strikes while its victim is sleeping. During the day, it is
dormant and generally indistinguishable from thick
underbrush. Because it is composed of dead plant
material, a brush horror is especially vulnerable to fire
and suffers double damage from such attacks. A
brush horror is not intelligent and is always hostile.

100
Adventure Anthology Three The Ruined Sawmill

Map 1: The Camp

101
The Ruined Sawmill Adventure Anthology Three

Map 2: Upper Mill Works

102
Adventure Anthology Three The Ruined Sawmill

Map 3: Lower Mill Works

103
Reclamation of Castle Devyn Adventure Anthology Three

Reclamation of Castle Devyn


by James Lemon
An adventure for 3 to 5 characters of levels 4 to 6.

Notes There isn't much trade in Locran, but ships and


smaller boats heading to or from other destinations
While this takes place on the same island as the
dock in the protected bay fairly often, weather
adventure The Temple at Hillman Point (found in
permitting.
Basic Fantasy RPG Adventure Anthology 2) and is
somewhat intended as a sequel, it's not required; Eventually the party will need to find its way to the
you can play this on its own! inn for the night.
Some of the monsters in this adventure come from
the Basic Fantasy Field Guide Volume 1, a free The Torn Scroll Inn
download from the Basic Fantasy website.

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.

104
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:

105
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 ☐☐☐☐☐ ☐☐☐☐☐

106
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 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

Along the Coast 6 Random Chest: Half-buried in the ground, the


PCs literally stumble over a chest made of
Heading west from Locran, the party will traverse cypress wood with metal and oiled leather
through the grasslands and moors of southern joints. The wood is completely rot-resistant and
Gulshan with a generous view of the coast. The way the water from the moors doesn't appear to
is rocky and windblown, with cliffs facing the ocean have penetrated the part that is visible.
where the sea crashes on the rocks below. The
moors are covered with short heathers and The PCs will have to dig to unearth this chest.
wildflowers, with scrub brushes and pines but no
It contains 500 gp, two rusty shortswords, a
large forests like those in the north. Scattered oaks
Greatsword +1, and a set of bagpipes worth
dot the small valleys, and surround the streams that
100 gp. Also contains a kilt and two sweaters
trickle to where they cascade over the black rock
that are in surprisingly good condition. The
cliffs. To the north lie thick dark forests of conifers
sweaters are not magical, just warm.
and oaks. In the distance beyond the forest lie black
stone mountains. The kilt is actually a Kilt of Protection +1, and can
be used with other armor, but leaves the legs
While this route will start out fairly comfortable, as the
bare other than any greaves the player might
party gets further away from Locran the likelihood of
wear.
running into nefarious creatures increases. On a roll
of 1-3 on 1d6, roll 1d6 for an encounter from the list
following:

107
Reclamation of Castle Devyn Adventure Anthology Three

The Nilletra Gallus Themistocles, Human Magic-User 10: AC 11,


#At 1, Dam 1d6, Mv 30', MI 9
Eventually the party will come to the Nilletra, the
estuary that divides the island. Near the coast the INT 15 (+1), WIS 13 (+1), STR 8 (-1)
estuary is a kilometer wide, but as the party follows it Spells: charm person, magic missile, shield, sleep,
north along its bank, it begins to visibly narrow until it invisibility, levitate, web, fireball, fly, hold person,
is only a few hundred meters wide, deep saltmarsh confusion, wizard eye, feeblemind, teleport
filled with reeds and grasses. The Nilletra is too Equipment: Cloak of Displacement, Ring of Control
marshy to cross without a boat or a bridge. The Human, a Ring of Djini Summoning, a Staff of Power,
Nilletra smells of the ocean, with a mix of clean salt Boots of Speed, and silver dagger
spray and the rich stink of decaying plant matter. It
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
is filled with fish and birds, and animal tracks line the
☐☐☐☐☐ ☐☐
edge of the marsh. After the river has narrowed,
and as the party proceeds north, they begin to hear Shield Guardian: AC 20‡, HD 15+20** (+5), #At 1 fist,
a deep booming sound. Dam 1d6, Mv 30', Sv F9, MI 12, XP 3,100
If the party pauses for the night along the Nilletra, roll HP 89 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
for an encounter using the table from the Along the ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Coast section above. ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐
Gallus
There is a deep booming thud that begins to Castle Devyn
increase as the party travels further. Eventually they
will come into view of a man in black robes with his As you continue on the road it turns south. In the
left hand out-stretched; his appearance flickers and distance the castle appears, its tall angled right
shifts constantly, as he is wearing a Cloak of side the first thing to break the horizon. As you
Displacement. A giant shield guardian is hoisting move closer you see both the front right corner and
boulders and throwing them into the river at a the back half is taller. The front two towers are
narrow point. There are already several boulders in round, while the rear corner towers are square.
the water, making a crude bridge.
As Ian mentioned, the castle is indeed completely
The PCs can make themselves known and approach
constructed from stone with metal accents on the
the man. He will greet them, giving his name as
opening and large front gate. As the castle is near
Gallus Themistocles. He will gladly carry a short
the coast, the air is thick and humid. Plants, vines,
conversation about himself and what he knows of
and trees are abundant in the area, with many
the island. He came to the island to discover what
taking root in the castle's walls. The stone of the
lies in the mountains to the northwest. He will caution
castle itself has held up fairly well to time and the
the PCs on the dangers he has heard of near the
weather, but there is still some weathering and
castle; if the PCs ask about the mountains he will
layers of mold covering the water-facing walls.
state the PCs are not yet ready to face those
dangers, and not many other details.
If the party indicates their intentions to travel to the Key to the Castle – Ground Level
castle, Gallus will point the way as well as offer the
use of his make-shift bridge to cross the Nilletra, only 1. ENTRANCE:
asking the PCs to wait for his shield guardian to finish As you approach the gates you note an
its rudimentary construction. abundance of vegetation has grown near them.
If the PCs foolishly try to attack Gallus and his shield
guardian they will likely find themselves on the Among this vegetation are 2 guard ferns.
ground near-death; Gallus is not inherently evil but
will utilize his abilities as a 10 th-level Magic-User and
the shield guardian to defend himself.

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Adventure Anthology Three Reclamation of Castle Devyn

2 Guard Ferns: AC 14, HD 6*, #At 3 thorn/1 acid/1 7. STABLES:


leaves, Dam 1d4/1d4/1d4/3d8/1d8, Mv 0', Sv F6,
MI 12, XP 555 ea. At the southwest corner of the courtyard are the
stables. They are framed in large wooden beams
HP 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
and have a thatch roof. Large squares of rotting
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
hay are piled against the wall, with more spread
28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
out over the area. There are also broken weapons,
☐☐☐☐☐ ☐☐☐
helms, and shields strewn about.

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.

Under the stone floor of the upper level are four


10. OFFICER QUARTERS:
pillars, each pair connected by an arch. There are
doors on either side, and each side of these doors A much nicer single bed is at the northwest corner.
have unlit torches mounted on the wall. There is a large dresser and a reading chair next to
a small square table.
6. LONG HALLWAY:
11. GREAT HALL:
The passage goes nearly to the back of the castle.
It ends at a solid wood door with iron bracing. On By far the largest room in the castle, there are four
both walls are unlit torches. pillars with torches mounted all around. There are
long tables running parallel to the large double
If the PCs don't make much noise or have too many doors, each long enough to reach the pillars on
flames burning, they will neither disturb nor see the either side. Benches are on one side of each table.
large colony of bats on the ceiling, otherwise they
will drop and flutter in a flurry, eager to escape from At the north wall is a large statue of a crowned
under the arches. They will not attack the PCs, but man, wearing a large cape over his plate armor
will certainly rattle their calm. Disturbing them will and holding a large two-handed sword, the tip of
also alert anything in room 13. the blade on the ground. In the northwest corner is
a very thick metal door.

109
Reclamation of Castle Devyn Adventure Anthology Three

12. STAIRS TO SECOND LEVEL: 19. THRONE ROOM:

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

110
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.

If the party searches all of the beds they will find in


total 300 gp, 450 sp, and 725 cp; this is due to both
all of the tips and sticky fingers of the castle's former
servants.
Key to the Castle – Lower Level

27. INTERROGATION ROOM:

There is a large table in the middle of the room,


and various objects with pointed, jagged
protrusions. The chairs and tables all have large
metal rings to secure chains to. There are segments
of chains spread all over the table and floor. The
air is rank and putrid, and various red and brown
stains mark every surface.

111
Reclamation of Castle Devyn Adventure Anthology Three

28a-d. CELLS: 8 Darkmantles: AC 17, HD 1+2*, #At 1 constriction,


Dam 1d4, Mv 20' Fly 60', Sv F1, MI 7, XP 37 ea.
There are four cells, with one of the gates locked
HP 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
(GM Note: 28d; opened easily by force). They all
10 ☐☐☐☐☐ ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐
have old and musty hay covering the floor and
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
cots with torn and mold-infested mattresses.
9 ☐☐☐☐☐ ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
On two of the beds (28a and 28c) are crypt dwellers,
one of which is wielding a very large battle axe, and 32. SMALL CAVERN:
is in fact a +2 Battle Axe vs. reptiles.
This short tunnel runs off the northeast corner of the
2 Crypt Dwellers: AC 13‡, HD 2*, #At 2 claws or 1 large caverns. At the end it opens into a small
weapon, Dam 1d4/1d4 or by weapon, Mv 60', Sv F2, clearing. A large pile of mud peaks at the center,
MI 12, XP 100 ea. about two feet above the surface of the water.
HP 9 ☐☐☐☐☐ ☐☐☐☐ Buried and sticking out of this mud are bones and
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ other debris of long-ago eaten animals.

