The Kingdom of Aredor
Background
The seamingly childless Queen Luda is on her deathbed. A rumor of a legal heir raised as a commoner somewhere in the Kingdom brings hope to most, but is a threat to some.
Population: 31740 residents
Ruled by queen Luda of Feki, a level 12 Fighter. She has short black pony-tail, wise brown eyes and a missing middle-finger (Pained).
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 38 Attacks 1 × Sword + 3 (1d8+3) THAC0 12 [+7] Movement Rate 90' (30') Saves D6 W7 P8 B8 S10 Alignment Neutral STR 13 INT 14 WIS 11 DEX 17 CON 10 CHA 8 Spells
Regions
Crimsonblade Desert Crimsonblade Desert
Hex 01: Altar
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The crumbling ruins of an ancient altar could be found 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 | 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 |
2 | Small Herd Animals (7) | 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 |
3 | 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) |
4 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
Hex 02: Town of Askias
The sand here is riddled with small craters. Was it hail in the desert or something less natural perhaps?
The Town of Askias sits behind a wall on the dunes sands.
Hex 03: Temple of the Savage Desire
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
The Temple of the Savage Desire 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 04: 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 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 | 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 | 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 | Lion | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
4 | Small Herd Animals (6) | 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 |
Hex 05: Watchtower
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The ruins of an ancient watchtower are 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 | 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 | Small Herd Animals (7) | 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 |
3 | 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) |
4 | Goblins (13) | 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) |
Fallen Star Ridge Fallen Star Ridge
Hex 06: The Devil’s Arrow Inn
A small patch of dark clouds circle an even darker peak. Jolts of lightnings flash from within, followed by rumbling thunders.
The Devil’s Arrow Inn is welcoming travellers and adventurers on the edge of the cliffs, at the end of a winding steep trail.
Hex 07: Watchtower
A giant peak stands taller than any of the mountains around it. An eerie red glow surrounding its top is visible from afar.
There’s a recently built but seemingly unstaffed watchtower high in the mountains.
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 (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 | 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 |
4 | 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 |
Hex 08: Altar
A small patch of dark clouds circle an even darker peak. Jolts of lightnings flash from within, followed by rumbling thunders.
The crumbling ruins of an ancient altar could be found 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 | 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 | 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 | 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) |
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 09: Wagons
The passages here are surrounded with steep vertical cliffs and are branching to all directions like a fractured maze.
There are several abandoned and half-broken wagons 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 | Kobolds (14) | 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 | 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 | 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 | 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 |
Holloweye Wastelands Holloweye Wastelands
Hex 10: Watchtower
The sand here is riddled with small craters. Was it hail in the desert or something less natural perhaps?
The ruins of an ancient watchtower are 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 | Small Herd Animals (5) | 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 |
2 | 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 |
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 | 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 |
Hex 11: Tomb of the Raging Fire
There are numerous sinkholes in the sands here. Some of them are big enough to swallow an inn.
The Tomb of the Raging Fire is hidden somewhere on the dunes sands.
Entrances
- Stairs leading down into area 1 in the dungeon are under a wooden trapdoor buried 5 feet into the sand, with only an arrow-shaped sign pointing down hinting on the location.
Hex 12: Lair of the Tormented Blood
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
The Lair of the Tormented Blood is hidden somewhere near an oasis.
Entrances
- An excavation leading into area 1 in the dungeon is under a wooden trapdoor buried 5 feet into the sand, with only an arrow-shaped sign pointing down hinting on the location.
Hex 13: A Tarantella
Gusts of warm desert wind sweep and swirl the sands here. Looking carefully one could see mysterious creatures formed in the air by the sand.
A Tarantella is foraging on the dunes sands. There’s a 2-in-6 chance of encountering it.
Tarantella
Armour Class: 5 [14] Hit Dice: 4 Attacks: 1 × bite (1d8 + poison) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 125
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Hex 14: Village of Onher
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The prospering Village of Onher rests peacefully near an oasis.
Hex 15: Village of Belesa
The sand here is riddled with small craters. Was it hail in the desert or something less natural perhaps?
The growing Village of Belesa sits quietly near an oasis.
Hex 16: Ogres
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
10 Ogres are wandering 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 an old forgotten gold mine).
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):
- 200 gp
- 3 gems worth 300 gp in total
- 1 jewellery items worth 700 gp in total
Howling Wolves Shores Howling Wolves Shores
Hex 17: Caverns of the Hopeless Slaves
The sands here are soft and warm and the turquoise water are crystal clear.
The Caverns of the Hopeless Slaves is hidden somewhere near an estuary.
Entrances
- An excavation leading into area 1 in the dungeon is under a wooden trapdoor buried 5 feet in the ground.
Hex 18: Frost Giants
The ruins of an abandoned lighthouse stand on a rock on the edge of a cove, now a temporary home to a flock of sea birds.
2 Frost Giants are sleeping near the coastline. 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).
Frost Giant
Armour Class: 4 [15] Hit Dice: 10+1 Attacks: 1 × weapon (4d6) or 1 × boulder (3d6) THAC0: 11 [+8] Movement: 120’ (40’) Saving Throws: D6 W7 P8 B8 S10 (10) Morale: 9 Alignment: Chaotic XP: 900
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Hex 19: Cloud Giants
An old rotting shipwreck was washed to the sands here, a huge hole, the size of a giant tentacle is burst through its hull.
3 Cloud Giants 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 the nearest dungeon).
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):
- 1,240 gp
Hex 20: Village of Farrwater
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.
The thriving Village of Farrwater sits quietly near an estuary.
Hex 21: Town of Silverbend
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 Town of Silverbend sits behind a wall near the coastline.
Hex 22: Dead Adventurers
A smoking volcano stands not far from the coastline here. The lush green vegetation that covers it indicates it did not erupt for a while now.
The bodies of three dead adventurers were thrown to rot on one of the coastal cliffs.
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 | 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) |
3 | Berserkers (10) | 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 | 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 23: Bridge
Tall cliffs separate the sea from the land here. Fierce waves crash against the sharp blackened rocks hundreds of feet down.
There’s a recently built wood bridge on one of the coastal cliffs.
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 | Goblins (16) | 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 | Goblins (13) | 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 (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 Woods Bonecrusher Woods
Hex 24: Wagons
The trees here are naked and twisted. Their branches reach down like bony claws. Was this place cursed in days long gone?
There are several abandoned and half-broken wagons next to a clearing.
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 (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) |
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 | Panther | Armour Class: 4 [15] Hit Dice: 4 Attacks: 2 × claw (1d4), 1 × bite (1d8) THAC0: 16 [+3] Movement: 210’ (70’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 75 |
4 | 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 |
Hex 25: Dead Adventurers
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 bodies of five dead adventurers were thrown to rot next to a clearing.
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 | 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 | 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 |
4 | 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 |
Hex 26: Altar
An oversized statue of a warrior holding a sword against the ground stands proudly in a clearing here. Fresh flowers were recently placed near its base.
The crumbling ruins of an ancient altar could be found next to a clearing.
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 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
2 | Stirges (10) | 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 |
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 | Panthers (2) | Armour Class: 4 [15] Hit Dice: 4 Attacks: 2 × claw (1d4), 1 × bite (1d8) THAC0: 16 [+3] Movement: 210’ (70’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Neutral XP: 75 |
Hex 27: Wagons
The trees here are naked and twisted. Their branches reach down like bony claws. Was this place cursed in days long gone?
There are several abandoned and half-broken wagons near a water stream.
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 (13) | 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 | Geckos (4) | 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 | Geckos (3) | 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 |
4 | 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 |
Hex 28: Crypt of the Doomed Pits
A huge, lush tree is standing in a clearing here, covered with colorful flowers and holding a sweet berry inside. Birds fly cheerfully around it.
The Crypt of the Doomed Pits is hidden under the ruins of an ancient city somewhere deep in the woods.
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 29: Bridge
The trees here are naked and twisted. Their branches reach down like bony claws. Was this place cursed in days long gone?
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 | 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 | 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 | 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 | 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 30: Geckos
Ropes tangle down from the branches here. On some of them, humanoid- size straw-made figures are hanging by their canvas covered heads.
5 Geckos are foraging where the woods meet a tall mountain. 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).
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
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- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Ironhammer Plains Ironhammer Plains
Hex 31: Dead Adventurers
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
The bodies of five dead adventurers were thrown to rot on the terraced 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 (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 (6) | 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 (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 32: Town of Odrea
Several large geysers discharge boiling streams of water and vapour every few minutes.
The Town of Odrea sits behind a wall at the top of a hill.
Hex 33: Abandoned Village
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
The burned remains of a small village could be found 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 | 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 |
2 | Berserkers (6) | 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 | 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 | 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 34: Altar
Crushed skulls and rusted 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 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 | 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 | 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 | 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) |
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 35: Tomb of the Foresaken Spider
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
The Tomb of the Foresaken Spider is hidden behind a waterfall somewhere in a valley.
Entrances
Stairs leading down into area 1 in the dungeon are hidden deep inside a burial mound.
Stairs leading down into area 45 in the dungeon are hidden deep inside a burial mound.
Hex 36: Dead Adventurers
a tall stone tower fell and now lay crushed on the ground. A few small bunnies run and hide under its stone bricks.
The bodies of four dead adventurers were thrown to rot 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 | Neanderthals (4) | 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 | 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 |
3 | 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) |
4 | Kobolds (10) | 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) |
Fireforged Coastline Fireforged Coastline
Hex 37: Bridge
Dozens of posts were planted in the sand here. At their tops, the old red fabric of what used to be flags still wave against the wind.
There’s a half-broken stone bridge near the coastline.
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 | 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 | 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 (9) | 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 38: Dead Adventurers
The ruins of an abandoned lighthouse stand on a rock on the edge of a cove, now a temporary home to a flock of sea birds.
The bodies of six dead adventurers were thrown to rot in a rocky cove.
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 (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 |
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 | 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 | Small Rocs (4) | 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 39: Abandoned Village
An rocky islet is merely a short swim away from the coast here, (or a wet walk when the tide is low).
There’s a recently abandoned village on one of the coastal cliffs.
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 (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 |
2 | 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 |
3 | Trolls (2) | 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 | 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 |
Hex 40: Tomb of the Furious Pain
Dozens of posts were planted in the sand here. At their tops, the old red fabric of what used to be flags still wave against the wind.
The Tomb of the Furious Pain is hidden somewhere near the coastline.
Entrances
Stairs leading down into area 1 in the dungeon are located behind a giant skull’s gaping mouth.
Stairs leading down into area 22 in the dungeon are located behind a giant skull’s gaping mouth.
Dragonclaw Plains Dragonclaw Plains
Hex 41: A Pit Viper
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
A Pit Viper is wandering atop a rocky hill. There’s a 2-in-6 chance of encountering it.
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
Hex 42: Abandoned Village
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
The burned remains of a small village 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 | 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) |
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 | 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 | 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 43: Shrine of the Deadly Ogre
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
The Shrine of the Deadly Ogre is hidden inside an oak somewhere at the top of a hill.
Entrances
- Stairs leading down into area 1 in the dungeon are at the bottom of a false outhouse.
Hex 44: Temple of the Mad Hopes
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
The Temple of the Mad Hopes is hidden under the ruins of an old fortress somewhere atop a rocky hill.
Entrances
- Stairs leading down into area 1 in the dungeon are inside an adandoned mine.
Hex 45: Wagons
a tall stone tower fell and now lay crushed on the ground. A few small bunnies run and hide under its stone bricks.
There are several abandoned and half-broken wagons 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 | Trolls (2) | 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 |
2 | 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) |
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 | 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 |
Javelin Ridge Javelin Ridge
Hex 46: Shrine of the Unholy Blades
Two giant stone figures of guards, gazing into the sky and holding a sword against the ground are carved on the both cliff sides of the valley here.
The Shrine of the Unholy Blades is hidden inside an old volcano somewhere on the edge of the cliffs, at the end of a winding steep trail.
Entrances
Stairs leading down into area 1 in the dungeon are inside a cave on the face of a steep cliff.
Stairs leading down into area 4 in the dungeon are inside an abandoned wooden cabin, under loose floor boards.
Hex 47: Bridge
A small patch of dark clouds circle an even darker peak. Jolts of lightnings flash from within, followed by rumbling thunders.
There’s a recently built wood bridge high in the mountains.
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 | 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 |
2 | 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 |
3 | 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 |
4 | Berserkers (6) | 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 |
Hex 48: Stone Giants
Two giant stone figures of guards, gazing into the sky and holding a sword against the ground are carved on the both cliff sides of the valley here.
2 Stone Giants are wandering 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 the ruins of an abandoned stronghold).
Stone Giant
Armour Class: 4 [15] Hit Dice: 9 Attacks: 1 × weapon (3d6) or 1 × boulder (3d6) THAC0: 12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (9) Morale: 9 Alignment: Neutral XP: 900
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- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 20 gp
Hex 49: City of Thalis
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 City of Thalis is situated here, secured within its tall walls near the base of a steep cliff. Thalis is ruled by the corrupted, power hungry Baron Urofina of Devillia, and is known for its solstice festival of lights.
Hex 50: Gold Dragons
The skeleton of a huge dragon was fossilised in one of the cliff faces here. Its wings are spread as if it was about to fly to the clouds one last time.
2 Gold Dragons are foraging across a seemingly bottomless chasm, where a rope bridge meets an overhang. 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).
Gold Dragon
Armour Class: –2 [21] Hit Dice: 11 Attacks: [2 × claw (2d4), 1 × bite (6d6)] or breath THAC0: 11 [+8] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D6 W7 P8 B8 S10 (11) Morale: 10 Alignment: Lawful XP: 2,700
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- Lair hoard (1-in-6 base chance of finding if an encouter occured):
Pantheon Plains Pantheon Plains
Hex 51: Hobgoblins
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
19 Hobgoblins are scavenging 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).
Hobgoblin
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)
- Lair hoard (1-in-6 base chance of finding if an encouter occured):
- 7 gems worth 690 gp in total
Hex 52: Watchtower
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.
There’s a recently built but seemingly unstaffed watchtower 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 | Goblins (9) | 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 (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 | 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) |
4 | 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 |
Hex 53: Bridge
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
There’s a recently built wood bridge 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 | 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 | 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 |
3 | 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 |
4 | Neanderthals (10) | 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 |
Hex 54: Village of Kraan
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
The struggling Village of Kraan rests peacefully between two hills.
Hex 55: Watchtower
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.
The ruins of an ancient watchtower are 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 | 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 | 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) |
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 | Mountain Lions (2) | 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 |
Hex 56: Bridge
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At its top, a rusted old sword is planted with its blade in the ground.
There’s a recently built wood 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 | Neanderthals (10) | 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 | 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 | Neanderthals (10) | 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 |
4 | 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 |
Hex 57: Flaming Arrow Inn
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
Flaming Arrow Inn is welcoming travellers and adventurers at the top of a hill.
Blackapple Wastelands Blackapple Wastelands
Hex 58: Wagons
There are numerous sinkholes in the sands here. Some of them are big enough to swallow an inn.
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 | Tuatara | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4) THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 6 Alignment: Neutral XP: 275 |
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 | Small Herd Animals (8) | 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 | 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 |
Hex 59: Village of Brewfish
The sand here is riddled with small craters. Was it hail in the desert or something less natural perhaps?
The bustling Village of Brewfish rests peacefully on the dunes sands.
Hex 60: Altar
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
The crumbling ruins of an ancient altar could be found 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 | 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) |
2 | Hobgoblins (7) | 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 | Lions (2) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
4 | 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 |
Hex 61: 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 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 | 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 |
2 | Lions (2) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
3 | Small Herd Animals (4) | 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 | Lions (2) | Armour Class: 6 [13] Hit Dice: 5 Attacks: 2 × claw (1d4+1), 1 × bite (1d10) THAC0: 15 [+4] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16(3) Morale: 9 Alignment: Neutral XP: 175 |
Hex 62: Watchtower
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
The ruins of an ancient watchtower are 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 | 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 |
2 | Camels (3) | 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 (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 | 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) |
Hex 63: Lair of the Mourning Skeletons
The sand here is riddled with small craters. Was it hail in the desert or something less natural perhaps?
The Lair of the Mourning Skeletons is hidden somewhere between two giant dunes.
Entrances
- An excavation leading into area 1 in the dungeon is in the basement of an abandoned inn.
Hex 64: Abandoned Village
Either wind or some other force creates dozens of giant sand vortexes here, as tall as the eye can see.
There’s a recently abandoned village 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 | 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 | 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 |
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 | Hobgoblins (7) | 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) |
Settlements
City of Thalis City of Thalis
- Located in: Hex 49
- Population: 18830 residents
Thalis is ruled by the corrupted, power hungry Baron Urofina of Devillia, and is known for its solstice festival of lights. The city is also known for its fine Winery shops.
Shops & services overview
Harbor District
Tavern (The Dragon & The Fearless Rogue Tavern), Guards (Azwin, Acfrida), Tinkerer (Lefsy’s Devices), Liquor (Wulviva’s Liquor), Clothing (Theinard’s Boutique), Nightclub (Gismunda’s ), Fish Market (Aitilde’s Daily Catch)
Eastside Peasants District
Inn (Lost Sword Inn), Guards (Sabbata, Lucida), Nunnery, Flower Shop (Hermar’s Flowers), Winery (Hedenna’s Wines)
Market District
Tavern (The Lost Mace Tavern), Guards (Lefsy), Indoor Market (Gontard’s ), Tinkerer (Hogar’s Devices), Winery (Rosin’s Fine Wines), Armor & Weapons (Arntrude’s archer), Animal Supplies (Lucida’s Barn & Yarn), Printing Press (Berner’s Prints), Salon (Balsinde’s Salon), Animal Pound, Veterinarian (Rabota’s Horse Healers), Vehicle Maker (Hildrada’s ), Herbalist (Villana’s weeds)
Northside Peasants District
Tavern (The Mummy & The Cursed Knight Tavern), Guards (Natelma), Liquor (Hermar’s Spirits), Carpenter (Fakard’s carpentry), Restaurant (Brysia’s )
Palace District
Tavern (The Flaming Arrow Tavern), Guards (Hachar, Guerro, Getrude), Barracks, Music (Aliva’s Instruments), Hatter (Meinher’s top hat), Event Hall (Gilmar’s )
Westside Dwellers District
Tavern (Lost Torch Tavern), Guards (Berlinde, Altrude), Restaurant (Gislara’s ), Herbalist (Reingard’s greens), Winery (Ingimar’s Wines)
Southside Townsfolk District
Tavern (The Hawk & The Fearless Rogue Tavern), Guards (Odelrada, Ajutor), Bookstore (Landward’s scrolls), Stables (Liutmar’s riders), Daycare, Carpenter (Ermengar’s carpentry)
Eastside Townsfolk District
Tavern (Black Sword Tavern), Guards (Audrada, Hartwin), Craft (Aqualina’s Handmades), School, Physician (Maltia’s Clinic), Clothing (Resende’s Wearables), Daycare
Harbor District
Tavern (The Dragon & The Fearless Rogue Tavern), Guards (Azwin, Acfrida), Tinkerer (Lefsy’s Devices), Liquor (Wulviva’s Liquor), Clothing (Theinard’s Boutique), Nightclub (Gismunda’s ), Fish Market (Aitilde’s Daily Catch)
The Dragon & The Fearless Rogue Tavern
Keeper
Owned and managed by Volkmar of Fryda. He has no hair, crystal blue eyes and freckles (Agitated). In the pocket: 1 cp, a magnifying glass and a vial with a dark liquid.
Staff
Lothgar Madalinde. He has crystal blue eyes, a strong, prominent chin and a face tattoo (Unimpressed). In the pocket: a dirty handkerchief.
Airard of Balaz’S Wish. He has crystal blue eyes, a short white beard and a face tattoo (Helpless). In the pocket: a dirty handkerchief, 5 sp and a small flute.
Adremar Callistus. He has deep blue eyes, no hair and a face tattoo (Aggressive). In the pocket: 1 cp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued slices of fish, marinated in red wine and served with cooked rice for 1 sp |
2 | Stewed fillet of meat, marinated in white wine and served with steamed vegetables for 2 sp⬝Cooked fillet of chicken, marinated in garlic and wine and served with fresh salad for 2 sp |
3 | Barbecued slices of meat, marinated in honey and herbs and served with baked potatoes for 1 sp |
4 | Barbecued fillet of meat, glazed with red wine and served with mashed potatoes for 1 sp⬝Cooked chunks of fish, marinated in red wine and served with baked potatoes for 1 sp⬝Stewed chunks of meat, glazed with white wine and served with cooked rice for 1 sp⬝Cooked slices of shellfish, marinated in honey and herbs and served with cooked rice for 1 sp |
Patrons & Visitors
Theinard of Erabor (when not in shop)
Gismunda of Gandar (when not in shop)
Wulviva Erchamberta (when not in shop)
Marozia Waldehilde, a level 5 Halfling. She has crystal blue eyes, wavy brown hair and big red cheeks (Anxious). In the pocket: 1 cp.
Armour Class 4 [15] Chainmail armor Hit Points 20 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 15 INT 3 WIS 4 DEX 14 CON 11 CHA 7 Spells
Honesta of Raihna, a level 5 Magic-user. She has delicate features, crystal blue eyes and long, skinny fingers (Lazy). In the pocket: a comb and a smoking pipe.
Armour Class 9 [10] Unarmored Hit Points 15 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 16 WIS 15 DEX 9 CON 15 CHA 12 Spells Detect Magic, Light (Darkness), Mirror Image, ESP, Invisibility 10’ Radius
Odelrada of Sarai, a level 1 Magic-user. She has deep blue eyes, short blonde pony-tail and a nose ring decorated with a skull (Moody).
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 7 INT 16 WIS 14 DEX 12 CON 10 CHA 9 Spells Shield
Theinard of Overi, a level 3 Elf. He has a two day stubble, enchanting green eyes and silky light skin (Hurt). In the pocket: dice.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 15 Attacks 1 × Silver Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 15 INT 11 WIS 12 DEX 11 CON 9 CHA 4 Spells Read Languages, Light (Darkness), Levitate
Rotharde of Devilmask, a level 2 Fighter. She has soft gentle features, crystal blue eyes and a strong, muscular physique (Irritated). In the pocket: a dirty handkerchief, spectacles and a death threat note.
Armour Class 4 [15] Chainmail armor Hit Points 9 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 6 WIS 13 DEX 15 CON 11 CHA 6 Spells
Sabbata of Silverbend, a level 5 Halfling. She has enchanting green eyes, short black hair and round, bulbous nose (Heartbroken). In the pocket: a quill.
Armour Class 2 [17] Plate-mail armor Hit Points 15 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 16 INT 12 WIS 7 DEX 13 CON 6 CHA 12 Spells
Landrada of Ulthar, a level 1 Cleric. She has long black pony-tail, deep blue eyes and a nose ring (Petrified). In the pocket: 1 cp.
Armour Class 6 [13] Plate-mail armor Hit Points 5 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 10 WIS 16 DEX 3 CON 11 CHA 8 Spells
Gismunda Belleflos, a level 1 Magic-user. She has a long blonde beard, wise brown eyes and an oversized pointy hat made of dark leather (Distressed).
Armour Class 9 [10] 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 4 INT 18 WIS 11 DEX 10 CON 14 CHA 12 Spells Sleep
Theuda Aizivella, a level 5 Elf. She has cold dark eyes, braided almond hair and a nose ring (Sorrowful). In the pocket: a comb and an empty vial.
Armour Class 2 [17] Plate-mail armor + Shield 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 Chaotic STR 18 INT 10 WIS 9 DEX 9 CON 8 CHA 3 Spells Detect Magic, Shield, Locate Object, Web, Invisibility 10’ Radius
d6 | Rumor |
---|---|
1 | The Black Bones are secretly sacrificing humans. |
2 | Elsaria of Zelata’s Dragon’s Skin Carpet (actually a Flying Carpet) is somewhere in the Tomb of the Foresaken Spider |
3 | Gainard of Marook’s son is held captive in the Temple Of The Savage Desire |
4 | Liutward Memorantia’s husband is held captive in the Shrine Of The Deadly Ogre |
5 | There’s a Stone Giant somewhere in Javelin Ridge. |
6 | Gratioso of Zakar’s husband is held captive in the Temple Of The Savage Desire |
Guards
Azwin of Haraan, a level 3 Fighter. He has short blonde hair, deep blue eyes and a deep scar on the right arm (Apprehensive). In the pocket: 1 cp.
Armour Class 3 [16] Plate-mail armor Hit Points 12 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 10 INT 12 WIS 7 DEX 11 CON 10 CHA 12 Spells
Acfrida Nadalbert, a level 6 Fighter. She has crystal blue eyes, long and curly red hair and a deep scar on the right arm (Remorseful). In the pocket: 1 cp.
Armour Class 3 [16] Plate-mail armor Hit Points 35 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 4 WIS 9 DEX 16 CON 12 CHA 12 Spells
Lefsy’s Devices (Tinkerer)
Item | Price |
---|---|
Iron spikes (12) | 8 sp |
Mining Pick Axe | 4 gp |
Stakes (3) and mallet | 2 gp |
Owner: Lefsy of Magicka. She has wild green eyes, long blonde hair and a face tattoo (Energetic). In the pocket: dice, a magnifying glass and a ransom note.
- Member of the The Defiled Lambs.
Wulviva’s Liquor (Liquor)
Item | Price |
---|---|
Cider (Barrel) | 10 gp |
Craft Wine (Barrel) | 44 gp |
Royal Quality Wine (Barrel) | 189 gp |
Common Wine (Barrel) | 18 gp |
Owner: Wulviva Erchamberta. She has short black pony-tail, wise brown eyes and a neck band (Heartbroken). In the pocket: a comb and 4 sp.
- Wulviva is usually eating her meals in the The Dragon & The Fearless Rogue Tavern.
Theinard’s Boutique (Clothing)
Item | Price |
---|---|
Fine Dress | 6 gp |
Cap | 3 sp |
Leather Leggings | 3 gp |
Owner: Theinard of Erabor. He has wise brown eyes, a big round belly and freckles (Irritated). In the pocket: 3 cp, a smoking pipe and a key.
- Theinard likes spending his time in the The Dragon & The Fearless Rogue Tavern.
Gismunda’s (Nightclub)
Owner: Gismunda of Gandar. She has long black hair, enchanting green eyes and an earring (Irritated). In the pocket: a deck of cards.
- Gismunda likes spending her time in the The Dragon & The Fearless Rogue Tavern.
Aitilde’s Daily Catch (Fish Market)
Item | Price |
---|---|
Rations (standard, 7 days) | 3 gp |
Salt (1 lb) | 1 gp |
Owner: Aitilde Berohilde. She has short blonde pony-tail, wise dark eyes and an earring (Apprehensive). In the pocket: a dirty handkerchief, 3 sp and a key.
Eastside Peasants District
Inn (Lost Sword Inn), Guards (Sabbata, Lucida), Nunnery, Flower Shop (Hermar’s Flowers), Winery (Hedenna’s Wines)
Lost Sword Inn
Keeper
Owned and managed by Liutgard Sonifrida. He has short white hair, cold dark eyes and a face tattoo (Contented). In the pocket: 1 cp, an empty vial and a small gem (worth 10 gp).
Staff
Roberta of Gandar. She has delicate features, enchanting green eyes and a face tattoo (Outraged). In the pocket: a comb, spectacles and 2 gp.
Willhelma Erchamwald. She has long white pony-tail, cold dark eyes and a face tattoo (Annoyed). In the pocket: 1 cp, 4 sp and a ransom note.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of shellfish, marinated in red wine and served with fresh salad for 2 sp⬝Stewed chunks of shellfish, glazed with ale and served with cooked rice for 1 sp⬝Stewed slices of shellfish, glazed with white wine and served with mashed potatoes for 1 sp⬝Cooked chunks of meat, glazed with honey and herbs and served with steamed vegetables for 2 sp |
2 | Stewed chunks of meat, glazed with honey and herbs and served with cooked rice for 2 sp⬝Cooked fillet of shellfish, marinated in ale and served with cooked rice for 1 sp⬝Barbecued fillet of pork, marinated in honey and herbs and served with steamed vegetables for 1 sp⬝Stewed fillet of meat, glazed with red wine and served with mashed potatoes for 2 sp |
3 | Cooked fillet of pork, marinated in garlic and wine and served with steamed vegetables for 2 sp⬝Stewed tenders of pork, glazed with ale and served with cooked rice for 1 sp⬝Barbecued slices of meat, marinated in garlic and wine and served with fresh salad for 1 sp |
4 | Stewed tenders of fish, glazed with red wine and served with steamed vegetables for 1 sp |
Patrons & Visitors
Hermar of Kull (when not in shop)
Hedenna of Ophar (when not in shop)
Zdeslava of Tair, a level 7 Dwarf. They have well-brushed blonde hair, wise brown eyes and short, fat fingers (Joyful). In the pocket: dice and 2 sp.
Armour Class 5 [14] Chainmail armor Hit Points 31 Attacks 1 × Spear (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 12 INT 12 WIS 11 DEX 11 CON 16 CHA 3 Spells
Natelma of Darza, a level 1 Magic-user. She has wild green eyes, soft gentle features and a nose ring decorated with a star (Upset). In the pocket: 1 cp.
Armour Class 9 [10] Unarmored Hit Points 2 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 17 WIS 6 DEX 16 CON 11 CHA 13 Spells Magic Missile
Madmar Reinbalda, a level 2 Cleric. He has short red hair, enchanting green eyes and a nose ring (Apprehensive).
Armour Class 5 [14] Plate-mail armor Hit Points 0 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 6 INT 8 WIS 15 DEX 4 CON 8 CHA 11 Spells Resist Cold
Getrude Setembrina, a level 7 Dwarf. She has soft gentle features, wise dark eyes and a golden tooth (Proud).
Armour Class 4 [15] Plate-mail armor Hit Points 36 Attacks 1 × Short Sword (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 13 INT 12 WIS 11 DEX 7 CON 13 CHA 13 Spells
Bulletin |
---|
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Hedenna of Ophar” |
d6 | Rumor |
---|---|
1 | Hedenna of Ophar’s Custom Sword (actually a Sword +2) is somewhere in the Tomb of the Foresaken Spider |
2 | There’s a Black Dragon in the Temple Of The Mad Hopes |
3 | The White Wolves are secretly conducting horrid experiments in humanoids. |
4 | Senkata Supplicia has a chest she would like delivered to Thalis |
5 | The Foul Truthseekers are using the Temple Of The Mad Hopes as their hideout. |
6 | The Black Bones are secretly sacrificing humans. |
Guards
Sabbata Madalhilde, a level 6 Fighter. She has soft gentle features, wise dark eyes and a big nose-ring (Bothered). In the pocket: a dirty handkerchief, 4 sp and a death threat note.
Armour Class 6 [13] Leather armor + Shield Hit Points 18 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 13 WIS 8 DEX 11 CON 6 CHA 13 Spells
Lucida of Samari, a level 6 Fighter. She has wise dark eyes, short almond pony-tail and a deep scar on the right arm (Frustrated). In the pocket: a quill and 2 sp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 13 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 12 INT 8 WIS 6 DEX 13 CON 8 CHA 14 Spells
Nunnery
Manager: Maillard of Sargon. He has wise brown eyes, a strong, prominent chin and a deep scar on the cheek (Pained). In the pocket: a quill and 4 sp.
Hermar’s Flowers (Flower Shop)
Owner: Hermar of Kull. He has wise dark eyes, a goatee beard and a face tattoo (Offended). In the pocket: a comb, 2 sp and 1 gp.
- Member of the The White Wolves.
- Hermar enjoys dining with his friends in the Lost Sword Inn.
Hedenna’s Wines (Winery)
Item | Price |
---|---|
Craft Beer (Barrel) | 11 gp |
Common Beer (Barrel) | 4 gp |
Cider (Barrel) | 7 gp |
Owner: Hedenna of Ophar. She has wild green eyes, delicate features and an earring (Ecstatic). In the pocket: a quill and 3 sp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Tomb of the Foresaken Spider)
- Finder’s reward is 390gp
- Hedenna is usually eating her meals in the Lost Sword Inn.
Market District
Tavern (The Lost Mace Tavern), Guards (Lefsy), Indoor Market (Gontard’s ), Tinkerer (Hogar’s Devices), Winery (Rosin’s Fine Wines), Armor & Weapons (Arntrude’s archer), Animal Supplies (Lucida’s Barn & Yarn), Printing Press (Berner’s Prints), Salon (Balsinde’s Salon), Animal Pound, Veterinarian (Rabota’s Horse Healers), Vehicle Maker (Hildrada’s ), Herbalist (Villana’s weeds)
The Lost Mace Tavern
Keeper
Owned and managed by Theodin Aldegarde. He has a short brown beard, wild green eyes and a nose ring (Anxious). In the pocket: dice.
Staff
Frotgar of Oshar. He has crystal blue eyes, short red hair and freckles (Depressed). In the pocket: a quill.
Menu
1d4 | Menu |
---|---|
1 | Stewed fillet of chicken, marinated in honey and herbs and served with fresh salad for 1 sp⬝Barbecued chunks of fish, glazed with white wine and served with fresh salad for 2 sp |
2 | Stewed tenders of fish, marinated in red wine and served with fresh salad for 1 sp⬝Cooked chunks of shellfish, marinated in garlic and wine and served with cooked rice for 1 sp⬝Stewed tenders of shellfish, glazed with garlic and wine and served with cooked rice for 1 sp |
3 | Cooked tenders of meat, glazed with white wine and served with fresh salad for 2 sp⬝Barbecued fillet of chicken, marinated in white wine and served with mashed potatoes for 1 sp |
4 | Barbecued slices of shellfish, glazed with honey and herbs and served with baked potatoes for 2 sp⬝Cooked fillet of chicken, glazed with ale and served with mashed potatoes for 1 sp |
Patrons & Visitors
Balsinde of Dreyolla (when not in shop)
Otmar of Hogsfoot (when not in shop)
Rabota of Zamoria (when not in shop)
Hogar of Thoga (when not in shop)
Rosin of Briul (when not in shop)
Hartmar Erchamilde, a level 1 Elf. He has a big round belly, crystal blue eyes and a sigil tattooed on the neck (Agitated). In the pocket: a comb and 5 sp.
Armour Class 8 [11] Leather armor Hit Points 0 Attacks 1 × Battle Axe (1d8) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 12 INT 10 WIS 7 DEX 6 CON 6 CHA 13 Spells Floating Disc
Helmhard Wiseltrude, a level 1 Thief. He has short red hair, enchanting green eyes and a scar across the eye (Cheerful). In the pocket: a comb, 3 sp and a dagger.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 13 WIS 7 DEX 16 CON 6 CHA 15 Spells
Justinna of Sothar, a level 3 Halfling. She has wise dark eyes, long and wavy blonde hair and short, chunky fingers (Excited). In the pocket: a comb.
Armour Class 2 [17] Plate-mail armor Hit Points 7 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 12 WIS 13 DEX 15 CON 6 CHA 13 Spells
Volkward Hildebert, a level 1 Magic-user. He has wise brown eyes, short blonde hair and a star tattooed on the forehead (Angry). In the pocket: 3 cp and spectacles.
Armour Class 8 [11] 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 7 INT 15 WIS 8 DEX 14 CON 10 CHA 9 Spells Charm Person
Justinna of Azira, a level 4 Magic-user. She has soft gentle features, wise dark eyes and decorated book linked to a strap around the chest (Arrogant). In the pocket: a deck of cards, spectacles and 2 gp.
Armour Class 8 [11] 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 5 INT 12 WIS 9 DEX 13 CON 12 CHA 13 Spells Sleep, Detect Magic, Levitate, Wizard Lock
Balsinde Theoderam, a level 1 Halfling. She has crystal blue eyes, long red hair and big red cheeks (Desperate). In the pocket: a deck of cards.
Armour Class 3 [16] Plate-mail armor Hit Points 4 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 8 WIS 10 DEX 10 CON 7 CHA 12 Spells
Marcher Bellavita, a level 1 Dwarf. He has wise dark eyes, short red hair and big red cheeks (Unsatisfied). In the pocket: 1 cp, 2 sp and a small gem (worth 10 gp).
Armour Class 6 [13] Leather armor Hit Points 2 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 14 WIS 12 DEX 13 CON 12 CHA 9 Spells
Gerhelma of Valasia, a level 7 Thief. She has enchanting green eyes, soft gentle features and sharp, pointy nose (Petrified). In the pocket: a quill.
Armour Class 6 [13] Leather armor Hit Points 19 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 10 INT 8 WIS 14 DEX 13 CON 9 CHA 18 Spells
Hamard Frodohard, a level 2 Elf. He has enchanting green eyes, a goatee beard and long, pointy ears (Proud). In the pocket: 3 cp and 3 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 4 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 13 INT 16 WIS 13 DEX 11 CON 10 CHA 11 Spells Sleep, Read Languages
Bulletin |
---|
“Son is missing! My son is missing since last month. Please reach out to me if you can help. Hogar of Thoga” |
d6 | Rumor |
---|---|
1 | Hogar of Thoga’s son is held captive in the Temple Of The Mad Hopes |
2 | Solianna of Zamoria’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Mad Hopes |
3 | Hartwin of Tenza’s son is held captive in the Lair Of The Tormented Blood |
4 | Liutmar Wenceslas’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Lair of the Tormented Blood |
5 | Benno Erchamrich’s Custom Sword (actually a Sword +1, Light) is somewhere in the Lair of the Mourning Skeletons |
6 | Elsaria of Zelata’s Dragon’s Skin Carpet (actually a Flying Carpet) is somewhere in the Tomb of the Foresaken Spider |
Guards
Lefsy Bernegilde, a level 5 Fighter. She has crystal blue eyes, delicate features and a strong, muscular physique (Delighted). In the pocket: 1 cp and 4 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 25 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 13 WIS 14 DEX 10 CON 6 CHA 16 Spells
Gontard’s (Indoor Market)
Item | Price |
---|---|
Small Shell Fish | 3 sp |
10 Candles | 1 gp |
Fine Dress | 11 gp |
Smoking Pipe | 1 gp |
Lens | 15 gp |
Lantern | 12 gp |
Hammer (small) | 2 gp |
Common Shirt | 8 sp |
Torches (6) | 1 gp |
Grappling hook | 31 gp |
Holy symbol | 31 gp |
Owner: Gontard Alinhilde. He has short almond hair, wise brown eyes and freckles (Sorrowful). In the pocket: a deck of cards.
- Collaborates with the The Defiled Lambs.
Hogar’s Devices (Tinkerer)
Item | Price |
---|---|
Mining Pick Axe | 4 gp |
Quill | 4 sp |
Thieves’ tools | 22 gp |
Owner: Hogar of Thoga. He has a two day stubble, wise brown eyes and freckles (Remorseful). In the pocket: a comb and spectacles.
