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Nightmare Over Ragged Hollow

This adventure is for beginning characters level 1-3. It involves investigating a cursed temple near the town of Ragged Hollow that has been overrun by nightmare creatures. Players must enter the temple, save any innocents, remove the cursed Crown of Dreams, and defeat the creatures to end the threat, though they could also choose to help evacuate the town instead of confronting the dangers head on.

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100% found this document useful (16 votes)
16K views82 pages

Nightmare Over Ragged Hollow

This adventure is for beginning characters level 1-3. It involves investigating a cursed temple near the town of Ragged Hollow that has been overrun by nightmare creatures. Players must enter the temple, save any innocents, remove the cursed Crown of Dreams, and defeat the creatures to end the threat, though they could also choose to help evacuate the town instead of confronting the dangers head on.

Uploaded by

Nico
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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JRL1 Adventure Module for Characters level 1 2

By Joseph R. Lewis
THE MERRY MUSHMEN
Playtesters (thanks!)
Aaron Seigo - Alexandre Adelet - Allan Wakefield
Claire Jomier - Guillaume Adelet - Gregor ‘AGN’ Strähle
Iban Revenu - Niklas H. - Peio Harosteguy - Peter Inauen
Prinz Ri - Roxane Adelet

R.I.P.
(and welcome to Ragged Hollow!)
• Alastador, (1st level Fighter)
Overwhelmed by a horde of two kobolds in Mount Mourn.
• Bilbur, (1st level Dwarf)
Strangled by brambles while searching a corpse
in Gloam Wood.
• Carapatio, (2nd level Thief)
Dissolved by acid when the flask in his backpack
broke after a bad fall.
• Charles Lunk, (1st level Living harness)
His armour was overrated, damn that scalpel wielding Frog.
• Frakas, (2nd level Fighter)
Torn to pieces by Infested Tobias in the cellars of the Temple.
• Gilbur, (2nd level Dwarf)
Mercy killed by her companions after being infested in the
Dwarven ruins.
• G.U.Y, (1st level Lost droid)
Carried away by a vulgrane in the Wailing Hills
and still missing.
• The Fabulous Kriellok, (1st level Magic-user)
Shivved by Bogdan at the back of the Lost Ox Inn
in Ragged Hollow.
• Mikelle, (2nd level Magic-user)
Devoured by piranha girls in the Temple.
• Pirlouït, (2nd level Bad brownie)
Bisected with a scalpel by a partially dissected giant
frog in the Temple.
• Poliomontes, (1st level Cleric)
Catapulted at the church tower at Ragged Hollow.
Missed it by several feet.
• Prestorius, (1st level Thief)
Drowned and eaten by a giant black fish near Sunny Island.
• Trystan Golden-Tunes, (1st level Bard)
Stoned to death during their performance in the Bandits Lair.
• Tsanitsa, (1st level Elf)
Spit roast by an ogre in the wailing hills (and served on a bed
of wild mushrooms).
OOOOOOOOO
NIGHTMARE OVER
RAGGED
HOLLOW
A bloody good start in adventurous life!

A starting OSE adventure for level 1, playable in several sessions
and likely to lead adventurers to level 2 or 3

Original adventure by
Joseph R. Lewis
Additional text and adaptation by
Joseph R. Lewis, Eric Nieudan, Olivier “Nobboc” Revenu
Art by
Li-An
Layout by
Olivier Revenu
Maps
Rob Matthews and Nobboc
Proofreading
Aaron Seigo


Find other fine adventures by Joseph R. Lewis
and the Dungeon Age collection on drivethrurpg.com
A lot of them are in Bryce Lynch’s The Best category,
a guarantee of quality if ever there was one!


Published by The Merry Mushmen & Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE
www.themerrymushmen.com - olivier@themerrymushmen.com
MADE BY Printed in Euskadi - August 2023
HUMANS

•••••••••••••••••
Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School
Essentials logo are used with permission of Necrotic Gnome, under license.

WELCOME!
Ragged Hollow Nightmare was designed by Joe as a campaign starter
for the fifth edition of the Ampersand Brand. It caught the attention of the
dwellers of the Mushmen Caves who thought it could make a great
introduction to their beloved adventure gaming play style
(also known as old-school gaming).
Seasoned referees will also find this adventure ideal to introduce
new players to the OSR, or to start a new campaign in a somewhat
classic fantasy setting.

NEW TO THE OSR?


Favored by gamers who sharpened their blades in the dungeons of the twentieth
century and younger RPG fans alike, games and adventures from the Old School
Renaissance movement work somewhat differently from newer fantasy
tabletop RPGs. Adventure games tend to feature:
Decision making as the core player experience:
solutions are in the world and not on the character sheet.
Open, dynamic environments leading to interesting situa-
tions (and no scripted stories).
The DM (nay: referee!) as a neutral interface between the
world and the players. (This is why we call them the referee
instead!)
Referee rulings over detailed rules for every single edge case.
Dice as oracles and generators of unexpected situations,
using tools such as random tables.
Absence of 'game balance' to make the world more believable
and dangerous.
Quick character creation: beginning PCs are fragile but
easily replaced.

We advise you to be upfront with your players about the game style. It may take
some getting used to, especially if they only have experience with more heroic
roleplaying games. You can learn more about how to run (and play in)
adventure / old-school games by reading the following (free!) resources:
• Principia Apocrypha
• Matt Finch's Primer

2 •••••••••••••••••
••••••••••••••••••

INTRODUCTION
This adventure is intended for new they destroy the temple and eventually
characters (1st level) and could bring the town.
survivors to 2nd or 3rd level. It in- But remember the world should be
cludes wilderness areas, a bustling believable and open! As a referee, be
town, several local mini-dungeons, and receptive to any goal the players want
one 50-room temple dungeon. to set for themselves, however hare-
The heroes are in Ragged Hollow (see brained the scheme is. There are lots
The Party, page 7), and their first heroic of little adventures to be had all around
tasks are about to erupt all over them. the town as well, basically a mini-sand-
Ragged Hollow is a classic starting box of monsters, traps, and puzzles for
town, full of classic creatures and low-level characters and new players.
challenges that both newbies and
nostalgia-lovers will enjoy. Danger level
In addition to numerous side-quests This isn't a 'fair and balanced' adven-
and opportunities for exploration and ture, but most creatures are either weak
combat, there is a central mystery: or alone, and the PCs can almost always
What happened in the temple? choose whether to fight or back off. No
In short, a local would-be adventur- railroading!
er went into a nearby tomb and got There are many opportunities for
infected with an evil parasite. He fled to combat, but players can often explore
the Temple of Halcyon for help, but the areas and complete interactions without
parasite took over and now things are any combat at all, depending on their
Very Bad Indeed (more on this on page choices. Let us state this clearly: com-
6 – the background). bat should be a last resort unless it is on
To resolve this tragedy, heroes need the player's terms.
to investigate the situation, enter the They may set up ambushes and traps,
temple, save the innocents, and stop find allies (or recruit retainers), and use
the monsters. Specifically, the party diversions to lure dangerous monsters
needs to remove the Crown of Dreams away from the party's goals. Wise ad-
from Tobias (in the temple cellar). This venturers don’t risk their lives lightly!
vanquishes the nightmare creatures and In any case, you should always be clear
ends the crisis (except for poor Tobias about how dangerous things can be. If
and Brother Seth). If the party does you can’t communicate to the players
nothing, then the living nightmare crea- what the risks of doing something are
tures continue to grow stronger until through NPCs or clues, then you should

4
••••••••••

just tell it to them straight. If the session


ends in a TPK, then they won’t blame
you too much! Your players should bal-
ance risk versus reward before getting
themselves in danger.

Refusing the adventure


In OSR/adventure games, we do not
expect the characters to be the de facto
heroes. Maybe your party will back
down from the challenge after visiting
the temple once and focus on evacuating
the town instead. Maybe they’ll just up
and leave on the first day. Do not try and
force your players to do what they don’t
want to do. Just use the wilderness loca-
tions for the rest of the session, and prep
something else for next time! And keep
track of the situation in Ragged Hollow.
You never know what implications the
nightmare invasion will have in the fu-
ture! (See page 76 for some ideas.)

Reading this adventure


Descriptions of locations focus only on
key adventure items. You may assume
that any “missing” details are obvious,
such as cooking pans in a kitchen.
Items that are further explained in
their own bullet point or section are
bolded and underlined.

The Referee’s read-aloud text looks


like this.

5
••••••••••••••••••

BACKGROUND agged Hollow is a Generally, a Ragged Hollow resident


quaint little town in a never goes farther than a day's walk
remote and secluded roundtrip, except when they are doing
area of the Kingdom their Halloo (see opposite) which is
(what we call “the King- likely to be the only adventurous time of
dom” here and below is their life. And by most accounts, that's
a generic term describ- just fine: life at Ragged Hollow is rustic
ing a large civilized region; rename it and laborious, but all in all peaceful and
as you see fit to suit your setting). It is rewarding.
best known for its flax, which is pulped But… a few days ago, local would-be
into paper and used to make books at adventurer Tobias geared up to investi-
the Temple of Halcyon, or made into gate the Old Dwarf Tomb on the moun-
cloth and oil (each family owns a loom tain in the west. There, he was infected
and an oil press used during the long with the horrific Dolorous Ichor, so
winter evenings). The town and its 500 he fled back to the Temple of Halcyon
inhabitants are governed by a council in town seeking help. The priests tried
of priests from the Temple. There is no to help Tobias, but found him violently
army or town guard. possessed, and were forced to lock him
To the west lies a mountainous region up in the cells underground. To soothe
dominated by Mount Mourn that no Tobias’ madness, Brother Seth put the
one ever goes into. To the north across Crown of Dreams on the youth’s brow,
the Rime River is the Gloam Wood, but the Ichor parasite used the crown
a deep dark forest that one generally to project a nightmare hellscape up into
avoids exploring. To the south stretch the temple and neighboring homes. Ter-
the notoriously ill-famed Wailing Hills, rifying creatures appeared and began
an area few enter willingly, though a prowling the temple. In desperation,
trail leading to a few frontier villages the paladin Lady Constance invoked
some three days walk away does cross the Golden Veil of Halcyon to seal the
through them. To the east begins the temple and prevent the madness and
Kingdom, where the first important city monsters from spreading. And this is
is a week away. where our adventure begins.

What is the Dolorous Ichor? Scholars of the dark sciences know this: the Dolorous Ichor is
the last remnant of an evil entity vanquished by heroes eons ago. It waits impotently for living
matter to come to feed it. Fortunately, the hosts it infests tend to die quickly. But this time,
thanks to Tobias who managed to survive and to the Crown of Dreams, the Ichor was able to
manifest as nightmare entities. The Golden Veil erected by Lady Constance is the only rampart
protecting the outside world from this renewed threat.
Referee, adapt this threat to your campaign world. It could be a virus from another world, the
wandering soul of Zararatazarat the mage, the lost contents of the King of Hell's chamber pot...
The Dolorous Ichor's origin doesn't affect our adventure. Unless it kills everyone in the temple
and escapes, of course (see page 76).
Note: The Ichor's vulnerability to acid might be hard to infer. Give a character learned
6 in occultism or the like a chance to know if their player asks.
•••••••••••••••••••
The Halloo* The Party
In Ragged Hollow, as in most towns and • It would be convenient if one or
villages in the region, the Halloo is that more (or all) of the adventurers were
period of freedom and insouciance that from Ragged Hollow and returning
separates youth from maturity. When to the village after completing their
the time comes, young men and women Halloo, which allowed them to level
take up their walking sticks and set out up from Schmuck (level 0) to Ne'er-
from a few weeks to a full year. They walk do-well (1st level). They could have
along the roads and trails and stop at inns befriended the other player charac-
or camp in the meadows. They earn the ters during their journey.
money they need to keep going by doing Quickly define with the players if
odd jobs for farmers and craftsmen. This they still have family in Ragged
is a fondly remembered time, during Hollow (choose one of the houses on
which strong friendships are made with the village map page 15), what their
strangers and other hallooers. They then occupations were, etc...
return home to the life their parents led • You can also use some of the pre-
before them. “All too soon the Halloo ends generated characters (See Appendix
and the youth is over”. I, page 77.)
* Shamelessly borrowed from the yallow • Then, assign a hook below to
in Maske: Thaery by Jack Vance (if you each character at random or as you
haven't read it, go find a copy right now!) see fit.

Hooks
Hurry-up. In two days it's your cousin Tobias' birthday, and you're bringing this pair
1
of beautiful red leather boots for him.
You played dice in a tavern a few weeks ago and won the deed to Windler Mansion, a house
2
on an island on the Rime River. Legally, it is yours!
In a letter from your Ol'Ma, you learned that your Ol'Pa has disappeared while chasing one
3
of his sheep that escaped to the Wailing Hills. Your help is needed.
You have had a nagging headache for a few weeks. You remember having the same episode
in your childhood, and that only the old witch of Gloam Wood could get rid of it (if the
4
character is not from the village, it is a character from Ragged Hollow or a bonesetter from
a nearby village who gives them the tip).
A fairy you pulled out of a spider’s web gave you a green feathered hat. She said that if you
5 wear it at a goblin Fair, you will be recognized as personage of importance. And of course,
you've heard of Gloam Wood's Goblin Market...
A wizard called Jethra turned one of your relatives into a toad. According to the wise man
you asked, she is also the only one who can pronounce the magic formula to cancel the
6
spell. The last news is that Jethra is in the Wailing Hills with Bogdan, a notorious
bandit that has a 500 GP bounty on his head in the Kingdom.
It's decided, your future career is to become Naomi's next apprentice at the Dun'Myff Paper
7
Mill. It's time to introduce yourself and make a good impression.
They sold you this treasure map for a good price. To the west of a village called Ragged
8 Hollow, an X indicates a mountain that may be home to an ancient dwarf settlement (full
of treasure!).
7
•••••••••••••••••

TIMELINE
(selecting the next entry if they are already
dead). Describe the rooms in the temple
accordingly, and do not forget to record
the deaths occurring during the charac-
The Veil's Goal ters’ explorations of the Temple.
At the start of the adventure, the Dolorous At this stage, the angel Halcyon has lost
Ichor has one goal: escape from the Temple control of the bell: it keeps tolling once for
and spread its murdering nightmares. This is each survivor every midnight. The chilling
only possible if the Golden Veil drops, when sound can be heard for miles. At this grim
all 36 occupants of the Temple, along with signal, the howling ghosts of the deceased
the paladin Lady Constance and her squire haunt the streets of Ragged Hollow until
are dead. However, it takes seven days for dawn (see Night Events in Ragged Hollow,
the Ichor to assimilate the Crown of Dreams’ page 19). As time passes and people die,
powers and use the nightmares to kill people. nightmares and fear make their way into
During this time, the prisoners are stuck in Ragged Hollow. Things get worse when the
time loops, fighting dream creatures that are bell starts ringing its dreadful countdown
essentially harmless (see Time in the Tem- (and thus of survivors):
ple, page 55).
Tolling Bell
The Angel's Plan • 36 (first week): The villagers are
Halcyon witnesses the situation from his worried and perplexed. The problem is
divine realm, but as an angel of Law, direct beyond their comprehension, and they're
intervention is forbidden to him. So he uses counting on the priests to find a solution.
the blessed bell in the Temple to slowly (Night Events happen on 1-3 – see p.19.)
weaken the Golden Veil enough for inspired • 35-25: The village's nights are increas-
heroes (or greedy ne’er-do-wells) to come in ingly troubled by apparitions of phantoms
and solve the problem. of their loved ones and other horrors. A
rumor spreads: "The bell that tolls every
Seven Days of Fright night is a countdown! Something terrible will
During the first week of the Temple’s happen when it comes to an end!" (Night
nightmare siege, the bell tolls 36 times Events happen on 1-5.)
each midnight (the number of villagers and • 24-14: Panic sweeps through Ragged
priests trapped inside). As it tolls, anyone Hollow. No one goes out at night. Some
observing the Temple notices the dome of talk of leaving, while most refuse to leave
the Golden Veil shrinking by a few inches. At the prisoners to their fate. (Night Events
the end of the week, the Veil has constricted happen automatically.)
enough for the characters to reach the roof of • 13-1: Fear is everywhere. No one can
the belltower and, dismantling its roof tiles, sleep, waiting for the death knell and its
get inside. (See Into the Temple, page 54.) cortège of ghosts.
• 0: Doomsday! The veil collapses.
It begins Fortified by the light of her angel, Lady
On the eighth day, the nightmare crea- Constance succumbs only when the last
tures are real enough to kill, and the villager dies. As the blades of the Stained
countdown starts. On this night, and every Glass Angels strike her down (in area 28
night thereafter, roll 1d4* to find out how of the Temple, page 68), the veil collapses
many people die in the temple. Then roll and the living nightmares swarm out...
d66 on the table opposite to see who dies (see Ending the Adventure, page 76.)

8 * Use 1d6 or 1d8 to make the adventure harder and more stressful!
Villagers trapped inside the temple
People already dead at the start of the adventure:

Roll d66 Dead?

The Priests 41 Nina, bonesetter (can heal half


11 Sister Ruth, old gardener (#6) damage of your last wound) (#32)

12 Brother Adam, teacher (#19) 42 Sebastian, chatterbox, noisy (#28)


13 Sister Debra, teacher (#21)
14 Brother Paul, teacher (#22) Villagers (teen & children)
15 Sister Andrea, cook (#32) 43 Hannah, teen, stubborn (#21)
16 Brother Barnaby, librarian 44 Amelia, teen. Faithful devotee:
knowledgeable about many topics (#28) can cast Remove Curse once a week. (#22)

21 Sister Prudence, bookkeeper (#28) 45 Charlotte, teen. Owns a dagger +1 (#22)


22 Brother Gerard, handyman (#28) 46 Mathys, teen. Dangerously reckless
when Charlotte is around (#22)
- Brother Filius, chaplain (#34)
51 Will (Omar’s son) (#19)
52 Tam (Omar’s son) (#19)
Visitors
53 Sigg is capable of supernatural tantrums
23 Squire Felicity (#26) (1d6 psychic damage per round to anyone
- Lady Constance (#28) who touches him during his seizures) (#18)
24 Doran, artist (#33) 54 Regg (#19)
25 Alba, artist (#33) 55 Luca (#3)
56 Rose, good at riddles (#28)
Villagers (adult): 61 Diana good with her sling
26 Alexander, small and weasel-like (#28) (THAC0: 16 [+3], 1d6) (#19)
31 Doris (Tailor Laban’s missing wife) (#28) 62 Mason, whining all the time (loudly) (#8)
- Benjamin (Bell Tower) 63 Mina, redhead, pointy ears, and golden
eye (changeling: can cast invisiblity
32 Cecilia, loudmouthed but brave (#28) once a day). (#19)
33 Florette, can talk to dead people
for 5 minutes once per day (#32)
In the Cellar
34 Flutine, in shock: constantly
muttering prayers (#28) 64 Noah, a thief (#42)
35 Isabel, flirty with women (#18) 65 Heather, a heretic (#43)
- Tibert (#35) 66 Gavin, troubled teen (#47)
36 Jesse, experienced brawler - Martin, the janitor, infested (#44)
(THAC0 17 [+2], 1d8) (#9) - Brother Seth, infested (Cellar)
- Margaux (#35) - Tobias, infested (#48)

Tick a box on this track each time a death occurs in the temple
. This is the
number of knocks the temple will sound at midnight.
36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19

18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

0
Doomsday!

STARTING
THE ADVENTURE
The sun is about to set when you finally see the first houses of Ragged
Hollow. You walk through tidy lanes between the quaint cottages and
blossoming gardens... which seem surprisingly deserted.
But as you approach the west end of the town, you hear a muffled rumor,
then shouts and exclamations: all the inhabitants are gathered in front of the
elegant white Temple of Halcyon. To everyone’s amazement, the high build-
ing is now awash in waves of golden light, forming an impenetrable dome.

• Veil. A murky golden dome encloses that two women in arms arrived at the
the temple and gardens. No sounds temple last night and that everyone
escape. It pushes back like a magnetic seemed under pressure. It is unusual
field. Nothing can break it. and unexpected. Last time we saw
Justin he was going to the Lost Ox Inn
• Crowd. (#6 page 16).
- Villagers batter on the veil using axes 6. A reward! Alchemist Omar (#4,
and poles, to no avail. They are desper- page 16) says his sons Will and Tam
ate to rescue their children and friends were at school in the temple when the
trapped inside. Golden Veil appeared. Omar pays 300
- Adventurers can meet their relatives GP for their safe return.
or old acquaintances here and may
learn the following: • After a while
1. Just before noon, a terrible thunder- The consensus is that there is nothing
crack and flash of golden light erupted that can be done at this time. Hopefully
from the Temple of Halcyon. Everyone the clerics trapped inside will find a
in town rushed toward the temple as solution! Most of the villagers remain
a strange golden glow came from that distraught, scattering and returning to
direction. their tasks.
2. No one can get in or out of the tem-
ple. Scholars and schoolchildren are • At midnight
trapped inside. Please help them! The temple bells toll 36 times,
3. The Temple is full of rare books, the number of survivors inside its walls
valuable religious art, and magic items. (see page 8).
Their loss would be a tragedy.
4. As the priests are all sealed inside Rumors! Each player should roll
the temple, no one is in charge of the 1d20 for rumors (opposite). Use your
town. Everyone is afraid or angry. No roleplayed conversations with the
one knows what to do. villagers to give them out, or just ask
5. A witness! Young acolyte Justin everyone to roll at the same time for a
(who was out fetching milk) reported rumor they gathered in the morning.

