The Lands of Ezedar
Background
Brutal wars shaped the lands of Ezedar for ages, but peace was finally restored. There are however those who seek to bring Ezedar back into darkness.
Population: 31385 residents
bishop Sano of Oakslide
Ezedar is ruled by bishop Sano of Oakslide, a level 12 Cleric. He has piercing black eyes, thin white hair and a nose ring (Horny).
Armour Class 7 [12] Chainmail armor Hit Points 50 Attacks 1 × Warhammer + 3 (1d6+3) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D6 W7 P9 B11 S9 Alignment Neutral STR 11 INT 16 WIS 11 DEX 5 CON 14 CHA 3 Spells ✦ 2 × Protection from Evil ✦ 2 × Detect Magic ✦ Resist Cold ✦ Know Alignment ✦ 2 × Resist Fire ✦ Silence 15’ Radius ✦ Find Traps ✦ 2 × Cure Disease (Cause Disease) ✦ Striking ✦ Growth of Animal ✦ Protection from Evil 10’ Radius ✦ Create Water ✦ Cure Serious Wounds (Cause Sr. Wounds) ✦ Neutralize Poison ✦ 2 × Insect Plague ✦ Commune
Bishop Sano of Oakslide’s entourage
Commanding the realm’s forces is Lautrude Erchamrad, a level 11 Fighter. She has tired brown eyes, soft gentle features and a missing middle-finger (Cheerful). In the pocket: 2 cp.
Armour Class 0 [19] Plate-mail armor Hit Points 26 Attacks 1 × Club (1d4) THAC0 12 [+7] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 18 INT 6 WIS 14 DEX 18 CON 10 CHA 8
Sano’s sage is Benegar Ermenburg, a level 11 Magic-user. He has piercing dark eyes, a thick moustache and long, skinny fingers (Pleased). In the pocket: 1 cp, 3 sp and 1 gp.
Armour Class 8 [11] Unarmored Hit Points 51 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P8 B11 S8 Alignment Neutral STR 14 INT 11 WIS 15 DEX 14 CON 18 CHA 3 Spells ✦ 2 × Read Magic ✦ Ventriloquism ✦ Protection from Evil ✦ 2 × Knock ✦ Continual Light (Continual Darkness) ✦ Fire Ball ✦ Protection from Evil 10’ Radius ✦ Water Breathing ✦ 2 × Hallucinatory Terrain ✦ Confusion ✦ Conjure Elemental ✦ Telekinesis ✦ Death Spell
Sano’s confidant is Vitta of Northhaven, a level 11 Thief. She has piercing blue eyes, short and well-brushed white hair and a nose ring (Pained). In the pocket: dice and 4 sp.
Armour Class 7 [12] Leather armor Hit Points 31 Attacks 1 × Battle Axe (1d8) THAC0 14 [+5] Movement Rate 90' (30') Saves D10 W11 P9 B12 S10 Alignment Neutral STR 8 INT 13 WIS 12 DEX 11 CON 10 CHA 13
Regions
Black Shield Crags Black Shield Crags
Hex 01: Bridge
Multiple plateaus separated by seemingly bottomless chasms are connected with fragile rope bridges. The strong wind swings the brides from side to side, making crossing them a terrifying experience.
There’s a dangerous looking rope bridge across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
2 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | Kobolds (7) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
4 | Kobolds (15) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
Hex 02: Dead Adventurers
Giant boulders are hanging in mid air by some kind of invisible magic. Some have rope ladders attached, reaching all the way down for anyone to climb.
The bodies of six dead adventurers were thrown to rot across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Troll | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
3 | Goblins (7) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
4 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 03: Village of Loga
Small unexplained earthquakes tremble the rocks here a few times a day. Loose rocks and boulders may block the pathways, or even worse, fall from above unexpectedly.
The expanding Village of Loga blends seamlessly near the base of the tallest mountain.
Hex 04: Dead Adventurers
A giant peak stands taller than any of the mountains around it. An eerie red glow surrounding its top is visible from afar.
The bodies of six dead adventurers were thrown to rot near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Mountain Lion | Armour Class: 6 [13] Hit Dice: 3+2 Attacks: 2 × claw (1d3), 1 × bite (1d6) THAC0: 16 [+3] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50 |
2 | Neanderthals (7) | Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Lawful XP: 20 |
3 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 05: Village of Lillin
The rock formations here are sharp, pointy and dark. Walking here feels like entering the a skull of a colossal monster.
The lively Village of Lillin rests peacefully high in the mountains.
Hex 06: Bridge
Waterfalls of lava flow from caves in a cliff, melting pieces of rock as they fall and form a river of inferno in the deep canyon.
There’s a half-broken stone bridge near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Neanderthals (14) | Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Lawful XP: 20 |
2 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
3 | Hobgoblins (3) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
4 | Orcs (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Crater Shores Crater Shores
Hex 07: Shrine of the Doomed Spider
The coastline here is barricaded with giant boulders, forming a wall against the raging waves. It is extremely difficult for boats to come in or out.
The Shrine of the Doomed Spider is hidden somewhere on one of the coastal cliffs.
Entrances
- Stairs leading down into area 1 in the dungeon are under a wooden trapdoor buried 5 feet in the ground.
Hex 08: Shrine of the Twisted Goblin
The sands here are soft and warm and the turquoise water are crystal clear.
The Shrine of the Twisted Goblin is hidden somewhere on one of the coastal cliffs.
Entrances
- Stairs leading down into area 1 in the dungeon are located behind a giant skull’s gaping mouth.
Hex 09: Town of Thenara
An old rotting shipwreck was washed to the sands here, a huge hole, the size of a giant tentacle is burst through its hull.
The Town of Thenara stands secure on high grounds near an estuary.
Hex 10: Pit Vipers
A giant stone statue of a head was washed ashore here. It seams like it was detached from a full statue of a body at the neck.
7 Pit Vipers are foraging on one of the coastal cliffs. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside a well-hidden cave).
Pit Viper
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25
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Dark Storm Wastes Dark Storm Wastes
Hex 11: Wagons
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
There are several abandoned and half-broken wagons near an oasis.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
2 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
3 | Orcs (17) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
4 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Hex 12: Abandoned Village
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
The burned remains of a small village could be found on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
2 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
3 | Orcs (10) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
4 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
Hex 13: Temple of the Hidden Blades
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
The Temple of the Hidden Blades is hidden somewhere on the dunes sands.
Entrances
- Stairs leading down into area 1 in the dungeon are inside an abandoned wooden hut, under loose floor boards.
Hex 14: Wagons
A giant perfect wall of stones stands lonely an unconnected in the middle of the wasteland, with only empty stretches of sand to surround it.
There are several abandoned and half-broken wagons between two giant dunes.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
2 | Small Rocs (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
3 | Small Herd Animals (3) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
4 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
Nightshadow Mountains Nightshadow Mountains
Hex 15: Dead Adventurers
The passages here are surrounded with steep vertical cliffs and are branching to all directions like a fractured maze.
The bodies of six dead adventurers were thrown to rot across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Ogres (3) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
2 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
4 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
Hex 16: Wagons
A small patch of dark clouds circle an even darker peak. Jolts of lightnings flash from within, followed by rumbling thunders.
There are several abandoned and half-broken wagons near the base of the tallest mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Berserkers (8) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
4 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 17: A Cloud Giant
giant thin pillars of rocks are barely supporting an even bigger plates of stone. Some of these huge mushroom-like formations have already collapsed. The others are likely to fall as well soon.
A Cloud Giant is sleeping near the base of the tallest mountain. There’s a 2-in-6 chance of encountering it.
Cloud Giant
Armour Class: 4 [15] Hit Dice: 12+3 Attacks: 1 × weapon (6d6) or 1 × boulder (3d6) THAC0: 10 [+9] Movement: 120’ (40’) Saving Throws: D6 W7 P8 B8 S10 (12) Morale: 10 Alignment: Neutral XP: 1,100
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 2,100 gp
- 8 jewellery items worth 7,900 gp in total
Hex 18: Village of Izan
Giant boulders are hanging in mid air by some kind of invisible magic. Some have rope ladders attached, reaching all the way down for anyone to climb.
The lively Village of Izan sits quietly across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Hex 19: Watchtower
The passages here are surrounded with steep vertical cliffs and are branching to all directions like a fractured maze.
The ruins of an ancient watchtower are on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
2 | Goblins (10) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
3 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Bandits (3) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Howling Wolves Fields Howling Wolves Fields
Hex 20: Crypt of the Dishonored Ogre
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
The Crypt of the Dishonored Ogre is hidden inside an oak somewhere on the terraced hills.
Entrances
- Stairs leading down into area 1 in the dungeon are inside an adandoned mine.
Hex 21: Altar
Crushed skulls and rusty swords are scattered around the hills here. You can almost hear the noises and screams of the ancient battlefield.
The crumbling ruins of an ancient altar could be found at the top of a hill.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Mountain Lion | Armour Class: 6 [13] Hit Dice: 3+2 Attacks: 2 × claw (1d3), 1 × bite (1d6) THAC0: 16 [+3] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50 |
3 | Goblins (12) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
4 | Troll | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
Hex 22: Hippogriffs
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
12 Hippogriffs are foraging on a hill’s slope. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of a forgotten keep).
Hippogriff
Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 2 × claw (1d6), 1 × bite (1d10) THAC0: 16 [+3] Movement: 180’ (60’) / 360’ (120’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
Hex 23: Tomb of the Nameless Pain
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
The Tomb of the Nameless Pain is hidden under the ruins of an old fortress somewhere in the grasslands.
Entrances
- Stairs leading down into area 1 in the dungeon are in the basement of an abandoned inn.
Hex 24: Watchtower
a tall stone tower fell and now lay crushed on the ground. A few small bunnies run and hide under its stone bricks.
There’s a recently built but seemingly unstaffed watchtower on a hill’s slope.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
2 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Troll | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
4 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 25: Crypt of the Savage Slaves
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
The Crypt of the Savage Slaves is hidden inside an oak somewhere in a valley.
Entrances
- Stairs leading down into area 1 in the dungeon are under the ruines of an old fortress.
Hex 26: The Black Mace Inn
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
The Black Mace Inn is welcoming travellers and adventurers between two hills.
Hex 27: Dead Adventurers
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
The bodies of three dead adventurers were thrown to rot at the top of a hill.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Goblins (12) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Bonecrusher Wastelands Bonecrusher Wastelands
Hex 28: Wagons
Surrounded by the soft dunes, a huge rock shaped like a dome is planted in the sand. It is almost too slippery to climb on.
There are several abandoned and half-broken wagons on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Goblins (12) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
2 | Pit Viper | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
3 | Small Herd Animals (2) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
4 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Hex 29: Shrine of the Cold Lich
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
The Shrine of the Cold Lich is hidden somewhere on the dunes sands.
Entrances
- Stairs leading down into area 1 in the dungeon are inside an abandoned wooden hut, under loose floor boards.
Hex 30: Ogres
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
5 Ogres are sleeping near an oasis. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside a well-hidden cave).
Ogre
Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- Potion of Control Plant
Hex 31: Abandoned Village
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
There’s a recently abandoned village on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
2 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
3 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
4 | Orcs (14) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Retribution Mountains Retribution Mountains
Hex 32: Bridge
Weird colorful crystal formations are decorating the rocky walls here. Mesmerising rays of light are bouncing from their countless facets.
There’s a dangerous looking rope bridge on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | Berserkers (4) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
4 | Trolls (3) | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
Hex 33: City of Preya
Giant boulders are hanging in mid air by some kind of invisible magic. Some have rope ladders attached, reaching all the way down for anyone to climb.
The City of Preya decorates the horizon, covered behind guarded walls near the base of a steep cliff. Preya is ruled by the power hungry tyrant Baron Aclemode of Starra, and is known for its solstice festival of lights.
Hex 34: Cursed Sword Lodge
Two giant stone figures of guards, gazing into the sky and holding a sword against the ground are carved on both cliffsides of the valley here.
Cursed Sword Lodge is welcoming travellers and adventurers across a seemingly bottomless chasm, where a rope bridge meets an overhang.
Hex 35: Red Dragons
The narrow and winding trails here are on the faces of the cliffs. Carelessness or combat are especially risky here.
2 Red Dragons are scavenging high in the mountains. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside a well-hidden cave).
Red Dragon
Armour Class: –1 [20] Hit Dice: 10 Attacks: [2 × claw (1d8), 1 × bite (4d8)] or breath THAC0: 11 [+8] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D6 W7 P8 B8 S10 (10) Morale: 10 Alignment: Chaotic XP: 2,300
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 60,800 gp
- 31 jewellery items worth 28,700 gp in total
- Bag of Holding
Hex 36: Wagons
Two giant stone figures of guards, gazing into the sky and holding a sword against the ground are carved on both cliffsides of the valley here.
There are several abandoned and half-broken wagons on the edge of the cliffs, at the end of a winding steep trail.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
2 | Small Roc | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
3 | Pit Vipers (3) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
4 | Wolfs (2) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
Hex 37: Dead Adventurers
The path here leads to a cliffside, more than a hundrad feet tall. Planks of wood attached against the rocky wall form the only way ahead.
The bodies of three dead adventurers were thrown to rot near the base of a steep cliff.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Neanderthals (7) | Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Lawful XP: 20 |
2 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | Bandits (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Small Rocs (3) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
Hex 38: Town of Narxes
A giant peak stands taller than any of the mountains around it. An eerie red glow surrounding its top is visible from afar.
The Town of Narxes stands secure on high grounds high in the mountains.
Javelin Plains Javelin Plains
Hex 39: Watchtower
A small lake sits between the black rocky hills here, its water darker than night. Some dead fish are floating near its banks.
There’s a recently built but seemingly unstaffed watchtower on a hill’s slope.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Berserkers (5) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
2 | Bandits (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
4 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
Hex 40: Glowing Stone Inn
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
Glowing Stone Inn is welcoming travellers and adventurers atop a rocky hill.
Hex 41: Village of Yakkis
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
The withering Village of Yakkis blends seamlessly in the grasslands.
Hex 42: Troglodytes
A violent earthquake left the ground here broken with deep and narrow chasms. If listening carefully, one can hear eerie sounds coming from deep inside.
19 Troglodytes are lurking in the grasslands. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside an old forgotten gold mine).
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Hex 43: Bridge
A small lake sits between the black rocky hills here, its water darker than night. Some dead fish are floating near its banks.
There’s a half-broken stone bridge between two hills.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
Hex 44: Shrine of the Hopeless Horrors
Crushed skulls and rusty swords are scattered around the hills here. You can almost hear the noises and screams of the ancient battlefield.
The Shrine of the Hopeless Horrors is hidden behind a waterfall somewhere in the grasslands.
Entrances
- Stairs leading down into area 1 in the dungeon are in the basement of an abandoned inn.
Hex 45: Bridge
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
There’s a dangerous looking rope bridge atop a rocky hill.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
2 | Giant Rattler | Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × bite (1d4 + poison) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 125 |
3 | Kobolds (11) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
4 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
Hex 46: Altar
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
The crumbling ruins of an ancient altar could be found on a hill’s slope.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
2 | Goblins (15) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
3 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Goblins (11) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Fireborn Timberlands Fireborn Timberlands
Hex 47: Dead Adventurers
The forest is dense and dark here, but countless clusters of phosphorescent fungi are growing near the base of the trunks, creating a luminous colorful glow above the ground.
The bodies of six dead adventurers were thrown to rot deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Stirges (3) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
2 | Orcs (20) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
3 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
4 | Wolfs (3) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
Hex 48: Temple of the Cruel Pits
Dozens of giant dead tree trunks are laying on the ground here, covered with moss and undergrowth. Some of them seem to have a face, with a frozen expression of agony.
The Temple of the Cruel Pits is hidden under the ruins of an ancient city somewhere where the woods meet a tall mountain.
Entrances
- Stairs leading down into area 1 in the dungeon are deep inside the mouth of a giant stone skull, entirely covered with moss and ivy.
Hex 49: Dead Adventurers
Dense ivy and vegetation cover an old skeleton of a dragon, as if sleeping peacefully in a clearing surrounded by the trees.
The bodies of six dead adventurers were thrown to rot where the woods meet a tall mountain.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
2 | Berserkers (7) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
3 | Pit Vipers (2) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
4 | Bandits (8) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 50: A Blue Dragon
Colorful flowers, berry shrubs and mushrooms grow under the woods here - almost dense enough to completely cover too many bones.
A Blue Dragon is foraging where the woods meet a tall mountain. There’s a 2-in-6 chance of encountering it.
Blue Dragon
Armour Class: 0 [19] Hit Dice: 9 Attacks: [2 × claw (1d6 + 1), 1 × bite (3d10)] or breath THAC0: 12 [+7] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (9) Morale: 9 Alignment: Neutral XP: 2,300
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 89,700 gp
Hex 51: Altar
Giant red, purple and blue mushrooms grow beside the trees here, their colors are vibrant and bright, much like gem stones.
The crumbling ruins of an ancient altar could be found deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
2 | Killer Bees (4) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13 |
3 | Bandits (3) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Goblins (10) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 52: Bridge
Ropes tangle down from the branches here. On some of them, humanoid- size straw-made figures are hanging by their canvas covered heads.
There’s a half-broken stone bridge deep in the woods.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Orcs (20) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
2 | Geckos (2) | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
3 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
4 | Wolfs (4) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
Nightshard Meadows Nightshard Meadows
Hex 53: Treants
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
4 Treants are sleeping between two hills. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of a forgotten keep).
Treant
Armour Class: 2 [17] Hit Dice: 8 Attacks: 2 × fist (2d6) THAC0: 12 [+7] Movement: 60’ (20’) Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 9 Alignment: Lawful XP: 650
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 1,500 gp
Hex 54: Wagons
A small lake sits between the lush green hills here. At night, countless mysterious forms glow an eeree blue light in its deep water.
There are several abandoned and half-broken wagons at the top of a hill.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Wolfs (4) | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d6) THAC0: 17 [+2] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 in larger packs) Alignment: Neutral XP: 25 |
2 | Goblins (8) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
3 | Kobolds (12) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
4 | Bandits (6) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 55: Village of Lantis
A small lake sits between the black rocky hills here, its water darker than night. Some dead fish are floating near its banks.
The bustling Village of Lantis rests peacefully between two hills.
Hex 56: Abandoned Village
There’s a perfect circle of large stones, each standing tall above the ground. In the center, a shallow pit seems to have hosted a bonfire not too long ago.
There’s a recently abandoned village in the grasslands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Kobolds (9) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
2 | Hobgoblins (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | Orcs (4) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
4 | Troll | Armour Class: 4 [15] Hit Dice: 6+3 Attacks: 2 × talon (1d6), 1 × bite (1d10) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 10 (8 fear of fire) Alignment: Chaotic XP: 650 |
Hex 57: Hideout of the Unholy Blood
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
The Hideout of the Unholy Blood is hidden behind a waterfall somewhere on a hill’s slope.
Entrances
- An excavation leading into area 1 in the dungeon is in the basement of an abandoned inn.
Hex 58: Sacrificial Grounds
Carcasses of farm animal are scattered around, some in worse shape than others. Swarms of flies are hovering over them like dark veils in the wind.
There’s a sacrificial site with burnt animal remains in a valley.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Hobgoblins (4) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
2 | Kobolds (9) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20) |
3 | Goblins (15) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
4 | Orcs (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
Hex 59: Griffons
Crushed skulls and rusty swords are scattered around the hills here. You can almost hear the noises and screams of the ancient battlefield.
14 Griffons are foraging atop a rocky hill. There’s a 2-in-6 chance of encountering at least one of them outside (the rest will be in their lair inside the ruins of an abandoned stronghold).
Griffon
Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw (1d4), 1 × bite (2d8) THAC0: 13 [+6] Movement: 120’ (40’) / 360’ (120’) flying Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Neutral XP: 450
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Hex 60: Dead Adventurers
There’s a perfect circle of large stones, each standing tall above the ground. In the center, a shallow pit seems to have hosted a bonfire not too long ago.
The bodies of five dead adventurers were thrown to rot atop a rocky hill.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Cave Bear | Armour Class: 5 [14] Hit Dice: 7 Attacks: 2 × claw(1d8), 1 × bite(2d6) THAC0: 13 [+6] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 450 |
2 | Bandits (3) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | Goblins (10) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
4 | Goblins (8) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Settlements
Village of Yakkis Village of Yakkis
- Located in: Hex 41
- Population: 198 villagers
Village Shops & Services
Tavern (The Knight’s Spear Tavern), Guards (Doda), Post Office (Ortmar’s ), Hatter (Geldin’s Caps), Brothel (Mirko’s Companions), Bunkhouse (Divitia’s ), Butchery (Hainard’s Prime Cut), Spices (Arcin’s Spices)
The Knight’s Spear Tavern
Keeper
Owned and managed by Hedenna Theodefrid. She has delicate makeup, deep blue eyes and a missing tooth (Drained).
Staff
Gerhelma Hildegrim. She has warm voice, crystal blue eyes and a golden tooth (Energetic). In the pocket: a dirty handkerchief and spectacles.
Eupraxia Reintrude. She has short white pony-tail, bulging red eyes and a golden tooth (Elated). In the pocket: a dirty handkerchief, an empty vial and a passphrase note.
- Member of the The Fists Of Power.
Hedenna Wenceslas. She has ample breasts, enchanting green eyes and a smelly breath (Exhausted). In the pocket: 2 cp.
Menu
1d4 | Menu |
---|---|
1 | Cooked tenders of meat, glazed with red wine and served with fresh salad for 1 sp |
2 | Cooked fillet of pork, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Cooked slices of meat, marinated in red wine and served with steamed vegetables for 1 sp |
3 | Cooked chunks of meat, marinated in white wine and served with fresh salad for 1 sp⬝Barbecued fillet of chicken, marinated in white wine and served with baked potatoes for 1 sp⬝Barbecued fillet of fish, marinated in ale and served with fresh salad for 1 sp⬝Cooked tenders of pork, glazed with honey and herbs and served with baked potatoes for 2 sp |
4 | Barbecued slices of meat, glazed with red wine and served with mashed potatoes for 1 sp |
Patrons & Visitors
Ortmar of Capeya (when not in shop)
Mirko Liutgarde (when not in shop)
Divitia of Blackshadow (when not in shop)
Arcin of Xara (when not in shop)
Hainard Sicletrude (when not in shop)
Dadmar of Hammering, a level 1 Thief. He has thin white hair, wild green eyes and a sigil tattooed behind the ear (Unsatisfied). In the pocket: a quill and 2 sp.
Armour Class 6 [13] Leather armor Hit Points 6 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 5 WIS 6 DEX 15 CON 16 CHA 17
Gislara of Lantis, a level 3 Cleric. She has ample hips, deep blue eyes and a nose ring (Tired). In the pocket: a quill and a magnifying glass.
Armour Class 8 [11] Leather armor Hit Points 15 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 16 WIS 13 DEX 8 CON 14 CHA 11 Spells ✦ Remove Fear (Cause Fear) ✦ Purify Food and Water
Anson Meinfrida, a level 1 Halfling. He has bulging dark eyes, a chiseled chin and extremely large feet, even for a halfling (Aggressive).
Armour Class 3 [16] Leather armor + Shield Hit Points 3 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 7 WIS 11 DEX 18 CON 15 CHA 9
Ratrude of Partha, a level 5 Halfling. She has delicate makeup, piercing green eyes and extremely large feet, even for a halfling (Depressed). In the pocket: 2 cp, 5 sp and a ransom note.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 26 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 13 INT 14 WIS 9 DEX 16 CON 14 CHA 9
Reingard of Yateli, a level 1 Halfling. He has wise brown eyes, a big round belly and short, chunky fingers (Distressed). In the pocket: 3 cp, spectacles and a passphrase note.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 2 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 14 WIS 14 DEX 15 CON 14 CHA 6
Homodeus Hildeburg, a level 8 Magic-user. He has piercing dark eyes, a heavy blonde beard and an oversized pointy hat made of dark leather (Tired). In the pocket: 1 cp, 5 sp and a death threat note.
Armour Class 8 [11] Unarmored Hit Points 50 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 12 INT 10 WIS 13 DEX 14 CON 18 CHA 9 Spells ✦ Floating Disc ✦ Light (Darkness) ✦ Read Languages ✦ Levitate ✦ Mirror Image ✦ Continual Light (Continual Darkness) ✦ Fly ✦ Clairvoyance ✦ Massmorph ✦ Dimension Door
Berlinde of Rahdor, a level 1 Dwarf. She has deep blue eyes, warm voice and big red cheeks (Unsure). In the pocket: dice and 2 sp.
Armour Class 4 [15] Chainmail armor Hit Points 2 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 5 WIS 6 DEX 15 CON 13 CHA 12
Elenia Hildegaud, a level 3 Fighter. She has soft voice, crystal blue eyes and a strong, muscular physique (Worried). In the pocket: a comb and 2 sp.
Armour Class 4 [15] Chainmail armor Hit Points 10 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 3 WIS 3 DEX 13 CON 6 CHA 7
d6 | Rumor |
---|---|
1 | The Tomb Of The Nameless Pain is in the grasslands, somewhere in Howling Wolves Fields |
2 | Litin Falatrude’s wife is held captive in the Hideout Of The Unholy Blood |
3 | There’s a Griffon somewhere in Nightshard Meadows. |
4 | There’s a Red Dragon somewhere in Retribution Mountains. |
5 | Achilde of Ragor’s Decorated Helm (actually a Helm of Telepathy) is somewhere in the Shrine of the Twisted Goblin |
6 | Worwin of Narouk is willing to pay well for a delivery job. |
Guards
Doda of Yateli, a level 6 Fighter. She has piercing black eyes, short and curly blonde hair and a missing middle-finger (Lazy). In the pocket: 2 cp.
Armour Class 5 [14] Leather armor Hit Points 43 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 11 INT 7 WIS 3 DEX 17 CON 16 CHA 7
Ortmar’s (Post Office)
Owner: Ortmar of Capeya. He has short white hair, bulging blue eyes and big round spectacles (Offended). In the pocket: a quill.
- Collaborates with the The Fists Of Valor.
- Ortmar is frequenting the The Knight’s Spear Tavern on his time off.
Geldin’s Caps (Hatter)
Item | Price |
---|---|
Veil | 9 sp |
Cap | 4 sp |
Owner: Geldin Framengilde. He has crystal blue eyes, a short blonde beard and a smelly breath (Pleased). In the pocket: 1 cp, a smoking pipe and 1 gp.
Mirko’s Companions (Brothel)
Owner: Mirko Liutgarde. He has a chiseled chin, enchanting green eyes and a missing tooth (Desperate). In the pocket: a deck of cards.
- Mirko enjoys dining with his friends in the The Knight’s Spear Tavern.
Divitia’s (Bunkhouse)
Owner: Divitia of Blackshadow. She has tired red-looking eyes, heavy makeup and a nose ring (Livid). In the pocket: a deck of cards and 3 sp.
- Divitia is usually eating her meals in the The Knight’s Spear Tavern.
Hainard’s Prime Cut (Butchery)
Item | Price |
---|---|
Fresh Game (Duck, 1 lb) | 2 gp |
Small Shell Fish | 3 sp |
Dried Meat (small pack) | 8 sp |
Rations (iron, 7 days) | 16 gp |
Lobster | 1 gp |
Fresh Fish, Small | 4 sp |
Honey (jar) | 2 gp |
Owner: Hainard Sicletrude. He has piercing brown eyes, thin almond hair and a double chin (Persuasive). In the pocket: a deck of cards, spectacles and 2 gp.
- On his time off, Hainard will enjoy a drink or two in the The Knight’s Spear Tavern.
- Twice a year, Hainard will want to go on a big-game hunt in hex 56 (Nightshard Meadows) and will look for someone to protect him throughout the journey.
Arcin’s Spices (Spices)
Owner: Arcin of Xara. He has short white hair, wise brown eyes and a face tattoo (Petrified). In the pocket: dice.
- Arcin has bad blood with Mirko Liutgarde.
- Arcin likes spending his time in the The Knight’s Spear Tavern.
Town of Thenara Town of Thenara
- Located in: Hex 9
- Population: 7200 townsfolk
Town Shops & Services
Inn (Flaming Sword Inn), Guards (Facetus, Ithar, Latilde), School, Distillery (Erlinde’s ), Butchery (Sadrilde’s Steak), Clothing (Goldiva’s Boutique), Printing Press (Solianna’s Prints), Mortician, Bakery (Crispus’s Bun), Spices (Ladwin’s Salt & Pepper), Smokehouse (Fenicia’s Smoked Fish And More), Nunnery, Physician (Honesta’s Clinic), Weaver (Altilde’s Garments), Veterinarian (Idelinde’s Pet Hospital), Tailor (Hrotho’s Fine Clothes), Bookstore (Trimer’s Books), Fortune Teller (Isoard’s Eye), Lawyer (Ebbo’s Will Makers), Hatter (Gunso’s Caps), Armor & Weapons (Idelinde’s Spear), Tinkerer (Baldemar’s Fix-it-All), Herbalist (Aclinde’s Mushroom), Animal Pound, Tin Worker (Odaria’s ), Library, Cobbler (Godbalda’s Shoes)
Flaming Sword Inn
Keeper
Owned and managed by Geldin Waldefrid. He has a long brown beard, tired red-looking eyes and a golden tooth (Anxious). In the pocket: 2 cp, 3 sp and a small flute.
Staff
Aldrada of Jandar. She has wise dark eyes, soft gentle features and a nose ring (Distressed). In the pocket: 2 cp.
Minilde Allegrezza. She has long white pony-tail, piercing green eyes and a limp (Worried).
Menu
1d4 | Menu |
---|---|
1 | Cooked chunks of shellfish, glazed with ale and served with fresh salad for 1 sp⬝Stewed slices of chicken, glazed with garlic and wine and served with baked potatoes for 1 sp⬝Cooked chunks of shellfish, marinated in honey and herbs and served with fresh salad for 2 sp |
2 | Cooked chunks of pork, glazed with red wine and served with mashed potatoes for 1 sp |
3 | Barbecued slices of fish, marinated in honey and herbs and served with fresh salad for 1 sp |
4 | Stewed fillet of chicken, glazed with ale and served with steamed vegetables for 1 sp⬝Stewed chunks of chicken, marinated in red wine and served with cooked rice for 2 sp |
Patrons & Visitors
Grosso of Tybor (when not in shop)
Baldemar of Larth (when not in shop)
Winsy of Wolfraven, a level 6 Cleric. She has wise dark eyes, delicate features and a nose ring (Unsatisfied).
Armour Class 4 [15] Plate-mail armor Hit Points 36 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 9 INT 7 WIS 17 DEX 7 CON 16 CHA 4 Spells ✦ Resist Cold ✦ Protection from Evil ✦ 2 × Bless (Blight) ✦ Cure Disease (Cause Disease) ✦ Neutralize Poison
Harlin of Hollyheart, a level 1 Dwarf. He has piercing blue eyes, a chiseled chin and a golden tooth (Tired). In the pocket: 1 cp.
Armour Class 7 [12] Leather armor + Shield Hit Points 1 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 10 INT 4 WIS 16 DEX 6 CON 11 CHA 14
Fiuca Siclefrid, a level 2 Halfling. She has delicate features, tired brown eyes and short, chunky fingers (Frustrated). In the pocket: a deck of cards.
Armour Class 4 [15] Chainmail armor Hit Points 7 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 7 WIS 14 DEX 13 CON 11 CHA 9
Huward of Ashra, a level 4 Dwarf. He has deep blue eyes, a two day stubble and big, bulbous nose (Helpless). In the pocket: a dirty handkerchief and 5 sp.
Armour Class 7 [12] Leather armor + Shield Hit Points 22 Attacks 1 × Staff (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Chaotic STR 12 INT 13 WIS 6 DEX 8 CON 15 CHA 3
Gisilde of Farrwater, a level 7 Halfling. She has piercing green eyes, warm voice and round, bulbous nose (Enraged). In the pocket: dice.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 30 Attacks 1 × Javelin (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 14 INT 11 WIS 12 DEX 16 CON 15 CHA 10
Aitilde Contaminat, a level 8 Thief. She has flowing black hair, piercing green eyes and small, thin lips (Annoyed). In the pocket: a quill, a smoking pipe and a small flute.
Armour Class 5 [14] Leather armor Hit Points 10 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 16 INT 8 WIS 13 DEX 17 CON 7 CHA 14
Luceria Esperanza, a level 8 Elf. She has ample breasts, piercing brown eyes and silky light skin (Pleased). In the pocket: 3 cp, 2 sp and 2 gp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 18 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P9 B10 S10 Alignment Neutral STR 15 INT 10 WIS 10 DEX 9 CON 8 CHA 4 Spells ✦ 2 × Hold Portal ✦ Charm Person ✦ Knock ✦ Invisibility ✦ Locate Object ✦ 2 × Dispel Magic ✦ Wall of Ice ✦ Confusion
Femianna Frothilde, a level 1 Cleric. She has wise brown eyes, delicate makeup and a nose ring (Upset). In the pocket: a dirty handkerchief.
Armour Class 6 [13] Leather armor Hit Points 5 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 11 WIS 17 DEX 14 CON 12 CHA 12
Bulletin |
---|
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Baldemar of Larth” |
“Please Help! My dear wife is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Idelinde of Wildslide” |
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Gunso Cadwallon” |
d6 | Rumor |
---|---|
1 | Gatrude Liutwarde’s daughter is held captive in the Shrine Of The Twisted Goblin |
2 | Gunso Cadwallon’s Decorated Armor (actually an Armour +3) is somewhere in the Shrine of the Doomed Spider |
3 | Baldemar of Larth’s Custom-Made Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Temple of the Cruel Pits |
4 | Idelinde of Wildslide’s wife is held captive in the Shrine Of The Twisted Goblin |
5 | Litin Falatrude is willing to pay well for a delivery job. |
6 | The Shrine Of The Doomed Spider is on one of the coastal cliffs, somewhere in Crater Shores |
Guards
Facetus of Lantis, a level 3 Fighter. He has wise dark eyes, short blonde hair and a big nose-ring (Troubled). In the pocket: a dirty handkerchief and 5 sp.
Armour Class 5 [14] Chainmail armor Hit Points 17 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 12 WIS 13 DEX 16 CON 14 CHA 11
Ithar Erchamilde, a level 5 Fighter. He has a heavy black beard, tired red-looking eyes and a big nose-ring (Horny). In the pocket: 1 cp.
Armour Class 0 [19] Plate-mail armor Hit Points 24 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 8 WIS 6 DEX 18 CON 10 CHA 9
Latilde of Innara, a level 3 Fighter. She has warm voice, tired looking eyes and a strong, muscular physique (Happy). In the pocket: a quill and 5 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 17 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 14 INT 13 WIS 9 DEX 14 CON 12 CHA 11
School
Manager: Grosso of Tybor. He has piercing dark eyes, thick bushy eyebrows and a neck band (Relieved). In the pocket: 1 cp, a magnifying glass and a small flute.
- Collaborates with the The Dark Followers.
- Grosso is frequenting the Flaming Sword Inn on his time off.
Erlinde’s (Distillery)
Item | Price |
---|---|
Cider (Barrel) | 6 gp |
Craft Beer (Barrel) | 9 gp |
Common Wine (Barrel) | 12 gp |
Owner: Erlinde of Berak. She has delicate features, enchanting green eyes and a neck band (Fearful). In the pocket: 2 cp.
Sadrilde’s Steak (Butchery)
Item | Price |
---|---|
Fresh Meat (Lamb, 1 lb) | 1 gp |
Dried Meat (small pack) | 1 gp |
Fresh Game (Rabbit, 1 lb) | 2 gp |
Lobster | 1 gp |
Honey (jar) | 2 gp |
Salt (1 lb) | 2 gp |
Owner: Sadrilde Transmundus. She has well-brushed brown hair, piercing dark eyes and an earring (Exhausted). In the pocket: 2 cp and 5 sp.
- Once a season, Sadrilde will want to go on a big-game hunt in hex 52 (Fireborn Timberlands) and will look for someone to protect her throughout the journey.
Goldiva’s Boutique (Clothing)
Item | Price |
---|---|
Cap | 5 sp |
Suspenders | 5 sp |
Warm Cloak | 9 sp |
Common Robe | 8 sp |
Owner: Goldiva Contaminat. She has long almond pony-tail, piercing black eyes and freckles (Delighted). In the pocket: a quill and an empty vial.
Solianna’s Prints (Printing Press)
Owner: Solianna Dructbert. She has short black hair, crystal blue eyes and freckles (Persuasive). In the pocket: dice and a smoking pipe.
- Member of the The Fists Of Valor.
Mortician
Manager: Solianna Roenhoiarn. She has warm voice, wise brown eyes and a nose ring (Arrogant). In the pocket: 3 cp.
Crispus’s Bun (Bakery)
Item | Price |
---|---|
Cake (slice) | 9 cp |
Pie (slice) | 3 cp |
Owner: Crispus of Korvela. He has bulging blue eyes, a short red beard and a smelly breath (Livid). In the pocket: a comb, a smoking pipe and a small gem (worth 10 gp).
Ladwin’s Salt & Pepper (Spices)
Owner: Ladwin of Gorn. He has a big round belly, wise brown eyes and a missing tooth (Horny). In the pocket: a dirty handkerchief, a smoking pipe and a small flute.
- Member of the The Fists Of Power.
Fenicia’s Smoked Fish And More (Smokehouse)
Owner: Fenicia Heilsinde. She has deep blue eyes, ample hips and a face tattoo (Tired). In the pocket: a deck of cards and a smoking pipe.
- Fenicia has bad blood with Hedenna Wenceslas.
Nunnery
Manager: Wornhard of Askias. He has bulging red eyes, short brown hair and stained clothes (Sad). In the pocket: 3 cp and 4 sp.
Honesta’s Clinic (Physician)
Owner: Honesta Blathilde. She has short black hair, wise dark eyes and a missing tooth (Bothered). In the pocket: a deck of cards, 2 sp and a death threat note.
Altilde’s Garments (Weaver)
Owner: Altilde of Narouk. She has silky red hair, cold dark eyes and a nose ring (Bothered). In the pocket: 1 cp, spectacles and a vial with a dark liquid.
Idelinde’s Pet Hospital (Veterinarian)
Owner: Idelinde of Farrwater. She has warm voice, crazy-looking eyes and freckles (Worthless). In the pocket: 3 cp.
Hrotho’s Fine Clothes (Tailor)
Item | Price |
---|---|
Leather Apron | 2 gp |
Cap | 7 sp |
Owner: Hrotho Bellavita. He has piercing blue eyes, a frowny expression and freckles (Forceful).