- Member of the The Foul Truthseekers.
- Son is missing since last week. (Secret: Held captive in the Temple of the Mad Hopes)
- Recovery reward is 2300 gp.
- Hogar is usually eating his meals in the The Lost Mace Tavern.
Rosin’s Fine Wines (Winery)
Item | Price |
---|---|
Common Wine (Barrel) | 12 gp |
Owner: Rosin of Briul. He has crystal blue eyes, a short white beard and a face tattoo (Queasy). In the pocket: 2 cp and a magnifying glass.
- Rosin is usually eating his meals in the The Lost Mace Tavern.
Arntrude’s archer (Armor & Weapons)
Item | Price |
---|---|
Staff | 2 gp |
Club | 3 gp |
Short Sword | 8 gp |
Sling | 2 gp |
Javelin | 1 gp |
Silver Dagger | 37 gp |
Short Bow | 31 gp |
Owner: Arntrude of Palemoon. She has wise dark eyes, soft gentle features and a face tattoo (Delighted). In the pocket: a quill, 2 sp and a death threat note.
Lucida’s Barn & Yarn (Animal Supplies)
Owner: Lucida Nadalberga. She has delicate features, cold dark eyes and an earring (Helpless). In the pocket: a quill.
Berner’s Prints (Printing Press)
Owner: Berner Frodeberga. He has wise dark eyes, short red hair and a deep scar on the cheek (Proud). In the pocket: a quill.
- Member of the The Spears Of Victory.
Balsinde’s Salon (Salon)
Owner: Balsinde of Dreyolla. She has soft gentle features, wild green eyes and a neck band (Horrified). In the pocket: a quill.
- On her time off, Balsinde will enjoy a drink or two in the The Lost Mace Tavern.
Animal Pound
Manager: Otmar of Hogsfoot. He has cold dark eyes, a long brown beard and a neck band (Sorrowful). In the pocket: a quill, 5 sp and a love note.
- Collaborates with the The White Wolves.
- Otmar enjoys dining with his friends in the The Lost Mace Tavern.
Rabota’s Horse Healers (Veterinarian)
Owner: Rabota of Zamoria. She has crystal blue eyes, soft gentle features and freckles (Horrified). In the pocket: a quill and 5 sp.
- Rabota enjoys dining with her friends in the The Lost Mace Tavern.
Hildrada’s (Vehicle Maker)
Owner: Hildrada of Caladon. She has deep blue eyes, soft gentle features and a neck band (Guilty). In the pocket: 2 cp, 4 sp and a love note.
- Member of the The Black Bones.
Villana’s weeds (Herbalist)
Owner: Villana of Ulthar. She has deep blue eyes, long and curly red hair and freckles (Cheerful). In the pocket: a deck of cards.
- Twice a season, Villana will want to harvest exotic herbs in hex 56 (Pantheon Plains) and will look for someone to protect her throughout the journey.
Northside Peasants District
Tavern (The Mummy & The Cursed Knight Tavern), Guards (Natelma), Liquor (Hermar’s Spirits), Carpenter (Fakard’s carpentry), Restaurant (Brysia’s )
The Mummy & The Cursed Knight Tavern
Keeper
Owned and managed by Hartgor Felicitas. He has deep blue eyes, a long black beard and a deep scar on the cheek (Livid). In the pocket: 2 cp and 2 sp.
Staff
Brysia Zacchaeus. She has deep blue eyes, short red hair and freckles (Irritated). In the pocket: 3 cp and a smoking pipe.
Haimo Ermengilde. He has a thick moustache, wild green eyes and freckles (Ecstatic). In the pocket: 3 cp.
Erberta of Ashra. She has deep blue eyes, well-brushed almond hair and a face tattoo (Disorganized). In the pocket: a deck of cards.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of meat, glazed with honey and herbs and served with steamed vegetables for 1 sp⬝Stewed slices of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Stewed tenders of chicken, glazed with red wine and served with steamed vegetables for 2 sp |
2 | Stewed chunks of fish, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Stewed fillet of meat, marinated in red wine and served with mashed potatoes for 2 sp |
3 | Barbecued tenders of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Stewed chunks of meat, glazed with ale and served with fresh salad for 1 sp⬝Stewed slices of pork, marinated in red wine and served with cooked rice for 2 sp |
4 | Cooked chunks of pork, glazed with ale and served with baked potatoes for 2 sp⬝Barbecued tenders of chicken, marinated in red wine and served with fresh salad for 1 sp |
Patrons & Visitors
Fakard of Tallamor (when not in shop)
Hermar of Thoraka (when not in shop)
Brysia Christofana (when not in shop)
Agenna Ermengaude, a level 6 Fighter. She has deep blue eyes, short brown pony-tail and a missing middle-finger (Enraged). In the pocket: a quill.
Armour Class 5 [14] Leather armor + Shield Hit Points 35 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 18 INT 5 WIS 3 DEX 13 CON 13 CHA 6 Spells
Meira of Nightfel, a level 5 Fighter. She has short and braided red hair, wise brown eyes and a missing middle-finger (Paranoid). In the pocket: dice and 4 sp.
Armour Class 1 [18] Chainmail armor + Shield Hit Points 22 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 16 INT 6 WIS 9 DEX 18 CON 12 CHA 16 Spells
Senkata Ingibiorn, a level 8 Elf. She has cold dark eyes, short and curly white hair and silky light skin (Aghast). In the pocket: 3 cp.
Armour Class 5 [14] Leather armor + Shield Hit Points 34 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P9 B10 S10 Alignment Neutral STR 10 INT 18 WIS 11 DEX 15 CON 13 CHA 11 Spells Protection from Evil, Light (Darkness), Protection from Evil, Mirror Image, Levitate, Mirror Image, Infravision, Dispel Magic, Growth of Plants, Growth of Plants
Rotharde of Kirah, a level 2 Fighter. She has soft gentle features, wild green eyes and a deep scar on the right arm (Lazy). In the pocket: 3 cp and spectacles.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 7 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 9 WIS 3 DEX 13 CON 8 CHA 11 Spells
Giambono Whitehelm, a level 1 Magic-user. He has enchanting green eyes, a long white beard and an oversized pointy hat made of dark leather (Exhausted). In the pocket: 1 cp, 4 sp and a small gem (worth 10 gp).
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 11 INT 12 WIS 6 DEX 14 CON 14 CHA 12 Spells Floating Disc
Theodo Superantia, a level 5 Cleric. He has enchanting green eyes, thick bushy eyebrows and a nose ring (Desperate). In the pocket: a quill, a smoking pipe and 2 gp.
Armour Class 6 [13] Leather armor Hit Points 19 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Chaotic STR 15 INT 13 WIS 14 DEX 13 CON 6 CHA 3 Spells Light (Darkness), Detect Evil, Speak with Animals, Snake Charm
Helmgor of Ankar, a level 3 Magic-user. He has wise brown eyes, a long smoking pipe in his mouth and long black robe (Bothered).
Armour Class 8 [11] Unarmored Hit Points 14 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 15 WIS 13 DEX 15 CON 15 CHA 10 Spells Detect Magic, Ventriloquism, Web
Luda Hilderada, a level 6 Elf. She has wise dark eyes, long almond hair and long, pointy ears (Contented). In the pocket: 1 cp, 4 sp and a vial with a dark liquid.
Armour Class 8 [11] Leather armor Hit Points 23 Attacks 1 × Mace (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 11 INT 12 WIS 7 DEX 7 CON 15 CHA 10 Spells Read Languages, Read Languages, Mirror Image, Invisibility, Lightning Bolt, Lightning Bolt
d6 | Rumor |
---|---|
1 | The Shrine Of The Deadly Ogre is at the top of a hill, somewhere in Dragonclaw Plains |
2 | Hachar Bellavita has a bottle he would like delivered to Brewfish |
3 | Ebbo Liutwarde’s son is held captive in the Temple Of The Mad Hopes |
4 | There’s a Gorgon in the Temple Of The Savage Desire |
5 | Hogar of Thoga’s son is held captive in the Temple Of The Mad Hopes |
6 | Velerio of Belesa’s Decorated Sword (actually a Sword +2, Charm Person) is somewhere in the Lair of the Mourning Skeletons |
Guards
Natelma Magnificus, a level 3 Fighter. She has wise brown eyes, delicate features and a deep scar on the right arm (Apprehensive). In the pocket: 3 cp.
Armour Class 3 [16] Plate-mail armor Hit Points 7 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 15 INT 8 WIS 6 DEX 10 CON 8 CHA 11 Spells
Hermar’s Spirits (Liquor)
Item | Price |
---|---|
Craft Beer (Barrel) | 10 gp |
Cider (Barrel) | 7 gp |
Owner: Hermar of Thoraka. He has crystal blue eyes, a long smoking pipe in his mouth and a nose ring (Puzzled). In the pocket: a deck of cards and spectacles.
- Member of the The Foul Truthseekers.
- Hermar is frequenting the The Mummy & The Cursed Knight Tavern on his time off.
Fakard’s carpentry (Carpenter)
Owner: Fakard of Tallamor. He has crystal blue eyes, a big round belly and a nose ring (Disoriented). In the pocket: a dirty handkerchief, 5 sp and a love note.
- Member of the The Spears Of Victory.
- On his time off, Fakard will enjoy a drink or two in the The Mummy & The Cursed Knight Tavern.
Brysia’s (Restaurant)
Owner: Brysia Christofana. She has crystal blue eyes, braided white hair and a neck band (Troubled). In the pocket: a dirty handkerchief, 5 sp and a small flute.
- Collaborates with the The White Wolves.
- Brysia has some unfinished business with Landrada of Ulthar.
- On her time off, Brysia will enjoy a drink or two in the The Mummy & The Cursed Knight Tavern.
Palace District
Tavern (The Flaming Arrow Tavern), Guards (Hachar, Guerro, Getrude), Barracks, Music (Aliva’s Instruments), Hatter (Meinher’s top hat), Event Hall (Gilmar’s )
The Flaming Arrow Tavern
Keeper
Owned and managed by Merard of Belesa. He has crystal blue eyes, a long smoking pipe in his mouth and a face tattoo (Proud). In the pocket: a quill and an empty vial.
Staff
Merard Adrehilde. He has wild green eyes, a big round belly and an earring (Sorrowful). In the pocket: a deck of cards, an empty vial and a dagger.
Onafria Pentecoste. She has crystal blue eyes, long black pony-tail and an earring (Disorganized). In the pocket: a dirty handkerchief, a magnifying glass and a ransom note.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of meat, glazed with red wine and served with baked potatoes for 3 sp⬝Cooked slices of pork, marinated in ale and served with fresh salad for 4 sp⬝Barbecued fillet of chicken, marinated in red wine and served with steamed vegetables for 3 sp⬝Stewed slices of fish, glazed with white wine and served with fresh salad for 5 sp |
2 | Cooked tenders of meat, marinated in white wine and served with steamed vegetables for 3 sp⬝Cooked tenders of meat, marinated in ale and served with fresh salad for 3 sp⬝Stewed tenders of fish, glazed with white wine and served with mashed potatoes for 5 sp |
3 | Stewed chunks of chicken, marinated in garlic and wine and served with cooked rice for 5 sp⬝Cooked slices of fish, marinated in red wine and served with steamed vegetables for 4 sp |
4 | Cooked fillet of meat, glazed with ale and served with baked potatoes for 5 sp |
Patrons & Visitors
Aliva Pentecoste (when not in shop)
Gersinde Agintrude (when not in shop)
Gilmar of Yaara (when not in shop)
Meinher Verderosa (when not in shop)
Ysoria Madaltrude, a level 4 Elf. She has delicate features, wise brown eyes and long, pointy ears (Paranoid). In the pocket: a deck of cards and spectacles.
Armour Class 7 [12] Leather armor + Shield Hit Points 16 Attacks 1 × Spear (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Chaotic STR 12 INT 17 WIS 8 DEX 8 CON 13 CHA 3 Spells Sleep, Read Magic, Detect Evil, Detect Evil
Ermo Theodeger, a level 1 Elf. He has a long brown beard, wise dark eyes and silky dark skin (Depressed). In the pocket: a deck of cards.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 1 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 10 INT 18 WIS 9 DEX 15 CON 12 CHA 5 Spells Floating Disc
Erlinde of Moonglow, a level 5 Thief. She has deep blue eyes, short and wavy white hair and a sigil tattooed behind the ear (Drained). In the pocket: dice, a magnifying glass and a small gem (worth 10 gp).
Armour Class 7 [12] Leather armor Hit Points 15 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Chaotic STR 6 INT 11 WIS 7 DEX 16 CON 9 CHA 13 Spells
Muscatta Sicleramna, a level 1 Fighter. She has silky red hair, wild green eyes and a strong, muscular physique (Hopeless). In the pocket: a quill.
Armour Class 5 [14] Chainmail armor Hit Points 1 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 18 INT 9 WIS 8 DEX 16 CON 6 CHA 7 Spells
Anson of Aral, a level 2 Cleric. He has wise brown eyes, a scruff and a holy symbol tattooed on the forehead (Excited). In the pocket: a deck of cards, a magnifying glass and a love note.
Armour Class 7 [12] Leather armor Hit Points 7 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 10 WIS 15 DEX 11 CON 10 CHA 9 Spells Resist Cold
Caloanna Admiranda, a level 1 Elf. She has crystal blue eyes, short blonde pony-tail and long, skinny fingers (Offended). In the pocket: a quill and spectacles.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 2 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 10 INT 15 WIS 9 DEX 8 CON 14 CHA 3 Spells Read Magic
Daguin of Nakaris, a level 2 Thief. He has cold dark eyes, a long smoking pipe in his mouth and long, skinny fingers (Calm). In the pocket: 1 cp, an empty vial and a small gem (worth 10 gp).
Armour Class 6 [13] Leather armor Hit Points 4 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 9 WIS 13 DEX 15 CON 12 CHA 18 Spells
Godmar Memorantia, a level 4 Elf. He has a long brown beard, wild green eyes and silky dark skin (Sad). In the pocket: a deck of cards.
Armour Class 4 [15] Plate-mail armor Hit Points 19 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 12 INT 15 WIS 13 DEX 8 CON 13 CHA 6 Spells Sleep, Sleep, Wizard Lock, Wizard Lock
Dúin of Galaka, a level 7 Halfling. He has thick bushy eyebrows, crystal blue eyes and big red cheeks (Lost). In the pocket: 3 cp, spectacles and a vial with a dark liquid.
Armour Class 3 [16] Plate-mail armor Hit Points 32 Attacks 1 × Cross Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 10 INT 10 WIS 9 DEX 11 CON 13 CHA 15 Spells
Godlanda of Overi, a level 7 Halfling. She has crystal blue eyes, soft gentle features and extremely large feet, even for a halfling (Sad). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 3 [16] Leather armor + Shield Hit Points 28 Attacks 1 × Spear (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 15 INT 5 WIS 11 DEX 18 CON 16 CHA 16 Spells
d6 | Rumor |
---|---|
1 | The Tomb Of The Furious Pain is near the coastline, somewhere in Fireforged Coastline |
2 | Wiggo of Zelata has a chest he would like delivered to Farrwater |
3 | Pancia of Qona is willing to pay well for a delivery job. |
4 | Lefin Brighthelm’s Custom-Fit Armor (actually an Armour +2) is somewhere in the Shrine of the Deadly Ogre |
5 | There’s a Cloud Giant somewhere in Howling Wolves Shores. |
6 | Hartwin of Tenza’s son is held captive in the Lair Of The Tormented Blood |
Guards
Hachar Senthilde, a level 3 Fighter. He has enchanting green eyes, short white hair and a strong, muscular physique (Moody). In the pocket: 2 cp and 5 sp.
Armour Class 4 [15] Leather armor Hit Points 17 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 18 INT 10 WIS 13 DEX 18 CON 14 CHA 11 Spells
Guerro Hildebert, a level 5 Fighter. He has enchanting green eyes, thick bushy eyebrows and a deep scar on the right arm (Bothered). In the pocket: a dirty handkerchief, an empty vial and a dagger.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 32 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 8 WIS 11 DEX 17 CON 16 CHA 16 Spells
Getrude of Sevenhand, a level 5 Fighter. She has soft gentle features, wise brown eyes and a strong, muscular physique (Nervous). In the pocket: 1 cp and a magnifying glass.
Armour Class 3 [16] Plate-mail armor Hit Points 35 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 7 WIS 5 DEX 12 CON 15 CHA 11 Spells
Barracks
Manager: Gersinde Agintrude. She has curly black hair, wild green eyes and freckles (Distressed). In the pocket: 3 cp.
- Gersinde likes spending her time in the The Flaming Arrow Tavern.
Aliva’s Instruments (Music)
Item | Price |
---|---|
Flute | 40 gp |
Hand Drum | 20 gp |
Lute | 100 gp |
Owner: Aliva Pentecoste. She has curly brown hair, cold dark eyes and a nose ring (Ecstatic). In the pocket: a comb and an empty vial.
- Member of the The Defiled Lambs.
- Aliva has a special interest in Justinna of Sothar.
- On her time off, Aliva will enjoy a drink or two in the The Flaming Arrow Tavern.
- Twice a season, Aliva will want to find exquisite tonewood in hex 38 (Fireforged Coastline) and will look for someone to protect her throughout the journey.
Meinher’s top hat (Hatter)
Item | Price |
---|---|
Leather Hat | 1 gp |
Cap | 1 gp |
Veil | 2 gp |
Owner: Meinher Verderosa. He has a strong, prominent chin, cold dark eyes and a neck band (Crushed). In the pocket: a quill.
- Member of the The Defiled Lambs.
- Meinher is frequenting the The Flaming Arrow Tavern on his time off.
Gilmar’s (Event Hall)
Owner: Gilmar of Yaara. He has thick bushy eyebrows, wise brown eyes and a deep scar on the cheek (Ecstatic). In the pocket: a dirty handkerchief, a smoking pipe and a small gem (worth 10 gp).
- Gilmar is usually eating his meals in the The Flaming Arrow Tavern.
Westside Dwellers District
Tavern (Lost Torch Tavern), Guards (Berlinde, Altrude), Restaurant (Gislara’s ), Herbalist (Reingard’s greens), Winery (Ingimar’s Wines)
Lost Torch Tavern
Keeper
Owned and managed by Alcfrida of Northhaven. She has long white hair, crystal blue eyes and a nose ring (Aggressive). In the pocket: a dirty handkerchief, a magnifying glass and a small gem (worth 10 gp).
Staff
Sinister of Petia. He has a long smoking pipe in his mouth, enchanting green eyes and a face tattoo (Troubled). In the pocket: 3 cp.
Rithilde of Korvela. She has long black hair, wise brown eyes and an earring (Remorseful). In the pocket: a dirty handkerchief and an empty vial.
- Member of the The White Wolves.
Achilde Nanthilde. She has soft gentle features, enchanting green eyes and an earring (Happy). In the pocket: 1 cp and 5 sp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued chunks of shellfish, marinated in white wine and served with steamed vegetables for 2 sp⬝Cooked tenders of pork, glazed with ale and served with steamed vegetables for 1 sp⬝Stewed chunks of chicken, marinated in honey and herbs and served with steamed vegetables for 1 sp⬝Stewed slices of meat, marinated in red wine and served with steamed vegetables for 2 sp |
2 | Stewed chunks of meat, marinated in red wine and served with mashed potatoes for 2 sp⬝Stewed fillet of shellfish, marinated in ale and served with cooked rice for 1 sp |
3 | Stewed fillet of fish, marinated in white wine and served with fresh salad for 1 sp⬝Barbecued chunks of chicken, glazed with honey and herbs and served with baked potatoes for 2 sp⬝Cooked slices of pork, marinated in ale and served with cooked rice for 1 sp |
4 | Stewed fillet of meat, glazed with ale and served with fresh salad for 1 sp |
Patrons & Visitors
Gislara of Sargon (when not in shop)
Reingard Hildebert (when not in shop)
Ingimar Bellabona (when not in shop)
Weltrude of Aziri, a level 2 Fighter. She has cold dark eyes, silky almond hair and a deep scar on the right arm (Anxious). In the pocket: dice.
Armour Class 3 [16] Plate-mail armor Hit Points 8 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 10 INT 5 WIS 14 DEX 12 CON 15 CHA 8 Spells
Acfrida Sumarlidi, a level 8 Magic-user. She has soft gentle features, wise dark eyes and a nose ring decorated with a skull (Determined). In the pocket: dice and 4 sp.
Armour Class 10 [9] 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 8 INT 14 WIS 15 DEX 8 CON 11 CHA 11 Spells Light (Darkness), Hold Portal, Light (Darkness), Knock, Invisibility, Locate Object, Haste, Fire Ball, Remove Curse (Curse), Hallucinatory Terrain
Macia of Arga, a level 2 Halfling. She has wise brown eyes, short black pony-tail and big red cheeks (Horny). In the pocket: 1 cp.
Armour Class 5 [14] Chainmail armor Hit Points 3 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 6 WIS 4 DEX 10 CON 9 CHA 8 Spells
Henarda Reinlinde, a level 8 Magic-user. She has soft gentle features, enchanting green eyes and long black robe (Aghast). In the pocket: a quill and 3 sp.
Armour Class 9 [10] Unarmored Hit Points 36 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 11 INT 16 WIS 15 DEX 9 CON 17 CHA 5 Spells Hold Portal, Ventriloquism, Protection from Evil, ESP, Detect Evil, Knock, Clairvoyance, Protection from Evil 10’ Radius, Wall of Ice, Wall of Fire
Alctrude of Larsha, a level 5 Halfling. She has long red pony-tail, wise dark eyes and short, chunky fingers (Lost). In the pocket: a dirty handkerchief, 3 sp and a small gem (worth 10 gp).
Armour Class 6 [13] Leather armor + Shield Hit Points 22 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 16 INT 5 WIS 3 DEX 11 CON 10 CHA 6 Spells
Saroilde Aizivella, a level 8 Thief. She has soft gentle features, wise brown eyes and a sigil tattooed behind the ear (Troubled). In the pocket: dice.
Armour Class 4 [15] Leather armor Hit Points 27 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 11 INT 10 WIS 9 DEX 18 CON 14 CHA 17 Spells
Altilde of Nafar, a level 4 Dwarf. She has wise dark eyes, soft gentle features and big, bulbous nose (Anxious). In the pocket: a deck of cards, a smoking pipe and a key.
Armour Class 4 [15] Plate-mail armor Hit Points 7 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 17 INT 5 WIS 8 DEX 8 CON 10 CHA 14 Spells
Hillinus of Ashamar, a level 2 Halfling. He has short almond hair, enchanting green eyes and round, bulbous nose (Apprehensive). In the pocket: 3 cp and an empty vial.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 7 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 3 WIS 6 DEX 16 CON 6 CHA 16 Spells
d6 | Rumor |
---|---|
1 | There’s a Gecko somewhere in Bonecrusher Woods. |
2 | Isoard Belleflos’s Decorated Sword (actually a Sword +1, Wishes) is somewhere in the Temple of the Mad Hopes |
3 | Liutmar Wenceslas’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Lair of the Tormented Blood |
4 | The Shrine Of The Deadly Ogre is at the top of a hill, somewhere in Dragonclaw Plains |
5 | The Foul Truthseekers are secretly sacrificing humans. |
6 | Aqualina of Nafar’s Decorated Sword (actually a Sword +1, +3 vs Enchanted Creatures) is somewhere in the Caverns of the Hopeless Slaves |
Guards
Berlinde Aldebrand, a level 4 Fighter. She has delicate features, wise dark eyes and a deep scar on the right arm (Arrogant). In the pocket: 3 cp and 3 sp.
Armour Class 7 [12] Leather armor Hit Points 22 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 15 INT 13 WIS 7 DEX 16 CON 14 CHA 6 Spells
Altrude of Xul, a level 4 Fighter. She has long almond hair, wise dark eyes and a strong, muscular physique (Joyful). In the pocket: a comb, 2 sp and 1 gp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 33 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 6 WIS 4 DEX 15 CON 14 CHA 6 Spells
Gislara’s (Restaurant)
Owner: Gislara of Sargon. She has wise brown eyes, short black hair and a deep scar on the cheek (Contented). In the pocket: 3 cp and a smoking pipe.
- Gislara is usually eating her meals in the Lost Torch Tavern.
Reingard’s greens (Herbalist)
Owner: Reingard Hildebert. He has no hair, wild green eyes and a deep scar on the cheek (Unsure).
- Reingard is usually eating his meals in the Lost Torch Tavern.
- Twice a season, Reingard will want to forage exotic mushrooms in hex 12 (Holloweye Wastelands) and will look for someone to protect him throughout the journey.
Ingimar’s Wines (Winery)
Item | Price |
---|---|
Craft Wine (Barrel) | 30 gp |
Common Wine (Barrel) | 13 gp |
Owner: Ingimar Bellabona. He has crystal blue eyes, short brown hair and freckles (Outraged). In the pocket: a deck of cards, 5 sp and a small gem (worth 10 gp).
- Member of the The Defiled Lambs.
- Ingimar enjoys dining with his friends in the Lost Torch Tavern.
Southside Townsfolk District
Tavern (The Hawk & The Fearless Rogue Tavern), Guards (Odelrada, Ajutor), Bookstore (Landward’s scrolls), Stables (Liutmar’s riders), Daycare, Carpenter (Ermengar’s carpentry)
The Hawk & The Fearless Rogue Tavern
Keeper
Owned and managed by Sihaus of Oshar. He has wise dark eyes, short almond hair and a face tattoo (Energetic). In the pocket: 1 cp and an empty vial.
- Collaborates with the The Foul Truthseekers.
Staff
Grimhard of Innara. He has a thick moustache, wild green eyes and a deep scar on the cheek (Annoyed). In the pocket: dice, 5 sp and a small flute.
- Collaborates with the The Spears Of Victory.
Answard of Socubba. He has enchanting green eyes, short brown hair and a neck band (Unsatisfied). In the pocket: 2 cp.
Justinna Madalbert. She has long and wild brown hair, deep blue eyes and freckles (Embarrassed). In the pocket: 3 cp, a smoking pipe and a ransom note.
- Member of the The White Wolves.
Menu
1d4 | Menu |
---|---|
1 | Cooked tenders of shellfish, marinated in red wine and served with steamed vegetables for 1 sp |
2 | Stewed slices of shellfish, glazed with ale and served with fresh salad for 2 sp⬝Stewed slices of pork, glazed with ale and served with baked potatoes for 1 sp⬝Barbecued chunks of meat, marinated in garlic and wine and served with mashed potatoes for 2 sp |
3 | Barbecued slices of chicken, glazed with red wine and served with cooked rice for 1 sp⬝Stewed chunks of fish, marinated in honey and herbs and served with cooked rice for 2 sp⬝Cooked fillet of shellfish, glazed with red wine and served with mashed potatoes for 2 sp⬝Barbecued chunks of fish, glazed with red wine and served with baked potatoes for 1 sp |
4 | Barbecued fillet of shellfish, marinated in red wine and served with cooked rice for 1 sp⬝Stewed fillet of pork, marinated in ale and served with mashed potatoes for 1 sp⬝Barbecued fillet of fish, glazed with garlic and wine and served with cooked rice for 2 sp |
Patrons & Visitors
Hachar of Oziryn (when not in shop)
Liutmar Wenceslas (when not in shop)
Ermengar Hildelinde (when not in shop)
Landward Hildebald (when not in shop)
Haelcar of Agara, a level 5 Thief. He has crystal blue eyes, short white hair and sharp, pointy nose (Disorganized). In the pocket: 1 cp, 3 sp and a love note.
Armour Class 6 [13] Leather armor Hit Points 14 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 15 INT 12 WIS 5 DEX 15 CON 13 CHA 13 Spells
Soficia of Sevenhand, a level 2 Dwarf. She has flowing white hair, cold dark eyes and a golden tooth (Fearful). In the pocket: a comb and 2 sp.
Armour Class 6 [13] Leather armor Hit Points 12 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 11 WIS 7 DEX 14 CON 11 CHA 3 Spells
Villana of Sicca, a level 8 Magic-user. She has enchanting green eyes, soft gentle features and a star tattooed on the forehead (Confident). In the pocket: a deck of cards, a magnifying glass and a death threat note.
Armour Class 8 [11] Unarmored Hit Points 40 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 14 WIS 7 DEX 14 CON 18 CHA 9 Spells Charm Person, Shield, Floating Disc, Locate Object, Invisibility, Detect Evil, Protection from Evil 10’ Radius, Protection from Normal Missiles, Wall of Ice, Polymorph Others
Giambono Transmundus, a level 3 Halfling. He has crystal blue eyes, a frowny expression and round, bulbous nose (Depressed). In the pocket: dice, a smoking pipe and a dagger.
Armour Class 2 [17] Plate-mail armor Hit Points 12 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 10 WIS 6 DEX 15 CON 7 CHA 13 Spells
Wikard of Coalfield, a level 3 Halfling. He has crystal blue eyes, thick bushy eyebrows and big red cheeks (Forceful). In the pocket: dice and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 9 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 10 WIS 5 DEX 12 CON 12 CHA 15 Spells
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, Liutmar Wenceslas” |
d6 | Rumor |
---|---|
1 | Liutmar Wenceslas’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Lair of the Tormented Blood |
2 | The Shrine Of The Deadly Ogre is at the top of a hill, somewhere in Dragonclaw Plains |
3 | The White Wolves are using the Temple Of The Savage Desire as their hideout. |
4 | The Tomb Of The Foresaken Spider is in a valley, somewhere in Ironhammer Plains |
5 | Rosso of Willya is willing to pay well for a delivery job. |
6 | There’s a Gorgon in the Temple Of The Savage Desire |
Guards
Odelrada Meintrude, a level 4 Fighter. She has delicate features, cold dark eyes and a deep scar on the right arm (Anxious). In the pocket: a comb.
Armour Class 5 [14] Leather armor + Shield Hit Points 11 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 11 INT 4 WIS 10 DEX 15 CON 6 CHA 14 Spells
Ajutor Zacchaeus, a level 4 Fighter. He has deep blue eyes, a big round belly and a deep scar on the right arm (Disorganized). In the pocket: a comb, 5 sp and a death threat note.
Armour Class 5 [14] Leather armor + Shield Hit Points 19 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 16 INT 7 WIS 6 DEX 13 CON 13 CHA 15 Spells
Landward’s scrolls (Bookstore)
Item | Price |
---|---|
Ink Vial | 9 gp |
Empty Scroll | 9 sp |
Owner: Landward Hildebald. He has wild green eyes, a scruff and a deep scar on the cheek (Ashamed).
- Landward enjoys dining with his friends in the The Hawk & The Fearless Rogue Tavern.
Liutmar’s riders (Stables)
Item | Price |
---|---|
Riding Horse | 66 gp |
Draft Horse | 35 gp |
Owner: Liutmar Wenceslas. He has a long smoking pipe in his mouth, wise brown eyes and a neck band (Pleased). In the pocket: dice, a smoking pipe and 1 gp.
- Member of the The White Wolves.
- Custom-Fit Armor is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Lair of the Tormented Blood)
- Finder’s reward is 440gp
- Liutmar enjoys dining with his friends in the The Hawk & The Fearless Rogue Tavern.
Daycare
Manager: Hachar of Oziryn. He has crystal blue eyes, a long smoking pipe in his mouth and a face tattoo (Cheerful). In the pocket: a dirty handkerchief, a smoking pipe and a vial with a dark liquid.
- On his time off, Hachar will enjoy a drink or two in the The Hawk & The Fearless Rogue Tavern.
Ermengar’s carpentry (Carpenter)
Owner: Ermengar Hildelinde. He has short red hair, cold dark eyes and freckles (Pained). In the pocket: 3 cp and a smoking pipe.
- Collaborates with the The Defiled Lambs.
- Ermengar enjoys dining with his friends in the The Hawk & The Fearless Rogue Tavern.
Eastside Townsfolk District
Tavern (Black Sword Tavern), Guards (Audrada, Hartwin), Craft (Aqualina’s Handmades), School, Physician (Maltia’s Clinic), Clothing (Resende’s Wearables), Daycare
Black Sword Tavern
Keeper
Owned and managed by Achilde of Oakslide. She has delicate features, wild green eyes and a face tattoo (Hopeless). In the pocket: a dirty handkerchief and 2 sp.
Staff
Meira of Battleshield. They have soft gentle features, cold dark eyes and a face tattoo (Troubled). In the pocket: 1 cp.
Ecco of Calazi. He has enchanting green eyes, a frowny expression and an earring (Proud). In the pocket: a dirty handkerchief, a magnifying glass and 1 gp.
Hildrada of Nivana. She has wise brown eyes, delicate features and an earring (Hopeless). In the pocket: a dirty handkerchief.
Menu
1d4 | Menu |
---|---|
1 | Cooked slices of chicken, marinated in honey and herbs and served with steamed vegetables for 2 sp⬝Cooked chunks of meat, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Stewed fillet of shellfish, marinated in ale and served with baked potatoes for 1 sp⬝Barbecued fillet of shellfish, glazed with garlic and wine and served with cooked rice for 1 sp |
2 | Barbecued tenders of chicken, marinated in honey and herbs and served with mashed potatoes for 1 sp⬝Cooked slices of shellfish, marinated in white wine and served with baked potatoes for 1 sp |
3 | Cooked slices of meat, glazed with white wine and served with baked potatoes for 1 sp⬝Stewed chunks of chicken, marinated in white wine and served with mashed potatoes for 1 sp⬝Cooked fillet of meat, glazed with garlic and wine and served with baked potatoes for 2 sp |
4 | Barbecued slices of fish, marinated in white wine and served with fresh salad for 1 sp |
Patrons & Visitors
Loberta of Thalanor (when not in shop)
Maltia Blathilde (when not in shop)
Lootgar of Valka, a level 2 Thief. He has a long almond beard, wild green eyes and a sigil tattooed behind the ear (Elated). In the pocket: 2 cp.
Armour Class 4 [15] Leather armor Hit Points 0 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 11 WIS 6 DEX 18 CON 6 CHA 15 Spells
Lefward of Willowdale, a level 7 Elf. He has wise brown eyes, short blonde hair and silky dark skin (Annoyed). In the pocket: a comb.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 43 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P9 B10 S10 Alignment Neutral STR 17 INT 12 WIS 10 DEX 9 CON 16 CHA 3 Spells Read Languages, Ventriloquism, Hold Portal, Detect Invisible, Wizard Lock, Clairvoyance, Water Breathing, Massmorph
Petesia of Oziryn, a level 1 Fighter. She has deep blue eyes, short blonde hair and a big nose-ring (Outraged). In the pocket: 2 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 9 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 4 WIS 3 DEX 12 CON 14 CHA 6 Spells
Olcaviva of Gorn, a level 3 Fighter. She has wise brown eyes, short blonde hair and a deep scar on the right arm (Worried). In the pocket: a dirty handkerchief.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 12 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 12 WIS 9 DEX 16 CON 6 CHA 9 Spells
Olcaviva of Headsmen, a level 1 Cleric. She has deep blue eyes, braided red hair and a holy symbol tattooed on the forehead (Unsure). In the pocket: 2 cp.
Armour Class 5 [14] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Chaotic STR 9 INT 11 WIS 12 DEX 3 CON 11 CHA 7 Spells
Rotharde Membresia, a level 8 Halfling. She has crystal blue eyes, short almond pony-tail and big red cheeks (Frustrated). In the pocket: 1 cp.
Armour Class 3 [16] Plate-mail armor Hit Points 30 Attacks 1 × Short Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 10 INT 9 WIS 7 DEX 12 CON 9 CHA 13 Spells
Grasso Contaminat, a level 1 Magic-user. He has a big round belly, crystal blue eyes and long crimson robe (Paranoid). In the pocket: a deck of cards.
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 Chaotic STR 10 INT 17 WIS 14 DEX 7 CON 16 CHA 8 Spells Light (Darkness)
Rothard of Qona, a level 1 Halfling. He has flowing blonde hair, enchanting green eyes and extremely large feet, even for a halfling (Delighted). In the pocket: a dirty handkerchief and a smoking pipe.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 5 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 14 WIS 9 DEX 13 CON 10 CHA 14 Spells
Waser Nicephorus, a level 1 Cleric. He has thick bushy eyebrows, wise dark eyes and a holy symbol tattooed on the forehead (Hopeless). In the pocket: 1 cp, a smoking pipe and a small flute.
Armour Class 6 [13] Chainmail armor Hit Points 1 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Chaotic STR 13 INT 9 WIS 14 DEX 8 CON 11 CHA 7 Spells
Arntrude of Fryda, a level 2 Thief. She has wild green eyes, long brown hair and a scar across the eye (Panicky). In the pocket: a dirty handkerchief.
Armour Class 6 [13] Leather armor Hit Points 8 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 5 WIS 6 DEX 14 CON 13 CHA 11 Spells
Bulletin |
---|
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Maltia Blathilde” |
d6 | Rumor |
---|---|
1 | Maltia Blathilde’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Crypt of the Doomed Pits |
2 | Alamanda Erchamger’s Sturdy Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Lair of the Tormented Blood |
3 | The Caverns Of The Hopeless Slaves is near an estuary, somewhere in Howling Wolves Shores |
4 | The Tomb Of The Raging Fire is on the dunes sands, somewhere in Holloweye Wastelands |
5 | Littera Ermenbald is willing to pay well for a delivery job. |
6 | Villana of Lillin’s Decorated Sword (actually a Sword +2) is somewhere in the Tomb of the Foresaken Spider |
Guards
Audrada of Lakesail, a level 5 Fighter. She has wild green eyes, well-brushed black hair and a deep scar on the right arm (Fearful). In the pocket: dice.
Armour Class 4 [15] Chainmail armor Hit Points 30 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 15 INT 8 WIS 10 DEX 14 CON 16 CHA 11 Spells
Hartwin Meinberga, a level 4 Fighter. He has wise brown eyes, no hair and a missing middle-finger (Pleased). In the pocket: a comb, 3 sp and a death threat note.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 26 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 7 WIS 5 DEX 11 CON 12 CHA 6 Spells
Aqualina’s Handmades (Craft)
Item | Price |
---|---|
Crowbar | 8 gp |
Mirror (hand-sized, steel) | 4 gp |
Chain (Foot) | 2 gp |
Owner: Aqualina of Khezal. She has wise brown eyes, long and wild black hair and freckles (Arrogant). In the pocket: dice.
School
Manager: Loberta of Thalanor. She has deep blue eyes, short and flowing white hair and an earring (Embarrassed). In the pocket: 3 cp and spectacles.
- On her time off, Loberta will enjoy a drink or two in the Black Sword Tavern.
