The Kingdom of Oshadar
Background
Brutal wars shaped the lands of Oshadar for ages, but peace was finally restored. There are however those who seek to bring Oshadar back into darkness.
Population: 47669 residents
queen Latilde of Preya
Oshadar is ruled by queen Latilde of Preya, a level 12 Fighter. She has cold dark eyes, long black pony-tail and a missing middle-finger (Lifeless).
Armour Class 2 [17] Plate-mail armor Hit Points 40 Attacks 1 × Sword + 3 (1d8+3) THAC0 12 [+7] Movement Rate 90' (30') Saves D6 W7 P8 B8 S10 Alignment Neutral STR 13 INT 4 WIS 6 DEX 15 CON 8 CHA 9
Queen Latilde of Preya’s entourage
Commanding the realm’s forces is Herger of Moonglow, a level 10 Fighter. He has a short black beard, tired red-looking eyes and a missing middle-finger (Crushed). In the pocket: 1 cp, 4 sp and a small flute.
Armour Class 0 [19] Plate-mail armor Hit Points 34 Attacks 1 × Sling (1d4) THAC0 12 [+7] Movement Rate 90' (30') Saves D6 W7 P8 B8 S10 Alignment Neutral STR 13 INT 8 WIS 14 DEX 18 CON 8 CHA 7
Heading the temple is Volkrada Godelinde, a level 10 Cleric. She has tired looking eyes, delicate features and strong-looking hands (Heartbroken).
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 41 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D6 W7 P9 B11 S9 Alignment Neutral STR 8 INT 13 WIS 18 DEX 8 CON 14 CHA 8 Spells ✦ 2 × Detect Magic ✦ Light (Darkness) ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ Find Traps ✦ Speak with Animals ✦ 2 × Know Alignment ✦ 2 × Continual Light (Continual Darkness) ✦ Growth of Animal ✦ 2 × Speak with Plants ✦ Sticks to Snakes ✦ Quest (Remove Quest) ✦ Commune
Latilde’s sage is Giso of Sidena, a level 10 Magic-user. He has tiny eyes, thin blonde hair and long black robe (Unsure). In the pocket: 3 cp.
Armour Class 8 [11] Unarmored Hit Points 43 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 5 INT 13 WIS 13 DEX 15 CON 16 CHA 12 Spells ✦ Read Magic ✦ Detect Magic ✦ Read Languages ✦ Wizard Lock ✦ Phantasmal Force ✦ Web ✦ Lightning Bolt ✦ Hold Person ✦ Water Breathing ✦ Wall of Fire ✦ Massmorph ✦ Polymorph Self ✦ Transmute Rock to Mud (Mud to Rock) ✦ Pass-Wall
Latilde’s confidant is Lucida of Fal, a level 7 Halfling. She has painted skin decorations, piercing brown eyes and big red cheeks (Excited). In the pocket: a dirty handkerchief, 5 sp and a passphrase note.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 19 Attacks 1 × Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 17 INT 4 WIS 12 DEX 10 CON 9 CHA 12
Regions
Spiral Crags Spiral Crags
Hex 01: Gold Dragons
Small unexplained earthquakes tremble the rocks here a few times a day. Loose rocks and boulders may block the pathways, or even worse, fall from above unexpectedly.
2 Gold Dragons are foraging across a seemingly bottomless chasm, where a rope bridge meets an overhang. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of a forgotten keep).
Gold Dragon
Armour Class: –2 [21] Hit Dice: 11 Attacks: [2 × claw (2d4), 1 × bite (6d6)] or breath THAC0: 11 [+8] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D6 W7 P8 B8 S10 (11) Morale: 10 Alignment: Lawful XP: 2,700
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 47,400 gp
- 13 gems worth 3,420 gp in total
Hex 02: Caverns of the Hidden Blood
The narrow and winding trails here are on the faces of the cliffs. Carelessness or combat are especially risky here.
The Caverns of the Hidden Blood is hidden behind a waterfall somewhere on the edge of the cliffs, at the end of a winding steep trail.
Entrances
- An excavation leading into area 1 in the dungeon is inside a cave on the face of a steep cliff.
Hex 03: Wagons
The rock formations here are sharp, pointy and dark. Walking here feels like entering the a skull of a colossal monster.
There are several abandoned and half-broken wagons across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Berserkers (6) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 2 | Bandits (2) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 3 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 4 | Trolls (2) | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
Hex 04: City of Silvercrest
A thundering waterfall drops hundreds of feet down from an overhang in the steep slopes, forming a cloud of raging water at the base.
The City of Silvercrest stands majestically, protected behind massive walls across a seemingly bottomless chasm, where a rope bridge meets an overhang. Silvercrest is ruled by the hated, power hungry Mayor Hademar Fritheburg, and is known for its helpful residents.
Hex 05: Dead Adventurers
giant thin pillars of rocks are barely supporting an even bigger plates of stone. Some of these huge mushroom-like formations have already collapsed. The others are likely to fall as well soon.
The bodies of six dead adventurers were thrown to rot across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 2 | Berserkers (6) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 3 | Pit Vipers (3) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 4 | Bandits (2) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 06: Watchtower
The path here leads to a cliffside, more than a hundrad feet tall. Planks of wood attached against the rocky wall form the only way ahead.
The ruins of an ancient watchtower are across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Small Roc | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 2 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 3 | Mountain Lions (2) | Armour Class: 6 [13] Hit Dice: 3+2 Attacks: 2 × claw (1d3), 1 × bite (1d6) THAC0: 16 [+3] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50 |
| 4 | Goblins (15) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 07: A Medusa
Multiple plateaus separated by seemingly bottomless chasms are connected with fragile rope bridges. The strong wind swings the brides from side to side, making crossing them a terrifying experience.
A Medusa is sleeping on the edge of the cliffs, at the end of a winding steep trail. There’s a 2-in-6 chance of encountering it.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 1,900 gp
Hex 08: Lair of the Mourning Slaves
The path here leads to a cliffside, more than a hundrad feet tall. Planks of wood attached against the rocky wall form the only way ahead.
The Lair of the Mourning Slaves is hidden inside an old volcano somewhere across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Entrances
- An excavation leading into area 1 in the dungeon is inside an adandoned mine.
Heart of Avaya Range Heart of Avaya Range
Hex 09: Sacrificial Grounds
Waterfalls of lava flow from caves in a cliff, melting pieces of rock as they fall and form a river of inferno in the deep canyon.
There’s a sacrificial site with burnt human remains on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
| 4 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 10: Dead Adventurers
Multiple plateaus separated by seemingly bottomless chasms are connected with fragile rope bridges. The strong wind swings the brides from side to side, making crossing them a terrifying experience.
The bodies of six dead adventurers were thrown to rot high in the mountains.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 3 | Bandits (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 4 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 11: Bridge
The rock formations here are sharp, pointy and dark. Walking here feels like entering the a skull of a colossal monster.
There’s a half-broken stone bridge across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
| 2 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 3 | Berserkers (6) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 4 | Orcs (20) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Hex 12: Sacrificial Grounds
Weird colorful crystal formations are decorating the rocky walls here. Mesmerising rays of light are bouncing from their countless facets.
There’s a sacrificial site with burnt human remains near the base of the tallest mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 2 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 3 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 4 | Goblins (13) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 13: Altar
The passages here are surrounded with steep vertical cliffs and are branching to all directions like a fractured maze.
The crumbling ruins of an ancient altar could be found near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 2 | Small Rocs (4) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 3 | Berserkers (4) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 4 | Bandits (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Javelin Grove Javelin Grove
Hex 14: Wagons
Colorful flowers, berry shrubs and mushrooms grow under the woods here - almost dense enough to completely cover too many bones.
There are several abandoned and half-broken wagons deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 2 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 3 | Wolfs (5) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
| 4 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
Hex 15: Bridge
Dense ivy and vegetation cover an old skeleton of a dragon, as if sleeping peacefully in a clearing surrounded by the trees.
There’s a recently built wood bridge where the woods meet a tall mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Killer Bees (7) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13 |
| 2 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 3 | Killer Bees (8) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13 |
| 4 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 16: Village of Gorm
There’s a stream of clear water here, flowing gently between the woods, over the smooth rocky ground.
The sleepy Village of Gorm sits quietly deep in the woods.
Hex 17: Sacrificial Grounds
The trees here are naked and twisted. Their branches reach down like bony claws. Was this place cursed in days long gone?
There’s a sacrificial site with burnt and unrecognizable remains next to a clearing.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Bandits (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 2 | Bandits (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 3 | Goblins (10) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 4 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 18: Dead Adventurers
A huge, lush tree is standing in a clearing here, covered with colorful flowers and holding a sweet berry inside. Birds fly cheerfully around it.
The bodies of six dead adventurers were thrown to rot deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Orcs (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 2 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Sprites (7) | Armour Class: 5 [14] Hit Dice: ½ Attacks: 1 × spell (curse) THAC0: 19 [0] Movement: 60’ (20’) / 180’ (60’) flying Saving Throws: D12 W13 P13 B15 S15 (E1) Morale: 7 Alignment: Neutral XP: 6 |
| 4 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Nightshard Teeth Nightshard Teeth
Hex 19: Wagons
Small unexplained earthquakes tremble the rocks here a few times a day. Loose rocks and boulders may block the pathways, or even worse, fall from above unexpectedly.
There are several abandoned and half-broken wagons on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (13) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Wolfs (4) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
| 4 | Kobolds (7) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
Hex 20: Altar
A small patch of dark clouds circle an even darker peak. Jolts of lightnings flash from within, followed by rumbling thunders.
The crumbling ruins of an ancient altar could be found high in the mountains.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Kobolds (12) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
| 2 | Goblins (12) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Orcs (20) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 4 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 21: Crypt of the Dishonored Goblin
Weird colorful crystal formations are decorating the rocky walls here. Mesmerising rays of light are bouncing from their countless facets.
The Crypt of the Dishonored Goblin is hidden behind a waterfall somewhere near the base of a steep cliff.
Entrances
Stairs leading down into area 1 in the dungeon are inside an abandoned wooden cabin, under loose floor boards.
Stairs leading down into area 84 in the dungeon are inside a cave on the face of a steep cliff.
Hex 22: Stone Giants
Multiple plateaus separated by seemingly bottomless chasms are connected with fragile rope bridges. The strong wind swings the brides from side to side, making crossing them a terrifying experience.
4 Stone Giants are wandering near the base of a steep cliff. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside an old abandoned copper mine).
Stone Giant
Armour Class: 4 [15] Hit Dice: 9 Attacks: 1 × weapon (3d6) or 1 × boulder (3d6) THAC0: 12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (9) Morale: 9 Alignment: Neutral XP: 900
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 7,600 gp
- 3 gems worth 110 gp in total
Hex 23: Dead Adventurers
A thundering waterfall drops hundreds of feet down from an overhang in the steep slopes, forming a cloud of raging water at the base.
The bodies of five dead adventurers were thrown to rot near the base of the tallest mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (8) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 3 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 4 | Berserkers (7) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
Hex 24: Abandoned Village
Giant boulders are hanging in mid air by some kind of invisible magic. Some have rope ladders attached, reaching all the way down for anyone to climb.
There’s a recently abandoned village high in the mountains.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Small Rocs (3) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 2 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 3 | Bandits (9) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 4 | Goblins (10) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 25: Wagons
The skeleton of a huge dragon was fossilised in one of the cliff faces here. Its wings are spread as if it was about to fly to the clouds one last time.
There are several abandoned and half-broken wagons high in the mountains.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Orcs (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Wolfs (6) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
| 4 | Orcs (14) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Hex 26: Bridge
Weird colorful crystal formations are decorating the rocky walls here. Mesmerising rays of light are bouncing from their countless facets.
There’s a dangerous looking rope bridge near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 2 | Small Rocs (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 3 | Hobgoblins (3) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Iceborn Woodlands Iceborn Woodlands
Hex 27: Shrine of the Mad Ogre
Dozens of giant dead tree trunks are laying on the ground here, covered with moss and undergrowth. Some of them seem to have a face, with a frozen expression of agony.
The Shrine of the Mad Ogre is hidden in one of the tree covered hills somewhere deep in the woods.
Entrances
- Stairs leading down into area 1 in the dungeon are deep inside the trunk of a giant oak, at the bottom of an excavated spiral staircase.
Hex 28: Village of Sagoth
An oversized statue of a king holding a sword against the ground stands proudly in a clearing here. Fresh flowers were recently placed near its base.
The thriving Village of Sagoth blends seamlessly deep in the woods.
Hex 29: Wagons
A huge, lush tree is standing in a clearing here, covered with colorful flowers and holding a sweet berry inside. Birds fly cheerfully around it.
There are several abandoned and half-broken wagons next to a clearing.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Tiger | Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275 |
| 2 | Stirges (6) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
| 3 | Robber Fly | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20 |
| 4 | Ogres (3) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
Hex 30: Lair of the Corrupted Skeletons
A small pond sits between the woods here. At night, countless mysterious forms glow an eeree purple light deep in the water.
The Lair of the Corrupted Skeletons is hidden in one of the tree covered hills somewhere deep in the woods.
Entrances
- An excavation leading into area 1 in the dungeon is deep inside the trunk of a giant oak, at the bottom of an excavated spiral staircase.
Hex 31: Dead Adventurers
Colorful flowers, berry shrubs and mushrooms grow under the woods here - almost dense enough to completely cover too many bones.
The bodies of four dead adventurers were thrown to rot deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 2 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Killer Bees (7) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13 |
| 4 | Berserkers (7) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
Hex 32: Portal
A small pond sits between the woods here. At night, countless mysterious forms glow an eeree purple light deep in the water.
There’s a magical portal to another hex where the woods meet a tall mountain.
The portal is large slab of dark rock that has a seamingly hollow arch-shaped stone gate on top. There’s a strange blue glow surrounding it. Anyone or anything passing through the gate will get teleported into a different hex (preselected by the referee), but there’s a 1-in-6 chance that the portal will lose half of the character’s carried gold (roll per character).
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Small Rocs (4) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 2 | Tiger | Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275 |
| 3 | Bandits (3) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 4 | Wolfs (3) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
Hex 33: Bridge
An oversized statue of a queen holding a sword against the ground stands proudly in a clearing here. Fresh flowers were recently placed near its base.
There’s a dangerous looking rope bridge deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 2 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 3 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
Demon’s Fork Teeth Demon’s Fork Teeth
Hex 34: Altar
The skeleton of a huge dragon was fossilised in one of the cliff faces here. Its wings are spread as if it was about to fly to the clouds one last time.
The crumbling ruins of an ancient altar could be found near the base of the tallest mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Trolls (3) | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
| 2 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 3 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 4 | Ogres (3) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
Hex 35: Wagons
The path here leads to a cliffside, more than a hundrad feet tall. Planks of wood attached against the rocky wall form the only way ahead.
There are several abandoned and half-broken wagons near the base of the tallest mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 2 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 4 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
Hex 36: Abandoned Village
Dense fog makes traveling on the trails here difficult and slow. The reduced visibility renders it almost impossible to scout for danger.
There’s a recently abandoned village near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 2 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Goblins (12) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 37: Caverns of the Furious Fire
A thundering waterfall drops hundreds of feet down from an overhang in the steep slopes, forming a cloud of raging water at the base.
The Caverns of the Furious Fire is hidden inside an old volcano somewhere high in the mountains.
Entrances
- An excavation leading into area 1 in the dungeon is inside a cave, hidden behind a raging waterfall.
Wizards of Alvania Timberlands Wizards of Alvania Timberlands
Hex 38: Altar
Dozens of giant dead tree trunks are laying on the ground here, covered with moss and undergrowth. Some of them seem to have a face, with a frozen expression of agony.
The crumbling ruins of an ancient altar could be found near a water stream.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Gnolls (3) | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
| 2 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 3 | Sprites (7) | Armour Class: 5 [14] Hit Dice: ½ Attacks: 1 × spell (curse) THAC0: 19 [0] Movement: 60’ (20’) / 180’ (60’) flying Saving Throws: D12 W13 P13 B15 S15 (E1) Morale: 7 Alignment: Neutral XP: 6 |
| 4 | Gnolls (4) | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
Hex 39: Shrine of the Cold Souls
A huge, lush tree is standing in a clearing here, covered with colorful flowers and holding a sweet berry inside. Birds fly cheerfully around it.
The Shrine of the Cold Souls is hidden in one of the tree covered hills somewhere near a water stream.
Entrances
- Stairs leading down into area 1 in the dungeon are under the ruins of an ancient temple, masked by dense undergrowth.
Hex 40: Wagons
Colorful flowers, berry shrubs and mushrooms grow under the woods here - almost dense enough to completely cover too many bones.
There are several abandoned and half-broken wagons deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Gnolls (4) | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
| 2 | Berserkers (7) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 3 | Crab Spider | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1d8 + poison) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 4 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
Hex 41: Bridge
There’s a stream of clear water here, flowing gently between the woods, over the smooth rocky ground.
There’s a dangerous looking rope bridge next to a clearing.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Crab Spider | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1d8 + poison) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 2 | Wolfs (4) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
| 3 | Geckos (3) | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 4 | Crab Spider | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1d8 + poison) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
Hex 42: Gold Dragons
A huge, lush tree is standing in a clearing here, covered with colorful flowers and holding a sweet berry inside. Birds fly cheerfully around it.
4 Gold Dragons are sleeping next to a clearing. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of a forgotten keep).
Gold Dragon
Armour Class: –2 [21] Hit Dice: 11 Attacks: [2 × claw (2d4), 1 × bite (6d6)] or breath THAC0: 11 [+8] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D6 W7 P8 B8 S10 (11) Morale: 10 Alignment: Lawful XP: 2,700
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 52,300 gp
- 10 gems worth 760 gp in total
- 20 jewellery items worth 17,600 gp in total
- Spear +1
Blackapple Barrens Blackapple Barrens
Hex 43: Bridge
Surrounded by the soft dunes, a huge rock shaped like a dome is planted in the sand. It is almost too slippery to climb on.
There’s a dangerous looking rope bridge on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Orcs (14) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 2 | Hobgoblins (7) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 3 | Camel | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 4 | Camel | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
Hex 44: Altar
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
The crumbling ruins of an ancient altar could be found between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 2 | Lions (2) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
| 3 | Small Herd Animals (3) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
| 4 | Lions (3) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Hex 45: Wagons
Gusts of warm desert wind sweep and swirl the sands, creating ghost-like clouds of desert dust.
There are several abandoned and half-broken wagons between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Camel | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 2 | Small Herd Animals (7) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
| 3 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 4 | Lion | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Hex 46: Bridge
A giant perfect wall of stones stands lonely an unconnected in the middle of the wasteland, with only empty stretches of sand to surround it.
There’s a dangerous looking rope bridge between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 2 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Tuataras (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
| 4 | Pit Vipers (2) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
Hex 47: Dead Adventurers
The sand here is riddled with small craters, as if a rain of rocks fell violently from above.
The bodies of four dead adventurers were thrown to rot near an oasis.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Orcs (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 2 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 3 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 4 | Small Rocs (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
Hex 48: Wagons
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
There are several abandoned and half-broken wagons on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Geckos (2) | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 2 | Camels (3) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 3 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
Hex 49: A Giant Hawk
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
A Giant Hawk is foraging between two giant dunes. There’s a 2-in-6 chance of encountering it.
Giant Hawk
Armour Class: 6 [13] Hit Dice: 3+3 Attacks: 1 × talons or beak (1d6) THAC0: 16 [+3] Movement: 450’ (150’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
Dark Storm Barrens Dark Storm Barrens
Hex 50: Temple of the Lost Order
The sand here is riddled with small craters, as if a rain of rocks fell violently from above.
The Temple of the Lost Order is hidden somewhere on the dunes sands.
Entrances
- Stairs leading down into area 1 in the dungeon are inside an abandoned wooden hut, under loose floor boards.
Hex 51: Glowing Sword Inn
Surrounded by the soft dunes, a huge rock shaped like a dome is planted in the sand. It is almost too slippery to climb on.
Glowing Sword Inn is welcoming travellers and adventurers near an oasis.
Hex 52: Town of Khezal
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
The Town of Khezal stands secure on high grounds on the dunes sands.
Hex 53: Sacrificial Grounds
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
There’s a sacrificial site with burnt animal remains near an oasis.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Small Herd Animals (3) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
| 2 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 3 | Pit Vipers (2) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 4 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
Hex 54: Abandoned Village
Gusts of warm desert wind sweep and swirl the sands, creating ghost-like clouds of desert dust.
There’s a recently abandoned village near an oasis.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 2 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
| 3 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 4 | Small Rocs (3) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
Hex 55: Bridge
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
There’s a dangerous looking rope bridge between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 2 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 3 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Lions (2) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Hex 56: Hobgoblins
Either wind or some other force creates dozens of giant sand vortexes here, as tall as the eye can see.
14 Hobgoblins are scavenging between two giant dunes. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of an abandoned stronghold).
Hobgoblin
Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75)
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 2,000 gp
- 7 jewellery items worth 5,700 gp in total
Nightshadow Wastes Nightshadow Wastes
Hex 57: Giant Hawks
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
3 Giant Hawks are wandering near an oasis. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside a well-hidden cave).
Giant Hawk
Armour Class: 6 [13] Hit Dice: 3+3 Attacks: 1 × talons or beak (1d6) THAC0: 16 [+3] Movement: 450’ (150’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Hex 58: Sacrificial Grounds
A giant perfect wall of stones stands lonely an unconnected in the middle of the wasteland, with only empty stretches of sand to surround it.
There’s a sacrificial site with burnt and unrecognizable remains on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Tuataras (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
| 2 | Tuataras (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
| 3 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 4 | Lion | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Hex 59: Altar
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
The crumbling ruins of an ancient altar could be found between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
| 2 | Geckos (2) | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
| 3 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
| 4 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
Hex 60: Bridge
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
There’s a dangerous looking rope bridge on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
| 2 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 4 | Small Rocs (3) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
Hex 61: Wagons
The sand here is riddled with small craters, as if a rain of rocks fell violently from above.
There are several abandoned and half-broken wagons on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Camel | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 2 | Small Rocs (3) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 3 | Camels (3) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
| 4 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
Hex 62: Village of Vezia
There are numerous sinkholes in the sands here. Some of them are big enough to swallow an inn.
The withering Village of Vezia blends seamlessly near an oasis.
Wintercry Range Wintercry Range
Hex 63: Dead Adventurers
Weird colorful crystal formations are decorating the rocky walls here. Mesmerising rays of light are bouncing from their countless facets.
The bodies of six dead adventurers were thrown to rot on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Wolfs (5) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
| 2 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
| 3 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
| 4 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
Hex 64: Orcs
The rock formations here are sharp, pointy and dark. Walking here feels like entering the a skull of a colossal monster.
20 Orcs are hiding high in the mountains. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of a forgotten keep).
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 6,000 gp
- 5 jewellery items worth 5,100 gp in total
Hex 65: Altar
Waterfalls of lava flow from caves in a cliff, melting pieces of rock as they fall and form a river of inferno in the deep canyon.
The crumbling ruins of an ancient altar could be found high in the mountains.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Goblins (13) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
| 2 | Berserkers (9) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
| 3 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 4 | Trolls (3) | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
Hex 66: Temple of the Infernal Desire
Two giant stone figures of guards, gazing into the sky and holding a sword against the ground are carved on both cliffsides of the valley here.
The Temple of the Infernal Desire is hidden inside a cave on the cliff somewhere near the base of the tallest mountain.
Entrances
- Stairs leading down into area 1 in the dungeon are inside a cave, hidden behind a raging waterfall.
Hex 67: Town of Yazar
The passages here are surrounded with steep vertical cliffs and are branching to all directions like a fractured maze.
The Town of Yazar stands secure on high grounds on the edge of the cliffs, at the end of a winding steep trail.
Hex 68: The Fearless Mummy Lodge
The skeleton of a huge dragon was fossilised in one of the cliff faces here. Its wings are spread as if it was about to fly to the clouds one last time.
The Fearless Mummy Lodge is welcoming travellers and adventurers high in the mountains.
Hex 69: Wagons
A thundering waterfall drops hundreds of feet down from an overhang in the steep slopes, forming a cloud of raging water at the base.
There are several abandoned and half-broken wagons across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Neanderthals (10) | Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Lawful XP: 20 |
| 2 | Orcs (17) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
| 4 | Berserkers (6) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
Crimsonblade Desert Crimsonblade Desert
Hex 70: Abandoned Village
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
There’s a recently abandoned village between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Orcs (17) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 2 | Small Herd Animals (6) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
| 3 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
| 4 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
Hex 71: Ogres
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
8 Ogres are hiding near an oasis. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of an abandoned stronghold).
Ogre
Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 600 gp
Hex 72: City of Hellgate
Gusts of warm desert wind sweep and swirl the sands, creating ghost-like clouds of desert dust.
The City of Hellgate decorates the horizon, surrounded by tall walls on the dunes sands. Hellgate is ruled by the beloved and just Baron Serelo Hildebald, and is known for its solstice festival of lights.
Hex 73: Bridge
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
There’s a recently built wood bridge near an oasis.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Small Herd Animals (8) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
| 2 | Orcs (17) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
| 3 | Small Roc | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
| 4 | Lion | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Settlements
City of Silvercrest City of Silvercrest
- Located in: Hex 4
- Population: 16677 residents
Silvercrest is ruled by the hated, power hungry Mayor Hademar Fritheburg, and is known for its helpful residents. The city is also known for its fine Scribe shops.
Shops & services overview
Harbor District
Tavern (The Magic Stone Tavern), Guards (Dúin), Brothel (Goldiva’s Companions), Pet Shop (Huno’s Friends), Stables (Baldwar’s Mounts), Tailor (Natelma’s Fine Clothes), Winery (Aicfrida’s Fine Wines), General Goods (Erlinde’s Supply), Spices (Lucida’s Spices)
Market District
Lodge (The Glowing Mace Lodge), Guards (Fenicia, Duca), Flower Shop (Altrude’s Bouquets), Armor & Weapons (Reingard’s Blade), General Goods (Godmar’s Goods), Smokehouse (Albilde’s Smoked Goods), Tailor (Lodn’s Handmade Shirts and More), Printing Press (Getrude’s Press), Herbalist (Rothard’s Mushroom), Cobbler (Ecco’s Shoes), Indoor Market (Amblard’s ), Salon (Divitia’s Salon), Bathhouse (Galianna’s Baths), Fish Market (Geldin’s Sea Products), Brewery (Gersinde’s Good Stuff), Animal Supplies (Winsy’s Barn & Yarn), Game Shop (Baius’s Pawns and Dice), Bank, Scribe (Lefsy’s Copywriters), Spices (Fiuca’s Salt & Pepper), Vehicle Maker (Hilwin’s Wheels), Trade Post (Susekta’s Marketplace)
Temple District
Inn (The Lost Arrow Inn), Guards (Waser, Deocar, Walo), Winery (Stebilia’s Wines), Flower Shop (Hargar’s Bouquets), Archive
Dwellers District
Inn (The Hunter’s Mace Inn), Guards (Brysia, Odelrada, Helmward), Scribe (Grasso’s Ink & Feather), Brewery (Daghard’s Brews), Music (Solianna’s Harp & Lute), Barber (Elisianna’s Scissors), Nunnery
Miners District
Inn (The Gnoll & The Crying Brewer Inn), Guards (Temidia), Music (Lautrude’s Harp & Lute), Herbalist (Erlinde’s Greens), School
Lower Townsfolk District
Inn (The Lost Mace Inn), Guards (Amara), Orphanage, Daycare, Salon (Malger’s Styles)
Palace District
Tavern (The Sad Orc Tavern), Guards (Gisilde, Galianna, Gatrude), Archive, Physician (Theuda’s Clinic)
Crafting District
Tavern (The Rogue’s Stone Tavern), Guards (Deocar, Luceria, Aicard), Cobbler (Svator’s Shoemakers), Dark Market (Walo’s ), Cartographer (Elenia’s Maps), Tanner (Odaria’s Hides and Leathers), Weaver (Geldin’s Garments), Printing Press (Adremar’s Press), Scribe (Reinmar’s Ink & Feather)
Eastside Miners District
Tavern (The Paladin’s Staff Tavern), Guards (Vamilia, Framin), Orphanage, Weaver (Aldemar’s Garments), Bank
Westside Peasants District
Lodge (The Mummy & The Fearless Baker Lodge), Guards (Wigmar, Albilde), Bank, Carpenter (Theodora’s Carpentry)
Harbor District
Tavern (The Magic Stone Tavern), Guards (Dúin), Brothel (Goldiva’s Companions), Pet Shop (Huno’s Friends), Stables (Baldwar’s Mounts), Tailor (Natelma’s Fine Clothes), Winery (Aicfrida’s Fine Wines), General Goods (Erlinde’s Supply), Spices (Lucida’s Spices)
The Magic Stone Tavern
Keeper
Owned and managed by Tanquard Ermenbald. He has deep blue eyes, a strong, prominent chin and freckles (Paranoid). In the pocket: 1 cp and 5 sp.
Staff
Aldemar Ermenbalda. He has a chiseled chin, piercing dark eyes and a missing tooth (Fearful). In the pocket: 2 cp.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked chunks of fish, glazed with red wine and served with mashed potatoes for 2 sp⬝Cooked slices of pork, glazed with red wine and served with mashed potatoes for 1 sp |
| 2 | Cooked chunks of fish, glazed with red wine and served with fresh salad for 1 sp |
| 3 | Barbecued chunks of meat, glazed with white wine and served with steamed vegetables for 1 sp⬝Barbecued fillet of shellfish, glazed with red wine and served with cooked rice for 2 sp⬝Cooked fillet of chicken, glazed with garlic and wine and served with cooked rice for 1 sp⬝Stewed fillet of pork, glazed with ale and served with fresh salad for 2 sp |
| 4 | Barbecued slices of fish, marinated in red wine and served with baked potatoes for 1 sp⬝Barbecued chunks of pork, marinated in honey and herbs and served with baked potatoes for 2 sp⬝Stewed slices of chicken, marinated in ale and served with mashed potatoes for 1 sp |
Patrons & Visitors
Erlinde of Albor (when not in shop)
Baldwar Eutropius (when not in shop)
Aicfrida Liutberga (when not in shop)
Goldiva of Belesa (when not in shop)
Muscatta Siclefrid, a level 4 Cleric. She has heavy makeup, crystal blue eyes and long, skinny fingers (Helpless). In the pocket: 3 cp, a smoking pipe and 2 gp.
Armour Class 5 [14] Leather armor + Shield Hit Points 13 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 9 WIS 16 DEX 14 CON 13 CHA 9 Spells ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ Purify Food and Water ✦ Hold Person
Gerlinde Humbelina, a level 1 Halfling. She has piercing brown eyes, a beauty mark above the lips and big red cheeks (Puzzled). In the pocket: 3 cp, 3 sp and a small gem (worth 10 gp).
Armour Class 5 [14] Chainmail armor Hit Points 1 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 15 INT 4 WIS 7 DEX 11 CON 8 CHA 10
Safia of Agadar, a level 2 Halfling. She has short almond pony-tail, piercing black eyes and short, chunky fingers (Horrified). In the pocket: a quill and a smoking pipe.
Armour Class 4 [15] Leather armor + Shield Hit Points 7 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 5 WIS 4 DEX 17 CON 7 CHA 16
Atwin Theodeher, a level 1 Cleric. He has deep blue eyes, a long smoking pipe in his mouth and strong-looking hands (Helpless). In the pocket: 3 cp.
Armour Class 6 [13] Chainmail armor + Shield Hit Points 5 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 13 WIS 16 DEX 5 CON 12 CHA 14
Odelrada of Lankar, a level 1 Thief. She has painted skin decorations, enchanting green eyes and a scar across the eye (Hopeless).
Armour Class 5 [14] Leather armor Hit Points 1 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 12 WIS 13 DEX 16 CON 6 CHA 11
| Bulletin |
|---|
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Aicfrida Liutberga” |
| “Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Goldiva of Belesa” |
| d6 | Rumor |
|---|---|
| 1 | Aicfrida Liutberga’s Decorated Armor (actually an Armour +2) is somewhere in the Shrine of the Mad Ogre |
| 2 | Goldiva of Belesa’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Temple of the Lost Order |
| 3 | There’s an Orc somewhere in Wintercry Range. |
| 4 | The Black Wolves are using the Temple Of The Lost Order as their hideout. |
| 5 | There’s a Medusa somewhere in Spiral Crags. |
| 6 | There’s a Stone Giant somewhere in Nightshard Teeth. |
Guards
Dúin of Valka, a level 5 Fighter. He has piercing dark eyes, short blonde hair and a missing middle-finger (Tired). In the pocket: a quill, a smoking pipe and a small flute.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 21 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 8 WIS 5 DEX 12 CON 11 CHA 9
Goldiva’s Companions (Brothel)
Owner: Goldiva of Belesa. She has long almond pony-tail, cold dark eyes and a neck band (Puzzled). In the pocket: 2 cp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +3 vs Regenerating Creatures and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 440gp
- Goldiva is usually eating her meals in the The Magic Stone Tavern.
Huno’s Friends (Pet Shop)
| Item | Price |
|---|---|
| Wolf | 8 gp |
| Fish | 3 sp |
| Lizard | 9 sp |
| Parrot | 18 gp |
Owner: Huno Ottilburg. He has bulging dark eyes, a chiseled chin and a smelly breath (Crushed). In the pocket: a quill.
Baldwar’s Mounts (Stables)
| Item | Price |
|---|---|
| Riding Horse | 67 gp |
| Draft Horse | 36 gp |
| Camel | 90 gp |
Owner: Baldwar Eutropius. He has cold dark eyes, short almond hair and big round spectacles (Alone).
- Baldwar is usually eating his meals in the The Magic Stone Tavern.
Natelma’s Fine Clothes (Tailor)
| Item | Price |
|---|---|
| Royal Dress | 445 gp |
| Common Outfit | 4 gp |
| Blouse | 9 cp |
| Common Dress | 1 sp |
| Leather Apron | 1 gp |
Owner: Natelma Odelhilde. She has long and curly almond hair, bulging dark eyes and a limp (Satisfied). In the pocket: 2 cp and an empty vial.
Aicfrida’s Fine Wines (Winery)
| Item | Price |
|---|---|
| Craft Beer (Barrel) | 8 gp |
Owner: Aicfrida Liutberga. She has painted skin decorations, tired looking eyes and a limp (Petrified). In the pocket: 3 cp, an empty vial and 1 gp.
- Decorated Armor is lost (or so claimed). (Secret: This is actually an Armour +2 and it is currently somewhere in the Shrine of the Mad Ogre)
- Finder’s reward is 230gp
- On her time off, Aicfrida will enjoy a drink or two in the The Magic Stone Tavern.
Erlinde’s Supply (General Goods)
| Item | Price |
|---|---|
| Iron spikes (12) | 1 gp |
| Holy symbol | 31 gp |
| Hammer (small) | 2 gp |
| 10 Candles | 1 gp |
| Tinder box (flint & steel) | 3 gp |
| Lantern | 12 gp |
| Backback | 6 gp |
| Fishing Rod | 1 gp |
Owner: Erlinde of Albor. She has long blonde hair, piercing brown eyes and a nose ring (Apprehensive). In the pocket: a comb and an empty vial.
- Erlinde is frequenting the The Magic Stone Tavern on her time off.
Lucida’s Spices (Spices)
Owner: Lucida of Hellgate. She has ample breasts, piercing dark eyes and freckles (Worthless). In the pocket: 2 cp and a smoking pipe.
Market District
Lodge (The Glowing Mace Lodge), Guards (Fenicia, Duca), Flower Shop (Altrude’s Bouquets), Armor & Weapons (Reingard’s Blade), General Goods (Godmar’s Goods), Smokehouse (Albilde’s Smoked Goods), Tailor (Lodn’s Handmade Shirts and More), Printing Press (Getrude’s Press), Herbalist (Rothard’s Mushroom), Cobbler (Ecco’s Shoes), Indoor Market (Amblard’s ), Salon (Divitia’s Salon), Bathhouse (Galianna’s Baths), Fish Market (Geldin’s Sea Products), Brewery (Gersinde’s Good Stuff), Animal Supplies (Winsy’s Barn & Yarn), Game Shop (Baius’s Pawns and Dice), Bank, Scribe (Lefsy’s Copywriters), Spices (Fiuca’s Salt & Pepper), Vehicle Maker (Hilwin’s Wheels), Trade Post (Susekta’s Marketplace)
The Glowing Mace Lodge
Keeper
Owned and managed by Aico Marquessa. He has a frowny expression, deep blue eyes and a limp (Overwhelmed). In the pocket: a dirty handkerchief and an empty vial.
Staff
Celestus of Hawkston. He has cold dark eyes, a two day stubble and a nose ring (Repentant). In the pocket: dice.
Alviva of Springvale. She has well-brushed black hair, deep blue eyes and a smelly breath (Forceful). In the pocket: dice and 4 sp.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Barbecued slices of meat, glazed with garlic and wine and served with fresh salad for 1 sp |
| 2 | Barbecued slices of shellfish, glazed with ale and served with mashed potatoes for 1 sp⬝Barbecued fillet of shellfish, marinated in honey and herbs and served with baked potatoes for 1 sp |
| 3 | Barbecued tenders of fish, glazed with white wine and served with fresh salad for 1 sp⬝Barbecued slices of fish, glazed with honey and herbs and served with mashed potatoes for 1 sp⬝Stewed tenders of fish, marinated in honey and herbs and served with cooked rice for 1 sp |
| 4 | Stewed chunks of fish, marinated in white wine and served with fresh salad for 1 sp⬝Cooked chunks of shellfish, glazed with white wine and served with steamed vegetables for 2 sp |
Patrons & Visitors
Hilwin Supplicia (when not in shop)
Galianna Liutberga (when not in shop)
Ecco of Fryda (when not in shop)
Gerward Haimengarde, a level 1 Fighter. He has piercing black eyes, a long smoking pipe in his mouth and a missing middle-finger (Moody). In the pocket: a dirty handkerchief, spectacles and a passphrase note.
Armour Class 3 [16] Chainmail armor Hit Points 1 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 5 WIS 11 DEX 16 CON 10 CHA 6
Idelinde of Nyaro, a level 1 Dwarf. She has piercing green eyes, soft gentle features and short, fat fingers (Crushed). In the pocket: dice.
Armour Class 5 [14] Chainmail armor Hit Points 8 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 12 WIS 11 DEX 12 CON 13 CHA 3
Luceria Budislava, a level 2 Halfling. She has tired red-looking eyes, soft gentle features and big red cheeks (Exhausted). In the pocket: a quill, 5 sp and a love note.
Armour Class 5 [14] Leather armor + Shield Hit Points 3 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 4 WIS 11 DEX 15 CON 8 CHA 8
Gaucia Frothilde, a level 1 Magic-user. She has deep blue eyes, short and curly brown hair and a nose ring (Calm). In the pocket: a deck of cards.
Armour Class 10 [9] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 12 WIS 9 DEX 6 CON 12 CHA 14 Spells ✦ Read Magic
Svator of Knifeblade, a level 3 Magic-user. He has a two day stubble, tiny eyes and an oversized pointy hat made of dark leather (Sad). In the pocket: a quill, 4 sp and 1 gp.
Armour Class 9 [10] Unarmored Hit Points 8 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 16 WIS 8 DEX 12 CON 11 CHA 6 Spells ✦ Magic Missile ✦ Ventriloquism ✦ Locate Object
Aginteus Natalisma, a level 3 Dwarf. He has piercing black eyes, thin almond hair and big, bulbous nose (Scared). In the pocket: 1 cp, 4 sp and a death threat note.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 13 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 10 WIS 12 DEX 8 CON 11 CHA 6
| Bulletin |
|---|
| “Wife is missing! My wife is missing since two days ago. Please reach out to me if you can help. Lefsy of Mishara” |
| “Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Altrude Theodebrand” |
| d6 | Rumor |
|---|---|
| 1 | Altrude Theodebrand’s Custom Sword (actually a Sword +1, Flaming) is somewhere in the Shrine of the Cold Souls |
| 2 | Baius Liutgarde’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Mad Ogre |
| 3 | Lefsy of Mishara’s wife is held captive in the Shrine Of The Mad Ogre |
| 4 | Geldin of Aberius’s daughter is held captive in the Crypt Of The Dishonored Goblin |
| 5 | The Fists Of Hope are plotting to overthrow the ruler of the realm. |
| 6 | There’s a Caecilia in the Lair Of The Corrupted Skeletons |
Guards
Fenicia Goldstone, a level 6 Fighter. She has wise brown eyes, warm voice and a strong, muscular physique (Excited). In the pocket: 3 cp.
Armour Class 4 [15] Chainmail armor Hit Points 15 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 9 WIS 11 DEX 13 CON 9 CHA 10
Duca of Natalas, a level 3 Fighter. She has piercing brown eyes, well-brushed red hair and a missing middle-finger (Bothered). In the pocket: a comb.
Armour Class 3 [16] Plate-mail armor Hit Points 12 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 12 INT 8 WIS 10 DEX 11 CON 10 CHA 7
Altrude’s Bouquets (Flower Shop)
Owner: Altrude Theodebrand. She has wild green eyes, heavy makeup and a missing tooth (Persuasive). In the pocket: 1 cp, a magnifying glass and 2 gp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Flaming and it is currently somewhere in the Shrine of the Cold Souls)
- Finder’s reward is 230gp
Reingard’s Blade (Armor & Weapons)
| Item | Price |
|---|---|
| Polearm | 6 gp |
| Dagger | 2 gp |
| Staff | 1 gp |
| Warhammer | 4 gp |
| Silver Dagger | 27 gp |
Owner: Reingard of Yateli. He has deep blue eyes, a heavy white beard and a smelly breath (Horrified). In the pocket: 1 cp, 3 sp and a death threat note.
- Member of the The Black Wolves.
Godmar’s Goods (General Goods)
| Item | Price |
|---|---|
| Canvas (Sq. Yard) | 3 sp |
| Grappling hook | 27 gp |
| Backback | 5 gp |
| Torches (6) | 1 gp |
| Sack (small) | 1 gp |
| Leggings | 6 sp |
| Sack (large) | 2 gp |
Owner: Godmar of Sarai. He has thick sideburns, wild green eyes and a smelly breath (Exhausted). In the pocket: a comb and a magnifying glass.
Albilde’s Smoked Goods (Smokehouse)
Owner: Albilde of Taleka. She has delicate makeup, enchanting green eyes and stained clothes (Joyful). In the pocket: a comb.
- Member of the The Fists Of Hope.
Lodn’s Handmade Shirts and More (Tailor)
| Item | Price |
|---|---|
| Cap | 4 sp |
| Common Outfit | 4 gp |
| Warm Cloak | 7 sp |
| Royal Shoes | 97 gp |
| Wolfsbane (1 bunch) | 8 gp |
Owner: Lodn of Windhead. He has a chiseled chin, tired looking eyes and a neck band (Relieved). In the pocket: a dirty handkerchief and 5 sp.
Getrude’s Press (Printing Press)
Owner: Getrude of Orova. She has bulging blue eyes, long and wild white hair and a neck band (Pleased).
- Getrude has some unfinished business with Lodn of Windhead.
Rothard’s Mushroom (Herbalist)
Owner: Rothard Fraisende. He has a strong, prominent chin, tired red-looking eyes and a missing tooth (Energetic). In the pocket: dice and 2 sp.
- Twice a year, Rothard will want to forage exotic mushrooms in hex 43 (Blackapple Barrens) and will look for someone to protect him throughout the journey.
Ecco’s Shoes (Cobbler)
Owner: Ecco of Fryda. He has tiny eyes, short red hair and an earring (Rejected).
- Ecco likes spending his time in the The Glowing Mace Lodge.
Amblard’s (Indoor Market)
| Item | Price |
|---|---|
| Holy water (vial) | 22 gp |
| Common Dress | 1 sp |
| Leather Hat | 8 sp |
| Suspenders | 4 sp |
| Rope (50’) | 9 sp |
| Lantern | 9 gp |
| Leather Coat | 4 gp |
| Stakes (3) and mallet | 2 gp |
| Holy symbol | 22 gp |
| Rations (standard, 7 days) | 4 gp |
| Sack (large) | 1 gp |
| Grappling hook | 22 gp |
| Common Robe | 7 sp |
Owner: Amblard of Hebra. He has short black hair, crazy-looking eyes and a nose ring (Shocked).
- Member of the The Fists Of Hope.
Divitia’s Salon (Salon)
Owner: Divitia Admiranda. She has warm voice, bulging dark eyes and a face tattoo (Heartbroken). In the pocket: a dirty handkerchief, a magnifying glass and a love note.
- Member of the The Army Of Fire.
Galianna’s Baths (Bathhouse)
Owner: Galianna Liutberga. She has painted skin decorations, cold dark eyes and an earring (Anxious). In the pocket: a quill, 5 sp and a small flute.
- Galianna is usually eating her meals in the The Glowing Mace Lodge.
Geldin’s Sea Products (Fish Market)
| Item | Price |
|---|---|
| Fishing Rod | 7 sp |
| Salt (1 lb) | 1 gp |
| Rations (standard, 7 days) | 3 gp |
| Rations (iron, 7 days) | 10 gp |
Owner: Geldin of Aberius. He has crazy-looking eyes, a strong, prominent chin and freckles (Pained).
- Collaborates with the The Army Of Fire.
- Daughter is missing since last week. (Secret: Held captive in the Crypt of the Dishonored Goblin)
- Recovery reward is a Treasure Map leading to area 56 in the Shrine of the Cold Souls.
Gersinde’s Good Stuff (Brewery)
| Item | Price |
|---|---|
| Craft Wine (Barrel) | 31 gp |
| Cider (Barrel) | 7 gp |
Owner: Gersinde Sumarlidi. They have piercing dark eyes, warm voice and a golden tooth (Ashamed). In the pocket: 3 cp and 5 sp.
- Gersinde have a severe dispute with Getrude of Orova.
Winsy’s Barn & Yarn (Animal Supplies)
Owner: Winsy of Starra. She has wise dark eyes, short red pony-tail and an earring (Mellow).
- Member of the The Hammers Of Power.
Baius’s Pawns and Dice (Game Shop)
Owner: Baius Liutgarde. He has crazy-looking eyes, short blonde hair and a missing tooth (Bothered). In the pocket: a deck of cards, 2 sp and a love note.
- Bottle Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Efreeti Bottle and it is currently somewhere in the Shrine of the Mad Ogre)
- Finder’s reward is 2300gp
Bank
Manager: Helmin Supplicia. He has piercing black eyes, a chiseled chin and big round spectacles (Queasy). In the pocket: a quill, spectacles and a passphrase note.
Lefsy’s Copywriters (Scribe)
Owner: Lefsy of Mishara. She has delicate features, piercing dark eyes and a deep scar on the cheek (Determined). In the pocket: a comb.
- Wife is missing since last week. (Secret: Held captive in the Shrine of the Mad Ogre)
- Recovery reward is 1200 gp.
Fiuca’s Salt & Pepper (Spices)
Owner: Fiuca Vermilius. She has tired brown eyes, long white pony-tail and a nose ring (Apprehensive). In the pocket: dice, 3 sp and a small flute.
Hilwin’s Wheels (Vehicle Maker)
Owner: Hilwin Supplicia. He has wild green eyes, thin white hair and a neck band (Terrified). In the pocket: 3 cp.
- Hilwin is frequenting the The Glowing Mace Lodge on his time off.
Susekta’s Marketplace (Trade Post)
Owner: Susekta Hrothgard. She has long almond hair, piercing green eyes and a nose ring (Determined). In the pocket: a quill, 4 sp and a key.
Temple District
Inn (The Lost Arrow Inn), Guards (Waser, Deocar, Walo), Winery (Stebilia’s Wines), Flower Shop (Hargar’s Bouquets), Archive
The Lost Arrow Inn
Keeper
Owned and managed by Sighilde of Hellgate. She has piercing green eyes, a beauty mark above the lips and a missing tooth (Alone). In the pocket: a comb and 4 sp.
Staff
Odaria of Ironhead. She has enchanting green eyes, short red hair and a neck band (Worried). In the pocket: a comb, a smoking pipe and 2 gp.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed chunks of fish, marinated in garlic and wine and served with steamed vegetables for 3 sp⬝Stewed chunks of meat, glazed with ale and served with fresh salad for 3 sp⬝Cooked fillet of chicken, marinated in honey and herbs and served with cooked rice for 2 sp |
| 2 | Stewed slices of fish, glazed with red wine and served with mashed potatoes for 3 sp⬝Cooked chunks of pork, glazed with white wine and served with cooked rice for 3 sp⬝Stewed tenders of shellfish, marinated in garlic and wine and served with mashed potatoes for 3 sp |
| 3 | Barbecued fillet of chicken, marinated in white wine and served with mashed potatoes for 3 sp⬝Barbecued fillet of shellfish, glazed with red wine and served with cooked rice for 3 sp⬝Barbecued tenders of meat, glazed with ale and served with mashed potatoes for 3 sp⬝Stewed slices of shellfish, marinated in red wine and served with baked potatoes for 3 sp |
| 4 | Barbecued fillet of chicken, marinated in red wine and served with cooked rice for 3 sp⬝Cooked slices of meat, marinated in honey and herbs and served with baked potatoes for 3 sp |
Patrons & Visitors
Hargar Gurhoiarn (when not in shop)
Electo Hildetrude (when not in shop)
Aleria Hildenibia, a level 6 Magic-user. She has soft gentle features, piercing brown eyes and long, skinny fingers (Sorrowful).
Armour Class 8 [11] Unarmored Hit Points 32 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 7 INT 17 WIS 6 DEX 13 CON 17 CHA 7 Spells ✦ Shield ✦ Ventriloquism ✦ Phantasmal Force ✦ Knock ✦ Protection from Normal Missiles ✦ Protection from Evil 10’ Radius
Saroilde of Kandar, a level 1 Thief. She has delicate makeup, crystal blue eyes and long, skinny fingers (Hurt).
Armour Class 7 [12] Leather armor Hit Points 1 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 16 INT 8 WIS 4 DEX 10 CON 6 CHA 15
Baldemar of Sephania, a level 6 Magic-user. He has a strong, prominent chin, bulging red eyes and a nose ring decorated with a skull (Horny). In the pocket: a comb, a smoking pipe and a dagger.
Armour Class 10 [9] Unarmored Hit Points 20 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 13 INT 12 WIS 6 DEX 7 CON 15 CHA 10 Spells ✦ Light (Darkness) ✦ Sleep ✦ Knock ✦ ESP ✦ Protection from Normal Missiles ✦ Haste
Aicard of Sargon, a level 4 Cleric. He has cold dark eyes, thin greying hair and a nose ring (Angry).
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 10 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 13 WIS 14 DEX 8 CON 9 CHA 5 Spells ✦ Light (Darkness) ✦ Detect Magic ✦ Know Alignment
Landrada Zawissius, a level 1 Fighter. She has short almond pony-tail, crystal blue eyes and a big nose-ring (Joyful). In the pocket: a comb and 3 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 8 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 3 WIS 12 DEX 15 CON 11 CHA 13
Grosso Reinhilde, a level 2 Thief. He has a frowny expression, tired looking eyes and sharp, pointy nose (Panicky). In the pocket: a dirty handkerchief.
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 13 WIS 5 DEX 13 CON 8 CHA 17
Gatrude of Coalfield, a level 1 Elf. She has delicate makeup, deep blue eyes and a sigil tattooed on the neck (Pleased). In the pocket: a comb.
Armour Class 6 [13] Chainmail armor Hit Points 3 Attacks 1 × Short Sword (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 15 INT 14 WIS 16 DEX 7 CON 11 CHA 12 Spells ✦ Hold Portal
Landrada Theodegarde, a level 2 Magic-user. She has warm voice, cold dark eyes and decorated book linked to a strap around the chest (Enraged). In the pocket: a deck of cards.
