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EZD6 The Keep On The Borderlands

A port of "The Keep on the Borderlands" for EZD6.

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ewilke
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100% found this document useful (1 vote)
300 views24 pages

EZD6 The Keep On The Borderlands

A port of "The Keep on the Borderlands" for EZD6.

Uploaded by

ewilke
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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The Keep on

the Borderlands

Translated for EZD6


Bestiary
Bugbear
Large, hairy humanoids that crave battle.
Strikes To-Hit

• 1 attack (Morningstar, javelin) 2 4


• Boon to melee
• Quiet and stealthy, likes to ambush targets (boon to stealth)
• If a bugbear surprises a targets and scores a hit, it crits on a roll of 5-6

Fire Beetle
Giant beetle with glands that glow.
Strikes To-Hit

• 1 attack (bite) 1 3
• Glands glow and shed light, will continue to glow for 1D6 days after
beetle dies

Gelatinous Cube
All but transparent ooze that clears paths in dungeons.
Strikes To-Hit

• Slow-moving 3 2
• Near transparent, players must make roll of 4+ to spot unless
looking closely, otherwise surprises the players
• Can only be damaged by a crit
• Engulf - if the ooze hits a target, the target becomes engulfed; if engulfed, the target
takes 1 strike of acid damage per turn until the target can escape by rolling a 6; other
players can attempt to pull out engulfed target by rolling a 5+, and if the player fails, the
player attempting the contest takes 1 strike (miraculous save to avoid)

Gnoll
Hyena-like humanoid that inhabit borderlands and attack in packs.
Strikes To-Hit

• 1 attack (bite, spear, bow) 2 4


• Very fast moving
• Pack Fury - crits on 5+ when target is surrounded by 2+ gnolls
Goblin
Small, sel sh humanoids that dwell in caves, mines, and dungeons.
Strikes To-Hit

• 1 attack (sword, bow) 1 3


• After a melee attack, they jump into cover if near
• Boon on stealth

Gray Ooze
Formless biomass that absorbs their prey.
Strikes To-Hit

• 1 attack (pseudopod) 2 3
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• False Appearance - while ooze remains motionless, it is indistinguishable from an oily
pool or wet rock
• Pseudopod - if target is wearing non-magical metal armor, target must take a Bane to all
armor save rolls

Hobgoblin
Red/orange skinned humanoids that love battle and warfare.
Strikes To-Hit

• 1 attack (sword, bow) 1 5


• Beast Friend - many have beast companions
• Fury - once per scene, on a hit does 2 strikes of damage

Kobold
Craven, small reptilian humanoids that worship evil dragons.
Strikes To-Hit

• 1 attack (sword, bow) 1 3


• Pack Attack - if melee target is near 2+ other kobolds, kobold
attacks with a Boon
• Unless special circumstances, kobolds will ee or surrender if battle turns against them
• Cunning - they often employ traps and tricks
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Kobold Chieftain
Larger, stronger kobold who leads with brutality.
Strikes To-Hit

• 1 attack (axe) 1 3
• Pack Attack - if melee target is near 2+ other kobolds, kobold
attacks with a Boon
• The presence of the chieftain prevents other kobolds from surrendering or eeing
• Boon to melee

Lizardman
Primitive reptilian humanoids that make swamps their den.
Strikes To-Hit

• 2 attacks (bite, club, javelin) 2 3


• Respect and fear magic with a religious awe
• Worship dragons and speak Draconic

Man-at-Arms
Regular foot soldier.
Strikes To-Hit

• 1 attack (pole arm) 2 3


• Basic foot soldier

Medusa
A once beautiful woman, now a terrifying visage.
Strikes To-Hit

• Tail Attack - she will try and grapple those nearby and force them 5 3
to see her gaze; if her gaze fails to work, she will try to bite target
(bite does no strike damage but target is poisoned)
• Bow Attack - will re arrows to force victims into tail attack range
• Magical ability 3D6
• Petrifying Gaze - If you meet her gaze, roll magic defense; avoid petri cation with
success, but gain a bane to all actions for encounter

Minotaur
Massive beast with hooves and horns that live for the hunt.
Strikes To-Hit

• 2 attacks (gore, axe) 5 4


• Gore Attack - if target hit, must make a roll of 4+ or be knocked
prone
• Boon on melee and strength
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Mountain Lion
Large tan feline that is fast and strong.
Strikes To-Hit