Maltia’s Clinic (Physician)
Owner: Maltia Blathilde. She has wise dark eyes, delicate features and a nose ring (Disoriented). In the pocket: a dirty handkerchief and 5 sp.
- Member of the The Black Bones.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Crypt of the Doomed Pits)
- Finder’s reward is 320gp
- On her time off, Maltia will enjoy a drink or two in the Black Sword Tavern.
Resende’s Wearables (Clothing)
Item | Price |
---|---|
Warm Gloves | 8 sp |
Common Dress | 1 sp |
Owner: Resende Madaltrude. She has soft gentle features, wise dark eyes and freckles (Cheerful). In the pocket: dice.
- Member of the The Defiled Lambs.
Daycare
Manager: Aleria of Darza. She has wise dark eyes, short red hair and a neck band (Happy). In the pocket: a comb, 4 sp and 2 gp.
- Collaborates with the The Foul Truthseekers.
Village of Farrwater Village of Farrwater
- Located in: Hex 20
- Population: 540 villagers
Village Shops & Services
Tavern (Lost Mace Tavern), Guards (Huno, Resende), Bookstore (Reinger’s pages), Liquor (Liutward’s Spirits), Physician (Aqualina’s Clinic), Matchmaker (Trimer’s ), Trade Post (Mauger’s ), Clothing (Crispus’s Wearables), Grocer (Aldrada’s Groceries), Glass Blower (Lutisima’s Tubes), Leatherworker (Faberta’s Leathers), Mortician, Armor & Weapons (Henarda’s blade), Music (Marcher’s Instruments), Witch (Balsinde’s ), Post Office (Grimhard’s ), Vehicle Maker (Germar’s )
Lost Mace Tavern
Keeper
Owned and managed by Gersinde Tigernach. She has wise brown eyes, long blonde hair and an earring (Pleased). In the pocket: a deck of cards and 5 sp.
- Member of the The Foul Truthseekers.
Staff
Getrude of Cazar. They have short red hair, wild green eyes and a deep scar on the cheek (Proud). In the pocket: dice.
Alcteus of Lakesail. He has enchanting green eyes, short blonde hair and a deep scar on the cheek (Remorseful). In the pocket: dice and spectacles.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of shellfish, marinated in honey and herbs and served with steamed vegetables for 1 sp |
2 | Cooked tenders of meat, glazed with honey and herbs and served with steamed vegetables for 2 sp |
3 | Stewed fillet of chicken, marinated in garlic and wine and served with cooked rice for 2 sp⬝Cooked fillet of meat, marinated in white wine and served with steamed vegetables for 1 sp |
4 | Stewed fillet of fish, marinated in garlic and wine and served with cooked rice for 1 sp |
Patrons & Visitors
The Spears Of Victory are using this place as a meeting place from time to time.
Lutisima of Hammering (when not in shop)
Aldrada of Ekkar (when not in shop)
Henarda of Cerran (when not in shop)
Marcher Hildegude (when not in shop)
Mauger Admiranda (when not in shop)
Hilde of Fryda, a level 6 Elf. She has enchanting green eyes, long black pony-tail and a sigil tattooed on the neck (Exhausted). In the pocket: 3 cp, 3 sp and a love note.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 33 Attacks 1 × Two-Handed Sword (1d10) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 16 INT 15 WIS 14 DEX 14 CON 16 CHA 9 Spells Ventriloquism, Floating Disc, ESP, Detect Invisible, Protection from Normal Missiles, Infravision
Hartgor Hilderich, a level 2 Magic-user. He has cold dark eyes, a thick moustache and an oversized pointy hat made of dark leather (Surprised). In the pocket: a dirty handkerchief and an empty vial.
Armour Class 8 [11] 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 10 INT 16 WIS 15 DEX 15 CON 18 CHA 11 Spells Sleep, Charm Person
Gautmar Landelanda, a level 3 Thief. He has enchanting green eyes, a long blonde beard and a sigil tattooed behind the ear (Calm).
Armour Class 5 [14] Leather armor Hit Points 7 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 3 WIS 8 DEX 17 CON 11 CHA 11 Spells
Airard of Lakesail, a level 3 Thief. He has enchanting green eyes, short red hair and long, skinny fingers (Shocked). In the pocket: 2 cp, an empty vial and a passphrase note.
Armour Class 4 [15] Leather armor Hit Points 9 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 6 WIS 4 DEX 18 CON 10 CHA 16 Spells
Bulletin |
---|
“Wife is missing! My wife is missing since two weeks ago. Please reach out to me if you can help. Mauger Admiranda” |
“Heading to Thalis? Payment guaranteed to a trusty courier. Ask for Marcher” |
“Traveling to Thalis? I will pay you for carrying a package for me. Yours, Balsinde Bellissima” |
“Urgent!! My husband did not return home since two days ago. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Liutward Memorantia” |
“Job offer! I have a package to deliver in Thalis. Payment guaranteed at destination upon delivery. Yours, Grimhard of Magicka” |
d6 | Rumor |
---|---|
1 | Grimhard of Magicka is willing to pay well for a delivery job. |
2 | Balsinde Bellissima has a bottle she would like delivered to Thalis |
3 | Sieggo of Devilville’s Decorated Sword (actually a Sword +1, Light) is somewhere in the Tomb of the Raging Fire |
4 | Walatus Whitehelm has a casket he would like delivered to Thalis |
5 | Liutmar Wenceslas’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Lair of the Tormented Blood |
6 | There’s a Tarantella somewhere in Holloweye Wastelands. |
Guards
Huno of Yaara, a level 4 Fighter. He has crystal blue eyes, a strong, prominent chin and a big nose-ring (Shocked). In the pocket: a deck of cards, a magnifying glass and a small gem (worth 10 gp).
Armour Class 6 [13] Leather armor Hit Points 17 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 13 WIS 8 DEX 15 CON 10 CHA 16 Spells
Resende of Xothal, a level 5 Fighter. She has delicate features, wild green eyes and a big nose-ring (Annoyed). In the pocket: 3 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 16 Attacks 1 × Short Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 10 WIS 10 DEX 12 CON 11 CHA 11 Spells
Reinger’s pages (Bookstore)
Item | Price |
---|---|
Quill | 4 sp |
Empty Scroll | 9 sp |
Owner: Reinger Carissima. He has deep blue eyes, a long blonde beard and a face tattoo (Petrified). In the pocket: 1 cp, an empty vial and a passphrase note.
Liutward’s Spirits (Liquor)
Item | Price |
---|---|
Royal Quality Wine (Barrel) | 135 gp |
Cider (Barrel) | 7 gp |
Common Wine (Barrel) | 13 gp |
Craft Wine (Barrel) | 31 gp |
Owner: Liutward Memorantia. He has short brown hair, wise dark eyes and freckles (Uncomfortable). In the pocket: 3 cp.
- Husband is missing since last week. (Secret: Held captive in the Shrine of the Deadly Ogre)
- Recovery reward is 800 gp.
Aqualina’s Clinic (Physician)
Owner: Aqualina of Taia. She has wise dark eyes, short almond hair and a nose ring (Angry). In the pocket: dice and spectacles.
Trimer’s (Matchmaker)
Owner: Trimer of Northhaven. He has crystal blue eyes, a goatee beard and a neck band (Lifeless).
- Member of the The Foul Truthseekers.
Mauger’s (Trade Post)
Owner: Mauger Admiranda. He has deep blue eyes, short red hair and a deep scar on the cheek (Mellow).
- Wife is missing since last week. (Secret: Held captive in the Lair of the Mourning Skeletons)
- Recovery reward is an armor of sentimental value (actually an Armour +2).
- Mauger likes spending his time in the Lost Mace Tavern.
Crispus’s Wearables (Clothing)
Item | Price |
---|---|
Girdle | 2 gp |
Girdle | 2 gp |
Adventurer Boots | 3 gp |
Leather Apron | 1 gp |
Owner: Crispus Bellavita. He has a strong, prominent chin, wise dark eyes and freckles (Scared). In the pocket: 1 cp.
Aldrada’s Groceries (Grocer)
Item | Price |
---|---|
Cake (slice) | 8 cp |
Waterskin | 8 sp |
Fresh Fruits (1 lb) | 7 sp |
Dried Fruits (small bag) | 2 sp |
Owner: Aldrada of Ekkar. She has wise brown eyes, soft gentle features and a deep scar on the cheek (Tired).
- On her time off, Aldrada will enjoy a drink or two in the Lost Mace Tavern.
Lutisima’s Tubes (Glass Blower)
Owner: Lutisima of Hammering. She has short and well-brushed white hair, crystal blue eyes and a face tattoo (Pleased). In the pocket: dice and 3 sp.
- Lutisima is frequenting the Lost Mace Tavern on her time off.
Faberta’s Leathers (Leatherworker)
Item | Price |
---|---|
Leather Apron | 2 gp |
Leather Hat | 1 gp |
Sack (small) | 1 gp |
Leather Vest | 1 sp |
Owner: Faberta of Rakha. She has crystal blue eyes, soft gentle features and freckles (Crushed). In the pocket: 2 cp.
Mortician
Manager: Azier of Beserker. He has cold dark eyes, a long brown beard and an earring (Scared). In the pocket: 3 cp.
Henarda’s blade (Armor & Weapons)
Item | Price |
---|---|
Mace | 4 gp |
Warhammer | 4 gp |
Lance | 4 gp |
Staff | 1 gp |
Javelin | 9 sp |
Cross Bow | 27 gp |
Sword | 9 gp |
Short Bow | 22 gp |
Two-Handed Sword | 13 gp |
Owner: Henarda of Cerran. She has wavy white hair, cold dark eyes and a nose ring (Horrified). In the pocket: dice and a smoking pipe.
- Henarda enjoys dining with her friends in the Lost Mace Tavern.
Marcher’s Instruments (Music)
Item | Price |
---|---|
Lute | 45 gp |
Hand Drum | 9 gp |
Owner: Marcher Hildegude. He has wise dark eyes, short brown hair and freckles (Overwhelmed). In the pocket: 3 cp and an empty vial.
- On his time off, Marcher will enjoy a drink or two in the Lost Mace Tavern.
- Looking for someone to deliver a sealed casket to Honesta of Raihna in Thalis.
- Reward is 700 gp
- Once a season, Marcher will want to find exquisite tonewood in hex 20 (Howling Wolves Shores) and will look for someone to protect him throughout the journey.
Balsinde’s (Witch)
Owner: Balsinde Bellissima. She has crystal blue eyes, long almond hair and an earring (Distressed). In the pocket: 1 cp and 5 sp.
- Member of the The Black Bones.
- Looking for someone to deliver a mysterious bottle to Rithilde of Korvela in Thalis.
- Reward is 600 gp
Grimhard’s (Post Office)
Owner: Grimhard of Magicka. He has a short brown beard, cold dark eyes and freckles (Tired). In the pocket: a deck of cards.
- Member of the The Black Bones.
- Looking for someone to deliver a sealed bottle to Theuda Aizivella in Thalis.
- Reward is 500 gp
Germar’s (Vehicle Maker)
Owner: Germar Abundance. He has crystal blue eyes, a two day stubble and an earring (Timid). In the pocket: a deck of cards, 4 sp and a key.
Village of Brewfish Village of Brewfish
- Located in: Hex 59
- Population: 256 villagers
Village Shops & Services
Tavern (The Mage’s Mace Tavern), Guards (Reinger, Villana, Mirko), Clothing (Ajutor’s Wearables), General Goods (Baius’s Supply), Lawyer (Wilher’s Soliciters), Fortune Teller (Tanquard’s Third Eye), Hatter (Sighilde’s top hat), Tinkerer (Minger’s Devices), School, Physician (Urofina’s Clinic)
The Mage’s Mace Tavern
Keeper
Owned and managed by Rubus Superantia. He has wild green eyes, short almond hair and a face tattoo (Ecstatic). In the pocket: a comb.
Staff
Rathard of Raihna. He has thick bushy eyebrows, deep blue eyes and a neck band (Cheerful). In the pocket: dice and 2 sp.
- Collaborates with the The White Wolves.
Menu
1d4 | Menu |
---|---|
1 | Cooked fillet of pork, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Stewed fillet of meat, glazed with honey and herbs and served with cooked rice for 1 sp⬝Stewed slices of chicken, glazed with ale and served with baked potatoes for 2 sp |
2 | Stewed fillet of meat, glazed with ale and served with cooked rice for 2 sp |
3 | Stewed fillet of fish, glazed with garlic and wine and served with fresh salad for 2 sp⬝Cooked chunks of meat, glazed with garlic and wine and served with fresh salad for 1 sp |
4 | Barbecued fillet of shellfish, marinated in garlic and wine and served with mashed potatoes for 1 sp⬝Cooked fillet of fish, marinated in red wine and served with steamed vegetables for 1 sp⬝Cooked tenders of fish, marinated in white wine and served with steamed vegetables for 1 sp |
Patrons & Visitors
Macia of Turan (when not in shop)
Tanquard Theodeberg (when not in shop)
Ajutor Hildegund (when not in shop)
Urofina Ingitrude (when not in shop)
Wulfsy Walantrude, a level 1 Dwarf. She has crystal blue eyes, long blonde hair and big red cheeks (Annoyed). In the pocket: a deck of cards, a magnifying glass and a dagger.
Armour Class 4 [15] Chainmail armor Hit Points 4 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 18 INT 13 WIS 10 DEX 14 CON 15 CHA 14 Spells
Electa of Lifel, a level 2 Cleric. She has short brown hair, cold dark eyes and long, skinny fingers (Joyful).
Armour Class 9 [10] Leather armor + Shield Hit Points 10 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 13 WIS 11 DEX 3 CON 16 CHA 14 Spells Cure Light Wounds (Cause Lt. Wounds)
Rothward of Envar, a level 2 Magic-user. He has short almond hair, wise dark eyes and decorated book linked to a strap around the chest (Pained). In the pocket: a deck of cards and an empty vial.
Armour Class 8 [11] 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 Chaotic STR 9 INT 12 WIS 16 DEX 13 CON 17 CHA 12 Spells Read Languages, Sleep
Jodocus of Calissa, a level 1 Thief. He has a long smoking pipe in his mouth, crystal blue eyes and long, skinny fingers (Calm). In the pocket: 2 cp.
Armour Class 7 [12] Leather armor Hit Points 1 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 12 WIS 11 DEX 16 CON 11 CHA 16 Spells
Bulletin |
---|
“Job offer! I have a package to deliver in Thalis. Payment guaranteed at destination upon delivery. Yours, Minger Waldemund” |
“Traveling to Thalis? I will pay you for carrying a package for me. Yours, Tanquard Theodeberg” |
d6 | Rumor |
---|---|
1 | Minger Waldemund is willing to pay well for a delivery job. |
2 | Tanquard Theodeberg is willing to pay well for a delivery job. |
3 | Lanthar Fritheburg’s husband is held captive in the Temple Of The Mad Hopes |
4 | Marcher Frotlinde has a chest he would like delivered to Brewfish |
5 | The Shrine Of The Deadly Ogre is at the top of a hill, somewhere in Dragonclaw Plains |
6 | Minger Waldemund is willing to pay well for a delivery job. |
Guards
Reinger Vladislav, a level 3 Fighter. He has wise dark eyes, short almond hair and a strong, muscular physique (Fearful). In the pocket: a comb, a magnifying glass and a death threat note.
Armour Class 2 [17] Plate-mail armor Hit Points 17 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 10 INT 7 WIS 12 DEX 15 CON 13 CHA 13 Spells
Villana Hildenibia, a level 3 Fighter. She has wild green eyes, short and wavy black hair and a missing middle-finger (Elated). In the pocket: a dirty handkerchief, an empty vial and a key.
Armour Class 7 [12] Leather armor Hit Points 16 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 17 INT 3 WIS 4 DEX 11 CON 10 CHA 13 Spells
Mirko of Ryku, a level 6 Fighter. He has wild green eyes, a goatee beard and a deep scar on the right arm (Contented).
Armour Class 3 [16] Plate-mail armor Hit Points 33 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 4 WIS 6 DEX 16 CON 12 CHA 11 Spells
Ajutor’s Wearables (Clothing)
Item | Price |
---|---|
Common Robe | 5 sp |
Blouse | 7 cp |
Skirt | 1 sp |
Riding Boots | 2 gp |
Owner: Ajutor Hildegund. He has cold dark eyes, a long almond beard and a face tattoo (Lifeless).
- Member of the The Black Bones.
- Ajutor likes spending his time in the The Mage’s Mace Tavern.
Baius’s Supply (General Goods)
Item | Price |
---|---|
Sack (small) | 8 sp |
Rope (50’) | 8 sp |
10 Candles | 8 sp |
Fishing Rod | 8 sp |
Small Bell | 8 sp |
Adventurer’s Outfit | 8 gp |
Holy water (vial) | 20 gp |
Tinder box (flint & steel) | 2 gp |
Owner: Baius of Arazar. He has a strong, prominent chin, deep blue eyes and an earring (Helpless). In the pocket: 1 cp and 5 sp.
Wilher’s Soliciters (Lawyer)
Owner: Wilher Heidenrich. He has wild green eyes, a long smoking pipe in his mouth and a face tattoo (Livid).
Tanquard’s Third Eye (Fortune Teller)
Owner: Tanquard Theodeberg. He has a short blonde beard, wise brown eyes and freckles (Relieved). In the pocket: 1 cp.
- Member of the The Spears Of Victory.
- Tanquard enjoys dining with his friends in the The Mage’s Mace Tavern.
- Looking for someone to deliver a sealed crate to Arntrude of Palemoon in Thalis.
- Reward is 700 gp
Sighilde’s top hat (Hatter)
Item | Price |
---|---|
Cap | 4 sp |
Veil | 8 sp |
Owner: Sighilde Zacchaeus. She has wild green eyes, soft gentle features and a deep scar on the cheek (Sorrowful). In the pocket: a deck of cards and 2 sp.
Minger’s Devices (Tinkerer)
Item | Price |
---|---|
Canvas (Sq. Yard) | 3 sp |
Mirror (hand-sized, steel) | 6 gp |
Owner: Minger Waldemund. He has a short black beard, crystal blue eyes and a deep scar on the cheek (Surprised). In the pocket: a quill, 5 sp and 1 gp.
- Member of the The Black Bones.
- Looking for someone to deliver a mysterious casket to Dúin of Galaka in Thalis.
- Reward is 600 gp
School
Manager: Macia of Turan. She has soft gentle features, wild green eyes and a nose ring (Paranoid). In the pocket: 2 cp and 2 sp.
- Member of the The Spears Of Victory.
- Macia is frequenting the The Mage’s Mace Tavern on her time off.
Urofina’s Clinic (Physician)
Owner: Urofina Ingitrude. She has soft gentle features, crystal blue eyes and a deep scar on the cheek (Depressed). In the pocket: 3 cp, a magnifying glass and a love note.
- Member of the The Defiled Lambs.
- Urofina likes spending her time in the The Mage’s Mace Tavern.
Village of Belesa Village of Belesa
- Located in: Hex 15
- Population: 627 villagers
Village Shops & Services
Inn (The Crying Hawk Inn), Guards (Sabbata, Grimhar), Tanner (Aicfrida’s ), Registery, Tinkerer (Aicard’s Devices), Barber (Rosso’s Salon), Bakery (Winmar’s Bun), Tailor (Haimo’s Handmade Shirts and More), Glass Blower (Fiuca’s Bottlemakers), Bookstore (Agenna’s books), Flower Shop (Macia’s Roses), Cobbler (Resende’s Shoemakers), Nunnery, Armor & Weapons (Ainard’s shield & sword), Grocer (Hartgor’s Groceries), Animal Supplies (Sieger’s Barn & Yarn), Lawyer (Harlin’s Will Makers), Physician (Gerbalda’s Clinic), Craft (Gislara’s Handmades), Jeweler (Maltia’s gems), Bathhouse (Baldwar’s Steam & Bath)
The Crying Hawk Inn
Keeper
Owned and managed by Unica of Aberius. She has wise brown eyes, short almond pony-tail and an earring (Energetic). In the pocket: a deck of cards, an empty vial and a vial with a dark liquid.
Staff
Hedenna Abundance. She has wild green eyes, soft gentle features and an earring (Satisfied). In the pocket: 2 cp.
Dolerama of Valeria. She has enchanting green eyes, delicate features and a face tattoo (Hopeless). In the pocket: 2 cp, 4 sp and a vial with a dark liquid.
Menu
1d4 | Menu |
---|---|
1 | Barbecued tenders of meat, glazed with ale and served with steamed vegetables for 1 sp⬝Cooked slices of chicken, marinated in ale and served with mashed potatoes for 1 sp |
2 | Cooked slices of meat, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Cooked fillet of fish, glazed with white wine and served with baked potatoes for 2 sp |
3 | Stewed chunks of fish, glazed with red wine and served with mashed potatoes for 2 sp⬝Barbecued fillet of fish, glazed with garlic and wine and served with fresh salad for 2 sp⬝Barbecued fillet of pork, marinated in white wine and served with baked potatoes for 1 sp |
4 | Cooked slices of shellfish, glazed with garlic and wine and served with steamed vegetables for 1 sp |
Patrons & Visitors
Harlin Belleflos (when not in shop)
Hartgor of Kirah (when not in shop)
Ostasia of Earfar, a level 1 Fighter. She has short and well-brushed brown hair, cold dark eyes and a missing middle-finger (Livid). In the pocket: 3 cp, 3 sp and 2 gp.
Armour Class 4 [15] Chainmail armor Hit Points 2 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 10 WIS 14 DEX 13 CON 11 CHA 16 Spells
Lutisima of Vakallar, a level 2 Elf. She has soft gentle features, cold dark eyes and silky light skin (Troubled). In the pocket: dice.
Armour Class 7 [12] Leather armor + Shield Hit Points 5 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 12 INT 14 WIS 12 DEX 6 CON 11 CHA 6 Spells Protection from Evil, Hold Portal
Otilde of Rognar, a level 1 Fighter. She has delicate features, wise brown eyes and a missing middle-finger (Frustrated). In the pocket: dice, 2 sp and a small gem (worth 10 gp).
Armour Class 5 [14] Leather armor Hit Points 4 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 4 WIS 10 DEX 17 CON 8 CHA 14 Spells
Meliora Hildegaud, a level 1 Thief. She has short white hair, wild green eyes and small, thin lips (Aghast). In the pocket: a deck of cards, 2 sp and a vial with a dark liquid.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 6 INT 5 WIS 8 DEX 11 CON 14 CHA 11 Spells
Bulletin |
---|
“Traveling to Thalis? I will pay you for carrying a package for me. Yours, Rosso of Willya” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Macia of Northland” |
“Job offer! I have a package to deliver in Thalis. Payment guaranteed at destination upon delivery. Yours, Walatus Whitehelm” |
“Heading to Thalis? Payment guaranteed to a trusty courier. Ask for Agenna” |
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Aicard Odelberga” |
d6 | Rumor |
---|---|
1 | Haimo Erchamilde has a box he would like delivered to Thalis |
2 | Agenna of Gazali has a casket she would like delivered to Thalis |
3 | Wiggo of Zelata has a chest he would like delivered to Farrwater |
4 | The Shrine Of The Deadly Ogre is at the top of a hill, somewhere in Dragonclaw Plains |
5 | Rithilde of Thodar has a crate she would like delivered to Thalis |
6 | The Lair Of The Mourning Skeletons is between two giant dunes, somewhere in Blackapple Wastelands |
Guards
Sabbata Odelhilde, a level 3 Fighter. She has wild green eyes, delicate features and a strong, muscular physique (Worried). In the pocket: a comb.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 12 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 15 INT 6 WIS 11 DEX 12 CON 8 CHA 8 Spells
Grimhar of Envar, a level 6 Fighter. He has a two day stubble, cold dark eyes and a missing middle-finger (Uncomfortable). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 28 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 10 INT 9 WIS 6 DEX 11 CON 13 CHA 7 Spells
Aicfrida’s (Tanner)
Owner: Aicfrida of Caaran. She has soft gentle features, crystal blue eyes and a neck band (Disoriented). In the pocket: a dirty handkerchief.
Registery
Manager: Lodn of Zofara. He has cold dark eyes, a scruff and a neck band (Confident). In the pocket: a deck of cards and 4 sp.
Aicard’s Devices (Tinkerer)
Item | Price |
---|---|
Thieves’ tools | 20 gp |
Grappling hook | 20 gp |
Stakes (3) and mallet | 2 gp |
Mirror (hand-sized, steel) | 4 gp |
Owner: Aicard Odelberga. He has a long smoking pipe in his mouth, cold dark eyes and a face tattoo (Moody). In the pocket: dice, a magnifying glass and a small flute.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +2 vs Spell Users and it is currently somewhere in the Shrine of the Deadly Ogre)
- Finder’s reward is 320gp
Rosso’s Salon (Barber)
Owner: Rosso of Willya. He has enchanting green eyes, long and silky blonde hair and a face tattoo (Mellow). In the pocket: 2 cp and 2 sp.
- Member of the The White Wolves.
- Looking for someone to deliver a mysterious casket to Honesta of Raihna in Thalis.
- Reward is 700 gp
Winmar’s Bun (Bakery)
Item | Price |
---|---|
Cake (slice) | 9 cp |
Pie (slice) | 3 cp |
Owner: Winmar Frodeberga. He has a long brown beard, enchanting green eyes and an earring (Sad).
- Member of the The Defiled Lambs.
Haimo’s Handmade Shirts and More (Tailor)
Item | Price |
---|---|
Warm Gloves | 6 sp |
Leather Hat | 6 sp |
Owner: Haimo Erchamilde. He has wise brown eyes, a thick moustache and a neck band (Drained). In the pocket: 1 cp.
- Member of the The Spears Of Victory.
- Looking for someone to deliver a mysterious box to Hogar of Thoga in Thalis.
- Reward is 700 gp
Fiuca’s Bottlemakers (Glass Blower)
Owner: Fiuca Ermentaria. She has wild almond hair, wise dark eyes and a face tattoo (Embarrassed). In the pocket: 2 cp and 4 sp.
- Member of the The Defiled Lambs.
- Looking for someone to deliver a sealed bottle to Ysoria Madaltrude in Thalis.
- Reward is 600 gp
Agenna’s books (Bookstore)
Item | Price |
---|---|
Ink Vial | 7 gp |
Quill | 3 sp |
Owner: Agenna of Gazali. She has cold dark eyes, well-brushed blonde hair and a deep scar on the cheek (Embarrassed).
- Collaborates with the The Spears Of Victory.
- Agenna has an affair with Grimhard of Magicka.
- Looking for someone to deliver a sealed casket to Sinister of Petia in Thalis.
- Reward is 700 gp
Macia’s Roses (Flower Shop)
Owner: Macia of Northland. She has crystal blue eyes, delicate features and freckles (Horrified). In the pocket: 1 cp, an empty vial and a death threat note.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Light and it is currently somewhere in the Shrine of the Deadly Ogre)
- Finder’s reward is 320gp
Resende’s Shoemakers (Cobbler)
Owner: Resende Madalgarde. She has short blonde pony-tail, wild green eyes and a face tattoo (Elated). In the pocket: dice, a smoking pipe and 2 gp.
Nunnery
Manager: Walatus Whitehelm. He has short brown hair, wise brown eyes and a deep scar on the cheek (Delighted). In the pocket: dice and 5 sp.
- Looking for someone to deliver a mysterious casket to Muscatta Sicleramna in Thalis.
- Reward is 700 gp
Ainard’s shield & sword (Armor & Weapons)
Item | Price |
---|---|
Short Bow | 31 gp |
Polearm | 8 gp |
Silver Dagger | 37 gp |
Sword | 12 gp |
Battle Axe | 8 gp |
Javelin | 1 gp |
Owner: Ainard of Lyin. He has cold dark eyes, a long smoking pipe in his mouth and freckles (Helpless). In the pocket: 1 cp.
Hartgor’s Groceries (Grocer)
Item | Price |
---|---|
Small Shell Fish | 3 sp |
Salt (1 lb) | 2 gp |
Cake (slice) | 1 sp |
Fresh Game (Rabbit, 1 lb) | 2 gp |
Garlic | 6 gp |
Bread (1 loaf) | 6 cp |
Rations (iron, 7 days) | 18 gp |
Owner: Hartgor of Kirah. He has enchanting green eyes, short almond hair and a neck band (Delighted). In the pocket: a deck of cards and 4 sp.
- Member of the The White Wolves.
- Hartgor is usually eating his meals in the The Crying Hawk Inn.
Sieger’s Barn & Yarn (Animal Supplies)
Owner: Sieger of Riverborne. He has short white hair, wild green eyes and a face tattoo (Confident). In the pocket: 2 cp, spectacles and 2 gp.
Harlin’s Will Makers (Lawyer)
Owner: Harlin Belleflos. He has a short almond beard, crystal blue eyes and a deep scar on the cheek (Exhausted). In the pocket: a dirty handkerchief and 2 sp.
- Harlin likes spending his time in the The Crying Hawk Inn.
Gerbalda’s Clinic (Physician)
Owner: Gerbalda of Haral. She has short almond pony-tail, cold dark eyes and a deep scar on the cheek (Offended). In the pocket: a quill and a magnifying glass.
Gislara’s Handmades (Craft)
Item | Price |
---|---|
Grappling hook | 20 gp |
Iron spikes (12) | 8 sp |
Mining Pick Axe | 4 gp |
Quill | 4 sp |
Canvas (Sq. Yard) | 2 sp |
Owner: Gislara Framenger. She has long and flowing black hair, deep blue eyes and freckles (Unsure). In the pocket: a quill and 5 sp.
Maltia’s gems (Jeweler)
Owner: Maltia of Taramis. She has wild green eyes, short almond hair and an earring (Helpless). In the pocket: a dirty handkerchief.
Baldwar’s Steam & Bath (Bathhouse)
Owner: Baldwar of Kandar. He has short almond hair, crystal blue eyes and a neck band (Pained).
- Collaborates with the The Black Bones.
- Baldwar has an affair with Balsinde Bellissima.
Town of Silverbend Town of Silverbend
- Located in: Hex 21
- Population: 2970 townsfolk
Town Shops & Services
Inn (The Black Spear Inn), Guards (Drudo, Henarda), Cobbler (Saroilde’s Shoes), Vehicle Maker (Ingberta’s ), Registery, Armor & Weapons (Wiggo’s blade), Bank, Spices (Aicfrida’s Salt & Pepper), Bunkhouse (Sieggo’s ), Flower Shop (Electo’s Tulips), Library, Animal Supplies (Gainard’s Barn & Yarn), Clothing (Aqualina’s Wearables), Fortune Teller (Gerlinde’s Eye), Tin Worker (Duca’s ), Liquor (Doda’s Liquor), Bathhouse (Joculus’s Baths), Barber (Rithilde’s Salon), Music (Herward’s Guitar & Flute), Blacksmith (Hachar’s Blade)
The Black Spear Inn
Keeper
Owned and managed by Odaria of Albadir. She has wise dark eyes, delicate features and a nose ring (Terrified).
Staff
Morbida of Halfboot. She has deep blue eyes, well-brushed almond hair and a neck band (Drained). In the pocket: a deck of cards, 2 sp and 1 gp.
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of fish, marinated in red wine and served with steamed vegetables for 1 sp |
2 | Barbecued tenders of pork, glazed with white wine and served with cooked rice for 2 sp⬝Barbecued slices of chicken, marinated in honey and herbs and served with baked potatoes for 1 sp |
3 | Stewed slices of fish, glazed with red wine and served with baked potatoes for 2 sp |
4 | Cooked tenders of meat, marinated in white wine and served with mashed potatoes for 1 sp⬝Stewed fillet of chicken, marinated in garlic and wine and served with baked potatoes for 1 sp⬝Cooked chunks of pork, marinated in garlic and wine and served with mashed potatoes for 2 sp |
Patrons & Visitors
Hachar Bellavita (when not in shop)
Herward Nicephorus (when not in shop)
Joculus of Palaia (when not in shop)
Saroilde of Yaja (when not in shop)
Aicfrida Waldegilde (when not in shop)
Gammo of Yaara, a level 3 Elf. He has a short almond beard, wise dark eyes and a sigil tattooed on the neck (Relieved). In the pocket: dice and a smoking pipe.
Armour Class 6 [13] Leather armor Hit Points 21 Attacks 1 × Polearm (1d10) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 10 INT 12 WIS 13 DEX 15 CON 14 CHA 9 Spells Magic Missile, Detect Magic, Locate Object
Jodocus Fritheburg, a level 4 Magic-user. He has wise dark eyes, a long blonde beard and a nose ring (Distressed). In the pocket: 2 cp, 5 sp and 1 gp.
Armour Class 10 [9] Unarmored Hit Points 19 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 18 WIS 13 DEX 7 CON 18 CHA 7 Spells Sleep, Charm Person, Locate Object, Web
Agia of Lillin, a level 2 Fighter. She has crystal blue eyes, soft gentle features and a big nose-ring (Embarrassed). In the pocket: 3 cp and 2 sp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 8 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 9 WIS 10 DEX 13 CON 11 CHA 12 Spells
Onafria Reinbrand, a level 1 Halfling. She has soft gentle features, deep blue eyes and short, chunky fingers (Desperate). In the pocket: a quill and 4 sp.
Armour Class 1 [18] Plate-mail armor Hit Points 2 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 10 INT 7 WIS 13 DEX 17 CON 13 CHA 6 Spells
Hilde Acleberta, a level 1 Magic-user. She has delicate features, deep blue eyes and an oversized pointy hat made of dark leather (Surprised). In the pocket: a dirty handkerchief and 5 sp.
Armour Class 9 [10] Unarmored Hit Points 2 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 4 INT 10 WIS 9 DEX 10 CON 10 CHA 10 Spells Read Languages
Percipia of Tuzan, a level 2 Fighter. She has deep blue eyes, well-brushed black hair and a missing middle-finger (Desperate). In the pocket: a deck of cards, spectacles and 2 gp.
Armour Class 7 [12] Leather armor Hit Points 11 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 7 WIS 8 DEX 10 CON 8 CHA 8 Spells
Bulletin |
---|
“Heading to Brewfish? Payment guaranteed to a trusty courier. Ask for Hachar” |
“Son is missing! My son is missing since last week. Please reach out to me if you can help. Gainard of Marook” |
“Traveling to Thalis? I will pay you for carrying a package for me. Yours, Ingberta of Taramis” |
“Job offer! I have a package to deliver in Farrwater. Payment guaranteed at destination upon delivery. Yours, Wiggo of Zelata” |
d6 | Rumor |
---|---|
1 | Gratioso of Zakar’s husband is held captive in the Temple Of The Savage Desire |
2 | Ingberta of Taramis has a bottle she would like delivered to Thalis |
3 | Hachar Bellavita has a bottle he would like delivered to Brewfish |
4 | There’s a Black Dragon in the Temple Of The Mad Hopes |
5 | The Caverns Of The Hopeless Slaves is near an estuary, somewhere in Howling Wolves Shores |
6 | Maltia Blathilde’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Crypt of the Doomed Pits |
Guards
Drudo of Wildslide, a level 3 Fighter. He has a scruff, crystal blue eyes and a deep scar on the right arm (Upset). In the pocket: dice and a magnifying glass.
Armour Class 5 [14] Chainmail armor Hit Points 12 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 18 INT 8 WIS 13 DEX 16 CON 11 CHA 7 Spells
Henarda Theodemar, a level 4 Fighter. She has soft gentle features, cold dark eyes and a deep scar on the right arm (Crushed). In the pocket: a deck of cards and spectacles.
Armour Class 5 [14] Chainmail armor Hit Points 19 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 17 INT 11 WIS 10 DEX 12 CON 9 CHA 14 Spells
Saroilde’s Shoes (Cobbler)
Owner: Saroilde of Yaja. She has deep blue eyes, short red hair and a nose ring (Timid). In the pocket: dice and 3 sp.
- Member of the The Spears Of Victory.
- Saroilde is frequenting the The Black Spear Inn on her time off.
Ingberta’s (Vehicle Maker)
Owner: Ingberta of Taramis. She has wise brown eyes, short black pony-tail and a neck band (Aghast).
- Looking for someone to deliver a mysterious bottle to Agenna Ermengaude in Thalis.
- Reward is 500 gp
Registery
Manager: Gratioso of Zakar. He has a long black beard, cold dark eyes and a nose ring (Desperate). In the pocket: dice.
- Husband is missing since last week. (Secret: Held captive in the Temple of the Savage Desire)
- Recovery reward is a decorated sword (actually a Sword +1, +3 vs Enchanted Creatures).
Wiggo’s blade (Armor & Weapons)
Item | Price |
---|---|
Sling | 1 gp |
Spear | 3 gp |
Sword | 8 gp |
Staff | 1 gp |
Hand Axe | 3 gp |
Javelin | 8 sp |
Owner: Wiggo of Zelata. He has a scruff, crystal blue eyes and a nose ring (Pained).
- Member of the The White Wolves.
- Looking for someone to deliver a mysterious chest to Henarda of Cerran in Farrwater.
- Reward is 500 gp
Bank
Manager: Aclehar of Sevenhand. He has a two day stubble, wild green eyes and an earring (Contented).
Aicfrida’s Salt & Pepper (Spices)
Owner: Aicfrida Waldegilde. She has wild almond hair, crystal blue eyes and a nose ring (Crushed). In the pocket: a comb and a magnifying glass.
- Collaborates with the The Spears Of Victory.
- Aicfrida is usually eating her meals in the The Black Spear Inn.
Sieggo’s (Bunkhouse)
Owner: Sieggo of Devilville. He has a goatee beard, wild green eyes and an earring (Overwhelmed). In the pocket: 2 cp, spectacles and a small flute.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Light and it is currently somewhere in the Tomb of the Raging Fire)
- Finder’s reward is 320gp
Electo’s Tulips (Flower Shop)
Owner: Electo of Inndera. He has a two day stubble, wise brown eyes and a face tattoo (Contented). In the pocket: a comb and 3 sp.
Library
Manager: Villana Fredebert. She has cold dark eyes, soft gentle features and a deep scar on the cheek (Helpless). In the pocket: 1 cp and 2 sp.
Gainard’s Barn & Yarn (Animal Supplies)
Owner: Gainard of Marook. He has a scruff, wise dark eyes and a nose ring (Aghast). In the pocket: a quill, an empty vial and a love note.
- Son is missing since last week. (Secret: Held captive in the Temple of the Savage Desire)
- Recovery reward is a decorated sword (actually a Sword +1).
Aqualina’s Wearables (Clothing)
Item | Price |
---|---|
Common Robe | 6 sp |
Plain Cloak | 5 sp |
Fine Dress | 7 gp |
Owner: Aqualina of Nafar. She has long white hair, wise brown eyes and an earring (Worthless).