Armour Class 10 [9] Unarmored Hit Points 10 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 13 WIS 9 DEX 6 CON 17 CHA 5 Spells ✦ Charm Person ✦ Sleep
Fenicia of Spidera, a level 5 Elf. She has long blonde pony-tail, piercing blue eyes and silky light skin (Unimpressed). In the pocket: a deck of cards, an empty vial and a vial with a dark liquid.
Armour Class 2 [17] Plate-mail armor Hit Points 28 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 15 INT 14 WIS 9 DEX 14 CON 13 CHA 8 Spells ✦ Ventriloquism ✦ Protection from Evil ✦ Web ✦ Wizard Lock ✦ Protection from Normal Missiles
| d6 | Rumor |
|---|---|
| 1 | Malger Fritheburg is willing to pay well for a delivery job. |
| 2 | Divitia Waldegilde has a crate she would like delivered to Silvercrest |
| 3 | Ursilda of Moonglow’s daughter is held captive in the Crypt Of The Dishonored Goblin |
| 4 | There’s a Lich in the Crypt Of The Dishonored Goblin |
| 5 | Volkmar of Rohmer is willing to pay well for a delivery job. |
| 6 | Resende of Whitecliff’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Lair of the Corrupted Skeletons |
Guards
Waser Aclehilde, a level 5 Fighter. He has thin greying hair, tired looking eyes and a missing middle-finger (Overwhelmed). In the pocket: 2 cp, an empty vial and a ransom note.
Armour Class 5 [14] Chainmail armor Hit Points 18 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 9 WIS 8 DEX 10 CON 7 CHA 13
Deocar Agintrude, a level 4 Fighter. He has a thick moustache, bulging dark eyes and a missing middle-finger (Aghast). In the pocket: a dirty handkerchief.
Armour Class 1 [18] Plate-mail armor Hit Points 21 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 7 WIS 13 DEX 17 CON 6 CHA 10
Walo of Erdon, a level 4 Fighter. He has bulging blue eyes, a chiseled chin and a strong, muscular physique (Energetic). In the pocket: 3 cp, spectacles and a key.
Armour Class 3 [16] Chainmail armor Hit Points 20 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 10 WIS 6 DEX 16 CON 11 CHA 8
Stebilia’s Wines (Winery)
| Item | Price |
|---|---|
| Common Beer (Barrel) | 6 gp |
Owner: Stebilia of Gezai. She has ample breasts, piercing brown eyes and a neck band (Guilty). In the pocket: dice and a magnifying glass.
Hargar’s Bouquets (Flower Shop)
Owner: Hargar Gurhoiarn. He has a deep, commanding voice, deep blue eyes and a smelly breath (Pleased). In the pocket: a deck of cards and an empty vial.
- Hargar enjoys dining with his friends in the The Lost Arrow Inn.
Archive
Manager: Electo Hildetrude. He has bulging red eyes, a frowny expression and a limp (Confident). In the pocket: a quill.
- Electo is frequenting the The Lost Arrow Inn on his time off.
Dwellers District
Inn (The Hunter’s Mace Inn), Guards (Brysia, Odelrada, Helmward), Scribe (Grasso’s Ink & Feather), Brewery (Daghard’s Brews), Music (Solianna’s Harp & Lute), Barber (Elisianna’s Scissors), Nunnery
The Hunter’s Mace Inn
Keeper
Owned and managed by Giambono of Nanaia. He has piercing green eyes, a thick moustache and an earring (Apprehensive). In the pocket: dice.
Staff
Albilde Frothilde. She has heavy makeup, bulging blue eyes and a nose ring (Unsatisfied). In the pocket: a deck of cards, spectacles and a vial with a dark liquid.
Noger Theodenanda. He has a long red beard, enchanting green eyes and freckles (Petrified). In the pocket: 1 cp.
Gersinde Altafrons. She has piercing dark eyes, long blonde hair and a double chin (Arrogant). In the pocket: 2 cp, a magnifying glass and 1 gp.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Barbecued tenders of shellfish, marinated in ale and served with steamed vegetables for 1 sp⬝Barbecued fillet of shellfish, glazed with red wine and served with mashed potatoes for 1 sp⬝Cooked tenders of chicken, glazed with garlic and wine and served with steamed vegetables for 1 sp |
| 2 | Barbecued tenders of chicken, glazed with ale and served with fresh salad for 1 sp⬝Barbecued tenders of chicken, marinated in red wine and served with cooked rice for 1 sp⬝Cooked chunks of shellfish, marinated in white wine and served with mashed potatoes for 2 sp |
| 3 | Stewed fillet of fish, glazed with honey and herbs and served with fresh salad for 2 sp⬝Cooked slices of fish, marinated in ale and served with mashed potatoes for 1 sp |
| 4 | Barbecued slices of pork, marinated in ale and served with fresh salad for 1 sp⬝Barbecued slices of meat, glazed with ale and served with cooked rice for 1 sp⬝Barbecued chunks of shellfish, marinated in garlic and wine and served with steamed vegetables for 1 sp |
Patrons & Visitors
Daghard of Azira (when not in shop)
Grasso Madalrich (when not in shop)
Solianna Theobrand (when not in shop)
Hrotho of Whitecliff (when not in shop)
Elisianna Anschetil (when not in shop)
Luceria Roenhoiarn, a level 2 Fighter. She has tired red-looking eyes, soft voice and a missing middle-finger (Joyful). In the pocket: a dirty handkerchief, 5 sp and a love note.
Armour Class 3 [16] Plate-mail armor Hit Points 11 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 12 INT 3 WIS 11 DEX 10 CON 11 CHA 16
Godbalda Waldemund, a level 4 Halfling. She has soft gentle features, wild green eyes and big red cheeks (Apprehensive). In the pocket: a dirty handkerchief.
Armour Class 1 [18] Chainmail armor + Shield Hit Points 12 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 11 INT 7 WIS 8 DEX 18 CON 9 CHA 12
Grosso Bonifacia, a level 1 Dwarf. He has piercing blue eyes, a two day stubble and short, fat fingers (Energetic). In the pocket: a comb.
Armour Class 5 [14] Chainmail armor Hit Points 3 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 10 WIS 11 DEX 11 CON 15 CHA 5
Beneta of Medes, a level 2 Halfling. She has piercing blue eyes, painted skin decorations and short, chunky fingers (Worthless). In the pocket: a quill, 3 sp and a dagger.
Armour Class 5 [14] Chainmail armor Hit Points 5 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 3 WIS 12 DEX 10 CON 15 CHA 13
Radhilde of Sicca, a level 2 Halfling. She has long blonde hair, bulging blue eyes and big red cheeks (Overwhelmed). In the pocket: 2 cp and a magnifying glass.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 5 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 4 WIS 7 DEX 16 CON 10 CHA 16
| d6 | Rumor |
|---|---|
| 1 | The Lair Of The Corrupted Skeletons is deep in the woods, somewhere in Iceborn Woodlands |
| 2 | Aicfrida Liutberga’s Decorated Armor (actually an Armour +2) is somewhere in the Shrine of the Mad Ogre |
| 3 | Resende of Whitecliff’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Lair of the Corrupted Skeletons |
| 4 | Volkrada of Aphaki’s Custom-Made Leather Boots (actually a Boots of Speed) is somewhere in the Temple of the Infernal Desire |
| 5 | Anberta Odelgarde is willing to pay well for a delivery job. |
| 6 | Geldin of Belesa’s nephew is held captive in the Temple Of The Lost Order |
Guards
Brysia Erchamrich, a level 5 Fighter. She has piercing dark eyes, warm voice and a missing middle-finger (Lifeless). In the pocket: a quill and a magnifying glass.
Armour Class 5 [14] Chainmail armor Hit Points 13 Attacks 1 × Staff (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 6 WIS 7 DEX 11 CON 8 CHA 7
Odelrada of Venaria, a level 4 Fighter. She has piercing black eyes, a beauty mark above the lips and a missing middle-finger (Hurt). In the pocket: a quill and a smoking pipe.
Armour Class 1 [18] Plate-mail armor Hit Points 18 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 5 WIS 11 DEX 16 CON 13 CHA 8
Helmward Waldehilde, a level 3 Fighter. He has wild green eyes, a thick moustache and a missing middle-finger (Unsure). In the pocket: a quill and 2 sp.
Armour Class 5 [14] Leather armor Hit Points 8 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 17 INT 7 WIS 3 DEX 16 CON 11 CHA 13
Grasso’s Ink & Feather (Scribe)
Owner: Grasso Madalrich. He has no hair, crystal blue eyes and a limp (Annoyed). In the pocket: 1 cp.
- Grasso is usually eating his meals in the The Hunter’s Mace Inn.
Daghard’s Brews (Brewery)
| Item | Price |
|---|---|
| Royal Quality Wine (Barrel) | 108 gp |
Owner: Daghard of Azira. He has tired red-looking eyes, a deep, commanding voice and a golden tooth (Heartbroken). In the pocket: a deck of cards.
- Member of the The Hammers Of Power.
- Daghard is usually eating his meals in the The Hunter’s Mace Inn.
Solianna’s Harp & Lute (Music)
| Item | Price |
|---|---|
| Harp | 16 gp |
| Small Bell | 6 sp |
Owner: Solianna Theobrand. She has tired brown eyes, painted skin decorations and an earring (Apprehensive). In the pocket: 3 cp.
- Member of the The Black Wolves.
- Solianna enjoys dining with her friends in the The Hunter’s Mace Inn.
- Twice a season, Solianna will want to find exquisite tonewood in hex 28 (Iceborn Woodlands) and will look for someone to protect her throughout the journey.
Elisianna’s Scissors (Barber)
Owner: Elisianna Anschetil. She has piercing dark eyes, warm voice and a missing tooth (Unimpressed). In the pocket: 1 cp.
- Elisianna enjoys dining with her friends in the The Hunter’s Mace Inn.
Nunnery
Manager: Hrotho of Whitecliff. He has a short almond beard, piercing green eyes and freckles (Drained). In the pocket: a quill, 5 sp and a death threat note.
- Hrotho enjoys dining with his friends in the The Hunter’s Mace Inn.
Miners District
Inn (The Gnoll & The Crying Brewer Inn), Guards (Temidia), Music (Lautrude’s Harp & Lute), Herbalist (Erlinde’s Greens), School
The Gnoll & The Crying Brewer Inn
Keeper
Owned and managed by Lugar of Hebra. He has tired brown eyes, a hairy chest and a missing tooth (Rejected). In the pocket: 2 cp and 5 sp.
Staff
Hagward Willberna. He has short red hair, wild green eyes and freckles (Queasy). In the pocket: a deck of cards, 4 sp and a vial with a dark liquid.
Sano Goldstone. He has piercing dark eyes, a chiseled chin and a nose ring (Ashamed). In the pocket: 3 cp, 3 sp and a small gem (worth 10 gp).
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed tenders of meat, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Barbecued fillet of meat, glazed with garlic and wine and served with fresh salad for 1 sp⬝Cooked fillet of chicken, marinated in honey and herbs and served with mashed potatoes for 1 sp |
| 2 | Cooked chunks of fish, marinated in garlic and wine and served with cooked rice for 2 sp⬝Barbecued chunks of pork, marinated in red wine and served with mashed potatoes for 2 sp⬝Cooked fillet of chicken, glazed with white wine and served with baked potatoes for 1 sp⬝Stewed slices of meat, marinated in garlic and wine and served with cooked rice for 1 sp |
| 3 | Stewed chunks of pork, glazed with garlic and wine and served with fresh salad for 1 sp |
| 4 | Barbecued chunks of meat, marinated in red wine and served with fresh salad for 2 sp⬝Barbecued slices of shellfish, marinated in red wine and served with cooked rice for 2 sp⬝Stewed chunks of meat, glazed with white wine and served with mashed potatoes for 1 sp |
Patrons & Visitors
Lautrude of Yuul (when not in shop)
Serveta Goldstone (when not in shop)
Erlinde of Atali (when not in shop)
Gautmar Lantberga, a level 1 Elf. He has piercing green eyes, a chiseled chin and silky light skin (Desperate).
Armour Class 5 [14] Leather armor + Shield Hit Points 2 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 15 INT 14 WIS 8 DEX 14 CON 7 CHA 12 Spells ✦ Protection from Evil
Ermentar Aldegarde, a level 5 Magic-user. He has short white hair, piercing green eyes and a nose ring (Aghast). In the pocket: 1 cp, an empty vial and a love note.
Armour Class 8 [11] Unarmored Hit Points 16 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 14 WIS 7 DEX 14 CON 13 CHA 12 Spells ✦ Read Magic ✦ Detect Magic ✦ 2 × Locate Object ✦ Water Breathing
Sano Rosceline, a level 1 Cleric. He has crystal blue eyes, thin almond hair and strong-looking hands (Hurt). In the pocket: 3 cp and an empty vial.
Armour Class 5 [14] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 6 WIS 14 DEX 3 CON 12 CHA 7
Wilhilde of Yaruk, a level 1 Magic-user. She has piercing blue eyes, silky red hair and a nose ring (Happy). In the pocket: 1 cp, 4 sp and 1 gp.
Armour Class 10 [9] Unarmored Hit Points 6 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 11 WIS 11 DEX 6 CON 18 CHA 5 Spells ✦ Ventriloquism
| Bulletin |
|---|
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Erlinde of Atali” |
| d6 | Rumor |
|---|---|
| 1 | Erlinde of Atali’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order |
| 2 | Nivard Bonissima has a box he would like delivered to Hellgate |
| 3 | Hildewin Liutberga’s Decorated Sword (actually a Sword +2) is somewhere in the Crypt of the Dishonored Goblin |
| 4 | The Black Wolves are using the Temple Of The Lost Order as their hideout. |
| 5 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 6 | Amara Domhnaigh’s wife is held captive in the Shrine Of The Cold Souls |
Guards
Temidia Bontalenta, a level 6 Fighter. She has bulging dark eyes, long red hair and a missing middle-finger (Bothered). In the pocket: a deck of cards, an empty vial and a passphrase note.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 40 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 12 WIS 3 DEX 11 CON 14 CHA 15
Lautrude’s Harp & Lute (Music)
| Item | Price |
|---|---|
| Harp | 24 gp |
Owner: Lautrude of Yuul. She has heavy makeup, crazy-looking eyes and a missing tooth (Scared). In the pocket: 1 cp, 3 sp and a ransom note.
- Lautrude enjoys dining with her friends in the The Gnoll & The Crying Brewer Inn.
- Once a season, Lautrude will want to find exquisite tonewood in hex 64 (Wintercry Range) and will look for someone to protect her throughout the journey.
Erlinde’s Greens (Herbalist)
Owner: Erlinde of Atali. She has long white pony-tail, cold dark eyes and big round spectacles (Overwhelmed). In the pocket: dice, 5 sp and a vial with a dark liquid.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +2 and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 390gp
- On her time off, Erlinde will enjoy a drink or two in the The Gnoll & The Crying Brewer Inn.
- Twice a season, Erlinde will want to forage exotic mushrooms in hex 11 (Heart of Avaya Range) and will look for someone to protect her throughout the journey.
School
Manager: Serveta Goldstone. She has wise brown eyes, delicate makeup and a limp (Mellow).
- Serveta likes spending her time in the The Gnoll & The Crying Brewer Inn.
Lower Townsfolk District
Inn (The Lost Mace Inn), Guards (Amara), Orphanage, Daycare, Salon (Malger’s Styles)
The Lost Mace Inn
Keeper
Owned and managed by Doda of Hawkmen. She has warm voice, piercing dark eyes and a double chin (Scared). In the pocket: dice, 2 sp and a love note.
Staff
Reinger Brightnod. He has thin black hair, crystal blue eyes and a missing tooth (Terrified). In the pocket: a dirty handkerchief, a smoking pipe and a vial with a dark liquid.
Eupraxia Heilsinde. She has soft gentle features, wise brown eyes and a peg leg (Irritated). In the pocket: a dirty handkerchief, an empty vial and a death threat note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed slices of chicken, marinated in ale and served with cooked rice for 1 sp⬝Cooked chunks of chicken, glazed with white wine and served with mashed potatoes for 1 sp⬝Cooked fillet of shellfish, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Cooked fillet of meat, glazed with honey and herbs and served with cooked rice for 1 sp |
| 2 | Barbecued fillet of fish, marinated in ale and served with fresh salad for 2 sp |
| 3 | Stewed tenders of fish, glazed with honey and herbs and served with baked potatoes for 1 sp⬝Cooked fillet of meat, glazed with honey and herbs and served with baked potatoes for 1 sp⬝Cooked slices of shellfish, glazed with garlic and wine and served with mashed potatoes for 1 sp |
| 4 | Cooked chunks of pork, glazed with red wine and served with fresh salad for 2 sp⬝Stewed chunks of fish, glazed with ale and served with mashed potatoes for 1 sp |
Patrons & Visitors
Malger Cunigunde (when not in shop)
Lanto of Vezia (when not in shop)
Ramiro Sumarlidi (when not in shop)
Madwin of Azdar, a level 1 Halfling. He has crazy-looking eyes, a strong, prominent chin and round, bulbous nose (Excited). In the pocket: a comb, 3 sp and a dagger.
Armour Class 5 [14] Leather armor Hit Points 6 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 8 WIS 13 DEX 17 CON 12 CHA 12
Hidger of Ya'Eer, a level 2 Thief. He has a scruff, wise dark eyes and a scar across the eye (Agitated). In the pocket: a comb and 2 sp.
Armour Class 7 [12] Leather armor Hit Points 5 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 15 INT 3 WIS 11 DEX 10 CON 11 CHA 18
Reingard Cunigunde, a level 1 Halfling. He has a big round belly, wild green eyes and big red cheeks (Terrified). In the pocket: 2 cp and 5 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 4 WIS 14 DEX 11 CON 10 CHA 8
Volkrada of Qona, a level 6 Halfling. She has tiny eyes, soft gentle features and big red cheeks (Terrified). In the pocket: a dirty handkerchief and 4 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 25 Attacks 1 × Staff (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 16 INT 3 WIS 14 DEX 13 CON 13 CHA 16
| d6 | Rumor |
|---|---|
| 1 | The Temple Of The Lost Order is on the dunes sands, somewhere in Dark Storm Barrens |
| 2 | Adegar of Feki’s husband is held captive in the Lair Of The Mourning Slaves |
| 3 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 4 | Lefsy of Mishara’s wife is held captive in the Shrine Of The Mad Ogre |
| 5 | Luda of Battleshield’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order |
| 6 | There’s a Caecilia in the Lair Of The Corrupted Skeletons |
Guards
Amara Ingitrude, a level 3 Fighter. She has piercing dark eyes, warm voice and a big nose-ring (Scared). In the pocket: 2 cp, spectacles and a dagger.
Armour Class 3 [16] Plate-mail armor Hit Points 22 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 17 INT 9 WIS 7 DEX 10 CON 14 CHA 8
Orphanage
Manager: Ramiro Sumarlidi. He has tiny eyes, a deep, commanding voice and a limp (Horny). In the pocket: 1 cp and 5 sp.
- Member of the The Black Wolves.
- Ramiro is frequenting the The Lost Mace Inn on his time off.
Daycare
Manager: Lanto of Vezia. He has a frowny expression, enchanting green eyes and a double chin (Drained). In the pocket: 1 cp, 3 sp and a dagger.
- Member of the The Black Wolves.
- Lanto likes spending his time in the The Lost Mace Inn.
Malger’s Styles (Salon)
Owner: Malger Cunigunde. He has short white hair, piercing green eyes and a nose ring (Paranoid). In the pocket: 2 cp, spectacles and a small gem (worth 10 gp).
- Collaborates with the The Army Of Fire.
- Malger is usually eating his meals in the The Lost Mace Inn.
Palace District
Tavern (The Sad Orc Tavern), Guards (Gisilde, Galianna, Gatrude), Archive, Physician (Theuda’s Clinic)
The Sad Orc Tavern
Keeper
Owned and managed by Onofrio Ketilbern. He has thin brown hair, wild green eyes and a limp (Troubled). In the pocket: a deck of cards and 4 sp.
Staff
Geldin Theodehard. He has thick bushy eyebrows, piercing blue eyes and stained clothes (Ashamed). In the pocket: dice and a smoking pipe.
- Collaborates with the The Fists Of Hope.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed fillet of shellfish, marinated in ale and served with cooked rice for 3 sp |
| 2 | Cooked slices of shellfish, marinated in white wine and served with mashed potatoes for 5 sp⬝Stewed slices of pork, glazed with white wine and served with baked potatoes for 4 sp |
| 3 | Cooked slices of chicken, marinated in ale and served with baked potatoes for 5 sp⬝Barbecued fillet of meat, glazed with ale and served with mashed potatoes for 3 sp⬝Barbecued tenders of chicken, marinated in red wine and served with mashed potatoes for 3 sp |
| 4 | Cooked slices of pork, glazed with honey and herbs and served with baked potatoes for 3 sp⬝Stewed slices of pork, marinated in white wine and served with baked potatoes for 3 sp |
Patrons & Visitors
Grasso Whitehelm (when not in shop)
Theuda of Jiral (when not in shop)
Littera Fredebald, a level 1 Elf. She has thin almond hair, crystal blue eyes and a nose ring (Offended). In the pocket: 3 cp, spectacles and a small flute.
Armour Class 6 [13] Leather armor + Shield Hit Points 4 Attacks 1 × Polearm (1d10) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 18 INT 10 WIS 14 DEX 12 CON 11 CHA 6 Spells ✦ Shield
Minilde Erchamilde, a level 1 Magic-user. She has crystal blue eyes, delicate features and long crimson robe (Heartbroken). In the pocket: a deck of cards.
Armour Class 8 [11] Unarmored Hit Points 2 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 13 WIS 9 DEX 14 CON 10 CHA 5 Spells ✦ Light (Darkness)
Godlanda Tigernach, a level 7 Fighter. They have piercing green eyes, soft gentle features and a strong, muscular physique (Timid). In the pocket: 1 cp and 5 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 34 Attacks 1 × Polearm (1d10) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 13 INT 4 WIS 11 DEX 15 CON 9 CHA 9
Divitia of Pellia, a level 4 Elf. She has tired red-looking eyes, warm voice and long, skinny fingers (Determined). In the pocket: 2 cp and 5 sp.
Armour Class 5 [14] Leather armor + Shield Hit Points 12 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 16 INT 12 WIS 8 DEX 14 CON 12 CHA 14 Spells ✦ Read Magic ✦ Magic Missile ✦ Knock ✦ Locate Object
Sabato Gautlinde, a level 1 Halfling. He has a scruff, piercing dark eyes and short, chunky fingers (Disorganized). In the pocket: dice.
Armour Class 5 [14] Chainmail armor Hit Points 1 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 7 WIS 12 DEX 10 CON 12 CHA 10
Gaumia Bonifacia, a level 1 Cleric. She has crystal blue eyes, a beauty mark above the lips and strong-looking hands (Crushed). In the pocket: a quill, 2 sp and a passphrase note.
Armour Class 4 [15] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 8 INT 8 WIS 16 DEX 4 CON 16 CHA 4
Arntrude Budislava, a level 1 Magic-user. She has soft gentle features, piercing brown eyes and long black robe (Proud). In the pocket: 2 cp, an empty vial and a love note.
Armour Class 10 [9] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 15 WIS 13 DEX 7 CON 17 CHA 3 Spells ✦ Detect Magic
Pancia of Xara, a level 8 Cleric. She has soft voice, crystal blue eyes and a nose ring (Shocked). In the pocket: a dirty handkerchief and spectacles.
Armour Class 6 [13] Plate-mail armor Hit Points 30 Attacks 1 × Club (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 15 INT 7 WIS 15 DEX 3 CON 11 CHA 4 Spells ✦ Resist Cold ✦ Light (Darkness) ✦ Protection from Evil ✦ 2 × Speak with Animals ✦ Bless (Blight) ✦ Striking ✦ Cure Disease (Cause Disease) ✦ Cure Serious Wounds (Cause Sr. Wounds) ✦ Speak with Plants ✦ Dispel Evil
Rothward of Boroxxa, a level 2 Cleric. He has thick sideburns, wise brown eyes and long, skinny fingers (Depressed). In the pocket: a dirty handkerchief.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 14 INT 10 WIS 18 DEX 14 CON 10 CHA 10 Spells ✦ Light (Darkness)
Gebin of Ferabor, a level 1 Magic-user. He has short white hair, crystal blue eyes and a nose ring decorated with a star (Anxious). In the pocket: a quill.
Armour Class 10 [9] Unarmored Hit Points 7 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 17 WIS 12 DEX 8 CON 18 CHA 11 Spells ✦ Sleep
| d6 | Rumor |
|---|---|
| 1 | There’s an Orc somewhere in Wintercry Range. |
| 2 | Luda of Battleshield’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order |
| 3 | There’s an Efreeti in the Temple Of The Infernal Desire |
| 4 | Lelio of Earfar’s husband is held captive in the Shrine Of The Cold Souls |
| 5 | Resende of Whitecliff is willing to pay well for a delivery job. |
| 6 | Hedenna of Haraan’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Lost Order |
Guards
Gisilde of Korvela, a level 5 Fighter. She has soft gentle features, piercing blue eyes and a big nose-ring (Paranoid). In the pocket: 1 cp, 3 sp and 1 gp.
Armour Class 0 [19] Plate-mail armor Hit Points 15 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 10 WIS 10 DEX 18 CON 12 CHA 10
Galianna Mathurine, a level 3 Fighter. She has wild green eyes, short and wavy almond hair and a missing middle-finger (Annoyed). In the pocket: a comb, an empty vial and a small flute.
Armour Class 7 [12] Leather armor Hit Points 14 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 11 INT 6 WIS 11 DEX 11 CON 9 CHA 7
Gatrude of Ellal, a level 3 Fighter. She has bulging dark eyes, warm voice and a deep scar on the right arm (Elated). In the pocket: a quill and 5 sp.
Armour Class 4 [15] Chainmail armor Hit Points 8 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 16 INT 5 WIS 5 DEX 13 CON 11 CHA 14
Archive
Manager: Grasso Whitehelm. He has cold dark eyes, a hoarse voice and stained clothes (Horny). In the pocket: a deck of cards, 4 sp and a vial with a dark liquid.
- Grasso likes spending his time in the The Sad Orc Tavern.
Theuda’s Clinic (Physician)
Owner: Theuda of Jiral. She has heavy makeup, cold dark eyes and a double chin (Energetic). In the pocket: a dirty handkerchief.
- Theuda is usually eating her meals in the The Sad Orc Tavern.
Crafting District
Tavern (The Rogue’s Stone Tavern), Guards (Deocar, Luceria, Aicard), Cobbler (Svator’s Shoemakers), Dark Market (Walo’s ), Cartographer (Elenia’s Maps), Tanner (Odaria’s Hides and Leathers), Weaver (Geldin’s Garments), Printing Press (Adremar’s Press), Scribe (Reinmar’s Ink & Feather)
The Rogue’s Stone Tavern
Keeper
Owned and managed by Celestus Nanthilde. He has a hoarse voice, wise brown eyes and big round spectacles (Energetic). In the pocket: 2 cp, 4 sp and 2 gp.
Staff
Reinwar Reinbrand. He has thin white hair, piercing blue eyes and a deep scar on the cheek (Paranoid). In the pocket: 1 cp, 4 sp and a dagger.
- Member of the The Black Wolves.
Gersinde Liutwarde. She has delicate features, piercing black eyes and a missing tooth (Terrified). In the pocket: a deck of cards, 3 sp and a passphrase note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed chunks of meat, glazed with white wine and served with fresh salad for 1 sp⬝Barbecued fillet of pork, marinated in red wine and served with baked potatoes for 1 sp⬝Barbecued fillet of shellfish, glazed with honey and herbs and served with steamed vegetables for 2 sp⬝Barbecued chunks of meat, glazed with red wine and served with mashed potatoes for 1 sp |
| 2 | Stewed slices of meat, marinated in white wine and served with baked potatoes for 1 sp⬝Barbecued chunks of shellfish, glazed with white wine and served with mashed potatoes for 2 sp |
| 3 | Cooked chunks of pork, glazed with garlic and wine and served with steamed vegetables for 2 sp⬝Cooked fillet of shellfish, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Barbecued slices of fish, glazed with white wine and served with mashed potatoes for 2 sp |
| 4 | Barbecued chunks of chicken, glazed with white wine and served with cooked rice for 2 sp |
Patrons & Visitors
Walo of Aral (when not in shop)
Odaria of Goldenclover (when not in shop)
Adremar Ermenalda (when not in shop)
Gerhaus of Ironhead, a level 1 Magic-user. He has piercing brown eyes, a chiseled chin and a star tattooed on the forehead (Timid). In the pocket: dice and a smoking pipe.
Armour Class 9 [10] Unarmored Hit Points 3 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 15 WIS 8 DEX 12 CON 10 CHA 8 Spells ✦ Shield
Aitilde Waldegaud, a level 1 Cleric. She has delicate makeup, bulging blue eyes and strong-looking hands (Timid). In the pocket: dice and 4 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 5 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 16 WIS 12 DEX 9 CON 6 CHA 7
Saroilde of Willowdale, a level 1 Elf. She has bulging blue eyes, ample hips and long, skinny fingers (Mellow). In the pocket: a comb, a smoking pipe and a key.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 10 WIS 9 DEX 8 CON 13 CHA 6 Spells ✦ Light (Darkness)
Beneta Waldefrid, a level 4 Elf. She has bulging red eyes, heavy makeup and long, pointy ears (Desperate). In the pocket: a deck of cards and 3 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 15 Attacks 1 × Sword (1d8) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 14 INT 17 WIS 8 DEX 11 CON 14 CHA 7 Spells ✦ Protection from Evil ✦ Light (Darkness) ✦ Levitate ✦ Locate Object
| Bulletin |
|---|
| “Stolen! Something very dear to me was stolen. Please reach out if you can help. Svator of Kraan” |
| “Please Help! My dear nephew is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Geldin of Belesa” |
| d6 | Rumor |
|---|---|
| 1 | Geldin of Belesa’s nephew is held captive in the Temple Of The Lost Order |
| 2 | Svator of Kraan’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Crypt of the Dishonored Goblin |
| 3 | There’s a Medusa somewhere in Spiral Crags. |
| 4 | There’s a Black Dragon in the Temple Of The Lost Order |
| 5 | There’s a Vampire in the Crypt Of The Dishonored Goblin |
| 6 | The Army Of Fire are plotting to eliminate all cultists. |
Guards
Deocar Ermenbald, a level 3 Fighter. He has piercing brown eyes, thick sideburns and a strong, muscular physique (Guilty). In the pocket: 2 cp and 4 sp.
Armour Class 0 [19] Plate-mail armor Hit Points 11 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 13 INT 5 WIS 13 DEX 18 CON 14 CHA 9
Luceria of Petia, a level 5 Fighter. She has crazy-looking eyes, heavy makeup and a big nose-ring (Enraged). In the pocket: 2 cp, a smoking pipe and a vial with a dark liquid.
Armour Class 5 [14] Chainmail armor Hit Points 30 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 11 WIS 3 DEX 10 CON 16 CHA 10
Aicard of Farrwater, a level 3 Fighter. He has crystal blue eyes, no hair and a deep scar on the right arm (Surprised). In the pocket: dice, a smoking pipe and a passphrase note.
Armour Class 2 [17] Plate-mail armor Hit Points 16 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 16 INT 9 WIS 12 DEX 15 CON 9 CHA 10
Svator’s Shoemakers (Cobbler)
Owner: Svator of Kraan. He has a hoarse voice, cold dark eyes and stained clothes (Sad). In the pocket: dice and 3 sp.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +2 and it is currently somewhere in the Crypt of the Dishonored Goblin)
- Finder’s reward is 390gp
Walo’s (Dark Market)
| Item | Price |
|---|---|
| Royal Shoes | 96 gp |
| Holy symbol | 20 gp |
| Ink Vial | 8 gp |
| Holy water (vial) | 20 gp |
| Torches (6) | 8 sp |
| Backback | 4 gp |
| Adventurer’s Outfit | 8 gp |
| Small Bell | 8 sp |
| Skirt | 1 sp |
| Rations (standard, 7 days) | 4 gp |
| Sack (large) | 1 gp |
| Dried Meat (small pack) | 6 sp |
| Lantern | 8 gp |
Owner: Walo of Aral. He has wise brown eyes, a hoarse voice and a golden tooth (Horrified). In the pocket: a comb, 2 sp and a passphrase note.
- On his time off, Walo will enjoy a drink or two in the The Rogue’s Stone Tavern.
Elenia’s Maps (Cartographer)
Owner: Elenia of Nyaro. She has piercing green eyes, long black pony-tail and a nose ring (Relieved). In the pocket: 3 cp, 3 sp and a love note.
Odaria’s Hides and Leathers (Tanner)
Owner: Odaria of Goldenclover. She has short almond pony-tail, wise brown eyes and a nose ring (Satisfied). In the pocket: 1 cp.
- Odaria likes spending her time in the The Rogue’s Stone Tavern.
Geldin’s Garments (Weaver)
Owner: Geldin of Belesa. He has deep blue eyes, thick sideburns and a neck band (Apprehensive). In the pocket: a dirty handkerchief, 5 sp and a small gem (worth 10 gp).
- Nephew is missing since last week. (Secret: Held captive in the Temple of the Lost Order)
- Recovery reward is a decorated sword (actually a Sword +1).
Adremar’s Press (Printing Press)
Owner: Adremar Ermenalda. He has wild green eyes, a long almond beard and a golden tooth (Horny). In the pocket: a quill and a magnifying glass.
- Adremar enjoys dining with his friends in the The Rogue’s Stone Tavern.
Reinmar’s Ink & Feather (Scribe)
Owner: Reinmar Erchamrad. He has wise dark eyes, short white hair and a limp (Confident). In the pocket: 3 cp.
Eastside Miners District
Tavern (The Paladin’s Staff Tavern), Guards (Vamilia, Framin), Orphanage, Weaver (Aldemar’s Garments), Bank
The Paladin’s Staff Tavern
Keeper
Owned and managed by Hamard Fredemund. He has a long brown beard, piercing black eyes and a face tattoo (Nervous). In the pocket: 2 cp, a magnifying glass and 1 gp.
- Collaborates with the The Hammers Of Power.
Staff
Bontempo of Cazar. He has cold dark eyes, thick bushy eyebrows and a nose ring (Upset). In the pocket: 2 cp and 2 sp.
Rosso Concessus. He has wise brown eyes, no hair and a neck band (Lazy). In the pocket: 3 cp and an empty vial.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Barbecued slices of pork, marinated in ale and served with baked potatoes for 2 sp⬝Cooked slices of fish, marinated in honey and herbs and served with fresh salad for 1 sp⬝Stewed tenders of meat, marinated in red wine and served with mashed potatoes for 1 sp |
| 2 | Stewed slices of meat, marinated in red wine and served with baked potatoes for 1 sp⬝Cooked tenders of meat, glazed with red wine and served with mashed potatoes for 2 sp |
| 3 | Stewed slices of chicken, glazed with ale and served with baked potatoes for 2 sp⬝Barbecued chunks of pork, marinated in ale and served with baked potatoes for 2 sp⬝Barbecued fillet of chicken, glazed with red wine and served with steamed vegetables for 1 sp⬝Stewed chunks of fish, marinated in ale and served with mashed potatoes for 1 sp |
| 4 | Barbecued fillet of chicken, glazed with red wine and served with fresh salad for 1 sp⬝Stewed tenders of pork, glazed with white wine and served with fresh salad for 2 sp⬝Barbecued chunks of pork, glazed with honey and herbs and served with cooked rice for 1 sp |
Patrons & Visitors
The Fists Of Hope are using this place as a meeting place from time to time.
Aldemar Meinberga (when not in shop)
Ostasia Altabella (when not in shop)
Jodocus Hildeward (when not in shop)
Lautilde Mancinagross, a level 3 Halfling. She has wild green eyes, soft gentle features and big red cheeks (Calm). In the pocket: 1 cp, 4 sp and a small flute.
Armour Class 5 [14] Chainmail armor Hit Points 10 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 12 WIS 11 DEX 10 CON 14 CHA 13
Erlinde of Zosaal, a level 2 Magic-user. She has delicate makeup, crystal blue eyes and long, skinny fingers (Sorrowful). In the pocket: a deck of cards, a magnifying glass and a death threat note.
Armour Class 10 [9] Unarmored Hit Points 9 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 5 INT 10 WIS 10 DEX 6 CON 14 CHA 5 Spells ✦ Shield ✦ Floating Disc
Pettita of Handsworth, a level 1 Thief. She has deep blue eyes, a beauty mark above the lips and sharp, pointy nose (Sorrowful). In the pocket: 2 cp and 3 sp.
Armour Class 7 [12] Leather armor Hit Points 1 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 11 WIS 5 DEX 12 CON 11 CHA 14
Waser Meinberga, a level 3 Elf. He has short brown hair, wild green eyes and a nose ring (Petrified). In the pocket: dice, 5 sp and a love note.
Armour Class 7 [12] Leather armor Hit Points 11 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 13 INT 14 WIS 10 DEX 10 CON 12 CHA 6 Spells ✦ Read Languages ✦ Magic Missile ✦ Web
Saidra of Valka, a level 6 Cleric. She has deep blue eyes, soft voice and long, skinny fingers (Worthless). In the pocket: 1 cp, 3 sp and a small gem (worth 10 gp).
Armour Class 7 [12] Leather armor Hit Points 14 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 16 INT 7 WIS 11 DEX 11 CON 12 CHA 14 Spells ✦ Purify Food and Water ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ 2 × Speak with Animals ✦ Locate Object ✦ Create Water
Safia Eucharius, a level 2 Halfling. She has wavy almond hair, bulging red eyes and round, bulbous nose (Unsatisfied). In the pocket: 2 cp and 4 sp.
Armour Class 4 [15] Chainmail armor Hit Points 13 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 4 WIS 8 DEX 14 CON 14 CHA 16
Genilde Ketilbern, a level 7 Magic-user. She has deep blue eyes, short red pony-tail and a nose ring decorated with a star (Fearful). In the pocket: 1 cp and 4 sp.
Armour Class 9 [10] Unarmored Hit Points 22 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 9 INT 16 WIS 12 DEX 12 CON 15 CHA 9 Spells ✦ Light (Darkness) ✦ Hold Portal ✦ Ventriloquism ✦ Wizard Lock ✦ Mirror Image ✦ Infravision ✦ Fire Ball ✦ Growth of Plants
Gisilde of Erabor, a level 2 Dwarf. She has flowing red hair, bulging red eyes and short, fat fingers (Petrified). In the pocket: 1 cp, 2 sp and a small flute.
Armour Class 5 [14] Leather armor Hit Points 10 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 14 WIS 12 DEX 16 CON 14 CHA 8
| d6 | Rumor |
|---|---|
| 1 | Homodeus Magnificus has a crate he would like delivered to Silvercrest |
| 2 | There’s a Black Dragon in the Temple Of The Lost Order |
| 3 | The Shrine Of The Mad Ogre is deep in the woods, somewhere in Iceborn Woodlands |
| 4 | Lefsy of Mishara’s wife is held captive in the Shrine Of The Mad Ogre |
| 5 | Justinna Boleslava’s Decorated Sword (actually a Sword +2) is somewhere in the Crypt of the Dishonored Goblin |
| 6 | Ainard of Korvela is willing to pay well for a delivery job. |
Guards
Vamilia Walahilde, a level 6 Fighter. She has piercing brown eyes, ample hips and a deep scar on the right arm (Disoriented). In the pocket: 3 cp, 4 sp and 2 gp.
Armour Class 2 [17] Plate-mail armor Hit Points 27 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 9 WIS 14 DEX 14 CON 12 CHA 8
Framin of Brokar, a level 5 Fighter. He has cold dark eyes, thin black hair and a deep scar on the right arm (Moody). In the pocket: 3 cp, an empty vial and a key.
Armour Class 3 [16] Plate-mail armor Hit Points 27 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 10 WIS 9 DEX 10 CON 16 CHA 11
Orphanage
Manager: Ostasia Altabella. She has soft gentle features, piercing green eyes and big round spectacles (Embarrassed).
- On her time off, Ostasia will enjoy a drink or two in the The Paladin’s Staff Tavern.
Aldemar’s Garments (Weaver)
Owner: Aldemar Meinberga. He has enchanting green eyes, a thick moustache and freckles (Aghast). In the pocket: a quill and spectacles.
- Aldemar is frequenting the The Paladin’s Staff Tavern on his time off.
Bank
Manager: Jodocus Hildeward. He has a chiseled chin, piercing dark eyes and a deep scar on the cheek (Rejected). In the pocket: a deck of cards, a magnifying glass and a love note.
- Jodocus is usually eating his meals in the The Paladin’s Staff Tavern.
Westside Peasants District
Lodge (The Mummy & The Fearless Baker Lodge), Guards (Wigmar, Albilde), Bank, Carpenter (Theodora’s Carpentry)
The Mummy & The Fearless Baker Lodge
Keeper
Owned and managed by Frotgar Ostrobert. He has a long brown beard, bulging red eyes and a deep scar on the cheek (Puzzled). In the pocket: a comb, 3 sp and a love note.
- Member of the The Black Wolves.
Staff
Answard of Farin. He has a heavy almond beard, bulging red eyes and a smelly breath (Annoyed).
- Member of the The Fists Of Hope.
Dolerama of Sephania. She has bulging blue eyes, short and curly white hair and a neck band (Horny).
Dolerama Ermenhilde. She has piercing black eyes, curly red hair and a face tattoo (Rejected). In the pocket: 2 cp, 4 sp and a dagger.
- Member of the The Hammers Of Power.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked fillet of shellfish, glazed with red wine and served with mashed potatoes for 1 sp⬝Barbecued slices of pork, marinated in red wine and served with baked potatoes for 1 sp |
| 2 | Cooked fillet of pork, marinated in honey and herbs and served with fresh salad for 1 sp |
| 3 | Stewed chunks of meat, marinated in white wine and served with steamed vegetables for 1 sp |
| 4 | Barbecued tenders of pork, marinated in honey and herbs and served with cooked rice for 1 sp |
Patrons & Visitors
Theodora of Orova (when not in shop)
Ingberta of Mishara (when not in shop)
Macia of Scrya, a level 8 Elf. She has wild green eyes, long brown pony-tail and a nose ring (Terrified). In the pocket: dice and 3 sp.
Armour Class 8 [11] Leather armor Hit Points 30 Attacks 1 × Short Bow (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P9 B10 S10 Alignment Neutral STR 13 INT 12 WIS 12 DEX 7 CON 10 CHA 13 Spells ✦ 2 × Read Languages ✦ Sleep ✦ ESP ✦ Knock ✦ Web ✦ Haste ✦ Fly ✦ Wall of Ice ✦ Dimension Door
Sinister Aldetrude, a level 1 Fighter. He has a goatee beard, piercing brown eyes and a big nose-ring (Sad).
Armour Class 5 [14] Chainmail armor Hit Points 3 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 13 WIS 7 DEX 11 CON 13 CHA 7
Lothgar Hildebert, a level 3 Magic-user. He has a goatee beard, piercing black eyes and a nose ring decorated with a skull (Petrified). In the pocket: a quill.
Armour Class 9 [10] Unarmored Hit Points 16 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 10 WIS 16 DEX 12 CON 18 CHA 4 Spells ✦ Detect Magic ✦ Floating Disc ✦ ESP
Serelo Anschetil, a level 1 Thief. He has piercing black eyes, a frowny expression and a nose ring (Aghast).
Armour Class 7 [12] Leather armor Hit Points 4 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 5 WIS 5 DEX 11 CON 9 CHA 12
Wikard of Overi, a level 2 Halfling. He has short white hair, enchanting green eyes and short, chunky fingers (Embarrassed). In the pocket: 1 cp and a smoking pipe.
Armour Class 3 [16] Chainmail armor Hit Points 7 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 11 WIS 11 DEX 17 CON 9 CHA 11
Achard Falatrude, a level 4 Fighter. He has a deep, commanding voice, enchanting green eyes and a big nose-ring (Troubled). In the pocket: 3 cp and 3 sp.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 12 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 17 INT 11 WIS 5 DEX 16 CON 7 CHA 6
Mirko of Larsha, a level 1 Fighter. He has deep blue eyes, thin white hair and a big nose-ring (Frustrated). In the pocket: a comb, 5 sp and 1 gp.
Armour Class 6 [13] Leather armor Hit Points 7 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 6 WIS 11 DEX 13 CON 8 CHA 16
Luda Nadalberga, a level 2 Magic-user. She has soft gentle features, enchanting green eyes and decorated book linked to a strap around the chest (Guilty). In the pocket: a comb, a smoking pipe and a dagger.
Armour Class 8 [11] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 13 WIS 11 DEX 13 CON 12 CHA 4 Spells ✦ Read Languages ✦ Protection from Evil
Aclemode of Ironhead, a level 1 Halfling. She has soft voice, piercing brown eyes and round, bulbous nose (Hurt). In the pocket: 3 cp.
Armour Class 6 [13] Leather armor Hit Points 5 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 6 WIS 6 DEX 13 CON 10 CHA 10
Natelma Hildegund, a level 4 Elf. She has delicate makeup, deep blue eyes and long, skinny fingers (Bothered). In the pocket: 2 cp, 5 sp and a key.
Armour Class 7 [12] Leather armor + Shield Hit Points 26 Attacks 1 × Club (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 13 INT 11 WIS 6 DEX 7 CON 16 CHA 9 Spells ✦ Hold Portal ✦ Read Languages ✦ 2 × Detect Invisible
| d6 | Rumor |
|---|---|
| 1 | Luda of Battleshield has a casket she would like delivered to Silvercrest |
| 2 | There’s a Lich in the Crypt Of The Dishonored Goblin |
| 3 | Honesta of Headsmen’s nephew is held captive in the Temple Of The Lost Order |
| 4 | Huno Meinfrida’s Decorated Sword (actually a Sword +2) is somewhere in the Lair of the Mourning Slaves |
| 5 | The Black Wolves are using the Temple Of The Lost Order as their hideout. |
| 6 | There’s a Hobgoblin somewhere in Dark Storm Barrens. |
Guards
Wigmar Ermenburg, a level 6 Fighter. He has a goatee beard, piercing brown eyes and a missing middle-finger (Calm). In the pocket: a quill, 2 sp and a love note.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 21 Attacks 1 × Short Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 3 WIS 8 DEX 16 CON 9 CHA 13
Albilde of Patil, a level 5 Fighter. She has painted skin decorations, crystal blue eyes and a big nose-ring (Upset). In the pocket: 2 cp.
Armour Class -1 [20] Plate-mail armor + Shield Hit Points 18 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 12 INT 7 WIS 5 DEX 18 CON 6 CHA 12
Bank
Manager: Ingberta of Mishara. She has short and well-brushed brown hair, wise brown eyes and a golden tooth (Mellow). In the pocket: a deck of cards.
- Ingberta likes spending her time in the The Mummy & The Fearless Baker Lodge.
Theodora’s Carpentry (Carpenter)
Owner: Theodora of Orova. She has piercing dark eyes, delicate features and a deep scar on the cheek (Arrogant). In the pocket: a dirty handkerchief, spectacles and 2 gp.
- Theodora enjoys dining with her friends in the The Mummy & The Fearless Baker Lodge.
City of Hellgate City of Hellgate
- Located in: Hex 72
- Population: 19896 residents
Hellgate is ruled by the beloved and just Baron Serelo Hildebald, and is known for its solstice festival of lights.
Shops & services overview
Westside Peasants District
Lodge (The Gloomy Skeleton Lodge), Guards (Hartwin), General Goods (Ansilde’s Supply), Butchery (Sighilde’s Steak)
Westside Peasants District
Tavern (Magic Torch Tavern), Guards (Svator, Gatrude, Sabbata), Herbalist (Daghard’s Weeds), Veterinarian (Marozia’s Horse Healers), Nunnery, Craft (Olcaviva’s Handmades), Tinkerer (Lucida’s Fix-it-All)
Southside Commoners District
Lodge (The Lost Stone Lodge), Guards (Aico, Palemia), Animal Supplies (Ursilda’s Barn & Yarn), School, Cobbler (Bontempo’s Shoemakers), Scribe (Odelhaus’s Copywriters), Music (Safia’s Guitar & Flute)
Southside Townsfolk District
Inn (The Knight’s Sword Inn), Guards (Gontard, Macarius, Unica), Weaver (Ostasia’s Garments), Grocer (Aldrada’s Supply), Bank, Bathhouse (Aliva’s Steam & Bath), Bookstore (Guerro’s Pages)
Crafting District
Tavern (The Bleeding Mummy Tavern), Guards (Reinmar, Audrada), Vehicle Maker (Malger’s Vehicles), Tinkerer (Bernwara’s Devices), Bookstore (Jodocus’s Pages), General Goods (Duca’s Supply), Tailor (Zdeslava’s Handmade Shirts and More), Herbalist (Divitia’s Mushroom), Scribe (Atwin’s Copywriters), Spices (Honesta’s Spices)
Harbor District
Tavern (The Sad Harpy Tavern), Guards (Dolerama), Liquor (Huno’s Liquor), Craft (Maltia’s Crafts), Bank, Bathhouse (Galianna’s Steam & Bath), Herbalist (Galianna’s Weeds), Grocer (Lefward’s Tomato)
Upper Commoners District
Tavern (The Crying Hawk Tavern), Guards (Erlinde), Bank, Tailor (Adegar’s Fine Clothes)
Market District
Tavern (The Paladin’s Arrow Tavern), Guards (Unica, Thangmar), Casino (Solianna’s Casino), Hatter (Percipia’s Top Hat), Spices (Luda’s Spices), Animal Supplies (Sieger’s Barn & Yarn), Smokehouse (Arngilde’s Smoked Meat And More), Blacksmith (Hamard’s Blade), Distillery (Huward’s ), Craft (Berner’s Handmades), General Goods (Lanto’s Goods), Printing Press (Alcfrida’s Print Shop), Stables (Sichilde’s Mounts), Pet Shop (Hartmar’s Friends), Veterinarian (Macia’s Pet Hospital), Mill (Doda’s ), Exotic Goods (Hildewin’s Exotica), Occult (Rabota’s Witchcraft Materials), Tinkerer (Frotgar’s Devices), Glass Blower (Arcin’s Tubes)
Westside Peasants District
Lodge (The Gloomy Skeleton Lodge), Guards (Hartwin), General Goods (Ansilde’s Supply), Butchery (Sighilde’s Steak)
The Gloomy Skeleton Lodge
Keeper
Owned and managed by Otmar of Lakesail. He has tired looking eyes, a big round belly and a missing tooth (Energetic). In the pocket: dice and 3 sp.
Staff
Godlanda Dructbald. She has delicate features, piercing dark eyes and a missing tooth (Repentant). In the pocket: a dirty handkerchief.
Liutrada of Willya. She has tired brown eyes, delicate makeup and a golden tooth (Sad). In the pocket: a deck of cards, a magnifying glass and a ransom note.