• 2 attacks (claw, bite) 1 3


• Boon to stealth and ambush attacks

Ogre
Huge brutes whose strength outweighs their wits.
Strikes To-Hit

• Giant Club Attack - crits on 5+ unless a 6 is required to hit, then it 3 3


must be a 6
• Boon in strength and grappling
• Boon in melee

Orc
Piggish faced savage raiders.
Strikes To-Hit

• 1 attack (sword, bow) 1 3


• Boon to strength tasks
• Deep hatred of elves, boon to melee attacks against elves

Owlbear
Bear-like creature with jaws that look like a beak.
Strikes To-Hit

• 2 attacks (claws, bite) 4 3


• Boon to strength, sight, smell
• Boon to ambush
• Typically hunts at night

Rat (Giant)
Giant vermin with red eyes and sharp needle-like teeth.
Strikes To-Hit

• 1 attack (bite) 1 3
• Cannot crit
• Carry Disease - if the rat’s attack roll was a 6, the target becomes
diseased (miraculous save to avoid); disease lasts 1D6+1 scenes; roll 1 D6 each scene
and on a roll of 3+, player looses a strike
Skeleton
Decayed corpses turned magic automatons.
Strikes To-Hit

• 1 attack (often rusted weapons) 1 3


• Skeletons are brittle and will shatter if hit
• Parts continue ghting, free attack if destroyed near an enemy
• Mindless - mental powers are useless on skeletons
• Unliving - needs no sustenance, sleep, or air

Spider (Giant, Black Widow)


Voracious and fast predators seeking bigger prey — you.
Strikes To-Hit

• 1 attack (bite), cannot crit 2 3


• Bite poison requires miraculous save
• Scurry and climb on anything but slick surfaces
• Sticky webs — if stuck, roll 4+ to escape

Stirge
Large bat-like beast with long snout to suck blood.
Strikes To-Hit

• Blood Drain - on a successful attack, the stirge attaches to its 1 3


target; on the following turns, it drains 1 strike of blood; after
drinking 1-2 strikes of blood, it will y o to digest the meal
• Able to y

Wight
Undead warrior that was once a mortal chasing dark desires.
Strikes To-Hit

• 2 attacks (sword, bow, Life Drain) 3 4


• Bane to all rolls while in sunlight
• Immune to poison
• Players attacking wight without magical or silvered weapons do so with a Bane
• Life Drain - causes 1 strike of damage while healing 1 strike to the wight; players killed
by Life Drain rise 24 hours later as a zombie under its control (unless body is destroyed)
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Zombie
Animated corpses. Terrible in vast numbers.
Strikes To-Hit

• 1 attack (bite/claw): cannot crit, 4+ to hit 2 3


• Slow, easy to outrun
• Unliving - needs no sustenance, sleep, or air
• Mindless - their rotten brains cannot be a ected by mental powers, fear, or persuasion

ff
Wilderness Map
Map of the Keep
Background
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its
borders, seeking to en- slave its populace, rape its riches, and steal its treasures. If it were
not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds
them. Yet, there are always certain exceptional and brave members of humanity, as well as
similar individuals among its allies - dwarves, elves, and hal ings - who rise above the
common level and join battle to stave o the darkness which would other- wise overwhelm
the land. Bold adventurers from the Realm set o for the Borderlands to seek their fortune. It
is these ad- venturers who, provided they survive the challenge, carry the battle to the
enemy.

RR Notes About the Keep

Entrance to the Inner Bailey can be gained if the adventurers perform a heroic act in behalf
of the Keep, if they bring back an exceptional trophy or valuable prisoners, or if they
contribute a valuable magic item or 1,000 or more gold pieces to the place. They will be
invited to a feast and revel, and then closely watched and carefully questioned. If the
Castellan’ likes the looks of the group, and his assistants agree, he will ask them to perform
a special mission (suitable to their ability, but di cult - use the area map or the Caves of
Chaos to nd a suitable goal). On the other hand, if they are rude or behave badly, he will
simply retire early, ending the revel, and they will never be aided or invited back. If they try to
steal or are threatening, the group will be attacked and killed immediately (if this can be
managed, of course).

Rumor Table

Roll 1D4 for the rumor group, then 1D6 for the rumor.