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +3 vs Enchanted Creatures and it is currently somewhere in the Caverns of the Hopeless Slaves)
- Finder’s reward is 440gp
Gerlinde’s Eye (Fortune Teller)
Owner: Gerlinde Reinbalda. She has deep blue eyes, delicate features and a nose ring (Elated). In the pocket: 3 cp and 3 sp.
Duca’s (Tin Worker)
Owner: Duca Membresia. She has delicate features, wise brown eyes and an earring (Calm). In the pocket: a dirty handkerchief.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Light and it is currently somewhere in the Tomb of the Raging Fire)
- Finder’s reward is 320gp
Doda’s Liquor (Liquor)
Item | Price |
---|---|
Craft Wine (Barrel) | 35 gp |
Royal Quality Wine (Barrel) | 150 gp |
Owner: Doda Huldegarde. She has wise dark eyes, long white pony-tail and a nose ring (Panicky). In the pocket: 1 cp, 4 sp and a dagger.
- Member of the The Black Bones.
Joculus’s Baths (Bathhouse)
Owner: Joculus of Palaia. He has cold dark eyes, short almond hair and a deep scar on the cheek (Lost). In the pocket: a quill, spectacles and a small flute.
- Joculus is usually eating his meals in the The Black Spear Inn.
Rithilde’s Salon (Barber)
Owner: Rithilde of Thodar. She has delicate features, wise dark eyes and freckles (Persuasive).
- Looking for someone to deliver a mysterious crate to Landrada of Ulthar in Thalis.
- Reward is 500 gp
Herward’s Guitar & Flute (Music)
Item | Price |
---|---|
Lute | 40 gp |
Flute | 16 gp |
Small Bell | 8 sp |
Owner: Herward Nicephorus. He has a long almond beard, enchanting green eyes and a deep scar on the cheek (Drained).
- Herward has a severe dispute with Aitilde Berohilde.
- Herward is usually eating his meals in the The Black Spear Inn.
- Twice a season, Herward will want to find exquisite tonewood in hex 52 (Pantheon Plains) and will look for someone to protect him throughout the journey.
Hachar’s Blade (Blacksmith)
Item | Price |
---|---|
Staff | 1 gp |
Battle Axe | 5 gp |
Short Sword | 5 gp |
Lance | 4 gp |
Sword | 8 gp |
Owner: Hachar Bellavita. He has wild green eyes, a frowny expression and a face tattoo (Disoriented). In the pocket: 2 cp and an empty vial.
- On his time off, Hachar will enjoy a drink or two in the The Black Spear Inn.
- Looking for someone to deliver a mysterious bottle to Wilher Heidenrich in Brewfish.
- Reward is 600 gp
Village of Kraan Village of Kraan
- Located in: Hex 54
- Population: 608 villagers
Village Shops & Services
Tavern (The Rogue’s Staff Tavern), Guards (Ratrude), Lawyer (Isoard’s Will Makers), Armor & Weapons (Adremar’s shield & sword), Distillery (Savius’s ), Mortician, Craft (Benno’s Crafts), Prison, Game Shop (Gerberta’s Pawns and Dice), Weaver (Gammo’s Fabrics), Hatter (Gaumia’s cap), Stables (Grasso’s riders), Bathhouse (Littera’s Baths), Restaurant (Helmin’s ), Animal Supplies (Saidra’s Barn & Yarn), Mill (Precious’s ), Bookstore (Theodo’s pages), Brothel (Solianna’s Companions)
The Rogue’s Staff Tavern
Keeper
Owned and managed by Gerberta of Enza. She has short almond hair, wise brown eyes and an earring (Troubled). In the pocket: 2 cp, a smoking pipe and a small flute.
Staff
Idelinde of Beserker. She has flowing red hair, crystal blue eyes and a face tattoo (Repentant). In the pocket: 1 cp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of shellfish, glazed with garlic and wine and served with baked potatoes for 2 sp⬝Barbecued fillet of chicken, glazed with garlic and wine and served with fresh salad for 1 sp⬝Cooked slices of chicken, glazed with honey and herbs and served with fresh salad for 1 sp |
2 | Cooked tenders of chicken, glazed with honey and herbs and served with fresh salad for 2 sp⬝Barbecued slices of meat, glazed with honey and herbs and served with fresh salad for 1 sp⬝Cooked tenders of fish, glazed with ale and served with steamed vegetables for 1 sp |
3 | Cooked slices of chicken, glazed with ale and served with baked potatoes for 2 sp⬝Cooked tenders of chicken, glazed with white wine and served with cooked rice for 2 sp⬝Cooked fillet of chicken, glazed with white wine and served with mashed potatoes for 2 sp⬝Stewed tenders of chicken, marinated in red wine and served with mashed potatoes for 1 sp |
4 | Barbecued chunks of chicken, glazed with red wine and served with cooked rice for 1 sp |
Patrons & Visitors
Precious Placentius (when not in shop)
Gerberta of Balaal (when not in shop)
Grasso of Samari (when not in shop)
Gammo of Wolfa (when not in shop)
Gaumia Nadaltrude (when not in shop)
Hildrada of Wolfshead, a level 3 Magic-user. She has cold dark eyes, long almond pony-tail and a nose ring (Worried). In the pocket: 1 cp.
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 7 INT 17 WIS 13 DEX 12 CON 10 CHA 7 Spells Light (Darkness), Detect Magic, ESP
Giambono Reinbalda, a level 1 Halfling. He has deep blue eyes, a frowny expression and round, bulbous nose (Outraged). In the pocket: a quill, 5 sp and a ransom note.
Armour Class 7 [12] Leather armor Hit Points 0 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 6 WIS 10 DEX 11 CON 7 CHA 16 Spells
Sichilde Hartgilde, a level 1 Halfling. She has soft gentle features, cold dark eyes and big red cheeks (Unsatisfied).
Armour Class 7 [12] Leather armor Hit Points 0 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 11 WIS 9 DEX 12 CON 8 CHA 7 Spells
Hilwin Landetrude, a level 2 Elf. He has a big round belly, wild green eyes and silky light skin (Irritated). In the pocket: a comb.
Armour Class 5 [14] Chainmail armor Hit Points 5 Attacks 1 × Polearm (1d10) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 14 WIS 10 DEX 9 CON 14 CHA 8 Spells Protection from Evil, Read Languages
Waltilde of Thodar, a level 2 Elf. She has cold dark eyes, soft gentle features and a sigil tattooed on the neck (Enraged).
Armour Class 3 [16] Plate-mail armor Hit Points 10 Attacks 1 × Spear (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 12 INT 13 WIS 14 DEX 11 CON 10 CHA 11 Spells Light (Darkness), Shield
Sihaus of Icemeld, a level 2 Elf. He has wise brown eyes, a goatee beard and long, skinny fingers (Depressed). In the pocket: dice.
Armour Class 7 [12] Leather armor + Shield Hit Points 9 Attacks 1 × Spear (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 11 WIS 7 DEX 8 CON 14 CHA 3 Spells Detect Magic, Read Magic
Gunnora of Aphaki, a level 1 Fighter. She has soft gentle features, enchanting green eyes and a deep scar on the right arm (Apprehensive).
Armour Class 3 [16] Plate-mail armor Hit Points 1 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 8 WIS 12 DEX 12 CON 10 CHA 9 Spells
Bulletin |
---|
“Traveling to Belesa? I will pay you for carrying a package for me. Yours, Gerberta of Balaal” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Isoard Belleflos” |
“Heading to Thalis? Payment guaranteed to a trusty courier. Ask for Littera” |
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Benno Erchamrich” |
“Urgent!! My son did not return home since two days ago. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Helmin Madalgude” |
d6 | Rumor |
---|---|
1 | Gerberta of Balaal has a box she would like delivered to Belesa |
2 | Helmin Madalgude’s son is held captive in the Temple Of The Savage Desire |
3 | Hogar of Thoga’s son is held captive in the Temple Of The Mad Hopes |
4 | Langward of Brewfish’s Decorated Sword (actually a Sword +1) is somewhere in the Lair of the Tormented Blood |
5 | There’s a Cloud Giant somewhere in Howling Wolves Shores. |
6 | There’s a Stone Giant somewhere in Javelin Ridge. |
Guards
Ratrude Zacchaeus, a level 5 Fighter. She has soft gentle features, cold dark eyes and a big nose-ring (Mellow).
Armour Class 4 [15] Chainmail armor + Shield Hit Points 17 Attacks 1 × Short Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 14 WIS 3 DEX 12 CON 12 CHA 8 Spells
Isoard’s Will Makers (Lawyer)
Owner: Isoard Belleflos. He has wise brown eyes, short white hair and a deep scar on the cheek (Disoriented). In the pocket: a dirty handkerchief and an empty vial.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Wishes and it is currently somewhere in the Temple of the Mad Hopes)
- Finder’s reward is 320gp
Adremar’s shield & sword (Armor & Weapons)
Item | Price |
---|---|
Javelin | 1 gp |
Spear | 5 gp |
Long Bow | 50 gp |
Warhammer | 6 gp |
Club | 3 gp |
Short Sword | 8 gp |
Owner: Adremar Nadaltrude. He has no hair, enchanting green eyes and an earring (Unsatisfied). In the pocket: 2 cp.
Savius’s (Distillery)
Item | Price |
---|---|
Craft Wine (Barrel) | 37 gp |
Owner: Savius of Xothal. He has enchanting green eyes, short black hair and a nose ring (Angry). In the pocket: a quill, an empty vial and 1 gp.
- Member of the The Spears Of Victory.
Mortician
Manager: Daghard Frotbalda. He has short white hair, wise dark eyes and a nose ring (Satisfied). In the pocket: a deck of cards, a magnifying glass and a small flute.
Benno’s Crafts (Craft)
Item | Price |
---|---|
Lens | 9 gp |
Pole (10’ long, wooden) | 8 sp |
Owner: Benno Erchamrich. He has a frowny expression, wise dark eyes and an earring (Determined). In the pocket: 3 cp and 4 sp.
- Member of the The Foul Truthseekers.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, Light and it is currently somewhere in the Lair of the Mourning Skeletons)
- Finder’s reward is 440gp
Prison
Manager: Volkavara of Wolfshead. She has deep blue eyes, long and wavy white hair and an earring (Confident). In the pocket: 3 cp, 5 sp and a small flute.
Gerberta’s Pawns and Dice (Game Shop)
Owner: Gerberta of Balaal. She has wise brown eyes, soft gentle features and a face tattoo (Panicky). In the pocket: a dirty handkerchief.
- Gerberta is frequenting the The Rogue’s Staff Tavern on her time off.
- Looking for someone to deliver a sealed box to Maltia of Taramis in Belesa.
- Reward is 500 gp
Gammo’s Fabrics (Weaver)
Owner: Gammo of Wolfa. He has enchanting green eyes, thick bushy eyebrows and freckles (Horny). In the pocket: 1 cp and a magnifying glass.
- Gammo is usually eating his meals in the The Rogue’s Staff Tavern.
Gaumia’s cap (Hatter)
Item | Price |
---|---|
Fur Hat | 7 sp |
Veil | 7 sp |
Owner: Gaumia Nadaltrude. She has crystal blue eyes, delicate features and a face tattoo (Tired). In the pocket: a comb and 2 sp.
- Gaumia likes spending her time in the The Rogue’s Staff Tavern.
Grasso’s riders (Stables)
Item | Price |
---|---|
Riding Horse | 60 gp |
Draft Horse | 32 gp |
Owner: Grasso of Samari. He has wise dark eyes, short blonde hair and a nose ring (Lost). In the pocket: a dirty handkerchief.
- On his time off, Grasso will enjoy a drink or two in the The Rogue’s Staff Tavern.
Littera’s Baths (Bathhouse)
Owner: Littera Ermenbald. She has enchanting green eyes, braided brown hair and a face tattoo (Shocked). In the pocket: a quill, 5 sp and a vial with a dark liquid.
- Looking for someone to deliver a sealed casket to Villana of Ulthar in Thalis.
- Reward is 500 gp
Helmin’s (Restaurant)
Owner: Helmin Madalgude. He has a thick moustache, crystal blue eyes and freckles (Pained). In the pocket: 3 cp, 5 sp and a key.
- Son is missing since last week. (Secret: Held captive in the Temple of the Savage Desire)
- Recovery reward is a custom-fit armor (actually an Armour +1).
Saidra’s Barn & Yarn (Animal Supplies)
Owner: Saidra of Lieth. She has wise dark eyes, silky brown hair and an earring (Guilty). In the pocket: 1 cp, 4 sp and a ransom note.
Precious’s (Mill)
Owner: Precious Placentius. He has crystal blue eyes, short blonde hair and a neck band (Aggressive). In the pocket: a comb.
- Collaborates with the The Foul Truthseekers.
- Precious is frequenting the The Rogue’s Staff Tavern on his time off.
Theodo’s pages (Bookstore)
Item | Price |
---|---|
Quill | 4 sp |
Ink Vial | 8 gp |
Empty Scroll | 8 sp |
Owner: Theodo Ansegilde. He has deep blue eyes, a long black beard and a deep scar on the cheek (Troubled). In the pocket: a quill, a smoking pipe and a small gem (worth 10 gp).
- Member of the The Spears Of Victory.
Solianna’s Companions (Brothel)
Owner: Solianna of Cona’S Vale. She has wild green eyes, short and braided white hair and a face tattoo (Sorrowful). In the pocket: a deck of cards, 3 sp and a key.
- Member of the The Foul Truthseekers.
Town of Odrea Town of Odrea
- Located in: Hex 32
- Population: 2520 townsfolk
Town Shops & Services
Tavern (The Troll & The Crying Hunter Tavern), Guards (Saidra), Mortician, Blacksmith (Gerin’s Blade), Vehicle Maker (Atilia’s ), Bunkhouse (Daghard’s ), Distillery (Solianna’s ), Liquor (Nadeger’s Liquor), Post Office (Wikard’s ), School, Daycare, Mill (Baldwar’s ), Spices (Duberta’s Salt & Pepper), Hatter (Lautard’s top hat), Bakery (Godlanda’s Loaf), Carpenter (Geldin’s woodcraft), Game Shop (Wulfger’s Dice), Leatherworker (Mirko’s Bags and Such), Tanner (Alamanda’s ), Trade Post (Electa’s ), Restaurant (Acfrida’s ), Prison, Bookstore (Druda’s scrolls), Tinkerer (Berwin’s Fix-it-All), Herbalist (Helmgor’s greens), Brewery (Lautilde’s Brews), Registery, Fish Market (Velerio’s Fresh Fish), Glass Blower (Olcaviva’s Tubes), Nunnery
The Troll & The Crying Hunter Tavern
Keeper
Owned and managed by Godlanda of Overi. She has wise brown eyes, delicate features and a face tattoo (Paranoid). In the pocket: a dirty handkerchief and a smoking pipe.
Staff
Aldrada Illuminata. She has wild green eyes, soft gentle features and a neck band (Troubled). In the pocket: a quill and a smoking pipe.
Berwin of Hawkston. He has short red hair, enchanting green eyes and a deep scar on the cheek (Crushed). In the pocket: a quill, spectacles and a death threat note.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of meat, glazed with ale and served with mashed potatoes for 1 sp⬝Stewed tenders of chicken, glazed with red wine and served with baked potatoes for 2 sp |
2 | Stewed slices of pork, glazed with honey and herbs and served with mashed potatoes for 2 sp |
3 | Barbecued fillet of shellfish, glazed with garlic and wine and served with baked potatoes for 1 sp⬝Stewed chunks of shellfish, glazed with red wine and served with steamed vegetables for 2 sp⬝Stewed fillet of shellfish, glazed with red wine and served with fresh salad for 2 sp |
4 | Stewed tenders of chicken, glazed with garlic and wine and served with cooked rice for 2 sp⬝Cooked tenders of fish, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Stewed chunks of fish, glazed with honey and herbs and served with mashed potatoes for 2 sp |
Patrons & Visitors
Helmgor Hilderich (when not in shop)
Atilia of Ya'Eer (when not in shop)
Mauger of Hannes, a level 8 Fighter. He has short red hair, crystal blue eyes and a missing middle-finger (Pleased). In the pocket: 2 cp, 4 sp and a vial with a dark liquid.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 41 Attacks 1 × Short Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 10 INT 6 WIS 8 DEX 13 CON 11 CHA 6 Spells
Gailhard Willberna, a level 1 Elf. He has short blonde hair, wise dark eyes and long, skinny fingers (Angry).
Armour Class 4 [15] Chainmail armor + Shield Hit Points 6 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 10 INT 14 WIS 12 DEX 16 CON 11 CHA 10 Spells Shield
Gammo of Sheva, a level 2 Elf. He has no hair, cold dark eyes and a nose ring (Terrified). In the pocket: 1 cp, 3 sp and a dagger.
Armour Class 8 [11] Leather armor Hit Points 7 Attacks 1 × Sword (1d8) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 16 INT 11 WIS 8 DEX 8 CON 8 CHA 11 Spells Charm Person, Read Languages
Duberta Wiseltrude, a level 1 Thief. She has delicate features, cold dark eyes and long, skinny fingers (Apprehensive). In the pocket: a quill, 2 sp and a vial with a dark liquid.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 8 WIS 8 DEX 10 CON 12 CHA 15 Spells
Harlin Natalisma, a level 4 Thief. He has wise brown eyes, short blonde hair and a scar across the eye (Aggressive). In the pocket: a dirty handkerchief and 2 sp.
Armour Class 6 [13] Leather armor Hit Points 12 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 7 INT 3 WIS 14 DEX 15 CON 12 CHA 13 Spells
Airard of Reyk, a level 8 Thief. He has wise dark eyes, short black hair and sharp, pointy nose (Cheerful). In the pocket: 2 cp.
Armour Class 7 [12] Leather armor Hit Points 31 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 6 INT 14 WIS 4 DEX 16 CON 16 CHA 17 Spells
Lanto Abundance, a level 6 Halfling. He has enchanting green eyes, a short white beard and short, chunky fingers (Troubled). In the pocket: dice.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 29 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 17 INT 8 WIS 14 DEX 13 CON 14 CHA 12 Spells
Bulletin |
---|
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Villana of Lillin” |
“Job offer! I have a package to deliver in Silverbend. Payment guaranteed at destination upon delivery. Yours, Geldin Gurhoiarn” |
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Alamanda Erchamger” |
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Velerio of Belesa” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Solianna of Zamoria” |
d6 | Rumor |
---|---|
1 | Geldin Gurhoiarn is willing to pay well for a delivery job. |
2 | Villana of Lillin’s Decorated Sword (actually a Sword +2) is somewhere in the Tomb of the Foresaken Spider |
3 | Solianna of Zamoria’s Custom Sword (actually a Sword +1) is somewhere in the Temple of the Mad Hopes |
4 | Nadeger Verderosa’s son is held captive in the Tomb Of The Raging Fire |
5 | Alamanda Erchamger’s Sturdy Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Lair of the Tormented Blood |
6 | Balsinde Bellissima has a bottle she would like delivered to Thalis |
Guards
Saidra of Sargon, a level 6 Fighter. She has soft gentle features, crystal blue eyes and a big nose-ring (Disorganized).
Armour Class 1 [18] Plate-mail armor Hit Points 45 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 13 WIS 11 DEX 17 CON 16 CHA 10 Spells
Mortician
Manager: Langward of Payin. He has short blonde hair, enchanting green eyes and a nose ring (Confident). In the pocket: 2 cp and 5 sp.
Gerin’s Blade (Blacksmith)
Item | Price |
---|---|
Hand Axe | 3 gp |
Cross Bow | 27 gp |
Owner: Gerin Madalrich. He has a two day stubble, wise brown eyes and a deep scar on the cheek (Aggressive). In the pocket: 1 cp, 3 sp and a vial with a dark liquid.
- Member of the The Foul Truthseekers.
Atilia’s (Vehicle Maker)
Owner: Atilia of Ya'Eer. She has wild green eyes, delicate features and a neck band (Delighted). In the pocket: a quill.
- Atilia is usually eating her meals in the The Troll & The Crying Hunter Tavern.
Daghard’s (Bunkhouse)
Owner: Daghard of Fercenta. He has wise brown eyes, a short black beard and a face tattoo (Worthless). In the pocket: a deck of cards, spectacles and a ransom note.
Solianna’s (Distillery)
Item | Price |
---|---|
Craft Wine (Barrel) | 35 gp |
Owner: Solianna of Zamoria. They have a goatee beard, wise brown eyes and an earring (Delighted). In the pocket: a deck of cards and an empty vial.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Temple of the Mad Hopes)
- Finder’s reward is 320gp
Nadeger’s Liquor (Liquor)
Item | Price |
---|---|
Common Beer (Barrel) | 4 gp |
Craft Wine (Barrel) | 31 gp |
Owner: Nadeger Verderosa. He has thick bushy eyebrows, wise brown eyes and freckles (Offended). In the pocket: a comb.
- Son is missing since last week. (Secret: Held captive in the Tomb of the Raging Fire)
- Recovery reward is a decorated armor (actually an Armour +1).
Wikard’s (Post Office)
Owner: Wikard Bernswith. He has deep blue eyes, thick bushy eyebrows and an earring (Remorseful). In the pocket: a dirty handkerchief.
- Member of the The Black Bones.
- Wool Carpet is lost (or so claimed). (Secret: This is actually a Flying Carpet and it is currently somewhere in the Temple of the Mad Hopes)
- Finder’s reward is 1200gp
School
Manager: Druda Meinberga. She has braided brown hair, wise dark eyes and a nose ring (Timid). In the pocket: 3 cp, 2 sp and a death threat note.
Daycare
Manager: Senkata of Scrya. She has long brown hair, wise brown eyes and a neck band (Persuasive). In the pocket: a comb.
- Member of the The Defiled Lambs.
Baldwar’s (Mill)
Owner: Baldwar of Thelema. He has crystal blue eyes, short blonde hair and freckles (Hopeless). In the pocket: a deck of cards, 2 sp and a vial with a dark liquid.
Duberta’s Salt & Pepper (Spices)
Owner: Duberta of Sadeka. She has wise brown eyes, soft gentle features and a neck band (Disoriented). In the pocket: a comb and a magnifying glass.
- Member of the The Black Bones.
Lautard’s top hat (Hatter)
Item | Price |
---|---|
Leather Hat | 1 gp |
Cap | 7 sp |
Fur Hat | 1 gp |
Owner: Lautard of Cahal. He has a frowny expression, wise dark eyes and an earring (Unsure). In the pocket: 1 cp, a smoking pipe and a passphrase note.
Godlanda’s Loaf (Bakery)
Item | Price |
---|---|
Cake (slice) | 1 sp |
Owner: Godlanda of Taleka. She has deep blue eyes, soft gentle features and a deep scar on the cheek (Delighted). In the pocket: a comb and 3 sp.
Geldin’s woodcraft (Carpenter)
Owner: Geldin Gurhoiarn. He has deep blue eyes, a long almond beard and a face tattoo (Exhausted). In the pocket: 2 cp.
- Looking for someone to deliver a sealed bottle to Aicfrida Waldegilde in Silverbend.
- Reward is 600 gp
Wulfger’s Dice (Game Shop)
Owner: Wulfger of Tybor. He has wild green eyes, a short black beard and a nose ring (Petrified). In the pocket: dice, a magnifying glass and a vial with a dark liquid.
Mirko’s Bags and Such (Leatherworker)
Item | Price |
---|---|
Leather Hat | 1 gp |
Leather Coat | 7 gp |
Leather Vest | 2 sp |
Owner: Mirko of Naka. He has a short blonde beard, wild green eyes and freckles (Petrified). In the pocket: a comb.
- Mirko has is in love with Aicard Odelberga.
Alamanda’s (Tanner)
Owner: Alamanda Erchamger. She has soft gentle features, wise dark eyes and an earring (Irritated). In the pocket: 3 cp.
- Sturdy Leather Boots is lost (or so claimed). (Secret: This is actually a Boots of Travelling and Leaping and it is currently somewhere in the Lair of the Tormented Blood)
- Finder’s reward is 2200gp
Electa’s (Trade Post)
Owner: Electa of Aberius. She has delicate features, deep blue eyes and freckles (Bothered). In the pocket: a quill and a magnifying glass.
Acfrida’s (Restaurant)
Owner: Acfrida Walantrude. She has enchanting green eyes, short brown pony-tail and a deep scar on the cheek (Paranoid). In the pocket: a dirty handkerchief and spectacles.
Prison
Manager: Susekta of Uthak. She has crystal blue eyes, long red pony-tail and a deep scar on the cheek (Mellow). In the pocket: 1 cp.
Druda’s scrolls (Bookstore)
Item | Price |
---|---|
Ink Vial | 9 gp |
Owner: Druda of Reyk. She has wise dark eyes, delicate features and a nose ring (Contented). In the pocket: a dirty handkerchief, spectacles and 2 gp.
Berwin’s Fix-it-All (Tinkerer)
Item | Price |
---|---|
Crowbar | 14 gp |
Pole (10’ long, wooden) | 1 gp |
Mining Pick Axe | 7 gp |
Owner: Berwin of Headsmen. He has wise dark eyes, short white hair and freckles (Disoriented). In the pocket: a quill.
- Member of the The Black Bones.
Helmgor’s greens (Herbalist)
Owner: Helmgor Hilderich. He has enchanting green eyes, a frowny expression and a face tattoo (Desperate). In the pocket: a comb, a smoking pipe and a death threat note.
- Helmgor likes spending his time in the The Troll & The Crying Hunter Tavern.
- Twice a year, Helmgor will want to forage exotic mushrooms in hex 57 (Pantheon Plains) and will look for someone to protect him throughout the journey.
Lautilde’s Brews (Brewery)
Item | Price |
---|---|
Common Wine (Barrel) | 18 gp |
Owner: Lautilde Brighthelm. She has cold dark eyes, soft gentle features and a nose ring (Nervous).
Registery
Manager: Villana of Lillin. She has cold dark eyes, delicate features and a nose ring (Distressed). In the pocket: dice, 5 sp and a passphrase note.
- Member of the The Spears Of Victory.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +2 and it is currently somewhere in the Tomb of the Foresaken Spider)
- Finder’s reward is 320gp
Velerio’s Fresh Fish (Fish Market)
Item | Price |
---|---|
Fresh Fish Fillet | 6 sp |
Lobster | 8 sp |
Fishing Rod | 8 sp |
Owner: Velerio of Belesa. He has no hair, deep blue eyes and a face tattoo (Agitated). In the pocket: a comb.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +2, Charm Person and it is currently somewhere in the Lair of the Mourning Skeletons)
- Finder’s reward is 320gp
Olcaviva’s Tubes (Glass Blower)
Owner: Olcaviva of Naram. She has wise brown eyes, short almond hair and freckles (Determined). In the pocket: 2 cp.
- Collaborates with the The White Wolves.
Nunnery
Manager: Onafria of Thodar. She has soft gentle features, wise dark eyes and a deep scar on the cheek (Scared). In the pocket: 2 cp, 2 sp and a death threat note.
Village of Onher Village of Onher
- Located in: Hex 14
- Population: 629 villagers
Village Shops & Services
Tavern (The Unicorn & The Crying Paladin Tavern), Guards (Ashar, Baldwar), Animal Pound, Bank, Brothel (Amara’s Companions), Witch (Otilde’s ), Physician (Justinna’s Clinic), Spices (Dalibor’s Spices), Mortician, Mill (Hillinus’s ), Nunnery, Salon (Hrotho’s Salon), General Goods (Alcfrida’s Supply), Liquor (Arbar’s Liquor), Fortune Teller (Altilde’s Visions), Smokehouse (Madwin’s Smoked Fish And More), Armor & Weapons (Reinteus’s blade), Music (Hartwin’s Harp & Lute), Tanner (Agenna’s )
The Unicorn & The Crying Paladin Tavern
Keeper
Owned and managed by Ithamar of Naram. He has enchanting green eyes, a scruff and freckles (Happy). In the pocket: 2 cp, an empty vial and a key.
Staff
Odelrada of Devilmask. She has deep blue eyes, delicate features and a face tattoo (Hurt). In the pocket: 3 cp and a magnifying glass.
- Member of the The Foul Truthseekers.
Pancia Landelanda. She has wise brown eyes, curly black hair and freckles (Depressed). In the pocket: 3 cp, 3 sp and a small flute.
- Collaborates with the The Defiled Lambs.
Aldiva Bernegilde. She has long black hair, wise dark eyes and freckles (Overwhelmed). In the pocket: dice, 2 sp and a vial with a dark liquid.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of meat, marinated in garlic and wine and served with baked potatoes for 1 sp⬝Barbecued slices of fish, marinated in honey and herbs and served with fresh salad for 2 sp⬝Barbecued tenders of fish, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Cooked chunks of pork, glazed with white wine and served with mashed potatoes for 1 sp |
2 | Stewed tenders of pork, marinated in ale and served with mashed potatoes for 1 sp⬝Barbecued chunks of fish, marinated in garlic and wine and served with cooked rice for 1 sp⬝Cooked fillet of shellfish, glazed with white wine and served with baked potatoes for 2 sp⬝Stewed slices of shellfish, glazed with white wine and served with fresh salad for 1 sp |
3 | Cooked slices of pork, glazed with white wine and served with fresh salad for 1 sp⬝Stewed chunks of meat, glazed with honey and herbs and served with baked potatoes for 1 sp |
4 | Cooked tenders of chicken, marinated in red wine and served with cooked rice for 1 sp⬝Cooked tenders of meat, marinated in garlic and wine and served with mashed potatoes for 2 sp⬝Cooked chunks of shellfish, glazed with garlic and wine and served with baked potatoes for 2 sp⬝Barbecued fillet of shellfish, marinated in honey and herbs and served with cooked rice for 1 sp |
Patrons & Visitors
Justinna Cunihilda (when not in shop)
Dalibor Cadhoiarn (when not in shop)
Gaucia of Yaara (when not in shop)
Otilde of Ryku (when not in shop)
Reinteus Ermenbalda (when not in shop)
Aitilde of Aral, a level 1 Magic-user. She has deep blue eyes, long and braided red hair and a nose ring decorated with a star (Worried). In the pocket: a quill.
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 Chaotic STR 6 INT 14 WIS 14 DEX 11 CON 16 CHA 12 Spells Floating Disc
Baldwar of Medes, a level 1 Dwarf. He has deep blue eyes, a long smoking pipe in his mouth and short, fat fingers (Distressed). In the pocket: a comb.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 3 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 8 WIS 14 DEX 9 CON 13 CHA 6 Spells
Gerhaus of Jaluba, a level 1 Thief. He has wise brown eyes, short red hair and long, skinny fingers (Livid). In the pocket: a deck of cards.
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 12 WIS 14 DEX 13 CON 7 CHA 10 Spells
Aclehard of Hammering, a level 2 Halfling. He has short almond hair, cold dark eyes and short, chunky fingers (Arrogant). In the pocket: 1 cp, a smoking pipe and a passphrase note.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 7 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 13 WIS 11 DEX 16 CON 11 CHA 7 Spells
Vuteria Sulhoiarn, a level 4 Halfling. She has soft gentle features, wise dark eyes and big red cheeks (Calm). In the pocket: a dirty handkerchief.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 20 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 14 INT 12 WIS 8 DEX 12 CON 10 CHA 6 Spells
Guther Aldegarde, a level 6 Elf. He has crystal blue eyes, short red hair and long, pointy ears (Desperate). In the pocket: 3 cp, spectacles and a key.
Armour Class 6 [13] Chainmail armor Hit Points 14 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 12 INT 14 WIS 14 DEX 8 CON 10 CHA 5 Spells Charm Person, Shield, Knock, Knock, Dispel Magic, Lightning Bolt
Gerberta of Komor, a level 1 Elf. She has long blonde pony-tail, crystal blue eyes and long, skinny fingers (Upset). In the pocket: a comb.
Armour Class 4 [15] Plate-mail armor Hit Points 0 Attacks 1 × Hand Axe (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 10 WIS 11 DEX 7 CON 7 CHA 3 Spells Sleep
Bulletin |
---|
“Traveling to Silverbend? I will pay you for carrying a package for me. Yours, Reinteus Nadaltrude” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Lefin Brighthelm” |
d6 | Rumor |
---|---|
1 | Reinteus Nadaltrude is willing to pay well for a delivery job. |
2 | Lefin Brighthelm’s Custom-Fit Armor (actually an Armour +2) is somewhere in the Shrine of the Deadly Ogre |
3 | The Temple Of The Mad Hopes is atop a rocky hill, somewhere in Dragonclaw Plains |
4 | Alamanda Erchamger’s Sturdy Leather Boots (actually a Boots of Travelling and Leaping) is somewhere in the Lair of the Tormented Blood |
5 | Hachar Bellavita has a bottle he would like delivered to Brewfish |
6 | There’s a Black Dragon in the Shrine Of The Unholy Blades |
Guards
Ashar of Starra, a level 5 Fighter. He has short white hair, deep blue eyes and a deep scar on the right arm (Upset). In the pocket: a dirty handkerchief and 3 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 19 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Chaotic STR 15 INT 9 WIS 12 DEX 15 CON 10 CHA 8 Spells
Baldwar of Obeshire, a level 3 Fighter. He has a goatee beard, enchanting green eyes and a missing middle-finger (Forceful). In the pocket: 3 cp.
Armour Class 0 [19] Plate-mail armor Hit Points 11 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 13 INT 6 WIS 5 DEX 18 CON 6 CHA 9 Spells
Animal Pound
Manager: Lefin Brighthelm. He has wise brown eyes, a scruff and freckles (Tired). In the pocket: 1 cp.
- Custom-Fit Armor is lost (or so claimed). (Secret: This is actually an Armour +2 and it is currently somewhere in the Shrine of the Deadly Ogre)
- Finder’s reward is 440gp
Bank
Manager: Gerlinde Godelinde. She has enchanting green eyes, wild brown hair and a deep scar on the cheek (Scared). In the pocket: a quill.
Amara’s Companions (Brothel)
Owner: Amara Benvenuta. She has enchanting green eyes, delicate features and freckles (Desperate). In the pocket: a comb.
Otilde’s (Witch)
Owner: Otilde of Ryku. She has deep blue eyes, long almond hair and an earring (Apprehensive). In the pocket: 1 cp and 3 sp.
- Otilde is usually eating her meals in the The Unicorn & The Crying Paladin Tavern.
Justinna’s Clinic (Physician)
Owner: Justinna Cunihilda. She has wavy almond hair, cold dark eyes and a nose ring (Arrogant). In the pocket: a quill and 4 sp.
- Collaborates with the The Spears Of Victory.
- Justinna enjoys dining with her friends in the The Unicorn & The Crying Paladin Tavern.
Dalibor’s Spices (Spices)
Owner: Dalibor Cadhoiarn. He has a frowny expression, wise dark eyes and a nose ring (Disoriented). In the pocket: a dirty handkerchief.
- Dalibor is frequenting the The Unicorn & The Crying Paladin Tavern on his time off.
Mortician
Manager: Gaucia of Yaara. She has short white hair, enchanting green eyes and a deep scar on the cheek (Paranoid). In the pocket: a quill, spectacles and a dagger.
- Member of the The Spears Of Victory.
- Gaucia has a special interest in Hedenna of Ophar.
- Gaucia enjoys dining with her friends in the The Unicorn & The Crying Paladin Tavern.
Hillinus’s (Mill)
Owner: Hillinus of Izan. He has cold dark eyes, short blonde hair and a deep scar on the cheek (Panicky). In the pocket: 2 cp and a smoking pipe.
Nunnery
Manager: Reinteus Nadaltrude. He has wise brown eyes, a scruff and an earring (Energetic). In the pocket: 1 cp.
- Reinteus has an affair with Grimhar of Envar.
- Looking for someone to deliver a sealed crate to Electo of Inndera in Silverbend.
- Reward is 700 gp
Hrotho’s Salon (Salon)
Owner: Hrotho of Usor. He has a frowny expression, wise brown eyes and a face tattoo (Depressed).
- Member of the The Spears Of Victory.
Alcfrida’s Supply (General Goods)
Item | Price |
---|---|
FurVest | 1 sp |
Pole (10’ long, wooden) | 8 sp |
Lens | 9 gp |
Chain (Foot) | 2 gp |
Sack (small) | 8 sp |
Holy water (vial) | 20 gp |
High Boots | 2 gp |
Adventurer’s Outfit | 8 gp |
Holy symbol | 20 gp |
Owner: Alcfrida of Yazar. She has wild blonde hair, wild green eyes and a neck band (Scared). In the pocket: 2 cp, a smoking pipe and a passphrase note.
- Alcfrida has is in love with Theodo Superantia.
Arbar’s Liquor (Liquor)
Item | Price |
---|---|
Common Beer (Barrel) | 6 gp |
Cider (Barrel) | 10 gp |
Craft Beer (Barrel) | 15 gp |
Royal Quality Wine (Barrel) | 189 gp |
Owner: Arbar of Magicka. He has crystal blue eyes, short black hair and a deep scar on the cheek (Hurt). In the pocket: dice and a magnifying glass.
- Member of the The White Wolves.
Altilde’s Visions (Fortune Teller)
Owner: Altilde of Barin. She has wavy white hair, wild green eyes and a face tattoo (Disorganized).
Madwin’s Smoked Fish And More (Smokehouse)
Owner: Madwin of Koru. He has crystal blue eyes, short red hair and a neck band (Nervous). In the pocket: 2 cp.
- Member of the The Black Bones.
Reinteus’s blade (Armor & Weapons)
Item | Price |
---|---|
Silver Dagger | 29 gp |
Short Sword | 6 gp |
Mace | 4 gp |
Sword | 9 gp |
Warhammer | 4 gp |
Owner: Reinteus Ermenbalda. He has a short red beard, crystal blue eyes and a face tattoo (Scared). In the pocket: dice and 5 sp.
- Reinteus is usually eating his meals in the The Unicorn & The Crying Paladin Tavern.
Hartwin’s Harp & Lute (Music)
Item | Price |
---|---|
Hand Drum | 9 gp |
Flute | 19 gp |
Small Bell | 9 sp |
Owner: Hartwin of Nyaro. He has wild green eyes, a short blonde beard and an earring (Offended). In the pocket: a dirty handkerchief and a smoking pipe.
- Twice a season, Hartwin will want to find exquisite tonewood in hex 54 (Pantheon Plains) and will look for someone to protect him throughout the journey.
Agenna’s (Tanner)
Owner: Agenna Felicitas. She has wise brown eyes, delicate features and an earring (Timid). In the pocket: a comb, an empty vial and 1 gp.
- Member of the The Spears Of Victory.