Hogar of Westpass. He has a short red beard, piercing black eyes and big round spectacles (Heartbroken). In the pocket: 3 cp and 3 sp.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked fillet of fish, marinated in red wine and served with mashed potatoes for 1 sp⬝Barbecued slices of fish, marinated in honey and herbs and served with cooked rice for 1 sp |
| 2 | Stewed fillet of meat, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Barbecued slices of pork, glazed with red wine and served with baked potatoes for 2 sp⬝Barbecued tenders of fish, marinated in red wine and served with steamed vegetables for 1 sp |
| 3 | Stewed chunks of fish, glazed with honey and herbs and served with fresh salad for 2 sp⬝Cooked slices of fish, glazed with ale and served with cooked rice for 2 sp⬝Stewed chunks of meat, marinated in white wine and served with steamed vegetables for 1 sp⬝Cooked chunks of meat, marinated in honey and herbs and served with mashed potatoes for 1 sp |
| 4 | Barbecued chunks of shellfish, marinated in red wine and served with steamed vegetables for 1 sp⬝Stewed chunks of fish, marinated in ale and served with cooked rice for 1 sp⬝Stewed chunks of chicken, glazed with red wine and served with fresh salad for 2 sp⬝Cooked fillet of pork, marinated in garlic and wine and served with mashed potatoes for 1 sp |
Patrons & Visitors
Ansilde Frideswide (when not in shop)
Sighilde Fritheburg (when not in shop)
Gatrude Nadalfrid, a level 1 Dwarf. She has piercing black eyes, delicate features and short, fat fingers (Satisfied). In the pocket: 2 cp and 2 sp.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 9 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 4 WIS 16 DEX 7 CON 16 CHA 3
Onafria Erchamrich, a level 1 Halfling. She has a beauty mark above the lips, wise dark eyes and round, bulbous nose (Pained). In the pocket: a dirty handkerchief and spectacles.
Armour Class 4 [15] Chainmail armor Hit Points 5 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 14 WIS 9 DEX 13 CON 9 CHA 7
Saidra Bernegilde, a level 1 Magic-user. She has piercing brown eyes, flowing black hair and decorated book linked to a strap around the chest (Aggressive). In the pocket: a comb.
Armour Class 8 [11] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 3 INT 16 WIS 13 DEX 13 CON 15 CHA 13 Spells ✦ Read Magic
Duberta of Calazi, a level 1 Elf. She has braided red hair, deep blue eyes and silky dark skin (Agitated). In the pocket: a quill and spectacles.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 1 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 16 INT 10 WIS 15 DEX 6 CON 7 CHA 10 Spells ✦ Light (Darkness)
Guther of Silvercrest, a level 4 Elf. He has wise dark eyes, a big round belly and long, pointy ears (Contented). In the pocket: 3 cp, spectacles and a vial with a dark liquid.
Armour Class 4 [15] Chainmail armor Hit Points 13 Attacks 1 × Javelin (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 11 INT 10 WIS 13 DEX 14 CON 14 CHA 8 Spells ✦ Floating Disc ✦ Light (Darkness) ✦ Detect Invisible ✦ Wizard Lock
Hesso of Lantis, a level 4 Magic-user. He has enchanting green eyes, short white hair and decorated book linked to a strap around the chest (Irritated).
Armour Class 8 [11] Unarmored Hit Points 11 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 12 WIS 11 DEX 13 CON 11 CHA 11 Spells ✦ Light (Darkness) ✦ Protection from Evil ✦ Detect Invisible ✦ Mirror Image
Ashar of Azem, a level 1 Thief. He has crystal blue eyes, a short brown beard and long, skinny fingers (Fearful). In the pocket: 3 cp and 2 sp.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 15 INT 10 WIS 11 DEX 10 CON 10 CHA 14
Morbida of Knifeblade, a level 2 Halfling. She has soft gentle features, crystal blue eyes and big red cheeks (Horrified). In the pocket: a quill, a smoking pipe and a small flute.
Armour Class 2 [17] Plate-mail armor Hit Points 8 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 6 WIS 13 DEX 13 CON 13 CHA 6
Gismunda of Greenfell, a level 1 Elf. She has wild green eyes, heavy makeup and long, pointy ears (Fearful). In the pocket: a deck of cards, 2 sp and 1 gp.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Polearm (1d10) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 18 INT 15 WIS 9 DEX 16 CON 9 CHA 14 Spells ✦ Floating Disc
| Bulletin |
|---|
| “Son is missing! My son is missing since last week. Please reach out to me if you can help. Sighilde Fritheburg” |
| d6 | Rumor |
|---|---|
| 1 | Sighilde Fritheburg’s son is held captive in the Lair Of The Corrupted Skeletons |
| 2 | Gerin of Azmaar is willing to pay well for a delivery job. |
| 3 | Hedenna of Haraan’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Lost Order |
| 4 | Giambono Landetrude is willing to pay well for a delivery job. |
| 5 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 6 | There’s a Vampire in the Crypt Of The Dishonored Goblin |
Guards
Hartwin of Starfield, a level 5 Fighter. He has wise dark eyes, a heavy white beard and a strong, muscular physique (Unsure). In the pocket: dice.
Armour Class 5 [14] Leather armor + Shield Hit Points 9 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 3 WIS 3 DEX 14 CON 7 CHA 12
Ansilde’s Supply (General Goods)
| Item | Price |
|---|---|
| Holy symbol | 18 gp |
| Holy water (vial) | 18 gp |
| Oil (1 flask) | 1 gp |
| Tinder box (flint & steel) | 2 gp |
| Sack (large) | 1 gp |
| Backback | 3 gp |
| Fine Shoes | 2 gp |
| Thieves’ tools | 18 gp |
Owner: Ansilde Frideswide. She has piercing dark eyes, heavy makeup and a deep scar on the cheek (Drained). In the pocket: a quill, an empty vial and a dagger.
- Ansilde is usually eating her meals in the The Gloomy Skeleton Lodge.
Sighilde’s Steak (Butchery)
| Item | Price |
|---|---|
| Pickled Fish (jar) | 8 sp |
| Lobster | 8 sp |
| Fresh Meat (Lamb, 1 lb) | 8 sp |
| Fresh Game (Rabbit, 1 lb) | 1 gp |
| Small Shell Fish | 2 sp |
| Dried Meat (small pack) | 7 sp |
| Honey (jar) | 1 gp |
Owner: Sighilde Fritheburg. She has painted skin decorations, deep blue eyes and a missing tooth (Joyful). In the pocket: a deck of cards.
- Collaborates with the The Black Wolves.
- Son is missing since last week. (Secret: Held captive in the Lair of the Corrupted Skeletons)
- Recovery reward is an armor of sentimental value (actually an Armour +1).
- Sighilde is usually eating her meals in the The Gloomy Skeleton Lodge.
- Twice a year, Sighilde will want to go on a big-game hunt in hex 67 (Wintercry Range) and will look for someone to protect her throughout the journey.
Westside Peasants District
Tavern (Magic Torch Tavern), Guards (Svator, Gatrude, Sabbata), Herbalist (Daghard’s Weeds), Veterinarian (Marozia’s Horse Healers), Nunnery, Craft (Olcaviva’s Handmades), Tinkerer (Lucida’s Fix-it-All)
Magic Torch Tavern
Keeper
Owned and managed by Wigher Bellacara. He has a heavy blonde beard, wild green eyes and a nose ring (Fearful). In the pocket: 2 cp, 5 sp and a passphrase note.
Staff
Adger of Nivana. He has a short black beard, wise dark eyes and a double chin (Moody). In the pocket: a dirty handkerchief.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked chunks of meat, marinated in honey and herbs and served with steamed vegetables for 1 sp⬝Stewed tenders of shellfish, marinated in white wine and served with baked potatoes for 1 sp⬝Cooked tenders of shellfish, marinated in red wine and served with baked potatoes for 2 sp |
| 2 | Cooked fillet of meat, marinated in garlic and wine and served with fresh salad for 1 sp⬝Stewed slices of fish, glazed with honey and herbs and served with baked potatoes for 1 sp |
| 3 | Cooked slices of chicken, marinated in garlic and wine and served with baked potatoes for 2 sp⬝Barbecued chunks of meat, marinated in ale and served with cooked rice for 1 sp⬝Stewed tenders of meat, marinated in ale and served with baked potatoes for 1 sp⬝Stewed slices of meat, glazed with garlic and wine and served with fresh salad for 1 sp |
| 4 | Stewed tenders of chicken, marinated in white wine and served with steamed vegetables for 2 sp⬝Cooked chunks of chicken, glazed with white wine and served with baked potatoes for 1 sp⬝Cooked fillet of pork, glazed with ale and served with cooked rice for 1 sp⬝Cooked tenders of meat, glazed with white wine and served with cooked rice for 1 sp |
Patrons & Visitors
Lucida Nicephorus (when not in shop)
Olcaviva Odelbrand (when not in shop)
Marozia of Lifel (when not in shop)
Daghard Theodeberta (when not in shop)
Pribor Saintisme (when not in shop)
Audrada of Akaana, a level 6 Cleric. She has enchanting green eyes, long black pony-tail and strong-looking hands (Lazy). In the pocket: a deck of cards and 4 sp.
Armour Class 6 [13] Chainmail armor + Shield Hit Points 16 Attacks 1 × Mace (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 12 INT 13 WIS 18 DEX 5 CON 6 CHA 6 Spells ✦ Light (Darkness) ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ Snake Charm ✦ Resist Fire ✦ Cure Disease (Cause Disease) ✦ Neutralize Poison
Lotar of Nanaia, a level 1 Elf. He has cold dark eyes, a long smoking pipe in his mouth and silky light skin (Helpless).
Armour Class 8 [11] Leather armor Hit Points 1 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 12 INT 18 WIS 7 DEX 8 CON 8 CHA 11 Spells ✦ Charm Person
Honesta Sicleholde, a level 4 Magic-user. She has short almond hair, bulging dark eyes and long black robe (Uncomfortable). In the pocket: dice, a smoking pipe and a small flute.
Armour Class 9 [10] Unarmored Hit Points 6 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 4 INT 14 WIS 10 DEX 9 CON 11 CHA 12 Spells ✦ Read Languages ✦ Shield ✦ Detect Evil ✦ Continual Light (Continual Darkness)
Riqin of Ashamar, a level 2 Thief. He has a goatee beard, piercing black eyes and a scar across the eye (Pleased). In the pocket: a quill, a magnifying glass and a death threat note.
Armour Class 5 [14] Leather armor Hit Points 6 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 9 INT 4 WIS 13 DEX 17 CON 15 CHA 12
Landrada Erchamhar, a level 1 Fighter. She has tired red-looking eyes, heavy makeup and a strong, muscular physique (Fearful). In the pocket: 2 cp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 6 WIS 3 DEX 12 CON 13 CHA 6
Richmar of Blackshadow, a level 4 Halfling. He has a hoarse voice, piercing dark eyes and big red cheeks (Fearful).
Armour Class 2 [17] Chainmail armor + Shield Hit Points 3 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 18 INT 12 WIS 7 DEX 16 CON 6 CHA 13
Benegar of Sathan, a level 1 Thief. He has wise brown eyes, a big round belly and long, skinny fingers (Upset). In the pocket: 2 cp.
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 3 WIS 12 DEX 14 CON 15 CHA 14
Onafria Erchamberta, a level 2 Dwarf. She has a beauty mark above the lips, wise dark eyes and short, fat fingers (Satisfied). In the pocket: dice, a magnifying glass and a passphrase note.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 14 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 3 WIS 16 DEX 11 CON 17 CHA 6
Zdeslava Odelschalk, a level 3 Thief. She has long brown pony-tail, piercing blue eyes and long, skinny fingers (Livid). In the pocket: a dirty handkerchief.
Armour Class 5 [14] Leather armor Hit Points 9 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 8 WIS 14 DEX 16 CON 9 CHA 12
Zdeslava Bernegilde, a level 2 Halfling. She has long and flowing red hair, crystal blue eyes and round, bulbous nose (Arrogant). In the pocket: a quill and a magnifying glass.
Armour Class 1 [18] Plate-mail armor Hit Points 8 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 14 WIS 14 DEX 16 CON 13 CHA 6
| Bulletin |
|---|
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Daghard Theodeberta” |
| d6 | Rumor |
|---|---|
| 1 | Daghard Theodeberta’s Decorated Sword (actually a Sword +1) is somewhere in the Shrine of the Cold Souls |
| 2 | Divitia Waldegilde has a crate she would like delivered to Silvercrest |
| 3 | There’s a Black Dragon in the Temple Of The Lost Order |
| 4 | The Shrine Of The Mad Ogre is deep in the woods, somewhere in Iceborn Woodlands |
| 5 | Sighilde Fritheburg’s son is held captive in the Lair Of The Corrupted Skeletons |
| 6 | Winsy Cadwethen is willing to pay well for a delivery job. |
Guards
Svator Sicleramna, a level 6 Fighter. He has tired looking eyes, a long smoking pipe in his mouth and a strong, muscular physique (Crushed). In the pocket: a deck of cards and an empty vial.
Armour Class 1 [18] Plate-mail armor Hit Points 31 Attacks 1 × Two-Handed Sword (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 8 WIS 6 DEX 16 CON 15 CHA 7
Gatrude Wenceslas, a level 4 Fighter. She has cold dark eyes, delicate features and a missing middle-finger (Frustrated). In the pocket: a dirty handkerchief.
Armour Class 2 [17] Chainmail armor Hit Points 25 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 11 WIS 11 DEX 18 CON 9 CHA 8
Sabbata of Ithar, a level 6 Fighter. She has tired red-looking eyes, soft voice and a strong, muscular physique (Outraged). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 27 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 5 WIS 12 DEX 11 CON 8 CHA 12
Daghard’s Weeds (Herbalist)
Owner: Daghard Theodeberta. He has a scruff, wise brown eyes and freckles (Cheerful). In the pocket: a comb.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Shrine of the Cold Souls)
- Finder’s reward is 440gp
- Daghard likes spending his time in the Magic Torch Tavern.
- Twice a year, Daghard will want to forage exotic mushrooms in hex 14 (Javelin Grove) and will look for someone to protect him throughout the journey.
Marozia’s Horse Healers (Veterinarian)
Owner: Marozia of Lifel. She has long almond pony-tail, bulging blue eyes and a double chin (Aghast). In the pocket: 2 cp and a magnifying glass.
- Marozia is frequenting the Magic Torch Tavern on her time off.
Nunnery
Manager: Pribor Saintisme. He has short black hair, piercing blue eyes and a nose ring (Frustrated). In the pocket: a comb and spectacles.
- Pribor has an affair with Gatrude of Coalfield.
- Pribor enjoys dining with his friends in the Magic Torch Tavern.
Olcaviva’s Handmades (Craft)
| Item | Price |
|---|---|
| Iron spikes (12) | 1 gp |
| Hammer (small) | 2 gp |
| Thieves’ tools | 28 gp |
| Fishing Rod | 1 gp |
Owner: Olcaviva Odelbrand. She has enchanting green eyes, short white pony-tail and a peg leg (Paranoid). In the pocket: 1 cp, a smoking pipe and a small flute.
- Collaborates with the The Fists Of Hope.
- Olcaviva has bad blood with Solianna Theobrand.
- Olcaviva likes spending her time in the Magic Torch Tavern.
Lucida’s Fix-it-All (Tinkerer)
| Item | Price |
|---|---|
| Lens | 8 gp |
| Ink Vial | 7 gp |
| Crowbar | 7 gp |
Owner: Lucida Nicephorus. She has bulging blue eyes, long red hair and a nose ring (Happy). In the pocket: 2 cp.
- Member of the The Hammers Of Power.
- Lucida has some unfinished business with Gebin of Ferabor.
- Lucida enjoys dining with her friends in the Magic Torch Tavern.
Southside Commoners District
Lodge (The Lost Stone Lodge), Guards (Aico, Palemia), Animal Supplies (Ursilda’s Barn & Yarn), School, Cobbler (Bontempo’s Shoemakers), Scribe (Odelhaus’s Copywriters), Music (Safia’s Guitar & Flute)
The Lost Stone Lodge
Keeper
Owned and managed by Lautard of Arga. He has tired brown eyes, a heavy black beard and a golden tooth (Cheerful). In the pocket: dice and 3 sp.
Staff
Urofina of Naram. She has short white pony-tail, crazy-looking eyes and a missing tooth (Fearful). In the pocket: a comb and 2 sp.
- Member of the The Army Of Fire.
Huward Nadaltrude. He has a scruff, piercing blue eyes and a peg leg (Confident). In the pocket: dice and spectacles.
Facetus of Qurra. He has bulging red eyes, thin blonde hair and a neck band (Offended). In the pocket: a quill, 5 sp and a passphrase note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Barbecued fillet of shellfish, marinated in garlic and wine and served with cooked rice for 1 sp |
| 2 | Barbecued fillet of pork, glazed with honey and herbs and served with mashed potatoes for 2 sp⬝Barbecued fillet of fish, marinated in red wine and served with fresh salad for 1 sp |
| 3 | Cooked tenders of chicken, glazed with red wine and served with mashed potatoes for 2 sp |
| 4 | Barbecued tenders of pork, glazed with garlic and wine and served with cooked rice for 1 sp⬝Stewed fillet of meat, glazed with garlic and wine and served with fresh salad for 1 sp⬝Barbecued slices of shellfish, marinated in white wine and served with cooked rice for 1 sp |
Patrons & Visitors
Ursilda of Moonglow (when not in shop)
Safia Hildetrude (when not in shop)
Goldiva of Ithamar, a level 1 Thief. She has bulging blue eyes, short brown hair and sharp, pointy nose (Annoyed). In the pocket: 2 cp, spectacles and a ransom note.
Armour Class 6 [13] Leather armor Hit Points 1 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 9 WIS 14 DEX 13 CON 10 CHA 15
Gammo Driwethen, a level 3 Cleric. He has enchanting green eyes, a strong, prominent chin and a holy symbol tattooed on the forehead (Lost). In the pocket: a quill and 5 sp.
Armour Class 7 [12] Leather armor Hit Points 20 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 11 INT 12 WIS 12 DEX 9 CON 16 CHA 14 Spells ✦ 2 × Protection from Evil
Lautrude Richberga, a level 1 Cleric. She has bulging blue eyes, delicate features and long, skinny fingers (Confident). In the pocket: a deck of cards.
Armour Class 5 [14] Plate-mail armor Hit Points 6 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 14 WIS 18 DEX 5 CON 10 CHA 6
Sabbata Hildeberta, a level 1 Cleric. She has enchanting green eyes, ample hips and long, skinny fingers (Petrified). In the pocket: a dirty handkerchief.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 2 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 12 WIS 12 DEX 7 CON 13 CHA 11
Aicfrida of Qona, a level 3 Fighter. She has enchanting green eyes, soft voice and a strong, muscular physique (Exhausted). In the pocket: 3 cp.
Armour Class 5 [14] Leather armor Hit Points 11 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 11 WIS 14 DEX 16 CON 14 CHA 14
Fakard Lantberga, a level 1 Thief. He has piercing green eyes, a short white beard and a nose ring (Angry). In the pocket: a quill and a smoking pipe.
Armour Class 5 [14] Leather armor Hit Points 0 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 15 INT 6 WIS 6 DEX 17 CON 6 CHA 12
Hrotho of Lyin, a level 1 Elf. He has crystal blue eyes, ample breasts and silky light skin (Hopeless). In the pocket: 3 cp, spectacles and a vial with a dark liquid.
Armour Class 7 [12] Leather armor Hit Points 7 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 14 INT 16 WIS 10 DEX 10 CON 13 CHA 11 Spells ✦ Read Magic
Rodin Waldemund, a level 2 Fighter. He has crazy-looking eyes, a heavy blonde beard and a missing middle-finger (Paranoid). In the pocket: 1 cp, an empty vial and a vial with a dark liquid.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 15 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 12 WIS 14 DEX 17 CON 16 CHA 11
| Bulletin |
|---|
| “Urgent!! My daughter did not return home since last week. If you have seen her or can help me find her, please contact me as soon as possible. Yours, Ursilda of Moonglow” |
| “Stolen! Something very dear to me was stolen. Please reach out if you can help. Odelhaus Steinhard” |
| d6 | Rumor |
|---|---|
| 1 | Odelhaus Steinhard’s Custom Sword (actually a Sword +1) is somewhere in the Shrine of the Cold Souls |
| 2 | Ursilda of Moonglow’s daughter is held captive in the Crypt Of The Dishonored Goblin |
| 3 | Gerin of Azmaar is willing to pay well for a delivery job. |
| 4 | The Temple Of The Lost Order is on the dunes sands, somewhere in Dark Storm Barrens |
| 5 | There’s an Efreeti in the Temple Of The Infernal Desire |
| 6 | There’s a Black Pudding in the Caverns Of The Furious Fire |
Guards
Aico Brighthelm, a level 4 Fighter. He has short blonde hair, crazy-looking eyes and a big nose-ring (Disorganized). In the pocket: a comb.
Armour Class 4 [15] Leather armor + Shield Hit Points 21 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 8 WIS 8 DEX 17 CON 10 CHA 13
Palemia Libentius, a level 4 Fighter. She has long brown hair, crystal blue eyes and a strong, muscular physique (Guilty).
Armour Class 6 [13] Leather armor Hit Points 32 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 4 WIS 12 DEX 13 CON 13 CHA 8
Ursilda’s Barn & Yarn (Animal Supplies)
Owner: Ursilda of Moonglow. She has short black pony-tail, piercing brown eyes and a deep scar on the cheek (Surprised). In the pocket: a quill, a magnifying glass and a love note.
- Daughter is missing since last week. (Secret: Held captive in the Crypt of the Dishonored Goblin)
- Recovery reward is a custom-fit armor (actually an Armour +2).
- Ursilda likes spending her time in the The Lost Stone Lodge.
School
Manager: Godbalda of Xathar. She has delicate makeup, wise dark eyes and a peg leg (Horny). In the pocket: a dirty handkerchief.
Bontempo’s Shoemakers (Cobbler)
Owner: Bontempo Recuperate. He has enchanting green eyes, thin blonde hair and big round spectacles (Timid). In the pocket: 2 cp, an empty vial and 1 gp.
Odelhaus’s Copywriters (Scribe)
Owner: Odelhaus Steinhard. He has tired brown eyes, thin red hair and an earring (Remorseful). In the pocket: 2 cp.
- Member of the The Army Of Fire.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Shrine of the Cold Souls)
- Finder’s reward is 440gp
Safia’s Guitar & Flute (Music)
| Item | Price |
|---|---|
| Hand Drum | 9 gp |
| Lute | 48 gp |
Owner: Safia Hildetrude. She has short almond hair, wise brown eyes and a nose ring (Tired). In the pocket: a comb and 4 sp.
- On her time off, Safia will enjoy a drink or two in the The Lost Stone Lodge.
- Twice a year, Safia will want to find exquisite tonewood in hex 52 (Dark Storm Barrens) and will look for someone to protect her throughout the journey.
Southside Townsfolk District
Inn (The Knight’s Sword Inn), Guards (Gontard, Macarius, Unica), Weaver (Ostasia’s Garments), Grocer (Aldrada’s Supply), Bank, Bathhouse (Aliva’s Steam & Bath), Bookstore (Guerro’s Pages)
The Knight’s Sword Inn
Keeper
Owned and managed by Gerhelma of Galaka. She has delicate makeup, crazy-looking eyes and a double chin (Puzzled). In the pocket: dice and 2 sp.
Staff
Palemia Ingibiorn. She has soft gentle features, enchanting green eyes and a face tattoo (Enraged). In the pocket: 1 cp.
Aitilde of Farglen. She has delicate features, piercing green eyes and a nose ring (Distressed). In the pocket: a quill, 5 sp and a death threat note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked fillet of shellfish, glazed with honey and herbs and served with mashed potatoes for 2 sp⬝Cooked chunks of shellfish, glazed with red wine and served with mashed potatoes for 1 sp |
| 2 | Cooked slices of chicken, glazed with ale and served with fresh salad for 1 sp |
| 3 | Stewed chunks of fish, glazed with ale and served with cooked rice for 2 sp⬝Cooked tenders of meat, glazed with red wine and served with baked potatoes for 2 sp |
| 4 | Barbecued chunks of chicken, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Cooked chunks of chicken, glazed with garlic and wine and served with steamed vegetables for 2 sp⬝Barbecued chunks of shellfish, glazed with white wine and served with mashed potatoes for 1 sp⬝Cooked fillet of fish, marinated in ale and served with mashed potatoes for 1 sp |
Patrons & Visitors
Aldrada Siclebert (when not in shop)
Galianna of Ellal (when not in shop)
Ostasia Odelgilde (when not in shop)
Guerro of Goldwell (when not in shop)
Sieger of Gazali, a level 3 Cleric. He has wild green eyes, a heavy white beard and a nose ring (Annoyed). In the pocket: 3 cp and an empty vial.
Armour Class 7 [12] Leather armor Hit Points 15 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 13 WIS 17 DEX 9 CON 15 CHA 4 Spells ✦ 2 × Resist Cold
Macarius Huldegarde, a level 1 Dwarf. He has enchanting green eyes, a strong, prominent chin and a golden tooth (Proud). In the pocket: a comb, 2 sp and a small gem (worth 10 gp).
Armour Class 3 [16] Plate-mail armor Hit Points 6 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 11 WIS 9 DEX 11 CON 11 CHA 6
Petesia of Ashamar, a level 1 Dwarf. She has bulging red eyes, short white pony-tail and short, fat fingers (Sickened). In the pocket: a dirty handkerchief and an empty vial.
Armour Class 5 [14] Chainmail armor Hit Points 8 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 9 WIS 13 DEX 9 CON 18 CHA 13
Otrude of Sagoth, a level 3 Thief. She has wise dark eyes, long white hair and small, thin lips (Sad). In the pocket: a comb.
Armour Class 5 [14] Leather armor Hit Points 9 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 12 WIS 7 DEX 17 CON 15 CHA 18
| d6 | Rumor |
|---|---|
| 1 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 2 | There’s a Hobgoblin somewhere in Dark Storm Barrens. |
| 3 | There’s an Amber Golem in the Temple Of The Lost Order |
| 4 | Fenicia Madalgaria’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Crypt of the Dishonored Goblin |
| 5 | Nivard Bonissima has a box he would like delivered to Hellgate |
| 6 | There’s an Efreeti in the Temple Of The Infernal Desire |
Guards
Gontard Frederius, a level 4 Fighter. He has short red hair, bulging blue eyes and a deep scar on the right arm (Energetic).
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 31 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 9 WIS 7 DEX 16 CON 13 CHA 10
Macarius of Sibuyan, a level 6 Fighter. He has tiny eyes, thick bushy eyebrows and a strong, muscular physique (Shocked). In the pocket: 1 cp and 3 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 33 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 14 WIS 10 DEX 15 CON 6 CHA 11
Unica Wulfgarde, a level 3 Fighter. She has piercing black eyes, heavy makeup and a deep scar on the right arm (Disorganized). In the pocket: 1 cp, 4 sp and a death threat note.
Armour Class 7 [12] Leather armor Hit Points 19 Attacks 1 × Long Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 10 WIS 13 DEX 11 CON 16 CHA 16
Ostasia’s Garments (Weaver)
Owner: Ostasia Odelgilde. She has flowing almond hair, deep blue eyes and freckles (Overwhelmed). In the pocket: a quill, a smoking pipe and 1 gp.
- Collaborates with the The Black Wolves.
- Ostasia has a severe dispute with Gatrude of Ellal.
- Ostasia likes spending her time in the The Knight’s Sword Inn.
Aldrada’s Supply (Grocer)
| Item | Price |
|---|---|
| Salt (1 lb) | 1 gp |
| Dried Fruits (small bag) | 2 sp |
| Lobster | 9 sp |
| Small Shell Fish | 2 sp |
| Cake (slice) | 9 cp |
| Fresh Fish Fillet | 7 sp |
| Nuts (small bag) | 9 cp |
Owner: Aldrada Siclebert. She has cold dark eyes, silky black hair and a face tattoo (Shocked). In the pocket: 1 cp.
- Aldrada enjoys dining with her friends in the The Knight’s Sword Inn.
Bank
Manager: Galianna of Ellal. She has piercing blue eyes, soft voice and a deep scar on the cheek (Outraged). In the pocket: dice and 3 sp.
- On her time off, Galianna will enjoy a drink or two in the The Knight’s Sword Inn.
Aliva’s Steam & Bath (Bathhouse)
Owner: Aliva of Sorath. She has piercing brown eyes, heavy makeup and freckles (Persuasive). In the pocket: 2 cp, 3 sp and a small flute.
Guerro’s Pages (Bookstore)
| Item | Price |
|---|---|
| Ink Vial | 11 gp |
| Empty Scroll | 1 gp |
Owner: Guerro of Goldwell. He has piercing brown eyes, short blonde hair and an earring (Shocked). In the pocket: a deck of cards, 3 sp and a small gem (worth 10 gp).
- Guerro is usually eating his meals in the The Knight’s Sword Inn.
Crafting District
Tavern (The Bleeding Mummy Tavern), Guards (Reinmar, Audrada), Vehicle Maker (Malger’s Vehicles), Tinkerer (Bernwara’s Devices), Bookstore (Jodocus’s Pages), General Goods (Duca’s Supply), Tailor (Zdeslava’s Handmade Shirts and More), Herbalist (Divitia’s Mushroom), Scribe (Atwin’s Copywriters), Spices (Honesta’s Spices)
The Bleeding Mummy Tavern
Keeper
Owned and managed by Aldiva Meinfrida. She has cold dark eyes, silky red hair and an earring (Bothered). In the pocket: 1 cp and 4 sp.
Staff
Aliva of Hellgate. She has delicate features, crystal blue eyes and freckles (Aggressive). In the pocket: 3 cp and a smoking pipe.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked fillet of chicken, glazed with red wine and served with mashed potatoes for 1 sp⬝Barbecued slices of meat, marinated in white wine and served with fresh salad for 2 sp⬝Cooked fillet of shellfish, glazed with white wine and served with baked potatoes for 1 sp⬝Stewed chunks of shellfish, marinated in honey and herbs and served with baked potatoes for 1 sp |
| 2 | Stewed chunks of meat, glazed with red wine and served with cooked rice for 2 sp⬝Cooked tenders of chicken, glazed with red wine and served with baked potatoes for 2 sp |
| 3 | Stewed fillet of chicken, glazed with red wine and served with steamed vegetables for 2 sp |
| 4 | Cooked tenders of pork, marinated in red wine and served with fresh salad for 2 sp⬝Stewed slices of chicken, glazed with red wine and served with steamed vegetables for 2 sp⬝Barbecued tenders of chicken, marinated in white wine and served with steamed vegetables for 2 sp |
Patrons & Visitors
Jodocus of Azem (when not in shop)
Divitia Waldegilde (when not in shop)
Bernwara Madalhilde (when not in shop)
Duca of Zakar (when not in shop)
Zdeslava Huldegarde (when not in shop)
Volkavara Hilderich, a level 3 Cleric. She has delicate makeup, piercing brown eyes and a nose ring (Remorseful). In the pocket: 3 cp.
Armour Class 7 [12] Leather armor + Shield Hit Points 7 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 9 WIS 17 DEX 7 CON 10 CHA 11 Spells ✦ Purify Food and Water ✦ Cure Light Wounds (Cause Lt. Wounds)
Reinger Erchamfred, a level 1 Elf. He has thin greying hair, piercing blue eyes and long, pointy ears (Contented). In the pocket: a deck of cards and an empty vial.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 2 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 17 WIS 8 DEX 15 CON 7 CHA 11 Spells ✦ Detect Magic
Noger of Zamoria, a level 1 Magic-user. He has a long brown beard, cold dark eyes and a nose ring decorated with a star (Relieved). In the pocket: a quill and 5 sp.
Armour Class 8 [11] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 12 INT 14 WIS 14 DEX 14 CON 18 CHA 8 Spells ✦ Ventriloquism
Arberta of Cazar, a level 1 Fighter. She has painted skin decorations, crystal blue eyes and a deep scar on the right arm (Petrified). In the pocket: a comb, a magnifying glass and a love note.
Armour Class 1 [18] Plate-mail armor Hit Points 2 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 12 WIS 6 DEX 17 CON 11 CHA 12
| Bulletin |
|---|
| “Heading to Silvercrest? Payment guaranteed to a trusty courier. Ask for Malger” |
| “Nephew is missing! My nephew is missing since last month. Please reach out to me if you can help. Bernwara Madalhilde” |
| “Job offer! I have a package to deliver in Silvercrest. Payment guaranteed at destination upon delivery. Yours, Divitia Waldegilde” |
| “Please Help! My dear nephew is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Honesta of Headsmen” |
| d6 | Rumor |
|---|---|
| 1 | Bernwara Madalhilde’s nephew is held captive in the Crypt Of The Dishonored Goblin |
| 2 | Divitia Waldegilde has a crate she would like delivered to Silvercrest |
| 3 | Honesta of Headsmen’s nephew is held captive in the Temple Of The Lost Order |
| 4 | Malger Fritheburg is willing to pay well for a delivery job. |
| 5 | Giambono Landetrude is willing to pay well for a delivery job. |
| 6 | There’s a Vampire in the Crypt Of The Dishonored Goblin |
Guards
Reinmar Liutberga, a level 4 Fighter. He has wise brown eyes, a heavy blonde beard and a missing middle-finger (Irritated). In the pocket: 3 cp and spectacles.
Armour Class 3 [16] Chainmail armor Hit Points 20 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 7 WIS 10 DEX 17 CON 11 CHA 16
Audrada Reinhilde, a level 5 Fighter. She has piercing brown eyes, long black pony-tail and a strong, muscular physique (Repentant). In the pocket: 3 cp.
Armour Class 1 [18] Chainmail armor + Shield Hit Points 19 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 15 INT 12 WIS 10 DEX 18 CON 6 CHA 10
Malger’s Vehicles (Vehicle Maker)
Owner: Malger Fritheburg. He has a heavy white beard, enchanting green eyes and a peg leg (Worthless). In the pocket: 3 cp.
- Looking for someone to deliver a mysterious bottle to Svator of Kraan in Silvercrest.
- Reward is 500 gp
Bernwara’s Devices (Tinkerer)
| Item | Price |
|---|---|
| Bushcraft Knife | 16 gp |
| Hammer (small) | 2 gp |
| Iron spikes (12) | 1 gp |
| Mining Pick Axe | 7 gp |
Owner: Bernwara Madalhilde. She has long and flowing almond hair, deep blue eyes and an earring (Heartbroken). In the pocket: a deck of cards, 3 sp and a vial with a dark liquid.
- Nephew is missing since last week. (Secret: Held captive in the Crypt of the Dishonored Goblin)
- Recovery reward is a decorated helm (actually a Helm of Telepathy).
- Bernwara is usually eating her meals in the The Bleeding Mummy Tavern.
Jodocus’s Pages (Bookstore)
| Item | Price |
|---|---|
| Quill | 4 sp |
| Ink Vial | 8 gp |
| Empty Scroll | 8 sp |
Owner: Jodocus of Azem. He has piercing brown eyes, a frowny expression and a missing tooth (Outraged). In the pocket: a deck of cards and 4 sp.
- Jodocus likes spending his time in the The Bleeding Mummy Tavern.
Duca’s Supply (General Goods)
| Item | Price |
|---|---|
| Sack (small) | 10 sp |
| Bushcraft Knife | 12 gp |
| Lantern | 10 gp |
| FurVest | 1 sp |
| Low Boots | 2 gp |
| Holy water (vial) | 25 gp |
| Thieves’ tools | 25 gp |
| Sack (large) | 2 gp |
| Holy symbol | 25 gp |
| 10 Candles | 10 sp |
Owner: Duca of Zakar. She has cold dark eyes, soft gentle features and a double chin (Proud). In the pocket: 1 cp.
- Duca is usually eating her meals in the The Bleeding Mummy Tavern.
Zdeslava’s Handmade Shirts and More (Tailor)
| Item | Price |
|---|---|
| Leather Hat | 7 sp |
| Scholar Robe | 4 gp |
| Fur Hat | 8 sp |
| Leather Vest | 1 sp |
Owner: Zdeslava Huldegarde. She has piercing brown eyes, delicate features and a golden tooth (Contented). In the pocket: 2 cp.
- Zdeslava enjoys dining with her friends in the The Bleeding Mummy Tavern.
Divitia’s Mushroom (Herbalist)
Owner: Divitia Waldegilde. She has painted skin decorations, crystal blue eyes and a limp (Scared). In the pocket: 3 cp.
- Divitia likes spending her time in the The Bleeding Mummy Tavern.
- Looking for someone to deliver a sealed crate to Landrada Theodegarde in Silvercrest.
- Reward is 600 gp
- Once a season, Divitia will want to forage exotic mushrooms in hex 25 (Nightshard Teeth) and will look for someone to protect her throughout the journey.
Atwin’s Copywriters (Scribe)
Owner: Atwin of Ithamar. He has a thick moustache, piercing black eyes and a deep scar on the cheek (Horrified). In the pocket: 1 cp, 3 sp and a death threat note.
Honesta’s Spices (Spices)
Owner: Honesta of Headsmen. She has cold dark eyes, long black pony-tail and a missing tooth (Overwhelmed). In the pocket: a deck of cards, 4 sp and 1 gp.
- Nephew is missing since last week. (Secret: Held captive in the Temple of the Lost Order)
- Recovery reward is a custom sword (actually a Sword +1).
Harbor District
Tavern (The Sad Harpy Tavern), Guards (Dolerama), Liquor (Huno’s Liquor), Craft (Maltia’s Crafts), Bank, Bathhouse (Galianna’s Steam & Bath), Herbalist (Galianna’s Weeds), Grocer (Lefward’s Tomato)
The Sad Harpy Tavern
Keeper
Owned and managed by Rithilde of Kaldar. She has piercing blue eyes, heavy makeup and a nose ring (Angry). In the pocket: dice and an empty vial.
Staff
Herward Libentius. He has deep blue eyes, a long red beard and a missing tooth (Cheerful). In the pocket: a comb.
Leudo Eucharius. He has a goatee beard, piercing brown eyes and a double chin (Uncomfortable). In the pocket: 3 cp, a magnifying glass and a death threat note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked slices of fish, glazed with ale and served with fresh salad for 2 sp⬝Cooked slices of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp |
| 2 | Barbecued fillet of shellfish, marinated in ale and served with steamed vegetables for 1 sp |
| 3 | Cooked chunks of fish, marinated in ale and served with baked potatoes for 2 sp⬝Stewed tenders of chicken, marinated in garlic and wine and served with fresh salad for 2 sp⬝Cooked slices of chicken, glazed with white wine and served with steamed vegetables for 1 sp |
| 4 | Stewed fillet of shellfish, marinated in honey and herbs and served with baked potatoes for 2 sp |
Patrons & Visitors
Galianna of Cevarra (when not in shop)
Galianna of Bulmaar (when not in shop)
Huno Meinfrida (when not in shop)
Hulwin Felicitas, a level 3 Dwarf. He has a thick moustache, cold dark eyes and a golden tooth (Sickened). In the pocket: 3 cp.
Armour Class 4 [15] Chainmail armor Hit Points 13 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 4 WIS 15 DEX 13 CON 12 CHA 6
Bernwara of Guja, a level 5 Fighter. She has cold dark eyes, warm voice and a deep scar on the right arm (Paranoid). In the pocket: a quill.
Armour Class 3 [16] Leather armor + Shield Hit Points 24 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 13 INT 5 WIS 11 DEX 18 CON 13 CHA 10
Odaria Admiranda, a level 2 Cleric. She has wild green eyes, warm voice and a holy symbol tattooed on the forehead (Hopeless). In the pocket: 1 cp and an empty vial.
Armour Class 7 [12] Chainmail armor Hit Points 6 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 7 INT 10 WIS 14 DEX 5 CON 6 CHA 8 Spells ✦ Detect Evil
Resende of Askia, a level 2 Thief. She has soft voice, wise brown eyes and a sigil tattooed behind the ear (Shocked). In the pocket: 1 cp, a smoking pipe and a death threat note.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 9 WIS 4 DEX 10 CON 9 CHA 16
Maillard Illuminata, a level 1 Elf. He has short brown hair, bulging blue eyes and long, skinny fingers (Delighted). In the pocket: 2 cp, 2 sp and 2 gp.
Armour Class 7 [12] Leather armor + Shield Hit Points 6 Attacks 1 × Short Sword (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 18 WIS 13 DEX 7 CON 15 CHA 11 Spells ✦ Light (Darkness)
Gisilde Hildegrim, a level 1 Dwarf. She has soft gentle features, piercing brown eyes and big, bulbous nose (Proud). In the pocket: a dirty handkerchief.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 7 WIS 15 DEX 9 CON 17 CHA 3
Hainard Bonfilius, a level 1 Cleric. He has enchanting green eyes, thin greying hair and strong-looking hands (Disoriented).
Armour Class 3 [16] Chainmail armor + Shield Hit Points 1 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 13 WIS 10 DEX 14 CON 8 CHA 6
| Bulletin |
|---|
| “Please Help! My dear husband is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Galianna of Bulmaar” |
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Huno Meinfrida” |
| d6 | Rumor |
|---|---|
| 1 | Maltia of Thalis’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Cold Souls |
| 2 | Galianna of Bulmaar’s husband is held captive in the Crypt Of The Dishonored Goblin |
| 3 | Goldiva of Belesa’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Temple of the Lost Order |
| 4 | Geldin of Aberius’s daughter is held captive in the Crypt Of The Dishonored Goblin |
| 5 | Honesta of Headsmen’s nephew is held captive in the Temple Of The Lost Order |
| 6 | Alcfrida Framtrude’s nephew is held captive in the Caverns Of The Furious Fire |
Guards
Dolerama Erchambert, a level 4 Fighter. She has soft gentle features, cold dark eyes and a missing middle-finger (Relieved). In the pocket: 2 cp and an empty vial.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 9 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 11 INT 7 WIS 11 DEX 13 CON 6 CHA 14
Huno’s Liquor (Liquor)
| Item | Price |
|---|---|
| Cider (Barrel) | 7 gp |
| Royal Quality Wine (Barrel) | 148 gp |
| Craft Wine (Barrel) | 34 gp |
Owner: Huno Meinfrida. He has wild green eyes, short blonde hair and a missing tooth (Moody). In the pocket: a deck of cards, 4 sp and a small gem (worth 10 gp).
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Lair of the Mourning Slaves)
- Finder’s reward is 440gp
- Huno is usually eating his meals in the The Sad Harpy Tavern.
Maltia’s Crafts (Craft)
| Item | Price |
|---|---|
| Crowbar | 7 gp |
| Rope (50’) | 7 sp |
Owner: Maltia of Thalis. She has wise dark eyes, curly brown hair and stained clothes (Rejected). In the pocket: dice and spectacles.
- Bottle Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Efreeti Bottle and it is currently somewhere in the Shrine of the Cold Souls)
- Finder’s reward is 2300gp
Bank
Manager: Gerin of Azmaar. He has short brown hair, enchanting green eyes and a limp (Sickened). In the pocket: a deck of cards.
- Looking for someone to deliver a mysterious casket to Rothard Fraisende in Silvercrest.
- Reward is 500 gp
Galianna’s Steam & Bath (Bathhouse)
Owner: Galianna of Cevarra. She has wise brown eyes, heavy makeup and big round spectacles (Unimpressed). In the pocket: a deck of cards and 5 sp.
- Nephew is missing since last week. (Secret: Held captive in the Temple of the Infernal Desire)
- Recovery reward is a Treasure Map leading to area 56 in the Shrine of the Cold Souls.
- Galianna is frequenting the The Sad Harpy Tavern on her time off.
Galianna’s Weeds (Herbalist)
Owner: Galianna of Bulmaar. She has deep blue eyes, painted skin decorations and a peg leg (Ecstatic). In the pocket: 3 cp and a smoking pipe.
- Husband is missing since last week. (Secret: Held captive in the Crypt of the Dishonored Goblin)
- Recovery reward is a custom-fit armor (actually an Armour +1).
- Galianna enjoys dining with her friends in the The Sad Harpy Tavern.
- Once a season, Galianna will want to harvest exotic herbs in hex 18 (Javelin Grove) and will look for someone to protect her throughout the journey.
Lefward’s Tomato (Grocer)
| Item | Price |
|---|---|
| Small Shell Fish | 2 sp |
| Flour (1 lb) | 3 sp |
| Garlic | 4 gp |
| Grain (1 lb) | 1 cp |
| Honey (jar) | 1 gp |
| Dried Meat (small pack) | 7 sp |
| Dried Fruits (small bag) | 2 sp |
| Bread (1 loaf) | 4 cp |
| Fresh Fish Fillet | 7 sp |
Owner: Lefward of Lantis. He has bulging blue eyes, no hair and stained clothes (Desperate).
- Lefward has bad blood with Macarius Huldegarde.
Upper Commoners District
Tavern (The Crying Hawk Tavern), Guards (Erlinde), Bank, Tailor (Adegar’s Fine Clothes)
The Crying Hawk Tavern
Keeper
Owned and managed by Erlinde Bellaflor. She has wise dark eyes, delicate makeup and freckles (Fearful). In the pocket: 1 cp, spectacles and a passphrase note.
Staff
Saidra of Scrya. She has crazy-looking eyes, delicate features and an earring (Unsure). In the pocket: 1 cp and 5 sp.
Uraka Magnificus. She has tiny eyes, soft gentle features and a peg leg (Frustrated). In the pocket: 3 cp and a magnifying glass.
Anglicus Peregrina. He has short almond hair, enchanting green eyes and a face tattoo (Alone). In the pocket: a quill, a smoking pipe and 1 gp.
- Member of the The Black Wolves.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked slices of meat, glazed with honey and herbs and served with mashed potatoes for 1 sp⬝Stewed tenders of fish, marinated in honey and herbs and served with fresh salad for 2 sp⬝Barbecued slices of meat, marinated in honey and herbs and served with fresh salad for 1 sp |
| 2 | Barbecued chunks of chicken, marinated in honey and herbs and served with baked potatoes for 2 sp⬝Barbecued tenders of fish, glazed with garlic and wine and served with baked potatoes for 1 sp⬝Stewed tenders of pork, glazed with garlic and wine and served with cooked rice for 1 sp⬝Barbecued chunks of fish, marinated in ale and served with fresh salad for 2 sp |
| 3 | Barbecued slices of meat, glazed with ale and served with baked potatoes for 1 sp⬝Stewed slices of meat, marinated in ale and served with steamed vegetables for 1 sp |
| 4 | Cooked fillet of chicken, glazed with ale and served with cooked rice for 1 sp |
Patrons & Visitors
The Army Of Fire are using this place as a meeting place from time to time.
Fiuca Baldegilde (when not in shop)
Adegar of Feki (when not in shop)
Sadrahar Odelbrand, a level 3 Elf. He has piercing dark eyes, a heavy black beard and silky dark skin (Pleased). In the pocket: 1 cp, 2 sp and a vial with a dark liquid.
Armour Class 4 [15] Chainmail armor Hit Points 16 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 18 INT 10 WIS 15 DEX 14 CON 10 CHA 13 Spells ✦ Detect Magic ✦ Protection from Evil ✦ Invisibility
Theodora of Korveka, a level 1 Cleric. She has long and silky brown hair, piercing dark eyes and a nose ring (Worried).
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 12 WIS 10 DEX 10 CON 13 CHA 7
Bernwara Ingibiorn, a level 1 Fighter. She has delicate features, cold dark eyes and a deep scar on the right arm (Panicky). In the pocket: 1 cp and spectacles.
Armour Class 4 [15] Chainmail armor Hit Points 2 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 10 INT 12 WIS 14 DEX 14 CON 15 CHA 8
Meinher Driwethen, a level 7 Thief. He has enchanting green eyes, short almond hair and a scar across the eye (Lost). In the pocket: a comb, 3 sp and a small flute.
Armour Class 6 [13] Leather armor Hit Points 19 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 10 INT 13 WIS 7 DEX 14 CON 12 CHA 12
Erberta Madalgaria, a level 2 Elf. She has soft voice, wise dark eyes and silky dark skin (Angry). In the pocket: a dirty handkerchief, 2 sp and 2 gp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 12 WIS 9 DEX 10 CON 8 CHA 13 Spells ✦ Read Magic ✦ Shield
Solanna of Feria, a level 4 Elf. She has enchanting green eyes, warm voice and silky light skin (Tired). In the pocket: 1 cp, a smoking pipe and 1 gp.
Armour Class 3 [16] Plate-mail armor Hit Points 16 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 10 INT 10 WIS 9 DEX 11 CON 8 CHA 3 Spells ✦ Sleep ✦ Ventriloquism ✦ Locate Object ✦ Knock
| Bulletin |
|---|
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Fiuca Baldegilde” |
| “Husband is missing! My husband is missing since two days ago. Please reach out to me if you can help. Adegar of Feki” |
| d6 | Rumor |
|---|---|
| 1 | Fiuca Baldegilde’s Custom Sword (actually a Sword +1, Wishes) is somewhere in the Caverns of the Hidden Blood |
| 2 | Adegar of Feki’s husband is held captive in the Lair Of The Mourning Slaves |
| 3 | Svator of Kraan’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Crypt of the Dishonored Goblin |
| 4 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 5 | Gerin of Azmaar is willing to pay well for a delivery job. |
| 6 | Ursilda of Moonglow’s daughter is held captive in the Crypt Of The Dishonored Goblin |
Guards
Erlinde of Kingstown, a level 4 Fighter. She has tired looking eyes, soft voice and a missing middle-finger (Horny). In the pocket: 2 cp and spectacles.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 17 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 6 WIS 13 DEX 13 CON 12 CHA 11
Bank
Manager: Fiuca Baldegilde. She has soft gentle features, bulging dark eyes and a face tattoo (Drained). In the pocket: 2 cp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Wishes and it is currently somewhere in the Caverns of the Hidden Blood)
- Finder’s reward is 440gp
- Fiuca likes spending her time in the The Crying Hawk Tavern.
Adegar’s Fine Clothes (Tailor)
| Item | Price |
|---|---|
| Mittens | 3 sp |
| Fine Shoes | 3 gp |
| Scholar Robe | 6 gp |
| Leather Leggings | 5 gp |
| Tunic | 1 gp |
| Adventurer’s Outfit | 11 gp |
Owner: Adegar of Feki. He has thin blonde hair, enchanting green eyes and a peg leg (Embarrassed). In the pocket: a comb and spectacles.
- Husband is missing since last week. (Secret: Held captive in the Lair of the Mourning Slaves)
- Recovery reward is a custom sword (actually a Sword +1, Locate Objects).
- Adegar is frequenting the The Crying Hawk Tavern on his time off.
Market District
Tavern (The Paladin’s Arrow Tavern), Guards (Unica, Thangmar), Casino (Solianna’s Casino), Hatter (Percipia’s Top Hat), Spices (Luda’s Spices), Animal Supplies (Sieger’s Barn & Yarn), Smokehouse (Arngilde’s Smoked Meat And More), Blacksmith (Hamard’s Blade), Distillery (Huward’s ), Craft (Berner’s Handmades), General Goods (Lanto’s Goods), Printing Press (Alcfrida’s Print Shop), Stables (Sichilde’s Mounts), Pet Shop (Hartmar’s Friends), Veterinarian (Macia’s Pet Hospital), Mill (Doda’s ), Exotic Goods (Hildewin’s Exotica), Occult (Rabota’s Witchcraft Materials), Tinkerer (Frotgar’s Devices), Glass Blower (Arcin’s Tubes)
The Paladin’s Arrow Tavern
Keeper
Owned and managed by Adremar of Aberius. He has a scruff, piercing black eyes and a missing tooth (Lost). In the pocket: dice, 5 sp and a ransom note.
Staff
Liebizo Odelgilde. He has thin brown hair, piercing green eyes and a missing tooth (Pained). In the pocket: 3 cp.
Susekta Madalgaria. She has painted skin decorations, crystal blue eyes and a peg leg (Fearful). In the pocket: a comb, 3 sp and a key.
Sichilde of Kojar. She has deep blue eyes, warm voice and a deep scar on the cheek (Depressed). In the pocket: a quill.