GROUP 1 (1D6)

1 A merchant is imprisoned in the caves and will reward his rescuers.


2 A powerful magic-user will destroy all cave invaders.
3 Tribes of di erent creatures live in di erent caves.
4 An ogre sometimes helps the cave dwellers.
5 A magic wand was lost in the caves.
6 All cave entrances are trapped.
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GROUP 2 (1D6)

1 If you get lost, beware the Eater of Men!


2 Alters are very dangerous.
3 A beautiful maiden is imprisoned within the caves.
4 “BREE-YARK” is goblin for “we surrender!”
5 Beware of treachery from within the party.
6 There are hordes of tiny dog-men in the lower caves.

GROUP 3 (1D6)

1 Piles of magic armor are hoarded in the southern caves.


2 The bugbears are afraid of dwarves.
3 Lizardmen live in the marshes.
4 An elf once disappeared across the marshes.
5 Beware the mad hermit of the north lands.
6 Nobody has every returned from an expedition to the caves.

GROUP 4 (1D6)

1 There are more than one tribe of orcs.


2 The priest is very helpful and good.
3 I head some odd things from the priest… something about going to the alter in the caves.
4 The orcs are planning on attacking the Keep.
5 In the forest by the Caves of Chaos, they are building siege weapons.
6 There is a lost magic wand in the caves.
Areas of the Keep
1. Main Gate: • Special quarters for well-to-do families,
• Approaching the keep, there are corpses rich merchants, guild masters, and the
hanging from nooses with signs stating like.
“This is what happens to thieves, • There are 5 apartments. The 2 largest
murderers, and rapists.” currently house a jewel merchant and a
• Two 30 foot towers with battlements. priest.
• Drawbridge (usually up) spans a deep
crevice. 7a. Jewel Merchant:
• Portcullis at the entry. • The man and his wife are guarded by 2
• 2 men-at-arms will approach all who ghters with dogs trained to kill.
seek entry. The tax for entry ranges from • They are awaiting a caravan back to
1-10 gp based on assessed wealth. more civilized lands.

2. Flanking Towers: 7b. Priest:


• Atop each tower are crossbowmen. • The home of the portly and jovial Priest
• Inside are 12 other men-at-arms. who is stopping over at the Keep to
discuss theology.
3. Entry Yard: • Everyone speaks highly of him, although
• Narrow and paved. his 2 Acolytes are avoided (since they
• The corporal of the watch is here and is never speak due to the vows of silence).
rather grouchy. • They are actually chaotic and evil
• Beside him is the scribe who records the staying at the Keep to spy and hinder
name of each person who enters or those that would challenge the Caves of
leaves. Chaos.

4. Common Stable: 8. Smithy and Armorer:


• Visitors and inhabitants of the Keep keep • Large forge and bellows.
their horses and mules here.
9. Provisioner:
5. Common Warehouse: • Sells equipment often necessary for
• Visiting merchants and other travelers dungeon delving.
who have goods are required to keep
their materials here until they are sold or 10. Trader:
taken elsewhere. • Deals in armor, weapons, and large
• The doors are locked and the corporal quantities of goods (salt, spices, cloth,
of the watch must be called to gain lumber, etc).
entry. • The trader is very interested in obtaining
furs.
6. Bailiff’s Tower:
• The baili (or superintendent) lives here. 11. Loan Bank:
• The baili and the scribe share o ces on • Money and gems can be exchanged for
the lower oor. a 10% fee.
• Living quarters are on the second story. • Personal wealth can be stored here for
• The third oor is a storage area. free if it is at least 1 month, otherwise,
• The forth oor quarters 12 men-at-arms. there is a 10% fee.