Trimer’s Books (Bookstore)
Item | Price |
---|---|
Ink Vial | 8 gp |
Empty Scroll | 8 sp |
Owner: Trimer Richlinde. He has enchanting green eyes, thick sideburns and a double chin (Arrogant). In the pocket: dice and spectacles.
Isoard’s Eye (Fortune Teller)
Owner: Isoard of Woolfel. He has a hairy chest, deep blue eyes and a deep scar on the cheek (Tired). In the pocket: a comb.
Ebbo’s Will Makers (Lawyer)
Owner: Ebbo of Kaan. He has thin blonde hair, piercing black eyes and big round spectacles (Livid). In the pocket: a dirty handkerchief, 3 sp and a dagger.
- Ebbo has bad blood with Erlinde of Berak.
Gunso’s Caps (Hatter)
Item | Price |
---|---|
Veil | 8 sp |
Fur Hat | 8 sp |
Leather Hat | 7 sp |
Owner: Gunso Cadwallon. He has wise dark eyes, a heavy blonde beard and a missing tooth (Hurt). In the pocket: a dirty handkerchief.
- Decorated Armor is lost (or so claimed). (Secret: This is actually an Armour +3 and it is currently somewhere in the Shrine of the Doomed Spider)
- Finder’s reward is 230gp
Idelinde’s Spear (Armor & Weapons)
Item | Price |
---|---|
Short Bow | 27 gp |
Sword | 11 gp |
Hand Axe | 4 gp |
Sling | 2 gp |
Battle Axe | 7 gp |
Polearm | 7 gp |
Club | 3 gp |
Owner: Idelinde of Wildslide. She has tiny eyes, delicate makeup and a missing tooth (Proud). In the pocket: a deck of cards, spectacles and a vial with a dark liquid.
- Wife is missing since last week. (Secret: Held captive in the Shrine of the Twisted Goblin)
- Recovery reward is a custom sword (actually a Sword +1).
Baldemar’s Fix-it-All (Tinkerer)
Item | Price |
---|---|
Quill | 5 sp |
Mining Pick Axe | 5 gp |
Canvas (Sq. Yard) | 3 sp |
Grappling hook | 27 gp |
Owner: Baldemar of Larth. He has piercing brown eyes, a scruff and a face tattoo (Queasy). In the pocket: 2 cp.
- Custom-Made Leather Boots is lost (or so claimed). (Secret: This is actually a Boots of Travelling and Leaping and it is currently somewhere in the Temple of the Cruel Pits)
- Finder’s reward is 2200gp
- Baldemar enjoys dining with his friends in the Flaming Sword Inn.
Aclinde’s Mushroom (Herbalist)
Owner: Aclinde Dructbald. She has cold dark eyes, warm voice and a missing tooth (Horny). In the pocket: a quill, an empty vial and 2 gp.
- Member of the The Dark Followers.
- Aclinde has some unfinished business with Doda of Yateli.
- Twice a year, Aclinde will want to forage exotic mushrooms in hex 53 (Nightshard Meadows) and will look for someone to protect her throughout the journey.
Animal Pound
Manager: Gatrude Liutwarde. She has bulging red eyes, delicate makeup and a limp (Nervous). In the pocket: dice.
- Daughter is missing since last week. (Secret: Held captive in the Shrine of the Twisted Goblin)
- Recovery reward is 2300 gp.
Odaria’s (Tin Worker)
Owner: Odaria of Tybor. She has tiny eyes, soft voice and a missing tooth (Aggressive). In the pocket: 3 cp and spectacles.
- Collaborates with the The Dark Followers.
- Odaria has bad blood with Anson Meinfrida.
Library
Manager: Jodocus of Aral. He has a hoarse voice, crazy-looking eyes and a nose ring (Ashamed). In the pocket: a comb.
Godbalda’s Shoes (Cobbler)
Owner: Godbalda of Oshar. She has bulging blue eyes, delicate makeup and a golden tooth (Delighted). In the pocket: 1 cp.
Village of Izan Village of Izan
- Located in: Hex 18
- Population: 560 villagers
Village Shops & Services
Tavern (The Wight & The Laughing Paladin Tavern), Guards (Dedata, Materia), Leatherworker (Urisima’s Leathers), Distillery (Zdeslava’s ), Armor & Weapons (Hildrada’s Archer), Tailor (Lucida’s Handmade Shirts and More), Bunkhouse (Ansilde’s ), Hatter (Lodn’s Top Hat), Printing Press (Sabato’s Print Shop), Clothing (Wulfger’s Boutique), Barracks, Animal Supplies (Sihaus’s Barn & Yarn), Physician (Odelhaus’s Clinic), Tanner (Radger’s Hides and Leathers), Witch (Solanna’s ), Bathhouse (Achilde’s Steam & Bath), Flower Shop (Benegar’s Roses), Butchery (Bernhaus’s Prime Cut)
The Wight & The Laughing Paladin Tavern
Keeper
Owned and managed by Walerard of Gorm. He has a short brown beard, bulging dark eyes and a smelly breath (Nervous). In the pocket: 1 cp, a smoking pipe and a small gem (worth 10 gp).
Staff
Reinger Odelberga. He has a hoarse voice, deep blue eyes and a neck band (Disoriented). In the pocket: 1 cp.
Leudo Ermenberta. He has thick bushy eyebrows, crystal blue eyes and a face tattoo (Repentant). In the pocket: a quill and spectacles.
- Member of the The Hammers Of Power.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of pork, glazed with red wine and served with steamed vegetables for 1 sp⬝Cooked tenders of fish, marinated in white wine and served with fresh salad for 1 sp⬝Cooked slices of shellfish, glazed with ale and served with baked potatoes for 2 sp⬝Cooked tenders of fish, marinated in white wine and served with steamed vegetables for 1 sp |
2 | Cooked tenders of shellfish, marinated in ale and served with mashed potatoes for 1 sp⬝Stewed tenders of chicken, marinated in white wine and served with steamed vegetables for 1 sp |
3 | Cooked fillet of pork, marinated in ale and served with cooked rice for 1 sp⬝Cooked chunks of chicken, glazed with white wine and served with steamed vegetables for 1 sp |
4 | Barbecued slices of pork, marinated in red wine and served with mashed potatoes for 1 sp⬝Stewed slices of pork, glazed with red wine and served with fresh salad for 2 sp |
Patrons & Visitors
Benegar of Talima (when not in shop)
Hildrada Hilderada (when not in shop)
Radger Walantrude (when not in shop)
Ansilde of Naram (when not in shop)
Serelo of Jokka, a level 2 Cleric. He has wise brown eyes, short red hair and a nose ring (Helpless). In the pocket: dice, spectacles and a ransom note.
Armour Class 6 [13] Leather armor + Shield Hit Points 5 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 7 WIS 14 DEX 11 CON 11 CHA 4 Spells ✦ Resist Cold
Altilde Bernegilde, a level 2 Elf. She has tired brown eyes, warm voice and a nose ring (Rejected). In the pocket: dice and a magnifying glass.
Armour Class 5 [14] Leather armor + Shield Hit Points 5 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 10 WIS 9 DEX 14 CON 6 CHA 9 Spells ✦ Shield ✦ Light (Darkness)
Eupraxia Frotberga, a level 3 Magic-user. She has ample hips, crystal blue eyes and a nose ring decorated with a skull (Desperate). In the pocket: 2 cp and 2 sp.
Armour Class 9 [10] Unarmored Hit Points 12 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 3 INT 17 WIS 12 DEX 16 CON 17 CHA 12 Spells ✦ Light (Darkness) ✦ Protection from Evil ✦ Locate Object
Wikard Humiliosus, a level 1 Cleric. He has painted skin decorations, cold dark eyes and a nose ring (Aggressive). In the pocket: dice.
Armour Class 6 [13] Leather armor + Shield Hit Points 4 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Chaotic STR 8 INT 6 WIS 18 DEX 10 CON 16 CHA 13
Dadmar of Gura, a level 2 Halfling. He has a long smoking pipe in his mouth, wise dark eyes and extremely large feet, even for a halfling (Unimpressed). In the pocket: a dirty handkerchief and 4 sp.
Armour Class 5 [14] Chainmail armor Hit Points 7 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 9 WIS 12 DEX 12 CON 8 CHA 6
Volkrada of Brewfish, a level 2 Halfling. She has soft voice, crazy-looking eyes and extremely large feet, even for a halfling (Sickened). In the pocket: 3 cp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 7 WIS 14 DEX 10 CON 9 CHA 12
Bulletin |
---|
“Heading to Thenara? Payment guaranteed to a trusty courier. Ask for Lucida” |
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Benegar of Talima” |
d6 | Rumor |
---|---|
1 | Wulfger of Thodar is willing to pay well for a delivery job. |
2 | Achilde of Ragor’s Decorated Helm (actually a Helm of Telepathy) is somewhere in the Shrine of the Twisted Goblin |
3 | Ansilde of Naram’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Shrine of the Doomed Spider |
4 | Riqin Callistus has a box he would like delivered to Thenara |
5 | Giambono Abundance’s Custom-Fit Armor (actually an Armour +3) is somewhere in the Shrine of the Twisted Goblin |
6 | Rosin Sylvestra has a chest he would like delivered to Lantis |
Guards
Dedata Theodegarde, a level 4 Fighter. She has ample breasts, cold dark eyes and a missing middle-finger (Helpless). In the pocket: 2 cp and 5 sp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 19 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 7 WIS 3 DEX 11 CON 9 CHA 12
Materia Peregrina, a level 3 Fighter. She has piercing brown eyes, delicate features and a missing middle-finger (Enraged). In the pocket: 3 cp.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 4 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 16 INT 9 WIS 8 DEX 17 CON 8 CHA 7
Urisima’s Leathers (Leatherworker)
Item | Price |
---|---|
Backback | 6 gp |
Leather Gloves | 8 sp |
Leather Apron | 2 gp |
Owner: Urisima Felicitas. She has wild green eyes, painted skin decorations and a smelly breath (Depressed).
Zdeslava’s (Distillery)
Item | Price |
---|---|
Craft Wine (Barrel) | 31 gp |
Owner: Zdeslava Natalisma. She has deep blue eyes, long brown pony-tail and big round spectacles (Tired).
Hildrada’s Archer (Armor & Weapons)
Item | Price |
---|---|
Polearm | 7 gp |
Lance | 5 gp |
Mace | 5 gp |
Hand Axe | 4 gp |
Club | 3 gp |
Dagger | 3 gp |
Sling | 2 gp |
Spear | 4 gp |
Owner: Hildrada Hilderada. She has piercing blue eyes, heavy makeup and a deep scar on the cheek (Crushed). In the pocket: a comb, 5 sp and a love note.
- Hildrada enjoys dining with her friends in the The Wight & The Laughing Paladin Tavern.
Lucida’s Handmade Shirts and More (Tailor)
Item | Price |
---|---|
Fine Shoes | 2 gp |
Scholar Robe | 4 gp |
Royal Suit | 309 gp |
Leather Hat | 6 sp |
Wolfsbane (1 bunch) | 7 gp |
Owner: Lucida of Lifel. She has wild green eyes, delicate features and a missing tooth (Rejected). In the pocket: a quill.
- Lucida has bad blood with Lucida of Lifel.
- Looking for someone to deliver a mysterious crate to Godbalda of Oshar in Thenara.
- Reward is 700 gp
Ansilde’s (Bunkhouse)
Owner: Ansilde of Naram. She has wise brown eyes, well-brushed blonde hair and a missing tooth (Happy). In the pocket: a dirty handkerchief and a smoking pipe.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Shrine of the Doomed Spider)
- Finder’s reward is 440gp
- On her time off, Ansilde will enjoy a drink or two in the The Wight & The Laughing Paladin Tavern.
Lodn’s Top Hat (Hatter)
Item | Price |
---|---|
Cap | 4 sp |
Fur Hat | 8 sp |
Owner: Lodn of Sephania. He has thin black hair, piercing black eyes and a peg leg (Relieved). In the pocket: dice, 5 sp and a dagger.
Sabato’s Print Shop (Printing Press)
Owner: Sabato of Thoga. He has wise dark eyes, short red hair and stained clothes (Annoyed). In the pocket: 2 cp, 4 sp and a small flute.
Wulfger’s Boutique (Clothing)
Item | Price |
---|---|
Royal Shoes | 151 gp |
Common Shirt | 8 sp |
Noble Dress | 151 gp |
Girdle | 5 gp |
Uniform | 11 gp |
Tunic | 1 gp |
Owner: Wulfger of Thodar. He has enchanting green eyes, thin greying hair and a nose ring (Joyful). In the pocket: a comb.
- Looking for someone to deliver a sealed chest to Arcin of Xara in Yakkis.
- Reward is 500 gp
Barracks
Manager: Norwin Ermentilde. He has a two day stubble, piercing green eyes and a deep scar on the cheek (Shocked). In the pocket: a quill.
Sihaus’s Barn & Yarn (Animal Supplies)
Owner: Sihaus of Feria. He has wild green eyes, a strong, prominent chin and a neck band (Aggressive). In the pocket: a comb and 3 sp.
- Collaborates with the The Hammers Of Power.
Odelhaus’s Clinic (Physician)
Owner: Odelhaus Samanilde. He has short blonde hair, bulging red eyes and a double chin (Aghast). In the pocket: a deck of cards.
Radger’s Hides and Leathers (Tanner)
Owner: Radger Walantrude. He has piercing brown eyes, a long smoking pipe in his mouth and a neck band (Energetic). In the pocket: a comb, 2 sp and a passphrase note.
- Radger is frequenting the The Wight & The Laughing Paladin Tavern on his time off.
Solanna’s (Witch)
Owner: Solanna Ermentaria. She has soft gentle features, cold dark eyes and a double chin (Pained). In the pocket: 3 cp, 4 sp and 2 gp.
- Solanna has some unfinished business with Anson Meinfrida.
Achilde’s Steam & Bath (Bathhouse)
Owner: Achilde of Ragor. She has wise brown eyes, long white pony-tail and a missing tooth (Livid). In the pocket: dice.
- Decorated Helm is lost (or so claimed). (Secret: This is actually a Helm of Telepathy and it is currently somewhere in the Shrine of the Twisted Goblin)
- Finder’s reward is 1700gp
Benegar’s Roses (Flower Shop)
Owner: Benegar of Talima. He has bulging blue eyes, soft voice and a deep scar on the cheek (Uncomfortable). In the pocket: dice and a smoking pipe.
- Member of the The Fists Of Valor.
- Drums is lost (or so claimed). (Secret: This is actually a Drums of Panic and it is currently somewhere in the Shrine of the Doomed Spider)
- Finder’s reward is 2300gp
- On his time off, Benegar will enjoy a drink or two in the The Wight & The Laughing Paladin Tavern.
- Looking for someone to deliver a sealed box to Aldrada of Jandar in Thenara.
- Reward is 600 gp
Bernhaus’s Prime Cut (Butchery)
Item | Price |
---|---|
Pickled Fish (jar) | 1 gp |
Rations (iron, 7 days) | 18 gp |
Honey (jar) | 2 gp |
Dried Meat (small pack) | 1 gp |
Fresh Fish, Small | 5 sp |
Lobster | 1 gp |
Rations (standard, 7 days) | 6 gp |
Owner: Bernhaus of Icemeld. He has piercing blue eyes, a strong, prominent chin and a face tattoo (Apprehensive).
- Member of the The Hammers Of Power.
- Once a season, Bernhaus will want to go on a big-game hunt in hex 49 (Fireborn Timberlands) and will look for someone to protect him throughout the journey.
Town of Narxes Town of Narxes
- Located in: Hex 38
- Population: 5984 townsfolk
Town Shops & Services
Inn (The Fearless Ghoul Inn), Guards (Electo), Mill (Dodeus’s ), Game Shop (Precious’s Cards and Balls), Spices (Aicard’s Salt & Pepper), Registery, Matchmaker (Giambono’s House of Roses), Glass Blower (Marozia’s Glassworks), Trade Post (Rosso’s Buying and Selling), Physician (Druda’s Clinic), Tailor (Agia’s Handmade Shirts and More), Post Office (Otrude’s ), Veterinarian (Artcar’s Pet Hospital), Stables (Wulfsy’s Stallions), Herbalist (Holfgar’s Weeds), Bakery (Theuda’s Bun), Weaver (Gundin’s Garments), Flower Shop (Bernhaus’s Tulips), Nunnery, Blacksmith (Elsaria’s Iron), Bathhouse (Gislara’s Baths), Barracks, Tanner (Worwin’s Leathers), Bunkhouse (Herard’s )
The Fearless Ghoul Inn
Keeper
Owned and managed by Palemia of Albor. She has heavy makeup, wild green eyes and freckles (Unimpressed). In the pocket: 2 cp.
Staff
Wulfger Bonfilius. He has piercing green eyes, a long brown beard and stained clothes (Apprehensive). In the pocket: a deck of cards, spectacles and a death threat note.
Menu
1d4 | Menu |
---|---|
1 | Stewed slices of chicken, marinated in red wine and served with baked potatoes for 2 sp⬝Cooked fillet of chicken, marinated in honey and herbs and served with cooked rice for 1 sp⬝Stewed fillet of fish, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Cooked fillet of pork, glazed with white wine and served with steamed vegetables for 1 sp |
2 | Cooked fillet of pork, marinated in garlic and wine and served with cooked rice for 2 sp⬝Barbecued fillet of shellfish, marinated in honey and herbs and served with baked potatoes for 2 sp⬝Barbecued chunks of chicken, glazed with garlic and wine and served with baked potatoes for 1 sp |
3 | Barbecued tenders of fish, marinated in garlic and wine and served with mashed potatoes for 2 sp⬝Stewed tenders of chicken, glazed with red wine and served with fresh salad for 2 sp |
4 | Barbecued chunks of shellfish, glazed with honey and herbs and served with cooked rice for 2 sp⬝Barbecued tenders of fish, marinated in white wine and served with fresh salad for 1 sp⬝Cooked slices of shellfish, glazed with honey and herbs and served with cooked rice for 2 sp |
Patrons & Visitors
Azier Erchamilde (when not in shop)
Otrude of Katai (when not in shop)
Wulfsy of Nanu (when not in shop)
Artcar Hildeward (when not in shop)
Dodeus of Lankar (when not in shop)
Hrotho Saintisme, a level 2 Magic-user. He has piercing green eyes, thin white hair and long crimson robe (Terrified). In the pocket: dice and an empty vial.
Armour Class 10 [9] Unarmored Hit Points 6 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 14 WIS 9 DEX 6 CON 13 CHA 6 Spells ✦ Sleep ✦ Read Magic
Lootgar of Azora, a level 1 Fighter. He has thin red hair, tired brown eyes and a big nose-ring (Offended). In the pocket: 3 cp and a smoking pipe.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 11 WIS 12 DEX 15 CON 11 CHA 13
Acfrida of Vakallar, a level 1 Halfling. She has ample breasts, cold dark eyes and short, chunky fingers (Horrified). In the pocket: a comb, spectacles and a dagger.
Armour Class 2 [17] Chainmail armor Hit Points 4 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 3 WIS 3 DEX 18 CON 15 CHA 15
Helmgor Marcswith, a level 1 Cleric. He has a long brown beard, piercing brown eyes and a holy symbol tattooed on the forehead (Happy). In the pocket: 2 cp.
Armour Class 5 [14] Plate-mail armor Hit Points 0 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 12 WIS 17 DEX 4 CON 6 CHA 3
Gerhilde Marcswith, a level 4 Dwarf. She has soft gentle features, tiny eyes and short, fat fingers (Unimpressed). In the pocket: a deck of cards and a smoking pipe.
Armour Class 5 [14] Chainmail armor Hit Points 25 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 15 INT 7 WIS 12 DEX 12 CON 15 CHA 5
Bulletin |
---|
“Job offer! I have a package to deliver in Izan. Payment guaranteed at destination upon delivery. Yours, Precious of Oldun” |
“Traveling to Izan? I will pay you for carrying a package for me. Yours, Theuda Felicitas” |
“Traveling to Thenara? I will pay you for carrying a package for me. Yours, Aicard of Calissa” |
d6 | Rumor |
---|---|
1 | Worwin of Narouk is willing to pay well for a delivery job. |
2 | Giambono Abundance’s Custom-Fit Armor (actually an Armour +3) is somewhere in the Shrine of the Twisted Goblin |
3 | Precious of Oldun has a casket he would like delivered to Izan |
4 | Aicard of Calissa has a box he would like delivered to Thenara |
5 | Theuda Felicitas has a crate she would like delivered to Izan |
6 | The Temple Of The Hidden Blades is on the dunes sands, somewhere in Dark Storm Wastes |
Guards
Electo of Petia, a level 4 Fighter. He has piercing dark eyes, thin black hair and a strong, muscular physique (Puzzled). In the pocket: a comb, 5 sp and a passphrase note.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 9 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 18 INT 11 WIS 13 DEX 11 CON 8 CHA 6
Dodeus’s (Mill)
Owner: Dodeus of Lankar. He has enchanting green eyes, thin white hair and a missing tooth (Horrified). In the pocket: 1 cp.
- Member of the The Fists Of Valor.
- On his time off, Dodeus will enjoy a drink or two in the The Fearless Ghoul Inn.
Precious’s Cards and Balls (Game Shop)
Owner: Precious of Oldun. He has a big round belly, crystal blue eyes and a missing tooth (Mellow). In the pocket: a comb.
- Member of the The Dark Followers.
- Looking for someone to deliver a sealed casket to Altilde Bernegilde in Izan.
- Reward is 700 gp
Aicard’s Salt & Pepper (Spices)
Owner: Aicard of Calissa. He has short red hair, wise brown eyes and a missing tooth (Embarrassed). In the pocket: a deck of cards.
- Looking for someone to deliver a mysterious box to Sadrilde Transmundus in Thenara.
- Reward is 700 gp
Registery
Manager: Azier Erchamilde. He has piercing dark eyes, thin white hair and a double chin (Disorganized). In the pocket: dice.
- Member of the The Hammers Of Power.
- Azier has bad blood with Norwin Ermentilde.
- Azier likes spending his time in the The Fearless Ghoul Inn.
Giambono’s House of Roses (Matchmaker)
Owner: Giambono Abundance. He has a big round belly, bulging dark eyes and an earring (Ashamed). In the pocket: a deck of cards and 3 sp.
- Custom-Fit Armor is lost (or so claimed). (Secret: This is actually an Armour +3 and it is currently somewhere in the Shrine of the Twisted Goblin)
- Finder’s reward is 320gp
- Looking for someone to deliver a sealed box to Anson Meinfrida in Yakkis.
- Reward is 600 gp
Marozia’s Glassworks (Glass Blower)
Owner: Marozia Senthilde. She has short brown pony-tail, tired brown eyes and a neck band (Nervous). In the pocket: a comb.
Rosso’s Buying and Selling (Trade Post)
Owner: Rosso of Swordgrip. He has piercing brown eyes, a hairy chest and big round spectacles (Embarrassed). In the pocket: 3 cp and 3 sp.
Druda’s Clinic (Physician)
Owner: Druda Bellavita. She has short brown hair, piercing dark eyes and a peg leg (Tired). In the pocket: a quill and a smoking pipe.
Agia’s Handmade Shirts and More (Tailor)
Item | Price |
---|---|
Mittens | 3 sp |
Leather Hat | 1 gp |
Owner: Agia of Askias. She has wise brown eyes, short almond pony-tail and a peg leg (Upset). In the pocket: 1 cp and a smoking pipe.
Otrude’s (Post Office)
Owner: Otrude of Katai. They have a chiseled chin, cold dark eyes and a nose ring (Desperate). In the pocket: a comb, 4 sp and a key.
- Otrude is usually eating their meals in the The Fearless Ghoul Inn.
Artcar’s Pet Hospital (Veterinarian)
Owner: Artcar Hildeward. He has tiny eyes, short almond hair and a limp (Bothered). In the pocket: a comb, 2 sp and 1 gp.
- Artcar likes spending his time in the The Fearless Ghoul Inn.
- Looking for someone to deliver a mysterious crate to Walerard of Gorm in Izan.
- Reward is 700 gp
Wulfsy’s Stallions (Stables)
Item | Price |
---|---|
Mule | 24 gp |
Camel | 80 gp |
War Horse | 200 gp |
Riding Horse | 60 gp |
Owner: Wulfsy of Nanu. She has piercing green eyes, a beauty mark above the lips and stained clothes (Angry). In the pocket: a quill and 4 sp.
- On her time off, Wulfsy will enjoy a drink or two in the The Fearless Ghoul Inn.
Holfgar’s Weeds (Herbalist)
Owner: Holfgar of Aberius. He has thin white hair, enchanting green eyes and a nose ring (Delighted). In the pocket: a quill and an empty vial.
- Collaborates with the The Fists Of Power.
- Twice a season, Holfgar will want to harvest exotic herbs in hex 7 (Crater Shores) and will look for someone to protect him throughout the journey.
Theuda’s Bun (Bakery)
Item | Price |
---|---|
Cake (slice) | 1 sp |
Bread (1 loaf) | 5 cp |
Owner: Theuda Felicitas. She has flowing white hair, crystal blue eyes and big round spectacles (Uncomfortable). In the pocket: 2 cp.
- Looking for someone to deliver a mysterious crate to Wikard Humiliosus in Izan.
- Reward is 500 gp
Gundin’s Garments (Weaver)
Owner: Gundin of Cazar. He has wise brown eyes, thin blonde hair and a face tattoo (Unsatisfied). In the pocket: a deck of cards.
- Member of the The Fists Of Power.
Bernhaus’s Tulips (Flower Shop)
Owner: Bernhaus of Calazi. He has warm voice, piercing black eyes and a smelly breath (Outraged). In the pocket: 2 cp and a magnifying glass.
- Member of the The Hammers Of Power.
Nunnery
Manager: Odelhard of Nadan. He has wise dark eyes, a hoarse voice and a neck band (Happy).
Elsaria’s Iron (Blacksmith)
Item | Price |
---|---|
Sword | 14 gp |
Mace | 7 gp |
Owner: Elsaria Desideria. She has wise dark eyes, delicate features and a limp (Drained). In the pocket: a comb, a magnifying glass and a ransom note.
Gislara’s Baths (Bathhouse)
Owner: Gislara Waldemund. She has bulging red eyes, warm voice and a nose ring (Paranoid). In the pocket: 3 cp, a magnifying glass and a ransom note.
Barracks
Manager: Electo of Palatea. He has piercing dark eyes, short blonde hair and a limp (Rejected). In the pocket: 1 cp.
Worwin’s Leathers (Tanner)
Owner: Worwin of Narouk. He has a strong, prominent chin, wise dark eyes and stained clothes (Pained). In the pocket: 3 cp and spectacles.
- Looking for someone to deliver a mysterious bottle to Altilde Bernegilde in Izan.
- Reward is 700 gp
Herard’s (Bunkhouse)
Owner: Herard Bonfilius. He has a scruff, tired looking eyes and a double chin (Irritated). In the pocket: a comb and 3 sp.
Village of Lantis Village of Lantis
- Located in: Hex 55
- Population: 175 villagers
Village Shops & Services
Tavern (The Cursed Pixie Tavern), Guards (Mandisima), Lawyer (Worwin’s Will Makers), Grocer (Hartgor’s Groceries), Mill (Anberta’s ), Trade Post (Onofrio’s Buying and Selling), Blacksmith (Littera’s Forge)
The Cursed Pixie Tavern
Keeper
Owned and managed by Gunnora Gaudiosus. She has wise dark eyes, delicate makeup and big round spectacles (Hurt). In the pocket: 3 cp.
Staff
Arntrude of Balaz’S Wish. She has piercing blue eyes, soft gentle features and stained clothes (Satisfied). In the pocket: 2 cp.
Baldwar of Aberius. He has tiny eyes, short almond hair and a nose ring (Agitated). In the pocket: 1 cp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of shellfish, marinated in red wine and served with cooked rice for 1 sp |
2 | Stewed fillet of meat, glazed with red wine and served with mashed potatoes for 2 sp⬝Barbecued fillet of pork, marinated in ale and served with cooked rice for 1 sp⬝Barbecued tenders of fish, glazed with red wine and served with cooked rice for 1 sp⬝Cooked fillet of meat, glazed with ale and served with mashed potatoes for 2 sp |
3 | Barbecued fillet of pork, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Stewed tenders of meat, glazed with red wine and served with mashed potatoes for 1 sp⬝Cooked fillet of fish, marinated in red wine and served with mashed potatoes for 1 sp |
4 | Stewed fillet of chicken, marinated in red wine and served with baked potatoes for 2 sp⬝Barbecued fillet of shellfish, marinated in ale and served with cooked rice for 2 sp |
Patrons & Visitors
Anberta Hildewalde (when not in shop)
Littera Ermesinde (when not in shop)
Worwin of Starfield (when not in shop)
Onofrio Ermenfred (when not in shop)
Elenia Maenwallon, a level 1 Elf. She has piercing black eyes, wavy black hair and silky light skin (Fearful). In the pocket: a quill.
Armour Class 3 [16] Plate-mail armor Hit Points 6 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 18 INT 10 WIS 13 DEX 11 CON 10 CHA 12 Spells ✦ Protection from Evil
Milia Waldemund, a level 4 Elf. She has warm voice, enchanting green eyes and silky light skin (Heartbroken). In the pocket: 3 cp and a magnifying glass.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 9 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 16 INT 18 WIS 16 DEX 16 CON 8 CHA 3 Spells ✦ Charm Person ✦ Sleep ✦ 2 × Locate Object
Grimhar Superantia, a level 8 Magic-user. He has tiny eyes, a short almond beard and an oversized pointy hat made of dark leather (Ashamed). In the pocket: a deck of cards and 5 sp.
Armour Class 9 [10] Unarmored Hit Points 27 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 13 INT 11 WIS 10 DEX 10 CON 12 CHA 3 Spells ✦ 2 × Shield ✦ Detect Magic ✦ 2 × Phantasmal Force ✦ Levitate ✦ Infravision ✦ Fire Ball ✦ Growth of Plants ✦ Wall of Fire
Caloanna of Ryku, a level 1 Elf. She has warm voice, piercing green eyes and long, skinny fingers (Worried). In the pocket: 3 cp and 2 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 13 WIS 16 DEX 15 CON 15 CHA 5 Spells ✦ Shield
Solanna of Yakadar, a level 4 Halfling. She has piercing dark eyes, heavy makeup and short, chunky fingers (Paranoid).
Armour Class 2 [17] Plate-mail armor Hit Points 14 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 14 INT 6 WIS 9 DEX 13 CON 14 CHA 7
Rothward of Tanasu, a level 2 Magic-user. He has piercing brown eyes, thin red hair and a star tattooed on the forehead (Sad).
Armour Class 10 [9] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 13 WIS 12 DEX 7 CON 12 CHA 8 Spells ✦ Read Magic ✦ Light (Darkness)
Gerberta Theobrand, a level 4 Magic-user. She has delicate makeup, enchanting green eyes and a nose ring decorated with a star (Delighted). In the pocket: 3 cp.
Armour Class 9 [10] Unarmored Hit Points 23 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 4 INT 14 WIS 12 DEX 16 CON 18 CHA 6 Spells ✦ Shield ✦ Sleep ✦ Detect Invisible ✦ Web
Lanthar Maenwobri, a level 1 Fighter. He has a thick moustache, piercing brown eyes and a big nose-ring (Distressed). In the pocket: 2 cp, a magnifying glass and a small flute.
Armour Class 5 [14] Chainmail armor Hit Points 6 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 12 WIS 9 DEX 12 CON 11 CHA 9
Harlin Hadelinde, a level 2 Cleric. He has short white hair, crazy-looking eyes and a nose ring (Terrified). In the pocket: 2 cp, a smoking pipe and a ransom note.
Armour Class 6 [13] Plate-mail armor Hit Points 7 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 15 WIS 17 DEX 3 CON 10 CHA 7 Spells ✦ Purify Food and Water
Bulletin |
---|
“Traveling to Izan? I will pay you for carrying a package for me. Yours, Littera Ermesinde” |
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Littera Ermesinde” |
“Please Help! My dear daughter is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Worwin of Starfield” |
d6 | Rumor |
---|---|
1 | Worwin of Starfield’s daughter is held captive in the Shrine Of The Doomed Spider |
2 | Littera Ermesinde has a bottle she would like delivered to Izan |
3 | Littera Ermesinde’s Custom Sword (actually a Sword +2) is somewhere in the Shrine of the Cold Lich |
4 | The Dark Followers are using the Shrine Of The Cold Lich as their hideout. |
5 | There’s a Purple Worm in the Hideout Of The Unholy Blood |
6 | There’s a Black Dragon in the Shrine Of The Doomed Spider |
Guards
Mandisima Whitehelm, a level 5 Fighter. She has soft voice, piercing blue eyes and a strong, muscular physique (Proud). In the pocket: 3 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 22 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 3 WIS 4 DEX 12 CON 11 CHA 15
Worwin’s Will Makers (Lawyer)
Owner: Worwin of Starfield. He has a frowny expression, piercing green eyes and a face tattoo (Calm). In the pocket: dice.
- Member of the The Hammers Of Power.
- Daughter is missing since last week. (Secret: Held captive in the Shrine of the Doomed Spider)
- Recovery reward is a decorated helm (actually a Helm of Alignment Changing).
- Worwin is usually eating his meals in the The Cursed Pixie Tavern.
Hartgor’s Groceries (Grocer)
Item | Price |
---|---|
Salt (1 lb) | 1 gp |
Dried Meat (small pack) | 7 sp |
Fresh Fruits (1 lb) | 8 sp |
Dried Fruits (small bag) | 2 sp |
Fresh Game (Duck, 1 lb) | 1 gp |
Pie (slice) | 3 cp |
Owner: Hartgor Aclewalda. He has a deep, commanding voice, piercing black eyes and a neck band (Apprehensive). In the pocket: a dirty handkerchief, 2 sp and a key.
Anberta’s (Mill)
Owner: Anberta Hildewalde. She has piercing blue eyes, heavy makeup and stained clothes (Exhausted). In the pocket: 3 cp.
- Anberta likes spending her time in the The Cursed Pixie Tavern.
Onofrio’s Buying and Selling (Trade Post)
Owner: Onofrio Ermenfred. He has tired looking eyes, a two day stubble and a missing tooth (Alone). In the pocket: 2 cp, an empty vial and 1 gp.
- Member of the The Fists Of Power.
- Onofrio enjoys dining with his friends in the The Cursed Pixie Tavern.
Littera’s Forge (Blacksmith)
Item | Price |
---|---|
Spear | 5 gp |
Short Bow | 31 gp |
Sword | 12 gp |
Club | 3 gp |
Owner: Littera Ermesinde. She has tiny eyes, short white pony-tail and a double chin (Queasy). In the pocket: 2 cp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Shrine of the Cold Lich)
- Finder’s reward is 230gp
- Littera is frequenting the The Cursed Pixie Tavern on her time off.
- Looking for someone to deliver a sealed bottle to Lodn of Sephania in Izan.
- Reward is 500 gp
Village of Loga Village of Loga
- Located in: Hex 3
- Population: 204 villagers
Village Shops & Services
Tavern (The Magic Arrow Tavern), Guards (Guerro), Grocer (Alviva’s Supply), Weaver (Volkavara’s Garments), Distillery (Sihaus’s ), Registery, Craft (Gilmar’s Handmades), Carpenter (Madwin’s Workshop)
The Magic Arrow Tavern
Keeper
Owned and managed by Nitard of Bulmaar. He has tired looking eyes, a deep, commanding voice and a missing tooth (Persuasive). In the pocket: a deck of cards, spectacles and a key.
Staff
Lefsy of Natalas. She has curly brown hair, tiny eyes and a missing tooth (Irritated). In the pocket: 2 cp and 2 sp.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of pork, glazed with honey and herbs and served with baked potatoes for 1 sp⬝Cooked tenders of fish, marinated in red wine and served with steamed vegetables for 2 sp⬝Stewed fillet of meat, glazed with white wine and served with baked potatoes for 1 sp⬝Cooked slices of meat, glazed with red wine and served with mashed potatoes for 2 sp |
2 | Barbecued fillet of fish, marinated in red wine and served with cooked rice for 1 sp⬝Stewed slices of shellfish, marinated in garlic and wine and served with fresh salad for 2 sp |
3 | Cooked slices of shellfish, marinated in honey and herbs and served with baked potatoes for 1 sp |
4 | Stewed fillet of meat, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Barbecued tenders of pork, marinated in honey and herbs and served with fresh salad for 1 sp⬝Barbecued fillet of fish, glazed with white wine and served with baked potatoes for 1 sp |
Patrons & Visitors
Alviva of Nakari (when not in shop)
Volkavara Bonifacia (when not in shop)
Madwin Gundesinde (when not in shop)
Gilmar of Ophar (when not in shop)
Aleria of Belesa, a level 1 Thief. She has long and well-brushed red hair, enchanting green eyes and long, skinny fingers (Livid). In the pocket: 1 cp.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 3 WIS 3 DEX 11 CON 13 CHA 10
Gratius Callistus, a level 2 Halfling. He has thin black hair, deep blue eyes and short, chunky fingers (Nervous). In the pocket: a deck of cards and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 9 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 13 WIS 8 DEX 10 CON 12 CHA 15
Resende Plectrude, a level 1 Thief. They have crystal blue eyes, a heavy red beard and long, skinny fingers (Frustrated). In the pocket: a comb, a magnifying glass and a dagger.
Armour Class 7 [12] Leather armor Hit Points 5 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 11 WIS 5 DEX 16 CON 13 CHA 15
Hesso Frideswide, a level 2 Thief. He has piercing blue eyes, short blonde hair and a scar across the eye (Persuasive). In the pocket: a dirty handkerchief.
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 9 INT 8 WIS 10 DEX 14 CON 6 CHA 14
Lefin of Zelata, a level 1 Dwarf. He has a short brown beard, piercing black eyes and a golden tooth (Elated). In the pocket: a deck of cards and 2 sp.