- Member of the The Black Wolves.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed slices of pork, marinated in ale and served with cooked rice for 1 sp⬝Barbecued slices of chicken, marinated in honey and herbs and served with cooked rice for 1 sp |
| 2 | Stewed chunks of pork, marinated in honey and herbs and served with baked potatoes for 2 sp⬝Stewed slices of fish, glazed with red wine and served with fresh salad for 2 sp⬝Stewed tenders of fish, marinated in ale and served with steamed vegetables for 1 sp |
| 3 | Stewed tenders of shellfish, marinated in white wine and served with steamed vegetables for 1 sp |
| 4 | Cooked chunks of meat, marinated in honey and herbs and served with mashed potatoes for 1 sp |
Patrons & Visitors
Macia Ermengaude (when not in shop)
Arcin Gundesinde (when not in shop)
Sieger Bellissimo (when not in shop)
Volkmar Sulhoiarn, a level 2 Magic-user. He has thin red hair, wise brown eyes and a nose ring decorated with a skull (Desperate). In the pocket: 1 cp.
Armour Class 9 [10] Unarmored Hit Points 7 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 16 WIS 14 DEX 11 CON 13 CHA 14 Spells ✦ 2 × Shield
Lutisima Fredebert, a level 1 Dwarf. She has enchanting green eyes, long red pony-tail and a golden tooth (Persuasive). In the pocket: a deck of cards, 5 sp and a key.
Armour Class 7 [12] Leather armor + Shield Hit Points 8 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 6 WIS 7 DEX 6 CON 12 CHA 5
Gunso Theobrand, a level 3 Fighter. He has a goatee beard, deep blue eyes and a big nose-ring (Terrified). In the pocket: 1 cp, a magnifying glass and 1 gp.
Armour Class 2 [17] Plate-mail armor Hit Points 11 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 14 WIS 6 DEX 13 CON 11 CHA 16
Aqualina Waldegilde, a level 2 Elf. She has well-brushed red hair, cold dark eyes and silky light skin (Embarrassed). In the pocket: a deck of cards and an empty vial.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 14 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 10 WIS 10 DEX 8 CON 16 CHA 9 Spells ✦ Shield ✦ Hold Portal
Huward Ermengilde, a level 8 Fighter. He has no hair, deep blue eyes and a big nose-ring (Ecstatic). In the pocket: a deck of cards.
Armour Class 3 [16] Chainmail armor Hit Points 37 Attacks 1 × Silver Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 15 INT 13 WIS 6 DEX 16 CON 12 CHA 7
Gunnora Siclehilde, a level 3 Elf. She has painted skin decorations, wise brown eyes and long, pointy ears (Excited). In the pocket: a comb and an empty vial.
Armour Class 5 [14] Chainmail armor Hit Points 4 Attacks 1 × Polearm (1d10) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 14 INT 10 WIS 12 DEX 11 CON 11 CHA 12 Spells ✦ Charm Person ✦ Light (Darkness) ✦ Continual Light (Continual Darkness)
| Bulletin |
|---|
| “Heading to Silvercrest? Payment guaranteed to a trusty courier. Ask for Luda” |
| “Urgent!! My husband did not return home since two weeks ago. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Hildewin Hildeward” |
| “Urgent!! My daughter did not return home since two weeks ago. If you have seen her or can help me find her, please contact me as soon as possible. Yours, Hamard of Socubba” |
| “Please Help! My dear nephew is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Alcfrida Framtrude” |
| d6 | Rumor |
|---|---|
| 1 | Luda of Battleshield has a casket she would like delivered to Silvercrest |
| 2 | Hildewin Hildeward’s husband is held captive in the Caverns Of The Hidden Blood |
| 3 | There’s a Black Dragon in the Shrine Of The Cold Souls |
| 4 | Hamard of Socubba’s daughter is held captive in the Shrine Of The Cold Souls |
| 5 | The Caverns Of The Hidden Blood is on the edge of the cliffs, at the end of a winding steep trail, somewhere in Spiral Crags |
| 6 | The Black Wolves are secretly sacrificing humans. |
Guards
Unica of Cevarra, a level 5 Fighter. She has heavy makeup, wild green eyes and a deep scar on the right arm (Enraged).
Armour Class 7 [12] Leather armor Hit Points 28 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 5 WIS 10 DEX 12 CON 13 CHA 16
Thangmar of Hebra, a level 3 Fighter. He has thin almond hair, enchanting green eyes and a strong, muscular physique (Irritated). In the pocket: 3 cp.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 10 INT 13 WIS 6 DEX 17 CON 7 CHA 14
Solianna’s Casino (Casino)
Owner: Solianna Rosceline. She has piercing green eyes, delicate makeup and a face tattoo (Confident). In the pocket: a quill, 3 sp and a death threat note.
Percipia’s Top Hat (Hatter)
| Item | Price |
|---|---|
| Fur Hat | 9 sp |
| Cap | 4 sp |
Owner: Percipia Reintilde. She has soft gentle features, cold dark eyes and a deep scar on the cheek (Satisfied). In the pocket: 1 cp, 5 sp and a death threat note.
- Member of the The Black Wolves.
Luda’s Spices (Spices)
Owner: Luda of Battleshield. She has warm voice, tired brown eyes and a limp (Shocked). In the pocket: 2 cp and a magnifying glass.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +2 and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 320gp
- Looking for someone to deliver a sealed casket to Godbalda Waldemund in Silvercrest.
- Reward is 600 gp
Sieger’s Barn & Yarn (Animal Supplies)
Owner: Sieger Bellissimo. He has a heavy almond beard, crystal blue eyes and a golden tooth (Depressed). In the pocket: a deck of cards.
- Sieger likes spending his time in the The Paladin’s Arrow Tavern.
Arngilde’s Smoked Meat And More (Smokehouse)
Owner: Arngilde of Greenfell. She has wise brown eyes, wild white hair and a face tattoo (Bothered). In the pocket: 3 cp and a magnifying glass.
- Arngilde has is in love with Sabbata of Ithar.
Hamard’s Blade (Blacksmith)
| Item | Price |
|---|---|
| Two-Handed Sword | 12 gp |
| Long Bow | 32 gp |
| Dagger | 2 gp |
Owner: Hamard of Socubba. He has a short almond beard, bulging blue eyes and a double chin (Surprised). In the pocket: a deck of cards.
- Daughter is missing since last week. (Secret: Held captive in the Shrine of the Cold Souls)
- Recovery reward is a decorated sword (actually a Sword +1).
Huward’s (Distillery)
| Item | Price |
|---|---|
| Cider (Barrel) | 7 gp |
Owner: Huward Ermenberta. He has thin blonde hair, crystal blue eyes and a missing tooth (Rejected). In the pocket: a comb and 3 sp.
Berner’s Handmades (Craft)
| Item | Price |
|---|---|
| Pole (10’ long, wooden) | 1 gp |
| Chain (Foot) | 3 gp |
| Mining Pick Axe | 5 gp |
| Quill | 5 sp |
| Rope (50’) | 1 gp |
Owner: Berner Ermenfred. He has a hoarse voice, cold dark eyes and big round spectacles (Unsure). In the pocket: 3 cp.
Lanto’s Goods (General Goods)
| Item | Price |
|---|---|
| Oil (1 flask) | 2 gp |
| Backback | 5 gp |
| 10 Candles | 1 gp |
| Fine Dress | 9 gp |
| Low Boots | 2 gp |
| Sack (large) | 2 gp |
| Crowbar | 10 gp |
| Sack (small) | 1 gp |
| Skirt | 2 sp |
Owner: Lanto of Gura. He has piercing blue eyes, a heavy blonde beard and a double chin (Puzzled). In the pocket: a quill, spectacles and a dagger.
- Member of the The Black Wolves.
Alcfrida’s Print Shop (Printing Press)
Owner: Alcfrida Framtrude. She has crystal blue eyes, short white hair and freckles (Satisfied). In the pocket: dice and 4 sp.
- Collaborates with the The Fists Of Hope.
- Nephew is missing since last week. (Secret: Held captive in the Caverns of the Furious Fire)
- Recovery reward is an armor of sentimental value (actually an Armour +1).
Sichilde’s Mounts (Stables)
| Item | Price |
|---|---|
| War Horse | 180 gp |
| Riding Horse | 54 gp |
| Mule | 21 gp |
Owner: Sichilde Bernswith. She has silky black hair, piercing brown eyes and a peg leg (Offended). In the pocket: 2 cp and 2 sp.
Hartmar’s Friends (Pet Shop)
| Item | Price |
|---|---|
| Snake | 2 gp |
| Lizard | 8 sp |
| Parrot | 15 gp |
| Wolf | 7 gp |
Owner: Hartmar of Devilville. He has short almond hair, enchanting green eyes and a double chin (Unsure). In the pocket: 1 cp and 5 sp.
- Member of the The Fists Of Hope.
Macia’s Pet Hospital (Veterinarian)
Owner: Macia Ermengaude. She has soft voice, wise dark eyes and stained clothes (Unsure).
- Macia is usually eating her meals in the The Paladin’s Arrow Tavern.
Doda’s (Mill)
Owner: Doda of Komor. She has soft gentle features, wise dark eyes and a smelly breath (Outraged). In the pocket: 3 cp, a magnifying glass and a small flute.
Hildewin’s Exotica (Exotic Goods)
Owner: Hildewin Hildeward. He has piercing blue eyes, short white hair and big round spectacles (Worthless).
- Husband is missing since last week. (Secret: Held captive in the Caverns of the Hidden Blood)
- Recovery reward is 800 gp.
- Once a season, Hildewin will want to acquire exotic artifacts in hex 21 (Nightshard Teeth) and will look for someone to protect him throughout the journey.
Rabota’s Witchcraft Materials (Occult)
Owner: Rabota of Kaan. She has piercing blue eyes, long brown pony-tail and a missing tooth (Hopeless). In the pocket: dice, an empty vial and a small gem (worth 10 gp).
- Twice a year, Rabota will want to explore for mysterious artifacts in hex 45 (Blackapple Barrens) and will look for someone to protect her throughout the journey.
Frotgar’s Devices (Tinkerer)
| Item | Price |
|---|---|
| Grappling hook | 27 gp |
| Ink Vial | 10 gp |
| Sewing Needle | 3 sp |
| Fishing Rod | 1 gp |
| Lens | 12 gp |
Owner: Frotgar of Dorith. He has a deep, commanding voice, tired looking eyes and a limp (Happy). In the pocket: a deck of cards, spectacles and a passphrase note.
- Collaborates with the The Hammers Of Power.
Arcin’s Tubes (Glass Blower)
Owner: Arcin Gundesinde. He has thin white hair, piercing black eyes and a nose ring (Delighted). In the pocket: dice and a smoking pipe.
- Arcin enjoys dining with his friends in the The Paladin’s Arrow Tavern.
Village of Sagoth Village of Sagoth
- Located in: Hex 28
- Population: 380 villagers
Village Shops & Services
Tavern (The Werewolf & The Fearless Hunter Tavern), Guards (Wigher, Guther, Gardin), School, Clothing (Sighard’s Fashion), Animal Supplies (Joculus’s Barn & Yarn), Jeweler (Gismunda’s Sparkly Things), General Goods (Mirko’s Supply), Leatherworker (Herward’s Bags and Such), Tailor (Volkmar’s Fashion), Glass Blower (Fiuca’s Tubes), Game Shop (Ainard’s Cards and Balls), Prison
The Werewolf & The Fearless Hunter Tavern
Keeper
Owned and managed by Gaumia Wolschalk. She has delicate features, deep blue eyes and big round spectacles (Sickened). In the pocket: a quill, a magnifying glass and a passphrase note.
Staff
Dedata Erchamrad. She has piercing black eyes, soft gentle features and freckles (Contented). In the pocket: dice.
Urisima Bernhilde. She has delicate makeup, piercing blue eyes and an earring (Fearful). In the pocket: a quill, 3 sp and a small flute.
Arberta Cadhoiarn. She has piercing green eyes, warm voice and a limp (Alone). In the pocket: 3 cp, 4 sp and a love note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked slices of pork, glazed with ale and served with cooked rice for 1 sp |
| 2 | Barbecued tenders of shellfish, glazed with red wine and served with steamed vegetables for 1 sp⬝Stewed chunks of chicken, glazed with white wine and served with cooked rice for 2 sp⬝Cooked slices of chicken, marinated in ale and served with mashed potatoes for 1 sp⬝Barbecued chunks of chicken, glazed with ale and served with fresh salad for 1 sp |
| 3 | Cooked slices of chicken, glazed with honey and herbs and served with cooked rice for 2 sp⬝Stewed tenders of meat, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Stewed slices of chicken, marinated in red wine and served with steamed vegetables for 1 sp⬝Cooked slices of pork, marinated in honey and herbs and served with baked potatoes for 1 sp |
| 4 | Stewed fillet of chicken, glazed with ale and served with steamed vegetables for 1 sp |
Patrons & Visitors
Ainard Hilderada (when not in shop)
Lanthar Gospatric (when not in shop)
Helmgor Nadaltrude, a level 2 Fighter. He has a deep, commanding voice, wise brown eyes and a big nose-ring (Lazy). In the pocket: a dirty handkerchief and a magnifying glass.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 7 WIS 8 DEX 17 CON 14 CHA 14
Gaumia of Rahdor, a level 5 Thief. She has short and well-brushed black hair, cold dark eyes and small, thin lips (Sorrowful). In the pocket: a quill, a magnifying glass and a small flute.
Armour Class 6 [13] Leather armor Hit Points 14 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 11 INT 9 WIS 11 DEX 14 CON 11 CHA 14
Waltilde Nadaltrude, a level 4 Cleric. She has ample breasts, piercing brown eyes and long, skinny fingers (Pleased). In the pocket: 1 cp, a smoking pipe and 1 gp.
Armour Class 7 [12] Leather armor Hit Points 20 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 14 INT 9 WIS 15 DEX 12 CON 13 CHA 4 Spells ✦ Light (Darkness) ✦ Purify Food and Water ✦ Hold Person
Idelinde of Inndera, a level 1 Magic-user. She has tired red-looking eyes, painted skin decorations and long crimson robe (Horrified). In the pocket: a dirty handkerchief, 2 sp and a ransom note.
Armour Class 7 [12] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 16 WIS 14 DEX 16 CON 18 CHA 5 Spells ✦ Detect Magic
| Bulletin |
|---|
| “Traveling to Silvercrest? I will pay you for carrying a package for me. Yours, Volkmar of Rohmer” |
| “Please Help! My dear husband is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Mirko Walahilde” |
| “Urgent!! My wife did not return home since last month. If you have seen her or can help me find her, please contact me as soon as possible. Yours, Amara Domhnaigh” |
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Fiuca of Lakesail” |
| d6 | Rumor |
|---|---|
| 1 | Mirko Walahilde’s husband is held captive in the Caverns Of The Hidden Blood |
| 2 | Amara Domhnaigh’s wife is held captive in the Shrine Of The Cold Souls |
| 3 | Fiuca of Lakesail’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Temple of the Lost Order |
| 4 | Volkmar of Rohmer is willing to pay well for a delivery job. |
| 5 | Giambono Landetrude is willing to pay well for a delivery job. |
| 6 | There’s a Blue Dragon in the Shrine Of The Cold Souls |
Guards
Wigher Brightnod, a level 3 Fighter. He has enchanting green eyes, a heavy white beard and a strong, muscular physique (Paranoid). In the pocket: 3 cp and 2 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 8 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 6 WIS 7 DEX 11 CON 11 CHA 14
Guther Zawissius, a level 6 Fighter. He has wise dark eyes, a short brown beard and a missing middle-finger (Anxious). In the pocket: a comb.
Armour Class 5 [14] Chainmail armor Hit Points 24 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 6 WIS 11 DEX 10 CON 9 CHA 12
Gardin Blitgilde, a level 6 Fighter. He has a two day stubble, wise dark eyes and a strong, muscular physique (Horrified). In the pocket: a quill, 2 sp and a death threat note.
Armour Class 2 [17] Plate-mail armor Hit Points 33 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 4 WIS 12 DEX 15 CON 14 CHA 7
School
Manager: Lanthar Gospatric. He has tired brown eyes, thin almond hair and a peg leg (Depressed). In the pocket: 3 cp.
- Lanthar has is in love with Walo of Aral.
- Lanthar is frequenting the The Werewolf & The Fearless Hunter Tavern on his time off.
Sighard’s Fashion (Clothing)
| Item | Price |
|---|---|
| FurVest | 1 sp |
| Plain Cloak | 7 sp |
| Forest Cloak | 9 sp |
Owner: Sighard of Devilhorn. He has piercing blue eyes, a heavy red beard and big round spectacles (Scared). In the pocket: a quill.
Joculus’s Barn & Yarn (Animal Supplies)
Owner: Joculus Ermenrich. He has short white hair, piercing black eyes and a smelly breath (Delighted). In the pocket: a dirty handkerchief and 3 sp.
Gismunda’s Sparkly Things (Jeweler)
Owner: Gismunda of Xapur. She has wild green eyes, long red pony-tail and a missing tooth (Drained).
- Gismunda has bad blood with Gardin Blitgilde.
Mirko’s Supply (General Goods)
| Item | Price |
|---|---|
| Canvas (Sq. Yard) | 3 sp |
| Torches (6) | 1 gp |
| Backback | 6 gp |
| Oil (1 flask) | 2 gp |
| Holy symbol | 31 gp |
| Sack (large) | 2 gp |
| Trousers | 2 gp |
| Mining Pick Axe | 6 gp |
| Holy water (vial) | 31 gp |
Owner: Mirko Walahilde. He has piercing green eyes, a strong, prominent chin and a missing tooth (Pained). In the pocket: a quill, 4 sp and 1 gp.
- Husband is missing since last week. (Secret: Held captive in the Caverns of the Hidden Blood)
- Recovery reward is a Treasure Map leading to area 41 in the Crypt of the Dishonored Goblin.
Herward’s Bags and Such (Leatherworker)
| Item | Price |
|---|---|
| Sack (small) | 9 sp |
| Leather Apron | 1 gp |
| Leather Vest | 1 sp |
| Leather Hat | 8 sp |
Owner: Herward Framenger. He has piercing brown eyes, short black hair and big round spectacles (Petrified).
Volkmar’s Fashion (Tailor)
| Item | Price |
|---|---|
| Royal Shoes | 118 gp |
| Fine Dress | 8 gp |
| Tunic | 8 sp |
| Warm Cloak | 8 sp |
| Sash | 3 sp |
| Leather Gloves | 6 sp |
Owner: Volkmar of Rohmer. He has wild green eyes, a deep, commanding voice and a double chin (Shocked). In the pocket: a deck of cards, 3 sp and a key.
- Looking for someone to deliver a sealed bottle to Lugar of Hebra in Silvercrest.
- Reward is 700 gp
Fiuca’s Tubes (Glass Blower)
Owner: Fiuca of Lakesail. She has wild green eyes, long brown pony-tail and a neck band (Proud). In the pocket: a dirty handkerchief.
- Embroided Cloak is lost (or so claimed). (Secret: This is actually an Elven Cloak and Boots and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 2300gp
Ainard’s Cards and Balls (Game Shop)
Owner: Ainard Hilderada. He has short almond hair, piercing dark eyes and a limp (Sorrowful). In the pocket: a dirty handkerchief and 4 sp.
- Ainard is usually eating his meals in the The Werewolf & The Fearless Hunter Tavern.
Prison
Manager: Amara Domhnaigh. She has warm voice, bulging red eyes and an earring (Shocked). In the pocket: a dirty handkerchief, spectacles and a dagger.
- Wife is missing since last week. (Secret: Held captive in the Shrine of the Cold Souls)
- Recovery reward is 1700 gp.
Town of Yazar Town of Yazar
- Located in: Hex 67
- Population: 5655 townsfolk
Town Shops & Services
Tavern (Magic Torch Tavern), Guards (Hesso, Balsinde, Ashar), Armor & Weapons (Volkrada’s Shield & Sword), Weaver (Hildewin’s Garments), Tanner (Rabota’s Hides and Leathers), Tinkerer (Roberta’s Fix-it-All), Matchmaker (Uraka’s Matchmaking Services), Brothel (Ostasia’s Companions), Glass Blower (Rubus’s Glassworks), Fish Market (Ostasia’s Daily Catch), Salon (Ajutor’s Salon), Game Shop (Jonilde’s Cards), Mill (Unica’s ), Tailor (Wilhilde’s Fashion), Stables (Winsy’s Mounts), Animal Pound, Daycare, General Goods (Lothgar’s Supply), Witch (Faberta’s ), Spices (Facetus’s Spices), Mortician, Printing Press (Hidger’s Press), Clothing (Urisima’s Wearables), Music (Gerbalda’s Instruments), Veterinarian (Nivard’s Horse Healers), Library, Post Office (Luceria’s ), Flower Shop (Riqin’s Flowers), Animal Supplies (Wilhilde’s Barn & Yarn), Lawyer (Meira’s Soliciters), Fortune Teller (Hargar’s Eye)
Magic Torch Tavern
Keeper
Owned and managed by Henarda Framengilde. She has piercing black eyes, warm voice and a peg leg (Excited). In the pocket: a comb and an empty vial.
Staff
Fiuca of Rahdor. She has piercing brown eyes, delicate makeup and stained clothes (Distressed). In the pocket: 2 cp.
- Member of the The Black Wolves.
Reinwar Ostrobert. He has a scruff, deep blue eyes and a missing tooth (Happy). In the pocket: a dirty handkerchief and 2 sp.
- Collaborates with the The Hammers Of Power.
Ashar Budislava. He has bulging red eyes, a heavy almond beard and a limp (Delighted). In the pocket: a deck of cards, a smoking pipe and a passphrase note.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed fillet of meat, marinated in red wine and served with fresh salad for 2 sp |
| 2 | Cooked slices of fish, glazed with red wine and served with fresh salad for 1 sp⬝Stewed fillet of chicken, glazed with garlic and wine and served with steamed vegetables for 2 sp |
| 3 | Stewed tenders of shellfish, glazed with red wine and served with cooked rice for 2 sp⬝Barbecued fillet of fish, glazed with ale and served with baked potatoes for 2 sp⬝Cooked tenders of shellfish, glazed with white wine and served with cooked rice for 1 sp |
| 4 | Barbecued slices of pork, marinated in honey and herbs and served with fresh salad for 2 sp⬝Barbecued chunks of meat, glazed with red wine and served with baked potatoes for 1 sp⬝Barbecued chunks of meat, glazed with ale and served with cooked rice for 2 sp⬝Barbecued fillet of chicken, glazed with white wine and served with mashed potatoes for 1 sp |
Patrons & Visitors
Ostasia of Swordgrip (when not in shop)
Wilhilde Willberna (when not in shop)
Gerbalda of Sheva (when not in shop)
Hargar Agintrude (when not in shop)
Homodeus Magnificus (when not in shop)
Percipia Rosceline, a level 8 Halfling. She has cold dark eyes, soft voice and extremely large feet, even for a halfling (Sad). In the pocket: 1 cp.
Armour Class 1 [18] Chainmail armor + Shield Hit Points 37 Attacks 1 × Short Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 10 INT 10 WIS 12 DEX 18 CON 13 CHA 16
Hartgor of Springvale, a level 1 Cleric. He has no hair, enchanting green eyes and strong-looking hands (Tired). In the pocket: 1 cp and 4 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 4 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 13 WIS 15 DEX 11 CON 11 CHA 12
Noger of Tamir, a level 4 Halfling. He has a short brown beard, deep blue eyes and extremely large feet, even for a halfling (Outraged). In the pocket: 2 cp.
Armour Class 5 [14] Leather armor + Shield Hit Points 23 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 13 INT 14 WIS 9 DEX 13 CON 15 CHA 12
Berner of Koru, a level 3 Cleric. He has thin black hair, piercing dark eyes and a nose ring (Unimpressed). In the pocket: a dirty handkerchief, a magnifying glass and a vial with a dark liquid.
Armour Class 6 [13] Chainmail armor Hit Points 20 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 14 INT 8 WIS 14 DEX 8 CON 14 CHA 4 Spells ✦ Protection from Evil ✦ Remove Fear (Cause Fear)
Safia of Hellhorn, a level 4 Cleric. She has delicate makeup, crazy-looking eyes and a holy symbol tattooed on the forehead (Arrogant). In the pocket: a comb and spectacles.
Armour Class 8 [11] Leather armor Hit Points 13 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 10 INT 9 WIS 13 DEX 7 CON 13 CHA 13 Spells ✦ Light (Darkness) ✦ Purify Food and Water ✦ Find Traps
Duberta of Madesus, a level 1 Dwarf. She has bulging dark eyes, ample hips and big red cheeks (Horny). In the pocket: 2 cp, 2 sp and a love note.
Armour Class 5 [14] Leather armor + Shield Hit Points 2 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 11 WIS 6 DEX 14 CON 12 CHA 5
Gerbalda Christwin, a level 6 Cleric. She has painted skin decorations, piercing blue eyes and a nose ring (Hopeless).
Armour Class 5 [14] Chainmail armor + Shield Hit Points 16 Attacks 1 × Club (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 7 INT 15 WIS 13 DEX 8 CON 7 CHA 9 Spells ✦ Detect Magic ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ Hold Person ✦ Snake Charm ✦ Remove Curse (Curse) ✦ Create Water
| Bulletin |
|---|
| “Stolen! Something very dear to me was stolen. Please reach out if you can help. Volkrada of Aphaki” |
| “Heading to Silvercrest? Payment guaranteed to a trusty courier. Ask for Wilhilde” |
| “Item LOST! A possession of mine was lost. Finders reward is guaranteed. Hildewin Liutberga” |
| “Heading to Silvercrest? Payment guaranteed to a trusty courier. Ask for Resende” |
| “Stolen! Something very dear to me was stolen. Please reach out if you can help. Resende of Whitecliff” |
| d6 | Rumor |
|---|---|
| 1 | Resende of Whitecliff’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Lair of the Corrupted Skeletons |
| 2 | Resende of Whitecliff is willing to pay well for a delivery job. |
| 3 | Wilhilde Gaudiosus has a casket she would like delivered to Silvercrest |
| 4 | Madwin Kinborough’s nephew is held captive in the Shrine Of The Cold Souls |
| 5 | The Caverns Of The Furious Fire is high in the mountains, somewhere in Demon’s Fork Teeth |
| 6 | There’s a Giant Hawk somewhere in Blackapple Barrens. |
Guards
Hesso Ermenbald, a level 3 Fighter. He has a two day stubble, cold dark eyes and a big nose-ring (Depressed). In the pocket: 1 cp, 2 sp and 1 gp.
Armour Class 4 [15] Chainmail armor Hit Points 11 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 11 INT 4 WIS 7 DEX 15 CON 15 CHA 9
Balsinde of Firebell, a level 5 Fighter. She has curly black hair, cold dark eyes and a big nose-ring (Puzzled). In the pocket: 1 cp and an empty vial.
Armour Class 6 [13] Leather armor + Shield Hit Points 33 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 6 WIS 12 DEX 11 CON 13 CHA 11
Ashar of Bokka, a level 3 Fighter. He has piercing green eyes, short brown hair and a strong, muscular physique (Repentant). In the pocket: a deck of cards and a smoking pipe.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 18 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 14 INT 7 WIS 8 DEX 13 CON 12 CHA 11
Volkrada’s Shield & Sword (Armor & Weapons)
| Item | Price |
|---|---|
| Dagger | 2 gp |
| Lance | 4 gp |
| Two-Handed Sword | 13 gp |
| Short Sword | 6 gp |
| Sword | 9 gp |
| Sling | 1 gp |
| Long Bow | 36 gp |
| Cross Bow | 27 gp |
| Mace | 4 gp |
Owner: Volkrada of Aphaki. She has bulging blue eyes, heavy makeup and a nose ring (Aggressive). In the pocket: dice, a magnifying glass and a death threat note.
- Custom-Made Leather Boots is lost (or so claimed). (Secret: This is actually a Boots of Speed and it is currently somewhere in the Temple of the Infernal Desire)
- Finder’s reward is 1200gp
Hildewin’s Garments (Weaver)
Owner: Hildewin Liutberga. He has tiny eyes, a long white beard and a nose ring (Delighted). In the pocket: 1 cp, 2 sp and a vial with a dark liquid.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Crypt of the Dishonored Goblin)
- Finder’s reward is 320gp
Rabota’s Hides and Leathers (Tanner)
Owner: Rabota Reinberta. She has enchanting green eyes, warm voice and a deep scar on the cheek (Contented). In the pocket: dice, an empty vial and a love note.
- Collaborates with the The Army Of Fire.
Roberta’s Fix-it-All (Tinkerer)
| Item | Price |
|---|---|
| Fishing Rod | 9 sp |
| Iron spikes (12) | 9 sp |
| Crowbar | 9 gp |
Owner: Roberta of Vezia. She has tiny eyes, short red pony-tail and a golden tooth (Disoriented). In the pocket: a deck of cards, 3 sp and a ransom note.
Uraka’s Matchmaking Services (Matchmaker)
Owner: Uraka Esperanza. She has long almond pony-tail, tired looking eyes and a limp (Bothered). In the pocket: a quill.
Ostasia’s Companions (Brothel)
Owner: Ostasia Verderosa. She has soft voice, wild green eyes and freckles (Livid). In the pocket: a dirty handkerchief, an empty vial and a vial with a dark liquid.
Rubus’s Glassworks (Glass Blower)
Owner: Rubus Belleflos. He has a thick moustache, bulging dark eyes and a smelly breath (Bothered). In the pocket: a dirty handkerchief, 4 sp and a love note.
Ostasia’s Daily Catch (Fish Market)
| Item | Price |
|---|---|
| Fresh Fish Fillet | 8 sp |
| Salt (1 lb) | 2 gp |
Owner: Ostasia of Swordgrip. She has long black hair, piercing green eyes and a golden tooth (Depressed). In the pocket: a dirty handkerchief, 2 sp and a key.
- Member of the The Hammers Of Power.
- Ostasia enjoys dining with her friends in the Magic Torch Tavern.
Ajutor’s Salon (Salon)
Owner: Ajutor of Lyana. He has thick bushy eyebrows, wild green eyes and a limp (Confident). In the pocket: a comb and 2 sp.
Jonilde’s Cards (Game Shop)
Owner: Jonilde Theodebert. She has short brown pony-tail, enchanting green eyes and big round spectacles (Agitated). In the pocket: a quill and 5 sp.
Unica’s (Mill)
Owner: Unica Meintrude. She has tired brown eyes, warm voice and a missing tooth (Proud). In the pocket: dice and 2 sp.
Wilhilde’s Fashion (Tailor)
| Item | Price |
|---|---|
| Artisan Shirt | 9 sp |
| Sash | 4 sp |
| Gown | 8 sp |
Owner: Wilhilde Gaudiosus. She has long white hair, tiny eyes and freckles (Disorganized). In the pocket: 1 cp.
- Wilhilde has some unfinished business with Guther of Silvercrest.
- Looking for someone to deliver a mysterious casket to Ermentar Aldegarde in Silvercrest.
- Reward is 500 gp
Winsy’s Mounts (Stables)
| Item | Price |
|---|---|
| Riding Horse | 82 gp |
| War Horse | 275 gp |
Owner: Winsy Cadwethen. She has warm voice, bulging dark eyes and a missing tooth (Contented). In the pocket: a dirty handkerchief and 4 sp.
- Looking for someone to deliver a sealed crate to Luceria Budislava in Silvercrest.
- Reward is 600 gp
Animal Pound
Manager: Benno Theodwald. He has no hair, wild green eyes and a smelly breath (Disoriented). In the pocket: a dirty handkerchief and a magnifying glass.
- Member of the The Hammers Of Power.
Daycare
Manager: Resende of Whitecliff. She has crystal blue eyes, heavy makeup and big round spectacles (Alone). In the pocket: 1 cp and 5 sp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +3 vs Regenerating Creatures and it is currently somewhere in the Lair of the Corrupted Skeletons)
- Finder’s reward is 230gp
- Looking for someone to deliver a sealed casket to Odaria of Goldenclover in Silvercrest.
- Reward is 500 gp
Lothgar’s Supply (General Goods)
| Item | Price |
|---|---|
| Holy symbol | 20 gp |
| Leather Vest | 1 sp |
| Canvas (Sq. Yard) | 2 sp |
| High Boots | 2 gp |
| Mirror (hand-sized, steel) | 4 gp |
| Blouse | 8 cp |
| Fine Dress | 7 gp |
Owner: Lothgar of Wikana. He has a deep, commanding voice, crystal blue eyes and big round spectacles (Satisfied). In the pocket: dice and 4 sp.
- Lothgar has a severe dispute with Stebilia of Gezai.
Faberta’s (Witch)
Owner: Faberta Brihtrich. She has painted skin decorations, wise brown eyes and a nose ring (Disorganized).
Facetus’s Spices (Spices)
Owner: Facetus Volswinde. He has a heavy blonde beard, cold dark eyes and an earring (Worried). In the pocket: a deck of cards and 2 sp.
- Member of the The Fists Of Hope.
Mortician
Manager: Morbida of Shadizar. She has painted skin decorations, crystal blue eyes and an earring (Lazy). In the pocket: a quill and an empty vial.
Hidger’s Press (Printing Press)
Owner: Hidger Erchamtrude. He has thin almond hair, piercing blue eyes and big round spectacles (Horrified). In the pocket: a comb and spectacles.
Urisima’s Wearables (Clothing)
| Item | Price |
|---|---|
| Uniform | 10 gp |
| Royal Suit | 516 gp |
Owner: Urisima Brihtrich. She has wise dark eyes, delicate makeup and a double chin (Outraged). In the pocket: a dirty handkerchief.
Gerbalda’s Instruments (Music)
| Item | Price |
|---|---|
| Flute | 18 gp |
| Hand Drum | 9 gp |
| Harp | 22 gp |
Owner: Gerbalda of Sheva. She has long almond hair, tired looking eyes and big round spectacles (Livid). In the pocket: 3 cp, 3 sp and a death threat note.
- Gerbalda is frequenting the Magic Torch Tavern on her time off.
- Once a season, Gerbalda will want to find exquisite tonewood in hex 50 (Dark Storm Barrens) and will look for someone to protect her throughout the journey.
Nivard’s Horse Healers (Veterinarian)
Owner: Nivard Bonissima. He has piercing green eyes, a long almond beard and big round spectacles (Enraged). In the pocket: dice, 4 sp and a death threat note.
- Looking for someone to deliver a sealed box to Godlanda Dructbald in Hellgate.
- Reward is 500 gp
Library
Manager: Homodeus Magnificus. He has a deep, commanding voice, bulging red eyes and a missing tooth (Disorganized). In the pocket: a deck of cards.
- Homodeus has bad blood with Morbida of Knifeblade.
- Homodeus enjoys dining with his friends in the Magic Torch Tavern.
- Looking for someone to deliver a mysterious crate to Gerlinde Humbelina in Silvercrest.
- Reward is 500 gp
Luceria’s (Post Office)
Owner: Luceria Ermenfred. She has piercing black eyes, short black hair and a double chin (Helpless). In the pocket: a comb and 4 sp.
Riqin’s Flowers (Flower Shop)
Owner: Riqin Hilderada. He has tired red-looking eyes, a long smoking pipe in his mouth and a golden tooth (Uncomfortable). In the pocket: 3 cp.
Wilhilde’s Barn & Yarn (Animal Supplies)
Owner: Wilhilde Willberna. She has short and well-brushed black hair, tired red-looking eyes and freckles (Unimpressed). In the pocket: a comb, 5 sp and 2 gp.
- Wilhilde likes spending her time in the Magic Torch Tavern.
Meira’s Soliciters (Lawyer)
Owner: Meira of Uriana. She has wise dark eyes, delicate features and a smelly breath (Agitated). In the pocket: 1 cp, a magnifying glass and 2 gp.
Hargar’s Eye (Fortune Teller)
Owner: Hargar Agintrude. He has piercing dark eyes, a goatee beard and a peg leg (Satisfied). In the pocket: 3 cp, 3 sp and 1 gp.
- Hargar enjoys dining with his friends in the Magic Torch Tavern.
Town of Khezal Town of Khezal
- Located in: Hex 52
- Population: 4320 townsfolk
Town Shops & Services
Tavern (The Knight’s Spear Tavern), Guards (Idelinde, Theodo), Printing Press (Helmhard’s Press), Grocer (Olcaviva’s Tomato), Hatter (Hrotho’s Caps), Stables (Sighard’s Stallions), Bunkhouse (Sabato’s ), General Goods (Lodn’s Supply), Library, Prison, Daycare, School, Vehicle Maker (Arngilde’s Vehicles), Barracks, Tinkerer (Rothard’s Fix-it-All), Smokehouse (Duberta’s Smoked Fish And More), Matchmaker (Madwin’s Matchmaking Services), Armor & Weapons (Morbida’s Archer), Liquor (Ainard’s Spirits), Brothel (Lelio’s Companions), Registery, Flower Shop (Anberta’s Tulips)
The Knight’s Spear Tavern
Keeper
Owned and managed by Elisianna Brihtrich. She has braided blonde hair, crystal blue eyes and freckles (Fearful). In the pocket: dice.
Staff
Dadmar Urgellesa. He has a two day stubble, wise brown eyes and a missing tooth (Hurt). In the pocket: dice.
Hargar of Eramoor. He has a short almond beard, deep blue eyes and big round spectacles (Nervous). In the pocket: 3 cp and 2 sp.
Gratius of Hawkston. He has piercing dark eyes, a long smoking pipe in his mouth and a deep scar on the cheek (Delighted). In the pocket: a deck of cards.
- Member of the The Army Of Fire.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Barbecued slices of shellfish, marinated in red wine and served with steamed vegetables for 1 sp⬝Cooked fillet of meat, glazed with white wine and served with baked potatoes for 1 sp⬝Barbecued slices of fish, glazed with white wine and served with cooked rice for 2 sp |
| 2 | Stewed fillet of pork, marinated in red wine and served with fresh salad for 2 sp⬝Barbecued chunks of chicken, glazed with white wine and served with baked potatoes for 2 sp⬝Stewed tenders of chicken, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Cooked tenders of chicken, marinated in garlic and wine and served with mashed potatoes for 2 sp |
| 3 | Cooked slices of pork, marinated in garlic and wine and served with fresh salad for 2 sp |
| 4 | Stewed fillet of fish, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Cooked slices of fish, glazed with red wine and served with steamed vegetables for 1 sp⬝Stewed fillet of shellfish, marinated in red wine and served with baked potatoes for 2 sp⬝Stewed chunks of meat, marinated in white wine and served with fresh salad for 1 sp |
Patrons & Visitors
Lelio of Earfar (when not in shop)
Rothard Ermesinde (when not in shop)
Morbida Hildegund (when not in shop)
Adegar of Brokar (when not in shop)
Sabato Theodemud (when not in shop)
Aico Ingitrude, a level 1 Dwarf. He has a long brown beard, tiny eyes and short, fat fingers (Hurt). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 1 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 6 WIS 8 DEX 6 CON 11 CHA 12
Marcher Haelwaloe, a level 6 Thief. He has wild green eyes, thin almond hair and a scar across the eye (Moody).
Armour Class 6 [13] Leather armor Hit Points 17 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 7 INT 14 WIS 13 DEX 15 CON 9 CHA 11
Hildrada Hildegrim, a level 1 Magic-user. She has deep blue eyes, soft gentle features and a star tattooed on the forehead (Lifeless). In the pocket: 3 cp, 4 sp and a love note.
Armour Class 9 [10] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 13 WIS 9 DEX 10 CON 16 CHA 13 Spells ✦ Magic Missile
Aliva Waldemund, a level 3 Halfling. She has wise dark eyes, short black hair and round, bulbous nose (Angry). In the pocket: a quill, a smoking pipe and a vial with a dark liquid.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 12 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 5 WIS 9 DEX 15 CON 7 CHA 14
Sieggo of Ellal, a level 1 Dwarf. He has a goatee beard, piercing blue eyes and short, fat fingers (Mellow).
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 14 WIS 14 DEX 7 CON 16 CHA 7
Palemia of Beserker, a level 6 Halfling. She has delicate features, piercing brown eyes and short, chunky fingers (Moody).
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 31 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 14 INT 13 WIS 13 DEX 16 CON 11 CHA 9
Gerlinde of Feria, a level 4 Thief. She has painted skin decorations, piercing green eyes and a sigil tattooed behind the ear (Aggressive). In the pocket: a quill, a smoking pipe and a key.
Armour Class 5 [14] Leather armor Hit Points 16 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 7 INT 3 WIS 5 DEX 17 CON 13 CHA 16
Theodora of Kraan, a level 1 Elf. She has tired brown eyes, soft voice and a sigil tattooed on the neck (Scared). In the pocket: a dirty handkerchief.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 6 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 10 INT 13 WIS 13 DEX 6 CON 12 CHA 13 Spells ✦ Detect Magic
Otilde of Canedar, a level 1 Magic-user. She has long brown pony-tail, cold dark eyes and an oversized pointy hat made of dark leather (Apprehensive). In the pocket: a comb and 5 sp.
Armour Class 10 [9] Unarmored Hit Points 2 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 3 INT 15 WIS 6 DEX 7 CON 14 CHA 14 Spells ✦ Sleep
Faberta of Naram, a level 3 Halfling. She has painted skin decorations, tired brown eyes and round, bulbous nose (Pleased). In the pocket: a quill and a smoking pipe.
Armour Class 5 [14] Chainmail armor Hit Points 15 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 10 WIS 3 DEX 10 CON 15 CHA 7
| Bulletin |
|---|
| “Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Hedenna of Haraan” |
| “Nephew is missing! My nephew is missing since two weeks ago. Please reach out to me if you can help. Madwin Kinborough” |
| “Heading to Hellgate? Payment guaranteed to a trusty courier. Ask for Anberta” |
| “Traveling to Hellgate? I will pay you for carrying a package for me. Yours, Ainard of Korvela” |
| “Urgent!! My husband did not return home since last week. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Lelio of Earfar” |
| d6 | Rumor |
|---|---|
| 1 | Hedenna of Haraan’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Lost Order |
| 2 | Lelio of Earfar’s husband is held captive in the Shrine Of The Cold Souls |
| 3 | Ainard of Korvela is willing to pay well for a delivery job. |
| 4 | Anberta Odelgarde is willing to pay well for a delivery job. |
| 5 | Madwin Kinborough’s nephew is held captive in the Shrine Of The Cold Souls |
| 6 | Daghard Theodeberta’s Decorated Sword (actually a Sword +1) is somewhere in the Shrine of the Cold Souls |
Guards
Idelinde Ermenrich, a level 6 Fighter. She has cold dark eyes, soft gentle features and a big nose-ring (Alone). In the pocket: a deck of cards, 5 sp and a vial with a dark liquid.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 25 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 13 WIS 8 DEX 12 CON 14 CHA 16
Theodo of Panjani, a level 6 Fighter. He has painted skin decorations, wise brown eyes and a missing middle-finger (Heartbroken). In the pocket: 2 cp, 3 sp and a death threat note.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 31 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 15 INT 6 WIS 7 DEX 13 CON 11 CHA 14
Helmhard’s Press (Printing Press)
Owner: Helmhard of Hammering. He has a deep, commanding voice, crystal blue eyes and a face tattoo (Repentant). In the pocket: dice.
- Collaborates with the The Army Of Fire.
Olcaviva’s Tomato (Grocer)
| Item | Price |
|---|---|
| Flour (1 lb) | 4 sp |
| Fresh Fish Fillet | 8 sp |
| Bread (1 loaf) | 5 cp |
| Small Shell Fish | 3 sp |
| Rations (iron, 7 days) | 15 gp |
| Pie (slice) | 4 cp |
Owner: Olcaviva Ketilbern. She has bulging red eyes, delicate features and a deep scar on the cheek (Repentant). In the pocket: 2 cp, 3 sp and a death threat note.
Hrotho’s Caps (Hatter)
| Item | Price |
|---|---|
| Veil | 10 sp |
| Cap | 5 sp |
Owner: Hrotho Fredemund. He has deep blue eyes, no hair and freckles (Panicky). In the pocket: 1 cp and an empty vial.
Sighard’s Stallions (Stables)
| Item | Price |
|---|---|
| War Horse | 275 gp |
| Camel | 110 gp |
| Riding Horse | 82 gp |
Owner: Sighard of Hammering. He has thin black hair, piercing black eyes and a missing tooth (Delighted). In the pocket: a dirty handkerchief.
Sabato’s (Bunkhouse)
Owner: Sabato Theodemud. He has wise brown eyes, short blonde hair and a peg leg (Embarrassed). In the pocket: a quill, a magnifying glass and a dagger.
- Sabato enjoys dining with his friends in the The Knight’s Spear Tavern.
Lodn’s Supply (General Goods)
| Item | Price |
|---|---|
| Tinder box (flint & steel) | 2 gp |
| Royal Dress | 360 gp |
| Oil (1 flask) | 1 gp |
| Sack (small) | 8 sp |
| Holy symbol | 20 gp |
| Holy water (vial) | 20 gp |
| Skirt | 1 sp |
| Torches (6) | 8 sp |
| Backback | 4 gp |
Owner: Lodn Hildegund. He has thin black hair, wild green eyes and an earring (Horny). In the pocket: 1 cp, an empty vial and a small flute.
Library
Manager: Walerard Theodeberg. He has tiny eyes, a frowny expression and big round spectacles (Hopeless). In the pocket: a comb.
Prison
Manager: Adegar of Brokar. He has bulging blue eyes, a heavy brown beard and a peg leg (Desperate). In the pocket: dice and spectacles.
- Adegar is frequenting the The Knight’s Spear Tavern on his time off.
Daycare
Manager: Gerbalda of Raihna. She has wild green eyes, delicate makeup and a deep scar on the cheek (Unsure). In the pocket: 3 cp and spectacles.
School
Manager: Helmward Wolschalk. He has a two day stubble, wise dark eyes and freckles (Fearful). In the pocket: a deck of cards and 4 sp.
Arngilde’s Vehicles (Vehicle Maker)
Owner: Arngilde of Yaruk. She has soft gentle features, piercing green eyes and stained clothes (Exhausted). In the pocket: a comb, an empty vial and a passphrase note.
Barracks
Manager: Alberta of Boroxxa. She has soft gentle features, crystal blue eyes and a nose ring (Desperate). In the pocket: a deck of cards, an empty vial and a small gem (worth 10 gp).
Rothard’s Fix-it-All (Tinkerer)
| Item | Price |
|---|---|
| Pole (10’ long, wooden) | 1 gp |
| Fishing Rod | 1 gp |
| Grappling hook | 30 gp |
| Mining Pick Axe | 6 gp |
| Lens | 14 gp |
Owner: Rothard Ermesinde. He has crystal blue eyes, a thick moustache and a missing tooth (Overwhelmed). In the pocket: a dirty handkerchief and 2 sp.
- Rothard is usually eating his meals in the The Knight’s Spear Tavern.
Duberta’s Smoked Fish And More (Smokehouse)
Owner: Duberta of Yakkis. She has piercing black eyes, delicate features and a limp (Scared). In the pocket: 2 cp.
Madwin’s Matchmaking Services (Matchmaker)
Owner: Madwin Kinborough. He has short brown hair, piercing blue eyes and an earring (Repentant). In the pocket: a comb.
- Nephew is missing since last week. (Secret: Held captive in the Shrine of the Cold Souls)
- Recovery reward is a golden helm (actually a Helm of Reading Languages and Magic).
Morbida’s Archer (Armor & Weapons)
| Item | Price |
|---|---|
| Cross Bow | 27 gp |
| Lance | 4 gp |
| Battle Axe | 6 gp |
| Staff | 1 gp |
| Polearm | 6 gp |
| Long Bow | 36 gp |
| Warhammer | 4 gp |
Owner: Morbida Hildegund. She has wise dark eyes, short white hair and a smelly breath (Satisfied). In the pocket: a dirty handkerchief, a smoking pipe and a small gem (worth 10 gp).
- Morbida is frequenting the The Knight’s Spear Tavern on her time off.
Ainard’s Spirits (Liquor)
| Item | Price |
|---|---|
| Royal Quality Wine (Barrel) | 150 gp |
| Common Beer (Barrel) | 5 gp |
| Cider (Barrel) | 8 gp |
Owner: Ainard of Korvela. He has tired red-looking eyes, short almond hair and a peg leg (Annoyed). In the pocket: a comb and 5 sp.
- Looking for someone to deliver a sealed box to Maillard Illuminata in Hellgate.
- Reward is 500 gp
Lelio’s Companions (Brothel)
Owner: Lelio of Earfar. He has a scruff, crystal blue eyes and stained clothes (Ashamed). In the pocket: a dirty handkerchief, a magnifying glass and a death threat note.
- Member of the The Army Of Fire.
- Husband is missing since last week. (Secret: Held captive in the Shrine of the Cold Souls)
- Recovery reward is 800 gp.
- Lelio likes spending his time in the The Knight’s Spear Tavern.
Registery
Manager: Hedenna of Haraan. She has flowing brown hair, enchanting green eyes and big round spectacles (Sorrowful). In the pocket: a comb and 5 sp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 230gp
Anberta’s Tulips (Flower Shop)
Owner: Anberta Odelgarde. She has piercing green eyes, soft gentle features and an earring (Helpless). In the pocket: a deck of cards, 5 sp and 1 gp.
- Looking for someone to deliver a mysterious bottle to Volkavara Hilderich in Hellgate.
- Reward is 700 gp
Village of Gorm Village of Gorm
- Located in: Hex 16
- Population: 279 villagers
Village Shops & Services
Tavern (The Sad Harpy Tavern), Guards (Reingard, Germar, Saroilde), Vehicle Maker (Ainard’s Carts and Wagons), Nunnery, Brewery (Anberta’s Brews), Registery, Glass Blower (Gunnora’s Glassworks), Blacksmith (Genilde’s Iron), Veterinarian (Olcaviva’s Pet Hospital), Herbalist (Herger’s Weeds), Salon (Aclinde’s Styles)
The Sad Harpy Tavern
Keeper
Owned and managed by Lanthar Hildegude. He has short blonde hair, tiny eyes and a golden tooth (Joyful). In the pocket: 2 cp, 4 sp and a vial with a dark liquid.
Staff
Godbalda Svetoslav. She has tiny eyes, flowing almond hair and a smelly breath (Paranoid). In the pocket: a deck of cards.
Luceria Theodelinde. She has piercing green eyes, delicate features and a face tattoo (Drained). In the pocket: a comb.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked chunks of chicken, marinated in ale and served with steamed vegetables for 1 sp |
| 2 | Stewed slices of chicken, glazed with honey and herbs and served with cooked rice for 1 sp⬝Barbecued slices of chicken, glazed with honey and herbs and served with mashed potatoes for 2 sp⬝Barbecued tenders of chicken, glazed with white wine and served with mashed potatoes for 2 sp⬝Stewed fillet of meat, glazed with honey and herbs and served with fresh salad for 1 sp |
| 3 | Cooked fillet of meat, marinated in ale and served with fresh salad for 1 sp⬝Barbecued fillet of chicken, glazed with garlic and wine and served with fresh salad for 2 sp |
| 4 | Stewed chunks of chicken, marinated in red wine and served with fresh salad for 2 sp⬝Stewed fillet of chicken, glazed with honey and herbs and served with baked potatoes for 1 sp |
Patrons & Visitors
Ainard of Petia (when not in shop)
Berner Wenceslas (when not in shop)
Achard Walantrude, a level 3 Elf. He has wise dark eyes, thin greying hair and a sigil tattooed on the neck (Joyful).
Armour Class 5 [14] Chainmail armor Hit Points 11 Attacks 1 × Short Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 14 INT 11 WIS 12 DEX 12 CON 15 CHA 3 Spells ✦ Detect Magic ✦ Magic Missile ✦ Wizard Lock
Hademar Reinberga, a level 8 Cleric. He has a thick moustache, piercing black eyes and a holy symbol tattooed on the forehead (Uncomfortable). In the pocket: a comb.
