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Raiders of The Forlorn God COLOR

Raiders of the Forlorn God is an adventure module designed for Old-School Essentials, intended for characters of levels 4-6. Players will escort a wizard named Azarhorn to explore a mystical prison known as the Cenotaph of the Forlorn God, facing various dangers and uncovering treasures along the way. The adventure includes pre-generated characters, a detailed setting, and various encounters, with a focus on roleplaying and exploration.
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0% found this document useful (0 votes)
375 views40 pages

Raiders of The Forlorn God COLOR

Raiders of the Forlorn God is an adventure module designed for Old-School Essentials, intended for characters of levels 4-6. Players will escort a wizard named Azarhorn to explore a mystical prison known as the Cenotaph of the Forlorn God, facing various dangers and uncovering treasures along the way. The adventure includes pre-generated characters, a detailed setting, and various encounters, with a focus on roleplaying and exploration.
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
You are on page 1/ 40

Andrea Tupac Mollica and Veronica Wu

RAIDERS OF THE
FORLORN GOD

A Level 4-6 Adventure for Old-School Essentials

Luiz Nascimento (Order #45267041)


MANY THANKS TO THE
PLAYTESTERS!
Lorenzo Bandini, Ermes Braghin, Gianfranco Bux,
Vincenzo Fabio Carotenuto, Alessandro Castrianni,
Luca Castrianni, Roberto Climastone, Manuel Col-
leoni, Carlotta Dell’Anno, Leo Goretti, Andy Insch,
David M. Jacobs, Andrew Jones, Jessica Lostia,
Martin J. Kramer, Roberto “Fox” Marcarini, Matteo
Merlotti, Enrico Migone, Uri, Mor, Luca Sellitto,
Marco Tassinari

SPECIAL THANKS TO SIMON


BARNS FOR HIS SAGE ADVICE!

Luiz Nascimento (Order #45267041)


Raiders of the
FORLORN GOD
A Level 4-6 Adventure
for Old-School Essentials

Andrea Tupac Mollica & Veronica Wu

September 2024

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.

Layout inspired by Old-School Essentials by Necrotic Gnome

Art and cartography: Veronica Wu

Additional art and cartography: Maciej Zagorski


(The Forge) Old Books Illustrations, Watabou Pro-
Gen Arcana

Font MVassagonia: Courtesy of Francesco Mattioli

Explore the Hellwinter Forge of Wonders!

Luiz Nascimento (Order #45267041)


INDEX

PAGE
INTRODUCTION 1
THE VILLAGE OF GREYVEN 3
THE SANCTUARY 5
THE HILLS 6
PRISON OF THE FORLORN GOD 7
01 The Stairs 8
02 The Warning 9
03 The Library 10
04 Keepers of the Keys 11
05 Double Trouble 12
06 The Fountain 13
07 Fresco Fright 14
08 The Trident 15
09 The Skullmaster 16
10 The Treasury 17
11 Three Banners 18
12 Ink Black 19
13 The Crystal Key 20
14 The Cells’ Mechanism 21
15 The Labyrinth 22
16 Antechamber 23
17 The God’s Prison 24
AFTERMATH 26
NEW MONSTERS 27
CARTOGRAPHY 30
OPEN GAME LICENSE 33

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INTRODUCTION

R aiders of the Forlorn God is a short ad-


venture that should last two or three
game sessions. The characters will escort
the wizard Azarhorn in exploring the Cenotaph
of the Forlorn God, an underground sanctuary
3) The Hills: In this stretch of wilderness sepa-
rating Greyven from the Cenotaph of the For-
lorn God, a random encounter happens.

4) The Cenotaph: The characters explore the


dungeon with the wizard Azarhorn.
dedicated to a deity whose memory has faded in
the seas of time.
SETTING THE STAGE
FORLORN LORE
You can stage the adventure in any hilly region
The cenotaph is, in truth, a mystical prison. In
of your campaign world, preferably far away
the Age of Yore, lawful clerics bound the deity
from major settlements.
with mystical chains and built an underground
prison filled with dangers to prevent anyone
If you want to place this adventure in the same
from freeing the nameless evil.
campaign world of Tales of the Wolfguard,
Sword of the Dragonslayer and Ulfhedyn, the
Azarhorn has promised the party a decent
village of Greyven is about halfway between
reward, plus anything they wish to raid in the
Blizzard Vale and Rumne, the empire’s capital.
sanctuary. He tells the party he is looking for a
fabulous treasure of gold adorning the god’s sta-
tue somewhere in the cenotaph. In truth, he REWARDS
plans to retrieve the Godchains — see page 24
To quickly bring players into the heart of the ac-
— and kill the characters once they are unneces-
tion, the adventure begins with the assumption
sary to him. But our heroes are unaware of the
they’ve already accepted the job Azarhorn offe-
wizard’s cruel scheme, just as Azarhorn has no
red them. The wizard is willing to pay a total
idea how dangerous it is to free the Forlorn God
reward of 1,200gp.
from the Godchains.

Nothing forbids the referee to roleplay the nego-


ADVENTURE SYNOPSIS tiations; in that case, the wizard is willing to go
up to 1,800gp. A referee who deems it appro-
The adventure consists of four scenes.
priate can ask the character leading the negotia-
tion to perform a CHA check.
1) The village of Greyven: Here the characters
can equip and collect some local rumours.
Remember, however, that Azarhorn has no inten-
2) The sanctuary (optional): The characters tion of paying the characters. He gives up on his
can visit an ancient sanctuary whose obelisk plan and pays his dues only if he believes he has
can provide worthy clues for the adventure. no chance against them.

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Items Horse, linchpin and torch, rations (iron, 3


PRE-GENERATED CHARACTERS
days), sack (small), staff +1 (magic missile 2/
This module comes with six pre-generated level day), potion of healing × 2, arcane scroll (floating
4 characters. Of course, nothing stops you from disc, mirror image, phantasmal force), 1,900gp
facing the dangers of the Forlorn God’s dungeon
with existing characters from your current cam- Behaviour Azarhorn knows the truth about the
paign. Forlorn God’s history and prison. While the party
is in the hills, Azarhorn does not intervene in
combat except to defend himself. He won’t lift a
AZARHORN finger even if the characters are about to die —
he considers it a test to see if he chose the right
people to escort him into the dungeon. While in
the dungeon, Azarhorn helps the characters who
are about to die. In any case, the wizard casts his
most powerful spells only to defend himself.

RESETTING THE DUNGEON


After one month, all the Forlorn God dungeon’s
perils reset, and all the creatures revive with full
HP. There are two exceptions.

‣ The Skullmaster (page 16): Will remember


the characters and accept their challenges no
more.

Azarhorn is a 6th level magic-user in his mid- ‣ The Forlorn God (page 24): If the characters
slay or free it, the Forlorn God will not return
fifties, with long ash-blond hair and deep blue
to its prison.
eyes. Unlike most practitioners of the arcane
arts, he has quite a stocky build, broad shoul-
ders, and strong hands. He wears a long robe of
heavy black wool with magical symbols embroi-
dered in silver thread. His worn boots tell of a
man accustomed to travel. Azarhorn keeps his
gnarled staff, whence several vaguely sinister-
looking trinkets dangle, always near him.