29. CAVERNS: 33. DRY FOOD STORAGE:


Originally the water source for the well above, Shelves line all the walls in here, as well as a row in
these caverns have now flooded. the middle of the room. There are various foods,
some previously fresh and now rotting, while others
As the PCs stomp around in the shallow water they are salted or preserved in other ways. Among
will see ripples in the water from the center, deeper these are iron rations, whole wheels of hard
part of this new lake. Slowly one, two, three, four, cheeses, and dried jerky made of various unknown
and five heads rise from the water, following with its meats.
body, claws, and tail.
Aquatic Hydra: AC 16, HD 5 + 10, #At 5 bites, 34. BEER & WINE STORAGE:
Dam 1d10 per bite, Mv 40' Swim 20' (10'), Sv F5, MI 9,
XP 360 The north wall has a grid for wine and mead bottle
storage, and the east wall has large untapped
HP 38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
barrels of wine, mead, and port. Most of the
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
bottles in the grid are missing or have been
smashed on the floor.
30. HYDRA TREASURE HOARD:
The hydra has hoarded the items, weapons, and The barrels appear to be undisturbed, and will refill
treasures of its victims over the years here. Among any skins the party may have.
the various items and weapons (some bitten and
destroyed by the hydra) are 1,600 cp, 1,200 ep, Outcome
500 gp, 1 brooch worth 1,100 gp, and 1 goblet worth
1,300 gp. While there are various bows and If the party stops by the Torn Scroll again and ask
crossbows, all are broken beyond repair, but there Cyril about Gallus, he will curtly nod and bark
are dozens of arrows and bolts strewn about. something about “that man and his trinkets.” If pried
he will only repeat what the PCs heard from Gallus
31. DARKMANTLE LAIR: himself about traveling to the mountains, later
admitting he himself has never traveled that far to
The long tunnel eventually opens up into a large the northwest.
area.
Cyril will further state that part of the island is largely
From the first bend all the way into the room there unexplored by any of the natives. He will mention
are numerous darkmantles hanging down. with a slight twinkle in his eye that he misses the days
of exploration and wishes he could see the fabled
Mount Shanaz before his death. Can he be pushed
to join the PCs? Is Cyril really “just an innkeeper”?

112
Adventure Anthology Three Reclamation of Castle Devyn

1 square = 6 miles

113
Reclamation of Castle Devyn Adventure Anthology Three

114
Adventure Anthology Three Reclamation of Castle Devyn

115
The Assassin’s Conundrum Adventure Anthology Three

The Assassin’s Conundrum


by Jobend
An adventure for 3 to 5 characters of levels 1 to 3.

Introduction question their leader’s pick of targets to assassinate.


On the surface, the order masks as a thieves guild,
The kingdom of Menorin is small but thriving. It is very
and not all thieves are initiated. The PCs get
peaceful, but dark forces are stirring. This is a
entangled with the order and slowly start to realize
beginning adventure in a city setting.
that they are doing someone else’s dirty work.
Where are their loyalties, with the goodhearted King
GM Information Reder or the power-hungry Cardinal Gyles?
This adventure is for 3-5 players of level 1-3 and
divided into three chapters. Ciphers
Menorin stretches over 4,300 square miles; over 1,700 The Order of the Shield and Ring uses a simple cipher
of that is farmland and the remainder wilderness. to communicate and more importantly, to give
Menorin has a total population of about 78,000 orders to the assassins. The Cipher alphabet is
citizens, mostly Humans but also Elves, Dwarves, and constructed from a key. Let’s say the key is “water”;
Gnomes. The largest city, the capitol Vadrifell, has a first, remove any duplicate letters in the key. Then
population around 12,000 and is the residence of the start with the keyword and continue with the
king, Reder Symes. The second-largest city is Wofield alphabet, skipping letters already in the key.
with a population around 6,300. The remaining
population live in small towns and isolated villages. w a t e r s u v x y z b c

King Reder is beloved and his only daughter, Etheld, A B C D E F G H I J K L M


is also very popular due to her beauty and
compassion for her people. Close to the castle in d f g h i j k l m n o p q
Vadrifell lies the Council. This is a combination of
court and parliament. Politicians keep the kingdom N O P Q R S T U V W X Y Z
of Menorin prosperous and King Reder is
occasionally involved in the decision making. His
decision overrules that of the council, but he rarely So the message “Meet me at noon” would translate
has (or wants) to demonstrate his power. His plan is to “crrk cr wk dffd”. To let the players decipher
to, in time, hand his daughter the crown and by then messages in the game could, by some, be called
Menorin should basically run itself. Reder has an “meta gaming”. As always, the GM can decide to
idea that if the council does most of the decision let the players decipher the message or just roll for it.
making, and the councilmen are chosen by the
people, the people are really in charge of their own
lives. With some minor adjustments by the King, of Vadrifell
course. Vadrifell is a bustling city in the southwest of Menorin,
surrounded by a wall. Along the outside of the wall
What’s Really Going On? lives a large population of the poorer citizens, called
plebs. The plebs take stray jobs to make ends meet
The “Cardinal” is the leader in the secret assassins and some even turn to criminal activities, like
order of the Shield and Ring. Although he is not stealing. The population is much denser here than
visible to the common men and women of the order, inside the wall where the higher-status citizens live.
he runs things with the help of his three “Chaplains”. These are called patricians by the plebs, even
The Cardinal is Gyles Lardye, who is one of the 20 though one could argue if the common craftsmen
councilmen in the council of Vadrifell. Gyles uses his would call themselves patricians.
position in the order to assassinate opposing
councilmen and others in his way. His goal is to rise In the middle of Vadrifell lies the council building
to power, since King Reder entrusts the country into (grid E6 in map over Trade District and Stone court)
the hands of the council. The Chaplains never and this is where decisions about Menorin’s future

116
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)

Equipment: plate mail, shield, longsword Equipment: dagger

HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ HP 4 ☐☐☐☐


5 ☐☐☐☐☐ 5 ☐☐☐☐☐
3. Merchant: NM: AC 11, #At 1 dagger, Dam 1d4,
Mv 40', Ml 9
STR 7 (-1), INT 13 (+1), WIS 12 (+1)
Equipment: dagger
HP 4 ☐☐☐☐

117
The Assassin’s Conundrum Adventure Anthology Three

10. Aspiring Adventurers (roll 1d6) NPCs


Aleksanteri, Human Cleric 2: AC 18, #At 1 City Guard
Mace +3, Dam 1d8 +3, Mv 20', Ml 9 Human Fighter 1: AC 18, #At 1 longsword, Dam 1d8,
INT 3 (-3), DEX 13 (+1) Mv 20', Ml 9
Spells: protection from evil* STR 13 (+1), INT 4 (-2), WIS 14 (+1), DEX 7 (-1),
Equipment: plate mail, shield, Mace +3 CON 13 (+1), CHA 8 (-1)
HP 6 ☐☐☐☐☐ ☐ Equipment: plate mail, shield, longsword
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
Wakhakwi Zyggy, Human Fighter 2: AC 18, #At 1 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
battle axe, Dam 1d8, Mv 20', Ml 9
STR 17 (+2), WIS 8 (-1), DEX 15 (+1), CHA 5 (-2) King Reder Symes
Equipment: plate mail, shield, battle axe Human Fighter 8: AC 20, #At 1 Longsword +3,
Dam 1d8 +3, Mv 30', Ml 9
HP 9 ☐☐☐☐☐ ☐☐☐☐
INT 8 (-1), CON 8 (-1)
Arwa, Elf Fighter 2: AC 18, #At 1 shortsword, Equipment: Chain Mail +2, Shield +2, Longsword +3
Dam 1d6, Mv 20', Ml 9
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
WIS 16 (+2), DEX 14 (+1), CON 7 (-1), CHA 8 (-1) ☐☐☐☐☐
Equipment: plate mail, shield, shortsword, Scroll
of Protection from Undead Princess Etheld Symes
HP 9 ☐☐☐☐☐ ☐☐☐☐ Human Fighter 2: AC 13, #At 1 short sword or short bow,
Dam 1d6, Mv 20', Ml 9
Victran: Human Fighter 2, AC 18, #At 1 WIS 15 (+1), CON 8 (-1), CHA 14 (+1)
shortsword, Dam 1d6, Mv 20', Ml 9
Equipment: leather armor, short sword, short bow
STR 16 (+2), INT 6 (-1), WIS 7 (-1)
HP 8 ☐☐☐☐☐ ☐☐☐
Equipment: plate mail, shield, shortsword
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ Merchant Berne
NM: AC 13, #At 1 shortsword, Dam 1d6, Mv 30', Ml 9
Onyg, Elf Magic-User 1: AC 11, #At 1 staff,
WIS 15 (+1), DEX 14 (+1)
Dam 1d4, Mv 40', Ml 9
Equipment: leather armor, shortsword
WIS 14 (+1), CHA 18 (+3)
HP 3 ☐☐☐
Spells: charm person
Equipment: walking staff Behrtio
HP 2 ☐☐ NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
Equipment: dagger, 75 gp
Maisun Delvalle, Human Thief 2: AC 13,
HP 3 ☐☐☐
#At 1 longsword, Dam 1d8, Mv 30', Ml 9
STR 8 (-1), INT 14 (+1), WIS 15 (+1), DEX 13 (+1) Terey
Equipment: leather armor, longsword, Potion of Gnome Thief 4: AC 13, #At 1 Shortsword +1,
Human Control Dam 1d6 +1, Mv 30', Ml 9
HP 4 ☐☐☐☐ CON 16 (+2), CHA 5 (-2), DEX 16 (+2)
Equipment: leather armor, Shortsword +1
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Edwas Hancey
NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
Equipment: dagger
HP 3 ☐☐☐

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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.