Armour Class 7 [12] Chainmail armor Hit Points 36 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 7 INT 6 WIS 18 DEX 5 CON 9 CHA 6 Spells ✦ 2 × Protection from Evil ✦ Resist Cold ✦ 2 × Resist Fire ✦ Speak with Animals ✦ Locate Object ✦ Striking ✦ Speak with Plants ✦ Create Water ✦ Dispel Evil
Galianna of Payin, a level 3 Fighter. She has deep blue eyes, soft gentle features and a strong, muscular physique (Confident). In the pocket: dice.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 13 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 9 WIS 13 DEX 17 CON 10 CHA 13
Gosin of Korvela, a level 1 Thief. He has wise brown eyes, thin greying hair and a nose ring (Pained). In the pocket: a deck of cards and spectacles.
Armour Class 6 [13] Leather armor Hit Points 2 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 12 WIS 13 DEX 14 CON 6 CHA 13
Mandisima Liuthilde, a level 2 Cleric. She has delicate features, crystal blue eyes and strong-looking hands (Determined). In the pocket: a dirty handkerchief, a magnifying glass and a vial with a dark liquid.
Armour Class 5 [14] Plate-mail armor Hit Points 10 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 10 WIS 10 DEX 4 CON 10 CHA 7 Spells ✦ Detect Evil
| d6 | Rumor |
|---|---|
| 1 | Geldin of Belesa’s nephew is held captive in the Temple Of The Lost Order |
| 2 | Resende of Whitecliff’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Lair of the Corrupted Skeletons |
| 3 | Honesta of Headsmen’s nephew is held captive in the Temple Of The Lost Order |
| 4 | Hamard of Socubba’s daughter is held captive in the Shrine Of The Cold Souls |
| 5 | There’s a Purple Worm in the Lair Of The Mourning Slaves |
| 6 | Erlinde of Atali’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order |
Guards
Reingard Dominilde, a level 3 Fighter. He has piercing black eyes, a hoarse voice and a strong, muscular physique (Guilty). In the pocket: dice, 2 sp and a dagger.
Armour Class 3 [16] Plate-mail armor Hit Points 11 Attacks 1 × Long Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 17 INT 8 WIS 10 DEX 10 CON 6 CHA 13
Germar of Lillin, a level 5 Fighter. He has a thick moustache, wise dark eyes and a deep scar on the right arm (Distressed). In the pocket: a deck of cards and a smoking pipe.
Armour Class 1 [18] Plate-mail armor Hit Points 17 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 13 WIS 5 DEX 16 CON 7 CHA 7
Saroilde of Larsha, a level 4 Fighter. She has bulging red eyes, painted skin decorations and a big nose-ring (Troubled). In the pocket: a deck of cards.
Armour Class 3 [16] Plate-mail armor Hit Points 24 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 12 WIS 4 DEX 10 CON 12 CHA 9
Ainard’s Carts and Wagons (Vehicle Maker)
Owner: Ainard of Petia. He has a heavy almond beard, wise brown eyes and a deep scar on the cheek (Unsure).
- Ainard enjoys dining with his friends in the The Sad Harpy Tavern.
Nunnery
Manager: Berner Wenceslas. He has a long blonde beard, piercing black eyes and a peg leg (Hopeless).
- Member of the The Fists Of Hope.
- Berner likes spending his time in the The Sad Harpy Tavern.
Anberta’s Brews (Brewery)
| Item | Price |
|---|---|
| Common Beer (Barrel) | 3 gp |
| Craft Beer (Barrel) | 8 gp |
Owner: Anberta of Ofelia. She has heavy makeup, piercing black eyes and a missing tooth (Elated). In the pocket: a dirty handkerchief and 4 sp.
- Anberta has a special interest in Reingard Cunigunde.
Registery
Manager: Urofina of Scrya. She has wise dark eyes, painted skin decorations and a missing tooth (Annoyed). In the pocket: a deck of cards and 5 sp.
- Member of the The Black Wolves.
Gunnora’s Glassworks (Glass Blower)
Owner: Gunnora Sicletrude. She has wise brown eyes, warm voice and big round spectacles (Troubled). In the pocket: 2 cp, spectacles and a key.
- Collaborates with the The Black Wolves.
Genilde’s Iron (Blacksmith)
| Item | Price |
|---|---|
| Short Sword | 6 gp |
| Dagger | 2 gp |
| Staff | 1 gp |
Owner: Genilde Hildewalde. She has piercing black eyes, delicate features and a deep scar on the cheek (Hopeless). In the pocket: a comb and a magnifying glass.
Olcaviva’s Pet Hospital (Veterinarian)
Owner: Olcaviva of Sibuyan. She has crystal blue eyes, heavy makeup and a golden tooth (Annoyed). In the pocket: dice.
Herger’s Weeds (Herbalist)
Owner: Herger Theodwald. He has thin almond hair, enchanting green eyes and a limp (Sickened). In the pocket: a comb, 2 sp and a dagger.
- Once a season, Herger will want to forage exotic mushrooms in hex 47 (Blackapple Barrens) and will look for someone to protect him throughout the journey.
Aclinde’s Styles (Salon)
Owner: Aclinde Waldswind. She has enchanting green eyes, short almond hair and an earring (Joyful). In the pocket: 1 cp.
Village of Vezia Village of Vezia
- Located in: Hex 62
- Population: 462 villagers
Village Shops & Services
Tavern (The Bleeding Ogre Tavern), Guards (Rabota, Galicius, Macarius), Tanner (Theodora’s Beast Skins), Tinkerer (Petesia’s Devices), Bookstore (Giambono’s Scrolls), Blacksmith (Aico’s Blade), Hatter (Anglicus’s Caps), Spices (Teinger’s Salt & Pepper), Grocer (Hagward’s Tomato), Prison, Salon (Sadrahar’s Salon), Music (Fenicia’s Instruments), Trade Post (Justinna’s Buying and Selling), Bathhouse (Ermentar’s Steam & Bath), Armor & Weapons (Jonilde’s Archer), Vehicle Maker (Floretia’s Vehicles)
The Bleeding Ogre Tavern
Keeper
Owned and managed by Artcar of Bahari. He has piercing dark eyes, a hairy chest and freckles (Guilty). In the pocket: a comb, a magnifying glass and a death threat note.
Staff
Ainard Frideswide. He has crazy-looking eyes, thin black hair and a missing tooth (Energetic). In the pocket: a quill, 4 sp and a key.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Cooked fillet of chicken, glazed with honey and herbs and served with cooked rice for 1 sp⬝Stewed tenders of fish, marinated in red wine and served with fresh salad for 1 sp⬝Cooked tenders of meat, glazed with honey and herbs and served with baked potatoes for 2 sp⬝Stewed fillet of chicken, marinated in honey and herbs and served with steamed vegetables for 2 sp |
| 2 | Stewed slices of chicken, glazed with ale and served with fresh salad for 1 sp⬝Barbecued tenders of fish, marinated in garlic and wine and served with mashed potatoes for 1 sp⬝Cooked slices of fish, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Cooked slices of shellfish, glazed with honey and herbs and served with baked potatoes for 2 sp |
| 3 | Barbecued slices of pork, glazed with honey and herbs and served with fresh salad for 1 sp⬝Stewed tenders of shellfish, marinated in honey and herbs and served with steamed vegetables for 2 sp⬝Cooked fillet of meat, glazed with white wine and served with mashed potatoes for 2 sp⬝Barbecued fillet of pork, marinated in white wine and served with steamed vegetables for 1 sp |
| 4 | Barbecued tenders of meat, glazed with ale and served with fresh salad for 2 sp⬝Stewed slices of meat, marinated in garlic and wine and served with cooked rice for 1 sp |
Patrons & Visitors
Guerro Frambalda (when not in shop)
Floretia of Starra (when not in shop)
Justinna Boleslava (when not in shop)
Huger Reintrude, a level 1 Thief. He has enchanting green eyes, short red hair and a scar across the eye (Horrified). In the pocket: 2 cp.
Armour Class 4 [15] Leather armor Hit Points 2 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 8 WIS 11 DEX 18 CON 10 CHA 14
Ansilde Ermesinde, a level 6 Magic-user. She has piercing black eyes, painted skin decorations and an oversized pointy hat made of dark leather (Mellow). In the pocket: dice.
Armour Class 8 [11] Unarmored Hit Points 10 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 5 INT 11 WIS 13 DEX 14 CON 12 CHA 13 Spells ✦ Floating Disc ✦ Read Magic ✦ Levitate ✦ Web ✦ Dispel Magic ✦ Invisibility 10’ Radius
Gundin of Yezud, a level 8 Dwarf. He has piercing black eyes, a two day stubble and big, bulbous nose (Pleased). In the pocket: dice and 4 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 35 Attacks 1 × Battle Axe (1d8) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 18 INT 10 WIS 9 DEX 12 CON 15 CHA 13
Liutmar Theodeberg, a level 3 Cleric. He has bulging dark eyes, a heavy white beard and a nose ring (Helpless). In the pocket: a comb.
Armour Class 7 [12] Chainmail armor Hit Points 14 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 6 WIS 11 DEX 4 CON 9 CHA 11 Spells ✦ Protection from Evil ✦ Purify Food and Water
Godlanda of Valka, a level 5 Dwarf. She has tired brown eyes, long white pony-tail and big, bulbous nose (Delighted). In the pocket: 1 cp.
Armour Class 6 [13] Chainmail armor Hit Points 24 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 17 INT 3 WIS 12 DEX 7 CON 12 CHA 6
Genilde Felicitas, a level 8 Cleric. She has piercing dark eyes, wavy red hair and strong-looking hands (Distressed).
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 12 Attacks 1 × Club (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 10 INT 14 WIS 16 DEX 10 CON 6 CHA 6 Spells ✦ Protection from Evil ✦ Light (Darkness) ✦ Detect Evil ✦ 2 × Speak with Animals ✦ Silence 15’ Radius ✦ Growth of Animal ✦ Locate Object ✦ Sticks to Snakes ✦ Speak with Plants ✦ Insect Plague
Sano of Yaja, a level 1 Magic-user. He has bulging blue eyes, short black hair and long crimson robe (Persuasive). In the pocket: a quill, 2 sp and a ransom note.
Armour Class 10 [9] Unarmored Hit Points 1 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 15 WIS 15 DEX 6 CON 10 CHA 12 Spells ✦ Charm Person
Arntrude of Greenfell, a level 1 Halfling. She has tired red-looking eyes, short and flowing red hair and extremely large feet, even for a halfling (Alone). In the pocket: dice and 5 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 5 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 14 WIS 9 DEX 10 CON 6 CHA 8
Otmar of Ogashu, a level 1 Cleric. He has enchanting green eyes, a thick moustache and long, skinny fingers (Lazy). In the pocket: a dirty handkerchief.
Armour Class 5 [14] Chainmail armor Hit Points 5 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 12 WIS 12 DEX 11 CON 6 CHA 12
| Bulletin |
|---|
| “Job offer! I have a package to deliver in Hellgate. Payment guaranteed at destination upon delivery. Yours, Giambono Landetrude” |
| “Heading to Silvercrest? Payment guaranteed to a trusty courier. Ask for Ermentar” |
| “Stolen! Something very dear to me was stolen. Please reach out if you can help. Theodora of Yaruk” |
| d6 | Rumor |
|---|---|
| 1 | Justinna Boleslava’s Decorated Sword (actually a Sword +2) is somewhere in the Crypt of the Dishonored Goblin |
| 2 | Theodora of Yaruk’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Temple of the Lost Order |
| 3 | Giambono Landetrude is willing to pay well for a delivery job. |
| 4 | Adegar of Feki’s husband is held captive in the Lair Of The Mourning Slaves |
| 5 | Galianna of Bulmaar’s husband is held captive in the Crypt Of The Dishonored Goblin |
| 6 | There’s a Gold Dragon somewhere in Spiral Crags. |
Guards
Rabota Supplicia, a level 6 Fighter. She has long and curly white hair, piercing dark eyes and a missing middle-finger (Worried). In the pocket: dice.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 26 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 3 WIS 14 DEX 16 CON 6 CHA 12
Galicius Sicleholde, a level 4 Fighter. He has crystal blue eyes, short blonde hair and a deep scar on the right arm (Disoriented). In the pocket: 2 cp and an empty vial.
Armour Class 6 [13] Leather armor Hit Points 14 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 3 WIS 3 DEX 13 CON 6 CHA 16
Macarius Saintisme, a level 5 Fighter. He has a two day stubble, wise dark eyes and a deep scar on the right arm (Horrified). In the pocket: a quill, 2 sp and a love note.
Armour Class 3 [16] Leather armor + Shield Hit Points 24 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 4 WIS 4 DEX 18 CON 9 CHA 15
Theodora’s Beast Skins (Tanner)
Owner: Theodora of Yaruk. She has a beauty mark above the lips, wild green eyes and a face tattoo (Elated). In the pocket: 1 cp and an empty vial.
- Member of the The Hammers Of Power.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Temple of the Lost Order)
- Finder’s reward is 320gp
Petesia’s Devices (Tinkerer)
| Item | Price |
|---|---|
| Ink Vial | 9 gp |
| Iron spikes (12) | 9 sp |
| Fishing Rod | 9 sp |
| Small Bell | 9 sp |
Owner: Petesia of Ironhead. She has short red pony-tail, piercing blue eyes and a peg leg (Desperate). In the pocket: 2 cp, a smoking pipe and a love note.
Giambono’s Scrolls (Bookstore)
| Item | Price |
|---|---|
| Empty Scroll | 9 sp |
| Ink Vial | 9 gp |
Owner: Giambono Landetrude. He has a heavy black beard, wise dark eyes and a peg leg (Queasy). In the pocket: dice and 5 sp.
- Looking for someone to deliver a sealed chest to Berner Ermenfred in Hellgate.
- Reward is 500 gp
Aico’s Blade (Blacksmith)
| Item | Price |
|---|---|
| Club | 3 gp |
| Battle Axe | 8 gp |
| Long Bow | 50 gp |
| Dagger | 3 gp |
Owner: Aico of Thalia. He has tired red-looking eyes, a two day stubble and an earring (Worried). In the pocket: 1 cp, spectacles and 1 gp.
- Member of the The Fists Of Hope.
Anglicus’s Caps (Hatter)
| Item | Price |
|---|---|
| Leather Hat | 1 gp |
| Fur Hat | 1 gp |
Owner: Anglicus Frederius. He has piercing brown eyes, short white hair and freckles (Enraged). In the pocket: a comb, 2 sp and 2 gp.
Teinger’s Salt & Pepper (Spices)
Owner: Teinger of Afari. He has a hoarse voice, wise brown eyes and a deep scar on the cheek (Agitated). In the pocket: a comb.
- Member of the The Army Of Fire.
Hagward’s Tomato (Grocer)
| Item | Price |
|---|---|
| Dried Fruits (small bag) | 2 sp |
| Bread (1 loaf) | 4 cp |
| Flour (1 lb) | 3 sp |
| Small Shell Fish | 2 sp |
| Nuts (small bag) | 9 cp |
Owner: Hagward of Koja. He has a long smoking pipe in his mouth, bulging dark eyes and a face tattoo (Scared).
- Member of the The Army Of Fire.
Prison
Manager: Guerro Frambalda. He has a hairy chest, tired red-looking eyes and a face tattoo (Calm). In the pocket: 3 cp and 2 sp.
- Member of the The Fists Of Hope.
- Guerro enjoys dining with his friends in the The Bleeding Ogre Tavern.
Sadrahar’s Salon (Salon)
Owner: Sadrahar of Caer. He has wise dark eyes, a two day stubble and a nose ring (Elated). In the pocket: a quill and spectacles.
Fenicia’s Instruments (Music)
| Item | Price |
|---|---|
| Harp | 24 gp |
| Hand Drum | 9 gp |
| Flute | 19 gp |
Owner: Fenicia Madalgaria. She has short red hair, crazy-looking eyes and a peg leg (Helpless).
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Crypt of the Dishonored Goblin)
- Finder’s reward is 440gp
- Once a season, Fenicia will want to find exquisite tonewood in hex 67 (Wintercry Range) and will look for someone to protect her throughout the journey.
Justinna’s Buying and Selling (Trade Post)
Owner: Justinna Boleslava. She has tired looking eyes, delicate features and freckles (Unsatisfied). In the pocket: a deck of cards.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Crypt of the Dishonored Goblin)
- Finder’s reward is 320gp
- Justinna likes spending her time in the The Bleeding Ogre Tavern.
Ermentar’s Steam & Bath (Bathhouse)
Owner: Ermentar Theodefrid. He has piercing black eyes, a chiseled chin and a neck band (Worthless). In the pocket: a dirty handkerchief, spectacles and a ransom note.
- Looking for someone to deliver a mysterious casket to Fenicia Goldstone in Silvercrest.
- Reward is 600 gp
Jonilde’s Archer (Armor & Weapons)
| Item | Price |
|---|---|
| Sword | 9 gp |
| Long Bow | 39 gp |
| Polearm | 6 gp |
| Silver Dagger | 29 gp |
| Spear | 3 gp |
Owner: Jonilde Theodeger. She has heavy makeup, bulging blue eyes and an earring (Alone). In the pocket: a dirty handkerchief and a magnifying glass.
Floretia’s Vehicles (Vehicle Maker)
Owner: Floretia of Starra. She has crystal blue eyes, painted skin decorations and stained clothes (Depressed). In the pocket: 2 cp, a smoking pipe and 1 gp.
- Member of the The Army Of Fire.
- Floretia likes spending her time in the The Bleeding Ogre Tavern.
Inns
Glowing Sword Inn Glowing Sword Inn
Keeper
Owned and managed by Bernwin Gundoilde. He has thin brown hair, wise brown eyes and a limp (Surprised). In the pocket: 3 cp and 4 sp.
- Member of the The Black Wolves.
Staff
Elsaria of Patil. She has bulging red eyes, well-brushed brown hair and a nose ring (Annoyed).
Aico of Atali. He has a two day stubble, piercing brown eyes and big round spectacles (Sad). In the pocket: a dirty handkerchief.
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed tenders of chicken, marinated in ale and served with baked potatoes for 2 sp⬝Stewed tenders of meat, glazed with garlic and wine and served with cooked rice for 1 sp⬝Stewed chunks of meat, marinated in ale and served with cooked rice for 2 sp |
| 2 | Barbecued tenders of pork, glazed with red wine and served with fresh salad for 1 sp |
| 3 | Stewed chunks of fish, glazed with white wine and served with baked potatoes for 1 sp⬝Barbecued tenders of meat, glazed with honey and herbs and served with mashed potatoes for 2 sp |
| 4 | Cooked fillet of pork, marinated in white wine and served with cooked rice for 2 sp⬝Stewed tenders of pork, glazed with garlic and wine and served with mashed potatoes for 2 sp |
Patrons & Visitors
Hermar Placentius, a level 1 Cleric. He has a deep, commanding voice, wild green eyes and strong-looking hands (Ecstatic). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 7 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 7 WIS 13 DEX 9 CON 13 CHA 14
Alcteus Goldstone, a level 1 Magic-user. He has a two day stubble, bulging blue eyes and long, skinny fingers (Elated). In the pocket: a comb, 2 sp and 1 gp.
Armour Class 8 [11] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 13 WIS 15 DEX 13 CON 13 CHA 12 Spells ✦ Read Languages
Honesta Opportune, a level 1 Magic-user. She has piercing green eyes, delicate makeup and long, skinny fingers (Crushed). In the pocket: a dirty handkerchief.
Armour Class 8 [11] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 5 INT 10 WIS 11 DEX 14 CON 18 CHA 13 Spells ✦ Light (Darkness)
Gatrude of Azora, a level 1 Cleric. She has crazy-looking eyes, heavy makeup and a nose ring (Guilty). In the pocket: 3 cp and 5 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 3 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 7 INT 9 WIS 15 DEX 11 CON 7 CHA 7
Elsaria of Valka, a level 2 Thief. She has soft gentle features, bulging red eyes and a sigil tattooed behind the ear (Ashamed). In the pocket: 3 cp, 3 sp and 2 gp.
Armour Class 4 [15] Leather armor Hit Points 9 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 16 INT 10 WIS 7 DEX 18 CON 15 CHA 13
Theodora Reinberta, a level 5 Thief. She has piercing blue eyes, heavy makeup and a nose ring (Forceful). In the pocket: a quill and 5 sp.
Armour Class 7 [12] Leather armor Hit Points 14 Attacks 1 × Two-Handed Sword (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 16 INT 5 WIS 4 DEX 12 CON 9 CHA 12
Framin of Rognar, a level 4 Magic-user. He has bulging dark eyes, a goatee beard and a nose ring decorated with a star (Mellow). In the pocket: a dirty handkerchief.
Armour Class 10 [9] Unarmored Hit Points 13 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 18 WIS 8 DEX 8 CON 14 CHA 8 Spells ✦ Detect Magic ✦ Ventriloquism ✦ Invisibility ✦ ESP
Materia Bonfilius, a level 4 Halfling. She has delicate features, cold dark eyes and big red cheeks (Ashamed). In the pocket: a quill.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 21 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 14 INT 6 WIS 3 DEX 12 CON 16 CHA 8
Dodeus of Sidena, a level 2 Thief. He has thick bushy eyebrows, crystal blue eyes and small, thin lips (Fearful). In the pocket: a deck of cards, a smoking pipe and a key.
Armour Class 4 [15] Leather armor Hit Points 6 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 5 WIS 11 DEX 18 CON 9 CHA 13
| d6 | Rumor |
|---|---|
| 1 | The Caverns Of The Furious Fire is high in the mountains, somewhere in Demon’s Fork Teeth |
| 2 | There’s a Black Pudding in the Caverns Of The Furious Fire |
| 3 | There’s a Vampire in the Crypt Of The Dishonored Goblin |
| 4 | Aicfrida Liutberga’s Decorated Armor (actually an Armour +2) is somewhere in the Shrine of the Mad Ogre |
| 5 | Huno Meinfrida’s Decorated Sword (actually a Sword +2) is somewhere in the Lair of the Mourning Slaves |
| 6 | There’s a Lich in the Crypt Of The Dishonored Goblin |
The Fearless Mummy Lodge The Fearless Mummy Lodge
Keeper
Owned and managed by Sieger of Silvercrest. He has cold dark eyes, a two day stubble and a missing tooth (Scared). In the pocket: a comb.
Staff
Electa Benceline. She has long brown hair, piercing black eyes and a face tattoo (Calm). In the pocket: a deck of cards.
Walber Gautlinde. He has thin white hair, tiny eyes and freckles (Aghast).
Menu
| 1d4 | Menu |
|---|---|
| 1 | Stewed slices of shellfish, glazed with honey and herbs and served with steamed vegetables for 2 sp⬝Stewed slices of fish, glazed with ale and served with steamed vegetables for 2 sp⬝Cooked chunks of chicken, glazed with red wine and served with cooked rice for 2 sp⬝Stewed chunks of pork, marinated in ale and served with steamed vegetables for 1 sp |
| 2 | Barbecued fillet of pork, glazed with white wine and served with cooked rice for 2 sp⬝Stewed slices of pork, marinated in garlic and wine and served with fresh salad for 2 sp⬝Cooked chunks of meat, glazed with garlic and wine and served with steamed vegetables for 2 sp |
| 3 | Cooked tenders of fish, marinated in ale and served with fresh salad for 2 sp⬝Cooked fillet of pork, marinated in white wine and served with fresh salad for 1 sp⬝Stewed tenders of meat, marinated in garlic and wine and served with cooked rice for 2 sp⬝Barbecued chunks of chicken, marinated in garlic and wine and served with cooked rice for 2 sp |
| 4 | Stewed chunks of pork, glazed with honey and herbs and served with mashed potatoes for 2 sp⬝Cooked slices of meat, glazed with white wine and served with steamed vegetables for 1 sp⬝Barbecued tenders of pork, glazed with ale and served with steamed vegetables for 1 sp⬝Barbecued slices of meat, glazed with garlic and wine and served with cooked rice for 1 sp |
Patrons & Visitors
The Hammers Of Power are using this place as a meeting place from time to time.
Sadrahar of Kraan, a level 6 Cleric. He has a short black beard, piercing brown eyes and a nose ring (Troubled). In the pocket: dice, 4 sp and a passphrase note.
Armour Class 10 [9] Leather armor Hit Points 26 Attacks 1 × Staff (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 11 INT 6 WIS 17 DEX 3 CON 15 CHA 10 Spells ✦ Protection from Evil ✦ Purify Food and Water ✦ Know Alignment ✦ Snake Charm ✦ Locate Object ✦ Neutralize Poison
Mancius Marquessa, a level 7 Dwarf. He has a heavy blonde beard, bulging blue eyes and big red cheeks (Exhausted). In the pocket: a quill and 2 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 33 Attacks 1 × Polearm (1d10) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 15 INT 9 WIS 11 DEX 9 CON 17 CHA 10
Adremar Sicletrude, a level 1 Cleric. He has a goatee beard, bulging blue eyes and a nose ring (Heartbroken). In the pocket: 3 cp, an empty vial and a death threat note.
Armour Class 8 [11] Leather armor + Shield Hit Points 2 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 8 WIS 15 DEX 4 CON 10 CHA 9
Wornhard Cadwethen, a level 1 Dwarf. He has tiny eyes, short white hair and a golden tooth (Energetic). In the pocket: 1 cp.
Armour Class 4 [15] Plate-mail armor Hit Points 4 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 12 WIS 9 DEX 6 CON 14 CHA 11
Lotar of Gorm, a level 1 Dwarf. He has a long black beard, wild green eyes and big, bulbous nose (Cheerful). In the pocket: 3 cp and 5 sp.
Armour Class 4 [15] Chainmail armor Hit Points 3 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 14 WIS 10 DEX 13 CON 14 CHA 10
| d6 | Rumor |
|---|---|
| 1 | Wilhilde Gaudiosus has a casket she would like delivered to Silvercrest |
| 2 | Bernwara Madalhilde’s nephew is held captive in the Crypt Of The Dishonored Goblin |
| 3 | Resende of Whitecliff is willing to pay well for a delivery job. |
| 4 | There’s a Gold Dragon somewhere in Wizards of Alvania Timberlands. |
| 5 | Luda of Battleshield has a casket she would like delivered to Silvercrest |
| 6 | Lelio of Earfar’s husband is held captive in the Shrine Of The Cold Souls |
Dungeons
Lair of the Mourning Slaves Lair of the Mourning Slaves
Conspectus
Adegar of Feki’s husband is in area 9
Encounters
4 Stirges (area 8, area 13)
7 Yellow Moulds (area 2)
3 Carcass Crawlers (area 12) 2 Hellhounds (area 6)
Purple Worm (area 9)
Treasure
2,690 gp in coins. 2,912 gp in gems. 25,585 gp in jewellery.
Huno Meinfrida’s Decorated Sword is in area 10
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d2 | Encounter | Stats |
|---|---|---|
| 1 | Stirge | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
| 2 | Hellhound | Armour Class: 4 [15] Hit Dice: 3 Attacks: 1 × bite (1d6) or 1 × breath (1d6 per HD) THAC0: By HD (17 [+2] to 13 [+6]) Movement: 120’ (40’) Saving Throws: By HD Morale: 9 Alignment: Chaotic XP: 50/125/300/500/850 |
1 : Lair Entrance
This passage into the lair is inside an adandoned mine .
2 : Chamber
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
Description
There are stains of what seems to be blood on the ground and the ground has several fractures on. There’s a strong burning sensation when breathing the air here.
- There are 7 Yellow Moulds inside. They will attack anyone stepping in.
Yellow Mould
Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × spores (1d6 + choking) THAC0: 18 [+1] Movement: 0 Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏
There is no hoard.
There’s also feathers near the wall on the far end and some cube shaped stones next to it.
3 : Cavern
Description
The flowstone on the ground shimmers through the darkness and the stalactites are covered with fractures. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 10 gp
- High Boots (Usable)
A collection of offerings, long ago forgotten can be found near the wall on the left.
4 : Cave Room
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
This area is covered with egg-like cave blisters and there are a few burn marks on the stalagmites. There are some small barrels near the far wall.
The barrels are trapped. There’s a small gas-filled blister made of goat’s intestine hidden in a rim . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrels contain:
- 350 gp
Otherwise, this place was already looted earlier.
There’s also a boot, skeletal foot still inside in the near corner and some small stones with runes etchings next to it.
5 : Chamber
Description
You hear the sound of water dripping down and the canopy has a few spots of green rot on. Faint colorful light is emitting from everywhere.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Delusion
- There’s also knitting needles and yarn in the far corner and some small stones with runes etchings spread all over the place.
6 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Hellhounds are making inside this area.
Description
It is dark and damp here and the ground is carved with claw marks. Looking down, you realize you just stepped into a pool of blood.
- There are 2 Hellhounds inside. They will attack anyone stepping in.
Hellhound
Armour Class: 4 [15] Hit Dice: 3 Attacks: 1 × bite (1d6) or 1 × breath (1d6 per HD) THAC0: By HD (17 [+2] to 13 [+6]) Movement: 120’ (40’) Saving Throws: By HD Morale: 9 Alignment: Chaotic XP: 50/125/300/500/850
❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 100 gp
- 4 jewellery items worth 925 gp in total
There’s also several large decorative pillows in the far corner and some small stones with runes etchings next to it.
7 : Grotto
Description
Oversized fossilised mushrooms are covering this area and there are some spots of green rot on the canopy. Faint colorful light is emitting from everywhere.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Shreded pieces of a map litter the area.
8 : Cave Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
Fossils of underwater creatures decorate the formations here and there are some spots of green rot on the stalactites. Looking down, you realize you just stepped into a pool of blood.
- There are 2 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
❏
There is no hoard.
Dead mice litter the area.
9 : Grotto
Foreshadowing
- A succesfull listening roll could detect the sounds that the Purple Worm is making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Description
The air in this area is dense and misty and the ground is scorched with burn marks. There’s also a foul smell of decay and rot and a person is chained to the wall.
- There’s a Purple Worm inside. It will attack anyone stepping in.
Purple Worm
Armour Class: 6 [13] Hit Dice: 15 Attacks: 1 × bite (2d8), 1 × sting (1d8 + poison) THAC0: 9 [+10] Movement: 60’ (20’) Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 10 Alignment: Neutral XP: 2,300
There is no hoard.
A small bell can be found in the far corner.
The chained person is Adegar of Feki’s husband from Hellgate.
10 : Cave Room
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
This area is dark and cold and the canopy has some burn marks on. There is a very big bag near the far wall.
The bag is trapped. Loose stones are locked above the bag, released when a switch thrown casually inside is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the bag contains:
- 340 gp
Otherwise, this place was already looted earlier.
Traces of fur litter the area.
An old dark leather bag contains Huno Meinfrida’s (from Hellgate) Decorated Sword (actually a Sword +2)
11 : Cave Room
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
This area is covered with egg-like cave blisters and the ground is scorched with burn marks. There are some small barrels near the far wall.
The barrels are trapped. Loose stones are locked above the barrels, released when a switch hidden in a rim is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the barrels contain:
- 160 gp
Otherwise, this place was already looted earlier.
Tiny mushrooms litter the area.
12 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Carcass Crawlers are making inside this area.
Description
The air in this area is dense and misty and the canopy is covered with splatters of dark matter. There’s also a foul smell of decay and rot.
- There are 3 Carcass Crawlers inside. They will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 1,500 gp
- Ring of Protection +1
Shreded pieces of a map litter the area.
13 : Cave Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
This area is covered with egg-like cave blisters and the stalagmites have some scorch marks on. Looking down, you realize you just stepped into a pool of blood.
- There are 2 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
❏❏❏
Monster Hoard:
- 1 gems worth 10 gp in total
An empty drinking flask can be found near the wall on the left.
14 : Grotto
Description
The air in this area is dense and misty and the canopy is scorched with burn marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 230 gp
- Oil (Unusable)
- High Boots (Unusable)
- Club (Unusable)
There’s also a shattered sword in a large basin and some shreded pages of a book next to it.
Caverns of the Hidden Blood Caverns of the Hidden Blood
Conspectus
Hildewin Hildeward’s husband is in area 6
Mirko Walahilde’s husband is in area 11
Encounters
15 Orcs (area 5, area 14) 5 Stirges (area 12, area 13)
Ochre Jelly (area 7) Rock Python (area 8) 3 Rust Monsters (area 11)
Treasure
4,335 gp in coins. 3,666 gp in gems. 21,370 gp in jewellery.
Fiuca Baldegilde’s Custom Sword is in area 12
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d2 | Encounter | Stats |
|---|---|---|
| 1 | Stirge | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
| 2 | Orc | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
1 : Caverns Entrance
This passage into the caverns is inside a cave on the face of a steep cliff .
2 : Cave Room
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
You hear the sound of water dripping down and the stalactites are carved with claw marks. There are some big barrels near the far wall.
There’s a 2-in-6 chance the barrels contain:
- 200 gp
- 4 gems worth 160 gp in total
Otherwise, this place was already looted earlier.
A shattered sword can be found in the far corner.
3 : Cavern
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalagmites have a few burn marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 10 gp
A small bell can be found in the far corner.
4 : Cave Room
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
You hear the sound of water dripping down and the stalactites have a few scorch marks on. There is a small crate near the far wall.
The crate is trapped. Loose debris is locked above the crate, released when a switch embedded in one of the wooden planks is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the crate contains:
- 1,460 gp
Otherwise, this place was already looted earlier.
Dried flowers litter the area.
5 : Chamber
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Description
Fossils of underwater creatures decorate the formations here and the canopy is covered with fractures. A violent shout in an unknown language is coming from inside.
- There are 7 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
❏
❏❏❏❏❏❏❏
❏❏
❏❏❏
❏❏❏
❏❏❏❏❏
Monster Hoard:
- 2,625 gp
- 7 jewellery items worth 5,950 gp in total
- Potion of Delusion
A blanket, laid out and covering something small can be found in a large basin.
6 : Cave Room
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Description
This area stinks from excrements and the ground is covered with scorch marks. Faint colorful light is emitting from everywhere and a person is chained to the wall.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Control Dragon
Thick spiderwebs litter the area.
The chained person is Hildewin Hildeward’s husband from Hellgate.
7 : Cave Hall
Foreshadowing
- There’s a good chance players could sense the vile stench that the Ochre Jelly is emitting from inside this area.
Description
There are stains of what seems to be blood on the ground and the stalactites have some burn marks on. There’s also a very strong acidic stench here, making breathing almost unbearable.
- There’s an Ochre Jelly inside. It will attack anyone stepping in.
Ochre Jelly
Armour Class: 8 [11] Hit Dice: 5 Attacks: 1 × touch (2d6) THAC0: 15 [+4] Movement: 30’ (10’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 12 Alignment: Neutral XP: 300
There is no hoard.
Shreded pieces of clothing litter the area.
8 : Grotto
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Python is making inside this area.
Description
This area is covered with egg-like cave blisters and the canopy is scorched with burn marks. Looking down, you see countless fragments of small animal skeletons.
- There’s a Rock Python inside. It will attack anyone stepping in.
Rock Python
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × bite (1d4 + constriction) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 Alignment: Neutral XP: 300
There is no hoard.
Small mounds of ashes litter the area.
9 : Chamber
Description
The cave earth here makes the ground feel sticky and the stalagmites are deeply fractured. There’s also a colorful glow emitting from the ground.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these might be severely poisoned (1d4 of damage until a successful saving throw per turn)
- There’s also a bundle of sticks near the wall on the right and some brightly colored leaves next to it.
10 : Cave Room
Description
The cave earth here makes the ground feel sticky and there are some splatters of dark matter on the canopy. You spot something quite big lying on the floor.
There’s a razor-sharp 5' tall swinging blade trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Sword (Unusable)
Many shoes and boots, piled together can be found in a large basin.
11 : Cavern
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monsters are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the ground has a few burn marks on. Red eyes are glowing inside like fire, and you hear a growl and a person is chained to the wall.
- There are 3 Rust Monsters inside. They will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Hundred tiny bones litter the area.
The chained person is Mirko Walahilde’s husband from Sagoth.
12 : Grotto
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
This area is dark and cold and the canopy has some claw marks on. There’s something moving inside.
- There are 3 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
❏
❏❏❏❏
There is no hoard.
There’s also a pile of cockroaches in the near corner and some tiny mushrooms next to it.
An old dark leather bag contains Fiuca Baldegilde’s (from Hellgate) Custom Sword (actually a Sword +1, Wishes)
13 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
The flowstone on the ground shimmers through the darkness and the stalagmites have several spots of green rot on. There’s movement inside.
- There are 2 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
❏❏❏❏❏❏❏
There is no hoard.
Feathers can be found in the near corner.
14 : Chamber
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Description
The flowstone on the ground shimmers through the darkness and the stalactites are carved with claw marks. You see the shimmer of a blade inside.
- There are 8 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
❏❏❏
❏
❏❏
❏
❏❏❏
❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
Small mounds of ashes litter the area.
15 : Cave Hall
Description
There are stains of what seems to be blood on the ground and the canopy is deeply fractured. There’s something lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire, causing the gas to come out of slits in the wall. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Club (Unusable)
- Sling (Usable)
Shreded pieces of clothing litter the area.
16 : Cave Hall
Description
This area stinks from excrements and the stalagmites are covered with scorch marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 40 gp
- Dagger (Usable)
Small mounds of ashes litter the area.
Lair of the Corrupted Skeletons Lair of the Corrupted Skeletons
Conspectus
Sighilde Fritheburg’s son is in area 19
Encounters
7 Stirges (area 5)
6 Gnolls (area 19) Green Slime (area 3) 2 Troglodytes (area 2) 8 Yellow Moulds (area 12)
Carcass Crawler (area 8) 2 Harpys (area 9)
Ochre Jelly (area 16)
Caecilia (area 7)
Treasure
3,016 gp in coins. 6,963 gp in gems. 32,011 gp in jewellery.
Resende of Whitecliff’s Custom Sword is in area 15
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Stirge | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
| 2 | Green Slime | Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × touch (consume flesh) THAC0: 18 [+1] Movement: 3’ (1’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 25 |
| 3 | Harpy | Armour Class: 7 [12] Hit Dice: 3 Attacks: 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) THAC0: 17 [+2] Movement: 60’ (20’) / 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Chaotic XP: 50 |
| 4 | Gnolls (2) | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
1 : Lair Entrance
This passage into the lair is deep inside the trunk of a giant oak, at the bottom of an excavated spiral staircase .
2 : Cave Hall
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalactites have some cracks on. A violent shout in an unknown language is coming from inside.
- There are 2 Troglodytes inside. They will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 100 gp
- 23 gems worth 890 gp in total
- 25 jewellery items worth 5,375 gp in total
A clear puddle can be found near the wall on the far end.
3 : Cave Dig
Foreshadowing
- There’s a good chance players could sense the vile stench that the Green Slime is emitting from inside this area.
Description
The air in this area is dense and misty and there are some fractures on the canopy. A strange sensation is creeping up your spine.
- There’s a Green Slime inside. It will attack anyone stepping in.
Green Slime
Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × touch (consume flesh) THAC0: 18 [+1] Movement: 3’ (1’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 25
There is no hoard.
There’s also a broken table near the wall on the right and some hundred tiny bones next to it.
4 : Cavern
Description
This area is dark and cold and the ground has several scorch marks on. There’s also a colorful glow emitting from the ground.
- A few dozen of green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- A boquet of flowers can be found in the far corner.
5 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
There are stains of what seems to be blood on the ground and there are a few spots of yellow ooze on the stalagmites. There’s something moving inside.
- There are 7 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
❏❏❏❏
❏❏❏❏❏
❏
❏❏❏❏
❏❏❏❏
❏❏❏❏
There is no hoard.
Traces of fur litter the area.
6 : Cave Hall
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
Dense spiderwebs are stretched between cave columns and the ground is carved with claw marks. There are some large barrels near the far wall.
The barrels are trapped. Loose stones are locked above the barrels, released when a switch hidden in a rim is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the barrels contain:
- 30 gp
Otherwise, this place was already looted earlier.
A collection of offerings, long ago forgotten can be found near the wall on the left.
7 : Main Cavern
Foreshadowing
- A succesfull listening roll could detect the sounds that the Caecilia is making inside this area.
Description
The air in this area is dense and misty and there are some claw marks on the stalactites. Flies swarm off bones covered with rotting flesh on the ground.
- There’s a Caecilia inside. It will attack anyone stepping in.
Caecilia
Armour Class: 6 [13] Hit Dice: 6 Attacks: 1 × bite (1d8) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 500
There is no hoard.
Vomit can be found in a large basin.
8 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Carcass Crawler is making inside this area.
Description
There are stains of what seems to be blood on the ground and the stalagmites are carved with claw marks. There’s movement inside.
- There’s a Carcass Crawler inside. It will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
Monster Hoard:
- 356 gp
Broken arrows litter the area.
9 : Cave Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Harpys are making inside this area.
Description
It is dark and damp here and the canopy is scorched with burn marks. There’s something moving inside.
- There are 2 Harpys inside. Roll or decide for reaction.
Harpy
Armour Class: 7 [12] Hit Dice: 3 Attacks: 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) THAC0: 17 [+2] Movement: 60’ (20’) / 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Chaotic XP: 50
❏❏❏❏❏❏❏
There is no hoard.
Small mounds of ashes litter the area.
10 : Cave Dig
Description
Dense spiderwebs cover the stalactites and stalagmites and there are several fractures on the stalagmites. There’s also a colorful glow emitting from the ground.
- A few blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
- Three large bird skulls can be found near the wall on the right.
11 : Cavern
Description
The cave earth here makes the ground feel sticky and the ground is covered with cracks. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
There’s also a boot, skeletal foot still inside near the wall on the far end and some small mounds of ashes spread all over the place.
12 : Cave Hall
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
Description
The flowstone on the ground shimmers through the darkness and the stalagmites have several cracks on. There are bones on the ground, clean bones.. almost bleach-white.
- There are 8 Yellow Moulds inside. They will attack anyone stepping in.
Yellow Mould
Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × spores (1d6 + choking) THAC0: 18 [+1] Movement: 0 Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 25
❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A carved idol can be found near the wall on the left.
13 : A Vast Chamber
Description
There are stains of what seems to be blood on the ground and the stalactites have some burn marks on. Faint colorful light is emitting from everywhere.
- A few dozen of blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Traces of fur litter the area.
14 : Chamber
Description
This area is dark and cold and the stalagmites are covered with spots of green rot. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 410 gp
- Sword (Unusable)
Many candles, burnt out in a pile of wax can be found in the near corner.
15 : Cave Dig
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
This area is dark and cold and the canopy is carved with claw marks. There is a small jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 1,900 gp
Otherwise, this place was already looted earlier.
Damp leaves litter the area.
A plain looking wooden chest contains Resende of Whitecliff’s (from Yazar) Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures)
16 : Cavern
Foreshadowing
- There’s a good chance players could sense the vile stench that the Ochre Jelly is emitting from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalagmites are covered with scorch marks. There are bones on the ground, clean bones.. almost bleach-white.
- There’s an Ochre Jelly inside. It will attack anyone stepping in.
Ochre Jelly
Armour Class: 8 [11] Hit Dice: 5 Attacks: 1 × touch (2d6) THAC0: 15 [+4] Movement: 30’ (10’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 12 Alignment: Neutral XP: 300
There is no hoard.
Small iron cages litter the area.
17 : Cave Room
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalactites are covered with splatters of dark matter. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
A blanket, laid out and covering something small can be found in a large basin.
18 : Cave Dig
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
Fossils of underwater creatures decorate the formations here and the canopy has several spots of green rot on. There is a large bag near the far wall.
The bag is trapped. A highly corrosive ointment was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bag contains:
- 110 gp
Otherwise, this place was already looted earlier.
A torn quiver can be found near the wall on the left.
19 : Cave Room
Foreshadowing
- When listening from outside, speaking Gnolls can be faintly heard from inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Description
There are stains of what seems to be blood on the ground and the stalagmites are covered with cracks. A violent shout in an unknown language is coming from inside and a person is chained to the wall.
- There are 6 Gnolls inside. Roll or decide for reaction.
Gnoll
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35)
❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 40 gp
- 6 gems worth 1,350 gp in total
There’s also many candles, burnt out in a pile of wax in a large basin and some marbles next to it.
The chained person is Sighilde Fritheburg’s son from Hellgate.
Temple of the Lost Order Temple of the Lost Order
Conspectus
The Black Wolves are using this dungeon, and theres a 2 in 6 chance to find Baldemar of Haraan together with his acolytes or mediums here.
Honesta of Headsmen’s nephew is in area 56
Geldin of Belesa’s nephew is in area 68
Encounters
31 Acolytes (area 6, area 9, area 16, area 37, area 48, area 75) 10 Mediums (area 24, area 46, area 47) 22 Spitting Cobras (area 3, area 4, area 29, area 31, area 36, area 69)
9 Crocodiles (area 9, area 45, area 64, area 69) 2 Giant Toads (area 5)
4 Black Bears (area 32, area 46) 5 Doppelgängers (area 52) 6 Gargoyles (area 76) 2 Medusas (area 54) 11 White Apes (area 61, area 67)
2 Horned Chameleons (area 15) 6 Rock Living Statues (area 23, area 43) 6 Rust Monsters (area 21, area 60)
2 Tigers (area 49, area 50)
Black Dragon (area 41)
Amber Golem (area 53)
Treasure
3,683 gp in coins. 24,919 gp in gems. 105,895 gp in jewellery.
Theodora of Yaruk’s Armor Of Sentimental Value is in area 5
Luda of Battleshield’s Armor Of Sentimental Value is in area 12
Goldiva of Belesa’s Custom Sword is in area 46
Erlinde of Atali’s Armor Of Sentimental Value is in area 47
Hedenna of Haraan’s Custom Sword is in area 52
Fiuca of Lakesail’s Embroided Cloak is in area 56
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d2 | Encounter | Stats |
|---|---|---|
| 1 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
| 2 | Crocodile | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
1 : Dungeon Entrance
These stairs into the dungeon are inside an abandoned wooden hut, under loose floor boards .
The chests are trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the chests contain:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also a bucket of guts in a large basin and some shreded pieces of a map spread all over the place.
There’s a crank lever that can open the secret door in area 2 (east)
There are oversized torches in the alcoves here.
2 : Torture Chamber
Doorways
- North side - rectangular wooden door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if it’s ring shaped door handle is pulled. Save vs Petrification or sustain 1d8 damage..
- West side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
- East side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are a few fractures on the walls. There’s a dead body here.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
- Potion of Levitation
There’s also a small bell near the wall on the right and some broken arrows spread all over the place.
Searching will uncover a goat’s skull holding the key (🜸) to unlock the round wooden door (to the south) in area 6
3 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- East side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Dense spiderwebs cover the corners of the room and the ground is carved with claw marks. There’s some sort of a beast inside.
- There are 3 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏❏❏
❏❏❏❏❏
There is no hoard.
There’s also an empty cage with the bars bent out in the far corner and some rotting remains of food spread all over the place.
Searching will uncover a crack in the floor holding the key (🝘) to unlock the rectangular wooden door (to the south) in area 65
4 : Laboratory
Doorways
- East side - secret door (operated by a crank lever somewhere in the dungeon).
Description
There are stains of what seems to be blood all over the place and the walls are covered with fractures. There’s a dead body here.
There’s a deadly pit here, 6' deep, covered under thin wood planks. If undetected, there’s a 2 in 6 chance of falling in. Save vs Death or sustain 1d6 damage from long rusty spikes at the bottom.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- The key (🜎) to unlock the rectangular bronze door (to the south) in area 21
Shreded pieces of clothing litter the area.
The words “Wondrous Horror” in Common language are graffitied on the ceiling. It is the passphrase for the secret door in area 17 (east)
5 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- South side - rectangular iron door (Half-broken).
Description
The air in this area is dense and misty and the ceiling is deeply fractured. There’s some sort of a beast inside.
- There are 2 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Shreded pieces of a map litter the area.
There’s a pressure plate lever that can open the secret door in area 56 (west)
The words “Exiled Traitor” in Gargoyle language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 9 (west)
A wooden barrel contains Theodora of Yaruk’s (from Vezia) Armor Of Sentimental Value (actually an Armour +1)
6 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - round wooden door (Locked 🜸).
Description
A small wooden altar is located at the center of this room and the walls are deeply fractured. There are cultists inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏
❏❏❏❏❏
Monster Hoard:
- 3 gp
Small mounds of ashes litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🜴) to unlock the arched marble door (to the south) in area 7
7 : Laboratory
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - rectangular wooden door (Stuck)
- South side - arched marble door (Locked 🜴)
Description
You hear the sound of water dripping down and the ground is scorched with burn marks. There is a large jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 50 gp
Otherwise, this place was already looted earlier.
Ripped pieces of old rope litter the area.
Searching will uncover an old leather pouch holding the key (🜶) to unlock the arched iron door (to the south) in area 47
There’s a rope-pull lever that can open the secret door in area 19 (east)
8 : Water Fountain
Clear water are coming out of the wall here.
9 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- South side - rectangular iron door (Locked 🜷).
- West side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Traitor”. The full passphrase is in area 5. Carve and complete the phrase to open.
Description
This area stinks from excrements and the ceiling is covered with burn marks. There’s some sort of a beast inside.
- There are 2 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A shattered sword can be found in an alcove.
Searching will uncover a crack in the floor holding the key (🜷) to unlock the rectangular iron door (to the south) in area 9
There’s a pressure plate lever that can open the secret door in area 41 (north)
The secret door on the west is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and there are a few scorch marks on the ground. There are humans wearing dark robes inside.
- There are 3 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
❏❏❏❏❏❏
There is no hoard.
Knitting needles and yarn can be found in a large basin.
There’s a rope-pull lever that can open the secret door in area 15 (south)
10 : Entrance to the Torture Chamber
- North side - rectangular iron door (Locked 🜷).
11 : Entrance to the Shrine
- South side - round wooden door (Barricaded).
12 : Shrine
Doorways
- North side - round wooden door (Barricaded).
- West side - arched wooden door (Stuck).
Description
You hear the sound of water dripping down and the ceiling is covered with scorch marks. There’s something lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Iron spikes (Usable)
- Adventurer Boots (Usable)
- Sling (Unusable)
There’s also a wicker basket in a large basin and some seeds spread all over the place.
Searching will uncover a crack in the floor holding the key (🝠) to unlock the arched marble door (to the north) in area 15
A wooden barrel contains Luda of Battleshield’s (from Hellgate) Armor Of Sentimental Value (actually an Armour +2)
13 : West entrance to the Shrine
- East side - arched wooden door (Stuck).
14 : Corridor
- rectangular marble door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage. It is leading to the room in 15
15 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- North side - arched marble door (Locked 🝠).
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall.
Description
This place seems to be an old dungeon cell and there are several splatters of dark matter on the walls. A weird sensation is creeping up your spine.
- There are 2 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A bucket of guts can be found near the wall on the right.
There’s a pressure plate lever that can open the secret door in area 25 (north)
16 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular wooden door (Barricaded)
Description
This area was likely used as a pantry and the ceiling has some cracks on. There are humans wearing red robes inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏
❏❏❏❏
❏❏❏❏❏❏❏
❏❏❏❏
Monster Hoard:
- Potion of Polymorph Self
A pile of papers can be found near the wall on the right.
There’s a rope-pull lever that can open the secret door in area 19 (north)
17 : Secret Door to the corridor
Doorways
- East side - a secret door (requiring a passphrase)
- If detected, one of the characters will uncontrollably gesture or act the word “Horror”. The full passphrase is in area 4. Gesture or mime the complete passphrase to open.
18 : Corridor Door
- There’s a round iron door (Half-broken)
19 : Secret doors
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. The door is a shortcut to a connected corridor.
- There’s another secret door (concealed) on the north wall.
This is the only way into the room at 20
- This doorway is concealed as part of a fresco on the wall
- A third secret door (operated by a rope-pull lever somewhere in the dungeon) on the east wall is connected to the room at 21
20 : Library
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- There’s a secret door (concealed) on the south wall.