Town of Askias Town of Askias
- Located in: Hex 2
- Population: 4760 townsfolk
Town Shops & Services
Inn (Cursed Torch Inn), Guards (Actard, Roberta, Ermenhar), Music (Ebbo’s Guitar & Flute), Tailor (Ebbo’s Fashion), Witch (Baltrude’s ), General Goods (Gerward’s Goods), Mill (Elsaria’s ), Liquor (Marcher’s Liquor), Hatter (Liuthard’s cap), Daycare, Brewery (Velerio’s Good Stuff), Vehicle Maker (Albilde’s ), Spices (Dúin’s Spices), Jeweler (Gontard’s sparkly things), Blacksmith (Senkata’s Blade), Game Shop (Wilher’s Games), Distillery (Langward’s ), Cobbler (Villana’s Shoes), Fish Market (Otilde’s Sea Products), Post Office (Lanthar’s ), Veterinarian (Temidia’s Pet Hospital), Nunnery, Tinkerer (Bontempo’s Devices), Bathhouse (Haimo’s Steam & Bath), Craft (Hartwin’s Handmades), Physician (Balsinde’s Clinic), Animal Supplies (Lotar’s Barn & Yarn), Bakery (Baius’s Bun), Mortician, Flower Shop (Theuda’s Flowers), Stables (Gismunda’s riders), Barracks, Bunkhouse (Sabbata’s ), Prison, Animal Pound, Trade Post (Pancia’s )
Cursed Torch Inn
Keeper
Owned and managed by Ecco Hilderada. He has deep blue eyes, a long red beard and freckles (Aghast). In the pocket: dice, 2 sp and a small flute.
Staff
Sieger Lantberga. He has deep blue eyes, a goatee beard and a deep scar on the cheek (Uncomfortable). In the pocket: 2 cp, 2 sp and a ransom note.
Malger of Akeba. He has a goatee beard, crystal blue eyes and a deep scar on the cheek (Remorseful). In the pocket: 3 cp, 5 sp and a love note.
- Member of the The Black Bones.
Aclehard Mancinagross. He has a strong, prominent chin, wise brown eyes and a neck band (Disoriented). In the pocket: a quill, 2 sp and a love note.
- Member of the The Black Bones.
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of shellfish, glazed with ale and served with steamed vegetables for 2 sp |
2 | Stewed tenders of fish, glazed with white wine and served with baked potatoes for 1 sp⬝Cooked chunks of chicken, marinated in white wine and served with mashed potatoes for 2 sp⬝Cooked slices of pork, glazed with white wine and served with mashed potatoes for 1 sp⬝Barbecued chunks of pork, glazed with garlic and wine and served with steamed vegetables for 1 sp |
3 | Barbecued slices of meat, marinated in honey and herbs and served with steamed vegetables for 1 sp⬝Cooked fillet of shellfish, marinated in garlic and wine and served with baked potatoes for 2 sp⬝Barbecued fillet of shellfish, glazed with honey and herbs and served with baked potatoes for 1 sp |
4 | Stewed chunks of meat, glazed with red wine and served with fresh salad for 2 sp⬝Stewed chunks of pork, marinated in red wine and served with fresh salad for 1 sp⬝Barbecued tenders of meat, marinated in red wine and served with steamed vegetables for 2 sp⬝Stewed chunks of meat, marinated in garlic and wine and served with fresh salad for 1 sp |
Patrons & Visitors
Gismunda of Reza (when not in shop)
Flaminio Theodenanda (when not in shop)
Senkata Supplicia (when not in shop)
Ebbo Liutwarde (when not in shop)
Ebbo of Sagoth (when not in shop)
Huno Gautlinde, a level 2 Thief. He has a short brown beard, deep blue eyes and a sigil tattooed behind the ear (Terrified). In the pocket: 1 cp, a smoking pipe and a ransom note.
Armour Class 7 [12] Leather armor Hit Points 10 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 4 WIS 12 DEX 11 CON 13 CHA 13 Spells
Hedenna Zawissius, a level 3 Cleric. She has delicate features, deep blue eyes and strong-looking hands (Puzzled). In the pocket: dice and 3 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 13 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 9 WIS 11 DEX 12 CON 13 CHA 10 Spells Cure Light Wounds (Cause Lt. Wounds), Light (Darkness)
Gunnora Bernhilde, a level 2 Cleric. She has long brown hair, enchanting green eyes and long, skinny fingers (Unimpressed). In the pocket: 2 cp, 4 sp and a small flute.
Armour Class 7 [12] Leather armor Hit Points 9 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Chaotic STR 16 INT 11 WIS 15 DEX 11 CON 15 CHA 13 Spells Protection from Evil
Hildewin Gospatric, a level 2 Fighter. He has a thick moustache, deep blue eyes and a big nose-ring (Calm). In the pocket: 2 cp.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 6 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 16 INT 11 WIS 13 DEX 17 CON 7 CHA 8 Spells
Bulletin |
---|
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Elsaria of Zelata” |
“Son is missing! My son is missing since last week. Please reach out to me if you can help. Ebbo Liutwarde” |
d6 | Rumor |
---|---|
1 | Villana of Tair’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Tomb of the Foresaken Spider |
2 | Hartwin of Tenza’s son is held captive in the Lair Of The Tormented Blood |
3 | Senkata Supplicia has a chest she would like delivered to Thalis |
4 | Villana of Tair’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Tomb of the Foresaken Spider |
5 | There’s an Invisible Stalker (Monster) in the Temple Of The Mad Hopes |
6 | Liuthard Siclebert is willing to pay well for a delivery job. |
Guards
Actard Fredemund, a level 3 Fighter. He has a short blonde beard, deep blue eyes and a deep scar on the right arm (Depressed). In the pocket: a comb, a smoking pipe and a key.
Armour Class 5 [14] Leather armor + Shield Hit Points 11 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 18 INT 3 WIS 13 DEX 14 CON 6 CHA 8 Spells
Roberta Pentecoste, a level 6 Fighter. She has cold dark eyes, delicate features and a missing middle-finger (Contented). In the pocket: a comb and 5 sp.
Armour Class 5 [14] Chainmail armor Hit Points 31 Attacks 1 × Staff (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 10 WIS 9 DEX 12 CON 11 CHA 10 Spells
Ermenhar Framtrude, a level 6 Fighter. He has crystal blue eyes, short red hair and a strong, muscular physique (Worried). In the pocket: a dirty handkerchief.
Armour Class 4 [15] Chainmail armor Hit Points 35 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 11 WIS 9 DEX 14 CON 14 CHA 15 Spells
Ebbo’s Guitar & Flute (Music)
Item | Price |
---|---|
Small Bell | 1 gp |
Flute | 28 gp |
Owner: Ebbo Liutwarde. He has a big round belly, wise dark eyes and an earring (Ecstatic). In the pocket: 2 cp and 4 sp.
- Member of the The Black Bones.
- Son is missing since last week. (Secret: Held captive in the Temple of the Mad Hopes)
- Recovery reward is a decorated sword (actually a Sword +1, +3 vs Enchanted Creatures).
- Ebbo likes spending his time in the Cursed Torch Inn.
- Once a season, Ebbo will want to find exquisite tonewood in hex 43 (Dragonclaw Plains) and will look for someone to protect him throughout the journey.
Ebbo’s Fashion (Tailor)
Item | Price |
---|---|
Common Robe | 7 sp |
Warm Gloves | 8 sp |
Royal Suit | 387 gp |
Uniform | 8 gp |
Owner: Ebbo of Sagoth. He has a long white beard, wild green eyes and a nose ring (Hopeless). In the pocket: 1 cp.
- Member of the The Foul Truthseekers.
- Ebbo is usually eating his meals in the Cursed Torch Inn.
Baltrude’s (Witch)
Owner: Baltrude Knightwine. She has soft gentle features, wise brown eyes and a neck band (Calm). In the pocket: 3 cp and 4 sp.
- Member of the The Defiled Lambs.
Gerward’s Goods (General Goods)
Item | Price |
---|---|
Sack (large) | 1 gp |
Holy water (vial) | 20 gp |
Fine Shoes | 2 gp |
Fishing Rod | 8 sp |
Leather Vest | 1 sp |
Backback | 4 gp |
Crowbar | 8 gp |
Owner: Gerward Fredebald. He has wise brown eyes, a big round belly and an earring (Distressed). In the pocket: a quill.
- Member of the The Defiled Lambs.
- Gerward has is in love with Hilde Acleberta.
Elsaria’s (Mill)
Owner: Elsaria of Zelata. She has short and flowing brown hair, enchanting green eyes and freckles (Petrified). In the pocket: a deck of cards and 4 sp.
- Dragon’s Skin Carpet is lost (or so claimed). (Secret: This is actually a Flying Carpet and it is currently somewhere in the Tomb of the Foresaken Spider)
- Finder’s reward is 2300gp
Marcher’s Liquor (Liquor)
Item | Price |
---|---|
Royal Quality Wine (Barrel) | 210 gp |
Common Wine (Barrel) | 21 gp |
Craft Beer (Barrel) | 16 gp |
Owner: Marcher Frotlinde. He has a thick moustache, wild green eyes and a neck band (Hurt). In the pocket: a dirty handkerchief.
- Looking for someone to deliver a sealed chest to Wilher Heidenrich in Brewfish.
- Reward is 500 gp
Liuthard’s cap (Hatter)
Item | Price |
---|---|
Veil | 8 sp |
Leather Hat | 7 sp |
Cap | 4 sp |
Owner: Liuthard Siclebert. He has a scruff, wise brown eyes and a face tattoo (Puzzled). In the pocket: a deck of cards.
- Looking for someone to deliver a sealed bottle to Rotharde of Kirah in Thalis.
- Reward is 700 gp
Daycare
Manager: Gersinde of Cahal. She has crystal blue eyes, delicate features and a nose ring (Moody). In the pocket: 1 cp.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +3 vs Dragons and it is currently somewhere in the Temple of the Mad Hopes)
- Finder’s reward is 320gp
Velerio’s Good Stuff (Brewery)
Item | Price |
---|---|
Cider (Barrel) | 9 gp |
Common Wine (Barrel) | 18 gp |
Owner: Velerio of Kraan. He has wild green eyes, short red hair and freckles (Unsatisfied).
Albilde’s (Vehicle Maker)
Owner: Albilde Sumarlidi. She has wise brown eyes, wild brown hair and a neck band (Lost). In the pocket: 3 cp, 2 sp and a small flute.
Dúin’s Spices (Spices)
Owner: Dúin Urgellesa. He has short red hair, wild green eyes and a face tattoo (Arrogant). In the pocket: 2 cp and 3 sp.
Gontard’s sparkly things (Jeweler)
Owner: Gontard Ermengaude. He has deep blue eyes, short black hair and a deep scar on the cheek (Enraged). In the pocket: 2 cp, a smoking pipe and a key.
Senkata’s Blade (Blacksmith)
Item | Price |
---|---|
Sling | 1 gp |
Lance | 4 gp |
Battle Axe | 6 gp |
Two-Handed Sword | 13 gp |
Cross Bow | 27 gp |
Owner: Senkata Supplicia. She has wise brown eyes, long red pony-tail and freckles (Helpless). In the pocket: a comb.
- Senkata has an affair with Haelcar of Agara.
- On her time off, Senkata will enjoy a drink or two in the Cursed Torch Inn.
- Looking for someone to deliver a sealed chest to Lefsy of Magicka in Thalis.
- Reward is 700 gp
Wilher’s Games (Game Shop)
Owner: Wilher Nadaltrude. He has wild green eyes, thick bushy eyebrows and a neck band (Guilty). In the pocket: a comb.
Langward’s (Distillery)
Item | Price |
---|---|
Common Beer (Barrel) | 5 gp |
Owner: Langward of Brewfish. He has crystal blue eyes, short black hair and a nose ring (Ashamed). In the pocket: a quill, a magnifying glass and a dagger.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Lair of the Tormented Blood)
- Finder’s reward is 440gp
- Looking for someone to deliver a sealed box to Haelcar of Agara in Thalis.
- Reward is 700 gp
Villana’s Shoes (Cobbler)
Owner: Villana of Tair. She has wise dark eyes, delicate features and a nose ring (Happy). In the pocket: 3 cp and an empty vial.
- Member of the The Defiled Lambs.
- Embroided Cloak is lost (or so claimed). (Secret: This is actually an Elven Cloak and Boots and it is currently somewhere in the Tomb of the Foresaken Spider)
- Finder’s reward is 1700gp
Otilde’s Sea Products (Fish Market)
Item | Price |
---|---|
Fishing Rod | 1 gp |
Salt (1 lb) | 2 gp |
Lobster | 1 gp |
Fresh Fish, Small | 4 sp |
Owner: Otilde Gautlinde. She has wise brown eyes, silky white hair and an earring (Overwhelmed). In the pocket: 2 cp, 3 sp and a key.
Lanthar’s (Post Office)
Owner: Lanthar Fritheburg. He has wise brown eyes, a goatee beard and an earring (Overwhelmed). In the pocket: 1 cp.
- Husband is missing since last week. (Secret: Held captive in the Temple of the Mad Hopes)
- Recovery reward is 2300 gp.
Temidia’s Pet Hospital (Veterinarian)
Owner: Temidia Hilderada. She has enchanting green eyes, short white hair and a neck band (Pained). In the pocket: 3 cp.
Nunnery
Manager: Flaminio Theodenanda. He has wise brown eyes, short black hair and a nose ring (Queasy). In the pocket: a comb.
- Flaminio is frequenting the Cursed Torch Inn on his time off.
Bontempo’s Devices (Tinkerer)
Item | Price |
---|---|
Thieves’ tools | 20 gp |
Stakes (3) and mallet | 2 gp |
Fishing Rod | 8 sp |
Quill | 4 sp |
Owner: Bontempo Liutberga. He has crystal blue eyes, no hair and freckles (Arrogant). In the pocket: a dirty handkerchief.
Haimo’s Steam & Bath (Bathhouse)
Owner: Haimo of Aziri. He has a strong, prominent chin, crystal blue eyes and a nose ring (Puzzled). In the pocket: 2 cp and 2 sp.
Hartwin’s Handmades (Craft)
Item | Price |
---|---|
Fishing Rod | 1 gp |
Thieves’ tools | 35 gp |
Small Bell | 1 gp |
Canvas (Sq. Yard) | 4 sp |
Quill | 7 sp |
Lens | 16 gp |
Owner: Hartwin of Tenza. He has crystal blue eyes, a two day stubble and a neck band (Repentant). In the pocket: dice.
- Son is missing since last week. (Secret: Held captive in the Lair of the Tormented Blood)
- Recovery reward is a decorated sword (actually a Sword +1).
Balsinde’s Clinic (Physician)
Owner: Balsinde of Medes. She has wise brown eyes, delicate features and freckles (Apprehensive). In the pocket: a deck of cards and an empty vial.
Lotar’s Barn & Yarn (Animal Supplies)
Owner: Lotar Pentecoste. He has short blonde hair, crystal blue eyes and a neck band (Heartbroken). In the pocket: a deck of cards.
- Member of the The Foul Truthseekers.
Baius’s Bun (Bakery)
Item | Price |
---|---|
Flour (1 lb) | 3 sp |
Pie (slice) | 3 cp |
Owner: Baius Sicleramna. He has a scruff, wise dark eyes and a deep scar on the cheek (Enraged). In the pocket: dice, spectacles and a dagger.
- Member of the The Foul Truthseekers.
Mortician
Manager: Gerhilde of Onher. She has wild green eyes, short blonde hair and freckles (Desperate). In the pocket: 3 cp, 4 sp and a ransom note.
Theuda’s Flowers (Flower Shop)
Owner: Theuda Bernswith. She has cold dark eyes, delicate features and a nose ring (Calm). In the pocket: 1 cp and a smoking pipe.
- Member of the The Foul Truthseekers.
Gismunda’s riders (Stables)
Item | Price |
---|---|
Draft Horse | 44 gp |
Mule | 33 gp |
Riding Horse | 82 gp |
Owner: Gismunda of Reza. She has soft gentle features, enchanting green eyes and freckles (Persuasive). In the pocket: 2 cp and 4 sp.
- Gismunda is usually eating her meals in the Cursed Torch Inn.
Barracks
Manager: Wulfger Theodemar. He has deep blue eyes, short black hair and a nose ring (Unsatisfied). In the pocket: 2 cp and an empty vial.
Sabbata’s (Bunkhouse)
Owner: Sabbata Meinberga. She has flowing brown hair, deep blue eyes and a neck band (Shocked). In the pocket: 2 cp, 4 sp and a love note.
Prison
Manager: Theodora Nymphidius. She has wise brown eyes, silky almond hair and a face tattoo (Worried). In the pocket: dice.
Animal Pound
Manager: Gerhelma of Qurra. She has short brown pony-tail, wild green eyes and a neck band (Nervous). In the pocket: 3 cp.
- Collaborates with the The White Wolves.
Pancia’s (Trade Post)
Owner: Pancia of Qona. She has cold dark eyes, short red pony-tail and a neck band (Remorseful). In the pocket: 1 cp.
- Member of the The Foul Truthseekers.
- Looking for someone to deliver a mysterious crate to Arntrude of Palemoon in Thalis.
- Reward is 500 gp
Inns
The Devil’s Arrow Inn The Devil’s Arrow Inn
Keeper
Owned and managed by Erberta of Nanu. She has short and well-brushed brown hair, wise dark eyes and freckles (Heartbroken). In the pocket: 3 cp, a smoking pipe and a vial with a dark liquid.
Staff
Vuteria of Belesa. She has crystal blue eyes, soft gentle features and freckles (Relieved). In the pocket: 2 cp.
- Member of the The Spears Of Victory.
Trimer Reintilde. He has wise brown eyes, no hair and a deep scar on the cheek (Panicky). In the pocket: dice.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of fish, marinated in white wine and served with mashed potatoes for 2 sp⬝Stewed fillet of pork, glazed with ale and served with fresh salad for 1 sp⬝Cooked chunks of meat, glazed with red wine and served with cooked rice for 2 sp⬝Barbecued slices of meat, glazed with white wine and served with cooked rice for 2 sp |
2 | Cooked fillet of shellfish, marinated in honey and herbs and served with steamed vegetables for 1 sp⬝Barbecued tenders of pork, glazed with red wine and served with mashed potatoes for 2 sp⬝Stewed slices of shellfish, glazed with ale and served with steamed vegetables for 2 sp⬝Cooked slices of meat, glazed with ale and served with fresh salad for 2 sp |
3 | Stewed slices of pork, marinated in white wine and served with steamed vegetables for 2 sp⬝Stewed tenders of shellfish, marinated in red wine and served with steamed vegetables for 2 sp⬝Stewed slices of fish, glazed with honey and herbs and served with fresh salad for 1 sp |
4 | Cooked tenders of shellfish, marinated in ale and served with mashed potatoes for 2 sp⬝Barbecued chunks of shellfish, glazed with white wine and served with mashed potatoes for 2 sp⬝Cooked chunks of shellfish, marinated in garlic and wine and served with mashed potatoes for 2 sp |
Patrons & Visitors
Milia of Brewfish, a level 7 Dwarf. She has flowing brown hair, enchanting green eyes and big, bulbous nose (Repentant). In the pocket: dice.
Armour Class 5 [14] Chainmail armor Hit Points 36 Attacks 1 × Short Sword (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 10 INT 14 WIS 10 DEX 9 CON 13 CHA 3 Spells
Gunso Fridewald, a level 2 Halfling. He has deep blue eyes, short almond hair and round, bulbous nose (Embarrassed). In the pocket: a comb and an empty vial.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 11 WIS 7 DEX 15 CON 15 CHA 16 Spells
Flaminio Bellissimo, a level 7 Cleric. He has deep blue eyes, short blonde hair and long, skinny fingers (Energetic). In the pocket: a deck of cards.
Armour Class 5 [14] Leather armor + Shield Hit Points 35 Attacks 1 × Sling (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 13 INT 15 WIS 15 DEX 13 CON 16 CHA 5 Spells Cure Light Wounds (Cause Lt. Wounds), Resist Cold, Resist Fire, Silence 15’ Radius, Striking, Cure Disease (Cause Disease), Create Water, Quest (Remove Quest)
Wilhilde Ketilbern, a level 7 Magic-user. She has deep blue eyes, delicate features and decorated book linked to a strap around the chest (Sickened). In the pocket: a comb, 2 sp and 2 gp.
Armour Class 10 [9] Unarmored Hit Points 33 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Neutral STR 9 INT 13 WIS 14 DEX 8 CON 16 CHA 7 Spells Protection from Evil, Charm Person, Light (Darkness), Detect Evil, Mirror Image, Fly, Fly, Polymorph Self
Olcaviva of Ryku, a level 2 Dwarf. She has short black hair, wise brown eyes and big, bulbous nose (Delighted). In the pocket: a deck of cards.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 5 WIS 10 DEX 15 CON 17 CHA 14 Spells
Volkward of Gezai, a level 1 Fighter. He has wise dark eyes, a thick moustache and a strong, muscular physique (Depressed). In the pocket: a dirty handkerchief, 4 sp and 2 gp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 5 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 12 INT 5 WIS 8 DEX 16 CON 14 CHA 16 Spells
d6 | Rumor |
---|---|
1 | Benno Erchamrich’s Custom Sword (actually a Sword +1, Light) is somewhere in the Lair of the Mourning Skeletons |
2 | Wikard Bernswith’s Wool Carpet (actually a Flying Carpet) is somewhere in the Temple of the Mad Hopes |
3 | Gainard of Marook’s son is held captive in the Temple Of The Savage Desire |
4 | There’s a Blue Dragon in the Lair Of The Mourning Skeletons |
5 | There’s a Gecko somewhere in Bonecrusher Woods. |
6 | There’s a Gorgon in the Temple Of The Savage Desire |
Flaming Arrow Inn Flaming Arrow Inn
Keeper
Owned and managed by Azier Driwethen. He has short red hair, wild green eyes and an earring (Rejected). In the pocket: 3 cp, a magnifying glass and 1 gp.
Staff
Dúin Ermengilde. He has short brown hair, wise brown eyes and freckles (Joyful). In the pocket: a dirty handkerchief and an empty vial.
Mandisima of Zakar. She has wise brown eyes, long white pony-tail and a deep scar on the cheek (Aggressive). In the pocket: a deck of cards and 4 sp.
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of pork, glazed with white wine and served with cooked rice for 1 sp⬝Stewed chunks of shellfish, glazed with garlic and wine and served with cooked rice for 2 sp⬝Stewed chunks of shellfish, glazed with garlic and wine and served with mashed potatoes for 1 sp |
2 | Cooked chunks of meat, glazed with ale and served with fresh salad for 1 sp |
3 | Cooked slices of chicken, marinated in honey and herbs and served with cooked rice for 1 sp⬝Barbecued chunks of chicken, glazed with ale and served with cooked rice for 2 sp⬝Cooked tenders of meat, glazed with red wine and served with fresh salad for 1 sp⬝Cooked chunks of meat, glazed with garlic and wine and served with baked potatoes for 1 sp |
4 | Cooked chunks of shellfish, marinated in white wine and served with fresh salad for 2 sp⬝Barbecued fillet of fish, glazed with garlic and wine and served with mashed potatoes for 2 sp |
Patrons & Visitors
Ithamar Walantrude, a level 1 Halfling. He has a strong, prominent chin, wise brown eyes and round, bulbous nose (Confident). In the pocket: 2 cp, an empty vial and a small gem (worth 10 gp).
Armour Class 4 [15] Chainmail armor + Shield Hit Points 6 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 6 WIS 8 DEX 10 CON 10 CHA 12 Spells
Fakard Aldebrand, a level 1 Elf. He has enchanting green eyes, short red hair and a sigil tattooed on the neck (Overwhelmed). In the pocket: 2 cp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 1 Attacks 1 × Club (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 18 WIS 6 DEX 10 CON 10 CHA 9 Spells Sleep
Lautrude Pentecoste, a level 1 Halfling. She has long and well-brushed almond hair, crystal blue eyes and round, bulbous nose (Petrified). In the pocket: a dirty handkerchief, a smoking pipe and a death threat note.
Armour Class 5 [14] Leather armor + Shield Hit Points 2 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 18 INT 5 WIS 8 DEX 14 CON 14 CHA 8 Spells
Sabbata Bonissima, a level 1 Elf. She has cold dark eyes, long and curly black hair and long, pointy ears (Frustrated). In the pocket: a quill, 3 sp and a ransom note.
Armour Class 7 [12] Leather armor + Shield Hit Points 5 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 10 WIS 13 DEX 8 CON 12 CHA 13 Spells Read Languages
Narwin Madalgude, a level 3 Dwarf. He has wild green eyes, short almond hair and big red cheeks (Moody). In the pocket: 2 cp and 5 sp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 18 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 7 WIS 11 DEX 14 CON 13 CHA 9 Spells
Seconda of Ephosia, a level 1 Dwarf. She has short and silky white hair, enchanting green eyes and big, bulbous nose (Ashamed). In the pocket: 2 cp and spectacles.
Armour Class 6 [13] Leather armor Hit Points 5 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 4 WIS 8 DEX 13 CON 13 CHA 9 Spells
Celestus of Coalfield, a level 1 Elf. He has deep blue eyes, a long smoking pipe in his mouth and silky light skin (Contented). In the pocket: a dirty handkerchief.
Armour Class 3 [16] Plate-mail armor Hit Points 7 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 16 INT 14 WIS 14 DEX 11 CON 16 CHA 9 Spells Sleep
d6 | Rumor |
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1 | There’s a Frost Giant somewhere in Howling Wolves Shores. |
2 | Benno Erchamrich’s Custom Sword (actually a Sword +1, Light) is somewhere in the Lair of the Mourning Skeletons |
3 | Geldin Gurhoiarn is willing to pay well for a delivery job. |
4 | The Foul Truthseekers are using the Temple Of The Mad Hopes as their hideout. |
5 | Nadeger Verderosa’s son is held captive in the Tomb Of The Raging Fire |
6 | Liutmar Wenceslas’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Lair of the Tormented Blood |
Dungeons
Tomb of the Furious Pain Tomb of the Furious Pain
Conspectus
Encounters
5 Giant Rats (area 10) 12 Killer Bees (area 8, area 19) 5 Spitting Cobras (area 6, area 18)
5 Giant Bats (area 2) 8 Pit Vipers (area 11)
2 Black Widows (area 3) 3 Carcass Crawlers (area 22) 2 Wights (area 16)
4 Spectres (area 15)
Treasure
1,760 gp in coins. 4,377 gp in gems. 40,255 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 |
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1 | Carcass Crawler | Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75 |
2 | 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 |
3 | 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 |
4 | Killer Bees (2) | 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 |
1 : Dungeon Entrance
These stairs into the dungeon are located behind a giant skull’s gaping mouth.
There’s a 2-in-6 chance the barrels contain:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror near the wall on the left and some rotting remains of food spread all over the place
2 : Secret Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Bats are making inside this area.
Doorways
- East side - secret door (operated by a pressure plate lever somewhere in the dungeon)
Description
A large pentagram was painted here and the ceiling is scorched with burn marks. There’s also a foul smell of decay and rot.
- There are 5 Giant Bats inside. They will attack anyone stepping in.
Giant Bat
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite(1d4) THAC0: 18 [+1] Movement: 30’ (10’) /180’ (60’) flying Saving Throws: D12 W13 P14 B15S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
There’s also a burnt torch in the far corner and some traces of fur next to it
There’s a pressure plate lever that can open the secret door in area 2 (east)
3 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched wooden door (Half-broken).
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are a few burn marks on the ground. There are some large 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:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the left and some broken pieces of wood spread all over the place
The secret door on the south is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and the walls have some claw marks on. There’s also a foul smell of decay and rot.
- 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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Monster Hoard:
- 1 sp
There’s also an old broken mirror in the far corner and some broken pieces of wood spread all over the place
There’s a pressure plate lever that can open the secret door in area 3 (south)
4 : Entrance to the Crypt
- West side - arched wooden door (Half-broken).
5 : Entrance to the Shrine
- East side - round wooden door (Half-broken).
6 : Shrine
Doorways
- West side - round wooden door (Half-broken).
- South side - round bronze door (Barricaded).
Description
This area is dark and cold and the ceiling is covered with spots of green rot. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, hidden under canvas and dirt. 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 rotting human corpse. Searching it will uncover:
- Mace (Usable)
There’s also an old broken mirror near the wall on the left and some dry remains of food next to it
Searching will uncover an old leather pouch holding the key (🝎) to unlock the rectangular wooden door (to the east) in area 10
7 : South entrance to the Shrine
- North side - round bronze door (Barricaded).
8 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- North side - rectangular iron door (Stuck)
- South side - round bronze door (Stuck)
Description
This area stinks from excrements and the ground has some spots of yellow ooze on. There’s also a foul smell of decay and rot.
- There are 6 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
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There is no hoard.
There’s also an old, ripped backpack in the near corner and some broken pieces of wood spread all over the place
9 : Water Fountain
Clear water are coming out of the wall here.
10 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Rats are making inside this area.
Doorways
- East side - rectangular wooden door (Locked 🝎).
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
- South side - secret door (operated by a passphrase).
Description
It is dark and damp here and the ceiling is covered with cracks. Looking down, you see countless fragments of small animal skeletons.
- There are 5 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
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There is no hoard.
There’s also a torn quiver in the far corner and some torn pieces of clothing next to it
There’s a rope-pull lever that can open the secret door in area 10 (north)
11 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Pit Vipers are making inside this area.
Doorways
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
It is dark and damp here and there are several splatters of dark matter on the ground. Looking down, you see countless fragments of small animal skeletons.
- There are 8 Pit Vipers inside. They will attack anyone stepping in.
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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There is no hoard.
There’s also a burnt torch near the wall on the far end and some garlic leftovers next to it
12 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - secret door (operated by a passphrase).
Description
This area is dark and cold and the walls are covered with burn marks. There are some big 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:
- 260 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some ripped pieces of old rope spread all over the place
Searching will uncover a small wooden box holding the key (🜱) to unlock the rectangular iron door (to the north) in area 19
13 : Corridor Door
- There’s a rectangular wooden door (Half-broken)
14 : 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 crank lever somewhere in the dungeon) on the north wall. This is the only way into the room at 15
A third secret door (operated by a passphrase) on the east wall is connected to the room at 16
15 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the south wall. This is the only way in and out of this room.
Description
A large pentagram was painted here and there are several cracks on the ground. A strange sensation is creeping up your spine.
- There are 4 Spectres inside. They will attack anyone stepping in.
Spectre
Armour Class: 2 [17] Hit Dice: 6 Attacks: 1 × touch (1d8 + energy drain) THAC0: 14 [+5] Movement: 150’ (50’) / 300’ (100’) flying Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 11 Alignment: Chaotic XP: 725
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Monster Hoard:
- 900 gp
- 6 jewellery items worth 4,900 gp in total
- Ring of Invisibility
- Potion of Diminution
- Potion of Growth
There’s also an old broken mirror near the wall on the far end and some torn pieces of clothing spread all over the place
16 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the west wall.
- There’s a rectangular wooden door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with scorch marks. Other than that, there’s a silence of death in here.
- There are 2 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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There is no hoard.
There’s also a burnt torch near the wall on the left and some ripped pieces of old rope next to it
There’s a crank lever that can open the secret door in area 14 (north)
17 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - rectangular wooden door (Barricaded).
- East side - rectangular bronze door (Stuck).
- North side - arched bronze door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the walls are deeply fractured. There is a small barrel near the far wall.
The barrel is trapped. A strong acid ooze was applied on the barrel. 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 barrel contains:
- 60 gp
- 1 gems worth 10 gp in total
Otherwise, this place was already looted earlier.
There’s also a used flask of oil in the near corner and some garlic leftovers next to it
There’s a pressure plate lever that can open the secret door in area 23 (west)
18 : Library
Doorways
- South side - secret door (operated by a passphrase).
Description
It is dark and damp here and there are several scorch marks on the ground. You spot something quite big 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 skeleton of a goblin. Searching it will uncover:
- 40 gp
- Pole (Usable)
There’s also an old broken mirror in the far corner and some torn pieces of clothing next to it
19 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- South side - rectangular wooden door (Barricaded)
- North side - rectangular iron door (Locked 🜱)
Description
This area stinks from excrements and the ceiling is carved with claw marks. There’s also a foul smell of decay and rot.
- There are 6 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
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There is no hoard.
There’s also an old broken mirror near the wall on the far end and some ripped pieces of old rope next to it
20 : Water Fountain
Clear water are coming out of the wall here.
21 : Crypt
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular bronze door (Half-broken).
Description
This area stinks from excrements and the walls have several cracks 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 die in 1d4 turns.
There’s a 2-in-6 chance the bags contain:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver in the near corner and some broken pieces of wood next to it
22 : Dungeon Entrance
These stairs into the dungeon are located behind a giant skull’s gaping mouth.
- There are 3 Carcass Crawlers inside. They will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
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There is no hoard.
There’s also a used flask of oil near the wall on the left and some rotting remains of food spread all over the place
23 : Secret Chamber
Doorways
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon)
Description
This area is dark and cold and the walls are deeply fractured. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 420 gp
- Thieves’ tools (Unusable)
There’s also an old, ripped backpack near the wall on the right and some dry remains of food spread all over the place
Lair of the Tormented Blood Lair of the Tormented Blood
Conspectus
Hartwin of Tenza’s son is in area 4
Encounters
5 Stirges (area 8)
5 Cave Locusts (area 5) 4 Troglodytes (area 11) 4 Yellow Moulds (area 6)
2 Rock Pythons (area 10)
Treasure
2,033 gp in coins. 3,728 gp in gems. 26,050 gp in jewellery.
Liutmar Wenceslas’s Custom-Fit Armor is in area 3
Langward of Brewfish’s Decorated Sword is in area 7
Alamanda Erchamger’s Sturdy Leather Boots is in area 12
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 | 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 |
2 | 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 |
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 |
1 : Lair Entrance
This passage into the lair is under a wooden trapdoor buried 5 feet into the sand, with only an arrow-shaped sign pointing down hinting on the location .
2 : Cave Room
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
The air in this area is dense and misty and the ground is scorched with burn marks. There are some big chests near the far wall.
The chests are trapped. There’s a small gas-filled blister made of lizard’s intestine hidden under a pulling ring . 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 chests contain:
- 30 gp
- 2 gems worth 600 gp in total
Otherwise, this place was already looted earlier.
There’s also a burnt torch in the near corner and some torn pieces of clothing next to it
3 : Cave Room
Description
Dense spiderwebs are stretched between cave columns and the stalactites have several claw marks on. 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 suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a used flask of oil near the wall on the right and some broken pieces of wood spread all over the place
A plain looking wooden chest contains Liutmar Wenceslas’s (from Thalis) Custom-Fit Armor (actually an Armour +1)
4 : Cave Room
Foreshadowing
- A successful listening roll will reveal a faint sound of crying coming from inside this area.
Description
This area is dark and cold and the stalagmites are scorched with burn marks. You spot something quite big 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 orc corpse. Searching it will uncover:
- 40 gp
There’s also an old, ripped backpack near the wall on the far end and some traces of fur spread all over the place
The chained person is Hartwin of Tenza’s son from Askias. Though his mouth is gagged, he will try to warn about the trap.
5 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Cave Locusts are making inside this area.
Description
Dense spiderwebs are stretched between cave columns and the stalactites have some spots of green rot on. Flies swarm off bones covered with rotting flesh on the ground.
- There are 5 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.
There’s also an old broken mirror near the wall on the left and some traces of fur spread all over the place
6 : 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
This area is covered with egg-like cave blisters and the stalagmites are covered with claw marks. There are bones on the ground, clean bones.. almost bleach-white.
- There are 4 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 an old, ripped backpack in the far corner and some traces of fur spread all over the place
7 : Chamber
Description
Oversized fossilised mushrooms are covering this area and there are a few splatters of dark matter on the stalactites. 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 on pressure plate, 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 skeleton of a goblin. Searching it will uncover:
- 10 gp
- Rations (Unusable)
There’s also an old, ripped backpack near the wall on the right and some garlic leftovers spread all over the place
A plain looking wooden chest contains Langward of Brewfish’s (from Askias) Decorated Sword (actually a Sword +1)
8 : Cavern
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
Fossils of underwater creatures decorate the formations here and the canopy has several burn marks on. There’s movement inside.
- 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 105 gp in total
There’s also a rusty short sword near the wall on the right and some broken pieces of wood next to it
9 : A Vast Chamber
Description
Dense spiderwebs cover the stalactites and stalagmites and the ground is deeply fractured. 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 causing a sound sensitive membrane to vibrate. Save vs Poison or die in 1d4 turns.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- Leather Hat (Usable)
- Warm Cloak (Unusable)
- High Boots (Usable)
There’s also a rusty short sword near the wall on the left and some ripped pieces of old rope spread all over the place
10 : Cave Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Pythons are making inside this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalagmites are deeply fractured. There’s also a foul smell of decay and rot.
- There are 2 Rock Pythons inside. They will attack anyone stepping in.
Rock Python
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × bite (1d4 + constriction) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 Alignment: Neutral XP: 300
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Monster Hoard:
- 63 gp
There’s also a burnt torch near the wall on the right and some garlic leftovers spread all over the place
11 : Cave Dig
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 stalactites are covered with spots of green rot. You see glowing eyes staring at you from inside.
- There are 4 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:
- 500 gp
- 18 gems worth 1,530 gp in total
- Arrows +1 (Basic: 10; Expert: 2d6 arrows)
- Bag of Holding
- Ring of Fire Resistance
There’s also a torn quiver in the near corner and some traces of fur next to it
12 : Cave Hall
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
This area stinks from excrements and the ground is scorched with burn marks. There is a very big jar near the far wall.
The jar is trapped. There’s a small gas-filled blister made of rat’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:
- 1,360 gp
Otherwise, this place was already looted earlier.
There’s also a burnt torch near the wall on the far end and some traces of fur spread all over the place
A wooden barrel contains Alamanda Erchamger’s (from Odrea) Sturdy Leather Boots (actually a Boots of Travelling and Leaping)
Shrine of the Unholy Blades Shrine of the Unholy Blades
Conspectus
The Black Bones are using this dungeon, and theres a 2 in 6 chance to find Landward Fridewald together with his acolytes or mediums here.
Encounters
3 Mediums (area 1) 13 Spitting Cobras (area 3, area 6, area 8)
2 Giant Toads (area 18)
5 Black Bears (area 16, area 21) 10 White Apes (area 4, area 5)
Rock Living Statue (area 14)
Black Dragon (area 10)
Treasure
7,195 gp in coins. 4,552 gp in gems. 46,775 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 | Spitting Cobras (2) | 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 |
1 : Dungeon Entrance
These stairs into the dungeon are inside a cave on the face of a steep cliff .
- 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 broken mirror in the near corner and some garlic leftovers spread all over the place
Searching will uncover a nook in the wall holding the key (🝙) to unlock the arched iron door (to the east) in area 2
There are oversized torches in the alcoves here.
2 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- North side - rectangular wooden door (Half-broken).