119
The Assassin’s Conundrum Adventure Anthology Three

Encounter with Terey The Initiation


At anytime in the evening, perhaps in a tavern, the Terey leads the PCs to a large building in The Dare
PCs are approached by two men, quite scruffy- (Grid G7). The inside looks much like a tavern. Terey
looking. They strike up a conversation with the PCs turns to the PCs and says:
about some rumor of gold (number 5 in the rumor
list). While the PCs are occupied a third man tries to “Welcome to the thieves guild of Vadrifell my
pick pockets. Let the PCs discover the theft. These friends. What you are about to undergo is a secret
men are thieves (#4 in random encounters) and will for most, even among these thieves.”
try to escape when discovered. After the thieves are
Terey shows the way to a backroom where stairs
either defeated or have escaped, Terey will
lead down. You are brought into a large,
approach the PCs.
rectangular, dimly-lit room. Your escort, Terey,
”Excuse me strangers, allow me to introduce whispers, “Bow for the Chaplain”.
myself, I am Terey. I couldn’t help but notice your
About 20 feet in front of you, a man sits on a
vigilant eyes and how you discovered those thieves
throne. He is thin and middle-aged. The throne is
and dealt with them accordingly. Are you
draped in red velvet. On both sides stand two
currently employed or are you looking for a little”
large candelabras, each with seven candles.
(Terey pauses and looks around) “side business?
The organization I work for would be happy to have Along the sides of the room there are numerous
you as, um let’s say, employees.” men and women lined up, all dressed in black,
except for a red velvet sash tied around their waist.
If the PCs ask questions about what kind of work or
In the far corner of the room, a small fireplace is
how much the wage is, Terey’s answers are vague.
burning and crackling softly.
He asks the PCs to meet him at the same place at
sundown next day. As you bow, the Chaplain speaks with a booming
voice, echoing in the room, “Who are you and who
Terey’s Story brings you before me?”
Terey sits down with the PCs and after ensuring that Terey replies, “I do sir, your servant Terey. I have
no one else is listening, begins talking: found these men (and women) to be able, brave,
and cunning”.
“So, as you might know Menorin is run by the
council. Almost all the councilmen live in Stone The Chaplain’s eyes focus on you, again with the
court. You know what that means? It means that booming voice, “So strangers are you ready to
us, the plebs, cannot make our voices heard. Sure, commit your life into our hands?” Assuming the PCs
we have the possibility to vote for a councilman answer yes, he continues: “Ah I see, and I guess we
that promises to stand by the plebs but at the end ALL will see just how deep your commitment really
of the day, I’ve never trusted a councilman and I is.”
never will. The odds are stacked against us, and
my organization kind of evens the odds out. Make If the players answer “no” they are encircled by 25
no mistake my friends, this is not for the faint- assassins and attacked, until dead.
hearted. But then again, you don’t strike me as
feeble. If you agree to join us, you’ll have to ”Bring forth the iron,” he commands. There is
endure pain and make sacrifices. But the rewards movement by the fireplace and one of the men
are great, and you can rest assured that you will dressed in black approaches you. In his hands he
make a difference for the grassroots of Vadrifell. has a branding iron, glowing red and yellow.
What say you?”
”Reveal your left forearms”, the Chaplain
commands. The man with the iron takes his time,
and with a hissing sound burns a shape into your
flesh: a shield with a ring within. After he is finished
he returns to his place by the fireplace and bows
slowly to the Chaplain.

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Adventure Anthology Three The Assassin’s Conundrum

natural light. Each bed has a small footlocker for


personal belongings.
”Sleep now, training begins tomorrow”, Terey says as
he shows them their beds.
Over the next three months the PCs undergo rigorous
training, giving them a useful skill set (see pp. 8-9 in
the Basic Fantasy RPG Core Rules). Any Thief PCs will
gain a level; non-Thief PC’s gain the following skills:

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

121
The Assassin’s Conundrum Adventure Anthology Three

Graduation “Alright friends, I urge you to stay in Vadrifell for a


Assuming the PC succeed and return within 48 hours, while. You don’t wanna let the order think you
Terey greets them at the guild. changed your mind or anything. I can recommend
several inns that allow long stay and other
“Ahh, welcome brothers (and sisters?), news about establishments for, ehhhm, tension relief. If you start
your success precedes you. I knew you would be to run out of money, just leave me an obfuscated
order-material. Come, come, let’s not waste time.” note here. I will also leave notes for you here so be
sure to check every other day or so.”
Again Terey leads you into the rectangle room. The
chaplain sits in his throne, and another man is Terey discretely kicks a loose brick in the wall on the
crouched over him, whispering about something. As opposite building from the entry to the Guild. Terey
you take your position the other man disappears. smiles and nods, turns, and starts walking. Soon he
disappears in the crowded street.
“Brother Novices, we are very pleased with your
success. The demise of that rotten soul was As of now, the PCs are free to roam Vadrifell at their
necessary. From here on you are now Apprentices. own leisure. Perhaps they’ll find an inn and stumble
That means that you will gain additional knowledge upon a side quest (see Side Quests section) while
about our safe houses, and how we communicate they wait to serve the Order. At this stage, if they visit
by obfuscation of text. Our safe houses are for you Aleam and show the brand, the PCs will get a 20%
to use to evade capture and we obfuscate our discount on weapons. But it’s not until they reach
orders and communication to hide our intentions. If the grade Master they can commission one of
you paid attention at our first meeting you Aleam’s legendary blades. More on that in a later
remember that the key is Devotion. Your training chapter...
master Terey will take care of this last part of your
A couple of days later, either initiated by the PCs’
education. The order will call upon your devotion
lack of funds or by Terey, they’ll find a small note
to serve from time to time. Before we release you
behind the loose brick.
into the public, you will be paid in gold. The Order
of the Shield and Ring’s assassins have short lives
and should live well. Go now!” Mission 1
Behind the loose brick is a small note that reads “Wttf
The PCs receive 100 gp each. The GM can
wt df dutdw fywybbyj df xyyx” (meet me at Aleam
demonstrate the text obfuscation (Cipher section
tomorrow at noon).
above, key is “devotion”). Also, choose 4-5 buildings
in Vadrifell as safe houses, where initiated and allied Terey meets the PCs as appointed. He greets them
to the order will hide and aid the PCs on missions. with a big smile.
Capital letters are plain text. “Come, hurry, let’s not dwell in the streets for too
d e v o t i n p q r s u w long”. As they enter a back room behind the
blacksmith, Terey continues: “My friends, I’m glad
A B C D E F G H I J K L M to see you. We have work to do”. Before the PCs
have time to start asking questions, he continues.
x y z a b c f g h j k l m “There is a noble man in Stone court called Behrtio.
Gather information about his whereabouts and
N O P Q R S T U V W X Y Z dispose of him”.

If the PCs have questions about the reason, Terey will


As the PCs leave the Thieves Guild and step out into just answer with “We never question the Order’s
the busy streets of Vadrifell, equipped with their new wisdom, we merely execute.” Terey will give no
knowledge, they can’t help but notice their additional info about Behrtio, only that the order has
surroundings in a new way. Suddenly the street isn’t to be executed “in the next couple of days”.
just a street but several great hiding places and a As the PC investigate and perhaps make inquiries
number of ways to reach the rooftops. they will find out that:
Terey exits the building behind them:

122
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”.

