Raiders of The Forlorn God COLOR
Raiders of The Forlorn God COLOR
RAIDERS OF THE
FORLORN GOD
September 2024
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
INTRODUCTION
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.
THE VILLAGE
OF GREYVEN
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
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.».
THE SANCTUARY
THE HILLS
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.
PRISON OF THE
FORLORN GOD
01 THE
STAIRS EIGHTEEN steps OF DAMP, MOSSY STONE DESCEND
INTO THE TOMB.
02 THE
WARNING A S UARE ROOM WITH ONE DOOR PER WALL AND
A luminous writing FLOATING IN THE AIR.
‣ 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.
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.
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.
05 DOUBLE
THIS CURVED CORRIDOR IS COLD AND DAMP. YOU
TROUBLE CAN'T UNDERSTAND WHERE IT COULD LEAD.
A B
1D6 SYMPTOM
1 Weakening: -1 to all saving throws.
6 Amnesia (spellcasters only or reroll): Cancel a random spell from the memorised ones.
‣ 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.
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.
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.
07 FRESCO
FRIGHT MANY UNSETTLING frescoes DECORATE THIS CIRCU-
LAR HALLWAY.
‣ 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
10 THE LORN GOD. THERE ARE TWO clay jars FILLED WITH
GOLD COINS, PLUS MANY MORE SILVER AND
‣ 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.
14 THE CELLS’
MECHANISM YOU ARRIVE AT A CIRCULAR, BARE ROOM, EXCEPT
FOR A STRANGE mechanism AT THE CENTRE.
Josh The three of us will stop the jailer! The Jailer suffers -1 to hit.
‣ 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.
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.
AFTERMATH
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
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
NEW MONSTERS
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.
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.
LIVING RAPIER
‣ Damage immunity: Can only be harmed by
A flying rapier igniting with bright blue flames.
silver weapons and magic.
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
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.
SNAKCOIN
A 5’ long serpent made entirely of coins held
together by a magical force.
CARTOGRAPHY
GREYVEN
15 yards
The Emporium
1 square = 5 feet
S = Secret door
5a 5b
4 2 3
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
OPEN GAME
LICENSE
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The use of any Product Identity in Open Game Con- Crab, Monstrous from the Tome of Horrors, © 2002,
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Identity used in Open Game Content shall retain all Fly, Giant from the Tome of Horrors, © 2002, Necro-
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originally distributed under any version of this Licen- Rot Grub from the Tome of Horrors, © 2002, Necro-
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10 Copy of this License: You MUST include a copy of Peterson, based on original material by Gary Gygax.
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spect to some or all of the Open Game Content due to B/X Essentials: Monsters © 2017 Gavin Norman. Au-
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then You may not Use any Open Game Material so B/X Essentials: Adventures and Treasures © 2018
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13 Termination: This License will terminate automati- Old-School Essentials Core Rules © 2018 Gavin Nor-
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the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Tales of the Wolfguard © 2024 Andrea Tupac Mollica;
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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,
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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
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