- South side - rectangular wooden door (Locked 🝃).
- East side - arched iron door (Locked 🝙).
Description
This area is dark and cold and there are some splatters of dark matter on the ceiling. There is a small bag near the far wall.
The bag is trapped. Loose stones are locked above the bag, released when a switch thrown casually inside 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 bag contains:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil near the wall on the left and some garlic leftovers spread all over the place
Searching will uncover a goat’s skull holding the key (🝃) to unlock the rectangular wooden door (to the south) in area 2
There’s a pressure plate lever that can open the secret door in area 18 (west)
3 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras 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 ground is covered with spots of green rot. There’s some sort of a beast inside.
- There are 6 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 rusty short sword in the far corner and some torn pieces of clothing next to it
There’s a rope-pull lever that can open the secret door in area 3 (west)
4 : Dungeon Entrance
These stairs into the dungeon are inside an abandoned wooden cabin, under loose floor boards .
- 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 torn quiver near the wall on the right and some dry remains of food spread all over the place
5 : Secret Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- North side - secret door (operated by a passphrase)
Description
Dense spiderwebs cover the corners of the room and the walls are deeply fractured. 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 an old broken mirror near the wall on the far end and some rotting remains of food next to it
6 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - odd-shaped wooden door (Stuck).
- South side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and the ceiling is deeply fractured. There’s some sort of a beast inside.
- There are 6 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 used flask of oil near the wall on the far end and some rotting remains of food next to it
The secret door on the south is leading to a secret chamber:
Description
The air in this area is dense and misty and there are several claw marks on the ground. There is a big crate near the far wall.
The crate is trapped. Loose stones are locked above the crate, released when a switch embedded in one of the wooden planks 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 crate contains:
- 60 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil in the far corner and some torn pieces of clothing next to it
There’s a pressure plate lever that can open the secret door in area 10 (north)
7 : Laboratory
Doorways
- East side - round wooden door (Barricaded).
- North side - round wooden door (Half-broken).
- South side - secret door (operated by a passphrase).
Description
You hear the sound of water dripping down and the walls have some spots of green rot 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 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.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 40 gp
- Mirror (Usable)
- Oil (Usable)
There’s also a burnt torch in the far corner and some torn pieces of clothing spread all over the place
Searching will uncover a nook in the wall holding the key (🝨) to unlock the round iron door (to the east) in area 10
8 : Laboratory
Description
There are stains of what seems to be blood all over the place and there are several claw marks on the ceiling. 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. Save vs Death or sustain 1d6 damage from long rusty spikes at the bottom.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 200 gp
- Leather Hat (Unusable)
- Mirror (Usable)
- Leather Hat (Usable)
There’s also an old broken mirror near the wall on the far end and some traces of fur spread all over the place
9 : Corridor
- There’s a round iron door (Locked 🝨) It is leading to the room in 10
10 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Dragon is making inside this area.
Doorways
- East side - rectangular iron door (Half-broken).
- South side - round iron door (Locked 🝨).
- 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 north wall.
Description
The air in this area is dense and misty and there are some fractures on the ground. There’s movement 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:
- 5,500 gp
- 23 jewellery items worth 19,000 gp in total
- Potion of Delusion
There’s also a used flask of oil in the far corner and some broken pieces of wood spread all over the place
11 : Corridor
This 80' corridor is leading to a round wooden door (Stuck) The door is leading to the Torture Chamber.
12 : Torture Chamber
Doorways
- West side - round wooden door (Stuck)
- Theres a secret door (operated by a passphrase) in the alcove on the north wall.
Description
The air in this area is dense and misty and there are a few cracks on the ceiling. There’s something lying on the floor.
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 orc corpse. Searching it will uncover:
- 10 gp
There’s also an old, ripped backpack near the wall on the right and some ripped pieces of old rope spread all over the place
13 : Torture Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - rectangular wooden door (Stuck)
- South side - a secret door (operated by a passphrase)
- North side - a rectangular wooden door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with spots of yellow ooze. There are some large barrels near the far wall.
The barrels are 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 die in 1d4 turns.
There’s a 2-in-6 chance the barrels contain:
- 1,080 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror near the wall on the far end and some dry remains of food next to it
14 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Living Statue is making inside this area.
Doorways
- west - rectangular bronze door (Stuck)
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is carved with claw marks. This is not looking good.
- 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.
There’s also a torn quiver in the far corner and some traces of fur spread all over the place
15 : Library
Doorways
- East side - arched wooden door (Barricaded).
Description
This area is dark and cold and the walls are covered with claw marks. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- Rope (Usable)
- Pole (Usable)
- Iron spikes (Usable)
There’s also a torn quiver in the far corner and some torn pieces of clothing spread all over the place
16 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bear is making inside this area.
Doorways
- South side - arched wooden door (Stuck)
- North side - rectangular wooden door (Stuck)
Description
This area is dark and cold and the ground is carved with claw marks. There’s some sort of a beast inside.
- There’s a Black Bear inside. It 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
Monster Hoard:
- 15 gp
There’s also an old, ripped backpack near the wall on the far end and some broken pieces of wood next to it
There’s a crank lever that can open the secret door in area 18 (east)
17 : Water Fountain
Clear water are coming out of the wall here.
18 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- South side - round wooden door (Half-broken).
- East side - secret door (operated by a crank lever somewhere in the dungeon).
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Tall shelves made of rotting wood are fixtured here and there are some spots of yellow ooze 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
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There is no hoard.
There’s also a used flask of oil near the wall on the far end and some rotting remains of food next to it
19 : Shrine
Doorways
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the walls are covered with burn marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
- Pole (Usable)
- Oil (Usable)
- Mirror (Usable)
There’s also a burnt torch near the wall on the left and some broken pieces of wood next to it
20 : Shrine
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Countless humanoid skulls “decorate” the boundries here and the ground has some cracks on. There is a large 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 die in 1d4 turns.
There’s a 2-in-6 chance the crate contains:
- 200 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack near the wall on the right and some ripped pieces of old rope spread all over the place
21 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- West side - rectangular wooden door (Barricaded)
- East side - rectangular bronze door (Half-broken)
Description
You hear the sound of water dripping down and the ceiling is covered with splatters of dark matter. 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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There is no hoard.
There’s also a used flask of oil near the wall on the left and some rotting remains of food spread all over the place
22 : Water Fountain
Clear water are coming out of the wall here.
Lair of the Mourning Skeletons Lair of the Mourning Skeletons
Conspectus
Mauger Admiranda’s wife is in area 13
Encounters
3 Goblins (area 12) 4 Killer Bees (area 11)
11 Yellow Moulds (area 13, area 19)
2 Black Widows (area 17) Carcass Crawler (area 5) 6 Hellhounds (area 8)
4 Driver Ants (area 4)
3 Cockatrices (area 3) 5 Rock Pythons (area 7, area 20)
Blue Dragon (area 16)
Treasure
50,945 gp in coins. 14,783 gp in gems. 46,033 gp in jewellery.
Benno Erchamrich’s Custom Sword is in area 11
Velerio of Belesa’s Decorated Sword is in area 20
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 | 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 |
2 | 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 |
3 | Carcass Crawler | Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75 |
1 : Lair Entrance
This passage into the lair is in the basement of an abandoned inn .
2 : Cavern
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
This area stinks from excrements and the stalactites are covered with scorch marks. There are some large jars near the far wall.
There’s a 2-in-6 chance the jars contain:
- 40 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil in the far corner and some dry remains of food spread all over the place
3 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Cockatrices are making inside this area.
Description
The flowstone on the ground shimmers through the darkness and the stalagmites have a few cracks on. You feel the warm stench of a monster’s breath.
- There are 3 Cockatrices inside. They will attack anyone stepping in.
Cockatrice
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × beak (1d6 + petrification) THAC0: 15 [+4] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D10 W11 P12 B13 S14 (5) Morale: 7 Alignment: Neutral XP: 425
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Monster Hoard:
- 2,250 gp
There’s also a torn quiver near the wall on the right and some rotting remains of food spread all over the place
4 : Cave Hall
Foreshadowing
- A succesfull listening roll could detect the sounds that the Driver Ants are making inside this area.
Description
Pools of dark sludge are scattered all over the place and the canopy is carved with claw marks. There’s also a foul smell of decay and rot.
- There are 4 Driver Ants inside. They will attack anyone stepping in.
Driver Ant
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × bite (2d6) THAC0: 16 [+3] Movement: 180’ (60’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 (12 in melee) Alignment: Neutral XP: 125
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Monster Hoard:
- 41 gp
- 4 gems worth 130 gp in total
There’s also an old, ripped backpack near the wall on the right and some torn pieces of clothing next to it
5 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Carcass Crawler is making inside this area.
Description
Pools of dark sludge are scattered all over the place and the stalactites have a few fractures on. There’s also a foul smell of decay and rot.
- There’s a Carcass Crawler inside. It will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
There is no hoard.
There’s also a rusty short sword in the far corner and some garlic leftovers next to it
6 : Cavern
Description
The air in this area is dense and misty and the stalagmites have some splatters of dark matter 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 Heroism
- There’s also an old, ripped backpack near the wall on the left and some garlic leftovers spread all over the place
7 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Pythons are making inside this area.
Description
Fossils of underwater creatures decorate the formations here and the stalactites are carved with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 2 Rock Pythons inside. They will attack anyone stepping in.
Rock Python
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × bite (1d4 + constriction) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 Alignment: Neutral XP: 300
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Monster Hoard:
- 28 gp
There’s also a burnt torch in the far corner and some rotting remains of food spread all over the place
8 : Grotto
Foreshadowing
- A succesfull listening roll could detect the sounds that the Hellhounds are making inside this area.
Description
Oversized fossilised mushrooms are covering this area and the ground is deeply fractured. You feel the warm stench of a monster’s breath.
- There are 6 Hellhounds inside. They will attack anyone stepping in.
Hellhound
Armour Class: 4 [15] Hit Dice: 3 Attacks: 1 × bite (1d6) or 1 × breath (1d6 per HD) THAC0: By HD (17 [+2] to 13 [+6]) Movement: 120’ (40’) Saving Throws: By HD Morale: 9 Alignment: Chaotic XP: 50/125/300/500/850
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Monster Hoard:
- 30 gp
- 4 jewellery items worth 3,075 gp in total
There’s also a rusty short sword near the wall on the far end and some traces of fur next to it
9 : Cave Room
Description
It is dark and damp here and the stalagmites are covered with spots of green rot. 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 be paralized with mind twisting hallucinations for 1d6 turns
- There’s also a rusty short sword near the wall on the right and some broken pieces of wood spread all over the place
10 : Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Description
You hear the sound of water dripping down and the ground has some fractures on. There are some very big jars near the far wall.
The jars are 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 jars contain:
- 110 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some ripped pieces of old rope next to it
11 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Description
Dense spiderwebs are stretched between cave columns and the canopy is carved with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 4 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
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There is no hoard.
There’s also an old, ripped backpack in the near corner and some garlic leftovers next to it
An old dark leather bag contains Benno Erchamrich’s (from Kraan) Custom Sword (actually a Sword +1, Light)
12 : Cave Hall
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Description
This area is covered with egg-like cave blisters and the stalagmites have several spots of yellow ooze on. There’s movement inside.
- There are 3 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)
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Monster Hoard:
- 1 gp
There’s also a burnt torch near the wall on the left and some rotting remains of food next to it
13 : Cavern
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
- A successful listening roll will also reveal screams of fear coming from inside this area.
Description
Pools of dark sludge are scattered all over the place and the ground has some claw marks on. A strange sensation is creeping up your spine and a person is chained to the wall.
- 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 a burnt torch in the far corner and some traces of fur spread all over the place
The chained person is Mauger Admiranda’s wife from Farrwater.
14 : A Vast Chamber
Description
This area stinks from excrements and the canopy is scorched with burn marks. There’s a dead body here.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Sling (Usable)
- Short Bow (Usable)
There’s also a rusty short sword near the wall on the far end and some broken pieces of wood spread all over the place
15 : Cave Room
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 there are some scorch marks on the ground. There are some big 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 die in 1d4 turns.
There’s a 2-in-6 chance the bags contain:
- 2,000 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver in the far corner and some dry remains of food next to it
16 : A Vast Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blue Dragon is making inside this area.
Description
It is dark and damp here and the stalactites are covered with scorch marks. There’s something moving inside.
- There’s a Blue Dragon inside. Roll or decide for reaction.
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
Monster Hoard:
- 46,400 gp
- 80 gems worth 11,810 gp in total
- 27 jewellery items worth 22,500 gp in total
There’s also an old broken mirror near the wall on the left and some dry remains of food next to it
17 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Description
The air in this area is dense and misty and there are a few spots of green rot on the ground. 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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Monster Hoard:
- 3 gp
There’s also an old broken mirror in the far corner and some garlic leftovers spread all over the place
18 : Cave Dig
Description
You hear the sound of water dripping down and the canopy is deeply fractured. Faint colorful light is emitting from everywhere.
- 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 an old, ripped backpack in the near corner and some broken pieces of wood next to it
19 : Grotto
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
Description
Pools of dark sludge are scattered all over the place and the ground is scorched with burn marks. There are bones on the ground, clean bones.. almost bleach-white.
- There are 8 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 a used flask of oil in the near corner and some ripped pieces of old rope next to it
20 : Cavern
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rock Pythons are making inside this area.
Description
It is dark and damp here and the stalactites are covered with spots of green rot. Flies swarm off bones covered with rotting flesh on the ground.
- There are 3 Rock Pythons inside. They will attack anyone stepping in.
Rock Python
Armour Class: 6 [13] Hit Dice: 5 Attacks: 1 × bite (1d4 + constriction) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 Alignment: Neutral XP: 300
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There is no hoard.
There’s also a burnt torch near the wall on the far end and some broken pieces of wood next to it
A wooden barrel contains Velerio of Belesa’s (from Odrea) Decorated Sword (actually a Sword +2, Charm Person)
Crypt of the Doomed Pits Crypt of the Doomed Pits
Conspectus
Encounters
17 Giant Rats (area 9) 29 Rats (area 8)
2 Ghouls (area 27)
3 Black Widows (area 3)
6 Wraiths (area 6, area 25, area 26)
3 Mummys (area 22)
Treasure
4,606 gp in coins. 4,507 gp in gems. 36,665 gp in jewellery.
Maltia Blathilde’s Armor Of Sentimental Value is in area 26
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d1 | Encounter | Stats |
---|---|---|
1 | Rats (3) | 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 deep inside the mouth of a giant stone skull, entirely covered with moss and ivy .
- 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 used flask of oil in the near corner and some traces of fur next to it
Searching will uncover an old leather pouch holding the key (🝂) to unlock the rectangular bronze door (to the west) in area 9
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Dead End (Body)
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 340 gp
- 3 jewellery items worth 3,300 gp in total
- Mirror (Usable)
3 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- North side - round wooden door (Half-broken)
- South side - arched iron door (Stuck)
Description
A few small rats, so it seems, scurried back into hiding and there are a few fractures on the ceiling. There’s movement inside.
- There are 3 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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Monster Hoard:
- 3 gems worth 1,100 gp in total
There’s also a torn quiver in the far corner and some rotting remains of food next to it
4 : Water Fountain
Clear water are coming out of the wall here.
5 : Alcoved Corridor
- East side - a secret door (operated by a pressure plate lever somewhere in the dungeon) in an alcove.
- West side - a secret door (operated by a passphrase) in an alcove, leading to area 6.
There are hanging cages in the alcoves here. There are bare skeletons inside.
6 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- A secret door (operated by a passphrase) on the east wall is the only way in.
Description
The air in this area is dense and misty and the ground has a few spots of yellow ooze on. Other than that, there’s a silence of death in here.
- There are 2 Wraiths inside. They will attack anyone stepping in.
Wraith
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × touch (1d6 + energy drain) THAC0: 16 [+3] Movement: 120’ (40’) / 240’ (80’) flying Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 12 Alignment: Chaotic XP: 175
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Monster Hoard:
- 1,000 gp
There’s also a used flask of oil in the near corner and some garlic leftovers spread all over the place
There’s a pressure plate lever that can open the secret door in area 5 (east)
7 : Dead End (Body)
- Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
8 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- South side - a rectangular bronze door (Barricaded)
- North side - a round bronze door (Stuck)
Description
Countless humanoid skulls “decorate” the boundries here and the ceiling is covered with spots of yellow ooze. Flies swarm off bones covered with rotting flesh on the ground.
- There are 29 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:
- 3 gems worth 40 gp in total
There’s also a rusty short sword in the far corner and some garlic leftovers spread all over the place
There’s a pressure plate lever that can open the secret door in area 16 (east)
9 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Rats are making inside this area.
Doorways
- South side - a round iron door (Half-broken)
- North side - a rectangular bronze door (Locked 🝂)
Description
A small wooden altar is located at the center of this room and the ground has several cracks on. There’s movement inside.
- There are 17 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
Monster Hoard:
- 944 gp
There’s also a rusty short sword near the wall on the far end and some ripped pieces of old rope next to it
10 : Alcoved Corridor
- East side - a rectangular bronze door (Locked 🝂) leading into area 9.
There are hanging cages in the alcoves here. There are bare skeletons inside.
11 : Dead End
- There is nothing here.
12 : Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
- Mace (Unusable)
13 : Corridor
- rectangular wooden door (Half-broken) It is leading to the room in 14
14 : Library
Doorways
- North side - triangle iron door (Half-broken).
- There’s a secret door (operated by a passphrase) on the south wall.
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling has a few splatters of dark matter on. You spot something quite big 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 dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Hammer (Unusable)
- Pole (Usable)
- Short Bow (Usable)
There’s also an old broken mirror in the near corner and some ripped pieces of old rope next to it
Searching will uncover an old hollow torch holding the key (🜎) to unlock the arched iron door (to the north) in area 29
15 : Torture Chamber
Doorways
- East side - arched iron door (Stuck)
Description
Several wooden racks were fixtured here and the ground is covered with burn marks. Faint colorful light is emitting from everywhere.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
There’s also a used flask of oil in the near corner and some broken pieces of wood spread all over the place
There’s a crank lever that can open the secret door in area 20 (east)
16 : Secret Door to the corridor
Doorways
- East side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
17 : Dead End (Fountain)
- Clear water are coming out of a hole in the wall here
18 : Dead End (Fountain)
- Clear water are coming out of a hole in the wall here
19 : Corridor Door
- There’s a rectangular wooden door (Barricaded)
20 : 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 21
A third secret door (operated by a passphrase) on the south wall is connected to the room at 22
21 : Laboratory
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
This area stinks from excrements and the ceiling is scorched with burn marks. There’s also a colorful glow emitting from the ground.
- A few dozen of blue, red and yellow 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 rusty short sword in the near corner and some torn pieces of clothing next to it
22 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the north wall.
- There’s a round iron door (Half-broken).
Description
Numerous fragments of torn paper are scattered all over the place and there are several claw marks on the walls. Something here makes the hair at the back of the neck stand.
- There are 3 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:
- 75 gp
- 5 jewellery items worth 3,525 gp in total
- Sword +1
There’s also an old broken mirror near the wall on the left and some broken pieces of wood next to it
There’s a pressure plate lever that can open the secret door in area 24 (south)
23 : Corridor Door
- There’s an odd-shaped iron door (Half-broken)
24 : 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 pressure plate lever somewhere in the dungeon) on the south wall. This is the only way into the room at 25
A third secret door (operated by a passphrase) on the west wall is connected to the room at 26
25 : Torture Chamber
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the north wall. This is the only way in and out of this room.
Description
Dense spiderwebs cover the corners of the room and the ground is covered with burn marks. You feel the chill of death curling up your spine.
- There are 2 Wraiths inside. They will attack anyone stepping in.
Wraith
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × touch (1d6 + energy drain) THAC0: 16 [+3] Movement: 120’ (40’) / 240’ (80’) flying Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 12 Alignment: Chaotic XP: 175
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Monster Hoard:
- 700 gp
- 2 gems worth 500 gp in total
- 10 jewellery items worth 4,350 gp in total
- Staff of Commanding
There’s also a rusty short sword in the near corner and some torn pieces of clothing next to it
26 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the east wall.
- There’s a rectangular iron door (Barricaded).
Description
This area is dark and cold and the walls are covered with scorch marks. A strange sensation is creeping up your spine.
- There are 2 Wraiths inside. They will attack anyone stepping in.
Wraith
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × touch (1d6 + energy drain) THAC0: 16 [+3] Movement: 120’ (40’) / 240’ (80’) flying Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 12 Alignment: Chaotic XP: 175
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Monster Hoard:
- 750 gp
There’s also a burnt torch near the wall on the left and some traces of fur spread all over the place
A plain looking wooden chest contains Maltia Blathilde’s (from Thalis) Armor Of Sentimental Value (actually an Armour +1)
27 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - rectangular bronze door (Half-broken)
- West side - arched iron door (Barricaded)
Description
Countless humanoid skulls “decorate” the boundries here and there are some scorch marks on the ceiling. Something here makes the hair at the back of the neck stand.
- 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
- 1 gems worth 33 gp in total
There’s also a torn quiver in the far corner and some rotting remains of food next to it
28 : Dead End (Fountain)
- Clear water are coming out of a hole in the wall here
29 : Ceremonial Chamber
Doorways
- East side - odd-shaped iron door (Barricaded)
- North side - arched iron door (Locked 🜎)
Description
Countless humanoid skulls “decorate” the boundries here and the ground is covered with spots of green rot. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- 1 gems worth 50 gp in total
- 3 jewellery items worth 2,900 gp in total
- Rope (Unusable)
- Mace (Usable)
There’s also a burnt torch near the wall on the right and some garlic leftovers next to it
Tomb of the Foresaken Spider Tomb of the Foresaken Spider
Conspectus
Encounters
11 Giant Rats (area 5) 3 Killer Bees (area 8, area 39) 6 Spitting Cobras (area 40)
9 Cave Locusts (area 21) 2 Crab Spiders (area 26) 4 Ghouls (area 10) 2 Insect Swarms (area 1, area 2)
2 Black Widows (area 24) Carcass Crawler (area 4) 3 Wights (area 34)
4 Wraiths (area 16)
8 Mummys (area 28, area 29, area 35, area 36)
Spectre (area 15)
4 Vampires (area 35)
Treasure
11,851 gp in coins. 13,094 gp in gems. 56,944 gp in jewellery.
Villana of Lillin’s Decorated Sword is in area 8
Villana of Tair’s Embroided Cloak is in area 10
Hedenna of Ophar’s Custom Sword is in area 20
Elsaria of Zelata’s Dragon’s Skin Carpet is in area 30
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d5 | Encounter | Stats |
---|---|---|
1 | Carcass Crawler | Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75 |
2 | Spitting Cobras (2) | 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 | Insect Swarm | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × swarm (2 or 4hp) THAC0: 18 [+1]/17 [+2]/16 [+3] Movement: 30’ (10’) / 60’ (20’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 11 Alignment: Neutral XP: 20/35/75 |
4 | Giant Rats (3) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5 |
5 | 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 |
1 : Dungeon Entrance
These stairs into the dungeon are hidden deep inside a burial mound .
- 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 when stepped on. An insect swarm is waiting at the bottom.
Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × swarm (2 or 4hp) THAC0: 18 [+1]/17 [+2]/16 [+3] Movement: 30’ (10’) / 60’ (20’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 11 Alignment: Neutral XP: 20/35/75
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Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 10 gp
- Oil (Unusable)
- Sack (Usable)
There’s also a used flask of oil in the far corner and some broken pieces of wood spread all over the place
There’s a crank lever that can open the secret door in area 5 (south)
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Crypt
Doorways
- North side - odd-shaped wooden door (Half-broken).
- West side - secret door (operated by a passphrase).
- East side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and the ground is deeply fractured. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, hidden under canvas and dirt. 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 skeleton of an orc. Searching it will uncover:
- 40 gp
- Rope (Usable)
- Thieves’ tools (Unusable)
- The key (🝡) to unlock the round wooden door (to the east) in area 11
There’s also a rusty short sword near the wall on the far end and some broken pieces of wood next to it
3 : Shrine
Doorways
- East side - secret door (operated by a passphrase).
Description
A small wooden altar is located at the center of this room and the ceiling has a few splatters of dark matter on. There’s also a colorful glow emitting from the ground.
- Countless green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them might be severely poisoned (1d4 of damage until a successful saving throw per turn)
There’s also a rusty short sword in the far corner and some broken pieces of wood next to it
Searching will uncover a crack in the floor holding the key (🜂) to unlock the rectangular bronze door (to the west) in area 11
4 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Carcass Crawler is making inside this area.
Doorways
- East side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There’s a Carcass Crawler inside. It will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
Monster Hoard:
- 20 gp
There’s also a torn quiver near the wall on the far end and some torn pieces of clothing next to it
Searching will uncover a crack in the floor holding the key (🝟) to unlock the rectangular iron door (to the west) in area 8
5 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - rectangular wooden door (Locked 🝘).
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
This area is dark and cold and the ground is 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:
- 450 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the right and some traces of fur next to it
Searching will uncover a cloth wrap under a stone holding the key (🝘) to unlock the rectangular wooden door (to the east) in area 5
The secret door on the south is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and the ceiling is carved with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 11 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
There is no hoard.
There’s also an old broken mirror near the wall on the right and some rotting remains of food spread all over the place
There’s a crank lever that can open the secret door in area 12 (north)
6 : Entrance to the Laboratory
- West side - rectangular wooden door (Locked 🝘).
7 : Entrance to the Crypt
- East side - rectangular iron door (Locked 🝟).
8 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bee is making inside this area.
Doorways
- West side - rectangular iron door (Locked 🝟).
- South side - rectangular iron door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the walls are scorched with burn marks. There’s also a foul smell of decay and rot.
- There’s a Killer Bee inside. It 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 an old, ripped backpack in the far corner and some dry remains of food spread all over the place
Searching will uncover a cloth wrap under a stone holding the key (🜟) to unlock the rectangular wooden door (to the west) in area 13
An old dark leather bag contains Villana of Lillin’s (from Odrea) Decorated Sword (actually a Sword +2)
9 : South entrance to the Crypt
- North side - rectangular iron door (Barricaded).
10 : Torture Chamber
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - rectangular iron door (Barricaded)
- East side - rectangular bronze door (Barricaded)
Description
This area is dark and cold and the ground is covered with splatters of dark matter. You feel the chill of death curling up your spine.
- There are 4 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
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❏❏❏❏
❏❏❏❏❏
Monster Hoard:
- 666 gp
- 4 jewellery items worth 2,200 gp in total
There’s also an old, ripped backpack near the wall on the right and some dry remains of food next to it
There’s a crank lever that can open the secret door in area 18 (east)
A wooden barrel contains Villana of Tair’s (from Askias) Embroided Cloak (actually an Elven Cloak and Boots)
11 : Shrine
Doorways
- East side - round wooden door (Locked 🝡).
- West side - rectangular bronze door (Locked 🜂).
- South side - rectangular iron door (Half-broken).
Description
A small wooden altar is located at the center of this room and the ceiling has a few fractures on. There’s also a colorful glow emitting from the ground.
- 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 torn quiver near the wall on the far end and some traces of fur spread all over the place
12 : Torture Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and there are several spots of green rot on the ground. There are some big barrels near the far wall.
The barrels are trapped. A strong acid ooze was applied on the barrels. 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 barrels contain:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword in the near corner and some torn pieces of clothing spread all over the place
13 : Corridor Door
- There’s a rectangular wooden door (Locked 🜟)
14 : 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 passphrase) on the east wall. This is the only way into the room at 15
A third secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall is connected to the room at 16
15 : Pantry
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a passphrase) on the west wall. This is the only way in and out of this room.
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. Something here makes the hair at the back of the neck stand.
- There’s a Spectre inside. It will attack anyone stepping in.
Spectre
Armour Class: 2 [17] Hit Dice: 6 Attacks: 1 × touch (1d8 + energy drain) THAC0: 14 [+5] Movement: 150’ (50’) / 300’ (100’) flying Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 11 Alignment: Chaotic XP: 725
There is no hoard.
There’s also a burnt torch in the near corner and some garlic leftovers next to it
Searching will uncover a goat’s skull holding the key (🜛) to unlock the rectangular iron door (to the east) in area 24
16 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) inside the alcove on the north wall.
- There’s a rectangular wooden door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with cracks. A strange sensation is creeping up your spine.
- There are 4 Wraiths inside. They will attack anyone stepping in.
Wraith
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × touch (1d6 + energy drain) THAC0: 16 [+3] Movement: 120’ (40’) / 240’ (80’) flying Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 12 Alignment: Chaotic XP: 175
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 2 jewellery items worth 1,200 gp in total
There’s also a used flask of oil in the near corner and some rotting remains of food spread all over the place
There’s a rope-pull lever that can open the secret door in area 14 (south)
17 : Corridor Door
- There’s an arched marble door (Half-broken)
18 : 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 pressure plate lever somewhere in the dungeon) on the east wall. This is the only way into the room at 19
A third secret door (operated by a passphrase) on the south wall is connected to the room at 20
19 : Ceremonial Chamber
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall. This is the only way in and out of this room.
Description
The air in this area is dense and misty and the ground is 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:
- 10 gp
- Shield +1
- Short Bow (Unusable)
- Sack (Usable)
- Thieves’ tools (Unusable)
- The key (🝳) to unlock the rectangular wooden door (to the south) in area 24
There’s also a rusty short sword in the near corner and some torn pieces of clothing next to it
20 : Torture Chamber
Doorways
- There’s a secret door (operated by a passphrase) inside the alcove on the north wall.
- There’s an arched iron door (Half-broken).
Description
The air in this area is dense and misty and the walls have several spots of yellow ooze on. Faint colorful light is emitting from everywhere.
- 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 Speed
There’s also a burnt torch in the far corner and some torn pieces of clothing next to it
There’s a pressure plate lever that can open the secret door in area 18 (east)
A wooden barrel contains Hedenna of Ophar’s (from Thalis) Custom Sword (actually a Sword +2)
21 : Laboratory
Doorways
- North side - rectangular wooden door (Half-broken).
- East side - secret door (operated by a passphrase).
Description
This area stinks from excrements and there are some claw marks on the ceiling. 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 might be severely poisoned (1d4 of damage until a successful saving throw per turn)
- There’s also a used flask of oil near the wall on the far end and some ripped pieces of old rope spread all over the place
The secret door on the east is leading to a secret chamber:
Description
This area stinks from excrements and there are some claw marks on the ground. Looking down, you see countless fragments of small animal skeletons.
- There are 9 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.
There’s also a used flask of oil near the wall on the far end and some broken pieces of wood next to it
22 : Entrance to the Laboratory
- South side - rectangular wooden door (Half-broken).
23 : Entrance to the Pantry
- North side - rectangular wooden door (Locked 🝳).
24 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- South side - rectangular wooden door (Locked 🝳).
- East side - rectangular iron door (Locked 🜛).
Description
This area was likely used as a pantry and the ceiling is covered with spots of yellow ooze. Flies swarm off bones covered with rotting flesh on the ground.
- 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 an old, ripped backpack near the wall on the left and some rotting remains of food spread all over the place
Searching will uncover an old hollow torch holding the key (🜾) to unlock the round bronze door (to the north) in area 36
25 : East entrance to the Pantry
- West side - rectangular iron door (Locked 🜛).
26 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crab Spiders are making inside this area.
Doorways
- North side - rectangular wooden door (Stuck).
Description
You hear the sound of water dripping down and there are a few burn marks on the walls. There’s also a foul smell of decay and rot.
- There are 2 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
❏❏❏❏❏❏
Monster Hoard:
- 4 jewellery items worth 1,450 gp in total
There’s also an old, ripped backpack near the wall on the left and some rotting remains of food next to it
27 : Shrine
Doorways
- South side - arched wooden door (Half-broken).
Description
The air in this area is dense and misty and the ground is covered with burn marks. Faint colorful light is emitting from everywhere.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- There’s also a rusty short sword in the near corner and some ripped pieces of old rope spread all over the place
28 : Crypt
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - a rectangular wooden door (Half-broken)
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’s a Mummy inside. It 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
Monster Hoard:
- 1,000 gp
- 5 jewellery items worth 1,000 gp in total
There’s also a rusty short sword in the near corner and some ripped pieces of old rope next to it
29 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- East side - a triangle bronze door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with burn marks. A strange sensation is creeping up your spine.
- There’s a Mummy inside. It 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
Monster Hoard:
- 1,500 gp
- 3 jewellery items worth 450 gp in total
There’s also a torn quiver in the near corner and some garlic leftovers spread all over the place
Searching will uncover a goat’s skull holding the key (🜉) to unlock the round iron door (to the east) in area 37
30 : Laboratory
Doorways
- West side - an arched wooden door (Half-broken)
- North side - a round wooden door (Barricaded)
- East side - a triangle wooden door (Barricaded)
Description
There are stains of what seems to be blood all over the place and the ceiling is carved with claw marks. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- Warm Cloak (Usable)
- Dagger (Usable)
There’s also a torn quiver near the wall on the left and some torn pieces of clothing next to it
Searching will uncover a nook in the wall holding the key (🝮) to unlock the rectangular bronze door (to the north) in area 32
A plain looking wooden chest contains Elsaria of Zelata’s (from Askias) Dragon’s Skin Carpet (actually a Flying Carpet)
31 : Laboratory
Doorways
- East side - an arched wooden door (Stuck)
Description
This area stinks from excrements and the walls are carved with claw marks. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Adventurer Boots (Unusable)
- Sling (Unusable)
- The key (🝭) to unlock the rectangular iron door (to the north) in area 39
There’s also a torn quiver near the wall on the left and some rotting remains of food next to it
32 : Ceremonial Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - a rectangular bronze door (Locked 🝮)
Description
The air in this area is dense and misty and the ground is covered with scorch marks. There is a large barrel near the far wall.
There’s a 2-in-6 chance the barrel contains:
- 110 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword in the far corner and some torn pieces of clothing next to it
33 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 20 gp
- Mace (Unusable)
- Thieves’ tools (Unusable)
- Hammer (Unusable)
Right side - Dead End (Trap!)
- 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.
34 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - an odd-shaped iron door (Stuck)
- East side - a round marble door (Stuck)
- A secret door (operated by a passphrase) on the south side is leading to a hidden storage room.
Description
You hear the sound of water dripping down and the walls have some spots of yellow ooze on. A strange sensation is creeping 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:
- 155 gp
- 6 gems worth 450 gp in total
There’s also an old, ripped backpack near the wall on the right and some torn pieces of clothing next to it
35 : Secret Storage Room
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- The secret door (operated by a passphrase) from area 34 is on the north side.
Description
This area stinks from excrements and the ground is covered with scorch marks. Something here makes the hair at the back of the neck stand.
- There are 4 Vampires inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
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There is no hoard.
There’s also an old, ripped backpack near the wall on the left and some broken pieces of wood next to it
There’s a rope-pull lever that can open the secret door in area 40 (north)
36 : Pantry
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - a round bronze door (Locked 🜾)
- South side - a rectangular iron door (Barricaded)
Description
A few small rats, so it seems, scurried back into hiding and the walls are covered with claw marks. Other than that, there’s a silence of death in here.
- There are 2 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:
- 1,500 gp
There’s also a torn quiver near the wall on the far end and some traces of fur spread all over the place
37 : Laboratory
Doorways
- East side - round iron door (Locked 🜉).
Description
This area stinks from excrements and the ceiling is scorched with burn marks. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 20 gp
- Sword (Usable)
- High Boots (Usable)
- Hammer (Unusable)
- The key (🜤) to unlock the round wooden door (to the west) in area 40
There’s also a used flask of oil near the wall on the left and some broken pieces of wood next to it
38 : Laboratory
Doorways
- North side - triangle iron door (Barricaded)
- West side - rectangular iron door (Barricaded)
Description
The air in this area is dense and misty and the walls are 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 be paralized with mind twisting hallucinations for 1d6 turns
- There’s also a burnt torch in the far corner and some broken pieces of wood next to it
39 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- North side - rectangular iron door (Locked 🝭).
Description
This area is dark and cold and the ceiling is covered with burn marks. There’s movement inside.
- 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
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There is no hoard.
There’s also a burnt torch in the far corner and some rotting remains of food next to it
40 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - round wooden door (Locked 🜤).
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This place seems to be an old dungeon cell and the walls have a few spots of green rot on. There’s movement inside.
- There are 6 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 used flask of oil near the wall on the left and some dry remains of food spread all over the place
There’s a pressure plate lever that can open the secret door in area 46 (west)
The secret door on the north is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with burn marks. There are some very 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:
- 300 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack near the wall on the far end and some dry remains of food spread all over the place
41 : Entrance to the Torture Chamber
- East side - round wooden door (Locked 🜤).
42 : Entrance to the Torture Chamber
- West side - arched iron door (Half-broken).
43 : 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 - arched iron door (Half-broken).
- North side - odd-shaped bronze door (Half-broken).
Description
Several wooden racks were fixtured here and the walls are scorched with burn marks. There is a big crate near the far wall.
The crate is 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.
The treasure here, if any, was already looted.
- There’s also a burnt torch in the far corner and some garlic leftovers next to it
44 : North entrance to the Torture Chamber
- South side - odd-shaped bronze door (Half-broken).
45 : Dungeon Entrance
These stairs into the dungeon are hidden deep inside a burial mound .
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 40 gp
There’s also a used flask of oil in the near corner and some broken pieces of wood spread all over the place
46 : Secret Chamber
Doorways
- West 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’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 suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- There’s also a burnt torch near the wall on the left and some ripped pieces of old rope spread all over the place
Tomb of the Raging Fire Tomb of the Raging Fire
Conspectus
Nadeger Verderosa’s son is in area 13
Encounters
38 Bats (area 3) 39 Giant Rats (area 3, area 8, area 10, area 46) 5 Killer Bees (area 13, area 44) 54 Rats (area 1, area 8)
20 Cave Locusts (area 42) 2 Crab Spiders (area 51) 3 Giant Bats (area 49) Insect Swarm (area 29) 8 Robber Flys (area 29, area 34)
4 Black Widows (area 2, area 6) 3 Carcass Crawlers (area 16) 2 Wights (area 19)
2 Wraiths (area 27, area 41)
4 Mummys (area 39)
6 Spectres (area 22, area 35)
6 Vampires (area 19, area 27, area 41)
Treasure
18,401 gp in coins. 11,217 gp in gems. 80,161 gp in jewellery.
Duca Membresia’s Decorated Sword is in area 13
Sieggo of Devilville’s Decorated Sword is in area 26
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d4 | Encounter | Stats |
---|---|---|
1 | Rats (10) | 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 |
2 | 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 |
3 | 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 |
4 | Giant Rat | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5 |
1 : Dungeon Entrance
These stairs into the dungeon are under a wooden trapdoor buried 5 feet into the sand, with only an arrow-shaped sign pointing down hinting on the location .