123
The Assassin’s Conundrum Adventure Anthology Three

Master Assassins The Election


As the PCs return the next evening they are met with Soon after the PCs become Master assassins it’s time
more assassins than they have ever seen; the large for election at the council. It’s a joyous day in the
rectangular room is filled with them. A Chaplain has city and the streets are filled with people.
taken his place in the throne at the far end. The PCs
The square by the Council is packed with people,
immediately recognize the booming voice.
plebs and patricians mixed; all are anticipating the
“Welcome dear Apprentices, take a step forward.” new leader of the council. At noon the highest
The Chaplain pauses as the PCs take a step toward chimney of the council building releases white
the throne. “You have served our ancient order smoke and the crowds cheer. If the PCs ask what
well and for that we are grateful. Master Terey, the smoke means, someone will tell them that a new
step forward.” The Chaplain pauses as Terey leader of the council has been chosen.
approaches the throne and bows. “Master Terey, Soon thereafter a middle-aged man emerges on the
you have proven yourself to be worthy; few have balcony overlooking the square. The PCs have
lived to prove their devotion as you have. never seen the man before, but they can’t shake the
Therefore I have a new and final mission for you. feeling that he looks familiar (the man crouched
Head to Wofield and establish our order there as a over the Chaplain on Graduation).
Chaplain.”
“It’s Gyles Lardye” someone close to you shouts.
Terey bows deeply again as a faint sound of awe The crowd cheers again. You may notice that this
passes through the crowd. He continues: time it seems like only the noble patricians cheer.
“Chaplain Terey, your first task is to establish the Gyles is dressed in a red robe and as he raises his
presence of our Order in Wofield. Your second task arms to silence the cheering, you get a glimpse of
is to secure a way of communication between a familiar mark on his left forearm.
Vadrifell and Wofield. Now leave us”.
“As the successor to Edwas Hancey I, Gyles Lardye,
Terey bows and backs out of the room. Before he am the new leader of the council. I will lead with
leaves, he smiles and winks at you. The chaplain’s you, the people of Vadrifell and Menorin, at heart.
eyes focus on the PCs again. “Kneel Apprentices!” I will not rest until the plague that haunts this city
he shouts. has been defeated. To fund this, I will start by
raising taxes for everyone outside of the city walls.
As the PCs kneel he continues:
Furthermore, to celebrate this day, we will hang the
“For your service to the Order each one of you will remaining prisoners, to make room for new ones.
be granted a blade, forged by our master smith.” God knows we will need the space. By the power
A brother assassin emerges from the crowd and given to me, all hail the King!” The patricians cheer
reverently places a magnificent blade in each of again. The plebs start to disperse in silence.
your hands. “This blade will serve as a reminder of
If the PCs ask questions about this “plague” they will
your pledge to our Order and aid in your work.
learn that Gyles Lardye means that the poorest of
Now RISE as Master Assassins!”. He pauses as you
the plebs sometimes resort to stealing to survive.
stand.
Gyles is known for despising the poor and would
“As of now you are free to introduce new members rather see them gone from Vadrifell altogether; but
to our Order, but remember, the responsibility lies that would mean no servants or pleb-girls for his
on you if your novices misbehave.” amusement. So instead he wants them controlled,
and raises the plebs’ taxes so that most of them will
The blades are daggers forged by Aleam; they are move away.
legendary blades with perfect balance, and grants
its wielder +1 to hit.

124
Adventure Anthology Three The Assassin’s Conundrum

Terey’s Demise when I take over as ruler of Menorin, he has built a


After the election, the PCs find a note behind the country ruled by the will of the people, ALL the
loose brick by the Guild: “wttf wt df wl pywt jt pdht people.
gbntxf wdfftbc fy oqcvgcc” (Meet me at my home,
It’s a wonderful thought. Think about it, equal rights
we have urgent matters to discuss). The PCs instantly
if you are rich or poor. He almost succeeded too,
recognize Terey's handwriting.
but with Gyles as the leader, I feel like we have
Terey has a small house on Rampart Alley in The Dare gone 100 years back in time.
(grid C10). When they knock on the door, no one
answers. The door is locked. Inside the house there is Like I said, I hold you responsible for this, since YOU
a sweet and slightly-sour smell that they recognize helped him rise to power, YOU made this possible”.
directly; someone has recently died here. It doesn’t She takes a step closer to the PCs and whispers,
take long for them to find Terey, face down in a pool “You must kill Gyles Lardye.” As soon as she utters
of blood. The means of his death are easily this, she turns and walks away.
recognized by the PCs: three stabs by a sharp blade,
one to the throat to silence screaming, and two to
A Fall From Grace
the heart to kill swiftly.
A few hours after meeting with Lady Etheld, a boy
From what the PCs can gather, there has been a
approaches the PCs, handing them a note, and
struggle. Terey’s otherwise tidy and neat home has
then running away.
furniture overthrown. If the PCs search his home for
clues, they will find nothing but a small note by his The note says: “squu udol tfptuo” (Kill Lady Etheld).
desk; it’s apparent that Terey was in a hurry The conundrum is, are the PCs true to the Order and
scribbling this down. try to kill the princess? Or, do they abandon their
orders, which will render them targets of the Order’s
“wl ibqtxoc qi lyg btdo fpqc fptl pdht vywt iyb wt
assassins, their former brothers (and sisters)?
fpqc bgxc duu fpt jdl fy fpt fyz fbgcf xy yxt qf pdc
ettx d zutdcgbt” (My friends, if you read this, they Lady Etheld is a pretty easy target as she moves
have come for me. This runs all the way to the top. openly in the city by day. Her entourage is just 4 city
Trust no one! It has been a pleasure). guards and a couple of chambermaids.
Even if the PCs choose to follow their orders, Gyles
Chapter 3: The Conundrum Lardye or the Cardinal will not let them live. He will
issue a kill-order to all the assassins of the Order.
Democracy of Menorin Furthermore, the PCs will be wanted for the murder
of the princess. This is an opening for a whole new
When the PCs leave Terey’s home they bump into set of adventures. But this plot ends here.
Lady Etheld again; this time she is not in disguise. If
it’s day, the people around them bow for the If, on the other hand, the PCs follow the wish of Lady
princess and her entourage. Etheld in killing Gyles Lardye, our story continues.

“Sad to say, this meeting isn’t accidental. I gather Manhunt


that you have done more of your dirty work? I
have had you followed for a couple of days. I Gyles Lardye isn’t anywhere to be found. In fact, he
guess by now the consequences of your work are is in the process of making prisoners “disappear” one
clear? by one with the help from “Meat Grinder”, deep
below the council.
A man like Gyles Lardye can rise to power when all
If the PCs try to search the Guild and the rectangular
those who could be far better candidates have
room, a Chaplain will try to stop the PCs. They will
been killed. Did you hear him saying anything
find a hidden door behind the curtain leading from
about the recent wave of murders in our city? No,
the Guild at grid G7 to a formerly-unknown safe
of course not. Just rest assure that I hold you
house at grid C7 in the The Dare map.
responsible for this. My father loves all the people
of Menorin, rich and poor. He has this idea that The Council is locked and empty at night, but there is
a noise from down below.

125
The Assassin’s Conundrum Adventure Anthology Three

Below the Council


A foul smell meets you as you enter the prison. Only
the gods know what’s been going on down here.
There is no natural light here, the only light comes
from a couple of oil lamps on the walls. You see
rows with cells and all are occupied by dirty and
smelly prisoners. When the prisoners see you, they
start cheering and begging to be released.

Two city guards attack the PCs. There are 10


prisoners in the cells below the Council; 3 of them are
innocent and 7 are guilty. Some of the cells contain
two prisoners. The prisoners don’t know who Gyles is,
but they’ve seen a man “in a girly robe” running past
them a few times.
2 City Guards, Human Fighter 2: AC 17,
#At 1 shortsword, Dam 1d6, Mv 20', Ml 9, XP 75 ea.
HP 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
If the prisoners are released, they will run up the stairs.
The secret door leads to descending stairs, turning
180 degrees and facing north.

Room 1:

The pungent smell of death and decay here is far


worse than that from the prison. There is a small
As he says this, he pulls a lever and the gates to
corridor with two empty cells to the right.
Rooms 2 and 3 open, releasing the Minotaur called
At the end of the corridor there is a secret door. “Meat Grinder” from Room 3. Gyles jams a dagger
Behind it is a corridor leading to the castle. Gyles in the lever mechanism and disappears through the
Lardye is standing here, surprised by the PCs’ sudden secret door to the north.
appearance. He laughs and says, “Stop right there, Meat Grinder, Minotaur: AC 14, HD 6, #At 1
don’t move.” gore/1 bite, Dam 1d6/1d6, Mv 30', Ml 11, XP 500
The PCs notice that Gyles is standing by some levers. HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The levers raise and lower the gates to Rooms 2 ☐☐☐☐☐ ☐☐
and 3.
Room 2:
Gyles continues: “As the Cardinal and supreme
leader of the Order of the Shield and Ring, I’m This area is filled with corpses, torn to pieces and
almost sorry that the Gnome had to die. If you chewed on. The scene is so unsettling the PCs have
hadn’t been meddling he’d still be alive. Sad to save vs. Paralysis or fall to their knees, vomiting for
really, he served my purpose well. I made him several rounds. It seems like prisoners were forced
suffer as I killed him, first I cut off his windpipe before into Room 2 before the gate to Room 3 was raised,
I slowly pressed a dagger into his heart. releasing Meat Grinder.