7. Private Apartments: 12. Watch Tower:


• 12 men-at-arms.
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• Captain of the Watch is here and his 18. Inner Gatehouse:
quarters are on the rst oor. • This stone structure is like a small fort.
• The second and third oors are barracks. • The gates are heavy and double bound
with iron and spikes.
13. Fountain Square: • 6 guards on duty at all times along with 1
• Large, gushing fountain in the center of o cer.
the square. • First oor is the main armory and the
• There are frequently farmers and quarters for the Sergeant and Captain of
tradesmen selling the goods and wares. the Guard.
• 24 guardsmen are quartered here.
14. Travelers Inn:
• 5 small private rooms and a large 19. Small Tower:
common sleeping room for 12. • 8 guardsmen.
15. Tavern: 20. Guard Tower:
• A favorite place for visitors and • Houses 24 guardsmen and a corporal.
inhabitants alike.
• Excellent food and generous drinks. 21. Inner Bailey:
• The barkeep (if talking with a good • Entire area is grass-covered.
customer and drinking to his health) will • Troops dill here.
sometimes talk about the lands around • 6-12 soldiers are always present in
the Keep. weapons practice.
• There is a 50% chance that a mercenary
man-at-arms will be looking for work. 22. Cavalry Stables:
• 30 war horses are stabled here.
16. Guild House:
• When members of any guild travel to the 23. Great Tower:
area, they are o ered the hospitality of • Houses 24 guardsmen and a corporal.
this two-story building.
• Any trader who passes through must pay 24. The Keep Fortress:
guild dues of 5% of the value of his • The fortress is solidly built and has many
merchandise. In return, he gets the tiers. The door is solid iron.
protection of the Guild House. • Inside are a great hall, an armory, and
• The Guild Master is very in uential and several side chambers for dinners and
his favor or dislike will be re ected in the meetings,
treatment of persons by fortress • The cellar below is well provisioned.
personnel. • The second oor are rooms for up to 36
cavalrymen, and 2 chambers for guests.
17. Chapel: • There are 20 cavalrymen currently
• The spiritual center of the Keep. housed here.
• The Curate runs the chapel and is the
most in uential person in the Keep 25. Tower:
except for the Castellan. The Curate will, • 40 foot high with battlements.
for the right o ering, provide healing
services. If questioned closely by a 26. Central Towers:
friend, the Curate will reveal his distrust • The towers rise about the roof of the
of the Priest (area 7b). The Acolytes, fortress.
however, think highly of the Priest. • Upper stories have 12 men-at-arms.
• 3 Acolytes are present at most times. • The lower oors hold the Castilian’s
assistants: a scribe and an advisor.
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27. Castellan’s Chamber:
• The private room of the keep’s
commander.
• Lavishly furnished.
• The Castellan - Strikes: 5, To-Hit 4; crits
on 5+; has 2 potions of healing on him.
Adventures
Outside the Keep
Just to the west (o the map) is the Village
of Hirot.
The Mad Hermit
The Caves if the Unknown are hidden For many years a solitary hermit has
within the forest to the west of the Caves of haunted this area of the forest, becoming
Chaos. progressively wilder and crazier and more
dangerous. His home is in a huge hollow
Camping Outdoors Overnight: Usually, oak, the entrance to the hollow concealed
nothing will bother the party when camping by a thick bush.
outdoors (unless within proximity of the
Mound, the Grove, the Raider Camp [south Mad Hermit - Strikes: 4, To-Hit: 4. Crits of
of the Keep within the forest], or the Mad 5+. Once per encounter, the Mad Hermit
Hermit). When close to one of the areas, a can touch a target and cast destroy (does
roll of 4+ will indicate a random encounter 2 strikes of damage). Boon on stealth. He
appropriate for the area. also has a “pet” Mountain Lion. Hidden in
his home is a Amulet of the Orbus.

Mound of the Lizardmen


The streams and pools of the fens are the
home to a tribe of lizardmen. The tribe is
nocturnal and will not bother individuals
moving about in daylight unless setting foot
on the mound. There are 6 lizardmen who
will exit the mound and attack, and another
3 adults, and 8 young that will remain
hidden.

The Grove
Two giant spiders have spun their webs
amongst the trees. Under a pile of leaves,
there is a skeleton of a victim (a hapless
elf). On the body is a Magickal Conduit
Amulet.

The Raider Camp


There are 12 raiders camped here. The
camp is close enough to spy on the Keep
but far enough away to avoid patrols.

Raider Leader - Strikes: 5, To-Hit: 4.


