The Lands of Alnarana
Background
Brutal wars shaped the lands of Alnarana for ages, but peace was finally restored. There are however those who seek to bring Alnarana back into darkness.
Population: 45579 residents
warlady Aicfrida of Thalanor
Alnarana is ruled by warlady Aicfrida of Thalanor, a level 11 Dwarf.✎ She has deep blue eyes, short black hair and short, fat fingers (Aggressive).
Armour Class 3 [16] Chainmail armor + Shield Hit Points 41 Attacks 1 × Sword + 3 (1d8+3) THAC0 12 [+7] Movement Rate 90' (30') Saves D2 W3 P4 B4 S6 Alignment Neutral STR 13 INT 10 WIS 13 DEX 15 CON 11 CHA 6
Warlady Aicfrida of Thalanor’s entourage
Heading the temple is Winsy of Vakallar, a level 11 Cleric.✎ She has flowing red hair, tired red-looking eyes and long, skinny fingers (Angry). In the pocket: 3 cp.
Armour Class 10 [9] Leather armor Hit Points 42 Attacks 1 × Staff (1d4) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D6 W7 P9 B11 S9 Alignment Neutral STR 6 INT 7 WIS 16 DEX 3 CON 10 CHA 8 Spells ✦ 2 × Resist Cold ✦ Protection from Evil ✦ Detect Magic ✦ Find Traps ✦ 2 × Bless (Blight) ✦ Silence 15’ Radius ✦ Striking ✦ Growth of Animal ✦ Continual Light (Continual Darkness) ✦ Locate Object ✦ Neutralize Poison ✦ 2 × Protection from Evil 10’ Radius ✦ Insect Plague ✦ Create Food ✦ Raise Dead (Finger of Death)
Aicfrida’s sage is Warnger of Capeya, a level 10 Magic-user.✎ He has piercing dark eyes, a thick moustache and a nose ring (Panicky). In the pocket: 2 cp and an empty vial.
Armour Class 10 [9] Unarmored Hit Points 20 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 14 WIS 16 DEX 7 CON 12 CHA 6 Spells ✦ Floating Disc ✦ Charm Person ✦ Read Languages ✦ 2 × Locate Object ✦ Mirror Image ✦ 2 × Hold Person ✦ Clairvoyance ✦ Wall of Ice ✦ Charm Monster ✦ Massmorph ✦ Pass-Wall ✦ Teleport
Aicfrida’s confidant is Hartmar Frotbalda, a level 10 Thief.✎ He has a hairy chest, tired looking eyes and a nose ring (Irritated). In the pocket: a quill.
Armour Class 6 [13] Leather armor Hit Points 17 Attacks 1 × Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D10 W11 P9 B12 S10 Alignment Neutral STR 15 INT 3 WIS 3 DEX 14 CON 8 CHA 15
Regions
Thunderwave Barrens Thunderwave Barrens
Hex 01: Temple of the Furious Pits ✎
There are numerous sinkholes in the sands here. Some of them are big enough to swallow an inn.
The Temple of the Furious Pits is hidden somewhere near an oasis.
Entrances
Stairs leading down into area 1 in the dungeon are in the basement of an abandoned inn.
Stairs leading down into area 39 in the dungeon are in the basement of an abandoned inn.
Hex 02: A giant roc ✎
The sand here is riddled with small craters, as if a rain of rocks fell violently from above.
Giant Roc is wandering near an oasis. There’s a 2-in-6 chance of encountering it.
Giant Roc ✎
Armour Class: 0 [19] Hit Dice: 36 Attacks: 2 × claw (3d6), 1 × bite (8d6) THAC0: 5 [+14] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D2 W3 P4 B3 S6 (18) Morale: 10 (12 in lair) Alignment: Lawful XP: 6,250
Hex 03: Rathard’s Farmhouse ✎
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The decorated Farmhouse of Rathard Admiranda can be found near an oasis. Rathard is growing a unique specie of smoking-pipe leaves. He has a chiseled chin, crystal blue eyes and a missing tooth (Ecstatic).
- Collaborates with the The Fists Of Hope.
- Rathard has some unfinished business with Meliora Benvenuta.
Hearing strange noises at night and fearing someone or something will raid the Farmhouse.
There’s a 2 in 6 chance (daily) of encountering Hobgoblins (5) here.
Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75)
Hex 04: Abandoned Village ✎
The wind here is gentle and the sand is soft and warm. Large canopied desert trees provide enough shadow to rest or camp under.
There’s a recently abandoned village on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | 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 | 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 | 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 | 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 |
Hex 05: Giant Rattlers ✎
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
2 Giant Rattlers are sleeping on the dunes sands. There’s a 2-in-6 chance of encountering at least some of them outside (the rest will be in their lair inside an old forgotten gold mine).
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
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Hex 06: Signaling Tower ✎
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause. There’s a 2 in 6 chance of finding a Blood Crystal Shards reservoir when searching minerals here.
There’s a wood-made signaling tower near an oasis.
Finding the tower will eliminate any risk of getting lost in this region.
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 (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 |
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 | 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 |
4 | Goblins (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
Hex 07: Wagons ✎
Vast dunes stretch in all directions, shimmering in the desert heat. The sun makes the sand scorching hot.
Four heavily damaged wagons were left to decay on the dunes sands.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | Camels (2) | Armour Class: 7 [12] Hit Dice: 2 Attacks: 1 × bite (1), 1 × hoof (1d4) THAC0: 18 [+1] Movement: 150’(50’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20 |
2 | 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 | 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 |
4 | Pit Vipers (3) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
Vortex Steppe Vortex Steppe
Hex 08: Village of Bullshire ✎
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
The struggling Village of Bullshire blends seamlessly in a valley.
Hex 09: Bridge ✎
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At the top, a rusty old sword is planted blade first inside the ground.
There’s a dangerous looking rope bridge between two hills.
The bridge is guarded by murderous Bandits
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
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 (5) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
3 | 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 |
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) |
Hex 10: Ogres ✎
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
6 Ogres are hiding between two hills. There’s a 2-in-6 chance of encountering at least some of them outside, practicing javelin throwing (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
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- Lair hoard (1-in-6 base chance of finding if an encounter occured):
- 500 gp
- 2 jewellery items worth 2,300 gp in total
Hex 11: Wagons ✎
a tall stone tower fell and now lay crushed on the ground. A few small bunnies run and hide under its stone bricks.
Six wagons were abandoned and looted 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 | Ogres (2) | Armour Class: 5 [14] Hit Dice: 4+1 Attacks: 1 × club (1d10) THAC0: 15 [+4] Movement: 90’ (30’) Saving Throws: D10 W11 P12 B13 S14 (4) Morale: 10 Alignment: Chaotic XP: 125 |
2 | Bandits (3) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
3 | 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 | Hobgoblins (6) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
Hex 12: Dead Adventurers ✎
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At the top, a rusty old sword is planted blade first inside the ground.
Four unfortunate adventurers met their death 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 (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) |
2 | 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 |
3 | Bandits (5) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
4 | Hobgoblins (3) | Armour Class: 6 [13] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 8 (10 with king) Alignment: Chaotic XP: 15 (bodyguard: 75) |
Hex 13: Village of Sicca ✎
Several large geysers discharge boiling streams of water and vapour every few minutes.
The prospering Village of Sicca rests peacefully in the grasslands.
Dark Armor Coastline Dark Armor Coastline
Hex 14: Crypt of the Burning Blades ✎
An old rotting shipwreck was washed to the sands here, a huge hole, the size of a giant tentacle is burst through its hull.
The Crypt of the Burning Blades is hidden somewhere in a rocky cove.
Entrances
- Stairs leading down into area 1 in the dungeon are located behind a giant skull’s gaping mouth.
Hex 15: Meinher’s Hut ✎
A rocky islet is merely a short swim away from the coast here, or a wet stride in the knee-deep water when the tide is low.
The decorated Hut of Meinher of Lakesail is situated on one of the coastal cliffs. Meinher is living in solitude here. He has a hoarse voice, piercing dark eyes and a golden tooth (Worried). In the pocket: a deck of cards.
Feeling someone or something is lukring around the Hut.
There’s a 2 in 6 chance (daily) of encountering Kobolds (9) here.
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Hex 16: Caverns of the Unspoken Ogre ✎
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 Caverns of the Unspoken Ogre is hidden somewhere in a rocky cove.
Entrances
- An excavation leading into area 1 in the dungeon is under a wooden trapdoor buried 5 feet in the ground.
Hex 17: Temple of the Savage Order ✎
An old rotting shipwreck was washed to the sands here, a huge hole, the size of a giant tentacle is burst through its hull.
The Temple of the Savage Order is hidden somewhere near an estuary.
Entrances
- Stairs leading down into area 1 in the dungeon are located behind a giant skull’s gaping mouth.
Hex 18: Cursed Spear Lodge ✎
The skeleton of a giant whale emerges above the shallow waves near the coastline. Kelp and birds decorate its old and wet bones.
Cursed Spear Lodge is welcoming travellers and adventurers near the coastline.
Emerald Shores Emerald Shores
Hex 19: Tomb of the Infernal Hopes ✎
Tall cliffs separate the sea from the land here. Fierce waves crash against the sharp blackened rocks hundreds of feet down.
The Tomb of the Infernal Hopes 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.
Hex 20: Hobgoblins ✎
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.
22 Hobgoblins are scavenging near an estuary. There’s a 2-in-6 chance of encountering at least some of them outside, sharpening wooden stakes (the rest will be in their lair inside an old forgotten gold mine).
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 encounter occured):
- 700 gp
- 1 gems worth 50 gp in total
Hex 21: Tomb of the Lonely Fire ✎
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 Tomb of the Lonely Fire is hidden somewhere on one of the coastal cliffs.
Entrances
- Stairs leading down into area 1 in the dungeon are under a wooden trapdoor buried 5 feet in the ground.
Hex 22: Tomb of the Cruel Witch ✎
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 Tomb of the Cruel Witch is hidden somewhere on one of the coastal cliffs.
Entrances
- Stairs leading down into area 1 in the dungeon are located behind a giant skull’s gaping mouth.
Dragonclaw Desert Dragonclaw Desert
Hex 23: Meliora’s School of the Arcana ✎
Either wind or some other force creates dozens of giant sand vortexes here, as tall as the eye can see.
The dark-colored tower School of the Arcana of Meliora Benvenuta is situated on the dunes sands. Meliora, a level 12 Magic-user, is documenting and teaching the history of magic. She has soft voice, wise brown eyes and a nose ring decorated with a star (Agitated). In the pocket: dice and spectacles.
Meliora Benvenuta
Armour Class 7 [12] Unarmored Hit Points 37 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P8 B11 S8 Alignment Neutral STR 3 INT 10 WIS 6 DEX 16 CON 14 CHA 10 Spells ✦ Shield ✦ Ventriloquism ✦ Detect Magic ✦ Light (Darkness) ✦ Levitate ✦ 2 × Knock ✦ Invisibility ✦ 2 × Haste ✦ Lightning Bolt ✦ Growth of Plants ✦ Massmorph ✦ Polymorph Self ✦ Cloudkill ✦ Contact Higher Plane ✦ Conjure Elemental ✦ Projected Image ✦ Geas (Remove Geas)
Mediums
Alamanda of Kraan, a level 1 Magic-user.✎ She has painted skin decorations, piercing brown eyes and decorated book linked to a strap around the chest (Nervous). In the pocket: 3 cp and a smoking pipe.
Solanna of Wolfa, a level 1 Magic-user.✎ She has crazy-looking eyes, silky red hair and a nose ring decorated with a star (Hopeless).
Aitard Walahilde, a level 1 Magic-user.✎ He has enchanting green eyes, thick sideburns and decorated book linked to a strap around the chest (Confident). In the pocket: a comb.
Hex 24: Town of Kafieh ✎
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The Town of Kafieh stands secure on high grounds between two giant dunes.
Hex 25: Dead Adventurers ✎
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.
Three unfortunate adventurers met their death 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 | 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 | Gecko | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
3 | 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 (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) |
Hex 26: A giant rattler ✎
There are numerous sinkholes in the sands here. Some of them are big enough to swallow an inn.
Giant Rattler is wandering on the dunes sands. There’s a 2-in-6 chance of encountering it.
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
Heartseeker Fields Heartseeker Fields
Hex 27: Sacrificial Grounds ✎
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
There’s a sacrificial site with burnt and unrecognizable remains in a valley.
Random encounter
There’s a 1 in 6 chance when exploring (or 2 in 6 chance if camping overnight) to be ambushed or preyed upon by:
1d4 | Encounter | Stats |
---|---|---|
1 | 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 | 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) |
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 (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 28: Vamilia’s Observatory ✎
The grasslands here are lush and green, but every now and then there’s a perfectly dug cubic pit in the mud, much like a fresh and ready grave.
The dark-colored tower Observatory of Vamilia of Enza is situated between two hills. Vamilia, a level 11 Magic-user, is searching for a mysterious celestial entity. She has wise dark eyes, long red pony-tail and long black robe (Delighted). In the pocket: a dirty handkerchief.
- Member of the The Flaming Wolves.
Vamilia is hoping to research Blood Crystal Shards, thought to be found in Hex 6.
- Finders reward is Potion of ESP
Vamilia of Enza
Armour Class 10 [9] Unarmored Hit Points 54 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P8 B11 S8 Alignment Chaotic STR 12 INT 12 WIS 14 DEX 7 CON 18 CHA 12 Spells ✦ Shield ✦ Ventriloquism ✦ Protection from Evil ✦ Detect Magic ✦ Web ✦ Mirror Image ✦ Continual Light (Continual Darkness) ✦ Protection from Normal Missiles ✦ Dispel Magic ✦ Protection from Evil 10’ Radius ✦ 2 × Confusion ✦ Growth of Plants ✦ Contact Higher Plane ✦ Magic Jar ✦ Geas (Remove Geas)
Hex 29: The Flaming Torch Inn ✎
Crushed skulls and rusty swords are scattered around the hills here. You can almost hear the noises and screams of the ancient battlefield.
The Flaming Torch Inn is welcoming travellers and adventurers on a hill’s slope.
Hex 30: Altar ✎
Several large geysers discharge boiling streams of water and vapour every few minutes.
The crumbling ruins of an ancient altar could be found 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 | 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) |
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 | 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 | 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 |
Iceborn Steppe Iceborn Steppe
Hex 31: Goblins ✎
A pile of stones form a pyramid of steps, tall enough to provide a better vantage point over the region. At the top, a rusty old sword is planted blade first inside the ground.
30 Goblins are lurking in a valley. There’s a 2-in-6 chance of encountering at least some of them outside, fighting over a flask (the rest will be in their lair inside an old abandoned copper mine).
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)
- Lair hoard (1-in-6 base chance of finding if an encounter occured):
- 3 gp
Hex 32: City of Kaan ✎
There are several large craters in the green fields here. Something violent must have hit the ground from the sky in the past.
The City of Kaan stands majestically, surrounded by guarded walls on the terraced hills. Kaan is ruled by the noble but weak Mayor Erlinde of Overa, and is known for its annual summer festival.
Hex 33: Trolls ✎
Several large geysers discharge boiling streams of water and vapour every few minutes.
4 Trolls are hiding between two hills. There’s a 2-in-6 chance of encountering at least some of them outside (the rest will be in their lair inside the nearest dungeon).
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
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encounter occured):
- 6,000 gp
- 1 jewellery items worth 900 gp in total
Hex 34: City of Nadan ✎
A vast field of colorful flowers covers the shallow hills here. Butterflies and bees hop from flower to flower.
The City of Nadan is situated here, surrounded by massive walls in a valley. Nadan is ruled by the honest and canny Baron Grosso of Azdar, and is known for its beautiful hanging gardens.
Hex 35: Watchtower ✎
Giant iron sharpnels, as big as trees trunks, erect from the ground every hundrad feet or so. It is as if they fell down from the sky.
There’s an old abandoned watchtower 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 (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 | 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 |
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 | Small Rocs (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
Karla’s Hammer Woodlands Karla’s Hammer Woodlands
Hex 36: Town of Arkon ✎
The forest is dense and dark here, but countless clusters of phosphorescent fungi are growing near the base of the trunks, creating a luminous colorful glow above the ground.
The Town of Arkon stands secure on high grounds where the woods meet a tall mountain.
Hex 37: Hideout of the Foresaken Lich ✎
A small pond sits between the woods here. At night, countless mysterious forms glow an eeree purple light deep in the water.
The Hideout of the Foresaken Lich is hidden in one of the tree covered hills somewhere where the woods meet a tall mountain.
Entrances
- An excavation leading into area 1 in the dungeon is inside an abandoned wooden cabin, under loose floor boards.
Hex 38: Bridge ✎
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.
There’s a dangerous looking rope bridge where the woods meet a tall mountain.
The bridge is guarded by violent Goblins
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)
Lair hoard (if found through tracking, deception or any other reasonable way):
- 4 gp
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 (14) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
2 | Killer Bees (5) | Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13 |
3 | Small Rocs (2) | Armour Class: 4 [15] Hit Dice: 6 Attacks: 2 × claw (1d4+1), 1 × bite (2d6) THAC0: 14 [+5] Movement: 60’ (20’) / 480’ (160’) flying Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 8 (12 in lair) Alignment: Lawful XP: 275 |
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 39: Wagons ✎
The forest is dense and dark here, but countless clusters of phosphorescent fungi are growing near the base of the trunks, creating a luminous colorful glow above the ground.
Five wagons were abandoned and looted 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 | 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 | 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 | Berserkers (8) | Armour Class: 7 [12] Hit Dice: 1+1 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 19 |
4 | Bandits (7) | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (T1) Morale: 8 Alignment: Neutral or Chaotic XP: 10 |
Hex 40: Watchtower ✎
So big and tall are the trees here. Their tops are almost hidden by the dense mist. Their trunks are as wide as a hut. Some of them have planks of wood attached, forming a ladder.
There’s a recently built but seemingly unstaffed watchtower 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 | Boars (2) | Armour Class: 7 [12] Hit Dice: 3 Attacks: 1 × tusk(2d4) THAC0: 17 [+2] Movement: 150’ (50’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 35 |
2 | 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 |
3 | Pit Vipers (2) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
4 | 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 |
Hell’s Gate Beaches Hell’s Gate Beaches
Hex 41: Village of Erabor ✎
A rocky islet is merely a short swim away from the coast here, or a wet stride in the knee-deep water when the tide is low.
The flourishing Village of Erabor sits quietly on one of the coastal cliffs.
Hex 42: Crypt of the Unholy Goblin ✎
Tall cliffs separate the sea from the land here. Fierce waves crash against the sharp blackened rocks hundreds of feet down.
The Crypt of the Unholy Goblin is hidden somewhere near an estuary.
Entrances
- Stairs leading down into area 1 in the dungeon are under a wooden trapdoor buried 5 feet in the ground.
Hex 43: Caverns of the Lost Souls ✎
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 Caverns of the Lost Souls is hidden somewhere near the coastline.
Entrances
- An excavation leading into area 1 in the dungeon is located behind a giant skull’s gaping mouth.
Hex 44: Basilisks ✎
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.
4 Basilisks are foraging in a rocky cove. There’s a 2-in-6 chance of encountering at least some of them outside (the rest will be in their lair inside an old forgotten gold mine).
Basilisk ✎
Armour Class: 4 [15] Hit Dice: 6+1 Attacks: Att 1 × bite (1d10 + petrification), 1 × gaze (petrification) THAC0: 13 [+6] Movement: 60’ (20’) Saving Throws: D10 W11 P12 B13 S14 (6) Morale: 9 Alignment: Neutral XP: 950
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
- Lair hoard (1-in-6 base chance of finding if an encounter occured):
- 5,500 gp
Hex 45: Goblins ✎
Tall cliffs separate the sea from the land here. Fierce waves crash against the sharp blackened rocks hundreds of feet down.
30 Goblins are scavenging on one of the coastal cliffs. There’s a 2-in-6 chance of encountering at least some of them outside, teasing and toying with a trapped bunny (the rest will be in their lair inside an old abandoned copper mine).
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)
- Lair hoard (1-in-6 base chance of finding if an encounter occured):
- 3 gp
Hex 46: Hideout of the Hidden Skeletons ✎
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 Hideout of the Hidden Skeletons is hidden somewhere near the coastline.
Entrances
- An excavation leading into area 1 in the dungeon is located behind a giant skull’s gaping mouth.
Revenger Dunes Revenger Dunes
Hex 47: City of Yezud ✎
Tall pillars of rock emerge from the sands here, like giant columns to support the cloudless sky.
The City of Yezud is situated here, behind massive walls between two giant dunes. Yezud is ruled by the honest and just Baron Liuthard Eutropius, and is known for its developed cultural life.
Hex 48: Savius’s Castle ✎
You can clearly see bones revealing under the dunes when the wind shifts the sand. This was no land of peace.
The immense Castle of Savius of Ekkar is located on the dunes sands. Savius, a level 9 Fighter, took over the lands here after a bloody battle. He has piercing blue eyes, thick sideburns and a big nose-ring (Exhausted). In the pocket: 1 cp, 4 sp and a dagger.
Savius of Ekkar
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 21 Attacks 1 × Staff (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 13 INT 10 WIS 12 DEX 17 CON 7 CHA 6
Hex 49: Signaling Tower ✎
Gusts of warm desert wind sweep and swirl the sands, creating ghost-like clouds of desert dust.
There’s a stone-made signaling tower on the dunes sands.
Finding the tower will eliminate any risk of getting lost in this region.
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 (3) | Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × butt (1d4) THAC0: 19 [0]/18 [+1] Movement: 240’ (80’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 5 Alignment: Neutral XP: 10/20 |
2 | Goblins (15) | Armour Class: 6 [13] Hit Dice: 1–1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 (9 with king) Alignment: Chaotic XP: 5 (bodyguard: 20, king: 35) |
3 | Pit Vipers (2) | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + poison) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 25 |
4 | 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) |
Hex 50: Bridge ✎
The sand here is as dark as the night. Not a fire nor a volcano could have been the cause.
There’s a recently built wooden bridge near an oasis.
The bridge is guarded by violent Orcs
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)
Lair hoard (if found through tracking, deception or any other reasonable way):
- 5,000 gp
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 | Geckos (2) | Armour Class: 5 [14] Hit Dice: 3+1 Attacks: 1 × bite (1d8) THAC0: 16 [+3] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 7 Alignment: Neutral XP: 50 |
3 | 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 |
4 | 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) |
Settlements
Village of Erabor Village of Erabor
- Located in: Hex 41
- Population: 646 villagers
Village Shops & Services
Tavern (The Black Spear Tavern), Guards (Hartgor), Flower Shop (Guther’s Flowers), Nunnery, Fortune Teller (Huldward’s Visions), Armor & Weapons (Riqin’s Shield & Sword), Stables (Wigher’s Stallions), Prison, Lawyer (Ithamar’s Soliciters), Veterinarian (Liutward’s Sheep Whisperer), Matchmaker (Amblard’s House of Roses), Printing Press (Norwin’s Press), Physician (Sinister’s Clinic), Brewery (Arberta’s Brews), Smokehouse (Willhelma’s Smoked Meat And More), Registry, Jeweler (Walger’s Jewels), Salon (Deocar’s Salon), Tin Worker (Ostasia’s ), Bakery (Winmar’s Loaf), Game Shop (Daghard’s Games)
The Black Spear Tavern
Keeper
Owned and managed by Tanquard of Willfell✎ . He has wild green eyes, a strong, prominent chin and big round spectacles (Apprehensive). In the pocket: dice, 4 sp and a small gem (worth 10 gp).
Staff
Sabbata Theodebert✎ . She has cold dark eyes, soft voice and a missing tooth (Happy). In the pocket: 1 cp.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of fish, glazed with honey and herbs and served with fresh salad for 2 sp⬝Stewed tenders of pork, marinated in white wine and served with cooked rice for 2 sp |
2 | Stewed fillet of shellfish, glazed with white wine and served with baked potatoes for 1 sp⬝Stewed fillet of fish, marinated in white wine and served with steamed vegetables for 2 sp⬝Barbecued chunks of fish, marinated in white wine and served with cooked rice for 2 sp |
3 | Stewed tenders of chicken, glazed with honey and herbs and served with baked potatoes for 1 sp⬝Barbecued fillet of fish, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Cooked fillet of shellfish, glazed with red wine and served with steamed vegetables for 1 sp |
4 | Stewed slices of shellfish, marinated in white wine and served with mashed potatoes for 1 sp⬝Cooked slices of chicken, marinated in ale and served with baked potatoes for 1 sp⬝Stewed slices of shellfish, glazed with ale and served with cooked rice for 1 sp |
Patrons & Visitors
Sinister of Saraga (when not in shop)
Guther of Ithamar (when not in shop)
Odelrada Liuthilde (when not in shop)
Ithamar Acletrude (when not in shop)
Aclinde of Xapur, a level 1 Magic-user.✎ She has delicate features, tiny eyes and a nose ring (Pleased). In the pocket: 1 cp, 2 sp and a love note.
Armour Class 9 [10] Unarmored Hit Points 5 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 14 WIS 6 DEX 10 CON 16 CHA 10 Spells ✦ Charm Person
Galianna of Woolfel, a level 2 Magic-user.✎ She has crystal blue eyes, soft gentle features and a nose ring decorated with a star (Exhausted). In the pocket: 1 cp.
Armour Class 9 [10] Unarmored Hit Points 9 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 14 WIS 13 DEX 10 CON 18 CHA 4 Spells ✦ Floating Disc ✦ Shield
Getrude Fritheburg, a level 4 Magic-user.✎ She has bulging dark eyes, soft gentle features and long, skinny fingers (Sickened). In the pocket: 2 cp and 5 sp.
Armour Class 10 [9] Unarmored Hit Points 11 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 15 WIS 10 DEX 6 CON 12 CHA 10 Spells ✦ Light (Darkness) ✦ Sleep ✦ Phantasmal Force ✦ Knock
Hagward of Hebra, a level 1 Thief.✎ He has no hair, bulging red eyes and long, skinny fingers (Annoyed). In the pocket: dice and 2 sp.
Armour Class 7 [12] Leather armor Hit Points 4 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 4 WIS 13 DEX 12 CON 9 CHA 17
Rothward of Ellal, a level 1 Cleric.✎ He has a thick moustache, cold dark eyes and long, skinny fingers (Pained). In the pocket: 1 cp.
Armour Class 5 [14] Chainmail armor Hit Points 6 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 7 INT 12 WIS 13 DEX 10 CON 16 CHA 6
Bulletin |
---|
“Job offer! I have a package to deliver . Payment guaranteed at destination upon delivery. Yours, Airard of Saraga” |
“Please Help! My dear nephew is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Ithamar Acletrude” |
d6 | Rumor |
---|---|
1 | Airard of Saraga is willing to pay well for a delivery job. |
2 | Ithamar Acletrude’s nephew is held captive in the Crypt Of The Burning Blades |
3 | There’s a Black Dragon in the Caverns Of The Unspoken Ogre |
4 | There’s a Chimera in the Hideout Of The Foresaken Lich |
5 | Percipia of Loga’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Crypt of the Burning Blades |
6 | There’s a Vampire in the Crypt Of The Burning Blades |
Guards
Hartgor Hildelinde, a level 6 Fighter.✎ He has cold dark eyes, a big round belly and a strong, muscular physique (Agitated). In the pocket: a quill and 2 sp.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 30 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 13 WIS 3 DEX 16 CON 14 CHA 9
Guther’s Flowers (Flower Shop)
Owner: Guther of Ithamar✎ . He has tired brown eyes, short blonde hair and a nose ring (Paranoid). In the pocket: 1 cp and a magnifying glass.
- Guther enjoys dining with his friends in the The Black Spear Tavern.
Nunnery
Manager: Airard of Saraga✎ . He has tired red-looking eyes, short black hair and freckles (Excited). In the pocket: dice.
- Looking for someone to deliver a sealed casket to Solanna of Wolfa
- Reward is 500 gp
Huldward’s Visions (Fortune Teller)
Owner: Huldward Maenwobri✎ . He has short white hair, crazy-looking eyes and a nose ring (Helpless). In the pocket: a quill.
Riqin’s Shield & Sword (Armor & Weapons)
Item | Price |
---|---|
Hand Axe | 5 gp |
Staff | 2 gp |
Mace | 6 gp |
Owner: Riqin Eutropius✎ . He has piercing blue eyes, a frowny expression and a limp (Shocked).
- Collaborates with the The Defenders Of Victory.
Wigher’s Stallions (Stables)
Item | Price |
---|---|
Mule | 27 gp |
Riding Horse | 67 gp |
Owner: Wigher of Valeria✎ . He has a goatee beard, wise brown eyes and a nose ring (Offended). In the pocket: 1 cp.
- Collaborates with the The Flaming Wolves.
Prison
Manager: Arntrude of Cobir✎ . She has delicate features, piercing brown eyes and a neck band (Troubled). In the pocket: 1 cp and 3 sp.
- Member of the The Army Of Fire.
Ithamar’s Soliciters (Lawyer)
Owner: Ithamar Acletrude✎ . He has piercing black eyes, thin red hair and a face tattoo (Surprised). In the pocket: a dirty handkerchief and a smoking pipe.
- Nephew is missing since last week. (Secret: Held captive in the Crypt of the Burning Blades)
- Recovery reward is a Treasure Map leading to area 23 in the Tomb of the Cruel Witch.
- Ithamar is frequenting the The Black Spear Tavern on his time off.
Liutward’s Sheep Whisperer (Veterinarian)
Owner: Liutward of Frostfyord✎ . He has a thick moustache, piercing green eyes and stained clothes (Energetic).
Amblard’s House of Roses (Matchmaker)
Owner: Amblard Zwentibold✎ . He has a heavy black beard, piercing dark eyes and a limp (Upset).
Norwin’s Press (Printing Press)
Owner: Norwin Acleberta✎ . He has a long smoking pipe in his mouth, crystal blue eyes and a face tattoo (Hurt). In the pocket: a dirty handkerchief.
Sinister’s Clinic (Physician)
Owner: Sinister of Saraga✎ . He has a long white beard, bulging blue eyes and big round spectacles (Unsatisfied). In the pocket: a deck of cards and 2 sp.
- Sinister is usually eating his meals in the The Black Spear Tavern.
Arberta’s Brews (Brewery)
Item | Price |
---|---|
Craft Beer (Barrel) | 10 gp |
Common Wine (Barrel) | 13 gp |
Craft Wine (Barrel) | 31 gp |
Owner: Arberta Hildelinde✎ . She has painted skin decorations, piercing blue eyes and a missing tooth (Queasy). In the pocket: 2 cp and 2 sp.
Willhelma’s Smoked Meat And More (Smokehouse)
Owner: Willhelma of Pinepass✎ . She has piercing dark eyes, soft gentle features and a limp (Bothered). In the pocket: a quill.
Registry
Manager: Odelrada Liuthilde✎ . She has tired red-looking eyes, wavy almond hair and stained clothes (Uncomfortable). In the pocket: a quill, spectacles and a passphrase note.
- Member of the The Defenders Of Victory.
- On her time off, Odelrada will enjoy a drink or two in the The Black Spear Tavern.
Walger’s Jewels (Jeweler)
Owner: Walger of Azira✎ . He has thin blonde hair, wild green eyes and a neck band (Scared).
- Member of the The Defenders Of Victory.
Deocar’s Salon (Salon)
Owner: Deocar Blitgilde✎ . He has short red hair, wise brown eyes and big round spectacles (Pained). In the pocket: dice and a smoking pipe.
Ostasia’s (Tin Worker)
Owner: Ostasia Calomaria✎ . She has crazy-looking eyes, delicate makeup and big round spectacles (Desperate).
Winmar’s Loaf (Bakery)
Item | Price |
---|---|
Cake (slice) | 9 cp |
Flour (1 lb) | 3 sp |
Bread (1 loaf) | 4 cp |
Owner: Winmar of Boroxxa✎ . He has a deep, commanding voice, wild green eyes and a face tattoo (Happy). In the pocket: 1 cp and 2 sp.
- Member of the The Flaming Wolves.
- Winmar has some unfinished business with Guther of Ithamar.
Daghard’s Games (Game Shop)
Owner: Daghard Reintilde✎ . He has wild green eyes, short brown hair and a smelly breath (Relieved).
- Daghard has feelings for Hartgor Hildelinde.
Village of Bullshire Village of Bullshire
- Located in: Hex 8
- Population: 228 villagers
Village Shops & Services
Tavern (The Rogue’s Stone Tavern), Guards (Godlanda, Volkward, Odaria), Stables (Ysoria’s Mounts), Tin Worker (Lefsy’s ), Liquor (Fiuca’s Spirits), Leatherworker (Alctrude’s Leathers), Clothing (Nitard’s Fashion), Bunkhouse (Stebilia’s )
The Rogue’s Stone Tavern
Keeper
Owned and managed by Wulfsy of Haraan✎ . She has enchanting green eyes, soft gentle features and a golden tooth (Pained). In the pocket: a dirty handkerchief, a magnifying glass and 1 gp.
- Member of the The Desecrated Sun.
Staff
Altilde Ermengaude✎ . She has short black pony-tail, piercing black eyes and big round spectacles (Queasy). In the pocket: a deck of cards.
Wazer Hrothgard✎ . He has piercing black eyes, a two day stubble and stained clothes (Depressed). In the pocket: a quill, 4 sp and a vial with a dark liquid.
Aliva of Xul✎ . She has delicate makeup, deep blue eyes and an earring (Satisfied). In the pocket: a dirty handkerchief and 3 sp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued chunks of shellfish, glazed with ale and served with steamed vegetables for 1 sp |
2 | Cooked tenders of chicken, glazed with garlic and wine and served with fresh salad for 1 sp⬝Cooked chunks of chicken, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Cooked tenders of chicken, glazed with red wine and served with steamed vegetables for 1 sp⬝Cooked fillet of chicken, marinated in honey and herbs and served with steamed vegetables for 2 sp |
3 | Cooked tenders of meat, glazed with honey and herbs and served with steamed vegetables for 1 sp⬝Barbecued tenders of fish, marinated in red wine and served with steamed vegetables for 1 sp |
4 | Barbecued fillet of fish, marinated in white wine and served with mashed potatoes for 2 sp⬝Cooked slices of chicken, marinated in white wine and served with cooked rice for 2 sp⬝Barbecued chunks of fish, marinated in garlic and wine and served with mashed potatoes for 1 sp⬝Cooked chunks of fish, marinated in red wine and served with baked potatoes for 2 sp |
Patrons & Visitors
The Defenders Of Victory are using this place as a meeting place from time to time.
Nitard Theodegrim (when not in shop)
Stebilia of Orkhan (when not in shop)
Ysoria Contaminat (when not in shop)
Lefsy Peregrina (when not in shop)
Caloanna of Ithamar, a level 7 Dwarf.✎ She has flowing brown hair, crystal blue eyes and big red cheeks (Irritated). In the pocket: a deck of cards and an empty vial.
Armour Class 5 [14] Leather armor + Shield Hit Points 21 Attacks 1 × Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 16 INT 8 WIS 15 DEX 14 CON 12 CHA 7
Gerberta of Rakha, a level 1 Magic-user.✎ She has piercing green eyes, delicate makeup and long black robe (Exhausted). In the pocket: 1 cp and 2 sp.
Armour Class 8 [11] 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 10 INT 15 WIS 9 DEX 14 CON 12 CHA 3 Spells ✦ Shield
Narwin Nadalinde, a level 3 Magic-user.✎ He has cold dark eyes, a chiseled chin and an oversized pointy hat made of dark leather (Arrogant). In the pocket: 2 cp.
Armour Class 9 [10] Unarmored Hit Points 16 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 3 INT 13 WIS 13 DEX 10 CON 17 CHA 13 Spells ✦ Read Magic ✦ Magic Missile ✦ Levitate
Uraka Hildefrid, a level 1 Thief.✎ She has delicate makeup, wild green eyes and a scar across the eye (Panicky). In the pocket: a deck of cards.
Armour Class 7 [12] Leather armor Hit Points 3 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 6 INT 10 WIS 9 DEX 11 CON 8 CHA 12
Marozia of Northland, a level 1 Halfling.✎ She has soft gentle features, enchanting green eyes and short, chunky fingers (Apprehensive). In the pocket: 2 cp.
Armour Class 6 [13] Leather armor Hit Points 2 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 18 INT 11 WIS 10 DEX 14 CON 12 CHA 12
Berwin of Taramis, a level 2 Halfling.✎ He has wise brown eyes, thin blonde hair and big red cheeks (Remorseful). In the pocket: 3 cp.
Armour Class 7 [12] Leather armor Hit Points 4 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 13 WIS 14 DEX 11 CON 9 CHA 8
Unica of Heldra, a level 6 Thief.✎ She has heavy makeup, piercing blue eyes and sharp, pointy nose (Upset). In the pocket: 2 cp.
Armour Class 4 [15] Leather armor Hit Points 7 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 6 INT 6 WIS 12 DEX 18 CON 8 CHA 13
Gatrude of Feki, a level 1 Magic-user.✎ She has wise brown eyes, soft voice and an oversized pointy hat made of dark leather (Forceful). In the pocket: a dirty handkerchief and an empty vial.
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 Chaotic STR 7 INT 11 WIS 9 DEX 15 CON 11 CHA 14 Spells ✦ Protection from Evil
Waltilde Ingitrude, a level 2 Dwarf.✎ She has short and curly blonde hair, deep blue eyes and big, bulbous nose (Determined). In the pocket: a quill and a magnifying glass.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 13 WIS 8 DEX 8 CON 12 CHA 10
Sadrilde of Caaran, a level 7 Fighter.✎ She has long white hair, enchanting green eyes and a big nose-ring (Sorrowful). In the pocket: 2 cp and 2 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 33 Attacks 1 × Warhammer (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 13 INT 11 WIS 3 DEX 11 CON 12 CHA 15
Bulletin |
---|
“Nephew is missing! My nephew is missing since last month. Please reach out to me if you can help. Lefsy Peregrina” |
d6 | Rumor |
---|---|
1 | Lefsy Peregrina’s nephew is held captive in the Caverns Of The Unspoken Ogre |
2 | The Caverns Of The Unspoken Ogre is in a rocky cove, somewhere in Dark Armor Coastline |
3 | Sylvius of Lifel has a casket he would like delivered to Erabor |
4 | The Army Of Fire are plotting to eliminate all cultists. |
5 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
6 | There’s a Purple Worm in the Hideout Of The Hidden Skeletons |
Guards
Godlanda of Gazali, a level 3 Fighter.✎ She has curly almond hair, crystal blue eyes and a deep scar on the right arm (Uncomfortable). In the pocket: a deck of cards and an empty vial.