- There are 26 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.
There’s also a used flask of oil near the wall on the left and some ripped pieces of old rope next to it
Searching will uncover a small wooden box holding the key (🝣) to unlock the rectangular bronze door (to the north) in area 28
2 : Secret Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Widow is making inside this area.
Doorways
- North 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 ceiling has some splatters of dark matter on. Flies swarm off bones covered with rotting flesh on the ground.
- There’s a Black Widow inside. It 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 rusty short sword in the far corner and some traces of fur next to it
Searching will uncover a goat’s skull holding the key (🝑) to unlock the rectangular iron door (to the east) in area 34
There’s a rope-pull lever that can open the secret door in area 2 (north)
3 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Rats are making inside this area.
Doorways
- East side - odd-shaped wooden door (Half-broken).
- South side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the ground is carved with claw marks. There’s also a foul smell of decay and rot.
- There are 15 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
Monster Hoard:
- 83 gp
- Sword +1, +2 vs Spell Users
There’s also a burnt torch in the far corner and some torn pieces of clothing next to it
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 walls are scorched with burn marks. Looking down, you see countless fragments of small animal skeletons.
- There are 38 Bats inside. They will attack anyone stepping in.
Bat
Armour Class: 6 [13] Hit Dice: 1hp Attacks: 1 × swarm (confusion) THAC0: 20 [–1] Movement: 9’ (3’) / 120’ (40’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 Alignment: Neutral XP: 5
There is no hoard.
There’s also an old broken mirror in the near corner and some rotting remains of food next to it
Searching will uncover a nook in the wall holding the key (🜍) to unlock the round iron door (to the east) in area 26
4 : Entrance to the Ceremonial Chamber
- West side - odd-shaped wooden door (Half-broken).
5 : Entrance to the Shrine
- East side - odd-shaped wooden door (Half-broken).
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 wooden door (Half-broken).
- South side - arched wooden door (Stuck).
Description
Dense spiderwebs cover the corners of the room and the ground is covered with burn marks. There’s also a foul smell of decay and rot.
- There are 3 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 used flask of oil near the wall on the far end and some dry remains of food next to it
7 : South entrance to the Shrine
- North side - arched wooden door (Stuck).
8 : Laboratory
Doorways
- South side - round wooden door (Stuck).
- East side - secret door (operated by a passphrase).
Description
This area stinks from excrements and there are several fractures on the ceiling. You spot something quite big lying on the floor.
There’s a deadly pit here, 6' deep, hidden under canvas and dirt. 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 rotting orc corpse. Searching it will uncover:
- 30 gp
- 3 gems worth 160 gp in total
- Silver Dagger (Usable)
- Iron spikes (Usable)
- Warm Cloak (Unusable)
There’s also a torn quiver in the near corner and some rotting remains of food next to it
The secret door on the east is leading to a secret chamber:
Description
This area is dark and cold and the walls are covered with fractures. There’s movement inside.
- There are 5 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
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Monster Hoard:
- 2 jewellery items worth 527 gp in total
There’s also a torn quiver near the wall on the left and some torn pieces of clothing spread all over the place
9 : Ceremonial Chamber
Doorways
- North side - arched bronze door (Stuck).
- West side - round iron door (Barricaded).
- East side - secret door (operated by a passphrase).
Description
Large symbols and letters were painted all over the place and the ground is scorched with burn marks. There’s a dead body here.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- 2 gems worth 1,000 gp in total
- Short Bow (Unusable)
- Sack (Unusable)
- Pole (Usable)
There’s also an old broken mirror in the near corner and some traces of fur spread all over the place
Searching will uncover a nook in the wall holding the key (🝓) to unlock the arched iron door (to the north) in area 32
10 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Rats are making inside this area.
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is scorched with burn marks. Flies swarm off bones covered with rotting flesh on the ground.
- There are 12 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
Monster Hoard:
- 333 gp
There’s also a burnt torch near the wall on the right and some ripped pieces of old rope spread all over the place
There’s a crank lever that can open the secret door in area 19 (west)
A stone-carved demon face on the wall with a large gaping mouth is a magical portal. Anyone stepping into the portal will be magically teleported into area 25.
11 : Library
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - triangle wooden door (Locked 🝓)
- West side - rectangular bronze door (Barricaded)
Description
Tall shelves made of rotting wood are fixtured here and the walls have some splatters of dark matter on. There are some small chests near the far wall.
There’s a 2-in-6 chance the chests contain:
- 60 gp
Otherwise, this place was already looted earlier.
There’s also a burnt torch near the wall on the right and some ripped pieces of old rope spread all over the place
Searching will uncover an old leather pouch holding the key (🝓) to unlock the triangle wooden door (to the east) in area 11
There’s a rope-pull lever that can open the secret door in area 44 (north)
12 : Water Fountain
Clear water are coming out of the wall here.
13 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bee is making inside this area.
- A successful listening roll will also reveal screams of fear coming from inside this area.
Doorways
- North side - rectangular bronze door (Half-broken).
- East side - secret door (operated by a passphrase).
Description
This area stinks from excrements and the ground is deeply fractured. Flies swarm off bones covered with rotting flesh on the ground and a person is chained to the wall.
- There’s a Killer Bee inside. It 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 an old, ripped backpack near the wall on the far end and some dry remains of food next to it
There’s a crank lever that can open the secret door in area 29 (west)
A wooden barrel contains Duca Membresia’s (from Silverbend) Decorated Sword (actually a Sword +1, Light)
The chained person is Nadeger Verderosa’s son from Odrea.
The secret door on the east is leading to a secret chamber:
Description
It is dark and damp here and there are a few fractures on the ceiling. There is a very big jar near the far wall.
The jar is 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 jar contains:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some dry remains of food next to it
Searching will uncover a crack in the floor holding the key (🜨) to unlock the triangle wooden door (to the south) in area 23
14 : Entrance to the Shrine
- South side - rectangular bronze door (Half-broken).
15 : Entrance to the Pantry
- North side - round wooden door (Half-broken).
16 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Carcass Crawlers are making inside this area.
Doorways
- South side - round wooden door (Half-broken).
- East side - odd-shaped iron door (Barricaded).
Description
A few small rats, so it seems, scurried back into hiding and the ground is covered with claw marks. Flies swarm off bones covered with rotting flesh on the ground.
- There are 3 Carcass Crawlers inside. They will attack anyone stepping in.
Carcass Crawler
Armour Class: 7 [12] Hit Dice: 3+1 Attacks: 8 × tentacle (paralysis) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 75
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 2,200 gp
There’s also a used flask of oil in the far corner and some traces of fur spread all over the place
Searching will uncover a small wooden box holding the key (🜀) to unlock the arched bronze door (to the east) in area 37
There’s a crank lever that can open the secret door in area 21 (west)
17 : East entrance to the Pantry
- West side - odd-shaped iron door (Barricaded).
18 : Corridor
- There’s a rectangular bronze door (Half-broken) It is leading to the room in 19
19 : Crypt
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - round bronze door (Barricaded).
- East side - rectangular bronze door (Half-broken).
- 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 crank lever somewhere in the dungeon) on the west wall.
Description
It is dark and damp here and there are a few spots of green rot on the walls. Looking down, you realize you just stepped into a pool of blood.
- There’s a Vampire inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
Monster Hoard:
- 2,500 gp
There’s also a torn quiver near the wall on the far end and some traces of fur spread all over the place
20 : Corridor
This 80' corridor is leading to an arched wooden door (Half-broken) The door is leading to the Ceremonial Chamber.
21 : Ceremonial Chamber
Doorways
- South side - arched wooden door (Half-broken)
- Theres a secret door (operated by a crank lever somewhere in the dungeon) in the alcove on the west wall.
Description
Countless creepy crawlies all over rush back into the darkness and the ground has several spots of yellow ooze on. Faint colorful light is emitting from everywhere.
- A few dozen of 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 rusty short sword in the near corner and some dry remains of food spread all over the place
22 : Library
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - rectangular wooden door (Half-broken)
- East side - a secret door (operated by a crank lever somewhere in the dungeon)
- West side - a triangle bronze door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with fractures. Something here makes the hair at the back of the neck stand.
- There are 4 Spectres inside. They will attack anyone stepping in.
Spectre
Armour Class: 2 [17] Hit Dice: 6 Attacks: 1 × touch (1d8 + energy drain) THAC0: 14 [+5] Movement: 150’ (50’) / 300’ (100’) flying Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 11 Alignment: Chaotic XP: 725
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Monster Hoard:
- 1,500 gp
There’s also a used flask of oil in the far corner and some broken pieces of wood spread all over the place
23 : Ceremonial Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- south - triangle wooden door (Locked 🜨)
Description
A large pentagram was painted here and there are a few scorch marks on the walls. There is a big chest near the far wall.
The chest is trapped. A highly corrosive ointment 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:
- 1,750 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the far end and some ripped pieces of old rope next to it
Searching will uncover a crack in the floor holding the key (🝪) to unlock the arched bronze door (to the east) in area 41
24 : Library
Doorways
- South side - an arched wooden door (Barricaded)
Description
This area is dark and cold and the ground is carved with claw marks. 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 Delusion
There’s also a rusty short sword in the near corner and some ripped pieces of old rope spread all over the place
Searching will uncover a nook in the wall holding the key (🜥) to unlock the triangle bronze door (to the east) in area 45
25 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 20 gp
- Holy symbol (Usable)
- Short Bow (Usable)
- Rations (Usable)
Right side - Dead End (Magical Portal)
- A stone-carved demon face on the wall with a large gaping mouth is a magical portal. Anyone stepping into the portal will be magically teleported into area 10
26 : Library
Doorways
- West side - an odd-shaped bronze door (Half-broken)
- East side - a round iron door (Locked 🜍)
- A secret door (operated by a passphrase) on the south side is leading to a hidden storage room.
Description
This area stinks from excrements and the walls are covered with cracks. 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 be paralized with mind twisting hallucinations for 1d6 turns
There’s also an old broken mirror near the wall on the right and some torn pieces of clothing next to it
An old dark leather bag contains Sieggo of Devilville’s (from Silverbend) Decorated Sword (actually a Sword +1, Light)
27 : Secret Storage Room
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- The secret door (operated by a passphrase) from area 26 is on the north side.
Description
The air in this area is dense and misty and the ceiling is covered with cracks. Other than that, there’s a silence of death in here.
- There’s a Vampire inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
Monster Hoard:
- 1,000 gp
There’s also a burnt torch near the wall on the right and some rotting remains of food spread all over the place
28 : Ceremonial Chamber
Doorways
- North side - a rectangular bronze door (Locked 🝣)
- South side - a round wooden door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and the ground is carved with claw marks. Faint colorful light is emitting from everywhere.
- 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 a rusty short sword in the near corner and some rotting remains of food next to it
Searching will uncover an old leather pouch holding the key (🝋) to unlock the round marble door (to the east) in area 42
29 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Insect Swarm is making inside this area.
Doorways
- South side - rectangular iron door (Stuck).
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
This area stinks from excrements and the ceiling is covered with cracks. Looking down, you see countless fragments of small animal skeletons.
- There’s an Insect Swarm inside. It will attack anyone stepping in.
Insect Swarm
Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × swarm (2 or 4hp) THAC0: 18 [+1]/17 [+2]/16 [+3] Movement: 30’ (10’) / 60’ (20’) flying Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 11 Alignment: Neutral XP: 20/35/75
There is no hoard.
There’s also a used flask of oil near the wall on the right and some dry remains of food spread all over the place
The secret door on the west is leading to a secret chamber:
Description
This area stinks from excrements and the walls are carved with claw marks. There’s movement inside.
- There are 2 Robber Flys inside. They will attack anyone stepping in.
Robber Fly
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
There’s also a used flask of oil near the wall on the left and some broken pieces of wood spread all over the place
30 : Entrance to the Laboratory
- North side - rectangular iron door (Stuck).
31 : Entrance to the Ceremonial Chamber
- South side - arched iron door (Locked 🝓).
32 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - arched iron door (Locked 🝓).
- West side - rectangular wooden door (Half-broken).
Description
The air in this area is dense and misty and the ground has a few fractures on. There are some small 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:
- 40 gp
- Potion of Poison
- Potion of Growth
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the left and some garlic leftovers next to it
Searching will uncover a nook in the wall holding the key (🜼) to unlock the rectangular marble door (to the south) in area 37
33 : West entrance to the Ceremonial Chamber
- East side - rectangular wooden door (Half-broken).
34 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Robber Flys are making inside this area.
Doorways
- East side - rectangular iron door (Locked 🝑).
Description
The air in this area is dense and misty and the ceiling is covered with cracks. There’s movement inside.
- There are 6 Robber Flys inside. They will attack anyone stepping in.
Robber Fly
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
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Monster Hoard:
- 4 jewellery items worth 5,000 gp in total
There’s also a burnt torch near the wall on the right and some traces of fur spread all over the place
35 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - an arched wooden door (Barricaded)
Description
There are stains of what seems to be blood all over the place and the walls are scorched with burn marks. You feel the chill of death curling up your spine.
- There are 2 Spectres inside. They will attack anyone stepping in.
Spectre
Armour Class: 2 [17] Hit Dice: 6 Attacks: 1 × touch (1d8 + energy drain) THAC0: 14 [+5] Movement: 150’ (50’) / 300’ (100’) flying Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 11 Alignment: Chaotic XP: 725
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Monster Hoard:
- 1,000 gp
There’s also an old, ripped backpack near the wall on the left and some broken pieces of wood spread all over the place
36 : Ceremonial Chamber
Doorways
- West side - a round marble door (Locked 🝭)
Description
A small wooden altar is located at the center of this room and there are several 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:
- 300 gp
There’s also an old, ripped backpack near the wall on the left and some broken pieces of wood spread all over the place
37 : Crypt
Doorways
- East side - an arched bronze door (Locked 🜀)
- South side - a rectangular marble door (Locked 🜼)
- West side - an arched iron door (Barricaded)
Description
The air in this area is dense and misty and there are a few spots of yellow ooze on the walls. There’s something lying on the floor.
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 die in 1d4 turns.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 20 gp
- 3 jewellery items worth 2,500 gp in total
- Dagger (Usable)
- The key (🝭) to unlock the round marble door (to the west) in area 36
There’s also an old broken mirror in the far corner and some garlic leftovers next to it
38 : Torture Chamber
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - a round iron door (Barricaded)
Description
The air in this area is dense and misty and the ground has several claw marks on. There are some very big 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.
The treasure here, if any, was already looted.
- There’s also an old broken mirror near the wall on the right and some traces of fur spread all over the place
39 : Shrine
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - a triangle wooden door (Half-broken)
Description
A small wooden altar is located at the center of this room and the ceiling is deeply fractured. Looking down, you realize you just stepped into a pool of blood.
- 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:
- 900 gp
- 2 gems worth 60 gp in total
- 6 jewellery items worth 4,400 gp in total
There’s also a burnt torch near the wall on the left and some dry remains of food spread all over the place
40 : Ceremonial Chamber
Doorways
- East side - a triangle wooden door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and the ground is deeply fractured. There’s also a colorful glow emitting from the ground.
- Countless 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 torn quiver near the wall on the right and some broken pieces of wood spread all over the place
41 : Laboratory
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - an arched bronze door (Stuck)
- North side - a round marble door (Stuck)
- East side - an arched bronze door (Locked 🝪)
Description
This area is dark and cold and there are several splatters of dark matter on the ceiling. You feel the chill of death curling up your spine.
- There are 4 Vampires inside. Roll or decide for reaction.
Vampire
Armour Class: 2 [17] Hit Dice: 7 Attacks: 1 × touch (1d10 + energy drain) or 1 × gaze (charm) THAC0: 13 [+6]/12 [+7]/12 [+7] Movement: 120’ (40’) Saving Throws: D8 W9 P10 B10 S12 (7 to 9) Morale: 11 Alignment: Chaotic XP: 1,250/1,750/2,300
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Monster Hoard:
- 2,800 gp
- 13 gems worth 1,720 gp in total
There’s also a burnt torch in the far corner and some garlic leftovers next to it
42 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Cave Locusts are making inside this area.
Doorways
- East side - a round marble door (Locked 🝋)
Description
It is dark and damp here and there are a few spots of green rot on the walls. There’s movement inside.
- There are 20 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
There is no hoard.
There’s also an old, ripped backpack in the far corner and some garlic leftovers next to it
43 : Ceremonial Chamber
Doorways
- East side - rectangular iron door (Barricaded).
- West side - round marble door (Half-broken).
- South side - rectangular iron door (Half-broken).
Description
This area stinks from excrements and the ground is scorched with burn marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 30 gp
- Warm Cloak (Unusable)
- Dagger (Usable)
There’s also an old, ripped backpack near the wall on the left and some dry remains of food next to it
44 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Countless humanoid skulls “decorate” the boundries here and there are several spots of green rot on the walls. Flies swarm off bones covered with rotting flesh on the ground.
- There are 4 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
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There is no hoard.
There’s also a burnt torch near the wall on the far end and some rotting remains of food spread all over the place
45 : Crypt
Doorways
- East side - triangle bronze door (Locked 🜥)
- North side - rectangular bronze door (Half-broken)
Description
This area is dark and cold and the ground has several claw marks on. 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 an old broken mirror in the far corner and some traces of fur next to it
46 : Shrine
Doorways
- West side - arched wooden door (Stuck).
- North side - secret door (operated by a passphrase).
Description
Countless humanoid skulls “decorate” the boundries here and there are a few spots of yellow ooze on the walls. 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 suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- There’s also a used flask of oil near the wall on the far end and some dry remains of food spread all over the place
The secret door on the north is leading to a secret chamber:
Description
This area stinks from excrements and the ground is carved with claw marks. There’s movement inside.
- There are 7 Giant Rats inside. They will attack anyone stepping in.
Giant Rat
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × bite (1d3 + disease) THAC0: 19 [0] Movement: 120’ (40’) / 60’ (20’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 5
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There is no hoard.
There’s also a burnt torch near the wall on the far end and some ripped pieces of old rope spread all over the place
47 : Entrance to the Shrine
- East side - arched wooden door (Stuck).
48 : Entrance to the Shrine
- West side - rectangular iron door (Half-broken).
49 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Bats are making inside this area.
Doorways
- East side - rectangular iron door (Half-broken).
- North side - arched wooden door (Barricaded).
Description
Countless humanoid skulls “decorate” the boundries here and there are several burn marks on the walls. There’s movement inside.
- There are 3 Giant Bats inside. They will attack anyone stepping in.
Giant Bat
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite(1d4) THAC0: 18 [+1] Movement: 30’ (10’) /180’ (60’) flying Saving Throws: D12 W13 P14 B15S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
There’s also an old broken mirror in the near corner and some garlic leftovers next to it
50 : North entrance to the Shrine
- South side - arched wooden door (Barricaded).
51 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crab Spiders are making inside this area.
Doorways
- West side - round marble door (Half-broken).
- North side - secret door (operated by a passphrase).
Description
Large symbols and letters were painted all over the place and the ceiling is carved with claw marks. Flies swarm off bones covered with rotting flesh on the ground.
- There are 2 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.
There’s also a torn quiver in the near corner and some torn pieces of clothing next to it
The secret door on the north is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and there are several burn marks on the ground. 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 be paralized with mind twisting hallucinations for 1d6 turns
- There’s also an old broken mirror in the far corner and some traces of fur next to it
52 : Entrance to the Ceremonial Chamber
- East side - round marble door (Half-broken).
53 : Entrance to the Shrine
- West side - rectangular wooden door (Barricaded).
54 : Shrine
Doorways
- East side - rectangular wooden door (Barricaded).
- North side - rectangular wooden door (Barricaded).
Description
A large pentagram was painted here and the walls are scorched with burn marks. You spot something quite big lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 20 gp
- Dagger (Unusable)
- Adventurer Boots (Unusable)
- Hammer (Unusable)
There’s also an old, ripped backpack in the near corner and some broken pieces of wood next to it
55 : North entrance to the Shrine
- South side - rectangular wooden door (Barricaded).
56 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - rectangular wooden door (Stuck)
- North side - odd-shaped wooden door (Stuck)
Description
The air in this area is dense and misty and the ground is covered with cracks. 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:
- 2,400 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror near the wall on the far end and some rotting remains of food next to it
Temple of the Mad Hopes Temple of the Mad Hopes
Conspectus
The Foul Truthseekers are using this dungeon, and theres a 2 in 6 chance to find Liutward of Moundfar together with his acolytes or mediums here.
Ebbo Liutwarde’s son is in area 3
Lanthar Fritheburg’s husband is in area 17
Hogar of Thoga’s son is in area 29
Encounters
9 Acolytes (area 2, area 4, area 32) 11 Mediums (area 1, area 5, area 6, area 25) 5 Spitting Cobras (area 13)
2 Crocodiles (area 42) Insect Swarm (area 26)
5 Blink Dogs (area 19, area 31) 2 Doppelgängers (area 11) 2 Gargoyles (area 46) 5 White Apes (area 9, area 37)
6 Horned Chameleons (area 17, area 20)
Tiger (area 38)
Black Dragon (area 30)
Invisible Stalker (Monster) (area 35)
Treasure
10,793 gp in coins. 13,423 gp in gems. 119,054 gp in jewellery.
Solianna of Zamoria’s Custom Sword is in area 1
Isoard Belleflos’s Decorated Sword is in area 3
Wikard Bernswith’s Wool Carpet is in area 27
Gersinde of Cahal’s Custom Sword is in area 37
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | 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 | 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 inside an adandoned mine .
- 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.
There’s also a torn quiver near the wall on the left and some rotting remains of food spread all over the place
A wooden barrel contains Solianna of Zamoria’s (from Odrea) Custom Sword (actually a Sword +1)
2 : Secret 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 - 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 carved with claw marks. There are humans wearing dark robes 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.
There’s also an old, ripped backpack near the wall on the far end and some dry remains of food next to it
Searching will uncover a nook in the wall holding the key (🝄) to unlock the arched iron door (to the east) in area 11
There’s a pressure plate lever that can open the secret door in area 2 (south)
3 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listening roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- North side - rectangular bronze door (Barricaded).
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the walls are covered with claw marks. There is a small bag near the far wall and a person is chained to the wall.
The bag is trapped. There’s a small gas-filled blister made of goat’s intestine thrown casually inside . 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 bag contains:
- 220 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil near the wall on the far end and some torn pieces of clothing spread all over the place
There’s a pressure plate lever that can open the secret door in area 3 (west)
The chained person is Ebbo Liutwarde’s son from Askias.
The secret door on the west is leading to a secret chamber:
Description
It is dark and damp here and the ceiling is covered with spots of green rot. 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
- Garlic (Usable)
- High Boots (Unusable)
There’s also a torn quiver 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 rectangular wooden door (to the north) in area 31
There’s a pressure plate lever that can open the secret door in area 4 (west)
A plain looking wooden chest contains Isoard Belleflos’s (from Kraan) Decorated Sword (actually a Sword +1, Wishes)
4 : Laboratory
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 iron door (Half-broken).
- East side - triangle iron door (Barricaded).
- West side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
You hear the sound of water dripping down and the walls are scorched with burn marks. There are cultists inside.
- There are 6 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 rusty short sword near the wall on the left and some broken pieces of wood next to it
5 : Shrine
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
A large pentagram was painted here and there are some fractures on the ceiling. 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 a torn quiver in the far corner and some garlic leftovers next to it
Searching will uncover a goat’s skull holding the key (🜩) to unlock the odd-shaped bronze door (to the north) in area 12
6 : 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 - odd-shaped wooden door (Half-broken).
- North side - secret door (operated by a passphrase).
Description
It is dark and damp here and the ground is covered with splatters of dark matter. 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:
- 3 gems worth 210 gp in total
There’s also a used flask of oil in the near corner and some ripped pieces of old rope next to it
There’s a crank lever that can open the secret door in area 17 (north)
The secret door on the north is leading to a secret chamber:
Description
You hear the sound of water dripping down and the walls are covered with spots of green rot. 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
- 1 gems worth 500 gp in total
- Sack (Unusable)
- Holy symbol (Usable)
- The key (🜣) to unlock the arched wooden door (to the east) in area 15
There’s also an old broken mirror in the far corner and some dry remains of food spread all over the place
7 : Entrance to the Ceremonial Chamber
- East side - odd-shaped wooden door (Half-broken).
8 : Entrance to the Pantry
- West side - rectangular bronze door (Stuck).
9 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- East side - rectangular bronze door (Stuck).
- North side - arched bronze door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the ceiling has some burn marks on. There’s some sort of a beast inside.
- There are 3 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 an old, ripped backpack in the far corner and some broken pieces of wood spread all over the place
10 : North entrance to the Pantry
- South side - arched bronze door (Half-broken).
11 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Doppelgängers are making inside this area.
Doorways
- North side - rectangular wooden door (Stuck)
- East side - arched iron door (Locked 🝄)
Description
The air in this area is dense and misty and there are several spots of green rot on the ground. A weird sensation is creeping up your spine.
- There are 2 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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There is no hoard.
There’s also a burnt torch near the wall on the left and some ripped pieces of old rope next to it
12 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- North side - odd-shaped bronze door (Locked 🜩).
Description
This area is dark and cold and the ceiling is covered with scorch marks. There are some small chests near the far wall.
The chests are trapped. A strong acid ooze 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:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the left and some traces of fur spread all over the place
13 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - rectangular bronze door (Half-broken).
Description
There are stains of what seems to be blood all over the place and the walls are covered with fractures. There’s some sort of a beast inside.
- 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.
There’s also a rusty short sword in the far corner and some dry remains of food next to it
Searching will uncover an old leather pouch holding the key (🜤) to unlock the arched wooden door (to the south) in area 23
14 : Corridor
- There’s an arched wooden door (Locked 🜣) It is leading to the room in 15
15 : Torture Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - round wooden door (Stuck).
- South side - arched wooden door (Locked 🜣).
- 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 north wall.
Description
This area stinks from excrements and the ground is carved with claw marks. There is a very big crate near the far wall.
The crate is 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 crate contains:
- 1,530 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack near the wall on the right and some broken pieces of wood next to it
16 : Corridor
This 80' corridor is leading to an arched wooden door (Stuck) The door is leading to the Torture Chamber.
17 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
- A successful listening roll will also reveal screams of fear coming from inside this area.
Doorways
- West side - arched wooden door (Stuck)
- Theres a secret door (operated by a crank lever somewhere in the dungeon) in the alcove on the north wall.
Description
It is dark and damp here and the ceiling is scorched with burn marks. There’s something moving inside and a person is chained to the wall.
- 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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There is no hoard.
There’s also a torn quiver near the wall on the far end and some rotting remains of food spread all over the place
The chained person is Lanthar Fritheburg’s husband from Askias.
18 : Shrine
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched iron door (Stuck)
- South side - a secret door (operated by a crank lever somewhere in the dungeon)
- North side - a triangle iron door (Half-broken)
Description
It is dark and damp here and the walls are covered with fractures. There are some very big 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 sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrels contain:
- 70 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the right and some garlic leftovers next to it
There’s a pressure plate lever that can open the secret door in area 43 (east)
19 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dog is making inside this area.
Doorways
- west - odd-shaped bronze door (Stuck)
Description
You hear the sound of water dripping down and the ceiling is scorched with burn marks. A weird sensation is creeping up your spine.
- There’s a Blink Dog inside. It 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
There is no hoard.
There’s also a used flask of oil near the wall on the left and some rotting remains of food next to it
20 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- West side - an arched bronze door (Barricaded)
Description
A large pentagram was painted here and the walls have some splatters of dark matter on. There’s movement inside.
- 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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There is no hoard.
There’s also a torn quiver near the wall on the far end and some ripped pieces of old rope spread all over the place
21 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - an arched iron door (Barricaded)
Description
This area stinks from excrements and the ceiling has a few splatters of dark matter on. 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 sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrels contain:
- 200 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some ripped pieces of old rope spread all over the place
22 : Ceremonial Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- North side - a round wooden door (Barricaded)
- East side - an arched wooden door (Locked 🝦)
- South side - a rectangular wooden door (Stuck)
Description
The air in this area is dense and misty and the walls are covered with burn marks. There are some large barrels near the far wall.
The barrels are trapped. Loose debris is locked above the barrels, released when a switch hidden in a rim 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 barrels contain:
- 270 gp
- 5 gems worth 810 gp in total
- Crossbow Bolts +2 (1d6 bolts)
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the right and some broken pieces of wood next to it
There’s a rope-pull lever that can open the secret door in area 44 (east)
23 : Ceremonial Chamber
Doorways
- South side - an arched wooden door (Locked 🜤)
Description
Dense spiderwebs cover the corners of the room 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 dust covered human skeleton. Searching it will uncover:
- Adventurer Boots (Usable)
- Holy symbol (Usable)
There’s also an old broken mirror near the wall on the left and some broken pieces of wood spread all over the place
Searching will uncover a crack in the floor holding the key (🝦) to unlock the arched wooden door (to the east) in area 22
24 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched iron door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the ceiling has several claw marks on. There is a large chest near the far wall.
There’s a 2-in-6 chance the chest contains:
- 420 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some rotting remains of food 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 28.
25 : Ceremonial 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 wooden door (Barricaded).
- West side - rectangular iron door (Barricaded).
- South side - rectangular iron door (Barricaded).
Description
You hear the sound of water dripping down and the walls have several fractures on. There are cultists 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 rusty short sword near the wall on the far end and some rotting remains of food next to it
There’s a pressure plate lever that can open the secret door in area 26 (north)
26 : Pantry
Doorways
- North 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 ceiling has some splatters of dark matter on. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, hidden under canvas and dirt. 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 rotting human corpse. Searching it will uncover:
- 30 gp
- Holy symbol (Usable)
There’s also an old broken mirror near the wall on the far end and some garlic leftovers next to it
27 : Ceremonial Chamber
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 wooden door (Stuck)
Description
Dense spiderwebs cover the corners of the room and the walls are covered with claw marks. There is a small jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 360 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver in the near corner and some torn pieces of clothing spread all over the place
A wooden barrel contains Wikard Bernswith’s (from Odrea) Wool Carpet (actually a Flying Carpet)
28 : 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 24
Right side - Dead End
- There is nothing here.
29 : Pantry
Foreshadowing
- A successful listening roll will reveal a faint sound of crying coming from inside this area.
Doorways
- East side - an odd-shaped bronze door (Half-broken)
- West side - an arched bronze door (Half-broken)
- A secret door (operated by a passphrase) on the north side is leading to a hidden storage room.
Description
This area stinks from excrements and the ground has a few claw marks on. There’s a dead body here and a person is chained to the wall.
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 skeleton of a goblin. Searching it will uncover:
- 30 gp
- Holy symbol (Unusable)
- Dagger (Unusable)
- Sword (Unusable)
There’s also a torn quiver in the far corner and some ripped pieces of old rope spread all over the place
The chained person is Hogar of Thoga’s son from Thalis.
30 : 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 29 is on the south side.
Description
Dense spiderwebs cover the corners of the room and the walls are covered with cracks. You’re not alone here.
- 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:
- 6,500 gp
There’s also an old, ripped backpack near the wall on the right and some garlic leftovers spread all over the place
31 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- South side - a round wooden door (Stuck)
- North side - a rectangular wooden door (Locked 🝖)
Description
This area is dark and cold and the ground has several burn marks on. There’s something moving inside.
- There are 4 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 333 gp in total
There’s also a rusty short sword near the wall on the far end and some rotting remains of food next to it
32 : Library
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Doorways
- East side - an arched wooden door (Barricaded)
Description
This area is dark and cold and there are several claw marks on the walls. 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 an old broken mirror in the far corner and some traces of fur next to it
33 : Dead Ends
Left side - Dead End (Fountain)
- Clear water are coming out of a hole in the wall here
Right side - Dead End
- There is nothing here.
34 : Ceremonial Chamber
Doorways
- South side - an arched wooden door (Half-broken)
- North side - a triangle bronze door (Half-broken)
- A secret door (operated by a passphrase) on the east side is leading to a hidden storage room.
Description
There are stains of what seems to be blood all over the place and there are several splatters of dark matter on the ground. You spot something quite big 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:
- Thieves’ tools (Unusable)
- Garlic (Usable)
- Mace (Unusable)
There’s also a rusty short sword in the near corner and some traces of fur next to it
35 : 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 passphrase) from area 34 is on the west side.
Description
Large symbols and letters were painted all over the place and the ceiling is deeply fractured. You’re not alone here.
- 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.
There’s also a torn quiver in the near corner and some traces of fur spread all over the place
Searching will uncover a cloth wrap under a stone holding the key (🝧) to unlock the arched wooden door (to the east) in area 36
36 : Torture Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - a round bronze door (Barricaded)
- East side - an arched wooden door (Locked 🝧)
Description
This place seems to be an old dungeon cell and there are a few fractures on the walls. There are some large jars near the far wall.
The jars are trapped. Loose rubble is locked above the jars, released when a switch embedded in a handle 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 jars contain:
- 100 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the right and some ripped pieces of old rope next to it
Searching will uncover a small wooden box holding the key (🝃) to unlock the rectangular iron door (to the west) in area 44
37 : Torture Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- East side - triangle wooden door (Barricaded).
- North side - secret door (operated by a passphrase).
Description
Several wooden racks were fixtured here and there are some claw marks on the ceiling. There’s some sort of a beast inside.
- There are 2 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 burnt torch near the wall on the far end and some garlic leftovers spread all over the place
A plain looking wooden chest contains Gersinde of Cahal’s (from Askias) Custom Sword (actually a Sword +1, +3 vs Dragons)
The secret door on the north is leading to a secret chamber:
Description
Countless creepy crawlies all over rush back into the darkness and the ground has several cracks on. There is a small bag near the far wall.
The bag is 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 die in 1d4 turns.
The treasure here, if any, was already looted.
- There’s also a torn quiver near the wall on the left and some dry remains of food spread all over the place
38 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- West side - arched iron door (Half-broken).
- South side - rectangular marble door (Barricaded).
- North side - secret door (operated by a passphrase).
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 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:
- 3 sp
There’s also a rusty short sword near the wall on the right and some dry remains of food next to it
39 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
This area is dark and cold and the ground is covered with spots of green rot. There is a large jar near the far wall.
The jar is 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 jar contains:
- 300 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the right and some traces of fur spread all over the place
40 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - round bronze door (Half-broken)
- West side - arched wooden door (Stuck)
Description
This area stinks from excrements and the ceiling has some claw marks on. There is a very big bag near the far wall.
There’s a 2-in-6 chance the bag contains:
- 40 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the left and some rotting remains of food next to it
41 : Water Fountain
Clear water are coming out of the wall here.
42 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- South side - arched wooden door (Barricaded).
Description
There are stains of what seems to be blood all over the place and there are a few scorch marks on the ground. 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 rusty short sword near the wall on the far end and some torn pieces of clothing next to it
43 : Laboratory
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 (Barricaded).
- East side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Broken vials and beakers are scattered all over the place and there are a few spots of yellow ooze on the walls. There are some very big jars near the far wall.
The jars are trapped. Loose stones are locked above the jars, released when a switch embedded in a handle 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 jars contain:
- 50 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil in the far corner and some rotting remains of food spread all over the place
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 cracks. There’s a dead body here.
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 dust covered skeleton of an orc. Searching it will uncover:
- 40 gp
There’s also an old broken mirror in the far corner and some ripped pieces of old rope spread all over the place
44 : Crypt
Doorways
- North side - rectangular wooden door (Half-broken).
- West side - rectangular iron door (Locked 🝃).
- East 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 are covered with claw marks. There’s something lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if removing a specific object from its original place, 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 human corpse. Searching it will uncover:
- 20 gp
- Dagger (Unusable)
- Mace (Unusable)
- Oil (Unusable)
There’s also a torn quiver near the wall on the left and some dry remains of food spread all over the place
45 : Laboratory
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
This area stinks from excrements and there are a few fractures on the ground. 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 sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jars contain:
- 340 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack near the wall on the right and some dry remains of food spread all over the place
46 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gargoyles are making inside this area.
Doorways
- South side - rectangular wooden door (Stuck)
- East side - rectangular wooden door (Half-broken)
Description
There are stains of what seems to be blood all over the place and there are several claw marks on the walls. There’s something moving inside.
- There are 2 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:
- 23 gp
There’s also a used flask of oil in the near corner and some torn pieces of clothing spread all over the place
Shrine of the Deadly Ogre Shrine of the Deadly Ogre
Conspectus
The Defiled Lambs are using this dungeon, and theres a 2 in 6 chance to find Aleria Alinhilde together with her acolytes or mediums here.
Liutward Memorantia’s husband is in area 14
Encounters
3 Acolytes (area 3, area 9) 2 Mediums (area 16)
3 Medusas (area 8)
Tiger (area 3)
Treasure
2,321 gp in coins. 6,028 gp in gems. 34,250 gp in jewellery.
Macia of Northland’s Decorated Sword is in area 1
Aicard Odelberga’s Decorated Sword is in area 3
Lefin Brighthelm’s Custom-Fit Armor is in area 12
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | 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 | 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 at the bottom of a false outhouse .
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 1 gems worth 500 gp in total
- Pole (Unusable)
- Rope (Unusable)
- Holy symbol (Usable)
There’s also a used flask of oil near the wall on the right and some traces of fur next to it
There’s a crank lever that can open the secret door in area 11 (west)
A plain looking wooden chest contains Macia of Northland’s (from Belesa) Decorated Sword (actually a Sword +1, Light)
2 : Secret Chamber
Doorways
- North side - secret door (operated by a passphrase)
Description
This area stinks from excrements and there are some scorch marks on the ground. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- Mirror (Unusable)
- Rope (Usable)
- Adventurer Boots (Unusable)
There’s also a burnt torch near the wall on the right and some traces of fur next to it
3 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Tiger is making inside this area.
Doorways
- East side - round wooden door (Barricaded).
- South side - secret door (operated by a passphrase).
Description
It is dark and damp here and there are a few fractures 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:
- 9 sp
There’s also an old, ripped backpack in the near corner and some broken pieces of wood next to it
An old dark leather bag contains Aicard Odelberga’s (from Belesa) Decorated Sword (actually a Sword +1, +2 vs Spell Users)
The secret door on the south is leading to a secret chamber:
Description
You hear the sound of water dripping down and the walls are covered with spots of yellow ooze. 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
❏❏❏
Monster Hoard:
- 1 sp
There’s also a burnt torch near the wall on the right and some rotting remains of food next to it
Searching will uncover a nook in the wall holding the key (🝀) to unlock the round marble door (to the west) in area 6
4 : Entrance to the Laboratory
- West side - round wooden door (Barricaded).
5 : Entrance to the Pantry
- East side - round marble door (Locked 🝀).
6 : Pantry
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - round marble door (Locked 🝀).