Raider Lieutenant - Strikes: 4, To-Hit: 4.
Remainder are men-at-arms.
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The Caves of Chaos
A. Kobold Lair: • 4 orcs present that, when alerted, will
• There are 8 kobolds hiding in the trees rush to engage.
near the entrance that will attempt to
ambush players. 8. Watch Room:
• Just inside the entrance, there is a pit • The orc watching the entry will alert
trap (lead players fall into pit with a roll of guards from area 7, and then rush to
4+ unless they are carefully probing ank from the other direction.
ahead; if careful, lead players fall in with
9. Banquet Area:
a roll of 6). Falling into the pit causes 1
strike of damage and a lid closes on the • Larges tables and a great replace are
pit trapping the players. The noise present.
attracts creatures from areas 1 and 2.
10. Common Room:
1. Guard Room: • There are 20 adult orcs present and 9
• 6 kobold guards present. juveniles (who do not ght).
• A kobold will run to warn areas 4 and 6. 11. Storage Chamber:
2. Giant Rats: • Door is locked.
• There are 10 giant rats. • There are 3 shields, 17 spears, 2 battle
• There are gems among the refuse worth axes, and a crossbow.
50 gp.
12. Orc Leader’s Room:
3. Food Storage Room: • Orc leader - Strikes: 3, To-Hit: 4, Boon
• Door is locked. to melee.
• Lots of food stores, but nothing else. • 2 orcs also present.
• If in danger, leader will get behind a
4. Guard Room: tapestry and open secret door and ask
• There are 4 kobolds. rival tribe for help.
• There are 10 gp in a purse on one of the • There are gems and treasure worth 1000
kobolds. gp in Area t. There is also a hidden niche
(roll 4+ to nd) with a healing potion and
5. Kobold Chieftain Room: a scroll of Frakvat’s Fire Elemental’s
• There is 1 kobold chieftain (with key to Call.
area 3) and 5 regular kobolds.
• There is 50 gp hidden in the room.
C. Orc Lair:
• A series of trip wires are used to warn of
B. Orc Lair: intruders. If wires are tripped, a heavy
• Inside the entrance, the wall is adorned weighted net falls and entraps the
with heads and skulls. players for 1-3 turns. Need roll of 6 to
• There is a hidden window in the wall with notice if searching for traps. Meanwhile,
the skulls allowing an orc guard to watch the orcs from area 14 will be there in 1
the room. round.
• There are sounds coming from the west.
13. Forgotten Room:
7. Guard Room: • Only the 2 orc leaders know about this
secret room. They meet here
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occasionally to discuss ventures and • There is a total of 150 gp among all the
problems. goblins.
• There are several weapons and shields in
this room. 20. Chieftain’s Room:
• Goblin Leader - Strikes: 2, To-Hit: 4,
14. Common Room: Boon to strength
• There are 17 adult orcs with 3 juveniles • 5 goblin guards.
(who do not ght). • Tapestry inlaid with gold and silver
strands worth 900 gp (but will burden
15. Common Hall: player carrying it).
• Meeting and eating room. • Locked chest has 300 gp.
• 10 orcs are here.
21. Storage Chamber:
16. Leader’s Room: • At position g, there are 4 goblin guards.
• An orc guard is always posted just inside • Many barrels, crates, boxes, and sacks.
the door and shouts an alarm if anyone • There are containers of food, ale, and
attempts entry. wine.
• Orc leader - Strikes: 3, To-Hit: 4, Boon • Goblins constantly bring in loot from
to melee. raids.
• There is a sack with 400 gp that is tied • There is a secret door to Area F that
shut with a rope of climbing (see Magic hobgoblins use to steal the best
Items). foodstu s.
• If the players stay in the room for more
than 1 turn, roll 1D6. On a roll of 3+, 4
D. Goblin Lair: hobgoblins will enter through the secret
• Natural cave quickly turns into worked door.
stone tunnels.
• Area is very busy and for every 10 feet