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

Behind the secret door, there is a long corridor that Tane


leads to the castle. Gyles Lardye attacks the PCs as NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
they enter the corridor. Equipment: dagger, 20 sp, Ring of Protection +1
HP 4 ☐☐☐☐
Conclusion
3 Sailors
If the PCs follow the corridor to the Castle they will be NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
greeted by Lady Etheld.
Equipment: dagger
“I guess you did what I asked, none-the-less HP 3 ☐☐☐
assassins and enemies of the crown shouldn’t be 2 ☐☐
seen in the castle.” She helps you leave the castle 2 ☐☐
unseen. Before leaving she whispers, “Thank you
for restoring order to my city. A new and more Arcane Magic Item Retrieval
suitable leader will be chosen. Perhaps our paths
will cross again, but until then, farewell.” Piersym, a priest from the Cleric’s guild, approaches
the PCs. He has heard of them and their “special
A few days later the Council elects a new leader in skills”. He needs help to retrieve the Frostcrusher, a
Riffolk Wyarde (see the Side quest section below). warhammer with magical properties and a symbol
Both the Plebs and Patricians cheer at this good for his guild. The Cleric’s guild resides in grid A10 on
news. the Map of the Trade District. Piersym wants the PCs
The Order of the Shield and Ring has an election of to return the Frostcrusher to the guild. Piersym
their own for a new Cardinal. But who the new doesn’t have much information to give the PCs, but
leader of the Order is remains a secret... the Frostcruscher was stolen a week ago during their
“Moon Festivities”, where prominent people of the
city were invited, so that narrows down the possible
Side “Quests” suspects. Piersym hands the PCs a list of guests.
As the PCs roam the city of Vadrifell, sooner or later Piersym finishes by saying “Pray to the gods that the
they may stumble upon a side quest or two. This is hammer hasn’t left Vadrifell.”
entirely up to the GM to choose the number of side The PCs will learn there is a legend of a frost
quests depending on how much he or she wants to salamander trapped deep below Vadrifell. In fact it
spice up the main plot. is one of the Clerics that has stolen the hammer to
go and dispose of the salamander. The legend is
Stowaway untrue, and the PCs will find the Cleric “thief”
searching around the castle for an opening to the
Tane, a pleb, asks the PCs to help him get on one of lower levels of Vadrifell. The thief, Passel, is not evil
the ships heading for Linione, a country on the other and will not attack the PCs when confronted. He will
side of Menorin Bay. Tane is a man in his late 20s, explain to the PCs that he wants his name to be
well-built, and eager to escape Menorin and forever remembered. If a fight occurs, he will cast
Vadrifell. Tane is the bastard child of a high light to blind the PCs and hold person.
councilman, Lardye, and fears his life is in danger.
Tane says there have been attempts to kill him. He Passel, Human Cleric 4: AC 17, #At 1 warhammer,
has no money to pay the PCs for their help, but he Dam 1d8+1, Mv 20', Ml 9
will give them his ring, a gift from his mother. The ring WIS 15 (+1), DEX 8 (-1), CHA 14 (+1)
was originally given to Tane’s mother by Lardye. At Spells: hold person, light, bless
a glance the ring is worth 20 gp, but the ring is in fact
Equipment: plate mail, Frostcrusher
a Ring of Protection +1.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Among the seven ships anchored in Vadrifell at the
moment, only one ship is said to head for Linone. The Frostcrusher is a 2-handed warhammer that
The ship is guarded by three sailors at all times. At gives its wielder immunity to cold and frost attacks.
night, two guard the dock and one on the ship itself. Furthermore it has +2 to hit against frost-creatures
The ship will still sail even if the three sailors are and +1 damage.
considered missing.

127
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 ☐☐☐

Rescue Pleb Prisoner Before Hanging Riffolk Wyarde


NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
The PCs meet Arior Horne, who requests the PCs free
Equipment: dagger, 75 gp
her husband, Jamath. He is in prison for stealing, a
crime that, according to Arior, he is not guilty of. She HP 3 ☐☐☐
explains that her husband will be hanged in three
days. Protection
Jamath was found guilty by the council for stealing Two merchants need help from the PCs to stop a city
and injuring a city guard. He is said to have stolen a guard officer. He sells “protection” to them and
pouch with 20 gold pieces. Jamath is held in the threatens the merchants who try to oppose him. If
prison below the Council. the merchants don’t pay for protection they are
If the PCs investigate, they will find the guard that harassed by local thugs, and in some cases badly
was injured and stolen from. He will tell the PCs that beaten; in one case a store was set on fire. The two
he was stabbed from behind and he saw Jamath merchants present themselves as Walda and Sige.
run when he fell. The officer’s name is Johny Glarde. Walda and Sige
offer the PCs 200 gp and a lifelong discount of 20% in
Jamath is indeed guilty and the PCs will not find any their stores.
contradictory evidence. If the PCs try to rescue
Jamath during the actual hanging they will be If the PCs ask around, other merchants will confirm
chased by the city guards. Wanted posters will be the story of Walda and Sige.
posted, and City Heralds will make everyone aware Johny Glarde is patrolling the streets every day in the
of the criminal acts of the PCs. company of 5 city guards. At night he is often seen
in one of the brothels or taverns. He sleeps in the
Help Stop Slandering barracks just outside the castle wall in Stone Court.
He is instantly hostile if confronted, and 3-5 thugs on
Riffolk Wyarde, a well-dressed nobleman, crosses his payroll will aid him. As an officer of the city
paths with the PCs. He can tell that they are not guard, killing Johny is a high crime; the PCs will be
common townsfolk and asks if they can do him a wanted if they are seen.
favor; a favor rewarded with gold, of course. Riffolk
tells the PCs about Ralphye Wayte, another Officer Johny Glarde, Human Fighter 3: AC 18,
nobleman who writes slandering poetry about Riffolk #At 1 shortsword, Dam 1d6, Mv 20', Ml 9
and how his family is poor and has pleb ancestors. CON 16 (+2), CHA 13 (+1)
Riffolk is attempting to be elected as a councilman Equipment: plate mail, shield, shortsword, 50 gp
and with this rumor, it’s almost impossible to earn the
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
respect he demands. Riffolk offers the PCs 300 gp
and that he can be an ally to them as member of 5 Thugs
the council, IF he gets elected. NM: AC 11, #At 1 dagger, Dam 1d4, Mv 30', Ml 9
Ralphye lives in grid F2 on the Map of Stone Court. Equipment: dagger
He is indeed writing slandering poetry, but he is HP 4 ☐☐☐☐
doing so because of an old feud between their 3 ☐☐☐
families. If the PCs confront him, he will pay double 8 ☐☐☐☐☐ ☐☐☐
of what that “poor bastard Riffolk has promised you” 8 ☐☐☐☐☐ ☐☐☐
if the PCs kill Riffolk. 6 ☐☐☐☐☐ ☐

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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.

129
The Assassin’s Conundrum Adventure Anthology Three

The City of Vadrifell

130
Adventure Anthology Three The Assassin’s Conundrum

The Dare – The shanty town


1 square = 60 yards

131
The Assassin’s Conundrum Adventure Anthology Three

Trade district and Stone Court

132
Adventure Anthology Three The Assassin’s Conundrum

Below the Council – Level 1

133
The Assassin’s Conundrum Adventure Anthology Three

Below the Council – Level 2

134
Adventure Anthology Three The Assassin’s Conundrum

The Prosperous Land of Menorin

135
The Grave of Gareth Adventure Anthology Three

The Grave of Gareth


by Clinton L. Robison
An adventure for 2 to 4 characters of levels 1 to 3.

Introduction Lately there have been tribes of goblins, orcs, and


similar creatures causing trouble in and around
A very long time ago, there lived a benevolent bard Garetham. The old truces have been long forgotten,
known only as Gareth. As a young lad, Gareth and there has been talk that the ruin that was once
wandered from village to village, telling tales and the Grave of Gareth has now become a bit of a
singing songs for all who would listen. Gareth made hideout for gangs of monsters. Perhaps there are
many townsfolk happy and soon began to journey even some who have heard tales of the harp, and
as far as he could to entertain even more people, as seek to cash in on the rumor.
well as learn even more songs, stories, and tricks to
perform for the people.
For The GM
Gareth quickly rose to what would equate to Gareth’s harp was not just a silver instrument as is
stardom as one of the most renowned bards in the thought. It was indeed very magical. The instrument
land. He plied his trade near and far, bringing only was created by a wizard who, in an effort to help
joy and happiness with him wherever he went. He Gareth’s fans, melted down many minor magic
soon became very wealthy in his travels, but he items that he thought were no longer useful. He was
never forgot the small villages where he began his proven quite wrong. Gareth eventually learned the
performances, and so he would regularly donate abilities of the harp and used them to help make
much of his money to poorer areas. peace with the monster tribes.
In his later years, Gareth retired from the role of the Gareth’s harp is indeed buried deep within his tomb.
wandering bard and settled in a small township in His wife and children made sure its location was
the western regions. However, his fame still remained somewhere secret. Only the best Dwarf craftsmen
and eventually the people he had entertained and from the area were employed in the construction of
helped over the years showed their appreciation to the tomb’s second level, so they were certain none
him by gifting him a silver harp. Gareth occasionally would ever come across the magical harp purely by
played a tune on the instrument now and again, accident.
even to the entertainment of local monsters who
had made truces with Gareth’s township, later Unfortunately, an ogre known as Smasher has rallied
named Garetham in his honor. some of the misfits from local monster tribes as a
gang of would-be thieves and gone in search of
After Gareth died, the townspeople built a grand trouble, using the grave of Gareth as their hideout.
sepulcher for him. Local Clerics and mages cast Mostly they have just been causing trouble for the
protective spells on Gareth’s body so that it would people of Garetham, but once Smasher learned of
not decay, and the man was placed in his tomb in a the harp he has since started looking into ways to
reverent manner so that people could come honor acquire it. After all, a silver harp will buy an ogre a
him. However, it wasn’t long before the Grave of lot.
Gareth became a tourist attraction for people to
come visit, instead of simply being a way to honor a
once great man. Wandering Monsters
Quite a long time has passed. The grave site has 1. 3 Kobolds: AC 13, HD 1d4 hp, #At 1 weapon,
Dam 1d4 or by weapon, Mv 20', Sv NM, Ml 6,
since become a ruin ignored by even the
townspeople, let alone any tourists, and Gareth’s XP 10 ea.
legend has faded quite a bit, but tales of Gareth’s HP 4 ☐☐☐☐ 1 ☐
silver harp still crop up from time to time. Some say it 2 ☐☐
was melted down and used for spearheads. Others
2. 2 Goblins: AC 14, HD 1-1, #At 1 weapon,
say it is lost to the ages. And yet, there are some
Dam 1d6 or by weapon, Mv 20', Sv F1, Ml 7,
who whisper that it might have been buried with
XP 10 ea.
Gareth.
HP 4 ☐☐☐☐ 5 ☐☐☐☐☐

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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 ☐☐☐☐☐ ☐☐