10 •••••••••••••••••
RUMORS
Whenever justified (when the characters meet villagers, listen to a conversation,
etc.) roll for a rumor on the following table. Some are false (F), some are true (T),
but let them believe all the rumors to be equally valid. They’re rumors!

1 (F) Sister Ruth is the witch in the Gloam Wood. She wears the mark!
(T) Fishwife Martine knows the witch in the Gloam Wood. She must know
2
about all the magical wonders stolen from travelers over the centuries.
(F) Mount Mourn was home to an ancient Dwarven kingdom, great
3
engineers, creators of mechanical marvels.
(T) Mount Mourn is infested with reptilian vermin. Some sort of rodent
4
lizards, they say…
(F) The Windler family were torn to pieces by a howling ghost and a metal
5
monster. They’re still there, waiting for new victims!
(T) Windler House is a death-trap, but might be full of forgotten treasure.
6
Old man Windler was a genius, he built all sorts of machines!
(F) An army of giants used to roam the Wailing Hills. Their degenerated
7
descendants still come looking for proof of their past splendor.
(T) There are bandits and ogres in the Wailing Hills, looking to relieve
8
travelers of their valuables.
(F) The goblins in the Gloam Wood eat wicked children. An easy way to get
9
rid of your disobedient offspring, I say!
(T) The goblins in the Gloam Wood sell enchanted fruit. Witches know how
10
to make magical jam with it.
(F) The water in the well turned to blood last night! Some people are still
11
sick from drinking it.
12 (T) The water in the well has tasted foul lately.
(F) Demons have sealed the temple to trap the priests.
13
There must be a sorcerer somewhere close. Beware of strangers!
(T) The priests have sealed the temple to keep the town safe. Halcyon knows
14
what’s happening in there…
(F) Tobias was obsessed with the old dwarf tomb on Mount Mourn, and he
15
was last seen breaking down the temple doors last night.
(T) Tobias was last seen begging for help at the temple doors last night. He
16
was shouting something about the old dwarf tomb on Mount Mourn.
(F) The masked paladin Lady Constance had an affair with the angel
17
Gideon. He made her hide her beauty from mortals.
(T) The masked paladin Lady Constance was scarred by the angel Gideon.
18
It’s not just us mortals who can be petty!
(F) There are countless raving heretics sealed up inside the temple's stone
19
walls! We should be ready to put them in chains when they finally burst out!
(T) There are several criminals and patients being treated in the temple
20
cells. The clergy is equally adept at reforming and healing. Praise be Halcyon!

RAGGED
HOLLOW
A quiet town overlooking the river Rime, its low slate roofs nestled
under the white-walled Temple of Halcyon. It is home to pious,
hard-working folk who like to wear light green and grey-blue
homespun tunics and intricately carved beechwood clogs.

◆ LOCATIONS
Depending on their origin, the adventurers may be familiar with these locations. If not,
they are easily found by asking around or reading signs.

1. The Temple (outside)


Curving white towers nestle on a lovely Referee Note
green lawn. Soaring stained glass win- • The Veil is a magical security shield
dows, greenhouse roofs, and bronze created by the paladin Constance inside.
doors gleam behind a wavering veil of The Veil can only be removed by a prayer
golden light. Several people stand near from a 6th level or greater paladin who
the doors, arguing, praying, lamenting. serves the angel Halcyon or Gideon. It
• Windows. Images of angels teaching, collapses if Lady Constance dies.
ancient scrolls, arcane books. Vague • There are no tall ladders or climbing
shadowy figures move about inside. gear in town. The nearest house is 80
• Veil. A murky golden dome encloses feet away from the bell tower. Three
the temple and gardens. No sounds es- items can help: Orla’s Chain (p36), Win-
cape. It pushes back like a magnetic field. dler Boots (p25), Arvid’s Claw (p43)
Nothing can break it.
• Bell tower. In the northern corner. 50 2. Split Anvil Smithy
feet tall, the top of the weathervane is • Outside: Billowing dry heat, ringing
just barely poking above the magic veil. hammer.
This is the only way into the temple, but • Smith: Joanna, 30, redhead, muscular,
not before the Veil has shrunk enough for grumpy.
the roof to emerge out of it (see page 8.) • Sells basic metal tools: shovels, crow-
• Ragdolls. (see page 20) The gang is bars, hammers, etc.
often found here looking for a way inside • Says Tobias came to get his axe sharp-
or making trouble. ened on his way to open the Old Dwarf
Tomb on Mount Mourn (page 41).

14 •••••••••••••••••
To Gloam Wood
1) The Temple
2) Split Anvil Smithy
3) Sharp's General Store
4) Alchemical Solutions
5) Arcanic Mechanic 11
6) Lost Ox Inn
9
7) Dun'Myff Paper Mill
8) The Dancing Needle
9) The Hooked Fin
10) Home of Tobias
11) The Rime River 7

6
To the Bleak Mountains

8
2
3

To the Kingdom
4

10

To the Wailing Hills


15
••••••••••••••••••

3. Sharp’s General Store 5 . Arcanic Mechanic


• Outside: Water trough, a sickly horse • Outside: Scent of chamomile,
laden with two sacks of onions. windows blocked by books.
• Grocer: Micah, 35, short, glasses, • Wizard: Radomir, 80, frail, jokey, mut-
precise, defeatist. ters, feels chilly.
• Sells basic rations & supplies: rope, • Sells magic services (25 GP): read
canvas, glass jars, etc. magic, translate (50% chance of having a
• Says Tobias bought rations and basic understanding of most languages),
candles for his hike up to the Old Dwarf identify magic objects.
Tomb. • Knows nothing about what is going on
• Connected with an important mer- in town.
chant from the kingdom. Can buy for • Offers 100 GP for each Dwarven
him anything the adventurers could have artifact found.
to sell.
• Sold a bottle of milk to acolyte Justin 6. Lost Ox Inn
this morning, who might know what’s • Outside: Saloon doors, clinking
happening at the temple. glasses, low voices.
• Complains that the well water turned • Innkeeper: Kenan, 55, plump, sleepy,
foul (see page 18). muttonchops.
• Has 6 rooms to rent (3 GP, 4 beds).
4. Alchemical Solutions One is currently occupied by 3 strangers.
• Outside: Walls have a shimmering See Bogdan's crew (page 20).
iridescent acid-wash paint. • Sad because his two best customers
• Chemist: Omar, 40, gray, bearded, Gustav and Gaston stopped drinking,
tattooed, worried. now spend their time smoking at the old
• Sells acid (3 vials), healing potions (3 tower south of town. See Smoking Den
vials) (for 25 GP each). May produce 1d6 (page 50).
vials of each per week if asked. • Acolyte Justin (20, freckles, earnest)
• Says his sons are trapped in the tem- cries in the corner. He was out fetch-
ple school (Will, Tam). Will pay 300 GP ing milk when the Veil appeared. Last
for their safe return. evening, someone banged on the temple
• Thinks the Gloam Wood (page 29) doors to get in: Lady Constance and her
witch cursed the temple. squire. They were immediately received
by the leaders. The only gap in the Veil
is the bell tower (page 58) on the north
wall.

7. Dun’Myff Paper Mill


• Outside: Humid, clunking sound of
heavy wooden mallets in watery tubs.
• Miller: Naomi, 60, tall, silver pixie cut,
cheerful, backache.
• Offers 1000 GP reward for defeating
the bandits in the Wailing Hills (page 44)
that are blocking her paper exports.
•••••••••••••••••••

8. The Dancing Needle ness. Never made him do any chores,


• Outside: Immaculate tulips and always catered to her spoiled little prince.
trimmed hedges.
• Tailor: Laban, 45, thin, weepy, timid, 11. The Rime River
curly hair. High grassy banks overlook this slug-
• Sells basic clothing. gish brown river. Chunks of white ice
• Weeps because his wife Doris is float by. Small fishing boats sit lashed
trapped in the temple. She was at ser- to stumps and rocks. A decrepit gray
vices. house hunches on the small wooded
• Offers 100 GP to kill vermin in his island in the center of the current.
basement (page 18). • River. 100 feet wide, 20 feet deep.
Safe to swim but save against Death or
9. The Hooked Fin get a -2 to all d20 rolls until warmed up
• Outside: Reeks of fish, oily puddles in and dry.
the grass. • Boats.
• Fishwife: Martine, 35, short, sun- Day: Fishermen are nearby, willing to
burnt, superstitious. row the adventurers across (1 GP).
• Sells fresh fish and eels. Night: No one is here to see the
• Sees strange lights in the old Windler adventurers steal a boat.
House (page 22) on Rime River at night. • Island. Regardless of the weather,
• Says the “witch” in the Gloam Wood there is always a howling wind whipping
(page 29) is just a harmless old woman, through the willows on the island,
Beatrix. flattening the grass. The entire island
was once landscaped with neat
10. Home of Tobias hedges, flowerbeds, and gravel paths,
• Outside: A tidy little cottage, crooked now overgrown and weedy. A decaying
and crumbling, but as clean as can be. dock squats in the reeds by a footpath
Wooden hutches out back contain 32 leading up to the house.
gray rabbits. • House. The old Windler House
• Tobias’ Mother: Susanna, 41. Long (page 22). Abandoned for 20 years. Folk
gray hair, long gray wool dress. Overly believe there are treasures, traps, and
polite, gently implies that everyone is ghosts!
a sinful heathen, endlessly proud of
her son Tobias. Widow of Jonah (local
drunk). Raises rabbits for food and sale.
• Says she always knew Tobias would
be a famous hero one day because he
definitely wasn’t touched by evil or
doomed to be tortured by demons like
everyone else is. Does not know where
he is now.
• People say she raised Tobias on
an unbalanced diet of violent fables,
religious fear, and baseless praise. Over-
looked her son’s dim wits and clumsi-

17
•••••••••••••••••
◆ WELL MYSTERY ◆ BASEMENT VERMIN
A round stone well sits in the public square un- Laban the tailor (page 17) offers
der a sturdy little roof. A bucket and rope rest 100 GP if the adventurers kill the
on the lip. A foul smell hangs in the still air. “vermin” in his basement.
• Well. 30 feet deep, wide enough for a hu- • He says, “There’s a handful of the
man-sized creature to descend on a rope. ugly things skittering around in the
• Bottom. A rat-goblin named Croaker lies shadows, chewing up my best cloth!”
groaning on a muddy ledge. Purple pustules You descend the creaking steps
dot his belly, he feels sick. Kill the hag Orla and see wooden crates in neat
Graylocks (page 34) to restore him to a nor- stacks along the walls. But at the
mal goblin. rear, the crates are covered in thick
• Croaker. Remove him from the well to gray webbing. A dozen red eyes
clear the water. blink open, and the critters swarm
CROAKER THE RAT-GOBLIN: AC 7 [12], out!
HD 1-1* (3 hp), Att 1 × dagger (1d4 ), • Critters. Five spider-rats. Can be
1 x bite (1d4 + poison on first bite only), lured outside using cheese or rotten
THAC0 19 [+0], MV 90’ (30’), SV D14 W15 P16 B17 meat.
S18, ML 7, AL Chaotic, XP 8 SPIDER-RAT: AC 7[12], HD 1-1* (3 hp),
▸ Poison: save vs poison or become rat-faced Att 1 × bite (1d4 ), THAC0 19 [+0],
mutant for 1d6 days. MV 90’ (30’), SV D14 W15 P16 B17 S18,
• LOOT! 7 CP, chewed half-dead toad. ML 7, AL Neutral, XP 8
▸ Spider climb: climb walls and cells as
• Heal him or tend to his pustules, reward: “I normal move.
know a treasure! Go to the island, go in the house,
find the metal shoes. You put three cans down, • Crates. All contain various silks,
you get the metal shoes. I saw this, long ago!" cottons, and wools. A small precious
• Secret. He has been biting random vermin box covered with dust seems to have
around the village to spread his rat-curse slipped behind the crates and been
out of bitter spite. Created the spider-rats in forgotten. It contains 6 gold thimbles
Laban’s basement. (300 GP).

18
Night Events in Ragged Hollow
Since the appearance of the Veil above the temple, nightmarish events have been dis-
turbing the nights of Ragged Hollow.
• For each hour spent outside during the night, roll 1d6. Refer to Timeline (page 8) to know
if an event occurs. If they do not endure this event, the characters can hear about it from
villagers who have lived through this terrible experience.
• Moreover, each time a trapped villager dies in the temple (see page 8), there is 3-in-6
chance that one of his relatives declares, by alarming his neighbours, to have been visited
this night by his screaming ghost
The adventurers see a villager drown in quicksand in the center of the road. If they
1 dig for them, they find nothing. (Referee: make it a villager the party has already
met; the next day that person is fine and has no idea what the PCs are talking about.)
One character is yanked into a side-lane by a black tendril that then bursts into
2
harmless little black spiders.
The party hears a single growing scream, then a heavy thud, then silence (as though a
3
person fell from a great height and landed nearby). If they search, they find nothing.
4 A scattered trail of rotten human teeth leads into an empty alley.
A character’s face suddenly looks very much like a rat’s. As soon as the characters get
5
too worried about it, the mutation disappears.
6 A basket in the lane overturns, spilling eyeballs. They pop and vanish.
7 A dozen crows flying overhead drop dead at the characters’ feet.
8 The air carries an ominous flute tune. It doesn’t seem to come from anywhere.
9 A severed hand crawls toward the party and dissolves into red foam.
Bright green eyes follow the characters from a dark alley. They vanish as soon as light
10
is cast on them.
11 A bloody pitchfork is lying across the street. A trail of blood leads to an empty shed.
One character hears their childhood nickname whispered in their ear.
12
Yet no one’s here…
13 A sound splits the silence (women screaming, children laughing, or wolves howling).
Red bats are feasting on the bloody carcass of a stray dog. They carry it away when
14
someone approaches.
One character sees and feels their own hands on fire. When they douse the flames,
15
their hands are unharmed.
16 A faint image crosses the road (pale ghost, black hound, or hooded grim reaper).
A nearby cottage groans and collapses. A family screams inside. A moment later, the
17
rubble vanishes. There was never a cottage there at all.
Thousands of white worms wriggle up through the dark soil. They hum a deep
18 resonant chord, swaying in the starlight, before burrowing back down into the ground.

19 The night sky erupts with a red meteor shower like tears of blood across the stars.
20 An uncommonly cold breeze.
••••••••••••••••••

LOCAL RIVALS

THE RAGDOLLS them for a cut of the treasure.


There are three local youths in Ragged • The Ragdolls might challenge the char-
Hollow who call themselves the Rag- acters to a (non-lethal) fight to prove who
dolls. They want respect and wealth, deserves the most respect.
both of which are hard to find here. • The Ragdolls have a soft spot for the
old wizard Radomir (page 16). They
Severine. 23, athletic, spiky black protect him.
hair, fish-hook piercings. Skilled archer. • The Ragdolls may briefly ally with the
Intelligent, angry. Hates the temple and heroes, but only to their own benefit.
authority figures. Wants these boring vil- • If a player character dies, then they
lagers to admit that she is smarter than may wish to use one of the Ragdolls as
them. Which she is. their replacement character. This could
Lyla. 21, muscular, curly red hair, crude further implicate the youths into the
tattoos of snakes. Skilled wrestler. Al- party’s affairs.
ways bored. Hates regular jobs. Enjoys SEVERINE/LYLA/BETTY: AC 7 [12],
violence and pain. HD 1 (4/6/3 hp), Att 1 × shortbow (1d6 or
Betty. 18, petite, long blonde hair, black by weapon)/ 1 x brawling (1d6 or by weap-
veil, filthy black dress. Skilled butcher. on) / 1 x stick (1d6 or by weapon),
Sensitive, poetic, obsessed with death. THAC0 19 [+0], MV 120’ (40’), SV D14 W15
Wants to build an ornate gothic temple P16 B17 S18, ML 7, AL Neutral, XP 10
to Death, or steal someone else’s temple • Trained nuisance: each of them get +2
and give it a makeover. to hit when using their favorite weapon
(shortbow/brawling/stick).
▸ Referee Options: • LOOT! Not much.
• The Ragdolls wander around town,
bullying people, demanding high pay for
interesting work. Eager for extermina-

BOGDAN’S CREW
tion jobs. Bogdan is a bandit leader from a
• Vandals. The Ragdolls hate the temple, far away city in the Kingdom,
and try to deface and/or rob it. accompanied by his lieutenants Castor
• Foolish. The Ragdolls might try to ally (fighter) and Jethra (wizard).
with the hag in the Gloam Wood (page
26). • Why they’re here. Bogdan has come
• Dangerous. The Ragdolls might try to buy 1,000 GP of cigars (1,000 units)
to join or takeover the bandit cigar from Fergus’ gang (see page 48). They
operation in the Wailing Hills. wait at the inn (page 16) for a message
• Offer. They may hire the PCs to help from Fergus that their cargo is ready.

20
•••••••••••••••••••

• What they do. They only leave their Castor. A hulking man in black chainmail
rooms for meals. In the evenings they with a shaved head and a tattoo on his
stay by the fire in the common room back of a face similar to his own. Around
and play cards for a while, sometimes his neck, a scar that could have been left
looking at a map of the Wailing Hills. by the hangman’s noose. Wears three
• What they say. Not much. “We’re silver bracelets in the shape of a snake.
travellers. Mind your own business, my Drinks unreasonably. Likes to bet on
friend”, is all the innkeeper has been able anything and everything. Likes kittens.
to get out of them so far. Stammers. Obeys Bogdan like a dog.
• The veil. “What happens to the rubes Actually a nice guy if given the chance.
in this podunk is none of our business.” AC 4 [15], HD 3 (14 hp), Att 1 × Mace (1d6)
• Discreetly follow the adventurers if THAC0 17 [+2], MV 120’ (40’), SV D13 W14
they head to the Wailing Hills or if they P13 B16 S15, ML 8, AL Chaotic, XP 35
seem to be onto something juicy. • Shield bash: on a successful attack roll of
18-20, in addition to damage, target falls
Bogdan. Small, stocky man in black and loses their next action. • Eyes in the
chainmail with a distinguished manner. back: no modifiers when attacking him in
Thick black brush mustache, wears a the back.
blond wig so as not to be recognized • LOOT! 3 silver bracelets (35 GP each), 33 GP.
(there is a 500 GP bounty on his head
in the Kingdom). Wears a hollow gold Jethra. A scrawny woman with a bird-
signet ring with two rubies inside the like head, constantly alert. Red stringy
letter B on it, and containing a dose of hair, an ill-fitting glass eye, always looking
poison (to be mixed with a drink; save vs in the wrong direction. Speaks in a dry,
poison or sleep for 1d4 hours). Always high-pitched voice, always in short sen-
carries a small strongbox containing 4 tences. A worn green travel dress with
small gold bars. Sometimes takes a walk many secret pockets containing 27 various
in the village in the late afternoon. gems. Doesn’t like anyone.
Bogdan is very aggressive and confi- AC 8 [9], HD 3 (6 hp), Att 1 × dagger (1d4 )
dent, but also intelligent. He tries to or 1 x blowpipe (1d2 + poison), THAC0 19
overpower an enemy, but always makes [+0], MV 120’ (40’), SV D13 W14 P13 B16 S15,
a deal rather than die or lose. ML 9, AL Chaotic, XP 35
AC 5 [14], HD 4 (18 hp), Att 1 × greats- • Arcane magic: cast spells like a 3rd level
word (1d10 ), THAC0 16 [+3], MV 90’ (30’), magic user • Spellbook: (1) Floating disc,
SV D10 W11 P12 B13 S14, ML 9, read magic, magic missile, (2) knock, levitate.
AL Chaotic, XP 75 • Ring of protection +1, • Vampiric dagger +1
▸ Greatsword of speed: +1 (not consid- (recover 1hp per hit). • Poisoned dart (20):
ered as slow weapon), potion of Giant save vs poison or stay groggy for 1d6 turns
Strength. (-4 to all d20 roll)
• LOOT! Signet ring (150GP); 4 gold bars • LOOT! 27 multicolored gems (150GP
(4 x 250GP); black velvet purse shouting total); ring of protection +1; potion of
“Thief, thief!” in case of a pickpocket healing; magic glass eye (detect magic
containing 127GP and 2 black ovoid gems once a day), magic scroll able to restore
(2 x 50 GP). a person to their original form. (22 GP, see
Hook #6).

21

WINDLER
HOUSE
The mossy gray house sits alone, surrounded by overgrown gardens
and untended paths. From inside you hear glass tinkling and metal-
lic ticking. A tasselled rope hangs by the front door.

• Rope. Door bell. Rings a complex in a tidy gray suit. Bad memory, can’t an-
series of bells and chimes for 1 solid swer any questions, but follows the party
minute, all dented and out of tune now. around, desperate to help and please.
Summons the ghost butler Andrew (see The Windler family treated him poorly,
Enter anywhere). never thanked or paid for his service.
• Windows. Look in at dusty furniture, - Freeing: Offer him thanks, praise, or
spiderwebs. a single gold coin to let him find eternal
• Exterior doors. Front (locked), back rest.
(unlocked). - Danger: When criticized or insulted too
• Enter anywhere. The ghost butler An- much, Andrew screams (d3 damage from
drew appears, a polite floating skeleton psychic energy) and vanishes for 1 hour.
4

1 2

7 8

6 5

Encounters in Windler House


Every 3 exploration turns in the house, roll 1d6 for a random event.
A lone rat-goblin (hungry, timid) creeps in the corners, looking for food.
1
Flees back to the basement if noticed.
2 Small handprints and footprints in the dust (rat-goblins).
A swarm of gray rats tumbles out of a rotten wall panel. Flee in every direction.
3 Burst open when harmed, spraying diseased blood on the attacker: save vs
poison or catch a fever lasting 1d20 days (-1 to all dice rolls).
4 Tiny handprints and footprints in the dust (rats).
The ghost of a small boy (Reginald) in a red suit appears behind the party. Stares
5 at them. Does not speak. Slowly points to a random object in the room,
and vanishes into a wall.
A tiny toy soldier marches into the room. Pauses. Points its tiny crossbow at
6 one character. Pauses. Shoots a tiny arrow at the target’s chest (harmless). The
toy bursts into flames and slowly melts while making a horrible sad wail.