traveled, roll 1D6. On a roll of 1, the party E. Ogre Cave (Area 22):
will encounter 1D6+2 goblins. • Strong, sour oder present.
• There appears to be a huge bear
17. Guard Chamber: sprawled asleep in the southwestern
• 6 goblin guards. area of cave. This is actually a bear skin
• There is a barrel with 60 spears, a small used for bedding.
table, and a keg of water. • Ogre sits on top of great leather bag in
the eastern part of the cave.
18. Guard Chamber: • If o er more gold than from the goblins,
• 6 goblin guards. the ogre will take it and stay in his cave
• If there is a cry of “BREE-YARK”, 2 and will not ght against the players on a
guards will rush to the secret door and 1D6 roll of 2+.
toss a sack with 250 gp to the ogre (area • In the large leather bag are coins and
22). The ogre will move to attack players. gems worth 1000 gp.
• Hidden under bone heaps in the
19. Common Room: southern part of the cave are a Death
• 24 adult goblins and 6 young (who do Seeker Bow, a Vindella’s Vale of the
not ght). Unseen scroll, a healing potion, and a
• Food is prepared here. Varnesh’s Grip scroll (see Magic Items
• Heaps of bedding, tables, stools, below).
benches make room very cluttered.
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F. Hobgoblin Lair: • Prisoner 6 - a man-at-arms like
• Entrance guarded by a stout, barred prisoner 3.
door. On the door is a warning: “Come
in. We’d like to have you for dinner!” 25. Common Chamber:
• Skulls line the walls. • Meal and meeting place of the tribe.
• If inspecting the door, a roll of 6 will • 9 adult hobgoblins and 9 young (who will
reveal a secret mechanism allowing a not ght).
person outside to slide the bar back so
the portal can be entered. 26. Guard Room:
• If attempting to force door open, must • 6 hobgoblins.
make a strength contest roll of 4+, but
the noise will alert area 26. 27. Armory:
• 3 hobgoblins.
23. Common Room: • Several melee and ranged weapons,
• 12 hobgoblins. shields, and armor.
• The hobgoblins are watching the east • If searching carefully, there is Dragon
door which communicates with the Scale Armor, and a Helmet of
goblin lair. They are battle-ready. Champions. The hobgoblins have not
recognized the magical armor.
24. Torture Chamber/Playroom/
Food Storage: 28. Storeroom:
• 2 Hobgoblin Torturers - Strikes: 3, To- • 1 hobgoblin.
Hit 5. • Stolen goods from goblins kept here.
• One of the hobgoblins has a whip that, if
scoring a hit, does no damage but stuns 29.Guard Room:
and knocks the target prone for 1-2 • 4 hobgoblins.
melee rounds. Once closely engaged, • Two will alert ares 30 and 31, then return
the whip is no longer e ective and will be to ght.
discarded for a sword.
• There are implements of torture and a 30. Hobgoblin Chief’s Quarters:
chest with 150 gp. • Hobgoblin Chief - Strikes: 3, To-Hit: 5.
• There are 6 prisoners chained to the wall • 4 hobgoblin guards.
with a key hanging on the wall in the • Iron chest has nothing of value, but there
southwest corner. is a hidden compartment with 800 gp
• Prisoner 1 - half-dead human and a potion of poison (see Magic Items
merchant. If rescued and returned to below).
the Keep, the guild will pay 100 gp
reward. 31. Guard Room:
• Prisoner 2 - orc who will ght goblins • 4 hobgoblins.
and hobgoblins gladly, but will seek • They are alert to danger and will pass
escape from players at his rst word to areas 29, 30, and 27 as required.
chance.
• Prisoner 3 - a man-at-arms who will
take service with the players for 1 G. Shunned Cavern:
year if the o er is made. • Even normal inhabitant of this area,
• Prisoner 4 - the wife of prisoner 1. including the ogre, stay away.
• Prisoner 5 - a crazed gnoll who will • A horrible stench is noticed as soon as
try and get a weapon and attack his players enter the cave area.
rescuers if freed.
32. Empty Gallery:
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• The odor is awful.
• Bones and rotting corpses present. 37. Spoils Room:
• If players search the corpses, roll 1D6: 1: • Heavy door is locked (key on the
owlbear from area 34 arrives; 2: 2D6 chieftain from area 36).
giant rats; 3: gray ooze from area 34; 4-6: • There are food stu s, casks of ale and
nothing happens wine, dried herbs, and a Shield of
Surtur.
33. Shallow Pool:
• This part of cavern is very wet and damp. 38. Common Room:
• Shallow pool of water with white, blind • 10 adult bugbears and 3 young (will not
sh swimming. Jewel-encrusted goblet ght).
worth 1,300 gp in the water.
• 3 gray ooze 39. Guard Room:
• 5 bugbears.
34. Owlbear’s Den: • On the wall opposite of the stairs, there
• The owlbear sleeps in the southern part are keys to areas 40 and 41.
of the den.
• If searching the corpses in the room, on 40. Slave Pen:
a roll of 3+, a Tellex’s Turning (see • The iron door is secured by a bar, chain,
Magic Items below) scroll can be found. and heavy padlock.
• Inside are the following slaves: 3
kobolds, 1 goblin, 4 orcs, 2 humans, 1
H. Bugbear Lair: dwarf, and 1 elf.
• Signs in multiple languages are posted • All slaves will ght if given weapons.
outside the entrance reading “Safety,
41. Slave Pen:
security, and repose for all humanoids
who enter — Welcome! (Come in and • The iron door is secured by a bar, chain,
report to the rst guard on the left for a and heavy padlock.
hot meal and bed assignment).” • Inside are the following slaves: 3
hobgoblins, 2 gnolls, 1 (rebel) bugbear,
35. Guard Room: and 1 huge human,
• 3 bugbears. • The human is a ghter: Strikes 4, To-Hit
• Meet is cooking on a brazier. 4. He is prone to ts of berserk fury and
• When adventurers enter, the bugbears will occasionally strike a friend instead of
will o er meat (they do not speak a foe (50% chance).
Common), then use the skewers as
weapons and strike the rst blow.
• If battle is going poorly for bugbears,
they will strike a gong to warn others. I. Caves of the Minotaur:
• This labyrinth houses a number of nasty
36. Chieftain’s Room: things.
• Bugbear Chief - Strikes: 3, To-Hit: 3; • There is magic that causes directional
crits on a 5+. Key to area 37 is on his confusion. When the players move in a
belt. direction, roll 1D6. On a roll of 3+, the
• 1 other bugbear present. players will actually turn in a wrong
• There is a chest on a ledge near the direction (unknown to them).
ceiling that can be spotted if the room is
carefully searched. It contains 900 gp 42. Stirge Cave:
and 2 potions of healing. • 13 stirges.
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• They are very hungry and will swarm all • Gnoll Chieftain - Strikes: 4; To-Hit 4.
who enter. • 6 gnolls.
• There are valuables work 250 gp.
43. Fire Beetles: • There is a secret passage to area 63.
• 3 re beetles. Inside are the bones of a human thief
wearing Arrowbane.
44. Fire Beetles:
• 2 re beetles.
K. Shrine of Evil Chaos:
45. The Minotaur: • A foul draft issues from the entrance.
• Minotaur present and immediately moves • Oddly bloated trees surround the cave.
to attack. • There is the palpable feeling of evil.
• There is a secret door (which is just a • If the players do not enter with stealth
slab of stone) to area 36 o ering a route (stealth roll needed is 4+), 8 zombies will
of escape. To nd the door, players must lumber in.
roll a 6, and it takes no less that 3 players
to move the stone hiding the entrance. 51. Boulder-Filled Passage:
• Behind the slab, there is a locked chest • It is clear that large rocks and boulders
trapped with a poison needle. Inside is have been placed here to seal o the
2000 gp, a greater healing potion (heals 2 tunnel. It will take signi cant time to clear
strikes of damage), and a suit of the path.
Enchanter Armor. • The path leads to the Cave of the
Unknown.

