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  GLOAMHOLD
  CAMPAIGN GUIDE 
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  GLOAMHOLD CAMPAIGN GUIDE 
  Glowering	amid	dark	rumours	and	terrible	stories	of	desperate	adventure,	death,	betrayal	and	glimmering	treasures	squat	the	unutterably	
  ancient	halls	of	Gloamhold.	This	crumbling,	benighted,	haunted	dungeon	complex	of	unknown,	but	undeniably	vast,	extent	is	buried	deep	
  within	the	grim	and	brooding	spray-drenched	headland	of	the	Mottled	Spire.	It	is	a	place	of	legends,	madness	and	death.	Within	this	
  towering,	wave-lashed	shard	of	limestone	lies	the	labyrinthine	passageways	and	chambers	of	Gloamhold’s	outer	reaches	and,	beyond	
  them,	the	benighted	precincts	and	canals	of	the	legend-shrouded	Twilight	City.	
  	
  Gloamhold	is	designed	for	use	with	any	edition	of	the	world’s	most	popular	role-playing	game.	
  	
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	
  Interior	 Art:	 Matt	 Morrow	 and	 William	 McAusland.	 Some	
  artwork	copyright	William	McAusland,	used	with	permission.	
  Cartography	Tommi	Salama	
  Thank	 you	 for	 purchasing	 the	 Gloamhold	 Campaign	 Guide;	 we	
  hope	you	enjoy	it	and	that	you	check	out	our	other	fine	print	and	
  PDF	products.		
  	
  Dedicated	to	the	Wednesday	Night	Anorakers.	
  	
  Special	thanks	to	Tom	McCarthy.	
  	
  Published	by	Raging	Swan	Press	
  February	2017	
  ISBN:	978-0-9931082-8-0	
  	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	contents	of	the	Gloamhold	Campaign	Guide	are	Open	Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	The	moral	right	of	 Creighton	
  Broadhurst	to	be	identified	as	the	author	of	this	work	has	been	
  asserted	in	accordance	with	the	Copyright	Designs	and	Patents	
  Act	1988.	©Raging	Swan	Press	2017.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  	
  
  2	
  C O N T E N T S  
  Contents	.......................................................................................	2	
  Foreword	......................................................................................	4	
  What’s	in	the	Campaign	Guide	.................................................	4	
  Why	System	Neutral?	...............................................................	4	
  Why	Old-School?	......................................................................	4	
  Themes	&	Design	..........................................................................	6	
  Layout	&	Design	.......................................................................	6	
  History	&	Minutia	.....................................................................	6	
  Denizens	&	Challenge	...............................................................	7	
  Nearby	......................................................................................	7	
  Gloamhold	and	the	Old-School	....................................................	8	
  Game	Play	................................................................................	8	
  Game	&	World	Design	..............................................................	8	
  And	Just	One	More	Thing...	......................................................	8	
  The	Duchy	of	Ashlar	...................................................................	10	
  Geographical	Features	of	Note	..............................................	10	
  Adventure	Sites	of	Note	.........................................................	10	
  History	....................................................................................	12	
  Trade	&	Industry	....................................................................	12	
  Ashlar’s	Ancient	Past	..............................................................	12	
  Law	&	Order	...........................................................................	12	
  Notable	Organisations	............................................................	12	
  Notable	Folk	...........................................................................	13	
  Whispers	&	Rumours	..............................................................	13	
  Nearby	Adventure	Sites	.............................................................	14	
  Cavern	of	Forbidden	Dreams	.................................................	14	
  The	Shunned	Valley	................................................................	14	
  The	Sunken	Stair	.....................................................................	14	
  Valentin’s	Folly	.......................................................................	15	
  Vongyth	..................................................................................	15	
  Folk	of	Ashlar	..............................................................................	16	
  Dwarves	..................................................................................	16	
  Elves	.......................................................................................	16	
  Gnomes	..................................................................................	16	
  Half-Elves	................................................................................	16	
  Halflings	..................................................................................	16	
  Half-Orcs	.................................................................................	16	
  Humans	..................................................................................	16	
  Adventurers	in	Ashlar	.................................................................	17	
  Bards	......................................................................................	17	
  Cleric	.......................................................................................	17	
  Druid	.......................................................................................	17	
  Fighter	....................................................................................	17	
  Ranger	....................................................................................	17	
  Monk	......................................................................................	17	
  Paladin	....................................................................................	17	
  Thief	.......................................................................................	17	
  Wizard	....................................................................................	17	
  Deities	&	Demigods	....................................................................	18	
  Abarin	.....................................................................................	18	
  Braal	.......................................................................................	18	
  Conn	.......................................................................................	18	
  Darlen	.....................................................................................	18	
  Serat	.......................................................................................	18	
  The	Mother	............................................................................	18	
  Getting	Started	...........................................................................	20	
  In	Your	Own	Campaign	World	................................................	20	
  Theme	....................................................................................	20	
  How	to	Use	This	Campaign	Guide	..........................................	20	
  A	Living,	Breathing	Place	........................................................	20	
  The	Campaign	.........................................................................	21	
  Experienced	Players	...............................................................	21	
  New	Players	............................................................................	21	
  Initial	Forays	...........................................................................	21	
  Other	Reasons	to	Adventure	..................................................	22	
  Hidden	Motivations	................................................................	22	
  Generic	Dungeon	Features	.........................................................	24	
  The	Gloamhold	Look	..................................................................	24	
  Tools	of	the	Trade	..................................................................	25	
  Minor	Events	..............................................................................	26	
  Dungeon	Dressing	......................................................................	27	
  Sample	Room	Descriptions	........................................................	28	
  Sample	Corridor	Descriptions	....................................................	29	
  Example	Adventuring	Bands	......................................................	30	
  The	Blades	Three	....................................................................	30	
  The	Deep	Delvers	...................................................................	30	
  The	Shining	Fellowship	...........................................................	31	
  Wandering	Monsters	.................................................................	32	
  Organised	Dungeon	Denizens	................................................	32	
  Other	Explorers	......................................................................	32	
  Scavengers	..............................................................................	32	
  Amon-Pyr	...............................................................................	33	
  Dagon	.....................................................................................	33	
  Gloamhold	at	a	Glance	...............................................................	34	
  Known	Locales	Within	Gloamhold	.........................................	35	
  Whispers	&	Rumours	..............................................................	36	
  Hard	Bay	.....................................................................................	36	
  Lore	........................................................................................	36	
  Devil’s	Tooth	...........................................................................	37	
  The	Sorrow	Stone	...................................................................	37	
  Widows’	Grief	.........................................................................	37	
  The	Mottled	Spire	......................................................................	38	
  Whispers	&	Rumours	..............................................................	38	
  Dunstone	................................................................................	38	
  Lore	........................................................................................	38	
  Varma’s	Pit	.............................................................................	39	
  Other	Locales	of	Note	............................................................	39	
  Greystone	At	a	Glance	................................................................	40	
  Demographics	........................................................................	40	
  Notable	Folk	...........................................................................	40	
  
  3	
  Notable	Locations	...................................................................	40	
  History	....................................................................................	40	
  Village	Lore	.............................................................................	41	
  Villagers	..................................................................................	41	
  Whispers	&	Rumours	..............................................................	41	
  Whispers	&	Rumours	..............................................................	42	
  The	Shard	...................................................................................	42	
  Lore	........................................................................................	42	
  The	Cellars	..............................................................................	42	
  The	Ghost	Tower	....................................................................	43	
  Whispers	&	Rumours	..............................................................	44	
  Rivengate	....................................................................................	44	
  Lore	........................................................................................	44	
  The	Landings	...........................................................................	44	
  The	Echoes	.............................................................................	44	
  The	Pens	.................................................................................	45	
  Denizens	.................................................................................	45	
  New	Monster:	Sinkwebs	........................................................	45	
  The	Murkwater	...........................................................................	46	
  Whispers	&	Rumours	..............................................................	46	
  Lore	........................................................................................	46	
  The	Flaming	Lady	....................................................................	46	
  The	Fane	of	Bones	..................................................................	47	
  The	Three	Sisters	....................................................................	47	
  Whispers	&	Rumours	..............................................................	48	
  The	Twisted	Warrens	.................................................................	48	
  Lore	........................................................................................	48	
  Cordath’s	Mine	.......................................................................	48	
  The	Black	Pits	.........................................................................	49	
  The	Fane	of	Bones	..................................................................	49	
  Sepulchre	of	the	Afflicted	One	...............................................	49	
  Tribes	of	the	Twisted	Warrens	...............................................	49	
  The	Breathless	Narrows	.............................................................	50	
  Whispers	&	Rumours	..............................................................	50	
  Lore	........................................................................................	50	
  Fane	of	the	Shadow	Lord	.......................................................	50	
  The	Glimmering	Grotto	of	Despair	.........................................	51	
  The	Deep	Cave	........................................................................	51	
  The	Drowned	Ones	.................................................................	51	
  New	Monster:	Albino	Eels	......................................................	51	
  The	Twilight	City	.........................................................................	52	
  Whispers	&	Rumours	..............................................................	52	
  Lore	........................................................................................	52	
  Troglodyte	Tribes	of	the	City	..................................................	52	
  The	Whispering	Fane	..............................................................	53	
  Beyond	&	Below	the	Twilight	City	..............................................	53	
  Whispers	&	Rumours	..............................................................	54	
  Lore	........................................................................................	54	
  Below	the	Twilight	City	...........................................................	54	
  The	Screaming	Gate	...............................................................	54	
  The	Ebon	Road	.......................................................................	55	
  Beyond	the	Ebon	Road	...........................................................	55	
  Want	More	Gloamhold?	............................................................	56	
  OGL	V1.0A	..................................................................................	56	
  		
  	
  
  4	
  F O R E W O R D  
  Welcome	 to	 Gloamhold!	 I	 hope	 this	 book	 is	 the	 foundation	 of	
  many	happy,	memorable	years	of	gaming.		
  	
  So	 what’s	 Gloamhold?	 Simply	 put,	 Gloamhold	 is	 an	 old-	
  school	sandbox	style	megadungeon.	Since	the	first	years	of	my	
  love	 affair	 with	 role-playing	 games	 I’ve	 yearned	 to	 design	 and	
  run	a	“proper”	megadungeon.	Gloamhold	is	my	attempt	to	do	
  just	that—a	“proper”	megadungeon	laced	with	a	strong	dash	of	
  cosmic	 terror	 and	 doom	 (because—after	 all—everything	 is	
  better	with	tentacles).		
  	
  While	Gloamhold	is	my	(sinister,	warped)	baby	I’ve	not	done	
  all	the	work	myself.	Chief	amongst	my	co-conspirators	is	Tommi	
  Salama	who	has	drawn	the	achingly	beautiful	maps	for	the	place.	
  I	wish	I	could	draw	like	Tommi,	but	given	I	can’t	I'm	delighted	
  he’s	on-board.		
  	
  This	 book	 is	 merely	 the	 first	 of	 many	 Gloamhold	 releases	
  Raging	Swan	Press	will	be	hurling	into	the	world.	This	is	a	scene-
  setter,	a	primer.	From	this	book,	all	other	material	will	flow.	As	
  such,	I've	indulged	myself	and	included	several	essays	laying	out	
  a	lot	of	my	“behind	the	curtain”	style	thoughts	on	megadungeon	
  design	and	play.		
  W H A T ’ S  I N  T H E  C A M P A I G N  G U I D E  
  I've	 broken	 the	 Gloamhold	 Campaign	 Guide	 down	 into	 three	
  distinct	sections.		
  1. Design	Notes:	In	the	first	short	section,	I	discuss	some	of	my	
  design	 decisions	 that	 drove	 and	 shaped	 Gloamhold’s	 design.	
  While	the	concept	of	old-school	gaming	has	grown	increasingly	
  popular	in	recent	times,	I	think	it’s	important	to	state	what	I	
  mean	when	I	say	“old-school.”	After	all,	my	“old-school”	could	
  be	your	“ancient-school”	or	“new-school”	depending	on	when	
  your	gaming	career	began.	
  2. The	Duchy	of	Ashlar:	Part	two	presents	a	brief	overview	of	the	
  nearest	 civilised	 state	 to	 the	 Gloamhold’s	 doom-shrouded	
  halls.	Ashlar	provides	a	general	setting	for	the	campaign	and	
  provides	 opportunities	 for	 other	 adventures,	 if	 a	 change	 of	
  pace	is	desired.		
  3. Gloamhold:	The	final	section	of	the	Campaign	Guide	comprises	
  an	 overview	 of	 Gloamhold	 itself.	 Each	 major	 section	 of	 the	
  dungeon	gets	a	two-page	spread.	These	bare-bones	should	be	
  enough	to	get	any	GM’s	creative	juices	flowing	(or	gushing	like	
  a	raging	torrent!)	
  W H Y  S Y S T E M  N E U T R A L ?  
  Why	is	this	book	system	neutral?	How	can	you	have	a	dungeon	
  without	any	stats?!		
  	
  When	 I	 was	 live	 designing	 Gloamhold	 on	 my	 blog	
  (creightonbroadhurst.com),	I	did	so	with	the	assumption	I’d	be	
  using	the	Pathfinder	Roleplaying	Game	(after	all	that’s	what	I	use	
  in	 my	 own	 campaign).	 However,	 during	 the	 design	 process	 it	
  became	increasingly	obvious	that	a	sizeable	chunk	of	the	people	
  reading	 and	 commenting	 on	 Gloamhold	 used	 other	 game	
  systems.	It	seemed	madness,	therefore,	to	clutter	up	this	book	
  with	stats	and	game	mechanics	that	many	readers	wouldn’t	use.	
  It	also	occurred	to	me	that	if	I	stripped	out	the	bulk	of	the	“rules	
  stuff”,	I	could	include	lots	more	lovely	flavour;	the	individual	GM	
  can	deal	with	the	crunch.	
  	
  This	book,	therefore,	is	designed	to	be	compatible	with	most	
  fantasy	roleplaying	games.	Of	course,	it’s	impossible	to	create	a	
  truly	 system	 neutral	 book,	 and	 some	 generic	 game	 terms—
  wizard,	fighter,	human,	elf	and	so	on—lurk	within.	These	generic	
  terms—almost	all	found	in	the	core	books	of	the	first	edition	of	
  the	world’s	most	popular	roleplaying	game—are	easily	modified	
  to	the	GM’s	system	of	choice.	After	all,	I	think	everyone	should	
  be	able	to	work	out	“rogue”	means	“thief”	and	vice	versa…	
  W H Y  O L D - S C H O O L ?  
  The	short	answer	is,	“because	I	like	old-school-style	play.”		
  	
  The	long	answer	is	somewhat	more	complex.	Over	the	last	
  few	 years	 I've	 become	 increasingly	 frustrated	 with	 modern	
  dungeon	design—you	know	the	dungeons	I	mean:	small	maps,	
  every	 room	 occupied	 by	 a	 monster	 that	 needs	 killing,	 no	
  wandering	monsters,	all	the	challenges	level	appropriate	and	so	
  on.		I	want	to	play	in	the	gloriously	vast,	rambling	dungeons	of	
  yore.	 I	 want	 to	 face	 tremendously	 easy	 and	 (avoid)	
  tremendously	hard	encounters.	I	want	to	be	able	to	poke	about	
  in	empty	parts	of	the	dungeon.	I	want	to	encounter	wandering	
  monsters.	 I	 want	 to	 enjoy	 skilful	 play—instead	 of	 simply	
  whacking	things	until	they	fall	over	and	die	or	achieving	victory	
  through	(magic	item)	shopping.	But	most	of	all,	I	want	to	play	in	
  a	sandbox	dungeon	in	which	the	players	decide	their	goals	and	
  objectives.	I	want	them	to	drive	the	story	and	to	tread	their	own	
  path,	not	follow	a	narrow	railroad	to	a	pre-determined	ending.	
  	
  I	think	this	is	a	good	place	to	point	out	that	if	you	don’t	like	
  the	 old-school	 style	 of	 play,	 Gloamhold—at	 least	 in	 the	
  incarnation	presented	here—might	not	be	for	you.	But	I	hope	it	
  is	and	I	hope	you	have	an	epic	time	exploring	Gloamhold.	Let	me	
  know	how	it	goes!	
  	
   
  
  5	
  
  6	
  T H E M E S  &  D E S I G N  
  Gloamhold	 has	 been	 designed	 very	 much	 with	 an	 old-school	
  megadungeon	 feel.	 When	 you	 are	 designing	 your	 own	
  adventures	 in	 Gloamhold,	 it	 might	 help	 to	 keep	 the	 following	
  basic	 design	 principles	 in	 mind.	 They	 are	 what	 shaped	
  Gloamhold	 and	 keeping	 true	 to	 them	 will	 help	 you	 craft	
  adventures	 that	 fit	 in	 and	 make	 sense	 with	 the	 overall	 theme	
  and	feel	of	the	dungeon.	(But,	of	course,	feel	free	to	do	what	
  you	want.)	
  L A Y O U T  &  D E S I G N  
  § 
  Multiple	 Entrances:	 There	 are	 multiple	 ways	 of	 getting	 into	
  Gloamhold.	While	all	might	not	be	obvious	(secret	entrances	
  are	cool)	most	should	be	relatively	easy	to	find	by	all	but	the	
  most	blinkered	explorer.		
  § 
  The	Deeper	You	Go,	the	More	Dangerous	it	is	and	the	Greater	
  the	Rewards.	This	is	a	tradition	of	dungeon	design.	However,	it	
  is	better	restated	as	the	further	from	the	main	entrance	you	
  go,	the	greater	the	danger	and	greater	the	rewards.	Thus,	the	
  challenges	 lurking	 in	 the	 lower	 levels	 of	 Rivengate	 are	
  generally	easier	than	those	to	be	found	in	the	Twilight	City.		
  § 
  Each	 Level	 (or	 Sub-Level)	 has	 a	 Distinctive	 Flavour.	 This	
  flavour	 shouldn't	 be	 unnecessarily	 odd	 just	 for	 the	 sake	 of	
  flavour.	 For	 example,	 a	 sub-level	 of	 twisted	 natural	
  passageways	 home	 to	 degenerate	 and	 feral	 derro	 is	 an	
  example	 of	 good	 flavour.	 A	 level	 dominated	 by	 a	 mad	
  alchemist	who	has	no	connection	or	relevance	to	the	greater	
  dungeon	is	bad	flavour.	
  § 
  Sub-Levels:	 Smaller,	 self-contained	 areas,	 sub-levels	 enable	
  the	GM	to	inject	different	kinds	of	flavour	or	monsters	into	the	
  campaign.	Sub-levels	may	only	be	accessible	from	one	normal	
  dungeon	level.	Some	may	be	secret	while	others	may	provide	
  a	relative	haven	for	explorers.	
  § 
  There	 should	 be	 Multiple	 Connections	 Between	 Levels	 and	
  Sub-Levels.	The	PCs	should	have	freedom	of	choice	to	decide	
  which	parts	of	Gloamhold	they	explore.	Access	points	between	
  levels	 often	 serve	 as	 choke	 points.	 The	 more	 access	 points	
  there	are,	the	easier	it	is	for	dungeon	denizens	to	move	about	
  and	 the	 more	 choices	 the	 players	 have.	 Some	 connections	
  should	be	hidden	or	secret.	Not	all	should	proceed	only	to	the	
  next	level;	some	may	provide	access	to	multiple	levels	or	may	
  miss	one	or	two	levels.		
  § 
  Secret	 and	 Remarkable	 Connections:	 Not	 all	 connections	
  between	levels	and	sub-levels	should	be	a	standard	staircase.	
  A	dried	up	well	shaft,	flooded	passage	or	chasm	are	all	good	
  examples	of	other	connections.	
  § 
  Players	 Should	 have	 Meaningful	 Choices:	 This	 doesn't	 mean	
  the	party	get	to	choose	which	door	to	use	to	get	to	the	villain's	
  throne	 room.	 Rather,	 Gloamhold’s	 layout	 enables	 the	 PCs	 to	
  pursue	 multiple	 paths	 through	 the	 dungeon,	 exploring	
  different	areas,	sub-levels	and	levels	as	they	choose.	Wherever	
  possible,	the	PCs	should	enjoy	freedom	of	movement	through	
  the	dungeon	and	not	be	forced	down	a	set	path.	
  § 
  Links	to	the	Deepest	Dungeon	of	All.	Gloamhold	has	several	
  links	to	the	Ebon	Realm.	This	link	provides	tremendous	design	
  freedom	 to	 include	 strange,	 ancient	 monsters	 crawling	 up	
  from	 the	 lightless	 depths	 in	 search	 of	 prey.	 It	 essentially	
  answers	loads	of	tricky	questions	about	how	and	why	certain	
  monsters	 came	 to	 be	 in	 the	 dungeon,	 and	 provides	 limitless	
  adventure	possibilities.	
  § 
  It	Should	All	Make	Sense	(to	a	Certain	Extent).	Realism	is	good	
  to	a	certain	extent,	but	realism	for	realism's	sake	is	pointless.	
  Worrying	about	the	minutia	of	dungeon	design	is	time	spent	
  not	 crafting	 exciting	 encounters	 and	 flavoursome	 dungeon	
  levels	and	encounters.	Enough	information	should	be	present	
  for	 a	 GM	 to	 answer	 most	 basic	 questions	 about	 Gloamhold,	
  and	 no	 more.	 For	 example,	 deciding	 where	 its	 denizens	 get	
  their	drinking	water	is	important.	Worrying	about	the	minutia	
  of	the	dungeon	food	chain	is	not.	
  § 
  Minor	Elevation	Shifts:	Dungeon	levels	are	rarely	flat.	Minor	
  shifts	in	elevation	can	confuse	inattentive	explorers.		
  § 
  Extra-Dimensional	 Spaces:	 Used	 sparingly,	 extra-dimensional	
  spaces	provide	an	interesting	change	of	pace	to	exploration.		
  § 
  Level	Size:	The	dungeon	levels	are	of	various	sizes.	Not	all	fit	
  on	a	single	piece	of	graph	paper.	Some	especially	large	levels	
  may	use	a	larger	scale	per	square.	
  H I S T O R Y  &  M I N U T I A  
  § 
  Details,	 Details,	 Details,	 but	 not	 too	 Many	 Details.	 Empty	
  rooms	 are	 boring.	 Standard	 corridors	 are	 boring.	 Dungeon	
  dressing	 is	 an	 excellent	 cure	 for	 boring	 areas.	 Are	 the	
  flagstones	broken	and	cracked?	Does	dried	blood	splatter	the	
  wall	 in	 an	 otherwise	 empty	 room?	 Such	 details	 build	
  verisimilitude	and	give	the	feeling	Gloamhold	is	a	live	setting.	
  § 
  Gloamhold	Exists	for	a	Reason.	Gloamhold	exists	for	a	reason.	
  It	 doesn’t	 exist	 just	 to	 have	 adventurers	 adventure	 in	 it.	
  Gloamhold’s	history	has	left	its	mark	on	the	dungeon's	layout,	
  architecture	and	style.		
  § 
  There	are	Secrets	to	Uncover.	Be	it	secret	doors,	lost	treasures	
  or	 shocking	 discoveries	 about	 the	 dungeon	 itself,	 Gloamhold	
  has	secrets.	The	PCs	should	be	able	to	uncover	these	through	
  good,	attentive	play.	
  § 
  Relevant	 and	 Discoverable	 Back-Story:	 The	 greatest	 back-
  story	in	the	world	is	pointless	if	the	PCs	never	get	to	interact	
  with,	 discover	 and	 understand	 it.	 Knowledge	 of	 Gloamhold’s	
  history	shouldn't	be	automatic—the	PCs	should	have	to	work	
  for	it.	Having	knowledge	of	some	or	all	the	complex’s	history	
  should	 provide	 insights	 into	 the	 dungeon	 (and	 in-game	
  advantages).		
  
  7	
  D E N I Z E N S  &  C H A L L E N G E  
  § 
  Wheels	 Within	 Wheels:	 Gloamhold	 doesn’t	 have	 an	 overall	
  boss	or	super	villain,	although	several	fell	powers	(Dagon	and	
  Amon-Pyr)	 are	 influential	 within	 the	 dungeon.	 Each—of	
  course—works	 through	 many	 proxies,	 lieutenants	 and	
  minions;	inevitably	the	PCs	will	encounter	some	of	these	folk	
  (and	could	even	play	one	off	against	another).	
  § 
  Away	 with	 the	 15-Minute	 Adventuring	 Day.	 If	 every	 room	
  contains	a	life	or	death	struggle	in	which	one	or	more	PCs	end	
  up	unconscious	or	dead,	the	dungeon	turns	into	an	unending	
  grind.	 The	 PCs	 do	 a	 room	 or	 two	 and	 then	 retreat	 to	 rest.	
  That's	boring	game	play.	Instead,	the	dungeon’s	design	should	
  promote	long-term	delving.	Parties	should	be	able	to	explore	
  at	 least	 a	 dozen	 rooms	 before	 resting.	 Easier	 fights,	
  unoccupied	rooms	and	“easy	if	dealt	with	properly”	battles	are	
  all	excellent	tools	to	prolong	the	adventuring	day.	
  § 
  Wandering	 Monsters:	 Monsters	 don't	 just	 sit	 in	 their	
  chambers	 waiting	 to	 be	 slaughtered.	 Some	 move	 about—
  either	 because	 they	 are	 scavengers	 or	 because	 they	 have	
  things	 to	 do.	 Random	 encounters	 add	 both	 an	 extra	 level	 of	
  uncertainty	to	exploration	and	to	the	realistic	feel	of	the	place.	
  N E A R B Y  
  § 
  Settlements:	 Two	 well-sized	 settlements—Dunstone	 and	
  Languard—lie	 within	 relatively	 easy	 reach	 of	 Gloamhold.	
  Explorers	can	retreat	to	these	towns	between	forays	to	rest,	
  recruit	 help,	 buy	 and	 sell	 magic	 items	 (if	 the	 campaign	
  supports	the	practise)	and	so	on.	Both	also	offer	the	possibility	
  of	 urban	 adventures	 and	 intrigue,	 as	 a	 change	 of	 pace	 to	
  normal	dungeon	delving	sessions.	
  § 
  Wilderness:	 The	 bulk	 of	 play	 in	 a	 Gloamhold	 campaign	 will	
  happen	in	the	dungeon	but	occasionally	a	change	of	pace	may	
  be	 required.	 The	 crags	 and	 deep,	 twisted	 valleys	 of	 the	
  Mottled	 Spire	 offer	 a	 chance	 for	 wilderness	 exploration	 and	
  adventure.	When	adventurers	gain	access	to	spells	and	items	
  enabling	 underwater	 exploration,	 they	 could	 also	 elect	 to	
  explore	 some	 of	 the	 many	 shipwrecks	 languishing	 beneath	
  Hard	 Bay’s	 frigid	 waters.	 Finally,	 even	 low-level	 adventurers	
  could	explore	one	or	more	of	the	many	small	islands	and	rocky	
  outcroppings	struggling	above	Hard	Bay’s	turbulent	waters.	
  
  8	
  G L O A M H O L D  A N D  T H E  O L D - S C H O O L  
  For	 me,	 old-school	 play	 is	 best	 embodied	 by	 the	 1st	 and	 2nd	
  editions	 of	 the	 world’s	 most	 popular	 roleplaying	 game.	 I'm	 a	
  huge	fan	of	the	old-school	style	of	play,	but	I	love	the	mechanics	
  of	3rd	edition	and	Pathfinder.	In	designing	Gloamhold,	my	aim	
  was	to	create	a	setting	in	which	the	principles	of	old-school	play	
  can	be	married	with	the	mechanics	of	whatever	game	you	play.	
  To	 do	 that,	 though,	 I	 must	 first	 show	 exactly	 what	 I	 mean	 by	
  “old-school.”	For	me,	old-school	isn't	necessarily	tied	to	one	set	
  of	rules	or	another—the	play	experience’s	the	thing!		
  	
  So,	what	do	I	mean	by	old-school?		
  G A M E  P L A Y  
  § 
  Show,	 Don't	 Tell:	 With	 the	 advent	 of	 more	 mechanic-heavy	
  games,	 most	 things	 are	 resolved	 with	 a	 die	 roll.	 This	 in	 turn	
  inevitably	reduces	the	amount	of	description	players	put	into	
  their	PC's	actions.	For	example,	"I	search	for	traps"	or	"I	use	
  Bluff	 on	 the	 ogre".	 In	 old-school	 games,	 the	 lack	 of	 a	 skill	
  system	forces	the	players	to	describe	how	their	PCs	search	for	
  traps,	 gather	 information,	 hire	 a	 henchman	 and	 so	 on.	 This	
  style	of	game	play	is	slower,	but	more	immersive.		
  § 
  Manage	 Resources:	 Resource	 management	 has	 fallen	 out	 of	
  favour	recently.	Apparently,	it's	"un-fun."	I	disagree.	Tracking	
  your	expenditure	of	spells,	arrows,	iron	spikes	or	whatever	is	
  an	 intrinsic	 part	 of	 the	 game.	 Clever	 or	 inventive	 resource	
  management	can	reward	the	party	ten-fold	and	provide	crucial	
  in-game	 advantages.	 It's	 a	 great	 feeling	 to	 have	 exactly	 the	
  right	piece	of	equipment	for	any	given	situation	and	coming	up	
  with	inventive	uses	for	such	items	is	its	own	reward.	
  § 
  Large	Parties:	Old-school	play	normally	features	large	parties	
  of	 adventurers.	 Later	 editions	 introduced	 the	 CR	 system	
  designed	 for	 four	 or	 five	 PCs	 (with	 few	 if	 any	 henchmen	 or	
  hirelings).	Back	in	the	good	old	days,	my	parties	normally	had	
  about	 eight	 players;	 I	 remember	 running	 one	 game	 for	 14	
  players!	 Obviously,	 larger	 parties	 can	 handle	 greater	
  challenges	than	smaller	groups.	This	can	translate	into	longer	
  delves	 in	 larger,	 more	 rambling	 dungeons	 or	 simply	 dealing	
  with	more	enemies	in	each	encounter	area.	
  § 
  Someone's	Mapping,	and	it's	Not	the	GM:	Exploration	was	a	
  key	part	of	old-school	play,	and	a	good	map	could	mean	the	
  difference	between	success	and	failure.	In	later	editions	of	the	
  game,	the	GM	is	the	one	doing	the	mapping,	but	in	old-school	
  play	the	GM	merely	describes	what	the	PCs	see	and	one	of	the	
  players	must	draw	the	map!	
  § 
  Use	Your	Brains,	Not	a	Skill	Roll:	This	relates	to	"Show,	Don't	
  Tell".	 When	 you	 can't	 merely	 roll	 a	 skill	 check	 to	 solve	 a	
  problem,	 disarm	 a	 trap	 or	 even	 search	 for	 treasure	 you	 are	
  forced	to	use	your	brain	to	come	up	with	inventive	solutions	to	
  problems.	 Players	 get	 rewarded	 for	 clever	 play,	 instead	 of	
  merely	rolling	high.	
  § 
  There	 Might	 Not	 Be	 a	 Battle	 Mat:	 Most	 of	 my	 old-school	
  games	 featured	 battle	 mats—but	 many	 other	 GMs	 I	 played	
  with	 simply	 described	 the	 combat	 and	 we	 used	 our	
  imagination	to	visualise	the	scene.	Of	course,	combat	in	later	
  editions	 are	 much	 more	 tactical	 and	 your	 figure's	 exact	
  position	matters.		
  G A M E  &  W O R L D  D E S I G N  
  § 
  Game	 Balance:	 Later	 editions	 of	 the	 game	 emphasise	 game	
  balance,	 in	 that	 most	 if	 not	 all	 encounters	 are	 fair	 and	 level	
  appropriate	for	the	PCs.	This	means,	if	a	group	of	1st-level	PCs	
  opens	 a	 door	 they	 aren't	 going	 to	 encounter	 an	 ancient	 red	
  dragon	on	the	other	side.	In	old-school	play,	the	same	group	of	
  PCs	 very	 well	 might	 encounter	 that	 self-same	 red	 dragon	 if	
  they	ignore	the	warning	signs	and/or	do	something	colossally	
  stupid.	 (This	 is	 an	 extreme	 example).	 In	 Gloamhold,	 the	 PCs	
  will	 occasionally	 have	 to	 deal	 with	 extremely	 dangerous	
  encounters	(or	the	like),	but	these	will	be	clearly	"signposted."		
  § 
  Magic	 Items:	 In	 the	 good	 old	 days,	 magic	 items	 were	 truly	
  wondrous	 objects	 coveted	 by	 all	 adventurers.	 Ironically,	 in	
  later	 editions	 of	 the	 game	 they	 were	 renamed	 wondrous	
  items,	but	became	anything	but	wondrous	as	PCs	were	free	to	
  buy	 and	 sell	 them	 pretty	 much	 as	 they	 chose.	 This	 reduced	
  magic	items	to	little	more	than	a	commodity	and	gave	rise	to	
  the	 much-reviled	 magic	 item	 shop	 (which	 I	 hate	 with	 the	
  burning	passion	of	a	thousand	fiery	suns).		
  § 
  Gritty	vs.	(Super)	Heroic:	In	newer	editions	of	the	game,	even	
  1st-level	 PCs	 can	 accomplish	 heroic	 feats	 well	 beyond	 the	
  reach	 of	 a	 normal	 person.	 This	 is	 not	 the	 case	 in	 old-school	
  gaming	 where	 1st-level	 characters	 are	 only	 marginally	 more	
  effective	than	a	typical	man-at-arms.	Even	at	higher	levels,	old-	
  school	PCs	are	not	god-like	figures	able	to	bend	reality	or	crush	
  even	the	most	terrifying	foes.		
  § 
  Fairness,	 Not	 Balance:	 We've	 become	 increasingly	 obsessed	
  with	 balance	 in	 recent	 editions	 of	 the	 game.	 I'm	 becoming	
  more	and	more	convinced	balance	isn't	all	it’s	cracked	up	to	
  be.	It	creates	a	more	predictable—perhaps	even	sterile—	play	
  experience	 which	 is	 fine	 as	 far	 as	 it	 goes.	 However,	 when	
  things	become	too	predictable,	neither	the	GM	or	the	players	
  are	rarely	surprised	by	events.	That's	a	little	sad,	for	me.	
  A N D  J U S T  O N E  M O R E  T H I N G . . .  
  The	rules	in	old-school	games	are	often	much	lighter	and	play	is	
  quicker	 than	 later	 editions.	 For	 me,	 I	 like	 the	 rich	 depth	 and	
  complexity	 of	 systems	 such	 as	 3.5	 and	 the	 Pathfinder	
  Roleplaying	 Game.	 I	 like	 the	 customisability	 of	 players’	
  characters	(and	their	enemies)	and	the	tactical	options	available	
  for	combat.	I	don’t	necessarily	see	this	as	incompatible	with	an	
  old-school	style	of	play—it’s	just	a	challenge	to	resolve!	
  
  9	
   
   
   
   
   
   
   
   
   
   
  THE DUCHY OF ASHLAR 
   
  
  10	
  T H E  D U C H Y  O F  A S H L A R  
  Ruler:	Duke	Armas	Nenonen		
  Government:	Feudal	fief	
  Population:	63,200	
  Alignments:	N,	NG,	LN	
  Important	Religions:	Conn,	Darlen,	Serat	
  Important	Organisations:	Order	of	the	Watch	Eternal	(knightly	
  order),	 Sagacious	 Masters	 of	 the	 Eldritch	 Nexus	 (wizard’s	
  guild),	Shadow	Masks	(thieves’	guild),	Worshipful	Company	
  of	Freetraders	(merchant’s	guild)	
  Languages:	Common,	Elven,	Halfling	
  Towns	 &	 Cities:	 Languard	 (pop.	 7,923),	 Dulwich	 (pop.	 4,734),	
  Dunstone	(pop.	3,574)	
  Villages:	Ashford	(pop.	75),	Coldwater	(pop.	176),	Hard	Bay	(pop.	
  138),	
  Kingsfell	
  (pop.	
  174),	
  Longbridge	
  (pop.	
  193),	
  Slaughterford	 (pop.	 168),	 Underdell	 (pop.	 152),	 Thornhill	
  (pop.	157),	Wellswood	(pop.	192),	White	Moon	Cove	(pop.	
  328),	Woodridge	(pop.	138)	
  Fortifications:	Black	Tower,	Languard,	Tor	Abbey	
  Resources:	Fishing,	timber,	shipbuilding	
  Coinage:	platinum	orb,	gold	crown,	electrum	noble,	silver	penny,	
  copper	bit	
  Adventure	 Sites	 of	 Interest:	 Cavern	 of	 Forbidden	 Dreams,	
  Gloamhold,	the	Mottled	Spire,	the	Sunken	Pyramid,	Tower	of	
  Woe,	Valentin’s	Folly	
  Dismissively	called	“Fenland”	by	outsiders	for	the	broad	swath	of	
  fetid,	tidal	saltmarsh	almost	cutting	the	duchy	in	twain,	Ashlar	
  sprawls	 along	 the	 appropriately	 named	 Hard	 Bay.	 Effectively	
  isolated	 from	 the	 rest	 of	 the	 continent	 by	 a	 high	 plateau	
  crowned	by	dark,	silent	woods	clustering	hard	against	a	legion	of	
  fantastically	shaped	stone	spires,	Ashlar	is	an	isolated	realm	of	
  hard,	resilient	folk.		
  	