Armour Class 6 [13] Chainmail armor Hit Points 5 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 7 WIS 16 DEX 6 CON 16 CHA 11
Bulletin |
---|
“Urgent!! My wife did not return home since last week. If you have seen her or can help me find her, please contact me as soon as possible. Yours, Madwin Gundesinde” |
d6 | Rumor |
---|---|
1 | Madwin Gundesinde’s wife is held captive in the Shrine Of The Hopeless Horrors |
2 | Litin Falatrude is willing to pay well for a delivery job. |
3 | Gatrude Liutwarde’s daughter is held captive in the Shrine Of The Twisted Goblin |
4 | The Dark Followers are secretly sacrificing humans. |
5 | There’s a Griffon somewhere in Nightshard Meadows. |
6 | Helmin of Bahari has a casket he would like delivered to Thenara |
Guards
Guerro Gaudiosus, a level 6 Fighter. He has deep blue eyes, no hair and a deep scar on the right arm (Petrified). In the pocket: a quill.
Armour Class 7 [12] Leather armor Hit Points 25 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 14 INT 11 WIS 11 DEX 12 CON 12 CHA 6
Alviva’s Supply (Grocer)
Item | Price |
---|---|
Grain (1 lb) | 2 cp |
Wine (2 pints) | 1 gp |
Lobster | 1 gp |
Waterskin | 1 gp |
Nuts (small bag) | 1 sp |
Salt (1 lb) | 2 gp |
Pie (slice) | 5 cp |
Owner: Alviva of Nakari. She has bulging dark eyes, curly brown hair and a golden tooth (Satisfied). In the pocket: 2 cp and an empty vial.
- Alviva enjoys dining with her friends in the The Magic Arrow Tavern.
Volkavara’s Garments (Weaver)
Owner: Volkavara Bonifacia. She has wild green eyes, well-brushed red hair and a missing tooth (Shocked). In the pocket: a deck of cards, spectacles and 1 gp.
- Member of the The Fists Of Power.
- Volkavara is frequenting the The Magic Arrow Tavern on her time off.
Sihaus’s (Distillery)
Item | Price |
---|---|
Cider (Barrel) | 7 gp |
Owner: Sihaus of Everdale. He has short red hair, enchanting green eyes and a golden tooth (Horny). In the pocket: 2 cp, 4 sp and 2 gp.
Registery
Manager: Solanna of Onher. She has piercing blue eyes, heavy makeup and a deep scar on the cheek (Excited). In the pocket: 1 cp and 2 sp.
Gilmar’s Handmades (Craft)
Item | Price |
---|---|
Smoking Pipe | 1 gp |
Thieves’ tools | 27 gp |
Quill | 5 sp |
Stakes (3) and mallet | 3 gp |
Mining Pick Axe | 5 gp |
Owner: Gilmar of Ophar. He has a big round belly, wise brown eyes and a face tattoo (Horrified). In the pocket: 3 cp and a smoking pipe.
- Gilmar is frequenting the The Magic Arrow Tavern on his time off.
Madwin’s Workshop (Carpenter)
Owner: Madwin Gundesinde. He has a heavy white beard, piercing black eyes and an earring (Horrified). In the pocket: a dirty handkerchief and 4 sp.
- Member of the The Fists Of Power.
- Wife is missing since last week. (Secret: Held captive in the Shrine of the Hopeless Horrors)
- Recovery reward is 1200 gp.
- Madwin likes spending his time in the The Magic Arrow Tavern.
Village of Lillin Village of Lillin
- Located in: Hex 5
- Population: 756 villagers
Village Shops & Services
Tavern (The Spectre & The Crying Baker Tavern), Guards (Ashar, Liberto), Post Office (Lelio’s ), Bunkhouse (Seconda’s ), Vehicle Maker (Perpetuo’s Carts and Wagons), Liquor (Ladwin’s Spirits), Barracks, Clothing (Liutward’s Boutique), Music (Petesia’s Harp & Lute), Matchmaker (Ithamar’s House of Roses), Lawyer (Elisianna’s Soliciters), Herbalist (Drudo’s Mushroom), Smokehouse (Reinmar’s Smoked Goods), Glass Blower (Safia’s Tubes), Tanner (Litin’s Hides and Leathers), Stables (Riqin’s Mounts), Weaver (Aleria’s Garments), Flower Shop (Geldin’s Bouquets), General Goods (Dalibor’s Goods), Veterinarian (Floretia’s Horse Healers)
The Spectre & The Crying Baker Tavern
Keeper
Owned and managed by Alberta Theodemar. She has delicate makeup, wise dark eyes and big round spectacles (Overwhelmed). In the pocket: dice and 2 sp.
Staff
Ermo Wanthilde. He has a frowny expression, wise dark eyes and stained clothes (Determined). In the pocket: 1 cp, spectacles and a small gem (worth 10 gp).
Loberta of Everdale. She has warm voice, wild green eyes and a face tattoo (Embarrassed). In the pocket: 2 cp.
Ajutor Ermenhard. He has piercing blue eyes, a deep, commanding voice and a peg leg (Shocked). In the pocket: a deck of cards.
Menu
1d4 | Menu |
---|---|
1 | Barbecued slices of meat, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Cooked tenders of meat, marinated in red wine and served with steamed vegetables for 1 sp |
2 | Barbecued tenders of shellfish, glazed with ale and served with cooked rice for 1 sp⬝Barbecued tenders of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Stewed fillet of chicken, glazed with honey and herbs and served with mashed potatoes for 1 sp⬝Barbecued fillet of pork, glazed with white wine and served with cooked rice for 1 sp |
3 | Stewed chunks of pork, marinated in red wine and served with steamed vegetables for 2 sp⬝Cooked chunks of chicken, marinated in honey and herbs and served with mashed potatoes for 1 sp⬝Stewed tenders of chicken, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Stewed chunks of shellfish, marinated in red wine and served with cooked rice for 1 sp |
4 | Barbecued chunks of shellfish, glazed with ale and served with cooked rice for 1 sp |
Patrons & Visitors
Seconda of Bullshire (when not in shop)
Aleria of Blazing Wind (when not in shop)
Dalibor Eucharius (when not in shop)
Reinmar Anschetil (when not in shop)
Ladwin Goldstone (when not in shop)
Sabbata of Luxxur, a level 7 Magic-user. She has short and wavy brown hair, piercing dark eyes and an oversized pointy hat made of dark leather (Depressed). In the pocket: 3 cp.
Armour Class 8 [11] Unarmored Hit Points 19 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 3 INT 10 WIS 16 DEX 14 CON 14 CHA 12 Spells ✦ Hold Portal ✦ Protection from Evil ✦ Light (Darkness) ✦ Levitate ✦ Mirror Image ✦ Dispel Magic ✦ Invisibility 10’ Radius ✦ Polymorph Self
Facetus Mancinagross, a level 1 Dwarf. He has thin white hair, piercing green eyes and short, fat fingers (Overwhelmed). In the pocket: dice, 2 sp and a dagger.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 3 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 13 WIS 7 DEX 14 CON 12 CHA 7
Otilde of Rohmer, a level 6 Elf. She has ample hips, piercing green eyes and long, pointy ears (Aggressive).
Armour Class 8 [11] Leather armor Hit Points 16 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 15 INT 12 WIS 13 DEX 7 CON 6 CHA 10 Spells ✦ Read Languages ✦ Sleep ✦ Invisibility ✦ Continual Light (Continual Darkness) ✦ Invisibility 10’ Radius ✦ Protection from Normal Missiles
Fenicia Bonissima, a level 1 Elf. She has short red pony-tail, wise brown eyes and silky dark skin (Ashamed). In the pocket: 3 cp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Spear (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 14 INT 12 WIS 11 DEX 10 CON 14 CHA 3 Spells ✦ Protection from Evil
Queniva of Berak, a level 2 Fighter. She has silky blonde hair, crystal blue eyes and a deep scar on the right arm (Desperate).
Armour Class 3 [16] Plate-mail armor Hit Points 9 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 13 WIS 10 DEX 11 CON 14 CHA 7
Bulletin |
---|
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Reinmar Anschetil” |
“Nephew is missing! My nephew is missing since two days ago. Please reach out to me if you can help. Liutward Hildelinde” |
“Traveling to Thenara? I will pay you for carrying a package for me. Yours, Geldin of Hogsfoot” |
“Heading to Yakkis? Payment guaranteed to a trusty courier. Ask for Litin” |
“Please Help! My dear son is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Seconda of Bullshire” |
d6 | Rumor |
---|---|
1 | Geldin of Hogsfoot is willing to pay well for a delivery job. |
2 | Reinmar Anschetil’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Twisted Goblin |
3 | Seconda of Bullshire’s son is held captive in the Shrine Of The Cold Lich |
4 | Litin Falatrude is willing to pay well for a delivery job. |
5 | Giambono Abundance is willing to pay well for a delivery job. |
6 | The Dark Followers are secretly sacrificing humans. |
Guards
Ashar Erchamfred, a level 4 Fighter. He has short red hair, piercing brown eyes and a big nose-ring (Lost). In the pocket: 2 cp and 2 sp.
Armour Class 5 [14] Chainmail armor Hit Points 11 Attacks 1 × Short Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 5 WIS 3 DEX 10 CON 8 CHA 16
Liberto of Xul, a level 5 Fighter. He has cold dark eyes, thin blonde hair and a big nose-ring (Agitated). In the pocket: a quill, 2 sp and a dagger.
Armour Class 4 [15] Chainmail armor Hit Points 18 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 13 WIS 3 DEX 13 CON 11 CHA 9
Lelio’s (Post Office)
Owner: Lelio Callistus. He has short brown hair, piercing brown eyes and a double chin (Angry). In the pocket: 1 cp and a smoking pipe.
Seconda’s (Bunkhouse)
Owner: Seconda of Bullshire. She has crystal blue eyes, wavy red hair and a double chin (Disorganized). In the pocket: a dirty handkerchief.
- Son is missing since last week. (Secret: Held captive in the Shrine of the Cold Lich)
- Recovery reward is a decorated sword (actually a Sword +1, +2 vs Spell Users).
- On her time off, Seconda will enjoy a drink or two in the The Spectre & The Crying Baker Tavern.
Perpetuo’s Carts and Wagons (Vehicle Maker)
Owner: Perpetuo Nadaltrude. He has tired red-looking eyes, short red hair and a golden tooth (Tired).
Ladwin’s Spirits (Liquor)
Item | Price |
---|---|
Craft Beer (Barrel) | 15 gp |
Craft Wine (Barrel) | 44 gp |
Owner: Ladwin Goldstone. He has piercing blue eyes, a chiseled chin and an earring (Unsatisfied). In the pocket: a dirty handkerchief.
- Collaborates with the The Dark Followers.
- Ladwin enjoys dining with his friends in the The Spectre & The Crying Baker Tavern.
- Looking for someone to deliver a mysterious bottle to Ithar Erchamilde in Thenara.
- Reward is 500 gp
Barracks
Manager: Stebilia Erchamilde. She has piercing green eyes, long and wild black hair and freckles (Exhausted). In the pocket: 1 cp and 2 sp.
Liutward’s Boutique (Clothing)
Item | Price |
---|---|
Adventurer’s Outfit | 10 gp |
Common Robe | 8 sp |
Warm Cloak | 9 sp |
Owner: Liutward Hildelinde. He has wise brown eyes, short black hair and a missing tooth (Paranoid). In the pocket: a dirty handkerchief and a magnifying glass.
- Nephew is missing since last week. (Secret: Held captive in the Shrine of the Twisted Goblin)
- Recovery reward is an embroided cloak (actually a Displacer Cloak).
Petesia’s Harp & Lute (Music)
Item | Price |
---|---|
Hand Drum | 9 gp |
Small Bell | 9 sp |
Owner: Petesia of Willfell. She has piercing green eyes, soft gentle features and a golden tooth (Distressed). In the pocket: a dirty handkerchief and 5 sp.
- Twice a season, Petesia will want to find exquisite tonewood in hex 21 (Howling Wolves Fields) and will look for someone to protect her throughout the journey.
Ithamar’s House of Roses (Matchmaker)
Owner: Ithamar of Overa. He has tiny eyes, a hairy chest and a peg leg (Annoyed). In the pocket: a quill and 4 sp.
Elisianna’s Soliciters (Lawyer)
Owner: Elisianna Allegrezza. She has wild green eyes, heavy makeup and an earring (Enraged). In the pocket: a deck of cards, spectacles and a love note.
Drudo’s Mushroom (Herbalist)
Owner: Drudo of Lifel. He has crystal blue eyes, short red hair and a peg leg (Delighted). In the pocket: 3 cp and a smoking pipe.
- Drudo has is in love with Theuda Felicitas.
- Twice a season, Drudo will want to harvest exotic herbs in hex 56 (Nightshard Meadows) and will look for someone to protect him throughout the journey.
Reinmar’s Smoked Goods (Smokehouse)
Owner: Reinmar Anschetil. He has piercing dark eyes, no hair and freckles (Terrified). In the pocket: 3 cp, a smoking pipe and a small gem (worth 10 gp).
- Bottle Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Efreeti Bottle and it is currently somewhere in the Shrine of the Twisted Goblin)
- Finder’s reward is 2200gp
- Reinmar is frequenting the The Spectre & The Crying Baker Tavern on his time off.
Safia’s Tubes (Glass Blower)
Owner: Safia Odelhilde. She has long white pony-tail, piercing green eyes and a golden tooth (Ecstatic). In the pocket: a quill and 5 sp.
Litin’s Hides and Leathers (Tanner)
Owner: Litin Falatrude. He has short blonde hair, piercing blue eyes and a double chin (Moody). In the pocket: 2 cp.
- Collaborates with the The Fists Of Valor.
- Wife is missing since last week. (Secret: Held captive in the Hideout of the Unholy Blood)
- Recovery reward is a decorated armor (actually an Armour +2).
- Looking for someone to deliver a sealed chest to Geldin Framengilde in Yakkis.
- Reward is 700 gp
Riqin’s Mounts (Stables)
Item | Price |
---|---|
War Horse | 247 gp |
Riding Horse | 74 gp |
Owner: Riqin Hildegude. He has tired brown eyes, thin red hair and a nose ring (Terrified). In the pocket: 2 cp, spectacles and a love note.
- Member of the The Dark Followers.
Aleria’s Garments (Weaver)
Owner: Aleria of Blazing Wind. She has short black pony-tail, piercing black eyes and a double chin (Joyful).
- Member of the The Hammers Of Power.
- On her time off, Aleria will enjoy a drink or two in the The Spectre & The Crying Baker Tavern.
Geldin’s Bouquets (Flower Shop)
Owner: Geldin of Hogsfoot. He has tiny eyes, a heavy black beard and a peg leg (Offended). In the pocket: 3 cp.
- Looking for someone to deliver a sealed chest to Godbalda of Oshar in Thenara.
- Reward is 700 gp
Dalibor’s Goods (General Goods)
Item | Price |
---|---|
Holy symbol | 31 gp |
Lantern | 12 gp |
Fishing Rod | 1 gp |
Bushcraft Knife | 15 gp |
Trousers | 2 gp |
Quill | 6 sp |
Torches (6) | 1 gp |
10 Candles | 1 gp |
Sack (large) | 2 gp |
Owner: Dalibor Eucharius. He has deep blue eyes, a scruff and a neck band (Paranoid). In the pocket: 3 cp, 3 sp and a love note.
- Dalibor enjoys dining with his friends in the The Spectre & The Crying Baker Tavern.
Floretia’s Horse Healers (Veterinarian)
Owner: Floretia Bernhilde. She has wise brown eyes, soft voice and a golden tooth (Anxious). In the pocket: 2 cp.
City of Preya City of Preya
- Located in: Hex 33
- Population: 16308 residents
Preya is ruled by the power hungry tyrant Baron Aclemode of Starra, and is known for its solstice festival of lights.
Shops & services overview
Temple District
Tavern (Cursed Arrow Tavern), Guards (Saroilde), Enchanter (Theinard’s ), Bookstore (Mandisima’s Scrolls)
Upper Townsfolk District
Tavern (The Paladin’s Staff Tavern), Guards (Homodeus), Indoor Market (Sihaus’s ), General Goods (Hildrada’s Goods), Orphanage
Northside Dwellers District
Tavern (The Baker’s Arrow Tavern), Guards (Justinna, Godlanda, Hedenna), Liquor (Helmin’s Liquor), Flower Shop (Goldiva’s Flowers), Spices (Ainard’s Spices), Bathhouse (Dúin’s Steam & Bath), Bakery (Lanthar’s Bun)
Crafting District
Tavern (The Bleeding Ghoul Tavern), Guards (Lucida, Huno), Printing Press (Aicfrida’s Press), Tailor (Balsinde’s Fashion), Spices (Femianna’s Salt & Pepper), Indoor Market (Aldemar’s ), Liquor (Celestus’s Spirits), Herbalist (Luceria’s Greens), Leatherworker (Herard’s Leathers), Weaver (Pettita’s Garments), Armor & Weapons (Vuteria’s Spear)
Market District
Tavern (The Crying Zombie Tavern), Guards (Elenia, Hamard, Duca), Blacksmith (Vamilia’s Iron), Occult (Muscatta’s Witchcraft Materials), Animal Supplies (Morbida’s Barn & Yarn), Bank, Game Shop (Ansilde’s Pawns and Dice), Cobbler (Aclehard’s Shoemakers), Weaver (Ortwin’s Fabrics), Animal Pound, Bakery (Riqin’s Bun), Exotic Goods (Rosin’s Exotica), Pet Shop (Arntrude’s Petshop), Casino (Richmar’s Easy-money), General Goods (Theodora’s Supply), Dark Market (Waltilde’s ), Spices (Arcin’s Spices), Mill (Sighard’s )
Palace District
Tavern (Flaming Staff Tavern), Guards (Susekta), Liquor (Helmin’s Liquor), Salon (Pribor’s Salon)
Temple District
Tavern (Cursed Arrow Tavern), Guards (Saroilde), Enchanter (Theinard’s ), Bookstore (Mandisima’s Scrolls)
Cursed Arrow Tavern
Keeper
Owned and managed by Radhilde Wulftrude. She has short white pony-tail, piercing green eyes and a peg leg (Determined). In the pocket: 3 cp.
Staff
Gislara of Blackshadow. She has heavy makeup, crystal blue eyes and an earring (Offended). In the pocket: 1 cp.
Artcar of Akeba. He has thick sideburns, tired looking eyes and a missing tooth (Ashamed). In the pocket: 1 cp and a smoking pipe.
Atwin Urgellesa. He has a heavy brown beard, piercing black eyes and a limp (Unimpressed).
- Member of the The Fists Of Power.
Menu
1d4 | Menu |
---|---|
1 | Stewed fillet of fish, marinated in white wine and served with steamed vegetables for 3 sp⬝Cooked tenders of fish, glazed with red wine and served with mashed potatoes for 3 sp⬝Barbecued chunks of chicken, glazed with ale and served with mashed potatoes for 2 sp⬝Stewed slices of chicken, marinated in garlic and wine and served with cooked rice for 2 sp |
2 | Barbecued tenders of chicken, glazed with ale and served with cooked rice for 3 sp⬝Stewed fillet of shellfish, glazed with honey and herbs and served with cooked rice for 3 sp⬝Stewed chunks of shellfish, glazed with red wine and served with baked potatoes for 3 sp⬝Stewed fillet of meat, glazed with ale and served with baked potatoes for 3 sp |
3 | Cooked chunks of shellfish, glazed with ale and served with fresh salad for 2 sp⬝Cooked slices of shellfish, marinated in white wine and served with mashed potatoes for 2 sp⬝Cooked tenders of chicken, glazed with honey and herbs and served with fresh salad for 3 sp⬝Cooked slices of meat, marinated in ale and served with baked potatoes for 3 sp |
4 | Cooked slices of fish, glazed with ale and served with cooked rice for 2 sp⬝Barbecued tenders of chicken, glazed with ale and served with cooked rice for 2 sp⬝Stewed fillet of fish, marinated in garlic and wine and served with cooked rice for 3 sp |
Patrons & Visitors
Theinard of Shadizar (when not in shop)
Mandisima Svetoslav (when not in shop)
Maillard of Eramoor, a level 4 Fighter. He has a thick moustache, piercing blue eyes and a missing middle-finger (Timid). In the pocket: dice and 4 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 22 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 15 INT 9 WIS 14 DEX 13 CON 10 CHA 14
Wulviva of Yazar, a level 5 Magic-user. She has wise dark eyes, short white pony-tail and long, skinny fingers (Exhausted). In the pocket: 3 cp.
Armour Class 10 [9] Unarmored Hit Points 11 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 12 WIS 7 DEX 7 CON 12 CHA 14 Spells ✦ Sleep ✦ Hold Portal ✦ Locate Object ✦ Continual Light (Continual Darkness) ✦ Clairvoyance
Justinna Knightwine, a level 3 Fighter. She has heavy makeup, wise brown eyes and a missing middle-finger (Uncomfortable). In the pocket: a deck of cards and a smoking pipe.
Armour Class -1 [20] Plate-mail armor + Shield Hit Points 13 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 6 WIS 3 DEX 18 CON 14 CHA 12
Venoto of Greenfell, a level 6 Halfling. He has piercing dark eyes, a hoarse voice and short, chunky fingers (Troubled).
Armour Class 5 [14] Leather armor + Shield Hit Points 17 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 18 INT 7 WIS 9 DEX 14 CON 10 CHA 11
Achilde Sicletrude, a level 2 Fighter. She has delicate makeup, bulging red eyes and a big nose-ring (Satisfied). In the pocket: a deck of cards.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 8 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 8 WIS 8 DEX 14 CON 15 CHA 11
Alcfrida Wistrilde, a level 2 Cleric. She has wise dark eyes, warm voice and long, skinny fingers (Lifeless). In the pocket: dice and a smoking pipe.
Armour Class 3 [16] Plate-mail armor Hit Points 9 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 10 WIS 10 DEX 11 CON 11 CHA 7 Spells ✦ Detect Magic
Zdeslava Pentecoste, a level 1 Cleric. She has piercing green eyes, soft gentle features and a nose ring (Pleased). In the pocket: 2 cp.
Armour Class 7 [12] Leather armor Hit Points 8 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 14 INT 13 WIS 10 DEX 12 CON 16 CHA 9
Odelhard Framberta, a level 1 Halfling. He has a heavy blonde beard, bulging dark eyes and big red cheeks (Unsure).
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 3 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 6 WIS 12 DEX 14 CON 8 CHA 8
d6 | Rumor |
---|---|
1 | There’s a Hippogriff somewhere in Howling Wolves Fields. |
2 | There’s an Amber Golem in the Temple Of The Hidden Blades |
3 | Theuda Felicitas has a crate she would like delivered to Izan |
4 | Liutward Hildelinde’s nephew is held captive in the Shrine Of The Twisted Goblin |
5 | There’s a Troglodyte somewhere in Javelin Plains. |
6 | Rosin Sylvestra has a chest he would like delivered to Lantis |
Guards
Saroilde of Boroxxa, a level 4 Fighter. She has heavy makeup, deep blue eyes and a missing middle-finger (Terrified). In the pocket: 2 cp.
Armour Class 4 [15] Chainmail armor Hit Points 16 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 14 INT 13 WIS 10 DEX 14 CON 12 CHA 7
Theinard’s (Enchanter)
Owner: Theinard of Shadizar. He has thin brown hair, bulging red eyes and a golden tooth (Worthless). In the pocket: 2 cp and 4 sp.
- Theinard is frequenting the Cursed Arrow Tavern on his time off.
Mandisima’s Scrolls (Bookstore)
Item | Price |
---|---|
Ink Vial | 13 gp |
Empty Scroll | 1 gp |
Owner: Mandisima Svetoslav. She has well-brushed black hair, wild green eyes and a deep scar on the cheek (Horrified). In the pocket: a dirty handkerchief.
- Mandisima likes spending her time in the Cursed Arrow Tavern.
Upper Townsfolk District
Tavern (The Paladin’s Staff Tavern), Guards (Homodeus), Indoor Market (Sihaus’s ), General Goods (Hildrada’s Goods), Orphanage
The Paladin’s Staff Tavern
Keeper
Owned and managed by Minger Aclewalda. He has thin black hair, piercing brown eyes and big round spectacles (Upset). In the pocket: 3 cp.
Staff
Rithilde Haelhoiarn. She has wise dark eyes, delicate features and a deep scar on the cheek (Pleased).
Menu
1d4 | Menu |
---|---|
1 | Cooked slices of chicken, marinated in honey and herbs and served with fresh salad for 1 sp |
2 | Stewed fillet of meat, glazed with red wine and served with cooked rice for 1 sp⬝Barbecued tenders of meat, marinated in garlic and wine and served with cooked rice for 2 sp |
3 | Cooked tenders of meat, marinated in garlic and wine and served with mashed potatoes for 1 sp⬝Cooked slices of meat, marinated in white wine and served with cooked rice for 2 sp⬝Barbecued fillet of pork, glazed with red wine and served with baked potatoes for 1 sp |
4 | Cooked chunks of shellfish, glazed with honey and herbs and served with mashed potatoes for 2 sp⬝Cooked fillet of chicken, glazed with honey and herbs and served with mashed potatoes for 1 sp⬝Stewed slices of chicken, glazed with red wine and served with mashed potatoes for 1 sp |
Patrons & Visitors
The Hammers Of Power are using this place as a meeting place from time to time.
Gosin of Oziryn (when not in shop)
Sihaus Ermenrich (when not in shop)
Hildrada of Cahal (when not in shop)
Urofina of Azdar, a level 8 Thief. She has short and braided white hair, piercing dark eyes and a scar across the eye (Moody). In the pocket: a quill and a smoking pipe.
Armour Class 6 [13] Leather armor Hit Points 14 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 10 INT 14 WIS 7 DEX 13 CON 8 CHA 18
Gunso of Albor, a level 7 Elf. He has a hoarse voice, piercing green eyes and long, pointy ears (Anxious). In the pocket: a deck of cards, 4 sp and 1 gp.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 13 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P9 B10 S10 Alignment Neutral STR 16 INT 17 WIS 7 DEX 8 CON 8 CHA 5 Spells ✦ Read Languages ✦ 2 × Magic Missile ✦ 2 × Levitate ✦ Infravision ✦ Clairvoyance ✦ Wall of Fire
Floretia Fritheburg, a level 2 Thief. She has piercing dark eyes, warm voice and a sigil tattooed behind the ear (Bothered).
Armour Class 7 [12] Leather armor Hit Points 0 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 4 WIS 13 DEX 12 CON 6 CHA 18
Littera Frodegard, a level 2 Elf. She has silky white hair, crazy-looking eyes and silky light skin (Exhausted). In the pocket: a quill and spectacles.
Armour Class 5 [14] Chainmail armor Hit Points 11 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 15 INT 10 WIS 16 DEX 9 CON 15 CHA 6 Spells ✦ Charm Person ✦ Detect Magic
Sichilde of Westpass, a level 2 Thief. She has short almond pony-tail, wise dark eyes and a sigil tattooed behind the ear (Heartbroken).
Armour Class 7 [12] Leather armor Hit Points 6 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 9 WIS 4 DEX 11 CON 12 CHA 13
Ysoria Theodegrim, a level 8 Thief. She has long black pony-tail, enchanting green eyes and small, thin lips (Panicky). In the pocket: a comb, 2 sp and a small gem (worth 10 gp).
Armour Class 6 [13] Leather armor Hit Points 19 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 14 INT 4 WIS 8 DEX 14 CON 9 CHA 15
Milia Hildebald, a level 2 Dwarf. She has long and wavy blonde hair, wild green eyes and big, bulbous nose (Exhausted). In the pocket: a quill, a smoking pipe and a ransom note.
Armour Class 5 [14] Chainmail armor Hit Points 6 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 18 INT 6 WIS 8 DEX 11 CON 11 CHA 14
Lautrude Odelbrand, a level 2 Magic-user. She has cold dark eyes, braided black hair and long, skinny fingers (Contented). In the pocket: dice.
Armour Class 10 [9] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 13 WIS 9 DEX 7 CON 15 CHA 9 Spells ✦ Shield ✦ Read Magic
Bulletin |
---|
“Heading to Thenara? Payment guaranteed to a trusty courier. Ask for Hildrada” |
d6 | Rumor |
---|---|
1 | Hildrada of Cahal is willing to pay well for a delivery job. |
2 | Baldemar of Larth’s Custom-Made Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Temple of the Cruel Pits |
3 | The Shrine Of The Hopeless Horrors is in the grasslands, somewhere in Javelin Plains |
4 | Seconda of Bullshire’s son is held captive in the Shrine Of The Cold Lich |
5 | Theuda Felicitas has a crate she would like delivered to Izan |
6 | There’s a Red Dragon somewhere in Retribution Mountains. |
Guards
Homodeus of Zutan, a level 5 Fighter. He has thin almond hair, bulging red eyes and a missing middle-finger (Embarrassed). In the pocket: dice, 4 sp and a ransom note.
Armour Class 6 [13] Leather armor + Shield Hit Points 19 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 18 INT 11 WIS 3 DEX 12 CON 7 CHA 14
Sihaus’s (Indoor Market)
Item | Price |
---|---|
Pie (slice) | 3 cp |
High Boots | 2 gp |
Holy water (vial) | 20 gp |
Pickled Fish (jar) | 8 sp |
Salt (1 lb) | 1 gp |
Backback | 4 gp |
Hammer (small) | 1 gp |
Pole (10’ long, wooden) | 8 sp |
Lantern | 8 gp |
Dried Meat (small pack) | 6 sp |
Small Shell Fish | 2 sp |
Thieves’ tools | 20 gp |
Owner: Sihaus Ermenrich. He has a deep, commanding voice, piercing brown eyes and a neck band (Annoyed). In the pocket: 1 cp.
- Sihaus is usually eating his meals in the The Paladin’s Staff Tavern.
Hildrada’s Goods (General Goods)
Item | Price |
---|---|
Sack (small) | 8 sp |
Skirt | 1 sp |
Holy water (vial) | 22 gp |
Oil (1 flask) | 1 gp |
Wolfsbane (1 bunch) | 8 gp |
Blouse | 8 cp |
Jacket | 2 gp |
Backback | 4 gp |
Owner: Hildrada of Cahal. She has delicate makeup, wise dark eyes and freckles (Moody). In the pocket: 2 cp and 3 sp.
- Hildrada likes spending her time in the The Paladin’s Staff Tavern.
- Looking for someone to deliver a sealed crate to Idelinde of Wildslide in Thenara.
- Reward is 600 gp
Orphanage
Manager: Gosin of Oziryn. He has bulging dark eyes, thin white hair and a missing tooth (Remorseful). In the pocket: 2 cp and an empty vial.
- Member of the The Dark Followers.
- Gosin enjoys dining with his friends in the The Paladin’s Staff Tavern.
Northside Dwellers District
Tavern (The Baker’s Arrow Tavern), Guards (Justinna, Godlanda, Hedenna), Liquor (Helmin’s Liquor), Flower Shop (Goldiva’s Flowers), Spices (Ainard’s Spices), Bathhouse (Dúin’s Steam & Bath), Bakery (Lanthar’s Bun)
The Baker’s Arrow Tavern
Keeper
Owned and managed by Weltrude of Khari. She has wild green eyes, soft voice and a missing tooth (Fearful). In the pocket: a dirty handkerchief.
Staff
Divitia Aclebalda. She has crystal blue eyes, ample breasts and an earring (Embarrassed). In the pocket: 1 cp, 2 sp and a key.
Thangmar of Hebra. He has wild green eyes, a frowny expression and a neck band (Cheerful). In the pocket: 3 cp and 5 sp.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of shellfish, glazed with garlic and wine and served with baked potatoes for 1 sp |
2 | Cooked fillet of chicken, glazed with ale and served with baked potatoes for 1 sp⬝Barbecued fillet of shellfish, marinated in ale and served with cooked rice for 1 sp⬝Cooked tenders of pork, marinated in honey and herbs and served with mashed potatoes for 1 sp |
3 | Stewed slices of chicken, marinated in garlic and wine and served with steamed vegetables for 2 sp⬝Cooked tenders of meat, glazed with red wine and served with cooked rice for 1 sp⬝Cooked chunks of fish, glazed with white wine and served with fresh salad for 1 sp⬝Barbecued fillet of meat, marinated in garlic and wine and served with fresh salad for 1 sp |
4 | Stewed tenders of fish, marinated in garlic and wine and served with mashed potatoes for 2 sp⬝Stewed slices of pork, marinated in honey and herbs and served with mashed potatoes for 1 sp⬝Barbecued slices of chicken, glazed with honey and herbs and served with mashed potatoes for 2 sp |
Patrons & Visitors
Goldiva of Jandar (when not in shop)
Dúin of Xothal (when not in shop)
Ainard Frotberga (when not in shop)
Helmin Aclebalda (when not in shop)
Lanthar Theodwald (when not in shop)
Baltrude of Devilhorn, a level 1 Fighter. She has soft voice, tired red-looking eyes and a missing middle-finger (Desperate). In the pocket: 1 cp, 5 sp and a vial with a dark liquid.
Armour Class 4 [15] Leather armor + Shield Hit Points 1 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 12 INT 8 WIS 9 DEX 17 CON 11 CHA 8
Riqin Meintrude, a level 1 Elf. He has short red hair, wild green eyes and a sigil tattooed on the neck (Ashamed). In the pocket: a deck of cards, an empty vial and a dagger.
Armour Class 3 [16] Plate-mail armor Hit Points 3 Attacks 1 × Sword (1d8) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 18 INT 12 WIS 15 DEX 11 CON 6 CHA 8 Spells ✦ Magic Missile
Theodo Ingitrude, a level 1 Dwarf. He has tiny eyes, a goatee beard and big red cheeks (Contented). In the pocket: 3 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 4 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 3 WIS 6 DEX 9 CON 17 CHA 14
Arngilde of Usin, a level 1 Elf. She has bulging red eyes, soft gentle features and a nose ring (Excited). In the pocket: a dirty handkerchief.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 3 Attacks 1 × Battle Axe (1d8) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 15 INT 14 WIS 15 DEX 9 CON 10 CHA 11 Spells ✦ Floating Disc
Merard of Guja, a level 3 Cleric. He has thick bushy eyebrows, tired brown eyes and long, skinny fingers (Arrogant). In the pocket: 2 cp, 3 sp and a vial with a dark liquid.
Armour Class 5 [14] Leather armor + Shield Hit Points 6 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 10 WIS 14 DEX 13 CON 8 CHA 7 Spells ✦ Detect Evil ✦ Detect Magic
Wigher Benceline, a level 1 Magic-user. He has a frowny expression, piercing dark eyes and a star tattooed on the forehead (Lifeless). In the pocket: a quill.
Armour Class 10 [9] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 14 WIS 9 DEX 8 CON 13 CHA 7 Spells ✦ Shield
Pancia of Komor, a level 3 Cleric. She has cold dark eyes, soft gentle features and a holy symbol tattooed on the forehead (Forceful). In the pocket: 2 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 10 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 11 WIS 11 DEX 12 CON 10 CHA 14 Spells ✦ Protection from Evil ✦ Purify Food and Water
Theuda Hilderich, a level 1 Fighter. She has piercing black eyes, warm voice and a strong, muscular physique (Worried). In the pocket: dice.
Armour Class 7 [12] Leather armor Hit Points 6 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 11 INT 10 WIS 7 DEX 11 CON 13 CHA 11
Baldemar Maenwallon, a level 7 Cleric. He has a heavy red beard, bulging blue eyes and strong-looking hands (Helpless). In the pocket: a dirty handkerchief and spectacles.
Armour Class 7 [12] Chainmail armor + Shield Hit Points 21 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 16 INT 12 WIS 12 DEX 3 CON 10 CHA 13 Spells ✦ Light (Darkness) ✦ Purify Food and Water ✦ Know Alignment ✦ Silence 15’ Radius ✦ 2 × Continual Light (Continual Darkness) ✦ Create Water ✦ Quest (Remove Quest)
Queniva of Belesa, a level 1 Dwarf. She has piercing brown eyes, long blonde pony-tail and big red cheeks (Pained). In the pocket: a quill, a magnifying glass and a dagger.
Armour Class 3 [16] Plate-mail armor Hit Points 2 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 13 WIS 9 DEX 9 CON 11 CHA 6
Bulletin |
---|
“Job offer! I have a package to deliver in Izan. Payment guaranteed at destination upon delivery. Yours, Dúin of Xothal” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Lanthar Theodwald” |
d6 | Rumor |
---|---|
1 | Lanthar Theodwald’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Twisted Goblin |
2 | Dúin of Xothal is willing to pay well for a delivery job. |
3 | There’s a Red Dragon somewhere in Retribution Mountains. |
4 | Theodora of Sephania has a box she would like delivered to Izan |
5 | There’s a Cloud Giant somewhere in Nightshadow Mountains. |
6 | There’s a Bone Golem in the Shrine Of The Doomed Spider |
Guards
Justinna Theodeberta, a level 3 Fighter. She has well-brushed white hair, deep blue eyes and a deep scar on the right arm (Guilty). In the pocket: a comb, an empty vial and a small flute.
Armour Class 1 [18] Plate-mail armor Hit Points 3 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 13 WIS 8 DEX 17 CON 7 CHA 15
Godlanda Volswinde, a level 3 Fighter. She has soft gentle features, deep blue eyes and a deep scar on the right arm (Panicky). In the pocket: dice and 5 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 24 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 17 INT 12 WIS 9 DEX 13 CON 14 CHA 8
Hedenna Theodeberg, a level 4 Fighter. She has deep blue eyes, delicate makeup and a missing middle-finger (Worthless). In the pocket: a dirty handkerchief, an empty vial and a ransom note.
Armour Class 3 [16] Plate-mail armor Hit Points 17 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 14 WIS 12 DEX 11 CON 15 CHA 6
Helmin’s Liquor (Liquor)
Item | Price |
---|---|
Common Wine (Barrel) | 16 gp |
Royal Quality Wine (Barrel) | 168 gp |
Owner: Helmin Aclebalda. He has thin red hair, tired brown eyes and a neck band (Ecstatic). In the pocket: dice, 5 sp and a key.
- Member of the The Dark Followers.
- On his time off, Helmin will enjoy a drink or two in the The Baker’s Arrow Tavern.
Goldiva’s Flowers (Flower Shop)
Owner: Goldiva of Jandar. She has heavy makeup, cold dark eyes and an earring (Sorrowful). In the pocket: a quill.
- Member of the The Dark Followers.
- On her time off, Goldiva will enjoy a drink or two in the The Baker’s Arrow Tavern.
Ainard’s Spices (Spices)
Owner: Ainard Frotberga. He has a heavy white beard, cold dark eyes and a deep scar on the cheek (Unsatisfied). In the pocket: a quill.
- Ainard likes spending his time in the The Baker’s Arrow Tavern.