••••••••••••••••• 23
•••••••••••••••••••

1. Cluttered Study • Purse. Cross 1d6 wires to reach it.


Green upholstered chairs are surround- Contains 66 rubies worth 10 GP each.
ed by piles of books. Cold ashes sit in the • Carpet. Covers a trapdoor leading to
blackened fireplace, from which extend the basement (9).
a dozen lead pipes.
• Chairs. Each has several wooden 4. Perilous Pantry
levers for adjusting the height, footrest, As you open the door, the old shelves
and backrest. 2-in-6 chance that using collapse and cans of beans crash onto
the levers makes a chair fall apart (loud) the floor. One can is ticking.
or fold up to trap the occupant. • Ticking can. In 10 seconds, boom (2d8
• Books. Mostly about alchemy, physics, damage). Half of the cans are destroyed,
biology, and metallurgy. Weighing 30 lb. and half go flying (15 cans of beans, 1
(1,500 coins), the lot could fetch 350 GP ration each).
to an inventor or natural philosopher. • One can is light and rattles. Contains
• Pipes. Convey heat throughout the 119 GP.
house. Light a fire to instantly warm • Another can is light and rattles. Con-
every room. After 10 minutes, small fires tains a spring-loaded snake puppet.
break out all over the dusty house.
5. Comfy Master Bedroom
2. Tinkling Dining Room The four-poster bed is covered in soft
A polished walnut table and chairs lie in quilts and pillows, with several wooden
splinters on the plush white carpet, min- levers at its side. Rustic paintings of
gled with squirrel bones. Dozens of crystal laughing children hang on the walls.
shards stand impaled in the floor. The Four heaps of laundry sit in the corners.
chandelier tinkles like crystal clockwork. • Levers. Adjust the bed: raise or lower
• Chandelier. Dozens of silver wires the mattress, tilt the mattress forward or
connect the chandelier to mirrors, lenses, back, raise or lower the gauze curtains
and panels all over the room. They serve hanging from the posts. 2-in-6 chance
as a detecting mechanism for targets: that playing with the levers makes the
the chandelier shoots crystal shards at bed collapse loudly.
anything that moves inside the room • Heaps: (1) Nothing. (2) Green silk
(THAC0 19 [+0], 1 hp). purse, empty. (3) Blue silk purse, 297 GP.
(4) A small silver rat trap (worth 8 GP)
3. Wired Kitchen does 1 damage.
Hundreds of wires criss-cross the room
in a dense silver web, leading to heaps 6. Messy Children's Bedroom
of shrimp forks that have been scattered Tiny metal animal figurines lie tangled
across the counters and floor. A red silk in the green shag carpet. An elegant
purse is caught within this chaos of wire, silver clock ticks on the far windowsill.
near a half rolled up carpet that has been • Figurines. Windup toys, still work.
moved recently judging by tracks in the Pierce any boot sole (1 damage). 5 lb.
dust around it. (250 coins) of them, worth 400 GP to a
• Wires. Touch or cut one and a fork noble.
flies at the character (1 damage). Disarm- • Clock. Very nice alarm clock, still
able by a thief. works (50 GP).

24
••••••••••

7. Steamy Bathroom
As you enter, a cloud of hot steam billows
out, obscuring the small tiled room.
• Steam. The shower is still (somehow)
blasting hot water across the tiles.
• There are 13 bog vipers sleeping in
the bathtub. Best not to wake them. One
of them is coiled around a pretty silver
brush encrusted with purple gems (120
GP).
BOG VIPER: AC 7 [12], HD 1* (4 hp),
Att 1 × bite (1d4 + poison), THAC0 19 [+0],
MV 90’ (30’), SV D12 W13 P14 B15 S16,
ML 11, AL Neutral, XP 13
• Poison: save vs poison or + 1d4 damage
and headache for 1d4 days.

8. Inventor’s Workshop
Tools for tinkering, smithing, and
woodworking gleam in perfect rows and
racks. A pair of clockwork boots sits
on the center table, on a dark wooden
square with a silvery trim.
• Square. Pressure plate fires needles
from under the table, paralyzing all
targets in the room for 1 hour (save vs pa-
ralysis to avoid). There is a 5-in-6 chance
that the Rat-Goblins from the basement are nesting here. Standard goblins
hear the trap trigger and come to rob the cursed by the hag Orla Graylocks into a
paralysed characters. Use 5 pounds (3 half-rat form. Cast out of goblin society.
cans of beans) to balance the plate. Want to return home. Option: Kill the
WINDLER BOOTS hag to restore them.
Once per day, click the heels of these RAT-GOBLIN: AC 7 [12], HD 1-1* (3 hp),
self-winding clockwork boots to jump 60 Att 1 × dagger (1d4 ), 1 x bite (1d4 + poi-
feet up or 60 feet forward. son on first bite only), THAC0 19 [+0],
MV 90’ (30’), SV D14 W15 P16 B17 S18,
9. Basement ML 7, AL Chaotic, XP 8
Dust and spiderwebs cover a clutter of • Poison: save vs poison or become a rat-
boxes, books, folded quilts, torn pillows, faced mutant until magically healed.
children's drawings, damaged silverware, • LOOT! Roll d6. (1) 1d6 CP, (2) necklace
spools of rotten thread, jars of dried of small animal bones, (3) 1d4 smoked
paints, spools of rusty wire, and baby frog legs, (4) walnut shell engraved with
toys. Eyes glint in the shadows. a grotesque face that changes every day,
• Boxes. All worthless junk. (5) unicorn miniature made of boogers,
• Eyes. 1d6 Rat-Goblins (vicious, cruel) (6) a set of teeth.

25

GLOAM WOOD
Ashen beards of moss hang from crooked branches. Crows cry out
in the distance. Thick spongy lichen carpets the uneven forest floor,
forming a narrow twisting path forking to the east and the west.

• East path. After one hour of walking, 1d6. After 1d4+4 hours, the PCs reach (1)
the trail ends at a small stone cottage. the Cottage, or (2) the barrow, or (3) the
• West path. After six hours of walking, Goblin Market, or (4) sunny island, or (5)
the trail ends at a dark barrow mound. the dam. On (6), they remain lost for a
• Leaving the path? People get lost in further 1d4+4 hours (and you roll again
Gloam Wood all the time. If the party for the location).
decides to go off-trail into the woods, roll

BARROW THE
DAM

1Hr

3Hr THE
SUNNY
ISLAND 1Hr
1Hr
GOBLIN
MARKET
1Hr

CROSS 3Hr
ROADS

3Hr
s
ew
tth
Ma

1Hr
ob

COTTAGE
yR
pb
Ma

To Ragged
Hollow

•••••••••••••••••

26
Encounters in Gloam Wood
Every 3 hours of travel, roll 1d20 on the table below.
Note that you should roll for reaction even when the attitude of a monster is indicated,
if only to determine how violent the encounter may get.
An oily puddle lies across the path. The iridescent ooze ambushes small
1
creatures by masquerading as a puddle. It attacks anyone stepping in it.
1d6 stirges roost in the trees above. They swoop down to feed on any one
2
adventurer who is in darkness. They flee from bright light and naked flame.
1d6 goblins push a laden cart toward the Goblin Market. They
3 try to either steal the party’s items or sell some worthless old shoes as
“enchanted slippers” that allow a person in danger to run twice as fast.
The Ragdolls (see page 20) emerge from the trees. They are looking for the
4 witch, hoping to recruit her for their gang. They try to bully the party into
helping them or into giving them a bribe to go away.
An intact snake skeleton coiled in a patch of colorless slime. Recently
5
digested meal of an iridescent ooze, which is now farther up the path.
A spatter of fresh blood (goblin) in the path. 1d6 stirges recently fed here.
They roost in the trees nearby (1 hour searching: 1-in-6 per person to find
6
the nest. Contains 8 eggs. 20 GP each to an arcanist or alchemist.
There is 3-in-6 chance 1d3 stirges attack when close to the nest).
Cartwheel ruts in the path lead to a recently doused campfire.
7 Small footprints (goblin). Shreds of cloth, curls of whittled wood.
One severed goblin nose (from a violent disagreement).
A tree freshly hacked apart in brutal strokes. Crude anatomical designs
8 carved into broken limbs. A spot riddled with arrow punctures, and one
stuck arrow. The Ragdolls spent the day here, practicing their violent skills.
A harmless glowing will-o'-the-wisp attempts to lead the party back to the
9-10
banks of the Rime River in sight of the town.
11-13 An awakened shrub shuffles past and re-plants itself nearby.
14-16 A tortoise lies on its back, wobbling and flailing slowly.
17-18 An owl hoots mournfully and follows the party for 1d6 hours.
19-20 A dead branch crashes to the ground right behind the characters.

OOZE, IRIDESCENT: AC 9 [10], HD 2* (9 hp), Att 1 × rainbow tendril (1d8), THAC0 18 [+1],
MV 10’ (3’), SV D12 W13 P14 B15 S16, ML 12, AL Neutral, XP 25
• Rainbow tendril: rusts metal armor, -1AC for each hit • Lubricate object: when a weapon hits
the ooze, check DEX or the weapon slips away 20 feet. • Immunity: Acid and fire.
STIRGE: AC 7 [12], HD 1* (4 hp), Att 1 × beak (1d3 + blood sucking), THAC0 19 [0],
MV 30’ (10’) / 180’ (60’) flying, SV D12 W13 P14 B15 S16, ML 9, AL Neutral, XP 13
• Dive attack: +2 to hit on first attack. • Blood sucking: Upon a successful attack, attaches and
drain victim’s blood: 1d3 automatic damage per round. • Detach: If stirge or victim dies.
GOBLIN: AC 6 [13], HD 1-1 (3 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16, ML 7, AL Chaotic, XP 5
• LOOT! 1 GP (3-in-6: fake, made of lead and pyrite dust.)
◆ COTTAGE
A tidy log house leans against a massive oak tree
surrounded by a fence of thorns. The smell of
freshly baked cookies wafts on the breeze.
A woman’s voice mutters quietly inside.

• Thorns. A small goblin “Rask” is


caught in the fence, trying to quietly
escape. “She’s a crazy old witch! And her
cookies are poison!” If freed, he runs away
north (to the market). He has a wooden
ring (worthless).
• Woman. A frail, bent, unsteady granny
named Beatrix. Mostly blind, very forget-
ful. Kind, but scatter-brained. She wears a
large Ruby Ring.
• Healing. For 1 GP, Beatrix can cure
blindness, deafness, poison, and disease.
• Broom. An animated broom “Swiffy”
with little wooden arms bustles around
the room, cleaning and helping.
• She says...
› Temple? She only knows that the cler-
ics use the Golden Veil to keep evil from
getting in…or out. BEATRIX: AC 9 [10], HD 1 (4 hp),
› Tobias? He came to Beatrix for advice Att 1 × weapon THAC0 19 [0], MV 60’ (20’), SV
about opening the Old Dwarf Tomb on D12 W13 P14 B15 S16, ML 10, AL Lawful, XP 5
Mount Mourn. She told him not to, be- • Protected: anyone attacking Beatrix is imme-
cause Dwarves tend to dig up things they diately cursed (d6): 1. Tongue turns into a toad,
shouldn’t. Tobias said he wasn’t afraid. 2. Eyes become white and can only see in pitch
› Danger? A gray hag in a barrow far to black darkness, 3. Skin abundantly sweats vine-
the west is known to hunt down and eat gar, 4. Normal food is toxic, must subsist on dry
those who become lost. Beatrix protects dung, 5. Each hair becomes a buzzing fly’s wing,
the village from her by hanging bags of 6. Must sleep one turn every hour to function.
ground bone and lavender, a plant sacred • LOOT! Ruby ring; a silver chain with an agate
to the angel Gideon, from trees along the cameo representing two little twin girls, one is
river, preventing the hag from crossing smiling, one is crying (45 GP).
over.
› Goblins? “They’re always trying to steal RUBY RING SWIFFY THE BROOM
my cookies! Naughty things! I’d give my Allows the wearer This magical servant can clean
precious Swiffy to anyone who could make to cast Remove and do simple chores, including
them leave me alone.” Curse once per cooking. Does not speak but
› Opportunity? At night, in the glen due day. It smells of knows Common. Always has a
north is the goblin market. “Be careful! moth balls and peppy professional attitude.
They have clever magics, but they like to ointment. Hates dirt! Fears fire!
play games.”

••••••••••••••••• 29
◆ GOBLIN MARKET
Three hours’ walk north from Beatrix, day or night:
The trees part to reveal a perfect circle of soft green grass ringed in
tall gray stones, with a silvery brook babbling along one side.
And only at night:
Six crooked carts sit in the ring, where twenty-odd goblins are selling their
wares. Leaning against a tall stone, strumming a lute, is a satyr.

• Stones. Over 10 feet tall, centuries man smiles and strums his lute dreamily.
old, covered in weathered pictographs in He offers secrets, for a price:
Goblin, all graffiti telling fart jokes about • For a weapon, he tells the adventurers
humans. that Tobias went into the Old Dwarf Tomb
• Goblins. Vicious little folk in tattered (page 42) and was infected with a dark evil.
vests and corsets, garishly rattling with • For a love song, he says marvellous fruits
rings, bracelets, and glasses. No weap- grow on the Sunny Island.
ons, all business. • For a delicious meal, he tells the PCs that
• Rat Goblin? The market goblins are the clerics raised the Golden Veil to trap
desperate for wealth and respect, to be hideous monsters born from actual
included in human society. They cast nightmares inside.
out anyone who makes them look bad. • For casting a funny spell on each other,
Recently exiled a small group who were he tells the heroes that the only way to save
cursed by the hag Orla Graylocks (page the temple is to “Remove the golden circle
34) to become rat-goblins (nesting in of dreams”.
Windler House, page 22). • For physically attacking each other, he
GOBLIN: AC 6 [13], HD 1-1 (3 hp), tells the characters that there is a danger-
Att 1 × weapon (1d6 or by weapon), ous hag nearby with several useful magical
THAC0 19 [0], MV 60’ (20’), SV D12 W13 P14 items, and provides directions to the barrow.
B15 S16, ML 7, AL Chaotic, XP 5 • For a freshly baked cookie, he tells the
• LOOT! A fake nose made of battered party that he no longer likes cookies and
copper (blocks all odors as well as harmful won’t send the goblins to steal from Beat-
gases for 1 minute), 7 glass diamonds, a rix anymore.
living earthworm called Hardy. MASTER NEVEN, SATYR: AC 5 [14], HD 5* (22 hp),
Goblin names: Brik, Crok, Derk, Lenk, Nisk, Att 1 × horns (2d4), THAC0 15 [+4],
Pyrk, Senk, Posk, Cusk, Yusk, Rilk, Gark. MV 180’ (60’), SV D6 W7 P8 B8 S10, ML 9,
AL Neutral, XP 300
• Wares. The vendors are all similar- • Surprise: Only on a 1. • Hide: 90% undetect-
ly shrewd, eager to sell and willing to able when hiding in woods. • Magic lute: All
haggle (see opposite). They do anything within 60' must save vs spells or fall asleep
to make a sale, and tell ridiculous and for 4d4 turns.
contradictory lies. • LOOT! Silvered lute (only magical for faerie
• Satyr, Master Neven. With a twinkle folk, worth 300 GP), moonstone bracelet
in his eye and a mere wisp of silver hair (gives infravision, at the cost of hearing for
on his bald pate, the cloaked little goat- non-fae), 14 gold acorns (10 GP each).

30 ••••••••••••••••••
FOR SALE!
• Dolls.
19 GP each. Strangely life-like, woven
from grass, occasionally giggle at the
adventurers.
• Socks.
42 GP per pair. Fuzzy, striped, woolen.
Grants resistance to cold. If the wearer
ever sings, then the socks make them
dance.
• Apples. • Bowls.
7 GP each. Take a bite and roll 1d6: 151 GP each. Garishly painted wood-
1) Heal 3 HP en bowls. Once per day, place any tiny
2) Fall asleep lifeless thing in the bowl and it turns into
3) Belch green fire delicious food. Roll 1d6:
4) Hair turns green 1) Porridge with hazelnuts and raisins
5) 9 GP fills the PC’s pocket 2) Moonfish pie with finger-carrots
6) Learn Goblin language 3) Shroom steak with horseradish sauce
Apples stay fresh for a year. Magic van- 4) Squirrel sausage, roasted crabapple
ishes from the apple after the first bite. A 5) Hognose pâté and bark bread
clever character who bakes an apple into 6) Stout beer stew (made with real Stout
a pie or strudel has the equivalent of a halfling meat!)
random potion (8 slices, lasts 1d4 days). • Potions.
• Gambling! 27 GP each. Smell of burnt cabbage and
Referee rolls 1d10 to get the target num- rotting berries. Drink one and roll 1d6 for
ber. The player rolls 3d6 and must add or an effect:
subtract their 3 numbers in any order to 1) Gain 10 temporary HP
try to equal the target number. 2) Haste, 10 minutes
If they can’t do it, lose 20 GP 3) Slow, 10 minutes
If they use 1 die, win nothing 4) Gain darkvision, 1 hour
If they use 2 dice, win 20 GP 5) Shrink one size, 1 hour
If they use 3 dice, win 40 GP 6) Grow one size, 1 hour

Special Prices
At your discretion, a goblin can request one of the following instead of gold for an
item they are selling:
1) A child’s first tooth. 2) The whiskers of a white rat. 3) A fish’s tears of joy. 4) The
morning’s first dew. 5) A crow’s shadow. 6) The moon’s reflection.

••••••••••••••••••• 31
••••••••••••••••••

◆ SUNNY ISLAND
Bathed by the sun's rays breaking through the clouds, a small, egg-
shaped island lies in the middle of the tumultuous stream. Through
the grass and reeds cluttering the shoreline, one can see a carefully
tended orchard with brightly colored fruit. On the bank, traces of
passage indicate a ford to the island.

• Sun. Whatever the season or the • Shiny things. Scales shield (save at +3
weather, the island is always sunny and vs breath), master thieves tools (+10% to
never knows worse than a refreshing Open Locks), iron vial (potion of dimin-
drizzle. No one knows why. ution), circlet of alien metal (a wizard
• Stream. About 30 feet wide, tumul- can memorize one random 1st level spell
tuous. Check STR (with -4 for non- from their spellbook every day), 143 GP.
leather armor) to swim across, or get • Orchard. A dozen venerable peach,
swept a hundred yards downstream (1d4 plum, and pear trees form a circle around
damage). a flowery lawn in the middle of which a
• Ford. The reeds have been cleared sign bears the following message: “Help
away and various footprints (goblins, yourself ! No more than one fruit per per-
among others) are visible in the mud. A son and per day. (Beware!)”.
human crossing here has water up to the - Peach: 6 temporary HP for 6 hours
waist. Speed is halved, and on 2-in-6, - Plum: +2 to saves for 6 hours
Yemoja the giant blackfish attacks the - Pear: +2 to STR for 6 hours
first person crossing. - Take more than one piece of fruit:
• Yemoja. Ten-foot, strong fish with an angry “Boo!” booms from above, the
gleaming black scales who speaks sun is veiled for a moment, the culprit
Common in a deep, slow voice. Yemoja is is henceforth cursed. Roll 1d3.
always hungry but doesn’t like fighting; 1 : Shamed! Grow a pig tail and nose
she bargains for passage if a good quanti- 2 : Doomed! Roll 2 dice and keep the
ty of fresh meat is offered (goblin meat is worst result for all d20 rolls
acceptable). If the characters are sympa- 3: Limited! Prime requisite ability
thetic to her or seem strong enough, she reduced to 9
can ask for a favor: if they destroy the - A piece of fruit can be kept for a week
dam which blocks the river upstream,
she will give them some "shiny things
that won’t rust" left underwater by some
of her past meals.
YEMOJA THE GIANT BLACKFISH: AC 6 [13],
HD 5* (22 hp), Att 1 × bite (1d8), THAC0 14
[+5], MV 150’ (50’), SV D12 W13 P14 B15 S16,
ML 7, AL Neutral, XP 300
• Catch: on 18-20 on a successful hit, target
must check STR or be pulled into the high
water and drown in 6 rounds (one check per
round allowed).

32
•••••••••••••••••••

◆ DAM
A chaotic pile of tree trunks and branches forms a 6 foot high dam
that lets out a narrow stream from between two wooden pillars. At
the top, 3 rotting corpses are impaled on stakes. On the other side
a small lake has formed, on the banks of which a gigantic albino
beaver is cutting down trees while humming a song.