  For	centuries,	the	folk	of	Ashlar	have	dwelt	in	the	shadow	of	
  ancient	evils.	Although	it	has	stood	for	generations,	the	Duchy	is	
  not	the	first	kingdom	to	claim	the	lands	sprawling	north	of	the	
  Forest	 of	 Gray	 Spires.	 From	 his	 seat	 in	 Languard,	 Duke	 Armas	
  Nenonen	 ever	 watches	 over	 his	 realm.	 Brooding	 upon	 the	
  ancient	shadows	seemingly	clustering	ever	closer	about	his	land,	
  he	looks	to	the	grim,	towering	bulk	of	the	Mottled	Spire	as	the	
  source	 of	 the	 evil	 besetting	 his	 people.	 Within	 this	 towering,	
  wave-lashed	
  shard	
  of	
  limestone	
  lies	
  the	
  labyrinthine	
  passageways	and	chambers	of	Gloamhold’s	outer	reaches	and,	
  beyond	them,	the	benighted	precincts	and	canals	of	the	legend-
  shrouded	Twilight	City.	
  G E O G R A P H I C A L  F E A T U R E S  O F  N O T E  
  Several	 geographical	 features	 of	 note	 lie	 inside	 or	 on	 Ashlar’s	
  borders:	
  	
  Forest	of	Gray	Spires:	While	not	part	of	Ashlar,	the	Forest	of	
  Gray	 Spires	 forms	 its	 southern	 border.	 Deemed	 all	 but	
  impenetrable,	wild	rumours	cluster	thickly	about	these	brooding	
  woodlands	 and	 the	 legion	 of	 strange,	 slender	 rock	 spires	
  thrusting	upwards	from	the	plateau	on	which	the	forest	stands.	
  	
  Hard	 Bay:	 A	 wide	 and	 deep	 bay	 renowned	 for	 stormy	
  weather	and	savage	tides,	Hard	Bay	is	aptly	named.	Its	bounds	
  are	a	tangle	of	rivers,	rocky	headlands,	vertiginous	cliffs,	wooded	
  isles	and	isolated,	stony	beaches.	
  	
  Saltmire:	This	swath	of	dismal,	low-lying	saltmarsh	sprawls	
  outwards	from	the	broad,	muddy	banks	of	the	River	Ost	and	its	
  tributaries.	It	effectively	sunders	the	duchy	in	twain.		
  A D V E N T U R E  S I T E S  O F  N O T E  
  Several	adventure	sites	of	note	lie	inside	or	on	Ashlar’s	borders:	
  	
  Cavern	of	Forbidden	Dreams:	Buried	deep	in	the	Shoalstone	
  and	 only	 accessible	 via	 a	 precipitous,	 oft-flooded	 tunnel	 the	
  Cavern	of	Forbidden	Dreams	is	a	place	of	pilgrimage	for	those	
  seeking	ancient	forbidden	knowledge.	
  	
  Gloamhold:	 A	 vast	 dungeon	 complex	 of	 unknowable,	 but	
  undoubtedly	 ancient,	 origin	 and	 unfathomable	 extent,	 dark	
  rumours	 and	 terrible	 tales	 of	 adventure,	 death	 and	 betrayal	
  hang	over	this	forsaken	site.	It	is	a	place	of	madness	and	death.	
  	
  Tower	of	Woe:	Standing	deep	in	the	Forest	of	Gray	Spires,	
  the	Maddening	Spire	(as	it	sometime	called)	appears	as	if	it	has	
  been	 twisted	 and	 melted.	 Those	 daring	 its	 interior	 are	 often	
  driven	mad	by	their	experiences.		
  	
  The	Mottled	Spire:	This	huge	chunk	of	granite	glowers	over	
  Hard	 Bay’s	 treacherous	 waters	 like	 an	 angry	 giant.	 Difficult	 to	
  reach	by	land	or	sea,	the	Mottled	Spire	shelters	Gloamhold	deep	
  within	its	bowels.	
  	
  The	 Sunken	 Pyramid:	 Lying	 barely	 30	 ft.	 below	 the	 water,	
  the	Sunken	Pyramid	looms	large	in	sailors’	lore.	The	surrounding	
  water	 is	 cold	 and	 dark.	 Sharks	 are	 reported	 here	 in	 great	
  numbers.	 Sea	 spirits,	 gigantic	 sharks	 and	 the	 ghosts	 of	 those	
  drowned	nearby	are	all	said	to	haunt	the	surrounding	waters.	
  	
  Valentin’s	 Folly:	 This	 ruined	 keep	 stands	 upon	 a	 wooded	
  bluff	 overlooking	 a	 steep-sided	 valley.	 Also	 known	 as	 Ironwolf	
  Keep,	 or	 the	 Shadowed	 Keep	 on	 the	 Borderlands,	 the	 fortress	
  was	 built	 by	 Valentin	 Ironwolf.	 The	 fortress	 fell	 into	 disrepair	
  shortly	after	Valentin—along	with	his	family—were	slain	by	his	
  orc	and	goblin	enemies.	
  	
  	
   
  
  11	
  	
   
  
  12	
  H I S T O R Y  
  Ashlar	has	a	long	and	storied	history.		
  	
  Founded	by	the	half-elven	adventurer	Arndul	Nenonen	and	
  his	 followers,	 what	 would	 become	 Ashlar	 was	 at	 first	 nothing	
  more	than	a	small	coastal	enclave	on	the	spit	of	land	upon	which	
  now	stands	Languard.	Arndul	was	a	skilled	adventurer	who	had	
  grown	 obsessed	 with	 Gloamhold	 and	 its	 many	 dark	 secrets.	
  From	his	temporary	base,	he	led	expedition	after	expedition	into	
  its	 gloomy	 halls.	 However—eventually—he	 delved	 too	 deeply	
  into	its	mysteries	and	came	to	a	certain	terrible	realisation	which	
  led	him	to	abruptly	cease	his	explorations.		
  	
  Instead,	he	turned	from	exploration	to	conquest	and	moved	
  to	bring	the	lands	that	would	become	known	as	Ashlar	under	his	
  banner.	 Arndul’s	 might,	 influence	 and	 personal	 wealth	 were	
  considerable	 and	 he	 completed	 his	 conquest	 quickly—if	 not	
  bloodlessly.	His	rule—and	that	of	his	descendants—has	brought	
  peace,	stability	and	civilisation	to	the	land.	
  	
  For	 500	 years,	 the	 duchy	 has—if	 not	 prospered—endured.	
  Hacked	 from	 the	 wilderness,	 Ashlar	 quickly	 expanded	 to	 its	
  geographical	 maximum.	 Hemmed	 in	 by	 the	 ocean’s	 trackless	
  expanse	to	the	north	and	the	forbidding	depths	of	the	Forest	of	
  Gray	Spires	to	the	south,	Ashlar	is	a	well-established	outpost	on	
  the	edge	of	the	civilised	world		
  T R A D E  &  I N D U S T R Y  
  Most	 Ashlarians	 dwell	 in	 the	 countryside	 and	 engage	 in	
  traditional	industries	such	as	farming,	hunting,	woodcutting	and	
  charcoal	 making.	 Ashlar’s	 towns,	 Dunstone	 and	 Dulwich,	 and	
  capital,	Languard,	are	the	centres	of	more	“civilised”	industries.	
  These	three	settlements,	and	particularly	Languard,	account	for	
  the	bulk	of	Ashlar’s	wealth	and	prosperity.		
  	
  Rural	Life:	Most	Ashlarians	live	in	or	within	a	few	hours	walk	
  of	a	village.	Their	lives	are	tied	to	the	land	and	the	seasons	or,	in	
  the	case	of	White	Moon	Cove	and	the	other	coastal	settlements,	
  the	sea.	Each	village	is	administered	by	a	lord	who	in	turn	swears	
  fealty	to	the	Nenonen	family.		
  	
  Urban	 Life:	 Urban	 life	 in	 Ashlar	 revolves	 around	 trade	 and	
  industry.	While	only	Languard	can	call	itself	a	city,	both	Dulwich	
  and	 Dunstone	 are	 virtual	 hives	 of	 commerce	 when	 compared	
  against	nearby	villages.	Here	cluster	an	abundance	of	merchants	
  and	skilled	craftsmen.		
  L A W  &  O R D E R  
  Ashlar	is	a	well-governed,	ordered	society.	The	Nenonens	have	
  ruled	 the	 land	 since	 Arndul	 planted	 his	 banner	 500	 years	 ago.	
  The	nobles	of	the	land	are	mostly	descended	from	his	favoured	
  companions	and	henchmen	and	a	powerful	tradition	of	service	
  yet	runs	through	the	nobility.		
  	
  Individual	 lords	 oversee	 their	 own	 lands	 as	 they	 see	 fit	 as	
  long	as	they	refrain	from	oppressing	their	folk	or	waging	open	
  warfare	against	their	rivals.	A	lord’s	power	is	measured	by	two	
  things:	the	favour	he	holds	with	Armas	Nenonen	and	his	family’s	
  wealth.	 Thus,	 the	 lords	 who	 rule	 Dulwich	 and	 Dunstone	 are	
  generally	viewed	as	more	powerful	than	their	fellows.	However,	
  there	 are	 a	 few	 exceptions.	 The	 dismal	 village	 of	 Coldwater	 is	
  virtually	ungoverned	as	its	lady—Elina	Vuolle—hates	the	place.	
  Conversely	 the	 lady	 paladin	 Mira	 Lankinen	 of	 Kingsfell	 is	
  particularly	 well-regarded	 by	 the	 Nenonens	 for	 her	 stalwart	
  support	and	defence	of	the	duchy.	
  N O T A B L E  O R G A N I S A T I O N S  
  Many	 organisations	 and	 groups	 can	 be	 found	 among	 Ashlar’s	
  populace.	Four	of	the	most	powerful	comprise:		
  	
  Order	of	the	Watch	Eternal:	Devoted	to	Darlen,	this	order	of	
  holy	warriors	stands	between	Ashlar	and	the	darkness	pressing	
  in	 on	 all	 sides.	 Its	 members	 are	 heroes	 and	 protectors	 of	 the	
  common	 folk	 often	 seen	 riding	 the	 borders.	 A	 few	 of	 their	
  number	 also	 delve	 into	 the	 sinister,	 benighted	 mysteries	 of	
  Gloamhold—convinced	 that	 some	 ancient	 terror	 lurks	 deep	
  within.	The	Order	comprises	paladins,	lawful	good	fighters	and	
  priests	 of	 Darlen.	 It	 maintains	 two	 main	 fortifications—Tor	
  Abbey	in	the	west	and	the	Watcher’s	Spire	in	Languard.		
  A S H L A R ’ S  A N C I E N T  P A S T  
  The	 history	 of	 the	 land	 that	 would	 become	 Ashlar	 is	 even	
  deeper	 and	 more	 ancient	 than	 all	 but	 the	 most	 puissant	
  sages	would	believe.	Untold	millennia	ago,	before	even	the	
  gods	had	turned	their	eyes	to	the	Material	Plane,	the	alien	
  aboleth	held	sway	over	the	region.	Their	skum	minions	were	
  the	first	to	carve	homes	deep	into	the	Mottled	Spire’s	living	
  rock	and	the	first	to	discover	the	Sunless	Lake.	Here	in	ages	
  past	dwelt	the	aboleth	far	from	the	light	of	day.	But	change	
  is	 a	 constant	 and	 eventually,	 the	 aboleths’	 hold	 over	 their	
  empire	 faltered	 and	 they	 retreated	 into	 the	 deep,	 hidden	
  places	of	the	world.		
  	
  The	 skum	 lingered	 on	 for	 long	 ages	 and	 fell	 under	 the	
  sinister	otherworldly	influence	of	Dagon,	the	Shadow	Under	
  the	Sea.	Eventually	they	too	were	driven	from	their	gloomy	
  home	 by	 a	 great	 host	 of	 troglodytes	 fleeing	 the	 civil	 wars,	
  ruination	
  and	
  destruction	
  wracking	
  their	
  ancient	
  subterranean	empire.	
  	
  The	 troglodytes	 claimed	 the	 area	 and	 built	 their	 steep-
  sided	 ziggurats	 over	 the	 many	 small	 islands	 dotting	 the	
  Sunless	 Lake.	 They	 modified	 the	 skums’	 ancient	 works	 for	
  their	 own	 designs	 and	 used	 them	 as	 a	 base	 from	 which	 to	
  raid	 the	 surface	 world	 for	 loot	 and	 slaves.	 However,	 the	
  troglodytes’	hegemony	 did	not	 endure	 for	long.	Hunted	by	
  their	rivals	from	the	ruin	of	their	ancient	empire	and	assailed	
  by	 a	 loose	 coalition	 of	 surface	 dwellers	 weary	 of	 being	
  preyed	 upon	 eventually	 their	 civilisation	 fell.	 The	 survivors	
  splintered	 into	 dozens	 of	 tribes	 that	 yet	 war	 amongst	 one	
  another	in	the	ruins	of	their	once-mighty	home.	
  
  13	
  	
  Sagacious	Masters	of	the	Eldritch	Nexus:	The	pre-eminent	
  wizard’s	 guild	 extant	 in	 Ashlar,	 the	 Sagacious	 Masters	 of	 the	
  Eldritch	 Nexus	 have	 their	 seat	 in	 the	 Black	 Tower—a	 heavily	
  fortified,	vitrified	tower-complex	to	the	north	east	of	Languard.	
  Common	folk	rarely	visit	the	Black	Tower.	Perched	on	the	coast,	
  many	 strange	 rumours	 swirl	 about	 the	 wizards	 and	 their	
  mysterious	 practises.	 Members	 of	 the	 Nexus	 also	 dwell	 in	
  Dulwich,	 Dunstone	 and	 Languard	 where	 they	 often	 serve	 as	
  magical	advisers	and	sages	to	all	who	can	afford	their	services.	
  Most	wizards	and	their	ilk	belong	to	the	guild,	or	aspire	to	join,	
  although	 a	 few	 neophyte	 spellcasters	 have	 found	 instruction	
  with	independent	wizards.	
  	
  Shadow	 Masks:	 Ashlar’s	 most	 successful	 (and	 feared)	
  thieves’	guild,	the	Shadow	Masks	control	Languard’s	underworld	
  in	a	vice-like	grip.	Active	in	all	types	of	nefarious	doings	(except	
  assassination	 and	 slavery),	 the	 Shadow	 Masks	 are	 said	 to	 be	
  wealthy	
  beyond	
  imagination.	
  Their	
  lord—the	
  Shadow	
  Supreme—never	appears	in	public	and	his—or	her—identity	is	a	
  matter	of	much	debate.	
  	
  Worshipful	 Company	 of	 Freetraders:	 Historically,	 the	
  nobles—led	 by	 the	 duke—and	 the	 priests	 have	 controlled	 and	
  guided	Ashlar,	but	this	centuries-old	order	is	being	challenged	by	
  the	 rising	 merchant	 class.	 Several	 guilds	 have	 established	
  themselves	 in	 Ashlar’s	 towns,	 and	 the	 Worshipful	 Company	 is	
  the	most	successful	of	these	new	organisations.	Open	to	traders	
  and	merchants	of	any	profession,	its	influence	and	power	grow	
  daily.	
  N O T A B L E  F O L K  
  A	 few	 folk	 are	 particularly	 powerful	 or	 notable	 in	 Ashlarian	
  society.	They	include:	
  	
  Duke	Armas	Nenonen	(LN	middle-aged	male	half-elf	fighter	
  4/wizard	8):	Lord	of	Ashlar,	Armas	Nenonen	has	watched	over	
  his	domain	for	almost	a	century.		
  	
  The	Shadow	Supreme	(N	male	human	rogue	9):	The	Shadow	
  Mask’s	 mysterious,	 wealthy	 leader	 lurks	 in	 the	 shadows.	 His	
  identify	is	a	matter	of	much	conjecture.	
  	
  Varma	 Nikkonen	 (LG	 middle-aged	 female	 human	 paladin	
  5/cleric	 3):	 Although	 not	 its	 most	 puissant	 warrior	 or	 pious	
  priest,	the	Mistress	of	the	Watch	leads	the	Order	of	the	Watch	
  Eternal	 in	 its	 vigil.	 A	 skilled	 diplomat,	 she	 is	 beloved	 by	 the	
  common	folk.	
  	
  Kaija	Vatanen	(N	old	female	human	wizard	11):	Rarely	seen	
  in	 public,	 Kaija	 spends	 much	 of	 her	 time	 at	 the	 Black	 Tower	
  overseeing	 the	 Eldritch	 Nexus’	 business	 both	 mundane	 and	
  magical.	 To	 the	 general	 populace,	 she	 is	 almost	 a	 legendary	
  figure,	and	tales	of	her	magical	prowess	are	greatly	exaggerated.	
  	
  Valto	 Ojanen	 (LN	 middle-aged	 male	 human):	 A	 skilled	
  merchant	 and,	 consequently,	 fabulously	 wealthy,	 Valto	 is	 the	
  driving	 force	 behind	 the	 Freetraders	 and,	 consequently,	
  unpopular	 with	 Ashlar’s	 noble	 class	 who	 see	 him	 as	 nothing	
  more	than	a	merchant	with	aspirations	far	above	his	status.		
  W H I S P E R S  &  R U M O U R S  
  Whispers	 and	 rumour	 swirl	 through	 Ashlar’s	 marketplaces	
  and	 taprooms.	 Adventurers	spending	a	few	coins	to	 loosen	
  drinkers’	tongues	or	who	overhear	gossip	in	the	marketplace	
  can	hear	one	or	more	of	the	following	rumours:	
  D12	
  RUMOUR	
  1	
  The	 first	 duke	 discovered	 something	 so	 horrible	
  deep	inside	Gloamhold	none	of	his	family	have	ever	
  set	foot	in	the	place	ever	again.		
  2*	
  Strange	 folk	 have	 been	 seen	 hanging	 around	
  Languard’s	 docks	 at	 night,	 of	 late.	 They	 wear	
  voluminous	 cloaks	 and	 flee	 if	 approached.	 They	
  could	be	smugglers	or	they	could	be	something	else	
  entirely.		
  3	
  The	 storms	 this	 winter	 will	 be	 even	 harsher	 than	
  normal.	Some	say,	low-lying	parts	of	Languard	could	
  even	 be	 flooded.	 The	 sea	 will	 be	 unusually	 rough	
  and	 Gloamhold	 will	 probably	 be	 cut	 off	 until	 the	
  spring.	Woe	betide	anyone	trapped	in	its	halls!		
  4	
  Bandit	 activity	 is	 on	 the	 rise	 around	 Dulwich.	 The	
  bandits	 are	 probably	 hiding	 somewhere	 in	 the	
  woods	in	one	of	the	many	ruins	said	to	lie	therein.	
  Someone	needs	to	do	something	about	them.	
  5	
  The	 lizard	 men	 of	 the	 Salt	 Mire	 are	 getting	
  increasingly	 aggressive	 toward	 travellers.	 No-one	
  knows	what’s	got	them	riled	up.		
  6	
  The	dismal	coastal	village	of	Coldwater	is	a	hive	of	
  smuggling	 activity.	 Most	 of	 the	 villagers	 are	
  hideously	ugly,	and	rumours	of	an	evil	cult	based	in	
  the	village	are	commonly	thought	to	be	true.	
  7	
  A	 small	 clan	 of	 dwarves	 live	 in	 a	 secret	
  subterranean	 hold	 on	 the	 shore	 of	 a	 shadow-
  wreathed	lake	beneath	the	village	of	Wellswood.	
  8	
  A	 strange	 crimson-sailed	 ship	 has	 been	 seen	
  anchored	 off	 the	 Shoalstone.	 No	 doubt	 someone	
  seeks	to	unlock	the	maddening	secrets	of	the	Cave	
  of	Forbidden	Dreams.	But	for	what	purpose?	
  9	
  Gloamhold	 is	 a	 dangerous	 place.	 Beyond	 its	 many	
  foul	 denizens	and	cunning	traps,	 the	place	 itself	is	
  said	to	warp	those	who	spend	too	long	in	its	depths.	
  Such	folk	are	said	to	have	the	Gloamhold	Look.	
  10	
  Plague	 has	 ravaged	 Ashford.	 Almost	 everyone	 is	
  dead.	 Could	 a	 plague	 so	 virulent	 be	 natural	 or	 is	
  some	foul	necromancer	or	other	dark	power	behind	
  the	outbreak?	
  11*	
  Dark	 clouds	 have	 been	 seen	 hanging	 over	 Black	
  Tower,	 no	 matter	 how	 strong	 the	 wind.	 What	 are	
  those	wizards	up	to?	
  12	
  The	 Sunken	 Pyramid	 lies	 in	 the	 deep	 waters	 near	
  White	Moon	Cove.	The	sinister	structure	features	in	
  many	 mariners’	 tales.	 Sharks	 gather	 in	 the	 area	 in	
  surprising	numbers.	
  *False	rumour	
  	
  
  14	
  N E A R B Y  A D V E N T U R E  S I T E S  
  Although	Gloamhold	is	the	focus	of	many	adventurers’	careers,	
  several	other	adventure	locales	of	note	lie	nearby.	
  C A V E R N  O F  F O R B I D D E N  D R E A M S  
  Buried	 deep	 in	 the	 Shoalstone,	 and	 only	 accessible	 via	 a	
  precipitous,	oft-flooded	tunnel,	the	Cavern	of	Forbidden	Dreams	
  is	 a	 place	 of	 pilgrimage	 for	 those	 seeking	 forgotten	 elder	
  knowledge.	 Standing	 miles	 out	 to	 sea,	 rising	 from	 the	
  surrounding	 waters	 like	 the	 humped	 back	 of	 some	 great	
  primordial	beast,	the	Shoalstone	is	a	place	of	dark	legend	and	
  wild	mariners'	tales.		
  	
  A	 steep-sided	 and	 lonely	 low-lying	 chunk	 of	 rock,	 the	
  Shoalstone	 hosts	 vast	 flocks	 of	 sea	 birds	 on	 its	 foam-flecked	
  flanks.	Without	any	predators,	these	birds	grow	numerous	and	
  fat	 on	 the	 fish	 swarming	 in	 the	 surrounding	 shallow	 waters.	
  Some	mariners	bestowed	upon	the	birds	accusations	of	malign	
  intelligence	and	more	than	one	black-hearted	wizard	has	taken	
  one	to	serve	as	his	familiar.		
  	
  At	low	tide,	in	the	Shoalstone’s	southern	face,	the	retreating	
  waters	reveal	a	narrow	passageway	leading	deep	into	the	rock.	
  Crudely	 hewn,	 steep	 steps	 thick	 with	 seaweed	 and	 barnacles	
  provide	 access	 to	 the	 caverns	 below	 the	 Shoalstone.	 Explorers	
  should	 be	 wary,	 however,	 for	 much	 of	 this	 complex	 floods	 at	
  high	tide,	cutting	off	the	inner	reaches	from	the	outside	world.		
  	
  Disturbing	
  carvings	
  of	
  foul	
  creatures	
  carrying	
  out	
  unspeakable	 rites	 and	 worshipping	 nameless	 elder	 things	
  decorate	 many	 of	 the	 passageways	 and	 corridors.	 In	 a	 few	
  places,	 humans	 are	 shown—invariably	 being	 sacrificed	 or	
  tortured	 in	 horrible,	 barbaric	 fashion.	 The	 darkness	 here	 is	
  oppressive	and	the	narrow,	winding	passages	claustrophobic.		
  	
  Strange	 things	 dwell	 in	 the	 darkness.	 Those	 surviving	 their	
  visit	of	the	caverns	report	the	caverns	are	haunted	by	the	ghosts	
  of	 elder	 beings	 bound	 to	 the	 place	 by	 some	 unguessably	
  powerful	curse.	Whatever	the	truth,	these	foul	creatures	slay	all	
  those	entering	their	domain,	save	for	those	bearing	certain	sigils	
  or	implements	which	seem	to	hold	them	at	bay.		
  	
  Legends	 tell	 of	 brave	 (or	 foolhardy)	 adventurers	 dwelling	
  within	 the	 caverns	 to	 commune	 with	 the	 spirits	 lurking	 in	 the	
  cloying	 darkness.	 Such	 folk	 are	 often	 said	 to	 suffer	 terrible	
  dreams	 of	 ancient	 places	 and	 events.	 From	 these	 fevered	
  dreamings	 came	 the	 first	 record	 of	 Gloamhold’s	 inner	 reaches	
  and	the	Twilight	City	buried	deep	in	its	dusty,	benighted	depths.	
  Even	 now,	 sometimes	 those	 planning	 to	 dare	 Gloamhold’s	
  terrors	come	to	the	Cavern	of	Forgotten	Dreams	in	the	hope	of	
  learning	 fragments	 of	 forgotten	 lore	 that	 will	 prove	 the	
  difference	between	a	successful	delve	and	disaster.		
  	
  Lore:	Through	dint	of	their	personal	local	knowledge	or	their	
  efforts	to	gather	information,	the	PCs	likely	know	some	generally	
  accepted	facts	about	the	Shoalstone.		
  § 
  The	Shoalstone	is	a	lonely	rock	surrounded	by	shallow	waters.	
  At	low	tide,	a	vast	swath	of	glistening,	seaweed	encrusted	reef	
  emerges	from	the	water.	Many	ships	have	come	to	grief	there	
  over	the	years.		
  § 
  The	Cavern	of	Forbidden	Dreams	lies	within	the	Shoalstone.	Its	
  entrance	is	only	accessible	at	low	tide.	
  § 
  The	cavern’s	inner	reaches	are	decorated	with	ancient	carvings	
  of	disturbing	design.	Those	living	in	the	cavern	and	communing	
  with	 the	 spirits	 haunting	 the	 place	 often	 suffer	 disturbing	
  dreams	of	ancient	events	and	strange	creatures.	
  T H E  S H U N N E D  V A L L E Y  
  Far	from	Dulwich,	hidden	deep	in	the	forest,	lies	a	marshy,	boggy	
  valley.	 Woodsmen	 and	 hunters	 shun	 the	 place—kept	 away	 by	
  rumours	of	a	terrible	beast	lairing	within	and	of	a	ghost	haunting	
  the	valley’s	boggy	mere.	But,	as	well	as	great	danger,	treasures	
  magical	 and	 mundane	 may	 yet	 lie	 unclaimed	 in	 the	 valley	 for	
  three	unexplored	tombs,	built	by	ancient	hands,	stand	amid	the	
  mud	and	reeds.		
  	
  Lore:	Through	dint	of	their	personal	local	knowledge	or	their	
  efforts	to	gather	information,	the	PCs	likely	know	some	generally	
  accepted	facts	about	the	Shunned	Valley.		
  § 
  The	valley	lies	a	day’s	journey	into	the	forest.	No	proper	paths	
  head	in	that	direction,	but	game	trails	crisscross	the	area.		
  § 
  A	pool—Aila’s	Mere—named	for	an	adventurer	who	drowned	
  therein	long	ago	fills	much	of	the	valley.	
  § 
  Three	 tombs	 are	 said	 to	 lie	 in	 the	 valley	 itself.	 They	 are	
  variously	thought	to	be	the	resting	place	of	ancient	and	savage	
  barbarians,	 forgotten	 kings	 or	 even	 the	 burial	 site	 of	 a	 long	
  forgotten	hobgoblin	tribe.	
  T H E  S U N K E N  S T A I R  
  Widely	 thought	 of	 as	 a	 haven	 for	 smugglers	 and	 other	
  miscreants,	 rumours	 swirl	 as	 thickly	 about	 Coldwater	 as	 the	
  persistent	sea	fogs	that	sometimes	blanket	the	place	for	days	at	
  a	time.	Set	at	the	head	of	a	muddy	cliff	top	path,	Coldwater	is	an	
  isolated,	dismal	place.	Its	folk	are	sullen,	ugly	people	and	even	
  the	village’s	ruler	hates	the	place.	For	all	that,	Coldwater	can	be	
  a	place	of	opportunity	and	adventure.		
  	
  Protected	by	the	roiling	waters	of	the	ocean,	the	Fane	of	the	
  Undying	 Sleeper	 lies	 at	 the	 top	 of	 a	 set	 of	 stone	 steps	 only	
  exposed	at	the	lowest	ebb	of	the	lowest	spring	tides.	Protected	
  by	impregnable	stone	doors,	the	fane	has	lain	undisturbed	for	
  centuries.	 Once	 the	 lair	 of	 a	 heretical	 and	 degenerate	 demon-
  worshipping	cult	the	benighted,	profane	place	has	never	known	
  the	tread	of	human	feet.	None	have	yet	penetrated	the	fane,	but	
  nevertheless	 wild	 and	 outlandish	 rumours	 speak	 of	 terrible	
  dangers	and	glittering	treasures	to	be	found	within.		
  
  15	
  	
  Lore:	Through	dint	of	their	personal	local	knowledge	or	their	
  efforts	to	gather	information,	the	PCs	likely	know	some	generally	
  accepted	facts	about	the	Sunken	Stair.		
  § 
  Coldwater	is	a	dump—the	place	is	a	dismal	cesspit	of	the	worst	
  sort.	The	people	are	sullen	and	tremendously	ugly;	there	is	no	
  reason	to	go	there.	
  § 
  The	folk	of	Coldwater	are	of	the	worst	moral	fibre.	Many	are	
  smugglers	 and	 rumours	 of	 an	 evil	 cult	 lurking	 in	 the	 village	
  refuse	to	die.	
  § 
  Devil’s	Cove	has	a	strange	feature	buried	in	its	cliffs—a	sunken	
  staircase	that	only	becomes	visible	at	particularly	low	tides.	
  V A L E N T I N ’ S  F O L L Y  
  Forty	years	ago,	the	famed	adventurer	Valentin	Ironwolf	sought	
  a	place	to	make	his	home.	Retirement	was	not	in	his	heart,	but	
  the	 wanderlust	 of	 his	 youth	 had	 long	 since	 died	 and	 he	 now	
  sought	a	corner	of	the	world	to	call	his	own.	Along	with	his	wife,	
  Kaarina,	 his	 small	 child,	 Einar,	 and	 his	 faithful	 retainers	 he	
  claimed	the	site	upon	which	now	stands	the	Shadowed	Keep.	
  	
  For	the	next	five	years,	he	slowly	built	his	home—turning	it	
  into	 a	 powerful	 fortified	 position	 from	 which	 to	 dominate	 the	
  surrounding	woodlands.	At	the	same	time,	Valentin	and	his	wife	
  sallied	 forth	 carrying	 sword	 and	 spell	 against	 the	 warring	
  humanoids	 that	 incessantly	 fought	 over	 the	 forest.	 Over	 the	
  course	of	the	following	campaign,	he	exterminated	the	Kobolds	
  of	the	Ebon	Scales	and	defeated	the	Orcs	of	the	Severed	Hand	
  and	the	Goblins	of	the	Blood	Moon	in	battle.		
  	
  However,	looting	the	corpses	of	the	fallen	earned	him	little	
  coin	and	Valentin	lacked	the	funds	to	both	finish	his	home	and	
  crush	 the	 last	 humanoids	 skulking	 in	 their	 subterranean	 lairs.	
  With	 work	 stalled	 on	 his	 fortress,	 Valentin	 sunk	 into	 a	 great	
  depression	 and	 began	 to	 drink	 heavily.	 Slowly	 many	 of	 his	
  servants	 and	 retainers	 drifted	 away	 until	 only	 his	 most	 loyal	
  followers	remained.	By	then,	Valentin	lacked	the	will	or	might	to	
  continue	 campaigning	 against	 his	 enemies.	 His	 enemies,	
  however,	had	not	forgotten	the	woes	he	had	visited	upon	them	
  and	slowly	they	gathered	their	strength	and	waited.		
  	
  Agreeing	a	short,	and	ultimately	bloody,	pact	the	Goblins	of	
  the	 Blood	 Moon	 and	 the	 Orcs	 of	 the	 Severed	 Hand	 united	 to	
  destroy	Valentin	and	his	followers.	On	a	moonless	night,	when	
  Valentin	sat	deep	in	his	cups	surrounded	by	his	dwindling	band	
  of	 retainers,	 goblin	 scouts	 scaled	 the	 once	 well-guarded	 walls	
  and	slew	the	few	remaining	guards	before	opening	the	gates	to	
  admit	 the	 blood	 crazed	 berserkers	 of	 the	 Severed	 Hand.	
  Slaughter	 engulfed	 the	 castle.	 Surprised	 and	 hopelessly	
  outnumbered	the	defenders	died	quickly.	A	few	gathered	in	the	
  Great	Hall	about	their	liege	to	make	their	final	stand,	but	once	
  the	tide	of	violence	receded	all	lay	stark	in	their	own	blood.		
  	
  With	their	mutual	enemy	slain,	the	orcs	and	goblins	swiftly	
  fell	 to	 arguing	 among	 themselves;	 violence	 inevitably	 ensued.	
  Where	 once	 man	 had	 struggled	 against	 goblin	 and	 orc	 now	
  goblin	 fought	 orc.	 When	 this	 new	 fresh	 wave	 of	 violence	
  subsided	the	Goblins	of	the	Blood	Moon	stood	triumphant	over	
  the	 hacked	 and	 bloody	 corpses	 of	 their	 enemies.	 But	 it	 was	 a	
  hollow	victory	for	so	many	of	their	warriors	had	fallen	the	tribe’s	
  power	 was	 broken.	 Hounded	 by	 other	 enemies	 a	 few	 months	
  later	the	tribe’s	survivors	retreated	to	the	now	ruined	Ironwolf	
  Keep	to	hide	and	rebuild	their	shattered	strength.	
  	
  Abandoned	 by	 humanity,	 Ironwolf	 Keep	 has	 stood	
  abandoned	for	decades.	Now	and	then	adventurers	poked	about	
  the	ruins	in	search	of	lost	treasures.	Most	did	not	return	and	the	
  keep	 gained	 a	 sinister	 aspect.	 Named	 now	 variously	 as	 the	
  Shadowed	Keep	or	Valentin’s	Folly	only	the	old	and	learned	still	
  refer	to	it	as	Ironwolf	Keep.	
  	
  Lore:	Through	dint	of	their	personal	local	knowledge	or	their	
  efforts	to	gather	information,	the	PCs	likely	know	some	generally	
  accepted	facts	about	Valentin’s	Folly.		
  § 
  Originally	 named	 Ironwolf	 Keep,	 the	 abandoned	 fortress	 is	
  now	known	as	the	Shadowed	Keep	or	Valentin’s	Folly.		
  § 
  Valentin	was	a	skilled	warrior-adventurer	who	built	the	place	
  forty	 years	 ago.	 Valentin’s	 enemies—the	 goblins	 and	 orcs	 of	
  the	surrounding	woodlands—slew	him	and	his	retainers	at	the	
  culmination	of	a	long	and	savage	conflict.	
  § 
  Valentin	was	a	famous	adventurer	and	was	rumoured	to	have	
  hidden	a	great	treasure	somewhere	in	the	keep.		
  V O N G Y T H  
  Two	 centuries	 ago,	 the	 green	 dragons	 Klauthosk	 and	 Yeiarxin	
  annihilated	 the	 dwarves	 of	 Clan	 Nurthen,	 taking	 the	 isolated	
  hold	 of	 Vongyth	 as	 their	 own.	 Served	 by	 the	 kobolds	 of	 the	
  Blackened	 Eye	 their	 depraved	 hegemony	 over	 the	 benighted	
  dwarven	hold	ended	in	blood	and	slaughter	upon	The	Crimson	
  Sword’s	(a	band	of	skilled	and	daring	adventurers)	blades.	Not	all	
  the	dragons’	progeny	perished	in	the	battle,	however,	and	when	
  a	 rival	 appeared	 to	 challenge	 the	 lone	 survivor’s	 rule	 over	 the	
  shattered	 remnants	 of	 the	 Blackened	 Eye,	 bloody	 and	 ruinous	
  war	 swept	 through	 the	 endless,	 cloying	 dark	 of	 Vongyth.	
  Decades	 later,	 the	 survivors	 of	 two	 degenerate	 splinter-tribes	
  seek	the	utter	annihilation	of	the	other	through	sudden	ambush	
  and	 deadly	 trap	 in	 the	 dusty,	 forgotten	 halls	 of	 the	 dwarves’	
  crumbling	fortress.	
  	
  Lore:	Through	dint	of	their	personal	local	knowledge	or	their	
  efforts	to	gather	information,	the	PCs	likely	know	some	generally	
  accepted	facts	about	the	Vongyth.		
  § 
  Vongyth	 was	 once	 a	 dwarven	 hold,	 but	 was	 destroyed	 two	
  centuries	ago	by	a	pair	of	green	dragons.	
  § 
  The	 Crimson	 Swords—skilled	 adventurers	 all—slew	 the	
  dragons	but	could	not	eradicate	their	kobold	minions.	
  § 
  The	 kobolds	 are	 split	 into	 two	 tribes	 which	 war	 incessantly	
  with	one	another.		
  	