Armour Class 4 [15] Chainmail armor Hit Points 13 Attacks 1 × Long Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 10 INT 12 WIS 13 DEX 14 CON 10 CHA 9
Volkward Hildetrude, a level 5 Fighter.✎ He has bulging blue eyes, a long blonde beard and a deep scar on the right arm (Heartbroken). In the pocket: a deck of cards and 3 sp.
Armour Class 6 [13] Leather armor Hit Points 17 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 3 WIS 5 DEX 14 CON 12 CHA 10
Odaria Bernhilde, a level 3 Fighter.✎ She has piercing blue eyes, soft gentle features and a strong, muscular physique (Disorganized). In the pocket: a quill and a magnifying glass.
Armour Class 1 [18] Chainmail armor + Shield Hit Points 12 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 9 WIS 8 DEX 18 CON 6 CHA 11
Ysoria’s Mounts (Stables)
Item | Price |
---|---|
Mule | 27 gp |
War Horse | 225 gp |
Riding Horse | 67 gp |
Owner: Ysoria Contaminat✎ . She has wavy white hair, wild green eyes and a golden tooth (Calm). In the pocket: a comb and 3 sp.
- Ysoria is usually eating her meals in the The Rogue’s Stone Tavern.
Lefsy’s (Tin Worker)
Owner: Lefsy Peregrina✎ . She has tired brown eyes, soft voice and a missing tooth (Surprised). In the pocket: a deck of cards and 3 sp.
- Member of the The Fists Of Hope.
- Nephew is missing since last week. (Secret: Held captive in the Caverns of the Unspoken Ogre)
- Recovery reward is a custom-fit armor (actually an Armour +1).
- Lefsy likes spending her time in the The Rogue’s Stone Tavern.
Fiuca’s Spirits (Liquor)
Item | Price |
---|---|
Common Wine (Barrel) | 14 gp |
Craft Wine (Barrel) | 34 gp |
Craft Beer (Barrel) | 11 gp |
Royal Quality Wine (Barrel) | 148 gp |
Owner: Fiuca of Sephania✎ . She has heavy makeup, tired red-looking eyes and a missing tooth (Scared). In the pocket: 2 cp.
Alctrude’s Leathers (Leatherworker)
Item | Price |
---|---|
Backback | 3 gp |
Leather Apron | 1 gp |
Leather Gloves | 5 sp |
Owner: Alctrude Erchamrad✎ . She has crystal blue eyes, delicate features and a neck band (Worried).
Nitard’s Fashion (Clothing)
Item | Price |
---|---|
Fine Shoes | 3 gp |
Adventurer Boots | 5 gp |
Warm Cloak | 9 sp |
Jacket | 3 gp |
Kilt | 4 gp |
Royal Suit | 464 gp |
Owner: Nitard Theodegrim✎ . He has wild green eyes, a frowny expression and a missing tooth (Persuasive). In the pocket: a deck of cards.
- On his time off, Nitard will enjoy a drink or two in the The Rogue’s Stone Tavern.
Stebilia’s (Bunkhouse)
Owner: Stebilia of Orkhan✎ . She has wise dark eyes, wild brown hair and a limp (Drained). In the pocket: a deck of cards and a magnifying glass.
- Stebilia enjoys dining with her friends in the The Rogue’s Stone Tavern.
City of Nadan City of Nadan
- Located in: Hex 34
- Population: 11557 residents
Nadan is ruled by the honest and canny Baron Grosso of Azdar, and is known for its beautiful hanging gardens.
Shops & services overview
Northside Townsfolk District
Tavern (The Sad Gnoll Tavern), Guards (Perpetuo), Bank, Animal Supplies (Hezelo’s Barn & Yarn), Music (Hilde’s Harp & Lute), Flower Shop (Aclehar’s Bouquets), Bakery (Alviva’s Bagette)
Eastside Common District
Inn (The Glowing Mace Inn), Guards (Solianna, Hamard), Orphanage, Daycare
Temple District
Tavern (Flaming Torch Tavern), Guards (Melibor, Liutgard), Flower Shop (Hesso’s Flowers), Occult (Brysia’s Witchcraft Materials)
Townsfolk District
Inn (The Black Stone Inn), Guards (Grosso, Solanna, Reinwar), Dark Market (Harlin’s ), Bank, Music (Erberta’s Harp & Lute), Clothing (Hachar’s Fashion), Herbalist (Senkata’s Greens)
Market District
Tavern (Magic Stone Tavern), Guards (Baltrude, Aicard), Veterinarian (Temidia’s Horse Healers), Salon (Landward’s Salon), Weaver (Safia’s Fabrics), Scribe (Isoard’s Ink & Feather), Barber (Rithilde’s Razor), Brewery (Aclinde’s Brews), Liquor (Reinmar’s Liquor), Printing Press (Aicard’s Prints), Spices (Lucida’s Salt & Pepper), Hatter (Narwin’s Top Hat)
Northside Townsfolk District
Tavern (The Sad Gnoll Tavern), Guards (Perpetuo), Bank, Animal Supplies (Hezelo’s Barn & Yarn), Music (Hilde’s Harp & Lute), Flower Shop (Aclehar’s Bouquets), Bakery (Alviva’s Bagette)
The Sad Gnoll Tavern
Keeper
Owned and managed by Agenna Aizivella✎ . She has heavy makeup, wild green eyes and a deep scar on the cheek (Remorseful). In the pocket: a dirty handkerchief and spectacles.
Staff
Winmar Hildegilde✎ . He has bulging blue eyes, short white hair and a deep scar on the cheek (Irritated). In the pocket: a quill, 3 sp and a love note.
Lefsy of Taramis✎ . She has piercing brown eyes, silky black hair and a nose ring (Helpless).
- Member of the The Fists Of Hope.
Gontard Bontalenta✎ . He has a heavy white beard, wise brown eyes and big round spectacles (Satisfied). In the pocket: 2 cp.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of pork, marinated in red wine and served with baked potatoes for 1 sp |
2 | Stewed tenders of fish, glazed with white wine and served with fresh salad for 1 sp⬝Stewed slices of shellfish, marinated in honey and herbs and served with mashed potatoes for 2 sp⬝Cooked chunks of pork, glazed with ale and served with cooked rice for 1 sp⬝Stewed chunks of fish, marinated in ale and served with fresh salad for 2 sp |
3 | Cooked chunks of pork, glazed with white wine and served with fresh salad for 1 sp⬝Stewed fillet of shellfish, glazed with ale and served with mashed potatoes for 1 sp |
4 | Cooked slices of pork, glazed with ale and served with baked potatoes for 1 sp⬝Barbecued slices of shellfish, marinated in honey and herbs and served with cooked rice for 1 sp |
Patrons & Visitors
Alviva of Venaria (when not in shop)
Onafria Gospatric (when not in shop)
Herger Reinlinde, a level 1 Cleric.✎ He has cold dark eyes, a scruff and a holy symbol tattooed on the forehead (Livid). In the pocket: a deck of cards.
Armour Class 9 [10] Leather armor + Shield Hit Points 5 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 11 INT 11 WIS 11 DEX 3 CON 15 CHA 12
Liutward Ermengaud, a level 1 Magic-user.✎ He has piercing brown eyes, thin red hair and a star tattooed on the forehead (Worried). In the pocket: a quill.
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 3 INT 11 WIS 12 DEX 10 CON 10 CHA 4 Spells ✦ Detect Magic
Gerbalda Magnificus, a level 1 Dwarf.✎ She has long red hair, bulging blue eyes and big, bulbous nose (Crushed). In the pocket: 2 cp.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 9 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 11 WIS 7 DEX 8 CON 16 CHA 8
Beneta Goldstone, a level 4 Fighter.✎ She has tired red-looking eyes, painted skin decorations and a missing middle-finger (Sickened). In the pocket: dice, a magnifying glass and 2 gp.
Armour Class 4 [15] Chainmail armor Hit Points 24 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 17 INT 8 WIS 13 DEX 14 CON 14 CHA 16
Lodn of Spearhorn, a level 2 Fighter.✎ He has bulging red eyes, no hair and a missing middle-finger (Arrogant). In the pocket: a quill and a smoking pipe.
Armour Class 7 [12] Leather armor Hit Points 9 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 5 WIS 6 DEX 10 CON 10 CHA 11
Divitia Theodemar, a level 1 Halfling.✎ She has short almond hair, bulging red eyes and short, chunky fingers (Angry). In the pocket: a comb.
Armour Class 6 [13] Leather armor + Shield Hit Points 2 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 6 WIS 10 DEX 12 CON 9 CHA 12
Worwin of Luxxur, a level 1 Halfling.✎ He has a heavy white beard, piercing blue eyes and extremely large feet, even for a halfling (Arrogant). In the pocket: a deck of cards.
Armour Class 5 [14] Chainmail armor Hit Points 1 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 9 WIS 11 DEX 10 CON 11 CHA 15
Wikard of Komor, a level 1 Thief.✎ He has a long blonde beard, deep blue eyes and a scar across the eye (Pleased). In the pocket: 1 cp.
Armour Class 6 [13] Leather armor Hit Points 2 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 6 WIS 12 DEX 15 CON 13 CHA 10
Wazer Landelanda, a level 1 Halfling.✎ He has thin greying hair, enchanting green eyes and big red cheeks (Livid). In the pocket: a deck of cards, an empty vial and 2 gp.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 12 WIS 12 DEX 12 CON 9 CHA 9
Henarda of Sothar, a level 5 Magic-user.✎ She has long and wild red hair, enchanting green eyes and decorated book linked to a strap around the chest (Persuasive). In the pocket: a deck of cards, 4 sp and a ransom note.
Armour Class 7 [12] Unarmored Hit Points 21 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 7 DEX 16 CON 17 CHA 3 Spells ✦ Magic Missile ✦ Charm Person ✦ Phantasmal Force ✦ Continual Light (Continual Darkness) ✦ Invisibility 10’ Radius
d6 | Rumor |
---|---|
1 | The Temple Of The Savage Order is near an estuary, somewhere in Dark Armor Coastline |
2 | The Fists Of Hope are conspiring to abolish all magic-users. |
3 | Justinna Haimengarde is willing to pay well for a delivery job. |
4 | Erberta of Rakha’s husband is held captive in the Tomb Of The Infernal Hopes |
5 | Gaumia of Korvela has a box she would like delivered to Nadan |
6 | Hartwin of Dorith’s husband is held captive in the Hideout Of The Foresaken Lich |
Guards
Perpetuo of Bulmaar, a level 3 Fighter.✎ He has a deep, commanding voice, tired looking eyes and a deep scar on the right arm (Panicky). In the pocket: 1 cp, 5 sp and a small flute.
Armour Class 4 [15] Leather armor + Shield Hit Points 10 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 15 INT 11 WIS 7 DEX 16 CON 9 CHA 6
Bank
Manager: Onafria Gospatric✎ . She has enchanting green eyes, braided white hair and a limp (Worthless). In the pocket: 1 cp, 3 sp and 1 gp.
- Member of the The Defenders Of Victory.
- Onafria is usually eating her meals in the The Sad Gnoll Tavern.
Hezelo’s Barn & Yarn (Animal Supplies)
Owner: Hezelo Madalinde✎ . He has deep blue eyes, a thick moustache and a face tattoo (Livid). In the pocket: dice and spectacles.
Hilde’s Harp & Lute (Music)
Item | Price |
---|---|
Small Bell | 6 sp |
Owner: Hilde of Valeria✎ . She has wise dark eyes, delicate makeup and freckles (Troubled). In the pocket: 1 cp.
- Collaborates with the The Desecrated Sun.
- Twice a year, Hilde will want to find exquisite tonewood in hex 48 (Revenger Dunes) and will look for someone to protect her throughout the journey.
Aclehar’s Bouquets (Flower Shop)
Owner: Aclehar Theodegarde✎ . He has piercing dark eyes, a heavy brown beard and a deep scar on the cheek (Sickened). In the pocket: a dirty handkerchief and 2 sp.
Alviva’s Bagette (Bakery)
Item | Price |
---|---|
Bread (1 loaf) | 5 cp |
Flour (1 lb) | 4 sp |
Pie (slice) | 4 cp |
Owner: Alviva of Venaria✎ . She has deep blue eyes, soft voice and a face tattoo (Ecstatic).
- Member of the The Army Of Fire.
- Alviva has a special interest in Gatrude of Feki.
- Alviva is usually eating her meals in the The Sad Gnoll Tavern.
Eastside Common District
Inn (The Glowing Mace Inn), Guards (Solianna, Hamard), Orphanage, Daycare
The Glowing Mace Inn
Keeper
Owned and managed by Druda Benvenuta✎ . She has soft voice, wise dark eyes and a missing tooth (Worthless).
Staff
Helmin of Lillin✎ . He has cold dark eyes, a long almond beard and a peg leg (Cheerful). In the pocket: a comb and a smoking pipe.
Sichilde of Cerran✎ . She has soft voice, bulging blue eyes and a missing tooth (Aggressive). In the pocket: a comb and a smoking pipe.
Menu
1d4 | Menu |
---|---|
1 | Cooked fillet of chicken, glazed with red wine and served with mashed potatoes for 1 sp⬝Cooked tenders of meat, glazed with red wine and served with cooked rice for 1 sp⬝Barbecued tenders of pork, marinated in honey and herbs and served with steamed vegetables for 1 sp |
2 | Stewed chunks of meat, glazed with honey and herbs and served with fresh salad for 1 sp⬝Barbecued fillet of chicken, marinated in ale and served with cooked rice for 1 sp |
3 | Stewed chunks of fish, marinated in garlic and wine and served with cooked rice for 1 sp⬝Cooked tenders of meat, glazed with ale and served with mashed potatoes for 1 sp⬝Stewed slices of shellfish, glazed with honey and herbs and served with fresh salad for 2 sp⬝Barbecued slices of meat, marinated in ale and served with cooked rice for 2 sp |
4 | Cooked slices of shellfish, marinated in ale and served with steamed vegetables for 1 sp⬝Barbecued fillet of chicken, marinated in garlic and wine and served with baked potatoes for 1 sp⬝Stewed fillet of meat, marinated in ale and served with cooked rice for 1 sp |
Patrons & Visitors
Alctrude of Arazar (when not in shop)
Agenna of Preya (when not in shop)
Jodocus of Luxxur, a level 3 Cleric.✎ He has a hairy chest, wise brown eyes and a nose ring (Calm).
Armour Class 7 [12] Chainmail armor Hit Points 11 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 14 WIS 15 DEX 4 CON 11 CHA 9 Spells ✦ Protection from Evil ✦ Light (Darkness)
Wikard Ermenburg, a level 3 Cleric.✎ He has short red hair, wild green eyes and strong-looking hands (Angry). In the pocket: a comb, an empty vial and a small gem (worth 10 gp).
Armour Class 4 [15] Chainmail armor + Shield Hit Points 8 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 7 WIS 12 DEX 10 CON 10 CHA 3 Spells ✦ Resist Cold ✦ Light (Darkness)
Rathard Roenhoiarn, a level 3 Elf.✎ He has crazy-looking eyes, a short white beard and a nose ring (Timid). In the pocket: 1 cp.
Armour Class 7 [12] Leather armor Hit Points 14 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 13 INT 18 WIS 6 DEX 9 CON 10 CHA 3 Spells ✦ Floating Disc ✦ Charm Person ✦ Wizard Lock
Adger Dragoslav, a level 1 Dwarf.✎ He has a deep, commanding voice, piercing blue eyes and big, bulbous nose (Angry). In the pocket: a dirty handkerchief.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 9 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 14 INT 7 WIS 14 DEX 15 CON 14 CHA 3
Hildewin of Reza, a level 7 Thief.✎ He has piercing black eyes, thick sideburns and a sigil tattooed behind the ear (Outraged). In the pocket: 3 cp and 4 sp.
Armour Class 5 [14] Leather armor Hit Points 16 Attacks 1 × Mace (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 8 INT 6 WIS 12 DEX 16 CON 10 CHA 10
Godbalda of Moundfar, a level 2 Fighter.✎ She has crystal blue eyes, warm voice and a missing middle-finger (Shocked). In the pocket: a quill and an empty vial.
Armour Class 5 [14] Leather armor + Shield Hit Points 10 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 18 INT 8 WIS 12 DEX 15 CON 11 CHA 14
Amara Gundoilde, a level 2 Elf.✎ She has silky blonde hair, piercing blue eyes and silky light skin (Unimpressed). In the pocket: a deck of cards.
Armour Class 4 [15] Plate-mail armor Hit Points 6 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 14 INT 11 WIS 10 DEX 6 CON 12 CHA 9 Spells ✦ Light (Darkness) ✦ Sleep
d6 | Rumor |
---|---|
1 | There’s a Vampire in the Crypt Of The Burning Blades |
2 | Lothgar Transmundus is willing to pay well for a delivery job. |
3 | There’s a Goblin somewhere in Hell’s Gate Beaches. |
4 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
5 | The Tomb Of The Infernal Hopes is near the coastline, somewhere in Emerald Shores |
6 | There’s a Vampire in the Crypt Of The Unholy Goblin |
Guards
Solianna of Sheva, a level 3 Fighter.✎ She has piercing dark eyes, ample breasts and a deep scar on the right arm (Sickened).
Armour Class 4 [15] Leather armor + Shield Hit Points 12 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 17 INT 11 WIS 3 DEX 16 CON 12 CHA 14
Hamard of Ofelia, a level 4 Fighter.✎ He has a short white beard, wise brown eyes and a deep scar on the right arm (Embarrassed). In the pocket: a dirty handkerchief.
Armour Class 6 [13] Leather armor + Shield Hit Points 26 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 4 WIS 6 DEX 12 CON 13 CHA 10
Orphanage
Manager: Agenna of Preya✎ . She has piercing dark eyes, short black pony-tail and a double chin (Ecstatic). In the pocket: 2 cp.
- Member of the The Fists Of Hope.
- Agenna enjoys dining with her friends in the The Glowing Mace Inn.
Daycare
Manager: Alctrude of Arazar✎ . She has crazy-looking eyes, soft voice and a missing tooth (Bothered). In the pocket: a deck of cards and 5 sp.
- Alctrude is usually eating her meals in the The Glowing Mace Inn.
Temple District
Tavern (Flaming Torch Tavern), Guards (Melibor, Liutgard), Flower Shop (Hesso’s Flowers), Occult (Brysia’s Witchcraft Materials)
Flaming Torch Tavern
Keeper
Owned and managed by Wilhilde Haimengarde✎ . She has piercing brown eyes, delicate makeup and a limp (Offended). In the pocket: 2 cp, a smoking pipe and a love note.
Staff
Rubus Domhnaigh✎ . He has tired red-looking eyes, thin blonde hair and a face tattoo (Energetic). In the pocket: a quill, an empty vial and 2 gp.
Uraka Nanthilde✎ . She has wise dark eyes, heavy makeup and a face tattoo (Unsure). In the pocket: 1 cp, 2 sp and 1 gp.
Gerberta Gospatric✎ . She has piercing dark eyes, delicate makeup and a neck band (Pleased). In the pocket: 3 cp and an empty vial.
Menu
1d4 | Menu |
---|---|
1 | Barbecued chunks of pork, glazed with honey and herbs and served with fresh salad for 3 sp⬝Stewed slices of chicken, marinated in white wine and served with mashed potatoes for 2 sp⬝Cooked tenders of chicken, marinated in ale and served with fresh salad for 3 sp |
2 | Cooked tenders of fish, glazed with honey and herbs and served with cooked rice for 3 sp |
3 | Barbecued chunks of fish, marinated in white wine and served with steamed vegetables for 3 sp⬝Barbecued fillet of chicken, marinated in ale and served with cooked rice for 3 sp⬝Cooked tenders of shellfish, marinated in white wine and served with mashed potatoes for 3 sp |
4 | Cooked fillet of meat, marinated in garlic and wine and served with cooked rice for 2 sp⬝Cooked chunks of chicken, glazed with honey and herbs and served with fresh salad for 3 sp⬝Stewed slices of shellfish, marinated in garlic and wine and served with mashed potatoes for 3 sp |
Patrons & Visitors
Brysia Madalgaria (when not in shop)
Hesso Liutwarde (when not in shop)
Ajutor of Kojar, a level 1 Magic-user.✎ He has short black hair, cold dark eyes and long, skinny fingers (Ashamed). In the pocket: a dirty handkerchief, 4 sp and a vial with a dark liquid.
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 6 INT 13 WIS 14 DEX 11 CON 11 CHA 8 Spells ✦ Read Magic
Urisima Gundoilde, a level 1 Cleric.✎ She has delicate features, tiny eyes and long, skinny fingers (Aggressive).
Armour Class 9 [10] Leather armor Hit Points 5 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 9 WIS 16 DEX 5 CON 10 CHA 4
Gerberta of Goldenclover, a level 3 Halfling.✎ She has deep blue eyes, painted skin decorations and short, chunky fingers (Unsure). In the pocket: 3 cp.
Armour Class 1 [18] Plate-mail armor Hit Points 13 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 4 WIS 11 DEX 16 CON 13 CHA 7
Helmgor of Calidar, a level 1 Fighter.✎ He has bulging dark eyes, a chiseled chin and a big nose-ring (Delighted). In the pocket: 3 cp.
Armour Class 6 [13] Leather armor Hit Points 3 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 8 WIS 7 DEX 15 CON 12 CHA 10
Bulletin |
---|
“Urgent!! My nephew did not return home since last month. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Hesso Liutwarde” |
d6 | Rumor |
---|---|
1 | Hesso Liutwarde’s nephew is held captive in the Tomb Of The Infernal Hopes |
2 | Winsy of Saal-Nivana’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Temple of the Furious Pits |
3 | There’s a Giant Rattler somewhere in Thunderwave Barrens. |
4 | Percipia of Loga’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Crypt of the Burning Blades |
5 | Ostasia of Khezal is willing to pay well for a delivery job. |
6 | The Fists Of Hope are conspiring to abolish all magic-users. |
Guards
Melibor of Bokka, a level 6 Fighter.✎ He has tiny eyes, a goatee beard and a big nose-ring (Agitated). In the pocket: a dirty handkerchief.
Armour Class 4 [15] Chainmail armor Hit Points 29 Attacks 1 × Short Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 12 INT 12 WIS 9 DEX 14 CON 9 CHA 13
Liutgard of Khaza, a level 6 Fighter.✎ He has wise dark eyes, a hoarse voice and a deep scar on the right arm (Panicky). In the pocket: 2 cp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 24 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 10 INT 4 WIS 13 DEX 12 CON 11 CHA 8
Hesso’s Flowers (Flower Shop)
Owner: Hesso Liutwarde✎ . He has tiny eyes, a heavy almond beard and a peg leg (Aggressive).
- Nephew is missing since last week. (Secret: Held captive in the Tomb of the Infernal Hopes)
- Recovery reward is 1700 gp.
- Hesso is frequenting the Flaming Torch Tavern on his time off.
Brysia’s Witchcraft Materials (Occult)
Owner: Brysia Madalgaria✎ . She has delicate features, piercing brown eyes and stained clothes (Lazy). In the pocket: 1 cp.
- Brysia is usually eating her meals in the Flaming Torch Tavern.
- Twice a year, Brysia will want to explore for mysterious artifacts in hex 9 (Vortex Steppe) and will look for someone to protect her throughout the journey.
Townsfolk District
Inn (The Black Stone Inn), Guards (Grosso, Solanna, Reinwar), Dark Market (Harlin’s ), Bank, Music (Erberta’s Harp & Lute), Clothing (Hachar’s Fashion), Herbalist (Senkata’s Greens)
The Black Stone Inn
Keeper
Owned and managed by Lautard of Rakha✎ . He has a short red beard, cold dark eyes and a face tattoo (Paranoid). In the pocket: a comb, 2 sp and a key.
- Member of the The Fists Of Hope.
Staff
Riqin of Ithamar✎ . He has crazy-looking eyes, thin white hair and freckles (Unsure).
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of pork, marinated in honey and herbs and served with fresh salad for 2 sp⬝Cooked fillet of fish, marinated in red wine and served with cooked rice for 2 sp⬝Cooked fillet of meat, glazed with honey and herbs and served with baked potatoes for 1 sp |
2 | Barbecued chunks of pork, glazed with garlic and wine and served with baked potatoes for 2 sp |
3 | Barbecued slices of shellfish, marinated in white wine and served with cooked rice for 1 sp⬝Barbecued slices of fish, marinated in ale and served with steamed vegetables for 2 sp⬝Barbecued slices of chicken, glazed with garlic and wine and served with mashed potatoes for 1 sp⬝Cooked slices of meat, glazed with white wine and served with cooked rice for 1 sp |
4 | Stewed slices of chicken, marinated in garlic and wine and served with steamed vegetables for 2 sp⬝Cooked chunks of chicken, glazed with red wine and served with baked potatoes for 2 sp⬝Stewed chunks of chicken, glazed with ale and served with baked potatoes for 2 sp |
Patrons & Visitors
Erberta of Rakha (when not in shop)
Albilde of Zeriti (when not in shop)
Hachar of Zakar (when not in shop)
Harlin of Greenfell (when not in shop)
Senkata Placentius (when not in shop)
Gerin of Obeshire, a level 8 Thief.✎ He has thin greying hair, tiny eyes and long, skinny fingers (Scared).
Armour Class 5 [14] Leather armor Hit Points 26 Attacks 1 × Sword (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 14 INT 7 WIS 10 DEX 16 CON 9 CHA 12
Alviva of Ekkar, a level 4 Halfling.✎ She has heavy makeup, piercing brown eyes and extremely large feet, even for a halfling (Calm). In the pocket: 2 cp and 2 sp.
Armour Class 2 [17] Chainmail armor Hit Points 12 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 15 INT 3 WIS 7 DEX 18 CON 6 CHA 9
Huger Altafrons, a level 7 Dwarf.✎ He has piercing black eyes, a strong, prominent chin and a golden tooth (Helpless). In the pocket: a dirty handkerchief and a magnifying glass.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 44 Attacks 1 × Dagger (1d4) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 15 INT 6 WIS 9 DEX 9 CON 14 CHA 12
Liuthard Ermenbert, a level 2 Halfling.✎ He has bulging blue eyes, a thick moustache and short, chunky fingers (Frustrated). In the pocket: a comb and a magnifying glass.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 12 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 10 INT 4 WIS 6 DEX 17 CON 14 CHA 10
Bulletin |
---|
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Albilde of Zeriti” |
“Traveling to Bullshire? I will pay you for carrying a package for me. Yours, Hachar of Zakar” |
d6 | Rumor |
---|---|
1 | Hachar of Zakar is willing to pay well for a delivery job. |
2 | Erberta of Rakha’s husband is held captive in the Tomb Of The Infernal Hopes |
3 | Albilde of Zeriti’s Glass Ball (actually a Crystal Ball with Clairaudience) is somewhere in the Hideout of the Hidden Skeletons |
4 | Sylvius of Lifel’s son is held captive in the Crypt Of The Burning Blades |
5 | The Fists Of Hope are conspiring to abolish all magic-users. |
6 | Justinna Haimengarde is willing to pay well for a delivery job. |
Guards
Grosso of Zelata, a level 4 Fighter.✎ He has wise dark eyes, a heavy blonde beard and a big nose-ring (Energetic). In the pocket: a comb.
Armour Class 2 [17] Plate-mail 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 12 INT 14 WIS 14 DEX 12 CON 6 CHA 14
Solanna of Gazal, a level 4 Fighter.✎ She has wild green eyes, a beauty mark above the lips and a big nose-ring (Unsure). In the pocket: a deck of cards and 3 sp.
Armour Class 3 [16] Leather armor + Shield Hit Points 30 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 10 INT 6 WIS 3 DEX 18 CON 16 CHA 8
Reinwar Aclewalda, a level 4 Fighter.✎ He has thin red hair, piercing blue eyes and a deep scar on the right arm (Lifeless). In the pocket: 2 cp and a smoking pipe.
Armour Class 1 [18] Plate-mail armor Hit Points 24 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 11 WIS 5 DEX 17 CON 11 CHA 16
Harlin’s (Dark Market)
Item | Price |
---|---|
Wolfsbane (1 bunch) | 6 gp |
10 Candles | 6 sp |
Dried Fruits (small bag) | 1 sp |
Tinder box (flint & steel) | 1 gp |
Sack (small) | 6 sp |
Skirt | 1 sp |
Fine Dress | 5 gp |
Blouse | 6 cp |
Waterskin | 6 sp |
Nuts (small bag) | 6 cp |
Fishing Rod | 6 sp |
Owner: Harlin of Greenfell✎ . He has thin red hair, piercing green eyes and a face tattoo (Excited). In the pocket: 3 cp and a magnifying glass.
- Harlin likes spending his time in the The Black Stone Inn.
Bank
Manager: Albilde of Zeriti✎ . She has piercing black eyes, short and wild blonde hair and stained clothes (Sorrowful).
- Glass Ball is lost (or so claimed). (Secret: This is actually a Crystal Ball with Clairaudience and it is currently somewhere in the Hideout of the Hidden Skeletons)
- Finder’s reward is 1200gp
- Albilde likes spending her time in the The Black Stone Inn.
Erberta’s Harp & Lute (Music)
Item | Price |
---|---|
Flute | 19 gp |
Owner: Erberta of Rakha✎ . She has piercing dark eyes, short brown pony-tail and an earring (Annoyed). In the pocket: 1 cp.
- Husband is missing since last week. (Secret: Held captive in the Tomb of the Infernal Hopes)
- Recovery reward is a Treasure Map leading to area 23 in the Tomb of the Cruel Witch.
- Erberta enjoys dining with her friends in the The Black Stone Inn.
- Once a season, Erberta will want to find exquisite tonewood in hex 45 (Hell’s Gate Beaches) and will look for someone to protect her throughout the journey.
Hachar’s Fashion (Clothing)
Item | Price |
---|---|
Adventurer Boots | 4 gp |
Common Dress | 1 sp |
Warm Gloves | 7 sp |
High Boots | 2 gp |
Owner: Hachar of Zakar✎ . He has crystal blue eyes, a heavy blonde beard and a face tattoo (Aggressive). In the pocket: 3 cp, 2 sp and a ransom note.
- On his time off, Hachar will enjoy a drink or two in the The Black Stone Inn.
- Looking for someone to deliver a mysterious chest to Unica of Heldra in Bullshire.
- Reward is 700 gp
Senkata’s Greens (Herbalist)
Owner: Senkata Placentius✎ . She has piercing dark eyes, long blonde hair and a missing tooth (Cheerful). In the pocket: a comb.
- Senkata is usually eating her meals in the The Black Stone Inn.
- Once a season, Senkata will want to forage exotic mushrooms in hex 24 (Dragonclaw Desert) and will look for someone to protect her throughout the journey.
Market District
Tavern (Magic Stone Tavern), Guards (Baltrude, Aicard), Veterinarian (Temidia’s Horse Healers), Salon (Landward’s Salon), Weaver (Safia’s Fabrics), Scribe (Isoard’s Ink & Feather), Barber (Rithilde’s Razor), Brewery (Aclinde’s Brews), Liquor (Reinmar’s Liquor), Printing Press (Aicard’s Prints), Spices (Lucida’s Salt & Pepper), Hatter (Narwin’s Top Hat)
Magic Stone Tavern
Keeper
Owned and managed by Aginteus Odelhilde✎ . He has a thick moustache, cold dark eyes and a face tattoo (Moody). In the pocket: a quill and a smoking pipe.
Staff
Anberta Eucharius✎ . She has delicate makeup, wise brown eyes and a smelly breath (Apprehensive). In the pocket: dice and 5 sp.
- Member of the The Army Of Fire.
Pettita Meintrude✎ . She has long and wavy black hair, tired looking eyes and a limp (Livid). In the pocket: 1 cp.
Aitard of Jiral✎ . He has curly brown hair, piercing black eyes and a face tattoo (Rejected). In the pocket: a quill and a smoking pipe.
Menu
1d4 | Menu |
---|---|
1 | Stewed slices of shellfish, marinated in white wine and served with mashed potatoes for 1 sp⬝Cooked slices of meat, marinated in red wine and served with cooked rice for 2 sp⬝Stewed chunks of shellfish, marinated in ale and served with mashed potatoes for 1 sp |
2 | Cooked tenders of meat, glazed with white wine and served with fresh salad for 2 sp⬝Cooked chunks of meat, glazed with red wine and served with mashed potatoes for 1 sp⬝Stewed tenders of fish, marinated in white wine and served with steamed vegetables for 1 sp |
3 | Cooked slices of chicken, glazed with honey and herbs and served with steamed vegetables for 1 sp⬝Barbecued slices of meat, glazed with honey and herbs and served with mashed potatoes for 2 sp |
4 | Barbecued chunks of fish, marinated in garlic and wine and served with fresh salad for 1 sp |
Patrons & Visitors
Safia Aclewalda (when not in shop)
Temidia of Kojar (when not in shop)
Isoard of Yaja (when not in shop)
Rithilde of Aquareen (when not in shop)
Petesia of Uriana, a level 2 Fighter.✎ She has curly red hair, enchanting green eyes and a strong, muscular physique (Hopeless). In the pocket: 1 cp, an empty vial and a small gem (worth 10 gp).
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 8 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 14 INT 13 WIS 7 DEX 10 CON 11 CHA 12
Grasso of Bokka, a level 1 Fighter.✎ He has a long white beard, piercing blue eyes and a missing middle-finger (Sorrowful). In the pocket: 2 cp, 3 sp and a death threat note.
Armour Class 7 [12] Leather armor Hit Points 2 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 5 WIS 10 DEX 11 CON 14 CHA 7
Gontard of Boroxxa, a level 3 Halfling.✎ He has piercing blue eyes, a scruff and big red cheeks (Nervous). In the pocket: 2 cp, 3 sp and a vial with a dark liquid.
Armour Class 5 [14] Leather armor Hit Points 10 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 10 INT 9 WIS 3 DEX 17 CON 9 CHA 6
Electa Hildeward, a level 1 Fighter.✎ She has heavy makeup, tiny eyes and a deep scar on the right arm (Crushed). In the pocket: a deck of cards and an empty vial.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 3 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 18 INT 3 WIS 8 DEX 14 CON 16 CHA 14
d6 | Rumor |
---|---|
1 | The Tomb Of The Lonely Fire is on one of the coastal cliffs, somewhere in Emerald Shores |
2 | The Flaming Wolves are using the Temple Of The Furious Pits as their hideout. |
3 | The Tomb Of The Infernal Hopes is near the coastline, somewhere in Emerald Shores |
4 | There’s a Giant Rattler somewhere in Thunderwave Barrens. |
5 | Leudo Fraisende has a bottle he would like delivered to Yezud |
6 | Hachar of Zakar is willing to pay well for a delivery job. |
Guards
Baltrude Theodenanda, a level 6 Fighter.✎ She has delicate features, crystal blue eyes and a strong, muscular physique (Upset). In the pocket: a deck of cards and a smoking pipe.
Armour Class 4 [15] Chainmail armor Hit Points 43 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 13 WIS 9 DEX 14 CON 16 CHA 13
Aicard Fredebert, a level 6 Fighter.✎ He has wild green eyes, short brown hair and a deep scar on the right arm (Panicky). In the pocket: 3 cp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 26 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 9 WIS 13 DEX 13 CON 8 CHA 15
Temidia’s Horse Healers (Veterinarian)
Owner: Temidia of Kojar✎ . They have short and braided brown hair, piercing blue eyes and stained clothes (Forceful). In the pocket: 3 cp.
- Temidia is frequenting the Magic Stone Tavern on their time off.
Landward’s Salon (Salon)
Owner: Landward of Syro✎ . He has piercing dark eyes, a deep, commanding voice and a missing tooth (Fearful). In the pocket: a comb.
- Member of the The Defenders Of Victory.
Safia’s Fabrics (Weaver)
Owner: Safia Aclewalda✎ . She has long brown hair, tiny eyes and a deep scar on the cheek (Calm). In the pocket: a deck of cards.
- Safia enjoys dining with her friends in the Magic Stone Tavern.
Isoard’s Ink & Feather (Scribe)
Owner: Isoard of Yaja✎ . He has crystal blue eyes, a chiseled chin and a missing tooth (Fearful). In the pocket: 3 cp.
- Isoard likes spending his time in the Magic Stone Tavern.
Rithilde’s Razor (Barber)
Owner: Rithilde of Aquareen✎ . She has wise brown eyes, a beauty mark above the lips and a peg leg (Pained). In the pocket: 3 cp.
- Rithilde is usually eating her meals in the Magic Stone Tavern.
Aclinde’s Brews (Brewery)
Item | Price |
---|---|
Common Wine (Barrel) | 12 gp |
Craft Beer (Barrel) | 9 gp |
Owner: Aclinde Ingitrude✎ . She has tired red-looking eyes, ample hips and a missing tooth (Delighted). In the pocket: a comb and a magnifying glass.
Reinmar’s Liquor (Liquor)
Item | Price |
---|---|
Craft Beer (Barrel) | 9 gp |
Common Beer (Barrel) | 4 gp |
Cider (Barrel) | 6 gp |
Royal Quality Wine (Barrel) | 121 gp |
Owner: Reinmar of Afari✎ . He has a scruff, piercing brown eyes and big round spectacles (Enraged). In the pocket: 1 cp, 5 sp and a vial with a dark liquid.