Dúin’s Steam & Bath (Bathhouse)
Owner: Dúin of Xothal. He has a short white beard, wise dark eyes and a limp (Anxious). In the pocket: a deck of cards, a smoking pipe and a passphrase note.
- Dúin is usually eating his meals in the The Baker’s Arrow Tavern.
- Looking for someone to deliver a mysterious box to Urisima Felicitas in Izan.
- Reward is 700 gp
Lanthar’s Bun (Bakery)
Item | Price |
---|---|
Cake (slice) | 1 sp |
Flour (1 lb) | 4 sp |
Owner: Lanthar Theodwald. He has a short black beard, piercing green eyes and a limp (Unimpressed). In the pocket: 2 cp and 3 sp.
- Member of the The Dark Followers.
- Decorated Armor is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Shrine of the Twisted Goblin)
- Finder’s reward is 230gp
- On his time off, Lanthar will enjoy a drink or two in the The Baker’s Arrow Tavern.
Crafting District
Tavern (The Bleeding Ghoul Tavern), Guards (Lucida, Huno), Printing Press (Aicfrida’s Press), Tailor (Balsinde’s Fashion), Spices (Femianna’s Salt & Pepper), Indoor Market (Aldemar’s ), Liquor (Celestus’s Spirits), Herbalist (Luceria’s Greens), Leatherworker (Herard’s Leathers), Weaver (Pettita’s Garments), Armor & Weapons (Vuteria’s Spear)
The Bleeding Ghoul Tavern
Keeper
Owned and managed by Vamilia Theodeher. She has piercing blue eyes, long brown hair and big round spectacles (Queasy). In the pocket: a quill, 5 sp and 1 gp.
Staff
Doda Innocentia. She has wild green eyes, warm voice and a face tattoo (Repentant). In the pocket: a comb and a magnifying glass.
- Member of the The Dark Followers.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of shellfish, glazed with honey and herbs and served with fresh salad for 1 sp⬝Stewed slices of chicken, glazed with honey and herbs and served with fresh salad for 1 sp⬝Cooked slices of chicken, marinated in ale and served with baked potatoes for 1 sp⬝Barbecued slices of pork, glazed with garlic and wine and served with mashed potatoes for 2 sp |
2 | Barbecued tenders of shellfish, glazed with garlic and wine and served with fresh salad for 2 sp⬝Stewed fillet of pork, marinated in honey and herbs and served with fresh salad for 2 sp⬝Cooked fillet of shellfish, glazed with honey and herbs and served with cooked rice for 2 sp |
3 | Stewed slices of fish, marinated in red wine and served with cooked rice for 2 sp⬝Barbecued slices of pork, glazed with ale and served with fresh salad for 2 sp |
4 | Stewed chunks of pork, glazed with honey and herbs and served with steamed vegetables for 1 sp |
Patrons & Visitors
Femianna Cunigunde (when not in shop)
Vuteria Odelschalk (when not in shop)
Caloanna Vermilius, a level 4 Elf. She has tired looking eyes, ample breasts and long, skinny fingers (Upset). In the pocket: 2 cp.
Armour Class 7 [12] Leather armor + Shield Hit Points 6 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 13 INT 11 WIS 13 DEX 6 CON 6 CHA 6 Spells ✦ Light (Darkness) ✦ Floating Disc ✦ Continual Light (Continual Darkness) ✦ Detect Evil
Gerbalda Nadalbert, a level 6 Thief. She has soft gentle features, wise brown eyes and sharp, pointy nose (Shocked). In the pocket: a quill and spectacles.
Armour Class 7 [12] Leather armor Hit Points 15 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 14 INT 9 WIS 4 DEX 16 CON 11 CHA 17
Nivard of Uthak, a level 1 Fighter. He has a goatee beard, wise brown eyes and a big nose-ring (Elated). In the pocket: a deck of cards and a smoking pipe.
Armour Class 5 [14] Leather armor + Shield Hit Points 10 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 16 INT 6 WIS 6 DEX 14 CON 16 CHA 8
Villana of Khezal, a level 1 Dwarf. She has bulging dark eyes, warm voice and a golden tooth (Petrified). In the pocket: 3 cp, 4 sp and 1 gp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 7 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 11 WIS 16 DEX 11 CON 13 CHA 4
Huward of Sadeka, a level 2 Thief. He has bulging blue eyes, a short almond beard and small, thin lips (Fearful). In the pocket: a dirty handkerchief.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 15 INT 5 WIS 14 DEX 12 CON 10 CHA 16
Huldward of Reza, a level 1 Thief. He has short black hair, bulging blue eyes and long, skinny fingers (Heartbroken). In the pocket: a quill.
Armour Class 7 [12] Leather armor Hit Points 0 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 8 WIS 12 DEX 12 CON 8 CHA 17
Hildemar of Dorith, a level 4 Thief. He has thin greying hair, cold dark eyes and a sigil tattooed behind the ear (Terrified). In the pocket: a deck of cards and spectacles.
Armour Class 6 [13] Leather armor Hit Points 17 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 11 WIS 7 DEX 14 CON 13 CHA 11
Liuthard of Spidera, a level 1 Magic-user. He has thin brown hair, bulging blue eyes and long black robe (Shocked).
Armour Class 10 [9] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 5 INT 17 WIS 16 DEX 8 CON 14 CHA 6 Spells ✦ Read Magic
d6 | Rumor |
---|---|
1 | Dúin of Xothal is willing to pay well for a delivery job. |
2 | Worwin of Narouk is willing to pay well for a delivery job. |
3 | Ansilde of Naram’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Shrine of the Doomed Spider |
4 | There’s an Amber Golem in the Temple Of The Hidden Blades |
5 | The Hammers Of Power are plotting to abolish all magic-users. |
6 | There’s a Bone Golem in the Shrine Of The Doomed Spider |
Guards
Lucida Membresia, a level 4 Fighter. She has piercing brown eyes, heavy makeup and a deep scar on the right arm (Guilty).
Armour Class 3 [16] Plate-mail armor Hit Points 16 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 7 WIS 14 DEX 16 CON 8 CHA 13
Huno Maenwobri, a level 4 Fighter. He has short white hair, piercing black eyes and a strong, muscular physique (Hurt). In the pocket: 1 cp, spectacles and a small gem (worth 10 gp).
Armour Class 3 [16] Chainmail armor + Shield Hit Points 10 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 5 WIS 5 DEX 14 CON 7 CHA 14
Aicfrida’s Press (Printing Press)
Owner: Aicfrida of Aral. She has wavy black hair, tired looking eyes and freckles (Moody). In the pocket: 2 cp, 4 sp and a death threat note.
Balsinde’s Fashion (Tailor)
Item | Price |
---|---|
Royal Shoes | 168 gp |
Embriodered Robe | 35 gp |
Tunic | 1 gp |
Owner: Balsinde of Nakari. She has heavy makeup, piercing brown eyes and freckles (Depressed). In the pocket: 1 cp.
Femianna’s Salt & Pepper (Spices)
Owner: Femianna Cunigunde. She has long brown pony-tail, piercing dark eyes and a golden tooth (Troubled). In the pocket: a deck of cards, an empty vial and 2 gp.
- Femianna likes spending her time in the The Bleeding Ghoul Tavern.
Aldemar’s (Indoor Market)
Item | Price |
---|---|
Holy symbol | 30 gp |
Gown | 9 sp |
Stakes (3) and mallet | 3 gp |
Torches (6) | 1 gp |
Pole (10’ long, wooden) | 1 gp |
Backback | 6 gp |
Sack (large) | 2 gp |
Leggings | 7 sp |
Warm Cloak | 1 gp |
Owner: Aldemar Aclebalda. He has wild green eyes, a heavy white beard and a face tattoo (Worried). In the pocket: 1 cp, a magnifying glass and a death threat note.
Celestus’s Spirits (Liquor)
Item | Price |
---|---|
Common Wine (Barrel) | 16 gp |
Cider (Barrel) | 8 gp |
Owner: Celestus of Reza. He has wise brown eyes, a heavy black beard and a deep scar on the cheek (Worthless). In the pocket: a quill, spectacles and a small flute.
- Member of the The Hammers Of Power.
- Celestus has a grudge against Leudo Ermenberta.
Luceria’s Greens (Herbalist)
Owner: Luceria of Yaruk. She has wild green eyes, short and braided blonde hair and an earring (Enraged). In the pocket: 3 cp.
- Member of the The Dark Followers.
- Twice a year, Luceria will want to harvest exotic herbs in hex 51 (Fireborn Timberlands) and will look for someone to protect her throughout the journey.
Herard’s Leathers (Leatherworker)
Item | Price |
---|---|
Leather Hat | 1 gp |
Leather Gloves | 8 sp |
Leather Vest | 1 sp |
Leather Apron | 2 gp |
Leather Coat | 6 gp |
Owner: Herard Theodegaria. He has a heavy black beard, wild green eyes and freckles (Troubled). In the pocket: 2 cp, an empty vial and 2 gp.
Pettita’s Garments (Weaver)
Owner: Pettita of Odrea. She has cold dark eyes, ample hips and freckles (Disoriented). In the pocket: a comb, a magnifying glass and 2 gp.
- Member of the The Hammers Of Power.
- Pettita has is in love with Justinna Knightwine.
Vuteria’s Spear (Armor & Weapons)
Item | Price |
---|---|
Mace | 4 gp |
Sword | 8 gp |
Silver Dagger | 24 gp |
Lance | 4 gp |
Two-Handed Sword | 12 gp |
Staff | 1 gp |
Owner: Vuteria Odelschalk. She has piercing dark eyes, heavy makeup and stained clothes (Sad). In the pocket: a dirty handkerchief and 5 sp.
- Vuteria enjoys dining with her friends in the The Bleeding Ghoul Tavern.
Market District
Tavern (The Crying Zombie Tavern), Guards (Elenia, Hamard, Duca), Blacksmith (Vamilia’s Iron), Occult (Muscatta’s Witchcraft Materials), Animal Supplies (Morbida’s Barn & Yarn), Bank, Game Shop (Ansilde’s Pawns and Dice), Cobbler (Aclehard’s Shoemakers), Weaver (Ortwin’s Fabrics), Animal Pound, Bakery (Riqin’s Bun), Exotic Goods (Rosin’s Exotica), Pet Shop (Arntrude’s Petshop), Casino (Richmar’s Easy-money), General Goods (Theodora’s Supply), Dark Market (Waltilde’s ), Spices (Arcin’s Spices), Mill (Sighard’s )
The Crying Zombie Tavern
Keeper
Owned and managed by Waltard Landetrude. He has crazy-looking eyes, short almond hair and a neck band (Helpless). In the pocket: 1 cp.
Staff
Luda Rosceline. She has crystal blue eyes, soft gentle features and a nose ring (Crushed). In the pocket: 1 cp and 5 sp.
- Member of the The Dark Followers.
Walatus of Talima. He has bulging blue eyes, a heavy blonde beard and big round spectacles (Rejected). In the pocket: a comb and 2 sp.
Menu
1d4 | Menu |
---|---|
1 | Cooked chunks of pork, marinated in white wine and served with baked potatoes for 1 sp⬝Stewed fillet of pork, marinated in honey and herbs and served with steamed vegetables for 2 sp⬝Cooked fillet of shellfish, marinated in white wine and served with fresh salad for 2 sp |
2 | Stewed slices of meat, marinated in red wine and served with baked potatoes for 2 sp⬝Stewed chunks of chicken, marinated in garlic and wine and served with steamed vegetables for 1 sp |
3 | Stewed slices of shellfish, marinated in white wine and served with steamed vegetables for 1 sp⬝Barbecued tenders of pork, marinated in honey and herbs and served with cooked rice for 1 sp |
4 | Cooked fillet of chicken, glazed with ale and served with steamed vegetables for 1 sp⬝Stewed slices of meat, marinated in garlic and wine and served with mashed potatoes for 2 sp⬝Stewed chunks of chicken, marinated in white wine and served with baked potatoes for 1 sp |
Patrons & Visitors
The Fists Of Power are using this place as a meeting place from time to time.
Balsinde of Hannes (when not in shop)
Sighard of Korveka (when not in shop)
Richmar of Wikana (when not in shop)
Morbida Gundesinde, a level 1 Thief. She has crystal blue eyes, short white hair and long, skinny fingers (Relieved). In the pocket: a dirty handkerchief, an empty vial and a small flute.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 6 WIS 3 DEX 12 CON 15 CHA 18
Dedata of Medes, a level 1 Elf. She has short and curly white hair, cold dark eyes and a sigil tattooed on the neck (Paranoid). In the pocket: 1 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 1 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 12 INT 11 WIS 12 DEX 11 CON 12 CHA 8 Spells ✦ Charm Person
Lefsy Aclebalda, a level 1 Cleric. She has crazy-looking eyes, short black hair and long, skinny fingers (Fearful). In the pocket: a quill and a magnifying glass.
Armour Class 6 [13] Leather armor + Shield Hit Points 2 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 14 WIS 11 DEX 12 CON 13 CHA 5
Genilde Ketilbern, a level 2 Fighter. She has wild green eyes, delicate features and a deep scar on the right arm (Distressed). In the pocket: a deck of cards and 5 sp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 9 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 10 WIS 11 DEX 15 CON 6 CHA 13
Tedesca Odelhilde, a level 6 Halfling. She has cold dark eyes, warm voice and round, bulbous nose (Horrified). In the pocket: a quill and 3 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 16 INT 5 WIS 8 DEX 12 CON 6 CHA 8
Hartgor of Thelema, a level 1 Magic-user. He has piercing brown eyes, thin black hair and long black robe (Outraged). In the pocket: a dirty handkerchief.
Armour Class 9 [10] Unarmored Hit Points 3 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 4 INT 12 WIS 10 DEX 12 CON 17 CHA 9 Spells ✦ Magic Missile
Velerio Gratiadei, a level 4 Halfling. He has wise brown eyes, a short white beard and big red cheeks (Excited). In the pocket: 1 cp and an empty vial.
Armour Class 7 [12] Leather armor Hit Points 7 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 14 INT 14 WIS 13 DEX 12 CON 8 CHA 14
Sager Theodegarde, a level 1 Elf. He has a heavy almond beard, bulging red eyes and a nose ring (Energetic). In the pocket: 3 cp and an empty vial.
Armour Class 6 [13] Leather armor + Shield Hit Points 8 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 16 INT 17 WIS 15 DEX 16 CON 16 CHA 5 Spells ✦ Charm Person
Huward of Swordgrip, a level 4 Fighter. He has piercing dark eyes, a strong, prominent chin and a deep scar on the right arm (Alone). In the pocket: 1 cp, 5 sp and a passphrase note.
Armour Class 5 [14] Chainmail armor Hit Points 19 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 12 INT 9 WIS 11 DEX 16 CON 10 CHA 15
Bulletin |
---|
“Daughter is missing! My daughter is missing since last month. Please reach out to me if you can help. Muscatta of Jandar” |
“Please Help! My dear husband is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Waltilde Bellavita” |
“Heading to Thenara? Payment guaranteed to a trusty courier. Ask for Riqin” |
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Theodora of Sephania” |
d6 | Rumor |
---|---|
1 | Muscatta of Jandar’s daughter is held captive in the Hideout Of The Unholy Blood |
2 | Riqin Callistus has a box he would like delivered to Thenara |
3 | Theodora of Sephania’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Hopeless Horrors |
4 | Theodora of Sephania has a box she would like delivered to Izan |
5 | Artcar Hildeward has a crate he would like delivered to Izan |
6 | Baldemar of Larth’s Custom-Made Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Temple of the Cruel Pits |
Guards
Elenia of Farrwater, a level 6 Fighter. She has painted skin decorations, piercing brown eyes and a missing middle-finger (Cheerful). In the pocket: a quill.
Armour Class 2 [17] Plate-mail armor Hit Points 26 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 12 WIS 7 DEX 15 CON 9 CHA 16
Hamard of Khezal, a level 3 Fighter. He has bulging red eyes, a two day stubble and a missing middle-finger (Horrified). In the pocket: 1 cp, 2 sp and a vial with a dark liquid.
Armour Class 7 [12] Leather armor Hit Points 6 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 12 INT 14 WIS 3 DEX 12 CON 9 CHA 9
Duca Odelgarde, a level 4 Fighter. She has painted skin decorations, piercing green eyes and a deep scar on the right arm (Angry). In the pocket: 2 cp and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 14 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 14 INT 11 WIS 12 DEX 10 CON 10 CHA 11
Vamilia’s Iron (Blacksmith)
Item | Price |
---|---|
Dagger | 3 gp |
Hand Axe | 5 gp |
Silver Dagger | 37 gp |
Spear | 5 gp |
Sword | 12 gp |
Owner: Vamilia of Ungar. She has braided white hair, deep blue eyes and freckles (Exhausted). In the pocket: a dirty handkerchief, 4 sp and a death threat note.
Muscatta’s Witchcraft Materials (Occult)
Owner: Muscatta of Jandar. She has delicate features, piercing green eyes and a neck band (Ecstatic). In the pocket: 3 cp and spectacles.
- Daughter is missing since last week. (Secret: Held captive in the Hideout of the Unholy Blood)
- Recovery reward is 2200 gp.
- Twice a year, Muscatta will want to explore for mysterious artifacts in hex 11 (Dark Storm Wastes) and will look for someone to protect her throughout the journey.
Morbida’s Barn & Yarn (Animal Supplies)
Owner: Morbida of Northhaven. She has short almond pony-tail, wise dark eyes and a face tattoo (Lost). In the pocket: 1 cp, 2 sp and a small flute.
Bank
Manager: Balsinde of Hannes. She has short almond pony-tail, wise brown eyes and a missing tooth (Helpless). In the pocket: a comb, an empty vial and a small gem (worth 10 gp).
- Member of the The Fists Of Valor.
- Balsinde is frequenting the The Crying Zombie Tavern on her time off.
Ansilde’s Pawns and Dice (Game Shop)
Owner: Ansilde of Aqualin. She has wild green eyes, heavy makeup and a neck band (Hurt). In the pocket: 2 cp.
Aclehard’s Shoemakers (Cobbler)
Owner: Aclehard of Devilhorn. He has a deep, commanding voice, piercing green eyes and a missing tooth (Distressed). In the pocket: a dirty handkerchief and 2 sp.
- Collaborates with the The Fists Of Valor.
Ortwin’s Fabrics (Weaver)
Owner: Ortwin Bonifacia. He has enchanting green eyes, short black hair and a peg leg (Relieved). In the pocket: 3 cp.
- Member of the The Hammers Of Power.
Animal Pound
Manager: Answard Liutberga. He has a long smoking pipe in his mouth, piercing blue eyes and big round spectacles (Upset). In the pocket: 3 cp, 4 sp and a passphrase note.
Riqin’s Bun (Bakery)
Item | Price |
---|---|
Pie (slice) | 3 cp |
Flour (1 lb) | 3 sp |
Owner: Riqin Callistus. He has piercing brown eyes, a goatee beard and stained clothes (Helpless). In the pocket: 3 cp and 2 sp.
- Looking for someone to deliver a sealed box to Wornhard of Askias in Thenara.
- Reward is 600 gp
Rosin’s Exotica (Exotic Goods)
Owner: Rosin Sylvestra. He has thick sideburns, tired red-looking eyes and a missing tooth (Ashamed). In the pocket: a comb, a smoking pipe and a key.
- Looking for someone to deliver a mysterious chest to Hartgor Aclewalda in Lantis.
- Reward is 600 gp
- Twice a season, Rosin will want to acquire exotic artifacts in hex 18 (Nightshadow Mountains) and will look for someone to protect him throughout the journey.
Arntrude’s Petshop (Pet Shop)
Item | Price |
---|---|
Wolf | 8 gp |
Owl | 15 gp |
Lizard | 9 sp |
Owner: Arntrude of Loga. She has short red hair, piercing blue eyes and a face tattoo (Tired). In the pocket: 2 cp.
Richmar’s Easy-money (Casino)
Owner: Richmar of Wikana. He has crazy-looking eyes, a thick moustache and a limp (Terrified). In the pocket: 2 cp.
- Richmar has a special interest in Sichilde of Westpass.
- Richmar likes spending his time in the The Crying Zombie Tavern.
Theodora’s Supply (General Goods)
Item | Price |
---|---|
Sack (small) | 7 sp |
Holy symbol | 18 gp |
Lantern | 7 gp |
Backback | 3 gp |
Empty Scroll | 7 sp |
Oil (1 flask) | 1 gp |
Gown | 5 sp |
Mittens | 2 sp |
Holy water (vial) | 18 gp |
Owner: Theodora of Sephania. She has wise dark eyes, soft voice and a limp (Alone). In the pocket: a quill and spectacles.
- Decorated Armor is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Shrine of the Hopeless Horrors)
- Finder’s reward is 320gp
- Looking for someone to deliver a sealed box to Bernhaus of Icemeld in Izan.
- Reward is 500 gp
Waltilde’s (Dark Market)
Item | Price |
---|---|
Backback | 3 gp |
Fresh Fish, Small | 2 sp |
Royal Shoes | 86 gp |
Sack (large) | 1 gp |
Tinder box (flint & steel) | 2 gp |
Holy water (vial) | 18 gp |
Common Robe | 5 sp |
Sack (small) | 7 sp |
Chain (Foot) | 2 gp |
Holy symbol | 18 gp |
Smoking Pipe | 7 sp |
Fresh Game (Venison, 1 lb) | 1 gp |
Owner: Waltilde Bellavita. She has wise brown eyes, long red hair and a peg leg (Upset). In the pocket: 1 cp and a smoking pipe.
- Collaborates with the The Hammers Of Power.
- Husband is missing since last week. (Secret: Held captive in the Temple of the Cruel Pits)
- Recovery reward is 2300 gp.
Arcin’s Spices (Spices)
Owner: Arcin Lantberga. He has a short white beard, tired red-looking eyes and a neck band (Pained). In the pocket: 2 cp, 5 sp and 1 gp.
Sighard’s (Mill)
Owner: Sighard of Korveka. He has a big round belly, bulging blue eyes and stained clothes (Sickened). In the pocket: a comb, an empty vial and 1 gp.
- Member of the The Dark Followers.
- Sighard likes spending his time in the The Crying Zombie Tavern.
Palace District
Tavern (Flaming Staff Tavern), Guards (Susekta), Liquor (Helmin’s Liquor), Salon (Pribor’s Salon)
Flaming Staff Tavern
Keeper
Owned and managed by Helmward of Cahal. He has tired brown eyes, a hoarse voice and a nose ring (Uncomfortable). In the pocket: dice and an empty vial.
Staff
Ysoria Superantia. She has ample hips, crazy-looking eyes and a smelly breath (Calm). In the pocket: a deck of cards, 5 sp and a passphrase note.
Lautard of Yuul. He has enchanting green eyes, a short blonde beard and a golden tooth (Sorrowful). In the pocket: a dirty handkerchief and a smoking pipe.
Lodn Waldegaud. He has a two day stubble, piercing brown eyes and a deep scar on the cheek (Panicky). In the pocket: 3 cp.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of chicken, glazed with red wine and served with steamed vegetables for 3 sp⬝Cooked chunks of meat, glazed with honey and herbs and served with mashed potatoes for 4 sp⬝Cooked chunks of chicken, glazed with ale and served with cooked rice for 4 sp⬝Stewed tenders of shellfish, marinated in red wine and served with baked potatoes for 5 sp |
2 | Stewed chunks of shellfish, glazed with garlic and wine and served with fresh salad for 4 sp |
3 | Cooked chunks of pork, glazed with garlic and wine and served with baked potatoes for 4 sp⬝Barbecued tenders of meat, glazed with honey and herbs and served with fresh salad for 4 sp |
4 | Cooked slices of fish, glazed with garlic and wine and served with cooked rice for 3 sp |
Patrons & Visitors
The Fists Of Valor are using this place as a meeting place from time to time.
Helmin of Bahari (when not in shop)
Pribor of Zelata (when not in shop)
Liutmar Ottilburg, a level 5 Halfling. He has piercing black eyes, thin red hair and extremely large feet, even for a halfling (Livid). In the pocket: dice, a magnifying glass and a key.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 25 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 12 INT 7 WIS 6 DEX 15 CON 15 CHA 8
Urisima Bonfilius, a level 6 Elf. She has deep blue eyes, soft voice and a nose ring (Panicky). In the pocket: 1 cp and a magnifying glass.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 30 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 18 INT 16 WIS 10 DEX 6 CON 14 CHA 6 Spells ✦ 2 × Read Magic ✦ Continual Light (Continual Darkness) ✦ Locate Object ✦ Protection from Evil 10’ Radius ✦ Dispel Magic
Adegar Callistus, a level 3 Magic-user. He has piercing green eyes, a hairy chest and long crimson robe (Hurt). In the pocket: dice, 5 sp and a small flute.
Armour Class 9 [10] Unarmored Hit Points 11 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 14 WIS 15 DEX 10 CON 15 CHA 14 Spells ✦ Charm Person ✦ Magic Missile ✦ Detect Invisible
Meira Desideria, a level 1 Thief. She has piercing blue eyes, delicate makeup and long, skinny fingers (Distressed).
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 5 WIS 4 DEX 13 CON 10 CHA 12
Trimer of Handsworth, a level 5 Dwarf. He has a heavy red beard, piercing blue eyes and a golden tooth (Scared). In the pocket: 3 cp and spectacles.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 21 Attacks 1 × Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 12 INT 12 WIS 14 DEX 15 CON 13 CHA 9
Uraka Eutropius, a level 2 Elf. She has heavy makeup, bulging red eyes and a nose ring (Queasy). In the pocket: a quill, a smoking pipe and 1 gp.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 10 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 18 INT 11 WIS 10 DEX 7 CON 16 CHA 14 Spells ✦ Floating Disc ✦ Read Languages
Alcfrida of Arelon, a level 5 Thief. She has flowing black hair, piercing dark eyes and a scar across the eye (Repentant). In the pocket: a comb, spectacles and a key.
Armour Class 5 [14] Leather armor Hit Points 14 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 7 INT 3 WIS 10 DEX 17 CON 9 CHA 13
Meinher of Kafar, a level 2 Cleric. He has wild green eyes, no hair and a nose ring (Terrified). In the pocket: 2 cp, spectacles and 1 gp.
Armour Class 9 [10] Leather armor + Shield Hit Points 6 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Chaotic STR 13 INT 6 WIS 15 DEX 3 CON 16 CHA 5 Spells ✦ Detect Magic
Dodeus of Pinepass, a level 1 Magic-user. He has a goatee beard, piercing green eyes and a nose ring decorated with a star (Fearful). In the pocket: a quill.
Armour Class 8 [11] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 15 WIS 6 DEX 14 CON 14 CHA 8 Spells ✦ Charm Person
Reinwar of Shadizar, a level 8 Fighter. He has wise dark eyes, thick sideburns and a missing middle-finger (Relieved). In the pocket: 1 cp.
Armour Class 6 [13] Leather armor Hit Points 45 Attacks 1 × Silver Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 18 INT 13 WIS 14 DEX 15 CON 13 CHA 15
Bulletin |
---|
“Traveling to Thenara? I will pay you for carrying a package for me. Yours, Helmin of Bahari” |
d6 | Rumor |
---|---|
1 | Helmin of Bahari has a casket he would like delivered to Thenara |
2 | Theodora of Sephania’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Hopeless Horrors |
3 | Aicard of Calissa has a box he would like delivered to Thenara |
4 | There’s a Black Dragon in the Shrine Of The Twisted Goblin |
5 | The Hideout Of The Unholy Blood is on a hill’s slope, somewhere in Nightshard Meadows |
6 | There’s a Bone Golem in the Shrine Of The Doomed Spider |
Guards
Susekta of Aral, a level 4 Fighter. She has long brown pony-tail, enchanting green eyes and a deep scar on the right arm (Agitated). In the pocket: dice, a smoking pipe and a small flute.
Armour Class 3 [16] Plate-mail armor Hit Points 21 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 14 WIS 9 DEX 16 CON 11 CHA 9
Helmin’s Liquor (Liquor)
Item | Price |
---|---|
Craft Beer (Barrel) | 21 gp |
Cider (Barrel) | 14 gp |
Owner: Helmin of Bahari. He has a heavy red beard, piercing green eyes and a nose ring (Nervous). In the pocket: 3 cp.
- On his time off, Helmin will enjoy a drink or two in the Flaming Staff Tavern.
- Looking for someone to deliver a mysterious casket to Femianna Frothilde in Thenara.
- Reward is 700 gp
Pribor’s Salon (Salon)
Owner: Pribor of Zelata. He has short red hair, piercing green eyes and a limp (Worried). In the pocket: a deck of cards and 4 sp.
- Pribor likes spending his time in the Flaming Staff Tavern.
Inns
Glowing Stone Inn Glowing Stone Inn
Keeper
Owned and managed by Luceria Hilderada. She has tired red-looking eyes, painted skin decorations and freckles (Horrified). In the pocket: a comb and 3 sp.
Staff
Alamanda Boleslava. She has wild green eyes, delicate features and a face tattoo (Desperate).
Menu
1d4 | Menu |
---|---|
1 | Cooked tenders of meat, marinated in red wine and served with steamed vegetables for 2 sp⬝Stewed chunks of meat, marinated in red wine and served with cooked rice for 1 sp |
2 | Cooked slices of chicken, marinated in white wine and served with fresh salad for 1 sp |
3 | Cooked fillet of meat, marinated in ale and served with mashed potatoes for 1 sp⬝Cooked tenders of fish, glazed with honey and herbs and served with fresh salad for 2 sp⬝Barbecued fillet of shellfish, marinated in white wine and served with fresh salad for 2 sp |
4 | Stewed slices of shellfish, glazed with ale and served with steamed vegetables for 1 sp |
Patrons & Visitors
Gerhelma Theodeger, a level 4 Elf. She has crystal blue eyes, short black pony-tail and a sigil tattooed on the neck (Uncomfortable). In the pocket: dice and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 16 Attacks 1 × Short Sword (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 16 INT 14 WIS 8 DEX 10 CON 15 CHA 7 Spells ✦ Ventriloquism ✦ Protection from Evil ✦ Detect Invisible ✦ Knock
Minilde of Earfar, a level 2 Fighter. She has a beauty mark above the lips, wild green eyes and a missing middle-finger (Scared).
Armour Class 6 [13] Leather armor Hit Points 10 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 12 INT 6 WIS 9 DEX 13 CON 8 CHA 9
Gardin Recuperate, a level 1 Fighter. He has piercing brown eyes, a thick moustache and a deep scar on the right arm (Terrified). In the pocket: a quill, a smoking pipe and a death threat note.
Armour Class 3 [16] Plate-mail armor Hit Points 6 Attacks 1 × Long Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 8 WIS 5 DEX 16 CON 8 CHA 11
Alviva Humbelina, a level 2 Magic-user. She has warm voice, piercing dark eyes and an oversized pointy hat made of dark leather (Sickened). In the pocket: a dirty handkerchief.
Armour Class 9 [10] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 15 WIS 7 DEX 10 CON 11 CHA 14 Spells ✦ Magic Missile ✦ Read Languages
Walo of Yezud, a level 2 Halfling. He has wild green eyes, a scruff and extremely large feet, even for a halfling (Drained).
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 9 WIS 8 DEX 16 CON 10 CHA 7
Palenna of Wikana, a level 2 Cleric. She has soft voice, deep blue eyes and a holy symbol tattooed on the forehead (Energetic). In the pocket: a comb and 5 sp.
Armour Class 4 [15] Chainmail armor Hit Points 4 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 8 INT 6 WIS 16 DEX 13 CON 14 CHA 14 Spells ✦ Resist Cold
Hademar Pentecoste, a level 2 Fighter. He has short brown hair, wise brown eyes and a big nose-ring (Guilty). In the pocket: a dirty handkerchief and 2 sp.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 8 WIS 6 DEX 16 CON 7 CHA 13
Albilde of Bokka, a level 2 Cleric. She has wise dark eyes, painted skin decorations and strong-looking hands (Repentant). In the pocket: a quill and 3 sp.
Armour Class 6 [13] Leather armor Hit Points 6 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 13 WIS 10 DEX 13 CON 14 CHA 8 Spells ✦ Remove Fear (Cause Fear)
d6 | Rumor |
---|---|
1 | Riqin Callistus has a box he would like delivered to Thenara |
2 | Baldemar of Larth’s Custom-Made Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Temple of the Cruel Pits |
3 | There’s a Griffon somewhere in Nightshard Meadows. |
4 | Precious of Oldun has a casket he would like delivered to Izan |
5 | Helmin of Bahari has a casket he would like delivered to Thenara |
6 | Lucida of Lifel has a crate she would like delivered to Thenara |
Cursed Sword Lodge Cursed Sword Lodge
Keeper
Owned and managed by Soficia Maenwobri. She has delicate makeup, crazy-looking eyes and a peg leg (Irritated). In the pocket: 2 cp.
Staff
Godbalda of Ithamar. She has wise dark eyes, ample hips and a missing tooth (Sickened). In the pocket: a comb.
- Collaborates with the The Dark Followers.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of meat, marinated in garlic and wine and served with fresh salad for 1 sp⬝Stewed slices of meat, glazed with white wine and served with baked potatoes for 2 sp |
2 | Barbecued chunks of fish, marinated in ale and served with steamed vegetables for 2 sp⬝Cooked tenders of fish, marinated in garlic and wine and served with cooked rice for 2 sp |
3 | Cooked chunks of meat, glazed with white wine and served with fresh salad for 1 sp |
4 | Stewed chunks of pork, glazed with ale and served with cooked rice for 2 sp |
Patrons & Visitors
Wilhilde of Albadir, a level 4 Thief. She has soft gentle features, bulging dark eyes and sharp, pointy nose (Apprehensive). In the pocket: 1 cp, a magnifying glass and a death threat note.
Armour Class 6 [13] Leather armor Hit Points 8 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 16 INT 10 WIS 10 DEX 15 CON 10 CHA 18
Balsinde of Knifeblade, a level 1 Fighter. She has wise dark eyes, painted skin decorations and a big nose-ring (Lifeless). In the pocket: a comb, 2 sp and 1 gp.
Armour Class 3 [16] Leather armor + Shield Hit Points 9 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 10 INT 11 WIS 11 DEX 18 CON 16 CHA 13
Odelrada Peregrina, a level 1 Cleric. She has cold dark eyes, short and flowing almond hair and long, skinny fingers (Crushed). In the pocket: a deck of cards and a smoking pipe.
Armour Class 2 [17] Plate-mail armor Hit Points 0 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 16 WIS 16 DEX 14 CON 8 CHA 11
Lugar Verderosa, a level 1 Magic-user. He has crazy-looking eyes, thin almond hair and an oversized pointy hat made of dark leather (Scared). In the pocket: a deck of cards and 5 sp.
Armour Class 9 [10] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 5 INT 11 WIS 7 DEX 10 CON 15 CHA 9 Spells ✦ Ventriloquism
Maltia Ketilbern, a level 3 Dwarf. They have warm voice, tired brown eyes and short, fat fingers (Excited). In the pocket: a dirty handkerchief.
Armour Class 4 [15] Chainmail armor Hit Points 16 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 14 WIS 7 DEX 14 CON 17 CHA 11
d6 | Rumor |
---|---|
1 | Reinmar Anschetil’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Twisted Goblin |
2 | Giambono Abundance is willing to pay well for a delivery job. |
3 | There’s a Red Dragon somewhere in Retribution Mountains. |
4 | Rosin Sylvestra has a chest he would like delivered to Lantis |
5 | Dúin of Xothal is willing to pay well for a delivery job. |
6 | There’s a Black Dragon in the Shrine Of The Twisted Goblin |
The Black Mace Inn The Black Mace Inn
Keeper
Owned and managed by Loberta Odelhilde. She has short and curly almond hair, cold dark eyes and a deep scar on the cheek (Fearful). In the pocket: 2 cp, 4 sp and a love note.
Staff
Dorith Mathurine. He has short white hair, wise brown eyes and a nose ring (Paranoid). In the pocket: a deck of cards, spectacles and a love note.
Arberta of Usin. She has painted skin decorations, wise dark eyes and a peg leg (Joyful). In the pocket: 1 cp and spectacles.
- Collaborates with the The Fists Of Power.
Gersinde Altabella. She has tired red-looking eyes, soft gentle features and freckles (Unsure). In the pocket: dice.
- Collaborates with the The Hammers Of Power.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of meat, marinated in honey and herbs and served with steamed vegetables for 2 sp⬝Cooked slices of pork, marinated in ale and served with fresh salad for 2 sp |
2 | Barbecued chunks of meat, marinated in white wine and served with baked potatoes for 2 sp⬝Cooked chunks of chicken, marinated in red wine and served with steamed vegetables for 1 sp |
3 | Barbecued fillet of pork, marinated in red wine and served with steamed vegetables for 2 sp⬝Stewed slices of pork, marinated in red wine and served with cooked rice for 1 sp |
4 | Stewed tenders of chicken, glazed with garlic and wine and served with fresh salad for 2 sp⬝Barbecued fillet of pork, glazed with ale and served with fresh salad for 2 sp⬝Stewed fillet of chicken, glazed with garlic and wine and served with baked potatoes for 2 sp |
Patrons & Visitors
Vitta of Oshar, a level 2 Magic-user. She has piercing black eyes, heavy makeup and a star tattooed on the forehead (Helpless). In the pocket: 2 cp and a magnifying glass.
Armour Class 10 [9] Unarmored Hit Points 8 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 3 INT 18 WIS 10 DEX 7 CON 17 CHA 6 Spells ✦ Sleep ✦ Light (Darkness)
Worwin Plectrude, a level 2 Thief. He has a deep, commanding voice, piercing green eyes and small, thin lips (Elated). In the pocket: dice and 3 sp.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 16 INT 10 WIS 9 DEX 10 CON 6 CHA 10
Doda Madalgaria, a level 1 Cleric. She has short brown pony-tail, piercing green eyes and a nose ring (Shocked). In the pocket: 3 cp and an empty vial.
Armour Class 6 [13] Leather armor + Shield Hit Points 8 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 11 WIS 10 DEX 9 CON 16 CHA 4
Resende of Azora, a level 3 Cleric. She has painted skin decorations, piercing blue eyes and strong-looking hands (Fearful). In the pocket: a deck of cards.