   
  
  16	
  F O L K  O F  A S H L A R  
  Ashlar	is	an	overwhelmingly	human	kingdom,	even	though	it	is	
  ruled	by	a	half-elven	duke	and	his	family.	However,	all	the	other	
  common	civilised	races	have	representatives	among	its	people.	
  D W A R V E S  
  Dwarves	 are	 not	 common	 in	 Ashlar.	 Two	 centuries	 ago,	
  Vongyth—the	 only	 known	 dwarven	 hold	 in	 the	 area—was	
  attacked	and	sacked	by	a	pair	of	mated	green	dragons.	The	few	
  survivors	 of	 the	 battle	 scattered	 across	 the	 duchy.	 The	 largest	
  concentration	 of	 dwarves	 remaining	 in	 Ashlar	 dwell	 under	
  Wellswood	in	the	subterranean	lake-side	hold	of	Don	Galir.	
  § 
  Male	 Names:	 Aldal	 Garsten,	 Anvar	 Erdukr,	 Elgal	 Gimsten,	
  Erivar	 Kilak,	 Fargrim	 Harmek,	 Ovlon	 Torsten,	 Reigen	 Ovlag,	
  Whurel	Ovlag,	Yurthic	Farnoen.		
  § 
  Female	Names:	Ara	Belgak,	Barita	Dellode,	Dalastra	Helmalk,	
  Elren	 Darzak,	 Elren	 Kildann,	 Jarani	 Kilak,	 Norren	 Werlan,	
  Thraren	Glorijyr,	Vonya	Yurnoe.	
  E L V E S  
  Elves	are	not	native	to	Ashlar,	although	persistent	rumours	place	
  a	 small	 redoubt	 of	 the	 folk	 deep	 in	 the	 Forest	 of	 Gray	 Spires.	
  Nevertheless,	the	realm’s	storied	past	has	enticed	a	few	elven	
  folk	 to	 settle	 within	 its	 borders.	 Such	 folk	 tend	 to	 be	
  exceptional—adventurers,	skilled	craftsmen	and	the	like.	
  § 
  Male	 Names:	 Arndul	 Baelaroarn,	 Caellynir	 Natityrr,	 Feradul	
  Renriainn,	Ilasual	Natityrr,	Pyvanel	Kaniateir,	Solalith	Myloneir,	
  Vilimzair	Koehelvar,	Zainnis	Wilmatyn.	
  § 
  Female	 Names:	 Aellian	 Cyelrae,	 Duluali	 Firisond,	 Eilliaana	
  Kaniateir,	 Firatris	 Uthliavar,	 Janaela	 Ridriainn,	 Lamahs	
  Nuninrae,	Naillae	Pyvinrae,	Tahlys	Pyloninn.	
  G N O M E S  
  There	 are	 no	 gnomish	 settlements	 within	 Ashlar,	 however	
  several	 small	 enclaves	 of	 the	 fey	 folk	 exist	 south	 of	 Kingsfell	
  where	 the	 River	 Ost	 tumbles	 down	 from	 the	 strange	 plateau	
  upon	which	stands	the	Forest	of	Gray	Spires.	
  § 
  Male	Names:	Addabar	Pogor,	Daladin	Aduren,	Dinejan	Ennalle,	
  Ennafaer	Beren,	Erfael	Heddig,	Herlefaer	Erfanen,	Janel	Folkor,	
  Pinafen	Pallor,	Urdevan	Segel,	Wededal	Turen.	
  § 
  Female	 Names:	 Arumalenae	 Nackel,	 Caladal	 Folkor,	 Erfanna	
  Owaen,	 Gaeral	 Raulnor,	 Leneal	 Neblor,	 Rasal	 Pogor,	 Uranal	
  Turen,	Vanalenae	Rurig,	Wedacallada	Wellel.	
  H A L F - E L V E S  
  Since	 its	 inception,	 Ashlar	 has	 been	 ruled	 by	 a	 family	 of	 half-
  elves.	 Half-elves	 are	 relatively	 common	 in	 Ashlar;	 the	 duchy	 is	
  widely	considered	to	be	friendly	to	elf/human	half-breeds	often	
  looked	on	with	disdain	in	other	human	or	elven	nations.		
  § 
  Names:	Half-elves	use	either	human	or	elven	names.	
  H A L F L I N G S  
  Most	halflings	in	Ashlar	hail	from	Underdell	in	the	west	of	the	
  duchy.	The	village	is	a	hotbed	of	banditry	and	petty	thievery	and	
  consequently	 many	 folk	 look	 upon	 halflings	 with	 no	 small	
  measure	of	distrust.		
  § 
  Male	 Names:	 Antal	 Hilltop,	 Boram	 Faststep,	 Dricolen	
  Goodwater,	 Fosco	 Shadowfriend,	 Illioper	 Faststep,	 Miro	
  Sharpeye,	Opeelur	Silverleaf,	Reenor	Longhole.	
  § 
  Female	Names:	Arveelenn	Earthcloak,	Cora	Earthcloak,	Ereoa	
  Longwanderer,	 Lineeyon	 Quickfingers,	 Merla	 Underbough,	
  Roylla	Trollteaser,	Verna	Thornhill.	
  H A L F - O R C S  
  Generally,	half-orcs	are	not	common	in	Ashlar.	Orc	tribes	dwell	
  to	 the	 south	 among	 the	 forests	 and	 hills	 bordering	 the	 duchy.	
  Thus,	it	is	in	the	south	half-orcs	are	most	common.	Often	seen	as	
  outsiders,	or	potential	spies	for	their	less	civilised	brethren,	half-
  orcs	are	drawn	to	the	life	of	an	adventurer;	their	ability	to	see	in	
  the	dark	makes	them	particularly	suited	to	exploring	Gloamhold.		
  	
  Some	 half-orcs—particularly	 those	 brought	 up	 among	
  humans—take	a	human	name.	Otherwise,	they	take	descriptive	
  names	in	the	orc	style.	
  § 
  Male	 Names:	 Ausk	 Axe-Ripper,	 Feng	 Splinter-Shield,	 Gor	
  Strong-Arm,	Oggor	the	Stabber,	Yahg	the	Widow-Maker.	
  § 
  Female	 Names:	 Dergoka	 the	 Mighty,	 Kroran	 the	 Merciless,	
  Myev	the	Ripper,	Mzon	the	Shadowed,	Uzlen	the	Terror.		
  H U M A N S  
  The	bulk	of	Ashlar’s	population	is	human.	They	dwell	throughout	
  the	 duchy	 and	 make	 up	 the	 bulk	 of	 the	 population	 in	 every	
  settlement.	
  § 
  	Male	Names:	Arvo	Eskola,	Elmo	Purh,	Jorma	Markku,	Mikko	
  Outila,	 Panu	 Leino,	 Raimo	 Keto,	 Riku	 Rintala,	 Teijo	 Salonen,	
  Uljas	Eronen,	Veijo	Sianio.		
  § 
  Female	Names:	Aila	Varala,	Aune	Laitnen,	Emmi	Takala,	Kirsti	
  Leino,	 Marja	 Rintala,	 Saini	 Purho,	 Sorea	 Laukkanen,	 Terhi	
  Vitikka,	Viivi	Pasanen,	Vuokko	Keto.	
  	
  
  17	
  A D V E N T U R E R S  I N  A S H L A R  
  The	overwhelming	majority	of	Ashlarians	are	normal	folk	unable	
  to	swing	a	sword	(effectively)	or	cast	magical	spells	who	would	
  never	think	to	choose	an	adventurer’s	lifestyle.	However,	about	
  one	 in	 twenty	 of	 the	 population	 is	 exceptional	 in	 some	 way.	
  Grizzled	 warriors,	 devout	 clerics,	 sneaky	 rogues	 and	 lore-
  obsessed	 wizards	 can	 all	 be	 found	 among	 the	 folk	 dwelling	
  within	Ashlar’s	borders.	The	notes	below	provide	details	of	how	
  members	of	the	most	common	classes	fit	into	society.		
  B A R D S  
  Bards	 are	 welcome	 throughout	 the	 duchy,	 for	 their	 musical	
  talents	and	(often	comprehensive)	knowledge	of	recent	events.	
  Most	 tavern-keepers	 gladly	 host	 a	 bard	 for	 free	 in	 return	 for	
  nightly	 performances	 in	 the	 taproom.	 Some	 particularly	 skilled	
  bards	can	count	local	lords	as	their	patrons	and	live	in	relative	
  luxury.	 Some	 adventurers	 hire	 bards	 specially	 to	 sing	 of	 their	
  great	deeds.	
  C L E R I C  
  Clerics	 can	 be	 found	 in	 all	 Ashlar’s	 settlements	 of	 note.	
  Worshippers	 of	 Conn	 and	 Darlen	 are	 particularly	 common;	 in	
  coastal	 settlements,	 worship	 of	 Serat	 is	 well-established.	
  Conversely,	 worship	 of	 Abarin	 is	 mainly	 confined	 to	 Dulwich,	
  Dunstone	and	Languard.	Those	venerating	the	dark	power	Braal	
  do	so	quietly	and	in	secret.	
  D R U I D   
  Druids	are	uncommon	in	Ashlarian	society;	such	folk	tend	to	
  dwell	in	the	wild	places	on	the	duchy’s	borders	and	in	the	
  Salt	 Mire’s	 fetid	 depths.	 Worshippers	 of	 the	 sun	 and	
  moon,	the	druids	follow	the	elder	traditions	of	Ashlar’s	
  original	
  inhabitants.	
  Their	
  ancient	
  practises	
  occasionally	bring	them	into	conflict	with	Ashlar’s	
  more	mainstream	faiths.		
  F I G H T E R  
  Those	
  skilled	
  with	
  the	
  blade	
  are	
  in	
  demand	
  throughout	
  Ashlar.	
  Merchants	 require	 guards	
  and	 local	 lords	 are	 always	
  looking	 to	 add	 a	 skilled	
  warrior	to	their	entourage.	
  From	 simple	 militia	 men	 to	
  puissant	knights,	fighters	are	perhaps	
  the	
  most	
  common	
  character	class	in	Ashlar.	
  R A N G E R   
  Ashlar	 lies	 on	 the	 edge	 of	 wilderness	 and	 as	 such	 skulking	
  dangers	and	lurking	monsters	ever	test	its	borders.	Most	rangers	
  are	 found	 in	 the	 south,	 scouting	 the	 southern	 woods	 and	
  watching	 over	 the	 Salt	 Mire	 and	 its	 denizens.	 A	 few	 skilled	 or	
  daring	trackers	have	even	explored	the	fringes	of	the	Forest	of	
  Gray	Spires.	
  M O N K  
  Monks	are	rare	in	Ashlar;	most	worship	Darlen	and	believe	they	
  need	no	weapon	or	armour	to	defeat	their	foes.	Others	venerate	
  Conn	 (the	 Father)	 and	 provide	 protection	 to	 his	 priests.	
  Particularly	martial	monks	join	the	Order	of	the	Watch	Eternal.		
  P A L A D I N  
  Followers	of	Darlen,	most	paladins	belong	to—or	aspire	to	join	
  —the	Order	of	the	Watch	Eternal.	Dedicated	to	keeping	Ashlar	
  safe	 from	 the	 encroaching	 darkness,	 they	 remain	 vigilant	 for	
  external	 threats	 to	 the	 duchy	 and	 to	 moral	 decay	 among	 the	
  populace.	Particularly	aggressive	paladins	take	the	fight	to	evil’s	
  minions;	such	stalwart	defenders	often	mount	expeditions	into	
  the	 surrounding	 wilderlands;	 some	 join	 incursions	 into	
  Gloamhold.		
  T H I E F  
  Thieves	 exist	 in	 every	 Ashlarian	 town	 and	 village.	 In	 Languard,	
  Dunwich	and	Dunstone,	established	guilds	wield	much	influence	
  over	the	underworld.	In	villages,	thievery	transpires	on	a	much	
  smaller	“independent”	scale.	In	coastal	regions,	thieves	also	
  engage	 in	 smuggling	 (and	
  in	
  the	
  case	
  of	
  dismal	
  Coldwater—it	 is	 whispered—
  kidnapping	and	slavery).		
  W I Z A R D  
  Many	
  wizards	
  of	
  note	
  and	
  accomplishment	 belong	 to	 the	
  Sagacious	 Masters	 of	 the	 Eldritch	
  Nexus.	 Neophyte	 spellcasters	 are	
  barred	 from	 full	 membership	 of	 the	
  guild	 but	 may	 still	 study	 with	 its	
  masters.	 Other	 wizards—typically	
  those	born	into	wealth—may	study	
  under	 an	 independent	
  teacher	
   
  
  18	
  D E I T I E S  &  D E M I G O D S  
  The	Ashlarians	worship	several	gods	and	goddesses.	
  A B A R I N  
  N	god	of	Industry	and	Artifice	
  	
  Epithets:	The	Creator,	the	Great	Craftsman	
  	
  Symbol:	A	convoluted	mass	of	cogs	and	gears	
  	
  Favoured	Weapon:	Warhammer	
  	
  Raiment:	Full-length	leather	apron.		
  	
  Teachings:	 The	 Great	 Creator	 created	 everything.	 To	 build	
  and	invent	is	to	praise	him.	Strive	to	better,	what	already	exists.		
  	
  Holy	Text:	Blessed	Manual	of	Creation	
  	
  Additional	 Notes:	 Abarin’s	 faithful	 comprise	 craftsmen,	
  inventors	 and	 the	 like	 as	 well	 as	 wizards	 interested	 in	 crafting	
  magic	items.	Abarin’s	temples	contain	many	complicated	devices	
  such	 as	 water	 clocks.	 Many	 are	 protected	 by	 mechanical	 or	
  clockwork	guardians.	
  B R A A L  
  NE	god	of	Hate,	Malice	and	Revenge	
  	
  Epithets:	The	Hated,	the	Wreaker,	Dweller	in	Shadows	
  	
  Symbol:	A	cloven	skull	
  	
  Favoured	Weapon:	Morningstar	
  	
  Raiment:	 Braal’s	 adherents	 wear	 cowled	 black	 cloaks	
  smeared	with	their	sacrifices’	blood	and	often	shave	their	heads.	
  	
  Teachings:	Strike	from	the	shadows;	punish	those	who	have	
  wronged	 you	 and	 show	 no	 mercy.	 Take	 what	 you	 want	 and	
  destroy	that	which	you	cannot	take.		
  	
  Holy	 Texts:	 The	 worship	 of	 Braal	 is	 not	 as	 prescriptive	 as	
  other	 religions.	 No	 universally	 agreed	 upon	 text	 exists,	 but	
  several	dark	tomes	are	preferred	by	various	sects.	
  C O N N  
  LN	god	of	Community,	Family	and	Rulership	
  	
  Epithets:	The	Father,	Lawgiver	
  	
  Symbol:	Two	hands	clasped	in	a	handshake	
  	
  Favoured	Weapon:	Light	mace	
  	
  Raiment:	White	robes	emblazed	with	two	clasped	hands	
  	
  Holy	Texts:	Law	and	Duty—a	dense,	legalistic	text	setting	out	
  Conn’s	teachings	and	the	place	and	duties	of	each	worshipper.		
  	
  Teachings:	Order	brings	prosperity.	Together,	believers	can	
  achieve	 safety	 and	 contentment.	 The	 family	 is	 the	 most	
  important	unit	of	society;	its	protection	is	the	most	sacred	duty.		
  D A R L E N  
  LG	god	of	Law,	Order,	Justice	and	the	Sun	
  	
  Epithets:	The	Justicar,	the	Shining	Light,	the	Noble	One	
  	
  Symbol:	The	rising	sun	
  	
  Favoured	Weapon:	Longsword	
  	
  Raiment:	Voluminous,	white	cowled	habits.	Unless	expecting	
  battle,	clerics	do	not	wear	armour.	
  	
  Teachings:	 The	 strong	 must	 protect	 the	 weak.	 Those	 with	
  great	 abilities	 or	 aptitudes	 must	 use	 their	 gifts	 for	 the	
  betterment	of	their	fellows.	The	faithful	must	be	ever	vigilant	for	
  evil’s	rise,	but	must	show	mercy	in	dealing	with	its	tools.	
  	
  Holy	Texts:	Darlen’s	teachings	are	set	down	in	the	Scripture	
  of	Law—a	vast	tome	containing	teaching,	stories	and	lessons	by	
  some	 of	 his	 early,	 prominent	 followers.	 Divine	 Order	 and	 On	
  Darkness’	 Rise	 are	 important	 early	 commentaries	 penned	 by	
  legendary	high	priests.	
  S E R A T  
  CN	goddess	of	the	Sea,	Storms	and	Voyages	
  	
  Epithets:	Mistress	of	Storms,	the	Uncaring	
  	
  Symbol:	A	cresting	wave	
  	
  Favoured	Weapon:	Trident	
  	
  Raiment:	Green	and	grey	robes	
  	
  Teachings:	 The	 sea	 and	 its	 mistress	 are	 eternal.	 Its	 waves	
  bring	life,	but	also	death.	All	bounty	flows	from	the	sea,	and	all	
  must	return	whence	it	came.		
  	
  Holy	Text:	Book	of	Tides	
  	
  Additional	 Notes:	 As	 wild	 and	 unpredictable	 as	 the	 sea,	
  sailors,	merchants	and	pirates	alike	placate	Serat	with	glittering	
  gifts	 to	 guarantee	 a	 safe	 voyage.	 Some	 believe	 Serat	 is	 the	
  physical	embodiment	of	the	sea.	Others	believe	she	dwells	in	a	
  glittering,	 crystal	 city	 far	 beneath	 the	 waves.	 During	 services,	
  offerings	are	cast	into	the	sea.	Her	priests	are	often	shipwrights,	
  navigators	or	sea	captains.	
  T H E  M O T H E R  
  N	goddess	of	the	Seasons,	Sun	and	Moon	
  	
  Epithets:	The	Mother	
  	
  Symbol:	A	stylised	moon	or	sun	with	a	smiling	female	face	
  	
  Favoured	Weapon:	Quarterstaff	
  	
  Raiment:	Plain	robes	
  	
  Teachings:	That	which	rises	must	fall	and	that	which	is	born	
  must	 die.	 The	 Mother	 gives	 life	 to	 all	 and	 in	 death,	 all	 must	
  return	to	her.	
  	
  Holy	Text:	The	Mother	has	laid	down	no	definitive	text	for	
  her	worshippers	to	follow;	instead	believe	the	natural	rhythm	of	
  the	seasons	illuminates	the	goddess’	teachings.		
  	
  Additional	 Notes:	 A	 schism	 grips	 the	 worshippers	 of	 the	
  Mother.	 Some	 claim	 the	 moon	 is	 pre-eminent	 while	 others	
  worship	the	sun.	The	schism	is	not	violent	but	has	led	to	lengthy,	
  rambling	theological	discussions	between	the	brethren.		
  	
  	
  
  19	
   
   
   
   
   
   
   
   
   
   
  GLOAMHOLD 
   
  
  20	
  G E T T I N G  S T A R T E D  
  Gloamhold	is	an	immense	subterranean	sandbox.	As	such,	it	is	a	
  different	 kind	 of	 dungeon	 to	 those	 that	 have	 recently	 become	
  popular—you	know	the	ones:	small	dungeons	with	a	dozen	or	so	
  rooms	 (most	 of	 them	 occupied	 and	 designed	 to	 provide	 just	
  enough	XP	and	treasure	to	level	the	party).		
  	
  Gloamhold	 is	 immense	 with	 over	 14	 main	 levels	 and—
  depending	on	the	GM’s	whims—dozens	of	small	sub-levels.	As	a	
  GM	 and	 designer,	 it’s	 impossible	 to	 design	 it	 all.	 That’s	 why	 I	
  haven’t	 bothered.	 While	 Gloamhold	 is	 my	 (horribly	 deformed)	
  baby,	 it’s	 your	 campaign.	 Within	 this	 book,	 you’ll	 find	
  Gloamhold’s	bare	bones;	it	is	up	to	you	to	flesh	them	out	as	you	
  see	 fit.	 (Although—obviously,	 Raging	 Swan	 Press	 will	 release	
  more	Gloamhold	supplements	in	the	future).	
  	
  This	immense	dungeon	is	ripe	with	possibilities	for	glory	and	
  exploration	(and	doom).	Many	of	its	levels	are	inter-connected	
  making	the	PCs’	path	and	progress	unique.	Whether	they	want	
  to	 battle	 smugglers,	 root	 out	 the	 derro	 lurking	 in	 the	 Twisted	
  Warrens	or	explore	the	Twilight	City’s	gloomy	precincts	they	can	
  sate	their	desires	for	adventure	in	Gloamhold.		
  I N  Y O U R  O W N  C A M P A I G N  W O R L D  
  Gloamhold	 and	 the	 Duchy	 of	 Ashlar	 are	 designed	 to	 fit	 into	
  virtually	 any	 GM’s	 campaign	 world.	 Both	 are	 relatively	 self-
  contained	 locations.	 However,	 they’ve	 also	 been	 designed	 to	
  work	 independently	 of	 one	 another.	 Thus,	 with	 minimal	 work	
  the	 GM	 could	 use	 Gloamhold,	 but	 ignore	 the	 Duchy	 of	 Ashlar	
  completely	(and	vice	versa).	Take	what	works	for	you	and	ignore	
  the	rest.	
  T H E M E  
  Gloamhold	 is	 a	 dark,	 doom-filled,	 relatively	 low-magic	
  megadungeon	in	which	exploration	and	player-set	goals	are	the	
  order	of	the	day.	Of	course,	a	GM	can—and	should—tweak	it	to	
  match	 his	 own	 proclivities.	 If	 you	 like	 more	 magic,	 add	 more	
  magic!	 Remember,	 though,	 the	 assumed	 Gloamhold	 campaign	
  does	not	feature	magic	item	shops,	the	reassuring	certainly	of	
  perfectly	balanced	(“fair”)	encounters,	rapid	level	advancement	
  and	 other	 tropes	 that	 have	 become	 the	 expected	 norm.	 It	 is	
  important	to	manage	your	players’	expectations	and	adapt	the	
  campaign	as	needed.	Do	so.	Make	Gloamhold	your	own.		
  H O W  T O  U S E  T H I S  C A M P A I G N  G U I D E  
  Gloamhold	 is	 a	 big	 place.	 It	 can	 be	 intimidating	 to	 consider	
  setting	a	campaign	in	its	depths.	However,	all	is	not	lost.	At	the	
  beginning	 the	 PCs	 are	 unlikely	 to	 plunge	 too	 far	 inside;	 they’ll	
  probably	 poke	 about	 Greystone’s	 ruins,	 explore	 the	 Shard	 or	
  investigate	 Rivengate’s	 lower	 level.	 Particularly	 brave—or	
  foolhardy—adventurers	 may	 even	 dare	 a	 trip	 along	 the	
  Murkwater.		
  	
  The	best	way	to	get	started	with	Gloamhold	is	to	read	this	
  book	 from	 cover	 to	 cover.	 While	 the	 PCs	 are	 spectacularly	
  unlikely	to	start	their	adventurers	in	the	Twilight	City	it’s	worth	
  knowing	at	least	a	little	bit	about	the	place—someone’s	bound	
  to	ask	questions	about	it	after	all!		
  	
  I’ve	said	it	before	and	I’ll	say	it	again.	Gloamhold	is	a	sandbox	
  dungeon,	and	the	GM	should	strive	to	give	the	players	as	much	
  freedom	 of	 movement	 as	 possible.	 Let	 them—within	 reason—
  dictate	 the	 course	 of	 events.	 This	 means	 the	 GM	 needs	 to	 be	
  prepared.	 Fear	 not,	 though,	 a	 GM	 doesn’t	 have	 to	 design	 the	
  entire	 dungeon	 before	 play	 begins!	 Review	 “The	 Illusion	 of	
  Detail”	and	proceed	accordingly.	
  	
  Each	 of	 Gloamhold’s	 main	 levels	 benefits	 from	 an	
  introductory	 two-page	 spread,	 in	 this	 book.	 As	 well	 as	 general	
  information	pertaining	to	the	level,	each	section	has	two	entries	
  in	common:	
  	
  Lore:	 This	 short	 section	 presents	 three	 generally	 accepted	
  facts	 of	 the	 level.	 These	 are	 facts	 that	 circulate	 among	 the	
  residents	 of	 Languard,	 Dunstone	 and	 the	 other	 various	 nearby	
  villages.	If	the	PCs	think	to	ask—or	if	they	are	residents	of	the	
  locality—they	will	know	these	things.		
  	
  Whispers	 &	 Rumours:	 Things	 happen	 all	 the	 time	 in	
  Gloamhold’s	 depths	 and	 rumours	 of	 events	 are	 likely	 to	 reach	
  the	 party’s	 ears.	 Such	 rumours	 could	 reveal	 new	 adventure	
  possibilities	 for	 the	 PCs	 or	 dash	 their	 hopes	 of	 achieving	 their	
  aims.	Not	all	rumours—of	course—are	true.	Each	section	of	the	
  dungeon	presents	a	table	of	basic	rumours,	but	you	should	craft	
  more	as	the	campaign	develops.		
  A  L I V I N G ,  B R E A T H I N G  P L A C E  
  Gloamhold	is	huge.	Many	creatures	lurk	in	its	benighted	depths	
  and	very	few	of	them	simply	sit	around	waiting	for	the	PCs	to	
  slaughter	them.	These	creatures	have	their	own	needs,	desires,	
  plots	and	plans.	In	most	cases,	they	must	protect	their	own	lairs	
  and	 secure	 resources.	 Many	 have	 allies	 and	 enemies;	 tribal	
  boundaries	and	alliances	constantly	move	and	shift.		
  	
  Thus,	Gloamhold—ironically—is	a	living,	breathing	place.		
  	
  Restocking:	 Just	 because	 the	 party	 clear	 out	 an	 area	 does	
  not	mean	it	will	stay	clear.	Particularly	in	the	case	of	well-sited	or	
  strategically	located	areas	other	monsters	will	rapidly	move	to	
  fill	the	vacuum	created	by	the	party’s	actions.		
  	
  Rivals:	Other	adventuring	bands	are	exploring	the	dungeons,	
  slaying	 monsters	 and	 looting	 their	 lairs.	 The	 PCs	 will	 likely	
  encounter	other	such	groups	(or	the	aftermath	of	their	actions)	
  either	in	Gloamhold	or	perhaps	in	Languard	or	Dunstone.	These	
  groups	 may	 be	 friendly	 or	 might	 end	 up	 as	 rivals	 or	 even	
  enemies.	 In	 any	 event,	 their	 activities	 are	 bound	 to	 affect	 the	
  party’s	expeditions	sooner	or	later	(and	vice	versa).		
  	
   
  
  21	
  T H E  C A M P A I G N  
  Your	campaign’s	initial	setup	will	depend	on	your	chosen	ruleset	
  and	 the	 options	 you	 allow.	 No	 matter	 the	 campaign’s	 initial	
  setup,	the	first	session	is	an	important	one.	Gather	the	players	
  together	and	discuss	the	theme	of	the	campaign	and	give	them	
  an	 overview	 of	 the	 setting	 as	 you	 envisage	 it.	 In	 many	 ways,	
  “Session	 0”	 when	 the	 players	 get	 their	 first	 glimpse	 of	 the	
  campaign	 world	 and	 make	 their	 characters	 is	 one	 of	 the	 most	
  important.	It’s	vital	for	a	Gloamhold-based	campaign	they	make	
  characters	that	will	both	mechanically	thrive	in	a	megadungeon	
  environment	 and	 that’ll	 fit	 in	 with	 the	 theme	 and	 style	 of	 the	
  campaign.	For	example,	a	PC	that	is	focused	on	mounted	combat	
  or	 one	 that	 is	 claustrophobic	 are	 (probably)	 disastrous	 choices	
  for	a	Gloamhold	campaign.	
  E X P E R I E N C E D  P L A Y E R S  
  Experienced	 players	 will	 likely	 have	 heard	 of	 a	 megadungeon	
  before	and	will	have	pre-conceived	perceptions	of	what	such	a	
  campaign	entails.	Thus,	your	job	is	both	harder	and	easier,	all	at	
  the	 same	 time.	 The	 real	 bonus	 with	 experienced	 players—
  beyond	 familiarity	 with	 the	 rules	 and	 suchlike—is	 that	 they’ll	
  likely	have	already	experienced	sandbox-style	play	and	be	more	
  at	home	in	such	an	environment.	This	means	the	group	should	
  be	quickly	out	and	about	charting	their	own	destiny.		
  N E W  P L A Y E R S  
  New	 players—those	 that	 have	 either	 never	 played	 before,	 or	
  those	who	have	only	recently	started	playing—may	never	have	
  heard	of	a	megadungeon	or	of	the	sandbox	style	of	play.	This	is	
  both	good	and	bad;	they	likely	have	no	pre-conceived	ideas	of	
  what	 the	 campaign	 will	 likely	 entail	 but	 will	 probably	 be	
  confused	by	the	lack	of	a	GM-imposed	goal.	The	key	to	getting	
  such	 players	 into	 the	 sandbox	 style	 of	 game	 as	 quickly	 as	
  possible	is	to	provide	them	with	obviously	meaningful	choices.	
  Show	them	their	choices	have	a	measurable	impact	on	their	PCs’	
  successes	 and	 failures,	 and	 the	
  course	 of	 the	 campaign,	
  and	 they’ll	 quickly	 get	
  into	it.		
  I N I T I A L  F O R A Y S  
  As	Gloamhold	is	designed	as	a	sandbox	dungeon,	eventually	the	
  PCs	will	work	out	that	they	can	(try	to)	go	anywhere.	They	are	
  masters	of	their	own	destiny.	In	practise,	though,	they	are	likely	
  to	start	their	adventuring	in	one	of	the	more	accessible	parts	of	
  the	dungeon.	(Of	course,	even	though	Gloamhold	is	a	dungeon	
  the	PCs	might	not	actually	start	their	adventures	in	the	dungeon	
  itself.	For	neophyte	adventurers,	just	reaching	the	place	can	be	a	
  daunting	challenge!)		
  	
  Thus,	 the	 PCs	 may	 need	 an	 initial	 reason	 to	 consider	
  exploring	 Gloamhold	 (beyond	 any	 individual	 adventurer’s	
  personal	reasons).	Such	initial	adventures	could	entail:	
  § 
  Against	the	Smugglers:	Smugglers	dwell	in	Rivengate,	and	the	
  local	 authorities	 are	 always	 desirous	 of	 curtailing	 their	
  nefarious	activities.	The	party	could	be	hired	to	investigate	the	
  smugglers’	 contacts	 in	 Languard	 and	 to	 track	 them	 back	 to	
  their	 lairs	 hidden	 within	 Gloamhold.	 Alternatively,	 the	 PCs	
  could	 be	 hired	 to	 safeguard	 a	 merchant’s	 warehouse	 or	
  shipment	and	come	into	conflict	with	the	smugglers	when	they	
  attempt	to	steal	several	choice	items.	
  § 
  To	 the	 Ruins	 of	 Greystone:	 The	 party	 have	 gathered	 in	
  Languard	to	explore	the	ruins	of	Greystone.	Initially,	they	must	
  find	a	fisherman	brave	enough	to	transport	them	across	Hard	
  Bay	 (or	 they	 must	 secure	 the	 funds	 to	 purchase	 their	 own	
  boat).	 One	 they’ve	 explored	 the	 ruined	 village,	 they	 might	
  elect	to	dare	the	cultist-infested	tunnels	found	therein	or	they	
  might	climb	the	Mottled	Spire	to	explore	the	Shard.	
  § 
  Exploring	the	Mottled	Spire:	For	groups	starting	in	Dunstone,	
  the	 jagged	 peaks	 and	 valleys	 of	 the	 Mottled	 Spire	 pose	 a	
  serious	 obstacle	 to	 their	 exploration	 of	 Gloamhold.	 Initial	
  sessions	 will	 deal	 with	 them	 setting	 out	 from	 town	 and	
  painstakingly	trying	to	discover	a	way	to	reach	the	dungeon.	
  Just	because	the	focus	of	their	adventures	is	a	megadungeon,	
  it	doesn’t	mean	getting	to	the	megadungeon	should	be	easy.	
  § 
  Shadows	in	the	Shard:	Strange,	shifting	lights	have	been	seen	
  amid	the	Shard’s	ruins.	Is	this	simply	smugglers	signalling	their	
  confederates	or	are	the	lights	the	result	of	some	terrible	ritual	
  enacted	by	the	denizens	of	Rivengate	who	have	crept	up	the	
  Splintered	Stair	for	some	unspeakable	purpose?	
  § 
  Missing	 Presumed	 Dead:	 Another	 adventuring	 party	 have	
  disappeared	 after	 boasting	 of	 their	 intention	 to	 explore	
  Greystone.	At	least	one	of	the	lost	adventurers	has	a	wealthy	
  relative	who	will	pay	handsomely	for	their	rescue.	
  When	 designing	 your	 own	 initial	 adventure	 hooks,	 remember	
  neophyte	 adventurers	 are	 not	 ready	 to	 face	 the	 terrors	 of	
  Gloamhold’s	 inner	 reaches.	 Sending	 them	 on	 a	 quest	 into	 the	
  Twisted	Warrens	or	to	the	Twilight	City	will	likely	result	in	a	very	
  short	campaign.	
   
  
  22	
  W H A T ’ S  A  P C  T O  D O  I N  G L O A M H O L D ?  
  By	virtue	of	their	setup	and	style,	megadungeon	play	tends	to	be	
  more	player	driven	than	a	normal	campaign	in	which	the	GM—
  to	 an	 extent—railroads	 the	 PCs	 through	 a	 set	 sequence	 of	
  adventures.	 In	 a	 megadungeon,	 the	 PCs	 have	 freedom	 of	
  movement	to	explore	as	they	choose	(if	the	dungeon	is	designed	
  properly).	 Particularly,	 if	 they	 discover	 a	 means	 of	 accessing	
  many	different	levels—such	as	the	Splintered	Stair—they	can	go	
  literally	anywhere.	
  	
  There	 are	 many	 reasons	 a	 PC	 could	 choose	 a	 life	 of	
  adventure.	However,	for	a	Gloamhold	campaign	it’s	a	good	idea	
  to	 consider	 the	 dungeon	 as	 a	 potential	 personal	 hook	 for	
  individual	PCs.	Of	course,	the	party	will	likely	decide	on	tactical,	
  short-term	goals	such	as	“find	the	stairs	to	the	second	levels”	or	
  “eradicate	the	troglodytes	in	the	Twisted	Warrens.”	These	goals,	
  though,	 develop	 during	 play	 and	 don’t	 address	 the	 basic	
  question:	why	enter	Gloamhold	in	the	first	place?	(And	perhaps	
  more	crucially—why	keep	going	back?)	
  	
  Beyond	 the	 standard	 reasons	 for	 adventuring,	 a	 PC	 could	
  want	to	explore	Gloamhold	for	one	of	these	reasons:	
  § 
  To	Boldly	Go:	There’s	nothing	wrong	with	wanting	to	explore	
  Gloamhold	 just	 because	 it	 is	 there.	 If	 the	 PC	 grew	 up	 with	
  stories	of	heroic	feats	deep	in	Gloamhold’s	bowels,	he	might	
  dream	of	someday	visiting	the	places	in	the	stories.		
  § 
  It’s	a	Family	Tradition:	Other	family	members	have	previously	
  explored	 Gloamhold	 and	 the	 PC	 is	 following	 the	 family	
  tradition.	 He	 may	 want	 to	 emulate	 or	 better	 his	 relative’s	
  deeds	or	to	overcome	a	challenge	his	relative	failed	to	defeat.	
  The	 family	 may	 even	 be	 obsessed	 with	 a	 fragment	 of	 map	
  purporting	to	show	a	section	of	the	dungeon.	They	still	search	
  for	the	area	(and	the	treasure	said	to	be	hidden	there).	
  § 
  It’s	a	Family	Tradition	and	Something	Went	Wrong:	Exploring	
  Gloamhold	is	a	family	tradition,	but	something	went	horribly	
  wrong.	Perhaps,	a	relative	died	during	a	delve	and	their	body	
  was	 not	 recovered.	 Alternatively,	 the	 relative	 could	 have	
  simply	disappeared—fate	unknown—or	lost	an	heirloom	in	the	
  dungeon.	 Discovering	 the	 truth	 and/or	 recovering	 what	 was	
  lost	are	powerful	personal	motivators	for	an	adventurer.	
  § 
  Revenge:	 Someone	 betrayed	 the	 PC’s	 family.	 Perhaps	 they	
  murdered	 family	 members,	 stole	 a	 priceless	 heirloom	 or	
  enacted	some	other	horrible	betrayal.	Whatever	they	did,	they	
  fled	into	Gloamhold.	The	only	way	to	have	revenge	is	to	enter	
  the	dungeon,	track	down	the	malefactor	and	slay	him.	
  O T H E R  R E A S O N S  T O  A D V E N T U R E  
  Knowing	why	a	PC	adventures	is	a	cracking	way	of	understanding	
  how	he	might	act	while	exploring	Gloamhold.	It	is	a	dangerous	
  profession	after	all	and	few—if	any—individuals	take	it	up	for	no	
  good	reason.	Common	reasons	include:	
  § 
  Accused:	The	PC	is	accused	of	a	serious	crime	(perhaps	justly,	
  perhaps	unjustly).	To	escape	punishment	(or	to	pay	off	a	hefty	
  fine)	 he	 now	 adventures.	 If	 the	 PC	 was	 wrongly	 accused,	 he	
  may	also	seek	revenge	or	the	means	to	prove	his	innocence.	
  § 
  Bloodlust:	The	PC	loves	violence	and	meting	out	death	to	his	
  enemies.	The	only	way	to	do	so	legally	is	to	adventure.	
  § 
  Glory:	 The	 PC	 has	 a	 burning	 desire	 to	 be	 famous;	 slaying	
  monsters,	exploring	renowned	death-traps	and	protecting	the	
  innocents	 is	 an	 excellent	 way	 of	 achieving	 fame.	 He	 may	
  alternatively	 seek	 to	 prove	 his	 worth	 to	 a	 specific	
  organisation—perhaps	 the	 Order	 of	 the	 Watch	 Eternal—so	
  that	he	might	be	welcomed	into	its	august	ranks.	
  § 
  Love:	To	prove	his	worth	to	his	beloved,	the	PC	is	adventuring.	
  He	 may	 be	 seeking	 unending	 wealth,	 renown	 or	 a	 certain	
  object	stipulated	by	his	love.	
  § 
  Power:	 The	 PC	 desires	 to	 be	 powerful	 for	 some	 (hopefully	
  benign)	reason.	
  § 
  Protect:	 The	 PC	 adventures	 to	 keep	 Ashlar,	 his	 faith	 or	
  something	 else	 safe	 from	 monstrous	 incursions	 or	 other	
  threat.	
  § 
  Rescue:	The	PC	is	searching	for	a	missing	loved	one.	They	may	
  have	 simply	 disappeared	 one	 day	 or	 could	 have	 been	 taken	
  during	a	raid	by	slavers,	troglodytes	or	some	other	group.	
  § 
  Searching:	 Obsessed	 with	 a	 particular	 item—perhaps	 an	
  artifact	 or	 holy	 relic—the	 PC	 quests	 to	 gain	 it	 for	 himself.	
  Alternatively,	the	PC	could	be	seeking	forbidden	knowledge,	a	
  lost,	legendary	locale	and	so	on.	
  § 
  Thrill-Seeker:	The	PC	was	bored	in	his	former	life;	adventuring	
  provides	the	thrills	he	seeks.	
  § 
  Told	 to	 Go:	 The	 PC	 has	 been	 told	 to	 adventure	 by	 someone	
  else—perhaps	a	noble,	religious	leader	or	family	member.	He	
  could	even	have	been	kicked	out	of	home.	The	PC	might	not	
  actually	want	to	be	an	adventurer	and	could	dream	of	settling	
  down	some	day.	
  H I D D E N  M O T I V A T I O N S  
  Sometimes	an	adventurer	is	exactly	what	he	seems.	Others	have	
  a	dark	secret	or	secret	motivation	that	compels	them	to	a	life	of	
  adventure.	 A	 secret	 motivation	 can	 be	 a	 great	 way	 of	 adding	
  depth	and	role-playing	fun	to	a	PC.	Such	secret	motivations	not	
  only	act	as	a	reason	for	the	PC	to	adventure	but	can	also	form	a	
  vital	facet	of	his	personality.		
  	