This is the only way in and out of this room.
- This doorway is concealed as part of a fresco on the wall
Description
Numerous fragments of torn paper are scattered all over the place and the ground is covered with burn marks. There are some big crates near the far wall.
The crates are trapped. There’s a small gas-filled blister made of goat’s intestine embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the crates contain:
- 300 gp
Otherwise, this place was already looted earlier.
Feathers litter the area.
21 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monsters are making inside this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) inside the alcove on the west wall.
- There’s a rectangular bronze door (Locked 🜎).
Description
Numerous fragments of torn paper are scattered all over the place and the ceiling has several scorch marks on. A weird sensation is creeping up your spine.
- There are 4 Rust Monsters inside. They will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Small stones with runes etchings litter the area.
22 : Corridor
- triangle bronze door (Half-broken) It is leading to the room in 23
23 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- West side - rectangular bronze door (Stuck).
- There’s a secret door (concealed) on the east wall.
- This doorway is concealed as part of a fresco on the wall
Description
It is dark and damp here and the ground is scorched with burn marks. You’re not alone here.
- There are 3 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a blanket, laid out and covering something small near the wall on the right and some rotting remains of food next to it.
24 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - odd-shaped wooden door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and the walls are covered with cracks. There are cloaked and hooded humans inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏
❏❏❏❏❏
There is no hoard.
The rotting hide of a large animal can be found in the near corner.
25 : Secret Door to the corridor
Doorways
- North side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
26 : Laboratory
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - arched wooden door (Barricaded).
- East side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and there are several fractures on the ground. There is a very big jar near the far wall.
The jar is trapped. Loose debris is locked above the jar, released when a switch embedded in a handle is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the jar contains:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also many candles, burnt out in a pile of wax below an arch and some dry remains of food spread all over the place.
The secret door on the east is leading to a secret chamber:
Description
You hear the sound of water dripping down and the ceiling is covered with scorch marks. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- Adventurer Boots (Unusable)
- Thieves’ tools (Usable)
- Holy symbol (Usable)
- The key (🜟) to unlock the odd-shaped iron door (to the east) in area 36
There’s also an eyeball in a sealed jar below an arch and some broken arrows spread all over the place.
The words “Violent Soul” in Gargoyle language are carved on one of the walls. It is the passphrase for the secret door in area 47 (north)
27 : Entrance to the Laboratory
- South side - arched wooden door (Barricaded).
28 : Entrance to the Pantry
- North side - rectangular marble door (Stuck).
29 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - rectangular marble door (Stuck).
- East side - odd-shaped wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or teleport to a random area..
Description
This area stinks from excrements and the walls are covered with burn marks. There’s some sort of a beast inside.
- There are 5 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
Broken arrows litter the area.
30 : East entrance to the Pantry
- West side - odd-shaped wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or teleport to a random area..
31 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- North side - rectangular wooden door (Stuck).
Description
Large symbols and letters were painted all over the place and the ceiling is covered with splatters of dark matter. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏
There is no hoard.
A small empty bottle can be found near the wall on the far end.
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 51.
32 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bear is making inside this area.
Doorways
- South side - arched iron door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or teleport to a random area..
Description
This area stinks from excrements and the walls have some cracks on. There’s some sort of a beast inside.
- There’s a Black Bear inside. It will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
There is no hoard.
Dead mice litter the area.
Searching will uncover a crack in the floor holding the key (🜹) to unlock the rectangular iron door (to the north) in area 67
The words “Wondrous Flames” in Deepcommon language are graffitied on the ceiling. It is the passphrase for the secret door in area 52 (north)
A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 40.
33 : Alcoved Corridor
- South side - a secret door (concealed) in
an alcove.
- This doorway is concealed as part of a fresco on the wall
- North side - a secret door (concealed) in
an alcove, leading to area 34.
- This doorway is concealed as part of a fresco on the wall
There are hanging cages in the alcoves here. There are bare skeletons inside.
34 : Pantry
Doorways
- A secret door (concealed) on the south wall is the only
way in.
- This doorway is concealed as part of a fresco on the wall
Description
This area was likely used as a pantry and there are several cracks on the ceiling. You spot something quite big lying on the floor.
There’s a crushing swinging boulder trap here, hidden inside the wall. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- Leather Hat (Unusable)
- Sword (Unusable)
A pouch of dice can be found in an alcove.
Searching will uncover a goat’s skull holding the key (🜛) to unlock the arched marble door (to the south) in area 42
35 : Dead End (Fountain)
- Dark liquid is coming out of a hole in the wall here
36 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - a rectangular iron door (Stuck)
- East side - an odd-shaped iron door (Locked 🜟)
Description
There are stains of what seems to be blood all over the place and the walls are covered with spots of green rot. There’s some sort of a beast inside.
- There are 5 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏
❏❏❏❏
❏❏❏❏
❏❏❏❏❏❏
There is no hoard.
Dead mice litter the area.
37 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - a rectangular bronze door (Stuck)
- East side - an arched bronze door (Half-broken)
Description
Large symbols and letters were painted all over the place and the ground is covered with spots of green rot. There are cultists inside.
- There are 6 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏
❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏
Monster Hoard:
- 4 sp
A torn cloak can be found near the wall on the far end.
There’s a crank lever that can open the secret door in area 62 (west)
38 : Alcoved Corridor
- South side - an arched bronze door (Half-broken) leading into area 37.
There are hanging cages in the alcoves here. There are bare skeletons inside.
39 : Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 320 gp
40 : Dead End (Magical Portal)
- A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 32
41 : Maze leading to a chamber
A narrow corridor forms a twisted maze, a death trap.
There’s a poisonous darts trap here, hidden inside shafts in the wall. If undetected, there’s a 2 in 6 chance of triggering it if causing a sound sensitive membrane to vibrate. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
A secret door (operated by a pressure plate lever somewhere in the dungeon) on the north wall of the maze structure could be used as a shortcut if found.
The maze leads to a 30'x30' chamber.
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Dragon is making inside this area.
Doorways
- West side - a rectangular bronze door (Barricaded)
Description
It is dark and damp here and the walls are covered with fractures. There’s something moving inside.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 24 jewellery items worth 19,400 gp in total
A small empty bottle can be found near the wall on the right.
42 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - an arched marble door (Locked 🜛)
Description
Large symbols and letters were painted all over the place and there are some scorch marks on the ground. There are some big chests near the far wall.
The chests are trapped. Loose stones are locked above the chests, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chests contain:
- 2,160 gp
- Potion of Invisibility
- Ring of Spell Turning
- Ring of Water Walking
Otherwise, this place was already looted earlier.
There’s also a wicker basket near the wall on the right and some shreded pieces of clothing next to it.
43 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- East side - a rectangular marble door (Half-broken)
Description
It is dark and damp here and the walls are covered with burn marks. There’s something moving inside.
- There are 3 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
There is no hoard.
An old, ripped backpack can be found below an arch.
44 : Shrine
Doorways
- West side - a rectangular wooden door (Barricaded)
- North side - a triangle wooden door (Half-broken)
- East side - a round wooden door (Barricaded)
Description
Large symbols and letters were painted all over the place and there are some scorch marks on the ground. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 20 gp
A figure made of sticks and twine can be found in the far corner.
45 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- East side - a round wooden door (Half-broken)
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. There’s some sort of a beast inside.
- There are 4 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏❏
There is no hoard.
A shattered sword can be found in a large basin.
The words “Exiled Spirit” in Neutral symbols are graffitied on the ceiling. It is the passphrase for the secret door in area 69 (north)
46 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- East side - round iron door (Stuck).
- North side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
A large pentagram was painted here and there are a few splatters of dark matter on the ground. There’s some sort of a beast inside.
- There are 3 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Rotting remains of food litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝦) to unlock the round wooden door (to the west) in area 59
The secret door on the north is leading to a secret chamber:
Description
Dense spiderwebs cover the corners of the room and the walls are covered with burn marks. There are humans wearing red robes inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏
❏❏❏❏❏
❏❏
There is no hoard.
There’s also a burnt torch near the wall on the left and some rotting remains of food next to it.
A plain looking wooden chest contains Goldiva of Belesa’s (from Silvercrest) Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures)
47 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - round iron door (Barricaded).
- South side - arched iron door (Locked 🜶).
- North side - secret door (requiring a passphrase).
- If detected, a soft whisper will sound the word “Violent”. The full passphrase is in area 26. Whisper its words to open.
Description
It is dark and damp here and the ground has some spots of green rot on. There are cultists inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏❏❏
❏❏❏
Monster Hoard:
- 3 gems worth 52 gp in total
A smashed lyre can be found below an arch.
Searching will uncover a cloth wrap under a stone holding the key (🜽) to unlock the rectangular wooden door (to the west) in area 69
A plain looking wooden chest contains Erlinde of Atali’s (from Silvercrest) Armor Of Sentimental Value (actually an Armour +2)
48 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
Dense spiderwebs cover the corners of the room and the walls have some burn marks on. There are cultists inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏❏❏
❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
There is no hoard.
There’s also a collection of offerings, long ago forgotten near the wall on the left and some carved figurines spread all over the place.
49 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- West side - rectangular wooden door (Half-broken).
Description
This place seems to be an old dungeon cell and the ground has some claw marks on. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
A torn quiver can be found in a large basin.
The words “Violent Gods” in Lawful symbols are carved on one of the walls. It is the passphrase for the secret door in area 75 (east)
50 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- North side - a round iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage.
Description
This area is dark and cold and the ceiling is covered with spots of yellow ooze. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
There’s also a broken table near the wall on the right and some shattered pieces of glass spread all over the place.
51 : Dead Ends
Left side - Dead End (Magical Portal)
- A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 31
Right side - Dead End
- There is nothing here.
52 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Doppelgängers are making inside this area.
Doorways
- East side - a round bronze door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage.
- West side - an arched bronze door (Locked 🝁)
- A secret door (requiring a passphrase) on the north side is
leading to a hidden storage room.
- If detected, one of the characters will uncontrollably gesture or act the word “Wondrous”. The full passphrase is in area 32. Gesture or mime the complete passphrase to open.
Description
Dense spiderwebs cover the corners of the room and the ground is covered with splatters of dark matter. There’s movement inside.
- There are 5 Doppelgängers inside. Roll or decide for reaction.
Doppelgänger
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d12) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D6 W7 P8 B8 S10 (10) Morale: 10 Alignment: Chaotic XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- Ring of Protection +1
- Sword +1, +3 vs Undead
- Potion of Delusion
Traces of fur litter the area.
Searching will uncover an old leather pouch holding the key (🝁) to unlock the arched bronze door (to the west) in area 52
A plain looking wooden chest contains Hedenna of Haraan’s (from Khezal) Custom Sword (actually a Sword +1)
53 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Amber Golem is making inside this area.
Doorways
- The secret door (requiring a passphrase) from area 52 is on
the south side.
- If detected, one of the characters will uncontrollably gesture or act the word “Wondrous”. The full passphrase is in area 32. Gesture or mime the complete passphrase to open.
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. There’s something moving inside.
- There’s an Amber Golem inside. It will attack anyone stepping in.
Amber Golem
Armour Class: 6 [13] Hit Dice: 10 Attacks: 2 × claw (2d6), 1 × bite (2d10) THAC0: 11 [+8] Movement: 180’ (60’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Neutral XP: 2,300
There is no hoard.
Small iron cages litter the area.
54 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- South side - a rectangular wooden door (Half-broken)
- North side - an arched iron door (Half-broken)
Description
It is dark and damp here and the ground is carved with claw marks. This is not looking good.
- There are 2 Medusas inside. Roll or decide for reaction.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Hundred tiny bones litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝛) to unlock the arched wooden door (to the north) in area 74
55 : Corridor
- rectangular bronze door (Barricaded) It is leading to the room in 56
56 : Library
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- East side - arched wooden door (Stuck).
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall.
Description
This area stinks from excrements and there are some scorch marks on the ceiling. There’s something lying on the floor and a person is chained to the wall.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- The key (🜾) to unlock the round wooden door (to the west) in area 74
There’s also a pile of cockroaches in the far corner and some broken arrows next to it.
A plain looking wooden chest contains Fiuca of Lakesail’s (from Sagoth) Embroided Cloak (actually an Elven Cloak and Boots)
The chained person is Honesta of Headsmen’s nephew from Hellgate.
57 : Ceremonial Chamber
Doorways
- South side - round wooden door (Stuck)
Description
This area is dark and cold and the ground is scorched with burn marks. There’s a dead body here.
- Lying on the floor is a dust covered human skeleton. Searching it will uncover nothing.
Feathers can be found near the wall on the left.
There’s a rope-pull lever that can open the secret door in area 58 (south)
58 : Secret Door to the corridor
Doorways
- South side - a secret door (operated by a rope-pull lever somewhere in the dungeon)
59 : Corridor
- round wooden door (Locked 🝦) It is leading to the room in 60
60 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monsters are making inside this area.
Doorways
- South side - odd-shaped wooden door (Half-broken).
- There’s a secret door (concealed) on the north wall.
- This doorway is concealed as part of a fresco on the wall
Description
This area is dark and cold and the ceiling has some claw marks on. There’s movement inside.
- There are 2 Rust Monsters inside. They will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a nest of straw and blankets in an alcove and some feathers spread all over the place.
61 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- West side - arched wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood.
Description
It is dark and damp here and the ground has a few splatters of dark matter on. There’s some sort of a beast inside.
- There are 6 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Seeds litter the area.
62 : Secret Door to the corridor
Doorways
- West side - a secret door (operated by a crank lever somewhere in the dungeon)
63 : Torture Chamber
Doorways
- South side - arched bronze door (Stuck).
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with cracks. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Mirror (Usable)
- Sword (Usable)
There’s also a torn quiver on an altar and some small stones with runes etchings next to it.
64 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- North side - arched wooden door (Barricaded).
Description
This area is dark and cold and the ground is covered with cracks. There’s some sort of a beast inside.
- There are 2 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Cube shaped stones litter the area.
65 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - rectangular wooden door (Locked 🝘)
- North side - rectangular wooden door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and there are some splatters of dark matter on the walls. There is a big bag near the far wall.
The bag is trapped. There’s a small gas-filled blister made of goat’s intestine thrown casually inside . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the bag contains:
- 330 gp
Otherwise, this place was already looted earlier.
A stagnant puddle can be found near the wall on the far end.
66 : Water Fountain
Clear water are coming out of the wall here.
67 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- South side - round wooden door (Barricaded).
- North side - rectangular iron door (Locked 🜹).
- West side - arched wooden door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with splatters of dark matter. There’s some sort of a beast inside.
- There are 5 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Small stones with runes etchings litter the area.
68 : Ceremonial Chamber
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- East side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with spots of yellow ooze. There’s something lying on the floor and a person is chained to the wall.
- Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover nothing.
Seeds litter the area.
The chained person is Geldin of Belesa’s nephew from Silvercrest.
69 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodile is making inside this area.
Doorways
- West side - rectangular wooden door (Locked 🜽).
- North side - secret door (requiring a passphrase).
- If detected, a gentle voice will sing “Exiled”. The full passphrase is in area 45. Sing or use the phrase in a song to open.
Description
This area stinks from excrements and the ceiling is scorched with burn marks. There’s some sort of a beast inside.
- There’s a Crocodile inside. It will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
There is no hoard.
There’s also a burnt torch near the wall on the far end and some seeds next to it.
The secret door on the north is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and the ground is covered with spots of green rot. There’s some sort of a beast inside.
- There are 4 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
There is no hoard.
An empty drinking flask can be found on an altar.
70 : Entrance to the Crypt
- East side - rectangular wooden door (Locked 🜽).
71 : Entrance to the Pantry
- West side - rectangular wooden door (Barricaded).
72 : Pantry
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - rectangular wooden door (Barricaded).
- North side - odd-shaped iron door (Stuck).
Description
You hear the sound of water dripping down and the ceiling has a few spots of yellow ooze on. There are some very big bags near the far wall.
The bags are trapped. A highly corrosive ointment was applied on the bags. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bags contain:
- 50 gp
Otherwise, this place was already looted earlier.
A stagnant puddle can be found near the wall on the right.
73 : North entrance to the Pantry
- South side - odd-shaped iron door (Stuck).
74 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - arched iron door (Stuck).
- North side - arched wooden door (Locked 🝛).
- West side - round wooden door (Locked 🜾).
Description
Dense spiderwebs cover the corners of the room and the walls are covered with burn marks. There are some small barrels near the far wall.
There’s a 2-in-6 chance the barrels contain:
- 150 gp
Otherwise, this place was already looted earlier.
Several large decorative pillows can be found in the far corner.
75 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - secret door (requiring a passphrase).
- If detected, one of the characters will uncontrollably gesture or act the word “Gods”. The full passphrase is in area 49. Gesture or mime the complete passphrase to open.
Description
Dense spiderwebs cover the corners of the room and there are several burn marks on the ceiling. There are humans wearing dark robes inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏
❏
There is no hoard.
Broken arrows litter the area.
76 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- East side - arched iron door (Half-broken)
- North side - rectangular wooden door (Barricaded)
Description
A small wooden altar is located at the center of this room and the walls have several spots of yellow ooze on. There’s something moving inside.
- There are 6 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 100 gp
- 4 gems worth 170 gp in total
A pouch of dice can be found on an altar.
Caverns of the Furious Fire Caverns of the Furious Fire
Conspectus
Alcfrida Framtrude’s nephew is in area 7
Encounters
Gelatinous Cube (area 9)
Black Pudding (area 4)
Treasure
5,140 gp in coins. 1,510 gp in gems. 12,200 gp in jewellery.
1 : Caverns Entrance
This passage into the caverns is inside a cave, hidden behind a raging waterfall .
2 : Chamber
Description
The flowstone on the ground shimmers through the darkness and the ground is carved with claw marks. There’s also a colorful glow emitting from the ground.
- Countless blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
- Carved figurines litter the area.
3 : Cave Hall
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
Oversized fossilised mushrooms are covering this area and the stalagmites are carved with claw marks. There is a large jar near the far wall.
- The treasure here, if any, was already looted.
- Thick spiderwebs litter the area.
4 : Cave Dig
Foreshadowing
- There’s a good chance players could sense the vile stench that the Black Pudding is emitting from inside this area.
Description
It is dark and damp here and the ground is covered with burn marks. A strange sensation is creeping up your spine.
- There’s a Black Pudding inside. It will attack anyone stepping in.
Black Pudding
Armour Class: 6 [13] Hit Dice: 10 Attacks: 1 × touch (3d8) THAC0: 11 [+8] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Neutral XP: 1,600
There is no hoard.
There’s also a figure made of sticks and twine near the wall on the left and some cube shaped stones next to it.
5 : Cavern
Description
Fossils of underwater creatures decorate the formations here and the stalagmites are scorched with burn marks. Faint colorful light is emitting from everywhere.
- A few blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- A bucket of guts can be found in the far corner.
6 : Cavern
Description
The air in this area is dense and misty and the stalactites have several claw marks on. There’s also a colorful glow emitting from the ground.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Control Human
- There’s also a smashed lyre near the wall on the far end and some cube shaped stones spread all over the place.
7 : Cave Room
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Description
The cave earth here makes the ground feel sticky and there are a few cracks on the ground. There are some small crates near the far wall and a person is chained to the wall.
The crates are trapped. Loose debris is locked above the crates, released when a switch embedded in one of the wooden planks is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the crates contain:
- 300 gp
Otherwise, this place was already looted earlier.
Carved figurines litter the area.
The chained person is Alcfrida Framtrude’s nephew from Hellgate.
8 : Cavern
Description
The air in this area is dense and misty and there are several burn marks on the stalactites. There’s a dead body here.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 240 gp
- Armour +1
- Sword (Usable)
A broken talisman can be found near the wall on the right.
9 : Cavern
Foreshadowing
- There’s a good chance players could sense the vile stench that the Gelatinous Cube is emitting from inside this area.
Description
This area is covered with egg-like cave blisters and the stalagmites are scorched with burn marks. There’s a strong burning sensation when breathing the air here.
- There’s a Gelatinous Cube inside. It will attack anyone stepping in.
Gelatinous Cube
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × touch (2d4 + paralysis) THAC0: 16 [+3] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 125
Monster Hoard:
- 4 jewellery items worth 3,000 gp in total
There’s also a tall pointy hat in a large basin and some broken arrows next to it.
10 : Cave Room
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
Fossils of underwater creatures decorate the formations here and the stalactites have several fractures on. There is a very big chest near the far wall.
The chest is trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the chest contains:
- 4,600 gp
Otherwise, this place was already looted earlier.
There’s also a pile of bones in the far corner and some shreded pages of a book spread all over the place.
Temple of the Infernal Desire Temple of the Infernal Desire
Conspectus
Galianna of Cevarra’s nephew is in area 2
Encounters
17 Acolytes (area 2, area 3, area 8) 7 Mediums (area 4, area 7) 6 Spitting Cobras (area 10)
4 Giant Toads (area 16)
2 Black Bears (area 2) 6 Doppelgängers (area 12) 3 White Apes (area 9)
Rust Monster (area 14)
2 Tigers (area 1, area 5)
Efreeti (area 13)
Treasure
2,770 gp in coins. 6,166 gp in gems. 28,587 gp in jewellery.
Volkrada of Aphaki’s Custom-Made Leather Boots is in area 18
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d2 | Encounter | Stats |
|---|---|---|
| 1 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
| 2 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
1 : Dungeon Entrance
These stairs into the dungeon are inside a cave, hidden behind a raging waterfall .
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
There’s also many candles, burnt out in a pile of wax in a large basin and some small iron cages spread all over the place.
Searching will uncover a small wooden box holding the key (🝐) to unlock the arched marble door (to the west) in area 5
There are human-like statues in the alcoves here.
2 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- North side - rectangular iron door (Stuck).
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
The air in this area is dense and misty and the walls have a few spots of yellow ooze on. There’s some sort of a beast inside and a person is chained to the wall.
- There are 2 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 4 jewellery items worth 1,500 gp in total
Broken arrows litter the area.
There’s a crank lever that can open the secret door in area 2 (west)
The chained person is Galianna of Cevarra’s nephew from Hellgate.
The secret door on the west is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and the ceiling has several spots of green rot on. There are cultists inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
❏
❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏
❏
Monster Hoard:
- 5 sp
Tiny mushrooms litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🜬) to unlock the round marble door (to the east) in area 3
3 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - rectangular wooden door (Barricaded).
- East side - round marble door (Locked 🜬).
- West side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Tall shelves made of rotting wood are fixtured here and the ground has a few spots of yellow ooze on. There are humans wearing dark robes inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
There is no hoard.
Marbles litter the area.
Searching will uncover an old hollow torch holding the key (🝥) to unlock the rectangular wooden door (to the east) in area 5
The words “Dead Horror” in Neutral symbols are carved on one of the walls. It is the passphrase for the secret door in area 18 (south)
4 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
You hear the sound of water dripping down and the walls have some spots of yellow ooze on. There are cultists inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏
❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also a pile of papers on an altar and some thick spiderwebs spread all over the place.
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 11.
5 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- West side - arched marble door (Locked 🝐)
- East side - rectangular wooden door (Locked 🝥)
Description
Numerous fragments of torn paper are scattered all over the place and there are some spots of green rot on the ceiling. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
Shreded pieces of clothing litter the area.
Searching will uncover a nook in the wall holding the key (🝆) to unlock the rectangular bronze door (to the north) in area 23
6 : Water Fountain
Clear water are coming out of the wall here.
7 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - arched wooden door (Barricaded).
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are several spots of green rot on the ground. There are humans wearing dark robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
Monster Hoard:
- 69 gp
- 2 jewellery items worth 1,050 gp in total
There’s also three large bird skulls in the far corner and some shattered pieces of glass next to it.
There’s a pressure plate lever that can open the secret door in area 7 (south)
The words “Hopeless Heart” in Elvish script are carved on one of the walls. It is the passphrase for the secret door in area 12 (south)
8 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
You hear the sound of water dripping down and there are a few scorch marks on the ceiling. There are humans wearing red robes inside.
- There are 8 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏❏
❏❏
❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
A figure made of sticks and twine can be found near the wall on the right.
9 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
It is dark and damp here and the ground has several scorch marks on. There’s some sort of a beast inside.
- There are 3 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Thick spiderwebs litter the area.
10 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - a round bronze door (Half-broken)
Description
Countless humanoid skulls “decorate” the boundries here and the walls are deeply fractured. There’s some sort of a beast inside.
- There are 6 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏
❏❏❏❏❏
❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a rusty short sword in a large basin and some cube shaped stones next to it.
11 : Dead Ends
Left side - Dead End (Magical Portal)
- A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 4
Right side - Dead End (Fountain)
- Dark liquid is coming out of a hole in the wall here
12 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Doppelgängers are making inside this area.
Doorways
- West side - an arched marble door (Stuck)
- East side - a rectangular iron door (Stuck)
- A secret door (requiring a passphrase) on the south side is
leading to a hidden storage room.
- If detected, a soft whisper will sound the word “Hopeless”. The full passphrase is in area 7. Whisper its words to open.
Description
This area stinks from excrements and the ground is deeply fractured. A weird sensation is creeping up your spine.
- There are 6 Doppelgängers inside. Roll or decide for reaction.
Doppelgänger
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d12) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D6 W7 P8 B8 S10 (10) Morale: 10 Alignment: Chaotic XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 2,200 gp
- Potion of Longevity
- Spear +1
- Potion of Heroism
There’s also an old broken mirror in a large basin and some carved figurines spread all over the place.
13 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Efreeti is making inside this area.
Doorways
- The secret door (requiring a passphrase) from area 12 is on
the north side.
- If detected, a soft whisper will sound the word “Hopeless”. The full passphrase is in area 7. Whisper its words to open.
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with splatters of dark matter. A weird sensation is creeping up your spine.
- There’s an Efreeti inside. Roll or decide for reaction.
Efreeti
Armour Class: 3 [16] Hit Dice: 10 Attacks: 1 × fists (2d8), magic THAC0: 11 [+8] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D4 W5 P6 B5 S8 (15) Morale: 12 Alignment: Chaotic XP: 1,600
There is no hoard.
A pile of bones can be found on an altar.
Searching will uncover a cloth wrap under a stone holding the key (🜥) to unlock the triangle wooden door (to the south) in area 15
14 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monster is making inside this area.
Doorways
- North side - a rectangular wooden door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if it’s ring shaped door handle is pulled. Save vs Petrification or sustain 1d8 damage.
- South side - a triangle bronze door (Stuck)
Description
It is dark and damp here and the ground has a few burn marks on. This is not looking good.
- There’s a Rust Monster inside. It will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
There is no hoard.
Dry remains of food litter the area.
Searching will uncover an old hollow torch holding the key (🝯) to unlock the arched wooden door (to the south) in area 17
15 : Laboratory
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - triangle wooden door (Locked 🜥).
Description
It is dark and damp here and the ceiling is scorched with burn marks. There is a very big bag near the far wall.
The bag is trapped. A highly corrosive ointment was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bag contains:
- 30 gp
Otherwise, this place was already looted earlier.
Broken pieces of wood litter the area.
16 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- North side - round bronze door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or forget one memorized spell..
Description
Dense spiderwebs cover the corners of the room and there are a few claw marks on the ground. There’s some sort of a beast inside.
- There are 4 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also a bucket of guts on an altar and some small iron cages spread all over the place.
17 : Laboratory
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - rectangular bronze door (Stuck)
- South side - arched wooden door (Locked 🝯)
Description
Dense spiderwebs cover the corners of the room and the walls have some burn marks on. There are some very big barrels near the far wall.
The barrels are trapped. A strong acid ooze was applied on the barrels. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the barrels contain:
- 280 gp
Otherwise, this place was already looted earlier.
Shreded pieces of a map litter the area.
Searching will uncover a crack in the floor holding the key (🝠) to unlock the rectangular bronze door (to the south) in area 23
18 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - triangle bronze door (Stuck).
- South side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Dead”. The full passphrase is in area 3. Scream the phrase to open.
Description
The air in this area is dense and misty and there are a few cracks on the ground. There is a very big jar near the far wall.
The jar is trapped. A strong acid ooze was applied on the jar. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jar contains:
- 120 gp
- Potion of Clairaudience
Otherwise, this place was already looted earlier.
Several iron bars, each about a foot in length can be found in a large basin.
An old dark leather bag contains Volkrada of Aphaki’s (from Yazar) Custom-Made Leather Boots (actually a Boots of Speed)
The secret door on the south is leading to a secret chamber:
Description
This area stinks from excrements and the ceiling is covered with cracks. You spot something quite big lying on the floor.
There’s a poisonous darts trap here, hidden inside shafts in the wall. If undetected, there’s a 2 in 6 chance of triggering it if causing a sound sensitive membrane to vibrate. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Mirror (Usable)
There’s also a pile of papers near the wall on the left and some garlic leftovers spread all over the place.
19 : Entrance to the Library
- West side - triangle bronze door (Stuck).
20 : Entrance to the Shrine
- East side - rectangular iron door (Barricaded).
21 : Shrine
Doorways
- West side - rectangular iron door (Barricaded).
- South side - rectangular wooden door (Stuck).
Description
This area stinks from excrements and there are a few spots of green rot on the walls. You spot something quite big lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if removing a specific object from its original place, causing the gas to come out of slits in the wall. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
- Sack (Unusable)
Dried flowers litter the area.
22 : South entrance to the Shrine
- North side - rectangular wooden door (Stuck).
23 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular bronze door (Locked 🝆)
- South side - rectangular bronze door (Locked 🝠)
Description
Dense spiderwebs cover the corners of the room and the ground has several splatters of dark matter on. There is a large crate near the far wall.
The crate is trapped. A strong acid ooze was applied on the crate. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the crate contains:
- 30 gp
Otherwise, this place was already looted earlier.
A clear puddle can be found in the far corner.
24 : Water Fountain
Clear water are coming out of the wall here.
Shrine of the Cold Souls Shrine of the Cold Souls
Conspectus
Amara Domhnaigh’s wife is in area 17
Hamard of Socubba’s daughter is in area 29
Madwin Kinborough’s nephew is in area 45
Lelio of Earfar’s husband is in area 60
Encounters
19 Acolytes (area 1, area 2, area 5, area 6, area 77) 7 Mediums (area 9, area 70, area 72) 16 Spitting Cobras (area 9, area 16, area 24, area 38, area 50)
8 Crocodiles (area 30, area 69) 8 Giant Toads (area 4, area 12, area 29)
3 Black Bears (area 45, area 52) 4 Iron Living Statues (area 14, area 43) 3 Medusas (area 41) White Ape (area 74)
3 Cockatrices (area 15) 5 Horned Chameleons (area 26, area 33, area 39) 4 Rust Monsters (area 40)
Black Dragon (area 19)
Blue Dragon (area 36)
Amber Golem (area 63)
Treasure
131,724 gp in coins. 23,101 gp in gems. 139,154 gp in jewellery.
Altrude Theodebrand’s Custom Sword is in area 2
Maltia of Thalis’s Bottle Of Sentimental Value is in area 14
Odelhaus Steinhard’s Custom Sword is in area 21
Daghard Theodeberta’s Decorated Sword is in area 55
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d1 | Encounter | Stats |
|---|---|---|
| 1 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
1 : Dungeon Entrance
These stairs into the dungeon are under the ruins of an ancient temple, masked by dense undergrowth .
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏
❏❏
❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also an eyeball in a sealed jar in the far corner and some rotting remains of food next to it.
Searching will uncover a cloth wrap under a stone holding the key (🝊) to unlock the odd-shaped wooden door (to the south) in area 12
2 : Secret Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - secret door (concealed)
- This doorway is concealed behind a thin layer of plaster
Description
This area is dark and cold and the ground has some cracks on. There are humans wearing dark robes inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
There is no hoard.
Shreded pieces of a map litter the area.
Searching will uncover an old leather pouch holding the key (🝌) to unlock the arched wooden door (to the west) in area 8
A wooden barrel contains Altrude Theodebrand’s (from Silvercrest) Custom Sword (actually a Sword +1, Flaming)
3 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - arched marble door (Stuck).
- East side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
It is dark and damp here and the walls have some burn marks on. There is a large barrel near the far wall.
The barrel is trapped. Loose debris is locked above the barrel, released when a switch hidden in a rim is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the barrel contains:
- 420 gp
Otherwise, this place was already looted earlier.
Cube shaped stones litter the area.
Searching will uncover a small wooden box holding the key (🝗) to unlock the round wooden door (to the north) in area 8
4 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- West side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
The air in this area is dense and misty and there are some fractures on the ceiling. There’s some sort of a beast inside.
- There are 2 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Feathers litter the area.
Searching will uncover a crack in the floor holding the key (🜣) to unlock the rectangular marble door (to the south) in area 72
The words “Hopeless Spirit” in Chaotic symbols are carved on one of the walls. It is the passphrase for the secret door in area 26 (south)
5 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
There are stains of what seems to be blood all over the place and the walls are scorched with burn marks. There are humans wearing red robes inside.
- There’s an Acolyte inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
There is no hoard.
There’s also a pile of papers on an altar and some carved figurines spread all over the place.
There’s a crank lever that can open the secret door in area 3 (west)
6 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular bronze door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ground is carved with claw marks. There are humans wearing dark robes inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏
❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
The skull of a strange animal can be found near the wall on the right.
7 : Ceremonial Chamber
Doorways
- North side - round wooden door (Stuck).
Description
There are stains of what seems to be blood all over the place and there are some cracks on the ceiling. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- Mirror (Unusable)
Shreded pages of a book litter the area.
8 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - round wooden door (Locked 🝗)
- West side - arched wooden door (Locked 🝌)
Description
The air in this area is dense and misty and there are a few claw marks on the walls. There is a very big bag near the far wall.
There’s a 2-in-6 chance the bag contains:
- 100 gp
Otherwise, this place was already looted earlier.
There’s also several large decorative pillows near the wall on the left and some small mounds of ashes next to it.
Searching will uncover an old hollow torch holding the key (🜖) to unlock the rectangular bronze door (to the west) in area 15
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 44.
9 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - triangle wooden door (Stuck).
- East side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Traitor”. The full passphrase is in area 9. Scream the phrase to open.
Description
You hear the sound of water dripping down and the ceiling is scorched with burn marks. There are humans wearing dark robes inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏❏❏
❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also a clear puddle near the wall on the right and some rotting remains of food spread all over the place.
There’s a crank lever that can open the secret door in area 35 (east)
The words “Dreaded Traitor” in Lawful symbols are carved on one of the walls. It is the passphrase for the secret door in area 9 (east)
The secret door on the east is leading to a secret chamber:
Description
The air in this area is dense and misty and there are some scorch marks on the walls. There’s some sort of a beast inside.
- There are 5 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏
❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also several large decorative pillows below an arch and some carved figurines next to it.
10 : Entrance to the Pantry
- South side - triangle wooden door (Stuck).
11 : Entrance to the Crypt
- North side - odd-shaped wooden door (Locked 🝊).
12 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- South side - odd-shaped wooden door (Locked 🝊).
- East side - rectangular wooden door (Half-broken).
Description
There are stains of what seems to be blood all over the place and there are several spots of yellow ooze on the ground. There’s some sort of a beast inside.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also a wicker basket in the far corner and some shattered pieces of glass next to it.
13 : East entrance to the Crypt
- West side - rectangular wooden door (Half-broken).
14 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statues are making inside this area.
Doorways
- North side - a rectangular marble door (Barricaded)
Description
You hear the sound of water dripping down and there are some scorch marks on the walls. You’re not alone here.
- There are 3 Iron Living Statues inside. They will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a broken table in the far corner and some dried flowers spread all over the place.
Searching will uncover an old hollow torch holding the key (🜕) to unlock the rectangular iron door (to the north) in area 30
A wooden barrel contains Maltia of Thalis’s (from Hellgate) Bottle Of Sentimental Value (actually an Efreeti Bottle)
15 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Cockatrices are making inside this area.
Doorways
- West side - a rectangular bronze door (Locked 🜖)
Description
You hear the sound of water dripping down and the ceiling is covered with scorch marks. There’s something moving inside.
- There are 3 Cockatrices inside. They will attack anyone stepping in.
Cockatrice
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × beak (1d6 + petrification) THAC0: 15 [+4] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 7 Alignment: Neutral XP: 425
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 750 gp
Garlic leftovers litter the area.
The words “Darkened Flames” in Elvish script are carved on one of the walls. It is the passphrase for the secret door in area 21 (west)
16 : Ceremonial Chamber
Doorways
- East side - a round wooden door (Locked 🝃)
- South side - a rectangular wooden door (Stuck)
- West side - a rectangular bronze door (Half-broken)
Description
There are stains of what seems to be blood all over the place and the walls are covered with spots of green rot. You spot something quite big lying on the floor.
- There’s a deadly pit here, 6' deep, hidden under canvas and dirt. If undetected, there’s a 2 in 6 chance of falling in when stepped on. 6 Spitting Cobras are waiting at the bottom.
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏
❏❏❏
❏❏❏❏❏❏❏❏
❏
❏❏❏❏❏❏❏
❏❏❏
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- Rations (Usable)
- Short Bow (Unusable)
There’s also many shoes and boots, piled together in the far corner and some dead mice next to it.
Searching will uncover a nook in the wall holding the key (🝃) to unlock the round wooden door (to the east) in area 16
17 : Shrine
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- West side - an odd-shaped bronze door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if stepping through an almost invisible trip wire. Save vs Petrification or sustain 1d8 damage.
Description
This area is dark and cold and there are a few claw marks on the ground. There are some small jars near the far wall and a person is chained to the wall.
The jars are trapped. Loose rubble is locked above the jars, released when a switch embedded in a handle is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
The treasure here, if any, was already looted.
There’s also a bundle of sticks near the wall on the far end and some small iron cages spread all over the place.
The chained person is Amara Domhnaigh’s wife from Sagoth.
18 : Corridor
- There’s a rectangular wooden door (Barricaded) It is leading to the room in 19
19 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Dragon is making inside this area.
Doorways
- North side - arched bronze door (Stuck).
- East side - rectangular wooden door (Barricaded).
- Next to it there’s a secret door (concealed) leading to
a small chamber.
- This doorway is concealed behind a thin layer of plaster
- There’s a secret door (requiring a passphrase) on the west wall.
- If detected, a soft whisper will sound the word “Wondrous”. The full passphrase is in area 23. Whisper its words to open.
Description
This area is dark and cold and the ceiling is scorched with burn marks. There’s movement inside.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 18 jewellery items worth 14,100 gp in total
There’s also a spotted mushroom near the wall on the left and some carved figurines spread all over the place.
20 : Corridor
This 80' corridor is leading to a rectangular wooden door (Half-broken) The door is leading to the Pantry.
21 : Pantry
Doorways
- South side - rectangular wooden door (Half-broken)
- Theres a secret door (requiring a passphrase) in the alcove on
the west wall.
- If detected, a sudden scream will say “Flames”. The full passphrase is in area 15. Scream the phrase to open.
Description
A few small rats, so it seems, scurried back into hiding and the ground is deeply fractured. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 30 gp
- Leather Hat (Usable)
- Garlic (Unusable)
There’s also feathers near the wall on the far end and some carved figurines next to it.
Searching will uncover a goat’s skull holding the key (🝱) to unlock the odd-shaped wooden door (to the north) in area 70
An old dark leather bag contains Odelhaus Steinhard’s (from Hellgate) Custom Sword (actually a Sword +1)
22 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - triangle wooden door (Stuck)
- East side - a secret door (requiring a passphrase)
- If detected, a sudden scream will say “Flames”. The full passphrase is in area 15. Scream the phrase to open.
- West side - an arched wooden door (Barricaded)
Description
A small wooden altar is located at the center of this room and the ceiling is covered with fractures. There is a very big chest near the far wall.
The chest is trapped. A highly corrosive ointment was applied on the chest. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
The treasure here, if any, was already looted.
There’s also a smashed lyre in the near corner and some brightly colored leaves next to it.
There’s a rope-pull lever that can open the secret door in area 63 (east)
23 : Shrine
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- south - round wooden door (Stuck)
Description
You hear the sound of water dripping down and the ground is scorched with burn marks. There is a very big barrel near the far wall.
The barrel is trapped. There’s a poisoned needle hidden in a rim . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrel contains:
- 100 gp
Otherwise, this place was already looted earlier.
The skull of a strange animal can be found on an altar.
The words “Wondrous Fiend” in Dwarvish language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 19 (west)
24 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - a rectangular iron door (Half-broken)
Description
Broken vials and beakers are scattered all over the place and the ceiling is scorched with burn marks. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏
There is no hoard.
There’s also a muddy puddle near the wall on the left and some seeds next to it.
25 : Dead Ends
Left side - Dead End
- There is nothing here.
Right side - Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Club (Unusable)
26 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- West side - a rectangular wooden door (Barricaded)
- East side - a round iron door (Barricaded)
- A secret door (requiring a passphrase) on the south side is
leading to a hidden storage room.
- If detected, a carving on the wall will spell “Hopeless”. The full passphrase is in area 4. Carve and complete the phrase to open.
Description
The air in this area is dense and misty and the ground is covered with fractures. A weird sensation is creeping up your spine.
- There are 3 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Three large bird skulls can be found in the near corner.
Searching will uncover a cloth wrap under a stone holding the key (🜈) to unlock the rectangular wooden door (to the south) in area 39
27 : Secret Storage Room
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- The secret door (requiring a passphrase) from area 26 is on
the north side.
- If detected, a carving on the wall will spell “Hopeless”. The full passphrase is in area 4. Carve and complete the phrase to open.
Description
Dense spiderwebs cover the corners of the room and the ceiling has a few cracks on. There are some big jars near the far wall.
The jars are trapped. Loose debris is locked above the jars, released when a switch embedded in a handle is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the jars contain:
- 2,200 gp
- 3 jewellery items worth 3,000 gp in total
Otherwise, this place was already looted earlier.
Dried flowers litter the area.
The words “Shadowy Fiend” in Common language are carved on one of the walls. It is the passphrase for the secret door in area 38 (north)
28 : Torture Chamber
Doorways
- North side - a round iron door (Barricaded)
- South side - a rectangular bronze door (Barricaded)
Description
This area stinks from excrements and the ground has a few fractures on. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 10 gp
- Warm Cloak (Usable)
- Leather Hat (Unusable)
- High Boots (Unusable)
There’s also a bundle of sticks in an alcove and some shattered pieces of glass next to it.
29 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- West side - rectangular wooden door (Stuck).
Description
Large symbols and letters were painted all over the place and the walls have some burn marks on. There’s some sort of a beast inside and a person is chained to the wall.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Many shoes and boots, piled together can be found near the wall on the far end.
The chained person is Hamard of Socubba’s daughter from Hellgate.
30 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- West side - rectangular wooden door (Stuck).
- East side - rectangular iron door (Barricaded).
- North side - rectangular iron door (Locked 🜕).
Description
You hear the sound of water dripping down and the ceiling is scorched with burn marks. There’s some sort of a beast inside.
- There are 4 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏
There is no hoard.
Several large decorative pillows can be found in a large basin.
There’s a rope-pull lever that can open the secret door in area 59 (west)
The words “Eternal Spirit” in Gargoyle language are carved on one of the walls. It is the passphrase for the secret door in area 39 (south)
31 : Pantry
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the ground has a few spots of yellow ooze on. There is a small bag near the far wall.
The bag is trapped. There’s a small gas-filled blister made of goat’s intestine thrown casually inside . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the bag contains:
- 150 gp
Otherwise, this place was already looted earlier.
A muddy puddle can be found below an arch.
Searching will uncover a small wooden box holding the key (🜊) to unlock the rectangular wooden door (to the east) in area 34
There’s a rope-pull lever that can open the secret door in area 42 (north)
32 : Corridor
- rectangular wooden door (Half-broken) It is leading to the room in 33
33 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleon is making inside this area.
Doorways
- North side - arched wooden door (Barricaded).
- There’s a secret door (concealed) on the south wall.
- This doorway is concealed behind a thin layer of plaster
Description
This area stinks from excrements and the ceiling is deeply fractured. A weird sensation is creeping up your spine.
- There’s a Horned Chameleon inside. It will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
There is no hoard.
Many candles, burnt out in a pile of wax can be found on an altar.
Searching will uncover a small wooden box holding the key (🜅) to unlock the round bronze door (to the east) in area 74
The words “Shadowy Flames” in Elvish script are graffitied on the ceiling. It is the passphrase for the secret door in area 59 (north)
34 : Ceremonial Chamber
Doorways
- East side - rectangular wooden door (Locked 🜊)
Description
Countless humanoid skulls “decorate” the boundries here and there are some burn marks on the walls. There’s a dead body here.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- Sling (Usable)
- Garlic (Usable)
- Sack (Unusable)
- The key (🜃) to unlock the odd-shaped bronze door (to the south) in area 36
A bundle of sticks can be found below an arch.
35 : Secret Door to the corridor
Doorways
- East side - a secret door (operated by a crank lever somewhere in the dungeon)
36 : Main Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blue Dragon is making inside this area.
Doorways
- West side - an odd-shaped bronze door (Locked 🜃)
- East side - a secret door (requiring a passphrase)
- If detected, one of the characters will uncontrollably gesture or act the word “Magical”. The full passphrase is in area 38. Gesture or mime the complete passphrase to open.
Description
This area stinks from excrements and there are some burn marks on the ground. You’re not alone here.
- There’s a Blue Dragon inside. Roll or decide for reaction.
Blue Dragon
Armour Class: 0 [19] Hit Dice: 9 Attacks: [2 × claw (1d6 + 1), 1 × bite (3d10)] or breath THAC0: 12 [+7] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (9) Morale: 9 Alignment: Neutral XP: 2,300
Monster Hoard:
- 100,000 gp
Dried flowers litter the area.
37 : Secret Chamber
Description
You hear the sound of water dripping down and the ceiling is carved with claw marks. There’s a dead body here.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 40 gp
- Warm Cloak (Unusable)
- Holy symbol (Usable)
A dirty stuffed doll can be found in the near corner.
38 : Laboratory
Doorways
- West side - a rectangular iron door (Half-broken)
- North side - a secret door (requiring a passphrase)
- If detected, a gentle voice will sing “Fiend”. The full passphrase is in area 27. Sing or use the phrase in a song to open.
Description
Countless creepy crawlies all over rush back into the darkness and there are several fractures on the ground. There’s a dead body here.
- There’s a deadly pit here, 6' deep, covered under thin wood planks. If undetected, there’s a 2 in 6 chance of falling in when stepped on. A spitting cobra is waiting at the bottom.
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Sword (Unusable)
There’s also a shattered sword in the far corner and some ripped pieces of old rope next to it.
The words “Magical Fiend” in Lawful symbols were written down on a torn piece of parchment. It is the passphrase for the secret door in area 36 (west)
39 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleon is making inside this area.
Doorways
- South side - a rectangular wooden door (Locked 🜈)
- South side - a secret door (requiring a passphrase)
- If detected, one of the characters will uncontrollably gesture or act the word “Spirit”. The full passphrase is in area 30. Gesture or mime the complete passphrase to open.
Description
A few small rats, so it seems, scurried back into hiding and the walls are covered with scorch marks. A weird sensation is creeping up your spine.
- There’s a Horned Chameleon inside. It will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
Monster Hoard:
- 2 cp
A broken table can be found on an altar.
40 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monsters are making inside this area.
Doorways
- South side - an arched wooden door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and there are a few splatters of dark matter on the ceiling. There’s something moving inside.
- There are 4 Rust Monsters inside. They will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Shreded pieces of clothing litter the area.
41 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- South side - a triangle iron door (Stuck)
Description
A large pentagram was painted here and there are some scorch marks on the walls. There’s something moving inside.
- There are 3 Medusas inside. Roll or decide for reaction.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 8,000 gp
- Potion of Speed
- Sword +1
Feathers can be found near the wall on the right.
42 : Alcoved Corridor
- South side - a secret door (concealed) in
an alcove.
- This doorway is concealed behind a thin layer of plaster
- North side - a secret door (operated by a rope-pull lever somewhere in the dungeon) in an alcove, leading to area 43.
There are oversized torches in the alcoves here.
43 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statue is making inside this area.
Doorways
- A secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall is the only way in.
Description
This area is dark and cold and the ceiling has a few splatters of dark matter on. There’s something moving inside.
- There’s an Iron Living Statue inside. It will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
There is no hoard.
Torn pieces of clothing litter the area.
The words “Fearful Heretic” in Dragon language are graffitied on the ceiling. It is the passphrase for the secret door in area 55 (east)
44 : Dead End (Magical Portal)
- A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 8
45 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bear is making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- West side - a round bronze door (Stuck)
- East side - a round wooden door (Stuck)
Description
Dense spiderwebs cover the corners of the room and the walls are covered with spots of yellow ooze. There’s some sort of a beast inside and a person is chained to the wall.
- There’s a Black Bear inside. It will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
There is no hoard.
An empty drinking flask can be found near the wall on the right.
The words “Miraculous Wizard” in Dragon language are carved on one of the walls. It is the passphrase for the secret door in area 63 (north)
The chained person is Madwin Kinborough’s nephew from Khezal.
46 : Shrine
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - a rectangular bronze door (Half-broken)
- East side - a round wooden door (Stuck)
Description
It is dark and damp here and there are several spots of yellow ooze on the ceiling. There is a large crate near the far wall.
The crate is trapped. There’s a poisoned needle embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the crate contains:
- 10 gp
- 4 gems worth 210 gp in total
Otherwise, this place was already looted earlier.
A bundle of sticks can be found below an arch.
47 : Alcoved Corridor
- South side - a round wooden door (Stuck) leading into area 46.
There are oversized torches in the alcoves here.
48 : Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
49 : Dead End
- There is nothing here.
50 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - arched iron door (Stuck).
Description
Several wooden racks were fixtured here and there are several cracks on the ground. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏
There is no hoard.
Small iron cages litter the area.
51 : Crypt
Doorways
- West side - rectangular marble door (Stuck).
- East side - triangle iron door (Barricaded).
- North side - odd-shaped wooden door (Stuck).
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. You spot something quite big lying on the floor.
There’s a spring-loaded spears trap here, hidden inside shafts in the floor. If undetected, there’s a 2 in 6 chance of triggering it if removing a specific object from its original place. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
There’s also a tangle of vines below an arch and some dried flowers spread all over the place.
52 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Large symbols and letters were painted all over the place and the ground has a few scorch marks on. There’s some sort of a beast inside.
- There are 2 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also three large bird skulls near the wall on the right and some tiny mushrooms next to it.
53 : Laboratory
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- East side - a rectangular bronze door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and there are several scorch marks on the ceiling. There is a small crate near the far wall.
There’s a 2-in-6 chance the crate contains:
- 40 gp
Otherwise, this place was already looted earlier.
A broken music box can be found in a large basin.
There’s a rope-pull lever that can open the secret door in area 75 (west)
54 : Dead Ends
Left side - Dead End (Trap!)
- There’s a razor-sharp 5' tall swinging blade trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
Right side - Dead End
- There is nothing here.
55 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - an odd-shaped wooden door (Stuck)
- North side - a rectangular wooden door (Stuck)
- A secret door (requiring a passphrase) on the east side is
leading to a hidden storage room.
- If detected, one of the characters will uncontrollably gesture or act the word “Heretic”. The full passphrase is in area 43. Gesture or mime the complete passphrase to open.
Description
The air in this area is dense and misty and the ground is covered with claw marks. There is a very big chest near the far wall.
The chest is trapped. There’s a small gas-filled blister made of lizard’s intestine hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chest contains:
- 1,200 gp
Otherwise, this place was already looted earlier.
A nest of straw and blankets can be found in the near corner.
Searching will uncover an old leather pouch holding the key (🜆) to unlock the rectangular wooden door (to the west) in area 76
A plain looking wooden chest contains Daghard Theodeberta’s (from Hellgate) Decorated Sword (actually a Sword +1)
56 : Secret Storage Room
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- The secret door (requiring a passphrase) from area 55 is on
the west side.