Armour Class 7 [12] Leather armor + Shield Hit Points 7 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 10 INT 8 WIS 10 DEX 7 CON 7 CHA 10 Spells ✦ Purify Food and Water ✦ Protection from Evil
Hademar Baldegilde, a level 2 Magic-user. He has tired brown eyes, a frowny expression and a nose ring decorated with a skull (Sad). In the pocket: a quill, a magnifying glass and 2 gp.
Armour Class 10 [9] Unarmored Hit Points 7 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 17 WIS 6 DEX 6 CON 13 CHA 3 Spells ✦ Hold Portal ✦ Charm Person
d6 | Rumor |
---|---|
1 | Giambono Abundance is willing to pay well for a delivery job. |
2 | Theuda Felicitas has a crate she would like delivered to Izan |
3 | Achilde of Ragor’s Decorated Helm (actually a Helm of Telepathy) is somewhere in the Shrine of the Twisted Goblin |
4 | The Temple Of The Hidden Blades is on the dunes sands, somewhere in Dark Storm Wastes |
5 | Hildrada of Cahal is willing to pay well for a delivery job. |
6 | Theodora of Sephania’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Hopeless Horrors |
Dungeons
Shrine of the Cold Lich Shrine of the Cold Lich
Conspectus
The Dark Followers are using this dungeon, and theres a 2 in 6 chance to find Winmar Altabella together with his acolytes or mediums here.
Seconda of Bullshire’s son is in area 1
Encounters
6 Acolytes (area 16, area 18) 10 Mediums (area 4, area 14, area 17) 4 Spitting Cobras (area 9, area 12)
Crocodile (area 16) 2 Giant Toads (area 2)
4 Gargoyles (area 3)
Tiger (area 9)
Treasure
2,430 gp in coins. 4,695 gp in gems. 19,941 gp in jewellery.
Littera Ermesinde’s Custom Sword is in area 9
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d4 | Encounter | Stats |
---|---|---|
1 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
2 | Crocodile | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
3 | Giant Toad | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25 |
4 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
1 : Dungeon Entrance
These stairs into the dungeon are inside an abandoned wooden hut, under loose floor boards .
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
- The key (🝢) to unlock the round iron door (to the east) in area 8
There’s also a clear puddle in the near corner and some small stones with runes etchings next to it.
Searching will uncover a goat’s skull holding the key (🜤) to unlock the arched bronze door (to the north) in area 14
The chained person is Seconda of Bullshire’s son from Lillin.
There are human-like statues in the alcoves here.
2 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- South side - odd-shaped iron door (Half-broken).
Description
It is dark and damp here and there are some fractures on the ceiling. There’s some sort of a beast inside.
- There are 2 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Dead mice litter the area.
Searching will uncover a small wooden box holding the key (🜬) to unlock the rectangular iron door (to the south) in area 3
There’s a pressure plate lever that can open the secret door in area 6 (north)
3 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- South side - rectangular iron door (Locked 🜬)
- East side - rectangular iron door (Stuck)
Description
The air in this area is dense and misty and the ground has several spots of green rot on. You’re not alone here.
- There are 4 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
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Monster Hoard:
- 2 jewellery items worth 866 gp in total
Knitting needles and yarn can be found near the wall on the right.
There’s a pressure plate lever that can open the secret door in area 9 (east)
4 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - round wooden door (Barricaded).
Description
The air in this area is dense and misty and the ceiling has several burn marks on. There are cultists inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 5 sp
- 2 jewellery items worth 1,200 gp in total
Thick spiderwebs litter the area.
There’s a rope-pull lever that can open the secret door in area 6 (west)
5 : Corridor Door
- There’s an arched wooden door (Locked 🝋)
6 : Secret doors
There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall. This is the only way into the room at 7
A third secret door (operated by a pressure plate lever somewhere in the dungeon) on the north wall is connected to the room at 8
7 : Library
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the east wall. This is the only way in and out of this room.
Description
Countless creepy crawlies all over rush back into the darkness and the walls have several claw marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 100 gp
- Oil (Unusable)
- Garlic (Unusable)
- Adventurer Boots (Unusable)
- The key (🝋) to unlock the arched wooden door (to the east) in area 5
Dry remains of food litter the area.
There’s a pressure plate lever that can open the secret door in area 6 (west)
8 : Pantry
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) inside the alcove on the south wall.
- There’s a round iron door (Locked 🝢).
Description
This area was likely used as a pantry and the ground is carved with claw marks. There are some big jars near the far wall.
The jars are trapped. There’s a poisoned needle embedded in a handle . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jars contain:
- 400 gp
Otherwise, this place was already looted earlier.
There’s also a tall pointy hat on an altar and some small mounds of ashes spread all over the place.
9 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- North side - arched iron door (Half-broken).
- East side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
A few small rats, so it seems, scurried back into hiding and the walls are scorched with burn marks. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
Many shoes and boots, piled together can be found in a large basin.
The secret door on the east is leading to a secret chamber:
Description
This area is dark and cold and the ceiling has a few cracks on. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
There’s also several large decorative pillows in the near corner and some ripped pieces of old rope spread all over the place.
Searching will uncover an old hollow torch holding the key (🜲) to unlock the rectangular iron door (to the south) in area 14
A plain looking wooden chest contains Littera Ermesinde’s (from Lantis) Custom Sword (actually a Sword +2)
10 : Entrance to the Pantry
- South side - arched iron door (Half-broken).
11 : Entrance to the Library
- North side - round bronze door (Barricaded).
12 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - round bronze door (Barricaded).
- East side - arched bronze door (Half-broken).
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
There’s also a blanket, laid out and covering something small below an arch and some tiny mushrooms spread all over the place.
13 : East entrance to the Library
- West side - arched bronze door (Half-broken).
14 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - rectangular iron door (Locked 🜲)
- North side - arched bronze door (Locked 🜤)
Description
It is dark and damp here and the ground is deeply fractured. There are cloaked and hooded humans inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
Traces of fur litter the area.
15 : Water Fountain
Clear water are coming out of the wall here.
16 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodile is making inside this area.
Doorways
- North side - round iron door (Half-broken).
- West side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and there are a few burn marks on the walls. There’s some sort of a beast inside.
- There’s a Crocodile inside. It will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
There is no hoard.
A nest of straw and blankets can be found in an alcove.
The secret door on the west is leading to a secret chamber:
Description
The air in this area is dense and misty and there are a few scorch marks on the ceiling. There are humans wearing dark robes inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A bucket of guts can be found near the wall on the right.
17 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - rectangular iron door (Half-broken).
- East side - rectangular marble door (Stuck).
- West side - secret door (operated by a passphrase).
Description
Countless creepy crawlies all over rush back into the darkness and the walls have some claw marks on. There are humans wearing red robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
There’s also a pile of cockroaches in the far corner and some rotting remains of food spread all over the place.
18 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
This area stinks from excrements and the ground is covered with spots of green rot. There are cultists inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 4 jewellery items worth 1,025 gp in total
There’s also an empty cage with the bars bent out near the wall on the right and some small stones with runes etchings next to it.
19 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - round iron door (Barricaded)
- North side - round wooden door (Half-broken)
Description
There are stains of what seems to be blood all over the place and there are several splatters of dark matter on the walls. There are some small bags near the far wall.
The bags are trapped. There’s a poisoned needle thrown casually inside . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the bags contain:
- 1,900 gp
Otherwise, this place was already looted earlier.
Three large bird skulls can be found below an arch.
Crypt of the Savage Slaves Crypt of the Savage Slaves
Conspectus
Encounters
52 Rats (area 3, area 10)
7 Cave Locusts (area 1)
Treasure
600 gp in coins. 1,272 gp in gems. 6,156 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d1 | Encounter | Stats |
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1 | Rats (7) | Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5 |
1 : Dungeon Entrance
These stairs into the dungeon are under the ruines of an old fortress .
- There are 7 Cave Locusts inside. They will attack anyone stepping in.
Cave Locust
Armour Class: 4 [15] Hit Dice: 2 Attacks: 1 × bite (1d2) or 1 × jump (1d4) or 1 × spit (stench) THAC0: 18 [+1] Movement: 60’ (20’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 5 Alignment: Neutral XP: 20
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There is no hoard.
Several large decorative pillows can be found near the wall on the far end.
Searching will uncover a nook in the wall holding the key (🝘) to unlock the rectangular wooden door (to the west) in area 12
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Dead End (Fountain)
- Clear water are coming out of a stone statue of a fish here
3 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- North side - round marble door (Half-broken)
- South side - arched iron door (Locked 🜹)
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with fractures. There’s movement inside.
- There are 20 Rats inside. They will attack anyone stepping in.
Rat
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
There is no hoard.
Three large bird skulls can be found in an alcove.
Searching will uncover a nook in the wall holding the key (🜹) to unlock the arched iron door (to the south) in area 3
4 : Water Fountain
Clear water are coming out of the wall here.
5 : Corridor Door
- There’s a rectangular iron door (Locked 🝭)
6 : Secret doors
There’s a secret door (operated by a passphrase) on the north wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a passphrase) on the north wall. This is the only way into the room at 7
A third secret door (operated by a passphrase) on the east wall is connected to the room at 8
7 : Shrine
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- There’s a secret door (operated by a passphrase) on the south wall. This is the only way in and out of this room.
Description
The air in this area is dense and misty and there are several scorch marks on the walls. There are some small crates near the far wall.
The crates are trapped. There’s a poisoned needle embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the crates contain:
- 600 gp
Otherwise, this place was already looted earlier.
There’s also a boquet of flowers on an altar and some dead mice spread all over the place.
8 : Library
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the west wall.
- There’s a triangle wooden door (Half-broken).
Description
This area stinks from excrements and the ground is deeply fractured. Faint colorful light is emitting from everywhere.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these might be severely poisoned (1d4 of damage until a successful saving throw per turn)
There’s also knitting needles and yarn near the wall on the left and some feathers next to it.
Searching will uncover a nook in the wall holding the key (🝭) to unlock the rectangular iron door (to the south) in area 5
9 : Dead End (Trap!)
- There’s a crushing swinging boulder trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
10 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- South side - arched wooden door (Stuck)
- North side - arched wooden door (Barricaded)
Description
It is dark and damp here and the ceiling is deeply fractured. There’s also a foul smell of decay and rot.
- There are 32 Rats inside. They will attack anyone stepping in.
Rat
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
Monster Hoard:
- 4 gems worth 512 gp in total
There’s also a pile of gravel and small stones near the wall on the far end and some small stones with runes etchings next to it.
11 : Water Fountain
Clear water are coming out of the wall here.
12 : Torture Chamber
Doorways
- West side - rectangular wooden door (Locked 🝘)
- East side - rectangular iron door (Barricaded)
Description
This area is dark and cold and there are some claw marks on the walls. There’s also a colorful glow emitting from the ground.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Delusion
- A carved idol can be found in a large basin.
13 : Water Fountain
Clear water are coming out of the wall here.
Crypt of the Dishonored Ogre Crypt of the Dishonored Ogre
Conspectus
Encounters
5 Orcs (area 12)
8 Troglodytes (area 1)
4 Mummys (area 6)
Treasure
7,265 gp in coins. 5,538 gp in gems. 32,937 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | Encounter | Stats |
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1 | Orc | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
2 | Troglodytes (3) | Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25 |
1 : Dungeon Entrance
These stairs into the dungeon are inside an adandoned mine .
- There are 8 Troglodytes inside. They will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
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There is no hoard.
Brightly colored leaves litter the area.
2 : Secret Chamber
Doorways
- South side - secret door (operated by a passphrase)
Description
You hear the sound of water dripping down and the ceiling is deeply fractured. Faint colorful light is emitting from everywhere.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- There’s also a burnt torch near the wall on the left and some thick spiderwebs next to it.
3 : Dead End (Body)
- Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 30 gp
- Mace (Unusable)
- High Boots (Unusable)
- Adventurer Boots (Unusable)
4 : Ceremonial Chamber
Doorways
- East side - triangle bronze door (Half-broken)
- North side - arched wooden door (Half-broken)
Description
Dense spiderwebs cover the corners of the room and the ground is covered with scorch marks. Faint colorful light is emitting from everywhere.
- A few blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a boquet of flowers in the near corner and some dried flowers spread all over the place.
A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 9.
5 : Corridor
- triangle bronze door (Half-broken) It is leading to the room in 6
6 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - arched bronze door (Stuck).
- There’s a secret door (operated by a passphrase) on the north wall.
Description
There are stains of what seems to be blood all over the place and the ceiling is scorched with burn marks. Other than that, there’s a silence of death in here.
- There are 4 Mummys inside. They will attack anyone stepping in.
Mummy
Armour Class: 3 [16] Hit Dice: 5+1 Attacks: 1 × touch (1d12 + disease) THAC0: 14 [+5] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Chaotic XP: 400
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Monster Hoard:
- 5,000 gp
- 2 gems worth 550 gp in total
- Sword +1
Broken arrows litter the area.
7 : Pantry
Doorways
- West side - triangle wooden door (Half-broken)
Description
There are stains of what seems to be blood all over the place and there are a few fractures on the walls. There’s a dead body here.
There’s a spring-loaded spears trap here, hidden inside shafts in the floor. If undetected, there’s a 2 in 6 chance of triggering it if removing a specific object from its original place. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 10 gp
There’s also a collection of offerings, long ago forgotten below an arch and some shreded pieces of a map next to it.
Searching will uncover a crack in the floor holding the key (🜼) to unlock the round bronze door (to the west) in area 10
8 : Secret Door to the corridor
Doorways
- West side - a secret door (operated by a passphrase)
9 : Dead End (Magical Portal)
- A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 4
10 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - rectangular bronze door (Half-broken)
- West side - round bronze door (Locked 🜼)
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with claw marks. There is a very big jar near the far wall.
The jar is trapped. There’s a small gas-filled vial made of an extremely fragile glass embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jar contains:
- 350 gp
Otherwise, this place was already looted earlier.
A blanket, laid out and covering something small can be found near the wall on the right.
11 : Water Fountain
Clear water are coming out of the wall here.
12 : Pantry
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- North side - arched iron door (Half-broken)
- South side - odd-shaped wooden door (Stuck)
Description
This area is dark and cold and there are some splatters of dark matter on the walls. You see the shimmer of a blade inside.
- There are 5 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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Monster Hoard:
- 1,875 gp
- 7 jewellery items worth 4,437 gp in total
A blanket, laid out and covering something small can be found near the wall on the far end.
13 : Water Fountain
Clear water are coming out of the wall here.
Shrine of the Twisted Goblin Shrine of the Twisted Goblin
Conspectus
Gatrude Liutwarde’s daughter is in area 27
Liutward Hildelinde’s nephew is in area 36
Idelinde of Wildslide’s wife is in area 43
Encounters
20 Acolytes (area 1, area 2, area 5, area 24, area 43) 19 Mediums (area 2, area 7, area 11, area 23, area 26, area 37, area 38, area 46) 21 Rats (area 14) Spitting Cobra (area 9)
Crocodile (area 8) Giant Toad (area 13)
5 Doppelgängers (area 18) 6 Gargoyles (area 31) Iron Living Statue (area 22) 3 Medusas (area 33) 6 White Apes (area 38)
Tiger (area 42)
Black Dragon (area 17)
Treasure
31,901 gp in coins. 8,425 gp in gems. 96,319 gp in jewellery.
Lanthar Theodwald’s Decorated Armor is in area 5
Achilde of Ragor’s Decorated Helm is in area 38
Reinmar Anschetil’s Bottle Of Sentimental Value is in area 41
Giambono Abundance’s Custom-Fit Armor is in area 48
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d3 | Encounter | Stats |
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1 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
2 | Spitting Cobra | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13 |
3 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
1 : Dungeon Entrance
These stairs into the dungeon are located behind a giant skull’s gaping mouth.
- There are 8 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
Hundred tiny bones litter the area.
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular wooden door (Locked 🝗).
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
There are stains of what seems to be blood all over the place and the walls have a few splatters of dark matter on. There are humans wearing dark robes inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also a bucket of guts in an alcove and some dry remains of food spread all over the place.
Searching will uncover a nook in the wall holding the key (🝗) to unlock the rectangular wooden door (to the east) in area 2
There’s a rope-pull lever that can open the secret door in area 8 (east)
The secret door on the south is leading to a secret chamber:
Description
It is dark and damp here and the ground is carved with claw marks. There are cloaked and hooded humans inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 2 sp
A broken table can be found in a large basin.
3 : Entrance to the Pantry
- West side - rectangular wooden door (Locked 🝗).
4 : Entrance to the Library
- East side - arched iron door (Stuck).
5 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - arched iron door (Stuck).
- South side - rectangular wooden door (Half-broken).
Description
It is dark and damp here and the ceiling is deeply fractured. There are cultists inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A tangle of vines can be found near the wall on the right.
Searching will uncover a cloth wrap under a stone holding the key (🝃) to unlock the rectangular wooden door (to the west) in area 8
There’s a crank lever that can open the secret door in area 2 (south)
A plain looking wooden chest contains Lanthar Theodwald’s (from Preya) Decorated Armor (actually an Armour +1)
6 : South entrance to the Library
- North side - rectangular wooden door (Half-broken).
7 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - round wooden door (Barricaded).
- East side - secret door (operated by a passphrase).
Description
It is dark and damp here and the ground has some splatters of dark matter on. There are cultists inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
Garlic leftovers litter the area.
The secret door on the east is leading to a secret chamber:
Description
Countless humanoid skulls “decorate” the boundries here and the walls are covered with claw marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
There’s also a collection of offerings, long ago forgotten in the far corner and some traces of fur spread all over the place.
8 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodile is making inside this area.
Doorways
- North side - round wooden door (Stuck).
- West side - rectangular wooden door (Locked 🝃).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area is dark and cold and there are some spots of green rot on the ceiling. There’s some sort of a beast inside.
- There’s a Crocodile inside. It will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
There is no hoard.
A torn cloak can be found in a large basin.
There’s a crank lever that can open the secret door in area 43 (north)
9 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobra is making inside this area.
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with scorch marks. There’s some sort of a beast inside.
- There’s a Spitting Cobra inside. It will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
There is no hoard.
Damp leaves litter the area.
10 : Shrine
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - odd-shaped bronze door (Stuck)
- South side - arched wooden door (Barricaded)
Description
Countless humanoid skulls “decorate” the boundries here and the walls are covered with fractures. There is a large jar near the far wall.
The jar is trapped. There’s a small gas-filled blister made of lizard’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jar contains:
- 40 gp
- 1 gems worth 100 gp in total
Otherwise, this place was already looted earlier.
A broken talisman can be found in an alcove.
11 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - round bronze door (Half-broken).
- North side - secret door (operated by a passphrase).
Description
This area is dark and cold and the ground is covered with scorch marks. There are cloaked and hooded humans inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 5 sp
Dried flowers litter the area.
There’s a crank lever that can open the secret door in area 27 (south)
The secret door on the north is leading to a secret chamber:
Description
This area is dark and cold and the walls are covered with spots of yellow ooze. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
There’s also a ring of fist-sized stones in a large basin and some garlic leftovers next to it.
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 15.
12 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - round wooden door (Stuck).
- South side - rectangular marble door (Half-broken).
- North side - secret door (operated by a passphrase).
Description
This area stinks from excrements and the ceiling is scorched with burn marks. There is a big crate near the far wall.
The crate is trapped. There’s a small gas-filled blister made of rat’s intestine embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the crate contains:
- 50 gp
Otherwise, this place was already looted earlier.
A broken wooden box can be found in a large basin.
13 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toad is making inside this area.
Description
Countless humanoid skulls “decorate” the boundries here and the ground is covered with cracks. There’s some sort of a beast inside.
- There’s a Giant Toad inside. It will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
There is no hoard.
Cube shaped stones litter the area.
There’s a crank lever that can open the secret door in area 23 (north)
14 : Ceremonial Chamber
Doorways
- North side - a round bronze door (Stuck)
Description
A small wooden altar is located at the center of this room and the ceiling is scorched with burn marks. There’s something lying on the floor.
- There’s a deadly pit here, 6' deep, covered only by the darkness. If undetected, there’s a 2 in 6 chance of falling in when stepped on. 21 Rats are waiting at the bottom.
Armour Class: 9 [10] Hit Dice: 1hp Attacks: 1 × bite per pack (1d6 + disease) THAC0: 19 [0] Movement: 60’ (20’) / 30’ (10’) swimming Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 5 Alignment: Neutral XP: 5
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- Sword (Usable)
- Warm Cloak (Usable)
- Oil (Usable)
- The key (🜥) to unlock the round iron door (to the west) in area 36
The rotting hide of a large animal can be found in the far corner.
15 : Dead Ends
Left side - Dead End (Magical Portal)
- A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 11
Right side - Dead End (Trap!)
- There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping on pressure plate, causing the gas to come out of slits in the wall. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
16 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - an arched wooden door (Barricaded)
- West side - an arched wooden door (Barricaded)
- A secret door (operated by a passphrase) on the north side is leading to a hidden storage room.
Description
Broken vials and beakers are scattered all over the place and the ground has several fractures on. There are some big bags near the far wall.
The bags are trapped. Loose debris is locked above the bags, released when a switch thrown casually inside is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the bags contain:
- 1,000 gp
- 3 gems worth 700 gp in total
Otherwise, this place was already looted earlier.
Rotting remains of food litter the area.
17 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Dragon is making inside this area.
Doorways
- The secret door (operated by a passphrase) from area 16 is on the south side.
Description
This area stinks from excrements and there are some cracks on the walls. This is not looking good.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 22,060 gp
- 21 jewellery items worth 19,500 gp in total
A small empty bottle can be found in the near corner.
18 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Doppelgängers are making inside this area.
Doorways
- South side - an arched wooden door (Half-broken)
- North side - a round wooden door (Half-broken)
Description
This area is dark and cold and the ceiling is covered with spots of green rot. A weird sensation is creeping up your spine.
- There are 5 Doppelgängers inside. Roll or decide for reaction.
Doppelgänger
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d12) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D6 W7 P8 B8 S10 (10) Morale: 10 Alignment: Chaotic XP: 125
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Monster Hoard:
- 5 gems worth 183 gp in total
An empty drinking flask can be found near the wall on the right.
There’s a rope-pull lever that can open the secret door in area 20 (north)
19 : Corridor Door
- There’s a round marble door (Half-broken)
20 : Secret doors
There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a passphrase) on the north wall. This is the only way into the room at 21
A third secret door (operated by a passphrase) on the east wall is connected to the room at 22
21 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- There’s a secret door (operated by a passphrase) on the south wall. This is the only way in and out of this room.
Description
This area stinks from excrements and there are a few burn marks on the ground. There is a big bag near the far wall.
The bag is trapped. Loose rubble is locked above the bag, released when a switch thrown casually inside is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the bag contains:
- 20 gp
Otherwise, this place was already looted earlier.
Hundred tiny bones litter the area.
Searching will uncover a small wooden box holding the key (🜨) to unlock the rectangular bronze door (to the north) in area 35
22 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statue is making inside this area.
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the west wall.
- There’s an arched wooden door (Stuck).
Description
It is dark and damp here and the walls are carved with claw marks. There’s movement inside.
- There’s an Iron Living Statue inside. It will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
There is no hoard.
Broken pieces of wood litter the area.
Searching will uncover a goat’s skull holding the key (🝤) to unlock the round bronze door (to the east) in area 32
23 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular marble door (Locked 🜷).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
- South side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and there are several spots of green rot on the ground. There are cultists inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 60 gp
- 4 jewellery items worth 3,400 gp in total
A smashed lyre can be found below an arch.
24 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
This area stinks from excrements and there are several burn marks on the walls. There are cultists inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A pile of papers can be found in an alcove.
25 : Laboratory
Doorways
- South side - secret door (operated by a passphrase).
Description
There are stains of what seems to be blood all over the place and the ceiling has several splatters of dark matter on. There’s a dead body here.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
- Mace (Unusable)
- Garlic (Unusable)
- The key (🜷) to unlock the rectangular marble door (to the east) in area 23
There’s also the skull of a strange animal in the far corner and some shreded pages of a book spread all over the place.
26 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - rectangular wooden door (Barricaded).
- East side - odd-shaped marble door (Barricaded).
- North side - triangle wooden door (Barricaded).
Description
There are stains of what seems to be blood all over the place and the walls are covered with splatters of dark matter. There are humans wearing dark robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
There’s also a pile of cockroaches in an alcove and some shreded pieces of a map next to it.
27 : Torture Chamber
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Several wooden racks were fixtured here and there are a few cracks on the ceiling. There’s a dead body here and a person is chained to the wall.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 20 gp
- High Boots (Usable)
- Mace (Unusable)
- High Boots (Usable)
Dead mice litter the area.
The chained person is Gatrude Liutwarde’s daughter from Thenara.
28 : Corridor
- There’s a rectangular wooden door (Stuck) It is leading to the room in 29
29 : Ceremonial Chamber
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - arched bronze door (Stuck).
- West side - rectangular wooden door (Stuck).
- Next to it there’s a secret door (operated by a passphrase) leading to a small chamber.
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the east wall.
Description
Large symbols and letters were painted all over the place and the ground is carved with claw marks. There are some large chests near the far wall.
There’s a 2-in-6 chance the chests contain:
- 3,200 gp
- 6 gems worth 770 gp in total
Otherwise, this place was already looted earlier.
Dead mice litter the area.
30 : Corridor
This 80' corridor is leading to a round iron door (Half-broken) The door is leading to the Library.
31 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- North side - round iron door (Half-broken)
- Theres a secret door (operated by a passphrase) in the alcove on the east wall.
Description
Numerous fragments of torn paper are scattered all over the place and there are some splatters of dark matter on the walls. A weird sensation is creeping up your spine.
- There are 6 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
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There is no hoard.
Carved figurines litter the area.
Searching will uncover a small wooden box holding the key (🜆) to unlock the round marble door (to the west) in area 43
32 : Pantry
Doorways
- South side - triangle wooden door (Barricaded)
- West side - a secret door (operated by a passphrase)
- East side - a round bronze door (Locked 🝤)
Description
A few small rats, so it seems, scurried back into hiding and the ground has some burn marks on. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- Rope (Unusable)
Seeds litter the area.
33 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- north - triangle bronze door (Half-broken)
Description
You hear the sound of water dripping down and the ceiling has a few splatters of dark matter on. This is not looking good.
- There are 3 Medusas inside. Roll or decide for reaction.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
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Monster Hoard:
- 5,000 gp
- 6 gems worth 410 gp in total
There’s also many candles, burnt out in a pile of wax near the wall on the right and some cube shaped stones spread all over the place.
There’s a pressure plate lever that can open the secret door in area 29 (east)
34 : Torture Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - an arched wooden door (Barricaded)
Description
The air in this area is dense and misty and the ground is deeply fractured. There is a small chest near the far wall.
The chest is trapped. A strong acid ooze was applied on the chest. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chest contains:
- 200 gp
Otherwise, this place was already looted earlier.
There’s also several large decorative pillows in the near corner and some ripped pieces of old rope spread all over the place.
35 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- North side - a rectangular bronze door (Locked 🜨)
Description
A few small rats, so it seems, scurried back into hiding and there are several cracks on the walls. There are some very big crates near the far wall.
The crates are trapped. There’s a small gas-filled vial made of an extremely fragile glass embedded in one of the wooden planks . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the crates contain:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a bundle of sticks near the wall on the right and some tiny mushrooms next to it.
Searching will uncover a cloth wrap under a stone holding the key (🝦) to unlock the rectangular bronze door (to the north) in area 39
36 : Library
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- South side - an odd-shaped iron door (Stuck)
- West side - a round iron door (Locked 🜥)
- North side - a round wooden door (Half-broken)
Description
The air in this area is dense and misty and the ground is covered with claw marks. There’s something lying on the floor and a person is chained to the wall.
There’s a spring-loaded spears trap here, hidden inside shafts in the floor. If undetected, there’s a 2 in 6 chance of triggering it if stepping on pressure plate. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
- 1 jewellery items worth 1,200 gp in total
Feathers can be found below an arch.
Searching will uncover a cloth wrap under a stone holding the key (🜴) to unlock the odd-shaped iron door (to the north) in area 41
The chained person is Liutward Hildelinde’s nephew from Lillin.
37 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - an arched wooden door (Half-broken)
Description
This area is dark and cold and the ceiling has some claw marks on. There are humans wearing dark robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
A bucket of guts can be found near the wall on the left.
38 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - arched wooden door (Half-broken).
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
There are stains of what seems to be blood all over the place and the walls are covered with claw marks. There are humans wearing dark robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
There’s also a rusted pile of chains below an arch and some ripped pieces of old rope spread all over the place.
The secret door on the south is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is carved with claw marks. There’s some sort of a beast inside.
- There are 6 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
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There is no hoard.
A bundle of sticks can be found near the wall on the left.
There’s a pressure plate lever that can open the secret door in area 38 (south)
A plain looking wooden chest contains Achilde of Ragor’s (from Izan) Decorated Helm (actually a Helm of Telepathy)
39 : Pantry
Doorways
- East side - triangle wooden door (Half-broken).
- North side - rectangular bronze door (Locked 🝦).
- South side - secret door (operated by a passphrase).
Description
There are stains of what seems to be blood all over the place and the ground has several scorch marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 20 gp
A nest of straw and blankets can be found in the near corner.
40 : Crypt
Description
Dense spiderwebs cover the corners of the room and there are several spots of yellow ooze on the walls. There’s a dead body here.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 10 gp
- Holy symbol (Usable)
There’s also many candles, burnt out in a pile of wax below an arch and some ripped pieces of old rope next to it.
41 : Torture Chamber
Doorways
- East side - round marble door (Barricaded)
- North side - odd-shaped iron door (Locked 🜴)
Description
The air in this area is dense and misty and there are a few scorch marks on the ceiling. There’s something lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
- Sling (Unusable)
- Dagger (Unusable)
- Silver Dagger (Usable)
A rusty short sword can be found on an altar.
Searching will uncover a small wooden box holding the key (🜇) to unlock the arched iron door (to the north) in area 48
A plain looking wooden chest contains Reinmar Anschetil’s (from Lillin) Bottle Of Sentimental Value (actually an Efreeti Bottle)
42 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- North side - rectangular iron door (Half-broken).
Description
Countless creepy crawlies all over rush back into the darkness and the walls have some scorch marks on. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
Monster Hoard:
- 2 jewellery items worth 1,900 gp in total
Small iron cages litter the area.
43 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - round marble door (Locked 🜆).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
The air in this area is dense and misty and the ground has several spots of green rot on. There are cloaked and hooded humans inside.
- There’s an Acolyte inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
There is no hoard.
A used flask of oil can be found below an arch.
The secret door on the north is leading to a secret chamber:
Description
This area is dark and cold and there are several scorch marks on the walls. There are some very big bags near the far wall and a person is chained to the wall.
There’s a 2-in-6 chance the bags contain:
- 30 gp
Otherwise, this place was already looted earlier.
Marbles litter the area.
The chained person is Idelinde of Wildslide’s wife from Thenara.
44 : Entrance to the Torture Chamber
- East side - round marble door (Locked 🜆).
45 : Entrance to the Shrine
- West side - rectangular iron door (Barricaded).
46 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular iron door (Barricaded).
- North side - arched wooden door (Barricaded).
Description
Large symbols and letters were painted all over the place and the ground is deeply fractured. There are humans wearing dark robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 1 gems worth 5 gp in total
A torn hide armor can be found in a large basin.
47 : North entrance to the Shrine
- South side - arched wooden door (Barricaded).
48 : Ceremonial Chamber
Doorways
- South side - arched iron door (Half-broken)
- North side - arched iron door (Locked 🜇)
Description
The air in this area is dense and misty and there are a few claw marks on the ceiling. There’s a dead body here.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Short Bow (Usable)
- Sack (Usable)
There’s also a used flask of oil in the near corner and some dead mice next to it.
An old dark leather bag contains Giambono Abundance’s (from Narxes) Custom-Fit Armor (actually an Armour +3)
49 : Water Fountain
Clear water are coming out of the wall here.
Temple of the Hidden Blades Temple of the Hidden Blades
Conspectus
Encounters
11 Mediums (area 7, area 28, area 31, area 44, area 45) 3 Spitting Cobras (area 21)
3 Giant Toads (area 2, area 46)
5 Black Bears (area 1, area 12) 5 Gargoyles (area 17) 6 White Apes (area 8, area 28)
3 Horned Chameleons (area 39)
Tiger (area 22)
Amber Golem (area 14)
Treasure
5,613 gp in coins. 9,239 gp in gems. 58,125 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | Encounter | Stats |
---|---|---|
1 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
2 | Giant Toad | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25 |
1 : Dungeon Entrance
These stairs into the dungeon are inside an abandoned wooden hut, under loose floor boards .
- There are 3 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
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There is no hoard.
There’s also a figure made of sticks and twine near the wall on the far end and some dead mice spread all over the place.
Searching will uncover a nook in the wall holding the key (🜾) to unlock the triangle wooden door (to the south) in area 23
There’s a pressure plate lever that can open the secret door in area 12 (south)
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Library
Doorways
- East side - arched iron door (Barricaded).
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are a few burn marks on the ceiling. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- Leather Hat (Unusable)
- Mirror (Usable)
- The key (🜵) to unlock the round bronze door (to the north) in area 7
A torn hide armor can be found in the far corner.
Searching will uncover a cloth wrap under a stone holding the key (🜆) to unlock the rectangular bronze door (to the east) in area 16
The secret door on the south is leading to a secret chamber:
Description
A large pentagram was painted here and the ground is covered with spots of yellow ooze. There’s some sort of a beast inside.
- There’s a Giant Toad inside. It will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
There is no hoard.
Ripped pieces of old rope litter the area.
Searching will uncover a goat’s skull holding the key (🜵) to unlock the arched bronze door (to the south) in area 7
There’s a rope-pull lever that can open the secret door in area 2 (south)
3 : Entrance to the Library
- West side - arched iron door (Barricaded).
4 : Entrance to the Ceremonial Chamber
- East side - rectangular iron door (Barricaded).
5 : Ceremonial Chamber
Doorways
- West side - rectangular iron door (Barricaded).
- South side - rectangular wooden door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the ceiling is scorched with burn marks. There’s a dead body here.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 330 gp
- High Boots (Unusable)
- Club (Unusable)
- Leather Hat (Unusable)
A tangle of vines can be found on an altar.
6 : South entrance to the Ceremonial Chamber
- North side - rectangular wooden door (Barricaded).
7 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - round bronze door (Locked 🜵).
- South side - arched bronze door (Locked 🜵).
- East side - round wooden door (Stuck).
Description
You hear the sound of water dripping down and the ground has some scorch marks on. There are humans wearing dark robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
A boot, skeletal foot still inside can be found in a large basin.
There’s a crank lever that can open the secret door in area 8 (west)
8 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and the walls have some claw marks on. There’s some sort of a beast inside.
- There are 5 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
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There is no hoard.
A broken wooden box can be found in the near corner.
Searching will uncover an old leather pouch holding the key (🜓) to unlock the rectangular bronze door (to the north) in area 14
9 : Torture Chamber
Doorways
- East side - rectangular wooden door (Barricaded)
- West side - rectangular wooden door (Half-broken)
Description
It is dark and damp here and the ceiling is covered with fractures. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Rations (Unusable)
- Hammer (Usable)
- Short Bow (Usable)
- The key (🜙) to unlock the odd-shaped wooden door (to the north) in area 11
Traces of fur litter the area.
10 : Water Fountain
Clear water are coming out of the wall here.
11 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - rectangular marble door (Barricaded).
- East side - odd-shaped iron door (Half-broken).
- North side - odd-shaped wooden door (Locked 🜙).
Description
This area stinks from excrements and the walls are scorched with burn marks. There is a big jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 40 gp
Otherwise, this place was already looted earlier.
A clear puddle can be found near the wall on the far end.
There’s a crank lever that can open the secret door in area 38 (east)
12 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Numerous fragments of torn paper are scattered all over the place and the ground is scorched with burn marks. There’s some sort of a beast inside.
- There are 2 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
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There is no hoard.
Shreded pieces of clothing litter the area.
Searching will uncover an old hollow torch holding the key (🝖) to unlock the rectangular bronze door (to the west) in area 23
13 : Corridor
- There’s an arched wooden door (Stuck) It is leading to the room in 14
14 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Amber Golem is making inside this area.
Doorways
- West side - rectangular bronze door (Locked 🜓).
- North side - arched wooden door (Stuck).
- Next to it there’s a secret door (operated by a crank lever somewhere in the dungeon) leading to a small chamber.
- There’s a secret door (operated by a passphrase) on the south wall.
Description
Large symbols and letters were painted all over the place and the ceiling is covered with scorch marks. There’s something moving inside.
- There’s an Amber Golem inside. It will attack anyone stepping in.
Amber Golem
Armour Class: 6 [13] Hit Dice: 10 Attacks: 2 × claw (2d6), 1 × bite (2d10) THAC0: 11 [+8] Movement: 180’ (60’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 12 Alignment: Neutral XP: 2,300
There is no hoard.
Tiny mushrooms litter the area.
15 : Corridor
This 80' corridor is leading to a rectangular bronze door (Locked 🜆) The door is leading to the Laboratory.
16 : Laboratory
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- East side - rectangular bronze door (Locked 🜆)
- Theres a secret door (operated by a passphrase) in the alcove on the south wall.
Description
It is dark and damp here and the ground is scorched with burn marks. There are some large barrels near the far wall.
The barrels are trapped. There’s a poisoned needle hidden in a rim . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the barrels contain:
- 330 gp
Otherwise, this place was already looted earlier.
There’s also a burnt torch near the wall on the far end and some damp leaves spread all over the place.
17 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- West side - arched wooden door (Barricaded)
- North side - a secret door (operated by a passphrase)
- South side - a rectangular wooden door (Stuck)
Description
You hear the sound of water dripping down and the ceiling is carved with claw marks. There’s something moving inside.
- There are 5 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
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❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A collection of offerings, long ago forgotten can be found near the wall on the right.
There’s a crank lever that can open the secret door in area 14 (east)
18 : Laboratory
Doorways
- east - rectangular bronze door (Half-broken)
Description
This area is dark and cold and the walls are carved with claw marks. There’s something lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- 2 jewellery items worth 1,000 gp in total
- Shield +3
- Oil (Unusable)
A small empty bottle can be found near the wall on the left.
There’s a rope-pull lever that can open the secret door in area 19 (south)
19 : Alcoved Corridor
- North side - a secret door (operated by a passphrase) in an alcove.
- South side - a secret door (operated by a rope-pull lever somewhere in the dungeon) in an alcove, leading to area 20.