  When	considering	a	PC’s	secret	motivation,	remember	they	
  are	 much	 more	 fun	 if	 his	 companions	 gradually	 learn	 about	
  them.	 Consider	 ways	 of	 bringing	 them	 into	 play	 on	 occasion	
  through	side	quests	and	encounters	specifically	tailored	for	the	
  PC.	Some	possible	secret	motivations	include:	
  § 
  Cursed:	 The	 PC	 is	 cursed.	 Whether	 this	 curse	 has	 a	 tangible	
  mechanical	benefit	or	not,	the	PC	has	been	compelled	to	leave	
  
  23	
  home.	The	curse	lingers	until	he	has	completed	a	quest,	slain	a	
  particularly	creature	or	achieved	some	other	goal.	
  § 
  Fractious	 Family:	 Not	 everyone	 comes	 from	 a	 loving	 family.	
  Some	 are	 factious	 while	 others	 are	 abusive,	 controlling	 or	
  manipulative.	Fleeing	such	a	family	is	an	excellent	reason	to	go	
  adventuring.	
  § 
  Love	or	Marriage:	The	PC	may	be	fleeing	an	arranged,	loveless	
  marriage.	 Alternatively,	 he	 may	 be	 trying	 to	 prove	 himself	
  worthy	of	his	true	love.	
  § 
  Mystery:	 The	 PC	 is	 investigating	 a	 strange	 mystery	 requiring	
  him	to	travel	to	many	locales	within	the	dungeon.	
  § 
  On	the	Run:	Accused	(either	wrongfully	or	not)	of	a	crime	the	
  PC	has	fled	his	home.	
  § 
  Revenge:	 The	 PC	 seeks	 revenge	 against	 a	 certain	 person	 or	
  organisation.	They	may	be	hiding—and	the	PC	is	searching	for	
  them—or	he	may	be	adventuring	to	gain	enough	power	and	
  wealth	to	crush	his	enemy.	
  § 
  Shame:	The	PC	is	fleeing	some	terrible,	secret	shame	and	has	
  chosen	the	anonymous	life	of	an	adventurer.	If	the	shame	is	
  linked	to	a	well-known	public	event,	all	the	better	
  § 
  Tragedy:	 Some	 tragedy	 has	 befallen	 the	 PC—the	 death	 of	 a	
  loved	one,	the	destruction	of	his	home	and	so	on—and	the	PC	
  cannot	bear	to	stay	at	home.	Gloamhold	is	a	good	place	to	lose	
  oneself.	
  § 
  Wealth:	 The	 PC	 lusts	 after	 the	 finer	 things	 in	 life	 and	
  adventures	 to	 gain	 loot.	 This	 is	 quite	 a	 common	 overt	
  motivation	 for	 adventuring	 and	 so	 the	 PC	 should	 have	 a	
  compelling	reason	to	accumulate	wealth.	Perhaps	he	seeks	to	
  buy	a	certain	property,	has	massive	debts	on	which	he	intends	
  to	default	and	so	on.	
  	
  	
  
  24	
  G E N E R I C  D U N G E O N  F E A T U R E S  
  Although	Gloamhold	is	a	huge,	rambling	affair	several	features	
  are	 generic	 and	 occur	 throughout	 the	 dungeon.	 Such	 features	
  are	listed	here.	
  	
  Climate	 &	 Temperature:	 Generally,	 the	 air	 temperature	 is	
  cool	 (14°C/58°F)	 all	 year	 round	 within	 Gloamhold’s	 benighted	
  precincts.	During	the	summer	months,	a	gentle	breeze	blows	out	
  of	Gloamhold’s	many	entrances	while	in	the	winter	months	this	
  is	 reversed.	 Except	 for	 some	 isolated	 pockets	 of	 the	 Twisted	
  Warrens,	the	air	is	clear	and	fresh.	
  	
  Water	 Temperature:	 Never	 warmed	 by	 the	 sun’s	 rays,	 the	
  Murkwater	is	uniformly	cold—and	the	temperature	drops	to	just	
  above	freezing	in	the	Breathless	Narrows.	
  	
  Illumination:	 Unless	 noted,	 there	 is	 no	 natural	 light	 in	
  Gloamhold	 and	 most	 of	 its	 inhabitants	 do	 not	 require	 light	 to	
  see;	thus,	explorers	must	likely	bring	their	own.		
  	
  Ceilings:	 In	 corridors	 and	 most	 chambers,	 the	 ceilings	 are	
  generally	 10-12	 ft.	 high.	 In	 high	 status	 chambers—temples,	
  ceremonial	entrances	and	the	like—the	ceilings	can	be	as	much	
  as	40	ft.	above	the	floor.		
  	
  Doors:	Gloamhold	is	ancient	and	any	original	features	made	
  of	wood,	or	other	organic	material,	has	long	since	rotted	away	
  (or	been	burnt	for	warmth	or	light).	Thus,	any	remaining	doors	
  are	of	stone—or	rarely	rusting	iron.		
  	
  Floors:	In	areas	such	as	Rivengate	or	the	Three	Sisters,	the	
  floors	 are	 of	 smoothed	 stone	 or	 flagstones.	 Occasionally,	
  chambers	 of	 great	 importance—temples,	 audience	 chambers	
  and	the	like—still	have	their	decorative	inset	mosaics	portraying	
  disturbing,	dark	things.	However,	most	such	features	have	long	
  since	been	destroyed.	
  	
  Leavings:	Most	areas	in	Gloamhold	have	been	lived	in	and	
  fought	over	for	centuries;	thus,	the	leavings	of	this	strife	and	life	
  are	 ever-present	 throughout	 the	 dungeon.	 Such	 leavings	 could	
  include	scraps	of	clothing,	bones,	broken	equipment,	graffiti,	the	
  remains	 of	 old	 campsites	 and	 so	 on.	 Most	 such	 leavings	 are	
  worthless	to	the	PCs,	but	may	provide	useful	clues	to	recent	(or	
  past)	events.		
  	
  Walls:	 In	 worked	 areas,	 the	 walls	 are	 smooth—either	
  smoothed	by	long	dead	miners	or	faced	by	a	wall	of	mortared	
  stone.	This	once	fine	work	is	now	cracked	and	crumbling.	Walls	
  in	the	Twisted	Warrens	are	natural—rough	rock	boasting	many	
  small	niches,	ledges	and	indentations.		
  	
   
  T H E  G L O A M H O L D  L O O K  
  A	subtle	and	ancient	curse	of	great	potency	and	malignancy	lurks	
  within	 Gloamhold’s	 gloomy,	 dust-shrouded	 halls.	 Curiously,	 it	
  seems	 only	 those	 who	 dwell	 in	 the	 world	 of	 men—humans,	
  elves,	 dwarves	 and	 the	 like—fall	 prey	 to	 its	 malign	 influence.	
  Those	accustomed	to	living	underground	in	the	permanent	dark	
  of	 the	 ancient	 fortress's	 ebon	 reaches	 appear	 immune	 to	 its	
  effect.		
  	
  Thus,	 few	 explorers	 escape	 Gloamhold	 unscathed	 for	 the	
  dungeon	itself	infuses	its	malignity	upon	all	who	tarry	too	long	
  within	 its	 doom-drenched	 halls.	 Many	 who	 delve	 its	 depths	
  emerge...changed.	 In	 the	 surrounding	 area	 those	 bearing	 a	
  certain	 haggard,	 prematurely	 aged	 appearance	 or	 who	 appear	
  distracted	by	things	no	one	else	can	see	are	often	referred	to	as	
  having	the	"Gloamhold	Look”.		
  	
  Some	explorers	resist	Gloamhold’s	insidious	influence	longer	
  than	others,	keeping	it	at	bay	for	years	while	the	unlucky	ones	
  quickly	 succumb	 to	 its	 subtle	 influence.	 To	 begin	 with,	 the	
  Gloamhold	Look	is	a	subtle	thing—manifesting	itself	perhaps	as	
  slightly	greying	hair	or	deep	bags	under	the	afflicted	individual’s	
  eyes.	However,	as	the	curse	takes	hold,	these	changes	deepen	
  and	become	more	severe.	
  	
  Most	 healers	 are	 powerless	 to	 slow,	 hinder	 or	 reverse	 the	
  progression	 of	 their	 patient’s	 Gloamhold	 Look.	 Only	 powerful	
  magic	beyond	the	reach	of	all	but	the	richest	or	most	powerful	
  folk,	or	time	spent	away	from	Gloamhold’s	gloomy	precincts,	can	
  loosen	the	curse’s	persistent	grasp.	
  	
  Generally,	Gloamhold's	curse	may	fall	upon	an	unfortunate	
  explorer,	when	one	of	the	following	occurs	while	the	character	is	
  in	Gloamhold:		
  § 
  When	the	character	is	knocked	unconscious. 	
  § 
  When	 the	 character	 is	 slain	 (but	 subsequently	 returned	 to	
  life). 	
  § 
  When	 the	 character	 is	 charmed,	 dominated	 or	 otherwise	
  magically	compelled	to	carry	out	someone	else's	wishes. 	
  § 
  When	the	character	fails	to	resist	a	magical	effect	that	renders	
  them	frightened,	scared,	panicked	or	the	like. 	
  Additionally,	certain	places	are	so	steeped	in	ancient	evil,	that	
  the	 curse	 is	 particularly	 virulent	 in	 such	 locations.	 Simply	
  entering	such	areas	could	be	enough	to	trigger	the	onset—or	the	
  worsening—of	the	curse.	Such	locations—and	their	effects—are	
  at	the	GM’s	discretion,	but	should	include	any	place	dedicated	to	
  Dagon’s	worship.	
  	
   
  
  25	
  T H E  I L L U S I O N  O F  D E T A I L  
  In	 Gloamhold,	 a	 GM	 can	 never	 be	 perfectly	 prepared.	 No	 one	
  has	the	time—or	I	suspect	the	patience—to	design	hundreds	of	
  encounter	areas.	When	the	PCs	are	in	danger	of	wandering	out	
  of	the	area	the	GM	has	fleshed	out,	disaster	looms.	At	this	point,	
  an	inexperienced,	tired	or	stressed	GM	can	panic	and	either	the	
  session	 comes	 to	 a	 juddering	 halt	 or	 the	 quality	 of	 GMing	
  plummets	dramatically.	Neither	situation	is	ideal.		
  	
  The	 following	 tactics	 work	 well	 and	 enable	 the	 GM	 to	
  provide	the	illusion	of	detail	without	flogging	himself	to	death	
  preparing	countless	areas	and	encounters.		
  § 
  Blockages:	The	actions	of	burrowing	monsters,	the	side	effects	
  of	powerful	spells	or	even	just	earth	tremors	and	earthquakes	
  can	temporarily	block	off	access	to	part	of	a	dungeon.	If	it’s	
  rained	 recently,	 flooding	 can	 also	 create	 an	 area	 of	 all	 but	
  impassable	terrain	for	low-level	characters.	Once	the	GM	has	
  prepared	 the	 relevant	 dungeon	 sections,	 he	 can	 remove	 the	
  blockage—the	flood	waters	subside,	the	powerful	spell	wears	
  off,	the	dungeon	denizens	clear	the	blockage	and	so	on.	
  § 
  Cry	for	Help:	In	a	similar	vein	to	random	encounters,	the	party	
  might	encounter	someone	who	desperately	needs	their	help.	
  Perhaps,	 they	 encounter	 an	 escaped	 prisoner	 or	 slave	 who	
  needs	to	be	escorted	to	the	surface	or	the	horribly	wounded	
  sole	 survivor	 of	 another	 adventuring	 band.	 If	 you	 use	 this	
  strategy,	 be	 sure	 to	 reward	 the	 PCs	 for	 their	 aid.	 The	 NPC	
  might	even	become	a	regular	fixture	in	the	campaign.	
  § 
  Dungeon	 Dressing:	 Dungeon	 dressing	 is	 awesome.	 Raging	
  Swan	 Press	 released	 a	 300+	 page	 book	 (GM’s	 Miscellany:	
  Dungeon	 Dressing)	 devoted	 to	 the	 subject.	 In	 the	 context	 of	
  the	 illusion	 of	 detail,	 dungeon	 dressing	 fulfil	 two	 important	
  roles:	 it	 both	 slows	 down	 the	 PCs	 (as	 they	 investigate	 the	
  mutilated	body,	strange	graffiti	daubed	in	blood	or	whatever)	
  and	 helps	 the	 GM	 to	 add	 depth	 and	 verisimilitude	 to	 the	
  dungeon. 	
  § 
  Powerful	 Monsters:	 As	 effective	 as	 a	 blockage,	 placing	 a	
  monster	or	pack	of	monsters	the	party	know	they	can’t	defeat	
  is	a	great	way	of	diverting	a	rampaging	band	of	adventurers.	
  Use	this	tactic	carefully.	If	the	PCs	don’t	realise	how	powerful	
  the	monsters	are,	things	can	go	horribly	wrong	(rapidly).	
  § 
  Random	Encounters:	The	wise	GM	has	a	small	pool	of	detailed	
  random	 encounters	 to	 hand.	 Such	 encounters	 enable	 him	 to	
  slow	down	a	party’s	progress,	if	they	are	heading	in	a	direction	
  he	 has	 not	 yet	 detailed.	 These	 encounters	 don’t	 have	 to	 be	
  particularly	 deadly,	 they	 should	 just	 slow	 the	 party	 down.	
  Dungeon	 wanderers	 (gelatinous	 cubes,	 packs	 of	 roaming	
  undead	and	so	on)	or	even	other	bands	of	adventurers	make	
  great	 add-in	 encounters.	 Chance	 encounters	 with	 other	
  adventurers	don’t	even	have	to	end	in	combat.	Padding	out	a	
  session	 with	 pre-designed	 random	 encounters	 gives	 a	 GM	
  breathing	space	to	prepare	the	section	of	dungeon	ahead.	
  § 
  Sub-Levels	 and	 Side	 Complexes:	 Dropping	 in	 a	 small	 side	
  complex	of	rooms,	or	an	access	point	to	a	self-contained	sub-
  level	can	divert	the	party	long	enough	to	give	the	GM	time	to	
  prepare	 the	 upcoming	 area.	 These	 small	 “mini-dungeons”	
  don’t	need	to	be	fully	fleshed	out.	The	GM	just	needs	enough	
  details	 to	 wing	 it.	 The	 players	 will	 likely	 never	 know	 if	 the	
  monsters	 and	 treasure	 make	 sense	 in	 relation	 to	 the	 sub-
  level’s	theme.	
  When	 using	 these	 tactics,	 don’t	 use	 only	 one	 or	 two.	 A	 clever	
  GM	mixes	things	up	a	bit	so	the	PCs	don’t	realise	what	is	going	
  on.	Using	a	mix	of	the	above	tactics	helps	the	GM	maintain	the	
  players’	 suspension	 of	 disbelief	 and	 keeps	 the	 session	 running	
  smoothly.		
  T O O L S  O F  T H E  T R A D E  
  The	following	seven	pages,	present	tools	to	aid	in	creating	the	
  illusion	of	detail.	Use	these	as	a	starting	point,	and	develop	your	
  own	as	time	allows.	Remember,	also,	to	modify	the	presented	
  material	 to	 make	 sense	 both	 to	 the	 wider	 campaign	 and	 the	
  current	situation.		
  	
   
  
  26	
  M I N O R  E V E N T S  
  Use	this	table,	to	generate	minor	events	to	add	atmosphere	to	
  the	 PCs’	 explorations.	 Roll	 2d20,	 and	 modify	 the	 result	 as	
  appropriate.	
  RESULT		 EVENT	
  2	
  Ahead,	in	the	dim	light	at	the	very	extent	of	your	
  torch’s	
  illumination,	
  a	
  vaguely	
  man-shaped	
  shadow	seems	to	detach	itself	from	the	wall	and	
  slink	away	into	the	darkness.	
  3	
  Suddenly,	the	harsh	clatter	of	metal	on	metal—or	
  perhaps	metal	on	stone—reaches	your	ears	from	
  an	 unknown	 direction.	 The	 sound	 fades	 away	
  almost	as	quickly	as	it	began.	
  4	
  The	 faint	 smell	 of	 burning	 wood	 and	 smoke	
  reaches	your	nostrils,	carried	on	a	faint	breeze.	
  5	
  Cold	water	from	the	ceiling	drips	onto	your	head	
  and	shoulders.	
  6	
  The	faint	sounds	of	combat—the	clash	of	metal	on	
  metal	and	the	screams	of	the	dying—reaches	your	
  ears.	The	acoustics	of	the	area	you	are	in	make	it	
  impossible	to	determine	exactly	where	the	battle	
  is	being	fought.	
  7	
  A	
  faint	
  chanting—from	
  an	
  indeterminable	
  source—reaches	your	ears.	
  8	
  The	heavy	tang	of	saltwater	fills	the	air.		
  9	
  A	faint	breeze	blows	into	your	faces.	
  10	
  A	gust	of	wind	swirls	down	the	corridor;	it	has	a	
  50%	 chance	 of	 extinguishing	 unprotected	 light	
  sources	such	as	torches.		
  11	
  The	 faint	 clank	 of	 metal	 on	 stone	 reaches	 your	
  ears.	
  12	
  A	bang	akin	to	a	door	being	slammed	shut	echoes	
  through	the	gloomy	halls.		
  13	
  The	 jingling	 and	 rattling	 of	 a	 chain	 breaks	 the	
  silence.		
  14	
  A	piercing	scream	suddenly	breaks	the	silence;	it	
  quickly	fades	away	into	pain-filled	gurgling.	After	a	
  moment,	that	too	falls	silent.		
  15	
  The	 cloying	 stench	 of	 rotting	 flesh	 fills	 this	 area,	
  but	there	is	no	immediately	identifiable	source.	
  16	
  Faint	mist	clings	to	the	floor.		
  17	
  As	you	pass	through	the	area,	several	small	pieces	
  of	rubble	fall	from	an	unstable	section	of	ceiling,	
  narrowly	missing	you.		
  18	
  A	distant	gong	sounds	once.	 	
  19	
  The	faint	drip,	drip	of	water	echoes	through	this	
  area.	Just	around	the	next	corner	dripping	water	
  has	 filled	 a	 wide	 hollow	 in	 the	 floor	 blocking	
  further	progress.	
  20	
  A	 strong	 wind	 blows	 through	 the	 area	 and	
  extinguishes	all	nonmagical	open	flames.		
  21	
  Cobwebs	choke	the	exit	from	this	area.	
  22	
  You	 enter	 an	 area	 redolent	 with	 a	 dank,	 earthy	
  smell.	
  23	
  You	hear	the	furtive	tread	of	footprints	from	the	
  darkness;	investigation	reveals	nothing.		
  24	
  Soft	giggling	emerges	from	the	darkness.		
  25	
  A	loud	crash	from	somewhere	above	causes	dust	
  and	 tiny	 flecks	 of	 stone	 to	 sift	 down	 from	 the	
  ceiling.	
  26	
  Tiny	 motes	 of	 sparkling	 dust	 dance	 in	 the	 stiff	
  breeze	blowing	through	this	area.		
  27	
  A	large	mouth	suddenly	appears	on	the	wall	near	
  the	closest	exit	and	says	in	a	loud	voice,	“Not	this	
  way,	you	fools,	for	your	death	awaits	beyond.”	
  28	
  A	 soundless	 and	 spectral	 cloaked	 figure	 emerges	
  from	 one	 wall	 and	 glides	 toward	 you	 before	
  sinking	into	the	floor.	
  29	
  Your	 light	 sources	 suddenly	 burn	 blue	 for	 a	 few	
  seconds	before	returning	to	their	normal	hue.		
  30	
  The	stench	of	rotten	eggs	cloys	at	your	throats	in	
  this	airless	section	of	dungeon.		
  31	
  The	ceiling	creaks	and	groans	as	the	stones	shift.	
  Dust	 falling	 from	 above	 coats	 your	 heads	 and	
  shoulders.	
  32	
  Crackling	magical	energy	fills	the	air.	The	smell	of	
  ozone	reaches	your	nostrils	but	there	is	no	other	
  visible	effect.	
  33	
  Glimmering	motes	of	shimmering	light	bob	in	the	
  air	 at	 the	 extent	 of	 your	 lights.	 If	 anyone	
  approaches,	 the	 lights	 change	 to	 a	 deep,	 baleful	
  red	before	fading	away.	
  34	
  A	distant	howling—deeper	than	that	of	any	dog—
  echoes	through	Gloamhold’s	halls.	
  35	
  The	 stench	 of	 sweat	 and	 faeces	 hangs	 heavily	 in	
  the	air.		
  36	
  A	 sudden	 flash	 of	 light—perhaps	 from	 a	 lantern	
  briefly	 un-shuttered—betrays	 the	 presence	 of	
  someone	up	ahead.	
  37	
  As	 you	 move	 through	 the	 area	 an	 audible	 click	
  sounds	 from	 below	 your	 feet,	 but	 nothing	 else	
  happens.	 (Careful	 investigations	 reveal	 a	 pit	 trap	
  wedged	shut	filling	much	of	the	floor.)		
  38	
  A	faint	shuffling	sound	emerges	from	the	darkness	
  behind	the	party.	
  39	
  A	 spear	 suddenly	 clatters	 into	 the	 wall	 close	 to	
  your	 head.	 The	 force	 of	 the	 impact	 twists	 the	
  spear	tip,	rendering	the	weapon	all	but	useless.	Of	
  the	attacker,	there	is	no	sign.		
  40	
  A	 chilling	 wind	 issues	 from	 the	 darkness	 ahead	
  and	blows	over	you	and	your	companions.	It	tugs	
  at	 your	 cloaks	 and	 seems	 to	 cut	 through	 your	
  bodies	before	it	dies	away.	
   
  	
  	
   
  
  27	
  D U N G E O N  D R E S S I N G  
  Use	this	table,	to	add	flavour	and	atmosphere	to	the	areas	the	
  PCs	explore.	Roll	2d20,	and	modify	the	result	as	appropriate.	
  RESULT		 DRESSING	
  2	
  Faint	 tracks	 in	 the	 dust	 record	 the	 passage	 of	 a	
  small	 group	 of	 booted	 humanoids.	 (A	 skilled	
  tracker	can	determine	there	were	five	individuals	
  and	one	was	much	smaller	than	the	rest—perhaps	
  a	gnome	or	halfling).	
  3	
  A	 smear	 of	 charcoal	 on	 the	 wall	 at	 about	 a	
  human’s	 shoulder	 height	 shows	 where	 someone	
  stubbed	out	a	torch.		
  4	
  A	 great	 crack	 splits	 the	 wall	 to	 the	 left	 where	 it	
  meets	 the	 floor.	 Faint	 cracks	 radiate	 outwards	
  across	the	floor	for	a	good	10	ft.	or	so.		
  5	
  Cold	 water	 drips	 from	 the	 ceiling	 into	 small	
  puddles	on	the	floor.	
  6	
  The	heavy	tang	of	salt	hangs	in	the	air.	
  7	
  A	 ripped	 and	 sodden	 sack	 lies	 crumpled	 on	 the	
  floor.	
  8	
  A	large	faded	chalk	arrow	on	the	wall	points	back	
  the	way	you	have	come.	
  9	
  A	 smattering	 of	 dried	 blood	 decorates	 the	 floor.	
  Nearby	 lies	 the	 snapped-off	 head	 of	 an	 arrow,	
  blood	covering	its	wickedly	pointed	tip.		
  10	
  A	spider	web	of	tiny	cracks	crisscross	the	floor;	a	
  faint,	but	chill	breeze	emanates	from	within.		
  11	
  A	 broken	 spear	 haft	 lies	 on	 the	 dusty	 floor;	 rust	
  wreathes	its	dull	head.	
  12	
  Brown	slime	covers	the	ceiling;	occasionally	small	
  globules	of	gunk	drip	down	onto	the	slippery	floor.	
  13	
  A	 partial	 carving	 of	 a	 gigantic	 staring	 eye	
  decorates	the	lintel	above	a	doorway;	it	appears	
  the	carving	was	never	finished	as	the	eye	lacks	an	
  iris.		
  14	
  A	clump	of	fungi	and	mould	grows	in	the	shadows	
  cast	by	a	narrow	overhang	jutting	from	one	wall.		
  15	
  The	 cloying	 stench	 of	 rotting	 vegetation	 fills	 this	
  area;	 thick	 roots	 of	 some	 kind	 of	 strange	 plant	
  hang	from	the	ceiling.	 	
  16	
  An	open,	shallow	ten-foot	deep,	15-foot	wide	pit	
  pierces	the	floor.	Dusty	rubble	covers	the	bottom	
  of	the	pit.	
  17	
  Shards	 of	 pottery	 and	 a	 few	 mouldy	 rags	 lie	
  scattered	in	the	middle	of	the	floor.		
  18	
  A	rotting	pile	of	wood	fills	one	corner;	it	probably	
  once	comprised	furniture.		
  19	
  A	smear	of	dried	blood	mars	the	floor.		
  20	
  A	 dagger	 hilt	 juts	 from	 a	 crack	 in	 the	 floor;	 the	
  dagger	can	be	removed	from	the	crack	easily	but	
  the	weapon's	blade	is	dull	and	pointless.		
  21	
  A	discarded	dust-shrouded	torch	stub	lies	on	the	
  floor.	
  22	
  Dried	 dung—clearly	 from	 a	 large	 creature—
  decorates	the	floor.	
  23	
  The	 strong	 smell	 of	 urine	 fills	 the	 area	 and	 a	
  slightly	 damp	 section	 of	 floor	 shows	 where	
  someone—or	something—recently	relieved	itself.	
  24	
  Deep	scratches	on	the	wall	are	indicative	of	sword	
  or	axe	blows.	
  25	
  A	jumble	of	bones—some	kind	of	large	long-dead	
  lizard—lie	sprawled	upon	the	floor.		
  26	
  A	shredded	bloodstained	cloak—caught	on	a	rocky	
  protuberance—flutters	in	a	light	breeze.		
  27	
  Three	skulls—each	missing	its	jaw—arranged	in	a	
  line	 across	 the	 floor,	 perhaps	 as	 a	 warning	 or	
  boundary	marker,	grin	at	you.	
  28	
  A	 sporadic	 trail	 of	 worn	 silver	 coins—stamped	
  with	a	troglodyte’s	head—runs	for	about	fifty	feet	
  before	abruptly	ceasing.	
  29	
  The	 remains	 of	 a	 cold	 camp	 fill	 a	 side	 chamber.	
  Four	bedrolls	and	discarded	mouldering	foodstuffs	
  along	 with	 a	 suit	 of	 rusty	 chainmail	 shows	 were	
  once	someone	rested.	
  30	
  A	 cairn	 of	 jumbled	 stones—too	 small	 to	 be	 a	
  grave—stands	in	the	centre	of	the	area.	Perhaps	it	
  once	served	as	a	boundary	marker.	
  31	
  A	handprint	of	dried,	flecked	blood	mars	one	wall.	
  The	 handprint	 is	 sized	 for	 a	 human	 or	 similar	
  individual,	but	intriguingly	is	missing	three	fingers.	
  32	
  “Turn	back.	Death	awaits	this	way”	is	daubed	on	
  the	wall	in	large	chalk	letters.		
  33	
  A	 discarded	 wineskin	 lies	 on	 the	 floor.	 The	 faint	
  smell	of	red	wine	is	barely	detectable.	
  34	
  A	 one-foot	 wide	 channel	 full	 of	 slowly	 flowing	
  muddy	water	emerges	from	one	wall,	cuts	across	
  the	floor	and	disappears	into	the	opposite	wall.		
  35	
  The	 dust	 lies	 thickly	 here;	 it	 appears	 no	 one	 has	
  passed	this	way	for	untold	years.	
  36	
  The	floor	is	curiously	free	of	dust,	grit	or	detritus;	
  it	is	as	if	it	had	been	swept	clean.	
  37	
  A	large	shattered	crossbow	bolt	lies	broken	on	the	
  floor;	 a	 deep	 gouge	 in	 the	 wall	 shows	 where	 it	
  struck.	
  38	
  Graffiti	 scratched	 into	 the	 wall—perhaps	 with	 a	
  dagger—reads,	“MH	&	RF.”	
  39	
  A	 silver	 coin	 lies	 invitingly	 in	 plain	 sight	 in	 the	
  middle	 of	 the	 floor.	 Further	 ahead,	 another	 coin	
  glimmers	in	your	lights.	
  40	
  A	crudely	mortared	wall	of	stones	blocks	access	to	
  whatever	lies	beyond	a	small	alcove	piercing	one	
  wall.		
   
  	
   
  
  28	
  S A M P L E  R O O M  D E S C R I P T I O N S  
  To	maintain	the	illusion	of	detail,	utilise	the	descriptions	below	
  to	 describe	 chambers	 the	 party	 reach	 which	 you	 have	 not	 yet	
  designed.	 Remember	 to	 modify	 the	 descriptions	 below	 to	 suit	
  PCs’	 explorations.	 These	 areas	 can	 be	 nothing	 more	 than	 an	
  empty	chamber	to	explore	or	rest	in	or	the	scene	of	a	random—
  or	planned—encounter.	The	descriptions	below	are	designed	to	
  be	read	aloud	to	the	players.	
  1. A	large	arched	niche	pierces	one	wall	of	this	chamber.	Filled	
  with	 rotting	 wood	 and	 rubble,	 the	 niche	 appears	 to	 be	 a	
  dumping	 ground	 of	 sorts.	 Elsewhere	 in	 the	 room,	 several	
  sections	of	floor	are	cracked	and	pitted.		
  2. This	 irregularly-shaped	 room	 has	 an	 uneven	 floor.	 Several	
  small	puddles	fill	in	the	deeper	depressions.	Elsewhere,	small	
  pieces	of	rubble	litter	the	floor.		
  3. This	chamber’s	arched	ceiling	rises	to	a	height	of	20	ft.	in	the	
  centre	of	the	room,	but	is	barely	man-high	where	it	meets	the	
  walls.	 The	 arches	 holding	 the	 ceiling	 aloft	 are	 carved	 to	
  represent	 writhing	 tentacles;	 a	 few	 have	 been	 defaced	 but	
  their	upper	portions	remain	untouched.	
  4. A	 jagged,	 one-foot	 crack	 runs	 across	 this	 chamber’s	 floor.	
  Beyond,	two	archways	lead	into	narrow	corridors.		
  5. A	 pile	 of	 rotting	 wood,	 rubbish	 and	 other	 detritus	 partially	
  obscures	one	wall	of	this	chamber.	The	stench	of	decay	and	rot	
  hangs	heavily	in	the	air.	
  6. A	 low	 mortared	 wall	 of	 dressed	 stone	 surrounds	 a	 shaft	
  piercing	 this	 room’s	 floor.	 Two	 broken	 buckets,	 one	 still	
  attached	to	a	short	length	of	rope,	lie	discarded	nearby.	The	
  ceiling	 is	 of	 natural	 unworked	 stone—as	 if	 the	 chamber	 had	
  not	 been	 finished.	 Four	 archways—one	 in	 each	 wall—lead	
  elsewhere.	
  7. This	large	chamber	was	the	scene	of	an	ancient	battle.	Skeletal	
  remains	of	at	least	a	dozen	humanoids	lie	scattered	about	the	
  room	 where	 they	 fell.	 Several	 broken	 rusting	 spears	 and	
  shattered,	rotting	shields	lie	among	the	fallen.		
  8. Part	 of	 one	 wall	 of	 this	 room	 has	 collapsed,	 revealing	 the	
  natural	 rock	 behind	 the	 dressed	 stone	 wall.	 The	 rubble	 has	
  been	moved	to	create	a	breastwork	across	one	of	the	room’s	
  exits.	 Splatters	 of	 old,	 dried	 blood	 decorate	 the	 top	 of	 the	
  breastwork.	
  9. The	 remains	 of	 a	 cold	 camp	 are	 evident	 here.	 A	 tattered	
  cloak—sized	 for	 a	 gnome	 or	 halfling—along	 with	 two	 empty	
  wineskins	 and	 the	 stripped	 bones	 of	 a	 chicken	 and	 crusts	 of	
  mouldy	bread	bear	testimony	to	an	explorer’s	rest.		
  10. Scorch	 marks	 on	 two	 of	 the	 room’s	 walls	 and	 the	 floor	 bear	
  mute	 testimony	 to—surely—fire	 magic	 being	 used	 here.	 The	
  ceiling	 remains	 untouched,	 but	 the	 burnt,	 cracked	 bones	 of	
  some	unfortunate	humanoid	mars	the	centre	of	the	scorched	
  area.		
  11. Twin	 niches	 pierce	 the	 wall	 on	 either	 side	 of	 this	 room’s	
  archway.	 Each	 niche	 is	 about	 five-foot	 deep	 and	 features	 a	
  wide	shelf	about	two-foot	above	the	floor.	Scuff	marks	and	a	
  slight	worn	sheen	to	the	floor	show	where	many	people	have	
  crossed	the	chamber.	
  12. The	chamber	seems	to	be	a	nexus	of	sorts.	Six	archways	pierce	
  its	 walls.	 A	 narrow	 strip	 of	 carven	 runes	 surround	 each	
  archway,	perhaps	providing	a	clue	as	to	what	once	lay	beyond.	
  13. This	room	features	a	dual-height	floor	and	ceiling.	Toward	one	
  end	of	the	room,	the	floor	and	ceiling,	is	five-foot	higher	than	
  the	rest.	Shallow	steps	divide	the	room	and	link	the	two	areas	
  together.		
  14. Two	lines	of	pillars	run	down	the	sides	of	this	chamber,	holding	
  the	 ceiling	 aloft.	 The	 domed	 ceiling	 is	 30-foot	 high	 at	 its	
  highest	point.	Two	of	the	pillars	show	signs	of	damage;	each	
  appears	to	have	been	struck	repeatedly	with	a	heavy	object.		
  15. A	raised	dais	dominates	the	centre	of	this	chamber.	Upon	the	
  dais,	 stands	 a	 beautifully	 carved	 fountain	 surrounded	 by	 a	
  sunken	pool.	The	fountain	has	been	crafted	to	depict	a	trio	of	
  thick	tentacles	bursting	forth	from	the	pool’s	centre.	No	water	
  now	flows	here	and	the	pool	is	dry	and	full	of	rubbish,	refuse	
  and	dust.		
  16. This	wide	chamber	narrows	as	it	approaches	a	ten-foot	wide	
  archway	dominating	the	end	wall.	The	carven	stone	faces	of	
  three	hideous	humanoids	glare	down	from	above	the	archway.		
  17. Four	pillars	once	held	the	ceiling	aloft,	here.	Three	yet	stand,	
  but	one	has	fallen	scattering	rubble	about	the	area.	One	of	the	
  other	pillars	obviously	once	held	a	secret	for	a	small	one-foot	
  square	niche	at	its	base	stands	open	and	(sadly)	empty.	
  18. A	 gaping	 open	 pit	 in	 one	 of	 this	 chamber’s	 doorways	 blocks	
  access	to	the	area	beyond.	Two	skeletons,	pierced	by	dozens	
  of	tiny	stone	spikes,	lie	in	the	pit.	The	chamber	boasts	a	stone	
  plinth	 and	 altar	 set	 in	 a	 semi-circular	 niche.	 The	 chamber’s	
  other	doorway—twice	the	width	of	the	trapped	one—appears	
  unprotected.		
  19. Water	 oozes	 down	 one	 of	 this	 chamber’s	 walls.	 A	 mottled	
  black	and	brown	mould	covers	the	wall	and	is	slowly	growing	
  outwards	 across	 the	 floor.	 The	 faint	 scent	 of	 decay	 hangs	 in	
  the	 air.	 Amid	 the	 mould	 lies	 a	 discarded	 warhammer;	 thick	
  mould	and	small	mushrooms	cover	its	rotting	wooden	haft.	
  20. The	once	smooth	floor	of	this	chamber	has	been	hacked	and	
  smashed.	 Nine	 small	 holes,	 only	 about	 a	 half-foot	 deep	 mar	
  the	floor.	Near	each	stands	a	small	pile	of	rubble.		
  