AC 9 [10] (unarmoured), HP 20, Att 1 × dagger


(1d4) or 1 × spell, THAC0 17 [+2], MV 120’
(40’), SV D11 W12 P11 B14 S12, AL Chaotic,
STR 13 INT 15 WIS 8 DEX 9 CON 14 CHA 11

Spells (2, 2, 2) 1st level: charm person, hold por-


tal, read magic, shield; 2nd level: continual dark-
ness, invisibility, mirror image; 3rd level: hold
person, lightning bolt

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THE VILLAGE
OF GREYVEN

T he scene opens with the wizard and the


characters arriving at sunset at the villa-
ge of Greyven: the last outpost before the
short stretch of wilderness leading to the cenota-
ph of the Forlorn God.
«WHAT DO WE HAVE HERE?» THE WI ARD SCRAT-
CHES HIS CHIN IN DISGUST «“THE BROKEN MUG”.
LET’S HOPE THEY DON’T HAVE FLEAS IN THE
ROOMS. OR ON THE MENU.».

YOU ARE WELCOMED AND ACCOMMODATED. IF NO-


When you’re ready to start, read aloud or para-
THING ELSE, FOOD AND WINE ARE DECENT.
phrase the following:
«YOU CAN E UIP YOURSELF TOMORROW MORNING,
AFTER A LAST LEG IN WHICH YOU PUSHED YOUR
SHOULD YOU NEED IT.» THE WI ARD TELLS YOU
MOUNTS TOO HARD, YOU ARRIVE AT GREYVEN AT
BEFORE BEDTIME. «THIS PATHETIC VILLAGE AT LEAST
SUNSET, A POOR CLUSTER OF WOODEN HOUSES. THE
HAS A GENERAL STORE. THEN WE’LL LEAVE FOR
NORTHERN ROUTE CROSSES THE VILLAGE BEFORE
THE HILLS. GOODNIGHT.».
LEADING TO AN AREA OF FORESTED HILLS FAMOUS
FOR ITS UNEASY MULE TRACKS AND THE DANGE-
ROUS CREATURES THAT POPULATE IT.

«WE’LL STOP HERE FOR THE NIGHT,» SAYS A A-


RHORN, THE WI ARD. «LET’S SEE IF THERE’S AN
INN IN THIS DUMP. THE BILL IS ON ME, OF COURSE.».

ACCEPTING THE JOB A ARHORN OFFERED YOU A FEW


DAYS AGO SEEMED A GOOD IDEA. YOU DON’T HAVE THE
BROKEN
ANY ILLUSIONS ABOUT THE EASE OF THE TASK MUG

THAT AWAITS YOU BECAUSE RAIDING A CENOTAPH IS


NO PIECE OF CAKE, BUT THE TERMS WERE GOOD,
AND IT’S NOT LIKE YOU HAD BETTER-PAID ASSIGN-
MENTS BY THE HANDS. YOU MUST ESCORT A A-
THE BROKEN MUG
RHORN OVER THE HILLS TO AN ANCIENT UNDER- A cheap inn for people passing through, the Bro-
GROUND COMPLEX HE CALLS THE CENOTAPH OF THE ken Mug consists of a bar room on the ground
FORLORN GOD. ONCE YOU REACH YOUR DESTINA- floor and four bedrooms on the upper one.

TION, YOU’LL EXPLORE THE PLACE WITH HIM UNTIL


The rooms are dirty, but the food and drinks are
YOU FIND AN ARTEFACT CALLED THE GODCHAINS. fine. An evening at the tavern all-inclusive (food,
OF COURSE, YOU MUST PROTECT A ARHORN AND drinks and bed) costs 4ep per person.
MAKE SURE HE COMES OUT OF THE CENOTAPH ALIVE.

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THE EMPORIUM
The village has only one general store run by a
talkative halfling named Karl. The characters
can find all the standard Old-School Essentials
equipment, plus a couple more items — the
number in brackets indicates the availability.

ITEM PRICE
Cork earplugs (6) 3cp

Red candle (3)


Sheds a red light in a 12’ radius, overco-
ming even magic darkness. However, it 1gp
depletes in 6 rounds, and everyone within
its light loses 1hp per round. See Area 12.
PICKING RUMOURS
THE HANGED MAN While the characters hang out in Greyven, there
are chances to unlock opportunities to gather
In the central square, the dead body of a thief
information, as shown in the table below.
hangs from a gallows. The sheriff of Greyven
executed him in the morning, and according to
TRIGGER RUMOUR
local custom, he’ll leave the body hanging for a
couple of days as a warning. Any chaotic spell- An old drun- «A god doesn't get forlorn for no
caster remembers that according to occult lore, a kard named reason, don’t you think? From
Geoff asks the what I know, of the few idiots who
hanged man’s little fingers can open a magically
party to buy went to the cenotaph, only a grave
locked door. Cutting off the fingers of the dead him a drink. robber returned to the village. She
thief is a chaotic act and must also be carried out was disfigured, maybe by fire or
without attracting the attention of the local au- acid. Who knows? She could only
thorities. The fingers, however, prove worthy in stammer a few incoherent words,
but I remember she kept saying
some rooms of the temple.
something about a crystal key.»

Greyven can rely on a sheriff and eight guards The party buys «Are you heading to the hills? A
for safety and justice administration. something at monster wanders the hills where
the emporium. you are heading; we call it the Hill
Horror. In truth, no one has ever
SHERIFF WYLA HAZEL seen it clearly; at least no one who
LVL 5 fighter, AC 3 [16] (chainmail + shield), survived to tell the tale. But they
HP 24, Att 1 × sword (1d8+1), THAC0 17 describe it as a giant, lanky horse
capable of moving both on four or
[+2], MV 60’ (20’), SV D10 W11 P12 B13 S14,
two legs. They say the monster's
AL Neutral, STR 14 INT 17 WIS 6 DEX 13 CON neigh makes the blood run cold!
9 CHA 8, Items Sword +1 For this reason, those who must go
to the hills bring a pair of earplugs
GUARD with them!».

LVL 3 fighter, AC 6 [13] (leather + shield), HP Just asking «A few miles east of Greyven, there
around is an ancient sanctuary where bu-
19, Att 1 × spear (1d6), THAC0 19 [0], MV 90’
shes of healing berries grow. A few
(30’), SV D12 W13 P14 B15 S16, AL Neutral, weeks ago, though, the place be-
STR 14 INT 8 WIS 12 DEX 11 CON 10 CHA 13, came dangerous because fiendish,
Items None winged small creatures took up
residence there.».

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THE SANCTUARY

T he sanctuary lies a couple of miles east of


Greyven, at the end of a narrow road.
The characters find an engraved white
stone obelisk 10’ tall surrounded by thick blac-
kberry bushes. Unfortunately for the characters,
6 mud imps — see page 29 — are swarming
around the obelisk, eating and polluting the ber-
ries with filthy claws.

‣ Imps: Attack the characters if they try to


drive away or harm them or pick the berries.

‣‣ Treasure: The monsters have hidden


some ex-voto stolen from the sanctuary in
a nearby bush, trinkets worth 12sp. If the
characters return them to the obelisk, they
receive 100 XP each.

‣ Dealing with the monsters: The people of


Greyven are grateful! Karl, applies a 10% di-
scount on all his wares.

‣ Berries: The fruits are sweet but with no hea-


ling properties. Only a folk superstition.