- South side - triangle bronze door (Half-broken).
Description
It is dark and damp here and the ground has some fractures on. 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:
- 60 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the left and some rotting remains of food spread all over the place
7 : South entrance to the Pantry
- North side - triangle bronze door (Half-broken).
8 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusas are making inside this area.
Doorways
- West side - rectangular wooden door (Barricaded)
- South side - rectangular iron door (Stuck)
Description
The air in this area is dense and misty and there are a few burn marks on the ceiling. You’re not alone here.
- 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
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
Monster Hoard:
- 7 jewellery items worth 4,500 gp in total
There’s also a used flask of oil near the wall on the left and some garlic leftovers next to it
There’s a pressure plate lever that can open the secret door in area 11 (south)
9 : 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
Countless creepy crawlies all over rush back into the darkness and the ground is covered with splatters of dark matter. 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.
There’s also an old broken mirror in the near corner and some traces of fur next to it
10 : Corridor Door
- There’s an arched iron door (Half-broken)
11 : Secret doors
There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the south wall. The door is a shortcut to a connected corridor.
There’s another secret door (operated by a passphrase) on the south wall. This is the only way into the room at 12
A third secret door (operated by a crank lever somewhere in the dungeon) on the west wall is connected to the room at 13
12 : Shrine
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 north wall. This is the only way in and out of this room.
Description
Dense spiderwebs cover the corners of the room and there are some burn marks on the ceiling. There is a very big bag near the far wall.
The bag is 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 die in 1d4 turns.
There’s a 2-in-6 chance the bag contains:
- 480 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver in the near corner and some broken pieces of wood next to it
An old dark leather bag contains Lefin Brighthelm’s (from Onher) Custom-Fit Armor (actually an Armour +2)
13 : Library
Doorways
- There’s a secret door (operated by a crank lever somewhere in the dungeon) inside the alcove on the east wall.
- There’s a rectangular wooden door (Barricaded).
Description
Tall shelves made of rotting wood are fixtured here and the ground has several cracks on. There’s a dead body here.
Lying on the floor is a rotting goblin corpse. Searching it will uncover:
- 30 gp
- High Boots (Unusable)
- Mace (Usable)
- The key (🜫) to unlock the rectangular marble door (to the west) in area 14
There’s also an old broken mirror near the wall on the far end 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 wooden door (to the west) in area 17
14 : Ceremonial Chamber
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
- A successful listening roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- West side - rectangular marble door (Locked 🜫).
Description
A small wooden altar is located at the center of this room and the ceiling has some burn marks on. There are some large barrels near the far wall and a person is chained to the wall.
The barrels are trapped. Loose debris is locked above the barrels, released when a switch hidden in a rim 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 barrels contain:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the far end and some garlic leftovers next to it
The chained person is Liutward Memorantia’s husband from Farrwater.
15 : Pantry
Doorways
- East side - arched iron door (Half-broken)
- North side - round iron door (Barricaded)
Description
It is dark and damp here and there are some spots of green rot on the ground. You spot something quite big lying on the floor.
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 causing a sound sensitive membrane to vibrate. Save vs Death or sustain 1d6 damage from the violent thrust of the jumping spears.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- 4 jewellery items worth 4,100 gp in total
- Sling (Usable)
There’s also a burnt torch in the near corner and some rotting remains of food spread all over the place
16 : 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 - round bronze door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. There are cultists 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 an old broken mirror in the far corner and some torn pieces of clothing spread all over the place
17 : Library
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - rectangular marble door (Barricaded)
- West side - arched wooden door (Locked 🝗)
Description
This area stinks from excrements and there are some claw marks on the ceiling. There is a small bag near the far wall.
There’s a 2-in-6 chance the bag contains:
- 1,700 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the left and some ripped pieces of old rope spread all over the place
Temple of the Savage Desire Temple of the Savage Desire
Conspectus
The White Wolves are using this dungeon, and theres a 2 in 6 chance to find Justinna of Taramis together with her acolytes or mediums here.
Gratioso of Zakar’s husband is in area 4
Gainard of Marook’s son is in area 31
Helmin Madalgude’s son is in area 36
Encounters
33 Acolytes (area 4, area 28, area 34, area 35, area 40, area 42) 12 Mediums (area 3, area 9, area 37, area 37) 3 Spitting Cobras (area 1)
4 Crocodiles (area 2) 4 Giant Toads (area 10)
3 Black Bears (area 5) 4 Blink Dogs (area 16) 2 Doppelgängers (area 8) Medusa (area 25) 3 White Apes (area 19)
3 Horned Chameleons (area 32)
Tiger (area 33)
2 Gorgons (area 26)
Treasure
12,708 gp in coins. 10,659 gp in gems. 83,450 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 | 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 | 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 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.
There’s also a used flask of oil in the near corner and some ripped pieces of old rope next to it
There’s a rope-pull lever that can open the secret door in area 3 (west)
2 : Secret Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- East side - secret door (operated by a passphrase)
Description
It is dark and damp here and the ceiling has some claw marks on. There’s some sort of a beast inside.
- There are 4 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
❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏
There is no hoard.
There’s also a used flask of oil near the wall on the far end and some dry remains of food next to it
Searching will uncover a small wooden box holding the key (🜴) to unlock the rectangular bronze door (to the west) in area 9
There’s a rope-pull lever that can open the secret door in area 20 (west)
3 : 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 marble door (Half-broken).
- West side - secret door (operated by a rope-pull lever somewhere in the dungeon).
- East side - secret door (operated by a passphrase).
Description
Large symbols and letters were painted all over the place and there are several claw marks on the walls. 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
❏
❏❏❏
Monster Hoard:
- 53 gp
There’s also an old, ripped backpack near the wall on the left and some dry remains of food next to it
4 : Crypt
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
- A successful listening roll will also reveal screams of fear coming from inside this area.
Doorways
- East 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 ground has some claw marks on. There are cloaked and hooded humans inside and a person is chained to the wall.
- 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
❏❏
❏❏
❏
Monster Hoard:
- 1 gems worth 50 gp in total
There’s also a used flask of oil near the wall on the right and some ripped pieces of old rope spread all over the place
The chained person is Gratioso of Zakar’s husband from Silverbend.
5 : Crypt
Foreshadowing
- A succesfull listening roll could detect the sounds that the Black Bears are making inside this area.
Doorways
- East side - secret door (operated by a passphrase).
Description
Countless creepy crawlies all over rush back into the darkness and there are a few claw marks on the ceiling. There’s some sort of a beast inside.
- 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
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a torn quiver near the wall on the far end and some torn pieces of clothing spread all over the place
Searching will uncover a goat’s skull holding the key (🝲) to unlock the rectangular iron door (to the south) in area 9
6 : Ceremonial Chamber
Doorways
- North side - arched iron door (Locked 🜠).
- South side - arched iron door (Stuck).
- East side - arched iron door (Barricaded).
Description
You hear the sound of water dripping down and the walls are carved with claw marks. There’s something 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 through its trip wire. Save vs Breath or sustain 1d6 damage from the fast and sharp arrow.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 40 gp
There’s also an old, ripped backpack near the wall on the right and some ripped pieces of old rope next to it
Searching will uncover a small wooden box holding the key (🜠) to unlock the arched iron door (to the north) in area 6
7 : Torture Chamber
Doorways
- West side - secret door (operated by a passphrase).
Description
Dense spiderwebs cover the corners of the room and the ceiling is covered with spots of yellow ooze. 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 removing a specific object from its original place, 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 dust covered human skeleton. Searching it will uncover:
- 40 gp
- The key (🝓) to unlock the rectangular wooden door (to the west) in area 22
There’s also a rusty short sword near the wall on the right and some broken pieces of wood spread all over the place
Searching will uncover a small wooden box holding the key (🜊) to unlock the arched wooden door (to the south) in area 12
There’s a pressure plate lever that can open the secret door in area 10 (north)
8 : Shrine
Foreshadowing
- A succesfull listening roll could detect the sounds that the Doppelgängers are making inside this area.
Doorways
- South side - round iron door (Locked 🝣)
- East side - rectangular iron door (Half-broken)
Description
You hear the sound of water dripping down and there are a few burn marks on the walls. This is not looking good.
- There are 2 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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There is no hoard.
There’s also an old broken mirror in the near corner and some rotting remains of food spread all over the place
Searching will uncover a cloth wrap under a stone holding the key (🝣) to unlock the round iron door (to the south) in area 8
There’s a pressure plate lever that can open the secret door in area 14 (north)
9 : 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 - triangle marble door (Stuck).
- West side - rectangular bronze door (Locked 🜴).
- South side - rectangular iron door (Locked 🝲).
Description
Large symbols and letters were painted all over the place and the ground has a few claw 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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Monster Hoard:
- 18 gp
There’s also a burnt torch in the near corner and some garlic leftovers spread all over the place
10 : Pantry
Foreshadowing
- A succesfull listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
This area was likely used as a pantry and the walls have several scorch marks on. There’s some sort of a beast inside.
- There are 4 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 used flask of oil near the wall on the right and some rotting remains of food spread all over the place
There’s a rope-pull lever that can open the secret door in area 12 (west)
11 : Corridor
- There’s an arched marble door (Half-broken) It is leading to the room in 12
12 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - arched wooden door (Locked 🜊).
- South side - arched marble door (Half-broken).
- Next to it there’s a secret door (operated by a rope-pull lever somewhere in the dungeon) leading to a small chamber.
- There’s a secret door (operated by a passphrase) on the north wall.
Description
You hear the sound of water dripping down and the ceiling is covered with claw marks. There are some small chests near the far wall.
There’s a 2-in-6 chance the chests contain:
- 1,020 gp
- 3 gems worth 210 gp in total
- 5 jewellery items worth 4,700 gp in total
Otherwise, this place was already looted earlier.
There’s also a used flask of oil near the wall on the right and some ripped pieces of old rope spread all over the place
13 : Corridor
This 80' corridor is leading to a round iron door (Stuck) The door is leading to the Crypt.
14 : 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 iron door (Stuck)
- Theres a secret door (operated by a pressure plate lever somewhere in the dungeon) in the alcove on the north wall.
Description
Dense spiderwebs cover the corners of the room and the walls have several burn marks on. There are some large 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:
- 440 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the far end and some garlic leftovers 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 north) in area 15
15 : 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 - rectangular wooden door (Barricaded)
- South side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
- North side - an arched iron door (Locked 🜔)
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is scorched with burn marks. There are some small barrels near the far wall.
The barrels are trapped. Loose stones are locked above the barrels, released when a switch hidden in a rim 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 barrels contain:
- 430 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror near the wall on the left and some torn pieces of clothing spread all over the place
16 : Library
Foreshadowing
- A succesfull listening roll could detect the sounds that the Blink Dogs are making inside this area.
Doorways
- west - arched bronze door (Barricaded)
Description
This area stinks from excrements and the walls have several cracks on. There’s movement inside.
- There are 4 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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There is no hoard.
There’s also a used flask of oil near the wall on the right and some garlic leftovers next to it
Searching will uncover a small wooden box holding the key (🜽) to unlock the arched marble door (to the east) in area 32
There’s a rope-pull lever that can open the secret door in area 34 (north)
17 : Corridor
- triangle bronze door (Half-broken) It is leading to the room in 18
18 : Shrine
Doorways
- South side - round iron door (Stuck).
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the north wall.
Description
A small wooden altar is located at the center of this room and the ground is scorched with burn marks. There’s something 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 removing a specific object from its original place. Save vs Breath or sustain 1d6 damage from the fast and sharp arrow.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- The key (🜗) to unlock the rectangular wooden door (to the west) in area 27
There’s also a rusty short sword near the wall on the left and some garlic leftovers spread all over the place
There’s a crank lever that can open the secret door in area 18 (north)
19 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the White Apes are making inside this area.
Doorways
- West side - arched bronze door (Barricaded)
Description
You hear the sound of water dripping down and the walls are scorched with burn marks. There’s some sort of a beast inside.
- There are 3 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 used flask of oil near the wall on the left and some traces of fur next to it
20 : Secret Door to the corridor
Doorways
- West side - a secret door (operated by a rope-pull lever somewhere in the dungeon)
21 : Pantry
Doorways
- East side - arched wooden door (Half-broken).
Description
This area was likely used as a pantry and the ground is carved with claw marks. There’s a dead body here.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- Short Bow (Usable)
- Rations (Usable)
There’s also a burnt torch near the wall on the left and some rotting remains of food spread all over the place
There’s a rope-pull lever that can open the secret door in area 33 (north)
22 : 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 - rectangular wooden door (Locked 🝓).
Description
The air in this area is dense and misty and the ceiling is covered with cracks. There are some small jars near the far wall.
The jars are trapped. There’s a small gas-filled blister made of goat’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 jars contain:
- 60 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror near the wall on the left and some broken pieces of wood spread all over the place
23 : Library
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- East side - a rectangular bronze door (Half-broken)
Description
Tall shelves made of rotting wood are fixtured here and the ground has several spots of green rot on. There is a large barrel near the far wall.
There’s a 2-in-6 chance the barrel contains:
- 150 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword in the far corner and some garlic leftovers spread all over the place
There’s a rope-pull lever that can open the secret door in area 25 (east)
24 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 10 gp
- The key (🜓) to unlock the rectangular marble door (to the west) in area 47
Right side - Dead End (Fountain)
- Dark liquid is coming out of a stone statue of a fish here
25 : Laboratory
Foreshadowing
- A succesfull listening roll could detect the sounds that the Medusa is making inside this area.
Doorways
- South side - an arched wooden door (Half-broken)
- North side - an odd-shaped iron door (Half-broken)
- A secret door (operated by a rope-pull lever somewhere in the dungeon) on the east side is leading to a hidden storage room.
Description
There are stains of what seems to be blood all over the place and the ceiling is scorched with burn marks. This is not looking good.
- There’s a Medusa 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
Monster Hoard:
- 333 gp
There’s also an old broken mirror in the near corner and some rotting remains of food spread all over the place
26 : Secret Storage Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Gorgons are making inside this area.
Doorways
- The secret door (operated by a rope-pull lever somewhere in the dungeon) from area 25 is on the west side.
Description
A large pentagram was painted here and the walls are carved with claw marks. 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:
- 5,700 gp
There’s also a used flask of oil near the wall on the far end and some dry remains of food next to it
27 : Laboratory
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- West side - a rectangular wooden door (Locked 🜗)
- East side - an arched wooden door (Barricaded)
Description
The air in this area is dense and misty and the ceiling is covered with spots of green rot. There is a big bag near the far wall.
The bag is trapped. There’s a small gas-filled blister made of lizard’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:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack in the far corner and some broken pieces of wood spread all over the place
28 : 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 odd-shaped wooden door (Barricaded)
Description
A small wooden altar is located at the center of this room and the walls are deeply fractured. There are cultists inside.
- There are 6 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 old broken mirror in the far corner and some ripped pieces of old rope next to it
29 : Dead Ends
Left side - Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
- Mirror (Unusable)
- Dagger (Unusable)
- Garlic (Usable)
Right side - Dead End (Body)
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 310 gp
30 : Shrine
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - a rectangular iron door (Barricaded)
- South side - an arched wooden door (Stuck)
- A secret door (operated by a passphrase) on the west side is leading to a hidden storage room.
Description
It is dark and damp here and the ceiling has a few spots of yellow ooze on. There are some large 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:
- 350 gp
Otherwise, this place was already looted earlier.
There’s also an old, ripped backpack in the near corner and some ripped pieces of old rope spread all over the place
31 : Secret Storage Room
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
- A successful listening roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- The secret door (operated by a passphrase) from area 30 is on the east side.
Description
A small wooden altar is located at the center of this room and the walls are covered with claw marks. There are some very big jars near the far wall and a person is chained to the wall.
The jars are trapped. There’s a small gas-filled blister made of goat’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 jars contain:
- 3,200 gp
Otherwise, this place was already looted earlier.
There’s also a burnt torch near the wall on the left and some ripped pieces of old rope spread all over the place
The chained person is Gainard of Marook’s son from Silverbend.
32 : Ceremonial Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Horned Chameleons are making inside this area.
Doorways
- East side - an arched marble door (Locked 🜽)
- West side - an arched wooden door (Stuck)
Description
This area stinks from excrements and the ceiling is scorched with burn marks. There’s movement inside.
- 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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❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
There is no hoard.
There’s also a torn quiver in the far corner and some garlic leftovers next to it
33 : Crypt
Doorways
- East side - rectangular bronze door (Locked 🜰).
- North side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area stinks from excrements and the walls are deeply fractured. There’s something lying on the floor.
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 dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Holy symbol (Usable)
- Thieves’ tools (Usable)
There’s also a rusty short sword near the wall on the left and some ripped pieces of old rope next to it
Searching will uncover a small wooden box holding the key (🜰) to unlock the rectangular bronze door (to the east) in area 33
The secret door on the north 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 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.
There’s also a burnt torch in the near corner and some torn pieces of clothing spread all over the place
34 : 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 - round wooden door (Half-broken).
- South side - arched wooden door (Stuck).
- North 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 the ceiling has a few burn marks on. There are humans wearing red robes inside.
- There are 6 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 sp
- 1 jewellery items worth 975 gp in total
There’s also a rusty short sword near the wall on the far end and some traces of fur next to it
There’s a pressure plate lever that can open the secret door in area 37 (north)
35 : Torture Chamber
Foreshadowing
- If listening to one of the doors here is successfull, the faint voices of chanting by cultists could be heard .
Description
There are stains of what seems to be blood all over the place and the walls have several scorch marks on. 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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There is no hoard.
There’s also an old, ripped backpack near the wall on the far end and some torn pieces of clothing spread all over the place
36 : Crypt
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
- A successful listening roll will also reveal a faint sound of crying coming from inside this area.
Doorways
- North side - arched bronze door (Barricaded)
- West side - rectangular iron door (Stuck)
Description
This area is dark and cold and the ceiling is deeply fractured. There is a very big jar near the far wall and a person is chained to the 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:
- 300 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the far corner and some broken pieces of wood spread all over the place
The chained person is Helmin Madalgude’s son from Kraan.
37 : 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 (Half-broken).
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
It is dark and damp here and the ground is covered with cracks. 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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There is no hoard.
There’s also a used flask of oil near the wall on the left and some ripped pieces of old rope spread all over the place
The secret door on the north is leading to a secret chamber:
Description
You hear the sound of water dripping down and the ceiling is covered with cracks. 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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There is no hoard.
There’s also an old, ripped backpack near the wall on the left and some broken pieces of wood next to it
38 : Entrance to the Torture Chamber
- East side - arched wooden door (Half-broken).
39 : Entrance to the Ceremonial Chamber
- West side - arched wooden door (Barricaded).
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
- East side - arched wooden door (Barricaded).
- North side - round wooden door (Half-broken).
Description
A small wooden altar is located at the center of this room and the walls have a few burn marks on. There are cultists inside.
- There are 6 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:
- 72 gp
There’s also an old broken mirror near the wall on the left and some broken pieces of wood next to it
41 : North entrance to the Ceremonial Chamber
- South side - round wooden door (Half-broken).
42 : Crypt
Doorways
- West side - round bronze door (Stuck).
- North side - secret door (operated by a passphrase).
Description
The air in this area is dense and misty and there are some spots of yellow ooze on the ground. You spot something quite big lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
There’s also a rusty short sword in the near corner and some ripped pieces of old rope spread all over the place
The secret door on the north is leading to a secret chamber:
Description
It is dark and damp here and the ceiling is carved with claw marks. 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:
- 3 jewellery items worth 3,200 gp in total
There’s also an old, ripped backpack near the wall on the right and some ripped pieces of old rope next to it
43 : Entrance to the Crypt
- East side - round bronze door (Stuck).
44 : Entrance to the Shrine
- West side - rectangular bronze door (Barricaded).
45 : Shrine
Doorways
- East side - rectangular bronze door (Barricaded).
- North side - triangle bronze door (Barricaded).
Description
Countless humanoid skulls “decorate” the boundries here and the ground is deeply fractured. You spot something quite big 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 stepping on pressure plate. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 30 gp
- 4 jewellery items worth 3,800 gp in total
- Pole (Unusable)
- Adventurer Boots (Usable)
- Silver Dagger (Unusable)
There’s also an old broken mirror near the wall on the left and some traces of fur spread all over the place
46 : North entrance to the Shrine
- South side - triangle bronze door (Barricaded).
47 : Crypt
Doorways
- West side - rectangular marble door (Locked 🜓)
- East side - triangle wooden door (Half-broken)
Description
You hear the sound of water dripping down and the walls are scorched with burn marks. There’s a dead body here.
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 causing a sound sensitive membrane to vibrate. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 10 gp
- Iron spikes (Usable)
There’s also a used flask of oil near the wall on the far end and some dry remains of food next to it
48 : Water Fountain
Clear water are coming out of the wall here.
Caverns of the Hopeless Slaves Caverns of the Hopeless Slaves
Conspectus
Encounters
18 Stirges (area 2, area 8, area 15)
6 Gnolls (area 12) 5 Troglodytes (area 6) 2 Yellow Moulds (area 13)
3 Harpys (area 11)
Treasure
1,910 gp in coins. 6,655 gp in gems. 46,235 gp in jewellery.
Aqualina of Nafar’s Decorated Sword is in area 6
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d4 | Encounter | Stats |
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1 | Harpy | Armour Class: 7 [12] Hit Dice: 3 Attacks: 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) THAC0: 17 [+2] Movement: 60’ (20’) / 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Chaotic XP: 50 |
2 | 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 |
3 | 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) |
4 | 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 |
1 : Caverns Entrance
This passage into the caverns is under a wooden trapdoor buried 5 feet in the ground.
2 : Chamber
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
The air in this area is dense and misty and the ground has a few fractures on. You feel chills curling up your spine.
- There are 9 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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There is no hoard.
There’s also an old broken mirror in the near corner and some traces of fur next to it
3 : Cave Room
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and the canopy is covered with spots of yellow ooze. There are some big crates near the far wall.
The crates are trapped. Loose stones are 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 stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the crates contain:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a used flask of oil in the far corner and some garlic leftovers spread all over the place
4 : Chamber
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
Dense spiderwebs cover the stalactites and stalagmites and there are a few cracks on the ground. There are some very big bags near the far wall.
The bags are trapped. There’s a small gas-filled blister made of goat’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 bags contain:
- 260 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the right and some dry remains of food spread all over the place
5 : Grotto
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
There are stains of what seems to be blood on the ground and the stalagmites are deeply fractured. There are some small jars near the far wall.
The jars are trapped. Loose debris is locked above the jars, released when a switch embedded in a handle 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 jars contain:
- 50 gp
- Potion of Diminution
- Ring of Control Humans
Otherwise, this place was already looted earlier.
There’s also a torn quiver in the near corner and some rotting remains of food spread all over the place
6 : Cave Hall
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Description
This area is covered with egg-like cave blisters and there are several burn marks on the ground. You see glowing eyes staring at you 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:
- 25 gems worth 1,806 gp in total
- 23 jewellery items worth 12,375 gp in total
There’s also an old broken mirror near the wall on the left and some dry remains of food next to it
A wooden barrel contains Aqualina of Nafar’s (from Silverbend) Decorated Sword (actually a Sword +1, +3 vs Enchanted Creatures)
7 : Cave Room
Description
It is dark and damp here and the stalactites are deeply fractured. There’s something lying on the floor.
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.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Rope (Unusable)
- Mirror (Usable)
There’s also a used flask of oil near the wall on the right and some rotting remains of food spread all over the place
8 : Cave Room
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
It is dark and damp here and there are several fractures on the ground. There’s movement inside.
- There are 2 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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There is no hoard.
There’s also a torn quiver near the wall on the left and some broken pieces of wood next to it
9 : A Vast Chamber
Description
Dense spiderwebs are stretched between cave columns and there are some burn marks on the stalagmites. There’s also a colorful glow emitting from the ground.
- A few blue, red and yellow 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 rusty short sword near the wall on the right and some ripped pieces of old rope spread all over the place
10 : 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 stalactites are scorched with burn marks. There is a large 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:
- 1,450 gp
Otherwise, this place was already looted earlier.
There’s also a rusty short sword near the wall on the right and some dry remains of food spread all over the place
11 : Grotto
Foreshadowing
- A succesfull listening roll could detect the sounds that the Harpys are making inside this area.
Description
It is dark and damp here and the ground has several scorch marks on. Looking down, you realize you just stepped into a pool of blood.
- There are 3 Harpys inside. Roll or decide for reaction.
Harpy
Armour Class: 7 [12] Hit Dice: 3 Attacks: 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) THAC0: 17 [+2] Movement: 60’ (20’) / 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Chaotic XP: 50
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Monster Hoard:
- 100 gp
There’s also a rusty short sword near the wall on the right and some broken pieces of wood spread all over the place
12 : Cave Room
Foreshadowing
- When listening from outside, speaking Gnolls can be faintly heard from inside this area.
Description
There are stains of what seems to be blood on the ground and the stalactites have several spots of yellow ooze on. You see the shimmer of a blade inside.
- There are 6 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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There is no hoard.
There’s also a rusty short sword in the far corner and some traces of fur spread all over the place
13 : Cave Hall
Foreshadowing
- There’s a good chance players could sense the vile stench that the Yellow Moulds are emitting from inside this area.
Description
This area stinks from excrements and the stalagmites are covered with scorch marks. There are bones on the ground, clean bones.. almost bleach-white.
- There are 2 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 an old broken mirror near the wall on the far end and some torn pieces of clothing spread all over the place
14 : Chamber
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
Dense spiderwebs are stretched between cave columns and the stalactites are carved with claw marks. There is a very big barrel near the far wall.
The barrel is trapped. A strong acid ooze was applied on the barrel. 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 barrel contains:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also a torn quiver near the wall on the right and some rotting remains of food spread all over the place
15 : Cave Dig
Foreshadowing
- A succesfull listening roll could detect the sounds that the Stirges are making inside this area.
Description
The cave earth here makes the ground feel sticky and there are some claw marks on the stalagmites. There’s something moving inside.
- There are 7 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 742 gp in total
There’s also an old, ripped backpack near the wall on the left and some traces of fur next to it
16 : Cave Hall
Description
This area is dark and cold and the stalactites are covered with scorch marks. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- Garlic (Unusable)
- Rations (Usable)
There’s also a burnt torch near the wall on the far end and some broken pieces of wood next to it
Factions
The Defiled Lambs The Defiled Lambs
The Defiled Lambs Cult are attempting demons summoning rituals. The Cult hideout is the Shrine of the Deadly Ogre.
The Cult leader is a Aleria Alinhilde, a level 9 Cleric. She has enchanting green eyes, delicate features and a holy symbol tattooed on the forehead (Desperate). In the pocket: 1 cp and an empty vial.
Aleria has a special interest of an unknown nature in Elsaria of Zelata’s dragon’s skin carpet .
Aleria Alinhilde (Level 9 Cleric)
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 29 Attacks 1 × Club (1d4) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D6 W7 P9 B11 S9 Alignment Chaotic STR 10 INT 11 WIS 17 DEX 9 CON 12 CHA 6 Spells Resist Cold, Detect Magic, Protection from Evil, Resist Fire, Know Alignment, Speak with Animals, Continual Light (Continual Darkness), Locate Object, Continual Light (Continual Darkness), Protection from Evil 10’ Radius, Create Water, Create Food, Dispel Evil
Members
- Aliva Pentecoste owner of the music shop from the city of Thalis
- Resende Madaltrude owner of the clothing shop from the city of Thalis
- Urofina Ingitrude owner of the physician shop from the village of Brewfish
- Fiuca Ermentaria owner of the glass blower shop from the village of Belesa
- Olcaviva of Headsmen from the city of Thalis
- Villana of Tair owner of the cobbler shop from the town of Askias
- Hamard Frodohard from the city of Thalis
- Gerward Fredebald owner of the general goods shop from the town of Askias
- Winmar Frodeberga owner of the bakery shop from the village of Belesa
- Theodo Superantia from the city of Thalis
- Lucida of Samari from the city of Thalis
- Senkata of Scrya manager of the daycare from the town of Odrea
- Ashar of Starra from the village of Onher
- Volkward of Gezai
- Meinher Verderosa owner of the hatter shop from the city of Thalis
- Hildewin Gospatric from the town of Askias
- Baltrude Knightwine owner of the witch shop from the town of Askias
- Ingimar Bellabona owner of the winery shop from the city of Thalis
- Lefsy of Magicka owner of the tinkerer shop from the city of Thalis
Collaborators
- Ermengar Hildelinde owner of the carpenter shop from the city of Thalis
- Pancia Landelanda from the village of Onher
- Gontard Alinhilde owner of the indoor market shop from the city of Thalis
The Foul Truthseekers The Foul Truthseekers
The Foul Truthseekers Cult are sacrificing humans. The Cult hideout is the Temple of the Mad Hopes.
The Cult leader is a Liutward of Moundfar, a level 9 Magic-user. He has short black hair, wise brown eyes and a star tattooed on the forehead (Repentant). In the pocket: 3 cp and spectacles.
Liutward has a special interest of an unknown nature in Wikard Bernswith’s wool carpet .
Liutward of Moundfar (Level 9 Magic-user)
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 Chaotic STR 12 INT 12 WIS 15 DEX 16 CON 15 CHA 11 Spells Ventriloquism, Read Magic, Ventriloquism, Detect Invisible, Locate Object, ESP, Water Breathing, Fly, Fly, Remove Curse (Curse), Massmorph, Transmute Rock to Mud (Mud to Rock)
Members
- Odelrada of Devilmask from the village of Onher
- Trimer of Northhaven owner of the matchmaker shop from the village of Farrwater
- Lotar Pentecoste owner of the animal supplies shop from the town of Askias
- Waser Nicephorus from the city of Thalis
- Theuda Aizivella from the city of Thalis
- Hogar of Thoga owner of the tinkerer shop from the city of Thalis
- Grasso Contaminat from the city of Thalis
- Gersinde Tigernach from the village of Farrwater
- Ebbo of Sagoth owner of the tailor shop from the town of Askias
- Pancia of Qona owner of the trade post shop from the town of Askias
- Hermar of Thoraka owner of the liquor shop from the city of Thalis
- Benno Erchamrich owner of the craft shop from the village of Kraan
- Gerin Madalrich owner of the blacksmith shop from the town of Odrea
- Baius Sicleramna owner of the bakery shop from the town of Askias
- Solianna of Cona’S Vale owner of the brothel shop from the village of Kraan
- Theuda Bernswith owner of the flower shop shop from the town of Askias
- Wulfsy Walantrude from the village of Brewfish
Collaborators
- Precious Placentius owner of the mill shop from the village of Kraan
- Volkward Hildebert from the city of Thalis
- Vuteria Sulhoiarn from the village of Onher
- Aleria of Darza manager of the daycare from the city of Thalis
- Sihaus of Oshar from the city of Thalis
The Spears Of Victory The Spears Of Victory
The Spears Of Victory Militia are conspiring to abolish all magic-users. The militia’s usual gathering venue is Lost Mace Tavern in Farrwater
The Militia leader is a Ingimar of Zeriti, a level 7 Fighter. He has cold dark eyes, a long smoking pipe in his mouth and a missing middle-finger (Uncomfortable). In the pocket: 3 cp, a magnifying glass and 1 gp.
Ingimar has a special interest of an unknown nature in Elsaria of Zelata’s dragon’s skin carpet .
Ingimar of Zeriti (Level 7 Fighter)
Armour Class 4 [15] Leather armor + Shield Hit Points 38 Attacks 1 × Long Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 18 INT 12 WIS 11 DEX 17 CON 9 CHA 11 Spells
Members
- Villana Hildenibia from the village of Brewfish
- Theodo Ansegilde owner of the bookstore shop from the village of Kraan
- Tanquard Theodeberg owner of the fortune teller shop from the village of Brewfish
- Savius of Xothal owner of the distillery shop from the village of Kraan
- Meliora Hildegaud from the village of Belesa
- Saroilde of Yaja owner of the cobbler shop from the town of Silverbend
- Haimo Erchamilde owner of the tailor shop from the village of Belesa
- Gaucia of Yaara manager of the mortician from the village of Onher
- Macia of Turan manager of the school from the village of Brewfish
- Erlinde of Moonglow from the city of Thalis
- Villana of Lillin manager of the registery from the town of Odrea
- Fakard of Tallamor owner of the carpenter shop from the city of Thalis
- Hrotho of Usor owner of the salon shop from the village of Onher
- Rothward of Envar from the village of Brewfish
- Ysoria Madaltrude from the city of Thalis
- Berlinde Aldebrand from the city of Thalis
- Berner Frodeberga owner of the printing press shop from the city of Thalis
- Gammo of Yaara from the town of Silverbend
- Vuteria of Belesa
- Agenna Felicitas owner of the tanner shop from the village of Onher
Collaborators
- Justinna Cunihilda owner of the physician shop from the village of Onher
- Zdeslava of Tair from the city of Thalis
- Grimhard of Innara from the city of Thalis
- Agenna of Gazali owner of the bookstore shop from the village of Belesa
- Aicfrida Waldegilde owner of the spices shop from the town of Silverbend
The White Wolves The White Wolves
The White Wolves Cult are conducting horrid experiments in humanoids. The Cult hideout is the Temple of the Savage Desire.
The Cult leader is a Justinna of Taramis, a level 6 Magic-user. She has crystal blue eyes, short white pony-tail and decorated book linked to a strap around the chest (Uncomfortable). In the pocket: a comb.
Justinna has a special interest of an unknown nature in Lodn of Zofara.
Justinna of Taramis (Level 6 Magic-user)
Armour Class 8 [11] Unarmored Hit Points 25 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D11 W12 P11 B14 S12 Alignment Chaotic STR 5 INT 17 WIS 12 DEX 15 CON 17 CHA 13 Spells Shield, Charm Person, ESP, Mirror Image, Fire Ball, Protection from Evil 10’ Radius
Members
- Hermar of Kull owner of the flower shop shop from the city of Thalis
- Arbar of Magicka owner of the liquor shop from the village of Onher
- Agenna Ermengaude from the city of Thalis
- Muscatta Sicleramna from the city of Thalis
- Gunnora Bernhilde from the town of Askias
- Liutward of Moundfar
- Helmgor of Ankar from the city of Thalis
- Wiggo of Zelata owner of the armor & weapons shop from the town of Silverbend
- Reinger Vladislav from the village of Brewfish
- Rithilde of Korvela from the city of Thalis
- Odelrada Meintrude from the city of Thalis
- Theinard of Overi from the city of Thalis
- Liutmar Wenceslas owner of the stables shop from the city of Thalis
- Rosso of Willya owner of the barber shop from the village of Belesa
- Hartgor of Kirah owner of the grocer shop from the village of Belesa
- Aitilde of Aral from the village of Onher
- Justinna Madalbert from the city of Thalis
Collaborators
- Gerhelma of Qurra manager of the animal pound from the town of Askias
- Brysia Christofana owner of the restaurant shop from the city of Thalis
- Olcaviva of Naram owner of the glass blower shop from the town of Odrea
- Rathard of Raihna from the village of Brewfish
- Otmar of Hogsfoot manager of the animal pound from the city of Thalis
The Black Bones The Black Bones
The Black Bones Cult are sacrificing humans. The Cult hideout is the Shrine of the Unholy Blades.
The Cult leader is a Landward Fridewald, a level 9 Cleric. He has wild green eyes, a two day stubble and long, skinny fingers (Worried). In the pocket: dice and 4 sp.
Landward has a special interest of an unknown nature in Villana of Tair’s embroided cloak .
Landward Fridewald (Level 9 Cleric)
Armour Class 7 [12] Chainmail armor Hit Points 34 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D6 W7 P9 B11 S9 Alignment Chaotic STR 14 INT 11 WIS 12 DEX 4 CON 10 CHA 9 Spells Resist Cold, Purify Food and Water, Remove Fear (Cause Fear), Know Alignment, Resist Fire, Know Alignment, Growth of Animal, Remove Curse (Curse), Locate Object, Sticks to Snakes, Speak with Plants, Raise Dead (Finger of Death), Commune
Members
- Waltilde of Thodar from the village of Kraan
- Balsinde Bellissima owner of the witch shop from the village of Farrwater
- Doda Huldegarde owner of the liquor shop from the town of Silverbend
- Hildrada of Caladon owner of the vehicle maker shop from the city of Thalis
- Malger of Akeba from the town of Askias
- Hilde Acleberta from the town of Silverbend
- Henarda Theodemar from the town of Silverbend
- Lautrude Pentecoste
- Ebbo Liutwarde owner of the music shop from the town of Askias
- Minger Waldemund owner of the tinkerer shop from the village of Brewfish
- Maltia Blathilde owner of the physician shop from the city of Thalis
- Ajutor Hildegund owner of the clothing shop from the village of Brewfish
- Aclehard Mancinagross from the town of Askias
- Wikard Bernswith owner of the post office shop from the town of Odrea
- Grimhard of Magicka owner of the post office shop from the village of Farrwater
- Berwin of Headsmen owner of the tinkerer shop from the town of Odrea
- Madwin of Koru owner of the smokehouse shop from the village of Onher
- Duberta of Sadeka owner of the spices shop from the town of Odrea
Collaborators
- Madmar Reinbalda from the city of Thalis
- Senkata Ingibiorn from the city of Thalis
- Baldwar of Kandar owner of the bathhouse shop from the village of Belesa
Breakglass
NPCs NPCs
A
Unica of Aberius, Electa of Aberius, Germar Abundance, Hedenna Abundance, Lanto Abundance, Hilde Acleberta, Caloanna Admiranda, Mauger Admiranda, Merard Adrehilde, Haelcar of Agara, Gersinde Agintrude, Theuda Aizivella, Saroilde Aizivella, Malger of Akeba, Odaria of Albadir, Berlinde Aldebrand, Fakard Aldebrand, Theodin Aldegarde, Guther Aldegarde, Gontard Alinhilde, Aleria Alinhilde, Helmgor of Ankar, Theodo Ansegilde, Gunnora of Aphaki, Anson of Aral, Aitilde of Aral, Baius of Arazar, Macia of Arga, Hillinus of Ashamar, Erberta of Ashra, Justinna of Azira, Weltrude of Aziri, Haimo of Aziri
B
Gerberta of Balaal, Airard of Balaz’S Wish, Altilde of Barin, Meira of Battleshield, Merard of Belesa, Velerio of Belesa, Vuteria of Belesa, Ingimar Bellabona, Marcher Bellavita, Crispus Bellavita, Hachar Bellavita, Gismunda Belleflos, Harlin Belleflos, Isoard Belleflos, Balsinde Bellissima, Flaminio Bellissimo, Amara Benvenuta, Lefsy Bernegilde, Aldiva Bernegilde, Gunnora Bernhilde, Wikard Bernswith, Theuda Bernswith, A