Aicard’s Prints (Printing Press)
Owner: Aicard of Nakaris✎ . He has piercing black eyes, short white hair and freckles (Horny). In the pocket: a quill and 4 sp.
- Member of the The Army Of Fire.
- Aicard has fallen in love with Grosso of Zelata.
Lucida’s Salt & Pepper (Spices)
Owner: Lucida Madalgaria✎ . She has painted skin decorations, piercing brown eyes and stained clothes (Aggressive). In the pocket: a deck of cards and 2 sp.
- Collaborates with the The Fists Of Hope.
Narwin’s Top Hat (Hatter)
Item | Price |
---|---|
Fur Hat | 9 sp |
Cap | 4 sp |
Owner: Narwin of Qona✎ . He has thick sideburns, crystal blue eyes and stained clothes (Ashamed). In the pocket: 1 cp.
- Member of the The Defenders Of Victory.
Town of Kafieh Town of Kafieh
- Located in: Hex 24
- Population: 7280 townsfolk
Town Shops & Services
Inn (The Devil’s Sword Inn), Guards (Helmgor), Vehicle Maker (Sylvius’s Carts and Wagons), Trade Post (Erberta’s Traders), Printing Press (Hermar’s Press), Herbalist (Liutward’s Mushroom), Music (Volkward’s Harp & Lute), Blacksmith (Ostasia’s Anvil), Jeweler (Agenna’s Jewels), Spices (Rosin’s Salt & Pepper), Game Shop (Ashar’s Games), General Goods (Loberta’s Goods), Craft (Baldemar’s Crafts), Bank, Bakery (Winsy’s Bun), Bunkhouse (Edmar’s ), Clothing (Justinna’s Wearables), Cobbler (Acfrida’s Shoemakers), Registry, Leatherworker (Arngilde’s Bags and Such), Witch (Ortmar’s ), Tanner (Aico’s Hides and Leathers), Prison, Fish Market (Alctrude’s Fresh Fish), Grocer (Hezelo’s Tomato), Carpenter (Baldemar’s Workshop), Animal Pound, Lawyer (Lefsy’s Will Makers)
The Devil’s Sword Inn
Keeper
Owned and managed by Fredegar of Starfield✎ . He has crystal blue eyes, no hair and a face tattoo (Forceful). In the pocket: dice, spectacles and a small gem (worth 10 gp).
Staff
Radhilde Carissima✎ . She has deep blue eyes, long and well-brushed black hair and a face tattoo (Rejected). In the pocket: a quill, spectacles and 1 gp.
Albilde of Sevenhand✎ . She has piercing dark eyes, short red hair and a golden tooth (Lost). In the pocket: a quill and spectacles.
Menu
1d4 | Menu |
---|---|
1 | Stewed fillet of fish, marinated in red wine and served with fresh salad for 2 sp⬝Cooked slices of pork, marinated in honey and herbs and served with steamed vegetables for 1 sp |
2 | Barbecued chunks of fish, marinated in white wine and served with baked potatoes for 2 sp⬝Barbecued chunks of fish, marinated in honey and herbs and served with baked potatoes for 2 sp |
3 | Barbecued tenders of meat, marinated in red wine and served with cooked rice for 2 sp⬝Barbecued slices of shellfish, marinated in white wine and served with fresh salad for 2 sp⬝Stewed slices of shellfish, glazed with red wine and served with cooked rice for 2 sp |
4 | Cooked tenders of meat, glazed with ale and served with baked potatoes for 1 sp⬝Cooked chunks of chicken, marinated in red wine and served with cooked rice for 2 sp |
Patrons & Visitors
The Army Of Fire are using this place as a meeting place from time to time.
Baldemar Heidentrude (when not in shop)
Azier Opportune (when not in shop)
Volkward Hildegaud (when not in shop)
Edmar Callistus (when not in shop)
Aico Beauoncle, a level 3 Fighter.✎ He has wild green eyes, a hoarse voice and a big nose-ring (Happy). In the pocket: dice, spectacles and 2 gp.
Armour Class 6 [13] Leather armor + Shield Hit Points 12 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 13 WIS 5 DEX 10 CON 11 CHA 14
Ander Frothilde, a level 7 Dwarf.✎ He has wavy almond hair, piercing dark eyes and big, bulbous nose (Satisfied). In the pocket: a dirty handkerchief, 3 sp and a small gem (worth 10 gp).
Armour Class 6 [13] Chainmail armor Hit Points 38 Attacks 1 × Short Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 12 INT 5 WIS 10 DEX 8 CON 10 CHA 11
Anglicus Sicleholde, a level 4 Dwarf.✎ He has a hoarse voice, deep blue eyes and big red cheeks (Alone). In the pocket: dice and 3 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 19 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 12 INT 7 WIS 14 DEX 15 CON 16 CHA 6
Latilde Frotbalda, a level 1 Halfling.✎ She has warm voice, wise dark eyes and big red cheeks (Livid). In the pocket: a quill.
Armour Class 4 [15] Leather armor Hit Points 6 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 10 WIS 6 DEX 18 CON 15 CHA 11
Rator Framengilde, a level 2 Halfling.✎ He has piercing brown eyes, thin black hair and extremely large feet, even for a halfling (Disorganized). In the pocket: a dirty handkerchief, a magnifying glass and a love note.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 11 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 9 WIS 5 DEX 14 CON 15 CHA 14
Meinher Wistrilde, a level 3 Fighter.✎ He has a thick moustache, piercing blue eyes and a deep scar on the right arm (Petrified). In the pocket: a comb.
Armour Class 4 [15] Chainmail armor Hit Points 19 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 3 WIS 13 DEX 15 CON 13 CHA 14
Reinmar of Narxes, a level 1 Halfling.✎ He has wild green eyes, a chiseled chin and big red cheeks (Aggressive). In the pocket: a quill.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 9 WIS 10 DEX 10 CON 14 CHA 15
Ander of Heldra, a level 3 Magic-user.✎ He has crystal blue eyes, thick bushy eyebrows and an oversized pointy hat made of dark leather (Enraged). In the pocket: a dirty handkerchief, an empty vial and a small flute.
Armour Class 9 [10] Unarmored Hit Points 10 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 10 WIS 8 DEX 10 CON 13 CHA 6 Spells ✦ Sleep ✦ Ventriloquism ✦ Web
Bulletin |
---|
“Wife is missing! My wife is missing since two days ago. Please reach out to me if you can help. Ashar Frotberga” |
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Baldemar of Rakha” |
“Job offer! I have a package to deliver in Erabor. Payment guaranteed at destination upon delivery. Yours, Sylvius of Lifel” |
“Please Help! My dear son is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Sylvius of Lifel” |
d6 | Rumor |
---|---|
1 | Sylvius of Lifel has a casket he would like delivered to Erabor |
2 | Hermar of Sidena is willing to pay well for a delivery job. |
3 | Justinna Haimengarde is willing to pay well for a delivery job. |
4 | Ashar Frotberga’s wife is held captive in the Hideout Of The Hidden Skeletons |
5 | Baldemar of Rakha’s Custom Sword (actually a Sword +1) is somewhere in the Crypt of the Burning Blades |
6 | Baldemar of Rakha’s Custom Sword (actually a Sword +1) is somewhere in the Crypt of the Burning Blades |
Guards
Helmgor of Partha, a level 4 Fighter.✎ He has short almond hair, piercing black eyes and a missing middle-finger (Confident). In the pocket: 2 cp.
Armour Class 3 [16] Plate-mail armor Hit Points 24 Attacks 1 × Two-Handed Sword (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 13 WIS 8 DEX 10 CON 11 CHA 15
Sylvius’s Carts and Wagons (Vehicle Maker)
Owner: Sylvius of Lifel✎ . He has a short black beard, tired brown eyes and stained clothes (Disoriented). In the pocket: a dirty handkerchief and a magnifying glass.
- Son is missing since last week. (Secret: Held captive in the Crypt of the Burning Blades)
- Recovery reward is 1200 gp.
- Looking for someone to deliver a mysterious casket to Airard of Saraga in Erabor.
- Reward is 500 gp
Erberta’s Traders (Trade Post)
Owner: Erberta Theodegarde✎ . She has piercing green eyes, flowing black hair and an earring (Uncomfortable). In the pocket: dice, a magnifying glass and a small flute.
- Member of the The Flaming Wolves.
- Erberta has bad blood with Beneta Goldstone.
Hermar’s Press (Printing Press)
Owner: Hermar of Sidena✎ . He has tiny eyes, short blonde hair and a peg leg (Fearful). In the pocket: 2 cp.
- Looking for someone to deliver a sealed bottle to Rithilde of Aquareen in Nadan.
- Reward is 700 gp
Liutward’s Mushroom (Herbalist)
Owner: Liutward Grimhilde✎ . He has a two day stubble, cold dark eyes and a missing tooth (Irritated). In the pocket: a quill.
- Twice a season, Liutward will want to harvest exotic herbs in hex 15 (Dark Armor Coastline) and will look for someone to protect him throughout the journey.
Volkward’s Harp & Lute (Music)
Item | Price |
---|---|
Flute | 28 gp |
Small Bell | 1 gp |
Owner: Volkward Hildegaud✎ . He has thin greying hair, enchanting green eyes and a double chin (Mellow). In the pocket: 2 cp, 3 sp and a passphrase note.
- Volkward is usually eating his meals in the The Devil’s Sword Inn.
- Once a season, Volkward will want to find exquisite tonewood in hex 43 (Hell’s Gate Beaches) and will look for someone to protect him throughout the journey.
Ostasia’s Anvil (Blacksmith)
Item | Price |
---|---|
Long Bow | 32 gp |
Dagger | 2 gp |
Javelin | 8 sp |
Polearm | 5 gp |
Owner: Ostasia of Khezal✎ . She has tiny eyes, warm voice and a limp (Uncomfortable). In the pocket: 2 cp, a magnifying glass and a ransom note.
- Looking for someone to deliver a mysterious chest to Godbalda of Moundfar in Nadan.
- Reward is 700 gp
Agenna’s Jewels (Jeweler)
Owner: Agenna Theodeberta✎ . She has soft gentle features, crazy-looking eyes and a golden tooth (Drained). In the pocket: dice.
- Collaborates with the The Fists Of Hope.
Rosin’s Salt & Pepper (Spices)
Owner: Rosin of Saal-Nivana✎ . He has short white hair, tired red-looking eyes and a missing tooth (Fearful). In the pocket: a deck of cards and 3 sp.
Ashar’s Games (Game Shop)
Owner: Ashar Frotberga✎ . He has a chiseled chin, cold dark eyes and a missing tooth (Hopeless). In the pocket: a comb.
- Member of the The Fists Of Hope.
- Wife is missing since last week. (Secret: Held captive in the Hideout of the Hidden Skeletons)
- Recovery reward is 1200 gp.
Loberta’s Goods (General Goods)
Item | Price |
---|---|
Tunic | 8 sp |
Crowbar | 9 gp |
Holy water (vial) | 22 gp |
Royal Shoes | 108 gp |
Holy symbol | 22 gp |
Thieves’ tools | 22 gp |
Fine Dress | 8 gp |
Rope (50’) | 9 sp |
Leather Gloves | 6 sp |
Sack (large) | 1 gp |
Owner: Loberta of Ankar✎ . She has piercing blue eyes, flowing black hair and a smelly breath (Desperate).
Baldemar’s Crafts (Craft)
Item | Price |
---|---|
Stakes (3) and mallet | 3 gp |
Empty Scroll | 1 gp |
Sewing Needle | 3 sp |
Mining Pick Axe | 5 gp |
Mirror (hand-sized, steel) | 5 gp |
Owner: Baldemar Heidentrude✎ . He has a hairy chest, wild green eyes and a missing tooth (Lifeless). In the pocket: 3 cp, 3 sp and 1 gp.
- Baldemar is frequenting the The Devil’s Sword Inn on his time off.
Bank
Manager: Azier Opportune✎ . He has a heavy blonde beard, crystal blue eyes and a nose ring (Guilty). In the pocket: a comb.
- Azier is frequenting the The Devil’s Sword Inn on his time off.
- Looking for someone to deliver a sealed box to Guther of Ithamar in Erabor.
- Reward is 600 gp
Winsy’s Bun (Bakery)
Item | Price |
---|---|
Flour (1 lb) | 3 sp |
Cake (slice) | 9 cp |
Owner: Winsy of Aberius✎ . She has a scruff, bulging blue eyes and a missing tooth (Shocked). In the pocket: a deck of cards, a magnifying glass and a small flute.
Edmar’s (Bunkhouse)
Owner: Edmar Callistus✎ . He has wise dark eyes, a short black beard and a face tattoo (Nervous). In the pocket: 2 cp and 5 sp.
- Edmar likes spending his time in the The Devil’s Sword Inn.
Justinna’s Wearables (Clothing)
Item | Price |
---|---|
Kilt | 3 gp |
Common Shirt | 6 sp |
Belt | 8 sp |
Girdle | 3 gp |
Blouse | 9 cp |
Owner: Justinna Haimengarde✎ . They have soft gentle features, deep blue eyes and a limp (Petrified). In the pocket: 3 cp and a smoking pipe.
- Looking for someone to deliver a mysterious box to Hilde of Valeria in Nadan.
- Reward is 600 gp
Acfrida’s Shoemakers (Cobbler)
Owner: Acfrida Wanthilde✎ . She has ample hips, piercing green eyes and a nose ring (Aghast). In the pocket: 2 cp.
Registry
Manager: Agenna of Zelata✎ . She has tired looking eyes, delicate makeup and freckles (Agitated). In the pocket: a deck of cards.
Arngilde’s Bags and Such (Leatherworker)
Item | Price |
---|---|
Leather Coat | 7 gp |
Leather Hat | 1 gp |
Sack (small) | 1 gp |
Leather Leggings | 7 gp |
Owner: Arngilde of Gura✎ . She has cold dark eyes, painted skin decorations and a face tattoo (Drained). In the pocket: dice.
- Member of the The Army Of Fire.
- Looking for someone to deliver a mysterious bottle to Herger Reinlinde in Nadan.
- Reward is 600 gp
Ortmar’s (Witch)
Owner: Ortmar of Ithamar✎ . He has piercing black eyes, short black hair and a limp (Enraged). In the pocket: 1 cp, 4 sp and a dagger.
- Member of the The Flaming Wolves.
Aico’s Hides and Leathers (Tanner)
Owner: Aico Richlinde✎ . He has a long blonde beard, piercing dark eyes and freckles (Puzzled). In the pocket: a dirty handkerchief and 4 sp.
- Member of the The Desecrated Sun.
Prison
Manager: Muscatta Gospatric✎ . She has ample breasts, crystal blue eyes and a deep scar on the cheek (Outraged). In the pocket: dice, 2 sp and a love note.
Alctrude’s Fresh Fish (Fish Market)
Item | Price |
---|---|
Fresh Fish Fillet | 8 sp |
Small Shell Fish | 3 sp |
Owner: Alctrude Framtrude✎ . She has piercing black eyes, long and wavy blonde hair and a double chin (Happy). In the pocket: a quill, 4 sp and 2 gp.
- Member of the The Desecrated Sun.
Hezelo’s Tomato (Grocer)
Item | Price |
---|---|
Salt (1 lb) | 2 gp |
Waterskin | 1 gp |
Wine (2 pints) | 1 gp |
Cake (slice) | 1 sp |
Small Shell Fish | 3 sp |
Grain (1 lb) | 2 cp |
Garlic | 5 gp |
Owner: Hezelo Magnificus✎ . He has enchanting green eyes, short white hair and a peg leg (Terrified). In the pocket: a comb, spectacles and a vial with a dark liquid.
Baldemar’s Workshop (Carpenter)
Owner: Baldemar of Rakha✎ . He has short blonde hair, cold dark eyes and freckles (Joyful). In the pocket: 2 cp and a magnifying glass.
- Custom Sword is lost (or so claimed). (Secret: This is actually a Sword +1 and it is currently somewhere in the Crypt of the Burning Blades)
- Finder’s reward is 440gp
Animal Pound
Manager: Ermengar of Sagoth✎ . He has enchanting green eyes, delicate features and a deep scar on the cheek (Uncomfortable). In the pocket: a quill and spectacles.
Lefsy’s Will Makers (Lawyer)
Owner: Lefsy Altadonna✎ . She has bulging blue eyes, short blonde hair and a limp (Calm). In the pocket: a deck of cards, a magnifying glass and a vial with a dark liquid.
City of Yezud City of Yezud
- Located in: Hex 47
- Population: 17850 residents
Yezud is ruled by the honest and just Baron Liuthard Eutropius, and is known for its developed cultural life. The city is also known for its fine Winery shops.
Shops & services overview
Market District
Inn (Cursed Torch Inn), Guards (Wigmar, Ainard), Fish Market (Honesta’s Sea Products), Bank, Animal Supplies (Hartwin’s Barn & Yarn), Winery (Ansilde’s Fine Wines), Herbalist (Baldwar’s Weeds), Hatter (Beneta’s Caps), Glass Blower (Senkata’s Tubes), Veterinarian (Palenna’s Pet Hospital), Game Shop (Gerward’s Pawns and Dice), Stables (Anson’s Riders), Tin Worker (Gersinde’s ), Mill (Reingard’s ), Jeweler (Winsy’s Jewels), Music (Duberta’s Guitar & Flute), Tailor (Rabota’s Fashion), Clothing (Benno’s Fashion)
Dwellers District
Tavern (The Mage’s Sword Tavern), Guards (Walo, Gisilde), Winery (Merard’s Wines), Bookstore (Germar’s Books), Cobbler (Facetus’s Shoemakers)
Westside Miners District
Inn (The Wight & The Sad Brewer Inn), Guards (Sager, Agia), Bookstore (Ramiro’s Pages), Pet Shop (Holfgar’s Petshop), Bank, Herbalist (Eupraxia’s Greens)
Lower Commoners District
Inn (The Mage’s Sword Inn), Guards (Gosin, Vitta, Gatrude), Bookstore (Mirko’s Books), Tailor (Pancia’s Handmade Shirts and More), Nunnery, Winery (Berlinde’s Wines)
Harbor District
Inn (The Crying Wraith Inn), Guards (Lautilde, Ortgar, Leudo), Leatherworker (Aclemode’s Leathers), Post Office (Gaumia’s ), Trade Post (Volkward’s Marketplace), Winery (Theodora’s Fine Wines)
Market District
Inn (Cursed Torch Inn), Guards (Wigmar, Ainard), Fish Market (Honesta’s Sea Products), Bank, Animal Supplies (Hartwin’s Barn & Yarn), Winery (Ansilde’s Fine Wines), Herbalist (Baldwar’s Weeds), Hatter (Beneta’s Caps), Glass Blower (Senkata’s Tubes), Veterinarian (Palenna’s Pet Hospital), Game Shop (Gerward’s Pawns and Dice), Stables (Anson’s Riders), Tin Worker (Gersinde’s ), Mill (Reingard’s ), Jeweler (Winsy’s Jewels), Music (Duberta’s Guitar & Flute), Tailor (Rabota’s Fashion), Clothing (Benno’s Fashion)
Cursed Torch Inn
Keeper
Owned and managed by Ithamar of Firebell✎ . He has enchanting green eyes, thin almond hair and a missing tooth (Desperate). In the pocket: 2 cp, 4 sp and a small flute.
Staff
Haimo Ansegilde✎ . He has a two day stubble, piercing black eyes and big round spectacles (Upset). In the pocket: a quill.
Ansilde Eutropius✎ . They have tiny eyes, warm voice and stained clothes (Pleased).
Menu
1d4 | Menu |
---|---|
1 | Cooked slices of meat, glazed with garlic and wine and served with cooked rice for 1 sp⬝Cooked chunks of chicken, glazed with honey and herbs and served with fresh salad for 1 sp⬝Cooked slices of meat, marinated in white wine and served with cooked rice for 2 sp |
2 | Cooked tenders of meat, marinated in white wine and served with baked potatoes for 2 sp⬝Stewed slices of chicken, marinated in red wine and served with fresh salad for 2 sp⬝Cooked slices of shellfish, glazed with white wine and served with steamed vegetables for 1 sp |
3 | Cooked chunks of fish, marinated in white wine and served with steamed vegetables for 2 sp⬝Barbecued tenders of fish, glazed with honey and herbs and served with steamed vegetables for 1 sp |
4 | Cooked slices of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Barbecued chunks of meat, marinated in honey and herbs and served with fresh salad for 2 sp |
Patrons & Visitors
Duberta of Ogashu (when not in shop)
Reingard of Wildslide (when not in shop)
Hilde of Canedar, a level 2 Dwarf.✎ They have enchanting green eyes, soft voice and big red cheeks (Distressed). In the pocket: 3 cp and a magnifying glass.
Armour Class 7 [12] Leather armor Hit Points 13 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 13 WIS 7 DEX 11 CON 17 CHA 3
Gainard of Inndera, a level 1 Elf.✎ He has a scruff, tired looking eyes and a sigil tattooed on the neck (Anxious). In the pocket: 1 cp and spectacles.
Armour Class 7 [12] Leather armor Hit Points 6 Attacks 1 × Battle Axe (1d8) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 11 INT 14 WIS 12 DEX 12 CON 10 CHA 4 Spells ✦ Protection from Evil
Hezelo Magnificus, a level 2 Halfling.✎ He has short black hair, tiny eyes and big red cheeks (Disorganized). In the pocket: 3 cp and a magnifying glass.
Armour Class 5 [14] Leather armor + Shield Hit Points 8 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 7 WIS 6 DEX 15 CON 12 CHA 13
Soficia Erchamger, a level 2 Cleric.✎ She has painted skin decorations, wise brown eyes and a nose ring (Calm). In the pocket: 2 cp and a magnifying glass.
Armour Class 5 [14] Chainmail armor 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 13 INT 7 WIS 17 DEX 12 CON 15 CHA 4 Spells ✦ Light (Darkness)
Galicius Hildesinde, a level 1 Halfling.✎ He has short almond hair, piercing blue eyes and big red cheeks (Remorseful). In the pocket: a comb, a smoking pipe and a dagger.
Armour Class 4 [15] Chainmail armor Hit Points 6 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 12 WIS 14 DEX 13 CON 16 CHA 9
Aldiva Erchamwald, a level 3 Dwarf.✎ She has soft gentle features, piercing black eyes and a golden tooth (Shocked). In the pocket: dice, a magnifying glass and 2 gp.
Armour Class 7 [12] Leather armor Hit Points 14 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 9 WIS 14 DEX 9 CON 15 CHA 3
Dolerama of Moonglow, a level 3 Halfling.✎ She has delicate makeup, piercing blue eyes and short, chunky fingers (Energetic). In the pocket: dice, a magnifying glass and a key.
Armour Class 6 [13] Leather armor Hit Points 6 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 12 WIS 7 DEX 14 CON 8 CHA 14
Bulletin |
---|
“Traveling to Bullshire? I will pay you for carrying a package for me. Yours, Honesta of Albor” |
“Urgent!! My nephew did not return home since last month. If you have seen him or can help me find him, please contact me as soon as possible. Yours, Palenna of Askias” |
“Heading to Kafieh? Payment guaranteed to a trusty courier. Ask for Hartwin” |
“Please Help! My dear husband is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Hartwin of Dorith” |
“Help requested! A heirloom of sentimental value was stolen from me. I will reward anyone who is kind enough to get it back. Yours, Gersinde of Khari” |
d6 | Rumor |
---|---|
1 | Beneta Nymphidius is willing to pay well for a delivery job. |
2 | Hartwin of Dorith is willing to pay well for a delivery job. |
3 | Honesta of Albor is willing to pay well for a delivery job. |
4 | Palenna of Askias’s nephew is held captive in the Crypt Of The Unholy Goblin |
5 | Sylvius of Lifel has a casket he would like delivered to Erabor |
6 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
Guards
Wigmar of Feria, a level 5 Fighter.✎ He has crystal blue eyes, a hairy chest and a big nose-ring (Embarrassed). In the pocket: 2 cp, 4 sp and a passphrase note.
Armour Class 5 [14] Leather armor + Shield Hit Points 35 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 7 WIS 4 DEX 13 CON 15 CHA 6
Ainard Reinberta, a level 4 Fighter.✎ He has piercing black eyes, a heavy red beard and a strong, muscular physique (Moody). In the pocket: a dirty handkerchief and an empty vial.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 25 Attacks 1 × Short Sword (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 17 INT 6 WIS 12 DEX 15 CON 15 CHA 8
Honesta’s Sea Products (Fish Market)
Item | Price |
---|---|
Fresh Fish Fillet | 1 gp |
Fishing Rod | 1 gp |
Owner: Honesta of Albor✎ . She has piercing green eyes, painted skin decorations and a golden tooth (Queasy). In the pocket: a dirty handkerchief.
- Member of the The Defenders Of Victory.
- Looking for someone to deliver a mysterious bottle to Marozia of Northland in Bullshire.
- Reward is 500 gp
Bank
Manager: Vuteria Recuperate✎ . They have no hair, bulging red eyes and stained clothes (Embarrassed). In the pocket: a quill, a magnifying glass and a small gem (worth 10 gp).
Hartwin’s Barn & Yarn (Animal Supplies)
Owner: Hartwin of Dorith✎ . He has thin greying hair, crazy-looking eyes and freckles (Irritated). In the pocket: a quill, 3 sp and 2 gp.
- Husband is missing since last week. (Secret: Held captive in the Hideout of the Foresaken Lich)
- Recovery reward is a Treasure Map leading to area 14 in the Temple of the Savage Order.
- Looking for someone to deliver a sealed casket to Hermar of Sidena in Kafieh.
- Reward is 700 gp
Ansilde’s Fine Wines (Winery)
Item | Price |
---|---|
Common Beer (Barrel) | 6 gp |
Owner: Ansilde of Xara✎ . She has tiny eyes, ample breasts and a missing tooth (Scared). In the pocket: 3 cp and spectacles.
Baldwar’s Weeds (Herbalist)
Owner: Baldwar of Inndera✎ . He has wise dark eyes, a thick moustache and a missing tooth (Cheerful). In the pocket: 1 cp and 4 sp.
- Twice a year, Baldwar will want to harvest exotic herbs in hex 46 (Hell’s Gate Beaches) and will look for someone to protect him throughout the journey.
Beneta’s Caps (Hatter)
Item | Price |
---|---|
Veil | 9 sp |
Leather Hat | 8 sp |
Cap | 4 sp |
Owner: Beneta Nymphidius✎ . She has crystal blue eyes, long blonde pony-tail and a double chin (Uncomfortable). In the pocket: dice and spectacles.
- Looking for someone to deliver a sealed bottle to Aitard of Jiral in Nadan.
- Reward is 600 gp
Senkata’s Tubes (Glass Blower)
Owner: Senkata of Yaara✎ . She has delicate makeup, piercing dark eyes and a nose ring (Aghast). In the pocket: 2 cp and 3 sp.
- Member of the The Flaming Wolves.
Palenna’s Pet Hospital (Veterinarian)
Owner: Palenna of Askias✎ . She has piercing dark eyes, heavy makeup and freckles (Tired). In the pocket: 1 cp, spectacles and a death threat note.
- Member of the The Desecrated Sun.
- Nephew is missing since last week. (Secret: Held captive in the Crypt of the Unholy Goblin)
- Recovery reward is 1200 gp.
Gerward’s Pawns and Dice (Game Shop)
Owner: Gerward Ostrobert✎ . He has deep blue eyes, thin black hair and a peg leg (Queasy). In the pocket: a dirty handkerchief, 3 sp and a dagger.
- Member of the The Defenders Of Victory.
Anson’s Riders (Stables)
Item | Price |
---|---|
Draft Horse | 28 gp |
Camel | 72 gp |
Riding Horse | 54 gp |
War Horse | 180 gp |
Owner: Anson Swanhilde✎ . He has bulging dark eyes, a long blonde beard and a double chin (Rejected). In the pocket: 2 cp and 4 sp.
- Anson has bad blood with Hagward of Hebra.
Gersinde’s (Tin Worker)
Owner: Gersinde of Khari✎ . She has warm voice, piercing black eyes and big round spectacles (Distressed). In the pocket: a quill, 3 sp and a small flute.
- Decorated Sword is lost (or so claimed). (Secret: This is actually a Sword +1, +3 vs Undead and it is currently somewhere in the Tomb of the Lonely Fire)
- Finder’s reward is 230gp
Reingard’s (Mill)
Owner: Reingard of Wildslide✎ . He has thin blonde hair, tiny eyes and a missing tooth (Satisfied). In the pocket: 2 cp, spectacles and a death threat note.
- Collaborates with the The Flaming Wolves.
- Reingard is frequenting the Cursed Torch Inn on his time off.
Winsy’s Jewels (Jeweler)
Owner: Winsy of Saal-Nivana✎ . She has crazy-looking eyes, wavy blonde hair and freckles (Arrogant). In the pocket: a quill, a smoking pipe and a death threat note.
- Custom-Fit Armor is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Temple of the Furious Pits)
- Finder’s reward is 440gp
Duberta’s Guitar & Flute (Music)
Item | Price |
---|---|
Flute | 18 gp |
Owner: Duberta of Ogashu✎ . She has crystal blue eyes, long blonde hair and a limp (Sickened). In the pocket: a quill, 2 sp and a dagger.
- On her time off, Duberta will enjoy a drink or two in the Cursed Torch Inn.
- Once a season, Duberta will want to find exquisite tonewood in hex 29 (Heartseeker Fields) and will look for someone to protect her throughout the journey.
Rabota’s Fashion (Tailor)
Item | Price |
---|---|
Warm Gloves | 7 sp |
Girdle | 3 gp |
FurVest | 1 sp |
Sash | 3 sp |
Owner: Rabota of Starra✎ . She has soft voice, piercing dark eyes and a peg leg (Drained). In the pocket: a deck of cards.
Benno’s Fashion (Clothing)
Item | Price |
---|---|
Fine Shoes | 2 gp |
Common Shirt | 5 sp |
Jacket | 2 gp |
Tunic | 7 sp |
Royal Suit | 348 gp |
Common Outfit | 4 gp |
Owner: Benno of Crimson Hawk✎ . He has a big round belly, crazy-looking eyes and stained clothes (Unimpressed). In the pocket: a dirty handkerchief.
Dwellers District
Tavern (The Mage’s Sword Tavern), Guards (Walo, Gisilde), Winery (Merard’s Wines), Bookstore (Germar’s Books), Cobbler (Facetus’s Shoemakers)
The Mage’s Sword Tavern
Keeper
Owned and managed by Hilwin Wulfgarde✎ . He has piercing green eyes, a chiseled chin and an earring (Troubled). In the pocket: dice, an empty vial and a dagger.
Staff
Leudo of Darza✎ . He has a frowny expression, piercing green eyes and a smelly breath (Happy). In the pocket: dice, an empty vial and a vial with a dark liquid.
Aldiva Ermenbald✎ . She has heavy makeup, piercing green eyes and a face tattoo (Repentant). In the pocket: 1 cp, a smoking pipe and 2 gp.
Gosin Benvenuta✎ . He has deep blue eyes, a short black beard and an earring (Exhausted). In the pocket: a deck of cards, a magnifying glass and a dagger.
- Collaborates with the The Army Of Fire.
Menu
1d4 | Menu |
---|---|
1 | Cooked tenders of shellfish, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Barbecued chunks of meat, marinated in red wine and served with mashed potatoes for 1 sp |
2 | Cooked fillet of shellfish, glazed with garlic and wine and served with cooked rice for 1 sp⬝Barbecued chunks of pork, glazed with ale and served with baked potatoes for 1 sp |
3 | Barbecued chunks of fish, glazed with red wine and served with cooked rice for 1 sp⬝Barbecued tenders of chicken, marinated in honey and herbs and served with cooked rice for 1 sp⬝Cooked tenders of shellfish, glazed with white wine and served with steamed vegetables for 2 sp⬝Cooked fillet of chicken, glazed with ale and served with mashed potatoes for 2 sp |
4 | Barbecued chunks of shellfish, glazed with ale and served with mashed potatoes for 1 sp⬝Barbecued fillet of meat, glazed with red wine and served with baked potatoes for 2 sp⬝Barbecued chunks of meat, marinated in red wine and served with mashed potatoes for 2 sp⬝Barbecued slices of fish, marinated in white wine and served with baked potatoes for 2 sp |
Patrons & Visitors
Facetus of Thoraka (when not in shop)
Merard Rosceline (when not in shop)
Fakard of Yaara, a level 4 Halfling.✎ He has piercing black eyes, a hoarse voice and short, chunky fingers (Tired). In the pocket: a deck of cards.
Armour Class 5 [14] Chainmail armor Hit Points 13 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 12 INT 5 WIS 3 DEX 11 CON 6 CHA 7
Genilde Reinhilde, a level 2 Elf.✎ She has delicate makeup, deep blue eyes and silky dark skin (Nervous). In the pocket: dice, 2 sp and a dagger.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 13 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Chaotic STR 14 INT 13 WIS 10 DEX 15 CON 16 CHA 8 Spells ✦ Shield ✦ Read Languages
Aitard Hrothgard, a level 1 Elf.✎ He has tired red-looking eyes, thin greying hair and a nose ring (Terrified). In the pocket: 2 cp and 2 sp.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 3 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 13 INT 18 WIS 7 DEX 7 CON 6 CHA 3 Spells ✦ Sleep
Ortgar of Kojar, a level 3 Fighter.✎ He has piercing brown eyes, short brown hair and a deep scar on the right arm (Petrified). In the pocket: 2 cp, a smoking pipe and a small gem (worth 10 gp).
Armour Class 7 [12] Leather armor Hit Points 19 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 10 WIS 8 DEX 11 CON 15 CHA 6
Sarwin Svetoslav, a level 2 Fighter.✎ He has tired red-looking eyes, short almond hair and a missing middle-finger (Remorseful). In the pocket: a comb.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 10 INT 8 WIS 8 DEX 10 CON 11 CHA 14
Leudo of Akkis, a level 3 Magic-user.✎ He has wise dark eyes, no hair and long black robe (Crushed). In the pocket: a quill.
Armour Class 8 [11] Unarmored Hit Points 9 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 14 DEX 14 CON 17 CHA 7 Spells ✦ Floating Disc ✦ Protection from Evil ✦ Wizard Lock
Erberta of Windhead, a level 6 Elf.✎ She has piercing black eyes, delicate makeup and silky light skin (Timid). In the pocket: a comb and spectacles.
Armour Class 3 [16] Chainmail armor Hit Points 10 Attacks 1 × Spear (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 15 INT 17 WIS 16 DEX 16 CON 7 CHA 9 Spells ✦ Read Magic ✦ Detect Magic ✦ Knock ✦ Detect Invisible ✦ Infravision ✦ Water Breathing
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, Germar Transmundus” |
d6 | Rumor |
---|---|
1 | Germar Transmundus’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Temple of the Furious Pits |
2 | Airard of Saraga is willing to pay well for a delivery job. |
3 | The Tomb Of The Infernal Hopes is near the coastline, somewhere in Emerald Shores |
4 | Azier Opportune is willing to pay well for a delivery job. |
5 | There’s a Hobgoblin somewhere in Emerald Shores. |
6 | Lothgar Transmundus is willing to pay well for a delivery job. |
Guards
Walo Theodenanda, a level 5 Fighter.✎ He has bulging blue eyes, a long blonde beard and a big nose-ring (Bothered). In the pocket: 1 cp and 5 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 32 Attacks 1 × Warhammer (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 6 WIS 6 DEX 11 CON 16 CHA 16
Gisilde Christofana, a level 5 Fighter.✎ They have piercing black eyes, ample breasts and a strong, muscular physique (Alone). In the pocket: a deck of cards and a smoking pipe.
Armour Class 5 [14] Leather armor + Shield Hit Points 30 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 10 INT 5 WIS 4 DEX 15 CON 13 CHA 12
Merard’s Wines (Winery)
Item | Price |
---|---|
Cider (Barrel) | 7 gp |
Common Wine (Barrel) | 14 gp |
Owner: Merard Rosceline✎ . He has tired looking eyes, a heavy white beard and an earring (Lost). In the pocket: 2 cp and spectacles.
- On his time off, Merard will enjoy a drink or two in the The Mage’s Sword Tavern.
Germar’s Books (Bookstore)
Item | Price |
---|---|
Empty Scroll | 7 sp |
Ink Vial | 7 gp |
Owner: Germar Transmundus✎ . He has short almond hair, cold dark eyes and stained clothes (Puzzled). In the pocket: a comb, 5 sp and a small gem (worth 10 gp).
- Embroided Cloak is lost (or so claimed). (Secret: This is actually an Elven Cloak and Boots and it is currently somewhere in the Temple of the Furious Pits)
- Finder’s reward is 2300gp
Facetus’s Shoemakers (Cobbler)
Owner: Facetus of Thoraka✎ . He has a hoarse voice, piercing dark eyes and a deep scar on the cheek (Unsure). In the pocket: a deck of cards, 4 sp and 1 gp.
- On his time off, Facetus will enjoy a drink or two in the The Mage’s Sword Tavern.
Westside Miners District
Inn (The Wight & The Sad Brewer Inn), Guards (Sager, Agia), Bookstore (Ramiro’s Pages), Pet Shop (Holfgar’s Petshop), Bank, Herbalist (Eupraxia’s Greens)
The Wight & The Sad Brewer Inn
Keeper
Owned and managed by Goldiva Wenceslas✎ . She has ample breasts, tired looking eyes and a peg leg (Proud). In the pocket: 1 cp.
Staff
Ansilde Reinberga✎ . She has soft voice, enchanting green eyes and big round spectacles (Enraged). In the pocket: a dirty handkerchief.
- Member of the The Desecrated Sun.
Hezelo of Nightfel✎ . He has cold dark eyes, thin brown hair and a smelly breath (Unsatisfied). In the pocket: 2 cp.