• Narrow stream. The weak point of favor: if they kill or chase away the giant
the dam. Bringing down one of two pil- blackfish downstream who regularly
lars will make the whole thing collapse: tries to destroy his dam, he will give
30 points of damage needed (AC 3 [16]) them some peculiar items he found on
and save vs breath to avoid being swept the dead saboteurs.
100 yards away (1d4 damage). 3-in-6 DOYA THE GIANT ALBINO BEAVER:
chance per round: Doya the giant albino AC 6 [13], HD 5* (22 hp), Att 1 × bite (1d8),
beaver attacks. tail slap, THAC0 14 [+5], MV 150’ (50’),
• Three rotting corpses. Dead maybe SV D12 W13 P14 B15 S16, ML 7, AL Neutral,
weeks ago. “Those feckin’ lunatics were XP 300 • Tail slap: may swing at all targets
trying to destroy my bleedin’ dam! People, in its rear for 1d8 damage.
I swear!” says Doya if asked about his
decoration style. • Peculiar items. Silver knife (on the
• Doya the giant albino beaver. Ten- command word “Biggus!”, becomes a
foot, three-ton beaver with dazzling long silver sword +1 for 10 rounds, once
white fur, who speaks Common in a per day); iron flask (potion of Growth);
skittering, frantic voice. Always busy, orichalcum skull (a character who can
Doya doesn't particularly like fighting turn undead counts as one level higher);
and can try to reason with the saboteurs 157 GP.
before they accomplish their task. If the • Song. For musical referees, it’s Johnny
characters are sympathetic to him or Cash’s Lumberjack.
seem strong enough, he can ask for a
••••••••••••••••••

◆ CROSSROADS
A small wooden bridge crosses a turbulent stream. On the eastern bank,
a trail overgrown by brambles follows the stream northwards. Some 10
yards down the trail, a decomposing corpse sits against a tree.

• Corpse. The body is lacerated, • Brambles. If one lingers to inspect the


scratched on all sides, the eyes gouged body, there is a 3-in-6 chance that the
out – utterly unidentifiable. It wears a brambles come to life and attack anyone
chain shirt, a nice pair of boots, and its within 15'. Save vs breath or 1d4 damage
hands are still grasping a longsword. A per round. Stop after 30 damage is dealt
satchel contains about ten pounds of (non-cutting weapons deal half damage,
rotten fruit and a purse (17 GP). fire deals double).
• Boots. Magic! Black, thin leather,
well-polished whatever the conditions.
Move silently like a thief of the same
level.

◆ BARROW
A mound of malodorous muck rises like a cyst from the forest floor.
A dark tunnel gapes on one side where gnawed bones litter the
ground. Raggedy scrolls are nailed to the nearby trees, rustling in
the wind. A small goblin sits snoring by the tunnel mouth.

• This is the home of the people-eating disguised as a sweet old woman. She
hag, Orla Graylocks. claims to have treats and invites the PCs
• Tunnel. Narrow and pitch black. Si- to come closer. And then she attacks!
lent. Smells of decaying vegetation. • If the PCs wait: At night, the hag
• Bones. Deer, rabbits, and small hu- emerges (in disguise as a beautiful maid-
manoids (goblins). en) to nail a fresh scroll to a tree. She
• Scrolls. Scrawled in blood: “Welcome! sings a beguiling song in an ancient lan-
Come inside! Food and presents for all! guage (sounds sweet, actually describes
This way! NOW!” the act of eating humans alive) as she
• Goblin. Little “Flik” wakes up, wipes takes a short walk through the woods,
his drool, and desperately invites the hoping to attract lost people. After 1 hour,
PCs to go into the tunnel. He promises she returns to her lair.
food and riches, free for the taking! On • If the PCs call out: The hag calls back
closer inspection, he is starvingly thin… in a sad voice, “Please come in! I have
and there’s a chain (see sidebar) around meats and breads and tasty treats for you!
his ankle. He needs to trick someone into Very nice! Very sweet!”
going inside soon or he’ll be eaten next! • Treasure in the barrow (in a hole
• If the PCs go in: The narrow tunnel under a red painted stone):
angles down to a black cave carpeted 348 GP; 1 garnet ring (50 GP); 1
in crushed bones. The hag is waiting, pearl-handled dagger (35 GP); 1 bottle of

34
•••••••••••••••••••

snake venom (may be coated on weap- • ORLA’S SCARF


ons. Save vs poison or +1d6 damage. 5 Allows the wearer to imitate any voice
doses); 2 broken eyeglasses (worthless, they have heard before. It is covered in
except perhaps at the Goblin Market, dried blood stains.
page 30); 8 cast-off snake skins (as • ORLA’S BANGLE
above); 13 rabbit skeletons (as above). This crude wooden bracelet resembles
a snake eating its tail. When worn, this
ORLA GRAYLOCKS (MINOR HAG) : cursed item constricts the wearer's wrist
AC 7 [12], HD 4* (18 hp), so tightly that they cannot hold any item
Att 2 × claws (1d6 +2), 1 x bite (1d6) in their trembling purple hand.
THAC0 16 [+3], MV 150’ (50’), SV D10 W11 • ORLA’S CHAIN
P12 B13 S14, ML 9, AL Chaotic, XP 5 A 60-foot magical chain that can move, tie,
• Grapple: If a victim is hit by all three of and untie itself on command.
the hag’s attacks in the same round, they
are seized and suffer automatic damage
(3d6+4) each subsequent round.
• Spellcasting (illusionist spells): phantas-
mal force, glamour, spook once per day.
• Hates the sun: -4 to saves and attack rolls
in full daylight.
• LOOT! A doll made of mud and rags rep-
resenting an old woman in an orange dress
(Sister Ruth, see page 60) with 3 runed
bone needles stuck in her back; a silver
chain with an agate cameo representing
two little twin girls, one is smiling (her
eyes have been furiously scratched, almost
erased), one is crying (45 GP); a tattered
green scarf spattered with old blood (see
sidebar); a scratched wooden bracelet
(idem); a long rusty chain (idem).

35

THE BLEAK
MOUNTAINS
Few ever venture past the first slopes which gradually rise about an hour's
walk west of Ragged Hollow into bleak, austere mountains covered with
silent pines and black, gleaming boulders. In the distance shines the icy
whiteness of the highest peak: Mount Mourn. Two trails lose themselves
in the mountains, each as uninviting as the other…

PERILOUS
PATH

1Hr

3Hr
3Hr

6Hr

MOUNT
MOURN

3Hr 3Hr ›
To Ragged
Hollow

6Hr

OLIAS'
HUT
s
ew
tth
Ma
ob
yR
pb
Ma

36 •••••••••••••••••
Encounters in the Bleak Mountains
Every 3 hours of travel, roll 1d20 on the table below.
Note that you should roll for reaction even when the attitude of a monster is indicated,
if only to determine how violent the encounter may get.
In a narrow gully the characters spot a worryingly lifelike and half-broken
1
statue of a scared woman. A basilisk is basking on a nearby flat stone.
The characters stumble into a nest of crushed charcoal, and 2d6 fire beetles
2
crawl out!
A three-eyed goat lunges from behind a boulder to knock a character off a high
3
ledge, and then scampers away.
Boulders break loose and tumble down the mountain toward the party at
4
great speed. Save vs paralysis or take 1d8 damage.
Four stone statues of dwarves. Ancient, weathered, broken.
5
Scared expressions, poised as if running. The basilisk above did this.
A scorched harpy carcass lies on blackened grass and stone. Fire beetles fed
6
here a few days ago.
A three-eyed goat stares at the PCs from atop a distant boulder.
7
Just stares. Hard.
8 A human skeleton lies crushed under a boulder.
Anica Black (hunter) is field dressing a three-eyed goat carcass. She never
9
goes to the Dwarf Ruins because “it smells unnatural up there”.
Two harpies circle high in the distance, taunting the characters because they
10-12
cannot fly.
A sudden sleet storm coats the characters’ clothing and the ground in
13-16
treacherous blue ice.
17-18 A frigid wind blasts the PCs off balance.
19-20 Thunder growls in the distance. Storm coming.

BASILISK. AC 4 [15], HD 6+1** (28 hp), Att 1 × bite (1d10 + petrification), 1 x gaze (petrifica-
tion) THAC0 13 [+6], MV 60’ (20’), SV D10 W11 P12 B13 S14, ML 9, AL Neutral, XP 950
• Surprise: Surprised characters meet its gaze. • Petrification: save vs petrify or turned into stone .

FIRE BEETLE. AC 4 [15], HD 1+2 (6 hp), Att 1 × bite (2d4) THAC0 18 [+1], MV 120’ (40’), SV D12
W13 P14 B15 S16, ML 7, AL Neutral, XP 15
• Glowing nodules (3): cast light in a 10’ radius, keep glowing for 1d6 days if removed.

DOOM GOAT. A shaggy grazing animal with twisted horns and three rectangular eyes. Moves
silently. Rams creatures off cliffs or into ravines. Uncanny, merciless.
AC 7 [12], HD 1* (4 hp), Att 1 × ram (1d6), stare THAC0 19 [0], MV 240’ (00’), SV D12 W13 P14
B15 S16, ML 10, AL Chaotic, XP 13
• Ensnaring Stare. Save vs spells or be enthralled by the goat. You are physically unable to look
away, but can otherwise move and act normally. For the next hour, you must always face in
the direction of the goat (even if it is out of sight and far away), and all actions are impaired.

ANICA BLACK. See appendix 2


37
••••••••••••••••••

◆ OLIAS' HUT
A little off the path, at the bottom of a depression, a rudimentary hut
made of stones and logs leans against a cliff of black rock. A mumbling
voice is heard through a door of stretched goat hide. Adjacent to the hut,
a lean to shelters a fat pig wallowing in the mud of its pen.

• Pig. Jolly domesticated wild sow. 2-in- Nothing good on that mountain.”
6 chance of noticing a human foot eaten - Dwarvish ruins? “Dwarfs make for bad
to the bone in the muck. guests. We don’t like them. Bathe them in
• Voice. Olias the mad trapper mum- acid, I say.”
bling unintelligibly to himself. - Tobias? “We remember this one! Dread-
• Olias the mad trapper. A gaunt man fully rude and ill-mannered. He refused to be a
dressed in animal skins, beard and guest and ran off after eating our good stew!”
matted hair falling to his waist, and a - The veil? “Vas? We never even heard of
hallucinated gaze. He mumbles erratically such a thing!”
as if scolding unseen people around him. • Unseen people. A cleric or other
Local characters have a 2-in-6 chance to character versed in necromancy can
know about him: Olias has lived alone sense the presence of many ghosts in
in the mountains most of his life and no and around the hut, mostly inoffensive
one has seen him for years. and depressed.
He drops what he's doing when some- • Inside. A mess of pots, crates, and box-
one enters and asks fervently: “Are you es containing tools, dried food, smoked
guests? Are you guests or are you ghosts? meat, etc. (about six weeks’ worth of ra-
Tell me, tell me!”. tions). A narrow table on which is a bear-
- “Ghosts”: “Busy! I’m busy! Leave me skin that Olias was curing with a flint
alone, I’ll come to see you later. Later!” scraper. A heavy wooden door, closed by
- “Guests”: “New guests! Funderbark! three padlocks, in the back wall (the cliff
We’re so lucky, we’re so happy! Welcome face against which the hut leans).
brothers and sisters, come here and have a • Stew. Bear meat, garlic, and sweet
sit”. And he invites them to come inside potato stew bubbling in the rudimentary
and share his stew. fireplace. “Mushrooms! We’ll add good
OLIAS: AC 6 [13], HD 4 (18 hp), Att 1 × long tasty mushrooms”. The mushrooms are
knife (1d6 + skinning) or sharp fingernails a powerful drug. Save vs poison or sleep
(1d4) THAC0 16 [+3], MV 90’ (30’), SV D10 for 1d6 hours. PCs who fall asleep have
W11 P12 B13 S14, ML 8, AL Chaotic, XP 75 their throats cut and later join the guests
• LOOT! Long Skining Knife (-1 to hit, tar- in the circular cave. Olias attacks the
gets lose 1hp per round after a successful PCs who don’t fall asleep if there are no
attack until the wound is bound). more than two. Otherwise, he just chat-
ters away nervously.
- Who are you? “The host! We’re the host • Wooden door. Closed by three pad-
of the valley!” locks (rusty and difficult to pick). A key
- Who are you talking to? “The guests!” is around Olias' neck, another on a pot
- Mount Mourn? “We don’t go there! above the fireplace, and the third one un-

38
•••••••••••••••••••

der the straw mattress that serves as his may recognize some people from Ragged
bed. Olias stubbornly refuses to open the Hollow who disappeared months or
door or to say what is inside: “They rest, years ago.
they rest. Leave them alone!” It opens onto
• LOOT! On the stuffed guests: three
a tunnel with carved steps leading into a gold wedding rings (100 GP each), a silver
circular cave some 60 feet below. brooch adorned with three beautiful am-
• Circular cave. 60 feet wide, lit by can- ethysts (80 GP), a copper diadem bearing
dles and small lamps scattered here and an opaline (120 GP), a decorated dagger
there in the crevices of the rock. Some with a dragon wing guard (90 GP), a tiepin
animals (bear, fox, goat, groundhog...) with a blue pearl (75 GP), a pair of multi-
and a dozen human beings are here, colored snake skin boots (30 GP), a silk
motionless. They are all stuffed and set stole embroidered with silver (60 GP), a
in elaborate poses: sitting around a table gold monocle (55 GP), a bracelet of twisted
having tea, playing a musical instrument, platinum and iridium threads (190 GP), an
dancing, reading a book in an armchair, ivory pipe engraved with a whale fishing
playing a chess game. These are Olias' scene (30 GP).
collection of guests. A local adventurer

39
••••••••••••••••••
◆ PERILOUS PATH
The worn path into this valley quickly descends into a narrow defile below a
sheer cliff. Atop the edge of the cliff, a boulder as big as a cottage stands pre
cariously balanced above the path. A faint goat track leads up to the top of
the cliff near the boulder. To the east, a gentle green slope curves far around
the cliff, eventually leading back to the path a few miles ahead.

• Options: 3. Take the green slope detour. This


1. Take the worn path under the boul- adds 3 hours to the journey, and the
der. Two bugbears, very pleased with spectacle of two bugbears, booing and
their trap, are hiding behind it. They are insulting them, showing off buttocks and
ready to use levers, tipping the rock onto genitals, from their vantage point across
anyone passing below (6d6 damage, save the valley.
vs breath for half damage). • Bugbears. The siblings Korgle and
2. Take the goat track up the cliff. It re- Gorkle. They live in a cave higher on
quires some climbing skills or gear when the cliff. A tad smarter than the average
one cannot grasp a pine branch or pro- bugbear but also much more cowardly.
truding rock. 3-in-6 chance of being no- Quick to run away as soon as things turn
ticed by the bugbears (amend the chance sour.
depending on stealth or lack thereof) • Bugbear Cave. About a hundred yards
who throw rocks, javelins, and insults above the path, opening onto the drop,
at the climbers. Unnoticed characters smelling of wild beasts and rotten meat.
reach a ledge above the bugbears and can A half-eaten carcass (a halfling or gnome)
ambush the ambushers. The goat track above a dying fire. In a corner, the siblings'
keeps climbing to the bugbears’ cave. treasure in a pile: a half-empty barrel of
rancid beer, a leather bag of silver cutlery
(40 GP), a quiver of 9 poisoned arrows
(save or feel sick for a day, -2 to attack
rolls), a scimitar with a glowing crystal
sphere for a pommel (35 GP), a box con-
taining 100 GP in various gems, rusted
weapons and pieces of armor.
KORGLE AND GORKLE: AC 5 [14], HD 3+1
(14 hp), Att 1 × weapon (2d4 or by weapon)
THAC0 16 [+3], MV 90’ (30’), SV D12 W13
P14 B15 S16, ML 5, AL Chaotic, XP 50
• LOOT! Pendant made of a mummified
hand with a tattooed ring of dwarven
runes (like ring of protection +1); leather
purse containing 22 gold nuggets (22 GP);
earrings made of dried bat wings (50 GP to
a specialized collector).

40
•••••••••••••••••••

years ago. He was an outcast from his clan, and had no contact with the people in Ragged Hollow.
◆ MOUNT MOURN

LORE! (3-in-6 chance for a dwarf or historian to remember this.) Arvid the Dwarf died over 100
Ancient slopes of black rock rise in ragged tiers toward a distant icy peak. A
third of the way from the base, a red flame dances in the wind.

• Flame. Four hours from the bottom: • Socket. Eye-sized. If Jethra’s magical
On a flat ledge, red flames burn on a rock glass eye (see p. 21) is inserted into it, the
chimney. To the right, a roof rests on four sword becomes sentient.
rock pillars. To the left, a mound of black VEINSEEKER. Short sword +1, +3 vs
rock stands with a jagged entrance covered undead. Lawful. Ego 7, INT 9 (communi-
in runes. cates by empathy). Detects magic, evil &
• Runes. Dwarven: “Here lies Arvid, mas- good, metals.
ter delver.”
• Chimney. • Puddle. The Dolorous Ichor! When it
This 10-foot rock tower smells of natural or the gold is touched, this tiny black ooze
gas. Red flames dance at the top, and an screams and attacks!
opening on one side resembles a small stone DOLOROUS ICHOR BLOB: AC 9 [10], HD 1
stove. Blackened goat bones lie nearby. (5 hp), Att 1 × foul tendrils (1d6 + infection),
• Pillars dolorous wail, THAC0 19 [0], MV 10’ (3’),
This simple roofed structure protects a stone SV D12 W13 P14 B15 S16, ML 7, AL Chaotic, XP 50
stair leading underground (see next page) • Infection: save vs death or roll 1d6 for
Small canine foot prints cover the earth. effect. (1-2) one arm becomes bloated and
• Prints. Kobolds, 1 day old. useless for 1 hour, (3-4) one leg becomes
• Mound. bloated and useless for 1 hour, (5) mind is
Inside, a small skeleton lies in a pit, with filled with Chaotic nightmares for 1 hour,
iron-gray bones and three foot-long braids a danger to everyone, (6) full possession*,
of copper wires near the skull, grasping a spend 1 day transforming into a bloated
bronze short sword (+1) with a spherical raging undead horror!
socket in the handle. Gold glints under the • Dolorous wail: 10 ft radius, save vs spells or
bones in a shining black puddle. 1d6 psychic damage.
• Gold. A fist-sized nugget, a Dwarven • Dolorous Ichor: If this ooze reduces a crea-
gallstone. (200 GP) ture to zero HP, it can crawl inside the dead
body to reanimate it and slowly mutate it
into a tentacled undead horror.
• Immunity: Unharmed by all attacks except
acid.
* This is what happened to poor Tobias.
◆ UNDERGROUND 3. Cave of Pools
Four steaming pools cast an iridescent
1. Circular chamber shimmer on the walls. Ripples move in
A straight stone stairway leads down to the largest pool. Three kobolds sit in the
a large circular chamber. The walls and smallest pool, snoring.
floor are elegantly etched with tessel- • Pools. Smell of copper and salt. Bathe
lating triangles. Crystals shine from for 1 hour to heal any wound or condition
the walls. A stone bed and shelves are and restore half HP.
carved into the walls, and a large crack • Ripples. A swarm of eyeless flesh-eat-
gapes in the opposite wall ing cavefish. Unless moving carefully,
• Crystals. After being exposed to light, make a Dexterity check or trip over
they glow a bright green for one hour hidden wires and fall into the pool.
at half the intensity of the original light • In battle: Kobolds push the PCs into
source. the tripwires to knock them into the cave-
• Shelves. Bare except for one chipped fish. (A hit does no damage; the player
onyx figurine of a Dwarven child. must make a Dexterity check at -2.)
• Crack. Sounds of metal and stone CAVEFISH (SWARM): AC 7 [12], HD 2 (9
clinking. Leads to the caverns. hp), Att 1 × bite (2d4) THAC0 18 [+1], MV
• Caverns 90’ (30’), SV D12 W13 P14 B15 S16, ML 10,
Under the cold, black bones of the AL Neutral, XP 20
mountain, you hear hissing and scraping
as you crawl out into a small network of 4. Cave of Spikes
caves. Weeping spears of limestone stab up-
wards at veined stalactites lanced with
2. Cave Entrance dark cracks. Two kobolds lie dead on the
Limestone spires glitter with crystals. floor, impaled by shafts of stone.
Water echoes in chambers unseen. Four • Cracks. Everything is fragile.
small reptilian creatures chisel at the Any loud noise drops spikes from the
walls with crude iron spikes. roof. Save vs breath or suffer 1d6 pierc-
• Crystals. After being exposed to light, ing damage.
they glow a bright green for one hour • Dead. Treasure: 7 rubies (50GP each)
at half the intensity of the original light and 3 Dwarven onyx figurines. (35 GP
source. each)
• Creatures. Kobolds. Red, scaled, • In battle: Kobolds scream from the
dog-faced and horned. Unfriendly. If they doorway to drop spikes on the PCs.
scream, more come.
• Treasure. 3 sapphires (50 GP each) 5. Cave of Crystals
and 1 Dwarven onyx figurine (35 GP). Enormous chunks of clear white crystal
KOBOLD: AC 7 [12], HD 1/2 (2 hp), pierce the walls, casting a blinding glare.
Att 1 × weapon (1d4 or by weapon) The air reeks of sulfur. Six kobolds dig
THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 in the center of the room.
B17 S18, ML 6, AL Chaotic, XP 5 • Glare. Save vs paralysis or blinded for
• LOOT! 1d10 CP 1d6 rounds.
• Sulfur. Save vs poison or suffer 1d4
damage.