  29	
  S A M P L E  C O R R I D O R  D E S C R I P T I O N S  
  Many	 corridors	 are	 featureless	 areas	 of	 little	 or	 no	 interest.	
  Other	 times,	 a	 corridor	 serves	 as	 the	 location	 of	 a	 random	
  encounter	 or	 the	 scene	 of	 a	 trap.	 Remember	 to	 modify	 the	
  descriptions	 below	 to	 suit	 the	 PCs’	 explorations.	 Much	 of	 the	
  descriptions	below	are	designed	to	be	read	aloud	to	the	players.	
  Information	
  inside	
  brackets	
  can	
  be	
  gleaned	
  through	
  investigation.	
  1. A	noticeable	groove	in	the	floor—perhaps	worn	by	the	tread	
  of	countless	feet—runs	down	the	centre	of	this	ten-foot	wide	
  corridor.	 Without	 deviation,	 it	 leads	 directly	 away	 from	 the	
  party.	
  2. Water	oozes	down	one	wall	before	betraying	a	slight	gradient	
  and	flowing	away	down	the	corridor.	The	floor	is	slick	and	wet	
  and	 tracking	 through	 the	 area	 is	 all	 but	 impossible.	 Beyond	
  rendering	 the	 floor	 slippery,	 the	 sheet	 of	 water	 isn’t	 deep	
  enough	to	hinder	explorers’	progress.	
  3. The	corridor’s	ceiling	is	arched	and	about	12-foot	high	above	
  the	 centre	 of	 the	 floor.	 Every	 20-foot	 or	 so,	 a	 three-inch	
  diameter	hole	pierces	alternating	walls.	(The	holes	are	angled	
  downwards	at	about	45	degrees,	well-constructed	and	about	
  one-foot	deep.)	
  4. An	 archway	 pierces	 one	 wall	 of	 this	 corridor.	 Runes	 once	
  adorned	the	arch,	but	these	have	been	hacked	and	smashed	
  and	 are	 virtually	 unreadable.	 A	 crudely	 mortared	 wall	 of	
  mismatched	 stone	 fills	 the	 archway.	 The	 work	 is	 obviously	
  different	to	the	surrounding	style.	
  5. A	 heap	 of	 mouldering	 wood	 and	 thick	 rotting	 rope	 partially	
  blocks	 the	 corridor.	 The	 wood	 and	 rope	 smell	 of	 mould	 and	
  decay.	 The	 sodden	 wood	 looks	 so	 soft	 almost	 anyone	 could	
  crush	it	in	their	hand.	(The	rope—while	thick—breaks	if	used	
  to	support	any	weight	greater	than	100	lbs.	There	is	120	ft.	of	
  rope,	but	it	weighs	three	times	as	much	as	normal.)	
  6. Partway	along	the	corridor,	a	steep	set	of	steps	descends	for	
  about	five-feet.	Fifteen-foot	further	on,	an	identical	set	returns	
  the	corridor	to	its	normal	level.	Above	the	sunken	section,	the	
  ceiling—unworked	 stone—drops	 by	 a	 similar	 amount.	 Thus,	
  explorers	cannot	see	what	lies	beyond.		
  7. A	doorway	pierces	one	wall	of	the	corridor.	The	stone	around	
  the	 doorway	 is	 scorched	 and	 blackened.	 Close	 to	 the	 door,	
  some	of	the	stone	even	seems	to	have	melted.	
  8. The	corridor	doubles	in	width	and	the	ceiling	climbs	to	15-foot	
  high.	 Slender	 columns,	 carved	 to	 depict	 questing	 tentacles	
  emerging	 from	 the	 floor,	 hold	 the	 ceiling	 aloft	 and	 partially	
  obscure	explorers’	vision.	
  9. A	 plain	 five-foot	 wide	 shaft	 pierces	 the	 ceiling	 and	 floor.	 A	
  strong	breeze	blows	up	the	shaft,	making	the	area	of	corridor	
  in	its	immediate	vicinity	noticeably	colder.	(Explorers	looking	
  up	or	down	the	shaft	discovers	it	extends	as	far	as	their	vision.	
  At	certain	points,	it	seems	to	intersect	other	open	spaces.)		
  10. A	 cave-in	 blocks	 the	 corridor.	 Dust	 and	 grit	 covers	 the	 floor.	
  Haphazardly	 piled	 stones	 nearby	 suggest	 someone	 tried	 to	
  clear	the	blockage,	but	quickly	gave	up.	
  11. Half-way	 down	 the	 corridor	 a	 small	 forest	 of	 long	 slender	
  stone	spikes	has	burst	from	the	floor.	Half	the	skeleton	of	a	
  humanoid	lies	sprawled	nearby.	The	unfortunate’s	legs	remain	
  upright,	impaled	on	several	spikes.		
  12. Six	staggered	doorways	pierce	the	walls	of	this	corridor.	Two	
  have	closed	stone	doors,	while	the	other	four	stand	open.		
  13. The	bas-relief	carving	of	a	hideous,	man-sized	winged	and	be-
  tentacled	 demon	 leers	 at	 explorers	 from	 a	 plinth	 set	 in	 a	
  recessed	 niche	 at	 the	 end	 of	 the	 corridor.	 Its	 three	 crimson	
  eyes	glimmer	menacingly.		
  14. A	stone	channel	cut	into	the	floor	by	one	wall	holds	sluggishly	
  flowing	water.	The	discoloured	water	carries	much	grit	and	silt,	
  and	is	unlikely	to	be	drinkable	without	treatment.	Faded	chalk	
  writing	above	the	stream	comprises	one	word:	“safe”.	
  15. This	 corridor	 is	 double	 the	 width	 of	 the	 previous	 area.	
  Bizarrely,	the	floor	is	of	two	heights;	one	five-foot	above	the	
  other.	 A	 slender,	 unadorned	 stone	 railing	 separates	 the	 two	
  sections	of	corridor.	The	ceiling	is	uniformly	20-foot	high.		
  16. A	short	flight	of	cracked,	shallow	steps	drop	the	corridor’s	level	
  by	 a	 few	 feet.	 A	 broken	 crossbow	 bolt	 lies	 discarded	 on	 the	
  bottom	step.	
  17. A	narrow	opening	in	one	wall	leads	to	a	tight	spiral	staircase.	
  (It	 turns	 twice	 before	 reaching	 a	 stone	 door	 that	 opens	 to	
  reveal	 long	 gallery.	 Small	 cunningly	 hidden	 slits	 cut	 into	 the	
  wall	provide	a	commanding	view	of	the	corridor	below.)	
  18. The	 corridor	 opens	 into	 a	 30-foot	 long,	 20-foot	 wide	 space.	
  The	corridor	continues	onwards	through	an	archway	in	the	far	
  wall.	An	immense	iron	brazier—easily	five-foot	wide	and	ten-
  foot	 tall	 stands	 in	 the	 centre	 of	 the	 area.	 The	 brazier	 has	 a	
  small	door	on	one	side.	Burnt	and	blackened	bones	half	fill	the	
  brazier	and	the	ceiling	above	is	thickly	blackened	by	soot.	
  19. Niches	pierce	one	wall	of	this	corridor.	Each	holds	a	three-foot	
  high	plinth.	Upon	each	plinth	stands	the	statue	of	a	snarling	
  warrior	 holding	 a	 spear	 angled	 out	 into	 the	 corridor.	 Each	
  statue	 depicts	 a	 short,	 muscular	 reptilian	 humanoid	 with	 a	
  lizard-like	head.	(Explorers	can	easily	walk	beneath	the	spears).		
  20. A	 wide	 stream	 channel	 cuts	 the	 corridor	 in	 half.	 A	 gently	
  arched	 stone	 bridge	 crosses	 the	 stream.	 The	 bridge	 has	 no	
  parapet	or	handrail,	but	is	only	15-foot	long.		
  	
   
  
  30	
  E X A M P L E  A D V E N T U R I N G  B A N D S  
  The	PCs	are	not	the	only	adventurers	exploring	Gloamhold.	At	
  any	 one	 time,	 a	 dozen	 or	 more	 groups	 might	 be	 active	 in	 and	
  around	 the	 dungeon.	 Such	 parties	 are	 not	 necessarily	 hostile	
  toward	 the	 PCs,	 but	 neither	 must	 they	 also	 be	 friendly.	 An	
  encounter	with	such	a	group	could	slow	down	the	PCs’	progress	
  through	the	dungeon	and—at	the	least—offer	a	chance	for	some	
  role-playing.		
  T H E  B L A D E S  T H R E E  
  The	Blades	Three	have	a	tragic	history.	Once	known	as	The	Nine,	
  the	 group	 numbered,	 surprisingly,	 nine	 members.	 Most	 have	
  since	died	during	forays	deep	into	Gloamhold.	One,	driven	mad	
  by	 his	 experiences	 jumped	 into	 Hard	 Bay	 when	 the	 band	 was	
  returning	from	a	particularly	harrowing	expedition.	His	body	was	
  never	found.	
  	
  The	three	survivors—now	insanely	loyal	to	one	another	after	
  countless	near-death	experiences—suffer	from	suggestions	of	a	
  malignant	 curse	 hanging	 over	 the	 group.	 Others	 mutter,	 the	
  three	are	in	truth	black-hearted	and	lure	newcomers	deep	into	
  Gloamhold	before	slaying	them.		
  	
  The	Blades	Three	have	recently	relocated	to	Dunstone	in	an	
  attempt	 to	 outrun	 their	 reputation.	 Their	 plan	 is	 to	 “break	 in	
  some	new	recruits”	by	exploring	the	Mottled	Spire’s	wild	flanks	
  before	 returning	 to	 Gloamhold.	 Thus	 far	 only	 a	 pair	 of	
  neophyte—and	 surely	 doomed—warriors	 have	 expressed	
  interest	in	joining	the	trio.		
  § 
  Arlamen	 Everdun	 (NG	 male	 half-elf	 ranger	 3):	 Passionate	 in	
  his	love	of	life,	but	dispirited	by	the	group’s	fortunes,	Arlamen	
  wants	 to	 give	 up	 exploring	 Gloamhold.	 He	 longs	 for	 the	
  southern	forests,	and	would	return	there	if	not	for	Elimia	and	
  Neega.	Both	prefer	to	continue	their	adventures	and	Arlamen	
  feels	duty	bound	to	protect	them.	Skilled	and	brave,	Arlamen	
  nevertheless	fears	his	doom	lies	in	Gloamhold’s	ebon	depths.	
  § 
  Elimia	 Itkonen	 (N	 female	 human	 wizard	 3):	 Intoxicated	 by	
  Gloamhold’s	 undoubted	 great	 age,	 and	 its	 arcane	 secrets,	
  Elimia	is	obsessed	with	exploring	the	Twilight	City.	In	ancient,	
  crumbling	texts	she	has	read	of	the	great	magics	employed	to	
  create	 the	 city	 and	 lusts	 after	 them.	 Her	 single-minded	
  determination	 is	 what	 drives	 the	 group	 on	 (and	 what	 has	
  caused	the	most	casualties).	Beautiful	and	beguiling,	she	can	
  bend	the	weak-willed	to	her	will	and	this	has	directly	resulted	
  in	several	deaths.	
  § 
  Neega	 Light-Foot	 (N	 female	 half-orc	 thief	 4):	 Neega	 is	 a	
  relatively	simple	soul.	At	home	in	the	dark,	she	enjoys	going	
  where	others	cannot	and	sometimes	sneaks	off	on	extended	
  solo	 scouting	 missions.	 She	 is	 under	 no	 illusion	 as	 to	 her	
  combat	 prowess,	 however,	 and	 rarely	 starts	 fights.	 She	 is	
  content	 to	 watch	 and	 explore.	 Neega	 wears	 studded	 leather	
  armour	stained	black	with	soot	and	favours	the	scimitar	on	the	
  rare	occasions	she	must	fight.	Her	nose	has	been	broken	more	
  than	once,	making	an	already	plain	face	even	less	becoming.	
  Neega	is	certain	people	look	down	on	her	because	of	her	racial	
  heritage	and	is	determined	to	prove	her	worth.	
  T H E  D E E P  D E L V E R S  
  Neophyte	 adventurers,	 the	 Deep	 Delvers	 have	 done	 little	 but	
  talk	 of	 adventuring	 in	 Gloamhold’s	 depths.	 Without	 sufficient	
  funds	to	purchase	their	own	boat,	they	have	failed	thus	far	to	
  retain	 the	 services	 of	 a	 fisherman	 brave	 enough—and	 in	 their	
  minds,	trustworthy	enough—to	transport	them	across	Hard	Bay	
  (and	crucially,	wait	to	bring	them	back).		
  § 
  Aldal	 Garsten	 (NG	 male	 dwarf	 fighter	 2):	 A	 miner	 by	 trade	
  (originally),	Aldal	has	come	to	Languard	to	discover	his	cousin’s	
  fate.	Last	seen	exploring	the	ruins	of	Greystone	along	with	his	
  companions,	 Falgar	 Garsten	 was	 a	 warrior	 skilled	 with	
  warhammer	 and	 shield.	 He	 disappeared	 six	 months	 ago	 and	
  he—and	 his	 companions—have	 not	 been	 heard	 from	 since.	
  The	fisherman	paid	to	wait	for	them	reported	hearing	sounds	
  of	sustained	battle,	screams	and	then	silence.	Terrified,	he	fled	
  back	 to	 Languard.	 Aldal	 chafes	 at	 the	 delay	 in	 reaching	
  Gloamhold	 and	 agitates	 for	 the	 party	 to	 find	 alternate	
  employment	to	raise	the	sums	required	to	purchase	and	outfit	
  their	own	vessel.		
  § 
  Aune	 Pasanen	 (CG	 female	 wizard	 1):	 Born	 with	 a	 crippled	
  right-arm,	 life	 has	 ever	 been	 hard	 for	 Aune.	 Blessed	 with	 a	
  lively	 mind,	 and	 boundless	 enthusiasm	 for	 magic	 she	 was	
  privately	 tutored	 by	 her	 father	 who	 had	 a	 small	 amount	 of	
  magical	skill.	Aune	sees	magic	as	the	tool	through	which	she	
  can	 live	 a	 full	 and	 vibrant	 life.	 Scatter-brained	 and	 easily	
  distracted,	she	is	nevertheless	good-intentioned	and	is	keen	to	
  discover	 what	 ancient	 secrets	 lie	 within	 Gloamhold’s	 depths.	
  Secretly,	 she	 hopes	 her	 magical	 pursuits	 might	 one	 day	 give	
  her	the	tools	to	repair	her	shattered	arm.	She	tolerates	Ylermi	
  for	the	sake	of	group	cohesion,	but	is	easily	frustrated	by	his	
  tendency	to	blast	first	and	ask	questions	later. 	
  § 
  Etune	 Lightstep	 (NG	 female	 halfling	 thief	 2):	 Well	 known	 in	
  several	of	Languard's	lower-quality	taverns,	inn	and	gambling	
  dens,	 Etune	 is	 clever,	 witty,	 good	 with	 her	 hands	 and—
  seemingly—perpetually	on	the	edge	of	destitution.	She	fancies	
  herself	a	professional	gambler,	but	in	reality,	she’s	a	popular	
  opponent	because	she	loses.		
  § 
  Firatis	Natityrr	(CG	female	half-elf	thief	2):	Perhaps	the	best-
  travelled	 of	 the	 Delvers,	 Firatis	 has	 visited	 every	 village	 and	
  town	of	note	in	Ashlar	over	the	last	decade	or	so.	Obsessed	
  with	gathering	local	lore,	stories	and	songs	Firatis	can	often	be	
  found	 in	 certain	 low-brow	 drinking	 establishments	 or	 at	
  Languard's	gates	regaling	travellers	with	her	songs.	While	not	
  classically	 good	 looking,	 Firatis	 has	 cultivated	 a	 particularly	
  
  31	
  confident	and	striking	persona	that	plays	well	with	the	masses.	
  She	is	the	Delver's	spokeswoman	and	their	public	face.		
  § 
  Ilari	 Eskola	 (LG	 male	 human	 cleric	 [Darlen]	 1):	 Ilari	 is	
  fascinated	 by	 stone	 and	 building	 works	 of	 all	 sorts.	 He	 has	
  spent	weeks	poring	over	every	aspect	of	Darlen’s	cathedral	in	
  Languard	and	is	intoxicated	by	stories	of	the	Twilight	City	and	
  its	 strange	 architecture.	 While	 his	 church	 duties	 keep	 him	
  ever-busy,	he	has	received	the	curate's	permission	to	travel	to	
  Gloamhold	on	condition	he	keeps	an	eye	open	for	evidence	of	
  evil	cults	and	sinister	doings.	Unbeknownst	to	himself,	Ilari—
  strong,	fit	and	wise—has	been	earmarked	as	a	potential	future	
  member	of	the	Order	of	the	Watch	Eternal.	
  § 
  Ylermi	 Rantanen	 (LG	 male	 human	 wizard	 1):	 Intelligent	 and	
  quick	 witted,	 Ylermi	 has	 quickly	 progressed	 through	 the	
  magical	 arts.	 Also,	 a	 moderately	 skilled	 jeweller,	 he—sadly—
  suffers	 from	 a	 certain	 shortness	 of	 breath	 that	 limits	 his	
  adventuring	 activities.	 Never	 happier	 than	 when	 blasting	 his	
  enemies,	however,	he	can’t	wait	to	begin	his	career	proper.		
  T H E  S H I N I N G  F E L L O W S H I P  
  A	 skilled,	 well-established	 group,	 the	 Shining	 Fellowship	 have	
  made	 over	 a	 dozen	 forays	 into	 Gloamhold’s	 shadow-drenched	
  depths.	While	they	have	not	recovered	fabulous	wealth	or	prized	
  ancient	artefacts	they	are	notable	in	that	thus	far	not	a	single	
  member	 of	 the	 party	 has	 died.	 Several	 group	 members—
  Amallaemar,	 Elgal	 and	 Urmas	 most	 notably—have	 other	
  interests	 beyond	 adventuring	 and	 thus	 the	 group’s	 forays	 are	
  not	particularly	frequent.		
  	
  The	 group	 gets	 its	 name	 from	 its	 members'	 penchant	 for	
  magical	 light,	 and	 their	 extensive	 employment	 of	 it	 on	 their	
  adventures.	Each	of	the	group	bears	silver	daggers	wreathed	in	
  permanent	 magical	 light	 as	 well	 as	 several	 carefully	 concealed	
  and	similarly	enscrolled	coins	and	other	small	tokens.		
  § 
  Amallaemar	 Uthliavar	 (NG	 female	 half-elf	 wizard	 5):	
  Amallaemar	 is	 a	 bit	 of	 a	 mystery	 to	 her	 companions.	 She	
  arrived	in	Ashlar	a	decade	ago	and	has	slowly	made	a	name	for	
  herself	as	a	competent	wizard	and	spellcaster	for	hire.	From	
  her	 first	 year	 in	 Languard,	 she	 became	 intrigued	 with	
  Gloamhold	and	its	legends,	but	was	in	no	rush	to	explore	the	
  place	 until	 she	 found	 a	 suitable	 group	 of	 companions	 to	
  protect	her.	As	well	as	her	arcane	studies,	Amallarmar	loves	to	
  sculpt	 and	 is	 skilled	 at	 creating	 small,	 incredibly	 detailed	
  figurines.	Recently,	she	has	begun	experimenting	with	imbuing	
  her	sculptures	with	arcane	power.	While	she	has	yet	to	master	
  the	 process,	 she	 is	 becoming	 increasingly	 excited	 at	 the	
  prospect	of	success.	Thus	far,	she	has	not	joined	the	Sagacious	
  Masters	of	the	Eldritch	Nexus,	but	when	her	experimentations	
  bear	fruit	she	will	apply	for	membership.		
  § 
  Elgal	 Torsten	 (NG	 male	 dwarf	 thief	 6):	 A	 wanderer,	 before	
  turning	to	the	life	of	an	adventurer,	Elgal	served	several	lords	
  as	 an	 engineer	 and	 builder,	 overseeing	 various	 building	
  projects.	Thus,	he	has	several	friends	in	high	places	who	look	
  favourably	 upon	 him.	 Blessed	 with	 a	 quick	 mind	 and	 quick	
  hands,	Elgal	makes	an	excellent	locksmith	and	trap	disarmer.	
  Elgal	is	not	a	stereotypical	dwarf;	while	he	loves	drink,	he	does	
  not	relish	combat	and	would	rather	achieve	his	goals	through	
  stealth,	cunning	and	planning.	Since	Leneal	joined	the	group,	
  he	has	begun	to	take	more	care	over	his	appearance.	
  § 
  Leneal	 Ningel	 (NG	 female	 gnome	 druid	 4):	 The	 newest	
  member	 of	 the	 group—but	 not	 the	 youngest—Leneal	 hails	
  from	a	small	gnomish	enclave	overlooking	the	Selka	River	far	
  to	the	south	where	the	river	tumbles	out	of	the	Forest	of	Grey	
  Spires.	The	most	private	and	shy	of	the	group,	she	never-the-
  less	 has	 a	 wicked,	 but	 hard	 to	 appreciate,	 sense	 of	 humour	
  that	has	occasionally	got	her	into	trouble.	Secretly	infatuated	
  with	 Elgal,	 Leneal	 has	 so	 far	 refrained	 from	 terrorising	 the	
  quiet	dwarf	with	her	worst	(best)	practical	jokes.	 	
  § 
  Ogan	(NG	female	half-orc	cleric	[Kalron]	3/fighter	2):	A	skilled	
  flute	 player,	 Ogan	 was	 little	 more	 than	 a	 street	 performer—
  albeit	 one	 whom	 thieves	 and	 pickpockets	 assiduously	
  avoided—until	 she	 met	 and	 fell	 in	 love	 with	 Valto.	 His	 love	
  awoke	a	fiery	lust	for	life	in	her	breast	and	she	quickly	fell	to	
  worshipping	 the	 hero-god	 Kalron.	 Together	 they	 form	 the	
  nucleus	of	the	group.	
  § 
  Urmas	 Lankinen	 (LG	 male	 human	 cleric	 [Darlen]	 6):	 The	
  group’s	leader	and	spokesman,	Urmas	hails	from	Languard	and	
  is	 well	 known	 in	 the	 city's	 temple.	 The	 son	 of	 an	 armourer,	
  Urmas	 is	 wise	 and	 charismatic,	 and	 popular	 among	 his	
  companions.	 He	 spends	 little	 time	 preaching	 or	 tending	 his	
  flock;	 of	 the	 group,	 he	 is	 the	 most	 motivated	 to	 plumb	
  Gloamhold’s	depths	for	he	has	come	to	believe	some	terrible,	
  lurking	evil	skulks	therein.	
  § 
  Valto	Itkonen	(CG	male	human	fighter	6):	Immensely	strong	
  and	wild	of	temperament,	Valto	was	a	disaster	as	a	merchant.	
  Travelling	with	his	father	between	Ashlar’s	many	villages,	he	
  lusted	for	more	from	life	and	chafed	at	the	boredom	of	buying	
  and	selling.	When	bandits	attacked	their	caravan	near	Ashford,	
  Valto	 discovered	 his	 true	 calling.	 Shortly	 thereafter,	 he	
  abandoned	the	life	of	a	merchant	for	one	of	adventure.	Drawn	
  to	Languard	he	quickly	met	Ogan,	with	whom	he	fell	in	love.		
  	
  	
  	
  	
   
   
  
  32	
  W A N D E R I N G  M O N S T E R S  
  Wandering	monsters	are	an	essential	facet	of	Gloamhold.	Their	
  presence	adds	verisimilitude,	depth	and	an	interesting	element	
  of	randomness	and	unpredictability	to	proceedings.	
  	
  However,	 to	 avoid	 boring	 and	 bland	 wandering	 monster	
  encounters	that	make	no	real	sense	you	need	to	think	about	a	
  couple	 of	 things.	 Principally,	 beyond	 determining	 what	 kind	 of	
  monsters	the	party	encounters	(which	is	dependent	on	the	level	
  the	PCs	are	exploring	and	local	conditions	therein),	consider:		
  	
  Beyond	 wandering,	 what	 are	 the	 wandering	 monsters	
  actually	doing?		
  	
  That’s	a	pretty	important	question.	The	answer	has	a	huge	
  influence	 on	 the	 encounter	 set-up.	 For	 example—obviously—a	
  gelatinous	cube	is	unlikely	to	be	setting	up	camp	for	the	night.	
  Other	wanderers,	however,	have	more	complex	motivations	and	
  reasons	for	their	actions.	In	a	troglodyte	tribal	den,	for	example,	
  wandering	troglodytes	might	be:	
  § 
  fetching	water	
  § 
  carrying	away	rubbish	
  § 
  watching	for	intruders	
  § 
  doing	anything	else	troglodytes	do	in	their	lairs	
  Whatever	 the	 troglodytes	 are	 doing,	 they	 are	 unlikely	 to	 be	
  hanging	around	doing	nothing	(except	those	darn	lazy	teenage	
  troglodytes,	that	is).	
  	
  There	are	three	basic	types	of	wandering	monster.	Each	type	
  gets	up	to	different	things	in	the	dungeon.	Use	the	lists	below,	to	
  determine	 what	 a	 randomly	 encountered	 monster	 is	 doing.	
  Remember,	some	results	may	make	no	sense	when	paired	with	
  the	wanderers	in	question;	modify	the	results	as	appropriate.		
  O R G A N I S E D  D U N G E O N  D E N I Z E N S  
  These	 wanderers	 belong	 to	 the	 group	 controlling	 the	 dungeon	
  level	 (or	 this	 part	 of	 Gloamhold).	 When	 encountered,	 the	
  dungeon	denizens	are:	
  1. Patrolling	their	lair	
  2. Shirking	their	duties	(drinking,	gambling,	sleeping	etc.)		
  3. Carrying	water		
  4. Disposing	of	rubbish	
  5. Escorting	a	prisoner	
  6. Watching	for	intruders	
  7. Chasing	an	escaped	slave	or	prisoner	
  8. Repairing	something	such	as	a	door,	piece	of	furniture	etc.	
  9. Moving	foodstuffs	or	other	heavy	items	about	the	lair	
  10. Loitering	
  11. Decorating	something	with	graffiti	
  12. Arguing		
  13. Baiting	a	prisoner	or	small	animal	
  14. Eating	
  15. Failing	to	watch	for	intruders	(they	could	be	asleep,	drunk	etc.)	
  16. Preparing	to	go	on	a	scouting	mission	
  17. Brawling	with	each	other	
  18. Plotting	against	their	chieftain	or	leader	
  19. Nefariously	sneaking	about	
  20. Making	a	lot	of	noise—perhaps	shouting	or	singing	
  Instead	 of	 the	 dungeon’s	 denizens,	 the	 party	 might	 encounter	
  their	slaves	or	an	escaped	prisoner.	Such	encounters	will	likely	
  result	in	role-playing	rather	than	combat	and	could	even	serve	
  as	a	useful	source	of	intelligence.		
  O T H E R  E X P L O R E R S  
  The	 PCs	 encounter	 another	 adventuring	 group	 or	 a	 group	
  working	against	this	area’s	denizens.	They	could	be	friendly	(or	
  not).	When	encountered,	the	explorers	or	interlopers	are:	
  1. Sneaking	towards	their	enemies	
  2. Returning	from	a	raid	with	a	prisoner	
  3. Resting	
  4. Setting	up	camp	
  5. Breaking	camp	
  6. Setting	a	trap	
  7. Waiting	to	spring	an	ambush	
  8. Wandering	about	lost	
  9. Spying	on	their	enemies	
  10. Searching	 for	 something	 hidden	 (a	 secret	 door,	 trap	 or	
  treasure	niche)	
  S C A V E N G E R S  
  Some	 monsters	 are	 nothing	 more	 than	 mindless	 or	 near-
  mindless	 scavengers,	 driven	 by	 their	 base,	 atavistic	 influences.	
  Rats,	giant	spiders	and	gelatinous	cubes	all	fall	into	this	category.	
  The	 other	 dungeon	 denizens	 may	 tolerate,	 fear	 or	 hunt	 these	
  scavengers.	Scavengers	rarely	deliberately	carry	treasure.	When	
  encountered,	the	scavengers	are:		
  1. Sleeping	
  2. Resting	
  3. Eating	
  4. Hiding	
  5. Waiting	to	pounce	
  6. Creating	a	new	nest	or	lair	
  7. Dragging	or	carrying	something	(probably	prey)		
  8. Chasing	prey	
  	
   
  
  33	
  P O W E R S  O F  G L O A M H O L D  
  Gloamhold’s	 evil	 denizens	 primarily	 worship	 (sometimes	
  unknowingly)	 one	 of	 two	 fell	 powers.	 In	 fact,	 followers	 of	 the	
  two	 struggle	 for	 power.	 Both	 fell	 beings	 are	 beings	 from	 pre-
  history	
  little-known	
  to	
  normal,	
  decent	
  folk.	
  However,	
  adventurers	 daring	 to	 explore	 Gloamhold	 will	 undoubtedly	
  encounter	their	followers.	
  A M O N - P Y R  
  CE	demon	god	of	troglodytes,	darkness,	evil,	madness	and	water	
  	
  Epithets:	The	Elder	One,	Lord	of	Slime	
  	
  Symbol:	A	tentacled	whip	
  	
  Favoured	Weapon:	Whip	
  	
  Raiment:	 Amon-Pyr’s	 followers	 wear	 no	 raiment.	 Instead,	
  they	daub	their	bodies	with	strange	tattoos	of	varying	design	to	
  designate	their	status	within	the	faith.		
  	
  Teachings:	Truth	is	meaningless	without	its	shadow.	To	know	
  truth	is	to	know	madness	and	despair.	None	may	know	the	truth	
  of	the	world	without	knowing	the	depths	of	their	madness.	
  	
  Holy	 Text:	 None	 survive	 intact,	 but	 rumours	 of	 the	
  Amoninomicon—a	 foul	 text	 so	 depraved	 that	 possession	 and	
  knowledge	 of	 more	 than	 a	 few	 pages	 can	 drive	 the	 possessor	
  mad	with	terror—continue	to	circulate	among	his	worshippers.	
  	
  Additional	 Notes:	 Amon-Pyr	 is	 an	 ancient	 demonic	 power	
  worshipped	by	troglodytes	since	the	earliest	days	of	the	race’s	
  long-fallen	 empire.	 A	 tentacled	 demon	 that	 crawled	 from	 the	
  unknown	depths	of	the	frigid,	slime-coated	waters	of	the	Sea	of	
  Perpetual	Misery,	Amon-Pyr	is	a	terrible	figure	from	the	world’s	
  pre-history.	Only	a	few	isolated	troglodyte	clans	yet	cling	to	his	
  worship.	 Guarding	 fragments	 of	 ancient	 knowledge,	 these	
  groups	yet	perform	rituals	the	meaning	and	significance	of	which	
  they	have	long	since	forgotten.		
  D A G O N  
  CE	demon	god	of	deformity,	the	sea	and	sea	monsters	
  	
  Epithet:	Shadow	Under	the	Sea,	Prince	of	the	Deep	
  	
  Symbol:	A	gold	disk	inscribed	with	sinister	runes	around	an	
  open	octopus	eye	
  	
  Favoured	Weapon:	Trident	
  	
  Raiment:	Ragged,	salt	encrusted	clothes.	
  	
  Teachings:	Knowledge	is	ancient.	Knowledge	is	eternal.	The	
  world	is	older	than	mortals	can	conceive	and	elder	powers	live	
  and	slumber	in	its	hidden	depths	waiting	for	their	time	to	arise	
  again.	Through	dreamings	and	nightmares	the	faithful	can	learn	
  of	what	was	and	what	will	be	again.	
  	
  Holy	 Texts:	 Dagon’s	 worshippers	 follow	 no	 set,	 laid	 down	
  doctrine.	Dagon’s	cares	not	exactly	how	his	aberrant	followers	
  worship	him	as	long	as	they	worship	him.	
  	
  Additional	 Notes:	 Dagon	 is	 worshipped	 primarily	 by	
  boggard,	 heretical	 sahuagin,	 skum	 and	 degenerate	 or	 insane	
  coastal	 dwellers.	 Most	 of	 his	 worshippers	 are	 horribly	
  misshapen,	 deformed	 creatures	 that	 interbreed	 with	 strange	
  aquatic	creatures.		
  	
  Dagon’s	holy	places	are	always	in	or	near	the	sea.	Therein	his	
  worshippers	 engage	 in	 strange	 and	 abhorrent	 practices	 and	
  often	 also	 venerate	 the	 Great	 Old	 Ones.	 Followers	 of	 Cthulhu	
  and	Dagon	are	often	allied.	
  	
  Dagon	 rules	 an	 Abyssal	 ocean	 dotted	 with	 strange	 and	
  terrible	islands	and	scarred	by	deep	ocean	trenches	filled	with	
  impossible	sunken	cities.	
  	
  	
  	
   
  
  34	
  G L O A M H O L D  A T  A  G L A N C E  
  Glowering	amid	dark	rumours	and	terrible	stories	of	desperate	
  adventure,	death,	betrayal	and	glimmering	treasures	squat	the	
  unutterably	ancient	halls	of	Gloamhold.	
  				This	 crumbling,	 benighted,	 haunted	 dungeon	 complex	 of	
  unknown,	but	undeniably	vast,	extent	is	buried	deep	within	the	
  grim	 and	 brooding	 spray-drenched	 headland	 of	 the	 Mottled	
  Spire.	It	is	a	place	of	legends,	madness	and	death.	
  				Even	 reaching	 Gloamhold	 is	 difficult.	 By	 land,	 adventurers	
  must	negotiate	miles	of	trackless,	jagged	crags	and	sullen,	dark	
  gorges,	chasms	and	valleys.	Those	approaching	by	sea	have	it	no	
  better.	 They	 must	 brave	 over	 a	 mile	 of	 savage,	 foam-flecked	
  waves.	 Tides	 about	 the	 headland	 are	 notoriously	 treacherous;	
  wrecks	 of	 ships	 large	 and	 small	 driven	 to	 destruction	 on	 the	
  rocks	litter	the	seabed.	Winter	storms	render	Gloamhold	all	but	
  inaccessible	by	sea	for	several	months	every	year.	
  	
  			A	harsh	chunk	of	limestone	rearing	hundreds	of	feet	into	the	
  perpetually	 cloudy	 sky	 the	 Mottled	 Spire	 looms	 over	 the	
  turbulent	waters	of	Hard	Bay	like	a	malevolent	giant.	Attempts	
  to	 colonise	 the	 barren	 headland	 have	 all	 ended	 in	 failure	 and	
  death.	 Surrounded	 by	 crumbled	 outbuildings,	 a	 now	 ruined	
  lighthouse—now	 colloquially	 known	 as	 simply	 “The	 Shard”—	
  stands	atop	the	promontory’s	highest,	most	wind	lashed	bluff.	
  Elsewhere,	 on	 the	 spire’s	 landward	 side,	 languish	 the	 weed	
  choked,	
  tumbled	
  ruins	
  of	
  Greystone—a	
  fishing	
  village	
  abandoned	 decades	 ago.	 Occasionally,	 redoubtable	 bands	 of	
  adventurers	poke	around	both	sets	of	ruins.	Some	return,	while	
  others	 simply	 disappear—perhaps	 finding	 certain	 secret	
  connections	rumoured	to	lead	into	the	upper	levels	of	Rivengate	
  and	from	thence	deeper	into	Gloamhold’s	lightless	depths.	
  
  35	
  K N O W N  L O C A L E S  W I T H I N  G L O A M H O L D  
  Although	much	of	Gloamhold	remains	unknown—nothing	more	
  than	the	subject	of	wild	whispers	and	rumours—knowledge	of	a	
  few	 locations	 has	 come	 to	 light	 through	 the	 explorations	 of	
  brave	(or	foolhardy)	adventurers.	
  § 
  Rivengate:	Of	dark	and	forbidding	aspect,	the	lower	portions	
  of	once	mighty	Rivengate	collapsed	into	the	sea	long	ago.	Built	
  by	 unknown	 hands	 remnants	 of	 the	 citadel	 yet	 cling	 to	 the	
  cliffs.	The	Splintered	Stair	links	Rivengate	to	the	cellars	buried	
  below	the	Shard.	
  § 
  The	Murkwater:	Only	skilled	or	lucky	captains	dare	to	sail	into	
  the	gloom	of	Rivengate’s	gaping	maw.	Within	flows	the	dark	
  and	 treacherous	 Murkwater;	 the	 seething,	 foam-flecked	
  waters	below	Rivengate	are	particularly	hazardous	because	of	
  the	jagged	rocks	fallen	from	above.	
  § 
  The	 Twisted	 Warrens:	 Honeycombing	 the	 rock	 above	 the	
  Murkwater,	 the	 Twisted	 Warrens	 are	 a	 confused	 and	
  convoluted	 network	 of	 natural	 caverns	 and	 passageways	
  inhabited	by	derro,	troglodytes,	dark	creepers	and	worse.	
  § 
  The	 Breathless	 Narrows:	 A	 network	 of	 flooded,	 fractured	
  caverns	 radiate	 outwards	 from	 beneath	 the	 Murkwater.	 The	
  water	therein	is	only	fractionally	above	freezing	and	explorers	
  need	 magic	 to	 survive	 for	 any	 length	 of	 time	 in	 this	 airless,	
  lightless	world.	
  § 
  The	Twilight	City:	Buried	in	an	immense	cavern,	the	Twilight	
  City	sprawls	across	a	series	of	low	islands	struggling	above	the	
  cold,	 dark	 waters	 of	 the	 Sunless	 Lake.	 An	 ancient	 place	 of	
  stone	 ziggurats,	 fetid	 and	 twisted	 canals	 and	 cyclopean	
  architecture,	 troglodytes	 fleeing	 the	 ruin	 of	 their	 ancient	
  mighty	 empire	 built	 the	 city	 aeons	 ago.	 At	 the	 city’s	 heart	
  stands	the	titanic	Whispering	Fane	built	about	the	Daemonic	
  Maw.	A	wide	passageway—The	Ebon	Road—links	Gloamhold	
  to	the	Ebon	Realm.		
  	