Menu
1d4 | Menu |
---|---|
1 | Barbecued chunks of pork, glazed with red wine and served with baked potatoes for 1 sp⬝Cooked tenders of pork, marinated in white wine and served with mashed potatoes for 1 sp⬝Stewed fillet of meat, glazed with white wine and served with steamed vegetables for 2 sp⬝Stewed chunks of shellfish, marinated in white wine and served with fresh salad for 2 sp |
2 | Stewed tenders of chicken, marinated in honey and herbs and served with cooked rice for 1 sp |
3 | Cooked slices of chicken, marinated in garlic and wine and served with cooked rice for 1 sp⬝Barbecued tenders of fish, glazed with garlic and wine and served with baked potatoes for 1 sp⬝Barbecued slices of chicken, marinated in ale and served with baked potatoes for 2 sp⬝Barbecued slices of shellfish, marinated in ale and served with baked potatoes for 1 sp |
4 | Barbecued chunks of pork, glazed with ale and served with fresh salad for 2 sp⬝Stewed chunks of fish, glazed with honey and herbs and served with fresh salad for 1 sp⬝Cooked slices of pork, glazed with ale and served with cooked rice for 2 sp⬝Cooked slices of pork, glazed with garlic and wine and served with baked potatoes for 1 sp |
Patrons & Visitors
The Fists Of Hope are using this place as a meeting place from time to time.
Ysoria Hildegaud (when not in shop)
Holfgar Bonifacia (when not in shop)
Eupraxia Madalgaria (when not in shop)
Trimer of Thenara, a level 1 Elf.✎ He has piercing dark eyes, short blonde hair and long, pointy ears (Delighted). In the pocket: a quill, a smoking pipe and a small gem (worth 10 gp).
Armour Class 7 [12] Leather armor Hit Points 7 Attacks 1 × Mace (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 12 WIS 12 DEX 9 CON 16 CHA 14 Spells ✦ Charm Person
Electo of Yezud, a level 1 Halfling.✎ He has thick bushy eyebrows, cold dark eyes and short, chunky fingers (Aghast). In the pocket: a quill, an empty vial and a love note.
Armour Class 2 [17] Chainmail armor + Shield Hit Points 5 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 6 WIS 3 DEX 16 CON 7 CHA 10
Herward Recuperate, a level 1 Dwarf.✎ He has bulging blue eyes, a strong, prominent chin and short, fat fingers (Helpless). In the pocket: 1 cp.
Armour Class 5 [14] Leather armor + Shield Hit Points 3 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 7 WIS 12 DEX 14 CON 12 CHA 12
Liutward Marquessa, a level 2 Dwarf.✎ He has deep blue eyes, thin white hair and big, bulbous nose (Relieved). In the pocket: 3 cp, 5 sp and a vial with a dark liquid.
Armour Class 6 [13] Leather armor + Shield Hit Points 13 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 10 INT 9 WIS 14 DEX 11 CON 14 CHA 6
Alberta Reinlinde, a level 3 Thief.✎ She has soft gentle features, tired red-looking eyes and a scar across the eye (Unimpressed).
Armour Class 7 [12] Leather armor Hit Points 0 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 13 WIS 9 DEX 12 CON 8 CHA 16
Bulletin |
---|
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Holfgar Bonifacia” |
“Please Help! My dear husband is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Eupraxia Madalgaria” |
d6 | Rumor |
---|---|
1 | Holfgar Bonifacia’s Armor Of Sentimental Value (actually an Armour +1) is somewhere in the Tomb of the Cruel Witch |
2 | Eupraxia Madalgaria’s husband is held captive in the Caverns Of The Unspoken Ogre |
3 | Holfgar Bonifacia has a casket he would like delivered to Nadan |
4 | Gauzo of Thalanor has a casket he would like delivered to Kafieh |
5 | Honesta of Albor is willing to pay well for a delivery job. |
6 | Ithamar Acletrude’s nephew is held captive in the Crypt Of The Burning Blades |
Guards
Sager Domhnaigh, a level 4 Fighter.✎ He has tired looking eyes, thin white hair and a missing middle-finger (Annoyed). In the pocket: a deck of cards.
Armour Class 6 [13] Leather armor Hit Points 29 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 3 WIS 13 DEX 14 CON 15 CHA 9
Agia of Willfell, a level 5 Fighter.✎ She has piercing green eyes, heavy makeup and a big nose-ring (Determined). In the pocket: dice.
Armour Class 1 [18] Plate-mail armor Hit Points 32 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 13 INT 13 WIS 13 DEX 16 CON 14 CHA 10
Ramiro’s Pages (Bookstore)
Item | Price |
---|---|
Quill | 4 sp |
Ink Vial | 9 gp |
Owner: Ramiro of Crimson Hawk✎ . He has short white hair, cold dark eyes and an earring (Crushed). In the pocket: dice.
- Member of the The Desecrated Sun.
Holfgar’s Petshop (Pet Shop)
Item | Price |
---|---|
Monkey | 11 gp |
Snake | 3 gp |
Dog | 4 gp |
Parrot | 21 gp |
Owner: Holfgar Bonifacia✎ . He has piercing black eyes, a deep, commanding voice and a double chin (Joyful). In the pocket: a comb, 3 sp and a key.
- Armor Of Sentimental Value is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Tomb of the Cruel Witch)
- Finder’s reward is 230gp
- On his time off, Holfgar will enjoy a drink or two in the The Wight & The Sad Brewer Inn.
- Looking for someone to deliver a mysterious casket to Ajutor of Kojar in Nadan.
- Reward is 700 gp
Bank
Manager: Ysoria Hildegaud✎ . She has wise brown eyes, curly red hair and a peg leg (Heartbroken). In the pocket: a quill and 5 sp.
- Ysoria enjoys dining with her friends in the The Wight & The Sad Brewer Inn.
Eupraxia’s Greens (Herbalist)
Owner: Eupraxia Madalgaria✎ . She has soft voice, deep blue eyes and a missing tooth (Unsatisfied). In the pocket: a deck of cards.
- Husband is missing since last week. (Secret: Held captive in the Caverns of the Unspoken Ogre)
- Recovery reward is a Treasure Map leading to area 23 in the Tomb of the Cruel Witch.
- Eupraxia is usually eating her meals in the The Wight & The Sad Brewer Inn.
- Twice a year, Eupraxia will want to forage exotic mushrooms in hex 48 (Revenger Dunes) and will look for someone to protect her throughout the journey.
Lower Commoners District
Inn (The Mage’s Sword Inn), Guards (Gosin, Vitta, Gatrude), Bookstore (Mirko’s Books), Tailor (Pancia’s Handmade Shirts and More), Nunnery, Winery (Berlinde’s Wines)
The Mage’s Sword Inn
Keeper
Owned and managed by Alctrude of Korveka✎ . She has flowing brown hair, bulging dark eyes and freckles (Lazy). In the pocket: 1 cp.
Staff
Ortwin of Berak✎ . He has wise brown eyes, thin greying hair and big round spectacles (Offended). In the pocket: a deck of cards.
- Member of the The Defenders Of Victory.
Gosin of Icemeld✎ . He has wild green eyes, a long smoking pipe in his mouth and a double chin (Energetic). In the pocket: a quill, 3 sp and a dagger.
Menu
1d4 | Menu |
---|---|
1 | Stewed chunks of shellfish, marinated in white wine and served with mashed potatoes for 1 sp |
2 | Stewed chunks of fish, glazed with garlic and wine and served with fresh salad for 1 sp⬝Cooked fillet of pork, glazed with garlic and wine and served with fresh salad for 2 sp⬝Barbecued fillet of chicken, marinated in white wine and served with steamed vegetables for 1 sp |
3 | Cooked tenders of fish, glazed with honey and herbs and served with steamed vegetables for 1 sp⬝Stewed chunks of chicken, marinated in ale and served with mashed potatoes for 1 sp |
4 | Cooked fillet of meat, marinated in red wine and served with cooked rice for 1 sp⬝Cooked slices of fish, glazed with white wine and served with steamed vegetables for 1 sp |
Patrons & Visitors
Pancia Bernhilde (when not in shop)
Tedesca Fionnghuala (when not in shop)
Berlinde Cadwethen (when not in shop)
Mirko of Feki (when not in shop)
Baldwar of Ferabor, a level 2 Halfling.✎ He has crystal blue eyes, a short white beard and extremely large feet, even for a halfling (Overwhelmed). In the pocket: 3 cp and 2 sp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 3 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Chaotic STR 16 INT 4 WIS 5 DEX 13 CON 8 CHA 7
Ailhard Zwentibold, a level 2 Thief.✎ He has wise brown eyes, a hoarse voice and a scar across the eye (Sorrowful). In the pocket: a comb, 2 sp and 1 gp.
Armour Class 6 [13] Leather armor Hit Points 4 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 9 INT 5 WIS 11 DEX 15 CON 7 CHA 17
Brysia of Kandar, a level 3 Halfling.✎ She has bulging red eyes, soft voice and round, bulbous nose (Uncomfortable). In the pocket: dice.
Armour Class 6 [13] Leather armor Hit Points 14 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 10 WIS 9 DEX 14 CON 12 CHA 6
Dedata of Zamara, a level 2 Dwarf.✎ She has piercing black eyes, long red pony-tail and short, fat fingers (Horrified).
Armour Class 6 [13] Leather armor + Shield Hit Points 11 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 5 WIS 14 DEX 11 CON 17 CHA 7
Marcher Marsilius, a level 6 Elf.✎ He has short almond hair, tired red-looking eyes and a nose ring (Joyful). In the pocket: 2 cp, an empty vial and a death threat note.
Armour Class 3 [16] Plate-mail armor + Shield Hit Points 20 Attacks 1 × Spear (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 14 INT 18 WIS 8 DEX 6 CON 12 CHA 7 Spells ✦ Protection from Evil ✦ Magic Missile ✦ Detect Invisible ✦ Knock ✦ Haste ✦ Lightning Bolt
Ursilda of Balaal, a level 1 Fighter.✎ She has tired looking eyes, warm voice and a strong, muscular physique (Horrified). In the pocket: a dirty handkerchief.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 11 INT 4 WIS 3 DEX 14 CON 6 CHA 11
Bulletin |
---|
“Urgent!! My wife did not return home since last week. If you have seen her or can help me find her, please contact me as soon as possible. Yours, Pancia Bernhilde” |
“Traveling to Erabor? I will pay you for carrying a package for me. Yours, Berlinde Cadwethen” |
d6 | Rumor |
---|---|
1 | Berlinde Cadwethen has a box she would like delivered to Erabor |
2 | Pancia Bernhilde’s wife is held captive in the Crypt Of The Burning Blades |
3 | Ashar Frotberga’s wife is held captive in the Hideout Of The Hidden Skeletons |
4 | Hartwin of Dorith is willing to pay well for a delivery job. |
5 | There’s a Lich in the Crypt Of The Unholy Goblin |
6 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
Guards
Gosin of Ironfort, a level 5 Fighter.✎ He has thin black hair, bulging dark eyes and a missing middle-finger (Disoriented). In the pocket: 3 cp, a smoking pipe and a dagger.
Armour Class 3 [16] Plate-mail armor Hit Points 19 Attacks 1 × Long Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 7 WIS 12 DEX 12 CON 7 CHA 6
Vitta of Goldenclover, a level 5 Fighter.✎ She has piercing green eyes, warm voice and a strong, muscular physique (Lifeless). In the pocket: a comb, 5 sp and 1 gp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 14 WIS 8 DEX 13 CON 8 CHA 15
Gatrude of Ogashu, a level 3 Fighter.✎ She has heavy makeup, piercing dark eyes and a deep scar on the right arm (Joyful). In the pocket: a quill.
Armour Class 3 [16] Plate-mail armor Hit Points 16 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 3 WIS 8 DEX 11 CON 13 CHA 13
Mirko’s Books (Bookstore)
Item | Price |
---|---|
Quill | 4 sp |
Ink Vial | 8 gp |
Owner: Mirko of Feki✎ . He has a heavy blonde beard, piercing dark eyes and a nose ring (Alone). In the pocket: 2 cp.
- Mirko is usually eating his meals in the The Mage’s Sword Inn.
Pancia’s Handmade Shirts and More (Tailor)
Item | Price |
---|---|
Royal Suit | 378 gp |
Leggings | 5 sp |
High Boots | 2 gp |
Fine Shoes | 2 gp |
Owner: Pancia Bernhilde✎ . She has piercing blue eyes, heavy makeup and a neck band (Cheerful). In the pocket: a quill and spectacles.
- Wife is missing since last week. (Secret: Held captive in the Crypt of the Burning Blades)
- Recovery reward is a mirror (actually a Mirror of Life Trapping).
- Pancia is usually eating her meals in the The Mage’s Sword Inn.
Nunnery
Manager: Tedesca Fionnghuala✎ . She has heavy makeup, crazy-looking eyes and a limp (Upset). In the pocket: dice, 3 sp and a vial with a dark liquid.
- Tedesca has a special interest in Odaria Bernhilde.
- Tedesca is usually eating her meals in the The Mage’s Sword Inn.
Berlinde’s Wines (Winery)
Item | Price |
---|---|
Craft Beer (Barrel) | 13 gp |
Craft Wine (Barrel) | 39 gp |
Owner: Berlinde Cadwethen✎ . She has enchanting green eyes, soft gentle features and a double chin (Depressed).
- Berlinde likes spending her time in the The Mage’s Sword Inn.
- Looking for someone to deliver a mysterious box to Rothward of Ellal in Erabor.
- Reward is 700 gp
Harbor District
Inn (The Crying Wraith Inn), Guards (Lautilde, Ortgar, Leudo), Leatherworker (Aclemode’s Leathers), Post Office (Gaumia’s ), Trade Post (Volkward’s Marketplace), Winery (Theodora’s Fine Wines)
The Crying Wraith Inn
Keeper
Owned and managed by Stebilia of Gayan✎ . She has delicate features, cold dark eyes and a smelly breath (Upset). In the pocket: 2 cp and a magnifying glass.
- Member of the The Flaming Wolves.
Staff
Merard of Nadan✎ . He has short brown hair, piercing dark eyes and a nose ring (Queasy). In the pocket: a dirty handkerchief.
- Member of the The Desecrated Sun.
Hildrada Sadrabald✎ . She has cold dark eyes, silky almond hair and a peg leg (Lost). In the pocket: 1 cp, a smoking pipe and a passphrase note.
Menu
1d4 | Menu |
---|---|
1 | Barbecued fillet of chicken, glazed with red wine and served with mashed potatoes for 1 sp⬝Cooked chunks of fish, glazed with white wine and served with fresh salad for 1 sp⬝Cooked slices of shellfish, glazed with red wine and served with baked potatoes for 1 sp⬝Cooked fillet of pork, glazed with white wine and served with cooked rice for 2 sp |
2 | Cooked tenders of chicken, marinated in honey and herbs and served with baked potatoes for 2 sp⬝Stewed chunks of shellfish, glazed with red wine and served with cooked rice for 2 sp |
3 | Cooked chunks of fish, marinated in honey and herbs and served with mashed potatoes for 2 sp⬝Stewed chunks of fish, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Barbecued tenders of fish, glazed with garlic and wine and served with steamed vegetables for 1 sp⬝Barbecued fillet of fish, glazed with garlic and wine and served with cooked rice for 1 sp |
4 | Barbecued chunks of chicken, glazed with garlic and wine and served with fresh salad for 2 sp⬝Cooked fillet of chicken, glazed with red wine and served with cooked rice for 1 sp |
Patrons & Visitors
Gaumia of Korvela (when not in shop)
Volkward Hildeward (when not in shop)
Petesia of Medes, a level 1 Fighter.✎ She has wise brown eyes, ample breasts and a deep scar on the right arm (Ecstatic). In the pocket: a comb, spectacles and a ransom note.
Armour Class 7 [12] Leather armor Hit Points 4 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 18 INT 8 WIS 8 DEX 10 CON 11 CHA 9
Urofina Theodegrim, a level 2 Dwarf.✎ She has bulging dark eyes, delicate makeup and big red cheeks (Horny). In the pocket: a deck of cards, 3 sp and a ransom note.
Armour Class 6 [13] Leather armor Hit Points 13 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 13 WIS 12 DEX 15 CON 16 CHA 9
Altrude Alinhilde, a level 4 Halfling.✎ She has silky red hair, piercing black eyes and big red cheeks (Offended). In the pocket: a comb, 4 sp and a key.
Armour Class 2 [17] Chainmail armor Hit Points 20 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Chaotic STR 10 INT 7 WIS 10 DEX 18 CON 15 CHA 15
Palemia Richlinde, a level 3 Cleric.✎ She has tiny eyes, short and braided brown hair and strong-looking hands (Ashamed).
Armour Class 7 [12] Chainmail armor Hit Points 14 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 8 WIS 10 DEX 5 CON 10 CHA 7 Spells ✦ Remove Fear (Cause Fear) ✦ Detect Evil
Bernhaus Budislava, a level 4 Fighter.✎ He has piercing blue eyes, thin almond hair and a missing middle-finger (Uncomfortable). In the pocket: a dirty handkerchief.
Armour Class 5 [14] Leather armor Hit Points 11 Attacks 1 × Spear (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 11 INT 4 WIS 10 DEX 16 CON 7 CHA 12
Queniva of Uriana, a level 1 Dwarf.✎ She has soft voice, piercing brown eyes and a golden tooth (Worried). In the pocket: a dirty handkerchief, spectacles and a vial with a dark liquid.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 6 WIS 12 DEX 13 CON 17 CHA 7
Walger of Coalfield, a level 3 Magic-user.✎ He has short blonde hair, piercing dark eyes and an oversized pointy hat made of dark leather (Forceful).
Armour Class 8 [11] Unarmored Hit Points 7 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 10 INT 14 WIS 6 DEX 13 CON 10 CHA 7 Spells ✦ Protection from Evil ✦ Magic Missile ✦ Phantasmal Force
Aitilde Bontalenta, a level 1 Dwarf.✎ She has ample breasts, crazy-looking eyes and big, bulbous nose (Depressed). In the pocket: a quill and 2 sp.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 8 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 7 WIS 13 DEX 9 CON 11 CHA 11
Liberto Madalberta, a level 3 Elf.✎ He has a strong, prominent chin, bulging blue eyes and a sigil tattooed on the neck (Unsatisfied). In the pocket: a comb and 3 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 17 Attacks 1 × Long Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 13 INT 14 WIS 15 DEX 9 CON 16 CHA 11 Spells ✦ Shield ✦ Detect Magic ✦ Levitate
Lefsy Innocentia, a level 1 Elf.✎ She has piercing green eyes, soft voice and long, skinny fingers (Satisfied). In the pocket: a quill and a magnifying glass.
Armour Class 4 [15] Plate-mail armor Hit Points 6 Attacks 1 × Short Sword (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 18 INT 14 WIS 15 DEX 7 CON 14 CHA 4 Spells ✦ Light (Darkness)
Bulletin |
---|
“Traveling to Nadan? I will pay you for carrying a package for me. Yours, Gaumia of Korvela” |
“Job offer! I have a package to deliver in Bullshire. Payment guaranteed at destination upon delivery. Yours, Aclemode Theodeman” |
d6 | Rumor |
---|---|
1 | Gaumia of Korvela has a box she would like delivered to Nadan |
2 | Aclemode Theodeman is willing to pay well for a delivery job. |
3 | There’s an Ogre somewhere in Vortex Steppe. |
4 | Pancia Bernhilde’s wife is held captive in the Crypt Of The Burning Blades |
5 | There’s a Vampire in the Crypt Of The Burning Blades |
6 | Gauzo of Thalanor has a casket he would like delivered to Kafieh |
Guards
Lautilde Waldswind, a level 6 Fighter.✎ She has piercing dark eyes, ample hips and a deep scar on the right arm (Elated). In the pocket: a comb and an empty vial.
Armour Class 5 [14] Chainmail armor Hit Points 32 Attacks 1 × Javelin (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 11 INT 14 WIS 9 DEX 12 CON 10 CHA 14
Ortgar Allegrezza, a level 5 Fighter.✎ He has a strong, prominent chin, wild green eyes and a missing middle-finger (Mellow). In the pocket: a deck of cards, an empty vial and 1 gp.
Armour Class 5 [14] Chainmail armor Hit Points 20 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 5 WIS 8 DEX 12 CON 11 CHA 8
Leudo of Whitecliff, a level 4 Fighter.✎ He has thick sideburns, bulging blue eyes and a missing middle-finger (Excited). In the pocket: a comb and 4 sp.
Armour Class 3 [16] Plate-mail armor Hit Points 22 Attacks 1 × Sling (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 14 INT 12 WIS 3 DEX 10 CON 14 CHA 12
Aclemode’s Leathers (Leatherworker)
Item | Price |
---|---|
Leather Hat | 8 sp |
Leather Gloves | 6 sp |
Leather Apron | 1 gp |
Owner: Aclemode Theodeman✎ . She has enchanting green eyes, painted skin decorations and a limp (Happy).
- Looking for someone to deliver a mysterious crate to Altilde Ermengaude in Bullshire.
- Reward is 700 gp
Gaumia’s (Post Office)
Owner: Gaumia of Korvela✎ . She has long black hair, bulging red eyes and a limp (Livid). In the pocket: a dirty handkerchief, 5 sp and a passphrase note.
- On her time off, Gaumia will enjoy a drink or two in the The Crying Wraith Inn.
- Looking for someone to deliver a mysterious box to Wikard Ermenburg in Nadan.
- Reward is 700 gp
Volkward’s Marketplace (Trade Post)
Owner: Volkward Hildeward✎ . He has cold dark eyes, a frowny expression and a missing tooth (Confident). In the pocket: 2 cp.
- Volkward is usually eating his meals in the The Crying Wraith Inn.
Theodora’s Fine Wines (Winery)
Item | Price |
---|---|
Common Beer (Barrel) | 5 gp |
Owner: Theodora of Icemeld✎ . She has piercing blue eyes, delicate makeup and a neck band (Terrified). In the pocket: a quill and an empty vial.
- Member of the The Flaming Wolves.
Town of Arkon Town of Arkon
- Located in: Hex 36
- Population: 2730 townsfolk
Town Shops & Services
Tavern (The Rogue’s Torch Tavern), Guards (Sabbata, Aicfrida, Electa), Barracks, Vehicle Maker (Odelhaus’s Carts and Wagons), Jeweler (Theodo’s Jewels), Salon (Lautrude’s Styles), Nunnery, Trade Post (Gismunda’s Barters), Cobbler (Erlinde’s Shoes), Physician (Ursilda’s Clinic), Library, Veterinarian (Aldemar’s Horse Healers), Stables (Acfrida’s Stallions), Tin Worker (Altilde’s ), Prison
The Rogue’s Torch Tavern
Keeper
Owned and managed by Rothward of Beserker✎ . He has wild green eyes, thin almond hair and a double chin (Livid). In the pocket: dice and 2 sp.
Staff
Ursilda Aclebalda✎ . She has short white pony-tail, piercing blue eyes and stained clothes (Sickened). In the pocket: a quill.
Ostasia Frothilde✎ . She has crystal blue eyes, long almond pony-tail and freckles (Joyful). In the pocket: 1 cp.
- Member of the The Desecrated Sun.
Menu
1d4 | Menu |
---|---|
1 | Cooked fillet of shellfish, glazed with red wine and served with steamed vegetables for 2 sp⬝Cooked chunks of meat, marinated in white wine and served with cooked rice for 2 sp |
2 | Barbecued slices of fish, glazed with garlic and wine and served with fresh salad for 2 sp⬝Cooked tenders of shellfish, glazed with white wine and served with fresh salad for 1 sp |
3 | Cooked slices of fish, marinated in ale and served with baked potatoes for 2 sp⬝Cooked tenders of shellfish, marinated in ale and served with mashed potatoes for 2 sp⬝Cooked fillet of chicken, marinated in white wine and served with cooked rice for 2 sp |
4 | Stewed slices of meat, glazed with white wine and served with cooked rice for 1 sp |
Patrons & Visitors
Volkward of Ecrean (when not in shop)
Ursilda of Kirah (when not in shop)
Aldiva Erchamtrude, a level 3 Fighter.✎ She has delicate makeup, enchanting green eyes and a deep scar on the right arm (Disorganized). In the pocket: 2 cp, 4 sp and a ransom note.
Armour Class 6 [13] Leather armor + Shield Hit Points 13 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 11 WIS 12 DEX 11 CON 15 CHA 16
Mauger of Kafieh, a level 4 Cleric.✎ He has a big round belly, bulging red eyes and long, skinny fingers (Hurt). In the pocket: 2 cp and 5 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 15 Attacks 1 × Staff (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 7 INT 12 WIS 11 DEX 12 CON 9 CHA 4 Spells ✦ Resist Cold ✦ Detect Evil ✦ Speak with Animals
Guther of Oshar, a level 1 Fighter.✎ He has piercing black eyes, a goatee beard and a strong, muscular physique (Upset). In the pocket: 1 cp and spectacles.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 6 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 13 INT 6 WIS 10 DEX 10 CON 7 CHA 12
Fenicia of Rohmer, a level 8 Cleric.✎ She has deep blue eyes, soft voice and strong-looking hands (Agitated). In the pocket: a comb, 3 sp and a small flute.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 25 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 10 INT 15 WIS 15 DEX 7 CON 7 CHA 3 Spells ✦ Detect Magic ✦ Detect Evil ✦ Protection from Evil ✦ Find Traps ✦ Speak with Animals ✦ Resist Fire ✦ Remove Curse (Curse) ✦ Striking ✦ Create Water ✦ Speak with Plants ✦ Insect Plague
Aico of Sicca, a level 6 Thief.✎ He has tired red-looking eyes, a hoarse voice and a sigil tattooed behind the ear (Frustrated). In the pocket: a comb and 5 sp.
Armour Class 7 [12] Leather armor Hit Points 13 Attacks 1 × Staff (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 9 INT 14 WIS 8 DEX 12 CON 10 CHA 16
Bulletin |
---|
“Please Help! My dear son is missing. I am worried sick and will reward anyone who will help. Yours faithfully, Gismunda Richlinde” |
“Heading to Yezud? Payment guaranteed to a trusty courier. Ask for Leudo” |
“Job offer! I have a package to deliver in Kafieh. Payment guaranteed at destination upon delivery. Yours, Gauzo of Thalanor” |
d6 | Rumor |
---|---|
1 | Gismunda Richlinde’s son is held captive in the Temple Of The Savage Order |
2 | Leudo Fraisende has a bottle he would like delivered to Yezud |
3 | Gauzo of Thalanor has a casket he would like delivered to Kafieh |
4 | There’s a Vampire in the Crypt Of The Unholy Goblin |
5 | Ashar Frotberga’s wife is held captive in the Hideout Of The Hidden Skeletons |
6 | The Flaming Wolves are using the Temple Of The Furious Pits as their hideout. |
Guards
Sabbata of Kothian, a level 6 Fighter.✎ She has delicate makeup, wise dark eyes and a strong, muscular physique (Scared).
Armour Class 3 [16] Chainmail armor + Shield Hit Points 33 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 8 WIS 4 DEX 13 CON 14 CHA 7
Aicfrida Mancinagross, a level 4 Fighter.✎ She has wavy red hair, deep blue eyes and a deep scar on the right arm (Agitated). In the pocket: 2 cp and spectacles.
Armour Class 4 [15] Leather armor + Shield Hit Points 10 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 14 INT 10 WIS 3 DEX 16 CON 8 CHA 10
Electa Hildefrid, a level 6 Fighter.✎ She has wild green eyes, ample breasts and a big nose-ring (Forceful). In the pocket: 3 cp, spectacles and a ransom note.
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 16 INT 13 WIS 5 DEX 17 CON 12 CHA 6
Barracks
Manager: Leudo Fraisende✎ . He has thin almond hair, wise brown eyes and big round spectacles (Scared). In the pocket: 2 cp.
- Leudo has a vendetta against Perpetuo of Bulmaar.
- Looking for someone to deliver a sealed bottle to Ansilde Reinberga in Yezud.
- Reward is 500 gp
Odelhaus’s Carts and Wagons (Vehicle Maker)
Owner: Odelhaus Cadwethen✎ . He has short blonde hair, piercing black eyes and a missing tooth (Ashamed). In the pocket: a quill, 3 sp and a small flute.
- Member of the The Desecrated Sun.
- Odelhaus has fallen in love with Volkward Hildegaud.
Theodo’s Jewels (Jeweler)
Owner: Theodo of Vezia✎ . He has tired looking eyes, thin red hair and an earring (Confident). In the pocket: dice.
Lautrude’s Styles (Salon)
Owner: Lautrude Theodeberg✎ . She has well-brushed blonde hair, wild green eyes and a peg leg (Worthless). In the pocket: 2 cp, an empty vial and a death threat note.
Nunnery
Manager: Ecco of Rakha✎ . He has enchanting green eyes, a thick moustache and a smelly breath (Uncomfortable). In the pocket: a dirty handkerchief and 5 sp.
- Member of the The Defenders Of Victory.
- Ecco has some unfinished business with Brysia Madalgaria.
Gismunda’s Barters (Trade Post)
Owner: Gismunda Richlinde✎ . She has bulging red eyes, warm voice and freckles (Drained). In the pocket: a comb, an empty vial and a small flute.
- Son is missing since last week. (Secret: Held captive in the Temple of the Savage Order)
- Recovery reward is a Treasure Map leading to area 23 in the Tomb of the Cruel Witch.
Erlinde’s Shoes (Cobbler)
Owner: Erlinde Knightwine✎ . She has painted skin decorations, tired red-looking eyes and a limp (Paranoid). In the pocket: dice.
- Collaborates with the The Fists Of Hope.
Ursilda’s Clinic (Physician)
Owner: Ursilda of Kirah✎ . She has curly black hair, piercing green eyes and a missing tooth (Outraged). In the pocket: a comb, 3 sp and 1 gp.
- Ursilda likes spending her time in the The Rogue’s Torch Tavern.
Library
Manager: Volkward of Ecrean✎ . He has short red hair, wise brown eyes and a missing tooth (Arrogant). In the pocket: a dirty handkerchief and a smoking pipe.
- Volkward is usually eating his meals in the The Rogue’s Torch Tavern.
Aldemar’s Horse Healers (Veterinarian)
Owner: Aldemar of Nivana✎ . He has crystal blue eyes, a heavy red beard and a double chin (Unimpressed). In the pocket: a deck of cards.
Acfrida’s Stallions (Stables)
Item | Price |
---|---|
Mule | 36 gp |
War Horse | 300 gp |
Owner: Acfrida Ermengaud✎ . She has piercing brown eyes, long red pony-tail and big round spectacles (Moody). In the pocket: a dirty handkerchief.
Altilde’s (Tin Worker)
Owner: Altilde Fredebert✎ . She has piercing blue eyes, soft voice and a neck band (Upset). In the pocket: 1 cp.
Prison
Manager: Gauzo of Thalanor✎ . He has tired looking eyes, a hairy chest and a limp (Alone). In the pocket: 3 cp.
- Looking for someone to deliver a mysterious casket to Baldemar of Rakha in Kafieh.
- Reward is 500 gp
City of Kaan City of Kaan
- Located in: Hex 32
- Population: 4914 residents
Kaan is ruled by the noble but weak Mayor Erlinde of Overa, and is known for its annual summer festival. The city is also known for its fine Tinkerer shops.
Shops & services overview
Upper Townsfolk District
Tavern (The Bleeding Zombie Tavern), Guards (Fiuca), Tinkerer (Aico’s Fix-it-All), Craft (Aginteus’s Handmades)
Temple District
Tavern (The Crying Goblin Tavern), Guards (Precious), Winery (Guther’s Wines), Exotic Goods (Hedenna’s Exotica), Physician (Rubus’s Clinic), Museum
Upper Townsfolk District
Tavern (The Gloomy Spectre Tavern), Guards (Macia), Tinkerer (Hesso’s Fix-it-All), Nunnery
Palace District
Tavern (The Laughing Wight Tavern), Guards (Ingimar, Sihaus), Bathhouse (Lothgar’s Steam & Bath), Jeweler (Doda’s Sparkly Things and Such), Enchanter (Leudo’s ), Occult (Percipia’s Ritual Goods), Barber (Rathard’s Scissors)
Southside Miners District
Tavern (The Wizard’s Arrow Tavern), Guards (Divitia, Madmar), Butchery (Gaumia’s Steak), Cobbler (Liutward’s Shoemakers), Tinkerer (Lefward’s Fix-it-All)
Lower Peasants District
Tavern (The Cursed Goblin Tavern), Guards (Brysia, Walerard, Vuteria), Stables (Susekta’s Stallions), Tinkerer (Divitia’s Devices), Tailor (Macia’s Fine Clothes)
Upper Townsfolk District
Tavern (The Bleeding Zombie Tavern), Guards (Fiuca), Tinkerer (Aico’s Fix-it-All), Craft (Aginteus’s Handmades)
The Bleeding Zombie Tavern
Keeper
Owned and managed by Walo Concessus✎ . He has thin greying hair, piercing green eyes and a deep scar on the cheek (Rejected). In the pocket: a comb, 5 sp and a dagger.
- Member of the The Defenders Of Victory.
Staff
Riqin of Oldun✎ . He has a two day stubble, piercing black eyes and an earring (Sickened). In the pocket: dice.
- Member of the The Army Of Fire.
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of meat, glazed with ale and served with cooked rice for 1 sp⬝Barbecued slices of chicken, marinated in white wine and served with fresh salad for 2 sp |
2 | Barbecued fillet of chicken, marinated in white wine and served with mashed potatoes for 1 sp⬝Cooked fillet of shellfish, marinated in garlic and wine and served with steamed vegetables for 1 sp⬝Cooked chunks of meat, marinated in red wine and served with mashed potatoes for 1 sp |
3 | Stewed chunks of chicken, marinated in red wine and served with steamed vegetables for 1 sp |
4 | Stewed tenders of meat, glazed with white wine and served with mashed potatoes for 1 sp⬝Barbecued chunks of shellfish, marinated in honey and herbs and served with steamed vegetables for 1 sp |
Patrons & Visitors
Aico Dructbert (when not in shop)
Aginteus of Majeste (when not in shop)
Gismunda of Koru, a level 2 Fighter.✎ She has cold dark eyes, short blonde hair and a deep scar on the right arm (Distressed).
Armour Class 5 [14] Leather armor Hit Points 13 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 18 INT 3 WIS 6 DEX 17 CON 9 CHA 14
Theuda Hildetrude, a level 2 Magic-user.✎ She has enchanting green eyes, delicate makeup and a nose ring (Troubled). In the pocket: 3 cp, spectacles and a dagger.
Armour Class 9 [10] 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 4 INT 16 WIS 15 DEX 9 CON 10 CHA 3 Spells ✦ Shield ✦ Detect Magic
Worwin Meinberga, a level 3 Magic-user.✎ He has piercing blue eyes, short brown hair and a nose ring decorated with a star (Unsatisfied). In the pocket: a deck of cards and 4 sp.
Armour Class 9 [10] Unarmored Hit Points 17 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 17 WIS 14 DEX 11 CON 18 CHA 8 Spells ✦ Charm Person ✦ Read Magic ✦ Detect Invisible
Norwin Walantrude, a level 1 Dwarf.✎ He has piercing black eyes, a deep, commanding voice and big red cheeks (Petrified). In the pocket: 1 cp.
Armour Class 5 [14] Leather armor + Shield Hit Points 5 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 6 WIS 8 DEX 13 CON 13 CHA 3
Unica Nymphidius, a level 1 Fighter.✎ She has wise brown eyes, a hoarse voice and a strong, muscular physique (Joyful). In the pocket: a quill.
Armour Class 4 [15] Chainmail armor + Shield Hit Points 7 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 16 INT 9 WIS 3 DEX 12 CON 14 CHA 12
Villana of Dreyolla, a level 8 Fighter.✎ She has flowing almond hair, cold dark eyes and a deep scar on the right arm (Horny). In the pocket: dice, spectacles and 1 gp.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 44 Attacks 1 × Polearm (1d10) THAC0 14 [+5] Movement Rate 90' (30') Saves D8 W9 P10 B10 S12 Alignment Neutral STR 10 INT 7 WIS 14 DEX 14 CON 14 CHA 7
Gundin of Nanu, a level 1 Magic-user.✎ He has enchanting green eyes, a frowny expression and decorated book linked to a strap around the chest (Elated). In the pocket: 3 cp.
Armour Class 10 [9] Unarmored Hit Points 4 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 17 WIS 6 DEX 6 CON 18 CHA 12 Spells ✦ Ventriloquism
d6 | Rumor |
---|---|
1 | The Crypt Of The Unholy Goblin is near an estuary, somewhere in Hell’s Gate Beaches |
2 | Ostasia of Khezal is willing to pay well for a delivery job. |
3 | Gauzo of Thalanor has a casket he would like delivered to Kafieh |
4 | Percipia Hildegund is willing to pay well for a delivery job. |
5 | Eupraxia Madalgaria’s husband is held captive in the Caverns Of The Unspoken Ogre |
6 | Lothgar Transmundus is willing to pay well for a delivery job. |
Guards
Fiuca of Saraga, a level 6 Fighter.✎ She has delicate makeup, piercing dark eyes and a missing middle-finger (Frustrated). In the pocket: 1 cp and spectacles.
Armour Class 4 [15] Chainmail armor Hit Points 45 Attacks 1 × Silver Dagger (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 14 INT 8 WIS 4 DEX 13 CON 16 CHA 9
Aico’s Fix-it-All (Tinkerer)
Item | Price |
---|---|
Crowbar | 8 gp |
Fishing Rod | 8 sp |
Canvas (Sq. Yard) | 2 sp |
Owner: Aico Dructbert✎ . He has bulging blue eyes, a strong, prominent chin and a smelly breath (Overwhelmed). In the pocket: a comb.
- Aico enjoys dining with his friends in the The Bleeding Zombie Tavern.