‣ Engravings on the obelisk: On one face, the


obelisk portrays a fiendish god, now lost to
time, riding a monstrous lanky horse. Time
has worn out their features, yet they emanate
a sense of power. Surrounding the god are
symbols of chains and bindings, indicating
imprisonment. This face also shows a chaotic
scene of chains shattering and the forlorn god
rising in a storm of dark energy. Figures
around the god are terrified. The opposite
face shows an asymmetric trident. The dots
on the trident’s depiction hint at how to place
the levers in Area 16.

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THE HILLS

T he journey through the hills to reach the


cenotaph of the Forlorn God takes about
three hours on horseback or six hours on
foot. Azarhorn knows the way because he found
a forgotten map in a library.
1D6
5
ENCOUNTER
Nothing happens.

The party encounters a bench carved into


a rocky hillside, looking very old. On its
back is written: “Rest here, ye weary travel-
6+
During the first trek to the cenotaph, the charac- ler”. Characters who decide to eat a meal on
the bench recover 1d4hp. The bench’s magic
ters must face a random encounter determined
power only works once per character.
by the roll of 1d6. If a ranger or the stray dog is
with the party, roll 1d6+1 — the bonus doesn’t
stack for both. On subsequent trips to and from THE HILL HORROR
the cenotaph, roll 1d8 on the random encounter
table. If the characters slew the hill horror, treat If the party encounters the Hill Horror, dark
a result of 1 as a 2. clouds suddenly gather above the characters’
heads. With a neigh that seems to come from
1D6 ENCOUNTER beyond the grave, the monstrous creature ap-
pears and charges the party.
1 The Hill Horror finds and engages the party

A gust of thieving winds hits the characters. The monster chases the characters until they lea-
The winds have a will of their own and try ve the hills to return to the village or enter the
to take away with them one of the items in dungeon of the Forlorn God. But in the latter
the characters’ backpack unless the latter case, it awaits them at the exit.
have secured them. Each character has a 3-
2
in-6 chance the winds steal one of their bac-
The Hill Horror stats are on page 27.
kpack items, randomly determined. The
winds can’t steal weapons, armour and hor-
ses but may take away trinkets like rings,
necklaces, etc.

A flock of 6 hungry giant hawks spots the


3 party and dives to attack. On subsequent
encounters, there are only 4 of them.

A sinkhole suddenly opens beneath the


character’s feet as they cross an uphill sec-
tion! Everyone must roll for initiative. The
sinkhole has its own “initiative” of 4. Cha-
4
racters who score less than the sinkhole
must save vs death or fall among rocks and
debris for 1d8hp. Since the event counts as a
surprise, rangers can apply their awareness.

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PRISON OF THE
FORLORN GOD

W hen the characters reach their desti-


nation, read the following aloud or
paraphrase.

A ARHORN FINALLY STOPS HIS PACE, AND YOU


SECONDARY ENTRANCE
About 20’ above the entrance to the cenotaph,
the den of a purple badger opens — see page
29. The beast, digging its home, has opened a
FIND YOURSELF IN FRONT OF WHAT, AT FIRST, 50yd tunnel leading to Area 15. The den hosts
six harmless puppies waiting for their mother.
SEEMS JUST A CRACK IN THE HILLSIDE, INFESTED
WITH BRAMBLES AND VINES.
‣ Examining the den: The badger mom used a
piece of cloth stolen from the red banner in
«HERE WE ARE.» SAYS THE WI ARD DRYLY «HELP ME
Area 11. The puppies start to cry.
CLEAN UP THE ENTRANCE.».

YOU REMOVE THE WEEDS, REVEALING THAT CARVED


STONE FRAMES THE CREVICE. YOU BEHOLD STRANGE
SYMBOLS NEVER SEEN BEFORE ETCHED ON THE GREY
ROCK. A HEAVY STONE SLAB CLOSES THE ENTRANCE.
JUDGING BY THE FINE STONEMASONRY, THERE MAY
ALSO BE TRAPS OR PROTECTION SPELLS. A ARHORN
KNOWS WHAT TO DO, THOUGH. HE STANDS IN
FRONT OF THE ENTRANCE AND UTTERS A DARK
INCANTATION. GRATING, THE STONE SLAB DISAP-
PEARS DOWNWARDS.
‣ Badger mother: Returns to the den after 30
NARROW AND UNEVEN STEPS DESCEND INTO THE minutes. If her puppies cry, she arrives in 6
DARK BELLY OF THE HILL, FROM WHICH A FETID minutes. She ferociously defends her babies.
AND STALE AIR EXUDES.
‣ Entering the tunnel: Any character can cra-
‣ Pitch black: The dungeon has no lights. wl into the tunnel except the ones wearing
plate. Turning inside the tunnel is impossible.
‣ Keys: The dungeon relies heavily on keys the A character bitten from behind by the purple
characters must use wisely — see Area 04. badger automatically suffers damage.
Remember the hanged thief’s finger, used as a
key, opens any door, then is consumed.

Refer to the maps on page 31 and 32 for the


keyed entries.

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01 THE
STAIRS EIGHTEEN steps OF DAMP, MOSSY STONE DESCEND
INTO THE TOMB.

‣ Slippery steps: All characters


not holding a light source or not declaring
they’re descending carefully must save vs
death or trip and tumble to the bottom of the
stairs for 1d4hp. In this case, there’s a 1-in-6
chance the noise attracts the Jailer — see
page 28.

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02 THE
WARNING A S UARE ROOM WITH ONE DOOR PER WALL AND
A luminous writing FLOATING IN THE AIR.

DEATH AWAITS THE


WICKED AND THE
MADMEN WHO WILL
TRY TO FREE THE
NAMELESS
‣ Luminous writing: Thieves with their class
skill or spellcasters using read languages can
translate the magic script: “Death awaits the
wicked and the madmen who will try to free
the nameless”.

‣‣ Touching or casting dispel magic on the


writing: It disappears, and the dungeon’s
magic wards weaken. All lights’ radius,
both magic and mundane, decreases by
20%. There is a 1-in-6 chance the magic
event attracts the Jailer — see page 28.

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THE NORTH, EAST AND SOUTH WALLS HAVE

03 THE SHELVES CARVED INTO THE STONE, ALL CLUTTE-


RED WITH tomes AND wooden tubes TO STORE

LIBRARY SCROLLS. ALL THE SHELVES AND TUBES ARE DIRTY


WITH THE dust OF CENTURIES.

‣ Dust: If a character takes one of the tubes ‣ Tomes and tubes: Refer to the table below to
carelessly, a cloud of dust arises, forcing eve- determine their content. Reroll repeating re-
ryone within 10’ to save vs breath or cough sults, and change the dice accordingly; for
violently for a few minutes and lose 1d4hp. instance, when only 10 tubes remain, roll
There is a 1-in-6 chance the noise attracts the 1d10. After opening 8 tomes or tubes, all the
Jailer — see page 28. others either are empty or the scroll they con-
tain is of no interest or value.

1D12 CONTENT 1D12


A nasty insect comes out of the tube and bites
the character’s finger, who must save vs poison
A clerical scroll with silence 15’ radius and neu- or suffer a slight poisoning that inflicts 1hp per
1 7
tralise poison. hour. The tube is an eternal scrollkeeper; any-
thing organic or inorganic stored in the tube
conserves indefinitely in optimal conditions.

A violent scream pierces the air. There is a 3- An arcane scroll with polymorph self and teleki-
2 8
in-6 chance to attract the Jailer — see page 28. nesis.