There are hanging cages in the alcoves here. There are bare skeletons inside.
20 : Shrine
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- A secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall is the only way in.
Description
Countless humanoid skulls “decorate” the boundries here and the ground is covered with spots of yellow ooze. There is a very big chest near the far wall.
The chest is trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chest contains:
- 4,040 gp
Otherwise, this place was already looted earlier.
An eyeball in a sealed jar can be found in an alcove.
Searching will uncover an old hollow torch holding the key (🜍) to unlock the triangle iron door (to the west) in area 40
21 : Dead End (Body)
- Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- High Boots (Unusable)
- Silver Dagger (Usable)
22 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- East side - an odd-shaped iron door (Stuck)
- West side - an arched marble door (Barricaded)
Description
Numerous fragments of torn paper are scattered all over the place and there are several cracks on the ceiling. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
Monster Hoard:
- 2 gp
Several iron bars, each about a foot in length can be found in an alcove.
There’s a crank lever that can open the secret door in area 36 (north)
23 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - a rectangular bronze door (Locked 🝖)
- West side - a triangle wooden door (Locked 🜾)
Description
This area stinks from excrements and there are a few spots of yellow ooze on the ground. There is a very big chest near the far wall.
The chest is trapped. Loose stones are locked above the chest, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chest contains:
- 220 gp
Otherwise, this place was already looted earlier.
Torn pieces of clothing litter the area.
24 : Alcoved Corridor
- North side - a triangle wooden door (Locked 🜾) leading into area 23.
There are human-like statues in the alcoves here.
25 : Dead End
- There is nothing here.
26 : Dead End
- There is nothing here.
27 : Torture Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - triangle wooden door (Barricaded).
Description
Several wooden racks were fixtured here and the walls are covered with spots of yellow ooze. There is a big chest near the far wall.
The chest is trapped. A strong acid ooze was applied on the chest. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chest contains:
- 60 gp
Otherwise, this place was already looted earlier.
An empty drinking flask can be found in an alcove.
28 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - round iron door (Stuck).
- East side - secret door (operated by a passphrase).
Description
You hear the sound of water dripping down and the ceiling has several scorch marks on. There are cultists inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
There’s also three large bird skulls in an alcove and some feathers spread all over the place.
There’s a rope-pull lever that can open the secret door in area 44 (west)
The secret door on the east is leading to a secret chamber:
Description
This place seems to be an old dungeon cell and the ground is covered with burn marks. There’s some sort of a beast inside.
- There’s a White Ape inside. It will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
There is no hoard.
Shattered pieces of glass litter the area.
29 : Entrance to the Laboratory
- South side - round iron door (Stuck).
30 : Entrance to the Shrine
- North side - rectangular bronze door (Stuck).
31 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - rectangular bronze door (Stuck).
- East side - arched iron door (Barricaded).
Description
Large symbols and letters were painted all over the place and the ceiling is covered with spots of green rot. There are humans wearing dark robes inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 10 sp
- 4 jewellery items worth 3,700 gp in total
- Staff of Withering
Broken arrows litter the area.
32 : East entrance to the Shrine
- West side - arched iron door (Barricaded).
33 : Corridor
- rectangular wooden door (Half-broken) It is leading to the room in 34
34 : Torture Chamber
Doorways
- West side - rectangular bronze door (Half-broken).
- There’s a secret door (operated by a passphrase) on the east wall.
Description
This place seems to be an old dungeon cell and there are several splatters of dark matter on the ground. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 10 gp
- Rations (Usable)
There’s also a pile of bones in a large basin and some small mounds of ashes next to it.
35 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular wooden door (Barricaded)
Description
Tall shelves made of rotting wood are fixtured here and the ceiling has a few burn marks on. There is a big bag near the far wall.
The bag is trapped. A highly corrosive ointment was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bag contains:
- 4 gems worth 610 gp in total
- Potion of Diminution
- Ring of Fire Resistance
Otherwise, this place was already looted earlier.
A smashed lyre can be found near the wall on the left.
36 : Secret Door to the corridor
Doorways
- North side - a secret door (operated by a crank lever somewhere in the dungeon)
37 : Corridor Door
- There’s a rectangular wooden door (Barricaded)
38 : Secret doors
There’s a secret door (operated by a passphrase) on the east wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a crank lever somewhere in the dungeon) on the east wall. This is the only way into the room at 39
A third secret door (operated by a passphrase) on the south wall is connected to the room at 40
39 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the west wall. This is the only way in and out of this room.
Description
Broken vials and beakers are scattered all over the place and there are several scorch marks on the walls. You’re not alone here.
- There are 3 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
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Monster Hoard:
- 5 sp
Seeds litter the area.
40 : Crypt
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the north wall.
- There’s a triangle iron door (Locked 🜍).
Description
There are stains of what seems to be blood all over the place and the ground has several spots of yellow ooze on. You spot something quite big lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 10 gp
- Oil (Usable)
- Club (Usable)
- Leather Hat (Usable)
There’s also a rusted pile of chains near the wall on the right and some small iron cages spread all over the place.
41 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - rectangular bronze door (Barricaded).
Description
This area is dark and cold and the ceiling has several scorch marks on. There are some small bags near the far wall.
The bags are trapped. Loose rubble is locked above the bags, released when a switch thrown casually inside is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the bags contain:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also a pile of cockroaches in the near corner and some dry remains of food spread all over the place.
42 : Library
Doorways
- West side - rectangular iron door (Stuck)
- East side - rectangular wooden door (Stuck)
Description
This area is dark and cold and the ground is deeply fractured. There’s something lying on the floor.
There’s a razor-sharp 5' tall swinging blade trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- 4 jewellery items worth 4,000 gp in total
- Garlic (Usable)
A rusty short sword can be found near the wall on the right.
43 : Water Fountain
Clear water are coming out of the wall here.
44 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - triangle bronze door (Half-broken).
- East side - secret door (operated by a passphrase).
- West side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area is dark and cold and the ceiling has several spots of green rot on. There are cloaked and hooded humans inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 2 gems worth 82 gp in total
Shattered pieces of glass litter the area.
45 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - secret door (operated by a passphrase).
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with spots of green rot. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
There’s also a nest of straw and blankets near the wall on the far end and some dry remains of food spread all over the place.
46 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- West side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the walls have a few cracks on. There’s some sort of a beast inside.
- There are 2 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
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There is no hoard.
Damp leaves litter the area.
47 : Laboratory
Doorways
- North side - rectangular bronze door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the ground is covered with fractures. There’s something lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- Iron spikes (Unusable)
A nest of straw and blankets can be found near the wall on the left.
48 : Torture Chamber
Doorways
- North side - rectangular wooden door (Half-broken)
- West side - arched bronze door (Half-broken)
Description
It is dark and damp here and the walls are scorched with burn marks. You spot something quite big lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if removing a specific object from its original place, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 420 gp
- Thieves’ tools (Unusable)
- Iron spikes (Usable)
A pile of papers can be found on an altar.
Shrine of the Hopeless Horrors Shrine of the Hopeless Horrors
Conspectus
Madwin Gundesinde’s wife is in area 2
Encounters
11 Acolytes (area 16, area 20) 4 Mediums (area 5, area 13) 3 Spitting Cobras (area 19)
Crocodile (area 1) 3 Giant Toads (area 4)
5 Blink Dogs (area 10, area 12) 5 Iron Living Statues (area 3, area 11)
Horned Chameleon (area 22) 3 Rust Monsters (area 18)
Tiger (area 21)
2 Gorgons (area 8)
Treasure
1,396 gp in coins. 6,417 gp in gems. 27,941 gp in jewellery.
Theodora of Sephania’s Decorated Armor is in area 19
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d3 | Encounter | Stats |
---|---|---|
1 | Spitting Cobra | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13 |
2 | Giant Toad | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25 |
3 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
1 : Dungeon Entrance
These stairs into the dungeon are in the basement of an abandoned inn .
- There’s a Crocodile inside. It will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
There is no hoard.
Marbles litter the area.
Searching will uncover a goat’s skull holding the key (🝆) to unlock the round bronze door (to the west) in area 3
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Ceremonial Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listen roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- North side - rectangular wooden door (Locked 🜩).
Description
Large symbols and letters were painted all over the place and the ceiling has a few scorch marks on. There is a big chest near the far wall and a person is chained to the wall.
The chest is trapped. A strong acid ooze was applied on the chest. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chest contains:
- 10 gp
- 2 gems worth 550 gp in total
Otherwise, this place was already looted earlier.
A stagnant puddle can be found in the near corner.
Searching will uncover an old leather pouch holding the key (🜩) to unlock the rectangular wooden door (to the north) in area 2
The chained person is Madwin Gundesinde’s wife from Loga.
3 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statues are making inside this area.
Doorways
- West side - round bronze door (Locked 🝆)
- North side - rectangular marble door (Half-broken)
Description
You hear the sound of water dripping down and the ground is covered with claw marks. There’s something moving inside.
- There are 3 Iron Living Statues inside. They will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
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There is no hoard.
A torn quiver can be found near the wall on the far end.
Searching will uncover an old leather pouch holding the key (🜨) to unlock the triangle wooden door (to the south) in area 18
There’s a crank lever that can open the secret door in area 5 (north)
4 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- East side - rectangular wooden door (Barricaded).
- North side - secret door (operated by a passphrase).
Description
This area is dark and cold and the ceiling is scorched with burn marks. There’s some sort of a beast inside.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
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There is no hoard.
Small iron cages litter the area.
The secret door on the north is leading to a secret chamber:
Description
You hear the sound of water dripping down and the walls have some spots of green rot on. There’s something lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 20 gp
- 2 jewellery items worth 1,800 gp in total
- Sack (Unusable)
- Iron spikes (Usable)
Shattered pieces of glass litter the area.
Searching will uncover a goat’s skull holding the key (🝧) to unlock the arched wooden door (to the west) in area 16
There’s a crank lever that can open the secret door in area 10 (east)
5 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - rectangular wooden door (Barricaded).
- South side - arched wooden door (Locked 🜀).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and the ground has several scorch marks on. There are humans wearing red robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 3 jewellery items worth 1,950 gp in total
A pile of gravel and small stones can be found in an alcove.
There’s a rope-pull lever that can open the secret door in area 20 (east)
6 : Laboratory
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
This area stinks from excrements and the walls are covered with claw marks. There is a small chest near the far wall.
The chest is trapped. There’s a small gas-filled vial made of an extremely fragile glass hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chest contains:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also feathers in an alcove and some thick spiderwebs next to it.
Searching will uncover an old hollow torch holding the key (🜀) to unlock the arched wooden door (to the south) in area 5
7 : Corridor
- There’s a round bronze door (Barricaded) It is leading to the room in 8
8 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gorgons are making inside this area.
Doorways
- South side - round wooden door (Locked 🜈).
- West side - round bronze door (Barricaded).
- Next to it there’s a secret door (operated by a passphrase) leading to a small chamber.
- There’s a secret door (operated by a passphrase) on the east wall.
Description
This area stinks from excrements and the ground has several burn marks on. You’re not alone here.
- There are 2 Gorgons inside. They will attack anyone stepping in.
Gorgon
Armour Class: 2 [17] Hit Dice: 8 Attacks: 1 × gore (2d6) or 1 × breath (petrify) THAC0: 12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 8 Alignment: Chaotic XP: 1,200
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Monster Hoard:
- 800 gp
- 3 jewellery items worth 2,700 gp in total
Dried flowers litter the area.
9 : Corridor
This 80' corridor is leading to an arched iron door (Barricaded) The door is leading to the Shrine.
10 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- North side - arched iron door (Barricaded)
- Theres a secret door (operated by a crank lever somewhere in the dungeon) in the alcove on the east wall.
Description
A large pentagram was painted here and the walls are deeply fractured. This is not looking good.
- There are 3 Blink Dogs inside. They will attack anyone stepping in.
Blink Dog
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Lawful XP: 125
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❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 200 gp
- 1 jewellery items worth 500 gp in total
Torn pieces of clothing litter the area.
Searching will uncover a crack in the floor holding the key (🜋) to unlock the round wooden door (to the south) in area 19
11 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statues are making inside this area.
Doorways
- South side - rectangular wooden door (Barricaded)
- West side - a secret door (operated by a crank lever somewhere in the dungeon)
- East side - a rectangular wooden door (Barricaded)
Description
Large symbols and letters were painted all over the place and the ground is covered with spots of yellow ooze. You’re not alone here.
- There are 2 Iron Living Statues inside. They will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
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There is no hoard.
Small stones with runes etchings litter the area.
Searching will uncover a goat’s skull holding the key (🜁) to unlock the odd-shaped wooden door (to the north) in area 12
12 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- north - odd-shaped wooden door (Locked 🜁)
Description
It is dark and damp here and the ceiling has a few spots of green rot on. This is not looking good.
- There are 2 Blink Dogs inside. They will attack anyone stepping in.
Blink Dog
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Lawful XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 133 gp
- 4 gems worth 250 gp in total
Tiny mushrooms litter the area.
Searching will uncover a goat’s skull holding the key (🜈) to unlock the round wooden door (to the west) in area 8
There’s a rope-pull lever that can open the secret door in area 13 (west)
13 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - arched wooden door (Locked 🜁).
- West side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area stinks from excrements and there are several spots of green rot on the ground. There are cloaked and hooded humans inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
Monster Hoard:
- 16 gp
Brightly colored leaves litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝚) to unlock the arched wooden door (to the south) in area 22
The secret door on the west is leading to a secret chamber:
Description
The air in this area is dense and misty and the ceiling is covered with cracks. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 140 gp
- Mace (Unusable)
- Dagger (Unusable)
Marbles litter the area.
14 : Entrance to the Pantry
- North side - arched wooden door (Locked 🜁).
15 : Entrance to the Laboratory
- South side - rectangular iron door (Barricaded).
16 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular iron door (Barricaded).
- West side - arched wooden door (Locked 🝧).
Description
This area stinks from excrements and the walls are scorched with burn marks. There are humans wearing red robes inside.
- There are 3 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A burnt torch can be found in a large basin.
Searching will uncover an old hollow torch holding the key (🜁) to unlock the arched wooden door (to the south) in area 13
17 : West entrance to the Laboratory
- East side - arched wooden door (Locked 🝧).
18 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rust Monsters are making inside this area.
Doorways
- South side - triangle wooden door (Locked 🜨)
- East side - arched bronze door (Stuck)
Description
There are stains of what seems to be blood all over the place and the ceiling has a few fractures on. You’re not alone here.
- There are 3 Rust Monsters inside. They will attack anyone stepping in.
Rust Monster
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175
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There is no hoard.
There’s also vomit in a large basin and some seeds next to it.
19 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - round wooden door (Locked 🜋).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Countless creepy crawlies all over rush back into the darkness and there are several fractures on the ground. There’s some sort of a beast inside.
- There are 3 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
There’s also a burnt torch on an altar and some broken arrows next to it.
The secret door on the east is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and there are some burn marks on the ceiling. There’s a dead body here.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 40 gp
- Sling (Unusable)
Shreded pages of a book litter the area.
A plain looking wooden chest contains Theodora of Sephania’s (from Preya) Decorated Armor (actually an Armour +1)
20 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular wooden door (Half-broken).
- West side - round marble door (Half-broken).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area is dark and cold and there are a few scorch marks on the ground. There are humans wearing red robes inside.
- There are 8 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also an empty drinking flask in an alcove and some shreded pages of a book next to it.
21 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Description
You hear the sound of water dripping down and the ceiling is covered with claw marks. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
Monster Hoard:
- 7 gp
A broken table can be found in the near corner.
There’s a rope-pull lever that can open the secret door in area 19 (east)
22 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleon is making inside this area.
Doorways
- West side - arched wooden door (Barricaded)
- South side - arched wooden door (Locked 🝚)
Description
Dense spiderwebs cover the corners of the room and the ground is covered with fractures. This is not looking good.
- There’s a Horned Chameleon inside. It will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
There is no hoard.
Torn pieces of clothing litter the area.
Shrine of the Doomed Spider Shrine of the Doomed Spider
Conspectus
Worwin of Starfield’s daughter is in area 69
Encounters
38 Acolytes (area 3, area 11, area 13, area 31, area 33, area 45, area 63, area 65) 25 Mediums (area 6, area 8, area 9, area 11, area 12, area 22, area 32, area 34, area 46, area 59, area 66, area 69) 29 Rats (area 26) 4 Spitting Cobras (area 47)
4 Crocodiles (area 15, area 68) 8 Giant Toads (area 15, area 61, area 65)
4 Black Bears (area 3) 7 Gargoyles (area 43, area 64) Iron Living Statue (area 14) 3 Medusas (area 25) 4 White Apes (area 35)
2 Horned Chameleons (area 58) 5 Rock Living Statues (area 21, area 29)
Black Dragon (area 40)
Bone Golem (area 51)
Treasure
22,203 gp in coins. 24,993 gp in gems. 107,650 gp in jewellery.
Benegar of Talima’s Drums is in area 32
Ansilde of Naram’s Armor Of Sentimental Value is in area 61
Gunso Cadwallon’s Decorated Armor is in area 70
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d3 | Encounter | Stats |
---|---|---|
1 | Giant Toad | Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25 |
2 | Crocodile | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
3 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
1 : Dungeon Entrance
These stairs into the dungeon are under a wooden trapdoor buried 5 feet in the ground.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
- 3 jewellery items worth 3,000 gp in total
- The key (🜠) to unlock the rectangular iron door (to the east) in area 3
Feathers litter the area.
Searching will uncover a goat’s skull holding the key (🜡) to unlock the rectangular wooden door (to the north) in area 18
There’s a rope-pull lever that can open the secret door in area 11 (east)
2 : Secret Chamber
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- East side - secret door (operated by a passphrase)
Description
You hear the sound of water dripping down and the walls are covered with burn marks. There is a small chest near the far wall.
The chest is trapped. Loose rubble is locked above the chest, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chest contains:
- 30 gp
Otherwise, this place was already looted earlier.
A pile of papers can be found near the wall on the far end.
There’s a crank lever that can open the secret door in area 61 (north)
3 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular iron door (Locked 🜠).
- South side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and the ground is carved with claw marks. There are cultists inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also a muddy puddle in the far corner and some damp leaves spread all over the place.
Searching will uncover a crack in the floor holding the key (🜏) to unlock the arched wooden door (to the west) in area 6
There’s a crank lever that can open the secret door in area 8 (east)
The secret door on the south is leading to a secret chamber:
Description
A large pentagram was painted here and the walls are scorched with burn marks. There’s some sort of a beast inside.
- There are 4 Black Bears inside. They will attack anyone stepping in.
Black Bear
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d3), 1 × bite(1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16(2) Morale: 7 Alignment: Neutral XP: 75
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Monster Hoard:
- 6 gp
- 4 jewellery items worth 3,300 gp in total
A broken table can be found in the near corner.
4 : Entrance to the Pantry
- West side - rectangular iron door (Locked 🜠).
5 : Entrance to the Torture Chamber
- East side - arched wooden door (Locked 🜏).
6 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - arched wooden door (Locked 🜏).
- South side - round iron door (Barricaded).
Description
This area stinks from excrements and there are a few burn marks on the ceiling. There are humans wearing red robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
There’s also an old, ripped backpack on an altar and some small mounds of ashes next to it.
Searching will uncover a goat’s skull holding the key (🝌) to unlock the arched iron door (to the north) in area 12
There’s a crank lever that can open the secret door in area 42 (east)
7 : South entrance to the Torture Chamber
- North side - round iron door (Barricaded).
8 : Shrine
Doorways
- South side - odd-shaped wooden door (Half-broken).
- East side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and the walls have some burn marks on. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- Thieves’ tools (Unusable)
- Pole (Usable)
- Mace (Usable)
A torn hide armor can be found near the wall on the far end.
The secret door on the east is leading to a secret chamber:
Description
Dense spiderwebs cover the corners of the room and the ground has a few burn marks on. There are humans wearing dark robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
Shattered pieces of glass litter the area.
9 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular bronze door (Barricaded).
- West side - rectangular wooden door (Locked 🜑).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
The air in this area is dense and misty and the ceiling is carved with claw marks. There are humans wearing dark robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
Rotting remains of food litter the area.
There’s a rope-pull lever that can open the secret door in area 9 (east)
10 : Pantry
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
The air in this area is dense and misty and the walls have several splatters of dark matter on. There are some very big jars near the far wall.
The jars are trapped. There’s a poisoned needle embedded in a handle . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jars contain:
- 50 gp
Otherwise, this place was already looted earlier.
Small mounds of ashes litter the area.
Searching will uncover a small wooden box holding the key (🜑) to unlock the rectangular wooden door (to the west) in area 9
There’s a crank lever that can open the secret door in area 21 (south)
11 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - rectangular iron door (Half-broken).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Tall shelves made of rotting wood are fixtured here and there are several claw marks on the ground. There are cloaked and hooded humans inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 7 sp
A dirty stuffed doll can be found in an alcove.
The secret door on the east is leading to a secret chamber:
Description
The air in this area is dense and misty and there are a few spots of yellow ooze on the walls. There are cultists inside.
- There are 3 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 1 gp
A collection of offerings, long ago forgotten can be found on an altar.
12 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - arched iron door (Locked 🝌).
- West side - rectangular iron door (Locked 🝍).
- East side - secret door (operated by a passphrase).
Description
It is dark and damp here and the ground has some claw marks on. There are humans wearing dark robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
Monster Hoard:
- 4 jewellery items worth 725 gp in total
Brightly colored leaves litter the area.
Searching will uncover an old hollow torch holding the key (🝍) to unlock the rectangular iron door (to the west) in area 12
13 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is deeply fractured. There are humans wearing dark robes inside.
- There are 2 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also a pile of gravel and small stones in the near corner and some ripped pieces of old rope spread all over the place.
Searching will uncover a cloth wrap under a stone holding the key (🝆) to unlock the arched iron door (to the east) in area 14
14 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statue is making inside this area.
Doorways
- South side - arched marble door (Barricaded)
- East side - arched iron door (Locked 🝆)
Description
Tall shelves made of rotting wood are fixtured here and the walls are carved with claw marks. There’s something moving inside.
- There’s an Iron Living Statue inside. It will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
There is no hoard.
Carved figurines litter the area.
15 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- South side - arched wooden door (Half-broken).
- West side - secret door (operated by a passphrase).
Description
This area stinks from excrements and the ceiling is covered with splatters of dark matter. There’s some sort of a beast inside.
- There are 2 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
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There is no hoard.
A stagnant puddle can be found in an alcove.
The secret door on the west is leading to a secret chamber:
Description
This area is dark and cold and there are some burn marks on the ground. There’s some sort of a beast inside.
- There are 2 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
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There is no hoard.
Garlic leftovers litter the area.
16 : Entrance to the Pantry
- North side - arched wooden door (Half-broken).
17 : Entrance to the Ceremonial Chamber
- South side - rectangular wooden door (Locked 🜡).
18 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular wooden door (Locked 🜡).
- West side - round wooden door (Stuck).
Description
You hear the sound of water dripping down and the walls have some scorch marks on. There are some small bags near the far wall.
The bags are trapped. There’s a poisoned needle thrown casually inside . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the bags contain:
- 420 gp
Otherwise, this place was already looted earlier.
A stagnant puddle can be found in the far corner.
19 : West entrance to the Ceremonial Chamber
- East side - round wooden door (Stuck).
20 : Corridor
- rectangular bronze door (Half-broken) It is leading to the room in 21
21 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- North side - rectangular wooden door (Half-broken).
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the south wall.
Description
You hear the sound of water dripping down and the ceiling has several spots of yellow ooze on. There’s movement inside.
- There are 2 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
Carved figurines litter the area.
There’s a rope-pull lever that can open the secret door in area 62 (north)
22 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - round iron door (Stuck)
Description
This area stinks from excrements and the walls have several spots of green rot on. There are humans wearing dark robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
Monster Hoard:
- 1 gp
A burnt torch can be found in the near corner.
23 : Secret Door to the corridor
Doorways
- East side - a secret door (operated by a passphrase)
24 : Corridor
- arched wooden door (Barricaded) It is leading to the room in 25
25 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- South side - odd-shaped marble door (Half-broken).
- There’s a secret door (operated by a passphrase) on the north wall.
Description
Large symbols and letters were painted all over the place and the ground is carved with claw marks. There’s something moving inside.
- There are 3 Medusas inside. Roll or decide for reaction.
Medusa
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × snakebites (1d6 + poison) THAC0: 16 [+3] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 8 Alignment: Chaotic XP: 175
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❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 9,000 gp
A boot, skeletal foot still inside can be found in an alcove.
26 : Laboratory
Doorways
- West side - rectangular wooden door (Stuck)
Description
The air in this area is dense and misty and there are a few burn marks on the ceiling. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, covered under thin wood planks. If undetected, there’s a 2 in 6 chance of falling in. Save vs Death or sustain 1d6 damage from long rusty spikes at the bottom.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- 3 gems worth 200 gp in total
- Dagger (Unusable)
- Mirror (Unusable)
A tangle of vines can be found near the wall on the left.
27 : Secret Door to the corridor
Doorways
- West side - a secret door (operated by a passphrase)
28 : Torture Chamber
Doorways
- North side - an arched wooden door (Barricaded)
Description
This area stinks from excrements and the ground has some scorch marks on. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
- Holy symbol (Unusable)
- Short Bow (Usable)
Marbles litter the area.
29 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- West side - a round iron door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and the walls have a few cracks on. There’s something moving inside.
- There are 3 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
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There is no hoard.
A ring of fist-sized stones can be found in an alcove.
There’s a pressure plate lever that can open the secret door in area 32 (north)
30 : Laboratory
Doorways
- East side - a rectangular wooden door (Stuck)
- South side - an arched wooden door (Half-broken)
- West side - a rectangular wooden door (Stuck)
Description
This area stinks from excrements and the ground is covered with splatters of dark matter. There’s a dead body here.
There’s a crushing swinging boulder trap here, hidden inside the wall. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- Iron spikes (Unusable)
- Mace (Unusable)
- The key (🜕) to unlock the arched bronze door (to the east) in area 61
Shreded pieces of clothing litter the area.
31 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - an arched iron door (Barricaded)
Description
This area stinks from excrements and the ceiling has several scorch marks on. There are humans wearing red robes inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A shattered sword can be found in an alcove.
32 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - arched iron door (Stuck).
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and the ground is scorched with burn marks. There are cloaked and hooded humans inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
Hundred tiny bones litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝩) to unlock the round bronze door (to the west) in area 64
An old dark leather bag contains Benegar of Talima’s (from Izan) Drums (actually a Drums of Panic)
The secret door on the north is leading to a secret chamber:
Description
This area is dark and cold and the walls have a few fractures on. There is a large chest near the far wall.
The chest is trapped. Loose debris is locked above the chest, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chest contains:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also several large decorative pillows in the near corner and some cube shaped stones spread all over the place.
There’s a rope-pull lever that can open the secret door in area 42 (east)
33 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - triangle iron door (Barricaded).
- South side - round bronze door (Stuck).
- North side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the ground has several spots of yellow ooze on. There are cultists inside.
- There are 8 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 4 sp
- Sword +2, Charm Person
There’s also a rusty short sword in the far corner and some damp leaves spread all over the place.
34 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
Numerous fragments of torn paper are scattered all over the place and the ceiling is covered with splatters of dark matter. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
Many shoes and boots, piled together can be found in the near corner.
Searching will uncover a cloth wrap under a stone holding the key (🜇) to unlock the rectangular wooden door (to the east) in area 52
There’s a crank lever that can open the secret door in area 60 (north)
35 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- West side - triangle wooden door (Barricaded).
Description
A large pentagram was painted here and the walls are carved with claw marks. There’s some sort of a beast inside.
- There are 4 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
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There is no hoard.
There’s also a broken wooden box in the near corner and some marbles spread all over the place.
Searching will uncover an old leather pouch holding the key (🜠) to unlock the rectangular bronze door (to the south) in area 38
36 : Corridor
- rectangular iron door (Barricaded) It is leading to the room in 37
37 : Pantry
Doorways
- East side - arched bronze door (Stuck).
- There’s a secret door (operated by a passphrase) on the west wall.
Description
There are stains of what seems to be blood all over the place and the ground is covered with splatters of dark matter. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
Hundred tiny bones litter the area.
There’s a pressure plate lever that can open the secret door in area 54 (west)
38 : Shrine
Doorways
- South side - rectangular bronze door (Locked 🜠)
Description
This area stinks from excrements and the ceiling has some scorch marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 20 gp
- 3 gems worth 1,050 gp in total
- 4 jewellery items worth 3,500 gp in total
- Hammer (Usable)
There’s also an empty drinking flask near the wall on the right and some small stones with runes etchings spread all over the place.
39 : Secret Door to the corridor
Doorways
- South side - a secret door (operated by a passphrase)
40 : Altar Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Dragon is making inside this area.
Description
The air in this area is dense and misty and the walls have some spots of green rot on. There’s something moving inside.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 10,660 gp
- 25 jewellery items worth 20,200 gp in total
Carved figurines litter the area.
41 : Corridor Door
- There’s an arched wooden door (Barricaded)
42 : Secret doors
There’s a secret door (operated by a crank lever somewhere in the dungeon) on the east wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the east wall. This is the only way into the room at 43
A third secret door (operated by a passphrase) on the south wall is connected to the room at 44
43 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. This is the only way in and out of this room.
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with scorch marks. You’re not alone here.
- There are 6 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
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Monster Hoard:
- 360 gp
Vomit can be found below an arch.
44 : Ceremonial Chamber
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the north wall.
- There’s a round iron door (Stuck).
Description
You hear the sound of water dripping down and the ceiling is covered with spots of green rot. There’s a dead body here.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- The key (🜃) to unlock the rectangular wooden door (to the east) in area 53
There’s also a carved idol in an alcove and some garlic leftovers next to it.
There’s a pressure plate lever that can open the secret door in area 66 (west)
45 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - round bronze door (Stuck).
- East side - rectangular wooden door (Barricaded).
- North side - arched marble door (Barricaded).
Description
A few small rats, so it seems, scurried back into hiding and the walls have a few spots of yellow ooze on. There are cultists inside.
- There are 4 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also a broken table in a large basin and some seeds next to it.
46 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - secret door (operated by a passphrase).
Description
Countless humanoid skulls “decorate” the boundries here and the ceiling is scorched with burn marks. There are humans wearing red robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
There’s also a carved idol near the wall on the far end and some shreded pages of a book spread all over the place.
47 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - rectangular wooden door (Stuck).
Description
This area is dark and cold and the ground has some spots of yellow ooze on. There’s some sort of a beast inside.
- There are 4 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
Damp leaves litter the area.
48 : Crypt
Doorways
- West side - an arched wooden door (Barricaded)
Description
It is dark and damp here and the ceiling has several scorch marks on. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Silver Dagger (Usable)
A muddy puddle can be found in an alcove.
49 : Dead Ends
Left side - Dead End
- There is nothing here.
Right side - Dead End (Fountain)
- Dark liquid is coming out of a hole in the wall here
50 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - a triangle wooden door (Stuck)
- South side - a rectangular wooden door (Barricaded)
- A secret door (operated by a passphrase) on the west side is leading to a hidden storage room.
Description
You hear the sound of water dripping down and the walls are covered with claw marks. There are some small barrels near the far wall.
There’s a 2-in-6 chance the barrels contain:
- 1,200 gp
Otherwise, this place was already looted earlier.
Feathers litter the area.
There’s a pressure plate lever that can open the secret door in area 54 (north)
51 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Bone Golem is making inside this area.
Doorways
- The secret door (operated by a passphrase) from area 50 is on the east side.
Description
Countless creepy crawlies all over rush back into the darkness and the ground is carved with claw marks. This is not looking good.
- There’s a Bone Golem inside. It will attack anyone stepping in.
Bone Golem
Armour Class: 2 [17] Hit Dice: 8 Attacks: 2 or 4 × weapon (1d6 or by weapon) THAC0: 12 [+7] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 12 Alignment: Neutral XP: 650
There is no hoard.
There’s also a spotted mushroom in the near corner and some small mounds of ashes next to it.
52 : Laboratory
Doorways
- East side - a rectangular wooden door (Locked 🜇)
- West side - a rectangular iron door (Half-broken)
Description
There are stains of what seems to be blood all over the place and the ceiling is covered with scorch marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- Mace (Unusable)
- Club (Usable)
Shreded pieces of clothing litter the area.
Searching will uncover a nook in the wall holding the key (🜜) to unlock the rectangular wooden door (to the south) in area 62
53 : Corridor Door
- There’s a rectangular wooden door (Locked 🜃)
54 : Secret doors
There’s a secret door (operated by a passphrase) on the west wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall. This is the only way into the room at 55
A third secret door (operated by a pressure plate lever somewhere in the dungeon) on the north wall is connected to the room at 56
55 : Shrine
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the east wall. This is the only way in and out of this room.
Description
A small wooden altar is located at the center of this room and the ground is covered with spots of green rot. You spot something quite big lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 10 gp
- Hammer (Usable)
- Sack (Unusable)
- Rations (Usable)
Garlic leftovers litter the area.
56 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) inside the alcove on the south wall.
- There’s a round wooden door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ceiling has several scorch marks on. There are some small crates near the far wall.
There’s a 2-in-6 chance the crates contain:
- 70 gp
Otherwise, this place was already looted earlier.
A carved idol can be found near the wall on the right.
57 : Corridor
- rectangular iron door (Half-broken) It is leading to the room in 58
58 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- West side - rectangular bronze door (Half-broken).
- There’s a secret door (operated by a passphrase) on the east wall.
Description
This area stinks from excrements and the walls have several scorch marks on. There’s something moving inside.
- There are 2 Horned Chameleons inside. They will attack anyone stepping in.
Horned Chameleon
Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 300
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Monster Hoard:
- 2 gp
A pile of bones can be found near the wall on the left.
59 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - arched iron door (Barricaded)
Description
This area is dark and cold and the ground has some cracks on. There are cloaked and hooded humans inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
Monster Hoard:
- 10 gp
A figure made of sticks and twine can be found near the wall on the left.
60 : Secret Door to the corridor
Doorways
- North side - a secret door (operated by a crank lever somewhere in the dungeon)
61 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched bronze door (Locked 🜕).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
This area stinks from excrements and the ceiling has some cracks on. There are some big chests near the far wall.
The chests are trapped. There’s a small gas-filled blister made of rat’s intestine hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chests contain:
- 20 gp
Otherwise, this place was already looted earlier.
A torn hide armor can be found near the wall on the right.
The secret door on the north is leading to a secret chamber:
Description
The air in this area is dense and misty and there are some claw marks on the ground. There’s some sort of a beast inside.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
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There is no hoard.
There’s also a small empty bottle near the wall on the left and some traces of fur next to it.
A plain looking wooden chest contains Ansilde of Naram’s (from Izan) Armor Of Sentimental Value (actually an Armour +1)
62 : Shrine
Doorways
- West side - odd-shaped wooden door (Stuck).
- South side - rectangular wooden door (Locked 🜜).
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Countless humanoid skulls “decorate” the boundries here and the walls are carved with claw marks. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- Warm Cloak (Unusable)
- Rations (Unusable)
- Pole (Usable)
Shreded pieces of a map litter the area.
63 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
You hear the sound of water dripping down and there are a few spots of green rot on the ceiling. There are humans wearing red robes inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A smashed lyre can be found in an alcove.
64 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyle is making inside this area.
Doorways
- West side - round bronze door (Locked 🝩)
- North side - rectangular iron door (Stuck)
Description
Countless creepy crawlies all over rush back into the darkness and there are a few spots of yellow ooze on the ground. You’re not alone here.
- There’s a Gargoyle inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
There is no hoard.
There’s also a bucket of guts below an arch and some traces of fur spread all over the place.
65 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- North side - triangle iron door (Stuck).
- West side - secret door (operated by a passphrase).
Description
Several wooden racks were fixtured here and the walls are covered with cracks. There’s some sort of a beast inside.
- There are 3 Giant Toads inside. They will attack anyone stepping in.
Giant Toad
Armour Class: 7 [12] Hit Dice: 2+2 Attacks: 1 × bite (1d4+1) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 Alignment: Neutral XP: 25
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There is no hoard.
An old, ripped backpack can be found in a large basin.
The secret door on the west is leading to a secret chamber:
Description
Tall shelves made of rotting wood are fixtured here and the ground is covered with spots of green rot. There are cultists inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 8 cp
There’s also a nest of straw and blankets in the far corner and some shreded pages of a book spread all over the place.
66 : Pantry
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - arched wooden door (Stuck).
- East side - arched bronze door (Barricaded).
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
This area was likely used as a pantry and the ceiling has a few spots of yellow ooze on. There are cloaked and hooded humans inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 3 gems worth 35 gp in total
There’s also a bucket of guts near the wall on the right and some carved figurines next to it.
67 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
Countless creepy crawlies all over rush back into the darkness and the ground has some splatters of dark matter on. There are some big jars near the far wall.
The jars are trapped. There’s a small gas-filled vial made of an extremely fragile glass embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jars contain:
- 30 gp
Otherwise, this place was already looted earlier.
A figure made of sticks and twine can be found near the wall on the far end.
68 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- North side - rectangular wooden door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ceiling has several spots of green rot on. There’s some sort of a beast inside.
- There are 2 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
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There is no hoard.
There’s also a muddy puddle on an altar and some rotting remains of food next to it.
69 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- North side - round wooden door (Barricaded).
Description
Large symbols and letters were painted all over the place and the ground has several spots of green rot on. There are humans wearing red robes inside and a person is chained to the wall.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
There is no hoard.
A nest of straw and blankets can be found below an arch.
The chained person is Worwin of Starfield’s daughter from Lantis.
70 : Ceremonial Chamber
Doorways
- North side - triangle bronze door (Barricaded)
- East side - triangle wooden door (Barricaded)
Description
This area is dark and cold and there are a few scorch marks on the walls. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 40 gp
- Armour +1
- Rope (Usable)
- Hammer (Unusable)
- Adventurer Boots (Usable)
There’s also a bundle of sticks in an alcove and some shreded pieces of clothing spread all over the place.