Aginteus’s Handmades (Craft)
Item | Price |
---|---|
Canvas (Sq. Yard) | 1 sp |
Grappling hook | 16 gp |
Chain (Foot) | 1 gp |
Owner: Aginteus of Majeste✎ . He has piercing brown eyes, a heavy almond beard and a golden tooth (Surprised). In the pocket: a deck of cards and spectacles.
- Aginteus has fallen in love with Sinister of Saraga.
- Aginteus is usually eating his meals in the The Bleeding Zombie Tavern.
Temple District
Tavern (The Crying Goblin Tavern), Guards (Precious), Winery (Guther’s Wines), Exotic Goods (Hedenna’s Exotica), Physician (Rubus’s Clinic), Museum
The Crying Goblin Tavern
Keeper
Owned and managed by Wornhard of Belesa✎ . He has cold dark eyes, thin blonde hair and a nose ring (Crushed). In the pocket: 1 cp.
- Member of the The Desecrated Sun.
Staff
Onafria Frotberga✎ . She has heavy makeup, wise brown eyes and a limp (Frustrated). In the pocket: 1 cp, 5 sp and 1 gp.
Ratrude Brihtstan✎ . She has long and silky red hair, crystal blue eyes and a face tattoo (Lost). In the pocket: a quill.
Alcteus of Rohmer✎ . He has a short black beard, crystal blue eyes and a smelly breath (Queasy). In the pocket: 2 cp and spectacles.
Menu
1d4 | Menu |
---|---|
1 | Cooked fillet of fish, glazed with ale and served with steamed vegetables for 3 sp⬝Barbecued fillet of pork, marinated in honey and herbs and served with cooked rice for 3 sp⬝Stewed fillet of fish, glazed with white wine and served with steamed vegetables for 2 sp⬝Barbecued tenders of pork, marinated in honey and herbs and served with fresh salad for 2 sp |
2 | Cooked tenders of meat, glazed with white wine and served with fresh salad for 3 sp⬝Cooked slices of meat, glazed with honey and herbs and served with fresh salad for 3 sp⬝Stewed slices of chicken, marinated in white wine and served with baked potatoes for 3 sp |
3 | Barbecued tenders of pork, marinated in ale and served with baked potatoes for 3 sp |
4 | Cooked chunks of pork, marinated in garlic and wine and served with steamed vegetables for 2 sp⬝Cooked chunks of shellfish, marinated in ale and served with baked potatoes for 3 sp⬝Barbecued tenders of shellfish, marinated in garlic and wine and served with baked potatoes for 2 sp⬝Barbecued slices of meat, marinated in red wine and served with mashed potatoes for 3 sp |
Patrons & Visitors
Hedenna Volswinde (when not in shop)
Lothgar Verderosa (when not in shop)
Guther of Inndera (when not in shop)
Justinna Frodohard, a level 4 Elf.✎ She has bulging blue eyes, warm voice and a nose ring (Sickened). In the pocket: dice, 3 sp and a vial with a dark liquid.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 11 Attacks 1 × Sword (1d8) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P11 B13 S12 Alignment Neutral STR 16 INT 10 WIS 11 DEX 15 CON 9 CHA 3 Spells ✦ Detect Magic ✦ Charm Person ✦ Detect Invisible ✦ Invisibility
Ratrude Wulfbrand, a level 2 Magic-user.✎ She has cold dark eyes, short brown hair and an oversized pointy hat made of dark leather (Worried). In the pocket: 2 cp and 5 sp.
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 13 INT 11 WIS 12 DEX 14 CON 17 CHA 11 Spells ✦ Sleep ✦ Magic Missile
Gosin of Ironfort, a level 1 Dwarf.✎ He has tiny eyes, a short red beard and short, fat fingers (Upset). In the pocket: a comb.
Armour Class 3 [16] Plate-mail armor Hit Points 6 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 3 WIS 12 DEX 12 CON 18 CHA 3
Huldward Odelberga, a level 1 Cleric.✎ He has thin greying hair, piercing black eyes and strong-looking hands (Offended). In the pocket: dice.
Armour Class 5 [14] Chainmail armor Hit Points 6 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 10 INT 11 WIS 11 DEX 10 CON 9 CHA 5
Savius Christwina, a level 2 Thief.✎ He has piercing blue eyes, thin greying hair and long, skinny fingers (Persuasive). In the pocket: 2 cp and spectacles.
Armour Class 4 [15] Leather armor Hit Points 6 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Chaotic STR 12 INT 13 WIS 6 DEX 18 CON 11 CHA 15
d6 | Rumor |
---|---|
1 | The Flaming Wolves are using the Temple Of The Furious Pits as their hideout. |
2 | Airard of Saraga is willing to pay well for a delivery job. |
3 | There’s a Goblin somewhere in Iceborn Steppe. |
4 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
5 | Hachar of Zakar is willing to pay well for a delivery job. |
6 | Ithamar Acletrude’s nephew is held captive in the Crypt Of The Burning Blades |
Guards
Precious Belleflos, a level 3 Fighter.✎ He has piercing dark eyes, no hair and a big nose-ring (Angry). In the pocket: a dirty handkerchief, 5 sp and a key.
Armour Class 6 [13] Leather armor Hit Points 22 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Lawful STR 17 INT 10 WIS 13 DEX 14 CON 14 CHA 6
Guther’s Wines (Winery)
Item | Price |
---|---|
Cider (Barrel) | 12 gp |
Owner: Guther of Inndera✎ . He has tired red-looking eyes, a thick moustache and a nose ring (Bothered). In the pocket: dice and an empty vial.
- Guther is usually eating his meals in the The Crying Goblin Tavern.
Hedenna’s Exotica (Exotic Goods)
Owner: Hedenna Volswinde✎ . She has piercing green eyes, warm voice and a double chin (Overwhelmed). In the pocket: 2 cp, spectacles and a small flute.
- On her time off, Hedenna will enjoy a drink or two in the The Crying Goblin Tavern.
- Twice a season, Hedenna will want to acquire exotic artifacts in hex 48 (Revenger Dunes) and will look for someone to protect her throughout the journey.
Rubus’s Clinic (Physician)
Owner: Rubus Samaritana✎ . He has a short almond beard, piercing brown eyes and a double chin (Rejected). In the pocket: a quill.
- Member of the The Defenders Of Victory.
- Rubus has an affair with Brysia of Kandar.
Museum
Manager: Lothgar Verderosa✎ . He has bulging red eyes, a thick moustache and a missing tooth (Pained). In the pocket: a comb, spectacles and a small gem (worth 10 gp).
- Lothgar is usually eating his meals in the The Crying Goblin Tavern.
Upper Townsfolk District
Tavern (The Gloomy Spectre Tavern), Guards (Macia), Tinkerer (Hesso’s Fix-it-All), Nunnery
The Gloomy Spectre Tavern
Keeper
Owned and managed by Venoto Steinhard✎ . He has tired brown eyes, a short black beard and an earring (Heartbroken). In the pocket: dice.
Staff
Milia of Fercenta✎ . She has soft gentle features, piercing black eyes and stained clothes (Agitated). In the pocket: a dirty handkerchief, spectacles and a small flute.
- Member of the The Defenders Of Victory.
Menu
1d4 | Menu |
---|---|
1 | Barbecued chunks of meat, glazed with red wine and served with fresh salad for 1 sp⬝Cooked fillet of pork, glazed with red wine and served with steamed vegetables for 2 sp⬝Stewed chunks of pork, glazed with honey and herbs and served with fresh salad for 2 sp⬝Barbecued slices of meat, marinated in honey and herbs and served with fresh salad for 1 sp |
2 | Cooked tenders of chicken, marinated in red wine and served with steamed vegetables for 1 sp⬝Barbecued tenders of chicken, glazed with red wine and served with steamed vegetables for 1 sp⬝Cooked fillet of meat, marinated in ale and served with mashed potatoes for 2 sp |
3 | Stewed slices of shellfish, marinated in white wine and served with cooked rice for 1 sp |
4 | Cooked chunks of fish, glazed with garlic and wine and served with fresh salad for 2 sp |
Patrons & Visitors
Elenia Erchambert (when not in shop)
Hesso Placentius (when not in shop)
Sieger of Oakslide, a level 3 Cleric.✎ He has piercing blue eyes, a long black beard and strong-looking hands (Heartbroken). In the pocket: dice, spectacles and a passphrase note.
Armour Class 6 [13] Chainmail armor + Shield Hit Points 4 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 15 INT 10 WIS 12 DEX 4 CON 7 CHA 13 Spells ✦ Detect Magic ✦ Resist Cold
Balsinde of Berak, a level 1 Magic-user.✎ She has wise brown eyes, short and braided red hair and a nose ring decorated with a skull (Worried). In the pocket: a dirty handkerchief and an empty vial.
Armour Class 10 [9] 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 6 INT 16 WIS 9 DEX 8 CON 11 CHA 11 Spells ✦ Read Languages
Unica of Ashamar, a level 1 Dwarf.✎ She has cold dark eyes, wild blonde hair and big, bulbous nose (Pleased). In the pocket: 2 cp, 4 sp and a ransom note.
Armour Class 3 [16] Chainmail armor + Shield Hit Points 7 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 11 WIS 12 DEX 15 CON 11 CHA 6
Merard Sulhoiarn, a level 4 Thief.✎ He has a deep, commanding voice, wise brown eyes and small, thin lips (Moody). In the pocket: a quill, a smoking pipe and a love note.
Armour Class 6 [13] Leather armor Hit Points 21 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 13 INT 10 WIS 11 DEX 14 CON 16 CHA 16
Palemia Swanhilde, a level 1 Dwarf.✎ She has long and wavy white hair, crazy-looking eyes and big red cheeks (Worthless). In the pocket: a deck of cards, spectacles and 1 gp.
Armour Class 7 [12] Leather armor + Shield Hit Points 8 Attacks 1 × Sword (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 12 WIS 12 DEX 6 CON 15 CHA 3
d6 | Rumor |
---|---|
1 | Percipia of Loga’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Crypt of the Burning Blades |
2 | There’s a Black Dragon in the Temple Of The Furious Pits |
3 | The Defenders Of Victory are plotting to eliminate all cultists. |
4 | Eupraxia Madalgaria’s husband is held captive in the Caverns Of The Unspoken Ogre |
5 | Gebin Hildelinde has a crate he would like delivered to Yezud |
6 | The Flaming Wolves are using the Temple Of The Furious Pits as their hideout. |
Guards
Macia of Kraan, a level 3 Fighter.✎ She has soft gentle features, wild green eyes and a deep scar on the right arm (Hopeless). In the pocket: 2 cp.
Armour Class 6 [13] Leather armor + Shield Hit Points 11 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 15 INT 14 WIS 12 DEX 12 CON 12 CHA 16
Hesso’s Fix-it-All (Tinkerer)
Item | Price |
---|---|
Pole (10’ long, wooden) | 8 sp |
Hammer (small) | 1 gp |
Owner: Hesso Placentius✎ . He has piercing blue eyes, thin white hair and a missing tooth (Relieved). In the pocket: a comb, 3 sp and 2 gp.
- Hesso likes spending his time in the The Gloomy Spectre Tavern.
Nunnery
Manager: Elenia Erchambert✎ . She has crazy-looking eyes, soft voice and a double chin (Fearful). In the pocket: a deck of cards, an empty vial and a small flute.
- Elenia likes spending her time in the The Gloomy Spectre Tavern.
Palace District
Tavern (The Laughing Wight Tavern), Guards (Ingimar, Sihaus), Bathhouse (Lothgar’s Steam & Bath), Jeweler (Doda’s Sparkly Things and Such), Enchanter (Leudo’s ), Occult (Percipia’s Ritual Goods), Barber (Rathard’s Scissors)
The Laughing Wight Tavern
Keeper
Owned and managed by Theodora of Calidar✎ . She has heavy makeup, wise brown eyes and a nose ring (Determined). In the pocket: a deck of cards, an empty vial and a small flute.
Staff
Alcteus Svetoslav✎ . He has a heavy brown beard, enchanting green eyes and a deep scar on the cheek (Energetic). In the pocket: a comb, 3 sp and a death threat note.
- Member of the The Fists Of Hope.
Menu
1d4 | Menu |
---|---|
1 | Stewed slices of meat, marinated in honey and herbs and served with baked potatoes for 5 sp⬝Barbecued slices of meat, glazed with garlic and wine and served with steamed vegetables for 4 sp⬝Stewed chunks of pork, marinated in ale and served with mashed potatoes for 4 sp |
2 | Barbecued fillet of pork, glazed with white wine and served with baked potatoes for 3 sp⬝Barbecued chunks of chicken, glazed with garlic and wine and served with steamed vegetables for 3 sp⬝Cooked chunks of pork, marinated in ale and served with cooked rice for 5 sp⬝Barbecued slices of fish, glazed with red wine and served with steamed vegetables for 3 sp |
3 | Cooked chunks of shellfish, marinated in garlic and wine and served with mashed potatoes for 5 sp |
4 | Barbecued fillet of fish, marinated in white wine and served with steamed vegetables for 4 sp⬝Stewed tenders of chicken, glazed with honey and herbs and served with cooked rice for 4 sp⬝Cooked fillet of chicken, glazed with red wine and served with fresh salad for 3 sp⬝Stewed tenders of fish, glazed with garlic and wine and served with baked potatoes for 3 sp |
Patrons & Visitors
Lothgar Transmundus (when not in shop)
Doda of Wolfa (when not in shop)
Leudo Framenger (when not in shop)
Percipia of Loga (when not in shop)
Reinger of Overi, a level 3 Elf.✎ He has cold dark eyes, short white hair and silky dark skin (Helpless). In the pocket: dice and 4 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 21 Attacks 1 × Battle Axe (1d8) 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 11 CON 16 CHA 3 Spells ✦ Light (Darkness) ✦ Protection from Evil ✦ Wizard Lock
Erlinde Odelbrand, a level 2 Magic-user.✎ She has soft voice, tired looking eyes and long, skinny fingers (Apprehensive).
Armour Class 9 [10] Unarmored Hit Points 6 Attacks 1 × Dagger (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 14 INT 13 WIS 16 DEX 12 CON 15 CHA 10 Spells ✦ Read Languages ✦ Hold Portal
Wilher of Overi, a level 7 Dwarf.✎ He has crystal blue eyes, thick sideburns and big red cheeks (Joyful). In the pocket: dice.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 35 Attacks 1 × Sword (1d8) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 12 INT 10 WIS 11 DEX 12 CON 10 CHA 12
Winmar of Hellhorn, a level 2 Cleric.✎ He has crystal blue eyes, a strong, prominent chin and strong-looking hands (Forceful). In the pocket: a dirty handkerchief and a smoking pipe.
Armour Class 6 [13] Chainmail armor + Shield Hit Points 7 Attacks 1 × Warhammer (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 11 INT 8 WIS 13 DEX 4 CON 8 CHA 9 Spells ✦ Light (Darkness)
Bulletin |
---|
“Traveling to Yezud? I will pay you for carrying a package for me. Yours, Lothgar Transmundus” |
“Item LOST! A possession of mine was lost. Finders reward is guaranteed. Percipia of Loga” |
d6 | Rumor |
---|---|
1 | Percipia of Loga’s Embroided Cloak (actually an Elven Cloak and Boots) is somewhere in the Crypt of the Burning Blades |
2 | Lothgar Transmundus is willing to pay well for a delivery job. |
3 | The Temple Of The Savage Order is near an estuary, somewhere in Dark Armor Coastline |
4 | Gaumia of Thoga’s Decorated Armor (actually an Armour +1) is somewhere in the Caverns of the Unspoken Ogre |
5 | Gismunda Richlinde’s son is held captive in the Temple Of The Savage Order |
6 | The Desecrated Sun are secretly conducting horrid experiments in humanoids. |
Guards
Ingimar of Zelata, a level 4 Fighter.✎ He has a thick moustache, bulging red eyes and a strong, muscular physique (Aghast). In the pocket: 3 cp and a magnifying glass.
Armour Class 6 [13] Leather armor + Shield Hit Points 27 Attacks 1 × Battle Axe (1d8) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 18 INT 12 WIS 12 DEX 11 CON 13 CHA 15
Sihaus Siclefrid, a level 6 Fighter.✎ He has a heavy red beard, piercing brown eyes and a strong, muscular physique (Disoriented). In the pocket: a deck of cards and 2 sp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 38 Attacks 1 × Hand Axe (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 15 INT 12 WIS 14 DEX 15 CON 13 CHA 15
Lothgar’s Steam & Bath (Bathhouse)
Owner: Lothgar Transmundus✎ . He has thin black hair, deep blue eyes and a missing tooth (Distressed). In the pocket: dice.
- Member of the The Army Of Fire.
- Lothgar is frequenting the The Laughing Wight Tavern on his time off.
- Looking for someone to deliver a mysterious casket to Reingard of Wildslide in Yezud.
- Reward is 600 gp
Doda’s Sparkly Things and Such (Jeweler)
Owner: Doda of Wolfa✎ . She has painted skin decorations, cold dark eyes and a face tattoo (Forceful). In the pocket: a dirty handkerchief.
- Doda enjoys dining with her friends in the The Laughing Wight Tavern.
Leudo’s (Enchanter)
Owner: Leudo Framenger✎ . He has piercing black eyes, a two day stubble and big round spectacles (Forceful). In the pocket: a dirty handkerchief.
- Member of the The Defenders Of Victory.
- Leudo likes spending his time in the The Laughing Wight Tavern.
Percipia’s Ritual Goods (Occult)
Owner: Percipia of Loga✎ . She has piercing black eyes, soft gentle features and a smelly breath (Desperate). In the pocket: a dirty handkerchief, a smoking pipe and a love note.
- Embroided Cloak is lost (or so claimed). (Secret: This is actually an Elven Cloak and Boots and it is currently somewhere in the Crypt of the Burning Blades)
- Finder’s reward is 1200gp
- On her time off, Percipia will enjoy a drink or two in the The Laughing Wight Tavern.
- Once a season, Percipia will want to explore for mysterious artifacts in hex 1 (Thunderwave Barrens) and will look for someone to protect her throughout the journey.
Rathard’s Scissors (Barber)
Owner: Rathard of Calissa✎ . He has piercing dark eyes, a heavy brown beard and a nose ring (Panicky). In the pocket: dice.
- Member of the The Flaming Wolves.
Southside Miners District
Tavern (The Wizard’s Arrow Tavern), Guards (Divitia, Madmar), Butchery (Gaumia’s Steak), Cobbler (Liutward’s Shoemakers), Tinkerer (Lefward’s Fix-it-All)
The Wizard’s Arrow Tavern
Keeper
Owned and managed by Duberta of Ryku✎ . She has piercing dark eyes, long and silky blonde hair and a missing tooth (Rejected). In the pocket: a comb and a magnifying glass.
Staff
Aclinde Maenwallon✎ . She has delicate features, piercing black eyes and a face tattoo (Livid). In the pocket: a dirty handkerchief, 4 sp and a small gem (worth 10 gp).
Frodo of Erabor✎ . He has piercing brown eyes, a chiseled chin and a golden tooth (Determined). In the pocket: a dirty handkerchief and a smoking pipe.
Aclinde of Marook✎ . She has tiny eyes, long black pony-tail and a deep scar on the cheek (Sickened). In the pocket: 2 cp and a magnifying glass.
Menu
1d4 | Menu |
---|---|
1 | Stewed slices of pork, marinated in ale and served with fresh salad for 2 sp⬝Stewed tenders of chicken, glazed with ale and served with mashed potatoes for 1 sp⬝Barbecued slices of pork, marinated in ale and served with mashed potatoes for 1 sp⬝Stewed tenders of fish, glazed with garlic and wine and served with cooked rice for 1 sp |
2 | Barbecued chunks of shellfish, glazed with red wine and served with fresh salad for 2 sp⬝Cooked fillet of pork, glazed with white wine and served with mashed potatoes for 2 sp⬝Stewed tenders of pork, marinated in garlic and wine and served with steamed vegetables for 1 sp |
3 | Cooked slices of fish, marinated in honey and herbs and served with mashed potatoes for 2 sp⬝Cooked slices of shellfish, marinated in garlic and wine and served with cooked rice for 1 sp |
4 | Cooked fillet of meat, marinated in garlic and wine and served with baked potatoes for 1 sp⬝Cooked tenders of fish, marinated in honey and herbs and served with baked potatoes for 1 sp |
Patrons & Visitors
Liutward Odelbrand (when not in shop)
Lefward of Crimson Hawk (when not in shop)
Gaumia of Thoga (when not in shop)
Macia Erchamrich, a level 5 Dwarf.✎ She has tired red-looking eyes, heavy makeup and a golden tooth (Lifeless). In the pocket: a dirty handkerchief and 4 sp.
Armour Class 6 [13] Leather armor Hit Points 27 Attacks 1 × Cross Bow (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D6 W7 P8 B10 S10 Alignment Neutral STR 16 INT 5 WIS 12 DEX 15 CON 13 CHA 9
Latilde Hildenibia, a level 7 Dwarf.✎ She has heavy makeup, piercing dark eyes and big, bulbous nose (Queasy). In the pocket: 1 cp and 5 sp.
Armour Class 7 [12] Leather armor Hit Points 37 Attacks 1 × Cross Bow (1d6) THAC0 14 [+5] Movement Rate 90' (30') Saves D4 W5 P6 B7 S8 Alignment Neutral STR 15 INT 6 WIS 7 DEX 10 CON 10 CHA 9
Precious of Mishara, a level 2 Dwarf.✎ He has a hairy chest, bulging blue eyes and big, bulbous nose (Forceful). In the pocket: dice, spectacles and a dagger.
Armour Class 4 [15] Plate-mail armor Hit Points 12 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 16 INT 10 WIS 6 DEX 8 CON 12 CHA 3
Gisilde Erchamold, a level 2 Cleric.✎ She has long and well-brushed white hair, cold dark eyes and a nose ring (Relieved). In the pocket: 2 cp, a smoking pipe and 2 gp.
Armour Class 4 [15] Plate-mail armor Hit Points 5 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 6 WIS 14 DEX 6 CON 12 CHA 5 Spells ✦ Purify Food and Water
Sighard Altabella, a level 1 Thief.✎ He has enchanting green eyes, a hairy chest and sharp, pointy nose (Annoyed). In the pocket: a comb and an empty vial.
Armour Class 4 [15] Leather armor Hit Points 2 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 11 WIS 13 DEX 18 CON 7 CHA 17
Aldemar of Knifeblade, a level 6 Thief.✎ He has wild green eyes, a strong, prominent chin and a sigil tattooed behind the ear (Hopeless). In the pocket: 2 cp and 4 sp.
Armour Class 5 [14] Leather armor Hit Points 30 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D12 W13 P11 B14 S13 Alignment Neutral STR 13 INT 9 WIS 10 DEX 17 CON 16 CHA 10
Herger of Shadizar, a level 1 Elf.✎ He has thin black hair, piercing black eyes and silky dark skin (Calm). In the pocket: a dirty handkerchief, an empty vial and a ransom note.
Armour Class 5 [14] Chainmail armor + Shield Hit Points 5 Attacks 1 × Spear (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 15 INT 15 WIS 8 DEX 8 CON 7 CHA 4 Spells ✦ Light (Darkness)
Gontard of Nanaia, a level 1 Halfling.✎ He has wise dark eyes, a long smoking pipe in his mouth and short, chunky fingers (Energetic). In the pocket: dice, 2 sp and a dagger.
Armour Class 7 [12] Leather armor Hit Points 5 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 18 INT 10 WIS 11 DEX 12 CON 9 CHA 11
Hildrada Hartgilde, a level 3 Dwarf.✎ She has painted skin decorations, deep blue eyes and a golden tooth (Annoyed). In the pocket: 3 cp, spectacles and a death threat note.
Armour Class 5 [14] Chainmail armor Hit Points 20 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 11 INT 11 WIS 9 DEX 10 CON 18 CHA 14
Wigmar Budislava, a level 1 Thief.✎ He has thin red hair, cold dark eyes and a sigil tattooed behind the ear (Hurt).
Armour Class 4 [15] Leather armor Hit Points 1 Attacks 1 × Mace (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 4 WIS 14 DEX 18 CON 6 CHA 12
Bulletin |
---|
“Stolen! Something very dear to me was stolen. Please reach out if you can help. Gaumia of Thoga” |
d6 | Rumor |
---|---|
1 | Gaumia of Thoga’s Decorated Armor (actually an Armour +1) is somewhere in the Caverns of the Unspoken Ogre |
2 | The Desecrated Sun are using the Temple Of The Savage Order as their hideout. |
3 | The Flaming Wolves are secretly conducting horrid experiments in humanoids. |
4 | Gismunda Richlinde’s son is held captive in the Temple Of The Savage Order |
5 | There’s a Chimera in the Hideout Of The Foresaken Lich |
6 | Justinna Haimengarde is willing to pay well for a delivery job. |
Guards
Divitia of Ankar, a level 5 Fighter.✎ She has enchanting green eyes, painted skin decorations and a big nose-ring (Confident). In the pocket: a quill.
Armour Class 5 [14] Chainmail armor Hit Points 7 Attacks 1 × Lance (1d6) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 10 INT 8 WIS 14 DEX 10 CON 7 CHA 16
Madmar Sonifrida, a level 5 Fighter.✎ He has short brown hair, piercing dark eyes and a deep scar on the right arm (Guilty). In the pocket: dice.
Armour Class 5 [14] Leather armor Hit Points 18 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 10 WIS 7 DEX 17 CON 10 CHA 12
Gaumia’s Steak (Butchery)
Item | Price |
---|---|
Fresh Fish, Small | 3 sp |
Fresh Fish Fillet | 7 sp |
Lobster | 8 sp |
Rations (iron, 7 days) | 13 gp |
Honey (jar) | 1 gp |
Owner: Gaumia of Thoga✎ . She has wise dark eyes, soft gentle features and freckles (Pained). In the pocket: 2 cp, spectacles and a small flute.
- Decorated Armor is lost (or so claimed). (Secret: This is actually an Armour +1 and it is currently somewhere in the Caverns of the Unspoken Ogre)
- Finder’s reward is 440gp
- On her time off, Gaumia will enjoy a drink or two in the The Wizard’s Arrow Tavern.
- Once a season, Gaumia will want to go on a big-game hunt in hex 19 (Emerald Shores) and will look for someone to protect her throughout the journey.
Liutward’s Shoemakers (Cobbler)
Owner: Liutward Odelbrand✎ . He has piercing dark eyes, thin blonde hair and a smelly breath (Heartbroken). In the pocket: dice and spectacles.
- Liutward is frequenting the The Wizard’s Arrow Tavern on his time off.
Lefward’s Fix-it-All (Tinkerer)
Item | Price |
---|---|
Lens | 13 gp |
Crowbar | 11 gp |
Empty Scroll | 1 gp |
Grappling hook | 28 gp |
Owner: Lefward of Crimson Hawk✎ . He has thin brown hair, piercing blue eyes and freckles (Mellow). In the pocket: 1 cp.
- Member of the The Army Of Fire.
- Lefward is frequenting the The Wizard’s Arrow Tavern on his time off.
Lower Peasants District
Tavern (The Cursed Goblin Tavern), Guards (Brysia, Walerard, Vuteria), Stables (Susekta’s Stallions), Tinkerer (Divitia’s Devices), Tailor (Macia’s Fine Clothes)
The Cursed Goblin Tavern
Keeper
Owned and managed by Lautrude Liutgarde✎ . She has piercing green eyes, delicate makeup and a smelly breath (Energetic). In the pocket: a comb.
Staff
Rothard Richberga✎ . He has piercing green eyes, thick bushy eyebrows and a face tattoo (Contented). In the pocket: dice and a smoking pipe.
Soficia of Azira✎ . She has soft voice, wise dark eyes and a deep scar on the cheek (Sad). In the pocket: a comb, 2 sp and a small gem (worth 10 gp).
- Member of the The Flaming Wolves.
Menu
1d4 | Menu |
---|---|
1 | Barbecued slices of pork, glazed with white wine and served with baked potatoes for 1 sp |
2 | Cooked tenders of pork, marinated in honey and herbs and served with mashed potatoes for 2 sp⬝Barbecued tenders of shellfish, glazed with white wine and served with cooked rice for 1 sp⬝Stewed chunks of meat, glazed with garlic and wine and served with fresh salad for 1 sp⬝Cooked chunks of pork, marinated in red wine and served with mashed potatoes for 1 sp |
3 | Stewed fillet of chicken, marinated in garlic and wine and served with cooked rice for 1 sp |
4 | Cooked slices of meat, glazed with honey and herbs and served with baked potatoes for 1 sp⬝Cooked tenders of fish, glazed with red wine and served with cooked rice for 1 sp |
Patrons & Visitors
Divitia Grimhilde (when not in shop)
Macia of Bullshire (when not in shop)
Aldiva of Venaria, a level 1 Magic-user.✎ She has wise dark eyes, long white hair and a nose ring decorated with a star (Embarrassed). In the pocket: 3 cp and 2 sp.
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 6 INT 14 WIS 15 DEX 14 CON 16 CHA 10 Spells ✦ Shield
Sihaus Hildegrim, a level 1 Dwarf.✎ He has a deep, commanding voice, deep blue eyes and a golden tooth (Disoriented). In the pocket: 3 cp.
Armour Class 7 [12] Leather armor Hit Points 5 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 8 WIS 9 DEX 10 CON 18 CHA 9
Gaumia of Overi, a level 2 Fighter.✎ She has piercing blue eyes, heavy makeup and a strong, muscular physique (Lost). In the pocket: a dirty handkerchief and 2 sp.
Armour Class 2 [17] Plate-mail armor + Shield Hit Points 14 Attacks 1 × Short Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 12 INT 9 WIS 4 DEX 12 CON 7 CHA 15
Meinward Altadonna, a level 1 Fighter.✎ He has short almond hair, piercing green eyes and a big nose-ring (Desperate). In the pocket: 1 cp, 4 sp and a vial with a dark liquid.
Armour Class 2 [17] Plate-mail armor Hit Points 5 Attacks 1 × Cross Bow (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 6 WIS 6 DEX 14 CON 12 CHA 15
Gerbalda Guethencar, a level 2 Elf.✎ She has wise dark eyes, delicate features and a sigil tattooed on the neck (Contented). In the pocket: a comb, 4 sp and 1 gp.
Armour Class 1 [18] Plate-mail armor + Shield Hit Points 13 Attacks 1 × Cross Bow (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 17 INT 13 WIS 10 DEX 15 CON 15 CHA 7 Spells ✦ Sleep ✦ Protection from Evil
d6 | Rumor |
---|---|
1 | The Hideout Of The Hidden Skeletons is near the coastline, somewhere in Hell’s Gate Beaches |
2 | The Temple Of The Savage Order is near an estuary, somewhere in Dark Armor Coastline |
3 | Arngilde of Gura is willing to pay well for a delivery job. |
4 | There’s a Black Dragon in the Temple Of The Furious Pits |
5 | There’s a Vampire in the Crypt Of The Burning Blades |
6 | Ashar Frotberga’s wife is held captive in the Hideout Of The Hidden Skeletons |
Guards
Brysia of Haraan, a level 5 Fighter.✎ She has piercing brown eyes, wild red hair and a big nose-ring (Worried). In the pocket: 3 cp.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 30 Attacks 1 × Two-Handed Sword (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 16 INT 12 WIS 3 DEX 16 CON 9 CHA 12
Walerard Hildefrid, a level 6 Fighter.✎ He has bulging dark eyes, thick sideburns and a strong, muscular physique (Confident). In the pocket: a deck of cards and 3 sp.
Armour Class 7 [12] Leather armor Hit Points 27 Attacks 1 × Polearm (1d10) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Neutral STR 14 INT 6 WIS 4 DEX 12 CON 10 CHA 6
Vuteria of Reyk, a level 3 Fighter.✎ She has delicate features, wild green eyes and a missing middle-finger (Shocked). In the pocket: a quill.
Armour Class 3 [16] Plate-mail armor Hit Points 9 Attacks 1 × Hand Axe (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Neutral STR 17 INT 6 WIS 6 DEX 10 CON 6 CHA 11
Susekta’s Stallions (Stables)
Item | Price |
---|---|
Mule | 28 gp |
Riding Horse | 72 gp |
War Horse | 240 gp |
Camel | 96 gp |
Owner: Susekta of Thenara✎ . She has bulging blue eyes, delicate features and big round spectacles (Determined). In the pocket: dice, a smoking pipe and a passphrase note.
Divitia’s Devices (Tinkerer)
Item | Price |
---|---|
Iron spikes (12) | 1 gp |
Empty Scroll | 1 gp |
Quill | 5 sp |
Owner: Divitia Grimhilde✎ . She has warm voice, wise brown eyes and freckles (Horrified). In the pocket: dice.
- Divitia has fallen in love with Queniva of Uriana.
- On her time off, Divitia will enjoy a drink or two in the The Cursed Goblin Tavern.
Macia’s Fine Clothes (Tailor)
Item | Price |
---|---|
Suspenders | 4 sp |
Low Boots | 1 gp |
Leather Apron | 1 gp |
Mittens | 2 sp |
Tunic | 7 sp |
Owner: Macia of Bullshire✎ . She has wise dark eyes, delicate makeup and a neck band (Fearful). In the pocket: 2 cp, spectacles and a love note.
- Collaborates with the The Desecrated Sun.
- Macia enjoys dining with her friends in the The Cursed Goblin Tavern.
Village of Sicca Village of Sicca
- Located in: Hex 13
- Population: 374 villagers
Village Shops & Services
Tavern (Lost Stone Tavern), Guards (Aclehard), Fortune Teller (Honesta’s Visions), Salon (Percipia’s Styles), Craft (Aliva’s Crafts), Mortician, Spices (Gebin’s Salt & Pepper), Prison, Nunnery, Tinkerer (Baldemar’s Devices), Grocer (Adremar’s Supply), Animal Supplies (Holfgar’s Barn & Yarn), Post Office (Acfrida’s )
Lost Stone Tavern
Keeper
Owned and managed by Dedata Goldstone✎ . She has short blonde pony-tail, enchanting green eyes and stained clothes (Petrified). In the pocket: a comb and spectacles.
Staff
Frodo Vermilius✎ . He has wild green eyes, a long black beard and a smelly breath (Moody). In the pocket: 3 cp, 2 sp and a vial with a dark liquid.
Sichilde of Sulis✎ . She has painted skin decorations, piercing blue eyes and a nose ring (Pained). In the pocket: a deck of cards, a magnifying glass and a dagger.
Menu
1d4 | Menu |
---|---|
1 | Cooked tenders of pork, marinated in honey and herbs and served with baked potatoes for 1 sp⬝Stewed slices of fish, glazed with white wine and served with baked potatoes for 1 sp |
2 | Cooked tenders of fish, marinated in garlic and wine and served with fresh salad for 1 sp⬝Stewed slices of pork, glazed with ale and served with mashed potatoes for 1 sp⬝Cooked slices of fish, glazed with honey and herbs and served with fresh salad for 1 sp⬝Cooked slices of pork, glazed with honey and herbs and served with steamed vegetables for 1 sp |
3 | Stewed slices of fish, glazed with honey and herbs and served with fresh salad for 1 sp |
4 | Cooked slices of meat, glazed with white wine and served with cooked rice for 2 sp⬝Stewed fillet of chicken, marinated in garlic and wine and served with baked potatoes for 1 sp⬝Stewed slices of fish, marinated in garlic and wine and served with mashed potatoes for 2 sp |
Patrons & Visitors
Acfrida of Ithamar (when not in shop)
Marozia of Marook (when not in shop)
Adrehar Budislava (when not in shop)
Honesta of Samari (when not in shop)
Percipia Hildegund (when not in shop)
Wikard of Xathar, a level 1 Dwarf.✎ He has bulging red eyes, a long white beard and a golden tooth (Ecstatic). In the pocket: a dirty handkerchief and 2 sp.
Armour Class 4 [15] Chainmail armor Hit Points 5 Attacks 1 × Polearm (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 15 INT 9 WIS 8 DEX 14 CON 14 CHA 12
Martio of Goldenclover, a level 2 Cleric.✎ He has a heavy red beard, deep blue eyes and strong-looking hands (Pleased). In the pocket: a dirty handkerchief and 4 sp.
Armour Class 6 [13] Leather armor + Shield Hit Points 6 Attacks 1 × Sling (1d4) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 9 INT 14 WIS 16 DEX 10 CON 11 CHA 4 Spells ✦ Light (Darkness)
Wulfsy Admirable, a level 5 Cleric.✎ She has delicate features, wise dark eyes and a holy symbol tattooed on the forehead (Bothered). In the pocket: 1 cp.
Armour Class 5 [14] Leather armor + Shield Hit Points 23 Attacks 1 × Club (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Neutral STR 16 INT 14 WIS 13 DEX 14 CON 12 CHA 11 Spells ✦ 2 × Purify Food and Water ✦ Find Traps ✦ Silence 15’ Radius
Anson Siclebalda, a level 6 Cleric.✎ He has crystal blue eyes, a big round belly and long, skinny fingers (Tired). In the pocket: 2 cp.
Armour Class 7 [12] Leather armor Hit Points 25 Attacks 1 × Staff (1d4) or 1 × spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Chaotic STR 15 INT 16 WIS 18 DEX 10 CON 7 CHA 10 Spells ✦ Cure Light Wounds (Cause Lt. Wounds) ✦ Resist Cold ✦ Resist Fire ✦ Snake Charm ✦ Continual Light (Continual Darkness) ✦ Protection from Evil 10’ Radius
Nivard Siclehilde, a level 1 Thief.✎ He has thin red hair, wise dark eyes and a nose ring (Lost). In the pocket: a dirty handkerchief, 5 sp and a death threat note.