A camp cooking recipe. Consume two rations


3 A candle made of blue wax — see Area 12. 9
to prepare it and get a meal that restores 1hp.

4 An empty tube. 10 A candle made of blue wax — see Area 12.

A barely legible religious hymn. The only


A scroll revealing the position of the hidden
5 words the character can read are: “Take the ice 11
door in Area 10.
to the flame. Take the scabbard to the sword”.

A map describes the route to the Shrine of Kry-


mhild, where a legendary magic sword lies. If
An illegible tome that crumbles after a few
6 12 you decide to play the Sword of the Dragon-
moments.
slayer module, the characters can look at the
Wailing Woods map.

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THIS COLD ROOM IS BARE EXCEPT FOR THE REALI-

04 KEEPERS STIC STATUES OF six war mastiffs. AN UNKNOWN


HAND PORTRAYED THE BEASTS IN VARIOUS POSI-

OF THE KEYS TIONS. EACH MASTIFF HAS A CHAIN COLLAR WITH


A hanging key.

‣ After some minutes: If the party tarries


along in the room, like searching for secret
doors, all the stone mastiffs — see page 29
— animate and attack with surprise.

‣ Touching the statues or the keys: All the


stone dogs animate and attack with surprise.

‣ Hitting the statues: The monster automati-


cally suffers damage, and then all the stone
mastiffs animate and attack.

‣ The keys: Two are copper, two silver, one


iron, and one gold. Any time the characters
use one of these keys, it dissolves.

FORLORN LORE
The constructs keep the keys that open several
rooms of the complex. They only recognise the
authority of the Clerics of Yore, which no lon-
ger exist. A cleric or a paladin may try to
exert control on the stone mastiffs; if that’s the
case, make a reaction roll on the monsters’
behalf. On a result of 11 or more, the con-
structs recognise the character as a descendant
of the Clerics of Yore.

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05 DOUBLE
THIS CURVED CORRIDOR IS COLD AND DAMP. YOU
TROUBLE CAN'T UNDERSTAND WHERE IT COULD LEAD.

A B

‣ The trap: Two well-concealed


adjacent trapdoors 6,5’ long
each. A character who spots one
of the trapdoors does not automatically spot
the other one. The trapdoors open to:
THE UNNAMED DISEASE
‣‣ Trap A: A bladed pit trap 16’ below. The The disease causes various symptoms random-
crescent-shaped blade at the bottom is still ly determined each hour with 1d6. The symp-
sharp. The character must save vs death or toms don’t stack.
suffer 2d8hp, half as much on a success.

‣‣ Trap B: A pit trap 20’ deep full of bones


and webs. The fall causes 1d6hp, and the
rotting bones are infected. The character
must save vs poison or contract an un-
named disease. At the bottom of this pit,
an unknown hand frantically scribbled a
few words on the wall: “PLAY FIRST”.
This is a hint referring to the Skullmaster’s
game in Area 09.

1D6 SYMPTOM
1 Weakening: -1 to all saving throws.

2 Fever: 1hp damage.

3 Nausea: THAC0 +2.

4 Sea legs: AC +2.

5 High fever: 1d4hp damage.

6 Amnesia (spellcasters only or reroll): Cancel a random spell from the memorised ones.

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06 THE A fountain of scented water (1’H, 3’R) DOMINATES THE


CENTRE OF THIS SEMICIRCULAR ROOM, WHILE fre-

FOUNTAIN scoes STILL IN GOOD CONDITION DECORATE THE


CURVED WALL.

‣ The frescoes: Tell a watered-down version of ‣‣ Inspecting: The water’s scent is violet. The
the clash between the Clerics of Yore and the drain hole seems like a keyhole. A detect
Forlorn God. The representations are heroic magic spell reveals the water to be magic.
and hieratic; it seems like a mythological tale.
‣‣ Keys: With a silver key, the water washes
The only clear things are that the clerics im-
away, and the bottom sinks to form a spi-
prisoned the Forlorn God, and some angelic
ral staircase descending to Area 07. With
creatures brought a crystal key to the clerics.
an iron key, the water washes away, and
Any spellcaster also recognises the alchemi-
the fountain’s bottom sinks to create a
cal symbol of silver hidden in the frescoes.
slippery descending spiral slide leading to
Area 07. Characters descending the slide
‣ The fountain: The waters are drinkable and
must save vs death or tumble down to the
refreshing. Characters who drink the water
bottom for 1d4hp — there’s a 2-in-6 chan-
must save vs wands or suffer a random ef-
ce the noise attracts the Jailer — see page
fect from the table below.
28. Any other key does not work.

1D8 WATER EFFECT


1 Courage: THAC0 -1 [+] while in the prison of the Forlorn God for the duration of the scenario.

2 Panacea: Cure all diseases and poisons.

3 Healing: Recover 2d6+2hp

4 Dark surge: Roll 1d6: 1-2=INT, 3-4=WIS, 5-6=CHA. Roll 1d3 and lose that many points from the Ability score.

5 Belladonna: Lose 2d6+2hp to a heart attack.

6 Righteous anger: Damage +1 while in the prison of the Forlorn God for the duration of the scenario.

7 Death coil: Roll 1d6: 1-2= STR, 3-4=DEX, 5-6=CON. Roll 1d3 and lose that many points from the Ability score.

8 Steadiness: AC -1 while in the dungeon for the duration of the scenario.

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07 FRESCO
FRIGHT MANY UNSETTLING frescoes DECORATE THIS CIRCU-
LAR HALLWAY.

‣ The frescoes: The frescoes tell a brutal ver-


sion of the clash between the Clerics of Yore
and the Forlorn God. The representations are
crude, violent and realistic. The only clear
thing is the fight against the Forlorn God took
the lives of dozens.

‣‣ Staring: Characters who stare at the fre-


scoes must save vs spells or weird magic
transports their minds to the times of the
battle for some minutes. The bewildering
experience makes the characters lose 1
WIS for one day. Yet, the visions they re-
ceive prove helpful in Area 17.

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08 THE AT THE CENTRE OF THIS ODDLY-SHAPED ROOM

TRIDENT LIES A steel trident VERTICALLY PLANTED ON A LOW


CIRCULAR DAIS (3’D, 1’H).

‣ Examining the room: The walls have a do-


zen holes about an inch in diameter at irregu-
lar intervals.

‣ Trident: It looks like the one depicted on the


sanctuary’s obelisk — see page 5. If a charac-
ter takes the trident, a loud clunk fills the air
as a volley of iron bolts shoots from the holes
in the walls towards the centre of the room.
All characters within 10’ of the dais must
save vs death or suffer 2d4 damage. The me-
chanism to disarm the trap lies on the dais’
surface, in the form of a barely detectable
keyhole.

‣‣ Keyhole: Accepts a bronze key or an iron


key only.

‣‣ Weapon: 1d8, melee, slow, two-handed.


Against the Hill Horror, the Jailer and the
Forlorn God, its damage is 1d12. It can
also be used as a key to reveal a secret
panel in Area 16.

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09 THE A ghostly figure COVERED IN A RAGGED BLACK ROBE
SITS IN FRONT OF A TABLE WITH eleven mouse

SKULL skulls. WITH A BOOMING, EERIE VOICE, THE FIGURE


INTRODUCES ITSELF AS THE Skullmaster AND INVI-

MASTER TES THE CHARACTERS TO CHALLENGE IT TO A GAME


OF INTELLIGENCE AND STRATEGY.