42 ••••••••••••••••••
• Traps. Kobolds have used fragile
crystals to plug four sulfur vents in the
To Mount Mourn
floor. If the PCs step on crystals, then
they break. Save vs poison or suffer 2d4
poison damage. The kobolds have their
treasure stashed here in a dirty leather
sack under one of the crystal formations.
They also have (and will use, if given the
opportunity) two magic items.
• Kobolds’ Treasure. 1 diamond (300
GP), 12 rubies (50 GP each), 4 sapphires 1
(75 GP each), 2 geodes (25 GP each),
19 Dwarven onyx figurines (35 GP each).
• Magic Items.
- ARVID'S RING:
At dawn, this magical golden ring drips
forth an identical mundane golden ring,
which disintegrates at sunset.
- ARVID'S CLAW:
This bronze grappling hook automatically
takes hold of any target within 75 feet
when thrown. It releases its grip when
gently shaken. 2

5 4

••••••••••••••••••• 43

THE WAILING
HILLS Petrified shrubs, twisted and
bone-white, dot these low bleak
moors. The wind blows eerily
through the cracks in the dead
brambles. A wide dirt track
meanders southward. A small
gray tower stands on a distant
hill to the south-east.

To Gloam Wood

To the Bleak

Mountains
To the Kingdom
WINDLER ›
HOUSE
RAGGED
HOLLOW

6Hr

COOMB

OGRE
DEN
1Hr

1Hr
RAVINE
BANDIT
TOWER
s
ew
tth
Ma
ob
yR
pb
Ma

44 •••••••••••••••••
Encounters in the Wailing Hills
For every three hours traveled in the hills, roll a d20 on the table below.
Note that you should roll for reaction even when the attitude of a monster is indicated,
if only to determine how violent the encounter may get.
A massive shaggy ogre called Mauve pauses on a hilltop, roars triumphantly,
1
and comes running toward the PCs, hurling stones and waving a crude club.
1d6 bandits hide in grassy holes beside the road. They leap out just as the
2 characters walk past. They mostly want money and valuables, but might be
satisfied with useful secrets or gossip.
The Ragdolls stand in the road muttering. They want to rob the bandits
3 nearby. They might hire the adventurers to help them, or they might just mug
them instead.
A lone bandit lies moaning in the road, an arrow in his chest. It's a trap! The
4 arrow is merely tucked in his armpit, and he pulls a knife on anyone who
kneels down by him. Demands valuables for his hostage’s safe release.
The PCs spot large footprints in the dirt road. (Ogre, 3 days old, lead west
5
to Ogre Den.)
A lone bandit steps onto the road from the east and passes the party, heading
6
toward town. He stares at them hard, but says nothing.
Footprints, a broken arrow, and a splash of blood. The Ragdolls fought off a
7
bandit ambush recently.
A dead bandit lies in the grass by the road. Head and chest crushed. Arms and
8
legs torn off. A strong sign of recent ogre activity!
9-10 An old deer skull lies in the road. A braided silver ring (10 GP) sits inside it.
11-12 The party find dozens of sheets of blank paper moldering in a muddy puddle.
13-15 The PCs spot a vulgrane circling high overhead to the south.
16-18 A deep sad bellow echoes from the western moors.
The wind shrieks through the petrified brambles. The characters hear their
19-20
mother’s voice calling.

MAUVE THE OGRE: AC 5 [14], HD 4+1 (19 hp), Att 1 × greatclub (1d10) or Throwing rocks (1d8, 30’),
THAC0 15[+4], MV 90’ (30’), SV D10 W11 P12 B15 S14, ML 10, AL Chaotic, XP 125
• LOOT! 14 GP in a purse made of human skin, 2 ogre sized silver rings (25 GP each, will fit elves and
halflings as bracelets), necklace of gnomes ears.

BANDIT: AC 6 [13], HD 1 (4 hp), Att 1 × axe or spear (1d6) or short bow (1d6), THAC0 19 [0],
MV 120’ (40’), SV D13 W14 P15 B16 S15, ML 8, AL Chaotic, XP 10 • LOOT! 1d6 GP.

VULGRANE : Vulgranes are large black saurians with leathery wings and a long toothy maw. They
are cruel and cowardly. Their calls sometimes sound like very rude mockeries.
AC 7 [12], HD 2* (9 hp), Att 1 × talon (1d6), THAC0 18 [+1], MV 90’ (30’) / 180’ (60’) flying, SV D12 W13
P14 B15 S16, ML 6, AL Chaotic, XP 25
• Dive attack: first attack is at +2 to hit. • Soaring doom: 1-in-6 chance on each successful attack to
snatch the target from the ground and toss them 30 feet away (2d6 damage). • LOOT! The bile of
Vulgrane is sought after by alchemists who make beard oil of charming with it (30GP per individual).
••••••••••••••••••

◆ RAVINE
Six hours south of Ragged Hollow.

In a narrow ravine whose walls are engraved with very ancient


bas-reliefs, the road is blocked by a heap of branches, loose rocks,
and deer bones.

• Blocked. Wagons, carts, and horses • Ambush?


cannot pass. People can climb over. - Night: No one is here.
Takes 1 hour of work to clear it away. - Day: 4-in-6 chance of 2d6 bandits
• Bas-reliefs. Crude, depicting lying in wait. Aggressively demand all
two-headed beings descending from the valuables from the PCs. Retreat to the
stars in flying ships and sharing their Bandit Tower (page 48) using the secret
knowledge with local hominids before trail when outnumbered OR when one
being slaughtered by giant lizards. If a is killed.
scholar (cleric, magic-user…) takes 4 BANDIT : AC 6 [13], HD 1 (4 hp), Att 1 × axe
hours to study them, this ancient secret or spear (1d6) or short bow (1d6),
of the world earns them 2d100 XP. THAC0 19 [0], MV 120’ (40’), SV D13 W14
P15 B16 S15, ML 8, AL Chaotic, XP 10
• LOOT! 1d6 GP.
Note to referee. The bandits are robbing
all travelers but are particularly interested
in paper shipment from the Dun'Myff
paper mill to make their cigars under the
Bandit Tower.

• Secret trail. Passes through a maze


of rocks before returning to the plain.
Check WIS to follow the tracks (wood
elves, rangers, etc. succeed automatically).
After about an hour, it splits in two. To
the north: the coomb (page 48), to the
east: the tower (page 48).

46
•••••••••••••••••••

◆ OGRE DEN
One hour west of the ravine:

A ring of mossy boulders form a crude shelter in a muddy gully.


A shadow moves inside it.

• Ogre. Unfriendly ogre sits inside, eat- • Ogre Treasure (hidden under the
ing a deer carcass. fireplace): 464 GP, a gnome skull with 32
• Wants: Food and comfort, and to be golden teeth (128 GP), and a gleaming,
left alone! ancient-looking shortsword (Frostshine:
MAUVE THE OGRE: AC 5 [14], HD 4+1 (19 +1 to hit, +1 cold damage, freezes about
hp), Att 1 × greatclub (1d10) or Throwing a barrelful of water on contact for 1
rocks (1d8, 30’), THAC0 15 [+4], MV 90’ minute).
(30’), SV D10 W11 P12 B15 S14, ML 10, AL
Chaotic, XP 125
• LOOT! 14 GP in a purse made of human
skin; 2 ogre sized silver rings (25 GP each,
will fit elves and halflings as bracelets);
necklace of gnome ears.

47
◆ COOMB
One hour east of the ravine:

A deep coomb, rarely reached by the sun, hidden by bushes and invisible
from the plain. Overgrown with brambles and reeds. A small circular pond
fills the bottom.

• Invisible. Unless one follows the them the entrance to the cave leading to
secret trail from the Ravine. the bandits’ lair.
• Pond. Deep, muddy water. - Night: nobody’s here.
- Day: A man sits by the pond and fishes • Cave. Concealed by a curtain of vines,
for frogs. Old bandit Homer is partially low ceiling, leads to a corridor to the
senile and probably drunk. He may be bandit lair (in room 3) about 100 meters
tricked to believe the adventurers are further.
bandit recruits or smokers and show • Comings and goings. Every hour
during the day and every three hours
during the night: 1-in-6 chance of 1d6
bandits entering (1-3) or exiting (4-6) the
◆ BANDIT TOWER grotto.

One hour east of the ravine:

A lonely gray tower clings to a mossy hillock, its square walls choked
with ivy, its interior echoing with the rising wind.

• Tower. 30 feet tall, 20x20 base, upper • Trapdoor. Hidden under dusty carpet.
floors all rotted away, five bedrolls lie Opens with a creak and gives onto a
around a firepit. stone stair leading to the bandit lair (in
- Day: A man sits inside with a short room 1).
sword in his lap, monitoring comings • Comings and goings. Every hour
and goings. Young bandit Padrak is ner- during the day and every three hours
vous, a bit dim. Asks are the characters during the night: 1-in-6 chance 1d6
fellow bandits? Are they here to smoke? bandits entering (1-3) or exiting (4-6) the
Or were they sent by Bogdan? He is easi- tower.
ly tricked or forced to reveal the trapdoor
to the bandit lair (page 50).
- Night: 1d6+2 unfriendly, possibly
drunk bandits inside. One of them stands
guard outside while trying to follow the
conversation.

BANDIT : AC 6 [13], HD 1 (4 hp), Att 1 × axe or spear (1d6) or short bow (1d6), THAC0 19 [0],
MV 120’ (40’), SV D13 W14 P15 B16 S15, ML 8, AL Chaotic, XP 10 • LOOT! 1d6 GP.

48 •••••••••••••••••
••••••••••••••••••

◆ BANDIT LAIR
From the Tower:
Through the trap door, you descend an ancient stone stair into the
undercroft below the tower. Down the vaulted stone corridor, a crossroads is
dimly lit by a hanging clay lamp.

From the Coomb:


You follow a low ceiling tunnel from the coomb for 300 feet avoiding
the prickly roots protruding from the ceiling to finish before a heavy wooden
door.

1. Junction
A lantern hanging from the ceiling dimly
illuminates the intersection of four
corridors. Smoking candles on the floor
6 here and there provide some light in the
corridor to the east.
- North. To the Workroom.
- West. To the Dormitory.
- South. To the Tower.
- East. To the Smoking den.

2. Smoking den
5 - Day:
4 By the dim light of three guttering can-
dles, you see a room carpeted in stained
pillows and blankets under a haze of
blue smoke. Two old men lounge on the
To the Coomb

floor suckling on large cigars.


- Night:
Cloaked in utter darkness, stained
pillows and blankets cover the filthy
floor. The stale scent of burnt plants and
spices hangs in the air. Several skittish
1
lizards dart away into the narrow cracks
3 in the walls.
• Smoke. Make a save vs poison or take
2d4 damage.
2 • Men. Gustav and Gaston. Mid-50s.
Sleepy, squinty, easily amused. These
flax farmers, former regulars at the
Lost Ox Inn (see page 16), were kicked
out by their wives. Now they do odd

50
To the Tower
•••••••••••••••••••

jobs around town to afford their cigar 4. Workroom


addiction. - Day:
GUSTAV AND GASTON: AC 9 [10], HD 1/2 Brightly lit by blue crystals wedged into
(2 hp), Att 1 × weapon (1d6 or by weapon), the ceiling, two middle-aged women
THAC0 20 [-1], MV 120’ (40’), SV D14 W15 carefully roll cigars on a crowded table.
P16 B17 S18, ML 6, AL Neutral, XP 5 Mismatched boxes line the walls. A
• Loot! 10 CP; 1 stolen cigar. scarred young woman sits in the corner,
snoring. A wooden door leads west. A
• Blankets. Stuff underneath: crack in the wall leads east.
17 GP; a tarnished wedding ring; broken - Night:
nutshells and moldy fruit rinds; a mil- Hidden in shadows, two women lie
dewed journal full of bad love poems. snoring on tattered bedrolls in the cor-
ner. A little girl sleeps between them. A
3. Dormitory table stands in the middle of the space.
A few candles hardly light up this musty- Mismatched boxes line the walls. A
smelling place. A dozen malodorous wooden door leads west. A crack in the
straw mattresses, two chests and a few wall leads east.
sacks hanging here and there are the • Women. Vella and Tyra. Long drab
only furniture. dresses. Middle-aged, quiet, nervous.
- Day: 1d4 bandits are here, playing cards • Girl. Letta, 7. Thin, quiet, timid. Her
or dozing off. mother is Vella.
- Night: 2d6 bandits are here, talking in • Table. Stacks of paper. Mortars and
low voices or snoring loudly. pestles. Bowls full of dried green pow-
• Chests and sacks. Alarm (hidden der (greenwort). Bottles of violet syrup
behind the left-hand chest and attached (scorpion venom). A glass terrarium of 13
to a wire; opening the chest makes them tiny black desert scorpions (venomous).
ring). 212 GP, a quiver of 10 arrows +1, 24 An alchemist would pay 3 GP for each
rations of venison, 42 sheets of damp pa- scorpion.
per, a small emerald idol representing the • Boxes. All full of cigars (2,400). 1 GP
god of thieves (110 GP), 3 bottles of rum for each cigar.
(10 GP each), a necklace of black pearls
(55 GP), a feathered helmet, 8 throwing EVENTS IN THE LAIR
knives, an illuminated bestiary with more Every two turns, there is a 1-in-6 chance that…
than 150 strange creatures listed alpha- 1-2. 1d6 bandits enter from the tower
betically (spend a whole day studying it: (3-in-6: with Fergus)
gain 2d100 XP), a priest's breviary with a 3-4. 1d6 bandits enter from the coomb
gold leaf cover (35 GP), an assortment of (3-in-6: with Narisse)
weighted dice, necklace of shark's teeth 5-6. Bogdan (see page 20) enters from the tower
finely chiseled with sea fishing scenes and heads to the office (his two lieutenants wait
(30 GP), silver brooch with an abalone for him in the tower)
lion head (40 GP), a tarot deck with erotic Note to referee:
figures (20 GP to a collector). Fergus' gang is made up of himself, Narisse (his
• Doors. To the east: Junction; to the lieutenant), and 17 other bandits. They may be at
North (locked): office; to the west: the the ravine, patrolling the road, patrolling the hills,
coomb gathering food, or guarding the Tower. Adapt the
encounters and whereabouts to the number of
bandits remaining due to the players' actions.
••••••••••••••••••

• Woman. Narisse. Cocky, aggressive silhouette. Unless the characters act sus-
enforcer. Girlfriend of bandit leader Fer- piciously, Fergus thinks they are custom-
gus. At night she goes out marauding. ers; he points to the Smoking Den (2). If
• Door. To the Office. confronted, he acts in a friendly manner
• Crack. To the Cave. as he calculates his chances of circum-
SCORPION: AC 7 [12], HD 1-1* (2 hp), venting the intruders.
Att 2 × claw (1d2), 1 x sting (1d2 + poison), FERGUS: AC 7 [12], HD 3** (13 hp),
THAC0 20 [-1], MV 60’ (20’), SV D14 W15 P16 Att 2 × throwing knife (1d4) or 1 x dagger
B17 S18, ML 10, AL Neutral, XP 6 (1d4 + poison), THAC0 17 [+2], MV 120’
• Poison. Save vs poison or fever for 1d2 (40’), SV D12 W13 P14 B15 S16, ML 9,
days (-4 to all saves and attack rolls). • Grab AL Chaotic, XP 80
and sting: +2 to sting attack if a claw hits. • Throwing Knife: 6 knives concealed on his
forearms (well balanced: +1 to hit).
NARISSE: AC 6 [13], HD 2 (9 hp), • Poison: save vs poison or die in 1d6
Att 2 × shortsword (1d6) or 2 x thrown rounds. • Honeyed voice: see below.
daggers (1d4), THAC0 18 [+1], MV 90’ (30’), • LOOT! Sapphire ring (120 GP); silk vest in
SV D12 W13 P14 B15 S16, ML 9, AL Chaotic, the southern style woven with gold thread
XP 20 (180GP); chameleon skin boots (magic:
• Bretteur: can fight with two weapons 2-in-6 chance of hiding in the wilderness);
without any modifier. ring of honeyed voice (all persons within
• LOOT! 26 GP; lady’s leather armor (+1, 15’ must save vs spells or refuse to attack
magically coordinates with any outfit); the wearer for 1d4 rounds or until at-
bird head wooden whistle (its birdsong is tacked themselves, once per day.)
understood as a one-word message by all
allies); 3 silver daggers. • Knives. 31, all styles. (d2 to d3 dam-
age; one vicious looking cleaver is d3+1.)
CIGARS • Masks. 17, resemble fierce desert lions
The bandits grind up dried greenwort leaves and vipers (20 GP each to a connoisseur).
and lace them with scorpion venom to make • Desk. Old, scratched. Nothing on top
a potent hallucinogenic and painkilling except two copper scorpions and a giant
cigar. This combination is known as “Ghost” flute. Has a top and bottom drawer.
because it makes the user feel disembodied • Copper scorpions. Stand 2 feet tall.
and some users can see dead people (roll Blue crystals for stingers. Tap them to
1d20+WIS modifier: on a modified 21 or more, turn on the crystals (desk lamps, worth
the smoker can see the spirits of the dead). 200 GP and weighing 100 coins each).
If the scorpions are moved 10 feet apart,
5. Office they animate and attack the nearest
Exotic knives and colorful masks cover creature.
the walls of the small room. A hardwood COPPER SCORPION: AC 5 [14], HD 2* (2
desk dominates the space. hp), Att 2 × claw (1d4), 1 x laser stinger
• Fergus is present on 2-in-6. (1d4 + ignite), THAC0 18 [+1], MV 120’
Sitting behind the desk is a man whose (40’), SV D12 W13 P14 B15 S16, ML 12, AL
weasel-like face wears an affable smile Neutral, XP 25
under long stringy hair. Worn out silk • Ignite. Target’s clothes on fire, 1d4 dam-
clothes cannot quite hide his skinny age per round until extinguished.

52
•••••••••••••••••••

• Giant Flute. This large antler flute CLAYDRAKE


plays soothing notes that put any giant This muddy brown dragon resembles a gi-
humanoid to sleep (save vs spells) for one ant armored worm. Eyeless and legless, it
minute, once per day. burrows through the soft earth. In combat
• Top drawer. Unlocked. Contains a it reveals a hideous array of mandibles and
ledger of cigar sales. Most sales are 1 GP. insectoid claws around its head.
Each month there is a sale for 1,000 GP AC 5 [14], HD 4** (18 hp), Att 1 × bite
to a “B”. The last such sale was exactly (1d4) or clay breath or quake, THAC0 16
one month ago. [+3], MV 60’ (20’), SV D10 W11 P12 B13 S14,
• Bottom drawer. Locked. Alchemist ML 10, AL Neutral, XP 175
fire grenade trap. Disarm or 1d12 fire • Breath. 15’ cone of rocks and mud (2d6).
damage for two rounds. Contents: An • Quake. All persons in the cave must save
iron safe, locked, bolted to the desk. Con- vs paralysis or fall down (move action
tains 3,613 GP. required to get up).

6. Cave
- Day:
You emerge into a round, muddy cave.
A waist-high blue crystal glows in the
floor. Leafy green plants fill the space. A
small muddy girl is picking leaves.
- Night:
You emerge into a round, muddy cave.
A waist-high blue crystal glows in the
floor. Leafy green plants fill the space.
• Crystal. The tip of a giant crystal
buried deep into the earth. Don’t bother…
• Plants. Greenwort. A mild painkiller.
Not native here.
• Girl. Letta. 7 yo. Thin, quiet, timid.
Wearing a mask and gloves. Collecting
greenwort leaves in a small basket. Her
mother is Vella. She refuses to talk and
gestures for the party to be quiet.
• If the party makes any loud noise,
or if more than 2 adults walk around
the room, the Claydrake erupts from
the floor and attacks after one round of
circling its target.