  
  36	
  H A R D  B A Y  
  A	wide	and	deep	bay	renowned	for	stormy	weather	and	savage	
  tides,	Hard	Bay	is	aptly	named.	Its	foam-flecked	waters	are	deep	
  and	cold,	teem	with	fish	and	are	notoriously	treacherous	to	sail.	
  Many	 wrecks	 lie	 beneath	 its	 turbulent	 surface.	 Hard	 Bay	
  separates	Gloamhold’s	doom-drenched	halls	from	the	lights	and	
  comforts	of	civilisation	offered	by	Ashlar’s	towns	and	cities;	it	is	
  the	single	greatest	barrier	to	easy	exploration	of	the	dungeon’s	
  depths.		
  	
  Hard	 Bay’s	 bounds	 are	 a	 tangle	 of	 rivers,	 rocky	 headlands,	
  wooded	isles	and	small,	stony	beaches.	To	the	north,	a	range	of	
  jagged,	steep-sided	hills	rises	inexorably	to	the	granitic	bulk	of	
  the	 Mottled	 Spire,	 while	 to	 the	 south	 its	 turbulent	 waters	
  occasionally	flood	the	Saltmire—a	great	salt	marsh	that	almost	
  cuts	Ashlar	in	twain.	
  	
  The	Mottled	Spire	and	the	bay’s	narrow	mouth	protect	Hard	
  Bay,	and	the	towns	and	villages	perched	on	the	coast,	from	the	
  worst	of	the	winter	storms	sweeping	in	from	the	open	sea.	Yet	
  for	all	that,	many	sailors	still	consider	it	treacherous.	The	most	
  superstitious	 among	 them	 credit	 the	 bay	 with	 a	 malign	
  intelligence	of	its	own.	They	speak	of	strange	creatures	emerging	
  from	its	depths	and	rogue	waves	swamping	fishing	boats	during	
  otherwise	calm	days.		
  	
  Numerous	 small,	 rocky	 outcrops	 tower	 above	 the	 crashing	
  waves.	 Experienced	 sailors	 know	 and	 avoid	 these	 islets	 as	
  unpredictable	tides	and	winds	can	dash	a	ship	to	pieces	against	
  them	in	minutes.	Most	of	these	spray-drenched	chunks	of	rock	
  have	macabre	names	such	as	Devil’s	Tooth,	Widow’s	Grief	and	
  the	Sorrow	Stone.	Most	are	unoccupied,	but	equally	gruesome	
  legends	and	tales	hang	over	many	such	lonely	outcrops.	Some	of	
  the	larger	islands	have	been	settled	in	the	past—perhaps	either	
  as	a	smugglers'	or	pirates'	lair	or	the	retreat	of	a	reclusive	wizard	
  or	hermit.	Few	are	still	occupied	and	most	of	their	inhabitants	
  value	 their	 privacy	 and	 do	 not	 welcome	 visitors—even	 those	
  who	have	recently	survived	a	shipwreck.		
  	
  Many	 of	 the	 folk	 dwelling	 in	 Languard,	 the	 village	 of	 Hard	
  Bay	and	the	other	settlements	clinging	to	the	coast	make	their	
  living	from	the	sea;	fishing	boats	are	a	common	sight	upon	its	
  waters.	Few	fishermen,	though,	are	brave	enough	to	sail	close	to	
  the	ruins	of	Greystone	or	Rivengate’s	crumbling	fortifications.	To	
  do	so	is	seen	as	unwise	at	best.	Still,	for	the	brave	adventurers	
  seeking	 to	 explore	 Gloamhold,	 all	 is	 not	 lost.	 A	 few	 fishermen	
  and	 sailors—braver	 or	 more	 desperate	 for	 coin	 than	 their	
  fellows—will	 carry	 passengers	 across	 the	 bay	 to	 Rivengate's	
  gaping	maw.	None	tarry	long;	the	best	adventurers	can	hope	for	
  is	their	hireling	to	return	at	the	allotted	hour.		
  	
  Merchants	 often	 put	 in	 at	 Languard,	 both	 to	 trade	 and	 to	
  refit	 before	 continuing	 their	 journey.	 Duke	 Armas	 Nenonen	
  maintains	a	small	navy	which	he	uses	to	patrol	Hard	Bay	and	the	
  surrounding	 waters.	 Pirates—sailing	 from	 the	 town	 of	
  Deksport—prowl	the	waters	thereabouts	and	the	merchants	pay	
  the	duke	handsomely	to	curtail	their	depredations.		
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	Hard	Bay:	
  §
  Hard	 Bay	 is	 notoriously	 treacherous	 and	 unpredictable.	
  Those	 that	 make	 their	 living	 from	 its	 waters	 are	 tough,	
  resourceful	folk.		
  §
  The	 winter	 is	 particularly	 savage	 on	 Hard	 Bay.	 Only	 the	
  bravest	sailors	put	to	sea	during	this	time.	
  §
  Many	tiny	islands	dot	the	bay.	A	few	are	inhabited—mainly	
  by	folk	who	value	their	privacy	above	all	else.		
  	
  W H I S P E R S  &  R U M O U R S  
  Many	 stories	 circulate	 about	 Hard	 Bay.	 If	 the	 PCs	 seek	 out	
  such	 rumours,	 consult	 the	 table	 below,	 to	 discover	 what	
  they	learn.	
  D8	
  RUMOUR	
  1	
  Storms	 often	 savage	 Hard	 Bay	 and	 the	 many	
  settlements	 strung	 out	 along	 its	 coastline.	 But,	 the	
  storms	 have	 been	 getting	 stronger	 of	 late.	 Some	
  suggest	powerful	magic	is	at	work.		
  2	
  The	 ghosts	 of	 all	 those	 who	 drown	 in	 Hard	 Bay	
  slumber	 in	 its	 depths.	 During	 particularly	 violent	
  storms,	they	swim	to	the	surface	to	search	for	fellow	
  mariners	to	drag	down	to	their	deaths.	
  3	
  Hard	 Bay	 is	 so	 unpredictable	 because	 Serat—
  Mistress	 of	 Storms—dwells	 in	 its	 briny	 depths.	 Her	
  tempestuous	moods	affect	its	tides	and	currents.	
  4	
  Smugglers	ply	Hard	Bay’s	waters;	if	you	know	where	
  to	look	anything	can	be	had	for	the	right	place.		
  5	
  The	 waters	 around	 Gloamhold	 and	 the	 ebon-tinged	
  Murkwater	 are	 particularly	 dangerous.	 The	 cliffs	
  above	are	unstable	and	much	rock	has	fallen	into	the	
  water	creating	innumerable	underwater	obstacles.		
  6	
  Strange	creatures	lurk	in	the	waters	near	Gloamhold.		
  7	
  Greystone’s	 harbour	 is	 haunted,	 but	 not	 by	 ghosts.	
  The	 crabs	 living	 there	 have	 grown	 large	 and	
  predatory	 on	 an	 unknown,	 but	 plentiful	 diet.	 They	
  live	in	huge	swarms	well	able	to	strip	a	man’s	body	to	
  the	bone	in	minutes.		
  8*	
  A	 devil	 was	 imprisoned	 atop	 the	 Devil’s	 Tooth	 long	
  ago.	Only	a	fool	would	attempt	to	climb	that	forlorn	
  island’s	treacherous	cliffs.	
  *False	rumour	
  	
  
  37	
  D E V I L ’ S  T O O T H  
  This	jagged	spire	of	rock	curves	upwards	from	the	roiling	sea	in	a	
  shape	reminiscent	of	a	huge	fang.	Standing	deep	in	the	Mottled	
  Spire’s	 shadow,	 seabirds	 of	 fearsome	 size	 and	 ill	 aspect	 dwell	
  here	in	profusion.	Rumours	speak	of	an	imprisoned	devil	trapped	
  atop	the	Tooth;	because	of	its	isolated	position	in	the	far	north-
  west	of	the	bay,	and	its	fell	reputation,	few	sail	within	bowshot	
  of	this	sinister	rock.		
  	
  A	 strangely-shaped	 rock	 formation	 at	 the	 Tooth’s	 zenith	 is	
  vaguely	suggestive	of	a	weather-worn	ruin	of	great	antiquity.	Old	
  mariner’s	tales	identify	the	place	as	a	monastery	or	temple	to	
  some	forgotten	sea	god,	demon	or	other	power.	No	records	of	
  such	a	place	exist	in	Ashlar’s	archives	and	so	its	origins	remain	a	
  mystery.		
  	
  The	 few	 folk	 to	 attempt	 a	 landing	 on	 Devil’s	 Tooth	 report	
  being	stymied	by	the	aggressive	seabirds	nesting	on	the	rock’s	
  flanks	 and	 the	 notoriously	 hard	 to	 climb	 spray-drenched	
  overhanging	 cliffs.	 The	 climb	 is	 widely	 thought	 to	 be	 all	 but	
  impossible	for	anyone	without	magical	aid.		
  T H E  S O R R O W  S T O N E  
  Many	 vessels	 have	 come	 to	 grief	 on	 the	 jagged	 Sorrow	 Stone.	
  Located	just	south	of	Hard	Bay’s	mouth,	several	strong	currents	
  converge	 around	 this	 low-lying	 islet.	 Wrecked	 ships	 litter	 the	
  surrounding	 seabed	 and	 it	 is	 not	 uncommon	 for	 mariners	 to	
  report	shipwrecked	souls	huddling	on	the	stone	awaiting	rescue.	
  Several	 inlets	 pierce	 the	 Stone’s	 flanks;	 flotsam	 and	 jetsam	
  invariably	 choke	 the	 waters	 therein.	 A	 solitary	 storm-battered	
  shrine	 dedicated	 to	 the	 Mistress	 of	 Storms	 stands	 atop	 the	
  Stone’s	highest	point.	Sometimes	a	solitary	acolyte	dwells	at	the	
  shine,	to	aid	shipwreck	victims.	Indeed,	such	service	is	the	duty	
  of	every	new	member	of	the	clergy.		
  W I D O W S ’  G R I E F  
  This	 chunk	 of	 seaweed-choked	 stone	 barely	 rises	 above	 the	
  storm-tossed	waves	several	miles	north	of	where	the	Tanu	flows	
  into	 the	 bay.	 Ever-shifting	 sandbanks—visible	 at	 low	 tide—
  surround	 the	 island.	 Oysters	 grow	 in	 great	 profusion	 in	 the	
  relatively	sheltered	waters	to	the	south	of	the	island.	Most	are	
  harvested	 for	 food,	 but	 some	 develop	 translucent	 shells	 much	
  sought	after	to	make	decorative	objects	such	as	lockets.	A	few—
  the	most	coveted—are	harvested	for	pearls.	The	currents	near	
  Widows’	 grief	 are	 unpredictable—shaped	 as	 they	 are	 by	 the	
  shifting	 sandbanks	 and	 several	 large	 submerged	 rocky	
  shelves	of	jagged	rock.		
  	
   
  
  38	
  T H E  M O T T L E D  S P I R E  
  This	huge	chunk	of	granite	glowers	over	Hard	Bay’s	treacherous	
  waters	like	an	angry	giant.	Difficult	to	reach	by	land	or	sea,	the	
  Mottled	Spire	shelters	Gloamhold	deep	within	its	bowels.	
  	
  A	wind-blasted,	desolate	place	it	has	stubbornly	resisted	the	
  pernicious	 encroachment	 of	 human	 civilisation	 and	 remains	
  untamed.	 The	 small	 town	 of	 Dunstone	 stands	 upon	 the	 Selka	
  River’s	 western	 bank.	 Built	 to	 protect	 the	 villages	 to	 the	 west	
  from	attack	by	the	Spire’s	denizens	it	serves	as	civilisation’s	final	
  outpost	 and	 the	 base	 from	 which	 the	 few	 expeditions	 daring	
  Gloamhold’s	landward	approaches	are	launched.	
  	
  Beyond	 the	 river,	 the	 sharp-pointed	 hills	 huddle	 closely	
  together	as	the	land	rises	inexorably	toward	the	Spire’s	titanic	
  bulk.	Few	folk	ever	visit	these	hard,	rocky	uplands.	The	Spire’s	
  own	 jagged	 and	 desolate	 valley-riven	 hills	 dissuade	 all	 but	 the	
  hardiest	 traveller	 from	 attempting	 the	 overland	 route.	 Dark	
  legends	also	speak	of	desperate	men	and	vengeful	spirits	lurking	
  among	the	valleys	and	crags.	Here	the	thin	top	soil	is	stony	and	
  barren;	little	grows	except	sparse	grass	and	small,	 sickly	wind-
  lashed	thorn	bushes	that	seem	to	catch	and	tear	at	travellers’	
  clothing.	
  	
  Hard	Bay’s	choppy	waters	and	strong	tides	preclude	casual	
  waterborne	 exploration;	 steep	 cliffs,	 unpredictable	 tides	 and	
  tidal	 beaches—little	 more	 than	 stretches	 of	 sucking	 mud	 and	
  shingle—compound	the	problems	for	explorers.		
  	
  In	recent	years,	only	one	large-scale	attempt	has	been	made	
  to	 settle	 upon	 the	 Spire,	 and	 that	 ended	 in	 disaster	 when	 the	
  village	
  of	
  Greystone	
  was	
  abandoned.	
  No	
  accurate,	
  comprehensive	map	of	the	hills	and	canyons	is	known	to	exist	
  and	 no	 trail	 has	 ever	 been	 forced	 all	 the	 way	 from	 the	 small	
  town	of	Dunstone’s	gates	through	to	Greystone.	
  	
  On	 occasion,	 bandits	 have	 taken	 refuge	 in	 the	 Mottled	
  Spire’s	lower	slopes.	They	lair	in	abandoned	mines	or	the	cellars	
  of	several	old	ruins—remnants	of	doomed	attempts	to	carve	out	
  homes	from	the	wilderness.	
  D U N S T O N E  
  Dunstone	 is	 the	 nearest	 settlement	 to	 the	 Mottled	 Spire.	
  Standing	 at	 the	 end	 of	 a	 wide,	 muddy	 and	 rutted	 track,	
  Dunstone	was	built	long	ago	when	men	feared	what	lurked	in	
  the	tangle	of	dells	and	canyons	hidden	among	the	Spire’s	jagged	
  foothills,	but	now	that	fear	has	mostly	faded	from	their	minds.	
  	
  Protected	by	a	stout	keep,	thick	stone	walls	of	local	granite	
  fully	 12	 feet	 high	 encircled	 the	 old	 village.	 These	 defences	 are	
  now	 crumbling,	 but	 remain	 formidable.	 The	 original	 dry	 moat	
  dug	around	the	old	village	has	not	been	properly	maintained	for	
  decades	and	what	was	once	a	formidable	obstacle	is	now	little	
  more	than	a	grassy	slope	upon	which	sheep	and	pigs	graze.	
  	
  Many	homes	and	businesses	have	grown	up	outside	the	old	
  village	 walls	 and	 Dunstone	 now	 sprawls	 across	 a	 low	 hill	
  overlooking	 the	 fast-flowing	 Selka	 River.	 Occasionally	 cut	 off	
  during	the	winter	thaw,	the	folk	of	Dunstone	are	resilient	folk.	
  	
  A	 rickety,	 slowly	 decaying	 wooden	 bridge	 spans	 the	 Selka	
  and	it	is	across	this	the	occasional	hunter,	thrill	seeker	or	group	
  of	 explorers	 begin	 their	 trek	 into	 the	 rugged	 uplands	 of	 the	
  Mottled	Spire.	By	tradition,	a	guard	is	mounted	at	the	western	
  end	of	the	bridge	to	warn	against	monstrous	incursions	from	the	
  Spire,	but	such	a	watch	is	now	rarely	kept.	Instead,	such	duty	is	
  reserved	 as	 a	 punishment	 for	 men-at-arms	 deemed	 to	 have	
  failed	in	their	other	duties.	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	the	Mottled	Spire:	
  §
  The	 Mottled	 Spire	 is	 hard	 to	 reach;	 treacherous	 seas,	
  rugged	 hills	 and	 deep	 valleys	 protect	 this	 wave-lashed,	
  wind-blasted	hunk	of	granite	from	casual	exploration.	
  §
  No	 one	 explores	 the	 Mottled	 Spire	 without	 good	 reason.	
  Smugglers,	bandits	and	fugitive	sometimes	hide	there.		
  §
  The	 Mottled	 Spire	 has	 a	 reputation	 as	 a	 haunted	 place.	
  Vague,	non-specific	rumours	populate	its	deep	valleys	and	
  hills	with	the	shades	of	an	elder	time.	
  W H I S P E R S  &  R U M O U R S  
  Many	 stories	 circulate	 about	 the	 Mottled	 Spire.	 If	 the	 PCs	
  seek	out	such	rumours,	consult	the	table	below,	to	discover	
  what	they	learn.	
  D8	
  RUMOUR	
  1	
  Bandits	and	outlaws	lurk	 in	the	 wild	foothills	of	 the	
  Mottled	Spire,	to	the	north	of	Dunstone.	
  2	
  The	shades	of	previous	explorers	and	long-dead	folk	
  dwell	among	the	Mottled	Spire’s	peaks	and	crags.	
  3	
  Civilisation	ends	at	Dunstone’s	walls.	Beyond,	there	is	
  nothing	but	hardship	and	lurking	danger.	
  4	
  Abandoned	 mines	 dot	 the	 Mottled	 Spire;	 only	 a	
  few—the	shallowest—were	dug	by	human	hand.	
  5*	
  When	 Varma	 led	 her	 doomed	 expedition	 to	 the	
  Mottled	 Spire	 she	 awoke	 a	 slumbering	 evil	 and	
  released	 a	 swarm	 of	 monstrous	 vampire	 bats	 that	
  still	hunt	throughout	the	hills.	
  6*	
  A	deranged	sect	of	druids	lives	in	the	Mottled	Spire’s	
  hidden	 valleys;	 they	 whisper	 to	 the	 place’s	 ancient	
  spirits	and	know	its	secrets.	
  7	
  No	roads	pierce	the	Mottled	Spire’s	inner	reaches.		
  8	
  Weather	 over	 the	 Mottled	 Spire	 is	 often	 harsh	 and	
  unpredictable.	
  *False	rumour	
  
  39	
  V A R M A ’ S  P I T  
  Named	for	the	adventurer	credited	with	discovering	this	gigantic	
  sinkhole,	Varma's	Pit	is	nothing	more	than	a	huge	hole	piercing	
  the	 rock	 above	 the	 Twilight	 City's	 crumbling,	 shadowed	
  precincts.	Hidden	among	a	great	stand	of	stunted,	wind-blasted	
  thorn	bushes	and	dwarf	trees,	it	is	hard	to	find.	To	make	matters	
  worse,	its	walls	and	ledges	are	inherently	unstable	and	crumble	
  if	 unduly	 disturbed.	 If	 that	 wasn’t	 enough	 to	 deter	 explorers,	
  centuries	 of	 bat	 guano	 deposits	 make	 climbing	 here	 all	 but	
  suicidal.		
  	
  Vast	 colonies	 of	 bats—some	 monstrously	 huge	 and	 others	
  strangely	deformed—nest	in	the	Pit’s	walls	and	emerge	at	night	
  in	 a	 near-constant	 stream	 to	 hunt.	 Ever	 hungry,	 persistent	
  stories	circulating	among	adventurers	bestow	these	bats	with	a	
  sinister,	preternatural	hunger	for	warm	flesh.		
  	
  Even	 so,	 Varma’s	 Pit	 holds	 a	 special	 attraction	 to	
  adventurers.	 For	 on	 the	 brightest	 of	 summer	 days,	 when	 the	
  sun’s	 golden	 orb	 is	 directly	 overhead,	 its	 rays	 cut	 through	 the	
  deep	 gloom	 below	 to	 caress	 the	 uppermost	 portions	 of	 the	
  Twilight	City’s	many	ruined	ziggurats	almost	1,000	ft.	below.		
  	
  The	 fate	 of	 Varma	 herself	 remains	 unknown.	 After	 she	
  discovered	it	was—in	theory—possible	to	reach	the	Twilight	City	
  without	 having	 to	 dare	 the	 Murkwater’s	 treacherous	 tides,	
  Varma	spent	months	organising	a	secretive,	but	well-funded	and	
  equipped,	expedition	to	explore	the	so-called	Pit	and	to	find	a	
  route	down	to	the	city	far	below.	A	trickle	of	survivors—mainly	
  porters	 and	 men-at-arms—straggled	 back	 into	 Languard	 a	
  month	after	the	expedition	set	out,	but	all	they	could	report	was	
  that	Varma	and	her	companions	descended	into	the	Pit	early	
  one	morning	and	never	emerged.		
  	
  The	following	night,	a	vast	storm	of	carnivorous	bats	burst	
  forth	 from	 the	 darkness	 and	 set	 upon	 those	 awaiting	 their	
  mistress’s	return.	The	survivors	fled,	and	Varma’s	fate—and	that	
  of	her	companions—remains	a	mystery.		
  	
  Varma’s	Pit	is	also	known	as	the	Cave	of	the	Long	Drop	and	
  Slaughter	Fall	(both	named	after	Varma's	supposed	fate).		
  O T H E R  L O C A L E S  O F  N O T E  
  § 
  Abandoned	 Mines:	 Explorers	 occasionally	 come	 upon	 the	
  crumbling,	rubble-choked	mouths	of	ancient	mines	sunk	deep	
  into	the	Spire.	Who	excavated	the	mines	remain	unknown,	but	
  some	are	of	considerable	depth	and	extent;	all	are	obviously	
  very	old.	
  § 
  Greystone	(Ruined	Village):	A	nameless	aura	of	fear	and	decay	
  smothers	 these	 crumbling,	 wind-blasted	 ruins.	 Persistent	
  rumours	of	the	inbred	descendants	of	the	original	inhabitants	
  lingering	 in	 the	 ruins	 are	 commonly	 held	 as	 truth	 among	
  Languard’s	populace.	
  § 
  The	Shard	(Ruined	Lighthouse):	Destroyed	decades	ago	at	the	
  height	 of	 a	 particularly	 vicious	 and	 prolonged	 storm	 of	
  unnatural	virility,	the	Shard	juts	from	the	Mottled	Spire	like	a	
  jagged,	broken	tooth.	Occasionally,	faint	lights	are	glimpsed	in	
  its	vicinity.	
  	
   
  
  40
  G R E Y S T O N E
  The	sharp-pointed	hills	huddle	closely	together	as	the	land	rises	
  inexorably	through	the	deepening	shadows	toward	the	Mottled	
  Spire’s	looming	titanic	bulk.	Shrieking	wind	scours	the	desolate,	
  treeless	 hilltops	 and	 fills	 the	 tangle	 of	 uncharted	 steep-sided,	
  rock-strewn	valleys	cutting	through	the	hills.	
  	
  Civilisation’s	 creeping	 tendrils	 did	 not	 linger	 long	 in	 such	 a	
  hard	 place.	 A	 century	 ago,	 settlers	 from	 Languard	 founded	
  Greystone	as	a	fishing	village	and	rebuilt	the	shattered	ruin	of	
  the	Shard	as	a	lighthouse	and	watchtower.	However,	the	harsh	
  weather,	 isolation	 and	 events	 of	 a	 certain	 terror-filled	 night	
  doomed	their	efforts	to	failure.	
  	
  Now,	 the	 decayed	 ruins	 of	 Greystone	 yet	 cling	 to	 the	
  vertiginous,	 landward	 flank	 of	 the	 Mottled	 Spire	 and	 are	 still	
  visible	from	Languard’s	ramparts.	Most	of	the	buildings	are	little	
  more	 than	 crumbling	 facades	 built	 over	 the	 mouths	 of	 the	
  numerous	caves	riddling	the	rock.	Linked	by	steep	and	narrow	
  roads	 hacked	 from	 the	 Spire’s	 living	 rock,	 these	 homes	 once	
  sheltered	 almost	 200	 souls.	 Sickly	 briars	 and	 the	 flotsam	 of	
  countless	winter	storms	now	choke	many	of	the	roads	rendering	
  them	 all	 but	 impassable—only	 the	 nimblest	 or	 strongest	
  travellers	find	the	going	easy.	
  	
  A	nameless	aura	of	fear	and	decay	hangs	over	the	crumbling,	
  wind-blasted	 ruins.	 Seemingly	 perpetually	 shrouded	 in	 shadow	
  by	the	Mottled	Spire’s	looming	bulk,	dark	legends	cluster	thickly	
  about	the	village.	Stories	of	ghoulish	hauntings	and	myths	of	the	
  degenerate,	inbred	survivors	of	the	original	settlers	lurking	amid	
  the	ruins,	along	with	the	village’s	isolated	position,	conspire	to	
  keep	decent	folk	away.	
  D E M O G R A P H I C S
  Ruler	Uljas	Alanen	
  Government	Overlord	
  Population	68	(68	degenerate	humans)	
  Alignments	NE	
  Languages	Abyssal,	Common	
  N O T A B L E  F O L K
  Few	 folk	 dwell	 in	 Greystone	 anymore;	 those	 that	 do	 are	 the	
  degenerate,	inbred	descendants	of	the	village’s	original	settlers:	
  Ilari	 Alanen	 (location	 6;	 CE	 male	 degenerate	 human	 ranger	 2)	
  Ilari	stalks	the	Mottled	Spire	and	knows	its	secret	paths	well.	
  Marja	Alanen	(location	6;	NE	female	degenerate	human	wizard	
  4) Uljas’	 wife,	 Marja	 is	 even	 more	 depraved	 than	 her
  husband.	
  Uljas	 Alanen	 (location	 6;	 NE	 male	 degenerate	 human	 cleric	
  [Dagon]	3)	The	depraved	leader	of	the	Dagon	cultists,	Uljas	
  enjoys	sacrificing	living	victims	to	his	dark	god.	
  Vilho	Alanen	(location	6;	CE	male	degenerate	human	fighter	2)	
  Bloodshirsty	and	hideous,	Vilho	loves	fighting.	
  N O T A B L E  L O C A T I O N S
  Most	 of	 Greystone	 comprises	 nothing	 but	 ruined	 buildings.	 A	
  few	locations,	however,	are	of	interest	to	adventurers:	
  1.
  The	 Docks:	 Pummelled	 by	 winter	 storms	 and	 high	 tides,	 the
  docks	 and	 their	 tumbled	 stone	 breakwater	 are	 battered	 and
  cracked.
  2.
  Hall	 of	 the	 Storm	 Mistress:	 Dedicated	 to	 Serat,	 Mistress	 of
  Storms,	this	ruined	building	stands	hard	against	the	docks.
  3.
  Shrine	of	the	Father:	The	walls	of	this	building	still	stand	proud,
  but	 surely	 they	 must	 soon	 collapse.	 Fallen	 rubble	 hides	 the
  entrance	to	a	forgotten	crypt.
  4.
  Forge	of	the	Dead:	A	small	cave-home	at	the	back	of	this	forge	is
  home	to	several	ravenous	ghouls.
  5.
  Alanen	Manor:	This	ramshackle	manor	house	hides	a	bone-filled
  shrine	dedicated	to	the	Shadow	Under	the	Sea	in	its	cellar.
  6.
  The	Caves:	Caves	honeycomb	the	rock;	Dagon’s	cultists	yet	use
  these	as	their	home.
  7.
  The	Twisted	Path:	This	precipitous	path	leads	to	the	Shard.
  8.
  The	Shard:	Destroyed	decades	ago,	at	the	height	of	a	vicious	and
  prolonged	 storm	 of	 unnatural	 virility,	 the	 Shard	 juts	 from	 the
  Mottled	 Spire	 like	 a	 jagged,	 broken	 tooth.	 Occasionally,	 faint
  lights	are	glimpsed	in	its	vicinity.
  H I S T O R Y
  Born	 of	 a	 foolish,	 and	 ultimately	 doomed,	 attempt	 to	 bring	
  civilisation	to	the	Mottled	Spire,	Greystone’s	history	is	short	and	
  cloaked	in	sorrow,	suffering	and	mystery.	The	village	stood	for	
  only	20	years,	before	disaster	overtook	its	folk.		
  	
  Almost	 wholly	 dependent	 on	 traders	 for	 fresh	 vegetables,	
  grain	 and	 other	 staples,	 the	 villagers	 were	 often	 malnourished	
  and	 ill.	 A	 shortage	 of	 fresh	 water	 further	 exacerbated	 the	
  villagers’	health	problems.	Rumours,	however,	placed	a	strange	
  invisible	miasma	over	the	village	that	made	its	folk	sick	with	its	
  noxious	vapours.	Such	suffering	and	deprivation	created	a	fertile	
  breeding	 ground	 for	 Dagon’s	 sinister	 message.	 By	 chance,	 the	
  Alanen’s	built	their	manor	over	an	ancient	place	sacred	to	the	
  Shadow	Under	the	Sea.	Discovered	when	the	foundations	were	
  laid,	 the	 family’s	 patriarch—Armas	 Alanen—became	 obsessed	
  with	the	shrine	and	quickly	fell	under	its	master’s	fell	influence.	
  From	then,	like	a	cancer,	his	worship	spread	slowly,	but	surely,	
  through	 the	 populace	 until—in	 one	 terrible,	 bloody	 night—
  slaughter	was	visited	on	the	unbelievers.	
  	
  The	 few	 right-minded	 survivors	 of	 that	 terrible	 night	 fled	
  while	the	remaining	cultists	made	their	homes	among	the	bones	
  of	their	slain	neighbours.	With	no	outside	influence	working	to	
  keep	their	souls	safe	from	eternal	damnation,	the	cultist’	fall	was	
  soon	
  complete	
  and	
  they	
  became	
  degenerate,	
  twisted	
  perversions	of	what	they	once	were.		
  
  	 41
  V I L L A G E  L O R E  
  Through	dint	of	their	personal	local	knowledge	or	their	efforts	to	
  gather	information,	the	PCs	likely	know	some	generally	accepted	
  facts	about	Greystone.	
  § 
  Greystone	has	been	abandoned	for	decades,	after	a	night	of	
  madness	and	slaughter.	
  § 
  Although	 the	 ruins	 are	 visible	 from	 Languard,	 few	 bother	 to	
  investigate	the	fallen	village.		
  § 
  The	 villagers	 lived	 in	 caves	 screened	 by	 normal	 building	
  frontages.	Passages	and	tunnels	riddle	the	whole	area.	
  V I L L A G E R S  
  Appearance	Pale	of	skin	and	dirty,	the	folk	of	Greystone	are	an	
  ugly,	loathsome	folk.	Inbred,	they	are	aggressive	and	violent	
  and	do	not	venture	out	willingly	during	the	day.	They	avoid	
  contact	with	others	and	viciously	defend	their	cavern	homes.	
  Dress	 Dressed	 in	 a	 patchwork	 of	 rags	 and	 ripped	 clothes	 they	
  wrap	their	feet	in	strips	of	scavenged	cloth	and	leather.		
  Nomenclature	male	Atro,	Jani,	Raimo,	Valto;	female	Aila,	Emmi,	
  Laina,	Satu;	family	Aalto,	Keto,	Outila,	Takala.	
  W H I S P E R S  &  R U M O U R S  
  The	 PCs	 might	 learn	 one	 or	 more	 rumours	 about	 the	 ruins	 of	
  Greystone.	If	they	do,	consult	the	table	below	to	discover	what	
  they	uncover.	
  D8	
  RUMOUR	
  1*	
  The	 spirits	 of	 all	 those	 who	 died	 in	 the	 ruins	 haunt	
  Greystone.	It	is	a	cursed	place.	
  2	
  The	 nobles	 of	 the	 village—the	 Alanen—went	 mad	 and	
  delved	too	deeply	into	ancient,	best-forgotten	lore.		
  3*	
  An	invisible	miasma	hung	over	the	village	in	the	old	days.	
  It	made	the	villagers	sick;	some	went	mad	while	others	
  died	young.	
  4	
  Something	 large	 and	 dangerous	 lives	 in	 Greystone’s	
  harbour.	 After	 several	 fishermen	 disappeared	 in	 the	
  harbour,	no	one	voluntarily	docks	there	anymore.	
  5	
  The	 nearby	 waters	 are	 particularly	 cold,	 but	 teem	 with	
  fish.		
  6*	
  An	 invisible	 demon	 lives	 in	 Greystone	 and	 whispers	
  maddening	thoughts	to	those	sleeping	in	the	ruins.	
  7*	
  Expeditions	to	Greystone	always	end	in	disaster.	
  8	
  Lord	 Villamor	 dreams	 of	 re-establishing	 Greystone	 as	 a	
  functioning	settlement,	but	even	if	the	place	were	made	
  safe	no	one	would	voluntarily	live	there.	
  *False	rumour	
  		
   
  
  42	
  T H E  S H A R D  
  Standing	alone	upon	the	highest	point	of	the	Mottled	Spire,	far	
  above	the	ruins	of	Greystone,	the	Shard	was	(perhaps)	once	a	
  watchtower	 and	 lighthouse	 built	 to	 warn	 of	 the	 treacherous	
  rocks	and	shoals	lurking	in	the	surrounding	waters.	However,	its	
  history	 is	 much	 older	 than	 that	 of	 Greystone	 or	 even	 of	 wall-
  girdled	Languard	standing	proudly	across	the	bay.	
  	
  To	even	the	most	casual	observer,	it	is	obvious	the	Shard’s	
  architecture	has	two	distinct	styles.	The	lower—and	undeniably	
  older—portions	 are	 built	 in	 a	 time-worn	 cyclopean	 style.	 Such	
  architecture	 is	 familiar	 to	 those	 who	 have	 gazed	 upon	 the	
  gloam-filled	 precincts	 of	 the	 Twilight	 City.	 Oddly	 laid	 out	 for	 a	
  watchtower	or	lighthouse	the	design	suggests	either	the	original	
  structure	 was	 impossibly	 high—hence	 the	 wide,	 strangely-
  shaped	base—or	that	two	towers	once	abutted	and	supported	
  one	another.	Blasted	by	wind	and	rain	for	centuries,	the	tower’s	
  huge	 stone	 blocks	 are	 worn.	 In	 sheltered	 places,	 faint	
  suggestions	 of	 unwholesome	 and	 strangely	 disturbing	 carvings	
  have	 survived	 nature’s	 remorseless	 assault.	 What	 they	
  represented	or	depicted	remains	a	mystery.	
  	
  On	 the	 surviving	 upper	 levels,	 the	 stonework	 is	 more	
  modern	and	broadly	in	keeping	with	that	found	on	the	mainland	
  or	among	the	ruins	of	Greystone.	Scavengers	and	vermin	infest	
  the	lower	above-ground	levels.		
  	
  Above	 the	 older	 portions	 of	 the	 ruin,	 the	 tower	 narrows	
  abruptly.	 In	 bad	 repair	 and	 riven	 with	 great	 cracks,	 the	 upper	
  levels	become	progressively	more	unsafe	the	higher	one	dares	
  climb.	However,	something	monstrous	lives	in	the	tower’s	upper	
  reaches;	 several	 explorers	 have	 reported	 spotting	 something	
  monstrous	 flying	 across	 the	 night	 sky	 and	 hearing	 strange	
  shrieking	sounds	coming	from	high	up	in	the	sky.		
  T H E  C E L L A R S  
  Crudely	 constructed	 cellars,	 roughly	 following	 the	 path	 of	 a	
  meandering	 natural	 cavern,	 lie	 under	 the	 Shard.	 Filled	 with	
  sagging	support	pillars	of	once	prodigious	strength,	they	are	of	
  an	elder	design	not	conceived	by	human	minds.		
  	
  Here,	 among	 the	 dust	 and	 shadows	 lurk	 carvings	 as	 sharp	
  and	 detailed	 as	 the	 day	 they	 were	 cut	 into	 the	 living	 rock.	
  Something	 about	 the	 carvings	 so	 terrified	 Greystone’s	 settlers	
  that	 they	 destroyed	 all	 they	 could	 find	 before	 walling	 up	 the	
  cellars	 so	 that	 none	 may	 stumble	 across	 what	 they	 had	
  discovered.	Of	what	they	found	within,	there	is	no	record;	it	is	as	
  if	 the	 community	 decided	 what	 they	 had	 discovered	 was	 too	
  terrible	to	commit	to	paper.	
  	
  However,	their	works	have	been	undone—adventurers	have	
  smashed	 through	 several	 bricked-up	 passageways	 to	 explore	
  what	lies	beyond.	They	have	reported	yet	active	traps	of	cunning	
  and	 devious	 design	 as	 well	 as	 remorseless	 and	 merciless	
  animated	guardians	that	yet	stand	ready	to	slay	intruders.	
  	