J. Gnoll Lair: 52. Hall of Skeletons:


• The entry is a small cave. Guards will be • An audience chamber with a dias and
alerted to sound or light. throne-like chair. The chair is inset with 4
large red gems (500 gp each).
46. Guard Room: • There are 12 skeletons propped up
• 4 gnolls. against the wall and are not animated.
• They will re arrows, then 2 will run for • If the player touch the dias or the throne,
help. the skeletons come to life and attack.
The skeletons each have an amulet that
47. Guard Room: protects them from turning.
• 8 gnolls.
• There are several pelts work 450 gp. 53. Guard Room:
• 8 zombies protected from turning by an
48. Locked Room: amulet.
• Usual provisions. • Anyone entering will be attacked unless
• There is also 7 shields, 12 axes, 3 long wearing temple garb and have an amulet
bows, and a cursed sword (Bane to identical to the one the undead guards
melee attacks). Wielder of cursed sword and priests wear.
will not put it down willingly (miraculous
save to release it). 54. Acolyte’s Chamber:
• 4 Acolytes - strikes: 1, to-hit: 3; act as
49. Common Room: conjurers with a spell circle of
• 17 adult gnolls and 18 young (who do Necromancer; magic defense 2D6.
not ght). • There are various books and scrolls of an
evil nature.
50. Gnoll Chieftain’s Quarters:
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• The acolytes wear red robes with black • Huge arched ceiling. Floor is polished
cowls and have a distinctive amulet. black stone. Walls adorned with
tapestries.
55. Chapel of Evil Chaos: • A great bell of black iron stands near
• The chapel is made of red stone walls entry.
with a oor of mosaic checkerboard of • Several benches and pews.
black and red. • There is a dias of black stone with 4
• There is a huge tapestry on the south lesser chairs made of bones and one
wall. great throne.
• Four pillars support the domed ceiling. • Upon entry, black candles in 8 large
• Stone alter stained with dried blood, and candelabras light.
atop there are 4 bronze cups, a shallow • Shapeless forms of purple, yellow, and
bowl, an ornate pitcher, and a ceremonial green will dance and sway on the
knife. The pieces are worth 3000 gp. western wall. Any player looking at them
• Touching any of the cursed alter items, must make a saving roll of 3+ or begin
a player must roll 3+ on a magic contest chanting a hymn to chaotic evil. Should 3
(success provides them with a feeling or more voices be raised, the bell will ring
that the object is of great evil), or automatically. A single voice will still alter
become unable to put the item down, the Head Chaos Cleric. Zombie guards
and after 6 days, they will become a will enter in 3 rounds after entry
servant of evil returning to the Shrine. regardless.
• Some form of dispel magic or bless
may save those who are cursed. 59. The Chambers of the Evil Priest:
• Lavish furnishings.
56. Adept’s Chamber: • 3 zombies guard room.
• 4 Adepts - Strikes: 2, To-Hit: 4. • Head Chaos Cleric - Strikes: 6, To-Hit:
• One will cast a fear spell against the 4; 3D6 magic resistance; 2 attacks; uses
party (power level will depend on the a Snake Sta that when hitting target
magic save rolls). coils around them grappling them (roll 5+
• One will cast a drain life spell. to escape); cleric can recall sta at
• One will cast a reball spell. command. Can cast drain life, hold
• One will cast a magic missile spell. person, and cause fear but must touch
• If hard pressed, the adepts will attempt the target to cast. He has a potion that
to ee and warn their master by striking will turn him into a gaseous form if he
the great bell in area 58. needs to escape.
• There are several books of unspeakable • There is 1000 gp in treasure in the room.
evil. If the party contains a Friar and
destroys the books, all party members 60. Guest Chamber:
will be restored to full strikes. • Lower room for important guests.
57. Hall of Undead Warriors: 61. Torture Chamber:
• There are 2 les of undead: 20 skeletons • Various implements of torture here.
and 20 zombies. • Torturer - Strikes: 4, To-Hit: 4; 2 attacks
• Upon striking the bell in area 58, they will (axe), Boon to melee and strength.
issue forth into the temple (area 58).
• If players enter the hall, the undead will 62. The Crypt:
attack unless proper garments and the • Door is bolted shut.
amulet are worn. • Several co ns and large sarcophagi.
• The 6th tomb opened will contain a
58. Temple of Evil Chaos: wight.
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• Inside a secret compartment in the
wight’s tomb, there are Doomforged
Weapon, Friar Ulthrid’s Holy Light
scroll (see Magic Items below), and a
silvered dagger worth 800 gp.

63. Storage Chamber:


• Piles of boxes, crates, barrels, and
sacks.
• If the players spend time searching the
room, a gelatinous cube will move down
the corridor and block it.

64. Cell:
• The door is locked and barred. A window
is set in the door.
• Several skeletons are chained to the wall.
• From a distance, there appears to be a
maiden chained to the wall, but this is
actually a medusa. The medusa will try
and turn some of the party to stone, then
o er to use a potion of stone to esh to
revive them if only she were to be
released (which she does indeed have). If
freed, however, she will try and “stone”
her rescuers.
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Magic Items
Friar Ulthrid’s Holy Light (scroll) - a 3 foot radius circle of protection from all
attacks from undead creatures. E ect lasts for 1 scene.

Potion of Poison - the poison can be applied to weapons, and it a hit is achieved, the
target is poisoned.

Rope of Climbing - a 60 foot length of magical rope that can move 10 feet per turn
under the command of the owner. It can be commanded to tie itself securely and can hold
up to 3,000 pounds.

Tellek’s Turning - all undead creatures within near range must ee.

Varnesh’s Grip - one target within near range becomes paralyzed for 10 turns.
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