1. GRAND FOYER: 4. GARETH’S RESTING PLACE:


The once grand entrance is now just a reminder of The statue of Gareth stands in the southwest
the two stylish doors that used to hang in the empty corner, a semblance of his harp resting in its stone
doorway. Along the walls are plaques and hands. Its face seems to follow your movements
decorations that once greeted visitors, but now are throughout the room. A tattered set of curtains
covered in graffiti, mostly goblinoid words and hangs in the northern area of the room, doing
obscene images. nothing to obscure the stone coffin that was said to
hold Gareth’s corpse.
The foyer area serves to let the players know what
kind of horrors they are dealing with here. That’s The statue has been magically crafted in a way to
right—rowdy, disrespectful teenage monsters. cause the effect of the eyes following onlookers. The
Otherwise there is nothing really of note here. There stone coffin does indeed contain the remains of
are no monsters to encounter, even if a random Gareth the bard. It is magically sealed with a wizard
monster encounter is rolled. lock spell and requires the use of a knock or dispel
magic spell to open. Any PCs who decide to open
2. TICKET COUNTER: the coffin will find Gareth’s remains, along with a
This area is set off from the hallway by a Dutch door replica of his harp (worth 250 gp). However, opening
that is missing its top half. It doesn’t take much the coffin releases a noxious gas into the room. PCs
examination to realize this is where patrons would must save vs. Paralysis or be frozen in place for 1d4
pay their few coppers for admission to see the rounds; PCs who save successfully are unaffected.
legendary Gareth’s final resting place. The counter If the coffin is opened, it also draws the attention of
area and the space behind it are littered with some wandering orcs. They arrive within 1d4 rounds
various papers and assorted colored cards. of the coffin being opened.
The papers are various notes about attendance, 4 Orcs: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by
customer rates, and a few scribbles from bored weapon, Mv 30’, Sv F1, Ml 8, XP 25 ea.
employees. The colored cards are the different HP 5 ☐☐☐☐☐ 3 ☐☐☐
types of admission that patrons could purchase. 3 ☐☐☐ 1 ☐
Nothing here is of any real value, but could be useful
Treasure: 16 gp

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The Grave of Gareth Adventure Anthology Three

5. “SECRET” AREA: Fantasy Field Guide Volume 1) has since managed


to sneak into the room and use it for a personal lair.
The passageway slowly descends down two flights The gem and scroll lay under the table.
of stairs into a darker, though still somewhat lit area.
It appears that this was once an additional part of A hidden door leading to the other conference
the overall tourism area, but has seen much less room is located to the east.
upkeep. Grick: AC 16, HD 2, #At 4 tentacles/1 bite,
Dam 1d4/1d4/1d4/1d4/1d3, Mv 30’, Sv F2, Ml 12,
Back when this edifice was a big tourist draw, these
XP 75
areas were indeed part of the attraction. When
interest started to wane, the townspeople made a HP 10 ☐☐☐☐☐ ☐☐☐☐☐
makeshift wall to block off the excess area in an
Treasure: 1 gem (120 gp value), 1 Scroll of magic
effort to save money on upkeep. A secret door was missile and light.
added in case the location should ever draw
newfound popularity and the areas needed 8. CONFERENCE ROOM BETA:
reopening. The secret door should be fairly simple
for the PCs to notice. Elf or Dwarf PCs will The room is well-lit by several wall-mounted torches,
automatically notice the crude workmanship. and is relatively clean. A table and several chairs
sit in the middle of the room, and in those chairs sit
6. DARK HALLWAY: several creatures who appear to be gambling. The
walls are lined with defaced artwork, some of
The hallway is shrouded in darkness. Any light
which appear to have been used for target
seeping in from other rooms is almost swallowed up practice.
in the dark hallway. There is evidence of torches
that once lined the walls, but have been snuffed The monsters are very involved in their gambling. If
by an outside influence. the PCs entered through the main door the monsters
will take no initial notice of them. However, if they
Any light source, normal or magical, will work
entered through the secret door from area 7 the
normally in this room. Any investigation into the monsters will spring to attention and attack.
hallway might reveal a slight shimmer or sheen
further down the hallway—evidence of the 4 Orcs: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by
gelatinous cube that makes this area its home. A PC weapon, Mv 30’, Sv F1, Ml 8, XP 25 ea.
may also spot a “floating” dagger and/or HP 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
quarterstaff. If the PCs are not careful they will run 3 ☐☐☐ 1 ☐
directly into the creature.
2 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or
Gelatinous Cube: AC 12, HD 4*, #At 1, by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
Dam 2d4+paralysis, Mv 20’, Sv F2, Ml 12, XP 280
HP 3 ☐☐☐ 2 ☐☐
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Treasure: On the table are 15 gp, 75 sp, 12 cp, 1
Treasure: 1 pp, 112 sp, 1 gem (100 gp value),
Potion of Gaseous Form, and 4 Arrows +1. In the
Dagger +1, and a Quarterstaff + 1
pockets of one of the goblins is a deck of
marked playing cards.
7. CONFERENCE ROOM ALPHA:

The room is in a state of disarray. Broken chairs and


strewn papers lie scattered about. In the middle is
a large conference table that shows clear signs of
damage by various bladed weapons. A mass of
reptilian scales is barely visible underneath the
table.

This conference room was once a fun hangout for


the monster gangs but a fight broke out one night
and nearly destroyed the room. A grick (see Basic

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Adventure Anthology Three The Grave of Gareth

9. DEMONSTRATION AREA: 6 Goblins: AC 14, HD 1-1, #At 1 weapon, Dam 1d6 or


by weapon, Mv 20', Sv F1, Ml 7, XP 10 ea.
A tiled floor is laid out in the center of this area. On
HP 4 ☐☐☐☐ 4 ☐☐☐☐
the north and south walls appear to be what were
1 ☐ 7 ☐☐☐☐☐ ☐☐
once bleachers or risers for patrons to observe a
1 ☐ 5 ☐☐☐☐☐
performance or speaker.
Treasure: 3 apples (rotten), a bag with 9 marbles and
The observation area is generally deserted, save for
5 acorns inside
the giant rats that have managed to take up
residence.
13. OUTSIDE HALLWAY:
5 Giant Rats: AC 13, HD 1d4 hp, #At 1 bite, Dam 1d4
+ disease, Mv 40', Sv F1, Ml 8, XP 10 ea. This hallway stretches on as much as the main hall
that lead from the stairs does. However, this one is
HP 4 ☐☐☐☐ 4 ☐☐☐☐
much darker and dirtier, as it has been less cared
1 ☐ 3 ☐☐☐
for, or perhaps more “decorated” by the
4 ☐☐☐☐
inhabitants.
10. HIDDEN STAIRS: The main purpose of this hall is to lead PCs to and
from Area 14. If any encounters are rolled, have the
The wall opens to reveal an ornately-carved set of
random monsters attempt to herd the PCs toward
stairs that descends into the darkness.
Area 14 where the monsters know their friends will be
These are the stairs down to the lower level. Dwarf able to help.
craftsmen created the stairs and the entire second
level, and the craftsmanship definitely shows. 14. DAYCARE:

The doors open and suddenly there are 10 pairs of


Level 2 eyes upon you. The noise has alerted everyone in
the room and you realize too quickly that there is
11. LONG HALLWAY: no real chance of escape.

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.

12. MAKESHIFT BEDROOM: 8 Kobolds: AC 11, HD 1d4 HP, #At 1 weapon,


Dam 1d4 or by weapon, Mv 30’, Sv NM, Ml 6 (12),
The door opens to a makeshift bedroom. Six XP 10 ea.
goblins are asleep here. While not exactly beds,
HP 1 ☐ 1 ☐
there are torn blankets and what appear to be
1 ☐ 1 ☐
sand bags for pillows.
1 ☐ 1 ☐
These goblins are pretty tired. They have been out 1 ☐ 1 ☐
gathering food for the group all day or night 2 Gnolls: AC 13, HD 2, #At 1 weapon, Dam 2d4 or by
(whatever is the opposite of when the party entered weapon + 1, Mv 40', Sv F2, Ml 8, XP 75 ea.
the building) and want nothing more than to sleep.
HP 4 ☐☐☐☐ 4 ☐☐☐☐
If awakened, they will beg and plead to be left
alone rather than actually fight the PCs. If the PCs Treasure: 65 cp, 1 toy whistle (broken), 3 dried
insist on not leaving the goblins alone one will offer to corncobs, 1 doll made from cornhusk
show the party the secret door to the other hallway.

139
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,

140
Adventure Anthology Three The Grave of Gareth

Smasher the Ogre: AC 15, HD 4+1, #At 1 weapon,


Dam 2d6, Mv 30', Sv F4, Ml 10, XP 240
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
Treasure: a crudely-drawn map of the area outside
Garetham, 200 gp, a fancy brooch (worth 100 gp),
and a Club +1. Inside the treasure chest is 10 pp, a
Potion of Clairaudience, and Gareth’s Harp (see New
Item below).

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.

Smasher sends his pet wolves at the PCs first. After


two rounds, Smasher will engage, swinging wildly
with his Club + 1. There is no negotiating with
Smasher, and his wolves are hungry enough to fight
to the death.
If the party somehow manages to take Smasher
alive, he will do everything in his power to break free
and escape. He knows nothing about how the harp
works or even that it is magical. He only saw the
potential money it held for him.
2 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60',
Sv F2, Ml 12, XP 75 ea.
HP 6 ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐

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.