53

INTO THE
TEMPLE
Surrounded by green lawn, the temple sits beneath a 50-foot high dome
of shimmering golden light. Behind it, you can still see high walls and
white towers with narrow stained glass windows and bronze doors.
One week after the arrival of the adventurers and the raising of the Golden Veil,
when the bell starts tolling (see page 8):
The pointed roof of the belltower is emerging from the Golden Veil.
If only there was a way to get up there…
• The temple is protected by the Gold- • There are three items scattered
en Veil, a divine force-field that cannot around the area that can help.
be penetrated or climbed. It shrinks by a The clockwork boots in the Windler
few inches every time the bell tolls, but House (page 22), the magic chain in the
only after it has rung for seven nights hag barrow in the Gloam Wood (page
is it possible to access the roof of the 34), and the Dwarven grappling hook in
belltower. Taking off the roof tiles is the caves on Mount Mourn (page 42).
easy enough, and dropping down at the • Windows.
top of the tower gives the party a way in. All the windows are stuck and consid-
As long as they can make their way up ered as stuck doors. If one ventures
there! through a window to reach the outside,
• Characters may build some sort of one of the following events happens
scaffold or system of ladders to reach on 1-in-6 (and optionally, a roll of 2 can
the bell tower. The structure needs to be indicate a ‘wall encounter’ that is nearby,
50 feet tall to enter the tower. They can visible but not immediately threaten-
also try to throw or shoot a rope into the ing—like, gargoyles killing a pigeon, imps
tower. As the referee, adjudicate how swarming in the air, flytraps singing
realistic these attempts are, whether horrible nursery songs, bleeding stones
they have limitations, and ask for a etc.):
chances-in-6 or ability roll if you think it 1-2: the grotesque little statues at the
is needed. As said on page 14, there are gable end of the facade come to life
no tall ladders or climbing gear in town. and immediately attack (1d3 hollow
Finding enough materials (timber, rope, gargoyles, page 57)
nails, etc.) would also be challenging 3-4: the air seems to crackle and a
and/or expensive. swarm of evil imps attack immediately
Note: Be aware that the temple has 50 by cackling wickedly (1 swarm of imps,
rooms and many dangerous challenges, page 69)
so the party may want to enter and 5-6: the ivy that covers the facade
retreat several times. seems to quiver while 1d3 flytraps
emerge and attack (see page 58)

54 ••••••••••••••••••
Otherwise, climbing up or down is rela- In addition, you could also introduce
tively easy thanks to the stonework and new creatures and effects based on the
ivy. With a solidly held or attached length PCs’ own nightmares. Perhaps ask the
of rope, a character can climb up or down players to reveal their nightmares one by
one level per exploration turn. Without one as they proceed (with their consent),
rope, a thief or other character with and use existing stat blocks for these new
the Climb sheer surfaces skill can also creatures.
climb safely. Another character risking
Note: Every “strange” effect or
a ropeless climb has a 2-in-6 chance of
creature in the temple is a nightmare-
falling to the ground, taking 1d6 damage
come-alive and vanishes when the
per level.
Crown of Dreams is removed from
You can modify this roll with the charac-
Tobias (in the cellar). Any nightmarish
ter’s Dexterity modifier, but if you do so
object reverts to a mundane object.
also take a point or two away for armor
and gear encumbrance. In any case, do • People trapped in the temple.
inform the player of their odds before If their statistics are not directly given
they roll! in the room descriptions, use these (and
• View from inside consult the table page 9 for details on the
The Veil forms a dome of moving and people present).
opaque lights. Shadows can sometimes › PRIESTS
be seen beyond, but nothing more. At AC 9 [10], HD 2 (9 hp), Att 1 × improvised
night, the light loses some intensity, but weapon (1d4 or by weapon), THAC0 18
it is always bright. [+1], MV 120’ (40’), SV D12 W13 P14 B15
• Time in the temple. The interaction of S16, ML 11, AL Lawful
the Golden Veil and the Crown of Dream • Spells: one 1st level spell (1d4: 1. Cure
is affecting time, slowing it and looping light wounds, 2. Light, 3. Protection from
it on itself. People inside are stuck living evil, 4. Remove fear).
the same moments until someone who
› VISITORS
wasn’t inside when the Golden Veil was
See stats in the rooms’ description.
raised comes near them. If the characters
come back to a room they visited previ- › ABLE BODIED VILLAGERS:
ously, any villagers or monsters left alive AC 9 [10], HD 1/2 (2 hp), Att 1 × weapon
are in the initial situation. Memories of (1d6 or by weapon), THAC0 20 [-1],
what happens in the temple fade in min- MV 120’ (40’), SV D14 W15 P16 B17 S18,
utes. This lasts until they are taken out of ML 6, AL Lawful
the Temple or the Veil is down. › HELPLESS VILLAGERS:
• Restocking the Dungeon. It is likely For technical purposes, these people are
that the adventurers will not go through just targets; they have an armor class of
the temple in one go. If, after leaving the 10 [9] and 1 hit point. They automatically
temple and then returning, they explore fail their saving throws. You get to decide
a room again from which they have (or roll), who is able-bodied and who is
already eliminated the nightmare, there helpless in each room.
is a 2-in-6 chance that the Crown of
Dreams has recreated the nightmare or
a variation of it.

••••••••••••••••••• 55
Encounters in the temple
Roll 1d6 every turn, or when the party is particularly noisy. On 1-2, roll 1d20 for a
random encounter.
A foul wet stain on the wall bulges outward… and then splits open to spill a
1
wight leech onto the floor.
A rotten floorboard crunches inward, revealing a vast gray hive with hundreds
2 of hexagonal cells buried inside the floor, as a swarm of paper wasps floods up
into the air.
In the corner, an ugly little stone statue squats on a decorative pillar. The tiny
3
figure suddenly animates as the hollow gargoyle wakes and lunges!
The air boils, shimmering with heat, as the acrid stench of sulfur and burnt
flesh fills your nostrils. Heavy feet pad from around the corner as a flaming
4
hellhound stalks into view, and growls. Incandescent magma drips from its
bared fangs.
Children's giggles. Not far from there, three little girls with silver hair, facing the
5 wall, sing a rhyme in a foreign language. They turn around when you
approach: piranha heads and barbed tentacles for arms.
The walls are shuddering and creaking as blocks of stone break away from the
6 wall and shoot out in all directions for 1d4 rounds. Save vs breath once per
round or 1d4 damage.
A toddler is sitting in a corner crying. If you pick him up, a cockroach comes out
7 of his mouth and in an instant his whole body turns into a mass of bugs and
worms that get into your armor and clothes.
A scrawny old man with gouged out eyes comes towards the characters begging
for help. As soon as he is touched, two yellow snakes emerge from the empty
8
eye sockets and rush to the nearest character, while the old man falls to dust
laughing like a maniac.
The crying faces of the adventurers' relatives (father, mother, friends...) appear
9 on the walls and scream their pain, anger and disappointment. Check WIS or -2
to all attacks and saves for the next d6 turns.
A smell of mud and rotting seaweed invades the room as the floor breaks and
11 crackles. A crowd of small black crabs emerges from the cracks and invades the
whole room. The noise you make when you walk on it is disgusting.
A foul wet stain runs the height of the wall, discolored brown and green,
12
smelling of offal and blood.
A dry, brittle hive of papery gray cells stretches across the ceiling. If touched,
13
dozens of empty wasp carcasses fall to the floor.
Pieces of a small stone statue lie broken on the floor. They resemble an ugly
14
little imp with wings and fangs.

56 ••••••••••••••••••
Black scorch marks cover the floors in the pattern of canine footprints.
15
They lead downstairs.
Somewhere below, men and women scream. Feet stampede across a room.
16
Something heavy crashes to the floor.
The building quakes and shudders as thick, warm blood trickles down the walls
17
all around the characters.
Every source of light flickers out for a long moment… and then slowly struggles
18
back to life.
The area is dusty. So dusty every step, every contact creates a grey cloud.
19
Soon, the party find themselves in a thick fog that makes it hard to breathe.
Everyone's voice sounds like they are on the verge of death. Very old,
20 or very sick, or choking on their own blood... Could this be an omen of how
they will die?

WIGHT LEECH: AC 7 [12], HD 2 (9hp), Att 1 × bite (1d3 + xp drain), THAC0 18 [+1], MV 90’ (30’),
SV D12 W13 P14 B15 S16, ML 10, AL Chaotic, XP 275
• XP drain: Attaches to target on a successful hit, sucking 3d6 experience points per round.
• Detaching: Must be killed or when victim reaches 0 Xp.

PAPER WASPS (swarm): AC 7 [12], HD 2 (9hp), Att 1 × swarm (1 or 3hp paper cut), MV 30’ (10’) /
60’ (20’) flying, SV D14 W15 P16 B17 S18, ML 11, AL Chaotic, XP 20
• Size: 10’x10’ area • Immunity: Only harmed by fire, cold, sleep spells, smoke (drives off) or
similar. • Swarm: targets within swarm area automatically lose 1hp if wearing armor, 3hp if
unarmored, per round.

YELLOW SNAKE AC 6 [13], HD 1* (4hp), Att 1 × bite (1d4 + poison), THAC0 19 [+0], MV 90’ (30’),
SV D12 W13 P14 B15 S16, ML 11, AL Chaotic, XP 20
• Poison: save vs poison or lose 1hp per round and attack your closest ally, for 1d6 rounds.

HOLLOW GARGOYLE AC 5 [14], HD 2* (9hp), Att 2 × claw (1 hp), 1 x bite (1d3), 1 x horn (1hp),
THAC018 [+1] MV 60’ (20’) / 120’ (40’) flying, SV D12 W13 P14 B15 S16, ML 7, AL Chaotic, XP 20
• Surprise: on 1-4.

HELLHOUND AC 4 [15], HD 3* (13hp), Att1 × bite (1d6) or 1 x breath (2d6), THAC0 17 [+2],
MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 9, AL Chaotic, XP 50
• Fire breath: 2-in-6 chance per round, one target. • Fire immunity. • Detect invisibility: smell,
4-in-6.

LITTLE (PIRANHA) GIRLS AC 9 [10], HD 1* (4hp), Att 1 × bite (1d4 + bleed), 2 x barbed tenta-
cles (1d4 + hook), THAC0 19 [+0], MV 180’ (60’), SV D12 W13 P14 B15 S16, ML 10, AL Chaotic,
XP 20
• Bleed: Lose 1hp per round until the wound is bandaged. • Hook: after a hit, the tentacle
stays hooked to one of the target’s limbs (-4 to all saves and physical rolls).

••••••••••••••••••• 57
◆ BELL TOWER (L5)
You hear the occasional scream or roar below you. A large bronze bell hangs
above a spiral stair, its frayed rope dangling in the center. A bloody corpse
sprawls on the steps. Violet crystals grow from the stone walls, pearlescent
snails crawl up the steps, and pale blue moths flutter around you.

• Corpse. Benjamin (villager), his skin • Harvesting snail acid. 10 snails can
lacerated with micro cuts. be crushed into an average-sized glass
• Bell. Ringing the bell shatters the crys- jar; deals 1d6 damage for two rounds if
tals (save vs breath or 1d4). emptied or thrown. There are 2d12 snails
• Crystals. Look closely. They are slowly in the tower every time the characters
growing like glittering tumors. enter.
• Snails. They are eating the crystals, • Moths. Glow softly. Put five in a glass
making glistening trails of acid that slow- jar to make a torch. There are 2d12
ly corrodes any material except glass. moths in the tower every time the char-
acters enter from the outside.
• Bottom of the steps. An open door-
way onto Level 4.

◆ ROOFTOP (L4)
The smells of ripening fruits, blossoming flowers, and richly fertilized earth
flood your nostrils. Leaves rustle loudly.

1. Cooing Greenhouse 2. Rustling Greenhouse


Exotic flowers and herbs fill these lush Four hulking flytraps grin at you, their
gardens. Trowels, rakes, and gloves sit muscular vines curling across the floor.
in a bin. In the rafters, a red-eyed pigeon • Flytraps. Visible gleaming object
babbles quietly to itself. stuck in the ‘throat’ of one of them. At-
• Flowers. Every day at dusk, 2d6 tack when close.
flowers (red stem, white pistil and FLYTRAP: AC 7 [12], HD 2 (9hp),
silver petals, size of a tulip) bloom while Att 1 × Chomp (1d6), Vine Lash THAC0 18
turning west towards the last rays of the [+1], MV none, SV D12 W13 P14 B15 S16,
sun, then fade in a few seconds. Breathe ML 10,
in their perfume before they wither to AL Chaotic, XP 20
recover 1d3 hp. • Vine Lash: one target within 15 ft must
• Pigeon says: “Can’t sleep, never sleep save vs breath or be pulled 10 ft closer.
again, the monsters will eat me…” Com-
munication is possible, but very limited. • Gleaming object: perfectly cut irides-
It’s a pigeon after all. cent opal (125 GP).

58 ••••••••••••••••••
3. Silent Greenhouse • Earhorns. Listen to hear a whisper-
A bloated, twisted tree bears bruised ing voice: “Hunger and rage, teeth and
apples. The smell makes you woozy. tentacles, ever seeking, always forward,
Something slithers in the branches. A but never back…”
small child is snoring in the west corner • Crystal balls. Touch to reveal three
• Apples. 1d6 in good enough condition visions: the kobold cavern (page 42), the
to be used as sleep grenades (save vs ogre den (page 47), and the goblin mar-
poison, duration 1d4 turns). Each time ket (page 30), along with a vague sense
an apple is picked, the tree sneezes and of direction and proximity. (Describe
shakes its branches, releasing a soporific them in their current state.)
dust (everyone present in the room: save
vs poison or sleep for 1d4 turns). 5. Supply Closet
• A tree-snake (inoffensive) yells, “You’re The shelves hold paper, ink wells, quills,
all going to die downstairs!” If conversa- tallow candles, and one overturned
tion is started, it is limited to the topics of metal bucket.
impending death for all and how much • Bucket. Buzzing. A swarm of paper
the snake will enjoy it. wasps inside.
• Child. Luca. Difficult to wake up. PAPER WASP (swarm): AC 7 [12], HD 2
Knows where Sister Ruth is (room 6). (9hp), Att 1 × swarm (1 or 3hp paper cut),
MV 30’ (10’) / 60’ (20’) flying, SV D14 W15
4. Gleaming Observatory P16 B17 S18, ML 11, AL Chaotic, XP 20
The observatory is filled with notebooks • Size: 10’x10’ area • Immunity: Only
and tools. Under the sweeping skylight harmed by fire, cold, sleep spells, smoke
you see an ornate ivory telescope, a set (drives off) or similar. • Swarm: target
of spiral earhorns, and three glowing within swarm area automatically lost 1hp
crystal balls. if in armor, 3hp without, per round.
• Telescope. Look to see a big white
moon, and a small red moon with fiend-
ish horns and a fanged grin laughing in
the silence of the void. An extraordinary
vision! Gain 1d100 XP.

To L3
To L5

5
1

4
6 3
2

••••••••••••••••••• 59
6. Workshop schoolchildren, and various worshippers."
Paper cutters, lens polishers, and tinker - Cellar? "There is a secure ward in the cel-
tools are carefully arranged on scratched lar for plague victims… and the disturbed!"
tables. Animated hammers toddle - Vault? "The vault in the cellar contains
around the room drunkenly, breaking dangerous (and valuable) ancient relics,
bits of glass and wood. A woman hud- they mustn’t be disturbed!"
dles in the corner, shaking. (Sister Ruth) - Shadow in the vault? “Ah yes, that foul
• Hammers. Three standard wood-and- old thing. He was once Samson Windler!
steel claw hammers with tiny wooden That crazy inventor tried to cheat death
legs and arms. No intelligence. They and ended up a living shadow. Scared his
wander around trying to hammer things own family away, and then he attacked
at random (dealing 1 point of damage some folks in town. I caught him using a
to someone’s toe or finger if they’re not holy candle and locked him away in the
careful). vault. But that was all years ago. Why do
• Sister Ruth. you ask?”
An elderly woman in the orange robes - A great recipe for apple strudel?
of a priest of Halcyon looks up in horror. “You’ve asked this before and I said I’ll
“I don’t understand what’s happening! share my granny’s one, but by the Angels,
Why are those tools walking? Why is the get me out of here!”
Golden Veil up?” • Task: Ruth is too frail and scared to
• What she says: leave on her own or follow the characters.
- What day is this? Escort her out. (Referee note: If Orla the
- Tobias? Nothing. hag’s curse doll has been destroyed, Ruth
- Nightmare stuff? Nothing. is willing to come and help. )
- Golden veil? "It’s one of the angelic pow- SISTER RUTH: AC 9 [10], HD 3 (6hp),
ers some of the holiest people of the order Att 1 × slap (1hp), THAC0 19 [0],
can call upon. There is no way to break MV 60’ (20’), SV D11 W12 P14 B16 S15,
through it." ML 11, AL Lawful
- People? "Paladin Constance and Squire • Spells: as a 3rd level Cleric (cure light
Felicity should be somewhere in the temple wounds, protection from evil).
downstairs, along with several clerics,

6O •••••••••••••••••
•••••••••••••••••

◆ DORMITORY (L3)
Blood pours down the corridor walls in sheets. Faces emerge from the blood
in grimaces of terror and pain. Behind the closed doors, bestial screams rise
and fall. Some doors have signs on them.

• Signs. Only on doors 8-12 (not bed- 8. Bedroom, Black Heart


rooms), describing the room’s use. A horse’s ribcage sits on the floor, with a
Roll 1d6: 1. Death, 2. Despair, 3. Desti- giant black heart beating inside it.
ny, 4-6. The room’s actual purpose (e.g. • Cut open the heart to find a gold key.
“Laundry”). • Gold key: opens chest in 14.
Referee Note: All doors are unlocked.
All bedrooms are tidy cleric cells, plus 9. Bedroom, Screams
nightmares. Severed chicken heads scream wildly
from the walls. A burly young man is
7. Privy kneeling in the middle, crying, hands
The seat overflows with rotting swamp over his ears.
mud and dead plants. Something is • Screams. Anyone entering the room
moving in there… must save vs paralysis or fall to his knees
• If the PCs touch the mud, a 2’ long in a state of hallucination for 2d6 turns.
wight leech attacks! • Young man. Jesse. Recovers his
WIGHT LEECH: AC 7 [12], HD 2 (9hp), senses once out of the room. Ready to
Att 1 × bite (1d3 + xp drain), THAC0 18 [+1], accompany the adventurers to find his
MV 90’ (30’), SV D12 W13 P14 B15 S16, young sister Flutine.
ML 10, AL Chaotic, XP 275 JESSE. AC 9 [10], HD 1/2 (4 hp),
• XP drain: Attaches to target on a successful Att 1 × weapon (if lent one), THAC0 20 [-1],
hit, sucking 3d6 experience points per MV 120’ (40’), SV D14 W15 P16 B17 S18,
round. • Detaching: Must be killed or when ML 9 (until Flutine is found), AL Neutral
victim reaches 0 XP. • Good at brawling (THAC0 17 [+2], 1d8)

To L4
15 To L2
16 17 18

7 8 9 10 11 12 13
14

61
••••••••••••••••••

10. Bedroom, Blood Wave 14. Burning Library


When you open the door, a wave of hot Red flames cover the shelves packed
blood floods into the corridor, along with with tomes and scrolls. Black smoke fills
countless dead eels and crabs (edible if the air. On the far wall sits an iron chest
somewhat tasteless). with a gold padlock.
• In the room, Save vs breath or suffer
11. Bedroom, Pig Gore 1d6 fire damage each round.
An exploded pig lies screaming on the • Chest. Locked (key in 8). A lapis lazuli
floor. A silver key glints in its mouth. kingfisher pendant.
• Mouth. Anyone but a thief trying to KINGFISHER PENDANT
get the key is bitten for 1d4 damage. Use A thumb-sized lapis lazuli cabochon with
that 10-foot pole! a long-beaked bird engraved on one side,
• Silver key. Opens box in 18. hanging from an extra fine silver chain.
Each day at dusk, this holy talisman cures
12. Bedroom, Goat Head its wearer 1 hp per level.
A hovering demon goat head flies out
and attacks! A golden miniature stands 15. Laundry
on the window sill. Three tall wicker baskets sit full of shin-
DEMON GOAT HEAD: AC 9 [10], HD 2* ing bloody sheets.
(9hp), Att 2 × vicious bite (1d6 +1 for 1d4 • Baskets. All contain dead rabbits. One
rounds) or Unholy Bleating, THAC0 18 [+1], contains a ruby shaped like a heart (150
MV 120’ (40’) flying, SV D12 W13 P14 B15 GP).
S16, ML 10, AL Chaotic, XP 25
• Unholy Bleating: All targets within 16. Pantry
10' radius save vs spells or 1d6 psychic Covering the bread are green molds
damage. shaped like wings, hooves, and fins that
move slowly and painfully. A copper box
• Golden miniature: Represents a sits among them.
cyclops angel with scaled wings. Comes • Box. Locked (key in 13). Phosphores-
alive and flies away when you try to cent pink earring (250 GP).
touch it (to hit AC 4 [15] to catch it, Dex
mod applies). 225 GP. 17. Dining Hall
The table, covered with a long white
13. Bedroom, Sheep Boom tablecloth, is set for six. Lying on the
A fluffy white sheep stands before you. plates, severed animal heads (sheep,
Its ribs throb loudly, bigger and bigger… goat, dog, cat, rabbit, rooster) chat polite-
• On the third throb, the sheep explodes, ly about the weather.
painting the room in blood. Metal clangs • If characters wait for a pause in the
ring out. A copper key lies in the viscera. conversation or address the heads, they
• Copper key. Opens box in 16. hear a low growl coming from under the
table.
• A zombie dire wolf lurks under the
table (it attacks if the PCs look under the
table).

62
•••••••••••••••••••

ZOMBIE DIRE WOLF: AC 6 [13], HD 3


(13hp), Att 1 × bite (2d4), THAC0 15 [+4],
MV 90’ (30’), SV D12 W13 P14 B15 S16, ML
12, AL chaotic, XP 35
• Initiative: Always last (no rolls).
• Undead: Immune to poison and mind
affecting spells.

18. Chapel (safe)


Pristine oak pews face a marble altar,
as light streams through stained glass
windows depicting saints and clerics of
Halcyon reading and teaching children.
A silver box sits on the altar. One woman
(Isabel) and two kids (Sigg and Mason)
are hiding behind the altar.
• Safety! No evil (i.e., nightmare mon-
sters) may enter.
• Box. Locked (key in #11). A tattered old
map.
CELLAR MAP
This ancient scrap of vellum shows the
cellars below the temple, revealing a bro-
ken wall near the door of the vault, and a
narrow passageway beyond it.

• Sigg. Refuses to leave the temple until


his twin Regg is found. Goes into a tan-
trum if forced (see Villagers list).
• Isabel. Knows about the wolf in 17.
• Mason. He saw the silver key in 11.

63
◆ SCHOOL (L2)
Entering the school, you see large wall murals of slavering wolves and cack
ling witches devouring screaming children. A chill fog obscures the floor.
Clumsy bangs and clatters echo from the closed doors ahead.

• Closed doors. 19, 21, 22, and 26 are the noisiest rooms.