  In	the	deepest	part	of	the	cellars,	a	sinkhole,	girdled	by	an	
  ancient,	 timeworn	 and	 precipitous	 set	 of	 steps,	 descends	 into	
  the	darkness.	Some	explorers	theorise	the	sinkhole	is	the	mouth	
  of	the	Splintered	Stair.	Far	below	lie	Rivengate’s	upper	halls.	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	the	Shard:	
  §
  Once	 used	as	a	 lighthouse,	the	Shard	 has	 stood	atop	 the	
  Mottled	Spire	an	unknown	time.	It	is	undeniably	ancient;	it	
  appears	in	the	writings	of	the	earlier	settlers.	
  §
  The	tower	is	immense,	and	was	even	bigger	before	the	top	
  levels	 collapsed.	 Extensive	 cellars	 pierce	 the	 rock	 below	
  the	 tower;	 they	are	 said	to	connect	to	 Rivengate’s	upper	
  levels.	
  §
  During	powerful	winter	storms,	the	ghostly	outline	of	the	
  tower	as	it	once	was	sometimes	appears.	Old	stories	speak	
  of	at	least	one	adventuring	band	who	found	a	way	to	enter	
  this	so-called	Ghost	Tower.		
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	the	Shard.	If	the	PCs	 seek	out	
  such	 rumours,	 consult	 the	 table	 below,	 to	 discover	 what	
  they	learn.	
  D8	
  RUMOUR	
  1	
  Smugglers	 sometimes	 set	 watchers	 in	 the	 Shard	 to	
  watch	 for	 approaching	 storms	 or	 their	 partner’s	
  vessels.		
  2*	
  Ghosts	of	an	elder	age	stalk	the	Shard’s	ruined	halls.	
  Jealous	of	the	living	they	slay	all	they	encounter.	
  3	
  Several	adventurer	bands	have	managed	to	enter	the	
  so-called	 Ghost	 Tower	 over	 the	 last	 decade;	 some	
  remain	trapped	within.	
  4*	
  The	 Shard	 was	 once	 a	 powerful	 wizard’s	 tower.	 He	
  was	obsessed	with	the	stars	and	the	arcane	power	he	
  could	unlock	by	studying	their	movements.		
  5	
  The	 Shard	 is	 ancient—it	 is	 the	 oldest	 structure	 still	
  standing	anywhere	in	Ashlar.	
  6*	
  Dangerously	 unstable,	 the	 Shard	 will	 collapse	
  anytime	 now—perhaps	 during	 the	 next	 particularly	
  savage	winter	storm.	
  7	
  Dangerous	 traps	 and	 yet	 active	 guardian	 constructs	
  lurk	in	the	Shard’s	deep	cellars.	
  8	
  The	 Shard’s	 deep	 cellars	 connect	 to	 Gloamhold	 via	
  the	Splintered	Stair.	
  *False	rumour	
  	
  
  43	
  T H E  G H O S T  T O W E R  
  The	 Shard	 is	 one	 of	 the	 most	 well-known	 parts	 of	 Gloamhold.	
  Visible	from	Languard’s	battlemented	walls,	the	great	ruin	soars	
  high	 above	 Greystone's	 ruins	 huddling	 far	 below.	 Neophyte	
  adventurers—not	 ready	 for	 the	 terrors	 lurking	 in	 Gloamhold’s	
  outer	 halls—often	 dare	 the	 Shard’s	 ruins	 in	 search	 of	 easy	
  victories	and	gold.		
  	
  However,	persistent	rumours	speak	of	otherworldly	portions	
  of	the	tower	that	defy	rational	explanation	or	description.	They	
  speak	 of	 a	 so-called	 Ghost	 Tower	 accessible	 by	 adventurers	
  clever	enough	to	decipher	a	fiendishly	complex	puzzle	buried	far	
  below	the	Shard’s	ruins	in	a	hidden,	savagely	trapped	cellar.		
  	
  The	puzzles	scattered	throughout	the	Shard’s	cellars	granting	
  access	 to	 the	 Ghost	 Tower	 take	 many	 different	 forms.	 Old	
  adventurer’s	lore,	though,	speaks	of	a	band	of	adventurers	who	
  claimed	to	have	discovered	and	deciphered	one	of	the	puzzles—
  an	incredibly	complicated	and	breathtakingly	detailed	mosaic	of	
  stars—in	 a	 cavernous	 vaulted	 chamber	 protected	 by	 merciless	
  sentient	magical	traps.	Since	their	discovery	decades	ago,	no	one	
  is	known	to	have	replicated	their	feat	and	the	survivors	of	the	
  expedition	 seemed	 reticent	 to	 discuss	 what	 they	 discovered	
  within	the	Ghost	Tower.			
  	
  For	those	who	cannot	find	or	decipher	the	means	of	entering	
  the	 tower,	 all	 is	 not	 lost.	 Sometimes	 the	 tower's	 fuzzy,	
  transparent	outline,	overlaid	over	(and	soaring	high	above)	the	
  Shard,	is	visible	at	the	height	of	the	savage	annual	winter	storms	
  that	 lash	 the	 Mottled	 Spire.	 What	 otherworldly	 terrors	 lurk	
  within	the	tower	is	a	matter	of	wild	conjecture.	However,	local	
  legends	whisper	that	at	the	height	of	the	fiercest	winter	storms,	
  when	vicious	winds	tear	at	the	ruins,	bolts	of	lightning	blast	the	
  surrounding	rock	and	driving	rain	buffets	the	tower,	the	barriers	
  between	this	world	and	the	other	weaken.	At	this	time,	brave	
  adventurers	can	enter	the	tower,	but	they	must	explore	quickly	
  for	 when	 the	 storm	 dies,	 the	 barriers	 warding	 the	 tower	
  strengthen	trapping	any	who	yet	linger	within.		
  	
  The	 Ghost	 Tower	 has	 other	 colourful	 names	 including	 the	
  Tower	 Unseen,	 the	 Ephemeral	 Spire	 and	 the	 Citadel	 of	 the	
  Wraith	 Kings.	 The	 last	 of	 these	 names	 perhaps	 hints	 at	 what	
  lurks	within...		
  	
  	
  
  44	
  R I V E N G A T E  
  Rambling	 over	 five	 main	 levels,	 Rivengate	 comprises	 much	 of	
  Gloamhold’s	ancient	outer	defences.	Originally	built	to	ward	the	
  approaches	 to	 the	 Twilight	 City	 it	 is	 the	 most	 accessible	 of	
  Gloamhold’s	regions,	and	thus	also	one	of	the	better	known.	
  	
  Still,	 Rivengate’s	 upper	 levels	 remain	 a	 mystery	 to	 most.	
  Rumours	 speak	 of	 vast,	 gloomy	 temples,	 as	 yet	 undisturbed,	
  vaults	 brimming	 with	 treasures	 from	 a	 bygone,	 lost	 time	 and	
  even	 of	 the	 Splintered	 Stair—a	 secret	 and	 precipitous	 passage	
  reaching—it	is	said—all	the	way	up	to	the	Shard	high	atop	the	
  Mottled	Spire.	
  	
  Several	locales	of	note	lie	within	Rivengate.	Of	some,	such	as	
  the	Bridge	of	Sorrows,	the	Catacombs	of	the	Sundered	Obelisk	
  and	 the	 Shrine	 of	 the	 Cloven	 Altar,	 little	 is	 known	 but	 their	
  names.	 Some	 of	 the	 better-known	 locales	 in	 Rivengate,	
  however,	have	entered	local	legend.	
  T H E  L A N D I N G S  
  Great	stone	landings,	cracked	and	pitted	with	age,	cluster	close	
  to	Rivengate’s	entrance.	Once	used	by	Gloamhold’s	ancient	lords	
  for	 the	 supply	 of	 slaves,	 tribute	 and	 loot,	 the	 smugglers	 of	
  Rivengate	 now	 use	 the	 landings	 for	 much	 the	 same	 purpose.	
  Few	 boats	 are	 permanently	 moored	 here.	 The	 strength	 of	 the	
  tides	 along	 the	 Murkwater’s	 course	 coupled	 with	 the	
  depredations	 of	 rival	 groups	 and	 other	 predators	 make	 such	
  practise	folly	at	best.		
  T H E  E C H O E S  
  This	huge	vaulted	chamber	stretches	the	length	of	the	Landings	
  and	once	served	as	a	marketplace	and	muster-grounds.	Over	the	
  centuries	many	battles	and	skirmishes	have	been	fought	in	the	
  Echoes–as	 it	 has	 come	 to	 be	 called.	 Stout,	 twisted	 pillars	
  adorned	 with	 intricate,	 but	 disturbing,	 designs	 reminiscent	 of	
  tentacles	(or	possibly	impossibly	thick	strands	of	seaweed)	hold	
  aloft	 the	 vaulted	 ceiling.	 Great	 arching	 support	 struts	 hewed	
  from	the	living	rock	link	the	pillars	and	provide	safe	havens	for	
  several	colonies	of	giant	spiders	dwelling	far	above	the	floor.	
  	
  The	 Echoes’	 cavernous	 reaches	 are	 a	 no-man’s	 land	 of	
  sudden	death	from	above.	No	smuggler	group	claims	the	area,	
  but	all	use	it	as	it	provides	access	to	most	of	Rivengate.	Small	
  bands	 of	 smugglers,	 bearing	 burning	 brands	 to	 force	 back	 the	
  darkness	and	ever-lurking	spiders	hurry	across	this	great	space	
  with	 their	 illicit	 cargos.	 Occasionally,	 when	 the	 spiders	 grow	
  especially	 bold,	 the	 smugglers	 form	 a	 temporary	 alliance	 and	
  with	fire	and	blade	force	the	eight-legged	predators	up	into	the	
  farthest	recesses	of	the	Echoes’	ceiling.	
  	
  To	 the	 west,	 a	 great	 balcony	 stretches	 the	 length	 of	 the	
  Echoes.	 Below	 stand	 broken	 into	 and	 looted	 storage	 vaults.	
  Warded	 by	 stone	 doors,	 desperate	 explorers	 occasionally	
  barricade	 themselves	 inside	 a	 storage	 vault.	 The	 balcony	 itself	
  provides	 access	 to	 Rivengate’s	 upper	 levels	 as	 well	 as	 several	
  sections	overlooking	Hard	Bay.	Most	smugglers	have	their	lairs	in	
  this	area	and	operate	a	tacit	truce	with	one	another.	The	broad	
  stairs	 leading	 to	 the	 balcony	 are	 clear	 of	 most	 detritus	 and	
  rubbish,	 but	 bones,	 discarded	 equipment	 and	 the	 mouldering	
  leavings	of	an	ancient	civilisation	all	litter	the	Echoes.	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	Rivengate:	
  §
  Rivengate	rambles	over	five	levels.	Bands	of	smugglers	are	
  reputed	to	use	the	lower	levels,	although	they	often	clash	
  with	the	monstrous	inhabitants	of	the	place.		
  §
  The	Landings	lie	close	to	the	cavern	mouth	through	which	
  the	Murkwater	flows	into	Hard	Bay.	Here	those	daring	the	
  Murkwater	can	dock	their	boats.	
  §
  The	Echoes	is	a	huge	vaulted	chamber	infested	with	giant	
  spiders.	It	comprises	much	of	Rivengate’s	lowest	level	and	
  is	 the	 scene	 of	 ferocious	 battles	 between	 the	 smugglers	
  and	 the	 eight-legged	 predators	 lurking	 among	 the	 many	
  pillars	holding	the	place’s	high	ceiling	aloft.	
  	
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	Rivengate.	If	the	 PCs	 seek	out	
  such	 rumours,	 consult	 the	 table	 below,	 to	 discover	 what	
  they	learn.	
  D8	
  RUMOUR	
  1	
  Packs	 of	 huge	 spiders	 infest	 the	 Rivengate’s	 lowest	
  level	and	prey	on	all	invading	their	hunting	grounds.		
  2	
  Rivengate	 was	 once	 a	 fortress	 of	 some	 elder,	
  forgotten	race.		
  3	
  From	 Rivengate,	 explorers	 can	 find	 links	 to	 several	
  other	 levels	 of	 Gloamhold	 including	 the	 Shard	 and	
  the	Twisted	Warrens.	
  4	
  Several	 adventuring	 groups	 have	 set	 up	 camp	 in	
  Rivengate	 and	 use	 them	 as	 bases	 to	 explore	 the	
  surrounding	dungeon.	
  5*	
  The	Bridge	of	Sorrows	is	a	living	thing	and	casts	those	
  crossing	its	span	into	the	chasm	it	crosses.	
  6*	
  Rival	smuggler	bands	battle	for	control	of	Rivengate.	
  7*	
  The	 water	 flooding	 the	 Pens	 is	 laced	 with	 necrotic	
  energy—adventurers	
  exploring	
  the	
  area	
  often	
  succumb	to	its	fell	curse.	
  8	
  Some	explorers	have	reported	encountering	sentient	
  web-creatures	in	the	Echoes.	
  *False	rumour	
  
  45	
  T H E  P E N S  
  Gloamhold’s	original	builders	often	raided	the	surface	realms	for	
  prisoners,	 slaves	 and	 sacrifices.	 Most	 such	 unfortunates	 were	
  brought	 to	 this	 sub-level	 to	 be	 catalogued	 and	 sold.	 Cut	 deep	
  into	 the	 Mottled	 Spire,	 this	 sub-level	 lies	 partially	 under	 the	
  Murkwater.	 Consequently,	 cold—almost	 freezing—water	 drips	
  through	 ceilings	 into	 the	 cramped	 cells	 and	 corridors.	 Some	
  portions	of	this	miserable	place	are	partially	submerged.		
  	
  The	bones	of	many	of	the	unfortunately	incarcerated	in	this	
  place	 yet	 linger	 among	 the	 chilled	 pools	 and	 rubble.	 Thus,	
  undead—corporeal	 and	 non-corporeal—lurk	 here	 in	 great	
  numbers.	 Few	 explorers	 voluntarily	 tread	 these	 forsaken	
  corridors.	 Occasionally,	 a	 smuggler	 group—who	 call	 this	 place	
  the	 Maze	 of	 Bones—exiles	 a	 member	 into	 the	 Pens	 in	
  punishment	 for	 some	 terrible	 transgression	 against	 the	 group.	
  None	survive	long.	
  	
  The	deepest	portions	of	this	level	feature	strange	pools	cut	
  deep	into	the	rock	that	are	said	to	connect	to	the	open	sea	and	
  to	a	remote	section	of	the	Breathless	Narrows.	
  D E N I Z E N S  
  As	well	as	small	enclaves	of	undead,	still	active	guardians	such	as	
  animated	 statues	 and	 magical	 traps	 yet	 ward	 certain	 locales,	
  most	of	which	are	on	the	upper	levels.	Wasted	and	pale	skinned	
  degenerate	humans	have	even	been	encountered	in	the	upper,	
  remotest	reaches	of	the	fortress.	How	they	came	to	dwell	there,	
  none	know.	
  	
  Adventurers:	 Several	 groups	 of	 delvers	 have	 set	 up	 semi-
  permanent	 camps	 in	 Rivengate.	 Such	 locales	 are	 normally	
  located	in	hidden,	hard	to	access	or	isolated	places.	From	these	
  camps,	 adventurers	 explore	 Rivengate’s	 deeper	 reaches.	 The	
  braver	or	more	skilled	among	them	also	dare	the	tight	confines	
  of	the	Twisted	Warrens.	Here	dwell	troglodytes,	derro	and	other	
  fell	things	that	lurk	in	the	dark	waiting	for	prey	to	stumble	into	
  their	realm.	
  	
  Other	 adventurers	 of	 darker	 hearts	 also	 lurk	 in	 Rivengate.	
  Instead	 of	 simply	 battling	 the	 other	 denizens	 dwelling	 here,	
  these	 folk	 seek	 to	 understand	 Gloamhold’s	 mysteries	 and	 to	
  unlock	 its	 builders’	 secrets.	 Scholars	 among	 them	 believe	 that	
  yet	 unfound	 places	 of	 power	 still	 await	 discovery	 in	 the	
  darkness.	What	secrets	these	places	hold	is	unknown.	
  § 
  Company	 of	 the	 Flaming	 Torch:	 Comprising	 exclusively	
  humans,	 this	 band	 are	 renowned	 for	 carrying	 excessive	
  amounts	of	torches	on	their	forays.	One	of	their	number	is	a	
  skilled	 sailor	 and	 so	 the	 company	 enjoy	 greater	 access	 to	
  Rivengate	 than	 most,	 who	 must	 rely	 on	 hirelings—normally	
  doughty	(and	well	paid)	fishermen—to	transport	them	across	
  Hard	Bay.	
  § 
  Gloom	Wardens:	This	well-known	band	are	veterans	of	several	
  expeditions	 deep	 into	 the	 Twisted	 Warrens	 to	 find	 a	 route	
  through	 to	 the	 Twilight	 City.	 While	 they	 have	 failed	 to	 find	
  such	 a	 path,	 their	 exploits	 have	 gained	 them	 much	 fame	 in	
  Languard’s	 taprooms.	 It	 is	 rumoured,	 the	 band	 are	 currently	
  recruiting	retainers	to	assist	in	establishing	a	permanent	base	
  of	operations	somewhere	in	Rivengate.	
  	
  Smugglers:	Several	smuggler	gangs	lair	in	Rivengate’s	ruins.	
  In	 the	 main,	 the	 smugglers	 have	 little	 interest	 in	 exploring	
  Gloamhold’s	inner	reaches.	Rather,	they	use	Rivengate	as	a	safe	
  place	to	meet	and	store	their	ill-gotten	gains.	Some—wanted	for	
  heinous	 crimes	 in	 Languard	 and	 its	 surrounds—permanently	
  dwell	 in	 Rivengate.	 Others	 come	 here	 now	 and	 then,	 as	 their	
  business	 dictates.	 All	 such	 groups	 have	 contacts	 among	 the	
  populace	of	nearby	villages	and	towns.	
  	
  Wanderers:	 Occasionally,	 small	 bands	 of	 dark	 creepers	 or	
  troglodytes,	 a	 lone	 derro	 or	 hunters	 such	 as	 chokers	 and	 cave	
  fishers	sneak	into	Rivengate	in	search	of	food,	slaves	or	sport.	
  These	 hunters	 rarely	 linger	 long,	 retreating	 into	 the	 Twisted	
  Warrens	once	they	have	sated	their	hunger.	Such	hunters	prey	
  on	the	smugglers	and	others	dwelling	in	Rivengate;	these	low-
  grade	 skirmishes	 ensure	 no	 group	 grows	 overly	 numerous	 or	
  gains	control	over	too	much	of	Rivengate’s	dusty	halls.	
  N E W  M O N S T E R :  S I N K W E B S  
  Found	in	the	deepest,	the	oldest	or	the	foulest	spider-haunted	
  locales,	sinkwebs	are	silent,	lurking	killers.	
  	
  Comprising	the	semi-sentient	tendrils	of	huge,	ancient	spider	
  webs	and	an	insatiable	desire	to	hunt	and	kill	drives	sinkwebs	to	
  seek	out	warm	flesh	to	feast	upon.	Encrusted	with	the	dust	and	
  grime	 of	 ages	 past	 these	 thickly	 woven	 webs	 hold	 the	
  mummified	remains	of	countless	creatures	great	and	small.	
  	
  Animated	by	the	necrotic	energies	released	when	prey	dies	
  trapped	 within	 their	 silken	 confines,	 they	 are	 merciless,	 near	
  infinitely	 patient	 ambush	 predators.	 Terrifyingly	 these	 animate	
  undead	 are	 capable	 of	 limited	 movement.	 Unlike	 a	 normal	
  spider	web,	they	do	not	have	to	wait	for	their	prey	to	blunder	
  into	 their	 threads;	 rather	 they	 silently	 inch	 through	 their	
  dungeon-homes	in	search	of	food.	Countless	adventurers	have	
  died	screaming,	jolted	from	their	slumber	by	the	first	silken,	but	
  impossibly	strong,	caress	of	a	sinkweb	falling	across	their	prone	
  bodies.	
  	
  Attracted	 by	 a	 ready	 supply	 of	 food,	 vast	 colonies	 of	 tiny	
  spiders	often	infest	sinkwebs	and	pour	forth	in	scuttling	swarms	
  to	 fall	 upon	 those	 caught	 in	 its	 powerful	 embrace.	 Thus,	
  adventurers	unfortunate	enough	to	encounter	a	sinkweb	must	
  not	only	contend	with	the	creature	itself,	but	also	with	its	tiny,	
  mindless—and	ever-hungry—allies.	
  	
  Sinkwebs	hunt	by	first	grappling	and	then	pulling	prey	deep	
  into	their	silken	embrace.	Vulnerable	to	fire,	they	can	be	driven	
  off	 by	 its	 presence,	 but	 are	 otherwise	 implacable	 and	 fearless	
  hunters.	
  	
  	
  
  46	
  T H E  M U R K W A T E R  
  The	 seething,	 foam-flecked	 waters	 below	 Rivengate	 are	
  particularly	 hazardous.	 Many	 underwater	 dangers—jagged	
  rocks,	savage	rip	tides	and	more—await	explorers	attempting	to	
  access	 Rivengate	 and	 the	 areas	 beyond.	 Only	 skilled	 or	 lucky	
  captains	dare	to	sail	into	the	gloom	of	Rivengate’s	gaping	maw.	
  Within	flows	the	dark	and	treacherous	Murkwater.	
  	
  Extensive	 landings	 provide	 access	 to	 Rivengate’s	 surviving	
  halls.	Battered	by	the	Murkwater’s	remorseless	tides,	the	first	of	
  these	 landings	 has	 partially	 collapsed.	 Yet	 moored	 alongside	 is	
  the	battered	and	rotting	hulk	of	a	large	fishing	boat	sunk	during	
  a	 storm	 last	 winter.	 The	 other	 landings,	 cracked	 and	 worn	 by	
  time	and	tide,	are	intact.	Malformed	and	sickly	seaweed	grows	
  voraciously	 to	 the	 landing’s	 sides	 and	 abnormally	 large,	 but	
  misshapen	 and	 often	 sharp,	 barnacles	 cluster	 here	 in	 great	
  profusion.	 Hidden	 by	 the	 seaweed	 they	 lurk	 ready	 to	 rip	 any	
  unfortunate	 climber’s	 hands	 to	 shreds.	 The	 slippery	 seaweed	
  makes	climbing	onto	the	landings	at	low	water	difficult.	
  	
  If	 the	 tide	 is	 right,	 explorers	 can	 pass	 even	 deeper	 into	
  Gloamhold.	 Adventurers	 must	 time	 their	 explorations	 carefully	
  for	 the	 tide	 is	 exceptionally	 strong	 which	 makes	 travel	 in	 the	
  wrong	direction	dangerous,	difficult	and	tiring	as	such	explorers	
  must	 row	 against	 the	 tide.	 The	 vicious	 tides	 are	 not	 the	 only	
  danger	lurking	in	the	Murkwater,	for	unwary	explorers.	
  	
  Below	 the	 river	 itself	 runs	 a	 twisted,	 flooded	 network	 of	
  caverns—the	Breathless	Narrows—and	in	several	places	the	two	
  waterways	 intersect.	 In	 such	 areas,	 the	 denizens	 of	 the	
  Breathless	Narrows	often	lie	in	wait	for	passing	vessels.	During	
  particularly	 stormy	 weather,	 small	 localised	 whirlpools	 often	
  form	in	these	locations,	adding	an	extra	element	of	danger	for	
  explorers.	
  T H E  F L A M I N G  L A D Y  
  Otherwise	 known	 as	 the	 Lady’s	 Light	 by	 delvers,	 this	 partially	
  sunken	 wreck—the	 Lady’s	 Kiss—was	 once	 a	 smugglers’	 vessel.	
  Dragged	 deep	 into	 Gloamhold	 by	 the	 Murkwater’s	 capricious	
  and	uncaring	spring	tides,	the	boat	became	wedged	in	a	deep	
  notch	cleaving	the	unforgiving	rock	of	the	Murkwater’s	bank.		
  	
  Its	crew	survived	for	a	few	desperate	weeks,	huddled	on	a	
  nearby	 ledge	 until—one	 by	 one—hunger,	 thirst	 and—
  ultimately—madness	 claimed	 them	 all.	 Before	 he	 died,	 one	 of	
  the	 doomed	 band	 wreathed	 the	 ship’s	 warrior	 woman	
  figurehead	 in	 permanent,	 but	 heatless,	 writhing	 flames.	
  Although	the	priest—and	all	his	comrades—are	long	dead,	the	
  flames	live	on	and	the	battered	wreck	has	become	a	well-known	
  waymarker	for	explorers	and	adventurers.		
  	
  Although	 its	 crew	 are	 all	 dead,	 the	 Lady’s	 Kiss	 isn’t	
  abandoned.	Pounded	by	waves,	picked	over	by	scavengers	and	
  ignored	by	those	that	know	better,	it	is	home	to	a	small	colony	
  of	lacedons.	Led	by	two	particularly	powerful	specimens—once	
  crewmen	on	the	Lady’s	Kiss—the	colony	prey	on	the	weak	and	
  those	venturing	too	close	to	the	wreck.	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	Murkwater:	
  §
  Vicious	 tides,	 and	 hidden	 rocks,	 make	 travel	 along	 the	
  Murkwater	perilous	in	the	extreme	without	a	skilled	sailor.	
  §
  Many	vessels—crewed	by	adventurers	or	smugglers—have	
  come	 to	 grief	 on	 the	 Murkwater;	 more	 than	 a	 few	 sunk	
  with	holds	laden	with	treasure	or	contraband.	
  §
  If	 the	 fickle	 tide	 is	 right,	 explorers	 can	 sail	 deep	 into	
  Gloamhold’s	 bowels.	 Such	 a	 journey	 inevitably	 takes	
  adventurers	 into	 the	 Fane	 of	 Bones—a	 ziggurat-studded	
  cavern	 filled	 with	 the	 uncountable	 remains	 of	 literally	
  thousands	upon	thousands	of	creatures.	Many	remains	are	
  clearly	human.	Others	are	something	else	entirely.	
  	
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	Murkwater.	If	the	PCs	seek	out	
  such	 rumours,	 consult	 the	 table	 below,	 to	 discover	 what	
  they	learn.	
  D8	
  RUMOUR	
  1	
  During	 stormy	 weather,	 powerful	 whirlpools	 can	
  form	 to	 drag	 unwary	 or	 unlucky	 explorers	 down	 to	
  the	Breathless	Narrows’	frigid	depths.	
  2	
  Many	vessels	have	disappeared	into	Gloamhold.	The	
  sunken	wreck	of	the	most	famous—the	Lady’s	Kiss—
  is	still	visible	deep	inside	the	Mottled	Spire.	
  3	
  The	 Murkwater	 has	 a	 powerful	 tidal	 bore.	 Time	 it	
  right	and	you	can	ride	it	deep	into	Gloamhold.	Time	it	
  wrong	and	your	ship	will	be	smashed	to	bits.	
  4	
  The	 Murkwater	 passes	 through	 three	 great	 gates	
  before	reaching	the	Sunless	Lake.	
  5*	
  A	 powerful	 water	 dragon	 lurks	 in	 the	 Murkwater’s	
  frigid	 waters	and	devours	all	 the	 boats	passing	over	
  its	lair.	
  6	
  Much	of	 the	seaweed	and	 barnacles	 growing	 in	the	
  Murkwater	 are	 hideously	 warped	 and	 deformed,	 as	
  are	many	of	the	fish.	
  7*	
  A	necromancer	has	set	up	in	the	Fane	of	Bones	and	is	
  trying	 to	 learn	 how	 to	 animate	 all	 the	 bones	 lying	
  therein	into	a	huge	skeletal	army.		
  8*	
  In	 some	places,	the	Murkwater	 is	unknowably	 deep	
  and	connects	with	a	near	limitless	flooded	realm.	
  *False	rumour	
  	
  
  47	
  T H E  F A N E  O F  B O N E S  
  Roughly	 halfway	 along	 its	 course,	 the	 Murkwater	 widens	
  dramatically	into	a	lofty	cavern	named	by	explorers	as	the	Fane	
  of	 Bones.	 Careful	 examination	 reveals	 it	 is	 only	 partially	 of	
  natural	 origin.	 The	 ancient	 troglodytes	 dwelling	 in	 the	 Twilight	
  City	 excavated	 this	 area	 as	 part	 of	 their	 flood	 defences,	 and	
  winter	 storms	 still	 regularly	 inundate	 the	 cavern.	 Cracked	 and	
  pitted	bones	along	with	scraps	of	weapons,	armour	and	detritus	
  washed	in	from	the	sea	form	a	high	tide	line	of	sorts,	providing	
  mute	testimony	to	the	winter	storms’	savagery.	
  	
  Many	 passageways	 and	 galleries—leading	 into	 the	 Twisted	
  Warrens—stud	the	walls	and	four	squat	ziggurats	dominate	the	
  cavern.	 Built	 to	 celebrate	 the	 troglodytes’	 many	 victories	 over	
  their	 surface	 dwelling	 enemies,	 within	 lie	 interred	 the	
  vanquished	 foes	 of	 their	 ancient	 civilisation.	 Survivors	 of	
  explorations	into	the	ziggurats	describe	in	hushed	tones	horrible,	
  eldritch	symbols	picked	out	in	bones	decorating	the	walls	and	of	
  a	legion	of	mindless	undead	ready	to	destroy	all	interlopers.	Yet	
  more	symbols	set	at	the	ziggurats’	apexes	tell	of	a	terrible	ritual	
  to	 control	 the	 undead	 sleeping	 within	 each	 mausoleum.	
  Mercifully,	specific	details	of	the	ritual	remain	lost.	
  T H E  T H R E E  S I S T E R S  
  Beyond	 the	 Twisted	 Warrens,	 at	 three	 places	 along	 the	
  Murkwater’s	 course,	 forlorn	 and	 time-worn	 fortifications—the	
  Three	Sisters—ward	Gloamhold’s	inner	reaches.		
  	
  Each	 citadel	 features	 massive	 stone	 locks	 designed	 to	
  regulate	the	flow	of	water	into	and	out	of	the	Sunless	Lake	and	
  several	 levels	 of	 heavily	 fortified	 galleries	 and	 tunnels	
  overlooking	 the	 Murkwater’s	 course.	 Still	 in	 surprisingly	 good	
  repair,	the	Three	Sisters	are	incessantly	claimed	and	fought	over	
  by	 Gloamhold’s	 denizens.	 Few	 smugglers	 penetrate	 this	 far	
  underground;	 however,	 dark	 mutterings	 among	 the	 smugglers	
  speak	 of	 degenerate,	 black-hearted	 individuals	 who	 willingly	
  trade	 with	 those	 who	 dwell	 beyond.	 In	 return	 for	 weapons,	
  armour	and	strong	spirits,	the	smugglers	carry	forth	fragments	
  of	 the	 Twilight	 City’s	 ancient	 glory.	 Sages,	 wizards	 and	 those	
  interested	in	ancient	history	pay	much	for	these	baubles.		
  	
  Few	 surface	 dwellers	 have	 voluntarily	 passed	 through	 the	
  greatest	 and	 final	 of	 these	 structures,	 the	 Forbidden	 Gate.	
  Beyond	lies	the	Twilight	City’s	tenebrous	precincts.	
  	
   
  
  48	
  T H E  T W I S T E D  W A R R E N S  
  Honeycombing	 the	 rock	 above	 the	 Murkwater,	 the	 Twisted	
  Warrens	 are	 a	 confused	 and	 convoluted	 network	 of	 (mostly)	
  natural	
  caverns	
  and	
  passageways	
  inhabited	
  by	
  derro,	
  troglodytes,	 dark	 creepers	 and	 worse.	 Strange	 aberrations	 of	
  alien	 aspect	 stalk	 this	 nightmarish	 cave	 system,	 hinting	 at	
  hidden,	terrible	connections	to	the	Ebon	Ream	far	below.	
  	
  Superstitious,	or	weak-minded,	survivors	of	explorations	into	
  this	 twisted,	 cramped	 realm	 tell	 of	 sudden	 rock	 falls	 and	
  crumbling	 precipices	 lurking	 to	 catch	 the	 unwary.	 And	 they	
  speak	 of	 a	 sense	 that	 the	 very	 rock	 itself	 possesses	 a	 malign	
  intelligence	bent	against	intruders.	
  	
  Life	in	the	Twisted	Warrens	is	brutal,	hard	and	often	brief.	
  Resources—particularly	 fresh	 water—are	 rare	 and	 jealously	
  guarded.	Those	dwelling	here	do	so	because	they	are	not	strong	
  or	numerous	enough	to	take	and	hold	anywhere	better.	
  	
  Of	the	three	humanoid	races,	the	troglodytes	are	the	least	
  numerous.	Most	such	creatures	dwell	in	the	Twilight	City—only	
  renegades,	outcasts	and	survivors	of	the	vicious	inter-clan	wars	
  that	 occasionally	 consume	 the	 city’s	 inhabitants	 live	 here.	 The	
  dark	creepers	are	much	more	at	home	in	the	Twisted	Warrens	
  and	 several	 clans	 led	 by	 dark	 stalkers	 dwell	 in	 the	 Warren’s	
  farthest	 reaches.	 Of	 the	 derro	 little	 is	 known.	 Adventurers	
  occasionally	encounter	small	groups	sneaking	through	the	area,	
  but	 no	 sizable	 group	 has	 yet	 been	 observed.	 Undoubtedly	
  sadistic—and	 in	 all	 likelihood	 mad—nothing	 is	 known	 of	 their	
  goals.	However,	of	all	the	groups,	they	are	most	likely	to	mount	
  an	expedition	against	the	smugglers	lurking	in	Rivengate.	
  	
  Ever	shifting	tribal	alliances	and	the	constant	competition	for	
  resources	 make	 the	 Twisted	 Warrens	 a	 dangerous	 place	 to	
  wander.	 Here	 mercy	 and	 compassion	 are	 unknown.	 Most	
  adventurers	 venturing	 into	 the	 Warrens	 do	 so	 because	 they	
  choose	not	to	dare	the	Murkwater’s	tumultuous	course	(or	their	
  boat	has	been	wrecked	and	they	have	no	choice	if	they	want	to	
  escape	to	the	surface).	
  C O R D A T H ’ S  M I N E  
  Named	 for	 the	 adventurer	 who	 first	 discovered	 this	 small	
  network	of	workings,	Cordath’s	Mine	lies	hidden	in	the	Twisted	
  Warren’s	outer	reaches.	Hewn	from	the	rock	by	unknown	hands,	
  the	 mines	 comprise	 a	 rambling	 network	 of	 narrow	 workings	
  pockmarked	 by	 collapses,	 deep	 and	 flooded	 pits	 and	 far	 flung	
  dead	ends.		
  	
  The	 mine’s	 deepest	 level	 terminates	 at	 the	 bottom	 of	 a	
  narrow	 jagged	 chasm	 that	 meanders	 for	 almost	 a	 mile.	 Most	
  explorers	 deem	 the	 chasm	 to	 run	 under	 Hard	 Bay	 itself—a	
  multitude	 of	 small	 pools	 of	 turgid	 saltwater	 make	 exploration	
  here	difficult	(and	unpleasant).	Perceptive	explorers	can	find	the	
  signs	of	some	sporadic	mining	efforts	here,	but	nothing	remotely	
  resembling	 the	 extent	 of	 the	 passages,	 chambers	 and	 galleries	
  leading	to	the	chasm.		
  	
  A	 half-dozen	 tribes	 of	 dark	 creepers	 claim	 various	 parts	 of	
  the	mine	and	chasm.	The	tribes—ruled	over	by	a	cabal	of	more	
  powerful	dark	stalkers—live	in	relative	peace	with	one	another.	
  Because	 they	 are	 thought	 to	 have	 little	 of	 actual	 worth	
  adventurers	rarely	bother	to	explore	this	far-flung	section	of	the	
  Twisted	Warrens.	
  	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	the	Twisted	Warrens:	
  §
  The	 Twisted	 Warrens	 are	 a	 confused	 network	 of	 natural	
  passages	inhabited	by	feral	troglodytes,	derro	and	worse.	
  §
  In	 several	 places,	 great	 rifts	 intersect	 with	 the	 Twisted	
  Warrens.	 Unknowably	 deep,	 these	 rifts	 are	 thought	 to	
  reach	the	Ebon	Realm	far	below.	
  §
  The	 Twisted	 Warrens	 enable	 explorers	 to	 travel	 from	
  Rivengate	to	the	Sunless	Lake	and	the	Twilight	City	without	
  daring	the	Murkwater’s	treacherous	waters.	
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	the	Twisted	Warrens.	If	the	PCs	
  seek	out	such	rumours,	consult	the	table	below,	to	discover	
  what	they	learn.	
  D8	
  RUMOUR	
  1*	
  The	 pits	 scattered	 throughout	 the	 Warrens	 are	 so	
  deep	they	lead	all	the	way	to	Hell!	
  2	
  Increasing	 numbers	 of	 derro	 have	 been	 seen	 in	 the	
  Warrens	 of	 late.	 Why	 they	 are	 there	 or	 what	 they	
  seek	is	unknown.	
  3	
  It	 is	 nearly	 impossible	 to	 make	 an	 accurate	 map	 of	
  the	 Warrens.	 Many	 adventurers	 have	 gotten	 lost	
  within—some	permanently.		
  4	
  The	Warrens	are	not	safe.	Rock	falls	and	collapses	are	
  common,	 quickly	 rendering	 worthless	 any	 detailed	
  map.		
  5	
  The	various	degenerate	tribes	lurking	in	the	Warrens	
  are	in	a	perpetual	state	of	war.		
  6*	
  Several	 hidden	 exits	 from	 the	 Warrens	 pierce	 the	
  Mottled	Spire’s	flanks.	
  7	
  It	 is	 possible	 to	 travel	 through	 the	 Warrens	 to	 the	
  Twilight	City	and	to	bypass	the	Three	Sisters	and	the	
  Murkwater.	
  8*	
  The	very	stone	of	the	Warrens	is	alive,	and	it	can	shift	
  and	move	to	change	the	layout	of	the	passages	and	
  chambers	therein.		
  *False	rumour	
  	
  
  49	
  T H E  B L A C K  P I T S  
  In	several	sections	of	the	Warrens,	deep	rifts	pierce	the	rock.	A	
  few	 merely	 link	 the	 Twisted	 Warrens	 to	 the	 Murkwater.	
  Others—much	
  deeper—avoid	
  the	
  Murkwater’s	
  course	
  altogether	and	plunge	downwards	far	into	the	earth.	It	is	from	
  these	rifts—called	the	Black	Pits—strange	and	horrible	hunters	
  creep	forth	to	prey	on	the	Warren’s	denizens.	
  T H E  F A N E  O F  B O N E S  
  Most	 residents	 of	 the	 Warrens	 avoid	 this	 bone-filled,	 terror-
  haunted	cavern	through	which	the	Murkwater	courses.	Legions	
  of	unintelligent	undead	lurk	within	four	ziggurats	standing	here.	
  Adventurers	come	here	to	search	among	their	remains	for	lost	
  battle	booty.	(Learn	more	about	the	Fane	of	Bones	on	page	47).	
  S E P U L C H R E  O F  T H E  A F F L I C T E D  O N E  
  A	 century	 ago	 the	 sage	 and	 adventurer	 Verdusk	 (the	 Afflicted	
  One)	was	particularly	active	in	and	around	Gloamhold.	A	native	
  of	 Languard,	 he	 became	 obsessed	 with	 Gloamhold	 and	 its	
  unknown	 secrets.	 He	 spent	 long	 years	 exploring	 the	 place	 and	
  even	 dwelled	 amid	 the	 ruins	 of	 the	 Twilight	 City	 for	 a	 time	
  forging	 alliances	 with	 some	 of	 the	 ferocious,	 degenerate	
  troglodyte	tribes	dwelling	therein.	
  	