Armour Class 6 [13] Leather armor Hit Points 2 Attacks 1 × Short Sword (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 15 INT 6 WIS 6 DEX 14 CON 6 CHA 12
Meinward Erchamfred, a level 1 Fighter.✎ He has wise brown eyes, a short red beard and a missing middle-finger (Horrified). In the pocket: a comb, 2 sp and a key.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 9 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P14 B15 S16 Alignment Chaotic STR 17 INT 4 WIS 8 DEX 17 CON 14 CHA 16
Hedenna Nadalfrid, a level 1 Cleric.✎ She has wild green eyes, delicate makeup and strong-looking hands (Cheerful). In the pocket: 1 cp, spectacles and a love note.
Armour Class 7 [12] Leather armor + Shield Hit Points 4 Attacks 1 × Staff (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 6 WIS 14 DEX 7 CON 15 CHA 5
Bulletin |
---|
“Job offer! I have a package to deliver in Yezud. Payment guaranteed at destination upon delivery. Yours, Madwin of Xathar” |
“Husband is missing! My husband is missing since last week. Please reach out to me if you can help. Madwin of Xathar” |
“Traveling to Yezud? I will pay you for carrying a package for me. Yours, Gebin Hildelinde” |
“Heading to Yezud? Payment guaranteed to a trusty courier. Ask for Percipia” |
d6 | Rumor |
---|---|
1 | Percipia Hildegund is willing to pay well for a delivery job. |
2 | Madwin of Xathar is willing to pay well for a delivery job. |
3 | Gebin Hildelinde has a crate he would like delivered to Yezud |
4 | The Caverns Of The Lost Souls is near the coastline, somewhere in Hell’s Gate Beaches |
5 | There’s a Warp Beast in the Hideout Of The Foresaken Lich |
6 | There’s a Basilisk somewhere in Hell’s Gate Beaches. |
Guards
Aclehard Waldegaud, a level 4 Fighter.✎ He has piercing brown eyes, a hairy chest and a big nose-ring (Outraged).
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 25 Attacks 1 × Club (1d4) THAC0 17 [+2] Movement Rate 90' (30') Saves D10 W11 P12 B13 S14 Alignment Lawful STR 16 INT 11 WIS 6 DEX 16 CON 15 CHA 6
Honesta’s Visions (Fortune Teller)
Owner: Honesta of Samari✎ . She has soft voice, wise dark eyes and a smelly breath (Lazy). In the pocket: a comb, a magnifying glass and 1 gp.
- On her time off, Honesta will enjoy a drink or two in the Lost Stone Tavern.
Percipia’s Styles (Salon)
Owner: Percipia Hildegund✎ . She has painted skin decorations, piercing dark eyes and a peg leg (Contented). In the pocket: dice and spectacles.
- Percipia is usually eating her meals in the Lost Stone Tavern.
- Looking for someone to deliver a mysterious box to Merard Rosceline in Yezud.
- Reward is 600 gp
Aliva’s Crafts (Craft)
Item | Price |
---|---|
Hammer (small) | 1 gp |
Thieves’ tools | 20 gp |
Fishing Rod | 8 sp |
Owner: Aliva of Kull✎ . She has crystal blue eyes, wild black hair and freckles (Ashamed). In the pocket: a deck of cards and a magnifying glass.
Mortician
Manager: Adrehar Budislava✎ . He has no hair, piercing green eyes and a double chin (Happy). In the pocket: 3 cp.
- Adrehar likes spending his time in the Lost Stone Tavern.
Gebin’s Salt & Pepper (Spices)
Owner: Gebin Hildelinde✎ . He has piercing blue eyes, thin black hair and a double chin (Hopeless). In the pocket: a deck of cards, a smoking pipe and a ransom note.
- Member of the The Army Of Fire.
- Looking for someone to deliver a sealed crate to Benno of Crimson Hawk in Yezud.
- Reward is 500 gp
Prison
Manager: Marozia of Marook✎ . She has wild green eyes, delicate makeup and a peg leg (Pleased). In the pocket: a quill, spectacles and a key.
- Member of the The Army Of Fire.
- Marozia has bad blood with Leudo Fraisende.
- On her time off, Marozia will enjoy a drink or two in the Lost Stone Tavern.
Nunnery
Manager: Madwin of Xathar✎ . He has crystal blue eyes, a hoarse voice and a missing tooth (Helpless). In the pocket: a quill.
- Husband is missing since last week. (Secret: Held captive in the Hideout of the Foresaken Lich)
- Recovery reward is a Treasure Map leading to area 14 in the Temple of the Savage Order.
- Looking for someone to deliver a mysterious casket to Anson Swanhilde in Yezud.
- Reward is 600 gp
Baldemar’s Devices (Tinkerer)
Item | Price |
---|---|
Lens | 12 gp |
Stakes (3) and mallet | 3 gp |
Thieves’ tools | 27 gp |
Fishing Rod | 1 gp |
Small Bell | 1 gp |
Owner: Baldemar Hildetrude✎ . He has wild green eyes, a heavy almond beard and an earring (Sad). In the pocket: a quill and a smoking pipe.
Adremar’s Supply (Grocer)
Item | Price |
---|---|
Fresh Game (Duck, 1 lb) | 1 gp |
Lobster | 8 sp |
Pie (slice) | 3 cp |
Salt (1 lb) | 1 gp |
Bread (1 loaf) | 4 cp |
Fresh Fish Fillet | 6 sp |
Fresh Fish, Small | 3 sp |
Small Shell Fish | 2 sp |
Nuts (small bag) | 8 cp |
Owner: Adremar of Oziryn✎ . He has wise dark eyes, thick sideburns and a double chin (Pained). In the pocket: 1 cp and 4 sp.
Holfgar’s Barn & Yarn (Animal Supplies)
Owner: Holfgar of Thoga✎ . He has piercing dark eyes, short white hair and an earring (Tired). In the pocket: 1 cp.
Acfrida’s (Post Office)
Owner: Acfrida of Ithamar✎ . She has wise brown eyes, heavy makeup and a golden tooth (Offended). In the pocket: 3 cp, 2 sp and a key.
- Acfrida is usually eating her meals in the Lost Stone Tavern.
Inns
Cursed Spear Lodge Cursed Spear Lodge
Keeper
Owned and managed by Hezelo Hildenibia✎ . He has a hairy chest, tiny eyes and a face tattoo (Drained). In the pocket: a comb, 4 sp and a small gem (worth 10 gp).
Staff
Waser Hildebert✎ . He has tiny eyes, a hoarse voice and a missing tooth (Worried). In the pocket: 2 cp and 3 sp.
Muscatta Frambalda✎ . She has a beauty mark above the lips, tired looking eyes and a limp (Uncomfortable). In the pocket: 3 cp and 2 sp.
Olcaviva Walantrude✎ . She has crystal blue eyes, short brown hair and big round spectacles (Proud). In the pocket: dice, 4 sp and a love note.
Menu
1d4 | Menu |
---|---|
1 | Stewed tenders of pork, glazed with garlic and wine and served with mashed potatoes for 2 sp⬝Barbecued chunks of shellfish, glazed with white wine and served with fresh salad for 2 sp⬝Cooked slices of chicken, glazed with garlic and wine and served with cooked rice for 2 sp |
2 | Barbecued fillet of shellfish, glazed with red wine and served with baked potatoes for 2 sp⬝Stewed slices of meat, glazed with ale and served with cooked rice for 2 sp |
3 | Barbecued slices of pork, marinated in white wine and served with baked potatoes for 1 sp⬝Barbecued chunks of chicken, marinated in honey and herbs and served with steamed vegetables for 2 sp |
4 | Barbecued slices of pork, marinated in white wine and served with mashed potatoes for 2 sp⬝Stewed slices of shellfish, glazed with honey and herbs and served with cooked rice for 2 sp |
Patrons & Visitors
Lautrude Berohilde, a level 1 Thief.✎ She has bulging dark eyes, heavy makeup and sharp, pointy nose (Ecstatic). In the pocket: a quill and 4 sp.
Armour Class 5 [14] Leather armor Hit Points 2 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 11 INT 5 WIS 10 DEX 17 CON 12 CHA 12
Bernhaus Ermengilde, a level 1 Dwarf.✎ He has piercing brown eyes, thin blonde hair and big red cheeks (Sad). In the pocket: dice and 4 sp.
Armour Class 2 [17] Plate-mail armor Hit Points 7 Attacks 1 × Lance (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 3 WIS 6 DEX 14 CON 10 CHA 3
Gaucia Hrothgard, a level 2 Magic-user.✎ She has bulging red eyes, heavy makeup and long, skinny fingers (Embarrassed). In the pocket: dice.
Armour Class 7 [12] 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 7 INT 12 WIS 10 DEX 16 CON 12 CHA 3 Spells ✦ Floating Disc ✦ Shield
Answard Framengilde, a level 1 Cleric.✎ He has bulging dark eyes, thick bushy eyebrows and a nose ring (Unsatisfied). In the pocket: dice.
Armour Class 7 [12] Leather armor + Shield Hit Points 4 Attacks 1 × Club (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 16 INT 6 WIS 15 DEX 7 CON 9 CHA 4
Litin of Narxes, a level 1 Dwarf.✎ He has a hoarse voice, bulging red eyes and a golden tooth (Horrified). In the pocket: 2 cp, 3 sp and a love note.
Armour Class 1 [18] Plate-mail armor Hit Points 4 Attacks 1 × Spear (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 17 INT 8 WIS 14 DEX 16 CON 13 CHA 13
Milia Blitgilde, a level 3 Thief.✎ She has piercing black eyes, silky black hair and long, skinny fingers (Nervous). In the pocket: a quill, 2 sp and a dagger.
Armour Class 6 [13] Leather armor Hit Points 6 Attacks 1 × Two-Handed Sword (1d10) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 8 INT 9 WIS 3 DEX 13 CON 8 CHA 16
d6 | Rumor |
---|---|
1 | The Crypt Of The Unholy Goblin is near an estuary, somewhere in Hell’s Gate Beaches |
2 | Madwin of Xathar is willing to pay well for a delivery job. |
3 | The Desecrated Sun are secretly conducting horrid experiments in humanoids. |
4 | Lefsy Peregrina’s nephew is held captive in the Caverns Of The Unspoken Ogre |
5 | Honesta of Albor is willing to pay well for a delivery job. |
6 | Sylvius of Lifel’s son is held captive in the Crypt Of The Burning Blades |
The Flaming Torch Inn The Flaming Torch Inn
Keeper
Owned and managed by Sichilde of Atali✎ . She has wise dark eyes, delicate features and a deep scar on the cheek (Bothered). In the pocket: 1 cp.
Staff
Helmgor Grimhilde✎ . He has thin brown hair, cold dark eyes and a missing tooth (Depressed). In the pocket: 3 cp.
- Member of the The Defenders Of Victory.
Menu
1d4 | Menu |
---|---|
1 | Stewed fillet of meat, marinated in honey and herbs and served with baked potatoes for 1 sp |
2 | Cooked chunks of meat, glazed with red wine and served with baked potatoes for 2 sp⬝Barbecued slices of meat, glazed with garlic and wine and served with steamed vegetables for 1 sp |
3 | Stewed tenders of pork, marinated in white wine and served with steamed vegetables for 2 sp⬝Cooked tenders of fish, glazed with red wine and served with steamed vegetables for 2 sp |
4 | Stewed fillet of pork, glazed with red wine and served with steamed vegetables for 2 sp |
Patrons & Visitors
Unica Libentius, a level 1 Dwarf.✎ She has painted skin decorations, wise brown eyes and a golden tooth (Irritated). In the pocket: 3 cp and an empty vial.
Armour Class 6 [13] Leather armor + Shield Hit Points 4 Attacks 1 × Javelin (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 13 INT 8 WIS 16 DEX 10 CON 10 CHA 12
Ortmar Desideria, a level 1 Thief.✎ He has piercing blue eyes, thin black hair and a scar across the eye (Annoyed). In the pocket: a quill.
Armour Class 7 [12] Leather armor Hit Points 5 Attacks 1 × Battle Axe (1d8) THAC0 19 [0] Movement Rate 90' (30') Saves D13 W14 P13 B16 S15 Alignment Neutral STR 12 INT 11 WIS 5 DEX 10 CON 13 CHA 12
Audrada of Lightstand, a level 1 Cleric.✎ She has crazy-looking eyes, warm voice and long, skinny fingers (Crushed). In the pocket: a quill, 4 sp and a dagger.
Armour Class 6 [13] Chainmail armor Hit Points 6 Attacks 1 × Warhammer (1d6) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 12 INT 9 WIS 12 DEX 7 CON 11 CHA 5
Olcaviva of Azmaar, a level 2 Elf.✎ She has ample breasts, bulging blue eyes and silky light skin (Mellow). In the pocket: 1 cp and a magnifying glass.
Armour Class 6 [13] Chainmail armor Hit Points 9 Attacks 1 × Lance (1d6) or 1 × spell THAC0 19 [0] Movement Rate 90' (30') Saves D12 W13 P13 B15 S15 Alignment Neutral STR 12 INT 12 WIS 10 DEX 7 CON 8 CHA 7 Spells ✦ Shield ✦ Read Magic
Honesta of Ironhead, a level 1 Cleric.✎ They have wild green eyes, thin black hair and a holy symbol tattooed on the forehead (Anxious).
Armour Class 3 [16] Plate-mail armor Hit Points 6 Attacks 1 × Sling (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D11 W12 P14 B16 S15 Alignment Neutral STR 13 INT 6 WIS 18 DEX 10 CON 10 CHA 11
Huldward of Uriana, a level 1 Dwarf.✎ He has thin brown hair, enchanting green eyes and short, fat fingers (Queasy). In the pocket: 3 cp and 4 sp.
Armour Class 0 [19] Plate-mail armor + Shield Hit Points 5 Attacks 1 × Silver Dagger (1d4) THAC0 19 [0] Movement Rate 90' (30') Saves D8 W9 P10 B13 S12 Alignment Neutral STR 12 INT 5 WIS 13 DEX 16 CON 10 CHA 5
d6 | Rumor |
---|---|
1 | Lefsy Peregrina’s nephew is held captive in the Caverns Of The Unspoken Ogre |
2 | Hartwin of Dorith is willing to pay well for a delivery job. |
3 | There’s a Vampire in the Crypt Of The Unholy Goblin |
4 | Ithamar Acletrude’s nephew is held captive in the Crypt Of The Burning Blades |
5 | Arngilde of Gura is willing to pay well for a delivery job. |
6 | Winsy of Saal-Nivana’s Custom-Fit Armor (actually an Armour +1) is somewhere in the Temple of the Furious Pits |
Dungeons
Caverns of the Unspoken Ogre Caverns of the Unspoken Ogre
Conspectus
Eupraxia Madalgaria’s husband is in area 4
Lefsy Peregrina’s nephew is in area 14
Encounters
7 Giant Centipedes (area 2) 4 Goblins (area 16) 11 Stirges (area 3, area 14, area 23)
6 Cave Locusts (area 15) 3 Giant Bats (area 20) Gnoll (area 21) 8 Troglodytes (area 19)
Gibbering Mouther (area 7) 14 Piercers (area 22)
Black Dragon (area 18)
Treasure
33,798 gp in coins. 13,643 gp in gems. 70,956 gp in jewellery.
Gaumia of Thoga’s Decorated Armor is in area 21
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d4 | Encounter | Stats |
---|---|---|
1 | 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) |
2 | 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 |
3 | Troglodytes (2) | 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 |
4 | Cave Locusts (2) | 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 : Caverns Entrance ✎
This passage into the caverns is under a wooden trapdoor buried 5 feet in the ground.
2 : Cave Room ✎
Foreshadowing
- You hear echoing droplets of water.
Description
This area stinks from excrements and the canopy is carved with claw marks. Something here makes the hair at the back of the neck stand.
- There are 7 Giant Centipedes inside. They will attack anyone stepping in.
Giant Centipede ✎
Armour Class: 9 [10] Hit Dice: ½ Attacks: 1 × bite (poison) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 7 Alignment: Neutral XP: 6
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There is no hoard.
A small empty bottle can be found near the wall on the far end.
3 : Grotto ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Stirges are making inside this area.
Description
The flowstone on the ground shimmers through the darkness and the stalactites have a few fractures on. 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:
- 3 gems worth 147 gp in total
Shreded pieces of a map litter the area.
4 : Cave Hall ✎
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Description
There are stains of what seems to be blood on the ground and the ground is carved with claw marks. Faint colorful light is emitting from everywhere and a person is chained to the wall.
- 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 an empty drinking flask in a large basin and some garlic leftovers spread all over the place.
The chained person is Eupraxia Madalgaria’s husband from Yezud.
5 : Cavern ✎
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Description
The flowstone on the ground shimmers through the darkness and the stalactites are carved with claw marks. There is a very big bag near the far wall.
The bag is trapped. Loose debris is locked above the bag, released when a switch thrown casually inside is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the bag contains:
- 20 gp
Otherwise, this place was already looted earlier.
A bouquet of flowers can be found in the far corner.
6 : Cave Dig ✎
Description
Oversized fossilised mushrooms are covering this area and the stalagmites are covered with scorch marks. Faint colorful light is emitting from everywhere.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- Damp leaves litter the area.
7 : Cave Hall ✎
Foreshadowing
- There’s a good chance players could sense the vile stench that the Gibbering Mouther is emitting from inside this area.
Description
It is dark and damp here and the canopy is covered with spots of green rot. There’s a strong burning sensation when breathing the air here.
- There’s a Gibbering Mouther inside. Roll or decide for reaction.
Gibbering Mouther ✎
Armour Class: 0 [19] Hit Dice: 4+3 Attacks: 6 × bite (1hp + attach + slip) THAC0: 15 [+4] Movement: 30’ (10’) Saving Throws: D12 W13 P13 B15 S15 (2) Morale: 10 Alignment: Neutral XP: 350
There is no hoard.
Seeds litter the area.
8 : Cave Dig ✎
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Description
The air in this area is dense and misty and there are a few burn marks on the stalagmites. There is a large jar near the far wall.
The jar is trapped. A highly corrosive ointment was applied on the jar. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.
There’s a 2-in-6 chance the jar contains:
- 910 gp
Otherwise, this place was already looted earlier.
Torn pieces of clothing litter the area.
9 : Cave Dig ✎
Description
It is dark and damp here and the stalactites have a few fractures 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 a rusty short sword in a large basin and some tiny mushrooms spread all over the place.
10 : Cavern ✎
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 canopy has several cracks on. There is a big crate near the far wall.
The crate is trapped. A strong acid ooze was applied on the crate. 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 crate contains:
- 600 gp
Otherwise, this place was already looted earlier.
Broken arrows litter the area.
11 : A Vast Chamber ✎
Description
Fossils of underwater creatures decorate the formations here and there are some fractures on the stalactites. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Mace (Usable)
- Oil (Usable)
- Short Bow (Usable)
There’s also a clear puddle in the near corner and some small mounds of ashes spread all over the place.
12 : Grotto ✎
Description
This area is dark and cold and the stalagmites have a few splatters of dark matter on. You spot something quite big lying on the floor.
There’s a poisonous gas trap here. If undetected, there’s a 2 in 6 chance of triggering if causing a sound sensitive membrane to vibrate, causing the gas to come out of slits in the wall. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 10 gp
- High Boots (Unusable)
- Rope (Usable)
- Hammer (Usable)
There’s also a blanket, laid out and covering something small in the far corner and some cube shaped stones next to it.
13 : Chamber ✎
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 ground is covered with scorch marks. There is a small barrel near the far wall.
The barrel is 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 barrel contains:
- 50 gp
Otherwise, this place was already looted earlier.
A clear puddle can be found in the near corner.
14 : Cave Room ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Stirge is making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Description
Dense spiderwebs are stretched between cave columns and the stalactites have some fractures on. Looking down, you realize you just stepped into a pool of blood and a person is chained to the wall.
- There’s a Stirge inside. It 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
There is no hoard.
Ripped pieces of old rope litter the area.
The chained person is Lefsy Peregrina’s nephew from Bullshire.
15 : Cave Room ✎
Foreshadowing
- It is impossible to hear anything inside.
Description
This area is covered with egg-like cave blisters and the stalagmites are scorched with burn marks. Something here makes the hair at the back of the neck stand.
- There are 6 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 left and some broken arrows next to it.
16 : Grotto ✎
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 stalactites are covered with spots of green rot. A violent shout in an unknown language is coming from inside.
- There are 4 Goblins inside, eating a piece of rotting meat. 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 collection of offerings, long ago forgotten near the wall on the far end and some broken pieces of wood next to it.
17 : Main Cavern ✎
Description
It is dark and damp here and the stalagmites are scorched with burn marks. There’s a dead body here.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- Rope (Usable)
- Iron spikes (Unusable)
- Thieves’ tools (Usable)
A dirty stuffed doll can be found near the wall on the far end.
18 : Grotto ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Black Dragon is making inside this area.
Description
There are stains of what seems to be blood on the ground and there are some spots of yellow ooze on the canopy. There’s something moving inside.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon ✎
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 27,000 gp
- 35 gems worth 5,720 gp in total
- 22 jewellery items worth 20,100 gp in total
There’s also a bouquet of flowers near the wall on the left and some tiny mushrooms spread all over the place.
19 : Chamber ✎
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Description
The flowstone on the ground shimmers through the darkness and the ground is scorched with burn marks. You see glowing eyes staring at you from inside.
- There are 8 Troglodytes inside. They will attack anyone stepping in.
Troglodyte ✎
Armour Class: 5 [14] Hit Dice: 2 Attacks: Att 2 x claw (1d4), 1 x bite (1d4) THAC0: 18 [+1] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Chaotic XP: 25
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Monster Hoard:
- 5,000 gp
Broken arrows litter the area.
20 : Cavern ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Bats are making inside this area.
Description
This area is covered with egg-like cave blisters and the canopy is deeply fractured. There’s also a foul smell of decay and rot.
- 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 the rotting hide of a large animal near the wall on the right and some broken arrows next to it.
21 : Cavern ✎
Foreshadowing
- When listening from outside, footsteps 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 splatters of dark matter on. A violent shout in an unknown language is coming from inside.
- There’s a Gnoll inside, alert and ready for combat. 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)
Monster Hoard:
- 166 gp
Traces of fur litter the area.
A wooden barrel contains Gaumia of Thoga’s (from Kaan) Decorated Armor (actually an Armour +1)
22 : Cave Hall ✎
Foreshadowing
- You hear echoing droplets of water.
Description
Dense spiderwebs are stretched between cave columns and the stalagmites are covered with burn marks. A strange sensation is creeping up your spine.
- There are 14 Piercers inside. They will attack anyone stepping in.
Piercer ✎
Armour Class: 3 [16] Hit Dice: 4 Attacks: 1 × drop (1d6 per HD) THAC0: By HD: 19 [0] to 16 [+3] Movement: 10’ (3’) Saving Throws: D12 W13 P14 B15 S16 (1 to 2) Morale: 12 Alignment: Neutral XP: 10/20/35/75
There is no hoard.
Tiny mushrooms litter the area.
23 : Cavern ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Stirges are making inside this area.
Description
Dense spiderwebs are stretched between cave columns and there are several burn marks on the ground. You feel the warm stench of a monster’s breath.
- There are 3 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 the rotting hide of a large animal in the near corner and some dried flowers spread all over the place.
24 : Cavern ✎
Description
Dense spiderwebs cover the stalactites and stalagmites and the stalagmites are carved with claw marks. 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)
- Small stones with runes etchings litter the area.
Crypt of the Burning Blades Crypt of the Burning Blades
Conspectus
Ithamar Acletrude’s nephew is in area 53
Sylvius of Lifel’s son is in area 80
Pancia Bernhilde’s wife is in area 82
Encounters
123 Bats (area 36, area 52, area 80) 15 Giant Rats (area 74) 9 Goblins (area 5, area 36) 3 Killer Bees (area 53) 41 Kobolds (area 2, area 7, area 23, area 75) 2 Orcs (area 73) 68 Rats (area 43, area 82) 16 Skeletons (area 33, area 63) 11 Spitting Cobras (area 6, area 48, area 77)
18 Cave Locusts (area 4) 2 Crab Spiders (area 1) 8 Ghouls (area 43, area 69) 5 Gnolls (area 35) 18 Zombies (area 21, area 45, area 72)
6 Black Widows (area 11, area 37) 3 Wights (area 59)
8 Wraiths (area 64, area 66)
7 Spectres (area 29, area 41)
5 Vampires (area 29, area 66)
Lich (area 43)
Treasure
39,141 gp in coins. 22,566 gp in gems. 136,676 gp in jewellery.
Percipia of Loga’s Embroided Cloak is in area 6
Baldemar of Rakha’s Custom Sword is in area 73
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | Encounter | Stats |
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1 | 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 |
2 | Kobolds (4) | 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) |
1 : Dungeon Entrance ✎
These stairs into the dungeon are located behind a giant skull’s gaping mouth.
- 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.
Tiny mushrooms litter the area.
Searching will uncover an old hollow torch holding the key (🜄) to unlock the rectangular wooden door (to the west) in area 29
The words “Exiled Wizard” in Lawful symbols were written down on a torn piece of parchment. It is the passphrase for the secret door in area 6 (west)
There are hanging cages in the alcoves here. There are bare skeletons inside.
2 : Ceremonial Chamber ✎
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- South side - round marble door (Stuck).
- North side - round bronze door (Stuck).
- West side - rectangular marble door (Barricaded).
Description
A large pentagram was painted here and the walls have several scorch marks on. You see glowing eyes staring at you from inside.
- There are 10 Kobolds inside, cleaning their weapons. Roll or decide for reaction.
Kobold ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 5 cp
There’s also a broken talisman near the wall on the right and some torn pieces of clothing next to it.
Searching will uncover an old hollow torch holding the key (🜏) to unlock the rectangular wooden door (to the south) in area 7
3 : Shrine ✎
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- East side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area is dark and cold and the ceiling has a few fractures on. There are some very big bags near the far wall.
The bags are trapped. There’s a small gas-filled blister made of rat’s intestine thrown casually inside . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the bags contain:
- 240 gp
Otherwise, this place was already looted earlier.
A pile of gravel and small stones can be found near the wall on the left.
4 : Ceremonial Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Cave Locusts are making inside this area.
Doorways
- East side - rectangular wooden door (Barricaded).
Description
Dense spiderwebs cover the corners of the room and the walls are covered with cracks. There’s movement inside.
- There are 18 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 a pile of cockroaches in the far corner and some small stones with runes etchings spread all over the place.
Searching will uncover a crack in the floor holding the key (🜧) to unlock the odd-shaped wooden door (to the south) in area 9
There’s a pressure plate lever that can open the secret door in area 31 (south)
5 : Pantry ✎
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Doorways
- West side - arched iron door (Locked 🜬).
Description
You hear the sound of water dripping down and the ceiling has several burn marks on. You see glowing eyes staring at you from inside.
- There are 4 Goblins inside, looking through some rubble. 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:
- 4 gp
A bucket of guts can be found near the wall on the left.
Searching will uncover a small wooden box holding the key (🜬) to unlock the arched iron door (to the west) in area 5
6 : Ceremonial Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- North side - round iron door (Barricaded).
- West side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Wizard”. The full passphrase is in area 1. Carve and complete the phrase to open.
Description
The air in this area is dense and misty and the ground has several splatters of dark matter on. Looking down, you see countless fragments of small animal skeletons.
- 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 an eyeball in a sealed jar in a large basin and some small iron cages spread all over the place.
There’s a crank lever that can open the secret door in area 7 (west)
An old dark leather bag contains Percipia of Loga’s (from Kaan) Embroided Cloak (actually an Elven Cloak and Boots)
The secret door on the west is leading to a secret chamber:
Description
Countless humanoid skulls “decorate” the boundaries here and the walls have a few claw marks on. Faint colorful light is emitting from everywhere.
- A few dozen of green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
Shreded pieces of clothing litter the area.
Searching will uncover a small wooden box holding the key (🜴) to unlock the arched wooden door (to the north) in area 57
There’s a crank lever that can open the secret door in area 11 (east)
The words “Eternal Dagger” in Dragon language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 29 (east)
7 : Pantry ✎
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- South side - rectangular wooden door (Locked 🜏).
- East side - arched wooden door (Half-broken).
- West side - secret door (operated by a crank lever somewhere in the dungeon).
Description
A few small rats, so it seems, scurried back into hiding and the ceiling is scorched with burn marks. There’s movement inside.
- There are 10 Kobolds inside, trying to light some torches. Roll or decide for reaction.
Kobold ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 6 cp
Small iron cages litter the area.
There’s a pressure plate lever that can open the secret door in area 43 (south)
8 : Library ✎
Description
This area stinks from excrements and there are several claw marks on the walls. Faint colorful light is emitting from everywhere.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Speed
Cube shaped stones litter the area.
Searching will uncover a goat’s skull holding the key (🝕) to unlock the arched iron door (to the south) in area 24
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 26.
9 : Pantry ✎
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - odd-shaped wooden door (Locked 🜧)
- North side - rectangular wooden door (Barricaded)
Description
The air in this area is dense and misty and the ground is scorched with burn marks. There are some large 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:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also knitting needles and yarn in a large basin and some traces of fur next to it.
A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 51.
10 : Water Fountain ✎
Clear water are coming out of the wall here.
11 : Pantry ✎
Doorways
- North side - rectangular wooden door (Stuck).
- East side - secret door (operated by a crank lever somewhere in the dungeon).
Description
This area is dark and cold and the walls are covered with claw marks. There’s a dead body here.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 20 gp
- Dagger (Unusable)
- Rope (Usable)
- Adventurer Boots (Unusable)
- The key (🜅) to unlock the triangle wooden door (to the south) in area 80
Small iron cages litter the area.
There’s a crank lever that can open the secret door in area 17 (east)
The words “Violent Flames” in Chaotic symbols were written down on a torn piece of parchment. It is the passphrase for the secret door in area 73 (east)
The secret door on the east is leading to a secret chamber:
Description
The air in this area is dense and misty and there are a few cracks on the ceiling. 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
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Monster Hoard:
- 4 jewellery items worth 3,700 gp in total
There’s also a small empty bottle near the wall on the right and some shreded pages of a book next to it.
12 : Entrance to the Pantry ✎
- South side - rectangular wooden door (Stuck).
13 : Entrance to the Laboratory ✎
- North side - odd-shaped bronze door (Stuck).
14 : Laboratory ✎
Doorways
- South side - odd-shaped bronze door (Stuck).
- East side - triangle iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if stepping through an almost invisible trip wire. Save vs Petrification or sustain 1d8 damage..
Description
This area is dark and cold and the walls are carved with claw marks. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 110 gp
- Pole (Unusable)
- The key (🝟) to unlock the arched wooden door (to the west) in area 55
There’s also a smashed lyre in an alcove and some damp leaves next to it.
The words “Dead Flames” in Dwarvish language are carved on one of the walls. It is the passphrase for the secret door in area 20 (east)
A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 22.
15 : East entrance to the Laboratory ✎
- West side - triangle iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if stepping through an almost invisible trip wire. Save vs Petrification or sustain 1d8 damage..
16 : Corridor Door ✎
- There’s a round bronze door (Half-broken)
17 : Secret doors ✎
- There’s a secret door (concealed) on the east wall.
The door is a shortcut to a connected corridor.
- This doorway is concealed as part of a fresco on the wall
- 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 18
- A third secret door (operated by a pressure plate lever somewhere in the dungeon) on the south wall is connected to the room at 19
18 : Torture Chamber ✎
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
Countless creepy crawlies all over rush back into the darkness and the ground is covered with spots of yellow ooze. There’s also a colorful glow emitting from the ground.
- There are a few colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Tiny mushrooms litter the area.
19 : Shrine ✎
Doorways
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) inside the alcove on the north wall.
- There’s an odd-shaped bronze door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage..
Description
A large pentagram was painted here and the ceiling is deeply fractured. There’s something lying on the floor.
There’s a razor-sharp 5' tall swinging blade trap here, going back and forth periodically. If undetected, there’s a chance of 2 in 6 of passing it at the wrong time. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 40 gp
- Silver Dagger (Unusable)
- High Boots (Unusable)
Marbles litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🝐) to unlock the rectangular wooden door (to the west) in area 32
There’s a pressure plate lever that can open the secret door in area 17 (south)
The words “Dead Dagger” in Gargoyle language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 20 (west)
20 : Alcoved Corridor ✎
- West side - a secret door (requiring a passphrase) in
an alcove.
- If detected, a gentle voice will sing “Dead”. The full passphrase is in area 19. Sing or use the phrase in a song to open.
- East side - a secret door (requiring a passphrase) in
an alcove, leading to area 21.
- If detected, a soft whisper will sound the word “Flames”. The full passphrase is in area 14. Whisper its words to open.
There are human-like statues in the alcoves here.
21 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- A secret door (requiring a passphrase) on the west wall is the only
way in.
- If detected, a soft whisper will sound the word “Flames”. The full passphrase is in area 14. Whisper its words to open.
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with cracks. You feel the chill of death curling up your spine.
- There are 5 Zombies inside. They will attack anyone stepping in.
Zombie ✎
Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 20
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There is no hoard.
Dry remains of food litter the area.
There’s a rope-pull lever that can open the secret door in area 62 (north)
The words “Terrifying Traitor” in Dragon language are carved on one of the walls. It is the passphrase for the secret door in area 58 (west)
22 : Dead End (Magical Portal) ✎
- A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 14
23 : Shrine ✎
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- North side - a rectangular wooden door (Barricaded)
- South side - a round wooden door (Stuck)
Description
Large symbols and letters were painted all over the place and the ground has some fractures on. There’s movement inside.
- There are 11 Kobolds inside, trying to light some torches. Roll or decide for reaction.
Kobold ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 9 cp
There’s also a torn hide armor below an arch and some dried flowers next to it.
24 : Shrine ✎
Doorways
- North side - an arched iron door (Locked 🝕)
- South side - a rectangular wooden door (Stuck)
Description
Large symbols and letters were painted all over the place and there are some splatters of dark matter on the ceiling. There’s a dead body here.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 40 gp
- The key (🜚) to unlock the round wooden door (to the north) in area 60
There’s also an old broken mirror in the far corner and some seeds next to it.
There’s a rope-pull lever that can open the secret door in area 40 (west)
25 : Alcoved Corridor ✎
- West side - a rectangular wooden door (Stuck) leading into area 24.
There are hanging cages in the alcoves here. There are bare skeletons inside.
26 : 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 8
27 : Dead End (Body) ✎
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- Dagger (Usable)
28 : Corridor ✎
- There’s a rectangular wooden door (Locked 🜄) It is leading to the room in 29
29 : Library ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - rectangular iron door (Half-broken).
- North side - rectangular wooden door (Locked 🜄).
- Next to it there’s a secret door (requiring a passphrase) leading to
a small chamber.
- If detected, a gentle voice will sing “Dagger”. The full passphrase is in area 6. Sing or use the phrase in a song to open.
- There’s a secret door (concealed) on the south wall.
- This doorway is concealed behind a thin layer of plaster
Description
Numerous fragments of torn paper are scattered all over the place and the ground is deeply fractured. Something here makes the hair at the back of the neck stand.
- There are 2 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.
A rusty short sword can be found near the wall on the right.
30 : Corridor ✎
This 80' corridor is leading to a rectangular iron door (Barricaded) The door is leading to the Ceremonial Chamber.
31 : Ceremonial Chamber ✎
Doorways
- East side - rectangular iron door (Barricaded)
- Theres a secret door (operated by a pressure plate lever somewhere in the dungeon) in the alcove on the south wall.
Description
Dense spiderwebs cover the corners of the room and the ceiling is scorched with burn marks. There’s also a colorful glow emitting from the ground.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will gain the same effect as if they consumed a Potion of Control Human
There’s also a used flask of oil in a large basin and some garlic leftovers next to it.
Searching will uncover a small wooden box holding the key (🝗) to unlock the odd-shaped iron door (to the east) in area 43
32 : 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 🝐)
- North side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
- South side - a rectangular wooden door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and the walls are covered with burn marks. 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:
- 160 gp
Otherwise, this place was already looted earlier.
There’s also an old broken mirror in the near corner and some small stones with runes etchings next to it.
There’s a rope-pull lever that can open the secret door in area 62 (north)
33 : Shrine ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- east - round bronze door (Locked 🝝)
Description
A small wooden altar is located at the center of this room and the ground is covered with burn marks. Looking down, you realize you just stepped into a pool of blood.
- There are 10 Skeletons inside. They will attack anyone stepping in.
Skeleton ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 10
There is no hoard.
There’s also an old, ripped backpack in an alcove and some brightly colored leaves spread all over the place.
Searching will uncover an old leather pouch holding the key (🝝) to unlock the round bronze door (to the east) in area 33
34 : Library ✎
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- North side - rectangular iron door (Stuck).
Description
You hear the sound of water dripping down and the ceiling has a few spots of yellow ooze on. There is a 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 sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jar contains:
- 230 gp
- 4 gems worth 660 gp in total
Otherwise, this place was already looted earlier.
An empty cage with the bars bent out can be found in the near corner.
35 : Laboratory ✎
Foreshadowing
- When listening from outside, speaking Gnolls can be faintly heard from inside this area.
Doorways
- South side - arched iron door (Stuck).
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. A violent shout in an unknown language is coming from inside.
- There are 5 Gnolls inside, alert and ready for combat. Roll or decide for reaction.
Gnoll ✎
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35)
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Monster Hoard:
- 5,000 gp
- 1 gems worth 83 gp in total
There’s also a pile of gravel and small stones on an altar and some dried flowers spread all over the place.
There’s a pressure plate lever that can open the secret door in area 36 (north)
36 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Bats are making inside this area.
Doorways
- East side - rectangular bronze door (Stuck).
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Dense spiderwebs cover the corners of the room and there are several fractures on the ground. Flies swarm off bones covered with rotting flesh on the ground.
- There are 52 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.
A bouquet of flowers can be found near the wall on the far end.
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 fractures. You see the shimmer of a blade inside.
- There are 5 Goblins inside, carving graffiti on the walls. 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:
- 5 gp
A broken music box can be found near the wall on the left.