25 27
To L1 To L3
24
26

23
22 21 20 19

TALK TO A TEACHER :
• “Please save the children!”
• “It all happened so fast, we don’t know what caused it.”
• “We’ve heard people screaming downstairs.”
to fight the monsters, not
• “Squire Felicity came upstairs to help a short while ago, tried
sure where she is now.”
she can help!”
• “Paladin Constance should be in the temple somewhere, surely
ere down below…”
• “There was a deep roaring… it wasn’t human, somewh

64 ••••••••••••••••••
19. Classroom, Hungry 22. Classroom, Frog
Desks and chairs lie broken in disarray. A teacher (Paul) and three pimply
In the far corner, a teacher (Adam) is teenagers (Amelia, Charlotte, Mathys)
protecting 5 little children (Alchemist are cowering under a table. On the
Omar’s sons Will and Tam, Diana, Mina, floor sits an angry 7-foot-tall Partially
Regg). Dissected Frog holding a giant bloody
A giant biting witch-face protruding scalpel and seeking subjects for experi-
from the warped ceiling prevents them mentation.
from going out, for the moment. PARTIALLY DISSECTED GIANT FROG:
WITCH-FACE: AC 5 [14], HD 3 (14hp), AC 7 [12], HD 3 (14hp), Att 1 × scalpel
Att 1 × crooked fangs (3d4) or Hideous (2d6), THAC0 17 [+2], MV 90’/30’, SV D12
cackle or Putrid blast, THAC0 16 [+3], W13 P14 B15 S16, ML 10, AL CHAOTIC,
MV none, SV D10 W11 P12 B13 S14, ML 10, XP 35
AL CHAOTIC, XP 35 • Sticky tongue. On a hit, target up to 15’
• Putrid blast: 15 ft cone, save vs breath away is dragged to the mouth and bitten.
or 2d6 poison damage. • Hideaous cackle:
10 ft radius, save vs spells or suffer the • Paul. Says the frog wounded a
effects of cause fear for 1d6 rounds. young warrior woman (Squire Felicity)
who retreated down the hall.
20. Classroom, Portal
Empty desks and chairs sit in perfect 23. Privy (safe)
neat rows. Across the room, a bright The small space appears freshly
golden apple glows on the teacher’s scrubbed. It smells of pine.
desk. A vertical draft can be felt inside,
somehow coming from the ceiling. 24. Children’s Library
• Vertical draft. In the center of the Thin books sit on short shelves, with
floor is an invisible portal connected to a few squat stools. A small book lies
the ceiling directly above. Anything that on the striped carpet with something
falls into the portal falls continuously between its pages.
from ceiling to floor, accelerating. Take • Small book. Inside the book is a ruby
1d6 damage for each minute spent falling (75 GP). The cover illustration is mov-
before impact. ing, showing scary versions of the four
• Golden Apple. Crafted of papier fictional characters below. If someone
mache and acrylic paint, this hollow ap- touches the book, then a drawn creature
ple is light as a feather but incredibly life- attacks. Roll 1d4: 1) the Big Bad Wolf,
like. Casts a halo of dim light for 5 feet. 2) the Cat with a Fiddle, 3) Little Piggy
(x3), 4) Humpty the Egg Man
21. Classroom, Duel BIG BAD WOLF: AC 7 [12], HD 3* (13hp),
A teacher (Debra) and a teenager (Han- Att 1 × bite (1d6), Huff and puff,
nah) are covered in bruises and cuts, THAC0 17 [+2], MV 120’ (40)’, SV D12 W13
squared off like boxers with fists raised. P14 B15 S16, ML 10, AL CHAOTIC, XP 25
• Each claims the other is a deadly clay • Huff and Puff: one target save vs breath
golem and asks the characters to kill or knocked out for 1d4 rounds.
it. They are cursed to see each other as
golems.

••••••••••••••••••• 65
. CAT WITH A FIDDLE: AC 7 [12], HD 3* FELICITY QUILL (SQUIRE): AC 7 [12], HD 2
(13hp), Att 1 × rapier (1d6), Merry jig, (9hp), Att 1 × shortsword (1d6), 1 x Hand
THAC0 17 [+2], MV 120’ (40)’, SV D12 W13 crossbow (1d6) THAC0 18 [+1], MV 120’
P14 B15 S16, ML 10, AL CHAOTIC, XP 25 (40)’, SV D12 W13 P14 B15 S16, ML 10, AL
• Merry jig: all targets within 15’ save vs LAWFUL
Spells or spend their next round dancing • Laying on hands: once per day, can heal
to the Cat’s fiddling. 4 hp by laying her hands on wounded
creatures.
LITTLE PIGGY: AC 7 [12], HD 1* (4hp),
Att 1 × Hammer time (1d6), Wee Wee Wee, She says:
THAC0 19 [+1], MV 120’ (40)’, SV D12 W13 - Wait, why is it dark outside? It was
P14 B15 S16, ML 10, AL CHAOTIC, XP 15 morning a moment ago…
• Wee wee wee: makes noises so annoying - Lady Constance (paladin) just went
a save vs spells is required not to run out downstairs protecting people.
of the room. - Nightmares? I heard that some evil
• Brick Defense: smart use of furniture for artefacts are stored in the crypts, but that
cover affords +4 to AC unless surrounded. certainly couldn’t be…
- Tobias? He arrived covered in a foul
HUMPTY THE EGG MAN: AC 2 [17], HD 2* black ooze. Brother Seth took him to the
(9hp), Att 1 × Devilish Pitchfork (1d6+2) or cellar. Then the nightmares started.
Yolk Spray, THAC0 18 [+1], MV 120’ (40)’, - Golden Veil? No idea. Holy Gideon
SV D12 W13 P14 B15 S16, ML 10, bestows many powers to the faithful.
AL CHAOTIC, XP 20 - Recruit her? If the people on this floor
• Yolk Spray: 15 ft cone, save vs breath or are all safely brought outside, then she
take 1d4 and pass your next action. will help (but she’ll insist on going back
• Great fall: when defeated, egg man immediately despite her wounds).
cracks and explodes after a full round, 15 • Help: Kill the frog in #4 and she gives
ft radius, 1d6. the PCs a ring.
• Wound. From fighting the giant frog
25. Lecture Hall (safe) in 22.
Rows of stone benches face a polished • Ring of protection. Carved in an agate
stone lectern. with the head of an austere man drinking
• Safety! No evil (i.e., nightmare mon- water in his hands. +1 to AC and saving
sters) may enter. throws (lawful only).

26. Dining Hall 27. Closet


Long trestle tables and benches stand The narrow shelves hold paper, pencils,
clean and bare. A young woman in candles, a broom, a mop, a bucket, and
chainmail is struggling to bind a nasty towels. The items rattle softly in place.
wound on her arm. A short sword and • If the PCs touch anything, all items fly
shield lie near her. outward at them, causing 1d6 damage
• Woman. Felicity, squire to Lady (halved if save vs breath) to whoever
Constance (paladin). Worships the angel stands in front of the door then slowly re-
Gideon, a being of Law that embodies turn to their place. Among the papers is
justice and hates Chaos. one clerical scroll: protection from evil.

66 ••••••••••••••••••
◆ COMMONS (L1)
Veined marble floors swirl and ripple. Stained glass saints scream in horror.
Red candles gutter in the wind, and wings flap in the darkness above.

36
35
37

To the
Cellar

30 29

To L2

34

32

28

31

33

••••••••••••••••••• 67
28. Nave: Pew Fort hides an ugly red scar and bulging milk-
Six villagers (Alexander, Doris, Flutine, white eye, caused by her patron angel
Rose, Cecilia, Sebastian) and three Gideon for being too lenient regarding
priests (Barnaby, Gerard, Prudence) the Law.
hide in a makeshift fort of pews piled in • Can she help? Of course, but everyone
the nave. A masked woman in armor de- in the upper levels must be safe first.
fends the fort from two swooping hollow LADY CONSTANCE (PALADIN): AC 3 [16],
gargoyles and three towering Stained HD 4 (18hp), Att 1 × two handed sword
Glass Angels. (1d10+1) THAC0 16 [+3], MV 60’ (20’), SV
• Hollow Gargoyles. Grunting little D10 W11 P12 B13 S14, ML 10, AL Lawful
stone brutes with stunted wings and • Laying on hands: once per day, can heal
crooked horns. 8 hp by laying her hands on wounded
HOLLOW GARGOYLE: AC 5 [14], HD 2* creatures.
(9hp), Att 2 × claw (1 hp), 1 x bite (1d3), 1
x horn (1hp), THAC0 18 [+1] MV 60’ (20’) / 29. Nave: Altar/Organ
120’ (40’) flying, SV D12 W13 P14 B15 S16, Three golden chalices sit on a bright
ML 7, AL Chaotic, XP 20 white marble altar. Behind it, a forest of
• Surprise: on 1-4. bronze pipes rise from a black organ.
• Chalices. Mere illusions. Approach
• Stained Glass Angels. Ten-feet tall them and a throaty squawk resounds
and one inch thick. Demon-faced angels from the dark corners of the ceiling.
with razor-sharp wings. Touch them and a hollow gargoyle at-
STAINED GLASS ANGEL: AC 5 [14], HD 3* tacks from above!
(13hp), Att 1 × wing slash (2d4), Prismatic • Altar. Hidden shelf full of broken
glare THAC0 17 [+2], MV 60’ (20’) / 120’ glass. Take 1 damage if searching
(40’) flying, SV D12 W13 P14 B15 S16, ML through it with unprotected hands. A
12, AL Chaotic, XP 50 crystal statuette of a warrior angel under
• Prismatic glare: 15’ cone, save vs paraly- the glass (300 GP).
sis, or become charmed by the angel and • Organ. Blares hideously loud music
compelled to stop your allies from attack- if played. Everyone who isn’t the organ
ing it for 1d4 rounds. player must save vs paralysis or take 2d6
damage unless ears are properly plugged.
• Woman. Lady Constance. Worships The Stained Glass Angels in the room
the angel Gideon, a being of Law that automatically take the damage.
embodies justice and hates Chaos.
Lady Constance says: 30. Empty Closet
• Tobias is infected with the Dolorous The deep shelves are bare. Tiny yellow
Ichor, but she doesn’t know how to kill lights glint at the back, in the darkness.
it. • Lights. The eyes of blood rats, glinting
• Tobias is in the hospital downstairs. like gold… They only attack what is in
Somewhere! the darkness, like searching hands on
• She raised the Golden Veil when the the shelves. Unless of course there is no
gargoyles attacked. She lowers it when source of light in the room or the closet
all is safe and the evil is contained. door is shut.
• Her mask? A plain iron face plate

68 ••••••••••••••••••
BLOOD RATS (SWARM): AC 7 [12], HD 2 TINY IMPS (SWARM): AC 6 [13], HD 3
(9hp), Att 1 × bites (1d4), THAC0 17 [+2], (13hp), Att 1 × bite (1d6), THAC0 17 [+2],
MV 30’ (10’), SV D12 W13 P14 B15 S16 (1), MV 30’ (10’) / 120’ (40’) flying, SV D12 W13
ML 7, AL Chaotic, XP 25. P14 B15 S16 (1), ML 7, AL Chaotic, XP 35.
• Go for the eyes! A bitten creature must • Devilish cackle: save vs paralysis at the
save vs paralysis or be blinded until magi- beginning of the encounter or get -2 to all
cally healed. attack and save rolls for 1d6 rounds.

31. Oozing Privy 33. Moaning Gallery


The floor and walls are coated in a Saintly portraits and pastoral land-
bubbling green ooze full of struggling rat scapes cover the walls. Angelic bronze
skeletons. A metal circlet floats in the sculptures stand in the aisles. Each
ooze against the far wall. venerable image moans softly. A man
• Ooze. Actually, a green slime. and woman huddle in the center, calling
• Circlet. A corroded iron ring, part of for help.
the toilet seat. • Portraits. Arms of paint grasp and
GREEN SLIME: AC No hit roll required, smother any within 5 feet. Save vs
HD 2* (9hp), Att 1 × touch (consume flesh), breath to avoid. 1d4 damage for each
THAC0 18 [+1], MV 3’ (1’), SV D12 W13 P14 round of smothering. Check STR to
B15 S16 (1), ML 12, AL Chaotic, XP 25, break free.
• Acid: stick on target and destroy wood • Man and woman. Visiting “artists”
and metal in 6 rounds. • Consume Flesh: Doran and Alba (professional thieves)
if in contact for 6 rounds, target is turned from distant Kalahar. Polite, charming,
to green slime in 1d4 rounds. • Removing: educated grifters. Want wealth, fear
only by fire (half damage to the victim, capture. Skilled at lying, climbing, and
half to the slime). • Immunity: unharmed picking locks. Willing to help the party if
by all attacks but cold or fire. it benefits them.
DORAN AND ALBA : AC 7 [12], HD 2 (9 hp),
32. Smashed Library Att 1 × bite (1d6), THAC0 18 [+1], MV 120’
A ten-foot flaming globe rolls wildly (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL
about the room, crushing shelves and Neutral, XP 15
tables. A swarm of tiny imps cackles • Burglars: pick locks, climb sheer surfaces,
overhead. Three villagers (Sister An- hide in shadows on 3-in-6.
drea, Florette, Nina) cling to the rafters, • Bag of holding: The thieves hide their
sweaty and desperate. loot in this purple leather satchel. Cur-
• Globe. 1-in-6 per round and per per- rently, six illuminated holy books (50 GP
son: save vs breath or 1d6 damage. Any each), a set of two silver rune bells and the
person targeted by the globe or equipped orange vestments of a cleric of Halcyon.
for ranged attack can attack it (AC 12 [7],
20 hp). RUNE BELLS: Chaotic creature must check
• Swarm of tiny imps. Attack the tallest morale or will flee from the wielder of the
creature standing. bell at maximum speed for 6 rounds.
• Villagers. Burnt, bitten, and bloody.
Weak and helpless.

••••••••••••••••••• 69
34. Cellar Door 36. Vegetable Garden
At the foot of this reinforced ironwood A red-eyed, black-winged rabbit hunch-
door snores a black hound covered in es in the neat rows of carrots and cab-
red flames. bages, gnawing vegetables and giggling
• Hound. Four golden eyes, two red madly. Five stone figurines mark the
horns, black spikes down its spine, and ends of each of the garden beds.
black flesh dancing with red flames. Toss • Rabbit. Flees on foot or wing to avoid
some meat to distract it for 1d4 minutes. being touched. Yes, it can be killed. And
• Door. Unlocked, squeals loudly when no, you don’t need the full stats for a
opened. If the door squeals, then the rabbit.
hellhound wakes to attack. • Giggling. Save vs spells or become
HELLHOUND: AC 4 [15], HD 3* (13hp), frightened of the rabbit for 1d6 rounds.
Att 1 × bite (1d6) or 1 x breath (2d6), • Figurines. Mouse. Cat. Fox. Rooster.
THAC0 17 [+2], MV 120’ (40’), SV D12 W13 Fish. In the fish’s mouth is a vial of acid.
P14 B15 S16, ML 9, AL Chaotic, XP 50
• Fire breath: 2-in-6 chance per round, one 37. Cemetery
target. • Fire immunity. • Detect Invisible Crooked illegible markers fill the ancient
(75%) burial plot. Two skeletal ravens perch on
a tombstone, staring at you. A woman
35. Prayer Garden sobs on her knees.
In a circle of rosebushes, three bodies lie • Ravens. “Our stone friend knows how to
still on the grass, surrounded by tram- kill black ichor! Ask him! Ask him!” Who?
pled flowers, a white veil, and two silver Riddle: “Ghosts in the darkness, our mail
cups. Close by, a grim face scowls at you never rusts. Mouths open, no sound comes
from the black bark of a withered tree. out.” Answer: Fish (see 36).
• Bodies. Dead. A priest (Brother Fili- • Woman. Crying into her hands, not
us), and a young couple in a brown suit responsive. If someone touches her, her
and yellow dress (Tibert and Margaux). face loses all colour and she hisses a
Riddled with stab wounds. warning. If the character insists, she is
• Cups. Etched with hearts and flowers revealed as a skeleton. Seven more skel-
and doves. Contain traces of spilled wine. etons burst from the ground to attack!
(200 GP) They will not pursue characters outside
• Tree. Bloody branches and leaves. of the cemetery.
Raspy voice. Answers all questions with SKELETON : AC 7 [12], HD 1 (4hp),
outrageous lies, attempting to get some- Att 1 × claw (1d6) or skull toss (1d6, 15
one closer to drain their blood. Stabs feet), THAC0 19 [0], MV 60’ (20’), SV D12
anyone who prays within 10 feet of it. W13 P14 B15 S16, ML 12, AL Chaotic, XP 10.
WITHERED TREE : AC 3 [16], HD 8 (36hp), • Floating skull: after being tossed, it
Att 2 × sharpened branches (2d6), THAC0 returns on its respective shoulders in 3
12 [+7], MV none, SV D8 W9 P10 B10 S12, rounds.
ML 10, AL Chaotic, XP 650
• Hates fire: fire damages are doubled.

70 ••••••••••••••••••
◆ CELLAR
This subterranean area is walled entirely with moldering bones and rotting
flesh, the floors hidden under several inches of cold, sticky blood. Huge
yellow eyes stare down from the ceiling, and gaping mouths moan piteously
from all sides. Slow shuffling footsteps echo faintly in the darkness.

• Cold, sticky blood. Walking and run- 38. Cold Storage


ning movement is halved here. Frost glitters on rows of crates and bar-
• Infested Seth wanders the halls. rels. Two glinting creatures hiss from
A bloated red-and-black mockery of the corner.
kindly Brother Seth lumbers through the • Crates. Packed tight with salted veni-
passages, his throbbing bulk blocking son, pork, and fish.
the hall. Fleshy tendrils writhe from his • Barrels. Packed tight with apples and
sleeves and melted face as he shuffles in pears.
a loop around the cellars, groaning and • Creatures. Two frost pucks defend
lashing out at all in his way. An open, their chilly crates.
empty reliquary box is embedded in his FROST PUCK: AC 4 [15], HD 2 (13hp),
chest. Att 1 × freezing Sneeze (1d6, 15’) or 1 x
• Roll 1d8 for his starting position (see Frigid aura, THAC0 17 [+2] MV 120’ (40’),
black numbers on the map). Always SV D12 W13 P14 B15 S16, ML 9, AL Chaotic,
moves forward, never backward, in a XP 50
loop. Moves from one number to the next • Frigid aura: once per encounter, within
in 1 turn. 10’ radius, save vs spells or 2d6 damage.
• Seth cannot be saved because he is
already dead 39. Dusty Wine Cellar
• An unconscious victim left behind is Hundreds of dusty wine bottles sit on
locked in one of the empty cells (45 or 46). even dustier racks.
INFESTED SETH: AC 5 [14], HD 5* (22 hp), • Dust. Enter the room and the dust
Att 1 × Eldritch Lash (1d3+1d6) or Madden- flows into the PCs’ nostrils and mouth.
ing Gaze, THAC0 15 [+4] MV 30’ (10’), SV After 30 seconds, the PCs start suffocat-
D10 W11 P12 B13 S14, ML 12, AL Chaotic, ing (1d4 damage per round). Leave the
XP 300 room to end the effect.
• Eldritch Lash: the fleshy tendrils cause ex- • Wine. All red, very sweet.
cruciating pain, the d6 isn’t physical; record • Bottles. Fragile. Each time one is
it separately. A character brought to 0 hp by touched, roll 1d4 and on a 4 it shatters
this damage falls unconscious for 2d6 turns). harmlessly. 1-in-6 chance per searching
• Maddening Gaze: 15’ cone, save vs spells or round and per person to find a really
1d6 psychic damage and spend 1d6 rounds good bottle (3 golden stars on label, 25
kneeling and babbling. • Immunity: immune GP each, max 8 bottles).
to mundane weapons. Magic weapons do
half damage. Fire does minimum damage.
• Vulnerable to acid: acid coated weapons
do normal damage. Acid "grenades" do 2d8
damage over two rounds.

••••••••••••••••••• 71
40. Vault (Relics) 41. Closet (Medical)
A solid iron door lies mangled on the The sturdy shelves hold 10 vials of oil,
floor. Silver candlesticks and neatly fold- 10 vials of anti-toxin, 10 candles, heavy
ed vestments line the clean shelves. A leather aprons, and one black plague
single purple candle burns on a golden doctor mask. Also three jars of purified
stand in the center of the room. A hu- troll bile.
manoid shadow wavers on the far wall. • Anti-toxin. Check INT and 1d4 hours
• Door. Smashed inward by something of work in a lab: create 1D4+2 flasks.
large and strong (infested Brother Seth). Allows a poison victim to save again.
• Shelves. Empty places clear of dust • Biles: Check INT and 1d4 hours of
with light scratches, one box is clear- work in a lab: turn one jar into a vial of
ly missing (contained the Crown of acid.
Dreams).
• Purple candle. No heat or smoke,
never burns down. Clearly magical. If Holding cells
snuffed out or obstructed, the Shadow Each stone cell is pitch black beyond
escapes to kill Sister Ruth. its narrow view-slot. Each iron door is
• Shadow. There is nothing casting it. It deadbolted from the outside.
looks like a man frozen while running.
Talk to Shadow: 42. Cell: Scared Thief
- This is Samson Windler, inventor, • Noah, thief, stole a love potion from
whose experiments into immortality alchemist Omar.
accidentally turned him into a living • Begs to be let out, terrified of the flesh
shadow many years ago. and bone walls.
- His family fled in fear and the town • Open it: he runs away unless prom-
turned against him. ised help to win the love of Alexander
- Sister Ruth (much younger then) (room 28).
captured him with the candle and locked NOAH: AC 7 [12], HD 2 (9 hp), Att 1 × weap-
him away. on (if given one), THAC0 18 [+1],
- He begs and bargains and promises MV 120’ (40’), SV D12 W13 P14 B15 S16 (1),
anything to be freed; he heard brother ML 8, AL Neutral.
Seth take a reliquary to Tobias, mut- • Burglar: Pick locks, climb sheer surface,
tering to himself it would ease his pain. hide in shadow on 3-in-6.
If freed, Samson goes to kill Sister Ruth
(even if outside the temple) and escapes. 43. Cell: Insane Heretic
THE SHADOW OF SAMSON WINDLER: • Heather, anti-angel heretic.
AC 3 [16], HD 4* (18hp), Att 1 × touch (1d6 • Babbles madness about the lovely eyes
+ strength drain), THAC0 16 [+3] MV 120’ in the ceiling. Talk to her for more than a
(40’), SV D12 W13 P14 B15 S16, ML 10, minute, her heretical ramblings attract a
AL Chaotic, XP 125 random encounter.
• Surprise: On 1-5. • Strength drain: 1 STR • Open it: she refuses to leave.
point per hit (recovers after 8 turns). If Heather is otherwise a helpless villager
reduced to 0 STR, the victim becomes a (see page 55).
shadow. • Immunity: immune to mundane
weapons. Unaffected by charm and sleep.