‣ Door: The west door is closed. A silver key the characters attack the entity during a
or a combined STR of 20 opens it. match, it redirects the damage to the charac-
ter playing against it. No blow or shove can
‣ Talking with the Skullmaster: The entity is move it from its chair, which is indestructible.
interested only in discussing the rules and
stakes of its game. If the Skullmaster loses, it ‣ Mouse skulls: If the party destroys or takes
will give the winner an “extraordinary gift”, one or more of them out of the room, they
which it does not specify. If the Skullmaster dissolve and reform on the table.
wins, it will devour part of the loser’s soul —
again, with no better explanation of what it
means. Playing the Skullmaster’s game isn’t THE SKULLMASTER’S GAME
mandatory, but leaving the table before the In turn, the players can draw one, two or th-
match’s end means defeat. Anyone can chal- ree skulls from the table, as they prefer, and
lenge the Skullmaster. then pass the hand. The player left with only
one skull on the table on their turn loses the
‣‣ Winning: The Skullmaster promotes the
winner to the next experience level and game. The Skullmaster lets its challenger
accepts no more challengers. decide whether to start the game or let the
entity go first. A sure way to win is to draw
‣‣ Losing: The Skullmaster drains the loser first, take two skulls and leave the opponent
of one experience level and accepts other with five skulls on the table with your next
challengers. move. The chart below shows the suggested
number of skulls to draw based on how many
‣ Attacking the Skullmaster: Has AC 9 [11] are on the table. The referee can use it to play
and does not respond to the attacks but redi-
on the Skullmaster’s behalf.
rects the damage it takes to the attacker. If

SKULLS 11 10 9 8 7 6 5 4 3 2 1
PICK 2 1 1 3 2 1 1 3 2 1 Lose

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AGAINST THE east wall ARE PILED UP THE OFFE-
RINGS ACCUMULATED BY THE CLERGY OF THE FOR-

10 THE LORN GOD. THERE ARE TWO clay jars FILLED WITH
GOLD COINS, PLUS MANY MORE SILVER AND

TREASURY BRON E SCATTERED ON THE floor, ALONG WITH


JEWELS, GOLD CUPS AND PLATES.

‣ Portcullis: The characters need a golden key THE TREASURE


to open the portcullis. A combined STR of 28
Jewellery for 1,600 gp
can bash it open.
Cursed shield AC +2
‣ Treasure on the floor: A thief realises the
riches on the floor are worthless painted pew- Elven cloak and boots
ter at a cursory glance. Other characters can
Potion of fire resistance
notice this with a deeper examination.
Spell scroll (wall of stone, web, wizard lock,
‣ Searching the jars: If someone puts their protection from evil 10’ radius (mu), knock)
hand into a clay jar, probes or spills its con-
tents, a snakcoin — see page 29 — forms Spell scroll (locate object, detect invisible, hold
and attacks. monster, polymorph self)

‣ East wall: After freeing it from the false trea- Ring of delusion
sure, the characters can find a secret passage Shield +1
concealed by a sliding wall leading to the ac-
tual treasure room where the Clerics of Yore
buried what remained of the Forlorn God’s
cult bloody riches.

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11 THREE THIS PERFECTLY S UARE ROOM IS COLD AND BARE


EXCEPT FOR THREE banners ON THE WEST WALL.

BANNERS DESPITE THE DUST AND DIRT, THEY ARE IN EX-


CELLENT CONDITION AND EASILY READABLE.

‣ The banners: Each one shows a prevalent THE ICE REALM


colour and tells a different scene. The blue The unrelenting icy winds blowing here can freeze the character
banner on the west wall depicts a frozen and to death! Only a resist cold spell or heavy clothes can help. For
barren plain facing an iceberg. The red ban- each turn spent in this pocket realm, the character loses 1d3hp,
ner on the east wall represents a scabbard only 1 if he wears heavy clothes, and none if he casts a resist cold
above an anvil-shaped altar in the centre of a spell. The ice of the iceberg exudes a terrifying chill, but it is pos-
flaming hell. The black banner on the north sible to break it to get a piece. A STR of 17 is needed, but for
wall depicts a rapier blazing with blue flames. each point missing, the character can perform a STR check with
an equivalent malus. Each attempt lasts one round.
‣‣ Missing piece: The red banner misses a
piece of cloth (see page 7). Until the cha- THE FIRE REALM
racters reattach the missing piece, it’s im- Searing flames engulf the anvil-shaped altar. Throwing a piece of
the iceberg’s ice on the anvil snuffs the fire, allowing the character
possible to enter the fire realm.
to retrieve the scabbard safely. The characters can also put their
‣‣ Touching: The banner sucks the character hand in the fire to get the item. In this case, they must perform a
into a pocket realm, and no one else can save vs breath. On a failure, they suffer 2d6hp; half as much on a
enter it to help. The characters can try and success.
resist the teleporting magic with a save vs
THE BLACK SUN REALM
spells, but they can also willingly enter
In this gloomy place, mournful moans echo in the distance, and
the banner with no saving throw. Exiting there is only darkness as far as the eye can see. The living rapier
the pocket realm is effortless, but the cha- — see page 28 — endowed with its own will, attacks the charac-
racter must not be engaged in combat. ter. When the rapier runs out of hp, it surrenders to the character,
The corpse of a character who dies inside who can take it. But only the scabbard found in the Fire Realm
a banner reappears in the room. can douse its burning flames. The weapon quickly burns any other
scabbard. The blue flames make the character easily noticeable —
every 30 minutes there’s a 1-in-6 chance the Jailer arrives.

The rapier’s name is Shootingstar, a rapier +1, +2 vs spell casters,


permanent light 10’ radius, extra damage 1d3 (creatures immune to
fire or magic are unaffected).

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12 INK THIS ROOM’S WALLS ARE DECORATED WITH A di-

BLACK sturbing pattern OF HANDS. ITS doors ARE OF STURDY


IRON-BANDED WOOD, AND BOTH ARE OPEN.

‣ Blackened: Shortly after the characters have


entered the room, the doors magically close,
and all the lights, including the magical ones,
snuff out. At the same time, a sinister ink
demon — see page 28 — materialises and
attacks the party.

‣ Magic darkness: No mundane light or light


spell works in this room. Only a blue or a
blood candle will work.

‣ Pattern: When the characters place their


hand on one of those portrayed on the wall,
all the lights they hold turn on again. The
lights snuff back out if the character stops
touching the wall. Fighting while touching
the wall imparts the characters -2 to hit, whi-
le their foes enjoy +2 to hit them.

‣ Doors: A copper key or a combined STR of


20 is enough to open them.

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13 THE
CRYSTAL A CHIPPED STONE BASIN (4,5’H, 6’R, 5’D) FILLED
WITH A liquid APPEARING TO BE WATER OCCUPIES

KEY THE CENTRE OF THE ROOM. AT THE BOTTOM CEN-


TRE OF THE BASIN LIES A crystal key.

‣ Door: Only a silver key opens the door to


this room.

‣ Liquid: A powerful magic acid that quickly


corrodes metal, flesh and bones, but not
wood. A character who puts an arm in the
liquid must save vs death. A failure without
wearing armour causes 2d6hp (1d6hp on a
success). A failure wearing armour causes
2d4hp (1d4 on a success), and the armour
loses 1 point of AC. For example, chainmail
AC 5 [14] becomes AC 6 [13]. Magic armours
lose 1 bonus point — for instance, plate mail
+2 becomes +1. There's no way to repair
nonmagical armour; repairing magic armour
costs 1,000gp for each bonus point to restore.