Introduction get help. The Baron offers a reward of 2,500 gp for


the safe return of the Baroness along with word of
The new Baron arrives in town, seeking help to their deeds sent to the King.
recover his wife, she was taken by hobgoblins that
Baron Doran will lead the PCs to the scene of the
attacked the Baron’s carriage. The Baron leads the
attack which is just beyond the forest. Bodies of
adventurers to the scene of the attack. Can the
guards and hobgoblins litter the area (the GM can
adventurers track down the hobgoblins and rescue
award a 100 XP bonus if the PCs decide to help bury
the Baroness in time?
the dead guards and burn the bodies of the
Unbaronable Circumstances was designed for The hobgoblins). A clear trail of footprints can be seen
Village of Brebury and the Egion Chronicles Sandbox heading off into the plains to the south.
Campaign. This adventure takes place in Brebury, a If the PC don’t assist with the burials, the Baron will
small village on the coast of the Azure Sea in the bury the dead while they go off on the trail of the
Kingdom of Belorin. Brebury was founded by a hobgoblins. Otherwise, he will grab his armor from
group of retired adventurers and has grown over the the carriage and accompany the PCs on the mission
years despite being subjected to frequent orc raids. to assist in the rescue.
Please note that some of the monsters used herein Baron Doran, Human Fighter 4: AC 19, #At 1
are found in the Basic Fantasy Field Guide Volume 1, longsword, Dam 1d8, Mv 40’, Ml 9
available for free on the Basic Fantasy website.
HP 29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐
At the Crazy Unicorn
Random Encounters: 1 on a 1d6; use the Outdoors
The adventurers are sitting around in the Crazy table or the Hobgoblin Patrols table.
Unicorn listening to the tales of other adventurers
when the door is thrown open and a man runs in. Following the trail the PCs will arrive at the river near
sunset. The trail will follow the river to the east but it is
A young man rushes into the tavern looking rather getting too dark to follow it any further. If the PCs
panicked. His clothes, though torn and disheveled, decide to continue following the river, they will miss
appear to be finely-made; his short hair is mussed the turn off to the hobgoblin lair and cross the border
up, and his face smudged with dirt. As he catches out of the country. At sunrise they will see that they
his breath he shouts: have lost the trail and must backtrack to find it.
The trail leads to a cave opening in a hill. There are
“Help! My wife has been captured by Hobgoblins!
five hobgoblins standing guard outside the cave
I need some brave souls who will help me find and
entrance.
rescue her.”
5 Hobgoblins: AC 14, HD 1, #At 1 weapon, Dam 1d8
Talking to the man will reveal that he is Baron Doran or by weapon, Mv 30’, Sv F1, Ml 8, XP 25 ea.
Vespillo and his wife is Baroness Enas, the King’s
HP 1☐ 2 ☐☐
cousin. His carriage and guards were attacked by a
3 ☐☐☐ 3 ☐☐☐
horde of hobgoblins while on their way to Brebury.
1☐
While the guards killed a goodly sum of the
hobgoblins number, his guards were slain and his If all are not killed during the first round of combat,
wife taken. The Baron was knocked unconscious one will try to run into the cave for reinforcements. If
during the fight and the creatures may have that one is not killed (ranged attack only), then 20
assumed the Baron was dead; the hobgoblins left more hobgoblins will emerge in two rounds or as
him laying in the road. When the Baron came to, he soon as the first fight is over, whichever comes first.
found one of guards’ horses had returned, so he
mounted-up and rode the rest of the way to town to

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

Wandering Monsters – Dungeon 10 6 Giant Fire Beetles: AC 16, HD 1+2, #At 1 bite,


Dam 2d4, Mv 40’, Sv F1, Ml 7, XP 25 ea.
1 4 Thulids, Lesser: AC 15, HD 1*, #At 1 weapon or
HP 5 ☐☐☐☐☐
special, Dam 1d6, Mv 40’, Sv M1, Ml 7, XP 37 ea.
8 ☐☐☐☐☐ ☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
4 ☐☐☐☐
5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐
2 Gray Ooze: AC 12, HD 3*, #At 1 pseudopod, 3 ☐☐☐
Dam 2d8, Mv 1’, Sv F3, Ml 12, XP 175 4 ☐☐☐☐
HP 6 ☐☐☐☐☐ ☐
11 6 Lizard Men: AC 15, HD 2, #At 1 halberd,
3 5 Nazgorian Frogmen: AC 13, HD 3, #At 2 Dam 1d10, Mv 20’, Sv F2, Ml 11, XP 75 ea.
weapons, Dam 1d8+1, Mv 40’, Sv F3, Ml 10, HP 4 ☐☐☐☐
XP 145 ea. 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
12 13 Giant Cave Locusts: AC 16, HD 2**, #At 1 bite
7 ☐☐☐☐☐ ☐☐
or 1 bump or 1 spit, Dam 1d2 or 1d4* or special,
4 Spider, Giant Black Widow: AC 14, HD 3*, Mv 20’ Fly 60’ (15’), Sv F2, Ml 5, XP 125 ea.
#At 1 bite, Dam 2d6 + poison, Mv 20’ Web 40’, HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Sv F3, Ml 8, XP 175 10 ☐☐☐☐☐ ☐☐☐☐☐
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
5 2 Vermen: AC 16, HD 1+1, #At 1 bite or 1 9 ☐☐☐☐☐ ☐☐☐☐
weapon, Dam 1d3 or 1d10, Mv 30’, Sv F1, Ml 5, 7 ☐☐☐☐☐ ☐☐
XP 25 ea. 7 ☐☐☐☐☐ ☐☐
HP 2 ☐☐ 5 ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
6 2 Haunted Bones: AC 15 (see rules), HD 3, #At 1, 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Dam 1d6, Mv 50’, Sv F3, Ml 11, XP 145 ea. 6 ☐☐☐☐☐ ☐
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
☐☐☐☐☐ ☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Hobgoblin Patrols
7 Tapper: AC 15†, HD 3, #At 1 punch or mining 1 11 Hobgoblins: AC 14, HD 1, #At 1 weapon,
pick, Dam 1d6, Mv 30’, Sv F3, Ml 12, XP 145 Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
1 ☐ 3 ☐☐☐
8 2 Giant Centipedes: AC 11, HD 1d4 Hit Points*,
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
#At 1 bite, Dam poison, Mv 40’, Sv NM, Ml 7,
4 ☐☐☐☐ 3 ☐☐☐
XP 13 ea.
1 ☐ 7 ☐☐☐☐☐ ☐☐
HP 1 ☐ 4 ☐☐☐☐
3 ☐☐☐
9 3 Giant Tiger Beetles: AC 17, HD 3+1, #At 1,
2 5 Hobgoblins: AC 14, HD 1, #At 1 weapon,
Dam 2d6, Mv 60’ (10’), Sv F3, Ml 9, XP 145 ea.
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
HP 1 ☐ 5 ☐☐☐☐☐
6 ☐☐☐☐☐ ☐
3 ☐☐☐ 6 ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
4 ☐☐☐☐

146
Adventure Anthology Three Unbaronable Circumstances

3 8 Hobgoblins: AC 14, HD 1, #At 1 weapon, 9 16 Hobgoblins: AC 14, HD 1, #At 1 weapon,


Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea. Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ HP 3 ☐☐☐ 3 ☐☐☐
2 ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 1 ☐ 3 ☐☐☐
4 ☐☐☐☐ 3 ☐☐☐ 1 ☐ 6 ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐ 2 ☐☐ 2 ☐☐
4 ☐☐☐☐ 2 ☐☐
4 7 Hobgoblins: AC 14, HD 1, #At 1 weapon, 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea. 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
HP 7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
2 ☐☐ 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 10 3 Hobgoblins: AC 14, HD 1, #At 1 weapon,
5 ☐☐☐☐☐ Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 5 ☐☐☐☐☐ 2 ☐☐
5 6 Hobgoblins: AC 14, HD 1, #At 1 weapon, 4 ☐☐☐☐
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
HP 1 ☐ 8 ☐☐☐☐☐ ☐☐☐ 11 18 Hobgoblins: AC 14, HD 1, #At 1 weapon,
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐ Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐ HP 2 ☐☐ 5 ☐☐☐☐☐
4 ☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
6 4 Hobgoblins: AC 14, HD 1, #At 1 weapon, 1 ☐ 7 ☐☐☐☐☐ ☐☐
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea. 8 ☐☐☐☐☐ ☐☐☐ 1 ☐
HP 3 ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ 1 ☐ 5 ☐☐☐☐☐
7 7 Hobgoblins: AC 14, HD 1, #At 1 weapon, 1 ☐ 8 ☐☐☐☐☐ ☐☐☐
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea. 5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
HP 3 ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐
4 ☐☐☐☐ 1 ☐ 12 12 Hobgoblins: AC 14, HD 1, #At 1 weapon,
4 ☐☐☐☐ 3 ☐☐☐ Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea.
4 ☐☐☐☐ HP 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐
8 4 Hobgoblins: AC 14, HD 1, #At 1 weapon, 3 ☐☐☐ 4 ☐☐☐☐
Dam 1d8, Mv 30’, Sv F1, Ml 8, XP 25 ea. 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐ 5 ☐☐☐☐☐
3 ☐☐☐ 1 ☐ 1 ☐ 6 ☐☐☐☐☐ ☐
4 ☐☐☐☐ 1 ☐