- If detected, one of the characters will uncontrollably gesture or act the word “Heretic”. The full passphrase is in area 43. Gesture or mime the complete passphrase to open.
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with splatters of dark matter. There are some very big jars near the far wall.
The jars are trapped. Loose rubble is locked above the jars, released when a switch embedded in a handle is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the jars contain:
- 17,560 gp
- 4 jewellery items worth 3,500 gp in total
Otherwise, this place was already looted earlier.
A used flask of oil can be found below an arch.
57 : Pantry
Doorways
- West side - a round wooden door (Barricaded)
- East side - a rectangular wooden door (Stuck)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are scorched with burn marks. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
- Hammer (Usable)
- Holy symbol (Unusable)
Small iron cages litter the area.
58 : Corridor Door
- There’s a rectangular wooden door (Stuck)
59 : Secret doors
- There’s a secret door (concealed) on the west wall.
The door is a shortcut to a connected corridor.
- This doorway is concealed behind a thin layer of plaster
- There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. This is the only way into the room at 60
- A third secret door (requiring a passphrase) on the north wall is
connected to the room at 61
- If detected, a carving on the wall will spell “Shadowy”. The full passphrase is in area 33. Carve and complete the phrase to open.
60 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the east wall. This is the only way in and out of this room.
Description
This area is dark and cold and the ceiling is covered with cracks. There is a large barrel near the far wall and a person is chained to the wall.
The barrel is trapped. A strong acid ooze was applied on the barrel. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the barrel contains:
- 100 gp
Otherwise, this place was already looted earlier.
Feathers litter the area.
The chained person is Lelio of Earfar’s husband from Khezal.
61 : Shrine
Doorways
- There’s a secret door (requiring a passphrase) inside the alcove on the south wall.
- If detected, a carving on the wall will spell “Shadowy”. The full passphrase is in area 33. Carve and complete the phrase to open.
- There’s a rectangular wooden door (Half-broken).
Description
This area stinks from excrements and the walls are covered with spots of green rot. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 210 gp
- The key (🜌) to unlock the rectangular wooden door (to the south) in area 78
There’s also a torn quiver near the wall on the right and some dry remains of food spread all over the place.
62 : Corridor
- There’s a rectangular wooden door (Half-broken) It is leading to the room in 63
63 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Amber Golem is making inside this area.
Doorways
- South side - odd-shaped bronze door (Barricaded).
- West side - rectangular wooden door (Half-broken).
- Next to it there’s a secret door (requiring a passphrase) leading to
a small chamber.
- If detected, a soft whisper will sound the word “Miraculous”. The full passphrase is in area 45. Whisper its words to open.
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the east wall.
Description
This area is dark and cold and the ceiling is deeply fractured. There’s movement inside.
- There’s an Amber Golem inside. It will attack anyone stepping in.
Amber Golem
Armour Class: 6 [13] Hit Dice: 10 Attacks: 2 × claw (2d6), 1 × bite (2d10) THAC0: 11 [+8] Movement: 180’ (60’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Neutral XP: 2,300
There is no hoard.
A tall pointy hat can be found in the far corner.
64 : Corridor
This 80' corridor is leading to a triangle wooden door (Stuck) The door is leading to the Library.
65 : Library
Doorways
- North side - triangle wooden door (Stuck)
- Theres a secret door (concealed) in the alcove on
the east wall.
- This doorway is concealed behind a thin layer of plaster
Description
Dense spiderwebs cover the corners of the room and there are some splatters of dark matter on the walls. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 20 gp
- Adventurer Boots (Unusable)
- Sack (Usable)
Garlic leftovers litter the area.
66 : Library
Doorways
- South side - round iron door (Barricaded)
- West side - a secret door (concealed)
- This doorway is concealed behind a thin layer of plaster
- East side - an arched iron door (Half-broken)
Description
This area is dark and cold and there are some splatters of dark matter on the ground. There’s something lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if removing a specific object from its original place, causing the gas to come out of slits in the wall. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
- Warm Cloak (Unusable)
- Dagger (Unusable)
- Rations (Usable)
A dirty stuffed doll can be found in a large basin.
67 : Crypt
Doorways
- north - rectangular bronze door (Barricaded)
Description
It is dark and damp here and the ceiling is covered with cracks. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 330 gp
- Warm Cloak (Usable)
Small mounds of ashes litter the area.
The words “Exiled Fiend” in Common language are graffitied on the ceiling. It is the passphrase for the secret door in area 69 (north)
68 : Shrine
Doorways
- East side - round iron door (Half-broken).
- West side - arched wooden door (Half-broken).
- South side - arched bronze door (Stuck).
Description
You hear the sound of water dripping down and the ground has several claw marks on. There’s something lying on the floor.
There’s a spring-loaded spears trap here, hidden inside shafts in the floor. If undetected, there’s a 2 in 6 chance of triggering it if removing a specific object from its original place. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- High Boots (Usable)
The rotting hide of a large animal can be found in the near corner.
69 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- North side - secret door (requiring a passphrase).
- If detected, a soft whisper will sound the word “Fiend”. The full passphrase is in area 67. Whisper its words to open.
Description
A large pentagram was painted here and the ceiling is covered with spots of green rot. There’s some sort of a beast inside.
- There are 4 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
There is no hoard.
There’s also a tall pointy hat below an arch and some torn pieces of clothing spread all over the place.
70 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - odd-shaped wooden door (Locked 🝱)
- South side - arched wooden door (Barricaded)
Description
You hear the sound of water dripping down and there are several scorch marks on the walls. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏
Monster Hoard:
- 4 gp
A boquet of flowers can be found on an altar.
Searching will uncover a cloth wrap under a stone holding the key (🜾) to unlock the rectangular iron door (to the north) in area 74
71 : Water Fountain
Clear water are coming out of the wall here.
72 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - arched iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
- South side - rectangular marble door (Locked 🜣).
- East side - arched wooden door (Half-broken).
Description
It is dark and damp here and there are some fractures on the ceiling. There are cloaked and hooded humans inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
There’s also a rusty short sword below an arch and some torn pieces of clothing spread all over the place.
73 : Crypt
Doorways
- West side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
The air in this area is dense and misty and the ground is covered with spots of yellow ooze. There’s something lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 10 gp
- Sack (Usable)
- High Boots (Unusable)
There’s also a smashed lyre in the near corner and some shattered pieces of glass next to it.
74 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Ape is making inside this area.
Doorways
- North side - rectangular iron door (Locked 🜾).
- South side - round marble door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if it’s ring shaped door handle is pulled. Save vs Petrification or sustain 1d8 damage..
- East side - round bronze door (Locked 🜅).
Description
The air in this area is dense and misty and the ceiling is covered with burn marks. There’s some sort of a beast inside.
- There’s a White Ape inside. It will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
There is no hoard.
Torn pieces of clothing litter the area.
75 : Torture Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the ground is covered with scorch marks. There is a small jar near the far wall.
The jar is trapped. There’s a small gas-filled blister made of rat’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jar contains:
- 60 gp
- Potion of Giant Strength
Otherwise, this place was already looted earlier.
A shattered sword can be found in the far corner.
76 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - rectangular wooden door (Locked 🜆).
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with spots of yellow ooze. There is a very big jar near the far wall.
The jar is trapped. There’s a poisoned needle embedded in a handle . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jar contains:
- 40 gp
Otherwise, this place was already looted earlier.
There’s also a blanket, laid out and covering something small near the wall on the left and some small stones with runes etchings spread all over the place.
77 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - arched iron door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ground is carved with claw marks. There are cultists inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏
❏
❏
❏❏❏❏
There is no hoard.
There’s also a rusty short sword in the near corner and some traces of fur spread all over the place.
78 : Library
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - rectangular wooden door (Locked 🜌)
- West side - rectangular wooden door (Stuck)
Description
This area is dark and cold and there are several claw marks on the ceiling. There is a small jar near the far wall.
The jar is trapped. There’s a small gas-filled blister made of lizard’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jar contains:
- 100 gp
Otherwise, this place was already looted earlier.
Tiny mushrooms litter the area.
Crypt of the Dishonored Goblin Crypt of the Dishonored Goblin
Conspectus
Geldin of Aberius’s daughter is in area 29
Bernwara Madalhilde’s nephew is in area 37
Galianna of Bulmaar’s husband is in area 65
Ursilda of Moonglow’s daughter is in area 75
Encounters
45 Bats (area 12) 11 Goblins (area 70, area 79) 6 Killer Bees (area 47) 23 Kobolds (area 72, area 82) 10 Orcs (area 34, area 79) 95 Rats (area 6, area 8, area 30) 2 Spitting Cobras (area 1)
7 Pit Vipers (area 16) 6 Robber Flys (area 84) 10 Troglodytes (area 2, area 9, area 9) 5 Zombies (area 29)
2 Black Widows (area 77) 3 Wights (area 65)
12 Mummys (area 27, area 43, area 61, area 62, area 63)
3 Spectres (area 19, area 28, area 39)
6 Vampires (area 19, area 29, area 65)
Lich (area 39)
Treasure
58,074 gp in coins. 32,666 gp in gems. 133,311 gp in jewellery.
Justinna Boleslava’s Decorated Sword is in area 34
Fenicia Madalgaria’s Armor Of Sentimental Value is in area 39
Hildewin Liutberga’s Decorated Sword is in area 72
Svator of Kraan’s Armor Of Sentimental Value is in area 79
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d3 | Encounter | Stats |
|---|---|---|
| 1 | Kobolds (2) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
| 2 | Troglodyte | Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25 |
| 3 | Bats (2) | Armour Class: 6 [13] Hit Dice: 1hp Attacks: 1 × swarm (confusion) THAC0: 20 [–1] Movement: 9’ (3’) / 120’ (40’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 Alignment: Neutral XP: 5 |
1 : Dungeon Entrance
These stairs into the dungeon are inside an abandoned wooden cabin, under loose floor boards .
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏
There is no hoard.
A stagnant puddle can be found in an alcove.
There’s a pressure plate lever that can open the secret door in area 2 (north)
2 : Secret Chamber
Foreshadowing
- When listening from outside, footsteps can be faintly heard from inside this area.
Doorways
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon)
Description
There are stains of what seems to be blood all over the place and the ceiling is deeply fractured. You see the shimmer of a blade inside.
- There’s a Troglodyte inside. It will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
Monster Hoard:
- 14 gems worth 432 gp in total
There’s also an eyeball in a sealed jar in the near corner and some thick spiderwebs next to it.
Searching will uncover a nook in the wall holding the key (🜐) to unlock the triangle bronze door (to the west) in area 14
3 : Pantry
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - rectangular marble door (Stuck).
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
There are stains of what seems to be blood all over the place and the walls are deeply fractured. There are some big chests near the far wall.
The chests are trapped. There’s a small gas-filled blister made of goat’s intestine hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chests contain:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also an eyeball in a sealed jar in a large basin and some dried flowers next to it.
The secret door on the south is leading to a secret chamber:
Description
This area stinks from excrements and there are some splatters of dark matter on the ground. There’s also a colorful glow emitting from the ground.
- A few green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- There’s also a bucket of guts on an altar and some carved figurines spread all over the place.
4 : Entrance to the Pantry
- West side - rectangular marble door (Stuck).
5 : Entrance to the Ceremonial Chamber
- East side - triangle wooden door (Stuck).
6 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- West side - triangle wooden door (Stuck).
- South side - arched iron door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ceiling is deeply fractured. There’s also a foul smell of decay and rot.
- There are 33 Rats inside. They will attack anyone stepping in.
Rat
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
Monster Hoard:
- 3 gems worth 666 gp in total
Garlic leftovers litter the area.
Searching will uncover a goat’s skull holding the key (🝰) to unlock the round bronze door (to the east) in area 29
The words “Magical Dagger” in Common language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 59 (east)
7 : South entrance to the Ceremonial Chamber
- North side - arched iron door (Stuck).
8 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- South side - arched iron door (Barricaded).
Description
There are stains of what seems to be blood all over the place and there are some spots of yellow ooze on the walls. Looking down, you see countless fragments of small animal skeletons.
- There are 34 Rats inside. They will attack anyone stepping in.
Rat
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
There is no hoard.
There’s also a nest of straw and blankets below an arch and some carved figurines spread all over the place.
Searching will uncover a nook in the wall holding the key (🝗) to unlock the arched marble door (to the north) in area 26
9 : Torture Chamber
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Doorways
- East side - triangle wooden door (Locked 🜊).
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
There are stains of what seems to be blood all over the place and the ceiling has several cracks on. A violent shout in an unknown language is coming from inside.
- There are 3 Troglodytes inside. They will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏
Monster Hoard:
- 1,125 gp
- 29 gems worth 1,608 gp in total
- Sword +1
Thick spiderwebs litter the area.
Searching will uncover a crack in the floor holding the key (🜊) to unlock the triangle wooden door (to the east) in area 9
The words “Fearful Traitor” in Neutral symbols are carved on one of the walls. It is the passphrase for the secret door in area 36 (south)
The secret door on the south is leading to a secret chamber:
Description
Several wooden racks were fixtured here and the walls are scorched with burn marks. A violent shout in an unknown language is coming from inside.
- There are 6 Troglodytes inside. They will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 75 gp
- 19 gems worth 2,527 gp in total
- 18 jewellery items worth 11,400 gp in total
There’s also a broken talisman below an arch and some dead mice spread all over the place.
Searching will uncover an old leather pouch holding the key (🜕) to unlock the rectangular iron door (to the west) in area 53
10 : Entrance to the Torture Chamber
- West side - triangle wooden door (Locked 🜊).
11 : Entrance to the Ceremonial Chamber
- East side - rectangular bronze door (Locked 🝒).
12 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Bats are making inside this area.
Doorways
- West side - rectangular bronze door (Locked 🝒).
- South side - rectangular iron door (Barricaded).
Description
A small wooden altar is located at the center of this room and the ceiling is covered with splatters of dark matter. Looking down, you see countless fragments of small animal skeletons.
- There are 45 Bats inside. They will attack anyone stepping in.
Bat
Armour Class: 6 [13] Hit Dice: 1hp Attacks: 1 × swarm (confusion) THAC0: 20 [–1] Movement: 9’ (3’) / 120’ (40’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 Alignment: Neutral XP: 5
There is no hoard.
Shreded pages of a book litter the area.
Searching will uncover an old hollow torch holding the key (🝒) to unlock the rectangular bronze door (to the west) in area 12
13 : South entrance to the Ceremonial Chamber
- North side - rectangular iron door (Barricaded).
14 : Torture Chamber
Doorways
- West side - triangle bronze door (Locked 🜐)
- South side - rectangular wooden door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are scorched with burn marks. There’s also a colorful glow emitting from the ground.
- A few green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a ring of fist-sized stones in a large basin and some small iron cages next to it.
Searching will uncover a goat’s skull holding the key (🝂) to unlock the arched bronze door (to the east) in area 50
15 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched wooden door (Barricaded).
Description
This area is dark and cold and the ground is covered with scorch marks. There are some large crates near the far wall.
The crates are trapped. A strong acid ooze was applied on the crates. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the crates contain:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the right and some small mounds of ashes next to it.
Searching will uncover a crack in the floor holding the key (🜻) to unlock the arched marble door (to the north) in area 47
16 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Pit Vipers are making inside this area.
Doorways
- East side - a rectangular wooden door (Stuck)
Description
Dense spiderwebs cover the corners of the room and the walls are scorched with burn marks. Looking down, you see countless fragments of small animal skeletons.
- There are 7 Pit Vipers inside. They will attack anyone stepping in.
Pit Viper
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a pile of gravel and small stones in the near corner and some ripped pieces of old rope spread all over the place.
17 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- High Boots (Usable)
- Oil (Usable)
- Mirror (Unusable)
Right side - Dead End
- There is nothing here.
18 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - a rectangular marble door (Stuck)
- North side - a round marble door (Stuck)
- A secret door (operated by a crank lever somewhere in the dungeon) on the east side is leading to a hidden storage room.
Description
This area stinks from excrements and the ground has several cracks on. There are some large barrels near the far wall.
The barrels are trapped. There’s a poisoned needle hidden in a rim . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrels contain:
- 350 gp
Otherwise, this place was already looted earlier.
Broken arrows litter the area.
There’s a pressure plate lever that can open the secret door in area 24 (east)
The words “Sorrowful Fiend” in Dwarvish language are graffitied on the ceiling. It is the passphrase for the secret door in area 59 (south)
19 : Secret Storage Room
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- The secret door (operated by a crank lever somewhere in the dungeon) from area 18 is on the west side.
Description
This area is dark and cold and the walls are scorched with burn marks. Looking down, you realize you just stepped into a pool of blood.
- There’s a Vampire inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
Monster Hoard:
- 150 gp
Cube shaped stones litter the area.
Searching will uncover a nook in the wall holding the key (🝒) to unlock the odd-shaped iron door (to the west) in area 32
There’s a rope-pull lever that can open the secret door in area 41 (east)
20 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - a triangle bronze door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage.
- East side - a rectangular iron door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if pulling a wooden lever fixed on the wall beside it. Save vs Petrification or sustain 1d8 damage.
Description
There are stains of what seems to be blood all over the place and the ceiling is deeply fractured. There is a small jar near the far wall.
The jar is trapped. There’s a small gas-filled blister made of lizard’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jar contains:
- 1,560 gp
Otherwise, this place was already looted earlier.
Brightly colored leaves litter the area.
Searching will uncover a goat’s skull holding the key (🜑) to unlock the rectangular iron door (to the west) in area 75
There’s a crank lever that can open the secret door in area 18 (east)
21 : Corridor
- There’s an arched iron door (Barricaded) It is leading to the room in 22
22 : Torture Chamber
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - arched bronze door (Stuck).
- West side - arched iron door (Barricaded).
- Next to it there’s a secret door (concealed) leading to
a small chamber.
- This doorway is concealed as part of a fresco on the wall
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the east wall.
Description
This area is dark and cold and there are several cracks on the ground. There are some very big chests near the far wall.
The chests are trapped. A strong acid ooze was applied on the chests. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chests contain:
- 6,520 gp
Otherwise, this place was already looted earlier.
Marbles litter the area.
Searching will uncover a small wooden box holding the key (🜄) to unlock the rectangular wooden door (to the east) in area 63
There’s a rope-pull lever that can open the secret door in area 43 (south)
23 : Corridor
This 80' corridor is leading to a round bronze door (Stuck) The door is leading to the Library.
24 : Library
Doorways
- North side - round bronze door (Stuck)
- Theres a secret door (operated by a pressure plate lever somewhere in the dungeon) in the alcove on the east wall.
Description
This area is dark and cold and the walls are covered with splatters of dark matter. There’s also a colorful glow emitting from the ground.
- A few dozen of blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
Broken pieces of wood litter the area.
Searching will uncover a small wooden box holding the key (🜻) to unlock the rectangular bronze door (to the south) in area 62
There’s a pressure plate lever that can open the secret door in area 22 (east)
25 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - round marble door (Half-broken)
- West side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
- East side - a rectangular wooden door (Locked 🝖)
Description
This area stinks from excrements and the ceiling is covered with scorch marks. There are some very big jars near the far wall.
The jars are trapped. Loose stones are locked above the jars, released when a switch embedded in a handle is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the jars contain:
- 180 gp
Otherwise, this place was already looted earlier.
There’s also a spotted mushroom near the wall on the right and some small mounds of ashes spread all over the place.
Searching will uncover a crack in the floor holding the key (🝖) to unlock the rectangular wooden door (to the east) in area 25
The words “Fearful Heretic” in Neutral symbols were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 76 (east)
26 : Library
Doorways
- north - arched marble door (Locked 🝗)
Description
This area is dark and cold and the ground is carved with claw marks. Faint colorful light is emitting from everywhere.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Marbles litter the area.
27 : Torture Chamber
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - an arched wooden door (Stuck)
Description
You hear the sound of water dripping down and the ceiling is covered with claw marks. Other than that, there’s a silence of death in here.
- There are 4 Mummys inside. They will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 4 gems worth 700 gp in total
- 4 jewellery items worth 3,600 gp in total
Hundred tiny bones litter the area.
Searching will uncover a crack in the floor holding the key (🝁) to unlock the triangle wooden door (to the north) in area 29
28 : Ceremonial Chamber
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - a round marble door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and the ground has several scorch marks on. Other than that, there’s a silence of death in here.
- There’s a Spectre inside. It will attack anyone stepping in.
Spectre
Armour Class: 2 [17] Hit Dice: 6 Attacks: 1 × touch (1d8 + energy drain) THAC0: 14 [+5] Movement: 150’ (50’) / 300’ (100’) flying Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 11 Alignment: Chaotic XP: 725
There is no hoard.
Marbles litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝭) to unlock the triangle wooden door (to the north) in area 38
The words “Eternal Dagger” in Dragon language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 36 (west)
29 : Ceremonial Chamber
Foreshadowing
- It is impossible to hear anything inside.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- North side - a triangle wooden door (Locked 🝁)
- East side - a round bronze door (Locked 🝰)
- South side - a rectangular iron door (Barricaded)
Description
It is dark and damp here and there are some spots of yellow ooze on the walls. Other than that, there’s a silence of death in here and a person is chained to the wall.
- There are 2 Vampires inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 500 gp
- 12 gems worth 1,300 gp in total
- Ring of Weakness
Many candles, burnt out in a pile of wax can be found on an altar.
The chained person is Geldin of Aberius’s daughter from Silvercrest.
30 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- South side - a rectangular wooden door (Half-broken)
Description
It is dark and damp here and there are several burn marks on the ground. Looking down, you see countless fragments of small animal skeletons.
- There are 28 Rats inside. They will attack anyone stepping in.
Rat
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
Monster Hoard:
- 2 gems worth 61 gp in total
Traces of fur litter the area.
There’s a rope-pull lever that can open the secret door in area 36 (south)
31 : Ceremonial Chamber
Doorways
- West side - odd-shaped wooden door (Barricaded).
Description
Countless creepy crawlies all over rush back into the darkness and the walls are scorched with burn marks. You spot something quite big lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire, causing the gas to come out of slits in the wall. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- The key (🜬) to unlock the round marble door (to the north) in area 35
There’s also a small bell in the far corner and some tiny mushrooms spread all over the place.
32 : Laboratory
Doorways
- West side - odd-shaped iron door (Locked 🝒).
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
You hear the sound of water dripping down and there are several scorch marks on the ground. There’s also a colorful glow emitting from the ground.
- Countless green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
Vomit can be found near the wall on the left.
The words “Forbidden Heretic” in Common language are graffitied on the ceiling. It is the passphrase for the secret door in area 55 (south)
33 : Crypt
Doorways
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the ceiling has some cracks on. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Potion of Diminution
- Sack (Usable)
- Mace (Usable)
There’s also many candles, burnt out in a pile of wax in the near corner and some cube shaped stones spread all over the place.
There’s a rope-pull lever that can open the secret door in area 32 (south)
34 : Torture Chamber
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Several wooden racks were fixtured here and the walls are carved with claw marks. You see the shimmer of a blade inside.
- There are 5 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏
❏
Monster Hoard:
- 1,250 gp
There’s also a small empty bottle on an altar and some seeds spread all over the place.
A wooden barrel contains Justinna Boleslava’s (from Vezia) Decorated Sword (actually a Sword +2)
35 : Corridor Door
- There’s a round marble door (Locked 🜬)
36 : Secret doors
- There’s a secret door (requiring a passphrase) on the south wall.
The door is a shortcut to a connected corridor.
- If detected, a sudden scream will say “Fearful”. The full passphrase is in area 9. Scream the phrase to open.
- There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall. This is the only way into the room at 37
- A third secret door (requiring a passphrase) on the west wall is
connected to the room at 38
- If detected, a gentle voice will sing “Eternal”. The full passphrase is in area 28. Sing or use the phrase in a song to open.
37 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. This is the only way in and out of this room.
Description
This area stinks from excrements and the ceiling is carved with claw marks. There are some very big barrels near the far wall and a person is chained to the wall.
The barrels are trapped. There’s a small gas-filled blister made of goat’s intestine hidden in a rim . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the barrels contain:
- 10 gp
Otherwise, this place was already looted earlier.
A clear puddle can be found in the near corner.
The chained person is Bernwara Madalhilde’s nephew from Hellgate.
38 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- There’s a secret door (requiring a passphrase) inside the alcove on the east wall.
- If detected, a gentle voice will sing “Eternal”. The full passphrase is in area 28. Sing or use the phrase in a song to open.
- There’s a triangle wooden door (Locked 🝭).
Description
You hear the sound of water dripping down and the ground has some fractures on. There are some small barrels near the far wall.
The barrels are trapped. Loose rubble is locked above the barrels, released when a switch hidden in a rim is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the barrels contain:
- 100 gp
Otherwise, this place was already looted earlier.
A torn cloak can be found below an arch.
39 : Maze leading to a chamber
A narrow corridor forms a twisted maze, a death trap.
There’s a crushing swinging boulder trap here, hidden inside the wall. If undetected, there’s a 2 in 6 chance of triggering if stepping on pressure plate. Save vs Breath or sustain 2d4 damage.
A secret door (concealed) on the north wall of the maze structure could be used as a shortcut if found. * This doorway is concealed as part of a fresco on the wall
The maze leads to a 30'x30' chamber.
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - an arched iron door (Half-broken)
Description
There are stains of what seems to be blood all over the place and there are some spots of yellow ooze on the ceiling. A strange sensation is creeping up your spine.
- There’s a Lich inside. Roll or decide for reaction.
Lich
Armour Class: 0 [19+] Hit Dice: 12 Attacks: 1 × touch, weapon or spell THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D8 W9 P8 B11 S8 Morale: 8 Alignment: Chaotic XP: 1,490
Monster Hoard:
- 24,000 gp
- Medallion of ESP 30’
A bucket of guts can be found near the wall on the far end.
A plain looking wooden chest contains Fenicia Madalgaria’s (from Vezia) Armor Of Sentimental Value (actually an Armour +1)
40 : Corridor
- There’s a rectangular iron door (Stuck) It is leading to the room in 41
41 : Library
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - round bronze door (Half-broken).
- North side - rectangular iron door (Stuck).
- Next to it there’s a secret door (operated by a rope-pull lever somewhere in the dungeon) leading to a small chamber.
- There’s a secret door (concealed) on the south wall.
- This doorway is concealed as part of a fresco on the wall
Description
This area stinks from excrements and the ground is covered with splatters of dark matter. There is a big crate near the far wall.
The crate is trapped. There’s a small gas-filled blister made of lizard’s intestine embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the crate contains:
- 2,500 gp
- 4 gems worth 1,110 gp in total
Otherwise, this place was already looted earlier.
There’s also a smashed lyre on an altar and some feathers next to it.
There’s a pressure plate lever that can open the secret door in area 85 (south)
42 : Corridor
This 80' corridor is leading to a triangle wooden door (Barricaded) The door is leading to the Laboratory.
43 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- East side - triangle wooden door (Barricaded)
- Theres a secret door (operated by a rope-pull lever somewhere in the dungeon) in the alcove on the south wall.
Description
Broken vials and beakers are scattered all over the place and the walls are covered with spots of green rot. A strange sensation is creeping up your spine.
- There’s a Mummy inside. It will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
Monster Hoard:
- 1,250 gp
- 4 jewellery items worth 725 gp in total
Dead mice litter the area.
Searching will uncover a crack in the floor holding the key (🜶) to unlock the round marble door (to the south) in area 56
44 : Ceremonial Chamber
Doorways
- West side - round wooden door (Barricaded)
- North side - a secret door (operated by a rope-pull lever somewhere in the dungeon)
- South side - a rectangular bronze door (Stuck)
Description
You hear the sound of water dripping down and the ground is covered with spots of green rot. Faint colorful light is emitting from everywhere.
- Countless blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also many shoes and boots, piled together in the far corner and some feathers next to it.
There’s a crank lever that can open the secret door in area 53 (south)
45 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- east - rectangular iron door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or teleport to a random area.
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. There is a large chest near the far wall.
The chest is trapped. A strong acid ooze was applied on the chest. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chest contains:
- 1,800 gp
Otherwise, this place was already looted earlier.
Marbles litter the area.
46 : Library
Doorways
- West side - rectangular wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or teleport to a random area..
Description
Tall shelves made of rotting wood are fixtured here and the ground is covered with burn marks. There’s also a colorful glow emitting from the ground.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Levitation
- Small mounds of ashes litter the area.
47 : Ceremonial Chamber
Doorways
- North side - arched marble door (Locked 🜻).
- East side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area stinks from excrements and there are some fractures on the ceiling. Faint colorful light is emitting from everywhere.
- A few blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
There’s also a muddy puddle near the wall on the right and some small iron cages spread all over the place.
Searching will uncover a goat’s skull holding the key (🝕) to unlock the arched bronze door (to the east) in area 61
The secret door on the east is leading to a secret chamber:
Description
Several wooden racks were fixtured here and the ground is scorched with burn marks. There’s also a foul smell of decay and rot.
- There are 6 Killer Bees inside. They will attack anyone stepping in.
Killer Bee
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13
❏❏❏❏
❏❏❏❏
❏❏❏
❏❏❏❏
❏❏❏❏
There is no hoard.
There’s also a pile of papers in the far corner and some ripped pieces of old rope next to it.
48 : Entrance to the Ceremonial Chamber
- South side - arched marble door (Locked 🜻).
49 : Entrance to the Ceremonial Chamber
- North side - rectangular iron door (Barricaded).
50 : Ceremonial Chamber
Doorways
- South side - rectangular iron door (Barricaded).
- East side - arched bronze door (Locked 🝂).
Description
There are stains of what seems to be blood all over the place and the walls have several scorch marks on. There’s also a colorful glow emitting from the ground.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- An old broken mirror can be found in an alcove.
51 : East entrance to the Ceremonial Chamber
- West side - arched bronze door (Locked 🝂).
52 : Corridor
- There’s a rectangular iron door (Locked 🜕) It is leading to the room in 53
53 : Shrine
Doorways
- West side - triangle bronze door (Half-broken).
- North side - rectangular iron door (Locked 🜕).
- Next to it there’s a secret door (concealed) leading to
a small chamber.
- This doorway is concealed behind a thin layer of plaster
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the south wall.
Description
It is dark and damp here and the ground is scorched with burn marks. There’s a dead body here.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 340 gp
- Silver Dagger (Unusable)
A bucket of guts can be found near the wall on the far end.
54 : Corridor
This 80' corridor is leading to a rectangular wooden door (Half-broken) The door is leading to the Pantry.
55 : Pantry
Doorways
- East side - rectangular wooden door (Half-broken)
- Theres a secret door (requiring a passphrase) in the alcove on
the south wall.
- If detected, a carving on the wall will spell “Heretic”. The full passphrase is in area 32. Carve and complete the phrase to open.
Description
There are stains of what seems to be blood all over the place and the walls have a few scorch marks on. There’s also a colorful glow emitting from the ground.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- There’s also many candles, burnt out in a pile of wax in the far corner and some brightly colored leaves spread all over the place.
56 : Crypt
Doorways
- West side - rectangular marble door (Stuck)
- North side - a secret door (requiring a passphrase)
- If detected, a carving on the wall will spell “Heretic”. The full passphrase is in area 32. Carve and complete the phrase to open.
- South side - a round marble door (Locked 🜶)
Description
This area is dark and cold and there are a few fractures on the ceiling. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Warm Cloak (Usable)
- Garlic (Unusable)
- The key (🜨) to unlock the rectangular wooden door (to the north) in area 59
A broken table can be found in the far corner.
There’s a crank lever that can open the secret door in area 65 (north)
The words “Violent Bones” in Neutral symbols are carved on one of the walls. It is the passphrase for the secret door in area 67 (north)
57 : Laboratory
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- east - round marble door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and there are some spots of yellow ooze on the walls. There is a large crate near the far wall.
The crate is trapped. There’s a small gas-filled blister made of rat’s intestine embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the crate contains:
- 80 gp
Otherwise, this place was already looted earlier.
There’s also a figure made of sticks and twine on an altar and some thick spiderwebs next to it.
58 : Corridor
- There’s a rectangular wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood. It is leading to the room in 59
59 : Laboratory
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - rectangular wooden door (Locked 🜨).
- North side - rectangular wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood..
- Next to it there’s a secret door (requiring a passphrase) leading to
a small chamber.
- If detected, one of the characters will uncontrollably gesture or act the word “Magical”. The full passphrase is in area 6. Gesture or mime the complete passphrase to open.
- There’s a secret door (requiring a passphrase) on the south wall.
- If detected, a sudden scream will say “Sorrowful”. The full passphrase is in area 18. Scream the phrase to open.
Description
It is dark and damp here and the ceiling has several fractures on. There is a very big bag near the far wall.
The bag is trapped. A highly corrosive ointment was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bag contains:
- 300 gp
- 5 gems worth 710 gp in total
Otherwise, this place was already looted earlier.
A ring of fist-sized stones can be found near the wall on the far end.
60 : Corridor
This 80' corridor is leading to an arched bronze door (Locked 🝕) The door is leading to the Library.
61 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- East side - arched bronze door (Locked 🝕)
- Theres a secret door (concealed) in the alcove on
the south wall.
- This doorway is concealed behind a thin layer of plaster
Description
Dense spiderwebs cover the corners of the room and the ground is scorched with burn marks. Other than that, there’s a silence of death in here.
- There are 2 Mummys inside. They will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 2,005 gp
- 5 gems worth 625 gp in total
- 2 jewellery items worth 1,000 gp in total
There’s also a broken wooden box on an altar and some small mounds of ashes spread all over the place.
62 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - arched iron door (Barricaded)
- North side - a secret door (concealed)
- This doorway is concealed behind a thin layer of plaster
- South side - a rectangular bronze door (Locked 🜻)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with fractures. A strange sensation is creeping up your spine.
- There are 3 Mummys inside. They will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a small empty bottle near the wall on the right and some marbles next to it.
63 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- east - rectangular wooden door (Locked 🜄)
Description
Dense spiderwebs cover the corners of the room and the ceiling has some burn marks on. You feel the chill of death curling up your spine.
- There are 2 Mummys inside. They will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 500 gp
Tiny mushrooms litter the area.
64 : Corridor
- There’s an arched bronze door (Half-broken) It is leading to the room in 65
65 : Library
Foreshadowing
- It is impossible to hear anything inside.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- East side - rectangular bronze door (Half-broken).
- South side - arched bronze door (Half-broken).
- Next to it there’s a secret door (operated by a crank lever somewhere in the dungeon) leading to a small chamber.
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the north wall.
Description
Tall shelves made of rotting wood are fixtured here and the ground is scorched with burn marks. You feel the chill of death curling up your spine and a person is chained to the wall.
- There are 3 Vampires inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 9,000 gp
Broken arrows litter the area.
The chained person is Galianna of Bulmaar’s husband from Hellgate.
66 : Corridor
This 80' corridor is leading to an arched marble door (Half-broken) The door is leading to the Pantry.
67 : Pantry
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - arched marble door (Half-broken)
- Theres a secret door (requiring a passphrase) in the alcove on
the north wall.
- If detected, a gentle voice will sing “Violent”. The full passphrase is in area 56. Sing or use the phrase in a song to open.
Description
There are stains of what seems to be blood all over the place and there are some spots of green rot on the walls. There is a very big crate near the far wall.
There’s a 2-in-6 chance the crate contains:
- 2,470 gp
Otherwise, this place was already looted earlier.
Brightly colored leaves litter the area.
68 : Ceremonial Chamber
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- East side - arched iron door (Barricaded)
- South side - a secret door (requiring a passphrase)
- If detected, a gentle voice will sing “Violent”. The full passphrase is in area 56. Sing or use the phrase in a song to open.
- North side - an arched bronze door (Stuck)
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with splatters of dark matter. There are some small bags near the far wall.
The bags are trapped. There’s a poisoned needle thrown casually inside . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the bags contain:
- 110 gp
Otherwise, this place was already looted earlier.
There’s also a collection of offerings, long ago forgotten in an alcove and some carved figurines spread all over the place.
There’s a crank lever that can open the secret door in area 65 (west)
69 : Shrine
Doorways
- west - rectangular wooden door (Barricaded)
Description
Large symbols and letters were painted all over the place and there are several spots of green rot on the walls. There’s something lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping on pressure plate, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Dagger (Usable)
- Warm Cloak (Unusable)
Feathers litter the area.
70 : Shrine
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Doorways
- West side - round wooden door (Stuck).
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area is dark and cold and the ceiling is carved with claw marks. There’s movement inside.
- There are 6 Goblins inside. Roll or decide for reaction.
Goblin
Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35)
❏❏
❏❏❏❏
❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
❏
Monster Hoard:
- 2 gp
Garlic leftovers litter the area.
The secret door on the south is leading to a secret chamber:
Description
This area stinks from excrements and there are some fractures on the walls. There are some large crates near the far wall.
The crates are trapped. There’s a small gas-filled blister made of lizard’s intestine embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the crates contain:
- 120 gp
Otherwise, this place was already looted earlier.
Dry remains of food litter the area.
71 : Shrine
Doorways
- East side - rectangular bronze door (Half-broken).
- North side - odd-shaped marble door (Stuck).
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Countless creepy crawlies all over rush back into the darkness and the ground is scorched with burn marks. Faint colorful light is emitting from everywhere.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
There’s also a tangle of vines near the wall on the right and some small mounds of ashes spread all over the place.
There’s a rope-pull lever that can open the secret door in area 71 (south)
72 : Torture Chamber
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Description
Dense spiderwebs cover the corners of the room and there are a few burn marks on the ceiling. There’s movement inside.
- There are 13 Kobolds inside. Roll or decide for reaction.
Kobold
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 1 sp
There’s also a shattered sword on an altar and some broken arrows spread all over the place.
A plain looking wooden chest contains Hildewin Liutberga’s (from Yazar) Decorated Sword (actually a Sword +2)
73 : Crypt
Doorways
- West side - arched marble door (Half-broken)
- East side - round wooden door (Barricaded)
Description
It is dark and damp here and the walls are scorched with burn marks. There’s a dead body here.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 10 gp
Marbles litter the area.
74 : Water Fountain
Clear water are coming out of the wall here.
75 : Pantry
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- South side - rectangular wooden door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if stepping through an almost invisible trip wire. Save vs Petrification or sustain 1d8 damage..
- North side - rectangular bronze door (Half-broken).
- West side - rectangular iron door (Locked 🜑).
Description
This area is dark and cold and the ceiling is carved with claw marks. There’s also a colorful glow emitting from the ground and a person is chained to the wall.
- Countless blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a bucket of guts below an arch and some brightly colored leaves next to it.
Searching will uncover an old leather pouch holding the key (🜙) to unlock the rectangular wooden door (to the west) in area 79
The chained person is Ursilda of Moonglow’s daughter from Hellgate.
76 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - secret door (requiring a passphrase).
- If detected, one of the characters will uncontrollably gesture or act the word “Heretic”. The full passphrase is in area 25. Gesture or mime the complete passphrase to open.
Description
It is dark and damp here and the walls are covered with burn marks. There are some very big bags near the far wall.
The bags are trapped. There’s a poisoned needle thrown casually inside . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the bags contain:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also a boot, skeletal foot still inside in the near corner and some torn pieces of clothing spread all over the place.
77 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- East side - arched wooden door (Half-broken).
Description
It is dark and damp here and there are some scorch marks on the ground. Flies swarm off bones covered with rotting flesh on the ground.
- There are 2 Black Widows inside. They will attack anyone stepping in.
Black Widow
Armour Class: 6 [13] Hit Dice: 3 Attacks: 1 × bite (2d6 + poison) THAC0: 17 [+2] Movement: 60’ (20’) / 120’ (40’) in webs Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Traces of fur litter the area.
78 : Library
Doorways
- West side - rectangular wooden door (Half-broken).
Description
Numerous fragments of torn paper are scattered all over the place and there are a few spots of green rot on the walls. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 10 gp
- Sword (Usable)
- High Boots (Unusable)
An old broken mirror can be found in a large basin.
79 : Shrine
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Doorways
- West side - rectangular wooden door (Locked 🜙).
- North side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Dense spiderwebs cover the corners of the room and the ground is covered with spots of yellow ooze. You see the shimmer of a blade inside.
- There are 5 Goblins inside. Roll or decide for reaction.
Goblin
Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35)
❏❏❏❏❏❏❏
❏❏
❏❏❏❏
❏❏❏❏
Monster Hoard:
- 2 gp
There’s also a smashed lyre below an arch and some carved figurines spread all over the place.
The secret door on the north is leading to a secret chamber:
Description
This area stinks from excrements and there are a few claw marks on the walls. You see the shimmer of a blade inside.
- There are 5 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
❏❏❏❏❏
❏❏❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
Monster Hoard:
- 25 gp
There’s also a muddy puddle near the wall on the right and some small mounds of ashes next to it.
A wooden barrel contains Svator of Kraan’s (from Silvercrest) Armor Of Sentimental Value (actually an Armour +2)
80 : Entrance to the Shrine
- East side - rectangular wooden door (Locked 🜙).
81 : Entrance to the Pantry
- West side - odd-shaped wooden door (Stuck).
82 : Pantry
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- East side - odd-shaped wooden door (Stuck).
- North side - round wooden door (Half-broken).
Description
A few small rats, so it seems, scurried back into hiding and the ground is scorched with burn marks. There’s movement inside.
- There are 10 Kobolds inside. Roll or decide for reaction.
Kobold
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 4 cp
Small iron cages litter the area.
83 : North entrance to the Pantry
- South side - round wooden door (Half-broken).
84 : Dungeon Entrance
These stairs into the dungeon are inside a cave on the face of a steep cliff .
- There are 6 Robber Flys inside. They will attack anyone stepping in.
Robber Fly
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Marbles litter the area.
85 : Secret Chamber
Doorways
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon)
Description
You hear the sound of water dripping down and the ceiling has a few spots of yellow ooze on. Faint colorful light is emitting from everywhere.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- Traces of fur litter the area.
Shrine of the Mad Ogre Shrine of the Mad Ogre
Conspectus
Lefsy of Mishara’s wife is in area 6
Encounters
25 Acolytes (area 1, area 11, area 45, area 48, area 48) 6 Mediums (area 3, area 24, area 29, area 43) 10 Spitting Cobras (area 16, area 42)
4 Giant Toads (area 25, area 51)
3 Black Bears (area 32) 2 Blink Dogs (area 44) 3 Medusas (area 7)
9 Horned Chameleons (area 22, area 35, area 39) 3 Rock Living Statues (area 53)
Tiger (area 45)
Treasure
16,250 gp in coins. 14,023 gp in gems. 87,516 gp in jewellery.
Aicfrida Liutberga’s Decorated Armor is in area 3
Baius Liutgarde’s Bottle Of Sentimental Value is in area 51
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
| 1d4 | Encounter | Stats |
|---|---|---|
| 1 | Giant Toad | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25 |
| 2 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
| 3 | Spitting Cobra | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13 |
| 4 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
1 : Dungeon Entrance
These stairs into the dungeon are deep inside the trunk of a giant oak, at the bottom of an excavated spiral staircase .
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
There is no hoard.
Feathers litter the area.
The words “Dreaded Wizard” in Dwarvish language are carved on one of the walls. It is the passphrase for the secret door in area 21 (north)
There are human-like statues in the alcoves here.
2 : Crypt
Doorways
- South side - rectangular iron door (Locked 🝄).
- East side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Countless creepy crawlies all over rush back into the darkness and the ground is scorched with burn marks. There’s something lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate, causing the gas to come out of slits in the wall. Save vs Poison or die in 1d4 turns.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- The key (🜶) to unlock the odd-shaped wooden door (to the north) in area 5
There’s also a bundle of sticks in an alcove and some tiny mushrooms next to it.
There’s a rope-pull lever that can open the secret door in area 3 (east)
The secret door on the east is leading to a secret chamber:
Description
Dense spiderwebs cover the corners of the room and the ceiling has a few spots of yellow ooze on. You spot something quite big lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Pole (Usable)
- Oil (Unusable)
Small iron cages litter the area.
3 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular wooden door (Half-broken).
- West side - arched iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area is dark and cold and the walls have a few burn marks on. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏
There is no hoard.
Ripped pieces of old rope litter the area.
Searching will uncover an old hollow torch holding the key (🝄) to unlock the rectangular iron door (to the south) in area 2
A plain looking wooden chest contains Aicfrida Liutberga’s (from Silvercrest) Decorated Armor (actually an Armour +2)
4 : Ceremonial Chamber
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with scorch marks. There is a big barrel near the far wall.
The barrel is trapped. Loose debris is locked above the barrel, released when a switch hidden in a rim is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
The treasure here, if any, was already looted.
- Small iron cages litter the area.
5 : Library
Doorways
- North side - odd-shaped wooden door (Locked 🜶).
- South side - arched wooden door (Stuck).
- East side - rectangular iron door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the ground is covered with spots of yellow ooze. There’s something lying on the floor.
There’s a spring-loaded spears trap here, hidden inside shafts in the floor. If undetected, there’s a 2 in 6 chance of triggering it if removing a specific object from its original place. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 310 gp
Tiny mushrooms litter the area.
Searching will uncover an old hollow torch holding the key (🜂) to unlock the round wooden door (to the east) in area 11
6 : Laboratory
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- West side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
This area stinks from excrements and the walls are covered with spots of yellow ooze. There are some very big jars near the far wall and a person is chained to the wall.
The jars are trapped. There’s a small gas-filled blister made of goat’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jars contain:
- 60 gp
Otherwise, this place was already looted earlier.
A small bell can be found in the near corner.
The chained person is Lefsy of Mishara’s wife from Silvercrest.
7 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- West side - rectangular wooden door (Stuck)
- South side - arched marble door (Stuck)
Description
This area is dark and cold and there are a few burn marks on the ceiling. A weird sensation is creeping up your spine.
- There are 3 Medusas inside. Roll or decide for reaction.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 15,000 gp
- 20 gems worth 3,390 gp in total
There’s also feathers in the near corner and some small iron cages next to it.
There’s a rope-pull lever that can open the secret door in area 13 (south)
8 : Crypt
Doorways
- North side - triangle iron door (Half-broken).
- East side - secret door (requiring a passphrase).
- If detected, a soft whisper will sound the word “Forbidden”. The full passphrase is in area 8. Whisper its words to open.
Description
This area is dark and cold and there are a few claw marks on the walls. There’s a dead body here.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 40 gp
- Short Bow (Unusable)
Dry remains of food litter the area.
The words “Forbidden Bones” in Chaotic symbols were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 8 (east)
The secret door on the east is leading to a secret chamber:
Description
This area is dark and cold and the ground is covered with fractures. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Rations (Unusable)
There’s also a broken music box near the wall on the right and some marbles next to it.
9 : Entrance to the Crypt
- South side - triangle iron door (Half-broken).
10 : Entrance to the Library
- North side - round iron door (Half-broken).
11 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - round iron door (Half-broken).
- East side - round wooden door (Locked 🜂).
Description
This area is dark and cold and the walls are deeply fractured. There are cloaked and hooded humans inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏
❏
❏❏
There is no hoard.
A wicker basket can be found in the far corner.
12 : East entrance to the Library
- West side - round wooden door (Locked 🜂).
13 : Alcoved Corridor
- North side - a secret door (concealed) in
an alcove.
- This doorway is concealed as part of a fresco on the wall
- South side - a secret door (operated by a rope-pull lever somewhere in the dungeon) in an alcove, leading to area 14.
There are hanging cages in the alcoves here. There are bare skeletons inside.
14 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- A secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall is the only way in.
Description
It is dark and damp here and the ground has a few scorch marks on. There are some small jars near the far wall.
The jars are trapped. A strong acid ooze was applied on the jars. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jars contain:
- 240 gp
- Potion of Delusion
- Ring of Wishes, 2–4
Otherwise, this place was already looted earlier.
Many candles, burnt out in a pile of wax can be found in the far corner.
Searching will uncover a cloth wrap under a stone holding the key (🜲) to unlock the arched iron door (to the east) in area 24
15 : Dead End (Body)
- Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 1 jewellery items worth 600 gp in total
- Short Bow (Unusable)
- Garlic (Usable)
16 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- East side - a round wooden door (Half-broken)
- West side - an arched iron door (Barricaded)
Description
This area stinks from excrements and the ceiling is covered with spots of green rot. There’s some sort of a beast inside.
- There are 6 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
A stagnant puddle can be found near the wall on the left.
There’s a rope-pull lever that can open the secret door in area 21 (south)
17 : Crypt
Doorways
- East side - an arched bronze door (Half-broken)
- West side - an arched bronze door (Half-broken)
Description
This area is dark and cold and the walls are covered with fractures. There’s something lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
- 3 jewellery items worth 2,100 gp in total
- Silver Dagger (Usable)
- Garlic (Usable)
Many candles, burnt out in a pile of wax can be found below an arch.
18 : Alcoved Corridor
- North side - an arched bronze door (Half-broken) leading into area 17.
There are human-like statues in the alcoves here.
19 : Dead End (Fountain)
- Clear water are coming out of a stone statue of a fish here
20 : Dead End (Body)
- Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
- Short Bow (Unusable)
- High Boots (Unusable)
- Oil (Usable)
21 : Alcoved Corridor
- North side - a secret door (requiring a passphrase) in
an alcove.
- If detected, a soft whisper will sound the word “Dreaded”. The full passphrase is in area 1. Whisper its words to open.
- South side - a secret door (operated by a rope-pull lever somewhere in the dungeon) in an alcove, leading to area 22.
There are human-like statues in the alcoves here.
22 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- A secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall is the only way in.
Description
This area is dark and cold and the ceiling has several scorch marks on. A weird sensation is creeping up your spine.
- There are 3 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Garlic leftovers litter the area.
23 : Dead End (Fountain)
- Clear water are coming out of a hole in the wall here
24 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - an arched iron door (Locked 🜲)
- West side - a rectangular marble door (Stuck)
Description
Tall shelves made of rotting wood are fixtured here and the ground is covered with spots of green rot. There are cloaked and hooded humans inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
Rotting remains of food litter the area.
25 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toad is making inside this area.
Doorways
- East side - a rectangular bronze door (Half-broken)
- West side - a rectangular iron door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood.
Description
You hear the sound of water dripping down and the walls are scorched with burn marks. There’s some sort of a beast inside.
- There’s a Giant Toad inside. It will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
There is no hoard.
A dirty stuffed doll can be found near the wall on the left.
26 : Alcoved Corridor
- North side - a rectangular iron door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood. leading into area 25.
There are oversized torches in the alcoves here.
27 : Dead End
- There is nothing here.
28 : Dead End (Body)
- Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
29 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - round marble door (Half-broken).
- West side - odd-shaped iron door (Stuck).
- South side - odd-shaped iron door (Half-broken).
Description
A large pentagram was painted here and the ground is covered with fractures. There are humans wearing dark robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
Shreded pages of a book litter the area.
30 : Torture Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Countless creepy crawlies all over rush back into the darkness and the walls are carved with claw marks. There is a small barrel near the far wall.
The barrel is trapped. A strong acid ooze was applied on the barrel. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the barrel contains:
- 40 gp
Otherwise, this place was already looted earlier.
Torn pieces of clothing litter the area.
31 : Torture Chamber
Doorways
- South side - rectangular iron door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage..
Description
It is dark and damp here and there are several spots of yellow ooze on the ceiling. There’s something lying on the floor.
- Lying on the floor is a rotting human corpse. Searching it will uncover nothing.
- Carved figurines litter the area.
32 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- North side - arched bronze door (Stuck).
Description
Countless creepy crawlies all over rush back into the darkness and there are a few spots of green rot on the walls. There’s some sort of a beast inside.
- There are 3 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
An empty cage with the bars bent out can be found in the near corner.