Searching will uncover an old leather pouch holding the key (🜺) to unlock the arched wooden door (to the east) in area 55
The words “Magical Flames” in Dwarvish language are graffitied on the ceiling. It is the passphrase for the secret door in area 40 (south)
37 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- West side - odd-shaped wooden door (Stuck).
- South side - rectangular marble door (Barricaded).
- North side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area is dark and cold and the walls are covered with claw marks. 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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There is no hoard.
There’s also a dirty stuffed doll in an alcove and some rotting remains of food spread all over the place.
38 : Library ✎
Description
Dense spiderwebs cover the corners of the room and the ground has several burn marks on. You spot something quite big lying on the floor.
There’s a razor-sharp 4' tall swinging blade trap here, hidden inside a thin long wall slit. 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 an orc. Searching it will uncover:
- 30 gp
- Warm Cloak (Unusable)
- Adventurer Boots (Unusable)
- Short Bow (Unusable)
- The key (🝰) to unlock the rectangular wooden door (to the south) in area 69
A nest of straw and blankets can be found near the wall on the far end.
The words “Darkened Horror” in Elvish script are graffitied on the ceiling. It is the passphrase for the secret door in area 44 (east)
39 : Corridor Door ✎
- There’s a triangle iron door (Barricaded)
40 : Secret doors ✎
- There’s a secret door (requiring a passphrase) on the south wall.
The door is a shortcut to a connected corridor.
- If detected, a sudden scream will say “Flames”. The full passphrase is in area 36. Scream the phrase to open.
- There’s another secret door (concealed) on the south wall.
This is the only way into the room at 41
- This doorway is concealed behind a thin layer of plaster
- A third secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall is connected to the room at 42
41 : Library ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (concealed) on the north wall.
This is the only way in and out of this room.
- This doorway is concealed behind a thin layer of plaster
Description
Numerous fragments of torn paper are scattered all over the place and the walls are scorched with burn marks. Other than that, there’s a silence of death in here.
- There are 3 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:
- 450 gp
There’s also a used flask of oil in the near corner and some small stones with runes etchings next to it.
The words “Shadowy Fiend” in Elvish script are graffitied on the ceiling. It is the passphrase for the secret door in area 62 (east)
42 : Shrine ✎
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) inside the alcove on the east wall.
- There’s a rectangular iron door (Stuck).
Description
A small wooden altar is located at the center of this room and there are some claw marks on the ground. There’s something lying on the floor.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- Warm Cloak (Usable)
- Leather Hat (Unusable)
There’s also an empty cage with the bars bent out in the far corner and some seeds spread all over the place.
Searching will uncover a goat’s skull holding the key (🜆) to unlock the rectangular wooden door (to the east) in area 82
43 : Maze leading to a chamber ✎
A narrow corridor forms a twisted maze, a death trap.
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.
A secret door (operated by a pressure plate lever somewhere in the dungeon) on the south wall of the maze structure could be used as a shortcut if found.
The maze leads to a 30'x30' chamber.
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- East side - an odd-shaped iron door (Locked 🝗)
Description
This area is dark and cold and the walls are deeply fractured. A strange sensation is creeping up your spine.
- There’s a Lich inside. Roll or decide for reaction.
Lich ✎
Armour Class: 0 [19+] Hit Dice: 12 Attacks: 1 × touch, weapon or spell THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D8 W9 P8 B11 S8 Morale: 8 Alignment: Chaotic XP: 1,490
Monster Hoard:
- 25,000 gp
An old, ripped backpack can be found in an alcove.
44 : Alcoved Corridor ✎
- West side - a secret door (concealed) in
an alcove.
- This doorway is concealed behind a thin layer of plaster
- East side - a secret door (requiring a passphrase) in
an alcove, leading to area 45.
- If detected, a sudden scream will say “Horror”. The full passphrase is in area 38. Scream the phrase to open.
There are hanging cages in the alcoves here. There are bare skeletons inside.
45 : Torture Chamber ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- A secret door (requiring a passphrase) on the west wall is the only
way in.
- If detected, a sudden scream will say “Horror”. The full passphrase is in area 38. Scream the phrase to open.
Description
This place seems to be an old dungeon cell and there are several cracks on the ceiling. Looking down, you realize you just stepped into a pool of blood.
- There are 7 Zombies inside. They will attack anyone stepping in.
Zombie ✎
Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 20
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There is no hoard.
Many shoes and boots, piled together can be found near the wall on the left.
46 : Dead End (Body) ✎
- Lying on the floor is a rotting human corpse. Searching it will uncover:
- 240 gp
- Holy symbol (Unusable)
47 : Library ✎
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - a rectangular bronze door (Half-broken)
- South side - a round wooden door (Half-broken)
Description
This area stinks from excrements and the ground is carved with claw marks. There are some big barrels near the far wall.
The barrels are trapped. Loose rubble 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 rubble to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the barrels contain:
- 50 gp
Otherwise, this place was already looted earlier.
Dead mice litter the area.
Searching will uncover a cloth wrap under a stone holding the key (🜆) to unlock the round wooden door (to the east) in area 48
48 : Crypt ✎
Doorways
- North side - an arched bronze door (Stuck)
- South side - a round wooden door (Locked 🜆)
Description
This area stinks from excrements and the walls are covered with fractures. There’s something lying on the floor.
There’s a deadly pit here, 6' deep, covered under thin wood planks. If undetected, there’s a 2 in 6 chance of falling in. Save vs Death or sustain 1d6 damage from long rusty spikes at the bottom.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- Dagger (Usable)
- Sack (Usable)
Damp leaves litter the area.
49 : Alcoved Corridor ✎
- West side - a round wooden door (Locked 🜆) leading into area 48.
There are human-like statues in the alcoves here.
50 : Dead End (Body) ✎
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 230 gp
- Short Bow (Unusable)
- Sling (Usable)
- Short Bow (Usable)
51 : Dead End (Magical Portal) ✎
- A stained old full-size mirror on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 9
52 : 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 wooden door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if pulling a wooden lever fixed on the wall beside it. Save vs Petrification or sustain 1d8 damage..
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
The air in this area is dense and misty and the ceiling has a few fractures on. There are some small barrels near the far wall.
There’s a 2-in-6 chance the barrels contain:
- 230 gp
Otherwise, this place was already looted earlier.
A smashed lyre can be found near the wall on the far end.
Searching will uncover a cloth wrap under a stone holding the key (🝈) to unlock the round bronze door (to the west) in area 74
The secret door on the south is leading to a secret chamber:
Description
This area is dark and cold and there are a few fractures on the walls. Looking down, you see countless fragments of small animal skeletons.
- There are 45 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.
A burnt torch can be found near the wall on the far end.
53 : Torture Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Killer Bees are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- East side - arched marble door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if it’s ring shaped door handle is pulled. Save vs Petrification or sustain 1d8 damage..
- North side - arched iron door (Barricaded).
- South side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area is dark and cold and the ceiling has a few burn marks on. Looking down, you see countless fragments of small animal skeletons and a person is chained to the wall.
- There are 3 Killer Bees inside. They will attack anyone stepping in.
Killer Bee ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × sting (1d3 + poison + lodged stinger) THAC0: 19 [0] Movement: 150’ (50’) flying Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 9 Alignment: Neutral XP: 6 (guard: 13
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There is no hoard.
There’s also a stagnant puddle in the far corner and some traces of fur spread all over the place.
There’s a rope-pull lever that can open the secret door in area 58 (south)
The chained person is Ithamar Acletrude’s nephew from Erabor.
54 : Laboratory ✎
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Description
It is dark and damp here and the ground is covered with spots of yellow ooze. There is a large barrel near the far wall.
The barrel is 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 barrel contains:
- 20 gp
Otherwise, this place was already looted earlier.
There’s also a bucket of guts in an alcove and some traces of fur next to it.
55 : Torture Chamber ✎
Doorways
- West side - arched wooden door (Locked 🝟).
- East side - arched wooden door (Locked 🜺).
- North side - odd-shaped wooden door (Half-broken).
Description
Dense spiderwebs cover the corners of the room and the walls are carved with claw marks. 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 might be severely poisoned (1d4 of damage until a successful saving throw per turn)
- A pile of gravel and small stones can be found in an alcove.
56 : Shrine ✎
Doorways
- South side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the ground has a few spots of yellow ooze on. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Sword (Usable)
- Mirror (Unusable)
There’s also an old, ripped backpack in an alcove and some tiny mushrooms spread all over the place.
Searching will uncover a goat’s skull holding the key (🝚) to unlock the odd-shaped marble door (to the north) in area 74
There’s a crank lever that can open the secret door in area 66 (east)
57 : Corridor Door ✎
- There’s an arched wooden door (Locked 🜴)
58 : Secret doors ✎
- There’s a secret door (requiring a passphrase) on the south wall.
The door is a shortcut to a connected corridor.
- If detected, a soft whisper will sound the word “Spirit”. The full passphrase is in area 60. Whisper its words to open.
- There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall. This is the only way into the room at 59
- A third secret door (requiring a passphrase) on the west wall is
connected to the room at 60
- If detected, a carving on the wall will spell “Terrifying”. The full passphrase is in area 21. Carve and complete the phrase to open.
59 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. This is the only way in and out of this room.
Description
This area stinks from excrements and the walls are scorched with burn marks. Looking down, you realize you just stepped into a pool of blood.
- 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:
- 40 gp
- 1 gems worth 50 gp in total
A tangle of vines can be found in the near corner.
60 : Crypt ✎
Doorways
- There’s a secret door (requiring a passphrase) inside the alcove on the east wall.
- If detected, a carving on the wall will spell “Terrifying”. The full passphrase is in area 21. Carve and complete the phrase to open.
- There’s a round wooden door (Locked 🜚).
Description
This area is dark and cold and the ceiling is covered with spots of yellow ooze. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
There’s also several large decorative pillows on an altar and some broken pieces of wood next to it.
The words “Forbidden Spirit” in Dwarvish language are carved on one of the walls. It is the passphrase for the secret door in area 58 (south)
61 : Corridor Door ✎
- There’s a rectangular wooden door (Barricaded)
62 : Secret doors ✎
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. The door is a shortcut to a connected corridor.
- There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall. This is the only way into the room at 63
- A third secret door (requiring a passphrase) on the east wall is
connected to the room at 64
- If detected, a carving on the wall will spell “Fiend”. The full passphrase is in area 41. Carve and complete the phrase to open.
63 : Library ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the south wall. This is the only way in and out of this room.
Description
This area stinks from excrements and the ground is covered with spots of yellow ooze. Other than that, there’s a silence of death in here.
- There are 6 Skeletons inside. They will attack anyone stepping in.
Skeleton ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 10
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There is no hoard.
There’s also a broken table in the far corner and some marbles next to it.
64 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (requiring a passphrase) inside the alcove on the west wall.
- If detected, a carving on the wall will spell “Fiend”. The full passphrase is in area 41. Carve and complete the phrase to open.
- There’s an arched wooden door (Stuck).
Description
There are stains of what seems to be blood all over the place and the ceiling is covered with spots of green rot. Looking down, you realize you just stepped into a pool of blood.
- 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
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Monster Hoard:
- 3 gems worth 700 gp in total
Several iron bars, each about a foot in length can be found in the far corner.
65 : Corridor ✎
- There’s an arched bronze door (Barricaded) It is leading to the room in 66
66 : Shrine ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - arched wooden door (Stuck).
- West side - arched bronze door (Barricaded).
- Next to it there’s a secret door (concealed) leading to
a small chamber.
- This doorway is concealed behind a thin layer of plaster
- There’s a secret door (operated by a crank lever somewhere in the dungeon) on the east wall.
Description
A small wooden altar is located at the center of this room and the ground is scorched with burn marks. You feel the chill of death curling up your spine.
- There are 3 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:
- 5,250 gp
A small empty bottle can be found in the far corner.
67 : Corridor ✎
This 80' corridor is leading to a rectangular marble door (Stuck) The door is leading to the Torture Chamber.
68 : 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 - rectangular marble door (Stuck)
- Theres a secret door (concealed) in the alcove on
the east wall.
- This doorway is concealed as part of a fresco on the wall
Description
It is dark and damp here and the walls have some spots of green rot on. There are some big jars near the far wall.
There’s a 2-in-6 chance the jars contain:
- 270 gp
Otherwise, this place was already looted earlier.
Damp leaves litter the area.
69 : Library ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - rectangular wooden door (Locked 🝰)
- West side - a secret door (concealed)
- This doorway is concealed as part of a fresco on the wall
- East side - a rectangular marble door (Half-broken)
Description
Dense spiderwebs cover the corners of the room and the ground is scorched with burn marks. Looking down, you realize you just stepped into a pool of blood.
- 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:
- 53 gp
Dry remains of food litter the area.
There’s a crank lever that can open the secret door in area 77 (south)
70 : Library ✎
Doorways
- north - rectangular bronze door (Barricaded)
Description
It is dark and damp here and the walls have a few claw marks on. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
- Mace (Unusable)
- Oil (Unusable)
A bucket of guts can be found in the near corner.
71 : Torture Chamber ✎
Doorways
- West side - arched wooden door (Half-broken).
Description
This area stinks from excrements 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:
- 40 gp
Broken arrows litter the area.
72 : Ceremonial Chamber ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- East side - round wooden door (Stuck)
- South side - arched wooden door (Half-broken)
Description
A small wooden altar is located at the center of this room and the walls are deeply fractured. Something here makes the hair at the back of the neck stand.
- There are 6 Zombies inside. They will attack anyone stepping in.
Zombie ✎
Armour Class: 8 [11] Hit Dice: 2 Attacks: 1 × weapon (1d8 or by weapon) THAC0: 18 [+1] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 20
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There is no hoard.
Brightly colored leaves litter the area.
73 : Torture Chamber ✎
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- South side - round marble door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if it’s ring shaped door handle is pulled. Save vs Petrification or sustain 1d8 damage..
- East side - secret door (requiring a passphrase).
- If detected, one of the characters will uncontrollably gesture or act the word “Flames”. The full passphrase is in area 11. Gesture or mime the complete passphrase to open.
Description
Dense spiderwebs cover the corners of the room and there are several claw marks on the ground. You see the shimmer of a blade inside.
- There are 2 Orcs inside, carving graffiti on the walls. Roll or decide for reaction.
Orc ✎
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
❏❏❏❏❏❏❏
Monster Hoard:
- 1,250 gp
- 6 gems worth 292 gp in total
A rusted pile of chains can be found on an altar.
A plain looking wooden chest contains Baldemar of Rakha’s (from Kafieh) Custom Sword (actually a Sword +1)
The secret door on the east is leading to a secret chamber:
Description
This area is dark and cold and the walls are deeply fractured. 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
- Small mounds of ashes litter the area.
74 : Crypt ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Rats are making inside this area.
Doorways
- North side - odd-shaped marble door (Locked 🝚).
- West side - round bronze door (Locked 🝈).
- East side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is covered with burn marks. Looking down, you see countless fragments of small animal skeletons.
- There are 15 Giant Rats inside, digging into what is left of a dead adventurer. 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:
- 8 gp
There’s also an empty cage with the bars bent out in an alcove and some broken pieces of wood spread all over the place.
75 : Pantry ✎
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Description
This area was likely used as a pantry and the walls are covered with spots of yellow ooze. You see glowing eyes staring at you from inside.
- There are 10 Kobolds inside, frantically searching for something. Roll or decide for reaction.
Kobold ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
Monster Hoard:
- 2 cp
A bouquet of flowers can be found on an altar.
76 : Library ✎
Doorways
- South side - rectangular wooden door (Half-broken).
Description
It is dark and damp here and there are a few spots of yellow ooze on the ground. 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 die in 1d4 turns.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- Iron spikes (Usable)
- Garlic (Unusable)
- Hammer (Usable)
Brightly colored leaves litter the area.
77 : Laboratory ✎
Doorways
- East side - rectangular wooden door (Stuck).
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Broken vials and beakers are scattered all over the place and the ceiling is covered with burn marks. Faint colorful light is emitting from everywhere.
- A few 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)
- Shreded pieces of clothing litter the area.
The secret door on the south is leading to a secret chamber:
Description
Large symbols and letters were painted all over the place and the ground is covered with burn marks. There’s movement inside.
- There’s a Spitting Cobra inside. It will attack anyone stepping in.
Spitting Cobra ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
There is no hoard.
A bundle of sticks can be found in an alcove.
78 : Entrance to the Laboratory ✎
- West side - rectangular wooden door (Stuck).
79 : Entrance to the Laboratory ✎
- East side - odd-shaped iron door (Barricaded).
80 : Laboratory ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Bats are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- West side - odd-shaped iron door (Barricaded).
- South side - triangle wooden door (Locked 🜅).
Description
This area is dark and cold and the walls are covered with burn marks. There’s movement inside and a person is chained to the wall.
- There are 26 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.
Small stones with runes etchings litter the area.
The chained person is Sylvius of Lifel’s son from Kafieh.
81 : South entrance to the Laboratory ✎
- North side - triangle wooden door (Locked 🜅).
82 : Shrine ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Rats are making inside this area.
- A successful listen roll will also reveal screams of fear coming from inside this area.
Doorways
- East side - rectangular wooden door (Locked 🜆)
- West side - arched wooden door (Half-broken)
Description
A small wooden altar is located at the center of this room and the ground has several spots of green rot on. There’s movement inside and a person is chained to the wall.
- There are 34 Rats inside, feasting over some rotting remains of a goblin. 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:
- 1 gems worth 68 gp in total
There’s also the skull of a strange animal near the wall on the left and some broken pieces of wood next to it.
The chained person is Pancia Bernhilde’s wife from Yezud.
83 : Water Fountain ✎
Clear water are coming out of the wall here.
Temple of the Furious Pits Temple of the Furious Pits
Conspectus
The Flaming Wolves are using this dungeon, and theres a 2 in 6 chance to find Gatrude Dructbald together with her acolytes or mediums here.
Encounters
13 Acolytes (area 31, area 35) 16 Mediums (area 3, area 5, area 23, area 38, area 39) 2 Spitting Cobras (area 32)
3 Crocodiles (area 2)
4 Harpys (area 13, area 29)
3 Cockatrices (area 15)
Black Dragon (area 26)
Treasure
71,204 gp in coins. 19,217 gp in gems. 75,708 gp in jewellery.
Winsy of Saal-Nivana’s Custom-Fit Armor is in area 23
Germar Transmundus’s Embroided Cloak is in area 30
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | Encounter | Stats |
---|---|---|
1 | Medium | Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16 |
2 | 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 |
1 : Dungeon Entrance ✎
These stairs into the dungeon are in the basement of an abandoned inn .
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 1 jewellery items worth 600 gp in total
- The key (🜮) to unlock the rectangular wooden door (to the south) in area 2
Several large decorative pillows can be found near the wall on the right.
There’s a pressure plate lever that can open the secret door in area 17 (north)
There are oversized torches in the alcoves here.
2 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Crocodiles are making inside this area.
Doorways
- South side - rectangular wooden door (Locked 🜮).
Description
It is dark and damp here and there are a few fractures on the ground. There’s some sort of a beast inside.
- There are 3 Crocodiles inside. They will attack anyone stepping in.
Crocodile ✎
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × bite (1d8) THAC0: 18 [+1] Movement: 90’ (30’) / 90’ (30’) swimming Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 20
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There is no hoard.
Ripped pieces of old rope litter the area.
There’s a crank lever that can open the secret door in area 24 (north)
3 : Library ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- South side - round iron door (Stuck).
Description
This area is dark and cold and the walls have several burn marks on. There are cultists inside.
- There are 3 Mediums inside, drinking from a ceremonial bowl. Roll or decide for reaction.
Medium ✎
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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Monster Hoard:
- 2 gp
There’s also an empty drinking flask in the near corner and some small iron cages spread all over the place.
Searching will uncover an old hollow torch holding the key (🜢) to unlock the round marble door (to the east) in area 29
There’s a pressure plate lever that can open the secret door in area 15 (east)
4 : 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 - round wooden door (Stuck)
- South side - round bronze door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and there are some burn marks on the ground. There is a large barrel near the far wall.
The barrel is trapped. Loose stones are locked above the barrel, 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 barrel contains:
- 270 gp
- 4 gems worth 620 gp in total
Otherwise, this place was already looted earlier.
A clear puddle can be found near the wall on the left.
There’s a crank lever that can open the secret door in area 11 (west)
The words “Dreaded Goblin” in Chaotic symbols are carved on one of the walls. It is the passphrase for the secret door in area 11 (south)
5 : Torture Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular marble door (Barricaded).
- East side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
Several wooden racks were fixtured here and the walls are carved with claw marks. There are humans wearing red robes inside.
- There are 4 Mediums inside, dancing in ecstasy. 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 wicker basket below an arch and some shreded pieces of clothing spread all over the place.
The words “Magical Gods” in Dwarvish language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 28 (east)
The secret door on the east is leading to a secret chamber:
Description
Dense spiderwebs cover the corners of the room and the ceiling is carved with claw marks. There is a large barrel near the far wall.
The barrel is 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 barrel contains:
- 20 gp
Otherwise, this place was already looted earlier.
Small mounds of ashes litter the area.
6 : Entrance to the Torture Chamber ✎
- South side - rectangular marble door (Barricaded).
7 : Entrance to the Crypt ✎
- North side - rectangular bronze door (Half-broken).
8 : Crypt ✎
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- South side - rectangular bronze door (Half-broken).
- East side - arched iron door (Half-broken).
Description
Countless creepy crawlies all over rush back into the darkness and the ground has a few cracks on. 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:
- 10 gp
Otherwise, this place was already looted earlier.
Dried flowers litter the area.
There’s a rope-pull lever that can open the secret door in area 5 (east)
The words “Blessed Heart” in Dwarvish language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 34 (west)
9 : East entrance to the Crypt ✎
- West side - arched iron door (Half-broken).
10 : Corridor Door ✎
- There’s an arched iron door (Half-broken)
11 : Secret doors ✎
- There’s a secret door (requiring a passphrase) on the south wall.
The door is a shortcut to a connected corridor.
- If detected, a soft whisper will sound the word “Spirit”. The full passphrase is in area 12. Whisper its words to open.
- There’s another secret door (requiring a passphrase) on the south wall.
This is the only way into the room at 12
- If detected, one of the characters will uncontrollably gesture or act the word “Dreaded”. The full passphrase is in area 4. Gesture or mime the complete passphrase to open.
- 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 : Torture Chamber ✎
Doorways
- There’s a secret door (requiring a passphrase) on the north wall.
This is the only way in and out of this room.
- If detected, one of the characters will uncontrollably gesture or act the word “Dreaded”. The full passphrase is in area 4. Gesture or mime the complete passphrase to open.
Description
It is dark and damp here and there are a few scorch marks on the walls. 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 stepping through its trip wire. Save vs Poison or die in 1d4 turns.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Pole (Usable)
- Sack (Unusable)
- The key (🜂) to unlock the arched iron door (to the north) in area 13
There’s also a dirty stuffed doll near the wall on the far end and some marbles next to it.
The words “Shadowy Spirit” in Chaotic symbols are graffitied on the ceiling. It is the passphrase for the secret door in area 11 (south)
13 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Harpys are making inside this area.
Doorways
- There’s a secret door (operated by a crank lever somewhere in the dungeon) inside the alcove on the east wall.
- There’s an arched iron door (Locked 🜂).
Description
Countless creepy crawlies all over rush back into the darkness and the ceiling is carved with claw marks. You feel chills curling up your spine.
- 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:
- 50 gp
- 4 gems worth 310 gp in total
Broken arrows litter the area.
Searching will uncover a small wooden box holding the key (🝉) to unlock the rectangular bronze door (to the west) in area 32
14 : Corridor ✎
- rectangular wooden door (Stuck) It is leading to the room in 15
15 : Ceremonial Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Cockatrices are making inside this area.
Doorways
- West side - round wooden door (Half-broken).
- There’s a secret door (operated by a pressure plate lever somewhere in the dungeon) on the east wall.
Description
A small wooden altar is located at the center of this room and the ground has several spots of green rot on. There’s movement inside.
- 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:
- 5 jewellery items worth 2,850 gp in total
Hundred tiny bones litter the area.
16 : Library ✎
Doorways
- North side - round wooden door (Barricaded)
Description
Dense spiderwebs cover the corners of the room and the walls have several spots of green rot on. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 30 gp
- Armour +2, Shield +2
- Garlic (Usable)
Ripped pieces of old rope litter the area.
17 : Secret Door to the corridor ✎
Doorways
- North side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
18 : Pantry ✎
Doorways
- West side - arched iron door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage..
Description
A few small rats, so it seems, scurried back into hiding and there are several fractures on the ground. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
Brightly colored leaves litter the area.
19 : Torture Chamber ✎
Doorways
- West side - arched bronze door (Barricaded).
- East side - odd-shaped wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or suffer a -2 AC penalty..
- North side - arched wooden door (Stuck).
Description
This place seems to be an old dungeon cell and the ceiling has some spots of green rot on. 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 through its trip wire. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 30 gp
- Sword (Usable)
Small mounds of ashes litter the area.
There’s a rope-pull lever that can open the secret door in area 20 (south)
20 : Torture Chamber ✎
Doorways
- South side - secret door (operated by a rope-pull lever somewhere in the dungeon).
Description
This area stinks from excrements and the ground is covered with spots of yellow ooze. 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 stepping on pressure plate. Save vs Poison or die in 1d4 turns.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 400 gp
- Short Bow (Usable)
- Warm Cloak (Unusable)
Feathers litter the area.
21 : Corridor ✎
- round wooden door (Barricaded) It is leading to the room in 22
22 : Ceremonial Chamber ✎
Doorways
- West side - round wooden door (Barricaded).
- There’s a secret door (concealed) on the east wall.
- This doorway is concealed behind a thin layer of plaster
Description
Countless humanoid skulls “decorate” the boundaries here and the ceiling has several claw marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 20 gp
Seeds litter the area.
The words “Sorrowful Heart” in Gargoyle language are graffitied on the ceiling. It is the passphrase for the secret door in area 26 (east)
23 : Ceremonial Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular bronze door (Stuck)
Description
The air in this area is dense and misty and the ground has some splatters of dark matter on. There are cloaked and hooded humans inside.
- There’s a Medium inside, preparing an altar for sacrifice. 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 several large decorative pillows near the wall on the right and some small iron cages next to it.
A wooden barrel contains Winsy of Saal-Nivana’s (from Yezud) Custom-Fit Armor (actually an Armour +1)
24 : Secret Door to the corridor ✎
Doorways
- North side - a secret door (operated by a crank lever somewhere in the dungeon)
25 : Corridor ✎
- There’s a rectangular bronze door (Stuck) It is leading to the room in 26
26 : Library ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Black Dragon is making inside this area.
Doorways
- South side - triangle bronze door (Stuck).
- West side - rectangular bronze door (Stuck).
- Next to it there’s a secret door (concealed) leading to
a small chamber.
- This doorway is concealed as part of a fresco on the wall
- There’s a secret door (requiring a passphrase) on the east wall.
- If detected, a soft whisper will sound the word “Heart”. The full passphrase is in area 22. Whisper its words to open.
Description
Tall shelves made of rotting wood are fixtured here and the ceiling is covered with splatters of dark matter. There’s something moving inside.
- There’s a Black Dragon inside. Roll or decide for reaction.
Black Dragon ✎
Armour Class: 2 [17] Hit Dice: 7 Attacks: [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath THAC0: 13 [+6] Movement: 90’ (30’) / 240’ (80’) flying Saving Throws: D8 W9 P10 B10 S12 (7) Morale: 8 Alignment: Chaotic XP: 1,250
Monster Hoard:
- 69,600 gp
- 29 jewellery items worth 28,000 gp in total
Several iron bars, each about a foot in length can be found below an arch.
27 : Corridor ✎
This 80' corridor is leading to a rectangular iron door (Barricaded) The door is leading to the Torture Chamber.
28 : Torture Chamber ✎
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - rectangular iron door (Barricaded)
- Theres a secret door (requiring a passphrase) in the alcove on
the east wall.
- If detected, one of the characters will uncontrollably gesture or act the word “Magical”. The full passphrase is in area 5. Gesture or mime the complete passphrase to open.
Description
There are stains of what seems to be blood all over the place and the walls are covered with splatters of dark matter. There are some large barrels near the far wall.
The barrels are trapped. There’s a small gas-filled blister made of lizard’s intestine hidden in a rim . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the barrels contain:
- 150 gp
Otherwise, this place was already looted earlier.
Rotting remains of food litter the area.
29 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Harpy is making inside this area.
Doorways
- South side - arched wooden door (Locked 🝒)
- West side - a secret door (requiring a passphrase)
- If detected, one of the characters will uncontrollably gesture or act the word “Magical”. The full passphrase is in area 5. Gesture or mime the complete passphrase to open.
- East side - a round marble door (Locked 🜢)
Description
It is dark and damp here and there are a few claw marks on the ceiling. You feel chills curling up your spine.
- There’s a Harpy 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
There is no hoard.
There’s also a used flask of oil near the wall on the right and some brightly colored leaves next to it.
30 : Ceremonial Chamber ✎
Doorways
- north - rectangular wooden door (Stuck)
Description
The air in this area is dense and misty and there are a few splatters of dark matter on the walls. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 410 gp
- Sling (Unusable)
- Oil (Unusable)
- The key (🝒) to unlock the arched wooden door (to the south) in area 29
Shreded pages of a book litter the area.
There’s a pressure plate lever that can open the secret door in area 40 (south)
An old dark leather bag contains Germar Transmundus’s (from Yezud) Embroided Cloak (actually an Elven Cloak and Boots)
31 : Shrine ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- West side - round wooden door (Half-broken).
Description
Countless humanoid skulls “decorate” the boundaries here and the ground has some spots of yellow ooze on. There are humans wearing dark robes inside.
- There are 5 Acolytes inside, carving graffiti on the walls. Roll or decide for reaction.
Acolyte ✎
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A pile of papers can be found below an arch.
32 : Library ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- West side - rectangular bronze door (Locked 🝉)
- East side - round bronze door (Stuck)
Description
The air in this area is dense and misty and the ceiling is covered with spots of green rot. There’s some sort of a beast inside.
- There are 2 Spitting Cobras inside. They will attack anyone stepping in.
Spitting Cobra ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × spit (blindness) or 1 × bite (1d3 + poison) THAC0: 19 [0] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 7 Alignment: Neutral XP: 13
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There is no hoard.
Shreded pages of a book litter the area.
33 : Water Fountain ✎
Clear water are coming out of the wall here.
34 : Shrine ✎
Doorways
- South side - rectangular bronze door (Barricaded).
- East side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
- West side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Blessed”. The full passphrase is in area 8. Scream the phrase to open.
Description
A small wooden altar is located at the center of this room and there are a few claw marks on the ground. There’s something lying on the floor.
Lying on the floor is a dust covered skeleton of an orc. Searching it will uncover:
- 30 gp
- Leather Hat (Usable)
- Hammer (Usable)
A small empty bottle can be found in an alcove.
35 : Ceremonial Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- West side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
You hear the sound of water dripping down and there are a few cracks on the ceiling. There are humans wearing red robes inside.
- There are 8 Acolytes inside, dancing in ecstasy. 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 pouch of dice on an altar and some shattered pieces of glass spread all over the place.
36 : Pantry ✎
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- West side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Blessed”. The full passphrase is in area 8. Scream the phrase to open.
Description
This area is dark and cold and the walls are covered with spots of yellow ooze. There is a very big jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 40 gp
Otherwise, this place was already looted earlier.
There’s also a nest of straw and blankets below an arch and some dry remains of food spread all over the place.
37 : Ceremonial Chamber ✎
Doorways
- East side - rectangular iron door (Barricaded).
Description
This area stinks from excrements and the ground is covered with claw marks. There’s something lying on the floor.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- 1 jewellery items worth 500 gp in total
Carved figurines litter the area.
38 : Torture Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- West side - rectangular wooden door (Half-broken).
Description
This place seems to be an old dungeon cell and the ceiling is carved with claw marks. There are humans wearing dark robes inside.
- There are 4 Mediums inside, carving graffiti on the walls. 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:
- 32 gp
- 1 gems worth 50 gp in total
- 2 jewellery items worth 1,400 gp in total
Rotting remains of food litter the area.
39 : Dungeon Entrance ✎
These stairs into the dungeon are in the basement of an abandoned inn .
- There are 4 Mediums inside, preparing an altar for sacrifice. Roll or decide for reaction.
Medium ✎
Armour Class: 9 [10] Hit Dice: 1 Attacks: 1 × dagger (1d4) or 1 × spell THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D13 W14 P13 B16 S15 (MU1) Morale: 7 Alignment: Any XP: 16
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There is no hoard.
A pile of gravel and small stones can be found below an arch.
40 : Secret Chamber ✎
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- South side - secret door (operated by a pressure plate lever somewhere in the dungeon)
Description
It is dark and damp here and the ceiling is covered with spots of yellow ooze. There is a large chest near the far wall.
The chest is trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the chest contains:
- 60 gp
Otherwise, this place was already looted earlier.
Shreded pieces of a map litter the area.
Crypt of the Unholy Goblin Crypt of the Unholy Goblin
Conspectus
Palenna of Askias’s nephew is in area 22
Encounters
45 Bats (area 11) 8 Goblins (area 41, area 46) 6 Killer Bees (area 78, area 79) 8 Kobolds (area 27) 19 Orcs (area 6, area 9, area 29, area 29) 48 Rats (area 67, area 70) 31 Skeletons (area 17, area 18, area 23, area 39) 6 Spitting Cobras (area 7)
2 Crab Spiders (area 2) Ghoul (area 56) 4 Giant Bats (area 59) 26 Giant Vampire Bats (area 9, area 31, area 70, area 80) 3 Gnolls (area 1) 7 Pit Vipers (area 72) 4 Robber Flys (area 58) 5 Troglodytes (area 68) 3 Zombies (area 36)
3 Black Widows (area 76) 2 Carcass Crawlers (area 41) 9 Wights (area 16, area 35)
5 Wraiths (area 14, area 66)
3 Mummys (area 65)
7 Spectres (area 50, area 54, area 69)
5 Vampires (area 18, area 50)
Lich (area 36)
Treasure
76,405 gp in coins. 22,906 gp in gems. 127,680 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 | 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 |
2 | Orc | Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10) |
3 | Giant Vampire Bat | Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + unconsciousness) THAC0: 18 [+1] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20 |
1 : Dungeon Entrance ✎
These stairs into the dungeon are under a wooden trapdoor buried 5 feet in the ground.
- There are 3 Gnolls inside, frantically searching for something. Roll or decide for reaction.
Gnoll ✎
Armour Class: 5 [14] Hit Dice: 2 Attacks: 1 × weapon (2d4 or by weapon + 1) THAC0: 18 [+1] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 8 Alignment: Chaotic XP: 20 (leader: 35)
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Monster Hoard:
- 1,500 gp
- 7 jewellery items worth 3,450 gp in total
A small empty bottle can be found in the near corner.
Searching will uncover a crack in the floor holding the key (🜥) to unlock the rectangular wooden door (to the north) in area 2
There’s a rope-pull lever that can open the secret door in area 13 (west)
A painting of a door on the wall is a magical portal. Anyone stepping into the portal will be magically teleported into area 57.
There are oversized torches in the alcoves here.
2 : Laboratory ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Crab Spiders are making inside this area.
Doorways
- North side - rectangular wooden door (Locked 🜥).
Description
Broken vials and beakers are scattered all over the place and the ground has several cracks on. There’s movement inside.
- 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.
Dry remains of food litter the area.
Searching will uncover a small wooden box holding the key (🝔) to unlock the odd-shaped wooden door (to the south) in area 7
There’s a rope-pull lever that can open the secret door in area 13 (north)
3 : Shrine ✎
Doorways
- South side - round wooden door (Locked 🜭).
- East side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Heretic”. The full passphrase is in area 3. Carve and complete the phrase to open.
- West side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Dense spiderwebs cover the corners of the room and the ceiling 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 gain the same effect as if they consumed a Potion of Speed
There’s also a burnt torch in an alcove and some carved figurines spread all over the place.
Searching will uncover a cloth wrap under a stone holding the key (🝮) to unlock the triangle wooden door (to the west) in area 16
The words “Magical Heretic” in Gargoyle language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 3 (east)
4 : Crypt ✎
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Heretic”. The full passphrase is in area 3. Carve and complete the phrase to open.
Description
Dense spiderwebs cover the corners of the room and there are a few spots of yellow ooze on the walls. There is a large jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 340 gp
Otherwise, this place was already looted earlier.
There’s also feathers near the wall on the far end and some shreded pieces of a map spread all over the place.
Searching will uncover a crack in the floor holding the key (🜭) to unlock the round wooden door (to the south) in area 3
The words “Terrifying Heart” in Deepcommon language were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 41 (west)
5 : Library ✎
Foreshadowing
- A torn canvas bag was left on the ground near an entrance to this area.
Doorways
- West side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
Numerous fragments of torn paper are scattered all over the place and the ground is scorched with burn marks. There are some small chests near the far wall.
The chests are trapped. Loose stones are locked above the chests, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chests contain:
- 240 gp
Otherwise, this place was already looted earlier.
A clear puddle can be found in an alcove.
Searching will uncover an old leather pouch holding the key (🜩) to unlock the triangle iron door (to the west) in area 53
There’s a pressure plate lever that can open the secret door in area 52 (south)
6 : Laboratory ✎
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- North side - rectangular bronze door (Half-broken).
Description
It is dark and damp here and the ceiling is carved with claw marks. You see the shimmer of a blade inside.
- There are 5 Orcs inside, carving graffiti on the walls. Roll or decide for reaction.
Orc ✎
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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Monster Hoard:
- 3,125 gp
- 7 gems worth 843 gp in total
- 7 jewellery items worth 4,937 gp in total
A shattered sword can be found in an alcove.
Searching will uncover a crack in the floor holding the key (🜤) to unlock the odd-shaped iron door (to the east) in area 9
7 : Ceremonial Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Spitting Cobras are making inside this area.