A wooden barrel contains Gunso Cadwallon’s (from Thenara) Decorated Armor (actually an Armour +3)
Hideout of the Unholy Blood Hideout of the Unholy Blood
Conspectus
Muscatta of Jandar’s daughter is in area 3
Litin Falatrude’s wife is in area 23
Encounters
3 Orcs (area 19) 5 Stirges (area 23)
3 Gnolls (area 14) 5 Troglodytes (area 18) 3 Yellow Moulds (area 20)
Grey Ooze (area 25)
Gelatinous Cube (area 16) 2 Giant Scorpions (area 7)
2 Purple Worms (area 4)
Treasure
7,559 gp in coins. 7,878 gp in gems. 60,233 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d4 | Encounter | Stats |
---|---|---|
1 | Gnoll | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
2 | Grey Ooze | Armour Class: 8 [11] Hit Dice: 3 Attacks: 1 × touch (2d8) THAC0: 17 [+2] Movement: 10’ (3’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 50 |
3 | Stirge | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13 |
4 | Orc | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
1 : Hideout Entrance
This passage into the hideout is in the basement of an abandoned inn .
2 : Cavern
Description
It is dark and damp here and the stalactites are scorched with burn marks. There’s also a colorful glow emitting from the ground.
- A few dozen of green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
- Thick spiderwebs litter the area.
3 : Chamber
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Description
This area is covered with egg-like cave blisters and there are some spots of green rot on the stalagmites. There’s also a colorful glow emitting from the ground and a person is chained to the wall.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
There’s also several large decorative pillows in a large basin and some brightly colored leaves next to it.
The chained person is Muscatta of Jandar’s daughter from Preya.
4 : A Vast Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Purple Worms are making inside this area.
Description
This area is covered with egg-like cave blisters and the canopy has several spots of yellow ooze on. Flies swarm off bones covered with rotting flesh on the ground.
- There are 2 Purple Worms inside. They will attack anyone stepping in.
Purple Worm
Armour Class: 6 [13] Hit Dice: 15 Attacks: 1 × bite (2d8), 1 × sting (1d8 + poison) THAC0: 9 [+10] Movement: 60’ (20’) Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 10 Alignment: Neutral XP: 2,300
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Monster Hoard:
- 8 jewellery items worth 8,000 gp in total
There’s also a dirty stuffed doll near the wall on the right and some torn pieces of clothing next to it.
5 : Cave Dig
Description
The flowstone on the ground shimmers through the darkness and the stalagmites are covered with claw marks. You spot something quite big lying on the floor.
There’s an acidic vapour trap here. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate, causing a spray of acid to come out of a hole in the wall. Save vs Death or sustain 1d6 damage by acid.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Mace (Usable)
A used flask of oil can be found near the wall on the right.
6 : Chamber
Description
Dense spiderwebs are stretched between cave columns and the stalactites are covered with spots of yellow ooze. Faint colorful light is emitting from everywhere.
- A few green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Several large decorative pillows can be found in the far corner.
7 : Cave Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Scorpions are making inside this area.
Description
This area stinks from excrements and the ground has a few spots of yellow ooze on. Looking down, you see countless fragments of small animal skeletons.
- There are 2 Giant Scorpions inside. They will attack anyone stepping in.
Giant Scorpion
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × claw (1d10), 1 × sting (1d4 + poison) THAC0: 16 [+3] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 11 Alignment: Chaotic XP: 125
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Monster Hoard:
- 3 gems worth 83 gp in total
There’s also a pile of cockroaches in the near corner and some shreded pieces of a map spread all over the place.
8 : Cave Hall
Description
Oversized fossilised mushrooms are covering this area and there are several burn marks on the stalagmites. There’s also a colorful glow emitting from the ground.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Flying
- There’s also a bucket of guts in a large basin and some brightly colored leaves next to it.
9 : Cavern
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
The flowstone on the ground shimmers through the darkness and the canopy is scorched with burn marks. There are some very big crates near the far wall.
There’s a 2-in-6 chance the crates contain:
- 2,240 gp
Otherwise, this place was already looted earlier.
There’s also many candles, burnt out in a pile of wax in the far corner and some small iron cages spread all over the place.
10 : Cave Hall
Description
This area stinks from excrements and the stalagmites are covered with fractures. There’s something lying on the floor.
There’s a poisonous darts trap here, hidden inside shafts in the wall. If undetected, there’s a 2 in 6 chance of triggering it if removing a specific object from its original place. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 20 gp
- Club (Unusable)
A dirty stuffed doll can be found near the wall on the right.
11 : Cave Dig
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
This area is covered with egg-like cave blisters and the canopy has a few spots of yellow ooze on. There are some very big jars near the far wall.
The jars are trapped. A strong acid ooze was applied on the jars. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jars contain:
- 60 gp
Otherwise, this place was already looted earlier.
Thick spiderwebs litter the area.
12 : Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
Pools of dark sludge are scattered all over the place and the ground is covered with fractures. There is a very big barrel near the far wall.
The barrel is trapped. There’s a small gas-filled blister made of goat’s intestine hidden in a rim . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrel contains:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also vomit near the wall on the right and some torn pieces of clothing spread all over the place.
13 : Chamber
Description
There are stains of what seems to be blood on the ground and the canopy is deeply fractured. There’s also a colorful glow emitting from the ground.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- The rotting hide of a large animal can be found near the wall on the far end.
14 : Cave Hall
Foreshadowing
- When listening from outside, speaking Gnolls can be faintly heard from inside this area.
Description
The air in this area is dense and misty and the stalagmites are covered with scorch marks. You see the shimmer of a blade inside.
- There are 3 Gnolls inside. Roll or decide for reaction.
Gnoll
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35)
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Monster Hoard:
- 3,000 gp
- 2 gems worth 75 gp in total
- 4 jewellery items worth 2,050 gp in total
There’s also feathers near the wall on the left and some broken pieces of wood spread all over the place.
15 : A Vast Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
The flowstone on the ground shimmers through the darkness and the ground is covered with claw marks. There is a small bag near the far wall.
The bag is trapped. There’s a small gas-filled blister made of rat’s intestine thrown casually inside . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the bag contains:
- 1,710 gp
Otherwise, this place was already looted earlier.
A stagnant puddle can be found in the far corner.
16 : Cave Hall
Foreshadowing
- There’s a good chance players could sense the vile stench that the Gelatinous Cube is emitting from inside this area.
Description
Dense spiderwebs are stretched between cave columns and there are some spots of yellow ooze on the canopy. There are bones on the ground, clean bones.. almost bleach-white.
- There’s a Gelatinous Cube inside. It will attack anyone stepping in.
Gelatinous Cube
Armour Class: 8 [11] Hit Dice: 4 Attacks: 1 × touch (2d4 + paralysis) THAC0: 16 [+3] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 125
Monster Hoard:
- 4 gp
- Bow +1
A rusty short sword can be found near the wall on the left.
17 : Chamber
Description
Pools of dark sludge are scattered all over the place and the ground has several claw marks on. You spot something quite big lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate, causing the gas to come out of slits in the wall. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
- Mirror (Unusable)
- Warm Cloak (Unusable)
- Rope (Usable)
A pile of gravel and small stones can be found in the far corner.
18 : Grotto
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalagmites are scorched with burn marks. A violent shout in an unknown language is coming from inside.
- There are 5 Troglodytes inside. They will attack anyone stepping in.
Troglodyte
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
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Monster Hoard:
- Sword +1, +2 vs Spell Users
Cube shaped stones litter the area.
19 : Cave Dig
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and there are some fractures on the ground. A violent shout in an unknown language is coming from inside.
- There are 3 Orcs inside. Roll or decide for reaction.
Orc
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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Monster Hoard:
- 375 gp
Rotting remains of food litter the area.
20 : Cave Room
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
Description
The cave earth here makes the ground feel sticky and the stalactites have some burn marks on. There’s a strong burning sensation when breathing the air here.
- There are 3 Yellow Moulds inside. They will attack anyone stepping in.
Yellow Mould
Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × spores (1d6 + choking) THAC0: 18 [+1] Movement: 0 Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 25
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There is no hoard.
There’s also the rotting hide of a large animal near the wall on the left and some marbles next to it.
21 : Cave Hall
Description
Pools of dark sludge are scattered all over the place and the stalagmites are scorched with burn marks. Faint colorful light is emitting from everywhere.
- Countless green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- A burnt torch can be found near the wall on the left.
22 : Grotto
Description
Oversized fossilised mushrooms are covering this area and the ground has several claw marks on. There’s something lying on the floor.
There’s a razor-sharp 5' tall swinging blade trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 20 gp
- High Boots (Usable)
- Short Bow (Unusable)
A pile of cockroaches can be found in a large basin.
23 : Cavern
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Description
Oversized fossilised mushrooms are covering this area and the stalagmites are deeply fractured. There’s something moving inside and a person is chained to the wall.
- There are 5 Stirges inside. They will attack anyone stepping in.
Stirge
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13
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Monster Hoard:
- 4 gems worth 575 gp in total
A nest of straw and blankets can be found in the near corner.
The chained person is Litin Falatrude’s wife from Lillin.
24 : Chamber
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
Fossils of underwater creatures decorate the formations here and the stalactites have several fractures on. There are some big crates near the far wall.
There’s a 2-in-6 chance the crates contain:
- 60 gp
Otherwise, this place was already looted earlier.
A broken music box can be found near the wall on the far end.
25 : Cave Dig
Foreshadowing
- There’s a good chance players could sense the vile stench that the Grey Ooze is emitting from inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the canopy has a few claw marks on. There’s also a very strong acidic stench here, making breathing almost unbearable.
- There’s a Grey Ooze inside. It will attack anyone stepping in.
Grey Ooze
Armour Class: 8 [11] Hit Dice: 3 Attacks: 1 × touch (2d8) THAC0: 17 [+2] Movement: 10’ (3’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 12 Alignment: Neutral XP: 50
There is no hoard.
A pile of bones can be found near the wall on the far end.
Tomb of the Nameless Pain Tomb of the Nameless Pain
Conspectus
Encounters
2 Goblins (area 35) 5 Killer Bees (area 7, area 37) 11 Kobolds (area 25) 5 Spitting Cobras (area 27)
4 Crab Spiders (area 3) 2 Ghouls (area 22) Gnoll (area 18) 13 Oil Beetles (area 14, area 30)
4 Black Widows (area 4, area 6) 3 Wights (area 38)
Treasure
3,008 gp in coins. 8,041 gp in gems. 41,455 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d3 | Encounter | Stats |
---|---|---|
1 | Gnoll | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35) |
2 | Oil Beetle | Armour Class: 4 [15] Hit Dice: 2 Attacks: 1 × bite (1d6) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (1) Morale: 8 Alignment: Neutral XP: 25 |
3 | Crab Spider | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1d8 + poison) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
1 : Dungeon Entrance
These stairs into the dungeon are in the basement of an abandoned inn .
- A few green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
- There’s also a boot, skeletal foot still inside near the wall on the right and some hundred tiny bones spread all over the place.
2 : Secret Chamber
Doorways
- West side - secret door (operated by a crank lever somewhere in the dungeon)
Description
This area is dark and cold and there are several claw marks on the walls. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Thieves’ tools (Unusable)
Rotting remains of food litter the area.
Searching will uncover a crack in the floor holding the key (🝤) to unlock the rectangular bronze door (to the east) in area 6
There’s a crank lever that can open the secret door in area 2 (west)
3 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crab Spiders are making inside this area.
Doorways
- North side - triangle wooden door (Barricaded).
Description
This area stinks from excrements and the ground has some spots of green rot on. Looking down, you see countless fragments of small animal skeletons.
- There are 4 Crab Spiders inside. They will attack anyone stepping in.
Crab Spider
Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1d8 + poison) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25
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There is no hoard.
Several iron bars, each about a foot in length can be found near the wall on the right.
Searching will uncover a goat’s skull holding the key (🜅) to unlock the arched wooden door (to the east) in area 29
4 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- North side - arched marble door (Barricaded).
Description
A few small rats, so it seems, scurried back into hiding and the walls are covered with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 2 Black Widows inside. They will attack anyone stepping in.
Black Widow
Armour Class: 6 [13] Hit Dice: 3 Attacks: 1 × bite (2d6 + poison) THAC0: 17 [+2] Movement: 60’ (20’) / 120’ (40’) in webs Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
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There is no hoard.
Shreded pieces of clothing litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🜓) to unlock the arched marble door (to the north) in area 17
5 : Laboratory
Doorways
- North side - rectangular wooden door (Barricaded)
- West side - rectangular wooden door (Half-broken)
Description
This area is dark and cold and the ceiling is covered with spots of yellow ooze. Faint colorful light is emitting from everywhere.
- Countless blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a boquet of flowers in the near corner and some marbles spread all over the place.
Searching will uncover an old leather pouch holding the key (🜗) to unlock the round wooden door (to the south) in area 27
There’s a crank lever that can open the secret door in area 11 (north)
6 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- West side - odd-shaped bronze door (Stuck).
- East side - rectangular bronze door (Locked 🝤).
- North side - arched wooden door (Half-broken).
Description
Countless creepy crawlies all over rush back into the darkness and the ground has several spots of yellow ooze on. There’s movement inside.
- There are 2 Black Widows inside. They will attack anyone stepping in.
Black Widow
Armour Class: 6 [13] Hit Dice: 3 Attacks: 1 × bite (2d6 + poison) THAC0: 17 [+2] Movement: 60’ (20’) / 120’ (40’) in webs Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 50
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a torn cloak below an arch and some rotting remains of food next to it.
7 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- South side - secret door (operated by a passphrase).
Description
Countless creepy crawlies all over rush back into the darkness and the walls have several scorch marks on. Flies swarm off bones covered with rotting flesh on the ground.
- There are 2 Killer Bees inside. They will attack anyone stepping in.
Killer Bee
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13
❏❏
There is no hoard.
There’s also a broken music box near the wall on the right and some feathers spread all over the place.
8 : Corridor
- rectangular marble door (Half-broken) It is leading to the room in 9
9 : Library
Doorways
- West side - round bronze door (Barricaded).
- There’s a secret door (operated by a passphrase) on the east wall.
Description
The air in this area is dense and misty and the ceiling has a few scorch marks on. There’s also a colorful glow emitting from the ground.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Control Dragon
A rusty short sword can be found in an alcove.
Searching will uncover a goat’s skull holding the key (🝅) to unlock the rectangular bronze door (to the west) in area 16
10 : Library
Doorways
- North side - rectangular iron door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- High Boots (Unusable)
- The key (🝦) to unlock the rectangular marble door (to the south) in area 33
There’s also an eyeball in a sealed jar on an altar and some hundred tiny bones spread all over the place.
There’s a crank lever that can open the secret door in area 15 (north)
11 : Secret Door to the corridor
Doorways
- North side - a secret door (operated by a crank lever somewhere in the dungeon)
12 : Corridor
- triangle marble door (Stuck) It is leading to the room in 13
13 : Library
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - arched wooden door (Half-broken).
- There’s a secret door (operated by a passphrase) on the east wall.
Description
It is dark and damp here and there are some splatters of dark matter on the ground. There is a large bag near the far wall.
There’s a 2-in-6 chance the bag contains:
- 380 gp
Otherwise, this place was already looted earlier.
Small stones with runes etchings litter the area.
14 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Oil Beetles are making inside this area.
Doorways
- North side - odd-shaped iron door (Barricaded)
Description
The air in this area is dense and misty and the ceiling is covered with scorch marks. Flies swarm off bones covered with rotting flesh on the ground.
- There are 8 Oil Beetles inside. They will attack anyone stepping in.
Oil Beetle
Armour Class: 4 [15] Hit Dice: 2 Attacks: 1 × bite (1d6) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (1) Morale: 8 Alignment: Neutral XP: 25
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There is no hoard.
Broken arrows litter the area.
Searching will uncover a crack in the floor holding the key (🜱) to unlock the rectangular wooden door (to the south) in area 25
There’s a crank lever that can open the secret door in area 20 (south)
15 : Secret Door to the corridor
Doorways
- North side - a secret door (operated by a crank lever somewhere in the dungeon)
16 : Crypt
Doorways
- West side - rectangular bronze door (Locked 🝅).
Description
The air in this area is dense and misty and the ground is carved with claw marks. There’s something lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 40 gp
- Sling (Unusable)
- Hammer (Unusable)
There’s also knitting needles and yarn near the wall on the left and some brightly colored leaves spread all over the place.
17 : Pantry
Doorways
- West side - rectangular wooden door (Half-broken).
- East side - arched wooden door (Half-broken).
- North side - arched marble door (Locked 🜓).
Description
This area stinks from excrements and the ceiling is deeply fractured. There’s also a colorful glow emitting from the ground.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Levitation
- A rusty short sword can be found near the wall on the far end.
18 : Laboratory
Foreshadowing
- When listening from outside, footsteps can be faintly heard from inside this area.
Doorways
- South side - secret door (operated by a passphrase).
Description
You hear the sound of water dripping down and the ground is scorched with burn marks. There’s movement inside.
- There’s a Gnoll inside. Roll or decide for reaction.
Gnoll
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35)
There is no hoard.
Shattered pieces of glass litter the area.
There’s a pressure plate lever that can open the secret door in area 20 (west)
19 : Corridor Door
- There’s an arched bronze door (Stuck)
20 : Secret doors
There’s a secret door (operated by a passphrase) on the south wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a crank lever somewhere in the dungeon) on the south wall. This is the only way into the room at 21
A third secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall is connected to the room at 22
21 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the north wall. This is the only way in and out of this room.
Description
A large pentagram was painted here and the ceiling is carved with claw marks. There are some very big jars near the far wall.
The jars are trapped. A strong acid ooze was applied on the jars. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jars contain:
- 130 gp
Otherwise, this place was already looted earlier.
Thick spiderwebs litter the area.
22 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) inside the alcove on the east wall.
- There’s an arched iron door (Barricaded).
Description
It is dark and damp here and there are some fractures on the ground. A strange sensation is creeping up your spine.
- There are 2 Ghouls inside. They will attack anyone stepping in.
Ghoul
Armour Class: 6 [13] Hit Dice: 2 Attacks: 2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
❏❏❏
Monster Hoard:
- 666 gp
Small iron cages litter the area.
There’s a rope-pull lever that can open the secret door in area 24 (west)
23 : Corridor
- rectangular iron door (Barricaded) It is leading to the room in 24
24 : Ceremonial Chamber
Doorways
- East side - rectangular marble door (Stuck).
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall.
Description
A large pentagram was painted here and the walls have several cracks on. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 440 gp
- 4 gems worth 620 gp in total
- Sword (Usable)
- Rations (Unusable)
Torn pieces of clothing litter the area.
25 : Laboratory
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- South side - rectangular wooden door (Locked 🜱)
Description
This area is dark and cold and the ceiling is carved with claw marks. There’s movement inside.
- There are 11 Kobolds inside. Roll or decide for reaction.
Kobold
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 7 cp
Small stones with runes etchings litter the area.
26 : Secret Door to the corridor
Doorways
- South side - a secret door (operated by a passphrase)
27 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- East side - round bronze door (Barricaded).
- West side - round iron door (Locked 🝃).
- South side - round wooden door (Locked 🜗).
Description
Countless creepy crawlies all over rush back into the darkness and the ground is carved with claw marks. There’s also a foul smell of decay and rot.
- There are 5 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
A broken table can be found near the wall on the far end.
28 : Torture Chamber
Doorways
- North side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and there are some burn marks on the ceiling. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Oil (Unusable)
- The key (🝃) to unlock the round iron door (to the west) in area 27
There’s also a tangle of vines in an alcove and some seeds spread all over the place.
29 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - odd-shaped wooden door (Barricaded)
- East side - arched wooden door (Locked 🜅)
Description
The air in this area is dense and misty and the walls are scorched with burn marks. There is a small jar near the far wall.
The jar is trapped. A highly corrosive ointment was applied on the jar. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jar contains:
- 230 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword in a large basin and some feathers spread all over the place.
30 : Shrine
Doorways
- East side - arched marble door (Barricaded).
- South side - secret door (operated by a passphrase).
Description
A small wooden altar is located at the center of this room and the ceiling is covered with claw marks. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- Iron spikes (Usable)
Torn pieces of clothing litter the area.
The secret door on the south is leading to a secret chamber:
Description
Tall shelves made of rotting wood are fixtured here and the ground is covered with burn marks. Looking down, you see countless fragments of small animal skeletons.
- There are 5 Oil Beetles inside. They will attack anyone stepping in.
Oil Beetle
Armour Class: 4 [15] Hit Dice: 2 Attacks: 1 × bite (1d6) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (1) Morale: 8 Alignment: Neutral XP: 25
❏❏❏❏❏❏❏❏❏❏❏❏❏
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❏❏❏❏❏❏❏❏
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There is no hoard.
A spotted mushroom can be found in an alcove.
31 : Entrance to the Shrine
- West side - arched marble door (Barricaded).
32 : Entrance to the Shrine
- East side - rectangular iron door (Half-broken).
33 : Shrine
Doorways
- West side - rectangular iron door (Half-broken).
- South side - rectangular marble door (Locked 🝦).
Description
Large symbols and letters were painted all over the place and the walls have some spots of yellow ooze on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
There’s also a blanket, laid out and covering something small near the wall on the far end and some broken pieces of wood next to it.
34 : South entrance to the Shrine
- North side - rectangular marble door (Locked 🝦).
35 : Library
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Doorways
- South side - round marble door (Barricaded).
- East side - secret door (operated by a passphrase).
Description
You hear the sound of water dripping down and the ground is deeply fractured. A violent shout in an unknown language is coming from inside.
- There are 2 Goblins inside. Roll or decide for reaction.
Goblin
Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35)
❏
Monster Hoard:
- 1 gp
A bundle of sticks can be found near the wall on the right.
The secret door on the east is leading to a secret chamber:
Description
This area is dark and cold and the walls have some fractures on. Faint colorful light is emitting from everywhere.
- There are a few dozen of colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Control Plant
- Hundred tiny bones litter the area.
36 : Laboratory
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular iron door (Barricaded).
- West side - rectangular iron door (Half-broken).
- East side - secret door (operated by a passphrase).
Description
It is dark and damp here and the ground is covered with spots of green rot. There are some small bags near the far wall.
The bags are trapped. A strong acid ooze was applied on the bags. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bags contain:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also vomit near the wall on the left and some shreded pieces of a map spread all over the place.
37 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Description
Dense spiderwebs cover the corners of the room and the walls have a few claw marks on. Looking down, you see countless fragments of small animal skeletons.
- There are 3 Killer Bees inside. They will attack anyone stepping in.
Killer Bee
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13
❏❏❏
❏
There is no hoard.
Three large bird skulls can be found in the near corner.
38 : Torture Chamber
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - arched iron door (Half-broken)
- South side - arched iron door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and there are a few splatters of dark matter on the ceiling. You feel the chill of death curling up your spine.
- There are 3 Wights inside. They will attack anyone stepping in.
Wight
Armour Class: 5 [14] Hit Dice: 3 Attacks: 1 × touch (energy drain) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 12 Alignment: Chaotic XP: 50
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❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 1,000 gp
- 2 gems worth 275 gp in total
Small mounds of ashes litter the area.
Temple of the Cruel Pits Temple of the Cruel Pits
Conspectus
Waltilde Bellavita’s husband is in area 1
Encounters
15 Acolytes (area 5, area 31, area 42) 16 Mediums (area 37, area 38, area 40, area 41, area 41, area 43) 4 Spitting Cobras (area 13, area 36)
3 Crocodiles (area 8)
8 Blink Dogs (area 11, area 35) 4 Gargoyles (area 7) 7 Iron Living Statues (area 39, area 44) 6 White Apes (area 1)
3 Rock Living Statues (area 15, area 28)
Tiger (area 18)
Invisible Stalker (Monster) (area 12)
Treasure
6,347 gp in coins. 12,792 gp in gems. 63,370 gp in jewellery.
Baldemar of Larth’s Custom-Made Leather Boots is in area 44
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d3 | Encounter | Stats |
---|---|---|
1 | Acolytes (2) | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
2 | Spitting Cobra | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13 |
3 | Crocodile | Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
1 : Dungeon Entrance
These stairs into the dungeon are deep inside the mouth of a giant stone skull, entirely covered with moss and ivy .
- There are 6 White Apes inside. They will attack anyone stepping in.
White Ape
Armour Class: 6 [13] Hit Dice: 4 Attacks: 2 × claw(1d4) or 1 × thrown rock (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14B15 S16 (2) Morale: 7 Alignment: Neutral XP: 75
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❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a spotted mushroom in an alcove and some shattered pieces of glass spread all over the place.
Searching will uncover a crack in the floor holding the key (🜪) to unlock the rectangular wooden door (to the east) in area 8
The chained person is Waltilde Bellavita’s husband from Preya.
2 : Secret Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon)
Description
This area stinks from excrements and the walls have a few spots of yellow ooze on. There are some small barrels near the far wall.
There’s a 2-in-6 chance the barrels contain:
- 220 gp
Otherwise, this place was already looted earlier.
A boot, skeletal foot still inside can be found on an altar.
There’s a rope-pull lever that can open the secret door in area 2 (north)
3 : Torture Chamber
Doorways
- South side - rectangular bronze door (Barricaded).
Description
You hear the sound of water dripping down and the ceiling has some scorch marks on. You spot something quite big lying on the floor.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 20 gp
- Hammer (Unusable)
- Holy symbol (Unusable)
- Mirror (Usable)
A blanket, laid out and covering something small can be found near the wall on the left.
Searching will uncover a crack in the floor holding the key (🝕) to unlock the round bronze door (to the east) in area 9
4 : Crypt
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - arched marble door (Half-broken).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area is dark and cold and the walls are scorched with burn marks. There is a small bag near the far wall.
The bag is trapped. A strong acid ooze was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the bag contains:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a pile of bones in the far corner and some hundred tiny bones spread all over the place.
There’s a rope-pull lever that can open the secret door in area 4 (east)
The secret door on the east is leading to a secret chamber:
Description
Broken vials and beakers are scattered all over the place and the ceiling is deeply fractured. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
Seeds litter the area.
Searching will uncover an old leather pouch holding the key (🝈) to unlock the triangle wooden door (to the west) in area 7
5 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular wooden door (Stuck).
- West side - round bronze door (Half-broken).
- East side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the ground is scorched with burn marks. There are humans wearing red robes inside.
- There are 7 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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❏❏❏❏❏
❏❏❏❏❏❏
❏❏❏❏❏❏
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There is no hoard.
Traces of fur litter the area.
6 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
This area stinks from excrements and the ceiling is deeply fractured. There are some small chests near the far wall.
The chests are trapped. Loose debris is locked above the chests, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chests contain:
- 60 gp
Otherwise, this place was already looted earlier.
Shreded pages of a book litter the area.
There’s a pressure plate lever that can open the secret door in area 11 (west)
7 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- West side - triangle wooden door (Locked 🝈)
- South side - rectangular bronze door (Half-broken)
Description
Large symbols and letters were painted all over the place and the ground is covered with burn marks. There’s something moving inside.
- There are 4 Gargoyles inside. Roll or decide for reaction.
Gargoyle
Armour Class: 5 [14] Hit Dice: 4 Attacks: 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) THAC0: 16 [+3] Movement: 90’ (30’) / 150’ (50’) flying Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 11 Alignment: Chaotic XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 333 gp
- 3 gems worth 166 gp in total
- 3 jewellery items worth 1,666 gp in total
There’s also a wicker basket on an altar and some damp leaves spread all over the place.
8 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- East side - rectangular wooden door (Locked 🜪).
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is deeply fractured. There’s some sort of a beast inside.
- There are 3 Crocodiles inside. They will attack anyone stepping in.
Crocodile
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
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There is no hoard.
Dead mice litter the area.
9 : Crypt
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - a round bronze door (Locked 🝕)
Description
This area is dark and cold and the ground is deeply fractured. There is a small barrel near the far wall.
The barrel is trapped. There’s a small gas-filled vial made of an extremely fragile glass hidden in a rim . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the barrel contains:
- 60 gp
Otherwise, this place was already looted earlier.
Rotting remains of food litter the area.
10 : Dead Ends
Left side - Dead End
- There is nothing here.
Right side - Dead End
- There is nothing here.
11 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- North side - an arched wooden door (Locked 🜲)
- South side - a rectangular wooden door (Stuck)
- A secret door (operated by a pressure plate lever somewhere in the dungeon) on the west side is leading to a hidden storage room.
Description
A few small rats, so it seems, scurried back into hiding and there are a few cracks on the walls. This is not looking good.
- There are 5 Blink Dogs inside. They will attack anyone stepping in.
Blink Dog
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Lawful XP: 125
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Monster Hoard:
- 83 gp
Small iron cages litter the area.
Searching will uncover a small wooden box holding the key (🜲) to unlock the arched wooden door (to the north) in area 11
12 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Invisible Stalker (Monster) is making inside this area.
Doorways
- The secret door (operated by a pressure plate lever somewhere in the dungeon) from area 11 is on the east side.
Description
Dense spiderwebs cover the corners of the room and the ceiling has some splatters of dark matter on. There’s something moving inside.
- There’s an Invisible Stalker (Monster) inside. It will attack anyone stepping in.
Invisible Stalker (Monster)
Armour Class: 3 [16] Hit Dice: 8 Attacks: 1 × blow (4d4) THAC0: 12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (8) Morale: 12 Alignment: Neutral XP: 1,200
There is no hoard.
Seeds litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🜱) to unlock the triangle wooden door (to the west) in area 31
13 : Pantry
Doorways
- East side - a rectangular wooden door (Half-broken)
- West side - a rectangular wooden door (Half-broken)
Description
There are stains of what seems to be blood all over the place and the ground has several spots of yellow ooze on. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, covered under thin wood planks. If undetected, there’s a 2 in 6 chance of falling in. Save vs Death or sustain 1d6 damage from long rusty spikes at the bottom.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Hammer (Unusable)
- The key (🝋) to unlock the arched wooden door (to the north) in area 17
Knitting needles and yarn can be found in the near corner.
14 : Alcoved Corridor
- East side - a secret door (operated by a passphrase) in an alcove.
- West side - a secret door (operated by a passphrase) in an alcove, leading to area 15.
There are hanging cages in the alcoves here. There are bare skeletons inside.
15 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statue is making inside this area.
Doorways
- A secret door (operated by a passphrase) on the east wall is the only way in.
Description
You hear the sound of water dripping down and there are some cracks on the walls. A weird sensation is creeping up your spine.
- There’s a Rock Living Statue inside. It will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
There is no hoard.
A collection of offerings, long ago forgotten can be found near the wall on the right.
16 : Dead End
- There is nothing here.
17 : Laboratory
Doorways
- South side - an arched wooden door (Half-broken)
- North side - an arched wooden door (Locked 🝋)
Description
This area is dark and cold and there are several spots of green rot on the ceiling. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Rope (Unusable)
Dry remains of food litter the area.
18 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- South side - a triangle wooden door (Barricaded)
- North side - a triangle bronze door (Half-broken)
Description
It is dark and damp here and there are several fractures on the ground. There’s some sort of a beast inside.
- There’s a Tiger inside. It will attack anyone stepping in.
Tiger
Armour Class: 6 [13] Hit Dice: 6 Attacks: 2 × claw (1d6), 1 × bite (2d6) THAC0: 14 [+5] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 9 Alignment: Neutral XP: 275
There is no hoard.
Small mounds of ashes litter the area.
There’s a pressure plate lever that can open the secret door in area 33 (north)
19 : Alcoved Corridor
- East side - a triangle bronze door (Half-broken) leading into area 18.
There are oversized torches in the alcoves here.
20 : Dead End
- There is nothing here.
21 : Dead End (Body)
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- Dagger (Usable)
- Rations (Unusable)
- Mace (Unusable)
22 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - rectangular wooden door (Barricaded).
- West side - secret door (operated by a passphrase).
Description
Countless creepy crawlies all over rush back into the darkness and there are several cracks on the walls. There are some small chests near the far wall.
The chests are trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chests contain:
- 40 gp
Otherwise, this place was already looted earlier.
There’s also an eyeball in a sealed jar in a large basin and some dead mice next to it.
The secret door on the west is leading to a secret chamber:
Description
Broken vials and beakers are scattered all over the place and the ceiling has several burn marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
There’s also a carved idol below an arch and some dry remains of food spread all over the place.
23 : Entrance to the Ceremonial Chamber
- North side - rectangular wooden door (Barricaded).
24 : Entrance to the Torture Chamber
- South side - arched wooden door (Stuck).
25 : Torture Chamber
Doorways
- North side - arched wooden door (Stuck).
- West side - rectangular wooden door (Half-broken).
Description
You hear the sound of water dripping down and the ground has a few splatters of dark matter on. You spot something quite big lying on the floor.
There’s a crossbow trap here, hidden inside a niche in the wall. If undetected, there’s a 2 in 6 chance of triggering it if stepping on pressure plate. Save vs Breath or sustain 1d6 damage from the fast and sharp arrow.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- Leather Hat (Usable)
- Thieves’ tools (Usable)
The skull of a strange animal can be found near the wall on the far end.
26 : West entrance to the Torture Chamber
- East side - rectangular wooden door (Half-broken).
27 : Laboratory
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - triangle bronze door (Barricaded).
Description
You hear the sound of water dripping down and the walls are covered with burn marks. There is a big chest near the far wall.
The chest is trapped. Loose debris is locked above the chest, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chest contains:
- 200 gp
Otherwise, this place was already looted earlier.
There’s also an empty drinking flask on an altar and some tiny mushrooms spread all over the place.
28 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statues are making inside this area.
Doorways
- North side - an arched bronze door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with claw marks. There’s movement inside.
- There are 2 Rock Living Statues inside. They will attack anyone stepping in.
Rock Living Statue
Armour Class: 4 [15] Hit Dice: 5 Attacks: 2 × magma jet (2d6) THAC0: 15 [+4] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 11 Alignment: Chaotic XP: 425
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There is no hoard.
The rotting hide of a large animal can be found in the far corner.
Searching will uncover an old hollow torch holding the key (🜳) to unlock the arched wooden door (to the east) in area 30
There’s a crank lever that can open the secret door in area 33 (west)
29 : Library
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - a round wooden door (Stuck)
Description
Numerous fragments of torn paper are scattered all over the place and the walls are covered with cracks. There are some big chests near the far wall.
The chests are trapped. A highly corrosive ointment was applied on the chests. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the chests contain:
- 2,400 gp
Otherwise, this place was already looted earlier.
An old, ripped backpack can be found near the wall on the left.
There’s a rope-pull lever that can open the secret door in area 36 (south)
30 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - an arched wooden door (Locked 🜳)
- South side - a round iron door (Stuck)
- West side - a rectangular wooden door (Half-broken)
Description
You hear the sound of water dripping down and the ground is covered with spots of yellow ooze. There are some large crates near the far wall.
The crates are trapped. Loose debris is locked above the crates, released when a switch embedded in one of the wooden planks is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the crates contain:
- 2,700 gp
- 1 jewellery items worth 800 gp in total
Otherwise, this place was already looted earlier.
There’s also a blanket, laid out and covering something small on an altar and some ripped pieces of old rope spread all over the place.
31 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- West side - a triangle wooden door (Locked 🜱)
Description
It is dark and damp here and the walls are covered with spots of yellow ooze. There are humans wearing red robes inside.
- There are 5 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
There’s also a small bell near the wall on the right and some ripped pieces of old rope next to it.
32 : Corridor Door
- There’s a rectangular wooden door (Barricaded)
33 : Secret doors
There’s a secret door (operated by a crank lever somewhere in the dungeon) on the west wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a passphrase) on the west wall. This is the only way into the room at 34
A third secret door (operated by a pressure plate lever somewhere in the dungeon) on the north wall is connected to the room at 35
34 : Torture Chamber
Doorways
- There’s a secret door (operated by a passphrase) on the east wall. This is the only way in and out of this room.
Description
Countless creepy crawlies all over rush back into the darkness and the ground has some scorch marks on. There’s a dead body here.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
There’s also a pile of papers near the wall on the left and some torn pieces of clothing next to it.
35 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) inside the alcove on the south wall.
- There’s a rectangular bronze door (Half-broken).
Description
You hear the sound of water dripping down and the ceiling is covered with claw marks. There’s something moving inside.
- There are 3 Blink Dogs inside. They will attack anyone stepping in.
Blink Dog
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d6) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Lawful XP: 125
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
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Monster Hoard:
- Broom of Flying
Rotting remains of food litter the area.
36 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - rectangular bronze door (Barricaded).
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
There are stains of what seems to be blood all over the place and the walls are carved with claw marks. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
❏❏❏❏❏❏❏❏
There is no hoard.
Feathers litter the area.
The secret door on the south is leading to a secret chamber:
Description
Countless humanoid skulls “decorate” the boundries here and the ceiling is scorched with burn marks. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- Thieves’ tools (Unusable)
- Short Bow (Usable)
Shattered pieces of glass litter the area.
37 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - rectangular bronze door (Barricaded).
- North side - rectangular wooden door (Stuck).
- South side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the ground is deeply fractured. There are humans wearing red robes inside.
- There’s a Medium inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
Monster Hoard:
- 2 sp
A pouch of dice can be found in an alcove.
38 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
Tall shelves made of rotting wood are fixtured here and the walls are deeply fractured. There are humans wearing red robes inside.
- There are 3 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 3 jewellery items worth 2,400 gp in total
Hundred tiny bones litter the area.
39 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statues are making inside this area.
Doorways
- East side - arched marble door (Barricaded)
- North side - round wooden door (Barricaded)
Description
This area is dark and cold and there are some claw marks on the ground. There’s something moving inside.
- There are 4 Iron Living Statues inside. They will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a pile of papers on an altar and some carved figurines next to it.
40 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - arched bronze door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with cracks. There are humans wearing red robes inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 6 sp
There’s also a broken table near the wall on the right and some broken arrows next to it.
41 : Laboratory
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- North side - arched wooden door (Stuck).
- West side - secret door (operated by a passphrase).
Description
Broken vials and beakers are scattered all over the place and the ground is carved with claw marks. There are humans wearing dark robes inside.
- There are 4 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏
Monster Hoard:
- 3 gp
A torn quiver can be found on an altar.
The secret door on the west is leading to a secret chamber:
Description
You hear the sound of water dripping down and there are a few spots of yellow ooze on the ceiling. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏
There is no hoard.
There’s also a small empty bottle in the far corner and some garlic leftovers spread all over the place.
42 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- South side - arched marble door (Stuck).
- East side - triangle wooden door (Half-broken).
- West side - secret door (operated by a passphrase).
Description
This area is dark and cold and the ground is scorched with burn marks. There are humans wearing dark robes inside.
- There are 3 Acolytes inside. Roll or decide for reaction.
Acolyte
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 16 gp
There’s also a pile of gravel and small stones near the wall on the right and some dried flowers next to it.