72 ••••••••••••••••••
41 To L1
43 42

44
3 2 1

45 38

46
4 40 8
47

48 39

49 5 6 7
50

44. Cell: Infested Janitor To the


• Martin, the temple janitor. Crypts

• Infected with dolorous ichor, his mon-


strous black hand attacks out of control.
• Tells the PCs to leave him there to die 46. Cell (Empty)
so no one else is hurt. • Completely empty.
• One vial of acid on his hand kills the
ichor and saves him. 47. Cell: Troubled Teen
• Open it: he refuses to go, doesn’t want • Gavin, 16, pale, black hair.
to hurt anyone. • Prone to violent outbursts due to
Martin is otherwise a helpless villager eating toxic Ramweed, should be fine in
(see page 55). a day or so.
MARTIN'S HAND: AC 4 [15], HD 3 (9 hp), • Open it: he runs away. Gavin is other-
Att 1 × claw (1d8), THAC0 17 [+2], wise a helpless villager (see page 55).
MV 0’ (0’), SV D13 W14 P13 B16 S15,
ML 12, AL Chaotic, XP 40 48. Cell: Infested Tobias
• Body part: An attack hitting AC 9 [10 ] A huge pulsating mass of black and
to 5 [14] damages Martin. He has 3 HP. The violet flesh fills the cell. Long bent arms
hand lives on if Martin dies. beat bloody talons against the walls.
• Contagion: A character killed by Martin's Tobias’s red face screams from the
Hand immediately rises as an Infested fleshy mass, his yellow eyes bulging, a
Zombie. (Stats as dead PC with undead golden crown knotted to his head in a
qualities and the same Contagion ability.) tangle of bloody thorns.
• Tobias, unfortunate young adventurer,
45. Cell (Empty) heavily infested with ichor, monstrously
• Yep, empty. deformed, fused to the walls.

••••••••••••••••••• 73
The mutated youth shakes and screams,
his shapeless body rooted into the stones
of his cell. His clawing hands thrash
wildly as his wails deafen you to all other
sounds.
- Cannot move.
- Tobias cannot be saved because he is
already dead.
INFESTED TOBIAS: AC 5 [14],
HD 4* (19 hp), Att 1 × Flailing arms (2d4) or
Desperate scream, THAC0 17 [+2]
MV None SV D10 W11 P12 B13 S14, ML 12,
AL Chaotic, XP 125
• Desperate scream: 15’ radius, save vs
spells or 1d6 psychic damage and spend
1d6 rounds moving away randomly.
• Immunity: immune to mundane weap-
ons. Magic weapon only do half damage.
Fire does minimum damage.
• Vulnerable to acid: acid coated weapons
do normal damage. Acid “grenades” do 2d8
damage over two rounds.

• To remove the Crown:


A character must save vs paralysis or
meld into Tobias' flesh in 3 rounds. Once
this process has started, they must be
cut or burnt off the mass of tissue (1d6
damage). Even then, they suffer from
nightmares unless they wear the Crown.
• When the Crown is removed, all
non-ichor creatures and effects vanish 50. Repaired Wall
from the temple. Only Infested Tobias, The mortar here is brighter, and the
Infested Seth, and Martin’s hand remain stones are a slightly darker shade of
the same. gray.
CROWN OF DREAMS • It takes 10 minutes to physically blud-
This simple golden circlet makes the geon the wall open to reveal the tunnel
wearer resistant to psychic damage and down to the crypts.
ensures a restful sleep with only pleasant Referee Note: The repaired spot cannot
dreams. Also, the wearer is immune to be seen until the Crown of Dreams is
being frightened or charmed. removed from Tobias (because every-
thing looks like bones and flesh), but then
49. Cell (empty) the repaired spot may be discovered by
• Whew! Empty. searching for secret doors.

74 ••••••••••••••••••
◆ CRYPTS
Across the plain dirt floor, between the simple gray pillars, lie three white
granite crypts and one blue marble crypt, all covered in dust.

• Dust. Trickles steadily from the 51. White Crypt #1


earthen roof, and a little more with each A dull white skeleton in faded orange robes
passing moment. wears a bronze ring featuring an etched
• Pillars. The stone pillars crack a little hand.
more with every opened crypt. Each SCRIBE'S RING: This bronze ring features an
time a crypt is opened, roll 1d6 for each engraved hand. The wearer can create (forge)
opened crypt. If any die is a 1, the ceiling any official document of a type they have
begins to collapse. seen before.
• Collapse: The ceiling will cause a cave-
in in 3d6 rounds, killing everyone still 52. White Crypt #2
inside. Every round, each PC must roll Dusty gray robes lie crumpled over a low
1d6: on 1-2, they fall to the ground and mound of dull sand. Atop the robes sits a
cannot move this round. bronze ring featuring an etched eye.
LIBRARIAN'S RING
This bronze ring features an engraved eye.
To the
Cellars The wearer can read any written language.

53. White Crypt #3


A twisted brown corpse with enormous
white eyebrows in filthy white robes
displays on a gnarled finger a bronze ring
featuring an etched shield.
VIVIMANCER'S RING
This bronze ring features an engraved shield.
The wearer cannot be frightened or poisoned
by any creature smaller than the wearer.

54. Blue Crypt


A dark gray skeleton of a one-armed wom-
an lies in dull orange robes. In her skeletal
fingers sits a bronze staff etched all over
with eyes, bells, and wings.
51 52 53 STAFF OF HALCYON
This bronze staff has three charges, which it
regains each day at dawn. Burn one charge to
create 30 feet of torchlight for 1 minute, which
54 causes magic objects and effects within its
radius to glow. Burn three charges to create
60 feet of sunlight for 1 minute, which causes
invisible creatures within its radius to glow.

••••••••••••••••••• 75

ENDING THE
ADVENTURE
If the Crown of Dreams is If the characters fail to
removed from Tobias... remove the Crown of
The nightmares end and Constance Dreams (or decide not to)...
drops the Veil. The survivors can leave Here are some ideas for events in the
the temple. Life returns to normal! region starting at Doomsday (page 8).
Rewards and Consequences Tragedies and Consequences
• If Laban’s wife Doris survives, Laban • Doomsday. The Veil collapses. All of
provides each PC with one specially the trapped people are dead. At sunset,
tailored outfit worth 90 GP. the Nightmare creatures swarm out of
• If Omar’s sons Will and Tam survive, the temple to devour the villagers. Half
Omar provides each character with of the villagers die.
1,000 GP worth of alchemical mixtures • Doomsday + 1. The surviving half of
and components. Once. Plus a 10% dis- the villagers flee, abandoning Ragged
count on all future alchemical purchases Hollow. The Ragdolls and the Cigar
throughout the Kingdom. Bandits venture inside the temple.
• If the temple priests see that the None of them return.
heroes have taken any relics or treasure • Doomsday + 15. A regiment of sol-
items from the temple or the crypt, they diers from Kalahar arrives to investi-
demand their return. Constance and Fe- gate and restore order. They find the
licity support the priests, violently if need region grotesquely transformed into
be. A future loan of one or more relics for corpse-like structures. When night
a specific purpose is agreeable though. falls, the Nightmares wipe out the
• If Lady Constance or Squire Felicity regiment.
survive, and they approve of the charac- • Doomsday + 30. Ragged Hollow is
ters’ actions, they provide a Writ of Law declared Unholy and Ruled by Chaos,
that allows the PCs to enjoy free shelter and forbidden to all.
in any temple to a Lawful patron. • Doomsday + 100. Foolhardy adven-
• If most of the children survive, they turers from distant lands begin to ex-
quickly make crude costumes of the PCs plore the boundaries of Ragged Hollow,
and put on an awkward school play to now mostly surrounded by a forest of
celebrate the victory. bones. Many enter, but few escape.
• If the bandits in the Wailing Hills • Doomsday + 666. Her Undying
have not been confronted, they arrive Highness Constance Regina, the Night
in town one day after the Veil is dropped. Terror Paladin, reveals her dominion
They hope to take over the town as over the horrors of Ragged Hollow, and
gangsters, believing that the clerics must declares war on the Lawful lands of
surely all be dead, leaving a power vacu- mortal folk.
um in the community.

76 •••••••••••••••••
OOOOOOOOO

Appendix 1 constricts the wearer's wrist so tightly that
they cannot hold any item in their trembling
New Magic Items purple hand.
• ORLA’S CHAIN
• ARVID'S CLAW (Mount Mourn, #5) A 60-foot magical chain that can move, tie, and
This bronze grappling hook automatically takes untie itself on command.
hold of any target within 75 feet when thrown, • ORLA’S SCARF (Barrow)
and it releases its grip when gently shaken. Allows the wearer to imitate any voice they
• ARVID'S RING (Mount Mourn, #5) have heard before. It is covered in dried blood
At dawn, this magical golden ring drips forth an stains.
identical mundane golden ring, which disinte- • PROFESSOR'S RING (Temple, #53)
grates at sunset. This bronze ring features an engraved shield.
• BEATRIX’S RUBY RING (Cottage) The wearer cannot be frightened or poisoned by
Allows the wearer to cast Remove Curse once any creature smaller than the wearer.
per day. It smells of moth balls and ointment. • PURSE OF TRANQUILITY (Bogdan)
• BIRD HEAD WOODEN WHISTLE (Narisse) Black velvet purse shouting “help!” in case of a
Its birdsong is understood as a one-word mes- pickpocket.
sage by all allies. • RING OF HONEYED VOICE (Fergus)
• BIGGUS THE SILVER KNIFE (Dam) All persons within 15’ must save vs spells or
On the command word “Biggus!”, becomes a refuse to attack the wearer for 1d4 rounds or
long silver sword + 1 for 10 rounds, once per day. until attacked themselves. Once per day.
• CHAMELEON SKIN BOOTS (Fergus) • RUNE BELLS (Temple, #33)
2-in-6 chance of hiding in the wilderness. Chaotic creature must check morale or will flee
• CIRCLET OF MEMORY (Sunny Island) from the wielder of the bell at maximum speed
A wizard can memorize one random 1st level for 6 rounds.
spell from their spellbook every day. • SCALES SHIELD (Sunny Island)
• CROWN OF DREAMS (Temple, #48) Save at +3 versus dragon breath.
This simple golden circlet makes the wearer re- • SCRIBE'S RING (Temple, #51)
sistant to psychic damage and ensures a restful This bronze ring features an engraved hand. The
sleep with only pleasant dreams. Also, the wear- wearer can create (forge) any official document
er is immune to being frightened or charmed. of a type they have seen before.
• GLASS EYE OF DETECTION (Jethra) • STAFF OF HALCYON (Temple, #54)
Always ill-fitted. Detect magic once a day. When This bronze staff has three charges, which it
placed in a bronze item socket, the item it is regains each day at dawn. Burn one charge to
placed in becomes magical (referee's discretion). create 30 feet of torchlight for 1 minute, which
• KINGFISHER PENDANT causes magic objects and effects within its radi-
A thumb-sized lapis lazuli cabochon with a long- us to glow. Burn three charges to create 60 feet
beaked bird engraved on one side, hanging from of sunlight for 1 minute, which causes invisible
an extra fine silver chain. Each day at dusk, this creatures within its radius to glow.
holy talisman cures its wearer: 1 hp per level. • SWIFFY THE BROOM (Cottage)
• LADY’S LEATHER ARMOR (Narisse) This magical servant can clean and do simple
+1, magically coordinates with any outfit. chores, including cooking. Does not speak but
• LIBRARIAN'S RING (Temple, #52) knows Common. Always has a peppy profession-
This bronze ring features an engraved eye. The al attitude. Hates dirt! Fears fire!
wearer can read any written language. • VEINSEEKER (Mount Mourn). Short sword +1,
• ORICHALCUM SKULL (Dam) +3 vs undead. Lawful. Ego 7, INT 9 (communicates
A character who can turn undead counts as one by empathy). Detects magic, evil & good, metals.
level higher. • WINDLER BOOTS (Windler House, #8)
• ORLA’S BANGLE (Barrow) Once per day, click the heels of these self-wind-
This crude wooden bracelet resembles a snake ing clockwork boots to jump 60' up or 60'
eating its tail. When worn, this cursed item forward.

••••••••••••••••• 77
OOOOOOOOO

Appendix 2
Potential Retainers or replacement characters
Roll on page 43 of KNOCK! #3 so each character has one piece
of interesting equipment.

Partimonius - Squinting, lisping, always › Equipment: Leather armor, short


smiling. In Ragged Hollow to consult some sword, dagger, longbow (10 arrows),
scriptures in the temple’s library. torches (6), matches (20), beartrap, grap-
1st level Cleric pling hook, flint and steel, 12 GP.
STR 12, INT 13, WIS 14, DEX 5, CON 9, CHA 12
HP 6, AC 7 [12], THAC0 19 [0], AL L Mermedike (local) - Timid, overly polite,
› Equipment: leather armor, mace, holy pig nose and tail. Formerly Radomir's
symbol (onyx one-eyed elephant head), apprentice (see p. 16). Fired after screwing
holy water (1 vial), iron spike (12), rations around with potions. Lives in a hut at the
(7), tinder box, torches (3), 9GP. edge of Ragged Hollow.
1st level Magic user
Connor - Always acting like a young STR 7, INT 12, WIS 9, DEX 14, CON 10, CHA 9
happy puppy. Looking for his swordmaster. HP 2, AC 8 [11], THAC0 19 [0], AL N
Camps by the river. › Equipment: dagger, darts (6), torches (6),
1st level Fighter matches (20), scissors, incense sticks (12),
STR 12, INT 6, WIS 8, DEX 10, CON 12, CHA 11 spellbook (charm person, floating disc,
HP 5, AC 5 [14], THAC0: 19 [0], AL L read languages), candles (4), silver hand
› Equipment: chainmail, shield, mirror, 13 GP.
scimitar, javelin (3), crowbar, rations (7),
torches (6), rope (50’), 13 GP. Bilbur - Secretive, gruff, wooden leg,
red-bearded, green hood. Arvid direct de-
Jessa (local) - Snarky and suspicious. scendant. Searching for his legacy.
Just returned from her Halloo, needs 1st level Dwarf
adventure, watched over by her future hus- STR 16, INT 10, WIS 9, DEX 8, CON 15, CHA 11
band, the blacksmith's apprentice. HP 6, AC 5 [14], THAC0 19 [0], AL N
1st level Thief › Equipment: chainmail, shield, cross-
STR 8, INT 11, WIS 16, DEX 17, CON 11, CHA 9 bow (40 quarrels), handaxe, hammer,
HP 3, AC 12 [7], THAC0 19 [0], AL N flint and steel, lantern, oil (6 flasks),
› Equipment: leather armor, shortbow, silver whistle, 17 GP.
arrows (40), dagger, small hammer,
tinderbox, thieves’ tools, lantern, oil (3 Gilbur - Loyal, cheerful, white-bearded,
doses), iron wire (9’), 7 GP. blue hood. Bilbur's cousin. Arachnophobic.
1st level Dwarf
Anica Black (local) - Stubborn, chatty, STR 8, INT 8, WIS 11, DEX 17, CON 14, CHA 14
albino. Recently decided that flax wasn't an HP 7, AC 14 [5], THAC0 19 [0], AL L
industry for her and started a boar hunting › Equipment: leather armor, shortbow,
small business. arrows (40), shortsword, tinder box,
1st level Fighter hunting horn, torches (6), garlic, grap-
STR 10, INT 12, WIS 6, DEX 15, CON 13, CHA 10 pling hook, 19 GP.
HP 6, AC 7[12], THAC0 19 [0], AL N

78 ••••••••••••••••••
OOOOOOOOO
Loridil - Noble, friendly, always curious. Kaspier of Kanisborg (local) - Dirty,
Daughter of an authoritative elf lord, ran smelly, pompous and eloquent. Annoyed, he
away to become an adventurer. earned most of his coins at the gates of the
1st level Elf temple.
STR 8, INT 12, WIS 8, DEX 16, CON 10, CHA 15 1st level Beggar (see KNOCK! #2, p. 200)
HP 4, AC 5 [14], THAC0 19 [0], AL N STR 10, INT 10, WIS 9, DEX 14, CON 8, CHA 15
› Equipment: Leather armor, hand axe, HP 4, AC 8 [11], THAC0 19 [0], AL N
long bow (20 arrows), torches (6), rations › Equipment: Sabre, sling (20 bullets),
(7), 10-foot pole, spellbook (magic missile, 10-foot pole, wineskin, 37 CP.
light, ventriloquism), matchbox, torches
(6), 24 GP. Calimontes - Tall and lanky young monk
fresh out of the monastery. This is his first
Leguerynn - Noble, austere, disdainful, journey: everything is new for him, yet he tries
somewhat irritating. Searching for his to appear stoic, calm in all circumstances.
lord's missing daughter to bring her home. 1st level Errant Friar (see Knock! #2,
1st level Elf p.190)
STR 10, INT 11, WIS 10, DEX 13, CON 9, CHA 14 STR 15, INT 8, WIS 12, DEX 9, CON 17, CHA 9
HP 4, AC 4[15], THAC0 19 [0], AL L HP 5, AC 7[12], THAC0 19 [0], AL L
› Equipment: Chainmail, sword, long › Equipment: Leather armor, staff, long-
bow (20 arrows), iron spikes (12), lantern bow (20 arrows), 12 GP.
(with 2 oil flasks), rations (7), rope (50'),
spellbook (detect magic, hold portal, Presto (local) - Fatalistic, industrious,
shield), tinder box, scroll case, 12 GP. stingy. Shoemaker on the verge of bank-
ruptcy as most villagers prefer clogs.
Gargemol - Scrawny, bitter, always 1st level Halfling
worried. Chased out of his village by by STR 11, INT 9, WIS 8, DEX 10, CON 15, CHA 10
witch-hunting neighbors. Looking for a tribe HP 6, AC 7 [12], THAC0 19 [0], AL N
of 77 tiny blue woodland fairies the ingestion › Equipment: Leather armor, staff, sling
of which is said to grant fabulous powers. (20 bullets), hammer, nails (20), chalk,
1st level Magic user 5 GP.
STR 7, INT 14, WIS 15, DEX 10, CON 9, CHA 6
HP 3, AC 9 [10], THAC0 19 [0] , AL C Rodomont the Blue Knight - Gran-
› Equipment: Dagger, 10-foot pole, large diloquent, audacious, protective. All his
sack, fishnet, rations (7), spellbook (dark- equipment is painted azure blue. Knight
ness, read languages, shield), matchbox errant wannabe.
(20), candles (6), stinky cat familiar, 22 1st level Fighter
GP. STR 14, INT 7, WIS 10, DEX 9, CON 13, CHA 15
HP 7, AC 4 [15], THAC0 19 [0], AL L
M.A.X. 77 (local) - Totally amnesiac, › Equipment: Chainmail, shield, broad-
dreamy, naive. Found in a fishing net in the sword, lance, torches (6), flint and steel,
Rime river. Adopted by a family of farmers. holy water (1 vial).
1st level Lost droid (see KNOCK! 3, p. 166)
STR 14, INT 10, WIS 8, DEX 12, CON 12, CHA 6 Doug (local) - Curious, stubborn, agres-
HP 6, AC 3[16], THAC0 19 [0], AL N sive, bored by life in the herd.
› Equipment: Warhammer, gladius, 1st level Sheep (see KNOCK! #1, page 168)
lantern, oil (6 flasks), steel wire (30'), STR 18, INT 3, WIS 3, DEX 16, CON 14, CHA -
flint and steel, 8 GP. HP 7, AC special, THAC0 19 [0], AL N

••••••••••••••••••• 79
Name STR
Class
Level
XP INT
Alignment

EQUIPMENT
GP: SP: CP: EP: PP:
WIS

DEX

Health CON
HD
+/- CON
HP CHA
Max

SKILLS, SPELLS Armor Class Saving Throws


& ABILITIES Armor D Death,
Poison

+/- DEX W Magic


Wands

AC P Paralysis,
Petrification
Unarmored
B Breath
Attacks
Movement S Spells, Magic
'( ') Rods & Staves
+/- WIS vs. Magic
Encounters
+/- CHA mod. +/- STR mod. to
to reaction rolls melee att./damage
+/- DEX mod. +/- DEX mod. to
to Initiative ranged attacks

THAC0
This character sheet belongs to:: I survived to Ragged Hollow! I died in Ragged Hollow!

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