Doorways
- South side - odd-shaped wooden door (Locked 🝔)
- North side - arched marble door (Stuck)
Description
Dense spiderwebs cover the corners of the room and the ground has some claw marks 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.
A tangle of vines can be found on an altar.
There’s a crank lever that can open the secret door in area 46 (north)
The words “Dark Dagger” in Neutral symbols were written down on a torn piece of parchment. It is the passphrase for the secret door in area 10 (north)
8 : Water Fountain ✎
Clear water are coming out of the wall here.
9 : Ceremonial Chamber ✎
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- East side - odd-shaped iron door (Locked 🜤).
- North side - secret door (operated by a pressure plate lever somewhere in the dungeon).
Description
Large symbols and letters were painted all over the place and the ceiling has a few scorch marks on. You see the shimmer of a blade inside.
- There are 8 Orcs inside, trying to light some torches. Roll or decide for reaction.
Orc ✎
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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Monster Hoard:
- 50 gp
Shreded pages of a book litter the area.
There’s a rope-pull lever that can open the secret door in area 24 (west)
The secret door on the north is leading to a secret chamber:
Description
The air in this area is dense and misty and there are several scorch marks on the ground. There’s movement inside.
- There are 10 Giant Vampire Bats inside. They will attack anyone stepping in.
Giant Vampire Bat ✎
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + unconsciousness) THAC0: 18 [+1] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
There is no hoard.
Carved figurines litter the area.
Searching will uncover a crack in the floor holding the key (🝪) to unlock the rectangular wooden door (to the east) in area 18
There’s a pressure plate lever that can open the secret door in area 9 (north)
10 : Torture Chamber ✎
Doorways
- West side - triangle wooden door (Locked 🜢).
- South side - arched wooden door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if unlocking it’s fake door lock with any key. Save vs Petrification or sustain 1d8 damage..
- North side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Dark”. The full passphrase is in area 7. Carve and complete the phrase to open.
Description
Countless creepy crawlies all over rush back into the darkness and there are some spots of green rot on the walls. There’s also a colorful glow emitting from the ground.
- There are countless colorful bioluminescent mushrooms growing from cracks in the ground. Anyone consuming these will be paralized with mind twisting hallucinations for 1d6 turns
- Dried flowers litter the area.
11 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Bats are making inside this area.
Description
You hear the sound of water dripping down and the ceiling is covered with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 45 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.
Shreded pieces of a map litter the area.
Searching will uncover a small wooden box holding the key (🜢) to unlock the triangle wooden door (to the west) in area 10
There’s a rope-pull lever that can open the secret door in area 13 (west)
12 : Corridor Door ✎
- There’s a rectangular wooden door (Stuck)
13 : Secret doors ✎
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. The door is a shortcut to a connected corridor.
- There’s another secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. This is the only way into the room at 14
- A third secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall is connected to the room at 15
14 : 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) on the east wall. This is the only way in and out of this room.
Description
You hear the sound of water dripping down and the ground is scorched with burn marks. Looking down, you realize you just stepped into a pool of blood.
- 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
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Monster Hoard:
- 400 gp
Thick spiderwebs litter the area.
15 : Library ✎
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) inside the alcove on the south wall.
- There’s a triangle marble door (Barricaded).
Description
The air in this area is dense and misty and the walls have a few splatters of dark matter on. There are some small jars near the far wall.
There’s a 2-in-6 chance the jars contain:
- 140 gp
Otherwise, this place was already looted earlier.
Many shoes and boots, piled together can be found in the near corner.
Searching will uncover an old leather pouch holding the key (🝗) to unlock the arched iron door (to the east) in area 78
16 : Laboratory ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - a triangle wooden door (Locked 🝮)
Description
This area is dark and cold and there are a few spots of yellow ooze on the ground. Something here makes the hair at the back of the neck stand.
- There are 3 Wights inside. They will attack anyone stepping in.
Wight ✎
Armour Class: 5 [14] Hit Dice: 3 Attacks: 1 × touch (energy drain) THAC0: 17 [+2] Movement: 90’ (30’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 12 Alignment: Chaotic XP: 50
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Monster Hoard:
- 1,525 gp
There’s also a pouch of dice near the wall on the far end and some small mounds of ashes next to it.
Searching will uncover a nook in the wall holding the key (🜦) to unlock the rectangular wooden door (to the east) in area 29
There’s a rope-pull lever that can open the secret door in area 38 (north)
17 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - an arched iron door (Stuck)
Description
This area stinks from excrements and the ceiling has a few fractures on. You feel the chill of death curling up your spine.
- There are 9 Skeletons inside. They will attack anyone stepping in.
Skeleton ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 10
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There is no hoard.
A dirty stuffed doll can be found on an altar.
The words “Blessed Goblin” in Common language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 50 (east)
18 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- North side - an arched wooden door (Half-broken)
- East side - a rectangular wooden door (Locked 🝪)
- South side - an arched wooden door (Locked 🝠)
Description
The air in this area is dense and misty and the walls are covered with cracks. Looking down, you realize you just stepped into a pool of blood.
- There are 2 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:
- 7,000 gp
Carved figurines litter the area.
19 : Pantry ✎
Foreshadowing
- A few single copper pieces could be found if examining the ground near the entrances to this area.
Doorways
- South side - a rectangular iron door (Stuck)
Description
This area stinks from excrements and there are a few fractures on the ground. There is a big jar near the far wall.
There’s a 2-in-6 chance the jar contains:
- 350 gp
Otherwise, this place was already looted earlier.
Small iron cages litter the area.
Searching will uncover a nook in the wall holding the key (🝠) to unlock the arched wooden door (to the south) in area 18
There’s a pressure plate lever that can open the secret door in area 33 (west)
20 : Corridor Door ✎
- There’s a rectangular wooden door (Stuck)
21 : Secret doors ✎
- There’s a secret door (requiring a passphrase) on the north wall.
The door is a shortcut to a connected corridor.
- If detected, a soft whisper will sound the word “Horror”. The full passphrase is in area 23. Whisper its words to open.
- There’s another secret door (requiring a passphrase) on the north wall.
This is the only way into the room at 22
- If detected, a sudden scream will say “Traitor”. The full passphrase is in area 22. Scream the phrase to open.
- A third secret door (concealed) on the east wall is
connected to the room at 23
- This doorway is concealed behind a thin layer of plaster
22 : Pantry ✎
Foreshadowing
- A successful listen roll will reveal a faint sound of crying coming from inside this area.
Doorways
- There’s a secret door (requiring a passphrase) on the south wall.
This is the only way in and out of this room.
- If detected, a sudden scream will say “Traitor”. The full passphrase is in area 22. Scream the phrase to open.
Description
Dense spiderwebs cover the corners of the room and there are several fractures on the ceiling. You spot something quite big lying on the floor and a person is chained to the wall.
Lying on the floor is a rotting human corpse. Searching it will uncover:
- 10 gp
- 1 gems worth 10 gp in total
- The key (🝙) to unlock the rectangular bronze door (to the south) in area 53
There’s also three large bird skulls near the wall on the left and some rotting remains of food next to it.
The words “Dark Traitor” in Lawful symbols were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 21 (north)
The chained person is Palenna of Askias’s nephew from Yezud.
23 : Torture Chamber ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (concealed) inside the alcove on the west wall.
- This doorway is concealed behind a thin layer of plaster
- There’s a rectangular bronze door (Half-broken).
Description
You hear the sound of water dripping down and there are a few claw marks on the walls. Looking down, you realize you just stepped into a pool of blood.
- There are 9 Skeletons inside. They will attack anyone stepping in.
Skeleton ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 10
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There is no hoard.
A rusty short sword can be found in a large basin.
The words “Terrifying Horror” in Elvish script are carved on one of the walls. It is the passphrase for the secret door in area 21 (north)
24 : Crypt ✎
Doorways
- South side - triangle wooden door (Barricaded).
- West 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 there are some fractures on the ground. 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 be paralized with mind twisting hallucinations for 1d6 turns
Small mounds of ashes litter the area.
There’s a rope-pull lever that can open the secret door in area 38 (west)
The secret door on the west is leading to a secret chamber:
Description
This place seems to be an old dungeon cell and the walls have some burn marks on. 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.
There’s a 2-in-6 chance the crate contains:
- 20 gp
Otherwise, this place was already looted earlier.
Traces of fur litter the area.
There’s a rope-pull lever that can open the secret door in area 33 (west)
25 : Entrance to the Crypt ✎
- North side - triangle wooden door (Barricaded).
26 : Entrance to the Torture Chamber ✎
- South side - rectangular wooden door (Stuck).
27 : Torture Chamber ✎
Foreshadowing
- When listening from outside, speaking Kobolds can be faintly heard from inside this area.
Doorways
- North side - rectangular wooden door (Stuck).
- West side - arched wooden door (Stuck).
Description
Several wooden racks were fixtured here and the ceiling is scorched with burn marks. You see glowing eyes staring at you from inside.
- There are 8 Kobolds inside, roasting a rat using their torches. Roll or decide for reaction.
Kobold ✎
Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
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Monster Hoard:
- 2 cp
Many shoes and boots, piled together can be found near the wall on the left.
Searching will uncover an old leather pouch holding the key (🝄) to unlock the round wooden door (to the north) in area 66
There’s a crank lever that can open the secret door in area 73 (south)
28 : West entrance to the Torture Chamber ✎
- East side - arched wooden door (Stuck).
29 : Torture Chamber ✎
Foreshadowing
- When listening from outside, speaking Orcs can be faintly heard from inside this area.
Doorways
- East side - rectangular wooden door (Locked 🜦).
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the walls have some spots of green rot on. A violent shout in an unknown language is coming from inside.
- There are 3 Orcs inside, alert and ready for combat. Roll or decide for reaction.
Orc ✎
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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There is no hoard.
There’s also a bundle of sticks in a large basin and some torn pieces of clothing spread all over the place.
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 the ceiling has several burn marks on. You see glowing eyes staring at you from inside.
- There are 3 Orcs inside, carving graffiti on the walls. Roll or decide for reaction.
Orc ✎
Armour Class: 6 [13] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 6 (8 with leader) Alignment: Chaotic XP: 10 (leader: 10)
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Monster Hoard:
- 375 gp
- 6 gems worth 135 gp in total
There’s also a bucket of guts near the wall on the left and some small mounds of ashes next to it.
Searching will uncover a goat’s skull holding the key (🜘) to unlock the arched bronze door (to the south) in area 41
30 : Ceremonial Chamber ✎
Doorways
- West side - rectangular iron door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if pulling a wooden lever fixed on the wall beside it. Save vs Petrification or sustain 1d8 damage..
- South side - arched iron door (Half-broken).
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
This area stinks from excrements and the walls have a few cracks on. There’s something lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 10 gp
- Hammer (Unusable)
- High Boots (Usable)
A boot, skeletal foot still inside can be found near the wall on the far end.
The words “Dreaded Flames” in Chaotic symbols were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 64 (south)
31 : Laboratory ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Vampire Bats are making inside this area.
Description
It is dark and damp here and the ceiling is covered with burn marks. There’s also a foul smell of decay and rot.
- There are 3 Giant Vampire Bats inside. They will attack anyone stepping in.
Giant Vampire Bat ✎
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + unconsciousness) THAC0: 18 [+1] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
Rotting remains of food litter the area.
32 : Corridor Door ✎
- There’s a rectangular wooden door (Stuck)
33 : Secret doors ✎
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. The door is a shortcut to a connected corridor.
- There’s another secret door (operated by a pressure plate lever somewhere in the dungeon) on the west wall. This is the only way into the room at 34
- A third secret door (concealed) on the north wall is
connected to the room at 35
- This doorway is concealed behind a thin layer of plaster
34 : Pantry ✎
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 pressure plate lever somewhere in the dungeon) on the east wall. This is the only way in and out of this room.
Description
It is dark and damp here and the walls are covered with splatters of dark matter. There is a very big chest near the far wall.
The chest is trapped. Loose stones are locked above the chest, released when a switch hidden under a pulling ring is triggered. If undetected, there’s a 2 in 6 chance for the stones to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the chest contains:
- 200 gp
Otherwise, this place was already looted earlier.
Shreded pieces of clothing litter the area.
35 : Ceremonial Chamber ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (concealed) inside the alcove on the south wall.
- This doorway is concealed behind a thin layer of plaster
- There’s a rectangular wooden door (Half-broken).
Description
The air in this area is dense and misty and there are a few splatters of dark matter on the ground. Other than that, there’s a silence of death in here.
- There are 6 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:
- 510 gp
- 4 gems worth 610 gp in total
- Mirror of Life Trapping
There’s also a wicker basket on an altar and some shattered pieces of glass spread all over the place.
Searching will uncover a goat’s skull holding the key (🜾) to unlock the arched iron door (to the west) in area 58
36 : Altar Hall ✎
Foreshadowing
- It is impossible to hear anything inside.
Description
This area is dark and cold and there are a few spots of yellow ooze on the walls. Looking down, you realize you just stepped into a pool of blood.
- There’s a Lich inside. Roll or decide for reaction.
Lich ✎
Armour Class: 0 [19+] Hit Dice: 12 Attacks: 1 × touch, weapon or spell THAC0: 14 [+5] Movement: 90’ (30’) Saving Throws: D8 W9 P8 B11 S8 Morale: 8 Alignment: Chaotic XP: 1,490
Monster Hoard:
- 46,000 gp
Broken arrows litter the area.
37 : Corridor Door ✎
- There’s a round wooden door (Stuck)
38 : Secret doors ✎
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) on the west wall. The door is a shortcut to a connected corridor.
- There’s another secret door (concealed) on the west wall.
This is the only way into the room at 39
- This doorway is concealed as part of a fresco on the wall
- A third secret door (operated by a rope-pull lever somewhere in the dungeon) on the north wall is connected to the room at 40
39 : Shrine ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (concealed) on the east wall.
This is the only way in and out of this room.
- This doorway is concealed as part of a fresco on the wall
Description
Countless humanoid skulls “decorate” the boundaries here and the ceiling is scorched with burn marks. Looking down, you realize you just stepped into a pool of blood.
- There are 8 Skeletons inside. They will attack anyone stepping in.
Skeleton ✎
Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × weapon (1d6 or by weapon) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Chaotic XP: 10
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There is no hoard.
Ripped pieces of old rope litter the area.
40 : Crypt ✎
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- There’s a secret door (operated by a rope-pull lever somewhere in the dungeon) inside the alcove on the south wall.
- There’s a triangle wooden door (Stuck).
Description
Countless creepy crawlies all over rush back into the darkness and the ground is covered with claw marks. There is a small barrel near the far wall.
There’s a 2-in-6 chance the barrel contains:
- 470 gp
- Potion of Heroism
Otherwise, this place was already looted earlier.
Shreded pages of a book litter the area.
There’s a rope-pull lever that can open the secret door in area 55 (south)
41 : Torture Chamber ✎
Foreshadowing
- When listening from outside, speaking Goblins can be faintly heard from inside this area.
Doorways
- South side - arched bronze door (Locked 🜘).
- West side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Terrifying”. The full passphrase is in area 4. Scream the phrase to open.
Description
There are stains of what seems to be blood all over the place and there are several scorch marks on the ceiling. A violent shout in an unknown language is coming from inside.
- There are 4 Goblins inside, eating a piece of rotting meat. 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:
- 3 gp
A nest of straw and blankets can be found near the wall on the left.
The secret door on the west is leading to a secret chamber:
Description
There are stains of what seems to be blood all over the place and the ground is covered with cracks. There’s movement inside.
- There are 2 Carcass Crawlers inside, feeding on some dead or dying adventurer. 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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Monster Hoard:
- 713 gp
- 5 gems worth 480 gp in total
A bundle of sticks can be found below an arch.
42 : Entrance to the Torture Chamber ✎
- North side - arched bronze door (Locked 🜘).
43 : Entrance to the Ceremonial Chamber ✎
- South side - round wooden door (Half-broken).
44 : 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 - round wooden door (Half-broken).
- West side - round bronze door (Locked 🝐).
Description
The air in this area is dense and misty and the ceiling is scorched with burn marks. There are some very big crates near the far wall.
The crates are trapped. Loose debris is locked above the crates, released when a switch embedded in one of the wooden planks is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.
There’s a 2-in-6 chance the crates contain:
- 30 gp
Otherwise, this place was already looted earlier.
Several iron bars, each about a foot in length can be found in a large basin.
Searching will uncover a nook in the wall holding the key (🝐) to unlock the round bronze door (to the west) in area 44
45 : West entrance to the Ceremonial Chamber ✎
- East side - round bronze door (Locked 🝐).
46 : Shrine ✎
Doorways
- East side - arched marble door (Stuck).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
It is dark and damp here and there are a few cracks on the walls. You spot something quite big lying on the floor.
Lying on the floor is a dust covered skeleton of a goblin. Searching it will uncover:
- 30 gp
A burnt torch can be found in the far corner.
There’s a crank lever that can open the secret door in area 47 (north)
The secret door on the north is leading to a secret chamber:
Description
The air in this area is dense and misty and the ceiling is covered with fractures. A violent shout in an unknown language is coming from inside.
- There are 4 Goblins inside, carving graffiti on the walls. 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:
- 2 gp
Brightly colored leaves litter the area.
47 : Pantry ✎
Doorways
- West side - rectangular wooden door (Half-broken).
- South side - arched wooden door (Stuck).
- North side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Countless creepy crawlies all over rush back into the darkness 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
- High Boots (Unusable)
- Warm Cloak (Unusable)
There’s also feathers below an arch and some damp leaves spread all over the place.
48 : Crypt ✎
Description
This area is dark and cold and there are some splatters of dark matter on the ceiling. You spot something quite big lying on the floor.
There’s a crushing swinging boulder trap here, hidden inside the wall. If undetected, there’s a 2 in 6 chance of triggering if stepping through its trip wire. Save vs Breath or sustain 2d4 damage.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 40 gp
There’s also a small empty bottle in a large basin and some dead mice spread all over the place.
49 : Corridor ✎
- There’s a round wooden door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage. It is leading to the room in 50
50 : Shrine ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- West side - round wooden door (Barricaded).
- North side - round wooden door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
- Next to it there’s a secret door (requiring a passphrase) leading to
a small chamber.
- If detected, a sudden scream will say “Goblin”. The full passphrase is in area 17. Scream the phrase to open.
- There’s a secret door (concealed) on the south wall.
- This doorway is concealed as part of a fresco on the wall
Description
Countless humanoid skulls “decorate” the boundaries here and there are several cracks on the walls. Looking down, you realize you just stepped into a pool of blood.
- There are 3 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:
- 10,500 gp
Broken arrows litter the area.
51 : Corridor ✎
This 80' corridor is leading to an arched iron door (Half-broken) The door is leading to the Shrine.
52 : Shrine ✎
Doorways
- East side - arched iron door (Half-broken)
- Theres a secret door (operated by a pressure plate lever somewhere in the dungeon) in the alcove on the south wall.
Description
Countless humanoid skulls “decorate” the boundaries here and the ground is deeply fractured. 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 small bell below an arch and some brightly colored leaves spread all over the place.
53 : Laboratory ✎
Doorways
- West side - triangle iron door (Locked 🜩)
- North side - a secret door (operated by a pressure plate lever somewhere in the dungeon)
- South side - a rectangular bronze door (Locked 🝙)
Description
Broken vials and beakers are scattered all over the place and the walls are carved with claw marks. 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
A broken music box can be found in the near corner.
The words “Darkened Horror” in Neutral symbols are carved on one of the walls. It is the passphrase for the secret door in area 64 (west)
54 : Pantry ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- east - triangle marble door (Half-broken)
Description
Dense spiderwebs cover the corners of the room and the ground is carved with claw marks. Looking down, you realize you just stepped into a pool of blood.
- 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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There is no hoard.
There’s also a spotted mushroom near the wall on the right and some damp leaves spread all over the place.
Searching will uncover an old leather pouch holding the key (🜛) to unlock the arched marble door (to the north) in area 59
The words “Forbidden Traitor” in Lawful symbols are graffitied on the ceiling. It is the passphrase for the secret door in area 71 (east)
55 : Alcoved Corridor ✎
- South side - a secret door (operated by a rope-pull lever somewhere in the dungeon) in an alcove.
- North side - a secret door (concealed) in
an alcove, leading to area 56.
- This doorway is concealed behind a thin layer of plaster
There are hanging cages in the alcoves here. There are bare skeletons inside.
56 : Laboratory ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- A secret door (concealed) on the south wall is the only
way in.
- This doorway is concealed behind a thin layer of plaster
Description
This area stinks from excrements and the walls have some scorch marks on. Other than that, there’s a silence of death in here.
- There’s a Ghoul inside. It 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:
- 333 gp
Hundred tiny bones litter the area.
57 : 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 1
58 : Crypt ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Robber Flys are making inside this area.
Doorways
- West side - an arched iron door (Locked 🜾)
- East side - a rectangular wooden door (Half-broken)
Description
The air in this area is dense and misty and the ground is covered with spots of green rot. There’s also a foul smell of decay and rot.
- There are 4 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:
- 3 gp
An old, ripped backpack can be found in a large basin.
59 : Library ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Bats are making inside this area.
Doorways
- West side - a round wooden door (Barricaded)
- East side - an arched marble door (Locked 🜛)
Description
It is dark and damp here and there are several spots of green rot on the walls. There’s movement inside.
- There are 4 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.
A shattered sword can be found in the far corner.
60 : Alcoved Corridor ✎
- South side - an arched marble door (Locked 🜛) leading into area 59.
There are hanging cages in the alcoves here. There are bare skeletons inside.
61 : Dead End (Body) ✎
- Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- 40 gp
- 4 gems worth 1,150 gp in total
- Shield +1
- Rope (Usable)
- Mace (Unusable)
62 : Dead End (Fountain) ✎
- Dark liquid is coming out of a stone statue of a fish here
63 : Corridor Door ✎
- There’s a triangle marble door (Half-broken)
64 : Secret doors ✎
- There’s a secret door (requiring a passphrase) on the south wall.
The door is a shortcut to a connected corridor.
- If detected, a sudden scream will say “Flames”. The full passphrase is in area 30. Scream the phrase to open.
- There’s another secret door (concealed) on the south wall.
This is the only way into the room at 65
- This doorway is concealed as part of a fresco on the wall
- A third secret door (requiring a passphrase) on the west wall is
connected to the room at 66
- If detected, a gentle voice will sing “Darkened”. The full passphrase is in area 53. Sing or use the phrase in a song to open.
65 : Torture Chamber ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (concealed) on the north wall.
This is the only way in and out of this room.
- This doorway is concealed as part of a fresco on the wall
Description
There are stains of what seems to be blood all over the place and the ceiling is carved with claw marks. Other than that, there’s a silence of death in here.
- 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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There is no hoard.
A broken table can be found near the wall on the far end.
66 : Crypt ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- There’s a secret door (requiring a passphrase) inside the alcove on the east wall.
- If detected, a gentle voice will sing “Darkened”. The full passphrase is in area 53. Sing or use the phrase in a song to open.
- There’s a round wooden door (Locked 🝄).
Description
You hear the sound of water dripping down and the walls are scorched with burn marks. A strange sensation is creeping up your spine.
- There’s a Wraith inside. It 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
There is no hoard.
Garlic leftovers litter the area.
67 : Shrine ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Rats are making inside this area.
Doorways
- East side - rectangular bronze door (Stuck).
- West side - rectangular wooden door (Barricaded).
- South side - round bronze door (Barricaded).
Description
It is dark and damp here and there are several splatters of dark matter on the ceiling. Flies swarm off bones covered with rotting flesh on the ground.
- There are 34 Rats inside, trying to climb on a shadowed wall. 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:
- 2 gems worth 680 gp in total
A smashed lyre can be found near the wall on the right.
68 : Crypt ✎
Foreshadowing
- When listening from outside, speaking Troglodytes can be faintly heard from inside this area.
Doorways
- North side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Dense spiderwebs cover the corners of the room and the walls are covered with spots of yellow ooze. There’s movement 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:
- 656 gp
- 22 jewellery items worth 11,312 gp in total
A tall pointy hat can be found in the near corner.
The words “Shadowy Gods” in Dragon language were written down on a torn piece of parchment. It is the passphrase for the secret door in area 70 (east)
69 : Pantry ✎
Foreshadowing
- It is impossible to hear anything inside.
Doorways
- South side - rectangular wooden door (Half-broken)
- East side - round iron door (Stuck)
Description
You hear the sound of water dripping down and the ceiling is deeply fractured. 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:
- 8 gems worth 1,680 gp in total
Small stones with runes etchings litter the area.
70 : Crypt ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Vampire Bats are making inside this area.
Doorways
- South side - odd-shaped wooden door (Half-broken).
- East side - secret door (requiring a passphrase).
- If detected, a sudden scream will say “Shadowy”. The full passphrase is in area 68. Scream the phrase to open.
Description
There are stains of what seems to be blood all over the place and the ground is covered with spots of yellow ooze. There’s also a foul smell of decay and rot.
- There are 5 Giant Vampire Bats inside. They will attack anyone stepping in.
Giant Vampire Bat ✎
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + unconsciousness) THAC0: 18 [+1] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
There’s also a nest of straw and blankets in a large basin and some small iron cages spread all over the place.
The secret door on the east is leading to a secret chamber:
Description
Dense spiderwebs cover the corners of the room and there are several splatters of dark matter on the walls. Flies swarm off bones covered with rotting flesh on the ground.
- There are 14 Rats inside, feasting over some rotting remains of a goblin. 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 168 gp in total
Garlic leftovers litter the area.
71 : Ceremonial Chamber ✎
Doorways
- North side - triangle iron door (Half-broken).
- West side - rectangular wooden door (Barricaded).
- East side - secret door (requiring a passphrase).
- If detected, a carving on the wall will spell “Forbidden”. The full passphrase is in area 54. Carve and complete the phrase to open.
Description
There are stains of what seems to be blood all over the place and the ceiling is scorched with burn marks. Faint colorful light is emitting from everywhere.
- Countless blue, red and yellow bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Torn pieces of clothing litter the area.
72 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Pit Vipers are making inside this area.
Description
This area is dark and cold and the ground is covered with claw marks. Looking down, you see countless fragments of small animal skeletons.
- There are 7 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 an eyeball in a sealed jar near the wall on the left and some rotting remains of food next to it.
73 : Library ✎
Doorways
- East side - round iron door (Half-broken).
- South side - secret door (operated by a crank lever somewhere in the dungeon).
Description
Tall shelves made of rotting wood are fixtured here and the ceiling is covered with cracks. 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 suffer a severe stomach ache and a -2 penalty to attack rolls for 1d6 turns
- Rotting remains of food litter the area.
The secret door on the south is leading to a secret chamber:
Description
You hear the sound of water dripping down and there are some scorch marks on the walls. There are some very big jars near the far wall.
The jars are trapped. There’s a poisoned needle embedded in a handle . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.
There’s a 2-in-6 chance the jars contain:
- 10 gp
Otherwise, this place was already looted earlier.
There’s also an empty cage with the bars bent out below an arch and some damp leaves spread all over the place.
74 : Entrance to the Library ✎
- West side - round iron door (Half-broken).
75 : Entrance to the Torture Chamber ✎
- East side - round bronze door (Half-broken).
76 : Torture Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Black Widows are making inside this area.
Doorways
- West side - round bronze door (Half-broken).
- South side - round wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood..
Description
This area stinks from excrements and there are some claw marks on the ground. 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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There is no hoard.
An eyeball in a sealed jar can be found in the far corner.
77 : South entrance to the Torture Chamber ✎
- North side - round wooden door (Trapped)
- This doorway is magically trapped. If undetected, there’s a 2 in 6 chance of triggering it when crossing. Save vs Spells or anything carried made of gold will turn to wood..
78 : Ceremonial Chamber ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- North side - round iron door (Stuck).
- South side - round wooden door (Stuck).
- East side - arched iron door (Locked 🝗).
Description
This area is dark and cold and the ceiling is deeply fractured. Looking down, you see countless fragments of small animal skeletons.
- 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 an alcove and some dried flowers spread all over the place.
79 : Crypt ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Killer Bees are making inside this area.
Doorways
- West side - secret door (concealed).
- This doorway is concealed as part of a fresco on the wall
Description
Countless creepy crawlies all over rush back into the darkness and the walls are deeply fractured. 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.
Cube shaped stones litter the area.
80 : Library ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Vampire Bats are making inside this area.
Doorways
- East side - odd-shaped wooden door (Locked 🜀)
- West side - round iron door (Half-broken)
Description
Countless creepy crawlies all over rush back into the darkness and there are a few spots of yellow ooze on the ground. There’s movement inside.
- There are 8 Giant Vampire Bats inside. They will attack anyone stepping in.
Giant Vampire Bat ✎
Armour Class: 6 [13] Hit Dice: 2 Attacks: 1 × bite (1d4 + unconsciousness) THAC0: 18 [+1] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12W13 P14 B15 S16 (1) Morale: 8 Alignment: Neutral XP: 20
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There is no hoard.
A blanket, laid out and covering something small can be found in the far corner.
Searching will uncover a cloth wrap under a stone holding the key (🜀) to unlock the odd-shaped wooden door (to the east) in area 80
81 : Water Fountain ✎
Clear water are coming out of the wall here.
Temple of the Savage Order Temple of the Savage Order
Conspectus
The Desecrated Sun are using this dungeon, and theres a 2 in 6 chance to find Gersinde Siclebald together with her acolytes or mediums here.
Gismunda Richlinde’s son is in area 1
Encounters
27 Acolytes (area 2, area 6, area 8, area 10, area 19, area 23) 3 Mediums (area 21)
4 Giant Toads (area 3)
Harpy (area 15)
Black Bear (area 1)
Treasure
1,196 gp in coins. 7,185 gp in gems. 28,504 gp in jewellery.
Wandering Monsters
Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:
1d2 | Encounter | Stats |
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1 | 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 | Acolyte | Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10 |
1 : Dungeon Entrance ✎
These stairs into the dungeon are located behind a giant skull’s gaping mouth.
- There’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
There is no hoard.
There’s also a broken music box near the wall on the right and some marbles next to it.
The words “Miraculous Heretic” in Deepcommon language are graffitied on the ceiling. It is the passphrase for the secret door in area 2 (east)
The chained person is Gismunda Richlinde’s son from Arkon.
2 : Secret Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- East side - secret door (requiring a passphrase)
- If detected, a gentle voice will sing “Heretic”. The full passphrase is in area 1. Sing or use the phrase in a song to open.
Description
It is dark and damp here and the ceiling is covered with burn marks. There are humans wearing dark robes inside.
- There’s an Acolyte inside, drinking from a ceremonial bowl. 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 a bouquet of flowers near the wall on the far end and some tiny mushrooms next to it.
Searching will uncover a nook in the wall holding the key (🝭) to unlock the rectangular iron door (to the west) in area 6
3 : Pantry ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Giant Toads are making inside this area.
Doorways
- East side - round bronze door (Barricaded).
- South side - secret door (requiring a passphrase).
- If detected, one of the characters will uncontrollably gesture or act the word “Flames”. The full passphrase is in area 3. Gesture or mime the complete passphrase to open.
Description
This area stinks from excrements and the ground is covered with claw marks. 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.
A rusty short sword can be found in the far corner.
The words “Dark Flames” in Dragon language are carved on one of the walls. It is the passphrase for the secret door in area 3 (south)
The secret door on the south is leading to a secret chamber:
Description
Countless humanoid skulls “decorate” the boundaries here and the ceiling is covered with fractures. There’s a dead body here.
Lying on the floor is a rotting orc corpse. Searching it will uncover:
- 10 gp
- Mace (Usable)
- Iron spikes (Unusable)
- Warm Cloak (Unusable)
A broken table can be found near the wall on the left.
Searching will uncover a small wooden box holding the key (🜃) to unlock the arched iron door (to the south) in area 19
4 : Entrance to the Pantry ✎
- West side - round bronze door (Barricaded).
5 : Entrance to the Shrine ✎
- East side - rectangular iron door (Locked 🝭).
6 : Shrine ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- West side - rectangular iron door (Locked 🝭).
- South side - arched iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
Description
This area stinks from excrements and the ground is covered with fractures. There are humans wearing red robes inside.
- There are 6 Acolytes inside, drinking from a ceremonial bowl. Roll or decide for reaction.
Acolyte ✎
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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Monster Hoard:
- 1 jewellery items worth 525 gp in total
There’s also a carved idol in an alcove and some garlic leftovers spread all over the place.
7 : South entrance to the Shrine ✎
- North side - arched iron door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
8 : Ceremonial Chamber ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- North side - rectangular wooden door (Barricaded)
- South side - arched iron door (Barricaded)
Description
Countless creepy crawlies all over rush back into the darkness and there are a few spots of green rot on the walls. There are humans wearing red robes inside.
- There are 8 Acolytes inside, standing and chanting. Roll or decide for reaction.
Acolyte ✎
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A used flask of oil can be found near the wall on the far end.
9 : Water Fountain ✎
Clear water are coming out of the wall here.
10 : Crypt ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- West side - arched bronze door (Stuck).
Description
The air in this area is dense and misty and the ceiling is deeply fractured. There are cultists inside.
- There are 5 Acolytes inside, dancing in ecstasy. Roll or decide for reaction.
Acolyte ✎
Armour Class: 2 [17] Hit Dice: 1 Attacks: 1 × mace (1d6) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D11 W12 P14 B16 S15 (C1) Morale: 7 Alignment: Any XP: 10
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There is no hoard.
A broken music box can be found near the wall on the left.
Searching will uncover an old leather pouch holding the key (🝘) to unlock the rectangular iron door (to the north) in area 26
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 12.
11 : Torture Chamber ✎
Doorways
- East side - an arched bronze door (Stuck)
Description
This area stinks from excrements and the ground has several scorch marks on. You spot something quite big lying on the floor.
There’s a razor-sharp 4' tall swinging blade trap here, hidden inside a thin long wall slit. 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 rotting orc corpse. Searching it will uncover:
- 30 gp
There’s also a smashed lyre near the wall on the left and some small stones with runes etchings next to it.
12 : Dead Ends ✎
Left side - Dead End
- There is nothing here.
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
13 : Crypt ✎
Doorways
- South side - an arched iron door (Barricaded)
- North side - a rectangular bronze door (Barricaded)
- A secret door (requiring a passphrase) on the east side is
leading to a hidden storage room.
- If detected, one of the characters will uncontrollably gesture or act the word “Exiled”. The full passphrase is in area 15. Gesture or mime the complete passphrase to open.
Description
You hear the sound of water dripping down and the walls have a few burn marks on. You spot something quite big lying on the floor.
Lying on the floor is a dust covered human skeleton. Searching it will uncover:
- Club (Unusable)
A pile of gravel and small stones can be found in the far corner.
14 : Secret Storage Room ✎
Foreshadowing
- Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
Doorways
- The secret door (requiring a passphrase) from area 13 is on
the west side.
- If detected, one of the characters will uncontrollably gesture or act the word “Exiled”. The full passphrase is in area 15. Gesture or mime the complete passphrase to open.
Description
The air in this area is dense and misty and the ground is covered with spots of green rot. There is a very big jar near the far wall.
The jar is trapped. There’s a small gas-filled vial made of an extremely fragile glass embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the jar contains:
- 1,050 gp
- 6 gems worth 1,260 gp in total
Otherwise, this place was already looted earlier.
There’s also a burnt torch near the wall on the right and some shreded pieces of clothing next to it.
15 : Library ✎
Foreshadowing
- A successful listening roll could detect the sounds that the Harpy is making inside this area.
Doorways
- West side - an arched iron door (Trapped)
- There’s a concealed 10 foot deep pit next to the door. If undetected, there’s a 2 in 6 chance of triggering it if pulling a wooden lever fixed on the wall beside it. Save vs Petrification or sustain 1d8 damage.
- East side - a rectangular iron door (Barricaded)
Description
The air in this area is dense and misty and the walls are covered with scorch marks. You feel the warm stench of a monster’s breath.
- There’s a Harpy 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
Monster Hoard:
- 16 gp
An empty cage with the bars bent out can be found near the wall on the far end.
The words “Exiled Flames” in Neutral symbols were inscribed on wooden plaque fixed to a wall. It is the passphrase for the secret door in area 13 (east)
16 : Library ✎
Foreshadowing
- A few single silver pieces could be found if examining the ground near the entrances to this area.
Doorways
- North side - rectangular bronze door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
- East side - secret door (concealed).
- This doorway is concealed behind a thin layer of plaster
Description
This area stinks from excrements and there are a few splatters of dark matter on the ceiling. There are some big crates near the far wall.
There’s a 2-in-6 chance the crates contain:
- 10 gp
Otherwise, this place was already looted earlier.
Shreded pages of a book litter the area.
The secret door on the east is leading to a secret chamber:
Description
You hear the sound of water dripping down and the walls are carved with claw marks. There are some very big chests near the far wall.
The chests are trapped. There’s a poisoned needle hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.
There’s a 2-in-6 chance the chests contain:
- 30 gp
Otherwise, this place was already looted earlier.
There’s also a spotted mushroom near the wall on the right and some shreded pieces of a map next to it.
17 : Entrance to the Library ✎
- South side - rectangular bronze door (Trapped)
- There’s a giant blade locked inside a cavity above the door. If undetected, there’s a 2 in 6 chance of triggering it if when crossing, a pressure plate is stepped on. Save vs Petrification or sustain 1d8 damage..
18 : Entrance to the Pantry ✎
- North side - arched iron door (Locked 🜃).
19 : Pantry ✎
Foreshadowing
- If listening to one of the doors here is successful, the faint voices of chanting by cultists could be heard .
Doorways
- South side - arched iron door (Locked 🜃).
- East side - rectangular iron door (Locked 🜉).
Description
This area stinks from excrements and there are some burn marks on the ground. There are humans wearing dark robes inside.
- There are 4 Acolytes inside, preparing an altar for sacrifice. Roll or decide for reaction.
Acolyte ✎