‣ Crystal key: An ingenious reflection makes it


appear that the key is at the bottom of the
basin when, in truth, it dangles from the cei-
ling 9’ above the ground, tied to a thin silver
thread. Only the characters who look up noti-
ce it. This key opens the door to Area 17 or
the Godchains’ lock, but only one of the two
because it shatters after one use.

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14 THE CELLS’
MECHANISM YOU ARRIVE AT A CIRCULAR, BARE ROOM, EXCEPT
FOR A STRANGE mechanism AT THE CENTRE.

‣ The mechanism: This artefact is entirely


bronze (3’H, 2’L, 2’D), made of serrated HOW IT WORKS
gears, transmission chains, regulators and Three levers — red, blue and black — open
coloured levers (red, blue and black) that cells A, B or C — see Area 15. When you pull
open or close doors somewhere in the dun- an OFF lever, it changes to ON, and the cell
geon. Before operating the levers, the charac- opens. When you pull an ON lever, it changes
ters must unblock the mechanism with a to OFF, and the cell closes. But every time you
copper key or a silver key. Lock-picking pull a lever, the one to its right also changes
works just as fine. state. If there is no other lever to its right, only
the pulled lever changes. The characters’ ob-
jective is to open the three cells simultaneou-
sly. The configuration that the characters find
when they first arrive in the room is red ON,
blue OFF and black ON. Look at the solution
below.

MOVE RED LEVER BLUE LEVER BLACK LEVER


Initial state ON OFF ON

First move: pull the blue lever


The blue lever turns ON ON ON OFF
The black lever turns OFF

Second move: pull the black lever


The black lever turns ON ON ON ON
No other lever is affected

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15 THE WINDING CORRIDORS ALL THE SAME, INTERSEC-


TIONS, TURNS THAT LEAD NOWHERE. UNDER

LABYRINTH YOUR SOLES CREAKS THE DUST OF THE CENTURIES


THAT HAS ACCUMULATED HERE.

‣ The Jailer: While the characters are


in the dungeon area outlined in red,
the chances of the Jailer’s arrival rise
to 4-in-6. A mark on the map indica-
tes the Jailer’s respawn point.

‣ Badger’s Den: A mark on the map


indicates where the badger’s den
ends — see page 7.

‣ Slime: A mark on the labyrinth’s


map indicates where a black pud-
ding lurks for prey.

‣ A, B, C cell: If it’s closed, there’s a ghost insi-


de. Otherwise, the ghost mindlessly roams THE THREE GHOSTS
through the labyrinth. These ghosts are unre- Each ghost annoys the Jailer differently if free
sting but innocuous spirits. If the characters or has something to tell if imprisoned. If the
free them all simultaneously, they keep the characters free them all simultaneously, the
Jailer busy, who will not manifest in the laby- Jailer gets too busy: stop checking for its ap-
rinth anymore. parition.

GHOST HAS TO TELL ANNOYANCE


Sybiria Free me so that I can have my revenge on the Jailer! The Jailer suffers AC +1.

Josh The three of us will stop the jailer! The Jailer suffers -1 to hit.

Billy I hate the Jailer! The Jailer’s damage drops to 1d4.

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A LARGE bronze door WITH TWO CURVED LEAVES OC-
CUPIES THE WEST WALL, CLOSING IN THE CENTRE

16 ANTE LIKE THE CLUTCHES OF A MONSTER. THE DOOR IS


ENTIRELY sculpted AND SEEMS TO TELL A STORY.

CHAMBER AN OPPRESSIVE silence REIGNS IN THE ROOM AS IF


THE NOISES WERE MUFFLED.

‣ Silence: The effect is due to the the south wall opens, revealing three le-
room’s shape but can unnerve the characters. vers the character must set at a correct
height on a 5-step graduated scale. The
‣ Bronze door: The sculptures tell the story of solution is to move the left lever at step
the Forlorn God who tyrannises his followers 3, the centre lever at step 4, and the
and forces them into human sacrifices and right at step 2. The engravings on the
fratricide. Then the Clerics of Yore arrive and sanctuary’s stone obelisk — see page 5 —
fight against the god, defeat him and bind or on the trident of Area 08 offer a hint.
him with magical chains. Finally, the clerics When the characters correctly place the
lock the god behind a door looking like the levers, the door to the inner sanctum
one in front of the characters. The door sho- opens.
ws two locks. One seems to fit a key, while
the other consists of three holes.

‣‣ Opening the door: There are three ways


to open it. When it’s opened, there’s a 1-
in-6 chance the Jailer arrives — see page
28.

‣‣ A: with a crystal key: The door slowly


and noisily opens.

‣‣ B: Feeding the keyhole a golden key and


an iron key works just as fine.

‣‣ Trident: If the characters insert the trident


in the holes in the door, a secret panel on

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IN THIS HALL THAT EXUDES EVIL, THE REVOLTING
forlorn god SITS ON A TALL MARBLE THRONE (2’H),

17 THE GOD’S ITS ANKLES BOUND BY chains of gold ENCRUSTED


WITH PRECIOUS GEMS AND BURNING RUNES. THE-

PRISON RE IS NOTHING ELSE, AND THE LIGHTS OF THE


CHARACTERS DIM.

‣ Azarhorn: Urges the party to retrieve the


Godchains and leave the place. He can also
resort to a charm person spell to convince one
of the characters to retrieve the artefact.

‣ Examining the god: The figure appears to be


sleeping while sitting on the throne, yet it is
alive; the characters understand this from
slight movements of its body.

‣‣ Examine the Godchains: a 25’ long gold


chain studded with precious gems. It is
worth at least 12,000gp. A detect magic
spell reveals waves of protective and inhi- ‣‣ Visions of Doom: Characters who recei-
biting magic emanating from the artefact. ved the dreadful visions in Area 07 have a
+1 bonus to hit the Forlorn God.
‣ Unlocking the Godchains: A crystal key
opens its lock, or a thief can lock-pick it. ‣ Talking to the awakened god: The Forlorn
When the Godchains fall to the ground, the God speaks without emotion.
characters have only 1 minute to take or lock
‣‣ Wants: To be free and start a new cult
them back before the Forlorn God awakens.
around itself.
‣ Touching or harming the god: It does not ‣‣ Needs: Heralds of its word of evil. The
react as long as the Godchains bind it. If the
deity will look favourably towards early
deity is unchained, it awakens, and the cha-
acolytes, like the characters.
racters may try to talk to it.

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‣‣ Offers: The characters that accept beco-


ming its acolytes — a chaotic choice —
receive an unholy blessing that heals
them of 1d4hp each dusk. In exchange,
the characters must start a pilgrimage,
lasting one year, to show the Godchains to
the people and announce that the Forlorn
God is free. The characters can only pre-
tend to accept its offer and leave with the
Godchains. This way, they will not enjoy
the blessing, and the evil deity will be free
to wreak havoc on the region and grow in
power — see the Aftermath section.

THE GODCHAINS
The Godchains are a powerful magic artefact. Any creature bound by the
Godchains loses all its powers and falls into a cataleptic state. The crea-
ture can’t be damaged, and it does not suffer from hunger, thirst, lack of
air, etc. Yet, it still grows old if subject to ageing.

The party needs a combined STR of 20 to carry the Godchains.