  Inevitably,	his	obsession	with	Gloamhold	took	its	terrible	toll	
  on	 his	 body	 and	 mind.	 His	 body	 and	 mind	 warped	 by	 the	 so-
  called	Gloamhold	Look,	and	near	death,	he	bade	his	loyal	friends	
  and	 retainers	 carry	 him	 into	 the	 depths	 of	 the	
  Mottled	 Spire.	 He	 died	
  therein	
  and	
  his	
  companions	built	a	sepulchre	to	honour	their	friend	and	lord.		
  	
  Many	 adventurers	 know	 of	 the	 Sepulchre	 of	 the	 Afflicted	
  one,	and	while	some	have	visited	the	place,	it	remains	curiously	
  unlooted.	Some	say,	several	devious	traps	yet	remain	to	slay	any	
  who	 would	 carry	 away	 Verdusk’s	 treasures.	 Others	 swear,	 the	
  ghost	 of	 the	 hoary	 old	 sage	 yet	 lingers	 among	 his	 bones	 and	
  demands	a	steep	price	in	knowledge	before	allowing	explorers	
  to	rest	in	the	sepulchre’s	relative	safety.	
  T R I B E S  O F  T H E  T W I S T E D  W A R R E N S  
  Several	humanoid	tribes	dwell	in	the	Twisted	Narrows.	A	sample	
  of	such	groups	include:	
  § 
  Gibbering	 Doom	 Derro:	 These	 derro	 have	 come	 to	 the	
  Warrens	 in	 search	 of	 suitable	 subjects	 for	 their	 lord’s	 mad	
  experiments.	 Merely	 an	 oversized	 raiding	 party—the	 bulk	 of	
  the	tribe	dwells	far	below—the	derro	are	still	numerous	and	
  powerful	 compared	 to	 the	 Warren’s	 other	 denizens.	 Their	
  leader	 suffers	 delusions	 of	 grandeur	 and	 dreams	 of	 taking	 a	
  section	of	the	Warrens	or	Rivengate	as	his	own.	
  § 
  Light	Step	Creepers:	Dwelling	deep	in	a	particularly	fractured	
  and	 confusing	 section	 of	 the	 Warrens,	 these	 dark	 creepers	
  incessantly	scavenge	through	the	lightless	caverns	and	tunnels.	
  Instinctively,	they	avoid	the	other	races	dwelling	therein,	but	
  occasionally	 fall	 on	 and	 slay	 lone	 or	 weak	 explorers.	 The	
  creepers	 waste	 nothing	 and	 such	 unfortunates	 are	 carried	
  back	to	the	creepers’	lair	to	feed	the	tribe.	
  § 
  Broken	Tooth	Troglodytes:	Numbering	no	more	than	40	or	so	
  individuals,	 the	 Broken	 Tooth	 troglodytes	 cling	 to	 existence	
  deep	 in	 the	 Warrens.	 Driven	 to	 the	 edge	 of	 extinction,	
  they	 are	 a	 desperate	 folk.	 They	 worship	 a	
  chipped	 and	 damaged	 statue	 recovered	
  from	 a	 ledge	 overlooking	 one	 of	 the	
  Black	Pits.	The	statue	is	of	Dagon	
  and	
  the	
  troglodytes	
  have	
  unknowingly	 fallen	 under	 his	
  influence.	 Thus,	 deformities	
  and	mutations	are	rife	among	
  them.	
  	
  	
  
  50	
  T H E  B R E A T H L E S S  N A R R O W S  
  A	network	of	flooded,	fractured	caverns	radiates	outwards	from	
  beneath	 the	 Murkwater.	 The	 water	 therein	 is	 only	 fractionally	
  above	 freezing	 and	 explorers	 need	 magic	 to	 survive	 for	 any	
  length	of	time	in	this	airless,	lightless	world.	
  	
  Blind	and	colourless	fish	swarm	through	these	tunnels	in	vast	
  numbers.	 A	 ferocious	 subspecies	 of	 albino	 giant	 moray	 eels	
  prowls	 these	 waters.	 Grown	 accustomed	 to	 the	 perpetual	
  darkness	these	creatures	rarely	emerge	from	their	labyrinthine	
  hunting	grounds	and	instead	grow	fat	hunting	the	fish	swarming	
  in	the	tunnels.	
  	
  Few	 folk	 willingly	 enter	 the	 Breathless	 Narrows.	 The	 utter	
  darkness,	 freezing	 water	 and	 strong,	 but	 unpredictable,	 tides	
  (along	with	the	large	and	savage	eels)	make	the	place	a	death-
  trap	for	anyone	without	powerful	magical	protections.	
  	
  In	 several	 places,	 the	 Breathless	 Narrows	 intersects	 the	
  Murkwater.	During	stormy	weather,	water	flowing	in	and	out	of	
  these	vertical	shafts	creates	powerful	whirlpools	able	to	drag	the	
  unwary—or	unlucky—down	to	a	suffocating,	terrifying	death.	
  	
  However,	 more	 lurks	 beneath	 the	 frigid	 waters	 of	 the	
  Breathless	Narrows	than	mere	fish	and	the	splintered	remains	of	
  mouldering	 shipwrecks.	 For	 while	 they	 are	 one	 of	 the	 least	
  populated	 levels	 of	 Gloamhold	 life	 yet	 flourishes—or	 at	 least	
  endures—in	this	remote,	dangerous	place.	
  	
  In	 the	 outermost	 region	 of	 the	 Breathless	 Narrows,	 where	
  the	 inundated	 caverns	 intersect	 the	 Pens	 below	 Rivengate,	
  explorers	report	a	greater	prevalence	of	undead.	Some	stories	
  place	a	powerful	undead	spellcaster	of	indeterminate	sort	in	the	
  area	while	others	speak	of	caverns	choked	with	bones	and	the	
  mouldering	 remains	 of	 ancient	 shipwrecks.	 Still	 other	 legends	
  speak	 of	 a	 near-impossible-to-reach	 sub-level	 of	 air-filled	
  caverns	 far	 below	 the	 Breathless	 Narrows.	 How	 the	 caverns	
  remain	water-free,	and	what	lurks	within,	is	unknown.	
  	
  The	Breathless	Narrows	also	connect	with	the	Sunless	Lake	
  wherein	stands	the	Twilight	City.	No	reliable	map	of	such	a	route	
  exists,	but	several	adventurers	claim	to	have	fled	that	way	after	
  being	all	but	overrun	by	the	troglodyte	tribes	lurking	within	the	
  city’s	bounds.	
  F A N E  O F  T H E  S H A D O W  L O R D  
  Persistent	 rumour	 places	 a	 sunken	 shrine	 dedicated	 to	 the	
  Shadow	 Under	 the	 Sea	 somewhere	 in	 the	 Breathless	 Narrows.	
  Guarded	by	a	small	cult	of	fanatically	deranged,	and	hideously	
  deformed,	skum	it	has	remained	hidden	despite	the	misguided	
  attempts	of	several	bands	of	adventurers	to	sack	the	place.		
  	
  The	unholy	bastion	of	Dagon	lurks	in	a	particularly	deep	part	
  of	 the	 Breathless	 Narrows.	 Strong	 tides	 course	 through	 the	
  surrounding	sunken	passageways	making	the	fane	hard	to	reach	
  for	unskilled	swimmers.	Monstrously	large	and	bloated	fish	lurk	
  in	these	turbulent	waters.	Ever-hungry,	they	savagely	attack	all	
  interlopers.	Bones—often	stirred	up	into	great	swirling	clouds	by	
  the	vicious	tides—fill	these	caverns	and	can	cause	considerable	
  harm	 to	 those	 caught	 in	 them.	 The	 skum	 themselves	 rarely	
  venture	forth;	such	expeditions	are	solely	mounted	with	the	aim	
  of	capturing	breeding	stock	or	sacrifices.		
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	the	Breathless	Narrows:	
  §
  The	Breathless	Narrows	are	a	network	of	flooded	caverns	
  under	 the	 Murkwater.	 Survival	 in	 the	 Narrows	 without	
  powerful	magic	is	all	but	impossible.	
  §
  Undead	 along	 with	 ferocious	 giant	 eels	 inhabit	 the	
  Breathless	Narrows.	Both	are	always	hungry.	
  §
  A	 sunken	 shrine	 to	 some	 terrible	 and	 ancient	 sea	 god	 is	
  hidden	somewhere	deep	within	the	Breathless	Narrows	in	
  some	forgotten,	bone-filled	cavern.	
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	the	Breathless	Narrows.	If	 the	
  PCs	 seek	 out	 such	 rumours,	 consult	 the	 table	 below,	 to	
  discover	what	they	learn.	
  D8	
  RUMOUR	
  1	
  So	 many	 creatures	 have	 died	 in	 the	 Narrows	 that	
  their	 remains	 coat	 the	 ground.	 The	 savage	 tides	
  whip	them	up	into	great	swirling	clouds	of	bone.	
  2	
  Many	undead	lurk	in	the	Breathless	Narrows.	
  3	
  The	 waters	 of	 the	 Breathless	 Narrows	 are	 near	
  freezing;	the	cold	is	too	savage	to	be	natural.	
  4	
  The	 splintered	 remains	 of	 many	 shipwrecks	 lie	 in	
  the	Breathless	Narrows.	
  5*	
  A	 strange	 tribe	 of	 aquatic	 troglodytes	 lurks	 in	 the	
  Breathless	Narrows.	They	can	breathe	underwater	
  and	are	fearsome	foes.	
  6	
  Deep	 in	 the	 Breathless	 Narrows,	 the	 water	 gets	
  even	 colder	 than	 normal.	 It	 issues	 forth	 from	 an	
  unexplored,	impossibly	deep	cavern.		
  7*	
  A	race	of	even	more	savage	giant	eel	dwells	in	the	
  Breathless	 Narrows.	 Several	 specimens	 have	 been	
  reported	 to	 possess	 a	 breath	 weapon	 of	 super-
  chilled	water.	
  8	
  A	sunken	shrine	to	some	dark,	ancient	and	terrible	
  elder	 powers	 lies	 hidden	 deep	 in	 the	 Breathless	
  Narrows.	
  *False	rumour	
  	
  
  51	
  T H E  G L I M M E R I N G  G R O T T O  O F  D E S P A I R  
  This	 cave	 was	 once	 known	 as	 the	 Glimmering	 Grotto	 for	 its	
  mineral-encrusted	walls	and	ceiling.	It	is	only	reachable	by	a	long	
  swim	 through	 a	 narrow	 and	 dangerous	 section	 of	 pitch-black	
  flooded	 tunnel	 replete	 with	 dead	 ends,	 narrow	 squeezes	 and	
  sudden,	deep	sumps.		
  	
  The	cave	gained	its	most	recent	epithet,	“of	despair”	when	
  the	 so-called	 Knights	 of	 the	 Dark	 Halls	 reached	 the	 cavern	
  several	years	ago.	Here	they	discovered	the	scattered	remains	of	
  a	 long-term	 camp	 and	 the	 skeletons	 of	 several	 explorers.	 The	
  journal	of	one	of	the	dead	named	the	band	as	the	Order	of	the	
  Bloodied	 Blade,	 an	 adventuring	 band	 that	 had	 gone	 missing	 a	
  year	 previously.	 It	 transpired	 the	 group	 had	 reached	 this	 area	
  using	water	breathing	magic	but	lacked	the	resources	to	retreat	
  whence	they	had	come.	Trapped,	they	had	survived	for	several	
  months	by	fishing	and	eking	out	their	provisions	until,	one-by-
  one	 they	 succumbed	 to	 despair.	 Disturbingly,	 several	 of	 the	
  skeletons	bore	certain	marks	suggestive	of	cannibalism.		
  T H E  D E E P  C A V E  
  In	 one	 section	 of	 particularly	 narrow	 and	 convoluted	
  passageways,	 the	 water	 gets	 even	 colder.	 The	 familiar	 vicious	
  tides,	 huge	 fish	 and	 predatory	 eels	 prevalent	 elsewhere	 are	
  strangely	absent	here.	
  	
  The	 near-frozen	 waters	 flow	 sluggishly	 through	 these	
  passages.	 One	 adventurer	 who	 fled	 into	 this	 area	 after	 his	
  companions	 fell	 to	 the	 attentions	 of	 the	 Breathless	 Narrow’s	
  merciless	denizens	spoke	of	a	narrow,	but	impossibly	deep	and	
  utterly	black,	cavern	from	which	this	cold	water	seemed	to	
  flow.	 Terrified,	 and	 only	 interested	 in	
  escape,	 he	 did	 not	 stop	 to	
  investigate	 the	 phenomena	
  and	thus	the	mystery	of	
  what	
  lies	
  within	
  remains.		
  T H E  D R O W N E D  O N E S  
  This	 sunken	 cavern	 conceals	 a	 curious	 sight—a	 score	 or	 more	
  incredibly	detailed	statues	of	troglodyte	warriors	captured	in	a	
  variety	 of	 battle	 poses	 and	 half-buried	 by	 centuries	 of	
  accumulated	 silt.	 The	 statues	 stand	 arrayed	 around	 a	 partially	
  toppled	monolith	inscribed	with	runes	of	unknown	provenance.	
  The	tides	are	strong	in	this	cavern	and	whip	up	great	clouds	of	
  billowing	silt	that	reduce	visibility	to	mere	feet.	Curiously,	a	great	
  many	 bones	 are	 intermingled	 with	 the	 silt	 but	 the	 monstrous	
  albino	eels	common	throughout	much	of	the	Breathless	Narrows	
  are	conspicuously	absent	from	the	area.	
  	
  The	 faint	 carvings	 on	 the	 monolith	 tell	 of	 a	 band	 of	
  treacherous	warriors	slain	as	punishment	for	some	unspecified	
  heinous	act.	The	warriors’	long-suffering	spirits	are	bound	to	the	
  nearby	statues	and	fall	upon	with	great	glee	any	explorers	who	
  wander	unwittingly	into	their	midst.		
  	
  Clearing	the	silt	away	from	the	monolith	reveals	another	set	
  of	curious	engravings	that	tells	of	the	Dominant	Crown—a	plain	
  iron	 circlet	 hidden	 in	 an	 identical	 monolith	 that	 enables	 the	
  wearer	 to	 control	 the	 statues.	 This	 second	 monolith	 lies	 in	
  another	drowned	cavern	behind	an	ancient	rock	fall,	which	has	
  thus	 far	 hidden	 this	 great	 treasure	 from	 the	 attentions	 of	
  wandering	adventurers.	
  N E W  M O N S T E R :  A L B I N O  E E L S   
  Perfectly	suited	for	life	in	the	lightless	depths	of	the	Breathless	
  Narrows,	 giant	 albino	 moray	 eels	 are	 implacable,	 merciless	
  hunters.	Inured	against	the	constant	cold	of	their	home	and	able	
  to	 see	 in	 complete	 darkness	 these	 powerful	
  predators	are	as	strong	as	an	ogre.	Specimens	
  can	 grow	 up	 to	 twice	 the	 length	 of	 a	
  grown	man.	They	have	a	powerful	
  bite	and	once	attached	rarely	
  release	
  their	
  prey.	
  A	
  secondary	set	of	teeth	in	
  their	
  throat	
  aid	
  in	
  shredding	
  and	
  swallowing	
  prey.	
  Normally	
  solitary	
  creatures,	 they	 come	
  together	
  only	
  occasionally	
  to	
  mate.	
  Particularly	
  unlucky	
  explorers	 encountering	 more	
  than	 one	 of	 these	 creatures	
  have	probably	stumbled	across	a	
  mated	 pair’s	 nest—and	 may	 even	
  have	 to	 contend	 with	 their	 ravenous	
  infants.		
  	
  	
  
  52	
  T H E  T W I L I G H T  C I T Y  
  The	Twilight	City	is	one	of	Gloamhold’s	best-known	locations	and	
  is	intermittently	explored,	claimed	and	fought	over	by	dungeon	
  denizens	and	adventurers	alike.	Buried	in	an	immense	cavern	at	
  the	 very	 heart	 of	 the	 Mottled	 Spire,	 the	 Twilight	 City	 sprawls	
  across	 a	 series	 of	 low	 islands	 struggling	 above	 the	 cold,	 dark	
  waters	of	the	Sunless	Lake.	Bridges	once	linked	these	islands	but	
  several	have	long-since	collapsed	into	the	lake’s	frigid	waters.		
  	
  An	ancient	place	of	stone	ziggurats,	fetid	and	twisted	canals,	
  crumbling	bridges	and	cyclopean	architecture,	troglodytes	built	
  the	 city	 when	 the	 world	 was	 young	 and	 their	 great	 empire	
  straddled	much	of	the	known	world.		
  	
  A	score	or	so	of	troglodyte	tribes	yet	dwell	amid	the	fallen	
  glory	 of	 their	 forgotten	 heritage.	 A	 warlike,	 feral	 people	 they	
  squabble	 over	 the	 ruins	 and	 wage	 war	 against	 one	 another.	
  Well-used	to	outsiders	intruding	into	their	ancient	home,	these	
  fearsome	warriors	need	little	provocation	to	fall	upon	explorers.	
  Occasionally,	a	particularly	charismatic	or	powerful	leader	arises	
  among	the	tribes	and	leads	a	savage	coalition	of	tribes	to	bloody	
  war.	Other	particularly	intelligent	chieftains	offer	alliances	with	
  outsiders	to	gain	advantage	over	their	enemies.	
  	
  The	cavern	roof	soars	1,200	feet	above	the	city’s	crumbling	
  ziggurats	 and	 in	 places	 has	 collapsed	 allowing	 shafts	 of	 frail	
  sunlight	to	pierce	the	gloom	filling	the	cavern’s	upper	reaches.	
  (See	“Varma’s	Pit	page	39).	Sometimes,	brave	adventurers—not	
  wishing	 to	 dare	 the	 dangers	 of	 Gloamhold’s	 outer	 halls—use	
  these	rents	in	the	rock	to	reach	the	Twilight	City.	Without	magic,	
  most	such	attempts	are	doomed	to	failure.	
  	
  The	Sunless	Lake	is	tidal,	and	much	of	the	city	sporadically	
  floods	during	particularly	high	tides	or	the	vicious	winter	storms	
  battering	 the	 coast.	 Set	 upon	 the	 largest	 island,	 about	 the	
  yawning	 black	 gulf	 of	 the	 Daemonic	 Maw,	 squat	 five	 huge	
  ziggurats.	 The	 greatest	 of	 these,	 the	 500-foot	 high	 Whispering	
  Fane,	dwarfs	the	others.	
  T R O G L O D Y T E  T R I B E S  O F  T H E  C I T Y  
  Degenerate	 troglodyte	 tribes	 infest	 much	 of	 the	 Twilight	 City;	
  their	cloying	stench	rises	above	the	tumbled	ruins	like	an	ancient	
  miasma.	 The	 tribes	 constantly	 squabble	 and	 fight	 among	
  themselves.	 Shadows	 of	 their	 race’s	 former	 glory,	 they	 gaze	
  upon	the	ancient	ruins	of	their	forbears	with	uncomprehending	
  eyes.	Four	of	the	more	notable	tribes	include:		
  § 
  Bloody	 Spear:	 Well	 organised	 and	 numerous,	 the	 Bloody	
  Spears	benefit	from	the	discovery	decades	ago	of	a	cache	of	
  magical	 spears.	 Crafted	 from	 iron	 seemingly	 immune	 to	
  corrosion	 and	 rust,	 the	 spears	 are	 carried	 into	 battle	 by	 the	
  tribe’s	 champions	 and	 chieftain.	 The	 tribe	 goes	 to	 great	
  lengths	to	stop	the	spears	falling	into	enemy	hands.		
  § 
  Splintered	Bone:	One	of	the	most	backward—but	numerous—
  troglodyte	 tribes,	 the	 Splintered	 Bone	 is	 feared	 for	 the	
  atavistic	savagery	of	their	warriors.	The	Splintered	Bones	gave	
  up	 the	 use	 of	 weapons	 a	 long	 time	 ago;	 instead	 using	 their	
  formidable	 natural	 weaponry.	 The	 tribe’s	 females	 are	
  unusually	fecund.	
  § 
  White	 Skulls:	 The	 White	 Skulls	 have	 dwelled	 in	 the	 same	
  ziggurat	 for	 decades.	 The	 tribe	 is	 not	 numerous,	 but	 does	
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	accepted	facts	about	the	Twilight	City:	
  §
  Sprawling	across	several	low	islands	rising	from	the	Sunless	
  Lake’s	 frigid	 waters	 the	 Twilight	 City	 lies	 at	 Gloamhold’s	
  shadowed	heart.	
  §
  Once	 home	 to	 an	 ancient	 civilisation,	 the	 place	 is	 now	
  infested	with	warring	troglodyte	tribes	(and	worse).	
  §
  The	 Sunless	 Lake	 is	 tidal.	 Sometimes,	 the	 city	 floods	 and	
  those	dwelling	therein	must	retreat	to	the	many	ziggurats	
  dotted	about	the	ruins	until	the	waters	subside.		
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	the	Twilight	City.	If	the	PCs	seek	
  out	such	rumours,	consult	the	table	below,	to	discover	what	
  they	learn.	
  D8	
  RUMOUR	
  1	
  Warring	 tribes	 of	
  troglodytes	 claim	 different	
  territories	 within	 the	 Twilight	 City.	 Warfare	 among	
  the	tribes	is	constant	and	brutal.	
  2	
  Five	 huge	 ziggurats	 dominate	 the	 city’s	 skyline.	 The	
  largest	is	over	500-foot	high!	
  3	
  A	 black	 gulf	 on	 unknown	 depth—the	 Daemonic	
  Maw—stands	at	the	centre	of	the	city.	
  4*	
  An	 undead	 dragon	lairs	in	the	city’s	biggest	ziggurat	
  and	the	troglodytes	worship	it	as	a	god.	
  5	
  The	 leavings	 of	 an	 ancient	 civilisation	 can	 be	 found	
  amongst	the	Twilight	City’s	ruins.	
  6*	
  A	 dark-hearted	 adventuring	 band,	 the	 Lords	 of	
  Shadow,	once	set	up	a	fortified	base	in	the	city,	but	
  they	have	not	been	heard	of	in	years.	
  7*	
  Five	great	opals—one	for	each	mighty	ziggurat—have	
  been	 lost	 in	 the	 city.	 Each	 has	 terrifyingly	 powerful	
  abilities	to	gift	to	his	possessor.	
  8	
  Sometimes	the	city	floods	which	flushes	out	into	the	
  Sunless	 Lake	 things	 that	 should	 remain	 hidden	 and	
  lost.	
  *False	rumour	
  	
  
  53	
  boast	several	powerful	shamans	amongst	its	ranks.	They	have	
  made	 many	 crude	 additions	 to	 their	 ziggurat's	 defences—
  blocking	off	lower	access	points	with	rocks,	destroying	all	but	a	
  few	stairways	leading	to	the	upper	levels	and	so	on.		
  § 
  Yellow	Eyes:	Most	the	Yellow	Eye	tribe	are	in	thrall	to	a	unique	
  semi-sentient	yellow	mould	they	cultivate	in	hidden	nurseries	
  below	their	crumbling	ziggurat-lair.	The	mould	releases	spores	
  that	 quickly	 burrow	 their	 way	 into	 the	 troglodytes'	 brains	
  enabling	 the	 “parent”	 mould	 to	 telepathically	 control	 its	
  minions.	 Afflicted	 troglodytes	 have	 pale	 yellow	 eyes	 and	 are	
  fearless	in	battle.	Unique	among	the	tribes	of	the	Twilight	City,	
  the	 Yellow	 Eyes	 have	 several	 non-troglodytes	 among	 their	
  ranks.		
  T H E  W H I S P E R I N G  F A N E  
  The	 immense,	 cyclopean	 bulk	 of	 the	 Whispering	 Fane	 towers	
  over	the	surrounding	ziggurats	and	city.	A	huge	ziggurat	of	black,	
  basaltic	masonry	it	is	dedicated	to	nameless,	blasphemous	gods	
  of	 an	 elder	 epoch	 almost	 wholly	 unknown	 to	 man.	 The	 fane	
  stands	hard	against	the	gaping	mouth	of	the	Daemonic	Maw—a	
  gigantic	sinkhole	of	unknown	depths	from	which	a	disturbingly	
  warm	 breeze	 redolent	 with	 unknown	 scents	 of	 terrible,	
  otherworldly	places	issues.	At	its	zenith,	a	magical-crafted	span	
  of	 dull	 green	 stone	 arches	 over	 the	 Daemonic	 Maw.	 At	 its	 tip	
  stands	 a	 stone	 altar	 stained	 black	 by	 the	 blood	 of	 countless	
  sacrifices.	
  	
  Within	 the	 Daemonic	 Maw,	 the	 darkness	 itself	 seems	 to	
  breathe	 and	 shadows	 press	 closely	 about	 explorers.	 Magical	
  traps,	sentient	construct	guardians	and	the	deranged	cultists	of	
  sinister	inhuman	powers	all	lurk	within	the	fane.	
  	
  
  54	
  B E Y O N D  &  B E L O W  T H E  T W I L I G H T  C I T Y  
  In	 the	 far	 reaches	 of	 Gloamhold’s	 shadowed	 depths—beyond	
  even	 the	 Sunless	 Lake	 and	 the	 Twilight	 City—lies	 the	 little-
  travelled	Ebon	Road	and	the	Screaming	Gate.	Few	adventurers	
  ever	reach	these	fabled	locales.	
   B E L O W  T H E  T W I L I G H T  C I T Y  
  Rumours	persist	of	caverns	buried	deep	below	the	Twilight	City	
  in	which	natural	light	has	never—and	indeed	can	never—shine.	
  The	few	survivors	of	expeditions	into	this	terrible,	claustrophobic	
  underworld	 heavy	 with	 the	 weight	 of	 untold	 aeons	 speak	 of	 a	
  malevolent,	 inhuman	 and	 deathless	 sentience	 lurking	 in	 the	
  darkness.	This	alien	presence	protects	the	crumbling	ruins	of	a	
  civilisation	 so	 old	 even	 the	 elves	 have	 forgotten	 its	 existence.	
  The	 few	 individuals	 to	 gaze	 upon	 the	 ruin’s	 sweeping	 ramps,	
  deeply	 quarried	 pools	 and	 rubble-choked	 channels	 can	 scarce	
  believe	 any	 civilisation	 could	 predate	 the	 troglodytes’	 ancient	
  subterranean	realm.	No	matter,	here	lies	evidence	of	something	
  far	older	and	more	alien	than	humanity	could	imagine.	
  T H E  S C R E A M I N G  G A T E  
  Few	explorers	reach	the	Screaming	Gate	and	fewer	still	breach	
  its	impressive	defenses.	For	beyond	the	Screaming	Gate	lies	the	
  Ebon	 Road	 and	 the	 wild,	 untamed	 depths	 of	 the	 Ebon	 Realm.	
  The	Screaming	Gate	was	built	millennia	ago	by	the	troglodytes	
  who	founded	the	Twilight	City.	They	were	a	ragged	bunch	fleeing	
  the	incessant	infighting	and	civil	wars	wracking	their	once	proud	
  empire.	 The	 survivors	 eventually	 discovered	 the	 Sunless	 Lake	
  and	founded	the	Twilight	City.	They	built	the	Screaming	Gate	to	
  keep	 them	 safe	 from	 both	 their	 vengeful	 brethren	 and	 the	
  vicious,	unthinking	beasts	lurking	in	the	eternal	dark.	From	the	
  Sunless	Lake,	the	daunting	fortification	can	only	be	reached	via	a	
  perilous	 climb.	 A	 sweeping,	 switchback	 staircase	 scales	 the	
  cavern	wall	from	the	lake’s	frigid,	briny	waters.	Separated	from	
  the	Twilight	City	by	design,	the	stairway	is	built	with	defence	in	
  mind.	 In	 several	 places—through	 clever	 use	 of	 architectural	
  techniques	 now	 long-lost	 to	 the	 troglodytes—it	 is	 rigged	 to	
  collapse.	Every	few	score	feet,	sets	of	slender,	carven	enscrolled	
  pillars	flank	the	staircase.	All	were	once	potent	magical	defences	
  drawing	 upon	 the	 power	 of	 the	 four	 elements	 to	 annihilate	
  anything	coming	down	the	stairs;	now	some	have	fallen	(or	been	
  destroyed)	 while	 others	 have	 lost	 their	 enchantments	 or	
  malfunction	in	unpredictable	fashions.		
  	
  The	 Screaming	 Gate	 itself	 is	 a	 massive	 fortification	 built	
  around	a	huge	gate	of	living	stone	wrested	from	the	very	fabric	
  of	 the	 elemental	 plane	 of	 earth	 by	 long-dead	 troglodyte	
  artificers.	 Several	 exceedingly	 ancient	 and	 powerful	 earth	
  elementals	 are	 bound	 within	 the	 gate.	 They	 give	 the	 gate	 an	
  awesome	 array	 of	 physical	 attacks	 as	 well	 as	 the	 ability	 to	
  regenerate	damage	wrought	to	the	portal	and	the	surrounding	
  stone.	The	Screaming	Gate—unsurprisingly	given	its	name—also	
  possesses	 a	 variety	 of	 powerful	 and	 devastating	 sonic	 attacks.	
  No	large	body	of	attackers	have	ever	breached	its	defences.	On	
  occasion,	though,	individuals	or	small	bands	of	cunning,	lucky	or	
  powerful	 travellers	 have	 managed	 to	 pass	 through	 the	 area	
  without	 being	 annihilated	 by	 discovering	 one	 of	 the	 several	
  secret	sally	ports	concealed	about	the	gate’s	environs.		
  L O R E  
  Through	 dint	 of	 their	 personal	 local	 knowledge	 or	 their	
  efforts	 to	 gather	 information,	 the	 PCs	 likely	 know	 some	
  generally	 accepted	 facts	 about	 what	 lies	 beyond	 and	
  beneath	the	Twilight	City:	
  §
  A	great	network	of	tunnels	extends	far	beyond	the	Twilight	
  City.	Few	dare	tread	this	lightless	realm.		
  §
  Access	 to	 this	 vast	 subterranean	 network—by	 many	
  thought	to	be	 near	 infinite	 in	 extent—is	reached	 through	
  the	Screaming	Gate.	
  §
  A	deep	network	of	tunnels	also	extends	below	the	Twilight	
  City.	Here	even	the	rocks	are	alive	with	a	malign	sentience.	
  W H I S P E R S  &  R U M O U R S  
  Many	stories	circulate	about	what	lies	beyond	or	below	the	
  Twilight	City.	If	 the	PCs	 seek	out	such	rumours,	consult	 the	
  table	below,	to	discover	what	they	learn.	
  D8	
  RUMOUR	
  1	
  The	 Screaming	 Gate	 was	 built	 to	 keep	 something	
  horrifying	from	ravaging	the	Twilight	City.	
  2*	
  The	 darkness	 lurking	 in	 the	 tunnels	 beneath	 the	
  Twilight	 City	 is	 sentient.	 It	 kills	 all	 who	 enter	 the	
  tunnels.	
  3	
  Only	magical	light	can	push	back	the	darkness	of	the	
  tunnels	beneath	the	Twilight	City.	
  4	
  Huge	 worms	 and	 other	 fearsome	 predators	 lurk	
  beyond	the	Ebon	Road	in	the	wilderlands	
  5	
  The	Screaming	Gate	itself	is	sentient,	and	can	protect	
  itself	from	intruders.		
  6	
  Beyond	 the	 Ebon	 Road	 lies	 the	 so-called	 Gibbering	
  Chasm	and	its	foul,	unknowable	denizens.	
  7*	
  The	approach	from	the	Twilight	City	to	the	Screaming	
  Gate	 was	 once	 heavily	 trapped,	 but	 these	 ancient	
  protections	have	now	all	failed.	
  8*	
  Everyone	 who	 has	 passed	 through	 the	 Screaming	
  Gate	 has	returned	changed.	Most	 have	 been	 driven	
  mad	by	their	experiences.	
  *False	rumour	
  	
  
  55	
  T H E  E B O N  R O A D  
  While	 of	 predominantly	 natural	 origin,	 troglodyte	 miners	
  modified	the	passageway	that	would	become	the	Ebon	Road	to	
  make	the	approach	to	the	city	as	difficult	as	possible.	In	several	
  sections,	 they	 engineered	 steep	 inclines	 to	 make	 an	 organised	
  advance	on	the	city	by	a	large	group	all	but	impossible.	Still,	a	
  small	band	of	determined	or	desperate	explorers	could	dare	the	
  Ebon	 Road,	 but	 such	 heroes	 must	 do	 so	 without	 mounts	 or	
  beasts	 of	 burden	 unless	 they	 can	 employ	 magic	 to	 aid	 their	
  beasts’	passage.		
  	
  The	further	one	gets	from	the	Twilight	City	the	wilder	and	
  rougher	 the	 going	 becomes.	 Beyond	 the	 relative	 safety	 of	 the	
  Twilight	 City,	 there	 are	 precious	 few	 safe	 havens.	 However,	
  fantastical	 tales	 of	 underground	 civilisations	 and	 their	 riches	
  draw	 a	 trickle	 of	 adventurers	 through	 the	 gate;	 most	 do	 not	
  return.	 Only	 the	 most	 powerful	 heroes	 stand	 a	 chance	 of	
  surviving	in	this	harsh,	unforgiving	realm.	
  B E Y O N D  T H E  E B O N  R O A D  
  The	 wilds	 beyond	 the	 Ebon	 Road	 are	 rarely	 explored.	 Just	
  reaching	this	point	requires	an	epic	effort;	most	judge	the	effort	
  and	danger	not	consummate	with	the	potential	rewards.	Thus,	
  little	 reliable	 information	 about	 what	 lurks	 in	 these	 lightless	
  passages	is	available	to	prospective	adventurers.		
  	
  From	 the	 Ebon	 Road,	 a	 convoluted	 jumble	 of	 passageways	
  leads	roughly	southward.	Inevitably,	they	pass	deep	under	Hard	
  Bay’s	storm-tossed	waters.	Burrowing	ever	deeper,	they	become	
  progressively	 more	 difficult	 to	 traverse.	 Occasionally,	 explorers	
  report	discovering	sections	replete	with	suggestions	of	ancient	
  workings	and	construction.	Whatever	the	truth	of	the	matter,	all	
  now	lie	in	ruin.		
  	
  Dangerous	predators,	ready	with	claw	and	fang	to	rend	the	
  life	from	any	adventurer	wandering	through	their	territory,	lurk	
  in	 this	 subterranean	 maze.	 Chief	 amongst	 these	 implacable	
  hunters	 are	 huge	 purple	 worms	 able	 to	 burrow	 through	 solid	
  rock	and	to	detect	the	tread	of	explorers	from	a	great	distance.	
  Old	stories	tell	of	these	monstrous	creatures	being	able	to	spit	
  acid	 and	 to	 drive	 their	 opponents	 mad.	 Such	 tales	 are	 now	
  dismissed	 as	 nothing	 more	 than	 the	 deranged	 ramblings	 of	
  weak-willed	survivors	of	ill-fated	expeditions.		
  
  ragingswan.com	
  gatekeeper@ragingswan.com	
  W A N T  M O R E  G L O A M H O L D ?  
  	
  Check	out	ragingswan.com/gloamhold	to	learn	more	about	Gloamhold	
  	
  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game	Core	Rulebook.	©	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.		
  	
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  Kobolds	of	the	Fallen	Halls.	©Raging	Swan	Press	2010;	Author:	Creighton	Broadhurst.	
  	
  Shadowed	Keep	on	the	Borderland.	©Raging	Swan	Press	2012;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Hard	Bay.	©Raging	Swan	Press	2013;	Author:	Greg	Marks.	
  	
  The	Sunken	Pyramid.	©Raging	Swan	Press	2013;	Authors:	Creighton	Broadhurst	and	Marc	Radle.	
  	
  Shunned	Valley	of	the	Three	Tombs.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Fane	of	the	Undying	Sleeper	Collector’s	Edition.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  Gloamhold	Campaign	Guide.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
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  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GLOAMHOLD
  Glowering	 amid	 dark	 rumours	 and	 terrible	 stories	 of	 desperate	 adventure,	 death,	
  betrayal	and	glimmering	treasures	squat	the	unutterably	ancient	halls	of	Gloamhold.	
  This	crumbling,	benighted,	haunted	dungeon	complex	of	unknown,	but	undeniably	vast,	
  extent	 is	 buried	 deep	 within	 the	 grim	 and	 brooding	 spray-drenched	 headland	 of	the	
  Mottled	Spire.	It	is	a	place	of	legends,	madness	and	death.	Within	this	towering,	wave-
  lashed	 shard	 of	 limestone	 lies	 the	 labyrinthine	 passageways	 and	 chambers	 of	
  Gloamhold’s	outer	reaches	and,	beyond	them,	the	benighted	precincts	and	canals	of	
  the	legend-shrouded	Twilight	City.	
  	
  Designed	for	use	with	any	edition	of	the	world’s	most	popular	role-playing	game.	
  	
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Gloamhold Campaign Guide.pdf