147
Unbaronable Circumstances Adventure Anthology Three

The Hobgoblin’s Lair Dungeon Key


General Description 4.
Dungeon walls Natural stone The floor is covered in square tiles, alternating white
Dungeon floor Natural stone (move at half speed, and black, and an altar sits in the center of the
can't run; slippery floor) area. What appears to be a nest of some sort
hangs from the ceiling above it.
Climate Cool and humid
Illumination Shadowy (phosphorescent fungus) Disturbing the nest or approaching the altar will bring
giant bees out of the nest to attack the party.
Random Encounters occur on 1-2 on 1d6; on a roll of
1 choose from the Wandering Monsters table, on a 2 12 Giant Bees: AC 13, HD 1d4HP*, #At 1 sting,
choose from the Hobgoblin Patrols table. Dam 1d4 + poison, Mv 10’ Fly 50’, Sv F1, Ml 9,
XP 13 ea.
1. HP 1 ☐ 3 ☐☐☐
2 ☐☐ 3 ☐☐☐
This area appears to be empty except for a few
4 ☐☐☐☐ 2 ☐☐
odds and ends laying around. There are bits of
2 ☐☐ 3 ☐☐☐
bones and teeth, and nine iron spikes scattered
1 ☐ 3 ☐☐☐
around the area. There is a maple barrel by the
1 ☐ 3 ☐☐☐
northern wall.
Found inside the nest is 600 sp.
Other than what is noted above, this area is empty.
5.
2.
Several square holes are cut into the ceiling and
There is an oak cupboard hanging on the north floor, and rusting iron spikes line the north and south
wall, and a mattress by the western wall. There is a walls. A rope hangs from a hole in the center of
large rusty cage with ashes on the bottom by the the ceiling.
eastern wall.
The rope leads to area 5a. The area is otherwise
Inside the oak cupboard are spoiled cookies and empty.
cakes, and rotted apricots, plums, and peaches.
On the mattress are 7 pieces of wood. 5a.
There is nothing remarkable about the pieces of A chest rests on the floor near the far wall.
wood.
The chest is locked, with a falling block trap (4d6
3. points of damage) triggered by a pressure plate in
front of the chest.
There is an oak bunk bed by the southern wall.
There are dried blood drawings of squares on the Inside the chest are 800 sp and 6 gems: citrine
south wall. (75 gp), black sapphire (1,000 gp), garnet (500 gp),
azurite (25 gp), emerald (1,000 gp), and smoky
On the oak bunk bed is a cloth bag of crushed herbs quartz (100 gp).
and a small metal knife.
Scattered around the area are a box of matches
(60), a pint of lamp oil, brown pottery shards, metal
pliers, a vial of mild poison, a black silk handkerchief,
a corroded brass candle snuffer, a 7-foot wood pole,
and a small leather pouch of black powder.

148
Adventure Anthology Three Unbaronable Circumstances

6. Treasure found in a ruined bag in the pile: 70 gp and


a Potion of Growth.
This area appears to be empty other than various
items strewn about the place. 9.
If someone looks at the ceiling: You can see five lizards spread throughout the
area. There is a maple chest of drawers by the
There appears to be some movement of sorts, but
western wall. There is a two-foot tall bent metal
nothing definitive.
candelabrum with 4 burned-down white candles in
Scattered around the area are Thief tools, 3 metal it at the center of the area. There is a ruined wood
nails, 1 iron earring, a huge pile of various bones, a shelf by the eastern wall.
broken bullseye lantern, a bronze lamp, a brass
5 Shocker Lizards: AC 16, HD 2*, #At 1 bite, Dam 1d4,
whale figurine, a brass horseshoe, and a cedar
Mv 40’ Swim 20’, Sv F2, Ml 7, XP 100 ea.
cane. Rummaging through the pile of bones will
bring the locusts swarming down. Once per round, a shocker lizard can deliver an
electrical shock to a single opponent within 5 feet.
6 Giant Cave Locusts: AC 16, HD 2**, This attack will stun (paralyze) the target on a failed
#At 1 bite or 1 bump or 1 spit, Dam 1d2 or 1d4* or save vs. Death Ray for a total of 2d8 rounds.
special, Mv 20’ Fly 60’ (15’), Sv F2, Ml 5, XP 125 ea. Whenever two or more shocker lizards are within 20
HP 4 ☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ feet of each other, they can work together to
5 ☐☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ create a lethal shock. This effect has a radius of 20
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ feet, centered on any one contributing lizard. The
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ shock deals 2d8 points of electrical (lightning)
damage for each lizard contributing to it (maximum
7. 12d8); a successful save vs. Death Ray reduces the
damage by half.
Several alcoves are cut into the south and east HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
walls, and a pile of rotting wood lies in the north- 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
east section of the area. 9 ☐☐☐☐☐ ☐☐☐☐
There are four total cut-outs, two on each the south 6 ☐☐☐☐☐ ☐
and east walls. The choker is hiding in one of the 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
southern ones, and will attack the last PC coming Located inside the maple chest of drawers is 266 gp,
into the area with surprise. 346 ep, 687 sp, 7,360 cp, and a Ring of Protection +1.
Choker: AC 17, HD 3+3, At 1 choke, It is protected by a trap.
Dam 1d3 + special, Mv 20’, Sv F3, Ml 7, XP 145 Teleporter trap: Teleports 1 PC to a random location
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ in the lair (1d12), leaving behind armor and any gear
on the floor.
8.

A sloped pit lined with iron spikes lies in the south-


west corner of the area, and a mural of geometric
patterns covers the ceiling. Debris is piled up
against the east wall of the cavern.

If the pile is disturbed, giant fire beetles run out and


attack.
5 Giant Fire Beetles: AC 16, HD 1+2, #At 1 bite,
Dam 2d4, Mv 40’, Sv F1, Ml 7, XP 25 ea.
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐

149
Unbaronable Circumstances Adventure Anthology Three

10. 6 Hobgoblins: AC 11, HD 1, #At 1 scimitar, Dam 1d8,


Mv 40’, Sv F1, Ml 8, XP 25 ea.
Three pallets and a dozen cots line the walls;
HP 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
several are occupied by sleeping forms. There is a
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
mahogany weapon rack by the southern wall. This
1 ☐ 5 ☐☐☐☐☐
area appears to be in use as a barracks. There are
a few areas of moisture at the south end of the Found on the table are some tiles with strange
area. markings, 700 sp, and a Silver Holy Symbol (worth 25
gp).
Further inspection of the area will reveal a wooden
pitcher and 50 feet of twine scattered around the 13.
area. The hobgoblins will awaken at the slightest
noise in the room and attack. There is a birch desk by the western wall, and a
large puddle of water at the east end.
Note that these hobgoblins are not armored.
8 Hobgoblins: AC 11, HD 1, #At 1 scimitar, Dam 1d8, Inside the birch desk is a garnet (150 gp) and a
Mv 40’, Sv F1, Ml 8, XP 25 ea. torch.
HP 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
2 ☐☐ 7 ☐☐☐☐☐ ☐☐ 14.
2 ☐☐ 5 ☐☐☐☐☐ A large kiln and coal bin sit in the east side of the
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ area next to an anvil. A hobgoblin is pounding on
something on the anvil while seven more watch
11. what he is doing. There are several iron blobs
scattered throughout the area.
Many hobgoblins are staring at you with ugly
expressions. You can see a chest near the 8 Hobgoblins: AC 14, HD 1, #At 1 scimitar, Dam 1d8,
northeast cavern wall; a long case leans up against Mv 30’, Sv F1, Ml 8, XP 25 ea.
it. There are some items laying around the area.
HP 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
There are a set of wooden teeth, iron pliers, and 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
shredded and torn clothing scattered around the 2 ☐☐ 7 ☐☐☐☐☐ ☐☐
area. 2 ☐☐ 5 ☐☐☐☐☐

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.

These hobgoblins are not wearing armor.

150
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

Open Game License


Designation of Open Game Content: The entire text of Adventure Anthology Three conjunction with a work containing Open Game Content except as expressly licensed in
(except the Open Game License, as explained below) is Open Game Content, released another, independent Agreement with the owner of such Trademark or Registered
under the Open Game License, Version 1.0a (reproduced below) as described in Section Trademark. The use of any Product Identity in Open Game Content does not constitute a
1(d) of the License. Artwork incorporated in this document is not Open Game Content, and challenge to the ownership of that Product Identity. The owner of any Product Identity used
remains the property of the copyright holder. in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Designation of Product Identity: Product identity is not Open Game Content. The following 8. Identification: If you distribute Open Game Content You must clearly indicate which
is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and portions of the work that you are distributing are Open Game Content.
product line names, including Basic Fantasy Role-Playing Game; (B) all artwork, logos,
symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes and 9. Updating the License: Wizards or its designated Agents may publish updated versions of
graphic, photographic and other visual representations, including the "eye" logo, which is this License. You may use any authorized version of this License to copy, modify and
the personal trademark of Chris Gonnerman for his various products; (C) logos and distribute any Open Game Content originally distributed under any version of this License.
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10. Copy of this License: You MUST include a copy of this License with every copy of the
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Open Game Content You Distribute.
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specifically excludes Product Identity. (e) "Product Identity" means product and product line material by E. Gary Gygax and Dave Arneson.
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symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, Chenault and Mac Golden.
photographic and other visual or audio representations; names and descriptions of
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abilities or effects, logos, symbols, or graphic designs; and any other trademark or Basic Fantasy Role-Playing Game Copyright © 2006-2016 Chris Gonnerman.
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the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself James Lemon, and Contributors.
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