33 : Torture Chamber
Doorways
- East side - an arched marble door (Half-broken)
Description
This place seems to be an old dungeon cell and the ceiling is covered with splatters of dark matter. There’s something lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 10 gp
- Pole (Usable)
- Rations (Usable)
Small stones with runes etchings litter the area.
There’s a crank lever that can open the secret door in area 35 (east)
34 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
- Holy symbol (Unusable)
- Adventurer Boots (Unusable)
- The key (🝝) to unlock the arched bronze door (to the north) in area 35
Right side - Dead End (Trap!)
- There’s a crossbow trap here, hidden inside a niche in the wall. If undetected, there’s a 2 in 6 chance of triggering it if stepping on pressure plate. Save vs Breath or sustain 1d6 damage from the fast and sharp arrow.
35 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- South side - an arched iron door (Barricaded)
- North side - an arched bronze door (Locked 🝝)
- A secret door (operated by a crank lever somewhere in the dungeon) on the east side is leading to a hidden storage room.
Description
This area is dark and cold and the walls have a few scorch marks on. This is not looking good.
- There are 3 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A boquet of flowers can be found near the wall on the left.
36 : Secret Storage Room
Doorways
- The secret door (operated by a crank lever somewhere in the dungeon) from area 35 is on the west side.
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with burn marks. There’s a dead body here.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- 1 gems worth 10 gp in total
- Garlic (Unusable)
- Sword (Unusable)
There’s also a nest of straw and blankets in the far corner and some tiny mushrooms next to it.
37 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - a rectangular bronze door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if stepping through an almost invisible trip wire. Save vs Petrification or sustain 1d8 damage.
- East side - an arched wooden door (Stuck)
Description
A large pentagram was painted here and the ground is covered with claw marks. There is a large barrel near the far wall.
There’s a 2-in-6 chance the barrel contains:
- 200 gp
Otherwise, this place was already looted earlier.
Carved figurines litter the area.
38 : Corridor
- rectangular iron door (Barricaded) It is leading to the room in 39
39 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- South side - round bronze door (Half-broken).
- There’s a secret door (concealed) on the north wall.
- This doorway is concealed behind a thin layer of plaster
Description
This place seems to be an old dungeon cell and the ceiling has some spots of yellow ooze on. There’s movement inside.
- There are 3 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a boot, skeletal foot still inside in the far corner and some brightly colored leaves next to it.
40 : Pantry
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - round marble door (Half-broken)
Description
You hear the sound of water dripping down and there are several cracks on the ground. There is a large barrel near the far wall.
There’s a 2-in-6 chance the barrel contains:
- 50 gp
Otherwise, this place was already looted earlier.
A stagnant puddle can be found in an alcove.
There’s a rope-pull lever that can open the secret door in area 48 (north)
41 : Secret Door to the corridor
Doorways
- West side - a secret door (concealed)
- This doorway is concealed behind a thin layer of plaster
42 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- East side - rectangular wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood..
- West side - arched wooden door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if pulling a wooden lever fixed on the wall beside it. Save vs Petrification or sustain 1d8 damage..
- South side - arched iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
Description
There are stains of what seems to be blood all over the place and there are some cracks on the ceiling. There’s some sort of a beast inside.
- There are 4 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏
❏❏❏❏❏❏
❏❏❏
There is no hoard.
There’s also a clear puddle in an alcove and some brightly colored leaves next to it.
43 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
A small wooden altar is located at the center of this room and the walls are covered with scorch marks. There are cultists inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏
There is no hoard.
Carved figurines litter the area.
There’s a crank lever that can open the secret door in area 43 (north)
44 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- East side - round marble door (Stuck)
- North side - odd-shaped iron door (Stuck)
Description
Dense spiderwebs cover the corners of the room and there are a few claw marks on the ground. A weird sensation is creeping up your spine.
- There are 2 Blink Dogs inside. They will attack anyone stepping in.
Blink Dog
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Lawful XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also an empty drinking flask in an alcove and some hundred tiny bones spread all over the place.
The words “Cruel Dagger” in Gargoyle language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 45 (west)
45 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- North side - odd-shaped wooden door (Stuck).
- West side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Dagger”. The full passphrase is in area 44. Carve and complete the phrase to open.
Description
Countless humanoid skulls “decorate” the boundries here and the ceiling is covered with claw marks. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
Damp leaves litter the area.
The secret door on the west is leading to a secret chamber:
Description
You hear the sound of water dripping down and the ground has some spots of green rot on. There are cultists inside.
- There are 8 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏
❏❏❏❏
❏
❏❏❏❏❏
❏❏
❏❏❏❏❏❏❏
❏❏❏
There is no hoard.
Shreded pages of a book litter the area.
Searching will uncover a goat’s skull holding the key (🜕) to unlock the arched wooden door (to the east) in area 51
46 : Crypt
Doorways
- South side - rectangular iron door (Half-broken).
- East side - arched wooden door (Half-broken).
- West side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area stinks from excrements and the ceiling is deeply fractured. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Thieves’ tools (Usable)
A rusty short sword can be found in an alcove.
47 : Torture Chamber
Description
Dense spiderwebs cover the corners of the room and there are several spots of yellow ooze on the ground. You spot something quite big lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
A torn cloak can be found in the near corner.
48 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - arched wooden door (Barricaded).
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are some burn marks on the walls. There are cloaked and hooded humans inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏
❏❏❏❏❏
❏❏
There is no hoard.
Feathers litter the area.
The secret door on the north is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and the ground has a few claw marks on. There are cultists inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
❏❏❏❏❏❏
❏❏❏❏
❏❏❏❏❏
❏❏❏❏❏
❏❏
❏❏❏❏
There is no hoard.
There’s also a carved idol in an alcove and some marbles spread all over the place.
49 : Entrance to the Shrine
- East side - arched wooden door (Barricaded).
50 : Entrance to the Ceremonial Chamber
- West side - arched wooden door (Locked 🜕).
51 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- East side - arched wooden door (Locked 🜕).
- North side - triangle wooden door (Barricaded).
Description
This area is dark and cold and the ceiling is covered with spots of green rot. There’s some sort of a beast inside.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
Small mounds of ashes litter the area.
An old dark leather bag contains Baius Liutgarde’s (from Silvercrest) Bottle Of Sentimental Value (actually an Efreeti Bottle)
52 : North entrance to the Ceremonial Chamber
- South side - triangle wooden door (Barricaded).
53 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- North side - arched wooden door (Half-broken)
- West side - arched bronze door (Half-broken)
Description
This place seems to be an old dungeon cell and the walls are covered with splatters of dark matter. There’s movement inside.
- There are 3 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Broken pieces of wood litter the area.
Factions
The Hammers Of Power The Hammers Of Power
The Hammers Of Power Militia are conspiring to eliminate all cultists. The militia’s usual gathering venue is The Gloomy Ghoul Tavern in Wintercry Range
The Militia leader is a Doda of Hellgate, a level 9 Fighter. She has long almond hair, tired red-looking eyes and a missing middle-finger (Angry).
Doda has a special interest of an unknown nature in Volkrada of Aphaki’s custom-made leather boots .
Doda of Hellgate (Level 9 Fighter)
Armour Class 1 [18] Chainmail armor + Shield Hit Points 41 Attacks 1 × Warhammer (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Chaotic STR 17 INT 7 WIS 5 DEX 18 CON 9 CHA 11
Members
- Theodora of Yaruk owner of the tanner shop from the village of Vezia
- Erlinde of Zosaal from the city of Silvercrest
- Daghard of Azira owner of the brewery shop from the city of Silvercrest
- Benno Theodwald manager of the animal pound from the town of Yazar
- Beneta of Medes from the city of Silvercrest
- Otmar of Ogashu from the village of Vezia
- Ostasia of Swordgrip owner of the fish market shop from the town of Yazar
- Sinister Aldetrude from the city of Silvercrest
- Macarius Huldegarde from the city of Hellgate
- Audrada Reinhilde from the city of Hellgate
- Gosin of Korvela from the village of Gorm
- Hidger of Ya'Eer from the city of Silvercrest
- Huward Ermengilde from the city of Hellgate
- Dolerama Ermenhilde from the city of Silvercrest
- Liutmar Theodeberg from the village of Vezia
- Winsy of Starra owner of the animal supplies shop from the city of Silvercrest
- Aqualina Waldegilde from the city of Hellgate
- Gatrude of Coalfield from the city of Silvercrest
- Lucida Nicephorus owner of the tinkerer shop from the city of Hellgate
- Gautmar Lantberga from the city of Silvercrest
Collaborators
- Frotgar of Dorith owner of the tinkerer shop from the city of Hellgate
- Reinwar Ostrobert from the town of Yazar
- Hamard Fredemund from the city of Silvercrest
The Fists Of Hope The Fists Of Hope
The Fists Of Hope Militia are plotting to overthrow the ruler of the realm. The militia’s usual gathering venue is The Paladin’s Staff Tavern in Silvercrest
The Militia leader is a Amara Ostrobert, a level 8 Fighter. She has tired looking eyes, a heavy white beard and a big nose-ring (Enraged). In the pocket: a dirty handkerchief.
Amara Ostrobert (Level 8 Fighter)
Armour Class 4 [15] Chainmail armor + Shield Hit Points 37 Attacks 1 × Club (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 10 INT 4 WIS 9 DEX 10 CON 10 CHA 11
Members
- Albilde of Taleka owner of the smokehouse shop from the city of Silvercrest
- Dolerama Erchambert from the city of Hellgate
- Berner Wenceslas manager of the nunnery from the village of Gorm
- Answard of Farin from the city of Silvercrest
- Facetus Volswinde owner of the spices shop from the town of Yazar
- Helmgor Nadaltrude from the village of Sagoth
- Dodeus of Sidena
- Guerro Frambalda manager of the prison from the village of Vezia
- Mandisima Liuthilde from the village of Gorm
- Aico of Thalia owner of the blacksmith shop from the village of Vezia
- Amblard of Hebra owner of the indoor market shop from the city of Silvercrest
- Hartmar of Devilville owner of the pet shop shop from the city of Hellgate
Collaborators
- Olcaviva Odelbrand owner of the craft shop from the city of Hellgate
- Alcfrida Framtrude owner of the printing press shop from the city of Hellgate
- Geldin Theodehard from the city of Silvercrest
The Black Wolves The Black Wolves
The Black Wolves Cult are sacrificing humans. The Cult hideout is the Temple of the Lost Order.
The Cult leader is a Baldemar of Haraan, a level 7 Cleric. He has a goatee beard, wild green eyes and strong-looking hands (Joyful). In the pocket: a comb.
Baldemar has a special interest of an unknown nature in Sieger of Gazali.
Baldemar of Haraan (Level 7 Cleric)
Armour Class 4 [15] Chainmail armor + Shield Hit Points 27 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Chaotic STR 10 INT 8 WIS 18 DEX 11 CON 13 CHA 14 Spells ✦ Light (Darkness) ✦ Protection from Evil ✦ Silence 15’ Radius ✦ Find Traps ✦ Continual Light (Continual Darkness) ✦ Growth of Animal ✦ Protection from Evil 10’ Radius ✦ Quest (Remove Quest)
Members
- Ramiro Sumarlidi manager of the orphanage from the city of Silvercrest
- Sichilde of Kojar from the city of Hellgate
- Fiuca of Rahdor from the town of Yazar
- Reinwar Reinbrand from the city of Silvercrest
- Doda of Hellgate
- Theodo of Panjani from the town of Khezal
- Gaumia of Rahdor from the village of Sagoth
- Percipia Reintilde owner of the hatter shop from the city of Hellgate
- Lanto of Vezia manager of the daycare from the city of Silvercrest
- Anglicus Peregrina from the city of Hellgate
- Bernwin Gundoilde
- Albilde of Patil from the city of Silvercrest
- Noger of Zamoria from the city of Hellgate
- Solianna Theobrand owner of the music shop from the city of Silvercrest
- Lanto of Gura owner of the general goods shop from the city of Hellgate
- Urofina of Scrya manager of the registery from the village of Gorm
- Frotgar Ostrobert from the city of Silvercrest
- Reingard of Yateli owner of the armor & weapons shop from the city of Silvercrest
- Riqin of Ashamar from the city of Hellgate
Collaborators
- Sighilde Fritheburg owner of the butchery shop from the city of Hellgate
- Gunnora Sicletrude owner of the glass blower shop from the village of Gorm
- Gaumia Bonifacia from the city of Silvercrest
- Ostasia Odelgilde owner of the weaver shop from the city of Hellgate
The Army Of Fire The Army Of Fire
The Army Of Fire Militia are plotting to eliminate all cultists. The militia’s usual gathering venue is The Crying Hawk Tavern in Hellgate
The Militia leader is a Gerhelma of Cazar, a level 6 Fighter. She has crystal blue eyes, long and braided brown hair and a missing middle-finger (Offended). In the pocket: a quill.
Gerhelma of Cazar (Level 6 Fighter)
Armour Class 0 [19] Plate-mail armor Hit Points 37 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 10 INT 7 WIS 5 DEX 18 CON 13 CHA 8
Members
- Gratius of Hawkston from the town of Khezal
- Gerlinde Humbelina from the city of Silvercrest
- Gerlinde of Feria from the town of Khezal
- Divitia Admiranda owner of the salon shop from the city of Silvercrest
- Floretia of Starra owner of the vehicle maker shop from the village of Vezia
- Amara Ingitrude from the city of Silvercrest
- Hagward of Koja owner of the grocer shop from the village of Vezia
- Urofina of Naram from the city of Hellgate
- Meinher Driwethen from the city of Hellgate
- Odelhaus Steinhard owner of the scribe shop from the city of Hellgate
- Lelio of Earfar owner of the brothel shop from the town of Khezal
- Theodora Reinberta
- Teinger of Afari owner of the spices shop from the village of Vezia
Collaborators
- Helmhard of Hammering owner of the printing press shop from the town of Khezal
- Geldin of Aberius owner of the fish market shop from the city of Silvercrest
- Fenicia Goldstone from the city of Silvercrest
- Malger Cunigunde owner of the salon shop from the city of Silvercrest
- Rabota Reinberta owner of the tanner shop from the town of Yazar
Breakglass
NPCs NPCs
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A
Geldin of Aberius 🞍 Adremar of Aberius 🞍 Waser Aclehilde 🞍 Divitia Admiranda 🞍 Odaria Admiranda 🞍 Teinger of Afari 🞍 Safia of Agadar 🞍 Deocar Agintrude 🞍 Hargar Agintrude 🞍 Audrada of Akaana 🞍 Erlinde of Albor 🞍 Ermentar Aldegarde 🞍 Sinister Aldetrude 🞍 Ostasia Altabella 🞍 Gersinde Altafrons 🞍 Elisianna Anschetil 🞍 Serelo Anschetil 🞍 Volkrada of Aphaki 🞍 Walo of Aral 🞍 Lautard of Arga 🞍 Riqin of Ashamar 🞍 Petesia of Ashamar 🞍 Resende of Askia 🞍 Erlinde of Atali 🞍 Aico of Atali 🞍 Madwin of Azdar 🞍 Ashar of Azem 🞍 Jodocus of Azem 🞍 Daghard of Azira 🞍 Gerin of Azmaar 🞍 Gatrude of Azora
B
Artcar of Bahari 🞍 Fiuca Baldegilde 🞍 Luda of Battleshield 🞍 Goldiva of Belesa 🞍 Geldin of Belesa 🞍 Wigher Bellacara 🞍 Erlinde Bellaflor 🞍 Rubus Belleflos 🞍 Sieger Bellissimo 🞍 Electa Benceline 🞍 Saidra Bernegilde 🞍 Zdeslava Bernegilde 🞍 Urisima Bernhilde 🞍 Sichilde Bernswith 🞍 Palemia of Beserker 🞍 Richmar of Blackshadow 🞍 Gardin Blitgilde 🞍 Ashar of Bokka 🞍 Justinna Boleslava 🞍 Hainard Bonfilius 🞍 Materia Bonfilius 🞍 Grosso Bonifacia 🞍 Gaumia Bonifacia 🞍 Nivard Bonissima 🞍 Temidia Bontalenta 🞍 Rothward of Boroxxa 🞍 Alberta of Boroxxa 🞍 Aico Brighthelm 🞍 Reinger Brightnod 🞍 Wigher Brightnod 🞍 Faberta Brihtrich 🞍 Urisima Brihtrich 🞍 Elisianna Brihtrich 🞍 Framin of Brokar 🞍 Adegar of Brokar 🞍 Luceria Budislava 🞍 Arntrude Budislava 🞍 Ashar Budislava 🞍 Galianna of Bulmaar
C
Arberta Cadhoiarn 🞍 Winsy Cadwethen 🞍 Wornhard Cadwethen 🞍 Sadrahar of Caer 🞍 Duberta of Calazi 🞍 Otilde of Canedar 🞍 Bontempo of Cazar 🞍 Arberta of Cazar 🞍 Gerhelma of Cazar 🞍 Galianna of Cevarra 🞍 Unica of Cevarra 🞍 Gerbalda Christwin 🞍 Gatrude of Coalfield 🞍 Rosso Concessus 🞍 Malger Cunigunde 🞍 Reingard Cunigunde
D
Sighard of Devilhorn 🞍 Hartmar of Devilville 🞍 Amara Domhnaigh 🞍 Reingard Dominilde 🞍 Frotgar of Dorith 🞍 Gammo Driwethen 🞍 Meinher Driwethen 🞍 Godlanda Dructbald
E
Lelio of Earfar 🞍 Gatrude of Ellal 🞍 Galianna of Ellal 🞍 Sieggo of Ellal 🞍 Gisilde of Erabor 🞍 Hargar of Eramoor 🞍 Dolerama Erchambert 🞍 Onafria Erchamberta 🞍 Reinger Erchamfred 🞍 Landrada Erchamhar 🞍 Minilde Erchamilde 🞍 Reinmar Erchamrad 🞍 Dedata Erchamrad 🞍 Brysia Erchamrich 🞍 Onafria Erchamrich 🞍 Hidger Erchamtrude 🞍 Walo of Erdon 🞍 Adremar Ermenalda 🞍 Tanquard Ermenbald 🞍 Deocar Ermenbald 🞍 Hesso Ermenbald 🞍 Aldemar Ermenbalda 🞍 Huward Ermenberta 🞍 Wigmar Ermenburg 🞍 Berner Ermenfred 🞍 Luceria Ermenfred 🞍 Macia Ermengaude 🞍 Huward Ermengilde 🞍 Dolerama Ermenhilde 🞍 Joculus Ermenrich 🞍 Idelinde Ermenrich 🞍 Rothard Ermesinde 🞍 Ansilde Ermesinde 🞍 Uraka Esperanza 🞍 Safia Eucharius 🞍 Leudo Eucharius 🞍 Baldwar Eutropius
F
Lucida of Fal 🞍 Achard Falatrude 🞍 Aitilde of Farglen 🞍 Answard of Farin 🞍 Aicard of Farrwater 🞍 Adegar of Feki 🞍 Hulwin Felicitas 🞍 Genilde Felicitas 🞍 Gebin of Ferabor 🞍 Solanna of Feria 🞍 Gerlinde of Feria 🞍 Balsinde of Firebell 🞍 Rothard Fraisende 🞍 Guerro Frambalda 🞍 Herward Framenger 🞍 Henarda Framengilde 🞍 Alcfrida Framtrude 🞍 Littera Fredebald 🞍 Lutisima Fredebert 🞍 Hamard Fredemund 🞍 Hrotho Fredemund 🞍 Gontard Frederius 🞍 Anglicus Frederius 🞍 Ansilde Frideswide 🞍 Ainard Frideswide 🞍 Hademar Fritheburg 🞍 Sighilde Fritheburg 🞍 Malger Fritheburg 🞍 Gaucia Frothilde 🞍 Albilde Frothilde 🞍 Ecco of Fryda
G
Gerhelma of Galaka 🞍 Wilhilde Gaudiosus 🞍 Sabato Gautlinde 🞍 Walber Gautlinde 🞍 Sieger of Gazali 🞍 Stebilia of Gezai 🞍 Volkrada Godelinde 🞍 Odaria of Goldenclover 🞍 Fenicia Goldstone 🞍 Serveta Goldstone 🞍 Sano Goldstone 🞍 Alcteus Goldstone 🞍 Guerro of Goldwell 🞍 Lotar of Gorm 🞍 Lanthar Gospatric 🞍 Gismunda of Greenfell 🞍 Arngilde of Greenfell 🞍 Arntrude of Greenfell 🞍 Bernwara of Guja 🞍 Arcin Gundesinde 🞍 Bernwin Gundoilde 🞍 Lanto of Gura 🞍 Hargar Gurhoiarn
H
Marcher Haelwaloe 🞍 Gerward Haimengarde 🞍 Helmhard of Hammering 🞍 Sighard of Hammering 🞍 Pettita of Handsworth 🞍 Hedenna of Haraan 🞍 Baldemar of Haraan 🞍 Doda of Hawkmen 🞍 Celestus of Hawkston 🞍 Gratius of Hawkston 🞍 Honesta of Headsmen 🞍 Amblard of Hebra 🞍 Lugar of Hebra 🞍 Thangmar of Hebra 🞍 Eupraxia Heilsinde 🞍 Lucida of Hellgate 🞍 Sighilde of Hellgate 🞍 Aliva of Hellgate 🞍 Doda of Hellgate 🞍 Safia of Hellhorn 🞍 Serelo Hildebald 🞍 Lothgar Hildebert 🞍 Sabbata Hildeberta 🞍 Gisilde Hildegrim 🞍 Hildrada Hildegrim 🞍 Lanthar Hildegude 🞍 Natelma Hildegund 🞍 Lodn Hildegund 🞍 Morbida Hildegund 🞍 Aleria Hildenibia 🞍 Ainard Hilderada 🞍 Riqin Hilderada 🞍 Volkavara Hilderich 🞍 Electo Hildetrude 🞍 Safia Hildetrude 🞍 Genilde Hildewalde 🞍 Jodocus Hildeward 🞍 Hildewin Hildeward 🞍 Susekta Hrothgard 🞍 Macarius Huldegarde 🞍 Zdeslava Huldegarde 🞍 Gerlinde Humbelina
I
Maillard Illuminata 🞍 Palemia Ingibiorn 🞍 Bernwara Ingibiorn 🞍 Amara Ingitrude 🞍 Aico Ingitrude 🞍 Idelinde of Inndera 🞍 Odaria of Ironhead 🞍 Gerhaus of Ironhead 🞍 Aclemode of Ironhead 🞍 Petesia of Ironhead 🞍 Goldiva of Ithamar 🞍 Atwin of Ithamar 🞍 Sabbata of Ithar
J
K
Rabota of Kaan 🞍 Rithilde of Kaldar 🞍 Saroilde of Kandar 🞍 Onofrio Ketilbern 🞍 Genilde Ketilbern 🞍 Olcaviva Ketilbern 🞍 Madwin Kinborough 🞍 Erlinde of Kingstown 🞍 Svator of Knifeblade 🞍 Morbida of Knifeblade 🞍 Hagward of Koja 🞍 Sichilde of Kojar 🞍 Doda of Komor 🞍 Berner of Koru 🞍 Theodora of Korveka 🞍 Gisilde of Korvela 🞍 Ainard of Korvela 🞍 Gosin of Korvela 🞍 Svator of Kraan 🞍 Theodora of Kraan 🞍 Sadrahar of Kraan
L
Otmar of Lakesail 🞍 Fiuca of Lakesail 🞍 Giambono Landetrude 🞍 Odelrada of Lankar 🞍 Gautmar Lantberga 🞍 Fakard Lantberga 🞍 Hesso of Lantis 🞍 Lefward of Lantis 🞍 Mirko of Larsha 🞍 Saroilde of Larsha 🞍 Palemia Libentius 🞍 Herward Libentius 🞍 Marozia of Lifel 🞍 Germar of Lillin 🞍 Aicfrida Liutberga 🞍 Galianna Liutberga 🞍 Reinmar Liutberga 🞍 Hildewin Liutberga 🞍 Baius Liutgarde 🞍 Mandisima Liuthilde 🞍 Gersinde Liutwarde 🞍 Ajutor of Lyana 🞍 Hrotho of Lyin
M
Erberta Madalgaria 🞍 Susekta Madalgaria 🞍 Fenicia Madalgaria 🞍 Bernwara Madalhilde 🞍 Grasso Madalrich 🞍 Duberta of Madesus 🞍 Uraka Magnificus 🞍 Homodeus Magnificus 🞍 Lautilde Mancinagross 🞍 Aico Marquessa 🞍 Mancius Marquessa 🞍 Galianna Mathurine 🞍 Beneta of Medes 🞍 Aldemar Meinberga 🞍 Waser Meinberga 🞍 Aldiva Meinfrida 🞍 Huno Meinfrida 🞍 Unica Meintrude 🞍 Lefsy of Mishara 🞍 Ingberta of Mishara 🞍 Ursilda of Moonglow 🞍 Herger of Moonglow
N
Luda Nadalberga 🞍 Gatrude Nadalfrid 🞍 Huward Nadaltrude 🞍 Helmgor Nadaltrude 🞍 Waltilde Nadaltrude 🞍 Giambono of Nanaia 🞍 Lotar of Nanaia 🞍 Celestus Nanthilde 🞍 Urofina of Naram 🞍 Faberta of Naram 🞍 Duca of Natalas 🞍 Aginteus Natalisma 🞍 Lucida Nicephorus 🞍 Adger of Nivana 🞍 Idelinde of Nyaro 🞍 Elenia of Nyaro
O
Olcaviva Odelbrand 🞍 Sadrahar Odelbrand 🞍 Anberta Odelgarde 🞍 Ostasia Odelgilde 🞍 Liebizo Odelgilde 🞍 Natelma Odelhilde 🞍 Zdeslava Odelschalk 🞍 Anberta of Ofelia 🞍 Otmar of Ogashu 🞍 Honesta Opportune 🞍 Getrude of Orova 🞍 Theodora of Orova 🞍 Frotgar Ostrobert 🞍 Reinwar Ostrobert 🞍 Amara Ostrobert 🞍 Huno Ottilburg 🞍 Wikard of Overi
P
Theodo of Panjani 🞍 Albilde of Patil 🞍 Elsaria of Patil 🞍 Galianna of Payin 🞍 Divitia of Pellia 🞍 Anglicus Peregrina 🞍 Luceria of Petia 🞍 Ainard of Petia 🞍 Hermar Placentius 🞍 Latilde of Preya
Q
Volkrada of Qona 🞍 Aicfrida of Qona 🞍 Facetus of Qurra
R
Gaumia of Rahdor 🞍 Fiuca of Rahdor 🞍 Gerbalda of Raihna 🞍 Bontempo Recuperate 🞍 Hademar Reinberga 🞍 Rabota Reinberta 🞍 Theodora Reinberta 🞍 Reinwar Reinbrand 🞍 Grosso Reinhilde 🞍 Audrada Reinhilde 🞍 Percipia Reintilde 🞍 Huger Reintrude 🞍 Lautrude Richberga 🞍 Luceria Roenhoiarn 🞍 Framin of Rognar 🞍 Volkmar of Rohmer 🞍 Sano Rosceline 🞍 Solianna Rosceline 🞍 Percipia Rosceline
S
Otrude of Sagoth 🞍 Pribor Saintisme 🞍 Macarius Saintisme 🞍 Godmar of Sarai 🞍 Aicard of Sargon 🞍 Benegar of Sathan 🞍 Macia of Scrya 🞍 Saidra of Scrya 🞍 Urofina of Scrya 🞍 Baldemar of Sephania 🞍 Dolerama of Sephania 🞍 Morbida of Shadizar 🞍 Gerbalda of Sheva 🞍 Macarius of Sibuyan 🞍 Olcaviva of Sibuyan 🞍 Radhilde of Sicca 🞍 Aldrada Siclebert 🞍 Muscatta Siclefrid 🞍 Gunnora Siclehilde 🞍 Honesta Sicleholde 🞍 Galicius Sicleholde 🞍 Svator Sicleramna 🞍 Gunnora Sicletrude 🞍 Adremar Sicletrude 🞍 Dodeus of Sidena 🞍 Giso of Sidena 🞍 Guther of Silvercrest 🞍 Sieger of Silvercrest 🞍 Hamard of Socubba 🞍 Aliva of Sorath 🞍 Fenicia of Spidera 🞍 Alviva of Springvale 🞍 Hartgor of Springvale 🞍 Hartwin of Starfield 🞍 Winsy of Starra 🞍 Floretia of Starra 🞍 Odelhaus Steinhard 🞍 Volkmar Sulhoiarn 🞍 Gersinde Sumarlidi 🞍 Ramiro Sumarlidi 🞍 Helmin Supplicia 🞍 Hilwin Supplicia 🞍 Rabota Supplicia 🞍 Godbalda Svetoslav 🞍 Ostasia of Swordgrip
T
Albilde of Taleka 🞍 Noger of Tamir 🞍 Aico of Thalia 🞍 Maltia of Thalis 🞍 Solianna Theobrand 🞍 Gunso Theobrand 🞍 Walerard Theodeberg 🞍 Liutmar Theodeberg 🞍 Jonilde Theodebert 🞍 Daghard Theodeberta 🞍 Altrude Theodebrand 🞍 Ermentar Theodefrid 🞍 Landrada Theodegarde 🞍 Jonilde Theodeger 🞍 Geldin Theodehard 🞍 Atwin Theodeher 🞍 Luceria Theodelinde 🞍 Sabato Theodemud 🞍 Noger Theodenanda 🞍 Benno Theodwald 🞍 Herger Theodwald 🞍 Godlanda Tigernach
U
Dadmar Urgellesa 🞍 Meira of Uriana
V
Dúin of Valka 🞍 Saidra of Valka 🞍 Godlanda of Valka 🞍 Elsaria of Valka 🞍 Odelrada of Venaria 🞍 Ostasia Verderosa 🞍 Fiuca Vermilius 🞍 Lanto of Vezia 🞍 Roberta of Vezia 🞍 Facetus Volswinde
W
Vamilia Walahilde 🞍 Mirko Walahilde 🞍 Achard Walantrude 🞍 Beneta Waldefrid 🞍 Aitilde Waldegaud 🞍 Divitia Waldegilde 🞍 Aqualina Waldegilde 🞍 Helmward Waldehilde 🞍 Godbalda Waldemund 🞍 Rodin Waldemund 🞍 Aliva Waldemund 🞍 Aclinde Waldswind 🞍 Gatrude Wenceslas 🞍 Berner Wenceslas 🞍 Hogar of Westpass 🞍 Hrotho of Whitecliff 🞍 Resende of Whitecliff 🞍 Grasso Whitehelm 🞍 Lothgar of Wikana 🞍 Hagward Willberna 🞍 Wilhilde Willberna 🞍 Saroilde of Willowdale 🞍 Liutrada of Willya 🞍 Lodn of Windhead 🞍 Gaumia Wolschalk 🞍 Helmward Wolschalk 🞍 Unica Wulfgarde
X
Gismunda of Xapur 🞍 Pancia of Xara 🞍 Godbalda of Xathar
Y
Hidger of Ya'Eer 🞍 Sano of Yaja 🞍 Duberta of Yakkis 🞍 Wilhilde of Yaruk 🞍 Arngilde of Yaruk 🞍 Theodora of Yaruk 🞍 Reingard of Yateli 🞍 Gundin of Yezud 🞍 Lautrude of Yuul
Z
Duca of Zakar 🞍 Noger of Zamoria 🞍 Landrada Zawissius 🞍 Guther Zawissius 🞍 Erlinde of Zosaal
Rumors Rumors
- There’s a Purple Worm in the Lair Of The Mourning Slaves
- The Lair Of The Mourning Slaves is across a seemingly bottomless chasm, where a rope bridge meets an overhang, somewhere in Spiral Crags
- The Caverns Of The Hidden Blood is on the edge of the cliffs, at the end of a winding steep trail, somewhere in Spiral Crags
- There’s a Caecilia in the Lair Of The Corrupted Skeletons
- The Lair Of The Corrupted Skeletons is deep in the woods, somewhere in Iceborn Woodlands
- There’s a Black Dragon in the Temple Of The Lost Order
- There’s an Amber Golem in the Temple Of The Lost Order
- The Temple Of The Lost Order is on the dunes sands, somewhere in Dark Storm Barrens
- There’s a Black Pudding in the Caverns Of The Furious Fire
- The Caverns Of The Furious Fire is high in the mountains, somewhere in Demon’s Fork Teeth
- There’s an Efreeti in the Temple Of The Infernal Desire
- The Temple Of The Infernal Desire is near the base of the tallest mountain, somewhere in Wintercry Range
- There’s a Black Dragon in the Shrine Of The Cold Souls
- There’s a Blue Dragon in the Shrine Of The Cold Souls
- There’s an Amber Golem in the Shrine Of The Cold Souls
- The Shrine Of The Cold Souls is near a water stream, somewhere in Wizards of Alvania Timberlands
- There’s a Vampire in the Crypt Of The Dishonored Goblin
- There’s a Vampire in the Crypt Of The Dishonored Goblin
- There’s a Lich in the Crypt Of The Dishonored Goblin
- There’s a Vampire in the Crypt Of The Dishonored Goblin
- The Crypt Of The Dishonored Goblin is near the base of a steep cliff, somewhere in Nightshard Teeth
- The Shrine Of The Mad Ogre is deep in the woods, somewhere in Iceborn Woodlands
- Goldiva of Belesa’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Temple of the Lost Order
- Aicfrida Liutberga’s Decorated Armor (actually an Armour +2) is somewhere in the Shrine of the Mad Ogre
- Altrude Theodebrand’s Custom Sword (actually a Sword +1, Flaming) is somewhere in the Shrine of the Cold Souls
- Geldin of Aberius’s daughter is held captive in the Crypt Of The Dishonored Goblin
- Baius Liutgarde’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Mad Ogre
- Lefsy of Mishara’s wife is held captive in the Shrine Of The Mad Ogre
- Erlinde of Atali’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order
- Svator of Kraan’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Crypt of the Dishonored Goblin
- Geldin of Belesa’s nephew is held captive in the Temple Of The Lost Order
- Sighilde Fritheburg’s son is held captive in the Lair Of The Corrupted Skeletons
- Daghard Theodeberta’s Decorated Sword (actually a Sword +1) is somewhere in the Shrine of the Cold Souls
- Ursilda of Moonglow’s daughter is held captive in the Crypt Of The Dishonored Goblin
- Odelhaus Steinhard’s Custom Sword (actually a Sword +1) is somewhere in the Shrine of the Cold Souls
- Malger Fritheburg is willing to pay well for a delivery job.
- Bernwara Madalhilde’s nephew is held captive in the Crypt Of The Dishonored Goblin
- Divitia Waldegilde has a crate she would like delivered to Silvercrest
- Honesta of Headsmen’s nephew is held captive in the Temple Of The Lost Order
- Huno Meinfrida’s Decorated Sword (actually a Sword +2) is somewhere in the Lair of the Mourning Slaves
- Maltia of Thalis’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Cold Souls
- Gerin of Azmaar is willing to pay well for a delivery job.
- Galianna of Cevarra’s nephew is held captive in the Temple Of The Infernal Desire
- Galianna of Bulmaar’s husband is held captive in the Crypt Of The Dishonored Goblin
- Fiuca Baldegilde’s Custom Sword (actually a Sword +1, Wishes) is somewhere in the Caverns of the Hidden Blood
- Adegar of Feki’s husband is held captive in the Lair Of The Mourning Slaves
- Luda of Battleshield’s Armor Of Sentimental Value (actually an Armour +2) is somewhere in the Temple of the Lost Order
- Luda of Battleshield has a casket she would like delivered to Silvercrest
- Hamard of Socubba’s daughter is held captive in the Shrine Of The Cold Souls
- Alcfrida Framtrude’s nephew is held captive in the Caverns Of The Furious Fire
- Hildewin Hildeward’s husband is held captive in the Caverns Of The Hidden Blood
- Mirko Walahilde’s husband is held captive in the Caverns Of The Hidden Blood
- Volkmar of Rohmer is willing to pay well for a delivery job.
- Fiuca of Lakesail’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Temple of the Lost Order
- Amara Domhnaigh’s wife is held captive in the Shrine Of The Cold Souls
- Volkrada of Aphaki’s Custom-Made Leather Boots (actually a Boots of Speed) is somewhere in the Temple of the Infernal Desire
- Hildewin Liutberga’s Decorated Sword (actually a Sword +2) is somewhere in the Crypt of the Dishonored Goblin
- Wilhilde Gaudiosus has a casket she would like delivered to Silvercrest
- Winsy Cadwethen is willing to pay well for a delivery job.
- Resende of Whitecliff’s Custom Sword (actually a Sword +1, +3 vs Regenerating Creatures) is somewhere in the Lair of the Corrupted Skeletons
- Resende of Whitecliff is willing to pay well for a delivery job.
- Nivard Bonissima has a box he would like delivered to Hellgate
- Homodeus Magnificus has a crate he would like delivered to Silvercrest
- Madwin Kinborough’s nephew is held captive in the Shrine Of The Cold Souls
- Ainard of Korvela is willing to pay well for a delivery job.
- Lelio of Earfar’s husband is held captive in the Shrine Of The Cold Souls
- Hedenna of Haraan’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Lost Order
- Anberta Odelgarde is willing to pay well for a delivery job.
- Theodora of Yaruk’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Temple of the Lost Order
- Giambono Landetrude is willing to pay well for a delivery job.
- Fenicia Madalgaria’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Crypt of the Dishonored Goblin
- Justinna Boleslava’s Decorated Sword (actually a Sword +2) is somewhere in the Crypt of the Dishonored Goblin
- Ermentar Theodefrid is willing to pay well for a delivery job.
- There’s a Medusa somewhere in Spiral Crags.
- There’s a Giant Hawk somewhere in Nightshadow Wastes.
- There’s a Giant Hawk somewhere in Blackapple Barrens.
- There’s a Hobgoblin somewhere in Dark Storm Barrens.
- There’s an Orc somewhere in Wintercry Range.
- There’s a Gold Dragon somewhere in Wizards of Alvania Timberlands.
- There’s a Gold Dragon somewhere in Spiral Crags.
- There’s a Stone Giant somewhere in Nightshard Teeth.
- There’s an Ogre somewhere in Crimsonblade Desert.
- The Hammers Of Power are conspiring to eliminate all cultists.
- The Fists Of Hope are plotting to overthrow the ruler of the realm.
- The Black Wolves are secretly sacrificing humans.
- The Black Wolves are using the Temple Of The Lost Order as their hideout.
- The Army Of Fire are plotting to eliminate all cultists.
Secrets Secrets
- The lever to open the secret door in area 2 in the Temple Of The Lost Order is in area 1
- The key to unlock the round wooden door in area 6 in the Temple Of The Lost Order is in area 2
- The key to unlock the arched marble door in area 7 in the Temple Of The Lost Order is in area 6
- The key to unlock the rectangular iron door in area 9 in the Temple Of The Lost Order is in area 9
- The key to unlock the arched marble door in area 15 in the Temple Of The Lost Order is in area 12
- The lever to open the secret door in area 15 in the Temple Of The Lost Order is in area 9
- The key to unlock the rectangular bronze door in area 21 in the Temple Of The Lost Order is in area 4
- The lever to open the secret door in area 19 in the Temple Of The Lost Order is in area 16
- The lever to open the secret door in area 19 in the Temple Of The Lost Order is in area 7
- The lever to open the secret door in area 25 in the Temple Of The Lost Order is in area 15
- The key to unlock the odd-shaped iron door in area 36 in the Temple Of The Lost Order is in area 26
- The lever to open the secret door in area 41 in the Temple Of The Lost Order is in area 9
- The key to unlock the arched marble door in area 42 in the Temple Of The Lost Order is in area 34
- The key to unlock the arched iron door in area 47 in the Temple Of The Lost Order is in area 7
- The key to unlock the arched bronze door in area 52 in the Temple Of The Lost Order is in area 52
- The lever to open the secret door in area 56 in the Temple Of The Lost Order is in area 5
- The lever to open the secret door in area 58 in the Temple Of The Lost Order is in area 57
- The key to unlock the round wooden door in area 59 in the Temple Of The Lost Order is in area 46
- The lever to open the secret door in area 62 in the Temple Of The Lost Order is in area 37
- The key to unlock the rectangular wooden door in area 65 in the Temple Of The Lost Order is in area 3
- The key to unlock the rectangular iron door in area 67 in the Temple Of The Lost Order is in area 32
- The key to unlock the rectangular wooden door in area 69 in the Temple Of The Lost Order is in area 47
- The key to unlock the arched wooden door in area 74 in the Temple Of The Lost Order is in area 54
- The key to unlock the round wooden door in area 74 in the Temple Of The Lost Order is in area 56
- The key to unlock the round marble door in area 3 in the Temple Of The Infernal Desire is in area 2
- The lever to open the secret door in area 2 in the Temple Of The Infernal Desire is in area 2
- The key to unlock the arched marble door in area 5 in the Temple Of The Infernal Desire is in area 1
- The key to unlock the rectangular wooden door in area 5 in the Temple Of The Infernal Desire is in area 3
- The lever to open the secret door in area 7 in the Temple Of The Infernal Desire is in area 7
- The key to unlock the triangle wooden door in area 15 in the Temple Of The Infernal Desire is in area 13
- The key to unlock the arched wooden door in area 17 in the Temple Of The Infernal Desire is in area 14
- The key to unlock the rectangular bronze door in area 23 in the Temple Of The Infernal Desire is in area 5
- The key to unlock the rectangular bronze door in area 23 in the Temple Of The Infernal Desire is in area 17
- The lever to open the secret door in area 3 in the Shrine Of The Cold Souls is in area 5
- The key to unlock the round wooden door in area 8 in the Shrine Of The Cold Souls is in area 3
- The key to unlock the arched wooden door in area 8 in the Shrine Of The Cold Souls is in area 2
- The key to unlock the odd-shaped wooden door in area 12 in the Shrine Of The Cold Souls is in area 1
- The key to unlock the rectangular bronze door in area 15 in the Shrine Of The Cold Souls is in area 8
- The key to unlock the round wooden door in area 16 in the Shrine Of The Cold Souls is in area 16
- The key to unlock the rectangular iron door in area 30 in the Shrine Of The Cold Souls is in area 14
- The key to unlock the rectangular wooden door in area 34 in the Shrine Of The Cold Souls is in area 31
- The lever to open the secret door in area 35 in the Shrine Of The Cold Souls is in area 9
- The key to unlock the odd-shaped bronze door in area 36 in the Shrine Of The Cold Souls is in area 34
- The key to unlock the rectangular wooden door in area 39 in the Shrine Of The Cold Souls is in area 26
- The lever to open the secret door in area 42 in the Shrine Of The Cold Souls is in area 31
- The lever to open the secret door in area 59 in the Shrine Of The Cold Souls is in area 30
- The lever to open the secret door in area 63 in the Shrine Of The Cold Souls is in area 22
- The key to unlock the odd-shaped wooden door in area 70 in the Shrine Of The Cold Souls is in area 21
- The key to unlock the rectangular marble door in area 72 in the Shrine Of The Cold Souls is in area 4
- The key to unlock the rectangular iron door in area 74 in the Shrine Of The Cold Souls is in area 70
- The key to unlock the round bronze door in area 74 in the Shrine Of The Cold Souls is in area 33
- The lever to open the secret door in area 75 in the Shrine Of The Cold Souls is in area 53
- The key to unlock the rectangular wooden door in area 76 in the Shrine Of The Cold Souls is in area 55
- The key to unlock the rectangular wooden door in area 78 in the Shrine Of The Cold Souls is in area 61
- The lever to open the secret door in area 2 in the Crypt Of The Dishonored Goblin is in area 1
- The key to unlock the triangle wooden door in area 9 in the Crypt Of The Dishonored Goblin is in area 9
- The key to unlock the rectangular bronze door in area 12 in the Crypt Of The Dishonored Goblin is in area 12
- The key to unlock the triangle bronze door in area 14 in the Crypt Of The Dishonored Goblin is in area 2
- The lever to open the secret door in area 18 in the Crypt Of The Dishonored Goblin is in area 20
- The key to unlock the rectangular wooden door in area 25 in the Crypt Of The Dishonored Goblin is in area 25
- The key to unlock the arched marble door in area 26 in the Crypt Of The Dishonored Goblin is in area 8
- The lever to open the secret door in area 22 in the Crypt Of The Dishonored Goblin is in area 24
- The lever to open the secret door in area 24 in the Crypt Of The Dishonored Goblin is in area 18
- The key to unlock the triangle wooden door in area 29 in the Crypt Of The Dishonored Goblin is in area 27
- The key to unlock the round bronze door in area 29 in the Crypt Of The Dishonored Goblin is in area 6
- The key to unlock the odd-shaped iron door in area 32 in the Crypt Of The Dishonored Goblin is in area 19
- The lever to open the secret door in area 32 in the Crypt Of The Dishonored Goblin is in area 33
- The key to unlock the round marble door in area 35 in the Crypt Of The Dishonored Goblin is in area 31
- The key to unlock the triangle wooden door in area 38 in the Crypt Of The Dishonored Goblin is in area 28
- The lever to open the secret door in area 36 in the Crypt Of The Dishonored Goblin is in area 30
- The lever to open the secret door in area 41 in the Crypt Of The Dishonored Goblin is in area 19
- The lever to open the secret door in area 43 in the Crypt Of The Dishonored Goblin is in area 22
- The key to unlock the arched marble door in area 47 in the Crypt Of The Dishonored Goblin is in area 15
- The key to unlock the arched bronze door in area 50 in the Crypt Of The Dishonored Goblin is in area 14
- The key to unlock the rectangular iron door in area 53 in the Crypt Of The Dishonored Goblin is in area 9
- The key to unlock the round marble door in area 56 in the Crypt Of The Dishonored Goblin is in area 43
- The lever to open the secret door in area 53 in the Crypt Of The Dishonored Goblin is in area 44
- The key to unlock the rectangular wooden door in area 59 in the Crypt Of The Dishonored Goblin is in area 56
- The key to unlock the arched bronze door in area 61 in the Crypt Of The Dishonored Goblin is in area 47
- The key to unlock the rectangular bronze door in area 62 in the Crypt Of The Dishonored Goblin is in area 24
- The key to unlock the rectangular wooden door in area 63 in the Crypt Of The Dishonored Goblin is in area 22
- The lever to open the secret door in area 65 in the Crypt Of The Dishonored Goblin is in area 68
- The lever to open the secret door in area 65 in the Crypt Of The Dishonored Goblin is in area 56
- The lever to open the secret door in area 71 in the Crypt Of The Dishonored Goblin is in area 71
- The key to unlock the rectangular iron door in area 75 in the Crypt Of The Dishonored Goblin is in area 20
- The key to unlock the rectangular wooden door in area 79 in the Crypt Of The Dishonored Goblin is in area 75
- The lever to open the secret door in area 85 in the Crypt Of The Dishonored Goblin is in area 41
- The key to unlock the rectangular iron door in area 2 in the Shrine Of The Mad Ogre is in area 3
- The lever to open the secret door in area 3 in the Shrine Of The Mad Ogre is in area 2
- The key to unlock the odd-shaped wooden door in area 5 in the Shrine Of The Mad Ogre is in area 2
- The key to unlock the round wooden door in area 11 in the Shrine Of The Mad Ogre is in area 5
- The lever to open the secret door in area 13 in the Shrine Of The Mad Ogre is in area 7
- The key to unlock the arched iron door in area 24 in the Shrine Of The Mad Ogre is in area 14
- The lever to open the secret door in area 21 in the Shrine Of The Mad Ogre is in area 16
- The key to unlock the arched bronze door in area 35 in the Shrine Of The Mad Ogre is in area 34
- The lever to open the secret door in area 35 in the Shrine Of The Mad Ogre is in area 33
- The lever to open the secret door in area 43 in the Shrine Of The Mad Ogre is in area 43
- The key to unlock the arched wooden door in area 51 in the Shrine Of The Mad Ogre is in area 45
- The lever to open the secret door in area 48 in the Shrine Of The Mad Ogre is in area 40
- Goldiva of Belesa’s custom sword is in area 46 in the Temple of the Lost Order
- Aicfrida Liutberga’s decorated armor is in area 3 in the Shrine of the Mad Ogre
- Altrude Theodebrand’s custom sword is in area 2 in the Shrine of the Cold Souls
- Milia of Nadan’s daughter is held captive in Crypt Of The Dishonored Goblin
- Baius Liutgarde’s bottle of sentimental value is in area 51 in the Shrine of the Mad Ogre
- Gendrada Tigernach’s wife is held captive in Shrine Of The Mad Ogre
- Erlinde of Atali’s armor of sentimental value is in area 47 in the Temple of the Lost Order
- Svator of Kraan’s armor of sentimental value is in area 79 in the Crypt of the Dishonored Goblin
- Helmgor Benceline’s nephew is held captive in Temple Of The Lost Order
- Herger Frothilde’s son is held captive in Lair Of The Corrupted Skeletons
- Daghard Theodeberta’s decorated sword is in area 55 in the Shrine of the Cold Souls
- Gersinde Marquessa’s daughter is held captive in Crypt Of The Dishonored Goblin
- Odelhaus Steinhard’s custom sword is in area 21 in the Shrine of the Cold Souls
- Mancius Odelhilde’s nephew is held captive in Crypt Of The Dishonored Goblin
- Ortgar Frederius’s nephew is held captive in Temple Of The Lost Order
- Huno Meinfrida’s decorated sword is in area 10 in the Lair of the Mourning Slaves
- Maltia of Thalis’s bottle of sentimental value is in area 14 in the Shrine of the Cold Souls
- Belonor Odelberga’s nephew is held captive in Temple Of The Infernal Desire
- Landward Odelberga’s husband is held captive in Crypt Of The Dishonored Goblin
- Fiuca Baldegilde’s custom sword is in area 12 in the Caverns of the Hidden Blood
- Mauger of Usin’s husband is held captive in Lair Of The Mourning Slaves
- Luda of Battleshield’s armor of sentimental value is in area 12 in the Temple of the Lost Order
- Sighilde of Everdale’s daughter is held captive in Shrine Of The Cold Souls
- Gundin of Gandar’s nephew is held captive in Caverns Of The Furious Fire
- Holfgar of Sevenhand’s husband is held captive in Caverns Of The Hidden Blood
- Reinteus of Lifel’s husband is held captive in Caverns Of The Hidden Blood
- Fiuca of Lakesail’s embroided cloak is in area 56 in the Temple of the Lost Order
- Resende Bontalenta’s wife is held captive in Shrine Of The Cold Souls
- Volkrada of Aphaki’s custom-made leather boots is in area 18 in the Temple of the Infernal Desire
- Hildewin Liutberga’s decorated sword is in area 72 in the Crypt of the Dishonored Goblin
- Resende of Whitecliff’s custom sword is in area 15 in the Lair of the Corrupted Skeletons
- Huno of Uriana’s nephew is held captive in Shrine Of The Cold Souls
- Precious of Kafar’s husband is held captive in Shrine Of The Cold Souls
- Hedenna of Haraan’s custom sword is in area 52 in the Temple of the Lost Order
- Theodora of Yaruk’s armor of sentimental value is in area 5 in the Temple of the Lost Order
- Fenicia Madalgaria’s armor of sentimental value is in area 39 in the Crypt of the Dishonored Goblin
- Justinna Boleslava’s decorated sword is in area 34 in the Crypt of the Dishonored Goblin
Legal
Designation of Open Game Content Designation of Open Game Content
This document contains Open Game Content, subject to the Open Game License, released under the Open Game License, Version 1.0a (reproduced below), as described in Section 1(d) of the License. All other content in this generated sandbox remains the property of the copyright holder.
OGL OGL
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Definitions: (a)“Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)“Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; © “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)“Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Hexroll is copyright © 2021,2022 pendicepaper.com.