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AFTERMATH

B ased on the actions taken by the charac-


ters, this section presents the epilogues
and consequences of their choices.

Add up as many the descriptions of as many af-


termaths as you need, and combine their
rewards, too.

EVENT AFTERMATH REWARDS

The Forlorn God’s first move is to join its mount: the Hill Hor-
The characters set ror. Then, it starts growing in power and influence. It grows by
free the Forlorn God 2 HD per month, only 1 without the hill horror by its side. 500 XP
and leave the area. Starting from 10HD, the Forlorn God should become an utmo-
st threat in the campaign.

The characters slew If the Forlorn God is free and alive, it lacks his most faithful
1,000 XP
the Hill Horror ally, and this weakens him — see below.

The characters slew The people of the region acclaim the characters as heroes. The 3,000 XP
the Forlorn God regional leaders meet and profusely reward them. 4,000gp

Azarhorn, if still alive, becomes the characters’ nemesis becau-


se he desperately needs the Godchains for his plans.
The Godchains are in
The Forlorn God, if still alive, starts searching for the charac- 500 XP
the characters’ hands
ters when it becomes a 12HD creature. The deity wants to de-
stroy the Godchains.

The wizard disappears without a trace. The referee may have


Azarhorn is the new
Azarhorn make a comeback anytime when the characters learn
owner of the God- 100 XP
he plans to use the Godchains to subdue Dagazin, god of wild
chains
magic.

The characters kill or There is a bounty on the wizard. The characters also learn he 2,500 XP
arrest Azarhorn planned to use the Godchains to subdue Dagazin. 1,600gp

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NEW MONSTERS

‣ Hungry mouths: With a 17+ on the attack


roll, it draws the target to one of the mouths
covering its body for 1d3 automatic damage
per round, plus a –1 penalty to attacks. The
target can escape with a STR check.

‣ Rage: When it drops below half hp (27), its


damage becomes 1d10+1d8.

‣ Unholy flesh: Halves all nonmagical damages,


but lawful divine spells deal it +1d6 damage.

HILL HORROR
The creature the yokels dubbed the Hill Horror
once was the proud mount of the Forlorn God. It
looks like a huge (15’ tall) horse with hands in-
stead of hooves, curved horns and a mane of a
thousand tiny writhing worms.

AC 1 [18], HD 6** (36hp), Att 2 × hoof (1d6),


1 × horn (1d8), THAC0 14 [+5], MV 140’ (60’),
SV D10 W11 P12 B13 S14 (6), ML 12, AL Chao-
FORLORN GOD tic, XP 725, NA 0 (1), TT None

No one remembers the name of this ancient mi-


nor deity of chaos anymore. The Clerics of Yore
worked hard to erase every trace of its existence.
In its earthly incarnation, it is an 18’ tall huma-
noid on whose body dozens of drooling mouths
and swollen eyes open.

AC 4 [15], HD 9*** (54hp), Att 1 × fist (2d8),


THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10
B10 S12 (9), ML 12, AL Chaotic, XP 3,000, NA 1
(0), TT None

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‣ Frightening neigh: Each round, roll 1D. On a THE JAILER


5+, it neighs. Anyone hearing the neigh must
save vs spells or suffer the effects of a cause
fear spell.

‣ Of godly kin: Although chaotic, the Hill Hor-


ror is of divine origin, thus sensible to acts of
worship and devotion. If the characters kneel
before it or make some small offering (a few
coins, trinkets, etc.), the Hill Horror is sati-
sfied and leaves the players alone.

‣ Regeneration: 2 rounds after being dama-


ged, it starts regenerating 1d4hp per round.
Severed limbs regrow.

INK DEMON
Coming from a strange dimension without light,
the ink demon is a humanoid creature made of
black ectoplasm that can grow wings, tentacles,
tails, etc.

AC 3 [16], HD 4* (20hp), Att 1 × fist (2d4), 1 ×


Once the high priest of the Forlorn God, the Cle-
tail/tentacle (1d6), THAC0 16 [+3], MV 90’
rics of Yore condemned him to eternal unrest as
(30’) / 100’ (40’) flying, SV D6 W7 P8 B10 S10
a jailer for his former master. The Jailer’s task is
(Dwarf 8), ML 10, AL Chaotic, XP 125, NA 1 (0),
to stalk and kill anyone entering the dungeon.
TT None
This soul wanders in eternal pain and remem-
bers nothing of its past.
‣ Semicorporeal: With an odd result on the
attack die, your weapon harmlessly passes
AC 2 [17], HD 6*** (27hp), Att 1 × touch (1d6
through the demon’s inky body. If exposed to
+ energy drain), THAC0 14 [+5], MV 150’
light for 3 rounds or more in a row, the ink
(50’), SV D10 W11 P12 B13 S14 (6), ML 12, AL
demon loses this ability for 24 hours.
Chaotic, XP 950, NA 1 (0), TT None

LIVING RAPIER
‣ Damage immunity: Can only be harmed by
A flying rapier igniting with bright blue flames.
silver weapons and magic.

‣ Energy drain: A successfully hit target per-


AC 2 [17], HD 4* (18), Att 1 × rapier (1d6 +
manently loses one experience level (or HD).
flames), THAC0 16 [+3], MV 60’ (20’) flying, SV
D10 W11 P12 B13 S14 (4), ML 12, AL Neutral, ‣ Eternal condemnation: If it drops to 0hp, it
XP 12, NA 1 (0), TT None reforms in Area 15 with full hp after 1 hour.
If the Forlorn God dies, the Jailer stops re-
forming.
‣ Blue flames: Causes 1d3 extra damage. Crea-
tures immune to fire are unaffected. ‣ Undead: Makes no noise, until it attacks.
Immune to effects that affect living creatures
‣ Precious prize: The character who defeats it (e.g. poison). Immune to mind-affecting or
becomes its legitimate owner.
mind-reading spells (e.g. charm, hold, sleep).

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MUD IMP STONE MASTIFF


Gaunt, little (8” tall) demons with bat wings and A sturdy grey stone statue resembling a war dog.
pointy teeth. They love to dirty the environment This construct often guards holy places or cursed
where they are, especially bodies of water. ones from raiders and tomb robbers.

AC 5 [14], HD 1+1* (6hp), Att 1 × bite (1d3) AC 6 [13], HD 2+2* (11hp), Att 1 × bite (2d4),
or 1 × spell, THAC0 19 [0], MV 60’ (20’) / 180’ THAC0 17 [+2], MV 120’ (40’), SV D12 W13
(60’) flying, SV D11 W12 P11 B14 S12 (Magic- P14 B15 S16 (1), ML 12, AL Lawful, XP 35, NA
User 9), ML 9, AL Chaotic, XP 19, NA 2d6 (1d8), 0 (0), TT None
TT None

‣ Eternal construct: When reduced to 0hp, it


‣ Spell: Can cast a 1st level illusionist spell, turns back to stone and starts regenerating
randomly determined, once per day. 2hp per hour.

‣ Stinky: Human characters can smell its di-


sgusting stench from 18’ metres away. Demi-
humans smell it from 120’.

PURPLE BADGER
A subspecies of badger typical of the area. It has
a characteristic purple coat, much appreciated by
leather workers, and is exceptionally aggressive
and territorial.