43 : Ceremonial Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
It is dark and damp here and there are a few cracks on the walls. There are humans wearing red robes inside.
- There are 2 Mediums inside. Roll or decide for reaction.
Medium
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
❏❏❏❏❏❏
There is no hoard.
Tiny mushrooms litter the area.
44 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Iron Living Statues are making inside this area.
Doorways
- West side - rectangular wooden door (Barricaded)
- North side - rectangular bronze door (Barricaded)
Description
You hear the sound of water dripping down and the ground is covered with scorch marks. There’s movement inside.
- There are 3 Iron Living Statues inside. They will attack anyone stepping in.
Iron Living Statue
Armour Class: 2 [17] Hit Dice: 4 Attacks: 2 × blow (1d8) THAC0: 16 [+3] Movement: 30’ (10’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 11 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
A small bell can be found below an arch.
A plain looking wooden chest contains Baldemar of Larth’s (from Thenara) Custom-Made Leather Boots (actually a Boots of Travelling and Leaping)
Factions
The Fists Of Valor The Fists Of Valor
The Fists Of Valor Militia are plotting to eliminate all cultists. The militia’s usual gathering venue is Flaming Staff Tavern in Preya
The Militia leader is a Gerbalda Maenwobri, a level 10 Fighter. She has soft voice, piercing dark eyes and a strong, muscular physique (Hopeless). In the pocket: a dirty handkerchief and 2 sp.
Gerbalda Maenwobri (Level 10 Fighter)
Armour Class 5 [14] Chainmail armor Hit Points 36 Attacks 1 × Staff (1d4) THAC0 12 [+7] Movement Rate 90' (30') Saves D6 W7 P8 B8 S10 Alignment Neutral STR 11 INT 8 WIS 10 DEX 11 CON 11 CHA 7
Members
- Reinwar of Shadizar from the city of Preya
- Arngilde of Usin from the city of Preya
- Benegar of Talima owner of the flower shop shop from the village of Izan
- Duca Odelgarde from the city of Preya
- Volkrada of Brewfish from the village of Izan
- Dodeus of Lankar owner of the mill shop from the town of Narxes
- Balsinde of Hannes manager of the bank from the city of Preya
- Solianna Dructbert owner of the printing press shop from the town of Thenara
- Helmgor Marcswith from the town of Narxes
- Guerro Gaudiosus from the village of Loga
Collaborators
- Merard of Guja from the city of Preya
- Litin Falatrude owner of the tanner shop from the village of Lillin
- Ortmar of Capeya owner of the post office shop from the village of Yakkis
- Susekta of Aral from the city of Preya
- Aclehard of Devilhorn owner of the cobbler shop from the city of Preya
The Dark Followers The Dark Followers
The Dark Followers Cult are sacrificing humans. The Cult hideout is the Shrine of the Cold Lich.
The Cult leader is a Winmar Altabella, a level 6 Magic-user. He has short brown hair, piercing dark eyes and long black robe (Horny).
Winmar Altabella (Level 6 Magic-user)
Armour Class 9 [10] Unarmored Hit Points 34 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Chaotic STR 3 INT 11 WIS 12 DEX 10 CON 18 CHA 6 Spells ✦ Detect Magic ✦ Read Magic ✦ ESP ✦ Web ✦ Protection from Normal Missiles ✦ Lightning Bolt
Members
- Aclinde Dructbald owner of the herbalist shop from the town of Thenara
- Goldiva of Jandar owner of the flower shop shop from the city of Preya
- Precious of Oldun owner of the game shop shop from the town of Narxes
- Helmin Aclebalda owner of the liquor shop from the city of Preya
- Riqin Hildegude owner of the stables shop from the village of Lillin
- Milia Hildebald from the city of Preya
- Uraka Eutropius from the city of Preya
- Luceria of Yaruk owner of the herbalist shop from the city of Preya
- Saroilde of Boroxxa from the city of Preya
- Theuda Hilderich from the city of Preya
- Lanthar Theodwald owner of the bakery shop from the city of Preya
- Gosin of Oziryn manager of the orphanage from the city of Preya
- Sighard of Korveka owner of the mill shop from the city of Preya
- Riqin Meintrude from the city of Preya
- Luda Rosceline from the city of Preya
- Wikard Humiliosus from the village of Izan
- Doda Innocentia from the city of Preya
- Liuthard of Spidera from the city of Preya
Collaborators
- Odaria of Tybor owner of the tin worker shop from the town of Thenara
- Grosso of Tybor manager of the school from the town of Thenara
- Trimer of Handsworth from the city of Preya
- Godbalda of Ithamar
- Ladwin Goldstone owner of the liquor shop from the village of Lillin
The Hammers Of Power The Hammers Of Power
The Hammers Of Power Militia are plotting to abolish all magic-users. The militia’s usual gathering venue is The Paladin’s Staff Tavern in Preya
The Militia leader is a Reinger Sylvestra, a level 7 Fighter. He has a heavy white beard, crystal blue eyes and a strong, muscular physique (Frustrated). In the pocket: dice.
Reinger Sylvestra (Level 7 Fighter)
Armour Class 6 [13] Leather armor + Shield Hit Points 46 Attacks 1 × Two-Handed Sword (1d10) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 18 INT 11 WIS 6 DEX 11 CON 14 CHA 13
Members
- Solanna of Yakadar from the village of Lantis
- Pettita of Odrea owner of the weaver shop from the city of Preya
- Doda of Yateli from the village of Yakkis
- Worwin of Starfield owner of the lawyer shop from the village of Lantis
- Grimhar Superantia from the village of Lantis
- Aclemode of Starra from the city of Preya
- Gerbalda Maenwobri
- Aleria of Belesa from the village of Loga
- Zdeslava Pentecoste from the city of Preya
- Dodeus of Pinepass from the city of Preya
- Aleria of Blazing Wind owner of the weaver shop from the village of Lillin
- Bernhaus of Icemeld owner of the butchery shop from the village of Izan
- Floretia Fritheburg from the city of Preya
- Bernhaus of Calazi owner of the flower shop shop from the town of Narxes
- Leudo Ermenberta from the village of Izan
- Aitilde Contaminat from the town of Thenara
- Homodeus of Zutan from the city of Preya
- Azier Erchamilde manager of the registery from the town of Narxes
- Ortwin Bonifacia owner of the weaver shop from the city of Preya
- Celestus of Reza owner of the liquor shop from the city of Preya
Collaborators
- Gersinde Altabella
- Waltilde Bellavita owner of the dark market shop from the city of Preya
- Littera Frodegard from the city of Preya
- Justinna Theodeberta from the city of Preya
- Sihaus of Feria owner of the animal supplies shop from the village of Izan
The Fists Of Power The Fists Of Power
The Fists Of Power Militia are conspiring to abolish all magic-users. The militia’s usual gathering venue is The Crying Zombie Tavern in Preya
The Militia leader is a Agenna Madalhilde, a level 9 Fighter. She has delicate makeup, cold dark eyes and a big nose-ring (Irritated). In the pocket: a deck of cards and an empty vial.
Agenna has a special interest of an unknown nature in Lefsy Aclebalda.
Agenna Madalhilde (Level 9 Fighter)
Armour Class 5 [14] Chainmail armor Hit Points 48 Attacks 1 × Two-Handed Sword (1d10) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 15 INT 7 WIS 3 DEX 12 CON 9 CHA 9
Members
- Electo of Petia from the town of Narxes
- Gerbalda Nadalbert from the city of Preya
- Madwin Gundesinde owner of the carpenter shop from the village of Loga
- Atwin Urgellesa from the city of Preya
- Huward of Ashra from the town of Thenara
- Gundin of Cazar owner of the weaver shop from the town of Narxes
- Onofrio Ermenfred owner of the trade post shop from the village of Lantis
- Nivard of Uthak from the city of Preya
- Materia Peregrina from the village of Izan
- Hesso Frideswide from the village of Loga
- Eupraxia Reintrude from the village of Yakkis
- Ladwin of Gorn owner of the spices shop from the town of Thenara
- Alcfrida of Arelon from the city of Preya
- Meinher of Kafar from the city of Preya
- Eupraxia Frotberga from the village of Izan
- Volkavara Bonifacia owner of the weaver shop from the village of Loga
Collaborators
- Alcfrida Wistrilde from the city of Preya
- Arberta of Usin
- Holfgar of Aberius owner of the herbalist shop from the town of Narxes
Breakglass
NPCs NPCs
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A
Holfgar of Aberius 🞍 Baldwar of Aberius 🞍 Giambono Abundance 🞍 Helmin Aclebalda 🞍 Divitia Aclebalda 🞍 Aldemar Aclebalda 🞍 Lefsy Aclebalda 🞍 Hartgor Aclewalda 🞍 Minger Aclewalda 🞍 Artcar of Akeba 🞍 Wilhilde of Albadir 🞍 Palemia of Albor 🞍 Gunso of Albor 🞍 Minilde Allegrezza 🞍 Elisianna Allegrezza 🞍 Gersinde Altabella 🞍 Winmar Altabella 🞍 Reinmar Anschetil 🞍 Ansilde of Aqualin 🞍 Jodocus of Aral 🞍 Aicfrida of Aral 🞍 Susekta of Aral 🞍 Alcfrida of Arelon 🞍 Huward of Ashra 🞍 Wornhard of Askias 🞍 Agia of Askias 🞍 Urofina of Azdar 🞍 Lootgar of Azora 🞍 Resende of Azora
B
Helmin of Bahari 🞍 Arntrude of Balaz’S Wish 🞍 Hademar Baldegilde 🞍 Aleria of Belesa 🞍 Queniva of Belesa 🞍 Hrotho Bellavita 🞍 Druda Bellavita 🞍 Waltilde Bellavita 🞍 Wigher Benceline 🞍 Erlinde of Berak 🞍 Queniva of Berak 🞍 Altilde Bernegilde 🞍 Floretia Bernhilde 🞍 Divitia of Blackshadow 🞍 Gislara of Blackshadow 🞍 Honesta Blathilde 🞍 Aleria of Blazing Wind 🞍 Albilde of Bokka 🞍 Alamanda Boleslava 🞍 Herard Bonfilius 🞍 Wulfger Bonfilius 🞍 Urisima Bonfilius 🞍 Volkavara Bonifacia 🞍 Ortwin Bonifacia 🞍 Fenicia Bonissima 🞍 Saroilde of Boroxxa 🞍 Volkrada of Brewfish 🞍 Seconda of Bullshire 🞍 Nitard of Bulmaar
C
Gunso Cadwallon 🞍 Hildrada of Cahal 🞍 Helmward of Cahal 🞍 Bernhaus of Calazi 🞍 Aicard of Calissa 🞍 Gratius Callistus 🞍 Lelio Callistus 🞍 Riqin Callistus 🞍 Adegar Callistus 🞍 Ortmar of Capeya 🞍 Gundin of Cazar 🞍 Goldiva Contaminat 🞍 Aitilde Contaminat 🞍 Femianna Cunigunde
D
Elsaria Desideria 🞍 Meira Desideria 🞍 Baltrude of Devilhorn 🞍 Aclehard of Devilhorn 🞍 Hildemar of Dorith 🞍 Aclinde Dructbald 🞍 Solianna Dructbert
E
Minilde of Earfar 🞍 Maillard of Eramoor 🞍 Ashar Erchamfred 🞍 Ithar Erchamilde 🞍 Azier Erchamilde 🞍 Stebilia Erchamilde 🞍 Lautrude Erchamrad 🞍 Leudo Ermenberta 🞍 Benegar Ermenburg 🞍 Onofrio Ermenfred 🞍 Ajutor Ermenhard 🞍 Sihaus Ermenrich 🞍 Solanna Ermentaria 🞍 Norwin Ermentilde 🞍 Littera Ermesinde 🞍 Luceria Esperanza 🞍 Dalibor Eucharius 🞍 Uraka Eutropius 🞍 Sihaus of Everdale 🞍 Loberta of Everdale
F
Litin Falatrude 🞍 Idelinde of Farrwater 🞍 Gisilde of Farrwater 🞍 Elenia of Farrwater 🞍 Urisima Felicitas 🞍 Theuda Felicitas 🞍 Sihaus of Feria 🞍 Odelhard Framberta 🞍 Geldin Framengilde 🞍 Hesso Frideswide 🞍 Floretia Fritheburg 🞍 Littera Frodegard 🞍 Eupraxia Frotberga 🞍 Ainard Frotberga 🞍 Femianna Frothilde
G
Gunnora Gaudiosus 🞍 Guerro Gaudiosus 🞍 Ladwin Goldstone 🞍 Walerard of Gorm 🞍 Ladwin of Gorn 🞍 Velerio Gratiadei 🞍 Venoto of Greenfell 🞍 Merard of Guja 🞍 Madwin Gundesinde 🞍 Morbida Gundesinde 🞍 Dadmar of Gura
H
Harlin Hadelinde 🞍 Rithilde Haelhoiarn 🞍 Dadmar of Hammering 🞍 Trimer of Handsworth 🞍 Balsinde of Hannes 🞍 Thangmar of Hebra 🞍 Fenicia Heilsinde 🞍 Milia Hildebald 🞍 Homodeus Hildeburg 🞍 Elenia Hildegaud 🞍 Gerhelma Hildegrim 🞍 Riqin Hildegude 🞍 Liutward Hildelinde 🞍 Hildrada Hilderada 🞍 Luceria Hilderada 🞍 Theuda Hilderich 🞍 Anberta Hildewalde 🞍 Artcar Hildeward 🞍 Geldin of Hogsfoot 🞍 Harlin of Hollyheart 🞍 Alviva Humbelina 🞍 Wikard Humiliosus
I
Bernhaus of Icemeld 🞍 Theodo Ingitrude 🞍 Latilde of Innara 🞍 Doda Innocentia 🞍 Godbalda of Ithamar
J
Aldrada of Jandar 🞍 Goldiva of Jandar 🞍 Muscatta of Jandar 🞍 Serelo of Jokka
K
Ebbo of Kaan 🞍 Meinher of Kafar 🞍 Otrude of Katai 🞍 Genilde Ketilbern 🞍 Maltia Ketilbern 🞍 Weltrude of Khari 🞍 Villana of Khezal 🞍 Hamard of Khezal 🞍 Balsinde of Knifeblade 🞍 Justinna Knightwine 🞍 Pancia of Komor 🞍 Sighard of Korveka 🞍 Crispus of Korvela
L
Waltard Landetrude 🞍 Dodeus of Lankar 🞍 Arcin Lantberga 🞍 Gislara of Lantis 🞍 Facetus of Lantis 🞍 Baldemar of Larth 🞍 Lucida of Lifel 🞍 Drudo of Lifel 🞍 Answard Liutberga 🞍 Mirko Liutgarde 🞍 Gatrude Liutwarde 🞍 Arntrude of Loga 🞍 Sabbata of Luxxur
M
Doda Madalgaria 🞍 Agenna Madalhilde 🞍 Elenia Maenwallon 🞍 Baldemar Maenwallon 🞍 Lanthar Maenwobri 🞍 Huno Maenwobri 🞍 Soficia Maenwobri 🞍 Gerbalda Maenwobri 🞍 Facetus Mancinagross 🞍 Helmgor Marcswith 🞍 Gerhilde Marcswith 🞍 Dorith Mathurine 🞍 Dedata of Medes 🞍 Anson Meinfrida 🞍 Riqin Meintrude 🞍 Lucida Membresia
N
Gerbalda Nadalbert 🞍 Perpetuo Nadaltrude 🞍 Odelhard of Nadan 🞍 Alviva of Nakari 🞍 Balsinde of Nakari 🞍 Wulfsy of Nanu 🞍 Ansilde of Naram 🞍 Altilde of Narouk 🞍 Worwin of Narouk 🞍 Lefsy of Natalas 🞍 Zdeslava Natalisma 🞍 Morbida of Northhaven 🞍 Vitta of Northhaven
O
Sano of Oakslide 🞍 Reinger Odelberga 🞍 Lautrude Odelbrand 🞍 Duca Odelgarde 🞍 Safia Odelhilde 🞍 Tedesca Odelhilde 🞍 Loberta Odelhilde 🞍 Vuteria Odelschalk 🞍 Pettita of Odrea 🞍 Precious of Oldun 🞍 Solanna of Onher 🞍 Gilmar of Ophar 🞍 Godbalda of Oshar 🞍 Vitta of Oshar 🞍 Liutmar Ottilburg 🞍 Ithamar of Overa 🞍 Gosin of Oziryn
P
Electo of Palatea 🞍 Ratrude of Partha 🞍 Zdeslava Pentecoste 🞍 Hademar Pentecoste 🞍 Materia Peregrina 🞍 Odelrada Peregrina 🞍 Electo of Petia 🞍 Dodeus of Pinepass 🞍 Resende Plectrude 🞍 Worwin Plectrude
R
Achilde of Ragor 🞍 Berlinde of Rahdor 🞍 Gardin Recuperate 🞍 Eupraxia Reintrude 🞍 Celestus of Reza 🞍 Huldward of Reza 🞍 Trimer Richlinde 🞍 Solianna Roenhoiarn 🞍 Otilde of Rohmer 🞍 Luda Rosceline 🞍 Caloanna of Ryku
S
Huward of Sadeka 🞍 Hrotho Saintisme 🞍 Odelhaus Samanilde 🞍 Marozia Senthilde 🞍 Lodn of Sephania 🞍 Theodora of Sephania 🞍 Theinard of Shadizar 🞍 Reinwar of Shadizar 🞍 Fiuca Siclefrid 🞍 Hainard Sicletrude 🞍 Achilde Sicletrude 🞍 Liuthard of Spidera 🞍 Worwin of Starfield 🞍 Aclemode of Starra 🞍 Grimhar Superantia 🞍 Ysoria Superantia 🞍 Mandisima Svetoslav 🞍 Rosso of Swordgrip 🞍 Huward of Swordgrip 🞍 Rosin Sylvestra 🞍 Reinger Sylvestra
T
Benegar of Talima 🞍 Walatus of Talima 🞍 Rothward of Tanasu 🞍 Hartgor of Thelema 🞍 Gerberta Theobrand 🞍 Hedenna Theodeberg 🞍 Justinna Theodeberta 🞍 Hedenna Theodefrid 🞍 Dedata Theodegarde 🞍 Sager Theodegarde 🞍 Herard Theodegaria 🞍 Gerhelma Theodeger 🞍 Ysoria Theodegrim 🞍 Vamilia Theodeher 🞍 Alberta Theodemar 🞍 Lanthar Theodwald 🞍 Wulfger of Thodar 🞍 Sabato of Thoga 🞍 Sadrilde Transmundus 🞍 Grosso of Tybor 🞍 Odaria of Tybor
U
Vamilia of Ungar 🞍 Atwin Urgellesa 🞍 Arngilde of Usin 🞍 Arberta of Usin 🞍 Nivard of Uthak
V
Acfrida of Vakallar 🞍 Lugar Verderosa 🞍 Caloanna Vermilius 🞍 Godlanda Volswinde
W
Radger Walantrude 🞍 Geldin Waldefrid 🞍 Lodn Waldegaud 🞍 Vitta Waldehilde 🞍 Gislara Waldemund 🞍 Milia Waldemund 🞍 Ermo Wanthilde 🞍 Hedenna Wenceslas 🞍 Sichilde of Westpass 🞍 Mandisima Whitehelm 🞍 Richmar of Wikana 🞍 Palenna of Wikana 🞍 Idelinde of Wildslide 🞍 Petesia of Willfell 🞍 Alcfrida Wistrilde 🞍 Winsy of Wolfraven 🞍 Isoard of Woolfel 🞍 Radhilde Wulftrude
X
Arcin of Xara 🞍 Dúin of Xothal 🞍 Liberto of Xul
Y
Solanna of Yakadar 🞍 Luceria of Yaruk 🞍 Doda of Yateli 🞍 Reingard of Yateli 🞍 Wulviva of Yazar 🞍 Walo of Yezud 🞍 Lautard of Yuul
Z
Lefin of Zelata 🞍 Pribor of Zelata 🞍 Homodeus of Zutan
Rumors Rumors
- The Shrine Of The Cold Lich is on the dunes sands, somewhere in Bonecrusher Wastelands
- The Crypt Of The Savage Slaves is in a valley, somewhere in Howling Wolves Fields
- The Crypt Of The Dishonored Ogre is on the terraced hills, somewhere in Howling Wolves Fields
- There’s a Black Dragon in the Shrine Of The Twisted Goblin
- The Shrine Of The Twisted Goblin is on one of the coastal cliffs, somewhere in Crater Shores
- There’s an Amber Golem in the Temple Of The Hidden Blades
- The Temple Of The Hidden Blades is on the dunes sands, somewhere in Dark Storm Wastes
- There’s a Gorgon in the Shrine Of The Hopeless Horrors
- The Shrine Of The Hopeless Horrors is in the grasslands, somewhere in Javelin Plains
- There’s a Black Dragon in the Shrine Of The Doomed Spider
- There’s a Bone Golem in the Shrine Of The Doomed Spider
- The Shrine Of The Doomed Spider is on one of the coastal cliffs, somewhere in Crater Shores
- There’s a Purple Worm in the Hideout Of The Unholy Blood
- The Hideout Of The Unholy Blood is on a hill’s slope, somewhere in Nightshard Meadows
- The Tomb Of The Nameless Pain is in the grasslands, somewhere in Howling Wolves Fields
- There’s an Invisible Stalker (Monster) in the Temple Of The Cruel Pits
- The Temple Of The Cruel Pits is where the woods meet a tall mountain, somewhere in Fireborn Timberlands
- Gunso Cadwallon’s Decorated Armor (actually an Armour +3) is somewhere in the Shrine of the Doomed Spider
- Idelinde of Wildslide’s wife is held captive in the Shrine Of The Twisted Goblin
- Baldemar of Larth’s Custom-Made Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Temple of the Cruel Pits
- Gatrude Liutwarde’s daughter is held captive in the Shrine Of The Twisted Goblin
- Lucida of Lifel has a crate she would like delivered to Thenara
- Ansilde of Naram’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Shrine of the Doomed Spider
- Wulfger of Thodar is willing to pay well for a delivery job.
- Achilde of Ragor’s Decorated Helm (actually a Helm of Telepathy) is somewhere in the Shrine of the Twisted Goblin
- Benegar of Talima’s Drums (actually a Drums of Panic) is somewhere in the Shrine of the Doomed Spider
- Benegar of Talima has a box he would like delivered to Thenara
- Precious of Oldun has a casket he would like delivered to Izan
- Aicard of Calissa has a box he would like delivered to Thenara
- Giambono Abundance’s Custom-Fit Armor (actually an Armour +3) is somewhere in the Shrine of the Twisted Goblin
- Giambono Abundance is willing to pay well for a delivery job.
- Artcar Hildeward has a crate he would like delivered to Izan
- Theuda Felicitas has a crate she would like delivered to Izan
- Worwin of Narouk is willing to pay well for a delivery job.
- Worwin of Starfield’s daughter is held captive in the Shrine Of The Doomed Spider
- Littera Ermesinde’s Custom Sword (actually a Sword +2) is somewhere in the Shrine of the Cold Lich
- Littera Ermesinde has a bottle she would like delivered to Izan
- Madwin Gundesinde’s wife is held captive in the Shrine Of The Hopeless Horrors
- Seconda of Bullshire’s son is held captive in the Shrine Of The Cold Lich
- Ladwin Goldstone is willing to pay well for a delivery job.
- Liutward Hildelinde’s nephew is held captive in the Shrine Of The Twisted Goblin
- Reinmar Anschetil’s Bottle Of Sentimental Value (actually an Efreeti Bottle) is somewhere in the Shrine of the Twisted Goblin
- Litin Falatrude’s wife is held captive in the Hideout Of The Unholy Blood
- Litin Falatrude is willing to pay well for a delivery job.
- Geldin of Hogsfoot is willing to pay well for a delivery job.
- Hildrada of Cahal is willing to pay well for a delivery job.
- Dúin of Xothal is willing to pay well for a delivery job.
- Lanthar Theodwald’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Twisted Goblin
- Muscatta of Jandar’s daughter is held captive in the Hideout Of The Unholy Blood
- Riqin Callistus has a box he would like delivered to Thenara
- Rosin Sylvestra has a chest he would like delivered to Lantis
- Theodora of Sephania’s Decorated Armor (actually an Armour +1) is somewhere in the Shrine of the Hopeless Horrors
- Theodora of Sephania has a box she would like delivered to Izan
- Waltilde Bellavita’s husband is held captive in the Temple Of The Cruel Pits
- Helmin of Bahari has a casket he would like delivered to Thenara
- There’s a Treant somewhere in Nightshard Meadows.
- There’s an Ogre somewhere in Bonecrusher Wastelands.
- There’s a Cloud Giant somewhere in Nightshadow Mountains.
- There’s a Griffon somewhere in Nightshard Meadows.
- There’s a Pit Viper somewhere in Crater Shores.
- There’s a Red Dragon somewhere in Retribution Mountains.
- There’s a Hippogriff somewhere in Howling Wolves Fields.
- There’s a Blue Dragon somewhere in Fireborn Timberlands.
- There’s a Troglodyte somewhere in Javelin Plains.
- The Fists Of Valor are plotting to eliminate all cultists.
- The Dark Followers are secretly sacrificing humans.
- The Dark Followers are using the Shrine Of The Cold Lich as their hideout.
- The Hammers Of Power are plotting to abolish all magic-users.
- The Fists Of Power are conspiring to abolish all magic-users.
Secrets Secrets
- The key to unlock the rectangular iron door in area 3 in the Shrine Of The Cold Lich is in area 2
- The key to unlock the arched wooden door in area 5 in the Shrine Of The Cold Lich is in area 7
- The key to unlock the round iron door in area 8 in the Shrine Of The Cold Lich is in area 1
- The lever to open the secret door in area 6 in the Shrine Of The Cold Lich is in area 4
- The lever to open the secret door in area 6 in the Shrine Of The Cold Lich is in area 7
- The lever to open the secret door in area 6 in the Shrine Of The Cold Lich is in area 2
- The lever to open the secret door in area 9 in the Shrine Of The Cold Lich is in area 3
- The key to unlock the rectangular iron door in area 14 in the Shrine Of The Cold Lich is in area 9
- The key to unlock the arched bronze door in area 14 in the Shrine Of The Cold Lich is in area 1
- The key to unlock the arched iron door in area 3 in the Crypt Of The Savage Slaves is in area 3
- The key to unlock the rectangular iron door in area 5 in the Crypt Of The Savage Slaves is in area 8
- The key to unlock the rectangular wooden door in area 12 in the Crypt Of The Savage Slaves is in area 1
- The key to unlock the round bronze door in area 10 in the Crypt Of The Dishonored Ogre is in area 7
- The key to unlock the rectangular wooden door in area 2 in the Shrine Of The Twisted Goblin is in area 2
- The lever to open the secret door in area 2 in the Shrine Of The Twisted Goblin is in area 5
- The key to unlock the rectangular wooden door in area 8 in the Shrine Of The Twisted Goblin is in area 5
- The lever to open the secret door in area 8 in the Shrine Of The Twisted Goblin is in area 2
- The lever to open the secret door in area 20 in the Shrine Of The Twisted Goblin is in area 18
- The key to unlock the rectangular marble door in area 23 in the Shrine Of The Twisted Goblin is in area 25
- The lever to open the secret door in area 23 in the Shrine Of The Twisted Goblin is in area 13
- The lever to open the secret door in area 27 in the Shrine Of The Twisted Goblin is in area 11
- The key to unlock the round bronze door in area 32 in the Shrine Of The Twisted Goblin is in area 22
- The lever to open the secret door in area 29 in the Shrine Of The Twisted Goblin is in area 33
- The key to unlock the rectangular bronze door in area 35 in the Shrine Of The Twisted Goblin is in area 21
- The key to unlock the round iron door in area 36 in the Shrine Of The Twisted Goblin is in area 14
- The key to unlock the rectangular bronze door in area 39 in the Shrine Of The Twisted Goblin is in area 35
- The lever to open the secret door in area 38 in the Shrine Of The Twisted Goblin is in area 38
- The key to unlock the odd-shaped iron door in area 41 in the Shrine Of The Twisted Goblin is in area 36
- The key to unlock the round marble door in area 43 in the Shrine Of The Twisted Goblin is in area 31
- The lever to open the secret door in area 43 in the Shrine Of The Twisted Goblin is in area 8
- The key to unlock the arched iron door in area 48 in the Shrine Of The Twisted Goblin is in area 41
- The lever to open the secret door in area 2 in the Temple Of The Hidden Blades is in area 2
- The key to unlock the round bronze door in area 7 in the Temple Of The Hidden Blades is in area 2
- The key to unlock the arched bronze door in area 7 in the Temple Of The Hidden Blades is in area 2
- The lever to open the secret door in area 8 in the Temple Of The Hidden Blades is in area 7
- The key to unlock the odd-shaped wooden door in area 11 in the Temple Of The Hidden Blades is in area 9
- The lever to open the secret door in area 12 in the Temple Of The Hidden Blades is in area 1
- The key to unlock the rectangular bronze door in area 14 in the Temple Of The Hidden Blades is in area 8
- The key to unlock the rectangular bronze door in area 16 in the Temple Of The Hidden Blades is in area 2
- The lever to open the secret door in area 14 in the Temple Of The Hidden Blades is in area 17
- The key to unlock the rectangular bronze door in area 23 in the Temple Of The Hidden Blades is in area 12
- The key to unlock the triangle wooden door in area 23 in the Temple Of The Hidden Blades is in area 1
- The lever to open the secret door in area 19 in the Temple Of The Hidden Blades is in area 18
- The lever to open the secret door in area 36 in the Temple Of The Hidden Blades is in area 22
- The key to unlock the triangle iron door in area 40 in the Temple Of The Hidden Blades is in area 20
- The lever to open the secret door in area 38 in the Temple Of The Hidden Blades is in area 11
- The lever to open the secret door in area 44 in the Temple Of The Hidden Blades is in area 28
- The key to unlock the rectangular wooden door in area 2 in the Shrine Of The Hopeless Horrors is in area 2
- The key to unlock the round bronze door in area 3 in the Shrine Of The Hopeless Horrors is in area 1
- The key to unlock the arched wooden door in area 5 in the Shrine Of The Hopeless Horrors is in area 6
- The lever to open the secret door in area 5 in the Shrine Of The Hopeless Horrors is in area 3
- The key to unlock the round wooden door in area 8 in the Shrine Of The Hopeless Horrors is in area 12
- The key to unlock the odd-shaped wooden door in area 12 in the Shrine Of The Hopeless Horrors is in area 11
- The lever to open the secret door in area 10 in the Shrine Of The Hopeless Horrors is in area 4
- The key to unlock the arched wooden door in area 13 in the Shrine Of The Hopeless Horrors is in area 16
- The key to unlock the arched wooden door in area 16 in the Shrine Of The Hopeless Horrors is in area 4
- The lever to open the secret door in area 13 in the Shrine Of The Hopeless Horrors is in area 12
- The key to unlock the triangle wooden door in area 18 in the Shrine Of The Hopeless Horrors is in area 3
- The key to unlock the round wooden door in area 19 in the Shrine Of The Hopeless Horrors is in area 10
- The lever to open the secret door in area 19 in the Shrine Of The Hopeless Horrors is in area 21
- The lever to open the secret door in area 20 in the Shrine Of The Hopeless Horrors is in area 5
- The key to unlock the arched wooden door in area 22 in the Shrine Of The Hopeless Horrors is in area 13
- The key to unlock the rectangular iron door in area 3 in the Shrine Of The Doomed Spider is in area 1
- The key to unlock the arched wooden door in area 6 in the Shrine Of The Doomed Spider is in area 3
- The key to unlock the rectangular wooden door in area 9 in the Shrine Of The Doomed Spider is in area 10
- The lever to open the secret door in area 8 in the Shrine Of The Doomed Spider is in area 3
- The lever to open the secret door in area 9 in the Shrine Of The Doomed Spider is in area 9
- The key to unlock the arched iron door in area 12 in the Shrine Of The Doomed Spider is in area 6
- The key to unlock the rectangular iron door in area 12 in the Shrine Of The Doomed Spider is in area 12
- The lever to open the secret door in area 11 in the Shrine Of The Doomed Spider is in area 1
- The key to unlock the arched iron door in area 14 in the Shrine Of The Doomed Spider is in area 13
- The key to unlock the rectangular wooden door in area 18 in the Shrine Of The Doomed Spider is in area 1
- The lever to open the secret door in area 21 in the Shrine Of The Doomed Spider is in area 10
- The lever to open the secret door in area 32 in the Shrine Of The Doomed Spider is in area 29
- The key to unlock the rectangular bronze door in area 38 in the Shrine Of The Doomed Spider is in area 35
- The lever to open the secret door in area 42 in the Shrine Of The Doomed Spider is in area 6
- The lever to open the secret door in area 42 in the Shrine Of The Doomed Spider is in area 32
- The key to unlock the rectangular wooden door in area 52 in the Shrine Of The Doomed Spider is in area 34
- The key to unlock the rectangular wooden door in area 53 in the Shrine Of The Doomed Spider is in area 44
- The lever to open the secret door in area 54 in the Shrine Of The Doomed Spider is in area 37
- The lever to open the secret door in area 54 in the Shrine Of The Doomed Spider is in area 50
- The lever to open the secret door in area 60 in the Shrine Of The Doomed Spider is in area 34
- The key to unlock the arched bronze door in area 61 in the Shrine Of The Doomed Spider is in area 30
- The key to unlock the rectangular wooden door in area 62 in the Shrine Of The Doomed Spider is in area 52
- The lever to open the secret door in area 61 in the Shrine Of The Doomed Spider is in area 2
- The lever to open the secret door in area 62 in the Shrine Of The Doomed Spider is in area 21
- The key to unlock the round bronze door in area 64 in the Shrine Of The Doomed Spider is in area 32
- The lever to open the secret door in area 66 in the Shrine Of The Doomed Spider is in area 44
- The lever to open the secret door in area 2 in the Tomb Of The Nameless Pain is in area 2
- The key to unlock the rectangular bronze door in area 6 in the Tomb Of The Nameless Pain is in area 2
- The lever to open the secret door in area 11 in the Tomb Of The Nameless Pain is in area 5
- The lever to open the secret door in area 15 in the Tomb Of The Nameless Pain is in area 10
- The key to unlock the rectangular bronze door in area 16 in the Tomb Of The Nameless Pain is in area 9
- The key to unlock the arched marble door in area 17 in the Tomb Of The Nameless Pain is in area 4
- The lever to open the secret door in area 20 in the Tomb Of The Nameless Pain is in area 14
- The lever to open the secret door in area 20 in the Tomb Of The Nameless Pain is in area 18
- The key to unlock the rectangular wooden door in area 25 in the Tomb Of The Nameless Pain is in area 14
- The lever to open the secret door in area 24 in the Tomb Of The Nameless Pain is in area 22
- The key to unlock the round iron door in area 27 in the Tomb Of The Nameless Pain is in area 28
- The key to unlock the round wooden door in area 27 in the Tomb Of The Nameless Pain is in area 5
- The key to unlock the arched wooden door in area 29 in the Tomb Of The Nameless Pain is in area 3
- The key to unlock the rectangular marble door in area 33 in the Tomb Of The Nameless Pain is in area 10
- The lever to open the secret door in area 2 in the Temple Of The Cruel Pits is in area 2
- The lever to open the secret door in area 4 in the Temple Of The Cruel Pits is in area 4
- The key to unlock the triangle wooden door in area 7 in the Temple Of The Cruel Pits is in area 4
- The key to unlock the rectangular wooden door in area 8 in the Temple Of The Cruel Pits is in area 1
- The key to unlock the round bronze door in area 9 in the Temple Of The Cruel Pits is in area 3
- The key to unlock the arched wooden door in area 11 in the Temple Of The Cruel Pits is in area 11
- The lever to open the secret door in area 11 in the Temple Of The Cruel Pits is in area 6
- The key to unlock the arched wooden door in area 17 in the Temple Of The Cruel Pits is in area 13
- The key to unlock the arched wooden door in area 30 in the Temple Of The Cruel Pits is in area 28
- The key to unlock the triangle wooden door in area 31 in the Temple Of The Cruel Pits is in area 12
- The lever to open the secret door in area 33 in the Temple Of The Cruel Pits is in area 28
- The lever to open the secret door in area 33 in the Temple Of The Cruel Pits is in area 18
- The lever to open the secret door in area 36 in the Temple Of The Cruel Pits is in area 29
- Gunso Cadwallon’s decorated armor is in area 70 in the Shrine of the Doomed Spider
- Eupraxia Erchamold’s wife is held captive in Shrine Of The Twisted Goblin
- Baldemar of Larth’s custom-made leather boots is in area 44 in the Temple of the Cruel Pits
- Rabota of Loga’s daughter is held captive in Shrine Of The Twisted Goblin
- Ansilde of Naram’s armor of sentimental value is in area 61 in the Shrine of the Doomed Spider
- Achilde of Ragor’s decorated helm is in area 38 in the Shrine of the Twisted Goblin
- Benegar of Talima’s drums is in area 32 in the Shrine of the Doomed Spider
- Giambono Abundance’s custom-fit armor is in area 48 in the Shrine of the Twisted Goblin
- Loberta Meintrude’s daughter is held captive in Shrine Of The Doomed Spider
- Littera Ermesinde’s custom sword is in area 9 in the Shrine of the Cold Lich
- Zdeslava Theodeswith’s wife is held captive in Shrine Of The Hopeless Horrors
- Achard of Nanaia’s son is held captive in Shrine Of The Cold Lich
- Reinger of Riverborne’s nephew is held captive in Shrine Of The Twisted Goblin
- Reinmar Anschetil’s bottle of sentimental value is in area 41 in the Shrine of the Twisted Goblin
- Brysia of Zelata’s wife is held captive in Hideout Of The Unholy Blood
- Lanthar Theodwald’s decorated armor is in area 5 in the Shrine of the Twisted Goblin
- Gerhelma of Moundfar’s daughter is held captive in Hideout Of The Unholy Blood
- Theodora of Sephania’s decorated armor is in area 19 in the Shrine of the Hopeless Horrors
- Gainard Madalgude’s husband is held captive in Temple Of The Cruel Pits
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This document contains Open Game Content, subject to the Open Game License, released under the Open Game License, Version 1.0a (reproduced below), as described in Section 1(d) of the License. All other content in this generated sandbox remains the property of the copyright holder.
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