AC 5 [14], HD 1 (5hp), Att 1 × bite (1d6),


THAC0 19 [0], MV 150’ (50’), SV D12 W13 P14
B15 S16 (1), ML 8 (11 if defending its cubs), AL
Neutral, XP 13, NA 1d3 (1), TT None

‣ Insidious: Its enemies suffer +1 [-1] AC.


‣ Worthy pelt: The badger’s pelt is worth 90gp.

SNAKCOIN
A 5’ long serpent made entirely of coins held
together by a magical force.

AC 5 [14], HD 4* (18hp), Att 2 × bite (1d4+2),


THAC0 16 [+3], MV 120’ (40’), SV D12 W13
P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA
1d4 (1d4), TT Special

‣ Gold!: A dead snakcoin converts into 6d6gp.


‣ Speed: Attacks twice per round. The second
attack occurs at the end of each round.

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CARTOGRAPHY

GREYVEN
15 yards

The Broken Mug


The Hanged Man

The Emporium

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PRISON
Level 1
.

1 square = 5 feet
S = Secret door

5a 5b

4 2 3

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PRISON
Level 2

17 16

BLACK PUDDING

CELL A
15
CELL B
LABYRINTH AREA

12

14
S

JAILER
RESPAWN
POINT
11

CELL C

9 8 10
S

BADGER
7
HOLE 13

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OPEN GAME
LICENSE

DESIGNATION OF PRODUCT IDENTITY sign, motto, designs that are used by a Contributor to
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Luiz Nascimento (Order #45267041)


34

The use of any Product Identity in Open Game Con- Crab, Monstrous from the Tome of Horrors, © 2002,
tent does not constitute a challenge to the ownership Necromancer Games, Inc.; Author Scott Greene, based
of that Product Identity. The owner of any Product on original material by Gary Gygax.
Identity used in Open Game Content shall retain all Fly, Giant from the Tome of Horrors, © 2002, Necro-
rights, title and interest in and to that Product Identity. mancer Games, Inc.; Author Scott Greene, based on
8. Identification: If you distribute Open Game Content original material by Gary Gygax.
You must clearly indicate which portions of the work Golem, Wood from the Tome of Horrors, © 2002, Ne-
that you are distributing are Open Game Content. cromancer Games, Inc.; Authors Scott Greene and
9. Updating the License: Wizards or its designated Patrick Lawinger.
Agents may publish updated versions of this License. Kamadan from the Tome of Horrors, © 2002, Necro-
You may use any authorized version of this License to mancer Games, Inc.; Author Scott Greene, based on
copy, modify and distribute any Open Game Content original material by Nick Louth.
originally distributed under any version of this Licen- Rot Grub from the Tome of Horrors, © 2002, Necro-
se. mancer Games, Inc.; Authors Scott Greene and Clark
10 Copy of this License: You MUST include a copy of Peterson, based on original material by Gary Gygax.
this License with every copy of the Open Game Con- Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author
tent You Distribute. Daniel Proctor.
11. Use of Contributor Credits: You may not market or B/X Essentials: Core Rules © 2017 Gavin Norman.
advertise the Open Game Content using the name of Author Gavin Norman.
any Contributor unless You have written permission B/X Essentials: Classes and Equipment © 2017 Gavin
from the Contributor to do so. Norman. Author Gavin Norman.
12 Inability to Comply: If it is impossible for You to B/X Essentials: Cleric and Magic-User Spells © 2017
comply with any of the terms of this License with re- Gavin Norman. Author Gavin Norman.
spect to some or all of the Open Game Content due to B/X Essentials: Monsters © 2017 Gavin Norman. Au-
statute, judicial order, or governmental regulation thor Gavin Norman.
then You may not Use any Open Game Material so B/X Essentials: Adventures and Treasures © 2018
affected. Gavin Norman. Author Gavin Norman.
13 Termination: This License will terminate automati- Old-School Essentials Core Rules © 2018 Gavin Nor-
cally if You fail to comply with all terms herein and man.
fail to cure such breach within 30 days of becoming Old-School Essentials Classic Fantasy: Genre Rules ©
aware of the breach. All sublicenses shall survive the 2018 Gavin Norman.
termination of this License. Old-School Essentials Classic Fantasy: Cleric and
14 Reformation: If any provision of this License is held Magic-User Spells © 2018 Gavin Norman.
to be unenforceable, such provision shall be reformed Old-School Essentials Classic Fantasy: Monsters ©
only to the extent necessary to make it enforceable. 2018 Gavin Norman.
15 COPYRIGHT NOTICE Old-School Essentials Classic Fantasy: Treasures ©
Open Game License v 1.0 © 2000, Wizards of the 2018 Gavin Norman.
Coast, Inc. Old-School Essentials Classic Fantasy: Rules Tome ©
System Reference Document © 2000, Wizards of the 2019 Gavin Norman.
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Old-School Essentials System Reference Document ©
Skip Williams, based on original material by E. Gary 2019 Gavin Norman. Author Gavin Norman.
Gygax and Dave Arneson. Falkrest Abbey © 2022 Giuseppe Rotondo; Authors
System Reference Document © 2000-2003, Wizards of Andrea Tupac Mollica, Giuseppe Rotondo.
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Tales of the Wolfguard © 2024 Andrea Tupac Mollica;
Skip Williams, Rich Baker, Andy Collins, David Noo- Author Andrea Tupac Mollica.
nan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Sword of the Dragonslayer © 2024 Andrea Tupac Mol-
Thomas Reid, James Wyatt, based on original material lica; Author Andrea Tupac Mollica.
by E. Gary Gygax and Dave Arneson. Ulfhedyn, Werewolf Warriors © 2024 Andrea Tupac
Modern System Reference Document © 2002-2004, Mollica; Author Andrea Tupac Mollica.
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Raiders of the Forlorn God © 2024 Andrea Tupac Mol-
Grubb, Rich Redman, Charles Ryan, Eric Cagle, David lica; Author Andrea Tupac Mollica.
Noonan, Stan!, Christopher Perkins, Rodney Thomp- END OF LICENSE
son, and JD Wiker, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker,
Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
Castles & Crusades: Players Handbook, © 2004, Troll
Lord Games; Authors Davis Chenault and Mac Golden.
Cave Cricket from the Tome of Horrors, © 2002, Ne-
cromancer Games, Inc.; Authors Scott Greene and
Clark Peterson, based on original material by Gary
Gygax.

Luiz Nascimento (Order #45267041)


Luiz Nascimento (Order #45267041)
Raiders of the
FORLORN GOD
The wizard Azarhorn has hired you to escort him to the Cenota-
ph of the Forlorn God, where a fabulous treasure awaits you.
You heard something about the sinister fame surrounding the
place, but the wizard promised you a good reward and all the
riches you can plunder: enough to dismiss all doubts and fears.

You just arrived at the village of Greyven, nothing more than a


bunch of stone houses a few miles away from your final destina-
tion. You have the time to supply; then you’ll have to leave for
the Cenotaph and the perils awaiting you inside.

Raiders of the Forlorn God is a level 4-6 adventure that pitches


your party against the dangers of a mysterious underground
complex where things are not what they seem.

Content

‣ Three outdoor locations: the village of Greyven, the obelisk


sanctuary and the haunted hills.

‣ The dungeon of the Forlorn God: 17 areas on two levels.

‣ Nine new monsters.

‣ Seven pre-generated characters.

‣ Gorgeous original artwork and cartography by Veronica Wu.

‣ A soundtrack to play during the game.

Luiz Nascimento (Order #45267041)

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